The Level # Lore Guide
Version 1.4
Djibriel, Januari 2006

"Why did it take so long for us to learn, that the measurements of the great
pyramid in numbers are the same as the Earth's circumference? Number symbols.
Numbers tell all. Numbers from Nibiru. From Pleiadians." 

- 4Hero, Creating Patterns (Twelve Tribes)

Contents

1.0  Version History
2.0  The Intro
3.0  The Attacks
4.0  The Casters
5.0  The Targets
 5.1  The Targets by Lore
 5.2  The Targets by Monster
 5.3  The effects of Dischord
 5.4  The Targets by Area
6.0  The Verdict
7.0  The Thanks

No number: Disclaimer

**********************************
 1.0 Version History
**********************************

- Version 1.4 (06/15/2011)
      An e-mail sent by an enlightened soul known only as DiscoGodOfThe2ndAge
      reminded me about Dischord's ability to alter a target's effective level, 
      which opens up a slew of targets that are vulnerable to a combo of 
      Dischord and L.5 Doom. I added a section talking about it, because this
      document obviously wasn't lengthy enough.

- Version 1.3 (05/30/2010)
      A minor revision by all accounts. 

- Version 1.2  (11/30/2009)
      Assassin17 is awesome. It's even better now. I still see no use for it in 
      any "relevant" sense of the word, but it kept me off the streets for an 
      entire night, a night I may well have spent tripping over cows in a 
      clown suit had I not figured I might just as well update this thing. 

- Version 1.1  (1/8/2006)
      GameFAQs style! Fit everything within the 80-character limit, made the
      lay-out consistent with my other documents and just kinda cleaned up the
      entire document. The most noticeable change would be an entirely new
      Intro; the previous one was boring but good enough for the backwater
      location at the time; this one is a lot more interesting and should be
      better suited to the crowds that have come to expect a gem since the
      release of the Sketch Guide. 

- Version 1.0  (??/??/2005)
      Initial Release. Or upload, anyway. Wrote it, dumped it on Collapse of
      Heaven and Earth, and kinda forgot about it. 

**********************************
 2.0 The Intro
**********************************

Imagine this.

You're walking through a forest, right? No, wait, let's change a minor detail
there: you're walking through a grotesquely oversized tomb for your long-since
deceased friend that may or may not have been your lover. Yeah, okay, there's
a tomb and you're walking through it. Lamenting the good times and gallons of
Mountain Dew you had together, you are forcefully pulled from Memory Lane when
an oversized plant attacks you. Think 'venus fly trap', only 8'0" high, with a
very very very big mouth with sharp teeth and the kind of breath that makes
children cry.

This isn't an ideal scenario, as you would probably die. But let's assume that
you've been fighting off bothers like this for a while now, and that you're
covered in colorful robes that embody the very nature of Taoism. In this case,
you might quickly resort to LOGIC. It's a plant! It will most likely absorb
Water-elemental attacks, but it will quickly succumb to the powers of Fire.

Yes, by appearance, most opponents can quickly be recognized as being desert
dwellers, thus weak to Water. Or living in a volcano, thus weak to Ice. And
whatever, you're like a divine being with Quick and Ultima and all that, so
even your vague grasp of monsters and their elemental properties isn't even
all THAT useful. 

Now, switch back to the tomb, the Mad Oscar attacking you. You may think about
its Fire-elemental weakness if you've grasped the tendencies of abstract
thought. If you're a long-time player, you may recognize the foe as one lacking
Death protection. But how likely is it that "Darn, this Dionaea gargantua
is level 30, it will be vulnerable to my trusted L.5 Doom attack!" will be the
first thought shooting through your head? Not very, I say. So here's the guide
to satisfy that very aspect of the game.

This Guide includes all monsters susceptible to L.3 Muddle, L.4 Flare and L.5
Doom. I have not included L? Pearl as its hit-or-miss nature depends entirely
on your amount of GP, which I can't predict. Sonny, if I could, I'd be spending
the time I'm writing this intro betting on winning horses, and you'd better
believe it.

Obviously I haven't only checked for levels but also for Muddle and Death 
protection where applicable. Bosses who are vulnerable to a move yet could never
have been targeted with it (you can't use L.4 Flare when fighting Vargas) have
not been listed. 

