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    FAQ by BSiron

    Updated: 09/19/95 | Search Guide | Bookmark Guide

    The second edition FF2 'cheat sheet'     -courtesy of Ben Siron  9/19/95
    a.k.a. bensiron@cco.caltech.edu
    
    thanks to Adam Lederman for all of the information in his FF2 guide.  it gave
    me a lot of ideas on things to research, which I present in this new guide in
    addition to all the non-game genie information which he originally compiled
    
    recent thanks to ‘D’, who can be contacted using ‘d@serv.cache.net’.
    ‘D’ gave me corrected physical and magical damage algorithms, although I still
    can’t verify how any of the defense and % abilities work. ‘D’ also gave me
    useful info about the effects of conditions like ‘curse’ and the special
    abilities of certain classes, and this was enough of a headstart to attempt
    and exhaustive list of conditions and special abilities. finally, there are
    numerous other corrections to damage ranges and special items in this version
    which are due to ‘D’
    
    if you find anything amiss, missing, or badly explained (however trivial) with
    this guide, E-mail me, and I'll take note of it. E-mail me also if you find out
    any really cool tips, strategies, etc...
    
    (this listing was made in an evenly spaced font, lines 80 characters wide,
    with 8 characters per tab)
    
    
    
    - - - -=- -=-  -=< CONTENTS >=- -=- -=- - - -
    
    0: DEFINITIONS & ABBREVIATIONS..................03%
    
    1: STATISTICAL & DAMAGE ALGORITHMS..............09%
    	damage algorithms	.	.	09%
    	statistic algorithms	.	.	13%
    
    2: ACTIONS & CHARACTER CLASSES..................16%
    
    3: CONDITIONS...................................22%
    
    4: MAGIC........................................36%
    	black	.	.	.	.	39%
    	white	.	.	.	.	42%
    	call	.	.	.	.	45%
    	ninja	.	.	.	.	47%
    	other	.	.	.	.	48%
    
    5: ITEMS........................................49%
    	weapons	.	.	.	.	49%
    	armor	.	.	.	.	58%
    	other	.	.	.	.	66%
    
    6: MONSTERS.....................................72%
    	special attacks	.	.	.	73%
    	monster stats	.	.	.	78%
    
    7: TIPS, TRICKS, ETC. ..........................93%
    
    
    
    
    ======================== 0: DEFINITIONS & ABBREVIATIONS ========================
    
    Character classes:K - dark knight (cecil)	D - dragoon (kain)
    		@ - caller (young) (rydia)	C - caller (matured) (rydia)
    		S - sage (tellah)		P - paladin (cecil)
    		T - karate man (yang)		B - bard (edward)
    		Z - black wizard (porom)	E - engineer (cid)
    		N - ninja (edge)		L - lunarian (fusoya)
    		W - white wizard (palom, rosa)
    
    Damage attributes:	A - arrow		F - fire
    (elementals)		S - sacred		D - darkness
    			I - ice			L - lit
    
    Statistics:	STR - strength		AGI - agility
    		VIT - vitality		WIS - wisdom
    		WILL - willpower	MHP - maximum hit points
    		MMP - maximum magic points
    		RHP - remaining hit points (current health value)
    		ATT - attack value	A% - hit %
    		xA - attack multiplier
    		DEF - defense value	D% - defend %
    		xD - defense mutiplier	M% - magic evasion %
    		MD - magic resistance value
    		xM - magic resistance multipler
    		LV - level
    
    basic stats - the statistics of STR, AGI, VIT, WIS, and WILL.  these are not
    		derived from any other statistic, but they can be modified by
    		equipment
    
    derived stats - the statistics of ATT, A%, xA, DEF, xD, D%, MD, xM, and M%.
    		these are completely determined by basic stats, LV, and what is
    		being equipped
    
    (DMG) - this special effect means that the attack ignores the effects of
    		target's armor or resistance.
    
    (secret) - this item is very hard to find: you have to be lucky and win it
    		in battle.  very likely, you will play through an entire game
    		without ever finding this item
    
    (sneak) - if you have a ninja in your party, he can 'sneak' items from the
    		enemies.  the success rate of this depends on relative agility
    		ratings
    
    (dummy) - this item was taken out of the american or later versions of the
    		game (for some unknown reason), and you can't get it unless you
    		have a game genie (the code still exists to handle the item,
    		though)
    
    Mathematical notation:
    	[x] = the greatest integer less than or equal to x.
    			for instance, [ (57/4) ] = [ 14.25 ] = 14, 
    			where  /  indicates division.
    	(x,y) represents a range of possible point values,
    			not less than (x) and not more than (y)
    			for instance (200,300) means anything between 200 and
    			300, including 200 and 300 (the endpoints)
    	(...)k represents that amount in thousands. for example, 100k
    			means 100,000
    
    target - some place that you can cast a spell to, attack, use an item on, etc...
    		ex. - your allies and your enemies are targets in a battle
    
    enemy - a target in battle which is on the left side or on the right side if you
    		are attacked from behind.  a charmed enemy is still an enemy.
    		an enemy of an enemy is an ally.  an ally of an enemy is an
    		enemy
    
    ally - a target which is not an enemy.  a charmed ally is still an ally.
    
    phase - the unit of time inside of a battle during which the 'count' condition
    		is decremented (very short; 1-2 of these happen between actions
    		of each character
    
    turn - the unit of time inside of a battle required for all participants to take
    		an action
    
    HP leak - target creature continues to lose HP after the initial attack at a
    		rate of (1,16) HP per phase for about 4 turns
    
    attack - any action taken inside of a battle, except for COVER/OFF, HIDE/SHOW,
    		CHANGE, (run away), and PARRY
    
    physical attack - any attack which is carried out by using the ATTACK, JUMP,
    		KICK, AIM, or DART option
    
    magical attack - any attack which is carried out by using the BLACK, WHITE,
    		CALL, NINJA, ITEM, SING, PEEP, or TWIN option
    
    c.a. - counterattack: this technique will be used immediately(even if the game
    		is paused) by the creature whenever it is attacked in a certain
    		way, but is not eliminated by the attack.  the target of the
    		counterattack doesn't have to be the original attacker
    
    ca:p - counterattack to physical attacks
    
    ca:m - counterattack to magical attacks
    
    outside - the state of wandering around on the overland map (not being in a
    		town, dungeon, in battle, etc...)
    
    heal - when this word is in lowercase, it means that any damage this attack
    		inflicts is instead added to the target's HP, unless the target
    		is undead, in which case the heal attack does damage like any
    		other attack.  when this word is used in uppercase, it refers
    		to either the spell or the item called 'HEAL', which has a
    		totally different effect
    
    
    
    ======================= 1: STATISTICAL & DAMAGE ALGORITHMS =====================
    
    - - - -=- -=- DAMAGE CALCULATION ALGORITHMS -=- -=- - - -
    the results of nearly all attacks which produce damage are derived from a
    few numbers, the base, the ‘damage multiplier’ ('d.m.'), xA, and the defense of
    the target (MD or DEF)
    
    exceptions: the DART ability which is available to your ninja, and special
    	attacks which do damage based on the MHP of the target
    
    Physical Attacks:
    the base is the attacking character’s ATT.  if using the dragoon’s ‘JUMP’
    option, double the base.  double the base again if the target of the attack is
    ‘small’ or a ‘toad’.  if the attacker is 'berserk', multiply the base by 3/2.
    finally, if the attacker has ‘curse’, cut the base power in half
    to get the 'd.m.' for a physical attack, start with 1.  if the weapons being
    used have elements associated with them which apply to the elemental multipliers
    of the target, take the biggest such one and multiply the ‘d.m.’ by that number
    (if the biggest such one is negative, ignore it completely).  if the weapons
    being used have race multipliers (such as x4 vs.dragons), take the biggest such
    one and multiply the ‘d.m.’ again by that number.
    
    Magical Attacks:
    every spell or item has a base peculiar to it, as listed in the following parts.
    to get the ‘d.m.’ for a magical attack, also start with 1.  if the
    attack has an element associated with it which applies to the elemental
    multipliers of the target, multiply the ‘d.m.’ again by this number
    (if this number is negative, ignore it for now, but at the end of this
    algorithm, change the sign of the damage to be negative).  an ally which is the
    target of an elemental magic attack from another ally always takes x4 damage, so
    the elemental multiplier is always 4 in this case
    
    from this, let Z = ( base, [ base x 3/2 ] ) x ‘d.m.’
    *BUG: if the attack is magical and the base is derived from the RHP of the
    caster, the random range of Z cannot be more than 255.  Formally speaking,
    Z would be ( base, Max{ [ base x 3/2 ], base + 255 } ) x ‘d.m.’.  so, if you
    cast 'MIST' with an RHP of 3500, the random range of Z would be (1750,2005), and
    NOT (1750,2625)
    
    if the attack is (DMG), the target does not get a chance to stop it and we let
    N = Z.  otherwise,
    for a magical attack, let N = Z - (0,MD), unless the attack is made by an ally
    against an ally, in which case the target does not resist and N = Z
    for a physical attack, let N = Z - (0,DEF)
    
    in the case of a magical attack, let xP = either the effective black or white
    magic multiplier (as explained in the ‘magic’ section), or the constant
    multiplier which is peculiar to an item being used.  multiply N by a number
    between 0 and xP.  this function eludes me, but it is close to
    xP - ((xM) x (M%)).  if the attack is made by an ally against an ally, the
    target does not resist, and we multiply N by xP
    
    if N < 1 then N = 1
    
    in the case of a physical attack, multiply N by a number between 0 and xA.  the
    exact function also eludes me, but it depends on xA, xD, %A, %D, and bonuses for
    being in the front rows or not.  on average, it is ((xA) x (A%)) - ((xD) x (D%))
    
    if N > 9999, then N = 9999, except in rare circumstances which are explained
    individually
    
    finally, if the attack is a draining type attack (such as casting PSYCH or
    swinging the DRAIN sword), and the target is undead, make the sign of N
    negative (DON’T DRAIN UNDEAD!!).
    
    the effective damage done by the attack to the target is N.  if N is negative,
    then most likely the attack will heal the target
    
    sometimes during a physical attack the screen will flash, indicating a critical
    hit.  I don’t know what effect this has in the algorithm
    
    
    - - - -=- -=- STATISTICAL ALGORITHMS -=- -=- - - -
    here are the ways in which derived stats are obtained from LV and the basic
    stats; consider the value of the basic stats to be what they are after being
    modified by equipment (as is shown to you on the statistical info subscreen):
    
    let the level bonus be known as 'LB' = [ LV/4 ], except for the karate man, for
    which 'LB' = (LV + 1) x 2.  let the strength bonus be known as 'SB' = [ STR/4 ].
    let the vitality bonus be known as 'VB' = [ VIT/2 ].
    
