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    FAQ/Walkthrough by Lufia_Maxim

    Version: 0.6 | Updated: 02/10/08 | Search Guide | Bookmark Guide

                       *                                       *
                       *      - Final Fantasy 6 Advance -      *
                       *            - Walkthrough -            *
                       *             v0.6 02/10/08             *
                       *                                       *
                       *        Written by: Lufia_Maxim        *
                       *                                       *
    1) Introduction                                                          [intr]
    Welcome to my Final Fantasy 6 Advance Walkthrough.
    Yes, this is another guide for FFVIA. Why did I make it? Well, several reasons:
    1) None of the other FAQs are really that great (Note: I'm not bashing the
       other guides. They may be good, but they don't go into enough detail)
    2) I was making MANY other guides for this very game, and I figured: Why not
       just make a walkthrough and combine everything into one file?
    3) Many people wanted a walkthrough that helps them get a 100% game. I will try
       my best to make that guide.
    4) Simply because I love this game and wanted to make a guide for it.
    Eventually, my hope is that this will be THE most complete guide out there for
    FFVIA. If you feel you have anything to contribute, I'd be glad to take a look
    at it. Just send it to songoku1 [at] gmail [dot] com
    2) Version History                                                       [vers]
    v0.6 (02/10/08): (1048 KB)
    - IMPORTANT NOTE: Within the next few updates here, I'm going to re-vamp my
      entire WoR section. I don't like the way it is right now, and I know I can do
      a better job than what you see now. Before I do this, I'll finish off
      everything including Kefka's Tower, so you faithful followers of this guide
      can finish off your game without being totally confused.
    - Added all Appendices (sort of)
    - Finished walkthrough up to and including Kefka's Tower
    - Don't expect an update for quite some time, but I'll try to make the next
      update a big one.
    v0.5 (11/25/07): (843 KB)
    - Added sections 4.102 - 4.112
    v0.46 (11/17/07): (713 KB)
    - I'm doing more frequent updates right now because I've gotten several e-mails
      from people asking me when I'm going to finish my guide. Updating bit by bit
      will hopefully give these same people something to do while I continue working
      on getting this done
    - Added Ancient Castle
    v0.45 (11/14/07): (682 KB)
    - Fixed a typical east/west mistake (since no one has caught the mistake, I
      won't mention where it was <_<)
    - blusiryn has struck again, finding many grammatical errors. Thx once more.
    - Added up to and including Umaro's Cave to the walkthrough
    v0.4 (9/12/07): (652 KB)
    - Added Cyan's Dream to the walkthrough
    v.035 (8/11/07): (624 KB)
    - Just been working on the walkthrough a little
    - Rather small update in the walkthrough section, but I just thought I'd let
      you guys know that I am still working on this. Progress is slow, but there is
      some progress
    - Walkthrough goes up to getting 10 out of 14 characters in WoR
    v0.3 (5/11/07): (595 KB)
    - Fixed TONS of spelling/grammar mistakes. Thx again to blusiryn for that
    - Walkthrough is now up to and including getting Shadow
    - Worked (and finished) on some of the Appendices. You'll see those in future
    v0.2 (5/1/07): (514 KB)
    - Added a bunch of character-specific dialogue (Thx to TheMorn for this)
    - Removed the Battle Commands section since it had many errors and was
      incomplete anyway. Wait a few updates for it to re-appear.
    - Walkthrough covered up to Darill's Tomb
    v0.1 (4/28/07): (439 KB)
    - Started this walkthrough on 2/14/07 and finally released v0.1 on 4/28/07
    - World of Balance done
    - Some parts of Battle Commands section done
    - Obviously there will be many more updates to make this guide as complete as
    3) Table of Contents                                                     [tofc]
    NOTE: Table of Contents is still subject to change
    1) Introduction ........................................................ [intr]
    2) Version History ..................................................... [vers]
    3) Table of Contents ................................................... [tofc]
    4) Walkthrough ......................................................... [walk]
     - 4.1   Narshe Mines ................................................. [4.001]
     - 4.2   Narshe: Arvis' House ......................................... [4.002]
     - 4.3   Narshe: Mines (Escaping from Narshe Guards) .................. [4.003]
     - 4.4   Narshe: Adventuring School ................................... [4.004]
     - 4.5   Overworld: Narshe to Figaro Castle ........................... [4.005]
     - 4.6   Figaro Castle ................................................ [4.006]
     - 4.7   South Figaro Cave ............................................ [4.007]
     - 4.8   Overworld: Around South Figaro ............................... [4.008]
     - 4.9   South Figaro ................................................. [4.009]
     - 4.10  Overworld: Sabin's Hut & Mt. Kolts ........................... [4.010]
     - 4.11  Mt. Kolts .................................................... [4.011]
     - 4.12  Overworld: Mt. Kolts to Returner Hideout ..................... [4.012]
     - 4.13  Returner Hideout ............................................. [4.013]
     - 4.14  Lethe River .................................................. [4.014]
     - 4.15  Scenario Selection ........................................... [4.015]
     - 4.16  Terra/Edgar/Banon: Lethe River and traveling to Narshe ....... [4.016]
     - 4.17  Terra/Edgar/Banon: Narshe Mines .............................. [4.017]
     - 4.18  Sabin: Shadow and traveling to the Imperial Camp ............. [4.018]
     - 4.19  Sabin: Imperial Camp and Doma Castle ......................... [4.019]
     - 4.20  Sabin: Overworld: Traveling to Phantom Forest ................ [4.020]
     - 4.21  Sabin: Phantom Forest ........................................ [4.021]
     - 4.22  Sabin: Phantom Train ......................................... [4.022]
     - 4.23  Sabin: Overworld: Baren Falls ................................ [4.023]
     - 4.24  Sabin: Veldt Part 1 .......................................... [4.024]
     - 4.25  Sabin: Mobliz ................................................ [4.025]
     - 4.26  Sabin: Gau and his Rages ..................................... [4.026]
     - 4.27  Sabin: Crescent Mountain Cave ................................ [4.027]
     - 4.28  Sabin: Serpent Trench ........................................ [4.028]
     - 4.29  Sabin: Nikeah ................................................ [4.029]
     - 4.30  Locke: South Figaro .......................................... [4.030]
     - 4.31  Locke: South Figaro Cave (Revisited) ......................... [4.031]
     - 4.32  Imperial Raid on Narshe ...................................... [4.032]
     - 4.33  Narshe and traveling to Kohlingen ............................ [4.033]
     - 4.34  Overworld (Around Kohlingen) ................................. [4.034]
     - 4.35  Kohlingen .................................................... [4.035]
     - 4.36  Jidoor ....................................................... [4.036]
     - 4.37  Zozo ......................................................... [4.037]
     - 4.38  Magic AP & Trip to Veldt ..................................... [4.038]
     - 4.39  Jidoor Revisited ............................................. [4.039]
     - 4.40  The Opera House .............................................. [4.040]
     - 4.41  Blackjack .................................................... [4.041]
     - 4.42  Southern Continent ........................................... [4.042]
     - 4.43  Albrook ...................................................... [4.043]
     - 4.44  Maranda ...................................................... [4.044]
     - 4.45  Tzen ......................................................... [4.045]
     - 4.46  Imperial Observation Post .................................... [4.046]
     - 4.47  Vector ....................................................... [4.047]
     - 4.48  Magitek Research Facility .................................... [4.048]
     - 4.49  Zozo & Terra's History ....................................... [4.049]
     - 4.50  Airship Fun .................................................. [4.050]
     - 4.51  Narshe revisited ............................................. [4.051]
     - 4.52  Mog can Dance! ............................................... [4.052]
     - 4.53  Cave to the Sealed Gate ...................................... [4.053]
     - 4.54  Vector Revisited & Imperial Banquet .......................... [4.054]
     - 4.55  Getting to Albrook ........................................... [4.055]
     - 4.56  Traveling to Thamasa ......................................... [4.056]
     - 4.57  Area around Thamasa .......................................... [4.057]
     - 4.58  Thamasa ...................................................... [4.058]
     - 4.59  Burning Home ................................................. [4.059]
     - 4.60  Esper Caves .................................................. [4.060]
     - 4.61  Thamasa & General Leo ........................................ [4.061]
     - 4.62  Preparing for the Floating Continent ......................... [4.062]
     - 4.63  Imperial Air Force ........................................... [4.063]
     - 4.64  Floating Continent ........................................... [4.064]
     - 4.65  The World of Ruin ............................................ [4.065]
     - 4.66  Solitary Island .............................................. [4.066]
     - 4.67  Overworld: Southern Continent ................................ [4.067]
     - 4.68  Albrook [WoR] ................................................ [4.068]
     - 4.69  Tzen & Crumbling House ....................................... [4.069]
     - 4.70  Serpent Trench ............................................... [4.070]
     - 4.71  Mobliz [WoR] ................................................. [4.071]
     - 4.72  Nikeah [WoR] ................................................. [4.072]
     - 4.73  South Figaro [WoR] ........................................... [4.073]
     - 4.74  Overworld: Figaro Continent .................................. [4.074]
     - 4.75  South Figaro Cave [WoR] ...................................... [4.075]
     - 4.76  Figaro Castle [WoR] .......................................... [4.076]
     - 4.77  Overworld: North-Western Continent ........................... [4.077]
     - 4.78  Kohlingen [WoR] .............................................. [4.078]
     - 4.79  Coliseum ..................................................... [4.079]
     - 4.80  Darill's Tomb ................................................ [4.080]
     - 4.81  Maranda [WoR] ................................................ [4.081]
     - 4.82  Intermission & Reference Point ............................... [4.082]
     - 4.83  Overworld: South-Western Continent ........................... [4.083]
     - 4.84  Opera House & Earth Dragon ................................... [4.084]
     - 4.85  Jidoor & Auction House ....................................... [4.085]
     - 4.86  Zozo [WoR] ................................................... [4.086]
     - 4.87  Mt. Zozo ..................................................... [4.087]
     - 4.88  Veldt [WoR] .................................................. [4.088]
     - 4.89  Cave on the Veldt ............................................ [4.089]
     - 4.90  Thamasa [WoR] ................................................ [4.090]
     - 4.91  Coliseum & Shadow ............................................ [4.091]
     - 4.92  Owzer's Mansion .............................................. [4.092]
     - 4.93  Mobliz Revisited ............................................. [4.093]
     - 4.94  Recruiting Strago ............................................ [4.094]
     - 4.95  Sabin's Blitzes .............................................. [4.095]
     - 4.96  Cyan's Dream ................................................. [4.096]
     - 4.97  Overworld: Northern Continent ................................ [4.097]
     - 4.98  Narshe [WoR] ................................................. [4.098]
     - 4.99  Yeti's Cave .................................................. [4.099]
     - 4.100 Cave to the Ancient Castle ................................... [4.100]
     - 4.101 Ancient Castle ............................................... [4.101]
     - 4.102 Esper - Quetzalli ............................................ [4.102]
     - 4.103 Overworld: North-Eastern Continent / Dinosaur Forest ......... [4.103]
     - 4.104 Overworld: Around Thamasa .................................... [4.104]
     - 4.105 Lore Hunting ................................................. [4.105]
     - 4.106 Ebot's Rock .................................................. [4.106]
     - 4.107 Phoenix Cave ................................................. [4.107]
     - 4.108 Stealing all around the world ................................ [4.108]
     - 4.109 Triangle Island & Zone Eater's Belly ......................... [4.109]
     - 4.110 Cultists' Tower .............................................. [4.110]
     - 4.111 Excalipoor & Gilgamesh ....................................... [4.111]
     - 4.112 Coliseum Revisited & Siegfried ............................... [4.112]
     - 4.113 Gigantuar .................................................... [4.113]
     - 4.114 Leviathan .................................................... [4.114]
     - 4.115 Gau's Father ................................................. [4.115]
     - 4.116 Narshe & Ragnarok / Cursed Shield ............................ [4.116]
     - 4.117 Kefka's Tower ................................................ [4.117]
    5) Frequently Asked Questions .......................................... [faqs]
    Appendix A - Battle Commands ........................................... [appa]
    Appendix B - Items ..................................................... [appb]
    Appendix C - Equipment ................................................. [appc]
    Appendix D - Relics .................................................... [appd]
    Appendix E - Espers .................................................... [appe]
    Appendix F - Magic ..................................................... [appf]
    Appendix G - Coliseum .................................................. [appg]
    Appendix H - Rages ..................................................... [apph]
    Appendix I - Lores ..................................................... [appi]
    6) Copyright ........................................................... [copy]
    7) Conclusion .......................................................... [conc]
    4) Walkthrough                                                           [walk]
                            The ancient War of the Magi...
                         When its flames at last receded, only
                         the charred husk of a world remained.
                          Even the power of magic was lost...
                         In the thousand years that followed,
                          iron, gunpowder, and steam engines
                       took the place of magic, and life slowly
                            returned to the barren land...
                          Yet there now stands one who would
                           reawaken the magic of ages past,
                          and use its dread powers as a means
                         by which to conquer all the world...
                                ... Could anyone truly
                                   be foolish enough
                                to repeat that mistake?
    You now see three people in some sort of machines (let's call them Magitek 
    Armor, just for fun) walk on the cliff.
    Wedge: There's the city...
    Biggs: Hard to believe an esper's been found frozen there a thousand years 
           after the War of the Magi...
           Bah! Probably just another wild goose chase...
    Wedge: I don't know... They wouldn't have let us use her unless they were
           confident that the information was good.
    Biggs: Ah, yes...our witch. I hear she fried fifty of our Magitek armored
           soldiers in three minutes... Kinda makes your skin crawl, doesn't it?
    Wedge: Relax. With that thing on her head, she's a mindless puppet. The
           girl won't even breathe unless we tell her to.
           We'll approach from the east. Move out!
    You then approach Narshe. The goal here? To find this frozen "Esper", whatever
    that may be.
    People in your party include a mysterious Magitek Elite, named "??????". The
    other two characters are Wedge and Biggs, which are Imperial Soldiers.
    Note: I'll refer to ?????? as Terra from here on out, as that is her default
    First things first: Move all 3 characters to the Back Row. In usual
    circumstances, putting people in the back row cuts their damage dealt in
    half. But since you are riding Magitek Armors, which use elemental beams,
    there is no penalty. The only "penalty" is that you take less damage...
    horrible, I know.
    There's not much for you to do, so just advance. You'll then be attacked by 2
    Guards. Any offensive attack kills the enemy, so you really can't go wrong here.
    There's an optional battle to the right, which is just a Silver Lobo
    Keep advancing northward, and fight the 2 Silver Lobo, followed by 2 Guards.
    To the north is a forced Pincer attack with a Silver Lobo and 2 Guards.
    Move on to the next screen to the north, only to fight 2 Guards and 
    2 Megalodoth.
    Keep going north to find the Narshe mines, where (according to the source of the
    Empire) the frozen esper is. Enter.
    4.1 Narshe Mines                                                        [4.001]
    New Monsters:
    #4 - Wererat
    #5 - Spritzer
    #6 - Bandit
    #276 - Ymir (Shell)
    #277 - Ymir (Head)
    Monster Formations:
    1st Cave:
    - Wererat x3 (0 AP)
    - Wererat, Bandit (0 AP)
    - Ymir (Head), Ymir (Shell) [Boss] (0 AP)
    2nd Cave:
    - Bandit, Spritzer (0 AP)
    - Spritzer x2 (1 AP)
    - Wererat x2 (0 AP)
    Items Found: None
    Welcome to your first cave. As you can see above, I will let you know if you can
    encounter any new enemies in each area. I will also list the enemy formations
    you might encounter. The (X AP) is useless to you now (and will be for quite
    some time), so just ignore that for now.
    You'll come across a Save Point. If you step on it, let the game explain to you
    what it does.
    Just like before, the enemies all die to a single offensive attack, so you
    should have no troubles here.
    All the enemies in here can drop Potions, which you can use to heal yourself
    obviously. If you're leveling up, make sure to keep some around.
    One thing I should note about healing: Since you are in the Magitek Armors for
    now (you'll lose that in a few minutes), you can simply use Healing Force to
    heal each other. Save your Potions for when you really need them.
    Approach the closed gate, and Biggs open it for you. As soon as you try to enter
    the next cave: Boss Battle
    BOSS: Ymir
    Ymir (Shell) (0 EXP, 0 Gil)
    - Level: 4
    - HP: 50000
    - MP: 120
    - Drops: Ether (Always)
    Ymir (Head) (0 EXP, 0 Gil)
    - Level: 6
    - HP: 1600
    - MP: 1000
    - Drops: Hi-Potion (Always)
    As you can see, there are two parts to Ymir. Biggs tells you a little bit about
    this creature. Apparently, Ymir absorbs lightning. They also tell you to not
    attack the shell under any circumstances, but you still could if you wanted too.
    This battle is not hard, as is the case with most 1st bosses of any game.
    To win the battle, all you really have to do is defeat the Head, which only has
    1600 HP. Some people want to take out the Shell to get that Ether, but that can
    take a very long time, so it's really up to you.
    Everytime you see the message "Ymir: Grawwwk...", stop attacking the head. The
    head will then disappear into its shell, not to come out until you see the
    Grawwwk message again.
    If you attack the shell, Ymir counters with Megavolt. If you get hit by this,
    make sure you heal the injured characters.
    NOTE: If you're one of those that want to take out the shell, know that since
    the Shell only has 120 MP, he'll only be able to fire off 6 Megavolts total.
    After that, he'll run out of MP, which means no more Megavolt against you. As
    long as you keep healing when necessary, you should easily be able to take out
    the Shell. If you want the Hi-Potion AND the Ether, you'll have to take out both
    the shell and the head in the same turn, so make sure you have a calculator
    nearby when doing this.
    Summary: Attack head only with any beams for Biggs/Wedge, but use Magitek
    Missile with Terra.
