FINAL FANTASY TACTICS: THE WAR OF THE LIONS (PSP) FAQ & WALKTHROUGH
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			T h e   W a r   o f   t h e   L i o n s

            %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
            % FINAL FANTASY TACTICS: THE WAR OF THE LIONS FAQ %
            %                Version 7.02                     %
            %              by Fritz Fraundorf                 %
            %            E-mail: qumarsh@gmail.com            %
            %            Tumblr: qumarsh.tumblr.com           %
            %               Twitter: @Qu_Marsh                %
            %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

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%%%%TABLE OF CONTENTS%%%%

To jump to any section of this FAQ, press Ctrl+F to Find and type in the code
(beginning with 00) next to the section title.

I. Revision History                                   00rev
II. Frequently Asked Questions                        00faq
III. Basic Mechanics and Tactics                      00basic
  Job System Intro                                    00jobs
  Character Statistics                                00stats
  KOed Characters & Crystals/Chests                   00ko
  Turn Order & Charging Abilities                     00ct
  More on Magicks                                     00magick
  Using Items & Equipment                             00using
  Moving Around a Battlefield                         00move
  Undead Units                                        00undead
  Recruiting & Using Chocobos and Monsters            00mon
  World Map                                           00world
  Tricks Related to Specific Abilities or Items       00tricks
  Menus                                               00menu
IV. Walkthrough and Battle Strategies - Main Quest    00walk0
  Chapter I: The Meager                               00walk1
  Chapter II: The Manipulative & The Subservient      00walk2
  Chapter III: The Valiant                            00walk3
  Chapter IV: In the Name of Love                     00walk4
V. Walkthrough and Battle Strategies - Subquests      00sub
  Agrias's Birthday                                   00agr
  Gollund Colliery                                    00col
  Recruiting Balthier                                 00balt
  Nelveska Temple                                     00nel
  Recruiting Cloud                                    00cloud
  Disorder in the Order                               00dis
  Lionel's New Liege Lord                             00lio
  Midlight's Deep                                     00md
VI. Multiplayer Modes
  Melee Mode - General Information                    00melee0
  Melee Mode - Treasures                              00melee1
  Rendezvous Mode - General Information               00ren0
  Rendezvous Mode - Treasures and Ranking             00ren1
  Rendezvous Mission Strategies                       00ren2
VII. Jobs and Abilities                  
  Job Requirements (Quick Reference)                  00req
  General Information about Jobs                      00job0
  Standard Jobs                                       00job1
  Story Character Jobs                                00job2
  Job Statistics Comparison                           00jobstat
  Monster List                                        00job3
  Enemy-Only Jobs                                     00job4
  Strongest Abilities                                 00strong
VIII. Ability Strategies
  Ability Combos                                      00abil
  Character Strategies                                00char
  Party Strategies                                    00par
IX. Statistics and Leveling
  Bravery and Faith                                   00brave
  Exp, JP, and Gil                                    00exp
  Quickly Gaining Exp and JP                          00quick
  Automated Leveling                                  00auto
  Level-Downs and Stat Grinding                       00down
X. Equipment and Items                                00equip
  Weapons                                             00weap
  Shields                                             00shield
  Headgear                                            00head
  Body Armor                                          00armor
  Accessories                                         00acc
  Items                                               00item
XI. Finding Items
  Treasure Hunter & Traps                             00treasure
  Poached Items                                       00poach
  Shop Chart                                          00shop
  Rare Item Locations                                 00rare
  Throws from Enemy Ninjas                            00throw
  Missable Items and Events                           00miss
XII. Errands
  General Information About Errands                   00err0
  Errand Types & Preferred Jobs                       00err1
  Errand List                                         00err2
  Artefacts, Wonders, and Zodiac Stones               00arte
XIII. Random Battles
  Overworld Random Battles                            00over
  Midlight's Deep Random Battles                      00mdrb
  Special Random Battles                              00special
XIV. Other Game Information
  Zodiac Compatibility                                00zodiac
  Party & Boss Zodiac Signs                           00boss
  Status Changes (Quick Reference)                    00status1
  Status Changes (Detail)                             00status2
  Elemental Affinities                                00elem
  Weather Effects & Ivalician Calendar                00weather
  Learning Magick from Being Hit                      00hit
  Arithmeticks Chart                                  00arith
  Bugs and Glitches                                   00bug
XV. Miscellaneous Reference
  FMV Movie List                                      00fmv
  Music and Soundtrack                                00music
  Did You Notice...?                                  00dyn
  Final Fantasy Series References                     00ffr
  Character Quotes & Names                            00quotes
  Departure Quotes                                    00depart
  Character Birthdays & Ages                          00bday
  Game Credits                                        00gamecred
XVI. Version Differences
  Version Changes & Regional Differences              00changes
  Name Conversion Chart                               00names
  Sound Novels                                        00sound
XVII. Postscript
  Some Additional Resources                           00addl
  FAQ Credits & Disclaimer                            00cred

********************************************************************************
I. REVISION HISTORY                                                        00rev
********************************************************************************

---Version 7.02 (12/25/13)---
- I've added to the "Did You Notice?" section with notes on more unused game
  content, including some unused battle maps (e.g., Warjilis), two more unused
  abilities, and some entries in the Chronicle screen you can never see.  Thanks
  to The Cutting Room Floor ( www.tcrf.net ) for this information.
    > I also added a link to The Cutting Room Floor in the Additional Resources
      section, so you can check out the images yourself.
    > I added the names of the unused abilities to the Name Conversion Chart as
      well.
- Some updates to the sections on quickly raising JP/Exp:
    > David Lim points out that before you have Toad or Induration, a very early
      game leveling tactic is to pin an enemy Archer (essentially harmless at
      close range) or low-HP Chocobo (which will just use Choco Cure) in a
      corner.
    > Over the years, several people have written into advocate for Steal Gil
      as an ability with which to grind Exp/JP.  I still think Focus is better
      because it has an 100% success rate and doesn't require an enemy target,
      but I've now given Steal Gil a bit more prominence in the Quickly Gaining
      Exp and JP section, and I've mentioned this secondary use of Steal Gil in
      the Thief's job chart.  Thanks to Anthony Hannah and Timothy Abbott for
      making this case.
    > Kwing points out that the Archer's Adrenaline Rush is a good reaction
      ability when grinding levels; it helps boost your Speed and won't
      accidentally counterattack and KO an enemy that you need to keep alive.
- Refined the "ultimate defensive character" build to incorporate better armor
  and a permanent Shell/Protect; thanks to Kwing for the suggestion.
- Added Ashura or Nether Ashura + Flame Shield as another ability combo, also
  thanks to Kwing.
- Updated the battle strategy for The Switchback to note some of the best items
  to poach from the Type C enemy party, which is full of advanced monsters.
  Thanks to Kwing for the suggestion as well.
- The prolific Kwing also suggests a novel purpose for riding chocobos: By using
  a chocobo rider to help surround an enemy, you can have one character attack
  and climb off the chocobo and then another character climb on and attack while
  keeping the enemy trapped the whole time.  I've added this tactic to the Basic
  Mechanics section.
- Linh Phuong informs me that sound test track #48, "Bad Times S," is used when
  you lose in Melee Mode; I've filled in this missing information in the Music
  and Soundtrack section.
- Corrected the Frequently Asked Question about the Agrias's Birthday quest with
  the correct list of locations where the event can occur.  (It was correct in
  the walkthrough itself, but not in the Frequently Asked Questions section at
  the top of the document.)
- Updated the Disorder in the Order battle strategy to note the specific large
  monsters that you could climb on as a way of getting on top of the fort.
- Clarified in the Dark Knight's job description that Sanguine Sword and
  Infernal Strike are non-elemental since some of the Dark Knight's other
  abilities aren't.  Thanks to Kwing for suggesting the clarification.
- More explicitly stated in the battle strategies and job charts that the enemy
  "demon" monsters can never be recruited.  Thanks to Nayad Zepol for pointing
  out that this was unclear.
- Added my new Tumblr account to the header as well.
- Some typo/grammar corrections.
- This update finishes off my to-do list of changes to the FAQ, so future
  updates may not happen for a while, if ever.  But, my inbox/Twitter always
  remains open, so if you have any suggestions/corrections (especially about the
  iOS version), I'm all ears!  It's been a great experience working on the FAQ
  over the years, and I'm grateful to the many people whose contributions have
  greatly helped improve the FAQ.

---Version 7.01 (11/25/13)---
- Updated the description of Beowulf's Templar job to note that his Spellblade
  abilities cannot target himself.  Thus, you can't use his Faith ability to
  raise his own Faith stat.  Thanks to Kwing for the correction.
- Updated the Basic Mechanics and Tactics section the note that the effect
  range of most abilities is limited vertically as well as horizontally and that
  this usually means that aiming magick at an obstacle like a tree or a rock is
  an ineffective (because it doesn't have the vertical range to spread to the
  nearby tiles).  Thanks to Nayad Zepol for pointing out this omission.
- Updated another item in the Frequently Asked Questions (about the post-game
  save) to cover the iOS version.
- Removed two non-existent sections that were still in the Table of Contents--
  the "Spell Quotes" don't exist in the (English) War of the Lions, and that
  section was removed from the FAQ a long time ago, and the "Generic Character
  Names" were also integrated with the Character Quotes a long time ago.
- Added the Departure Quotes and FMV Movie List sections to the Table of
  Contents; these sections have been around for a long time, but never made it
  into the ToC for some reason.
- Corrected some more typos or references to PSone names where the iOS/PSP names
  should have been used.

---Version 7.00 (11/24/13)---
- Well, it's been over four years since the last update, so I figured that calls
  for a bump up to Version 7 :).  It's been a long time, but I had some long-
  overdue corrections to make.
- Since the last update to this FAQ, FF Tactics has been made available on more
  platforms: War of the Lions was ported to Apple's iOS (and, in Japan only, to
  Google's Android operating system).  Meanwhile, the original PSone version
  (without the extra missions and with the awful translation) was released as a
  downloadable title on the PlayStation Network.  This makes talking about "the
  PSone version" and "the PSP version" rather inadequate, so I now refer to "the
  original game" and "The War of the Lions."  I've also updated the Version
  Changes section with information on the various releases.  Thanks to
  Wikipedia, Jansim Jansim, and RPGFan.com for some of the information on the
  iOS and Android versions.
- The iOS version unfortunately doesn't include the two multiplayer modes from
  the PSP version.  Instead, the new items are earned by finishing the game once
  and then going to a Poachers' Den.  I've updated the FAQ throughout to reflect
  these version differences.  Thanks to the Final Fantasy Wiki for this
  information.  Unfortunately, I don't actually have access to the iOS version--
  I'm an Android guy--so the FAQ will still be based primarily on the PSP
  version.
- Corrected two of the Treasure Hunter items at Zeklaus Desert that were listed
  incorrectly: The height of the tile with the all-important Degenerator trap
  was mislisted, and the Blind Knife was listed on the wrong tile entirely.
  Thanks to SushimanX for the correction.
- Aoi, Zac Hill, and Aaron Voymas point out that it's possible to encounter
  human enemies and some additional monster types in random battles in Chapter
  1, though the probability of doing so appears quite low (5%?).  I've updated
  the Overworld Random Battles chart and the walkthrough accordingly.
- Corrected the requirements for getting inside a Poachers' Den: You need to
  have the Poach ability currently equipped on at least one character (or, Luso
  can be in his Game Hunter job, which has an innate Poach).  But, it doesn't
  matter whether you've ever poached any monsters.  I've updated this throughout
  the FAQ; thanks to Geomancer8 for the tip.
- Revised the battle strategy for Disorder in the Order to note that the two
  enemy Knights are actually trapped on top of the fort and that you need a Jump
  of 5 or greater (or equivalent movement ability) to climb up and steal from
  then.  Thanks to Jon Surrell for the insight.
- Corrected the Knight's base movement range--it's 3, not 4.  Thanks to Mark
  Denz for the catch.
- Corrected the JP cost for the Bard's Faith Boost and the total JP required to
  master the job.  Thanks to both Michael Chen and Mark Denz for spotting this.
- Corrected the Rare Items guide: the Sortile'ge is the COMMON poach from the
  Red Dragon, not the rare one, as correctly stated elsewhere in the FAQ.
  Thanks to Anthony Hilton for pointing this out.
- Mike Lent reports that the Cherche perfume is another rare item winnable in
  Melee Mode.
- Corrected a typo in the rare battle at Balias Tor: One of the possible guest
  monsters isn't a "Black Dragon" (there's no such thing in this game); it's a
  Black CHOCOBO.  Thanks to Patrick Burchett for the correction.
- Corrected the strategy suggested in the Dual Wield section.  The strategy of
  combining Dual Wield and Equip Swords to make your sword techniques key off a
  better weapon in the top weapon slot only works if you're a Ninja and have an
  innate Dual Wield; otherwise, those two abilities would be competing for the
  same slot.  Thanks to Tim Janko for pointing out this error.
- Revised the description of Dual Wield to clarify that it works with barehanded
  attacks and even as a Frog!  Thanks to Rhodan ten Kleij for the latter tip.
- Updated the "Did Your Notice...?" section with another bit of unused content:
  a doll-like weapon type.  
- Clarified that the level-down/level-up stat-maxing strategy produces larger
  gains the more you level-down (and thus level back up).
- Clarified at the start of the Chapter 4 walkthrough the specific battles that
  provide an opportunity for Ramza to learn Ultima.
- Targeting a specific location on the map with magick is called Tile targeting
  rather than Panel targeting in War of the Lions; I've corrected this
  throughout the FAQ.
- Clarified the requirements for unlocking the Dark Knight job throughout the
  FAQ.
- Clarified in more places that elemental boosts from equipment do not "stack";
  equipping two "Boosts: Ice" items is no better than just one.
- Added a note about another bug fixed between the original FF T to War of the
  Lions: the glitched Time Mage in The Crevasse that had a male sprite but was
  functionally female is now just a plain Time Mage.  Thanks to Trevor Layhee
  for the reminder.
- Added further clarification to the procedure for Poaching monsters, as this is
  a perpetual sticking point for new players.  Clarified in the Poached Items
  section that all three Trade Cities share the same Poachers' Den inventory.
- In the Bravery and Faith section, clarified that any ability/item that is not
  specifically on the list of things affected by Bravery or by Faith is
  unaffected by that stat.
- Clarified in the description of the enemy Undead Knight job that, although its
  Action Ability is called "Swordplay," it has the standard Arts of War
  abilities that any other Knight has.
- Added my Twitter contact info. to the header.
- Corrected some typos.  Thanks to Kwing for pointing out some of these.

(Older updates not listed.)

********************************************************************************
II. FREQUENTLY ASKED QUESTIONS                                             00faq
********************************************************************************

---Basic Mechanics--------------------------------------------------------------

Q. I just started the game; how do I learn new abilities?
A. New abilities are "purchased" using JP, which you earn from any successful
   action in battle.  You earn JP separately for each job, so earning JP as an
   Archer only lets you buy Archer abilities.  (Gaining JP also eventually 
   unlocks new jobs for you to use.)  To buy abilities, on the map screen, open
   the menu (with Triangle) and enter the Party Roster screen.  Then point to a 
   character, press Triangle to open the menu, and choose Abilities.  The in-
   game tutorial, available from the title screen, can walk you through this
   step-by-step.  If you check out the "Exp, JP, and Gil" section of this FAQ,
   you'll also find tips on maximizing your JP haul, though you don't *need* 
   them at the start of the game.

Q. How do I use items like Potions or Phoenix Downs?
A. Items are used with the Items command, which belongs to the Chemist job. So,
   switch one of your characters to a Chemist -- or assign Items as a secondary
   Action Ability.

   To learn how to use each type of item, the character must also learn the 
   ability that goes along with it.  For instance, to use Phoenix Downs, you
   must first learn the Chemist's "Phoenix Down" ability.  These abilities can 
   be bought on your status screen using JP (Job Points) earned by using the
   Chemist job.

Q. How can I revive a dead character?
A. If the character is simply KOed (lying down with a red counter over his/her
   head), you can use a Phoenix Down, the White Mage's Raise/Arise spells, or
   the Monk's Revive.  Or, finish the battle before the counter expires and the
   character will also be restored.

   If the counter counts down past 0, the character will turn into a treasure
   chest or crystal.  Once this happens, the character is gone for good and
   there is unfortunately NO way to revive him or her, ever.  You may recruit
   replacement generic characters from the Warriors' Guild in any town.  Special
   story characters are irreplaceable if killed.

Q. What do the Bravery and Faith statistics mean?  Do I want high or low 
   Bravery and Faith?
A. A high Bravery is almost always good.  It increases your chance of using
   Reaction Abilities, and makes certain weapon types (fists, knight's swords,
   katanas, and most monster attacks) stronger.  The only advantage of low
   Bravery is that it helps you find rare items with the Treasure Hunter
   ability, but you can just keep a single low-Bravery character for that
   purpose.

   Faith makes a character's magicks stronger and makes allies' healing magicks
   more effective when used on the character.  But, it also makes enemy magicks
   do more damage when used against you.  So, generally, you'll want your
   magick users to have high Faith (to make their magick stronger) and
   characters not using magick to have low Faith (to defend them from enemy 
   magick).

   See the Bravery and Faith section for more specific details, as well as tips
   on raising/lowering Bravery and Faith.

---Version Changes--------------------------------------------------------------

Q. Are there different versions of Final Fantasy Tactics?
A. Yes.  The original version of the game was released on the PSone (and re-
   released on the PlayStation Network).  The version of the game for the PSP
   and for iOS is called Final Fantasy Tactics: The War of the Lions and has
   some extra features and an improved translation.
   
Q. Is Cloud still in The War of the Lions version, like he was in the original?
A. Yes.  In fact, you can actually recruit him earlier than you could before.

Q. What's new in The War of the Lions / the PSP version of the game?
A. Check out the Version Changes section - just hit Ctrl+F and type in 00changes
   to jump to that section of the FAQ.

Q. Aren't there some new jobs added to The War of the Lions that weren't in the
   original version?  
A. The War of the Lions version does have two new jobs.  To make a character
   into an Onion Knight, simply get their Squire and Chemist jobs up to level 6.
   The other new job, Dark Knight, is trickier to unlock.  To become a Dark
   Knight, the same character must fulfill ALL of these three requirements:
      1. Master Knight and Black Mage by learning all the abilities.
      2. Earn enough JP to raise the Dragoon, Geomancer, Samurai, and Ninja jobs
         to job level 8.  While it's possible to master Geomancer without
         getting it to job level 8, you MUST continue to earn enough JP
         to get to job level 8 if you want to unlock Dark Knight.
      3. Kill 20 enemies with the character you want to turn into a Dark Knight.
         Just KOing them does NOT count; they must turn to chests or crystals.
         (And poaching does not count!)  It doesn't matter whether or not you
         actually pick up the crystals/chests.
   Yikes! :-)

Q. What are the new subquests in The War of the Lions?  How do I access them?
A. There are three new subquests in Chapter IV, one revolving around Beowulf 
   and the others revolving around Agrias.  Beowulf's subquest is available 
   after returning Reis to human form at Nelveska Temple and after completing 
   Mullonde Cathedral in the main storyline.  (Press Ctrl+F and enter 00lio to 
   jump to the section with all the details on the Lionel's New Liege Lord
   quest.)

   Agrias has a couple of different subquests.  First, if you still have Alicia
   and Lavian, the Tynar Rouge event can be accessed on 1 Cancer.  Second,
   after Mullonde, travel to Zeltennia to open up another battle accessed via 
   the Tavern at Gariland.  For details on these events, press Ctrl+F and 
   enter 00agr to jump to Agrias's Birthday or 00dis for Disorder in the
   Order, respectively.

Q. How do I get the new equipment in The War of the Lions?
A. A few of the items are obtained in the main single-player story: The Tynar
   Rouge is obtained from the Agrias's Birthday quest, and the Mirage Vest and
   Ras Algethi come with Balthier.
   
   All of the other new items depend on which platform you're playing on:
     > On the PSP, the new items are obtained as prizes in one of the
       multiplayer modes.  Some items can only be found in Melee Mode and some
       only in Rendezvous Mode; see the respective sections or the Rare Items
       List for a complete list.
     > On an iOS device (iPhone/iPad), simply complete the main game once, and
       all of the new items will become available for purchase at the Poachers'
       Den on ALL save files on your device.  (Note that you need the Poach
       ability equipped to enter the Poachers' Den.)
   
Q. I'm playing the iOS version.  Is there any way I can play the multiplayer
   modes?
A. As of the time of this writing, no. :(

---Character Recruitment--------------------------------------------------------

Q. How do I recruit Luso and Balthier?
A. Luso is recruited automatically in Chapter III as part of a story event.  You
   CANNOT miss him!  He'll join in a story event midway through the chapter, as
   you head through the Zeklaus Desert after revisiting Orbonne Monastery.
   There is NO way to recruit him any earlier in the game.

   Balthier isn't available until you've completed the battle at the Free City
   of Bervenia in Chapter IV.  Any time after that, read the "Rash of Thefts" 
   rumor at the Gariland tavern, then go to the Dorter tavern and read the 
   "Call for Guards" rumor.  Win the battle that ensues when you try to leave 
   town and Balthier joins.

Q. How do I get Cloud to join my party?  And where do I find his sword?
A. See the "Walkthrough - Subquests" section of the FAQ.  You need to complete
   the Gollund Colliery, Nelveska Temple, and Recruiting Cloud quests in
   sequence.

Q. I didn't buy the flower when I had the chance.  Can I still get Cloud?
A. Unfortunately, it seems that you have only one chance to buy the flower.  If
   you declined to buy it, you are not able to get Cloud, or complete the other 
   sidequests that depend on the flower.  Sorry :(

Q. How do I recruit monsters?
A. Use the Orator's Entice or Tame abilities on the monsters.  If you switch to
   another non-Orator job, you'll need to also equip the Beast Tongue support
   skill to use Entice on monsters.  (For more information, see "Recruiting 
   Monsters" in the Monsters section.)

---Equipment & Items------------------------------------------------------------

Q. How do I get the Genji equipment?  Can I steal it from the boss who has it?
A. Unfortunately, you can never steal from that boss in the War of the Lions
   version of the game, so he gets to keep his Genji gear to himself.  Alas!
   However, you CAN get the Genji Armor and Masamune from the new "Lionel's New
   Liege Lord" subquest. Press Ctrl+F and enter 00lio to jump to the guide for 
   that quest.

Q. How do I get good items / more items in multiplayer?
A. You'll get better items the higher your character level and (in Rendezvous 
   Mode) the more difficult the mission you complete; most of the new items can 
   only be obtained at a pretty high level.  Winning Melee Mode battles and
   completing Rendezvous Mode missions with fewer characters deployed and more 
   enemies KOed increases the NUMBER of items you get, but doesn't change their
   quality.

Q. How do I get the lipstick accessory (Tynar Rouge)?
A. First, you need to keep Agrias, Alicia, Lavian, and Mustadio on your roster
   until Chapter IV.  Once Chapter IV begins, travel back and forth between
   Gollund and Lesalia until the calendar says 1 Cancer.  If you have at least 
   500,000 gil and are standing on a town/castle (except Eagrose, Dorter or
   Zeltennia) when the calendar turns 1 Cancer, you should get the scene where
   you acquire the Tynar Rouge accessory.

Q. Where do I get all the Zodiac Stones?
A. You'll find a list at the end of the Artefacts, Wonders, and Zodiac Stones
   section -- press Ctrl+F and 00arte to jump there.  Be warned that this list
   contains some spoilers.

Q. I completed an errand in a bar, and received an Artefact or a Wonder of the
   Ancient World.  What does it do?
A. Nothing!  These are just for decoration :)

Q. What is the best equipment to use?
A. Knight's swords are generally the best weapons for fighters, since they have
   high attack power and beneficial status effects.  The Rod of Faith (found in
   Midlight's Deep) is best for a magick-user.  Among accessories in the single-
   player game, the Tynar Rouge (see above) and Chantage are always handy.
   Ribbons can also be useful for protecting female characters (and Cloud!) from
   status changes.  Or, check the equipment list and make your own selections!

---Poaching---------------------------------------------------------------------

Q. How do I poach enemies?
A. Equip the Thief ability Poach and KO a monster with a regular physical
   attack.  Then go to a Poachers' Den in a trade city and you can purchase what
   you've poached.  Each monster you poach will add 1 item to the Poachers' Den
   inventory.  Different monsters will give you different kinds of items; see
   the Poaching List section for the full list.
   
   Note that Poachers' Dens are NOT available in all cities; only Dorter,
   Warjilis, and Sal Ghidos have them, and they don't appear until the start of
   Chapter III.

Q. The guy at the Poachers' Den won't talk to me, or says the store is out of
   inventory.
A. To get inside the Poachers' Den, you must have the Poach support ability
   equipped on one of the characters in your roster.  (Or, Luso's innate Poach
   counts if he's in his Game Hunter job.)  Also, if you've already bought up
   all the items that you poached, the Den will say they're out of inventory and
   there won't be anything for you to buy.  So get poaching!

---Midlight's Deep & Treasure Hunter--------------------------------------------

Q. Where is Midlight's Deep?
A. After you finish the battles at Mullonde Cathedral, go to the Port City of
   Warjilis.  You will see a scene at the bar, then the way to Midlight's Deep
   will appear.

Q. How do I beat / find items in Midlight's Deep?
A. See the cleverly-titled Midlight's Deep section of the walkthrough ;) .  
   Just hit Ctrl+F and type in 00md to jump to that section of the FAQ.

Q. How do I use the Treasure Hunter coordinates you've included in each battle
   strategy?
A. Use the analog stick in the lower left of the PSP.  Every time you tap it
   left or right, the perspective changes.  Rotate the perspective until the
   specified corner is the bottom of the map.  (On an iOS device, swipe the
   screen instead to rotate the camera.)  From this specified corner, use the
   LEFT and UP buttons on the D-pad to move to the cursor to the correct tile.
   See the Treasure Hunter section (hit Ctrl+F and enter 00treasure ) for a more
   detailed explanation.

Q. I missed an item in Midlight's Deep.  What can I do?
A. If you didn't touch the treasure tile at all, you can just go back to the
   same floor and try again.

   If you picked up the Phoenix Down from the treasure tile instead of the
   "good" item, I'm afraid the good item is gone forever--even if you leave the
   map and re-enter.  You'd have to restore to a previous save to get the item.

Q. I landed on a treasure tile in Midlight's Deep, but I sprung a trap instead
   of getting a treasure.
A. This might happen for one of two reasons.  Either the character doesn't have
   the Treasure Hunter ability equipped, or someone (either yourself or an
   enemy) already took the treasure off the tile.  Unfortunately, once EITHER
   item is taken from a tile (i.e. the good item OR the Phoenix Down), BOTH of
   the tile's items are gone forever.

Q. What's this about a treasure tile at Mount Bervenia that you can't get?
A. Yep, there's a treasure tile programmed into Mount Bervenia that you can
   never actually get.  To get it, your Treasure Hunter would have to stop on a
   tile filled with lava.  The only abilities that let you do this are
   Lavawalking and Levitate, neither of which can be equipped simultaneously
   with Treasure Hunter.  Float magick and gear like the Winged Boots do NOT
   work because they only allow you to move THROUGH lava on the way to another
   tile, and never allow you to STOP on top of lava.

   The tile only has a Flameburst Bomb and X-Potion anyway, so don't sweat it.

---Specific Battles-------------------------------------------------------------

Q. How do I beat Wiegraf?
A. If you have a Chameleon Robe, equipping that will stop his sword techniques.
   (Otherwise, try using Auto-Potion or Mana Shield to protect yourself.)  Run
   from Wiegraf and keep using the Tailwind ability to boost your speed.  Repeat
   until you are getting seven or eight turns in a row, then start using Focus
   to raise your attack power.  When you have high attack power, just attack and
   KO Wiegraf.  Against Belias, run up and attack him repeatedly.  (If you don't
   have these items or abilities, check out the Chapter III walkthrough for a
   slew of alternate strategies as well as a place you can find a Chameleon
   Robe *during* the battle.)

Q. How do I win at Golgollada Gallows?
A. The easiest strategy is to immediately start climbing up the wooden gate
   behind you.  Once you get up on top, you can use magicks, bows, and guns to
   attack the enemies from above.  Try to use status ailments like Disable to
   reduce the number of enemies attacking you at once.  For a more detailed
   strategy, see the Chapter II walkthrough.

Q. How do I beat the Lionel Castle Gate?
A. There are two main methods: One is to give Ramza the Chakra ability and have 
   him use it every turn.  The other is to use Teleport to warp outside the
   gate.  Either way, don't open the gate until the fight outside is finished.
   To help beat the enemies outside the gate, equip Rubber Boots to block their
   lightning-elemental weapons.  For more tips, see the walkthrough for Chapter 
   II.  Press Ctrl+F and type in 00walk2 to jump there.

Q. I just got ambushed at Dorter in Chapter IV.  What's the deal?
A. If you have Meliadoul, there's an optional battle at Dorter as you go from
   Limberry to Eagrose.  (This battle is new in the War of the Lions version.)
   There's not really anything special to earn in this battle, so you can either
   fight your way through it, or walk around Dorter to reach Eagrose.  After you
   clear Eagrose, the ambush will disappear.

Q. I got into a random battle and was facing a weird set of enemies.  Is this
   some special event?  What's going on?
A. Each wilderness location has a "special" random battle that you can randomly
   encounter at low odds in Chapter IV.  These special battles pit you against 
   unusual enemy parties -- mostly collections of human enemies.  You don't get 
   anything special for winning these battles and they have no relation to the 
   story, but they can be an interesting extra challenge!  For a list of all 
   these special battles, see the Random Battles section.

---Jobs & Abilities-------------------------------------------------------------

Q. How do I unlock the _______ job?
A. I've put together a Quick Reference chart with all the job requirements; 
   press Ctrl+F and enter 00req to get there.

Q. I'm having trouble unlocking Dark Knight.  What am I missing?
A. It's pretty tricky!  To make a character into Dark Knight, s/he must meet
   ALL of these three requirements (in any order):
      1. Master Knight and Black Mage by learning all the abilities.  Make sure
         you've actually used your JP to buy the abilities.
      2. Earn enough JP to raise the Dragoon, Geomancer, Samurai, and Ninja jobs
         to job level 8.  While it's possible to master Geomancer without
         getting it to job level 8, you MUST continue to earn enough Geomancer
         JP to get to job level 8 if you want to unlock Dark Knight.
      3. Kill 20 enemies with the character you want to turn into a Dark Knight.
         Just KOing them does NOT count; they must turn to chests or crystals.
         (And poaching does not count!)  It doesn't matter whether or not you
         actually pick up the crystals/chests.  There is no way to actually see
         how many enemies a character has killed, so just keep on killing until
         the job unlocks.

Q. How do I use the Samurai's ability Iaido?
A. First learn the ability you want to use.  Then buy several of the 
   corresponding Samurai sword.  During battle, you can use the ability if you 
   have the appropriate type of sword in your inventory (NOT equipped).  Note 
   that this may break the sword, so I'd buy several copies.

Q. What job should I use for the best HP?  The best attack power?
A. I've added a Job Statistics Comparison chart to the FAQ to quickly compare
   each job's stats.  Ctrl+F and 00jobstat will get you there.

Q. Why don't my Reaction Abilities always work?
A. For almost all Reaction Abilities, the chance of using the ability is equal 
   to your Bravery stat.  Use Ramza's skills or an Orator to raise the
   character's Bravery and your Reaction Abilities will activate more.

Q. I've learned all the abilities for one of my jobs, but it still doesn't show
   up as Mastered.  Why not?
A. Ramza's Squire job and Luso's Game Hunter job also require that you learn
   their hidden Ultima ability.  The Summoner job also requires that you get
   the Zodiark summon.  See the FAQs below.

Q. How do I learn Ultima?
A. Only Ramza and Luso can learn Ultima.  Ramza or Luso must be in their base 
   job; then, if someone casts the spell on him, he will learn it.  (As long as 
   just one of the two characters learns it, you can have him cast it on the 
   other to learn it later.)  The best time to learn the spell is from the
   assassins outside Limberry Castle in Chapter IV, but you can also have Luso
   learn it on the Riovanes Castle Roof in Chapter III, from Ultima Demons in
   other battles, or from another player in Rendezvous Mode.  (The guest 
   character during the final battle can also learn Ultima if it's cast on her.)

Q. How do I learn Zodiark?
A. You can only learn Zodiark from Elidibus, the boss of Midlight's Deep, by 
   having him cast it on one of your Summoners.  Equip the Mana Shield ability 
   to survive it.  (You only have a 90% chance to learn Zodiark when you're hit
   with it, so if you don't learn it the first time, try again!)  If you don't
   learn Zodiark during that battle, the only other place to find Elidibus is in
   the Brave Story multiplayer mission.

Q. What's the deal with Onion Knights?  They seem horrible.  Is there any way
   to make them stronger?
A. Actually, yes.  The Onion Knight's job level goes up as you master other
   jobs, and if you can get the Onion Knight up to job level 8, they'll become
   more powerful.  Also, if you play the game's multiplayer modes, you can earn
   some powerful "Onion" equipment that only Onion Knights can equip.

Q. What's the best team to use?
A. Well, you can win the game with all sorts of different combinations of
   abilities and characters, so feel to experiment and find a team that suits
   your play style :).  If you're looking for a quick victory, Agrias,
   Orlandeau, and Balthier (and Mustadio, before you get Balthier) are all very
   powerful.  Construct 8 is also quite good for simply playing through the
   single-player game, though it ends up being less useful at higher levels.
   For generic characters, the Dark Knight is the best overall physical fighter
   and a Black Mage with Arithmeticks and all magicks learned is the best
   overall mage.  Before you unlock those jobs, I like Ninjas and Monks for
   fighting and Chemists for healing.  Monsters, in general, are not too useful.
   For specific strategies for configuring individual characters, see the
   Ability and Character Strategies section.

Q. What are the best / strongest magicks and abilities?
A. I've put together a Strongest Abilities section that compares abilities from
   a number of different categories. (Ctrl+F and 00strong will take you there.)
   As far as sheer damage goes, Holy is the strongest magick (and can be used
   with Arithmeticks!) aside from the hidden Zodiark summon.  Divine Ruination
   is the strongest swordskill.

---Miscellany-------------------------------------------------------------------

Q. Are there items or events in this game that I can permanently miss?  What do
   I need to do to see them?
A. I've put together a Missable Items and Events list -- just press Ctrl+F and
   enter 00miss to jump to that section.

Q. Help!  I beat the last boss and the game said it was saving afterwards, but
   when I load up my last save, I'm just at the last boss fight again.  Can I 
   go anywhere else?
A. Unfortunately, no :(.  The game clear save is just to unlock some of the 
   multiplayer missions (on the PSP) or to unlock additional equipment in the
   Poachers' Den (in iOS).  If you want to continue roving the world map, you 
   need to keep a separate save from before you began the final sequence of 
   battles.

Q. Is there a way I can quickly gain levels?
A. Sure, see the Quickly Gaining Exp & JP (00quick) for strategies for this.
   With the right magicks, it's even possible to make this process completely
   automatic!  But keep in mind you never *need* to do this to finish the game.
   Usually, a change of strategy should be enough to get you past the next
   battle and you don't need to spend time leveling if you don't want to.

Q. How do I ride a Chocobo?
A. Move the character onto the same square as the Chocobo.  Riding a Chocobo
   will expand your movement range and protect you from status ailments.
   Otherwise, you have the same abilities as when you are on foot.

Q. Is there any kind of New Game+ mode, so that I can start from the beginning 
   but keep all my levels and items?
A. Unfortunately, no.  FF Tactics dates back to a time before this feature
   started becoming common in RPGs.  Whenever you start a new game, you always
   have to start from scratch.

Q. One of my characters is threatening to desert the team.  What do I do?
A. This is happening because your character has either a very low Bravery or
   a very high Faith.  To keep the character from leaving your roster, make sure
   the character's Bravery or Faith doesn't get any more extreme.  To stop the
   threats, use Orator skills to increase the character's Bravery or lower
   his/her Faith.  (Note that neither HIGH Bravery nor LOW Faith will ever cause
   a character to desert.)

Q. Why don't any of the characters have noses?
A. Your guess is as good as mine.  Some genetic defect or something, I suppose.

********************************************************************************
III. BASIC MECHANICS AND TACTICS                                         00basic
********************************************************************************

Final Fantasy Tactics includes a pretty extensive in-game tutorial that explains
most of the basics of gameplay like fighting in battle, changing Jobs, equipping
items and abilities, and gaining levels.

You can access the tutorial from the title screen (just choose "Tutorial"), or
during the game by choosing "Tutorial" from the map screen menu.

%%%JOB SYSTEM INTRO%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00jobs

---ABOUT JOBS---
FF Tactics is one of several Final Fantasy games that uses the Job System.  Jobs
are basically like character classes, except you can frequently switch them and
combine their abilities.

The job you have determines the abilities you can learn, your stats, and the
equipment you can use.  For instance, the Knight job has high Physical Attack
and HP, can use swords and heavy armor, and has abilities that break the enemy's
items.  The Wizard casts offensive magicks, has high magick strength, and wield
rods.

You can change characters' jobs on the Party Roster screen between battles.
Press Triangle on the map screen to open the menu, point to a character, and
press Triangle to open his/her menu.

Switching between jobs and combining their abilities is the key to success in
this game!

You cannot switch jobs or abilities DURING a battle.

A complete list of all the jobs and their abilities is in the Jobs section.

---ABILITIES---
Each job has a category of Action Abilities (e.g. "Black Magicks" or "Steal").
This category of abilities is always available for use by the job.  In addition,
each job can equip one other job's Action Ability category.  So, you can have a
Knight who casts White Magicks, or a Monk who uses her own Martial Arts
abilities plus the Thief's ability to steal Items.

Action Abilities are denoted with a lightning bolt icon.

Each character can also equip one ability in each of three other categories:
  > Reaction Abilities (righwards-pointing arrow icon) take effect when you are
    targeted by another unit.  The chance of using most Reaction Abilties is
    equal to your Bravery stat (described below in a bit more detail).

  > Support Abilities (circle icon) have general effects that you don't have to
    "fire" during a battle.  They are always active.

  > Movement Abilities (foot icon) control how you move, or take effect when you
    move.

The Reaction/Support/Movement Abilities that a job can learn are NOT
automatically available.  You must use your slots to equip them!

To equip abilities, on the map screen, open the menu (with Triangle) and enter
the Party Roster screen.  Then point to a character, press Triangle to open the
menu, and choose Abilities -> Assign.

---LEARNING ABILITIES---
New abilities are "purchased" using JP, which you earn from any successful
action in battle.  You earn JP separately for each job, so earning JP as an
Archer only lets you buy Archer abilities.  (Gaining JP also eventually unlocks
new jobs for you to use.)

To buy abilities, on the map screen, open the menu (with Triangle) and enter the
Party Roster screen.  Then point to a character, press Triangle to open the
menu, and choose Abilities -> Learn.

---HOW TO UNLOCK NEW JOBS---
Most new jobs are unlocked by gaining JP with existing jobs.  See the Job
Requirements Chart for a quick reference to how to unlock each job.

---STORY CHARACTER JOBS---
Some story characters that join your party have special jobs available for that
character.  They aren't available to generic characters.  In all cases where a
story character has a special job, the special job replaces the Squire job for
that character.

%%%CHARACTER STATISTICS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00stats

---BASIC STATS---
There are 7 basic stats for each character in FF Tactics.  In addition to these,
your evasion rates and Bravery/Faith are also really important, and covered in
subsections below this.

 > HP: HP represents your health.  Enemy attacks reduce your HP.  If you run out
     of HP, the character is Dead and unable to fight.  Moreover, a Dead
     character will vanish permanently after a few turns (see next section).
     Fortunately, there are many ways to restore HP during a battle, and your HP
     is also restored completely between battles.

 > MP: MP is consumed when you cast magick.  More powerful spells generally cost
     more MP.  If you run out of MP, you won't be able to cast magick.  MP is
     restored after a battle, and a few abilities can restore MP during battle.

 > Physical Attack: Increases the power of physical attacks.  This includes most
     weapons, as well as some other special abilities like sword techniques and
     Punch Art.

 > Magick Attack: Increases the power of magick attacks.  Aside from the obvious
     (White Magick, etc.), this also includes some other special commands (like
     the Samurai's Iaido) and even a few weapons.

 > Speed: The primary function of Speed is to determine how quickly you get your
     next turn.  If you have high Speed; you'll earn more turns relative to your
     opponents.  Speed also improves the effectiveness of certain abilities
     (like Steal and Jump) and a few weapon types.

 > Move: Your Move rating is simply the number of tiles you can move per turn.
 
 > Jump: Jump determines your ability to move across high and low tiles on the
     battlefield.  Each tile has a Height rating, and you can't move between two
     tiles if the height difference is greater than your Jump.  For instance, a
     Jump stat of 3 would let you move from a height 1 tile to a height 4 tile,
     but not height 1 to height 5.

FF Tactics has no "defense" stat, unlike many RPGs.  Armor increases your HP
rather than defense.  So, the main way to survive more attacks is to raise your
HP!

---EVASION RATES---
You've probably noticed that the status screen features *three* numbers for each
character's evade rate.  The first number, C-Ev, comes from the character's
current class/job.  The second number, S-Ev, comes from the character's shield.
The final number, A-Ev, comes from the character's accessory (i.e., cloaks).
You also have separate evade rates for evading physical attacks and evading
magick attacks.

For physical attacks, your evade rate depends on which direction the attack is
coming from.  C-Ev is only effective against attacks from the FRONT.  Shields
(S-Ev) are effective against attacks from the front and side, but NOT from the
back.  A-Ev is effective against ALL attacks.

For magick attacks, S-Ev and A-Ev are effective against all attacks regardless
of direction.  No job actually has a magick C-Ev greater than 0, so magick can
be evaded only with a shield or cloak.

C-Ev, S-Ev, and A-Ev do not completely "stack" because they are combined
multiplicatively.  If you have a shield with S-Ev 50% and a cloak with A-Ev 50%,
the shield will reduce the enemy's hit rate by 50% (to 50%), and the cloak will
reduce THAT by another 50% to a 25% hit rate (NOT 0%).  That means you get
"diminishing returns" from equipping multiple boosts to your evade rate.

You can plan your attacks with these evade rates in mind.  If an enemy has a
shield, attack him or her from behind.  (If an enemy doesn't have a shield,
attacking from the side or behind are equally effective.)  If an enemy has a
high overall physical evade rate, use magick -- or guns, which ignore evade
rates completely.  Equipping the Archer's Concentration ability will completely
prevent your physical attacks from being evaded.  And, of course, positioning
your own characters so that their backs/sides can't be attacked helps you evade
enemy attacks.

Some status conditions affect evade rates.  If you're Blind, the enemy's evade 
rate is doubled versus your physical attacks.  If you're Defending, YOUR evade
rate versus both physical and magickal attacks is doubled.  Of course, since
these conditions only double an existing evade rate, they have NO effect on
attacks with a 100% hit rate.  (So, attacking from behind is often still
effective even if you're Blind or the enemy is Defending!)  Finally, while
you're charging up magicks or other abilities, your evade rates versus both
physical and magickal attacks drop to ZERO!

The Shirahadori, First Strike, and Archer's Bane reaction abilities stop attacks
outright and are independent of evade rate.

---BRAVERY AND FAITH---
Bravery and Faith are two really important statistics that each character has.
They're so important, in fact, that I've created an entire section about them!
See "Bravery and Faith" under Statistics and Leveling for a full description
of how these statistics work.

In short, a high Bravery increases a chance of a character using his or her
Reaction Abilities and raises your attack power with certain kinds of weapons
(fists, knight's swords, katanas, and some monster attacks).  A high Bravery is
almost always a good thing to have!  The only benefit to a low Bravery is that
is improves your odds of finding good items with the Treasure Hunter ability,
but even the "good" items are rarely worth picking up.

Faith affects a character's affinity for magick.  Having a high Faith stat
makes your offensive magicks do more damage, your healing magicks restore more
HP, and your status change magicks more likely to succeed.  It also makes your
allies' healing magicks more effective when used on you.  BUT, it also makes
enemy magicks more effective against you!  You'll want your magick-users to have
high Faith (so their magick is most effective), but you may want your other
characters to have low Faith so they are less susceptible to enemy magicks.

---ZODIAC SIGNS & COMPATIBILITY---
Each character has a fixed Zodiac sign.  Each sign has "good" or "bad"
compatibility with certain other signs (in some cases, the compatibility depends
on the characters' genders).  In short, having "good" compatibility with another
character increases the damage you do, the HP restored by healing abilities, and
the success rate of status magicks.  Having "bad" compatibility does the
reverse.

Aside from the bosses, enemy Zodiac signs are generally random, so it's pretty
hard to plan your deployments around Zodiac signs.  However, you can sometimes
exploit your Zodiac signs within a battle to squeeze out a little extra damage.

See the Zodiac Compatibility section under Other Game Information for a more
detailed treatment of Zodiac signs.

---MEN ARE FROM IVALICE, WOMEN ARE FROM SPIRA---
Human characters in FF Tactics can be either male or female.  Overall, the
differences between genders are fairly small.  However, men and women do differ
in a few ways:

INITIAL EQUIPMENT: Male recruits start with a Broadsword, Leather Cap, and
Clothing and cost 1500 gil; female recruits start with a Dagger instead of a
Broadsword and cost 1400 gil.  The 100 gil difference is due to the fact that
the Broadsword costs 100 gil more than the Dagger.

JOBS: Males get the Bard job, while females get the Dancer job.  They also
differ slightly in how they learn Move +3 and Jump +3: Males get Move +3 from
Bard and Jump +3 from Dark Knight, while females get Move +3 from Dark Knight
and Jump +3 from Dancer.

STATS: Males tend to have somewhat more HP and Physical Attack power, while
females tend to have somewhat more MP and Magick Attack power.  There are no
gender differences in Speed.

IN BATTLE: Some Zodiac compatibility calculations depend on the gender of the
characters involved.  In addition, the Thief's Steal Heart and Balthier's
Plunder Heart only work on characters of the opposite gender from the user.

EQUIPMENT: Bags, hair adornments, lip rouge, perfume, and the Minerva Bustier
can only generally be equipped only by female characters.  (Male Onion Knights
can also use all of these items, and Cloud can equip hair adornments.)  There
are no male-exclusive items.  These female-only items include some of the best
items in the game, such as the Ribbon, Tynar Rouge, and Chantage -- which means
that in the long run, female characters tend to end up more powerful than males.

%%%KOED CHARACTERS & CRYSTALS/CHESTS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ko

---KO COUNTDOWN, CRYSTALS, & CHESTS---
A character who's been KOed (lost all his or her HP) has a countdown over his
or her head that ticks down to his or her death.

The countdown starts at 3 and counts down to 2, 1, 0, and finally death.  The
countdown ticks downward each time the character's "turn" comes up.  (Of course,
you don't get an actual turn when you're KOed.)  This means that characters with
higher Speed will have a faster countdown.

When a character's KO countdown counts down to death, the character permanently
dies and turns into either a chest or a crystal that someone else can pick up.

  > Chest: This contains an item -- either a consumable Item, or a piece of
    equipment that the character was wearing.  (Monsters will only yield
    consumable Items, which makes these chests pretty poor.)

  > Crystals: Picking up a crystal gives you a choice of EITHER fully restoring
    your HP and MP, OR learning some of the dead character's abilities.

    Don't be fooled by the fact that the cursor only points to one of the
    abilities on the list.  If you select Acquire Abilities, you will learn ALL
    of the abilities listed.  This makes collecting crystals a great way to
    learn abilities quickly!  Since monsters don't have any abilities you can
    learn, crystals from monsters only allow you to restore HP/MP.

    Crystals don't allow a character to learn abilities for a job he/she hasn't
    unlocked yet.  (Those abilities won't even show up in the list.)  So, when
    you pick up a crystal, do it with a character who can benefit from it.  For
    instance, a crystal left by a White Mage would be beneficial for a character
    who has unlocked White Mage but doesn't have many White Mage abilities yet.

A character who is currently KOed with a countdown can be cured with many 
different abilities (e.g. Phoenix Down, Raise, Revive, etc.) or by completing
the battle before the countdown expires.

However, there is NO way to bring back a character who has been turned into a
chest or crystal (aside from reloading from a previous save).

If you're trying to get a particular item that an enemy has equipped, one way to
improve your odds of it dropping in a chest is to use the Knight's Arts of War
skills (or the Unyielding Blade skills used by some story characters) to break
the enemy's other equipment before you KO the enemy.  Or, you can just use Thief
abilities to steal it, of course :).

---REVIVE THE LIVING---
Annoyed by long charge times for Raise magicks?  Well, who says you can't start 
charging the magick before the target dies?  If somebody's low on HP and you
know they're going to get KOed, start charging up Raise or (preferably) Arise.
And if they fail to be KOed for Arise, KO them yourself and the Arise will bring
them back to full health! (why waste the magick?)

---DISMISSAL VIA CRYSTAL---
If you have a character you're going to dismiss anyway, you can instead send 
him or her into a battle, get him or her killed, and have one of your other 
characters pick up the crystal.  This will allow the other character to at 
least learn some of the "dismissed" character's abilities, and you were going
to remove him/her from your roster anyway.  (There's only a random chance of 
getting a crystal, but you can keep trying this until you get a crystal.)

Of course, doing this will count as a Casualty on your Chronicle screen, so if
you want a spotless save file, you won't want to use this tactic.

%%%TURN ORDER & CHARGING ABILITIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ct

---ON YOUR TURN---
On a character's turn, he or she may perform one, both, or neither of two
actions:

> MOVE -- to a new location on the battle map.  The maximum number of tiles you
can move is determined by your Move statistic.

> ACT -- perform a standard physical attack, or use one of the Action Abilities
you have equipped.  A couple of Support Abilities (Defend and Reequip) will also
add new Act commands.

You can Move or Act in either order.  However, it's not possible to Move twice
or Act twice in one turn.

You can also choose to end your turn early by choosing Wait.  This is used if
you don't want to Move or Act, or to get your next turn faster (see below).

---CT GAUGE & RAPID TURNS---
The CT gauge controls when each character gets a turn.  When your CT gauge 
fills, you get a turn.  (Unlike many Final Fantasy games, there is no real-time
ATB element here.  The CT gauge does not fill while you're looking at a menu.)
Your character's Speed determines how quickly the CT gauge fills; raising your
Speed will get you more turns!

Normally, you can both Move and Act during a turn.  If you do both, your CT
gauge empties to 0.  However, if you do only ONE and then select Wait, your CT 
gauge only drops back to 20, and if you do neither (just Waiting out your
turn), the CT gauge drops back to 40.  This means that you can get turns much
more quickly!  So, you shouldn't have each character always Move AND Act if
they don't actually need to do one or the other.  Using Wait to get extra turns
like this is a CRUCIAL tactic on maps where you're outnumbered and need to get
as many turns as you can.  Have your characters attack while remaining 
stationary whenever possible.

(The Immobilize and Disable status conditions, which prevent you from Moving
or Acting, respectively, actually penalize your CT gauge as if you DID Move
or Act.  Alas.)

The Haste status makes a character's CT gauge fill 50% faster and the Quick
magick makes it fill to 100 instantly.  On the other hand, the Slow status makes
it fill 50% more slowly and the Stop status makes it fill not at all.

When you're KOed, you don't get any turns.  Instead, when your CT reaches 100,
your death countdown decreased by 1 -- from 3 to 2 to 1 to 0 to permanent death.
This means that a speedy character will die sooner!

---PAUSE BATTLES---
If you push Triangle while the enemies are moving, the game will pause after 
the current enemy stops moving.  (When you press Triangle, you'll hear a chime 
sound indicating the pause was activated.)  Once paused, you can check out 
everyone's status.  When you're done, just click on any character and choose 
Done to resume.

---TURN LIST---
The Turn List is a very helpful screen that displays which characters will be
getting their turns next, and when magicks currently charging will activate.  

To look at the Turn List, press Triangle during battle to get out of the 
current menu.  (You can also do this using the Pause Battles command above.)
Then click on any blank tile and choose "Turn List."

You can also access the Turn List when selecting an ability.  Simply press
the right arrow when you're on the list of ability.  This will show you when
the selected ability when finish charging.

While you're looking at the Turn List, if you click on an ability that's being
charged, it will show you what character/tiles will be affected.

There are many reasons to check the Turn List.  For example, you can make sure
a charged attack will activate before the enemy moves, you can get out of 
the way before an enemy magick activates, you can focus your attacks to KO the
enemy who will move next, and you can make sure to pick up crystals before an
enemy will have a turn to collect them.

Note that the Turn List always assumes that characters will both Move and Act 
on their turns.  If they use Wait to keep some of their CT gauge filled, or if 
Haste or Slow is cast on them, their position on the Turn List may of course 
change.

---UNIT VS. PANEL TARGETING---
Most abilities that do not activate instantly give you a choice between Unit
and Tile targeting when you select a target.
  > Unit targeting: The magick will target the unit you've selected, even if
    he/she moves to another tile.  Note that it does NOT matter if the unit is
    no longer within the magick's original range.
  > Tile targeting: The magick will target the tile on the map that you've
    selected, even if the unit that's currently there moves out.

Use Unit targeting if you want to target a specific character -- say, to heal a
specific ally or attack a specific enemy.  (This is probably what you'll use
most of the time.)  Another nice thing about Unit targeting is that you can use
it to hit an enemy even if s/he tries to flee out of range.  You can also
target an enemy with Unit targeting, then retreat from danger.  The magick will 
still hit its chosen target even though you're now well away from the enemies!

Use Tile targeting if you're more concerned with hitting a group of targets
than any specific individual.  This way, even if one individual unit moves, you
can still cast the magick on all the other units.  Another good time to use
Tile targeting is when you're aiming a magick at a particular "choke-point" on 
the map (such as a bridge or hallway).  Here, you're not trying to hit any 
particular enemy so much as blasting whatever enemy approaches you.

One caveat with Tile targeting: Be careful when aiming at obstacles such as
rocks and trees.  Most of these obstacles are at much higher Height than the
surrounding terrain, and if you target the obstacle itself, the magick won't
have the vertical range to spread to the surrounding tiles.  (See "Friendly
(And Unfriendly) Fire" below for elaboration.)

The Archer's Aim attack, the Dragoon's Jump attack, and Cloud's Limit abilities 
can ONLY use Tile targeting.  If the enemy moves out of the way while these 
attacks are charging, you're out of luck.

---BATTLE CLOCK & CHARGING ABILITIES---
Characters get to take a turn when their CT gauge fills up from 0 to 100.  How 
does the CT gauge fill?  It's controlled by an invisible "battle clock" that
ticks forward between turns.

Between turns, the in-game clock "ticks" forward.  During each "tick," all
characters' CT gauges increase by an amount equal to their Speed statistic.
If a character reaches 100 CT, he or she gets a turn.  If no character gets a
turn, the clock ticks forward again and again until someone DOES get a turn.
If more than one character hits 100 CT on the same tick, all those characters
get to take a turn before the clock continues.

The clock calculations are done automatically, so you won't see any actual pause
between turns.  It's just the mechanic that controls the order of turns.

Since the rate at which your CT gauge fills is based on your Speed, increasing
your Speed statistic fills your CT gauge more rapidly and allows you to get 
more turns relative to the enemy!

Some abilities (magicks, mostly) must be "charged up."  After being selected, 
these abilities are delayed by a fixed number of clock ticks before they 
activate.  For example, when you choose to have a character cast Curaga, it
takes 7 clock ticks for Curaga to charge up, and then it activates.  The number 
of ticks varies by ability, with more powerful abilities requiring more ticks 
to charge.  Before you begin charging an ability, you can use the Turn List 
(see above) to preview when it will activate.  (In-game, the charge time for 
abilities is displayed as a "speed" number; the number of required ticks is 
equal to 100 divided by this number.)

Generally, the charge time of magicks is FIXED.  Increasing a character's 
personal Speed statistic has NO effect on the charge time of abilities.  The 
exception is the Dragoon's Jump ability -- this ability DOES charge faster if 
you have a higher Speed.  For all other abilities, Speed does not improve their
charge time, but you can HALVE the charge time of magicks and Limit by equipping
the Time Mage's Swiftness ability.  (Swiftness has no effect on Jump, Aim, or
Bardsong/Dance.)

The Haste status also has NO effect on the charge time of magicks or the charge
time of Jump.  Similarly, Slow status does not impede charge time.

Since Speed goes up but the number of ticks required for delayed abilities
remains fixed, abilities that require charge time tend to get less useful as you
gain levels and increase Speed.  You can get more "regular" (non-charge) turns 
relative to the charge time of delayed abilities.

FF Tactics is completely turn-based.  While you are looking at the menu and
thinking, the battle clock does NOT tick.  (It is not an ATB system.)  The
clock only ticks between turns.

---MORE ON CHARGING ABILITIES---
Once you've started charging an ability, you can continue moving around the
battlefield without losing your charge.  You can even move out of the original
targeting range of the ability, or face a different direction from your target,
and it will still strike!

The exception is the Archer's Aim attacks: these attacks do not work if you move
away from your target, although you can still change the direction you're
facing.

While charging up an ability that takes a long time to charge, the character may
receive additional turns before the charging is complete.  Again, you can use
these turns to move around the battlefield.  However, do NOT take another action
or it will cancel the ability you were charging.

While charging an ability, you take more damage from physical attacks, and you
cannot evade any attacks.  However, Reaction Abilities can still be used.

---SAVE YOURSELF!---
If you get a turn in time, you can move out of the way of an enemy ability
that's targeting a Tile or targeting a different unit.

If you WON'T get a turn in time, you might still be able to escape.  Have
another unit hit the potential with the Squire abilities Rush or Stone; these
abilities have a high chance of knocking the unit back a tile and potentially
pushing them out of the effect radius.  (Of course, this won't help you escape
magicks that are directly targeting you.)

---STATUS CONDITIONS & BATTLE CLOCK---
The battle clock also controls the duration of many status conditions (both
positive and negative).  For example, Poison status ends after 36 ticks of the
battle clock.  A list of the duration of each status condition can be found in
the Status Changes section.

%%%MORE ON MAGICKS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00magick

---FRIENDLY (AND UNFRIENDLY) FIRE---
Most magicks affect not just the targeted character or tile, but also the
surrounding panels.  (The radius of this effect varies from magick to magick.)
Geomancy, Iaido, and a number of sword techniques and monster abilities also 
have this effect.  This area effect can of course be used to hit multiple 
enemies, but you can also exploit it in a number of other ways.  If an enemy
is a little too far out of range to target directly with the magick, you may
still be able to target a somewhat closer tile and catch the enemy in the
wider effect radius.  (This is a good tactic for hitting more distant enemies.)
The same is true for using White Magick or Time Magick to assist distant 
allies.

Of course, you also need to watch out for a "friendly fire" effect when casting
magicks -- you don't want to hit your own characters in the effect radius!  If
one of your allies is standing close to an enemy, you'll hurt him or her if you
target the enemy directly.  So, one solution is to target a more remote panel
that will catch the enemy in the effect radius of your spell, but leave your
ally out of range.  (Of course, this also works in reverse for when you want to
heal an ally, but not an enemy.)  Just make sure the enemy won't be able to 
move before the magick is cast.

The radius of most magicks is limited not just horizontally, but by the Height
of the tiles as well.  That means a magick targeted a high castle wall won't
hit an adjacent ground tile, and vice versa.  Be careful when aiming your
magicks at obstacles like trees and rocks; in most cases, these objects have a
Height high enough that the magick won't strike any of the surrounding tiles.

Note that Summons and Iaido abilities ONLY target the "correct" units.  They
won't hurt allies, or heal enemies.

---REFLECT & RANGE EXTENSION---
The Reflect status condition (from the Time Mage's Reflect magick and the Mirror
Mail armor, among others) causes most magicks to bounce off the character and
strike another tile.  This protects you from enemy magicks, but it also means
that beneficial magicks won't affect you.  On the other hand, you can also cast
Reflect on an enemy unit so that it can't be healed by White Magicks!

When a magick bounces off a character with Reflect, it strikes a tile that is
the same direction and distance from the target as the target was from the
original caster.  For example, in the diagram below, the target (T) is 3 tiles
to the right of the caster (C).  So, the magick gets reflected onto a new tile
(R) that is 3 tiles to the right of the target.

|--|--|--|--|--|--|--|
|C |  |  |T |  |  | R|
|--|--|--|--|--|--|--|

You can use Reflect to extend the range of your magicks.  Position a unit with
Reflect (ally or enemy, it doesn't matter) halfway towards your intended target,
then bounce the magick off the unit to reach a distant target.  You can give
your magicks a range of 8 tiles or more this way!

---CURE/BUFF TRAPS---
When you start charging a healing magick (e.g. Cure) or status buff (e.g.
Protect), enemy units will often move into the effect radius to try to pick up
the benefit of the magick as well.

You can use this AI pattern to your advantage!  Start charging a Cure magick
(you can even just target an empty tile!) to draw enemy mages/archers forward so
you can attack them.  Or, target Cure on a distant tile to lure enemies away
from your own allies.  Note, though, that enemies will only chase the Cure
magick if they need healing; they won't if their HP is full.

This trick also works with positive "buffs" like Protect and Haste.  Of course,
enemies won't chase after these magicks if they already have the buff in
question.

You CANNOT use Summons this way because they only ever target your own units.

---LAST-SECOND SILENCE CURE---
Silence status prevents you from casting magick or summons, but all that 
matters is whether or not you're Silenced at the time the magick is actually
CAST, not when you start charging.  It's possible to start charging magick while
you're Silenced and *then* have someone else remove the Silence effect, as long
as you do so before the magick finishes charging.  This can come in handy if
your magick-user happens to get his/her turn before the character who can
remove Silence.  It's also useful if you get Silenced while in the middle of 
charging a magick -- if you quickly cure the Silence, you can still use your 
magick.

You can also use the timing of Silence in dealing with enemy magicks.  Casting
Silence on an enemy shortly before his or her magick activates will cancel
the spell.

Silence also prevents the use of Speechcraft, but since Speechcraft abilities
all activate instantaneously, these timing effects don't come into play.

---RAINSTORMS, THUNDERSTORM, AND SNOWSTORMS---
During a heavy rain or thunderstorm, lightning-elemental attacks do 125% normal
damage, making them stronger, and fire-elemental attacks do 75% normal damage,
making them weaker.  (During a storm, movement through swamp tiles is also
slowed.)  These effects occur only during a thunderstorm (when the screen
occasionally flashes) or heavy rainstorm (when there is lots of rain on-screen),
and not during a light rain (when there is only a little rain).

During a snowstorm, ice-elemental attacks do 125% normal damage.  A "snowstorm"
is when the snow is blowing from side-to-side on the screen; a light snow (when
the snow is moving only vertically) has no effect on ice damage.  Snowstorms are
pretty rare: they only occur during a handful of optional single-player story
battles and in multiplayer.  They never occur during random battles in single-
player.

Rainstorms and thunderstorms also multiply evade rates versus bows (and
crossbows).  Night time battles have the same effect.  And if it's both night
and storming, evade rates against bows increase even more!

Rainstorms and thunderstorms become more common during certain months.  See the
Weather Effects & Ivalician Calendar section for more on weather effects.

%%%USING ITEMS & EQUIPMENT%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00using

---CONSUMABLE ITEMS---
Like most RPGs, Final Fantasy Tactics has consumable items (e.g. Potions,
Phoenix Down) that you can use to heal yourself.  However, not all characters
can use items.  Instead, using items is a special ability of the Chemist job.
To use items, you must either turn the character into a Chemist, or learn some
of the Chemist's abilities and then equip "Items" as your secondary Action
Ability.

Each type of item requires you to learn a corresponding Chemist ability before
it can be used.  For instance, to use Hi-Potions, you must learn the "Hi-Potion"
ability.

A nice advantage of using Items is that, unlike White Magicks, they require no
charge time or MP.  On the other hand, they can only heal one character at a
time.

Items normally have a range of 1, which means that you have to be standing in a
tile adjacent to the character you want to heal (or be using the item on
yourself).  The Chemist's Throw Items ability extends this range to 4.  Chemists
have this ability innately, but you'll have to learn and equip it if you're
using Items as another job.  Items always have an infinite vertical range,
meaning it doesn't matter how big the height difference is between you and the
character you're trying to heal.

---EQUIPMENT---
Other gear like weapons, shields, headgear, armor, and accessories is equipped
on characters between battles.  The type of equipment you can use depends on
your current job; you can also use abilities like "Equip Swords" to expand the
range of equipment you can use.

Different classes of weapons depend on different statistics in determining the
damage they do.  For instance, swords just rely on the user's Physical Attack
stat, while Knives also take your Speed into account.  A complete list of weapon
classes and the relevant stats can be found in the Weapons list.

As far as armor goes, shields are used to block attacks completely by raising
your evade rate.  Headgear and armor both raise your HP; some types of armor
will raise your MP as well.  Unlike in many games, armor in FF Tactics does not
reduce the damage you take; it just gives you more HP so you can stay alive
longer.

Accessories either raise your evade rate (cloaks) or provide stat boosts,
buffs, or immunity to status ailments or elements (other kinds of accessories).

With the Chemist's Reequip ability, you can change equipment DURING a battle,
but this is a pretty useless capability and not worth an ability slot.

---IAIDO COMMAND---
The Samurai's Iaido ability lets you use the hidden powers of katanas to cast
magick-like effects.  To use these abilities, you must have at least 1 copy of
the corresponding katana in your inventory (NOT equipped).  For example, to use
the Kiku-ichimonji ability, you must have a Kiku-ichimonji katana in your
inventory.

There is about a 10% chance that the corresponding katana will break whenever
you use Iaido.

%%%MOVING AROUND A BATTLEFIELD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00move

---MOVING THROUGH UNITS---
When moving, it's possible to move "through" friendly units but not enemy 
units.  Enemy units must be navigated AROUND rather than through.  KOed allied
and KOed enemies follow the same rules as their conscious counterparts.  (The 
Teleport and Fly movement abilities *will* let you move through enemy units.)

---OVER MY DEAD BODY---
It's not possible to stand on the same tile as a KOed character.  This means
you can actually use KOed bodies as a pretty good "shield" to guard your back,
which can come in handy in maps with a lot of enemies.

---MOVING & FIGHTING IN WATER---
For the most part, there aren't too many terrain effects in FF Tactics, unlike
some other strategy RPGs.  The main type of special terrain is water, which
appears on a number of maps.

Water affects battle in several major ways.

DEEP WATER: If you're standing in water of depth 2, you cannot take action or
use Reaction Abilities.  You can still evade attacks, though.

SHORTENED MOVEMENT: Second, water also shortens your movement range.  Normally,
the number of tiles you can move is equal to your Move statistic.  However, when
you move through tiles containing clear water (including Canal, River, Lake,
Ocean, and Waterfall tiles), you move at half the usual rate.  In other words,
it requires two "points" of Move to move through a clear water tile.

Swamp, Poisonous Fen, and Marsh tiles do not normally slow your movement, except
during a rainstorm or thunderstorm.  During a rainstorm, it requires 2 points of
Move to move through these tiles; during a thunderstorm, it requires THREE
points of Move.  (A light rain has no effect on movement.)  These swampy tiles
only appear on a handful of maps: The Siedge Weald, Tchigolith Fenlands,
Riovanes Castle Gate, and Dorvauldar Marsh.

BLOCKED TILES: Many monster types and some monster-like special story characters
are completely unable to enter water tiles, even as part of a longer move.

Also, water of depth 4 can never be entered by human OR by monsters, unless you
have some of the special abilities listed below.  Water this deep only appears
on two maps: Orbonne Monastery and the Fort Besselat Sluice.

HEIGHT CHANGE: Standing in water reduces your character's vertical position on
the map.  The depth of the water is subtracted from the tile's height to
determine your actual height.  For example, if Ramza is on a Height 5 tile but
standing in Depth 2 water, he's considered to actually be at a height of 3.
Height mostly matters for targeting abilities and for casting magicks using the
Arithmeticks ability.

If you have the Swim movement ability, all water is treated as having only a
depth of 1, so you won't sink as low in Depth 2 water.

---WATER-RELATED MOVEMENT ABILITIES---
Several movement abilities can remove some of the penalties from moving in
water.  Below is a table of these abilities and which penalties they remove.

                                       Act in                       Move/act in
                        Movement in    water of    Swampy tiles     Depth 4
ABILITY                 clear water    Depth 2?    during storms    water?
--------------------------------------------------------------------------------
No special ability      Slowed         No          Slowed           No

Ignore Weather          Slowed         No          Normal           No
  [Mystic]

Ignore Terrain          Normal         No          Slowed           No
  [Geomancer]

Waterbreathing          Normal         No          Normal           No
  [monsters]

Swim [Samurai]          Normal         Yes*        Normal           Yes*
  * Swim also keeps you from sinking so low in deep water.  Essentially, it
    makes all water treated as Depth 1 water.

Waterwalking [Ninja]    Normal         Yes         Normal           Yes
Float status             (These three abilities let you move over the top
Levitate [Time Mage]      of water, so it becomes like regular ground.)

---OTHER TERRAIN EFFECTS---
Aside from water, there a few other special terrain tiles:

  > LAVA: Characters cannot normally walk across Lava tiles, but Float status
    (including Levitate) and the Geomancer's Lavawalking movement ability will
    allow you to do so.  Levitate and Lavawalking will also allow you to STOP
    atop lava tiles, whereas Float magick and accessories do not.

    Lava tiles appear ONLY on the optional Mount Bervenia battlefield.

  > DARKNESS: Empty pits or chasms are referred to as Darkness tiles in the
    game.  These show up on a few story maps and in the bonus dungeon.  You can
    only "walk" through these with Float status or Levitate, and you can never
    stop over them.

  > POISONOUS FENS: If you end your turn standing on a Poisonous Fen tile (found
    only at Tchigolith Fenlands), the Poison status will be inflicted on you.
    Float and Levitate will protect against this; Waterwalking, Swim, and Ignore
    Terrain do not.

%%%UNDEAD UNITS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00undead

The Undead status has two major effects: It affects healing and draining
magicks, and it changes what happens when the character is KOed.

---WHO IS UNDEAD?---
Undead characters include monsters from the Skeleton and Ghost families, as 
well as human enemies in a few story battles.  There are also several abilities
and items that will make a unit Undead for the duration of the current battle:
  > The Mystic's magick Corruption
  > The Templar's magick Zombie (this job is exclusive to one of the special
    story characters)
  > The Revenant monster's Zombie Touch ability (only usable if the Revenant is
    near a human ally with Beastmaster)
  > Equipping the Cursed Ring found in the bonus dungeon.

---CURING & DRAINING---
As per Final Fantasy standards, undead enemies take damage when hit with Cure
magicks or healing Items.  Phoenix Down and the Arise magicks both work like
an instant KO attack!  And, Raise does damage equal to 1/2 of the enemy's max HP
-- thus KOing if it's at half HP or below.

On the other hand, undead characters are *immune* to attacks that drain HP to
the user, such as the Blood Sword weapon or the Mystic's Invigoration magick.
These attacks backfire if used against an undead monster!  The undead character
gains HP, and the attacker loses HP!  (This is true even if the attacker is also
undead.)

The Monk's Chakra DOES still work on an undead character.  The Black Mage's
Death magick, when cast on an undead character, restores the undead unit to full
HP.

---UNDEAD REVIVAL---
Normally, KOed units disappear and turn into a crystal or chest when their
countdown ticks past 0.  For an undead character, it's a little different.
There's a 50% chance that an undead character will REVIVE (with a random amount
of HP) when their counter ends.  But, there's also a 50% chance the character
will turn into a crystal or chest like usual.  It's random!

Undead characters CANNOT be revived with Phoenix Down or the Raise/Arise
magicks.  But, the Monk's "Revive" ability does work.

---STOP UNDEAD REVIVAL---
When fighting undead enemies, you probably don't want them to keep reviving
themselves.  Fortunately, there's two easy ways to stop this: First, you can
turn the undead unit to stone, so it's never actually KOed.  The Seal Evil
ability used by Mustadio and Balthier works great for this.  Second, for undead
monsters, you can Poach or Tame them.  Poached monsters disappear from the map
completely (and hence can't resurrect), and Tamed monsters will actually fight
on your side!

---UNDEAD & OTHER STATUS CONDITIONS---
The Undead status blocks the Reraise status, and vice versa.  This means that an
Undead character can't receive Reraise status.  And, you can prevent a character
from becoming Undead by putting Reraise status.

Some undead units are also immune to Poison and Regen status.  This includes
Skeleton- and Ghost-family monsters, and the undead enemies you encounter in
random battles.  It does NOT include units that have temporarily been made
Undead with a magick or the Cursed Ring.

%%%RECRUITING & USING CHOCOBOS AND MONSTERS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00mon

---ABOUT MONSTERS---
In addition to human characters, you can also recruit monsters (including
chocobos) to fight on your team.  Monsters have some specialized abilities that
humans can't use, and typically have higher HP and attack power.  But, they are
NOT able to change jobs or use equipment, and are often slower than humans.
Many monsters also have strengths or weaknesses vs. certain elements of magick.

This section covers general information about how to recruit monsters and use
them.  A list of each specific monster and its abilities is in the Jobs section
of the FAQ (press Ctrl+F and 00job3 to jump there.)

---MONSTER TYPES---
Monsters are divided by Family and Rank.  Each monster Family has three Ranks:
for instance, the chocobo family contains Chocobo (Rank I), Black Chocobo
(Rank II), and Red Chocobo (Rank III).

Within a Family, the monsters look the same but simply have different color
schemes.  Each monster's color scheme is listed in the table below.  The color
scheme will help you quickly identify a monster.  It can also be used to help
identify the monster inside an egg (see Monster Egg Preview below).  The color
of an EGG is random and doesn't tell you anything about what kind of monster
inside the egg.

---RECRUITING & BREEDING MONSTERS---
Monsters can be recruited into your party in six ways:

1. Use the Orator's Entice skill to recruit an enemy monster onto your team.
After the battle, you'll be able to permanently sign the monster up for your
team.  Note that in order to use Entice (or any other Speechcraft skill) on
monsters, you must have the Beast Tongue support ability (also from Orator).  
Beast Tongue is an innate ability for Orators and doesn't need to be learned or
equipped as long as you're an Orator, but if you switch to another job, you'll 
have to equip Beast Tongue to Entice monsters.  Reis's Dragon's Charm ability 
also has the same effect and does not require Beast Tongue, but only works on
the dragon and hydra families.

   Raising your Magick Attack with equipment or by switching to a job with a
high Magick Attack stat (e.g. Black Mage or Summoner) will increase Entice's
rate of success, although it will always be somewhat low.

   If your roster is already full when you recruit a new monster or other
character in battle (either with Entice or with Tame, below), you'll have the
chance to kick out an existing character in order to make room for the new ally.

2. With the Orator's Tame support ability equipped, attack a monster.  If the
monster is in critical (low) HP after the attack, you can recruit the monster.
Reis's Dragonkin job has Tame as an innate ability.

3. Once you have recruited a monster onto your team, the monster will lay eggs
and produce other monsters in the same family.  Eggs are laid and hatch as you 
move around the world map.  A monster has about a 2 in 15 chance of laying an
egg with each move you make -- or, on average, you get 1 egg every 7-8 days.

   The Rank of the monster laying the egg determines which kind of Ranks you're
likely to find inside of the egg:
                        
  Egg laid by    Produces...   Rank I    Rank II    Rank III
  ----------------------------------------------------------------
  Rank I                       80%       20%        0%
  Rank II                      50%       25%        25%
  Rank III                     55%       35%        10%

   (As stated above, the color of the egg is random and has nothing to do with
the monster inside.)

   Rank I monsters can never produce Rank III monsters directly.  However, you 
can use a Rank I monster to breed a Rank II monster, which can then go on to 
produce a Rank III monster.

   Note that Rank II monsters are actually MORE likely than Rank III monsters to
give birth to Rank III monsters.  So, if you want to breed multiple copies of a
Rank III monster (e.g. for poaching), keep a Rank II monster on your squad.

   A newborn monster is assigned the Zodiac sign of the month it was born.
Newborn monsters are randomly assigned the exact experience level of one other
member of your roster (monster OR human).  For instance, if your entire roster
consisted of three characters at level 24, 63, and 99, then a newborn monster
would be either level 24, 63, or 99 -- but never any other number.

   So, if you recruit a monster type you like but the monster is at a low
experience level, one strategy is to let it breed and you may get a higher-level
version of the same monster if you have other high-level characters on your
roster.

   Eggs are never laid if your roster is already full.  If you want your
monsters to breed but have a full team roster (24 characters), you'll need to
delete one or more existing characters.

4. A Chocobo will be automatically offered to the party after winning a Chapter 
II story battle.

5. There are two locations where a friendly monster may join your party after
a random battle:
   > Mandalia Plain (north entrance)  - Chocobo
   > Dorvauldar Marsh (west entrance) - Swine
  Rarely at each of these locations, you may get into a random battle where the
respective monster fights as a Guest on your team.  Complete the battle and
you'll be able to sign up the monster as a permanent party member.  (Other Guest
monsters in random battles are not recruitable in this way.)

6. The Dragon's Charm ability, used by one of the optional story characters, has
a 100% chance of recruiting any dragon or hydra onto your team.  It has no
effect on other monster types.

---RIDING A CHOCOBO---
It's not actually too useful, but you can ride chocobos.  Move a human character
onto the same tile as a friendly chocobo (of any color).  The character will
mount the chocobo and they'll move and act as a single unit.

Riding a chocobo essentially allows you to have a human character with the
movement range of a chocobo.  The rider uses his/her abilities and has his or
her regular stats, such as attack power and speed.

But, you get the benefit of the chocobo's movement.  All chocobos have a nice
movement range (6), plus Black Chocobos can fly and Red Chocobos have Ignore
Elevation.  While you are on a chocobo, your own movement range and movement
abilities are ignored -- so if you equip Teleport and then get on a chocobo, you
don't have a teleporting chocobo.

Chocobos cannot use their own abilities while someone is riding them.

While you're riding a chocobo, all the damage gets inflicted on the rider, and
the chocobo cannot take damage.  (Even if the rider is in the middle of Jumping,
attacks directed towards the chocobo will miss!)  This has the small benefit
that it prevents your whole team from being KOed at once.  If the rider gets
KOed, he or she is thrown off the chocobo and the chocobo can act by itself
again.

A chocobo/rider combination is immune to all negative status conditions except
Charm.  Float status also does not work on a chocobo+rider unit.  It's important
to note that a riderless chocobo is NOT immune to status ailments; this is a
special property of a chocobo/rider combo.

One other way you can use chocobos is to get more attacks against an enemy
you've cornered or surrounded with your characters.  Use a character riding a
chocobo to help surround the enemy or pin the enemy a corner.  After the
character riding the chocobo attacks, he or she can hop off the chocobo and
allow another character to climb on and attack the enemy--while keeping the
enemy pinned down and unable to move the whole time.

---STEPPING STONES---
You can use large monsters as stepping stones to reach high places.  Other
characters can move onto the monster's head as if it were a normal panel,
and move from there to somewhere else.  The monster will give you a boost of
3 height "units", allowing to reach panels 3 height units higher than you could
normally get to!  You can't END your move on top of the monster, but you can use
it for a mid-move boost.  You can do this even if the monster is an enemy that's
not on your team!

Monster types that can be used as stepping stones including malboros, behemoths,
dragons (including Holy Dragon Reis), hydras, and Automatons (i.e.,
Construct 8).

---MONSTER EGG PREVIEW---
Trying to breed a particular kind of monster?  You can actually take a "sneak 
peek" as to what an egg will hatch into.  Open your party roster, position
the cursor over the egg in question, and move the cursor back and forth to
another party member to the left or right.  When you move over the egg, the 
future monster's portrait will display for a fraction of a second, and if you 
can move back and forth quickly, you can get a decent glimpse of what the 
monster is going to be.  You can identify the monster family by its portrait,
and from the color scheme, you might even be able to tell which monster it is
within that family.  (See the Monsters list for the color scheme of each
monster type.)  If the monster in the egg is not what you want, you can go 
ahead and dismiss the egg.

While the eggs themselves vary in color, the color of eggs is just random and
doesn't tell you anything about what kind of monster is inside.

%%%WORLD MAP%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00map

FF Tactics uses a "point and click"-style world map.  You just click on a
location to head towards it.

You can't walk around or explore the "interior" of any of these locations.  All
of your movement is on the world map only.

The world map has several kind of locations:
> A RED DOT indicates the location of the next battle in the story.
> LARGE BLUE DOTS are towns where you can buy items and perform other helpful
  functions.
> SMALL BLUE DOTS are plot locations that are no longer active.  Nothing happens
  when you move there.
> GREEN DOTS are wilderness locations.  When you pass through these dots or pass
  through them, you may get into a random battle.

If you click on a distant location, Ramza will first have to move through all
of the locations on the way.  This means you may run into random battles at any
green dots along the route.

---MAIN MENU---
Press Triangle on the world map to access the menu.  Choosing the Formation
option lets you view your team and change their equipment, jobs, and abilities.

---RANDOM BATTLES---
When you pass through a green dot location, you may get into a random battle at
that location.

Random battles function mostly like regular story battles.  But, they tend to
feature a more monster-heavy enemy party and you are not required to deploy
Ramza.

The Random Battles section of this FAQ has a detailed list of the monsters you
can encounter at each location.

---TOWNS---
Large blue dots represent towns and castle.  When you're standing on one of
these, click on the blue dot again and you can visit one of the buildings in the
town.  Towns are purely menu-driven in FF Tactics; you never wander around them.

> The OUTFITTER lets you spend your gil (money) to buy new equipment and items
  You can also sell your existing items for gil.
  
  Outfitters in different towns will sell different kinds of equipment (e.g.,
  castles sell heavy armor & weapons, while towns sell gear for magic-users).
  As you progress through the game, new equipment also becomes available in the
  Shops.   The Shops section has a complete of when and where you can buy each
  item.

> The TAVERN has several functions.  At the beginning of the game, the Tavern is
  just to read rumors.  These rumors tell you more about the game's story/world,
  and in some cases open up optional plot events.

  The Tavern also hosts the game's multiplayer modes.  You won't be able to
  access these until you've progressed midway through Chapter I.  Rendezvous
  Mode lets you complete co-op missions with another player, while Melee Mode
  lets you pit your party against a friend's in battle.
 
  Finally, beginning in Chapter II, the Tavern also allows you send generic
  characters on Errands for extra JP and gil.  Errands are covered in the FAQ
  section of the same name ;)

> The SOLDIER OFFICE lets you recruit new generic human characters.  They come
  with bare minimum equipment and abilities, so this is pretty useless once
  you've progressed even a little into the game.

> The POACHERS' DEN lets you buy poached items.  To get poached items, you must
  KO monsters with physical attacks while you have the Thief's Poach support
  ability equipped.  Poaching is often the best--or only!--way to get some rare
  items.  Poachers' Den do not appear until Chapter III, and even then appear in
  only three locations: Dorter, Warjilis, and Zarghidas.

  The Poachers' Den also functions like a pawn shop: you can sell your items to
  the Poachers' Den to add them to the Den's inventory and then buy them back
  for the same price later.  This is helpful if you need some quick cash but
  don't want to lose your rare items.
  
  In order to enter the Poachers' Den, you must equip the Poach support ability
  on at least one character (or have Luso in his Game Hunter job, which has an
  innate Poach).

---NAVIGATION BY NAME---
Instead of scrolling around the map to choose a location to visit, you can also
open the menu with Triangle, choose "Move", and then choose from any of the
map locations.  You'll still have to pass through all of the locations on the
way, and may get into random battles at the green dots.

%%%TRICKS RELATED TO SPECIFIC ABILITIES OR ITEMS%%%%%%%%%%%%%%%%%%%%%%%%00tricks

---SHOOT ENEMIES NEXT TO YOU---
Normally, you can't shoot enemies close to you with a bow or gun, but all you 
have to do is target a square in a straight line behind the enemy you want to 
hit (there doesn't even have to be anybody in the square).  You'll end up 
hitting the enemy in front of you.

---CRITICAL HITS---
A few types of abilities can inflict "critical hits" when you attack with them.
A critical hit occurs completely at random and has a low chance of occurring.
When you DO land a critical hit, the damage from your attack is increased, and
the enemy you're striking may be knocked back.  If this attack knocks an enemy
off a high ledge, they'll also take damage from the fall!

Attacks that can inflict critical hits are mostly regular physical attacks,
Monk abilities, the first ability on each monster's ability list, and the sword
techniques used by some of the special story characters.

Since critical hits occur at such low odds, though, you don't really want to
depend on them.

---IMPROVE STEALING ODDS---
You can boost the success rate of the Thief's ability to Steal items in a number
of ways:
 > Put the enemy to Sleep - using a Sleep Blade weapon, Mimic Darlavon
   (Orator), Repose (Mystic), etc.
 > Target the enemy from behind or to the side, so the steal will be harder to
   evade.
 > Putting Disable status on the enemy (e.g. with Arm Shot) will also prevent 
   the enemy from evading, although the steal may still fail.
 > Equipping Concentration (Archer) as a support ability will prevent the enemy
   from evading your steal attempts.  This means your success rate at stealing
   will be higher, but not 100%.  If you're using Concentration, then there's no
   need to try to steal from behind as the enemy can't evade anyway.  Note,
   thought, that if the enemy has a pretty low evade rate to start with,
   equipping Concentration won't make much of a difference.
 > Equipping Brawler (Monk) as a support ability raises your success rate when
   Stealing -- whether you're barehanded or not!
 > Increase your Speed statistic with equipment or abilities and/or switch your
   stealing character to a job that has a high Speed rating, like Thief or
   Ninja.
 > Use Balthier's Plunder abilities, which have a somewhat higher success rate
   than the regular Steal command.
 > Turn the enemy into a Chicken by lowering their Bravery below 10 (e.g. with
   the Mystic's Trepidation or Beowulf's Chicken magicks).  A Chicken enemy will
   run away from you and into the corner, though, and you'll have to chase after
   it -- so this often isn't all that useful.
 > Surround the character from whom you're trying to steal with both your main 
   thief and a Mime; the Mime will duplicate all of your Steal attempts
 > And, of course, stealing using a character who has good Zodiac compatibility
   with the target will improve your success, though you often don't have a lot
   of options here...
It's helpful to use one or more of these tactics if you're interested in
stealing enemy gear, as the Steal command has a pretty low success rate 
otherwise.

---AUTO-X-POTION AND MORE---
The Auto-Potion reaction ability normally causes you to (sometimes) use a 
Potion when attacked.  However, if there aren't any Potions in your inventory,
you'll use a Hi-Potion instead, and if there aren't any Hi-Potions, you'll use
an X-Potion.  Once you start getting Hi-Potions and X-Potions, then, it's
actually a great idea to throw out your weaker potions so Auto-Potion will
only use Hi-Potions or X-Potions -- you can heal yourself for a lot more HP
that way!  (This trick is particularly important in the Wiegraf battle in 
Chapter III.)

Another useful trick with Auto-Potion (and other healing or defensive Reaction
Abilities) is that you can have another ally trigger them by using a weak attack
on the target.  For example, if Agrias needs healing, hit her with the Squire
ability Stone; it does a few points of damage but can trigger her Auto-Potion
and restore a lot more HP than that.

---DUAL WIELD (AND DOUBLEHAND) TRICKS---
The Ninja's Dual Wield support ability lets you equip two weapons at once.
This is a great ability with a number of applications.  First, it can make your
regular attack up to twice as strong if you equip two copies of the same
weapon or have a strong barehanded attack.  (It even works a Frog!)  You can
also use it to equip weapons with two different beneficial status effects (e.g.,
auto-Haste from an Excalibur and auto-Regen from a Chaos Blade).  Dual-Wielding
a weapon that inflicts a status ailment also gives you two chances to inflict
that ailment!  For magick-users, Dual-Wielding rods or staves lets you equip two
weapons to boost your magick attack, although in most cases you're better off
simply with Arcane Strength.

If you're equipping a weapon that can drain enemy HP (i.e., the Blood Sword
or Orochi ninja blade), be sure to equip that in the top slot.  Otherwise,
your first attack may KO the enemy and you won't get a chance to drain its
HP!

When pairing Dual Wield with abilities that depend on your weapon strength
(e.g. sword techniques like Holy Sword and Darkness), be sure to equip the 
stronger weapon in the TOP slot.  This is because only the FIRST weapon you're 
holding determines the power of these abilities.

Note that this is true for sword techniques, even if the first weapon isn't a
sword!  For example, you can equip a flail in the top slot and a sword in the
second, and your sword technique power will be determined by the flail power!

So, one trick is to equip a sword in your second slot (to activate the sword
technique command) and then a more powerful weapon in the top slot!  In 
practice, this trick isn't all *that* great because knight's swords are more
powerful than most other single-handed weapons.  However, if you're currently
using the Ninja job and are using Equip Swords to enable your sword techniques,
then you're limited to "regular" swords, which are substantially weaker.  In
this case, this trick can be quite useful as there may be a stronger weapon to
equip in the top slot!

Finally, Dual Wield paired with Arts of War gives you two chances to perform a 
Rend attack.

The Samurai's Doublehand ability, which allows you to wield one weapon two-
handed to increase its attack power, is somewhat similar to Dual Wield.  Both
sacrifice your shield slot for a potential doubling of your attack power.  In
general, Dual Wield is the better ability.  It allows you to perform the above
tricks, works with fist attacks (Doublehand does not), and also divides your 
attack strength over two attacks, which means you can often land at least one 
attack even if the enemy dodges or blocks the other.  And there are many times 
when one attack is enough to KO an enemy!  (This is particularly useful against 
enemies with Shirahadori, since they can only block the first of your two 
attacks.)

Doublehand, however, is useful when you're equipped with a pole or polearm,
which can be used with Doublehand but not Dual Wield.  It can also be good if
you only have 1 copy of your strongest weapon in a category and nothing good to
Dual Wield in the other hand.

---2ENEMIES1TURN.COM---
The Shoot Enemies Next To You trick above can be combined with Balthier's 
Barrage ability to attack two or more different enemies in one turn.  This only
works if Balthier has a weapon with a range of 2 or more, and if the enemies
are both in a line from Balthier (and within range of his weapon).  Target the 
enemy that's further back with Barrage.  Balthier will use a series of four
attacks; of course, the initial strikes will actually hit the enemy closer to 
Balthier.  However, once that first enemy is KOed, Balthier will continue 
attacking and hit his "original" target -- the enemy in back!  This way, you 
can divide your damage between two targets instead of wasting a lot of damage 
finishing off an enemy that was already low on HP.  This trick works with guns,
bows, polearms, and any other weapon with a range of 2 or more.

---HEALING STAFF---
The Healing Staff weapon works just like any other weapon, except that it *adds*
HP to whomever you strike, instead of *removing* HP.  So, you can use it to heal
your allies!  It can be a good tool for a magick-user who isn't likely to be
doing much physical fighting.  Unfortunately, your allies will still try to
evade/block the Healing Staff.

The Healing Staff isn't sold in stores.  You can find it by de-equipping it from
a guest in Chapter III, from poaching a Dryad, from Rendezvous Mode, or from
using Treasure Hunter in Story Battle 49 (see the walkthrough for the exact
location).

---ROD OF FAITH---
The Rod of Faith, found on the fourth floor (The Catacombs) of the Midlight's 
Deep bonus dungeon, has an interesting effect.  While equipped with the Rod,
a character has permanent Faith status, giving him or her 100 Faith.  Of
course, this is good simply for making your own magick maximally powerful, but 
it also allows you to make a more versatile character.  Whenever the Rod is 
removed, the character's Faith reverts back to its "normal" value.  So, if you 
want a flexible character who can also defend well against enemy magick, lower
his or her Faith very low (as close to 03 as you can).  Without the Rod
equipped, the character is virtually invulnerable to enemy magick and makes a
good fighter.  But *with* the Rod equipped, s/he is now a high-Faith magick
user!  Using the Reequip ability, you could even make this change mid-battle, 
although it costs you a turn.

Of course, this only works if you're planning on using a job that can equip 
Rods.  That includes Black Mages, Summoners, Mystics, but not White Mages, Time 
Mages, or Arithmeticians.  Fortunately, Black Mages and Summoners have the best
magick stats anyway.

The Rod of Faith can also be particularly useful for Marach.  Normally, his
Nether Mantra abilities require LOW Faith while other magicks require HIGH
Faith, meaning he can't really effectively use both.  However, the Faith effect 
maximizes the damage from both regular magick and Nether Mantra, allowing him
to use both types of abilities effectively.

Since there's only one Rod of Faith available, though, you can only use this
tactic with a single character at a time.

---STONESHOOTER---
The Stoneshooter is a rare but fairly powerful gun.

The big downside to equipping the Stoneshooter is that you will start all
battles in the Stone status, unable to do anything.  To use the character, you
must remove the Stone status (e.g. with a Gold Needle, Remedy, or Esuna magick).
Or, use the Re-equip command to equip the Stoneshooter *during* a battle, and
you won't be petrified.

Equipping gear that normally makes you immune to Stone status does NOT prevent
the Stoneshooter from turning you to Stone at the start of a battle.

The Stoneshooter can be poached from Dark Behemoths.  It can also be stolen from
enemy Chemists in the rare random battle you sometimes occur when you enter
Mount Germinas from the north.  (In order to steal the Stoneshooter from the
enemy that's carrying it, you must first de-Stone him/her.)

---ALL 9 FEVER--
Once you max out at level 99 and 99 experience, you can easily cast healing or
defensive magicks to your whole party using Arithmeticks and Level Multiple of
3 or Exp Multiple of 3.  (Of course, you might hit a few enemies too.)

%%%MENUS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00menu

---REWATCH STORY SCENES---
Didn't catch what happened during a story scene?  You can rewatch most of the
game's story scenes.  On the world map, open the menu and choose Chronicle and 
then Events.  You'll see a list of the major story events that you've seen so
far.  Choose a scene to read a text description of it, and press Triangle if
you want to rewatch the scene.

Pressing the Start button will exit out of a scene you're watching and return
you to the Chronicle menu.

---REWIND TEXT---
At any place where a single text box spans several pages (e.g. one character is
talking a bunch), you can "rewind" to a previous page of text by holding the
Square and pressing up.  This is pretty useful if you missed something that was
said earlier, or need to recap.

This doesn't work if a separate text box has been opened -- like if a different
character has started talking.

---QUICK SCROLL---
The Square button can also be used to scroll quickly up and down a menu.

---QUICK UNEQUIP---
When removing characters' equipment, if you select Remove and then tap left on
the D-pad, all of the character's item slots will be highlighted.  You can then
equip all of the character's gear in a single click.  This is handy when you're
stripping a character you won't be using for a while, or when you're 
transferring one character's set of equipment to another equipment.

---SOUND TEST---
To access a "sound test" where you can listen to all the game's music, select
New Game on the title screen and then enter your name as PolkaPolka .  You'll
immediately be brought to the sound test.  When you're done, press the Circle
key to return to the main menu.

********************************************************************************
IV. WALKTHROUGH AND BATTLE STRATEGIES - MAIN QUEST                      00walk0
********************************************************************************

You'll begin by entering the protagonist's name.  Ramza is the default, so 
that's what I'll be using throughout the guide.

---CHOOSING YOUR BITHDATE---
Next up is your birthdate, which determines your Zodiac sign.  A character's
Zodiac sign affects his/her compatibility with other units, which can make your
attacks and/or healing somewhat more or less effective.  

In a regular game, it's not too important to give Ramza a particular Zodiac 
sign, so you can enter your own birthday or whatever else you want if you'd 
like.  But, if you're feeling especially strategic, you may want to give him a
particular sign depending on your game plans:
  > If you want to maximize the damage Ramza can do to enemy bosses, Capricorn
    is probably your best bet; you'll get this sign if you enter a birthdate
    between December 23rd and January 19th.
  > If you plan to use Ramza as a support/healing character, Pisces will give 
    him good compatibility with a number of key allies.  You'll get this sign
    with a birthdate between February 19th and March 20th.  (Virgo -- August 
    23rd to September 22nd -- will give him compatibility with quite a few
    party members as well.)
  > If you want as wide a range of Zodiac signs as possible, you could make
    Ramza a Taurus, Virgo, or Sagittarius, as no other story characters have 
    these signs.

---THE FIRST BATTLE---
The game starts at Orbonne Monastery.  A band of enemy knights shows up, and 
you have to fight.

---Battle 0: Orbonne Monastery--------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Gaffgarion [guest], Ladd [guest],
             Alicia [guest], Lavian [guest]
ENEMY FORCES: Lezales (lv 9 Knight)   Fuchs (lv 6 Chemist)   Biggs (lv 7 Archer)
              Diesch (lv 6 Archer)    Wezlef (lv 7 Archer)

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, light rain (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 10    Grassland                Tanglevine       50%
            Wooden Floor             Will-o'-the-Wisp 16%
            Ocean                    Torrent          14%
            Obstructed               --                9%
            Flagstone                Contortion        9%
            Stone Outcropping        Tremor            1%

--STRATEGY--
This battle is pretty much automatic, as everyone except Ramza is controlled by 
the computer.  Gaffgarion and Agrias will take care of most of the enemies 
without any trouble.  You can have Ramza attack the enemies with low HP to help
finish them off, and let Gaffgarion and Agrias save their attacks for the
stronger enemies.  Even if Ramza just stands still, though, the other characters
should be able to finish off the enemies on their own, though, so it doesn't
matter too much what Ramza does.

It's possible that one or more of your weaker teammates--Alicia, Lavian, and 
Ladd--will get KOed.  Don't worry; none of them can die permanently in this 
intro battle.  It also doesn't matter if any of their items get broken, as those
will come back as well.

BATTLE TROPHIES: None
--------------------------------------------------------------------------------

After Gaffgarion and Agrias finish wiping out the enemies, there will be some 
story scenes, and Ramza will enter into an extended flashback.

%%%CHAPTER I: THE MEAGER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00walk1

All of Chapter I is a flashback to Ramza's days as a knight-in-training with 
the Order of the Northern Sky a year prior.  You (Ramza) and Delita will be at
the academy in Gariland, where you receive the assignment to defeat some thieves
entering the town.  You are automatically joined by four other Squires and two
Chemists.

---INITIAL PREPARATION---
Before the first battle begins, you'll be given a chance to save.  Save your
game so that you won't have to repeat the intro battle!  After you save, you'll 
deploy your characters for the battle.

If this is your first Final Fantasy Tactics experience, you might want to check
out the "Basic Mechanics and Tactics" section for some general gameplay 
information.  (Some of this information is also in the tutorial, but I've
included some additional material not covered there.)  Press Ctrl+F and enter
00basic to jump back up there.

---Battle 1: Gariland-----------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 4 others
ENEMY FORCES: Chemist (lv 1, male)    Squire (lv 1, male)    Squire (lv 1, male)
              Squire (lv 1, male)     Squire (lv 1, female)  

ALLY: Ramza - lv 1 Squire - Bravery 70, Faith 70
 Equipment : Broadsword, Leather Cap, Clothing, Battle Boots
 Abilities : Mettle

GUEST: Delita [Sagittarius] - lv 1 Squire - Bravery 71, Faith 55
 Equipment : Broadsword, Leather Cap, Clothing
 Abilities : Mettle, other abilities random

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 10    Flagstone                Contortion       28%
            Canal                    Torrent          25%
            Roof, Chimney            Wind Blast       17%
            Grassland                Tanglevine       17%
            Wooden Floor, Coffer     Will-o'-the-Wisp  8%
            Bridge                   Wind Slash        3%
            Obstructed               --                1%

--STRATEGY--
The key in this battle is to advance slowly and not to let your characters get 
spread out.  Stay on the left side, away from the bulk of the houses.

The enemy Chemist has the ability to heal the other enemies, which can be a 
pain.  If you have the chance to take him out, do so; otherwise, he'll heal the 
enemy soldiers you've been attacking.  Actually, you can stop him from doing 
this even if you attack him just once.  He'll use up his turn healing himself 
instead of healing any of the other enemies.

Attack from the enemy from behind or from the side whenever possible, as you're
more likely to land a hit that way.  In general, rear attacks are best as they
also cancel out enemy shields -- but at this point, no enemies have shields, so 
side and rear attacks will be equally effective.  At the end of each character's
turn, you choose which direction they facing.  Make sure you end your turns 
facing the enemies, which will make it harder for them to hit you from behind!  
(When possible, you can even put your back to the side of a building to protect 
it completely!)

Make good use of your Chemists for healing--you start out with 5 Potions and 
you can use them to heal a character who gets injured.  If you don't have
teammates who need healing, the Chemists can also attack.  (Chemists have an 
inherent Throw Items ability, so they don't have to be next to a character to 
use an item on him/her.  This is NOT true for other characters using the Item 
ability.)  

Don't worry about Delita. The Guest AI is pretty reckless and it's likely he'll 
get himself KOed.  But since he's a Guest character, he can't die permanently 
and will be revived at the end of the battle.

BATTLE TROPHIES: 2000 gil, Mythril Knife, Phoenix Down, Potion
--------------------------------------------------------------------------------

---THE MAP SCREEN---
After you win the battle against the thieves, you will go to the map screen.  
You can click on Gariland to visit its shops.  The Tavern is used to hear 
information about the game's story and world.  Later on, you can also use it
to enter the multiplayer mode and to run Errands for extra JP and money.  The 
Outfitter is used to buy equipment and items.  Finally, the Warriors' Guild 
allows you to recruit new human characters to your roster.

---RECRUITING CHARACTERS---
You may want to stop at the Warriors' Guild to recruit some new characters.  In 
particular, look for characters with reasonably high Bravery, especially if 
your current characters don't have very good Bravery.  Bravery affects the 
your chance of using Reaction Abilities and the strength of some attacks -- 
higher is better, of course!  (Although there are abilities to raise Bravery 
later, you probably won't get them right away.)  You may also want a character 
or two with high Faith to turn into a magick-user.

A second thing to look at is the character's Zodiac sign.  Taurus and Capricorn
characters will be particularly effective against the bosses in this chapter and
the next, so getting some of those signs on your roster will give you a bit of a
leg up.

If you want to spend the time, you can mine the Guild until you get just the
character you want.  If you don't like the character that appears; simply 
select "Don't Hire."  You won't be charged anything and you can select Male
Soldier or Female Soldier to roll another character.  You can keep doing this
until you get some high Bravery characters ... but it's certainly not necessary 
to spend the time here if you don't want to.

There are a few gender differences to be aware of.  Male characters tend to have
more HP and Physical Attack, while females have more MP and Magick Attack.  So,
if you have a gender-mixed team, it's best develop female characters towards
being mages and males towards being fighters.  More importantly, however, many
of the game's most powerful items can only be used by female characters, so
female recruits tend to be more useful overall in the long run.

This is probably the only time in the game that you'll want to use the 
Warriors' Guild.  If you lose any of your main team members later in the game, 
you're usually better off resetting.  It's tough to replace high-level 
characters who have already been built up with a lot of abilities!

---SHOPPING---
Each town has an Outfitter where you can buy items.  As you progress through the
game, you'll see new items available in the Outfitter.  Different towns will
offer different items, as well.  Broadly speaking, castles have one set of
equipment, whereas towns and cities have a different set.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Broadsword        Sword   200   Garil./Castl Atk: 4, 5% Parry
Dagger            Knife   100   City/Castle  Atk: 3, 5% Parry
Rod               Rod     200   City/TrCity  Atk: 3, 20% Parry
Oak Staff         Staff   120   City/TrCity  Atk: 3, 15% Parry
Leather Cap       Hat     150   City/TrCity  HP +8
Clothing          Clothes 150   City/TrCity  HP +5
Potion            Item    50    Any          Restores 30 HP
Antidote          Item    50    Any          Removes: Poison
Eye Drops         Item    50    Any          Removes: Blind
Phoenix Down      Item    300   Any          Removes: KO, restores minimal HP
--------------------------------------------------------------------------------

You should definitely stop by the Outfitter in Gariland to buy some Potions.  If
one or both of your Chemists has enough JP to learn the Phoenix Down ability,
learn that ability and then buy a few (1-2) Phoenix Downs at the store.  Phoenix
Downs are great to have as they allow you to revive a KOed character.  You'll
also want to equip one of your Chemists with the Mythril Knife that you picked
up as a Battle Trophy in the first battle; it's stronger than the Daggers they
currently have.

If you recruited some female characters and plan on using them as fighting
units, buy them Broadswords to replace the Daggers they start off with.  Male
characters already start with a Broadsword.

---A NOTE ABOUT TREASURE HUNTER---
From this point forward, you can use the Chemist's Treasure Hunter movement
ability to find hidden items on each battle map.

In my opinion, the Treasure Hunter ability is rarely worth using.  The items
that you can get with Treasure Hunter are usually just gear that you can
already buy in stores.  Moreover, you need a LOW Bravery statistic to get the
equipment with Treasure Hunter, but a HIGH Bravery statistic is better for
everything else in the game.  It's just not worth it.  Much later in the game,
there will be some rare items that you can get with Treasure Hunter, but I'll
alert you to these when they appear and you don't really need to worry about
Treasure Hunter until then.

But, if you DO want to go for the Treasure Hunter items, I've listed their
coordinates in each battle strategy.  The coordinates are given relative to a
particular corner.  First, identify which corner is the reference corner using
the tile height and terrain type information I've provided.  Then, tap the
analog stick (on the PSP) or swipe the screen (on an iPhone/iPad) to change your
perspective.  Keep doing this until the reference corner is at the bottom of the
screen.  Start at this corner.  Then, tap the LEFT and UP arrows on the D-pad to
move the cursor the specified number of spaces (e.g., Left: 2, Up: 3 means 2
tiles to the left and 3 tiles up).

(See the Treasure Hunter & Traps section for a more complete description of the
Treasure Hunter mechanics.)

---ONWARD---
Save the game by pressing Triangle and choosing Data, then head west to 
Mandalia Plain.  As soon as you try to leave the city, you'll have a flashback 
(yes, a flashback within a flashback) to the death of Ramza's father Barbaneth.
After that sequence has ended, you'll be back in Gariland.  Click on Mandalia 
Plain once again and this time you'll actually get there.

---Battle 2: Mandalia Plain-----------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Thief (lv 2, male)   Squire (lv 1, male)   Squire (lv 1, male)
              Squire (lv 1, male)  Squire (lv 1, male)   Red Panther (lv 1)

GUEST: Argath [Virgo] - lv 2 Squire - Bravery 73, Faith 59
 Equipment : Longsword, Leather Cap, Clothing, Battle Boots
 Abilities : Fundaments, other abilities random

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Top option - Ramza dies or all allies are KOed/Stone
             Bottom option - Argath is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 12    Grassland                Tanglevine       70%
            Obstructed               --               17%
            Stone Outcropping        Tremor           13%

--STRATEGY--
At Mandalia Plain, you'll meet Argath, under attack by the Corpse Brigade.  You
can choose whether or not to help him (bottom option) or just go after the
Corpse Brigade (top option).  
  > If you choose not to help Argath (top choice), your goal is just to defeat
    all the enemies.  It doesn't matter if Argath is KOed during the battle
    or not.  Choosing this option also adds 10 points to the Bravery score of
    every character in your current squad, including Delita and Argath.  2
    points of this change will remain even after the battle.
  > Choosing to help Argath (bottom choice) adds an additional requirement to 
    the battle: you'll have to keep Argath from getting KOed during the battle. 
    This option has no effect on your team's Bravery. 
Neither option has any real long-term effect on the storyline.  (They only
change the dialogue in one other story scene.)  So, the first option is clearly
the best as it makes the battle easier AND gives you a boost in Bravery. 

If you DO choose the second option for whatever reason, you will need to protect
Argath from being KOed.  In this case, you'll need to start moving a Chemist 
towards Argath right away.  Fortunately, Argath will probably flee away from the
enemies and into one corner.  Heal him just to be on the safe side, and then 
you're free to concentrate on the enemies.

Attack the enemies from above if you can, and guard your back with the rocks 
scattered about the battlefield or with other ally units.  Remember that if you 
act without moving, or move without acting, your next turn will come sooner than
if you both act AND move.  So if there's no real need for a character to move or
to take action, don't do it just for the heck of it.  Your next turn will come 
sooner if you don't.

You'll encounter your first monster here in the form of a Red Panther.  It's 
the toughest unit in the enemy forces, but it's not too bad.  Be warned that, 
like all monsters, it may counterattack you whenever you attack it.  Don't
attack the Red Panther using a character who's low on HP, or the counterattack 
is liable to KO you!  (You CAN avoid the counterattack by using the Squire 
ability Stone to attack from a distance, but this ability is really too weak to 
be worth using.)  The Red Panther can also poison you, which causes you to 
lose a little HP after each turn you take.  You can cure this with an Antidote
if you want, but it's probably not necessary--the poison wears off after a short
amount of time, anyway.

