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    Bug FAQ by Master ZED

    Version: v2.6 | Updated: 12/14/04 | Search Guide | Bookmark Guide

    Final Fantasy 3us/6j Glitches & Bugs guide
    By Master ZED (cytekzed@aol.com *OR* http://masterzed.cavesofnarshe.com/)
    
    Table of Contents:
    
    0. Version history
    1. Intro
    2. In battle
       - Blitz
       - Commands
       - Disappearance glitches
       - Equipment/Items
       - Quick
       - Slot
       - Spells
       - Statistics
       - Status
       - Swdtech
       - Miscellaneous
    3. Overworld/Locations
    4. Miscellaneous
    5. Version specific
       - Final Fantasy 6, all versions (PS)
          In battle
          Overworld/Locations
          Subscreen
          Miscellaneous
       - Final Fantasy Anthology, Greatest Hits (PS)
       - Final Fantasy 6 (Super Famicom), Final Fantasy 6, all versions (PS)
         (PS)
       - Final Fantasy 6 (Super Famicom), Final Fantasy 3 U.S., both versions
         (SNES)
          In battle
          Overworld/Locations
       - Final Fantasy 3 U.S., both versions (SNES)
          In battle
          Subscreen
       - Final Fantasy 3 U.S. version 1.0 (SNES)
       - Final Fantasy 6 (Super Famicom)
          Overworld/Locations
          Subscreen
    6. Undetermined
       - In battle
       - Miscellaneous
    7. Glitches/bugs seen via hacking
       - Final Fantasy 3 U.S. (SNES)
    8. Removed bugs
    9. Credits, links, and contact info
    10. Elongated table of contents
    Non-numbered. Legal bull
    
    -----------------------------------------------------------------------------
    0. Version history
    -----------------------------------------------------------------------------
    
    --------------------
    v2.6 (5:04 PM 12/14/2004)
    
    161 bugs as of this update (2 additions)
    
    2. In battle updates:
    - Equipment/Items
      Dice weapons have numbers on the wrong sides
    
    - Spells
      Second Charm makes first charmer's spell useless
    
    - Status
      Dying from the first Rage turn loses Rage-inflicted status [edit]
      Death, Petrify, and Zombie lose permanent status beginning battle, but not
      immunity [edit]
      Imped Ragers keep automatic movement, but not anything else [edit]
      Mute steals your Rage-inflicted status on attempted spell casts [edit]
    
    5. Version specific updates:
    - Final Fantasy 6, all versions (PS)
      *Section has been renamed
       Overworld/Locations
        Phantom Train music cuts out and back in randomly after battles [edit]
       Miscellaneous  
        Fast loading can cause an idle game to have problems with or completely
        stop loading *changed to* Loading problems with idle games [move] [edit]
       PS2-only glitches
        *Section Removed
    
    - Final Fantasy Anthology, Greatest Hits (PS)
      *Brand new section
      Remove Locke and Celes from the party after Zozo, before Vector [move]
    
    - Final Fantasy 6 (Super Famicom), Final Fantasy 6, all versions (PS)
      *Section has been renamed
      X-type instant death weapons/Dragon Horn [edit]
    
    - Final Fantasy 6 (Super Famicom), Final Fantasy 3 U.S., both versions (SNES)
       Overworld/Locations
        Garbage Chocobo rider [edit]
    
    - Final Fantasy 3 U.S., both versions (SNES)
       Subscreen
        The red/yellow streak in Gogo's command options window [edit]
    
    Miscellaneous updates:
    Entire doc reformatted for 80 character limit.
    Table of Contents and section 10 updated to account for new sections.
    9. Credits, links, and contact info updated.
    --------------------
    
    You can find the entire version history here:
    http://masterzed.cavesofnarshe.com/GameDocs/ff3bugVH.txt
    
    -----------------------------------------------------------------------------
    1. Intro
    -----------------------------------------------------------------------------
    
    "Ragnarok's Flare damage is affected by attacker row, proof that the game hates
    anyone who wants to understand it." - Assassin
    
    The above is pretty much the truth.  It's why I made this beast of a guide.
    
    Welcome to the Glitches and Bugs guide, an overview of the mistakes made in the
    creation of Final Fantasy 6 and its latter incarnations.
    
    This guide is to tell you what went wrong in the code, and the rules of FF3
    only a man snorting crack cocaine would be able to come up with and put into
    practice.  Now keep in mind, this is no FFX, this battle system isn't anywhere
    near bugfree.  We're talking a couple massive failures in the testing
    department of Squaresoft show up in this doc.  Studying this game is like a
    training course for beginning law practitioners; here's your rulebook, now try
    and nail me on a certain charge in such a way I can't squirm out of it based on
    lies, technicalities, exceptions, loopholes, rumors, and stupidity.  The
    difference here is simple; lack of documentation.  There isn't a big bad law
    book ready to crush your widdle head, just ever-expanding nothingness, meaning
    you'd better have some friends or be ready to test your theories in court,
    on-the-fly, and be ready for Judge Judy to throw everything you got back in
    your face for no apparent reason.  Oh, and that rulebook I handed you?  Doesn't
    exist.  That was vaporware, my friend.
    
    And even if you do have documentation, who cares?  Rippler is one of the best
    examples.  It says only specific status, and yet this spell allows frogs to
    kidnap and kill your dog.  You like your pal Interceptor?  Avoid that Reach
    Frog then, or Interceptor's going to sleep!
    
    No, Rippler's not supposed to do that.  Yet it can.  The lie that says it
    can't is the spell's own stats.  Even the game's hex data lies!  Hence why you
    definitely want to read this.  If there's something happening in battle you
    think shouldn't, read on, I might have the answer you seek.  Otherwise, just
    have fun reading about the different kinds of glitches that pop up all over the
    game.  There's plenty of rule-breaking for everyone!
    
    Some very minor clarification here when you start seeing Dragon Horn bugs; I'll
    use the terms non-landing jump/attack and landing jump/attack a lot.  If you
    don't know what this means, non-landing is in reference to hits within the
    combo and landing is the attack that ends the combo.  In non-landing jumps, the
    character comes down to hit the target and jumps again, in the other, he lands
    and goes back into formation.
    
    One last note; I do know the difference between a glitch and a bug, but most
    don't, and most aren't going to care, hence my own changing between words in
    this document.
    
    -----------------------------------------------------------------------------
    2. In battle
    -----------------------------------------------------------------------------
    
    --------------------
    Blitz
    --------------------
    
    Mantra defies all mathematical logic! -
    
    Normally, Mantra's damage is caster's HP / (number of targets - 1), while
    deliberately missing the caster.  If you don't already see where this is going,
    try this; lower the number of enemies in a fight to one if it isn't a lone
    enemy already.  Order Sabin to cast Mantra, but before he does, Muddle him.
    While Sabin won't change his attack from what you already told him to do
    (Mantra), he will change his aiming, and will target the enemy group.  If there
    is only one enemy left, Mantra's formula will end up calculating, and more
    importantly, dealing caster's HP / 0 worth of HP restoration/damage.  On the
    SNES, this comes out to the highest possible value the accumulator can hold,
    which in this case is 65535.  Truncated, Mantra ends up doing 9999.
    
    --------------------
    Commands
    --------------------
    
    Capture + Offering = bad pickpocket -
    
    Don't try this combo unless you like losing items.  If you steal more than one
    item in a single turn, you only get the first item you nabbed.  What's worse,
    the subsequent steals still count as far as the monsters are concerned, so if
    you nab a second item off of a monster, you won't get the item AND you won't
    get a second chance at it.  Finally, there is a chance text bugs will crop up,
    i.e. listing that you stole an item from an enemy that doesn't even carry that
    item, although it will only list items that can be stolen from someone in the
    battle.  Psychot/Wizard is a nice example of this.  However, the combo is
    perfectly acceptable if there is only one enemy on the battlefield, the glitch
    only affects multiple enemies.
    
    Certain weapons lose functionality with Capture -
    
    Some weapons, such as Atma Weapon, Drainer, and Fixed Dice, have special
    effects that tell the game to treat them differently and to what extent (drain
    HP/MP, new damage formulas, etc.)  Capture negates a weapon's special effect
    to replace it with a steal attempt.  This results in some weapons not
    functioning correctly.  Here's a list of weapons and subsequent functionality
    errors:
    
    Atma Weapon; Does normal damage, cannot ignore defense, and is stuck as a short
    knife.
    
    Striker, Assassin, Wing Edge, Trump/Doom Darts (dependent on game version); No
    instant kills.  The game version is in reference to Trump and Doom Darts, as
    the names are switched between the two weapons on FF3us and FF6 PS (Anthology
    or the European release).
    
    Man Eater; No 2X damage multiplier for human targets.
    
    Drainer; Does normal damage, can't absorb HP.
    
    Soul Sabre; Does normal damage, can't absorb or otherwise affect MP.
    
    Rune Edge, Ragnarok, Illumina, Punisher; Can't use MP to do critical hits.
    
    Hawk Eye, Sniper; Can't do random 1.5X damage to grounded enemies or random 3X
    damage to flying enemies, also can no longer use throw graphics (used in place
    of normal strike when doing 3X damage).
    
    Dice, Fixed Dice; Does normal damage, Hit Rate serves normal function instead
    of as the number of dice to throw, resulting in a 2 or 3 Hit Rate depending on
    the weapon, no longer unblockable (making it near impossible to connect with an
    enemy due to an extremely poor Hit Rate), graphic glitches caused by the loss
    of a special damage formula as the game doesn't know what side the dice/die
    landed on.  Needless to say the dice weapons are the most affected by this bug
    and you should avoid pairing them with Capture at all costs, unless you just
    want to see the terrible results for yourself.
    
    ValiantKnife; No longer defense ignoring and no more bonus from max HP -
    current HP.
    
    Tempest; Can't cast Wind Slash.
    
    Heal Rod; No longer heals HP, does damage instead.
    
    Scimitar; Can't dice up enemies.
    
    Ogre Nix; Can't use MP for critical blows or break.
    
    Change row in a Pincer attack -
    
    Normally, when you begin a fight in a Pincer attack, all characters are in the
    front row.  You can use the Row command to turn around, but oddly it also
    switches rows.  This isn't a visable change, but something you'll notice in
    damage dealt and received.  Since there should be no rows for characters in a
    Pincer (and for enemies, no rows in a Side attack, but they don't change rows
    midbattle anyway), the effect on damage becomes a very sneaky bug.
    
    Jump doesn't reload weapon data -
    
    Palidor-induced jumps and Jump itself have a tendency to not reload any weapon
    data between Dragon Horn combination strikes, causing all of the strikes to, if
    they have special effects that are supposed to randomly kick in, be the same
    once that effect is loaded.  For example, if ThiefKnife uses Capture on any
    given Dragon Horn jump, all subsequent jumps will Capture.  If Ogre Nix breaks,
    that and all subsequent jumps in the Dragon Horn combo will still act like Ogre
    Nix is there.  Tempest and Striker, etc. are the same way, but due to those
    weapons creating disappearance bugs AND Square treating them seperately,
    Tempest/Dragon Horn and X-type instant death weapons/Dragon Horn both get their
    own listings (see 2. In battle - Disappearance glitches and 5. Version Specific
    - Final Fantasy 6 (Super Famicom), Final Fantasy Anthology (PS) respectively).
    
    Jump only uses one weapon of a dual weapon wielder... or so it seems! -
    
    If you use Jump with two weapons, the command will pick one of the two weapons
    and use it.  However, no matter which hand it picks, it always uses the right
    hand weapon graphic.  Also, if either weapon is a spear, it will give a 2X
    damage multiplier disregarding which weapon is actually used.
    
    Mimic treats resources inconsistently -
    
    Unlike the games that came after it, FF6's Mimic ability doesn't waste any
    resources period besides the one turn it takes to use.  Neither items or MP are
    wasted whenever you use it.  However, GP is certainly not a part of this, as
    Mimic or no, GP Rain will always eat a hole in your wallet. 
    
    Prophetic Jump predicts broken Ogre Nix -
    
    Normally, when Ogre Nix breaks, you still get a sword strike, then see the
    message "Ogre Nix was broken!" afterward.  With Jump and Palidor attacks,
    however, the character will come down weaponless, then you will get the message
    that the sword was broken.  This is weird since it appears as though the weapon
    shattered before it ever hit anything.
    
    Swordless Runic -
    
    Runic and SwdTech both share a trait in that they both require weapons to make
    them available for use in battle.  SwdTech works properly; no/improper weapon,
    no SwdTech.  Runic is faulty however, in that if a character is acting
    automatically (Colosseum, Muddled, Charm), that character can use Runic
    regardless of equipment.
    
    Swordless Runic; broken sword edition -
    
    This one is different from the Swordless Runic bug above in that it comes from
    Ogre Nix breaking during a Palidor jump, long after the command was chosen.  To
    see this, have someone cast Palidor first, then have Celes/Gogo choose to use
    Runic before or during the cast so that they execute Runic upon landing.  If
    Ogre Nix breaks from the jump attack, Runic will be used anyway even though
    there is no longer a weapon to support it.
    
    --------------------
    Disappearance glitches
    --------------------
    
    Jump/Launcher -
    
    Have all of your party members jump, and wait for the enemy to use Launcher.
    If it uses Launcher when everyone in your group is in the air, the Jump attacks
    will cancel out, your group members will be hidden, and while you'll be able to
    select attacks again, you won't be able to target yourself manually or actually
    do anything, and neither will the enemy.  In order for battle to continue in
    any fashion, the enemy must attempt Launcher again.  While you will still be
    invisible and not manually targetable, both sides will now be able to attack
    again.
    
    Jump/Super Ball -
    
    Same as Jump/Launcher, but with Super Ball.  While enemies don't use Super
    Ball, they can jump, so you can execute the same glitch on some enemies such as
    Umaro and Reach Frog.  The same effects will occur, with the enemy becoming
    invisible instead.  Since the enemy is invisible, you'll have to either Mimic
    Super Ball in order to get out of the glitch, have two people ready to execute
    a Super Ball attack when the enemy(ies) take(s) flight, or you'll just have to
    run away.  Once you use Super Ball again, the enemies will reappear.  Read on
    for a way to use this bug without enemies disappearing, in case you want to
    experiment freely with the loss of targeting.
    
    Jump after Jump/Super Ball -
    
    If you try to use Jump after executing the above and not subsequently restoring
    the ability to attack, you'll leap into the air but never attack, resulting in
    yet another disappearance bug.
    
    Larry makes revived brothers disappear through acts of cowardice -
    
    During the battle with the Dream Stooges, sometimes Larry will run away, and if
    the battle doesn't end in time, comes back to battle.  This happens only if one
    of his brothers is dead.  To easily see this bug, cast Reflect on Curley and
    kill Moe.  This will make Curley go on the offensive and not use Life 2 on
    anyone.  If Larry runs away, remove Reflect from Curley.  He won't be able to
    use Life 2 on either brother because he starts with Larry first, who has run
    away and is not dead.  When he comes back, Curley will cast Life 2 on Moe, who
    will revive invisible.
    
    X-Zone striking a monster causes it to disappear -
    
    If X-Zone strikes a monster, the monster's graphic will disappear.  Most of the
    time, this is nothing to worry about as when X-Zone strikes an enemy, they die.
    However, if you or another monster were to revive the enemy target or in the
    case they had Life 3 and are revived automatically, this becomes a problem as
    you will no longer be able to manually target that particular enemy.  This
    doesn't effect anything but that particular monster however.
    
    Living monster Life 3 revival + Undead monster instant death revival -
    
    You can only see this with X-type instant death weapons and multiple hits
    (Dragon Horn or Offering) because it requires multiple kills to witness.  Give
    Life 3 to a living monster and finish it and an undead monster in the same turn
    with something like Striker/Offering for example.  When revivals take place,
    the undead monster(s) will return and then Life 3 will activate.  For whatever
    reason, the game "forgets" to restore the living monster's graphics when this
    occurs, rendering revived living monsters invisible in yet another
    disappearance bug.  Whether you use Life 3 on the undead (in a Life 3/Doom bug
    attempt) is irrelevant, and using X-Magic will not work (unlike Offering and
    Dragon Horn, X-Magic isn't a "combination" attack).
    