**********************************
 3.0 The Attacks
**********************************

L.5 Doom
Hits all enemies, both sides
MP cost: 22
Causes instant death
Hits those with a level that is a multiple of 5 (Will miss targets invulnerable
to instant death)

Differences with the Doom spell:
Multi-target, Not vulnerable to Runic, not Reflectable, unblockable, doesn't 
check for Stamina, doesn't restore undead. 

L.4 Flare
Hits all enemies, both sides
MP cost: 42
Bat. Pwr: 66
Hits those with a level that is a multiple of 4
Ignores defense, no split damage.

Differences with the Flare spell:
Multi-target, not vulnerable to Runic, not Reflectable, unblockable, is stronger
(Flare has a Battle Power of 60).

L.3 Muddle
Hits all enemies, both sides
MP cost: 28
Causes Muddled
Hits those with a level that is a multiple of 3

Differences with the Muddle spell:
Multi-target, not vulnerable to Runic, not Reflectable, unblockable.

**********************************
 4.0 The Casters
**********************************

Gau can cast L.3 Muddle when performing the Rages of either Apokryphos, Trapper
or Dante. The wild child can cast L. 4 Flare when performing the Rage of Mag 
Roader (brown).

Strago can learn all three Lores from Trapper, who all normally cast it. If you
haven't met Trapper when you had the chance, and thus have ruined your chances
of seeing them on the Veldt, Strago can learn L.5 Doom from Setzer's Joker Doom
due to a quirk in the game data and learn all three Lores on the Floating
Continent from Apokryphos who will cast any of the three Lores as a counter-
attack when it's alone. 

Relm can perform all three Lores when Sketching or Controlling certain enemies:

For L.3 Muddle, she can Sketch: Apokryphos, Trapper and Dante.
For L.5 Doom, she can Sketch: Dark Force and Trapper.

For L.3 Muddle, she can Control: Apokryphos, Trapper and Dante.
For L.4 Flare, she can Control: Apokryphos and Trapper.
For L.5 Doom, she can Control: Dark Force and Trapper.

Note that while Sketching or Controlling, the only move that will have an effect
on the targets will be casting L.5 Doom in a battle against a Dark Force
opponent. All other monsters are immune to the Lores and travel with other
monsters who are also immune to them. 

Gogo can either Mimic the attacks or simply add the Rage, Sketch and Lore
options to his array of commands. Control is also an option; set Sketch as a
command and equip the FakeMustache on Gogo. 

**********************************
 5.0 The Targets
**********************************

This is what you're reading the document for, right?

--------------------------------------------------------------------------------
 5.1 The Targets by Lore
**********************************

L.3 Muddle

Orog, Hazer, Rain Man, Brawler, Whisper, Osteosaur, Steroidite, Doberman, 
Pterodon, Vulture, Harpy, Hornet, Trilium, Trilobiter, ChickenLip, Pipsqueak, 
Sky Armor, Ing, Humpty, Boxed Set, Figaliz, Crawler, Sand Ray, Areneid, 
Mad Oscar, Iron Fist, Wild Cat, Wyvern, Zombone, Mind Candy, Uroburos, Geckorex,
PlutoArmor, Tomb Thumb, Scullion, Pan Dora, Mag Roader (red), Parasite,
Latimeria, StillGoing, Commando, Poppers, Vindr, Kiwok, Mantodea, Gabbldegak,
Fortis, Abolisher, Wild Rat, Veteran, Mega Armor

Total: 51

L.4 Flare

Samurai, Hazer, Whisper, Were-Rat, Rhinotaur, Doberman, Suriander, Behemoth, 
Pterodon, FossilFang, Trilobiter, Reach Frog, M-TekArmor, Sky Armor, Cruller, 
Harvester, Bomb, HadesGigas, Aspik, Actaneon, Marshal, Covert, Ogor, Apparite, 
Wild Cat, Wart Puck, Rhyos, Toe Cutter, Crusher, Uroburos, Sky Cap, Test Rider, 
Deep Eye, GreaseMonk, NeckHunter, Critic, Coelecite, StillGoing, Hemophyte, 
Wizard, Vindr, Nastidon, Vermin, Adamanchyt, Dante, Psychot, Muus, Chaos Drgn, 
Lich, Mag Roader (yellow), Bug, Abolisher, Necromancr, Mag Roader (brown), Wild 
Rat, Innoc, Red Wolf, Sky Base, IronHitman, Prometheus, Doom Gaze, Goddess, 
Laser Gun, Magic, Naughty