This may be your first chance to pick up crystals or chests.  When the counter 
over a KOed enemy unit goes down past 0, the unit vanishes and is replaced with 
a crystal or treasure chest.  Pick these up by moving onto the tile with the
crystal or chest.
  > Picking up a chest will give you an item.  These are typically items you
    can buy at the Outfitter anyway and generally are not too important to
    collect.  But early on, chests can still be useful to grab as money is
    tighter.
  > Picking up a crystal will either heal the unit, or in some cases give you 
    the option of learning many of the defeated enemy's abilities.  (Note that 
    although you point the cursor at an individual ability, you actually learn 
    ALL of the abilities offered, regardless of what you pick!)  Crystals from
    monsters will only ever give you the option to heal.

    When given the chance to learn abilities, that's generally the best choice
   (unless you're in desperate need of healing), as this permanently adds
    abilities to the character!  Crystals from humans are great to pick up as
    they can teach you new abilities, so grab them when you see them.  Monster
    crystals are only necessary to pick up if you need healing.  You may also
    want to grab crystals just to prevent the enemies from claiming them, as
    enemies can heal themselves with crystals too!

If one of your OWN units gets KOed, you must act to revive the character before 
the countdown runs down and the character is lost permanently.  Right now, 
you've got two ways to revive a character.  If one of your Chemists learned the 
Phoenix Down ability and you have Phoenix Downs in stock, you can use a
Phoenix Down to revive the character.  Or, you can hurry and clear the battle 
before the countdown runs out -- when you win a battle, any characters who have 
been KOed but not completely erased will be brought back to life.

BATTLE TROPHIES: Potion x2

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Stone Outcropping
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 8  (height: 2, Grassland)  Hi-Potion     Broadsword    none
Left: 0, Up: 12 (height: 1, Grassland)  Potion        Dagger        none
Left: 8, Up: 6  (height: 0, Grassland)  Eye Drops     Oak Staff     none
Left: 4, Up: 0  (height: 0, Grassland)  Antidote      Rod           none
--------------------------------------------------------------------------------

---STORY EVENTS---
When the fight concludes, Argath will join as a guest regardless of which option
you chose before the battle.  Back on the map, go on up to Eagrose Castle.
You'll have a brief chat with Dycedarg, then Zalbaag will send you to rendezvous
with his spy at Dorter.  

---JOB CHANGES---
At this point, you might want to consider changing some of your characters to
new jobs.  Chemists are really more useful than either White Mages or Black 
Mages, so keep your Chemists as-is.  But you might want to change some of your 
Squires to Knights, since Knights have more HP and damage potential than 
Squires.  (I made Ramza into a Knight at this point.)  Archers should also be 
available at this time.  They can be useful in the early game, but for the next 
few battles you may want to focus on melee combat.  At any rate, it may be a 
good idea to keep at least one Squire, though.  Why is that?  As long as you 
have at least one Squire active in battle, everyone will earn some JP towards 
that job, and that will help you buy useful Squire abilities like Counter 
Tackle, Move +1, and JP Boost.  Move +1 and JP Boost are particularly useful.
JP Boost increases the amount of JP you earn, and will help you learn all the 
other abilities faster.  Learning this ability is a VERY good investment.

It'll also help you out in some of the future battles if you're able to teach
Argath a simple Black Magick spell.  This is pretty tricky, though, since he
doesn't participate in any of the random battles and can only earn JP in the
story battles.  So, the only way to do this is to have your Chemists take
enough actions during the story battles that Argath gains some JP in the 
Chemist job and is able to unlock the Black Mage job.  It's cool if you can do
this, but don't worry too much about it if you can't; it's not *necessary*.

---SHOPPING AT EAGROSE---
Before you leave Eagrose, stop by the Outfitter.  There's new equipment for
sale here.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Plumed Hat        Hat     350   TrCity/City  HP +16, MP +5
Leather Clothing  Clothes 300   TrCity/City  HP +10
Mythril Knife     Knife   500   Castle/City  Atk: 4, 5% Parry
Longsword         Sword   500   Castle       Atk: 5, 10% Parry
Bowgun            Crossbw 400   Castle       Atk: 3, 5% Parry
Escutcheon        Shield  400   Castle       Phy.Evade: 10%, Mag.Evade: 3%
Leather Helm      Helm    200   Castle       HP +10
Bronze Helm       Helm    500   Castle       HP +20
Leather Armor     Armor   200   Castle       HP +10
Linen Cuirass     Armor   600   Castle       HP +20
Battle Boots      Shoes   1000  Any          Move +1
Echo Herbs        Item    50    Any          Removes: Silence
Maiden's Kiss     Item    50    Any          Removes: Toad
Gold Needle       Item    100   Any          Removes: Stone
--------------------------------------------------------------------------------

Stock up on Potions, then arm your characters with the new gear.  Make sure all
your Squires and Knights have Longswords, the best weapon available to them
right now.  And if you changed any of your characters' jobs, be sure they have
equipment that goes with the new jobs.  You can safely skip the Mythril Knife,
though--it only increase a Chemist's attack power by 1 point, and they don't do
much fighting, anyway.

The shop also sells Battle Boots, which increase your movement range by 1 tile.
As handy as this is, they're pricey, so you won't be able to afford them for
your whole team.

---TRAVEL & RANDOM BATTLES---
Your next story destination is the Siedge Weald, to the east of Gariland.  Head 
down that direction.

Mandalia Plain is now a green dot on the map, which means there's a chance
you'll get into a random battle when crossing it.  Random battles are similar to
story battles, but feature a somewhat random selection of enemies and contain
mostly monsters rather than human enemies.  In Chapter I, you'll mostly fight
basic monsters, but there's a rare chance you'll encounter a second type of
enemy party that may include humans or more advanced monsters.

Because Delita and Argath are Guest characters, they will not participate in
random battles, only story ones.  In random battles, you do have the choice of
whether or not to deploy Ramza, whereas he is always REQUIRED for story battles.

---MULTIPLAYER MODES---
On the PSP version, when you get to Gariland, you'll see a scene at the Tavern
about the game's multiplayer modes.  Both of these modes are now unlocked, and
you can play them by visiting a Tavern in any town.  Melee Mode is a "versus"
mode that pits your party against another player's.  Rendezvous Mode is a co-op
mode in which you team up with another player to challenge various missions that
will become unlocked as you play through the game.  Right now, there's only one
mission available, "Chocobo Defense."  Both modes allow you to earn and keep JP
and items; when you get to a high enough experience level, you can even obtain 
items that you can't get anywhere else.  Another nice thing about these modes
is that you can't permanently lose any items or characters, so they're risk-
free.  (Melee Mode does cost gil to play, though.)  You can check them out now
if you want, although at this point, the Rendezvous Mode mission may still be
pretty challenging.  Check out the Multiplayer Modes section below for more
information on the modes' rules and for strategies for the Rendezvous Mode
missions.  (Note that both modes are playable only over a local, "ad hoc" 
connection.)

The iOS version unfortunately does not have the multiplayer modes (at least as
of this writing), but you'll eventually be able to buy the special rare items
that PSP users can find in the multiplayer modes.

If you don't have a chance to play the multiplayer modes, don't worry, you 
definitely don't need to play multiplayer in order to complete the single-
player game.

---SHOPPING AT GARILAND---
The shop in Gariland sells different items than the one in Eagrose, so stop by 
the Outfitter before you leave town.  The Gariland shop offers Plumed Hats and 
Leather Clothing, which are better armor for your Squires and Chemists.  (Unlike
in a lot of games, armor in FF Tactics doesn't actually reduce the damage you
take; it gives you more HP or MP.  Still, it helps you stay alive longer!)  Pick
up these upgrades as well; you want to make sure your Chemists stay alive so 
they can heal people!  The Plumed Hat in particular is a good buy; it costs less
than the Leather Clothing but gives you a bigger HP bonus!

Don't forget that you can change Delita's and Argath's equipment, too, despite 
the fact that they're guest characters.  You can (and should!) have them learn 
new abilities, too!

Continue on to the Weald and you'll encounter a third story battle.

---Battle 3: The Siedge Weald---------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Bomb*     Bomb*     Red Panther*    Black Goblin*   Black Goblin*
              Goblin*   Goblin*
* The levels of these enemies depends on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, light rain (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 11    Grassland                Tanglevine       65%
            Marsh                    Quicksand        21%
            Bridge                   Wind Slash        5%
            Soil                     Sinkhole          4%
            Obstructed               --                4%
            Stone Outcropping        Tremor            1%

--STRATEGY--
This battle is nothing but monsters; watch out for their counterattacks!  If
you do have some range attacks, those will keep you safe from the
counterattacks -- all monsters can only counterattack at a range of 1 panel.
But it doesn't really matter either way, since these monsters aren't too tough
for the most part anyway.  Take out on the enemies on the higher ground first
before you start crossing the water.  Otherwise, you'll expose yourself to
attack from above.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 4.5, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 10 (height: 3.5, Grassl.)  Echo Herbs    Bowgun        none
Left: 6, Up: 5  (height: 2, Grassland)  Hi-Potion     Leather Cap   none
Left: 1, Up: 3  (height: 3.5, Grassl.)  Phoenix Down  Escutcheon    none
Left: 5, Up: 0  (height: 1.5, Grassl.)  Potion        Leather Helm  none
-------------------------------------------------------------------------------

You may want to gain some levels and abilities before proceeding on to Dorter.  
You can do this by strolling back and forth across the Mandalia Plain or the 
Siedge Weald until you get into a random battle.  Beat up the monsters to earn
extra Exp and JP.  

Make sure your Chemists have learned both Potion and Phoenix Down.  You can skip
the abilities for all the items that cure individual status condition; most of 
these conditions aren't that bad and when you get Remedies, those will cure 
*any* negative status.  Learning Move +1 for as many characters as possible is 
also very helpful.

When you enter Dorter, there will be a cutscene, and then you'll be tossed into 
a battle at the Dorter Slums.

---Battle 4: Dorter Slums-------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Knight (lv 4, male)       Archer (lv 3, male)
              Archer (lv 3, male)       Archer (lv 3, male)
              Black Mage (lv 3, male)   Black Mage (lv 2, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 10    Roof                     Wind Blast       39%
            Soil                     Sinkhole         36%
            Ocean                    Torrent          11%
            Grassland                Tanglevine        9%
            Coffer                   Will-o'-the-Wisp  3%
            Flagstone                Contortion        3%

--STRATEGY--
The enemy has Archers and Black Mages, who both have ranged attacks and can
hit you from a distance.  This means that you'll need to be more aggressive; if
you hang back at a distance, the enemy can keep hitting you from afar!

Since you start on the street and the enemy has the high ground, Archers are
not particularly useful here; they won't have a clear shot with their bows.
On the other hand, Move +1 is a great ability to have as it helps you quickly 
close the distance between you and the enemy's ranged attackers.

When one of your characters gets hit with a Black Magick spell, the characters 
in adjacent tiles also take damage.  There are two ways to avoid this.  While 
the spell is still charging, you can move the other characters out of the way, 
or you can kill the Black Mage charging the spell and stop the attack entirely!
Since the spells do quite a bit of damage, it's great to take out the Black 
Mages as soon as you have the chance.  They don't have much HP so you can finish
them off easily.  (Note that spells can also have a "friendly fire" effect -- if
another enemy is in range of the spell when it goes off, they get hurt too!  You
can sometimes use this to your advantage by positioning targeted characters next
to enemy units.)  To check when the spell is going to be fired, press the Circle
button when it's your turn, then use the Triangle button to bring up the menu 
and choose Turn List.

If you have Black Mages of your own, you can also use these area damage effects
to extend the effective range of your magicks.  If the range of your magick is
one tile too short to hit an enemy, you can target the tile directly in front
of the enemy and the magick will still hit the enemy thanks to the area effect.
This is a good tactic for hitting more distant enemies, like you see in this
battle. Just make sure the enemy won't be able to move out of the way before 
the magick activates!

Two of the enemy Archers are on the tall building beside where you start.  At
the beginning of the battle, Delita and Argath will begin climbing up the 
building to attack them.  Let Delita and Argath handle those two Archers, and
send at most one other character up the building.  The rest of your team
should advance down the street.  Take out the Black Mages first since they can
do so much damage.

It's likely that one or more of your characters will get KOed during the
battle.  Remember that if the counter over their head goes below 0, you lose
the character permanently.  To avoid this, when a character's counter gets low
(0 or 1), use a Phoenix Down on him or her.  Even if another attack KOs the
character again right away, the counter will be reset and you've bought yourself
a few more turns to finish the battle.

This is a pretty tough battle.  If you don't win at first, try again, or build 
up your levels first.

BATTLE TROPHIES: 500 gil, Iron Sword, Hempen Robe, Ether

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Soil
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 4  (height: 1, Soil)       Antidote      Leather Armor none
Left: 6, Up: 1  (height: 9, Roof)       Echo Herbs    Mythril Knife none
Left: 4, Up: 12 (height: 3.5, Grassl.)  Eye Drops     Clothing      none
Left: 7, Up: 14 (height: 1.5, Soil)     Phoenix Down  Longsword     none
--------------------------------------------------------------------------------

Upon your victory, you'll be able to visit the town.  There's no new equipment 
to buy, but stock up on items.  You'll want at least 10 Potions and 4 Phoenix 
Downs.  Potions are cheap (50 gil each), so there's no reason not to carry 
plenty.  Also, winning the battle at the Slums will have netted you an Iron 
Sword, which is a better weapon than anything you can find in stores.  Equip it 
on one of your characters.

Again, you may want to build levels before proceeding to the next battle.  
When you're ready, go on up to the Zeklaus Desert, where you'll have a battle 
at the Sand Rat's Sietch.

---Battle 5: The Sand Rat's Sietch----------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, Delita [guest], 1 other
  2nd Squad - Argath [guest], 2 others
ENEMY FORCES: Knight (lv 5, male)   Knight (lv 4, male)   Knight (lv 3, male)
              Monk (lv 4, male)     Monk (lv 3, male)     Archer (lv 3, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Soil                     Sinkhole         38%
            Grassland                Tanglevine       26%
            Flagstone, Stone Wall    Contortion       26%
            Obstructed               --                9%
            Coffer                   Will-o'-the-Wisp  1%

--STRATEGY--
You'll deploy your characters in two squads for this battle.  Be sure to deploy
somebody with the Items command (either a Chemist, or another character who's 
learned the ability) in the second group.

There are two entrances to the fort.  When the battle begins, send most of
your characters towards the entrance that's closer to Argath.  This is where
the bulk of the fighting will take place.  Argath will probably make a suicide 
run into the building, but keep healing him anyway.  If you were able to give
him a Black Magick spell, he'll be very helpful.  Don't crowd the doorway or
you'll get in trouble.  Let the enemies come outside to you.

Meanwhile, Delita will head towards the other entrance.  You might want to
send one other character with him.  Hopefully, Delita's squad have the chance 
to sneak up on the enemy Archer from the rear and take him out so he can't keep 
shooting at the main squad.

Remember that if a character doesn't move on a particular turn, his or her next
turn will come quicker.  If you don't need to move to land an attack, stay put
and you'll get more turns.  This is especially helpful for your Chemist; by
having him/her remain stationary and throw items to the characters who need
healing, you'll get more turns and more chances to heal.

This is a difficult fight--the toughest in Chapter I--so it may take you a 
couple tries.  

BATTLE TROPHIES: 500 gil, Hi-Potion, Blind Knife

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Soil
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 9, Up: 10 (height: 3, Grassland)  Eye Drops     Leather Clothes  none
Left: 4, Up: 5  (height: 0, Grassland)  Potion        Bronze Helm      none
Left: 2, Up: 6  (height: 2, Coffer)     Hi-Potion     Plumed Hat       none
Left: 0, Up: 10 (height: 0, Soil)       Antidote      Linen Cuirass    none
--------------------------------------------------------------------------------

After you win at the Sietch, you'll rescue the Marquis.  You'll also pick up a 
Blind Knife.  It's not stronger than the other knives you already have, but it 
does inflict Blind status on enemies (making their attacks easier for you to
dodge), so give it to a Chemist.

---ZEKLAUS WILDERNESS---
Zeklaus Desert now becomes another "wilderness" location where you can get into
random battles.  The map you'll see in random battles at Zeklaus Desert is 
actually completely different from the Sand Rat's Sietch map.

---Extra Battlefield: Zeklaus Desert--------------------------------------------
MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 18 x 10    Sand                     Sandstorm        62%
            Stone Outcropping        Tremor           36%
            Obstructed               --                2%

Note that there's a very valuable pair of Battle Boots stashed on this map that
you can acquire with the Treasure Hunter movement ability.  As with most good
Treasure Hunter items, your chance of getting this item goes UP with LOWER
Bravery.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Sand
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 7  (height: 2.5, Sand)     Phoenix Down  Blind Knife   Sten Needle
Left: 0, Up: 11 (height: 0, Sand)       Echo Herbs    Battle Boots  Degenerator
Left: 6, Up: 8  (height: 0, Sand)       Hi-Potion     Thunder Rod   none
Left: 6, Up: 17 (height: 0, Sand)       Potion        Iron Sword    Hypnogas
--------------------------------------------------------------------------------

---NEW MISSION & SHOPPING---
Return to Eagrose Castle.  You'll meet Duke Larg, and then Dycedarg will let
Ramza and friends in on the next mission against the Corpse Brigade.

The shops at all three towns will now be stocked with new items.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Ice Rod           Rod     400   TrCity/City  Atk: 3, 20% Parry, ice elemental,
                                               Boosts: Ice, Spell Effect: Ice
Flame Rod         Rod     400   TrCity/City  Atk: 3, 20% Parry, fire elemental,
                                               Boosts: Fire, Spell Effect: Fire
Thunder Rod       Rod     400   TrCity/City  Atk: 3, 20% Parry, lightning
                                               elemental, Boosts: Lightning,
                                               Spell Effect: Thunder
White Staff       Staff   800   TrCity/City  Atk: 3, 15% Parry,
                                               Removes (from target): Doom
Red Hood          Hat     800   TrCity/City  HP +24, MP +8
Leather Plate     Clothes 500   TrCity/City  HP +18
Hempen Robe       Robe    1200  TrCity/City  HP +10, MP +10
Blind Knife       Knife   800   Castle/City  Atk: 4, 5% Parry, Inflicts: Blind
Iron Sword        Sword   900   Castle       Atk: 6, 5% Parry
Longbow           Bow     800   Castle       Atk: 4, 0% Parry
Buckler           Shield  700   Castle       Phy.Evade: 13%, Mag.Evade: 3%
Iron Helm         Helm    1000  Castle       HP +30
Bronze Armor      Armor   800   Castle       HP +30
Shoulder Cape     Cloak   300   Any          Phy.Evade: 10%, Mag.Evade: 10%
Hi-Potion         Item    200   Any          Restores 70 HP
--------------------------------------------------------------------------------

At Eagrose, you can buy Iron Swords for both your Squires and Knights, as well
as Escutcheons, Iron Helms, and Bronze Armor for any Knights you have.  Gariland
has better light armor, used by jobs other than Knights.  If you're using 
mages, you can buy new rods and staves at Gariland and Dorter, as well as Hempen
Robes, which will give them more MP.  All towns also carry a new accessory: the
Shoulder Cape, which will boost both your physical and magick evade rates by a 
little bit (10%).  It's not really as useful as the Battle Boots, though.

But the most important new item isn't actually an equipment--it's the Hi-Potion,
which is now for sale under Items!  Hi-Potions restore 70 HP instead of the 30
you get from a regular Potion.  Since you should have a lot more than 30 HP by 
now, you'll need the healing boost.  You can't use Hi-Potions unless you've 
learned the Chemist's Hi-Potion ability, so be sure to have your item-users
learn this ability.

Since there's a lot to buy, you might not be able to afford to buy all of the
new gear.  Aside from restocking your item supply, the priorities are probably 
the Iron Swords and Bronze Armor at Eagrose, and the Leather Plate or Red Hood
at Gariland.  Note that the Iron Helm and Bronze Armor both give you the same HP
bonus, but the Bronze Armor is cheaper!  If you can't buy all the armor, the
Bronze Armor is definitely a better buy than the Iron Helm.

After you're done shopping, your new destination is the Brigands' Den, south of 
the Mandalia Plain.

---Battle 6: Brigands' Den------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Milleuda (lv 7 Knight)      Thief (lv 6, male)
              Thief (lv 5, male)          White Mage (lv 6, female)
              White Mage (lv 5, female)

BOSS: Milleuda [Virgo] - lv 7 female Knight - Bravery 68, Faith 58
 Equipment : Iron Shield, Bronze Shield, Iron Helm, Chainmail, Power Gauntlet
 Abilities : Arts of War, random action ability, Parry, random Squire support 
             ability, Move +1

VICTORY CONDITION: KO Milleuda
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, rainstorm (evade rate vs. bows x 1.33,
                         fire dmg -25%, lightning dmg +25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Wooden Floor             Will-o'-the-Wisp 37%
            Ocean                    Torrent          30%
            Flagstone                Contortion       21%
            Grassland                Tanglevine       12%

--STRATEGY--
You may want to deploy more male characters than female ones here since there's 
a chance that one of the male Thieves can Charm a female character, making her
temporarily fight against you.  But this is pretty unlikely, so don't go out of 
your way to adjust your roster.

Also, if you happen to have any male Pisces characters, or Taurus and Capricorns
of either gender, deploying them here can be useful.  Milleuda, the boss here, 
is always a female Virgo, and the three Zodiac signs listed above will do extra
damage to her.  (You can only prepare your Zodiac signs in this way when
fighting bosses; non-boss enemies have randomized Zodiac signs.)  It's 
definitely not essential to have them, but it'll help you out if you do.

I recommend standing up on the cliffs on the left side of the fort when 
possible; you have a height advantage there.  Since you should have Hi-Potions 
now, use them for all your healing needs--the 30 HP from a regular Potion just 
doesn't cut it now.

There are two White Mages here.  Check their status; at least one of them will
have Black Magicks as a secondary ability.  A Black Magick-wielding mage is the
most dangerous, so if either or both have Black Magick, you'll generally want to
target them first.  (You can use the same tricks you used in Dorter to avoid
their magick.)  However, one of the White Mages might have the Items ability. If
an Item-using Mage comes out of the fort and starts using Hi-Potions, you'll
need to concentrate on KOing her instead to prevent her from healing all the
other enemies.  If either mage starts casting Cure, note that you can stop it
more or less same way you can stop a Black Magick spell -- either take out the
enemy they're trying to heal, or KO the Mage herself.

After you've taken out the White Mages, concentrate on Milleuda.  Her attacks 
are quite strong.  If you have the Rend Weapon or Rend Armor abilities (both 
from the Knight job), you may want to try them on her.  Breaking her weapon
will greatly reduce her attack power, and breaking her armor will reduce her
HP total.  If you already have a Thief, you could try stealing her equipment
too, as she's got a nice set of gear, but you'll be able to buy all her stuff
eventually.

The Thieves here may swipe some of your armor, or at least your headgear.
Although this might be annoying, it's not really too bad; you can just re-buy
the items after the battle.  What's more deadly is the Steal Heart attack they 
may use on your female characters, which will temporarily turn them to the enemy
side.  That's why it can be advantageous to deploy more male characters here.

Milleuda is the game's first boss character.  KOing a boss will end the battle
instantly, even if there are other enemies left standing.  If you're in danger, 
you can take her out quickly to end the fight.  But if you've got Milleuda 
cornered or otherwise have the upper hand, you may want to finish off the other 
enemies for more Exp & JP, then let them die completely so they turn into a 
chest or crystal.

BATTLE TROPHIES: 700 gil, Iron Sword, Bronze Shield

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Wooden Floor
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up:  0 (height: 2, Wooden Fl.) Phoenix Down  Longbow       none
Left: 8, Up: 10 (height: 2, Grassland)  Antidote      Flame Rod     none
Left: 4, Up:  9 (height: 3, Wooden Fl.) Echo Herbs    White Staff   none
*Left: 7,Up: 10 (height: 10, Wooden F.) Eye Drops     Ice Rod       none
  * Requires Jump of 4 or greater.
--------------------------------------------------------------------------------

---STORY SCENES---
The Brigands' Den is easier than the Sand Rat's Sieve, so if you won there, you 
should be able to attain victory here.  Following the battle, there will be a
cutscene at Eagrose as the Corpse Brigade strikes back.

Victory at the Brigands' Den will have earned you a Bronze Shield, which is a
more effective shield than anything else you've got at this point.  Don't forget
to equip it.

Strip Argath of all his equipment, as he'll be leaving your party shortly.  Go 
back up to Eagrose.  A series of scenes will follow in which Ramza and Delita 
decide to rescue Tietra, and Argath leaves.

Return to Gariland.  As you cross Mandalia Plain, an animated cutscene will
play.

---JOB CHANGES---
At this point, you'll probably want to start changing jobs, if you haven't 
already.  If you can change any of your characters to Monks, do so; they're very
strong fighters.  If any of your characters have enough JP to buy the Knight
ability Equip Heavy Armor, a good strategy is to learn that ability and then
make the character into a Monk--the heavy armor will make up for the Monk's
otherwise poor HP count.

It would also help to have a Black Mage and Archer.  But, you'll still want a
healer, so the best move is to change a Chemist to another job and then equip
Items as a secondary ability.  Before switching out of the Chemist job, though,
you need to learn (and equip) the Throw Items ability.  Without Throw Items, 
your items will have a range of only 1 tile, and, as Sonic would say, that's NO 
GOOD!

Keep in mind that male characters generally have somewhat higher HP and Physical
Attack, while females have somewhat more HP and Magick Attack.  So, it makes the
most sense to assign fighting jobs like Knight and Archer to males, and magick-
oriented jobs like Black and White Mage to females.

Also remember that a higher Faith makes your magick stronger, so when you're 
deciding what character(s) to turn into a mage, it's advantageous to pick 
someone with a high Faith.

If you change jobs, be sure to buy matching equipment for your new jobs.  If 
you've got an Archer, you'll need to decide whether to use a crossbow or a
regular bow.  A crossbow only require one hand, allowing you to equip a shield.
On the other hand, bows deal more damage, have a longer range (which increases
even more when you have a height advantage), and fire in an "arc" pattern that
often allows you to shoot over obstacles in your way.  Since Archers are usually
in the back line and don't get attacked too much, a shield isn't too important.
Regular bows are almost always the best choice.

For Black Mages, you can choose between the Flame, Ice, and Thunder Rods (sold
at Gariland and Dorter).  These rods boost the damage dealt by your Fire-family,
Blizzard-family, and Thunder-family magicks, respectively.  A good trick is to 
buy a particular Rod and then learn some of the spells that go along with it 
(e.g., buy the Ice Rod and then try to learn Blizzard and Blizzara).  This will 
increase the damage you can do with your magick.  (The rods will also increase
the power of the Ifrit, Shiva, and Ramuh summons, respectively.)  These rods
also sometimes cast Fire, Blizzard, or Thunder when executing a physical attack,
if your Black Mage happens to get caught in a melee.

As far as choosing between the Fire, Blizzard, and Thunder families of magick,
they all do the same amounts of raw damage under normal circumstances.  They
differ only in their elemental affinities, which means they can do more or less
damage in certain cases:
 > Fire magick does extra damage to a number of early-game monster types
   (Skeletons and Ghosts), but it gets weaker during thunderstorms and doesn't
   work against the Bomb family.  (It also does more damage to enemies afflicted
   with Oil status, but this status condition almost never happens.)
 > Blizzard magick is good against many late-game monsters, but the only early-
   game monster family weak to ice is Goblins, which are pretty easy anyway.
   Blizzard magick gets stronger during a snowstorm, but these are very rare.
 > Thunder magick gets stronger during a thunderstorm, and no monsters are
   immune to it.  But, only one monster family (Mindflayers) is weak to it.
Overall, Thunder is probably your best pick early on.  Nothing is immune to it,
so you can use it against any enemy, and it gets stronger during thunderstorms,
which are pretty common during the rainy months.  Fire is OK too, but Skeletons
and Ghosts it's effective against are usually fairly easy to defeat anyway.
Blizzard is less useful at first because fewer monsters are weak to it, but
you'll definitely want to learn it later in the game since it's the best against
late-game monsters like Malboros, Hydras, and Red Dragons.

---ITEM SUPPLY---
Aside from re-outfitting yourself after any job changes, you may want to hold 
off on any equipment purchases.  While you could now buy some of the equipment
upgrades you might not have been able to afford after the Brigands' Den, there
are even better items coming after the next battle.  So, you're probably better
off saving your money for those.

Of course, if any of your equipment was stolen by the Thieves or broken by
Milleuda in the last battle, be sure to replace it.  You'll also want a good
stock of Hi-Potions (12 or so) and Phoenix Down (6 should be sufficient).

After restocking your item supply, go north from Gariland to the Lenalian 
Plateau for another battle against Milleuda.

---Battle 7: Lenalian Plateau---------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 4 others
ENEMY FORCES: Milleuda (lv 8 Knight)   Knight (lv 6, female)
              Knight (lv 5, female)    Black Mage (lv 6, male)
              Black Mage (lv 5, male)  Time Mage (lv 5, female)

BOSS: Milleuda [Virgo] - lv 8 female Knight - Bravery 68, Faith 58
 Equipment : Mythril Sword, Bronze Shield, Barbut, Chainmail, Shoulder Cape
 Abilities : Arts of War, random action ability, Counter,
             random Squire support ability, Jump +1

VICTORY CONDITION: KO Milleuda
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 11    Grassland                Tanglevine       50%
            Stone Outcropping        Tremor           24%
            Lake                     Torrent          21%
            Soil                     Sinkhole          3%
            Obstructed               --                1%

--STRATEGY--
Again, Taurus, Capricorn, and male Pisces characters will do extra damage
against Milleuda since she's a female Virgo.

Play the first few rounds defensively to prevent any early casualties, and use
the high ground to your advantage.  Send one or two characters after the Black
Mages, and possibly the Time Mage as well.  If you have an Archer, send 
him/her up onto the tall ridge and shoot down on the enemies.  Firing from a 
high place increases the range of bows.

After knocking out the Black Mages, concentrate on Milleuda.  This time, she
has the Counter ability, which means that whenever you hit her with a close-
range attack, she has a chance of striking back.  So, be sure not to use any
close-range attacks against her unless your HP is high.  A good strategy is to
attack her with long-distance attacks like bows and Black Magick, which won't
allow her to counterattack.  As in the last battle, Milleuda might use her Rend 
abilities to break your gear.

Again, as soon as Milleuda goes down, the battle ends, even if other enemies
are still standing.

BATTLE TROPHIES: 1000 gil, Silken Robe, Battle Boots

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 7.5, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 6, Up: 6  (height: 2.5, Grassl.)  Hi-Potion     Iron Helm     none
Left: 4, Up: 8  (height: 5, Grassland)  Potion        Buckler       none
Left: 4, Up: 0  (height: 5.5, Grassl.)  Eye Drops     Bronze Armor  none
Left: 0, Up: 5  (height: 4, Grassland)  Antidote      Red Hood      none
--------------------------------------------------------------------------------

---EQUIPMENT UPGRADES---
After you win the battle at the Plateau, the shops will again update their 
shelves with new equipment.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Ringmail          Clothes 900   TrCity/City  HP +24
Silken Robe       Robe    2400  TrCity/City  HP +20, MP +16
Mage Masher       Knife   1500  Castle/City  Atk: 4, 5% Parry, Inflicts: Silence
Mythril Sword     Sword   1600  Castle       Atk: 7, 8% Parry
Battle Axe        Axe     1500  Castle       Atk: 9, 0% Parry
Knightslayer      Crossbw 1500  Castle       Atk: 3, 5% Parry, Inflicts: Blind
Silver Bow        Bow     1500  Castle       Atk: 5, 0% Parry
Bronze Shield     Shield  1200  Castle       Phy.Evade: 16%, Mag.Evade: 0%
Chainmail         Armor   1300  Castle       HP +40
--------------------------------------------------------------------------------

As before, you'll find heavy armor and most kinds of weapons in Eagrose, and
lighter armor in Gariland and Dorter.  Buy what you can and replace any items
that Milleuda may have broken.

Skip the axe.  Although it looks powerful, the amount of damage it deals is
randomly determined, and not exactly what you see previewed.  That means it may
fail to deliver a killing blow when you need it most!

---DRAGONS---
If you're crossing the Lenalian Plateau after the initial battle, you may
sometimes encounter a Dragon monster in random battles (only when entering from
Dorter).  If you already have an Orator on your team, you can use Entice or Tame
to recruit the Dragon onto your team.  Although monsters aren't usually the most
useful units, this is a much stronger monster than you can usually find at this 
point in the game.  You can also breed it to get even stronger dragons: Blue
Dragons and Red Dragons!

---RENDEZVOUS MODE---
At this point, you should be in great shape to win the Chocobo Defense mission 
in Rendezvous Mode, so if you'd like to check that out, you can earn some extra 
items and JP.  Strategies for these missions are available in the Rendezvous 
Mode section.

Otherwise, forge on from the Lenalian Plateau to Fovoham Windflats, where 
you'll square off against Wiegraf and his Chocobo Boco (a reference to Final 
Fantasy V).

---Battle 8: Windflat Mill------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 3 others
ENEMY FORCES: Wiegraf (lv 9 White Knight)   Boco (lv 7 Chocobo)
              Monk (lv 7, female)           Monk (lv 6, female)
              Knight (lv 6, female)

BOSS: Wiegraf [Virgo] - lv 9 White Knight - Bravery 71, Faith 64
 Equipment : Mythril Sword, Round Shield, Barbut, Chainmail, Shoulder Cape
 Abilities : Holy Sword, random action ability, Counter,
             random Squire support ability, Jump +1
 Immune    : All negative status except Blind, Silence, Oil, Slow, Stop, 
             Immobilize, and Disable

ENEMY: Boco [Aries] - lv 7 Chocobo - Bravery 68, Faith 48

VICTORY CONDITION: Reduce Wiegraf to critical HP (< 20% of max HP)
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Grassland                Tanglevine       48%
            Soil                     Sinkhole         21%
            Obstructed               --               18%
            Brick                    Wind Slash        5%
            Roof                     Wind Blast        4%
            Stone Outcropping        Tremor            3%
            Flagstone                Contortion        3%

--STRATEGY--
Like his sister, Wiegraf is a Virgo.  He's male, though, so this time Taurus,
Capricorn, and FEMALE Pisces characters are the ones to deploy (if you happen
to have them -- if not, don't sweat it).

Wiegraf is the only real threat here; most of his companions are pretty weak.
Start moving along the bottom of the cliff and quickly take out the Chocobo 
(Boco) and the Monk.  Wiegraf and the other enemies will soon move down to 
fight you.  Finish off any enemies that are low on HP, then go after Wiegraf.

Wiegraf uses a couple different special sword techniques that allow him to
attack from a distance and (unlike magick) don't require any charge time.
Most of the time, he'll use Northswain's Strike, which strikes a single
character (usually for about 35 HP or so).  If your characters are close
together, he may also use Judgment Blade to attack a "plus-shaped" group of
tiles.  These attacks are pretty strong, but Wiegraf doesn't have a great
defense.  If you hit him with a few strong attacks (Mythril Swords, black 
magick), he'll go down quickly.  Just stay healed!

Because you're fighting in such close quarters, watch out for the "friendly
fire" effects of your own magicks!  In general, if one of your allies is
standing right next to an enemy, a useful trick is to target the tile right
BEHIND the enemy to avoid hitting your ally when the magick goes off.  For
instance, if your characters are positioned like below, target the space marked
with a *:
*EA  (A = ally, E = enemy)
This way, you'll still hit the enemy, but the magick is positioned so as not to
harm your ally.  But make sure that the magick will activate before the enemy 
can move.

This battle isn't too difficult if you have good jobs.  You need only Wiegraf's 
HP to critical status to win.  (If your last hit manages to KO him outright, the
outcome is the same.)

BATTLE TROPHIES: Hi-Potion

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 6, Up: 9  (height: 4, Grassland)  Hi-Potion     Mage Masher   none
Left: 3, Up: 5  (height: 6, Grassland)  Phoenix Down  Hempen Robe   none
Left: 0, Up: 0  (height: 1, Grassland)  Echo Herbs    Leather Plate none
Left: 5, Up: 1  (height: 1, Grassland)  Potion        Shoulder Cape none
--------------------------------------------------------------------------------

Like Zeklaus Desert, Fovoham Windflats now becomes an entirely different map if 
you return to it for random battles.

---Extra Battlefield: Fovoham Windflats-----------------------------------------
MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 9     Grassland                Tanglevine       62%
            Stone Outcropping        Tremor           24%
            Ocean                    Torrent          12%
            Obstructed               --                2%

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 10.5, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0,  Up: 2 (height: 10, Grassland) Phoenix Down  Silver Bow    Sten Needle
Left: 2,  Up: 7 (height: 1, Stone Out.) Eye Drops     Battle Axe    Death Trap
Left: 5,  Up: 8 (height: 1, Stone Out.) Antidote      Mythril Sword Hypnogas
Left: 11, Up: 4 (height: 1, Grassland)  Echo Herbs    Knightslayer  Degenerator
--------------------------------------------------------------------------------

Nothing is added to the shops after the battle at Fovoham, so if your item 
supply is okay, you can continue directly on to Ziekden Fortress, the final 
battle of the chapter.  There, you'll find Tietra being held captive by a 
Gragoroth, a Corpse Brigade knight.  Argath arrive with some troops, and you'll 
find yourself battling an unexpected enemy.

---Battle 9: Ziekden Fortress---------------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, Delita [guest], 1 other
  2nd Squad - 2 others
ENEMY FORCES: Argath (lv 10 Knight)       Knight (lv 8, male)
              Knight (lv 8, male)         Knight (lv 7, male)
              Black Mage (lv 9, female)   Black Mage (lv 8, female)

BOSS: Argath [Virgo] - lv 10 Knight - Bravery 32, Faith 67
 Equipment : Knightslayer, Round Shield, Barbut, Chainmail, Power Gauntlet
 Abilities : Arts of War, random action ability, Auto-Potion, Equip Crossbows, 
             Move +1

VICTORY CONDITION: KO Argath
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, light snow (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Snow                     Snowstorm        96%
            Bridge                   Wind Slash        3%
            Wooden Floor             Will-o'-the-Wisp  2%

--STRATEGY--
You'll deploy in two squads again for this battle.  Deploy your best damage-
dealer along with Ramza in the first squad.  The characters in the second squad
are going to be largely useless as they start far away from the action.  If you 
want to pick and choose Zodiac signs, Argath is again a Virgo and susceptible to
Taurus, Capricorn, and female Pisces attacks.

Luckily, you can almost beat the whole fight just using Ramza.  Just go after
Argath and completely ignore the other enemies.  Argath only has a crossbow, so 
he can't do much damage to you and is useless at close ranges.  Just chase him 
down and hit him with your strongest attacks, like Knight and Monk attacks and 
Black Magicks.  You'll want to block Argath from climbing up the stairs to the
roof of the fort, as he has a good sniping point if he gets up there and it's
slow climbing up after him.  If you position your characters between him and the
stairs, he shouldn't be able to climb up there.

Argath does have the Auto-Potion ability, which gives him a random chance to 
heal himself with a Potion when you hit him, so you may want to avoid using 
very weak attacks against him--the gain from the Auto-Potion may heal him more 
than you hurt him for!  (The ability isn't always activated, though.  And Auto-
Potion also can't protect him whenever you land the killing blow.)  Again, as 
you soon as you knock down Argath, the fight--and the chapter--ends.

The dialogue between Argath, Ramza, and Delita here will be a little bit 
different depending on whether or not you chose to help Argath back on Mandalia 
Plain.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Snow
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 0  (height: 1, Snow)       Eye Drops     Silken Robe   none
Left: 2, Up: 6  (height: 2, Snow)       Hi-Potion     Chainmail     none
Left: 5, Up: 4  (height: 0, Snow)       Antidote      Ringmail      none
Left: 9, Up: 5  (height: 7, Wooden Fl.) Potion        Bronze Shield none
--------------------------------------------------------------------------------

After you kill Argath, there are a couple FMV scenes, the fort blows up, and 
the chapter ends.  The game will give you a chance to save, and then you'll 
move on to Chapter II.

%%%CHAPTER II: THE MANIPULATIVE & THE SUBSERVIENT%%%%%%%%%%%%%%%%%%%%%%%%00walk2

You now return to the present, at Orbonne Monastery.  It's one year after the
events of Chapter I and your current mission is to rescue Princess Ovelia.

---CHARACTER RECRUITMENT---
After a brief chat, you'll be given a chance to add Ramza's fellow mercenary 
Ladd and both of Agrias's Knights (Alicia and Lavian) to the party.  There's no 
real reason not to take them along, so sign them up!  They start with a bare 
minimum of abilities, though, so they probably won't see much use compared to 
the characters you're carrying over from Chapter I.

However, you MUST keep Alicia and Lavian (as well as Agrias, of course) on your 
roster to complete the Agrias's Birthday sidequest in Chapter IV.  Don't dismiss
them or let them get permanently killed if you want to complete all the
sidequests.  (It's fine if they're KOed as long as they don't ever turn into a
crystal or chest.)  Ladd, on the other hand, is not required for any of the
quests.

Agrias and Gaffgarion will also join as Guests.  You still have all your 
characters from Chapter I (except Delita) as well.

ALLY: Ladd [Capricorn] - lv 8 Squire - Bravery 63, Faith 60
 Equipment : Iron Sword, Red Hood, Ringmail
 Abilities : Fundaments, random other action ability

ALLY: Alicia [Pisces] - lv 8 Knight - Bravery 61, Faith 62
 Equipment : Iron Sword, Buckler, Iron Helm, Linen Cuirass
 Abilities : Arts of War, random other action ability

ALLY: Lavian [Aries] - lv 8 Knight - Bravery 62, Faith 61
 Equipment : Longsword, Escutcheon, Bronze Helm, Bronze Armor
 Abilities : Arts of War, random other action ability

GUEST: Agrias [Cancer] - lv 10 Holy Knight - Bravery 71, Faith 63
 Equipment : Mythril Sword, Mythril Shield, Golden Helm, Golden Armor
 Abilities : Holy Sword, random other action ability

GUEST: Gaffgarion [Virgo] - lv 10 Fell Knight - Bravery 61, Faith 67
 Equipment : Mythril Sword, Golden Shield, Close Helmet, Plate Mail,
             Power Gauntlet
 Abilities : Fell Sword, random other action ability

---JOB & ABILITY UPGRADES---
You'll see that Ramza's appearance has changed at the start of the chapter.  
His Squire job is now able to equip heavy armor and shields, plus he has a new 
ability to learn, Steel.  Steel gives a character a +5 Bravery boost during a 
battle, and some of this increase will remain even after the battle.  Raising 
your Bravery makes your Reaction Abilities and some attacks stronger, so this 
is a good ability to learn.  If Ramza has some spare turns near the end of a 
battle, you can spend them using Steel to boost up characters' Bravery.

At this point, you should have had all your characters upgraded from the 
beginning Jobs (Squire or Chemist) to more advanced ones.  In particular, 
you'll want to have a Monk, Archer, Black Mage, and maybe a White Mage somewhere
in the party.  I like making Ramza into a Monk.  You'll want to have him learn 
either the Monk's Chakra ability or the Time Mage's Teleport for use in a battle
near the end of the chapter.  An Orator can also be useful to have on the team, 
but might take some time to get, as you have to get the Mystic job up to job 
level 3, and Mystic itself requires job level 3 of White Mage.  If you want to 
take the time to unlock Orator, you can also have another character acquire
the Thief Job, which is unlocked by getting Archer to job level 3.  

When you've got your team organized, go north to the only location available to 
you: Dorter, where a battle awaits you.

---Battle 10: Dorter------------------------------------------------------------
YOUR FORCES: Ramza, Gaffgarion [guest], Agrias [guest], 3 others
ENEMY FORCES: Thief (lv 11, male)       Thief (lv 9, male)
              Black Mage (lv 10, male)  Black Mage (lv 9, male)
              Archer (lv 10, female)    Archer (lv 9, female)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 9     Roof, Chimney            Wind Blast       36%
            Flagstone                Contortion       36%
            Grassland                Tanglevine       26%
            Obstructed               --                1%

--STRATEGY--
There's no boss here, so you'll have to wipe out every enemy on the map to win.
If you've got good jobs, though, this battle should be no problem.  Just move 
up the path and take out the enemies as you go.  The Black Mages and Archers
do the most damage, so when you've got a choice, go after them instead of the
Thieves.

Agrias is given a random action ability when she joins.  If it's a magick 
ability, beware; the goofy Guest AI has a nasty habit of casting spells 
indiscriminately on your own people.  You can either de-equip Agrias's magicks 
from the menu beforehand, or pay attention to which she enemy she is targeting 
and stay clear.

One other small caution: A character with Jump 4 can climb up onto the house
nearest your start point, but can't get back down.  Of course, you'll get the
character back after the battle, but they'll be out of action for the rest of
this battle.  So, either don't climb up there (there's not much reason to do so,
except one Treasure Hunter tile) or use a character that has Jump 5.

BATTLE TROPHIES: 1000 gil, Flame Rod, Mage Masher, Phoenix Down

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 16, Chimney
                                        POOR ITEM     GOOD ITEM     TRAP
*Left: 9, Up: 8 (height: 9, Chimney)    Potion        Ice Bow       none
Left: 6,  Up: 0 (height: 5, Grassland)  Ether         Round Shield  none
Left: 4,  Up: 6 (height: 9, Roof)       Hi-Potion     Shuriken      none
#Left: 0, Up: 0 (height: 16, Chimney)   Echo Herbs    Barbut        none
  * Requires Jump of 4 or more to reach.
  # Requires Jump of 5 to reach.
--------------------------------------------------------------------------------

Once you've cleared this battle, you'll have access to all of the map again.

---MONSTER CHANGES---
Most of the random battle locations (green dots) now have a somewhat different
mix of monsters.  The second type of enemy party, which often includes more
powerful monsters as well as the occasional human, now shows more frequently
than it did in Chapter I, though the basic set of monsters is still the most
common.  Check the Random Battles section if you want the complete list.

---ERRANDS---
You also now have the ability to take Errands at taverns.  These involve sending
your generic (non-story) characters away for a few days in exchange for gil and
a small amount of JP.  The amount you earn isn't generally huge, but this can be
a good way to use characters you weren't going to deploy in active combat.  

While the characters are away, you can continue on without them.  Or, if you 
just want to pass time, you can walk back and forth between two blue dots on 
the map, which will never trigger any random battles.  (You can use Eagrose & 
Ziekden Fortress, or Dorter & the Monastery.)

Once the Errand is done, you'll have to return the appropriate Tavern to collect
your characters and reward.

Four main errands are available right now:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Mount Gulg Mother Lode     Eagrose     15-16  600    2549 gil, 103 JP, artefact
Bandits                    Dorter      11-13  3100   14400 gil, 137 JP
Shoreline Defense          Gariland    8-9    3050   11114 gil, 94 JP
Miner's Tale               Gariland    8-11   600    2726 gil, 108 JP
The Gariland Magick Melee  Gariland    14-16  0      22265 gil, 166 JP, artefact
  > Month of Virgo only
--------------------------------------------------------------------------------

"Bandits" at Dorter and "Shoreline Defense" at Gariland are likely to be the
most profitable.  If it happens to be the month of Virgo, Gariland will offer
another errand, "The Gariland Magick Melee."  This one doesn't cost anything and
has a great payday, so take it!  But, if it's a different month, it's not really
worth passing time just to get that one errand.

As noted above, two of the errands will yield artefacts.  These don't actually
do anything; they just show up on your Chronicle screen to add more background
to the game world.

You can maximize your reward from each errand if you send characters for the
maximize number of days.  Having the right jobs, Bravery/Faith stats, and
experience levels will also add a few extra points, but the differences are
actually pretty small and not usually worth bothering with.  If you want to
squeeze out the maximum gil, though, I've covered this system in more depth in
the Errands section.

---RENDEZVOUS MISSIONS---
Two new Rendezvous Mode missions are now available in Taverns: Chicken Race and 
Treasure Hunt, both of which offer better items than the Chocobo Defense mission
from chapter I.  Chicken Race can be completed quite easily by a small party of 
Chemists and is great for collecting items at this stage.  Treasure Hunt is a 
bit harder, but if you pick up the chest on the map, you'll get a good piece of 
equipment.

---EQUIPMENT UPGRADES---
All the stores have new equipment, so pay them a visit to gear up your
characters.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Headgear          Hat     1200  TrCity/City  HP +32, Phys.Attack +1
Mythril Vest      Clothes 1500  TrCity/City  HP +30
Shuriken          Star    50    TrCity/City  Atk: 4
Ice Bow           Bow     2000  Castle       Atk: 5, 0% Parry, ice elemental
Javelin           Polearm 1000  Castle       Atk: 8, 10% Parry
Round Shield      Shield  1600  Castle       Phy.Evade: 19%, Mag.Evade: 0%
Barbut            Helm    1500  Castle       HP: 40
Mythril Armor     Armor   2000  Castle       HP: 50
Spiked Boots      Shoes   1200  Any          Jump +1
Leather Cloak     Cloak   800   Any          Phy.Evade: 15%, Mag.Evade: 15%
Holy Water        Item    2000  Any          Removes: Undead, Vampire
--------------------------------------------------------------------------------

Remember that you'll have to hike back to Eagrose to purchase heavy armor and
most weapons.  Conversely, you'll only find lighter armor at the other two
cities.

Stock up on Hi-Potions and Phoenix Downs, but don't buy any equipment for
Gaffgarion. (It's OK to get stuff for Agrias, but her equipment is already
really good.)  The Headgear is also quite a good buy.  It's a good hat, cheaper
more effective than the Mythril Vest, and it raises your attack power as well.

This is a good chance to build up your characters if you want.  But as long as 
you have new equipment for your main squad of characters and the jobs 
recommended above, you should be fine.  When you feel confident that you're done
preparing, go to Araguay Woods, east of Dorter.

---Battle 11: Araguay Woods-----------------------------------------------------
YOUR FORCES: Ramza, Gaffgarion [guest], Agrias [guest], Boco [guest], 3 others
ENEMY FORCES: Black Goblin (lv 13)   Goblin (lv 10)   Goblin (lv 9)
              Goblin (lv 9)          Goblin (lv 8)    Goblin (lv 8)

GUEST: Boco [Aries] - lv 10 Chocobo - Bravery 68, Faith 48

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Top option - Ramza dies or all allies are KOed/Stone
             Bottom option - Boco is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Grassland                Tanglevine       82%
            Tree                     Wind Slash        8%
            Obstructed               --                6%
            Soil                     Sinkhole          4%

--STRATEGY--
Here you have to save Boco the chocobo from goblins.  As when you met Argath, 
you're given two options, which will affect your victory conditions:
 - If you choose not to help Boco (top choice), your goal is just to defeat
   all the enemies, and you don't have to keep Boco from being KOed.  However,
   you'll also suffer a 10 point PENALTY to everyone's Bravery, 2 points of
   which will remain even after the battle.
 - Choosing to help Boco (bottom choice) means you must keep Boco from getting 
   KOed during the battle, but does not penalize your Bravery.
This time, the top choice still gives you an easier battle, but you'll take a
hit to your Bravery for selecting it.  Since protecting Boco during the battle
isn't hard at all, choose the second option to keep from losing Bravery.  

Boco will usually retreat into a corner, where will be chased by the lone Black 
Goblin.  Boco can take care of himself just fine, so don't bother going after 
the Black Goblin unless you've mopped up all the other enemies.

The Goblins aren't very strong, especially with Agrias's and Gaffgarion's help, 
so I recommend just rushing them.  Stay out of the ditches.  

BATTLE TROPHIES: Hi-Potion

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 17, Cross Section
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 5, Up: 3  (height: 0, Grassland)  Gold Needle   Headgear      none
Left: 2, Up: 4  (height: 1, Grassland)  Phoenix Down  Mythril Armor none
Left: 5, Up: 8  (height: 0, Grassland)  Potion        Mythril Vest  none
Left: 9, Up: 11 (height: 7, Grassland)  Hi-Potion     Spiked Boots  none
--------------------------------------------------------------------------------

---BOCO---
After the battle, Boco will join.  Boco just has the same stats and abilities as
any other generic Chocobo, so he's of somewhat limited use.  (He does have a
unique help message when you use the Select button and check his name, but this
has no effect on gameplay.)

But, if nothing else, you can keep Boco in your party and use him to breed a
Black Chocobo, which in turn can give you a Red Chocobo.  These colored chocobos
are somewhat more useful, so you may want to get one of them.

---ADJUSTING GAFFGARION---
Back on the map, go into your roster screen and change Gaffgarion into a Time
Mage or White Mage, or some other crummy job.

You have a couple of choices as to do what to do with Gaffgarion's equipment:
  1) The next battle will be easiest if you strip Gaffgarion of all his gear,
     and equip it on one of your other characters.  Gaffgarion has good armor,
     and the Power Gauntlet will give you an attack boost.  (It's great for an
     Archer, or another character who doesn't need the movement bonus of the
     Battle Boots.)  
  2) Alternately, there's a bug in the game that you can exploit to duplicate an
     item.  Equip the item on Gaffgarion, then have a Thief steal it during the
     battle, and you'll end up with two copies.  The Power Gauntlet is
     especially valuable, if you decide to do this.

Once you've finished adjusting Gaffgarion's equipment, continue on to Zeirchele
Falls.

---Battle 12: Zeirchele Falls---------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Delita [guest], Ovelia [guest], 3 others
ENEMY FORCES: Gaffgarion (Fell Knight)   Knight (lv 11, male)
              Knight (lv 10, male)       Knight (lv 9, male)
              Knight (lv 8, male)        Knight (lv 8, male)

GUEST: Delita [Sagittarius] - lv 11 Holy Knight - Bravery 75, Faith 50
 Equipment : Coral Sword, Mythril Shield, Plate Mail, other equipment random
 Abilities : Holy Sword, other abilities random
 Immune    : Chicken, Toad, Charm, and Doom

GUEST: Ovelia [Taurus] - lv 5 Princess - Bravery 53, Faith 72
 Equipment : White Staff, Wizard's Hat, Wizard's Robe
 Abilities : Holy Magicks, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ovelia is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Stone Outcropping        Tremor           33%
            Grassland                Tanglevine       30%
            River, Waterfall         Torrent          30%
            Bridge                   Wind Slash        4%
            Obstructed               --                4%

--STRATEGY--
The mission here is to protect Ovelia, which means you can't let her get KOed.  
She isn't in too much danger since she can cast Aegis, which puts a whole lot of
good defensive buffs on her.  She only has enough MP to cast this once, though, 
and it wears off after a few turns.  Just to be on the safe side, keep a healer 
reasonably close to her.

Gaffgarion is now your enemy, but if you turned him into a weak job and stripped
his equipment, he can't do much to hurt you.  So, worry about the other Knights
first.  (Plus, if you don't KO Gaffgarion right away, there's a bit of extra
dialogue.)

Start off by taking out the Knights on your side of the falls.  (Delita can
do a lot of damage to the Knights on the other side just by himself.)  One of 
the Knights from the far side will probably try to cross over by wading through 
the base of the falls.  Position an Archer on the corner of the cliff and shoot 
down at the guy.  Agrias tends to loiter in the water and may finish him off; if
not, send a character or two down after him.

A great trick here is to KO one of the enemy Knights while he's standing on the
bridge, and then position yourself right behind his body.  Until the body decays
into a chest/crystal, it will block the Knights from getting close enough to hit
you with close-range attacks.  Since the Knights have NO ranged attacks, they're
helpless and you can pick them off from afar with your own ranged attacks.  If
you have a Dragoon, you can also use polearms, which have a range of two tiles.

If any of the Knights drops to critical HP, he may try to flee up the cliffs.  
You'll have to chase after him, so it may be useful to bring a character with a 
good Move range to this battle.  (Battle Shoes and Move +1 or +2 will increase 
your Move range.)

If you have a Thief and don't mind exploiting a bug in the game, you can also
use this battle to duplicate any piece of equipment you have.  First, equip the
item on Gaffgarion before the battle.  Then, steal it from him during the
battle.  You'll get one copy then, and a second copy when Gaffgarion's items are
added to your inventory after the battle.  The downside is that if you give
Gaffgarion powerful items, it will make him harder to defeat.  But, just giving
him the Power Gauntlet works pretty well -- if you turn him into a mage
beforehand, he can't do very much damage to even *with* the Gauntlet.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 7, Stone Outcropping
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 1, Up: 3  (height: 3.5, Grassl.)  Ether         Leather Cloak    none
Left: 5, Up: 2  (height: 9.5, Grassl.)  Echo Herbs    Platinum Dagger  none
Left: 7, Up: 4  (height: 8.5, Waterf.)  Gold Needle   Coral Sword      none
Left: 8, Up: 4  (height: 8.5, Waterf.)  Phoenix Down  Poison Rod       none
--------------------------------------------------------------------------------

After the battle, Delita will leave you with Ovelia.  Ramza sets a new course
for Lionel Castle, so Fort Besselat disappears from your map, not to return
until much later in the game.

---SHUFFLING YOUR EQUIPMENT---
Back on the map, Gaffgarion's items are added to your inventory if you didn't
already take it from him.  (There's also a bug here that allows you to copy
Gaffgarion's items; see the battle strategy above.)  Be sure to equip it on your
characters since it's good stuff.

While Ovelia is listed on your roster as a Guest, she won't actually participate
in any more battles.  So, you're safe de-equipping her Wizard's Hat and Wizard's
Robe and giving them to another character.  The Wizard's Robe is an especially
nice pick-up since you can't buy them in stores yet.  It raises your magick
attack, so give it to one of your mages.

There's also some new equipment for sale at Dorter and at Eagrose.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Poison Rod        Rod     500   TrCity/City  Atk: 3, 20% Parry, Inflicts: Poison
Serpent Staff     Staff   2200  TrCity/City  Atk: 5, 15% Parry
Cypress Pole      Pole    1000  TrCity/City  Atk: 6, 20% Parry
Wizard's Hat      Hat     1800  TrCity/City  HP +40, MP +12, Magick Attack +1
Adamant Vest      Clothes 1600  TrCity/City  HP +36
Platinum Dagger   Knife   1800  Castle/City  Atk: 5, 10% Parry
Coral Sword       Sword   3300  Castle       Atk: 8, 5% Parry
Mythril Shield    Shield  2500  Castle       Phy.Evade: 22%, Mag.Evade: 5%
Mythril Helm      Helm    2100  Castle       HP +50
Plate Mail        Armor   3000  Castle       HP +60
Power Gauntlet    Gauntlt 5000  Any          Physical Attack +1
--------------------------------------------------------------------------------

It's probably worth making the trip back to Dorter and Eagrose as you'll want
the new gear for the next battle. 

In particular, the Wizard's Hat is a nice purchase for magick-users.  It's the
best hat so far, and it gives you a nice MP and Magick Attack best too.
However, you may want to pass on the Poison Rod for your Black Mages.  While it
does a little more damage physically than the other rods and sometimes poisons
its target, it doesn't boost the power of any of your Black Magicks like the
Flame, Ice, and Thunder Rods do.  Since your Black Mages usually attack with
magicks most of the time (I assume ;) ), you're probably better off sticking
with your existing rod.

The Power Gauntlet now appears in stores, but it's pretty pricey.

---BATTLE PREPARATION---
The next battle is a tough one, so be prepared.  You'll want Archers and Black
Mages, and, if you don't include a White Mage in the party, one of the
characters should have White Magick as a secondary ability.  A Black Chocobo can
also be helpful, if you can get one.  (Boco will randomly lay eggs and they may 
hatch into Black Chocobos, but there's obviously an element of luck/randomness 
to this.)  I ended up using Ramza, two Archers, and a Black Mage.

If you don't have the abilities you want, you can move back and forth across any
green dot on the map to fight random battles and earn more JP.  When you're
ready, go south past the falls to the Castled City of Zaland.

---Battle 13: Zaland------------------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Mustadio [guest], 3 others
ENEMY FORCES: Knight (lv 13, male)       Knight (lv 11, male)
              Black Mage (lv 12, male)   Black Mage (lv 11, male)
              Archer (lv 12, female)     Archer (lv 11, female)

GUEST: Mustadio [Libra] - lv 10 Machinist - Bravery 60, Faith 62
 Equipment : Romandan Pistol, Headgear, Mythril Vest, Battle Boots
 Abilities : Aimed Shot, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Top option - Ramza dies or all allies are KOed/Stone
             Bottom option - Mustadio is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 10    Flagstone                Contortion       38%
            Grassland                Tanglevine       27%
            Roof                     Wind Blast       17%
            Soil                     Sinkhole         14%
            Coffer                   Will-o'-the-Wisp  5%

--STRATEGY--
When deploying your characters, deploy them in the "front" row (i.e., the row
where Ramza is already standing).  This starts them closer to the gate and
allows them to get into the city faster.

You'll meet Mustadio, who is being chased by some bad guys.  Once again,
you're given two options for the upcoming battle:
- Choosing the first option means that you DO NOT have to keep Mustadio from
  getting KOed during the battle.  This option raises the Bravery of each
  character on your current squad (including Agrias and Mustadio) by 5, 1 point 
  of which is permanent.
- Choosing the second option means that you DO have to keep from getting
  Mustadio from getting KOed.  However, this option raises all the characters'
  Bravery by 10, 2 points of which are permanent.
In other words, you'll get a Bravery increase either way, but you'll get a 
BIGGER increase for helping Mustadio.  Of course, this also makes the battle
harder.  So, there's no clear "best option" here.  It's up to you which to 
choose.  Since this battle can be pretty challenging, you might want to just 
pick the first option; it makes the fight quite a bit easier and you're only 
missing out on 1 extra point of Bravery.  

The enemy is holed up inside Zaland and launches arrows and powerful Black 
Magick at you through (and over) the wall.  Any melee characters you have will 
need to rush for the gates.  In the mean time, your Archers and mages can fire 
back with their own ranged attacks.  Equip the Archer's Bane reaction ability
on any character who has it, as it will help protect you against the enemy
arrows.

Mustadio will initially do one of two things.  Most likely, he'll run up on the
top of the gate and attack with his gun from them.  This is the "good" outcome
since it keeps him relatively out of harm's way.  But sometimes he'll stay on 
the ground inside the city.  That's bad news, as all the enemies will pick on 
him and it's hard to reach for him healing.  In this case, your best option is 
to cast Shell on him to reduce the magick damage he takes.  Although you can't
throw items through the wall, you CAN cast White Magick through it, so you're 
probably best off with a White Mage for healing here.

If you've been building Ramza mostly for close-range attacks, he may not be 
much help here.  On his first turn, you can have him use Tailwind on one of your
Archers or Black Mages to boost their Speed and get them more turns.  Then start
him running towards the gate so he can get into the city and use melee attacks.

Make the Black Mages your first target, since their magick attacks are so 
strong.  Use Black Magick, bows, and the Black Chocobo (if you brought one) to 
take them out as quickly as possible.  Until the Mages go down, keep your 
characters spread out so enemy magicks can't hit more than one of your 
characters at a time.  After the Mages go down, go after the Archers, then the 
Knights.

If you have a Black Chocobo, you should also check out Mustadio's initial 
abilities by clicking on his tile.  His abilities are randomly determined, but
he may have the Beastmaster skill.  If so, land the Black Chocobo next to him.  
Beastmaster will allow the Black Chocobo to cast Choco Meteor, a really strong 
attack.

Mustadio also uses his Aimed Shot abilities to put status conditions on the 
enemies.  Immobilize (from Leg Shot) will keep an enemy from moving for a few
turns, and Disable (from Arm Shot) will keep an enemy from taking action.  If
a bad guy gets hit with Disable, don't bother targeting them any further,
since they can't do anything to hurt you for a few turns.  A Knight that's been
Immobilized is also a low-priority target since he can't move to attack you as
long as you stay out of the tiles directly next to him.  But the Black Mages and
Archers can still shoot even if they're Immobilized!

As for the Knights, they'll probably try to climb over the wall on the side of
the map opposite the gate into the city.  Agrias will attack them, but she 
can't take them out her own, so help her out with your ranged attacks.

The Knights may also use Phoenix Downs to revive any Mages and Archers you KO.
Characters revived with Phoenix Down come back with only a little HP, though, 
so you should be able to knock them back out again with just a single attack.

BATTLE TROPHIES: 2000 gil, Mythril Sword, Hi-Potion


--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Grassland
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 2,  Up: 0 (height: 5, Grassland)  Potion        Serpent Staff   none
Left: 6,  Up: 7 (height: 3.5, Grassl.)  Echo Herbs    Mythril Helm    none
Left: 9,  Up: 0 (height: 3, Grassland)  Hi-Potion     Cypress Pole    none
Left: 12, Up: 4 (height: 10, Chimney)   Ether         Mythril Shield  none
--------------------------------------------------------------------------------

Again, no matter what option you picked at the start of the battle, Mustadio 
joins you afterwards as a Guest.

---IN ZALAND---
When all the talking is finished, you're now able to visit the stores in
Zaland.  There's not very much in the way of selection, but if you didn't
upgrade your equipment after Zeirchele Falls, the Adamant Vest, Wizard's Hat, 
and Serpent Staff are all for sale here.  (There's nothing *brand* new.)

The Tavern here boasts several new errands:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
The Hindenburg             Zaland      8-15   100    23029 gil, 108 JP
Zaland Embassy Antiques    Zaland      10-12  6000   954 gil, 105 JP, artefact
The Zaland Melee           Zaland      14-16  0      20865 gil, 250 JP
  > Month of Aries only
--------------------------------------------------------------------------------

"The Hindenburg" has a good gil payout, but you're likely to lose money on
"Zaland Embassy Antiques"!  There's another very profitable time-sensitive
errand here, "The Zaland Melee," that only appears during Aries.  Again, it's
not worth *waiting* for, but definitely take this errand if it's offered!

A new Rendezvous Mode mission is also available in the Tavern.

---LEAVING ZALAND---
Your next stop is Balias Tor.  When you first try to leave Zaland, there will
be a cutscene.  Afterwards, you'll be back on the map, but Balias Tor is still 
red.  Travel there for real this time, and you'll get into a fight.

---Battle 14: Balias Tor-------------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Mustadio [guest], 3 others
ENEMY FORCES: Knight (lv 14, male)       Knight (lv 13, male)
              Archer (lv 13, female)     Archer (lv 11, female)
              Summoner (lv 12, female)   Summoner (lv 11, female)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 9     Grassland                Tanglevine       62%
            Stone Outcropping        Tremor           36%
            Obstructed               --                2%

--STRATEGY--
This battle can be harder than it looks.  The enemy squad has Summoners for
the first time (one positioned on each side of the hill), and their summons can
do big damage to your team.

On the first turn, Mustadio will probably chase after one of the Summoners.  
Send a fast and/or magic-using character around the opposite side of the hill 
to take out the other Summoner.  The Summoners don't have much HP, so you
should be able to finish them off in a couple turns.  Meanwhile, have the rest 
of your squad attack the center of the hill.  If you can attack the enemies 
quickly, the Summoners may squander their turns casting Moogle to heal their
allies instead of using damaging summons on you.

You're not *required* to keep Mustadio alive in this battle -- if he gets KOed, 
you won't lose the battle -- but it's a good idea to keep him standing, as his 
gun is quite helpful.  As in Zaland, don't waste your turns attacking enemies
that Mustadio has Immobilized or Disabled.

A cool trick here is to use the Squire ability Rush to knock the Knights and
Archers off the hill.  They'll take damage if they fall too far, and you'll put 
them out of range of attacking you.

Since this battle isn't especially difficult, you may want to try to send
someone with Treasure Hunter to try to grab the Power Gauntlet at the far side
of the map.  (The exact coordinates are below.)  Power Gauntlets normally cost
you 5000 gil, so a free one is great!

BATTLE TROPHIES: 1000 gil, Holy Water

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3.5, Stone Outcropping
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 6, Up: 3  (height: 7, Grassland)  Gold Needle   Wizard's Hat    none
Left: 0, Up: 8  (height: 1, Grassland)  Phoenix Down  Plate Mail      none
Left: 6, Up: 11 (height: 7.5, Stone O.) Potion        Adamant Vest    none
Left: 2, Up: 13 (height: 3, Grassland)  Hi-Potion     Power Gauntlet  none
--------------------------------------------------------------------------------

Following the fight, a cut scene will pop up back at Eagrose Castle with 
Dycedarg and Gaffgarion scheming.

---ON TO LIONEL CASTLE---
You can now finally get to Lionel Castle--don't worry; there's no battle!
You'll chat with Delacroix and learn about the Zodiac Stones.  Agrias and 
Ovelia will then leave the party.

---PARTY SIZE CHANGE & SHOPPING---
Now that you've reached Lionel Castle, you'll be able to deploy 5 characters
in both story and random battles, instead of just 4.  If you've been using a
core team of just four characters, be sure to get a fifth equipped.

Reaching Lionel Castle also opens up a TON of new items in the shops:

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Battle Bamboo     Pole    1400  TrCity/City  Atk: 7, 20% Parry
Green Beret       Hat     3000  TrCity/City  HP +48, Speed +1
Wizard Clothing   Clothes 1900  TrCity/City  HP +42, MP +15
Wizard's Robe     Robe    4000  TrCity/City  HP +30, MP +22, Magick Attack +2
Ashura            Katana  1600  TrCity       Atk: 7, 15% Parry
Kotetsu           Katana  3000  TrCity       Atk: 8, 15% Parry
Lamia's Harp      Instrmt 5000  TrCity       Atk: 10, 10% Parry,
                                               Inflicts: Confuse
Battle Folio      Book    3000  TrCity       Atk: 7, 15% Parry
Giant's Axe       Axe     3000  Castle       Atk: 12, 0% Parry
Lightning Bow     Bow     3000  Castle       Atk: 6, 0% Parry, lightning
                                               elemental, Spell Effect: Thundaga
Spear             Polearm 2000  Castle       Atk: 9, 10% Parry
Golden Shield     Shield  3500  Castle       Phy.Evade: 25%, Mag.Evade: 0%
Golden Helm       Helm    2800  Castle       HP +60
Golden Armor      Armor   3600  Castle       HP +70
Crossbow          Crossbw 2000  Castle/Goug  Atk: 4, 5% Parry
Flameburst Bomb   Bomb    250   Most         Atk: 8, fire elemental
Snowmelt Bomb     Bomb    250   Most         Atk: 8, water elemental
Spark Bomb        Bomb    250   Most         Atk: 8, lightning elemental
Rubber Boots      Shoes   1500  Any          Immune: Immobilize, Lightning
Protect Ring      Ring    5000  Any          Immune: Sleep, Doom
Guardian Bracelet Armlet  7000  Any          Immune: Immobilize, Disable
Mage's Cloak      Cloak   2000  Any          Phy.Evade: 18%, Mag.Evade: 18%,
                                               Magick Attack +1
Ether             Item    200   Any          Restores 20 MP
Remedy            Item    350   Any          Removes: Stone, Blind, Confuse,
                                               Silence, Oil, Toad, Poison, Sleep
--------------------------------------------------------------------------------

Lionel Castle has a lot of really powerful equipment, so load up on it -- you
should have a lot of money by now.  The Lightning Bow is a great weapon for any
Archers you have; it has a fairly high attack power and sometimes casts the
Thundaga spell.  The Outfitter also has a lot of new accessories -- you might
want to pick up a Mage's Cloak or two for your magick users.

You can now buy the Remedy item in all Outfitters.  It can cure any status
ailment, so now there's really no point for your Chemists to learn the abilities
corresponding to any of the other status-restoring items.

If you go back up to Zaland, you can also buy some new light armor: Green 
Berets and Wizard Clothing.  Keep your magick users equipped with Wizard's
Hats, though, as those raise their magick attack.

You probably won't have unlocked the Samurai or Bard jobs yet.  But, if you
have, their specialized weapons are now available.  You'll have to hike all the
way back up to Dorter to buy them, though.  (A lot of the more "exotic" weapons
are only for sale at Trade Cities like Dorter.)

Buy any stuff you want in Lionel now, as you won't be able to do so later.  
And since your access to the shops will be blocked off later, it might be a wise
idea to buy some spare pieces of heavy armor and helms.  That way, if any of 
your gear gets stolen or broken, you have a replacement.

---ERRANDS---
Also, you may want to send some of your characters out on a errand if you 
haven't been doing so; you can earn a lot of money from some of them.

Lionel has one new errand:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
My Little Carrot           Lionel      15-16  100    14749 gil, 74 JP
--------------------------------------------------------------------------------

This one can earn you a lot of money.  Other good ones to do (if you haven't
done them already) are "Bandits" in Dorter, "Shoreline Defense" in Gariland,
and "The Hindenburg" in Zaland.

Walking between Dorter and Orbonne Monastery is an easy way to pass time and 
complete the errands while avoiding random battles.

You'll want to complete all the errands before you reach Goug, though.  Once you
get to Goug, it will be a while before you can go back to the other towns to
retrieve your characters.

---BATTLE PREP---
If Mustadio has enough JP, pick up the Seal Evil ability for him if you haven't
already--it'll be handy in the next battle, as it turns undead to stone.  Then
head to the fenlands.

---Battle 15: Tchigolith Fenlands-----------------------------------------------
YOUR FORCES: Ramza, Mustadio [guest], 4 others
ENEMY FORCES: Bonesnatch (lv 14)      Skeleton (lv 14)   Skeleton (lv 13)
              Ghoul (lv 13)           Ghoul (lv 12)
              Floating Eye (lv 13) OR Malboro (lv 12) OR Pig*
* The Pig's level depends on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, rainstorm (evade rate vs. bows x 1.33,
                         fire dmg -25%, lightning dmg +25%, movement through
                         Poisonous Fen tiles at 1/2 normal rate)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 12    Poisonous Fen            Quicksand        36%
            Grassland                Tanglevine       33%
            Wasteland, Soil          Sinkhole         17%
            Obstructed               --                7%
            Tree                     Wind Slash        6%
            Stone Outcropping        Tremor            1%

--STRATEGY--
The last member of the enemy forces is randomly determined: it could be a
Floating Eye, Malboro, or Pig.

Randomness aside, this is a fairly normal (and easy) battle with a few quirks.  
First, if you end your turn in the swamp, you get poisoned.  (Simply passing 
through the swamp as part of a move won't poison you, as long as you end the 
move on dry land.)  This isn't that bad, but if you have a choice, stand on 
land.   And be sure not to end your turn in any water where the Depth is 
displayed as 2.  If you stop in water of Depth 2, you won't be able to take any 
actions, as you're up to your head in water.  (The Ninja ability Waterwalking
or the Samurai ability Swim would prevent this, should you have either
already.)

Second, all of the enemies except the randomly determined member are undead.
This means you can use heal spells and items to damage them, which is quite
effective.  And if Mustadio has Seal Evil ability, he may also use that to turn 
the undead monsters to turn them to stone.

Finally, since there's a rainstorm going on, fire magicks will be less powerful
while lightning magicks will be more powerful.  Use those Thunder magicks if you
have them!  The storm also means that the enemies are a little more likely to
dodge bow attacks, but in most cases the difference isn't big, so go ahead and
keep using bows.

Other than those three exceptions, there's nothing here you haven't seen before.

The Pig shows up pretty infrequently, but if you DO see it, it's definitely
worth trying to recruit it using the Orator's Entice or Tame abilities.
(Remember that if you're not currently an Orator, you must equip the Beast
Tongue support ability to use Entice on monsters.)  Once recruited, you can use
the Pig to breed pig-family monsters, all of which yield great rare items when
poached using the Thief's Poach ability.  Or, if you can't recruit the Pig but
DO have Poach, you could at least poach it, though you won't actually be able to
collect your poached item until Chapter III.

Note the Pig can only appear during the initial story battle, not later random 
battles.  In fact, the next opportunity to get a Pig won't be until Chapter IV.
So, if you're particularly intent on getting a leg up on the enemy, you could 
keep entering the battle over and over and resetting until the Pig appears and 
you can recruit it.  But, that's definitely NOT necessary; you can skip the Pig 
entirely and do just fine!

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2.5, Wasteland
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 1, Up: 11 (height: 3, Grassland)  Ether         Ashura           none
Left: 4, Up: 8  (height: 2, Grassland)  Echo Herbs    Kotetsu          none
Left: 6, Up: 0  (height: 2, Grassland)  Gold Needle   Giant's Axe      none
Left: 11,Up: 10 (height: 3, Grassland)  Phoenix Down  Romandan Pistol  none
--------------------------------------------------------------------------------

You can now reach Goug on the map.

!!!!!CAUTION!!!!!
Before you enter Goug, make sure you've completed any errands you have running,
and visited the appropriate Taverns to get the characters back on your roster.  
As soon as you enter Goug, you'll be locked out of many places on the map, and 
won't be able to get your characters back until much later!
!!!!!CAUTION!!!!!

Upon arriving in Goug, there will be a brief scene and then you're back on the 
map.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Romandan Pistol   Gun     5000  Goug         Atk: 6, 5% Parry
--------------------------------------------------------------------------------

The Outfitter doesn't have much of anything.  But if you've got a Orator or
Chemist, be sure to buy them a Romandan Pistol.  The Romandan Pistol has a great
range, can't be evaded, and is especially useful if you have a chance to pair it
with the Knight's Arts of War abilities -- you can use it Rend enemies'
equipment or stats at a distance!

Before you go anywhere, make sure you're stocked up on Hi-Potions and Phoenix
Downs; you'll need them.  You may also want to equip the Archer's Bane ability
on any characters who have it.

Try to leave Goug and you'll be thrust into a battle.

---Battle 16: Goug Lowtown------------------------------------------------------
YOUR FORCES: Ramza, Mustadio [guest], 4 others
ENEMY FORCES: Thief (lv 15, male)      Thief (lv 13, male)
              Archer (lv 14, female)   Archer (lv 14, female)
              Summoner (lv 13, male)   Summoner (lv 12, male)

GUEST: Mustadio [Libra] - lv 12 Machinist - Bravery 60, Faith 62
 Equipment : None
 Abilities : Aimed Shot, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Night, light rain (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 9     Grassland                Tanglevine       33%
            Flagstone                Contortion       33%
            Roof, Chimney            Wind Blast       27%
            Wooden Floor, Coffer     Will-o'-the-Wisp  7%

--STRATEGY--
Ludovich, the leader of the Baert Company, will appear with Mustadio and 
Besrudio (Mustadio's father) captive.  Mustadio reveals the location of the 
Zodiac Stone.  Ramza forks it over and you find out that Delacroix was in on the
plot.  It's fight time.

The enemy Archers in this battle have a huge range and it's hard to stay
out of range completely.  So, don't deploy any character who has really low HP
as you probably won't be able to protect him/her/it completely.  Equipping the 
Archer's Bane reaction ability will help you a lot, if you have it available.

Mustadio will be almost invariably KOed at the start of the battle as he has no
equipment and starts right next to the enemies.  Don't worry about him.  He's
still a Guest so he can't die permanently yet.

Move your guys up onto the roof.  Use ranged attacks (like your shiny new
pistols) to take out the Summoners.  Note that both Summoners are one side of 
the enemy roof and both Archers on the other.  If you stick towards the side of 
the map with the Summoners, it may keep the Archers from shooting at you for a 
turn or two.

Kill any unit that moves onto your roof; Thieves first, Archers second.  Early
in the battle, don't chase enemies over to the other roof, or you'll get
surrounded.  Just fire ranged attacks at them.  (Later, once there are only a
couple enemies left, it's safe to jump across.)  Your highest priority is to 
keep your guys healed, not to hit the enemy.  Useful abilities here are Chakra, 
Counter, Firaga/Blizzaga/Thundaga, and Archer's Bane.  Bows and guns are also
useful for their ranged attacks.  You could try using the gun + Arts of War
combo to use Rend Weapon on the Archers and prevent them from shooting at you.

When the Summoners start charging a spell, use the Turn List to check what it
is.  If it's just Moogle, you're fine, as that only heals them a little.  But
if they start casting anything else, it's an attack spell.  Try to quickly
take out the Summoner before he can finish the spell, or spread your characters
out to minimize the hurt.  Summon magick does a lot of damage!

If the battle drags on for a while, the Summoners may run out of MP.  In this
case, you can pretty much ignore them completely as they can't really harm you
at all.  Another way of dealing with the Summoners is to put Silence, Berserk,
or Atheist status on them using Mystic or Orator abilities, so they can't use 
magicks.  You could also use a gun + Rend MP to sap all their MP, though with a 
gun it's easy enough to just shoot them to death directly.

BATTLE TROPHIES: 100 gil, Thunder Rod

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0.5, Wooden Floor
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 2  (height: 0, Grassland)  Echo Herbs    Battle Folio  none
Left: 6, Up: 4  (height: 6, Grassland)  Ether         Lamia's Harp  none
Left: 8, Up: 5  (height: 12, Chimney)   Potion        Crossbow      none
Left: 8, Up: 8  (height: 0, Wooden Fl.) Hi-Potion     Lightning Bow none
--------------------------------------------------------------------------------

After this encounter, you check on Besrudio.  Mustadio reveals that the Zodiac 
Stone that Ludovich got was really a fake.

---MUSTADIO---
Mustadio will join as you a normal party member -- now you can control him!  The
only downside to this is that he can now be permanently killed.  Be sure to keep
him on your roster; you'll need him to complete most of the subquests in Chapter
IV.  Musty's equipment is all gone, so be sure to re-equip him.  Also, if he
learned any abilities while he was a Guest, they're also lost and you'll have to
relearn them.

Now that you have Mustadio, a good general trick for leveling up quickly is to
use Arm Shot or Leg Shot to debilitate the last enemy in a battle.  Then,
you're free to let the other enemies turn into crystals/chests.  Crystals from
human enemies are often a good source of new abilities.  Also, while the last
enemy is Disabled or Immobilized, you can have your characters attack each
other to raise JP.  As long as you use the right strategies for story battles, 
you shouldn't really need to grind in this fashion, but it's an efficient way to
raise levels if you decide to do so.

---TRAVEL---
The route back through the fenlands disappears, and for the time being, you
can't get back to Lionel Castle.  If you left any characters there doing
Errands, you unfortunately won't be able to get them back for a while.

Take the ship (well, just walk across the ocean ;) ) over to the Port City of
Warjilis.  Upon getting off the ship, you'll see a FMV sequence with Delita.

---IN WARJILIS---
After that scene's ended, you can explore the town.  There's no new equipment 
available, but Warjilis IS a Trade City, which means that the shop offers a fair
variety of equipment.  You may be able to pick up a few new items if you
couldn't afford them earlier.

---ERRANDS AT SEA---
To make some easy money, go to the bar and accept the errand (to find the
Highwind!), then go back to Goug and get the errand there as well.  (There will
be a cutscene with Delacroix's scheming when you leave Warjilis the first time.)

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Miner Shortage             Goug        7-9    100    18915 gil, 96 JP
Artificers' Contest        Goug        14-16  0      20865 gil, 250 JP
  > Month of Sagittarius only
The Highwind               Warjilis    5-8    1050   12579 gil, 98 JP
--------------------------------------------------------------------------------

Just go back and forth between the two cities until both errands are complete.
Both are quite profitable, so if you weren't able to afford all the equipment
you wanted in Goug or elsewhere, you should be able to get it now.

And, if it happens to be Sagittarius, the "Artificers' Contest" errand will show
up in Goug; this one can also score you a lot of gil and JP.

---LOST HEIRLOOM---
There's also a new Rendezvous Mode mission, Lost Heirloom, that will have
appeared after you completed the story battle at Goug.  This new mission is
pretty difficult if you don't have a good defense, and the enemy Thieves can
charm female characters.  If you have a female-heavy party, you may want to
wait until you get to Chapter III and can buy equipment that protects you from
Charm.

Now go up to Balias Swale, where you'll find another fight.

---Battle 17: Balias Swale------------------------------------------------------
YOUR FORCES: 
  1st Squad - Ramza, Agrias [guest], 2 others
  2nd Squad - 2 others
ENEMY FORCES: 
  1st Squad - Knight (lv 15, male)       Knight (lv 14, male)
              Black Mage (lv 14, male)   Archer (lv 15, female)
  2nd Squad - Black Mage (lv 15, male)   Archer (lv 14, female)

GUEST: Agrias [Cancer] - lv 12 Holy Knight - Bravery 71, Faith 63
 Equipment : Coral Sword, Mythril Shield, Golden Helm, Golden Armor,
             Diamond Bracelet
 Abilities : Holy Sword, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Agrias is KOed or Ramza dies

WEATHER: Day, thunderstorm (evade rate vs. bows x 1.33,
                            fire dmg +25%, lightning dmg -25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 12    Grassland                Tanglevine       57%
            River                    Torrent          29%
            Flagstone                Contortion       10%
            Obstructed               --                3%
            Soil                     Sinkhole          1%

--STRATEGY--
You'll deploy two squads here to save Agrias from Delacroix's Gryphon Knights.  
This is a really easy fight, so you might want to deploy some weaker characters 
to give them a boost.

Kill the Black Mages first (using range attacks if you have them), then the 
Archers.  Really, your only concern is making sure Agrias stays alive.  Because
this fight is so easy, it's a good time to let the enemies' counters run out and
pick up the loot they leave behind.  (Paralyze Agrias or use Mustadio's Arm or
Leg Shot on her to keep her from finishing off the last enemy.)

BATTLE TROPHIES: Echo Herbs

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 8, Grassland
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 2, Up:  1 (height: 10, Grassland) Phoenix Down  Battle Bamboo    none
Left: 11,Up:  0 (height: 15.5, Grassl.) Gold Needle   Javelin          none
Left: 7, Up: 11 (height: 8, Grassland)  Potion        Flameburst Bomb  none
Left: 11,Up: 11 (height: 9, Grassland)  Hi-Potion     Snowmelt Bomb    none
--------------------------------------------------------------------------------

Agrias rejoins, this time as a controllable, non-guest character.  Again, if you
want to complete all the sidequests in the game, don't dismiss her or let her 
get turned into a crystal or chest.

Agrias comes with her Judgment Blade swordskill, which does fairly good damage
and hits a group of enemies.  Her next two skills, Cleansing Strike and
Northswain's Strike, aren't necessarily a huge improvement over Judgment Blade.
You may want to save your JP for Hallowed Bolt--it does more damage, and has a
good range.  It's likely to be one of your most-used abilities!  Divine
Ruination is a good buy after you get Hallowed Bolt.  It's Agrias's hardest-
hitting attack, although its targeting is a little less flexible than Hallowed
Bolt's.

After Agrias joins up, if you head back down to Warjilis, you'll find the shops
have a few new items available.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Osafune           Katana  5000  TrCity       Atk: 9, 15% Parry
Mage's Staff      Staff   4000  TrCity/City  Atk: 4, 15% Parry, Mag.Attack +1
Brigandine        Clothes 2500  TrCity/City  HP +50
Iron Flail        Flail   1200  TrCity/Castl Atk: 9, 0% Parry
Diamond Bracelet  Armlet  5000  Any          Phys.Attack +1, Mag.Attack +1,
                                               Immune: Slow
--------------------------------------------------------------------------------

Most notably, you can replace your Power Gauntlet(s) with the Diamond Bracelets,
which gives you the Power Gauntlet's +1 Physical Attack but also +1 Magick
Attack and immunity to Slow.  Protection from Slow is pretty handy in the next 
battle, so buy some of the bracelets for your main squad.  Agrias comes already
equipped with one, as well.

You can also upgrade your Wizard Clothing to the Brigandine, which gives you a
few more HP.  But you'll probably want to keep magick-oriented characters
equipped with the Wizard Clothing or with robes for the magick bonuses they
confer.

Also available for purchase is the Mage's Staff.  It's not as strong physically
as the Serpent Staff, but it boosts your magick strength.  Since magick strength
is more important for magick-users (obviously!), this is a good upgrade.  In the
unlikely event you have a Samurai, the Osafune katana is also available.

Your next stop is Golgollada Gallows.  Make sure you're ready; this is a tough 
battle.  Bring your Diamond Bracelets!

---Battle 18: Golgollada Gallows------------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, 2 others
  2nd Squad - 2 others
ENEMY FORCES: Gaffgarion (lv 17 Fell Knight)   Knight (lv 16, male)
              Knight (lv 15, male)             Knight (lv 14, male)
              Archer (lv 16, female)           Archer (lv 15, female)
              Time Mage (lv 15, female)        Time Mage (lv 14, female)

ENEMY: Gaffgarion [Virgo] - lv 17 Fell Knight - Bravery 61, Faith 67
 Equipment : Blood Sword, Mythril Shield, Close Helmet, other equipment random
 Abilities : Fell Sword, other abilities random
 Immune    : Berserk, Charm, and Stone status

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 11    Brick                    Wind Slash       38%
            Grassland                Tanglevine       36%
            Wooden Floor             Will-o'-the-Wisp 18%
            Soil                     Sinkhole          5%
            Flagstone                Contortion        3%

--STRATEGY--
The execution turns out to be a trap, and you have to fight Gaffgarion.

Deploy at least one strong fighter in the second squad (Agrias is good).  For
the rest of your team, anyone with a ranged attack is really useful (bows, 
guns, or Black Magick), and Monks and Geomancers can be good too.
 
Although Gaffgarion seems like a boss character, KOing him will NOT end this
battle.  You need to take out all the enemies!

You're surrounded by enemies.  What you need to do to gain the advantage is 
start climbing up the side of the gate, near where the first squad starts.  
Move immediately for the scaffolding.  

Because there are so many enemies here and they all start close to you, you
need to limit the number of enemies who can attack you at once.  As you move for
the scaffolding, you can continue to use your abilities to disable the enemy
forces.  Abilities that are good for this are Mustadio's Arm Shot, Agrias's
Judgment Blade (which sometimes causes Stop), and the Geomancer's Tanglevine
(which also causes Stop and works more frequently).  Leg Shot is also useful
against the Knights, but not against the other enemies, who can all attack from
a distance even if they're Immobilized.

Once you start getting up atop the scaffolding and gate, you can start 
attacking.  Go after those pesky Archers first.  You can use bows, guns, Black 
Magick, and Agrias's Holy Sword to attack from a distance.  These attacks all 
have an infinite vertical range, so you can use them all the way from atop of 
the gate or on the scaffolding.  Once you have the height advantage, it's a lot 
harder for the enemy Knights and Archers to hit you, and you can fight them a 
few at a time.

You'll be taking a lot of hits.  To make your healing more efficient, don't
have your healer move once he or she is in position on the scaffolding; this 
lets him/her get more turns.  Throw Items also has an infinite vertical range, 
so even if you're positioned up on top of the gate, you can throw items down to 
characters still climbing up.

Using Ramza's Tailwind to increase the Speed of your most crucial characters.
If your archers or gunners have a spare turn, you can also have them try using
Focus to build up their attack power.

Gaffgarion is the most dangerous enemy here; not only does his Shadowblade do
good damage to you, it drains HP back to him.  If you have a really powerful
magick spell (like Firaja or Holy or something), you can try using that to take
him out in one shot.  Or, use Steal Weapon or Rend Weapon to take away his Blood
Sword.  Breaking the sword will disable his sword techniques completely.  If you
steal it, he can still use his techniques (due to a bug in the game), but they
will probably only do a few points of damage, making them essentially
worthless.  Stealing is particularly advantageous, in fact, since the Blood
Sword is a rare weapon and has the nice side effect of draining HP back to you
from the enemy.  If you want to steal the Blood Sword, you'll have better luck
if you equip Brawler as a support ability, target Gaffgarion from behind,
and/or put him to sleep.  (A Taurus, Capricorn, or female Pisces will also be
at an advantage for stealing from him.)

If you don't steal/rend the Blood Sword, you'll have to knock Gaffgarion down
bit by bit.  Take out the Archers first, then start hammering on him with
your whole team; you need to pile on the damage faster than he can heal himself.
He has Counter; attacking from a distance (if you can) is one way to get around
this.  Or, you can just hit him with Arm Shot: if he's Disabled, he can't use 
his Counter.  You needn't take away *all* his HP; as soon as he gets to critical
status, he'll teleport out of the battle.

The Time Mages are your lowest priority here.  Even though they don't have much
HP, attacking them is just a waste of turns as they can't do all that much to
harm you.  About all they do is cast Slow, and if you brought Diamond
Bracelets from Warjilis, you're immune to that.  So attack the Time Mages last.

If you just can't win, try fighting some battles in Balias Swale to get some 
better abilities like Arise, Equip Heavy Armor, Auto-Potion, Chakra (which I 
would strongly advise you to acquire by now), etc.

If you deploy Agrias in this battle, there will be some extra dialogue between
her and Ramza when she finds out he's a Beoulve.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Brick
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 7  (height: 1, Grassland)  Gold Needle   Golden Helm   none
Left: 3, Up: 4  (height: 1, Grassland)  Echo Herbs    Golden Shield none
Left: 8, Up: 7  (height: 8, Wooden Fl.) Phoenix Down  Green Beret   none
Left: 8, Up: 0  (height: 6, Wooden Fl.) Ether         Spark Bomb    none
--------------------------------------------------------------------------------

After you attain victory at the Gallows (it may take a few tries!), you'll see
a scene back at Lionel Castle in which you find out more about Ovelia's past 
and Delacroix's plans.  Then you're back on the map.  When you move back up to
Balias Swale, you'll see a cutscene with Wiegraf.

---MOVING AROUND THE MAP---
Now, you can now wander around the map again.  Next up is the final battles of
the chapter, which occur at Lionel Castle.  However, if you want to travel
elsewhere, you can do so.

If you click on any of the destinations PAST Lionel Castle, you can walk right 
through the castle without getting into a fight.  Just don't click on the castle
ITSELF until you're ready to fight.  This way, you can travel up to Eagrose if 
you need to buy heavy armor.  Also, if you accidentally left any characters 
working on errands in Zaland or elsewhere, you can go get them back now.  
(Anyone running an errand at Lionel Castle is still unreachable until Chapter 
III, though.)

---BATTLE PREPARATION---
To prepare for the upcoming fights, you'll want to make sure that Ramza has 
either the Teleport movement ability (Time Mage) or Chakra (Monk).  If you're
using Chakra, you can either make Ramza into a Monk or assign Martial Arts as a
secondary action ability.

It's also very helpful to outfit the rest of your team with Rubber Boots to
negate the lightning attacks you'll face -- and if Ramza has Teleport, you'll
want to give him the Boots as well.  You can buy Rubber Boots in any town, and
they're fairly inexpensive at 1500 gil each.  Just make sure to buy enough so
that you can equip the WHOLE team with them or they won't be very useful.

Finally, you may want to bring a few extra pieces of equipment.  You'll be
facing a sequence of battles with no chance to return to a store in between
them, and if any of your equipment gets broken by enemy Knights, you'll want a
replacement item in your inventory.

When you've done all that preparation, it's time for the final battles of the
chapter.  Click on Lionel Castle and you'll have no choice but to attack the
gate.  As Ramza tries to open the gate, Gaffgarion shows up yet again and 
surrounds the castle.

---Battle 19: Lionel Castle Gate------------------------------------------------
YOUR FORCES:
  1st Squad - Ramza
  2nd Squad - 4 others
ENEMY FORCES:
  1st Squad - Gaffgarion (lv 18 Fell Knight)
  2nd Squad - Knight (lv 16, female)   Knight (lv 15, female)
              Knight (lv 15, female)   Archer (lv 17, male)
              Archer (lv 15, male)     Summoner (lv 15, male)

BOSS: Gaffgarion [Virgo] - lv 18 Fell Knight - Bravery 61, Faith 67
 Equipment : Ancient Sword, Golden Shield, Close Helmet, other equipment
             random
 Abilities : Fell Sword, no second action ability, other abilities random
 Immune    : Berserk, Charm, and Stone status

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 9     Grassland                Tanglevine       40%
            Flagstone                Contortion       36%
            Swamp                    Quicksand         7%
            Obstructed               --                7%
            Stone Outcropping        Tremor            5%
            Brick                    Wind Slash        4%

--STRATEGY--
If you thought the Gallows was bad, here's more fun.  Actually, the gate isn't
as bad if you play your cards right.

When deploying your second squad, any characters that you want in the front row
(e.g. melee fighters) should be placed in the back of the three rows (i.e., the
top-right) on the deployment screen.  You'll be attacked from behind, so these 
characters will actually end up closest to the enemy.  Meanwhile, ranged 
attackers and magick users should go towards the bottom-left of the deployment 
screen so they'll end up behind your melee fighters.

Ramza starts trapped inside the gate with Gaffgarion, while the rest of your
characters have another set of enemies to fight outside.  There are a couple
different strategies you can use to deal with Gaffgarion:
1. TELEPORT: If Ramza has the Time Mage ability Teleport, you can use that to
   move him outside of the gate and strand Gaffgarion inside.  Take out all the
   enemies outside, then have Ramza teleport back inside and open the gate. 
   You'll have to be careful not to stand *too* close to the gate when fighting
   outside because Gaffgarion can attack you through the wall with his sword 
   techniques.  This strategy has the advantage of allowing Ramza to help 
   fighting outside.
2. STALLING WITH CHAKRA: Or, move Ramza down to the ground (inside the gate) and
   have him use the Monk's Chakra ability on every turn to heal the damage Gaff
   is doing.  (If Ramza doesn't have Chakra, Hi-Potions should work too, as long
   as you have enough of them.)  Stay close to Gaffgarion so he won't try to go
   anywhere else.  Don't attack Gaffgarion or open the gate; just sit there and
   use Chakra.  Keep stalling Gaffgarion until your other characters defeat the 
   enemies outside.  This strategy won't let Ramza fight outside, but it 
   guarantees Gaffgarion won't attack anyone outside.
3. BLACK MAGICKS: If one of your characters has strong Black Magicks (e.g. a -ja
   or a -ga magick coupled with Arcane Strength), deploy him/her outside the
   gate.  Use Ramza to lure Gaffgarion near the gate, and then have the Black
   Mage use magick on Gaffgarion (since Black Magicks can go through walls) to
   KO him.  It doesn't matter if the spell KOs Ramza as long as you KO Gaff
   because KOing Gaffgarion will cause Ramza to recover with 1 HP.  Once you've
   KOed Gaffgarion, you can have Ramza open the gate and join the fight outside.
   A nice benefit of this strategy is that Gaffgarion immediately turns into a
   crystal that you can use for healing or ability learning.  (Sadly, you can't
   learn his special sword techniques from the crystal).  But, this tactic only
   works if you have strong Black Magicks.
4. MAKE RAMZA UNDEAD: You can cast the Mystic Arts magick Corruption on Ramza to
   make him Undead, which prevents Gaffgarion from draining his HP.  (You can
   either have Ramza cast Corruption on himself or have another ally on the
   ground cast it on him.)  Gaffgarion will switch to regular weapon strikes,
   though, so Ramza will still need to be capable of beating Gaffgarion in a
   straight fight.  You'll probably only want to use this tactic if Ramza has
   some strong melee combat gear and abilities.
5. TELEPORT / FLY INSIDE: Alternately, if you have characters outside who have
   Teleport, you can have them warp inside and help Ramza kill Gaffgarion.  Or,
   if you have two Black Chocobos, you can assign them to the group outside, and
   use them to fly 2 human characters inside to help Ramza defeat Gaffgarion.
   The disadvantage to this method is that Black Chocobos aren't very strong
   themselves.
6. FIGHT HIM HEAD-ON: If Ramza is really strong (and fast), you might be able to
   defeat Gaffgarion just with conventional attacks.  This probably won't work
   unless you have an advanced job like Ninja, though.

Meanwhile, your other four characters have to take on the gang outside the 
gate.  Although you're outnumbered, the enemy Knights and Archers out here often
come equipped with weapons that deal lightning damage: Coral Swords and 
Lightning Bows, respectively.  If you equip your allies with the Rubber Boots
accessory, they will be completely immune to lightning damage, and the Knights
and Archers won't be able to attack them!  Just make sure to equip ALL FOUR
characters with Rubber Boots -- and Ramza, too, if you're having him Teleport
outside of the gate.  Otherwise, the enemies will simply gang up on the one
character without the Boots.  Also, even if you have Rubber Boots, the enemies
can still hit with you other abilities -- like the Knights' Arts of War
abilities, which can break your gear.  If they break your Rubber Boots, you'll
be vulnerable again!

Focus your attacks on the enemies that can do the most damage to you.  The
Summoner is definitely the most dangerous enemy whether you have Rubber Boots or
not, so try to take him out immediately or use Mustadio's Arm Shot to Disable
him.  If he does start casting a spell, spread out your characters so he can't
blast your whole team.

After you do something about the Summoner, check the status screens of the other
enemies.  Any enemies that have weapons other than the Coral Sword or Lightning
Bow can still hurt you with their weapons.  So, attack these guys first.

Arm Shot is a great ability for this fight, as it reduces the number of enemies 
that can attack you at once.  (You can also use the Mystic's Hesitation spell 
for the same effect.)  Moreover, putting Disable on a character causes him/her 
to flee into a corner, which means that it will take another turn or two to get 
back into the battle even once Disable wears off. Note that Disabling a 
character who's charging up an attack will cancel the attack.  This is a good 
way to stop a Summon or Archer's Aim attack if you've got no other options.

For dealing damage, guns are quite helpful as they can allow you to attack
without having to Move.  Remember that if you don't move during a turn, your
next turn will come more quickly, which helps a lot when you're surrounded by
lots of enemies!  Agrias's sword techniques are also great for damage-dealing,
and her Northswain's Strike ability (if you have it) has a chance of instantly
KOing an enemy outright.  Also, when enemies are bunched together, use Black 
Magick, Summon spells or Agrias's Judgment Blade to hit more than one enemy at a
time.

Once you've mopped up most of the enemies outside the gate, move Ramza up to 
the switch on the left side of the gate and he will open the door.

Now, have your whole gang rush inside and attack Gaffgarion.  Try to rend 
Gaffgarion's sword, or even better, steal it.  Again, using Arm Shot to Disable 
him is quite useful, as it not only prevents from attacking you, but turns off 
his counterattack and prevents him from blocking with his shield.  He shouldn't 
be too much trouble -- the hard part is the fight outside the gate.  But, be 
careful not to let him pick up any crystallized enemies; he can use the 
crystals to restore all his HP just like you can!  Either pick up the crystals 
as soon as they appear, or position your characters to block his route to the 
crystals.  You do have to take away ALL his HP this time instead of just
reducing him to critical, but once you do, he's finally gone for good.

BATTLE TROPHIES: 700 gil, Mythril Helm

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 5, Grassland
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 2,  Up: 6 (height: 8, Grassland)  Ether         Wizard's Robe    none
Left: 7,  Up: 5 (height: 4, Grassland)  Echo Herbs    Rubber Boots     none
Left: 7,  Up: 7 (height: 4, Grassland)  Potion        Golden Armor     none
Left: 13, Up: 6 (height: 2, Grassland)  Hi-Potion     Wizard Clothing  none
--------------------------------------------------------------------------------

The save game screen will pop up at the conclusion of the battle.  There are
another couple of battles immediately after this one, so I recommend saving a 
SEPARATE slot from your main file.  This way, you can go back to your main file
if it turns you need to raise more JP outside the castle.

After saving, you cut back to Delita and Ovelia at Zeirchele Falls for a battle
against the Order of the Northern Sky.

---Battle 20: Zeirchele Falls---------------------------------------------------
YOUR FORCES: Delita, Ovelia [guest]
ENEMY FORCES: Knight (lv 8, male)    Black Mage (lv 8, female)
              Archer (lv 8, male)

ALLY: Delita [Sagittarius] - lv 25 Holy Knight - Bravery 85, Faith 40
 Equipment : Ancient Sword, Golden Helm, Golden Armor, Germinas Boots
 Abilities : Holy Sword, Arts of War, Counter, Safeguard, Move +1

GUEST: Ovelia [Taurus] - lv 20 Princess - Bravery 53, Faith 72
 Equipment : Mage's Staff, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Holy Magicks, White Magicks, Counter Tackle, Reequip, Move +1

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Ovelia is KOed or Delita is killed

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Stone Outcropping        Tremor           33%
            Grassland                Tanglevine       30%
            River, Waterfall         Torrent          30%
            Bridge                   Wind Slash        4%
            Obstructed               --                4%

--STRATEGY--
Delita is your only controllable character here.  Ovelia is a guest.  As
before, she'll probably just cast Aegis and run.  But now that she has more MP, 
she can also cast Aegis on Delita on her second turn instead of only casting
it on herself.

Move Delita across the bridge and start attacking the enemy forces.  He has all
of the Holy Sword techniques, so use them -- with Hallowed Bolt and Judgment
Blade, you can probably hit more than enemy at once.  Since there are only 
three enemies and none of them are that strong, you should be able to defeat 
them without much trouble.  Really, this battle is quite easy; its main purpose
is just to give you a chance to play as Delita :)

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
No Treasure Hunter items can be obtained during this battle.
--------------------------------------------------------------------------------

You're given another chance to save; again, don't save in your main slot.  Then 
your roster screen shows up, allowing Ramza's crew to learn new abilities or 
change equipment, which might be necessary if the Knights at the gate used Arts
of War to break anything.  Also, change out of your Rubber Boots if you used
them at the Gate; you won't need them for the next battle.

When you leave the Party Roster screen, you'll immediately go to the next battle
and start deploying your characters.

---Battle 21: Lionel Castle Oratory---------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Cuchulainn (lv 20 The Impure)

BOSS: Cuchulainn [Scorpio] - lv 20 The Impure - Bravery 70, Faith 70
 HP: about 485, MP: about 360
 Abilities : Dread, Befoul, Brawler, Swiftness
 Immune    : All negative status except Blind, Slow, and Immobilize

VICTORY CONDITION: KO Cuchulainn
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Flagstone                Contortion       60%
            Carpet, Stairs           Will-o'-the-Wisp 20%
            Obstructed               --               20%

--STRATEGY--
This time you're up against Delacroix, who uses his Zodiac Stone to turn (with 
some pyrotechnics) into Cuchulainn.

This battle can be tricky because Cuchulainn casts a variety of status attacks 
from a distance while running from you.  Plus, unless you have a Ninja or other
very fast character, Cuchulainn gets the first turn!

To get the jump on Cuchulainn, deploy your 4 teammates as follows:
  __
 \XX\
  \  \
   \  \   X = character other than Ramza
    \XX\
     ---
Ramza can be placed on any other tile because he'll automatically move
forward during the pre-battle story events.

If you place your characters in this formation, Cuchulainn will have to come
down the stairs on his first turn to start casting his magick.  Now you can
rush him and attack.  If you can surround him, he won't be able to flee out of
range.  If you can't get within striking distance on a particular character's
turn, at least position that character on the stairs to keep Cuchulainn from 
climbing back up.  You could also use Leg Shot to Immobilize him, but since you 
can surround him pretty well with this tactic anyway, it's mostly a wasted turn.
(He's immune to Disable, so don't bother trying Arm Shot.)

As noted above, Cuchulainn's attacks consist primarily of status-attack magick.
(Occasionally, he'll use a physical attack instead.)  His Nightmare spell will
inflict Sleep or Doom on a group of characters and has a 100% hit rate, and his 
Bio magicks do damage and inflict various other status ailments.  Use the Esuna 
magick or the Monk's Purification ability to wake up the sleeping characters if 
you have either available; otherwise, try using weak physical attacks (e.g. 
Stone) to wake them up.  The Doom status will KO your character when the
countdown finishes.  There's pretty no way to remove it, so just revive the 
characters after they're KOed.  (Striking a character with the White Staff 
*may* remove the Doom status, but it doesn't always work and isn't worth 
forfeiting a stronger weapon for.)  Other status ailments can be cured with
Purification, Esuna, or the appropriate items if you happen to have them. 

Try to keep your support characters spread out so they can't all be hit with
Cuchulainn's magick at once.  Since both the Sleep and Doom effects of 
Nightmare can be prevented with Protect Rings, you might be tempted to equip
those.  However, if you equip Protect Rings, Cuchulainn will just cast Bio 
magicks instead.  Since Bio is usually more dangerous than Nightmare, you're 
better off without Protect Rings!

