FINAL FANTASY 3U/6J
                 MAG ROADER GUIDE - MINE CART
                        VERSION 1.11

                 INITIAL RELEASE: D12/M08/Y05

                      BY NOVALIA SPIRIT
                  NOVALIASPIRIT@HOTMAIL.COM
                http://novaliaspirit.99k.org/


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                         INTRODUCTION
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As you'll have surmised from the above title, this document
isn't dedicated to all four kinds of Mag Roaders, but is
rather restricted to those that can be fought at the mine
cart ride after the Magitek Facility in Vector: red and
purple. The reason should be obvious to anyone familiar with
this game: the Mag Roaders found inside the caves of Narshe
in the World of Ruin do not pose a problem in any way.

This guide should prove useful to those trying to collect
all Rages in one play-through and who have yet to encounter
even a single red Mag Roader regardless of how many times
they do reset the game. It should also prove to be a very
valuable tool in getting the least experience points out of
these fights for when playing a low-level game.



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                        IN-DEPTH INFO
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FACTORS
________/

Encounters may differ according to these factors:

- Who occupies character slot #1?

- If none, then who last occupied character slot #1 during
  a battle, since entering Vector to before clearing the
  Magicite room?

- Did the last person to occupy character slot #1 in a
  battle finish the said battle with Clear status or Imp
  status on?

- Have you used the save point by Cid, reset the game, then
  loaded your save back?


P & R
______/

P: purple Mag Roader.
R: red Mag Roader.

Columns indicate the enemy formations for each encounter.
There is a total of 5 encounters.

Example from chart #3:


  PARTY   #1    #2    #3    #4    #5       TOTAL
+-------+-----+-----+-----+-----+-----+  +--------+
| CYAN  | P   | 4R  | P+R | 4R  | 4R  |  | 2P+13R |
+-------+-----+-----+-----+-----+-----+  +--------+


Lead character of the situation (slot #1): Cyan.

Resulting encounters:

Battle #1 | 1 purple Mag Roader.
Battle #2 | 4 red Mag Roaders.
Battle #3 | 1 purple Mag Roader and 1 red Mag Roader.
Battle #4 | 4 red Mag Roaders.
Battle #5 | 4 red Mag Roaders.
Total     | 2 purple Mag Roaders and 13 red Mag Roaders.


IMP & VANISH
_____________/

A subsequent encounter may be altered if the character in
slot #1 FINISHED the previous battle with Imp status or Clear
status on. These changes are regardless of who is occupying
that slot, and the subsequent encounter won't be affected
anymore if the said character is not finishing the current
battle with either of these statuses on.

Example from chart #3:


  PARTY   #1    #2    #3    #4    #5       TOTAL
+-------+-----+-----+-----+-----+-----+  +--------+
| LOCKE | P   | 2P  | P   | 2P  | 2P  |  | 8P     |
+-------+-----+-----+-----+-----+-----+  +--------+
| EDGAR | P   | 2P  | P   | 2P  | 2P  |  | 8P     |
+-------+-----+-----+-----+-----+-----+  +--------+
| GAU   | P   | 2P  | P   | 2P  | 2P  |  | 8P     |
+-------+-----+-----+-----+-----+-----+  +--------+


As you can see, no matter who would sit in slot #1 when
Locke, Edgar, and Gau form a party, you wouldn't encounter a
single red Mag Roader in the process unless all requirements
from another chart were to be met or if slot #1 was kept
empty.


+-------+-----+-----+-----+-----+-----+  +--------+
| IMP   | P+R | 4R  | P+R | 4R  | 4R  |  | 2P+14R |
+-------+-----+-----+-----+-----+-----+  +--------+


So let's pretend that one of them was in slot #1 and that you
completed battle #1 and #2 normally. You should've fought 1
purple Mag Roader in battle #1, and 2 of them in battle #2.

