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    Single Class Challenge Guide by chocomog

    Version: 1.08 | Updated: 05/04/08 | Search Guide | Bookmark Guide

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     Version 1.08
    Table of Contents:
    1.00  Introduction
    1.50  Legal & Contact Info
    2.00  Rules
    3.00  General Strategies
    4.00  Guide to the Guides
    5.00  SCCs
    5.01  Thief
    5.02  Paladin
    5.03  Fighter
    5.04  Soldier
    5.05  Ninja
    5.06  White Mage (C)
    5.07  Black Mage
    5.08  Illusionist
    5.09  Blue Mage
    5.10  Archer
    5.11  Hunter (C*)
    5.12  Warrior
    5.13  Dragoon
    5.14  Defender
    5.15  Gladiator
    5.16  White Monk
    5.17  Bishop
    5.18  Templar
    5.19  Time Mage (C)
    5.20  Alchemist
    5.21  Beastmaster (C)
    5.22  Morpher (C)
    5.23  Sage
    5.24  Fencer
    5.25  Elementalist
    5.26  Red Mage
    5.27  Summoner
    5.28  Assassin
    5.29  Sniper (C*)
    5.30  Animist
    5.31  Mog Knight
    5.32  Gunner
    5.33  Juggler
    5.34  Gadgeteer
    6.00  Monster SCCs
    7.00  Recommended Laws
    8.00  Recommended Mission Items
    9.00  Item/Mission Info
    10.00  Glossary
    11.00 Updates/Version History
    12.00 Thanks
    [1.00]				Introduction
    I'd like to start by thanking the FFTA board on GameFAQs. Without their aid,
    this guide would not have been possible.
    What is an SCC and why should I care, you ask? Well, let's start from the
    beginning, with this game's predecessor, Final Fantasy Tactics for PS1. One
    day, a bunch of people got bored and decided to play the same game a new way,
    and thus, the Straight Character Challenge was born. The first SCC FAQ was
    written by MunkiBleedsGreen, and is still up under the FFT FAQs and Guides
    I have decided to apply the same concept to FFTA, a game most people consider
    to be very, very easy, as far as today's videogames go. Hopefully, this should
    revive interest in a game many found to be far too easy for their tastes.
    I have renamed the Straight Character Challenge to Single Class Challenge,
    mainly because that makes far more sense to me than the former name, and a
    Straight Character Challenge is not necessarily possible with all classes.
    The basics are simple. Use one class throughout the game, and one class only.
    Up to 5 members can be used, and any Action, Reaction, Support, and Combo
    Abilities may be used from that class set. Read on for the exact rules, or
    skip straight to the individual guides if you know what you're doing.
    Mind you, this FAQ is not meant as a walkthrough. You are expected to have
    played through the game once at least conventionally, so you can understand
    some elementary strategies.
    [1.50]				 Legal
    This document may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission. Use of this guide on
    any other web site or as a part of any public display is strictly prohibited,
    and a violation of copyright.
    Copyright 2006 Kevin Kao, aka chocomog
    In other words just ask before you put it up somewhere. I'll pretty much say
    it's ok.
    My email address is chocomog4000@yahoo.com, feel free to contact me with any
    comments, corrections, critiques, or suggestions you might have.
    [2.00]				SCC Rules
    Many rules are made up by Chronic PokeAbuser, so a lot of the credit for this
    section goes to him.
    -All SCCs must have 5 fighting units, Marche included. So for a White Mage SCC
     you'd have White Mage Marche and 4 other WMs, but for an Alchemist SCC you'd
     have 5 Alchemists.
    -If Marche is not participating in an SCC, he may not use any actions that
     influence other units, including allies. Once he takes damage, he may not act,
     period, nor can he be healed. Marche can equip abilities like Damage > MP,
     but not Counter or Return Fire and the like (if he is not participating).
    -Marche must be used if possible. Montblanc, however, can be used if you wish;
     it is not required to use him.
    -Marche MAY be used as a meat shield to absorb damage. This may be necessary
     in some SCCs where your units are very weak, like the Time Mage SCC.
    -All units used for the SCC must be in their classes before The Cheetahs.
    -You may recruit units through any method you want, including Race Wanted
     missions. The exception is NO trading units from another save.
    -Units can be recruited in any class, so if you wanted to recruit a Fighter
     for the White Mage SCC, that would be perfectly legitimate.
    -Your average clan level can be whatever you wish. That means you can let
     random characters join you after missions, but you can't use them. The
     exception follows below.
    -No secret/semi-secret characters (e.g. Eldena, Palanza, etc) may be used.
    -The goal of all SCCs is to beat all the story battles, i.e. beat Royal
    -Dispatch missions may only be done by those in the SCC, with the exception
     of before The Cheetahs.
    -Mithril weapons are needed for SCCs marked with a (C). Since getting them is
     a major pain, you may use a cheating device to get one, and only one Mithril
     weapon. For SCCs marked with a (C*), you can get past some R-abilities with
     bare fists, but that's a major pain as well. You may cheat a Mithril Weapon
     into your game for the Sniper SCC only, for Hunter you must use Combat Combo.
     For Snipers, only one Sniper may learn Snipe Combo through the cheated weapon.
    -As an alternative to the previous rule, for SCCs with a (C) or (C*) next to
     them, Marche's Combat Combo MAY be used for any human available class.
    -Totemas are not to be used unless you can't beat the battle any other way.
     Jagd Hunt in a Time Mage SCC is one example. Combos, however, may be used
     whenever, though you should try not to if you don't have to.
    -Guest characters like Ritz and Shara can do whatever they want.
    -Only the Alchemist can use the Item command.
    -Level Caps, courtesy of Chronic PokeAbuser:
    Hot Awakening - Level 15
    Scouring Time - Level 25
    Present Day - Level 35
    Royal Valley - Level 45
    -No trading anything from one save to another.
    -Have fun! That's the whole point of video games, right? If an SCC is
     boring you or is too hard, you can make some exceptions. Just don't make an
     exception for the entire game and come bragging about it ;)
    Emulator use: Emulators are probably necessary for retaining your sanity for
    some of the SCCs, like the White Mage SCC. The ONLY uses of emulators that the
    normal GBA doesn't have that are permitted are the turbo function, cheats for
    mithril weapons (see Rules), and Savestates, but only where the game permits
    you to save normally. You may NOT savestate in battle, even though the game
    lets you.
    A warning about combining savestates and normal states: If you savestate, then
    normal save, then quit without savestating, your data will be lost. If you're
    gonna normal save only, don't savestate.
    I'd recommend the VBA (VisualBoy Advance) as your #1 emulator.
    [3.00]				General Strategies
    -Use the laws to your advantage. This is probably THE most important thing to
     note about SCCs, in comparison to normal games. General recommended laws for
     each battle are given in its own section.
    -Use status effects to their maximum potential. Almost every class has them,
     and Blinding or Stopping someone is almost as good as killing them, most of
     the time.
    -Running away from a battle counts as fighting a battle. Use this to both
     get shop upgrades and beat dispatch missions.
    -Race Wanted missions: They are triggered by having 5 or less members in your
     party, Montblanc and Marche included. They're 5 day missions with pretty
     much a 100% chance of success. The race you get depends on the month. To
     trigger these missions, you must ENTER BATTLE with 5 or less units. I suggest
     saving on the 4th day, walking 1 square, and resetting if you don't get the
     correct unit.
    -Most challenges start out very hard and get significantly easier as the game
     goes on. So if it's too difficult at first, don't worry, thing'sll get
    -In challenges where you can't use marche, here's the easiest way to beat
     Babus and Llednar:
    Babus:  The best setup is Mirror Mail + Flame Shield. This way, you are
    	effectively invincible, and can level up Marche as you like. You can
    	do without Mirror Mail, but then you'll need Item and some x-potions
    	if you want to kill Babus. A Blaze Robe works if you wish to use
    	this strategy, and don't have a Flame Shield.
    Llednar: A Mistle Robe is key here. Even with it though, you'll want Item as
    	 your secondary. Damage > MP as your reaction works as well, as does
    	 equipping an Angel Ring. With the latter two strategies you'll want
    	 Dash Boots on Marche.
    -Hard to find a place to level? DDragoon writes:
    "Need to level up, but don't have a status class?
    No problem. Koring Band has a White Mage equipped with a Cure Staff, and that
    White Mage doesn't know Life.
    Therefore, kill off his buddies, and level up to your hearts content. As long
    as you don't kill him/your other units, you can level up without having to
    -Enemies tend to target your WEAKEST character. In SCCs where Marche isn't
     used, use this to your advantage. Damage > MP + lower level Marche allows
     him to take a whole bunch of hits.
    -If your SCC doesn't use items from treasure hunts, putting all the opening
     lands at the bottom of the map can speed up recruiting.
    -Can't find the item you want? There are two occasions where you can easily
     and quickly get level 5/7 items:
     After Scouring Time, BEFORE moving anywhere, save. Then when you see the
     cutscene and The Big Find opens up, see if it has what you want. If it
     doesn't, reset. You can do this again after Present Day.
    -Easiest way to beat Ultima: Charm Law.
    [4.00]				Guide to teh Guides:
    Overview: A breakdown of the class. Generally what you'll expect to see in
    	  the SCC.
    Difficulty: This is a rating out of 10 which judges the, well, general
    	    difficulty of an SCC. 10 is the hardest. Amount of resets, time
    	    spent, luck (damage) required, are all factored in here.
    Frustration: This is to measure the tedium of an SCC. SCCs where you sit there
    	     and attack 45 times to finish an enemy are extremely boring, and
    	     that is factored in here. An easy SCC can be very frustrating.
    Recommended Party: This is what's best, IMO, to recruit your party in.
    	 	   Starting stats matter a lot. So if I said 5 thieves, then
    		   you could use the Race Wanted mission to get 5 thieves in
    		   your party, then change them to whatever you needed.
    Recommended Map: The recommended area placement for Treasure Hunt purposes.
    		 I tend to reference Astroblues Region Create FAQ, like
    		 Viera Homeland.
    Advantages: Good attributes about the class.
    Disadvantages: Poor attributes about the class.
    How to Level: Occasionally, you may feel the need to level up, but random
    	      battles are either too tedious or too difficult to fight at your
    	      own level. So these are skills that can be used over and over
    	      again for 10 EXP a pop.
    Differences: The changes made from FFT to FFTA, if applicable. This is meant
    	     to help those who have done some SCCs in the original.
    Items to go for: Items that teach abilities that you'll probably need some time
    		 or another, and where to find them. It's Item (ability) - 
    		 location. The "Type x" rewards should be found in TFergusson's
    		 excellent Quest Guide.
    ****** Laws: These are laws you should never enter battle with on. You can
    	     guess what the ****** means, I don't think i can say it and still
    	     get this FAQ posted. Dmg2: Animal while fighting animals is
    	     implied under pretty much every SCC.
    Bad Laws: Laws you should try to avoid, but most battles are still winnable
    	  with them on.
    Good Laws: Mainly for classes which need Combos, this lets them accumulate JP
    	   easier to use them.
    General strategies: Useful for every battle, or just some notes that make
    		    the SCC easier.
    Battles strategies: Walkthroughs for really tough battles, sometimes step-by
    		    step accounts of what me or other users did. More for hard
    		    SCCs, less for easier ones.
    On to the guides!!!
    [5.00]				      SCCs
    [5.01]				     THIEF
    Overview: Much more fun than their FFT counterparts, Thieves in this game
    	  can take apart a group of fighters quickly with their Steal moves.
    	  Knife damage, plus Counter, actually makes Thieves quite capable
    	  fighters. Things get far easier once you get Steal: Weapon; until
    	  then this is somewhat of a difficult challenge.
    Difficulty: 6/10
    Frustration: 3/10
    Recommended Party: Marche, Montblanc, starting soldier, Thief, Fighting class
    		   (I used Fighter). You can replace montblanc if you want,
    		   but getting another theif would be troublesome, wouldn't
    Recommended Map: Anything that gives you two Cinquedeas, the first one ASAP.
    Advantages: Counter, High evade, high speed, decent attack, easy leveling, 
    	    counter, counter, steal 1337 stuff
    Disadvantages:  Mediocre Defense, crappy HP and resistance, difficult time vs.
    How to Level: Find a low EXP clan, turn off Counter, let them act on you,
    	      Steal EXP them for 40 EXP ^_^
    Differences:    No steal Heart makes monsters harder, can't steal shoes, get
    		Counter instead of those crappy R-abilities (Gilgame heart?!),
    		no Poach or move pluses in this game, Knives do much more
    		damage due to the revised damage formula.
    Items to go for: Rondell Dagger, Jambiya, Kard, Khukri, Brigandine, Adaman
    		 Vest - all buyable
    		 Orichalcum - Type 7 Mission Reward, Hidden Vein Juggler,
    		 Negotiation Skill lvl 25 reward, Help Aisen! Juggler
    		 Sword Breaker (Steal: Weapon) - Type 6 Mission Reward, Wanted
    		 mission in the desert
    		 Cinquedea (Steal: Ability) - Forest-Forest-Desert-Desert
    		 Treasure hunt, Negotiation Skill lvl 30 reward
    ****** Laws:
    Bad Laws:
    General Strategies:
    -Getting around Strikeback and Reflex: You have to make them use the fight
     command and hit them with your counter. It's a pain, but getting a Mithril
     Knife is much more of a pain. Makes things easier if you surround the enemy.
    -If you want, you can get Steal weapon even earlier, using the strategy outlined
     in the Steal guide. I found that time consuming and unnecessary though, and 
     the battle guides will assume you didn't do it either.
    -Steal their swords: Fighters without weapons hit like girls. Use that strategy
     as soon as you get steal weapon.
    -Steal armor and sell to get money early game to finance Rondell Dagger
    -Steal and kill: It's usually a good idea to steal the opponent's armor before
     killing them. They take a ton more damage.
    -Get Brigandine ASAP, counter is sweet.
    -Keep enemy levels low if you want to level up later; in other words let
     random units join you early in the game.
    Battle Strategies:
    -DESERT PERIL: You should all have Counter before this battle. It's tough at
     low levels, so I just leveled up. The monsters are more powerful than you,
     so you'll have to gang-stab your way to victory.
     The dude in "A Challenge" mission has Thief Armlets. You can steal em.
    -FAMFRIT: You should all have dash boots by now, so three units can attack
     him on the first turn. ignore the ahrimans, they'll hurt themselves attacking
     you. if you're around level 8 (yes you need to level that much), you'll be
     ok. I only had two units left when I won, but it was over in 3 rounds.
    -CADOAN: Steal the Hunter's Wygar.
    -DIAMOND RAIN: this one's pretty tough. Don't attack the countering dragon
     until last. As you figured Ice forbidden is a necessity.
    -HOT AWAKENING: Stand in front of them - counter will pwn!
    -EMERALD KEEP: Rob Babus of his Mirage Vest, its pretty sweet this early. The
     other units' stuff would be good if you weren't doing a Thief SCC, but as it
     is, ignore them.
    -PALE COMPANY: The dragons can kill you in two hits. That's, uh, bad. Even so,
     you need to get close to Andra and make him use physicals so you Counter.
     You need to be powerful enough to kill him in 3 turns, if not, level up. My
     levels were 13, 11, 12, 10, and 9. Khukri is a good choice for weapon.
    -JAGD HUNT: This one's tricky. If the assassin and ninja team up to kill you
     first turn, then you're screwed, so reset. Hopefully they'll miss or use
     Aphonia or something though. You should kill the assassin first, stealing her
     Wygar if you want. Then steal the Ninja's Genji armlets and kill him. So at
     the end of the 2nd round, the Assassin and Ninja should both be dead. You
     just need to hope they don't kill you before then - use your high evade to
     your advantage. If you get hit by resonate, just wait it out; you can out
     move the unaffected monsters. Took me 4 tries to win this one.
    -THE BOUNTY: Pre-battle preparations: You have two ways of getting through
     Strikeback and Reflex: Mithril Knives and your counter. Since MK's take
     forever to get, I chose the latter method. Go into battle with Target Area
     banned, which disables a huge amount of enemy skills. You'll also want to
     level some before this mission, so you can survive to Counter. I was levels
     13-15. Whatever Area you fight in, save before, and reset if the Paladin
     doesn't start right next to you; you can't deal with his Life spell.
     For the battle itself, kill the Paladin first, then surround the fighter. You
     should kill the Red Mage if she gets close, but don't let up your surround.
     You should be able to kill him in two counters after stealing his Armor and
     Bracers. Surround the sage next, who should die in 3 counters. Then its
     mop-up work time. A lot of this is luck in dodging attacks. Took me 5 tries
     to win, not including battles where I reset cuz the Paladin was too far.
    If you did things right, you should have access to a Cinqueda now.
    -SCOURING TIME: Level up Marche to at least 20 before this. Give him the
     Ban Spears. Easy battle; rob them before attacking. 
     Babus is hard, and you've nothing to stop Explode or Demi. That's why I told
     you to level up. With Marche at level 20, you should be able to kill Babus in
     two hits, but you need either his counter or attack to miss. Some luck
     required here, but the stats are on your side.
    -THE BIG FIND: The most important thing here is to Steal Steal: Weapon.
     After you get it, you can steal the Fighters' blades. Whee!! One of them can
     re-equip though. Take care of the Theives, then the spellcasters, then kill
     the Bonecrusher - do it in 2 hits, hopefully. Youll have to surround or combo
     the Strikebacker. This battle can be hard if you're at a low level, so if it
     is, just level up some, as the thief SCC is one of the easiest to do so in.
    -DESERT PATROL: It's all about the Steal:Weapon. Steal as many as you can -
     all  the units except the Bishop are physical based. My Marche took down the
     last 4 guys, because 3 of them were unequipped.
    -MATEUS: Believe it or not, this isn't as hard as it sounds. Marche should
     move before the Vamps or Mateus, send him with the Cinquedea after her. He
     should be doing around 80 damage a hit at level 22. The rest of your members
     should gradually move toward the back of the room, and distract the zombies
     from Marche, your main damage dealer. You just have to hold off the Vampires.
     Mateus will eventually retreat into a corner where only Marche can hit her,
     but she only has a 20some% chance of hitting him. Marche's counters and
     attacks should wear her down.
    You can get another CinQuedea now.
    -PRESENT DAY: If you ban Blades, you'll have to steal both Strikebacker's
    -OVER THE HILL: Damn, so many monsters. USe counter and your high evade to
     your advantage - face front as much as you can. For whatever reason, I kept
     having the worst luck here - wrong characters attacking, counters missing,
     attacks hitting the front, etc. I don't know how, but that Thundrake cheats;
     Bolt Breath hits every time. Still only took 2 tries though.
    Final Stats:
    Marche lvl 25
    ATK: 346
    DEF: 341
    POW: 246
    RES: 249
    SPD: 145
    Orichalcum, Thief Hat, Bone Plate, Genji Armlets, Dash Boots
    Montblanc lvl 23
    ATK: 257
    DEF: 309
    POW: 243
    RES: 292
    SPD: 140
    Sword Breaker, Thief Hat, Wygar, Thief Armlets, Dash Boots
    Guin lvl 24
    ATK: 338
    DEF: 325
    POW: 233
    RES: 243
    SPD: 144
    Orichalcum, Thief Hat, Wygar, Genji Armlets, Dash Boots
    Bensom lvl 24
    ATK: 326
    DEF: 297
    POW: 254
    RES: 232
    SPD: 162
    Cinquedea, Headband, Mirage Vest, Thief Armlets, Dash Boots
    Safra lvl 24
    ATK: 340
    DEF: 303
    POW: 231
    RES: 233
    SPD: 147
    Cinquedea, Headband, Power Sash, Thief Armlets, Dash Boots
    Playtime: 20hr, 5 min
    -LLEDNAR: Steal his Excalibur and he hits like a 6-year old.
    -REMEDI: Surround and stab; pretty much all there is to it. Of course you'll
     need luck to evade her attacks though. Should only take you 2-3 rounds.
    LI-GRIM: Somehow, I won in one try. You gotta get close ASAP. which isn't too
     hard considering you go first and have 5 move. Her Alpha/Omega should be
     dodged. The Mateus's will use Spellbind, which hurts a ton, but there's
     nothin you can do about it. Just always face Li-Grim and your evade will
     carry you through. Good luck, this challenge is always about it :)
    [5.02]				PALADIN
    Overview: Slow, slow, Defensive Machines. They get good damage though, and
    	  some limited healing. They are safe early game though, and can
    	  equip Robes to null some of the tougher enemies. They don't get too
    	  much MP to abuse their powerful moves with though.
    ***Everything by Darkknight326 and zypher11788, if anything in this section
     does not have credit given it was written by Darkknight326***
    Difficulty: 7/10
    Frustration: 6/10
    Recommended Party: when recruiting the guys, you must use Marche, and he's a
    		   very good choice  because of his starting stats. Some good
    		   jobs to use are hunter, paladin, and blue mage. Ninjas die
    		   too quickly.
    Recommended Map: Get Genji Armor for Reflex (F-F-C-C). Excalibur for Holy
    		 Blade is also good (M-M-D-D). zypher11788 used Perfect
    		 Ivalice, which seemed to be ok for him.
    Advantages: Holy Blade, Very good defensive stats, Possibly the best weapon
    	    type in the game (Knightsword), good attack power, Reflex, can
    	    heal statuses
    Disadvantages: Hard to combat reflex and strikeback until later, Best
    	       abilities cost a lot of MP, slow
    How to Level: Usually, Nurse is good, but if you're surrounded
    	      (while levelling?) then Defense is a good option
    Differences: They're really nothing like Knights or Holy Knights, n/a
    Items to go for: Defender, Ragnarok - Buyable
    		 Arch Sword (Saint Cross) - Type 6 Mission Reward, Combat and
    		 Magic Level 10 reward
    		 Excalibur (Holy Blade) - Mountain-Mountain-Desert-Desert
    		 Treasure Hunt, Type 7 Mission Reward, Combat and Magic Skills
    		 lvl 20
    		 Diamond Armor (Weapon Def+) - Type 2 Mission Reward
    		 Genji Armor (Reflex) - Forest-Forest-Cave-Cave Treasure Hunt
    ****** Laws:
    Bad Laws:
    Target Area
    General Strategies by Darkknight326:
    -To start off, get the second shop upgrade to get the Defender, which gives
     you nurse. The other moves you should get early are Defense, Drop Weapon,
     and Subdue, yes Subdue. Why? For braking charm, mostly.
    -when recruiting the guys, you must use Marche, and he's a very good choice
     because of his starting stats. Some good jobs to use are hunter, paladin,
     and blue mage. Ninjas die too quickly.
    General strategies by zypher11788:
    -Abuse the ability to wear armour and robes especially the one tht absorb
     elements. Shields are are your friends again epsecialy the elemental
     absorbing ones. It is a good idea to have one of your paly's equiped with a
     scarab so your paly wont be affected by disarm and heable to cure anyone who
    -Toughskins and rock beast are hard to kill early-mid-game just be patiant and
     try to knock them off a cliff if possible. FLANS SHOULD BE AVOIDED LIKE THE
     PLAGUE but if you have to fight one use a law card of the same element the
     flan is. If you dont you will not kill them because they will be able to heal
    -Nurse is just as important as your sword. DO NOT NEGLECT SUBDUE, yes it is
     one of the weakist attacks your paly has but it is very useful against people
     with reflex and strikeback. Especialy if you dont have combo, saints cross,
     holy blade, or out of MP, or JP. Disarm is valuble, especialy against people
     with high attack power and those with bonecruser
    Battle Strategies by Darkknight326:
    -Desert Peril, Diamond Rain: Just make sure the element of the flan is
     forbidden. Just destroy everyone except the flan after, then take out the
    -FAMFRIT: Equip all your guys with mistle robes. This prevents Roulette from
     killing you. Now just charge Famfrit, taking out the Ahirmans as you please.
    -ULTIMA: Charm Antilaw + Paladins high defense = instant win. Or use Subdue to
     uncharm your guys.
    -ANDRAMALECH: Quickly move in, maybe with fire resistant stuff. Just focus on
     Addremalech, and the dragons if they get in your way. Use defense every turn
     you don't attack to be safe.
    -JAGD HUNT: Take out the assassin, Ninja, Hunter, Blue Mage, Rockbeast, and
     Antlion in that order. If you take damage, heal if possible! You can win
     this with a little ease.
    -BABUS: Just equip fire resistant stuff and/or the mirror mail. Once Babus is
     gone, you shouldn't lose.
    -MATEUS: When going in, make sure none of your guys are lv 22. Then, forbid
     Poison. Now all they can do is fight. Just concentrate on Mateus, and hope
     the stupid vampires zombify your guys. You could also try without fight until
     all five paladins are zombified, then get rid of it. Zombify will make your
     guys rise after 3 turns with half their HP. If you concentrate on Mateus you
     should win.
    -Final Battle preparations: Make sure all holy weapons are off. Holy blade and
     Saint cross are really useless.
    -LLEDNAR: Very easy. Focus on Llednar, and you should win. If you have
     problems here, you need to train.
    -REMEDI: Just attack Remedi. If you have Reflex, kill Famfrit and Addremalech
     first. You're guaranteed to win then.
    -LI-GRIM: This is it... Ignore the Mateuses, go all out on Li-Grim. If you
     have an Angel Ring, when the guy gets up, Totema with him, and hope to kill.
     If you lose here or are unable to inflict 50+ damage with 1 or more guys,
     train a couple levels, until you can inflict around 60 on Llednar. Then
     you're ready.
    This challenge was really fun, and I had a lot of fun with it. This was my
    first SCC, however I think it is a little more advanced. If you're really
    confident, go for it, but this was a fun SCC.
    Battle Strategies by zypher11788:
    -FAMFRIT: I beat famfrit with paly's lvl 5 to 8 and I lost all but one pally
     after taking out the one eyd bats. I won with one pally who had 8 hp left, it
     was real close.
    -HOT AWAKENING: I beat hot awakening with lvl's 9-11. It's so easy with the
     charm law in effect ^_^
    -THE BOUNTY: Crap, batteling agaisnt people with reflex and strikeback is very
     annoying especialy using subdue when they have over 100 hp and i'm only doing
     7 a hit. I beat The Bounty with lvl 12-16 paly's
    zypher11788's Final Stats:
    Zypher(Marche) lv 30
    HP 269
    MP 79
    ATK: 382
    DEF: 387
    POW: 270
    RES: 364
    SPD: 125
    Dwight lv 30
    HP 269
    MP 76
    ATK: 382
    DEF 385
    POW 265
    RES 364
    SPD 135
    Hardy lv 30
    HP 266
    MP 85
    ATK 364
    DEF 384
    POW 283
    RES 379
    SPD 125
    Darcy lv 29
    HP 255
    MP 83
    ATK 365
    DEF 386
    POW 276
    RES 374
    SPD 123
    Isaac lv29
    HP 250
    MP 83
    ATK 369
    DEF 379
    POW 279
    RES 379
    SPD 128
    *Difficulty, General Strategies and Battle strategies contributed by
     Darkknight326 and zypher11788*
    [5.03]				FIGHTER
    Overview: The staple of the typical early game party; Fighters do very, very
    	  well early game. However, this advantage largely disappears later,
    	  as many of their skills are based on a fixed WATK number. However,
    	  the better Blades are rather easily acquired, and Bonecrusher lets
    	  them punish a foolish enemy for attacking you.
    -A handful of Fighter SSCC videos made by EnigmaGamer can be found here:
    Difficulty: 4/10
    Frustration: 2/10
    Recommended Party: Marche, your Starting soldier, and 3 Fighters, for
    		   convienience. However, if you have the patience, recruiting
    		   one or two as Thieves isn't a bad choice.
    Recommended Map: You can try for Venus Blade, but the chances of beating
    		 Exploration (it's got a Flan in it) without going insane are
    		 rather low. I just put the places down wherever.
    Advantages: High Physical Attack, excellent weapons available, good skillset,
    	    Bonecrusher pwns n00bs
    Disadvantages:  Not overly fast, lowish HP for physical units, Beatdown can be
    		unreliable if you're unlucky
    How to level:   There's no real good way. Blitzing your characters kinda works,
    		but even then you'll kill each other pretty fast. The best way
    		is to just keep your Clan Level up by not accepting recruits.
    Differences: Share some moves with Monks, but no real similarities to other
    Items to look for: Ogun Blade, Shadow Blade, Sun Blade, Atmos Blade, Air
    		   Blade, Kwigon Blade, Flametongue - all buyable
    		   Ayvuir Blue - Twin Swords mission reward (Hero Gaol)
    		   Ayvuir Red - Salika Keep mission reward (Hero Gaol)
    		   Pearl Blade - Type 6 Mission Reward
    		   Venus Blade (Doublehand) - Type 7 Mission Reward, Combat
    		   skill lvl 15 reward, Forest-Forest-Jagd-Jagd reward
    		   Ninja Gear (Bonecrusher) - Type 5 Mission Reward
    ****** Laws:
    Bad Laws:
    Target Area
    General strategies:
    -Air Assault: Early game, Air Render works very well in dispatching enemies,
     doing greater damage than Fight from a 3 panel range. Use liberally.
    -Backdraft actually kinda sucks: Yeah. It hardly does anymore damage than your
     physical attack, and hurts you. Don't bother with it.
    -AoE pwn: Far Fist is your bread and butter move for a lot of the fights later
     game. Generally, if you can hit two enemies, do it. Hardly anything can
     withstand 4 or 5 of these anyway.
    -Take your chances: Beatdown does amazing damage. For some reason, all these
     types of moves (Beatdown, Mog Attack, etc) seem to have much greater chance
     of success than indicated. If you're attacking from the sides or the back, and
     the enemy won't die with a normal attack but will with a Beatdown, don't
     hesitate to use it.
    -Fighters are actually kinda fragile HP wise. You may want to stay back and
     Far Fist sometimes against stronger enemies instead of letting your guys get
     double and triple teamed to death.
    -Generally, Air Render > Air Blast > Far Fist in terms of damage.
    Battle Strategies
    -FAMFRIT: I put three guys to the left, 1 on the right. Pwn those Ahrimans,
     they're pretty weak so they die quickly. They like confusing you, though, so
     I had 3 guys fight Famfrit. I owned him with Beatdowns; you have to get kinda
     lucky, but Beatdowns from the back have around a 50% hit rate, for 35-40 dmg
     per hit. Pretty good. Didn't take me any resets at lvl 6.
    -CADOAN: Beatdown the Azoth'd units FTW. Lol.
    -HOT AWAKENING: Air Render the crystals. This is a good stage to level up if
     you need it - blitz them for EXP.
    You'll probably want to do Tower Ruins now, to get the Hero Gaol missions
    -Also as soon as you feel you're ready, do Village Hunt to activate Twin
     Swords, which gives you the awesome Ayvuir Blue sword. They're around lvl 9
     or 10.
    -MAGIC WOOD: Probably easier to sit back the first turn and let them come to
     you. The Theives, being Thieves, go down easy enough. Then the Black Mage and
     Summoner. Not too difficult, though you'll take some damage.
    -PALE COMPANY: Well, I got a Target Area and Fight banning card, and used my
     R2 antilaw to cancel the Missile law. This made things really straight-forward
     Andra falls easily to a couple Beatdowns, and some Air Renders. My levels were
     between 7 and 11.
    -JAGD HUNT: Fairly tough. They'll all go before you; you need to figure out
     who you can eliminate most efficiently. If anyone bunches up, hit that group
     with a Far Fist, otherwise, go after the Ninja. Of course, you'll want the
     Assassin dead after the first turn. After the humans are down, send 3 to kill
     the Antlion. The Bladebiter is extremely dangerous with his Matra Magic;
     retreat anyone it hits. It takes a while to whittle down the Antlion's HP,
     play it cautiously. This battle took me 3 tries.
    -SCOURING TIME: A toughie. I had to level up to be able to beat this one, try
     to be at least 12-13. For the first part, I couldn't find a Spears card, so
     I banned Fight instead. Split up your forces, two to go after the Templars and
     the Gunner, the other three to take out the Paladin first, then the rest of
     the enemies.
    -BABUS: Definitely hard. You'll want a card banning either Fire or Target Area.
     He'll probably get 1st turn, so you need 110+ HP to be able to survive
     Explode. After that, stay out of reach of his physical attack, and Air Render
     or Far Fist the crystals to death. He CAN kill you with enough Demi's, so
     stay facing him to reduce his hit chances.
    -THE BIG FIND: Ban Knives, Far Fist the Fighters; they should bunch up
    -DESERT PATROL: You want to stay back a little the first turn and kill off the
     White Monk with Far Fists. Then move left and draw the enemies toward you.
     Far Fist works wonders on the bunched up enemies, as does Beatdown when they
     get close.
    -PRESENT DAY: The first part is easy. The second part, though, is pretty damn
     hard. You have to get very lucky; it took me 4 tries just to survive it.
     Damn that Llednar.
    Final Battle Stats:
    Lvl 24
    ATK: 373
    DEF: 345
    POW: 195
    RES: 245
    SPD: 132
    Equip: Ayvuir Red, Acadia Hat, Bone Plate, Gauntlets, Dash Boots
    Abilities: Beatdown, Blitz, Air Render, Far Fist, Air Blast, Backdraft,
    Lvl 23
    ATK: 346
    DEF: 314
    POW: 186
    RES: 237
    SPD: 135
    Equip: Venus Blade, Headband, Power Sash, Dash Boots
    Abilities: Wild Swing, Beatdown, Blitz, Air Render, Far Fist, Air Blast,
    	   Bonecrusher, Doublehand (210 AP)
    Lvl 21
    ATK: 330
    DEF: 294
    POW: 170
    RES: 233
    SPD: 130
    Equip: Ayvuir Blue, Headband, Power Sash, Gauntlets, Dash Boots
    Abilities: Rush, Wild Swing, Beatdown, Blitz, Air Render, Far Fist, Air Blast,
    	   Backdraft, Bonecrusher
    Lvl 21
    ATK: 332
    DEF: 260
    POW: 172
    RES: 212
    SPD: 134
    Equip: Kwigon Blade, Headband, Gauntlets, Dash Boots
    Abilities: Rush, Wild Swing, Beatdown, Blitz, Air Render, Far Fist, Air Blast,
    	   Backdraft, Bonecrusher
    Lvl 18
    ATK: 309
    DEF: 265
    POW: 151
    RES: 196
    SPD: 126
    Equip: Pearl Blade, Headband, Power Sash, Gauntlets, Dash Boots
    Abilities: Rush, Wild Swing, Beatdown, Blitz, Air Render, Far Fist, Air Blast,
    	   Backdraft, Bonecrusher
    Play time: 16 hr, 2 Min
    NOTE: If you're wondering why some of my equipment's missing (Like Evor's Power
          Sash), it's because it got stolen/broken and I forgot to re-equip them.