Good attacks to use against Cuchulainn include physical attacks and Agrias's 
sword techniques.  Guns and bows are also good, particularly if you trap him
down on your level.  If he escapes to the top of the map, guns will be less
useful because there are usually too many obstacles to get a clear line of 
fire.  The Monk's Aurablast may also be helpful in hitting him before you have 
a chance to trap him.  Magick may be somewhat less useful here. You're in such
close quarters that the magicks will probably hit your allies too -- plus you 
may be halted with a status effect before you can get the spell off.  However, 
if you happen to already have the Lich summon spell or the Time Mage's Graviga, 
these will do a lot of damage -- they both do damage equal to half the target's 
max HP, regardless of how high that max may be!  Since Cuchulainn has a high max
HP (almost 500 HP!), these magicks will do quite a bit of damage.  Even Gravity,
which does damage equal to 1/4 of its target's max HP, can be useful.

Another way to damage Cuchulainn is with the Black Mage's Magick Counter
reaction ability.  When he casts his Bio magicks on you, you'll cast them back
on him (even though you can't normally use them!).

In general, a good mix of close range fighters and gun/bow users is probably 
best here, and be sure to bring one or two characters who can use Phoenix Downs!
And since Cuchulainn is a Scorpio, any Cancer or Pisces characters you might 
have (including Agrias) will do particular damage to him.

Cuchulainn is the first major boss enemy you will have encountered in the
single-player game.  That means his HP and MP are displayed simply as ???
and you won't be able to tell exactly how much he has left.  However, when
he gets low on HP, his life bar will appear to empty (turning from gray to
black) and he will switch to a "critical" standing pose just like any other
character.  At this point, you'll know you're close to defeating him.  He
has about 485 HP total.  Beat him and he'll blow up (with more nifty effects)
and drop another Zodiac Stone.

If you've played the original PSone version of FF Tactics, you may Cuchulainn
quite a bit more challenging in this version.  He's been restored to his
original Japanese level of difficulty, so he has higher stats than you are used
to!

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Flagstone - on Ramza's left at start
                                        POOR ITEM    GOOD ITEM         TRAP
Left: 6, Up: 3  (height: 5, Carpet)     Potion       Guardian Bracelet none
Left: 6, Up: 4  (height: 5, Carpet)     Ether        Mage's Cloak      none
Left: 8, Up: 3  (height: 7, Flagstone)  Hi-Potion    Protect Ring      none
Left: 8, Up: 4  (height: 7, Flagstone)  Remedy       Osafune           none
--------------------------------------------------------------------------------

Delita delivers Ovelia to Duke Goltanna, while Duke Larg maintains Orinus as
the heir to the throne.  As the War of the Lions begins over these claims to
the throne, Chapter II draws to a close, and you're again given a chance to
save.

%%%CHAPTER III: THE VALIANT%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00walk3

Three months into the War of the Lions, things are looking bad for both Larg
and Goltanna.  After a scene of Goltanna's council of war, we cut back to
Ramza, whose new mission is to convince Zalbaag that someone is manipulating
Ivalice into the war.

You'll start the chapter positioned at Dorter.

---NEW ITEMS FOR SALE---
The shops at Dorter and elsewhere have a lot of new stuff.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Ninja Blade       Ninjabl 3000  TrCity       Atk: 8, 5% Parry
Murasame          Katana  7000  TrCity       Atk: 10, 5% Parry
Musk Pole         Pole    2400  TrCity/City  Atk: 8, 20% Parry
Croakadile Bag    Bag     53000 TrCity/City  Atk: 10, 0% Parry, Mag. Attack +1
Headband          Hat     5000  TrCity/City  HP +56, Physical Attack +2
Ancient Sword     Sword   5000  Castle       Atk: 9, 5% Parry,
                                               Inflicts: Immobilize
Mythril Bow       Bow     5000  Castle       Atk: 7, 0% Parry
Mythril Spear     Polearm 4500  Castle       Atk: 10, 10% Parry
Ice Shield        Shield  6000  Castle       Phy.Evade: 28%, Mag.Evade: 0%,
                                               Absorbs: Ice, Halves: Fire,
                                               Weakness: Lightning
Flame Shield      Shield  6500  Castle       Phy.Evade: 31%, Mag.Evade: 0%,
                                               Absorbs: Fire, Halves: Ice,
                                               Weakness: Water
Close Helmet      Helm    4000  Castle       HP +70
Poison Bow        Crossbw 4000  Castle/Goug  Atk: 4, 5% Parry, Inflicts: Poison
Winged Boots      Cloak   2500  Any          Always: Float
Magepower Glove   Gauntlt 20000 Any          Magick Attack +2
Reflect Ring      Ring    10000 Any          Always: Reflect
Nu Khai Armband   Armlet  10000 Any          Immune: Confuse,Charm; Halves: Dark
X-Potion          Item    700   Any          Restores 150 HP
--------------------------------------------------------------------------------

The Headbands are a great buy; not only do they increase your HP over the
previous hats, they also give you a physical attack boost.  (You may want to
keep your magick users with the Wizard's Hats, though, as those boost their 
*magick* power.)  Although the Croakadile Bag may look powerful, it does 
variable amounts of damage, which limits its usefulness during actual battles.
Plus, it's ridiculously expensive!

Now that you're in Chapter III, you can also buy X-Potions, so you'll want to 
learn the corresponding ability for any item-users you have.

For additional shopping opportunities, visit one of the castles: Lionel or 
Eagrose.  There you can pick up the Ancient Sword, a strong sword that can also
Immobilize enemies, as well as the Mythril Bow and some other stuff.

The Flame Shield and Ice Shield absorb fire and ice, respectively, which lets
you do a handy trick: Cast a fire or ice magick that targets both enemies and an
ally with the shield -- you'll damage the enemies, AND heal your character!  Not
only does this let you get around the "friendly fire" effects when fighting in
close quarters, it even replenishes your HP!

Of the two shields, the Flame Shield is definitely the better.  Not only does it
have a higher evade rate, its elemental profile is more useful.  The Ice Shield
makes you weak to lightning.  The Flame Shield, on the other hand, is only weak
to water, and there are very few water attacks.  So, the extra 500 gil for the
Flame Shield is definitely worth it.

---ERRAND UPDATE---
All this new equipment is expensive, so luckily there's a whole slew of new
errands, at least one in every town.

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Frontier Marathon          Dorter      14-16  0      21265 gil, 156 JP, wonder
Second Frontier Marathon   Dorter      14-16  0      21265 gil, 156 JP, wonder
  > Must complete "Frontier Marathon"
Third Frontier Marathon    Dorter      14-16  0      21265 gil, 156 JP, wonder
  > Must complete "Second Frontier Marathon" 
Stolen Tomes               Gariland    12-16  11000  2026 gil, 112 JP
The Gariland Magick Melee  Gariland    14-16  0      22265 gil, 166 JP, artefact
  > Month of Virgo only
Minstrel in Distress       Eagrose     13-16  50     1216 gil, 98 JP
Mameco the Minstrel        Eagrose     15-16  0      5239 gil, 104 JP
  > Must complete "Minstrel in Distress"
Lorraide Mine              Zaland      10-14  1100   2726 gil, 102 JP
The Zaland Melee           Zaland      14-16  0      20865 gil, 250 JP
  > Month of Aries only
The Dawn Queen             Lionel      8-12   100    15729 gil, 102 JP
Zerro's Challenge          Lionel      8-9    50     10999 gil, 143 JP, artefact
Mesa's Legacy              Goug        10-13  10000  576 gil, 55 JP
Clockwork Faire            Goug        11-13  100    5418 gil, 95 JP, artefact
Artificers' Contest        Goug        14-16  0      20865 gil, 250 JP
  > Month of Sagittarius only
Merchant's Regret          Warjilis    14-15  2000   5049 gil, 103 JP, wonder
--------------------------------------------------------------------------------

Particular profitable ones are "The Dawn Queen" in Lionel, "Zerro's Challenge"
in Lionel, and the three "Frontier Marathon" errands in Dorter.  (You must
complete the Frontier Marathons in sequence; finishing each one opens up the
next.)  Finishing "Zerro's Challenge" will also open up other errands later on. 
If you're short on cash, doing these errands will help you out.

I've also re-listed the 3 errands that show up in particular months.  If you
haven't already done these, these are great for earning money if it happens to
be the right month.  (If you already did any of these in Chapter II, you can't
do it again.)

AVOID "Mesa's Legacy" and "Stolen Tomes."  Both these errands are rip-offs that
cost you more money than you'll earn!  (If you're a completionist and want to
finish every errand, you can always come back to these later, once money is no
longer an issue.)

Some errands, including the Frontier Marathons, will now start yielding Wonders
of the Ancient World.  Like the Artefacts, these have no actual function;
they're just for display!

---MAP UPDATE---
If you had characters who were running errands at Lionel Castle and ended up
"trapped" when you were kicked out of the castle back in Chapter II, you can 
finally go collect those characters from the Tavern now.  Lionel Castle is back
to being a regular, blue-dot town.

Note that a couple of other routes on the map have disappeared: the sea route
between Goug and Warjilis permanently vanishes at the start of Chapter III, and
Orbonne Monastery is temporarily inaccessible.

---POACHERS' DENS---
The Poachers' Dens are now open.  Whenever a character with the Thief's "Poach"
ability KOs a monster with a physical attack, one item is sent to the Poachers'
Den.  You can then buy that item by visiting the Poachers' Den in Dorter or in
Warjilis.  Other cities do not have Dens.  (A third Poachers' Den will become
available in Chapter IV when you reach the city of Sal Ghidos.)

If you poached any monsters back in Chapters I or II, you can now buy their
items at the Den.  You do need to have the Poach support ability currently
equipped on at least one character--it doesn't have to be Ramza--in order to
enter a Poachers' Den.

There are a couple reasons to poach items.  First, poached items are cheap; you
can buy them for half their usual price!  You can also get some rare items from
poaching that you can't get anywhere else!  Each monster type yields one of two
possible items: a frequent item or an infrequent one.  See the Poaching List for
a complete list of which monsters give you which items.

Many of the best monsters to poach don't appear under Chapter IV, but if you
recruited a Pig at Tchigolith Fenlands in Chapter II, you can now start poaching
your pigs for rare items.  And Red Chocobos, which also appear fairly frequently
in Chapter III, sometimes yield the Barette when poached, which protects female
characters against a number of status ailments.

Finally, the Poachers' Dens have one other purpose.  Any item that you SELL to
the Poachers' Den gets added to its inventory and can be bought back later for
the same price that you sold it.  So, if you need to sell anything for cash,
sell it to the Poachers' Den, and it will be less expensive if you later want to
buy it again.

---RENDEZVOUS MODE---
A new Rendezvous mission, The Fete, is available.  This one can be a little
difficult if you haven't yet learned Shirahadori (see below), but with a
Summoner you should be able to win.  There's also the Lost Heirloom mission 
from last chapter if you haven't done that yet; the Nu Khai Armbands that you 
can now buy will make this battle easier by protecting you from Charm.

---ABILITIES TO LEARN---
There are some abilities you'll need at the end of Chapter III that it's a good
idea to start learning now.  You don't need these abilities just yet, but
if you build your characters towards those abilities now, you won't have to
spend time grinding for them later.

Specifically, you'll really want Ramza to have Focus and Tailwind (both Squire),
and Auto-Potion (Chemist).  If you have the chance to unlock the Ninja job for
him, that'll also help out a little.  Combining the Ninja's inherent speed and
double attack with a barehanded attack powered by the Monk's Brawler ability
makes for an incredibly strong and quick fighter.  But the Ninja job isn't
strictly necessary -- and it can be a bit of pain to unlock, as it requires
Ramza to at least have Archer at level 4, Thief at level 5, and Geomancer at
level 2!  For your other characters, acquiring the Dragoon or Ninja job on as
many as characters as possible is helpful, but also not a must-have.  

You may also want to start developing a stealing specialist, if you haven't 
already.  You'll be encountering more and more enemies with rare equipment
that you can't buy at the Outfitter, so you may want to swipe it :).  It'll be a
big help if you can learn the Thief's Steal abilities, and either Concentration 
(Archer) or Brawler (Monk), either of which will improve your stealing success 
rate.  If you don't get to this until Chapter IV, though, it's not a big deal.

Some other abilities that you want to work towards over the course of the 
chapter are the Samurai's Shirahadori reaction ability, the Ninja's Dual Wield 
support ability, and the Time Mage's Teleport movement ability.  Shirahadori 
blocks physical attacks outright whenever it activates; if combined with a high 
Bravery stat (which you can boost with Ramza's Steel ability), it can render you
virtually impervious to physical attacks.  It's one of the best abilities in the
game.  If you haven't already unlocked the Samurai job, though, you'll need to 
get a character with Knight level 4, Monk level 5, and Dragoon level 2 to become
a Samurai.  The Ninja's Dual Wield ability is also great as it allows you equip 
two weapons at once to effectively double (or come close to doubling) your 
attack power.  Finally, the Time Mage's Teleport is helpful for navigating 
battlefields with tall walls (as it allows you to essentially warp right up 
them), for teleporting through enemy forces blocking your path, and for 
extending your move range in a pinch.  If you try to teleport long distances, 
it'll probably fail, but this ability is still extremely helpful for navigating
both heights and crowded maps.  Also, if you have a Summoner, the Golem summon 
will also help out in a battle near the end of the chapter.

Lastly, if you haven't been using Ramza's Steel to work on building up your 
Bravery, try to do so when you get a chance -- having a high Bravery will make
your Reaction Abilities a lot more useful (such as the aforementioned 
Shirahadori).

---ON WITH THE ADVENTURE!---
When you're ready to get on with the game, equip your team with gear that 
boosts their Move or Jump ranges.  Safeguard may also be helpful.  Then go up
from Dorter, across the Zeklaus Desert, to the Mining Town of Gollund.

---Battle 22: Gollund-----------------------------------------------------------
YOUR FORCES: Ramza, Orran [guest], 4 others
ENEMY FORCES: Orator (lv 18, male)    Thief (lv 21, female)
              Thief (lv 20, female)   Thief (lv 19, female)
              Chemist (lv 21, male)   Chemist (lv 21, male)

GUEST: Orran [Cancer] - lv 18 Astrologer - Bravery 73, Faith 71
 Equipment : Bestiary, Wizard's Hat, Gaia Gear, Hermes Shoes
 Abilities : Astrology, other abilities random
 Immune    : All negative status except Stone, Blind, Silence, Oil, Slow, Stop

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Orran is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 10    Snow                     Snowstorm        73%
            Roof, Chimney            Wind Blast       24%
            Wooden Floor             Will-o'-the-Wisp  2%
            Flagstone                Contortion        1%

--STRATEGY--
The buildings here are steep, which restricts your movement.  So, you'll want 
to deploy characters with a good Jump or Move range, or equip accessories to 
boost it.  Because you start on the bottom and the enemy is on rooftops above 
you, guns and bows are not too effective here; it's hard to target the enemy 
from below.  Instead, try bringing the Dragoon's Jump attack or Black Magick.  
Also, since the enemy has three Thieves that like to steal your equipment, you 
may want to protect your investments by equipping the Safeguard ability, which 
prevents steals.  

Orran possess the Celestial Stasis spell, which will Disable, Stop, or 
Immobilize at least half the enemy forces every time he casts it.  However, 
he's still vulnerable until he gets this spell off, and the enemy Chemists can
hit him from a distance with their guns.  So, keep an eye on his HP.

From where you start the battle, move a healer character and another character
to your right and up the low steps.  These characters will be in a good position
to heal Orran (with White Magick or Throw Items) if he needs it.  If Orran's
relatively healthy and doesn't need immediately healing, you can also cast 
Protect him on to boost his defense.  The rest of your squad can go around the 
other side of the building to start fighting the enemies there.  The enemies 
will probably be no match for your forces; the key is just to keep Orran from 
getting killed, since if he's KOed, you lose the battle.

Orran's Counter Tackle will knock enemies off the roofs for extra damage, and 
you can try this yourself with Rush.  The Orator tends to stay on the highest
roof and may be tough to reach, but you should be able to jump up there using 
the "steps" on the right side of the roof.  At that point, you can attack him
while on the roof or Rush him off the roof so your entire crew can attack him.
Or, just use Black Magick to attack from below.

This battle is also a great opportunity to do some stealing!  Both Chemists are
carrying Mythril Guns, which are 2 attack points stronger than the Romandan
Pistols you're toting.  These are the best prizes to steal.  Additionally, you
can grab an Orichalcum Dirk (a good dagger) and Germinas Boots (boots that 
boost both your Move *and* Jump) from the Orator.  The Thieves may also carry
Jujitsu Gis and Main Gauche to swipe, although these aren't quite as good to
grab -- the Main Gauches aren't as strong as the Orichalcum Dirk.  Especially
later in the battle, when Orran may have paralyzed lots of enemies, try to steal
some of this gear if you can!

If you've played the original PSone version of FF Tactics, you may find this
battle more challenging this time around.  It's been restored to the original
Japanese level of difficulty.  Orran's stats are now a lot lower, and it's quite
a bit easier for the enemies to KO him.

BATTLE TROPHIES: 1500 gil, Battle Folio

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Snow
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 2  (height: 2, Snow)       Hi-Potion     Close Helmet  none
Left: 5, Up: 1  (height: 0, Snow)       Holy Water    Iron Flail    none
Left: 5, Up: 6  (height: 16, Chimney)   Potion        Spear         none
Left: 9, Up: 9  (height: 1, Snow)       Phoenix Down  Mage's Staff  none
--------------------------------------------------------------------------------

After you save Orran, you'll chat briefly, and then he'll head off to the south,
sadly depriving you of Celestial Stasis :)

Gollund's shops don't offer any new equipment, so just head straight on to 
Lesalia.  There's no fight when you first get here, just a short chat with 
Zalbaag.  However, as soon as you leave, you'll have to fight Zalmour.

---Battle 23: Lesalia Castle Postern--------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, Alma [guest], 2 others
  2nd Squad - 2 others
ENEMY FORCES: Zalmour (lv 24 Celebrant)   Knight (lv 22, male)
              Knight (lv 22, male)        Knight (lv 20, male)
              Monk (lv 21, female)        Monk (lv 21, female)

GUEST: Alma [Leo] - lv 3 Cleric - Bravery 39, Faith 87
 Equipment : Healing Staff, Barette, Wizard Clothing, Red Shoes
 Abilities : Holy Magicks, Items, other abilities random

BOSS: Zalmour [Sagittarius] - lv 24 Celebrant - Bravery 54, Faith 78
 Equipment : Musk Pole, Wizard's Hat, White Robe, Elven Cloak
 Abilities : Priest Magicks, random action ability, Archer's Bane, Halve MP, 
             Lifefont
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Berserk, 
             and Slow

VICTORY CONDITION: KO Zalmour
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Grassland                Tanglevine       55%
            Flagstone                Contortion       22%
            Soil                     Sinkhole         12%
            Obstructed               --               12%

--STRATEGY--
If you didn't spot the rest of your team right away, they're behind the gate.

Since none of the enemies here has much in the way of range attacks (just maybe
some weak Geomancy abilities), you needn't rush down to attack them.  Instead,
keep your characters up on top of the castle and let the enemies come up to you.
The majority of them will come up the stairs, so position the bulk of your team
near the stairs.  Because the enemies are often in clusters, magick (and 
Geomancy) works well on them.  The railing blocks direct gun shots down onto the
ground, but if you stand up on top of the railing, you should be able to shoot 
from there.  Standing on the railing also gives you a height advantage and makes
it harder for the enemies to hit you.

Alma will probably cast Aegis on Ramza once, which will make him super-powered
for a few turns.  (Shell and Protect will reduce the damage he takes, Regen
heals him, and Haste gets him more turns!)  Take advantage of it!  After casting
Aegis, Alma will just thwack your characters with her Healing Staff to restore
their HP.

The level 22 Knights may have Flame Shields or Ice Shields, which gives them
some elemental weaknesses you can exploit.  Thunder and other lightning magicks
will do extra damage to Knights with an Ice Shield.  Knights with Flame Shields
are weak against water, although there aren't many water attacks that you can
use (but, the Leviathan summon and the Ninja's Snowmelt Bomb are two).

The annoying part of this battle is Zalmour, who can cast Cura and Arise to 
heal his troops.  When you have the chance, start attacking him.  (You may
also want to try stealing his White Robe if you get a chance.)  He'll go down 
quickly, and, as soon as you KO him, you win the battle ... so this is a pretty
easy fight.

BATTLE TROPHIES: Ether

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Soil
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 9, Up: 10 (height: 5, Grassland)  Ether         Brigandine     none
Left: 0, Up: 10 (height: 5, Grassland)  Holy Water    Ancient Sword  none
Left: 0, Up: 8  (height: 2, Grassland)  Phoenix Down  Ninja Blade    none
Left: 1, Up: 0  (height: 0, Soil)       Remedy        Diamond Braclt none
--------------------------------------------------------------------------------

---ALMA---
Alma now joins up as a guest.  She won't be doing any more fighting, though,
so go ahead and de-equip her Healing Staff, Barette, and Red Shoes.  These are
all valuable items: the Healing Staff and Barette are items you can't ever buy 
in shops, and the Red Shoes won't be available to purchase until much later.  
The Healing Staff is an interesting "weapon" in that it actually restores HP to 
the character hit by it.  Equipping it on a magick-oriented character can be 
quite useful since they probably won't be doing much fighting anyway and it 
gives you a free source of healing.

---BAD ERRANDS---
Both Gollund and Lesalia have new errands you can complete:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Old Toppa's Will           Gollund     11-13  8000   3462 gil, 106 JP
Salvage Expedition         Lesalia     10-14  3000   976 gil, 90 JP, artefact
Abandoned Mine             Lesalia     10-14  1000   2576 gil, 90 JP, artefact
--------------------------------------------------------------------------------

You can complete these errands easily by walking back and forth between Gollund
and Lesalia.  However, none of them are particular lucrative and they may cost
you more money than you earn!

---EQUIPMENT UPGRADES---
Before leaving this region, you can also stop at the Outfitter in Lesalia to buy
new heavy armor.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Mythril Gun       Gun     15000 Goug         Atk: 8, 5% Parry
Kunai             Ninjabl 5000  TrCity       Atk: 9, 5% Parry
Ama-no-Murakumo   Katana  8000  TrCity       Atk: 11, 5% Parry
Bestiary          Book    6000  TrCity       Atk: 8, 15% Parry
Damask Cloth      Cloth   7000  TrCity       Atk: 8, 50% Parry
Iron Fan          Pole    4000  TrCity/City  Atk: 9, 20% Parry
Celebrant's Miter Hat     6000  TrCity/City  HP +64, MP +20, Magick Attack +1
Jujitsu Gi        Clothes 4000  TrCity/City  HP +60, Phys. Attack +1, Immune: KO
Chameleon Robe    Robe    5000  TrCity/City  HP +40, MP +28, Immune: KO,
                                               Absorbs: Holy
Fuma Shuriken     Star    300   TrCity/City  Atk: 7
Main Gauche       Knife   3000  Castle/City  Atk: 6, 40% Parry
Aegis Shield      Shield  10000 Castle       Phy.Evade: 10%, Mag.Evade: 50%,
                                                Magick Attack +1
Diamond Helm      Helm    6000  Castle       HP +80
Diamond Armor     Armor   6000  Castle       HP +80
Sleep Blade       Sword   5000  Castle       Atk: 9, 5% Parry, Inflicts: Sleep
Slasher           Axe     12000 Castle       Atk: 16, 0% Parry, Inflicts: Slow
Flame Mace        Flail   4000  Castl/TrCity Atk: 11, 0% Parry, fire elemental,
                                               Spell Effect: Fira
Germinas Boots    Shoes   5000  Any          Move +1, Jump +1
Jade Armlet       Armlet  10000 Any          Immune: Stone, Stop
Elven Cloak       Cloak   8000  Any          Phy.Evade: 25%, Mag.Evade: 25%
--------------------------------------------------------------------------------

The Aegis Shield that's now available is much worse against physical attacks
than your existing shields, but it has a 50% evade rate against magicks!
Combined with the Ninja's Reflexes, in fact, you have a 100% evade rate against
evadable magicks!  It's not too good for most situations, since you don't face
nearly as many magick attacks as physical attacks.  But, you may want to keep
one or two Aegis Shields on hand for battles against magick users.  The Aegi
Shield is also a great choice for characters who have learned Shirahadori.
Shirahadori can block most physical attacks by itself, so you can use your
shield slot to beef up your magick defense.

Don't blow all your money in Lesalia, because there's some new equipment down in
Dorter as well.  In particular, the Jujitsu Gi is a great set of clothes for
fighting-oriented characters as it also boots your physical attack power, and
the Celebrant's Miter is a hat for mages because it boosts your MP.  (You'll
probably want to keep your fighters using the Headband for the attack boost.)
Depending on what jobs you're using, there may be weapon upgrades as well.

A more powerful gun, the Mythril Gun, is now available for sale.  Since Goug is
the only city that sells guns, you'll have to walk all the way down to Goug if
you want to buy it.  It's 2 points stronger and a stronger gun never appears in
stores, so it's worth the trip if you didn't get the chance to steal any Mythril
Guns during the Gollund battle.

Buying 5 Chameleon Robes at Dorter would give you an easy way to beat an
upcoming boss, but you probably don't need them as the boss isn't that tough 
even without them.


---EVENTS AT ORBONNE---
Purchase anything you want.  Then head to Orbonne Monastery, which has appeared
on the map again.

Once you enter the monastery, you'll be locked into a series of three battles.
Make sure that you're well stocked with supplies.  You could also pick up a few
of the Jade Armlet accessory to help with an upcoming battle, but they're fairly
expensive and not really necessary.

At Orbonne Monastery, enter the Monastery Vaults (it's the only option 
available), where you'll find Simon wounded.  He tells you about Funebris's 
plot, and Ramza chases after the troops looking for the Virgo Stone.  You'll 
have a chance to save your game.  All you'd have to repeat if you died is that 
short scene with Simon, but if you want to save, save in a separate slot
since you're locked into a series of battle.  The roster screen will come up, 
then you will go down to the second floor and have a fight.

---Battle 24: Monastery Vaults - Second Level-----------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Dragoon (lv 25, male)      Dragoon (lv 25, male)
              Dragoon (lv 24, male)      Chemist (lv 24, male)
              Time Mage (lv 23, male)    Time Mage (lv 22, male)   

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Brick                    Wind Slash       73%
            Obstructed               --               20%
            Stairs                   Will-o'-the-Wisp  8%

--STRATEGY--
This is your first encounter with enemy Dragoons.  Their standard attack has a
two-tile range and is quite strong, and they can also use the Jump attack.  If
one of them jumps at a character, try to move that character away before the
Dragoon lands (assuming you have a chance, that is).  If you cast Haste on your
characters, you'll get more turns and hence a better chance of being able to
duck out of the way.  Although the Dragoons obviously can't be hit *while*
they're Jumping, you can still charge up attacks (including a Jump of your own!)
that will hit them when they land.

Since the Dragoons are so strong physically, you'll probably want to bring some 
tough close-range fighters with which to fight back.  The Dragoons have a high 
evade rate, so equipping the Concentration ability (Archer) on any characters 
that have it is a good idea, as it ensures that your attacks can't be evaded.  
Also, if your fighters have Flame Shields or Ice Shields equipped, remember that
casting Fire or Blizzard magicks on the group will both damage the enemy 
Dragoons and heal any characters with the appropriate shield -- it's good for 
close-quarters fighting!  (Be careful, though, one of the Dragoons may have a
Flame or Ice Shield himself.)

You'll want to take out the enemy Chemist so he can't heal the enemies, but
you can save the Time Mages for last.  Pretty much all they'll do is cast Haste.
If you have the chance, though, position one of your characters next to the 
enemy that Haste is going to be cast on; this allows you to pick up the Haste
status as well!

BATTLE TROPHIES: Battle Folio

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 9, Brick - closest to open door
                                                    at bottom
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 9, Up: 0  (height: 12, Brick)     Potion        Murasame      none
Left: 4, Up: 9  (height: 12, Brick)     Remedy        Musk Pole     none
Left: 3, Up: 4  (height: 6, Brick)      Hi-Potion     Poison Bow    none
Left: 0, Up: 5  (height: 0, Brick)      Ether         Mythril Bow   none
--------------------------------------------------------------------------------

After beating the second floor, you have another save opportunity.  Again,
save in a slot separate from your main file.  For the next battle, you may want
to equip any accessories you have that boost your Jump statistic (i.e., the
Spiked Boots or Germinas Boots).  After you leave the roster screen, you'll go 
to the third floor for another battle against Isilud.

---Battle 25: Monastery Vaults - Third Level------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Isilud (lv 26 Nightblade)   Knight (lv 24, male)
              Knight (lv 23, male)        Archer (lv 23, male)
              Archer (lv 21, male)        Summoner (lv 22, male)

BOSS: Isilud [Gemini] - lv 26 Nightblade - Bravery 73, Faith 62
 Equipment : Platinum Sword, Golden Shield, Platinum Helm, Platinum Armor,
             Power Gauntlet
 Abilities*: Arts of War, Jump, Counter, Safeguard, Ignore Elevation
 Immune    : All negative status except Blind, Silence, Oil, and Slow
 * Isilud's Nightblade job also has Concentration as an innate ability.

VICTORY CONDITION: Reduce Isilud to critical HP (< 20% of max HP)
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 11    Book                     Wind Slash       67%
            Flagstone                Contortion       31%
            Stairs                   Will-o'-the-Wisp  2%

--STRATEGY--
Your first order of business in this maze-like level is to send one or two
characters down the hall to kill the Summoner -- used ranged attacks to take
him out quickly before he can hit you with any summons.  After the Summoner, 
go after the Archer that will have come up behind him.

At this time Isilud and his gang will be nearing you from behind.  You'll want
to get up on top of the bookshelves to fight him on the same level.  If you 
have a Jump statistic of at least 5, you can jump directly on top of the 
shelves; otherwise, you'll have to use the stairs in the corner.  The stairs 
can get a little crowded, so being able to jump up is helpful.

As at Lesalia, the Knights here may have Ice or Flame Shields.  These shields
make them weak against lightning and water attacks, respectively.

Watch out; Isilud has the Dragoon's Jump attack and an incredibly long jump
range.  If you use Haste, though, you may have a chance to move out of the way
before he comes back down.  His plain sword attack is strong, too, and he can 
counterattack.  He also has Safeguard, so you can't steal or break his sword or 
other equipment.  Just ignore the other guys and attack Isilud.  The Mythril Gun
and Agrias's Holy Sword techniques are both quite effective here, and you can 
also use your own Jump attacks if you've got a Dragoon.  When Isilud drops to 
critical HP, he'll teleport away and you win.

Before you finish off Isilud, you may want to send a character with Treasure
Hunter to the extreme corner of the map near where you start.  You may get a
Croakadile Bag from this treasure tile.  Although the bag is not very good as a
weapon, you can sell it for 26,500 gil, which will fund a lot of good equipment!
As with most good Treasure Hunter pickups, your chance of getting the bag is
greater the *lower* your Bravery.

BATTLE TROPHIES: Guardian Bracelet

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 9, Book
                                       POOR ITEM     GOOD ITEM       TRAP
Left: 10,Up:  0 (height: 8, Book)      Phoenix Down  Croakadile Bag  none
Left: 6, Up:  5 (height: 7, Book)      Holy Water    Ice Shield      none
Left: 9, Up:  9 (height: 7, Book)      Potion        Flame Shield    none
Left: 7, Up: 11 (height: 8, Book)      Hi-Potion     Headband        none
--------------------------------------------------------------------------------

Upon winning against Isilud, there's yet another save point, and then the last 
of the three battles, this time with Wiegraf.  Before the battle, equip any Jade
Armlets you have to protect yourself from his sword attacks.  (Alternately, if
you equip your *entire* team with Chameleon Robes, you can stop his sword
techniques outright.)

---Battle 26: Monastery Vaults - First Level------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Wiegraf (lv 27 White Knight)    Knight (lv 24, female)
              Knight (lv 24, female)          Black Mage (lv 22, female)
              Archer (lv 23, female)          Archer (lv 21, female)          

BOSS: Wiegraf [Virgo] - lv 27 White Knight - Bravery 71, Faith 64
 Equipment : Diamond Sword, Crystal Helm, random armor, Elven Cloak
 Abilities : Holy Sword, random 2nd action ability, Counter, Doublehand,
             Move +1
 Immune    : All negative status except Blind, Silence, Oil, and Slow

VICTORY CONDITION: KO Wiegraf
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Brick, Furnishings       Wind Slash       63%
            Wooden Floor, Stairs     Will-o'-the-Wisp 22%
            Obstructed               --               14%

--STRATEGY--
A shortcut to beating this battle is to equip all your characters with Chameleon
Robes, which absorb holy damage.  The enemy AI mistakenly believes that
Wiegraf's sword techniques do holy damage, so if your team is equipped with
Chameleon Robes, he won't even use them.  But, you do need to equip ALL your
characters with the robes; if even one character has different armor, Wiegraf
won't be fooled.

If you're not using the Chameleon Robes, spread your characters out in your
initial deployment.  Wiegraf is almost guaranteed to target your group with a
Judgment Blade before you have a chance to move.

The tall wall divides this level into two halves -- the half where you start
and the half where the bad guys start -- with a small doorway in the middle.  
But Wiegraf will come running through to your side right away.  Just go after 
Wiegraf; most of his followers are irrelevant and probably won't even reach you 
before Wiegraf goes down. The Archers can shoot through the doorway from the 
other side, though, so Archer's Bane (or Shirahadori, if you have it) may be 
helpful.

As in your previous battle, Wiegraf will use Judgment Blade a lot (unless you
have the Chameleon Robes on).  Judgment Blade randomly casts Stop on you
sometimes, but you can protect yourself from that by equipping Jade Armlets.
The armlets won't stop you Judgment Blade from doing HP damage, though.

Focus your attacks on Wiegraf.  If you can't kill him in two rounds of turns or
so, the other enemies will show up and you're in trouble.  This time, Wiegraf
must be knocked down to 0 HP before you win.

It's pretty hard to get, but there IS a fairly valuable Treasure Hunter item on
this level.  If you can make it over to the enemies' side of the map, there's a
Magepower Glove up on the wooden platform on the other side.  (See below for
exact coordinates.)  This useful accessory boosts your Magick Attack by 2,
making it useful for mages!  Although you can buy it item in stores, it costs a
lot of money (20,000 gil!), so the Treasure Hunter pickup is nice if you can get
a character across the map to claim it.

BATTLE TROPHIES: 2500 gil

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Brick - on Ramza's left at start
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 0, Up: 0  (height: 0, Brick)      Holy Water    Nu Khai Armband  none
Left: 2, Up: 6  (height: 0, Brick)      Phoenix Down  Reflect Ring     none
Left: 6, Up: 0  (height: 8, Wooden Fl.) Remedy        Magepower Glove  none
Left: 7, Up: 11 (height: 1, Brick)      Ether         Winged Boots     none
--------------------------------------------------------------------------------

Afterwards, Isilud escapes with both a friend and your Zodiac Stones captive.  
Outside, Wiegraf transforms in a rather frightening scene, and then Simon shows 
up to give you the Scriptures of Germonique.

---SCRIPTURES OF GERMONIQUE---
Back on the map, go to the Chronicle option and check out your Artefacts.
Examine the Scriptures of Germonique and press Triangle if you want to read it 
(this takes a while).  If you're having a hard time reading the text, pressing
the L button on your PSP will make the background darker (and thus make the text
easier to read), while the R button makes the background brighter.  Reading the
Scriptures has no direct impact on the game, but it fills in some story
information.

---STORY EVENTS---
After you're done reading, go to Dorter.  A mage will demand the Scriptures
and ask if you've read them.  It doesn't matter what you say.  When the mage 
leaves, the route to Riovanes Castle will open.  Try to leave Dorter (just click
anywhere on the map) and you'll see an FMV scene with Delita and Ovelia.

---MORE NEW ITEMS---
Go into Dorter and check out the shops, which once again have some new 
equipment.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Kodachi           Ninjabl 7000  TrCity       Atk: 10, 5% Parry
Bloodstring Harp  Instrmt 10000 TrCity       Atk: 13, 10% Parry, drains HP from
                                               target to wielder
Papyrus Codex     Book    10000 TrCity       Atk: 9, 15% Parry
Wizard's Rod      Rod     8000  TrCity/City  Atk: 4, 20% Parry, Mag.Attack +2
Golden Staff      Staff   7000  TrCity/City  Atk: 6, 15% Parry
Gokuu Pole        Pole    7500  TrCity/City  Atk: 10, 20% Parry,
                                               Inflicts: Atheist
Pantherskin Bag   Bag     52000 TrCity/City  Atk: 12, 0% Parry, Always: Regen
Black Cowl        Hat     7000  TrCity/City  HP +72
Power Garb        Clothes 7000  TrCity/City  HP +70, Physical Attack +2
White Robe        Robe    9000  TrCity/City  HP +50, MP +34, halves: Fire,
                                               Lightning, Ice
Orichalcum Dirk   Knife   4000  Castle/City  Atk: 7, 5% Parry
Diamond Sword     Sword   8000  Castle       Atk: 10, 10% Parry
Windslash Bow     Bow     8000  Castle       Atk: 8, 0% Parry
Partisan          Polearm 7000  Castle       Atk: 11, 10% Parry
Diamond Shield    Shield  12000 Castle       Atk: 34, 15% Parry
Hunting Bow       Crossbw 8000  Castle/Goug  Atk: 6, 5% Parry
Magick Ring       Ring    10000 Any          Immune: Silence, Berserk
Japa Mala         Armlet  15000 Any          Immune: Undead, Vampire, Toad,
                                               Poison; Boosts: All 8 elements
Hi-Ether          Item    600   Any          Restores 50 MP
--------------------------------------------------------------------------------

The Power Garbs are a great buy; they're good new clothes that also raise your
physical attack power.  And don't miss the White Robe for your magick-users --
you'll have to scroll down through all the clothes to find it!  It has the nice
effect of halving damage from fire, lightning, and ice attacks.

But even as you upgrade your robes, KEEP at least one Chameleon Robe in your 
inventory; you'll want it for a particular battle near the end of the chapter.

You may want to keep your Headbands and Celebrant's Miters instead of buying 
Black Cowls, since the Cowls don't have any special stat boost.  Similarly, the 
Diamond Shields are not an especially great shield since they don't have any 
elemental properties, nor the magick block rate of the Aegis Shield.

If you were able to snag the Croakadile Bag from the Monastery, you can sell it
off for a cool 26,500 gil.

The Gokuu Pole has an interesting effect.  When you hit a unit with it, it
may randomly inflicts the Atheist status.  Atheist temporarily reduces a unit's
Faith to 0, which means that it can neither use magicks nor be hurt by them.  In
theory, you could use this effect to stop enemy mages or to immunize your own
allies against enemy magick by striking them with the pole.  But, the pole only
inflicts Atheist status *sometimes*, and the jobs that use poles (Mystic
and Arithmetician) are generally not jobs you want to spend a lot of time in.
So, its practical value is somewhat limited.

---ERRANDS & RENDEZVOUS MISSION---
There are also a few new errands available down at Lionel Castle and the
Castled City of Zaland, as well as at Eagrose Castle.

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Guard Duty                 Eagrose     11-13  2000   17235 gil, 146 JP, artefact
The Siedge Weald           Zaland      11-13  1100   5054 gil, 105 JP, wonder
Trick of the Light         Lionel      14-15  1050   5049 gil, 83 JP, wonder
Fenland Mystery            Lionel      13-14  1100   5049 gil, 83 JP, wonder
--------------------------------------------------------------------------------

"Guard Duty" at Eagrose is a good errand to take; the others are pretty
mediocre.

Taverns also offer a new Rendezvous Mode mission, Desert Minefield.  This one is
relatively easy, although tough to clear with just a few characters.

It's now time to head north to Riovanes.  As you head up through the Zeklaus 
Desert, you'll run into a story battle.

---Battle 27: Zeklaus Desert----------------------------------------------------
YOUR FORCES: Ramza, Luso [guest], 4 others
ENEMY FORCES: Dark Behemoth (lv 23)    Behemoth King (lv 16)
              Behemoth King (lv 15)    Behemoth (lv 18)
              Behemoth (lv 17)         Behemoth (lv 16)

GUEST: Luso [Cancer] - lv 25 Game Hunter - Bravery 55, Faith 48
 Equipment : Icebrand, Platinum Shield, Crystal Helm, Jujitsu Gi, Elven Cloak
 Abilities : Huntcraft, other abilities random

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Luso is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 18 x 10    Sand                     Sandstorm        62%
            Stone Outcropping        Tremor           36%
            Obstructed               --                2%

--STRATEGY--
Deploy all your characters towards the upper-left corner of the available 
purple tiles.  This will start your characters as close to Luso as possible.
If you have anyone who can Poach or Entice/Tame monsters, they're good to bring 
here.

After you deploy your characters, there will be a CG scene, as Ramza jumps in to
help Luso.  Then the battle starts and then the battle starts. It's Behemoth 
city!

Luso can hold his own pretty well -- he comes with an Icebrand sword, which is 
better than anything sold at the Outfitter at this point.  Still, if he gets 
surrounded by Behemoths, he'll get killed and you'll lose the battle, so move a 
healer into position ASAP.  (Casting the Protect magick on him or your other 
characters is also a good idea, as the Behemoths only use physical attacks.)  
If you move some other fighters down into the canyon with the Behemoths, you'll 
keep them from ganging up on any one particular character.  All the Behemoths 
can counterattack (since they're monsters), which means Luso can take damage 
pretty quickly fighting against them.  Fortunately, he's smart enough to flee if
his HP drops to critical, but even if it's not yet critical, a series of 
behemoth attacks could take him out before he has a chance to move!

Try to take out a few of the purple "regular" Behemoths quickly, before the
Behemoth Kings and Dark Behemoth have a chance to make it over to you.  Those
are lot stronger and will take several attacks to kill.  Agrias's Holy Sword
techniques are good for dealing damage and can't be counterattacked.

If you have an Orator or someone else with Entice and Beast Tongue, it's
definitely worth trying to recruit some of the monsters here.  If you can turn
one Traitor and keep it alive through the battle, it'll join your squad.  None
of these monsters are ones you could otherwise find at this point in the game, 
and the Behemoth King and Dark Behemoth are particularly rare.  If you get any 
of them, you can use them to breed more behemoths and poach them for rare 
items!  Luso also automatically poaches any enemy he kills, so he if kills any 
of the behemoths here, you should also get something good.

The Treasure Hunter items here are especially poor, as they're the same items
available when this map first opened in Chapter I.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Sand
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 7  (height: 2.5, Sand)     Phoenix Down  Blind Knife   Sten Needle
Left: 0, Up: 11 (height: 0, Sand)       Echo Herbs    Battle Boots  Degenerator
Left: 6, Up: 8  (height: 0, Sand)       Hi-Potion     Thunder Rod   none
Left: 6, Up: 17 (height: 0, Sand)       Potion        Iron Sword    Hypnogas
--------------------------------------------------------------------------------

---LUSO---
Defeat or recruit all the enemy Behemoths and Luso will join up.  (Luso is the
lead character from the Nintendo DS game Final Fantasy Tactics A2 ... he's just
moonlighting here.)

Luso is basically a clone of Ramza, but as long as he's in his Game Hunter job,
he has an intrinsic Poach ability -- no ability needs to be equipped for it.
This makes him very handy for treasure hunting, especially during the monster-
laden random battles.  Story battles, of course, contain mostly humans and Poach
doesn't work on them.  Luso's Game Hunter job also has a little more MP than
Ramza's Squire job.

You may want to de-equip Luso's Icebrand sword and give it to Agrias -- it will 
make her Holy Sword techniques extremely powerful!

---POACHING---
If you poached any of the behemoths, you may want to go back to the Poachers'
Den in Dorter to see what you got, since a lot of these items can be quite
useful.  If you recruited any of the behemoths, you're even better off; you can
keep one behemoth on your team, have it breed other behemoths, and poach
*those*.  Both Behemoth Kings and Dark Behemoths can give you rare items you
can't find at the Outfitter.

---OUTFITTER & NEXT BATTLE---
Up in Lesalia, you can pick up the Windslash Bow, Orichalcum Dirk, and Diamond
Sword if you didn't get them immediately after the Monastery sequence.  You may
want to skip the Diamond Sword, though, since there will be another new sword
after just a few more battles.

Grab anything you need, then continue to the Grogh Heights.

---Battle 28: Grogh Heights-----------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Thief (lv 27, female)   Archer (lv 26, male)
              Chemist (lv 27, male)   Chemist (lv 26, male)
              Squire (lv 27, male)    Squire (lv 25, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Night, thunderstorm (evade rate vs. bows x 1.80,
                              fire dmg +25%, lightning dmg -25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 11    Grassland, Underbrush    Tanglevine       59%
            Soil                     Sinkhole         16%
            Brick                    Wind Slash       10%
            Stone Outcropping        Tremor            9%
            Stairs, Coffer           Will-o'-the-Wisp  3%
            Flagstone                Contortion        2%

--STRATEGY--
This is a fairly straightforward battle.  The main challenges are the Thief, 
who of course can steal your gear, and the Chemists, who both have guns and a 
humongous range from their vantage point atop the heights.  You'll want to
target the Chemists first.  Fire back with your own guns, or have Mustadio use
his Arm Shot from a distance to Disable them.

The small passes between the cliffs can be a bit of a choke point as you try to
climb up.  If you boost your Jump height with accessories and agile jobs, that
will help you scale the heights quickly.  If the *enemies* get bunched up in a 
row in a pass, firing one of Agrias's Divine Ruination  skills (if you have it) 
will decimate them.

There's a thunderstorm going on here, so fire attacks will be weaker and thunder
attacks will be stronger.  Given that there's both a storm *and* this battle is
at night, evade rates versus bows will nearly double!  Between these effects and
the fact that it's harder to target enemies when firing uphill, Archers may not
be the best pick for this battle.

Because this is a fairly easy battle, it's a good chance to build up your 
weaker characters if you want.  You could also try letting the enemies decay
into crystals or chests, but these guys don't really have much worth taking.
(Hey, they're deserters, what do you expect?)

BATTLE TROPHIES: Mythril Gun

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 8.5, Grassland
                                        POOR ITEM   GOOD ITEM       TRAP
Left: 11,Up:  1 (height: 0, Underbrush) Ether       Sleep Blade     none
Left: 11,Up: 10 (height: 0, Underbrush) Potion      Main Gauche     none
Left: 4, Up:  1 (height: 6, Underbrush) Remedy      Ama-no-Murakumo none
Left: 0, Up: 10 (height: 9, Underbrush) Hi-Potion   Kunai           none
--------------------------------------------------------------------------------

After smashing your way through the Heights (I actually felt kind of bad killing
those guys off), you'll meet up with Orran again.  You'll also receive a Mythril
Gun in spoils from the battle, so if you didn't bother to go to Goug to buy any 
Mythril Guns, equip this one now.

Your next stop is the Walled City of Yardrow.

---Battle 29: Yardrow-----------------------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 4 others
ENEMY FORCES: Marach (lv 23 Netherseer)   Ninja (lv 26, male)
              Ninja (lv 25, male)         Ninja (lv 24, male)
              Summoner (lv 28, female)    Summoner (lv 27, female)    

GUEST: Rapha [Pisces] - lv 22 Skyseer - Bravery 31, Faith 69
 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Sky Mantra, other abilities random

ENEMY: Marach [Gemini] - lv 23 Netherseer - Bravery 69, Faith 31
 Equipment : Gokuu Pole, Headband, random armor, random accessory
 Abilities : Nether Mantra, random 2nd action ability, random Squire abilities

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Rapha is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Stone Wall, Flagstone    Contortion       33%
            Grassland                Tanglevine       31%
            Soil                     Sinkhole         17%
            Roof, Chimney            Wind Blast       10%
            Obstructed               --                6%
            Wooden Floor, Stairs     Will-o'-the-Wisp  4%

--STRATEGY--
Here you'll encounter Marach (the guy you met in Dorter) and Rapha.  You have to
save Rapha from Marach and the Riovanes soldiers.  This is another protect-the-
guest battle, so deploy somebody with healing abilities or you're toast.  In 
fact, bringing two might not be a bad idea!  Black Magick will be useful here,
but avoid using Archers because they won't be able to fire through the city 
walls.

To protect Rapha, move a character into the city gateway to block it and prevent
the enemies from following her outside.

At the start of the battle, one of the Ninjas will probably give himself an 
unfair height advantage by climbing up on the roof and throwing weapons at you.
Use guns or magick to take him out quickly.  You could also equip the Thief 
ability Sticky Fingers, which will let you catch whatever the Ninja throws at 
you, but it's probably not worth giving up your regular Reaction Ability for.

The Ninjas here can hit really hard since they get two attacks.  Even if you
have Shirahadori, it can only block one of the two attacks.  So make the Ninjas
your first target, and stay out of hand-to-hand range when possible.  Even at a 
distance, the Ninjas can still Throw weapons at you, but this attack isn't 
nearly as strong.

As at Grogh Heights, the gate into the city is a bit of a choke point, which 
means it's a great opportunity to fire some Divine Ruinations and hit several 
enemies at once.  

If you've got anybody with an attack that can go through the wall (i.e., magick
or some monster skills), you can try to kill the Summoners that way.  The 
enemies start pretty bunched up inside, so this can be a good way of attacking 
more than one enemy at a time.  It's also possible to get inside with Teleport,
Ignore Elevation, or even just a high Jump rating (5).  Otherwise, you'll have
to fight through the Ninjas at the gate to reach the Summoners.  As usual, watch
what areas the Summoners are targeting so you can try to keep your team split up
and out of the way.

Although Marach teleports away when you defeat him, you must defeat ALL the  
enemies to win here.  Since Marach is really the least threatening guy here, 
save him for last.

Finally, beware of Rapha's skills -- they target a 3x3 square of the map and hit
random tiles, making them as likely to hit you as the bad guys.  Marach's skills
do the same, which fortunately means he's pretty unlikely to actually hit you 
... and even if they do, he does very little damage.

It's possible to steal the Japa Mala accessory from one of the Ninjas and the
Magick Ring from one of the Summoners.  Although both of these items are already
in stores, they're pretty expensive, so you may want to try stealing them.  The
Japa Mala is particularly useful.

BATTLE TROPHIES: 2000 gil, Yagyu Darkrood, Holy Water

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0,  Up: 4 (height: 1, Grassland)  Potion        Mythril Gun   none
Left: 5,  Up: 7 (height: 3, Flagstone)  Phoenix Down  Slasher       none
*Left: 5, Up: 11(height: 9, Chimney)    Holy Water    Flame Mace    none
*Left: 0, Up: 9 (height: 11, Wooden F.) Hi-Potion     Hunting Bow   none
   * Requires Jump of 5.
--------------------------------------------------------------------------------

After the fight, Rapha discusses her past.  (Why the Grand Duke wants Rapha and 
Marach's powers so badly is one of FF Tactics's great unsolved mysteries ;) .)  
Marach, meanwhile, delivers a amphibian ultimatum.

---RAPHA---
Rapha joins up as a guest for the next couple battles.  She probably won't be
all that helpful, though, since her Sky Mantra abilities only strike random 
tiles in their effect radius and can't be targeted too precisely.  

---EQUIPMENT AND ERRANDS IN YARDROW---
After you reach Yardrow, another new set of equipment is added to the stores.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Ninja Longblade   Ninjabl 10000 TrCity       Atk: 12, 5% Parry
Kiyomori          Katana  10000 TrCity       Atk: 12, 15% Parry
Cashmere          Cloth   15000 TrCity       Atk: 10, 50% Parry
Gold Hairpin      Hat     12000 TrCity/City  HP +80, MP +50, Immune: Silence
Black Robe        Robe    13000 TrCity/City  HP +60, MP +30, Boosts: Fire,
                                               Lightning, Ice
Assassin's Dagger Knife   5000  Castle/City  Atk: 7, 5% Parry, Inflicts: Doom
Platinum Sword    Sword   11000 Castle       Atk: 12, 10% Parry
Platinum Helm     Helm    8000  Castle       HP +90
Circlet           Helm    10000 Castle       HP +100
Platinum Armor    Armor   9000  Castle       HP +90
Morning Star      Flail   9000  Castl/TrCity Atk: 16, 0% Parry
Hermes Shoes      Shoes   7000  Any          Speed +1
Bracer            Gauntlt 50000 Any          Phys. Atk +3
Vampire Cape      Cloak   15000 Any          Ph.Evade: 28%, Mg.Evade: 28%
--------------------------------------------------------------------------------

Any magick users on your main team will benefit quite a bit from this new gear.
The Gold Hairpins raise both your HP and MP a lot, and the Black Robe 
strengthens the power of any of your fire-, ice-, or lighting-elemental spells.
(You may want to keep healers using the White Robe, since it's got elemental 
defenses and they don't need the offensive capability.)  Even though you're
upgrading your equipment, remember to keep at least one Chameleon Robe in your
inventory--its ability to absorb Holy damage is important for a battle at the
end of the chapter.

There are also some new accessories; pick up a pair of the Speed-boosting Hermes
Shoes for later use.  The Bracer is also available.  It's really expensive
(50,000 gil), but it gives you a huge +3 physical attack boost, so buy one or
two for your front-line fighters if you can afford them.

You could also pick up some better equipment for Rapha, but it's hardly
necessary as you don't need to protect her from being KOed in the subsequent
battles.  At any rate, do NOT equip Rapha with any "rare," non-buyable items
like the Barette or Healing Staff; if you do, you'll lose them when Rapha goes
from being a Guest to a regular character.

There's also a pair of errands here:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Diving Expedition          Yardrow     10-14  5000   2026 gil, 69 JP
The Yardrow Melee          Yardrow     14-16  0      22265 gil, 166 JP, artefact
  > Month of Cancer only
--------------------------------------------------------------------------------

Only "The Yardrow Melee" is worth doing, but that only shows up during the month
of Cancer.

---LEAVING YARDROW---
When you leave town, you'll cut to another Delita battle.

---Battle 30: Zeltennia Castle Chapel Ruins-------------------------------------
YOUR FORCES: Delita, Ovelia [guest]
ENEMY FORCES: Ninja (lv 22, male)   Ninja (lv 22, female)

ALLY: Delita [Sagittarius] - lv 30 Holy Knight - Bravery 85, Faith 52
 Equipment : Save the Queen, Platinum Shield, Platinum Helm, Carabineer Mail,
             Germinas Boots
 Abilities : Holy Sword, Arts of War, Parry, Concentration, Move +1
 Immune    : Chicken, Toad, Charm, and Doom

GUEST: Ovelia [Taurus] - lv 5 Princess - Bravery 53, Faith 72
 Equipment : Mage's Staff, Gold Hairpin, White Robe, Elven Cloak
 Abilities : White Magicks, Counter Tackle, Reequip, Move +1

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Ovelia is KOed or Delita is killed

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 9     Grassland                Tanglevine       54%
            Flagstone                Contortion       25%
            Brick                    Wind Slash       18%
            Obstructed               --                3%

--STRATEGY--
It's just Delita and Ovelia against two Ninjas.  This should be a cinch;
although the Ninjas can hit hard, Delita and Ovelia have enough HP to survive
a few attacks, and one Holy Sword technique should be enough to take out each
Ninja.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
No Treasure Hunter items can be obtained during this battle.
--------------------------------------------------------------------------------

---MORE EQUIPMENT FOR SALE---
Back with Ramza's squad, if you want to do further shopping, you can go back
down to Lesalia to buy new helmets, the Platinum Sword, and the Assassin's
Dagger.  If you have Ninjas, Samurais, or Dancers in the party, you may even
want to trek all the way back to Dorter, as you will find new weapons for those
three jobs there.

---NEW RENDEZVOUS MISSION---
Clearing the battle at Yardrow also opens up another Rendezvous Mode mission,
Littering, which pits you against ten enemy Ninjas.  If you bring characters
with the Sticky Fingers reaction ability, you can catch the weapons that the 
Ninjas throw, which is a great way to build up your stock of weapons!  You can
also start winning rare equipment from this mission, although your experience
level probably isn't high enough yet for these items to appear.

When you've completed your shopping and catching spree, head on up to the 
Yuguewood.

---Battle 31: The Yuguewood-----------------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 4 others
ENEMY FORCES: Black Mage (lv 28, male, undead)    Revenant*
              Black Mage (lv 27, male, undead)    Ghast*
              Time Mage (lv 28, female, undead)   Ghoul*
              Time Mage (lv 27, female, undead)
* The levels of these enemies depends on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 8     Grassland                Tanglevine       63%
            Flagstone                Contortion       20%
            Tree, Moss               Wind Slash       13%
            Obstructed               --                4%
            Stone Outcropping        Tremor            1%

--STRATEGY--
Every enemy here is undead, including the humans.  After you KO them, when 
their counter runs out, they may REVIVE instead of turning into a crystal!  
This means that, after you KO the first enemy, you have to hustle to finish off 
the rest before the first ones start reviving again.

Fortunately, there's an easier way.  Just use Mustadio's Seal Evil skill, which 
turns any undead enemy into stone and prevents them from resurrecting.  Plus,
it almost always hits!

As for the rest of your team, Phoenix Down is also a really effective ability
here as it has a 100% hit rate for KOing undead monsters.  So, you might want to
make a number of your characters into Chemists or give them the Items command
plus Throw Items.  (Phoenix Down merely KOs the undead and doesn't petrify them,
though, so they do have the opportunity to revive.)

Other tactics for dealing with the ghost monsters include Poaching them; a
Poached monster disappears from the map and hence can't be revived.  You could
even use the Orator's Tame or Entice to recruit the ghosts -- even if you don't
plan on keeping them, it removes them as enemies.  The undead humans are immune
to Traitor status, however.

Since the enemies are undead, Cure spells and other healing abilities (e.g.
Raise and items) will do quite a bit of damage to them while simultaneously 
healing any nearby allies.  You can even strike them with the Healing Staff!  
Summon spells also work well, as the enemies are usually packed together.

The undead humans have "upgraded" versions of their jobs that give them better
stats than regular Black Mages and Time Mages.  That makes the two Black Mages
your toughest opponents, so take them out first.  The  Time Mages are a bit of a
pain too, since they can cast Slow or Immobilize on you.  You can prevent the
former by equipping Diamond Bracelets and the later by equipping Guardian
Bracelets.  Which to choose?  For your close-range fighters, defense against
Immobilize is the most important, so give them Guardian Bracelets.  But for your
gunners and magick users, being Immobilized may not be such a problem, as they
have enough range that they can still attack even if they're rooted in one spot.
So you might be better off giving Diamond Bracelets to your range attackers.

Rapha is just an "ordinary" guest here, so it doesn't matter if she gets KOed.

BATTLE TROPHIES: Phoenix Down x2

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2,  Up: 5 (height: 3, Grassland)  Holy Water    Damask Cloth  none
Left: 4,  Up: 5 (height: 4, Grassland)  Phoenix Down  Iron Fan      none
Left: 7,  Up: 2 (height: 4, Grassland)  Remedy        Mythril Spear none
Left: 11, Up: 1 (height: 2, Grassland)  Ether         Bestiary      none
--------------------------------------------------------------------------------

---PREPARATION FOR RIOVANES---
Don't go on to Riovanes Castle just yet.  It contains some very powerful 
bosses and you need to make sure you're prepared.  For Ramza, you'll want two
Squire abilities: Focus and *especially* Tailwind.  Also buy a Chameleon Robe, a
Green Beret, and at least one pair of Hermes Shoes.  (If you sold all your Green
Berets and Chameleon Robes, you can re-buy them at Yardrow.)

Also helpful are a good supply of X-Potions, Jujitsu Gis and Chameleon Robes 
(both of which protect against instant KO), and Jade Armlets (protection against
Stop).  These items are particularly helpful if you want to attempt to learn the
Ultima magick at Riovanes ... but since Ultima actually isn't very good and is 
much easier to learn in Chapter IV, you may not want to bother.

If any characters are close to reaching the Dragoon or Ninja jobs, you may want
to bring them up to those jobs, as they are quite helpful.  Zeklaus Desert is a
good place to level up if you need to earn more JP.

Finally, a last bit of preparation you could do is to use the Orator's Enlighten
skill to lower the Faith of your physical fighters.  That will reduce the damage
they will take from the powerful magickal attacks you're about to encounter.
DON'T lower your mages' Faith -- that will make their own magicks less powerful!

---AT RIOVANES---
When you think you're ready, save your game, then pay a visit to Riovanes 
Castle.  You'll see a scene with Barrington and the Templars, then have a 
chance to save.  Be SURE to save in a separate slot from your main game, so
that you can get out of the castle if you need to go back and level more/buy
stuff.  If you save in your main slot, you may wind up STUCK and have to start
again from scratch!

You then go to the first of a series of three battles.  Strip Rapha of all her
equipment beforehand.

---Battle 32: Riovanes Castle Gate----------------------------------------------
YOUR FORCES:
   1st Squad - Ramza, Rapha [guest], 1 other
   2nd Squad - 3 others
ENEMY FORCES: Marach (lv 24 Netherseer)   Knight (lv 29, male)
              Knight (lv 28, male)        Knight (lv 27, male)
              Archer (lv 29, female)      Archer (lv 28, female)
              Archer (lv 27, female)

ENEMY: Marach [Gemini] - lv 24 Netherseer - Bravery 69, Faith 31
 Equipment : Gokuu Pole, Headband, random armor, random accessory
 Abilities : Nether Mantra, random 2nd action ability, random Squire abilities

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 12    Flagstone                Contortion       53%
            Grassland                Tanglevine       24%
            Canal                    Torrent           8%
            Swamp                    Quicksand         8%
            Soil                     Sinkhole          5%
            Obstructed               --                1%

--STRATEGY--
Deploy another fast character with Ramza, but make sure both are well-armored.
You'll want the two of them to break through to the enemy back line quickly and
take out the Archers.  The second squad starts further from the battle, but 
they can bring up the rear and keep fighting the Knights.

You'll face a constant rain of arrows from the enemy Archers atop the gates, so
equipping Archer's Bane or (preferably) Shirahadori on as many characters as 
possible will be a big help.  The Golem summon is also quite helpful if you have
it; cast it at the beginning of the battle and it will temporarily absorb some 
of the physical damage you receive.  The Mystic ability Defense Boost would also
be helpful here, as would the Protect magick or the Kiyomori Iaido (which casts 
Protect).  Equipping shields and capes will also boost your evade rate.

Rapha is here as a guest and Marach as an enemy.  If EITHER of them is reduced
to critical HP, they will BOTH teleport away.  You want to be rid of them;
Marach's pole attack is reasonably strong, and he tends to block your route up
to the Archers.  If you de-equipped Rapha's armor before the battle, you can KO
her in one attack and quickly remove Marach from the battlefield.

Take out the enemy Knight on the bridge to keep him from blocking your path,
then start hurrying up the steps.  You want to reach the enemy Archers as
quickly as possible.  (If you have the Dragoon ability Ignore Elevation or the
Time Mage ability Teleport, this is easy-peasy, of course; you can just jump 
right up from the drawbridge.)  Any abilities that you can fire at the Archers 
from a few tiles away will be helpful, as is Arithmeticks.  Finally, you could 
also try riding a Black Chocobo up to the top of the gate; this strategy would 
be best combined with the Golem spell to prevent the Chocobo from being shot to 
death by the Archers.

Keep your close-range fighters in the rear so they can fend off the enemy 
Knights as they approach.  Since the enemy Knights have a fairly high evade 
rate, Concentration may also be useful to ensure your attacks connect.
Alternately, you can just attack with Agrias's Holy Sword techniques, which
can never be evaded.  If you keep killing off one of the Knights, the other ones
may keep bringing him back with Phoenix Down, thus wasting their turns.  The
Monk's Revive ability will be useful in bringing back your KOed allies, but only
if you stay on level ground; it has no vertical range.  Once the Archers are 
KOed, you can have all your characters mop up the remaining Knights.

BATTLE TROPHIES: Elven Cloak, Hi-Potion, X-Potion

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Grassland
                                        POOR ITEM   GOOD ITEM          TRAP
Left: 0, Up: 11 (height: 5, Grassland)  Remedy      Celebrant's Miter  none
Left: 4, Up:  4 (height: 2, Grassland)  Ether       Diamond Helm       none
Left: 8, Up:  3 (height: 2, Grassland)  Hi-Potion   Aegis Shield       none
Left: 11,Up: 11 (height: 13, Flagstone) Potion      Fuma Shuriken      none
--------------------------------------------------------------------------------

After you defeat everyone outside the gate, a wounded Knight will crawl out, 
warning of the Lucavi's rampage.

Now, make sure you're prepared.  You're about face a two-part battle against a
Zodiac-charged Wiegraf, and he is rather powerful.  However, if you're reading
this walkthrough and coming prepared ;), he isn't that hard to beat.  Before 
the battle starts, turn Ramza into his basic Squire job and equip him with a
Chameleon Robe.  Make sure he also has some sort of healing ability, like
Chakra (Martial Arts), Lifefont, Items, or Auto-Potion.  If you're using
Auto-Potion, you should also drop all your Potions and Hi-Potions.  On the
roster screen, click on any character and go to Equipment.  Choose View List,
find your Potions and Hi-Potions and select Discard.  Throw away ALL of them, so
that you can only use X-Potions when Auto-Potion activates.  

As for your other characters, make them into Dragoons or give them range
weapons.  Keep Agrias as a Holy Knight if she has the Hallowed Bolt ability.
(If your Ramza is quite strong, you may not need such preparation--just give him
Dual Wield or Jump.)  When you think you're set, close the party roster screen
and you'll be thrust into the battle against Wiegraf.

---Battle 33: Riovanes Castle Keep----------------------------------------------
YOUR FORCES:
   PHASE ONE: Ramza
   PHASE TWO:
      1st Squad - Ramza, 1 other
      2nd Squad - 3 others
ENEMY FORCES:
   PHASE ONE: Wiegraf (lv 28 White Knight)
   PHASE TWO: Belias  (lv 31 Gigas)         Archaeodaemon (lv 29)
              Archaeodaemon (lv 28)         Archaeodaemon (lv 27)

BOSS: Wiegraf [Virgo] - lv 28 White Knight - Bravery 71, Faith 64
 Equipment : Diamond Sword, Diamond Shield, Diamond Helm, Diamond Armor,
             Diamond Bracelet
 Abilities : Holy Sword, Martial Arts, Counter, Safeguard, Move +1
 Immune    : All negative status except Blind, Silence, Oil, and Slow

BOSS: Belias [Virgo] - lv 31 Gigas - Bravery 70, Faith 70
 HP: about 1045, MP: about 255
 Abilities : Dread, Summon Gigas, Brawler, Swiftness, can't enter water
 Immune    : All negative status except Blind, Slow, and Immobilize

VICTORY CONDITION: Phase One - Reduce Wiegraf to critical HP (< 20% of max HP)
                   Phase Two - KO Belias
LOSS CONDITION: Phase One - Ramza is KOed
                Phase Two - Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 8     Flagstone                Contortion       68%
            Canal                    Torrent          23%
            Grassland                Tanglevine        7%
            Obstructed               --                2%

--STRATEGY--
Wiegraf has a fearsome reputation, in part because you're now stuck in Riovanes
Castle if you don't have another save to go back to.  Your ease of beating him
will really depend on what abilities and equipment Ramza has.  Wiegraf can be
easy with the right set-up, or very tough if you're stuck inside without an
ideal set of abilities.

For his first form, you have just Ramza.

Wiegraf has a number of strong Holy Sword techniques.  However, you can stop
them completely by equipping a Chameleon Robe.  Due to a bug in the game's AI,
the computer thinks that Wiegraf's sword techniques do Holy-elemental damage
(even though they actually don't), and won't use them when you're equipped with
the Chameleon Robe, which absorbs Holy damage.  Instead, Wiegraf will just use
some fairly weak Martial Arts abilities.

Once you're protected with the Chameleon Robe, Wiegraf can't do much damage to
you.  Keep running from him and keep using the Tailwind ability to boost Ramza's
Speed, and healing when you need to.  If you can, sucker Wiegraf into going into
the water and you'll be safe for a turn.  Eventually (after you keep using
Tailwind), Ramza will get fast enough that he will get two turns in a row
frequently.  Use these extra turns to get further away from Wiegraf and keep
using Tailwind.  You will reach a point where you will not have to use all your
moves to get out of Wiegraf's range.  Now instead of moving each turn, you can
use Tailwind and then "Wait" to get your next turn faster, allowing you to use
Tailwind even more.  Keep going until Ramza's Speed maxes out at 50.  (You can 
check it by going to Status in his menu.)  Then start using Focus to build up 
your attack power.  (If you don't have Focus, give Ramza a gun instead, since
guns are not reliant on physical attack power.)  After you've built up your 
attack, just run up to Wiegraf and you can knock him out quickly in one or two
attacks.

If you don't have a Chameleon Robe, there's actually one that you can find on
this very map.  Equip Treasure Hunter and quickly move in front of the torch to
Ramza's right to find the Chameleon Robe, then use Reequip to change into it.
You can do this on a single turn.  Since the Chameleon Robe is the "good" item
on this Treasure Hunter title, your odds of obtaining it are LOWER the higher
Ramza's Bravery.  You might just get a Ether instead.  But if that happens, you
could always just reset and try again.

To keep your HP up while you're Yelling, Auto-Potion works great if you throw
away all your Potions and Hi-Potions before the battle; Ramza will use an
X-Potion to heal himself for 150 HP whenever Wiegraf attacks him.  (Auto-Potion
doesn't always activate, so if Ramza runs low on HP, you can also manually use
an X-Potion on yourself to heal.)

Another way to keep your HP up is the combination of Mana Shield (Time Mage)
and Manafont (Mystic).  Mana Shield will protect you by diverting damage to
Ramza's MP, and Manafont restores some MP every time you move and keeps up your
Mana Shield.  If you don't have Manafont, you can also pair Mana Shield with the
Monk's Chakra.  Run from Wiegraf while using Chakra each turn; since Chakra
restores your MP, you'll keep up your Mana Shield.  Even when Mana Shield
doesn't trigger, you should have enough HP to survive at least one hit, and
Chakra will keep restoring your HP afterwards.  Whenever you get far enough from
Wiegraf that he can't attack you, use Tailwind.  This tactic takes a little
longer because it requires you to navigate out of Wiegraf's range in order to
use Tailwind, but it otherwise works the same.

If you don't have any Chameleon Robes, Auto-Potion, or Mana Shield available,
available, you could try the Tailwind strategy but with some other ability to
restore your HP, like Critical: Recover HP, Regenerator, or Lifefont.  These
abilities don't restore quite as much HP as Auto-Potion or don't work as
reliably, so it might be more difficult, but you could give it a shot.  If you
have Auto-Potion but not Tailwind, you could also use Rend Speed and Rend Power
to weaken Wiegraf -- but a disadvantage of such a strategy is that debuffs won't
carry over to the next stage of the battle, whereas any buffs you place on Ramza
*do*.

If you can't use the heal & Tailwind strategy at all, you'll just have to 
finish off Wiegraf quickly, before he can kill you.  The Dragoon's Jump attack
may be useful, since Wiegraf can't counterattack if you use it at a distance.  
If you need to resort to physical attacks, equip Concentration or attack Wiegraf
from behind so he can't dodge.  You can also try using a Blood Sword (if you
have one) to recover a little HP with each attack, but this only really works if
you can Dual Wield it with a stronger weapon since a Blood Sword doesn't do
enough damage by itself to defeat Wiegraf.  If you have a magick-oriented Ramza,
you could try use strong Black Magicks to finish Wiegraf in a single shot.  
Equipping the Hermes Shoes as an accessory to boost Ramza's Speed may also help 
you get the jump on him.  Finally, the Mystic's Defense Boost ability will 
reduce the damage Wiegraf can do to you, and even Mana Shield by itself will
give you an additional buffer of life before he kills you.

After Wiegraf drops to critical HP, he will disappear, only to return shortly 
as Belias.  Yup, it's not over yet.  Your other characters will now show up, 
but Wiegraf summons three Archaeodaemons.  On his first turn, Belias will
start charging up a super-powerful Cyclops summon (200+ HP damage), and if
you survive that, he'll hit you with more summons.  The trick here is that all 
the Speed and attack power bonuses from the first phase of the battle persist, 
so if you used Tailwind/Focus, Ramza can run up to Belias and repeatedly attack
him with high-powered hits.  You should be able to kill Belias before he gets 
to cast Cyclops.

If Ramza isn't able to kill Belias on his own, or you couldn't use the Tailwind
and Focus strategy, you'll have to take down Belias with the rest of your team.
Have your other allies start attacking Belias.  You want to him as quickly as
possible, so range attacks (bows/guns) are good as they may not require you to
move.  The Dragoon's Jump ability is also good because it takes you off the 
screen, where Belias can't kill you.  Agrias should use her strongest sword
technique.  As in the fight against Cuchulainn, the Lich summon spell or the 
Time Magick Graviga do a lot of damage if you can get them off, and a strong 
Black Magick spell could be useful too.  If you already have Arithmeticks, a
Level Prime calculation will allow you to hit Belias without requiring any
charge times; depending on his Exp, height, or CT, other calculations may work
too.

Ideally, you can take out Belias before he even casts Cyclops.  If you can't 
manage that, though, you may still be able to keep yourself alive long enough
to finish him off.  Using the Jump attack may get some of your characters off
the screen when Cyclops fires and keep them alive.  You can also try Silencing
Belias, either with the Mystic's Quiescence or Agrias's Hallowed Bolt.  While 
putting Silence on Belias will abort his initial Cyclops summon, he will still 
be able to use his Petrify ability to turn you to stone, so this tactic works
better if you pair it with Jade Armlets to protect yourself from Stone.
Finally, you could try using the Mystic's Disbelief magick or the Gokuu Pole to
attempt to put the Atheist status on your strongest fighter, which will make
him/her immune to magick and able to survive the initial Cyclops casting.  (Or,
deploy characters who already have very low Faith to begin with.)  Belias and
his demons can still kill you with physical attacks and petrification, so using
Silence or Atheist is just a stop-gap measure to keep a few characters alive
long enough to finish killing him.

Belias has about 1045 HP.  As soon as you defeat him, the Archaeodaemons also 
disappear.  (The Archaeodaemons are special enemy-only monsters, so don't even
bother trying to recruit them.)

The strategies above are, of course, the most extreme strategies for fighting 
Wiegraf/Belias.  If Ramza is pretty strong, you can take out Belias with fewer 
moves and certainly don't need to spend as much time boosting yourself during 
the first round.  A sufficiently strong Ramza (say, as a bare-fisted Ninja with
Brawler and a Bracer equipped) attacking Wiegraf and Belias from behind could
even do enough damage to punch out both of them without needing any boosts at
all.  The Jump attack can also be effective if Ramza has a high Speed.  But if
you're having trouble, the Tailwind strategy almost assures you of victory.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Flagstone - on Ramza's left at start
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 4, Up: 5  (height: 4, Flagstone)  Ether         Chameleon Robe  none
Left: 6, Up: 2  (height: 4, Flagstone)  Hi-Potion     Jujitsu Gi      none
Left: 9, Up: 0  (height: 7, Flagstone)  Potion        Diamond Armor   none
Left: 9, Up: 7  (height: 7, Grassland)  Remedy        Germinas Boots  none
--------------------------------------------------------------------------------

If you win both rounds of the battle, you'll go on to the last of this sequence 
of battles, on the roof.  Be sure to save again.

---Battle 34: Riovanes Castle Roof----------------------------------------------
YOUR FORCES: Ramza, Rapha [guest], 3 others
ENEMY FORCES: Elmdore (lv 33 Ark Knight)   Celia (lv 29 Assassin)
              Lettie (lv 28 Assassin)

GUEST: Rapha [Pisces] - lv 23 Skyseer - Bravery 31, Faith 69
 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Sky Mantra, other abilities random

BOSS: Elmdore [Gemini] - lv 33 Ark Knight - Bravery 70, Faith 70
 Equipment : Muramasa, Black Cowl, Black Robe, Nu Khai Armband
 Abilities*: Sword Spirit, First Strike, Doublehand, Ignore Elevation
 Immune    : All negative status except Blind, Silence, Oil, and Slow
* Elmdore's Ark Knight job also includes Safeguard as an innate ability.

BOSS: Celia [Virgo] - lv 29 Assassin - Bravery 65, Faith 70
 Equipment : Kiyomori x2, Black Cowl, Gaia Gear, Cachusha
 Abilities : Subdual Arts, random action ability, random Squire abilities,
             Move+1
 Immune    : Stone, Chicken, Toad

BOSS: Lettie [Sagittarius] - lv 28 Assassin - Bravery 65, Faith 70
 Equipment : Spellbinder x2, Black Cowl, Power Garb, Barette
 Abilities : Subdual Arts, random action ability, random Squire abilities,
             Move+1
 Immune    : Stone, Chicken, Toad

VICTORY CONDITION: Reduce any one of the enemies to critical HP (< 20% of max)
LOSS CONDITION: Rapha is KOed or Ramza dies

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Roof, Chimney            Wind Blast       79%
            Obstructed               --               12%
            Wooden Floor             Will-o'-the-Wisp  8%
            Stone Wall               Contortion        1%

--STRATEGY--
You'll want to optimize your team for speed for this battle.  Make Ramza into a 
job with a high Speed stat (Ninja if available, otherwise Geomancer, Thief, or 
Monk), and equip him with a Green Beret and Hermes Shoes to boost his Speed as 
high as possible.  Equipping the rest of the team with accessories boosting 
Speed or Move is helpful as well.  Give the Ignore Elevation or Teleport
movement abilities to as many character as possible.

Ramza always starts in a fixed location, regardless of where you place him
on the deployment screen.  Deploy your other characters towards the top of the
deployment screen -- this will start them closer to the battle.

This battle is always really short: either you win quickly or you lose quickly!
All you have to do to win is reduce any one of the enemies to critical HP to 
win.  Problem is, Rapha loves to make suicide runs at the bad guys, and if she 
gets KOed, you lose.

If Ramza is fast enough (e.g. Ninja + Green Beret + Hermes Shoes), he can
move first and immediately rush to attack either Celia or Lettie, and you 
should be fine.  (Don't attack Elmdore; he can use First Strike to turn your 
attack into one of his own.)  With Teleport or Ignore Elevation, you may be able
to get another quick character up on the roof to join the attack too.  Where 
possible, attack the assassins from behind so they can't evade.

Concentrate all your attacks on a single enemy, since as soon as any one of 
them drops to critical HP, you win.  If any of your own characters get KOed,
don't bother trying to revive them; you're better off continuing to attack and
ending the battle quickly.  Luck plays a big role here, especially if you're 
not fast enough to get the first move.

If your team is quick enough to end the battle in a few turns, the bad guys 
won't really have a chance to kill Rapha.  If you're not that fast, you'll need 
to protect her, so heal her ASAP.  Put Disable on Rapha (via Mustadio's Arm
Shot) as soon as you can; she'll flee the battle and mostly stay out of harm's
way.  You can also try casting a Cure spell on an empty square within Rapha's
move range.  Rapha will move to the square to receive the spell and thus you can
lure her away from the Assassins.  Send as many characters up to the roof as you
can; if nothing else, they can serve as decoys to draw attacks away from Rapha.

Celia and Lettie use ridiculous Subdual Arts abilities on you that can inflict
Stop or KO on you with 100% success.  You can guard against the former by 
equipping Jade Armlets and the latter with Jujitsu Gis or Chameleon Robes.  
A Barette, if equipped on a female character, will also protect against both 
Stop *and* KO.

If you deploy Luso in his Game Hunter job, he can learn Ultima should Celia or 
Lettie cast it on him.  (Ramza can't learn it until Chapter IV, but if you have 
Luso learn it here, he can teach it to Ramza as soon as you reach Chapter IV.)
If you're fully equipped with Jujitsu Gis and Jade Armlets, Celia and Lettie's
Stop or KO attacks won't work on you and instead they will almost always cast 
Ultima.  Move Luso in range of whomever they target to make sure he gets hit 
with the magick.  It's not easy to learn Ultima here since Rapha is so
vulnerable, so you're probably better off skipping it--you'll have more
opportunities to learn Ultima in Chapter IV that don't involve a suicidal
Rapha. 

It's also possible to steal a Cachusha from Celia and a Barette from Lettie.
Neither of these items is ever sold at the Outfitter, but, again, you do also
have other, easier methods for acquiring them, so it's probably not worth
bothering with them here.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Stone Wall - on Ramza's left
                                                           at start
                                        POOR ITEM      GOOD ITEM        TRAP
Left: 3,  Up: 3 (height: 12, Chimney)   Phoenix Down   Elven Cloak      none
Left: 3,  Up: 5 (height: 14, Chimney)   Potion         Orichalcum Dirk  none
Left: 3,  Up: 7 (height: 12, Chimney)   Hi-Potion      Kodachi          none
Left: 10, Up: 3 (height: 2, Roof)       Maiden's Kiss  Jade Armlet      none
--------------------------------------------------------------------------------

After you (eventually) ward off Elmdore and his assassins, Rapha will use the 
Zodiac Stone to restore her family to a happy ending.  You'll get your Zodiac 
Stones back, along with Wiegraf's Aries stone and Isilud's Pisces stone.

Finally, Rapha and Marach will offer to join.  

ALLY: Rapha [Pisces] - Skyseer, lv. based on party's - Bravery 31, Faith 69
 Equipment : Musk Pole, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Sky Mantra, other abilities random

ALLY: Marach [Gemini] - Netherseer, lv. based on party's - Bravery 69, Faith 31
 Equipment : Gokuu Pole, Black Cowl, Wizard's Robe, Japa Mala
 Abilities : Nether Mantra, other abilities random

You'll want to take Rapha.  Her low Bravery makes her ideal for using Treasure 
Hunter, which works best with low Bravery.  Marach basically sucks, but if you 
don't have a full roster already, there's no harm in signing him up.  He's 
pretty similar to Rapha in that his abilities strike random tiles.  What's 
interesting is that they do more damage to enemies with LOW Faith and get 
stronger when Marach has LOW Faith, the reverse of most magick abilities.  
(Rapha's abilities simply ignore Faith entirely.)  If you have an Orator lower 
Marach's Faith, you can use Marach to attack the enemies with magick while being
resistant to magick himself ... but the randomness of his abilities still makes 
him not too useful.

This concludes Chapter III.

%%%CHAPTER IV: IN THE NAME OF LOVE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00walk4

Chapter IV picks up right where Chapter III left off.  After a brief scene
in Zeltennia Castle with Orlandeau and Orran, you'll be plopped back on the
world map -- haven't seen that for a while, huh? -- outside Riovanes.

---NEW ABILITIES---
Ramza's appearance has changed again, giving him the ability to equip knight's
swords, powerful weapons that you'll start acquiring soon.  He has also has a 
new ability available (Shout), so be sure to learn that.  You'll note that 
Squire does not appear as a Mastered job even if you learn all the abilities -- 
that's because Ramza is missing the Ultima magick.  If you managed to have Luso 
learn Ultima back at Battle 34: Riovanes Castle Rofo, you can now have him cast
it on Ramza in any battle to teach it to Ramza.  If not, both characters can
learn Ultima later on in Battles 44, 45, 46, and 52; see the strategies for
those specific battles below for more details.

Also, continue working towards learning Shirahadori for as many characters as
possible and raising their Bravery.  Its defensive value can't be overstated.

Don't forget to change back to your normal jobs and abilities if you switch
them for the fights in Riovanes Castle.

---EQUIPMENT UPGRADES---
While you're still at Riovanes, you can do a bit of equipment upgrading.  There
are new swords, shields, and armor available.  

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Spellbinder       Ninjabl 16000 TrCity       Atk: 13, 5% Parry,
                                               Inflicts: Disable
Muramasa          Katana  15000 TrCity       Atk: 14, 15% Parry
Gaia Gear         Clothes 10000 TrCity/City  HP +85, MP +10, Absorbs: Earth,
                                               Boosts: Earth
Yagyu Darkrood    Star    1000  TrCity/City  Atk: 10
Icebrand          Sword   14000 Castle       Atk: 13, 10% Parry, ice elemental,
                                               Spell Effect: Blizzaga
Platinum Shield   Shield  16000 Castle       Ph.Evade: 37%, Mg.Evade: 10%
Carabineer Mail   Armor   13000 Castle       HP +100
Angel Ring        Ring    20000 Any          Immune: KO, Blind; Start: Reraise
--------------------------------------------------------------------------------

If you visit Dorter, you can also buy new a ninja blade, katana, clothes (Gaia
Gear) and the Yagyu Darkrood shuriken.  Pick up weapons you might need for your
current jobs.  And if you're using the Throw command, stock up on Darkroods too.

You can also now buy the handy Angel Ring accessory.  It starts you off in each
battle with Reraise status.  This Reraise only works once per battle (unlike
some other accessories you'll get later), but it's still useful!

---ERRANDS---
There are also a SLEW of new errands you can take in the various towns:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Gleddia Isle               Riovanes    9-11   4000   954 gil, 105 JP, artefact
Foundered Vessel           Riovanes    8-13   0      13109 gil, 114 JP
  > Must complete "Gleddia Isle"
Fia's Wish                 Riovanes    12-14  3000   554 gil, 136 JP
Secret Society             Riovanes    2-3    600    6099 gil, 43 JP
Lettre d'amour             Riovanes    10-12  0      4054 gil, 85 JP, artefact
Arithmetic Tutor Wanted    Gariland    10-13  50     576 gil, 55 JP
The Gariland Magick Melee  Gariland    14-16  0      22265 gil, 166 JP, artefact
  > Month of Virgo only
Hellspawned Beast          Eagrose     14-15  1000   6099 gil, 113 JP
Metamorphosed Misery       Eagrose     15-16  1100   6099 gil, 83 JP
  > Must complete "Hellspawned Beast"
Count Minimas (1)          Dorter      12-14  600    20265 gil, 115 JP, artefact
Count Minimas (2)          Dorter      12-15  1000   20929 gil, 118 JP, artefact
  > Must complete "Count Minimas (1)"
Count Minimas (3)          Dorter      11-12  600    16599 gil, 83 JP
  > Must complete "Count Minimas (2)"
The Zaland Melee           Zaland      14-16  0      20865 gil, 250 JP
  > Month of Aries only
Father's Nightmare         Lionel      15-16  1500   20099 gil, 163 JP, artefact
The Durga                  Goug        11-14  100    14679 gil, 118 JP, artefact
Devil in the Dark          Goug        8-10   3050   11220 gil, 96 JP
Artificers' Contest        Goug        14-16  0      20865 gil, 250 JP
  > Month of Sagittarius only
Rain-Swept Slopes          Warjilis    13-16  600    5076 gil, 97 JP, wonder
True Romance               Warjilis    8-12   0      4076 gil, 111 JP, artefact
  > Must complete "Lettre d'amour" at Riovanes Castle
In the Darkness            Warjilis    12-14  1500   14400 gil, 157 JP
Wandering Gambler (1)      Warjilis    9-12   15000  17429 gil, 55 JP
Coal Miners Wanted         Gollund     4-6    50     8310 gil, 106 JP
More Coal Miners Wanted    Gollund     4-6    150    12705 gil, 125 JP, artefact
  > Must complete "Coal Miners Wanted"
Lamzen the Adventurer      Gollund     12-16  1100   18779 gil, 100 JP, wonder
Frontier Expedition        Lesalia     10-14  5000   5076 gil, 68 JP, wonder
The Falcon                 Yardrow     7-9    3500   2318 gil, 115 JP, artefact
The Yardrow Melee          Yardrow     14-16  0      22265 gil, 166 JP, artefact
  > Month of Cancer only
--------------------------------------------------------------------------------

Your best bets for money are the "Count Minimas" sequence in Dorter, "Father's
Nightmare" in Lionel, "The Durga" and "Devil in the Dark" in Goug, "In the
Darkness" (Warjilis), and all 3 errands at Gollund.  And, as a reminder, the 4
month-specific errands are good if you haven't already done them.

---RANDOM BATTLES & SPECIAL BATTLES---
Now that you're in Chapter IV, a much wider variety of monsters will appear in
random battles, even at locations you've already visited.  This makes random
battles tougher, but is good news for poaching!  On rare occasions, you can also
get into "special" random battles against unique enemy parties.  Although these
these special battles don't have any functional significance, they can be a fun
extra challenge and often let you recruit/Poach rare monsters.  Check the Random
Battles section for a list of these special battles.

---SIDE QUESTS---
Also at this point, you can start accessing the game's side quests.  First, 
assuming you still have Mustadio, you can head down to Goug to start the Gollund
Colliery quest, which will net you two good new characters (Beowulf and 
Construct 8) as well as one OK one (Reis the Holy Dragon).  This quest is 
covered in the Gollund Colliery section below -- press Ctrl+F and enter 00col
to jump there.

Second, you can also access the event to earn the extremely valuable Tynar Rouge
accessory ... that is, IF you still have Mustadio, Agrias, Alicia, and Lavian on
your team.  This event occurs on 1 Cancer, which follows the month of Gemini, 
which follows Taurus.  So, if you're in Gemini or Taurus, keep your head up 
about that.  See the Agrias's Birthday section below for the full scoop on how 
to complete that mission.

Finally, there's a new Rendezvous Mode mission available, Shades of the Past.
This one is pretty easy if you have a good physical defense.  If your level is
sufficiently high, you may start winning rare items from Rendezvous Mode!

If you don't complete these sidequests now, don't worry--they all have no 
expiration date and you can always complete them later.

---NEW MAP ROUTES---
You'll notice that a couple new routes have opened up from Riovanes: a shortcut
back towards Eagrose Castle, and another one down towards Dorter leading through
the new Mount Bervenia location.  You'll need to visit Mount Bervenia later if
you're doing the Cloud Subquest, but there's not much to see there now.

---Extra Battlefield: Mount Bervenia--------------------------------------------
MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Basalt                   Tremor           58%
            Lava                     Magma Surge      37%
            Obstructed               --                5%

A word (or several :P) about the "CANNOT BE OBTAINED" treasure: Due to what I'm
assuming is a goof, there is no way to actually get this treasure tile.  In
order to pick it up, your Treasure Hunter would have to stop on top of a
lava-filled tile.  But the only abilities that actually let you STOP on top of
lava are Lavawalking and Levitate -- and neither of those can be equipped at the
same time as Treasure Hunter!  Float magick or equipment like the Winged Boots
DO NOT allow you to get this treasure.  That's because they only let you move 
through lava on the way to another tile, and never allow you to STOP on lava.

The good news?  According to the game programming, the tile is just another
X-Potion or Flameburst Bomb, so you're not missing anything.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Basalt
                                        POOR ITEM   GOOD ITEM       TRAP
Left: 1, Up: 9  (height: 18, Basalt)         -Materia Blade-        Death Trap
Left: 4, Up: 1  (height: 3, Basalt)     X-Potion    Flameburst Bomb Sten Needle
Left: 6, Up: 10 (height: 3, Basalt)     X-Potion    Flameburst Bomb Death Trap
Left: 5, Up: 11 (height: 0, Lava)          -CANNOT BE OBTAINED-     Degenerator
--------------------------------------------------------------------------------

Instead, you'll want to head towards Zeltennia, where Ramza hopes to meet up
with Delita to discuss the Church's plot.  Go up to the pass near Lesalia.

---Battle 35: Dugeura Pass------------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Dragoon (lv 32, male)      Dragoon (lv 31, male)
              Knight (lv 33, male)       Black Mage (lv 31, male)
              Black Mage (lv 29, male)   Archer (lv 30, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Grassland                Tanglevine       49%
            Stone Outcropping        Tremor           45%
            Obstructed               --                6%

--STRATEGY--
This is a routine battle against the Order of the Southern Sky, with nothing you
haven't seen before.  Send one or two characters up to the top of the pass 
while your other guys fight the main group of enemies.  The Black Mages are 
probably the most dangerous enemies here since their spells can do a lot of 
damage.  Hit them with Disable, Silence, or Atheist, or just move quickly across
the battlefield to take them out.

BATTLE TROPHIES: 3000 gil, Diamond Armor

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 0  (height: 6, Grassland)  Ether         Diamond Sword none
Left: 1, Up: 5  (height: 0.5, Grassl.)  Remedy        Wizard's Rod  none
Left: 7, Up: 6  (height: 12.5, Grassl.) Maiden's Kiss Golden Staff  none
Left: 0, Up: 9  (height: 2, Grassland)  Phoenix Down  Windslash Bow none
--------------------------------------------------------------------------------

Before you continue on into the Free City of Bervenia, equip the Chemist's
Safeguard ability on everybody who has it.  Archer's Bane or Shirahadori, Jump,
and Ignore Elevation or Teleport are also helpful.

---Battle 36: Bervenia----------------------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, 2 others
  2nd Squad - 2 others
ENEMY FORCES: Meliadoul (lv 35 Divine Knight)   Ninja (lv 31, female)
              Summoner (lv 32, female)          Summoner (lv 32, female)  
              Archer (lv 32, female)            Archer (lv 31, female)

BOSS: Meliadoul [Capricorn] - lv 35 Divine Knight - Bravery 67, Faith 68
 Equipment: Defender, Platinum Shield, Platinum Helm, Carabineer Mail, Chantage
 Abilities: Unyielding Blade, random action ability, random Squire abilities

VICTORY CONDITION: Reduce Meliadoul to critical HP (< 20% of max HP)
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 10    Grassland                Tanglevine       45%
            Flagstone                Contortion       26%
            Roof, Chimney            Wind Blast       22%
            Soil                     Sinkhole          5%
            Coffer                   Will-o'-the-Wisp  2%

--STRATEGY--
In Bervenia, you'll encounter -- and fight -- Isilud's sister Meliadoul, 
accompanied by some Summoners and Archers.

Placing your slower characters in the first squad is a good idea as they start 
closer to the bulk of the battle.  The second squad will immediately be attacked
by an enemy Ninja.  So, deploy a reasonably strong fighter in the front line of 
the second squad to quickly KO her.  (Again, you could also use Sticky Fingers 
to guard against the Ninja's initial Throw attack, but it's not really worth a 
Reaction Ability slot as there's only a single Ninja and she can be defeated 
quickly.)  

Ignore Elevation and Teleport will help you quickly climb the steep walls.  The
Dragoon's Jump attack is also good (if sufficiently upgraded), since it will
let you attack enemies at a higher level.  Since there are enemy Archers at the
very top raining arrows down on you, Archer's Bane/Shirahadori and
shields/cloaks may be helpful.

While it's tempting to rush the enemies here, you don't want to scale the city
TOO quickly, or you may get surrounded and cut off from your healing.
Additionally, if you don't go up too fast, you can probably lure Meliadoul
down into the town area.  This is beneficial for two reasons: it leaves you 
clear to jump up and KO the Summoners and Archers without Meliadoul attacking
you, and isolating Meliadoul makes it easier to attack (and steal from) her.

It's probably a good idea to attack the Summoners first, since their spells can
do a lot of damage.  Be careful about taking out the Summoner on the left side 
of the map, though.  The crate there is needed for characters with low Jump to
climb up the city ramparts.  If you KO the Summoner while she's standing on the 
box, it can obstruct the route up and make it slow going for some characters.

Meliadoul uses Crush skills that will shatter your equipment and do quite a
bit of damage.  Safeguard is invaluable here.  Not only does it keep your gear
from being broken (especially important if you've got rare items you don't want 
to lose), it renders you immune to the HP-damaging part of the skills as well!
So, equip this ability on as many character as possible.

Meliadoul also has the Defender knight's sword and Chantage, an accessory that 
gives her a permanent Regen and Reraise.  While you don't have to worry about 
the Reraise, as KOing Meliadoul will end the battle, this is a GREAT accessory
to steal.  The Defender is nice too.  To steal from her, first try increasing
your success rate by raising your Speed (e.g. with Tailwind).  Lowering
Meliadoul's Speed does not increase your success rate, though it *does* reduce
the number of turns she gets while you're trying to steal from her.  The support
abilities Concentration or Brawler will also improve your chance of stealing;
Brawler helps you steal better even if you're not fighting with your fists.
Targeting her from the side or behind or using Arm Shot to Disable her also
works, although both of these are redundant with Concentration as they simply
eliminate her chance of evading.  Putting Meliadoul to Sleep with Mimic Darlavon
(Orator), Repose (Mystic), or Sleep (Beowulf; only if you already recruited him
from the sidequests) will also improve your chances to steal, as will using
Trepidation or Beowulf's Chicken magick to turn her into a Chicken.  Finally,
since Meliadoul is a Capricorn, you'll have better luck stealing with a Taurus,
Virgo, or male Cancer, and poorer chances stealing with an Aries, Libra, or
female Cancer.

It may take a lot of stealing attempts before you succeed, so if you're serious 
about stealing, wipe out the other enemies first.  If you're planning on 
stealing both the Defender and Chantage, swipe the Defender first as this 
reduces her attack power quite a bit.  Like other enemy bosses, she can still
use use swordskills even if you steal the Defender.  They won't do much damage,
but they can still break your equipment if you don't have Safeguard!

You will have other opportunities to get these items, so you don't *have* to
steal them here, but they're very useful.  The Chantage is worth the effort!

If you don't care to steal, or once you've gotten the goods, you can just
rush Meliadoul.  Spread your characters out to avoid taking too much damage 
from the summon spells.

BATTLE TROPHIES: Jade Armlet, Remedy x2

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Grassland
                                        POOR ITEM    GOOD ITEM        TRAP
Left: 2,  Up: 7 (height: 7, Chimney)    Ether        Partisan         none
Left: 8,  Up: 0 (height: 9, Coffer)     Potion       Bloodstring Harp none
Left: 7,  Up: 5 (height: 13, Chimney)   Hi-Potion    Papyrus Codex    none
Left: 10, Up: 9 (height: 5, Flagstone)  Remedy       Gokuu Pole       none
--------------------------------------------------------------------------------

---BATTLE AFTERMATH---
When you win the battle against Meliadoul, she'll teleport away and you'll be
able to visit the shops in town.

The Outfitter doesn't have anything new, although there are some new errands:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Endless Caverns            Bervenia    12-14  8000   2554 gil, 95 JP, artefact
Past Glory                 Bervenia    7-15   500    2769 gil, 184 JP, artefact
Beddha Sandwaste           Bervenia    11-15  550    5076 gil, 111 JP, wonder
Adventurers Wanted         Bervenia    8-12   100    15629 gil, 144 JP, wonder
Shadows from the Past      Bervenia    12-15  3050   5076 gil, 86 JP, wonder
--------------------------------------------------------------------------------

"Adventurers Wanted" is the only high-paying one.

---MELAIDOUL'S EQUIPMENT---
If you were able to steal the Defender and/or Chantage, equip them.  Both
are good items:
  > The Defender is the first knight sword you will have come across, which can
    only be used by a select few jobs: Knights, Dark Knights, and some of the
    special jobs.  It has a high attack power and a great block rate when used
    with Parry.
  > The Chantage is one of the best accessories in the game, as it gives you a
    PERMANENT Reraise that allows a character to revive over and over as long as
    at least one other ally is standing.  This also means you don't really have
    to bother with too many defensive abilities on the character and can
    configure them for offense instead.

---BALTHIER QUEST---
Also, now that you've completed the battle at Bervenia, you can begin the 
subquest to recruit Balthier.  It requires trekking back down to Gollund and
later to Dorter, so you can either do it now or just wait until you pass 
through that way a few battles later.  For the full scoop on the Balthier 
quest, see the Recruiting Balthier section -- press Ctrl+F and enter 00balt to 
jump down there.

---CONTINUING THE STORY---
When you first leave Bervenia, there will be another intermission with Delita
and Ovelia.  Move on to Finnath Creek for another battle. 

---Battle 37: Finnath Creek-----------------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, 2 others
  2nd Squad - 2 others
ENEMY FORCES: Black Chocobo* OR Chocobo*    Red Chocobo OR Chocobo*
              Red Chocobo OR Chocobo*       Red Chocobo OR Chocobo*
              Red Chocobo OR Chocobo*       Pig* OR Chocobo*
* The levels of these enemies depends on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, rainstorm (evade rate vs. bows x 1.33,
                         fire dmg -25%, lightning dmg +25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 17 x 10    Grassland                Tanglevine       49%
            River                    Torrent          31%
            Gravel                   Contortion        9%
            Soil                     Sinkhole          8%
            Obstructed               --                2%
            Stone Outcropping        Tremor            1%

--STRATEGY--
When deploying characters, don't put anybody on the solitary square in the 
second squad; it's in the middle of the water.

On this level, you'll face a random assortment of chocobos and possibly a Pig.  
You'll probably want to bring an Orator because if the Pig shows up, it's 
definitely worth recruiting.  Although it's no good in a battle, you can use it
to breed the various pig-class monsters, all of which can be poached for great
items.

Combat-wise, this battle can be annoying because the regular yellow Chocobos 
will keep using Choco Cure to heal themselves.  One strategy is to just use 
attacks that will defeat the Chocobos outright by turning them to stone or 
instantly KOing them -- then it doesn't matter how much HP they have!  If you 
have Beowulf, his Break attack works great; you could also use the Black Mage's
Death or the Mystic's Induration.  Agrias's Northswain's Strike occasionally 
does an instant KO too, but fairly infrequently.

Alternately (or in addition), use the Mystic's Corruption magick or Beowulf's 
Zombie to turn the yellow Chocobos undead.  An undead Chocobo won't use Choco
Cure on itself or any other units (since it would cause *damage* to itself!).

If you don't have any these abilities, the best strategy is to concentrate on
one Chocobo at a time.  Since the Red Chocobos will bombard you with Choco 
Meteor for fairly big damage, you'll probably want to kill them first.  Red 
Chocobos also make good targets for poaching; you may receive a Barette from 
them.

As annoying as the Choco Cures can be, this level still shouldn't be too 
difficult.  If you're having difficulty navigating the watery terrain, the Ninja
ability Waterwalking, the Feather Boots, and the Time Mage ability Levitate will
let you move on the surface of the water, and the Samurai's Swim lets you act in
deep water.

If the battle is going in your favor, you may want to stop to snag the
Pantherskin Bag from one of the treasure tiles.  It's next to one of the trees
on the far side of the map; see below for the exact coordinates.  Your odds of
getting the Pantherskin Bag from the tile increase the LOWER your Bravery.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Grassland
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 14, Up: 3 (height: 7.5, Grassl.)  Potion        Black Cowl      none
Left: 5,  Up: 1 (height: 3.5, Grassl.)  Maiden's Kiss Pantherskin Bag none
Left: 4,  Up: 9 (height: 3.5, Grassl.)  Hi-Potion     Power Garb      none
Left: 1,  Up: 2 (height: 3, Grassland)  Phoenix Down  Diamond Shield  none
--------------------------------------------------------------------------------

If you picked up the Pantherskin Bag, you can now do one of two things with it.
You can sell it for 26,000 gil, which is nice!  Or, you can equip the bag on a
female character.  It does random damage, which means it's not too good as a
weapon, but it does give you a permanent Regen status.  This could be useful on
a character who doesn't do too much fighting, like a Chemist.

After crossing the creek, you can finally get to Zeltennia Castle.  Ramza will 
go to the church, where he'll meet Delita again.  In an FMV scene, Delita 
explains more of the church's plan.  Zalmour then shows up, and it's fight time.
(Did you really think you could go somewhere without one?)

---Battle 38: Outlying Church---------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 4 others
ENEMY FORCES: Zalmour (lv 35 Celebrant)   Knight (lv 33, male)
              Knight (lv 33, male)        Knight (lv 32, male)
              Mystic (lv 33, male)        Mystic (lv 32, male)

GUEST: Delita [Sagittarius] - Holy Knight, lv. based on party's - Bravery 75, 
                                                                  Faith 50
 Equipment : Runeblade, Platinum Shield, Circlet, Carabineer Mail, Bracer
 Abilities : Holy Sword, other abilities random
 Immune    : Chicken, Toad, Charm, and Doom

BOSS: Zalmour [Sagittarius] - lv 35 Celebrant - Bravery 54, Faith 78
 Equipment : Wizard's Rod, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Priest Magicks, random action ability, random Squire abilities
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Berserk, 
             and Slow

VICTORY CONDITION: KO Zalmour
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 10    Flagstone                Contortion       37%
            Roof                     Wind Blast       28%
            Grassland                Tanglevine       26%
            Wooden Floor             Will-o'-the-Wisp  5%
            Obstructed               --                4%

--STRATEGY--
Delita teams up with Ramza as a guest in this battle, and his Holy Sword
techniques are even stronger than Agrias's.

Even without Delita, though, this would be a pretty easy fight.  Zalmour is up
on top of the bell tower, but the platform where he's standing is almost 
directly overhead where you start.  This means you can target him with offensive
magick and sword techniques without needing to move, and his Knights can do 
nothing to stop you.  If you have Ignore Elevation, Teleport, Fly, or a Black 
Chocobo, you can also jump up to Zalmour's platform and attack him directly.  
(If you position your characters towards the right side of the character 
deployment screen, you'll start even closer to Zalmour.)  

Zalmour does like to use Curaga to heal himself and his followers.  You can stop
this by putting Silence on him from the ground where you start; use the Mystic's
Quiescence or Beowulf's Silence.  Another trick -- for free healing -- is to 
stand next to the enemies on whom Zalmour is going to cast Curaga.

If you don't have any abilities that will let you attack Zalmour from the
ground, you'll have to move around to the side of the church and climb up that
way.  Even taking this route, though, this is an easy battle.  Delita can take
out the enemy Knights quickly with his sword techniques.  Just be sure not to 
stand between Delita and the enemies or YOU'LL get hit too when he uses Divine 
Ruination!  A Jump attack with high vertical range can be useful for attacking 
enemies on higher levels, but it's far from critical--Delita can pretty much 
kill all the enemies on his own!  

As soon as you KO Zalmour, the battle ends, so you can probably finish this one 
off really quickly.  Zalmour doesn't have anything worth stealing, either, so 
just thrash him and move on.

BATTLE TROPHIES: Angel Ring

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Grassland
                                        POOR ITEM     GOOD ITEM         TRAP
Left: 5, Up: 4  (height: 2, Flagstone)  Remedy        Magick Ring       none
Left: 2, Up: 4  (height: 7, Flagstone)  Phoenix Down  Assassin's Dagger none
Left: 6, Up: 8  (height: 9, Wooden Fl.) Ether         White Robe        none
Left: 5, Up: 5  (height: 19, Wooden F.) Maiden's Kiss Japa Mala         none
--------------------------------------------------------------------------------

You'll pick up an Angel Ring in spoils from the battle.  As noted above, the
Reraise from the Angel Ring only works ONCE per battle, unlike the Chantage.
It's not quite as abusive an accessory as the Chantage, but it's still useful ;)

After the battle, you'll meet with Valmafra, then Delita will leave (bummer).

Strangely, the shops *still* don't have anything new.  But restock your items; 
you'll need lots of X-Potions.  You may also want to grab a couple Ice Shields 
and Guardian Bracelets if you don't already have some in your inventory.  Then 
go to the Beddha Sandwaste, south of Bervenia, where you'll encounter another 
Knight Templar, Barich, in a tough battle.

---Battle 39: Beddha Sandwaste--------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Barich (lv 35 Machinist)   Knight (lv 33, male)
              Knight (lv 32, male)       Black Mage (lv 32, male)
              Archer (lv 33, male)       Archer (lv 32, male)

BOSS: Barich [Sagittarius] - lv 35 Machinist - Bravery 64, Faith 62
 Equipment : Glacial Gun, Lambent Hat, Luminous Robe, Nu Khai Armband
 Abilities*: Aimed Shot, random action ability, random Squire abilities
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Immobilize
* Barich's version of the Machinist job also includes Defense Boost, Arcane
  Defense, and Beast Tongue as innate abilities.

VICTORY CONDITION: KO Barich
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Sand                     Sandstorm        49%
            Brick                    Wind Slash       37%
            Wooden Floor, Stairs     Will-o'-the-Wisp 11%
            Flagstone                Contortion        3%

--STRATEGY--
You start this battle with all your characters poisoned, even if you equip
accessories guarding against poison!  Bringing somebody with Esuna [White Mage]
or Purification [Monk] can be helpful to de-poison yourself quickly.
Purification is especially effective since it activates immediately and has a
good hit rate.  You could also use the Lifefont movement ability, Chantage
accessory, or Dragonheart reaction ability to offset the HP losses from the
poison.

Barich has all of Mustadio's abilities, which means he can easily Immobilize
or Disable you.  He also has a Glacial Gun, which shoots ice magicks at you.  To
protect against the former, equip Guardian Bracelets beforehand.  (If you've 
recruited Balthier, you should also have a Thief's Cap, which gives you the same
immunities.)  Again, Esuna or Purification will clear up these status ailments
during battle.  The Remedy item does NOT remove Immobilize or Disable.