    ATT = LB + SB + (weapon power).  if the character is ambidextrous and is
    equipping a different weapon in either hand, ATT = LB + SB + (left weapon power)
    + LB + SB + (right weapon power).  if the character is equipping a bow & arrows
    and the arrows are in that character's good hand, ATT = (arrow power) + (bow
    power) + SB; if the arrows are in the weak hand multiply this ATT value by 4/5
    (this penalty does not apply to ambidextrous characters).  if the character is
    equpping a two-handed weapon, it does not matter what hand the weapon is in, or
    whether the character is ambidextrous or not: ATT = LB + SB + (weapon power)
    
    xA = [ STR/8 ] + [ AGI/16 ] + 1
    
    A% = 50% + [ LV/4 ] + (weapon bonus to A%.  if the character is ambidextrous and
    is equipping two weapons, the bonus to A% is the average of the two bonuses)
    
    DEF = VB + (sum of all DEF armor ratings)
    
    xD = [ AGI/8 ] + ( [ LV/16 ] if a shield is equipped)
    
    D% = 30% + (sum of all D% armor bonuses)
    
    MD = (sum of all MD armor ratings)
    
    xM = [ (WIS + WILL)/32 ] + [ AGI/32 ]
    
    M% = [ (WIS + WILL)/8 ] + (sum of all M% armor bonuses)
    
    
    
    ======================= 2: ACTIONS AND CHARACTER CLASSES =======================
    
    character classes are the main way in which the characters in your party have
    differing abilities.  classes determine what weapons and armor can be equipped,
    what spells the character can cast and learn, how the character gains in
    statistics at every level up, and what other miscellaneous special actions that
    the character can use
    
    - - - -=- -=- AVAILABLE ACTIONS -=- -=- - - - 
    
    all classes may use ATTACK, PARRY, (run away), ITEM, or CHANGE as an action in
    battle.  in addition to this, certain classes have the following special actions
    available to them:
    
    PALADIN (P):		WHITE		COVER/OFF
    DRAGOON (D):		JUMP
    DK.KNIGHT (K):
    CALLER(young) (@):	WHITE		BLACK		CALL
    CALLER(mature) (C):	BLACK		CALL
    SAGE (S):		WHITE		BLACK
    KARATE MAN (K):		KICK
    BARD (B):		HIDE/SHOW	SING
    ENGINEER(chief) (E):	PEEP
    WH.WIZ (W):		WHITE		AIM(rosa only)	TWIN(palom only)
    BL.WIZ (B):		BLACK		TWIN
    LUNARIAN (L):		WHITE		BLACK
    NINJA (N):		DART		SNEAK		NINJA
    
    ATTACK - launch a basic physical attack at any available target
    PARRY - do nothing; during this time and until this character gets another
      prompt to take an action, defense in increased in some way i'm not sure of
    CHANGE - all allies in the back row move to the front row and vice versa
    ITEM - use an item in the party's inventory, change equipment in the left and/or
      right hand of the character taking this action, move items around, and/or use
      an equipped weapon as an item
    (run away) - this option is not listed, but it can be used at any time by
      holding down the left & right buttons.  this will only be successful if at
      least one ally is available to take an action(or is already taking an action),
      you are not in a subcreen of the main action window, and the game is not
      paused.  you can also quit trying to run away at any time by releasing the
      left & right buttons, at which time you may give the ally who is ready a
      different action.  if (run away) is successful, the battle will be aborted and
      you may lose an amount of gold exactly equal to 1/4 what you would have won if
      you had stayed and fought
    WHITE - shows a listing of all white spells that the character knows
    BLACK - shows a listing of all black spells that the character knows
    NINJA - shows a listing of all ninja spells ...
    CALL - shows a listing of all call spells ...
    COVER - attempt to intercept most physical attacks aimed at a chosen ally by an
      enemy and become the target of the attack instead.  the paladin will
      automatically COVER any fatigued ally (one with HP =< [ MHP/4 ])
    OFF - cancels the previous COVER directive
    JUMP - leap high into the air to launch a physical attack against a single enemy
      target with double the normal base ATT value.  a JUMP takes a full turn to
      execute, and while in the air the dragoon may not be the target of any kind
      attack.  all attacks which are directed to target the dragoon before a JUMP,
      but are not executed until the dragoon is already in the air will be
      ineffective or will target a different ally
    PEEP - this has the same effect as the white spell of PEEP, but it's free
    AIM - a bow & arrow must be equipped to be able to use this action.  AIM makes a
      physical attack as is normally done at single target, except that A% becomes
      99%.  AIM has no extra side costs that I can see, so it seems to be superior
      to the ATTACK option in every way
    DART - sacrifice a weapon in the party's inventory to cause exactly
      LV(of ninja) x (power of weapon) + (1,100) points of (DMG) to a single target.
      the special abilities and elemental attributes of the weapon that you use as a
      dart are irrelevant.  you could target an ally with this action, but the
      attack would be ineffective, and you would still lose the weapon forever
    SNEAK - attempt to steal an item from a target.  if the target is slow, has
      'stop','paralyze', or 'sleep', or your ninja is fast, the chances of this
      attack being successful are increased.  the type of item stolen will always be
      the same for a given type of monster, and is listed further on.  a successful
      SNEAK from a given monster does not in any way decrease the chances of being
      able to SNEAK from that same monster again.  you can potentially SNEAK an
      infinite number of items from a given monster.  SNEAK may be targetted against
      an ally or an enemy boss, but it is never effective in these instances.  the
      SNEAK attack is neither magical nor physical
    TWIN - either palom or porom may initate this action if both characters are in
      your party and have the capability to cast at least a 10 point magic spell
      (i.e. neither has 'mute','swoon','stone','pig', etc...).  once chosen, the
      other ally will terminate whatever action that has been started, and they will
      both begin casting either FLARE or COMET.  if either ally is incapacitated
      in the process of casting, TWIN will be aborted.  the effects of TWIN when
      cast successfully are listed in the magic section
    HIDE - if HIDE is used, the ally may not be the target of any attack, and any 
      attack that was targetted at the hidden ally before HIDE was executed will
      fail or be redirected to another ally, as is the case with JUMP.  the only
      action available to a hidden ally is SHOW
    SHOW - cancels the previous hide directive
    KICK - launches a physical attack against all enemy targets.  i'm not sure
      exactly how this works
    SING - ?
    
    
    
    ================================= 3: CONDITIONS ================================
    
    there are 19 different ways to alter a character so that the change appears
    as a change in status (that I know of):
    
    			WALL
    			D
    			PETRIFY
    			COUNT
    			STOP
    			BERSERK
    			CHARM
    			SLEEP
    			PARALYZE
    			FLOAT
    			CURSE
    			POISON
    			DARKNESS
    			MUTE
    			PIG
    			SMALL
    			TOAD
    			STONE
    			SWOON
    
    a character may have several of these conditions simultaneously, but the status
    window will only show the one that is lowest (most severe) on the list.  the
    other reason I have given the 19 conditions in a specific order is that for the
    most part, one condition cannot be set if the target already has a condition
    that is more severe (lower on the list).  ex- if the target is 'mute', and you
    try to cast BERSK on it, the spell will be ineffective because you can't set the
    'berserk' condition once 'mute' has already been set.  you can however remove
    conditions which are less severe than ones the target already has.  ex- if the
    target is a 'toad' and a 'pig' at the same time (this is possible if you first
    cast PIGGY on it, and then TOAD), you can still use PIGGY to remove the 'pig'
    condition.  there are a few exceptions to this severity rule:
      - stop, wall, count and poison may be set over anything but stone or swoon
      - any condition may be set over float
      - any permanent condition may be set over any other permanent condition if
        the action is done outside of battle 
    
    in the explanation of these conditions, 'nP' means non-permanent.  it may not
      exist or persist outside of battle. 'Pm' means permanent.  this condition will
      stay with the target until it is actively removed, and may even persist if the
      target swoons and is revived later
    
    WALL:nP: a 'wall' lasts for about 1-2 turns and will reflect many kinds of
      magical attacks so that the spell ends up targetting an enemy of the original
      target instead.  a wall will not reflect an attack which already been
      reflected once.  most attacks which only target multiple targets may not be
      reflected.  Reflectable: all black & white spells except PEEP,QUAKE,METEO,
      the special monster attacks of MEGANUKE,EMISSION,COUNT(fataleye),DISRUPT, the
      ninja magic of PIN, all weapons used as items except DANCING(knife).
      Not Reflectable: all call spells, all other ninja spells, all other black &
      white spells, the special monster attacks of ENTANGLE,(2xattack),
      BLIZZARD(blue d.),CURSE(d.fossil),PETRIFY(blackliz), NEEDLE(swordrat), and all
      other item use.
      any other special monster attacks which I have not listed as either
      Reflectable or not I am not sure about.
      a 'wall' is only visible when it is cast or triggered and appears as a round
      crystal shield in front of the target.
    
    D:nP: 'D' is probably a bug resulting in a mismatched character string for this
      condition.  if a target has 'D', it is 1/3 of the way to becoming 'stone', and
      will gradually move on to the 'petrify' condition by waiting long enough.  'D'
      has no ill side effects and is visible by the target being gray below the
      waist
    
    PETRIFY:nP: 'petrify' means that the target is 2/3 of the way to becoming
      'stone', and will gradually move on to the 'stone' condition by waiting long
      enough.  'petrify' has no ill side effects and is visible by the target being
      either totally grey or grey below the shoulders
    
    COUNT:nP: a 'count' begins at 10 and is decremented at every phase, unless the
      target also has 'stop'.  if it is decremented while at zero, the target will
      'swoon'.  'count' is visible as a green two-digit number which sits over the
      target's head and is updated as count as decremented
    
    STOP:nP: 'stop' means that the target may take no actions and is also more
      vulnerable to magical and physical attacks, as well as the ninja ability of
      SNEAK.  the target may spontaneously break out of this condition without
      outside help.  'stop' is only visible when it is cast, and appears as a green
      clock with the minute hands going through four freeze-frames
    
    BERSERK:nP: a 'berserk' target may not be controlled.  the target takes twice as
      many actions as is normal and uses them all for basic physical attacks.  as
      mentioned before, the base power of these physical attacks is multipled by
      3/2.  'berserk' is only visible when it is cast, and appears as a cosmic ray
      which envelops the target from above
    
    CHARM:nP: a target with 'charm' is confused and cannot be controlled.  the
      target will begin to take random actions at a rate twice as often as is
      normal to benefit its enemies and harm its allies.  if the target takes damage
      from a physical attack, 'charm' is removed.  if 'charm' is set, the target
      is freed from the conditions of stop, and berserk.  'charm' is visible as a
      rotating green aura overhead of the target
    
    SLEEP:nP: 'sleep' means that the target may take no actions.  the target may
      spontaneously break out of this condition without outside help.  'sleep' is
      visible as a blue tear dripping out of the eye of the target
    
    PARALYZE:nP: a target with 'paralyze' may take no actions.  the target may
      spontaneously break out of this condition without outside help, unless this
      condition has been automatically imposed by being in cave Magnes with metal
      items equipped before defeating the Dark Elf.  if all characters have
      'paralyze' for this reason, your party will automatically perish immediately
      upon entering battle.  'paralyze' is visible as colorful electricity buzzing
      to either side of the target
    
    FLOAT:quasi-Pm: 'float' disappears if you return to the outside from a battle,
      dungeon, or town, or enter/exit any map.  'float' means that the target is
      immune to QUAKE and TITAN, and does not take damage from floor squares outside
      of battle.  'float' does not grant immunity to stairways or pitfalls.  some
      enemies such as 'eagle' float naturally.  'float' is visible because the
      target will bob up and down in mid-air above an oval shadow
    