    Muddle/Palidor and its subsequent oddities -
    
    A simple trick with multiple minor repercussions; cast Muddle on someone just
    before they cast Palidor.  Once they cast Palidor, a few mishaps may occur.
    First, the caster will jump on Palidor and fly off of it in the direction
    Palidor's going.  Next, you'll find you won't be able to hit any enemies though
    you can still target them and attempt an attack, and that's because
    Muddle/Palidor targets the opposite party, appearing to only target the caster
    (who has just become the victim of a disappearance glitch), so all enemies have
    jumped.  Also, when the caster ends their turn, they'll be one extra step ahead
    (formation error).  For some extra fun with this bug, you can use this to
    execute the Jump/Super Ball bug on pretty much any enemy (use Super Ball before
    any enemies land).  With the enemy always remaining targetable (the image never
    disappears in this bug), you won't have to worry about not being able to win
    the battle when you're done, unless the enemies can jump.  This bug is also
    indirectly responsible for the Condemned does kill flying undead monsters bug
    (under 2. In battle - Miscellaneous) and for the vast majority of battles is
    the backbone of the ailments/Jump bug (Monster death by ailment in the air
    gives no earnings except Magic Points, under 2. In battle - Miscellaneous).
    
    Tempest/Dragon Horn -
    
    Wind Slash can be cast from a Jump attack, and gain the damage bonus from Jump
    on top of that.  This is also true when you combine Jump and Tempest with a
    Dragon Horn, but that can easily cause the user to become invisible.  Here's
    how: With Dragon Horn and Tempest, use a Jump attack. If Wind Slash is used in
    place of Jump on any attack besides the landing jump, when the user hits, jumps
    back up, and casts Wind Slash, all subsequent Jump attacks left will be
    completely replaced with more Wind Slash spells, not allowing the character to
    land, resulting in an invisibility bug for the character in question (can't be
    seen + manually targeting the character becomes impossible) just as X-Zone does
    for monsters.  This only affects the user, not the rest of the group or the
    enemies.
    
    --------------------
    Equipment/Items
    --------------------
    
    Atma Weapon can carve up stones -
    
    If you use Atma Weapon against a petrified character, its special damage
    modifications will cause it to do one point of damage, whereas it shouldn't do
    damage at all.  All you have to do to see this is petrify one of your
    characters (Break for example), then Fight them with Atma Weapon.  Note that
    Atma Weapon/Capture won't do this since the special effect is missing in that
    combo (see Certain weapons lose functionality with Capture under 2. In battle -
    Commands), and that Petrified monsters won't work as not only are they not
    targetable, they also can't be struck with anything that won't cure their
    status, much like dead and Zombified monsters.
    
    Barrier Ring, etc. can cast their spells at full HP -
    
    Barrier Ring, MithrilGlove, and Czarina Ring can all be made to cast their
    spells at any time, even at full HP.  The trick is simple; knock an enemy down
    to below 1/8 HP to get them in Near Fatal status, then Rippler the status onto
    yourself.  Near Fatal will only last one turn doing this, but in that turn,
    Barrier Ring, etc. will cast their Safe and Shell spells.  This is because all
    they check for is Near Fatal status, there's no check on current HP.  The only
    reason this bug exists is because Rippler itself is bugged (see Rippler trades
    everything under 2. In battle - Spells), otherwise Near Fatal would not be
    traded anyway.
    
    Black Atma Weapon - 
    
    For this glitch to work properly, you need the Atma Weapon, a Rage with a
    damaging Special for its second attack, and enough HP to get the longest blade
    animation.  All you have to do now is mix Atma Weapon with the damaging Special
    Rage, and wait for the Special to be used.  In FF6j and FFA, this is easy as
    the Atma Weapon is compatible with the Merit Award, but in FF3us, Atma isn't
    compatible, so you'll need a monster who can use Rippler to switch Rage status
    to the Atma holder and hope for a damaging Special Rage (see Rippler trades
    everything under 2. In battle - Spells for why Rippler can trade Rage).
    Monsters that can help with this include Dark Force (not recommended), Reach
    Frog, and Blue Drgn.  Depending on which hand you put the sword in and what
    direction the character is facing, it will either be a long sword (hand behind
    the wielder) or a thrown knife (hand in front of the wielder).  If you have too
    little HP and only get the short dagger version of the Atma Weapon, the bug
    won't occur at all, and if you get the medium-size Atma Weapon, the game will
    either hang up, crash, or reset on FF3us and FF6j, so be careful.  For FFA, the
    bug looks different in that the character's weapon sprite is random and the
    enemy strike graphic is a white slash with a tiny black core.  More on the FFA
    version of the bug will come next update.
    
    Cursed Shld has a beneficial use!? -
    
    Status-causing equipment, if equipped in battle, will not cause the statuses
    they are supposed to, but will still cause immunity to them.  Force Shld and
    Cursed Shld are the only two normal game examples of this.  Force Shld causes
    immunity to Shell and Cursed Shld, although this does not affect Condemned,
    does protect against Mute, Muddle, Seizure, and Sleep.  The only known
    beneficial use for the Cursed Shld.  The fact that they do not set the
    appropriate status is the real bug here.
    
    Dice weapons have numbers on the wrong sides -
    
    In a minor graphics bug that obviously doesn't affect gameplay, the sides of
    each dice are drawn wrong.  While the tops are correct, the sides are not, as
    the numbers do not match.  Dice in real life have each opposite side add up to
    7, say, if you see a 2 on the side directly facing you, the side you can't see
    without turning the die around is 5.  This is the only arrangement Square got
    right, as the 1, 3, 4 and 6 sides aren't correctly matched.
    
    Dragon Horn fakes damage against undead monsters w/ Striker, etc. -
    
    This one's rather strange.  Use Dragon Horn and an X-type instant death weapon
    (Striker, Wing Edge for examples) together in a Jump or Palidor attack, and if
    you hit an undead on a non-landing jump, the game will tell you how much damage
    you did.  This is a bug because the damage is a lie; you always attempt instant
    death with one of these weapons against an undead monster (Anthology may not
    always do this but I assume the bug will pop up occasionally anyway, future
    guide versions will confirm the truth behind my assumption).  This is confirmed
    by the fact that even if you don't subsequently hit the same monster on the
    landing jump (thus invoking the X graphic), it will still die/revive.
    
    Fenix Down double block -
    
    Give a character a shield that will produce a shield animation on blocked
    attacks.  Go into battle and use a Fenix Down on the character in a situation
    you know it will miss (when they are alive for example).  The "victim" will
    block once, then not two seconds later block again with a differently colored
    shield.
    
    Genji Glove reduces single weapon damage -
    
    Most likely intended for two weapons, Genji Glove reduces physical damage done
    when you are carrying one or no weapons by 25%.  Like Offering, this cut
    affects all physical attacks.
    
    Hawk Eye and Sniper can throw Rage weapons... even Gau's hand -
    
    Hawk Eye and Sniper share a special effect that differs between a floating and
    a non-floating target; for floating targets, it does 3X damage randomly and
    causes the weapon sprite to switch to its thrown variation.  For non-floating
    targets, it randomly deals 1.5X damage.  This bug arises against a floating
    target while using Rage; it uses the throw graphic of the Rage's weapon
    graphic, not Hawk Eye/Sniper.  For example, if you use Orog Rage with one of
    the two weapons equipped, and Gau/Gogo uses Fight/Battle on a floating target
    and gets the 3X damage multiplier bonus, the Hawk Eye/Sniper will not be
    thrown, a Partisan spear will, as Orog uses the Partisan as its "weapon."
    Likewise, if you use a Rage that has no weapon graphic (fists are used),
    Gau/Gogo will throw a dirk, as anything that can't normally be thrown uses a
    thrown dirk graphic.
    
    Heal Rod targets the wrong groups -
    
    Heal Rod's aiming byte is set up to target your characters by default.
    However, this results in two bugs; for one, when using Fight, the Heal Rod
    still aims at the enemy party, and two, when you go to Throw it, the game will
    target your character by default.  It doesn't read the aiming byte for Fight,
    but it will for Throw.  This is especially bad since when used with Fight, Heal
    Rod restores HP, while it does damage under Throw.
    
    ThiefKnife/Dragon Horn is also bad at "treasure hunting" -
    
    Same as Capture/Offering, only this involves jumping with ThiefKnife and Dragon
    Horn equipped.  A nice little c/p and edit job for the lazy: Don't try this
    combo unless you like losing items.  If you steal more than one item in a
    single turn, you only get the first item you nabbed.  What's worse, the
    subsequent steals still count as far as the monsters are concerned, so if you
    nab a second item off of a monster, you won't get the item AND you won't get a
    second chance at it.  Finally, there is a chance text bugs will crop up, i.e.
    listing that you stole an item from an enemy that doesn't even carry that item,
    although it will only list items that can be stolen from someone in the battle.
    Psychot/Wizard is a nice example of this.  However, the combo is perfectly
    acceptable if there is only one enemy on the battlefield, the glitch only
    affects multiple enemies.
    
    ThiefKnife/Offering is just like the above -
    
    If you thought THIS would be any better than Capture or Dragon Horn, you're
    wrong.  See the above bug's description.
    
    --------------------
    Quick
    --------------------
    
    CPU-controlled characters AND monsters lose turns to Quick casters -
    
    This one might actually prove a tad useful if you're good at timing attacks; if
    anyone who is CPU-controlled has their gauge fill to maximum while someone is
    casting Quick, the CPU won't select an attack, and the victim(s) won't do
    anything.  Even worse, their gauge will freeze for a few seconds before finally
    resetting, effectively cancelling their turn.  On a side note, characters who
    are under CPU control that fall victim to Quick but knocked out of CPU control
    before the gauge is reset will still lose their turn.
    
    Infinite turns w/ Quick and X-Magic -
    
    Whenever you use Quick, use X-Magic for your second extra turn.  The gauge
    won't reset, so you can input your next attack immediately.  While you can go
    on for eternity this way, you still have to wait for the character to set up
    and then attack, which leaves an opening for enemies to get their own attacks
    in.  You can rattle off a storm of attacks, it's just not infallible.  Also,
    while Morph does the same thing on the last turn, it's not meant to reset
    the character's gauge so that's not really a bug at all.
    
    Jump defies Muddle, etc. on player-initiated Jump attacks -
    
    This one's odd, but not exactly useful; have at least two people in a group,
    one with Jump, one with Quick and Muddle.  Have the latter cast Quick and order
    the former to Jump, but don't have him actually Jump until after Quick is
    finished.  On the second person's second turn, cast Muddle on the character
    with Jump.  He'll jump and on his first or onlystrike, hit whoever he targeted.
    For Dragon Horn users, this will only occur on the first strike, subsequent
    strikes will come back at the party anyway.
    
    --------------------
    Slot
    --------------------
    
    Joker Doom anyone at pretty much any time with Gogo's Mimic command -
    
    Both variants of Joker Doom (triple 7 and 7-7-BAR) carry a unique property
    under Slot; one forces the caster to target enemies no matter what (triple 7)
    and the other to target all allies no matter what (7-7-BAR) even if status
    should say otherwise.  However, this only concerns usage via the Slot command.
    Once you have that and the initial targets out of the way, Mimic can retarget
    (after one wasted turn due to no retarget if target dead property) Joker Doom,
    which will default on the enemy party.  One "safe" way to exploit this is
    through the use of the Palidor Esper, Gogo Mimicking, and Setzer casting
    7-7-BAR in a fight where either you've lost track of Slot's random number
    generator index or a fight that has triple 7 usage banned (the three tiers
    before Kefka or Phunbaba before your fourth battle with him, for example).
    First, make sure no one (save maybe Gogo) has Life 3 as this will stall your
    ability to exploit this bug at the least.  Second, have one person cast
    Palidor, and ensure that Setzer has 7-7-BAR ready to cast and Gogo is ready to
    Mimic, both upon landing.  Setzer must land before Gogo and any fourth member
    (along with the Palidor caster after landing) should remain idle for this to
    work (save for landing from Palidor's forced jump attack anyway).  Once Setzer
    casts Joker doom, Gogo should land afterwards and attempt to Mimic.  However,
    the targets that Joker Doom hit are now invalid and nothing will happen.  Have
    Gogo Mimic again on its next turn while the rest of the party does absolutely
    nothing.  Joker Doom, having already attempted to hit invalid targets the
    previous turn, will now pick new targets and default to all available enemies.
    Safety measures, such as Quick, Haste, and Slow, wouldn't hurt anything, and if
    you want Gogo to Jump instead of having someone cast Palidor, it can work
    although Jump won't allow you to combo Mimic into the landing attack, meaning
    you'll have to waste one more turn than necessary.  On a final note, Gogo can't
    take advantage of this alone for a 7-7-BAR exploit as it cannot be a target of
    Joker Doom, else there will always be a valid target and Joker Doom will never
    seek out the opposition in such a case.  If you want to exploit this with
    triple 7's, try this with a Reach Frog group that has just now begun to jump;
    have a third member cast Quick, then have Setzer confirm Joker Doom, and Gogo
    confirm Mimic, while making sure Setzer is faster than Gogo so he'll go first.
    Have the Quick caster Muddle Gogo and kill any Reach Frogs that might still be
    on the ground.  Setzer will try to use Joker Doom and encounter all invalid
    targets so nothing happens.  Gogo, being Muddled, will reverse the default aim
    in its Mimic (this is probably the only time Muddle ever screws up Mimic's
    targeting is when it has to default on aiming) and target all allies.  It
    doesn't matter if the frogs land after Setzer has attempted Joker Doom, but if
    one lands beforehand, Setzer will strike the frog and Gogo will encounter an
    invalid target.  With that in mind, unless Gogo chooses to Mimic on the next
    turn on its own, the exploit attempt will fail.
    
    Joker Doom sets you up in the opposite direction -
    
    Try using Joker Doom via the Slot command (Mimic won't work for this bug) with
    someone in the third position (upper-left position), front row, of a Side
    attack.  When that person gets into their ready stance, they'll face the
    opposite direction until they use Joker Doom.
    
    Learn L.5 Doom from... Setzer? -
    
    In the game, Joker Doom, Setzer's ultimate Slot technique, is really a modified
    L.5 Doom that has instant death protection removed and replaced with the
    Unblockable property.  This is most evident by the fact that Strago can learn
    L.5 Doom from watching Setzer cast Joker Doom.
    
    --------------------
    Spells
    --------------------
    
    Enemy Roulette cancellation -
    
    If enemy Roulette is cast once, then again before the first Roulette could
    determine a target, the first Roulette will be effectively canceled out.
    Strago's Roulette is not affected by this.  The best and perhaps only real
    chance you have of seeing this is versus multiple Veterans by using Magic on
    all of them at once and hoping more than one counters (they can counter with
    Roulette approx. 34% of the time) or against two Dark Force (has a chance of
    starting its first turn with Roulette, approx. 34% of the time as well).
    
    Imp... or not an Imp?: Part 1 -
    
    Using Imp on a monster that has Clear status or having an enemy absorb Imp with
    Enemy Runic will always cause a monster's graphic to change to that of an Imp
    or vice versa, even if they are invulnerable to the ailment.  In this same
    vein, a monster's graphic cannot be changed to that of an Imp simply by causing
    the status (see Imp... or not an Imp?: Part 2 under 2. In battle - Status).
    Imp can also do this to a character casting Runic, but in that case, the Imp
    sprite only lasts for the duration of the spell.  This all has to do with the
    fact that only the Imp spell itself can change a character or monster's graphic
    to an Imp directly and the fact that Imp status doesn't automatically cause the
    change in monsters (again, see Imp... or not an Imp?: Part 2).
    
    Muddle/Palidor vs. Gau -
    
    Same as Muddle/Palidor vs. enemies, but in this case the combination is used
    against Gau for a much less disasterous result.  All you'll get in the way of
    bugs is a formation error (the caster won't step back after the summon).  He
    may combo his return speech with his attack, meaning that he'll attack you,
    land, and execute his speech within the same turn, but that's not a bug as far
    as I can tell (the party can do the same with menu commands).
    
    Multiple Love Tokens make the target forget previous casters -
    
    To see this bug, you'll want Gau and Gogo.  Have them both use Barb-e Rage to
    cast Love Token on the same target.  Kill and revive the target, and then try
    to use a physical strike on the one that cast Love Token first.  The Love Token
    target will protect that individual, even though the bond between the target
    and the last person to cast Love Token was broken at death.  When a target is
    afflicted with multiple Love Token spells and then killed, only the last spell
    cast is broken, the rest remain intact beyond death in an obvious bug where the
    Love Token "status" byte isn't wiped completely clean.
    
    Quick/Rippler allows desperation attack without low HP -
    
    Another bug associated with Rippler (see Rippler trades everything), get an
    enemy's HP low enough for them to be in Near Fatal status (lower to or under
    1/8 max HP), cast Quick, then use Rippler on the enemy.  You'll gain the
    enemy's Near Fatal status for the second extra turn, which you can then use to
    *possibly* trigger a Near Fatal attack.  Although this bug fulfills the Near
    Fatal status requirement, all other restrictions still hold.  See Terii's
    Algorithms doc for more info, which can be found at his site (see 9. Credits,
    links, and contact info).  Also, if the enemy were slow enough and you fast
    enough, it may be possible to see this without Quick, but the odds of that
    would be low indeed.
    