Total: 65

L.5 Doom

Guard, Orog, Dark Force, Osteosaur, Commander, Leafer, Stray Cat, Lobo, 
FossilFang, Dark Wind, Vulture, TumbleWeed, Vaporite, Brainpan, Repo Man, Boxed 
Set, SlamDancer, Figaliz, Ghost, Mad Oscar, Iron Fist, Apparite, Rhobite, 
Tusker, Cirpius, Mind Candy, Over Grunk, Sky Cap, Critic, Gigantos, Coelecite, 
Punisher, Gabbldegak, Spit Fire, Lich

Total: 35

A few conclusions can already be drawn! It's funny how the L.3 Lore has less
viable targets than the L.4 Lore. The reason is that L.3 Muddle, even
on a normally viable will still always miss due to Muddle immunity. Since
there is no such thing as Flare immunity, it beats L.3 Muddle in a fight of
quantity. Also, only a small 29% of the targets vulnerable to L.5 Doom
appears in the WoR; it loses a lot of steam there due to ID protection running
rampant there. 

Memorized it yet? You have not? Allow me to lay the info out in such a fashion
that it does look presentable:

--------------------------------------------------------------------------------
 5.2 The Targets by Monster
**********************************


Guard            Doom
Lobo             Doom

Were-Rat         Flare
Repo Man         Doom
Vaporite         Doom

Marshal          Flare

Leafer           Doom
Dark Wind        Doom

Sand Ray         Muddle
Areneid          Muddle

M-TekArmor       Flare

Hornet           Muddle

Rhinotaur        Flare
GreaseMonk       Flare

Brawler          Muddle
Trilium          Muddle
Tusker           Doom
Cirpius          Doom

Pterodon         Muddle, Flare

Commander        Doom

Trilobiter       Muddle, Flare

Wild Rat         Muddle, Flare

Stray Cat        Doom
Rhobite          Doom

Doberman         Muddle, Flare

Ghost            Doom
Whisper          Muddle, Flare
Bomb             Flare
StillGoing       Muddle, Flare
Hazer            Muddle, Flare

Aspik            Flare
Actaneon         Flare

FossilFang       Flare, Doom
Vulture          Muddle, Doom
Iron Fist        Muddle, Doom
Over Grunk       Doom
Mind Candy       Muddle, Doom

Harvester        Flare
HadesGigas       Flare
SlamDancer       Doom
Gabbldegak       Muddle, Doom

Vermin           Flare

Bug              Flare
ChickenLip       Muddle
Wyvern           Muddle

Mega Armor       Muddle
Commando         Muddle
Pipsqueak        Muddle

Mag Roader       Muddle
(red)

Coelecite        Flare, Doom
Apparite         Flare, Doom
Lich             Flare, Doom
Ing              Muddle
Zombone          Muddle

Adamanchyt       Flare
Abolisher        Muddle, Flare

Sky Armor        Muddle, Flare
Spit Fire        Doom
Laser Gun        Flare
(Air force)

Gigantos         Doom
Behemoth         Flare
Brainpan         Doom

Naughty          Flare

Latimeria        Muddle

Dante            Flare
Cruller          Flare
NeckHunter       Flare
Humpty           Muddle

Deep Eye         Flare
Muus             Flare

Osteosaur        Muddle, Doom
Mad Oscar        Muddle, Doom
Orog             Muddle, Doom

Crawler          Muddle
Mantodea         Muddle
Reach Frog       Flare
Geckorex         Muddle
Tumbleweed       Doom

Doom Gaze        Flare

Punisher         Doom

Rhyos            Flare
Toe Cutter       Flare

Vindr            Muddle, Flare
Wild Cat         Muddle, Flare
Crusher          Flare

Red Wolf         Flare
Nastidon         Flare
Test Rider       Flare
Mag Roader       Flare
(yellow)
Mag Roader       Flare
(brown)

Wizard           Flare
Psychot          Flare

Kiwok            Muddle
Tomb Thumb       Muddle 
Poppers          Muddle

Chaos Drgn       Flare
Necromancr       Muddle, Flare
Uroburos         Muddle, Flare

Covert           Flare
Ogor             Flare
Wart Puck        Flare

Critic           Flare, Doom
Pan Dora         Muddle, Doom
Parasite         Muddle
Samurai          Flare
Suriander        Flare
Rain Man         Muddle
PlutoArmor       Muddle
Sky Cap          Flare, Doom