As for the ice gun, you can guard against it by equipping Ice Shields or by 
using Shirahadori.  But be warned, if you equip Ice Shields without also 
blocking Immobilize/Disable, Barich will exclusively use Arm Shot and Leg Shot, 
which is worse than the ice attacks.  So if you don't have Guardian Bracelets, 
you may want to equip White Robes instead, which will reduce the damage from the
Glacial Gun without blocking it entirely.  (Or, just use Blade Grasp :) )

There's a Black Mage in the back casting powerful -ja magicks at you.  If you're
protected against Barich's attacks, this will actually be the most dangerous
enemy here.  Try to take him out first.  Equipping Aegis Shields (if you're not
using Ice Shields) and White Robes will help protect against his magicks.  Or, 
use Magick Counter to give him back what you're getting.

Since the battle ends when Barich is KOed, the best tactic is probably just to
rush Barich after you've defeated the Black Mage.  Barich often tends to retreat
into the back of the battlefield, though, so throw an Immobilize of your own on 
him (e.g. with Leg Shot) as soon as you can to keep him in place.  (Slow or Stop
will also work.)  Then pound on him; you have to reduce him all the way to 0 HP 
before the battle ends.

You may also want to try stealing from Barich.  This is your first chance to 
snag a Glacial Gun, which can't be bought in stores, though you'll find others
later.  Barich's Lambent Hat and Luminous Robe are also nice, but you'll be 
able to buy them shortly in stores.  Stealing the Glacial Gun takes away his 
range attack, but he can still Immobilize and Disable you at close range with 
his punches.  As with Meliadoul, pumping up your Speed or equipping Martial 
Arts and Concentration will improve your stealing success rate.  And if you've
already recruited Balthier, his Plunder abilities are more effective than a 
regular Steal. Unfortunately, Barich is immune to the status conditions that
would improve your odds of stealing from him.

This is one the last difficult encounters of the game, as pretty soon you... 
well, you'll see.

BATTLE TROPHIES: 5000 gil

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Sand
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 3, Up: 4  (height: 1, Sand)       Hi-Potion     Yagyu Darkrood  none
Left: 3, Up: 8  (height: 1, Sand)       Hi-Potion     Yagyu Darkrood  none
Left: 7, Up: 3  (height: 1, Sand)       Hi-Potion     Yagyu Darkrood  none
Left: 8, Up: 8  (height: 3, Sand)       Hi-Potion     Yagyu Darkrood  none
                                (Yes, these are the same items on all 4 tiles!)
--------------------------------------------------------------------------------

After beating Barich (it may well take you a few tries), go on to Fort Besselat.
You'll have a choice as to whether to attack the south or north wall.  Each is 
a different battle.  I find that the south wall is easier, especially if you 
don't have characters with a good Jump rating.

---Battle 40: Fort Besselat - South Wall----------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Ninja (lv 34, male)    Thief (lv 33, male)    Knight (lv 35, male)
              Knight (lv 34, male)   Knight (lv 33, male)   Archer (lv 34, male)
              Archer (lv 33, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Brick                    Wind Slash       74%
            Wasteland                Sinkhole         14%
            Grassland                Tanglevine        9%
            Coffer                   Will-o'-the-Wisp  3%

--STRATEGY--
Leave behind your magick-users.  Unless they have Equip Heavy Armor or some good
defensive abilities, they'll get killed easily.

Split up your characters and attack the side walls on both sides of the map.  
Get up on top as soon as you can; it's very advantageous position.  This works 
especially well if you've got archers or gunners -- station them atop the 
walls, don't move (so their CT gauge fills faster), and just shoot at the 
enemies.  Watch out for the Thief, who may use Steal Heart on female characters
-- bringing a male-heavy party here may be advantageous.

Don't worry about the Knights initially.  You should be able to get up on top
of the walls before the Knights can reach you, and once you're up there, you've
got a definite height advantage in taking them out.

BATTLE TROPHIES: Circlet

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 10, Brick
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 2,  Up: 7 (height: 10, Coffer)    Hi-Ether      Carabineer Mail  none
Left: 4,  Up: 2 (height: 7, Coffer)     Hi-Potion     Platinum Shield  none
Left: 7,  Up: 4 (height: 2, Wasteland)  X-Potion      Gold Hairpin     none
Left: 11, Up: 1 (height: 10, Coffer)    Phoenix Down  Yagyu Darkrood   none
--------------------------------------------------------------------------------

---Battle 40: Fort Besselat - North Wall----------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Dragoon (lv 35, male)    Dragoon (lv 34, male)
              Monk (lv 35, male)       Archer (lv 36, male)
              Archer (lv 34, male)     Summoner (lv 35, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 11    Brick                    Wind Slash       42%
            Grassland                Tanglevine       40%
            Wasteland                Sinkhole         17%
            Coffer                   Will-o'-the-Wisp  1%
            Obstructed               --                1%

--STRATEGY--
There are high walls on this level, which can make it tricky to navigate if you 
don't have characters with a high Jump statistic.  Characters who can't jump 
directly over the first wall will have to cross one-by-one using the "box" in 
front of it.  This can be time-consuming, especially when you're suffering the 
summons and arrows of the enemy forces.  (Archer's Bane and Shirahadori are, of 
course, helpful in defending against the latter.)

In particular, there's a Summoner tucked away behind the first wall who will 
bombard you with some nasty summons (like Leviathan).  Get a character over
the initial wall ASAP to take him out.  Even if you can just weaken the Summoner
to critical HP, he'll probably start casting Faerie to heal himself instead of 
attacking you.  You can also try Arithmeticks as a way of attacking enemies on 
the far side of the wall.

A lone Monk starts out on the ground near you.  If you can get your party over
the wall quickly, you can postpone having to deal with him.  Otherwise, you'll
have to KO him so he's not attacking your back.  Or, just throw an Immobilize 
on him so he can't catch up with you.

Once the Summoner is defeated, you can split up your characters.  Have the ones 
who can easily scale heights climb up the tower to take out the Archers, while 
the others finish up the Dragoons on the ground.

BATTLE TROPHIES: Carabineer Mail

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Grassland
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 1, Up:  0 (height: 1, Grassland)  X-Potion      Kiku-ichimonji none
Left: 9, Up:  3 (height: 6, Coffer)     Phoenix Down  Air Knife      none
Left: 2, Up:  7 (height: 16, Brick)     Hi-Potion     Runeblade      none
Left: 12,Up: 10 (height: 8, Brick)      Remedy        Angel Ring     none
--------------------------------------------------------------------------------

Whichever way you go, you'll end up at the floodgate.  Save your game in a 
different slot, then continue.  There's a second battle at the sluice.  

---Battle 41: Fort Besselat Sluice----------------------------------------------
YOUR FORCES:
   1st Squad - Ramza, 2 others
   2nd Squad - 2 others
ENEMY FORCES: Black Mage (lv 39, male)   Black Mage (lv 35, male)
              Knight (lv 36, male)       Knight (lv 36, male)
              Knight (lv 35, male)       Knight (lv 35, male)
              Archer (lv 37, male)       Archer (lv 36, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Grassland                Tanglevine       28%
            Lake, River              Torrent          28%
            Flagstone                Contortion       16%
            Obstructed               --               13%
            Sand                     Sandstorm         9%
            Bridge, Iron Plate       Wind Slash        3%
            Wooden Floor             Will-o'-the-Wisp  2%

--STRATEGY--
Split up your characters and go up the paths.  Because the enemies have such a
height advantage, guns are not so good here; it's hard to get a clear shot.
Jump attacks, on the other hand, are quite useful.  A fun trick to do is stand 
on the steps or below the dam wall and use Jump attacks on the stationary
Knights.  As long as none of your other characters gets close to them, the 
Knights won't move and will just sit there while you Jump on them.

The Black Mages have some strong magicks, though, so you may want to target them
first instead.  Or, equip gear beforehand that will protect you from magick,
like Aegis Shields.

Since two of the Knights are pretty stationary, this is a good chance to let
the other KOed enemies decay into crystals/chests for loot.  This also earns
you additional kills, needed if you're trying to unlock the Dark Knight job.  
You could even bring a weaker character or two and attack and heal each other to
build up Exp or JP, if you want (though it's hardly necessary).

Unlike the original PSone version of Final Fantasy Tactics, you don't need to do
anything with any switches to clear this level.  Just take out all the enemies
and the battle ends.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Flagstone
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 1,  Up: 4 (height: 1, Sand)       Hi-Ether      Crystal Shield none
Left: 5,  Up: 7 (height: 2, Wooden Fl.) Remedy        Crystal Helm   none
Left: 8,  Up: 5 (height: 11, Flagstone) Phoenix Down  Lambent Hat    none
Left: 11, Up: 0 (height: 8.5, Grassl.)  Hi-Potion     Crystal Mail   none
--------------------------------------------------------------------------------

---ORLANDEAU---
After Ramza blows up the sluice, he, Orran, and Valmafra will rescue Orlandeau.
Orran goes back to Zeltennia to guard Ovelia, but Orlandeau THEN JOINS YOU!  
YAHOO!!  If you just heard a giant sucking sound, it was all the challenge 
going down to Mexico (er, unless you live in Mexico, then it all went to 
Zimbabwe).  Orlandeau is ridiculously powerful, and once you have him, hardly 
anyone in the game has a chance against you.  He has all of Agrias's, 
Gaffgarion's, and Meliadoul's sword techniques, plus a full set of Crystal 
equipment and the Excalibur, the latter of which gives him a permanent Haste.  
He can also use every type of sword (katana, knight's sword, etc.).  To put it 
simply, he is hell on wheels.

ALLY: Orlandeau [Scorpio] - Sword Saint, lv. based on party's - Bravery 77,
                                                                Faith 65
 Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Mail, Bracer
 Abilities : Swordplay, other abilities random


---NEW ROUTES & MISSION---
A handy new path now opens up between Fort Besselat and Zeirchele 
Falls.  If you didn't already recruit Balthier, now is a great time to trek back
to either Gollund or Gariland to begin that quest.  (Again, see the Recruiting 
Balthier section below for the full scoop.)  A new Rendezvous Mode mission also 
becomes available, The Knights Templar.

---THE ROAD TO LIMBERRY---
While Ramza frees T.G. Cid, Delita advances his power.  A cutscene pops up
instructing you to go to Limberry.

The road to Limberry starts at Zeltennia.  Make your way back to Zeltennia, then
continue south to the new town, Sal Ghidos.

!!! CAUTION !!!
At your next stop, the Trade City of Sal Ghidos, you'll run into what is
probably a familiar face ... it's Aerith!  Choose the SECOND option to buy a 
flower from her.  You'll need to buy the flower if you want to complete all
the subquests, and this is your ONLY chance to do it.  Be careful not to speed
through the text and choose the first option by mistake!  If you don't buy the
flower, you will NOT be able to complete the subquests or recruit all the
optional characters!
!!! CAUTION !!!

After meeting with Aerith at Sal Ghidos, head into town (yup, there's no 
fight).

---FINAL SHOPPING SPREE---
Completing Fort Besselat will have added more new items to the shop.
Fortunately, Zeltennia is a Castle right next to a Trade City, which means that
you get the full selection of item availability!

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Kiku-ichimonji    Katana  22000 TrCity       Atk: 15, 15% Parry
Eight-fluted Pole Pole    20000 TrCity/City  Atk: 12, 20% Parry, removes (from
                                               target): Blind, Silence, Oil,
                                               Toad, Poison, Slow, Stop,
                                               Immobilize, Disable
Hydrascale Bag    Bag     58000 TrCity/City  Atk: 14, 0% Parry, Speed+1
Lambent Hat       Hat     16000 TrCity/City  HP +88, MP +15, Mag.Atk+1, Speed+1
Black Garb        Clothes 12000 TrCity/City  HP +100, Immune: Stop
Luminous Robe     Robe    30000 TrCity/City  HP +75, MP +50
Air Knife         Knife   8000  Castle/City  Atk: 10, 5% Parry, Wind elemental
Runeblade         Sword   20000 Castle       Atk: 14, 15% Parry, Magick Atk+2
Obelisk           Polearm 10000 Castle       Atk: 12, 10% Parry
Crystal Shield    Shield  21000 Castle       Ph.Evade: 40%, Mg.Evade: 15%
Crystal Helm      Helm    14000 Castle       HP +120
Crystal Mail      Armor   19000 Castle       HP +110
Mirror Mail       Armor   18000 Castle       HP +130, Always: Reflect
Gastrophetes      Crossbw 20000 Castle/Goug  Atk: 10, 5% Parry
Red Shoes         Shoes   10000 Any          Magick Atk +1, Move +1
Featherweave Cl.  Cloak   20000 Any          Ph.Evade: 40%, Mg.Evade: 30%
--------------------------------------------------------------------------------

Lots of new weapons are available.  At Zeltennia, you'll also find TWO new types
of armor: the Crystal Mail and the Mirror Mail.  The Crystal Mail is just a
regular set of armor.  The Mirror Mail gives the character a permanent Reflect
status -- it's the same as a Reflect Ring, but it doesn't take up your accessory
slot :) .  The Reflect status will deflect enemy spells, but it also blocks your
own cure spells or buffs.  But, if you only use Items and Draw Out to heal, this
isn't so much of a problem and the Reflect effect can be useful!

The Featherweave Cloak is also the best cloak available as far as evade rates
go.  That's a good buy.  Less useful is the Luminous Robe available at Sal
Ghidos; it doesn't have any special bonuses.  For your offensive magick users,
you may prefer to keep the Black Robe for its offensive bonuses.

Aside from one hat that becomes available after Limberry, the gear you can buy
at Sal Ghidos and Zeltennia is the last round of equipment upgrades you'll find
at the Outfitter.  There's better equipment out there, of course, but you have
to steal or find it; you can't buy it.  Since there isn't anything better to
save your money for, you can go ahead and splurge.

Before you leave town, you'll want to have a good selection of equipment to 
protect yourself against the status conditions you'll face at Limberry.  Jujitsu
Gis and Jade Armlets are especially helpful, as they protect against the KO and 
Stop conditions that Celia and Lettie throw at you, and Protect Rings will 
defend against Sleep and Doom.  You may also want to pick up a Nu Khai Armband 
or two for male characters; these protect against Charm.

---NEW QUESTS---
Assuming you bought Aerith's flower, you can now complete the Nelveska Temple
quest (covered below in the subquests section), though this also requires you to
have finished the Gollund Colliery quest first.  The Nelveska Temple nets you
one character upgrade, as well as the chance to acquire some rare items via the
Treasure Hunter ability.  Completing the Nelveska Temple in turn opens the
Recruiting Cloud quest, which lets you recruit Cloud from Final Fantasy VII into
your party.

If you accidentally do NOT buy the flower, however, you'll PERMANTLY miss out on
your chance to complete these quests.

---ERRANDS IN THE NORTHEAST---
There are also a couple of new errands in these two towns:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Rhana Strait               Zeltennia   9-13   3100   1764 gil, 122 JP, artefact
Zerro Strikes              Zeltennia   8-9    100    10999 gil, 143 JP, artefact
  > Must complete "Zerro's Challenge" at Lionel Castle
Nightwalker                Zeltennia   8-12   3050   11644 gil, 102 JP
Zerro's Return             Lesalia     8-9    500    10999 gil, 143 JP, artefact
  > Must complete "Zerro Strikes" at Zeltennia Castle
Zerro Strikes Again        Eagrose     8-9    5000   10999 gil, 143 JP, artefact
  > Must complete "Zerro's Return" at Lesalia
Himca Cliffs               Sal Ghidos  8-12   1500   2576 gil, 111 JP, artefact
Ore of the Gods            Sal Ghidos  9-11   2500   2554 gil, 115 JP, artefact
--------------------------------------------------------------------------------

Since Zeltennia and Sal Ghidos are right next to each other, you can easily
clear the errands in either town (as well as in Bervenia) just by walking back
and forth between them.  But, "Zerro Strikes" and "Nightwalker" are the only
really lucrative ones.

The "Zerro Strikes" errand only shows up if you've already done the "Zerro's
Challenge" errand back at Lionel.  "Zerro Stirkes," in turn, leads to another
series of errands all around the map.

These errands may help you out if you need to earn a little cash to buy stuff. 

Or, if you need more still money, you could complete the next two story battles
(en route to Limberry), then come back to Sal Ghidos to shop with the bonus coin
you received.

---MOUNT GERMINAS---
Pop on down to Mount Germinas, where you'll have a run-in with some bandits. 

---Battle 42: Mount Germinas----------------------------------------------------
YOUR FORCES:
   1st Squad - Ramza, 2 others
   2nd Squad - 2 others
ENEMY FORCES: Ninja (lv 38, male)    Thief (lv 37, male)    Thief (lv 36, male)
              Archer (lv 37, male)   Archer (lv 36, male)   Archer (lv 35, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Grassland                Tanglevine       38%
            Stone Outcropping        Tremor           33%
            Soil                     Sinkhole         15%
            Wooden Floor             Will-o'-the-Wisp 13%
            Obstructed               --                1%

--STRATEGY--
This may be the first time you get to use your new buddy Orlandeau.  For a good 
taste of his power, deploy him in squad 1.  Move him up the mountain as far
as he can and then use Shadowblade on the Ninja leader.  Bang, he's dead.  You 
almost have to feel sorry for the poor bandits... almost.  Heh, heh.  With 
Shadowblade, you can KO a fully healthy bad guy each turn just with Orlandeau 
and also refill Orlandeau's own HP by 270 or so.

There are a pair of Thieves in this battle, so either take them out quickly or
equip Safeguard to keep them from nabbing your stuff.  You don't want to lose
any rare items to them!

The Archer that starts in the back corner is carrying an Artemis Bow, a strong 
bow, which you might want to steal.  But if you don't, there's plenty more (in 
fact, an infinite supply) that you can win later.  If you DO want to steal the 
bow, a good strategy for it is to kill off all the other enemies and then 
surround the Archers with your characters, blocking him from moving.  Since bows
can't be used against adjacent tiles, he can't attack you, and you can just 
stand there and attempt steals 'til you get the bow.

This map also contains the Invisibility Cloak, a cloak that (as you might 
expect) automatically makes you Invisible.  To get the cloak, equip the Treasure
Hunter ability and move to the very top of the peak.  The top of the peak forms 
sort of an "L" shape; the tile holding the Cloak is the one between the two 
"legs" of the L:
  ___
 /   \
/  X  \
--/ \--
It's the same tile where the enemy Ninja started.

When you land on this tile, you'll receive either an Ether or the Cloak; your
chance of getting the Cloak goes up the lower your Bravery.  You only get to
pick up an item from this tile once, so if you get the Ether, you can no longer
get the Cloak, ever; you'll have to reset the game and try again.  This is the
only Invisibility Cloak available in the single-player quest, though you can
easily win more in Rendezvous Mode.

You can also pick up the cloak in any random battles at this location, though, 
so it's by no means necessary to acquire it during the story battle.  

BATTLE TROPHIES: 7700 gil, Winged Boots, Germinas Boots

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Grassland
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 0, Up: 6  (height: 1, Grassland)  Hi-Potion     Platinum Sword  none
Left: 5, Up: 5  (height: 15, Stone Out.)Ether         Invisib. Cloak  none
Left: 7, Up: 2  (height: 8, Grassland)  Remedy        Morning Star    none
Left: 8, Up: 6  (height: 6, Wooden Fl.) Potion        Ninja Longblade none
--------------------------------------------------------------------------------

If you didn't claim the Invisibility Cloak in the initial battle, you may want
to stop and pick it up from a random battle.

Also, when entering Mount Germinas from the north, you may sometimes get into
one of the "special" random battles.  The special random battle here pits you
against Chemists and Orators, who will often have a variety of rare guns you can
steal.  The battle occurs at fairly low odds, though, and you can get the guns
elsewhere, so it's probably not going out of your way for right now.

Continue on from Mount Germinas to Lake Poescas.

---Battle 43: Lake Poescas------------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Mystic (lv 38, male, undead)   Summoner (lv 36, female, undead)
              Archer (lv 37, male, undead)   Archer (lv 37, male, undead)
              Revenant*                      Revenant*
* The Revenants' levels depend on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear night (evade rate vs. bows x 1.33

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 11    Stone Outcropping        Tremor           46%
            Salt Flat, Sand          Sandstorm        33%
            Brick, Bridge            Wind Slash       15%
            Wooden Floor             Will-o'-the-Wisp  5%

--STRATEGY--
This is another map where all your opponents are undead.  As in the Yuguewood,
the undead humans have better stats than regular humans.

In spite of this, this battle is really easy.  Start off Mustadio and/or
Balthier's Seal Evil ability and you can gun down each of the Revenants in one
shot.  (Poaching or recruiting the Revenants is another way to deal with them
that keeps them from reviving.)

Since the human enemies are also undead, Seal Evil works on them too.  Magick
and the Dragoon's Jump will be helpful for attacking the enemies on the wooden
platform from below.  Or, you can just run up and start hitting them with
Phoenix Downs, which will KO them with 100% certainty.

Once you get on top of the platform, watch out for the enemy's Counter Tackles
if you plan on using any physical attacks.  They can knock your characters off
the platform, which will put you back out of range AND do a fair amount of
damage.  Stay away from the edge and you should be fine.  Or, just stick to
using Phoenix Down.  (You can check which enemy units do and don't have Counter
Tackle by viewing their status screens.)

The only thing tricky about this level is that the undead humans will keep 
coming back to life if you don't finish off the rest of the enemy party in 
time--but, again, Seal Evil will prevent this.  Entice will *not* work since,
like other undead human opponents, these guys are immune to Traitor status.

The archers are likely to have Artemis Bows if you're in the mood for a little
stealing.

BATTLE TROPHIES: Phoenix Down x2

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Salt Flat
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 5,  Up: 6 (height: 1, Wooden Fl.) Potion        Circlet        none
Left: 13, Up: 3 (height: 4, Sand)       Maiden's Kiss Cashmere       none
Left: 12, Up: 5 (height: 8, Sand)       Phoenix Down  Platinum Helm  none
Left: 13, Up: 8 (height: 8, Sand)       Hi-Potion     Platinum Armor none
--------------------------------------------------------------------------------

You then see a scene with Dycedarg, after which you can go to Limberry Castle.

If you didn't have a chance to buy some Jade Armlets beforehand, you may want to
head back to Sal Ghidos now to pick up those.

There's a sequence of four battles at Limberry Castle; as usual, you'll want to 
save in a different slot between them, so that you don't lock yourself in.  The
first battle is at the gate (isn't it always?).

---Battle 44: Limberry Castle Gate----------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Celia (lv 38 Assassin)   Lettie (lv 37 Assassin)
              Reaver*                  Reaver*
              Reaver*                  Reaver*
* The Reavers' levels depend on the highest level on your own roster.

BOSS: Celia [Virgo] - lv 38 Assassin - Bravery 65, Faith 70
 Equipment : Kiku-ichimonji x2, Lambent Hat, Black Garb, random accessory
 Abilities : Subdual Arts, random or no action ability, random Squire 
             abilities, Move +1
 Immune    : Stone, Chicken, Toad

BOSS: Lettie [Sagittarius] - lv 37 Assassin - Bravery 65, 70
 Equipment : Spellbinder x2, Gold Hairpin, Black Garb, random accessory
 Abilities : Subdual Arts, random or no action ability, random Squire 
             abilities, Move +1
 Immune    : Stone, Chicken, Toad

VICTORY CONDITION: Reduce either Celia or Lettie to critical HP (< 20% of max)
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 8     Flagstone                Contortion       50%
            Grassland                Tanglevine       41%
            Soil                     Sinkhole          5%
            Stairs, Coffer           Will-o'-the-Wisp  3%

--STRATEGY--
This battle looks hard at first, but it's not.  All you have to do is weaken 
Celia or Lettie to critical HP and the battle will immediately end.  You don't
have to fight the Reavers, and they are special enemy-only monsters, so you
can't recruit them either.

The Reavers will only use Bio spells, which don't do all that much damage, so
your main threat is Celia and Lettie.  Their Subdual Arts skills can hit you
with a 100% KO or Stop, and they also have a high rate of inflicting Charm on
male and monster targets.  The Charm attack is the worst of these since it 
turns your characters actively against the rest of your team.  Give your male 
characters Nu Khai Armbands to immunize them against Charm, or deploy only
female characters (aside from Ramza).  Pairing a Jujitsu Gi with a Jade Armlet 
will protect you against both KO and Stop; if you have Barettes or Ribbons, you 
can use those too.  If you have Construct 8 on your roster, it's already
immune to all these status changes and is quite useful here.

Because this battle is fairly easy, it's your best chance to learn Ultima.  You
can learn this magick if Ramza is a Squire or if Luso is a Game Hunter and Celia
or Lettie casts the magick on him.  If Ramza is protected against KO and Stop 
(from equipping a Jujitsu Gi and a Jade Armlet), Celia is almost guaranteed to
cast the magick on him on her first turn.  Luso can also learn the magick, but 
it's probably easiest to just have Ramza learn it here and then later teach it 
to Luso by having Ramza cast it on him.

Once you get Ultima, just have your main group gang up on Lettie to quickly end 
the battle.  A few sword techniques and/or Construct 8's Dispose should do the 
trick.  You can completely ignore the Reavers.  Since this battle is so easy to
end quickly, your best defense is a good offense.  Even if one or two allies 
gets KOed, don't bother reviving them.  (Since Ramza starts stranded from your
main team, it's pretty likely that he will be KOed.)  Just finish off Lettie 
and you'll be done in no time at all.

BATTLE TROPHIES: Echo Herbs

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4,  Up: 7 (height: 10, Flagstone) Maiden's Kiss Hermes Shoes  none
Left: 6,  Up: 2 (height: 2, Grassland)  Ether         Gaia Gear     none
Left: 10, Up: 7 (height: 7, Coffer)     Phoenix Down  Bracer        none
Left: 13, Up: 3 (height: 11, Flagstone) Remedy        Black Robe    none
--------------------------------------------------------------------------------

After winning the gate battle, you'll see a story scene with Elmdore and 
Folmarv.  Keep your status protection gear equipped for the next battle.  If 
Ramza already learned Ultima, you can switch him back to his regular job now;
otherwise, you'll have additional chances in the next two battles.

---Battle 45: Limberry Castle Keep----------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Elmdore (lv 41 Ark Knight)   Celia (lv 39 Assassin)
              Lettie (lv 38 Assassin)

BOSS: Elmdore [Gemini] - lv 41 Ark Knight - Bravery 70, Faith 70
 Equipment : Masamune, Genji Shield, Genji Helm, Genji Armor, Genji Glove
 Abilities*: Sword Spirit, Vampire, Shirahadori, Brawler, Master Teleportation
 Immune    : All negative status except Blind, Silence, Oil, and Slow
 * Elmdore's Ark Knight job also includes Safeguard as an innate ability.

ENEMY: Celia [Virgo] - lv 39 Assassin - Bravery 65, Faith 70
 Abilities : Subdual Arts, Throw, random Squire abilities, Move +1
 Equipment : Kiku-ichimonji x2, Lambent Hat, Black Garb, random accessory
 Immune    : Stone, Chicken, Toad

ENEMY: Lettie [Sagittarius] - lv 38 Assassin - Bravery 65, Faith 70
 Abilities : Subdual Arts, Throw, random Squire abilities, Move +1
 Equipment : Spellbinder x2, Lambent Hat, Black Garb, random accessory
 Immune    : Stone, Chicken, Toad

If Celia or Lettie is KOed, she will transform into an Ultima Demon:

ENEMY: Celia [Virgo] - lv 40 Ultima Demon - Bravery 65, Faith 70
 Abilities : Demon Magicks, Counter, Brawler, Swiftness
 Immune    : Holy elemental attacks

ENEMY: Lettie [Sagittarius] - lv 39 Ultima Demon - Bravery 65, Faith 70
 Abilities : Demon Magicks, Counter, Brawler, Swiftness
 Immune    : Holy elemental attacks

VICTORY CONDITION: Reduce Elmdore to critical HP (< 20% of max HP)
LOSS CONDITION: Ramza dies or all allies are KOed/Stone/Vampire

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 10    Flagstone                Contortion       69%
            Carpet, Stairs           Will-o'-the-Wisp 18%
            Obstructed               --               12%

--STRATEGY--
It's your team versus Elmdore, Celia, and Lettie, so if you're looking for 
revenge from the Riovanes Castle Roof, now's your chance.

Celia and Lettie have the same abilities as before.  As long as you're equipped 
with Jujitsu Gis and Jade Armlets (or other equipment that protects you against 
KO/Stop), they'll mostly just do Ultima, which isn't too bad.  If you "KO"
either of them, they will turn into Ultima Demons, which are stronger, so leave 
them be.

Elmdore is even tougher than his underlings; he has an 100% working teleport to 
any square and does big damage to a wide area with his Muramasa Iaido.  Worse,
he has Shirahadori, which gives him a high block rate against a wide range of
physical attacks, even guns.

First, spread out your characters to try to minimize how much his Iaido can
hurt your team.  (While Construct 8 is immune to Faith-based magick, Iaido
doesn't use Faith, so Muramasa *will* hurt your robot pal.)  Then, attack 
Elmdore with things he *can't* dodge.  Sword techniques are great, as is 
Balthier's Barrage and Construct 8's abilities.  You can also use magick and 
Arithmeticks, or, in a pinch, a Dual Wielded attack, since he can only block 
one of the hits.  Standard physical attacks are nearly useless.

Also, whenever Celia or Lettie starts casting Ultima, have the targeted 
character stand next to Elmdore.  (Check the Turn List in case you didn't catch 
who the target is.)  This will cause the Ultima to spill over and hit Elmdore
for a fair amount of damage (100-200 HP), a nice way of getting in some extra 
damage against him.

If you didn't learn Ultima during the prior battle, you can also learn it here.

You need only reduce Elmdore to critical HP to end the battle.

Note: In the North American release of the original (PSone) FF Tactics, you
could steal all of Elmdore's powerful Genji equipment.  This is no longer
possible--you can't steal from him at all--so don't even try!

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 4, Flagstone - on Ramza's left at start
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2,  Up: 6 (height: 0, Flagstone)  Ether         Icebrand      none
Left: 4,  Up: 3 (height: 0, Flagstone)  Hi-Potion     Spellbinder   none
Left: 0,  Up: 9 (height: 4, Flagstone)  Remedy        Muramasa      none
Left: 10, Up: 0 (height: 6, Flagstone)  Potion        Vampire Cape  none
--------------------------------------------------------------------------------

After defeating Elmdore in the keep, you can return your equipment to normal as
you won't have to fight Celia and Lettie any more.  Next up is the courtyard, 
you'll have to square off against an old "friend."

---Battle 46: Limberry Castle Inner Court---------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Argath (lv 40 Deathknight)   Ultima Demon (lv 35)
              Ultima Demon (lv 34)         Ultima Demon (lv 33)
              Ultima Demon (lv 32)         Ultima Demon (lv 31)

BOSS: Argath [Virgo] - lv 40 Deathknight - Bravery 78, Faith 25
 Equipment : Runeblade, Crystal Shield, Crystal Helm, Mirror Mail,
             Diamond Bracelet
 Abilities*: Fell Sword, Arts of War, Critical: Recover HP, Safeguard, 
             Ignore Elevation
 Immune    : Berserk, Charm, and Stone
* Argath's Deathknight job also includes Defense Boost as an innate ability.

VICTORY CONDITION: KO Argath
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Brick                    Wind Slash       74%
            Wasteland                Sinkhole         14%
            Grassland                Tanglevine        9%
            Coffer                   Will-o'-the-Wisp  3%

--STRATEGY--
Argath himself can't do much damage, but his Ultima Demons can cast some really
powerful magic.  Especially since Argath takes a while to wear down, you'll need
to take out the Demons first.  Fortunately, they're pretty slow and don't have
much HP, so chances are good you can take out one or two before they can even 
move.  The large gap in the middle of the stage can make it hard to reach the
Ultima Demons in the rear, so either bring characters with Teleport/Ignore 
Elevation or just use a variety of long-range attacks (guns, Arithmeticks, 
summons, Jump, Dispose, etc.)  Just beware that Ultima Demons are immune to
Holy-elemental attacks, so the Holy magick, Reis's Holy Breath, and the Holy
Lance polearm won't work on them.

If you're still missing the Ultima magick, you can also learn it by having the
Ultima Demons cast it on Ramza or Luso in their base jobs.  But, the Ultima
Demons don't use it as frequently as Celia and Lettie, so it make take a while.
You'll also need to make sure the Ultima Demons have at least 10 MP, or they
won't be able to cast the magick.  (Use Ethers or Chakra to restore their MP if
they run low.)

Once you've finished off all the demons, you can attack Argath.  He comes
equipped with Mirror Mail, which reflects most magick.  (The -ja Black Magick
spells, Ultima, Meteor, and summons all still work, though.)  He also has 
Safeguard, so Orlandeau's Crush skills won't work against him, but other sword 
skills will.  Fortunately, Argath's own attacks are quite weak.  His constant 
use of Shadowblade keeps healing him, but as long as your whole team is 
attacking him, you'll be able to deal way more damage than he can recover.

The really aggravating part is Argath's Critical: Recover HP reaction ability, 
which has a chance of completely restoring his HP when you reduce his HP to 
critical.  And since he has a fairly high Bravery stat, it's likely to 
trigger!

Fortunately, there's an easy way to stop this.  Just having Mustadio or 
Balthier keep using Arm Shot on him until you put Disable on him.  Beowulf's
Disable also works ... but the Mystic Art Hesitation does *not*, since the 
Mirror Mail will reflect it.  Being Disabled will prevent him from using his 
reaction ability (as well as from restoring his HP with Shadowblade), and you 
can easily pound him into oblivion before Disable wears off.

If you can't Disable him, you can also reduce his Bravery using the Mystic's
Intimidate or Beowulf's Chicken.  (Again, you can't use Mystic Arts for this
because Argath will reflect the magick.)  Although this won't completely cancel
Critical: Recover HP, it will reduce the odds of it activating.

If neither of the above strategies is an option (i.e., you don't have any
characters with those skills or didn't deploy them), your best bet is to reduce 
Argath's HP fairly low (to about 100 or so) but not yet put him in Critical 
status.  Then, use one very strong attack against him to KO him without ever 
putting him in critical status.  Orlandeau's sword techniques would work for
this, or a -ja Black Magick or Arithmeticked magick (both of which will pierce
through Argath's Reflect).

BATTLE TROPHIES: None

--TREASURE HUNTER ITEM--
Put this corner at screen bottom: Height 10, Brick
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 0  (height: 10, Brick)     Potion        Hi-Potion     none
                   Only one treasure on this map!
--------------------------------------------------------------------------------

Finally, you'll proceed down to the basement for the last battle in this 
sequence and your last encounter with Elmdore -- now in Lucavi form.

---Battle 47: Limberry Castle Undercroft----------------------------------------
YOUR FORCES: Ramza, Meliadoul [guest], 4 others
ENEMY FORCES: Zalera (lv 44 Death Seraph)   Knight* (male, undead)
              Knight* (male, undead)        Skeletal Fiend*
              Bonesnatch*                   Skeleton*
* The levels of these enemies depends on the highest level on your own roster.

GUEST: Meliadoul [Capricorn] - Divine Knight, lv. based on party's - Bravery 67,
                                                                     Faith 68
 Equipment : Save the Queen, Aegis Shield, Circlet, Luminous Robe, Hermes Shoes
 Abilities : Unyielding Blade, other abilities random

BOSS: Zalera [Gemini] - lv 44 Death Seraph - Bravery 70, Faith 70
 HP: about 1145, MP: about 730
 Abilities : Dread, Ja-Magicks, Fly, Swiftness, Beastmaster, Float, can't enter 
             water
 Immune    : All negative status except Blind and Slow

VICTORY CONDITION: KO Zalera
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 6     Flagstone, Gravestone    Contortion       76%
            Canal                    Torrent          16%
            Obstructed               --                4%
            Coffin                   Wind Slash        4%

--STRATEGY--
Zalera is accompanied by three skeleton-type monsters and two undead Knights;
the undead Knights have superior stats to regular Knights.

Deploy Mustadio and/or Balthier and use Seal Evil to quickly petrify the two
Knights.  The various skeletons are not really worth bothering with; Meliadoul
is a guest here and will take them out for you.  Just go after Zalera.

Zalera's main attack is Nightmare, which inflicts Sleep and Doom on a small
group of people.  Equipping Protect Rings will guard against both of these.
Zalera also likes to use Bind (causes Stop on a small group) and Flareja, a
strong attack spell.  One strategy here is to leave one character vulnerable to
Sleep to sucker Zalera into casting Nightmare.  If you then wake the character
up (use Purification or a weak attack), Zalera will probably just keep casting
Nightmare over and over.  Construct 8 is also quite useful here since it is
inherently immune to Stop, Sleep, and Faith-based magicks.

Attack Zalera with Lich, Divine Ruination, Graviga, Shadowblade, and Beowulf's
Drain.  He has about 1145 HP.

Optionally, you can try to grab the Hydrascale Bag from the treasure tile near
Zalera.  (See below for coordinates.)  It can be sold for 29,000 gil.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 4, Flagstone - on Ramza's left at start
                                        POOR ITEM     GOOD ITEM          TRAP
Left: 3,  Up: 1 (height: 8, Gravestone) Hi-Ether      Eight-fluted Pole  none
Left: 3,  Up: 4 (height: 8, Gravestone) X-Potion      Obelisk            none
Left: 1,  Up: 4 (height: 8, Gravestone) Hi-Potion     Gastrophetes       none
Left: 10, Up: 5 (height: 3, Flagstone)  Remedy        Hydrascale Bag     none
--------------------------------------------------------------------------------

After you defeat Elmdore for the last time, you'll collect two more Zodiac 
Stones--Elmdore's Gemini stone and Meliadoul's Sagittarius stone--and Meliadoul 
will offer to join you.

---MELIADOUL---
Although Meliadoul's not quite as powerful as Orlandeau (Orlandeau has all her
sword techniques, plus more!), her sword techniques are still pretty good ...
and, unlike in the original version of the game, they work on monsters!

Meliadoul comes equipped with the Save the Queen knight sword; if you don't plan
on using her, give this sword to someone else as it's probably stronger than
anything else you have save the Excalibur or Javelin II.

---AT LIMBERRY---
Limberry Castle is now a normal town, so you can go to the Tavern and Outfitter,
although there's nothing new to buy at the Outfitter.  When you try to leave, 
you'll see a long set of story scenes with Ovelia and then with Zalbaag.  Now 
take a look at map.  You'll note Eagrose Castle has turned red.  It's time to 
hike all the way back there.

---DORVAULDAR MARSH---
A new wilderness location has opened up west of Limberry: Dorvauldar Marsh.

---Extra Battlefield: Dorvauldar Marsh------------------------------------------
MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 10    Grassland                Tanglevine       51%
            Swamp                    Quicksand        36%
            Soil                     Sinkhole          9%
            Obstructed               --                4%

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Soil
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 7, Up: 12 (height: 1, Soil)       Potion        Elixir        Degenerator
Left: 7, Up: 2  (height: 1, Soil)       Potion        Elixir        Hypnogas
Left: 0, Up: 3  (height: 1, Soil)       Potion        Elixir        Death Trap
Left: 0, Up: 0  (height: 1, Soil)       Potion        Elixir        Sten Needle
--------------------------------------------------------------------------------

Although nothing story-related happens at Dorvauldar Marsh and you never *have*
to visit, it provides a handy shortcut between Limberry and Fort Besselat.
Additionally, there's a chance of encountering Pigs or Swines in random battles
here -- though only when you're entering from the Fort Besselat side.  If you
haven't snagged any pigs yet for breeding and poaching purposes, you can look
for one here.  They appear at fairly low odds, though.  If you'd prefer not to
wait for one to show up here, one of the later sidequests also offers an
opportunity to find Pigs with much greater frequency.

Dorvauldar Marsh also offers you the chance to claim up to four Elixirs--rare
healing items--if you hunt around with the Treasure Hunter ability and low
Bravery.  Since you can find plenty of other Elixirs in the game, though, you
don't actually need to stop to get these.

---LAST SET OF ERRANDS---
Now that you've defeated Elmdore, many towns around the map also have new 
errands to complete.

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Lake Poescas Depths        Limberry    12-14  1500   5054 gil, 105 JP, wonder
Cellar Dungeon             Limberry    11-13  3000   18235 gil, 156 JP, wonder
Uninvited Guests           Limberry    8-13   3050   12174 gil, 103 JP
Gysahl Greens              Limberry    2-4    100    9660 gil, 146 JP, artefact
Wandering Gambler (2)      Limberry    11-13  15000  16765 gil, 54 JP
  > Must complete "Wandering Gambler (1)" at Warjilis
Zerro's Final Heist        Limberry    8-9    10000  10599 gil, 153 JP
  > Must complete "Zerro Strikes Again" at Eagrose Castle
Ancient Wonder             Eagrose     13-14  200    15099 gil, 153 JP, wonder
Cattedona                  Zaland      14-15  500    5239 gil, 74 JP
Lionel Emissary            Lionel      14-15  4000   949 gil, 103 JP, artefact
Twilight Gustkov           Gollund     14-15  1000   17264 gil, 154 JP
Terror's Maw               Gollund     13-14  1500   14264 gil, 134 JP
Miner's Dream              Gollund     12-14  150    4068 gil, 86 JP
  > Must complete "Terror's Maw"
Ducal Disaster             Lesalia     15-16  6000   17749 gil, 104 JP
Young Lord Pappal          Lesalia     12-15  3000   2659 gil, 181 JP
  > Must complete "Ducal Disaster"
Cries in the Dark          Lesalia     8-11   3050   11644 gil, 98 JP
Salvage Work               Yardrow     9-14   0      16409 gil, 81 JP
Coal Mining Expedition     Yardrow     10-14  1000   2726 gil, 69 JP
2nd Coal Mining Expedition Yardrow     10-14  1000   2576 gil, 90 JP, artefact
  > Must complete "Coal Mining Expedition"
Historic Revolt            Riovanes    8-10   3050   11105 gil, 105 JP, artefact
Tutoring                   Riovanes    8-12   200    11769 gil, 166 JP
The Behemoth               Bervenia    13-15  500    1977 gil, 157 JP
Dredge Work                Zeltennia   6-10   1000   7854 gil, 80 JP
Missing Boy                Zeltennia   15-16  3500   11749 gil, 94 JP
Appraisal                  Zeltennia   8-9    550    10999 gil, 93 JP, artefact
Death's Gorge              Sal Ghidos  9-14   13000  2754 gil, 103 JP
The Typhoon                Sal Ghidos  10-13  11000  18094 gil, 181 JP
Beastly Trail              Sal Ghidos  11-13  10000  6800 gil, 137 JP
Memories                   Sal Ghidos  10-12  100    1194 gil, 96 JP
--------------------------------------------------------------------------------

At this point in the game, you may no longer need very much money.  But if
you're still looking to buy some upgrades, quite a few of these errands offer
good payouts.  Some ones that you can complete just by walking between two towns
are: "Twilight Gustkov" and "Terror's Maw" in Gollund, "Cries in the Dark" in
Lesalia, "Missing Boy" and "Appraisal" in Zeltennia, and "The Typhoon" and
"Beastly Trail" in Sal Ghidos.  Watch out for "Death's Gorge"; you'll lose money
on that one.

Limberry also hosts the last errand in the Zerro sequence, if you've finished
all the other ones up to this point.

---FINAL SHOP UPGRADE---
As you make your way back to Eagrose, stop in at a non-castle town.  You can
now buy Thief's Caps, the last piece of new equipment that the Outfitter will 
carry.  If you don't have any Nu Khai Armbands in your inventory, you'll also 
want to buy a set of those for an upcoming battle.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Thief's Cap       Hat     35000 TrCity/City  Speed+2; Immune: Immobilize,Disable
--------------------------------------------------------------------------------

---EXTRA BATTLE AT DORTER---
If you step into Dorter on the way back to Eagrose, you'll have an extra battle 
against Cletienne, another of Folmarv's henchmen.  Alternately, you can avoid 
this battle entirely if you go to Bervenia and head west along the northern 
coast ... but this is such a long and circuitous route that you're likely to
encounter more enemies in random battles than you avoid by skipping Cletienne.
The Cletienne battle will also not trigger if you never admitted Meliadoul into
your party or if she has already been killed or dismissed.

---Battle 48 (optional): Dorter-------------------------------------------------
YOUR FORCES: Ramza, Meliadoul [guest], 3 others
ENEMY FORCES: Cletienne (lv 40 Sorceror)   Black Mage (lv 38, female)
              Summoner (lv 37, female)     Summoner (lv 36, female)
              Time Mage (lv 38, female)    Time Mage (lv 35, female)

BOSS: Cletienne [Gemini] - lv 40 Sorceror - Bravery 51, Faith 81
 Equipment : Dragon Rod, Gold Hairpin, Gaia Gear, Elven Cloak
 Abilities : Magicks, Magick Counter, Arcane Defense, Ignore Elevation
 Immune    : All negative status except Blind, Silence, Oil, Slow, Immobilize

VICTORY CONDITION: Reduce Cletienne to critical HP (< 20% of max HP)
LOSS CONDITION: Meliadoul is KOed or Ramza is killed

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 9     Roof, Chimney            Wind Blast       36%
            Flagstone                Contortion       36%
            Grassland                Tanglevine       26%
            Obstructed               --                1%

--STRATEGY--
Meliadoul automatically participates as a guest in this battle, so be sure to 
equip her accordingly.  

This is the same battlefield as you saw at the beginning of Chapter II.  The
enemies here are all magick-users, so there's no value in reaction abilities or
armor that defend against physical attacks (e.g. Counter or Shirahadori).
Instead, equip Aegis Shields, which have a high magick block rate, and 
abilities like Magick Counter.  And, if you have Construct 8, it's basically
invulnerable in this battle since it's immune to Faith-based magicks.

You'll probably want to take out the Summoners first; they're close by and
you'll want to stop them from hitting you with Summons.  The Time Mages, on the
other hand, can be ignored.

Cletienne has an array of strong offensive and defensive spells, plus he can 
use Magick Counter to throw your spells back at him.  If you want to avoid
this, guns and Jump may be your best bets for attacking him up on the roof.
Beware of using magickal guns, though; these count as magick attacks that he can
Magick Counter!  You could also use Orlandeau's Duskblade or another MP-draining
ability to steal Cletienne's MP so he can't even use magicks.  But since he has 
little HP, it's probably just as easy to attack him head-on.  As soon as he's 
KOed, you win the battle.

Cletienne has a Dragon Rod, a rare-ish rod, that you can steal.  You needn't
get it here, though, as you can also steal one a few battles later or poach it.
Plus, the Dragon Rod is pretty crummy anyway.  The Treasure Hunter items in this
battle are also awful--they're the same treasures as the original battle in
Dorter!  (In fact, if you picked them up then, you can't get them now.)

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 16, Chimney
                                        POOR ITEM     GOOD ITEM     TRAP
*Left: 9, Up: 8 (height: 9, Chimney)    Potion        Ice Bow       none
Left: 6,  Up: 0 (height: 5, Grassland)  Ether         Round Shield  none
Left: 4,  Up: 6 (height: 9, Roof)       Hi-Potion     Shuriken      none
#Left: 0, Up: 0 (height: 16, Chimney)   Echo Herbs    Barbut        none
  * Requires Jump of 4 or more to reach.
  # Requires Jump of 5 to reach.
--------------------------------------------------------------------------------

When you finally do reach Eagrose, Ramza will open the gate (no gate battle,
yay!), and then you'll line up for a fight.

---Battle 49: Eagrose Castle Keep-----------------------------------------------
YOUR FORCES:
   PHASE ONE: Ramza, Zalbaag [guest], 4 others
   PHASE TWO: Ramza, 4 others
ENEMY FORCES:
   PHASE ONE: Dycedarg (lv 43 Rune Knight)  Knight (lv 39, male)
              Knight (lv 38, male)          Knight (lv 38, male)
              Knight (lv 37, male)          Knight (lv 37, male)
   PHASE TWO: Adrammelech (lv 46 The Wroth)

GUEST: Zalbaag [Cancer] - lv 42 Ark Knight - Bravery 67, Faith 72
 Equipment : Runeblade, Crystal Shield, Crystal Helm, Crystal Mail,
             Germinas Boots
 Abilities : Blade of Ruin, other abilities random

BOSS: Dycedarg [Scorpio] - lv 43 Rune Knight - Bravery 66, Faith 77
 Equipment : Defender, Aegis Shield, Circlet, Carabineer Mail, Power Gauntlet
 Abilities*: Swordplay, Magicks, Sticky Fingers, Defend, Move +1
 Immune    : All negative status except Blind, Silence, Oil, Chicken, Slow
* The Rune Knight job also includes Defense Boost and Arcane Defense as innate
  abilities.

BOSS: Adrammelech [Scorpio] - lv 46 The Wroth - Bravery 70, Faith 70
 HP: about 1515, MP: about 415
 Abilities : Dread, Magicks, Swiftness
 Immune    : All negative status except Blind, Silence, and Immobilize

VICTORY CONDITION: Phase One - KO Dycedarg
                   Phase Two - KO Adrammelech
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Flagstone                Contortion       100%

--STRATEGY--
Equipping Nu Khai Armbands before this battle is a good idea; it will protect
you from Confuse status.

Use Agrias's, Orlandeau's, and Meliadoul's sword techniques to hit Dycedarg 
from down below.  (The enemy Knights can be safely ignored.)  Construct 8's
Dispose is also useful, but you may not want to deploy Construct 8 here since
there's no way to protect it from the boss's Confuse attack.

Hitting Dycedarg with Crush Weapon is great idea; it will break his Defender
sword and prevent him from using any of his sword techniques against you.  You
could also try stealing the Defender if you want, but it's a little tricky --
using Ignore Elevation or Teleport to jump up to the top of the arch may be your
best bet.  (Due to a bug in the game, stealing the Defender also fails to stop
Dycedarg from using his sword techniques, though they'll be greatly reduced in
power.)

Zalbaag is likely to get KOed no matter what you do, but it doesn't matter as 
you don't need to keep him alive.  If you do keep Zalbaag conscious, there will
be some additional dialogue on Ramza's, Zalbaag's, and Dycedarg's first turns.

It's quite likely that you can finish off Dycedarg before he has a chance to
move much of anywhere, but it's possible he'll start descending the stairs.  If
he does, run under the arch and keep attacking him.  He likes to use Hallowed
Bolt and Divine Ruination if you haven't yet broken his sword.  To avoid getting
hurt too badly by these, avoid putting characters next to each other or on the 
same line of fire.

When Dycedarg is KOed, he'll return as Adrammelech.  All the other enemies will 
disappear from the board, as will Zalbaag, and the battle restarts.  But if you
Charmed or Enticed any of the enemy Knights, they'll stick with you into the
next phase of the battle!  If you find yourself having trouble beating
Adrammelech, this can be a good trick for beefing up your forces for the second
half of this battle.

If Adrammelech is still up on the arch, you can keep attacking him with sword
techniques once the second phase begins.  However, after each character attacks,
you'll want to start moving him/her under the archway.  This way, you can keep 
hitting Adrammelech once he starts coming down the steps.

Adrammelech uses the Befuddle spell to confuse you, but if you equipped Nu Khai 
Armbands, you'll be immune to this.  Note that Confuse is the only status
condition that Construct 8 is NOT immune to.  In fact, there's NO way to protect
Construct 8 from confusion, so you probably won't want to use it here.
Adrammelech is pretty slow, so you can probably get in quite a few licks--and
maybe even kill him--before he even has a chance to cast any magicks.  Like all
Lucavi, Adrammelech will take a lot of damage from Lich or Graviga since they
take away half his maximum HP.  He has about 1515 HP.

There are two rare items you can pick up here using Treasure Hunter.  A Blood 
Sword is located in the rectangular area where you start, but in the corner 
furthest from your starting point.  This one's pretty easy to get to.  There's 
also a Healing Staff that's much harder to reach; it's one of the two "nubs" 
next to the bridge on the upper level, with a height of 10.  Of the two nubs, 
it's the one further from where you start.  This one is pretty tricky to reach 
since you have to climb up all of the stairs to get to it.  (Precise coordinates
for both items are listed below.)

As with other rare Treasure Hunter items, having a low Bravery will improve your
odds of getting the Blood Sword and Healing Staff as opposed to generic
consumable items.  You can pick the items up during either stage of the battle.
However, they're probably not worth bothering with -- you may already have both
items, and unlimited copies are available from poaching.  The Blood Sword can be
worth grabbing if it's convenient, but the Healing Staff is just way out of the
way.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 8, Flagstone
                                        POOR ITEM     GOOD ITEM           TRAP
Left: 0, Up: 6  (height: 2.5, Flagst.)  X-Potion      Thief's Cap         none
Left: 3, Up: 4  (height: 2, Flagstone)  Hi-Ether      Blood Sword         none
Left: 6, Up: 3  (height: 10, Flagstone) Remedy        Healing Staff       none
Left: 6, Up: 9  (height: 10, Flagstone) Hi-Potion     Featherweave Cloak  none
--------------------------------------------------------------------------------

When killed, Adrammelech yields the Capricorn Zodiac Stone.

If you didn't already beat Cletienne at Dorter, his ambush now disappears, so
you can return to the town without triggering a fight.

After claiming the Capricorn stone, head to Gariland.  Stock up on Holy Water
and take the new route south to Mullonde.  At Mullonde, you'll be treated to a
series of three battles, beginning outside the church and progressing inside.

---Battle 50: Mullonde Cathedral------------------------------------------------
YOUR FORCES: 
   1st Squad - Ramza, 2 others
   2nd Squad - 2 others
ENEMY FORCES: White Mage (lv 40, male)   Summoner (lv 39, male)
              Geomancer (lv 40, male)    Geomancer (lv 39, male)
              Orator (lv 39, male)       Orator (lv 38, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 8     Grassland                Tanglevine       47%
            Roof                     Wind Blast       23%
            Flagstone                Contortion       22%
            Obstructed               --                6%
            Soil                     Sinkhole          2%

--STRATEGY--
If you have anyone with Ignore Elevation or Teleport, deploy him or her in the 
first squad and you can immediately spring up and attack the Summoner and White 
Mage, who are the most annoying opponents.  The rest of the squad will have to 
climb up the steps.

The characters in the second squad will be battling against two Orators, so 
giving them Earplug could be useful.  Again, Teleport or Ignore Elevation will 
help them get atop the church quickly, although the steps are reasonably close 
by.

The Summoner has another Dragon Rod you can steal, if you didn't get one from
Cletienne and/or want a second one.  But, again, it's not good for very much.

There are also three Elixirs here that you can pick up with the Treasure Hunter
ability:
  1. One is located on the grass next to the cathedral, adjacent to the front
     corner of the cathedral.  Facing the cathedral, it's directly to the RIGHT
     of the front corner of the cathedral.  (It's 3 squares away from where the
     one of the enemy Geomancers starts.)
  2. One is located on one of the two front towers of the cathedral (of height
     16).  Facing the front gate of the cathedral, it's on the tower on the
     LEFT.  There are four tiles on the tower; the Elixir is against the side
     "wall" of the map, on the tile towards the back of the cathedral.
  3. The last one is lower on the cathedral roof.  It's one tile away from
     Elixir #2, on a tile of height 5.
As with most Treasure Hunter items, your odds of receiving the Elixirs (as
opposed to generic items) from these tiles increase the lower your Bravery.
Although you can't buy Elixirs at the Outfitter, it's not really that necessary
to pick up the ones here as you can also find them on many other maps and from
poaching.

Honestly, this battle is pretty easy.  It's noteworthy mostly because it's the 
only story battle where the enemy has Geomancers :)

BATTLE TROPHIES: X-Potion

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 7, Tree
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2,  Up: 1 (height: 1, Grassland)  Hi-Ether      Hi-Potion     none
Left: 11, Up: 1 (height: 2, Grassland)  Hi-Potion     Elixir        none
Left: 9,  Up: 7 (height: 16, Flagstone) X-Potion      Elixir        none
Left: 10, Up: 7 (height: 16, Flagstone) Phoenix Down  Elixir        none
--------------------------------------------------------------------------------

Equip the Safeguard support ability on as many characters as possible, and the
next battle will be easy as pie.

---Battle 51: Mullonde Cathedral Nave-------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Folmarv (lv 46 Divine Knight)   Loffrey (lv 45 Divine Knight)
              Cletienne (lv 44 Sorceror)

BOSS: Folmarv [Leo] - lv 46 Divine Knight - Bravery 65, Faith 70
 Equipment : Runeblade, Crystal Shield/Helm/Armor, Elven Cloak
 Abilities : Unyielding Blade, Counter, Defense Boost, Move +1
 Immune    : All negative status except Blind, Silence, Oil, and Slow

BOSS: Loffrey [Capricorn] - lv 45 Divine Knight - Bravery 60, Faith 68
 Equipment : Icebrand, Platinum Shield/Helm/Armor, Diamond Bracelet
 Abilities : Unyielding Blade, Nature's Wrath, Defense Boost, Jump +1
 Immune    : All negative status except Blind, Silence, Oil, and Slow

BOSS: Cletienne [Gemini] - lv 44 Sorceror - Bravery 51, Faith 81
 Equipment : Dragon Rod, Gold Hairpin, Gaia Gear, Elven Cloak
 Abilities : Magicks, Magick Counter, Arcane Defense, Ignore Elevation
 Immune    : All negative status except Blind, Silence, Oil, Slow, Immobilize

VICTORY CONDITION: Reduce any one of the enemies to critical HP (< 20% of max)
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Flagstone                Contortion       38%
            Carpet                   Will-o'-the-Wisp 31%
            Obstructed               --               19%
            Canal                    Torrent          12%

--STRATEGY--
Despite what the in-game victory conditions screen says, all you have to do here
is reduce any of one of the three Knights Templar to critical HP and then they
all will retreat.  Cletienne is the weakest, so just attack him.  Loffrey and
Folmarv have an annoying habit of breaking your equipment, so Safeguard is
probably a good idea -- it both saves your equipment AND prevents you from
taking damage from the Crush attacks.  Since you only need to KO one guy here,
you can probably finish this up quite quickly.

If you deploy Meliadoul, there will be some extra dialogue between her and
Folmarv on her first turn.

Like the previous map, there are a bunch of Elixirs you can find here if you
have Treasure Hunter and low Bravery.  All four of them are located on a line
directly down the middle of the room:
  1. One is at the extreme rear of the room, behind where you start, at
     height 1.
  2. One is one tile in front of where Ramza starts, 4 tiles away from the back
     of the room, at height 1.
  3. One is at the very far end of the room (i.e., 2 tiles behind where Folmarv
     starts), at height 4.
  4. One is 4 tiles towards your party from the far end of the room -- exactly
     on the tile where Loffrey starts, at height 2.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 11, Cross Section - on Ramza's left
                                                             at start
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0,  Up: 4 (height: 1, Carpet)     Remedy        Elixir        none
Left: 4,  Up: 4 (height: 1, Carpet)     Hi-Potion     Elixir        none
Left: 8,  Up: 4 (height: 2, Carpet)     Phoenix Down  Elixir        none
Left: 12, Up: 4 (height: 4, Carpet)     X-Potion      Elixir        none
--------------------------------------------------------------------------------
 
If any of your equipment gets broken when fighting the Knights Templar, you'll 
need to replace it.  Strip the gear from somebody you're not going to be using 
in the next battle and equip that.

You'll then go to the sanctuary, where Ramza will have to fight a possessed
former ally.

---Battle 52: Mullonde Cathedral Sanctuary--------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Zalbaag (lv 47 Ark Knight)   Archaeodaemon*
              Archaeodaemon*               Ultima Demon*
* These enemies' levels depend on the highest level on your own roster.

BOSS: Zalbaag [Cancer] - lv 47 Ark Knight - Bravery 33, Faith 77
 Equipment : Runeblade, Crystal Shield, Crystal Helm, Crystal Armor,
             Germinas Boots
 Abilities : Blade of Ruin, Vampire, Adrenaline Rush, Defense Boost, Lifefont

VICTORY CONDITION: KO Zalbaag
LOSS CONDITION: Ramza dies or all allies are KOed/Stone/Vampire

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 11    Flagstone                Contortion       54%
            Obstructed               --               39%
            Carpet                   Will-o'-the-Wisp  7%

--STRATEGY--
The demons here are actually quite a bit more powerful than Zalbaag and use a
variety of strong magick attacks.  So, unlike most boss battles, you're probably
better off killing at least two of the demons first, and *then* going after
Zalbaag.  (The demons are enemy-only monsters, so you can't try to recruit them
instead.)  Both the Ultima Demon and the Archaeodaemons are immune to Holy
attacks, but this isn't much of a problem since there are only a few such
attacks anyway -- the Holy magick, Reis's Holy Breath, and the Holy Lance are
the only ones in the single-player game.

The Ultima Demon here is your last chance to learn (and keep) Ultima in the
single-player game; if you haven't gotten it yet, deploy Ramza or Luso in their
base job (Squire or Game Hunter) and you can learn the magick should the Ultima
Demon cast it on them.  The Ultima Demon needs at least 10 MP to cast Ultima;
use Ethers or Chakra to restore their MP if it runs low.

Zalbaag frequently flees into a corner, plus he uses Lifefont to recover his
HP with each move.  Hitting him with an Immobilize (e.g. from Leg Shot) will
stop both of these.  In fact, if you can Immobilize him right away, you may be
able to just focus your attacks on him and finish him off before the demons
hit you with too much magick.  Physical attacks are not that effective against 
Zalbaag since he has Defense Boost, but he'll go down eventually ... and if you 
take out the demons first, he can do very little to hurt you.

Zalbaag can (and probably will) turn your characters to vampires, but you can
cure this with Holy Water.  Construct 8 is useful in this battle as it is 
immune to vampirization (though the raw damage from the Vampire attack can 
still hurt it) and has a very long range with which to attack Zalbaag.  Monsters
are also immune to Vampire status, so if you have any other good monsters, those
work too.

Ironically, if Zalbaag tries to vampirize a character who's already a vampire,
the Vampire attack will backfire and cause *Zalbaag* to turn into a vampire!
This will prevent him from recovering HP with Lifefont.  But, the odds on this
are a bit too low to really bank on.

BATTLE TROPHIES: Elixir

--TREASURE HUNTER ITEMS--
There are no Treasure Hunter items on this map.
--------------------------------------------------------------------------------

The sanctuary battle is the last of the battles at Mullonde.  Afterwards, Ramza
will meet up with a dying Funebris, who tells him that Folmarv is going to
Orbonne Monastery.

---NEW QUESTS---
Back on the map, a handy route has opened up between Mullonde and the Clockwork 
City of Goug.  Another set of subquests becomes available: Midlight's Deep (in 
Warjilis Trade City), Disorder in the Order (in Zeltennia and Dorter), and (if 
you've already completed the Nelveska Temple quest) Lionel's New Liege Lord.
The All-Star Melee mission is also unlocked in Rendezvous Mode.  And if you're 
still working on the earlier subquests, the new route between Mullonde and Goug 
makes them a lot easier.  

If you're going to do these quests or anything else on the map, take care of it 
now!  Once you go to Orbonne Monastery, you're locked into the game's final 
series of battles. 

---PREPARATION FOR FINAL BATTLES---
Before you go to Orbonne, make sure you're ready.  Your main team of characters 
should be at least level 40.  Equip yourself with all your best abilities, and
change to your best jobs.  Earning JP doesn't matter now.  You may also want to
buy a couple pairs of Winged Boots since they'll be helpful in one of the
upcoming battles.  Definitely purchase some Thief's Caps if you haven't 
already.  In truth, though, the last sequence of battles isn't all that 
difficult, just long.

!!! CAUTION !!!
Once you enter Orbonne, there is NO way to return to the world map.  If you 
want to be able to continue playing the game on the world map, you must keep a 
save from before you entered the Monastery.  Once you enter the Monastery, save
in a DIFFERENT slot.  Do NOT save over your main save file or you will NOT be
able to return to the world map or enter the bonus dungeon.  Use a NEW save
file.
!!! CAUTION !!!

When you enter Orbonne, you'll begin by fighting some generic humans.

---Battle 53: Monastery Vaults - Fourth Level-----------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Monk (lv 51, male)     Monk (lv 50, male)     Knight (lv 49, male)
              Knight (lv 49, male)   Archer (lv 48, male)   Archer (lv 48, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 8     Brick, Furnishings,      Wind Slash       54%
              Book, Bridge
            Flagstone                Contortion       46%

--STRATEGY--
Your first priority is to kill off the guys down on the floor on the other side 
of the room, especially the Monks.  Most range attacks will work from atop the
central "ridge" of books, and reasonably agile melee fighters can climb over 
the ridge to reach the enemies.  Characters who can't easily climb over the 
ridge should just stand atop it -- there will be enemies coming that way soon 
as well.

The Knights' behavior will depend on how quickly you advance.  If you quickly
moved most of your team across the ridge, they'll probably descend under the
archway to fight you there.  But if you still have some characters on the
higher levels, they may try to cross the narrow walkway up top.  In this case,
they're vulnerable to a Divine Ruination or Shockwave that can hit several of
them in a line.  Meliadoul's and Orlandeau's Crush techniques are also useful 
against all the enemies here.  Overall, this isn't a particularly hard battle.

You can steal a Yoichi's Bow, which is even stronger than the Artemis Bow, from 
the Archer ... of course, since you're past the point of no return, there's no 
need to bother with this unless someone in your main squad can use it.

There are also four Elixirs available on this map and, unlike most Treasure
Hunter items, you'll get them regardless of your Bravery:
  1. One is located in the exact corner of the map just next to where you start,
     on a tile with height 7.
  2. Another is located in another corner, the one with a height of 1.
  3. Two panels away from #2, on a sloping panel with height 8.
  4. On the other side of the "ridge" of books from where you start.  It's on a
     slanted panel; the panel looks like a stone slab with writing on it and has
     a height of 2.5.
Since you can pick these up fairly easily without worrying about your Bravery,
you may want to grab one or two if you use Items to heal.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 7, Book
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 0  (height: 7, Book)               -Elixir-            none
Left: 5, Up: 4  (height: 2.5, Flagst.)          -Elixir-            none
Left: 0, Up: 13 (height: 8, Flagstone)          -Elixir-            none
Left: 0, Up: 15 (height: 1, Flagstone)          -Elixir-            none
--------------------------------------------------------------------------------

Next up is the first of a series of four battles against the Zodiac Braves.
Prepare for this one by arming Safeguard.

---Battle 54: Monastery Vaults - Fifth Level------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Loffrey (lv 54 Divine Knight)   Black Mage (lv 52, male)
              Black Mage (lv 50, male)        Summoner (lv 52, male)
              Summoner (lv 50, male)          Time Mage (lv 52, male)

BOSS: Loffrey [Capricorn] - lv 54 Divine Knight - Bravery 60, Faith 68
 Equipment : Save the Queen, Crystal Shield, Crystal Helm, Crystal Armor,
             Germinas Boots
 Abilities : Unyielding Blade, Magicks, Parry, Defense Boost, Ignore Elevation
 Immune    : All negative status except Blind, Silence, Oil, and Slow

VICTORY CONDITION: KO Loffrey
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 12    Book, Brick              Wind Slash       63%
            Wooden Floor             Will-o'-the-wisp 19%
            Darkness (chasm)         --               18%

--STRATEGY--
Now it gets interesting.  The enemy forces are magick-heavy here, so adjust
your defenses accordingly.  Aegis Shields are good, as are Magick Counter and
cloaks that give a good boost to your magick evade rate.  Counter, Shirahadori,
and First Strike are totally pointless.  Construct 8, being immune to Faith-
based magicks, is good to deploy if you have it.  It won't be able to navigate
the holes well, but Dispose has such a long range that it doesn't need to travel
very far!

The floor is laded with Darkness tiles (the black holes) that you can't walk
across.  If you have Teleport or Winged Boots, however, you can simply move
right through them.  You can also jump across the holes with a good jump rating.
If you can't jump across, there's a looping path around the outsides of the map
that lets you walk all the way, but it's slow and you'll keep getting hit by
magicks on the way.  Avoid this route if you can.  Deploying lots of characters
with range attacks is useful as you can just blast away regardless of the gaps
in the floor.

Loffrey's Save the Queen sword gives him a permanent Protect spell that makes 
him slow to kill.  So, try to KO the other guys (especially the Summoners) 
first before you take on Loffrey.

Loffrey uses Unyielding Blade techniques to crush your gear, but equipping
Safeguard will both preventing him from breaking your equipment and spare you
from the HP damage.  Speaking of Crushing, using Crush Weapon on Loffrey is a
great tactic; destroying his sword will remove his Protect as well as prevent
him from using his sword techniques.  You can also use Rend Weapon or steal 
the sword.  But, like other bosses, a bug in the game means that he can still
use sword techniques if you steal (rather than break) his sword.  They won't do
much damage, but they can still break your equipment.

As on the previous map (and for the rest of this sequence of battles), you can
find four Elixirs here with Treasure Hunter, regardless of your Bravery.  Two of
the Elixirs on this map are located in the extreme back corners of the map, on
the stacks of book behind where you start.  The other two Elixirs are near the
center of the map; see below for the coordinates.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Book
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 14 (height: 2, Book)               -Elixir-            none
Left: 11,Up: 14 (height: 7, Book)               -Elixir-            none
Left: 5, Up:  6 (height: 0, Wooden Fl.)         -Elixir-            none
Left: 6, Up:  6 (height: 0, Brick)              -Elixir-            none
--------------------------------------------------------------------------------

After Loffrey is defeated, he'll suck you through a portal to the Necrohol of 
Mullonde, located under the sea south of Limberry, then destroy the way back.

If you'd equipped Safeguard or Winged Boots, you can now return your abilities
and equipment to normal.

---Battle 55: The Necrohol of Mullonde------------------------------------------
YOUR FORCES:
   1st Squad - Ramza, 2 others
   2nd Squad - 2 others
ENEMY FORCES: Cletienne (lv 54 Sorceror)   Ninja (lv 53, male)
              Ninja (lv 51, male)          Samurai (lv 53, male)
              Samurai (lv 52, male)        Time Mage (lv 52, male)
              Time Mage (lv 51, male)

BOSS: Cletienne [Gemini] - lv 54 Sorceror - Bravery 51, Faith 81
 Equipment : Zeus Mace, Lambent Hat, Black Garb, Featherweave Cloak
 Abilities : Magicks, Magick Boost, Arcane Defense, Fly
 Immune    : All negative status except Blind, Silence, Oil, Slow, Immobilize

VICTORY CONDITION: KO Cletienne
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 12    Wasteland                Sinkhole         42%
            Flagstone                Contortion       32%
            Obstructed               --               21%
            Wooden Floor             Will-o'-the-wisp  5%

--STRATEGY--
The second squad starts some distance away, so fill it with fast characters or 
characters with long-range attacks.  

Cletienne has really strong spells and a range of the whole battlefield.  Since
he starts close to you, just forget the other enemies and rush him.  If you can
pounce on him on quickly, you can probably to wrap this fight up very quickly.

Cletienne's Magick Boost reaction ability allows him to increase his Magick
Attack whenever you hit him.  So, don't try to wear him down with weak attacks.
Instead, try only attack him with your strongest attacks so that you can take 
him out in as few hits as possible.  Or, you can simply use MP-draining 
abilities--Orlandeau's Duskblade works especially well--on Cletienne to take 
away all his MP, so that he can't even use his magicks.

Again, with Treasure Hunter you can claim up to four Elixirs on this map, though
most aren't very conveniently located.  The Elixirs' locations:
  1. In the extreme corner of the map.  There's only one corner tile that you
     can actually stand on (it has height 0); it's on this tile.  It's the
     corner closest to where the 2nd Squad starts.
  2. The center of the map has a building in it.  Look for the doorway to this
     building.  Now, from the doorway, move the cursor over top of the wall to
     the building to the back wall.  The Elixir is located here, right against
     the back wall, directly opposite to the doorway.  This one is actually the
     easiest to grab.
  3. On the ground (height 0) behind where the 1st Squad (Ramza's squad) starts.
     It's the "back row" of tiles, as far from the enemy squad as you can get.
     The specific tile is the tile on the ground that's closest to the corner.
  4. One edge of the map near where you start has a partially collapsed wall.
     On the other side of the hall is a height 4 platform leading down to the
     height 0 ground.  Climb down using the platform; it's on the first height 0
     platform.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Wasteland - only corner tile where
                                                        the cursor is blue
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 2  (height: 3, Flagstone)          -Elixir-            none
Left: 0, Up: 0  (height: 0, Wasteland)          -Elixir-            none
Left: 0, Up: 8  (height: 0, Wasteland)          -Elixir-            none
Left: 3, Up: 11 (height: 0, Wasteland)          -Elixir-            none
--------------------------------------------------------------------------------

After Cletienne, you'll face Barich, brought back to life by the Zodiac Stones.

---Battle 56: Lost Halidom------------------------------------------------------
YOUR FORCES:
   1st Squad - Ramza, 2 others
   2nd Squad - 2 others
ENEMY FORCES: Barich (lv 55 Machinist)   Chemist (lv 49, male)
              Tiamat (lv 50)             Greater Hydra (lv 47)
              Hydra (lv 48)              Dark Behemoth (lv 51)

BOSS: Barich [Sagittarius] - lv 55 Machinist - Bravery 64, Faith 62
 Equipment : Blaster, Thief's Cap, Luminous Robe, Featherweave Cloak
 Abilities*: Aimed Shot, Counter, Brawler, Lifefont
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Immobilize
* Barich's version of the Machinist job also includes Defense Boost, Arcane
  Defense, and Beast Tongue as innate abilities.

VICTORY CONDITION: KO Barich
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 10    Flagstone                Contortion       49%
            Roof                     Wind Blast       24%
            Darkness (chasm)         --               16%
            Coffer, Wooden Floor     Will-o'-the-wisp 11%
            Obstructed               --                1%

--STRATEGY--
This can be a tough fight.  Barich and his crew start on a separate piece of 
land from you.  Barich and his Chemist can shoot at you from afar, but if you
jump over to his portion of the battlefield to attack them, the monsters will 
tear you to shreds.

Barich, as before, will use Aimed Shot abilities to try to Immobilize and
Disable you.  This time, you can easily counter this by equipping Thief's Caps,
which makes you immune to both Immobilize and Disable.  Shirahadori is also 
great for defense, as it allows you to block the shots from the enemy guns (only
in video games...).  Auto-Potion is also helpful for dealing with the enemy gun
attacks.  Shields and cloaks, on the other hand, are of no use since guns can't
be evaded.

A good tactic may be to fill the first squad with characters with medium-range 
attacks (e.g. sword techniques).  They should be able to move forward and target
Barich across the gap without having to jump over the chasm.  The second squad 
starts pretty far away from Barich, so use this squad for characters with 
long-range attacks such as guns, Arithmeticks, or a long-range Jump attack.
Have the second squad move up towards the first squad and start targeting Barich
with their range attacks.  If you completed the Gollund Colliery quest, Beowulf 
and Construct 8 will both be of great use here for their long-range attacks 
(Vengeance and Dispose, respectively).  Barich may try to hide behind his
monsters (and/or the Chemist), in which case you'll have to take them out first 
in order to shoot him.  Unfortunately, Barich's own Thief's Cap prevents you 
from Immobilizing HIM.

Barich's Hydras will usually spend a turn or two advancing along Barich's
portion of the battlefield without attacking you.  After that, they'll fly over 
and land on your side!  At this point, since the Hydras are no longer guarding
Barich, you may want to jump over Barich's side and start attacking him 
directly.  If you've done enough to damage to him already, you can probably take
him out with a few attacks.  (He does use Lifefont to regenerate his HP, 
though.)

If you completed the Nelveska Temple and restored Reis to human form, you could
also try putting Reis in the second squad.  Have her run up to the little
"bridge" connecting the two halves of the battlefield and use Dragon's Charm
to charm the enemy Tiamat.  Not only will this prevent the Tiamat from
attacking you, it will turn it against Barich!  However, it usually takes a
turn or two for the Tiamat to come within range, so this may not be the most
efficient strategy -- and you have to watch out for the Dark Behemoth in the
mean time!  If you DO use this strategy, you may wish to change Reis to a job
other than Dragonkin and equip Rubber Boots so that the Tiamat's Tri-Thunder
attack won't kill her before she can charm it.

Like the other maps in the Necrohol, the Lost Halidom contains four Elixirs that
you can pick up with Treasure Hunter.  Since this is a tougher battle, it's not
really a good time for item collecting, but if you want 'em, you can check the
coordinates below or use these directions:
  1. In the area where the 2nd Squad starts, against the back edge of the map.
     It's on a height 7 tile that looks it has four black squares on it.  (There
     are two such tiles; it's the one that actually touches the edge of the
     map.)
  2. On the wooden platform in the middle.  The platform is four tiles big.  The
     Elixir is on the tile that's closest to where the 1st Squad started.
  3. On Barich's side of the map.  It's actually the tile immediately behind
     where Barich starts.  It's a sloping tile with height 5.5 and four black
     squares on it.  There are two such tiles; the one you want is the one
     that's further from the wooden bridge.
  4. Also on Barich's side of the map, on the only height 6 tile that is
     directly adjacent to the chasm in the middle.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Flagstone
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 0  (height: 7, Flagstone)          -Elixir-            none
Left: 0, Up: 6  (height: 0, Wooden Fl.)         -Elixir-            none
Left: 5, Up: 11 (height: 5.5, Flagstone)        -Elixir-            none
Left: 7, Up: 8  (height: 6, Flagstone)          -Elixir-            none
--------------------------------------------------------------------------------

Finally, you'll head to the Airship Graveyard, which is really just a single 
airship, and a rather odd location for a final battle.  Folmarv will use the 
Leo Stone to transform himself into a giant lion, Hashmal.

---Battle 57: Airship Graveyard-------------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Hashmal (lv 59 Bringer of Order)

BOSS: Hashmal [Leo] - lv 59 Bringer of Order - Bravery 70, Faith 70
 HP: about 1425, MP: about 790
 Abilities : Dread, Planar Magicks, Swiftness
 Immune    : All negative status except Blind, Slow, and Immobilize

VICTORY CONDITION: KO Hashmal
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 9     Wooden Deck              Will-o'-the-Wisp 40%
            Vines                    Tanglevine       26%
            Obstructed               --               19%
            Machinery                Magma Surge      15%

--STRATEGY--
Hashmal's two main attacks are Bind, which puts Stop on a group of characters,
and Quake, a fairly powerful area attack magick.  (He also uses some other
elemental magicks less frequently.)  Of course, equipping Jade Armlets will 
protect you against the Stop effect of Bind.  But since completely protecting
yourself against Stop will cause him to ONLY cast Quake, one strategy is to
leave one character unprotected against Stop as a decoy.  Hashmal will probably
try to Stop him/her, buying your other characters time to attack.  Using this
strategy, you can probably defeat him before casts more than one Quake, perhaps
before he casts ANY.

And, if you completed the Gollund Colliery quest, you have an ace up your 
sleeve: Construct 8, who is immune to both Faith-based magicks and Stop!

It's also possible to counter all of Hashmal's magicks with Magick Counter.
That won't reduce the damage you take, but it will throw some extra damage on
him that can help you finish him off quickly.

Although Hashmal's spells are strong, with 5 of you versus 1 of him, you 
shouldn't have too much trouble taking him down.  Just rush him.  As always, 
Lich and Graviga are effective against him.  He only has about 1425 HP.

Since Hashmal isn't too tough, it's pretty easy to grab the Elixirs on this map
using Treasure Hunter if you want them.  One is located on the extreme bow
(point) of the ship (tile height 10), and another is located directly in front
of that (height 8.5).  The other two are located on the opposite (stern) side,
one in each of the far corners of the ship.  Both of these tiles have height
0.5.  

BATTLE TROPHIES: Ragnarok

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Darkness - on Ramza's left at start
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0,  Up: 4 (height: 10, Wooden Deck)       -Elixir-            none
Left: 1,  Up: 4 (height: 8.5, Wooden Dk.)       -Elixir-            none
Left: 15, Up: 1 (height: 0.5, Wooden Dk.)       -Elixir-            none
Left: 15, Up: 7 (height: 0.5, Vines)            -Elixir-            none
--------------------------------------------------------------------------------

Defeat Hashmal and you'll get the Ragnarok sword.  St. Ajora will then appear.
You now have one last chance to save your game and adjust your characters.

Equip the Ragnarok sword.  It's strong, but not quite as useful as the Excalibur
since it doesn't give you an automatic Haste.  But if you're planning to deploy
two characters who can use knight's swords (Knights, Dark Knights, and many of
the story characters), you can give the Excalibur to one and the Ragnarok to the
other.  You might also want to use the Ragnarok if you have something *else*
that you gives you an Auto-Haste, like the Tynar Rouge or Septie`me.

After you leave the status screen, it's time for the final battle.

---Battle 58: Airship Graveyard-------------------------------------------------
YOUR FORCES: Ramza, Alma [guest], 4 others
ENEMY FORCES: 
   PHASE ONE: Ultima (lv 56 High Seraph)   Ultima Demon (lv 39)
              Ultima Demon (lv 36)         Ultima Demon (lv 33)
              Ultima Demon (lv 30)
   PHASE TWO: Ultima (lv 66 Arch Seraph)

GUEST: Alma [Leo] - lv 56 Cleric - Bravery 39, Faith 87
 Equipment : Healing Staff, Ribbon, Luminous Robe, Featherweave Cloak
 Abilities : Holy Magicks, Faith Boost

BOSS: Ultima [Virgo] - lv 56 High Seraph - Bravery 70, Faith 70
 HP: about 1400, MP: about 480
 Abilities : Arcane Magicks, Chaos, Absorb MP, Brawler, Master Teleportation
 Immune    : All negative status except Blind, Slow, and Disable

BOSS: Ultima [Virgo] - lv 66 Arch Seraph - Bravery 70, Faith 60
 HP: about 3235, MP: about 450
 Abilities : Divine Magicks, Divine Providence, Faith Boost, Brawler, Swiftness,
             Master Teleportation
 Immune    : All negative status except Slow and Immobilize

VICTORY CONDITION: Phase One - KO High Seraph Ultima
                   Phase Two - KO Arch Seraph Ultima
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 9     Wooden Deck              Will-o'-the-Wisp 42%
            Vines                    Tanglevine       27%
            Obstructed               --               15%
            Machinery                Magma Surge      15%

--STRATEGY--
Be sure to deploy your best characters.  Since both forms of the final boss have
a lot of HP, attacks that do damage proportional to the enemy's max HP are quite
effective.  These include Lich, Graviga, and Beowulf's Drain attack.  Ultima 
likes to cast a lot of status ailments on you, so equipping female characters 
(and Cloud) with any hair adornments (Cachushas, Barettes, or preferably 
Ribbons) is also a great idea.

Before the battle starts, Ultima destroys the mast pieces, making the 
battlefield a bit more open.  You begin this battle on the stern of the ship,
opposite to where you started the last battle.

Alma will fight as a guest in this battle.  She starts off with only 1 HP, so
toss her an X-Potion or cure spell to keep her alive.  She will first cast 
Aegis on herself, then start casting it on the rest of the team.  Aegis includes
a number of useful buffs, so this is actually pretty helpful.  Note that if 
Ramza or Luso casts the Ultima magick on Alma, she can learn that magick as 
well.  This is not advised, however; you want her casting Aegis, which is quite
a bit more useful!  If Alma starts running out of MP, toss her an Ether or
Hi-Ether.  (It's also possible to learn Ultima from the Ultima Demons if you 
don't kill them quickly; of course, since this is the last battle, you won't be
able to save it permanently to your file.)

The Ultima Demons can do more damage than Ultima herself, so try to defeat them 
first.  They don't have all that much HP, so you might even be able to take them
out with group attacks.  (As always, they're immune to Holy attacks.)  If you're
using Orlandeau, Shadowblade is also handy since it restores his HP at the same
time it deals damage.

Ultima has several different attacks.  There's a physical attack, which is 
fairly strong but otherwise nothing special; the Grand Cross magick, which
inflicts random status conditions; and an souped-up Ultima magick that is 
still rather weak and slow to charge.  Note that this "Ultima II" magick has a
"friendly fire" effect and can damage Ultima's own units (and even Ultima 
herself!) You can use this to your advantage; if you see her charging up the 
magick, move the targeted unit close to some enemies and they'll take damage 
too.  You can easily recognize when she's casting Ultima II because it's the 
only ability she charges up that shows estimated HP damage in the preview -- 
Grand Cross is a status attack only.

Ultima can also teleport around the battlefield, often putting her out of your 
reach.  (This is another reason not to try killing her before the demons.)  She
does NOT have a counterattack, so you're free to use any physical or magick 
attacks you want -- although you should probably have a better way of attacking 
her than plain physical attacks!

Ultima has a permanent Float status.  This means that she's immune to any earth-
element attacks, like Titan or Shockwave.  Also, if you're using the
Arithmeticks magick command against her, since she's Floating, her height is
considered to be one greater than the tile she's standing on.  In other words,
if she's on a height 5 tile, her height is 6 for any calculations.

Believe it or not, Ultima is vulnerable to Disable status.  But, as usual,
inflicting Disable will make her flee into a corner -- and with her Master
Teleportation, she can easily get far away from you and be hard to attack.  If
you have long-range attacks, though, this is no problem, and hitting her with
Arm Shot will prevent her from attacking you at all for a few turns!  Even if
you don't have much in the way of long-range attacks, you could also use Disable
if you just need a pause to heal your characters and cure the status ailments
inflicted by Grand Cross.

If the battle drags on, the Ultima Demons you took out early on may start
turning into crystals.  Grab these as soon as they appear.  Ultima will try to
claim them, and, if she does, her HP will be completely restored!

If you didn't grab the Elixirs during the battle with Hashmal, you can pick them
up now.  (If you already picked them up, you cannot get them a second time.)
One Elixir is located on each of the opposite corners on the stern of ship
(behind you, both height 0.5), and two are on the bow (point) of the ship,
height 8.5 and height 10.  Of course, since this is the last battle and you
can't save them for later, there's no sense in picking them up unless your
current Elixir supply is running low.

Ultima's first form has about 1400 HP.  Of course, like all good final bosses,
Ultima has a second form that appears after the first is defeated.  This one has
over 3200 HP (!), but it's probably easier, since there won't be any Ultima
Demons around to harass you.

Attack the second form with the aforementioned Drain attack (Beowulf), Lich, 
Graviga, and sword techniques.  She still has no counterattack, so physical 
attacks are also safe.  Again, Ultima teleports around the battlefield on each 
of her turns.  If she moves out of range, just wait in the center of the ship 
and on her next turn she should move in range again.  This form of Ultima is now
vulnerable to Immobilize status, so you can also just use a judicious Leg Shot
or other Immobilizing ability to keep her in place.  (The second form is immune
to Disable, though, so don't try that again.)

Fortunately, Ultima is pretty slow, and you have quite a bit of time to heal up 
and attack between her moves, especially if Alma has been casting Haste on you 
via Aegis.  Also, if Alma has been casting Aegis on your party, Ultima may well 
waste her turns using Dispelja to remove the effects of Aegis, and not even 
inflict any damage on you.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Darkness - on Ramza's left at start
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0,  Up: 4 (height: 10, Wooden Deck)       -Elixir-            none
Left: 1,  Up: 4 (height: 8.5, Wooden Dk.)       -Elixir-            none
Left: 15, Up: 1 (height: 0.5, Wooden Dk.)       -Elixir-            none
Left: 15, Up: 7 (height: 0.5, Vines)            -Elixir-            none
--------------------------------------------------------------------------------

When you defeat Ultima's second form, it will blow up (nice special effects).  
The Battle Is Won!  Leave the game on after the credits for an additional 
scene.

Note that when the game says it's saving afterwards, it's just doing so to mark
that you've completed the game.  If you saved at any point during the final
sequence of battles (i.e., any time after you entered Orbonne Monastery),
loading this save will only put you back into the last set of battles and
doesn't allow you back to the world map.  So, again, if you want to do anything
outside of the Necrohol, hang on to a separate save from before you entered
Orbonne Monastery!

But, having your game marked as completed DOES confer some benefits:
 > On the PSP, it unlocks the last set of Rendezvous Mode multiplayer missions,
   where you can challenge yourself with some extra difficult battles and earn
   some rare items.
 > On the iPhone/iPad, all of the gear that can be earned in the PSP multiplayer
   modes is now available for purchase in the Poachers' Den--in this or in any
   other save file.

And if you haven't beaten Midlight's Deep and all the other subquests, you're
not really done with the game yet!  If you kept a save from before you entered
Orbonne Monastery, you can go back and check out these quests for some extra
challenges.  Keep on reading for more information on these missions.

********************************************************************************
V. WALKTHROUGH AND BATTLE STRATEGIES - SUBQUESTS                           00sub
********************************************************************************

Final Fantasy Tactics boasts a number of optional subquests, all of which 
become available at various points in Chapter IV.  In addition, some of the
subquests require you to have completed other subquests first.  Specific 
requirements for each quest are listed with the walkthroughs below, but I've 
also provided this cheesy ASCII chart to demonstrate how they flow together.

Agrias's Birthday                               --------> Recruiting Cloud
  (beginning of Chapter IV)                    /         
                                              /      
Gollund Colliery  ----------> Nelveska Temple    
  (beginning of Chapter IV)     (after Fort   \  
                                  Besselat)    \    
                                                ------> Lionel's New Liege Lord
Recruiting Balthier                                        (after Mullonde)
  (after battle at Bervenia)

Optional Battle at Dorter *
  (after clearing Limberry, before Eagrose)

Disorder in the Order
  (after Mullonde)

Midlight's Deep
  (after Mullonde)

* The battle at Dorter that occurs after Limberry is technically optional, since
you can walk around it.  But since most players are likely to encounter it
during the regular course of play, I've covered it up in the MAIN walkthrough
(it's Battle 48), NOT here.

Once a quest becomes available, it never goes away.  There's no "time limit" on
when you can complete these quests -- unless you dismiss one of the characters
needed for the quest, of course.  (The one exception is that optional Dorter
battle mentioned above, but it's not a "real" subquest and you don't really get
anything from it.)

Walkthroughs for all the quests are below.

%%%AGRIAS'S BIRTHDAY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00agr

QUEST BECOMES AVAILABLE: At beginning of Chapter IV
REWARDS: Tynar Rouge

The Agrias's Birthday event allows you to obtain the Tynar Rouge, a great 
accessory for female characters.  It can occur on the date of 1 Cancer, which is
Agrias's birthday.

In order to start this event, you must meet these requirements:

- Agrias, Mustadio, Alicia, and Lavian must still be on your team roster.

- You must have at least 500,000 gil in your War Funds.  Only 50,000 of this
  will be spent as part of the quest, but you must have 500,000 available.

- You must be in Chapter IV.  (This event can be completed at any point during
  Chapter IV, though.)

Once you've met the above requirements, you must land on a town, city, or castle
(i.e., any place with a store) on the world map on 1 Cancer.  There are three
towns that DO NOT work for this: Eagrose Castle, Merchant City of Dorter, and
Zeltennia Castle.  (These locations have their own new sidequests.)  Any OTHER
town or castle BESIDES those three is fine.

Assuming you meet the above requirements, if you move onto one of the proper
locations on 1 Cancer, you'll see a scene in which Mustadio buys Agrias the
Tynar Rouge lip rouge for her birthday.

(It's possible that on 1 Cancer, you might move onto a town that triggers
another cutscene, like the opening of Midlight's Deep.  You should still be able
to trigger the Agrias's Birthday event by trying to move away from the town
after the first cutscene has ended.)

The 50,000 gil cost of the rouge will be subtracted from your War Funds.  It's
worth the expense, though, as the Tynar Rouge is a great accessory.  It can be
equipped by any female character (not just Agrias) and grants a permanent Shell,
Protect, and Haste,  as well as a bonus to your attack and magick strength.

1 Cancer follows after 32 Gemini.  The easiest way to ensure that you land on a
town on that date is to simply move back and forth between Gollund Coal City and
Lesalia.  Both of these cities work for activating the event, so you're
guaranteed to be in the right place on 1 Cancer.

If you somehow miss the date and don't end up on a town on 1 Cancer, don't
worry; the event never "expires."  You can just wait until all the months cycle
through and try again the next time 1 Cancer comes up, as long as you still meet
the requirements listed above.  (Fortunately, the villains are more than happy
to postpone their plans of world domination while you spend a year shopping for
makeup.)

Although this event never expires, it can only be completed ONCE, even if you
cycle through the calendar to Agrias's birthday again.  You can only get a
single Tynar Rouge.

%%%GOLLUND COLLIERY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00col

QUEST BECOMES AVAILABLE: At beginning of Chapter IV
REWARDS: Beowulf, Reis [Holy Dragon], and Construct 8 join the party

In the Gollund Colliery quest, you'll recruit three new characters: Beowulf, 
Reis (in dragon form), and Construct 8.  It's the first in a series of three 
quests, as it leads into the Nelveska Temple and Cloud quests.  To complete 
ANY of these quests, you must still have Mustadio, so don't dismiss him or let 
him get permanently killed!  (It doesn't matter if he was KOed as long as he
didn't permanently die.)

---STARTING THE QUEST---
To start the quest, once Chapter IV begins, go to the Clockwork City of Goug.  
Besrudio, Mustadio's father, will show you an iron sphere he's found.  (If 
you've already seen this scene, you don't need to repeat it.)

Now go to the Mining Town of Gollund, in the center of the map.  At the Tavern
in Gollund, listen to the rumor "The Haunted Mine."  You will be asked to fight 
a monster in the coal mines.  Leave the bar.  Nothing will happen at first, but 
go north to Lesalia.  As soon as you arrive here, Ramza will automatically go 
into the Tavern and learn more about the coal mine job.  He agrees to take it.  
On the way out, Beowulf will stop you and ask you to take him with you.

!!! CAUTION !!!
When Beowulf asks you to take him with you, choose the SECOND option to sign him
up.  If you choose the first option and reject his assistance, he'll leave
forever and you'll be permanently locked out of completing any more of the Cloud
Subquest!  Don't speed through the dialog so fast that you choose the first 
option by mistake.
!!! CAUTION !!!

GUEST: Beowulf [Libra] - Templar, lv. based on party's - Bravery 40, Faith 50
 Equipment : Random
 Abilities : Spellblade, other abilities random

You may want to equip Mystic Arts as Beowulf's second ability, since he starts
with a bunch of Mystic Arts magicks learned.

---PREPARING FOR BATTLE---
You'll see that the Mining Town of Gollund has turned red, indicating that there
will be battles when you return there.  However, as with Lionel Castle in 
Chapter II, you can pass *through* Gollund to other locations as long as you
don't click on Gollund itself.

Before you leave Lesalia, check the Outfitter.  Depending on how far you are 
through Chapter IV, you may be able to buy Beowulf some better equipment.  
Equipment that protects you against ice will be especially helpful in the 
upcoming battles, so you may also want to pick up some Ice Shields or White 
Robes if you don't have any in your inventory.  You'll have to go to a non-
castle town to buy the robes, but don't go to Gollund since it will trigger the 
battles!

Ideally, try to load up with both some Icebrands and other swords.  The ice 
damage from the Icebrands will be effective in some battles here, but there are 
also some monsters that absorb ice.

Save your game--there's an extended series of battles coming up--and return to 
Gollund, where you'll be forced into entering the Gollund Colliery.  You have to
fight through three areas in the snow.

---Gollund Colliery Battle 1: Gollund Colliery Floor----------------------------
YOUR FORCES:
  1st Squad - Ramza, 2 others
  2nd Squad - Beowulf [guest], 2 others
ENEMY FORCES: Chemist* (male)   Chemist* (male)   Chemist* (male)
              Chemist* (male)   Chemist* (male)
* The Chemists' levels depend on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 11    Snow                     Snowstorm        95%
            Soil                     Sinkhole          3%
            Wooden Floor             Will-o'-the-Wisp  2%

--STRATEGY--
For some reason, you are being attacked by a large band of Chemists.  (Look out;
there's one hidden under the staircase right next to where you start!)  Since
the Chemists exclusively fight with guns, there's no need for any type of
magick defense.  And since guns always have a 100% hit rate, boosting your 
evade rate is pointless; leave behind the cloaks and shields and go for dual-
wielded or two-handed weapons.  Close-range reaction abilities like Counter are 
also pointless; choose reaction abilities like Auto-Potion or Adrenaline Rush 
that are useful at any range.

The key to this battle is to close the distance between you and the Chemists as
quickly as possible.  Fast characters or those with a high Move rate will be 
good for this.  You can also use Arithmeticks, Summons, Jump, or your
own guns to hit from a distance.

Since the Chemists all have the Items ability, they can keep healing themselves 
and reviving their KOed comrades, which gets a little annoying.  If you have 
Orlandeau and/or Meliadoul, using their Crush abilities to break the Chemists' 
armor will reduce their maximum HP and limit the amount they can heal 
themselves.  (Rend and Steal abilities work for this, too, but they often miss 
and don't deal any direct damage!)  You can also use Summons to strike a whole 
area and wipe all the critical-HP Chemists who have just been revived.

Reviving any of your *own* KOed can also be difficult--because the Chemists 
have guns, they'll immediately shoot and KO any character with critical HP.
You'll need Arise to effectively revive characters.  Of course, if a KOed 
character's death counter is getting low, you may need to toss a Phoenix Down
or Raise on them anyway--even if they just KOed again, you've at least reset
their counter and saved them from permanent death.

You do NOT need to keep Beowulf from getting KOed in this or the subsequent
battles.

Since this is a mining area, all the Battle Trophies and Treasure Hunter items
around here are Mythril items.  These are absolutely worthless at this point in
the game, so there's no reason to go Treasure Hunting here.

BATTLE TROPHIES: Mythril Bow, Mythril Shield

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Snow
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 2  (height: 4, Wooden Fl.) Gold Needle   Mythril Knife none
Left: 5, Up: 3  (height: 0, Soil)       Gold Needle   Mythril Sword none
Left: 6, Up: 9  (height: 7, Snow)       Gold Needle   Mythril Gun   none
Left: 1, Up: 10 (height: 14, Snow)      Gold Needle   Mythril Bow   none
--------------------------------------------------------------------------------

Between battles, equip any Icebrands and Glacial Guns you own.

---Gollund Colliery Battle 2: Gollund Colliery Slope----------------------------
YOUR FORCES: Ramza, Beowulf [guest], 4 others
ENEMY FORCES: Behemoth King*    Behemoth*    Thief* (male)   Thief* (male)
              Chemist* (male)   
* These enemies' levels depend on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Snowstorm (ice damage + 25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 12    Snow                     Snowstorm        99%
            Obstructed               --                1%

--STRATEGY--
This battle has a similar setting as the previous one, but there's only one 
Chemist and, instead, two Thieves and two behemoths.  (The Behemoth King is 
hiding in the cubby-hole behind the Thief near your start position.)  With a 
more conventional assortment of enemies, this should actually be a more
straightforward battle.

The Chemist here has a Glacial Gun that you may want to steal -- though if he
happens to start with the Safeguard ability, you're out of luck.  He can do
quite a bit of damage using the gun and you can't reach him to attack right 
away, but equipping Ice Shields will protect you from the damage.  The Thief on 
the top level has a tendency to just sit in the corner until you come very 
close, making him a sitting duck for magick or Jump attacks.

The snowstorm here boosts the power of ice attacks, including ice-elemental
weapons like Icebrands and Glacial Guns.

Since the Behemoth King is a somewhat rare monster, you may also want to Entice 
or Tame it onto your team.  Alternately, Poach it and you'll score either an 
Artemis Bow or a Cherche perfume.

BATTLE TROPHIES: Mythril Knife, Mythril Spear

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 18.5, Snow
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 11, Up: 9 (height: 2, Snow)       Gold Needle   Mythril Shield  none
Left: 7,  Up: 1 (height: 0, Snow)       Gold Needle   Mythril Armor   none
Left: 2,  Up: 5 (height: 6, Snow)       Gold Needle   Mythril Helm    none
Left: 1,  Up: 1 (height: 18.5, Snow)    Gold Needle   Mythril Vest    none
--------------------------------------------------------------------------------

Before the next battle, de-equip any ice-based weapons you're using, as you'll
face Blue Dragons that absorb ice damage!

---Gollund Colliery Battle 3: Gollund Colliery Ridge----------------------------
YOUR FORCES:
  1st Squad - Ramza, Beowulf [guest], 2 others
  2nd Squad - 2 others
ENEMY FORCES: Blue Dragon*      Blue Dragon*      Pig*
              Chemist* (male)   Chemist* (male)
* These enemies' levels depend on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Snowstorm (ice damage + 25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 11    Snow                     Snowstorm        94%
            Flagstone                Contortion        3%
            Obstructed               --                3%

--STRATEGY--
This time, you're fighting two Chemists, two Blue Dragons, and a dancing pig.  
The Pig is safe to leave 'til last; it can't do any harm.  The Blue Dragons, 
however, can and WILL harm you.  Equipping Ice Shields will defend against their
Ice Breath attack, but even their physical attacks are strong.  The Blue Dragons
are weak against fire, so use fire attacks for extra damage.  Do NOT use ice
attacks (including Geomancy, the Icebrand, and the Glacial Gun), as the Blue
Dragons will absorb the ice and gain HP!  Special sword techniques are your 
best offense (as usual).

If you Entice the Pig to your team, you can breed and Poach pigs for great 
items, so this is a great opportunity to recruit one!  If you already have a 
Pig on the team, you can just axe this one.

BATTLE TROPHIES: Mythril Sword, Mythril Armor

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Snow
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 8,  Up: 2 (height: 8, Snow)       Gold Needle   Mythril Gun   none
Left: 11, Up: 0 (height: 3, Snow)       Gold Needle   Mythril Knife none
Left: 10, Up: 5 (height: 8, Snow)       Gold Needle   Mythril Sword none
Left: 3,  Up: 6 (height: 5, Snow)       Gold Needle   Mythril Bow   none
--------------------------------------------------------------------------------

After the three battles, you'll reach the Coal Shaft.  The monsters here are 
WEAK against ice, so it's also a good idea to re-equip any Icebrands or other 
ice weapons that you have.

---Gollund Colliery Battle 4: Gollund Coal Shaft--------------------------------
YOUR FORCES: Ramza, Beowulf [guest], Reis [guest], 3 others
ENEMY FORCES: Syneugh* (Archaeodaemon)   Plague Horror*   Plague Horror*
              Plague Horror*             Ochu*            Ochu*
* These enemies' levels depend on the highest level on your own roster.

GUEST: Reis [Pisces] - Holy Dragon, lv. based on party's - Bravery 31, Faith 32

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Reis is KOed or Ramza dies

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 18 x 6     Wooden Floor             Will-o'-the-Wisp 44%
            Obstructed               --               32%
            Soil                     Sinkhole         22%
            Flagstone                Contortion        1%
            Stone Outcropping        Tremor            1%

--STRATEGY--
You need to keep Reis, the Holy Dragon, alive in this battle.  Be sure to bring
someone who can heal her.  

In order to get into Reis's area, you need to climb up onto the upper level and 
pass through the narrow doorway.  If you use jobs or accessories that get your
Jump score up to 4, you can jump directly up onto the ledge, which helps you
close the distance quickly.  Otherwise, you'll have to take the long route up 
by using the stairs behind where your party starts.

The Plague Horrors will turn you to stone or cast Doom on you if given the 
chance, so kill them first -- both the Plague Horrors and Ochus are weak 
against ice, so use ice attacks!  If the enemies get lined up in the narrow 
passage, use Shockwave (Monk) or Divine Ruination (Agrias/Orlandeau) to hit the 
whole line of them.  Reis will probably also rip into them with her Ice Breath.

You may also want to try poaching the Plague Horrors.  They sometimes yield the
Zwill Straightblade, the best knife in the game.

After taking out the Plague Horrors, go after Syneugh.  (Reis should be 
able to handle the two Ochus by herself.)  Make sure to keep Reis healed.  
Syneugh uses Gigaflare a lot, which hits a wide area but isn't nearly as 
powerful as it looks (although it does do a number on the frame rate ^_^).  It 
also hits his own teammates if they happen to be standing in your vicinity!  
Syneugh doesn't have very much HP; if you have Orlandeau, he might able to kill 
Syneugh in one shot.  This battle isn't really as tough as it may look -- just 
make sure Reis stays healed!

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Soil
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 0, Up: 0  (height: 0, Soil)       Remedy        Mythril Vest    none
Left: 4, Up: 3  (height: 4, Flagstone)  Remedy        Mythril Shield  none
Left: 1, Up: 7  (height: 3, Stone Out.) Remedy        Mythril Armor   none
Left: 3, Up: 15 (height: 0, Soil)       Remedy        Mythril Helm    none
--------------------------------------------------------------------------------

After this battle, you'll get the Aquarius Zodiac Stone, and Reis and Beowulf 
will offer to join you.  Sign them up!  Both are required for later quests, so
be sure to keep them alive.  Reis is not that great (at least for now), but 
Beowulf IS.  In particular, shoot for learning his Vengeance and Chicken 
abilities.  Chicken does a HUGE drop on enemy Bravery and frequently turns them 
into a helpless chicken, while Vengeance is a potent attack with a long range.

---CONSTRUCT 8---
Now that you've got the Aquarius Stone, return to Goug.  You will put in the 
Aquarius stone in the iron sphere, which transforms into Construct 8.  A 
comical scene will follow, and then another new character, Construct 8, joins 
you.  Construct 8 is more like a monster in that it can't change jobs, but it's
super-strong anyway.  It has a long-range laser attack, an inherent Counter,
and is impervious to Faith-based magicks, all status conditions except Confuse,
and most elements.  However, it IS weak to lightning attacks that do not involve
Faith.

ALLY: Construct 8 [Gemini] - Automaton, lv. based on party's - Bravery 70,
                                                               Faith 0
 Abilities : Tasks, Counter, Defense Boost
 Immune    : All negative status except Confuse, all elements except Lightning
             and Water
 Weakness  : Lightning

---NEXT QUEST BEGINS---
On the way out of Goug, if you've progressed sufficiently far in the game,
you'll get another scene in which Besrudio puts together another device that 
requires the Cancer Zodiac Stone.  If you've finished up Fort Besselat, you can
now begin the Nelveska Temple quest, further below.

%%%RECRUITING BALTHIER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00balt

QUEST BECOMES AVAILABLE: After completing battle at the Free City of Bervenia
REWARDS: Balthier joins the party, Ras Algethi gun, Mirage Vest

Balthier from Final Fantasy XII makes an appearance as an optional cameo 
character you can sign up for your team.

Any time after completing the battle at the Free City of Bervenia in Chapter 
IV, visit either the Magick City of Gariland, the Mining Town of Gollund, or
the Royal City of Lesalia.  Read the "Rash of Thefts" rumor.  (You only need to
read this rumor at ONE of these three cities, not all three!)

After you've read "Rash of Thefts," go to Dorter and visit the Tavern there.  
Read the new rumor here ("A Call for Guards") that will have appeared if you've
read "Rash of Thefts."

It seems like nothing has happened, but return to the map and try to leave 
Dorter.  You'll get into kicked into a battle (though not without a lengthy
FMV intro to Balthier first).

---Balthier Subquest Battle: Dorter Slums---------------------------------------
YOUR FORCES: Ramza, Balthier [guest], 3 others
ENEMY FORCES: Thief (lv 30, male)    Monk (lv 28, male)
              Archer (lv 31, male)   Archer (lv 29, male)
              Archer (lv 27, male)   White Mage (lv 28, female)

GUEST: Balthier [Leo] - lv 35 Sky Pirate - Bravery 78, Faith 60
 Equipment : Ras Algethi, Thief's Cap, Mirage Vest, Germinas Boots
 Abilities : Piracy

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Balthier is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 10    Roof                     Wind Blast       39%
            Soil                     Sinkhole         36%
            Ocean                    Torrent          11%
            Grassland                Tanglevine        9%
            Coffer                   Will-o'-the-Wisp  3%
            Flagstone                Contortion        3%

--STRATEGY--
Balthier will help you out here as a guest. 