    Rippler missed... but it worked? -
    
    There's a bit in the attack stats (that I neglect to mention in the Attack
    guide due to how little an effect it has) that makes an attack miss if the
    target has all the ailments in question, has immunity to those ailments, or a
    mix of both status and immunity.  This bit is also set in Rippler, but it
    doesn't actually cause the spell to have no effect.  Rippler will trade the
    caster's and target's statuses anyway, which is all it does, so in essence the
    spell doesn't actually miss at all.  The only bugs that creep out of this are
    the Miss message that pops up and the text "Status exchange" not showing up
    when a monster casts the spell.  For all of the status and/or immunities you
    need to have to see this bug, see the very next bug, which is also a Rippler
    bug...
    
    Rippler trades everything -
    
    It was supposed to switch only what was listed in its stats, but due to more
    bad code, every status from Dark to Float is switched.  If you lost
    Interceptor, you fell prey to this bug.  This isn't an entirely negative bug
    however; through a little manipulation of aiming using Muddled status, you can
    also switch Rage and Morph between characters w/out the help of Reach Frogs.
    This is the only way that any character not named Terra can Morph, and the only
    way Strago can go into a Rage or Dance.  With Reach Frogs though, it's possible
    anyone can Dance or go into a Rage.
    
    Status that Rippler, under bug-free conditions, would trade include Dark,
    Zombie, Poison, Clear, Imp, Condemned, Image, Mute, Berserk, Muddled, Seizure,
    Psyche/Sleep, Regen, Slow, Haste, Stop, Shell, Safe, Reflect, Life 3, and
    Float.
    
    Roulette doesn't always live up to its name -
    
    Roulette's random target bit only works when used through a menu command (Lore
    or Control).  Any other way, and it acts like a single-target attack spell
    (Mimic, Rage, monsters when muddled/charmed/zombified/in the Colosseum, etc.).
    Please note that the Roulette used when Roulette is cast from an enemy's
    command script isn't the same spell and is not the attack talked about here.
    
    Second Charm makes first charmer's spell useless -
    
    Charm, an enemy spell cast by NightShade Rage, can inflict a special "status"
    that causes the afflicted to exhibit symptoms almost exactly like Muddle with
    at least one difference.  One of the rules of Charm is that you can only charm
    one target at a time with any given character (one character, one target).
    However, you can still have multiple people Charm the same monster.  The bug
    here is that the previous charmers' spells become useless as a result; not only
    are they still tied to the monster, which means until either the monster or the
    casters die, their spells can't strike anyone else, but the spells no longer
    have an effect on the original target, the latest caster is the one in control.
    If the latest Charmer dies, the monster will no longer be charmed even though
    there were multiple Charm spells tied to it.  To sum that up, Charm makes sure
    it only strikes one target, but it doesn't care who that target is, and if the
    same target is Charmed by more than one caster, the preceding casters' Charm no
    longer has any effect, but they're still tied to the same target so they can't
    Charm anyone else.  This is something you can see with Rage or when fighting
    the NightShade x3 group.
    
    Skean spells cause formation errors -
    
    Any party member that uses a skean spell (Fire Skean, Water Edge, Bolt Edge)
    may or may not return to their original positions after use.  The best example
    of this is the Ninja Rage since it uses Water Edge.  This glitch is not in
    reference to the actual skeans that Shadow can throw, but the spells that are
    used by Ninja and Covert.
    
    Tapir lies about when it works -
    
    Tapir (Mog/Gogo's Tapir spell) heals any ailment besides Freeze or those that
    can't be healed normally (such as Charm), but unless you watched closely or
    knew how it worked, the only time you'd see it hit is when someone had Sleep
    status.  In reality, it is lifting bad status, but the game registers a Miss
    message anyway unless you have Sleep.  The reason is that the special effect
    in Tapir forces the game to produce a Miss message whenever the target in
    question is not under Sleep status.  When they are, the game will not give the
    Miss message but will restore the victim's HP and MP completely, alive or
    undead.
    
    --------------------
    Statistics
    --------------------
    
    Evade is worthless -
    
    The Evade stat has no function in battle due to bad coding.  As a result, every
    Evade boost in the game is about as valuable as lint to a Saudi oil tycoon.
    M.Block takes care of all evasion alongside Stamina (in the rare cases it gets
    involved with anyway).  See the status section for other effects of the bug,
    minor and major.
    
    Invert damage if Undead only affects healing abilities -
    
    Believe it or not, those Whispers you encounter on the Phantom Train were
    supposed to regenerate HP.  It doesn't work however, because of a bug in the
    Invert damage if Undead attack property.  It will clear the Heal bit, but it
    will not set it.  As a result, a few attacks and status don't work correctly.
    Here's a list of affected abilities and status:
    
    Attacks: Poison, Bio, Acid Rain, Virite
    Status : Poison, Seizure, HP Leak (Phantasm)
    
    The end result is that the vast majority of undeads absorb all
    Poison-elementals, when there were supposed to be a few select spells that
    hurt the Undead (including the status itself), and that Seizure hurts both the
    Undead and the living.  Undeads and the Poison element should have been a
    little more complicated a matter than it turned out to be.
    
    --------------------
    Status
    --------------------
    
    Auto-expiring statuses don't reset their timers with manual removal -
    
    Statuses such as Stop, Reflect, Sleep, and Freeze eventually wear off after
    awhile unless, in the case of Reflect, they can become permanent.  The game
    does this through the use of individual timers for each status, for each
    target.  Stop makes all other timers, along with Regen, Poison, and Seizure,
    halt execution for its duration since it is supposed to be a time freeze.  The
    bug here, however, is that if you remove the timed statuses with a spell such
    as Dispel, the timers will not be reset and will still count down on their own,
    not even checking to see if their respective status still exists.  While this
    doesn't affect anything with most of the statuses, Stop's superceding of Regen,
    etc. and other timed status can cause problems such as prolonging timed status
    and keeping Regen and co. from doing any HP healing/damage.  For example, if
    you remove Stop as soon as it is cast on a Regenerating character, you'll still
    have to wait for the period of time it would have taken for Stop to be removed
    before the character regenerates any HP again.  Likewise, a beneficial use for
    this would be casting Stop, then Reflect on a character and using the Remedy
    spell to remove Stop, which would cause Reflect to last much longer than usual
    since it must wait for the recently removed Stop status' timer to expire before
    its own timer can count down.  The only timed status that checks for its own
    status is Sleep, but that's only to keep the unique Tapir spell it casts to
    remove itself from activating when Sleep status isn't around.  More than
    likely, this bug was only caught and fixed with Sleep because the Tapir spell
    made the bug abundantly visible to anyone in a prolonged fight involving Sleep
    status; why Square didn't go further and check all of the status timers this
    way is another issue for another day.
    
    Becoming a zombie cures the uncurable -
    
    Status immunities in this game are two-way: if a target is immune to a status
    but doesn't have it, it can't be given to it; if a target is immune to a status
    but already has it, it can't be removed from it.  For the game to give a
    permanent status, e.g. Reflect from Wall Ring, it must give both the status and
    immunity to it.  However, if a target is turned into a Zombie, it'll always
    lose certain statuses (Dark, Poison, Near Fatal, Berserk, Muddled, and Sleep),
    even if they were supposed to be permanent (e.g. from the Cursed Shld).  If you
    try to give the target the status again that battle, you won't able to, as it's
    still immune to the status.  This can hurt you in one very minor way associated
    with Rage; if you are taking advantage of Gau's Poison absorption by giving him
    Poison status before implementing a Rage that has Poison immunity, Gau will
    have to lose his current Rage before he can reattain Poison status.
    
    Clear overrides certain checks -
    
    Most importantly here, Clear status, caused by such spells, summons, and items
    as Vanish, Fader, and Inviz Edge, overrides instant death protection, resulting
    in the infamous Vanish/Doom and Vanish/X-Zone combos.  However, what few also
    know is that Clear status overrides the check on such spells as Life and Life 2
    that forces those particular techniques to only hit dead targets, so combos
    such as Vanish/Life 2, Vanish/Phoenix, and Vanish/ChokeSmoke also work.  While
    the former may have been intentional (who can really say), the latter certainly
    doesn't seem to be in the same boat, hence their inclusion here.
    
    Death, Petrify, and Zombie lose permanent status beginning battle, but not
    immunity -
    
    Equip something that applies a permanent status, such as RunningShoes or Force
    Shld, and enter a battle with the equipped character dead or petrified.  Revive
    or heal them in battle, and notice that the status that their equipment or
    relics should be providing don't show up.  Even worse, try to apply said status
    and watch it have no effect at all.  That's because while the game could not
    apply the status due to Wound or Petrify, it could still apply immunity as
    there's no code that prevents immunity application.  The same can be said for
    the Cursed Shld and Zombie (see Becoming a zombie cures the uncurable in this
    very section for specifics).  A returning Gau, while an irrelevant subject,
    also demonstrates the bug's effects as, in layman's terms, he is not considered
    "alive" until he pops up at the battle's supposed end, so any equipment and
    relics he wears won't inflict status either.
    
    Dying from the first Rage turn loses Rage-inflicted status -
    
    Best demonstrated by Balloon Rage since it gives a status and uses Exploder, if
    you die from your first attack under Rage, the game will not give you
    Rage-inflicted status.  While this doesn't matter for Dark, Poison, and Clear,
    it does for all other statuses as you should retain all other statuses through
    death and revival in the same battle.  This bug's effects are made worse by the
    Permanent miscellaneous status bug later in this section.  It also shares its
    cause with Mute steals your Rage-inflicted status on attempted spell casts,
    also later in this section.  Here is a list of status you need to worry about
    if this bug comes into play, so you don't have to look up the Mute/Rage bug:
    
    Mute, Berserk, Muddle, Seizure, Regen, Slow, Haste, Shell, Safe, Reflect, and
    Float.
    
    For the Balloon example specifically, Float is what you should worry about
    there.  I would also say the same thing for Intangir's Pep Up because of its
    many positive effects, but Gau can't be revived from that spell during the same
    battle so it doesn't make much of a difference.
    
    Imped Ragers keep automatic movement, but not anything else -
    
    Normally, during Rage, on every attack the character makes, the properties of
    the monster in question are reloaded for the character.  However, if that
    character has become an Imp, the property reload routine will ignore the fact
    that the character is still in a Rage and not even call Rage's reload routine.
    They will still attack anyway though, making this a dangerous bug.  It's also
    the reason why Critical Hits if Imp doesn't work for characters.  Once Imp
    status is healed, the Rager must still take a turn before the Raged monster's
    properties are restored to them because the Rage command isn't used during Imp
    (it's swapped for Fight).
    
    Imp... or not an Imp?: Part 2 -
    
    The status Imp, while it will change a character's sprite automatically, will
    not change a monster's automatically.  A prime example of this is Sour Mouth;
    while it can cause the status, you won't visually know it's been done until
    the monster takes a turn or two (depending on the monster anyway).  Another
    example of this can be found with Pugs and the like; Pugs tends to walk forward
    every few turns, then return to their original position using a fade in/fade
    out animation combination.  If you hit one of those with Imp, and it uses an
    animation to move back to where it started, the Imp sprite is lost even though
    it is still an Imp.  This all has to do with the fact that only the Imp spell
    itself can change a character or monster's graphic to an Imp directly (see
    Imp... or not an Imp?: Part 1 under 2. In battle - Spells) and the fact that
    Imp status doesn't automatically cause the change in monsters.
    
    Missing effects -
    
    The following do not occur as a result of the Evade bug:
    
    Dark; was to cut victim's Hit Rate in half, and increase by 25% an attacker's
    physical hit rate on an affected target.
    
    Beads; besides an Evade boost, was to cut the hit rate of an attacker in half.
    
    Zombie, Muddled, Life 3; was to increase an attacker's hit rate on the affected
    by 25%.
    
    Poison, Near Fatal, Seizure, Haste; was to decrease an attacker's hit rate on
    the affected by 25%.
    
    Muddle makes Controlled enemies face forward -
    
    If you Control an enemy, then Muddle it, it will face the same direction it
    normally does (i.e. it won't have its back turned toward the enemy), while
    Muddled, even though it should be turned around.  Once knocked out of Muddle
    though, they continue to face the same direction, correcting the bug.
    
    Mute steals your Rage-inflicted status on attempted spell casts -
    
    If Gau/Gogo is Mute when one tries a spell-casting Rage in which the MP cost of
    the spell was originally above zero on their first Rage turn, status given by
    the Rage may not be inflicted.  For example, Mute Gau/Gogo and then use
    Intangir Rage.  Clear, Haste, Shell, Safe, and Float, all status inflicted by
    using Intangir Rage, will be missing if they try Pep Up on the first turn.  Not
    only that, but now Gau/Gogo is immune to all but Clear and can't have those
    status for the rest of the battle (see Permanent miscellaneous status later in
    this section for why getting out of Rage status doesn't fix the problem),
    although Clear will be applied the next time someone makes a successful move
    (another spell stopped by Mute or Imp for example won't do it).  Another
    example would be Anguiform; Mute, attempt the Rage, and if Gau/Gogo fails to
    cast Aqua Rake, Dark won't be given to them until someone else makes a working
    move.  This bug usually only occurs on the initial Rage attacks.  Once beyond
    the first attack, there's no need to worry about this bug unless you're dealing
    with removable status (Dark, Poison, and Clear), in which case, when the game
    reinflicts the status next turn, the bug can come in and prevent this from
    happening.  Say someone cured Gau/Gogo of Dark status in Anguiform then Muted
    them, if Gau/Gogo uses Aqua Rake, they'll fail and Dark status won't be
    reapplied.  However, these three statuses are reapplied every Rage turn, so a
    physical attack or the curing of Mute/Imp will apply the correct status next
    turn.  Here is a list of status you need to worry about if this bug comes into
    play:
    
    Mute, Berserk, Muddle, Seizure, Regen, Slow, Haste, Shell, Safe, Reflect, and
    Float.
    
    Near Fatal and Zombie; guests that won't leave -
    
    Status immunity merely prevents the toggle of a status; you can't gain the
    status, but you can't lose it if you already have it either.  This is used to
    make effects from relics and such permanent (except in specific cases where the
    game won't apply immunity, like Image).  However, there are two instances where
    immunity is ignored.  When your HP drops below 1/8, you automatically gain Near
    Fatal status no matter what.  If you're immune to the status, you can't get it
    from Rippler and you can't lose it, but you can still get it if your HP drops
    below 1/8.  Also, if Overcast hits you, you can gain Zombie status at death
    whether or not you're immune, so don't wear something that protects from Zombie
    if you're not protected from instant death or Condemned status as well for the
    battle with Goddess.
    
    Near Fatal allows True Knight to protect the strong -
    
    A bug that can easily be seen from the above immunity bug involving Near Fatal
    and Overcast/Zombie, equip a True Knight relic on one character and make sure
    one other has Rage.  Enter battle, get the Rage character into Near Fatal, use
    a Near Fatal-immune Rage (ex. Magic Urn), and heal back to maximum.  The True
    Knight character will still guard the Rage user even though his HP is above
    Near Fatal requirements.  Another, but more difficult method, is to have
    Strago/Gogo use Rippler to take Near Fatal status from a monster (see Rippler
    trades everything under 2. In battle - Spells) while above 1/8 max HP.  If the
    next move is a monster using a physical attack on Strago/Gogo, the True Knight
    character will protect him.  Beware though, as Near Fatal is cleared on the
    next attack, even if its a status affecting HP (Regen, Poison, etc.).
    
