Slot Guide by Master ZED

Version: v1.0T | Updated: 07/03/06 | Printable Version

Final Fantasy 6 Slot ability guide
By Master ZED <>

0. Joker Doom; The fastest, simplest how-to I can cook up!
1. Version history
2. Intro
3. Explanation of Slot and its abilities
   - Reel symbol order
   - Attack stats and reel combos
   - Theoretical probability
4. Selecting your attack and screwing over the rigging
5. List of RNG users
6. The random number table
   - Combination reference table
7. No triple 7's allowed!?
8. Slot bugs
   - Version Specific
9. Credits (or lack thereof)
Non-numbered. Legal bull

There is an HTML version of the guide here:

Aside from a few formatting changes (such as images of the symbols in the Slot
explanation section), it also includes a long derigging method that code-
curious people can read to see how the guide came about.  It is the elder of
the two however, so if you've read it already, there's no need to see it
again... at least not right now.

0. Joker Doom; The fastest, simplest how-to I can cook up!

A simple quick-reference because I know what you *really* came here for.

a. Enter combat.  The next steps should be executed ASAP.
b. Use an Echo Screen.  Doesn't matter on who, as long as the smoke appears.
c. When the animation finishes, confirm the first 7.
d. Confirm the last two 7's and use Joker Doom.

If this does not work, read section 7 to make sure who you're fighting isn't on
the list.  Next, read section 4 (if you don't know why this works in the first
place or need help with the timing) and then flip through section 5 to see
if the enemy party is using something before you can get the first 7 confirmed.
If it is something from the enemy party (say, someone is casting Meteor for
their first attack and you can't seem to get around it), you'll have to work
out another way to acquire Joker Doom; that means actually using this guide,
not immediately e-mailing me.  This method will also work for Sun Flare, 3 BAR,
and H-Bomb.

You can also consult section 8 for alternate methods that don't actually deal
with the rigging.  Those deal with reversing the targeting of 7-7-BAR through

1. Version history

v1.0T - First text version, differences from v0.852 include miscellaneous
wording changes across the guide, the seperation of the version history,
credits, and legal bull into their own sections, and an imposed 80 character
limit.  This also includes the various reworking of tables, a lack of images,
and new sections for quick Joker Doom and Slot's bugs, the latter of which
also has a revised Joker Doom anywhere bug including the new technique
discovered by flagitious.  Finally, the long method has been removed from the
text version as I can't see the GameFAQs crowd appreciating the 65816
assembly-related junk I went through to develop the guide... and I think it
just being there scared people. ^_^

As a last minute change, I cut 9. Relevant RAM offsets from the guide.  See
the HTML version for that or go whine on Mnrogar's forum if you still want that
section in this version:

v0.852 - Minor changes throughout the guide in an attempt to make it Mozilla
compatible (IOW the lists looked like crap outside IE).  Also edited the
snippet at the end of section 4 to indicate all Throw graphics have been
tested.  That's about all the changes though, besides the release of the new
text version.

v0.851 - Minor but important text changes to section 3A and section 4.  The
changes involve two very important details (for 3A, the RNG index starts at
0. For 4, the list only covers single-target spells an single-animation
multi-target attacks, go to section 4 for more).

v0.85 - Sections 6 finished, section 7 ready for release. I'm not sure if I
got all of the offsets, but at least I got all of the offsets that matter to
the disassemblies I already have.  Also, section 8, the disassembly section,
has been cut entirely.  If I work on it again, it will be a standalone
release, but for the purposes of this guide it was simply too much to bother
with.  Section 7 can be used in conjunction with the long method or the
disassemblies released with the Slot derigging patch on this very site.  Plus
I wasn't going to scrap it since section 7 did have relevance at least to
section 3, and it was done already when I decided to leave out section 8. ^_^

v0.8 - Initial release, sections 1 thru 5 ready, 6 thru 8 unfinished but
commented out.

2. Intro

When most people think of Setzer, what probably comes to mind?