          Nevertheless, this is the exact setup I entered the final battle with.
    -LLEDNAR: Enter with Beserk/Katana/Skills banned. He's easy. He's killed in 3 
    -BATTLE QUEEN REMEDI: Hit her with Beatdowns. You'll need to get a bit lucky;
     if the chance of success is below 37 or so don't bother.
    -LI-GRIM: Frustrating. At least Descent has a 40% chance of doing nothing. 
     Get near her - the first turn you'll probably have to Air Render or Far Fist.
     If you're still alive, surround her and use Beatdowns. Doing around 130 per
     Beatdown, she won't last too long. Took me 4 tries to beat this battle.
    [5.04]				SOLDIER
    Overview: You rarely hear Soldier, FFTA, and good class in the same sentence
    	  without a "not" or some hint of sarcasm. No one would keep a
    	  Soldier past Famfrit or so. But, you're forced to use em the whole
    	  game here, soo...  The break moves tend to help a lot; you're often
    	  forced to disable or break an enemy before killing them. They get
    	  a Mythril Sword to somewhat make up for their crappiness though.
    ***EVERYTHING HERE (Cept some formatting changes) by DDragoon***
    Difficulty: 6/10
    Your units are tankish, not too awfully slow, can lower enemy Speed and Power,
    and can get through Strikeback/Reflex with Mug. All in all they aren't
    lacking much of anything, but won't be killing things untill they get in 1
    range. They also get an automatic Mythril Sword from Nono. Greatswords
    ironically end up being better weapons endgame(barring Chirijiraiden),
    especially since with Monkey Grip you can still equip a Shield.
    Frustration: 5/10
    Soldiers have to mine missions for a lot of their good equips. Mirror Mails,
    Hardedges, etc. The only break you get is a free Chirijiraden from a mission
    where you beat a L32 Fighter senseless. The missions themselves aren't too
    horrible, they just get drawn out due to the 1 range, and since you have no
    healing (without mass Vitanovas), a lot of battles will require a few enemies
    by speed and powerbreaked before you get too run down.
    Recommended Party: Soldiers or Fighters are fine. Fighters have better Speed
    		   and slightly higher attack, and fulfill the tankishness
    		   requirement good enough. Soldiers have good growth anyway,
     		   the key is survivability. Paladins are a bit too slow for
     		   my liking, Soldiers are a happy medium and fighters are
    		   for a little better attack output.
    Recommended Map: Get Genji Armor (F-F-C-C), the rest doesn't matter
    Advantages: Self-contained class, Fairly tankish, can get through Strikeback
    	    and Reflex without combos, can lower enemy stats, has Self-Esuna.
    Disadvantages: Can only attack at 1 range, requires mining missions for good
    	       equipment more than others.
    How to Level: First Aid works, Banning a Flans element, using Speedbreak and
    	      Powerbreak, and then just diminishing its HP. There is also
    Differences: The closest FFT class is Knight. Unlike Knight, Soldier doesn't
    	     get to use Badass Knightswords with Auto-Haste. However, Soldier
    	     has 4 move and therefore has more mobility. Also, Given FFTA's
    	     different Evade calculation formula, if both were to stick to the
    	     mechanics of their respective games, Soldier would probably win
    	     out. (what is the purpose of this section anyway?)
    Items to look for:
    Diamond Sword (Mug) [1 neccesary!]
    Mirror Mail (reflects Black, White, and Time Magic) [5 neccesary!]
    Vitanova (helps nerf Llednar) [1 neccesary!]
    Hardedge (best easily accessable attack power) (3-5)
    Flame Shield (helps with Addy, part of Babus nerfing) (1-5) [1 neccesary!]
    Vigilante (Monkeygrip) (1)
    Sacri Shield (Awesome Shield with great Evade and Status Protection) (1-5)
    All other weapons are either provided by clan levels or always appear in their
    missions (ex. Blood Sword, Chirijiraiden, the best greatswords)
    ****** Laws:
    Swords (Early game)
    Greatswords (Late Game)
    Bad Laws:
    Greatswords (Early game)
    Swords (Late Game)
    General strategies:
    -Speedbreak is a godsend because it is like a permanent slow, use it whenever
     outnumbered to get more attacks in. Use Powerbreak on Physical Units, and
     Provoke stops mages from doing anything important. You may Powerbreak a
     Provoked unit if you feel like it. When low on HP, you can run and First Aid.
     It will take a few turns, but if your enemies have been hit with Speedbreak,
     you'll have plenty of time to heal your units.
    General Strategies:
    -All of soldiers attacks are usefull at some point except Sensor. 
    -The two you will use most often are Speedbreak and Powerbreak. These make
     engagements so much easier. Speedbreak is like a permanent slow, use it in
     fights where you're facing enemies that could draw you out for a bit. Its
     especially evil on slow enemies, allowing you to doubleturn them easily.
    -Nothing is immune to the breaks, so using them can only help you.
    -Fighting Rockbeasts and Flans: Provoke, Powerbreak, and Speedbreak are your
     best friends.
    -Mage Mashing: Provoke mages you'd rather not deal with, alternatively, you
     could magicbreak their MP away. Magicbreak also prevents Ultimas or Holy
     Blades from coming your way.
    -Meh mindbreak: Some enemies use MPow in their attacks(like Mateus), Mindbreak
     is usefull for lowering those abilities. It won't be used as much as
     Powerbreak, but it does exist and its quick enough to learn.
    -Hide and Heal: When at low health, try first aiding in a corner before
     rejoining the battle.
    Battle Strategies:
    -FLAN BATTLES: Ban Flans element. Kill other enemies. Speedbreak and
     Powerbreak Flan. Kill.
    -FAMFRIT: Slash the Floateyes/Ahrimans and then beat up on Famfrit.
    -ULTIMA: Charm banned + Physical attacks = win.
    -ANDRAMELECH: Flame Shields are extremely helpful if you have a few of them.
     Ban Target Area to avoid the Dragon's Breath Attacks (Addy will still
     Flamestrike you)
    JAGD HUNT: Marche is going to get whaled on before your Soldiers can move,
     pray you survive Last Breath and the Ninjas Double Swords, then retreat the
     maximum number of panels South and First Aid (A Shield and Green Beret will
     help raise your evade, and Wygar can prevent Last Breath). Kill the Assasin
     and the Ninja, and go after the Hunter. Keep First Aiding Marche untill he
     can take an attack or two. It is recommended you Speedbreak, Provoke, and
     Powerbreak the Rockbeast to avoid Matra Magic and the physical threat.
    -THE BOUNTY: Mug units with Strikeback, Powerbreak the Physical units, and
     take out the Bishop that has Cura.
    -SCOURING TIME: Powerbreak the physical units and go after the Gunner.
     Speedbreak any Unit you can, its worth it.
    -Vs Babus: Soldier Marche, Flame Shield and Mirror Mail equiped. Speedbreak
     Babus, then kill him with your Double-turns.
    -DESERT PATROL: Speedbreak and Powerbreak are your friends again. KO the
     Bishop swiftly, and retreat to heal your units if their HP gets to low.
    -MATEUS: No Unit at Lv 21 or 22, Mirror Mail equiped on All Units. Angel Ring
     on your "best" Soldier(likely the one with Chirijiraiden). Ban Fight and
     Target Area. This means the Vampires will only use Zombify, and since Angel
     Ring nulls all your units being made Undead, you cannot lose. Then just
     Speedbreak Mateus and whale on her untill she falls.
    -PRESENT DAY LLEDNAR: Equip Marche with a Vitanova (absorbs Holy) and an
     Angel Ring/Sacri Shield. This leaves only Abyss to harm you, and blocks
     Poison damage. Speedbreak Llednar, Mindbreak him[lowers Abyss power), and
     then Run. He shouldn't be able to defeat you in time(or catch you).
    -OVER THE HILL: The Assasin will move first, then Ban Rapiers and Missile.
     Gang up on Ritz and KO her to end this sillyness.
    DDragoon's Final Stats:
    Marche Lv27
    ATK: 372
    DEF: 372
    POW: 219
    RES: 286
    SPD: 134
    Equip: Hardedge. Headband, Power Sash, Sacri Shield, Fairy Shoes
    Tennesey Lv27
    ATK: 379
    DEF: 366
    POW: 217
    RES: 277
    SPD: 135
    Equip: Hardedge, Headband, Power Sash, Gauntlets, Dash Boosts
    Brean Lv28
    ATD: 402
    DER: 363
    POW: 226
    RES: 286
    SPD: 143
    Equip: Chirijiraiden, Power Sash, Acacia Hat, Angel Ring, Fairy Shoes
    (Brean is my official 00ber, I gave him my best stuff)
    Hodges Lv26
    ATK: 268
    DEF: 359
    POW: 215
    RES: 275
    SPD: 131
    Equip: Restorer, Headband, Power Sash, Gauntlets, Dash Boots
    Grandi Lv26
    ATK: 359
    DEF: 357
    POW: 215
    RES: 275
    SPD: 131
    Equip: Restorer, Power Sash, Headband, Gauntlets, Dash Boots
    -LLEDNAR: The first part was easy since Katanas and Skills were banned, I just
     threw on a Missile Law to nerf the Gunner, and for some reason the Assasin
     didn't feel like using Last Breath. LLednar was quickly pwned with no
    -BATTLE QUEEN REMEDI: The second match was a Mad dash to rush Remedi, a few
     Slashes and Grandi Combo'd for the finish.
    -LI-GRIM: Next was Li Grim, I changed my armor to Mirror Mail(I only had 4) to
     screw Mateus' Thundaga. Then I just lux haxed through Li Grim's Magi. Brean
     Slashed, she hid in the corner, I eventually caught up with her, another
     Slash, Marche moved up and Combo'd, and then Brean teleported behind her and
     finished with his Combo... it made me LOL because it did 627 Damage, which
     would have OHKO'd Li-Grim. God Bless Chirijiraiden.
    [5.05]				NINJA
    Overview: Everyone's favorite class in real life, Ninjas are almost as fast
    	  and evasive in the game as their real life counterparts are. A fun
    	  SCC; it's kill first or be killed, as Ninjas are quite fragile,
    	  but once they get Nosada, are deadly. They can also be counted on
    	  to dodge attacks fairly often, even from the side. Of course, Metal
    	  Veil helps a ton, when it works, especially against bosses.
    Difficulty: 4/10
    Frustration: 1.5/10
    Recommended Party: This is one SCC where the convienience of recruiting a
    		   whole party of Ninjas is offset by the fact that your Ninja
    		   party will die in one hit. Therefore, I recommend
    		   recruiting 2 or 3 members as higher HP/DEF units, to
    		   minimize frustration.
    		   I went with Marche, my starting Soldier, a Paladin, a Blue
    		   Mage, and a Ninja.
    Recommended Map: Do whatever, no good Katanas are found through Treasure Hunts
    Advantages: Good to amazing attack power, good Status capabilities, Double
    	    Sword, Throw does pretty good damage, excellent Speed
    Disadvantages: Die easily, low DEF, going first can get you screwed
    	       occasionally if not all members are fast
    How to level: Um, with difficulty? Water Veiling each other kinda works.
    Differences: Gained Veil abilities in addition to Throw. No more innate Double
    	     Sword, no more good R-abilities
    Items to go for: Ninja Knife, Kotetsu, Ashura, Osafune, Kikuichimonji,
    		 Murasame, Heaven's Cloud - all Buyable
    		 Masamune - Type 7 Mission Reward, you can also free a
    		 ****load of turfs, but its not really necessary as this
    		 challenge isn't that hard
    		 Charfire - Spring Tree mission reward
    		 Nosada (Double Sword) - Type 6 Mission Reward, Smithing Skill
    		 lvl 20 reward
    		 Ninja Gear (Last Haste) - Type 5 Mission Reward 
    ****** Laws:
    Bad Laws:
    General Strategies:
    -Physical attacks are your bread and butter. Throw should be used sparingly,
     and Veils are used pretty much only to inflict statuses.
    -Throw pwns flans. Hard.
    -Kaiser Throwing: Kaiser Knuckles are excellent choices to throw. I usually
     kept a few of them on hand, once I got a lot of gold, to throw in case I
     needed a long range kill.
    -Metal Veil is your veil of choice, mainly because of Blind. Blind + Slow
     works well on bosses.
    -Equipping your entire party with Heaven's Cloud's means you can heal yourself
     by attacking each other.
    Battle Strategies:
    -DESERT PERIL: Throw a half-decent weapon (I used Ninja Knife) at the Flan to
     pwn it. You should blind the Blue Couerl if you can...he does a ton of
     damage. This mission is really hard at low levels, but i was around 6-7 when
     I beat it, and I was fine.
    -FAMFRIT: Target the closer blue Ahriman on the left side first, and have the
     guy + Marche on the right target another Ahriman. The remaining character
     should use Metal Veil on Famfrit to Blind him. Then kill the Ahrimans in
     succession. This battle shouldnt be too hard.
    -MAGIC WOOD: First round, go for the thieves (dont have to kill, just damage),
     then split your party in two to kill the Summoner and Black Mage, because
     they hurt a ton. Assuming you banned Missile, the rest of the battle is cake.
     Metal Veil helps, if it hits. This can be a tough battle, I was level 8-11,
     with most guys being 9, and I won with 2 characters left alive.
    -ANDRAMALECH: Blind everything is the key. The hardest part is surviving the
     first two rounds. Then go off into the sides where they can only target you
     from the front, giving the blinded enemies a 5% hit rate. You can also slow
     them if you'd like. This isn't too hard provided most of your characters have
     Metal Veil. I ended up killing all the dragons cuz they got in my way. Mighty
     Guard on Andramalech makes the battle tougher, so try to go after the Blue
     Dragon first.
    -JAGD HUNT: Ugh. Hard. Kill the Assassin, largely ignore the Ninja for a bit,
     Blind the Hunter, kill the Blue Mage. That's the basic strategy, all the
     while staying out of the way of the two monsters. Took me 5-6 tries, a lot of
     its luck hoping your characters don't die.
    -THE BOUNTY: Kill the Black Mage, then Paladin. Earth Veiling the Paladin
     helps a lot so you can kill him without him doing much. The fighter and Sage
     should be targeted last, as you'll need Throw or Veils to kill them.
    -SCOURING TIME:  Equip Marche with a Kikiujimonji or whatever the hell its
     called. The first part is easy with the correct laws banned. For the second
     part, you'll want either Fire or Target Area banned in case things go wrong.
     You'll take first turn, so get behind Babus and Metal Veil him. If he's
     blinded, the rest is easy, if not, just keep trying it; without Explode babus
     is pretty powerless.
    -THE BIG FIND: You'll want Knives Banned. Send 1-2 guys to Metal Veil the
     Fighter on the left, while the remaining characters Blind the Fighter in the
     middle. Blind the Bishops too if they get in range. You'll probably want to
     Throw things at the Fighters to kill them, but by now you should have plenty
     of spare weapons. This battle took me 2 tries, as Blind isn't failproof...
    -DESERT PATROL: You'll want Greatswords banned. Blind and kill the White Monk
     first. Then if the Bishop charges you, kill him, else wait for them to come
     to you and Blind everyone. Don't be afraid to Throw for a quick kill either.
     One of the enemies needs to be dispatched via veils or throw, but Wood Veil
     takes care of him. I was level 15-16 near the END of this battle, so you
     don't need to be high leveled to win.
    -MATEUS: Banninate teh Poison. Blind teh Mateus. GGNORE nubs. Actually it's
     not quite that easy, but that's how you start :P
     I had marche go into the corner with Mateus (no, not that way :(....) and
     attack her, while the other 4 blinded and distracted the Zombies.
    Finding a Nosada should be first priority from here to the end of the game. I
    had two in the final battle. The Masamune is also amazing, if you can find it.
    Lvl 26
    ATK: 387
    DEF: 323
    POW: 265
    RES: 279
    SPD: 156
    Equip: Nosada, Acadia Hat, Bone Plate, Kikuichimonji, Dash Boots
    Abilities: Throw, Fire Veil, Wood Veil, Earth Veil, Metal Veil, Last Haste,
    Double Sword (520AP)
    Lvl 24
    ATK: 360
    DEF: 309
    POW: 242
    RES: 262
    SPD: 152
    Equip: Masamune, Thief Hat, Power Sash, Gauntlets, Dash Boots
    Abilities: Throw, Fire Veil, Wood Veil, Earth Veil, Metal Veil, Water Veil,
    Oblivion (40 AP), Last Haste
    Lvl 23
    ATK: 357
    DEF: 279
    POW: 264
    RES: 263
    SPD: 170
    Equip: Nosada, Thief Hat, Power Sash, Kikuichimonji, Dash Boots
    Abilities: Throw, Fire Veil, Wood Veil, Earth Veil, Metal Veil, Water Veil,
    Last Haste, Double Sword (0 AP)
    Lvl 24
    ATK: 322
    DEF: 313
    POW: 261
    RES: 284
    SPD: 144
    Equip: Kikuichimonji, Thief Hat, Ninja Gear, Gauntlets, Dash Boots
    Abilities: Throw, Fire Veil, Wood Veil, Earth Veil, Metal Veil, Water Veil,
    Last Haste
    Lvl 23
    ATK: 318
    DEF: 290
    POW: 268
    RES: 282
    SPD: 143
    Equip: Kikuichimonji, Headband, Ninja Gear, Gauntlets, Dash Boots
    Abilities: Throw, Fire Veil, Wood Veil, Earth Veil, Metal Veil, Water Veil,
    Last Haste (290 AP)
    -LLEDNAR: Give Marche two swords. Pwn. That's pretty much it, you should be
     able to kill Llednar in two rounds. Make sure you have non-elemental swords
     equipped though.
    -BATTLE QUEEN REMEDI: Metal Veil everything. You should have em all blinded in
     two rounds, they can do some serious damage before then, but you should have
     enough to take down Remedi easily after that.
    -LI-GRIM: You know the drill: Blind 'em all! Or at least 2 of 3. You'll be
     fast enough to go before Li-Grim, meaning get as close as possible so she
     doesn't use Descent. Once Blinded, she's very easy to kill.
     Ninjas pwn hard ^_^
    [5.06]				WHITE MAGE
    Overview: While it seems impossible at first glance, a closer look tells you
    	  that a team of white mages is as good as invincible. Revival is a
    	  bit overpowered in this game. The toughest part is the early game,
    	  where your physical units won't heal for crap, and your magical
    	  units won't do any damage. After that, it becomes an excercise of
    	  survival. Barely cracking double digits isn't too fun.
    Difficulty: 3/10
    Frustration: 9/10
    Recommended Party: You want a mix of physical and magical units. White Mages
    		   are decently fast, so speed isn't that big a factor. A
    		   Blue Mage, Assassin, Elementalist, Red Mage, and any type
    		   of Nu Mou aren't bad choices. However, this being my first
    		   SCC, i was a bit nubly and chose 1 Human Soldier, 2 Viera
    		   Archers, and 1 Nu Mou White Mage.
    Recommended Map: get Nirvana Staff, may also want a ribbon.
    Advantages: Almost invincible once Life is gained. MP almost never runs out,
    	    unless you use Turbo MP.
    Disadvantages:  Extremely low damage. You'll have to critical to break 40 most
    	        of the time, unless fighting very weak units. Healing power is
    		poor for the fighting units in the early game. Extremely
    		tedious SCC.
    How to Level: Pretty much any move :P
    Differences: Life/Full-Life has a 100% hit rate now!!! Holy taken away.
    	     Protect/Shell formula changed - you need a high WDef in Advanced
    	     to make good use of it. No level 2 defense spells.
    Items to go for: White Staff, Cure Staff, Pure Staff, Bless Staff, Judge
    		 Staff, Guard Staff, Garnet Staff - all Buyable
    		 Spring Staff (Curaga) - Type 5 Mission Reward, Magic Skill
    		 Lvl 10 Reward
    		 Nirvana Staff (Full-Life) - Type 7 Mission Reward, Cave-Cave-
    		 Jagd-Jagd Treasure Hunt
    		 Cheer Staff (Auto-Life) - Type 6 Mission Reward
    		 White Robe (Turbo MP) - Magic Skill lvl 5 reward, Type 4
    		 mission reward
    ****** Laws:
    Color Magic
    Target Area
    Bad Laws:
    Ganging Up
    General Strategies: 
    -Defense, defense, defense. In most battles, your goal will simply be to
     outlast the enemy. This is one of the few SCCs where beginning class makes a
     difference - pure white mages would be far, far more challenging. Beat them
     to death, heal/revive when necessary is the strategy for pretty much
     every battle.
    -Turbo MP: Your choice whether to use it or not. It only really helps the cure
     line of spells, but makes Esuna, Auto-Life, and Full-Life almost uncastable.
     I ended up having it on Marche and my former Soldier only.
    Battle strategies:
    -FAMFRIT: a really tough one. you'll need that Life spell. I killed one
     Floateye quickly, then struggled to stay alive as i killed an ahriman. i
     caught a lucky break when the remaining ahriman killed himself with roulette.
     i didn't get to kill the last floateye til much later, but he isn't much of a
     threat. suprisingly, famfrits physical attack only does 20-25 damage with
     protect on. hope he doesn't use breath of God too often, because that = 1 or
     more dead white mages. once the flying eyes are gone, surround and beat him
     to death. this is certainly a hard, long battle, but if you die the first
     time, DON'T GIVE UP! its definitely winnable.
    -MAGIC WOOD - AKA "how come i never get a @#$%ing turn???"
     there's way too many characters here, it takes forever. enter the battle
     with "Forbidden: Missile" as the law, which takes care of the sniper and the
     archer. problem is, that law is grouped right next to no copycat and no
     protect, so pick your poison. I went with no protect, its not that important
     here anyway. i sent two units left and three right so the summoner and black
     mage can't hit too many characters at once. try to take care of them first,
     after that the battle's easy. if either of them gets hasted, you might as
     well reset, cuz your gonna get pwned.
    -PALE COMPANY: this battle is tough, but not as bad as you'd think. i entered
     battle with fire banned, and used a "Forbidden: Ice" card to help out. set
     up protect, shell first turn, retreated marche to form the cross shape.
     firestream hurts. a lot. i let the dragons come to me and hoped no one got 
     killed too fast. i broke formation to finish off the blue dragon. the red
     dragon died shortly after. once all three dragons are dead, its time to go
     after adramelech himself. he goes down suprisingly easy once surrounded.
     congrats on beating the third totema! it's off to baguba port, then jagd
    -JAGD HUNT: Surpisingly, not that hard. If the Assassin gets in a few lucky
     "Last breaths" you'll have to reset, but otherwise, the other enemies aren't
     bad. stay in the center area and go after the assassin first, then the blue
     mage. go for the toughskin last, all he does is use matra magic which won't
     do much to you because of white mages' high MP.
    -THE BIG FIND: i killed off the two thieves first, because thieves are easy to
     kill. leave the fighter with strikeback for last; if you have another
     "Forbidden: Swords" card, use it, but you probably don't, so you'll have to
     kill your party members for combo jp.
    -DESERT PATROL: going in with "Forbidden: Knightswords" helps. the enemies
     here do a ton of physical damage, and one of them has strikeback. there isn't
     much i can say except use life and cura a lot...
    -MATEUS: Remember that "Forbidden: Poison (or status)" card i told you to get?
     Use it when Mateus appears. This prevents the zombies from using their
     painful Miasma attack. Mateus likes using star cross, which does around 30
     damage to your entire party. Ignore the vampires, because they just come back
     if you kill them. try to surround mateus. if they get in your way though,
     life damages them heavily, as does curaga. once you get past the zombies and
     near mateus, she starts using thundaga. this is something to worry about,
     doing about 100 damage. have a life or curaga spell handy after this.
     zombies, once revived, can be killed in one life spell, so all you have to
     worry about is mateus. i didn't find this battle to be too difficult; my
     levels were around 23.
    -PRESENT DAY: Battle preparations: Turn off Turbo MP if you have it on, you
     can't support it this battle. IMPORTANT!!! Your speed must be >134!!!
     Otherwise, Llednar will take the first turn, and slaughter you with Omega!
     You DON'T want to repeat the first part of this battle.
     The templar nearest to you uses Rasp and has Bonecrusher, which is a really,
     really painful combo. kill him before you run out of mp, have three
     characters hit him while one cures. the two gladiators have strikeback, so
     marche'll have to combo them to death...that's why the no blades law is so
     important. one of the gladiators uses a 60 some dmg elemental blade skill.
     this is easily healed though. the mog knight is useless, as is the other
    -LLEDNAR: I hope you listened to me and took the first turn. Cast protect and
     run away. This leaves him with Abyss, which isn't really a problem, your Cura
     will heal more than it does. Survive a few turns like this, and you've won.
    -HIDDEN VEIN: Go into battle with "Forbidden: Skills" as a law. Most
     importantly, this knocks out the Sage. This is important because he has the
     Reflex R-ability, so you'll have to kill him last. Pick a side to go for and
     send everyone to that side. The white monk can revive units, so be careful.
    -TO AMBERVALE: We're almost done! Try to go in with "Forbidden: Status" as a
     law. Its right next to Forbidden Color Magic though, so you might not be able
     to get it. Its no big deal if you can't get it, just makes things a bit
     easier. The enemies have a lot of health, but you should be able to win by
     limiting the amount of characters they can hit at once.
    -OVER THE HILL: I entered battle with "Forbidden Missiles", which is next to
     "Forbidden: Techniques". The assassin is deadly, so this helped a bit. It
     also disables Shara. It also reduced the Fencer to a weak physical attack,
     which makes Ritz, the Summoner, and the Elementalist the only units to worry
     about. Of these, only the first two can deal good damage, so you'll be fine.
     Curaga heals more than either of them do anyway. ritz and the assassin will
     charge you; meet them headon. the assassin likes to use rockseal, but esuna
     fixes that up. go right at ritz if you can, kill the assassin first if you
     cant. i lost a few units, but then ritz put herself in front of two of my
     units so i finished her off.
    For the final battle, you'll need some heavy Law Card abuse. Get a no katanas
    card, a no missiles card, and a forbidden target all card, or manage to enter
    battle with one or more of those as laws.
    I did the challengers mission to get a Forbidden: Techs law card. Entering
    battle with Forbidden: Target all lets you get JP by using cure, which lets
    marche damage him with combos. you can revive faster than he can kill, so this
    is no problem.
    Forbidden: Katanas and Forbidden: Skills are really imporant here. they allow
    you to focus on llednar. the bastard ain't that tough - omega is an instant
    kill, but you've got 3 other units with life/full life.
    -REMEDI: You have to count on Famfrit/Andra bein stupid here. Remedi has a
     physical attack that does around 150 dmg to your characters. You'll need a
     Life/Curaga after this one. Suprisingly, Famfrit and Andra aren't too bad, so
     don't worry about them. the most important thing is keeping your characters
     alive. again, you can heal faster than they can kill. DONT KEEP YOUR
     CHARACTERS IN CROSS FORMATION, or you'll go down faster than an 8-year old at
     Neverland (sorry). Breath of God will pwn you hard if you do that.
    -LI-GRIM: She's tough, no question about that. Magi, in particular, knocks off
     130-150 HP of a whole bunch of your units. Keep Curaga handy, and don't go
     below 150 HP if it can be avoided. Descent is more or less instant death to a
     weak unit; it takes off around 230 health. There isn't anything you can do
     about this, but shell seems to help a little bit. Life the dead units after
     she uses this, obviously. Alpha is instant death. Period. You can't survive
     320 dmg. Just Life after this. Surround her as soon as you can while keeping
     your units alive. She uses Magi and Descent far less when surrounded. Be
     patient and persistent, and eventually victory will be yours. 
    For reference, I had one guy doin 30 per turn, one doing 40, one doing 25, and
    the other two healing. Before I had her surrounded, I had one guy attacking,
    and the other four healing.
    The mateus' Breath of God does about 110, but is easily Curaga'd. Don't worry
    about the mateus's, they take waaay too long to kill.
    Final Stats:
    Marche, Lvl 31
    ATK: 325
    DEF: 369
    POW: 311
    RES: 339
    SPD: 142
    Equip: Garnet Staff, Power Sash, Theif Hat, Gauntlets, Dash Boots
    Abilities: Cure, Cura, Esuna, Life, Shell, Protect, Auto-Life, Turbo MP
    Guin, Lvl 29 Human
    ATK: 319
    DEF: 349
    POW: 294
    RES: 315
    SPD: 144
    Equip: Cheer Staff, Power Sash, Headband, Gauntlets, Dash Boots
    Abilities: Cure, Cura, Esuna, Life, Shell, Protect, Auto-Life, Turbo MP
    Lenny, Lvl 28 Nu Mou
    ATK: 258
    DEF: 309
    POW: 330
    RES: 367
    SPD: 138
    Equip: Nirvana Staff, White Robe, Headband, Gauntlets, Dash Boots
    Abilities: Cure, Cura, Esuna, Life, Shell, Protect, Curaga, Turbo MP (290AP),
    Full-Life (120AP)
    Candice, Lvl 28 Viera
    ATK: 287
    DEF: 296
    POW: 310
    RES: 328
    SPD: 145
    Equip: Spring Staff, White Robe, Ribbon, Gauntlets, Dash Boots
    Abilities: Cure, Cura, Curaga (160AP) Esuna, Life, Shell, Protect,
    Turbo MP (280AP)
    Nanette, Lvl 28 Viera
    ATK: 294
    DEF: 309
    POW: 313
    RES: 301
    SPD: 146
    Equip: Cheer Staff, Power Sash, Headband, Gauntlets, Dash Boots
    Abilities: Cure, Cura, Esuna, Life, Shell, Protect, Auto-Life (40AP)
    [5.07]				BLACK MAGE
    Overview: Absolute destroyers. 3 Black Magic spells will pretty much kill
    	  any normal enemy. These guys can heal as well, and they'll dominate
    	  pretty much every normal battle. Problem is, bosses, having pretty
    	  good RES, and you having very low HP and DEF, generally present
    	  a big problem, especially the final boss. 
    ***Almost everything important here was submitted by Chronic PokeAbuser***
    Difficulty: 5/10
    Frustration: 2/10
    Recommended Party: "Marche sucks as a Black Mage. He has almost zero MPow due
    		   to his levels as a Soldier. Montblanc, however, rocks. Too
    		   bad he is slow.
    		   I recruited a Beastmaster, a Time Mage (Nu Mou) and a Ninja
    		   for the other three members of the team. The former Ninja
    		   has the same problems Marche has, low MPow, but his speed
    		   is excellent." -CPA
    Recommended Map: Don't THINK it matters, Princess Rod (Town-town-desert-
    		 desert) is availiable if you want it
    Advantages: Good attack power vs. most enemies, can heal, excellent attack
    	    power with Black robe/Geomancy
    Disadvantages:  Weak in the physical stat department, trouble vs. magic
    	        resistant enemies/bosses, Marche's terrible, getting past
    		Reflect is trouble
    How to level: Elemental Robes + Return Magic, levels a ****load, credits to
    	      CPA for coming up with it
    Differences: No more Level 4 spells, lost all status spells, no more Flare,
    	     lost MagicPow+
    Items to go for: Rod, Firewheel/Thunder/Sleet Rod - all Buyable
    		 Flame Rod (Firaga) - Type 4 Mission Reward
    		 Thor Rod (Thundaga) - Type 5 Mission Reward
    		 Chill Rod (Blizzaga) - Type 6 Mission Reward
    		 Black Robe (Return Magic) - Type 5 Mission Reward, Magic Skill
    		 lvl 15 reward.
    		 Sage Robe (Geomancy) - Forest-Forest-Mountain-Mountain
    		 Treasure Hunt
    		 Elemental Robes - Type 1/2/3 Mission Rewards (Fire/Ice/
    ****** Laws:
    Color Magic
    Target Area
    Bad Laws:
    Fire/Ice/Lightning if that's all you have
    Rods, kinda
    Good Laws:
    General strategies by Chronic PokeAbuser:
    -(Early game) I was originally going to go with Power Sashes for everyone, but
     realized that Thunder Robes and Blaze Robes (and Flurry Robes, if I ever get
     my hands on one) would serve me better, due to the healing possibilities.
     Base weapon is a Force Rod right now, just in case I need to do any 
     melee-ing. Fortune Rings, Magic Rings and Dash Boots round out my equipment
     choices, with Wizard Hats for those who don't get Magic Rings (I only have
     two right now).
    -Fight is by far the best law to ban this early in the game. It also looks
     like the best solution is leveling up to near the level caps, at least for
     making Marche and the erstwhile Ninja useful.
    -(After Diamond Rain) I decided that Geomancy would be a good idea, so I took
     a long interlude of just freeing areas to raise my Clan's Magic level. It
     added many hours to my play time, but the damage boost for the human mages
     has made it worth it. As soon as I spread Geomancy to all five units (two
     have it already, one is in the process, and the other two are waiting 
     patiently) I'll move on to Addramelech.
     There is one thing I need to test yet. All of my units wear Thunder Robes,
     since everyone has Thundaga and the healing is nice. But I'm fairly certain
     Geomancy will run counter to this. What I'm not sure about is whether spells
     that are bounced back on the original caster with my units Return Magic will
     also be affected by Geomancy. If it does affect it, I'll have to ditch
     Geomancy in missions where I might need healing.
     Other than that, I am just waiting to gather full sets of the advanced rods.
     Thor Rods, Flame Rods and Chill Rods boost the respective elements. Add in
     Geomancy, and the damage becomes sick. The accuracy still sucks, though.
    Battle Strategies by Chronic PokeAbuser:
    -THE CHEETAHS: Ban Fight. The White Monk knows Air Render, and the Black Mage
     can also hurt. Everyone else is pretty well bottled up by the Fight law.
     Ritz can still use Swarmstrike, and Shara will try to Blind or Disable the
     enemies. Not much strategy here.