The bulk of your team will start away from Ramza and Balthier, so it may be
helpful to bring characters with a high Move range or guns, so that they can
join the fray quickly.  You'll need to make sure Ramza doesn't get separated
and surrounded.  Balthier won't fight on the frontlines, but he has a super-
strong gun and will assist from the rooftops.  Unless Ramza gets surrounded,
this should be an easy battle.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Soil
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 4  (height: 1, Soil)       Antidote      Leather Armor none
Left: 6, Up: 1  (height: 9, Roof)       Echo Herbs    Mythril Knife none
Left: 4, Up: 12 (height: 3.5, Grassl.)  Eye Drops     Clothing      none
Left: 7, Up: 14 (height: 1.5, Soil)     Phoenix Down  Longsword     none
--------------------------------------------------------------------------------

Afterwards, you can sign Balthier up for your team.  He's basically a 
combination of Mustadio (he has all of Mustadio's Aimed Shot abilities) and a 
Thief, but he has better stats and a wide range of usable equipment (including
polearms, knight's swords, guns, heavy armor, and more).  He also has one unique
ability of his own: Barrage.  Barrage allows him to attack four times in a row 
for 1/2 damage each time, essentially allowing you to do double damage.  Barrage
can't be evaded or blocked with Shirahadori, making it a very potent offensive
ability.  Balthier's "Plunder" abilities are also a little better than regular 
Stealing; when it comes to stealing equipment, a Plunder is 10 percentage points
more likely to succeed than a Steal.  (So, if a Steal would have, say, a 36% 
success rate, Plunder will have a 46% success rate, for instance.)  Overall, 
Balthier is a great character and definitely worth a spot on your roster.

Balthier also comes equipped with a Ras Algethi gun and Mirage Vest, two items 
you can't find anywhere else!  Both are quite strong, so even if you don't plan 
on using Balthier, you should at least give his gear to someone else.

%%%NELVESKA TEMPLE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00nel

QUEST BECOMES AVAILABLE: After clearing Fort Besselat and 
            completing Gollund Colliery quest.  (Must also buy flower in Sal
            Ghidos, see below)
REWARDS: Reis returns to human form, various items found with Treasure Hunter

---QUEST REQUIREMENTS---
In order to begin the Nelveska Temple quest, you must first have finished the
battles at Fort Besselat in the main storyline, as well as having completed the
Gollund Colliery quest above.  Beowulf and Reis the Holy Dragon must also 
still be on your team.

When you first reach the Trade City of Sal Ghidos during the main storyline,
you'll be asked to buy a flower for 1 gil from Aerith.  Make sure you choose 
the SECOND option to buy the flower.  You'll need to buy this flower in order 
to continue with the quest.  If you fail to buy the flower when asked, you do
NOT have a second chance to get it and unfortunately can't continue with this 
quest :(

---BEGINNING THE QUEST---
Once you've got the flower, go down to Goug and you'll see a scene where
Besrudio presents another device unearthed from the tunnels; this one requires 
the Cancer Zodiac Stone.  (If you've already seen this scene, you don't need
to go back to Goug.)

Now go back up to Zeltennia Castle.  Go to the tavern and listen to the "Cursed 
Isle of Nelveska" rumor.  This will open up a new path on your map from 
Zeltennia to Nelveska Temple.

Although you can open up the route to Nelveska as soon as you reach Zeltennia,
in order to actually trigger the battle there, you must have seen the scene
at Goug where Besrudio presents his weathervane-like device.

---MODIFYING YOUR BRAVERY---
Before you head up to Nelveska Temple, you'll want to prepare.  The battle at 
Nelveska Temple contains a number of rare items that can be found using Treasure
Hunter.  These items include a super-powered Javelin and Escutcheon as well as 
the Sasuke's Blade ninja blade and the goofy Nagnarok sword.  The Javelin II and
Escutcheon II are especially worth picking up (and the Escutcheon II isn't 
available anywhere else!).  You only have this ONE chance to get them, as there 
are no random battles at Nelveska Temple.  Of course, you certainly don't NEED 
any of these items and they can be tricky to get, so it's up to you as to 
whether you want to try for them.

If you do want to get the items, you'll need to have a LOW Bravery -- the 
higher your Treasure Hunter's Bravery, the higher the odds of getting a crummy 
item instead of the item you want.  Rapha is great for this purpose since her 
Bravery already starts pretty low.  For the best odds, though, you'll want to 
lower it even further.  The best way to do this is probably with Beowulf's
Chicken magick (up to a 12-point decrease in permanent Bravery) for big changes
coupled with the Orator's Intimidate (4-point decrease in permanent Bravery) for
small changes.  Just be to sure to keep her permanent Bravery above 10, so that
she doesn't start the battle as a Chicken.

---THE BIG BATTLE---
Whether you're planning on looking for the items or not, you'll probably want
also to buy some Gold Needle or Remedies before you leave town for the coming 
battle, or equip Jade Armlets -- the Cockatrices at the temple can turn you to 
stone.

Go to Nelveska.  If you've seen the appropriate scene at Goug, a battle will
trigger.

---Nelveska Temple Battle: Nelveska Temple--------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Construct 7 (lv 66 Automaton)   Cockatrice*   Cockatrice*
              Cockatrice*                     Hydra*        Hydra*
* These enemies' levels depend on the highest level on your own roster.

BOSS: Construct 7 [random Zodiac] - lv 66 Automaton - Bravery 50, Faith 0
 Abilities : Tasks, Counter, Defense Boost
 Immune    : All negative status except Confuse, all elements except Lightning
             and Water

VICTORY CONDITION: KO Construct 7 twice
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 8     Grassland                Tanglevine       51%
            Flagstone                Contortion       31%
            Sand                     Sandstorm        11%
            Stone Outcropping        Tremor            4%
            Stairs                   Will-o'-the-Wisp  2%
            Soil                     Sinkhole          1%

--STRATEGY--
The enemies here will hit you hard and fast.  When deploying characters, put
Orlandeau on either the far left or far right.  If you have another character
with an automatic Haste (e.g. from the Tynar Rouge), place her behind
Orlandeau.  Together, they can probably KO one of the Hydras on the pillars
before it has a chance to move.

The Hydras will attack you first.  Watch out for their Tri-Attack, which hits
the unit in front of them plus any units to either side.  Try to kill off one of
the Hydras before the Cockatrices reach you.  The Cockatrices have relatively
little HP, so you may be able to take them out with group attacks (e.g. Hallowed
Bolt).  Since all the enemies are fairly close by, you often don't need to move
attack to them.  Remember that not moving gives you your next turn faster, so
don't move unless you need to.  Since you're getting assaulted from all sides
here, Orlandeau's Shadowblade attack is quite useful here -- it both deals
damage AND restores a lot of his HP, keeping him healthy.

Construct 7 will probably come out of its nook in the temple to attack you.
Its attacks are brutal and can do 300+ damage to you.  Try to thin out the 
other monsters a little bit first so you won't be swarmed while you're wearing
Construct 7 down.  Once you've taken out at least half the other monsters, rush 
Construct 7.  It has NO Faith, so magicks are useless.  It's also immune to all
elements except Lightning and Water, so even non-Faith-based attacks that do
elemental damage (like the Monk's Shockwave) don't work.  Regular physical 
attacks and sword techniques will work.  In addition, Construct 7 IS weak to 
non-Faith-based Lightning attacks, so Reis's Thunder Breath attack will do quite
a bit of damage; it should take off more than half the Construct's HP!  When you
KO Construct 7 the first time, it will come back with 1 HP, so KO it again and 
the battle will end.

However, if you want to get the hidden items here, you MUST get them before you
defeat Construct 7, as you can't come back after this battle.

There are four hidden items.  On top of the two pillars where the Hydras start, 
you'll find the best polearm (the pillar on your right) and shield (the pillar
on your left).  They're called the Javelin and Escutcheon, but they're totally 
different items from the generic Javelin and Escutcheon.  (I'll call the good
ones the Javelin II and Escutcheon II.)  The lower your Bravery, the better your
odds of discovering the good items; otherwise, you'll end up with a regular 
Javelin and Escutcheon, the WORST polearm and shield.  To get up on top of the 
pillars, move Construct 8 or Reis next to the pillar as a stepping-stone.  
You'll need at least a jump of 4 to get up using the stepping-stone method.  
(Ignore Elevation and Teleport are not usable because you need the movement 
ability slot for Treasure Hunter!)

Because the "good" Javelin and Escutcheon have the same names as the crummy 
Javelin and the Escutcheon, it's hard to tell during the battle which one 
you've picked up.  The Javelin II is gray instead of silver and has a fatter
point, and the Escutcheon II has gold trim (instead of silver) and an extra 
vertical bar on its face.  These details can be tough to spot in the few 
seconds the item is displayed, though.  An easier method is to put Reequip on 
your Treasure Hunter, which will allow you to examine the items list during
battle.  As long as you have "Display Unequippable Items" set to "On" (under
Options), you can see your entire list of equipment.  Press Select on an item
to check its stats.  If the Javelin or Escutcheon has great stats, it's the one
you want; if it has terrible stats, it's the "regular" version.  (You can reset
if you don't get what you're looking for.)  You needn't even use up a turn to
use Reequip in this way; just cancel out of the equipment menu without changing
anything and you can take another action.

The other two hidden items on this map are the Sasuke's Blade ninja blade, and 
the Nagnarok, a sword that turns enemies into Toads.  The Nagnarok has only 1 
attack power but a high evade rate when used with Parry.  Both these items also 
require low Bravery, or you'll get Elixirs instead.

Sasuke's Blade is hidden in the grassy area behind the temple.  When you're 
facing the temple, on the right side, you'll see a staircase-like cliff that you
can use to climb up on top of the temple.  Once you're on top of the temple, 
continue moving away from your starting point into the green and brown grassy 
area at the back end of the map.  The specific tile is near the very far back.
Face the temple and move the cursor the upper-left corner of the map.  Now, move
the cursor one tile to the right and one tile down.  You should be on a tile
with a height of 4.  This is the tile with Sasuke's Blade.  (Another way of
locating this tile is to use the coordinates at the bottom of this battle 
strategy.)

The Nagnarok sword is much closer to where you start.  When the battle starts, 
you'll see that Construct 7 is in the "doorway" of the temple just in front of 
where you start.  It's a black area with pillars on either side.  You'll have
to first lure Construct 7 out of the way of the doorway.  Once Construct 7 moves
out of the way, move into that "doorway," as if you were walking inside the 
temple.  This is a narrow passageway -- move the character as far back in the 
passage as the game will let you in.  The tile deepest inside the temple has the
Nagnarok. 

The battle at Nelveska can be tough in its own right, and trying to claim all 
these items will make it even harder.  Bringing as any many women with Chantage 
as possible will help keep you alive, of course.  Even Angel Rings (which 
only give you Reraise once per battle) are useful.  If your Treasure Hunter is 
relatively weak, try equipping him/her with the Invisibility Cloak found on 
Mount Germinas.  As long as the character doesn't take any actual action and 
just moves around picking up items, s/he should be left alone completely.  
KOing one or both Hydras at the very start of the battle will leave their 
bodies atop the pillars, preventing you from climbing up there until they 
crystallize ... but go ahead and KO them anyway.  You're being attacked by so 
many enemies at the start that it's easier to take them out and then just wait 
for them to crystallize once things have settled down.

The biggest concern when item-hunting is Construct 7 and its strong attacks.
Unfortunately, it's immune to most of the status conditions you might want to
inflict to halt it.  Instead, use Rend Speed over and over to whittle down its 
speed and minimize the number of turns it gets.  Once you've taken away all its 
speed, you can then use Rend Power on it to make it even weaker.  (If you 
combine Arts of War with Dual Wield, you get two Rends per turn, which makes
this process much easier.)  If you're doing the Rends at close range, you will 
have to endure Construct 7's counterattacks, which is why Chantage will be 
helpful.  Beware of accidentally killing Construct 7 with any counterattacks you
might have; you don't want the battle to end prematurely!  (And, keep in mind 
that all of Construct 7's special attacks decrease its own HP a little bit.)  
You'll probably need to stand by and keep healing Construct 7 with Chakra or
items while you continue item-hunting.  (White Magicks don't work for healing
Construct 7 because it's immune to that.)  The other enemies can (and should!)
be killed, of course.

If you're not shooting for ALL the items, the Escutcheon II is the best to pick
up.  It can be equipped by many jobs and cannot be found anywhere else in the
game.  The Javelin II is probably second-best, since it's the strongest polearm,
whereas Sasuke's Blade is inferior to the Koga and Iga blades found in
Midlight's Deep.  Also, the Javelin II and Sasuke's Blade do not HAVE to be
obtained here as they can eventually be caught with Sticky Fingers, and a
Sasuke's Blade can be stolen in another subquest.  The Nagnarok is the lowest
priority, since it is of rather dubious value to begin with and can always be
poached from Swines.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 4, Grassland
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 1, Up: 9  (height: 7, Flagstone)  Javelin       Javelin II     none
Left: 5, Up: 9  (height: 7, Flagstone)  Escutcheon    Escutcheon II  none
Left: 3, Up: 3  (height: 0, Flagstone)  Elixir        Nagnarok       none
Left: 1, Up: 1  (height: 4, Grassland)  Elixir        Sasuke's Blade none
--------------------------------------------------------------------------------

When Construct 7 explodes, you'll get its power source: the Cancer Zodiac Stone.

Back on the map screen, try to leave Nelveska Island. Beowulf will use the 
Cancer stone to restore the dragon Reis to her normal human form.  She will then
re-join your party, keeping all her dragon abilities and adding many new ones 
she can learn.  Even in human form, her Dragonkin job can use very little 
equipment -- just hair adornments, bags, and some accessories.  But, she has 
killer stats and an inherent Dual Wield.  The Dual Wield can only be used only 
with weapon types that can be Dual Wielded, of course, but that includes her 
fists.

If you now return the Cancer Stone to Besrudio, he'll summon Cloud.  You can now
embark on the Recruiting Cloud quest (below) to add Cloud to your team as well.
If you've cleared Mullonde in the main storyline, you can also tackle the 
Lionel's New Liege Lord quest as well.

%%%RECRUITING CLOUD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00cloud

QUEST BECOMES AVAILABLE: Immediately after completing Nelveska Temple quest
REWARDS: Cloud joins the party, Materia Blade

You can get Cloud any time after you complete Ford Besselat.  In order to get 
him, you must first complete the Gollund Colliery quest, followed by the 
Nelveska Temple quest, both described above.  You'll also still need Mustadio 
around.

Having completed both of these quests, hike all the way back to Goug.  (If
you've finished the battles at Mullonde, you'll have a handy shortcut.) 
Besrudio will power up the weathervane with the Cancer Stone and it will ... 
summon Cloud.  Cloud, in typical Cloud fashion, will refuse to let you 
introduce yourselves and run off in pursuit of Sephiroth.

Now you have to go all the way to the Trade City of Sal Ghidos.  Remember when 
you met Aerith here earlier?  Well, she's back, and this time she's being 
accosted by some thieves.  Cloud comes to save her, but has another one of his 
schizophrenic breakdowns.  You have to save him from the thieves.

---Cloud Subquest Battle 1: Sal Ghidos------------------------------------------
YOUR FORCES: Ramza, Cloud [guest], 3 others
ENEMY FORCES: Thief (lv 47, male)    Thief (lv 47, male)    Thief (lv 33, male)
              Monk (lv 45, male)     Squire (lv 48, male)   Squire (lv 47, male)

GUEST: Cloud [Aquarius] - lv 1 Soldier - Bravery 70, Faith 65
 Equipment : Thief's Cap, Black Garb, Featherweave Cloak
 Abilities : Limit, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Cloud is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 10    Roof, Chimney            Wind Blast       35%
            Flagstone, Earthen Wall  Contortion       32%
            Wasteland                Sinkhole         22%
            Coffer, Stairs           Will-o'-the-Wisp 11%

--STRATEGY--
At this point in the game, a bunch of generic enemies with underpowered jobs
shouldn't pose much threat; if you can't win this battle, you probably 
shouldn't be playing the game ;).  The main concern here is the three Thieves, 
who may try to steal your stuff.  If you've got any rare gear, you'll probably 
want to equip Safeguard to make sure you don't lose it -- or just take the 
Thieves out ASAP.  You also need to make sure Cloud stays healthy, since you 
lose the battle if he's KOed.  He's usually not in any danger, though, since he
often flees into the far side of the map and avoids the melee completely.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Flagstone
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 9, Up: 2  (height: 9, Roof)       Gold Needle   Reflect Ring  none
Left: 9, Up: 9  (height: 3, Wasteland)  Holy Water    Protect Ring  none
Left: 9, Up: 10 (height: 3, Wasteland)  Remedy        Magick Ring   none
Left: 0, Up: 12 (height: 13, Roof)      Phoenix Down  Angel Ring    none
--------------------------------------------------------------------------------

Afterwards, Clod... er, Cloud will join you.

You're still not totally finished with this quest.  In order for Cloud to be 
able to use his Limit attacks, you need to find his Materia Blade.  The Blade
is found using the Treasure Hunter ability during random battles at Mount 
Bervenia.  The easiest way to get into a battle at Mount Bervenia is to go to 
Riovanes Castle and just move back and forth between Riovanes and Mount Bervenia
until you get into a random battle.

---Cloud Subquest Battle 2: Mount Bervenia--------------------------------------
YOUR FORCES: 1-5 characters
ENEMY FORCES: Random (see Random Battles section)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Random

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Basalt                   Tremor           58%
            Lava                     Magma Surge      37%
            Obstructed               --                5%

--STRATEGY--
Once you're in battle, move your Treasure Hunter to the very tippy-top of the 
volcano to discover the Materia Blade.  You'll need a Jump at least of 4 to 
reach the volcano top -- equip Germinas Boots if you need a boost.  Unlike the
other rare items found with Treasure Hunter, this one doesn't depend on your
Bravery.  You'll always receive the Materia Blade on this tile, regardless of
your Bravery; there's no chance of getting the wrong thing.  Once you've 
secured the Materia Blade, finish off the rest of the enemies to end the 
battle.  If you end the battle by mistake before getting the Blade, just start
up another battle; the Blade never disappears until you find it.

If you're having a hard time getting your Treasure Hunter up to the top during
the battle, one strategy is to kill off all but one enemy, and then use
Beowulf's Chicken ability to turn the last enemy into a chicken.  This leaves
you free to spend as much time as needed navigating the volcano.

By the way, one of the other treasures here can never actually be obtained.
In order to pick it up, your Treasure Hunter would have to stop on top of a
lava-filled tile.  But the only abilities that actually let you STOP on top of
lava are Lavawalking and Levitate -- and neither of those can be equipped at the
same time as Treasure Hunter!  Float magick or equipment like the Winged Boots
DO NOT allow you to get this treasure.  That's because they only let you move 
through lava on the way to another tile, and never allow you to STOP on lava.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Basalt
                                        POOR ITEM   GOOD ITEM       TRAP
Left: 1, Up: 9  (height: 18, Basalt)         -Materia Blade-        Death Trap
Left: 4, Up: 1  (height: 3, Basalt)     X-Potion    Flameburst Bomb Sten Needle
Left: 6, Up: 10 (height: 3, Basalt)     X-Potion    Flameburst Bomb Death Trap
Left: 5, Up: 11 (height: 0, Lava)          -CANNOT BE OBTAINED-     Degenerator
--------------------------------------------------------------------------------

Equipping Cloud with the Materia Blade allows him to use his Limit command,
although you still have to learn all the Limit abilities individually.

Most of Cloud's Limit attacks do powerful magic damage.  The downsides are that
they take a long time to charge, and they only target PANELS -- so if Cloud's
target moves before the attack actviates, it will miss!

Honestly, Cloud isn't really all that great a character, in my estimation.  His
Limits take so long to charge, and he requires a lot of time to level up since
he starts back at level 1.  If you want to use him, your best bet is probably to
give him the Time Mage's Swiftness ability (which halves the charge time of his
Limits), and give him gear to boost his Magick Attack (which will make his
Limits more powerful).

You can only get the Materia Blade at Mt. Bervenia once.  But, if your Materia
Blade is broken or lost, there ARE a couple ways to replace it.  First, enemy
ninjas of Lv. 96 or higher will sometimes throw Materia Blades, and you can use
the Thief's Sticky Fingers to catch and keep them.  (Good places to find enemy
ninjas include The Interstice, the multiplayer "Littering" mission, and the
special battle at the west entrance to Araguay Woods.)  You can also win the
Materia Blade as a prize in both of the multiplayer modes.

%%%DISORDER IN THE ORDER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00dis

QUEST BECOMES AVAILABLE: After Mullonde battles
REWARDS: Lots of stealable equipment

The second of two Agrias-related quests, this quest becomes available late in 
Chapter IV, after you win the battles at Mullonde Cathedral.  You do NOT have 
to have completed the other Agrias quest (Agrias's Birthday) to access it.

First, after clearing the Cathedral, make tracks for Zeltennia Castle, in the 
upper right corner of the map.  As long as Agrias is still with you, when you
reach Zeltennia, you'll see a scene in which Agrias meets with Ovelia and sets 
up an important later plot point.  If Alicia and Lavian are still around, 
they'll also participate in this scene, but they're not required.

Nothing else happens here, but now head to the Magick City of Gariland or
Eagrose Castle and hit up the Tavern.  If you saw the scene at Zeltennia, there 
will be a new rumor, "Disorder in the Order."  Listen to it.

Hearing this rumor will activate a new battle at the Brigands' Den south of
Mandalia Plain.  The battle is a great chance to steal equipment, so before you
go there, you'll want to make sure you've got someone with a full set of Steal
abilities, preferably with good vertical movement capability (Jump of 5 or
greater, or a Movement Ability that ignores elevation).

Then, head back to the Brigands' Den and you'll get into a battle against some
deserters from the Order of the Northern Sky.

---Disorder in the Order Battle: Brigands' Den----------------------------------
YOUR FORCES: Ramza, Agrias [guest], 3 others
ENEMY FORCES: Ninja (lv 49, male)    Monk (lv 40, female)   Knight (lv 43, male)
              Knight (lv 42, male)   Squire (lv 44, male)   Squire (lv 41, male)

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Wooden Floor             Will-o'-the-Wisp 37%
            Ocean                    Torrent          30%
            Flagstone                Contortion       21%
            Grassland                Tanglevine       12%

--STRATEGY--
Agrias fights as a Guest in this battle, but it's not necessary to keep her 
from getting KOed.  You won't lose if she does.  In fact, if you want to 
steal from all the enemies here, it's probably a GOOD idea to KO Agrias 
yourself to keep her from finishing off the enemies before you do.  Since she's 
a Guest here, you can leave her KOed as long as you want and she won't ever 
disappear.

If you bring Orlandeau along as well, you can see a few extra lines of dialogue.

This battle is a stealing extravaganza!  Every enemy here has at least one rare 
item that you can't find in the Outfitter (although all these items are also
available in at least one other place in the game as well).  The Squires have
Blaze and Glacial Guns respectively, the Ninja has a Sasuke's Blade, the Monk
has Ninja Gear and a Barette, and the Knights have a Venetian Shield and a
Kaiser Shield. If you get nothing else, the shields are probably your best bet.
Since there's a LOT to steal here, equipping Concentration or Martial Arts to
boost your success rate be helpful.  Don't forget that raising your Speed also
helps you steal items, so use Ramza and Luso's Tailwind (or the Bard's Rousing
Melody) to crank up your Speed stat.  Balthier's Plunder skills are also
advantageous here--they're more likely to successfully steal than a regular
Steal.  Unfortunately, most of the enemies have equipment that makes them immune
to Sleep status, but Sleep DOES work on the Ninja and the Knights.  Chicken can
also work, but then you'll have to chase after the chickenized enemies as they 
run away from you, so this can be more hassle than it's worth.

The two Knights are actually trapped on top of the fort by their limited Jump
rating.  To steal from them, you'll need to go up there yourself.  Getting on
top of the fort requires a Jump rating of 5.  No job naturally has a Jump rating
that high, but Monk, Thief, Dragoon, Ninja, and Sky Pirate [Balthier] all have a
Jump of 4, and you can enhance it even further with the Spiked Boots or Germinas
Boots accessories or the Jump +1/+2/+3 Movement Abilities.  Or, equip Movement
Abilities that let you circumvent height completely: Ignore Elevation, Fly, or
Teleport.  A third alternative is to deploy Construct 8 or another large monster
(a dragon, hydra, malboro, or behemoth), whom you can use as a stepping stone to
climb up onto the fort.

All the enemies in this battle act as "special" characters who will never 
crystallize or turn into chests.  This can be kinda handy if you want to steal 
from them.  You can knock out all but one enemy, then revive just the enemy you 
want to steal from, pilfer what you want, KO the enemy again, and repeat.  You 
never have to worry about anyone disappearing completely.  Just don't finish off
the last enemy until you're done stealing!

Don't bother with the Treasure Hunter items here.  They're the same items from
when you fought at the Den way back in Chapter I, so they're totally worthless
now.  In fact, if you already collected the items back then, they won't even be
here now.

The actual battle should be fairly easy since these are rather basic enemies
with few special abilities.  Several of the enemies start up on top of the
fort, and the Knights remain up there for the duration of the battle.  However,
if you march up to the top of the ramp in front of the fort, you can still hit
them with a lot of special attacks (e.g., sword techniques).  Guns and Construct
8's Dispose are also good for attacking from a distance.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Wooden Floor
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 0  (height: 2, Wooden Fl.) Phoenix Down  Longbow       none
Left: 8, Up: 10 (height: 2, Grassland)  Antidote      Flame Rod     none
Left: 4, Up: 9  (height: 3, Wooden Fl.) Echo Herbs    White Staff   none
*Left: 7,Up: 10 (height: 10, Wooden F.) Eye Drops     Ice Rod       none
  * Requires Jump of 4 or greater.
--------------------------------------------------------------------------------

Nothing special happens when you clear the battle--this quest is mostly just an 
avenue for stealing a lot of great items :)

%%%LIONEL'S NEW LIEGE LORD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00lio

QUEST BECOMES AVAILABLE: After Mullonde battles AND completing Nelveska Temple
          quest
REWARDS: Genji Armor, Zeus Mace, Sortile'ge, stealable Masamune and Chantage, 
          Hydrascale Bag, other equipment

The main purpose of Beowulf's new subquest is to acquire the Masamune and Genji 
Armor, as well as a few other goodies.

To begin the subquest, you must first complete the Nelveska Temple quest.  At 
this point, you will have recruited Beowulf and Reis and returned Reis to human 
form.  Beowulf and Reis must also still be alive and on your roster.  You also 
have to completed the battle against Zalbaag at Mullonde in the main storyline.
However, you do NOT need to have recruited Cloud or obtained his Materia Blade.

In addition to meeting the above requirements, to activate the quest, you have 
to have read the "Lionel's New Liege Lord" rumor that appears in Taverns after 
you've completed the story battle at Bervenia Free City.  This rumor can be read
before or after you recruit Beowulf and Reis.

This quest, of course, takes place at Lionel Castle.  As soon as you visit 
Lionel Castle after reading the rumor and acquiring the needed characters, 
you're thrown into the quest, so you'll want to prepare first.  Make sure you 
have a character able to steal, as this subquest gives you a chance to steal a 
Masamune and a Chantage.

When you reach Lionel Castle, you'll see a story scene and Reis will be 
spirited away.  You're given a chance to save and adjust your roster before 
being booted into battle against Beowulf's old pal Aliste. 

Since Reis is presently kidnapped, you won't be able to select her as part of 
your team for the battles in this quest.

---Lionel's New Liege Lord Battle 1: Lionel Castle Gate-------------------------
YOUR FORCES: Ramza, Beowulf [guest], 3 others
ENEMY FORCES: Aliste (lv 48 Templar)   Ninja (lv 44, male)
              Ninja (lv 43, male)      Archer (lv 45, male)
              Archer (lv 42, male)     Time Mage (lv 45, female)

BOSS: Aliste [Scorpio] - lv 48 Templar - Bravery 80, Faith 35
 Equipment : Genji Shield, Save the Queen, Genji Helm, Genji Armor, Ribbon
 Abilities : Spellblade, Iaido, Shirahadori, Safeguard, Master Teleportation

VICTORY CONDITION: KO Aliste twice
LOSS CONDITION: Beowulf is KOed or Ramza dies

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 9     Grassland                Tanglevine       40%
            Flagstone                Contortion       36%
            Swamp                    Quicksand         7%
            Obstructed               --                7%
            Stone Outcropping        Tremor            5%
            Brick                    Wind Slash        4%

--STRATEGY--
Beowulf fights on your team as a Guest in this battle, which means you only
get to choose 3 other characters to deploy.  And while it's not spelled out in 
the victory conditions, you have to keep Beowulf alive -- if he gets KOed, you 
immediately get a Game Over.  Be sure to equip Beowulf with some good armor or a
shield beforehand.  It's probably a wise idea to deploy a decent healer as 
well so that you can keep his health up.  Since your principal enemy here has
Safeguard, Meliadoul's sword techniques are useless, so you probably won't
want to deploy her.

Aliste starts up on the roof, but since he has Elmdore's Master Teleportation 
ability, he'll probably warp down to fight you before you can climb up after 
him.  He's a Templar just like Beowulf, so he has all of Beowulf's Spellblade 
skills.  (He has a nice set of Genji gear as well, but, also like Elmdore, he 
has Safeguard, which means you unfortunately can't steal it from him.)  Since
Aliste's Spellblade can inflict a lot of status changes on you, be sure to have 
Remedy or Esuna ready.  Alternately, try wiping out Aliste's MP using the 
Knight's Rend MP, Orlandeau's Duskblade, or the Dark Knight's Infernal Strike.
Aliste has somehow equipped a Ribbon--normally female-only headgear--in his
accessory slot, so he's immune to status attacks.

You might want to send one or two of your less powerful characters to take out 
the Ninjas coming through the castle gate.  The other enemies can probably
be ignored.  The Archers won't do too much damage, and they're hard to target
since the castle wall blocks your ability to shoot at them.  If you want to
take them out, use Construct 8's Dispose, which can go through walls.

Focus your attacks on Aliste.   He uses Shirahadori to guard your physical 
attacks.  You can try to weaken this by using Orator skills to lower his 
Bravery (since a lower Bravery means reaction abilities trigger less often);
Beowulf may also help you in this regard.  Otherwise, just sling magicks, sword
techniques, Dispose, and Balthier's Barrage at him until he goes down.  The 
first time you KO him, he'll revive with 1 HP, but just punch him out a second 
time and you win the battle for real.

As with all of the "repeat" battlefields, the Treasure Hunter tiles here are the
same crummy ones from the first time through, so you can safely ignore them.

BATTLE TROPHIES: Genji Armor

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 5, Grassland
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 2,  Up: 6 (height: 8, Grassland)  Ether         Wizard's Robe    none
Left: 7,  Up: 5 (height: 4, Grassland)  Echo Herbs    Rubber Boots     none
Left: 7,  Up: 7 (height: 4, Grassland)  Potion        Golden Armor     none
Left: 13, Up: 6 (height: 2, Grassland)  Hi-Potion     Wizard Clothing  none
--------------------------------------------------------------------------------

You'll have another chance to save and adjust your team, so equip the Genji
Armor you just won.  It's the second strongest suit of armor in the single-
player game.

---Lionel's New Liege Lord Battle 2: Lionel Castle Oratory----------------------
YOUR FORCES: Ramza, Beowulf [guest], 3 others
ENEMY FORCES:
   PHASE ONE: Bremondt (lv 51 Celebrant)   Ninja (lv 49, female)
              Ninja (lv 48, female)        Samurai (lv 48, female)
              Samurai (lv 47, female)      Mystic (lv 46, female)
              Mystic (lv 45, female)
   PHASE TWO: Bremondt (lv 42 Dark Dragon)

BOSS: Bremondt [Gemini] - lv 51 Celebrant - Bravery 10, Faith 80
 Equipment : Zeus Mace, Celebrant's Miter, Lordly Robe, Ribbon
 Abilities : Priest Magicks, Fundaments, Counter Tackle, Safeguard, Lifefont
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Berserk, 
             and Slow

BOSS: Bremondt [Gemini] - lv 42 Dark Dragon - Bravery 80, Faith 10
 HP: about 3150, MP: about 220
 Abilities : Breath, Counter, Attack Boost, Arcane Strength, Arcane Defense
 Immune    : All negative status except Blind, Slow, and Immobilize

VICTORY CONDITION: Phase One - KO Bremondt
                   Phase Two - KO Dark Dragon Bremondt
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Flagstone                Contortion       60%
            Carpet, Stairs           Will-o'-the-Wisp 20%
            Obstructed               --               20%

--STRATEGY--
Bremondt has a pretty powerful set of underlings here.  Most importantly, the
Samurai to Bremondt's right (the left side of the screen when the battle
begins) has a stealable Masamune.  This is by far the easiest place to get this 
weapon, so be sure to steal it!  (The only other way to get a Masamune in the
single-player game is to catch it with Sticky Fingers when enemy Ninjas throw 
it.)

Some of Bremondt's other troops are pretty tough, too.  The Mystic on his
left (again, the right side of the screen initially) is equipped with Chantage.
This means that there's no point in attacking her, as she'll just revive on
her next turn.  The only way to really take her out is to break the Chantage or 
steal it.  Since Chantage is extremely useful, stealing it isn't a bad idea, 
although you CAN get them elsewhere.  Watch out, both Mystics also have a pretty
strong attack since they're equipped with bags.

Other rare items available here are a Cachusha and Barette--stolen from the
Mystics on Bremondt's right and left, respectively--and the Sortile'ge perfume,
also stolen from the Mystic on his right.  You'll be receiving a Sortile'ge
and Hydrascale Bag for completing this quest anyway, though, so these are 
pretty skippable.

Bremondt himself is equipped with a Lordly Robe, which gives him a fair amount
of HP, and a Ribbon, which blocks any status attacks.  Unfortunately, he has
Safeguard, so you can't steal this stuff from him.  He's not much of a threat in
combat, though.  As long as at least one of his underlings is KOed, Bremondt
usually just wastes his turns casting Arise.  (This can actually helpful be if
you accidentally KO the Samurai with the Masamune before you're able to steal
it.)  Keep at least one of the generic enemies KOed while you go after Bremondt
and he'll just keep using Arise.  Since the Ribbon doesn't protect Bremondt from
the Atheist status, you can also try using the Mystic's Disbelief (or Beowulf's
Doubt) to prevent him from casting magicks.  Alternately, attack his MP with
Rend MP / Duskblade / Infernal Strike.

When Bremondt is KOed, he will transform into the Dark Dragon, and all the other
enemy troops will be wiped from the board.  It's now time for the second phase 
of this battle.

The Dark Dragon has some really strong physical attacks, and might occasionally 
use breath attacks as well.  It can Counter you when you attack, so you're
probably better off using sword techniques or other abilities that aren't
standard melee attacks.  Beowulf's Drain is good too, though here you have no 
control over whether he uses it!  Magicks are pretty useless since the Dark
Dragon has very low Faith AND Arcane Defense.  Graviga and Lich can still do big
damage if they connect, but will have a low hit rate.  Attacks that don't depend
on Faith are better.

BATTLE TROPHIES: Zeus Mace

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Flagstone - on Ramza's left at start
                                        POOR ITEM    GOOD ITEM         TRAP
Left: 6, Up: 3  (height: 5, Carpet)     Potion       Guardian Bracelet none
Left: 6, Up: 4  (height: 5, Carpet)     Ether        Mage's Cloak      none
Left: 8, Up: 3  (height: 7, Flagstone)  Hi-Potion    Protect Ring      none
Left: 8, Up: 4  (height: 7, Flagstone)  Remedy       Osafune           none
--------------------------------------------------------------------------------

When Bremondt goes down, you'll receive a Zeus Mace, a very nice staff, for
your efforts.  (There's a second Zeus Mace in Midlight's Deep, but it doesn't
hurt to have two!)

Beowulf and Reis are reunited.  In gratitude for all your help, Beowulf
hands over all his treasure, including a Gold Hairpin, a Hydrascale Bag, a
pair of Hermes Shoes, a Diamond Bracelet, and the Sortile'ge perfume.   You're
prompted to add Beowulf and Reis back into your roster, and this subquest is now
complete!  At this point, Beowulf and Reis are no longer required for any other 
quests, so you COULD delete them if you wanted, but you won't be able to get 
them back!

%%%MIDLIGHT'S DEEP%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00md

QUEST BECOMES AVAILABLE: After Mullonde battles
REWARDS: Numerous rare items, Zodiark summon, the Byblos joins the party

Midlight's Deep is a bonus dungeon with ten floors (each a separate battle),
each packed with really powerful equipment.  It's completely optional, and in
fact is more difficult than the actual end of the game.

You can only access Midlight's Deep after you complete the three battles at
Mullonde Cathedral.  But, you don't need to have beaten the final boss.

After completing Mullonde Cathedral, go to the Port City of Warjilis.  When you
arrive, you'll automatically see a scene in the tavern in which Ramza overhears
a rumor about the Deep.  (Fans of the original PSone version of FF Tactics may
get a kick out of some of the dialogue here.)  When you leave town, a route will
automatically pop up on the tiny island to the east, which contains Midlight's 
Deep.

To enter Midlight's Deep, move to the island.  Then, click on Midlight's Deep a
second time.  Choose the floor you want to enter.  At the beginning, only the
first floor will be accessible, but you'll open up more as you progress.

---General Instructions---------------------------------------------------------

---BATTLES IN THE DEEP---
Midlight's Deep battles are considered random battles, which means that the 
exact line-up of enemies changes each time.  It also means that you don't have 
to deploy Ramza.  The exception is the initial encounter on the last floor, 
which has a fixed set of enemies AND requires Ramza to be deployed.


---NAVIGATING THE DARKNESS---
To make things challenging, every floor of Midlight's Deep is completely dark.
You can see your team and the enemies, but you can't see the terrain.  Crystals 
left by dead enemies will light up much of the area, but there's an even easier
way to see your way around.  Select an attack with a really long range, like a 
gun attack, Beowulf's Vengeance, Construct 8's Dispose, or best of all, Teleport
(which lights up the *whole* map).  When the game then prompts you to choose a
target, most of the panels on the battlefield will be highlighted, giving you a
chance to study the terrain.  You don't even have to USE the selected attack,
just select it, look at the map, and then cancel back to the menu.  Since you
can do this every round, you shouldn't have too much trouble seeing what you're
doing.

Although Midlight's Deep *looks* dark, it does not have the penalties on bow
and crossbow accuracies that nighttime battles do in the overworld.


---FINDING THE EXITS---
Not only do you have to beat the enemies on each level, you ALSO have to find 
the exit to open up the next level.  If you kill all the enemies without 
finding the exit, you'll just be kicked back to the map screen and have to 
replay the level before you can advance.  To find the exit, you simply have to
move a character onto the tile that contains the exit, at which point you'll
get a message telling you that you "found a passage leading deeper."  Once you
finish off the remaining enemies and return to the map, you'll be able to 
select the next floor.  You do NOT need the Treasure Hunter ability to find
the exits.

To make things tricky, each time you enter the level, the exit is RANDOMLY 
placed on one of five possible tiles -- so you don't know where it is!  In the
floor-by-floor walkthrough below, I've listed the possible exit locations for 
each floor, in order from nearest to furthest.  Bear in mind that the exit can
only be found on ONE of these five tiles, not any of them.

Remember, the battle ends when you KO the last enemy, and if you didn't find 
the exit, you'll have to replay the level.  So, you need to find the exit 
BEFORE you KO that last enemy.  The easiest way to do this is to KO all but one
enemy, then use Beowulf's Chicken ability or the Black Mage's Toad magick on
the last enemy to turn it into a chicken or toad.  Once the last enemy is a 
harmless animal, it's easy to walk around the level and look for the exit.  Toad
is ideal -- it lasts *forever*, unless the enemy has Black Magicks and can cast
Toad on itself to cure itself.  Chicken lasts for quite a while, but each turn
the enemy gets 1 point of Bravery back, and when it has 10 Bravery, the Chicken
spell will wear off.  But, if you always recast Chicken when it's close to
wearing off, you can keep the enemy a chicken forever :).  (You can also
supplement Chicken with Sleep--the enemy won't begin regaining Bravery until it
wakes up.)  Of course, you don't HAVE to use the Chicken or Toad trick to find
the exit -- it just makes it a lot easier.

While you do need to find the exits to advance, there's no obligation to find
the exit on your first visit.  If the battle gets rough, it's fine to just 
finish off the enemies and forget about finding the exit.  You can look for it
on your next visit.

Also, once you've found a floor's exit once, you never need to look for it
again.  So, if you return to a previous floor to hunt for items or poach 
monsters, you don't need to worry about looking for the exit.


--ACQUIRING THE RARE ITEMS---
But wait!  There's more!  Each level contains a number of rare items that you
can find using the Treasure Hunter ability.  Simply move a character with
Treasure Hunter onto the correct tile and a new item is yours.  If a character
without Treasure Hunter steps on the tile, you'll often spring a trap instead, 
but the item remains there, waiting for a character with Treasure Hunter.
Even once the item is picked up, any trap on the tile remains there, and then 
even a Treasure Hunter can spring it.

As with most rare Treasure Hunter finds, you need a LOW Bravery level to pick
up the special item.  The higher your Bravery, the higher your chance you'll 
get a crummy Phoenix Down instead.  (The chance of getting the Phoenix Down is 
simply equal to the character's current Bravery -- so a lower Bravery decreases 
your chance of getting it.)

If you DO pick up the Phoenix Down, the "good" item is gone FOREVER, even if you
leave the map and come back later!  So, if you want to get all the items, you
may want to save pretty frequently and only try picking up one or two items at a
time.  That way, it's easy to reset and try again if you don't get the item you
want.

If you forget a treasure tile completely, it's fine to go back to the map and
activate it later.  The treasure won't disappear until someone activates the
tile.

Beware that enemy characters with Treasure Hunter can also pick up the rare 
items, which will prevent you from ever getting them!  At the start of each 
battle, you may want to check all the enemy humans to see if they have Treasure
Hunter.  If they do, either KO or Immobilize those enemies quickly to prevent 
them from beating you to the loot!

If you step on a tile and spring a trap instead of getting the treasure, you
might be experiencing one of two problems.  Either the character doesn't have
Treasure Hunter, or someone (either one of your characters or an enemy) already
picked up the treasure from that tile.  Unfortunately, once one item is grabbed
from a tile, the treasures are gone permanently.


---STRATEGIES FOR FINDING ITEMS AND EXITS---
Rapha is great for finding the items because her Bravery already starts pretty 
low.  For the best odds, though, you'll want to lower it even further.  The best
way to do this is probably with Beowulf's Chicken magick (up to a 12-point
decrease in permanent Bravery) for big changes coupled with the Orator's
Intimidate (4-point decrease in permanent Bravery) for small changes.  Just be
to sure to keep her permanent Bravery above 10, so that she doesn't start the
battle as a Chicken.

To make Rapha (or whomever you're using as a Treasure Hunter) more mobile, give
her Germinas Boots to increase her move and jump range.  If she has them
unlocked, you can also switch her to an agile job like Thief, Dragoon, or Monk.
This is helpful both for picking up the treasures and for finding the exits.

Alternately (or in addition), you can have her ride a chocobo to increase her 
mobility.  A Black Chocobo is particularly advantageous since it can fly right 
over enemies.  Just deploy the chocobo next to her, and then move her onto the 
tile with the chocobo to have her ride it.  You won't actually be able to claim 
items while on the chocobo, though, so park the chocobo NEXT to the tile with
the treasure and have Rapha use the Dismount command to step down onto the
treasure tile.  It takes three turns just to move the chocobo, dismount, and 
remount, so chocobos are mostly helpful on maps with tricky terrain that would
be even slower to navigate on foot.

If you're having trouble with Rapha getting KOed quickly, you can protect her
by equipping with her an item to make her Invisible.  Items you can use include
the Invisibility Cloak found on Mount Germinas (see Battle Strategy 42)
or the Ninja Gear stealable in the Disorder in the Order sidequest.
Both these items causes Rapha to start the battle with Invisible status.  As 
long as she doesn't take any action and just moves around the battlefield 
looking for items and exits, she will stay invisible and will be virtually 
ignored by the enemies.  (She's still vulnerable to area-effect spells.)  The
Ninja Gear is particularly advantageous; since it is body armor, it leaves
Rapha's accessory slot free to equip Germinas Boots for enhanced mobility.
Later, you can also get the Invisible status from the Septie`me perfume, 
poachable from the Greater Hydras found in the Deep, and from a second set of
Ninja Gear found on the sixth floor of the dungeon (The Palings).

You can also combine Invisibility with chocobo-riding; if you're Invisible when 
you board a chocobo, the chocobo becomes Invisible too (even though it doesn't 
look like it on the screen :P).  Be careful, though; dismounting from the 
chocobo removes the chocobo's Invisibility and gives the enemies a chance to 
attack it.

Note that you can also still pick up items as a Chicken, although you can't
control the character.  Since Chicken-ified characters usually run into a 
corner, you can use this tactic for picking up items in the corner of a map.
Chickens have a Bravery below 10, which almost guarantee you'll get the rare 
item.


---LOCATING THE RARE ITEMS---
So WHERE are all these great items?  Of course, on each floor, the items are in 
different locations.  Since the tiles are not given any names or numbers in the 
game, I've had to assign my own numbers to them.  Here's the scheme I've used:

All of the coordinates are given relative to a particular corner.  First, use
the tile height and terrain type information to identify which of the 4 corners
on the map is the reference corner.  (You can view the terrain type information
by highlighting a tile with the cursor and then pressing the Select button.)

Now, tilt the analog stick left or right (on the PSP) or swipe the screen left
or right (in iOS).  When you do this, the screen will change perspective and
you'll be looking at the battlefield from a different angle.  Keep doing this
until the reference corner is at the bottom of the screen.

You're now all set to find the treasure tiles.  Start at the reference corner.
Then, use the LEFT and UP arrows on the D-pad to move the cursor the specified
number of spaces.  For example, Left: 3, Up: 2 means 3 tiles to the left and 2
tiles up.  The height and terrain type information will help you confirm that
you've found the right space.

(This is the same system I use for all the Treasure Hunter tiles, so if you've
already been collecting them, there's nothing new to learn :) )

For exact item locations, see each level's battle strategy, below.


---POACHING---
There are also a number of rare monsters in Midlight's Deep, and poaching them
can get you some unique items you can't find anywhere else.  (See the Poaching
List for the complete list.)  Fortunately, since Warjilis Trade City is a trade
city, it has a Poachers' Den.  So, after poaching some monsters, it's easy to 
head back to Warjilis and check on your haul.

If you're serious about poaching (and have space on your roster), the best
tactic for getting these rare items is to recruit a monster from the species
using the Orator abilities Entice or Tame.  (The Dragon's Charm ability
possessed by Reis can also be used to recruit dragons and hydras, and works
100% of the time.)  Once you've recruited the monster, just walk back and forth
between Warjilis and the Deep.  As the days pass, the monster will lay eggs and
the eggs will hatch into new monsters.  (You can actually preview exactly which
monsters you'll be getting if you use the trick described in the Monsters
section of Basic Mechanics and Tactics -- press Ctrl+F and 00mon to jump there.)
Poach the HATCHED monsters, but leave the original in your roster.  That way,
you have a limitless supply of monsters to poach.  This is a great way to poach
rare monsters that don't appear in the wild very frequently.

In fact, breeding monsters is the ONLY way to get a Wild Boar, which in turn
is your only source in the single-player game for two super-rare items (the
Ribbon and the Fallingstar Bag).


---ENEMY PARTIES---
On each floor, you'll encounter 1 of 4 different possible enemy parties, 
randomly determined each time you enter the floor.  Within those parties, there
is also some randomness in exactly what enemies you face.  I've listed all the
possibilities for each floor in the battle strategies below.  Generally 
speaking,
  > Party Type A features 1-11 enemies, usually many copies of just a few
    fairly basic enemy types.
  > Party Types B and C always include 8 enemies and a more diverse group of
    enemy types.
  > Party Type D always includes 4 enemies and usually includes a mix of humans 
    and more advanced monsters.

ENEMY LEVELS: As in random battles in the overworld, enemy levels in Midlight's
Deep are not pre-set.  Instead, they are based on the highest experience level
you have on your own roster -- even if that character is not deployed into the
battle!  Usually, enemies are a fixed number of levels higher than this Roster
Highest level; e.g. a lv RH+6 Goblin is 6 levels than the highest level on your
own roster.  Some enemies have a random level that is about equal to your RH
level; I've marked these enemies as lv ~RH.

---Floor-by-Floor Walkthrough---------------------------------------------------

Whew!  I think that's all the instruction you need.  Now head on in!

---Floor 1: The Crevasse--------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Goblin (lv RH+5) 
[1 - 11  Goblin (lv RH+6)        OR  Goblin (lv RH+5)        OR  nothing
   foes] Goblin (lv RH+6)        OR  Goblin (lv RH+4)        OR  nothing
         Goblin (lv RH+6)        OR  Goblin (lv RH+3)        OR  nothing
         Goblin (lv RH+6)        OR  Goblin (lv RH+2)        OR  nothing
         Goblin (lv RH+6)        OR  Goblin (lv RH+1)        OR  nothing
         Goblin (lv RH+5)        OR  nothing
         Goblin (lv RH+4)        OR  nothing
         Goblin (lv RH+3)        OR  nothing
         Goblin (lv RH+2)        OR  nothing
         Goblin (lv RH+1)        OR  nothing

TYPE B - Knight (lv RH+6, male)  OR  Goblin (lv RH+4)
[8 foes] Knight (lv RH+6, male)  OR  Red Panther (lv RH+5)
         Knight (lv RH+6, male)  OR  Red Panther (lv RH+1)
         Bomb (lv RH+6)          OR  Red Panther (lv RH+2)
         Bomb (lv RH+6)          OR  Coeurl (lv RH+4)
         Bomb (lv RH+6)          OR  Coeurl (lv RH+3)
         Bomb (lv RH+6)          OR  Goblin (lv RH+5)
         Bomb (lv RH+6)          OR  Goblin (lv RH+3)

TYPE C - Monk (lv RH+6, female)  OR  Black Goblin (lv RH+4)
[8 foes] Monk (lv RH+6, female)  OR  Black Goblin (lv RH+3)
         Chemist (lv RH+6, male) OR  Black Goblin (lv RH+5)
         Chemist (lv RH+6, male) OR  Black Goblin (lv RH+1)         
         Wisenkin (lv RH+6)      OR  Black Goblin (lv RH+5)
         Wisenkin (lv RH+6)      OR  Black Goblin (lv RH+4)
         Wisenkin (lv RH+6)      OR  Black Goblin (lv RH+3)
         Wisenkin (lv RH+6)      OR  Black Goblin (lv RH+2)

TYPE D - Knight (lv RH+3, m) OR Black Mage (lv RH+3, f) OR Time Mage (lv RH+7,m)
[4 foes] Archer (lv RH+3, m) OR Summoner (lv RH+2, f)   OR Thief (lv RH+7, f)
      Gobbledygook (lv RH+5) OR Exploder (lv RH+7)      OR Wisenkin (lv RH+5)
         Squire (lv RH+7, m) OR Red Panther (lv RH+3)   OR Piscodaemon (lv RH+4)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 10    Stalactite               Sandstorm        60%
            Moss                     Wind Slash       29%
            Stone Outcropping        Tremor           11%
           
--STRATEGY--
In this level, you start out at the top of a large cliff with a staircase-like 
path winding down it.  The enemies are all at the bottom, which gives you a big 
height advantage.  It's easy to rain ranged attacks down on them.  If you do 
want to use melee attacks, Ignore Elevation, Teleport, or other jump boosts are 
helpful for navigating the cliff and descending quickly.

The enemies here are all weak jobs and monsters (the Type A party is nothing but
Goblins!), so they  shouldn't be that difficult.  It's a good warm-up for the
tougher Midlight's Deep battles.  Watch out for the Exploder monster, though;
it's dark gray and is very difficult to see in the dark.  If you face the Type D
party, scan your cursor through the enemy forces to check for it.

You can find two of the magickal guns here, although you may already have copies
that you stole earlier.  The Blaze Gun is a little stronger than the Glacial 
Gun, but both are worth picking up.  These "magickal" guns do elemental attacks.
Their damage varies; sometimes you get a -ra or a -ga spell visual effect and 
increased damage.  The damage estimate you see when preparing to attack is the 
"low" estimate if you just get the regular spell.

The Kiyomori hidden on this level is just a regular Kiyomori katana like you 
could buy in a store, making it the most useless pickup in the Deep.

Remember to find the exit before you KO the last enemy.  Otherwise, you won't
be able to advance to the next level!

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Moss
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 2  (height: 7, Stalactite) Phoenix Down  Glacial Gun   Death Trap
Left: 9, Up: 0  (height: 22, Stalact.)  Phoenix Down  Blaze Gun     Hypnogas
Left: 4, Up: 9  (height: 17, Stalact.)  Phoenix Down  Kiyomori      Death Trap
Left: 6, Up: 0  (height: 20, Stalact.)  Phoenix Down  Elixir        Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 6, Up: 9  (height: 17, Moss)
Left: 3, Up: 8  (height: 7, Moss)
Left: 0, Up: 9  (height: 2, Moss)
Left: 1, Up: 3  (height: 1, Stalactite)
Left: 1, Up: 1  (height: 1, Stalactite)
--------------------------------------------------------------------------------

After you find the exit in The Crevasse, you'll open up The Stair.  If you
defeated all the enemies on The Crevasse before you found the exit, just go back
to The Crevasse and keep trying until you find the exit.

---Floor 2: The Stair-----------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Goblin (lv RH+7)
[1 - 11  Black Goblin (lv RH+8)  OR  Goblin (lv RH+6)        OR  nothing
   foes] Black Goblin (lv RH+8)  OR  Goblin (lv RH+6)        OR  nothing
         Black Goblin (lv RH+8)  OR  Goblin (lv RH+4)        OR  nothing
         Black Goblin (lv RH+8)  OR  Goblin (lv RH+4)        OR  nothing
         Black Goblin (lv RH+8)  OR  Goblin (lv RH+2)        OR  nothing
         Goblin (lv RH+7)        OR  nothing
         Goblin (lv RH+5)        OR  nothing
         Goblin (lv RH+5)        OR  nothing
         Goblin (lv RH+3)        OR  nothing
         Goblin (lv RH+3)        OR  nothing

TYPE B - Archer (lv RH+7, fem.)  OR  Skeleton (lv RH+8)
[8 foes] Archer (lv RH+6, fem.)  OR  Skeleton (lv RH+8)
         Archer (lv RH+5, fem.)  OR  Bonesnatch (lv RH+8)
         Archer (lv RH+4, fem.)  OR  Bonesnatch (lv RH+8)
         Archer (lv RH+7, male)  OR  Ahriman (lv RH+8)
         Archer (lv RH+6, male)  OR  Ahriman (lv RH+8)
         Archer (lv RH+3, male)  OR  Floating Eye (lv RH+7)
         Archer (lv RH+2, male)  OR  Floating Eye (lv RH+8)

TYPE C - Monk (lv RH+8, male)    OR  Black Mage (lv RH+7, male)
[8 foes] Ninja (lv RH+8, female) OR  Time Mage (lv RH+6, female)
         Skeleton (lv RH+7)      OR  Ghoul (lv RH+8)
         Skeleton (lv RH+6)      OR  Ghoul (lv RH+8)
         Skeleton (lv RH+5)      OR  Ghoul (lv RH+8)
         Bonesnatch (lv RH+4)    OR  Ghast (lv RH+8)
         Bonesnatch (lv RH+3)    OR  Ghast (lv RH+8)
         Bonesnatch (lv RH+2)    OR  Ghast (lv RH+8)

TYPE D - Blue Dragon (lv RH+9)  OR Knight (lv RH+4, m)   OR Archer (lv RH+5, m)
[4 foes] Dragon (lv RH+9)       OR Knight (lv RH+5, m)   OR Archer (lv RH+6, m)
         Dragon (lv RH+9)       OR Summoner (lv RH+6, f) OR Archer (lv RH+7, m)
         Dragon (lv RH+9)       OR Summoner (lv RH+7, f) OR Archer (lv RH+3, m)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 9     Stalactite               Sandstorm        82%
            Moss                     Wind Slash       11%
            Stone Outcropping        Tremor            6%

--STRATEGY--
Despite the name, this floor isn't quite a stair.  Instead, it's a bumpy 
landscape full of variations in height.  So, again, Ignore Elevation/Teleport
and jump boosts are helpful.  Your opponents start quite close to you this time,
but you still have a bit of a height advantages.

Common enemy types include Archers, ahrimans, and skeletons.  Since there are 
often multiple Archers, the Archer's Bane and Shirahadori abilities are quite 
helpful.  Having your own strong range attacks also lets you KO the Archers 
quickly.  Take out the Archers first, then go after the skeletons (their Anima 
attacks can be pretty strong!), and finally the ahrimans.  Since you're being 
attacked by the full enemy party at once, putting Disable or Chicken on some 
enemies or using Rend/Crush Weapon on humans will stop their attacks and give 
you some breathing room.

Instead of skeletons and Archers, you may instead fight goblins (Type A party)
or ghosts (some Type C parties).  These are usually easier battles.  All the
groups of enemies are definitely tougher than those in The Crevasse, however.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Stalactite)
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 2, Up: 7  (height: 6, Stalactite) Phoenix Down  Blood Sword    Death Trap
Left: 6, Up: 10 (height: 9, Stalactite) Phoenix Down  Elixir         Degenerator
Left: 8, Up: 1  (height: 1, Stalactite) Phoenix Down  Save the Queen Hypnogas  
Left: 4, Up: 0  (height: 0, Stalactite) Phoenix Down  Elixir         Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 8, Up: 9  (height: 8, Stalactite)
Left: 7, Up: 4  (height: 5, Stalactite)
Left: 2, Up: 1  (height: 1, Moss)
Left: 8, Up: 0  (height: 1, Stalactite)
Left: 0, Up: 0  (height: 2, Stalactite)
--------------------------------------------------------------------------------

After The Stair comes The Hollow.

---Floor 3: The Hollow----------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Piscodaemon (lv RH+9)
[1 - 11  Piscodaemon (lv RH+9)   OR  Cockatrice (lv RH+10)   OR  nothing
   foes] Piscodaemon (lv RH+8)   OR  Jura Aevis (lv RH+10)   OR  nothing
         Piscodaemon (lv RH+6)   OR  Steelhawk (lv RH+10)    OR  nothing
         Piscodaemon (lv RH+7)   OR  nothing
         Piscodaemon (lv RH+5)   OR  nothing
         Squidraken (lv RH+7)    OR  Thief (lv RH+10, male)  OR  nothing
         Squidraken (lv RH+5)    OR  Black Mage (lv RH+10,f.)OR  nothing
         Squidraken (lv RH+8)    OR  nothing
         Squidraken (lv RH+6)    OR  nothing
         Squidraken (lv RH+4)    OR  nothing
         Jura Aevis (lv RH+10)   OR  nothing

TYPE B - Mindflayer (lv RH+10)   OR Squidraken (lv RH+9)
[8 foes] Mindflayer (lv RH+10)   OR Squidraken (lv RH+8)    
         Coeurl (lv RH+10)       OR Squidraken (lv RH+7)
         Coeurl (lv RH+10)       OR Squidraken (lv RH+6)
         Black Mage (lv RH+10,f) OR Red Panther (lv RH+5)
         Black Mage (lv RH+10,f) OR Red Panther (lv RH+9)
         Black Mage (lv RH+10,f) OR Bomb (lv RH+8)
         Grenade (lv RH+10)      OR Bomb (lv RH+7)

TYPE C - Behemoth Kng (lv RH+10) OR Minotaur (lv RH+6)
[8 foes] Behemoth (lv RH+10)     OR Minotaur (lv RH+7)
         Behemoth (lv RH+10)     OR Wisenkin (lv RH+9)
         Behemoth (lv RH+10)     OR Wisenkin (lv RH+8)
         Knight (lv RH+10, male) OR Archer (lv RH+9, female)
         Knight (lv RH+10, male) OR Archer (lv RH+8, female)
         Knight (lv RH+10, male) OR Archer (lv RH+7, female)
         Knight (lv RH+10, male) OR Archer (lv RH+5, female)

TYPE D - Dragoon (lv RH+6, f)  OR Bl.Mage (lv RH+10,f)OR Elder Treant (lv RH+7)
[4 foes] Geomancer (lv RH+7,m) OR Archer (lv RH+10,m) OR Skeletal Fiend (lvRH+8)
         Mystic (lv RH+8, f)   OR Knight (lv RH+10,f) OR Squidraken (lv RH+9)
         Orator (lv RH+9, m)   OR Squire (lv RH+10,m) OR Red Panther (lv RH+5)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 10    Stone Outcropping        Tremor           41%
            Darkness (chasm)         --               36%
            Stalactite               Sandstorm        24%

--STRATEGY--
The Hollow has a big chasm running through the center of it, dividing the map
into three separate regions.  Your party starts on a separate "island" from the
enemy squad and you can only cross with a jump or Teleport.

If you bring a lot of characters with long-range attacks (guns, Arithmeticks,
Construct 8's Dispose), this should be fairly easy.  From your starting point,
guns and Dispose can hit almost all of the enemies.  Since they have to
navigate around the pits, you can just stand there and blast away.  Just Wait
instead of moving and you can get your next turn even faster.  Still, the
enemies will catch up with you eventually, so you'll want to bring along a good 
close-range fighter or two (like Orlandeau) as well.

Probably the most dangerous enemy that can appear here is the Mindflayer.  The
Mindflayer's Mind Blast ability can Berserk or Confuse you, and has enough 
range that it can reach across the chasm.  Try to KO the Mindflayers first.  If
they do Confuse you, you can cure a Confused character by whacking them with a 
physical attack.  This doesn't cure Berserk, though.

Also common here are enemy Black Mages, who can of course hit you with magick 
from a distance.  Stealing away their MP is one good way of dealing with them.  
A gun paired with Rend MP can do this from a long distance, and Orlandeau's 
Duskblade has a decent range too.

The Hollow also contains two good pieces of equipment: the Yoichi Bow and the 
Zeus Mace.  Be sure to pick them up!  In general, collecting all the Elixirs is 
not necessary as there are quite a few available and you can do fine without 
getting them all (or even any of them).

One of the exit locations here is a bit tricky.  It's up atop a height 6 pillar.
There's a "step" (of height 2.5) on one side of the pillar you can use to climb 
up.  Or, just use Teleport or Ignore Elevation to hop up directly.  (Finding the
exits doesn't require Treasure Hunter so you can use your movement ability slot
for Teleport.)

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Stone Outcropping - the one where
                                                                cursor is blue
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 3  (height: 1.5, Stalact.) Phoenix Down  Elixir        Death Trap
Left: 8, Up: 6  (height: 0.5, Stalact.) Phoenix Down  Zeus Mace     Death Trap
Left: 7, Up: 15 (height: 1.5, Stalact.) Phoenix Down  Elixir        Sten Needle
Left: 2, Up: 9  (height: 4.5, Stalact.) Phoenix Down  Yoichi Bow    Hypnogas

POTENTIAL EXIT LOCATIONS:
Left: 6, Up: 11 (height: 1, Stalactite)
Left: 1, Up: 8  (height: 0, Stone Outcropping)
Left: 2, Up: 8  (height: 6, Stalactite)
Left: 8, Up: 1  (height: 0, Stone Outcropping)
Left: 1, Up: 2  (height: 0, Stone Outcropping)
--------------------------------------------------------------------------------

Get ready for the fourth floor, The Catacombs, which is fairly challenging.

---Floor 4: The Catacombs-------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Malboro (lv RH+12)      OR Greater Malboro (lv RH+10)
[1 - 11  Malboro (lv RH+12)      OR Malboro (lv RH+10)        OR nothing
   foes] Malboro (lv RH+12)      OR Malboro (lv RH+9)         OR nothing
         Malboro (lv RH+12)      OR Malboro (lv RH+8)         OR nothing
         Malboro (lv RH+12)      OR Malboro (lv RH+7)         OR nothing
         Malboro (lv RH+11)      OR nothing
         Malboro (lv RH+11)      OR nothing
         Malboro (lv RH+10)      OR nothing 
         Malboro (lv RH+9)       OR nothing
         Malboro (lv RH+8)       OR nothing
         Malboro (lv RH+7)       OR nothing

TYPE B - Ochu (lv RH+12)         OR Malboro (lv RH+11)
[8 foes] Ochu (lv RH+12)         OR Malboro (lv RH+10)
         Archer (lv RH+12, m)    OR Malboro (lv RH+9)
         Archer (lv RH+12, m)    OR Malboro (lv RH+8)
         Steelhawk (lv RH+12)    OR Jura Aevis (lv RH+7)
         Steelhawk (lv RH+12)    OR Jura Aevis (lv RH+11)
         Summoner (lv RH+12, f)  OR Jura Aevis (lv RH+10)
         Summoner (lv RH+12, f)  OR Jura Aevis (lv RH+9)

TYPE C - Mystic (lv RH+12, m)    OR Archer (lv RH+11, f)
[8 foes] Mystic (lv RH+12, m)    OR Archer (lv RH+10, f)
         Mystic (lv RH+12, m)    OR Archer (lv RH+9, f)
         Mystic (lv RH+12, m)    OR Archer (lv RH+8, f)
         Black Mage (lv RH+7, f) OR Jura Aevis (lv RH+12)
         Black Mage (lv RH+11,f) OR Steelhawk (lv RH+12)
         Black Mage (lv RH+10,f) OR Cockatrice (lv RH+12)
         Black Mage (lv RH+9, f) OR Cockatrice (lv RH+12)

TYPE D - Hydra (lv RH+13)    OR Archer (lv RH+12, m)  OR Floating Eye (lv RH+8)
[4 foes] Sekhret (lv RH+12)  OR Monk (lv RH+11, m)    OR Steelhawk (lv RH+13)
         Sekhret (lv RH+11)  OR Summoner (lv RH+10,f) OR Gobbledygook (lv RH+13)
         Minotaur (lv RH+10) OR Monk (lv RH+9, f)     OR Mindflayer (lv RH+13)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 11    Darkness (chasm)         --               45%
            Stalactite               Sandstorm        34%
            Stone Outcropping        Tremor           14%
            Obstructed               --                5%
            Moss                     Wind Slash        2%

--STRATEGY--
The Catacombs are actually just a big staircase that winds back and forth,
similar to The Crevasse (the first floor).  However, the staircase is longer
and each tier is separated by a chasm, so you can't jump straight down.

Depending on the enemies you face, this level can either be easy or pretty 
challenging.  The Type A party pits you against Malboros only, which is easy.
The Malboros are slow, don't have ranged attacks, and tend to bunch up in 
groups.  You can take your time advancing against them and attack them with 
wide-range attacks (e.g. Hallowed Bolt).

More difficult are the Type B and Type C parties, which include aevises; the 
Type C party also usually includes Mystics, Black Mages, and Archers.  These 
battles are tougher.  The aevises will quickly fly up the stairs to attack you 
and can fly over your front line to attack the magick-/item-users in the back.  
The Mystics can also be a pain since they will put lots of status conditions on 
you and often start near your team.  If you have any Hair Adornments to equip 
on your female characters, these are good to bring here since they will protect 
against lots of potential status ailments.  Attack the Mystics first since they 
have less HP and you can probably KO them the fastest.  Attack the Aevises 
second and save any Malboros/Ochus for last.

The exit is almost always towards the end of path, as are most of the items.
This can make them difficult to reach if the enemy squad confronts you head-on.
You'll probably have the best luck finding everything when you're fighting the
Type A party (the Malboros) and have plenty of room and time for navigation.

It may take you a few tries to collect everything here.  But, the equipment 
available here is also quite good.  The Rod of Faith is available here only and
especially valuable (see below), and the Kaiser Shield is good too.  The Faerie
Harp is skippable if you don't use Bards, although it IS the strongest harp 
available.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 9, Stone Outcropping
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 3,  Up: 8 (height: 7, Stalactite) Phoenix Down  Elixir        Death Trap
Left: 11, Up: 2 (height: 4, Stalactite) Phoenix Down  Rod of Faith  Sten Needle
Left: 10, Up: 0 (height: 4, Stalactite) Phoenix Down  Kaiser Shield Hypnogas
Left: 10, Up: 1 (height: 4, Stalactite) Phoenix Down  Faerie Harp   Death Trap

POTENTIAL EXIT LOCATIONS:
Left: 8,  Up: 0 (height: 3, Stalactite)
Left: 11, Up: 7 (height: 3, Stalactite)
Left: 13, Up: 8 (height: 2, Stalactite)
Left: 14, Up: 6 (height: 1, Stone Outcropping)
Left: 15, Up: 4 (height: 1, Stone Outcropping)
--------------------------------------------------------------------------------

Make sure to pick up the Rod of Faith before you move on from the Catacombs.
The Rod of Faith maximizes its wielder's Faith while equipped, increasing their
magick power (but also the magick damage they receive).  You can also whack
other characters with it to give *them* Faith status as well.

The Rod of Faith is ONLY available on The Catacombs, so don't miss it!  If you
pick up the Phoenix Down from the tile, or if you claim the Rod and it gets
broken, the Rod is gone forever.  Don't let this happen!

The Rod of Faith can be especially useful for Marach, if you're using him.  The
Faith status maximizes the damage from *both* his Nether Mantra abilities (which
normally do more damage when his Faith is low) and regular magicks (which do
more damage when Faith is high).  Also, since the Rod maximizes your Faith
regardless of its normal value, you can reduce a character's Faith to make them
strong against enemy magick and then only give them the Rod when you want them
using magick.  (See the related entry under Tricks Related To Specific Items --
Ctrl+F plus 00tricks -- for more on strategies using the Rod.)

It's also worth noting that the Faerie Harp from The Catacombs is the only
attack or ability that can Charm all targets regardless of gender or
human/monster status.

---Floor 5: The Oubliette-------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Elder Treant (lv RH+14)  OR Dryad (lv RH+13)
[1 - 11  Elder Treant (lv RH+14)  OR Dryad (lv RH+12)  OR nothing
   foes] Elder Treant (lv RH+14)  OR Dryad (lv RH+11)  OR nothing
         Treant (lv RH+14)        OR Dryad (lv RH+10)  OR nothing
         Treant (lv RH+14)        OR Dryad (lv RH+9)   OR nothing
         Dryad (lv RH+13)         OR nothing
         Dryad (lv RH+13)         OR nothing
         Dryad (lv RH+12)         OR nothing
         Dryad (lv RH+11)         OR nothing
         Dryad (lv RH+10)         OR nothing
         Dryad (lv RH+9)          OR nothing

TYPE B - Black Mage (lv RH+14, f) OR Elder Treant (lv RH+9)
[8 foes] Black Mage (lv RH+14, f) OR Treant (lv RH+12)
         Black Mage (lv RH+14, f) OR Treant (lv RH+11)
         Black Mage (lv RH+14, f) OR Dryad (lv RH+13)
         White Mage (lv RH+14, m) OR Gobbledygook (lv RH+13)
         White Mage (lv RH+14, m) OR Gobbledygook (lv RH+12)
         White Mage (lv RH+14, m) OR Gobbledygook (lv RH+11)
         White Mage (lv RH+14, m) OR Gobbledygook (lv RH+10)

TYPE C - Elder Treant (lv RH+14)  OR Dryad (lv RH+10)
[8 foes] Elder Treant (lv RH+14)  OR Dryad (lv RH+9)
         Treant (lv RH+14)        OR Dryad (lv RH+13)
         Treant (lv RH+14)        OR Dryad (lv RH+12)
         Treant (lv RH+14)        OR Dryad (lv RH+11)
         Monk (lv RH+14, f)       OR Knight (lv RH+13, m)
         Summoner (lv RH+12, f)   OR Time Mage (lv RH+14, m)
         Ahriman (lv RH+14)       OR Red Panther (lv RH+11)

TYPE D - Summoner (lv RH+15,f) OR Monk (lv RH+10, f)    OR Squire (lv RH+14, f)
[4 foes] Thief (lv RH+15, m)   OR W. Mage (lv RH+14, m) OR Chemist (lv RH+13, m)
         Orator (lv RH+15, f)  OR Bl.Mage (lv RH+13, f) OR Knight (lv RH+12, f)
         Mystic (lv RH+15, m)  OR T. Mage (lv RH+12, m) OR Archer (lv RH+11, m)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 7     Stalactite               Sandstorm        57%
            River                    Torrent          43%

--STRATEGY--
The Oubliette is basically a "king of the hill" scenario.  You're up on top of 
a hill which is surrounded by loads of enemies.  There's only one path up (or
down) the hill, which loops counterclockwise around the cliff.

Although many of the tiles here are River tiles, the water is so shallow that
it doesn't affect your movement in any way.  No need to worry about that.

A second Excalibur sword is hidden right on the top of the hill where you start.
Although you should already have the one Orlandeau comes with, a second never 
hurts ... the automatic Haste effect is incredibly useful!  If you have Reequip,
you can even arm yourself it with it right away.  You can give this second
Excalibur to another character who uses knight's swords, like Agrias, Beowulf,
Meliadoul, or Ramza -- or any character in the Knight or Dark Knight job.

You can also find the Iga Blade ninja blade on this floor.

It's possible to launch attacks down at the enemies from atop the the cliff, but
it's trickier than it looks.  The angle is so steep that guns probably won't 
work.  You can use magicks, but your best bet is probably just to wind your way
down the trail.  For the most part, you'll be on the opposite side of the hill
as the enemies and they can't hit you anyways.  Do be careful when you're
descending the initial ramp, though.  If you stand close to the edge of the
cliff, any enemy Archers or Summoners CAN hit you from below.

Because the trail is pretty narrow, it can get hard to see where your 
characters are, or how far your moving/targeting range extends.  Don't forget
that you can rotate the "camera" to get a better view: On the PSP, tap the
analog stick in the lower-left of the PSP left or right; in iOS, swipe the
screen left or right.  This will often help you get a better view.  Pressing the
R button on top of the PSP will also tilt the camera angle.

After you've made a couple turns around the hill and end up facing the direction
you did when you started the level, you'll come to a pass that's only two tiles
wide.  This is the best place to fight.  You can just send Divine Ruinations 
or Shockwaves down this corridor and rip the enemies.  If you have both Agrias 
and Orlandeau, you can cover the entire pass with Divine Ruinations.

Another tactic is the to block the full width of the pass with Invisible 
characters.  (Ninja Gear, Septie`me perfume, the Invisibility Cloak, and the
Ninja's Vanish ability can all make characters Invisible.)  The enemies can't 
walk past your Invisible characters, and because you're Invisible, they won't be
able to attack you either.  Then, you can just have the rest of your team launch
magicks or sword techniques at the enemies from behind your "invisible wall."

If you're battling the Type B party, there will likely be some White Mages here.
These are actually the most dangerous enemies here, as they will keep healing 
and Raising the other enemies.  Kill them first.  Otherwise, you mainly fight
treants and Gobbledygooks here, and they are both pretty easy to defeat.

Finding the exit on this floor can be tough.  One of the possible locations is
on a "ledge" directly below where you start.  You can jump down there from the
height 13 area, or use Teleport/Ignore Elevation to leap directly.  The other
exit locations are on the bottom of the path, with the enemies.  It can be 
tricky to squeeze past the enemies to reach them.  An alternative is to Teleport
directly down at the start of the battle.  This works best if the character is 
Invisible or has some other good defensive abilities/gear, as s/he is otherwise 
likely to get surrounded and KOed.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 7, Stalactite
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 3  (height: 18, Stalact.)  Phoenix Down  Excalibur     Death Trap
Left: 6, Up: 0  (height: 11, Stalact.)  Phoenix Down  Elixir        Death Trap
Left: 0, Up: 0  (height: 7, Stalactite) Phoenix Down  Iga Blade     Hypnogas   
Left: 0, Up: 11 (height: 1, Stalactite) Phoenix Down  Elixir        Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 3, Up: 7  (height: 10, Stalactite)
Left: 1, Up: 9  (height:  0, River)
Left: 4, Up: 9  (height:  0, River)
Left: 6, Up: 7  (height:  0, Stalactite)
Left: 6, Up: 11 (height:  1, Stalactite)
--------------------------------------------------------------------------------

You're now halfway through the Deep!  Continue on to The Palings.

---Floor 6: The Palings---------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Vampire Cat (lv ~RH)     OR  Behemoth (lv RH+16)
[1 - 11  Vampire Cat (lv ~RH)     OR  Behemoth (lv RH+15)       OR  nothing
   foes] Vampire Cat (lv ~RH)     OR  Behemoth (lv RH+14)       OR  nothing 
         Vampire Cat (lv ~RH)     OR  Behemoth (lv RH+16)       OR  nothing
         Red Panther (lv ~RH)     OR  Behemoth King (lv RH+15)  OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Coeurl (lv ~RH)          OR  nothing

TYPE B - Dark Behemoth (lv ~RH)   OR  Black Mage (lv RH+14, f)
[8 foes] Plague Horror (lv RH+16) OR  Piscodaemon (lv ~RH)
         Floating Eye (lv RH+15)  OR  Squidraken (lv ~RH)
         Mindflayer (lv RH+16)    OR  Squidraken (lv ~RH)
         Mindflayer (lv RH+14)    OR  Squidraken (lv ~RH)
         Archer (lv RH+15, m)     OR  Ahriman (lv ~RH)
         Archer (lv RH+15, m)     OR  Ahriman (lv ~RH)
         Archer (lv RH+16, m)     OR  Ahriman (lv ~RH)

TYPE C - Sekhret (lv RH+16)       OR  Black Goblin (lv ~RH)
[8 foes] Minotaur (lv RH+14)      OR  Black Goblin (lv ~RH)
         Wisenkin (lv RH+15)      OR  Black Goblin (lv ~RH)
         Wisenkin (lv RH+16)      OR  Goblin (lv ~RH)
         Ninja (lv ~RH, m)        OR  Archer (lv RH+15, f)
         Ninja (lv ~RH, m)        OR  Archer (lv RH+14, f)
         Ninja (lv ~RH, m)        OR  Archer (lv RH+16, f)
         Ninja (lv ~RH, m)        OR  Archer (lv RH+14, f)

TYPE D - Dark Behem. (lv ~RH) OR Samurai (lv RH+17, m) OR Chocobo (lv ~RH)
[4 foes] Plague Horr.(lv ~RH) OR Samurai (lv RH+15, f) OR Black Chocobo (lv ~RH)
         Dragon (lv ~RH)      OR Knight (lv RH+16, m)  OR Exploder (lv ~RH)
         Behemoth (lv ~RH)    OR Knight (lv RH+14, f)  OR Red Panther (lv ~RH)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Stalactite               Sandstorm        43%
            Stone Outcropping        Tremor           30%
            Obstructed               --               19%
            Moss                     Wind Slash        8%

--STRATEGY---
The Palings is a flat level with three big rock ridges.  Select a range attack
to get a feel for where they are.  Normally, you'd have to wind your way 
around them, which means that slower characters can easily get stranded behind
the rest of your team.  If you equip the Teleport move ability, though, you can
warp right through the ridges.  (Ignore Elevation, however, doesn't work.)  
Using Teleport can be helpful for keeping your team together.  It also makes it
easier to reach the exit locations, many of which are towards the far end of the
path.

An even better strategy, though, is to just cast magick *through* the walls, 
while the enemies are still trying to navigate around them.  Sword techniques,
Arithmeticks, and summon spells work great for this purpose.  You can even use 
Jump to attack over the walls.  Using Invisible characters to block the passage
(see The Oubliette, above) works here, too.

As in The Oubliette, it can often get pretty hard to see where you're going, so
rotate the camera to keep track of where the enemies are and where you can
move.

The Type A party here features a slew of Vampire Cats.  They like to use Blaster
to turn you to stone, so you may want to equip Jade Armlets for protection just
in case you run into this enemy group.  Or, at least bring a supply of Gold
Needle or Remedies.

As on the first floor, the Exploder that may appear in the Type D party is
tricky to see in the dark.  Check the enemy party with your cursor to see if
it's hiding out.

All the hidden items are right in the starting corner, so there's no reason not 
to pick them up!  (If you start on top of one the item tiles, you have to first 
move to another tile and then move to the item tile before you can get the item 
to appear.)  The items include the Blaster (the lightning-elemental magickal gun
and the strongest gun overall), the invisibility-granting Ninja Gear, the Cursed
Ring, and an Elixir.

If you plan on tackling all the co-op Rendezvous Mode missions, the Cursed Ring
is quite important to one of the missions.  This is the only one you can get in
the game, so don't miss it or lose it later!  The Ring has the effect of making
a character Undead as long as it's equipped.  In other words, the effect of most
healing and draining magicks are reversed.  The Undead status also gives you a
50% chance of reviving when your death counter reaches 0 -- but be aware that
there's still a 50% chance you'll die permanently!

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 5, Stalactite
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 9  (height: 5, Stone Out.) Phoenix Down  Elixir        Death Trap
Left: 0, Up: 8  (height: 5, Stone Out.) Phoenix Down  Blaster       Death Trap
Left: 1, Up: 8  (height: 5, Stone Out.) Phoenix Down  Cursed Ring   Sten Needle
Left: 1, Up: 9  (height: 5, Stone Out.) Phoenix Down  Ninja Gear    Hypnogas

POTENTIAL EXIT LOCATIONS:
Left: 5,  Up: 7 (height: 2, Stalactite)
Left: 8,  Up: 2 (height: 0, Stone Outcropping)
Left: 10, Up: 0 (height: 0, Stone Outcropping)
Left: 9,  Up: 7 (height: 0, Stone Outcropping)
Left: 10, Up: 9 (height: 0, Stone Outcropping)
--------------------------------------------------------------------------------

Next stop is The Crossing.

---Floor 7: The Crossing--------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Skeleton (lv ~RH)
[1 - 11  Revenant (lv RH+19)      OR  Skeleton (lv ~RH)         OR  nothing
   foes] Revenant (lv RH+18)      OR  Skeleton (lv ~RH)         OR  nothing
         Revenant (lv RH+17)      OR  Skeleton (lv ~RH)         OR  nothing
         Bonesnatch (lv RH+19)    OR  Ghast (lv ~RH)            OR  nothing
         Bonesnatch (lv RH+18)    OR  Ghast (lv ~RH)            OR  nothing
         Skeleton (lv ~RH)        OR  nothing
         Skeleton (lv ~RH)        OR  nothing
         Ghast (lv ~RH)           OR  nothing
         Ghast (lv ~RH)           OR  nothing
         Ghast (lv ~RH)           OR  nothing

TYPE B - Mystic (lv RH+19, m)     OR  Skeleton (lv ~RH)
[8 foes] Mystic (lv RH+19, m)     OR  Skeleton (lv ~RH)
         Mystic (lv RH+18, m)     OR  Bonesnatch (lv ~RH)
         Mystic (lv RH+17, m)     OR  Behemoth (lv ~RH)
         Archer (lv RH+19, f)     OR  Behemoth King (lv ~RH)
         Archer (lv RH+18, f)     OR  Skeleton (lv ~RH)
         Archer (lv RH+18, f)     OR  Bonesnatch (lv ~RH)
         Archer (lv RH+17, f)     OR  Skeletal Fiend (lv ~RH)

TYPE C - Sekhret (lv RH+19)       OR  Black Mage (lv ~RH, m)
[8 foes] Sekhret (lv RH+18)       OR  Black Mage (lv ~RH, m)
         Sekhret (lv RH+17)       OR  Monk (lv ~RH, m)
         Minotaur (lv RH+19)      OR  Monk (lv ~RH, m)
         Minotaur (lv RH+18)      OR  Monk (lv ~RH, m)
         Minotaur (lv RH+17)      OR  Thief (lv ~RH, f)
         Wisenkin (lv RH+19)      OR  Thief (lv ~RH, f)
         Wisenkin (lv RH+18)      OR  Thief (lv ~RH, f)

TYPE D - Hydra (lv RH+18)       OR Archer (lv RH+19, m)   OR Archer (lv ~RH, f)
[4 foes] Summoner (lv RH+17, f) OR Piscodaemon (lv RH+19) OR Wisenkin (lv ~RH) 
         Wh. Mage (lv RH+18, f) OR Mindflayer (lv RH+17)  OR Dragon (lv ~RH)
         Dragoon (lv ~RH, f)    OR Squidraken (lv RH+19)  OR Archer (lv ~RH, m)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 9     Stalactite               Sandstorm        75%
            Stone Outcropping        Tremor           20%
            Obstructed               --                5%

--STRATEGY--
The Crossing is a mostly flat level with a big rock ridge running through the 
middle.  There's a small gap running through the ridge (the Crossing, I 
suppose) that separates it into two smaller cliffs.  

You start off next to one of the ends of the ridge.  Most of the time, the
enemies will all be clustered around the other cliff.  Advance forwards and
start fighting them, using height to your advantage where you can.  Again,
because you're often fighting a large group at once, abilities that quickly
put an enemy out of commission (e.g. Chicken or Arm Shot) are helpful.

If you encounter the Type D party, however, the enemies will be more spread out 
across the level.  Advance forward just the same and cross the level on the 
level ground.  Trying to climb over the ridge is just liable to get your 
characters separated and surrounded.

There's actually not much need to climb up onto the top of the ridge except to 
find the items stashed up there.  Most of the items (including the two rare
weapons) are atop the cliff that you start beside.  To get up there, from the 
starting point, move forward a little bit, then move sideways into the gap 
through the ridge.  From here, you can jump on top of the ridge, but you'll
need a Jump of 5.  If you need a boost, use Construct 8 or another large
monster as a stepping stool.  (Remember, of course, that Treasure Hunter cannot
be combined with Teleport or Ignore Elevation.)

Actually, most of the items here aren't all that great.  The Staff of the Magi
isn't very good; it has a higher *physical* attack power than the Zeus Mace, but
no benefit to your magick attack -- and how often do your magick-users hit 
people with their staves?  But, do grab the Koga Blade if you have any ninjas.

If you're looking for the exits, you can take the "crossing" through the ridge
to get to the far side (i.e., the other side of the ridge from where you start).
One of the possible locations is *inside* the crossing gap, and three of the 
others are on the far side of the ridge.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Stone Outcropping
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 4  (height: 12, Stalact.)  Phoenix Down  Elixir        Sten Needle
Left: 4, Up: 10 (height: 13, Stalact.)  Phoenix Down  Staff of Magi Hypnogas
Left: 4, Up: 12 (height: 12, Stalact.)  Phoenix Down  Koga Blade    Death Trap
Left: 4, Up: 14 (height: 10, Stalact.)  Phoenix Down  Elixir        Death Trap

POTENTIAL EXIT LOCATIONS:
Left: 3, Up: 6  (height:  7, Stalactite)
Left: 4, Up: 2  (height:  5, Stalactite)
Left: 6, Up: 8  (height:  2, Stalactite)
Left: 6, Up: 13 (height:  0, Stalactite)
Left: 8, Up: 14 (height:  0, Stone Outcropping)
--------------------------------------------------------------------------------

By now, you're getting near the bottom, and the difficulty level is rising
again.  The next two floors will be quite tough, but they also contain some
very strong items.

---Floor 8: The Switchback------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Archer (lv RH+20, f) *   OR  Archer (lv ~RH, m)
[5 - 11  Archer (lv RH+19, m) #   OR  Archer (lv ~RH, m)
   foes] Archer (lv RH+18, m)     OR  Archer (lv ~RH, m)
         Archer (lv RH+17, m)     OR  Archer (lv ~RH, f)
         Archer (lv RH+16, f)     OR  Archer (lv ~RH, m)
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, f)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing
* The RH+20 Archer always carries the rare Artemis Bow if she appears.
# The RH+19 Archer always carries the rare Yoichi Bow if he appears.

TYPE B - Summoner (lv RH+20, f)   OR  Bomb (lv ~RH)
[8 foes] Summoner (lv RH+19, f)   OR  Bomb (lv ~RH)
         Elder Treant (lv RH+20)  OR  Bomb (lv ~RH)
         Treant (lv RH+18)        OR  Bomb (lv ~RH)
         Dryad (lv RH+19)         OR  Coeurl (lv ~RH)
         Dryad (lv RH+18)         OR  Red Panther (lv ~RH)
         Exploder (lv RH+19)      OR  Coeurl (lv ~RH)
         Grenade (lv RH+20)       OR  Red Panther (lv ~RH)

TYPE C - Greater Hydra (lv RH+18) OR  Greater Malboro (lv ~RH)
[8 foes] Hydra (lv RH+19)         OR  Ochu (lv ~RH)
         Red Dragon (lv RH+20)    OR  Malboro (lv ~RH)
         Red Dragon (lv RH+19)    OR  Behemoth King (lv ~RH)
         Dragon (lv RH+19)        OR  Blue Dragon (lv ~RH)
         Behemoth (lv RH+20)      OR  Dragon (lv ~RH)
         Ochu (lv RH+20)          OR  Behemoth (lv ~RH)
         Malboro (lv RH+18)       OR  Dark Behemoth (lv ~RH)

TYPE D - Arithm. (lv RH+21, m)  OR Blk Mage (lv ~RH, m)  OR Summoner (lv ~RH, m)
[4 foes] Arithm. (lv RH+21, f)  OR Blk Mage (lv ~RH, f)  OR Summoner (lv ~RH, f)
         Arithm. (lv RH+20, f)  OR Blk Mage (lv ~RH, f)  OR Summoner (lv ~RH, f)
         Arithm. (lv RH+19, f)  OR Blk Mage (lv ~RH, f)  OR Summoner (lv ~RH, f)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 13    Stalactite               Sandstorm        39%
            Darkness (chasm)         --               38%
            Stone Outcropping        Tremor           16%
            Obstructed               --                7%

--STRATEGY--
This level has two tiers.  You start on the high one and have to cross it,
descend a stair, and fight back across the lower tier -- hence the name "The
Switchback."

As in other levels like The Oubliette, the decline is so steep that it's pretty 
hard to shoot downwards, so you're better off heading for the stairs.  
Arithmeticks is extremely effective, however; the lower tier is almost
completely height 3, so you can hit most of the enemy forces with a Height 3 
calculation.  (Any bomb-type enemies are floating, though, which raises them up
1 height unit -- you need to use Height 4 to hit them.)

The Type A party here is nothing but a swarm of Archers, so readying
Shirahadori or Archer's Bane beforehand is a good strategy.  This fight isn't 
too tough since the Archers can't do all THAT much damage, and often waste time 
charging up Aim.  When the Archers appear, one of the male Archers may be
carrying an additional Yoichi Bow you can steal.

The Type B party is mostly monsters panthers, bombs, and treants.  Be cautious
of any panther enemies in the Type B party.  They have an innate Ignore
Elevation, which means they can jump right up the cliff and attack you.  You
might want to attack them first.  The Type B party may also contain an Exploder
-- again, these guys are pretty hard to see in the dark, so check with your
cursor.

The Type C party features some of the game's toughest monsters -- malboros, 
behemoths, dragons, and hydras (oh my!).  When you see these guys, you may want
to forestall hunting for items or the exit and just focus on surviving.  On the
other hand, if you're tough enough, this is a great opportunity to go Poaching
or monster recruiting.  Both of the Greater Hydra's poached items (the common
Septie`me perfume and the rare Rubber Suit) and the common poach from the
Behemoth King (the Cherche perfume) are items that can be obtained in the
single-player game only from poaching.  And, poaching the Greater Malboros is
the main way to get an unlimited supply of Elixirs.  Depending on which jobs
you're using, you might even want to try to poach the Omnilex, the strongest
book weapon (rare poach from Greater Malboro), or the Scorpion Tail, the
strongest flail (rare poach from Hydra), but both of these are pretty
specialized weapons you're not likely to get much use out of.

The Treasure Hunter items are all found on the bottom tier.  These include the
Ragnarok knight's sword (not actually as good as Excalibur as it doesn't have
an auto-Haste), the Lordly Robe (a GREAT robe), and the Perseus Bow (the best
bow in the single-player game).

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 5, Stalactite
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up:  6 (height: 3, Stalactite) Phoenix Down  Perseus Bow   Death Trap
Left: 6, Up:  7 (height: 3, Stalactite) Phoenix Down  Lordly Robe   Death Trap
Left: 9, Up:  8 (height: 3, Stalactite) Phoenix Down  Ragnarok      Hypnogas
Left: 10,Up: 10 (height: 3, Stalactite) Phoenix Down  Elixir        Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 2, Up: 10 (height: 9, Stone Outcropping)
Left: 4, Up:  5 (height: 3, Stalactite)
Left: 11,Up: 10 (height: 3, Stalactite)
Left: 11,Up: 13 (height: 3, Stalactite)
Left: 12,Up: 13 (height: 3, Stalactite)
--------------------------------------------------------------------------------

The final normal floor is The Interstice.

---Floor 9: The Interstice------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Black Mage (lv RH+22, f)
[6 - 11  Black Mage (lv RH+21, f) OR  Archer (lv RH+22, m)
   foes] Black Mage (lv RH+20, f) OR  Red Chocobo (lv RH+21)
         Knight (lv ~RH, m)       OR  Black Chocobo (lv RH+22)
         Archer (lv ~RH, m)       OR  Black Chocobo (lv RH+21)
         Knight (lv RH+21, m)     OR  Chocobo (lv RH+20)
         Knight (lv RH+22, m)     OR  nothing
         Knight (lv RH+20, m)     OR  nothing
         Black Mage (lv RH+19, f) OR  nothing
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing

TYPE B - Elder Treant (lv RH+20)  OR  Bomb (lv ~RH)
[8 foes] Treant (lv RH+18)        OR  Bomb (lv ~RH)
         Dryad (lv RH+19)         OR  Coeurl (lv ~RH)
         Dryad (lv RH+18)         OR  Red Panther (lv ~RH)
         Summoner (lv RH+20, f)   OR  Bomb (lv ~RH)
         Summoner (lv RH+19, f)   OR  Bomb (lv ~RH)
         Exploder (lv RH+19)      OR  Coeurl (lv ~RH)
         Grenade (lv RH+20)       OR  Red Panther (lv ~RH)

TYPE C - Samurai (lv RH+22, f)    OR  Ninja (lv ~RH, f)
[8 foes] Samurai (lv RH+22, f)    OR  Ninja (lv ~RH, f)
         Samurai (lv RH+21, m)    OR  Ninja (lv ~RH, m)
         Samurai (lv RH+21, m)    OR  Ninja (lv ~RH, m)
         Samurai (lv RH+20, f)    OR  Ninja (lv ~RH, f)
         Samurai (lv RH+20, f)    OR  Ninja (lv ~RH, f)
         Samurai (lv RH+19, m)    OR  Ninja (lv ~RH, m)
         Samurai (lv RH+19, m)    OR  Ninja (lv ~RH, m)

TYPE D - Summoner (lv RH+24,f) OR T. Mage (lv RH+25,m) OR Red Panther (lv RH+25)
[4 foes] Summoner (lv RH+23,f) OR T. Mage (lv RH+24,m) OR Hydra (lv RH+24)
         Summoner (lv RH+23,m) OR Mystic  (lv RH+22,m) OR Sekhret (lv RH+23)
         Summoner (lv RH+22,m) OR Mystic  (lv RH+21,m) OR Behemoth (lv RH+22)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Stalactite               Sandstorm        50%
            Moss                     Wind Slash       28%
            Darkness (chasm)         --               20%
            Stone Outcropping        Tremor            3%

--STRATEGY--
The Interstice has a tricky layout.  You start on one of two pillars, with a 
tiny mini-pillar in between the two pillars.  Parallel to the pillars is a flat 
plateau area where the enemies often start.  The terrain in between and on the 
other side of the pillars is flat.

The enemies often start on top of the flat plateau.  From their position here, 
they will launch magicks and arrows up at you.  If you stand on the side of the 
pillar closest to them, you can hit them back with some ranged attacks.  To 
really attack them (and to use any close-range abilities), though, you'll need 
to take down the long route down to their plateau.  Jump across the mini-pillar
to the other pillar.  From here, there's a staircase down to the plateau.

You should probably hurry for the staircase as quickly as you can.  While you
CAN attack from the top of the pillars, it's too crowded to move around, making
it difficult to target the enemies you want.  Start moving across the pillars
as fast as you can.  You *could* also use Teleport or Ignore Elevation to jump 
down to the plateau, but this is pretty tricky because: (a) there's a hole in 
the corner of the map closest to where you start; the only route you can take 
is directly down off the front of the pillar where you start and (b) the 
character is liable to get surrounded and KOed quickly.  Only try this if you 
have a pretty sturdy character with a lot of HP or a good reaction ability 
(e.g. Shirahadori).

You'll also need to take the plateau route if you want to claim all the items
-- the Maximillian armor is located on the far end of the plateau, and the
Venetian Shield is down on the flat floor.  (The Grand Helm is up on the
pillars.)  All of these are definitely worth grabbing.

If you have Arithmeticks, height-based calculations work great here.  The entire
top area has a height of 9 and 8 only.  So, if you use Height Prime and Height 5
magicks, you can hit a lot of the enemies without hurting yourself.

The specific enemies you face here, of course, vary.  The Type A party features
an assortment of Black Mages, Archers, Knights, and Chocobos.  Don't forget
that you can stop the Black Mages pretty quickly by stealing their MP --
Orlandeau's Duskblade works well for that.  The Type D party is fairly similar.

The Type C party is a Ninja and Samurai convention.  This is fairly easy.  If 
you're just looking to clear the battle, kill the Ninjas first, since they can 
throw from a distance.  But, if the Ninjas are at a high level (90+) they will 
throw rare weapons at you that you can catch using the Thief reaction ability 
Sticky Fingers.  Kill off the Samurais first and then just sit around and let 
them throw weapons at you.  (It's also a good idea to have a character sit on
the tile with the Death Trap, so the enemy Ninjas won't accidentally kill
themselves with it.)

The toughest enemy group here is the Type B party, which includes dragons, 
Cockatrices, and human Dragoons.  Try to stay in a tight group on the pillars 
and use your best attacks.  Attack the Cockatrices first, then go for the 
dragons closest to you.  Don't forget that Shirahadori lets you block the
Dragoon's Jump attacks.

With any of the enemy groups, some of the enemies can sometimes be very hard 
to see if they slip in between the pillars or in between the pillar and plateau.
Try to track where they're moving so you don't forget about them even if you 
can't see them on the screen.

Finding the exit in this level can be tricky.  It's always on the flat "floor"
below the pillars and plateau.  Your best best is to put Teleport or Ignore 
Elevation on an Invisible character and immediately jump from the starting 
pillar down to the flat ground.  If you don't have the items/abilities for that,
you'll have to take the very long route: hop across the pillars, descend to the 
plateau, cross the plateau, and THEN reach the set of stairs down the floor.

This floor also holds the game's best heavy armor -- the Maximillian and Grand 
Helm -- as well as the Venetian Shield, second only to the Escutcheon (II) as a 
shield in the single-player game.  You'll definitely want to grab this stuff!

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Darkness - rotate camera so party is
                                       facing down & to the left at battle start
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 3,  Up: 4 (height: 8, Stalactite) Phoenix Down  Grand Helm     Death Trap
Left: 3,  Up: 5 (height: 2, Stalactite) Phoenix Down  Venetian Shld. Hypnogas
Left: 9,  Up: 0 (height: 4, Stalactite) Phoenix Down  Maximillian    Hypnogas
Left: 10, Up: 3 (height: 2, Moss)       Phoenix Down  Elixir         Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 9,  Up: 1 (height: 4, Stalactite)
Left: 11, Up: 3 (height: 2, Stalactite)
Left: 9,  Up: 5 (height: 2, Moss)
Left: 11, Up: 8 (height: 1, Moss)
Left: 1,  Up: 7 (height: 2, Moss)
--------------------------------------------------------------------------------

There's only one level left after this, appropriately named Terminus.  There's
a boss encounter the first time you enter here, and it's your one chance in the
single-player game to learn the game's best Summon, Zodiark.  If you want to 
learn it, deploy your best Summoner (with Summoner as his/her current job) and 
arm him/her with the Time Mage ability Mana Shield for protection.  To help
survive Zodiark, Construct 8 and one or more characters with Reraise may also
be helpful.

When you enter Terminus for the first time, you'll meet the former war hero
Elidibus, who will turn himself into a Lucavi.

---Floor 10: Terminus-----------------------------------------------------------
YOUR FORCES: Ramza, the Byblos [guest], 4 others
ENEMY FORCES: Elidibus (lv 75 Serpentarius)   Reaver*  x6
* The Reavers' levels depend on the highest level on your own roster.

GUEST: Byblos - level based on party's; Zodiac sign, name, Bravery, Faith are
                                           all random

BOSS: Elidibus [Serpentarius] - lv 75 Serpentarius - Bravery 70, Faith 70
 HP: about 2730, MP: about 1135
 Abilities : The Dark, Counter, Swiftness
 Immune    : Ice; all negative status except Blind, Oil, Toad, Slow, and Stop

VICTORY CONDITION: KO Elidibus
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 13    Darkness (chasm)         --               46%
            Stalactite               Sandstorm        35%
            Stone Outcropping        Tremor           15%
            Obstructed               --                5%

--STRATEGY--
The battle with Elidibus is considered a story battle, so you'll have to deploy 
Ramza.  If you want to learn the Zodiark summon (and this is your only
opportunity in the single-player game to do so), you'll also need to deploy
someone who is a Summoner.  This can be Ramza or someone else.

There's no exit to find here, just a confrontation with Elidibus and a whole 
pile of Reavers.  Elidibus is at the top of a spiral staircase; you'll have to 
fight your way up past the Reavers to reach him.

The enemy Reavers are gray.  The purple monster behind you, the Byblos, is NOT 
an enemy; its a Guest fighting on your side.  Don't kill it; it's your friend!  
(The personal name of the Byblos is random, but it can be identified by its
"Byblos" monster type and purple color.)  The Byblos is pretty slow-moving, but 
it can heal you from afar.  Keep it alive and it will join you afterwards.  (By
contrast, there's no way to ever recruit the enemy Reavers.)

Begin fighting your way up the stairs.  The Reavers aren't hard to kill; sword
techniques or Dual Wielded physical attacks work wonders.  They're weak to Fire-
elemental attacks, but pretty much any strong attack is good for KOing them.
Since their Bio spells take time to charge, you can often KO them before they
can even cast the spell.  The Bio spells don't do all that much HP damage, but
do inflict a variety of status ailments, so bring an ability like Esuna or
Purification to remove these.  Purification is especially helpful since it 
doesn't need time to charge.

You can probably reach Elidibus quickly.  Elidibus's main attack is the 
extremely powerful Zodiark summon (700+ damage).  It's obvious when he's going 
to cast it from the humongous damage estimates -- plus it takes a long time to 
charge. 

You'll need to make sure Zodiark doesn't wipe out all your whole team at once
and give you a game over.  Split your characters up so Zodiark can't take out
too many of your characters at one time.

Another easy way to survive Zodiark is to pair Construct 8 with one or more
characters with Reraise (e.g. from the Chantage).  Construct 8's Atheist status
means it can't take any damage from Zodiark, and as long as it's still standing,
all your characters with Reraise can revive.  Unfortunately, since Construct 8
is slow and takes a long time to get across the battlefield, it may not be all
that much help with the actual fighting.  Alternately, you could use the Mystic
or Beowulf's Doubt to give other characters the Atheist status.  Atheist status
also renders your own magick useless, though, so you WON'T want to put it on any
magick-users in your team.

Mana Shield and Manafont is another good way to survive Zodiark (and, unlike
Atheist status, Mana Shield allows you to learn Zodiark).  Attacking Elidibus
with the Jump ability can also be useful; it deals damage to him and also
protects you from damage while in the air.

Once you've gotten past the Reavers, healing is pretty much pointless because 
Zodiark will basically kill you no matter how much HP you have.  This makes
Beowulf good here because keeping his HP low will make his Vengeance attack very
strong!  You should, however, revive KOed characters.   Angel Rings and Chantage
will be quite useful in this battle as they let you recover from the inevitable 
KO.  (Angel Rings work only once; Chantage works multiple times.) 

While Zodiark is Elidibus's main attack, you'll also need to watch out for his
Poisonous Frog magick, which turns characters into toads (and poisons them), 
rendering them useless.  For female characters, equipping any Cachushas or 
Ribbons you have may be a good idea as they will protect you from both Poison 
and Toad status.  Alternately, you can just use Esuna or Purification to remove 
the status.  If your characters do get hit with Poisonous Frog, don't just have 
them wait out their turns; this gets them more turns and means the poison will 
drain their HP faster.  Instead, have them move and attack (even if you're just 
attacking empty air) on each of their turns until you can heal them.  This will 
slow their CT gauge refill and reduce the damage they suffer from the poison.

Elidibus's two other attacks are Midgardsormr, a fairly strong summon magick,
and Snakecharm, a close-range physical attack.  He tends not to use these unless
both (A) you have a low-HP character within range that he could finish off with
the attack, and (B) Zodiark would not allow him to strike more targets.

When you reach Elidibus, attack him with your strongest abilities -- preferably
ones that hit from a distance so that he can't counterattack you.  Sword
techniques, as always, are great.  Like all characters, Elidibus takes more 
damage while charging magick, so pummel him whenever he starts charging Zodiark.
Attack Boost will also help you do more damage quickly.  Elidibus happens to be 
immune to Ice (but no other elements), so avoid any ice magicks or weapons.

Elidibus is actually vulnerable to a few status ailments.  You can use 
Slow or Stop to slow him down, or Atheist to disable his magick.  (Just beware
if you use Atheist, that will keep you from learning Zodiark.)  If you have an
Arithmetician, you can hit Elidibus with these ailments or with offensive 
magicks by using a Level 3 or Level 5 calculation.  If he hasn't moved off his 
top platform yet, Height 3 or Height 5 will work too.  An advantage of
Arithmeticks is that it will let you strike Elidibus at the very beginning of
the battle, even before you've closed the distance between you and him.

The key to this battle is mostly just surviving Zodiark; if you can keep one or 
two heavy hitters alive, you can fell him fairly quickly.

An alternate way of trying to avoid multiple Zodiarks is to send a character who
is low on HP towards Elidibus.  He may target that character with Midgardsormr
or Snakecharm, and spare the rest of your team.

You can learn Zodiark for yourself if Elidibus casts it on a Summoner and the
Summoner takes at least 1 HP damage but survives the spell.  (Coming back to 
life with Reraise doesn't count; the Summoner must NOT be KOed by Zodiark.)  
When this happens, there's a random probability (90%) that the Summoner will 
learn Zodiark. spell.  The easiest way to do this is to equip the Time Mage 
ability Mana Shield and make sure your Bravery is reasonably high.  As long as 
you have at least 1 MP, this ability (when activated) causes all attacks to 
damage only your MP instead of HP.  So, being hit with Zodiark will empty out 
your MP, but leave the character standing.  If you don't learn the spell on your
first attempt, use an Ether or Chakra to get back at least 1 MP and try again.  
If you don't have Mana Shield, an alternate method is to put Equip Heavy Armor 
on the Summoner to get his or her HP as high as possible, then start hitting 
Elidibus with Rend Magick as many times as you can (preferably using a gun, bow,
or polearm to attack from a distance).  This will lower Elidibus's magick power 
and decrease the amount of damage Zodiark can do, potentially allowing your 
Summoner to withstand the spell without Mana Shield.  (Mana Shield is only 400 
JP, though, so it's not too tough to grab beforehand.)  Using the Atheist status
to temporarily reduce your Faith to 0 will NOT work; your Summoner must take at
least 1 HP damage from Zodiark in order to learn it.  Of course, it's fine to
cast Atheist on all your other characters if you want.

If you turn on the Battle Prompts option under Options, a text box will tell you
when you've learned Zodiark.  If Battle Prompts isn't on, the cover will just
hover briefly over your Summoner when s/he learns it.

Elidibus has about 2730 HP.  If you are trying to learn Zodiark, keep track of
how much damage you're doing and don't hurt him too much until you learn the
magick.  You don't want to kill him on accident.  Remember, this battle is your 
only chance to learn Zodiark outside of one multiplayer mission!

The four hidden items are all located on the platform where Elidibus starts.
You'll have a much easier time finding them if you come back AFTER you beat
him, instead of trying to get them during the battle with Elidibus.