1. To paraphrase Fighter of 8-bit Theater, "I like Fixed Dice!"
2. "Setzer sucks!", or something along those lines.

The question "Why?" is simple; characters in Final Fantasy 3 can be made and
broken on their special skills (not entirely, but it's a major factor).
Edgar's Tools and Sabin's Blitzes are beloved by many for the power and looks.
Strago's Lores are strange and sometimes ignored since usage seems awkward and
unnecessary. Gau's Rage tends to be ignored based on lack of control.
<opinion>Umaro just sucks.</opinion>

Setzer, however, has a pretty good skill in Slot.  Attacks mostly have some
good power behind them, he has an attack that is basically a much better
version of the Magicite item, a free Bahamut summon, and Joker Doom, an
instant kill to anything it hits.

But Setzer too is hated and ignored, or at least, Slot is.  How can that be?

You select those attacks from a slot machine.  A one-armed bandit, if you
will.  That means to most people that luck is involved, as it is in most slot

There is a ray of hope; you can confirm each slot individually, meaning some
keen timing can take this ability quite far.  That's good, right?

But even if you learn how to get what you want, you have another huge obstacle
in your way; Slot is rigged. Which means for most people, you're not getting
Bahamut, let alone Joker Doom, unless Hell freezes over.  Luck is still
involved to a great extent the more powerful the attack you seek.

But what if I told you there was a way to beat the system?  That there is a
way to master Setzer's primary special attack?  Would you be interested in
getting Joker Doom almost anytime you wanted it?  Would you like to make
Bahamut your pet long before defeating Doom Gaze, at least in attacking the

Would you like seeing Lagomorph when you wanted it, not because the system
slapped you in your face again?

The entire purpose of this guide is to show you how Slot works, how to get
what you want, what is slapping you in the face and how to slap it right
back.  Once you've read this guide and worked with it, you can give yourself
all the tools you'll need to acquire access to Setzer's greater abilities.
With such knowledge in place, it will actually sound like a good strategy to
use a single Echo Screen at the start of the battle versus the Cranes.

You'll figure out why by reading on.  Enjoy.  I know I have. >:)

And before you even think of e-mailing me with a problem, make sure you've
read all of section 4.

3. Explanation of Slot and its abilities

Slot calls up a window with three rotating slots with which to choose an
attack.  There are six different symbols available, but each reel has 16
different choices, each symbol repeating at different frequencies.  For
example, the diamond shows up at least four times on each reel, but the 7 only
shows up once per reel.  Each reel has their own set order of symbols that
never changes, so it's not a guess as to what will show up, and they all start
with their 7 so you can't choose it immediately (they scroll down before you're
able to confirm anything).  These reels rotate and repeat infinitely until you
hit confirm, and while the first reel stops immediately, the other two may not
depending on the results of a random number generator, explained in the next
section.  Four of the attacks, including triple 7 Joker Doom, Sun Flare,
H-Bomb, and 3 BAR can be rigged against you.  Chocobop and 7-Flush are rigged
in your favor no matter what.  7-7-BAR Joker Doom is not rigged for or against
your using it either way.  Finally, Slot works with the Wait battle mode, so
if you're using Wait, you can take your time without much worry.

Reel symbol order

Since the reels scroll down, this chart has been formatted to read from the
bottom up to prevent confusion when applied to the game.  I'd rather it be
initially confusing than confusing in practice.

| Reel 1  | Reel 2  | Reel 3  |
| Chocobo | Chocobo | Dragon  |
| Diamond | Dragon  | Airship |
| Airship | Diamond | Chocobo |
| Chocobo | Airship |   BAR   |
| Diamond | Chocobo | Diamond |
|   BAR   | Dragon  | Chocobo |
| Diamond | Diamond | Airship |
| Dragon  | Chocobo | Dragon  |
| Chocobo | Airship | Diamond |
| Diamond |   BAR   | Chocobo |
| Airship | Diamond | Airship |
| Diamond | Chocobo |   BAR   |
|   BAR   | Airship | Diamond |
| Airship |   BAR   | Chocobo |
| Dragon  | Diamond | Diamond |
|    7    |    7    |    7    |

Attack stats and reel combos

Some info was trimmed for this version, though it's not anything important.  If
you really want to know regardless, see the HTML version linked at the
beginning of this guide, or see the Attack guide by hitting back and scrolling
through the document list this guide was found under.