    -DESERT PERIL: There is one huge advantage that the Black Mages have over
     most other SCCs: Flans are pathetic enemies. Again, ban Fight. Take out the
     Flan first, and one of the Antlions knows Sandstorm. Once those enemies are
     gone, nothing else can touch you. Easy.
    -FAMFRIT: DEAR GOD! That was NOT easy. I went up against Famfrit with five
     fully healthy Black Mages. I emerged crushed and broken. Four dead Mages,
     and Montblanc with a mere 10 HP left. But I did emerge triumphant, so that
     was good. Levels were 8 (Marche), 8 (Montblanc), 7, 7, 7. It didn't help
     that Famfrit's ranged attack (I have the attack names turned off, so I wasn't
     sure what the name is) could take out any member of my team at will, or
     that the Ahriman managed to score three crit hits in the battle. For the
     record, I went in with a Confuse law. I thought it better to maintain control
     of all my units then to keep the Ahriman from attacking. In retrospect, a
     Fight law might have worked better.
    -ANTILAWS/DIAMOND RAIN: Antilaws was far easier than I thought it would be. I
     don't think I even banned anything important. Diamond Rain was also pretty
     easy, ban Ice to keep the IceDrakes from hammering multiple mages, then spam
     Fire spells.
    I've managed to acquire five Thunder Robes, so my favorite spells are Thunder
    and Thundara. I might try to bump my clan Magic level up a bit. Black Robe
    at level 15 sounds awfully enticing. Thor Rod at level 25 sounds good, too,
    but that is probably a bit far away, yet. Sage Robe at level 45 is decidedly
    out of reach as of now, but Return Magic would be nice.
    -JAGD HUNT: Jagd Hunt was tough, but beatable. Take out the Assassin first and
     foremost. The Ninja knows both Metal Veil (Blind) and Water Veil (Silence),
     and both can screw any of your mages. The Hunter is next most dangerous,
     with his good range and Sonic Boom attack. The Blue Mage didn't really scare
     me (he used Night for me, twice). Stay away from the monsters and you'll be
     fine. Took two resets, the first because I forget to get rid of Geomancy.
     Healing is far more important. Levels were 14, 13, 12, 12, 12.
    -LI-GRIM: Black Mage SCC is finished. I went crazy on the leveling, bumping
     everyone up to level ~40 before attempting Royal Valley again. Made the
     final fights much easier than at level 20. I'm sure there's a happy medium 
     in between there somewhere, but I never bothered to find it.
     Only one note on the final battles. I discarded the Elemental Robe healing
     and equipped Geomancy, for the damage boost. I figured if the Mages were
     going to get one or two HKO anyway, might as well dish out as much damage as
     possible. I did go against Li-Grim wearing Thunder Robes, though.
    [5.08]				ILLUSIONIST
    ***This Entire Section (Except differences) was written up by ecyc333. I only
       applied a few formatting changes.***
    Overview: Phantasm Skills are pretty sweet looking at first, but get intensely
    	  boring after the 20th time in the same battle. The basic strategy
    	  for each battle is the same - hide in the corner and spam your
    	  Phantasms. Ridiculously low HP makes things difficult if the enemy
    	  actually does manage to reach you though. Bosses linear spells and
    	  high RES makes this SCC only for those with an eye out for a
    	  tedious, difficult challenge.
    Difficulty: 8/10
    Frustration: 6/10
    Advantages: Hits whole field, making battles like Ultima simple
    Disadvantages: Very low healing capabilities, Low accuracy, Low damage.
    How to Level: KBWM, "Challengers?" Mission
    Differences (By DDragoon): About the closest thing in FFT to Phantasm Skill
    	    was Math Skill.
    	    Math Skill was broken, Phantasm Skill is not. Math SKill could
    	    use nearly any spell you had learned from Black, White, Time, or
    	    Yin-Yang magic. Phantasm's spells all have 17-20 Mpow and have no
    	    additional effects.
    	    Math Skill could hit enemies or ally's, but due to most units
    	    being able to equip robes(Chammy Robe absorbed Holy), it was easy
    	    to SPAM CT5 Holy and kill everything in sight while leaving your
    	    allies virtually unharmed if not fully healed. Never mind the
    	    ability to Haste your entire party instantly, with no charge time
    	    or MP cost. Phantasm can only hit enemies, which has more rewards
    	    than it does risks.
    	    I repeat: Math Skill was broken, Phantasm Skill is not.
    Items to look for: Terre Rod, Firewheel Rod, Thunder Rod, Sleet Rod - Buyable
    		   Princess Rod (Star Cross) - Baguba Port after 4th shop
    		   upgrade, Town-Town-Desert-Desert Treasure Hunt
    		   Blaze Robes - Type 1 Mission Reward, random Failure
    		   Treasure Hunt reward
    		   White Robe - Type 4 Mission Reward, Magic Skill Level 5
    		   Heretic Rod - "Flan Breakout" Mission
    ****** Laws:
    Target All
    Bad Laws: 
    Rods(early game)
    General Strategies:
    -Enhance elements. Sit there, try not to move until you need to, and keep
     using spells. Firewheel Rod+Blaze Robe/Sleet Rod+Flurry Robe/
     Thunder Rod+Thunder Robe are the most common ways to heal. Don't try Terre
     Rod+Gaia Gear, it doesn't work. The enhancement of earth drops it from
     ABSORB to NULL.
    -Any battle not mentioned is done using the normal strategy:
    -Flan Battles: Spam Soil Evidence, or use the Flan's weak element if there
     isn't all 3 elements there.
    Battle Strategies:
    -ULTIMA: Soil Evidence, and use Marche for whacking the stones too.
    -PALE COMPANY: Ban Fire/Lightning/Ice, or leave one out and ban Fight, and
     use Blaze Robes or White Robes. Soil Evidence.
    -JAGD HUNT: Switch to Mistle Robes, the Null:KO is necessary. Soil Evidence.
    -SCOURING TIME: Ban Fight. Maybe Spears too.
    -VS. BABUS: Blaze Robe on Marche. Soil Evidence.
    -MATEUS: Spend 1+ Hours leveling your units. Try to get them to about 25.
     Ban Target:Area(You'll get JP for that, too), Mistle Robes and spread out
     your units.
    -LLEDNAR: Mistle Robe.
    -OVER THE HILL: Ban Rapiers and Missile, Soil Evidence OR any other spell you
     have that is enhanced. You should have another one by now (Chill/Thor/Flame
    -ROYAL VALLEY: Ban Fight, ban Katanas. Mistle Robes. Try a Combo or 2.
    I had to level my people up to 38 to [beat the challenge]. Llednar was no
    challenge, I had to reset once from the Queen, and 3 times from Li-Grim.
    Final Battle:
    -LI-GRIM: Hope she doesn't change the laws to bad ones. Hope she doesn't hit
     you with Descent. There's alot of hoping in this mission, I was left with 2
     of my 5 units alive.
    [5.09]				BLUE MAGE
    Overview: Ordinarily versatile to the max, Blue Mages will likely only see a
    	  few spells throughout the game due to a lack of Control. Even so,
    	  the ones that they get are very self sufficient. Damage > MP and
    	  Immunity is absolutely unbeatable at keeping you alive, and Night
    	  lets you neutralize enemy threats before they can get up. A Light,
    	  easy SCC.
    For Blue Mage SSCC videos, check out
    courtesy of MoogleBoss. He does a great job explaining various tactics.
    Difficulty: 1.5/10
    Frustration: 2/10
    Recommended Party: 1 Human Soldier, 3 Blue Mages
    Recommended Map: Anything that nets you a Tulwar
    Advantages: Very versatile, Damage > MP makes it very, very hard for a single
    	    enemy to kill you, Night + Immunity/Fortune ring is almost dirty.
    Disadvantages:  It's really annoying to get Blue Magic without a Beastmaster,
    		you have to punch in the beginning, really, really hard to get
    		healing, mediocre stats, they're just crappy fighters without
    How to Level: Magic Hammering yourself works, if you face the back. You're not
    	      likely to get any friendly Blue Magic though, so it's kinda hard
    	      to level up efficiently, not like Blue Mages need it. Or just
    	      have units with similar speed hit each other with Damage > MP
    Differences: n/a
    Items to go for: Blue Saber, Aqua Saber, Judo Uniform, Survival Vest - Buyable
    		 Harpe - Type 6 Mission Reward
    		 Soulsaber - Voodoo Doll mission reward
    		 Tulwar - Town-Town-Plain-Plain Treasure Hunt
    ****** Laws:
    Bad Laws:
    Target All
    General Strategies:
    -Buy everyone Fortune Rings after you get night, use it, kill, lather rinse
     repeat. Yawn. Matra Magic fighters. Damage > MP keeps you protected.
    -Magic Hammer + Matra Magic: This will kill many enemies with low MP. Pretty
    -Up teh butt: To learn blue magic, it has to hit. It won't hit too often with
     your high evade if your facing the front, so turn your back to the enemy that
     has the skill you want to learn.
    To be honest, this isn't a difficult SCC, so I won't be writing too many
    -Useful blue magics:
     Goblin Punch: Your staple for getting around annoying R-abilities. Learn it in
     the White Flowers mission.
     Magic Hammer: Used in conjunction with Matra Magic. Learn from a red goblin.
     Night: Equip Fortune Rings for instant cheapness. First available in Jagd
     Twister: Good for high HP enemies. Personally, I'd get it from the BM in
     Clan Hounds.
     Matra Magic: Use on 0 MP units for an instant kill. First obtainable in Jagd
    Poison Claw: Meh, but more reliable than Goblin Punch. Learn in Village Hunt or
    Desert Peril.
    Battle Strategies:
    -EMERALD KEEP: You can kill Babus in two hits. Just wanted to let you know :P
    -JAGD HUNT: Get Night here. very important. You'll probably learn Matra Magic
     in the process. Not TOO tough of a battle.
    -THE BOUNTY: Use Goblin Punch to get past Strikeback and Reflex. Matra Magic
     is very effective here
    -SCOURING TIME: <3 night. For the second part, just ignore Babus and go after
     the crystals.
    -DESERT PATROL: Matra Magic is sooo good here. The Bishop is immune to Water,
     so you may want to think about switching from those Aqua Sabers, but you can
     kill him via other methods too if you want.
    -MATEUS: Get Fight AND Poison banned. Trust me on this one. Well, you know
     that a single enemy can't possibly kill you with Damage > MP on, right? So
     just use anything else to kill Mateus, Poison Claw, Goblin Punch, etc, since
     the Zombies can't do anything. If you have Lvl3 Def-less, you can use it on
     her to make things a bit faster.
    -OVER THE HILL: Magic Hammer + Matra Magic combo on Ritz. 
    Final Battle: 
    -LLEDNAR: Immunity doesn't protect vs. Doom, so keep those Fortune Rings on.
     lvl3 Def-less works on Llednar, so use it if you have it. You should
     be able to kill him in 4 hits though, especially if you use Night at
     the start of battle.
    -REMEDI: Surround and Slice! Damage > MP keeps you protected well enough. She
     killed two of my units, but I didn't really care.
    -LI-GRIM: Equip thunder robes, and ban Holy. Level 3 def-less works on her.
     You'll do 70-80 a hit on her with it, which is quite a bit. I had her dead in
     a few rounds, even though she killed two of my characters.
    Final Play time: 18hr, 30 min. Levels: 23, 22, 21, 23, 20
    [5.10]				ARCHER
    Overview: Enemy Archers are craptastic, but you'd be suprised how much havoc
    	  Archers can wreak given the right equipment. Blackout. Aim: Arm,
    	  and Cupid let you control a battle from afar, and they get
    	  conentrate earlier than Gunners get it. Low damage early, but it
    	  gets better as the bows get better. Things can get frustrating when
    	  enemies hit through Blind, or statuses simply miss.
    -This guide is for the original Archer SCC. An *excellent* set of videos made
     by ArchaelN7 for the Archer SSCC can be found here:
     He says: "Archer SSCC IS possible its just a pain in the ass and hard as
     10/10 frustration
     10/10 difficulty"
    Now onto the team SCC info:
    ***Pretty much everything below was written by Chronic PokeAbuser***
    Difficulty: 2/10
    Frustration: 3/10
    Recommended Party: Two Viera Assassins and 2 Human Ninjas. Any units are fine,
    		   though you probably want to stay away from mages.
    Recommended Map: Get Perseus Bow (D-D-J-J), otherwise just get Ribbon or other
    Viera equips.
    Advantages: Long Range, Blackout, CONCENTRATE!!!, Aim: Arm, Faster
    Disadvantages:  Lowish stats, die quickly when surrounded, enemies hitting
    		while blinded is annoying
    How to Level: Boost.
    Differences: Almost unrecognizable. Got useful abilities instead of godawful
    	     charge ones. Can now bypass reaction abilities. No more speed
     	     save. Does more damage this game, but only slightly.
    Items to go for: Thorn Bow, Nail Bow, Char Bow, Green Beret - all Buyable
    		 Artemis Bow (Cupid) - Type 3 Mission Reward
    		 Crescent Bow - Reaper Rumors Mission Reward
    		 Perseus Bow (Faster) - Type 6 Mission Reward, "Desert-Desert-
    		 Jagd-Jagd" Treasure Hunt
    		 Target Bow (Concentrate) - Type 5 Mission Reward
    		 Yoichi Bow (Take Aim) - Type 4 Mission Reward, Track Skill
    		 lvl 5 reward
    ****** Laws:
    Bad Laws:
    General Strategies:
    -Blackout! Blind every attacking enemy on the field, and they'll be rendered
     harmless. Bosses can be blinded, and with Concentrate, you'll have no problem
     hitting most enemies.
    -Disable and kill: Aim: Arm is buyable, and is useful to prevent enemies from
     using annoying reaction abilities.
    -Concentrate! You want to get this ASAP. It's a level 5 reward, so it shows up
     in the middle of the game.
    *Strategies by Chronic PokeAbuser*
    -MAGIC WOOD: Two of the enemies used bows, so Block Arrows came in handy,
     Color Magic is a nice law, and a Time Magic law card also helps. Two Take
     Aims will take out the Summoner, leaving only the Thieves that can hurt you
     (actually, the Thieves come into range before the Summoner; They'll probably
     be dead by the time you even think about that Summoner).
    -MATEUS (PREPARATIONS): I've picked up two Perseus Bows and the Crescent Bow,
     I'm going to try and nab two more Perseus Bows via missions (Wyrms Awaken,
     The Bell Tolls and Lost In Mist all give Type 6 random items, and I haven't
     done any of them yet). Meanwhile, I have been using the two Perseus' that I
     already have to spread Faster to all my units. Marche and two generics have
     it already, so the other two can pick it up through dispatches, saving me
     from having to actually fight. My average level is around 21 now. I'm hoping
     the extra levels and the increased strength of the Perseus and Crescent Bows
     will help out. It should. 
    -MATEUS: once I spread Faster around to all of my units, Mateus became easy.
     Fight and Poison laws and the Vampires can only do Zombify. Which was fine
     with me, since I had no way of healing my units anyway.
    -FINAL BATTLE: Llednar and Remedi were easy, simple rush forward and pepper
     them with arrows. Li-Grim slaughtered me in my first attempt. She cast
     Descent on her first turn, 300 damage to everyone. Second time through, I
     played it smart and used Blackout on everyone first turn. All five units
     survived the fight.
    Final stats: three units at level 24, two units at level 23. All units
    mastered every ability except Bow Combo. Everyone was using Perseus Bows
    except Marche, who had the Crescent Bow. Desert Patrol, Quiet Sands and Royal
    Valley each required two attempts (Desert Patrol was because Blackout missed
    far too often in the first round, and I got overwhelmed). Overall, Archer is
    probably one of the easiest SCCs out there. 
    [5.11]				HUNTER
    Overview: Hunters are ike heavy duty archers - they don't mess with the status
    	  crap, and focus on simply destroying the enemies. They do have kind
    	  of low HP, but Auto-Regen help a bit. Then again, most enemies
    	  don't survive long under focused fire from Hunters. They won't see
    	  much move variety though - Sonic boom and an occasional Sidewinder
    	  are pretty much all you need.
    Difficulty: 2/10
    Frustration: 3/10
    Recommended Party: Marche, 3 Hunters, and your starting Soldier, for
    		   simplicity's sake
    Recommended Map: Do Plain-Plain-Plain for the Gastra Bow, nothing else matters
    Advantages: Sonic Boom, massive range, very high attack power, good speed, own
    	    monsters hard
    Disadvantages: Can't get past Block Arrows well, don't last long in melee
    How to Level: Advice
    Differences: N/A
    Items to go for: Cranequin, Twin Bow - Buyable
    		 Fey Bow (Aim: Vitals) - Type 4 Mission Reward
    		 Gastra Bow - Plain-Plain-Plain Treasure Hunt
    		 Hades Bow (Sidewinder) - Type 5 Mission Reward, Track Skill
    		 lvl 15 reward
    		 Marduk Bow - Dog Days mission reward
    		 Master Bow - Type 7 Mission Reward
    		 Nike Bow (Weapon Atk+) - Type 6 Mission Reward
    ****** Laws:
    Bad Laws: 
    Fight, though it can be good
    Target Area (generally)
    Ganging Up, if Combo is necessary
    Good Laws:
    Color Magic
    Target All
    General Strategies: 
    -Sonic Boom: Always use this when you see any kind of a cliff between you and
     your target, regular shots won't hit sometimes but Sonic will. It's pretty
     safe to use Sonic Boom all the time actually, unless there's friendly fire.
    -Crappy abilities: A lot of them aren't worth your time. Oust, Capture, and
     Advice to be exact, although you'll get Advice anyway. Aim: Vitals will see
     very limited use.
    -7th Heaven: You need the 5th shop upgrade to get the Seventh Heaven, which
     gives Ultima Shot. Honestly, its not worth it, this challenge is easy enough.
    -Combo it up: Assuming you're only using Combat Combo to get past R-abilities,
     banning Color Magic really helps. Everytime you combo you'll get another JP,
     which lets you combo again. 
    -Focus Fire: Spreading your guys out and letting the enemies bunch up on one
     target lets you own them pretty bad; with dash boots you'll be able to outrun
     most enemies.
    Battle Strategies:
    -FAMFRIT: Kill off all the Ahrimans first, they'll die in 2 hits, Sonic Boom
     is very good when they group up, and they will. Famfrit's easy to finish.
    -MAGIC WOOD: This one's tougher than you're used to. Ban Color Magic. You'll
     need Combo to kill the archer, and Color Magic gives you JP. Kill the
     Summoner first, she does a ton of damage. The enemies are rather clumped
     usually so make good use of sonic boom. I went after the Thieves and the
     Archer after that. Use Sonic Boom to kill the Sniper.
    -ANDRAMALECH: Decidedly tough. You'll need em to miss a few times; in other
     words luck. You should be able to get in a few good hits on the first turn,
     sonic boom the blue dragon and andra. Andra is your main target this battle;
     Sonic Boom the dragons if you can but don't go after them unless its a kill-
     shot. Use the sides and spread out after the first couple of rounds. Took me
     5 tries, my levels were 10-11. Everyone had a Twin Bow equipped.
    -JAGD HUNT: If marche survives the first turn, this isn't so bad. Sonic Boom
     kills the ASsassin and Ninja first turn, then the Hunter and Blue mage
     second. After that it's not hard.
    -SCOURING TIME: You need to go into battle with Fire banned to stand a chance.
     The first part is easy, just ban spears. The second part, babus will pwn you
     1v1. You need to stay out of his range, and he'll kinda stop chasing you. So
     after his first hit, retreat and start shooting Exodus fruits - your 5 move
     beats his. I won this battle starting at lvl 12 with a Fey Bow.
    -MATEUS: Beat her at the hilariously low levels of 14-15. Banned Fight and
     Poison, of course. Space your guys far enough apart so they don't all get
     killed by Thundaga; I had three Hunters killed rather early, but they'd taken
     off around 1/2 her HP. I kept on the sonic booms, and with some luck, I won
     on my first try. Marche had a Fey Bow, Kemal had a Hades Bow and the rest
     had Twin Bows.
    -PRESENT DAY: First part is easy with the right laws. VS llednar, you'll have
     to hope he doesn't use omega the first turn.
    -HIDDEN VEIN: Ban Skills and Call, i used an antilaw/law combination to ban
     Fight as well. This is an annoying battle...Kill the White Monk first turn.
     Go to the left side of the field and kill the BM. If you don't have mithril
     weapons, you'll have to let Marche get kills in order to bypass Block Arrows.
     After killing everything else, i had to do an antilaw/law combination again
     and ban Items, killing my own characters for JP.
    w00t! a Gastra Bow!
    -DETI PLAINS: Jesus, two enemies with Block Arrows. Go into battle with
     Color Magic banned for easier JP gainage. Sidewinder is very very good for
     enemies without Block Arrows.
    -OVER THE HILL: Ban Summon. Move everyone directly left. Assuming you survive
     Doublecast, you should be able to kill Ritz in the next turn.
    PREPARATION: You should have a Target Area or Lightning card. I leveled up a
    bit; everyone had Weapon Atk+ available, and I had 3 Nike Bows. I had no Auto-
    Regen though.
    Final Stats:
    Marche, Lvl 23
    ATK: 330
    DEF: 298
    POW: 214
    RES: 269
    SPD: 140
    Equip: Nike Bow, Acadia Hat, Power Sash, Gauntlets, Dash Boots
    Kemal, Lvl 21
    ATK: 327
    DEF: 280
    POW: 195
    RES: 258
    SPD: 142
    Equip: Gastra Bow, Thief Hat, Power Sash, Gauntlets, Dash Boots
    Norbert, Lvl 20
    ATK: 307
    DEF: 251
    POW: 197
    RES: 257
    SPD: 151
    Equip: Hades Bow, Headband, Power Sash, Gauntlets, Dash Boots
    Rober, Lvl 20
    ATK: 307
    DEF: 252
    POW: 202
    RES: 256
    SPD: 148
    Equip: Nike Bow, Headband, Power Sash, Gauntlets, Dash Boots
    Rockwell, Lvl 21
    ATK: 319
    DEF: 260
    POW: 209
    RES: 267
    SPD: 153
    Equip: Nike Bow, Headband, Power Sash, Gauntlets, Dash Boots
    Everyone had Weapon Atk+, no one had Auto-Regen
    Play Time: 14 Hr, 21 Min
    -LLEDNAR: By far the hardest battle, because your elemental bows are the most
     powerful ones, and he absorbs them all. Only your Gastra Bow can do any
     damage to him. Ban Katana, Skills, and Missile if you can; Katana and Skills
     are teh important ones. Keep your character with the Gastra Bow alive at all
     costs, the others can do whatever, kill for EXP or something. Took me 4 tries
     I think.
    -BATTLE QUEEN REMEDI: Hades Bow is not a good choice here. Other than that,
     just shoot her to death. Should only take 3.5 rounds or so, she does a lot of
     damage but can only hit one at a time.
    -LI-GRIM: You should have 1st turn, get as close as possible and shoot. Ban
     Target Area. I had some luck dodging spellbind. Her first turn she used
     Omega, I shot her some, then she used Alpha, killing two characters, but at
     this point she only had some 70 HP left so I killed her. Pretty easy battle.
    [5.12]				WARRIOR
    Overview: When you think Godawful class, you think Warrior. And yes, they
    	  kinda suck here. But, because of their really high HP, they can
    	  outlive pretty much any enemy in an SCC setting. The "breaks" work
    	  well on most bosses, and good weapons are readily availiable. They
    	  also have the distinction of having one of the easiest final
    	  battles out of all the SCCs. If you take this challenge, be
    	  prepared for a doable, but boring, SCC.
    Difficulty: 4.5/10
    Greased Bolt and Downsize combine to make this challenge easier than the
    Soldier SCC.
    Frustration: 6/10
    It's really not very fun...
    Recommended Party: 4 Dragoons and a Warrior looks good. Compared to other 
    		   Bangaas, Dragoons have good speed, and high ATK works to
    		   thier advantage too.
    Recommended Map: Something that gets you Estreledge (Town-Town-Mountain
    		 Mountain), though I forgot to do this
    Advantages: Most HP growth in the game, good ATK, powerful weapons easily
    	    available, get Downsize
    Disadvantages:  No range whatsoever (seriously, WTF?), crappy skillset, get
    		pwned by magic attacks, like no MP available to use Downsize
    How to Level: First Aid
    Differences: See Soldier, heh
    Items to go for: Shortsword, Samson Sword, Falchion, Silver Sword, Striborg,
    		 Opal Shield - Buyable
    		 Chirijiraden - Challengers? mission reward
    		 Gale Sword (Greased Bolt) - Type 2 Mission Reward
    		 Laglace Sword - Frosty Mage mission reward
    		 Restorer (Downsize) - Type 4 Mission reward, Combat Skill lvl
    		 10 reward
    		 Claymore (Monkeygrip) - Type 6 Mission reward
    		 El Cid Sword - Type 5 Mission reward
    		 Estreledge - Town-Town-Mountain-Mountain Treasure Hunt
    	 	 Flame Shield - Type 3 Mission Reward
    		 Ice Shield - Type 1 Mission Reward
    		 Mirror Mail - Type 5 Mission Reward
    General Strategies:
    -Buying tips: Vary your breaks first - split them among Power, Speed, Mind,
     and Body Slam. This saves some money too. Next get Dash Boots, which gives
     you a pretty decent 5 move. Buying 5 Curiass's instead of real armor is
     kinda helpful early; they're cheap, and 28 DEF is better than nothing.
    -Dem's the Breaks: You'll want to Powerbreak heavy physical damage dealers,
     and Speedbreak anything with high HP. Magic and Mindbreak are both largely
     useless, Mindbreak has some use against bosses, but normal mages are usually
     easily killed. None of the Breaks wear off.
    -Ice Blade: The Laglace sword has amazing attack power early game. Have some-
     one learn Body Slam, then Give them the Laglace Sword. That's a formula for
     tons of damage.
    -Combo it up: After Jagd Hunt, go buy a Mythril Sword from Nono's shop. It
     makes the rest of the SCC a bit easier.
    Battle Strategies:
    -DESERT PERIL:  The enemies are much stronger than you, so this can be some-
     what difficult. Kill the Red Panther that comes closes to you first turn.
     Gang up on the enemies one by one - the other Red Panther, then the Antlion.
     The Blue Panther should be Powerbreak'd then killed. Finally, Power/Speed
     Break the Flan, and wear him down. If this fight is giving you trouble, 
     level up to 5 or so before attempting again.
    -FAMFRIT: Not too bad, even at levels 5-6. Kill all the Ahriman thingys,
     it should only take 2 hits per Ahriman. Then Power and Speed Break Famfrit,
     and pwn him with Fight and Greased Bolt, if you have it.
    -DIAMOND RAIN:  Don't advance first turn; move up a couple spaces but not
     enough for them to attack. Kill the Bomb with your Laglace Sword user,
     Powerbreak both  Dragons. Body Slam is quite effective against the dragons,
     seeing as its fire based. You should have enough units left over after
     killing the dragons to wear down the flan.
    -MAGIC WOOD: I banned Knives as well as Missile to make things easier.
     Greased Bolt takes care of the Moogle with Counter nicely - the other one
     tends to retreat. Split your forces, two to go left and own the summoner,
     and the other two to go right and pwn the Black Mage. The rest is mop-up
     work - the trick is getting there quickly.
    -PALE COMPANY: You'll really, really want either a Target Area law card or
     the Ice and Lightning law cards, going into battle with Fire banned. The R2
     law card you got from Antilaws will take care of the Rapiers law, giving
     room for the third element. Hope his Firestream misses your Warriors, and
     go up and Speedbreak Andra. Marche makes a pretty good wall against the
     Dragon attacks; that is if he survives. Powerbreak the dragons, that reduces
     their damage output to a more manageable amount. Just pwn Andra; you'll have
     enough HP to survive a few dragon attacks, and Andra isn't much when he's
     forced into close range combat.
    -JAGD HUNT: Sheesh, this battle is hard. Marche will need to take a few hits
     here, so he should be at least level 10. or have Damage > MP. Kill the
     Assassin first. Throughout the battle, immediately retreat any units in
     critical and have them First Aid themselves back to a decent amount of
     The Ninja and Hunter should be Powerbreak'd, then kill the Blue Mage, as he
     tends to be more accessible. By the time it takes you to do all that, the
     two monsters will almost be there. Powerbreak them both, and Speedbreak the
     Rockbeast. Matra Magic is absolutely lethal. Then kill the humans while
     sending a unit or two to hold off the monsters, and finally mop up.
     A very tough battle.
    -THE BOUNTY: Target Area law is a must. Powerbreak the Fighter, Red Mage, and
     Paladin, then kill the paladin. You'll lose a few units doing that, but its
     ok. After he's down the rest of the battle is easy.
    -SCOURING TIME: Equip your most powerful weapons - the Restorer is good if
     you have it, as is the El Cid Sword. You may wish to Ban Blades here instead
     of Spears; it makes the fight somewhat simpler, as Templars need to be
     within melee range to be effective. Anyway, kill the Paladin first; Downsize
     works well here. Powerbreak is good against the Templars; use that, then
     bring one of them down; the other one tends to stick to Lifebreak even when
     at full HP. The sage will probably be drawn down by now, kill him fast, as
     his magical attacks are deadly. The rest of the battle should be just mopup,
     I beat this at starting levels 11, 13, and 3 14's.
    -DESERT PATROL: Wow, all these units are much better classes. WTF unfair.
     Anyway, ban Greatswords, as Techs doesn't work for you. Kill the Bishop
     first, then the White Monk; you have to hope some attacks miss here,
     especially ones like Bolt Sword. Don't waste MP on these two, regular attacks
     will do just fine. The other three non-Soldier enemies should be Downsized
     first though. I beat this at levels 13, 15, 15, and 17. You can combo if
     you want, but I recommend saving those JP for Mateus, next.
    -MATEUS: Your goal is to get to her to Combo her, doing lots of damage. The
     thing is, she likes to hang back and use Star Cross, hitting you for some
     40 damage. Combos only have 1 range (your comboing units need to be
     adjacent to Mateus), and the Vampires like to protect the panels around
     Mateus if you do an all out blitz. So here's the plan: Drop 3 units back
     in the starting location to block the Vampires; think of them as the
     offensive linemen protecting Marche. Have the other two units (preferably
     with Mirror Mail) advance on Mateus, but not get quite within range. The
     vampires totally fall for this play and all teleport to your three starting
     units, leaving Mateus unprotected. So sack her with combos. Pwned.
    go get a Chirijiraiden now.
    -HIDDEN VEIN: Banning Skills is a must, as the Sage does ridiculous damage
     if he's allowed to use his spells. The hard part's getting through the first
     turn without heavy damage. They all go first (except the sage and mogknight).
     After that, your ridiculously high HP will allow you to win. Kill the White
     Monk with a Downsize and some Greased Bolts, then the Animist or Juggler.
     Greased Bolt gets through Damage > MP nicely too.
     Alternate Strat: Kill the Blue Mage First turn with Greased Bolts. This
     requires some luck hitting him from the front, but the rest of the battle
     is easier without him casting ****ing cheap White Wind.
    Final Stats:
    Lvl 25
    ATK: 370
    DEF: 348
    POW: 205
    RES: 244
    SPD: 130
    Equip: El Cid Sword, Flame Shield, Thief Hat, Opal Armor, Dash Boots
    Abilities: First Aid, Powerbreak, Speedbreak, Greased Bolt, Monkey Grip, 
    	   Shieldbearer, Combat Combo
    Lvl 25
    ATK: 372
    DEF: 342
    POW: 205
    RES: 245
    SPD: 131
    Equip: Claymore, Choco Shield, Thief Hat, Mirror Mail, Dash Boots
    Abilities: First Aid, Powerbreak, Mindbreak, Speedbreak, Greased Bolt,
    	   Monkey Grip (60 AP), Downsize, Combat Combo
    Lvl 23
    ATK: 374
    DEF: 321
    POW: 198
    RES: 232
    SPD: 126
    Equip: Chirijiraden, Ice Shield, Thief Hat, Mirror Mail, Dash Boots
    Abilities: First Aid, Powerbreak, Mindbreak, Body Slam, Greased Bolt,
     	   Combat Combo
    Lvl 24
    ATK: 359
    DEF: 347
    POW: 199
    RES: 240
    SPD: 131
    Equip: El Cid Sword, Ice Shield, Bangaa Helm, Mirror Mail, Dash Boots
    Abilities: First Aid, Powerbreak, Speedbreak, Greased Bolt, Downsize, 
    	   Monkey Grip, Shieldbearer, Combat Combo
    Lvl 24
    ATK: 351
    DEF: 349
    POW: 209
    RES: 249
    SPD: 119
    Equip: El Cid Sword, Sacri Shield, Thief Hat, Dragon Mail, Dash Boots
    Abilities: First Aid, Powerbreak, Mindbreak, Speedbreak, Greased Bolt,
    	   Downsize, Monkey Grip, Shieldbearer, Combat Combo
    Play Time: 21 hr, 35 min
    Final Battle preparations:
    Get as many Mirror Mails and Thief hats as you can. Also, try to get a
    Claymore and teach Monkeygrip to anyone with a 2 handed weapon. Also, get
    everyone 10 JP. 
    -LLEDNAR: Easy
    -BATTLE QUEEN REMEDI: A Target Area Law helps a lot. Speed and Powerbreak her.
     Then just attack her; you should be doing a solid 60 damage or so a hit,
     more with Chirijiraiden.
    -LI-GRIM: The tough part's surviving the first turn. After that, move but
     don't do anything - that should let you go before Li-grim goes again.
     Speedbreak her with one of your characters, then surround her if you can.
     Combo with as many characters as possible - I had 3, and it did 384.
     The 2nd combo, with Claymore, did 400+. Pwned.
    [5.13]				DRAGOON
    Overview: Another pretty sweet class; the Best Bangaa class IMO. Jump gives
    	  them a very nice ranged attack; you'll be spamming that move from
    	  the beginning of the game. With generally good stats besides MRES,
    	  and Mirror Mail to protect you from a lot of magic, Dragoons stay
    	  safe and effective throughout the game.
    Difficulty: 3/10.