    Permanent miscellaneous status -
    
    There are three ways of executing this bug: Cursed Shld, Force Shld, and Rage.
    First, the shields; when you equip the Cursed Shld midbattle, it causes
    immunity to Mute, Berserk, Muddled, and Seizure.  However, due to the
    relationship with Regen, setting Seizure immunity also sets Regen immunity
    (this is a normal rule of the game, same goes for Haste/Slow).  With this in
    mind, the bug about to be mentioned is easy to predict; when you de-equip
    Cursed Shld in the same battle, the immunities it sets are stripped, and only
    those it set.  This does not account for Regen immunity, so Seizure and Regen
    immunity will remain until after the battle is over.  For Force Shld, just have
    it equipped at the beginning of battle or for one turn during battle.  It will
    apply Shell immunity and it won't come off.  For Rage, simply use a Rage that
    has immunity to or inflicts one of the following status: Seizure, Regen, Slow,
    Haste, Stop, Shell, Safe, Reflect, and Float.  Any of those immunities and
    given status (if applicable) will become permanent.  For an example, cast Regen
    on Gau/Gogo then enter Intangir Rage, not casting Pep Up hopefully.  Now
    because Intangir gives Clear status, kill Gau/Gogo off with Doom (see Clear
    overrides certain checks earlier in this section) and then revive them.  Clear
    will be gone, but Regen, Haste, Shell, Safe, and Float will still be there.
    Try to Dispel the effects and you'll find immunity still exists (immunity is
    two-way in the game, it keeps you from applying or taking off a status).  Now
    Gau/Gogo has Regen, Haste, Shell, Safe, and Float for the rest of the battle
    due to implied Regen immunity and Intangir Rage giving permanent Haste, Shell,
    Safe, and Float.  The entire bug comes from the fact that immunity to Regen,
    Slow, Haste, Stop, Shell, Safe, Reflect, and Float are never removed during
    battle as there's no code to do so.  Other immunities that are also affected
    but never appear in the normal game include Dance (technically, it does exist,
    but only for four monsters in the final battle), Rage, Freeze, Life 3, Morph,
    Chant (Control & Magic chant), Hide, and Interceptor.
    
    Permanent Morph status until the end of battle -
    
    There are three ways this can be achieved; the first requires good timing, the
    second's very easy to pull off, and the last is random.  The first way is to
    cast an ailment that stops movement on the character w/ Morph (Sleep, Stop, or
    Freeze) just after the meter runs out but before they can revert.  The timing
    aspect comes from the fact that the green duration meter must run out during
    the ailment attack.  The second is to have the person morph, and another cast
    Quick.  Now just sit there and wait for the Morph gauge to drain.  They won't
    Revert because time is stopped, and the game won't remember to do so when the
    two turns are up.  The last method isn't really a method, but a random glitch;
    if you trade morph status w/ Rippler (see the Rippler trades everything bug),
    the character that gets Morph status may or may not get the green Morph
    duration bar, thus making Morph permanent.
    
    Random sword gets the MP with multiple Runics on an ST spell, but all drop
    afterward -
    
    When a multi-target spell like Ultima or a potentially multi-target spell
    like Fire 3 is cast with more than one person in Runic status, everyone under
    Runic gets an equal share of the MP cost of that spell.  However, when a
    single-target spell like Flare is cast amongst multiple Runic casters, only one
    random person to cast Runic gets any of the MP cost, although the game only
    gives them their fair share of MP as it would have been divided amongst all
    casters.  The bug here is that even though only one person absorbed the spell,
    every Runic caster will lose their Runic status and have to recast (if not
    under enemy Runic anyway), and with the exception of the lucky one to absorb
    the spell, no one will get any MP.
    
    X-type instant death revives instant death-immune undead -
    
    Normally, Striker, etc. will revive an undead monster or character on any hit
    through the use of its X-type instant death.  This does not trigger if the
    undead is immune to instant death, however, it will revive anyway.  For
    monsters, there will merely be the sound of its revival if the damage wasn't
    enough to kill it, and if there was enough damage, it will go through the
    normal death/revival sequence.
    
    --------------------
    SwdTech
    --------------------
    
    Retort counters any physical attack - 
    
    Simply use Retort, then die before Cyan/Gogo gets hit by a physical attack.
    Now revive whoever used Retort, and they will counter any physical attack, not
    just those that hit them.
    
    Retort lasts forever, but only uses a physical strike -
    
    Use Retort, now hit the user with Imp before he gets hit with a physical
    attack.  Now the Imp will only counterattack with physical attacks, but Retort
    will never come off.
    
    Infinite Fight combo, a.k.a. the Psycho Cyan bug -
    
    Combine the two glitches above by killing and reviving Cyan or Gogo while
    Retort is in effect, then either before or after they die and return, turn them
    into an Imp.  The next time a physical attack that can be countered by Retort
    is used, Cyan/Gogo will go "berserk" and constantly attack the enemy with
    regular physical strikes in an endless combo.  This is due to the fact that
    they are counterattacking their own attack, and that with Imp status, Retort
    status is never cleared.  This can only be stopped by either a) winning the
    battle, b) running away, or c) let a status ailment on Cyan/Gogo eventually
    kill them.  Choice c only works if they are given the ailment beforehand,
    since obviously you're not going to be able to give one to them during the
    onslaught without hacking.
    
    Swordless SwdTech -
    
    Another bug involving Palidor, equip an Ogre Nix to Cyan/Gogo with no other
    weapon and enter battle.  Have someone else cast Palidor (whether through
    Magicite, 3-BAR, or the Esper itself) and have Cyan/Gogo confirm a SwdTech
    skill to use during or before the cast, making sure the Palidor caster goes
    before the SwdTech is launched.  If Ogre Nix breaks when Cyan/Gogo comes down,
    they will still execute their SwdTech skill even though they are now swordless.
    You'll have better luck seeing this at low current HP since the lower the HP,
    the better chance you have of breaking Ogre Nix.
    
    --------------------
    Miscellaneous
    --------------------
    
    Air Anchor responds to Poison, etc. -
    
    Air Anchor's special effect is that once the enemy is hit, it can take one more
    turn and then it dies automatically.  However, if it has HP Leak, Poison,
    Regen, or Seizure, that may not happen, as Air Anchor's effect treats these as
    a turn and kills the victim if any of these statuses try in heal/inflict
    damage.
    
    Attain a living 0 HP character -
    
    There are a number of ways to zero a character's HP without killing them.  Here
    are the known methods:
    
    Condemned/Jump; Have a character Jump with the Condemned timer close to 0.  If
    the timer runs out while they are in the air, their HP will be zeroed but the
    character will survive until they land.  However, should you end the battle
    before the character lands they will remain alive with 0 HP.
    
    Zombie/Petrify; Petrify a Zombified character, heal the Zombie status with
    Revivify, then heal their Petrify status.  Revivify won't restore any HP due to
    Petrify, so when Petrify comes off they will remain at 0 HP.
    
    Zombie/Rippler; Have a monster use Rippler to take a character's Zombie status
    (ex. Reach Frog), or simply command a character currently being struck with a
    Zombie-inflicting attack to use Rippler on their next turn.  The character will
    still retain their command so once they become a Zombie, their next action will
    be a Rippler attempt and if a hit is made, their Zombie ailment will be cured
    but leave them with 0 HP.
    
    Zombie/Tapir; Heal a Zombified character with the Tapir spell found in Mog's
    Love Sonata Dance.  Tapir restores all negative status except Freeze, but
    doesn't restore HP/MP unless Sleep status is present.
    
    Clear confuses MagiTek armor graphics -
    
    If Clear status (given by Inviz Edge, Vanish, etc.) is given to a person who is
    wearing MagiTek armor, the Clear graphics of the character will make their legs
    and feet appear outside the armor.  This bug will persist when Clear is lost,
    but this only lasts so long as the person has Clear status or if removed, for
    the remainder of the battle.
    
    Condemned does kill flying undead monsters -
    
    If the Condemned timer runs out on an undead monster while it's in the air for
    a Jump, the monster will die the moment it hits the ground even though
    Condemned's Doom spell should have healed it, and looked like it should have,
    since the only way you can see this bug is through the use of Muddle/Palidor
    (see Muddle/Palidor and its subsequent oddities under 2. In battle -
    Disappearance glitches) as no Undead can use Jump normally.  For an example of
    this, cast Condemned on a Bloompire and when the timer is about to run out (you
    will probably want to study exactly how many of Bloompire's turns this takes
    before attempting an exploit), use Muddle/Palidor against it so the timer runs
    out before Bloompire can land.  Bloompire's graphic will appear to die and come
    back, then subsequently land a Jump attack and die upon landing.  This odd bug
    can hinder the execution of a bug found later in this section (Monster death by
    ailment in the air gives no earnings except Magic Points) if Condemned is the
    ailment used and the Undead in question doesn't normally have Seizure.
    
    Control menu responds poorly to MP change -
    
    This bug deals with the fact that Control takes a turn, two at most, to notice
    a change in a monster's MP rating.  Once you have Controlled a monster, wait
    for the Controller's gauge to fill up, then try something like zeroing the
    monster's MP.  Take a look at the menu, and you'll see that all MP-dependent
    attacks are still available.  Not only that, you can still use them for one
    turn since attacks initiated from the Control menu ignore MP cost in practice.
    This also works in reverse; for example, Control a Sprinter after you have
    zeroed its MP.  Now use its Special (Drainbeak) to replenish 20+ MP.  On the
    Controller's next turn, Cyclonic, the only MP-dependent attack in Sprinter's
    Control menu, will still not be available even though it gained sufficent MP
    from the previous turn.
    
    Crusader redecorates Reflect barriers -
    
    If you cast Crusader during a battle and then proceed to bounce a spell off of
    anyone with a Reflect status, Reflect will show up colored in red tones.  This
    is because Crusader's palettes have overwritten the Reflect palette stored in
    RAM.  It only lasts for the rest of the battle, the original Reflect palette is
    rewritten to RAM at the start of each fight.
    
    Doom Gaze dies, but doesn't cough up Bahamut -
    
    When you get into a fight with Doom Gaze, cast Vanish on him (or just give him
    Clear status somehow), and then one of the six instant death spells that stall
    final attacks by one turn (X-Zone, Odin, Raiden, Cleave, Snare, X-Fer).  Doom
    Gaze won't be able to execute his final attack which is a requirement to make
    the game acknowledge his death and execute the Bahamut acquirement cutscene.
    Keep in mind that this bug may not occur if the Regen status is in play (see
    Counterattack from beyond under 6. Undetermined).
    
    Face the wrong way with Blow Fish and co. -
    
    A very minor character sprite animation bug.  Spells such as Blow Fish and Tek
    Laser that use the struck sprite of a character always have the sprite face
    left.  The bug becomes evident with Back, Pincer, and Side attacks where you
    can have a character facing right, or in the case of formation error bugs.  A
    right-facing character will turn around when they switch to the struck sprite,
    appearing to take the spell from behind.
    
    FC 05 becomes an omni-counter after its first strike -
    
    FC 05 is first triggered when HP or MP damage is done to the target, then
    anytime it is struck by anything from anyone after that unless other counters
    take precedence.  This second part is incorrect behavior, as it should only
    counter HP or MP damage, not everything.  It happens because the bit FC 05
    checks is not reset after the counterattack, or at any time during combat.
    
    FC 05 only strikes the last person to do damage, not the last attacker -
    
    Another FC 05 bug (see above for the first and most evident of these two bugs),
    FC 05 only retargets who to counterattack if damage is done.  For example, use
    Reflect status during a fight with 3 L.30 Magics to bounce their spells back at
    them.  Look for someone's spell to strike one of the other monsters instead of
    the original caster.  That one will counterattack the caster.  Target the
    victim of the Reflected spell with Dispel or something else non-damaging, and
    it will use its FC 05 counter on the monster that struck it via Reflect again,
    even though it didn't do anything.
    
    Gau, dead man standing -
    
    When Gau returns from the Veldt, try using Doom or Roulette on him.  If he's
    hit, he'll die, and you'll win the battle and get whatever profit you should
    have earned from it instead of Gau returning to the group (don't worry, it's
    the same as scaring him off, he'll be back).  Any instant death attack will
    kill Gau, but anything damage-wise will cause him to flee.  That's not the bug
    though.  The bug is when you kill him with Doom or Roulette, he won't fall
    down, he'll just stand there like normal, only he's dead.
    
    Have a dead/zombie party and not get Annihilated -
    
    Have someone get zombified in battle or bring a zombie with you to battle.
    Once there, have the enemy use something like Sneeze or Engulf on the zombie,
    and then have the rest of the team die in the battle.  You'll escape the battle
    because the zombie technically ran away, but you'll have a team outside of
    battle that technically should have gotten you Annihilated and game over.
    However, don't get into another fight with this team or you will become
    Annihilated when the battle begins.
    
    Items are cancelled upon Muddled and subsequent healing -
    
    This bug causes item attacks to not have a target after their targeting is
    affected by Muddle or Charm and their effect is removed before the item is
    used. To see this easily, have at least three characters on a team.  Have a
    character choose to Muddle the item user, then the other heal him immediately
    after (whether it be a physical strike or a spell).  The item user should go
    last. If it does, the caster will try to use the item but nothing will happen.
    Magicite and Super Ball seem to be the only exceptions as they don't need a
    target. Warp Stone won't cast Warp as a result, but will still get you out of
    battle if possible.
    
    Jump like a coward -
    
    A graphics bug, try ordering someone to Jump, and as they Jump into the air,
    attempt to run away.  The jumping character will leap into the air appearing to
    be running away instead of the usual poses throughout the animation, unless you
    stop running before it completes, in which case the character's Jump poses will
    start midway through the animation.
    
    Kill the undead twice! -
    
    Cast Life 3 on an undead (you can use Muddle for a direct cast or simply have
    Strago/Gogo use Rippler to trade the Life 3 status), then strike it with any
    instant death weapon or spell that revives undead beings (Doom, Striker, etc.).
    The enemy will die, come back, cast Life on itself, and die again.  This does
    not work on undead characters because they do not go through any special
    death/revival sequence.
    
    L.70 Magic and Retainer protected from single targeting -
    
    If you get into a fight with two L.70 Magic and a L.50 Magic in the Fanatic's
    Tower, you may find you can't target the L.70 Magic in the back unless you
    target all enemies at once.  This is probably caused by the way the enemies are
    positioned on the battlefield, as when you kill either the front L.70 Magic or
    the L.50 Magic, you'll be able to target the L.70 Magic in the back normally.
    The same thing happens with the Retainer x2/Dark Force group in a Side Attack.
    The right-hand Retainer becomes impossible to manually single target unless you
    first point the cursor at the first slot character.  If you don't have a
    character there or the cursor can't point at party members, that Retainer will
    be impossible to single target until one of his teammates dies.
    
    Mag Roader's script has a missing end -
    
    The brown Mag Roader, found in the Narshe mines in the WOR, is missing a FF
    command (End script) in its command script, causing it to take on Wild Cat's
    script as a counterattack script.  This may come from the script pointers
    being set up automatically if Square left that job to a computer.  These are
    Mag Roader's and Wild Cat's scripts as found in the game in hex format:
    
    Mag Roader: F0 EE EE EF     Wild Cat: FC 13 01 01
                FD                        F0 B3 FE FE
                F0 00 05 05               FE
                FF                        F0 EE EE FE
                FC 13 01 01               FD
                F0 B3 FE FE               F0 EE EE EF
                FE                        FF
                F0 EE EE FE               FF
                FD
                F0 EE EE EF
                FF
    
    And this is how the game interprets them from my tests (Wild Cat left in for
    clarity):
    
    Mag Roader
    
    Main script
    F0 EE EE EF - Random attack: Battle, Battle, Special
    FD          - End turn
    F0 00 05 05 - Random attack: Fire (34%), Fire 2 (66%)
    FF          - End main script
    
    Counterattack script
    FC 13 01 01 - If there is only one monster left...
    F0 B3 FE FE - Random attack: Fire Ball (34%), no attack (66%)
    FE          - End counter
    F0 EE EE FE - (implied "If attacked...") Random attack: Battle (66%),
                  no attack (34%)
    FD          - End counter (implied "End script")
    
    Wild Cat
    
    FC 13 01 01 - If there is only one monster left...
    F0 B3 FE FE - Random attack: Fire Ball (34%), no attack (66%)
    FE          - End conditional attack
    F0 EE EE FE - Random attack: Battle (66%), no attack (34%)
    FD          - End turn
    F0 EE EE EF - Random attack: Battle, Battle, Special
    FF          - End main script
    FF          - End script
    
    Monster death by ailment in the air gives no earnings except Magic Points -
    
    This bug is a bit difficult to set up and is far easier to see with a single
    target.  You'll need one monster vulnerable to either Condemned and instant
    death or an ailment such as Poison and either a monster with the ability to
    Jump (Reach Frog) or knowledge of how to use Muddle/Palidor (see Muddle/Palidor
    and its subsequent oddities under 2. In battle - Disappearance glitches).
    Using Condemned however can be difficult since the timer is invisible, I'd
    recommend studying how long the timer takes on average to kill the monster in
    question if you take that route.  The easiest way I can think of is to use
    Black Drgn as your test subject.  Form at least a three person party with one
    character vulnerable to Muddle and equipped with Palidor, another with Muddle,
    and another with W Wind (Gau using a Rage with Cyclonic will do if you're in a
    pinch).  Hit Black Drgn with W Wind/Cyclonic as soon as combat begins or very
    soon after (X-Magic with Vanish/W Wind if you're having trouble connecting),
    then execute Muddle/Palidor to get Black Drgn in the air.  If all works out as
    it should, Black Drgn should die of Seizure in the air and you won't get
    anything but Magic Points if applicable.  In a multi-target battle, any monster
    you attempt this against can still come down from the jump even in death, so
    the battle must end BEFORE that can happen, or they'll hit you, die, and you'll
    still get the earnings for that monster.  Also, beware using Condemned against
    undeads that don't have Seizure like Black Drgn as they will die and come back
    in midair from Condemned.  Although they die as soon as they land (see
    Condemned does kill flying undead monsters earlier in this section), once they
    land you can still get their Experience and other earnings, so it would be
    better to get rid of them by other means, or to apply Poison or Seizure before
    they take off (make sure they're damaged by Poison-elementals before using
    Poison).  Black Drgn and the like, however, get killed by their ailments before
    they can return, so the use of Condemned on those types is OK.
    