    CURSE:Pm: a target with a 'curse' has its base power for physical attacks
      halved, as mentioned before.  'curse' is visible as a black cloud floating 
      overhead
    
    POISON:Pm: a target with 'poison' will lose 1 HP for every step taken outside of
      battle, and inside of battle the target will lose [ MHP/8 ] HP once every
      ( 5+[ VIT/2 ] ) phases.  a target with 'poison' has a purple face
    
    DARKNESS:Pm: 'darkness' means that the target's A% is halved.  a character with
      'darkness' wears shades
    
    MUTE:Pm: 'mute' prevents the target from casting spells.  the target may still
      use items or special monster attacks.  if a target is 'mute', yellow dialogue
      will blink overhead
    
    PIG:Pm: 'pig' prevents the target from casting anything but PIGGY, and prevents
      using the special ability of AIM.  a 'pig' will look like a pig
    
    SMALL:Pm: 'small' reduces the target's ATT to 0.  DEF, Dx, and D% all go
      to 0, and as mentioned before, the bases of all physical attacks against
      'small' targets are doubled.  'small' targets may not use the special
      abilities of DART,COVER,JUMP, or AIM.  a 'small' target will look like a tiny
      doll
    
    TOAD:Pm: 'toad' reduces the target's attack and defenses in the same manner as
      'small'.  in addition, a 'toad' may not cast anything but TOAD, and may not
      use any special abilities peculiar to certain classes.  a 'toad' will look
      like a toad
    
    STONE:Pm: a character with 'stone' may take no actions and may not be target of
      any action besides the HEAL item or spell.  a 'stone' enemy is automatically
      eliminated.  setting the 'stone' condition removes the conditions of count
      and berserk.  if all allies in your party become either 'stone', 'swoon' or
      have automatic 'paralyze' as mentioned before, your entire party perishes
      immediately.  a 'stone' target is completely grey and hunched over, immobile
    
    SWOON:Pm: a character with 'swoon' may take no actions and may not be the target
      of any action besides LIFE1, LIFE2, the LIFE item, or ASURA.  setting the
      'swoon' condition means that HP = 0, and that the conditions of wall, charm,
      count, stop, berserk, paralyze, sleep, and poison are removed.  to 'swoon' is
      to be on the edge of death, face down to the ground
    
    
    
    =================================== 4: MAGIC ===================================
    
    BLACK:
    the effectiveness of black magic is dependent on the WIS stat of the caster.
    some spells have a base damage, which is then multiplied by the black magic
    multiplier, B, which is determined as B = [ WIS / 4 ] + 1.
    
    WHITE:
    likewise for white magic, the power of the spell is dependent only on WILL.
    there is a similar white magic multiplier, W = [ WILL / 4 ] + 1.
    
    some spells can only be cast on a single character (S), some can only be cast on
    all allies or all enemies (A), and others you can choose between one target and
    multiple ones (S/A).
    
    if you choose to split a (S/A) spell to multiple targets, the total effect will
    be divided up equally among the targets by supposing that you had cast the same
    spell to each of the targets individually.  if the spell has a multiplier
    associated with it, each target recieves the spell with a multipler of the
    original divided by the number of targets.  ex.- you cast FIRE3 on 5 targets,
    and your caster has WIS = 30.  so B = [ 30/4 ]+1 = 8.  each of the 5 targets
    will recieve a FIRE3 spell with a B multiplier of 8/5
    
    certain spells have elemental attributes and/or base numbers associated with
    them.  this is indicated in the ‘Attribute/Effect’ column.  ex- F:24 x B means
    that the spell will attack the targets it is aimed at with the element of fire,
    a base of 24, and in this case the black magic multiplier will apply to the
    damage that is done
    
    an 'nC' abbreviation in the effects column means that the preceding result only
    applies outside of combat. a 'Cb' abbreviation means that the preceding result
    only applies inside of combat situations.  if the explanation omits to provide a
    result for one of the two situations, then this means that the spell is not
    available to cast in that situation
    
    other miscellany: the column 'who learns it/when' gives only approximate
    levels at which the spell is learned. Z-13 means that a Bl.Wiz would learn the
    spell at around level 13. S-(MO) means that the sage learns the spell at mount
    ordeals.  C-(SM) means that the caller learns this in the land of summoned
    monsters.  # means that the spell is known by the character at the time that
    they join your party.  any black or call spell that the young Caller learns is
    retained until you meet her in her matured state, but all of the white spell
    that the young Caller learns are lost
    
    DONT DRAIN UNDEAD!  PSYCH and DRAIN are draining type spells; if you cast them
    on undead, you will give away lots of MP or HP to your enemies!
    
    
    - - - -=- -=- BLACK MAGIC -=- -=- - - -
    Spell/Cost	to:	Attribute/Effect	    Who learns it/when
    
    FIRE1 - 5	S/A	F:16 x B	-Cb	    @-near Fabul, Z-#, S-#, L-#
    FIRE2 - 15	S/A	F:64 x B	-Cb	    C-#, Z-12, S-(MO), L-#
    FIRE3 - 30	S/A	F:256 x B	-Cb	    C-40, Z-?, S-(MO), L-#
    ICE 1 - 5	S/A	I:16 x B	-Cb	    @-2, Z-#, S-#, L-#
    ICE 2 - 15	S/A	I:64 x B	-Cb	    C-#, Z-11, S-(MO), L-#
    ICE 3 - 30	S/A	I:256 x B	-Cb	    C-38, Z-?, S-(MO), L-#
    LIT 1 - 5	S/A	L:16 x B	-Cb	    @-5, Z-#, S-#, L-#
    LIT 2 - 15	S/A	L:64 x B	-Cb	    C-#, Z-13, S-(MO), L-#
    LIT 3 - 30	S/A	L:256 x B	-Cb	    C-42, Z-?, S-(MO), L-#
    SLEEP - 12	S/A	make target 'sleep'  -Cb    @-9, Z-#, S-(MO), L-#
    VENOM - 2	S/A	0 x B ;'poison' the
    			  target	-Cb	    @-10, Z-#, S-(MO), L-#
    WARP - 4	A	jump back one floor from
    			  inside a dungeon.  -Cb;
    			  no effect     -nC	    @-12, Z-?, S-(MO), L-#
    TOAD - 7	S/A	switch the 'toad' condition on/off for
    			  each target   -nC/Cb	    @-13, Z-22, S-(MO), L-#
    PIGGY - 1	S/A	switch the 'pig' condition on/off for
    			  each target	-nC/Cb	    C-#, Z-11, S-(MO), L-#
    STOP - 15	S	'stop' the target    -Cb    C-#, Z-14, S-#, L-#
    PSYCH - 0	S	16 x B ; damage is removed from the
    			  target's MP and then added to
    			  your own MP	-Cb	    C-31, Z-?, S-#, L-#
    STONE - 15	S/A	'stone' the target   -Cb    C-46, Z-?, S-(MO), L-#
    DRAIN - 18	S	20 x B ; damage done to the
    			  target is added to your
    			  own HP	-Cb	    C-35, Z-?, S-(MO), L-#
    VIRUS - 20	S/A	128 x B ; target will then
    			  have an HP leak    -Cb    C-26, Z-19, S-(MO), L-#
    QUAKE - 30	A	200 x B to each target -Cb  C-44, Z-23, L-#
    WEAK - 25	S	reduce target to (1,9) HP,
    			  unless this would cause the
    			  target to gain HP  -Cb    C-48, Z-?, S-(MO), L-#
    FATAL - 35	S	'swoon' the target   -Cb    C-49, Z-?, L-#
    NUKE - 50	S	400 x B		     -Cb    C-50, Z-?, L-#
    METEO - 99	A	800 x B to each target -Cb  C-60, Z-?, L-#
    
    
    - - - -=- -=- WHITE MAGIC -=- -=- - - -
    Spell/Cost	to:	Attribute/Effect	    Who learns it / when
    
    CURE1 - 3	S/A	heal 16 x W	-Cb,
    			  see below	-nC	    W-#, @-3, P-#, S-(MO), L-#
    CURE2 - 9	S/A	heal 48 x W	-Cb,
    			  see below	-nC	    W-14, P-14, S-#, L-#
    CURE3 - 18	S/A	heal 144 x W	-Cb,
    			  see below	-nC	    W-27, S-(MO), L-#
    CURE4 - 40	S/A	heal 288 x W if the spell is
    			  split among multiple targets,
    			  otherwise heal to MHP (this
    			  gain may exceed 9999) -Cb,
    			  see below	-nC	    W-38, S-(MO), L-#
    SIGHT - 2		view your surroundings
    			  if you're outside -Cb,
    			  no effect	-Cb	    W-#, @-4, P-3, S-(MO), L-#
    PEEP - 1	S	view target's HP/MHP and
    			  elemental weaknesses,
    			  does not work against
    			  enemy bosses	       -Cb  W-#, P-8, S-(MO), L-#
    HOLD - 5	S	'paralyze' the target  -Cb  W-#, @-7, S-(MO), L-#
    SLOW - 14	S/A	slow down target       -Cb  W-#, S-(MO), L-#
    MUTE - 6	S/A	'mute' the target      -Cb  W-15, S-(MO), L-#
    BERSK - 18	S	'berserk' the target   -Cb  W-18, S-(MO), L-#
    EXIT - 10	A	force an escape from battle -Cb,
    			  jump out of a town or other
    			  area completely to the same place
    			  that you left the outside
    			  originally	-nC	    W-19, P-20, S-#, L-#
    HEAL - 20	S	heal all conditions except
    			  'swoon','count','float',
    			  and 'berserk'	-nC/Cb	    W-20, P-16, S-#, L-#
    BLINK - 8	S	make target hard to hit -Cb W-23, S-#, L-#
    CHARM - 10	S	'charm' the target	-Cb W-25, S-#, L-#
    SIZE - 6	S/A	make target 'small'	-Cb W-29, S-(MO), L-#
    FAST - 25	S	speed up target		-Cb W-30, S-(MO), L-#
    FLOAT - 8	S/A	make target 'float'	-Cb W-32, S-(MO), L-#
    WALL - 30	S	give target a 'wall'	-Cb W-34, S-(MO), L-#
    LIFE1 - 8	S	remove 'swoon' and restore the
    			  target's HP to the target's
    			  VIT x 5	-nC/Cb	    W-12, S-#, L-#
    LIFE2 - 52	S	remove 'swoon' and heal the target
    			  to its MHP (target may gain more
    			  than 9999 HP)	-nC/Cb	    W-42, S-(MO), L-#
    WHITE - 46	S	S:336 x W	-Cb	    W-48, L-#
    
    unique effect - if you use a cure spell outside of battle to heal a single
      target, that target will gain exactly ([WILL/8]+2) x ([WILL/2]+Z) HP, where
      Z is the base power that the spell would have in combat.  if you choose to
      divide the spell, the total healing amount is the same, but it is
      divided equally among all allies.  the only exception is CURE4, which will
      have the same effect outside of combat as it does in combat, if it is cast on
      a single target
    
    
    - - - -=- -=- CALL MAGIC -=- -=- - - -
    Spell/Cost	to:	Attribute/Effect	    Who learns it / when
    