    Once Ymir is defeated, enter the next cave and you'll find the frozen esper!
    The Esper will somehow react to Terra. Somehow Biggs and Wedge are blown off the
    screen, never to be seen again.
    4.2 Narshe: Arvis' House                                                [4.002]
    Items Found:
    - Elixir (Clock)
    NOTE: 2 Sleeping Bags were added to your inventory.
    You find yourself in a random bed. Wake up and talk to the old guy (Arvis).
    Arvis has taken the liberty of removing the slave crown from your head, which
    was used by the Empire to control you. Terra cannot remember anything because of
    it. Arvis reassures you that your memory will return... eventually.
    You get to name Terra now. Name her whatever you want, but her name is Terra, so
    that's what I called her.
    All of a sudden guards show up at Arvis' door, demanding he hand over the girl,
    since she's a soldier of the Empire. Arvis tells you there's no time to explain
    and shows you out the back door.
    Don't forget to grab the Elixir on your way out.
    4.3 Narshe: Mines (Escaping from Narshe Guards)                         [4.003]
    New Monsters: 
    #278 - Guard Leader
    Monster Formations:
    - Bandit, Spritzer (0 AP)
    - Spritzer x2 (1 AP)
    - Wererat x2 (0 AP)
    Protecting Terra from Soldiers:
    - Megalodoth, Silver Lobo (1 AP)
    - Silver Lobo x2, Guard Leader (0 AP)
    Items Found:
    - Phoenix Down -> Guard Bracelet (WoR)
    - Sleeping Bag -> Elixir (WoR)
    As you cross the bridge, Narshe guards will spot you below and run off. Enter
    the mines.
    If you want to do some leveling (I would suggest it, unless you're doing a LLG
    [Low-Level-Game]), move Terra back to the front row. If you leave her in the
    back she'll only deal 50% damage, but also take less damage. Moving to the front
    does allow her to kill Spritzer and Bandit with one attack, though.
    If you need to heal, either use a Potion you should be collecting if you're
    fighting a lot, or use the spell Cure.
    When you're facing more than one monster at a time, you could also use MT Fire
    spell (MT means Multi-Target; Select Fire, then use the R button to make it
    target all the enemies) to take care of them. Don't forget that your MP is
    limited at this point of the game. If you do run out of MP, you *could* use your
    Elixir, but it'd be better to save it for more desperate times.
    After the Save Point, you'll come across a chest on a raised platform to the
    right. Right now it contains a Phoenix Down, which is a nice item to have.
    However, if you leave it now, it will change into a Pod Bracelet later (WoR).
    You'll encounter several of these chests towards the beginning of the game.
    Luckily for you, I'm here to tell you what they contain now, and what they'll
    change to later. I suggest leaving the Phoenix Down and getting the Pod Bracelet
    To the left is another chest. This one contains a Sleeping Bag now, and turns
    into an Elixir later (WoR). By the time you reach WoR you'll be able to have
    tons of Elixirs, so go ahead and grab the Sleeping Bag, as its more useful to
    you now than an Elixir will be to you later.
    NOTE: When you're ready to move on, de-equip the Mythril Knife and Buckler.
    When you continue along the path the Narshe Guards will catch up to you and
    push you into a corner. Lucky for you, the floor underneath you breaks and you
    fall through it. Unlucky for you, you pass out afterwards, but not before
    having some flashbacks.
    1st Flashback:
    You'll be in Kefka's Throne Room. You see him put the Slave Crown on Terra's
    2nd Flashback:
    Terra in a Magitek Armor facing 3 Imperial Soldiers. She uses Fire Beam and
    instantly kills one of them. Kefka, who is happy with this performance, tells
    her to burn them all to crisp, then laughs evily.
    3rd Flashback:
    Emperor Gestahl talking to a crowd (crowd meaning 14 Soldiers), informing them
    that magic is on their side again [Terra]. Behind Emperor Gestahl are (from
    left to right) Kefka, General Leo, and General Celes.
    After this, the scene shifts back to Arvis' house. You now get to name Locke.
    Guess what I named him?
    Locke is a thief. I don't care if he prefers the term Treasure Hunter, he's a
    thief. Locke has one of the most useful skills in the game - Steal. This allows
    him to steal items/weapons/things from enemies.
    You can read about it by searching for: [stel]
    Arvis informs Locke that he met "the girl" *gasp*. He also mentions that Narshe
    is not willing to join an underground resistance group like the Returners.
    Locke's task is now to get "the girl" out of Narshe and to Figaro.
    FYI: Arvis and Locke are both Returners.
    The scene then changes back to where Terra lays unconscious. How did Locke know
    where she was so quickly (After all, he gets there before the Narshe Guards get
    there, and they only had to go one floor down)?
    Speaking of the devil, the Narshe Guards appear at the other end of the cave.
    Actually, it's just one (with 5 of his friends). You may be wondering how Locke
    is going to handle all 6 enemies... but then two white creatures appear from
    behind you. These are Moogles, and they're your friends. They will help you
    fight the guards in order to protect Terra.
    Taken from in-game:
    You'll fight using 3 different groups. Press Select to switch between them.
    Defeat the leader of the guards before hism en reach Terra, or the battle's
    Now you'll have 3 groups. Here's each group:
    NOTE: The level +X means the party's average level plus or minus that amount.
    The game includes Locke when calculating the levels for the Moogles, so the
    calculation is as follows. ((Terra's level + Locke's level) / 2) = average.
    Locke's level is always 2 higher than Terra's, so you could really reduce it to:
    Average level = Terra's level + 1
    Each character's equipment is listed below their name
    1st Group:
    - Locke (Level: +2)
      - Right Hand: Dagger
      - Head:       Leather Cap
      - Body:       Leather Armor
    - Moglin (Level: +2)
      - Right Hand: Mythril Spear
      - Left Hand:  Buckler
    - Mogret (Level: +0) 
      - Left Hand:  Morning Star
      - Right Hand: Buckler
    - Moggie (Level: +0)
      - Left Hand:  Mythril Claws
      - Right Hand: Buckler
    2nd Group:
    - Mog (Level: +5)
      - Left Hand:  Mythril Spear
      - Right Hand: Mythril Shield
    - Molulu (Level: -3)
      - Left Hand:  Chain Flail
      - Right Hand: Buckler
    - Moghan (Level: +0)
      - Left Hand:  Mythril Sword
      - Right Hand: Buckler
    - Moguel (Level: +2)
      - Left Hand:  Moonring Blade
      - Right Hand: Buckler
    3rd Group:
    - Mogsy (Level: +2)
     - Left Hand:  Chocobo Brush
     - Right Hand: Buckler
    - Mogwin (Level: +0)
     - Left Hand:  Mythril Spear
     - Right Hand: Buckler
    - Mugmug (Level: +0)
     - Left Hand:  Mythril Sword
     - Right Hand: Buckler
    - Cosmog (Level: +2)
     - Left Hand:  Boomerang
     - Right Hand: Buckler
    So what does all this tell you? Not much. I just felt like listing the
    equipment, leave me alone.
    Anyway, you should've unequipped the Mythril Knife and Buckler. Equip both these
    on Locke to boost his stats a little bit.
    I suggest you plan ahead and use Locke's group for the "Boss" battle. This
    simply means you should use the other two groups to get rid of the 5 other
    If any of the soldiers reach Terra, Locke says "No...! I failed her..." and you
    get a Game Over. Don't let this happen.
    The 5 soldiers are all: Silver Lobo, Megalodoth
    The last one being: Silver Lobo x2, Guard Leader
    After you win one battle with Mog, he will learn his first dance: Twilight
    Requiem. Just like Locke has Steal, Mog has Dances. Each of Mog's dances has a
    random effect of doing one of four different things. Twilight Requiem's attacks
    are as follows:
    7/16 - Cave In (Reduces enemy's HP to 25% of current HP)
    6/16 - Snare (Kills one enemy)
    2/16 - Will o' the Wisp (Fire-Elemental attack)
    1/16 - Poisonous Frog (Poison-Elemental attack, Poisons enemy if still alive)
    All very useful attacks, so go crazy with Mog's Dance. Mog can also learn many
    other Dances throughout the game.
    NOTE: Before you fight Guard Leader, remove Mog's Mythril Spear and Mythril
          Shield. Give the Mythril Shield to Locke.
    BOSS: Guard Leader
    Guard Leader (0 EXP, 350 Gil)
    - Level: 8
    - HP: 420
    - MP: 150
    - Drops: Hi-Potion (Always)
    - Steals: Mythril Knife (Common)
    Why did I tell you fight this guy with Locke? Because Locke can Steal. You'll
    want to steal the Mythril Knife here.
    Make sure you only kill one Silver Lobo, not both. If you kill both, Guard
    Leader will use Charge, which will do around 110 damage. As long as he's not
    alone on the field, he won't use.
    Summary: Kill Silver Lobo, leave other one alive. Steal Mythril Knife, kill
    Guard Leader, kill other Silver Lobo.
    After the battle, Locke will thank the Moogles (who disappeared immediately)
    and then takes Terra and walks through the caves to a secret exit, which he
    triggers by a switch. REMEMBER THIS EXIT. You'll be back later and need to make
    use of this exit, so remember where it is (I will still tell you where it is,
    so you don't really have to remember where it is if you plan on using this guide
    all the way through the game).
    Terra just happens to wake up after Locke hits the switch to open the exit.
    Locke promises to protect Terra until her memory returns.
    Turns out this secret exit to the caves was to the west of the entrance of
    Narshe. Cool.
    Before you leave, talk to the guy standing outside the house you see. This is
    "a school for the beginning adventurer", so why don't we take a look inside.
    4.4 Narshe: Adventuring School                                          [4.004]
    New Monsters: None
    Monster Formations:
    - Silver Lobo
    Items Found:
    - Potion (Advanced Battle Tactics [West Room])
    - Sleeping Bag (Battle Tactics [Middle Room])
    - Ether (Field Science [East Room])
    This house will just teach you a little bit about the game.
    The Advanced Battle Tactics (West Room) teaches you about:
    1. Image status
    2. The three basic elements
    3. Reflect Spell
    4. Specialized Battle Commands (Runic, Trance, Dance, Rage)
    5. Reraise & Regen
    6. Undead Creatures
    7. Status Effects (Invisibility, Imp, Zombie, Sleep, Confusion)
    8. Short note about Bushido Techniques
    9. Desperation Attacks (Briefly mentions them)
    Also grab the Potion in the chest.
    The Battle Tactics (Middle Room) teaches you about many things about the battle
    menu. Grab the Sleeping Bag in the chest here.
    The Field Science (East Room) has an Ether in the pot, and a battle with a
    single Silver Lobo in the chest. This room teaches you about anything else the
    other two rooms didn't teach you.
    You might also want to "talk" to the bucket in the main room. This bucket will
    somehow recover your HP and MP. How? Don't care, just be happy it does.
    When you're ready to move on, leave this building and exit Narshe.
    4.5 Overworld: Narshe to Figaro Castle                                  [4.005]
    New Monsters:
    #7  - Leaf Bunny
    #8  - Darkwind
    #9  - Sand Ray
    #10 - Alacran
    Monster Formations:
    - Leaf Bunny (0 AP)
    - Leaf Bunny x2, Darkwind (0 AP)
    - Leaf Bunny x2, Darkwind  (0 AP)
    - Leaf Bunny x2, Darkwind x2 (0 AP)
    - Sand Ray x2 (1 AP)
    - Alacran x3 (1 AP)
    - Sand Ray, Alacran x2 (1 AP)
    - Sand Ray, Alacran x3 (1 AP)
    Before you go anywhere, equip the Mythril Knife you stole from Guard Leader on
    Terra, as well as a Buckler (the one that Locke had, before you gave him the
    Mythril Shield).
    Now, you can go out into the grass and fight two new weak enemies. You can steal
    Potions from Leaf Bunny and Darkwind if you need them.
    NOTE: Don't forget, if you need some healing (and you're willing to go back
    Narshe), you can go back in the Adventuring School and get healed by that
    The same enemies appear in the Forest and Grass, but if you want to do some
    leveling, you better go to the forest as you will encounter more (very easy)
    enemies here.
    The desert has slightly harder battles. I highly recommend stealing some
    Antidotes from the Sand Ray (the Alacran just have Potions).
    Fun Fact: There's a hidden Chocobo Stable in the forest south-west of Figaro
    Castle. For just 100 gil, you can ride a Chocobo across the Overworld. This may
    not be useful now, but later on you might find a few uses for it. While riding
    on a Chocobo, you don't fight any random battles. To get off the Chocobo, simply
    press B, but once you get off, it will return to the stable.
    When you're done leveling up, or riding Chocobos around, or doing whatever you
    were doing, enter Figaro Castle.
    4.6 Figaro Castle                                                       [4.006]
    Monsters: None
    Items Found:
    - Potion (East Shop [Left Chest])
    - Antidote (East Shop [Right Chest])
    - Gold Needle (West Shop)
    - Phoenix Down (Room above Throne Room)
      ____________________________       ____________________________
     /          Item Shop         \     /         Weapon Shop        \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    | Potion (50 Gil)             |    | Auto Crossbow (250 Gil)     |
    | Ether (1500 Gil)            |    | Noiseblaster (500 Gil)      |
    | Antidote (50 Gil)           |    | Bioblaster (750 Gil)        |
    | Gold Needle (200 Gil)       |    |_____________________________|
    | Echo Screen (120 Gil)       |
    | Phoenix Down (500 Gil)      |
    | Sleeping Bag (500 Gil)      |
    | Tent (1200 Gil)             |
    Welcome to Figaro Castle. Head straight up to end up in the Throne Room, where
    the king (Edgar) is just sitting there, doing nothing like a true RPG King.
    King Edgar (from now on referred to as simply Edgar) has tried to be a player
    his entire life. If he has ever succeeded, I cannot say, but he does try to hit
    on Terra. Besides that, Edgar mentions that the Empire and Figaro are allies...
    is that really a good thing? We'll see.
    After Edgar's failed attempts at flattering you, he leaves, leaving you to
    explore the castle. Go around and grab all the chests (one in the Item Shop, two
    in the Weapon Shop, and one above the Throne Room [walk out of the Throne Room
    and take either the left/right door to find the chest]).
    Now head over to the shops. You can buy whatever you want (provided you have
    money of course) in the Item Shop, but I recommend buying a Tent or two (only
    if you can afford it). Over in the Weapon Shop, you should probably buy a
    Noiseblaster and a Bioblaster. Don't buy an Auto Crossbow. Why? Well, you
    somehow already got one by talking to Edgar. What is it with random things
    showing up in your Inventory? Oh well, let's not complain.
    Now you can go explore anything else you want. To advance with the story-line,
    take the left path of the castle (out in the courtyard), go down the stairs,
    head outside, and re-enter the castle to the left.
    This room seems to be Edgar's bedroom - how nice. Talk to the High Priestess
    here. She'll tell you that Edgar has a twin brother, and then go into a
    flashback. Edgar's twin brother comes in and asks Edgar what's wrong with dad,
    the king. Edgar calls him blind for not seeing how thin the king's face has
    become, then walks off crying. You now get to assign a name to the twin brother.
    His name is Sabin, so let's call him that. Apparently Sabin left the castle when
    he was younger... we'll find out more about this later I'm sure.
    After you've talked to the High Priestess, Edgar will be sitting in his chair
    in the Throme Room again. Doing nothing, still. When you talk to him, Edgar
    attempts to make small talk with Terra, but is rudely interrupted by a
    messenger, announcing that someone from the Empire is here to talk to Edgar.
    Probably Kefka, Edgar says. Kefka is one of the Empire's top generals, and
    you'll be seeing him many times during the game. In fact, you see him now,
    complaining about sand in his boots. Once Kefka is in the courtyard, you get to
    control Edgar.
    Edgar's level is determined by average party level +2. In other words:
    Edgar's level = ((Terra's level + Locke's level) / 2) +2
    He comes equipped with the following:
    - Right Hand: Mythril Sword
    - Left Hand:  Buckler
    - Head: Leather Cap
    - Body: Leather Armor
    First things first: Switch out the Mythril Sword with the Mythril Spear (which
    you should've taken from Mog in the Narshe Mines). Edgar's special skill is
    called Tools.
    You can read about it by searching for: [tool]
    There's not many places you can go now: Either up, or down. Locke blocks the
    way up, so go down.
    For some reason you can't talk to Kefka directly. You have to talk to BOTH of
    the soldiers next to Kefka before Kefka talks.
    Kefka says he's looking for "A girl of no importance". He seems to know she's
    here at Figaro Castle, and wants Edgar to hand her over, since they have an
    alliance and all. Yeah, right. Edgar just tells Kefka that there are more
    females at Figaro Castle than there are grains of sand. Kefka leaves, but not
    before saying "I hope nothing happens to your castle". In other words, something
    bad is going to happen to the castle.
    NOTE: If you want, you can take Edgar outside of the castle and level him up or
    try out some of his Tools.
    When you're ready to continue, talk to Locke up top. Terra shows up, and Edgar
    tells Locke to take her to her room. You are now in control of Terra again, and
    Locke tells you to follow him.
    Before you do anything though: Terra should be equipped with a Mythril Knife
    now. But you have a Mythril Sword (You got it from Edgar - remember?), so swap
    those two items, as the Sword is stronger than the Knife.
    Now go follow Locke. If you don't know where he went, go down and remember how
    you went into the left wing earlier to find the High Priestess? Yeah, you'll be
    doing the same thing, but on the right side. Head through the right door, into
    the library and down the stairs, and then head outside. Enter the right wing of
    the castle.
    NOTE: If you have any other preparation you want to do, make sure you do it
    before you talk to Locke.
    Talk to Locke. He informs that on the surface, Figaro is the Empire's ally. But
    in reality, Edgar is collaborating with the underground resistance group called
    the Returners (This is the same group that Arvis in Narshe was talking about).