NOTE: While Anthology calls the three diamond attack Flash, this guide will
refer to the attack strictly by its FF3us name, 7-Flush.

3 Diamonds                             3 Chocobos

7-Flush                                Chocobop
Hits all enemies                       Hits all enemies
Bat.Pwr: 84                            Bat.Pwr: 36
Unblockable                            Unblockable, but only hits ground
Randomize target                       targets
                                       Randomize target, ignores defense, no
                                       split damage.

3 Airships                             3 Dragons

H-Bomb                                 Bahamut (Sun Flare)
Hits all enemies                       Hits all enemies
Bat.Pwr: 130                           Bat.Pwr: 92
Unblockable                            Unblockable
Randomize target                       Ignores defense, only hits monsters,
                                       aborts on characters. 

Triple 7's / 7-7-BAR                   Any other combination

Joker Doom                             Lagomorph
Hits all enemies (triple 7's)          Hits all allies
Hits all allies (7-7-BAR)              Bat.Pwr: 10
Targeting cannot be altered*           Lifts Dark, Poison, Sleep
Causes instant death                   Unblockable
Learn if cast (teaches L.5 Doom)


This is not its own attack; it is replaced with a random Esper summon,
excluding Odin and Raiden.  When Mimicked, the summon picked will be used,
unlike Magicite in which the item is used because the item *is* an attack.
For stats on summon attacks other than Bahamut (covered above under 3 Dragons),
see the Attack guide, which should be on the site you found this on.  Hit back
and look through the guide list this was found under.

* - This only holds true when Joker Doom is used via the Slot command; by
    Mimic, the attack's targeting scheme is not protected.  For more
    information and ways to exploit this bug/flaw, see section 8.

Theoretical probability

If Slot could not be rigged, these would be the odds of you being able to get
the last symbol for certain attacks.

Lagomorph          : N/A
Chocobop           : Always
7-Flush            : Always
H-Bomb or 3-BAR    : 1 in 2
Bahamut (Sun Flare): 1 in 4
Triple 7 Joker Doom: 1 in 32
7-7-BAR Joker Doom : N/A

4. Selecting your attack and screwing over the rigging

This section starts with info on how the reels work and the pause abuse trick
because if you can't even guarantee yourself 7-Flush or Chocobop, turning the
game's code on itself won't be of much use.

Reel behavior

Each of the reels behaves differently; this is because of the rigging code's
modifications to the symbol selection.  Here's how the game tends to act:

Reel 1 - The symbol selected is the symbol it stays with.  There is no
         modification code to alter what's chosen.  You won't be helped, but
         there will be no hinderance either.

Reel 2 - Will help you get the next correct symbol if you confirm a little
         early (one to around four max), but only if you can get the attack.
         If the rigging won't allow it, you can still get the symbol, but the
         game won't help you.

Reel 3 - Will help you get the next correct symbol if you confirm a little
         early (one to around four max), but only if you can get the attack.
         If the rigging won't allow it and reel 2 is a match to reel 1, reel 3
         will actively skip over the correct symbol instead of offering any
         help.  If reel 2 doesn't match reel 1's choice, however, it will act
         like the first reel since Lagomorph is all but guaranteed now.  Be
         aware that if triple 7 Joker Doom is available, 7-7-BAR Joker Doom
         may be harder to obtain as the game will try to look for the last 7.