    CHOCB - 7	S	40 x B		-Cb	    @-1
    MIST - 20	A	RHP of caster to each
    			  target (DMG)	-Cb	    C-#
    SHIVA - 30	A	I:80 x B to each target	-Cb C-#
    JINN - 30	A	F:80 x B to each target	-Cb C-#
    INDRA - 30	A	L:80 x B to each target	-Cb C-#
    TITAN - 40	A	160 x B to each target
    			  (a weaker and more expensive
    			  version of QUAKE)	-Cb C-#
    ASURA-50	A	one of 3 effects, chosen randomly:
    			  tan face: heal 160 x B to each target
    			  brown face: heal 240 x B to each target
    			  black face: cast LIFE1 to 
    			    each target		-Cb C-(SM)
    LEVIA - 50	A	280 x B to each target	-Cb C-(SM)
    ODIN - 45	A	'swoon' each target (this either
    			  works completely, or not
    			  not at all)	-Cb	    C-(basement of Baron)
    SYLPH - 0 (25)	S	120 x B ; damage done to target
    			  is divided evenly and used to 
    			  heal all allies.  *BUG: although
    			  spell infromation says otherwise,
    			  casting of this spell is free
    			  (gotta love it)	-Cb C-(sylvan cave)
    BAHAM-60	A	480 x B to each target	-Cb C-(bahamut's cave)
    IMP - 1		S	(secret) i'm not sure how
    			  this works, but it only 
    			  does about 100 damage	-Cb C-(fight imp types)
    MAGE - ?	S	(secret) 'paralyze' the target
    			  and cause an HP leak	-Cb C-(fight a 'Mage')
    BOMB - ?	?	(secret) RHP of caster?	-Cb C-(fight 'Balloon' or
    						'Grenade' on the moon's surface)
    ROC - ?		S	(dummy) (secret)	    C-(fight 'Roc Baby' or
    			  'stone' the target	-Cb         'Cocktric')
    
    
    - - - -=- -=- NINJA MAGIC -=- -=- - - -
    Spell/Cost	to:	Attribute/Effect	    Who learns it / when
    
    FLAME - 15	A	F:80 x B to each target	-Cb N-#
    FLOOD - 20	A	I:120 x B to each target-Cb N-(before Rubicant)
    BLITZ - 25	A	L:160 x B to each target-Cb N-(before Rubicant)
    PIN - 5		S	'paralyze' the target	-Cb N-27
    SMOKE - 10	A	force an escape from
    			  battle		-Cb N-35
    IMAGE - 6	self	makes caster hard to hit-Cb N-40
    
    
    - - - -=- -=- OTHER MAGICS -=- -=- - - -
    Spell/Cost	to:	Attribute/Effect	    Who learns it / when
    
    TWIN - one of two things happens randomly:    -Cb   Porom,Palom-#
        FLARE - 10	A	120 x B* divided evenly among all targets
        COMET - 20	A	80 x B* to each target
    			(B* = black magic multiplier of one of two twins,
    			 	 chosen randomly.)
    
    
    
    =================================== 5: ITEMS ===================================
    
    item cost represents how much you have to spend to buy the item.  in most
    cases, the resale value of an item is half of its original cost
    
    a '!' in the cost column means that the item can't be traded, dropped
    or sold. 
    
    - - - -=- -=- WEAPONS -=- -=- - - -
    
    some weapons are two handed, and you can equip them in either hand without
    penalty, but you can't use a shield at the same time.  these are indicated with
    a prefix of '2.' before the name
    
    some weapons can be used as items to cast spells.  for instance, using the white
    spear as a item casts white at x2, meaning that the white magic multiplier is
    effectively 2, no matter what the WILL stat of the character using it is
    
    as advised before, draining undead creatures will work in reverse.  so
    for the love of god, don't attack them with the drain spear or drain sword.
    (please?....)
    
    Sword/Cost	Who	Attrib/pwr	A%	Special stuff
    
    SHADOW - 700	K	D:10		30		
    DARKNESS - 1200	K	D:20		35
    BLACK - 2k	K	D:30		40	hit to swoon,
    						  STR,AGI,VIT,WIS +5, WILL -5
    LEGEND - !	P	S:40		50	WILL +3
    ANCIENT - 19k	PD	35		27
    SILVER - 6k	PD	50		30	x4 vs. spirits
    FIRE - 14k	PD	F:65		30
    ICEBRAND - 26k	PD	I:65		30
    SLUMBER - 26k	PD	55		27	hit to sleep
    DRAIN - 13k	PD	45		0	all damage done to target is
    						  added to the HP of the
    						  attacker,  ALL basic stats -5
    2.AVENGER - 10	P	S:80		50	if equipped you will be berserk
    						  automatically in battle.
    						  STR,AGI,VIT +10,WIS,WILL -10
    LIGHT - 42k	P	S:99		50	STR, WILL +3
    DEFENSE - 57k	PD	105		40	VIT +15
    EXCALIBUR - 80k	P	S:160		50	STR +10
    CRYSTAL - 10k	P	S:200		50	STR,VIT,WILL +15
    MEDUSA - ?	?	?		?	(secret - fight a 'BlackLiz')
    
    
    Spear/Cost	Who	Attrib/pwr	A%	Special stuff
    
    SPEAR - 60	D	A:9		50
    WIND - 7k	D	A:55		30
    FLAME - 11k	D	A,F:66		30	use to cast FIRE2 (x4)
    BLIZZARD - 21k	D	A,I:77	30		use to cast ICE 2 (x4)
    DRAIN - 130	D	A:88		-28	all damage done to target is
    						  added to the HP of the
    						  attacker,  ALL basic stats -10
    GUNGNIR - 100k	D	A:92		30	VIT +15
    DRAGOON - ?	D	A:99		?	(secret - fight a 'Red Dragon')
    WHITE - 74k	D	A,S:109		40	use to cast WHITE (x2)
    
    
    Blade/Cost	Who	Attrib/pwr	A%	Special stuff
    
    SHORT - 4k	N	25		40
    MIDDLE - 7k	N	32		40
    LONG - 11k	N	40		40
    NINJA - 18k	N	48		40	STR +5
    MURASAME-22k	N	55		50	STR,VIT,WIS +5, AGI,WILL -5
    MASAMUNE-23k	N	65		50	AGI +3, use to cast FAST
    
    
    Axe/Cost	Who	Attrib/pwr	A%	Special stuff
    
    HANDAXE - ?	?	35		?	?
    DWARF - 15k	PD	62		19	STR,VIT +5, AGI,WIS,WILL -5
    OGRE - 45k	PD	80		45	x4 vs. giants, and 'screamer'
    2.POISON - 94k	PD	95		10	x4 vs. giants, hit to poison
    RUNEAXE - ?	?	100		?	(secret - fight a pair of 
    						  'macgiant' or 'redgiant')	
    
    Claw/Cost	Who	Attrib/pwr	A%	Special stuff
    
    FIRECLAW - 350	TN	F:0		30
    ICECLAW - 450	TN	I:0		30
    THUNDER - 550	TN	L:0		30
    CHARM - 600	TN	0		0	AGI +3, hit to charm
    						  x4 vs. giants
    POISON - 650	TN	0		40	STR +3, hit to poison
    CATCLAW - 700	TN	0		55	STR,AGI +5, hit to sleep, 
    				      multiplies the damage multiplier from the
    					weapon in your other hand by itself
    
    
    Whip/Cost	Who	Attrib/pwr	A%	Special stuff
    
    WHIP - 3k	C	20		0	hit to paralyze
    CHAIN - 6k	C	30		5	hit to paralyze
    BLITZ - 10k	C	L:40		10	hit to paralyze
    FLAME - 16k	C	F:50		15	hit to paralyze, WIS,WILL -5
    						  STR,AGI,VIT +5
    DRAGON - ?	C	?		?	hit to paralyze, ?
    						  (secret - fight 'Blue D.')
    
    
    Wrench/Cost	Who	Attrib/pwr	A%	Special stuff
    
    2.WOODEN - 80	E	45		25
    2.SILVER - 8k	E	55		25	x4 vs. spirits
    2.EARTH - 12k	E	F:65		25	STR +5, use to cast QUAKE (x1)
    
    
    Bow/Cost	Who		Attrib/pwr	A%	Special stuff
    
    SHORTBOW-220	@CPZWELB	5		-20
    CROSSBOW-700	@CPZWELB	10		-15
    GREATBOW - 2k	@CPZWELB	15		-10	STR +3
    ARCHER - 3k	@CPZWELB	20		0	STR +5
    ELVENBOW - 5k	@CPZWELB	25		25	WIS +5, 
    							  x4 vs. magic users
    SAMURAI - 11k	@CPZWELB	30		10	STR +10
    ARTEMIS - ?	?		?		?	(secret - fight 'Kary')
    
    
    Arrow/Cost	Who			Attrib/pwr	Special stuff
    
    IRON - 10	@CPZWELB		A: 5
    WHITE - 20	@CPZWELB		A,S:10	
    FIRE - 30	@CPZWELB		A,F:15
    ICE - 30	@CPZWELB		A,I:15
    LIT - 30	@CPZWELB		A,L:15
    DARKNESS - 40	@CPZWELB		A:20		hit to cause darkness
    POISON - 70	@CPZWELB		A:30		hit to poison
    MEDUSA - 10	@CPZWELB		A:1		hit to stone, (sneak
    						   from 'BlackLiz' or 'Medusa')
    MUTE - 100	@CPZWELB		A:35		hit to mute, 
    							  x4 vs. magic users
    CHARM - 110	@CPZWELB		A:40		hit to charm, 
    							  x4 vs. giants
    SAMURAI - 140	@CPZWELB		A:50
    ARTEMIS - 200	@CPZWELB		A:75		x4 vs. dragons, 
    							  (sneak from 'Kary')
    
    
    Knife/Cost	Who		Attrib/pwr	A%	Special stuff
    
    SILVER - 3k	PDCN		20		45	x4 vs. spirits
    DANCING - 5k	PDCN		28		44	use for a base 40 (x8)
    						       attack to a single target
    MUTE - 13k	PDCN		35		25	WIS +5, hit to mute,
    							  x4 vs. magic users
    
    
    Boomerang/Cost	Who		Attrib/pwr	A%	Special stuff
    
    BOOMERANG-3k	N		A:20		30
    FULLMOON - 9k	N		A:40		45
    
    
    Harp/Cost	Who		Attrib/pwr	A%	Special stuff
    
    DREAMER - 480	B		8		35	hit to sleep
    CHARM - 1200	B		18		40	hit to charm
    
    
    Rod/Cost	Who	Attrib/pwr	A%	Special stuff
    
    ROD - 100	@CSZL	3		-10	use for a base 28 attack to a
    						  single target
    ICEROD - 220	@CSZL	I:5		0	use to cast ICE 1 (x2)
    FLAMEROD - 380	@CSZL	F:7		-5	WIS +3, use to cast FIRE1 (x2)
    THUNDER - 700	@CSZL	L:20		0	WIS +3, use to cast LIT 1 (x2)
    CHANGE - 1250	@CSZL	15		0	WIS +5, use to cast PIGGY
    CHARM - 5k	@CSZL	30		5	WIS +10, hit to charm,
    						  use to cast charm
    STARDUST - 11k	@CSZL	45		10	WIS +15, use to cast COMET (x7)
    LILLITH - ?	?	?		?	(secret - fight 'Lillith'), use
    						  to cast PSYCH (x8)
    