    Multitarget Dance spells from the Control menu target in favor of enemies -
    
    Spells found under Dance that show up under Control typically target in favor
    of monsters when they are multitarget spells even though the cursors clearly
    point at enemies.  The reason behind this is the Randomize Target bit that is
    set in these spells, as single target Dance spells such as Plasma don't show
    this odd behavior (the bit isn't set in these spells).  The auto-confirming
    cursor associated with these spells however is NOT a bug, it was intentionally
    set into the cursor byte to do this, for what reason is outside the scope of
    this document.
    
    Overflow the damage counter -
    
    If you exceed 65535 max damage, the damage counter will reset, and depending on
    just how much max damage you did, you may do a very low amount of actual harm.
    It takes a lot of power to get this to happen, and won't be seen unless you
    obtain a massive amount of levels and Vigor/Mag.Pwr and use a very powerful
    attack, preferably defense ignoring.  LV. 99 + 140 Mag.Pwr + Ultima should
    provide a clear example of such a case.  No monster in the game has enough
    power to overflow the counter.
    
    Reflected Regen, etc. graphics have to go *somewhere* -
    
    Have one party (monster or character, doesn't matter) jump into the air, while
    the other reflects Regen off of one of their own (for jumping characters, try
    the Fanatic's Tower; L.60 Magic, L.30 Magic, L.10 Magic x2.  For jumping
    monsters, find Reach Frogs, which are on the WOR map near such places as
    Narshe and Maranda).  No matter which party jumps or which does the reflecting,
    the Regen spell's graphics will appear to hit the first character even though
    it really doesn't hit anyone.  You can also use Muddle/Palidor (see
    Muddle/Palidor and its subsequent oddities under 2. In battle - Disappearance
    glitches) to execute the bug against jumping monsters in nearly any fight.
    Other spells, such as Haste, Haste2, Slow, and Bserk, also give the same
    effects but in their own way.
    
    Reflected spells turn party members around -
    
    If you bounce a spell off of an enemy whose animation effects the character
    sprite itself, the afflicted character will be turned to face right, even if
    they are on the left side of a Side attack, for the duration of the spell's
    animation.  Such spells include Bserk, Haste, Regen, and Slow.
    
    Specials against party members that use a block animation result in formation
    error -
    
    Use a Special attack against one of your own party members, and should they use
    an animation to block it, such as Interceptor or a shield, the caster will be
    stuck where they are with their arms in the air, only coming out of the pose
    (but not the formation error) when they take another turn or they move in some
    fashion from taking or blocking a hit.  To see this in the normal game, Muddle
    someone that's going into a Rage that has a Special attack, and have someone
    else with enough M.Block and something that gives a blocking animation (Zephyr
    Cape, Paladin Shld, and Interceptor to name a few) that can deflect the hit.
    
    Spell counters become omni-counters until another spell is used -
    
    FC 02, the spell counterattack conditional command in the enemy command
    scripts, simply counters one of two spells from the game's spell list, which
    contains a majority of usable attacks.  However, whenever this counter is
    tripped, the variable that holds the spell used isn't cleared, so when an
    attack not on the spell list is used on the same target using FC 02, the FC 02
    counter is triggered again.  A normal game example of this is the living
    SrBehemoth and his Flare/Pearl counter.  He should launch Meteo only when one
    of those two spells hits, but when one of the spells is followed up by
    something like Fight, Special, Jump, Steal or a few other possibilities, he'll
    launch Meteo again even though neither Flare or Pearl were used.
    
    Tyranosaur's temporary pseudo-row change -
    
    A Colosseum-only bug, if Haste or Slow are used on Tyranosaur, its graphic will
    shift back a tile or so while the animation plays out, and switch back to its
    normal position afterwards.
    
    Umaro can't give himself Regen -
    
    When Umaro powers up after using/receiving a Green Cherry, all he's really
    doing is adding all of the status Marvel Shoes would give: Regen, Haste, Shell,
    Safe.  However, he has Seizure immunity, which causes Regen immunity (and vice
    versa), not unlike how the Haste/Slow immunities work in tandem.  Because the
    FB command wasn't programmed to override status immunities, Umaro can't give
    himself Regen status due to an implied Regen immunity.  This is a bug because
    it's obvious Umaro was supposed to get Regen status, but the  programmer either
    forgot or didn't know what Seizure immunity would do to this "attack" and made
    Umaro attempt the status addition anyway.
    
    Undead SrBehemoth no-shows the Veldt -
    
    In the same manner that Doom Gaze screws you out of Bahamut (see Doom Gaze
    dies, but doesn't cough up Bahamut earlier in this section), if you use
    Vanish/X-Zone on the living SrBehemoth, you will never fight its undead form
    which in turn will keep it from ever showing up on the Veldt.  However, while
    you will no longer have an infinite supply of BehemothSuits as a result, you
    will get one from the living SrBehemoth because there was no formation switch,
    whereas normally you would end up winning some other weird item from him and
    get a BehemothSuit from beating the undead form (see SrBehemoth rips you off
    under 4. Miscellaneous).
    
    Zephyr Cape is always out in front when facing right -
    
    The Zephyr Cape's unique blocking animation has two frames of animation.
    Facing left, the Zephyr Cape has one frame behind the character and the next in
    front.  Facing right, the first frame is in front of the character, but the
    second is also in front even though it shouldn't be.  Just a minor graphics
    bug.
    
    -----------------------------------------------------------------------------
    3. Overworld/Locations
    -----------------------------------------------------------------------------
    
    Blocked-off doors do not like being opened for no reason -
    
    At South Figaro, go to the basement of the rich man's house where you rescue
    Celes, and then go to the room where you use the old clock-key.  Go to the door
    you uncover by winding the clock, open it, then enter and exit the subscreen.
    Once you return from the subscreen, you'll find that the door has shut itself
    and the graphics of the record player beside it have glitched up.  The door
    will shut even if you're standing inside of it, which will result in the upper
    half of your lead character being completely hidden from view until you step
    away from the door.  In another odd twist, this will allow you to walk behind
    the record player, even another step north if you're on its left side, although
    you can only walk from left to right completely (going the opposite direction
    stops you on the right side of the player).  You can fix this bug by exiting
    and reentering the room.  You can open the door again and glitch the game over
    and over without leaving the room, but the same junk graphics always appear.
    This bug also appears at Owzer's house, basement, and the Fanatic's Tower,
    namely the doors blocked off by paintings and the door to the Air Anchor room.
    Those doors don't permit you to walk within a section of wall though.
    
    Chocobos lose tails and decapitate themselves -
    
    A sick title for a very minor bug, stand above a Chocobo as it passes by you
    going left or right and you'll notice that whatever is on its upper left side
    is cut off from view by your character's torso upward.  This only affects the
    tail and head.  This can be seen in any Chocobo stable or at Figaro Castle.
    Note that the Figaro soldiers themselves are not affected by the bug although
    their Chocobos are as vulnerable to it as any other.
    
    Colosseum steals an item from your 99 stack if you win the same item you bet -
    
    As the title says, get 99 of an item that you get back upon winning the fight
    at the Colosseum, and proceed to bet it.  Win or lose, you'll have 98 when the
    fight ends (unless you get sneezed, run, etc.).  It only happens in that
    specific situation though.  The easiest items to test this with are Fire
    Knuckles, Tao Robes, and Trumps since you can buy those.
    
    Die at the Colosseum, but don't get a game over -
    
    If you send all of your party members into battle at the Colosseum and have
    them all perish, you won't get a game over and can walk around with a dead
    party all you wish.  Just make sure to heal up before you get into a battle
    outside the Colosseum because that will result in Annihilated if the party is
    still dead.
    
    Duncan leaps into the unknown -
    
    If you visit Duncan w/out Sabin and before acquiring Bum Rush, you can see him
    jumping around inside his house.  If you go to the subscreen, Duncan's jump
    routine will be reset no matter where he is in the room.  Since his routine
    starts with two jumps to the right, you can push him as far right as you wish,
    not even the wall will stop him.
    
    Event-based healing/damage ignores character status -
    
    Any type of healing or damage done via event code completely ignores any status
    the character may have, namely Wound, Petrify, and Zombie.  For example, a
    Petrified character can still be hurt by the spikes in the Phoenix Cave, and
    the Cure casting kid in Vector on your first visit can heal Wounded and
    Zombified team members.  However, these specialized events don't affect the
    statuses of your characters at all, so you can have such things as a dead
    character that has more than 0 HP.  This is all because the event code that
    does the healing/damage has no way to check status to make sure that what it is
    doing isn't nearly pointless.
    
    Fanatic's Tower doors are a window to the omnious sky behind -
    
    If your brightness is up high enough, you'll be able to see a wall of clouds
    travelling behind the tower at a fast-paced speed.  If you open a door in the
    tower and walk away from it, you can see the upper half of the interior of the
    door isn't solid black like the bottom half, but transparent.  This allows you
    to see the background clouds through the room doors in a minor but odd little
    bug.
    
    Figaro Castle pops up in the wrong place -
    
    In the WOR, when journeying between Figaro desert and Kohlingen using Figaro
    Castle after getting the Falcon, Figaro Castle won't return to the surface in
    the same spot it appears on the world map. It is about one tile off vertically
    and horizontally, northwest in Figaro and southeast in Kohlingen. 
    
    Gogo mimics Shadow at the Colosseum -
    
    When you bet the Striker at the Colosseum to fight Shadow, pit Gogo against
    him.  If Shadow was the last to move and Gogo attempts to use Mimic, it will
    mimic Shadow's last attack and hit itself.
    
    NOTE: This has NOT been tested on Anthology.
    
    Invisible stepping stones -
    
    Using both groups available, it is possible to turn two of the stepping stones
    in the Phoenix Cave invisible.  To do it, get to the end of the cave, where one
    group has to hold down a switch to make two stones pop up so the other group
    can cross to the same ledge.  After both groups are on the same side, have one
    step on the switch if one isn't on it already, and step off of it while holding
    Y/square.  When the group switches, you'll still be able to see the stones
    because the switch is still depressed (see Switching parties confuses switches
    and doors later in this section).  Have the group that didn't step on the
    switch step on it now, then step off of it, but do not switch parties.  Try
    crossing over the gap once again, and even though the stones are no longer
    visible, the group will still cross over the gap as if they were there since
    the other group is still stepping on the switch from the game's perspective.  A
    second way to do this is to have one group stand on the switch, get off of it
    while holding Y to switch parties and keep the switch depressed, then have the
    other group stand on the switch and proceed to switch parties again.  When you
    come back from the fadeout, the stones will turn invisible since the first
    group is no longer on the switch.
    
    In Phoenix Cave, no one moves -
    
    This one has to do with the door evading/switch confusing bug listed later in
    this section (Switching parties confuses switches and doors) and is a
    game-freezing bug.  The area you need both parties at is the rock area just
    north of the Red Dragon's nook.  Have one party at the switch that changes the
    path and the other north or south of the formation ready to cross through
    vertically.  Have the party at the switch step on it, then switch to the other
    party.  Locate the event trigger by taking single steps until the party crosses
    through the formation by themselves.  Once you have located the trigger on
    either the north or south side, have the party step on it again, but this time
    while the party is walking forward onto the trigger, hold down Y.  Done
    correctly, they will not cross through automatically, but you will switch
    parties.  Now have the party at the switch walk to the path and stand directly
    in the way of the other group.  Switch parties, and the game will try to make
    the now current party cross through the rocks.  However, while the game can
    make your current group go through the rocks, it cannot make them go through
    the other group.  Now your current party has no way to cross the formation,
    effectively freezing the game.
    
    Leafers and Dark Winds in the World of Ruin, but not just on the Veldt -
    
    There's a peninsula with 6 trees on it east of Kefka's Tower in the WOR.  It's
    as far east as you can go on the southern continent.  Walk around the eastern
    side of this peninsula, and you will encounter Leafers.
    
    Miraculous, death-defying always-left-facing jumps in Zozo -
    
    When you jump between buildings in Zozo, jumping left, your character doesn't
    look like it's doing anything out of the ordinary.  Jumping right, however,
    looks awkward.  It starts facing left, jumps facing right, and pulls itself up
    while facing left in what would probably take a contortionist to pull off in
    real life, if its at all possible.  The Zozoian jumping between buildings
    doesn't exhibit this bug, it's limited only to the party.
    
    Monsters in the wrong area -
    
    Somewhat related to the glitch above (it was discovered in the same location),
    in order to understand this glitch you must know how the world map battles are
    layed out.  The maps are cut up into squares, and within each of these squares
    lies 16 different battles; four for grassy plains, four for forests, four for
    deserts, and four for dry land (the charred land of the World of Ruin).  This
    glitch relates to the boundary lines of those squares.  If you fight or just
    walk on one side, then fight on the immediate other side of the border without
    going any further in, you'll encounter the same monsters from the previous
    area.  Using the Leafer/Dark Wind peninsula on the southern continent, you can
    see this glitch.  On the southernmost tip, the boundary splits it in two;
    Leafer/Dark Wind on the right, Lunaris, Osprey, etc. on the left.  Land the
    airship on the left, and walk to the right side of this tip.  Your first fight
    will be Lunaris, whatever.  The second fight will be Leafer/Dark Wind.  Walk
    back over to the left, and your first fight will be Leafer/Dark Wind, the
    second Lunaris, whatever.  That's the glitch; if you go one step over the
    boundary, the fights will not change until either after a battle, you take
    another step away from the boundary and the previous area, or board the
    airship.  Long explanation for a minor bug, eh? :)
    
    Orchestra's a bit loud, yes? -
    
    When you first enter the Opera House from the world map, the music is playing
    at the normal volume, but it really shouldn't be.  Exit and re-enter the room
    from another part of the house (dressing rooms, balcony, whatever) or enter
    and exit the subscreen, and listen as the volume drops.  The volume is always
    supposed to be at this level for the front room and the dressing room, but,
    like a whole lot of other things, the game screwed this up too.
    
    Order switch in Magitek armor at Cyan's soul causes it to reappear with
    Wrexsoul's death -
    
    At the third part of Cyan's Soul, you get to pilot Magitek Armor in an unknown
    cave area.  Whoever is the leader of the party will get MagiTek Armor on the
    map screen.  If you switch out leaders, however, the previous leader will still
    technically have the MagiTek Armor vehicle.  This becomes evident at the ending
    cutscene of Cyan's Soul after you defeat Wrexsoul; all of the party members who
    weren't in the lead at the end of the MagiTek Armor portion, but took the lead
    sometime during that part, will show up in MagiTek Armor at this time.  Simply
    switching someone into the lead and back without leaving the subscreen,
    however, won't trigger the bug.
    
    Owzer's basement floating chests left behind by Zozo citizens -
    
    Much akin to the Cave to the Sealed Gate's buried treasures (see The buried
    treasure in the Cave to the Sealed Gate; Zozo's hidden treasures? later in this
    section), the floating chests in Owzer's basement lie about their contents.
    Each chest really contains the following, fake prize first, real prize second:
    
    2000 GP -> 293 GP
    Potion  -> Tonic
    Ether   -> Tincture
    Remedy  -> Soft 
    
    Phoenix's chest doesn't stay shut -
    
    At the end of the Phoenix Cave, you find Locke opening the chest to the Phoenix
    Magicite.  If you return afterwards though, the chest has mysteriously shut
    once again and refuses to open.  A very minor mapping bug almost not worthy of
    listing, but it gets mention here because sometimes people wonder if the chest
    is supposed to contain something else, when in fact, it does not.  It's made
    enough people curious to where a listing is necessary.
    
    Pink Gogo in Cyan's soul -
    
    When you first enter Cyan's soul, your now-three-man group is seperated with
    you in control of the last character and the other two captured by a Dream
    Stooge.  If Gogo is one of those captured, it will appear with a pink palette
    until you rescue it.  This is because the game mistakenly gives it the
    Moogle/Umaro palette for this particular scenario.
    