Pause abuse

Aside from knowing how the reels behave and each reel's symbol lineup, there is
an actual trick to help you get what you're looking for after everything is set
up; the use of pause to freeze the reels.  Unlike later FF's where slot reels
continue to spin while the game is on a break, FF6's Slot command won't
continue on until you unpause.  By pausing and unpausing the game, you can spin
the reels at your own pace, and by hitting confirm as soon as you unpause, you
can easily snag what's next without any real effort.

Rigging Slot

In order to successfully control Slot's attack availability, you should first
learn how it works.  A random number generator (RNG) ultimately controls
what attacks are available to you.  It uses a table of pre-randomized values
from 0 to 255 and an index, a value telling the game where it is in the table,
that changes under certain conditions to grab numbers at "random."  The index
for this RNG only increases in value, but it resets upon reaching 256 since it
can only go up to 255.  Unlike other RNG's in the game, however, the index
always starts off at zero upon entering battle.  Not only that, but this
generator is not in use as often as others; only certain functions such as
Slot, Roulette, and some battlefield animations make use of it during combat
(see section 5).  This guaranteed starting point, along with its rather seldom
use, makes the RNG easily controllable.  Control the generator, and you control

The last thing you need to know, however, is when you have your chosen attack
in hand.  While you definitely have it if you have the right combination
confirmed, the last thing you need to worry about for setting up that combo to
be selected is the first reel.  When you confirm the first reel, that's when
Slot plucks a value from the RNG and then increments the index for the next
time the RNG is used; once you have the first reel down, you can take your time
with the rest.  The game has its value and knows how to react when confirming
reels 2 and 3, so further usage won't affect Slot.  From here, it's all on you.

If you need an example, let's see how the tried-and-true Echo Screen/Joker
Doom trick works.

As previously stated, when you enter battle, the RNG index for Slot's generator
starts at 0.  Assuming the enemy's entrance or initial attacks do not alter the
index, in order to use Joker Doom, you need to change the index to something
that will permit the attack.  Sections 5 and 6 list their numbers in
hexadecimal (base 16), so you'll probably want either a scientific calculator
or Windows calc for your own work (since Echo Screen is a one-turn setup, you
don't need it here).

First off, let's see what the closest value to 0 is that will permit triple
7's.  To do that, flip to section 6 and look for the (J) symbol in the
combination reference table... or look below:

    0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F
0  07  (H) (S) 1F  55  5B  37  E3  (H) 4F  (H) (H) 99  (H) 77  CB
1  (J) 8F  43  (H) A7  (S) 2D  (S) C7  (S) D7  D1  (H) (H) C1  DD

10h is the closest value.  However, now that you know what value you need, you
now need to use some abilities that will raise the index to 10h.  A quick look
in section 5 shows three abilities that add 10h to the index, seemingly perfect
for the task at hand!

Echo Screen                   - 10h 
Smoke Bomb                    - 10h 
smoke entrance/exit animation - 10h 

Of course, two of these aren't exactly practical; the entrance/exit animation
is enemy only, for one.  Smoke Bomb would work, but it hits multiple times,
so each hit would increment the index 10h.  A full party would result in a 40h
increase, exactly what you're NOT looking for.  This is all disregarding the
fact that Smoke Bomb makes you run away unless an enemy has the Can't Run
property.  That limits it to a lone Setzer/Gogo; unless Setzer has Quick,
that's far from ideal, and a lone Gogo can't have Quick anyway, leaving it
open a turn.

Echo Screen's the easiest choice given all this.  When you use Echo Screen,
there's nothing special about the item itself as it doesn't use the RNG; its
smoke animation does.  This means that you must wait until the smoke clears
before you can confirm the first reel.  Once you've done that and have your
first 7, though, you're through with manipulating the rigging.  Now your timing
and maybe the newfound favoritism towards you of the code will determine if you
get Joker Doom.

5. List of RNG users

NOTE: In case you're not familiar with base 16 numbers, all of the numbers in
these two tables are in hexadecimal (0 thru F instead of 0 thru 9).