    Untill you get Mirror Mail, Black and Time mages can mess with you, otherwise 
    Jump can beat the stuffing out of your threats, you even get a 45 Wattack
    purchasable spear at Upgrade 2 for chrisakes. You can also evade most enemy
    counterattacks, just by the nature of being able to attack from two panels
    Frustration: 3/10.
    Despite a need to horde 5 or 6 Mirror Mails and a recommended Vitanova(for
    dragonheart) before Mateus, Dragoons can basically plow through enemies with
    a little leveling up, if you're having difficulty.
    Its a fun SCC, but a bit repetitive since usually you just Jump enemies or
    Spear-stab them when they line up right. The ranged abilities make it fun.
    Recommended Party: All my Dragoons started as Dragoons. 
    Recommended Map: Don't think it matters
    Advantages: Highest Base Wattack in the game period, Highest Base Wattack in
    	    the game that is RANGED, a form of healing based on Wattack,
    	    Multi-targeting ranged abilities, a great R-Ability.
    Disadvantages:  Craptastic MRes, poor equip options(read: no Hats or
    How to Level: Random Battles involving Jumping on enemies to death. After you
    	      get Dragonheart on 1 or more units, you can use KBWM. Basically
    	      setting off Dragonheart with your Wattack based abilities and
    	      repeatedly killing off your characters, only having them
    	      revived instantaneously immiediately afterward. 
    Differences: Jump is now a single 4 range ability, instead of multiple range
    	     and height increasing abilities. No more waiting for the Lancers
    	     to come down, which is...weird. Gained a whole bunch of other
    	     abilities. Dragoons are far superior early game(2v2), and far
    	     inferior late game(8v8). On the other hand, Lancers couldn't
    Items to go for: Javelin, Lava Spear, Ice Lance, Dragon Whisker - buyable
    		 Bangaa Spike - "Sword Needed" reward
    		 Beastspear- "Old Friends" reward, Plain-Plain-Desert-Desert
    		 Treasure Hunt reward
    		 Trident - Level 7 Mission Reward, Combat Skill Lvl 25
    		 Vitanova (Dragonheart) - Level 5 Mission Reward
    		 Restorer (Lancet) - Level 4 Mission Reward, Combat Skill
    		 lvl 10 reward
    		 Chirijiraden - "Challengers?" reward
    		 Flame Shield - Type 3 Mission reward
    		 Mirror Mail - Type 5 Mission reward
    ****** Laws:
    Bad Laws:
    Target Area, sometimes
    General Strategies:
    -Jump, Bangaa Cry, Wyrmkiller, Breaths. That is the order you should learn
     moves in IMO. Otherwise, your main strategy for battles is reigning Death
     from above with Jump, and killing elemental enemies with the Breath that will
     do the most damage. Bangaa Cry for multi-targeting, Lancet when your HP is
     getting low. Wyrmkiller with Lance to bypass an alliy that is adjacent to an
    Move notes:
    Everybody in Da House is Jumpin':
    Its the first ability you'll ever learn and the last ability you'll ever need.
    Jump is good from start to finish.
    Bangaa Cry/Fire Breath/Ice Breath:
    Depending on your enemy, these Wattack based skills will do the most damage
    at a range. Bombs don't like Ice Breath, if they are at a slighly lower
    level they get OHKO'd. Grenade's aren't as fragile, but range is range.
    Otherwise, use Bangaa Cry, multi-panel targeting and good damage;. 2 Dragoon
    attacks kills basically everything except Totemas (and Flans/Rockbeasts,
    obviosuly). Sadly, no enemy is weak to Bolt, so Bolt Bretah loses out to
    non-elemental Bangaa Cry, that has a higher power stat.
    I didn't use it a ton, but its always good to have a healing attack that
    drains HP. And since it works off Wattack, it still does quite a bit of
    damage. Effective for setting up Dragonheart on your allies.
    Not just good for killing Dragons, you can also use it to strike an enemy
    next to your ally with your spear, without hurting your ally. Got used a bit.
    AWESOME! (at comic relief).
    It's basically insurance that is usually needless. Dragoons have a nasty
    habit of sweeping the floor with enemies once they get their turns. I can
    count the number of enemies on one hand that can survive 5 consecutive
    hitting jumps with the best spears: 0.
    Equip Notes:
    Dragoons have bad Mres. Mirror Mail reflects Black, White, Red, and Time
    Magic. You don't have White Magic or Time magic to use on yourself. Do the
    Scarabs are usefull against enemy Archers who outrange you or evil Fire
    Whipping Elementalists. Avoiding Immobilize and Disarm is good, and Frog,
    which is substantially less frequent.
    As is general in most SCCs, equip the best weapon readily available unless
    you are learning a skill.
    Battle Strategies:
    -FLANS: Ban Flan element, kill its allies, Kill Flan.
    -FAMFRIT: Jump on Ahrimans/Floateyes. Jump/Attack on Famfrit.
    -ULTIMA: Ban Charm. Jump/Attack. Win.
    -ANDRAMELECH: Arguably the only tough battle in the SCC other then Li-Grim.
     Ban Target Area, Wyrmkiller some of the Dragons to Death, and Jump or Stab
    -Vs. Babus: Soldier Marche with Flame Shield and Mirror Mail. Speedbreak.
     Slash babus to death.
    -MATEUS: No Units at L21 or 22, Ban Fight and Target Area. Mirror Mail on all
     Units. Angel Ring on "Best" Dragoon. Jump Mateus to Death.
    -Vs. Llednar: Blue Mage Marche, (Soldier Secondary), Mistle Robe, Damage > MP,
     and Immunity. (Speedbreak Llednar), Just run, Llednar can't do jack to you.
    -OVER THE HILL: Ban Missile and Rapier. Jump Ritz to Death.
    Ending Equips:
    Raol L32
    Bangaa Spike
    Mirror Mail
    Genji Armlets
    Dash Boots
    Angel Ring
    Randorf L32
    Mirror Mail
    Dash Boots
    Crowe, Sandath, and Caines (Kain :D) All L32
    Mirror Mail
    Dash Boots
    A- Dragon Tech
    A- --
    R- Dragonheart
    S- --
    C- --(I never got a Mythrill Spear, Sadly)
    Why the Mirror mail spamming? Good old Mateus(x2) with Li-Grim have Thundaga.
    Mirror Mail reflects Thundaga. Erego, Mirror Mail = equipped armor.
    -LLEDNAR: Go in with Katanas and Skills Banned, Jump Llednar to Death.
    -REMEDI: Mirror Mail on all units, Jump on Remedi. The physical skills just
     makes Dragonheart go off, and Famfrit's Demi gets Reflected.
    -LI-GRIM: Mirror Mail on all units, just Jump on Remedi and pray for a bunch
     of hits. With Trident or better on all your units, a hit from each unit
     should KO her. Mirror Mail can buy a turn if Mateus is dumb enough to
     Thundaga. Basically you just have to hope for a lot of hits and maybe some
     Magi/Totema Misses.
    [5.14]				DEFENDER
    Overview: The safest class this side of White Mage; Defenders are all but 
    	  invincible in almost every battle. They have ok weapon attack, and
    	  get Estreledge early to enhance their attack power. They have very
    	  crappy other skills though; every battle will be using Aura then
    	  Fighting the enemies. Kinda boring, but effective.
    Difficulty: 1.5/10 w/o final battle, 2.5/10 with final battle
    Frustration: 2/10
    Recommended Party: I used 2 White Monks, 2 Defenders, and a Gladiator. The
    		   Gladiator has higher ATK than the rest of the party, while
    		   not sacrificing too much DEF. The two White Monks gave my
    		   party a bit of extra speed.
    Recommended Map: Get Estreledge (T-T-M-M) ASAP, the rest doesn't really matter.
    		 You can actually get 2 Estreledges, the other one just comes
    		 much later.
    Advantages: Good WATK, Excellent WDEF, Aura, easily accessible abilities,
    	    Estreledge available very early
    How to Level: Aura, hitting Expert Guard'd party members works too
    Disadvantages:  Slow, 3 move for a fighter is absolutely ridiculous, lack good
    		offensive A-abilities, awful R-ability for an SCC, annoying to
    		get around some R-abilities
    Items to go for: Ragnarok, Striborg, Lohengrin - all Buyable
    		 El Cid Sword (Tremor) - Type 5 Mission Reward
    		 Vajra (Meltdown) - Jagd-Jagd-Jagd Treasure Hunt, Smithing
    		 Skill lvl 30 reward (you'll probably never see this sword)
    		 Estreledge - Town-Town-Mountain-Mountain Treasure Hunt
    		 SaveTheQueen (Expert Guard) - Type 5 Mission Reward
    		 Diamond Armor (Weapon Def+) - Type 2 Mission Reward
    ****** Laws:
    Bad Laws:
    General Strategies:
    -Defender weapons are EXPENSIVE AS HELL. Even so, you'll want to get 4
     Lohengrins and 1 Ragnarok while raising your Defenders. You should get Aura
     on all party members by Desert Peril. The best way to raise money is just to
     do missions; freeing Giza Plains then fighting to get it back gets you around
     4000 gold each time.
    -Aura FTW: Aura is pretty broken in this game. Auto-Raise + Regen on yourself;
     no MP cost, and Lohengrin is buyable. This is pretty much a first-turn move
     every battle.
    -General strategy can be summed up as: Aura, advance, slash/stab/lunge, Aura
     again when killed.
    -No R-ability?!?: Don't use Last Berserk. Yeah, I know it sounds crazy not to
     equip an available ability, but when you're critical'd, you'll want to use
     Aura, despite the damage Berserk gives you. Trust me on this one.
    -Disarmed: The Ragnarok's ability Drop Weapon comes in handy when fighting guys
     with the Strikeback or Reflex R-abilities. In other cases you should just
     stick to hitting the enemies. Learn it on one or two guys, don't bother with
     it otherwise.
    Battle Strategies:
    -FAMFRIT: I went with 3 on the left, 2 on the right, Aura first turn and
     charge. You should have Dash Boots on all your Defenders by now to help that
     awful 3 move. Then just beat the crap out of Famfrit; hit the Ahrimans only
     when Famfrit's not in range. Of course, Aura if they manage to kill one of
    -ANTILAWS: Using Drop Weapon on the sleeping enemies leads to some pretty LOL
    -EMERALD KEEP: You can kill Babus in 1 hit with your Estreledge unit; start him
     nearest to babus (upper-left corner). Pwned.
    -PALE COMPANY: Defenders can equip Robes, so equip them with as many Blaze
     Robes as you can find (I had 3). Assuming he kills none or 1 of your guys
     with his initial Firestorm, Aura and charge forward. Their second turn will
     be a big mess, but you should be fine; Aura should only activate for 1 or 2
     characters. After that, I managed to kill Andra in 1 round. Go figure...
    -JAGD HUNT: Suprisingly, not tough. Have your Estreledge user kill off the
     Assassin first turn, everyone else should Aura. Your Estreledge user should
     continue killing off opponents; he'll be scoring 1 hit kills on the human
     opponents. Even if everything goes wrong (2 guys were blinded, the rockbeast
     used Resonate 3 TIMES), you'll still probably win, just because of Aura. That
     and the enemies can do nearly no damage to you if you have Weapon Def+.
    -THE BOUNTY: Alright, by this point you probably have 1 or 2 A-Abilities, and
     none of them are gonna pass Reflex or Strikeback. So what I did was buy 4
     Striborgs, containing the Mow Down ability. Equip everyone except your
     Estreledge user with Striborgs, and kill everyone except the Fighter and the
     Sage. You'll have to Mow them Down to win the fight.
    -SCOURING TIME: Even without special laws, this one's easy. Its simply too
     tough for the enemies to kill Defenders with Aura. Have your Estreledger go
     right and pwn some enemies, starting with the paladin. One of your other
     Defenders should help him finish the enemies, while your two others take down
     the Templars. The Gunner does a pitiful 10 damage per hit, so don't even
     bother with him til the end.
    -THE BIG FIND: This time, equip one or two guys with Striborgs (unless you've
     actually mastered Mow Down, or have Tremor, use those instead), and kill
     all the enemies except the Strikeback Fighter. Use Aura first turn; it looks
     tempting to be able to kill one of those Thieves in one turn, but you may pay
     the price for that later, as I did my first try. After killing all enemies,
     Mow Down or Tremor the Fighter to death.
    -DESERT PATROL: I went on a Law binge here, banning Spears and Greatswords. 
     Then I just met them head-on. As before, you'll need Mow Down or Tremor to
     beat one of the enemies. Not too tough with Greatswords banned, a bit tougher
     without it.
    -MATEUS: Ban poison but not fight. The vamps tend to block you off in the
     middle, so I sent  two guys to the left, and the others to bust through the
     middle. Zombify is  kinda trouble, as it prevents you from Aura-ing. They
     don't tend to use it too often though. Keep your Aura up, and this battle
     becomes as easy as any other.
    -TO AMBERVALE: I would actually forgo the use of Aura unless you have nothing
     else to do, because the Malboro spams Soundwave on anyone with Aura,
     dispelling it. Even without Aura you have the firepower to win this one
    Final Battle Stats:
    Lvl 26
    ATK: 383
    DEF: 370
    POW: 251
    RES: 266
    SPD: 140
    Equip: Estreledge, Diamond Helm, Mirror Mail, Gauntlets, Dash Boots
    Abilities: Aura, Expert Guard, Weapon Def+
    Cox (LOLOLOL his name is Cox say it out loud LOLOLOL)
    Lvl 26
    ATK: 363
    DEF: 384
    POW: 223
    RES: 266
    SPD: 117
    Equip: Arch Sword, Cross Helm, Mirror Mail, Gauntlets, Dash Boots
    Abilities: Tremor, Drop Weapon, Aura, Expert Guard, Weapon Def+
    Lvl 25
    ATK: 351
    DEF: 376
    POW: 226
    RES: 262
    SPD: 116
    Equip: Arch Sword, Cross Helm, Dragon Mail, Gauntlets, Dash Boots
    Abilities: Tremor, Drop Weapon, Aura, Weapon Def+
    Lvl 26
    ATK: 378
    DEF: 383
    POW: 222
    RES: 255
    SPD: 123
    Equip: Arch Sword, Diamond Helm, Gold Armor, Gauntlets, Dash Boots
    Abilities: Tremor, Aura, Expert Guard, Weapon Def+
    Lvl 25
    ATK: 383
    DEF: 370
    POW: 251
    RES: 266
    SPD: 140
    Equip: El Cid Sword, Cross Helm, Gold Armor, Gauntlets, Dash Boots
    Abilities: Tremor, Aura, Weapon Def+
    FINAL BATTLE: go into battle with Berserk/Holy/Katana banned, de-equip any
    SaveTheQueen swords you may have on.
    -LLEDNAR: He goes down in 3 hits. Don't even bother Aura'ing unless you can't
     reach him. If you want you can equip Mistle Robes to protect yourself from
     his attacks, but really, it's not even necessary...
    -BATTLE QUEEN REMEDI: Just like any other boss fight: Aura and attack Remedi.
    -LI-GRIM: She's much, much tougher. You gotta hope for Exodus or Ultima when
     she uses Descent; the only thing you can really do is Aura (and Expert Guard
     if you're already Aura'd and not in range helps a TON). I banned Lightning,
     so Mateus was stuck with the slightly weaker Breath of God and Spellbind.
     The first turn, two of my guys were fast enough to use Aura before she got
     Magi off, but she managed to miss the three without Aura and wound one of the
     others. From there I just charged forward and kept Aura up as best I could;
     the Mateus's targeting one of my Expert Guard'd guys helped a ton. I had to
     use a Totema once to cement the victory; it did around 100 dmg. This battle
     took me 3 tries; there's a lot of luck involved. 
    [5.15]				GLADIATOR
    ***Alternator has written the battle strategies, except the little note I put
       in at the end.***
    Overview: One of the most powerful physical classes in the game in terms of
    	  sheer damage. They also have probably the best overall Bangaa stat
    	  growth (arguably Dragoon), and an Ultima move. However, their good
    	  moves require MP, which you'll be lacking in the early game.
    	  Regardless, high attack power should be able to carry you through
    	  the game.
    Difficulty: 3/10
    Frustration: 4/10
    Recommended Party: 4 Gladiators and a White Monk should do. Alternator used
    		   Two Gladiators, two Dragoons, and one White Monk, which
    		   seemed to work out fine for him.
    Recommended Map: Get two Materia Blades - Looking at Astroblue's Region Create
    		 FAQ, Sphrom should be in slot 14, the first two forests you
    		 get in 12 and 17, and the other two forests you get in 24 and
    Advantages: Good moveset SCC-wise, Ultima Move, good overall stat growth
    Disadvantages: Lowish MP for Ultima, slow, NO range
    How to Level: Hit each other with Air Blades
    Differences: N/A
    Items to look for: Ogun Blade, Shadow Blade, Sun Blade, Flametongue, Air
    		   Blade, Icebrand - all Buyable
    		   Ayvuir Blue - Twin Swords mission reward (Hero Gaol)
    		   Ayvuir Red - Salika Keep mission reward (Hero Gaol)
    		   Materia Blade - Town-Town-Forest-Forest Treasure Hunt
    		   Pearl Blade - Type 6 Mission Reward
    		   Venus Blade (Doublehand) - Type 7 Mission Reward, Combat
    		   skill lvl 15 reward, Forest-Forest-Jagd-Jagd reward
    ****** Laws:
    Bad Laws:
    none really
    General Strategies:
    -The elemental swords do a TON of damage early game. Use them to run over
     everything in your path.
    -Ayvuir Red and Blue are VERY powerful - blue especially, as its available
     pretty early. 
    more to come?
    Battle Strategies by Alternator:
    -FAMFRIT: Got past Famfrit, so far my tactics have been simple: Rush if the
     enemy has counter or you need to move him to set up a shot, Fire Sword if
     you need pure damage, and Blitz if you have low accuracy for an attack. Even
     Famfrit's Breath of God couldn't drop a Gladiator (level 6/7 at the time) in
     one shot and they could axe down his allies quickly.
    I've kept on trampling enemies, most of the Energy Swords have been learned
    and I got a Materia Blade to slowly start teaching Ultima-don't have the MP
    to use it yet, of course, but better now than later to start learning. The
    Energy Swords are great with the low attack power of the Materia Blade, and
    still a good boost to firepower.
    Marche was level 3, and the Bangaa all level 9, after beating Hot Awakening.
    Nothing yet has been able to seriously threaten my team; they just roll over
    anything with massive damage. The two biggest weaknesses of a Gladiator SCC
    are clear now, though: Even attacks from the front have a 55% hit chance, and
    I have no ranged attacking ability. Healing has yet to be an issue, and
    status effects are only just beginning to show up as a problem.
    -PALE COMPANY: Level 10 as I trampled Addrammalech, a few guys reached level
     11 during the fight. Marche went down in one shot, but only one Gladiator
     fell during the entire bout, while I dropped two of the dragons before
     taking out the big guy. Getting a bit harder with my low evasion and the
     rising enemy damage, but I don't have to power level yet.
     Lack of a range attack was really evident here-even though I banned Target
     Area to avoid dragon breath, I wasn't able to focus everything on just one
     guy. I suspect this is going to bite me in the *** soon, though I'm trying
     to avoid it.
    -SCOURING TIME: Flattened Scouring Time at level 13, moving on now.
    I'm gonna assume the rest of the challenge would play out similarly to a Mog
    Knight SCC - with one exception, no Mog Lance. Either way, Ultima Sword should
    be enough to own most bosses, including the final boss.
    [5.16]				WHITE MONK
    ***Gangsta Jesus was the first to report finishing this SCC, though I wrote
       everything here. DDragoon and ecyc333 also contributed.***
    Overview: The Monk SCC was one of, if not the easiest SCC in the original
    	  FFT, and not much has changed in the class's transition to the GBA.
    	  White Monk is also very easy. You get pretty much a dream ability
    	  set - healing, revive, range, Counter, Reflex, Esuna, and half
    	  decent speed to boot. The only drawback is you might get bored
    Difficulty: 1/10
    Frustration: 1/10
    Recommended Party: Gangsta Jesus beat this SCC using only 4 white monks. LOL.
    		   4 Dragoons and a White Monk looks good though.
    Recommended Map: You can get Death Claws (Mountain-Mountain-Marsh-Marsh) if
    		 you want, though it's only got 1 higher ATK than Kaiser
    		 Knuckles (which are buyable).
    Advantages: Revive, Chakra, good evade, Counter, High Speed (for Bangaas),
    	    decent weapons, long range capabilities, Reflex
    Disadvantages: Low HP, Low ATK growth for fighters, low total stat growth
    How to Level: Chakra
    Differences: Its easier to name the abilities they kept. Spin Fist (Whirlwind),
    	     Wave Fist (Air Render), Earth Slash (Earth Render), Chakra,
    	     Revive. Chakra was changed to recover status, but no MP. Lost
    	     Hamedo, HP-Restore, gained Reflex. This is, however, one of the
    	     more recognizable classes from FFT.
    Items to look for: Hard Knuckles, Kaiser Knuckles, Cat Claws, Rising Sun,
    		   Brigandine - all Buyable
    		   Cat Claws (Chakra) - Type 2 Mission Reward
    		   Death Claws - Type 7 Mission Reward, Mountain-Mountain-
    		   Marsh-Marsh Treasure Hunt
    		   Godhand (Far Fist) - Type 5 Mission Reward
    		   Survivor (Revive) - Type 3 Mission Reward
    		   Mirage Vest (Reflex) - Type 6 Mission Reward
    		   Tiger Fangs (Earth Render) - Collection Skill lvl 25
    		   reward, Type 6 Mission Reward
    		   Gaia Gear - Type 3 Mission Reward
    ****** Laws:
    Bad Laws:
    Fight (sometimes)
    Target Area (sometimes)
    Healing (sometimes)
    Good Laws:
    Fight (sometimes)
    Color Magic
    Target Area (sometimes)
    General Strategies:
    -Counter pwns. Get Brigandines after you've finished buying your first
     weapons teach it to everyone. you'll often end up doing more damage than
     your enemy does - during their turn. 
    -Use your healing well. Both Chakra and Revive are available very early.
    -Earth Render + Gaia Gears = Mass healing!!!
    Battle Strategies
    Hmm...level up to 5 or 6 or so by Desert Peril; you shouldn't have any
    trouble with anything...According to Gangsta Jesus, ecyc333 and DDragoon,
    this challenge is very, very, very easy. If you have any troubles, feel free
    to ask on the FFTA boards on GameFAQS, as specific strategies are not needed
    for this one.
    [5.17] BISHOP
    *from here to battle strategies were written by dablackbelt*
    Overview: Bishops are the only Bangaa class completely devoted to magic. Templar
    	  and White Monk both use a small amount of magic, but are both mainly
    	  physical jobs. A large group of people view Bishops as crappy
    	  characters, but when used right, they can wreak havoc on enemies.
    Difficulty: 5.5/10
    Frustration: 7/10
    Recommended Party: Fully grown Bishops are okay for the magic, but they'll be
    		   lacking physically. White Monks are relatively crappy with
    		   magic, but their Speed is godly. Personally, I prefer
    		   Templars for the balance of magical and physical stats. I
    		   went with 1 Bishop, 1 White Monk, and 3 Templars.
    Recommended Map: Get Nirvana Staff (Cave-Cave-Jagd-Jagd)
    Advantages: Break is instant death vs. most enemies, can Cure, Aero/Water have
    	    more vertical range than other basic spells
    Disadvantages: Incredibly sucky early game, poor buyable spell selection,
    	       Break isn't availiable til later, poor physical attack, DEF,
                   horrible speed and HP, worst evade, low AoE range compared to
                   other mages
    How to Level: Cura, Barrier, Dispel
    Differences: Eh...they share Break with Oracles, but Oracles lack damage
                 dealing abilities, except for the inconsistent Life Drain.
                 Oracles are also far more adept physically.
    Items to look for: Cure Staff, Bless Staff, Garnet Staff, Judge Staff -
    all buyable
    Nirvana Staff (Holy) - Type 7 Mission Reward, Cave-Cave-Jagd-Jagd Treasure Hunt
    Snake Staff (Break) - Type 4 Mission Reward
    Light Robe (Half MP) - Type 6 Mission Reward
    Black Robe (Return Magic) - Type 5 Mission Reward, Magic Skill lvl 15 Reward
    ****** Laws:
    Target Area
    Bad Laws:
    Fight (sometimes)
    Good Laws:
    Fight (sometimes)
    Skills/Techs, if necessary
    General Strategies:
    -Keep in mind Aero and Water have less range than Black Magic. You have only 3
     range, as opposed to the usual 4.
    -Remember that Aero and Water have higher vertical range than Black Magic.
    -Unlike every other element in the game, you cannot absorb Wind and Water. Also,
     there are no Staffs that enhance these elements. This puts you at an elemental
     disadvantage when compared to other SCCs.
    -Keeping the above in mind, make sure you never have a Bishop standing so that
     he'll be hit by Aero and Water.
    -Half MP is a lifesaver. Pnce you get your hands on a Light Robe, send that
     Bishop on a series of Dispatch missions, then hand the Light Robe on to the
     next guy. The same goes with all new abilities.
    -Don't bother rushing to master Water. It has no advantages over Aero.
    -If an enemy hits you with an AoE spell and you have Return Magic, all of
    your guys will return it, probably pwning them. Works well against Summoners.
    -For your White Monk started Bishops, staff whacks will often do more damage
    vs. magical enemies than Aero will. Keep that in mind while advancing.
    -Once you get Break, just petrify everything in sight FTW. This should be
    -In terms of dispatch missions, petrifying an enemy doesn't count as killing
    one. so for Dispatch: 7 enemies, you'd actually need to kill them instead of
    using break.
    -Around Jagd Hunt, hunt down a Snake Staff before moving on. It is very easy to
     completely miss the weapon.
    Battle Strategies:
    I luckily found a Mythril Staff while training my characters. Just FYI...
    -DESERT PERIL: Fairly difficult at low levels. I won with one guy left. Take
     care of the Flan first, then the Red Panthers, as they tend to bunch up.
     You'll have a couple turns before the Blue Panther comes with his huge
     damage; kill the antlion as well. Your tank-esque characters should be able
     to take a couple hits while the pure Bishops cast Aero. 
    -FAMFRIT: This has to have been the lowest level I've attempted this at - 4,5
     and 6. lol. Don't start all your guys on the left; go 3 and 2. Aero Famfrit,
     but this only does some 8 or 9 damage. I had Fight banned to null the
     Ahrimans. I did two combos, doing about 80 damage total, then whittled down
     Famfrits HP with Aeros.
    -ANTILAWS: This is the only SCC I've played where this is hard. Ezel tends to
     die; you're in big trouble if it's you versus all awake enemies. You'll
     want to be at least lvl 7 or so; or Aero won't do ****; not that it's good
     anyway. Hit the Defender first, then the Fighter should come into range.
     Hopefully they're put to sleep. These two do tons of damage, so kill them.
     The Dragoon, unfortunately, is immune to Wind. I took him out with a combo
     and 2 normal attacks. Ezel will help you out here. The rest of the battle
     isn't too hard; it's the beginning that's painful.
    -DIAMOND RAIN: Target the Bomb and Lamia first, as they're together. Try to
     avoid the Dragons first turn, they do a ****load. After that, Focus Fire on
     the each Dragon; you'll take a lot of damage but they'll go down. Luckily,
     the flan is a joke for Bishops. This is a good bit easier than Antilaws.
    -MAGIC WOOD: A tough battle. You'll probably be able to kill one or two of
     the thieves with Aero first turn, which helps a lot. Your next target should
     be the black mage. Physical attacks tend to do more damage to him than Aero
     does. Kill the summoner or other thief if he's in range next, Cura'ing if
    -PALE COMPANY: Goddammit Bishops suck. Gotta rely on Firestream missing your
     guys; hard considering Bishops incredibly crappy evade. I banned Fire, Ice,
     AND Lightning. I killed him with 4 combos, lol. I have no idea how you'd
     beat this without them, heh...Try to stay alive with Cura, you'll probably
     have to level til you can survive a Firestream. Banning Fight over Fire might
     also be a good idea. BTW, Mighty Guard isn't Dispellable, so if the Blue
     Dragon uses it on Andra that's huge trouble.
    -JAGD HUNT: Keep your guys healed; that's most important. 2nd is killing the
     Assassin. The Ninja could be huge trouble or just a nuisance; sometimes he
     goes in with two swords, spelling your doom, other times he just stays back
     and attacks with veils. Hope for the latter. I killed the Ninja last out of 
     the humans actually; he chased after Marche with Veils. If you get rid of the
     very damaging units and keep your guys healed, this shouldn't be as bad as
     it is in other SCCs. I beat this at level 11-12.
    -SCOURING TIME: A very tough battle without Break, which I didn't have, even
     with Spears banned. It'll probably cost you at least one Bishop while killing
     the Paladin, as they have tons of HP relative to Aero damage. The Sage should
     be your next target, and next the Mog Knight. When the dust settled, it was
     my lone bishop versus a sage in Critical, a Gunner and Mog Knight at full 
     health, and the two useless Templars. I killed the Sage with a staff thwack.
     If it gets down to something like this, send whoever's left down to the
     starting point, by the house. The house will shield you from the Gunners
     attacks, and it'll take quite a few turns for him to get into position, so
     you can have your MP restored and heal up. Once you get the Gunner into
     critical, he'll run away, so don't worry about him for a bit. The Mog Knight
     is very annoying, with his mog lance and the like. You should have a slight
     evade advantage vs. him (he'll always be attacking from the front, as he
     Mog Lances and retreats), so get him into critical too. The tough part is he
     Mog Aids. Eventually I chased down both the Gunner and Mog Knight, and
     pwned the Templars. Very long battle...
    You'll want to seriously start looking for a Snake Staff now, if you don't
    already have one.
    -MATEUS: The hard part of this battle is that Bishops, being sucky, do very
     crappy damage to Mateus, probably 10-20, maybe 25 if you're higher leveled.
     So it takes frickin' forever to kill her. Slap on some Thunder Robes so she
     doesn't use Thundaga; she tends to use Star Cross a lot. This is easily
     Cura'd though. It's probably a good idea to keep a guy out of Zombify range,
     so you're effectively invincible. Another long battle, but good for EXP.
    -SCOURING TIME: 5 Breaks, 5 kills. LOL. First time i've been so lucky at this
    You can get your Nirvana Staff now.
    -HIDDEN VEIN: You can get totally RAPED by AoE first turn; just reset if that
     happens. It's not cool to start the battle with 3 members Sleeping or Dead.
     After that, just go around petrifying everyone, saving the Blue Mage til
     last. Not too hard.
    Funny note: Bishops can't beat Missing Professor or whatever the hell that
    mission is in Tubola Cave. The Fairy blocks the direct path to the statues,
    and their stupid Jump levels won't let em go around. Stupid sucky bishops.
    -OVER THE HILL: You actually WANT Ritz to pwn you with Doublecast here,
     because that plays right into Return Magic's strengths. So Barrier up and
     advance, as bunched up as you can. You'll probably have to Cura up after the
     first turn, so do it, and hit her with some spells. You should win not too
     long after.
    Final Stats:
    Lvl 31
    ATK: 334
    DEF: 323
    POW: 350
    RES: 344
    SPD: 145
    Equip: Garnet Staff, Thief Hat, Mistle Robe, Ruby Earring, Dash Boots
    Abilities: All except Judge
    Lvl 32
    ATK: 335
    DEF: 324
    POW: 362
    RES: 359
    SPD: 124
    Equip: Garnet Staff, Thief Hat, Mistle Robe, Gauntlets, Dash Boots
    Abilities: All except Holy and Judge
    Lvl 28
    ATK: 309
    DEF: 289
    POW: 324
    RES: 316
    SPD: 115
    Equip: Garnet Staff, Headband, Mistle Robe, Gauntlets, Dash Boots
    Abilities: All except Judge
    Lvl 32
    ATK: 332
    DEF: 318
    POW: 366
    RES: 351
    SPD: 126
    Equip: Garnet Staff, Acadia Hat, Mistle Robe, Gauntlets, Dash Boots
    Abilities: All except Judge
    Lvl 32
    ATK: 341
    DEF: 326
    POW: 358
    RES: 348
    SPD: 136
    Equip: Garnet Staff, Thief Hat, Mistle Robe, Gauntlets, Dash Boots
    Abilities: All except Judge
    Play time: 25 hr, 52 min
    Final Battle:
    -LLEDNAR: Equip Mistle Robes all around and ban Katanas and Skills. I Break'd
     the assassin, then nothing can really hurt you (you can easily Cura past
     the Gunner and Abyss). You'll have to beat Llednar to death, as your
     elemental magic is useless here. Try not to use combos or totema, as you'll
     need em later.
    -BATTLE QUEEN REMEDI: I switched from Mistle robes to Blaze robes and White
     Robes here to protect against Firestream. Have whoever can go before remedi
     barrier up and go to the sides; Remedi will likely kill or wound Marche her
     first turn. After that, wail on her with Water or Aero. 2 Curas should heal
     you up to full health after remedi's attacks; if she can kill you in one hit
     you probably need to level a bit. Not too tough.
    -LI-GRIM: Switch to Thunder Robes to protect vs. Thundaga. That spell hurts a
     ton. A Mirror Mail for Marche is a good idea too. You can survive Magi, but
     not Descent. So hope for Magi, and Cura up immediately afterwards. You'll
     want to surround Li-grim and beat her with staves, even though Bishop is a
     Magical class, its better that Li-grim doesn't use descent. So close the 
     distance between the two of you. 
     Agh...I tried to beat this battle normally, but it's quite difficult. I ended
     up giving up after 5 tries, and after that unleashed massive combos and
     owned her. God bless the Mythril Staff :P I'd just recommend leveling up to
     40 or so if you don't have Mythril Staves.
    dablackbelt used a different strategy, but it requires the clan wars:
    "Yay, I finished the Bishop SCC. Thanks to Dmg2: Bangaa.
    And in only 2 tries. The first time, I was really close to winning, Li-Grim had
    under 200 HP left, and she used Lawshift. The Mateuses went crazy with
    Spellbind, OHKOing my Bishops.
    I came back the 2nd time with an extra Dmg2: Bangaa card, and when Li-Grim was
    in the double digits, she used Lawshift, but luckily for me, I got to use the
    extra card before the Mateus's go.