Since this is the final floor of Midlight's Deep, there are no exits to find
here.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Darkness - rotate camera so party is
                                       facing down & to the left at battle start
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 7, Up: 10 (height: 15, Stalact.)  Phoenix Down  Elixir        none
Left: 5, Up: 12 (height: 15, Stalact.)  Phoenix Down  Chirijiraden  none
Left: 7, Up: 12 (height: 15, Stalact.)  Phoenix Down  Elixir        none
Left: 5, Up: 10 (height: 15, Stalact.)  Phoenix Down  Chaos Blade   none

--POSSIBLE ENEMY FORCES (IN LATER RANDOM BATTLES)--
---Floor 10: Terminus---
TYPE A - Greater Hydra (lv ~RH)   OR  Hydra (lv ~RH)
[6 - 11  Greater Hydra (lv ~RH)   OR  Hydra (lv ~RH)
   foes] Greater Hydra (lv ~RH)   OR  Hydra (lv ~RH)
         Greater Hydra (lv ~RH)   OR  Hydra (lv ~RH)
         Greater Hydra (lv ~RH)   OR  Red Dragon (lv ~RH)
         Hydra (lv ~RH)
         Hydra (lv ~RH)           OR  nothing
         Hydra (lv ~RH)           OR  nothing
         Hydra (lv ~RH)           OR  nothing
         Red Dragon (lv ~RH)      OR  nothing
         Red Dragon (lv ~RH)      OR  nothing

TYPE B - Swine (lv ~RH)           OR  Pig (lv ~RH)
[8 foes] Swine (lv ~RH)           OR  Pig (lv ~RH)
         Black Mage (lv ~RH, m)   OR  Pig (lv ~RH)
         Black Mage (lv ~RH, m)   OR  Pig (lv ~RH)
         Mystic (lv ~RH, f)       OR  Pig (lv ~RH)
         Mystic (lv ~RH, f)       OR  Pig (lv ~RH)
         Archer (lv ~RH, m)       OR  Pig (lv ~RH)
         Archer (lv ~RH, m)       OR  Pig (lv ~RH)

TYPE C - Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
[8 foes] Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
         Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
         Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
         Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
         White Mage (lv ~RH, f)   OR  Chocobo (lv ~RH)
         White Mage (lv ~RH, f)   OR  Chocobo (lv ~RH)
         White Mage (lv ~RH, f)   OR  Chocobo (lv ~RH)

TYPE D - Tiamat (lv RH+27)  OR Mystic (lv ~RH, m)     OR Mystic (lv ~RH, f)
[4 foes] Tiamat (lv RH+26)  OR Summoner (lv ~RH, m)   OR Summoner (lv ~RH f)
         Tiamat (lv RH+25)  OR Black Mage (lv ~RH, m) OR Black Mage (lv ~RH, f)
         Tiamat (lv RH+24)  OR Time Mage (lv ~RH, m)  OR Time Mage (lv ~RH, f)
--------------------------------------------------------------------------------

After defeating Elidibus (and hopefully learning Zodiark from him), you'll get 
the 13th (!) Zodiac Stone, Serpentarius.  Assuming you kept the Byblos from
being killed, it will also offer to join your party.  This is your one 
opportunity to get this character, so sign it up.  The Byblos isn't really that
great, though.  It has an automatic Poach (like Luso) but only a handful of
abilities.

Congratulations!  You've now beaten Midlight's Deep!  You may notice that the 
Deep stays a red dot on the map screen even after you've finished off Elidibus.
Don't worry; you haven't missed anything.  It just stays red forever.

But, there's still a few more things to do.  Go back into Terminus after you 
defeat Elidibus, and bring a Treasure Hunter.  On the top level (where Elidibus 
was), there are four items: two Elixirs, the Chirijiraden, and the Chaos Blade.
The Chaos Blade is one of the best weapons in the game; it has a whopping 40 
attack points, automatically Regens you, and petrifies enemies!  The
Chirijiraden is the strongest katana and also allows you to use the
corresponding Iaido.

If you're into poaching, you can find Pigs and Swines on Terminus, as well as
all the members of the hydra family.  All of these monsters yield rare items
when poached.  (And if you want REALLY rare items, recruit a Pig or Swine and
wait until you breed a Wild Boar, then poach that!)  You can also use Reis's
Dragon's Charm to recruit a Tiamat.  They're THE best monster in the game, and 
they're almost as strong as Orlandeau!

If you're at least level 90, you can obtain other rare weapons from enemy
Ninjas.  Equip all your characters with Sticky Fingers and go back to The
Interstice.  If you can run into some Ninjas here, they'll throw a variety of
nice weapons at you, which -- assuming you have Sticky Fingers -- you'll catch
and claim for your own.  If you're at a high enough level, you can even get
Chaos Blades!  Masamunes, Chirijiradens, Javelin IIs, and most other rare
weapons can also be obtained here.  (The exceptions are the weapons that can't
be thrown, like staves.)  See the "Throws from Enemy Ninjas" section for more
details and the specific experience levels at which the Ninjas throw these
items.

What else is there left to do?  If you leave Midlight's Deep and head back
around the overworld, each wilderness locations has a "special" random battle
that you can occasionally run into.  Some of these, like the infamous all-Monk 
melee on Grogh Heights, can be pretty challenging.  The special battle at Mount 
Germinas also pits you against some gun-wielding Chemists and Orators, where 
you can steal additional copies of the magick guns and sometimes the 
Stoneshooter. The Araguay Woods special battle is another place to encounter
Ninjas and catch weapons from them.  (For a complete list of these special
battles, see the Random Battles section.)  You can also continue poaching
monsters if you're looking to complete your collection of items -- see the Rare
Item Locations for where you can find everything.  And, if you haven't finished
the other subquests, those are still out there to complete!

Finally, if you're playing the PSP version, you can team up a friend who owns a
copy of the game to complete the game's multiplayer team missions in Rendezvous
Mode or battle against each other in the Melee mode.  (You'll need to complete
the main quest first to unlock the last four Rendezvous Mode missions.)  These
missions are some of the biggest challenges in the game, but you can also win a
lot of super-powered equipment not available in the single-player game.

********************************************************************************
VI. MULTIPLAYER MODES
********************************************************************************

%%%MELEE MODE - GENERAL INFORMATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00melee0

Melee Mode is one of two new multiplayer modes in the PSP version of Final
Fantasy Tactics: The War of the Lions.  Like Rendezvous Mode, it is totally
unavailable in the iOS version, but if you complete the regular iOS game once,
you can then go to a Poachers' Den to buy the items you *would* have been able
to get in Melee Mode.

Melee Mode is a "versus" mode.  It allows two players to pit their regular
parties against each other.  Both players also receive prizes after the battle,
and there are some rare items you can *only* find in Melee Mode!

Melee Mode becomes available very early in the PSP game, after you pass through
Gariland on your way to the Siedge Weald.  Once both players have unlocked
Melee Mode, you can start a Melee Mode battle by having both players go to the
Tavern and choosing Melee.  One player should host the game and the other
should join.  Melee Mode can only be played over a local (ad hoc) connection,
not the Internet.

Both players must pay a fee for each Melee Mode battle, to compensate for the
items you can earn.

Each player can deploy up to 5 characters to battle with.

You can select any map that at least one of the two players has cleared in the 
single-player mode.  This includes all the story battle locations, plus the
sidequests (including Midlight's Deep), and the wilderness locations where 
there are only random battles.  The only maps that can NOT ever be selected are 
Zeltennia Castle Chapel Ruins and the maps from the final sequence of battles
in the single-player mode (even if you have a clear data save!).  The side of
the map on which each player starts is randomly assigned.

During combat, your team always glows blue on your PSP screen.  The opponent's
forces glow red.

---Melee Mode Rules-------------------------------------------------------------
For the most part, Melee Mode combat works like regular FF T combat.  However, 
there are a number of important exceptions:

* You CANNOT permanently lose items or characters in this mode.  Stolen and 
broken items, and items consumed using the Throw, Iaido, and Items commands,
are restored to you at the end of battle.  Characters cannot permanently die  
because they simply teleport out of the battle when their KO counter expires.
(Since they're not permanent deaths, these do NOT count as Casualties on your 
Chronicle screen.)  Anyone turned into a Malboro by Malboro Spores is turned
back into a human.

Note that this makes some abilities substantially more useful in Melee Mode
since you no longer have to worry about losing rare items.  Elixirs are great 
for restoring HP and MP, the Masamune and Chirijiraden Iaidos can be used 
freely (Masamune casts Haste and Regen on a group!) and rare weapons like the 
Chaos Blade can be thrown without losing them.

* The Invisible status effect does not make you invisible to the other player,
and the character can still be targeted normally.  It DOES still have the effect
of making your attacks impossible to evade (as if you had the Concentration
support ability equipped), and is still removed after taking an action or being 
hit.

* Only JP is earned.  (You still keep your earned JP even if you lose the 
battle.)  Exp, levels, and gil cannot be gained.  Additionally, magick that 
can normally be learned from being hit with it CANNOT be obtained this way in 
Melee Mode.
  Since you cannot gain levels or gil, abilities that work on gil/Exp are
ineffective in this model.  These include Steal/Plunder Exp, Steal/Plunder Gil,
Beg, Glitterlust, and Bequeath Bacon.  Gil Snapper still triggers in response
to damage, but does not earn you any actual money.

* Monsters cannot be poached for items.  Poaching a monster will still remove
it from the map, but no items will be added to the Poachers' Den.

* Items can be stolen from the other team, but they are not kept permanently
after the end of the battle.

* While the Traitor status (from Entice or Tame) can still be used to recruit
enemies onto your side for the duration of the battle, they cannot join your
team permanently afterwards.

* Similarly, the Greater Malboro's "Malboro Spores" ability still turns a
character into a Malboro for the duration of the battle, but (unlike the single-
player game) does not affect a character permanently.

* Sticky Fingers can be used to block thrown weapons, but they aren't added to
your inventory.

* Bravery and Faith can be changed for the duration of a battle, but there are
no permanent changes.

* Your characters cannot be put under AI control.

* The game cannot be paused.  (However, when one player is moving, the other
player can scroll around the map and look at characters' status.)

* Most traps that affect only 1 tile in the single-player game now have an 
effect radius of 3 when sprung, and there are also new traps.  (See the Traps 
section for more details.)  Also, traps that YOU place cannot be sprung by your 
units, only by your opponent.  Friendly units can still be affected by the trap 
if they're caught in the effect radius, however.

* No items can be obtained with Treasure Hunter.

* Enemies killed during Melee Mode are not added to your Kills tally on the 
Chronicle screen.

* This isn't a Melee Mode-specific rule, but it's worth noting that all of the 
multiplayer-exclusive weapons cannot be thrown with the Ninja's Throw command.

---Weather Effects--------------------------------------------------------------

Weather patterns in Melee Mode are based on the map you choose.  It appears
that "random battle" wilderness maps have a random weather pattern, whereas
maps that are only used in story battles have the same weather pattern as the
first story battle at that location.

Below, I've listed maps with "special" weather effects.  All maps not listed
have NO special weather effects.

See the Weather Effects section under Other Game Information for more on the
mechanics of weather effects.

RANDOM WEATHER PATTERN:
Mandalia Plain            The Siedge Weald          Lenalian Plateau
Araguay Woods             Zeirchele Falls           Balias Tor
Tchigolith Fenlands       Balias Swale              Grogh Heights
The Yuguewood             Dugeura Pass              Finnath Creek
Beddha Sandwaste          Mount Germinas            Lake Poescas
Zeklaus Desert            Fovoham Windflats         Dorvauldar Marsh
Mount Bervenia

DAY, RAINSTORM (evade vs. bows x 1.33, fire dmg -25%, lightning dmg +25%):
Brigands' Den

CLEAR NIGHT OR NIGHT, LIGHT RAIN (evade rate vs. bows x 1.33):
Goug Lowtown              Lionel Castle Gate        Riovanes Castle Gate
Riovanes Castle Roof

SNOWSTORM (ice damage + 25%):
Gollund Colliery Slope    Gollund Colliery Ridge

---Melee Mode Options-----------------------------------------------------------

Before the battle, the hosting player may set a number of options:

1. Map Selection - The map may be chosen manually, or you can have the game 
pick a random map from the ones available.  You may fight on any map that at
least one player has completed in the single-player game.

2. Time Limit - You may set a total time limit that each player has to decide
on his/her actions across the course of the battle.  This basically works like 
a chess clock.  When you're deciding on a move, the clock starts counting down.
On your next turn, the clock resumes counting down from where it left off.

When a player's clock reaches 0:00, the battle doesn't end, but that player
will have only 15 seconds each turn to decide on an action before the 
character's turn defaults to Wait.  (This is basically a way of keeping 
players from taking forever to decide on a move.)

The clock stops when attacks and abilities are animating.  However, the clock
does NOT stop when characters are walking from one tile to another, or any time 
you're in a menu.  If the clock expires while you're in the middle of walking,
the move is canceled.

The default for this option is no time limit.

3. Action Limit - You can set a maximum total number of actions for the battle. 
Any action taken by ANY player counts towards this limit.  (Just moving without
acting does not count as an action.)  When the Action Limit is reached, the 
battle ends and a winner is declared.  The default is 40, and you can choose
20, 40, or 60 actions.

If you set the Action Limit to None, the battle will continue until one side is
completely KOed.

4. Special Controls - This allows you to turn the special action controls on or 
off.  (They are ON by default.)  See below.

5. Trap Placement - In a Melee Mode, both players can set a number of traps on
the map before the battle.  If you set Trap Placement to Random, the computer
will place these traps for you; if you set Trap Placement to Manual, you can
put them wherever you want.  (It's not possible, however, to put traps on 
either side's starting tiles, or in tiles with water of depth 2.)

Note that you cannot trigger the traps that you set.  You can only trigger the
traps that your opponent laid for you.

If you don't want to play with traps, set Trap Placement to None and no traps 
will appear.

6. Number of Traps - If you have traps allowed, this determines the number of
traps that EACH player can set.  You can have 2, 5, or 10 traps per player.
(The default is 2.) If Trap Placement is set to None, this option is ghosted.

7. Arithmeticks - The Arithmeticks ability can be Allowed or Disallowed.  (The
default is Allowed.) 

---Special Controls-------------------------------------------------------------

Melee Mode includes a number of special action-oriented controls:

* When a physical attack has a moderate hit rate (not very high or not very
low), the attacker and target will "lock weapons."  Both players must press the
X button rapidly to determine the outcome:
  > If the attacker presses the button more times, the attack goes off as
    planned, with the bonus of a critical hit!
  > If the defender presses the button more times, the attack is canceled and
    the target retaliates with Counter Tackle.
Ranged weapons are not subject to this locked-weapons effect.

* For all other physical attacks, a red exclamation mark flashes over the
attacker's head.  Quickly hitting X when this mark appears will give you a
critical attack, which increases your damage and may knock the enemy back a 
tile.

* When you step on a trap tile, a sequence of buttons appears at the top of 
the screen (e.g. Up Right Triangle Square Left).  If you enter the buttons in 
order without making a mistake within a time limit, the trap is disarmed and 
has no effect.  Otherwise, the trap activates as usual.

If you don't like these controls, the hosting player can turn them off before
the battle starts.

---Winning and Losing-----------------------------------------------------------

When one player has all of his or her characters KO, he or she loses, and the
other player wins the battle.

If both players have their last character KOed at the same time (e.g., a magick
attack hits both of them and KOs them), the battle is declared a Draw.

If the battle is set with fixed maximum number of actions, the battle ends when
either player reaches that number of actions.  In this case, victory (or a
draw) is awarded to whomever has more character standing.  Of course, even with 
the battle set to a fixed number of actions, you can end the battle and win
earlier if you KO all the opponents' characters.

Either player can quit the battle by clicking on an empty tile and choosing
"Quit".  In this case, the battle is forfeited and no treasure is awarded.

If one of the PSPs goes to sleep or if the connection is broken, the battle is
terminated and no treasure is awarded.

%%%MELEE MODE - TREASURES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00melee1

After each finished Melee battle, each player will be presented with a ring of 
chests, and can open 1 to 3 chests and keep the item within each opened chest.
No chests are awarded if the battle was aborted early due to a connection error
or a player quitting.

The NUMBER of chests you can open is determined by the outcome of the battle.
The winner of the battle can open 3 chests, and the loser can open 1.  In the
event of a draw, both players can open 2 chests.

The CONTENTS of the chests is determined by the average level of the characters 
plus random chance.  Most of the rare items will not appear unless your level 
is quite high.

Different items are placed in the chests for each player.

If one player wins in a single action (i.e., by using Arithmeticks), the game
will detect you're trying to cheat at item-grinding and both players will 
receive nothing but Phoenix Downs :( .  At least two actions must occur to
receive actual prizes.  (They can both be by one player, or one from each
player.)  Just moving without doing anything does not count, but you can always
just attack the air, which DOES count.

---Rare Items in Melee Mode-----------------------------------------------------

An almost certainly incomplete list of RARE items that you can obtain in Melee 
Mode is below.  (I haven't listed items that can also be bought at the
Outfitter, though you'll often get these if you're at a low level.)  Again, you
must be at a high enough level to make these items appear.

* indicates items that can ONLY be acquired in Melee Mode.  (If you're playing
the iOS version, you can instead buy the starred items by completing the main
quest once and then visiting a Poachers' Den.)

WEAPONS:
Zwill Straightblade [dagger]                Fomalhaut [gun]
* Orochi [ninja blade]                      Glacial Gun [gun]
* Moonsilk Blade [ninja blade]              Blaze Gun [gun]
Blood Sword [sword]                         Artemis Bow [bow]
Materia Blade [sword]                       Dragon Whisker [polearm]
* Onion Sword [sword]                       * Gae Bolg [polearm]
Save the Queen [knight's sword]             Whale Whisker [pole]
* Francisca [axe]                           * Chaosbringer [fell sword]
Golden Axe [axe]                            * Arondight [fell sword]
* Nirvana [staff]                           * Balmung [fell sword]
* Vesper [flail]

SHIELDS:
* Reverie Shield

HEADGEAR:
* Onion Helm [helm]                         Cachusha [hair adornment]
* Acacia Hat [hat]                          Ribbon [hair adornment]

ARMOR:
Rubber Suit [clothes]                       * Brave Suit [clothes]
* Minerva Bustier [clothes]                 * Sage's Robe [robe]

ACCESSORIES:
* Onion Gloves [gauntlets]                  Cherche [perfume]
* Empyreal Armband [armlet]                 Chantage [perfume]

ITEMS:
Elixir [item]

Note that some of these items (like the Brave Suit) are quite rare, and you 
won't find them often even with all characters at level 99.

The above items are found in Melee Mode.  There are also some other, DIFFERENT
multiplayer-only items that are only available in Rendezvous Mode (the "co-op"
mode); see the section on Rendezvous Mode below.

---Item Evaluation--------------------------------------------------------------

Of these items, the most valuable by far is the Brave Suit.  This is the best
suit of clothes in the game; it boosts your HP and MP by quite a bit and gives
you a permanent Reraise like Chantage!  This means you can finally have male 
characters with a permanent Reraise.  And, equipping a Brave Suit on a female
character frees up an accessory slot that otherwise might have gone to 
Chantage.  Unfortunately, the Brave Suit shows up quite infrequently.

Other good armor here includes the Acacia Hat and the Reverie Shield, which is 
second only to the Escutcheon II amongst shields.  (And since there's only one
Escutcheon II, a supply of Reverie Shields is good to have.)  In some cases, 
the Reverie Shield can be even better than the Escutcheon II since it halves 
all elemental damage, good for magick attacks you can't evade (e.g. hydra 
breath attacks).  And while they're not unique to Melee Mode, the plentiful
supply of Rubber Suits and Ribbons here is actually quite nice; the Rubber Suit
is the best alternative to the Brave Suit, and Ribbons guard female characters
against almost all status ailments!

The Orochi and Moonsilk Blade are the most powerful ninja swords -- the
Moonsilk is a bit stronger in raw attack power, but the Orochi drains HP.  If
you use Ninjas, you'll want to collect these!

The Minerva Bustier is also good to pick up if you use Reis.  Although not as
strong as some other pieces of armor, it's the only body armor that can be
equipped by Reis's Dragonkin job.

Finally, if you use Onion Knights, you'll also want to grab the Onion Sword, 
Helm, and Gloves here.  (The Onion Armor and Shield are found in Rendezvous 
Mode.)

Most of the other equipment isn't that great; they're either in unhelpful
weapon classes (e.g. axes) or are inferior to items available in Rendezvous 
Mode.

%%%RENDEZVOUS MODE - GENERAL INFORMATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren0

Rendezvous Mode is one of two new multiplayer modes in the PSP version of Final
Fantasy Tactics: The War of the Lions.  Like Melee Mode, it is totally
unavailable in the iOS version, but if you complete the regular iOS game once,
you can then go to a Poachers' Den to buy the items you *would* have been able
to get in Rendezvous Mode.

The Rendezvous Mode is a two-player co-operative mode.  It consists of 15 
missions that two players tackle together.  (It's not possible to play these
missions with just one player.)  Completing the missions earns you items,
including a number of rare items you can only find in this mode (see below for
details).

The later missions also make for a particular challenge for FF Tactics masters,
as they're the toughest battles in the game.

---STARTING A MISSION---
Beginning midway through Chapter I, new Rendezvous Mode missions will continue
to become available as you progress through the single-player game.  A mission
may be selected as long at least ONE of the two players has unlocked it, though
both players must have at least progressed through the first few battles of the 
game to make the Rendezvous Mode option appear in a Tavern.

To start a Rendezvous Mode mission, have each player go to the Tavern and 
choose Rendezvous Mode and "Start a Mission."  The hosting player (Player 1) 
should choose to host a mission and the other player should choose to join.  
Like Melee Mode, Rendezvous Mode can only be played over a local (ad hoc) 
connection.

Each mission can be played an unlimited number of times, regardless of whether
you win or lose.

Unlike the Melee Mode, Rendezvous missions do not cost gil.

---MISSION DIFFICULTY---
The Rendezvous Mode missions that you can unlock as you play through the
single-player mode are appropriate for characters at that stage of the game.  
So, the missions you unlock in Chapter II can be tackled while you're still in
Chapter II, and so on.

The experience level of the enemies you face in Rendezvous Mode scales with 
your own characters' levels.  So, simply leveling up won't really help you win
the battles.  Of course, learning new abilities, gaining equipment, and using 
the stat-raising tricks described in the Level Downs and Stat-Grinding section
*will* help you. :)

The exception is the last four Rendezvous Mode missions, unlocked by completing 
the single-player game.  Here the enemies *always* have high levels, regardless 
of your own levels.  Many of the major enemies are fixed at level 99!

---WINNING AND LOSING---
The specific victory and loss conditions for each battle are different.  For
details on each mission, see the specific strategies below.

If one player has all his/her characters eliminated, the other player can keep
playing.  Both players will still be awarded items at the end of the mission.

You can give up on a mission partway through by clicking on a blank tile and
choosing the "Quit" option.  If either player chooses to do this, the mission is
forfeited and both players are returned to the Tavern.

A mission also ends if either PSP goes to sleep or if the connection is broken.
If one player has all of his or her characters KOed, that player should NOT just
put down the PSP!  Keep it running so the other player can continue trying to
complete the mission.

---THE RULES---
Rendezvous Mode differs from single-player combat in several ways:

* You CANNOT permanently lose items or characters in this mode.  Stolen and 
broken items, and items consumed using the Throw, Iaido, and Items commands,
are restored to you at the end of battle.  Characters cannot permanently die  
because they simply teleport out of the battle when their KO counter expires.
(Since they're not permanent deaths, these do NOT count as Casualties on your 
Chronicle screen.)  Anyone turned into a Malboro by Malboro Spores is turned
back into a human.

Note that this makes some abilities substantially more useful in the Rendezvous 
Mode since you no longer have to worry about losing rare items.  Elixirs are 
great for restoring HP and MP, the Masamune and Chirijiraden Iaidos can be used 
freely (Masamune casts Haste and Regen on a group!) and rare weapons like the 
Chaos Blade can be thrown without losing them.

* You CAN keep items that YOU obtain from chests, stealing, and catching them 
from ENEMIES using Sticky Fingers.  You CANNOT keep weapons caught when your 
partner throws them (which would otherwise allow you to easily duplicate any 
weapon :P).  You must win the battle to keep your gained items; they are lost 
if you fail the mission.

* The Arithmeticks command is completely off-limits in this mode and cannot be 
used.

* Only JP, not Exp or levels, is earned.   In addition to earning JP, you can 
also learn and keep abilities from crystals.  Magick that can be learned from 
being hit with it (see Learning Magick From Being Hit) can also be learned and
kept.  You must win the battle to keep your abilities; they are lost if you fail
the mission.

Since you cannot gain levels, the Wild Boar's Bequeath Bacon is ineffective in
this mode.

* Bravery and Faith can be changed for the duration of a battle, but there are
no permanent changes.

* Monsters cannot be poached for items.  Poaching a monster will still remove
it from the map, but no items will be added to the Poachers' Den.

* While the Traitor status (from Entice or Tame) can still be used to recruit
enemies onto your side for the duration of the battle, they cannot join your
team permanently afterwards.

* Similarly, the Greater Malboro's "Malboro Spores" ability still turns a
character into a Malboro for the duration of the battle, but (unlike the single-
player game) does not affect a character permanently.

* There are no traps and no items that can be found using Treasure Hunter, even
on tiles where there are traps/items in the single-player game.

* Your characters cannot be put under AI control.

* The game cannot be paused.  (However, when one player is moving, the other
player can scroll around the map and look at characters' status.)

* Although Bonus Coin is earned after a battle, gil cannot be gained or lost 
*within* a battle from Gil Snapper, Steal/Plunder Gil, Glitterlust, Beg, or
treasure chests.

* Enemies killed during Rendezvous Mode are not added to your Kills tally on
the Chronicle screen and aren't counted towards unlocking Dark Knight.

* This isn't a Rendezvous Mode-specific rule, but it's worth noting that all of
the multiplayer-exclusive weapons cannot be thrown with the Ninja's Throw
command.

---MULTI-BATTLE MISSIONS---
Two of the Rendezvous Mode missions (The Knights Templar and Brave Story)
involve a sequence of battles.  In these missions, you move immediately from one
battle to the next.  You are not be able to change characters or equipment 
between battles.

Most gameplay elements carry over between each battle in the sequence:
  > HP/MP are not restored
  > KOed characters are not revived
  > Used/thrown items are not restored your inventory until the end of the 
    whole mission
  > Broken equipment remains broken until the end of the mission

However, a few things are restored between battles:
  > Status conditions other than KO are removed between battles
  > Changes in stats (including Bravery/Faith) disappear between battles
  > The counter over KOed characters is set back at 3
  > Equipment that starts you off with beneficial status effects (Invisible or
    Reraise) has this effect at the start of EACH battle.  But, if you're using
    the Stoneshooter, you only need to de-Petrify the character once for the
    whole mission.

%%%RENDEZVOUS MODE - TREASURES AND RANKING%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren1

After winning a Rendezvous Mode battle, each player will be presented with a 
ring of chests, and can open 1 to 5 of them based on your performance during 
battle.  No chests are awarded if you fail the mission.

Since these battles are a cooperative effort, both players will always earn the 
same number of chests, even if one player had his/her forces completely wiped 
out.

The NUMBER of chests you can open is determined by how well you fought.  You
can open more chests when you....
  1) Deploy fewer characters.  Typically, you can deploy up to a total of 3
      characters (i.e., one player deploys 1 character and the other deploys
      2 characters) and still earn 5 chests, but this may vary a little from
      mission to mission.
  2) KO more enemies.  Some missions don't require you to KO every enemy, but
      KOing more of them will earn you more chests.
  3) Do not have any of your own characters get KOed.  If characters are KOed 
      but later revived, this does not appear to penalize you.
The number of turns you take does not seem to be relevant.

The CONTENTS of the chests are determined by different factors:
  1) The average level of your characters
  2) Most missions have a "cap" on item quality.  The tougher the mission, the
     better the items you can get.

Note that the QUALITY and QUANTITY of items you receive are determined by
completely different factors!  Even a poor performance on the later missions
will earn you a chance at rare items; you just won't get as *many* of them.  On 
the other hand, blowing through early missions will not get you unique items, 
no matter how efficiently you fight or how high your level is.

Different items are placed in the chests for each player.

---RARE ITEMS IN RENDEZVOUS MODE---
A (probably incomplete) list of RARE items that you can win in Rendezvous Mode
is below.  I haven't listed items that can also be bought at the Outfitter,
though you'll often get these from the early missions.

* indicates items that can ONLY be acquired in Rendezvous Mode.  (If you're
playing the iOS version, you can instead buy the starred items by completing
the main quest once and then visiting a Poachers' Den.)

WEAPONS:
Sasuke's Blade [ninja blade]                Ras Algethi [gun]
Nagnarok [sword]                            Fomalhaut [gun]
Materia Blade [sword]                       Glacial Gun [gun]
* Moonblade [sword]                         Blaze Gun [gun]
Defender [knight's sword]                   Blaster [gun]
Save the Queen [knight's sword]             Artemis Bow [bow]
Excalibur [knight's sword]                  Yoichi Bow [bow]
Ragnarok [knight's sword]                   Perseus Bow [bow]
* Durandal [knight's sword]                 * Sagittarius Bow [bow]
Chaos Blade [knight's sword]                Faerie Harp [instrument]
Masamune [katana]                           Omnilex [book]
Chirijiraden [katana]                       Holy Lance [polearm]
Golden Axe [axe]                            Dragon Whisker [polearm]
Dragon Rod [rod]                            * Gungnir [polearm]
* Stardust Rod [rod]                        Fallingstar Bag [bag]
* Crown Sceptre [rod]                       Wyrmweave Silk [cloth]
Healing Staff [staff]                       * Deathbringer [fell sword]
* Dreamwaker [staff]                        * Valhalla [fell sword]
Scorpion Tail [flail]

SHIELDS:
Kaiser Shield                               * Genji Shield
Venetian Shield                             * Onion Shield

HEADGEAR:
* Genji Helm [helm]                         Cachusha [hair adornment]
* Vanguard Helm [helm]                      Barette [hair adornment]
* Brass Coronet [hat]                       Ribbon [hair adornment]

ARMOR:
Genji Armor [armor]                         Ninja Gear [clothes]
* Grand Armor [armor]                       Mirage Vest [clothes]
* Onion Armor [armor]                       Rubber Suit [clothes]

ACCESSORIES:
* Gaius Caligae [shoes]                     Invisibility Cloak [cloak]
* Genji Glove [gauntlet]                    Sortile'ge [perfume]
* Brigand's Gloves [gauntlet]               Chantage [perfume]
* Sage's Ring [ring]

Of course, as noted above, not all of these items are available in every 
mission.  Again, the best items are only found in later missions, and your
characters must have a high level to have a chance of getting them.

In addition, there are also some items that only appear in specific missions:
MISSION                   ITEMS
The Guarded Temple        Grand Armor, Fomalhaut
Nightmares                Gungnir, Dreamwaker
Brave Story               Crown Sceptre, Sage's Ring
An Ill Wind               Valhalla, Vanguard Helm
(Note that the Fomalhaut isn't *really* unique to The Guarded Temple, since you
can get it quite easily in Melee Mode.  But The Guarded Temple is the only 
place the Fomalhaut shows up in Rendezvous Mode.)

The above items are found in Rendezvous Mode.  There are also some other,
DIFFERENT multiplayer-only items that are only available in Melee Mode (the
"versus" mode); see the section on Melee Mode above.

---TITLES AND STARS---
In addition to treasures, you will also be awarded a "title" for clearing each 
mission.  For example, completing the Chocobo Defense mission earns you the
"Defender of the Wild" title.  These titles don't do anything, they're just for
fun :)

Each title comes with a "level" or star rating, on a scale from 1 to 5.  The 
star rating is simply equal to the number of chests you were awarded at the end 
of the battle.  In the Tavern, the game tracks your highest star ratings for 
each battle, so you can challenge yourself to try to earn 5 stars on every 
mission!

%%%RENDEZVOUS MISSION STRATEGIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00ren2

---Rendezvous Mission 1: Chocobo Defense----------------------------------------
AVAILABLE AFTER...: Visiting Gariland on the way to the Siedge Weald in
                    Chapter I
BATTLE MAP: Windflat Mill

YOUR FORCES: 1-3 characters per player, Chocobo* [guest] x2
ENEMY FORCES: Thief* (male)      Chemist* (male)    Chemist* (male)
              Chemist* (male)    Squire* (male)     Squire* (male)
              Squire* (male)     Squire* (male)
* These guests and enemies have experience levels approximately equal to the
  highest among your deployed characters.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Either Chocobos is KOed

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Grassland                Tanglevine       48%
            Soil                     Sinkhole         21%
            Obstructed               --               18%
            Brick                    Wind Slash        5%
            Roof                     Wind Blast        4%
            Stone Outcropping        Tremor            3%
            Flagstone                Contortion        3%

--STRATEGY--
The goal in this mission is to defeat all the human enemies while keeping both
of the Chocobos from being KOed.  If *either* Chocobo is KOed, you lose.

Both players start on top of the plateau with the Chocobos and the majority of
the enemies below.  Player 1 faces away from the windmill, while Player 2 faces
down the stairs.  Both players should put their mages, Archers, and Chemists
in the "back row" of their deployment screens and the fighters in the "front."
This will pack the weaker characters in the center, while the physical fighters 
protect them from both sides.

Note that if Player 2 deploys any character in his/her two leftmost tiles, 
they'll actually start down on the ground and not on top of the plateau.  This 
puts them in a bit more danger, but can help you reach the enemies more 
quickly.  You'll only want to do this with melee fighters, not rearguard 
characters like mages.

Your success in this battle will probably depend a lot on what jobs you're
using.  If your characters are still Squires, this battle may be tough given
the large enemy party.  However, if you change your fighters into Knights and 
Monks, their superior Physical Attack will allow them to take out each enemy in
just a few hits.  The Knight's ability to equip shields will also be helpful in
this battle, as will the Monk's Counter ability if you have it.

Black Magick is also quite powerful in this battle and sometimes gives you a 
chance to hit more than one enemy at once.  If you're progressed far enough 
that you can buy the Flame, Ice, or Thunder Rod (available after the Sand Rat's 
Sietch battle), using one of these rods will make the corresponding elemental 
magicks even stronger.  Just make sure that the Chocobos don't get hit in the 
effect radius of the magick!  Before casting, check the Turn List to make sure 
your planned target won't have a chance to move next to the Chocobos before the
magick goes off.

Archers can also be useful; standing on the top of the plateau will allow them
to target almost the whole battlefield.  They can often attack without having
to move, which will get them more turns.  However, Black Magicks tend to do a 
little more damage and are probably the better choice.

You'll definitely also want to bring someone with the Items command (or White 
Magicks) who can heal the Chocobos.  It doesn't necessarily have to be a full 
Chemist so long as you assign the Items command as a second ability -- and you 
may not *want* to deploy a full Chemist so you can pad your roster with 
fighters instead.  At any rate, you can use your Items freely; you get them 
back after multiplayer battles.

When the battle starts, you'll want to catch up with the Chocobos as quickly as
possible to protect them.  Otherwise, the enemies will gang up on them.  Most 
of the action tends to take place at the bottom of the cliff, so try to get a
few close-range fighters down there quickly.  (Mages and Archers can stay up
top where it's harder for them to get attacked.)  If the enemies aren't
standing at the side of the plateau, you can jump down fairly easily, or you
can just have Player 2 deploy his/her characters so they *start* down there.
The Squire's Move +1 ability and the Battle Boots accessory will both increase
your movement range, which helps a lot in this battle.

The Chocobos can use Choco Cure to heal themselves (and you!), but they won't 
*always* do so.  They tend to only do it if one of the Chocobos or a human ally
is in critical HP (HP < 20% of max).  However, even if a Chocobo isn't at
critical HP, the enemies may gang up on it and KO it before it DOES have a
chance to heal!  That's where Items comes in handy; heal any Chocobo that has
taken a few hits and is vulnerable to attack.  Another tactic: when one of your 
characters is at critical HP, move him or her away from the battle.  This will 
often draw the Chocobo away from the enemies to heal him or her.

Watch out; the Squires may throw stones at the Chocobos even if they can't 
move in range for a physical attack.  It doesn't do much damage but can be
enough to finish off a weakened Chocobo!  Keep them healthy.

Another very useful ability is the White Mage's Protect magick; cast this on 
the Chocobos and it will reduce the damage they take from physical attacks.  
(Shell, which reduces magick damage, is really not helpful here as it's 
unlikely the enemies will have many magick attacks.)  The Chocobos will 
sometimes end up standing next to each other and this is a great opportunity to 
cast Protect as you can target both Chocobos at once.

The enemies here have pretty generic jobs and few special abilities, there are 
a lot of them.  You'll probably want to take out the Thief first since he's
fast and can steal your equipment--it's not lost permanently in multiplayer 
play, but losing your gear still makes it harder to win!  (The Chemist's 
Safeguard ability will also keep your equipment from being stolen.)  You'll
also probably want to defeat the two enemy Chemists early since they can
keep healing the enemies otherwise.

You may also encounter some of the Squires using a powerful second ability,
like Martial Arts.  (The specific abilities they have are assigned at random.)
If you spot a Squire using a particularly nasty attack, be sure to KO him
quickly.

Depending on your level, the Thief may have a Blind Knife here.  This weapon
can inflict the Blind status on your characters, which makes it easier for
enemies to dodge your attacks.  This isn't as bad as it seems since most of an
enemy's evasion rate can be nullified by attacking him from behind, even if
you're Blind.  (See Important Statistics under Basic Mechanics and Tactics for
more information on evade rates.)

On the other hand, if you're using a shield, it's not effective against rear
attacks, so try to keep your back protected from attack where possible.  You 
can use the side of the plateau or enemy bodies to guard your back.

In some cases, you may be able to leave a low-HP enemy for the Chocobos to
finish off, if they're nearby.

Finally, when attacking the enemy, don't forget that Zodiac compatibility
affects the damage you do -- you'll do more damage to an enemy with whom you
have good compatibility.  When picking the Chemists and Squires to target 
first, it can help to go after the enemies with whom you have good 
compatibility.  You can defeat them more quickly.

While you don't earn Exp and levels during multiplayer combat, you DO earn JP,
and you can also keep abilities from crystals and items from chests.  So, after
you've defeated most of the enemies, you may want to hang around and let them
decay into crystals or chests.  This is a good way to pick up some extra
abilities, if you don't mind fighting with your friend over who gets to pick up
the crystals ;)

If you're having trouble with this battle, progressing a little further through
Chapter I may help you out as you gain more abilities and can buy useful items
like the elemental rods.  Or, team up with a player who's already further
through the game :)

In this and all other Rendezvous Mode battles, you'll earn more items if you 
can win the battle using a smaller party of characters.  Of course, this makes
the battle tougher for you.  When you're just starting out, you may want to
stick with a full party; assuming you don't have any fatalities of your own, 
you'll still earn 3 chests per player.  Later, you should have no trouble
reducing your party size and still winning.

TITLE AWARDED: Defender of the Wild

---Rendezvous Mission 2: Chicken Race-------------------------------------------
AVAILABLE AFTER...: Start of Chapter II
BATTLE MAP: Tchigolith Fenlands

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Revenant*                      Revenant*
              Revenant*                      Knight* (male, undead)
              Knight* (male, undead)         Knight* (male, undead)
              Archer* (male, undead)         Archer* (male, undead)
              Black Mage* (male, undead)     Time Mage* (female, undead)
* All enemies here have experience levels approximately equal to the highest
  among your deployed characters.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: All allies are KOed

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 12    Poisonous Fen            Quicksand        36%
            Grassland                Tanglevine       33%
            Wasteland, Soil          Sinkhole         17%
            Obstructed               --                7%
            Tree                     Wind Slash        6%
            Stone Outcropping        Tremor            1%

--STRATEGY--
This is the easiest of the Rendezvous Mode battles!  Although there are a lot 
of enemies (and the humans have better stats than "regular" humans), they're ALL
undead.  This means that each enemy can be instantly killed simply by throwing a
Phoenix Down at it.  And, since items you use in Rendezvous Mode are restored
after battle, you won't even permanently consume anything!

However, you'll need your Chemists to be sturdy enough to survive while they
throw Phoenix Downs.  There are two good ways to do this: make the Chemist into
a Knight and equip Items and Throw Items, so that you have the Knight's HP and
armor, but all the item-using abilities of a Chemist.  Or, equip a Chemist with
the Knight's Equip Heavy Armor ability and you can use good armor to boost your
HP.  (You can swipe Gaffgarion's good armor.)  If you can't do either of these, 
you could also deploy one character as a healer while the other Chemists fling
Phoenix Down.

Throw Phoenix Downs at the enemies as they come in range.  The Knights and Black
Mage are the most dangerous, so target them first, followed by the Archers.  The
Time Mage can be defeated last.  Phoenix Downs are your best weapon since they
have a 100% hit rate and KO the enemy no matter how much HP they have.  You'll
need 10 Phoenix Downs between the two players to KO all the enemies.  If you run
out, Hi-Potions are also reasonably effective (doing 70 HP damage); you could
also use regular attacks or White Magicks.

When possible, throw Phoenix Downs without moving; you'll get new turns more 
quickly when you don't move.  Sometimes, though, you'll need to move, 
especially if the enemies end up hiding behind plants.  If you do need to move, 
try to avoid ending your move in the swamp tiles, as doing so will poison you.  
And definitely avoid standing in water with a depth of 2; you won't be able to 
take action at all there!

Since the enemies here are undead, some of them may start reviving if the
battle drags on.  With 3 Chemists throwing Phoenix Downs, you can probably
finish the battle before too many have the chance to revive, though.  The KOed
enemies can simply be redefeated; since they won't come back with full HP, you
may be able to defeat them with a weaker attacks.  Some enemies may crystallize 
instead; picking up these crystals is a good way to heal or (in the case of the 
human enemies) learn new abilities!

Later in Chapter II, Mustadio will join your team, and he makes this battle
even easier.  His Seal Evil ability turns undead enemies to stone, which both 
defeats them and prevents from reviving, and it has a very long range when
combined with his gun.

You can probably clear this battle with a small number of characters.
Completing this battle with just 3 characters total will earn you five stars
and five treasures per player, and it's not very hard to win even with just 3
Chemists.

TITLE AWARDED: Lionheart

---Rendezvous Mission 3: Treasure Hunt------------------------------------------
AVAILABLE AFTER...: Start of Chapter II
BATTLE MAP: Dorvauldar Marsh

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Thief (lv PH+6, male)       Thief (lv ~PH, male)
              Thief (lv ~PH, female)      Monk (lv ~PH, male)
              Monk (lv ~PH, male)         Archer (lv ~PH, female)
              Archer (lv ~PH, female)     Archer (lv ~PH, female)
              Squire (lv ~PH, male)
Most enemies here have experience levels approximately equal to the highest in
the deployed party (lv ~PH); one Thief is 6 levels above that.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: An enemy picks up the chest, or all allies are KOed

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 10    Grassland                Tanglevine       51%
            Swamp                    Quicksand        36%
            Soil                     Sinkhole          9%
            Obstructed               --                4%

--STRATEGY--
This mission is a race for the treasure chest on the far side of the map --
whichever team picks it up first (your team or the enemy team) wins.

There are really two ways to play this battle.  One is to make a beeline for 
the chest and pick it up.  If you do this, you'll only receive a 1-star
ranking (because you didn't KO any enemies) and each player will get to open
only a single chest from the ring of chests.  But the player who grabbed
the chest gets to keep whatever's inside it, and it's usually a pretty high
quality item -- better than anything you can buy in a store or win from the 
item ring at this point in the game.  (You also earn the Bonus Coin from
clearing the mission, which means you can earn money pretty quickly.)

The other approach is to play this mission like a conventional battle and KO
all the enemies.  You'll get to claim up to 5 chests after the mission this 
way, but you won't get the really good item in the battlefield chest.  This
strategy is actually kind of pointless: You can earn items of equal quality 
from the Chicken Race mission, and Chicken Race is much easier and faster to 
win. The real reason to play this mission is to grab the battlefield chest and 
claim the good item inside.

So, the way to go is to forget your ranking and just make a run for the chest.
(Since only one player gets to open the chest, the two players can take turns 
being the one to open it.)

To reach the chest quickly, deploy characters with a high Speed and/or Move
rating -- Knights, Monk, and Thieves all fit the bill, as do Ninjas if you have
them.  Assign a helpful movement ability.  Teleport is probably the best, as it
lets you move through the enemy units and also gives you a chance of extending
your movement range.  Where you don't have that, Move +1 (or better) is also
quite helpful.

You won't want to waste time fighting, so focus on equipping your characters to
dodge or survive lots of attacks.  Heavy armor is a plus, as are good shields
and cloaks.  Good reaction abilities are Archer's Bane (which will help block
the attacks from the enemy Archers) or Auto-Potion.  If you've progressed far
enough to earn a way to make yourself Invisible (some rare itmes or the Ninja's
Vanish reaction ability), then you're all set!  Once you're Invisible, the
enemies will ignore you and you can just rush to the chest.

Also, you should deploy 3 characters per player.  If you're going for the chest
and not playing for ranking, there's no reason not to take as many characters 
as possible.

During the battle, you'll just want to run for the chest at the other end of
the map.  Don't attack enemies; if you only Move (and don't Act), your CT gauge
will fill again more quickly and you can take more turns.  If you're using 
Teleport, don't forget that you can warp through enemy units.  You can also try
teleporting 1 or 2 tiles beyond your usual movement range, but beware that
teleporting *too* far is likely to fail.

The watery tiles here are just regular swamp and NOT poisonous fen, so you
don't have to worry about getting poisoned if you stand in them.

There are a lot of enemies -- too many to fight directly, generally -- so this
battle is mainly about surviving long enough to reach the other side of the
battlefield and claim the chest.  One tactic is to designate one or two fast
characters as your main runners.  Have them run for the chest, using only the 
Move menu so they get more turns.  Meanwhile, other characters can follow up
behind them, healing from a distance (using Throw Items or White Magicks) and
other support abilities such as Protect.  Another defensive tactic is to use 
characters with Archer's Bane as defenders; put them in the way of the enemy 
Archers to prevent the Archers from hitting the characters running for the 
chest.  Don't turn back to revive any downed characters; remember, as long as 
one character reaches the chest, you win.  Finally, try to keep your front side 
towards the bulk of the enemies to maximize your evade rate.

Although the enemy Thieves can steal your equipment, you may not want to block
their steals with Safeguard.  If you DON'T have Safeguard, they'll waste some
of their turns trying to steal your equipment instead of attacking, which helps
keep you alive!  (You get your stolen equipment back after the battle in
Rendezvous Mode.)  However, a Nu Khai Armband (not for sale until Chapter III)
is helpful for blocking their Steal Heart attack.  Since there are Thieves of
both genders here, deploying a single-gender party is not helpful :(

Chapter II has a lot of guest characters.  They can't participate in this or
other Rendezvous Mode missions, but you CAN strip them of their equipment and 
give it to your main team.

If you DO want to take out all the enemies, be warned that it's pretty tough
-- you're outnumbered and the enemies have a lot of annoying abilities.  Try to 
gather your characters into one group quickly.  The Thieves are probably the
most dangerous enemies because of their Steal Heart ability, so take them out
first.  If you're planning on fighting, blocking their steals with Safeguard is
a good idea.  Also, once you get to Chapter III, a Nu Khai Armband is great for
blocking Steal Heart.  If a character DOES get Charmed by Steal Heart, use a
weak attack to knock some sense into him or her.  A magick user's physical
attack or the Squire abilities Rush and Stone are good for removing Charm
without inflicting too much damage.

Watch out for the Monks, too.  Although fists only have a range of 1, the Monks
will often have Martial Arts abilities that let them attack at a distance!
(i.e., Aurablast and Shockwave)

Even if you're planning just to KO all the enemies, you must keep the enemies
from picking up the chest.  You'll especially need to watch out for the male
Thief in the center of the enemy group.  He tends to hang back instead of 
advancing with the rest of the enemy forces, and in a few turns, he'll pick up 
the chest and cause you to lose the battle.  To prevent this, you must advance
quickly and he'll come forward to fight you instead of chasing after the chest.
As long as you are in range of the enemies, they should fight you instead of
going after the chest (even when they could pick it up in a single move!).

Other useful abilities for taking down all the enemy forces include Archer's 
Bane, Counter, and Defense or Attack Boost.  Don't forget, too, to check your
Zodiac compatibility with the enemies.  It helps to attack the enemies with
whom you have high Zodiac compatibility as you can more quickly defeat them --
plus they're the ones who can do a lot of damage to you!

Once Mustadio joins the party, his Leg Shot ability is quite helpful here as it
allows you to Immobilize enemies in place and keep them from getting to the 
chest, and his gun gives him a long range with which to inflict it.  Do NOT use
Arm Shot.  If you Disable an enemy with Arm Shot, the enemy will drop out of
the main brawl and go back to pick up the chest, causing you to lose!

Again, since you can earn medium-quality items more quickly from Chicken Race, 
there's not too much point in trying to KO all the enemies.  (And it's actually 
pretty challenging.)  Picking up the chest is the real reward.  If you want to
earn 5 stars on this battle just for completeness' sake, you may have better
luck as you progress through Chapter II and get some of the special story
characters to join your roster.

TITLE AWARD: Retriever

---Rendezvous Mission 4: Teioh--------------------------------------------------
AVAILABLE AFTER...: Story Battle 13: Zaland
BATTLE MAP: Araguay Woods

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Teioh (lv PH+5 Black Chocobo)    Red Chocobo (lv ~PH)
              Red Chocobo (lv ~PH)             Chocobo (lv ~PH)
              Chocobo (lv ~PH)                 Chocobo (lv ~PH)
              Chocobo (lv ~PH)                 Red Panther (lv ~PH)
              Pig (lv ~PH)                     Pig (lv ~PH)
Most enemies here have experience levels approximately equal to the highest in
the deployed party (lv ~PH); Teioh is 5 experience levels above that.

VICTORY CONDITION: KO Teioh
LOSS CONDITION: All allies are KOed

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Grassland                Tanglevine       82%
            Tree                     Wind Slash        8%
            Obstructed               --                6%
            Soil                     Sinkhole          4%

--STRATEGY--
The goal of this mission is to defeat Teioh, a Black Chocobo with a ginormous
amount of HP.  (Teioh's specific level and max HP are based on your own levels,
but even at a low level, he's going to have over 1000 HP.)  Teioh is also 
accompanied by a gang of other chocobos and some other miscellaneous monsters.  
Although you only need to KO Teioh to win the battle, to get a good rank you'll
need to defeat the other monsters as well.  (If you KO only Teioh and no other
monsters, you'll receive only a single star and single chest!)

The enemy chocobos have some powerful attacks, so come prepared with shields
and cloaks to block them.  (The only potential status ailment you'll face here 
is the occasional Poison from the Red Panther's Poison Fang, so you needn't
worry about any status-protection accessories.)  Auto-Potion is a great
defensive ability here, especially if you buy Hi-Potions (or, later, X-Potions) 
and discard all your regular Potions.  This will allow you to use Hi-Potions 
when you activate Auto-Potion.  Counter is also quite useful since you'll 
mostly be hit with close-range attacks and Counter lets you strike the enemy 
back.  (Do not use First Strike here; it doesn't work against monsters.)

When deploying your characters, both players should place their characters in
the front row (i.e., the first row in the direction the characters are facing). 
Characters placed in the rear will end up on top of the cliff at the back of
the map and have a hard time getting into battle.

Your first target needs to be the Red Chocobos; their Choco Meteor attack does
a lot of damage, has a good range, and is completely unblockable.  Concentrate
on chasing them down and defeating them.

The yellow Chocobos can use Choco Cure to heal themselves and other enemies.
This can be a real pain, but the good news is that Chocobos tend not to use
Choco Cure unless they themselves have been injured.  So, don't attack the
yellow Chocobos until you've finished off the Red Chocobos, then just attack
one Chocobo at a time.  This will minimize the amount of healing they do.

The Pigs and Red Panther are not much of a threat at all, so just ignore them
until you have finished off all the Chocobos.  If you have someone with 
Counter, you have a pretty good chance of finishing them off just with your
counterattacks.  (While Pigs are normally good for poaching rare items, you
can't poach monsters or recruit them in Rendezvous Mode, so they just function
as weak opponents here.)

Because all the enemies here are monsters, they can all have a chance of
Countering your melee attacks.  You can avoid this by using attacks that hit
from a distance, like spears and the Monk's Aurablast.  Once Agrias joins the
party, her sword techniques will be quite helpful as well.  Magick could also 
be useful, especially Summons (which will hit many enemies at once), but you'll
need to shield your mage from enemy attacks.  Equip Heavy Armor would be good
for giving a mage enough HP to survive the initial wave of Choco Meteors.  The 
Dragoon's Jump attack also lets you escape counterattacks (as long as you 
use it at a range of more than a single tile), but can be tricky to use since
the chocobos are all fairly quick and can often move out of the way before you
land the Jump.  Only target chocobos that have just moved or that have been 
Immobilized.

Position your characters next to each other will limit the number of directions 
some of the enemies can attack from you.  Since no enemy here has magick that
hits more than one character, there's no harm in standing next to each other.

Try not to leave enemies standing with critical HP.  They'll usually flee into 
a corner of the map, which will make it hard to finish them off before you 
fight Teioh.

Once you've wiped out all the minor monsters, it's time to take on Teioh.  As
mentioned above, he has a ton of HP, but if you've defeated all the other
monsters, you're pretty safe as he can't do all that much damage to you (and
his Choco Beak and Choco Pellets attacks can both be blocked).  While you'll
generally want to keep him from attacking your back (since your shields don't
work against rear attacks), in practice this is pretty tricky since he can fly 
over your head.  Still, in some cases you can put your back to a tree.

Pretty much any attack is good against Teioh.  Ranged attacks are particularly
useful since they won't allow him to Counter.  If you have any attacks that do
damage based on the target's maximum HP, like the Time Mage's Gravity and
Graviga, the Mystic's Invigoration, or the Lich summon, these attacks are quite 
useful since they will quickly knock down Teioh's sizable HP total.

As the battle progresses, many of the defeated monsters will start turning into
crystals.  You want to be sure to pick these up before the enemies can; it's a 
real pain if Teioh heals himself.  Check the Turn List to see when the enemy
will move and be sure to have a character grab the crystal before any of the
enemies will be available to pick them up.  (You can use them to heal yourself 
too, but even if you don't need healing, you'll want to grab the crystals just
to prevent the enemies from using them.)

If you haven't progressed far enough in the single-player game to encounter any
major boss enemies yet, Teioh will be your first.  Like all major bosses, his
HP and MP are displayed simply as ??? and you won't be able to tell exactly how
much he has left.  However, when he gets low on HP, his life bar will appear to
empty (turning from gray to black) and he will switch to a squatting pose just
like any other chocobo will critical HP.  This means you're close to finishing
him off.

When Teioh does get low on HP, though, he'll start trying to flee while
continuing to shoot Choco Pellets at you.  This is pretty annoying.  You'll
just have to chase him down and keep hitting him.  Again, Immobilizing him, or
even hitting him with Rend Speed to slow his turns down, will help keep him
from escaping you.

If you're having trouble here, this battle is much easier after at least one
player has progressed further through Chapter II and acquired the two story
characters available in this chapter.  Agrias's sword techniques are great for
damaging the monsters without being counterattacked, and Mustadio can use Leg
Shot to inflict Immobilize on Teioh or the other chocobos.

TITLE AWARDED: Chocobo Hunter

---Rendezvous Mission 5: Lost Heirloom------------------------------------------
AVAILABLE AFTER...: Story Battle 16: Goug Lowtown
BATTLE MAP: Goug Lowtown

YOUR FORCES: 1-2 characters per player
ENEMY FORCES: Knight* (female)       Knight* (female)    Thief* (male)
              Thief* (male)          Thief* (male)       Archer* (male)
              Archer* (male)         Archer* (male)      Time Mage* (female)
              Time Mage* (female)    
* All enemies here have experience levels approximately equal to the highest
  among your deployed characters.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: All allies are KOed

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 9     Grassland                Tanglevine       33%
            Flagstone                Contortion       33%
            Roof, Chimney            Wind Blast       27%
            Wooden Floor, Coffer     Will-o'-the-Wisp  7%

--STRATEGY--
The enemies here don't have much in the way of special abilities, but the catch
is that each player is limited to 2 characters.  And, to get the highest
possible ranking here, you must only deploy a single character each!

There are three male Thieves here, which puts female characters at a risk for
being Charmed with Steal Heart.  This is very bad news when you have such a 
small fighting force, so deploying all male characters might be advantageous.
Once you get to Chapter III, you can also buy Nu Khai Armbands to immunize
yourself against Charm.

As with many Rendezvous Mode battles, the emphasis is on physical defense.
This map features Knights and Thieves, and most perniciously, three Archers, 
two of whom like to hang out at the back of the map and rain arrows on you.
Equip shields and cloaks to boost your evade rate, and Defense Boost [Mystic]
to reduce the damage you sustain.  The Archer's Bane reaction ability is
particularly well-suited for this map, since it gives you a good chance of
blocking the Archer's attacks outright.  (Shirahadori, which blocks both arrows
and melee attacks, is even better if you have it.)  If you don't have Archer's 
Bane, Auto-Potion makes a good substitute.  You could also use Counter -- this 
won't improve your defense, of course, but if you already have a good shield 
and cloak, Counter is a great way of improving your damage output.  Knights 
make a good overall choice for this map since they can use shields and heavy 
armor and have a good offense as well.

You'll probably also want a way to restore your HP and revive KOed characters.
Since you have so few characters here, you may not have space for a dedicated
healer, plus Chemists and White Mages will get killed pretty easily here.
Instead, try adding Items or Martial Arts (or even White Magicks) as a
secondary action ability to one of your other characters.  Auto-Potion and the 
Monk's Lifefont movement ability are also good for restoring HP over the course 
of the battle.  If you've progressed far enough to steal the Blood Sword, it 
can be pretty helpful as it will allow you to regain HP when you attack.  (If
you're tackling this mission much later, though, you won't want to use it as it
won't be very strong compared to other weapons and the enemy HP levels.)

Between the Thieves and Knights, there are also a lot of opportunities for your
equipment to be broken or stolen, so Safeguard may be helpful.  This is 
particularly important for female characters, since losing their Nu Khai 
Armbands means they can be Charmed.  (Remember, if lose your equipment in 
Rendezvous Mode, it IS restored to you after battle, but losing it during the 
battle still makes it difficult to win!)

When the battle starts, you'll want to take out the Time Mages first.  If they 
get off a Haste, Slow, or Stop spell, this can be big trouble when you're 
already outnumbered.  (They may hit you with Gravity magicks as well!)  There's 
one on each side of the map, so have each player quickly move forward and KO
one.  There's a good chance that the Time Mages may have the Mana Shield 
reaction ability, which allows them to take damage to their MP as a buffer 
against your attacks.  Draining their MP in this way is pretty much as good as
KOing them since they won't be able to use magicks, so you can then leave them
be.  (Their physical attack can still do SOME damage, but the Thieves and
Knights are a much higher priority.)

For offense, physical-oriented jobs are probably your best bet.  Magick tends 
not to be so good, since magick-using jobs are at a disadvantage for evading 
attacks and are even more vulnerable when charging magicks.  The Dragoon's Jump 
attack is particularly useful, since it temporarily removes you from the 
battlefield and prevents you from being attacked.  (Just watch out for the
slight overhang with the spinning wheel on Player 2's side of the map.  If
you're standing directly underneath this overhang, you won't be able to Jump.)

Mustadio will have joined you by the time you get to this mission.  His Arm
Shot and Leg Shot abilities can be useful in temporarily taking an enemy out of
play.  As a Machinist, he's probably going to be too weak to survive here, but
you can turn him into a Knight and then equip Aimed Shot as a secondary 
ability.

If you have a shield, cloak, and Archer's Bane, the Archers will really have
quite a low hit rate against you and you won't need to worry about them too
much.  First, take out all the melee fighters on the lower level.  

Remember that shields aren't effective against attacks from the rear, and your
own job's innate evade rate is not effective against rear nor side attacks.
(Cloaks and Archer's Bane work at all angles.)  So, try to position yourself 
after each move so that your back is not vulnerable.  You want to avoid turning
your back on the Archers so that you can keep blocking their arrows.

Conversely, try to attack the enemy Knights from the rear so they can't use
their shields to block your attack.  You also won't want to attack the enemy
Thieves head on, as they have a high evade rate from the front.  Of course, the 
Concentration support ability [Archer] allows you to circumvent enemy evade 
rates.

Enemies that you've weakened to critical HP may start to flee towards a corner.
Don't worry about these guys; they've essentially removed themselves from the
battle.  Focus on the enemies who are still fighting you.

After you've defeated most of the enemies on the ground, you have a good chance 
to heal before the final charge to the roof where the Archers usually are.  Try
to revive any KOed characters -- remember, your star ranking may decrease if 
any of your allies have to teleport out of battle.

Although this battle is fairly do-able with four characters, completing it with
just two characters to earn 5 stars can be tough early on.  To succeed, you'll
really need to have the best possible defense; Jump, Safeguard, Lifefont are all
advantageous too.  Of course, like all Rendezvous missions, this gets easier as 
you go through the game, since better cloaks and shields become available and 
your offensive capabilities increase as well.

TITLE AWARDED: Count's Guard

---Rendezvous Mission 6: The Fete-----------------------------------------------
AVAILABLE AFTER...: Start of Chapter III
BATTLE MAP: Lionel Castle Oratory

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Monk* (female)    Monk* (female)    Knight* (male)
              Knight* (male)    Dancer*           Dancer*
              Dancer*           Bard*             Bard*
              Bard*             
* All enemies here have experience levels approximately equal to the highest
  among your deployed characters.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: All allies are KOed

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Flagstone                Contortion       60%
            Carpet, Stairs           Will-o'-the-Wisp 20%
            Obstructed               --               20%

--STRATEGY--
You'll fight a large group of enemies in close quarters here, including a rare
encounter against enemy Bards and Dancers.  The two Knights will rush you
first with their Move +2 movement ability, and tend to be quickly followed by 
most of the rest of the group.

Depending on your level, the Bards here may have Lamia's Harps, which sometimes
confuse your characters when they strike.  This is bad news if it happens, so
equip Nu Khai Armbands (newly purchasable in the Outfitter) to prevent this.
If you don't have or can't afford the Nu Khai Armbands, you can cure confused
characters by hitting them with a weak physical attack.  Or, if you deploy a
character above level 25 or so, the Bards may just have Bloodstring Harps
instead, which drain HP back to the Bards.  While annoying, this is less
dangerous to you, and you can just mop up the Bards after you've KOed the real
threats.

You'll face mostly physical attacks here, so a good physical defense is a must.
Use armor to raise your HP, and equip shields to help block physical attacks.
The two Knights always have Concentration, which prevents you from evading their
attack, but shields will at least stop the Monks.

If you have the Samurai's Shirahadori reaction ability, this battle will be
pretty easy as you can block most all the attacks you'll face, even the Knights
with Concentration.

You can still win without Shirahadori, though; the Chemist's Auto-Potion is
another good reaction ability for keeping your health up.  The Mystic's Defense
Boost support ability is also helpful.  Finally, you could try the Golem summon
to absorb some of the physical attacks, but you're being bombarded with so many
attacks that the Golem effect is likely to wear off too quickly to be much help.
The Chemist's Safeguard support ability can also be somewhat helpful here since
it prevents the Knights from breaking your gear.  That said, Defense Boost is
probably the better support ability choice, if you have it.

Since you won't be hit with magick, this is one battle where it helps to
place your characters next to each other.  This minimizes the number of
directions from which the enemies can attack each character.  As the battle
progresses, you can also stand next to the bodies of KO enemies to block off
more lines of attack.  In addition, if you mostly stay put in this formation 
and attack enemies as they come to you, you can get more turns as you won't
need to use up CT by moving.

Your best offense here is probably Summons.  Since you're crowded into such a
small space, they will hit lots of targets, and they won't damage your own
allies.  Use a strong summon, or pair one of the initial three elemental 
summons (Ifrit, Shiva, and Ramuh) with a Flame, Ice, or Lightning Rod for extra
damage.  The Moogle and Faerie summons can also be used for emergency healing.  
Black Magick can work too, but will hit fewer targets and can also damage your
allies.  Either way, Chakra is quite useful for recovering your MP -- you can
give this to the Summoner, or have an adjacent character use it.  (The latter
is probably better since it allows the Summoner to spend all his/her turns
casting Summons.)  You'll also need to protect your magick-user since they
tend to be pretty fragile.  Giving the caster a shield or heavy armor can help
somewhat, but remember that shields are no good against the Knights and their
Concentration ability.  The best tactic is to put your magick-user in the "back
row," behind characters with a better defense.  These characters can block the
enemy from getting to your Summoner and absorb some of the hits while your
Summoner blasts away at the enemies with magick.

Other good attacks include sword techniques (especially Hallowed Bolt and 
Divine Ruination) and the Monk's Shockwave.  All the Bards and Dancers have the
Defense Boost support ability, which automatically reduces the damage they take 
from all physical attacks, including things like sword techniques and Jump.
You can still use these attacks, of course, but magick is going to be the most
effective.  Ranged weapons tend not to be useful here; since the enemies are
close to you anyway, the long range doesn't help you much, and you'll want the
higher attack power of a close-range weapon.

The Knights are probably your first target since their Concentration ability
makes their attacks largely unblockable.  After that, you'll want to go after
the Monks, who always have the Items ability and can heal other allies.  Watch 
out, though -- the Knights have Counter, and the Monks have the First Strike
reaction ability, which allows them to cancel direct physical attacks and hit 
you instead if you attack them from an adjacent tile.  To avoid these
counterattacks, don't use direct physical attacks, but target the enemies with 
magick, Jump, sword techniques, or other ranged abilities like the Monk's
Aurablast and Shockwave.  If you've progressed far enough into Chapter IV to
get Balthier, his Barrage attack also works.  You can even use a plain physical
attack as long as you're attacking from a distance, like with a bow or polearm.
Another alternative is to Disable the Monks or otherwise prevent them from using
reaction abilities, and then you can attack them at close-range.  As long as you
have some other decent attacks you can use, though, it probably isn't worth 
going to this extra step.  Note that the Monks are also always given the Equip 
Heavy Armor ability, which gives them a fair amount of HP.

The Dancers and Bards are less of a priority to defeat (especially the Bards), 
but ANY enemies you can defeat early on will help relieve some of the pressure
on you.

Both the Monks have Items and can use Phoenix Downs to revive KOed allies;
other enemies may also be randomly assigned the Items ability.  If you're using
Summons, this isn't too much of a problem; the revived enemies will come back
with only minimal HP and will be wiped down the next time you cast a Summon.
Otherwise, try to pick off these weak enemies before they get healed back to
full HP.

One last caution: it's likely that at least one of the enemies will have the
Geomancy ability, and will use the Contortion ability from the back of the
battlefield.  While this attack won't do much damage, it has a chance of
turning you to Stone, so bring an ability that can cure this status, like 
Purification [Monk], Esuna [White Mage], or Gold Needle [Chemist].  Or, if your
levels are high enough that the Bards have Bloodstring Harps, you won't need
a Nu Khai Armband to protect against Confusion, so you can equip a Jade Armlet
to protect yourself against Stone.  (However, if the Bards are still using
Lamia's Harps, the Nu Khai Armband is more important.)

For this battle, it doesn't matter who is player 1 and player 2 since you start
in identical positions relative to the enemy.

TITLE AWARDED: Lord of the Night

---Rendezvous Mission 7: Desert Minefield---------------------------------------
AVAILABLE AFTER...: Story Battle 26: Monastery Vaults - First Level
BATTLE MAP: Zeklaus Desert

YOUR FORCES: 1-2 characters per player, Govis*
ENEMY FORCES: Exploder*    Exploder*    Exploder*    Exploder*
              Exploder*    Grenade*     Grenade*     Grenade*
              Grenade*     Bomb*        Bomb*
* These guests and enemies have experience levels approximately equal to the
  highest among your deployed characters.

GUEST: Govis [random Zodiac] - male Chemist, lv based on party's highest
                             - random Bravery and Faith
Equipment : No weapon, random other equipment
Abilities : Items, random other abilities

GUEST: Govis - male Chemist - random Bravery and Faith values
Equipment : No weapon, random other equipment
Abilities : Items, random other abilities

VICTORY CONDITION: Govis reaches the far row of the battlefield,
                   or you KO, petrify, or recruit all enemies
LOSS CONDITION: Govis is KOed

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 18 x 10    Sand                     Sandstorm        62%
            Stone Outcropping        Tremor           36%
            Obstructed               --                2%

--STRATEGY--
This mission is an escort mission.  You lose if Govis, the guest Chemist, is 
KOed.  You win when Govis reaches the far side of the map, or if you KO all 11 
enemy bombs.  KOing as many of the bombs as possible will earn you a higher 
star rating (and hence more chests) at the end of the battle, so that's the way 
to go.

Unfortunately, Govis is a bit of a hazard to himself.  He likes to charge right
at the bombs and attack them with his bare hands, which tends to get him
counterattacked and KOed.  The best remedy is to bring Mustadio (or, later,
Balthier) and have him use Leg Shot to Immobilize Govis at the start of the 
battle.  (Player 1 starts directly behind Govis and has a clear shot for this.)
Your odds of successfully Immobilizing Govis depend in part on Govis's random 
Zodiac sign and its compatibility with Mustadio's, so there's some luck 
involved here.  Putting Immobilize on Govis will keep from charging forward, 
and he should be pretty safe.  Immobilize will wear off after a few turns, 
though, so prepared to use it again.  If Govis does manage to move forward, 
he'll be in danger.  Quickly move some characters between him and the enemies 
to shield him.  (You could also put Govis to sleep, which lasts longer, but 
this has the disadvantage of making him more susceptible to attack if the bombs 
DO reach him.)

It's probably a good idea to bring someone with healing abilities who can heal
Govis, just in case.  Mustadio can double with this role if you switch him to a 
Chemist (and then assign Aimed Shot as his second ability).  Don't be shy with
your items; you get them all back after the end of the battle, anyway.

Don't underestimate the bombs.  There are a lot of them, and they come at you
quickly.  You may be more successful if you generally let them come to you 
instead of charging them.  This will keep you from getting surrounded.

Equipping Flame Shields here is quite helpful as it allows you to actually
absorb the damage from the Exploders' Spark attacks.  In general, a good 
physical defense is important here since the bombs use mostly physical attacks.
Shields, cloaks, and Parry will help you avoid their attacks -- and Shirahadori 
is even better, if you've already obtained that.  Auto-Potion is also quite 
useful, especially since you don't really use up potions in Rendezvous Mode.  
Where possible, put your back against a cactus, so the bombs can only attack 
you from the side or front, which allows you to use your shield.

For attacking the bombs, Agrias's sword techniques are always good as they
can't be counterattacked, do high damage, and can often target more than one
enemy at a time.  (Or, if you're only able to attack a single bomb, use
Northswain's Strike, which has a chance of instantly KOing its target.)  If you 
want to use Black Magick, note that the Bombs absorb fire and halve damage from 
ice, so use Thunder spells only.  The same goes for Summons and weapons; be
sure to avoid the Icebrand sword.  (Note that the Icebrand sword will turn even
your sword techniques into ice-elemental attacks!)  If you happen to have the 
Leviathan summon, it will do a lot of damage since the bombs are all weak to 
water.

Finally, you could try using Orator skills (Entice or Tame) to recruit one or 
more bombs to your side.  This can help even out the enemy's numerical 
advantage, but it has pretty low odds of succeeding.

Of the three kinds of bombs, the Grenades are the most dangerous.  Their 
Bomblet attack does a lot of damage and is non-elemental, so the Flame Shield
won't protect against it.  Take out the Grenades first, and try to get rid of
them before the Exploders reach you.

Once the Exploders join the fray, they'll start using their Spark ability, 
which heals any nearby bombs and also damages any characters who aren't 
protected with a Flame Shield.  This can get quite annoying if the Exploders
get into a big group because the Exploders will just keep healing each other 
and you won't be able to defeat any of them.  Attack one of the Exploders at a
time until you KO them.  You can also try to use your characters to block the
Exploders from reaching each other, or draw them apart into separate groups.  
This will reduce their ability to keep healing themselves.  Another alternative 
is to use abilities like Arm Shot or Mystic Arts to take away the Exploders'
ability to act.

Be careful about leaving any bomb in a low-HP state.  It may use Self-Destruct,
which will do sizable damage to a wide range and has a good chance of killing
Govis.

To earn a five-star rating on this battle, you must deploy only a single 
character per player, and you must KO all the bombs.  This can be quite 
difficult, especially when this mission is first unlocked, since you have to
juggle defeating the bombs with healing Govis and preventing him from reaching
the finish line.  You'll probably want to have one character do the fighting
while another character heals and Immobilizes Govis, but it will be tricky if
you're not able to easily take out the Exploders.

TITLE AWARDED: Bombslayer

---Rendezvous Mission 8: Littering----------------------------------------------
AVAILABLE AFTER...: Story Battle 29: Yardrow
BATTLE MAP: Gollund

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Ninja* (male)    Ninja* (male)    Ninja* (male)    Ninja* (male)
              Ninja* (male)    Ninja* (female)  Ninja* (female)  Ninja* (female)
              Ninja* (female)  Ninja* (female)
* All enemies here have experience levels approximately equal to the highest
  among your deployed characters.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: All allies are KOed

WEATHER: Snowstorm (ice damage + 25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 10    Snow                     Snowstorm        73%
            Roof, Chimney            Wind Blast       24%
            Wooden Floor             Will-o'-the-Wisp  2%
            Flagstone                Contortion        1%

--STRATEGY--
This is a battle against a squad of ten enemy Ninjas.  The Ninjas are extremely
fast and, unless you have an auto-Haste item, it's likely that all of them will 
be able to attack before you can even move.  Even if you make your own 
characters into Ninjas, the enemies can probably move first because of their 
superior level-up history.

So, surviving against the initial onslaught is your first priority.  Equip
armor that will boost your HP as high as possible (Equip Heavy Armor may be
useful).  Use shields and cloaks to boost your evade rate.

The Thief's Sticky Fingers ability is pretty much made for this battle.  When
activated, it not only blocks the Ninja's Throw attacks, but adds the thrown
item to your own inventory!  Of course, like most Reaction Abilities, it is
dependent on your Bravery and doesn't always activate.)  And, if you don't
already have it, it costs only 200 JP to acquire.  Actually, if you have them,
Shirahadori (Samurai) or Reflexes (Ninja) are even better.  They will help you
against even the Ninjas' regular physical attacks as well as the throws, 
although they won't allow you to keep the thrown items, though.  Be aware that
Shirahadori will NOT completely protect against you Ninjas with Dual Wield; you 
can only block one of their two strikes with Shirahadori.  If you're using
Shirahadori, check the enemies' status screens and try to target the ones with
Dual Wield first.  Auto-Potion is also an extremely helpful reaction ability 
here, especially if you throw away your regular Potions and/or Hi-Potions first 
so you can just use the more effective potions.

Teleport and Ignore Elevation can also be helpful for making it easier to get
atop the roof tiles where some of the Ninjas may be, but they're not really 
necessary.

Player 1 starts battling the female Ninjas and Player 2 start battling the male
Ninjas.  For the most part, this doesn't really matter.  However, there's a
chance that the Ninjas will randomly be assigned the Steal Heart ability, which
lets them Charm targets of the opposite sex.  Just in case, have the player
with more female characters be Player 1 and the player with more male
characters be Player 2.

At the start of the battle, focus on cutting down a few Ninjas as fast as 
possible so you're not so outnumbered.  Strong physical attacks are useful.
Target those Ninjas with whom you have good Zodiac compatibility as you may be
able to defeat them in a single strike.  (Fortunately, Ninjas are pretty
fragile.)  Mustadio's Arm Shot ability is also quite useful; Disabling the
Ninjas keeps them out of your hair for a few turns.  Leg Shot isn't too useful
because even if the Ninjas can't move, they can still throw things at you.

Because there's a snowstorm, ice-based attacks will be powerful.  This might
include  Luso's Icebrand sword, as well as magicks like Blizzard and Shiva.
Equip an Ice Rod on any magick users to make their ice magick even stronger.

Be careful using Aim and especially Jump here; the Ninjas are so fast that 
you'll need to make sure the attack can execute before the Ninjas can move out
of the way.

If you're already into Chapter IV and have acquired some of the sidequests
characters, they may be useful here.  Balthier is basically a stronger Mustadio
and Beowulf's Disable, Break, and Chicken abilities can be used to quickly stop
some of the enemy Ninjas.

Although deploying a small number of characters will earn you the most chests
after battle (as always), you may find it more profitable to bring in a lot of
characters with Sticky Fingers and waltz through the battle, collecting as many
weapon as you can.  You can get a lot of good weapons this way! This battle is 
also great for Ninjas of your own; picking up the crystals the enemy Ninjas
leave will net you many Ninja abilities quickly.

If you're at a very high level, the enemy Ninjas will start throwing rare
weapons that you can't buy at the Outfitter.  You'll start getting rare weapons
at level 90, although the really good stuff doesn't come until level 95.  Come
back to this battle when your levels are 95+ and you can use it to easily
collect multiple Chaos Blades, Javelin IIs, and so forth.  This is a fantastic
weapon to get lots of rare weapons.  Just raise your Bravery up and catch away! 
The highest-level enemy Ninjas will throw the best weapons -- see the "Throws
from Enemy Ninjas" section for the exact levels that each weapon appears at.

In general, one trick for catching lots of items is to wipe out most of the 
enemy Ninjas, then Immobilize the remaining one(s).  Stand at a distance and 
the Ninjas will have no choice but to throw weapons, which you can then catch! 
Unfortunately, this doesn't work later in the game, when the Ninjas will all
have Thief's Caps that protect them from Immobilize; instead, just run from 
them and stay out of their immediate attack range so they'll use Throw instead.

TITLE AWARDED: Gatherer

---Rendezvous Mission 9: Shades of the Past-------------------------------------
AVAILABLE AFTER...: Start of Chapter IV
BATTLE MAP: Brigands' Den

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Milleuda (lv PH+3 Knight)    Knight (lv ~PH, male)
              Knight (lv ~PH, male)        Knight (lv ~PH, male)
              Knight (lv ~PH, male)        Knight (lv ~PH, male)
              Archer (lv ~PH, male)        Archer (lv ~PH, male)
              White Mage (lv ~PH, female)  White Mage (lv ~PH, female)
Most enemies here have experience levels approximately equal to the highest in
the deployed party (lv ~PH); Milleuda is 3 experience levels above that.

ENEMY: Milleuda [Aquarius] - lv PH+3 female Knight - Bravery 65, Faith 65
 Equipment : Defender, Crystal Shield, Crystal Helm, Crystal Mail, Chantage
 Abilities : Arts of War, White Magicks, Parry, Safeguard, Move +1

VICTORY CONDITION: KO Milleuda
LOSS CONDITION: All allies are KOed

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Wooden Floor             Will-o'-the-Wisp 37%
            Ocean                    Torrent          30%
            Flagstone                Contortion       21%
            Grassland                Tanglevine       12%

--STRATEGY--
There are a lot of enemies here, but they all have pretty weak jobs that are
mostly limited to physical attacks.  If you bring a good defense against 
physical attacks -- a good shield and Shirahadori or especially First Strike -- 
you'll be practically invulnerable.

The Teleport or Ignore Elevation movement abilities may also be helpful.  The
enemies sometimes climb up atop the fort and stay there, and it can be 
difficult to chase after them.  A Jump attack with a high horizontal and 
vertical range would also work.

Milleuda's Chantage will keep reviving her if she gets KOed, and she has
Safeguard, so you can't steal or break the Chantage.  This means that the only
way to get rid of her is to first KO all the other enemies, and *then* finish
her off.  (You could soften her up with other attacks beforehand, though 
there's not much point.)

The enemy has a number of characters who can heal the other enemies.  These
include both of the White Mages, as well as Milleuda, who casts Arise.  You'll 
want to stop them first.  Even though Milleuda has Chantage, you can stop her 
White Magick by using Orlandeau's Duskblade or a Dark Knight's Infernal Strike 
to wipe out her MP.  (You can also just KO her when she starts casting Arise;
she'll bounce back, but the spell will be canceled.)  The White Mages are 
pretty easy to take out, but be aware of their reaction abilities: the Mage 
that starts on the right side of the fort (from your viewpoint) has Magick 
Counter, and the one on the left side has Soulbind, which bounces half the 
damage you do back onto you.  Neither of these abilities are really that 
dangerous, though, especially because you may be able to defeat the Mages in a 
single strike anyway.

Both of the White Mages also have Sortile'ge perfumes you could steal if you
want.

Milleuda's Parry will block physical attacks, but Jump and sword techniques 
will crack through her defenses, or you can just attack her from behind.  (Note 
that for some reason she's now an Aquarius, even though she was a Virgo in the 
single-player game.)

Since having a good physical defense will make you practically invincible here, 
this is a great battle to deploy just a single character per player to maximize 
your item haul.

TITLE AWARDED: Exorcist

---Rendezvous Mission 10: The Knights Templar-----------------------------------
AVAILABLE AFTER...: Story Battle 41: Fort Besselat Sluice
BATTLE MAP: Mullonde Cathedral Nave

YOUR FORCES: 1-3 characters per player
ENEMY FORCES:
  1ST BATTLE: Isilud, Wiegraf, Archer (male) x4, Squire (male) x4
  2ND BATTLE: Cletienne, Black Mage (female) x2, White Mage (female) x2,
              Summoner (female) x3, Time Mage (female) x2
  3RD BATTLE: Barich, Chemist (male) x5, Orator (male) x4
  4TH BATTLE: Folmarv [Divine Knight; Leo], Loffrey [Divine Knight; Capricorn], 
              Dragoon (male) x2, Knight (male) x3, White Mage (male) x2

The generic enemies have experience levels approximately equal to the highest in
the deployed party (lv ~PH); all the Knights Templar are 5 experience levels
above that.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
                   in each of the 4 battles
LOSS CONDITION: All allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Flagstone                Contortion       38%
            Carpet                   Will-o'-the-Wisp 31%
            Obstructed               --               19%
            Canal                    Torrent          12%

--PREPARATION--
This mission occurs in four successive "trials," with each trial pitting you
against some of the Knights Templar plus a lot of generic enemies with themed
jobs.  This works a little differently from anything in the single-player game, 
in that you jump directly from one battle to the next, with no chance to heal,
change equipment, or replaced broken gear.  (However, status ailments other than
KO will be cured.)

Unlike the multiphase Lucavi battles in the single-player game, any "buffs" you 
cast on yourself do not carry over from one battle to the next, so using Focus 
or Tailwind a lot during the first battle will not help you with the later ones 
:( .  Any crystals and chests are also erased from the battlefield between
battles, so if you see something you want to grab, be sure to pick it up before 
the battle ends!

In each trial, you must defeat all the enemies (not just the Knights Templar)
to advance to the next one.

Because there's four battles here, it's advisable to equip your characters for 
the long haul.  You'll need abilities to heal yourself with, like Items or an
attack that drains HP (such as the Dark Knight's Sanguine Sword or Orlandeau's
Shadowblade).  Protection against Immobilize or Disable is also important; you
can get this from equipping a Guardian Bracelet or Thief's Cap.  Shirahadori 
and a high Bravery is also quite useful for blocking enemy attacks.  Finally,
Safeguard will be helpful in stopping the Unyielding Blade attacks used in the
fourth trial.

---BATTLE 1---
ENEMY FORCES: Isilud (lv PH+5 Nightblade)    Wiegraf (lv PH+5 White Knight)
              Archer (lv ~PH, male)          Archer (lv ~PH, male)
              Archer (lv ~PH, male)          Archer (lv ~PH, male)
              Squire (lv ~PH, male)          Squire (lv ~PH, male)
              Squire (lv ~PH, male)          Squire (lv ~PH, male)

ENEMY: Isilud [Gemini] - lv PH+5 Nightblade - Bravery 73, Faith 63
 Equipment : Defender, random other equipment
 Abilities*: Arts of War, random other abilities
 Immune    : All negative status except Blind, Silence, Oil, and Slow
 * Isilud's Nightblade job also has Concentration as an innate ability.

ENEMY: Wiegraf [Virgo] - lv PH+5 White Knight - Bravery 71, Faith 64
 Equipment : Save the Queen, random other equipment
 Abilities : Holy Sword, random other abilities
 Immune    : All negative status except Blind, Silence, Oil, and Slow

The first round pits you against Wiegraf and Isilud, plus some Squires and
Archers.  The Squires all start in a plus-shaped formation and can be easily 
hit with an area-effect attack like Hallowed Bolt or Black Magick at the
beginning of the battle.  They're actually mostly harmless, so if there's any 
left standing after your initial attack, you may want to leave them be and
concentrate on the other enemies.  Wiegraf is probably the toughest enemy here.
(Isilud no longer has his super-powered Jump attack that he used in Orbonne
Monastery, so he isn't much of a threat.)  The enemies often get pretty bunched
up, so attacks that can hit a group are useful!

Before you finish off the last enemy, you may want to stop and heal yourself
since you will not otherwise be healed between battles.

---BATTLE 2---
ENEMY FORCES: Cletienne (lv PH+5 Sorceror)    Black Mage (lv ~PH, female)
              Black Mage (lv ~PH, female)     White Mage (lv ~PH, female)
              White Mage (lv ~PH, female)     Summoner (lv ~PH, female)
              Summoner (lv ~PH, female)       Summoner (lv ~PH, female)
              Time Mage (lv ~PH, female)      Time Mage (lv ~PH, female)

ENEMY: Cletienne [Gemini] - lv PH+5 Sorceror - Bravery 51, Faith 81
 Equipment : Wizard's Rod, random other equipment
 Abilities : Magicks, random other abilities
 Immune    : All negative status except Blind, Silence, Oil, Slow, Immobilize

When all the enemies in the first trial are KOed, you'll fade to the second
trial.  This one includes Cletienne and a slew of magick users.  If you move
forward quickly, you can probably take out both Black Mages with a group attack
before they can do anything.  The "cone" attack pattern of the Dark Knight's
Abyssal Blade is especially powerful here; if you move forward and use it
immediately, you can strike a huge swath of the enemy forces.  In general, the 
enemies in this trial are even more apt to get into large groups, so take
advantage of this by hitting them with area-effect attacks.

If you take out the Black Mages and then the Summoners, the enemies won't be
able to hurt you much.  They'll keep healing themselves and casting buffs, 
which is *annoying*, but they can't really hurt you and you can quickly re-KO 
any enemies that get revived.

Since the enemies here typically know a lot of magick, this can also be a 
decent opportunity to learn some magick abilities if you let the enemies decay 
into crystals after being KOed.  Use Duskblade, Infernal Strike, or Rend MP to 
steal all the MP from the last enemy and you're pretty much free to let the
other enemies decay.  Just be sure to pick up the crystals before this trial
ends, since they'll disappear when Trial 3 starts.

---BATTLE 3---
ENEMY FORCES: Barich (lv PH+5 Machinist)    Chemist (lv ~PH, male)
              Chemist (lv ~PH, male)        Chemist (lv ~PH, male)
              Chemist (lv ~PH, male)        Chemist (lv ~PH, male)
              Orator (lv ~PH, male)         Orator (lv ~PH, male)
              Orator (lv ~PH, male)         Orator (lv ~PH, male)

ENEMY: Barich [Sagittarius] - lv PH+5 Machinist - Bravery 64, Faith 62
 Equipment : Blaster, random other equipment
 Abilities*: Aimed Shot, Safeguard, random other abilities
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Immobilize
* Barich's version of the Machinist job also includes Defense Boost, Arcane
  Defense, and Beast Tongue as innate abilities.

The third trial is probably the trickiest.  You're fighting ten gun-wielders -- 
Barich, 5 Chemists, and 4 Orators -- and they start so spread out that you can 
only attack one at a time.  Actually, if you have Shirahadori and a good 
Bravery, this isn't too bad because you can block even gun attacks with
Shirahadori and they won't be able to hurt you.  If you don't have Shirahadori, 
at least equip something to boost your elemental defense (since many of the
enemies have magick guns).  A Venetian or Reverie Shield, White or Sage's Robe, 
or Minerva Bustier all work great for this purpose, and even a Flame Shield can
work in a pinch, although it's not quite as effective.  (The Ice Shield is not 
a good idea since it also renders you weak to the lightning attacks from the
Blaster guns.)

Barich is the real threat here, since he can inflict Immobilize and Disable 
from a distance.  If you don't have any defense against Immobilize or Disable, 
you'll need to take him out immediately.  (Being Disabled also keeps you from 
using Shirahadori to defend yourself!)  This whole trial is pretty annoying
since the enemies keep using items to heal and revive each other.

---BATTLE 4---
ENEMY FORCES: Folmarv (lv PH+5 Divine Knight)    Loffrey (lv PH+5 Divine Knight)
              Dragoon (lv ~PH, male)             Dragoon (lv ~PH, male)
              Knight (lv ~PH, male)              Knight (lv ~PH, male)
              Knight (lv ~PH, male)              White Mage (lv ~PH, male)
              White Mage (lv ~PH, male)

ENEMY: Folmarv [Leo] - lv PH+5 Divine Knight - Bravery 60, Faith 68
 Equipment : Ragnarok, random other equipment
 Abilities : Unyielding Blade, Safeguard, random other abilities
 Immune    : All negative status except Blind, Silence, Oil, and Slow

ENEMY: Loffrey [Capricorn] - lv PH+5 Divine Knight - Bravery 60, Faith 68
 Equipment : Icebrand, random other equipment
 Abilities : Unyielding Blade, Safeguard, random other abilities
 Immune    : All negative status except Blind, Silence, Oil, and Slow

Finally, the fourth trial features Folmarv and Loffrey and an assortment of
Knights, Dragoons, and White Mages.  Folmarv and Loffrey have been upgraded to
??? HP status, meaning it will take a lot of damage to defeat them.  However,
if you have Safeguard, they can't use their Unyielding Blade techniques.  They
can use their other Action Ability (which is randomly assigned) as a backup,
but most of these aren't too bad.

Move forward and quickly attack the three Knights with a group attack.  You'll
probably want to target the Dragoons next.  The Dragoons have a habit of moving
as far from you as possible and launching Jump attacks from there, so attacking
them before they can move too far is helpful.  (Of course, if you have your own
Jump attack, it's no problem.)  The White Mages tend not to actually have much 
in the way of magick, so you may want to save them for last.  Note that Folmarv 
and Loffrey have Safeguard, so Unyielding Blade is not effective against them.

Completing this battle earns you an invitation to the Knights Templar!  Too
bad Ramza turns it down ;)

TITLE AWARDED: Templar's Apprentice

---Rendezvous Mission 11: All-Star Melee----------------------------------------
AVAILABLE AFTER...: Story Battle 52: Mullonde Cathedral Sanctuary
BATTLE MAP: Gariland

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Ramza (lv PH+2 Knight)            Mustadio (lv PH+2 Machinist)
              Agrias (lv PH+2 Holy Knight)      Rapha (lv PH+2 Skyseer)
              Marach (lv PH+2 Netherseer)       Beowulf (lv PH+2 Templar)
              Reis (lv PH+2 Dragonkin)          Orlandeau (lv PH+2 Sword Saint)
              Meliadoul (lv PH+2 Divine Knight)
All enemies here are 2 experience levels above the highest experience level in
in your deployed party.

ENEMY: Ramza [Capricorn] - lv PH+2 Knight - Bravery 70, Faith 70
 Equipment : Ragnarok, Venetian Shield, Crystal Helm, Crystal Mail,
             Guardian Bracelet
 Abilities : Arts of War, Items, First Strike, Safeguard, Move +3

ENEMY: Mustadio [Libra] - lv PH+2 Machinist - Bravery 60, Faith 62
 Equipment : Blaster, Thief's Cap, Black Garb, Japa Mala
 Abilities : Aimed Shot, Arts of War, Soulbind, Defense Boost, Move +3

ENEMY: Agrias [Cancer] - lv PH+2 Holy Knight - Bravery 71, Faith 63
 Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Armor, Ribbon
 Abilities : Holy Sword, White Magicks, Shirahadori, Safeguard, Move +2

ENEMY: Rapha [Pisces] - lv PH+2 Skyseer - Bravery 31, Faith 69
 Equipment : Eight-fluted Pole, Thief's Cap, Black Garb, Septie`me
 Abilities : Sky Mantra, White Magicks, Soulbind, Swiftness, Move +2

ENEMY: Marach [Gemini] - lv PH+2 Netherseer - Bravery 69, Faith 31
 Equipment : Eight-fluted Pole, Thief's Cap, Black Garb, Japa Mala
 Abilities : Nether Mantra, Items, Soulbind, Swiftness, Manafont

ENEMY: Beowulf [Libra] - lv PH+2 Templar - Bravery 45, Faith 65
 Equipment : Ragnarok, Crystal Shield, Crystal Helm, Crystal Armor, Angel Ring
 Abilities : Spellblade, Martial Arts, First Strike, Safeguard, Move +3

ENEMY: Reis [Pisces] - lv PH+2 Dragonkin - Bravery 62, Faith 64
 Equipment : Cachusha, Septie`me
 Abilities : Dragon, White Magicks, First Strike, Brawler, Move +2

ENEMY: Orlandeau [Scorpio] - lv PH+2 Sword Saint - Bravery 77, Faith 65
 Equipment : Excalibur, Crystal Shield, Crystal Helm, Crystal Armor, Japa Mala
 Abilities : Swordplay, Iaido, Mana Shield, Safeguard, Manafont

ENEMY: Meliadoul [Capricorn] - lv PH+2 Divine Knight - Bravery 67, Faith 78
 Equipment : Defender, Crystal Shield, Crystal Helm, Crystal Armor, Septie`me
 Abilities : Unyielding Blade, Items, Shirahadori, Attack Boost, Lifefont

VICTORY CONDITION: KO or petrify all enemies
LOSS CONDITION: All allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 10    Flagstone                Contortion       28%
            Canal                    Torrent          25%
            Roof, Chimney            Wind Blast       17%
            Grassland                Tanglevine       17%
            Wooden Floor, Coffer     Will-o'-the-Wisp  8%
            Bridge                   Wind Slash        3%
            Obstructed               --                1%

--STRATEGY--
This is a battle against many of your own story characters--or at least some
very accurate impostors.  Your doppelgangers have mastered many of the game's
most advanced abilities and techniques, making this a tough battle.  On the 
bright side, all of them just have regular HP totals.

Orlandeau, Mustadio, and Meliadoul love to break your equipment, so you'll 
want to equip Safeguard.  (Or, you can deploy Balthier as a Sky Pirate, since
this job has an innate Safeguard.)  Even though any broken equipment is 
returned to you at the end of the battle in Rendezvous Mode, having your gear 
broken during the fight will make it tough to win.

You'll also need protection against Mustadio's Immobilize and Disable attacks;
a Thief's Cap, Guardian Bracelet, or Ribbon will take care of this.  The Ribbon
is particularly helpful as it negates all of the other status ailments that
Beowulf will try to throw you.

Shirahadori and First Strike are not that helpful here since they won't protect 
you from the special job techniques used by the enemy.  Instead, Mana Shield
and Manafont is probably your best best.  Auto-Potion would also be helpful.

Finally, be aware that the clones' Zodiac signs often match up poorly with some
of your story characters'.  A quick guide to a few of the key characters you 
may be using:
             GOOD AGAINST THESE ENEMIES:      BAD AGAINST THESE ENEMIES:
Agrias       Ramza, Rapha, Reis, Orlandeau    Mustadio, Beowulf, Meliadoul
Beowulf      Marach                           Ramza, Agrias, Meliadoul
Reis         Agrias, Orlandeau                Marach
Balthier     No one                           Orlandeau
Orlandeau    Agrias, Marach, Reis             No one
Meliadoul    No one                           Mustadio, Agrias, Beowulf
In summary, Beowulf and Meliadoul have bad compatibility and are less useful 
here -- plus many of the enemies have Safeguard and are protected against 
Meliadoul's Unyielding Blade attacks anyway.  Orlandeau and Reis have 
advantageous compatibility.  Agrias is a mixed bag, so if you use her, make 
sure you supplement her with  another character or two with a different sign.

Player 1 has it especially tough as his/her team starts near Orlandeau, Reis, 
and Mustadio, who will immediately attack Player 1's team.  Attacking with HP-
draining attacks like Sanguine Sword [Dark Knight], Orlandeau's Shadowblade,
are useful since they let you damage while still recovering HP.  If you're 
trying to complete this battle with a small number of characters, be sure to 
equip Player 1 as defensively as possible.  You may have to resort to giving
Player 1 items that yield a permanent Reraise (e.g. Chantage or Brave Suit) and
letting him/her get KOed and regenerate.  If you use this strategy, Player 2 
will need to play as defensively as possible since if s/he gets KOed too, you
lose!

If you're not fully equipped with Ribbons, Beowulf should probably be your 
first target, since he can inflict all kinds of status ailments on you.  Note 
that his Angel Ring lets him Reraise once after you KO him, so be prepared to 
KO him a second time shortly after you take him out once.

Reis, Agrias, and Orlandeau are the next characters you'll want to attack.
Reis and particularly Agrias can be taken out fairly quickly.  The enemy 
Orlandeau has unfortunately figured out the Mana Shield/Manafont combo, which 
means it will definitely take several attacks to KO him.  So even though 
Orlandeau is the biggest threat, you may want to first KO a few of the other 
enemies (like Reis and Agrias), just to quickly reduce the number attacking you
at one time.  Note that, like a couple of enemies in the single-player
subquests, Agrias has cheated and equipped a Ribbon in her accessory slot -- it
still protects her status, so don't try any status attacks on her.

If you have Safeguard, Meliadoul is reduced to just using physical attacks.
Ramza is a Knight in this battle and also pretty much just uses physical 
attacks.  You can worry about both of them later.  And Rapha and Marach are as
irrelevant in this battle as in most of the game, so finish them off last.

Many of the enemies here have First Strike or Shirahadori as a reaction ability,
which limits your ability to use physical attacks.  But sword techniques, 
magicks, Balthier's Barrage attack, etc. all work fine.  You can also circumvent
First Strike by attacking from a distance or using Jump.

Climbing up on the roofs can be somewhat helpful, as long as you have attacks
you can use from up there.  While the roof won't help you escape the sword 
techniques (many of which have infinite vertical range), it at least makes it
harder for Meliadoul, Ramza, and Reis to attack you.

Note that if one of the enemies gets lowered to critical HP, he or she may just
run into the corner.  It's pretty safe to ignore such enemies and save them for
last.  They're not going to attack you, so focus your attacks on the enemies
who are still a threat.

Three of the enemies -- the Rapha, Marach, and Mustadio clones -- have
Soulbind.  This tends not to be too much of a problem, since you may be able to
KO them in a single attack anyway.  Plus, they're the weaker enemies, so you 
can save them to KO later.

Finally, a number of the clones (Ramza, Marach, and Meliadoul) can use Items as
a command.  In practice, this isn't too bad since they mostly will just use
regular Potions on themselves, which is about the least threatening action
possible.  They also don't have Throw Items, so they can't heal anyone from a
distance.  However, they may sometimes revive KOed allies with a Phoenix Down.  
If this happens, you can use an area-effect attack to KO the character again
*and* hit the Items-user.  (Since they don't have Throw Items, they'll have 
to stand in a tile adjacent to the downed tile to use the Phoenix Down.)

Although the clones have a lot of good equipment, most of it is protected with
Safeguard and so there's not actually much you can claim.  You're limited to 
Meliadoul's Defender, Reis's Cachusha and Septie`me, Mustadio's Blaster, and 
Rapha's Septie`me.

TITLE AWARDED: Performer

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

The following four missions are only available after completing the main quest
of the single-player game.  After the ending, the game will add an additional
"flag" to your save directory that makes these missions accessible.  Load up a
save from before you entered the final sequences of a battle, go to a Tavern, 
and you'll see the last missions.

You will NOT be able to access these missions if your only save is in the
final sequence of battles :( -- you need to be able to get to a Tavern.

---Rendezvous Mission 12: The Guarded Temple------------------------------------
AVAILABLE AFTER...: Completing single-player game and Nelveska Temple quest
BATTLE MAP: Nelveska Temple

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Protoconstruct (lv 80 Automaton)  Protoconstruct (lv 80 Automaton)
              Construct 2 (lv 95 Automaton)     Construct 3 (lv 80 Automaton)
              Construct 3 (lv 80 Automaton)     Construct 3 (lv 80 Automaton)
              Construct 3 (lv 80 Automaton)     Construct 3 (lv 80 Automaton)
              Construct 3 (lv 80 Automaton)     Construct 3 (lv 80 Automaton)

ENEMY: Protoconstruct [random Zodiac] - lv 80 Automaton - Bravery 70, Faith 0
 Equipment : Iron Helm, Bracer
 Abilities : Tasks, Counter, Defense Boost
 Immune    : All negative status except Confuse, all elements except Lightning
             and Water

VICTORY CONDITION: KO all enemies
LOSS CONDITION: The Protoconstructs' countdown reaches 0, or all allies are KOed

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 8     Grassland                Tanglevine       51%
            Flagstone                Contortion       31%
            Sand                     Sandstorm        11%
            Stone Outcropping        Tremor            4%
            Stairs                   Will-o'-the-Wisp  2%
            Soil                     Sinkhole          1%

--STRATEGY--
You must defeat all ten Automatons before they self-destruct and destroy the
temple.  This battle really centers around the two Protoconstructs, both of 
whom start atop the temple.  They control the countdown; every time one of gets
another turn, the countdown ticks down one "minute" from 10.  If the countdown 
drops to 0, the Automatons explode and you lose.  The countdown can only be
stopped by defeating at least one of the Protoconstructs.  (Since they take
turns counting down, defeating one will stop the whole process.)  To make 
things more tricky, on the turn when the countdown is "supposed" to go to 8, 
the Automatons experience a "system error" and it jumps all the way down to 4.  
This means that you must defeat at least one Protoconstruct within the time it 
takes for the Protoconstructs to get 7 turns.

Unfortunately, taking them out isn't easy since both Protoconstructs have
tremendous amounts of HP -- where "tremendous" means "several thousand."  While
Automatons can't normally use equipment, the Protoconstructs are also equipped 
with Iron Helms, raising their HP even further, and Bracers, boosting their
offense.  Plus, there are 8 other Automatons as well.  (And, unfortunately, you
can't break/steal the Protoconstructs' gear because the game is confused by
monsters having equipment.)

On the bright side, you may bring up to FOUR characters into battle (combined
across the two players) and still receive a 5-star ranking!  And you will need 
all four :)

Sword techniques are your weapon of choice here, so you'll want to have each
player deploy Agrias and Orlandeau (or possibly Meliadoul).  You'll need to
maximize both your speed and attack power.  Use the Tynar Rouge (for 
Agrias/Meliadoul) or the Brigand's Gloves (for Orlandeau) to give them a 
permanent Haste, and add a Move +x ability to increase your mobility across the
map.  To maximize your attack power, equip them with Chaos Blades and either
Vehemence [Dark Knight] or Attack Boost [Geomancer] as a support ability.
If you have it, Vehemence is probably best as it will give you the bigger 
attack boost.  It does lower your defense, but this is one battle where the
best defense is a good offense :) -- if you can smash the regular Constructs
quickly, you have far fewer sources of damage to contend with.

Since you'll need to focus on offense, you won't have much time for healing.
Equip your best armor and helms to boost your starting HP as high as possible.  
You'll face no status attacks here, so Ribbons are unnecessary.  Chaos Blades
will also help you a little by giving you a permanent Regen.  Potentially, you 
could also use Sanguine Sword or Shadowblade to drain HP during the battle,
although you don't want to be doing this too often -- it's not as strong an
attack as some others, and can only strike one enemy at a time.  If you have a
Brave Suit (from Melee Mode) or Grand Armor (from a previous victory here), you
will definitely want to use those as they give you a permanent Reraise and you
don't have to worry about your HP at all.

There aren't really any especially great reaction abilities here, since NOTHING
can block the Dispose laser attack.  Instead, use abilities that can boost your
stats.  The Archer's Adrenaline Rush will increase your Speed every time you 
get hit, allowing you even more turns.  For female characters, Fury [Dancer] 
could also be a good choice, as it will allow you to increase your attack power 
even higher.

If you're having trouble surviving, you can use Mana Shield and Manafont, 
though this will require you to give up any other movement ability.  If you have
low HP, you can also swap Vehemence out for Attack Boost, which doesn't lower
your defense.  Finally, you could add Dragonheart as a reaction ability if you
don't have a permanent Reraise, though this is of no help against any attack
strong enough to KO you in one blow since you never get a chance to cast the
Reraise.

If one player has a somewhat stronger team, you'll want to make that player
Player 2 since Player 2 starts a little closer to the stairs and the
Protoconstructs.

OK, enough preparation.  Onto the battle!

When you start out, rush forward and attack the Constructs on the ground with
Hallowed Bolt and Divine Ruination.  You should be able to defeat each one in
one or two hits.  Try to aim your attacks so you can hit as many as possible at
one time.  (In addition to using Hallowed Bolt, you can also move into the 
enemy ranks and fire Divine Ruinations parallel to the front of the temple.  
This is often a great targeting strategy for hitting 2 or 3 Constructs.)  As 
each character takes his or her turn, move them as far towards the stairs as
you can while still attacking the Constructs.  Essentially, you want to "sweep"
across the front of the temple, taking out the Constructs from left to right
and moving towards the stairs.

You should be able to defeat most of the Constructs before more than a handful
of them move.  Quickly mop up the remaining ones as you head for the stairs.  
If you do need healing, you can use Shadowblade or Sanguine Sword to finish off 
any remaining Constructs and sap their HP.

If you weaken one of the Constructs, it may just run and hide in the corner.
Leave it -- it's harmless and not worth chasing after when you need to defeat
the Protoconstructs ASAP.

Once you reach the Protoconstructs, concentrate all your attacks on one of the 
two.  Once you defeat one Protoconstruct, the countdown should stop and you're 
home free!

Attack the Protoconstructs with Divine Ruination and Crush Armor, both of
which do identical amounts of damage to monster targets.  When available,
Divine Ruination is slightly preferred as it is has a chance of Confusing the
Protoconstructs, who are NOT immune to Confusion!  But, before you use Divine
Ruination, make sure that it won't hit any of your own allies and that the
Protoconstruct you're targeting is within its vertical range.  If you can't use
Divine Ruination, Crush Armor works fine too and has no friendly fire 
potential.

Wherever possible, stand in one place and attack without moving.  This will
allow you to get new turns more quickly.

Like Construct 7, both Protoconstructs have a Reraise that activates the first
time they are KOed.  They will return to action and immediately attack again.
Actually, this isn't such a problem, because the self-inflicted HP loss from 
their Tasks abilities usually KOs them right away.  Once KOed a second time, 
they immediately turn into chests (which often contain their Bracers).

The battle won't actually end until you've KOed every last Construct, but once
you defeat one of the Protoconstructs, you don't have any more time pressure
and should have no trouble mopping up the remaining bots.

There's a certain amount of luck involved in this battle, since the Constructs'
Zodiac signs are randomly determined and you may end up with good or bad
compatibility purely by chance.

The treasures from this battle include two you can't find anywhere else in
Rendezvous Mode.  One is the Grand Armor, the best heavy armor available, as it 
gives you a permanent Reraise and Regen.  This one is definitely worth getting!
The other is the Fomalhaut gun, which is thoroughly pointless to look for here, 
as Fomalhauts are abundant in Melee Mode.

Again, keep in mind that you can deploy 4 characters and still get the highest
possible ranking here.

TITLE AWARDED: Construct
UNIQUE POSSIBLE TREASURES: Grand Armor, Fomalhaut

---Rendezvous Mission 13: Nightmares--------------------------------------------
AVAILABLE AFTER...: Completing single-player game
BATTLE MAP: Limberry Castle Undercroft

YOUR FORCES: 1-3 characters per player
ENEMY FORCES:
  1st Squad - Zalera (lv 99 Death Seraph)        Adrammelech (lv 99 The Wroth)
              Ultima Demon (lv 95)               Ultima Demon (lv 95)
              Ultima Demon (lv 95)
  2nd Squad - Cuchulainn (lv 99 The Impure)      Belias (lv 99 Gigas)
              Hashmal (lv 99 Bringer of Order)   Ultima Demon (lv 95)
              Ultima Demon (lv 95)

ENEMY: Cuchulainn [Scorpio] - lv 99 The Impure - Bravery 70, Faith 70
 Abilities : Dread, Brawler, Swiftness
 Immune    : All negative status except Blind, Slow, and Immobilize

ENEMY: Belias [Virgo] - lv 99 Gigas - Bravery 70, Faith 70
 Abilities : Dread, Brawler, Swiftness
 Immune    : All negative status except Blind, Silence, Slow, and Immobilize

ENEMY: Zalera [Gemini] - lv 99 Death Seraph - Bravery 70, Faith 70
 Abilities : Dread, Fly, Float, Swiftness, Beastmaster
 Immune    : All negative status except Blind and Slow

ENEMY: Adrammelech [Scorpio] - lv 99 The Wroth - Bravery 70, Faith 70
 Abilities : Dread, Swiftness
 Immune    : All negative status except Blind, Silence, Immobilize

ENEMY: Hashmal [Leo] - lv 99 Bringer of Order - Bravery 70, Faith 70
 Abilities : Dread, Swiftness
 Immune    : All negative status except Blind, Slow, and Immobilize

--STRATEGY--
You're battling all of the Lucavi (sans Elidibus) at once, plus five Ultima 
Demons.  Player 1 will begin battling Zalera and Adrammelech's group, while 
Player 2 fights the three other Lucavi.