    Returner cave treasure chest only opens from one side -
    
    There's a secret passage in the treasure room of the Returner's Hideout that
    leads to a chest which contains a White Cape.  When you approach this chest,
    you always come from its left on which side you can open it.  However, if you
    try to open it from the southern side, it won't open.  I admit this one seems
    pretty petty since Square intended you to open it from the left side and
    probably didn't think anyone would bother trying to open it from the bottom,
    but someone did and here it is....
    
    Save anywhere in Kefka's Tower or Phoenix Cave... or the deck of the
    Airship.... -
    
    The title is *slightly* misleading, as you can only save in one spot on the
    Airship.  Anyway, this very well-known bug is simple in execution: get someone
    to a save point, change groups, and access the menu screen.  You should now
    have the ability to save or use a Tent or Sleeping Bag.  The effects of this
    bug disappear when you move the current group and only when you move the
    current group.  Movement does not count loading a save (the bug will still be
    there if you load a save even with someone that isn't on the point), Warping,
    or using the hook to get back to the airship, only taking a step counts.  This
    also means that should you Warp or use the hook to return to the airship with
    someone at a save point (even the party at the point), you can save your game
    w/ Setzer near the controls of the airship so long as Setzer doesn't move.
    This can be done at Phoenix Cave, but only by using the hook since Warp isn't
    allowed and the red point at the end of the cave requires you take a step to
    use.
    
    Setzer's coinflip scene makes Edgar and Sabin come out of the closet -
    
    Here's a bug that might make any yaoi-obsessed fan of Edgar and Sabin's happy;
    bring either Figaro brother to the Opera House after finding Terra in Zozo so
    they can get on the airship for the ride to Vector.  When Setzer mentions
    marriage to Celes as his condition for letting the party on the ship, Celes
    will blush, but so will the Figaro brothers since all three share the same
    color palette.
    
    Shadow leaves your one-man party -
    
    This one takes a little effort to see and can only be done between the big
    Narshe battle and the Opera House event as Shadow must be at Kohlingen in the
    WOB.  First, form a one-man group with Gau, go to Figaro, and travel to
    Kohlingen.  Pay Shadow the 3000 GP to join you and head for the Veldt.  That
    means you need to take Figaro back under the mountains and head for the cave to
    South Figaro.  Take the same route you did at the beginning of the game through
    Mt. Kolts, to the Returner's Hideout, and access the Lete River through a
    hidden door on the south side of Banon's room (about south of the save point).
    The river will ditch you where Sabin came out near Gau's father's house.  From
    here you can either take a Chocobo to Baren Falls (immediately head south and
    follow the path to Nikeah, the landslide is gone after Sabin's scenario) or
    just walk straight there.  Hop in to reach the Veldt.  Once there, have Gau
    leap in a random battle and take Shadow, who is now alone, back through the
    Serpent Trench and then take the ship at Nikeah to South Figaro.  At this
    point, head back to Narshe.  As you pass under the main gate or head for the
    secret mine entrance, Shadow will leave your one-man group, stranding you with
    no characters.  You can still access the subscreen at this point, though it is
    not equipped to handle zero party members so things like trying to reorder the
    party will cause the game to freeze up (can't move though the game appears to
    be functioning fine).  Also, if you exit the subscreen the screen will default
    to some unknown part of the Narshe map that has only mountains and snow
    visible.  This bug does keep you from progressing any further once triggered so
    be ready to reset or whatever once the novelty wears off.
    
    Start a new game with the wrong leader -
    
    Before starting a new game, let the title screen and subsequent game intro play
    all the way through past the credits and back to the title screen (don't hit
    anything to skip the beginning credits!).  Now start a new game, and when you
    get back through the intro and credits (you can skip these if you want), Wedge
    and Vicks will be in the top two slots respectively and Terra will be in the
    fourth slot.  The bug here is that when the group reforms and finally gives the
    player control, Terra will be the character shown on the screen even though
    Wedge is the leader.  Simply going to the subscreen or moving past the town
    portion of Narshe will fix this however.
    
    Switching parties confuses switches and doors -
    
    A bug that can only be exploited in the Phoenix Cave and Kefka's Tower, you can
    play with switches to have them set while not standing on them (or vice versa),
    and you can also elude door triggers to walk around in the area beyond them (if
    it exists, some doors don't have anything behind them).  For switches, get a
    group to step on a switch, and while they're walking on the switch, hold
    Y/square to switch groups as soon as they stop moving.  When the group is
    switched, you may notice (depending on the switch and the next group's position
    anyway) that the previous group hasn't triggered whatever the switch did.  When
    you switch back to that group, the switch they're standing on will then
    activate.  This also works the opposite way: step on a switch, walk off it
    while holding Y/square to switch groups.  The switch will stay activated even
    if another party walks on and off of it (see Invisible stepping stones earlier
    in this section for an example effect).  For doors, find out exactly where the
    trigger is (the place you stand on to switch maps), and get one step away from
    it.  Step forward onto the trigger, but while walking press and hold Y/square.
    When you stop, you'll switch groups instead of switching rooms.  Now switch
    back to the group that stood on the trigger.  If successful, you won't switch
    rooms, and if there is anything behind or to the side of the door trigger, you
    can now walk around on it (try the room in Kefka's Tower with Movers and
    Steroidites for a nice example of this).  Keep in mind though, some doors will
    not fall for this trick, and some have dangerous areas beyond them that will
    trap you (the big doors in Kefka's Tower that have arrows pointing down at
    them, for example).  Event triggers will also fall for this, but once you
    switch back, they will activate (side note, switches are event triggers as
    well).  It does have uses though, even if one of them is a bad one (see In
    Phoenix Cave, no one moves, earlier in this section).
    
    The buried treasure in the Cave to the Sealed Gate; Zozo's hidden treasures? -
    
    If you don't already know about the treasures underneath the grand stairway,
    just after the save point in the Cave, there's a large staircase that, at the
    bottom, resides a small rocky field with treasures buried beneath the surface
    that you can dig up by pressing A/X/whatever on the right spot.  One of these
    items is supposedly a Remedy, or at least that's what the game would have you
    believe.  Instead, this item is really a Soft potion, there's no Remedy here.
    As if that weren't enough, you can also pick up a "Water Skean" here, or in
    other words, a misnamed Water Edge.  Let's make things worse with the fact that
    the 2000 GP find behind the treasure chest in this area is really only 293 GP.
    No wonder that Ninja enemy looked like a Zozo citizen... and the only
    truth-telling item here is the Inviz Edge.  There was only one guy who told the
    truth in Zozo too... an uncanny resemblance, isn't it?
    
    White Drgn misplaces the room camera -
    
    When you fight White Drgn in the Fanatic's Tower, the camera adjusts its
    position to focus on you and the dragon, but does not replace it after the
    fight, leaving the camera off-center when it shouldn't be.  This lasts until
    you leave the room.
    
    -----------------------------------------------------------------------------
    4. Miscellaneous
    -----------------------------------------------------------------------------
    
    A Kefka with no name -
    
    Here's a nice bug having to do with the final battle.  Enemy #282, named Kefka,
    is a Narshe guard in looks but in coding, not only is it untargetable, it is
    invisible (given where it was to show up, you'd never know it was there), has a
    name that appears in the enemy name box, and looks like it was supposed to
    handle switching between battles.  However, this did not work out and the
    programmers went with pure 65816 assembly code to handle this (65816 being the
    name of the SNES CPU), leaving the Narshe guard Kefka dummied without any
    further purpose albeit he still remains in the code.  The bug here is that
    while everything else it was supposed to handle was taken care of, the name
    Kefka was not, leaving the first three battles with unnamed enemies.  With that
    in mind, it's very safe to say that all of the enemies before the fourth and
    final fight are in some respect an extension of Kefka as there's no in-game
    data that contradicts the point *at all*.
    
    Allo Ver doesn't appear on the Veldt, or give you a Magic Point -
    
    All that's wrong here is a formation mixup; formation 515 was used instead of
    126.  So what's the problem here?  Well, 515 is not a formation that can appear
    on the Veldt, and you can only encounter Allo Ver once, which means Allo Ver is
    never an available Rage.  Also, 515 doesn't give Magic Points, as it is
    incapable of doing so, so the bug also keeps you from your well-deserved 1
    Magic Point.
    
    Celes doesn't learn Muddle from level averaging -
    
    If Celes levels up past or at 32 due to level averaging, but does not reach at
    least 40, she will learn Haste but not Muddle.  Both Haste and Muddle are
    supposed to be learned at 32, but due to the way her natural spell list is
    ordered and the way the list is sorted through during level averaging and
    characters joining up, Muddle is lost because Bserk, learned at LV. 40, is
    stuck between Haste and Muddle.  Also, should this occur, Celes won't be able
    to learn Muddle through level ups period.
    
    Incorrect descriptions of spells, items, etc. -
    
    This is a short list of spell/item descriptions that contain erroneous info.
    As of now, there aren't enough to warrant more than a simple listing.
    Debatables like Remedy (both) aren't going to be included.  Keep in mind that
    this doc will NOT cover any foreign language versions, foreign language fan
    translations, or English fan translations, just the official English
    translations.  Also, ALL incorrect descriptions fall here, including those that
    are version specific.
    
    Jewel Ring; Says it gives Dark and Petrify immunity, but it only gives Petrify
    immunity.  Found in FF3us, both versions.
    
    L.4 Flare; Says it affects LV. 2, 4, 6... targets, though the spell's name and
    the spell itself indicate it hits multiple enemies.  This erroneous description
    also shows up in combat in FF3us when monsters cast L.4 Flare, but not on the
    PS versions (Anthology and European).
    
    Life 2; Says it revives the dead with full HP/MP, but it only restores HP, no
    MP restore whatsoever.
    
    Miscolored command names -
    
    This bug's description is brought to you purely by Assassin, namely because
    neither of us could figure out how to shorten this thing:
    
    The long list of commands on the right-hand side of Gogo's Status screen often
    lies about their availability.  For instance, it might wrongly have SwdTech lit
    up even if you lack a sword, or Runic darkened even if you hold a bladed
    weapon.  The cause is that when you enter somebody's Status screen, all four
    character's lists are generated (nevermind that only Gogo HAS a right-hand
    menu) *before* anybody's equipment data is read; thus, they'll be based on the
    equipment data for whichever character whose Equip/Relic/Status menu you
    visited most recently.  For example, put Gogo and empty-handed Locke in a party
    together, and give Gogo the SwdTech command and a Man Eater.  Enter Locke's
    Status screen, exit it with the B button, then enter Gogo's.  The game is still
    using Locke's equipment data, so SwdTech will incorrectly be grayed on the
    list.
    
    Note that switching to a Status screen with the L or R button isn't quite the
    same as entering it from the main menu; the lists aren't regenerated.  To
    illustrate, put Locke, Gogo and Celes in a party.  Enter Celes' equipment menu,
    exit it, then enter Locke's Status screen.  Hit L and/or R until you reach Gogo
    s Status screen; we'll still be using Celes' equipment for the mimic's
    right-hand list.
    
    An easy way to get an accurate view is to enter Gogo's Status screen, exit, and
    enter it again.
    
    If you've avoided seeing this bug, it's largely thanks to coincidence: a
    dirk-wielding Gogo in a party full of dirk enthusiasts will be rescued by
    conformity.
    
    SwdTech and Runic are the only commands that can be grayed on menus outside
    battle, so they're the only ones affected by this bug.  Also, the normal
    4-command lists on the Status screen and on the arrangement of the Short layout
    under the Config menu are perfectly fine, as they're generated after the game
    reads the proper character's equipment data.
    
    "This bug description isn't finished!" you say, "For I am clever and don't
    visit ANYBODY's Equipment/Relic/Status menu before Gogo's.  Then what happens?
    Eh?!"
    
    The "magic character" whose equipment is used for the list varies, depending on
    what you did most recently:
    
    - Load a saved game => party member with highest ROM index.  Gogo is high at
    #12, so his Status menu should be correct unless Umaro, the unlucky and
    unbathed #13, is also in your party.
    
    - Exit the main menu => last party member.  So if you enter the main menu,
    leave it with the B button, then re-enter it and go straight to Gogo's Status
    screen, it'll be based off the 4th party member (or 3rd if that slot is empty,
    etc).
    
    - Finish a battle => the first slot that holds a party member, as the game
    loops through the party's slots in reverse order when battle starts.
    
      - But if you change a character's equipment during battle, have them exit a
      Rage (e.g. due to Death or Petrify), or toggle Imp status on them, the last
      one to undergo such a change will become our "magic character."
    
    Great merciful crap.. that was a long description for a bug that doesn't
    actually affect gameplay. :/
    
    Setzer's Bandana -
    
    This bug is in reference to startup equipment.  Setzer starts out with a
    Bandana equipped in the Head slot, however, he can't equip this item normally,
    so he really shouldn't have this equipped at all.
    
    SrBehemoth rips you off -
    
    Both the living SrBehemoth and the undead SrBehemoth give up Behemothsuits as
    win items.  While that sounds good, most veterans will recall that the prize
    for the duel SrBehemoths battle in the Cave in the Veldt is actually one
    BehemothSuit and one ThunderBlade, or in very rare cases, perhaps a Jewel Ring
    instead of the blade.  The monster stats guide and the ROM itself both claim
    the former about both monsters giving up BehemothSuits, so now the question is
    why so many people claim the latter is true.  That, unfortunately, is because
    it is true, due to a bug that occurs as a result of the formation switch that
    brings in the undead SrBehemoth.  The two monsters are not only in seperate
    formations, but also in seperate slots; the living monster in slot 1, undead in
    slot 2.  What was supposed to happen was that by not having the monsters in the
    same spot, the win data from the living SrBehemoth would be carried over to the
    new formation containing the undead version, resulting in your getting 2
    BehemothSuits.  What happens instead is that when the battle ends and the game
    goes to check for win items, it reads the first formation slot for the monster
    number needed to retrive win item data, and gets FFFFh, the number that says
    there's no monster in the slot.  Since the game did save the data that says you
    defeated the monster in the first slot, it will try to retrive the win data
    anyway, and ends up going to offset 1031FE, where the common win item is listed
    as a ThunderBlade and the rare item a Jewel Ring in FF3us.  Keep in mind that
    in FF6j and the PS versions, these are not the same.
    
    -----------------------------------------------------------------------------
    5. Version specific
    -----------------------------------------------------------------------------
    
    Final Fantasy 6, all versions (PS)
    
    NOTE: These were all found and tested on the Greatest Hits version of Anthology
    released in America (i.e. the latest version there is).  It is highly likely
    that these bugs appear in all of the PlayStation FF6 games, but any tests done
    on the original FFA, FF Collection, or FF6 European would be appreciated as
    one bug has already been found to be version specific between the PS games
    (Remove Locke and Celes from the party after Zozo, before Vector under Final
    Fantasy Anthology, Greatest Hits (PS)) and there could be others.
    
    In battle:
    
    FC 08 responds to the wrong status -
    
    Magic Urn has commands to respond specifically to Petrified or Wounded
    characters with Soft and Life/Life 2 respectively.  However, in Anthology,
    these commands were coded wrong, so that it now responds to Safe status as if
    it were Petrify and Reflect as if it were Wound.  Magic Urn is merely an
    example however, all monsters seem to exhibit the same behavior, such as an Imp
    ed living SrBehemoth.  He should use two-hit Battle combos every turn for three
    turns, then use the Imp spell on himself to change back, but in Anthology, this
    never happens.
    
    Reflected spells may cause a monster to glow -
    
    Related heavily to a bug in 6. Undetermined (Prevent manual character targeting
    with certain attack animations) as this one has to do with the same spells,
    namely Bserk, Haste, Regen, and Slow.  If one of these is reflected off of a
    monster, they will receive a strange graphic bug that may cause them to glow
    with the spell's effect while they are reflecting the spell.
    
    Wavy animations are now broken -
    
    Try casting Demi, or watching a heart/song note animation Special such as Wing
    Snap, in Anthology's version of Final Fantasy 6, and pay attention to the
    animation.  It will fly straight at the target with glimpses of the wave-type
    path it followed in its previous versions, making it obvious this new
    straight-flying behavior was not intended.
    
    Overworld/Locations:
    
    Phantom Train music cuts out and back in randomly after battles -
    
    A strange, seemingly random bug with no pinpointed cause yet, sometimes after
    battles the music will be replaced with the same repeating train sound that you
    hear in Cyan's Dream, and sometimes after battles the music comes back.  This
    can also occur by entering/exiting the subscreen and going into/out of train
    cars.
    