    Luckily, she only used Descent once, and got Exodus. Half MP saved my ass that
    time. On to Summoner!"
    [5.18]				TEMPLAR
    Overview: Templars have a very good skillset, along with balanced stat growth.
    	  You won't have much trouble finding the required items either, with
    	  most spears being buyable. Cheer and Haste should be the backbone
    	  of an attack; you'll be able to overwhelm your enemies, especially
    	  if you can get Bonecrusher to connect.
    Difficulty: 4/10
    Frustration: 3/10
    Recommended Party by Musourenka: My five Templar all have varying abilities,
    		  as I recruited two from White Monks (decent speed, but fall
    		  relatively quickly compared to my other units. Also have
    		  low MP), a Warrior (gobs of HP and high attack, but little
    		  MP) a Gladiator (decent MP, a good balance between Templar
    		  and Warrior recruits), and a Templar (Phenominal stats
    		  everyone except for average HP and horrid speed). As I'm
    		  going through the challenge, I'm trying to see how each of
    		  my characters fare. So far, I can't recommend any one type
    		  over another, as each has its own strengths and weaknesses.
    		  The only type I wouldn't recommend is Bishop (lots of MP,
    		  but poor physical stats; you're way better off choosing a
    		  pure Templar).
    		  Chronic PokeAbuser used a White Monk, a Dragoon, a Templar,
    		  a Defender, and a Warrior.
    Recommended Map: Get Beastspear (Plain-Plain-Desert-Desert) early, and
    		 Excalibur (Marsh-Marsh-Desert-Desert) a bit later.
    Advantages: Powerful weapons, good skillset, 2 panel spear range, enough MP
    	    to actually use their skills, can pwn mages
    Disadvantages:  Slow as molasses, not as high attack power or tankish as the
    		other Bangaa classes
    How to level: Cheer
    Differences: N/A
    Items to look for: Javelin, Apocalypse, Partisan, Ragnarok, Lohengrin - all
    		   Beastspear - Plain-Plain-Desert-Desert Treasure Hunt, 
    		   "Old Friends" Mission	   
    		   Excalibur - Mountain-Mountain-Desert-Desert Treasure Hunt
    		   Carabini Mail (Bonecrusher) - Type 4 Mission Reward
    		   Trident (Weapon Atk+) - Type 7 Mission Reward, Combat Skill
    		   lvl 25 reward
    		   Save The Queen (Astra) - Type 5 Mission Reward
    		   Arch Sword (Soul Sphere) - Type 6 Mission Reward, Combat
    		   and Magic Level 10 reward 
    		   Kain's Lance (Lifebreak) - Type 6 Mission Reward
    ****** Laws:
    Bad Laws:
    Target Area (note that Spear attacks are NOT counted as Target Area)
    General Strategies:
    -Haste and Cheer if you have nothing else to do
    -Bonecrusher skewer with a spear is pretty sweet
    -Cheer greatly raises attack
    -Rasp/SoulSphere on mages if you can't kill them in a hit works well
    Battle Strategies:
    *All except Emerald Keep by Chronic PokeAbuser*
    -MAGIC WOOD required a reset, average level was 7
    -PALE COMPANY is tough if you're not prepared, average level was 10
    -EMERALD KEEP: My Templar challenge hasn't been very difficult so far. My team
     is currently between levels 14 and 15, all armed with Dragon Whiskers (with
     the ArchSword being handed down the line for Soul Sphere). I just completed 
     "Emerald Keep", which was surprisingly easy; Haste + Cheer = Babus dead in
     one hit.
    -THE BIG FIND: Pretty easy overall, one Templar was reduced into critical
     status. Spears work much better than Knightswords there, since you get to
     avoid nasty Bonecrusher and Strikeback counters.
    -DESERT PERIL: I'm convinced Desert Peril is one of the hardest missions in
     any SCC. There is such a variety of units, abusing laws and law cards becomes
     difficult. All of the enemies are pretty good at pounding you into
     submission. And your starting location leaves a lot to be desired. My
     Templars (avg level 16) needed 2 restarts to get through.
     I'm almost ready to take on Mateus. I've picked up two Kain's Lances and a
     Trident, so I'm busy learning Lifebreak (VERY nice, finally a way to take out
     Reflex enemies) and Weapon ATK+. The rest of the challenge should be easy.
     Not that it was terribly hard before.
    -MATEUS: Mateus gave up quite a fight. A Poison law card worked well (couldn't
     ban fight, as my units would suffer greatly, at least at first). Mateus used
     her Target All ability three times, and one of the Vampires used its Target
     All ability as well. I didn't even know Vampires had a Target All ability.
     Some sort of Dark attack, as the Vamps were healed by it. Note: (Its Shadow
     Flare, it hits if your level is 22 or 23, depending on the Vampire that uses
     Anyway, Haste, Cheer and Lifebreak were just too much for poor Mateus. The
     most difficult thing was to actually get close enough to her to attack. I do
     believe Haste, Cheer and Lifebreak are probably too much for any enemy in
     the game, but that remains to be proven.
    -FINAL BATTLE: Final levels looked something like: 25, 23, 23, 23, 22.
     Equipment never really changed throughout the game. Power Sashes, Dash Boots,
     Fortune Rings, and either a top-notch spear or knightsword. I ended the game
     wielding one Trident, two Kain's Lances and two Dragon Whiskers, though for
     most of the game I kept SavetheQueens and an Excalibur equipped on someone.
     Overall, every ability in the skillset saw some use except Astra. Never used
     that one. Soul Sphere was useful against mages and Damage > MP enemies. In
     the final analysis, Haste, Cheer and Lifebreak are all you truly need. Cheer
     saw more use than Haste. And Lifebreak was a godsend against Remedi and
     Speaking of the final battles, Llednar and Remedi didn't really put up much
     of a fight. Li-Grim did much better, reducing me down to two units, one
     critical. But a critical unit just meant a better two-panel Lifebreak.
     Towards the end I even stopped manipulating the laws, as long as they weren't
     handcuffing my units. Pretty easy SCC all around.
    [5.19]				TIME MAGE
    Overview: Very challenging. However, it's pretty fun seeing what strategies
    	  work against far more powerful opponents, and playing with the CT
    	  gauge. You'll find a lot of difficulty in facing a group of well
    	  balanced enemies, like Jagd Hunt or The Bounty. It certainly doesn't
    	  help that Stop and Demi aren't availiable til very late. Prepare
    	  to reset a lot.
    NOTE: I have yet to beat this one. Battle Queen Remedi and Li-Grim are almost
    impossible, seeing as your statuses don't work.
    Difficulty: 9/10
    Frustration: 5/10
    Recommended Party: Time mage's spells don't rely on magic power. Therefore,
    		   you'll want high attack power over magic power.
    		   Moogle ATK > Nu Mou ATK. So go with at least 3 units that
    		   start with relatively high attack power. i went with
    		   montblanc, 2 thieves, a juggler, and a black mage.
    		   Alternatively, you COULD get a Mog Knight, but their low MP
    		   may prove to be a bigger problem than they're worth.
    		   In retrospect, Jugglers and Gadgeteers would have been a
    		   better choice; the speed bonus wasn't really worth it.
    		   Jugglers have serious MP problems, but are much faster
    		   than Gadgeteers. I think Montblanc, 2 Jugglers and 2
    		   Gadgeteers would have made a better party than mine.
    Recommended Map: Doesn't matter
    Advantages: Quicken chains can get you anywhere you need to go, Stop is
    	    amazing, slow will help a lot early game, Last Quicken is a sweet
    	    R-ability, since most melee units will land you in critical in
    	    one hit, Reflect slaughters mages.
    Disadvantages:  Awful attack power, poor HP, good spells (Stop, Demi) aren't
    		available til late game, **** evade.
    How to Level: Quicken chains, Haste until then; this is one SCC where you'll
    	      really need to level.
    Differences: No Meteor!?!?!? Whaaaaa??? No don't act or don't move either???
    	     AND no Teleport??? This challenge just got much harder.
    Items to look for: Firewheel Rod, Terre Rod, Thunder Rod, Sleet Rod, Force
    		   Rod - all Buyable
    		   Chill Rod (Stop) - Type 6 Mission Reward
    		   Thor Rod (Quicken) - Type 5 Mission Reward
    		   Stardust Rod (Demi) - Type 7 Mission Reward
    		   Lordly Robe (Last Quicken) - Type 7 Mission Reward
    ****** Laws
    Time Magic
    Ganging Up (some fights)
    Bad Laws
    Target Area
    general strategies: slow is your friend. Slow everything in sight if you can.
    in the beginning, haste is waaay too costly to be used regularly - time it
    like quicken. quarter is kinda crappy, i mainly just used it on flans. the
    strategies for most boss fights include getting a lucky Slow in.
    -Thor Rod is available right after Scouring Time, Chill Rod right after Mateus.
    -Avoid: Flans. Time consuming. Physical units are your bane; they should be
     law disabled if possible.
    -The Ban Haste/Stop/Holy combo - it takes out so many of your weapons.
    -you want to keep your party level LOW. random battles are uh, really hard with
     same level enemies
    -jagds are your worst enemy here.
    -quicken chains are amazing for battles in which you need to destroy switches.
    -You NEED Mithril rod. Takes a long time, but this challenge is impossible
     without it.
    -You can Quicken yourself if you have Reflect on. Useless usually, but it gives
     you unlimited move, kinda.
    -FAMFRIT: damn, he's hard. took me 4 resets, and that was lucky. basically,
     you need to hit him with slow. that's the bottom line. too bad it has a
     ****ing 20% hit rate; you'll have to get very lucky. after that, it comes
     down to beating him to death. ignore the ahrimans. force rods should be used
     due to their leet attack power. i was level 10 after the battle, so that
     gives you some idea of where you should be.
    a VERY good strategy in the Famfrit battle is the patented "Rafa battle naked
    strategy"; in otherwards, unequip marche, and let him take a few hits. he
    should be able to take 3-4, depending on your luck. this helps a lot.
    -ADRAMALECH: he's 3x as hard as famfrit. go into battle with two of three
     elementals banned, and as many robes as you have of the third. you need to
     get a lucky slow in - the problem is, him and the dragons will form a cross
     formation often, which makes it very hard to hit him, and the judge doesn't
     help matters.
     if the dragons cast mighty guard, reset.
     alright, i'll be honest: I really, really, really, don't think this battle is
     possible with current levels (13-14) without Heavy abuse of Time Combo. I'll
     admit, i had to use it to win ;_; The first TC did around 70, and the second
     did almost 100. Both combos had two members involved in it. 
    -JAGD HUNT: I had to "cheat" :( this is my least favorite SCC mission
     in the whole game, so after several resets, i got pissed and unleashed two
     famfrits on everyone.
    -THE BOUNTY: need to fight them with something recommended that you can use;
     silence was the only one i found. time combo is a necessity here. you'll need
     everyone to master reflect, and NO EQUIPPING THUNDER RODS. the enemies have
     protection vs lightning. fight them at roda volcano; and have the mages
     toward you, and the fighter/paladin to the back or sides. this alone takes a
     few resets.
     on your first turn, have everyone cast reflect on themselves. the black, red,
     and time mage will hurt themselves this way. silence the sage.
     now, you have to worry about the paladin and the fighter. slow them both.
     get the paladin down to around 80 hp, then combo him with at least 3 members
     in range; one with the mithril rod. this should hopefully kill him.
     then, quarter the slowed fighter down til around 50 hp, combo him too. the
     rest of the fight is mop up work, though you'll have to combo the sage too.
     this is by far the hardest fight so far (besides jagd hunt), took me tons of
     RANK 5 MISSIONS NOW AVAILIABLE!!! YES!!! go get yourself a thor rod if you
    -SCOURING TIME: you better have the right laws, or this will be very, very
     hard. I banned spears with a card, antilaw'd some current laws, and then
     passed the forbidden: blades law. this frees up rods, so you can do combos
     much easier.
     send two units to kill the paladin, and two to kill the gunner. the rest is
    -DESERT PATROL: This is the Time Mage's worst enemy - lots of physical
     I leveled up to 22-23 just to beat this one. This was my setup
     I nulled petrify and put in greatswords and techniques. this nullifies three
     enemies. Also, Fight + Techniques screws over the enemies, but you'll need
     the Target All cards there to get JP for combos.
     I used a quicken chain to quickly kill the bishop - you need to kill him
     first; he heals. Silence is probably necessary. Then I killed the white monk.
     You'll definitely need combos to kill the defender and gladiator, the latter
     in particular does tons of damage. This is one of the battles i needed to
     level up for; its one of the hardest.
     Good luck; this battle is really all about the right law setup.
    -MATEUS: you need to not be level 22.
     Here's the plan. Set up your units in a cross formation. Give them all mistle
     robes. Cast reflect first turn. Your opportunity to damage mateus comes when
     she uses thundaga. you can quicken her to speed the process. There's a lot of
     luck involved.
     Took me around 5 tries, but I didn't have anything to nullify the zombies,
     except Fight was forbidden.
     you can now get a chill rod. DO IT.
    -PRESENT DAY: My levels were around 26, with a level 24 and 22. All TM spells
     except Demi were available to me. Playtime: 32 hr, 33 min
     As for the Battle itself, Forbidden: Blades + Techniques = GGNORE.
    Llednar: Gotta combo. Took me two of them; there's no other choice.
    -Haven't beaten last two fights
    [5.20]				ALCHEMIST
    Overview: The only SCC that gets to use Items. Yay. This provides for pretty
    	  much unlimited healing. They're rather weak physically though, that
    	  is until they get flare. Frog will help out against normal enemies,
    	  and Poison + sit there and heal works until you get there.
    ***Almost everything in this section was written by MarioGolfMaster***
    Difficulty: 4/10
    Frustration: 5/10
    Recommended Party by DDragoon: My strong recommendation is to start one of
    		  your units as a Beastmaster for some physical tanking
    		  ability, or a Morpher for some slightly better starting
    		  Speed, MP and MPow at a cost of a small amount of Wattack
    		  and WDef.
    Recommended Party by MarioGolfMaster: I decided to recruit as Alchemists
    		  because I didn't want to bother doing all the White/Black
    		  Mage leveling, but for my 5th Alchemist, I couldn't because
    		  I have too many clanners for Race:Wanteds. Instead, I
    		  recruited a White Mage and will just make him an Alchemist
    		  the legitamate way.
    Recommended Map: Forest-Forest-Plain-Plain nets you a very high WATK Cactus
    		 Stick, doesn't really matter though
    Advantages: Item, multi-range Poison, MPow+, good attack power spells
    Disadvantages: Slow, weak early, high MP costs
    How to Level: Potions/other healing items
    Differences: (Compared to Chemist) They get access to the whole item set in the
    	     beginning, get attack magic, can't use guns
    Items to look for: Energy Mace, Druid Mace, Adamant Vest - all Buyable
    		   Life Crosier (Death) - Type 5 Mission Reward
    		   Scorpion Tail (Meteor) - Type 7 Mission Reward
    		   Vesper - "Staring Eyes" Mission Reward
    		   Morning Star (Magic Pow+) - Type 3 Mission Reward
    		   Mandragora - Type 4 Mission Reward
    ****** Laws:
    Bad Laws:
    Target Area
    Fight (in the beginning)
    Poison (in the beginning)
    General Strategies:
    -Items: This is the only SCC where you can use items. It'll be pretty tough
     for most enemies to kill your entire party in a turn, so this means you'll
     near invincible if you stay with in a move range of each other.
    -Poison and Survive: Alchemists have very high survivability with their item
     command, but lack anything really offensive early game. The solution is to
     poison every enemy before doing some serious attacking. You'll win
     eventually, it'll just be slow.
    -The Fun Starts: This challenge has a steep curve- it starts out difficult but
     gets easier eventually. The shop stacks Battle Maces, Druid Maces, Energy
     Maces, and Sage Crosiers. Of these, the Druid Mace is the most important.
     You'll want one early on (but maybe just one, money is a factor). Get the
     other maces too for other units. Astra really isn't ever useful in my
     experience. Rasp is nice sometimes for a magic user who is really killing
     you, but I barely used either one. I didn;t even bother teaching Rasp and
     Astra to 3 of my Alchs because it would be time consuming. Anyway, you'll
     want Poison and the Fight command, they are your biggest allies. Poison does
     about 1/4 of a unit's HP under perfect conditions. Sometimes it does quite a
     bit less than that. It seems to be more consistent at higher levels- it would
     sometimes only do 1 at lower levels.
    -Getting Lotus Mace (By DDragoon): Since your Marche can be anything in your
     Alchemists, I recommend making him a thief and "accidentely finding" Babus'
     "dropped" Lotus Mace if you can manage it.
    -Random Frog Note: Casting Frog on a Frogged unit will turn that unit back to
     normal. Pretty useless, but eh...maybe you'll fight a Lamia with Poison Frog
     or something.
    -Hero Gaol Staves the day: You can get Mandragora (and other type 4's) from
     some of the Hero Gaol missions. Takes awhile, but worth it.
    Battle Strategies:
    -DESERT PERIL: Beat Desert Peril. I finally have 5 Alchemists with Poison and
     decent weapons (Lotus Mace's and 1 Vesper) so hpefully things should speed up
     soon. I'm 9.5 hours in, BTW. Assuming the strategies used were poison and
    -FAMFRIT: Beaten at levels 10-12, a bit high...Famfrit is immune to poison,
     and those ahrimans are resistant to statuses. Try to poison anyway, beat
     famfrit to death while healing with potions/hi-potions.
    -ADRAMALECH: if you have Frog, you should win. Frog the minions, attack Addy
     with Fight. Heal when necessary.
    -JAGD HUNT: Jagd Hunt is fun with Toad and Item. I beat it with ease. <3 Toad
     The no-revive problem that plagues most SCCs is non-existant here...
    -MATEUS: A tougher battle. Try to get Flare for this one. I had Flare and
     MPow+ on one unit, and this was a tight battle. It took about 6 flares to
     kill Mateus. Luckily, I had great sucess frogging the Vamps (hit some low
     percentage Frog attacks, they have good Status evade) and then, my Flare unit
     survived long enough to win me the battle.
    Final Stats:
    Level 26- Ford, Matias
    Level 28- Soala, Watoo
    Level 29- Gerome
    It could be said that Gerome was my uber. He was recruited as a White Mage and
    had the highest speed by far. I gave him my Angel Ring. However, Watoo got the
    Acacia Hat (+1 move, notably) so Gerome didn't have it all.
    -LI-GRIM: Law Stack. You should have 2 Status law cards, 2 Target Area cards,
     and 2 Target All cards. If you null the current laws (unless one of them
     helps you, leave that, then) put in 1 of each of each Status and Target card.
     Use Fight also if you want, it isn't cruical, though. This basically nerfs
     the Mateuses. If Grim Lawshifts, use the back-up cards. Hope for Lawshift and
     Amber Gleam. Get enough HP to survive Magi (my levels worked well enough for
     that). Flare her to death. Good luck. :)
    Summary- Use Fight and Poison to start. Transition to Death, Toad, Flare, and
    maybe Meteor (it's okay. Does less damage than Flare usually, though. Use it
    to hit multiple enemies). I didn't master all Alch abilities- Flare was the
    only one I needed for the final battle, the others I just mastered as needed
    (everyone had Death and only 1 was missing Toad, IIRC). If you need more info,
    [5.21]				BEASTMASTER
    Overview: Boy, you're in for a challenge if you pick this SCC. Beastmasters
    	  completely pwn monsters - but they get owned by Human units and
    	  bosses. They have crappy weaponry to choose from, but they do get
    	  exceptionally good physical stats for Nu Mous - ATK, HP, and DEF
    	  growth are all in the top 10. Even so, without good abilities or
    	  weaponry, much of this challenge will rely on luck.
    Difficulty: 9/10
    Frustration: 7/10
    Recommended Party: 5 Beastmasters - you'll need all the physical stats you
    		   can get
    Recommended Map: Doesn't Matter
    Advantages: Decent stats, pwn monsters, good evade, gets Immunity
    Disadvantages: NO good abilities vs. Humans, NO range, weak weapons
    How to level: Give everyone an Earth Bell and whack each other
    Differences: They're a bit similar to Mediators I guess, but Mediators get
    	     lots of range, and aren't powerless against Humans. Then again,
    	     Mediators get owned at close range, where Beastmasters can hold
    	     up for a while.
    Items to go for: Glass Bell, Earth Bell, Satyr Flute, Survival Vest - all
    		 Heal Chime - Type 6 Mission Reward, Craft Skill Level 15
    		 Ninja Gear (Last Haste) - Type 5 Mission Reward, Track Skill
    		 lvl 20 reward
    		 Mythril Bell - random clan encounter
    ****** Laws:
    Bad Laws:
    General Strategies:
    -You'll be needing at least one Mythril Bell to get you past enemies with
     Reflex and Strikeback. Beast Combo makes things a lot easier actually; if
     you want to keep the challenge purer, I'd suggest not using it unless you
     really have to.
    -Earth Bells on everyone is a decent healing alternative.
    -more to come
    Battle Strategies:
    -DESERT PERIL: Banning Lightning, controlling the flan, and making it hurt
     its allies and getting sent to jail is pretty funny. 
    -more to come
    [5.22]				MORPHER
    *Chronic PokeAbuser has finished the Morpher SCC! The Battle Strategies were
     written by him. Muchos gracias.*
    Overview: The Calculator SCC of FFTA, the Morpher is extraordinarily powerful
    	  in a normal game, but ridiculously weak in an SCC. You don't get
    	  any Hunters or Souls (except possibly Mythril Souls), so you'll
    	  either rely on your bare fists or spend lots of time farming random
    	  battles for Mythril Souls. Ugh. At least they have Damage > MP to
    	  let them live a bit longer.
    Difficulty: 10/10
    Frustration: 10/10
    Recommended Party: I'd go with 5 Beastmasters here. You'll need the physical
    		   toughness, and its not like you're gonna use MP for
    		   anything (except Damage > MP, but HP is better for
    Recommended Map: Doesn't matter
    Advantages: Damage > MP
    Disadvantages: No weapons -.-, have to farm Mythril Souls, very crappy
    How to Level:   Geez, they don't even get this. Probably find a battle, ban
    		everything the enemy has, and hit each other for a while -
    		DMG > MP will soak up the hits.
    Differences: It's comparable to a calculator SCC. However, Morphers are FAR
    	     faster than Calculators, and they get Damage > MP, which is a
    	     lot more useful than Damage Split. Calculators get sticks though,
    	     which do more damage than fists. Overall, the calculator SCC
    	     is much, much, much harder than this is.
    Items to go for: Mythril Soul - random clan battle 
    		 Dread Soul - "Last Stand" Mission
    ****** Laws:
    Ganging Up
    Bad Laws:
    Good Laws:
    General Strategies:
    -Be really lucky.
    -If you can't find all those Mythril Souls, I think people would be willing
     to look the other way if you GS'ed a couple in...
    -Doing the Redwings sidequest to get a Dread Soul is time consuming, but it
     makes the rest of the challenge MUCH easier.
    -Be ready to level up way more than you would in any other SCC.
    Battle Strategies:
    -FAMFRIT: "The fight wasn't too hard. Ban Confuse, obviously. I went ahead and
     took out the Floateyes, to keep my MP healthy. Famfrit's direct damage wasn't
     an issue, but the damage from Counter hurt BAD. The only problem with taking
     out the Floateyes were the bodies littered around, it became difficult getting
     my units into position. Everyone survived, Famfrit only has 180 HP, so it took
     10 successful attacks to take him down."
    -HOT AWAKENING: "With the Charm law just waiting to be put into play, is there
     an easier mission than Hot Awakening. Not for any Damage > MP units. The
     Morpher that fell behind in Diamond Rain got a chance to catch up, level wise.
     Ending levels: 8, 8, 8, 8, 7."
    -MAGIC WOOD: "I went in with a Missile law, nerfing the Sniper and Archer.
     Concentrate on the Thieves first, then take out the Summoner and Black Mage.
     The Time Mage is an annoyance at best."
    -JAGD HUNT: "I put Item on one Morpher, and bought a single Phoenix Down for
     Marche. It was just easier than the alternative of levelling him up for
     pointless hours till he could withstand more than one hit.
     ANyway, that slight infraction aside, the Morphers have roared on past Jagd
     Hunt and Golden Clock. Jagd Hunt is easily the hardest mission thusfar. The
     Assasin goes down pretty quick, and the Ninja doesn't have great defense,
     either. The problem is the monsters. The Antlion likes to blind units, and
     Matra Magic is a killer on a Damage > MP unit that has no MP. That, and the
     Rockbeast's defense makes melee attacks relatively ineffective.
     It took somewhere around 8-10 resets to get Jagd Hunt right. Just a difficult
     mission all around. 
     I'm referring to Scouring Time. I went in with my ever-increasingly
     underleveled Morphers and a poor choice for laws. I have to remember to
     manipulate the laws in this SCC. Others have spoiled me.
     Speaking of laws, I highly, HIGHLY recommend banning Techniques, Spears and
     Blades for this fight. It will keep the Templars and Mog Knights out of harms
     way, for the most part.
     There are a few reasons this fight sucks, and most of this is well known, but
     I'll restate it anyway. Both Marche and Montblanc are forced into your party.
     There's two wasted slots right there. But to add nsult to injury, only five
     units are allowed. Which now makes the fight seven on three.
     With the three laws mentioned, four of the seven are almost completely
     neutralized. Of the other three, two can cause major problems.
     The Alchemist is flat out dangerous. He likes to Poison your units. With no
     means to heal, this usually means a reset. Take out the Alchemist ASAP.
     The Gunner's Fight and Elemental Shots aren't anything to worry about. But
     Blindshot is almost certainly a killer. He's not a priority, but I wouldn't
     leave him alone too long.
     The Paladin has a strong attack, but no nasty status effects. Leave him for
     Among the two Mog Knights and two Templars lie a hidden problem: one of the
     Templars has Bonecrusher. Seeing how my Morphers rely completely on melee
     attacks, this is just plain unfair. Combos can get around the problem, but I am
     loathe to use Combos, so I went toe to toe with him. Bad mistake, many, MANY
     resets. If you want to avoid Combos, make certain that the three Morphers you
     use have at least 140 HP. This will allow them to take one Bonecrusher and
     My general strategy during my winning run. Send all three Morphers straight for
     the Alchemist in the back. If I couldn't reach the Alchemist, I started to work
     on the Paladin. The Gunner kept himself busy attacking Marche and Montblanc.
     Once the Alchemist is gone, mop up the Paladin and Mog Knights. The Mog Knights
     liked to use their bodies protecting the spellcasters flanks. So much for the
     AI being really stupid.
     After ridding myself of the fodder, I swarmed the Gunner. Again, Blindshot
     almost gaurantees a Reset, so hope the RNG is nice to you.
     Take out the Bonecrusher Templar last. Since my Morphers were underleveled, I
     had to hope BC missed, and I still needed a Crit hit in there to win. I lost
     two of my three Morphers to BC counters.
     The second half was almost too easy. Marche as a Soldier with the Mirror Mail
     and a Flame Shield. Took a while, though, since he was way underleveled. Those
     fruits have decent WDef.
    *EDITOR'S NOTE*: Montblanc *can* actually be removed from the party during
    Scouring Time and Present Day. You just have to go to his position in your
    starting characters and press B a bunch of times.
    -DESERT PATROL: "Two Morphers were killed, but otherwise the mission is very
     possible, even at an average level of 16."
    *sidequest time*
    -KRAKEN: "Basic strategy: kill all other units, then start taking out the Flan.
     Kraken didn't start healing itself until it reached 20 HP, or about 1/3 of it's
     total. I kept three Morphers bunched together to keep him occupied, and to
     waste his MP. The other two went to work stripping his HP, one at a time.
     When he got to around 20 HP, I had to rely on a bit of luck. He tried healing
     himself, so I had to hope he missed. By keeping his MP low, he only could cast
     Blizzard, but that was almost enough to heal him completely :(
     Aside from hoping his Blizzard missed himself, I also needed luck to finish him
     off. I had backed him up to the edge of a cliff. I needed to wait until the
     Flan was below 20 HP, and then hit him with a Crit hit to finish off the
     remainder of his HP. It was faster than hoping all his Blizzard healings
     missed, but it still took an inordinate amount of time."
    *end sidequest*
    -MATEUS: "Law - Any except Fight and Soul
     When excepting the job at the pub, I assigned the Tonberry Lamp and Old Statue
     as Mission Items. I gave preference to the WAtk stat. Four of my five Morphers
     were level 35, the other was level 34.
     First chance I got, I threw up a Poison law card. At level 35, the Morphers got
     their turns before any of the enemy units. I moved everyone up to get ready for
     my second turn. Mateus went next and unleashed a Lightning attack. Decent
     damage to two Morpher's (and Marche's) MP. The Vampires all choose relatively
     weak melee attacks.
     Then I received the shock of the fight. The Morpher carrying the Dread Soul
     took his turn, and walloped Mateus for 170 points of damage. Woohoo!, a Morpher
     CAN be an physical offensive powerhouse. The other Morphers were averaging
     around 80 points with the Mythril Souls. Mateus went down very surprisingly
     before her second turn."
    -FINAL BATTLE: "Llednar was more difficult than Remedi or Li-Grim. And that's
     only because it took longer to get to him. Mythril Soul Morphers averaged 50
     points against Remedi and Li-Grim, and the Dread Soul unit averaged 110. She
     never had a chance.
     I suppose I should throw some strategy out there. Color Magic law for Materite
     Now!, Present Day had a Haste Law and Combos for those annoying Strikeback
     enemies, for Hidden Vein I made sure Status was banned, then threw out a Blades
     law card. I rushed the Blue Mage first and saved the Reflex Nu Mou (I can never
     remember if he's a Sage or an Alchemist. One of those, at least) for last. No
     special laws for To Ambervale, a Missile Law for Over the Hill, and nothing
     special for Royal Valley.
     Aside from the Borzoi/Redwings sidequest, the SCC was actually fairly easy.
     Damage > MP goes really, REALLY far in this game.
     Final levels: 36, 36, 35, 35, 35 (<==Dread Soul Morpher)
    [5.23]				SAGE
    Overview: A fun SCC. Sages are the cream of the crop in combining both magical
    	  and physical talent. They get everything an SCC skillset would ever
    	  want - Revival, Blind, and damage. You'll have no problems defeating
    	  pretty much anything, especially after you get Raise.
    Difficulty: 1.5/10
    Frustration: 1/10
    Recommended Party: 3 Sages, 2 White Mages.
    Recommended Map: Get either the Zeus Mace or the Cactus Stick. In reality,
    		 neither one actually helps much, but eh...you take what you
    		 can get :P
    Advantages: Can Revive and Heal, Physical Attacks aren't too bad, high HP for
    	    Nu Mou, Giga Flare does pwnzor damage, Blind, Water/Aero aren't
    	    shabby, Reflex
    Disadvantages: A bit slow, stuff is kinda expensive early, good moves require
    	       hard to find items
    How to Level: Raise, though trading Drains works as well
    Differences: N/A
    Items to look for: Energy Mace, Druid Mace, Battle Mace - all Buyable
    		   Life Crosier (Raise) - Type 5 Mission Reward
    		   Lotus Mace (Giga Flare) - Babus, Type 6 mission reward
    		   Mandragora (Bio) - Type 4 Mission Reward
    		   Mirage Vest (Reflex) - Type 6 Mission Reward
    		   Zeus Mace (Ultima Blow) - Plain-Plain-Mountain-Mountain
    		   Treasure Hunt
    		   Vesper - "Staring Eyes" mission reward
    ****** Laws:
    Target Area
    Bad Laws:
    Status, sometimes
    General Strategies:
    -Well...basically just kill the enemies with Aero/Water early. Drain isn't too
     useful, unless you really need the health.
    -When you get Raise, Raise whoever dies ASAP. Duh.
    -Blind bosses, tough enemies.
    Battle Strategies:
    -FAMFRIT: Easy. Go after Famfrit, the Floateyes will get in your AoE line of
     fire, and die in their own time. I was level 6-7, everyone attacked with
    -ULTIMA CRYSTALS: Beat up up with maces and drain to heal when you need it.
     It's more leveling that way...or if you want to beat the battle fast just
     Water them to death.
    -MAGIC WOOD: Blind both mages (the real ones, not the time mage), ban Missile.
    -ANDRAMALECH: A tough battle, by far the hardest so far. Blind all the dragons
     and andra, and target whatever with Water/Aero. Blind is your first priority
     though. You'll likely take some casualties while trying to blind...
     I finished the battle with 1 sage killing 3 of the dragons - if you go into
     the upper right corner, you'll find that only one enemy can hit you at a
     time, and if that enemy is blinded, you can pretty much pick them off.
    -JAGD HUNT: A toughie, as always. What I did was survive the first turn, then
     kill the Assassin. The characters who didn't act Blinded the Ninja and the
     Hunter, which required some luck. Then I proceded to kill the blue mage. By
     then I was getting low on HP, so I used Drain to kill everyone else. Drain
     usage is key in this battle. I was level 10-13.
    -SCOURING TIME: Ban Spears + Tech. Killing the Paladin and Mog Knight should
     be your first priority, they set themselves up nicely for AoE spells. Once
     that's done with, even though you'll probably lose a member, the rest is
     really easy.
    2ND PART: If you want, you can turn Marche into a Thief and take Babus's
    Lotus Mace and Robe. This makes the rest of the challenge considerably easier,
    however it makes the battle considerably tougher to win. I don't really like
    leveling Marche in non-human SCCs, so I didn't steal the mace.
    -THE BIG FIND: Owned with a combination of Bio, Water/Aero, and my "The
     Wanderer" acquired Giga Flare.
    -DESERT PATROL: Banning Fight + Tech pretty much F's all the enemies. And they
     set themselves up so nicely for AoE...how kind :P
    -MATEUS: Blind her. Use whatever is at your disposal to kill her, of course
     disabling the Vamps with laws. I used Drain because Target Area was banned;
     I had to break the law a couple of times to use Raise. A long battle,
     perhaps, but not a difficult one.
    -HIDDEN VEIN: Go with the Instruments/Tech/Target All set of laws, I banned
     Call as well. Not too tough a battle, assuming you have raise. Blind isn't
     bad either, but not really necessary.