    
    Staff/Cost	Who	Attrib/pwr	A%	Special stuff
    
    STAFF - 160	@PSWL	4		-5	use to remove poison from a
    						  single target
    CURE - 480	@PSWL	8		0	use to heal HP w/a base 12 (x2)
    						  attack to all allies
    SILVER - 4k	@PSWL	12		5	WILL +3, x4 vs. undead
    POWER - 2k	@PSWL	30		50	STR +10
    LUNAR - 7k	@PSWL	36		10	WILL +10
    LIFE - 22k	@PSWL	48		15	WILL +15, use to cast LIFE1
    SILENCE - 15k	@PSWL	52		10	WILL +10, use to cast MUTE,
    						  (secret - fight a 'conjuror')
    						  x4 vs. magic users
    
    
    Dart/Cost		Power		Dart/Cost		Power
    
    SILVER(knife)		20		SHORT(blade)		25
    DANCING(knife)		28		MUTE(knife)		35
    ANCIENT(sword)		35		SHURIKEN - 20k		40
    DRAIN(sword)		45		NINJA(blade)		48
    MURASAME(blade)		55		SLUMBER(sword)		55
    MASAMUNE(blade)		65		AVENGER(sword)		80
    NINJA - 50k		80		DRAIN(spear)		88
    GUNGNIR(spear)		92		LIGHT(sword)		99
    DEFENSE(sword)		105		WHITE(spear)		109
    EXCALIBUR(sword)	160		SPOON - 10k		255
    
    
    - - - -=- -=- ARMOR -=- -=- - - -
    
    some armors have the ability to defend certain elements very well.  for example,
    the ice armor defends fire, as indicated in the attributes column with an F
    before the defensive value
    
    some armors will stop certain conditions, as might be indicated in the 'special
    stuff' column.  this means that inside of battle, the character is immune to
    status changes in this condition
    
    
    Robe/Cost	Who	Def	%D	MD	M%	Special stuff
    
    CLOTH - 50	all-K	1	0	0	0
    PRISONER - 70	all		1	0	1	0
    BARD - 70	all-K	2	0	1	0	stops mute
    LEATHER - 200	all-K	2	0	1	1
    GAEA - 500	PCWZSL	3	0	3	3
    KARATE - 4k	all	5	10	2	1	STR +3
    WIZARD - 1200	PCWZSL	5	0	5	5	WILL +5
    BL.BELT - 14k	PDCWNL	10	20	3	2	STR,VIT +5
    BLACK - 10k	CL	8	0	7	7	WILL +5
    POWER - 4k	PDCWN	5	0	0	0	STR +15
    SORCEROR - 30k	PCWZSL	L:12	0	9	9	WIS,WILL +5
    NINJA - 64k	N	24	16	50	8	AGI +3
    WHITE - 10	PW	D:18	0	10	4	WILL +15
    HEROINE - 40k	WC	20	30	5	5	stops paralyze,
    							  WIS,WILL -15,
    							  STR,AGI, VIT +15
    
    
    Ring/Cost	Who	Def	%D	MD	M%	Special stuff
    
    IRONRING - 100	@CSWZTNB  2	0	2	1
    RUBYRING - 1k	all-K	0	0	3	2	stops pig
    SILVER - 650	NWZCTS	4	0	4	4
    RUNE - 2k	CTNWL	5	0	8	8	WIS,WILL +3, stops mute
    STRENGTH - 760	PCTND	2	0	2	2	STR +5
    DIAMOND - 4k	LWCN	L:6	0	8	6
    CURSED - ?	?	?	?	?	?	(secret - fight a
    							  'Ghost')
    CRYSTAL - ?	?	?	?	?	?	(secret - fight a 							  'Behemoth')
    PROTECT - 6k	PDNWC	all:10	5	12	10	VIT +15
    
    
    Helmet/Cost	Who	Def	%D	MD	M%	Special stuff
    
    CAP - 100	all-K	1	-5	1	1
    LEATHER - 330	all-K	2	-4	3	3
    IRON - 150	PDE	3	-10	0	0
    SHADOW - 360	K	4	-10	0	0
    DARKNESS - 640	K	5	-10	1	0
    BLACK - 980	K	6	-10	1	1
    GAEA - 700	CWZSP	3	-3	5	5	WIS,WILL +3
    PALADIN - 4k	P	7	-10	2	1	WILL +3
    HEADBAND - 450	all	1	0	1	1	STR +5, stops charm
    SILVER - 3k	PED	8	-10	2	2
    BANDANNA - ?	all	3	2	1	1	STR,VIT +5
    WIZARD - 2k	PCWL	5	-2	7	7	WILL +5
    DIAMOND - 10k	PD	L:9	10	2	2
    SAMURAI - 10	PDN	10	-10	6	3
    TIARA - 20k	WC	L:7	0	10	9	WIS +10
    NINJA - 2k	all	5	4	1	1	STR,AGI,VIT +3,
    							  stops sleep
    RIBBON - 10	all	9	2	12	12	stops all condition
    					   changing attacks besides sleep, hold,
    					  charm, berserk, wall, poison, and stop
    DRAGOON - 10	PD	all:11	-10	7	4
    CRYSTAL - 10	P	all:12	-10	8	5
    GLASS - ?	?	?	?	?	?	(secret - fight a pair
    							  of 'Evilmask')
    
    
    Shield/Cost	Who	Def	%D	MD	M%	Special stuff
    
    IRON - 100	PDE	1	20	0	0
    SHADOW - 200	K	1	22	0	0
    BLACK - 400	K	2	24	0	1
    PALADIN - 700	P	2	24	1	1	WILL +3
    SILVER - 1k	PDE	3	26	2	2
    FIRE - 1250	PDE	I:3	28	2	2
    ICE - 10k	PD	F:3	30	2	2
    DIAMOND - 15k	PD	L:4	32	2	3
    AEGIS - 20k	PD	4	34	5	4	WIS +3, stops stone
    SAMURAI - 10	PD	5	36	3	4
    DRAGOON - 10	PD	all:6	38	3	5
    CRYSTAL - 10	P	7	40	4	6	WILL +3
    
    
    Gauntlet/Cost	Who	Def	%D	MD	M%	Special stuff
    
    IRON - 130	PDEN	2	-10	0	0
    SHADOW - 260	K	2	-10	0	0
    DARKNESS - 520	K	3	-10	0	0
    BLACK - 800	K	4	-10	0	0
    PALADIN - 3k	P	5	-10	1	1	WILL +3
    SILVER - 2k	PDEN	6	-10	2	2
    DIAMOND - 5k	PD	L:7	-10	3	3
    SAMURAI - 10	PDN	8	-10	5	3
    DRAGOON - 10	PD	all:9	-10	6	3
    CRYSTAL - 10	PD	10	-10	7	4	WILL +3
    ZEUS - ?	?	?	?	?	?	(secret - fight a
    							 skeleton type monster)
    
    
    Armor/Cost	Who	Def	%D	MD	M%	Special stuff
    
    IRON - 600	PDE	4	-10	1	0
    SHADOW - 1100	K	5	-10	1	0
    DARKNESS - 2k	K	7	-10	2	0
    BLACK - 3k	K	9	-10	3	0
    PALADIN - 8k	P	11	-10	3	1	WILL +3
    SILVER - 17k	PDE	13	-10	4	2
    FIRE - 30k	PD	I:15	-10	4	2
    ICE - 35k	PD	F:17	-10	4	2
    DIAMOND - 40k	PD	L:19	-10	4	2
    SAMURAI - 10	PDN	21	-10	4	2
    DRAGOON - 10	PD	all:23	-10	8	5
    CRYSTAL - 10	P	25	-10	10	6	WILL +3, stops all of
    						    the same condition changing
    						      attacks that RIBBON does
    ADAMANT - 10	all    all:100	99	20	8	all basic stats +15,
    						 stops all of the same condition
    					       changing attacks that RIBBON does
    
    
    - - - -=- -=- WHERE TO BUY EQUIPMENT -=- -=- - - -
    KAIPO:					FABUL:
    	ROD(rod)				FIRECLAW(claw)
    	STAFF(staff)				ICECLAW(claw)
    	SHORTBOW(bow)				THUNDER(claw)
    	IRON(arrow)				BLACK(gauntlet)
    	CAP(helmet)				BLACK(helmet)
    	CLOTH(robe)				BLACK(armor)
    	LEATHER(robe)			
    	IRONRING(ring)			MYSIDIA:
    							ICEROD(rod)
    BARON:						FLAMEROD(rod)
    	FIRECLAW(claw)				CURE(staff)
    	ICECLAW(claw)				CROSSBOW(bow)
    	THUNDER(claw)				WHITE(arrow)
    	CURE(staff)				GAEA(helmet)
    	THUNDER(rod)				PALADIN(gauntlet)
    	HEADBAND(helmet)			PALADIN(shield)
    	KARATE(robe)				PALADIN(armor)
    	SILVER(ring)				PALADIN(helmet)
    						GAEA(robe)
    MIST:						SILVER(ring)
    	BARD(robe)
    	WHIP(whip)				TOROIA:
    	DANCING(knife)				CAP(helmet)
    						LEATHER(helmet)
    AGART:						CLOTH(robe)
    	IRON(shield)				LEATHER(robe)
    	IRON(helmet)				RUBYRING(ring)
    	IRON(armor)				WOODEN(hammer)
    	IRON(gauntlet)				GREATBOW(bow)
    	IRONRING(ring)				FIRE(arrow)
    	ROD(rod)				ICE(arrow)
    	STAFF(staff)				LIT(arrow)
    	SPEAR(spear)
    	BOOMERANG(boomerang)		SILVERA:
    	SHORTBOW(bow)				SILVER(shield)
    	CROSSBOW(bow)				SILVER(helmet)
    	IRON(arrow)				SILVER(armor)
    	WHITE(arrow)				SILVER(gauntlet)
    						SILVER(knife)
    CASTLE OF DWARVES:				SILVER(staff)
    	FIRE(shield)				SILVER(hammer)
    	FIRE(armor)				SILVER(sword)
    	WIZARD(helmet)
    	WIZARD(robe)			EBLAN:
    	RUNE(ring)				ICE(shield)
    	DWARF(axe)				ICE(armor)
    	GREATBOW(bow)				BLACK(robe)
    	DARKNESS(arrow)				POWER(staff)
    	FIRE(sword)				ICEBRAND(sword)
    	FLAME(spear)				SHORT(blade)
    						BLIZZARD(spear)
    TOMRA:						BOOMERANG(boomerang)
    	DIAMOND(shield)				ARCHER(bow)
    	DIAMOND(armor)				POISON(arrow)
    	DIAMOND(gauntlet)
    	DIAMOND(ring)			LAND OF SUMMONED MONSTERS:
    	DIAMOND(helmet)				WHIP(whip)
    	TIARA(helmet)				CHAIN(whip)
    	MIDDLE(blade)				BLITZ(whip)
    	CHAIN(whip)				LONG(blade)
    	OGRE(axe)				CHARM(rod)
    	ARCHER(bow)				LUNAR(staff)
    	MUTE(arrow)				CHARM(arrow)
    						AEGIS(shield)
    KOKKOL's:					SORCEROR(robe)
    	SHURIKEN(dart)
    	NINJA(dart)
    	SAMURAI(arrow)
    	