    Terra is confused, as she thinks she's an Imperial soldier still. Locke tries to
    comfort her by saying it's not her fault, since the Empire was controlling her.
    Locke then leaves and everyone goes to bed. Next thing you know, Edgar wakes up
    and runs into the courtyard. The castle is on fire! Apparently Kefka set the
    castle on fire. So much for that alliance.
    Head up and talk to the soldier. In record time, the soldier has run and gotten
    three Chocobos from who-knows-where, and sent them to Edgar. Edgar jumps off the
    castle wall onto a Chocobo (wouldn't that hurt?), and rides the Chocobos
    around the back side of the castle. On the other side, the speedy soldier from
    earlier has told Locke and Terra to wait on the bridge. Those two then jump off
    the bridge (Ouch dammit!) and onto the Chocobo. Talk about an escape. But wait,
    it gets better.
    You ride around to the front of the castle, and Locke hits a switch, which then
    enables "Figaro Dive Mode". The entire castle then proceeds to sink into the
    sand. Talk about a badass castle.
    Kefka is not too happy with the recent events, and sends two Magitek soldiers
    after you.
    BOSS: Magitek Armor x2
    New Monsters: 
    #279 - Magitek Armor
    Magitek Armor (0 EXP, 0 Gil)
    - Level: 8
    - HP: 210
    - MP: 250
    - Drops: Hi-Potion
    - Steals: Hi-Potion (1/8), Potion (7/8)
    You get to fight two of these.
    Edgar should be using Noiseblaser most of the time to confuse the Magiteks.
    When they're confused and they use Magitek Laser, they attack themselves for
    massive damage (80-100).
    Have Locke try to steal that Hi-Potion, but get whatever you can.
    If you use a physical attack on the Magiteks, they will no longer be confused,
    so just have Terra use an MT Fire spell.
    You can also get a rather funny scene after Terra uses a magic attack.
    *Edgar jumps to the center of the screen, all wide-eyed.*
    Locke: What's the matter, Edgar? What made you jump like that all of a sudden?
    Edgar: D-d-did y-y-you just see what I saw? You did, right? Right!?
    Locke: Yeah, this kid's really something, huh?
    Edgar: Really... something!? That was magic! MA-GIC!!!
    Locke: M-M-M-M-Magic!? She used magic!?
    Edgar, Locke: *whisper, whisper* *whisper, whisper*
    Edgar: Terra... Your name was Terra, right? What... what exactly was that just
    Terra: I'm sorry, I...
    Locke: No, we should be apologizing. I didn't mean to make such a big deal out
           of it...
    Edgar: Nor did I, it just... surprised me. I mean, I've never actually seen
           magic before! Where did you...?
    Terra: ...
    Locke: It doesn't matter, does it, Edgar? Terra can use magic, we can't. That's
           all there is to it! The fact is... her magic could really help us right
    Terra: Thank you, Locke! Thank you, Edgar!
    After this, the fight continues as normal. Keep confusing/attacking with Edgar,
    Stealing with Locke, and using magic with Terra.
    The fight should be over in no time. If you're lucky, you'll win up to two
    After the fight, you ride by Kefka again, who utters the line:
    "Son of a sandworm!"
    This line was changed from the SNES line (Son of a submariner), and this seems
    to bother a lot of people. All I can say is: Oh well.
    Running along, Edgar informs Terra they want her to meet someone. That someone
    happens to be Banon, the leader of the Returners! Terra is still confused about
    what she should do, but decides to go along with Edgar and Locke.
    You are then told that you should make your way to the Cave to South Figaro.
    This cave is to the south-east of the desert, so either make your way over then
    with the Chocobo, or dismount and walk there.
    4.7 South Figaro Cave                                                   [4.007]
    New Monsters:
    #11 - Foper
    #12 - Hornet
    #13 - Urok
    Monster Formations:
    1st Cave:
    - Hornet x2, Foper x3 (1 AP)
    - Hornet, Urok x2 (1 AP)
    Everywhere else:
    - Urok x3 (1 AP)
    - Foper x2, Urok
    - Hornet x2 (1 AP)
    Items Found:
    - Ether -> Thunder Rod (Up the West stairs in 2nd room)
    - Ether -> Ether (East end of Main Cave)
    - Phoenix Down -> X-Potion (West end of Main Cave)
    Steals: Fopers and Hornets give out Potions. You should have plenty of these by
    now. Urok also give out Potions, but they have a new Rare Steal - Remedy. If
    you're lucky you might get one or two of these.
    If you head straight up when you first enter the cave, you'll find a Recovery
    Spring. Sweet. If you want to level up, this is the room to do it.
    How to handle the monsters in here: Have Edgar use Auto Crossbow, it pretty much
    owns anything in here. Doesn't really matter what you have Locke and Terra do.
    I recommend you don't grab ANY of the chests. They all turn into better items
    later on in the game (fairly soon actually), so just leave them closed for now.
    Not much to say here. The enemies are all fairly easy (especially with Auto
    Crossbow), and there's nothing else to this cave. Just walk through, ignoring
    all the chests.
    IMPORTANT NOTE: If you're aiming for a 100% Bestiary, make SURE you encounter
    all three monsters available here. In a little while, the monsters in this cave
    WILL change and if you missed any of these three, you'll have missed them
    forever. You've been warned.
    4.8 Overworld: Around South Figaro                                      [4.008]
    New Monsters:
    #14 - Belmodar
    #15 - Unseelie
    #16 - Mu
    Monster Formations:
    - Belmodar (3 AP)
    - Mu x2, Unseelie (1 AP)
    - Unseelie x2 (1 AP)
    - Mu x4 (0 AP)
    - Belmodar, Mu x2 (1 AP)
    - Belmodar, Unseelie, Mu x2 (1 AP)
    Steals: Belmodar's Rare Steal is Mythril Claws. Definitely get one of these for
    later. Unseelie's Rare Steal is the Buckler. Don't bother stealing those. If
    you really want one, you can buy one in a few minutes. Mu's Common Steal is
    Antidote, which can't hurt, so try to grab a couple of those.
    Edgar's Auto Crossbow is still useful. Belmodar is a little tougher, but will
    still only take 2-3 hits to take down.
    Once you've gotten one set of Mythril Claws and stolen however many Antidotes
    you'd like to have, enter South Figaro.
    4.9 South Figaro                                                        [4.009]
    Inn Cost: 80 Gil
    Monsters: None
    Items Found:
    - Potion          -> Holy Water (West of Chocobo Stable [Top Barrel])
    - Green Cherry    -> Tent (East of Chocobo Stable [Middle Crate])
    - Gold Needle     -> Elixir (Southwest corner of town [Crate])
    - Antidote        -> Tent (North of Docks entrance [Top Barrel])
    - Eye Drops       -> Remedy (North of Docks Entrance [Top Crate])
    - Potion          -> X-Potion (Between Armory Entrances)
    - Teleport Stone  -> Phoenix Down (On top of town wall, South-West end [Barrel])
    - Phoenix Down (By back entrance of Rich Man's house*)
    * Enter big house in northwest part of town. Exit out the right door, and search
      the bottom barrel
    - Potion (Basement in Old Man's house [Bucket])
    - Elixir (Basement behind Rich Man's House [Clock]*)
    - Hyper Wrist    (Hidden tunnel below Rich Man's house **)
    - Hermes Sandals (Hidden tunnel below Rich Man's house **)
    - 500 Gil  (Clock room below Rich Man's house***)
    - 1000 Gil (Clock room below Rich Man's house***)
    - 1500 Gil (Clock room below Rich Man's house***)
    - Empty    (Clock room below Rich Man's house***)
    * Enter northwest house. Exit out the right door, and walk around the house to
      enter a secret room. Search the clock.
    ** Enter northwest house. Go upstairs. Enter left room. Go down secret stairs
       behind bookcase. Go down again. Go right until you hit a wall, then straight
       down and right to go down secret staircase. Get the chests from the prison
    *** Follow above instructions up until you go downstairs twice. Enter the east
        room and open Left Chest (500 Gil), the chest to the right of it (1000 Gil),
        and the two chests on the east side of the room (Left one is 1500 Gil, Right
        chest is Empty)
      ____________________________       ____________________________
     /          Item Shop         \     /         Weapon Shop        \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    | Potion (50 Gil)             |    | Dagger (150 Gil)            |
    | Antidote (50 Gil)           |    | Mythril Knife (300 Gil)     |
    | Gold Needle (200 Gil)       |    | Mythril Sword (450 Gil)     |
    | Eye Drops (50 Gil)          |    | Great Sword (800 Gil)       |
    | Echo Screen (120 Gil)       |    | Noiseblaster (500 Gil)      |
    | Phoenix Down (500 Gil)      |    | Bioblaster (750 Gil)        |
    | Sleeping Bag (500 Gil)      |    |_____________________________|
    | Tent (1200 Gil)             |
     /         Armor Shop         \
    | Buckler (200 Gil)           |
    | Heavy Shield (400 Gil)      |
    | Hairband (150 Gil)          |
    | Plumed Hat (250 Gil)        |
    | Cotton Robe (200 Gil)       |
    | Kenpo Gi (250 Gil)          |
    Welcome to South Figaro. First, let's hit the shops.
    Item Shop: Buy a couple Gold Needles, you might need some soon. 2-3 should do.
    Weapon Shop: Buy a Mythril Sword for Locke. And a Great Sword for Terra.
    Armor Shop: Buy two Heavy Shields (Terra, Edgar). Three Plumed Hat (All three).
                Buy a Cotton Robe (Terra). Lastly, one Kenpo Gi (Locke).
    Your equipment should be as follows now:
    Terra: Great Sword / Heavy Shield / Plumed Hat / Cotton Robe
    Locke: Mythril Sword / Mythril Shield / Plumed Hat / Kenpo Gi
    Edgar: Mythril Spear / Heavy Shield / Plumed Hat / Leather Armor
    If this isn't your equipment, you haven't been following this guide. Shame on
    Then go into the Relic Shop (Same door as the Inn). You will get a little
    tutorial on Relics:
    Relics can grant you a variety of abilities. For example...
    1. Sprint Shoes double your walking speed.
    2. A gauntlet lets you hold a weapon with both hands to increase damage.
    3. The Knight's Code makes you shield others in combat.
    4. Dragon boots allow you to perform jump attacks.
    A person can equip up to two relics at the same time.
     /         Relic Shop         \
    | Sprint Shoes (1500 Gil)     |
    | Silver Spectacles (500 Gil) |
    | Star Pendant (500 Gil)      |
    | Jeweled Ring (1000 Gil)     |
    | Knight's Code (1000 Gil)    |
    Get three Star Pendants (One for each). I'd get at least one Sprint Shoes to be
    able to walk twice as fast (Note that in the Config menu you can set Auto-Dash
    on, which is like a permanent Sprint Shoes equipped, but Sprint Shoes will still
    speed you up even with Auto-Dash on). Also, get a Jeweled Ring or two.
    Now that the shops are out of the way, it's time to get some items. As you can
    see above, the items outside all change except for the last Phoenix Down. Out
    of the other ones that are outside, I would only grab the Green Cherry. Leave
    all the other ones and get them after they change (they change once you get to
    WoR; don't worry about it for now).
    Then there's the items that are indoors, which don't change, so you might as
    well go get them now. From where you got the Phoenix Down, walk around behind
    the Rich Man's house, and enter the secret room. Search the clock for an Elixir.
    Go back inside, and head upstairs in the Rich Man's house. Take the left door
    (take note of the Rich Man writing a letter...). There's a hidden staircase
    behind the bookcase on the west wall here. Descend both sets of stairs. From
    here, go all the way right, then all the way down. It will seem like you have
    disappeared into the wall. Just go right and you'll descend *another* secret
    staircase. Here you can get the Hyper Wrist and Hermes Sandals, two rather nice
    relics. Equip them both on two characters, doesn't really matter who.
    Go back up the secret staircase and enter the east room. This is where you'll
    find the chests containing 500 Gil, 1000 Gil, 1500 Gil, and nothing (Empty).
    Also, remember this room for later.
    Let's get out of this Rich Man's house now, you've robbed him of enough things
    for now. Head over to the Old Man's house (which is in the south-east corner
    of town). Go downstairs and examine the bucket for a Potion.
    There, wasn't that fun?
    Head over to the Pub now. You'll see a guy dressed in black standing at the
    bar (he has a dog as well). Talk to this guy to get a rather amusing line from
    "Right, ignore us and maybe we'll just disappear..."
    At least I thought it was funny. Leave me alone. Anyway, you'll get to name
    this guy, whose name happens to be Shadow (Trivia: Shadow's dog's name is
    Interceptor). Shadow is an assassin, who would even "kill his own best friend
    for the right price". Damn. That's all there is to him for now, but since we
    just got to name him, you know he'll show up again later (RPG logic).
    That's about it for South Figaro this time around. Make sure you're rested up
    (Inn costs 80 Gil), and head out when you're ready.
    4.10 Overworld: Sabin's Hut & Mt. Kolts                                 [4.010]
    Items Found:
    - Potion
    After leaving South Figaro, go straight north and enter the little Hut you see.
    When you walk into the hut, Edgar starts noticing things.
    Edgar: Hmm...? What's that smell...?
    Examine the flowers by the entrance:
    Edgar: These flowers... He always liked these...
    Examine the cabinet to the left of the two beds:
    Edgar: These dishes... They're just like the ones he always used!
    Examine the stove:
    Edgar: This tea... It was his favorite.
    Examine the bucket next to the stove:
    Obtained Potion! (Gotcha.)
    You can take a nap in the beds if you want. When you try to leave, Edgar finally
    reveals what the hell he's talking about:
    Edgar: Could Sabin be living here...?
    It seems his long-lost twin brother might be living here. After you exit, a
    random old guy has appeared in front of the well. Talking to him reveals that
    Sabin indeed did live there. Unfortunately, Master Duncan, Sabin's mentor, has
    been killed. Sabin went up to the mountains because of this (Seems logical,
    right? Your mentor is killed, let's go to the mountains).
    Also, Duncan's son, Vargas, is also missing. Hmm.. weird coincidence?
    Anyway, leave the area after this. Make your way towards Mt. Kolts, which is
    north-east of South Figaro.
    4.11 Mt. Kolts                                                          [4.011]
    New Monsters:
    #17 - Zaghrem
    #18 - Trillium
    #19 - Gorgias
    #20 - Cirpius
    #280 - Vargas
    #281 - Ipooh
    Monster Formations:
    - Zaghrem x2 (1 AP)
    - Gorgias x2 (1 AP)
    - Cirpius x3 (1 AP)
    - Gorgias, Cirpius x3 (1 AP)
    Area where you fight Vargas (After the Save Point):
    - Trillium x2 (1 AP)
    - Trillium, Gorgias, Cirpius x2 (1 AP)
    - Vargas, Ipooh x2 [Boss] (0 AP)
    Slopes after Vargas (Go through cave and exit):
    - Zaghrem, Trillium, Spritzer x2 (1 AP)
    - Gorgias x2 (1 AP)
    Items Found:
    - Main Gauche (Hidden passage South-East of main cave)
    - Gigas Glove (Hidden passage North-East of main cave)
    - Tent (First Cave after bridge)
    - Tent (Cave after you fight Vargas)
    Steals: Zaghrem's Rare Steal is Bandana. You might want to get 3 (Locke, Terra,
    and a new character shortly), but that might take a while since it *is* a
    Rare Steal. I'd still get 3 if I were you. Trillium has Remedy for a Rare Steal
    again. Gorgias' Rare Steal is Hi-Potion, which is nice. Cirpius' Rare Steal is
    ... Potion? Yeah. But Common Steal is Antidote.
    Like I said above, if you want and have the time for it, you can get 3 Bandanas.
    They are slightly better Headgear to have. It's up to you, really.
    How to handle the monsters: Zaghrem is no nothing big here. Gorgias, however,
    is a different story. Every time you use a physical attack on them, they have a
    1/3 chance of countering with Gore, a pretty strong physical attack. Use Auto
    Crossbow and MT Fire against them. Cirpius are nothing dangerous, either. They
    can be taken care of with Auto Crossbow. If they somehow last three turns, they
    *may* use Beak, which will instantly petrify a character (This is why I told you
    to get a couple Gold Needles, in case this happens, which it shouldn't).
    Lastly, Trillium. These guys aren't too difficult. The only bad thing about
    them is their Poison Touch attack, which they don't even use that much. This
    attack will automatically poison you... except not. All of your characters
    should have Star Pendant equipped, which prevents poison.
    Pass through the first room to be on the slopes (in case you didn't know).
    Re-enter the cave and notice a square-ish block in front of you. Go down and
    around it to bypass it and exit the cave to get the chest outside: Main Gauche.
    Equip this on Locke.
    Go back in the cave, and notice the first bridge ahead. Don't cross it, but go
    to the right of it. There's a hidden passage here you can't see. Follow it to
    get the Gigas Glove. This is a better Relic than Hyper Wrist. It boosts phyiscal
    damage by 25%, which is why you should equip it on Edgar to boost the already
    strong Auto Crossbow. Backtrack to the bridge, and cross it to find yourself
    outside... but wait, did you just see a shadow or something? Nah.
    Continue along the slopes and enter the first cave you see. Cross this cave and
    go outside to find a Tent. Get back on the slopes and enter the next cave you
    see. Just cross the bridges to go back outside. Just continue on, until you get
    to the next cave, which has a Save Point. This means we're close to the end.
    Exit the cave, and you'll be on a long slopes area. Simply travel towards the
    bottom, where the scene will shift to the right real quick, and you'll see
    someone jumping down the slopes. Continue along and prepare for a boss fight.
    This guy (same guy you thought you saw earlier) is Vargas, Master Duncan's son.