    Got my hands on 2 Mirage Vests and a Zeus Mace. Everyone has access to Giga
    Flare now.
    -OVER THE HILL: Just charge up the hill. 3-4 Giga Flares takes care of Ritz.
     Got yet another Mirage Vest. My lucky day SCC-wise lol. Fought Random battles
     til everyone had Reflex, it makes Remedi much easier.
    Final Battle Stats:
    Lvl 22
    ATK: 269
    DEF: 262
    POW: 278
    RES: 295
    SPD: 127
    Equip: Scorpion Tail, Ice Shield, Headband, Mistle Robe, Dash Boots
    Lvl 19
    ATK: 277
    DEF: 257
    POW: 261
    RES: 231
    SPD: 102
    Equip: Mandragora, Choco Shield, Headband, Mirage Vest, Dash Boots
    Lvl 21
    ATK: 279
    DEF: 276
    POW: 282
    RES: 262
    SPD: 107
    Equip: Scorpion Tail, Flame Shield, Headband, Mirage Vest, Dash Boots
    Lvl 21
    ATK: 297
    DEF: 256
    POW: 284
    RES: 267
    SPD: 106
    Equip: Lotus Mace, Ice Shield, Headband, Blaze Robe, Dash Boots
    Lvl 22
    ATK: 266
    DEF: 273
    POW: 292
    RES: 284
    SPD: 136
    Equip: Scorpion Tail, Flame Shield, Headband, Mirage Vest, Dash Boots
    Everyone had: Drain, Blind, Water, Aero, Giga Flare, Reflex
    Rockwell, Clay, Gotwald and Staring had Raise and Bio as well
    Zwingley had Ultima Blow
    Battle preparations: Ban Katanss, but not Skill.
    -LLEDNAR: Giga Flare pwns him. It took me 3 of them; Raise if you need to.
    -BATTLE QUEEN REMEDI: You can majorly level up here; blind at least one of the
     Totemas, then proceed to kill them, the slower the better ;P
     tons of EXP this way; Remedi can't hurt you if you have Reflex.
    -LI-GRIM: If anyone's faster than her, and someone should, go up and Blind
     Remedi. If no one is or you miss and survive the first turn, keep trying to
     blind her. I blinded the Mateuses as well, and several Giga Flares later, I
     won. You always have Raise at your disposal if necessary. Shouldn't be too
    [5.24]				FENCER
    Overview: The only Viera SCC with a higher degree of difficulty; Fencers get
    	  a skillset that's very nicely suited to them. They're quite fragile
    	  early on, but once you get Nighthawk for some range, and Reflex
    	  for defensive purposes, the SCC becomes a good bit easier.
    	  Shadowstick works pretty nicely for slowing down bosses too. You
    	  won't have TOO much trouble against any individual clan, though the
    	  fights are a good bit tougher than in other SCCs. A fun one,
    Difficulty: 6/10
    Frustration: 2/10
    Recommended Party: I used 4 Fencers and a Sniper, things are easier that way. 
    Recommended Map: Get as many Ribbons, Rubber Suits as you can, as well as an
    		 Epeeprism. Madu isn't necessary though. Viera homeland works,
    		 but you should edit it to get an Epeprism as early as
    Advantages: High Evade, decent HP, good skillset, get Shields, Reflex, all good
    	    skills available early
    Disadvantages:  Meh ATK, DEF for fighters, die easily, Reflex not available til
    		late, Weapons don't get high attack, no armor or robes
    How to level: The best way is probably to get a Flame Shield and a Scarlette on
    	      two different characters you want to level, then have the
    	      Scarlette user (the one who's leveling) keep attacking the Flame
    	      Shielder. Its kinda hard to get the enemy to stay put; its best
    	      to do so with a law that bans their weapon.
    Items to go for: Stinger, Estoc, Mage Masher, Flamberge - all Buyable
    		 Djinn Flyssa (Swallowtail) - Type 2 Mission Reward
    		 Aerial Hole - One More Time mission reward
    		 Epeeprism - Marsh-Marsh-Desert-Desert Treasure Hunt, Type 7
    		 Mission Reward
    		 Gupti Aga (Checkmate) - Type 6 Mission Reward
    		 Silver Rapier (Shadowstick) - Type 1 Mission Reward
    		 Joyeuse (Nighthawk) - Type 3 Mission Reward
    		 Flame Shield: Type 3 Mission Reward
    ****** Laws:
    Bad Laws:
    General Strategies:
    -It's Raining Nighthawks: After you get the Joyeux, which should be relatively
     early, this move is fit to be spammed. You should be able to kill an enemy on
     the first turn pretty much every battle. Also used to evade counters.
    -Piercethrough!: It's a Godsend early game. Use it to get around those nasty
     counters, and to give yourself an extra range of attack. You'll also learn to
     attack with it first if your other character is going next, so you'll have
     two characters attacking from behind.
    -Elemental Shields: Hard as they are to get, these are great to boost your
     evade. Accumulate as many as possible.
    -Hawk'n'run: For fights against tough melee fighters, its better to use your
     superior movement to wear them down. Nighthawk-move, rather than the other
     way around.
    -Djinn Flyssas rule. Accumulate at the start of the game.
    Battle Strategies:
    -DESERT PERIL: You should level up to around 5 or 6, and purchased Estocs or
     Flamberges for everyone. Use Piercethrough to avoid counters. Swarmstrike the
     Flan and wait it out.
    -FAMFRIT: Not too hard. Shadowstick him once so that he loses one turn. I was
     level 6-7; you should have Flamberges or Mage Mashers equipped for more
     damage. Piercethrough should allow you to hit first turn. The Floateyes will
     die in two hits, so kill them if they get in your way. I had no armor for
     this fight, so I took a lot of damage, but luckily Famfrit stuck to crappy
     moves like Demi.
    -HOT AWAKENING: Piercethrough!
    -JAGD HUNT: Need luck here to survive the first turn. You should have a Ribbon
     and Barette now; equip them. The Bladebeast will use Resonate, which buys you
     time to kill the Hunter. This is plenty to turn the tides of battle. When
     mopping up, poison the Bladebiter and then run away. You won't do crap
     damage, and Matra Magic is really painful.
    -PALE COMPANY: He does a ****load of damage on the first turn if you don't
     dodge it. You should be able to Piercethrough or possibly Nighthawk him
     though. I was level 11-12 here, your HP should be high enough to survive a
     Dragon attack; Andra goes down in 3 turns at most so you should be able to
     survive til then.
    -SCOURING TIME: Kinda hard. Gotta ban spears for sure. If you have rubber
     suits, that helps too. Send one Fencer to fight the gunner and draw
     attention from the Sage, while the other 3 kill the Paladin and Mog Knight.
     Chances are you'll still have the Sage, other Mog Knight and Gunner to fight
     after the first few rounds. After this, there's no real strategy, just try
     to pwn the enemies.
    NOTE: If you Piercethrough like this:
    where, F is fencer, E is enemy, and T is templar, the templar will Bonecrush
    you - and his ally. It's pretty funny to get the Gunner killed this way,
    though its risky. Took me 4 tries to win this battle.
    -DESERT PATROL: You'll want to level up to at least 15-16, if you're not there
     already. Frankly, these units are much better at fighting than you are.
     You want to kill the White Monk first turn, hes a major pain. He's got high
     evade though, if you can't kill him or he doesn't run away i'd just reset the
     battle. Stay in your starting corner and Nighthawk til they come to you. Then
     move left, Nighthawking as you go. Keep using hit and run tactics, hopefully
     you'll only be fighting one enemy at a time.
    -MATEUS: As you figured, ban poison/Target Area and Fight. I was between 18-20
     in levels. You should be doing 30-40 damage a hit, with most members doing
     around 35. If you keep always facing her, her hit% will be around 25 if you
     have elemental shields, which is very low. She shouldn't get a hit in besides
     Star Cross. Should only take you 3-4 rounds, 5 at max if she kills some of
     your Fencers. Oh, and if I didn't say it before - always use Nighthawk as
     your attack.
    -HIDDEN VEIN: This one's tough. Get Skills banned. Kill the white monk by the
     second turn, as he's annoying with his healing. After that, the Juggler, BM,
     Animist, and Mog Knight, in that order. I had Reflex on all my girls at this
     point, which made the fighting units far less dangerous. 
    -TO AMBERVALE: DEFEND THE FORD!!!!!!!!!!!!!!!!!11 Heh, seriously, stand on
     your side of the river and use nighthawk. After the Dragon is gone, nothing
     else has killing power. Send one across the river, because only 4 have the
    Final Stats:
    Kelly, Lvl 25
    ATK: 327
    DEF: 320
    POW: 261
    RES: 281
    SPD: 157
    Joyeuse, Flame Shield, Thief Hat, Rubber Suit, Dash Boots
    Eunice, Lvl 25
    ATK: 326
    DEF: 315
    POW: 265
    RES: 271
    SPD: 154
    Gupti Aga, Flame Shield, Barette, Power Sash, Dash Boots
    Miriam, Lvl 24
    ATK: 316
    DEF: 303
    POW: 248
    RES: 264
    SPD: 150
    Gupti Aga, Flame Shield, Ribbon, Minerva Plate, Dash Boots
    Marion, Lvl 25
    ATK: 345
    DEF: 305
    POW: 268
    RES: 286
    SPD: 146
    Aerial Hole, Flame Shield, Tiara, Power Sash, Dash Boots
    Vivian, Lvl 25
    ATK: 329
    DEF: 315
    POW: 267
    RES: 271
    SPD: 150
    Joyeuse, Sacri Shield, Rubber Suit, Gauntlets, Dash Boots
    20 hr, 36 min
    ffl2and3rocks's Final Stats:
    Etoile, lv28
    Aerial Hole, Brigandine, Flame Shield, Angel Ring, Dash Boots
    Nina, lv28
    Last Letter, Bone Plate, Sacri Shield, Acacia Hat (only did Swim Meet once),
    Dash Boots
    Hilary, lv27
    Gupti Aga, Brigandine, Opal Shield, Scarab, Dash Boots
    Janeth, lv27
    Gupti Aga, Brigandine, Opal Shield, Thief Hat, Dash Boots
    Delia, lv27
    Djinn Flyssa, Brigandine, Opal Shield, Thief Hat, Dash Boots
    -LLEDNAR: Kinda hard. Ban something they use - Skills, Target All, Corner,
     something...Gotta hope Llednar sticks with physical attacks rather than
     Omega, or you're in trouble. At least its only one battle to do again if you
     lose instead of 2, like Li-Grim. Basically just hit him from the back; don't
     use the Aerial Hole as Llednar absorbs all elements. Don't bother with
     Featherblow unless frontal attack is your only option; the ****ty damage
     isn't worth it.
    -BATTLE QUEEN REMEDI: ROFL, she can't hurt you one bit with your Reflex. I
     went ahead and killed the two Totemas for levels. Shadowstick them first.
     Once the totemas are dead, you can level up well on remedi with Shadowstick
     or Manastrike. I leveled up to 26-27.
    -LI-GRIM: You should get 1st turn, so move up as close as possible. You should
     have her surrounded by the second turn. Shadowstick her then too, it helps
     just a little. The Mateuses hurt like a *****, but there isn't really
     anything you can do about it; you should have enough HP to survive a couple
     of attacks. Always be facing Li-Grim. Took me 5 or 6 turns to win.
     good luck - this is all about speedily killing her. w00t!
    ffl2and3rocks's FINAL BATTLE strategies:
    LLEDNAR: I just went into battle with Missile against the law, then used a
    Skill card. Then only the Assassin (whom I killed right away) and Llednar
    could do anything.
    REMEDI: Target Area made it REALLY easy. Famfrit just kept using Demi, and
    Addramalech kept attacking (which did nothing because of Reflex) and used
    Lightspeed once in a while for some fair damage.
    LI-GRIM: Target Area and Target All made the Mateuses only able to use that
    lower-speed-and-damage attack. Li-Grim only got one attack in; she used Alpha
    on one of my Fencers, but it missed. Then I used Shadowstick on her and killed
    her before her next turn came up.
    [5.25]				ELEMENTALIST
    Overview: Like Archers, elementalists rely completely on statuses to disable
    	  their enemies before killing them. However, Elementalists are
    	  forced to get in range of their enemies, so if the status misses,
    	  you're in trouble. With only 3 base move, they often find themselves
    	  in the situation of being faster than the enemy, but out of range.
    	  Blind and Don't Act are very effective, but it can get frustrating
    	  when a powerful attack gets through the Blind hit% penalty.
    Difficulty: 4/10
    Frustration: 5/10
    Recommended Party: 4 Elementalists, 1 Fencer OR 3 Elementalists, 1 White Mage,
    		   1 Fencer
    Recommended Map: Viera Homeland
    Advantages: Shining Air is debilitating, Fire Whip is available really early,
    	    can heal
    Disadvantages: Healing sucks, low MP early on, need to get lucky statuses in
    How to level: White Flame/Earth Heal
    Differences: Elementalists have the advantage over Geomancers in that they're
    	     not forced to rely on what type of ground their standing on.
    	     Elementalists also seem to have a better chance of inflicting
    	     status effects. However, Geomancers get better physical stats.
    Items to go for: Scarlette, Fleuret, Flamberge, Estoc - all Buyable
    		 Epeeprism (Elemental Shift) - Marsh-Marsh-Desert-Desert
    		 Treasure Hunt, Type 7 Mission Reward
    		 Djinn Flyssa (Shining Air) - Type 2 Mission Reward
    		 Silver Rapier (Sliprain) - Type 1 Mission Reward
    		 Joyeuse (Evil Gaze) - Type 3 Mission Reward
    ****** Laws:
    Bad Laws: 
    General Strategies: 
    -Shining Air is your friend!!! Blind is one of the most debilitating status
     effects in the game; halving hit percentage for offensive attacks. And, it
     doesn't wear off! Not only that, it makes them easier to hit. You'll want to
     get a Djinn Flyssa ASAP. When entering battle, try to blind two enemies the
     first or second turn. Let them come to you. 
    -Scarlette (Don't Move) is also availiable almost as soon as the game starts, so
     use Fire Whip before you get Shining Air.
    -Neither of the healing moves heal for too much, don't bother unless you can
     cast two in a row.
    -Use your elementals for statii, attack for damage.
    -The Djinn Flyssa rapier is amazing here. After you've learned the abilities
     you want, stick with this. It's the most powerful in the game, AND it
     enhances Shining Air's damage.
    Battle strategies:
    -FAMFRIT: my girls were level 7, marche was level 4. go after whatever
     floating eye dares get in your way first; they appear to be immune or at
     least resistant to statuses, but at least you'll damage em. marche'll die
     quickly here, there isn't anything you can do. i managed to win with one
     character alive at 8 hp...that was because my characters refused to dodge
     breath of God though.
    -PALE COMPANY: Try to enter battle with one of Fire/Ice/Lightning banned, and
     a law card banning one of the other two. That helps reduce the damage taken
     from the dragons. To tell the truth, Firestream will probably kill you in one
     hit, that is if it hits. So waste no time blinding the dragons, then go right
     for the boss. Andramelech, while resistant, is vulnerable to Slow. So if
     you're  out of range, use Sliprain. I've also managed to Blind him, but that
     was pretty lucky. Obviously, if he's blinded, the battle is won.
     You'll need luck evading Firestream the first two turns, but once you get
     that, it's an easy battle. Blind is almost TOO cheap...
     My levels were 10-11, and I did around 35 dmg per hit to Andra.
    -JAGD HUNT: I hate this battle. If one of your party members dies, reset. Same
     goes to Marche, who seems to like dying on first turn. If you're a lvl 10
     soldier though, you should be fine. Blind the Assassin and Ninja first, then
     the Hunter. The hunter is important because he is the only painful enemy that
     isn't affected by Resonate, which the Rockbeast will use his first turn. This
     inflicts Don't Act on everyone except himself, the Antlion, and the hunter.
     Just wait it out. The Blue Mage can use Night, but otherwise he isn't a
     It took me 7 resets to beat this battle, so be persistent.
    -THE BOUNTY: Go after the Paladin first, and Blind the fighter as well. If you
     don't kill the Paladin first he will use Life, which is annoying. Without the
     right laws, you'll have a much tougher time of it.
     You'll have to use Elemental abilities to kill the Fighter and Sage.
    -SCOURING TIME: You have to use Montblanc, which sucks. This means you
     only get 3 fighting units. With some luck, you can Blind three enemies in
     your first turn. On the flip side, if you're not 2 for 3, reset. After that,
     it all comes down to luck. Go around Blinding everyone, yes even the Gunner,
     before you start doing any real damage. I had to reset 16 times before I won,
     as I said, its all about luck.
    Specialized Strategy: Blind every unit on the field. Then retreat back to the
    area you started from; in the corner there's space for three units where they
    can only be frontally attacked. Go there and heal up (you'll be hurt bad by
    then), and patiently attack when you get the chance.
    BTW, I got with with a 5% CHANCE Holy Blade in one of my resets. 5%!!! The
    enemies definitely cheat with hit rate. Be prepared to reset. A lot.
    -MATEUS: you need to get lucky here and Blind Mateus. It's really hard to win
     otherwise. Then get close to Mateus as best you can. You should be doing
     around 50 damage per hit to her. Fire Whip the Zombies if you can't reach
     Mateus, but otherwise don't bother hitting them. I was level 18-19 (with one
     level 14), and managed to win on my first try.
    -MATERITE NOW: The WM uses full-life, so Fire Whip her ASAP, though the first
     turn all you'll be able to target is the Assassin, so kill her if you can,
     though you'll probaly just be able to disable her.
    -HIDDEN VEIN: Meh, this one can be hard. Get Skills banned, you don't want to
     be dealing with a Sage with Reflex. I also had a card banning Sabers, which
     was of tremendous help. Disable and kill the White Monk first, because he has
     revive. Then take out the Blue Mage's MP (he has Damage to MP), and he
     becomes useless. then disable and kill the rest as you see fit. Took me 3
     resets to win.
    Prisya, lvl 26
    ATK: 329
    DEF: 301
    POW: 296
    RES: 291
    SPD: 148
    Hildegard, lvl 26
    ATK: 334
    DEF: 311
    POW: 300
    RES: 319
    SPD: 147
    Cecile, lvl 26
    ATK: 348
    DEF: 297
    POW: 296
    RES: 303
    SPD: 141
    Adelaid, lvl 25
    ATK: 321
    DEF: 312
    POW: 287
    RES: 291
    SPD: 146
    Jeanne, lvl 24
    ATK: 286
    DEF: 282
    POW: 296
    RES: 293
    SPD: 143
    -REMEDI: she can be blinded and slowed. Abuse this. Blind the two totema
     as well. As usual, Blinded units are no match for you. have 4 units surround
     remedi, and the other one cast White Flame to heal from lucky hits.
    -LI-GRIM: this is really, really tough. Magi will put your units in critical
     in one hit. get close to her, and use white flame a lot, absorb MP will help
     keep your stores up. Li-grim CAN be blinded and slowed, just keep trying
     Shining Air and Sliprain. They have a low success rate, but eventually you'll
     get it. It's much easier going from there.
    I beat her with one unit alive at 44 HP, lol. no resets required this
    [5.26]				RED MAGE
    Overview: Another good mix of physical and magical adeptness. They're a bit
    	  weak until Doublecast though - the part of the game where all the
    	  enemies have level 2 spells and weaponry can get frustrating.
    	  However, they have a well balanced skillset. A pretty fun SCC.
    Difficulty: 4/10
    Frustration: 2/10
    Recommended Party: Go with a balanced Physical and Magical party here, there
    		   are some enemies that are rather resistant to magic
    		   although it'll be your main damaging move. I went with 2
    		   Fencers, and Elementalist, an Archer, and a White Mage.
    Recommended Map: Viera Homeland
    Advantages: Doublecast, can heal, decent physical damage, 4 move mages, 50
    	    evade isn't bad
    Disadvantages:  Hard challenge early game, last boss can be a *****,
    	        Doublecast takes forever to learn, have to find Colichemarde
    How to Level: Cure
    Differences: N/A
    Items to go for: Mage Masher, Fleuret, Estoc, Chain Plate, Stinger, Scarlette,
    		 Flamberge - all Buyable
    		 Aerial Hole - One More Time mission reward
    		 Colichemarde (Magic Pow+) - Negotiation Skill lvl 20 Reward,
    		 Type 5 Mission Reward
    		 Madu (Doublecast) - Forest-Forest-Marsh-Marsh Treasure Hunt
    		 Silver Rapier (Poison) - Type 1 Mission Reward
    ****** Laws:
    Color Magic
    Bad Laws: 
    General Strategies: 
    -Lawbreaker: Doublecast lets you get around laws like Lightning, Dmg:2, Holy,
     Target Area, etc. However, it DOESNT let you get around Color Magic.
    -Get as many black robes as you can. These things increase your damage to
     incredible levels. Prior to that, elemental robes are good.
    -ZZZ...put everything to sleep. Seriously, a general strategy is to Sleep
     everyone but one or two enemies, and kill them off. Sleep is a godsend for
     this challenge. Poisoning sleeping targets is good for damaging them without
     waking them up.
    -Thunderstorm: Thunder's my favorite of the elemental spells because of its
     short animation. Just a personal choice...
    Battle Strategies:
    -MAGIC WOOD: Sleep the Thieves, and ignore them til the end - kill the
     Summoner then the Black Mage, as they're the most damaging units. Of course,
     Missile should be banned. Afterwards is mopup work.
    -PALE COMPANY: Sleep some dragons the first turn, preferably at least two. The
     second turn, sleep remaining dragons. Andra by himself isn't too much of a
     threat, though your damage output will positively suck. He loves using Soul
     Sphere on you, but you should have enough MP to survive. Use the R2 antilaw
     you have to null the Rapiers law, if its there. By the time the dragons wake
     up, Andra should be down to around 1/4 HP. Ignore the dragons from there
     and finish off Andra. I was around level 11.
    -JAGD HUNT: Kinda have to pray for misses here first turn. Assuming everyone
     survives, sleep the Ninja and Hunter (they should be adjacent), and kill or
     sleep the assassin. Poisoning the Ninja and Hunter is a good idea as well. Go
     after the blue mage now, as he's immune to sleep. He has fairly good RES so
     just whack him if you can get to the sides with your higher ATK characters.
     Kill the Ninja then Hunter next. The two monsters you should stay away from
     til the end, finishing them one at a time. Its probably easier just to let
     the rockbeast die of poison. This mission took 2 resets.
    -THE BOUNTY: Fight them in a small arena and Sleep as much as you can. Then
     wake and kill the Paladin. The other enemies should fall without too much
    -SCOURING TIME: I sat back the first round and Barrier'd. Even with Spears and
     Techs banned, the remaining enemies can do a crapload, so Barrier helps. You
     can just go for the kill here instead of Sleep + kill, but either way works.
     Took me 1 reset because stupid Marche died once.
    Go get your Madu now!!!
    -DESERT PATROL: Banning Fight and Techs was necessary for me. Careful with the
     Bishop though, he has return magic. I had to break the Fight law several
     times to kill the mirror mail soldier and lost a whole bunch of items, but
    -MATEUS: My levels were 17, pretty much. Ban Fight and Poison/Status. You
     should have a few black robes by now, if not, refresh missions til you get
     some. The basic strategy is to spread out and hit mateus with spells - magic
     pow+ helps you do half-decent damage. I won this in one try even though two
     of my girls were hitting for single digits.
    -HIDDEN VEIN: Kinda tough. I put everyone to sleep except two enemies the
     first turn. The Blue Mage is immune, so go after him first. Doublecasting is
     good. Then the White Monk. Took me 1 reset.
    Final Stats:
    Lvl 24
    ATK: 316
    DEF: 301
    POW: 276
    RES: 286
    SPD: 148
    Equip: Aerial Hole, Tiara, Bone Plate, Scarab, Dash Boots
    All RM learned except Doublecast
    Lvl 22
    ATK: 285
    DEF: 266
    POW: 268
    RES: 283
    SPD: 139
    Equip: Madu, Barette, Black Robe, Scarab, Dash Boots
    All RM learned or available
    Lvl 22
    ATK: 300
    DEF: 258
    POW: 260
    RES: 278
    SPD: 154
    Equip: Gupti Aga, Acadia Hat, Black Robe, Gauntlets, Fairy Shoes
    All RM learned except Doublecast
    Lvl 22
    ATK: 279
    DEF: 265
    POW: 270
    RES: 282
    SPD: 143
    Equip: EpeePrism, Headband, Black Robe, Scarab, Dash Boots
    All RM learned
    Lvl 24
    ATK: 287
    DEF: 280
    POW: 294
    RES: 305
    SPD: 156
    Equip: Gupti Aga, Wizard Hat, Black Robe, Scarab, Dash Boots
    All RM learned
    Play time: 19 hr, 7 min
    -LLEDNAR: First off, you should have the right laws. I had Katana/Skill, and I
     banned Missile. He nulls/absorbs all your spells, so you'll have to stab him
     to death. Don't use any elemental weapons. Mistle Robes are a good idea. This
     is part of the reason you shouldn't start with all mages...
    -BATTLE QUEEN REMEDI: Doublecast your way to victory: Don't use any spells
     that aren't Thunder (or Fire or Ice). Just go after Remedi, some of your
     units will die, but as long as it isn't your doublecasters (keep them farther
     back), you'll be ok.
    -LI-GRIM: She's really hard. First off, if she uses Descent, you lose. All
     your units should charge toward her first turn, doublecasting. I had Holy
     banned, and banned Lightning (Doublecast lets you cure). Li-grim used
     Lawshift first turn though, but at least it wasted her turn. Marche with
     Damage>MP should be your shield against at least one of the Mateuses.
     Doublecasts should do around 80 if both spells hit. Don't bother with Barrier
     or Sleep, just attack. You'll need some luck to win, but be persistent. Took
     me 5 resets.
    [5.27]				SUMMONER
    *dablackbelt provided numerous tips and battle strategies*
    Overview: Possessing one of the best and most versatile skillsets in the game,
      Summoners will plow through pretty much every enemy until the final
      boss (cept Andra, he's a beast). They have slight MP problems until
      they level up some though, and they're one of the slowest units in
      the game. Still pretty easy though, they're one of the best units
      for clearing random battles quickly.
    Difficulty: 3/10, would be 1 or 2 except for final boss
    Frustration: 2/10
    Recommended Party: 4 Summoners and a White Mage.
    Recommended Map: Viera Homeland, though you may want something that gets you
    Nirvana Staff quicker
    Advantages: Elemental summon + matching robe, Mateus is really damaging,
        wipes out groups of enemies, 100% full-life 2 square area for
        12MP??? I'LL TAKE IT!!!
    Disadvantages: Kinda slow, crappy HP, freindly fire without Elemental robes
    How to Level: Unicorn
    Differences: No extremely powerful spells, really, aside from Madeen. Losing
         Golem hurts. You don't really have to worry about MP costs, with
         the 5 MP regen and all. Losing Lich hurts a little bit, but not
    Items to go for: White Staff, Guard Staff, Judge Staff, Cure Staff, Garnet
    Staff - all Buyable
    Cheer Staff (Madeen) - Type 6 Mission Reward
    Nirvana Staff (Phoenix) - Type 7 Mission Reward, Cave-Cave-
    Jagd-Jagd Treasure Hunt
    Snake Staff (Shiva) - Type 4 Mission Reward
    Light Robe (Half MP) - Type 6 Mission Reward
    ****** Laws:
    Target Area
    Bad Laws:
    Good Laws:
    Target All
    General tips:
    -Recruitment: Use the Viera: Wanted mission for your first 4. You can save on
    the fourth day, and if a summoner joins, great, if not, reset. Gotta get the
    fifth one the normal way though, unless you're feeling lucky and want to get
    one after a mission. You can use the same method for walking dispatches, but
    it takes many, many more resets. I did 131 resets (no joke, I counted), and
    no summoner. Then I gave up.
    -Elemental Robes: You can easily get 5 Blaze Robes early on. With Blaze Robes,
     you don't need to worry about friendly fire. You'll be doing a good amount of
     damage to your enemies while at the same time healing a good chunk of an
     ally's HP. Stick with Blaze Robes over Thunder and Flurry Robes, because more
     enemies use Fire based attacks than Ice and Thunder. Once you get Madeen, you
     can switch over to the buyable Mistle Robes for even greater damage and
     healing, but you end up losing out on enemies healing you due to the fact that
     there are very few damaging Holy elemental abilities.
    -Black Robes: Black Robes turn you into killing machines. But you'll no longer
     be able to heal and damage at the same time. Because of that, it's for the most
     part better to stick with Blaze Robes. Besides, Madeen should be your main
     damaging ability, and the Black Robe doesn't enhance Holy.
    -Use Carbuncle when up against mages; they'll rip themselves
     apart. Just make sure you're not reflecting magic that the enemy absorbs. At
     times, the AI makes a smart move and moves an injured White Mage right next to
     someone with Reflect so that they heal themselves once, then the Summoner's
     reflect bounces another dosage of healing onto the enemy. Make sure to watch
     out for both cases.
    -Watch out for tonberries. They cheat and get 2 turns to your 1.
    Battle Strategies:
    -DIAMOND RAIN: Ifrit pwns hard here.
    -MAGIC WOOD: Use Carbuncle on everyone, and the Forbidden: Missile law is good.
     The only enemies that can hurt you then are the Summoner and two thieves. Take
     out the Summoner ASAP though, and the rest is easy. The Summoner and BM both
     absorb elements (Ice/Fire), so target carefully.
    -PALE COMPANY: By now you should have gotten 5 Blaze Robes. This'll keep
     Firestream from killing your girls. This battle requires some luck. Kill the
     Thundrake on your first turn, it's got Geomancy. The other 2 dragons can
     probably kill you in 1 or 2 hits. The ironic thing is that Addremelech is
     barely a threat without Firestream. Just focus on getting rid of the dragons,
     and the rest will be a cakewalk.
    -SCOURING TIME: Ban two of Spears, Techs, and Blades. Use Marche as a decoy for
     the gunner, with only three characters, you'll need it. The Paladin and
     the close mog knight should be your first targets. With thunder robes, the
     other mog knight can't hurt you. As usual, just summon a lot, this battle
     isn't as hard as you'd think with the right laws. My levels were between 10
     and 13.
    -DESERT PATROL: If you can ban Fight and Techs, then you've got this battle
     won. Otherwise, it's harder, cuz they're so damn fast. I got Fight, Prayer
     and Greatswords banned, because I couldn't find a Tech card. Took me 3 tries,
     but I won.
    -MATEUS: What irritates me is that you don't get Pheonix until AFTER this
     battle. You'll have to resort to Unicorning the Vampires until they die. After
     that, leave 2 Summoners to kill the Vampires when they revive, then let the
     other 3 focus on Mateus. Watch out for Spellbind, it'll kill you in one hit.
     Thundaga isn't that big of a deal, but since nobody uses Fire elemental
     abilities, switch to Thunder Robes for as many Summoners as possible.
    -PRESENT DAY: Technique/TargetAll/Blades lawset pwns.
    Now you can get Cheer/Nirvana staves. Madeen + 5 Mistle Robes coupled with
    Phoenix makes you more or less invincible, so I won't bother to go into detail
    about the next few battles.
    Final Clan Stats:
    Lvl 25
    ATK: 262
    DEF: 251
    POW: 353
    RES: 329
    SPD: 115
    Lvl 25
    ATK: 266
    DEF: 257
    POW: 345
    RES: 326
    SPD: 113
    Lvl 25
    ATK: 256
    DEF: 253
    POW: 347
    RES: 325
    SPD: 111
    Lvl 26
    ATK: 270
    DEF: 254
    POW: 362
    RES: 329
    SPD: 120
    Lvl 26
    ATK: 264
    DEF: 271
    POW: 338
    RES: 321
    SPD: 147
    24hr, 30min
    Final Battle Preparation:
    Marche should have Damage>MP, and a high evade. You'll be using him as a
    decoy. Everyone should have access to Phoenix, as well as Shiva. Get an Angel
    Ring (Craft 20), and equip it on your highest MP character.
    -Final battle LLEDNAR: Go with Techniques, Skills, and Corner laws to completely
     own this fight. You'll have to kill the others first, but it shouldn't take you
     all that long. Llednar absorbs all elements, so you'll need to beat him to
     death with your Staffs. However, you can endure this battle, no matter how long
     it is, thanks to Pheonix.
    -BATTLE QUEEN REMEDI: You'll want to switch to Blaze/Thunder/Flurry Robes before
     this battle. She absorbs holy, so Madeen's out of the question. Honestly, I
     wouldn't bother healing except with Phoenix, as she does way more damage than
     you have HP. Ignore the other totemas, and cast use one of the 3 main elements,
     depending on what robes you have equipped. Takes awhile, but you can't really
     lose with 5 Phoenixes.
    -LI-GRIM: Carbuncle first turn to negate Mateus's Thundaga. She, like Remedi,
     absorbs Holy, so you'll have to resort to the 3 main elements again. She can
     kill EVERY one of your members with Magi; but chances are she won't hit
     everyone. Descent REALLY hurts, so pray for Ultima or Exodus. Half MP will save
     you in this one. If Li-Grim does end up using Famfrit, Addremelech, or Mateus,
     hopefully you've got an Angel Ring. Use that remaining Summoner to Pheonix the
     other 4, then hope she doesn't use Descent again. Again, watch out for
     Spellbind, it still kills you in 1 hit.
    Your only defense against Descent and Magi is to surround her, preferrably
    backing her into a corner. She'll switch over to Alpha and Omega. Alpha is
    deadly, so try not to group anyone together. However, Omega does pitiful damage.
    She was Omegaing my Summoners for under 30 damage. You basically want Omega or
    This is pretty much the only hard fight in the whole game for summoners.
    It took me at least 6 or 7 tries to finish.
    [5.28]				ASSASSIN
    Overview: The epitome of IMBA. High evade, fast, and possessing amazing stat
    	  growth, assassins will destroy every non immune enemy with Rockseal
    	  from the start. High attack from Greatbows doesn't hurt either.
    	  A very easy SCC, even if you don't get Ultima Masher.