Figaliz          Muddle, Doom
Boxed Set        Muddle, Doom

Harpy            Muddle

Hemophyte        Flare
Steroidite       Muddle
Evil Oscar       Flare
IronHitman       Flare
Veteran          Muddle
Dark Force       Doom
Fortis           Muddle
Scullion         Muddle
Sky Base         Flare
Innoc            Flare
Prometheus       Flare

Goddess          Flare

Magic            Flare
(final battle)

--------------------------------------------------------------------------------
 5.3 The effects of Dischord
**********************************

Dischord is a wonderful little Lore that halves a target's effective level for
the duration of a fight. Some interesting points must be made at this juncture:

- Any Level # Lore will hit or miss based on a target's effective level, and
  will recognize a target's post-Dischord level rather than its 'actual' level.

- When faced with an odd level, Dischord will round up. A Trapper's level is
  normally 19; when struck with Dischord once, its new effective level will be
  10.

- Dischord does not normally work on targets that are immune to Instant Death
  attacks, though a combination of Vanish and Dischord will (due to a bug) work.

Though fun to employ, the Dischord Lore in tandem with a Level # Lore is not
very useful in most scenarios. The trick works only when the target is already 
vulnerable to Instant Death attacks, and Dischord alone is heavier on your MP 
than a Doom spell. However, Instant Death attacks may miss where neither 
Dischord (on a target with no MBlock%) nor the successive Level # Lore will
ever miss. Like bringing a girl to your bachelor pad and watching Joss Whedon
films together, it's a two-step strategy that never fails.

For the curious, here is a list of targets that, after a Dischord Lore, are
vulnerable to a L.5 Doom attack where they previously were not:

Brawler, Trilium, Trapper, Flan, General, Gobbler, Chaser, Allo Ver, Garm, 
ProtoArmor, Presenter (Shell), PowerDemon, Exoray, Bogy, Rain Man, PlutoArmor, 
Pan Dora, Parasite, Io, Hoover, SrBehemoth (undead), Land Worm and Didalos

Of those, Allo Ver, Presenter (Shell), Io, Hoover, SrBehemoth, Land Worm and
Didalos are the ones that may outlast a few attacks. Allo Ver, Hoover and
SrBehemoth will only use their frightful counterattacks when damaged, so the
Dischord Lore will not provoke them. L.5 Doom cannot be made to kill the 
other part of the Presenter creature, so you cannot obtain two Dragon Claws
with this strategy, sadly. 

--------------------------------------------------------------------------------
 5.4 The Targets by Area
**********************************

So how does this apply to normal in-game usage? The Level # Lores are multi-
target, so instead of just giving the info, a true dedicated Guide should 
point out groups of monsters and locations where a certain Lore is useful. 

Here we go:

Everything in WoB Narshe and in the grasslands around it can be killed using 
L.5 Doom. The only exception to this rule is Were-Rat, which is level 4, hence
you should pick L.4 Flare. 22 MP to kill a group of the weakest monsters in the
game is overkill, but it will work. Marshal can be destroyed with L.4 Flare,
which is a fun yet useless fact should you encounter it on the Veldt. It
lives there now, in shame.

The WoB desert around Figaro Castle is a good place to use L.3 Muddle against 
level 6 Sand Ray and Areneid. M-Tek Armor falls against L.4 Flare. 

Rhinotaur and GreaseMonk fall to L.4 Flare. 

Tusker and Cirpius are vulnerable to the L.5 Doom spell. This comes in remotely 
handy against that Cirpius x3, Tusker monster formation.

L.4 Flare kills anything on the Phantom Train once its name isn't Ghost (who 
falls to L.5 Doom). 

The Doberman enemies guarding a chest in the Imperial Camp are vulnerable to 
both L.3 Muddle and L.4 Flare. Though it is impossible to bring Strago to this
location, the Doberman dog will HOUND the Veldt afterwards. Oh, the wit.

Actaneon and Aspik fall to L.4 Flare, but it might not even be a good idea to 
cast it as Aspik will rarely counter anything which isn't the Fight command 
with Giga Volt, even if the attack is fatal.

Wild Rats can be killed with L.4 Flare or confused by L.3 Muddle.

The grasslands between Kohlingen, Jidoor and Zozo are inhabited with monsters 
who shouldn't be laughing at L.5 Doom. Red Fang is immune, but all others will 
perish. Where's Strago when you need him?

Vermin enemies are vulnerable to L.4 Flare, which is good 'cause they suck.