    
    - - - -=- -=- OTHER ITEMS -=- -=- - - -
    there are some items which can be obtained only by using a game genie.  this
    listing does not contain many of those items, as I do not use a game genie
    (sorry)
    
    the use of some items vary between combat and non-combat situations.  the
    effects of the item use in the two domains will be distinguished with the same
    terminology as was used in the magic section
    
    Item/Cost	Use
    CABIN - 1k	restore all allies to MHP & MMP
    		  (can only be used at a save location or outside) -nC
    TENT - 200	restore 100 MP & 1000 HP to all allies
    		  (can only be used at a save location or outside) -nC
    HEAL - 100	cast HEAL	-nC/Cb
    LIFE - 150	cast LIFE1	-nC/Cb
    ELIXIR - 100k	restore all HP & MP to a single target		-nC/Cb
    ETHER2 - 50k	restore exactly 144 MP to a single target -nC, make an MP
    		  healing attack with a base of 96 to a single target -Cb
    ETHER1 - 10k	restore exactly 48 MP to a single target -nC, make an MP
    		  healing attack with a base of 32 to a single target -Cb
    CURE3 - 3k	heal exactly 1920 HP to a single target -nC, make an HP
    		  healing attack with a base of 1280 to a single target -Cb
    CURE2 - 150	heal exactly 480 HP to a single target - nC,  make an HP
    		  healing attack with a base of 320 to a single target -Cb
    CURE1 - 30	heal exactly 96 HP to a single target -nC, make an HP
    		  healing attack with a base of 64 to a single target -Cb
    CRYSTAL - !	have your paladin use it on Zeromus	-Cb
    LIT-BOLT - 100	L:[ (RHP of user)/2 ] to all enemy targets -Cb
    FIREBOMB - 100	F:[ (RHP of user)/2 ] to all enemy targets -Cb
    ICEBLAST - 100	I:[ (RHP of user)/2 ] to all enemy targets -Cb
    CARROT - 50	if it 'smells like chocobos', use this to summon
    		  the big chocobo	-nC
    WHISTLE - 20k	use to summon the big chocobo from anywhere	-nC
    PASS - 10k	use to see a show in Toroia		-nC
    PAN - !		recieve this from Yang's wife before taking the big whale to the
    		  moon.  use to revive Yang in the sylvan cave, and also to
    		  trade in for a SPOON(dart) from Yang's wife	-nC
    RAT(tail) - !	trade for the ADAMANT(ore)			-nC
    PINK(tail) - !	(secret) trade for the ADAMANT(armor)		-nC
    TWINHARP - !	activates automatically in the lair of the Dark Elf	-Cb
    DARKNESS - !	a crystal you find in the Sealed cave of many traps
    EARTH - !	the crystal stolen from Toroia by the Dark Elf
    LUCA KEY - !	use to open the Sealed cave		-nC
    TOWER KEY - !	use to open the cannon room in the tower of Bab-il	-nC
    MAGMA KEY - !	drop in a well in Agart for a big boom		-nC
    SANDRUBY - !	medicine to heal Rosa; you can get this from Antlion	-nC
    BARON KEY - !	unlocks the weapon shop & secret passage in Baron	-nC
    PACKAGE - !	a gift of goodwill from the king to the neighbors
    
    
    - - - -=- -=- WHERE TO BUY ITEMS -=- -=- - - - 
    there are four types of item shops, which will be denoted A,B,C, and D.  what
    these shops sell (in order) are:
    
    TYPE A: CURE1, LIFE, TENT, CARROT, HEAL, ETHER1
    TYPE B: CURE1, CURE2, LIFE, TENT, CABIN, CARROT, HEAL, ETHER1
    TYPE C: HEAL
    TYPE D: CURE2, LIFE, CABIN, ETHER1, ETHER2, ELIXIR, WHISTLE
    
    each town or settlement possesses either a shop of one of these types or no item shop at all:
    
    Baron, Kaipo, Fabul, Toroia, Agart: A
    Mysidia, CoD*, Eblan, Tomra, land of SM^: B
    Silvera: C
    Hummingway's(on the moon): D
    Mist: no shop
    
    (^land of summoned monsters)	(*castle of the dwarves)
    
    
    
    ================================= 6: MONSTERS ==================================
    
    monsters here are listed first by their race/picture and secondly by the order
    in which you meet them in the game.  type can be important in determining
    weaknesses. for instance, the ARTEMIS(arrow) is x4 vs. dragons.  'D.Fossil' is
    a dragon, so if you shoot those arrows at it, it will take four times as much
    damage as it would normally take, as was described in the damage algorithm
    section
    
    experience listed is that which you would recieve with 5 characters in your
    party, if you were to fight one of those monsters all by itself.  total
    experience given is the sum of the experience reward for each one of the
    monsters defeated (if they run away before you kill them, they don't count).
    if you have fewer than 5 characters in your party, say 3, each one get 5/3 as
    many experience points (xp), so that the total experience rewarded remains
    constant
    
    money awarded is also additive per monster, and the ones that run away don't
    give you anything.  since you only keep one pool of money for your entire
    party, this isn't split up
    
    some monsters are weak vs. certain elements.  this will be indicated with an
    attribute before the number of HP it has.  one letter for the attribute means
    that the monster takes double damage from that element.  two letters means
    quadruple damage.  a minus before the letter means that an attack with that
    attack with that attribute causes reverse damage.  physical attacks ignore a
    negative multiplier.  a ‘#’ sign before the letter means that all attacks with
    that element cause 0 damage.  for instance, -F,LL: 250 in the HP column means
    that the monster has 250 HP, magical fire attacks will heal it, and it takes
    quadruple damage from all lightning attacks
    
    if you have a ninja, he can SNEAK items from enemies during a battle.  what item
    you will get from each monster is listed in the 'Sn' column
    
    some monsters have special attacks used in certain circumstances.  what these
    attack are and when they are invoked is described in the 'Special Attacks'
    column.  a tactic listed in parenthesis and lowercase is a name I have given the
    attack because in reality it has no name.  (DMG) which is a fraction of the MHP
    of the target and is elemental in nature is always exactly [ MHP/2 ] if the
    target is weak vs. that element, and is always exactly [ MHP/10 ] if the target
    resists that element.  the effects of these special attacks will be explained
    first:
    
    
    - - - -=- -=- MONSTERS' SPECIAL ATTACKS -=- -=- - - -
    Tactic		Effect
    
    (2xattack)	attack twice and resolve both hits at once
    ABSORB		monster recovers HP
    ALERT		summons another monster
    ARMOR		boosts resistance to weapon attacks
    BEAK		stone one target
    BEAM		(DMG) = [ MHP/10 ] to a single target
    BIG BANG	1200(DMG) and HP leak to all allies
    BIG WAVE	(DMG) = [ MHP/4 ] to all allies
    BLAST		a weak attempt to paralyze one ally
    BLK.HOLE	removes wall in all allies
    BLAZE		I:(DMG) = [ MHP/4 ] to all allies
    BLITZ		L:(DMG) = [ MHP/2 ] to one target
    BLIZZARD	I:264 to all allies
    BLUSTER		paralyze or swoon one target
    BREATH		set charm, mute, small, darkness, pig, and toad in one target
    CALL		summons another monster
    CALL(golbez)	summons SHADOW
    CHARM(mind)	charm all allies
    COLDMIST	I:(DMG) to all allies
    (combine)	morph into 'Calbrena'
    COUNT		give 'count' to one target
      (fatal eye)
    COUNT(plague)	give 'count' to all allies
    COUNTER		(DMG) to one character
      (antlion)
    COUNTER(larva)	boosts magic resistance
    (croak)		all Tinytoads present cast TOAD
    CRUSH		guaranteed swoon to one target
    CURSE		curse one target
    (dance)		all allies and enemies become berserk
    DIGEST		(DMG) to one target
    DISRUPT		guaranteed swoon to one target
    EMISSION	F:? to all allies
    ENTANGLE	paralyze one target
    EXPLODE		sacrifice self to cause exactly the RHP of caster as (DMG) to a
    		  single target (damage done may exceed 9999)
    FIRE		F:(DMG) = [ MHP/5 ] to all allies
    FISSION		damage to one target
    GAS		darkness or paralyze to all allies
    GLANCE		turn one ally to stone
    GLARE		(DMG) to all allies
    GLOBE199	(DMG) = 9999 to one ally
    HATCH		the monster inside the egg will become visible
    HEAT RAY	F:? to all allies
    HOLD GAS	guaranteed paralyze to all allies
    HUG		heal target to MHP and stone it
    JUMP		this is just the dragoon's JUMP option
    KICK		this is just the karate man's KICK option
    LASER		(DMG) = [ MHP/5 ] to one target
    MAGNET		weak attempt to paralyze one target
    MASER		(DMG) to all allies
    MEGANUKE	damage to all allies
    (morph)		monster diasappears and summons a different, undamaged monster
    NEEDLE		(DMG) to a single target
    PETRIFY		sets the 'D' condition.  if 'D' is already set, this sets the
    		  petrify condition.  if petrify is already set, the target
    		  becomes stone
    POISON		(DMG) and poison to all allies
    POLLEN		HP leak to all allies
    POWDER		darkness to a single target
    RAY		same as PETRIFY
    RECOVER		cast LIFE2 on all components
    REMEDY		heal 2000 HP
    REPORT		cast PEEP
    RETREAT		(run away)
    SEARCH		cast PEEP
    SLAP		randomly charm, curse, mute,or cause darkness in a single target
    SPIN		boosts resistance to everything, may be on or off.  if SPIN is
    		  on, user will look like a tornado.  may be switched off by a
    		  successful JUMP attack
    STORM		WEAK to all allies
    SWORD ATTACK	4000(DMG) to all allies
    TORNADO		[ (caster's RHP)/20 ] (DMG) to all allies
    THUNDER		L:(DMG) = [ MHP/4 ] to all allies
    VAMPIRE		cast DRAIN, then HP leak to one target
    WAVE		(DMG) to entire party
    
    
    - - - -=- -=- MONSTER STATS -=- -=- - - -
    Monster/Type/MHP		Gold	XP	Sn	Special Attacks
    
    IMP		6		10	4	CURE1
    IMP. CAP	37		50	38	CURE1
    DARK IMP	199		45	388	CURE1
    TRICKER		L*:12000	10700	4200	CURE1	PEEP(constantly),FAST
    	(*do you feel lucky, punk?)	  and LIT 3(constantly if attacked by L)
    
    
    EAGLE		A:18		10	6	LIFE
    COCKTRIC	AA:100		120	56	LIFE	BEAK
    ROC BABY	AA:50		85	202	LIFE	BEAK(ca:m)
    