      White Magic       |      Black Magic       |      Grey Magic
 Spell | Index increase | Spell | Index increase | Spell | Index increase
Cure 3 |      38h       |Drain  |      1Eh       |Rasp   |      30h 
Life 2 |      16h       |Pearl  |      12h       |Mute   |      0Ah 
Antdot |      18h       |Flare  |      75h       |Imp    |      02h 
Regen  |      18h       |X-Zone |      08h       |Osmose |      1Eh 
       |                |Meteor |      22h       |       |
       |                |W Wind |      02h       |       |

        Espers        |        Skeans        |         Blitz
   Spell   | Increase |   Spell   | Increase |   Spell   | Increase
Sun Flare  |   3Ch    |Water Edge |   84h    |Fire Dance |   0Ch 
Earth Wall |   18h    |           |          |           |

         Dance        |       Magitek        |         Slot
   Spell   | Increase |   Spell   | Increase |   Spell   | Increase
Harvester  |   0Ch    |X-Fer      |   3Ch    |H-Bomb     |   0Ch 
Land Slide |   30h    |           |          |7-Flush    |   14h
Cave In    |   12h    |           |          |           |
Snowball   |   12h    |           |          |           |     
Whump      |   0Ch    |           |          |           |

     Enemy spells     |         Lore         |Near Fatals/Desperations
   Spell   | Increase |   Spell   | Increase |   Spell   | Increase
Imp Song   |   06h    |Roulette*  |   01h    |Red Card   |   12h 
Virite     |   09h    |Blow Fish  |   06h    |           |
Mute       |   0Ah    |Exploder   |   18h    |           |
Net        |   06h    |           |          |           |
Fire Ball  |   12h    |           |          |           |
Atomic Ray |   12h    |           |          |           |
WaveCannon |   02h    |           |          |           |
Raid       |   1Eh    |           |          |           |
TekBarrier |   0Ch    |           |          |           |
Love Token |   08h    |           |          |           |
S. Cross   |   27h    |           |          |           |
Cold Dust  |   33h    |           |          |           |
Meteo      |   12h    |           |          |           |
Dread      |   18h    |           |          |           |
Lode Stone |   12h    |           |          |           |

          Item         |         Throw        |     Throw and Fight
   Spell    | Increase |   Spell   | Increase |   Spell   | Increase
Tonic       |   0Ch    |Water Edge |   84h    |Cards      |   06h 
Potion      |   0Ch    |           |          |Darts      |   06h
X-Potion    |   0Ch    |           |          |Doom Darts |   06h
Tincture    |   0Ch    |           |          |Trump      |   06h
Ether       |   0Ch    |           |          |           |
X-Ether     |   0Ch    |           |          |           |
Megalixir   |   08h    |           |          |           |
Fenix Down  |   0Ch    |           |          |           |
Antidote    |   0Ch    |           |          |           |
Soft        |   0Ch    |           |          |           |
Remedy      |   84h    |           |          |           |
Echo Screen |   10h    |           |          |           |
Smoke Bomb  |   10h    |           |          |           |

          Tools         |        Miscellaneous
   Spell     | Increase |     Spell      | Increase |
AutoCrossBow |   04h    |Slot command**  |    1h
             |          |smoke animation |   10h

*  - When the enemy starts their cursor rotation, or when you confirm the
     attack when the arrow is spinning.  Note that the cancelling of an enemy
     Roulette spell does not affect the already effected RNG (it doesn't
     decrease by one because the spell never happened), the new enemy Roulette
     spell will just raise it by one as per normal.
** - When the first reel is confirmed.

6. The random number table

NOTE: In case you're not familiar with base 16 numbers, all of the numbers in
these two tables are in hexadecimal (0 thru F instead of 0 thru 9).