Chickenlip and Wyvern are vulnerable to L.3 Muddle, though you may want to
watch out with confusing Chickenlips; they'll start casting Quake, and they 
don't care who they hit.

Mega Armor, Commando and Pipsqueak fall to L.3 Muddle. 

The monsters in the first two "rooms"  of the Cave to the Sealed Gate all suffer
from both L.4 Flare and L.5 Doom. Take your pick, at these levels the L.4 Flare
spell means death anyway. L.3 Muddle can be used to keep both Ing and Zombone
enemies at bay. This location may be off-limits as soon as Strago joins your
team, but they'll still appear on the Veldt. 

Adamanchyt and Abolisher fall to L.4 Flare, and with Strago in your party you 
finally have means to cast it with. Or you would have, could you have taught 
Strago these spells by now. Which you can't. 

Finally, this is when Strago is able to learn the L.# Lores on the Veldt, or
learn L.5 Doom from Setzer. Trappers are where it's at.

Sky Armor falls to L.4 Flare (and L.3 Muddle) and Spit Fire falls to L.5 
Doom. L.4 Flare kills the Spit Fire, so you can pick your opponents here. If
your party is otherwise ill-prepared to take on the Imperial Air Force, these
attacks can really help out.

On the Floating Continent, you can once again easily learn all three Lores here
described, this time from Apokryphos. Gigantos falls to L.5 Doom. If Strago 
isn't dead when his triple !Throat Jab has inflicted suffering upon your party,
cast it to win. Behemoth falls to Flare. Especially a monster formation of two
Behemoth monsters is a good time to cast this spell; not only do two Behemoths
have enough power to actually kill a well-prepared, suitably leveled party, 
they can even catch you in a Pincer. L.4 Flare will hit both targets regardless 
for very respectable damage. 

Naughty falls to L.4 Flare, although a simple Imp spell will work faster and 
is cheaper.

The WoR houses a whole lot of NO vulnerable monsters of any kind until you meet 
Latimeria (Muddle) and then enter the Cave of Figaro WoR style. Everything but 
Humpty here will feel the effects of L.4 Flare.

Deep Eye and Muus, sometimes appearing together or in groups all fall to L.4 
Flare. Especially Deep Eye x6 can be a nice formation to be the receiving end 
of the spell. 

Osteosaur, Orog and Mad Oscar all die from L.5 Doom. Orog is a monster you will
be taking out ASAP, and since bringing Strago here as soon as you get him is a
good idea (Sour Mouth), this is a very respectable option. 

The Crawler are everywhere in the WoR, so knowing that L.3 Muddle equals a 
NoiseBlaster against them is a good thing to know. Mantodea also feels the 
effects of this spell. Hoovers in the desert near Maranda can be safely hunted
and killed with Dischord/L.5 Doom; Hoovers will not use Sand Storm when struck
with Dischord, so no worries. 

Toe Cutter can be annoying with their Death protection and respectable amounts 
of HP, so L.4 Flare will be nice to cast against them. Note that the elusive 
Rhyos is also vulnerable. It's likely that it's not Strago that will be taking
advantage of this weakness, but Gau (the brown Mag Roader Rage casts it). Allo
Ver, the monster in the box, may be taken out with a combination of Dischord
and L.5 Doom, and since Allo Ver only counters when damaged Strago (or Gogo)
need not fear any extra Doom spells cast. The undead SrBehemoth may also be
defeated with that Lore combo. 

Vindr, Wild Cat and Crusher, often appearing in groups (especially the Vindr 
x2, Crusher x2, Wild Cat monster formation), all fall to L.4 Flare. Only Gogo 
and Gau can cast it here, but it'll be a good option (it's a better version of
GrandTrain before you even have Strago!).

Finally a simply GREAT place to cast one of the Lores: Everything in Narshe, 
including both mines, is vulnerable to L.4 Flare. 

Once you step into Umaro's Cave L.4 Flare will fail miserably, but L.3 Muddle 
will take care of Kiwok, Tomb Thumb and Poppers alike. 

Chaos Drgn, Necromancr and Uroburos all fall to Flare. Uroburos' massive Magic 
Defense won't help against the barrier-piercing nature of the spell, so even in 
a LLG this move will take care of one right away.