    Difficulty: 1/10
    Frustration: 1/10
    Recommended Party: 4 Assassins and a Red Mage or Elementalist
    Recommended Map: Viera Homeland
    Advantages: Rockseal is buyable, amazing speed, petalchaser easy to find, very
    	    good other stats
    Disadvantages: A bit fragile
    How to Level: Can use Ague over and over again, though it has a decent chance
    	      of failure. Shouldn't need to level much in this challenge
    Differences: Now a legitamitely obtainable class. They lose range from their
    	     abilities though (Shadow stitch was ranged, for example)
    Items to go for:  Kikuichimonji, Ranger Bow, Kotetsu, Power Sash - Buyable
    		  Fey Bow (Shadowbind) - Type 4 Mission Reward
    		  Last Breath (Petalchaser) - Type 5 Mission Reward
    		  Masamune (Oblivion) - Type 7 Mission Reward
    ****** Laws:
    Bad Laws:
    General tips:
    -Rockseal: Your bread and butter move for destroying opponents, until you get
     Last Breath. You'll have to flee from random battles until you get 2nd shop
     upgrade though
    -Greatbow or Katana?: Go with Bows. Your girls are weak defensively, and if
     you're in melee range you can rockseal anyway.
    -Bosses: Slowing them (Ague) works, though you probably will barely even need
     it. Petrify their minions and shooting them to death usually works perfectly
    Battle strategies: None needed. This is pathetically easy. But for good
    measure, here's a very brief overview by Flubunga:
    "I had a severe flan problem before I got rockseal. The way to beat them is to
     sit and level up to around level 10 by letting them recover themselves, and
     then leveling up some more... I got one 'sin to level 10 off of a flan on the
     first lutia pass mission. I had one assassin keep watch on each zombie, two
     flank the flan to damage it, and one to shoot with some crap bow. The
     archer-assassin finally finished it off, and she got to level 10 by hitting
     so much and it healing. Marche got to level 12 that same mission by
     first-aiding in a corner. After that, I was overleveled for the rest of the
     game, so there was no problem except for exodus, where I had somehow
     forgotten to update marche's equips."
    [5.29]				SNIPER
    Overview: Masters of stealth, even more so than Assassins. Almost every
    	  battle is winnable through Conceal + Beso Toxico, especially if the
    	  enemy lacks range. They also have just about the best ATK in the
    	  game, and powerful Greatbows help them out there too. They're very
    	  fragile though; often it takes just two hits to bring them down.
    ***General strategies and battle strategies contributed by moogle_dude, with
       some formatting changes by me***
    Difficulty: 4/10
    Frustration: 4/10
    Recommended Party: Assassins for the speed
    DDragoon adds that Fencers might've been a better (and easier) choice, because
    the speed isn't too necessary since many enemies are slow anyway.
    Recommended Map: Viera Homeland, get Gastra Bow
    Advantages: Good range, Conceal + Poison, Aim: Weapon, good ATK, Death Sickle
    Disadvantages:  Can't bypass Block Arrows well, Conceal + Poison takes awhile,
    		die easily, Aim: Weapon available late
    How to Level: Conceal? Not too sure on this one, I never really used Snipers
    Differences: N/A
    Items to go for: Twin Bow, Cranequin, Windslash Bow - all Buyable
    		 Hades Bow (Death Sickle) - Type 5 Mission Reward
    		 Fey Bow (Aim: Armor) - Type 4 Mission Reward
    		 Gaia Gear (Auto-Regen) - Type 3 Mission Reward
    		 Master Bow (Aim: Weapon) - Type 7 Mission Reward
    ****** Laws:
    Bad Laws:
    Good Laws:
    Color Magic
    General Strategies by moogle_dude:
    -Sunken State: For the first few missions just conceal to a safe place and
     attack. When they get close enough to attack conceal away. The only problem
     with conceal is that the panther kind can see you.
    -Slow and painful death: Then start using Beso Toxico and like the Alchemists
     watch them die slowly and painfuly. Those with damage to Mp you better hope
     you got death Sickle. Some of them were imune to doom so just gang up on him
     untill he goes down.The marduk bow helps out alot becouse of its range.
    -Other: Equip Auto-Regen as it's the only way to heal, make sure to buy dash
    Battle Strategies by moogle_dude:
    -FAMFRIT: This battle was quite hard have two units attack the red ahriman and
     another two attack the other red one while your last unit takes care of the
     Blue Ahirman. Then stay away from being near each other when Famfrit uses
     breath of God and just keep hitting him from different angles.
    -ANDRA: This was the hardest one. I pulled his friends away from him, poisoned
     them and kept using Doubleshot to maKe sure i hit them at least once out of
     the two shots. After i killed them i had two units left so each of them went
     to a different side of the field and waited to auto-regen my life back while
     hitting him with my bow.
    -SCOURING TIME: This one was simple i attacked the gunner first by concealing
     up behind him and poisioning then i doomed or poisoned them all untill they
    -MATEUS: This was easier than i thought it was. Get poison and target area
     banned. One of vampires has Block arrows so de-equiped one of my units and
     sent him right in the middle of them and just distracted them while the
     others went up to mateus and attacked her with the strongest bows you got.
     if you cant get poison disabled then dont worry about conceal becouse poison
     hits through it.
    Final Battle:
    -LLEDNAR: Go around dooming and poisoning all of Llednars defenses and then
     all of you gang up on Llednar with conceal, and try to break his weapon which
     seems to help alot. Now Llednar killed my guy's plenty of times untill i made
     him chase me in to a corner and i concealed around him and hit him with 4
     arrows then drag him to another corner repeat untill he is dead.
    -BATTLE QUEEN REMEDI: Don't worry about the Totemas and just break her weapon
     (? she doesn't have one...) then attack from a distance (duh there snipers
     you're gonna attack from a distance.
    -LI-GRIM: Take and have Three of your units attack one of the Mateuses While
     the other conceal around to Li-Grim. When one of the Units that is attacking
     Li-Grim send one of the ones attacking the Mateus over to help out. Once she
     got missile banned and screwed me over but it was pretty easy.
    [5.30]				ANIMIST
    Overview: Often named the lowest of the Moogle classes because of their
    	  inability to actually kill anything. Animists are really a support
    	  class, and they don't do TOO well on their own. They're really not
    	  THAT weak though, and can survive for a fairly long time once you
    	  get Cuisine. Recruiting as Jugglers is almost a must for the raised
    	  DEF. The ability to take out enemies from long range with Chocobo
    	  Rush helps them out too.
    Difficulty: 3/10
    Frustration: 2/10
    Recommended Party: I recommend Montblanc and 4 Jugglers. Juggler's higher
    		   Speed is an asset in this SCC, as is their higher WATK.
    		   Thieves have high speed but are too lacking in the other
    		   categories to make it worth it. Mog Knights aren't a bad
    		   alternative to a couple of the Jugglers if you want some
    		   higher ATK power.
    Recommended Map: whatever
    Advantages: Very good status inflicting power, very long range attack, decent
    	    speed for mages, can heal
    Disadvantages:  Low damage dealing capabilities, moderate MP problems,
    		can't Blind, on the fragile side, friendly fire issues
    How to Level: 100% Wool
    Items to go for: Glass Bell, Earth Bell, Satyr Flute, War Trumpet, Green
    		 Beret - all Buyable
    		 Aona Flute (Frog song) - Type 5 Mission Reward
    		 Fairy Harp (Tail Wag) - Type 4 Mission Reward
    		 Heal Chime (Cuisine) - Craft Skill lvl 15 reward, Type 6
    		 mission reward
    General Strategies:
    -Buying tips: Start with Glass Bells and Conch Shells. They're the cheapest for
     what they're used for; status's and attacking, respectively. Work your way
     up to Satyr Flutes for Chocobo rush when you can afford it.
    -I catch arrows with my bare hands. Really. >_> Block Arrows is one of the
     l33ter R-abilities, Green Berets should be bought right after your initial
     weapons (that is, before Satyr Flutes).
    -1, 2, 3,...99, 100...: Sheep Count is your bread and butter spell early on.
     Use it on anything that poses even a vague threat. Ganging up on enemies is
     your friend.
    -For whatever reason, Animists SUCK at dispatch missions. Don't really know
     why, but its not just your game messing up if you fail a bunch of em.
    -Catnip works really well on units whose weapons are banned, or if fight is
     banned. Thier weapons are not taken into effect if you frog them though.
    -Later in the game, Frogsong is a lifesaver.
    Battle Strategies:
    -FAMFRIT: By now I had 3 Satyr Flutes, 2 bought and 1 from a mission. They
     have good attack power. I sent everyone to  the left side, and killed two
     Ahrimans in the first turn with instrument hits, although a Roulette killed
     Marche. Next turn I killed a third Ahriman  and the remaining one killed
     himself with roulette. LOL. Then focus on Famfrit. Chocobo Rush won't see
     much use in this one; the friendly fire damage is too high. Just beat
     Famfrit to death with the Fight command.
    -ANTILAWS: Chocobo Rush ignores height, so you can use it to pwn the Ninja
     and Hunter hiding there on the ledge. An easy battle.
    -DIAMOND RAIN: Ugh, I almost lost this battle. The dragons hurt a TON. Try to
     hit the one with Counter with Chocobo Rush, or he'll do a lot more to you
     that you do to him. Use Sheep Count here on the Lamia and Bomb, and take out
     the dragons first, hitting the other enemies if they get in the way. At the
     end of the battle it was my lone remaining Animist, Lexi, vs the Flan. i
     ended up having to play hit and run games with it. not fun u.u
    -MAGIC WOOD: You can take out the Summoner REAL quick with 2 chocobo rushes;
     you might take some friendly fire damage, but its worth it. You can actually
     take out most of the enemies here from range with Chocobo Rushes as well.
    -ANDRAMMALECH: You wanna dodge the first Firestream; just reset if it kills
     two of your guys. I banned Target Area; that makes things quite a bit
     easier, though it disables your chocobo rush. Get Andra to a position where
     the dragons cant team up on you as easily, like the left side, and just
     beat the crap out of him. His physical attacks are weak, so you'll be able
     to wear him down FTW.
    -JAGD HUNT: OMG this battle is HOMOSEXUAL. Now that i've got that out of my
     system, let's proceed. It took me 7 tries to win, because Marche kept dying.
     Equip him with your highest evade shield (probably Choco Shield) to give
     him a slightly higher chance of surviving. You'll want to kill the Assassin
     first turn, because she's deadly. If the BM casts Night, that kinda throws
     a wrench in your plans, play things by ear if he does that. Kill the Ninja
     second, you'll probably have to dodge at least one of his sword attacks. 
     The hunter is worthless this battle so avoid the monsters and kill the Blue
     Mage, then Chocobo rush the Antlion from your high position.
     After all this, there's still the matter of that Rockbeast. It's hard to
     get double digit damage on him even, and he likes to cast Matra Magic then
     kill you. Alternate Sheep Counts with Chocobo Rushes and attacks, it takes
     friggin forever, but you'll get him eventually.
    -SCOURING TIME: I actually had a very LOL way of winning this fight. I banned
     Fight, then proceeded to use Catnip on all the enemies. very lol. You can't
     stand up to physical units like these with Instruments, so this is probably
     the way to go.
    -THE BIG FIND: Used the Catnip + Fight law strat again. pretty leet strat.
     Marche can be used as a meat shield, so don't be afraid to use him as so.
    -MATEUS: Although Fight now does more damage than Chocobo Rush, you'll still
     want Fight and Poison banned (not Target Area!). As the fight begins, spread
     out to the sides and back, and assault her with Chocobo Rush. Those who
     can't do anything should use 100% Wool or Frogsong the Vamps. Mateus will
     then retreat to the back and hit you with Star Cross; if you advance on her
     she'll use thundaga, which hurts like a mofo, so you should retreat. Chocobo
     Rush does crap for damage, but you have much higher evade, so you'll be able
     to outlast her Star Crosses. My afterbattle levels were 14, 15, 17, 17, and
     19, so you don't need especially high levels to win.
    -HIDDEN VEIN: Frogsong and Tail Wag are your friends. Assuming you survive
     their first moves, this shouldn't be too hard. Charm the Blue Mage and kill
     him last, as he is immune to Sleep and Frog.
    -OVER THE HILL: Get Summons banned; the summoner does a ****load. Send 3 guys
     left and 2 right; you'll want to be attacking with mainly Chocobo Rushes,
     with Instrument attacks when they close in. Just chocobo rush Ritz to death;
     she's the only one who can really do anything against you this battle.
    Had to level a ton before the final battle.
    Final Battle preparations: Holy/Berserk/Katana is a solid choice for laws.
    Sadly, Satyr Flutes with their uber leet 35 attack power is the highest
    weapon power you can use here. So equip your party with them.
    Final stats:
    Lvl 27
    ATK: 288
    DEF: 356
    PWR: 281
    RES: 341
    SPD: 135
    Equip: Satyr Flute, Thief Hat, Power Sash, Gauntlets, Dash Boots
    Abilities: Sheep Count, 100% Wool, Cuisine, Tail Wag, Chocobo Rush, Frogsong,
    	   Catnip, Block Arrows
    Lvl 28
    ATK: 341
    DEF: 396
    PWR: 256
    RES: 313
    SPD: 142
    Equip: Satyr Flute, Thief Hat, Power Sash, Gauntlets, Dash Boots
    Abilities: Sheep Count, 100% Wool, Cuisine, Tail Wag, Chocobo Rush, Frogsong,
    	   Catnip, Block Arrows
    Lvl 29
    ATK: 341
    DEF: 399
    PWR: 271
    RES: 319
    SPD: 151
    Equip: Satyr Flute, Acadia Hat, Power Sash, Gauntlets, Dash Boots
    Abilities: Sheep Count, 100% Wool, Cuisine, Tail Wag, Chocobo Rush, Frogsong,
    	   Catnip, Block Arrows
    Lvl 28
    ATK: 335
    DEF: 395
    PWR: 257
    RES: 307
    SPD: 146
    Equip: Satyr Flute, Thief Hat, Power Sash, Gauntlets, Dash Boots
    Abilities: Sheep Count, 100% Wool, Cuisine, Tail Wag, Chocobo Rush, Frogsong,
    	   Catnip, Block Arrows
    Lvl 29
    ATK: 341
    DEF: 407
    PWR: 264
    RES: 319
    SPD: 151
    Equip: Satyr Flute, Headband, Bone Plate, Gauntlets, Dash Boots
    Abilities: Sheep Count, 100% Wool, Cuisine, Tail Wag, Chocobo Rush, Frogsong,
    	   Catnip, Block Arrows
    Play Time: 20 hr 21 min
    -LLEDNAR: Frogsonged the Ninja, waited, beat up Llednar, Frogged the
     Illusionist, beat up Llednar. Not too hard unless he uses Omega.
    -REMEDI: You'll either want to use 100% Wool or run away from Remedi first
     turn, probably both. Send 2 or 3 guys, all with 100% Wool on to hit remedi
     with instruments, and the rest should heal or use chocobo rush. Once 100%
     wool wears off, you'll want to totally spread out. Putting one or two of the
     totemas to sleep if you get a chance is a good idea too. This fight isn't
     as bad as you'd expect.
    -LI-GRIM: Heh, this battle's really hard, but I managed to win on my second
     try. I can't guarantee this'll work, but this is what I did. My first
     character went up and tried a 20% sheep count, which amazingly worked. This
     let all my characters use 100% Wool and get up to li-grim. So I got a free
     round of attacks against her, doing around 150 or so. The next couple of
     rounds she used Magi, and the Mateuses used Spellbind or Breath of God; I
     kept everyone alive with my evade rate and Cuisine. After that I started
     losing characters, but pressed the attack. I kept going until I had two
     characters left, and finally won with a Chocobo Rush, killing the other
     character :P
     So, despite Animist's long range capabilities, you'll want to close in on
     Li-Grim. Descent is simply too painful.
    [5.31]				MOG KNIGHT
    Overview: Mog Knights are possibly one of the most boring classes. They're
    	  like Squires with good stats. Mog Lance is the go-to move from start
    	  to finish, that is if the enemy isn't in range of an Ultima Charge.
    	  They're one of the only two classes to make good use of an Ultima
    	  Move. Mog Knights also have good stat growth all around, so no type
    	  of enemy clan poses a huge threat. Expect a team of low level Mog
    	  Knights to be quickly ganged up on and killed though.
    Difficulty: 5/10
    Frustration: 2.5/10
    Recommended Party: There are two obvious classes to choose from - Jugglers
    		   and Mog Knights. Mog Knight enjoys a large advantage in
    		   RES, and a medium advantage in HP, MP, and ATK. However,
    		   Jugglers have more DEF and vastly more speed. Speed is
    		   mildly important though, so I'd go with at least 1,
    		   possibly 2 Jugglers, Montblanc, and the rest Mog Knights.
    		   NOTE: Montblanc makes an awful, awful, awful Mog Knight.
    		   The challenge is still doable with him in your party, but
    		   it's a good bit easier if you don't use him, even though
    		   you'll have to spend time getting and training an Animist
    		   or Thief.
    Recommended Map: Dutch Ivalice works well; you get a bunch of Genji crap
    		 along with your Materia Blade. It's not worth suffering
    		 through "Exploration" to get another Venus Blade.
    Advantages: Pretty good ATK, good total stat growth, MP could be a lot worse,
    	    only class (Gladiator is arguable) to make full use of Ultima
    	    Move in SCC
    Disadvantages: Slowish (could be worse though), kinda boring
    How To Level: Mog Aid, Ice Brand + Ice Shield works too if you want to level
    	      a particularly low level member quickly
    Differences: They actually remind me of Squires. Mog Aid is like Heal, and
    	     Mog Attack is like a stronger Dash. Mog Knights, however, have
    	     undeniably better stats, and are generally much more effective.
    Items to go for: Atmos Blade, Flametongue, Shadow Blade, Icebrand, Gold
    		 Armor - all buyable
    		 Ayvuir Blue - Twin Swords mission reward (Hero Gaol)
    		 Ayvuir Red - Salika Keep mission reward (Hero Gaol)
    		 Materia Blade (Ultima Charge) - Town-Town-Forest-Forest
    		 Treasure Hunt
    		 Pearl Blade (Mog Shield) - Type 6 Mission Reward
    		 Venus Blade - Combat Skill Lvl 15 reward, Forest-Forest-Jagd-
    		 Jagd Treasure Hunt
    		 Ice Shield - Type 1 Mission Reward
    		 Flame Shield - Type 3 Mission Reward
    		 Mirror Mail - Type 5 Mission Reward
    ****** Laws:
    Bad Laws:
    None, really
    Good Laws:
    General Strategies:
    -Buy everyone Atmos Blades first, even if you need to sell some crap. Mog
     Lance gives some much needed range.
    -Mog Lance and Fight can be used interchangably - they do the same amount of
    -Buying Order: I went with Atmos Blades, Dash Boots, Icebrands, Opal Shields,
     Gold Armor, then Opal Helms. Armor helps a lot though, so you may choose to
     buy it before Dash Boots.
    -Move notes: Mog Aid, Mog Lance, and Ultima Charge are the only moves worth
     learning. Mog Attack is occasionally worth using to avoid a counter, but in
     most situations Mog Lance will do fine. 
    -Even though you won't have nearly enough MP for Ultima Charge, it's best to
     equip the Materia Blade right away so you can start learning it. Ultima
     Charge comes in very handy once you master it.
    -Ice Brand + Ice Shield is a great way to heal - the tricky part is getting
     a bunch of Ice Shields. Venus Blade + Flame Shield is good too, later game.
    -Sidequests: This is one of the SCCs where you should do a bunch of dispatches
     and random battles. Learning Ultima Charge takes tons of AP, and Mirror
     Mail and Flame/Ice Shield hunting gives lots of AP. Plus the Hero Gaol
     quests are worth doing.
    Battle Strategies:
    -DESERT PERIL: I leveled up to 5 or so before this fight, and it's probably
     a good idea for you to do so too. Atmos Blades don't work so well here; get
     some Icebrands; they do very good damage, though you'll have to do some
     missions and random battles to raise the money. It's worth it though. The
     battle itself isnt hard; you can kill each of them in two hits. Save the
     Blue Panther for last though, and keep away from him; he's tougher than the
     Red Panthers.
    -FAMFRIT: Mog Attack, if you have/need it, helps you avoid Famfrits counters.
     But you should be using Mog Lance anyway; just go after Famfrit and ignore
     the Ahrimans. Not too hard of a battle.
    -DIAMOND RAIN: Switch your Icebrands with Atmos Blades, or Flametoungues are
     even better if you have one of those lying around. I wouldn't spend money on
     those just for this battle though. Kill the Bomb, then Lamia/one of the
     Dragons, then the other dragon, then the flan. You'll take some casualties,
     but should be able to outlast the enemy.
    -MAGIC WOOD: Kill whatevers in your way to the Summoner and Black Mage; split
     your forces in two to go after them. The rest is mop-up work. Keep in mind
     the Summoner absorbs Ice, so you may want to swap in an Atmos Blade or other
     Blade for one of your characters.
    -PALE COMPANY: Flame Shields are sweet here, if you have a couple. Get as
     close to Andra as you can; you want a couple units attacking physically. At
     levels 11-12 you should be doing 30-40 damage per hit to him; the Ayvuir
     Blue sword in particular does a large amount of damage. As expected, own
     Andra while ignoring the dragons.
    -JAGD HUNT: This battle can go many ways, depending on your luck. Night and
     Resonate can seriously turn the tides of battle in your favor or against it,
     depending on luck. The basic strategy though, is to kill the Assassin and
     Ninja first; they only take 2 hits to kill. Move out of the range of the
     monsters and get the other humans; Blue Mage first. Leave the Bladebiter for
     last; you might have to run when he casts Resonate, but it wears off. A
     Thief Hat blocks Don't Act if you have one.
    -DESERT PATROL: The Bishop absorbs Ice, so all Ice Brands isn't the way to
     go. A good stage to level up on.
    -MATEUS: The easiest way to win is just to let Mateus Thundaga your Mirror
     Mail'd units; it does a lot. But if she chooses to wipe you out with Breath
     of God the first turn, it's still not over. Get close to her as possible and
     Mog Lance; she won't do much besides Star Cross and attack. Montblanc
     actually isn't too bad here; if one or more members get Zombified, Montblanc
     can hide in the corner and Mog Aid, as Mog Aid heals for only slightly less
     than Star Cross for Montblanc. Other unit's Mog Aids heal for much less.
     Ultima Charge does a whole bunch of damage here too, though you'll only be
     able to use it once.
    -PRESENT DAY: A Blades law is obviously out of the question, so go with the
     Skills law. This sets up a 4v4, in effect. With your Ultima Charge and
     ganging up on the enemy, you should be able to win. I was level 19-21, just
     for reference.
    -HIDDEN VEIN: Sabers/Hunt/Status is a good set of laws. Go after the white
     monk first; he's highly annoying and Revive is too. It's pretty much an
     all out melee after that; just focus your fire and you'll pull out the win.
    -OVER THE HILL: Got those Mirror Mails? Good. Ritz will pwn herself with her
    Final Stats:
    Lvl 25
    ATK: 304
    DEF: 353
    POW: 246
    RES: 326
    SPD: 125
    Equip: Pearl Blade, Flame Shield, Thief Hat, Mirror Mail, Dash Boots
    Abilities: Mog Attack, Mog Lance, Mog Shield, Mog Aid, Last Haste
    Lvl 27
    ATK: 354
    DEF: 406
    POW: 232
    RES: 295
    SPD: 144
    Equip: Venus Blade, Flame Shield, Diamond Helm, Mirror Mail, Dash Boots
    Abilities: Mog Attack, Mog Lance, Mog Aid, Ultima Charge, Last Haste,
    Lvl 23
    ATK: 331
    DEF: 351
    POW: 201
    RES: 288
    SPD: 123
    Equip: Pearl Blade, Flame Shield, Thief Hat, Mirror Mail, Dash Boots
    Abilities: Mog Lance, Mog Shield, Mog Aid, Last Haste, Shieldbearer
    Lvl 24
    ATK: 357
    DEF: 373
    POW: 213
    RES: 290
    SPD: 132
    Equip: Ayvuir Red, Choco Shield, Acadia Hat, Mirror Mail, Dash Boots
    Abilities: Mog Attack, Mog Lance, Mog Aid, Ultima Charge, Last Haste
    Lvl 26
    ATK: 358
    DEF: 389
    POW: 212
    RES: 319
    SPD: 128
    Equip: Ayvuir Blue, Flame Shield, Diamond Helm, Mirror Mail, Dash Boots
    Abilities: Mog Lance, Mog Aid, Ultima Charge, Last Haste, Shieldbearer	
    Play Time: 21 hr, 8 min
    Final Battle Preparations:
    If you don't have Ultima Charge on at least two members WTIHOUT the Materia
    Blade equipped, I suggest you do it now. Get the Feather Badge from "The Deep
    Sea", and do a bunch of dispatches. Also, get the Ayvuir Red and Blue swords
    from the Hero Gaol missions.
    Final Battle
    -LLEDNAR: Ayvuir Red + Ultima Charge = GG. LOL. Even with a different weapon,
     the following Mog Lances should finish him off.
    -BATTLE QUEEN REMEDI: Yep, those Ultima Charges sure do a lot...I killed her
     in a turn. It should take 2, MAYBE 3, at the most if you have 2 ultima
     charge capable users.
    -LI-GRIM: The tough part is the first two turns. If you started with at least
     one Juggler, as I suggested, you should have at least one member faster than
     Li-Grim. Start him as close to LG as possible, that means in the same
     column. Move him up and Mog Lance her. This often causes her to move up
     and Alpha that member and Marche, killing them. It's ok though, better than
     everyone being killed by Descent. Don't put 3 or more members in Alpha'able
     position the next turn; and hope she physically attacks or uses Omega, the
     chances of those two are much higher in close range. A couple attacks and
     Ultima Charges later, and she'll fall.
    [5.32]				GUNNER
    ***Credit for this section goes to linid0t; he completed the SCC and wrote
       out the Difficulty, Frustration, General Strategies, and Battle
    Overview: Gunners possess a very long range Blindshot. It's not out of the
    	  question to have every enemy blinded on the first turn. This
    	  makes the challenge very easy, even with the limited shot selection.
    	  Gunners are really only hampered by low Weapon ATK, and crappy
    	  stats around the board.
    Difficulty: 2/10
    Only difficulty is the lack of guns and general low damage.
    Fustration: 1/10
    Blindshot+Concentrate owns.
    Recommended Party: Any Moogle class besides Black Mage, Time Mage, or Gunner.
    		   4 Gunners and Montblanc would actually work, though,
    		   because this challenge is easy.
    Recommended Map: Doesn't Matter
    Advantages: Long range Blind, Concentrate, other pretty useful statuses
    Disadvantages:  Worst overall stat growth IN THE GAME, hence, bad stats
    		across the board
    How To Level: One of the hardest classes to level...hmm...any suggestions?
    Differences: Gunners are similar to FFT's Engineers, of who Mustadio was the
    	     only playable character (Without teh haxxors). Engineers had
    	     Leg Aim (Don't Move), Arm Aim (Don't Act), and Seal Evil
    	     (petrified the undead). Interestingly, Gunners lose both Arm
    	     Aim and Leg Aim (they were given to Archers), and there is no
    	     Breakshot or anything like that. Instead, Gunners were given
    	     more useful statuses, like Stop and Blind.
    Items to go for: Aiot Gun, Riot Gun, Chaos Rifle, Silver Cannon - all
    		 Giot Gun (Iceshot) - Type 5 Mission Reward, Appraise Skill
    		 Lvl 15 reward
    		 Longbarrel (Concentrate) - Type 5 Mission Reward, Appraise
    		 Skill lvl 25 reward
    		 Outsider (Stopshot) - Type 7 Mission Reward
    		 Peacemaker (Charmshot) - Type 4 Mission Reward
    ****** Laws:
    Bad Laws:
    General Strategies:
    Move notes:
     This is the only REAL move you need to learn. Blind them and watch their vain
     attempts to attack you...
     Not very useful as it still does low damage to Flans.
     Only really usefull if you confuse Flans that keep healing themselves. They
     sometimes physical attack with this on :)
     Good against mages.
     I didn't get this, but it would have helped ALOT. Probably more than
     Stopshot, but that's questionable.
     I didn't get this either.... but stopping units 8 squares away would have
     been fun!
     This actualy isn't that useful. I mean, blinded units will get hit more.
     Sure, Concentrate would speed up the blinding, but...... Whatever, this
     ability is one of the more useful abilities Gunners can learn.
    -Equip Notes:
    -The only real problem is that guns are very expensive in the beggining of
     the game and that they aren't very common mission items either. You will
     probably use the Chaos Rifle for most of the game.
    -As is general in most SCCs, equip the best weapon readily available unless
     you are learning a skill.
    Battle Strategies:
    -FAMFRIT: Easy if you have blindshot. Blind Framfrit and he'll never hit you.
     Remember that blindshot (and all the other shots, for that matter) can
     travel through anything at all so just make a line and start blinding.
     Marche should be able to hold up against a few blinded Floateye things.
    -ULTIMA: This woulda been easy even without Charm law. Blindshot+95 percent
     hit rate=Totema doesn't move+Blindshot travels through anything=win
    -anything else: Basically you blind them then you shoot them I guess...
    [5.33]				JUGGLER
    Overview: THE ultimate support class, Jugglers handle things pretty well on
    	  their own too. They can inflict a good variety of status effects,
    	  everything from Stop to Confuse to Don't Act. Oh, and did I forget
    	  that the Orichalcum lets them do good physical damage too? A fun,
    	  easy SCC from start to finish.
    Difficulty: 2/10
    Frustration: 1/10
    Recommended party: 4 Jugglers, Montblanc. Jugglers have great stats, so
    		   there's no reason to pick another class.
    Recommended Map: Doesn't matter
    Advantages: Best DEF in the game, good Speed, good ATK for moogles, one of
    	    the best movesets in the game, good weapon choices
    Disadvantages: Damage output is a bit low, HP is mediocre
    How to level: Smile chains!!! before that, It's actually pretty tough. Your
    	      best bet is to equip Jack Knives and use KBWM.
    Differences: N/A
    Items to go for: Jambiya, Jack Knife, Rondell Dagger, Khukri, Chain Plate,
    		 Power Sash, Scramasax - all Buyable
    		 Orichalcum (Smile) - Type 7 Mission Reward, Negotiation Skill
    		 lvl 25 reward
    		 Tiptaptwo - Town-Town-Marsh-Marsh Treasure hunt
    ****** Laws:
    Bad Laws:
    Berserk (in a couple fights)
    Stop (rarely)
    Good Laws:
    Fight (in a couple fights)
    General Strategies:
    -Early Smile: You can use the same method for getting the Cinquedea early to
     get the Orichalcon early. Personally I feel this is unnecessary, but
     MajinZidane did it, so the strategies will assume you did too. The challenge
     is still perfectly possible without early Orichalcon though.
    -Gil Toss PWNS so hard early game. Use it on bosses especially, and Flans (and
     Rockbeasts). 30 dmg vs a boss is nothing to lol about.
    -More move notes: Dagger also does amazing damage early. Probably a better
     choice than Gil Toss, unless you need exactly 30, or are fighting a tough
    -Get Jack Knifes, then Jambiyas. Both are very cheap, so you'll have Gil Toss
     and Dagger, both amazing moves, very early.
    -Stunt moves pass through walls, over cliffs, etc. So you don't have to worry
     about obstacles, like you would with arrows.
    -Later in the game (Past lvl 11 or so), the Fight command does more than 
     Dagger or Gil Toss.
    -Smile chains let you destroy any single enemy on the field if you can kill
     him in 5 knife hits, no matter what range you're at. Smile then move, then
     repeat. It pwns.
    Battle Strategies:
    NOTE: I was lucky enough to find a Mythril Knife early game. Lol. As if this
    wasn't easy enough...I didn't use Juggle Combo once though, for the purpose of
    the guide.
    -DESERT PERIL: The Flan can be killed with one Gil Toss. Pwned. Dagger the
     enemies that aren't the blue panther; this should disable them all. It'll
     take two turns for that blue panther to reach you; once you Dagger him, it's
     pretty much over.
    -FAMFRIT: 6 Gil Tosses. That's all it takes to pwn Famfrit. Shouldn't take
     more than 2 turns.
    -ANTILAWS: Chuck Daggers at everyone to start with, then start Gil Tossin.
     Ganging up on one enemy at a time is a good strat here.
    -DIAMOND RAIN: Ignore the Flan, throw Daggers at everything else. That should
     buy you a bit of time. It's ok if the Lamia isn't disabled; she's kinda
     resistant to it anyway. Concentrate your Gil Tossing on one of the Dragons.
     Once he's done with, you'll have the upper hand, and the rest of the battle
     should be easy.
    -PALE COMPANY: Kinda tough, mainly luck involved. I did win with starting
     levels of 8 and 9 though, pretty lol. You need to dodge the first Firestream,
     which takes some luck, but just reset if you die there. Run up and Dagger
     the Dragons. Get them all disabled first thing. Proceed to scatter to all
     directions so you're not bunched up, and own Andra with Gil Tosses. He has
     enough HP to last for 9 Gil Tosses, and Don't Act lasts 3 turns. so you've
     got around 4-5 turns before you're annihilated; have to kill Andra by then.
     Good luck; persist and you'll win eventually; I won on my 2nd try.
    -JAGD HUNT: Not as bad as you'd expect. Dagger all the humans on the first
     turn, except the Hunter, for who Ring has a higher success rate. The Blue
     Mage can also be disabled. Kill the Assassin first, then the Hunter, as he'll
     be unstopped faster than the Ninja. Proceed to kill all the humans - Dagger
     should do more by this time than Gil Toss. Gil Toss, however, works better
     for killing off the monsters, who are also very vulnerable to status effects.
    -SCOURING TIME: The easiest way for a low level party to win this one is to
     get a Fight Law card and Firebomb the enemies. But there's way too many of
     them, and you'll probably get killed. So here's the plan: Firebomb the Gunner
     and Paladin first turn, who will get themselves carded and sent to jail. Then
     Firebomb the Sage, who will also get himself sent to jail. Then you'll
     probably have not too many characters left, so kill the Mog Knights using
     Dagger/Ring. Be sure the Templar that knows Lifebreak is Stopped/Don't Acted
     before you attempt to finish him off, as Lifebreak hurts a ton if he's in
    -THE BIG FIND: Firebomb + Fight law works pretty well here.