Between the five of them, the Lucavi can throw a lot of status conditions at 
you, so you'll need to equip Ribbons (or Onion Gloves, if you're using Onion 
Knights).  Fortunately, the Lucavi don't seem to have any of the magick attacks 
they used in the single-player game.  If you have Ribbons, all they can do is 
use physical attacks.  This means you can pretty much prevent them from hurting 
you at all if you combine a Ribbon with Shirahadori or (preferably) First 
Strike, or even just a good shield.

Ribbons are pretty easy to earn in the multiplayer modes.  However, if one
player doesn't have any, it's also possible to block the status attacks by
deploying and riding a Chocobo.  The rider will need to have high enough Speed
to get on the Chocobo before either the Chocobo or rider is attacked.

If you've protected yourself with Ribbons and Shirahadori/First Strike, the
Ultima Demons are actually the biggest threat, since they use magick attacks.
Go after them first.  The Dark Knight's Sanguine Sword can be useful for
draining HP from them to keep you healthy.  The White Mage's Arcane Defense is
also a useful support ability to reduce the magick damage you take.  (If you're
being targeted by an Ultima Demon's magick, you can also try moving next to
another enemy, as their magicks can hurt friendly targets as well.)

Because all of the enemies here have the Can't Enter Water "ability," the water
in the middle of the map functions as a safe spot.  The Ultima Demons can still
hit you with their magick if they get close enough, but the Lucavi can't attack
you at all (assuming you're guarded against status conditions).  You can jump 
directly into the water from the bridge in the center if you have a Jump of at 
least 4, or Waterwalking, Levitation, Ignore Elevation, or Teleport.  If you
don't have these abilities, you can also get in the water by using the little
"step" (a tile of height 3) on side of the map.  It's on the side of the map
WITHOUT the gravestones.  From the water, you can safely throw ranged attacks 
at the enemies.  Actually, if you have First Strike or Shirahadori and a high
Bravery, there isn't much benefit to this, since the Lucavi can't hurt you 
anyway, and you may not be in range to attack the Ultima Demons.

Watch out for the Ultima Demons turn to crystals.  The Lucavi can pick up these
crystals up to restore some of their HP (though fortunately not all of it).
This isn't fatal, but can be annoying!  Grab the crystals as soon as they 
appear, and if you see a KOed Ultima Demon about to disappear, try to position 
yourself between the enemies and the body so that they can't grab the crystal
before you can.  The Lucavi themselves explode when KOed and do not leave 
crystals.

With Ribbons and First Strike, this battle actually goes quite quickly -- not
only are you virtually invulnerable, you'll quickly defeat the Lucavi because
their attempts to attack you get turned into additional attack opportunities.
That makes this battle a great one to repeatedly tackle to acquire high-level 
rare items.  Each player can deploy just a single character to increase your 
treasure haul.

The two unique treasures you can obtain here are the Gungnir spear and the 
Dreamwaker staff.  The Gungnir isn't really special -- it's weaker than the 
Javelin II.  The Dreamwaker is the best staff in the game; although it doesn't 
have the strongest attack power, it boosts your magick power more than any 
other staff.

TITLE AWARDED: Dreamcatcher
UNIQUE POSSIBLE TREASURES: Gungnir, Dreamwaker

---Rendezvous Mission 14: Brave Story-------------------------------------------
AVAILABLE AFTER...: Completing single-player game
BATTLE MAP: Monastery Vaults - Fifth Level

YOUR FORCES: 1-3 characters per player
ENEMY FORCES:
  1ST BATTLE: Luso, Cloud, Boco, Red Chocobo x2, Black Chocobo x3, Chocobo x2
  2ND BATTLE: Mustadio, Balthier, Chemist (male) x2, Chemist (female) x2,
              Orator (male) x2, Orator (female) x2
  3RD BATTLE: Onion Knight (male) x2, Onion Knight (female) x3,
              Plague Horror x1, Cockatrice x2, Sekhret x2
  4TH BATTLE: Cuchulainn [The Impure; Scorpio], Elidibus [Serpentarius],
              Great Malboro x5, Knight (male, undead) x3
  5TH BATTLE: Dycedarg, Zalbaag, Gaffgarion, Argath, Dragoon (male) x6
  6TH BATTLE: Orlandeau, Agrias, Alma, Ovelia, Rapha, Marach, Orran,
              Time Mage (female) x2, Mystic (male) x1
  7TH BATTLE: Elmdore, Zalbaag, Celia, Lettie, Archaeodaemon x6
  8TH BATTLE: Bremondt, Beowulf, Aliste, Reis, Tiamat x2, Greater Hydra x2,
              Hydra x2
  9TH BATTLE: Isilud, Meliadoul, Barich, Cletienne, Loffrey, Wiegraf, Folmarv,
              Zalmour, Time Mage (female) x2
 10TH BATTLE: Delita [Sagittarius; Holy Knight], Valmafra [Leo; Sorceror],
              Dark Knight (female) x8

VICTORY CONDITION: KO, petrify, or recruit all enemies in each of 10 battles
LOSS CONDITION: All allies are KOed/Stone/Vampire

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 12    Book, Brick              Wind Slash       63%
            Wooden Floor             Will-o'-the-wisp 19%
            Darkness (chasm)         --               18%

--PREPARATION--
If you thought The Knights Templar was long, this one is even longer!  FFT's
100-Man Melee, the Brave Story mission consists of no fewer than TEN continuous
battles, each with 10 opponents, for a total of 100 enemies.  You'll face off
against most of the game's story characters in the game here.

Orlandeau and Agrias are really the best characters here, since their sword
techniques work on everything.  Meliadoul would also work, but only if
supplemented with some other good attack command (e.g. Darkness, or maybe
Jump) since some enemies have Safeguard and are immune to her Crush attacks.
Other good abilities to have here are Darkness and Arts of War (for equipment 
and MP breaking).  A long-range Jump can be useful in some situations, but 
there are a lot of enemies here who have Shirahadori and can block it.
Finally, Balthier's Barrage attack is also effective for general combat and for
breaking through enemy Shirahadoris.

A few key defensive abilities will actually protect you almost everything here.
First, Shirahadori and a high Bravery will stop physical attacks.  Safeguard
will make you immune to Crush attacks, and also keep your equipment from being 
stolen or rent.  Finally, equip female characters with a Ribbon (easily 
obtained in Melee Mode or elsewhere in Rendezvous Mode) to stop all status
attacks, and male characters with a Thief's Cap to at least stop Immobilize and
Disable.  With these abilities, there are actually only a few enemies here that
pose a real threat.

The best shields to go with are the Reverie Shield or Kaiser Shield, both of
which halve damage from fire, ice, lightning attacks.  This is important
against the hydras -- there's no way to *evade* their breath attacks, but the
shield will reduce the damage they do.  The Escutcheon II is actually less
useful here -- since Shirahadori can block almost all physical attacks anyway, 
the high physical evade rate from the Escutcheon II doesn't count for much.

As with The Knights Templar, you won't be healed between battles.  KOed
characters also won't be revived, although their death counter will reset.
Other status ailments ARE removed, as is broken equipment.  Buffs will also 
disappear, so using Tailwind during the first battle will not help you later 
on, alas.   Finally, crystals and chests on the battlefield will also disappear
between battles, so if you see something you want to grab, be sure to pick it
up before the battle ends!

Since you're not automatically healed, having some healing abilities is 
important.  Carrying a Chaos Blade actually helps a lot with this, since it 
gives you a permanent Regen.  If you have a powerful HP-draining attack -- 
Orlandeau's Shadowblade or the Dark Knight's Sanguine Sword -- you're set.  (An 
HP-draining weapon like the Orochi ninja sword or the Blood Sword could 
conceivably also be used, but the former won't allow you to use sword 
techniques and the latter is too weak.)  Armor that gives you an auto-Reraise 
-- i.e., the Brave Suit from Melee Mode or the Grand Armor from The Guarded 
Temple -- will also help out a lot.  Otherwise, you might want to consider 
giving one character an Action Ability that lets him or her heal (e.g. Items, 
Martial Arts, White Magick, Iaido, or Summon).  Before wrapping up each battle, 
you can leave one enemy standing and take some time to heal characters.

Equipping the Tynar Rouge or a Brigand's Gloves will give you a permanent
Haste, which is quite useful both in giving you the edge against the enemies
and in reducing the time needed to hack through all ten levels.

Move +2 or Move +3 is probably the best movement ability here.  Since you're
fighting on a map with a lot of holes, though, you might also consider the
Time Mage's Levitate ability, which will let you move anywhere you want and
saves you from having to take detours around the holes.

Also note that you CAN target "hole" panels, even though you can't see your 
targeting cursor.  This is often useful when a hole happens to be a good place
to center a Hallowed Bolt.

Since many of the enemies here have Shirahadori or First Strike and physical
attacks are ineffective against them, using Onion Knights (even fully powered
up ones) is probably not a good idea.

Unlike most of the other Rendezvous Mode missions, the enemies here are always
level 90+ regardless of your own experience level.  In fact, all of the story 
characters you fight are level 99!  To stay competitive, you'll want high-level
characters too.

Finally, it's worth pointing out that this mission is LONG.  You and your
partner will need to set aside a fair amount of time to clear all ten battles.

Now for strategies for specific battles:

--BATTLE 1--
ENEMY FORCES: Luso (lv 99 Game Hunter)   Cloud (lv 99 Soldier)
              Boco (lv 96 Chocobo)       Red Chocobo (lv 98)
              Red Chocobo (lv 94)        Black Chocobo (lv 95)
              Black Chocobo (lv 93)      Black Chocobo (lv 92)
              Chocobo (lv 97)            Chocobo (lv 93)

ENEMY: Luso [Cancer] - lv 99 Game Hunter - Bravery 71, Faith 63
 Equipment : Icebrand, Crystal Shield, Thief's Cap, Luminous Robe,
             random accessory
 Abilities : Huntcraft, Reflexes, Tame, Move +1, random movement ability

ENEMY: Cloud [Aquarius] - lv 99 Soldier - Bravery 76, Faith 59
 Equipment : Materia Blade, Thief's Cap, Black Garb, random accessory
 Abilities : Limit, Shirahadori, Swiftness, other abilities random

ENEMY: Boco [random Zodiac] - lv 96 Chocobo - random Bravery and Faith

The first battle pits you against Luso, Cloud, and 8 chocobos.  Cloud has 
Swiftness to help his Limits charge faster, but even still, you can probably
take him out before he can use them.  He has Shirahadori, so don't try direct
physical attacks unless you're Dual Wielding or using Barrage.

After Cloud, the Red Chocobos are the next enemies to take out since their 
Choco Meteor attack is unblockable and does a fair amount of damage.  Attacking
them with HP-drain attacks will keep you healthy.  The Black Chocobos are 
your next target, since their Choco Pellets attack is also reasonably powerful.
(You can at least block this one with shields, though not with Shirahadori.)
Although the plain yellow Chocobos can heal wounded allies, this isn't too much 
of a problem since you can probably defeat most of the Chocobos in a single 
attack, which leaves no chance for healing!  Luso also doesn't really have any 
particularly dangerous abilities and isn't much of a threat.

If you're still missing the Ultima magick, the enemy Luso will sometimes cast
it, so you could bring Ramza or Luso to learn it.  BUT, you must win all 10
battles and clear the mission in order to keep Ultima after you learn it.  If
you fail the mission, you won't keep the magick.

--BATTLE 2--
ENEMY FORCES: Mustadio (lv 99 Machinist)    Balthier (lv 99 Sky Pirate)
              Chemist (lv 98, female)       Chemist (lv 96, male)
              Chemist (lv 92, male)         Chemist (lv 91, female)
              Orator (lv 97, male)          Orator (lv 97, female)
              Orator (lv 94, male)          Orator (lv 93, female)

ENEMY: Mustadio [Libra] - lv 99 Machinist - Bravery 68, Faith 65
 Equipment : Blaze Gun, Thief's Cap, Luminous Robe, random accessory
 Abilities : Aimed Shot, Arts of War, Soulbind, Defense Boost,
             random movement ability

ENEMY: Balthier [Leo] - lv 99 Sky Pirate - Bravery 75, Faith 63
 Equipment : Blaster, Crystal Shield, Thief's Cap, Luminous Robe, Angel Ring
 Abilities : Piracy, Items, First Strike, Throw Items, Move +1

Battle two is against 10 gunfighters, including Mustadio and Balthier.
Shirahadori will be very helpful here in avoiding the enemy gun attacks.  If
you have Shirahadori and gear to protect against the Bunansas' Arm Shots and
Leg Shots, you can't really be hurt here.  If you're not protected against
Immobilize or Disable, you could try Purification or Esuna to restore 
characters who do get Immobilized or Disabled.  (If you're just Immobilized, 
you can even use one of those abilities on yourself.)

Agrias has poor Zodiac compatibility with Mustadio and won't do much damage to
him, so to speed things up, send another character after Mustadio.

Remember that Balthier's Sky Pirate job has an innate Safeguard, so Crush 
skills will not work against him.  He also has an Angel Ring, which means that 
you will have to KO him twice.  Or, simply attack him last.  (Since he takes a 
while to take down, you might want him to attack him last anyway.)

Balthier has a First Strike that allows him to block (and retaliate against)
direct gunshots.  But, he can't use it stop close-range attacks or special
attacks like sword techniques, Jump, and Barrage.  His Thief's Cap makes him
immune to Disable, but putting Stop (e.g. with Crushing Blow) or Sleep on him 
will also prevent him from First Strike.

The female enemies in the back row tend to use Dance abilities, but this isn't
a particular threat.

--BATTLE 3--
ENEMY FORCES: Onion Knight (lv 99, male)     Onion Knight (lv 99, male)
              Onion Knight (lv 99, female)   Onion Knight (lv 99, female)
              Onion Knight (lv 99, female)   Plague Horror (lv 98)
              Cockatrice (lv 97)             Cockatrice (lv 93)
              Sekhret (lv 97)                Sekhret (lv 94)

ENEMY: Red [Capricorn] - lv 99 male Onion Knight - Bravery 75, Faith 65
 Equipment : Ragnarok, Kaiser Shield, Grand Helm, Maximillian, Japa Mala
 Abilities : Arts of War, Counter, Safeguard, Move +2

ENEMY: Purple [Pisces] - lv 99 male Onion Knight - Bravery 75, Faith 65
 Equipment : Dragon Whisker, Grand Helm, Maximillian, Japa Mala
 Abilities : Jump, Dragonheart, Safeguard, Move +2

ENEMY: Green [Taurus] - lv 99 female Onion Knight - Bravery 75, Faith 65
 Equipment : Perseus Bow, Ribbon, Maximillian, Bracer
 Abilities : Items, First Strike, Safeguard, Move +2

ENEMY: Black [Virgo] - lv 99 female Onion Knight - Bravery 75, Faith 65
 Equipment : Zeus Mace, Crystal Shield, Ribbon, Maximillian, Sortile'ge
 Abilities : Iaido, Cup of Life, Safeguard, Move +2

ENEMY: Yellow [Cancer] - lv 99 female Onion Knight - Bravery 75, Faith 65
 Equipment : Wyrmweave Silk, Ribbon, Maximillian, Cherche
 Abilities : Dance, Mana Shield, Safeguard, Move +2

Battle three pits you against the Motley Onion Fighting Outfit plus some 
assorted monsters.  Try to KO the Plague Horror and Cockatrices quickly since 
they can inflict status ailments like Stone on any characters that don't have 
Ribbons.  The Sekhrets are the next targets since their Earthsplitter attack is 
pretty powerful.  (If you're using Levitate, though, you'll be immune to this 
attack.)

Although Onion Knights can't normally equip abilities, the Fighting Outfit has
them anyway.  With Shirahadori, though, they're mostly harmless, so take out
the monsters first.  Red, Green, and Black basically just use physical attacks, 
which you can easily deflect.  Purple uses Jump attacks; these can also be
blocked by Shirahadori, but it makes him harder to hit.  Be sure to attack him
when you get the chance.  Yellow is pretty annoying because she tends to runs 
into a corner and use Dance.  Plus, she has Mana Shield, so she takes several
attacks to defeat.  You may want to chase after her and start attacking her
first.

The Onion Knights all have Safeguard, so, again, Crush skills are out.  This
also means that you can't steal any of their equipment, which is unfortunate,
as it's quite good!

If you want to defeat the Onion Knights quickly, Orlandeau has great
compatibility against Green and good compatibility against Purple and Yellow.
Agrias has great compatibility against Red and good against Purple.  Meliadoul
has good compatibility against Green and Black but terrible compatibility
against Yellow!

--BATTLE 4--
ENEMY FORCES: Cuchulainn (lv 99 The Impure)   Elidibus (lv 99 Serpentarius)
              Knight (lv 98, male, undead)    Knight (lv 98, male, undead)
              Knight (lv 98, male, undead)    Greater Malboro (lv 97)
              Greater Malboro (lv 97)         Greater Malboro (lv 97)
              Greater Malboro (lv 97)         Greater Malboro (lv 97)

ENEMY: Cuchulainn [Scorpio] - lv 99 The Impure - Bravery 75, Faith 66
 Abilities : Dread, Befoul, Brawler, Swiftness
 Immune    : All negative status except Blind, Slow, and Immobilize

ENEMY: Elidibus [Serpentarius] - lv 99 Serpentarius - Bravery 70, Faith 70
 Abilities : The Dark, Counter, Swiftness
 Immune    : Ice; all negative status except Blind, Oil, Toad, Slow, and Stop

Battle 4 is where it starts getting a little more interesting.  Here you'll
face Elidibus, Cuchulainn, three undead Knights, and five Great Malboros.  The
Great Malboros' Bad Breath can be quite dangerous for characters who don't have
a Ribbon.  You may want such characters to keep their distance from the
Malboros.  The Malboros have quite high HP and may take multiple attacks to
KO, so focus your attacks on one or two until you take them down.

If you have someone with Items, use Phoenix Downs to quickly defeat the enemy 
Knights; if you're using Balthier (or Mustadio), Seal Evil is even better.
Remember NOT to try draining HP from undead enemies, as it actually hurts you!
When you KO them, the Knights here all get stars over their head rather than
death counters, which means they can't revive even though they're undead.  (So,
it doesn't really matter if you don't petrify them.)

Instead, focus on breaking through the enemy line so you can reach Elidibus.
He can still cast Zodiark which, of course, makes him the biggest threat.
He's not quite as dangerous as he was on Terminus, though, just because the map
is smaller and you should be able to reach him before he can cast the summon.
One strategy you may want to use, then, is just to wipe out his MP so he can't
Zodiark.  Two Rend MPs will do it, or you can use Duskblade or Infernal Strike.

Even if Elidibus has no MP, he can still use Poisonous Frog (which doesn't cost 
MP) to turn you into a Toad, but this will be removed at the end of this battle.
If you do get hit with this, DON'T just have the affected Toad stand still.  
That will cause them to get more turns and hence take more damage from the 
poison.  Instead, have them keep moving and attacking the air.  This slows their
CT gauge refilling and keeps their HP up until they're cured.

Cuchulainn will probably just use Nightmare to put you to sleep, which, while 
annoying, is relatively harmless.  You're better off defeating Elidibus first, 
*then* going after him.  The enemies here use a lot of status attacks, but with 
at least one Ribbon, you should be OK, and all of the status ailments are 
removed for the start of the next battle.

If you didn't learn Zodiark from Elidibus during the single-player game, or
want to have additional characters learn it, you can learn it here as well.
It's probably easier to survive the spell here as you have a good opportunity 
to use Rend Magick on Elidibus to make the summon less deadly.  As with Ultima,
you must successfully complete all ten battles in this mission to keep the
summon; if you die partway through, Zodiark will be lost.

--BATTLE 5--
ENEMY FORCES: Dycedarg (lv 99 Rune Knight)     Zalbaag (lv 99 Ark Knight)
              Gaffgarion (lv 99 Fell Knight)   Argath (lv 99 Squire)
              Dragoon (lv 98, male)            Dragoon (lv 98, male)
              Dragoon (lv 97, male)            Dragoon (lv 97, male)
              Dragoon (lv 97, male)            Dragoon (lv 97, male)

ENEMY: Dycedarg [Scorpio] - lv 99 Rune Knight - Bravery 68, Faith 66
 Equipment : Save the Queen, Crystal Shield, Circlet, Luminous Robe,
             Magick Ring
 Abilities*: Swordplay, Items, Regenerate, Arcane Strength, Move +1
 Immune    : All negative status except Blind, Silence, Oil, Chicken, Slow
* The Rune Knight job also includes Defense Boost and Arcane Defense as innate
  abilities.

ENEMY: Zalbaag [Cancer] - lv 99 Ark Knight - Bravery 75, Faith 68
 Equipment : Save the Queen, Protect Ring, other equipment random
 Abilities : Blade of Ruin, Martial Arts, Bonecrusher, Attack Boost, Move +1

ENEMY: Gaffgarion [Virgo] - lv 99 Fell Knight - Bravery 65, Faith 52
 Equipment : Defender, Reflect Ring, other equipment random
 Abilities : Fell Sword, Bardsong, Counter, Defense Boost,
             random movement ability
 Immune    : Berserk, Charm, Stone

ENEMY: Argath [Virgo] - lv 99 Squire - Bravery 54, Faith 52
 Equipment : Gastrophetes, Thief's Cap, Luminous Robe, Guardian Bracelet
 Abilities : Fundaments, Steal, Bravery Boost, Equip Crossbows,
             random movement ability

Battle 5 pits you against Duke Larg's forces, including a plethora of Dragoons.
Gaffgarion and Dycedarg use sword techniques, making them the most dangerous,
and Gaffgarion's allow him to steal HP back to himself!  However, Dycedarg
does not have the Magicks command that he used in Eagrose Castle, and this
version of Zalbaag does not have Vampire.

You can often hit multiple Dragoons with your initial attacks.  Some are
arranged in a plus-shape formation that you can hit with Hallowed Bolt or other
area-effect targets.  If you look closely, you'll also see that many are
arranged in a horizontal line; Divine Ruination, Kiku-ichimonji, Shockwave, or 
other attacks that strike along a long line can hit many of these.  You can 
probably KO a majority of the Dragoons in your initial attacks.

As long as you have Shirahadori and good Bravery, the other Dragoons can't hurt
you much.  So, target Dycedarg and Gaffgarion next because of their powerful
sword techniques.  Argath is totally useless here (he just has a crossbow), so
you can leave him for later.

Zalbaag's Bonecrusher counter will do a lot of damage to you when you drop him 
to critical HP.  You can avoid it by attacking from a distance (Bonecrusher only
has a range of 1), KOing him without reducing him to critical HP, or using 
Disable/Stop to prevent him from activating Bonecrusher.

--BATTLE 6--
ENEMY FORCES: Orlandeau (lv 99 Sword Saint)   Agrias (lv 99 Holy Knight)
              Alma (lv 99 Cleric)             Ovelia (lv 99 Princess)
              Rapha (lv 99 Skyseer)           Marach (lv 99 Netherseer)
              Orran (lv 99 Astrologer)        Time Mage (lv 97, female)
              Time Mage (lv 96, female)       Mystic (lv 98, male)

ENEMY: Orlandeau [Scorpio] - lv 99 Sword Saint - Bravery 77, Faith 65
 Equipment : Excalibur, Crystal Helm, Crystal Mail, other equipment random
 Abilities : Swordplay, Iaido, Bonecrusher, Doublehand, Move +2

ENEMY: Agrias [Cancer] - lv 99 Holy Knight - Bravery 71, Faith 63
 Equipment : Save the Queen, Crystal Shield, Crystal Helm, Crystal Mail,
             random accessory
 Abilities : Holy Sword, Iaido, Shirahadori, Defense Boost, Move +2

ENEMY: Alma [Leo] - lv 99 Cleric - Bravery 31, Faith 87
 Equipment : Mage's Staff, Barette, Gaia Gear, Red Shoes
 Abilities : Holy Magicks, Time Magicks, Soulbind, Arcane Defense,
             Ignore Terrain

ENEMY: Ovelia [Taurus] - lv 99 Princess - Bravery 53, Faith 72
 Equipment : Mage's Staff, Cachusha, Gaia Gear, Red Shoes
 Abilities : Holy Magicks, Time Magicks, Soulbind, Arcane Strength,
             Ignore Terrain

ENEMY: Rapha [Skyseer] - lv 99 Skyseer - Bravery 31, Faith 69
 Equipment : Eight-fluted Pole, Thief's Cap, Black Garb, Featherweave Cloak
 Abilities : Sky Mantra, Items, Nature's Wrath, Swiftness, Manafont

ENEMY: Marach [Netherseer] - lv 99 Netherseer - Bravery 69, Faith 31
 Equipment : Eight-fluted Pole, Thief's Cap, Black Garb, Featherweave Cloak
 Abilities : Nether Mantra, Items, Nature's Wrath, Swiftness, Manafont

ENEMY: Orran [Cancer] - lv 99 Astrologer - Bravery 73, Faith 71
 Equipment : Omnilex, Thief's Cap, Black Garb, Japa Mala
 Abilities : Astrology, Items, Magick Counter, Swiftness, Lifefont
 Immune    : All negative status except Stone, Blind, Silence, Oil, Slow, Stop

When Dycedarg's team goes down, you're halfway through!  Next up is a tricky 
battle against a large assortment of your own allies, including Orlandeau, 
Agrias, Ovelia, Alma, Rapha, Marach, and Orran.  You'll now be on the receiving
end of Orran's Celestial Stasis ability.  If you have Ribbons and Thief's Caps,
though, you're mostly immune to it.  (Characters with Thief's Caps can still
be Stopped, but that's all.)  It still can cast Stop on characters who don't
have a Ribbon, though, so you'll probably want to make a beeline for Orran and
KO before he can paralyze anyone.  (Orlandeau should be able to defeat him in
a single attack thanks to their Zodiac compatibility.)  If your entire team has
Ribbons, you can pretty much ignore Orran completely.

Along with Orran, Agrias and Orlandeau should be your first targets because of 
their powerful sword techniques.  Agrias's Save the Queen gives her a permanent 
Protect, which makes her slow to defeat.  Try using Crush Weapon to break it.
(She also has Shirahadori, so Jump or non-Dual Wielded physical attacks will 
not work.)  Agrias and Orlandeau have good Zodiac compatibility with each
other, which means Agrias is good for defeating the enemy Orlandeau and
Orlandeau good against the enemy Agrias!

Once you defeat Agrias and Orlandeau, you'll probably want to go after Alma
and Ovelia next.  As in the main storyline, they mostly cast their Aegis buff.
This can make other enemies tough to defeat, but Alma and Ovelia always cast it
on themselves, so you've got some time to catch up to them and defeat them.
Watch out for their Soulbind!  They have so little HP that you may be able to
just circumvent Soulbind by KOing them in a single attack, though.  (This will
be a little tougher if they cast Aegis on themselves and have Shell/Protect;
you could try dispelling those effects if you have an ability that will do so.)
Or, inflict a status ailment that stops them from using reaction abilities, like
Stop or Disable.  If they did succeed in casting Aegis on themselves, they'll 
have a Reraise that lets them return after the KO.  So, stay close to them after
KOing the first time.  When they wake up, quickly KO them again before they can 
cast Aegis a second time.  Note that Alma has a very high Faith, so magick would
do a lot of damage to her.

Rapha and Marach are, as always, not really worth worrying about until the end.

--BATTLE 7--
ENEMY FORCES: Elmdore (lv 99 Ark Knight)   Zalbaag (lv 99 Ark Knight)
              Celia (lv 99 Assassin)       Lettie (lv 99 Assassin)
              Archaeodaemon (lv 98)        Archaeodaemon (lv 97)
              Archaeodaemon (lv 96)        Archaeodaemon (lv 95)
              Archaeodaemon (lv 94)        Archaeodaemon (lv 92)

ENEMY: Elmdore [Gemini] - lv 99 Ark Knight - Bravery 70, Faith 70
 Equipment : Masamune, Genji Shield, Genji Helm, Genji Armor, Genji Glove
 Abilities*: Sword Spirit, Vampire, Shirahadori, Brawler, Master Teleportation
 Immune    : All negative status except Blind, Silence, Oil, and Slow
* Elmdore's Ark Knight job also includes Safeguard as an innate ability.

ENEMY: Celia [Sagittarius] - lv 99 Assassin - Bravery 65, Faith 70
 Equipment : Kiku-ichimonji x2, Thief's Cap, Black Garb, random accessory
 Abilities : Subdual Arts, Vampire, Move +1, random other abilities
 Immune    : Stone, Chicken, Toad

ENEMY: Lettie [Scorpio] - lv 99 Assassin - Bravery 65, Faith 70
 Equipment : Spellbinder x2, Thief's Cap, Black Garb, random accessory
 Abilities : Subdual Arts, Vampire, Move +1, random other abilities
 Immune    : Stone, Chicken, Toad

ENEMY: Zalbaag [Cancer] - lv 99 Ark Knight - Bravery 33, Faith 77
 Equipment : Runeblade, Crystal Shield, Crystal Helm, Crystal Mail,
             Germinas Boots
 Abilities : Blade of Ruin, Vampire, Adrenaline Rush, Defense Boost, Lifefont

In Battle 7, you'll face Elmdore's forces, including Elmdore, Celia, Lettie,
the zombie version of Zalbaag, and some Archaeodaemons.  Elmdore is equipped 
much as he was before, and you can't still get his Genji stuff.  Celia and
Lettie still have their Subdual Arts abilities, and all four humans (including 
Celia and Lettie!) now have the ability to turn you into Vampires.  This causes
a character to go berserk and start trying to Vampire other characters, 
including your own allies!  This can be pretty dangerous, especially since you
lose the battle if all characters get turned into a Vampire.  Shirahadori does 
not block the Vampire attack, but having a Ribbon will at least protect you
from the Vampire status (though not the damage from the attack).  If one of your
male characters does get turned into a Vampire (as signified by the bat icon),
keep your other characters clear of him.  As long as you do so, he should just
attack monsters, and you're fine.  There's not much that can cure Vampire
status, only the Holy Water item, but it will be removed at the end of the 
battle.  If the Vampired character really gets to be a problem, you could 
always KO him and then revive him at the start of the next battle when he's no
longer a Vampire.

The good news is that Celia and Lettie are in perfect position for a Hallowed
Bolt at the start of the battle.  You can probably also attack multiple
Archaeodaemons at once.  Unlike in Limberry, Celia and Lettie do NOT turn into 
Ultima Demons when KOed.  Zalbaag, for some reason, seems to turn into a 
crystal immediately upon being KOed.  Grab it before any wounded enemy can.

Elmdore has a lot of HP and will probably take several attacks, so you may want
to focus on eliminating the other humans first.

Be careful when attacking the Archaeodaemons.  Their Karma magick does damage
equal to the HP they've lost.  If you leave an Archaeodaemon standing with 
little HP, this attack will be very powerful and do hundreds of damage!  Once
you've started attacked an Archaeodaemon, quickly finish it off.  The
Archaeodaemons like to retreat into a corner of the map; a long-range Jump
attack is good for defeating them, if you happen to have it.  You can also take
advantage of the old trick of standing next to another enemy when one of the
Archaeodaemons starts casting Gigaflare, so the enemy will be hit by magick's
effect radius.  At any rate, the Archaeodaemons don't have that much HP, so you 
can hopefully defeat them in one hit if your Zodiac compatibility isn't bad.  
(There's a certain amount of luck here since the Archaeodaemons have random
Zodiac signs.)

--BATTLE 8--
ENEMY FORCES: Bremondt (lv 99 Celebrant)   Beowulf (lv 99 Templar)
              Aliste (lv 99 Templar)       Reis (lv 99 Dragonkin)
              Tiamat (lv 97)               Tiamat (lv 96)
              Greater Hydra (lv 98)        Greater Hydra (lv 98)
              Hydra (lv 97)                Hydra (lv 96)

ENEMY: Bremondt [Gemini] - lv 99 Celebrant - Bravery 15, Faith 75
 Equipment : Zeus Mace, Gold Hairpin, Lordly Robe, Featherweave Cloak
 Abilities : Priest Magicks, Throw, Counter Tackle, Safeguard, Lifefont
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Berserk, 
             and Slow

ENEMY: Beowulf [Libra] - lv 99 Templar - Bravery 60, Faith 73
 Equipment : Ragnarok, Venetian Shield, Grand Helm, Maximillian, Germinas Boots
 Abilities : Spellblade, Iaido, First Strike, Safeguard, Manafont

ENEMY: Aliste [Scorpio] - lv 99 Templar - Bravery 70, Faith 58
 Equipment : Ragnarok, Kaiser Shield, Genji Helm, Genji Armor, Genji Glove
 Abilities : Spellblade, Iaido, Shirahadori, Safeguard, Move +1

ENEMY: Reis [Pisces] - lv 99 Dragonkin - Bravery 70, Faith 58
 Equipment : Cachusha, Japa Mala
 Abilities : Dragon, White Magicks, Dragonheart, Arcane Strength, Lifefont

Battle 8 is versus the characters from Beowulf's storyline, plus an assortment
of hydras.  This is probably the toughest battle in the sequence: Beowulf and 
Aliste can inflict status ailments, the hydras do big damage (and their breath 
attacks can't be blocked with Shirahadori), Reis can support the hydras, and 
Bremondt and Reis can both Raise KOed allies.  This is where Kaiser or Reverie
Shields will be quite helpful, as they halve all the damage from the hydras'
breath attacks.

If you can move quickly, you can hit Beowulf and Aliste with a Hallowed Bolt
before they can move.  You'll want to take them out first because of the status
ailments they can inflict on characters without Ribbons.

If you have your own Reis deployed, you should be able to use Dragon's Charm to 
invite the hydras onto your team.  This is quite helpful, as it not only 
reduces the number of enemies you're fighting but gives you an extra helping
hand.  (They won't stay with you past this round, though.)

Although the hydras are the ones doing the damage here, you'll probably have to
KO Bremondt and Reis first.  Otherwise, they'll just keep healing or Raising
the hydras.  (Orlandeau can do a lot of damage to Reis because of his Zodiac
compatibility.)  Don't worry; Bremondt doesn't turn into the Dark Dragon when
KOed here.

The hydras all have 900+ HP, so you're unlikely to be able to KO one in a 
single attack.  For your first attack, try using Northswain's Strike or the
Dark Knight's Crushing Blow, which may inflict KO or Stop (respectively) and
put the hydra out of play in a single blow. (Of course, there's no guarantee it
will happen, but it's worth a try!)  Six hydras together are quite dangerous, 
so focus on quickly KOing a few to reduce the number of enemies you're facing.
The white Tiamat and black Greater Hydras are the real dangers because they
have the breath attacks; unless augmented by Reis's Beastmaster, the orange
Hydras can only do physical attacks, which you can easily block.  Any hydra 
that gets separated from the group is a prime target, as you can attack it 
without putting yourself in danger.  And as always, whenever you can attack 
without moving, you'll get more turns quickly.  The hydras' breath attacks can 
do quite a bit of damage, so keep your HP high using HP-drain attacks.  Hydras 
that are low on HP may flee into a corner, and you can just leave them there 
until you defeat the others.

After battling all these hydras, you may find yourself low on HP by the end of
the battle.  It's probably a good idea to heal yourself before moving onto the
next battle.  This is fairly easy to do; if the last hydra has critical HP, it
will just cower in the corner and you've got plenty of time to heal.  Just be
sure to pick up any crystallized monsters before the hydra can heal itself!

--BATTLE 9--
ENEMY FORCES: Isilud (lv 99 Nightblade)       Meliadoul (lv 99 Divine Knight)
              Barich (lv 99 Machinist)        Cletienne (lv 99 Sorceror)
              Loffrey (lv 99 Divine Knight)   Wiegraf (lv 99 White Knight)
              Folmarv (lv 99 Divine Knight)   Zalmour (lv 99 Celebrant)
              Time Mage (lv 99, female)       Time Mage (lv 99, female)

ENEMY: Isilud [Pisces] - lv 99 Nightblade - Bravery 97, Faith 63
 Equipment : Excalibur, Crystal Shield, Luminous Robe, other equipment random
 Abilities*: Arts of War, Counter, Attack Boost, Ignore Elevation,
             other ability random
 Immune    : All negative status except Blind, Silence, Oil, and Slow
 * Isilud's Nightblade job also has Concentration as an innate ability.

ENEMY: Meliadoul [Capricorn] - lv 99 Divine Knight - Bravery 97, Faith 63
 Equipment : Excalibur, Crystal Shield, Circlet, Luminous Robe, Septie`me
 Abilities : Unyielding Blade, Counter, Attack Boost, Ignore Elevation,
             other ability random

ENEMY: Barich [Sagittarius] - lv 99 Machinist - Bravery 97, Faith 62
 Equipment : Blaze Gun, Thief's Cap, Luminous Robe, random accessory
 Abilities*: Aimed Shot, Mana Shield, Defense Boost, Lifefont,
             other ability random
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Immobilize
* Barich's version of the Machinist job also includes Defense Boost, Arcane
  Defense, and Beast Tongue as innate abilities.

ENEMY: Cletienne [Gemini] - lv 99 Sorceror - Bravery 97, Faith 81
 Equipment : Wizard's Rod, Thief's Cap, Luminous Robe, random accessory
 Abilities : Magicks, Magick Counter, Arcane Strength, Manafont,
             other ability random
 Immune    : All negative status except Blind, Silence, Oil, Slow, Immobilize

ENEMY: Loffrey [Capricorn] - lv 99 Divine Knight - Bravery 97, Faith 68
 Equipment : Excalibur, Crystal Shield, Circlet, Luminous Robe,
             random accessory
 Abilities : Unyielding Blade, Soulbind, Arcane Defense, Ignore Elevation,
             other ability random
 Immune    : All negative status except Blind, Silence, Oil, and Slow

ENEMY: Wiegraf [Virgo] - lv 99 White Knight - Bravery 97, Faith 64
 Equipment : Excalibur, Crystal Shield, Circlet, Luminous Robe, 
             random accessory
 Abilities : Holy Sword, Mana Shield, Attack Boost, Ignore Elevation,
             other ability random
 Immune    : All negative status except Blind, Silence, Oil, and Slow

ENEMY: Folmarv [Leo] - lv 99 Divine Knight - Bravery 97, Faith 68
 Equipment : Excalibur, Crystal Shield, Luminous Robe, other equipment random
 Abilities : Unyielding Blade, First Strike, Defense Boost, Ignore Elevation,
             other ability random
 Immune    : All negative status except Blind, Silence, Oil, and Slow

ENEMY: Zalmour [Sagittarius] - lv 99 Celebrant - Bravery 97, Faith 70
 Equipment : Eight-fluted Pole, Thief's Cap, Luminous Robe, random accessory
 Abilities : Priest Magicks, Magick Counter, Arcane Strength, Lifefont,
             other ability random
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Berserk, 
             and Slow

On to Battle 9!  Here you'll fight all the Knights Templar.  This is also a 
tricky battle, especially because most of them have Excaliburs (giving them an 
auto-Haste) and all have 97 Bravery, which means their reaction abilities 
activate quite frequently.

If you have Safeguard, you'll be protected against their Crush attacks and they
pretty much have to resort to physical attacks, which you should be able to 
block with Shirahadori.  This makes Wiegraf the most dangerous -- Safeguard
won't protect you from his Holy Sword techniques, and they do a LOT of damage, 
thanks to his Attack Boost!

Hit Isilud and Meliadoul straight off with a Hallowed Bolt, then go after 
Wiegraf.  Unfortunately, Wiegraf has Mana Shield, which means you'll need to be 
ready with a couple of attacks to take him down.  Using Crush Weapon (or even
just Rend Weapon) is extremely effective here.  None of the Templars have
Safeguard in this battle, and breaking their Excaliburs will take away their
Haste and disable their sword techniques.

After you defeat Wiegraf, you'll probably want to KO Cletienne next.  
Sometimes, he will use Arise to bring back Templars you have already defeated.

Watch out for Loffrey's Soulbind!  You probably can't defeat him in one hit, so
unless you Disable or Stop him, you'll just have to take the hits from Soulbind 
as you whack him away at him.  Make sure you don't attack him unless you can 
receive back half the damage you deal (unless you have a Reraise, in which case 
you can attack him with impunity!).  Another good tactic is to use Shadowblade 
and Sanguine Sword to attack him; while the HP drain effect occurs BEFORE you 
take the damage from Soulbind, it at least keeps your HP up.  Cletienne and 
Zalmour also have Magick Counter, but unless you're using magick, you don't need
to worry about this.

If you have Shirahadori and protection against Immobilize/Disable, Barich is
basically harmless, so save him for later (especially since his Mana Shield
makes him slow to go down).  Zalmour is similarly useless: while in principle
he can heal the other Knights, in practice he just tries physical attacks, plus 
he's extremely slow.  Don't worry about him, either.

--BATTLE 10--
ENEMY FORCES: Delita (lv 99 Holy Knight)    Valmafra (lv 99 Sorceror)
              Dark Knight (lv 99, female)   Dark Knight (lv 99, female)
              Dark Knight (lv 99, female)   Dark Knight (lv 99, female)
              Dark Knight (lv 99, female)   Dark Knight (lv 99, female)
              Dark Knight (lv 99, female)   Dark Knight (lv 99, female)

ENEMY: Delita [Sagittarius] - lv 99 Holy Knight - Bravery 97, Faith 60
 Equipment : Chaos Blade, Escutcheon II, Grand Helm, Lordly Robe, Ribbon
 Abilities : Holy Sword, Iaido, Shirahadori, Safeguard, Move +3
 Immune    : Chicken, Toad, Charm, Doom

ENEMY: Valmafra [Leo] - lv 99 Sorceror - Bravery 97, Faith 75
 Equipment : Wizard's Rod, Aegis Shield, Ribbon, Lordly Robe, Chantage
 Abilities : White Magicks, Soulbind, Swiftness, Manafont
 Immune    : All negative status except Blind, Silence, Oil, Slow, Immobilize

After the Knights Templar comes the final battle.  Valmafra makes her long-
anticipated debut on the battlefield, accompanied by eight Dark Knights, all of
whom are equipped with Save the Queen and Defense Boost, and Delita.  Some of
the Dark Knights have First Strike and some have Mana Shield, and both Delita
and Valmafra have ??? HP status.

All the Dark Knights will be slow to take out because of their Defense Boost
and auto-Protect.  Fortunately, they use their Darkness abilities very rarely
if ever; they just use physical attacks, which you should be able to easily
block.  Breaking their weapons will help you take them out more quickly, as 
well as rendering them completely harmless.  It's probably a good idea to first 
use Crush Weapon on the Dark Knights with Mana Shield, since these will be the 
absolute slowest to defeat.  (The other ones you can attack more quickly.)  
Some of the Dark Knights also have Steal ... but if you have Safeguard, you're 
completely protected against getting your equipment stolen, so don't sweat it.

Advance slowly.  Delita will soon advance to attack you.  His sword techniques 
are quite powerful and he has Safeguard, so you can't break his weapon.  He 
also has Shirahadori, so Jump and single physical attacks are a no-go.  And, he
even has a Ribbon "magically" equipped in his accessory slot that blocks status
attacks.  So, your best bet is to use Shadowblade/Sanguine Sword to attack him
while healing yourself; Holy Sword techniques also work well, too.  He actually
doesn't have all THAT much HP -- only a little more than 1000.

Once you've defeated Delita, you're pretty much clear.  Before you mop up the
Dark Knights, you'll have to deal with Valmafra, who can Raise all the KOed
enemies.  (For better or for worse, the Dark Knights here never turn into
crystals and she can always Raise them.)  To keep her from using her Chantage 
to revive *herself*, break it with Rend Accessory or Crush Accessory or steal
it; she doesn't have Safeguard.  (If you don't have any of these abilities, 
you'll have to whittle down all the Dark Knights and take her out last.)
Fortunately, she doesn't actually seem to do much except heal herself and cast 
Raise.  She does have Soulbind, so you'll keep taking damage while you wear her 
down.  Again, Shadowblade or Sanguine Sword are useful as a way of attacking 
her while keeping up your own HP.   Like Delita, she only has 1000 HP or so.

Valmafra is also equipped with a Lordly Robe that you can steal, if you bring
someone with Steal/Plunder all the way down here.  This is actually a great
item to steal.  The Lordly Robe is fantastic armor for magick-users, and
normally there's only one available in the game (the one in Midlight's Deep).  
By repeating this mission, however, you can steal as many Lordly Robes as you
want!  Once you've KOed Delita, there's no real threat here and you have plenty
of chances to steal from her.  She also has a Chantage and Ribbon that you can 
steal.  (Her weapon and shield are just a garbage Wizard's Rod and Aegis 
Shield, stuff you can buy in a store!)

This battle is actually rather anticlimactic after the last two.  When you
finally take out Delita and Valmafra's team, congratulations, you've completed
this marathon mission!  Your rewards may include two unique items: the Crown
Sceptre, a rod that gives you +4 Magick Attack, and the Sage's Ring, which 
allows you to absorb EVERY element and also boosts the power of all your
elemental attacks!

It's also worth noting that there are a fair number of rare items you can steal
here.  (Balthier is a good character to use if you want to steal.)  Aside from
the Lordly Robe mentioned above, there's nothing much TOO special (that's not
protected with a Safeguard, anyway), but you can pick up a bunch of knight's
swords and hair adornments.  Orran has an Omnilex that you can grab; it's also
poachable, but you may find it more convenient to acquire here if you want one.
The Dragoons in battle 5 also have some Holy Lances; these aren't as good as
many other polearms, but you may want to pick one up to round out your weapon
collection if you haven't poached it from Sekhret.  And, Valmafra has a Chantage
in addition to her Lordly Robe and Ribbon.

TITLE AWARDED: Hero
UNIQUE POSSIBLE TREASURES: Crown Sceptre, Sage's Ring

---Rendezvous Mission 15: An Ill Wind-------------------------------------------
AVAILABLE AFTER...: Completing single-player game
BATTLE MAP: Ziekden Fortress

YOUR FORCES: 1-3 characters per player
ENEMY FORCES: Argath (lv 99 Deathknight)   Argath (lv 99 Deathknight)
              Argath (lv 99 Deathknight)   Argath (lv 99 Deathknight)
              Argath (lv 99 Deathknight)   Argath (lv 99 Deathknight)
              Argath (lv 99 Deathknight)   Argath (lv 99 Deathknight)
              Argath (lv 99 Deathknight)   Argath (lv 99 Deathknight)

ENEMY: Argath [Virgo] - lv 99 Deathknight - Bravery 70, Faith 65
 Equipment : Ragnarok, Escutcheon II, Grand Helm, Maximillian, Ribbon
 Abilities : Fell Sword, Vampire, *, Safeguard, Defense Boost, Ignore Elevation
 Immune    : Berserk, Charm, Stone
* The 10 Argaths have different reaction abilities:
  4 with Soulbind         2 with First Strike
  2 with Mana Shield      1 with Sticky Fingers
  1 with Shirahadori

VICTORY CONDITION: KO all 10 Argaths
LOSS CONDITION: All allies are KOed/Stone/Vampire

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Snow                     Snowstorm        96%
            Bridge                   Wind Slash        3%
            Wooden Floor             Will-o'-the-Wisp  2%

--STRATEGY--
It's the Argath Burly Brawl!  There are no fewer than TEN Argaths here, and you
must defeat all of them to win.

The best set-up for this battle is to deploy just one character per player, and
give them the following set-up:
Equipment : Cursed Ring, Ribbon or Barette, Chaos Blade or other strong weapon
Abilities : Speechcraft (optional), First Strike, Concentration

The Cursed Ring and either a Ribbon or Barette are essential here.  The Argaths
normally use Fell Sword techniques to drain your HP, which will quickly kill 
you and makes KOing them nearly impossible since they keeps regaining HP.  The 
Cursed Ring, found on The Switchback in Midlight's Deep in the single-player 
game, will protect you from this by negating drain attacks.  (There seems to be
only one Cursed Ring, so if you lost it or don't have it, you'll have to 
quickly use the Mystic's Corruption magick to make yourself undead.)  Argath 
also uses the Vampire attack, which has a 100% rate of turning you into a  
Vampire, so you need a Ribbon or Barette to protect against this.  If both 
characters get Vampired, you lose!  Once you have both a Cursed Ring and
Ribbon/Barette, the Argaths can only use physical attacks, which you can block 
with First Strike (or Shirahadori).

If one player doesn't have the Cursed Ring, you can have that player equip
an item to make his/her character start the battle in Invisible status.  The
Ninja Gear, Septie`me perfume, or Invisibility Cloak all work.  Then, simply 
have that character take no actions.  S/he will remain Invisible and can never
be targeted by Argath.  Let the other character mop up all the Argaths and you
can still win the battle without a KO.  This works fine; it just means the 
battle will take longer since you have only 1 character dealing damage instead 
of 2.

Because First Strike only works if you're in position where you can attack 
back, it's very important to watch your vertical positioning.  Swords have a 
range of 3 down but only 2 up.  If Argath stands on a tile with a height 
difference of 3 from your tile, he can attack you and you can't First Strike 
him!  Stay on level ground and you're fine.  Standing next to a tile with a 
height difference of MORE than 3 -- like the side of the fort -- is also OK as 
Argath can't attack you across such a distance.

The other tricky part of this battle is the Argaths' reaction abilities.  Four
of the Argaths have Soulbind, which reflects back half the damage you do.  (The 
other six Argaths have different reaction abilities: Shirahadori, Sticky 
Fingers, two with Mana Shield, and two with First Strike.)  You're probably 
better off not directly attacking the Argaths with Soulbind.  Instead, let them 
attack you, and First Strike will turn the attack into one of your own without 
triggering Soulbind.  He can normally block your counterattacks with his
Escutcheon II shield, but Concentration will take care of that.  (If you get 
surrounded by the bodies of KOed Argaths, move to another tile so there's room 
for additional Argaths to attack you.)  You could also attack the Soulbinded 
Argaths directly, but you'd have to alternate between that and using Chakra to 
heal yourself.  Argath has Safeguard, so you can't break or steal his
shield(s).

On your own turns, use sword techniques or other abilities to attack the 
Argaths who *don't* have Soulbind.  Although you can't view their status screen 
directly, you CAN see their reaction ability when the damage estimate appears.  
Only attack the ones who don't have Soulbind.  Be careful of any area effect 
damage; you might hit a second Argath who has Soulbind.  If you're not sure 
which reaction ability each Argath has, aim your attacks so that you only 
strike one at a time, and only attack the ones without Soulbind.  It's also 
safe to attack a Soulbinded Argath who is low on HP; if you finish him off with 
your attack, Soulbind never triggers.  Argath has Safeguard, so Crush skills 
are out.

Another way to deal with Soulbind and the other reaction abilities is to use
Intimidate [Orator] to lower each Argath's Bravery.  (The Mystic's Hesitation 
tends not to work so well; if you start charging up magick, Argath will use
Duskblade to steal all your MP.)  Argath won't ever turn into a chicken (he's 
immune to this status), but with a low Bravery, his reaction abilities are less 
likely to trigger, and you can attack him directly.  This is a much less 
efficient solution, though, since you'll have to spend quite a few turns 
lowering Argath's Bravery.

All of the Argaths are immune to status attacks thanks to their Ribbons.
They're also dirty cheaters, and have somehow managed to equip a Ribbon in
their accessory slots even though it's a piece of female-only headgear!

The best secondary action ability to bring is Speechcraft and Praise.  The
maximum permanent Bravery you can have is 97, which means that if you enter the
battle with 97 Bravery, there's still a (small) chance that First Strike will 
fail and Argath will hit you.  So begin the battle by using Praise on yourself 
and you can raise your Bravery up to 100, which means you have a 100% chance of
First Strike and Argath can NEVER hurt you.  (Fortunately, Argath is an idiot
and will continue attacking you even when it is literally impossible for him to 
land a blow.)  Alternately, you could use Martial Arts as your action ability.  
Chakra heals you even if you're undead, so you can use it for healing in case 
the Argaths do land a few hits on you.

Teleport or Ignore Elevation is also convenient, just because the Argaths
sometime climb up on top of the fort using their own Ignore Elevation ability.

This battle is nearly impossible without the right character set-up.  On the
other hand, if you *are* properly equipped, it's really no problem as Argath 
can't hurt you at all.

The unique treasures you can get here are the Valhalla fell sword and the
Vanguard Helm.  The Vanguard Helm is on par with the Grand Helm; it has the 
same HP bonus and also gives you +20 MP, but doesn't protect you from Blind or 
Sleep.  Actually, the Grand Helm is probably a little better because of the
status protection, but there's only one Grand Helm, so the Vanguard Helm can be
useful too!

TITLE AWARDED: Riskbreaker
UNIQUE POSSIBLE TREASURES: Valhalla, Vanguard Helm

********************************************************************************
VII. JOBS AND ABILITIES
********************************************************************************

%%%JOB REQUIREMENTS (QUICK REFERENCE)%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00req

This chart is just a quick reference to the requirements to unlock each job.
New jobs for a character are unlocked by have that character gain JP with
particular jobs he/she already has and increasing their JOB LEVEL.  (The Dark
Knight has somewhat more complex requirements -- see below.)  The character's
overall experience level plays NO role and you can unlock any job at any
experience level.  All that matters is JOB levels.

When more than one required job is listed in the table, you must get ALL the 
jobs up to the appropriate level (so Onion Knight requires Squire lv. 6 AND 
Chemist lv. 6) with the SAME character.

TO UNLOCK...    REQUIRES JOBS
Squire        : Always available
Chemist       : Always available
Knight        : Squire lv. 2
Archer        : Squire lv. 2
Monk          : Knight lv. 3
White Mage    : Chemist lv. 2
Black Mage    : Chemist lv. 2
Time Mage     : Black Mage lv. 3
Summoner      : Time Mage lv. 3
Thief         : Archer lv. 3
Orator        : Mystic lv. 3
Mystic        : White Mage lv. 3
Geomancer     : Monk lv. 4
Dragoon       : Thief lv. 4
Samurai       : Knight lv. 4, Monk lv. 5, and Dragoon lv. 2
Ninja         : Archer lv. 4, Thief lv. 5, Geomancer lv. 2
Arithmetician : White Mage lv. 5, Black Mage lv. 5,
                Time Mage lv. 4, and Mystic lv. 4
Bard          : Summoner lv. 5 and Orator lv. 5, males only
Dancer        : Geomancer lv. 5 and Dragoon lv. 5, females only
Mime          : Squire lv. 8, Chemist lv. 8, Summoner lv. 5,
                Orator lv. 5, Geomancer lv. 5, and Dragoon lv. 5
Dark Knight   : *SEE BELOW*
Onion Knight  : Squire lv. 6 and Chemist lv. 6

* To become a Dark Knight, the same character must fulfill ALL of these three
requirements:
   1. Master Knight and Black Mage by learning all the abilities.  It doesn't
      matter how you learn them: you can buy them with JP, acquire them from
      crystals, or learn advanced Black Magicks by being hit with them (see
      Learning Magick From Being Hit).
   2. Earn enough JP to raise the Dragoon, Geomancer, Samurai, and Ninja jobs
      to job level 8.  While it's possible to master Geomancer without getting
      it to job level 8, you MUST continue to earn enough JP to get to job level
      8 if you want to unlock Dark Knight.
   3. Kill 20 enemies with the character you want to turn into a Dark Knight.
      Just KOing them does NOT count; they must turn to chests or crystals.
      (And poaching does not count!)  It doesn't matter whether or not you
      actually pick up the crystals/chests.  There is no way to actually see
      how many enemies a character has killed, so just keep on killing until
      the job unlocks.

The following jobs are automatically available to special story characters
but are NOT available to generic characters:
Ark Knight       Astrologer       Automaton        Byblos
Cleric           Divine Knight    Dragonkin        Fell Knight
Game Hunter      Holy Dragon      Holy Knight      Machinist
Netherseer       Princess         Sky Pirate       Skyseer
Soldier          Sword Saint      Templar

The followings jobs and monsters are used only by enemies and are never 
available to you, the player:
Archaeodaemon    Arch Seraph      Assassin         Bringer of Order
Celebrant        Dark Dragon      Deathknight      Death Seraph
Gigas            High Seraph      Nightblade       Reaver
Serpentarius     Sorceror         The Impure       The Wroth
Ultima Demon     White Knight

%%%GENERAL INFORMATION ABOUT JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job0

---EQUIPPING ABILITIES---
Each job has a category of Action Abilities (e.g. "Black Magick" or "Steal").
This category of abilities is always available for use by the job.  In
addition, each job can equip one other job's Action Ability category.  So, you 
can have a Black Mage with the Knight's Arts of War ability, or a Samurai who 
uses both her inherent Iaido ability plus the Chemists' Items ability.

Each job can also equip one Reaction Ability, one Support Ability, and one
Movement Ability.  Note that the Reaction/Support/Movement Abilities that a job
can learn are NOT automatically available (with a few exceptions noted below).
You must use your slots to equip them!

The exception to all of the above are the Onion Knight and Mime jobs, which 
can't equip any abilities at all.

---JOBS & STATS---
STATS WHEN ACTIVE JOB: A character's CURRENT job plays a big role in 
determining your current stats.  Black Mages have high MP and magick strength, 
but a weak physical attack.  Thieves are speedy but don't have much HP.  Below, 
I've given rough approximations of each job's stats using letter grades.  A
comparison of these stats is available in the Job Stats Comparison Chart at the
end of this section.

GROWTH RATES: A character's stats are also partially determined by the jobs you 
used to level up with in the past.  While all jobs will grow all stats, some 
jobs grow certain stats faster and slower.  For example, Monk will grow HP 
quickly, while Ninja will grow Speed quickly.  These growth rates don't always 
match up with the stat bonuses when you're USING the job.  (For instance, almost
every job has the same magick attack growth rate, but they definitely differ in
their *current* magick attack!)  So I've given separate ratings for the Growth
Rates, on a scale of * (worst) to ***** (best).

If you're just playing through the game normally, you really don't have to pay
any attention to the growth rates.  But, if you want, you can use differences in
jobs' growth rates as a way of grinding your characters' stats even higher.  See
Level Downs & Stat Grinding under Statistics and Leveling for more information.

Stat growth from level-ups is permanent (outside of the Level Down trick).  If
you later switch jobs, your past stat growth will not be lost or changed.

MOVE, JUMP, AND EVADE: These stats do not change with level ups and depend only
on your current job plus your accessories/equipment. Movement range is the
number of tiles a character can move per turn.  Jump height is the maximum
height distance between tiles that a character can traverse while moving. 
(Additionally, when faced with a gap, characters can make horizontal jumps
equal to half their Jump height.)  Finally, each job has a inherent evade rate
for physical attacks.  Note that this inherent evade rate is only good against
attacks from the front.  (By contrast, shields can also evade attacks from the 
side, and cloaks can evade attacks from all directions.)

Even though the status screen has a space for an inherent magickal evade rate,
all jobs actually have a 0% basic magick evade.  The only way to evade magick is
to equip shields or accessories.

---UNLOCKING JOBS---
Aside from Squire and Chemist, jobs must be unlocked by gaining Job Levels with
your existing jobs.  For example, to switch to the White Mage job, a character
must have Chemist at Job Level 3 or higher.  (The requirements for each job are
listed in the charts below, and in the Quick Reference guide above.)  You must
reach the required Job Levels with the SAME character you want to switch to the
new job -- so, for instance, having Ladd meet the requirements for the Ninja job
won't help Ramza unlock it.

Experience points and a character's overall experience level does NOT matter for
unlocking jobs.  What matters is the JP you've earned for specific jobs.

Job Levels are determined by the TOTAL amount of JP you've earned with a given
job.  Spending JP to purchase abilities does NOT decrease this total.  So, a
character who's earned 730 JP with Samurai would have a Samurai job level of 4,
even if he's spent 500 of those JP on abilities.

Job Level 1         0 JP total
Job Level 2       200 JP total
Job Level 3       400 JP total
Job Level 4       700 JP total
Job Level 5      1100 JP total
Job Level 6      1600 JP total
Job Level 7      2200 JP total
Job Level 8      3000 JP total
Mastered         All abilities learned

Gaining Job Levels does not improve your stats or abilities (aside from the
Onion Knight, discussed below).  It just helps you unlock new jobs.

Note that it's possible to Master a job even if your Job Level is less than 8.
Squire, Geomancer, and some story character jobs require less than 3000 JP to
Master, and you can Master other jobs with less than 3000 JP if you learn a lot
of abilities from crystals.  Your Job Level is actually independent of whether
you've Mastered the job and continues to go up until it reaches 8, even if
you've already Mastered the job.  Keep this in mind, because most jobs unlock
based on JOB LEVELS, not on Mastered jobs.  (For instance, Dark Knight requires 
you to have job level 8 with Geomancer, even though you can master Geomancer
with only job level 7!)

Similarly, even though Mime is always Mastered, you can increase its Job Level
by earning JP as a Mime.  However, there's no benefit for doing so.

The Job Level for Onion Knight is determined by the number of other jobs that 
you've Mastered.  Every two jobs Mastered (not including Squire, Chemist, Mime,
or Dark Knight) boosts the Onion Knight's Job Level by 1.

Both Onion Knight and Mime are always Mastered.

---STORY CHARACTER JOBS---
Some story characters that join your party have special jobs available for
that character.  They aren't available to generic characters.  In all cases 
where a story character has a special job, the special job replaces the Squire 
job for that character.  For more on these special jobs, see the Story Character
Jobs portion of the job/ability list, below.

---Damage Bases-----------------------------------------------------------------

Different types of abilities use different stats in calculating how much damage 
they do or how likely they are to succeed.  For example, magicks get stronger as
the user's Magick Attack and Faith increase, whereas the success rate for Steal 
increases as your Speed goes up.  (These bases are also listed in the charts 
below for each ability type.)  Based on a character's stats, you can try to 
choose a good matching set of abilities.  Here's a quick overview of what stats 
relate to what ability sets:

Physical Attack            : Fundaments/Mettle/Huntcraft (except Ultima),
                             Martial Arts (except Doom Fist), Dance, Tasks
Phys. Attack & Weapon      : Arts of War, Darkness (except Unholy Sacrifice),
   Strength                  Holy Sword, Swordplay, Unyielding Blade
Phys. Attack, Weapon Str., : Jump #
   & Speed
Phys. Attack & Mag. Attack : Geomancy +
  (Faith irrelevant)
Phys. Atk.,Mag. Atk.,Max HP: Unholy Sacrifice
Magick Attack              : Speechcraft, Iaido, Bardsong, Sky Mantra,
  (Faith irrelevant)         Breath/Dragon, Limit, Doom Fist, Steal Heart
Magick Attack & HIGH Faith*: White Magicks, Black Magicks, Time Magicks,
                             Summon, Mystic Arts, Arithmeticks, Spellblade,
                             Ultima
Magick Attack & LOW Faith* : Nether Mantra
Speed                      : Steal (except Steal Heart), Aimed Shot,
                             Piracy (except Barrage)
Speed & Move               : Throw %
Formula for current weapon : Aim, Barrage
none                       : Items, Byblos

Bravery                    : All Reaction Abilities except Parry and Reflexes

* For abilities affected by Faith, the damage or success rate is affected by 
both the user's Faith and the TARGET's Faith.  This is not true of other kinds 
of abilities.

# Damage from Jump is determined by Physical Attack and weapon strength, whereas
the speed/charge time of the attack is determined by the user's Speed.

+ Geomancy is affected by both Physical Attack and Magick Attack, but Magick
Attack is weighted more heavily.

% For the Throw command, Speed affects the damage inflicted, while your Move
range determines the range of the attack.

NO ability can ever do more than 999 damage per strike.  Any formula that would
result in more than 999 damage is rounded down to 999.

---Deciphering the Charts-------------------------------------------------------
A few (well, many) words of explanation about the job & ability charts below.

---ACTION ABILITIES---
MP: Action Abilities first list the MP cost of each ability.  If no MP cost is 
listed, the ability doesn't require MP to use.

REFLECT & ARITHMETICKS: For magick, you may see an "R" and/or an "A" after its 
MP cost.  "R" means the spell can be reflected -- if it's cast on a character 
who has the Reflect status, the spell will bounce off and might even strike 
another target!  "A" means it can be cast using the Arithmetician's 
Arithmeticks ability.

CLOCK TICKS/SPEED: "TIC" indicates the number of battle "clock ticks" it takes
for the ability to charge up before it activates.  (Each "clock tick" increments
a character's CT by his/her Speed statistic; see Turn Order & Charging Abilities
under Basic Mechanics for more.)

A SMALLER number under "TIC" is BETTER as it means the ability takes less time 
to charge!  Most non-magick abilities require 0 ticks to charge; these 
abilities activate as soon as you select them.  (The "Speed" statistic you see 
on the in-game status screen equals 100 divided by Ticks; I've listed the clock 
ticks here as it's easier to interpret in game terms.)  

Be aware that since multiple characters may receive a turn on the same clock 
tick (see Basic Mechanics), the total number of characters TURNS before the 
ability activates may be the greater than the number of clock ticks.   

With the exception of the Dragoon's Jump, changing your character's Speed 
statistic has no effect on charge time.

POWER: "PWR" determines the amount of damage inflicted or restored, or the hit
rate of status changing abilities.  See each job's section for the specific
formula of how this number is used.  (But in every case, higher PWR is better!)

NO ability can ever do more than 999 damage per strike.  Any formula that would
result in more than 999 damage is rounded down to 999.

RANGE: Two numbers are listed for Range ("RNG").  The first ("H") is the
horizontal range in tiles -- how many tiles away can the target be?  Usually,
you'll see a number.  You might also see "Weapon" instead, which means the
range of the ability is equal to the range of the user's current weapon.
"4Dir" means "4 directions"; the ability reaches only in the cardinal directions
and extends the length of its effect radius (see below).  The second number
under Range ("V") is the vertical range.  Some abilities can only target
characters who are within a certain height of the caster.  A * displayed here
means the ability has an infinite vertical range and can target characters at
any height (most abilities actually fall into this category).

EFFECT RADIUS: Many abilities affect not just the character targeted, but 
nearby tiles as well.  This is the "Effect Radius" of the ability, and is 
listed under "RAD".  Again, the first number is the horizontal radius -- how 
wide is the effect radius in terms of # of map tiles?  (An ability with a 
radius of 1 targets only one tile; a greater radius target more.)  The second 
number is the vertical radius.  In most cases, the effect radius only holds 
over tiles within a certain vertical height of the central target.

So, for instance, the spell Blizzaga has a range of 4/*.  This means that it
can target any unit within 4 panels of the caster, regardless of vertical
distance.  It also has an effect radius of 2/3.  This means that it has a
radius of horizontal size 2 -- it hits both the targeted tile and neighboring 
tiles that are 1 tile away.  The vertical radius is 3, so any neighboring tiles
that differ in height by more than 3 will NOT be part of the effect radius.

TARGETS: Target ("TAR") determines whether the ability affects only allies 
within in the effect radius, only foes, or both.  Continuing the Blizzara 
example, Blizzara target All units within the radius, meaning that both enemy 
units and your own allies will be affected.  Look out!

LINE OF FIRE: Finally, Line of Fire ("LF") displays whether the ability
requires an unobstructed line of fire between the user and the target. 
  > If Y (yes) is displayed here, the ability requires a direct line of fire and
    CANNOT travel through other units or obstructions such as walls.  If there
    is another unit in the way, that unit will be hit instead!  See the "Shoot
    Enemies Next to You" trick in the Tricks Related To Specific Items section
    of Basic Mechanics for tips on how to exploit this to your advantage.
  > If N (no) is displayed for Line of Fire, the ability does NOT require a
    direct line of fire and works even if there are walls or other units in the
    way.
Of course, Line of Fire is irrelevant for abilities that affect only the user or
units in adjacent tiles, since there can't be any other obstacles in between.

---REACTION ABILITIES---
Reaction Abilities trigger when the character is hit by a specific kind of
action.  The action that triggers that the Reaction Ability is listed under
Trigger.  ("Critical HP" means when you have less than 20% of your max HP and 
the character is kneeling/crouching.)

Most Reaction Abilities don't always activate.  In most cases, the chance of a 
Reaction Ability activating is equal to the character's Bravery.  If "Yes" is 
displayed under Bravery ("BRV"), the chance of the Reaction Ability activating
is equal to your Bravery.  If "No" is displayed, Bravery does not affect the
Reaction Ability; the ability either ALWAYS works, or is affected by something
else listed in the description for that ability.

Reaction Abilities can never be used in response to other Reaction Abilities.
For example, you can't use Counter someone else's Counter attack, or use Mana
Shield or Auto-Potion to defend against Magick Counter or Soulbind.

---SUPPORT AND MOVEMENT ABILITIES---
Support and Movement Abilities are pretty straightforward.

---INNATE ABILITIES---
A few jobs have abiities that are automatically in effect and don't need to be
equipped.  For example, the Ninja doesn't need to equip Dual Wield to use two
weapons.  You only need to learn Dual Wield for when you change to a different
job and want to retain that ability.

---RECOMMENDED ABILITIES---
Some abilities have been marked with *.  A * here means the ability is (in my 
usually inaccurate opinion) one of the job's best.

---LEARNING MAGICK FROM BEING HIT---
A & next to an ability's JP cost indicates that this magick ability can also
be learned if the character is hit with the magick.  (Each time you're hit, 
there's only a random chance of learning the ability.)  For more information on 
this and a list of all the abilities and their learning rates, see the "Learning
Magick from Being Hit" section (Ctrl+F and 00hit to jump there).  The Ultima and
Zodiark magicks can ONLY be learned this way.

%%%STANDARD JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job1

---SQUIRE-----------------------------------------------------------------------
Required jobs      : none
Level up to unlock : Job Lv 2 - Knight, Archer
                     Job Lv 6 - Onion Knight (also needs Chemist)
                     Job Lv 8 - Mime (also needs Chem., Sum., Ora., Geo., Drag.)

Equippable weapons: Knives, swords, axes, flails         Movement range : 4
Equippable armor: Hats, clothes                          Jump height    : 3
                                                         Physical evade : 5%
Stats When Active Job:
  HP: C-      MP: D+      Phys. Atk.: C-     Mag. Atk.: D+      Speed: C
Stat Growth Rates:
  HP: ***     MP: **      Phys. Atk.: **     Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Fundaments--
Damage inflicted      : Physical Attack x (random number from 1 to PWR)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Focus              0  --  Slf 1/- Self -  300  Raises Physical Attack stat by
                                                   1.  Duration: Battle.  100%
                                                   hit rate.
  Rush               0  4   1/1 1/- Any  -  80   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile
  Stone              0  2   4/* 1/- Any  Y  90   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile
  Salve              0  --  1/2 1/- Any  -  150  Cures Blind, Silence, Poison.
                                                   100% hit rate.

The damage from Rush and Stone increases (though not by much) if you have the
Monk's Brawler ability equipped.

--Reaction Abilities--
                   TRIGGER        BRV JP   EFFECT
                   -------------------------------------------------------------
  Counter Tackle   Phys. attack   Yes 180  Counterattack using Rush

--Support Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
  Equip Axes                          170  Equip Axes regardless of current job
  Beastmaster                         200  Monsters in adjacent tiles gain an
                                             extra ability.  (Limited to
                                             vertical range of 3.)
  Defend                              50   Allows use of Defend action to double
                                             evade rate until next turn
* JP Boost                            250  Raises JP received by the unit by
                                             50%

--Movement Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
* Move +1                             200  Movement range + 1

JP to master: 1670

                               --MY THOUGHTS--
Squires are what you'd expect from a starting job -- functional, but nothing all
that special.  Abilities like Counter Tackle and Stone can be somewhat useful
early on, but are soon supplanted by superior ones.  And while the Squire's
stats aren't *bad*, they're not all that great either.

Three key abilities from the Squire job are Move +1, JP Boost, and Focus.
Move +1 is a great all-purpose movement ability though, and definitely worth
learning before you move on from Squire to other jobs, most of which have a
movement range of only 3 (compared to Squire's 4).  Having a good movement range
helps you keep up with the battle.  Of course, Move +1 will eventually be
supplanted by Move +2 and +3, but it may be some time before you get those.

JP Boost is also great for helping you learn other abilities quickly, especially
when you switch to a new job and need to quickly gain JP for it.  It's a great
investment to learn JP Boost early on since it can make every subsequent battle
more rewarding.  And if you're into grinding levels, the Focus ability can be
used repeatedly to build up experience and JP.

Since Rush and Stone do so little damage, you can use them to attack friendly
units in order to remove one of the status ailments that can be cured by being 
hit with a physical attack: Sleep, Charm, and Confuse.  (You'll see the enemy AI
use this tactic a lot.)  They also have a high chance of knocking the target
backwards, which you can use to knock enemies off high ledges for extra damage,
or to push your own units out of the effect radius of a enemy magick that's
still being charged up.  However, it's rarely worth filling your Action Ability
slot with Fundaments just for this capability.

Although Squires can wield flails and axes, these weapons are somewhat
unreliable since they deal variable damage.  If you want to know exactly how
much damage you'll do, stick with swords.

---CHEMIST----------------------------------------------------------------------
Required jobs      : none
Level up to unlock : Job Lv 2 - White Mage, Black Mage
                     Job Lv 6 - Onion Knight (also needs Squire)
                     Job Lv 8 - Mime (also needs Squi., Sum., Ora., Geo., Drag.)

Equippable weapons: Knives, guns                         Movement range : 3
Equippable armor: Hats, clothes                          Jump height    : 3
Innate ability: Throw Items                              Physical evade : 5%

Stats When Active Job:
  HP: D       MP: D+      Phys. Atk.: D+     Mag. Atk.: D+      Speed: C
Stat Growth Rates:
  HP: **      MP: **      Phys. Atk.: *      Mag. Atk.: *       Speed: *

                                --ABILITIES--
HP/MP restored        : PWR  (user's stats are irrelevant!)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Potion             0  30  1/* 1/- Any  Y  30   HP restore; uses up 1 Potion
* Hi-Potion          0  70  1/* 1/- Any  Y  200  HP restore; uses up 1 Hi-Potion
* X-Potion           0  150 1/* 1/- Any  Y  300  HP restore; uses up 1 X-Potion
  Ether              0  20  1/* 1/- Any  Y  300  MP restore; uses up 1 Ether
* Hi-Ether           0  50  1/* 1/- Any  Y  400  MP restore; uses up 1 Hi-Ether
  Elixir             0  ALL 1/* 1/- Any  Y  900  HP/MP restore; uses up 1 Elixir
  Antidote           0  --  1/* 1/- Any  Y  70   Cures Poison; uses 1 Antidote
  Eye Drops          0  --  1/* 1/- Any  Y  80   Cures Blind; uses 1 Eye Drops
  Echo Herbs         0  --  1/* 1/- Any  Y  120  Cures Silence; uses up 1 Echo
                                                   Herbs
  Maiden's Kiss      0  --  1/* 1/- Any  Y  200  Cures Toad; uses up 1 Maiden's
                                                   Kiss
  Gold Needle        0  --  1/* 1/- Any  Y  250  Cures Stone; uses 1 Gold Needle
  Holy Water         0  --  1/* 1/- Any  Y  400  Cures Undead and Vampire; uses
                                                   up 1 Holy Water
* Remedy             0  --  1/* 1/- Any  Y  700  Cures Stone, Blind, Confuse,
                                                   Silence, Oil, Toad, Poison,
                                                   and Sleep; uses up 1 Remedy
* Phoenix Down       0  <20 1/* 1/- Any  Y  90   Revives KOed character with
                                                   minimal HP; uses 1 Ph. Down

All Items abilities require you to have the corresponding item in your 
inventory.  One item is consumed with each use.  All the items except the Elixir
can be bought at the Outfitter, although some do not become available until
later in the game.

All Items abilities have a 100% hit rate.

The Throw Items ability (innate in the Chemist job, and equippable for other
jobs) extends the range of all Items abilities from 1 to 4.

Versus Undead targets, all Potions do damage, and Phoenix Down works as an
instant KO attack.

--Reaction Abilities--
                   TRIGGER        BRV JP   EFFECT
                   -------------------------------------------------------------
* Auto-Potion      Any HP loss    Yes 400  Use weakest potion available on self

--Support Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
* Throw Items                         350  Increases horizontal range of Items 
                                             command from 1 to 4
* Safeguard                           250  Equipment can't be broken or stolen
  Reequip                             0    Allows use of Reequip action to
                                             change unit's equipment (but
                                             consumes turn)

--Movement Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
  Treasure Hunter                     100  Allows you to discover any hidden
                                             items on the destination tile,
                                             which are then added to your
                                             inventory.  Your chance of getting
                                             a more valuable item increases with
                                             LOW Bravery.

JP to master: 5140

                               --MY THOUGHTS--
Despite being a "basic" job, Chemists are great!  Items are great for healing
because they don't take any time to charge and have a 100% hit rate.  Ethers and
Hi-Ethers are also two of the few abilities that can recover MP.  And, since the
strength of items doesn't depend on your Magick Attack or Faith, you can assign
the Items ability even to a character with low magick ability.  The only real
downside is that items can only heal one character at a time.

Chemists are also one of two standard jobs that can equip guns.  Once you're
able to buy guns (late in Chapter II), Chemists will have a range attack, giving
them something else to do when the team doesn't need healing.

When you're ready to switch your Chemist to another job, be sure to learn Throw
Items and then equip it after you switch jobs.  Otherwise, your items will only
have a range of 1 and won't be nearly as useful.  Chemists themselves don't need
to learn or equip Throw Items, as they have it as an innate ability.

It's pretty safe to skip the items that cure negative status (Eye Drops, etc.);
you don't have to face these status conditions all that often.  Save your JP and
just learn Remedy.  Once Remedies become available (midway through Chapter II),
they duplicate the effects of ALL the other status-curing items.  The one
exception is Holy Water, but there's really only one or two points where you
have to worry about being hit with the Undead or Vampire conditions.

Safeguard is an important support ability, especially later in the game when you
have rare equipment that you can't buy in stores.  You don't want that being
broken or stolen!  Although you don't need to equip Safeguard all the time, it's
good to have on hand for particular battles where the enemies are apt to break
or steal your equipment.

The Auto-Potion reaction ability allows you to use potions when hit.  Although
you normally just use regular Potions, if you discard all Potions from your
inventory, you can use Hi-Potions or X-Potions instead to recover up to 150 HP
per hit!  Auto-Potion does require you to survive the initial hit before you can
heal yourself, but it's effective against all kind of attacks, even those that
can't be blocked with other reaction abilities.  This makes Auto-Potion one of
the better reaction abilities, especially early in the game.

The Treasure Hunter movement ability, on the other hand, isn't all that useful 
during the main game.  Most of the items you find from it are nothing special.
However, in the game's sidequests, Treasure Hunter will net you some rare items
you can't find anywhere else, so at that point you'll definitely want to have at
least one character learn Treasure Hunter.  (Preferably, give it someone with
low Bravery, as this increases your chance of getting good items with it.)

---KNIGHT-----------------------------------------------------------------------
Required jobs      : Squire (job lv. 2)
Level up to unlock : Job Lv 3 - Monk
                     Job Lv 4 - Samurai (also needs Monk & Dragoon)
                     Mastered - Dark Knight (also needs B.Mag, Geo., Drag., 
                                             Sam., Ninja, 20 kills)

Equippable weapons: Swords, knight's swords              Movement range : 3
Equippable armor: Shields, helms, armor, robes           Jump height    : 3
                                                         Physical evade : 10%
Stats When Active Job:
  HP: C+      MP: C-      Phys. Atk.: B-     Mag. Atk.: D+      Speed: C
Stat Growth Rates:
  HP: ****    MP: **      Phys. Atk.: ****   Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Arts of War--
Item break success    : Physical Attack + PWR + Weapon strength
Stat decrease success : Physical Attack + PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Rend Helm          0  45  Weapon  Any  Y  300  Destroys target's headgear
  Rend Armor         0  40  Weapon  Any  Y  400  Destroys target's armor
  Rend Shield        0  55  Weapon  Any  Y  300  Destroys target's shield
* Rend Weapon        0  30  Weapon  Any  Y  400  Destroys target's weapon
* Rend MP            0  50  Weapon  Any  Y  250  Lowers target's MP (by 1/2 of
                                                   target's maximum MP)
* Rend Speed         0  50  Weapon  Any  Y  250  Lowers target's Speed by 2
* Rend Power         0  50  Weapon  Any  Y  250  Lowers target's Phys. Atk. by 3
  Rend Magick        0  50  Weapon  Any  Y  250  Lowers target's Mag. Atk. by 3

When combined with the Dual Wield support ability and Dual Wielded weapons, 
Arts of War fires twice per use.

If Rend Helm, Armor, Shield, or Weapon is used against a target not equipped
with that type of item, it functions as a physical attack instead.  This is
useful when you Dual Wield and succeed in rending the item on the first strike.

--Reaction Abilities--
                   TRIGGER        BRV JP   EFFECT
                   -------------------------------------------------------------
  Parry            Phys. attack   No  200  Block physical attacks with weapon;
                                             rate of success is equal to 
                                             current weapon's Block Rate (see 
                                             weapon list).  Not effective
                                             against rear attacks.

--Support Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
* Equip Heavy Armor                   500  Can equip heavy armor and helmets
                                             regardless of job
  Equip Shields                       250  Can equip shields regardless of job
* Equip Swords                        400  Can equip swords regardless of job
                                             (does not apply to knight's swords
                                             or fell swords)

--Movement Abilities--
none

JP to master: 3750

                               --MY THOUGHTS--
The Knight is the main fighting job early in the game.  It has a good HP,
Physical Attack, and Move range.  Knights also have great equipment choices;
aside from swords, heavy armor, and shields, they are one of the few jobs that
can equip knight's swords, the game's most powerful weapons.  (The only other
standard job that can use knight's swords is the Dark Knight, which has quite a
few prerequisites to unlock.)  Given their good stats, Knights are also a useful
job late in the game, when you've learned all the abilities you want and now
just want to maximize your characters' power (and equip your knight's swords!).

The Knight's equipment choices can be transferred to other jobs with its
support abilities.  Equip Heavy Armor helps make vulnerable jobs tougher.
Equip Swords is quite useful for the many story characters (and Dark Knights!)
who need to have a sword equipped in order to use their special abilities.
With Equip Sword, you can use these abilities even if you've switched to a job
that can't normally use swords.  Unfortunately, Equip Swords only lets you use
regular swords, not knight's swords.

The Arts of War abilities are only moderately useful as Knight.  They have only
moderate accuracy and if you're close enough to use them, you'll often want
to just start attacking and KO the enemy rather than mess with his/her stats.  
However, pairing Arts of War with a gun (e.g. by using the Orator's Equip Guns
ability) or the Archer's bows lets you use these attacks at a distance, which
makes them quite useful.  You can break your enemies' weapons before they can
get close enough to use them!

You can also use Arts of War when trying to grinding levels or searching
for Treasure Hunter items on the battlefield.  Use Arts of War to whittle the
enemy's Speed and attack power down to nothing, and you're free to do pretty
much anything you want without fear of harm.

Note that the four abilities that break enemy items depend on both your Physical
Attack stat and the strength of your weapon.  The other four depend on just your
Physical Attack, and your weapon strength is irrelevant.

---ARCHER-----------------------------------------------------------------------
Required jobs      : Squire (job lv. 2)
Level up to unlock : Job Lv 3 - Thief
                     Job Lv 4 - Ninja (also needs Thief & Geomancer)

Equippable weapons: Bows, crossbows                      Movement range : 3
Equippable armor: Shields, hats, clothes                 Jump height    : 3
                                                         Physical evade : 10%
Stats When Active Job:
  HP: C-      MP: D       Phys. Atk.: C+     Mag. Atk.: D+      Speed: C
Stat Growth Rates:
  HP: ***     MP: **      Phys. Atk.: ****   Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Aim--
Damage inflicted      : Depends on weapon type (see weapon list)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Aim +1            4   --  Weapon  Any  Y  100  Charge attack for more damage
* Aim +2            5   --  Weapon  Any  Y  150  Charge attack for more damage
* Aim +3            6   --  Weapon  Any  Y  200  Charge attack for more damage
  Aim +4            8   --  Weapon  Any  Y  250  Charge attack for more damage
  Aim +5            10  --  Weapon  Any  Y  300  Charge attack for more damage
  Aim +7            14  --  Weapon  Any  Y  400  Charge attack for more damage
  Aim +10           20  --  Weapon  Any  Y  700  Charge attack for more damage
  Aim +20           35  --  Weapon  Any  Y  1200 Charge attack for more damage

Each of these Aim abilities does more damage than the previous one, but also
takes longer to charge.  (e.g., Aim +4 does more damage than Aim +3, but
requires more clock ticks to charge).  If the enemy you're targeting moves
while you're charging, your attack will miss.

Aim does NOT prevent enemies from evading or blocking your attacks, despite its
name (and the effect of Aim in other Final Fantasy games).

Swiftness does NOT make Aim activate more quickly.

--Reaction Abilities--
                   TRIGGER        BRV JP   EFFECT
                   -------------------------------------------------------------
* Adrenaline Rush  Any HP loss    Yes 900  Raise Speed by 1. Duration: Battle.
* Archer's Bane    Arrow attack   Yes 450  Evade bow / crossbow attacks

--Support Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
  Equip Crossbows                     350  Can equip crossbows regardless of job
                                             (does not apply to regular bows)
* Concentration                       400  Prevents enemies from evading your
                                             physical attacks

--Movement Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
  Jump +1                             200  Jump height + 1

JP to master: 5600

                               --MY THOUGHTS--
Archers make a very valuable addition to your team early in the game, when you 
have few other range attacks.  Later in the game, as you acquire guns, sword 
techniques, and other ranged attacks, Archers become less useful.  For one
thing, their Aim command is of limited value.  The high Aims (Aim +10, etc.)
take too long to charge and there's rarely any enemy you can target with them.
Plus, while charging an Aim attack, you take more damage and can't evade
attacks.  The short Aims will increase your damage a little and are worth using
as an Archer when you have the chance.  But, Aim doesn't increase your offense
enough to ever make it worth choosing when it comes to picking a secondary
Action Ability for another job.

Archer's Bane, though, is a great reaction ability against enemy Archers.  With
a high Bravery, you're almost impervious to arrows!  Since you'll fight Archers
in quite a few battles throughout the game, this is a good ability to learn
early on.  Later on, it becomes completely superseded by Shirahadori, which
(despite what the game says) blocks BOTH close-ranged and bow attacks.

Always equip your Archers with the 2-handed longbows rather than crossbows.
Longbows do more damage, have a longer range, and don't need a direct line of
fire.  Crossbows do let you equip a shield at the same time, but since your 
Archers should be on the back line anyway, they don't need shields that much.  

Archers are the ONLY standard job that can equip longbows.  The Equip Crossbows
ability only let other jobs use crossbows (not longbows), which makes this
ability of dubious value since crossbows are not so good.

---MONK-------------------------------------------------------------------------
Required jobs      : Knight (job lv. 3)
Level up to unlock : Job Lv 4 - Geomancer
                     Job Lv 5 - Samurai (also needs Knight & Dragoon)

Equippable weapons: none                                 Movement range : 3
Equippable armor: Clothes                                Jump height    : 4
Innate ability: Brawler                                  Physical evade : 20%

Stats When Active Job:
  HP: B       MP: C-      Phys. Atk.: B      Mag. Atk.: D+      Speed: B
Stat Growth Rates:
  HP: ****    MP: ***     Phys. Atk.: ***    Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Martial Arts--
Damage (Pummel)       : 3.0 x Physical Attack x (random number from 1 to PWR)
Damage (others)       : 0.5 x Physical Attack x (Physical Attack + PWR)
Success rate (D. Fist): Magick Attack + PWR
Success rate (others) : Physical Attack + PWR
Healing (Chakra)      : Physical Attack x PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Cyclone           0   0  Self 2/0 Any  -  150  Non-elemental physical attack
  Pummel            0   9   1/1 1/- Any  -  300  Non-elemental physical attack
  Aurablast         0   2   3/3 1/- Any  N  300  Non-elemental physical attack
* Shockwave         0   0  4Dir 8/2 Any  N  600  Earth physical attack
  Doom Fist         0   50  1/0 1/- Any  -  300  Causes Doom status (enemy is
                                                   KOed after 3 turns)
* Purification      0   120 Slf 2/0 Any  -  200  Removes Stone, Blind, Confuse,
                                                   Silence, Berserk, Toad, 
                                                   Poison, Sleep, Immobilize,
                                                   and Disable
* Chakra            0   5  Self 2/0 Any  -  350  Restores some HP and MP.  Amt
                                                   of MP restored = 1/2 of amt
                                                   of HP restored.
* Revive            0   70  1/0 1/- Any  -  500  Revives KOed character with
                                                   20% of max HP

Unlike White Magicks and Items, the Monk's healing abilities HEAL Undead targets
rather than damaging them.

--Reaction Abilities--
                   TRIGGER        BRV JP   EFFECT
                   -------------------------------------------------------------
  Critical:        Critical HP    Yes 500  Restores HP completely
    Recover HP
* Counter          Phys. Attack   Yes 300  Attack enemy with a standard physical
                                             attack
* First Strike     Attack command Yes 1300 Cancels enemy's Attack command and
                                             you attack enemy instead.  Only
                                             works if enemy is within your
                                             range.  Does NOT work against 
                                             generic monsters.

--Support Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
* Brawler                             200  Raises unarmed attack strength. Also
                                             increases effectiveness of Martial
                                             Arts abilities, success rate of
                                             Steal, and strength of Squire's
                                             Rush and Stone.  Does NOT increase
                                             attack strength if you have a
                                             weapon equipped, but still benefits
                                             Fundaments, Steal, and Martial
                                             Arts.

--Movement Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
* Lifefont                            300  Restores 1/10 of your max HP if you
                                             move at least 1 tile on your turns

JP to master: 5300

                               --MY THOUGHTS--
Monks rock!  In my opinion, they have the best selection of abilities in the
game.  Shockwave and to a lesser extent Aurablast are decent offensive
abilities.   This offensive potential is combined with three great healing
abilities that don't require any charge time: Chakra can restore HP *AND* MP to
a group, Revive revives KOed characters and usually has an 80+% hit rate, and
Purification cures a number of status conditions for a group.  This makes
Martial Arts a great command to have, as it packs both offensive and defensive
abilities into a single ability slot.  The one drawback is that most Martial
Arts abilities, including the healing ones, work only over a small vertical
range.  You can't Revive someone at a different height than you, for instance.

Monks also have great reaction abilities.  Counter is a great reaction ability
to have in almost all situations.  Getting counterattacks in response to enemy
attacks lets you do a LOT more damage.  Against humans, First Strike is even
better; it cancels the enemy's attack outright.  But, First Strike is not
effective against generic monster attacks, so don't use it when you're traveling
the map and will just be facing random battles.  (First Strike *is* effective
against monster-like bosses and other "special" monsters.)  Critical: Recover 
HP can be moderately useful too since it can restore your HP to full and save 
a critically wounded character, but many attacks can KO you outright and never 
even put you in critical HP.

Another advantage of Monks is that they have good stats: they have a high
Physical Attack and are pretty speedy.  Consider pairing their attack with the
Ninja's Dual Wield to get two punches and double your damage!

The Monk's biggest weakness is that they can't equip much in the way of armor.
Equip Heavy Armor can be a good remedy for that.  Female Monks can also benefit
from the ability to equip hair adornments (acquired later in the game), which
will at least add a few HPs and some status protection.

---WHITE MAGE-------------------------------------------------------------------
Required jobs      : Chemist (job lv. 2)
Level up to unlock : Job Lv 3 - Mystic
                     Job Lv 5 - Arithmetician (also needs B.Mag, T.Mag, Mystic)

Equippable weapons: Staves                               Movement range : 3
Equippable armor: Hats, clothes, robes                   Jump height    : 3
                                                         Physical evade : 5%
Stats When Active Job:
  HP: D       MP: A-      Phys. Atk.: C-     Mag. Atk.: C       Speed: B
Stat Growth Rates:
  HP: ****    MP: ****    Phys. Atk.: ***    Mag. Atk.: *       Speed: *

--Action Abilities: White Magicks--
Healing/damage        : Magick Attack x PWR x (Faith/100) x (Target Faith/100)
Status change success : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Cure         6 RA 4   14  4/* 2/1 Any  N  50   Restores HP
* Cura         10RA 5   20  4/* 2/1 Any  N  180  Restores HP
* Curaga       16RA 7   30  4/* 2/2 Any  N  450  Restores HP
  Curaja       20RA 10  40  4/* 2/3 Any  N  800& Restores HP
* Raise        10RA 4   180 4/* 1/- Any  N  200  May revive KOed character with 
                                                   half of maximum HP
* Arise        20RA 10  160 4/* 1/- Any  N  600  May revive KOed character with
                                                   full HP
  Reraise      16RA 7   140 3/* 1/- Any  N  1000 Gives Reraise status (return
                                                   once from KO)
  Regen        8 RA 4   170 3/* 2/0 Any  N  350  Gives Regen status (restores
                                                   1/8 of max HP each turn).
                                                   Duration: 36 ticks.
* Protect      6 RA 4   200 3/* 2/0 Any  N  70   Gives Protect status (decreases
                                                   physical damage received by
                                                   1/3).  Duration: 32 ticks.
  Protectja    24   7   120 3/* 2/3 Any  N  600  Gives Protect status
* Shell        6 RA 4   200 3/* 2/0 Any  N  70   Gives Shell status (decreases 
                                                   magick damage received by
                                                   1/3).  Duration: 32 ticks.
  Shellja      20   7   120 3/* 2/3 Any  N  600  Gives Shell status
  Wall         24RA 4   140 3/* 1/- Any  N  400  Gives both Protect and Shell 
                                                   status
  Esuna        18RA 3   190 3/* 2/2 Any  N  300  Cures Stone, Blind, Confuse, 
                                                   Silence, Berserk, Toad, 
                                                   Poison, Sleep, Immobilize, 
                                                   and/or Disable
* Holy         56RA 6   50  5/* 1/- Any  N  600  Holy magick attack

Versus Undead targets, Cure magicks deal damage, Arise works as an instant KO 
attack, and Raise does damage equal to half of the target's max HP.

--Reaction Abilities--
                   TRIGGER        BRV JP   EFFECT
                   -------------------------------------------------------------
  Regenerate       Any HP loss    Yes 400  Gain Regen status (restores HP each
                                             turn).  Duration: 36 ticks.

--Support Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
* Arcane Defense                      400  Lowers damage received from magicks
                                             by 33% and lowers success rate of 
                                             status attack magicks.  Also works 
                                             for other abilities that depend on 
                                             the Magick Attack stat, like Iaido,
                                             Geomancy, and Limit.

--Movement Abilities--
none

JP to master: 7070

                               --MY THOUGHTS--
White Mages are, of course, a healing oriented job; Holy is their only real
offensive spell.  However, in my opinion, they tend not to be as effective on
defense as Chemists.  Unlike items, White Magicks consume MP and need time to
charge up.  The charge time is particularly problematic if an ally has just
been hit for a lot of damage and you need to patch him/her up right away -- you
might not have time to wait!

The GOOD side to White Mages is that they can heal more than one character at a
time, since most of their magicks affect more than one tile.  (But, you can also
do this to a lesser extent with the Monk's Chakra.)  White Mages can also cast a
few other "buffing" magicks like Protect and Shell, though these may miss if you
have low Faith or Magick Attack!  Their Arise spell is also capable of restoring
a character at full HP, which Phoenix Down or a Monk's Revive cannot do.  They
are also the fastest of the mage jobs.

White Magicks can also be used an offensive weapon against undead enemies,
though there aren't too many undead enemies and most are pretty easy anyway. 
Besides, you can use Chemists' Items to hurt undead enemies too!

Protectja and Shellja are spectacularly bad abilities.  Compared to Protect and
Shell, they are LESS likely to work, yet require more MP and charge time!  Don't
waste your JP.

Overall, the charge times and MP costs associated with White Magick make
Chemists a better choice for much of the game.  If you're likely to get any use
out of White Mages, it's probably in the early stages of the game, when you'll
frequently face barrages of weak attacks spread out against your team.  Then,
the ability to heal multiple characters at once is important.

If you acquire an Arithmetician, though, you'll definitely want to go back and
learn some White Magicks.  Using Arithmeticks with White Magicks is the best
way to mass-heal your allies; you can even cast Arise to revive multiple KOed
allies at the same time!  Holy is also the strongest attack magick that can be
cast with Arithmeticks -- even stronger than Flare!  And if you equip your own
party with items that absorb holy damage (like the Chameleon Robe or Excalibur),
you can use an Arithmeticked Holy to both damage the enemy and heal yourself a
lot!  Holy does, however, have a pretty long animation that can get tedious when
it's being cast on many targets.

Curaja is one of the magicks that you may (randomly) learn when it is
succesfully cast on you.  This makes it very easy to transfer between characters
once one character has learned it.  Just turn everyone into White Mages and heal
them with it until they learn it.  (You do have to recover at least 1 HP to have
a chance of learning it.)

---BLACK MAGE-------------------------------------------------------------------
Required jobs      : Chemist (job lv. 2)
Level up to unlock : Job Lv 3 - Time Mage
                     Job Lv 5 - Arithmetician (also needs W.Mag, T.Mag, Mystic)
                     Mastered - Dark Knight (also needs Knight, Geo., Drag.,
                                             Sam., Ninja, 20 kills)

Equippable weapons: Rods                                 Movement range : 3
Equippable armor: Hats, clothes, robes                   Jump height    : 3
                                                         Physical evade : 5%
Stats When Active Job:
  HP: D       MP: A-      Phys. Atk.: D      Mag. Atk.: B       Speed: C
Stat Growth Rates:
  HP: **      MP: *****   Phys. Atk.: **     Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Black Magicks--
Damage inflicted      : Magick Attack x PWR x (Faith/100) x (Target Faith/100)
Status attack success : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Fire         6 RA 4   14  4/* 2/1 All  N  50   Fire magick attack
  Fira         12RA 5   18  4/* 2/2 All  N  200  Fire magick attack
  Firaga       24RA 7   24  4/* 2/3 All  N  500  Fire magick attack
  Firaja       48   10  32  4/* 3/3 All  N  900& Fire magick attack
* Thunder      6 RA 4   14  4/* 2/1 All  N  50   Lightning magick attack
* Thundara     10RA 5   18  4/* 2/2 All  N  200  Lightning magick attack
* Thundaga     24RA 7   24  4/* 2/3 All  N  500  Lightning magick attack
  Thundaja     48   10  32  4/* 3/3 All  N  900& Lightning magick attack
* Blizzard     6 RA 4   14  4/* 2/1 All  N  50   Ice magick attack
* Blizzara     12RA 5   18  4/* 2/2 All  N  200  Ice magick attack
* Blizzaga     24RA 7   24  4/* 2/3 All  N  500  Ice magick attack
  Blizzaja     48   10  32  4/* 3/3 All  N  900& Ice magick attack
  Poison       6 RA 3   160 4/* 2/2 All  N  150  Causes Poison status.
                                                   Duration: 36 ticks.
* Toad         12RA 5   120 3/* 1/- All  N  500  Causes Toad status, or cures
                                                   Toad status if target already
                                                   a Toad.  Duration: Battle.
  Death        24RA 10  100 4/* 1/- All  N  600  Instant KO.  When used on
                                                   undead units, restores all HP
  Flare        60RA 7   46  5/1 1/- All  N  1000 Non-elemental magick attack

--Reaction Abilities--
                   TRIGGER        BRV JP   EFFECT
                   -------------------------------------------------------------
  Magick Counter   Magick attack  Yes 800  Counterattack with same magick (even
                                             if you haven't learned it!).  Works
                                             regardless of distance.

--Support Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
* Arcane Strength                     400  Increases damage inflicted/HP
                                             restored by your magicks by 33%,
                                             and increases success rate of 
                                             status attack magicks.  Also works 
                                             for other abilities that depend on 
                                             your Magick Attack stat, like 
                                             Iaido, Geomancy, and Limit.

--Movement Abilities--
none

JP to master: 8400

                               --MY THOUGHTS--
When it comes to magick, Black Mages are the mythril standard.  They have a lot
of MP (second only to Summoner in standard jobs, and third to Summoners and
Beowulf's Templar job overall), and THE highest magick strength of any human.
Plus, they can equip rods that boost their magick abilities even further, and
their Arcane Strength makes their magick do more damage.  In other words, the 
magick abilities of other jobs get even stronger when used by a Black Mage.  A
great strategy is to learn spells from other jobs, then turn your character
into a Black Mage.  (Or, even better, learn Arithmeticks and then turn into a
Black Mage so you can cast ALL spells at high power!)  They're the best magick
job available.

So, how about Black Mages' own magicks?  Well, Black Magicks tend to be pretty 
useful--especially early in the game, when you have few other abilities that 
can attack multiple enemies.

The Fire, Blizzard, and Thunder families of magick all do the same amounts of
raw damage under normal circumstances.  They differ only in their elemental
affinities, which means they can do more or less damage in certain cases:

 > Fire magick does extra damage to a number of early-game monster types
   (Skeletons and Ghosts), but it gets weaker during thunderstorms and doesn't
   work against the Bomb family.  (It also does more damage to enemies afflicted
   with Oil status, but this status condition almost never happens.)

 > Blizzard magick is good against many late-game monsters, but the only early-
   game monster family weak to ice is Goblins, which are pretty easy anyway.
   Blizzard magick gets stronger during a snowstorm, but snowstorms are very
   rare.

 > Thunder magick gets stronger during a thunderstorm, and no monsters are
   immune to it.  But, only one monster family (Mindflayers) is weak to it.

Overall, Thunder is probably your best pick early in the game.  Nothing is
immune to it, so you can use it against any enemy, and it gets stronger during
thunderstorms, which are pretty common during the rainy months.  Fire is OK too,
but Skeletons and Ghosts are usually fairly easy to defeat anyway.  Blizzard
magicks are less useful early in the game.  But, they end up being the MOST
useful in Chapter IV because late-game monsters like Malboros, Hydras, and Red
Dragons are weak to ice.

The Toad magick is also noteworthy.  A enemy turned into a Toad can only use
weak physical attacks.  This status never wears off unless explicitly cured; it
doesn't go away with the passing of time.  This means that turning the
remaining enemies into useless Toads is a great way of prolonging the battle if 
you want to grind stats/points or hunt for items with Treasure Hunter.  The
limited hit rate of Toad means you may have to try a couple times to get it to
succeed, though.

Magick Counter is a decent reaction ability when faced when lots of enemy
mages, but there aren't really too many situations where this applies.

Later in the game, Black Magicks aren't quite as effective.  You'll have other
abilities (like sword techniques and Iaido) that can also hit groups of
enemies, and they don't consume MP and don't need to charge.  The strongest
Black Magicks take so long to charge that they're often impractical.  The
high-level Black Magicks are not even that great to use with Arithmeticks: the
-ja magicks can't be used with Arithmeticks at all, and Flare does less damage
than the White Mage's Holy.  (One small benefit of Flare, though: its animation
time is much shorter than Holy's, so it's quicker to use when finishing off weak
opponents.)

The Black Mage job must be Mastered to unlock Dark Knight.  You can speed this
process if at least one character has already learned the -ja spells; cast them
on allied Black Mages and they may learn the magicks from being hit with them.
See the "Learning Magick from Being Hit" section for more on this process.

---TIME MAGE--------------------------------------------------------------------
Required jobs      : Black Mage (job lv. 3)
Level up to unlock : Job Lv 3 - Summoner
                     Job Lv 4 - Arithmetician (also needs B.Mag, W.Mag, Mystic)

Equippable weapons: Staves                              Movement range : 3
Equippable armor: Hats, clothes, robes                  Jump height    : 3
                                                        Physical evade : 5%
Stats When Active Job:
  HP: D       MP: A-      Phys. Atk.: D-     Mag. Atk.: C+      Speed: C
Stat Growth Rates:
  HP: **      MP: ****    Phys. Atk.: **     Mag. Atk.: *       Speed: *

--Action Abilities: Time Magicks--
Status change success : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
Damage inflicted      : Magick Attack x PWR x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Haste        8 RA 2   180 3/* 2/0 Any  N  100  Gives Haste status (speeds CT
                                                   gauge). Duration: 32 ticks.
  Hasteja      30   7   240 3/* 2/3 Any  N  600& Gives Haste status
  Slow         8 RA 2   180 3/* 2/0 Any  N  80   Inflicts Slow status (slows CT
                                                   gauge). Duration: 32 ticks.
  Slowja       30RA 7   240 3/* 2/3 Any  N  600& Inflicts Slow status
* Stop         14RA 7   110 3/* 2/0 Any  N  350  Inflicts Stop status (CT
                                                   gauge doesn't fill).
                                                   Duration: 20 ticks.
  Immobilize   10RA 3   190 3/* 2/1 Any  N  100  Inflicts Immobilize status.
                                                   Duration: 24 ticks.
  Float        8 RA 2   140 4/* 2/1 Any  N  200  Gives Float status (see below).
                                                   Duration: Battle.
  Reflect      12RA 2   180 4/* 1/- Any  N  300  Gives Reflect status (reflects
                                                   magick). Duration: 32 ticks.
  Quick        24R  4   140 4/* 1/- Any  N  900  Fills CT gauge - instant turn!
  Gravity      24RA 6   190 4/* 2/1 Any  N  250  Damage = 1/4 of target's max HP
* Graviga      50RA 10  120 4/* 2/3 Any  N  550  Damage = 1/2 of target's max HP
  Meteor       70   20  40  4/* 4/3 Any  N  1500 Non-elemental magick attack

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Critical: Quick    Critical HP  Yes 800  Fills CT gauge to 100; instant turn!
* Mana Shield        Any HP loss  Yes 400  Damage dealt only to MP instead of 
                                             HP if MP >0

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Swiftness                           1000 Halves number of clock ticks needed
                                             to charge up magicks & Limit.  No
                                             benefit to Jump/Aim/Dance/Bardsong.

--Movement Abilities--
                     -----------------------------------------------------------
* Teleport                            650  Teleport to any square when moving
                                             regardless of move range, height,
                                             or obstacles/enemies in the way.  
                                             Chance of failure increases with 
                                             longer move distance. #
  Levitate                            540  Permanent Float status: Can move
                                             over water, lava, fens, and minor 
                                             pits as if land; immune to Earth-
                                             elemental attacks; height increases
                                             by 1.

# Teleport never fails if you teleport only within your regular horizontal move 
range.  For every additional tile beyond your move range, the chance of failure 
increases by 10%.  Teleport always has an infinite vertical range and your
Jump stat has no effect on its failure rate.

JP to master: 8920

                               --MY THOUGHTS--
Time Mages play a support role, casting magicks to assist allies or keep the
enemies from acting.  They have no healing abilities and their few direct
offensive abilities take a long time to charge, making them impractical in most
combat situations.  So, it's probably a good idea to supplement the Time Mage
with a secondary Action Ability set from another job.  White or Black Magicks
are good choices.  The Samurai's Iaido, if available, also works well since
it's boosted by the Time Mage's high magick attack but saves your MP for Time
Magick. 

Having high Faith is also very important for a Time Mage as it makes your
magicks more likely to succeed.  Magick Attack also plays a lesser role, but is
not weighted very heavily in the formula for the success rate of Time Magicks.

Time Mages have two abilities that are great to transfer to nearly any job.
Teleport is one of the best movement abilities in the game (along with Move 
2/3).  It allows you to warp up or down large heights (duplicating all the
effects of the Dragoon's Ignore Elevation), as well as to move through enemies.
This completely changes how can you move  around certain maps.  For instance,
you can teleport right up a castle wall to attack the Archers up there, or take
a shortcut over the side of a cliff.  This can be very helpful in a number of
story battles as it lets you get the jump on range attackers.  You can also
conceivably use Teleport to warp long distances, but if you teleport a long
distance outside of your movement range, the teleport is likely to fail and
you'll end up back where you started, unable to move at all that turn.  Stick to
teleporting within your movement range or just 1 or 2 tiles beyond, and you'll
be fine!

The other great ability to transfer to other jobs is the Mana Shield reaction
ability, which makes damage go to your MP instead of your HP as long as you 
have at least 1 MP.  This isn't so good for magick users since it quickly
drains your MP, but it can be great on physical fighters who weren't going to
use their MP anyway.  Mana Shield is especially useful if you pair it with
Manafont or another ability that lets you recover MP quickly.

Graviga is also a pretty good magick to use against bosses.  It does damage
equal to half of the target's maximum HP, no matter how that is.  That's a great
way to whittle down bosses with high HP (some have several thousand!).