In Cyan's dream, most enemies are vulnerable to at least one of the three Lores:
Critic, Samurai, Suriander and Sky Cap are vulnerable to L.4 Flare, Critic,
Pan Dora and Sky Cap fall to L.5 Doom and Pan Dora, Parasite, Rain Man and
PlutoArmor are susceptible to L.3 Muddle. Io can be destroyed by a combination
of Dischord and L.5 Doom, if you're so inclined. 

Figaliz and Boxed Set both fall to L.3 Muddle and L.5 Doom. The latter is great
way of abusing the lack of Death protection if you don't have access to anything
but the normal Doom spell. 

The Final dungeon houses quite a few enemies, and some of them are vulnerable 
to one of the Lores. Checking the monster-specific section will help you there. 
The least unimportant one here is Goddess, who falls to L.4 Flare. Since
her inherent Shell makes her resistant to most magical attacks, those of you
who brought a Strago without GrandTrain to the fight (i.e. nobody) will be
pleased to find this option possibly present.

In the Final battle, the only part vulnerable to any of these spells is Magic, 
who'll suffer from L.4 Flare. Hardly worth the cast in this fight, especially 
once you consider that GrandTrain should be in your arsenal already, but if you 
want to exploit the knowledge you gained by reading this Guide, be my guest. 

**********************************
 6.0 The Verdict:
**********************************

L.3 Muddle (51 possible targets)
L.3 Muddle, among Pep Up, Spiraler, Exploder and Roulette, can be thrown on 
the heap of Lores which aren't worth your time and/or attention in this game.
While I'm sure there are several places where this spell can come in handy
in a Strago SCC where you prohibited using Magic, Stray's Cat Rain is equally
expensive on your MP (both cost 28 MP) and will not check for levels. And it
goes without mentioning that NoiseBlaster blows either of them away, so while
L.3 Muddle can be annoying when targeted against you, and is in fact an 
interesting concept, the attack can be completely ignored without running in ANY
situation where you wished you would've had it. 

L.4 Flare (65 possible targets)
L.4 Flare is the strongest Lore you have when talking multiple targets and
ignoring elemental attributes. It's a good bet against a double Behemoth, it
will make a good Doom Gaze slayer, can clean out large parts of Owzer's Mansion,
the Phoenix Cave and WoR Narshe and can create some havoc among other enemies.
The heavy toll it takes on your MP might not be nice, especially in the WoB, but
note that you'll have a powerful attack on your hands when you manage to land
it on a suitably leveled target. An interesting note is that L.4 Flare is
not as powerful as GrandTrain versus a single target, but IS more powerful
versus multiple targets.

L.5 Doom (35 possible targets)
L.5 Doom has the smallest crowd of possible targets, and among them is an
embarrassing amount of low-level WoB critters you might as well take out with
your Bio Blaster. There are some situations where it's nice to have L.5 Doom,
though: While you can't have Strago in the Cave of the Sealed Gate, its 
inhabitants will haunt the Veldt later on and especially Lich can be a
formidable threat when you're scouting for Rages and Lores of the Veldt once
you do have Strago. L.5 Doom is not at all expensive once looking at its nature,
so using it against Spit Fire will be wise. Gigantos will be the last good
target to use L.5 Doom on; it'll kill him once you cast it, no questions asked.
In the WoR the amount of monsters with Death protection will be stellar in
comparison, so you can kiss L.5 Doom goodbye (especially considering Cleave,
Blaster, X-Zone and other multi-target instant-death attacks). 

**********************************
 7.0 The Thanks
**********************************

Master ZED for the attack descriptions.

Assassin17 for inspiring the creation of the Guide. And, according to 
assassin's own words:

Contemptus, for inspiring assassin to mention the post which led to the 
document.

DiscoGodOfThe2ndAge is my Boogie Man, hailing from Funkytown. His notes on
Dischord made it even more troublesome for monsters to be Stayin' Alive in
the face of Strago's mighty Lores. A real Daddy Cool, this DiscoGodOfThe2ndAge,
and That's The Way (I Like it). 
 
**********************************
 Disclaimer and legal necessities
**********************************

This was written in 2005/2006, by Djibriel and is copyrighted by me. You can 
contact me at djibriel at gmail dot com if you desire to lay praise on me, or
wish for my real-life contact information so you can send me money or your
children.

You are unauthorized to present this document, partly or whole, as written
by somebody else as the authors of the respective bodies of text. You are
unauthorized to change anything in this document for any other purpose
then personal use without my explicit permission. 
You are unauthorized to throw me into a volcano after an epic struggle between
good and evil without my explicit permission.

All rights reserved.