    -MATEUS: Easy. Gil Toss your way to victory; I won on my first try with lvl
     16-17 guys. You'll need 14 Gil Tosses to win here.
    -HIDDEN VEIN: Get that White Monk first, before he can do anything nasty to
     your party. Dagger, then kill. Focus everyone on the left side of the map 
     first. The Blue Mage is next. Strangely, Immunity doesn't protect against
     Don't Act, so Dagger works fine and disables Dmg > MP too. Destroy the other
     enemies however you wish.
    if you don't have an orichalcum by now you should look into getting one from
    missions. It's great for leveling. Once you get it, have everyone learn Smile.
    It's definitely worth it.
    Final Battle Stats:
    Lvl 23
    ATK: 272
    DEF: 336
    POW: 240
    RES: 262
    SPD: 146
    Equip: Tonberrian, Acadia Hat, Power Sash, Gauntlets, Dash Boots
    Lvl 26
    ATK: 353
    DEF: 398
    POW: 227
    RES: 244
    SPD: 153
    Equip: Orichalcum, Thief Hat, Power Sash, Gauntlets, Dash Boots
    Lvl 25
    ATK: 354
    DEF: 382
    POW: 221
    RES: 232
    SPD: 157
    Equip: Orichalcum, Headband, Power Sash, Gauntlets, Dash Boots
    Lvl 24
    ATK: 347
    DEF: 377
    POW: 217
    RES: 225
    SPD: 147
    Equip: Orichalcum, Headband, Power Sash, Gauntlets, Dash Boots
    Lvl 24
    ATK: 323
    DEF: 386
    POW: 215
    RES: 229
    SPD: 167
    Equip: Tiptaptwo, Headband, Power Sash, Gauntlets, Dash Boots
    Playtime: 15 hrs, 9 min
    Final Battle:
    -LLEDNAR: Easy. Smile your way to him, and stab him with your Orichalcums.
    -BATTLE QUEEN REMEDI: Spend your first turn Smiling your way to to Remedi, but
     not actually attacking until everyone's in range. She does a ton of damage,
     but you should be able to kill her within 3 rounds. Keep Smiling the guy who
     does the most damage.
    -LI-GRIM: Smile your way up and don't stop until Remedi is surrounded.
     Orichalcum hits should do around 80-85, which is solid enough. I banned
     Lightning to avoid the Mateus's deadly Thundagas. Magi is the tough part; hope
     Remedi wastes her turn to Alpha Marche or something like that. The chances of
     her using Descent lowers when your near, so that's why you should surround
     her. Just keep beating on her and hope you survive some magis; I think it took
     me 4 rounds to kill her, with one guy left at the end to do the final hit.
    [5.34]				GADGETEER
    Overview: Reviled for having one of the least effective skillsets in the game,
    	  Gadgeteers actually fare very well in normal battles. Chroma Gem +
    	  Black Ingot owns everything - if it actually works. They do get
    	  Damage > MP if things turn out too badly though. They can also pack
    	  a pretty good punch with their claws, if need be. Other statuses
    	  (besides CG and BI) are far too inconsistent to be used regularly.
    Difficulty: 2/10 without final battle, 4/10 with
    Frustration: 6/10, 8/10 with final battle
    Recommended Party: Montblanc and 4 Gadgeteers, for simplicity, although 5
    		   Thieves is far, far better
    Recommended Map: Get Death Claws (Mountain-Mountain-Marsh-Marsh)
    Advantages: Chroma Gem + Black Ingot, decent WATK, Damage > MP
    Disadvantages: Sloooow, can screw yourself over early, very luck dependent
    How to level: Hmm...Red Spring? KBWM is your best bet, you can heal yourself
    Differences: The closest class would be the Bard/Dancer series. Unlike them
    	     though, Gadgeteers can fail, but get to choose which statuses
    	     they inflict. Dancers/Bards can also inflict HP/MP damage,
    	     whereas Gadgeteers cannot. I'd say Bards/Dancers are better,
    	     but the Gadgeteer SCC is far easier than a Bard/Dancer SCC.
    Items to go for: Kris Knife, Silver Disk, Sick Knuckles, Dream Claws, Judo
    		 Uniform - all Buyable
    		 Death Claws (Black Ingot) - Mountain-Mountain-Marsh-Marsh
    		 Treasure Hunt, Type 7 Mission Reward
    		 Gaia Gear (Auto-Regen) - Type 3 Mission Reward 
    ****** Laws:
    Target All
    Bad Laws:
    General Strategies:
    -Buying Order: Gadgeteer crap is EXPENSIVE. Here's the order in which I
     recommend buying things: Rising Suns (for winning early battles), Judo
     Outfits, Dash Boots, Dream Claws, Fortune Rings, Power Sashes, Headbands 
    -Don't use Silver Disc. You will pretty much lose the battle automatically if
     it hits you, or at least have a very, very drawn out battle deeply dependent
     on luck. The only battle where its viable is the last one.
    -Use Red Spring only when you have 2 gadgeteers going in a row. That way, the
     worst that can happen 75% of the time is both parties are hasted.
    -Chroma Gem and Fortune Rings are both buyable. Abuse this.
    -Chroma Gem + Black Ingot + Fortune Rings = instant win; you won't have to
     bother with a lot of the other abilities after getting Death Claws.
    Battle Strategies:
    -DESERT PERIL: It helps if you bought Sick Claws before the battle, otherwise
     you'll have to punch the flan to death. Either way, Damage > MP makes this
     battle easy.
    -FAMFRIT: Don't bother with any Pandora spells here. Just beat the Ahrimans to
     death, then kill Famfrit.
    -DIAMOND RAIN: Let them taste the awesome power of Chroma Gem + Fortune Rings.
    -ANDRAMALECH: Not as bad as you'd think. Spam CG first turn with
     whoever has MP left after Firestream. Hopefully you'll get 1-2 Dragons.
     Just beat up Andra, Dmg > MP should keep you pretty safe. Use Chroma Gem
     whenever you're not in attacking range. I beat him with levels 10-11 and
     almost everyone with Kaiser Knuckles.
    -JAGD HUNT: Quite an annoying battle. You'll have to rely on Chroma Gem to
     keep the enemies at bay. Assuming it hits, split your forces between the
     Blue Mage and the Assassin. They should both be dead in two rounds. You need
     to be careful with the Ninja and the Hunter though; they shouldn't be awoken
     at once. Make sure you can kill the ninja in one turn after awakening him.
     Took me 4 tries to win this one.
    -THE BOUNTY: You'll have to CG - Attack - CG - Attack...etc to kill the
     Fighter and Sage. Its probably a good idea to kill the paladin first though.
    Get your Death Claws after Scouring Time, an easy battle.
    -THE BIG FIND: Your first use of Chroma Gem + Black Ingot should yield 
     hilarious results. Easy win.
    -MATEUS: Not too hard, actually. I got in a lucky CG at the beginning
     of the battle (after banning target area, of course), and put all the enemies
     to sleep. Then I blinded almost everyone, including my own members, with
     Silver Disc. From here the battle was pretty much won, even with my lowered
     hit rate (they were blinded too so it wasn't so bad). I ignored the vamps
     and went after Mateus with 3 of my Gadgeteers. I beat her at lvl 15-16, lol,
     though i leveled up a bunch during the battle.
    -OVER THE HILL: Ritz and Shara are immune to status effects. Darn. So, stay in
     your little corner, and CG/Black Ingot the other enemies as you
     normally would. 5v2 with Damage > MP is still a pretty easy fight though,
     even though they'll double turn you sometimes. Ignore Shara and go after
    Final Battle Stats:
    Lvl 17
    ATK: 231
    DEF: 275
    POW: 219
    RES: 276
    SPD: 118
    Equip: Death Claws, Headband, Power Sash, Fortune Ring, Dash Boots
    Lvl 18
    ATK: 261
    DEF: 305
    POW: 225
    RES: 293
    SPD: 103
    Equip: Sick Knuckles, Headband, Power Sash, Fortune Ring, Dash Boots
    Lvl 18
    ATK: 270
    DEF: 313
    POW: 228
    RES: 297
    SPD: 107
    Equip: Survivor, Headband, Power Sash, Fortune Ring, Dash Boots
    Lvl 19
    ATK: 271
    DEF: 317
    POW: 230
    RES: 304
    SPD: 113
    Equip: Cat Claws, Headband, Power Sash, Fortune Ring, Dash Boots
    Lvl 19
    ATK: 260
    DEF: 322
    POW: 235
    RES: 303
    SPD: 113
    Equip: Hard Knuckles, Headband, Power Sash, Fortune Ring, Dash Boots
    Play Time: 17 hr, 47 min
    Final Battle:
    Preparations: Go into battle with Holy/Berserk/Katana as the laws. Get a Skills
    banning card, and a Target Area card if you can.
    -LLEDNAR: Kind of a toughie. Equip your highest attack power claws that aren't
     Death Claws (probably Kaiser Knuckles), and the proper status bannage here
     is key (get a Skills banning card). CG/Black Ingot the enemies as normal, and
     it'll be 3v1. Poison still hurts though, so be quick about finishing him.
     This took me several tries to beat.
    -BATTLE QUEEN REMEDI: There are three ways this battle can go: Really well,
     ok, and awful. If you get both Chroma Gem AND Silver Disc to hit on the first
     turn, then it's really good, and you won't have a problem. However, chances
     are that won't happen, and both sides will end up blinded. In this case,
     you'll want one member (probably montblanc) to keep the totemas distracted,
     preferably far away from Remedi. The rest of the party should surround
     Remedi and beat her to death. Use Chroma Gem whenever you can't get a hit in
     to disable the Totemas for a bit. If Silver Disc just hates you, then you're
     kind of screwed, and should just reset :P
    -LI-GRIM: Goddammit, this battle is frustrating: You need to get CG
     and Silver Disc to hit Li-Grim. If she uses Descent first, or Silver Disc
     hits you, you're screwed. Once you fulfill those two conditions though, the
     battle becomes pretty easy. Surround Li-Grim, use your weakest member to
     draw off the Mateuses. There's still some luck involved, but you should be
     able to pull it off. This stage took around 10 tries because Li-Grim was
     faster than me somehow, and Silver Disc kept owning me. Oh, and when I
     finally won, the enemy hit 2 5% chance attacks, and I missed 2 95% attacks.
     I swear the random number generator is rigged...
    [6.00]				Monster SCCs
    This is my invention, the Single Monster Class Challenge. The basic premise is
    to play through the whole game using a party of all monsters, like all
    Dragons, all Goblins, all Lamia/Lillith, etc.
    This isn't possible without a CodeBreaker or emulator, but I've figured 
    out the cheats that allow you to play as a monster.
    Monsters don't get to equip items, and have a limited skillset, so this 
    should be harder than most SCCs.
    Also, Marche can't be turned into a monster. The reason is his sprite doesn't
    seem to be changable, and if you try to do monster animations with Marche
    sprite, the game freezes. So during story battles, Marche can do whatever he
    wishes. No other non monster party members though, except when you're 
    forced to use Montblanc.
    Oh, there are a few things about this challenge I haven't been able to 
    1. Elemental weaknesses and absorbs aren't accounted for. I don't know 
    how to do this yet. This makes some challenges much harder.
    2. Your monsters won't start with stats like they're supposed to have, 
    but rather stats that the character you had before you turned him into a 
    monster had. So they can start with Soldier stats, White Mage stats, or 
    However, as they level up, monster stat gains are used, so Flans will 
    have crazy high defense as they're supposed to.
    Standard SCC rules apply, with a couple extra for monsters:
    -All level caps have been raised +5. I'd imagine some monsters need it.
    -You can choose any classes for your monsters to start off as. This means you
     can use Race Wanted missions to recruit for your class.
    -You MUST de-equip everything before applying cheats.
    -You must attain the items that would teach humans/bangaa/whatever skills
     before you can equip them for monsters. So you'd need a Diamond Armor before
     you could equip Weapon Def+, for example.
    -No using abilities your monster class doesn't have normally, even though
     you'll have access to some.
    -You may use monsters from either class. For example, if you pick the Lamia
     SCC, you can use both Lamias and Liliths.
    -THE GAME OFTEN FREEZES AFTER BEATING MATEUS. So if you beat her legitimately
     with your monsters and it freezes, you can turn on invincibility codes and
     beat her with humans. Just remember to change things back afterwards. This
     also applies to other battles where the game freezes.
    -Monsters can't use laws/anti-laws. It makes their sprite disappear, and if
     they make another move, the game crashes. Damn.
    Without further ado, here's how to cheat to change your characters into
    These are all CODEBREAKER codes. If you have gameshark advance, pro 
    action replay, or anything else like that, then these won't work for you. 
    Enter in these codes for each unit, where XX is the monster you want to play
    as from the following list. for those of you with emulators and are lazy,
    there's a mass copy and paste list below - in VBA you can just paste the
    whole thing in. Or, if your really, really lazy, just e-mail me and i'll
    email you the cheats for VBA, which are stored neatly inside their own file.
    after you apply the cheats the first time, add on 820007BE XX01 cheat. 
    then have your P8 enter the change job screen, and turn off the 820007BE XX01
    cheat. otherwise you won't be able to access some skillsets.
    32000295 00XX
    420002D0 EEEE
    00000048 0002
    82000296 XX06
    3200039D 00XX
    420003D8 EEEE
    00000048 0002
    8200039E XX06
    320004A5 00XX
    420004E0 EEEE
    00000048 0002
    820004A6 XX06
    320005AD 00XX
    420005E8 EEEE
    00000048 0002
    820005AE XX06
    320006B5 00XX
    420006F0 EEEE
    00000048 0002
    820006B6 XX06
    320007BD 00XX
    420007F8 EEEE
    00000048 0002
    820007BE XX06
    3200039D 00XX
    420003D8 EEEE
    00000048 0002
    8200039E XX06
    320006B5 00XX
    420006F0 EEEE
    00000048 0002
    820006B6 XX06
    32000295 00XX
    420002D0 EEEE
    00000048 0002
    82000296 XX06
    320004A5 00XX
    420004E0 EEEE
    00000048 0002
    820004A6 XX06
    320005AD 00XX
    420005E8 EEEE
    00000048 0002
    820005AE XX06
    320007BD 00XX
    420007F8 EEEE
    00000048 0002
    820007BE XX06
    820007BE XX01
    ***Credit to Labmaster for the below codes***
       2C Goblin
       2D Red Cap
       2E Jelly
       2F Ice Flan
       30 Cream
       31 Bomb
       32 Grenade
       33 Icedraje
       34 Firewyrm
       35 Thundrake
       36 Lamia
       37 Lillith
       38 Antlion
       39 Jawbreaker
       3A Toughskin
       3B Blade Biter
       3C Tonberry
       3D Masterberry
       3E Red Panther
       3F Coeurl
       40 Marlboro
       41 Marlboro Great
       42 Float-Eyeball
       43 Ahriman
       44 Zombie
       45 Vampire
       46 Sprite
       47 Titania
    These are the secondary abilities you should equip. Don't use any 
    abilities that the monster isn't supposed to have, or you'll crash the game,
    and besides, that'd be breaking the challenge rules anyway :P
    Sprite: Hunt
    Titania: Hunt
    Goblin: Battle Tech
    Red Cap: Battle Tech
    Lamia: Ninja Skill
    Lillith: White Magic
    Jelly: Battle Tech AND Chivalry (see note)
    Cream: Fighter Tech
    Ice Flan: Chivalry
    Bomb: Fighter Tech
    Grenade: Steal
    Icedrake: Steal
    Thundrake: Ninja Skill
    Antlion: White Magic
    Jawbreaker: White Magic AND Black Magic
    Toughskin: Black Magic
    Blade Biter: Black Magic
    Tonberry: Phantasm Skill
    Masterberry: Phantasm Skill
    Red Panther: Blue Magic
    Couerl: Blue Magic
    Malboro: Blue Magic
    Big Malboro: Blue Magic
    Floateye: Blue Magic
    Ahriman: Blue Magic
    Zombie: Aim
    Vampire: Aim
    NOTE: for classes with more than one skillset, the character must start 
    as one of the classes. so a jelly must be a soldier first before you apply 
    I haven't done a lot of these, but here's some basic notes:
    Fairy: 4/10
    Its really hard early on when you don't really have enough MP to cast 
    spells, especially meteorite.
    Dying in "Snow in Lutia" is not cool.
    Lvl ?D Holy will pwn if used right though, you should be able to do it 
    with proper planning. Evade is 70 for titanias, which is really high. 
    Fairies have poor attack growth overall though, so stick with Meteorite and
    Lvl? D Holy for damage dealing. Setup: 2 Sprites, 3 Titanias
    Tonberry: 1/10
    Voodoo does 999 damage with 100% hit rate. 'nuff said. The only hard part is
    that some enemies like playing keepaway, and the final boss can kill you
    before you get to her. Setup: 5 Masterberries
    until i get the zombie status code the zombie challenge is hard...but...
    Zombie: 2/10, 4/10 without elemental cheats
    Once you die, you come back in three turns. This is about as easy as it 
    gets, and besides, vampires are really powerful in the first place. Setup:
    5 Vampires
    Bomb: 7/10 without elemental Cheats, 4/10 with elemental cheats
    Chill is worthless without elemental cheats, as it hurts you. So you're
    limited to Bombs with Flame Attack, which does mediocre damage, and bombs
    have crappy stats. You're in for a tough time here. Setup: 5 Bombs without
    elemental cheats, 5 Grenades with elemental cheats
    Goblins: 5/10
    They actually have pretty decent physical stats, and mutilate heals for a
    good amount. You'll have some troubles versus bosses, but proper law
    management should make this challenge possible. Setup: 5 Red Caps
    Flans: 3/10, 2/10 with elemental cheats
    You'll absolutely own physical units, but mages, especially summoners, cause
    big problems. so you'll have to kill them before they get to you. I can
    imagine Mateus being near impossible though. Setup: 1 Jelly, 1 Cream, 3 Ice
    Dragons: 1.5/10
    The cream of the crop, statwise. Mighty Guard makes attacks do far, far less
    damage. This challenge shouldn't be trouble til the end. Setup: 3 Icedrakes,
    2 Thundrakes
    Lamias: 4/10
    Regular battles are incredibly fun, bosses are incredibly frustrating. Kiss
    and Poison Frog are possibly two of the most awesome moves in the game. You
    can use either one then let the enemy kill itself. Sweet. That said, there's
    no good way of doing damage to bosses. Setup: 3 Lamias, 2 Liliths, the other
    way works as well
    Bugs: 3/10
    Good stats, and bosses often happen to be multiples of 3 leveled. Sandstorm
    is a great move for disabling an enemy. Setup: 3 Antlions, 2 Jawbreakers
    Panthers: 3/10
    Have the excellent, free Blaster, which petrifies. They're also highly mobile,
    and have good stats. Setup: 4 Coerls, 1 Red Panther
    Malboros: 2/10
    Bad Breath is amazing, and they have good stats to boot. Setup: 5 Big Malboros
    Floateyes: 5/10
    They have amazing move and can Jump, but their HP is awful. Roulette is far
    too unreliable to be relied on. Bosses will likely be tough, although Devil
    Gaze probably helps a lot. Setup: 3 Floateyes, 2 Ahrimans
    Rockbeasts: 1/10
    Resonate absolutely destroys fighting units, as does Matra Magic and high
    defense. Like Flans though, Rockbeasts get owned by magical units. Limit Glove
    does ridiculous damage when they're in critical though, so this is a very
    easy challenge. Setup: 5 Bladebiters
    [7.00]				RECOMMENDED LAWS
    These are the Laws which, should it be possible, should be forbidden in every
    challenge. So, for example, Lightning should be forbidden in Desert Peril
    because it pretty much disables the flan. Of course, you'll need to be
    creative if your class relies on a law NOT being forbidden like Archers with
    Desert Peril: Lightning - necessary to disable the Flan
    Diamond Rain: Ice - again, to disable the Flan and Ice Breath
    Ultima Crystals: Charm - makes the battle cake
    Koringwood: Missile, Knives, or Target Area (I prefer Missile) - Missile takes
    	    out the Archer and the Sniper, Knives takes out the Thieves, and
    	    target Area takes out the Summoner and Black Mage.
    Pale Company: Target Area or 2 of 3 main elementals, or Fight if you have
    	      elemental protection equipment - lessens the threat of the
    	      dragons, especially their breaths
    The Bounty: Color Magic/Target Area or Skills - The former two somewhat
    	    disable the Red Mage and Black Mage, while the latter disables
    	    the Sage
    Scouring Time: Spears + Tech, Blades or Missile as well if possible - Spears
    	       disables the Templars, Blades disables the Mog Knights
    The Big Find: Knives or Prayer - Knives disables the dangerous, fast moving
    	      thieves; it's better than Blades or Techs because without both
    	      blades and Techs disabled, fighters are still dangerous
    Desert Patrol: Fight + Tech, or Prayer + Greatsword - Fight + Tech disables
    	       every enemy except the Bishop and the Defender, who can't do
    	       much, while Prayer + Greatsword disables the Bishop and the
    	       two Soldiers
    Quiet Sands: Poison/Target Area/Status and/or Fight - Poison is ESPECIALLY
    	     important to crippled the Vamps, Fight + Poison/TA/Status almost
    	     disables them entirely
    Materite: Missile and/or Color Magic and/or Summon and/or Target Area -
    	  takes out the Assassin and Sniper/Red Mage and partially White Mage/
    	  Summoner/Summoner and White Mage and Red Mage, respectively
    Present Day: Blades - All the enemies except the Templar and Alchemist use
    Hidden Vein: Skills (if possible), Fight + Call is good too - This one's a
    	     toughie, as the enemies are well balanced, but the Sage is
    	     arguably the most dangerous
    Over the Hill: Missile (Summon is helpful, not necessary) - disables the
    	       uber-damaging Shara and the Assassin's Fight command
    Royal Valley: Katana/Skill, along with target all, lightning, holy
    	      cards - Katana/Skills disables almost all the enemies VS
    ***This section courtesy of DDragoon***
    For making SCC's easier, I've got just a small note: Use Mission Items.
    Mission Items do not get used up in any mission they are not required for,
    and have some have extremely good properties.
    A list of good ones:
    Sprinkler: [enhc] Ice and Water
    Recieved VERY early game, if your unit has Ice or Water Elemental attacks it
    will boost their damage by 1.5 against almost everything with no Ice element
    affiliation or equipment.
    Other element enhancing Mission Items:
    Helje Key: [enhc] Fire
    Telaq Flower: [enhc] Lightning
    Blue Rose: [enhc] Dark
    White Flowers: [enhc] Holy
    Edaroya Time: [ehnc] Holy, Dark
    Justice Bagde: [enhc] Holy
    Thunderstone: [enhc] Lightning
    Stormstone: [enhc] Wind
    Ahriman Eye: [enhc] Dark
    Wyrmstone: [enhc] Fire
    Topaz Armring: [enhc] Earth
    Cyril Ice: [enhc] Ice
    Gedegg Soup: Wder/Mres + 12%
    Gives an extra boost to defenses that amounts to a 6% reduction in all damage.
    Other good stat boosters during SCC's:
    Loaded Dice: 9% increase in Wattack.
    Tonberry Lamp: 12% increase in Wattack
    ***DDragoon provided the random mission equipment list, and Chronic PokeAbuser
       provided the repeatable missions list. All credit for this section should
       be given to them.***
    These are useful equipments for certain SCCs. Used in conjunction with Chronic
    PokeAbuser's list, they should be able to let you find what you need quickly.
    				TYPE 1:
    Silver Rapier (A must for Fencer/Red Mage/Elementalist)
    Kaiser Knuckles(can be purchased later, but why wait?)
    Blaze Robe (usefull in magical SCCs, nerfs Jelly)
    Ice Shield (not as useful as Blaze Robe, but can be used against enemies like
    	    Dragons or Ice Flans)
    Wizard Hat(marginally good for magical classes)
    				TYPE 2:
    Gale Sword (a must for Warriors)
    Djinn Flyssa (a Must for Fencer/Elementalist)
    Cat Claws (White Monk!)
    Diamond Armor(Paladin, Defender)
    Thunder Robe(see Blaze Robe, nerfs Cream)
    Magic Ring(marginally usefull for magical classes)
    				TYPE 3:
    Blood Sword(Soldier, Dragoon)
    Diamond Sword(Soldier)
    Joyeuse (Fencer/Elementalist)
    Artemis Bow (Archer)
    Survivor (White Monk, Gadgeteer)
    Flame Shield (1st half of Babus Nerfing for Marche)
    Gold Hairpin (very useful hat for magical classes)
    Gaia Gear (Hunter/Sniper/Gadgeteer)[also not bad with Earth Render in White
    				    Monk SCC]
    Flurry Robe(See Thunder Robe, nerfs Ice Flan)
    Thief Armlets (Thieves want this!)
    				TYPE 4:
    Restorer (Dragoon)
    Hardedge (Bangin' weapon for Soldier)
    Snake Staff (Bishop!, Summoner)
    Flame Rod (Black Mage!)
    Mandragora (Sage, Alchemist)
    Yoichi Bow (Archer)
    Fey Bow (Hunter, Assasin!, Sniper!)
    Fairy Harp (Beastmaster, Animist)
    White Fangs (White Monk, Gadgeteer)
    Carabini Mail(Templar!)
    Minerva Plate(marginally useful for Viera)
    White Robe(marginally usefull for Robe-equip classes)
    				TYPE 5:
    Vitanova (Dragoon!)
    SavetheQueen (Paladin, Defender!, Templar)
    El Cid Sword (Defender)
    Colchimarde (Red Mage!)
    Petalchaser (Assasin!)
    Spring Staff (Bishop, White Mage!)
    Thor Rod (Black Mage!, Time Mage!)
    Life Crossier (Sage!, Alchemist!)
    Target Bow (Archer!)
    Hades Bow (Hunter!, Sniper!)
    Aona Flute (Beastmaster!, Animist!)
    Godhand (White Monk!)
    Mirror Mail (Part 2 of Babus Nerfing, All Armor-weilding Classes[especially
    	Armor Only])
    Ninja Gear (Beastmaster!, Ninja, Fighter!)
    Black Robe (Black Mage!, Illusionist!, Bishop)[Do always use this for
    				TYPE 6:
    Harpe(Good Weapon for Blue Mage)
    Arch Sword (Paladin, Templar!)
    Sword Breaker (Thief!)
    Gupti Aga (Fencer!)
    Nosada (Ninja!)
    Cheer Staff (White Mage!, Bishop, Summoner!)
    Chill Rod (Blace Mage!, Time Mage!, Illusionist)
    Lotus Mace (Sage!, Alchemist!)
    Perseus Bow (Archer!)
    Nike Bow (Hunter!)
    Kain's Lance (Templar!, Dragoon)
    Heal Chime (Animist!)
    Tiger Fangs (White Monk!)
    Longbarrel (Gunner!)
    Dragon Mail (marginally usefull armor)
    Mirage Vest (Fencer!, White Monk)
    Light Robe (Illusionist!, Summoner!, Bishop!)
    				TYPE 7:
    Venus Blade (Fighter, Gladiator)
    Excalibur (Paladin!, Defender, Templar)
    Orichalcum (Thief!)
    Epeprism (Elementalist)
    Masamune (Ninja!, Assasin!)
    Nirvana Staff (White Mage!, Bishop!, Summoner)
    Stardust Rod (Illusionist)
    Scorpion Tail (Sage!, Alchemist!)
    Master Bow (Hunter!, Sniper!, Assasin)
    Trident (Templar!, Dragoon)
    Blood Strings (Beastmaster!, Animist)
    Death Claws (Gadgeteer!)
    Outsider (Gunner!)
    Sacri Shield (Kickass Shield with great Status nulls and Evade)
    Maximillian (Awesome Armor, use this if not using Mirror Mail)
    Bone Plate (Best Clothing Wdef in the game)
    Fairy Shoes (Teleport!)
    Aegis Shield (Decent Shield with Petrify immunity)
    Lordly Robe (Time Mage!, Elementalist)
    note that these are all REPEATABLE missions. There are other, non-repeatable
    missions for each Type. 
    Type 1 Reward Missions
    Chocobo Help!
    Giza Plains
    Lutia Pass
    Swords in Cyril
    Type 2 Reward Missions
    Seeking Silver
    The Wormhole
    Metal Hunt
    The Nubswood
    Eluut Sands
    Type 3 Reward Missions
    Sprohm Meet
    Magic Cloth
    Into the Wood
    Malboro Hunt
    Ulei River
    Roda Volcano
    Type 4 Reward Missions
    Swimming Meet
    Cadoan Meet
    Ruins Survey
    Chocobo Work
    Magic Vellum
    Travel Aid
    The Salikawood
    Gotor Sands
    Type 5 Reward Missions
    Mage Tourney
    Dig Dig Dig
    For a Flower
    Nargai Cave
    Kudik Peaks
    Jeraw Sands
    Uladon Bog
    Jagd Helje
    Brown Rabbits
    Type 6 Reward Missions
    Battle Tourney
    Prison Break
    Water City
    A Barren Land
    Bread Woes
    One More Tail
    Delia Dunes
    Jagd Ahli
    Blue Geniuses
    Type 7 Reward Missions
    Clan League
    Gulug Ghost
    Mirage Tower
    Tubola Cave
    Deti Plains
    Siena Gorge
    Jagd Dorsa
    Yellow Powerz
    Wenqi Yang adds an easy way to get the mission item you need:
    "Hi. I think I have found a fairly easy way to get any high rank mission
     awards instead of doing them randomly and hoping the correct one shows up -
     through the turf capture dispatches.
    Basically, look for the current turf capture dispatch in the pub. If it
     doesn't give a good type mission award, accept and cancel it immediately.
     Keep on doing this (walk around the map for a bit if one has to) until the
     one with the correct type mission award shows up. For example, if I want a
     Lotus Mace (type 6), and the current one only gives a type 5 (but I know I
     have a turf with type 6 mission award not freed yet), I accept and cancel
     the current turf dispatch, and keep on doing so until either there's no
     more dispatches (in which case I walk around for a day or two and see if it
     showed up yet), or until I find a good one (say, Bugbusters).
    Now, look at the reward for the mission. Chances are it's not going to be one
     you want (say you need Lotus Mace but it turns out to be a Longbarrel). Now,
     accept and cancel the mission, then walk around for four days. At the fourth
     day, save. Now go to any pub and the mission should have showed up. If it
     doens't give the reward I want, reset. Keep on doing this until the corret
     one shows up.
    This works for other random missions too, but most of them have long timeout
     periods and they are not really guaranteed to show up, while I've never
     failed to get a reward I want with dispatches.
    I know that was confusing and probably needs rewording, but I think I got
     the idea across."
    [10.00]				GLOSSARY
    A list of terms I use in this FAQ.
    AoE: Area of Effect skill/spell. Examples include Aero, Summons, Tremor, and
         all Black Magic. In otherwords skills that would be penalized by the
         Target Area law.
    ATK: Weapon Attack
    DEF: Weapon Defense
    dmg: Damage
    FTW: For the win
    CG: In Gadgeteer SCC, Chroma Gem.
    KBWM: Koringband White Mage. Refer to the general strategies section (3.00)
    Lvl: Level
    OHKO: One hit Knockout; to kill something in one hit or ability.
    POW: Magic power
    pwned/pwnt: To damage or win by a large margin, see Wikipedia for general
    RES: Magic Resistance
    SCC: Single Class Challenge, the main point of this FAQ.
    Treasure Hunt:  Putting lands next to each other to find items. You search the
    		land in the center to get the item. For more detailed
    		information, see Astroblue's FAQ (the third one down).
    [11.00]				Updates/Version History
    5/3/08:  Version 1.08, added a tip on how to get mission items, Archer SSCC
    	 video link, Fighter SSCC video link, Blue Mage SSCC video link
    5/17/07: Version 1.07, edited Summoner SCC
    3/19/07: Version 1.06, edited Bishop SCC
    9/15/06: Version 1.05, added Morpher SCC
    4/29/06: Version 1.04, added Templar SCC
    4/9/06:  Version 1.03, corrected a few issues with the Templar SCC.
    3/8/06:  Version 1.02, Added Recommended Mission Items, changed the general
    	 strategies a bit, added a few FAQ writers to Thanks, expanded upon
    	 the Recommended Laws section
    2/23/06: Version 1.01, a few law updates, minor general strategies changes,
    	 added this section
    2/11/06: Version 1.00, first posting
    [12.00]				Thanks
    Much thanks to these FFTA message board users:
    DDragoon, for work on Sections 8 and 9, providing helpful information on the
    boards, and write-up of the Soldier and Dragoon SCCs
    ChronicPokeAbuser, for work on Section 8, starting the whole SCC trend, and
    his work on the Morpher, Templar, Black Mage and Archer SCCs. Hope your
    Challenge FAQ is posted.
    ecyc333, for his constant presence on the FFTA Challenge Topic board, and his
    write up of the Illusionist SCC
    linid0t, for saving the original challenge topic at times, and his write up
    of the Gunner SCC, and a few grammatical corrections
    MarioGolfMaster, for being an original FFTA SCC enthusiast, and his write up
    of the Alchemist SCC
    dablackbelt his work on the Bishop, Summoner SCCs
    ArchaelN7 for a great set of Archer SSCC videos
    EnigmaGamer for Fighter SSCC videos
    MoogleBoss for Blue Mage SSCC videos
    Alternator, for his work on the Gladiator SCC, which no one else seemed to
    DarkKnight326 and Zypher11788 for their work on the Paladin SCC
    Moogle_dude for his work on the Sniper SCC
    Gangsta Jesus for his work on the White Monk SCC
    Musourenka for his advice on the Templar SCC
    Flubunga for his work on the Assassin SCC
    ffl2and3rocks for general advice early on
    Anyone else who supported the FAQ and FFTA
    All names above are GameFAQs message board usernames unless otherwise
    And these FAQ writers:
    DBM11085 and AstroBlue for their excellent FAQ
    Astroblue for his Treasure Hunt FAQ
    NeoBlitz for his Ability FAQ, very handy for a quick Ctrl+F
    Labmaster for the Patch Codes FAQ, and letting me use some of his codes here
    And the rest:
    SquareEnix for making this game
    http://www.network-science.de/ascii/ for the title ASCII art
    my parents for being my parents

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