    
    FLOATEYE	A:20		10	8	HEAL
    RED EYE		A:2000		465	700	HEAL	GAZE
    FATALEYE	A:25000		65200	8000	ETHER1	COUNT
    PLAGUE(boss)	A:28000		550	6240		COUNT(immediately)
    
    
    SWORDRAT	30		20	14	CURE1	NEEDLE(ca:p)
    NEEDLER		110		55	74	CURE1	NEEDLE(ca:p)
    STINGRAT	300		220	242	CURE1	NEEDLE(ca:p)
    
    
    LARVA		28		10	10	CURE1	COUNTER,PSYCH(ca:m)
    ROCLARVA	800		40	566	CURE1
    
    
    D. MIST(boss dragon)	465	200	140		COLDMIST(c.a. when in
    							  mist form)
    
    
    SANDMOTH	A:40		20	16	HEAL
    ROCKMOTH	A:850		315	640	HEAL	POWDER 
    
    
    SANDWORM	75		20	18	CURE1	TORNADO
    AQUAWORM	L:638		350	240	CURE1	WAVE(if in back row)
    REDWORM		FF:7000		310	1430	ETHER1	VAMPIRE,RETREAT
    
    
    SANDMAN		II:20		20	16	HEAL
    WATERHAG	L:48		40	28	CURE1
    
    
    SANDPEDE	60		20	16	CURE1
    CENTPEDE	600		345	560	CURE1
    
    
    SOLDIER		27		55	32	?
    FIGHTER		65		100	82	?
    OFFICER		221		80	80	?	RETREAT(if alone)
    GENERAL		320		155	122	?	RETREAT(if alone)
    
    
    EVILSHEL	LL:58		30	22	HEAL
    FANGSHEL	LL:300		550	210	HEAL
    
    
    CAVETOAD	I:44		25	18	HEAL
    MADTOAD		I:59		35	13	HEAL
    
    
    PIKE		LL:65		35	24	CURE1
    PIRANHA		L:105		145	92	CURE1
    ELECFISH	-L,AA:200	230	130	HEAL
    
    
    WATERBUG	L:110		80	46	HEAL	REMEDY(ca:m),RETREAT
    HUGECELL	555		255	302	CURE1	REMEDY(ca:m),RETREAT
    MOONCELL	980		1100	570	ETHER1	REMEDY(ca:m),RETREAT
    
    
    TINYMAGE(magic user)   69	100	52	ROD(rod) PSYCH(ca:m),HOLD(ca:p),
    							LIT 1,FIRE1,ICE 1
    
    
    ALIGATOR	II:150		95	48	CAP(helmet)	(2xattack)
    CROCDILE	II:292		300	174	CAP(helmet)	(2xattack)
    
    
    JELLY		FF:35		35	28	CURE1
    CREAM		LL:55		35	30	CURE1
    SLIME		F:50		50	152	CURE1
    TOFU		I:102		385	212	CURE1
    PUDDING		1050		1300	702	ETHER1
    PINKPUFF	10000		55555	2000	ETHER2	(dance)(constantly)
    
    
    	(undead)
    ZOMBIE		#D,F,S:40	35	24	CURE1
    GHOUL		#D,F,S:120	180	116	CURE1
    REVENANT	#D,F,S:160	190	136	CURE1
    
    
    OCTOMAMM(boss)   D,L:2350	500	240		
    
    
    BASILISK	90		30	24	CURE1
    ICE LIZ		-I,FF:400	290	300	?
    BLACK LIZ	I:700		45	260	MEDUSA(arrow)	PETRIFY(ca:p)
    
    
    TURTLE		II:150		80	48	HEAL
    TORTOISE	I:400		235	340	SILVER(shield)
    CARAPACE	II:700		230	270	?
    
    
    IRONBACK	100		235	220	SILVER(shield)
    ARMADILLO	300		195	320	SILVER(shield)
    
    
    	(spirits)
    WEEPER		100		40	32	CURE1
    SCREAMER	1000		205	620	LIT(arrow)
    GRUDGER		S:1400		190	792	LIT(arrow)
    
    
    ANTLION(boss)   1000		800	300		COUNTER(ca:p)
    
    
    	(spirits)
    GARGOYLE	AA,SS:160	100	64	CURE1	WEAK
    HOOLIGAN	A,S:1900	485	818	CURE1	WEAK
    
    
    	(spirits)
    SPIRIT		-F,SS:50	125	58	CURE1	FIRE1
    SOUL		-F,SS:150	165	102	CURE1	FIRE1
    GHOST		-F:1100		365	740	CURE1	FIRE2
    
    
    	(undead)
    SKELETON	FF,SS:50	125	48	CURE1	LIT 1
    RED BONE	FF,SS:170	295	122	CURE1
    SKULL		FF,SS:740	120	316	CURE1
    
    
    BOMB		50		80	74	CURE1
    GRAYBOMB	100		105	90	CURE1	EXPLODE
    BALLOON		A:600		315	496	CURE1	EXPLODE
    GRENADE		A:820		630	530	CURE1
    MOMBOMB(boss)	D:1080		1200	350		EXPLODE
    
    
    *DRAGOON(boss)	65000		?	?		JUMP(constantly)
    	(*the world will never know how your old buddy ever got so buff, but
    	he means to kick your ass, and you can't do much about it)
    
    
    RAVEN		A:941		700	148	LEATHER(helmet)	(2xattack)
    ROC		A:999		150	282	LEATHER(helmet)	(2xattack)
    
    
    LILLITH(undead)	FF:320		365	550	ETHER1	SLAP(ca:p)
    LAMIA		1200		1210	412	CHARM(harp)	CHARM
    Q. LAMIA	11000		250	580	CHARM(harp)	CHARM
    
    
    MILON(boss)	3100		3000	600		LIT 1
    MILON Z.(boss)  F,S,A:3000	3000	800		POISON
    
    
    *D.KNIGHT	1000		0	0
    	(*he'll die on his own after a preset time if you don't attack him)
    
    
    *KARATE(boss)	4000		0	0		KICK
    		(*I wonder where he got all those hit points from?)
    
    
    HYDRA		I,L:285		255	166	POISON(arrow)	ENTANGLE
    PYTHON		II,SS:593	345	560	POISON(arrow)
    
    
    GUARD		200		500	144	CURE1	SIZE, PIGGY
    FLAMEMAN	I:579		300	344	FLAME(spear)
    BLADEMAN	S:1050		215	520	TENT	VIRUS(c.a.)
    
    
    BAIGAN(boss)	3500		3000	960		WALL,RECOVER(if both
    							   arms are eliminated)
    *L. ARM, R. ARM	350		0	2
    					      (*these are components of BAIGAN)
    
    
    KAINAZZO(boss)	L:4000		4000	1100		WAVE(if uncoiled)
    
    
    TREANT		F:260		150	200	HEAL
    DARKTREE(magic user) F:1800	525	1110	HEAL	BERSK
    
    
    PANTHER		S:285		255	186	CURE1	BLUSTER(c.a.)
    BLACKCAT	593		345	560	CURE2	BLUSTER(c.a.)
    
    
    CANNIBAL	F:370		220	192	HEAL	POLLEN(if alone)
    TRAPROSE	FF:300		35	242	HEAL	POLLEN(if alone)
    
    
    CAVE BAT	-L,AA,SS:150	155	126	CURE1	VAMPIRE
    GIANTBAT	-L,A,F:399	365	256	CURE1	VAMPIRE
    WEREBAT		-L,A,F:800	355	410	CURE1	VAMPIRE
    
    
    MAGE(magic user)  500		235	220	CURE2	BLAST
    
    
    CAVENAGA	SS:255		205	150	POISON(arrow)
    NAGA		900		150	220	?	MUTE
    HUGENAGA	1200		240	720	POISON(arrow)
    
    
    	(undead)
    VAMPGIRL   -L,FF,SS:250		195	150	CURE2	VAMPIRE
    VAMPLADY   -L,FF,SS:2375	190	920	CURE2	VAMPIRE,LIT 2
    
    
    	(giants)
    OGRE		S:865		240	220	CURE2
    MAD OGRE	1700		270	474	CURE2
    
    
    	(dragon magic users)
    *DARK ELF(boss)	3000		5000	1200		WEAK,ICE 2,LIT 2,FIRE2
    	(*after transformation)
    PALE DIM(boss)  27300		0	11800		SLOW, QUAKE
    
    
    	(magic users)
    MARION		473		195	555	CURE(staff)	CALL(if alone)
    SORCEROR	1000		275	2370	CURE(staff)	CALL(if alone)
    CONJUROR	3000		475	3700	CURE(staff)	CALL(if alone)
    
    
    PUPPET		F:256		180	190	?
    EVILDOLL	300		270	284	CURE1
    BRENA*		300		500	200		(combine)(c.a. if all of
    							  CAL is eliminated)
    CAL*		1000		500	200		(combine)(c.a. if all of
    							  BRENA is eliminated)
    CALBRENA(boss)	4624		4500	2800
    					(*these are components of CALBRENA)
    
    
    SWORDMAN	F:320		175	220	CURE2	ABSORB(c.a.)
    WARRIOR		2400		575	860	TENT
    
    
    EPEEGIRL	390		200	252	?
    KARY		2700	   	3500	2620	ARTEMIS(arrow)	HUG,
    						  RETREAT(immediately after HUG)
    
    
    ICEBEAST	-I,FF:445	280	304	?	BLIZZARD
    FLAMEDOG	-F,II:1221	245	344	FIRE(arrow)   FIRE(if alone)
    
    
    CENTAUR		380		175	200	?
    HORSEMAN	3000		1220	990	TENT
    
    
    	(magic users)
    WITCH		300		330	334	?	SLOW
    TOADLADY	2960		600	700	HEAL	(croak)(constantly)
    WARLOCK		4250		2400	3460	HEAL	DRAIN, PSYCH,LIT 2,
    							  ICE 2,FIRE2
    
    
    	(magic users)
    GREMLIN		F:385		275	300	?	CHARM
    FIEND		2980		625	1280	CURE2	CHARM
    
    
    	(magic user magus sisters)
    SANDY(tall)	2500	 \				WALL,BERSK,LIT 1
    MINDY(short)	2200	--> 	9000	1800 - - - - - - - - - - >DELTA ATTACK*
    CINDY(fat)	4300	 /				RECOVER(if SANDY or
    							  MINDY is eliminated)
    		(*one of VIRUS, FIRE2, ICE 2, LIT 2 chosen randomly, and only
    			works if all three sisters are alive)
    
    
    VALVALIS(boss)	6000		5500	1900		SPIN,WEAK and RAY(if
    							  SPIN is being used)
    
    
    	(giants)
    STONEMAN	II:2000		240	590	CURE2
    STALEMAN	I:2100		445	420	EARTH(wrench)	hit to sleep
    IRONMAN		2500		385	750	SILVER(dagger)
    
    
    ALERT		1425		380	420	CURE1	BEAM,ALERT(if alone)
    SEARCHER	5500		900	1760	CURE1	BEAM,ALERT(if alone)
    LAST ARM	9500		320	3840	CURE1	SEARCH,MAGNET and
    							  FISSION(after SEARCH)
    
    
    CHIMERA		-F,-I,-L:700	230	460	FIRE(arrow)	BLAZE(if alone)
    MANTCORE	-F,-I,-L:2000	1200	7000	FIRE(arrow)	BLAZE(if alone)
    