    Sprint Shoes + Dash leaves characters in action poses -
    
    In FF6 PS, you almost always have the function of Sprint Shoes by default.  You
    can activate it by holding down the O button in towns, dungeons, etc.  You can
    have the Sprint Shoes too if you don't like holding a button down, and you can
    also add Sprint Shoes and dash together for an even faster running speed.
    However, this unveils a very minor bug; when you combine Sprint Shoes and dash,
    whenever you stop moving, your character will sometimes stand still in a
    walking pose instead of the traditional standing pose.  This has no other
    effects, but is still worth inclusion.
    
    Subscreen:
    
    Equip any weapon -
    
    For this bug, you need to put a weapon in Item slot 256 (the very last one).
    Sell all of the weapons a given character can equip, and hit Optimum.  The
    weapon in slot 256 will now appear in the character's right hand.  This bug
    also works with the Genji Glove if there are at least two copies of the weapon,
    but not with Gauntlet.
    
    Miscellaneous:
    
    Item slot 256 active on the subscreen, but not during combat -
    
    The title pretty much says it all. Item slot 256 can be accessed in the
    subscreen, but not in the Item or Throw menus during battle.
    
    Loading problems with idle games -
    
    Anthology has a loading routine that becomes unstable with time spent idle.  If
    you don't do anything during the game for too long (i.e. wait at the subscreen
    a long time or leave the game paused too long during battle), the game tends to
    hang up in what appears to be a total game freeze, which is caused by the game
    not loading from the CD.  For whatever reason, if you're playing on the PS2,
    hitting Eject will cure this, as it will not eject the disc, but the CD loading
    routine "wakes up" and the game will continue given a few seconds.  Note that
    this has NOT been tested on the original PlayStation system.  Also, this only
    happens if you wait a few minutes or so.  Careful, however, if you enable the
    PS2's fast loading feature, it will cause this bug to appear faster for reasons
    I can only guess at.  So long as the game is continually loading from the CD
    though, you won't ever see this bug.
    
    NOTE: because fast loading only made it appear faster and wasn't the actual
    cause, I have eliminated the PS2-only glitches section.  However, if it does
    not appear on the original PS, I will restore that section, but I have no
    reason to believe it won't aside from perhaps another fault in the PS2's
    emulator.
    
    Final Fantasy Anthology, Greatest Hits (PS)
    
    Miscellaneous:
    
    Remove Locke and Celes from the party after Zozo, before Vector -
    
    The party selection screen between the Zozo and Opera House events forces the
    party to have Locke and Celes as active members.  In previous versions, removal
    was impossible, but in Anthology, this isn't true.  The only thing protected
    here is the default spots the game selects for Locke and Celes, and only from
    being picked second.  Try selecting either Locke or Celes first, then move them
    to a spot neither one occupied when the selection screen was first displayed,
    even out of the party.  This alone is all it takes to get rid of them, but some
    potential hazards creep up from this.  First, leaving one or the other out of
    the active party, if not both, makes the Opera House event impossible to
    finish, and secondly, the bug makes it possible to create a game that can only
    be won via cheat device.  You can do this by using the bug to form a team of
    Cyan, Edgar, Sabin, and Gau.  This eliminates all four members you can find at
    Arvis' house at this time as Locke and Celes will not appear there if you take
    them out (they reappear at the selection screen if you've already removed them
    but they won't walk around Arvis' house like the other members).  In turn,
    changing party members will no longer be possible along with the Opera House
    becoming impossible.  Needless to say, if you make this particular group with
    this bug, DO NOT SAVE THE GAME, because only a cheat device will bring Locke or
    Celes back to you in that event.  That doesn't mean leaving Locke and Celes out
    for a little bit isn't something you should avoid at all costs, but if you do,
    you must make a party of three or less characters so that at least one can be
    left behind to change party members later.
    
    NOTE: If anyone can confirm or deny this for FF6 European, it would be
    appreciated, as it has already been discounted from the original Anthology
    version.
    
    Final Fantasy 6 (Super Famicom), Final Fantasy 6, all versions (PS)
    
    In battle:
    
    X-type instant death weapons/Dragon Horn -
    
    This bug has its roots in the same area as Tempest/Dragon Horn (see said bug in
    2. In battle - Disappearance Glitches), however, it's different as this was
    fixed in FF3us and Tempest was not, but strangely enough this bug shows up in
    Anthology AND FF6j, hence the new subsection.  For this, jump with an X-type
    instant death weapon (Striker, etc.) w/Dragon Horn equipped and get an X-type
    death on a non-landing jump.  All subsequent jumps will be X-type death,
    causing a disappearance bug.  This also unfortunately works with Scimitar's
    dicing effect.
    
    Final Fantasy 6 (Super Famicom), Final Fantasy 3 U.S., both versions (SNES)
    
    In battle:
    
    Setzer resents bird-hating comrades, sneaks off -
    
    Whenever Setzer/Gogo lands from a jump executed by their Palidor spell from
    3-BAR, they take a step backwards that they aren't supposed to.  One of a few
    formation error bugs.
    
    Setzer resents bird-hating comrades, walks off -
    
    A formation error bug, if you cast Phoenix under Slot using 3-BAR, Setzer/Gogo
    will take an extra step forward for each party member who is currently on the
    battlefield.  This also occurs if 3-BAR's Phoenix is mimicked.  Keep in mind
    however, this only works when the spell is blocked using a shield animation.
    
    Step Mine glitches MP cost display -
    
    Whenever the MP cost of Step Mine is at 100 or up to 109, the in-battle MP cost
    display for the Lore menu will glitch and not display the middle digit.  The
    formula for a character's Step Mine MP cost is playtime in hours * 2, so you
    can only see this bug between 50 and 55 hours, at which the middle digit of
    Step Mine's MP cost will be a 0.
    
    Overworld/Locations:
    
    Chupon is listed under Shadow at the Colosseum -
    
    When you bet the Striker to fight Shadow at the Colosseum, Shadow's name is
    listed under him, but Chupon's name is listed beneath Shadow's name as well.
    
    Garbage Chocobo rider -
    
    During Terra/Edgar/Banon's scenario, change your party leader to Banon and head
    for the Chocobo stable near Figaro desert (the small forest next to the
    southwest corner).  Pay to ride a Chocobo, and notice how while riding Banon's
    sprite screws up.  Obviously, he wasn't ever meant to ride a Chocobo.  In
    the PS versions, however, the bug is fixed by having Terra ride in Banon's
    place.
    
    Final Fantasy 3 U.S., both versions (SNES)
    
    In battle:
    
    Can't even list names right, part 1 -
    
    This bug is in two sections because while you can see one effect of it in the
    game, the other is something you only see with hacks.  In this case, a section
    of the coding was not modified for the new 10 character limit for enemies, and
    as a result, names may end up duplicated between multiple types of enemies.
    The only in-game example of this are the Mag Roaders on the mine cart ride in
    Vector and the ones in the Narshe mines in the WOR.
    
    Subscreen:
    
    Skills menu can't clear previous text -
    
    In the Skills menu, there's a window near the top-right corner that tells you
    what command's abilities you're viewing, or under Magic, how much MP the
    ability costs.  In FF3us, this window can't clear the previous text, so if you
    were to, for example, load Gau's Magic menu and then his Rage menu, you would
    get "Rage" and the MP cost of whatever spell you highlighted in the Magic menu
    last.
    
    The red/yellow streak in Gogo's command options window -
    
    There's a red/yellow streak in Gogo's command options window that shouldn't be
    there.  About the only thing I can elaborate on is the cause, which is that the
    line comes from the very last line in Gogo's subscreen portrait.  This portrait
    is mysteriously reprinted behind the window, and the last line comes out from
    behind the window due to a sprite priority bug.
    
    Final Fantasy 3 U.S. version 1.0 (SNES)
    
    In battle:
    
    The infamous Sketch bug -
    
    Follow this link; http://masterzed.cavesofnarshe.com/GameDocs/ff3sktch.txt
    
    If not, here's the short of it; the Sketch bug occurs whenever you miss an
    enemy with Sketch.  What happens is that the game loads up a pointer from an
    unknown spot in the ROM and uses it to load a monster sprite even though
    there's no point because it missed.  The unknown spot is dictated by offset
    7E:20FF/7E:2100 in the RAM, which is part of the first character's in-battle
    spell list, the 28th spell to be exact.  7E:20FF is an unknown byte that also
    serves as the byte that dictates whether a spell is greyed out, and 7E:2100 is
    the spell's aiming byte.  Normally, this bug produces nothing, but under the
    correct circumstances, the game will go haywire from this bad sprite loading.
    The effects range from messed up item lists, equipment changes, town/dungeon PC
    sprite glitches, blackouts, freezeups, intense graphic glitches, etc.  This can
    be seen rather easily when Mute or a spell with the same aiming type is in slot
    28, and Sketch misses.  There are coincidentally three known methods of seeing
    the bug in FF3us v1.0 with Mute and the like; normal, being an Imp at the
    beginning of battle, and becoming an Imp in battle.  So long as the first
    character casts no spells, the unknown byte will only change from Imp
    transformations, so the bug is easy to get.  Beware, however, that the bug
    could erase your saves on the cart, so usage there is *NOT* encouraged by
    myself.  For further information, check my Sketch bug guide, linked to above.
    This bug also exists in FF6j SFC, however there is no known method of getting
    the game to go haywire yet.  When that is found, the Sketch bug guide will be
    the first of these two guides to be updated.
    
    Final Fantasy 6 (Super Famicom)
    
    Overworld/Locations:
    
    Return to the World of Balance -
    
    In the WOR, go to the Opera House and head for the rafters above the stage.  If
    you left at least one behind during your first trip to the house, find a rat,
    enter battle with it, and lose.  You should end up outside the Opera House in
    the WOB.
    
    NOTE: While the glitch is true, the problem is that the reason this bug isn't
    found in later versions is that the rats are taken out upon entry to the WOR.
    I don't know if FF6j does the same, and I'm only listing it here because it's
    an old bug that's been tossed around in various places, so I can only assume
    that at least one rat is unaccounted for in the original.  I'll test this at
    some point in the future, but if I can't find any rats, this bug will no longer
    be listed here.
    
    Subscreen:
    
    The Equip Anything bug -
    
    Although commonly known as the Equip Anything as a Helmet bug, this glitch can
    work with any Equipment slot except relics.  To equip anything to a certain
    slot, eliminate all equipment that the character you want to equip can use
    (i.e. if you want a new weapon, eliminate all weapons from your inventory the
    person can equip by de-equiping their weapon and selling, throwing, or using
    everything else), put what you want to equip in the bottom right-hand slot, go
    to the character's equip screen, and use Optimum, Best, or whatever it's
    called in FF6j or whatever translation you're using.
    
    -----------------------------------------------------------------------------
    6. Undetermined
    -----------------------------------------------------------------------------
    
    NOTE - This section is meant for miscellaneous nuances in Final Fantasy 3/6j
    that look like bugs, but are not actually confirmed as such, as in it cannot be
    determined if the effects listed are what Square intended or if they are
    actually symptoms of a bug.
    
    In battle:
    
    Colosseum monsters and characters on the field!? -
    
    Try combining Muddle and Charm on a single target.  Sucessfully mixed, the
    targeting of spells is redirected twice, resulting in the target using random
    attacks on monsters, or monsters using Control attacks against the party.  The
    description of this unlikely mix comes from the fact this produces effects not
    unlike those battles at the Colosseum.
    
    Control attacks ignore MP cost in use -
    
    Whenever you use an attack with a MP cost via a Controlled monster, the game
    will ignore the cost entirely, not taking it from the Controller or the
    monster.  The menu doesn't do the same, however, though it's kinda slow at
    actually noticing a change in MP under certain circumstances (see Control menu
    responds poorly to MP change under 2. In battle - Miscellaneous).
    
    Counterattack from beyond -
    
    A bug made famous by Intangir, sometimes when X-Zone/Odin/Raiden/Cleave/Snare/
    X-Fer is used on it, it will use its final attack anyway.  The culprits in this
    are Poison, Seizure, and most frequently, Regen.  If someone in your party has
    one of these statuses, there's a chance the enemy will use their final attack
    anyway even if X-Zone, etc. was employed.  This is not limited to Intangir, as
    this was also tested successfully against Retainer.  This "glitch" doesn't
    always occur because it could very well be the result of a queued Poison/
    Seizure/Regen attack, which, while it never happens, knocks out the stall from
    X-Zone, etc. on final attacks and allows the monster(s) to attack.  Now,
    whether it is a glitch has yet to be confirmed, as that requires a check on the
    game code, which is why this bug is still undetermined.
    
    Prevent manual character targeting with certain attack animations -
    
    Specifically, the following are what this bug involves: Antdot, Bserk,
    Dischord, Eyedrop, Haste, Regen, Revivify, Slow, X-Potion, and X-Ether.  When
    any of these are used on a monster, nothing one would consider abnormal
    happens.  On a character however, while the spell's attack graphic is playing
    out, the character is untargetable.  It only lasts for the duration of the
    attack graphic, but it's abnormal enough for me to list here.  Also, keep in
    mind that if you're targeting all characters at once trying to utilize this bug
    as an advantage *coughCrusadercough*, you must target all characters while the
    animation is playing out.  If you target all characters before the animation
    plays, the bug will not occur.  I just can't tell if this was supposed to
    happen (it doesn't for monsters) or if this is some side effect of the
    animations.
    
    Rich man's basement; a window to the past -
    
    In the rich man's basement during Locke's scenario, all of the enemies are
    Vector Pups and Commanders.  The basement retains these enemies throughout the
    game, which is a bug/oversight/plothole.  Why?  When the Empire pulled out of
    South Figaro, the Vector Pups and Commanders should have left with them.
    Instead, they never disappear, not even in the WOR, even though they are
    obviously Imperial troops.  There is only supposed to be one soldier remaining
    in the WOR, and he's at the Colosseum.  While troops on the Veldt isn't a
    plothole because they are technically monsters (their presence is part of the
    Veldt structure, nothing to do with the story at all), the troops in the
    basement shouldn't be there as there's no game device or text that explains
    their continued presence.
    
    NOTE: The reason this is undetermined is because it will probably be debated
    and I'd rather wait for the potential bickering to end before sticking this in
    section 3.
    
    Shadow's early Dirks strike in odd ways -
    
    Dirks such as the Imperial, Kodachi, and Blossom are dealt with in an odd
    fashion when swung with the Fight command from the left hand (or right hand on
    the left side of a Pincer); they're disconnected from Shadow's hand.  In fact,
    it looks like they're attached to his wrist.
    
    Spell cost decrease doesn't affect Runic's intake -
    
    If a character uses a spell with the Gold Hairpin of Economizer equipped and
    Runic absorbs it, it will not affect the amount of MP Runic absorbs.  For
    example, Ultima may take 1 MP to cast, but Runic will still heal 80 MP.
    
    Waste an extra turn with X-Magic -
    
    If you use Quick as the first spell in an X-Magic attack, the second spell will
    count as one of your extra turns. Don't rob yourself of free time now....
    
    Miscellaneous:
    
    ProtoArmor on the Veldt -
    
    This one is very widely known but the inclusion here is highly debatable, hence
    why I've listed it in this section.  If you fight a group of one ProtoArmor and
    two Pipsqueaks in the MagiTek Factory, you'll be able to find the formation on
    the Veldt despite the fact that ProtoArmor has no Rage and Pipsqueak is found
    in more than one formation not including this one.  The reason this is
    debatable is because not only does this formation serve a purpose (Pipsqueak),
    but also because of how the Veldt works in general.  It is unknown if Square
    simply forgot to exclude this formation or if they intended it to appear on the
    Veldt, and can't be deduced at this time.
    
    -----------------------------------------------------------------------------
    7. Glitches/bugs seen via hacking
    -----------------------------------------------------------------------------
    
    NOTE - This section is under very strict controls as to whether something seen
    while hacking will show up here and no submissions will be accepted for this
    area.
    
    Health changes colors? -
    
    Have Reflect status on at least one party member, and have someone cast Health.
    When reflected, the Cure 2 spell Health casts will regain its normal greenish
    palette.  While it is confirmed in FF3us, it is not confirmed elsewhere.  This
    section is very low priority, so this glitch may not be confirmed for all
    platforms and versions for a long time, if ever.
    
    Item counters supercede all counters until another Item is used -
    
    Akin to the related FC 02 bug (see Spell counters become omni-counters until
    another spell is used under 2. In battle - Miscellaneous), if an Item counter
    (FC 03) is triggered, the item variable it uses is not cleared, making it
    counter anything as if it were the same item until another item it won't
    counter is used on the target.  The only two in-game examples of this are
    Umaro and a returning Gau from the Veldt, however, Umaro's Green Cherry counter
    is preceded by a variable check (meaning he never makes it to his FC 03
    twice) and while Gau's FC 03 Dried Meat counter precedes his variable check,
    the only way you would ever actually see the bug's effect is in a code trace.
    