    He thinks you have something to do with Sabin, who he doesn't seem to like very
    much. All of a sudden, he attacks you. How rude.
    BOSS: Vargas
    Vargas (0 EXP, 0 Gil)
    - Level: 12
    - HP: 11600
    - MP: 220
    - Drops: None
    - Steals: Mythril Claws (1/8), Potion (7/8)
    Ipooh x2 (0 EXP, 0 Gil)
    - Level: 11
    - HP: 360
    - MP: 60
    - Drops: None
    - Steals: Hi-Potion (Always)
    You shouldn't have to steal the Mythril Claws from Vargas, since you already
    stole some from Belmodar earlier, right? Good. Definitely steal both Hi-Potions
    from the Ipooh's (what a weird name).
    To get to Vargas, you gotta go through both Ipoohs. After you steal the
    Hi-Potion from one of them, finish them off with an ST Fire spell and some
    physical attacks, they're not too difficult and only have 360 HP. Their attacks
    include Claw, a simple physical attack.
    Vargas will use Gale Cut every now and then, which does about 50 HP damage to
    all three characters. After about a minute, Vargas will taunt you by saying:
    "Come one! What's the matter?" Ignore this fool if he says that.
    Once the Ipooh's are gone, you're free to damage Vargas. Don't be intimidated by
    his high HP, you don't have to get his HP to 0. Once you do a total of 720
    damage to Vargas, he will say:
    "Enough of this! I'll send you all to the great beyond!"
    It seems this is the cue for a new character to appear:
    "That's enough, Vargas!"
    Vargas: Ah, if it isn't Sabin!
    Sabin: Why, Vargas? Why did you kill Master Duncan? How could you kill your own
    Vargas: The fool snubbed me, his only son! He chose you as his successor!
    Sabin: That's not true! Our master-
    Vargas: It's true and you know it! It's written in that ugly sneer across your
    Sabin: He wanted you to be his successor, not me! He knew you had the most
    Vargas: I'm sick of listening to your lies! I've got far more than just
            potential! Why don't you see for yourself?
    Then Vargas uses Blizzard Fist, which blows everyone off the screen - except
    After a few more lines from Vargas and Sabin, you have to fight Vargas with
    Sabin (he's by himself).
    You will also see a counter above Sabin's head. The counter starts at 60 and
    counts down to 0. If the counter reaches 0, Sabin automatically dies, which
    results in a Game Over. Needless to say, don't let this happen.
    Just have Sabin attack Vargas a couple times. Once Sabin has done 512 damage to
    Vargas, Vargas says it's time to end this. Sabin says in order to win, he must
    use a blitz technique.
    many people have a very hard time performing a blitz technique for the first
    time. In case you skip over this screen (which I'm convinced a lot of people
    do), I give you the following two links:
    Screenshot of the instructions the game gives you:
    Link to Yoshi6400's Blitz Guide (very useful):
    In case that doesn't do it for you, this is how you do a Blitz:
    1. Move the cursor onto Blitz.
    2. Push A.
    3. Push Left. Let go of Left Button.
    4. Push Right. Let go of Right Button.
    5. Push Left. Let go of Left Button.
    6. Push A.
    Ta-da! I don't know why people have so much trouble with it, but I have now
    given you three different ways of explaining how to do it. If you still can't
    figure it out, I can't help you.
    Anyway, doing this Blitz will have Sabin use "Raging Fist" against Vargas.
    Vargas can't believe you already learned "that" technique. For some reason, this
    Raging Fist defeats Vargas (who still had over 10000 HP left, but oh well).
    After the fight, Edgar and Sabin reunite. Terra (somehow) had mistaken Sabin
    for a bear, which boosts Sabin's confidence. Edgar briefly tells Sabin what you
    guys are up to, which causes Sabin to want to join you.
    Sabin's level is determined the same way as Edgar's and Locke's were:
    Average Party Level + 2
    Sabin's equipment is as follows:
    - Right Hand: Metal Knuckles
    - Left Hand:  Nothing
    - Head:       Leather Cap
    - Body:       Kenpo Gi
    Last, but not least, Sabin's battle command is Blitz (duh).
    You can read about it by searching for: [bltz]
    Now to change Sabin's equipment. Give him the Mythril Claws in his Right Hand,
    and a Buckler in the Left Hand. Should you have gotten several Bandanas earlier,
    and you still have one, give it to Sabin now. His Kenpo Gi will have to do, as
    you don't have anything better than that right now. You might as well give him
    the Hyper Wrist Relic as well.
    Going through the cave Vargas was guarding, you'll find the last item of
    Mt. Kolts: a Tent. Exit the cave, and you'll be on the last slopes area of this
    mountain, which is also where you can find Spritzer again, which seems kind of
    Exit Mt. Kolts for good.
    4.12 Overworld: Mt. Kolts to Returner Hideout                           [4.012]
    New Monsters: None
    Monster Formations:
    - Belmodar (3 AP)
    - Mu x2, Unseelie (1 AP)
    - Unseelie x2 (1 AP)
    You've seen these enemies before. These are the same enemies that appear in the
    grass around South Figaro (Where you stole the Mythril Claws).
    Before going on to the Returners' Hideout, there's a little scene you can get,
    now that you have Sabin in your party. If you really want to see it, head back
    to South Figaro (all the way back through Mt. Kolts again) and talk to Duncan's
    Wife. Duncan's House is the house in the south-east corner of town. If you don't
    feel like walking all the way back to South Figaro, I will show you the scene
    Duncan's Wife: Sabin, where are Vargas and Duncan...?
    Sabin: Vargas... turned on our master... Vargas, he...
    Duncan's Wife: Oh, Vargas... Why would he do such a thing? But my husband was
                   able to pass his techniques along to you, Sabin... I'm sure he'd
                   have no regrets.
    Sabin: For the past ten years you've treated me like a son. I'll never forget
           all the things you've done for me!
    And that was it. Go back through Mt. Kolts and enter the Returners' Hideout.
    4.13 Returner Hideout                                                   [4.013]
    Inn Cost: Free
    Monsters: None
    Items Found:
    - Phoenix Down (In the room you first wake up in)
    - Green Cherry (Next to statue in main room [Pot])
    - Hi-Potion (Banon's room)
    - Phoenix Down (Storeroom [Bottom-Left Chest])
    - Air Knife (Storeroom [Bottom-Right Chest])
    - Knight's Code (Storeroom [Top Left-Left Chest])
    - Antidote (North wall of Storeroom [Bucket])
    - Ether (North wall of Storeroom [Pot])
    - White Cape (Hidden passage in east wall of Storeroom)
     /          Item Shop         \
    | Eye Drops (50 Gil)          |
    | Potion (50 Gil)             | Nothing really all that useful here. You can
    | Hi-Potion (300 Gil)         | buy Potions for the first time, but you should
    | Ether (1500 Gil)            | have plenty if you've been Stealing a lot.
    | Echo Screen (120 Gil)       |
    | Sleeping Bag (500 Gil)      |
    | Tent (1200 Gil)             |
    | Sprint Shoes (1500 Gil)     |
    Upon entering (always wanted to use the word "upon") the Returners' Hideout,
    a fellow Returner will lead you to Banon. Enter the door. Carrier pigeons have
    kept this guy up to date (yeah...), which is just a plot device used so you
    don't have to explain everything. Banon has also heard that Terra killed 50
    Imperial Soldiers in three minutes (I'd like to see how a pigeon told him that).
    But nonetheless, he tells Terra that her power is not a curse, but rather a
    gift. Weird fella.
    You then wake up and find yourself in a room with Locke and a chest. Talk to
    Locke and open the chest. You'll have to talk to each Locke, Edgar and Sabin
    before moving on in your quest for... we don't know yet. Anyway, the chest
    contains Phoenix Down, nice. Exit the room and enter the room north-west of your
    This is the storeroom, which has a total of 6 items for you to get. Grab all the
    chests for an Air Knife, Phoenix Down, and a Knight's Code. The bucket and pot
    by the north wall contain Antidote (Bucket) and Ether (Pot). Now head over to
    the right and you should find a secret passage in the wall, heading east. At the
    end lies a chest with the White Cape.
    Leave the storeroom and head over to the main room (with the big table). The
    pot in the top-right corner has a Green Cherry. The room above the main room
    (the same room where you talked to Banon) has a Hi-Potion. Also talk to Edgar
    while you're here. Leave the room and talk to Sabin in the main room.
    NOTE: Below the main room is the Inn, where you can rest for free.
    One last thing to do: If you examine the top-right corner of the table, you'll
    find a scrap of paper lying there. You can either "Toss it in the trash." or
    "Leave it." If you toss it, nothing else happens. Lame. Choose to Leave it.
    After you've talked to all three of your companions, talk to the Returner in
    front of the entrance. He'll move aside and let you go outside, where you can
    find Banon.
    Talking to Banon is interesting, as you can produce several different results.
    If you talk to him, he will ask you if you've made your decision on helping the
    You will basically have to decide between the Gauntlet and the Genji Glove.
    Get the Genji Glove, it's much better.
    Saying Yes -> Banon gives you the Gauntlet. Then he will have a meeting (See
     Scenario: Meeting below).
    Saying No once/twice -> You will head back inside. You can get the Genji Glove
     from the Returner in the Storeroom if you want it. If you go outside and say
     Yes, you'll get the Gauntlet (but only if you didn't get the Genji Glove). Then
     Banon will have a meeting (See Scenario: Meeting below).
    Saying No three times -> Terra heads back inside, saying "How could anyone put 
     their hope in me?" Read on at "CONTINUE HERE:"
    Scenario: Meeting
    Banon will then have a meeting with everyone. If you left the scrap of paper:
    Banon: Who threw this here? Don't you people know what a wastebasket looks like?
    He then proceeds to throw it away himself. If you threw the paper away, he won't
    say this. The meeting reveals that the Empire has had scholars going around,
    researching Espers. Esper and Magitek seem to be linked in only one way: The War
    of the Magi. *gasp* Banon is guessing that they are on the verge of a 2nd War
    of Magi. 
    A theory claims that humans were infused with energy taken from espers. Edgar
    suggests that they need Magitek weapons of their own to fight the Empire. Banon
    has a much better idea: Talk to an esper. And since Banon is the leader of these
    guys, his idea is automatically much better.
    Suddenly a wounded Returner stumbles in. He informs everyone that the Empire
    has taken South Figaro and is headed their way. Locke goes off to slow down the
    Empire in South Figaro. Everyone else will escape down Lethe River and then make
    their way to Narshe.
    If you said No three times, a Returner will give you the Genji Glove at this
    You will now be in a little hallway. To know exactly where you are, I suggest
    you head up. Notice how you're now in Banon's room? Yeah, there's a secret door
    in south end of the room. Remember this door. Anyway, head back through that
    You've obviously noticed that Locke left to slow down the Empire at South
    Figaro. Replacing Locke is Banon. This is the only time in the game you'll
    Banon's level = Average Party Level - 3
    His equipment is as follows:
    - Right Hand: Punisher
    - Left Hand:  Nothing
    - Head:       Magus Hat
    - Body:       Silk Robe
    You can't get this equipment, simply because the game won't let you. Oh well.
    Banon's special "skill" is Pray. Pray casts Cura (a MT healing spell) on the
    entire party. At least he's good for something.
    One last thing to do before you advance:
    Head back to Terra's Room (The room right next to the Storeroom). In bed is the
    wounded soldier you just saw. Step on the square South-West of the chest to
    witness a small cutscene:
    Soldier: The Empire! The Empire's invading!
    You: !
    *You walk to the door and shake your head.. can't be*
    You: What the...? Sleeptalking?
    Now just make sure you're rested up (the Inn is free), and go through the door
    in Banon's room. Go south through this room to come to the raging Lethe River.
    NOTE: Locke's equipment is in your inventory.
    IMPORTANT NOTE: Make SURE you have the following monsters in your Bestiary:
    #11 - Foper
    #12 - Hornet
    #13 - Urok
    They are found in the South Figaro cave. If you missed these, and you care about
    having a complete Bestiary, hike back to South Figaro cave to get them. After
    you jump into the river, you will never see these monsters again. You have been
    4.14 Lethe River                                                        [4.014]
    New Monsters:
    #21 - Lesser Lopros
    #22 - Nautiloid
    #23 - Exocite
    #282 - Ultros
    Monster Formations:
    - Nautiloid, Exocite (1 AP)
    - Lesser Lopros, Exocite x2 (1 AP)
    - Lesser Lopros x2 (1 AP)
    - Nautiloid, Exocite, Lesser Lopros (1 AP)
    - Ultros [Boss] (0 AP)
    Items Found: None
    Steals: What? You don't have Locke, silly.
    Things to do before jumping in the River: Make sure Edgar has Gigas Glove. You
    can give him whatever you want for the 2nd slot (I chose Hermes Sandals). Sabin
    should have Hyper Wrist and Knight's Code (make SURE to do this. Sabin will
    protect Banon in case Banon gets close to dying). You can give Terra the White
    Cape and anything else you want (I chose Silver Spectacles).
    Now hop into the River on a piece of wood.. uh, I mean the raft!
    If Banon dies in this place, it's Game Over for you. This is why you equipped
    the Knight's Code on Sabin (right?).
    How to handle the monsters you meet here:
    - Nautiloid are nothing to worry about. Their special attack is Ink, which just
    sets Darkness status on you. Darkness makes your physical attack miss 50% of the
    - Exocite is weak as well. It doesn't do anything special attack-wise.
    - Lesser Lopros are your main worry here. They can use Fireball (MT-Fire spell)
    which will do about 160 damage to each character! They have another attack
    called Wing, which gives the target the Seizure status. Any character with
    Seizure status will take damage every few seconds. You should keep these guys
    confused with Noiseblaster.
    Alternate strategy to finish these guys off quickly: Sabin. Depending on your
    level, either use Aura Cannon or Rising Phoenix. Sabin learns Aura Cannon at
    level 6, which is why you should already have it. He learns Rising Phoenix at
    level 15. 
    1. Aura Cannon is a ST-Holy attack. The command for it is: Down, Down, Left.
    2. Rising Phoenix targets every monster, and is quite powerful. The command
    to use it is: Left, Left, Down, Down, Right. Rising Phoenix will kill off most
    monsters in one hit here. Easy.
    If you ever get low on health, have Banon use his Pray command. Pray casts Cura
    on the entire party. Not too bad for the old guy.
    After you hop on, you will fight a battle or two, then be forced to choose a
    direction (Left/Straight/Right). The shortest way is Left, the longest is
    Straight. I'd choose Straight if I were you. The battles aren't hard, and you
    might as well get the experience (unless you're doing a LLG of course).
    After a few more battles, you'll come to a cave with a Save Point. You can cure
    your guys with Darkness status here with a Remedy if you want. Since Remedys
    are still quite rare, I wouldn't suggest this and just wait till you get to an
    Inn. It shouldn't hinder you all that much anyway.
    After you hop back on, you'll come to another choice of either Up or Left.
    NOTE: This is where the old "Lete Leveling Trick" from the SNES days comes in.
    If you choose Up here, you'll loop back around to this same spot. You can keep
    going up, and loop back around forever. People in the SNES days have leveled up
    multiple times using this trick. So if you want, you can do this as well. Keep
    healing with Banon and you should have no problem whatsoever pulling off this
    Obviously, if going Up loops you back around to the same spot, go Left to
    continue. You'll come to another cave, with another Save Point. Get on the raft
    one last time and prepare for a boss fight in a minute.
    You'll fight one or two more battles, before being stopped by an octopus.
    Enter: Ultros
    BOSS: Ultros
    Ultros (0 EXP, 0 Gil)
    - Level: 13
    - HP: 3000
    - MP: 640
    - Drops: None
    - Steals: None
    You'll meet the octopus Ultros for the first time here. During the entire game,
    you fight him a total of four times.
    Ultros likes to talk. When the battle first starts, he says:
    "Gwee-hee-hee... You're up the creek without a paddle! And I'm not gonna let you
    through! ...Does that make me a bad octopus?"
    After this he'll attack a random character with a physical attack.
    After 10 seconds, he'll say: "Oh, that one's a tasty morsel! I'd love to get my
    tentacles around her... *sluuuuuurp*!" Then he'll attack Terra with Tentacle,
    which will do over 200 damage!
    After more time has passed, he'll say: "Muscle heads? Hate 'em!" Guess who he's
    going to attack now? Sabin.
    As you can see, his Tentacle attack is something to watch out for. Make sure
    you keep healing with Banon, or you will have characters die here. Don't forget:
    If Banon dies, it's Game Over.
    He can also use the Ink attack you saw earlier, which casts Darkness status on
    the target.
    If you attack him with a Fire Spell or Rising Phoenix, he'll say "Yeeeouch!
    Seafood soup is NOT on the menu!" and attack the person who attacked him in the
    first place (Terra for Fire, Sabin for Rising Phoenix) with Ink.
    Strategy to defeat him is simple: Edgar should use Auto Crossbow, Sabin should
    use Aura Cannon or Rising Phoenix if you have it. Terra should throw out Fire
    spells, and Banon should just use Pray every turn.
    If you do the above you should have NO problems with this guy. Since you're
    being healed every turn by Banon you shouldn't have to worry about anyone dying.
    After he dies he says: "*sploosh*! *blub blub*..." Yeah.
    Afterwards Edgar thinks Ultros is simply hiding under water. Something is stuck
    to Terra's leg, which grosses her out. Edgar, being the gentleman that he is,
    helps her out. Sabin is still not happy with Ultros and jumps into the water to
    go find it! Banon, who has only known Sabin for a few minutes, assures Edgar,
    who happens to be Sabin's twin brother and has known him his whole life, that he
    will be fine. Go figure.
    Back on the river, the group on the raft sees Sabin floating down the river.
    Unfortunately, Sabin was floating to the right, and the raft goes to the left,
    splitting them up.