    0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F
0  07  B6  F0  1F  55  5B  37  E3  AE  4F  B2  5E  99  F6  77  CB
1  60  8F  43  3E  A7  4C  2D  88  C7  68  D7  D1  C2  F2  C1  DD
2  AA  93  16  F7  26  04  36  A1  46  4E  56  BE  6C  6E  80  D5
3  B5  8E  A4  9E  E7  CA  CE  21  FF  0F  D4  8C  E6  D3  98  47
4  F4  0D  15  ED  C4  E4  35  78  BA  DA  27  61  AB  B9  C3  7D
5  85  FC  95  6B  30  AD  86  00  8D  CD  7E  9F  E5  EF  DB  59
6  EB  05  14  C9  24  2C  A0  3C  44  69  40  71  64  3A  74  7C
7  84  13  94  9C  96  AC  B4  BC  03  DE  54  DC  C5  D8  0C  B7
8  25  0B  01  1C  23  2B  33  3B  97  1B  62  2F  B0  E0  73  CC
9  02  4A  FE  9B  A3  6D  19  38  75  BD  66  87  3F  AF  F3  FB
A  83  0A  12  1A  22  53  90  CF  7A  8B  52  5A  49  6A  72  28
B  58  8A  BF  0E  06  A2  FD  FA  41  65  D2  4D  E2  5C  1D  45
C  1E  09  11  B3  5F  29  79  39  2E  2A  51  D9  5D  A6  EA  31
D  81  89  10  67  F5  A9  42  82  70  9D  92  57  E1  3D  F1  F9
E  EE  08  91  18  20  B1  A5  BB  C6  48  50  9A  D6  7F  7B  E9
F  76  DF  32  6F  34  A8  D0  B8  63  C8  C0  EC  4B  E8  17  F8

Combination reference table

NOTE: It's recommended you use the find/search function of your browser or text
editor (you can usually use Ctrl+F or look under the Edit menu for this) to
look up a particular attack.  If you prefer seperate tables for each maneuver
so purely visual reference isn't such a strain, see the HTML version linked at
the beginning of the guide.

(J) - Triple 7 Joker Doom.  Works with all attacks.
(S) - Sun Flare (Bahamut).  Also works with 3 BAR and H-Bomb.
(H) - 3 BAR and H-Bomb.
##  - None of the attacks that can be rigged against you will work.

    0   1   2   3   4   5   6   7   8   9   A   B   C   D   E   F
0  07  (H) (S) 1F  55  5B  37  E3  (H) 4F  (H) (H) 99  (H) 77  CB
1  (J) 8F  43  (H) A7  (S) 2D  (S) C7  (S) D7  D1  (H) (H) C1  DD
2  (H) 93  (H) F7  (H) (S) (H) A1  (H) (H) (H) (H) (S) (H) (J) D5
3  B5  (H) (S) (H) E7  (H) (H) 21  FF  0F  (S) (S) (H) D3  (S) 47
4  (S) 0D  15  ED  (S) (S) 35  (S) (H) (H) 27  61  AB  B9  C3  7D
5  85  (S) 95  6B  (S) AD  (H) (J) 8D  CD  (H) 9F  E5  EF  DB  59
6  EB  05  (S) C9  (S) (S) (J) (S) (S) 69  (J) 71  (S) (H) (S) (S)
7  (S) 13  (S) (S) (H) (S) (S) (S) 03  (H) (S) (S) C5  (S) (S) B7
8  25  0B  01  (S) 23  2B  33  3B  97  1B  (H) 2F  (S) (J) 73  (S)
9  (H) (H) (H) 9B  A3  6D  19  (S) 75  BD  (H) 87  3F  AF  F3  FB
A  83  (H) (H) (H) (H) 53  (S) CF  (H) 8B  (H) (H) 49  (H) (H) (S)
B  (S) (H) BF  (H) (H) (H) FD  (H) 41  65  (H) 4D  (H) (S) 1D  45
C  (H) 09  11  B3  5F  29  79  39  (H) (H) 51  D9  5D  (H) (H) 31
D  81  89  (S) 67  F5  A9  (H) (H) (S) 9D  (H) 57  E1  3D  F1  F9
E  (H) (S) 91  (S) (J) B1  A5  BB  (H) (S) (S) (H) (H) 7F  7B  E9
F  (H) DF  (H) 6F  (S) (S) (S) (S) 63  (S) (J) (S) 4B  (S) 17  (S)

7. No triple 7's allowed!?

There are a few select battles in which the game will not allow you to use
Setzer's ultimate Slot technique, Joker Doom, against the enemy party.  This
section was made to draw attention to this fact and inform you of just which
battles this held true.  The table consists of the formation number, what the
formation contains, and is listed by formation number.  Remember, however,
that the title is exactly what this section is about, as 7-7-BAR faces no
such restrictions.