    Version specific:
    
    Final Fantasy 3 U.S. (SNES)
    
    Can't even list names right, part 2 -
    
    If you try to put together a monster group, be careful how you order them.
    Sometimes names won't even show up on the list.  This is a very rare bug, and
    it has to do with which enemies you rename and then how you group them/who you
    put into a group for this part of the bug to be seen.  Needless to say, it is
    a rare bug you'll more than likely never encounter.
    
    -----------------------------------------------------------------------------
    8. Removed bugs
    -----------------------------------------------------------------------------
    
    NOTE - This section contains oddities that at first seemed like bugs, but after
    careful study proved to actually be part of the game's intended workings.  This
    section contains the bugs in question and after them the reason behind their
    removal.
    
    Dragon Horn can't do X-type instant death against undead characters on
    non-landing jumps -
    
    Title says it all.  Namely, if you have a character with an instant death
    weapon akin to Striker equipped w/ Dragon Horn, and have him attempt a Jump
    or Palidor attack against the team, any undead members hit by nonlanding jumps
    will NOT be instantly revived, but dealt damage, guaranteed.  The only time you
    can get the X to show up against characters when using the Dragon Horn on a
    Jump is on the landing jump.  If you think that sucks, at least for characters
    the game tells the truth...
    
    REASON - This was done in an attempt to avoid a bug such as Tempest/Dragon Horn
    from appearing and making the attacker disappear.
    
    -----------------------------------------------------------------------------
    9. Credits, links, and contact info
    -----------------------------------------------------------------------------
    
    Credits:
    
    "I give credit where credit is due!  If memory serves, anyway." - ZED
    
    Mnrogar -
    For being on AIM when I decided to write this.  See, I capitalized the name
    this time!  What a purty M that is! :P
    
    And for discovering a few of these glitch/bug thingies I guess.  Like I said,
    if memory serves.  It doesn't, except for the boundary bug apparently, which I
    was reminded of by reading my AIM archives.
    
    Also for helping with the proofreading of this doc.
    
    Akira Slime -
    For informing the FF3 board long ago of Psycho Cyan.  Although we may never
    know who found it, I could at least thank the messenger.
    
    Terii Senshi -
    For the data concerning what effects were missing from certain status as a
    result of the Evade bug.
    
    Assassin -
    For the Leafer/Dark Wind and Colosseum bugs listed in the Overworld/Locations
    section.  Also a "warm-hearted thank you" for badgering me about adding Allo
    Ver and for being the first to get a bug removed from the guide, not to mention
    coming up with the majority of the method for the no party members bug. :P
    Finally, thanks for summing up and adding a truckload of bugs on Mnrogar's
    boards so that I didn't have to go looking for them making v2.5, including the
    description for Miscolored command names, and also for the load of edits made
    in v2.6.  Oh, and that quote in the Intro.  It's the truth, after all. :)
    
    Shark -
    For his input on the wording of the boundary bug's description.  The way I had
    it, it might as well have been a college book, i.e. overly wordly and
    complicated for a simple task.
    
    Lord J -
    For the Mag Roader bug under 2. In battle - Miscellaneous.
    
    Kardis - for the black Atma Weapon glitch.
    
    deathslinger - for informing us about Strago's ability to learn L.5 Doom from
    Setzer's Joker Doom.
    
    Djibriel -
    For the info on Bserk preventing manual targeting and quite a few other bugs
    listed in v1.6 and beyond, including, but not limited to, Hawk Eye|Sniper/Rage.
    
    AspiringSquire -
    For providing a few clarifications on a couple FF6 PS bugs and telling me that
    the Remove Locke/Celes bug did not appear in the original Anthology, giving us
    our first version specific bug between PlayStation versions.
    
    bebi vegeta - for the graphics bug in the basement of the rich man's house in
    South Figaro.
    
    Lenophis - for originally discovering Jump/Reflect/Regen.
    
    HolyKnight199 - for some additions made in v1.8.
    
    Imzogelmo - for reminding me of the Owzer's basement chests lying about their
    contents.
    
    mblock129 - for the Zephyr Cape animation bug in v2.3 and the Dice side
    mismatch bug in v2.6.
    
    AWJ - for the Shadow's early Dirks bug in v2.1.
    
    Detah - for inspiring the hunt for the no party members bug added in v1.8.
    
    Misc. people -
    For discovering these bugs and other random stuff related to this doc.  Yeah,
    my memory's not the sharpest knife in the drawer, but I did remember Akira
    Slime!  That says something, right?  In particular, I'd like to thank the two
    people that brought up the Celes/Locke/Opera House bug that was confirmed in
    v1.8 (Remove Locke and Celes from the party after Zozo, before Vector) from
    the Anthology and FF3us G'FAQs boards.  I don't remember your names but I
    remember that seeing both posts convinced me to check it out even though
    everyone else said it was impossible.  Oh well, better than no credit period,
    right? :)
    
    Links:
    
    Here's a few links that might interest you if you're still on the bug hunt;
    
         RPG Legion - http://www.rpglegion.com/
    
         Terii's site, many bugfix patches can be found here.
    
         Assassin's barren webpage - http://www14.brinkster.com/assassin17/ *OR*
                                     http://assassin17.home.comcast.net/
    
         Lots of bugfixes and an alphabetical Rage patch.  But hey, he does provide
         commented assembly for each patch for you hackers and programmers still
         learning 65816, or those just genuinely curious!
    
         Mnrogar's Den - http://www.mnrogar.com/
    
         The Advanced Tactics Quiz provides more in-depth explanations for a lot of
         the bugs listed here.  I seem to be the Cliff Notes to his War and Peace
         here. :) Also, check out the links section and the message board!
    
         The Unoriginal White Sheet - http://masterzed.cavesofnarshe.com/
    
         My little igloo.  More bugfix patches here.  Also, this is where the doc
         will be updated first, so if you really want to be around for the updates,
         you have no choice but to visit here, as I don't always update GameFAQs!
         Bwa, ha ha ha! >:)
    
    Contact:
    
    E-mail addresses -
    
    cytekzed@aol.com *OR* master.zed@gmail.com
    
    Boards I frequent - 
    
    My name's the same on all forums I visit, so finding me isn't very difficult.
    
    http://cgi.gamefaqs.com/boards/gentopic.asp?board=8998
    GameFAQs SNES FF3 board
    
    http://www.cavesofnarshe.com/forums/
    Caves of Narshe forums
    
    http://forums.opgaming.com/
    Omniplay Gaming forums (this one is down due to DNS-related issues)
    
    http://cfv5.conforums.com/
    Crossfire (this last one's not exactly game-related (I don't visit the
               Entertainment portion, PM recommended if you try it)
    
    -----------------------------------------------------------------------------
    10. Elongated table of contents
    -----------------------------------------------------------------------------
    
    For you Ctrl+F'ers, here's an extra table of contents containing the titles of
    every bug listed.
    
    NOTE: Some titles have lines in-between them.  This is because they were too
    long for the 80 character limit, so lines were added to avoid confusion.
    
    Elongated table of Contents:
    
    0. Version history
    1. Intro
    2. In battle
       - Blitz
           Mantra defies all mathematical logic!
       - Commands
           Capture + Offering = bad pickpocket
           Certain weapons lose functionality with Capture
           Change row in a Pincer attack
           Jump doesn't reload weapon data
           Jump only uses one weapon of a dual weapon wielder... or so it seems!
           Mimic treats resources inconsistently
           Prophetic Jump predicts broken Ogre Nix
           Swordless Runic
           Swordless Runic; broken sword edition
       - Disappearance glitches
           Jump/Launcher
           Jump/Super Ball
           Jump after Jump/Super Ball
           Larry makes revived brothers disappear through acts of cowardice
           X-Zone striking a monster causes it to disappear
           Living monster Life 3 revival + Undead monster instant death revival
           Muddle/Palidor and its subsequent oddities
           Tempest/Dragon Horn
       - Equipment/Items
           Atma Weapon can carve up stones
           Barrier Ring, etc. can cast their spells at full HP
           Black Atma Weapon
           Cursed Shld has a beneficial use!?
           Dice weapons have numbers on the wrong sides
           Dragon Horn fakes damage against undead monsters w/ Striker, etc.
           Fenix Down double block
           Genji Glove reduces single weapon damage
           Hawk Eye and Sniper can throw Rage weapons... even Gau's hand
           Heal Rod targets the wrong groups
           ThiefKnife/Dragon Horn is also bad at "treasure hunting"
           ThiefKnife/Offering is just like the above
       - Quick
           CPU-controlled characters AND monsters lose turns to Quick casters
           Infinite turns w/ Quick and X-Magic
           Jump defies Muddle, etc. on player-initiated Jump attacks
       - Slot
           Joker Doom anyone at pretty much any time with Gogo's Mimic command
           Joker Doom sets you up in the opposite direction
           Learn L.5 Doom from... Setzer?
       - Spells
           Enemy Roulette cancellation
           Imp... or not an Imp?: Part 1
           Muddle/Palidor vs. Gau
           Multiple Love Tokens make the target forget previous casters
           Quick/Rippler allows desperation attack without low HP
           Rippler missed... but it worked?
           Rippler trades everything
           Roulette doesn't always live up to its name
           Second Charm makes first charmer's spell useless
           Skean spells cause formation errors
           Tapir lies about when it works
       - Statistics
           Evade is worthless
           Invert damage if Undead only affects healing abilities
       - Status
           Auto-expiring statuses don't reset their timers with manual removal
           Becoming a zombie cures the uncurable
           Clear overrides certain checks
    
           Death, Petrify, and Zombie lose permanent status beginning battle, but
           not immunity
    
           Dying from the first Rage turn loses Rage-inflicted status
           Imped Ragers keep automatic movement, but not anything else
           Imp... or not an Imp?: Part 2
           Missing effects
           Muddle makes Controlled enemies face forward
           Mute steals your Rage-inflicted status on attempted spell casts
           Near Fatal and Zombie; guests that won't leave
           Permanent miscellaneous status
           Permanent Morph status until the end of battle
    
           Random sword gets the MP with multiple Runics on an ST spell, but all
           drop afterward
    
           X-type instant death revives instant death-immune undead
       - Swdtech
           Retort counters any physical attack
           Retort lasts forever, but only uses a physical strike
           Infinite Fight combo, a.k.a. the Psycho Cyan bug
           Swordless SwdTech
       - Miscellaneous
           Air Anchor responds to Poison, etc.
           Attain a living 0 HP character
           Clear confuses Magitek Armor graphics
           Condemned does kill flying undead monsters
           Control menu responds poorly to MP change
           Crusader redecorates Reflect barriers
           Doom Gaze dies, but doesn't cough up Bahamut
           Face the wrong way with Blow Fish and co.
           FC 05 becomes an omni-counter after its first strike
           FC 05 only strikes the last person to do damage, not the last attacker
           Gau, dead man standing
           Have a dead/zombie party and not get Annihilated
           Items are cancelled upon Muddled and subsequent healing
           Jump like a coward
           Kill the undead twice!
           L.70 Magic and Retainer protected from single targeting
           Mag Roader's script has a missing end
    
           Monster death by ailment in the air gives no earnings except Magic
           Points
    
           Multitarget Dance spells from the Control menu target in favor of
           enemies
    
           Overflow the damage counter
           Reflected Regen, etc. graphics have to go *somewhere*
           Reflected spells turn party members around
    
           Specials against party members that use a block animation result in
           formation error
    
           Spell counters become omni-counters until another spell is used
           Tyranosaur's temporary pseudo-row change
           Umaro can't give himself Regen
           Undead SrBehemoth no-shows the Veldt
           Zephyr Cape is always out in front when facing right
    3. Overworld/Locations
           Blocked-off doors do not like being opened for no reason
           Chocobos lose tails and decapitate themselves
    
           Colosseum steals an item from your 99 stack if you win the same item
           you bet
    
           Die at the Colosseum, but don't get a game over
           Duncan leaps into the unknown
           Event-based healing/damage ignores character status
           Fanatic's Tower doors are a window to the omnious sky behind
           Figaro Castle pops up in the wrong place
           Gogo mimics Shadow at the Colosseum
           Invisible stepping stones
           In Phoenix Cave, no one moves
           Leafers and Dark Winds in the World of Ruin, but not just on the Veldt
           Miraculous, death-defying always-left-facing jumps in Zozo
           Monsters in the wrong area
           Orchestra's a bit loud, yes?
    
           Order switch in Magitek armor at Cyan's soul causes it to reappear with
           Wrexsoul's death
    
           Owzer's basement floating chests left behind by Zozo citizens
           Phoenix's chest doesn't stay shut
           Pink Gogo in Cyan's soul
           Returner cave treasure chest only opens from one side
    
           Save anywhere in Kefka's Tower or Phoenix Cave... or the deck of
           the Airship....
    
           Setzer's coinflip scene makes Edgar and Sabin come out of the closet
           Shadow leaves your one-man party
           Start a new game with the wrong leader
           Switching parties confuses switches and doors
           The buried treasure in the Cave to the Sealed Gate; Zozo's hidden
           treasures?
           White Drgn misplaces the room camera
    4. Miscellaneous
           A Kefka with no name
           Allo Ver doesn't appear on the Veldt, or give you a Magic Point
           Celes doesn't learn Muddle from level averaging
           Incorrect descriptions of spells, items, etc.
           Miscolored command names
           Setzer's Bandana
           SrBehemoth rips you off
    5. Version specific
       - Final Fantasy 6, all versions (PS)
          In battle
           FC 08 responds to the wrong status
           Reflected spells may cause a monster to glow
           Wavy animations are now broken
          Overworld/Locations
           Phantom Train music cuts out and back in randomly after battles
           Sprint Shoes + Dash leaves characters in action poses
          Subscreen
           Equip any weapon
          Miscellaneous
           Item slot 256 active on the subscreen, but not during combat
           Loading problems with idle games
       - Final Fantasy Anthology, Greatest Hits (PS)
           Remove Locke and Celes from the party after Zozo, before Vector
       - Final Fantasy 6 (Super Famicom), Final Fantasy 6, all versions (PS)
           X-type instant death weapons/Dragon Horn
       - Final Fantasy 6 (Super Famicom), Final Fantasy 3 U.S., both versions
         (SNES)
          In battle
           Setzer resents bird-hating comrades, sneaks off
           Setzer resents bird-hating comrades, walks off
           Step Mine glitches MP cost display
          Overworld/Locations
           Chupon is listed under Shadow at the Colosseum
           Garbage Chocobo rider
       - Final Fantasy 3 U.S., both versions (SNES)
          In battle
           Can't even list names right, part 1
          Subscreen
           The red/yellow streak in Gogo's command options window
       - Final Fantasy 3 U.S. version 1.0 (SNES)
           The infamous Sketch bug
       - Final Fantasy 6 (Super Famicom)
          Overworld/Locations
           Return to the World of Balance
          Subscreen
           The Equip Anything bug
    6. Undetermined
       - In battle
           Colosseum monsters and characters on the field!?
           Control attacks ignore MP cost in use
           Counterattack from beyond
           Prevent manual character targeting with certain attack animations
           Rich man's basement; a window to the past
           Shadow's early Dirks strike in odd ways
           Spell cost decrease doesn't affect Runic's intake
           Waste an extra turn with X-Magic
       - Miscellaneous
           ProtoArmor on the Veldt
    7. Glitches/bugs seen via hacking
           Health changes colors?
           Item counters supercede all counters until another Item is used
       - Final Fantasy 3 U.S. (SNES)
           Can't even list names right, part 2
    8. Removed bugs
    
           Dragon Horn can't do X-type instant death against undead characters on
           non-landing jumps
    
    9. Credits, links, and contact info
    10. Elongated table of contents
    Non-numbered. Legal bull
    
    -----------------------------------------------------------------------------
    Copyright 2003/2004 Master ZED
    The Unoriginal White Sheet: http://masterzed.cavesofnarshe.com/
    Final Fantasy 3/Final Fantasy 6/Final Fantasy Anthology copyright 1994
    Squaresoft.
    I'm not responsible should anything stated in this FAQ/guide do anything.
    I'm not responsible should anything stated in this FAQ/guide do nothing.
    I'm not responsible for whatever you or anyone else do with this FAQ/guide or
    the contents within it.
    I'm not responsible for whatever you or anyone else don't do with this FAQ
    /guide or the contents within it.
    Not to be reposted anywhere else without my permission.
    All rights reserved.
    -----------------------------------------------------------------------------

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