    4.15 Scenario Selection                                                 [4.015]
    Now you'll come to the Scenario Selection screen. You will have to choose
    - Locke: His mission was to slow down the Empire in South Figaro
    - Terra/Edgar/Banon: Simply head back to Narshe (shortest and easiest one)
    - Sabin: Head back to Narshe (longest one)
    I suggest doing them in the following order: 
    Terra/Edgar/Banon -> Sabin -> Locke
    Why? Let's see.
    Terra/Edgar/Banon is the shortest out of the three, obviously the easiest, and
    you have the ability to de-equip your characters at the end.
    Some people might argue that Sabin's should be done last because you could
    obtain more Rages that way. I say that's dumb. The rages you might get from
    Locke's scenario are not that good, so I won't advise you to get them. You have
    already met all the best Rages you can get for now. Can also de-equip at the
    Locke's is last. Mainly it's because you don't meet any good Rages here, but
    also because you can't de-equip at the end of his scenario.
    The walkthrough will cover the scenarios in this order mentioned above:
    Terra/Edgar/Banon -> Sabin -> Locke
    4.16 Terra/Edgar/Banon: Lethe River and traveling to Narshe             [4.016]
    New Monsters: None
    Monster Formations:
    - Same as in Lethe River, just go look there.
    "Fleeing the Empire's troops, Banon, Edgar, and Terra ride the rapids toward
    Narshe. But the going won't be easy..."
    The battles might last a little longer, now that you don't have Aura Cannon or
    Rising Phoenix to help you out, but you still shouldn't have a problem. You
    only have to wait about 2-4 more battles. Just use Auto Crossbow and Fire spells
    from Terra to win.
    Afterwards, you'll find yourself on the Overworld again. I'll list the monster
    formations just so you don't have to scroll all the way up to find them again:
    - Leaf Bunny (0 AP)
    - Leaf Bunny x2, Darkwind (0 AP)
    - Leaf Bunny x2, Darkwind  (0 AP)
    - Leaf Bunny x2, Darkwind x2 (0 AP)
    - Sand Ray x2 (1 AP)
    - Alacran x3 (1 AP)
    - Sand Ray, Alacran x2 (1 AP)
    - Sand Ray, Alacran x3 (1 AP)
    These guys die to pretty much anything. Auto Crossbow, MT Fire, you name it.
    Well, that's about all you can name, but that's all you really need.
    Just head to the left a little bit then go up and into Narshe.
    4.17 Terra/Edgar/Banon: Narshe Mines                                    [4.017]
    New Monsters:
    #30 - Valeor
    #31 - Wild Rat
    Darkside, Specter, Eukaryote - Do not have Bestiary entries
    Monster Formations:
    1st Cave:
    - Wererat x3 (0 AP)
    - Wererat, Bandit (0 AP)
    After the 1st cave, cross the Snow Path and enter the next:
    - Wild Rat x3, Valeor x2 (1 AP)
    - Valeor, Wild Rat (1 AP)
    - Valeor x3 (1 AP)
    Security Checkpoint (Take the wrong path and fail to hit the Yellow Star):
    - Darkside x2 (1 AP)
    - Darkside, Specter, Eukaryote x3 (1 AP)
    After Security Checkpoint:
    - Bandit, Spritzer (0 AP)
    - Spritzer x2 (1 AP)
    - Wererat x2 (0 AP)
    Items Found:
    - Rune Edge -> Ribbon (West end of Moogle Cave)
    Steals: Do you have Locke? Then it doesn't matter. You'll want to come back
    later, though. Specter has an Ice Rod which you might want.
    You're back in Narshe, where it all started. If you try to walk in the front
    door (gate, whatever), three Narshe guards will harass you and not let you in.
    You'll get your payback later, don't worry.
    So what do we do? Remember that secret entrance I told you to remember way back?
    The one I told you you didn't really have to remember because I would remind you
    where it was? Well, I lied. I'm not gonna tell you where it is.
    Just kidding. Go to the left of the entrance and press A on the rock wall to
    open it up. But you remembered that without my help, right?
    Enter here and walk through the first cave. Easy monsters, no problem. Exit
    this cave and you'll be on some snowy slopes. Head left and up the stairs to
    re-enter the next cave. This is where you'll find the new enemies (Valeor and
    Wild Rat).
    How to handle the monsters: There's nothing difficult about Valeor and Wild Rat.
    Just kill them.
    After you walk through this first cave, you'll come to the Security Checkpoint.
    Upon (there's that word again) entering, Edgar will inform you that this place
    was used to test new Narshe Guards. So to be a Narshe Guard, you had to follow
    a light through a tiny room? No wonder they're idiots that won't let you
    I would make a visual representation of it, but it would look horrible. I can
    give you the steps to take though:
    Up x2, Left, Up, Left x4, Up x3, Right x3, Up x3, Right x3, Down x3, Right,
    Down x3, Right x3, Up x7, Left x4, Up x3, Left, Up
    But don't get through this thing yet. There's some important stuff we need to
    find here. You can fight three monsters here that DO NOT appear in the Bestiary.
    Why is that important? Because they DO have Rages, and one Rage is rather good.
    How do we get these monsters? Well, take a wrong turn in this room. When you do,
    you will find 9 stars surrounding you. One of them is yellow. In order to
    continue in this "maze", the game tells you to hit the Yellow Star. If you don't
    hit the Yellow Star, you have to fight a battle.
    This battle is what we want. So just take a wrong turn, mess up on purpose and
    you'll fight either Darkside x2 or a Darkside, Specter, and Eukaryote x3.
    Darkside is the one we're interested in, but go ahead and encounter the 2nd
    formation while you're at it. Defeating these guys is easy. Auto Crossbow /
    MT Fire Spell should do the job.
    After the fight, you'll be back at the beginning of the room. Once you've
    encountered at least Darkside, walk through here and continue on.
    If you go through the door in the middle of the next room, you'll end up in a
    familiar area. This is the same area where you protected Terra from the Guard
    Leader at the beginning of the game. Walk through here and go through the north
    door to find the area where the Moogles live.
    Mog is the just standing there at the north wall. All he says is "Kupo" ...
    I wish he would learn how to talk! *hint hint*
    Anyway, head west, walk through the wall and go south. You'll find a chest which
    contains the Rune Blade. I recommend leaving it and coming back later to find
    a much more useful Ribbon.
    Go through the door you see here to continue. You should notice this area from
    the beginning as well. The left chest is probably already open, as it contained
    the Sleeping Bag back then. The other chest still contains a Phoenix Down, but
    we're waiting for that to change to a Pod Bracelet, so leave it alone again.
    Continue south and to get out of the Mines. Cross the bridge and enter Arvis'
    house through the back door.
    NOTE: Before heading into the south room of the house, make sure you de-equip
    everyone. That way you can use any of the equipment in the other scenarios.
    Don't forget to strip Terra and Edgar of their Relics as well.
    Arvis is happy to see Banon, King Edgar, and even Terra again. Banon asks Arvis
    how things are going in Narshe, and Arvis informs him that Narshe is still not
    ready to side with the Returners yet. But maybe with the leader of the Returners
    here and even the King of Figaro...
    Banon tells Arvis the plan (have Terra talk to an Esper). If they approach the
    townspeople the right way, they might let Terra see the frozen Esper.
    4.18 Sabin: Shadow and traveling to the Imperial Camp                   [4.018]
    New Monsters:
    #32 - Stray Cat
    #33 - Aepyornis
    #34 - Nettlehopper
    #35 - Chippirabbit
    - Chippirabbit x3 (1 AP)
    - Aepyornis, Chippirabbit x2 (1 AP)
    - Aepyornis (1 AP)
    - Nettlehopper x2, Stray Cat x2 (1 AP)
    - Aepyornis x2, Stray Cat (1 AP)
    - Chippirabbit x5 (1 AP)
    - Aepyornis, Stray Cat, Nettlehopper x2 (1 AP)
     /           Item Shop          \
    | Potion (50 Gil)               |
    | Phoenix Down (500 Gil)        |
    | Tent (1200 Gil)               |
    | Plumed Hat (250 Gil)          |
    | Shuriken (30 Gil)             |
    | Invisibility Scroll (200 Gil) |
    | Shadow Scroll (400 Gil)       |
    | Sprint Shoes (1500 Gil)       |
    "What dire fate has befallen Sabin, who leapt from the raft after the fight
    with Ultros...?"
    Sabin was last seen floating down the river... let's see what has happened to
    him since then.
    First things first: Give him the Mythril Shield. I like to give him White Cape
    and Hermes Sandals, but you could also give him the Hyper Wrist over Hermes
    Sandals, or even the Genji Glove. Also note that the Aepyornis you meet here
    can poison you, so you might decide to even have a Star Pendant as the 2nd
    Then head over to the house, in case you didn't do that yet. You'll immediately
    see a green merchant guy riding a Chocobo. Count to 3 and he'll be gone again!
    Damn. If you want to buy stuff from him (which you do), leave the house to be
    back on the Overworld and re-enter. Quickly talk to him to buy stuff from him.
    What to Buy: Definitely buy 99 Shuriken.. what? Yeah. You'll see why in a
    minute, I promise. 99 Shuriken only costs you 2970 Gil, so it's not that bad.
    Then buy 5 Invisibility Scrolls (buy 10 if you have extra money). Lastly, buy
    5 Shadow Scrolls (again, buy 10 if you have extra money).
    Now let's find out why we bought all that stuff no one we know can use. To the
    left you'll see Shadow, the guy we met in the Pub at South Figaro! Talk to him
    and he will join you (If you said No, shut off the game).
    Shadow's level = Average Party Level + 1
    (Average Party Level includes all the other characters, even though you can't
    use them right now)
    His equipment is as follows:
    - Right Hand: Kunai
    - Left Hand:  Nothing
    - Head:       Nothing
    - Body:       Ninja Gear
    This guy's a ninja? Sweet. Ninjas are always cool.
    Second things second (Already used first things first in this section):
    Give Shadow the Buckler you took from Sabin. Also give him a Plumed Hat (if you
    don't have any for some reason, the traveling merchant you just met has some).
    Relics should include Gigas Glove and Hyper Wrist.
    Shadow's special skill is Throw. Throw allows Shadow to (believe it or not)
    throw things. That's why we bought the Shuriken, as they will do some nice
    You can read the Throw command by searching for: [thrw]
    If you go into the house, you'll meet a crazy old guy. Examine the stove to hear
    the man talk about his dislike for kids. Talking to him just confirms that he's
    crazy... first he thinks you're the clock repairman. Talk to him again to now
    be a lawnmower repairman. Then you're supposed to fix the stove. Then you fix
    the bed. Then it loops back around to being a clockmaker. Whatever, just leave.
    I hope we never meet this guy again...
    Leave the house to tackle the Overworld. During your first battle, have Shadow
    throw an Invisibility Scroll. This will give shadow Invisible status, which
    makes him immune to any physical attack. Invisible status makes you immunte to
    physical attacks, and guess what? The enemies you meet here all have physical
    attacks, making Shadow immune to all of them. Sweet.
    Sabin is not so lucky, unfortunately. Have him attack with Aura Cannon or Rising
    Phoenix if you have it.
    On the Overworld map, head east until you see a forest to the south, then keep
    heading south. Your destination is the Imperial Camp, which is located right
    next to that small desert patch you'll see.
    4.19 Sabin: Imperial Camp and Doma Castle                               [4.019]
    New Monsters:
    #36 - Captain
    #37 - Imperial Soldier
    #38 - Templar
    #39 - Satellite
    Officer, Soldier - Do not have Bestiary entries
    Doma Castle:
    - Imperial Soldier x2 (0 AP)
    - Captain [Boss] (0 AP)
    Imperial Camp:
    - Doberman x3 - Kick the chest (Not listed in Bestiary) (0 AP)
    - Doberman x2 - Kick the chest (Not listed in Bestiary) (0 AP)
    - Imperial Soldier x2, Magitek Armor (1 AP)
    - Satellite - Monster-in-a-Box (0 AP)
    - Templar x2, Imperial Soldier x2 (0 AP)
    Cyan fighting (with Sabin's help):
    - Soldier x3 (1 AP)
    - Soldier x4 (0 AP)
    - Officer, Soldier x2 (0 AP)
    After you hop in Magitek Armor:
    - Magitek Armor (1 AP)
    - Imperial Soldier x2, Magitek Armor (1 AP)
    - Magitek Armor x2 (2 AP)
    Items Found:
    - Star Pendant (North-Eastern Tent)
    - Mythril Glove (South-Western Tent [Right Chest])
    - Green Beret* (South-Western Tent [Left Chest])
    - Barrier Ring (Behind South-Western Tent)
    - Remedy (Doma Castle; East end of south hallway [Pot])
    * Fight Satellite to get Green Beret
    Welcome to the Imperial Camp. Take one step forward to trigger a cutscene.
    You'll find Soldier A and Soldier B (I'm not making this up, these are their
    actual names) talking about something. Apparently, whatever their talking about
    will not make Kefka happy. So we can assume Kefka is here. The soldiers claim
    Kefka is plotting to get General Leo out of the camp, so he can take over as
    general. Then Kefka walks out of a tent and threatens the guards real quick,
    before walking off again. The soldiers do mention that General Leo has all the
    good qualities and Kefka has everything else (aka the bad qualities). Maybe this
    General Leo isn't so bad after all..?
    A Captain shows up to tell Soldier A & B to get ready for the attack on Doma
    The scene then shifts over to Doma Castle. You will see the soldiers begin their
    attack on Doma Castle, which includes running into the castle wall, bouncing off
    of it, and falling down. One should note that they are persistent - they get
    right back up and run into the stone wall again, and again, and again...
    Somehow this running into stone wall thing seems to be working, as we see a Doma
    Sentry informing another that they cannot keep them all out. The Sentry
    immediately loses all hope... but not before a mysterious "Wait!" echoes through
    the hall. Another character, whom you get to name now, appears out of another
    room. Let's call him Cyan. Cyan's believes that if they kill their commander,
    the other soldiers should withdraw. Cyan volunteers to meet the commander in
    battle. What a guy!
    You now get to control Cyan, the Samurai.
    Cyan's level = Average Party Level + 2
    His equipment is as follows:
    - Right Hand: Ashura
    - Left Hand:  Buckler
    - Head:       Leather Cap
    - Body:       Leather Armor
    Cyan's special skill is called Bushido. 
    You can learn about it by searching for: [bshd]
    Equipping Cyan: If you have a Heavy Shield, give it to Cyan. A Plumed Hat would
    also go nice on his Head. You don't really have anymore useful Relics to give
    to Cyan at the current time. You could give him a Genji Glove, but that would
    take away his shield, so I don't recommend it.
    Cyan will have the following Bushido Techniques available:
    #1 - Fang: ST physical attack
    #2 - Sky: Allows Cyan to counterattack next time he's attacked
    #3 - Tiger: Halves target's HP and sets Seizure status
    #4 - Flurry: Attacks with four physical attacks in a row
    If Cyan is below level 15, he won't have #4 - Flurry.
    You can fight the eight soldiers outside (note that they don't give any EXP
    though). Each one is a battle with two Imperial Soldiers. The only useful
    Bushido technique you have right now would be:
    #1 - Fang, and
    #4 - Flurry
    Since waiting for Flurry to charge up takes a while, I recommend sticking with
    Fang for now. It's strong enough to kill any enemy with one hit for now.
    If you don't want to fight these Imperial Soldiers (and since they don't give
    EXP, it's understandable), just go ahead and confront the Captain.
    Defeating the Captain is simple. One or two Fangs should take care of it.
    After the Captain dies, everyone else retreats. The scene then switches back to
    Sabin and Shadow in the Imperial Camp.
    Talk to the soldier walking around to the left to trigger a battle against
    two Imperial Soldiers, and a Magitek Armor. Attack with the same as usual:
    Throw Shurikens with Shadow, and Aura Cannon/Rising Phoenix with Sabin.
    NOTE: If at any time Shadow loses his invisible status, make sure to throw
    another Invisibility Scroll as soon as possible.
    Now head over to the Tent to the right. Inside the tent is a chest, but it won't
    open when you examine it. You now have three options.
    - Kick it. This will allow you to fight two/three Doberman. THIS IS THE ONLY
    PLACE IN THE ENTIRE GAME TO FIND DOBERMAN. Doberman does not have a Bestiary
    entry, but it does have a Rage. If you want to get as many rages as possible,
    make sure you encounter Doberman here.
    - Hit it. The soldiers will hear you yell "Ow!" after punching the chest. You
    fool them by pretending to be a cat... I'm not making this up.
    - Leave it. You leave it, but why would you?
    Obviously you'll want to Kick it and get the item - a Star Pendant! You should
    already have several of these, but it can't hurt to have one more, can it?
    Now head across the bridge to the south. You'll witness a cutscenen now. You
    watch how General Leo tells a soldier to value his life more. See, he's not that
    bad of a guy after all.
    Then another soldier appears and informs Leo of a message from Emperor Gestahl,
    brought by a carrier pigeon. The emperor is summoning Leo. Leo prepares to
    leave, which then means Kefka is in charge.
    Wait a minute, isn't this what the soldiers we first saw when we got here were
    talking about? Kefka planning to get General Leo out of the camp, so he can take
    over? Weird coincidence. I'm sure it's nothing.
    You're in control again. Advance a few more steps, only to witness another
    cutscene. Kefka shows up, and Leo tells Kefka not to do anything dirty. Leo then
    It seems Kefka has readied some poison, and he plans to dump all of it into the
    river! That poison will kill anyone who comes into contact with it at Doma
    Castle. Kefka then tries to leave, but you decide to step in. Then Kefka fights
    This is not as hard as you might think, I promise. All you have to do is attack
    Kefka once. Kefka attempts to escape, but Sabin says "Wait!". Kefka replies with
    a rather funny line:
    Kefka: "Wait," he says... Do I look like a waiter?