Battles that don't allow triple 7's:

79  - Pirahna x5, Rizopas
387 - Ultros (third battle)
420 - Phunbaba (first fight)
421 - Phunbaba (second fight)
422 - Phunbaba (third fight)
432 - Whelk (shell), Head (Whelk's head)
435 - Vargas, Ipooh x2
439 - Ifrit, Shiva
445 - Guardian (Invincible)
452 - SrBehemoth (living form)
456 - Chadarnook (woman and demon forms)
462 - Wrexsoul, SoulSaver x2
471 - Short Arm, Long Arm, Face (first tier of final battle)
473 - Ultros (first battle)
477 - Chupon, Ultros
512 - Hit, Tiger, Tools, Magic (second tier of final battle)
513 - Girl, Sleep (third tier of final battle)

8. Slot bugs

NOTE - These are all the same Slot bugs listed in my Glitches and Bugs guide
in order to make this one as complete as possible.  The only thing changed is
the Joker Doom anyone bug, with a shortened description from the wall of text
that appears in the bugs guide.

Joker Doom anyone at pretty much any time -

Joker Doom's targeting under Slot is dictated entirely by which symbols are
used to summon it.  However, this forced targeting that even cuts through the
influence of ailments only applies to the initial aiming routine and initial
ailment interference.  This is exploited mainly to turn 7-7-BAR Joker Doom onto
the enemy party instead of killing off your own team.  One way to do this is to
have Gogo Jump (through Palidor or on its own) and have Setzer use 7-7-BAR
while Gogo is airborne.  When Gogo lands, everyone 7-7-BAR hit should be dead.
Have Gogo Mimic once (this can be buffered in when Palidor is being cast so
that this step is done immediately after Gogo lands) so that the game sees that
the attack's targets are all dead, then Mimic again.  The game will remember
that everything the spell tried to strike before was dead or otherwise
untargetable, so it will resort to the attack's original aiming scheme and
strike all enemies.  Another way this can be done that works before the WOR is
to abuse Muddle.  Have a character use Muddle on Setzer once he's in the ready
position to cast 7-7-BAR, then have someone cast Remedy or hit Setzer to remove
Muddle.  If done correctly, while Muddle won't alter the targeting when
applied, the game will default on aiming and target all enemies instead when
Muddle is removed.  These techniques work because of Joker Doom's basis in L.5
Doom; the only things changed are the removal of instant death protection and
the addition of unblockability (level multiple targeting is overridden by the

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.

Version Specific

Final Fantasy 6 (Super Famicom), Final Fantasy 3 U.S., both versions (SNES):

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.

9. Credits (or lack thereof)

Text version:

flagitious - for the addition of Muddle abuse to the Joker Doom anywhere bug,
allowing 7-7-BAR to be exploited from when Setzer first joins in battle instead
of waiting for the WOR and Gogo.

Novalia Spirit - for making sure I knew of flagitious' find. :P

Assassin, Novalia Spirit, Imzogelmo - Suggestions and proofreading.

Original version:

Shark, Assassin, and Mnrogar - Suggestions and proofreading, and possibly
other things. :)

2003 thru 2006 Master ZED
ZED's Unoriginal White Sheet:
Final Fantasy 3/Final Fantasy 6/Final Fantasy Anthology 1994/1999
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.
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the contents within it.
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/guide or the contents within it.
This guide is not to be posted anywhere aside from GameFAQs and ZED's
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