Now suppose that you used "Imp" on he who occupied slot #1
in battle #2 and that the status still was effective at the
end of battle. Then, battle #3 should've featured 1 purple
Mag Roader and 1 red Mag Roader (P+R) instead of 1 purple Mag
Roader (P). Now if you won battle #3 and if the lead
character still was under the effect of Imp status at the end
of it, battle #4 should've featured 4 red Mag Roaders (4R)
instead of 2 purple Mag Roaders (2P). Finally, let's presume
that you then decided to remove Imp status from said person
during battle #4, you would've encountered 2 purple Mag
Roaders (2P) during battle #5, not 4 red Mag Roaders (4R).

Basically, Imp status always forces a battle involving at
least one red Mag Roader, always giving you the maximum
amount of experience points out of each encounter. On the
other hand, Clear status forces a batttle featuring purple
Mag Roaders exclusively, thus minimizing the amount of
experience points by the same means.

To be in position of swapping encounter #1's enemy formations
through the use of this method, it is a necessity that your
party still is up above, where Number 024 is/was. Since all
that is required for the swap to occur in a subsequent battle
is the one who occupied slot #1 to have been under the effect
of Imp status or Clear status at the end of battle, even if
all statuses were to be removed after the said battle, the
swap for the first encounter would still occur. Thus, all you
have to do is encounter an enemy group there, have Imp/Vanish
hit the said person, then end the battle however way you like
better (win, flee, Warp, Warp Stone, Smoke Bomb).


NOTES
------

The only way to inflict Clear status upon a character outside
having/using Phantom is to use Gabbldegak's Rage; the
character in the first slot will be targeted with Vanish
eventually (ignores Reflect and Auto-Reflect statuses). As
for encounter #1, it is advisable that you inflict the status
while fighting a formation of Rhinox x2 since they don't use
magical attacks, thus can't unset Clear status. Else, just
Mute all Gobblers or use the Runic command.

Also, should the said person be dead at the end of a battle
but still be afflicted with Imp status, the swap would still
occur next battle.

Furthermore, refer to the Clear status data should your first
slot character be afflicted with both Imp and Clear statuses. 

Lastly, should you use the save point by Cid and reset the
game, Imp and Clear statuses data for battle #1 would be lost
and irremediable; you'd have to refer to chart #3 (P).



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                         THE CHARTS
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHART #1
- DIDN'T LOAD GAME FROM THE SAVE POINT BY CID
- SOMEONE IS OCCUPYING SLOT #1 AT THE MINE CART RIDE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Encounter #1 results from who, since entering Vector to
before clearing the Magicite room, last occupied slot #1
in a battle:


+--------+-----+
| LOCKE  | P   |
+--------+-----+
| EDGAR  | P   |
+--------+-----+
| GAU    | P   |
+--------+-----+
| SABIN  | P+R |
+--------+-----+
| CYAN   | P+R |
+--------+-----+
| CELES  | P+R |
+--------+-----+
| NOBODY | P   |
+--------+-----+


Encounters #2 to #5 result from who is in slot #1:


+--------+-----+-----+-----+-----+-----+
| LOCKE  | *   | 2P  | P   | 2P  | 2P  |
+--------+-----+-----+-----+-----+-----+
| EDGAR  | *   | 2P  | P   | 2P  | 2P  |
+--------+-----+-----+-----+-----+-----+
| GAU    | *   | 2P  | P   | 2P  | 2P  |
+--------+-----+-----+-----+-----+-----+
| SABIN  | *   | 4R  | P+R | 4R  | 4R  |
+--------+-----+-----+-----+-----+-----+
| CYAN   | *   | 4R  | P+R | 4R  | 4R  |
+--------+-----+-----+-----+-----+-----+



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHART #2
- DIDN'T LOAD GAME FROM THE SAVE POINT BY CID
- NOBODY IS OCCUPYING SLOT #1 AT THE MINE CART RIDE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


All encounters result from who, since entering Vector to
before clearing the Magicite room, last occupied slot #1
in a battle:


+--------+-----+-----+-----+-----+-----+  +--------+
| LOCKE  | P   | 2P  | P   | 2P  | 2P  |  | 8P     |
+--------+-----+-----+-----+-----+-----+  +--------+
| EDGAR  | P   | 2P  | P+R | 2P  | 2P  |  | 8P+R   |
+--------+-----+-----+-----+-----+-----+  +--------+
| GAU    | P   | 2P  | P+R | 2P  | 2P  |  | 8P+R   |
+--------+-----+-----+-----+-----+-----+  +--------+
| SABIN  | P+R | 2P  | P   | 2P  | 2P  |  | 8P+R   |
+--------+-----+-----+-----+-----+-----+  +--------+
| CYAN   | P+R | 2P  | P   | 2P  | 2P  |  | 8P+R   |
+--------+-----+-----+-----+-----+-----+  +--------+
| CELES  | P+R | 2P  | P   | 4R  | 4R  |  | 4P+9R  |
+--------+-----+-----+-----+-----+-----+  +--------+
| NOBODY | P   | 4R  | P   | 2P  | 2P  |  | 6P+4R  | *
+--------+-----+-----+-----+-----+-----+  +--------+

+--------+-----+-----+-----+-----+-----+  +--------+
| IMP    | P+R | 2P  | P   | 2P  | 2P  |  | 8P+R   |
+--------+-----+-----+-----+-----+-----+  +--------+
| CLEAR  | P   | 2P  | P+R | 2P  | 2P  |  | 8P+R   |
+--------+-----+-----+-----+-----+-----+  +--------+


*: Refer to "NOBODY" from chart #3 if game was
   loaded from the save point by Shiva and Ifrit.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHART #3 - LOADED GAME FROM THE SAVE POINT BY CID
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Encounters #2 to #5 result from who is in slot #1:


+--------+-----+-----+-----+-----+-----+  +--------+
| LOCKE  | P   | 2P  | P   | 2P  | 2P  |  | 8P     |
+--------+-----+-----+-----+-----+-----+  +--------+
| EDGAR  | P   | 2P  | P   | 2P  | 2P  |  | 8P     |
+--------+-----+-----+-----+-----+-----+  +--------+
| GAU    | P   | 2P  | P   | 2P  | 2P  |  | 8P     |
+--------+-----+-----+-----+-----+-----+  +--------+
| SABIN  | P   | 4R  | P+R | 4R  | 4R  |  | 2P+13R |
+--------+-----+-----+-----+-----+-----+  +--------+
| CYAN   | P   | 4R  | P+R | 4R  | 4R  |  | 2P+13R |
+--------+-----+-----+-----+-----+-----+  +--------+
| NOBODY | P   | 2P  | P   | 2P  | 4R  |  | 6P+4R  |
+--------+-----+-----+-----+-----+-----+  +--------+



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CHART #4
- LEADER HAD IMP OR CLEAR STATUS AT END OF LAST BATTLE
- LEADER WAS IN SLOT #1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


A subsequent encounter from charts #1 or #3 will be
swapped every time the above conditions are met:


+--------+-----+-----+-----+-----+-----+  +--------+
| IMP    | P+R | 4R  | P+R | 4R  | 4R  |  | 2P+14R |
+--------+-----+-----+-----+-----+-----+  +--------+
| CLEAR  | P   | 2P  | P   | 2P  | 2P  |  | 8P     |
+--------+-----+-----+-----+-----+-----+  +--------+



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                        MONSTERS' INFO
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============
MAG ROADERS
============

Mag Roader (Purple) | HP: 420    MP: 100
Mag Roader (Red)    | HP: 250    MP: 100
--------------------+----------------------------------------
Mag Roader (Purple) | Auto-Safe.
Mag Roader (Red     | Auto-Haste.
--------------------+----------------------------------------
Mag Roader (Purple) | Weak to Fire. Absorbs Ice.
Mag Roader (Red     | Weak to Ice.
--------------------+----------------------------------------
All Enemies         | Weak to Poison, Seizure, Stop.
Mag Roader (Purple) | Weak to Bserk, Slow.
Mag Roader (Red     | Weak to Mute, Muddle.
--------------------+----------------------------------------
Mag Roader (Purple) | Uses physical attacks, Fire, Fire 2.
Mag Roader (Red     | Uses physical attacks, Ice, Ice 2.


RAGES
------

Purple Mag Roader(s) only (at lowest levels):

Elf Fire | Over-Mind.
Blaze    | Bomb, Vaporite.
Fire 2   | Templar.