    Then Kefka runs. Where does he run too? 6 whole steps away, wow!
    In order to advance in the story, you would have to confront Kefka again. But
    there is more of the camp to explore.
    To the left of Kefka there is a tent. Behind this tent is another tent (To get
    to this tent, walk behind the first tent and you'll jump off the ledge). Grab
    the Barrier Ring out of this tent. Hop back up the ledge (same way you jumped
    off) and enter this tent now. The right chest contains Mythril Glove. The left
    chest has a monster to fight!
    You'll be fighting Satellite. There is only one other place to find a Satellite,
    and you won't get that until after you beat the game (for those who want to
    know: Soul Shrine). Make sure you encounter it here.
    Just so you know: Satellite has 1800 HP.
    Chances are, Satellite will use a magic-based attack that will hit Shadow. This
    will unfortunately remove Shadow's Invisible status. Also, anytime Sabin uses
    a Blitz attack on him, Satellite will counter with Mega Berserk. This makes
    Sabin go Berserk (literally). A character with Berserk status cannot be
    controlled, and will usually use Fight attacks. Berserk status does give a
    character a 50% damage bonus, so that's not too bad.
    Just throw a couple Shuriken, have Sabin use Aura Cannon/Rising Phoenix.
    Satellite should die after only a few turns. Your reward will be a Green Beret.
    Replace Sabin's Bandana (or whatever else he was wearing on his Head) with the
    Green Beret. Also swap out Sabin's first relic with Mythril Glove.
    That's about it for the camp. Go back and talk to Kefka. He'll run away again,
    so follow him and talk to him again. Kefka is out of breath after walking those
    15 steps or whatever it is. You'll battle him again. Since Shadow is probably
    not Invisible right now, throw an Invisibility Scroll on him and attack Kefka
    with Sabin to end the battle as fast as it started.
    After the battle, talk to him one last time. He will now send someone else after
    you. This battle includes two Templar and 2 Imperial Soldiers. Fight them the
    same way you've been fighting everything else in here (Blitz + Shuriken).
    Now you will witness a pretty horrible cutscene. Kefka pours the poison into the
    river! Back at Doma Castle, everyone falls over dead. Everyone except Cyan of
    course, because Cyan doesn't need water like the rest (and therefore did not
    come in contact with the potion).
    Cyan quickly recognizes the cause of all the deaths: Poison. He fears the worst,
    and has to warn the king! Go through the door straight ahead, down the stairs,
    and into the throne room next to you. The king is not dead yet, but he dies in a
    minute anyway. That sux. Cyan and the only surviving Doma Sentry decide to split
    up and look for survivors.
    Get out of the throne room, and enter the south-east door of this room. Examine
    the pot in the top right corner for a Remedy. Go left and enter the door next to
    the Sentry... only to find that none have survived.
    Exit out of this room and head into the north-east room, which is Cyan's room.
    Cyan enters, only to find his wife and child have both passed away. Needless to
    say, Cyan is furious with the Empire for doing this to him.
    We now see Cyan entering the Imperial Camp, ready to take on anyone who dares
    attack him. Sabin also shows up with the intention of helping Cyan.
    If you talk to Cyan by standing to the right of him (therefore standing in
    between him and the two soldiers), Cyan will say:
    Cyan: Grrr! Art thou an enemy as well!?
    Sabin: Ouch! Probably shouldn't hav
    e gotten in the middle of that...
    Talk to Cyan from any other direction to help him out fighting the two soldiers.
    The first two fights will only have Soldiers to fight, but the last one will
    also throw in an Officer.
    You can't control Cyan here, so just repeat the same old thing you've done with
    the other two.
    After three fights, Sabin directs you to some Magitek Armors. Sweet. You will
    get your first glimpse of how Cyan fears anything that has to do with
    technology. You now get to control all three characters for the first time.
    Just like in the very beginning of the game, any attack will kill any enemy, so
    just enjoy using Magiteks once more. Make sure to heal with Healing Force every
    now and then. Head back to the beginning of the Imperial Camp, and you will
    automatically dismount the Magiteks. Leave the camp.
    NOTE: You will NEVER be able to return here, so I hope you followed this guide
    and got everything you could.
    4.20 Sabin: Overworld: Traveling to Phantom Forest                      [4.020]
    New Monsters: None
    Monster Formations:
    - Nettlehopper x3 (1 AP)
    - Aepyornis, Stray Cat, Nettlehopper x2 (1 AP)
    - Stray Cat x3 (1 AP)
    - Nettlehopper x2, Stray Cat x2 (1 AP)
    - Aepyornis x2, Stray Cat (1 AP)
    - Chippirabbit x5 (1 AP)
    - Aepyornis, Stray Cat, Nettlehopper x2 (1 AP)
    VERY IMPORTANT NOTE: Save here. Save after every fight. Shadow has a 1/16
    chance of leaving your party for quite some time after every battle. There will
    be a time in the not so distant future where he won't run away, but until then,
    he has a small chance of leaving after every single battle. Make sure you Save
    after every single battle. In that case, if he runs away, you can simply reload
    and continue on, hoping he won't run away this time (and chances are slim that
    he'll run away two times in a row).
    You *could* prevent Shadow from running by either killing him, or even running
    from every battle, but why waste the EXP and Gil you can gain? Saving works just
    as well, so I'd stick with that if I were you.
    First things first: Make sure everyone has good equipment. Also make sure
    everyone has two Relics. There's not much to watch out for here, so just equip
    whatever you feel like.
    You could go visit Doma Castle to the south-west, but it's blocked by three
    Imperial Soldiers, who tell you this area is off-limits. Maybe we'll get access
    to this castle. Don't you love my sneaky hints?
    Go across the bridge to the east of Doma Castle. You'll see a little passage in
    between mountains. Walk here to enter Phantom Forest.
    4.21 Sabin: Phantom Forest                                              [4.021]
    New Monsters: 
    #40 - Ghost
    #41 - Poplium
    Monster Formations:
    1st and 2nd Area:
    - Ghost (3 AP)
    - Ghost, Poplium x2 (1 AP)
    3rd and 4th Area:
    - Ghost x3 (1 AP)
    - Ghost x2, Poplium x3 (1 AP)
    - Ghost (3 AP)
    Items Found: None
    Welcome to Phantom Forest.
    NOTE: Shadow can still run, so keep saving.
    How to handle these monsters: Just pretty much keep doing what you've been
    doing. Fang (#1) with Cyan, throw Shurikens with Shadow, and Aura Cannon/Rising
    Phoenix with Sabin.
    You start off in Area #1. Head to the right and go up to get to Area #2. You'll
    automatically walk up to a Recovery Spring, like the one you found in the South
    Figaro Cave. Nice. Head to the right and go down to get to Area #3. You'll have
    a choice between going up and down. Going down takes you back to Area #1, which
    is just a waste of time, so let's go up to Area #4. At the end of Area #4 you
    can see a train in the background. This is our destination, so head up to get
    out of the Forest and enter the Phantom Train.
    4.22 Sabin: Phantom Train                                              [4.022]
    New Monsters:
    #42 - Cloud
    #43 - Angel Whisper
    #44 - Oversoul
    #45 - Bomb
    #46 - Living Dead
    #47 - Apparition
    #48 - Siegfried
    #284 - Phantom Train
    Monster Formations:
    Outside the Train Carts:
    - Bomb (1 AP)
    - Angel Whisper x2, Cloud (1 AP)
    - Angel Whisper x4 (1 AP)
    - Bomb x3 (1 AP)
    Inside the Train Carts:
    - Angel Whisper, Cloud x3 (1 AP)
    - Angel Whisper (1 AP)
    - Living Dead x3 (1 AP)
    - Ghost x3 - Talk to Ghost (Some don't attack) (1 AP)
    - Ghost    - Talk to Ghost (Some don't attack) (3 AP)
    After you detach part of the train:
    - Oversoul x2 (1 AP)
    - Angel Whisper, Cloud x3 (1 AP)
    - Oversoul, Living Dead x2 (1 AP)
    Carts with Compartments/Suites:
    - Angel Whisper (1 AP)
    - Bomb x2, Cloud x2 (1 AP)
    - Angel Whisper, Living Dead, Cloud x2 (1 AP)
    - Siegfried (0 AP)
    - Apparition (Monster-in-a-Box) (0 AP)
    - Phantom Train [Boss] (2 AP)
    Items Found:
    - Tent (North-West corner in Conductor's Room [Hidden chest])
    - Earring (West End of the dining car)
    - Tent (2nd Suite, examine North-West corner [Hidden chest])
    - Phoenix Down (4th suite, Far Right)
    - Sniper Eye (4th suite, Mid-Right)
    - Phoenix Down (4th suite, Mid-Left)
    - Hyper Wrist* (4th suite, Far Left)
    * Fight Apparition (Monster-in-a-box) to get Hyper Wrist
    Move onto the platform to find out this is one of Doma's trains, all of which
    Cyan thought had been derailed some time ago. Let's investigate. Walk a little
    further onto the platform and you will automatically approach the door. Sabin
    rushes inside while Cyan flips out... saying something about it being the
    Phantom Train. I'm sure that's not important.
    You'll find yourself inside. Try leaving through the same door you came in.
    NOW Cyan explains what this train does: it carries souls of the departed to
    their final destination (on a side note: If you haven't seen the Final
    Destination movies, you should watch them. Very cool movies). Basically, this
    just means the train is a one-way trip to the afterlife, as Sabin points out for
    you. The party decides to make its way to the engine to see if they can't stop
    this train.
    How to handle the monsters here: 
    - Cloud is no problem at all. It casts Drain every once in a while, but for some
    reason it does no damage at all. Their physical attack is called Unseen Strike,
    which is nothing to worry about.
    - Angel Whisper can be a problem. They use an attack called Gravity, which cuts
    the HP of the target in half! Other than that it just uses a physical attack.
    - Ghost. You fought these in the Forest, you know what to do.
    - Oversoul are a little more dangerous. They will use Dread Gaze, which will
    Petrify the target. The only way to cure Petrify Status right now is through a
    Remedy or Gold Needle. When Oversouls are alone on the field, they will cast
    Insanitouch, which will confuse the target. All around nasty creatures. Take
    care of them as fast as possible with the usual methods.
    - Bomb are little round fireballs. Their special attack is Blaze, a strong Fire
    attack. Handle the same way as Ghosts. Note that Bombs absorb Fire-elemental
    attacks, so don't use Rising Phoenix on them unless you want to heal them.
    NOTE: Some of these monsters are one-time only. Make sure you encounter each
    monster here before finishing off the Phantom Train.
    Anyways, let's tackle this train (not literally. Well, later, maybe). First off
    head to the right. You'll find yourself outside. Make sure you fight at least
    one Bomb out here for the Bestiary. Head right into the next cart.
    Talk to this Ghost here. He will join your party! His level seems to be the
    Average Party Level + 0/1/2 (I'm not exactly sure). Nonetheless, his level will
    be similar to yours.
    His only equipment is a single Relic: the Lich Ring. This Relic turns the wearer
    into an undead creature. Not really sure why an undead Ghost would need this
    Relic, but that's just how it is.
    His battle command is Possess.
    You can read more about it by searching for: [poss]
    NOTE: Once the Possess command is successful, the Ghost will no longer be in
    your party. Choose well when you use it. You also cannot use it against the boss
    of this train, simply because the Ghost automatically leaves you before you get
    to the boss.
    Enter the little cabin in this cart. Examine the floor in the north-west corner
    to find a hidden Tent. Examine the switch in the north-east corner of the room
    to get another scene about Cyan's fear of machines.
    The man in this room is the Conductor. You can talk to him and ask him the
    following questions.
    - Tell us about the train. "The Phantom Train ferries the soul of the departed
       to the other side. Once the souls arrive, they are granted their eternal
    - How do we stop this thing? "You want to stop the train? Search every corner of
       the engineer's compartment... I'm sure there's a way.
    - Nothing, sorry to bother you
    So if we can reach the engineer's room, we might be able to find a way to stop
    the train. Sounds like a plan to me.
    After you're done, head back to the cart to the left (The cart you started out
    One of the ghosts in here actually has items for sale!
     /          Item Shop         \
    | Potion (50 Gil)             |
    | Hi-Potion (300 Gil)         | Stock up on Shuriken again if you want.
    | Antidote (50 Gil)           | Buy anything else you think you might, like
    | Green Cherry (150 Gil)      | Hi-Potions and Phoenix Down.
    | Phoenix Down (500 Gil)      |
    | Sleeping Bag (500 Gil)      |
    | Shuriken (30 Gil)           |
    Talking to any of the other ghosts triggers a battle between one/three Ghosts.
    Continue left and into the next cart. There's another ghost that's selling items
    in this cart. Same items, too. Another boring cart. Move on to the next one
    (the door is on the front of the cart, not on the side).
    As soon as you enter this cart, you'll notice another ghost block the door.
    Looking around, there doesn't seem to be anything interesting in this cart.
    Only way out is the way you came in. Talk to the ghost by the entrance and
    you'll have to fight him. After the fight a cutscene will play.
    You're standing outside the cart, and suddenly several ghosts come and surround
    you, all chanting ". . . N o . . . e s c a p e . . ." Yeah, kinda scary.
    Lucky for you, there's a ladder here which you then climb. Once on the roof,
    head to the left to continue this cutscene. Apparently, this is *the* time to
    put Sabin's training to the test.
    Watch as Sabin's runs, jumps, and clears the entire gap between the trains. But
    that's not all! He keeps running, jumps the next gap, and... falls. Oh well,
    it was good while it lasted. So now you've escaped these ghosts, sweet.
    Head to the left into the cart. You'll hear "N o . . . e s c a p e . . ." again.
    Then all the ghosts show up again! Head inside the cart to the left and hit the
    switch on the north wall. This will conveniently detach the trains you just left
    behind, leaving all the ghosts as well. Phew.
    Head back inside, and hit the *same* switch. Somehow, this switch's function has
    changed into opening the barrier in front of you. Don't ask questions.
    NOTE: This is the ONLY cart in which you'll find the Oversoul monsters. Make
    sure to encounter one before moving on.
    Once you've added Oversoul to your Bestiary, move on to the next cart to the
    left. This is the dining room cart. It's time to take a break and eat. Have a
    seat at the center table.
    You will then witness a small cutscene. I will not describe what goes on, so
    just enjoy it yourself. After the meal, your HP and MP are restored, and all
    Status effects are removed. Not bad for a ghostly meal. Once you're done, head
    back out the right side.
    Walk around the train and re-enter on the left side. Open the chest for the
    Earring Relic. Continue your quest left.
    This cart has a couple cabins in it. Let's go in the first one. If you approach
    this chest from the bottom, you will hear someone say "Hold it right there!"
    Enter: Siegfried. He claims to be the greatest swordsman in all the world.
    Siegfried and Sabin exchange a couple lines, then it's time to battle.
    This battle is a joke. He will do less than 10 damage to each of your characters
    and he only has 100 HP! What a joke. If you can't beat this guy, please quit. 
    After the battle he takes whatever was in the chest and runs off.
    FYI: What was in the chest? Absolutely nothing.
    In the next suite, search the north-west corner for a hidden Tent. In the SNES
    days there used to be a Fairy Ring in the space next to the Tent, but since you
    could never face that square it was impossible to get. It is unknown if that
    item is still there in this version, but it's likely. We may never know.
    On we go to to the left. We're almost there, I promise. The first cabin in here
    contains nothing, so let's go in the second one instead. This one obviously is
    not empty. The far right chest contains a Phoenix Down. The next one contains
    a Sniper Eye, then a Phoenix Down next to that.
    The last one contains a Monster-in-a-box: Apparition.
    Apparition is an undead monster with 1500 HP. His attacks include Blizzard (a
    weak Ice attack), Lightning (an even weaker attack), and Leech, which will
    drain your HP a little bit. All in all, nothing to be worried about.
    There are several ways to defeat Apparition:
    Cheap Strategy #1: Use a Phoenix Down on him. Since he's an undead monster, and
    Phoenix Down revives dead people, it will actually instantly kill Apparition.
    Cheap Strategy #2: If you still have your Ghost, you may want to use his Possess
    skill to instantly kill Apparition. Ghost is going to leave you in a minute
    anyway, so you might as well get rid of him.
    However, if you don't want to use any of these cheap strategies (I don't), you
    can always beat him the old fashioned way, which is: Basically the same strategy
    as with everything else. Fang with Cyan, Aura Cannon/Rising Phoenix, and 
    Shuriken-throwing with Shadow.
    You get a Hyper Wrist after you defeat Apparition.
    Exit out to the left and take a few steps. If you still have Ghost in your
    party, he will leave you now. It's been fun *waves*. The next cart has a Save
    Point. You know what this means, right? Boss fight. Finally. Make sure you're
    not missing any Bestiary entries before moving on ahead.
    Give Sabin the Earrings, and give Cyan the White Cape.
    Enter the next and last cart:
    "This is the engineer's compartment. We've gotta find a way to stop this thing,
    fast!" Now either examine the north-east or south-east part of this train:
    "To stop the train, shut the first and thrid pressure valves, then throw the
    switch located by the smokestack."
    Now do just that. Hit the first and third switch, head outside, and (ready for
    Boss Battle), hit the switch by the smokestack.
    All of a sudden, the train talks to you:
    Phantom Train: So! You're the ones who have been slowing me down!
    BOSS: Phantom Train
    Phantom Train (0 EXP, 0 Gil)
    - Level: 14
    - HP: 1900
    - MP: 350
    - Drops: Tent (Always)
    Phantom Train's attacks include Acid Rain (MT-magical attack), Diabolic
    Whistle, an attack that only Phantom Train can use. When you attack the train,
    he has a 1/3 chance of countering with Wheel.