    
    MEDUSA		430		225	250	MEDUSA(arrow)	GLANCE, RAY
    
    
    GOLBEZ(boss)  	F,S:5000	11000	4000		HOLDGAS(immediately), 							  CALL,LIT 3,FIRE2,VIRUS
    
    
    	(dragons)
    *SHADOW		?		?	?		DISRUPT(constantly)
    							  (*hope for a miracle)
    CLAPPER		-L,A:7000	900	1600	CURE1	BLITZ
    GING-RYU	7500		19000	5000	CURE1	TORNADO,BLAZE(if alone)
    KING-RYU	8200		23000	6000	CURE1	ENTANGLE(c.a.),BLITZ
    
    
    DR.LUGAE(boss)		4416	0	0	
    BALNAB(component)	3927	0	0
    *DR.LUGAE(boss)		6600	4000	3000		GAS,POISON,BEAM, 
    	(*after transformation)				  LASER,EMISSION
    
    
    *Q.EBLAN(boss)	60000		?	?		attacks only as c.a.
    *K.EBLAN(boss)	60000		?	?		attacks only as c.a.
    	(*these 'people' die on their own after a preset period of time)
    
    
    RUBICANT(boss)	*I:25200	7000	5000		FIRE2, GLARE
    	(*-I if cape is closed, II if open.  also, casting FLAME(ninja) on
    	  rubicant will cause him to cast LIFE1 to all party members)
    
    
    TRAPDOOR	5000		4500	6220	?	SEARCH,DISRUPT(after
    						    SEARCH,(morph)(if low on HP)
    
    
    EVILWALL(boss)	19000		8000	2300		CRUSH(constantly after a
    						  preset amount of time),PETRIFY
    
    
    TINYTOAD	I:400		335	370	HEAL	TOAD
    
    
    ARACHNE		II,AA:3500	585	880	CURE1	QUAKE(constantly)
    
    
    MOLBOL		1999		460	2200	HEAL	BREATH,
    							  DIGEST(after BREATH)
    
    
    ASURA(boss)	23000		0	4000		CURE3,CURE4,LIFE1,
    							  attacks only as c.a.
    
    
    LEVIATAN(boss)	L:35000		0	11200	      ICE 2,BIGWAVE(if uncoiled)
    OGOPOGO(boss)	37000		0	24440	      BLAZE,BIGWAVE(if uncoiled)
    
    
    ODIN(boss)	LL:20500	0	3600		SWORD ATTACK(after a
    							  preset amount of time)
    
    
    JUCLYOTE	1700		1560	1440	CURE2
    PROCYOTE	2200		1850	1820	CURE2	hit to poison
    
    
    	(undead dragons)
    D. BONE		F:9000		6750	2820	CURE1
    D. FOSSIL	F,S:10000	8100	3020	CURE1	CURSE,hit to paralyze
    D.LUNAR(boss)	F:21000		0	10000		WALL,REMEDY,VIRUS,FIRE
    
    
    BEHEMOTH	16000		65000	11740	HEADBAND(helmet)   STORM,
    							attacks only as c.a.
    
    
    	(dragons)
    YELLOW D.	1800		1500	6800	HEAL	THUNDER
    GREEN D.	2200		?	?	HEAL	THUNDER
    
    
    	(dragons)
    D. MACHIN	F:15000		2550	8300	CURE1	FIRE(if alone)
    RED D.		-F,I:15000	60500	10360	FIREBOMB   HEAT RAY,(2xattack)
    BLUE D.	    -S,-F,-I,-L:13200	40200	720	CURE2	BLIZZARD
    
    
    	(giants)
    MACGIANT	8500		7000	3780	CABIN
    REDGIANT	11800		1500	6200	CABIN	EMISSION,EXPLODE(c.a. to
    							  call magic)
    
    
    BAHAMUT(boss)	37000		0	70000		MEGANUKE(after a preset 
    							  amount of time)
    WYVERN(boss)	25000		0	12860	       NUKE,MEGANUKE,WALL,REMEDY
    
    
    BEAMER	1800			890	650	TENT	BEAM
    
    
    MACHINE	3600			985	1640	LIT(arrow)
    
    
    	(elements: you must fight them one after another in the order
    	listed without breaks inbetween.  when you beat them all, you
    	get the gold and XP listed below)
    MILON(boss)	FF  \					CURSE
    RUBICANT(boss)	*I --} 57000 ---} 10000 15000		GLARE,FIRE3,FIRE2
    KAINAZZO(boss)	LL  \	       /			WAVE
    VALVALIS(boss)	LL --} 47000  /				SPIN,STORM
     (*ice damage works the same way as it did in the earlier battle with rubicant)
    
    
    CPU(boss)	20000	 \				GLOBE199 and RECOVER(if
    				      ATTACKER and DEFENDER are eliminated),WALL
    *ATTACKER	2000	-->	10333	25000		MASER(constantly)
    *DEFENDER	2000	 /				REMEDY(constantly)
    	(*these are components of the cpu)
    
    
    EVILMASK(magic user)  25500	50000	13000	CURE2	WALL,VIRUS,NUKE,WHITE
    
    
    	(spirits)
    BREATH		31300		50000	12000	?	REPORT,BLAST
    MIND		12300		50000	13000	?	*CHARM,ARMOR
    							  (*special attack)
    
    
    *ZEROMUS(boss)	111111		0	0		BIG BANG,BLK.HOLE(every
        (*zeromus in invincible until the paladin	     few turns),WHITE,METEO,NUKE
    	uses the crystal given to him by golbez)
    
    
    
    ============================= 7: TIPS, TRICKS, ETC. ============================
    
    to duplicate any item which can be equipped in the left or right hand (such as
    a shield, sword, rod, axe, etc...), first get into battle, making sure that one
    of your characters has the item that you want duplicated equipped.  when that
    character's is prompted to take an action, go to your item list, select any
    blank space in it, and then select the item you want duplicated(which must be
    in the left or right hand).  this will switch the item with the blank space in
    the item list.  now leave the item list and then run away from battle.  when you
    try to re-equip the item outside of battle, there will be two of them in your
    hand at once.  remove the item from your hand again and there will now be two of
    them in your item list.
    
    this tactic is especially useful in building up money quickly near the middle
    of the game, and is also useful when you get the ninja.  just duplicate the
    drain spear or excalibur sword a few times, and throw the extras as darts.
    you'll do outrageous amounts of damage, and since it is (DMG), the dart attack
    ignores the target's armor.  this makes for a good way to defeat bosses.
    unfortunately, you can't duplicate the spoon dart, but if your ninja is above
    level 50, the excalibur sword is practically just as effective.  you can pick up
    the excalibur sword as soon as the big whale spaceship is available to you.  I
    find that a few excalibur darts will make short work out of bahamut, the cpu,
    odin, 'plague', etc...  never leave home without them!
    
    to equip any weapon or shield(that your ninja can SNEAK) on any character, first
    make sure that you have none of the item that you plan to SNEAK already in your
    inventory.  now, enter battle and SNEAK from an enemy that will give you a
    weapon or shield.  the next ally available to take an action can now use the
    ITEM option to equip the stolen weapon or shield, regardless of whether or not
    that ally belongs to the right character class.  this trick only works for
    the action immediately following SNEAK, so you should use the FORM option before
    entering battle to set things up right so that the desired character follows
    after your ninja.  if you decide to remove the stolen equipment at a later time,
    you may not put it back on unless that character could normally do so.  in some
    cases immediately following the battle in which you execute this trick, your
    statistics may not reflect the new piece of equipment.  all you need to do in
    this case is go to the equip window, and then you come back to the statistics
    window - everything will be alright.  during the battle in which you stole the
    equipment, if you try using the equipment as an item, strange things will
    happen, the effect usually being guaranteed elimination of one target.  in
    subsequent battles, the equipment will act normally if used as an item
    
    this trick is actually not as useful as it sounds, as there isn’t much good
    stuff that you can SNEAK.  what I find most useful is giving the caller a silver
    shield
    
    if you want to find that damned PINK tail(in order to get the ADAMANT armor -
    armor which is so unbelievably powerful that it's not even funny), prepare to be
    frustrated.  a pink tail can only be obtained from beating a PINKPUFF group, and
    the only place that you will ever find a pinkpuff is in a tiny room in B5 of the
    Lunar Subterrain.  to find this room, it is best to start from the last chance
    saving spot before ZEROMUS on B7.  exit this room and go the left, then back up
    two floors so that you will be on the bottom of the screen on B5.  there will be
    a small room immediately to the right, and a stairway a little bit further to
    the left.  enter the room on the right.  in this room, there should be a
    treasure chest on the far right wall which contains a CABIN.  wander around this
    room for an eternity and run from everything which is not a pinkpuff(if you have
    a game genie, there exists an item to summon a pinkpuff immediately).  there is
    a small chance that you will win a PINK(tail) from fighting pinkpuffs.  in the
    event that you get lucky and recieve the tail, you can take it to the small dude
    who collects tails in the mine southeast of Silvera
    
    make use of weakness multipliers whenever possible.  often, an area will
    contain monsters that are weak against the items you can find there.  for
    instance, the path to the lunar core has lots of dragons.  near the entrance
    you'll have the opportunity to sneak artemis arrows from karys.  take 40 or 50
    and shoot them at whatever dragons cross your path.  it will make a big
    difference
    
    if you know that one of your party members is going to leave you, remove all
    their equipment before they do.  anything they have when they leave you, you
    will never see again.  one good example of this is making sure that you keep at
    least one defense sword in your item list before your dragoon betrays you in
    the sealed cave.  later, you can re-equip him with it, which will be an
    improvement over the gungnir spear.  at the very least, you can resell all the
    stuff your old characters used to have
    
    i find that it's convienent to move the -sort- option to the top of the item
    list.  moving around items is something you're probably going to do a lot, so
    you might as well have the option where you can use it
    
    some monsters will only attack if you attack them first (such as behemoth).  so
    if you only attack with your strongest characters, and have the rest parry, you
    will take less damage.  also, some monsters will constantly use elemental
    special attacks if they are alone.  if you are not well protected, you could
    easily lose your entire party in seconds.  so, if you run into one such monster
    in the company of other monsters, try to kill the ones with the special attacks
    first, or get them all at once with a strong magic spell
    
    secret passages are sometimes indicated by dark gray against the black of the
    walls.  you may not be able to see them if the brightness on your TV is turned
    down.  some secret passages of particular usefulness are in the village of
    mist, inside a burned out fireplace.  you can find the rod of change and a
    tiara helmet there.  save the tiara for your reunion with your wh.wiz, although
    ultimately it will be put to the best use by your caller.  there are also
    secret pitfalls in castle eblan, secret passages in the sylvan cave, cave of
    summoned monsters, the lunar subterrain and many other places.  one exception
    to this pattern is an invisible bridge on the left side of B6 of the Lunar
    Subterrain for which there is no indication of a secret passage.  this bridge
    leads ultimately to a saving point, and the WYVERN boss who guards the awesome
    CRYSTAL sword.  always be on the lookout for secret powerups hidden in jars,
    tall grasses, shallow water, and bookshelves too
    

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