Otherwise:

Magnitude8 | HadesGigas.
Fire Ball  | Pterodon.
Wind Slash | Marshal.
Sand Storm | FossilFang.


===========
NUMBER 128
===========


RightBlade  | HP:   400    MP: 150    | Respawns
Left Blade  | HP:   700    MP: 470    | Respawns
Number 128  | HP: 3 276    MP: 810
------------+------------------------------------------------
All Enemies | Weak to Slow. Absorb Ice magic.
Both Blades | Weak to Stop, Death, Gravity, Petrify.
Number 128  | Weak to Bserk.
------------+------------------------------------------------
RightBlade  | Uses physical attacks exclusively.
Left Blade  | Uses physical attacks, Shimsham.
Number 128* | Uses physical attacks, Ice, Net, Red Feast.

*If arms=dead (first time): Haste.
*If arms=dead: physicals, Gale Cut, Atomic Ray, Shock Wave.



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                        MISCELLANEOUS
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EXPERIENCE
___________/


Experience is split between party members, rounded down.

- Purple Mag Roader: 232 XP.
- Red Mag Roader: 198 XP.

- Maximum amount of experience: 2P+14R = 3236 XP.
- Minimum amount of experience: 8P = 1856 XP.
- Minimum amount of experience while meeting at least one
  enemy of each kind: 8P+R = 2054 XP.


INFALLIBLE METHODS
___________________/


ENCOUNTERING 8P
----------------

- Reset the game; put Locke in slot #1.

- Keep Locke in slot #1 at all times.


ENCOUNTERING 8P+R
------------------

- Reset the game and put Locke in slot #1. During encounter
  #2, set Imp status upon him, and have him end combat with
  the status ailment on; unset it in encounter #3.

- Have Celes be the one who last occupied slot #1 in a
  battle, before clearing the Magicite Room. Move Locke to
  slot #1, and you're set.

- Set Imp status or Clear status upon the one who last
  occupied slot #1 in a battle, before clearing the Magicite
  room. Keep the first slot empty at the mine cart ride.


ENCOUNTERING AT LEAST 1R
-------------------------

- In your last battle before clearing the Magicite room, have
  Celes or nobody be in slot #1. Keep the first slot empty.

- At the mine cart ride, have the one who occupies slot #1
  end any battle with Imp status on. Battle #5 excluded.

- Reset the game. Keep the first slot empty.



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                           THANKS
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


- Imzogelmo:

For a discussion we had and some hacking he did for me (for
testing purposes) which both led to a few changes within the
guide as well as discoveries from me (for V1.1).

- assassin17:

For suggesting a reformulation of the previous comments found
on chart #3: "all encounters result from who is in slot #1."
Encounter #1 is, obviously, independent (for V1.1).



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                       VERSION HISTORY
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 V1.11 - D28/M09/Y05 (17.3K)

- Added an exception to chart #2 (see the asterisk).
- Clarified and fixed a few things here and there.

 V1.1 - D24/M08/Y05 (16.9K)

- Found out that "EMPTY" data on charts #1 and #2 held no
  in-game value. Reformulated the charts' comments
  accordingly and removed said data from charts.
- Added "CLEAR" and "IMP" data to chart #2.
- Discovered that data for slot #1 was reset at the entrance
  to Vector; made appropriate corrections.
- Re-inserted "EMPTY" data due to last discovery, but
  renamed it to "NOBODY"; new and old data differ.
- Added "MONSTERS' INFO", "MISCELLANEOUS", "THANKS" and
  "VERSION HISTORY" sections.
- Reformulated most sentences and applied changes to the
  visual aspect of guide. Made minor additions.

 V1.0 - D12/M08/Y05 (9.5K)

The guide's initial release. It contained minimal/essential
information only.



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                      LEGAL DISCLAIMER
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All the contents that are inside this document can't be
reproduced in any way, shape, or form without my explicit
consent, unless for personal, private use. You are not
allowed to host this document on your website.

This document is copyright (c) 2005 by C.Coban.

All Rights Reserved.