    Phantom Train is similar to Apparition, in the sense that this train is also
    Undead. Meaning, there is another cheap strategy to use:
    Use a Phoenix Down on the train to instantly kill it. But that's cheap, so don't
    do that.
    Instead, use Aura Cannon (it does more damage than Rising Phoenix). Throw
    Shurikens like always, and use Fang as always with Cyan. Same old strategy, I
    know. But it works (for now at least).
    After you defeat the train, you get a Tent.
    The Phantom Train decides to let you go (good choice, train). He drops you off
    at another platform. All of a sudden you see a line of people board the
    train. Now that we know what this train is, we can assume these are souls,
    getting ready to head to the afterlife for their eternal rest.
    But who is among these souls? Cyan's wife and son! Then the train leaves, and
    Cyan runs along next to the train, trying to say good-bye to his family.
    Touching scene. At least he got to see them one last time... after this, just
    stand on the platform and mourn/wait. After a few seconds, you'll be off to
    continue your quest.
    4.23 Sabin: Baren Falls                                                 [4.023]
    New Monsters:
    #49 - Opinicus Fish
    #285 - Rhizopas
    Monster Formations:
    - Opinicus Fish x5 (1 AP)
    - Rhizopas [Boss] (1 AP)
    Items Found: None
    NOTE: These monsters are found in Baren Falls, not on the Overworld while going
    to Baren Falls. I didn't want to make a whole separate section for traveling
    there as you've seen the monsters before (See section 4.20), and it's only a
    very short hike to Baren Falls.
    NOTE2: De-equip Shadow before you enter Baren Falls.
    Go down and around the mountains to end up at Baren Falls. Once you get there,
    simply head through the cave. If you still have Shadow in your party, he will
    leave you now, and there's nothing you can do about it.
    Once Shadow is gone, the only way to continue is to jump off the cliff. Do so.
    When falling you will have to fight monsters as well. The only monster you will
    see for the first 60 seconds is Opinicus Fish. These appear in formations of
    two, then after you defeat those two, three will appear. After you defeat those
    three, it will switch back to two and repeat.
    This goes on for 60 seconds. After 60 seconds, Rhizopas (the Boss) appears.
    NOTE: If you wanted to, you could just sit there, wait 60 seconds, kill off the
    two Opinicus Fish and face Rhizopas. But that's cheap, and we're not cheap.
    How to handle these monsters: Opinicus Fish are a joke. They only have 10 HP
    and only seem to attack you physically. Just keep killing them to eventually
    fight Rhizopas.
    BOSS: Rhizopas
    Rhizopas (0 EXP, 0 Gil)
    - Level: 13
    - HP: 775
    - MP: 39
    - Drops: Remedy (Always)
    Rhizopas' attacks include Blizzard (weak Ice attack), Megavolt (weak MT
    lightning attack), Bite, and the most dangerous: El Niño. El Niño will do
    anywhere from 220-250 damage on EACH character. Make sure to heal after he uses
    This guy isn't that tough though. With the only danger being El Niño, make sure
    to use Aura Cannon (and NOT Rising Phoenix) and Fang to finish him off.
    If you get hit by El Niño, make sure to heal with Hi-Potion, unless you're sure
    you will kill him soon after the attack.
    Killing him gives you a Remedy.
    4.24 Sabin: Veldt Part 1                                                [4.024]
    New Monsters: None
    Monster Formations: Any formations you've encountered in the past. I'll explain
    Items Found: None
    You will find yourself floating down a river and reaching land. All of a sudden,
    a young boy appears and checks you out. You also get to name him here. Shall we
    call him Gau?
    After you wake up and talk to him, Gau runs away. Strange kid. Leave this area.
    Welcome to the Veldt. This is one of the strangest areas in the game. As you
    walk through it, you will encounter any enemy you've ever encountered so far.
    The purpose of this area is to gain Rages for Gau (more on that later).
    Also, you might see Gau after any battle. He will say that he's hungry, but for
    now there's nothing you can do about that. The only way to make him go away is
    to hurt him, horrible as that may sound.
    Your next destination is the town of Mobliz, which is in the east corner of the
    4.25 Sabin: Mobliz                                                      [4.025]
    Inn Cost: 100 Gil
    Monsters Found: None
    Items Found:
    - Elixir (Clock in Carrier Pigeon's House)
     /         Item Shop          \
    | Dried Meat (150 Gil)        | You MUST buy at least one Dried Meat. Just do
    | Potion (50 Gil)             | it.
    | Hi-Potion (300 Gil)         |
    | Eye Drops (50 Gil)          | Obviously stock up on anything else you might
    | Green Cherry (150 Gil)      | need (Hi-Potions, Phoenix Down, Sleeping Bag,
    | Phoenix Down (500 Gil)      | or even Tent)
    | Sleeping Bag (500 Gil)      |
    | Tent (1200 Gil)             |
     /         Weapon Shop        \
    | Mythril Knife (300 Gil)     | I suggest buying two Kotetsu for Cyan. You won't
    | Mythril Sword (450 Gil)     | regret it.
    | Mythril Claws (800 Gil)     |
    | Kotetsu (800 Gil)           |
     /         Armor Shop        \
    | Buckler (200 Gil)          | Buy a couple Heavy Shields, Plumed Hats, Magus
    | Heavy Shield (400 Gil)     | Hats, and Iron Armors.
    | Plumed Hat (250 Gil)       |
    | Magus Hat (600 Gil)        |
    | Bandana (800 Gil)          |
    | Iron Helm (1000 Gil)       |
    | Kenpo Gi (250 Gil)         |
    | Iron Armor (700 Gil)       |
     /         Relic Shop        \
    | Sprint Shoes (1500 Gil)    | If you have over 12,500 Gil, buy one or two
    | White Cape (5000 Gil)      | White Cape. Regardless, make sure you have 2,500
    |____________________________| Gil after you're done shopping.
    Give Cyan the Genji Glove Relic, which will let him equip the two Kotetsu. Equip
    everything else with Optimize.
    After all this shopping, head into the carrier pigeon's (from now on referred to
    as the mailman) house. Search the clock for an elixir. If you talk to the
    mailman himself, he will simply tell you that he can send letters for you.
    A note about healing: Instead of paying 100 Gil at the Inn, you can rest for
    free in the bed in the back of the Relic Shop (north end of town).
    Now head into the north-west house of the town. Talk to the Injured Lad to learn
    that he's a soldier from Maranda, but was forced to join the Imperial Army when
    their town was overrun by the Empire. He didn't want to attack Doma, so he tried
    to run away, but the Empire came after him, and he barely survived. He can't
    move at all and won't ever see his sweet-heart Lola again.
    But there is a letter on the desk from her. He asks you to read it to him. Walk
    over to the desk and grab the letter. After you read it to him, the soldier says
    "I'd like to write her back, but I don't even have the strength to pick up a
    Guess who's going to write the letter? Head over to the mailman's house and talk
    to him. You'll need 500 Gil to send a letter, but go ahead and send it anyway.
    Now you must wait for Lola to reply, and there are several things you can do to
    make her reply:
    - Talk to any salesman at any of the 4 Shops (Item, Weapon, Armor, Relic)
    - Sleep at the Inn
    - Talk to the guy on the east-side of the mailman's house and have him show you
      the Serpent Trench
    Do any of these things and check back in the Injured Lad's house to find a new
    letter. Read it to him, then head over to the mailman to send a new letter.
    In total, you will send 5 letters: A letter, a record, a Potion, another letter,
    and finally, a book.
    After you send the book, there won't be another letter. Talk to the soldier
    anyway. He will give you a Tintinnabulum as a reward for sending all those
    letters to Lola. He has no strength to lift a pen, but he can give you this
    Tintinnabulum? I see.
    This relic will heal you with every step you take. The amount you are healed is
    calculated as follows: Stamina / 4
    Note: The formula uses base Stamina
    It's a pretty useless Relic, so don't use it unless you're looking for a filler
    When you're ready, head back out to the Veldt (you did get at least one Dried
    Meat, right?).
    4.26 Sabin: Gau and his Rages                                           [4.026]
    New Monsters: None
    Monster Formations: Any formation you've encountered in the entire game so far
    You need to find Gau now. Remember how he was hungry? We now have a Dried Meat
    we'd like to give him, just because we're nice like that. He should show up
    after 1-3 battles.
    Simply use the Dried Meat on him. Since you fed him, he will decide to join you.
    This will also trigger a very long cutscene, which I'm not gonna bother to type
    out for you. I will tell you this though: Gau says something about SHINY SHINY,
    which catches the interest of Sabin and Cyan. They decide to follow Gau to see
    this shiny item.
    After everyone walks off the screen, a Kappa will appear and explain how to
    build up Gau's Rage skills.
    1. Choose "Leap," a command that appears only when you are on the Veldt.
    2. Keep fighting on the Veldt, and eventually Gau will reappear.
    3. When he reappears, he will have learned the attacks of the monsters you were
       fighting when he leapt, as well as those you were fighting when he returned!
    4. Choose "Rage" to have Gau use any of the attacks he has learned.
    Let's take a look at Gau first. Gau's level = Average Party Level + 2
    His equipment is as follows... wait, he has nothing equipped! Let's change that.
    Simply equip him with Optimize (which will most likely result in Gau receiving
    a Buckler, Bandana, and Kenpo Gi).
    Now on to Gau's special skill: Rage.
    You can learn about it by searching for: [rage]
    Basically, to summarize: Gau can learn attacks (Rages) from other monsters. To
    do this, use the Leap command (only on Veldt). When Gau leaps, he will learn the
    Rage of every monster on-screen when he left. After a random amount of battles,
    Gau will come back, and also learn every Rage of every monster on-screen.
    Once you use a Rage in battle, Gau will continue to use that same Rage until
    the battle is over, or until Gau dies.
    Gau starts off with a few Rages already:
    - Zaghrem (Stone)
    - Angel Whisper (Gravity)
    - Wererat (Poison)
    - Belmodar (Megavolt)
    - Silver Lobo (Chomp)
    - Hornet (Iron Stinger)
    - Cartagra (Poison Barb)
    - Exocite (Pincer)
    - Magitek Armor (Magitek Laser)
    Check out the Rage Section to get more info on what each Rage does.
    Before you move on, I highly suggest you get the following Rages:
    - Guard Leader (Wind Slash)
    - Alacran (Numb)
    - Mu (Snare)
    - Trillium (Bio)
    - Darkside (Blizzara)
    - Stray Cat (Cat Scratch)
    - Cloud (Thundara)
    - Bomb (Blaze)
    - Oversoul (Will o' the Wisp)
    - Cirpius (Hastega)
    - Templar (Fira)
    - Satellite (Sonic Boom)
    Chances are it will take you a while to get all these Rages. But it is worth it.
    Gau can be one of the best characters to use in the game when given the right
    Note: Satellite drops a Green Beret after every time you fight him. Equip these
    on each of your three characters.
    Once you're ready to move on, head to Mobliz to heal, then head back out to the
    Veldt and go south. There is a cave here in the mountains you can enter.
    4.27 Sabin: Crescent Mountain Cave                                      [4.027]
    New Monsters: None
    Monster Formations: None
    Items Found: None
    As you can see above, not much going on in this cave. It might be a nice break
    from constant (and probably frustrating) battles on the Veldt. Your mission here
    is to find this shiny item Gau was talking about when he first joined your
    If you step on certain squares, you will get a small cutscene. The first one is
    three steps up from the entrance:
    Sabin: Cyan! That "shiny, shiny" thing of Gau's is in here.
    Cyan: And where exactly might it be found, Sir Gau?
    Gau: Gau... forget!
    Sabin: Shall we look around?
    Cyan: It seems we have no choice!
    4 steps north and 1 step east is the next cutscene:
    Sabin: Doesn't seem to be over here...
    Yeah, that was long. Head over to the left where that 2x2 block is:
    Sabin: A potion...
    Cyan: C-could this be Sir Gau's treasure!?
    Head north and onto the ledge on the north wall. Head to the left to get the
    next scene:
    Sabin: What is it, Gau...? Did you see something?
    Gau: WAOU!!!
    Sabin: Gah! My money pouch! There was five hundred gil in there!
           Gau, you little...!
    Cyan: Oh, dear... Sir Sabin, please let it go... For all of our sakes.
    Sabin: Grrrrr!
    Note: 500 Gil have now been removed from your wallet.
    Head right across the bridge and then go south. You'll come across... Gau's
    shiny item:
    Cyan: Is this it? The shiny treasure?
    Gau: Treasure, treasure!
    Cyan: 'Tis nothing but a dirty glass bowl...
    Sabin: Kind of looks like it would fit over your head...
           Hmm...! I wonder if we could use this?
           It might let us breathe underwater.
           All right, let's go!
    *You automatically head outside*
    Cyan: These rapids look quite... rapid.
    Sabin: No kidding. But it's the only way to make it in time to meet up with the
           All right, let's go!
    4.28 Sabin: Serpent Trench                                              [4.028]
    New Monsters:
    #50 - Anguiform
    #51 - Aspiran
    #52 - Actinian
    Monster Formations:
    - Actinian x3 (1 AP)
    - Anguiform (1 AP)
    - Anguiform, Actinian, Aspiran (1 AP)
    - Actinian, x3, Aspiran x2 (1 AP)
    - Anguiform x2 (1 AP)
    Items Found:
    - X-Potion (Take first right)
    - Green Beret (Take second right)
    Welcome to Serpent Trench. This is similar to the Lethe River. You fight random
    monsters, you have to choose which way to go, but you can also find two items
    here, which you couldn't in the Lethe River.
    How to handle the monsters:
    - Anguiform use a physical attack called Garotte, which will do close to 200
    damage to one character, so watch out for that. When they are alone, they will
    use Aqua Breath, a strong MT attack. You can best take them out with Cloud,
    as Anguiforms are weak to Lightning.
    - Aspiran can be a problem if you're not appeared. Whenever you attack with
    anything other than "Attack" (meaning you attack with Blitz/Rage/Bushido), it
    has a 33% of countering with Gigavolt. Make sure you only Attack these guys.
    They do have a weakness to Fire, so if you think you can kill them in one hit
    (they have 220 HP), abuse that.
    - Actinian are easy. They use Clamp (which Gau can also learn through the
    Actinian Rage), a weak physical attack. Take them out with Fang,
    Aura Cannon/Rising Phoenix, and Templar/Bomb/Oversoul. Yeah, these guys have a
    Fire weakness.
    Now on to the Serpent Trench itself. If you take the first right, you will come
    to a cave that has an X-Potion. You can also heal yourself in this cave, if you
    need too.
    If you take the second right, you will come to another cave. Walk through the
    first cave and step on the switch in the south corner of this cave. The switch
    will drain the water in the pool next to you. Step on the black hole in this
    pool. Go up onto the platform to get another Green Beret. Equip this if you
    didn't give each of your 3 characters one. Leave the cave and finish off the
    Serpent Trench.
    4.29 Sabin: Nikeah                                                      [4.029]
    Inn Cost: 150 Gil
    New Monsters: None
    Monster Formations: None
    Items Found:
    - Elixir (Clock in the Inn)
     /         Item Shop          \
    | Potion (50 Gil)             | By this time, I had over 75 Potions and
    | Hi-Potion (300 Gil)         | Hi-Potions (mainly due to the Veldt). You
    | Echo Screen (120 Gil)       | shouldn't need any of those.
    | Smoke Bomb (300 Gil)        |
    | Green Cherry (150 Gil)      | Buy about 20 Smoke Bombs. You might not use them
    | Phoenix Down (500 Gil)      | now, but later you'll find them much more
    | Sleeping Bag (500 Gil)      | useful.
    | Tent (1200 Gil)             |
    |_____________________________| Buy any Phoenix Down you think you might need.
     /        Weapon Shop         \
    | Mythril Claws (800 Gil)     |
    | Kotetsu (800 Gil)           | Buy nothing here.
    | Mythril Spear (800 Gil)     |
     /         Armor Shop         \
    | Heavy Shield (400 Gil)      | 
    | Plumed Hat (250 Gil)        | With the exception of Silk Robe, you've seen all
    | Magus Hat (600 Gil)         | these items at Mobliz.
    | Bandana (800 Gil)           |
    | Iron Helm (1000 Gil)        | Buy 2 Silk Robe (for Terra and someone else).
    | Kenpo Gi (250 Gil)          |
    | Silk Robe (600 Gil)         |
    | Iron Armor (700 Gil)        |
     /         Relic Shop         \
    | Silver Spectacles (500 Gil) | Fairy Ring is the same as a Star Pendant (Poison
    | Star Pendant (500 Gil)      | Protection), but also has Darkness Protection.
    | White Cape (5000 Gil)       | Get one if you want.
    | Fairy Ring (1500 Gil)       |
    If you haven't noticed, the shops are all outside. The Relic Shop is even run by
    a kid!
    There's a hidden Elixir in the north-east corner of the Inn (in the clock).
    There's really only one more thing to do here, and it's by no means necessary.
    Head to the Pub and talk to the Dancer standing at the bar:
    Dancer: Hey, you handsome young thing... Why don't you come have a drink with
            me? Tee-hee!
    Cyan: H-how dare you!? Licentious howler! Off... off with thee!
    Dancer: Oh, don't be a stick in the mud! Let's just have some fun!
            Hey, do you like these? I call this one Humpty, and this one Dumpty!
    Cyan: H-Humpty!? D-Dumpty!?
    Sabin: Cyan, you're too easy!
    Cyan: Th-thou art unaffected by these... charms!?
    Sabin: One of the benefits of all my years of ascetic training!
    Dancer: Oh, don't leave me standing here all alone!
    Cyan: Enough of that! A proper woman should have modesty, and... and decency!
          And... ...*rant*...*rant*...*rant*...
    Sabin: Oh, Cyan...!
    Take note of the Humpty and Dumpty line... I wonder, what could she be referring
    to? Hehe.