---SUMMONER---------------------------------------------------------------------
Required jobs      : Time Mage (job lv. 3)
Level up to unlock : Job Lv 5 - Mime (also needs Squ., Chem., Ora., Geo., Drag.)
                     Job Lv 5 - Bard (also needs Orator, must be male)

Equippable weapons: Staves, rods                         Movement range : 3
Equippable armor: Hats, clothes, robes                   Jump height    : 3
                                                         Physical evade : 5%
Stats When Active Job:
  HP: D       MP: A       Phys. Atk.: D-     Mag. Atk.: C+      Speed: D
Stat Growth Rates:
  HP: **      MP: *****   Phys. Atk.: *      Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Summon--      
Damage inflicted      : Magick Attack x PWR x (Faith/100) x (Target Faith/100)
Status change success : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Moogle       8    3   10  4/* 3/2 Ally N  110  "Moogle Charm": Restores HP
* Shiva        24   7   20  4/* 3/2 Foe  N  200  "Glacial Shards": Ice magick
                                                   attack
* Ramuh        24   7   20  4/* 3/2 Foe  N  200  "Judgment Bolt": Lightning
                                                   magick attack
  Ifrit        24   7   20  4/* 3/2 Foe  N  200  "Infernal Blaze": Fire magick 
                                                   attack
  Titan        30   10  22  4/* 3/2 Foe  N  220  "Gaia's Wrath": Earth magick 
                                                   attack
* Golem        40   4   200  All allies  N  500  "Earthen Wall": Blocks physical
                                                   attacks targeting allies
                                                   until its HP damage limit is
                                                   reached (ineffective against
                                                   monster attacks)
  Carbuncle    30   5   150 4/* 3/2 Ally N  350  "Ruby Light": Gives Reflect
                                                   status. Duration: 32 ticks.
  Bahamut      60   15  42  4/* 4/3 Foe  N  1600&"Megaflare": Non-elemental
                                                   magick attack
  Odin         50   13  36  4/* 4/3 Foe  N  900& "Obliteration": Non-elemental 
                                                   magick attack
  Leviathan    48   13  34  4/* 4/3 Foe  N  860& "Tidal Wave": Water magick
                                                   attack
  Salamander   48   13  34  4/* 3/2 Foe  N  860& "Wyrmfire": Fire magick attack
  Sylph        26   7   150 4/* 3/2 Foe  N  400  "Whispering Wind": Inflicts
                                                   Silence status.
                                                   Duration: 36 ticks.
* Faerie       28   7   20  4/* 3/2 Ally N  400  "Fey Light": Restores HP
* Lich         40   10  150 4/* 3/2 Foe  N  600& "Descending Darkness": Dark
                                                   attack; does damage equal to
                                                   1/2 of target's maximum HP
* Cyclops      62   12  44  4/* 3/2 Foe  N  1000&"Climactic Fear": Non-elemental
                                                   magick attack
  Zodiark      99   17  90  4/* 4/3 Foe  N  --&  "Darkening Cloud": Non-elementl
                                                   magick attack

When Summons are used, a special attack name (not just the name of the Esper) 
is displayed -- these are listed in quotation marks above.

Moogle and Faerie do damage to Undead allies.

The Zodiark summon cannot be purchased with JP; it must be learned from the 
boss on the last floor of the bonus dungeon.  See the Midlight's Deep 
walkthrough for more tips on how to learn it.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Critical:          Critical HP  Yes 400  Restores MP to maximum
    Recover MP

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Halve MP                            1000 Halves MP cost of abilities

--Movement Abilities--
none

JP to master: 9800

                               --MY THOUGHTS--
While summons don't have quite the power in FF Tactics as they do in some other 
FF games, they're still strong.  Broadly speaking, Summons require more MP and
charge time than a Black or White Magick of equivalent strength.  But, Summons
have a wider effect radius and can reach more targets.  And, unlike Black and
White Magick, there's no "friendly fire" -- Summons don't hurt your teammates or
heal the enemies.  They only hit the targets they're "supposed" to.

The Summon command also offers you a nice mix of both offensive abilities and a
few defensive ones: Moogle and Faerie restore HP, and the very useful Golem
summon blocks all enemy physical attacks for a while.  The Lich summon is also
particularly effective against many of the game's major bosses; it always takes
away half their maximum HP despite their high HP totals.

For high damage dealing, Cyclops is generally best; aside from the hiden Zodiark
summon, it's the most damaging summon.  Bahamut and Odin do have a wider range,
but they are less powerful and take longer to charge.  Leviathan and Salamander
are flat-out terrible buys; they require the same charge time as Odin but do
less damage.

The disadvantages of Summons are that they take quite a while to charge and cost
a fair amount of MP.  The former could be remedied with the Time Mage's
Swiftness ability, which halves their charge time.  MP costs can be dealt with
using the Summoner's own Halve MP support ability to decrease MP costs, with
equipment that boosts your max MP (all robes, and some hats), or with the
Chemist's Ethers & Hi-Ethers.  There are also some abilities that let you gain
MP from your enemies: The Mystic's Absorb MP lets you absorb MP from enemy
magicks, or you could also pair Summon with Mystic Arts to use Empowerment to
steal enemy's MP.  (Orlandeau's Duskblade and Beowulf's Syphon can also steal
MP.)  Unfortunately, you can't equip *both* Swiftness and Halve MP as they use
the same support ability slot, but you could pair Swiftness with MP-boosting
equipment, Items, Empowerment, or Absorb MP.

If you want to use Summoner as one of your Mastered jobs for the purposes of
powering up Onion Knight, note that Summoner isn't considered Mastered until you
learn Zodiark.

---THIEF------------------------------------------------------------------------
Required jobs      : Archer (job lv. 3)
Level up to unlock : Job Lv 4 - Dragoon
                     Job Lv 5 - Ninja (also needs Archer & Geomancer)

Equippable weapons: Knives                               Movement range : 4
Equippable armor: Hats, clothes                          Jump height    : 4
                                                         Physical evade : 25%
Stats When Active Job:
  HP: D+      MP: D-      Phys. Atk.: C      Mag. Atk.: D-      Speed: B
Stat Growth Rates:
  HP: ***     MP: **      Phys. Atk.: ***    Mag. Atk.: *       Speed: ***

                                --ABILITIES--
Success (Steal Heart) : Magick Attack + PWR
Success (others)      : Speed + PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Steal Gil          0  200 1/1 1/- Foe  -  10   Steal small amount of gil
                                                   (amount = Speed * your level)
* Steal Heart        0  50  3/1 1/- Foe  N  150  Inflicts Charm; only effective
                                                   on monsters and opposite sex.
                                                   Duration: 32 ticks.
  Steal Helm         0  40  1/1 1/- Foe  -  350  Steal target's helmet
* Steal Armor        0  35  1/1 1/- Foe  -  450  Steal target's armor
* Steal Shield       0  35  1/1 1/- Foe  -  350  Steal target's shield
* Steal Weapon       0  30  1/1 1/- Foe  -  600  Steal target's weapon
* Steal Accessory    0  40  1/1 1/- Foe  -  500  Steal target's accessory
  Steal Exp          0  70  1/1 1/- Foe  -  250  Steal some of target's current
                                                   Exp (amount = Speed + 5)

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Vigilance          Any HP loss  Yes 200  Enter into "Defend" state (doubles
                                             evade rate) until your next turn.
  Gil Snapper        Any HP loss  Yes 200  Receive gil equal to HP lost
  Sticky Fingers     Throw        Yes 200  Blocks Ninja's Throw attack; thrown
                                             item is added to your inventory!

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Poach                               200  Monsters KOed with physical attack
                                             are poached and disappear from the 
                                             map; item becomes available at
                                             Poachers' Den.  Allows entrance to
                                             Poachers' Den if equipped on at
                                             least one character in the roster.

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Move +2                             560  Movement range + 2
  Jump +2                             500  Jump height + 2

JP to master: 4520

                               --MY THOUGHTS--
Thieves are poor at magick and only moderately strong physically.  But, boy, are
they speedy!  And their movement range and jump height are both 4, so they can
get across the map quickly.

As you might expect, this job revolves around its stealing abilities.  Stealing
your opponents' equipment not only cripples them, but adds items to your
inventory.  And while Steal Heart doesn't score any items, it's also quite
useful; it's a Charm attack with a fairly good success rate.  You can use it to
temporarily turn enemies against their team, which gets one enemy out of your
hair AND inflicts some damage on the opposing side.  Steal Heart only works on
the opposite gender (and monsters).  So, a female Thief is somewhat more useful
than a male Thief -- there are more male enemies than female ones.

Move +2 is also a great movement ability and makes characters quite a bit more
mobile.  Note that this ability supersedes the Squire's Move +1 in every way
-- there's absolutely no trade-off or downside to selecting Move +2 over Move
+1 once you've learned +2.

The Thief's reaction abilities, on the other hand, tend not to be too useful.  
Gil Snapper is worthless as the amount of gil you receive from it is so small--
the same goes for the Steal Gil action ability.  (Steal Gil can be used in
level-building as an alternative to Focus that builds money as well as JP/Exp,
but it doesn't have Focus's 100% hit rate.)  Sticky Fingers is also not
particularly useful for the bulk of the game because you won't fight too many
Ninjas and because you can block their throws with Shirahadori, anyway.

If you like collecting rare items, Thief is definitely an important job.
Stealing is the best way to get a few rare items, and Poach allows you to
harvest items from monsters via the Poachers' Den.  Many pieces of valuable
equipment can only be obtained in the single-player game through poaching
monsters.  (A side note about Poach: this also has the advantage of removing
monsters' bodies from the map, preventing them from getting revived.)  You can
also use Sticky Fingers to harvest rare weapons from high-level (90+) enemy
Ninjas; the best items don't come until someone on your roster reaches level 95
or above, though.

When Thieves aren't stealing, you may use them as fighters.  Since they can only
equip knives, though, their offense can be somewhat weak on its own.  You may
want to use an ability like Equip Swords to bolster their offense.  Or just
learn the crucial Steal abilities and Move +2 and then move onto another job. In
particular, graduating your Thief to a Ninja is a good idea.  The success of
Steal is affected by your Speed, and Ninjas are even faster than Thieves!
(Plus, Ninjas have a better Physical Attack rating, too.)

---ORATOR-----------------------------------------------------------------------
Required jobs      : Mystic (job lv. 3)
Level up to unlock : Job Lv 5 - Mime (also needs Squ., Chem., Sum., Geo., Drag.)
                     Job Lv 5 - Bard (also needs Summoner, must be male)

Equippable weapons: Knives, guns                         Movement range : 3
Equippable armor: Hats, clothes, robes                   Jump height    : 3
Innate ability: Beast Tongue                             Physical evade : 5%

Stats When Active Job:
  HP: D       MP: D+      Phys. Atk.: D+     Mag. Atk.: D       Speed: C
Stat Growth Rates:
  HP: ***     MP: *       Phys. Atk.: **     Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Speechcraft--
Success rate          : Magick Attack + PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Entice            0   20  3/3 1/- Foe  N  100  Target becomes a guest ally and
                                                   joins permanently after
                                                   battle.  (Does not work on
                                                   story characters.)
  Stall             0   30  3/3 1/- Any  N  100  Resets target's CT
  Praise            0   50  3/3 1/- Any  N  200  Raises Bravery by 4 #
  Intimidate        0   90  3/3 1/- Any  N  200  Lowers Bravery by 20 &
* Preach            0   50  3/3 1/- Any  N  200  Raises Faith by 4 #
* Enlighten         0   90  3/3 1/- Any  N  200  Lowers Faith by 20 &
  Condemn           0   30  3/3 1/- Any  N  500  Causes Doom status (enemy is
                                                   KOed after 3 turns)
  Beg               0   90  3/3 1/- Foe  N  100  Receive gil from enemy
  Insult            0   40  3/3 1/- Any  N  300  Causes Berserk status (attack
                                                   power up, but can't control
                                                   unit).  Duration: Battle.
  Mimic Darlavon    0   40  3/3 2/* Any  N  300  Causes Sleep status (can't do
                                                   anything). Duration: 60 ticks

Speechcraft abilities cannot target monsters unless the user has the Beast
Tongue ability.  Orators have this ability innately, but other jobs will have
to equip it.

# Note: 1 point of the Faith/Bravery change is permanent; the rest is just for
the battle.

& Note: 5 points of this Faith/Bravery change is permanent.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Earplug            Speechcraft  Yes 300  Cancels Speechcraft ability used on
                                             character

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Equip Guns                          800  Can equip guns regardless of job
  Tame                                500  Physical attacks will recruit
                                             monsters if they have critical HP
                                            (< 20% of max) after the attack
* Beast Tongue                        100  Can use Speechcraft against monsters

--Movement Abilities--
none

JP to master: 3900

                               --MY THOUGHTS--
Like Time Mages, Orators play a supplementary role.  They have a pretty limited
set of abilities and probably aren't a job that you'll want to use for general
purposes.

One of their key uses of the Orator is to recruit enemy units with Entice and
Tame.  If you want to recruit monsters onto your team, you need this job!  (To
recruit monsters, either use Entice + Beast Tongue, or equip Tame and hit
monsters with a physical attack.)  Even if you don't want to keep an enemy on
your roster, you can use Entice to turn him/her to your side for the duration of
one battle.  This can be useful when you're outnumbered, although the low hit
rate of Entice means it's a bit of a gamble.  If you have a spare spot on your
roster, you can also recruit enemies long enough to strip them for their
equipment and then dismiss them.

The other main purpose of the Orator is to adjust your Bravery and Faith
statistics.  Boosting your Bravery is particularly useful as it increases the
strength of some weapons, makes your Reaction Ability more likely to activate,
and has no negative side effects.  However, you can just as easily raise your 
Bravery with Ramza's Steel ability, which also has the advantage that it never
misses.  Where Orators DO come in handy is in modifying Faith.  Since Faith
controls both the damage you deal with magick and receive from enemy magick, it
can be advantageous to raise your magick users' Faith (making them stronger) and
lower everyone else's Faith (since they won't be using magick, decreasing their
Faith makes enemy magick less effective).  If you want to do this, you're better
off making the changes during a random battle against weaker monsters (e.g. at
Mandalia Plain), where you can use Speechcraft with less enemy interference.  A
tough story battle is not a good place to grind Bravery and Faith.

The success rate of all Speechcraft abilities, including Entice and the
Bravery/Faith modifiers, depends on the Magick Attack stat.  But, the Orator's
Magick Attack actually isn't very high.  Once you learn the Speechcraft
abilities you want, you can make them more effective by switching to a job with
a high Magick Attack (like Black Mage or Summoner) and equipping Speechcraft as
your second Action Ability.  Just remember that you won't be able to use
Speechcraft on monsters without also equipping the Beast Tongue support ability.

The last key Orator ability is Equip Guns.  While Orators can equip guns
naturally, Equip Guns lets you transfer this ability to other jobs.  Having the
long range of a gun can be handy for "support" jobs that aren't going to be on
the front lines.

You can safely skip Earplug since you'll face enemy Orators only very rarely.

---MYSTIC-----------------------------------------------------------------------
Required jobs      : White Mage (job lv. 3)
Level up to unlock : Job Lv 3 - Orator
                     Job Lv 5 - Arithmetician (also needs W.Mag, B.Mag, T.Mag)

Equippable weapons: Staves, rods, poles, books           Movement range : 3
Equippable armor: Hats, clothes, robes                   Jump height    : 3
                                                         Physical evade : 5%
Stats When Active Job:
  HP: D       MP: B       Phys. Atk.: D-     Mag. Atk.: C       Speed: C
Stat Growth Rates:
  HP: **      MP: ****    Phys. Atk.: **     Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Mystic Arts--
Success rate          : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Umbra        4 RA 2   200 4/* 2/1 Any  N  100  Causes Blind status (doubles
                                                   evade rate when attacking).
                                                   Duration: Battle.
* Empowerment  2    2   160 4/* 1/- Any  N  200  Drains target's MP to caster.
                                                   Amount = 1/3 of target MP max
  Invigoration 16   2   160 4/* 1/- Any  N  350  Drains target's HP to caster.
                                                   Amount = 1/4 of target HP max
* Belief       6 RA 4   150 4/* 1/- Any  N  400  Causes Faith status (unit has
                                                   100 Faith -- raises magick
                                                   strength & damage taken from
                                                   magicks). Duration: 32 ticks
* Disbelief    6 RA 4   150 4/* 1/- Any  N  400  Causes Atheist status (unit is
                                                   immune to magick & can't use
                                                   magicks). Duration: 32 ticks
  Corruption   20RA 5   100 4/* 1/- Any  N  300  Causes Undead status (reverses
                                                   effect of healing & drain
                                                   abilities). Duration: Battle.
  Quiescence   16RA 3   180 4/* 1/- Any  N  170  Causes Silence status (cannot
                                                   use magick). Duration: 36
                                                   ticks.
  Fervor       16RA 5   120 4/* 1/- Any  N  400  Causes Berserk status (attack
                                                   pwr up, but can't control
                                                   unit). Duration: Battle.
* Trepidation  20RA 4   140 4/* 1/- Any  N  200  Lowers Bravery by 30
  Delirium     20RA 5   130 4/* 1/- Any  N  400  Causes Confuse status (acts
                                                   randomly). Duration: Battle.
  Harmony      34 A 3   200 4/* 1/- Any  N  800  Removes Float, Reraise, Regen,
                                                   Invisible, Protect, Shell,
                                                   Haste, Faith, and Reflect.
* Hesitation   10RA 5   185 4/* 2/0 Any  N  100  Causes Disable status (cannot
                                                   Act). Duration: 24 ticks.
  Repose       24RA 6   170 4/* 2/1 Any  N  350  Causes Sleep status (can't do
                                                   anything). Duration: 60 ticks
* Induration   16RA 10  120 4/* 1/- Any  N  600  Causes Stone status (can't do
                                                   anything). Duration: Battle.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Absorb MP          Magick       Yes 250  Gain MP equal to the MP cost of a
                                             magick cast on you.  Doesn't work
                                             for magicks you cast on yourself.

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Defense Boost                       400  Lowers physical damage received
                                             by 33%

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Ignore Weather                      200  Move through swampy tiles at normal
                                             rate even if it's storming
* Manafont                            350  Restores 1/10 of your max MP if you
                                             move at least 1 tile on your turn

JP to master: 5970

                               --MY THOUGHTS--
Mystics specialize in inflicting status conditions on their foes.  These magicks
often fail, so if you want to use this job, a character with high Faith is 
necessary to increase your success rate.  In general, though, Mystic is just not
a very useful job.  They don't have much in the way of direct offense or 
defense, and their status affliction spells aren't really useful enough to
compensate for their charge time, MP cost, and success rate.  Mustadio and, 
later, Beowulf are much more effective at inflicting status ailments.

However, Disbelief is a pretty useful magick.  The Atheist status renders a unit
temporarily immune to magick.  Watch out, though -- it also prevents the unit
from using its own magicks, so don't cast it on your mages!  Conversely, Belief
maximizes magick damage and the effectiveness of your own magicks.

Like Time Magicks, the success of Mystic Arts is mostly dependent on Faith.  So
raise that Faith up if you want to use Mystic Arts effectively!  Or, have the
Mystic cast Belief on himself/herself for a temporary Faith boost.

One of the main Mystic abilities you may want to score is Manafont.  Manafont
makes for a great combo with the Time Mage's Mana Shield.  Mana Shield diverts
the damage you receive to your MP and (with high Bravery) prevents you from
being killed as long as you've got at least 1 MP.  Then, you can fill up your MP
again using Manafont.

Defense Boost can also be a somewhat useful support ability.

Mystic Arts CAN be used with Arithmeticks once you acquire that ability.  Again,
in most cases you're actually better off using Arithmeticks to do direct damage.
But, calculating Induration can be effective since it lets you turn multiple
enemies to stone and instantly defeat them.  Calculating Trepidation also lets
you reduce multiple enemies' Bravery.  That reduces their odds of using reaction
abilities, and turns them into Chickens if their Bravery drops below 10.

Ignore Weather is the game's most singularly useless ability.  Its only effect
is to reduce the penalty to your movement range that applies when moving through
swampy tiles while there's a rainstorm or thunderstorm.  This isn't anything to
bother with.

---GEOMANCER--------------------------------------------------------------------
Required jobs      : Monk (job lv. 4)
Level up to unlock : Job Lv 2 - Ninja (also needs Archer & Thief)
                     Job Lv 5 - Mime (also needs Squ., Chem., Sum., Ora., Drag.)
                     Job Lv 5 - Dancer (also needs Dragoon, must be female)
                     Job Lv 8 - Dark Knight (also needs Knight, B.Mag, Drag.,
                                             Samu., Ninja, 20 kills)

Equippable weapons: Swords, axes                         Movement range : 4
Equippable armor: Shields, hats, clothes, robes          Jump height    : 3
                                                         Physical evade : 10%
Stats When Active Job:
  HP: C       MP: C       Phys. Atk.: C+     Mag. Atk.: C-      Speed: C
Stat Growth Rates:
  HP: ****    MP: ****    Phys. Atk.: ****   Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Geomancy--
Damage inflicted      : 0.5 x Magick Attack x (Physical Attack + 2)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Sinkhole           0  --  5/* 2/0 Any  N  150  Non-elemental magick attack + 
                                                   Immobilize
  Torrent            0  --  5/* 2/0 Any  N  150  Water magick attack + Toad
* Tanglevine         0  --  5/* 2/0 Any  N  150  Non-elemental magick + Stop
* Contortion         0  --  5/* 2/0 Any  N  150  Non-elemental magick + Stone
* Tremor             0  --  5/* 2/0 Any  N  150  Earth magick attack + Confuse
* Wind Slash         0  --  5/* 2/0 Any  N  150  Wind magick attack + Disable
* Will-o'-the-Wisp   0  --  5/* 2/0 Any  N  150  Fire magick attack + Sleep
  Quicksand          0  --  5/* 2/0 Any  N  150  Water magick attack + Doom
  Sandstorm          0  --  5/* 2/0 Any  N  150  Wind magick attack + Blind
  Snowstorm          0  --  5/* 2/0 Any  N  150  Ice magick attack + Silence
  Wind Blast         0  --  5/* 2/0 Any  N  150  Wind magick attack + Slow
  Magma Surge        0  --  5/* 2/0 Any  N  150  Fire magick attack + KO

All Geomancy abilities have a 100% hit rate for inflicting damage, and about
a 25% chance of inflicting the status condition.

Raising either Physical Attack or Magick Attack will increase the strength of
Geomancy abilities, but raising Magick Attack will increase the damage MORE.

During battle, only one Geomancy ability is available for use at any given time.
The available ability is determined by the terrain type of the tile on which the
user is standing:
Sinkhole        : Soil, Wasteland
Torrent         : Canal, River, Lake, Ocean, Waterfall
Tanglevine      : Grassland, Underbrush, Vines
Contortion      : Gravel, Flagstone, Stone Wall, Earthen Wall, Gravestone
Tremor          : Stone Outcropping, Basalt
Wind Slash      : Book, Tree, Brick, Bridge, Furnishings, Iron, Moss, Coffin
Will-o'-the-Wisp: Wooden Floor, Carpet, Coffer, Stairs, Wooden Deck
Quicksand       : Marsh, Swamp, Poisonous Fen
Sandstorm       : Sand, Stalactite, Salt Flat
Snowstorm       : Snow
Wind Blast      : Roof, Chimney
Magma Surge     : Lava, Machinery
You can use the Select button help messages to check individual tiles and see
what Geomancy effects they will have.

All Geomancy attacks do the same amount of damage.  They differ only in their
elemental affinity, status condition inflicted, and associated terrain.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Nature's Wrath     Phys. attack Yes 300  Counter using the Geomancy command,
                      or Geomancy            regardless of distance.  Works even
                                             if you haven't bought the Geomancy
                                             ability for the tile type you're
                                             standing on.

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Attack Boost                        400  Raises physical attack damage by 33%

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Ignore Terrain                      220  Moving through clear water does not
                                             decrease movement range.  Does NOT
                                             eliminate penalty when moving
                                             through swamps during a storm.
                                             Does not protect against the
                                             poison effect of Poisonous Fens.
  Lavawalking                         150  Can move across and stop on lava
                                             tiles

JP to master: 2870

                               --MY THOUGHTS--
Geomancers are sort of a hybrid physical/magick job -- they're pretty decent
fighters, and can also do long-range elemental and status attacks with their
Geomancy.  This makes the Geomancer job somewhat useful when it's first
available.  Geomancy doesn't cost any MP, activates instantly, and it can hit a 
group of enemies.  Unfortunately, as the game progresses, the damage inflicted 
by Geomancy doesn't keep pace with enemy HP, and Geomancers quickly become less
useful.  Plus, there's also the disadvantage that you don't have much choice
over the Geomancy attacks available at any given time -- at most, you can 
choose between two or three different attacks by moving to tiles with different 
terrain.  You can't really choose a specific kind of status condition to
inflict.  In the long run, then, you probably won't get much use out of this
job.

Attack Boost, however, is a good support ability throughout the game and can be 
useful for any fighting-oriented job.  Although the 33% increase isn't as big a
boost to physical attacks as Dual Wield, Attack Boost also increases the power
of other "special" physical attacks like sword techniques, which Dual Wield does
not.

If you do you want to use Geomancy, Tanglevine, Contortion, Tremor, Wind Slash,
and Will-o'-the-Wisp are the most important ones to grab as they will cover most
of the game's terrain.

Lavawalking is a spectacularly useless ability.  Only a single, optional map has
lava on it, and it's usually a fairly easy battle anyway.  But, hey, it's only
150 JP, what a steal!

---DRAGOON----------------------------------------------------------------------
Required jobs      : Thief (job lv. 4)
Level up to unlock : Job Lv 2 - Samurai (also needs Knight & Monk)
                     Job Lv 5 - Mime (also needs Squ., Chem., Sum., Ora., Geo.)
                     Job Lv 5 - Dancer (also needs Geomancer, must be female)
                     Job Lv 8 - Dark Knight (also needs Knight, B.Mag, Geo., 
                                             Samu., Ninja, 20 kills)

Equippable weapons: Polearms                             Movement range : 3
Equippable armor: Shields, helms, armor, robes           Jump height    : 4
                                                         Physical evade : 10%
Stats When Active Job:
  HP: C+      MP: D-      Phys. Atk.: B-     Mag. Atk.: F       Speed: C
Stat Growth Rates:
  HP: ****    MP: **      Phys. Atk.: ****   Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Jump--
Damage inflicted      : Physical Attack x Weapon strength,
                        plus 50% bonus if you have a polearm equipped
Charge time           : (50 / Speed) ticks
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Horizontal Jump 2         2/  1/- Any  N  150  Horizontal range of Jump is 1-2
  Horizontal Jump 3         3/  1/- Any  N  350  Horizontal range of Jump is 1-3
  Horizontal Jump 4         4/  1/- Any  N  550  Horizontal range of Jump is 1-4
  Horizontal Jump 5         5/  1/- Any  N  800  Horizontal range of Jump is 1-5
* Horizontal Jump 8         8/  1/- Any  N  1100 Horizontal range of Jump is 1-8
* Vertical Jump 2            /2 1/- Any  N  100  Vertical range of Jump is 2
  Vertical Jump 3            /3 1/- Any  N  250  Vertical range of Jump is 3
  Vertical Jump 4            /4 1/- Any  N  400  Vertical range of Jump is 4
  Vertical Jump 5            /5 1/- Any  N  550  Vertical range of Jump is 5
  Vertical Jump 6            /6 1/- Any  N  700  Vertical range of Jump is 6
* Vertical Jump 7            /7 1/- Any  N  1000 Vertical range of Jump is 7
  Vertical Jump 8            /8 1/- Any  N  1500 Vertical range of Jump is 8

The Jump command causes the user to temporarily disappear from the battlefield
(by jumping off the screen).  While off screen, the user is invincible, and
his/her tile cannot be moved into.

On return, the user strikes the targeted tile with a physical attack, then
bounces back to his/her original tile.  Jump only targets PANELS, so if the
enemy has moved out of the targeted tile by the time you strike, the attack will
MISS.  However, Jump does NOT require an unobstructed line of fire between you
and the target tile.

Initially, Jump has a horizontal range of 1 and a vertical range of 1.  All the
action abilities simply extend the maximum horizontal range or vertical range of
the Jump command.

Jump cannot be evaded and always has a 100% hit rate, except when the target
has Shirahadori.  A Jump attack CAN be Countered, if your starting location is
within range of the enemy's weapon.

The Jump command can be used with any weapon type, but you'll receive a 50%
BONUS to the damage dealt by Jump if you're equipped with a polearm.  Using Dual
Wield or Doublehand does NOT increase the damage from Jump.

The number of clock ticks required for a Jump attack to activate is equal to 
50 divided by the user's Speed statistic.  If you want to determine for sure
whether or not your Jump will strike before the enemy moves, first calculate the
number of ticks your Jump will take (50 divided by your Speed).  Then, look at
the enemy's current CT and Speed.  Calculate the number of CT points left to
reach 100, and then divided that by the enemy's Speed stat (rounded up).  That's
the number of clock ticks until the enemy's next turn.  If that number is
greater than or equal to the number of ticks until Jump strikes, the enemy will
have no chance to move away from your Jump and you can land the hit.

Haste and Swiftness do NOT make Jump strike any more quickly.

The Jump command cannot be used when you are standing directly underneath a tile
at a higher elevation.  It also can't target any enemies who happen to be
standing on a tile like that.  This is only an issue on a very small number of
maps.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
* Dragonheart        Phys. Attack Yes 600  Cast Reraise on self (return once
                                             from KO automatically)

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Equip Polearms                      400  Can equip Polearms regardless of job

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Ignore Elevation                    700  Infinite jump height in movement

JP to master: 9150

                               --MY THOUGHTS--
Dragoons are sort of a souped-up Knight.  They have comparable HP and attack 
power and can equip heavy armor, and their polearms also have a range of two
tiles.  This long-range attack allows them to attack monsters without a fear of
counterattack.  Be careful, though -- polearms CAN be countered if you're using
them at close range, or if the enemy has a similarly ranged weapon.  On the
downside, polearms don't give you the nice buffs of a knight's sword and don't
allow you to use sword techniques from the Dark Knight and special story jobs.

Dragoons also have the great Jump attack, which does a good amount of damage,
has a potentially HUGE range (if you've learned the top Horizontal and Vertical
Jump abilities), and puts the Dragoon temporarily out of harm's way.  Just make
sure your target doesn't have time to move out of the way before you strike!
Unfortunately, you can't preview the exact CT list for a Jump attack like you
can with magicks, but you can look at the enemy CT gauges when selecting a
target.  Don't target any enemy who has a high CT gauge, especially if your
character is relatively slow.

A tip about learning the Jump action abilities: Each Horizontal Jump or 
Vertical Jump ability replaces all the ones below it.  In other words, if you 
have Horizontal Jump 8, you can do a jump of 1-8 panels; you don't need to learn
any other remaining Horizontal Jumps.  So, a good strategy is to just learn one
or two of the early Horizontal and Vertical Jump abilities (like 2 or 3) to give
yourself a decent Jump in the meantime, then save up your JP for Horizontal Jump
8 and Vertical Jump 8.  Don't waste your JP building up your range one ability
at a time. It's best to learn Horizontal Jump 8 before Vertical Jump 8 because a
good horizontal range is most important; in most cases you don't need *that*
great a vertical range to Jump.
 
Dragonheart and Ignore Elevation are also useful abilities, though neither is
essential.  Dragonheart gives you a Reraise when physically attacked, and Ignore
Elevation is helpful for taking shortcuts up and down towers and cliffs.  But, 
the Time Mage's Teleport has the same benefits as Ignore Elevation plus more,
so Ignore Elevation is kind of redundant.  The only reason to learn Ignore
Elevation is if you've been building a melee-oriented character and don't want
to spend time earning JP as a Time Mage -- and, in fact, it can be quite useful
for this purpose.

---SAMURAI----------------------------------------------------------------------
Required jobs      : Knight (job lv. 4), Monk (job lv. 5) & Dragoon (job lv. 2)
Level up to unlock : Job Lv 8 - Dark Knight (also needs Knight, B.Mag, Geo.,
                                             Drag., Ninja, 20 kills)

Equippable weapons: Katanas                              Movement range : 3
Equippable armor: Helms, armor, robes                    Jump height    : 3
                                                         Physical evade : 20%
Stats When Active Job:
  HP: D       MP: C       Phys. Atk.: B      Mag. Atk.: C-      Speed: C
Stat Growth Rates:
  HP: **      MP: ***     Phys. Atk.: ****   Mag. Atk.: *       Speed: *

--Action Abilities: Iaido--
Damage/healing        : Magick Attack x PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Ashura            0   8  Self 3/3 Foe  N  100  "Spirit Blade": Non-elemental 
                                                   magick attack
  Kotetsu           0   12 Self 3/3 Foe  N  200  "Binding Darkness": Non-
                                                   elemental magick attack
  Osafune           0   4  Self 3/3 Foe  N  300  "Verse of Oblivion": Lowers
                                                   enemy MP
* Murasame          0   12 Self 3/3 Ally N  400  "Rain of Wisdom": Restores HP
                                                   (but damages Undead allies)
  Ama-no-Murakumo   0   14 Self 3/3 Foe  N  500  "Cloudsea Curse": Non-elemental
                                                   magick attack, causes Slow
* Kiyomori          0   -- Self 3/3 Ally N  600  "Purifying Breeze": Gives both
                                                   Protect and Shell status.
                                                   (Damage received down by 1/3)
* Muramasa          0   18 Self 3/3 Foe  N  700  "Doomed Aspirations": Non-
                                                   elemental magick attack, 
                                                   causes Confuse and Doom
* Kiku-ichimonji    0   16 4Dir 8/3 Foe  N  800  "Sanguine Blossom": Non-
                                                   elemental magick attack
  Masamune          0   -- Self 3/3 Ally N  900  "Ethereal Embrace": Gives Regen
                                                   and Haste status.
  Chirijiraden      0   30 Self 3/3 Foe  N  1000 "Raging Inferno": Non-elemental
                                                   magick attack

Iaido abilities can only be used if you possess the corresponding katana in
your inventory (NOT equipped on the character).  There is about a 1 in 10 chance
that the katana will break when the ability is used.  All of the katanas except
the Masamune and Chirijiraden can be purchased at the Outfitter, although some
do not become available until later in the game.

All Iaido abilities have a 100% hit rate.

When Iaido abilities are used, a special attack name (not just the name of the
sword) is displayed -- these are listed in quotation marks above.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Bonecrusher        Critical HP  Yes 200  Counterattack and do damage equal to
                                             your own maximum HP
* Shirahadori        Phys. Attack Yes 700  Block physical attacks.  DOES work
                                             work against bows and crossbows,
                                             despite the in-game description.
                                             Even works against guns and 
                                             monster physical attacks!

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Equip Katana                        400  Can equip Katanas regardless of job
  Doublehand                          900  Equip one weapon in two hands to
                                             increase damage dealt by regular
                                             attacks and Aim.  Does not affect
                                             other weapon-related abilities
                                             like Jump.

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Swim                                300  Can act even in water of depth 2 or
                                             greater.  Can move through ALL
                                             water tiles at normal rate
                                             (regardless of weather).  Can enter
                                             water of depth 4.  All water is
                                             treated as having depth 1 when
                                             calculating character's height.

JP to master: 8000

                               --MY THOUGHTS--
The Samurai possesses the game's best reaction ability, Shirahadori.  This
ability blocks outright most physical attacks (though not sword techniques) and
has a success rate equal to your Bravery.  With a high enough Bravery, you'll
be practically invulnerable to a large proportion of the game's abilities!  The
Samurai job is worth unlocking for this ability alone.  

Somewhat like the Monk and Summoner, the Samurai also mixes both offense and
healing with its Iaido ability.  Murasame in particular is a GREAT healing
ability, since it restores HP to a large group and requires no charge time.
Masamune is in theory also very useful as it casts Regen and Haste to a group of
characters, but its value is more limited in practice since Masamunes are pretty
hard to get.  The Iaido command also includes some decent magick attacks, like
Kiku-ichimonji (strikes only on the 4 cardinal directions, but has a long range)
and Muramasa (area damage).  Since Iaido attacks never harm friendly targets or
heal enemies, they can be valuable in close quarters.

The strength of Iaido depends on your Magick Attack stat.  So, equipping
accessories that boost your Magick Attack can be advantageous for a Samurai.
Faith has NO effect on Iaido, which means that you can lower your own Faith (to
defend against enemy magicks) while still being able to use Iaido effectively.

The downside to Iaido is that the katanas sometimes break when you use Iaido.
If you want to use a particular Iaido ability, it's a good idea to bring a
couple of copies of that katana into battle.  Unfortunately, it sometimes can be
expensive buying new katanas to replace the ones that break.  (Why, it's almost
like Samurai were throwing money at their enemies!)  This means Iaido tends to
get more useful later in the game, when you have more spare cash.  In the
multiplayer modes, your items are restored after battle, so you can use Iaido
freely, even with the rare Masamune and Chirijiraden.

Although the Samurai is versatile, it's something of a jack of all trades,
master of none.  The Samurai has only modest stats.  Although Iaido depends on
the Magick Attack stat, the Samurai's Magick Attack isn't especially high.  And
while the Samurai's Physical Attack stat is pretty good, they are limited to
wielding a single katana and thus do less damage than a Ninja (who gets TWO
weapons) or a Knight (who can use knight's swords).  Sure, you can equip
Doublehand to increase your attack power, but that uses up your support ability
slot.

So, you're often better off grabbing some Samurai abilities and transferring
them to another job.  Shirahadori is great for ANY job. Iaido is also a great
supplementary Action Ability for other jobs, especially magick-oriented ones.  A
job with a high Magick Attack will increase the power of Iaido, and Iaido gives
a mage an alternative to magick that doesn't cost MP and doesn't require
charging.

---NINJA-----------------------------------------------------------------------
Required jobs      : Archer (job lv 4), Thief (job lv 5) & Geomancer (job lv 2)
Level up to unlock : Job Lv 8 - Dark Knight (also needs Knight, B.Mag, Geo.,
                                             Drag., Samu., 20 kills)

Equippable weapons: Knives, ninja blades, flails         Movement range : 4
Equippable armor: Hats, clothes                          Jump height    : 4
Innate ability: Dual Wield                               Physical evade : 30%

Stats When Active Job:
  HP: D       MP: D-      Phys. Atk.: B-     Mag. Atk.: D       Speed: A
Stat Growth Rates:
  HP: **      MP: ***     Phys. Atk.: ****   Mag. Atk.: *       Speed: *****

                                --ABILITIES--
--Action Abilities: Throw--
Damage inflicted      : Speed x strength of thrown weapon
Range    #            : Your Move range
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Shuriken          0   --  #/* 1/- Any  Y  50   Throw shuriken
  Bomb              0   --  #/* 1/- Any  Y  70   Throw bombs
  Knife             0   --  #/* 1/- Any  Y  100  Throw knives
* Sword             0   --  #/* 1/- Any  Y  100  Throw swords
* Flail             0   --  #/* 1/- Any  Y  100  Throw flails
  Katana            0   --  #/* 1/- Any  Y  100  Throw samurai katanas
  Ninja Blade       0   --  #/* 1/- Any  Y  100  Throw ninja blades
  Axe               0   --  #/* 1/- Any  Y  120  Throw axes
  Polearm           0   --  #/* 1/- Any  Y  100  Throw polearms
  Pole              0   --  #/* 1/- Any  Y  100  Throw poles
  Knight's Sword    0   --  #/* 1/- Any  Y  100  Throw knight's swords
  Book              0   --  #/* 1/- Any  Y  100  Throw books

The Throw command allows you to attack by throwing weapons & items from your
inventory.  Obviously, the item/weapon is lost when it is thrown.

Weapons with an elemental affinity still do elemental damage when thrown.  But,
weapons that inflict status ailments or randomly cast magick do NOT have such
effects when thrown.

When using Throw, ALL weapon types use the Speed x Weapon Strength damage
formula, regardless of what stats they normally depend on.  Similarly, weapons
that otherwise do variable damage will do fixed damage when Thrown.

Weapons that are only found in the game's multiplayer modes CANNOT be thrown
with the Throw command.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
* Vanish             Phys. attack Yes 1000 Gain Invisibility status
  Reflexes           n/a          No  400  Existing evade %s are doubled

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Dual Wield                          1000 Equip weapons in both hands and
                                             strike with both, one after the
                                             other, in a single attack.  Also
                                             allows for two barehanded attacks
                                             if no weapon equipped or as a Frog.
                                             If you equip only 1 weapon, you
                                             will just strike once.  
                                             
Note that the damage estimate for Dual Wielded attacks is just for the FIRST 
attack -- if you have a weapon in both hands, the total damage will be much 
higher!

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Waterwalking                        420  Stand on surface of water rather
                                             than decreasing height to go
                                             underwater.  Can move on top of
                                             deep water without penalty.  Does
                                             NOT protect against Poisonous Fens.

JP to master: 3960

                               --MY THOUGHTS--
With a high speed and attack strength, and the innate ability to wield two 
weapons, Ninja make life very dangerous for your opponents.  You can do a lot
of damage with two weapons, and the Ninja's high Speed means that they get to
act first and strike before the enemy does.  Plus, their good movement range
and jump height makes it easy for them to reach enemies.  Ninjas are effective 
for sneaking in and taking out enemy archers, gunners, or mages before they can
fire a shot or spell.  Overall, Ninja is one of the most effective standard
jobs.  Aim for leveling up Archer and Thief quickly to unlock it!

Throw is also a pretty good action ability.  It's not the BEST attack, but
throwing strong weapons usually does a fair amount of damage and has a nice
range if your own Move range is good.  Buying weapons does mean that the gil
costs of Throw add up, but, fortunately, you can always switch back to regular
attacks since the Ninja's regular attacks are effective too.

The strongest weapon that you can buy to throw is a tie between the Morning Star
flail and the Slasher axe; the Morning Star costs less money.  Although flails
like the Morning Star normally do variable damage, they do regular fixed damage
when Thrown and can be quite powerful.   

Good abilities from other jobs to consider for your Ninja are Steal (Thief) and
Brawler (Monk).   Ninjas have a very high speed, so this makes your steals more
effective.  And Brawler combined with the Ninja's innate Dual Wield gives you
two barehanded punches, which can be an extremely strong physical attack with
high Bravery.

The main weakness of Ninjas (besides pirates!) is their physical frailty.  They
have very low HP and can't take much damage.  This is particularly problematic
if you're using Ninjas to rush in and attack first -- they can get surrounded
and KOed while your other characters catch up.  To solve this, you can equip
cloaks or Shirahadori to boost their evade/block rate, give them an Angel Ring
or Chantage (or the Dragonheart reaction ability) for a Reraise, or use Equip
Heavy Armor to gain more HP.

The Ninja's own Reflexes reaction abiity is also a decent defensive ability.  It
doubles the effect of your existing evade rates (your innate evade rate, plus
any effects of a shield or cloak).  The nice thing about this is it's one of the
few Reaction Abilities that doesn't depend on your Bravery, and so makes a good
pick for low-Bravery characters.

Ninjas can equip both ninja blades and flails.  Overall, flails are stronger,
but they're also more unpredictable -- sometimes they do MORE than the estimate
shown, but sometimes they do LESS.  This can be frustrating if you're trying to
finish off a weakened enemy and end up not quite doing enough damage.  On the
other hand, in the long run, flails DO deal more damage.  It's your call whether
you want to favor predictability or the potential for more damage, but usually
ninja blades are the best way to go.

---ARITHMETICIAN---------------------------------------------------------------
Required jobs      : White Mage (job lv. 5), Black Mage (job lv. 5),
                     Time Mage (job lv. 4), & Mystic (job lv. 4)
Level up to unlock : nothing

Equippable weapons: Poles, books                         Movement range : 3
Equippable armor: Hats, clothes, robes                   Jump height    : 3
                                                         Physical evade : 5%
Stats When Active Job:
  HP: D-      MP: C-      Phys. Atk.: D-     Mag. Atk.: D       Speed: F
Stat Growth Rates:
  HP: **      MP: ****    Phys. Atk.: *      Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Arithmeticks--
Damage / healing      : Magick Attack x PWR x (Faith/100) x (Target Faith/100)
Status change success : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  CT                0   n/a   n/a   Any  N  250  Base equations on CT
* Level             0   n/a   n/a   Any  N  350  Base equations on level
  Exp               0   n/a   n/a   Any  N  200  Base equations on Exp
* Height            0   n/a   n/a   Any  N  250  Base equations on panel height
* Prime             0   n/a   n/a   Any  N  300  Selects by prime number
* Multiple of 5     0   n/a   n/a   Any  N  200  Selects by multiple of 5
* Multiple of 4     0   n/a   n/a   Any  N  400  Selects by multiple of 4
* Multiple of 3     0   n/a   n/a   Any  N  600  Selects by multiple of 3

Each time you use Arithmeticks, you select one from the first four abilities and
one from the second four abilities.  This determines what characters the ability
will target.  For example, selecting "Height" "Multiple of 5" will target all
characters whose current height on the map is a multiple of 5.

Then, you select the magick to cast on those targets.  Allowable magicks are
those marked with an "A" under Black Mage, White Mage, Time Mage, and Mystic
(see above).  You must have learned the magicks to cast them with Arithmeticks,
but you DO not need those jobs' Action Abilities equipped -- Arithmeticks always
allows access to ALL the allowable magicks you've learned.

Magicks cast with Arithmeticks CANNOT be Reflected, but CAN be evaded.

Remember, when targeting based on Height, units in water have decreased Height;
the Depth of the water is subtracted from the Height of the panel.
(Exception: If the unit has Swim, all water is treated as having only Depth 1.)
And, Floating units, including monsters that naturally Float, have a Height that
is 1 GREATER than the panel they're Floating over.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Cup of Life        HP restore   Yes 200  If healing ability used on character
                                             restores more HP than is needed to
                                             return to max HP, the excess HP is
                                             distributed to the rest of
                                             the party
  Soulbind           Any HP loss  Yes 300  After any HP damage, restores 1/2 of
                                             of the damage you took, and
                                             inflicts that 1/2 on the character
                                             who attacked you.

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Exp Boost                           350  Doubles Exp received in battle

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Accrue Exp                          400  Earn 1 Exp per tile moved
  Accrue JP                           400  Earn 2 JP per tile moved

JP to master: 4200

                               --MY THOUGHTS--
Arithmeticians are extremely powerful magick-wielders.  Unlike conventional 
magicks, Arithmeticks takes no time to charge, can strike all the way across the
board, and costs no MP!  The Arithmeticks command also allows you cast magicks
learned from four different jobs (White Mage, Black Mage, Time Mage, and
Mystic), giving the Arithmetician great versatility.  They can toast enemies
around the battlefield or heal your whole party, without even having to charge
or use MP!

By trying different combinations of multiple and CT/Level/Exp/Height, you can
customize whom your magick is going to hit.  To preview your targets before you
cast, look for the characters with yellow targeting tiles at their feet.  If
you don't like the combination of targets you're getting, cancel back a few
menus and pick a different match of base and multiple.  You can't always target
exactly the characters you want, but you can usually get reasonably close. Check
out the Arithmeticks Chart (Ctrl+F and then 00arith) for help targeting.

For healing, you can use Arithmeticks with Esuna, Curaga, and Arise.  On
offense, Holy is tops, stronger even than Flare!  And if you equip gear that
absorbs holy (e.g., Chameleon Robes or the Excalibur), you can heal your allies
at the same time, too.  Holy does have a very long on-screen animation, though;
Flare can be nice to use against weaker opponents simply because you don't need
to wait so long for the animation to finish!

You can also use Arithmeticks to mass-cast support magicks like Haste, Protect,
and Shell, although by the time you've mastered Arithmeticks you may already
have many pieces of equipment that you give you these buffs automatically.
Finally, a couple casts of Trepidation can also be useful for turning your
enemies into chickens en masse.  

The Arithmetician job itself has very low magick strength and speed.  To remedy
this, learn the Arithmeticks abilities, then switch the character to a Black
Mage or Summoner (both of which have a high Magick Attack) and equip
Arithmeticks as your secondary action ability.  Once you've learned all the 
Arithmetician's abilities, there's pretty much no reason to ever change back to
the job.

Although Arithmeticks is strong, it does require a large JP investment to
maximize its power.  First of all, you need to learn magicks from the other 
magick-using jobs, then you have to learn all the Arithmeticks abilities to make
your targeting flexible.  And since Arithmeticians are so slow and don't get
many turns, earning JP as an Arithmetician is hard.  (Equipping an accessory to
boost their speed will help.)

An Arithmetician is definitely not needed to complete the single-player game,
and Arithmeticks can't be used at all in Rendezvous Mode missions.  It's safe to
skip building up an Arithmetician if you don't want to invest the time, but they
are great if you do!

---BARD-------------------------------------------------------------------------
Required jobs      : Summoner (job lv. 5) & Orator (job lv. 5), MALES only
Level up to unlock : nothing

Equippable weapons: Instruments                          Movement range : 3
Equippable armor: Hats, clothes                          Jump height    : 3
                                                         Physical evade : 5%
Stats When Active Job:
  HP: F       MP: D-      Phys. Atk.: F      Mag. Atk.: C       Speed: C
Stat Growth Rates:
  HP: *       MP: *       Phys. Atk.: *      Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Bardsong--
HP/MP restored        : Magick Attack + PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Seraph Song       6   20  All allies   N  100  Restores MP; 100% hit rate
  Life's Anthem     6   10  All allies   N  100  Restores HP; 100% hit rate
* Rousing Melody    8   --  All allies   N  100  Raises Speed by 1 for battle;
                                                   50% success rate per unit
* Battle Chant      8   --  All allies   N  100  Raises Physical Attack by 1 for
                                                   battle; 50% success rate for
                                                   each unit
  Magickal Refrain  10  --  All allies   N  100  Raises Magick Attack by 1 for
                                                   battle; 50% success rate for
                                                   each unit
  Nameless Song     10  --  All allies   N  100  Gives Reraise, Regen, Protect, 
                                                   Shell, or Haste; 50% success
                                                   rate for each target
* Finale            20  --  All allies   N  100  Fills CT to 100 for instant
                                                   turn; 50% hit rate per target

Bardsongs activate repeatedly until a new command is entered for the unit.  This
means that even if you wait out your turns, you can keep activating the ability.

Bardsongs do not affect allies afflicted with Sleep status.

Swiftness does NOT make Bardsongs activate more quickly.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
  Magick Boost       Any HP loss  Yes 500  Magick attack power + 1
  Faith Boost        Magick       Yes 700  Faith + 3

--Support Abilities--
none

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Move +3                             1000 Movement range + 3
  Fly                                 5000 Ignore terrain and obstacles while
                                             moving

JP to master: 7900

                               --MY THOUGHTS--
Bards can cast a variety of buffs to your whole party, regardless of where the 
characters are standing.  Boosting your speed and attack/magic power, or quickly
filling your CT gauge, can help your whole team fight more effectively.  On the
other hand, Bards can't do much ELSE; they have very little HP or MP and a weak
attack.  Also, their buffs don't always succeed and will miss quite a few of
your party members each time they're used.

The most effective way to use Bardsong is to pair it with the Ninja's Vanish.
The songs will keep firing while you're Invisible, as long as you don't do
anything else.  That means you can remain invulnerable will continuing to
support the party.

Bards can learn Fly, which costs an astronomical 5000 JP!  Since Fly is
basically just a more expensive Teleport, it's not worth the JP cost at all.  On
the other hand, Move +3 is much more reasonably priced and is extremely
effective for getting around the map quickly!  Once you get Move +3, then
Move +1 and Move +2 become completely obsolete.

---DANCER-----------------------------------------------------------------------
Required jobs      : Geomancer (job lv. 5) & Dragoon (job lv. 5), FEMALES only
Level up to unlock : nothing

Equippable weapons: Knives, cloths                       Movement range : 3
Equippable armor: Hats, clothes                          Jump height    : 3
                                                         Physical evade : 5%
Stats When Active Job:
  HP: F       MP: D-      Phys. Atk.: C+     Mag. Atk.: C-      Speed: C
Stat Growth Rates:
  HP: *       MP: *       Phys. Atk.: ***    Mag. Atk.: *       Speed: *

                                 --ABILITIES--
--Action Abilities: Dance--
Damage inflicted      : Physical Attack + PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Witch Hunt        6   20  All enemies  N  100  Lowers enemy MP; 100% hit rate
* Mincing Minuet    6   10  All enemies  N  100  Lowers enemy HP; 100% hit rate
* Slow Dance        8       All enemies  N  100  Lowers enemy Speed by 1; 50%
                                                   hit rate on each target
  Polka             8   --  All enemies  N  100  Lowers enemy Physical Attack by
                                                   1; 50% hit rate per target
  Heathen Frolick   10  --  All enemies  N  100  Lowers enemy Magick Attack by
                                                   1; 50% hit rate per target
* Forbidden Dance   10  --  All enemies  N  100  Causes Blind, Confuse, Silence,
                                                   Toad, Poison, Slow, Stop, or 
                                                   Sleep; 50% hit rate per unit
  Last Waltz        20  --  All enemies  N  100  Empties enemy CT gauge; 50% hit
                                                   rate on each target

Dance abilities activate repeatedly until a new command is entered for the
character.  This means that even if you wait out your turns, you can keep 
activating the ability.

Dance abilities do not affect enemies afflicted with Sleep status.

Swiftness does NOT make Dances activate more quickly.

--Reaction Abilities--
                     TRIGGER      BRV JP   EFFECT
                     -----------------------------------------------------------
* Fury               Any HP loss  Yes 600  Physical attack power + 1
  Bravery Boost      Physical atk Yes 700  Bravery + 3

--Support Abilities--
none

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  Jump +3                             1000 Jump height + 3
  Fly                                 5000 Can fly over terrain and enemies

JP to master: 8000

                               --MY THOUGHTS--
Whereas Bards cast buffs to help your entire party, Dancers lower the stats of
the enemy party.  Lowering enemy speed or attack power, or inflicting status
conditions with Forbidden Dance, can be useful.  Mincing Minuet does far too
little damage to be helpful in most circumstances, but works great with the
Vanish trick:

As with Bardsong, the Dance command is best used when paired with the Ninja's
Vanish reaction ability.  When you take damage, Vanish will make you
invulnerable until you act again.  However, if you're already dancing, the dance
will keep firing while you're Invisible, as long as you don't do anything else.
This means you can remain invulnerable will continuing to hit the enemy with
Mincing Minuet or another dance.

Dancers tend to be at least a little better than Bards.  Since there are
generally more bad guys on the map than party members, it's more effective to
drop the enemies' stats than boost your own.  Plus, they have a stronger
physical attack.  Dancers also work well with the Knight's Parry ability, as
their cloth weapons have a VERY high parry rate (50%).

As with the Bard, Fly is definitely not worth 5000 JP.  Dancers learn Jump +3
instead of the Bard's Move +3.  Unfortunately, Jump +3 is pretty pointless,
since Teleport essentially duplicates all its effects and costs fewer JP!  To
learn Move +3, female characters will have to become a Dark Knight.

---MIME-------------------------------------------------------------------------
Required jobs      : Squire (job lv. 8), Chemist (job lv. 8),
                     Summoner (job lv. 5), Orator (job lv. 5),
                     Geomancer (job lv. 5), & Dragoon (job lv. 5)
Level up to unlock : nothing

Equippable weapons: None                                 Movement range : 4
Equippable armor: None                                   Jump height    : 4
Innate abilities: Beastmaster, Concentration, Brawler    Physical evade : 5%

Stats When Active Job:
  HP: B+      MP: D-      Phys. Atk.: B-     Mag. Atk.: C       Speed: A
Stat Growth Rates:
  HP: *****   MP: *       Phys. Atk.: *****  Mag. Atk.: ****    Speed: *

                                --ABILITIES--
NO ABILITIES
Mimes can only use physical attacks on their own turns.  However, they also copy
the abilities of your other characters.  After each ally takes a turn, the Mime
copies the ability in the direction the Mime is facing and targets a tile the
same distance away as the original ability.  For example, if Ramza casts a
magick on a unit two tiles forward and one tile to his right, the Mime will
target a unit two tiles forward and one tile to HER right.

Mimes only copy physical attacks and generic character abilities.  They do not
copy monster abilities, nor abilities that are only used by special characters
(e.g. Agrias's sword techniques).  They will also only mimic the *first* strike
of a Dual Wielded attack.

Finally, Mimes do not copy the actions of another Mime.

                               --MY THOUGHTS--
Mimes aren't quite as good as you'd think.  They only mimic abilities in the 
exact direction and range that they were originally used, which means they 
usually miss.  They also can't equip any gear to provide buffs or status
immunities.

If you use them very carefully, they can possibly be useful, as they could
potentially double the number of actions you take.  For instance, if you pair
a Mime with an Arithmetician, the Mime can repeat every magick that the
Arithmetician calculates for twice the effect.  Of course, you could just make
two Arithmeticians instead...

In truth, the main asset of Mimes is that they have great stat growth, making
this a great job to level up with if you're grinding levels.  In particular,
aside from the level 8 Onion Knight, the Mime is the only generic job that can
raise your Magick Attack.

---DARK KNIGHT------------------------------------------------------------------
Required jobs      : Knight (MASTERED*), Black Mage (MASTERED*),
                     Geomancer (job lv. 8#), Dragoon (job lv. 8),
                     Samurai (job lv. 8), & Ninja (job lv. 8), must kill 20
                     enemies (so that they turn into chests/crystals) with the
                     character (merely KOing or poaching an enemy doesn't count)
Level Up to Unlock : nothing

* Learn all the job's abilities to Master it.  It doesn't matter how you acquire
the abilities as long as you have them all.

# Look out!  You can "master" Geomancer at job lv. 7, but you must continue
earning JP with it until it gets to job lv. 8 in order to unlock Dark Knight!

Equippable weapons: Swords, knight's swords,              Movement range : 3
                    fell swords, axes, flails             Jump height    : 3
Equippable armor: Shields, helms, clothes, armor, robes   Physical evade : 0%
Stats When Active Job:
  HP: D       MP: C       Phys. Atk.: B+     Mag. Atk.: D+      Speed: C
Stat Growth Rates:
  HP: **      MP: *       Phys. Atk.: ****   Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Darkness--
HP/MP drained         : 0.8 x Physical Attack x (Weapon strength + PWR)
Damage (Crushing Blow): Physical Attack x (Weapon strength + PWR)
Damage (Abyssal Bl.)  : See below
Damage (U. Sacrifice) : (Physical Attack x Magick Attack x BF Factor)
                          + (0.33 x Max HP)

The BF Factor that determines damage for Abyssal Blade and Unholy Sacrifice is:
 > If using a knight's sword: (Bravery/100)   [damage reduced if Bravery < 100]
 > If using a fell sword:([100-Faith]/100)    [damage reduced if Faith > 0]
 > If using a regular sword: 1

                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Sanguine Sword    0   0   3/* 1/- Any  N  500  Drains HP from target to user
                                                   Non-elemental.
  Infernal Strike   0   0   3/* 1/- Any  N  500  Drains MP from target to user.
                                                   Non-elemental.
* Crushing Blow     0   2   3/2 1/2 Any  N  300  Physical attack, may inflict
                                                   Stop.  Element is based on
                                                   element of user's current
                                                   weapon.
* Abyssal Blade     0   ## #Cone#/2 Any  N  1000 Physical attack.  Element is
                                                   based on element of user's
                                                   weapon.  Inflicts more damage
                                                   on targets closer to user.
                                                   Consumes HP equal to 20% of
                                                   user's max HP.
  Unholy Sacrifice  0   -- Self 3/3 Any  N  1200 Dark attack, causes Slow.  
                                                   Consumes HP equal to 30% of 
                                                   user's max HP.

# Abyssal Blade has a "cone" attack pattern.  Within its vertical range of 2, 
it strikes the first tile in the orientation you're facing, three tiles in a row
behind that, and five tiles in the row behind *that*.  In other words, it looks 
something like this:
   |U|ser
    X      Damage = Physical Attack x BF Factor x (Weapon strength + 3)
   XXX     Damage = Physical Attack x BF Factor x (Weapon strength + 1)
  XXXXX    Damage = 0.5 x Physical Attack x BF Factor x (Weapon strength + 0)
The damage formula for each row is different; MORE damage is inflicted to the
units CLOSER to you.

All Darkness techniques have a 100% hit rate.  However, they cannot be used 
unless the user is equipped with a sword, knight's sword, or fell sword.

Damage from Darkness techniques increases when you have a stronger weapon
equipped.  When you have two weapons Dual Wielded, only the weapon in the
upper slot counts (whether it's a sword or not!).

--Reaction Abilities--
none

--Support Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
  HP Boost                            2000 Increases maximum HP by 20%
* Vehemence                           400  Increases by 50% the effectiveness
                                             of user's attacks and HP-restoring
                                             abilities, but also increases 
                                             damage received by 50%

--Movement Abilities--
                                      JP   EFFECT
                     -----------------------------------------------------------
* Move +3#                            1000 Movement range + 3
  Jump +3#                            1000 Jump height + 3

#: Move +3 is available for female Dark Knights, Jump +3 for males.

JP to master: 6900

                               --MY THOUGHTS--
The Dark Knight job allows even generic characters to wield sword techniques
like those used by many of the special story characters.  Sanguine Sword in
particular is great for restoring HP while also inflicting heavy damage to
enemies and is extremely helpful in some of the later Rendezvous Mode missions,
especially Brave Story.  Their other abilities are good, too, although most are
height-limited.  Abyssal Blade and Unholy Sacrifice consume some of the user's
HP, but you can transfer these costs to your MP by equipping the Time Mage
ability Mana Shield.  The Dark Knight job is also important for allowing
female characters to learn the extremely valuable Move +3 ability, which
completely supersedes Move +2.  Vehemence is also a great support ability for
characters who aren't too fragile.

Dark Knights have the strongest attack power of any regular job and can equip
knight's swords and heavy armor.  Dark Knights are also the only job (aside from
Onion Knights) that can equip fell swords, special weapons found exclusively in
the multiplayer modes.  Fell swords actually aren't that good though.  Although
they can inflict status ailments on their targets, fell swords require both
hands and don't carry all the buffs that knight's swords do.  Stick with the
knight's swords.

Of course, the "catch" to all this power is that the Dark Knight job requires a
lot of work to unlock.  You need to completely master two other jobs (one
physical, one magickal) by learning all their abilities, get four other jobs up
to level 8, and kill 20 enemies with the character you want to turn into a Dark
Knight.

In the single-player game, then, the Dark Knight is almost excessive.  By the
time you jump through all the hoops to unlock it, you'll probably be tough
enough that you don't even need it!  On the other hand, if you want to finish
all the Rendezvous Mode missions, the Dark Knight and its HP-draining ability
is quite important.

---ONION KNIGHT-----------------------------------------------------------------
Required jobs      : Squire (job lv. 6) & Chemist (job lv. 6)
Level up to unlock : nothing
                               AT JOB LEVEL < 8          AT JOB LEVEL 8
Equippable weapons: All        Movement range : 3        Movement range : 4
Equippable armor: All          Jump height    : 3        Jump height    : 4
                               Physical evade : 5%       Physical evade : 30%

Stats When Active Job:
  HP: F       MP: D-      Phys. Atk.: D-     Mag. Atk.: F       Speed: C
Upon reaching job level 8 (see below), the Onion Knight's stats will increase:
  HP: B+      MP: A+      Phys. Atk.: B+     Mag. Atk.: C       Speed: A

Stat Growth Rates:
  HP: **      MP: ***     Phys. Atk.: *      Mag. Atk.: *       Speed: *
Stat Growth Rates at job level 8:
  HP: *****   MP: *****   Phys. Atk.: *****  Mag. Atk.: ****    Speed: *****

                                --ABILITIES--
NO ABILITIES
The Onion Knight cannot use any abilities and can only use physical attacks.
However, they can use any kind of equipment.  Even items normally reserved for
female characters can be used by male Onion Knights (and by female Onion
Knights, too, of course).

                               --MY THOUGHTS--
Taken in their base form, Onion Knights seem how exactly how the game describes
them: sad.  Sure, they can equip any piece of equipment, but they have terrible
stats and NO abilities.  Even if you gave them a good sword and armor, they'd
still be just a Knight with no abilities and no stats.  Plus, they don't gain
experience from taking actions.

So what's the point of Onion Knights?  Well, every time you master two other
jobs, the job level of Onion Knight increases.  (Squire, Chemist, Mime, Dark
Knight, and special story character jobs that replace Squire do not count
towards this tally.)  If you master 14 jobs and get Onion Knight to job level 8,
its stats will see a BIG increase.  (Of course, mastering 14 jobs is a LOT of
abilities to learn.)  Playing the game's multiplayer modes also allows you to
earn the Onion gear, very strong equipment that can only be used by Onion
Knights.  With these two things, Onion Knights can be very strong melee
fighters, although they still cannot equip abilities.

Once at job level 8, the Onion Knight also gains the best stat bonuses whenever
they level-up.  But since they don't get Exp from attacking and can't equip
Steal Exp, the only way to level them up is with the Wild Boar's Bequeath Bacon
ability (available with the Beastmaster support ability).  Since Wild Boars can
only be obtained by breeding them from a Swine (faster) or from other Wild
Boars (slower), this can take quite a while.

A bug in the game also provides another way to tweak the Onion Knight.  First,
be sure "Optimize on Job Change" is set to OFF under Options.  Then, equip the
Dual Wield ability (NOT the innate Dual Wield of a Ninja or Dragonkin) and two
weapons.  Switch to Onion Knight and you will still have both weapons equipped,
even though Onion Knights can't normally Dual Wield.  You CAN'T actually swing
the second weapon and hit enemies with it, but you DO get any buffs, like the
auto-Haste from the Excalibur.  This actually isn't super useful because the
Onion gear provides most of these buffs, and using up your shield slot for a
second weapon leaves you with no defense since Onion Knights have no Reaction
Abilities.

If you're not interested in spending a lot of time leveling up your jobs, you
probably won't have much use for the Onion Knight.  They're not all that
important, even in the Rendezvous Mode missions.

If you DO want a powered-up Onion Knight, the "quickest" way to get one is to
raise Squire and Chemist to job level 6 (to unlock it), and then master Knight,
Archer, Monk, White Mage, Black Mage, Time Mage, Thief, Orator, Mystic,
Geomancer, Samurai, Ninja, Arithmetician, and Bard/Dancer.  Dragoon and Summoner
require more JP to master than any of the other applicable jobs, plus you need
Zodiark to master Summoner.

%%%STORY CHARACTER JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job2

These are special jobs used by specific story characters, and are not available
to generic characters.  In all cases where a story character has a special job,
the special job replaces the Squire job for that character.

Most special jobs have the same reaction, support, and movement abilities as the
Squire job they replace.  Therefore, I haven't bothered to list them.  The
exceptions are the Ark Knight, Automaton, and Byblos jobs, which do have
different abilities.

---SQUIRE [RAMZA]---------------------------------------------------------------
Used By: Ramza                                           Movement range : 4
Equippable weapons: Knives, swords,                      Jump height    : 3
                    knight's swords (ch. 4), flails      Physical evade : 10%
Equippable armor: Shields (ch. 2+), hats, helms (ch. 2+),
                  clothes, armor (ch. 2+), robes
Stats When Active Job:
  HP: C+      MP: B-      Phys. Atk.: C+     Mag. Atk.: C-      Speed: C
Stat Growth Rates:
  HP: ***     MP: ****    Phys. Atk.: ***    Mag. Atk.: **      Speed: **

                                --ABILITIES--
--Action Abilities: Mettle--
Damage (Rush/Stone)   : Physical Attack x (random number from 1 to PWR)
Damage (Ultima)       : Magick Attack x PWR x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Focus             0   -- Self 1/- Self -  300  Raises Physical Attack stat
                                                   by 1.  Duration: Battle.
  Rush              0   4   1/1 1/- Any  -  80   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Stone             0   2   4/* 1/- Any  Y  90   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Salve             0   --  1/2 1/- Any  -  150  Cures Blind, Silence, Poison
* Tailwind          0   --  3/* 1/- Any  N  200  Raises Speed by 1. Dur: Battle.
  Chant             0   --  1/3 1/- Any  -  0    Restores HP.  Amount of HP
                                                   restored = 40% of Ramza's max
                                                   HP.  Ramza loses HP equal to
                                                   20% of his max HP.
* Steel (ch. 2+)    0   --  3/* 1/- Any  N  200  Raises Bravery by 5 #
* Shout (ch. 4)     0   -- Self 1/- Self -  500  Raises Bravery by 10 #,
                                                   Physical and Magick Attack by
                                                   1, Speed by 1. Dur: Battle.
  Ultima (ch4) 10   5   23  4/* 2/1 Any  N  --&  Non-elemental magick attack

JP to master: 2570

# Note: These abilities increase your Bravery.  Most of this change remains 
only for the battle, but for every 4 points you increase your Bravery during
battle, you get a 1 point permanent increase in Bravery.

Ultima can only be learned by having Luso or an enemy cast it on Ramza; see
the "Learning Magick from Being Hit" section for more information.

The damage from Rush and Stone increases (though not by much) if you have the
Monk's Brawler ability equipped.

                               --MY THOUGHTS--
Ramza's Squire job is powered up quite a bit relative to a regular Squire.  He
has better stats, some extra abilities, and as you progress through the game,
he gains the ability to equip heavy armor and knight's swords.  Unlike a regular
Squire, he can't wield axes, but axes are pretty useless anyway!

Most of Ramza's extra abilities are quite useful.  Tailwind is a Speed boost,
Steel is a Bravery boost, and Shout raises many stats but only works on Ramza.  
Steel is particularly useful as it's the fastest way of permanently adding to 
your Bravery; it has a 100% hit rate and costs no MP.  Whenever Ramza has a 
spare turn, it's a good idea to have him use Steel to boost a teammate's 
Bravery (or Shout to boost his own); increasing your Bravery makes your 
reaction abilities much more effective.  In a pinch, his Chant ability is good
for healing too.  On the other hand, the Ultima magick is really quite weak,
especially given that you have to go out of your way to learn it.

Since Mettle makes for a good set of support abilities, you may want to
consider developing Ramza as a support character.  On the other hand, until you
get some of the other special characters, Ramza will probably have some of the
better stats on your team and may be needed for front-line fighting.

Since Ramza doesn't have much in the way of direct attack or healing abilities,
you'll probably eventually want to supplement Mettle with some other abilities.
You can switch Ramza to another job (I like to make him Monk or a Ninja) and
equip Mettle as your second command.  Or, since his Squire job is pretty strong
statistically, learn abilities with a different job and then switch him back
to Squire!

Ramza has one other special property: Being the lead character, he never deserts
the party, no matter how low his Bravery goes or how high his Faith gets.  This
means that another strategy would be to to forget his Squire job and turn him
into a magick-user.  Why?  Normally, a character's Faith can only go up to 94
before the character deserts, but Ramza's Faith could be increased all the way
up to 97 for a few extra points of magick strength.  But, it's only a few
points' difference and the Rod of Faith weapon raises any character's Faith to
100 during battle anyway.

If you're in Chapter IV, Ramza's Squire job won't display as Mastered until
you've learned the Ultima magick from an enemy; see "Learning Magick from Being
Hit" for more information.

---SQUIRE [DELITA]--------------------------------------------------------------
Used By: Delita (ch. 1)                                  Movement range : 4
Equippable weapons: Knives, swords, flails               Jump height    : 3
Equippable armor: Hats, clothes, robes                   Physical evade : 5%
Stats:
  HP: C+      MP: C+      Phys. Atk.: C+     Mag. Atk.: C-      Speed: C

                                --ABILITIES--
--Action Abilities: Mettle--
Damage inflicted      : Physical Attack x (random number from 1 to PWR)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Focus             0   -- Self 1/- Self -  300  Raises Physical Attack stat
                                                   by 1.  Duration: Battle.
  Rush              0   4   1/1 1/- Any  -  80   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Stone             0   2   4/* 1/- Any  Y  90   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Salve             0   --  1/2 1/- Any  -  150  Cures Blind, Silence, Poison
* Chant             0   --  1/3 1/- Any  -  0    Restores HP.  Amount of HP
                                                   restored = 40% of Delita's
                                                   max HP.  Delita loses HP
                                                   equal to 20% of his max HP.

JP to master: 1670

                               --MY THOUGHTS--
Like Ramza's, Delita's Squire job has superior stats to a regular Squire, but
Delita only has a single extra ability, Chant.  Chant comes in quite useful
during Chapter I, as it lets Delita heal other party members for a substantial
amount (albeit at the cost of some of his own HP).  Expect to see the guest AI
using it fairly frequently.

---SQUIRE [ARGATH]-------------------------------------------------------------
Used By: Argath (ch. 1)                                  Movement range : 4
Equippable weapons: Knives, swords, axes, flails         Jump height    : 3
Equippable armor: Hats, clothes                          Physical evade : 15%
Stats:
  HP: C+      MP: C+      Phys. Atk.: C+     Mag. Atk.: C-      Speed: C

                                --ABILITIES--
--Action Abilities: Fundaments--
Damage inflicted      : Physical Attack x (random number from 1 to PWR)
Success rate of Rend  : Physical Attack + PWR + Weapon strength
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Focus             0   -- Self 1/- Self -  300  Raises Physical Attack stat
                                                   by 1.  Duration: Battle.
  Rush              0   4   1/1 1/- Any  -  80   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Stone             0   2   4/* 1/- Any  Y  90   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Salve             0   --  1/2 1/- Any  -  150  Cures Blind, Silence, Poison
  Rend Helm         0   45  Weapon  Any  Y  300  Destroys target's headgear
  Rend Armor        0   40  Weapon  Any  Y  400  Destroys target's armor

JP to master: 2370

                               --MY THOUGHTS--
Like Ramza and Delita, Argath's Squire job has superior stats compared to a
regular Squire.  Argath's extra abilities are Rend Helm and Rend Armor.  They'd
be nice to use, but since Argath doesn't participate in random battles and can
only gain JP from story battles, you likely won't even have a chance to learn
them.  Instead, you may want to supplement him with a Black Magick spell or two
if available, or perhaps Items.

---FELL KNIGHT------------------------------------------------------------------
Used By: Gaffgarion                                      Movement range : 3
Equippable weapons: Swords, knight's swords              Jump height    : 3
Equippable armor: Shields, helms, armor, robes           Physical evade : 15%

Innate ability (only after Zeirchele Falls): Immune to Berserk, Charm, and Stone
Stats:
  HP: B+      MP: C+      Phys. Atk.: C      Mag. Atk.: C-      Speed: A

                                --ABILITIES--
--Action Abilities: Fell Sword--
Damage inflicted      : Physical Attack x (Weapon strength + PWR)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Shadowblade       0   0   3/* 1/- Any  N  100  Absorbs HP from target
  Duskblade         0   0   3/* 1/- Any  N  500  Absorbs MP from target

Fell Sword techniques have a 100% hit rate.  However, they cannot be used 
unless Gaffgarion is equipped with a sword, knight's sword, or fell sword.

JP to master: 1650

                               --MY THOUGHTS--
Gaffgarion is cool, but he's only in your party for two battles plus the intro 
battle at the start of the game.  But, his Shadowblade technique is quite
powerful (and restores some of Gaffgarion's HP!), so he'll be helpful while
you've got him.

---HOLY KNIGHT------------------------------------------------------------------
Used By: Agrias, Delita (ch. 2+)                         Movement range : 3
Equippable weapons: Swords, knight's swords              Jump height    : 3
Equippable armor: Shields, helms, armor, robes           Physical evade : 25%
Innate ability (Delita only): Immune to Toad, Chicken, Charm, and Doom

Stats When Active Job (Agrias):
  HP: B+      MP: C+      Phys. Atk.: C      Mag. Atk.: C-      Speed: C
Stat Growth Rates (Agrias):
  HP: ****    MP: ****    Phys. Atk.: ***    Mag. Atk.: *       Speed: *

Delita's Stats:
  HP: B       MP: C+      Phys. Atk.: B-     Mag. Atk.: C-      Speed: B

                                --ABILITIES--
--Action Abilities: Holy Sword--
Damage inflicted      : Physical Attack x (Weapon strength + PWR)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Judgment Blade     0  2   2/* 2/0 Any  N  0    Physical attack, causes Stop
  Cleansing Strike   0  3   3/2 1/- Any  N  400  Physical attack, causes Doom
  Northswain's       0  2   3/1 1/- Any  N  500  Physical attack, instant KO
    Strike
* Hallowed Bolt      0  4   3/* 2/1 Any  N  700  Physical attack, causes Silence
* Divine Ruination   0  5  4Dir 5/2 Any  N  800  Physical attack, causes Confuse
  Chant              0  --  1/3 1/- Any  -  0    Restores HP.  Amount of HP
   (Delita only)                                   restored = 40% of Delita's
                                                   max HP.  Delita loses HP
                                                   equal to 20% of his max HP.

Holy Sword techniques have a 100% hit rate.  However, they cannot be used 
unless Agrias/Delita is equipped with a sword, knight's sword, or fell sword.

Damage from Holy Sword techniques increases when you have a stronger weapon
equipped.  When you have two weapons Dual Wielded, only the weapon in the
upper slot counts (whether it's a sword or not!).

The element of these techniques is the same as the element of your weapon.  (And
if the weapon has no elemental affinity, then the attack is non-elemental.)

JP to master: 3450

                               --MY THOUGHTS--
Agrias's sword techniques makes her an invaluable member of your party as soon
as she joins, and she'll stay that way pretty much throughout the game.  Her
Holy Sword abilities are the game's best attack abilities.  They do a lot of
damage, require no charge time or MP, cannot be evaded, and can strike at a few
panels' range!  Many of them can even strike multiple enemies at once!  And
since sword techniques are considered physical attacks, the Geomancer's Attack
Boost can make them even stronger!

You may want to save up your JP for Hallowed Bolt and Divine Ruination, her 
best techniques.  Divine Ruination is her strongest technique and can damage 
quite a few enemies if they all happen to be standing on a straight line, but
you can only fire it in a straight line.  Hallowed Bolt isn't quite as strong,
but is more flexible in its targeting.

Eventually, Agrias will be joined by Orlandeau, who has all of Agrias's
abilities and then some.  Even with Orlandeau available, though, Agrias will
still be a major part of your offense.  And in the long run, she's probably a
little bit better than Orlandeau because she can equip the many powerful
items reserved for female characters: a Ribbon will make her immune to negative
status changes, Chantage perfume can give her an infinite Reraise, and the Tynar
Rouge gives a number of valuable buffs.

Delita only shows up as a Holy Knight for a few battles, but his version of the
job adds his Chant ability.  He's also immune to a few status ailments that
he'll probably never to have face anyway.

---PRINCESS---------------------------------------------------------------------
Used By: Ovelia                                          Movement range : 4
Equippable weapons: Staves                               Jump height    : 3
Equippable armor: Hats, clothes, robes                   Physical evade : 20%
Stats:
  HP: C-      MP: C+      Phys. Atk.: C      Mag. Atk.: C-      Speed: C

                                --ABILITIES--
--Action Abilities: Holy Magicks--
Status change success : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Aegis        30   4   200 5/* 1/- Any  N  0    Gives Reraise, Regen, Protect,
                                                   Shell, and Haste status
  Dispelna     20   4   200 4/* 1/- Any  N  0    Cures Stone, Confuse, Silence,
                                                   Vampire, Toad, Poison, Stop,
                                                   Sleep, Immobilize, & Disable
JP to master: 1050

                               --MY THOUGHTS--
Well, Ovelia only fights in a few battles, but she can be a helpful support
character since Aegis casts 5 different buffs at once.  Since you can't control
her, she'll usually cast it on herself first, but after that she can cast it
on allies too.

---MACHINIST--------------------------------------------------------------------
Used By: Mustadio                                        Movement range : 3
Equippable weapons: Knives, guns                         Jump height    : 4
Equippable armor: Hats, clothes                          Physical evade : 18%
Innate ability: Safeguard (ONLY as Guest)

Stats When Active Job:
  HP: C-      MP: D+      Phys. Atk.: C-     Mag. Atk.: C-      Speed: B+
Stat Growth Rates:
  HP: ***     MP: ***     Phys. Atk.: ***    Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Aimed Shot--
Status attack success : Speed + PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Leg Shot          0   50  Weapon  Any  Y  200  Causes Immobilize status
* Arm Shot          0   50  Weapon  Any  Y  300  Causes Disable status
* Seal Evil         0   70  Weapon  Any  Y  200  Turns undead to Stone

Aimed Shot fires twice per turn if combined with the Dual Wield support ability
and Dual Wielded weapons.  (You'll need to have Mustadio configured to use a 
weapon type that CAN be Dual Wielded; neither knives nor guns can be Dual
Wielded.)

JP to master: 1750

                               --MY THOUGHTS--
With his Arm Shot ability and a gun, Mustadio can disable enemies from across
the battlefield.  This is a great ability since it effectively stops enemies
from taking any kind of action for a few turns.  You can Disable enemy mages to
keep them from casting spells while the rest of your team is trying to reach
them, or Disable a melee fighter and have the rest of your team pounce on
him/her without fear of reprisal.  Or, when you're just faced with a lot of
enemies at once, Disabling a few can make the crowd more manageable.  Since
Disable also shuts down reaction abilities, you can also use it to stop monsters
from counter-attacking you or to keep humans from recovering from your attacks.
Towards the very end of the game, it becomes slightly less useful since many
human enemies are equipped with Thief's Caps, which renders them immune to
Disable status.

Seal Evil is also useful: It turns undead enemies to stone, which not only 
defeats them instantly, but prevents them from reviving.  (And it has a high 
hit rate!)  Although you won't face undead enemies in too many battles, Seal
Evil is quite handy in the ones where you do.

In order for Mustadio's Aimed Shot abilities to keep their long range, Mustadio
needs to stay equipped with a gun, so either learn Equip Guns or stick with jobs
that can use them naturally (Machinist, Chemist, and Orator).  Switching him to
a Chemist may be good as you can supplement his Aimed Shots with the ability to 
heal your teammates.  However, you'll also want to keep his Speed as high as
possible because Speed determines the success rate of Aimed Shot.

While Mustadio is a guest, he has an innate Safeguard ability that protects his
gun from being broken.  However, he loses this once he joins you permanently --
but by that point, you can buy replacement guns anyway.

Once you get Balthier, Mustadio essentially becomes obsolete, since Balthier has
even more abilities and better stats.

---ASTROLOGER-------------------------------------------------------------------
Used by: Orran                                           Movement range : 3
Equippable weapons: Books                                Jump height    : 4
Equippable armor: Hats, clothes                          Physical evade : 15%
Innate ability: Immune to all negative status except Stone, Blind, Silence, Oil,
                Slow, and Stop
Stats:
  HP: C-      MP: B-      Phys. Atk.: C      Mag. Atk.: C+      Speed: A

                                --ABILITIES--
--Action Abilities: Astrology--
Success rate (Stasis) : Magick Attack + PWR
Damage inflicted      : Physical Attack x (random number from 1 to PWR)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Celestial Stasis  5   50   All foes!   N  0    Causes Stop, Immobilize, or 
                                                   Disable
* Focus             0   -- Self 1/- Self -  300  Raises Physical Attack stat
                                                   by 1.  Duration: Battle.
  Rush              0   4   1/1 1/- Any  -  80   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Stone             0   2   4/* 1/- Any  Y  90   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Salve             0   --  1/2 1/- Any  -  150  Cures Blind, Silence, Poison

JP to master: 1670

                               --MY THOUGHTS--
Orran's sole unique ability is his Celestial Stasis magick, which will
debilitate most of the enemies on the board every time he uses it and doesn't 
even cost any MP!  (It does require some charge time, though.)  Too bad he only
shows up in one battle and you don't even get to control him :(

---CLERIC-----------------------------------------------------------------------
Used By: Alma                                            Movement range : 4
Equippable weapons: Staves                               Jump height    : 3
Equippable armor: Hats, clothes, robes                   Physical evade : 18%
Stats - Chapter III:
  HP: D+      MP: C+      Phys. Atk.: C      Mag. Atk.: B       Speed: C+
Stats - Chapter IV:
  HP: C-      MP: A+      Phys. Atk.: C      Mag. Atk.: B       Speed: B+

                                --ABILITIES--
--Action Abilities: Holy Magicks--
Damage inflicted      : Magick Attack x PWR x (Faith/100) x (Target Faith/100)
Status change success : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Aegis        30   4   200 5/* 1/- Any  N  0    Gives Reraise, Regen, Protect,
                                                   Shell, and Haste status
  Dispelna     20   4   200 4/* 1/- Any  N  0    Cures Stone, Confuse, Silence,
                                                   Vampire, Toad, Poison, Stop,
                                                   Sleep, Immobilize, & Disable
  Ultima (ch4) 10   5   23  4/* 2/1 Any  N  --&  Non-elemental magick attack
* Chant             0   --  1/3 1/- Any  -  0    Restores HP.  Amount of HP
                                                   restored = 40% of Alma's
                                                   max HP.  Alma loses HP
                                                   equal to 20% of her max HP.
JP to master: 1050

                               --MY THOUGHTS--
Alma is almost identical to Ovelia, except that she has Chant.  As with Ovelia,
Aegis is a great support spell, so she'll be useful during the few battles where
you have her on your side.  You can use Items to restore her MP and allow her to
keep casting the spell.  

It's a good idea to de-equip Alma's gear before you go to Orbonne Monastery in
Chapter III, since most of it can't be bought at the regular Outfitter and she
will leave after that point in the story.

When Alma rejoins during Chapter IV, her stats receive an upgrade.  It's also
possible at this time for her to learn Ultima if Ramza, Luso, or an Ultima 
Demon casts it on her, but you're better off with her Aegis magick!

---GAME HUNTER------------------------------------------------------------------
Used By: Luso                                            Movement range : 4
Equippable weapons: Knives, swords, knight's swords,     Jump height    : 3
                    flails                               Physical evade : 10%
Equippable armor: Shields, hats, helms, clothes, armor,
                  robes
Innate ability (as Game Hunter only): Poach

Stats When Active Job:
  HP: C+      MP: B-      Phys. Atk.: C+     Mag. Atk.: C-      Speed: C
Stat Growth Rates:
  HP: ***     MP: ****    Phys. Atk.: ***    Mag. Atk.: **      Speed: **

                                --ABILITIES--
--Action Abilities: Huntcraft--
Damage (Rush/Stone)   : Physical Attack x (random number from 1 to PWR)
Damage (Ultima)       : Magick Attack x PWR x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
* Focus             0   -- Self 1/- Self -  300  Raises Physical Attack stat
                                                   by 1.  Duration: Battle.
  Rush              0   4   1/1 1/- Any  -  80   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Stone             0   2   4/* 1/- Any  Y  90   Weak physical attack, good
                                                   chance of knocking enemy back
                                                   one tile.
  Salve             0   --  1/2 1/- Any  -  150  Cures Blind, Silence, Poison
* Tailwind          0   --  3/* 1/- Any  N  200  Raises Speed by 1. Dur: Battle.
  Chant             0   --  1/3 1/- Any  -  0    Restores HP.  Amount of HP
                                                   restored = 40% of Luso's
                                                   max HP.  Luso loses HP equal
                                                   to 20% of his max HP.
* Steel (ch. 2+)    0   --  3/* 1/- Any  N  200  Raises Bravery by 5 #
* Shout (ch. 4)     0   -- Self 1/- Self -  500  Raises Bravery by 10 #,
                                                   Physical and Magick Attack by
                                                   1, Speed by 1. Dur: Battle.
  Ultima (ch4) 10   5   23  4/* 2/1 Any  N  --&  Non-elemental magick attack

JP to master: 2570

Ultima can only be learned by having Ramza or an enemy cast it on Luso; see the
"Learning Magick from Being Hit" section for more information.

The damage from Rush and Stone increases (though not by much) if you have the
Monk's Brawler ability equipped.

# Note: These abilities increase your Bravery.  Most of this change remains 
only for the battle, but for every 4 points you increase your Bravery during
battle, you get a 1 point permanent increase in Bravery.

                               --MY THOUGHTS--
Luso is basically a clone of Ramza with a slightly better MP growth rate, so he
has the same strengths and weaknesses as Ramza does.  Luso's main distinguishing
feature is his innate Poach ability, which can be nice for hunting for the rare
items you get from poaching some monsters.

Overall, Luso's OK.  But you already have one Ramza, and *that* Ramza is the one
you're required to use in story battles.  As a result, Luso is sadly pretty
redundant in most cases.  Ramza's abilities aren't good enough that you need two
people in the party using them, not when you could fill that slot in your party
with a character who has a different set of abilities.

Game Hunter won't display as Mastered until you've learned the Ultima magick
from an enemy; see "Learning Magick from Being Hit" for more information.

---SKYSEER----------------------------------------------------------------------
Used By: Rapha                                           Movement range : 3
Equippable weapons: Staves, poles                        Jump height    : 3
Equippable armor: Hats, clothes, robes                   Physical evade : 10%

Stats as Guest:
  HP: D+      MP: C+      Phys. Atk.: D+     Mag. Atk.: C-      Speed: B+

Stats When Active Job:
  HP: C-      MP: C+      Phys. Atk.: C      Mag. Atk.: C       Speed: B+
Stat Growth Rates:
  HP: ***     MP: ****    Phys. Atk.: ***    Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Sky Mantra--
Damage                : 0.5 x Magick Attack x (Magick Attack + PWR)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Heaven's Wrath    3   10  4/* 2/3 Any  N  100  Lightning magick attack; 1-10
                                                   hits on random tiles within
                                                   radius
  Ashura            4   11  4/* 2/3 Any  N  200  Fire magick attack; 1-10 hits
                                                   on random tiles w/in radius
  Adamantine Blade  5   12  4/* 2/3 Any  N  300  Wind magick attack; 1-10 hits
                                                   on random tiles w/in radius
  Maelstrom         6   14  4/* 2/3 Any  N  400  Water magick attack; 1-10 hits
                                                   on random tiles w/in radius
  Celestial Void    5   8   4/* 2/3 Any  N  500  Non-elemental magick attack;
                                                   1-10 hits on random tiles
                                                   within  radius.  Causes
                                                   Blind, Confuse, Silence,
                                                   Toad, Poison, Slow, or Sleep
  Divinity          7   22  4/* 2/3 Any  N  600  Earth magick attack; 1-10 hits
                                                   on random tiles w/in radius

Sky Mantra attacks do not take Rapha's Faith or enemy Faith into consideration,
unlike most magick attacks.

JP to master: 3150

                               --MY THOUGHTS--
As you've probably observed during her time as a guest, Rapha's Sky Mantra
abilities are pretty useless.  They strike random tiles within their effect
radius, making them often as likely to hit your allies as your enemies, and they
don't even do all that much damage anyway.  Plus, they take time to charge.  Her
stats are pretty blah, as well.

Sky Mantra *is* somewhat more useful if you can target tiles that are surrounded
by large variations in height.  The Mantra will never strike a tile that's more
than 3 height units higher or lower than the target tile.  So, sharp differences
in height help narrow down the targets for the random strikes, and give you
greater odds of repeatedly hitting the enemy that you WANTED to target.  But,
this really only works on certain maps.

Given her low starting Bravery, though, Rapha is a character that can easily be
made into a good Treasure Hunter.  (You're more likely to get good items with
Treasure Hunter if your Bravery is low.)  And, if you're planning to tackle the
bonus dungeon, you'll definitely want a Treasure Hunter!  Of course, it's not in
any way necessary to specifically use Rapha for this; any other character with
low Bravery works fine.  Rapha just tends to be convenient since her Bravery is
already pretty low to start with.  You may want to lower her Bravery even
further with the Mystic's Trepidation to increase your odds even more.

---NETHERSEER-------------------------------------------------------------------
Used By: Marach                                          Movement range : 4
Equippable weapons: Rods, poles                          Jump height    : 3
Equippable armor: Hats, clothes, robes                   Physical evade : 8%
Stats When Active Job:
  HP: C-      MP: B       Phys. Atk.: C+     Mag. Atk.: C-      Speed: B
Stat Growth Rates:
  HP: ****    MP: ****    Phys. Atk.: ***    Mag. Atk.: *       Speed: *

                                --ABILITIES--
--Action Abilities: Nether Mantra--
Damage                : 0.5 x Magick Attack x (Magick Attack + PWR)
                          x (100-Faith)/100 x (100-Target Faith)/100

                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Hell's Wrath      3   22  4/* 2/3 Any  N  100  Lightning magick attack; 1-10
                                                   hits on random tiles within
                                                   radius
  Nether Ashura     4   37  4/* 2/3 Any  N  200  Fire magick attack; 1-10 hits
                                                   on random tiles w/in radius
  Nether Blade      5   40  4/* 2/3 Any  N  300  Wind magick attack; 1-10 hits
                                                   on random tiles w/in radius
  Nether Maelstrom  6   46  4/* 2/3 Any  N  400  Water magick attack; 1-10 hits
                                                   on random tiles w/in radius
  Corporeal Void    5   27  4/* 2/3 Any  N  500  Non-elemental magick attack;
                                                   1-10 hits on random tiles
                                                   within  radius.  Causes
                                                   Blind, Confuse, Silence,
                                                   Toad, Poison, Slow, or Sleep
  Impiety           7   75  4/* 2/3 Any  N  600  Earth magick attack; 1-10 hits
                                                   on random tiles w/in radius

Nether Mantra attacks do increased damage to enemies with LOW Faith, and when
Marach has LOW Faith.  This is the opposite of most magick attacks, which do
more damage when Faith is high.  (Note, however, the Faith and Atheist status
conditions still affect Nether Mantra in the usual way.)

JP to master: 3150

                               --MY THOUGHTS--
Marach's abilities are quite similar to Rapha's in that they strike random
tiles.

Marach's main interesting feature is that Nether Mantra does more damage to 
enemies with LOW Faith (the reverse of regular magick!), which gives you a
magick attack that's effective against low-Faith enemies.  Nether Mantra also
gets stronger when Marach's own Faith decreases, so you can lower his Faith to
protect him from enemy magicks and still use his own Mantras.  If Marach and his
target have sufficiently low Faith, Nether Mantra is more powerful than Rapha's
Sky Mantra.  Unfortunately, since Nether Mantra is so random, it's still not all
that useful.

If you equip the Rod of Faith on Marach, or cast the Faith status on him during
a battle, this will maximize the power of both his Nether Mantra abilities and
regular magicks.  This means that, potentially, you could use Marach to cast
both Nether Mantra and regular magicks.  

As with Rapha's, Marach's Mantras are a little better if you can target tiles
that are surrounded by large variations in height.  The Mantra will never strike
a tile that's more than 3 height units higher or lower than the target tile.
So, sharp differences in height help narrow down the targets for the random
strikes, and give you greater odds of repeatedly hitting the enemy that you
WANTED to target.  Again, though, this tactic is often not available on many
maps.

In other words: There's generally not much of a reason to put Marach in your
party, and he's often considered the least useful of the story characters.  If 
you're not set on having all the story characters on your roster, you could even
skip recruiting him--or sign him up, take his equipment, and then delete him.

If you do want to use Marach, you can always switch him to some standard job
instead of relying on his Nether Mantra abilities.  Of course, then he's really
no different from any other generic character.

---TEMPLAR----------------------------------------------------------------------
Used By: Beowulf                                         Movement range : 4
Equippable weapons: Knives, swords, knight's swords      Jump height    : 3
Equippable armor: Shields, helms, armor, robes           Physical evade : 14%
Stats When Active Job:
  HP: C+      MP: A+      Phys. Atk.: B      Mag. Atk.: C-      Speed: C+
Stat Growth Rates:
  HP: ****    MP: ****    Phys. Atk.: ***    Mag. Atk.: ***     Speed: *

                                --ABILITIES--
--Action Abilities: Spellblade--
Status attack success : (Magick Attack + PWR) x (Faith/100) x (Target Faith/100)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Blind        6    0   220 4/* 1/- Any  N  50   Inflicts Blind status (doubles
                                                   evade rate when attacking).
                                                   Duration: Battle.
  Syphon       2    0   200 4/* 1/- Any  N  100  Drains target's MP to caster.
                                                   Amount = 1/4 of target MP max
  Drain        12   0   200 4/* 1/- Any  N  180  Drains target's HP to caster.
                                                   Amount = 1/4 of target HP max
  Faith        10   0   200 4/* 1/- Any  N  200  Causes Faith status (unit has
                                                   100 Faith -- raises magick
                                                   strength & damage taken from
                                                   magicks). Duration: 32 ticks
* Doubt        10   0   200 4/* 1/- Any  N  200  Causes Atheist status (unit is
                                                   immune to magick & can't use
                                                   magicks). Duration: 32 ticks
  Zombie       14   0   190 4/* 1/- Any  N  150  Causes Undead status (reverses
                                                   effect of healing & drain
                                                   abilities). Duration: Battle.
  Silence      16   0   200 4/* 1/- Any  N  90   Causes Silence status (cannot
                                                   use magick). Duration: 36
                                                   ticks.
  Berserk      16   0   180 4/* 1/- Any  N  200  Causes Berserk status (attack
                                                   power up, but can't control
                                                   unit). Duration: Battle.
* Chicken      12   0   200 4/* 1/- Any  N  500  Lowers target's Bravery by 50
  Confuse      14   0   190 4/* 1/- Any  N  200  Causes Confuse status (acts
                                                   randomly). Duration: Battle.
  Dispel       20   0   200 4/* 1/- Any  N  300  Removes Float, Reraise, Regen,
                                                   Invisible, Protect, Shell,
                                                   Haste, Faith, and Reflect.
* Disable      14   0   200 4/* 1/- Any  N  50   Causes Disable status (cannot
                                                   Act). Duration: 24 ticks.
  Sleep        20   0   190 4/* 1/- Any  N  170  Causes Sleep status (can't do
                                                   anything). Duration: 60 ticks
* Break        24   0   180 4/* 1/- Any  N  300  Causes Stone status (can't do
                                                   anything). Duration: Battle
* Vengeance    20   0   --  8/* 1/- Any  N  600  Deals damage = (Beowulf's max
                                                   HP minus Beowulf's current
                                                   HP).  100% hit rate.
                                                   
Beowulf cannot target himself with Spellblade techniques.

Spellblade techniques cannot be used unless Beowulf is equipped with a sword,
knight's sword, or fell sword.

JP to master: 4340

                               --MY THOUGHTS--
Beowulf is essentially a Mystic on steroids!  Like a Mystic, he specializes in 
inflicting negative status.  But, he's far superior: His abilities don't need
to charge, they often are more likely to succeed, and in some cases they cost
less MP than the Mystic equivalent!

A pair of Spellblade abilities are particularly useful.  Chicken drops an
enemy's Bravery by 50, which will turn it into a useless chicken if the enemy's
Bravery was less than 60.  It almost always has a 70-100% hit rate, and it only
costs 12 MP!  It's a great ability for quickly reducing the number of enemies
you need to fight at once, and is also a pretty good way of prolonging a battle
(e.g. to hunt for items in the bonus dungeon).  Vengeance is also a great ranged
attack that can do quite a bit of damage when Beowulf is low on HP (and it has a
fantastic range of EIGHT panels); its main downside is that it's useless at the
start of a battle when Beowulf hasn't been harmed yet.

Other handy Spellblade abilities include Break, which has a pretty high chance
of turning an enemy instantly to stone, and Doubt, which inflicts the Atheist
status and can cripple enemy magick users or make your own allies immune to
magick.

Templar also has the highest MP of any job in the game.  And with a knight's
sword, Beowulf can even be a decent fighter since he has a high Physical Attack
rating as well.

Most of Beowulf's abilities have a pretty high success rate.  But if you want to
make their hit rate even higher, the key is raising Beowulf's Faith stat.

---AUTOMATON--------------------------------------------------------------------
Used By: Construct 8                                     Movement range : 3
Equippable weapons: none                                 Jump height    : 3
Equippable armor: none                                   Physical       : 0%

Innate abilities: Counter, Ignore Terrain, Ignore Weather#, cannot enter water.
Stats:
  HP: A       MP: F       Phys. Atk.: A+     Mag. Atk.: F       Speed: D+

Construct 8 is immune to all status conditions except Confusion, all elements
except Lightning and Water, and (by virtue of having 0 Faith) all Faith-based
magicks.  But, it's WEAK to non-Faith-based Lightning attacks.

# Since Construct 8 can't enter water, its Ignore Weather would appear not to
ever actually do anything.  What in the world?

                                --ABILITIES--
--Action Abilities: Tasks--
Damage inflicted      : Physical Attack x PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Destroy           0   10  1/2 1/- Any  -  0    Non-elemental physical attack;
                                                  user loses HP equal to 1/8 of
                                                  damage inflicted
  Compress          0   12  1/2 1/- Any  -  0    Non-elemental physical attack;
                                                  user loses HP equal to 1/6 of
                                                  damage inflicted; may inflict
                                                  instant KO
* Dispose           0   10  8/* 1/- Any  N  0    Non-elemental physical attack;
                                                  user loses HP equal to 1/4 of
                                                  damage inflicted
  Pulverize         0   16  1/0 1/- Any  -  0    Non-elemental physical attack;
                                                  user loses HP equal to 1/4 of
                                                  damage inflicted

All Tasks abilities cannot be evaded or blocked, but consume some of Construct 
8's HP when used.

--Reaction Abilities--
                   TRIGGER        BRV JP   EFFECT
                   -------------------------------------------------------------
  Counter          Physical attk. Yes 0    Counter-attack with physical attack

--Support Abilities--
                                      JP   EFFECT
                   -------------------------------------------------------------
  Defense          Always equipped    0    Lowers damage received from physical
    Boost                                    attacks

--Movement Abilities--
none

JP to master: 0

                               --MY THOUGHTS--
Since Construct 8 is a special "monster," it can't change jobs, use equipment,
or learn new abilities.  That means it's not a very customizable character and
has pretty much a fixed set of strengths and weaknesses.

One of Construct 8's great strengths is its Dispose ability, which has a range
of 8 panels and never misses.  It's only moderately strong, but the range and
hit rate make it good for taking out enemy mages and gunners/archers. 
Construct 8 is also great on defense, since it's immune to Faith-based magicks
and most status conditions.  This makes it especially useful in particular
battles where the enemy relies heavily on magick or status attacks.  Plus, it
has an inherent Defense Boost and Counter.

You can also use Construct 8 as a stepping-stool to help other characters
climb up to higher ledges.  (Other large monsters have this ability as well.)
This is necessary to find the hidden items at Nelveska Temple, and can often
be handy in Midlight's Deep as well.

The downside to Construct 8 is that it's pretty slow and has a short move
range, so it's pretty rare that you'll actually have a chance to use its close
range attacks.  It's of course also immune to any POSITIVE magicks you might 
want to cast on it, like buffs or Cure magicks.  Using the Tasks abilities also
consumes some of its HP, but the loss is not great, so that isn't much to worry
about.

Since Construct 8 can't use equipment or change abilities, it's hard to upgrade.
The best you can do is gain levels and raise its Bravery.  In the long run, it's
hard to remedy some of Construct 8's weaknesses (like its short Move range), and
it eventually can't keep pace with the rest of your team.

In sum, Construct 8 proves to be quite useful when you first get it and remains
very helpful in particular story battles (against enemies using magick or status
attacks), but its usefulness may start to fade as other characters gain more and
more abilities that Construct 8 can never have.

---SKY PIRATE-------------------------------------------------------------------
Used By: Balthier                                        Movement range : 4
Equippable weapons: Knives, swords, knight's swords,     Jump height    : 4
                    bows, crossbows, guns, polearms      Physical evade : 25%
Equippable armor: Shields, hats, helms, clothes, armor,
                  robes
Innate ability (as Sky Pirate only): Safeguard

Stats When Active Job:
  HP: C       MP: C-      Phys. Atk.: C+     Mag. Atk.: C-      Speed: A
Stat Growth Rates:
  HP: ****    MP: ***     Phys. Atk.: ***    Mag. Atk.: *       Speed: *****

                                --ABILITIES--
--Action Abilities: Piracy--
Success(Plunder Heart): Magick Attack + PWR
Success  (others)     : Speed + PWR
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Leg Shot          0   50  Weapon  Any  Y  200  Causes Immobilize status
* Arm Shot          0   50  Weapon  Any  Y  300  Causes Disable status
  Seal Evil         0   70  Weapon  Any  Y  200  Turns undead to Stone
* Barrage           0   --  Weapon  Any  Y  1200 Use weapon 4 times in a row at 
                                                   1/2 damage per attack; can't
                                                   be evaded or blocked
  Plunder Gil       0   200 1/1 1/- Foe  -  10   Steal small amount of gil
                                                   (amount = Speed * level * 2)
* Plunder Heart     0   60  3/1 1/- Foe  N  150  Inflicts Charm; only effective
                                                   on females and monsters
  Plunder Helm      0   50  1/1 1/- Foe  -  350  Steal target's helmet
* Plunder Armor     0   45  1/1 1/- Foe  -  450  Steal target's armor
* Plunder Shield    0   45  1/1 1/- Foe  -  350  Steal target's shield
* Plunder Weapon    0   40  1/1 1/- Foe  -  600  Steal target's weapon
  Plunder Accessory 0   50  1/1 1/- Foe  -  500  Steal target's accessory
  Plunder Exp       0   80  1/1 1/- Foe  -  250  Steal some of target's current
                                                   Exp (amount = Speed + 15)

Leg Shot, Arm Shot, and Seal Evil fire twice per turn if combined with the 
Dual Wield support ability and Dual Wielded weapons.  (Dual Wield has no effect
on the other Piracy abilities.)

The Plunder abilities have a higher hit rate than the Thief's Steal equivalents.

JP to master: 5610

                               --MY THOUGHTS--
Balthier is an all-around great character, and quite versatile.  He can function
both as a ranged fighter (by equipping a gun or bow) or as a close-range fighter
(by equipping a sword or polearm).

His abilities combine those of Mustadio's and a Thief's ... and he's also
physically stronger, is more successful at stealing than a Thief, and has the
super speed of a Ninja.  How can you go wrong with that?  Once Balthier joins,
there's not all that much use for Mustadio since Balthier has all of Mustadio's
ability and then some!

Balthier's one completely unique ability, Barrage, is also very effective.
It's similar to Dual Wield in the sense that is essentially doubles your attack
power, except that Barrage cannot miss and also lets Balthier still equip a 
shield in his other hand.  Barrage is a great ability regardless of whether
you're using Balthier as a range attacker or a melee attacker.  Because Barrage
counts as a regular attack, it can also be combined with Poach or Tame.  In the
right circumstances, Barrage can also be used to attack multiple enemies in one
turn -- see "2Enemies1Turn.com" in the Tricks Related To Specific Abilities
section of Basic Tactics.  Sadly, Barrage CANNOT be combined with Dual Wield or
Doublehand; it still does regular damage if you have two weapons or one weapon
in two hands.  No Genji Glove + Offering this time around :(

---SWORD SAINT------------------------------------------------------------------
Used By: Orlandeau                                       Movement range : 4
Equippable weapons: Swords, knight's swords, katanas,    Jump height    : 3
                    ninja blades                         Physical evade : 12%
Equippable armor: Shields, hats, helms, clothes, armor,
                  robes
Stats When Active Job:
  HP: B+      MP: A-      Phys. Atk.: B-     Mag. Atk.: C-      Speed: B
Stat Growth Rates:
  HP: ****    MP: ****    Phys. Atk.: ****   Mag. Atk.: ***     Speed: **

                                --ABILITIES--
--Action Abilities: Swordplay--
Damage inflicted      : Physical Attack x (Weapon strength + PWR)
                            RNG RAD
               MP   TIC PWR H/V H/V TAR  LF JP   EFFECT
               -----------------------------------------------------------------
  Judgment Blade     0  2   2/* 2/0 Any  N  0    Physical attack, causes Stop
  Cleansing Strike   0  3   3/2 1/- Any  N  400  Physical attack, causes Doom
  Northswain's Strike0  2   3/1 1/- Any  N  500  Physical attack, instant KO
* Hallowed Bolt      0  4   3/* 2/1 Any  N  700  Physical attack, causes Silence
* Divine Ruination   0  5  4Dir 5/2 Any  N  800  Physical attack, causes Confuse
* Crush Armor        0  5#  3/* 1/- Any  N  200  Physical attack, destroys
                                                   target's armor
  Crush Helm         0  4#  3/* 1/- Any  N  400  Physical attack, destroys 
                                                  target's headgear
* Crush Weapon       0  3#  3/* 1/- Any  N  500  Physical attack, destroys