    Now head to the port. Take off everyone's equipment and Relics. Yes, the
    scenario is *finally* over. Talk to the man, who will take you to South Figaro.
    4.30 Locke: South Figaro                                                [4.030]
    New Monsters:
    #24 - Heavy Armor
    #25 - Commander
    #26 - Vector Hound
    Cadet - Not in Bestiary
    Monster Formations:
    Around the City:
    - Heavy Armor (Difficult to defeat; Not Recommended) (1 AP)
    - Merchant (Not in Bestiary) (0 AP)
    - Birthday Suit (Not in Bestiary; You don't fight him) (0 AP)
    - Cadet (Not in Bestiary) (0 AP)
    Secret passage (After winding the clock):
    - Commander x3 (2 AP)
    - Vector Hound x2 (0 AP)
    - Vector Hound x2, Commander (0 AP)
    Items Found:
    - X-Potion (Hidden sub-basement, North-East [Chest])
    - Ribbon (Hidden sub-basement, South of X-Potion [Hidden Chest])
    - Hi-Ether (Hidden sub-basement, South)
    - Iron Armor (Escape tunnel, West)
    - Earring (Escape tunnel, South-West)
    - Great Sword (Escape tunnel, North-East)
    - Heavy Shield (Escape tunnel, North-East)
    "Locke has worked hard to stymie the efforts of the Imperial troops in South
    Figaro. But now he desperately needs to escape..."
    And now for the last scenario! This one isn't as long as Sabin's, I promise.
    First things first: Locke has nothing equipped as of now. For Relics, give him
    the Genji Glove and Gigas Glove. For equipment, give him the Air Knife, Main
    Gauche, Green Beret, and Iron Armor.
    NOTE: If anyone has ever wondered how the Kutan Glitch (SNES version) [Credits
    to Novalia_Spirit for discovering this bug] works, it can be done here. It
    should probably be called Moghan now, though. It involves skipping the entire
    section here about getting out of South Figaro. You can do it by going to the
    right where the soldier is pacing back and forth. Wait till he walks all the
    way up and stands still. Stand about two spaces away from him. Now, as soon as
    he walks back towards you, press Start + Up at the same time. If done
    correctly, you should still see him walk towards you. Keep holding Up and exit
    out of the menu with B. If you did all of this right, you'll end up walking
    right THROUGH this guy! You could now leave South Figaro if you wanted too.
    This causes all sorts of glitches, however, you completely skip over one of the
    major characters. Just don't do it.
    Locke has somehow stopped the Imperial Army from reaching the Returner Hideout,
    and now needs to escape South Figaro. You start out in front of Duncan's House.
    To the left you'll find a Magitek Soldier. If you talk to this guy, you will
    trigger a battle with a single Heavy Armor. His normal attack will do over 100
    damage, and his special attack (Metal Knuckles) will do 1.5 times more damage
    than his normal attack. Just to note: Heavy Armor has 495 HP, so unless you're
    at a fairly high level (I *barely* beat him at level 15), I wouldn't recommend
    fighting him.
    Obviously, that's not your only way of advancing. Instead, head to the item
    shop (go up the stairs here). Talk to the merchant standing there. He will
    accuse you of being "that infamous thief", and we already know Locke prefers
    the term Treasure Hunter. Normally, Locke would just correct him and move on,
    but since we have to move on in the game somehow, Locke fights him.
    Merchant is not listed in the Bestiary. He only has 119 HP. But don't defeat
    him (if you do, simply head outside the shop and re-enter to restart the
    battle). Instead, use Steal on him. Once you're successful, you'll not only
    steal his item (Common: Plumed Hat, Rare: Main Gauche), you will also take his
    clothes! Locke dressed as a merchant, nice.
    Now go into the house south of the item shop and head downstairs. Talk to the
    kid blocking your path and he will let you pass (if you weren't wearing merchant
    clothes the kid would say that he only lets merchants through). Head outside
    through the back door.
    To get further out of town, it'd be nice to have Soldier's clothes. Head to the
    north-east part of the town to get on the Town Wall. Walk towards the crates
    where you could've gotten the Teleport Stone earlier (it's on the west side of
    the city, on the wall). There you will find a green soldier, talk to him.
    Cadet is also not in the Bestiary. He has 102 HP, and his Steals are:
    Rare: Hi-Potion
    Common: Potion
    Yeah, I liked the merchant better. Anyway, steal this guy's clothes as well.
    Now you're dressed as that green soldier. Head over to the soldier standing
    right below the rich man's house (there's also a Magitek Soldier nearby). Talk
    to that soldier, and he'll think you're here to end his shift, and walk away.
    Whatever works, right?
    Head inside the Pub. Go down the right stairs, and talk to this merchant to
    fight him. Steal his clothes AGAIN to become a merchant. You will automatically
    grab the Cider. This is what we went through all the trouble to get.
    Head back through the back door of the house with the kid by the stairs. Head
    upstairs, and instead of leaving out the front door, go to the west side of the
    house and talk to the old man. Now that you've got some cider, he'll talk to
    you. He'll talk about a secret passage that runs from his house to the rich
    man's house. He tells you to go downstairs and tell the kid the password, which
    is... he can't remember!
    Go downstairs and talk to the kid, who will give you one of three choices.
    NOTE: If you pick the wrong password, you'll have to do all this ALL OVER. Just
    kidding, though it may look like it. All you have to do is steal the first
    merchant's clothes and go back to the kid to guess another password.
    I'll just go ahead and save you some time and tell you the password is: Courage.
    The kid will then show you the secret passage, which was in front of you the
    whole time. Argh!
    Whatever, let's just be glad we found it. Enter it to find yourself in the
    hidden basement of the rich man's house. Exit this basement, walk around the
    house, and re-enter. The soldiers in the house say something about an inside
    informant. Hmm... who could it be?
    Go upstairs, enter the left room, and talk to the Rich Man:
    "Oh, what have I done? I betrayed my town to the Empire! All I could think of
    was the money..."
    Bastard. We saw him writing the letter to the Empire, remember? You don't? Oh
    well. You'll just have to trust me that we could have seen him then.
    Walk behind the bookshelf on the west wall to go down to the hidden basement.
    Go to the right and you'll be given an option to take off your disguise, or
    leave it on. It doesn't really matter which one you choose.
    Once you pass the first room on the right, a cutscene will occur. The scene will
    shift to inside the room. Here we see a soldier and a chick, who appears to be a
    traitor. We get to name her now. Celes seems like a good name.
    Apparently Celes has betrayed the Empire.
    NOTE: In the SNES version, the soldier beat Celes. That was taken out and
    replaced with "Shaddup!" so little american kiddies won't get bad ideas.
    One of the soldiers leaves, and tells the other one to watch her, who replies
    by saying he can stay awake for days. If you've been playing RPGs for years, you
    know he actually means the exact opposite. I bet he's asleep by the time we get
    in that room.
    Outside of the room, we see the other soldier leaving. Locke has somehow jumped
    up to the beams by the ceiling. After the soldier leaves, Locke jumps down. Head
    inside the room. Traitors of the Empire are our friends.
    See the sleeping soldier? Told you. "Talk" to Celes to get an option to either
    "Remove her bindings." or "Just keep looking." Both are pretty kinky, but let's
    remove her bindings.
    Celes used to be a general in the Empire. Locke promises he will protect Celes
    from the Empire, and wants to take her with him. Celes says the sleeping soldier
    might have something to help you get out of this place. That just means you
    better get whatever the soldier has, or you won't go anywhere.
    Get the clock key from the soldier.
    By the way, Celes is now in your party. Her starting level is the same as your
    Average Party Level (+0)
    Her equipment isn't looking to good right now. She only comes with a Hairband.
    Equip her with: Great Sword, Mythril Shield, Green Beret, Silk Robe.
    Give her the White Cape and another filler relic (I gave her another White
    Her special skill is Runic. Read about it here: [runc]
    Now let's get out of this place, once and for all. Once in the hallway, go in
    the far east door. You've been here before, collecting treasures. Head to the
    clock in the north-east corner of the room to find it not ticking. Wind it with
    the clock key you got from the soldier, and a secret entrance will open! Sweet.
    You'll find monsters in this room! I'll repost the formations since I first
    listed them waaay up there:
    Secret passage (After winding the clock):
    - Commander x3 (2 AP)
    - Vector Hound x2 (0 AP)
    - Vector Hound x2, Commander (0 AP)
    Steals: Yes, it's back. Now that you have Locke, you can still again, finally.
    Sadly, both monsters only have Potions.
    How to handle these guys: These guys aren't that tough. Vector Hound's special
    attack is Bite, which will do 150% damage. Commander's special attack is
    Desperate Strike, which will even do 200% damage! Take care of these guys
    as fast as possible. Anytime a Vector Hound is all by himself, chances are that
    it will Flee.
    This area can be a little confusing. It is filled with invisible walking spaces.
    To get to most chests, you'll have to walk through walls to get to them. I'll
    try my best to describe where each item is:
    - Iron Armor: Simply go right and down to grab it. Easy.
    - Great Sword/Heavy Shield: Simply follow the path to the two items.
    - Hidden Basement (Stairs): From the two above items, go up, and stand in the
      top left corner here. Take 13 steps down. Left x3, then straight down to get
      to the stairs.
    In the basement, go straight down to get the Hi-Ether. Go up and around to open
    the chest for a X-Potion. Stand under this chest, walk straight down, and press
    A to find a hidden chest with a Ribbon! This Relic is one of the most useful
    ones, as it protects you from all status ailments (effects). Go back upstairs,
    go straight up, 3 steps right, and down to see yourself once more.
    Go to the south-west corner of the room to grab the last item: Earring.
    Head to the east side to go up the stairs.
    NOTE: If you're wondering how you get to the south-east stairs: You can't. At
    least not here. These stairs are actually the same stairs that you find in
    Duncan's House. If you go down the stairs through Duncan's House, you will see
    a Save Point here.
    Anyway, ascend the stairs and approach the door to get a small cutscene.
    Celes: Why are you hepling me?
    Locke: You remind me a lot of someone...
           What's the matter, anyway? I'm hepling you because I want to!
    Yeah, anyways. Head outside.
    Great. You're back at the same place you started, except you're a bit further
    north. You started out on the south-side of Duncan's house, and you end up on
    the north side.
    Anyway, the goal was to escape South Figaro, and guess what? A couple steps to
    the right is your escape.
    NOTE: You can talk to the wandering soldier, and he will say the same thing as
    always. Isn't it a bit weird that he can't figure out that you're on the other
    side of him? Or that you have a famous general of his own army with you?
    4.31 Locke: South Figaro Cave (Revisited)                               [4.031]
    NOTE: If you want to see the enemies you will encounter on the way to South
    Figaro Cave, see Section [4.08]
    NOTE2: I warned you twice. Here it is: If you didn't get Foper, Hornet, or Urok
    in your Bestiary, you have now officially missed them. The monsters in this cave
    have now changed, and you will never see the above three monsters again.
    New Monsters:
    #27 - Cartagra
    #28 - Acrophies
    #29 - Gold Bear
    #283 - Tunnel Armor
    Monster Formations:
    - Gold Bear, Acrophies (1 AP)
    - Acrophies x2 (1 AP)
    - Cartagra, Acrophies x2 (0 AP)
    - Cartagra x3 (0 AP)
    Items Found:
    - X-Potion (West End of Main Cave)
    - Ether -> Hi-Ether (East End of Main Cave)
    - Thunder Rod -> Hero's Ring (Up the West stairs in 2nd to last room)
    - Cartagra has Antidote (Common) and Potion (Rare)
    - Acrophies has Eye Drops (Common), and Antidote (Rare)
    - Gold Bear has Potion (Common), and Hi-Potion (Rare)
    Nothing too special here.
    Welcome back to the South Figaro Cave. As mentioned above, the monsters have
    How to handle these monsters:
    - Cartagra. Their special attack is Poison Barb, which can poison you. Luckily,
    Celes knows Poisona, so you don't have to waste an Antidote.
    - Acrophies is just annoying. Their special attack, Numbclaw, can cause you to
    Stop, which is just annoying. A simply Blizzard can do nice things here.
    - Gold Bear can do 250% damage with Gouge, it's special attack. Take care of
    these guys as fast as possible. Blizzard also works nicely here.
    On to the cave itself. You know where to go. Once you get to the big room, go
    west and collect the X-Potion. That item won't change anymore, so it's safe to
    get it now. The chest on the east side is still an Ether, but it will change
    into something better later.
    Now the last chest is something to think about. If you leave it now, it changes
    into Hero's Ring later (a very good relic to have). However, if you grab the
    Thunder Rod now, you can use it to instantly kill the boss coming up. It's
    really up to you, but I recommend leaving it for the Hero's Ring. The boss isn't
    that hard to beat, so there's no need to waste the Thunder Rod on it.
    Once you get to the room with the Recovery Spring, Locke will say something
    about some noise. Weird. Make sure you heal at the Recovery Spring before
    attempting to leave. Note I said attempting. Boss Battle!
    BOSS: Tunnel Armor
    Tunnel Armor (0 EXP, 250 Gil)
    - Level: 16
    - HP: 1300
    - MP: 900
    - Drops: Elixir (Always)
    - Steals: Bioblaster (Rare), Air Knife (Common)
    As soon as you start the battle, Celes will tell you a little about Tunnel
    Armor. It seems to have quite powerful magic attacks. Lucky for you, Celes has
    her Runic ability, which can absorb all magic.
    The battle is pretty easy. Always use Runic with Celes, and I suggest you try
    to steal that Bioblaster from Tunnel Armor, but it is quite rare to get it, and
    you might get beat up too badly to successfully steal it.
    If you still have Locke equipped with the Genji Glove, you obviously know he'll
    attack twice, which should speed up the battle a little.
    Tunnel Armor's special attack is Drill, which will attack you for 200% damage.
    If your HP ever gets dangerously low, have Celes cast Cure on both of you.
    This battle really isn't that difficult. Once you kill off Tunnel Armor, you'll
    always receive an Elixir as a reward.
    After the battle with Tunnel Armor, the scenario ends with Locke and Celes
    automatically leaving the cave.
    "The three groups have arrived in Narshe, and now a decisive battle is about to
    Elder: I understand what you're saying. But... you're asking us to spill our
           blood for you.
    Arvis: That's not what we asked!
    Elder: What you ask is the same.
    Banon: Ha! You're absolutely rigth.
    Arvis: Banon!
    Banon: We're asking you to spill your blood.
           Emperor Gestahl is racing to acquire ever greater Magitek power. That's
           the reason he wants the esper that was discovered here. If we allow the
           Empire to continue amassing weapons of Magitek destruction... history's
           greatest mistake will be repeated.
    Elder: The War of the Magi...
    Soldiers: "The legendary conflict that laid waste to the world..."
              "You're saying it could happen again?"
    Elder: I had thought humans to be wiser creatures...
    Sabin: Edgar!
    Edgar: Sabin! You're all right! Who have you brought along?
    Cyan: I am Cyan, a warrior of the kingdom of Doma.
    Gau: Uwao... Gau!
    Sabin: The Empire killed everyone in Doma, down to the last child...
    Cyan: Kefka... poisoned them...
    Elder: Barbaric!
    Banon: Elder!
    Elder: But... that was because Doma was collaborating with the Returners. As
           long as we remain neutral, we have nothing to fear from the Empire.
    Locke: Think again!
    Terra: Locke!
    Locke: The Empire's poised to attack Narshe as we speak!
    Edgar: What!?
    Banon: Locke, where did you manage to get your hands on information like that?
    Locke: Celes here was one of the Empire's gener--
    Cyan: So it is her! I thought she looked familiar. Sir Gau, step aside!
          The infamous General Celes... The woman single-handedly responsible for
          the decimation of Maranda... Stand and meet thy judgment, Imperial b--
    Locke: Wait! Celes has promised to join the Returners! She's fighting on our
           side now!
    Cyan: Be that as it may...!
    Locke: I promised I'd protect her, and I won't give up a woman I've sworn to
    Edgar: Locke... You still haven't gotten over that, have you...?
    Terra: I was also an Imperial soldier.
    Cyan: WHAT!?
    Edgar: The Empire is evil, but that doesn't mean that all of its citizens are.
    Sabin: I'm going to have to defer to my brother on this one...
    Messenger: The Empire is here! We're under attack!!!
    Kefka: I don't care what you have to do, just get me that esper!
    Soldier: Kefka, sir... What about the civilians?
    Kefka: What about them? Kill them all!
    Soldier: But, sir, Narshe is a neutral city...!
    Kefka: Idiot! Read my lips -- mercy is for wimps! There's a reason "oppose"
           rhymes with "dispose" ... If they get in your way, kill them! March!
    Elder: It seems the choice has been made for us. Let us make ready for war!
    Banon: They're here for the esper...
    Elder: We moved it up into the cliffs above the valley.
    Edgar: Then that's where we'll make our stand!
    *While everyone is heading towards Narshe Cliffs*
    Edgar: Locke has a complicated past... Don't go falling for him now, thinking he
           was protecting you out of love back there.
    Celes: Thanks for your concern, but I'm a soldier, not some love-starved twit.
    4.32 Imperial Raid on Narshe                                            [4.032]
    New Monsters:
    #53 - Fidor
    #54 - Corporal
    #55 - Hunting Hound
    #286 - Hell's Rider
    #287 - Kefka
    Monster Formations:
    Green Soldier:
    - Corporal x4 (0 AP)
    - Hunting Hound, Corporal x2 (1 AP)
    Brown Soldier:
    - Heavy Armor, Corporal x2 (2 AP)
    - Fidor, Corporal (1 AP)
    Fast Brown Soldier:
    - Hell's Rider (2 AP)
    - Kefka (0 AP)
    Items Found: None
    - Fidor has Phoenix Downs (Common), which are very nice. Hi-Potion (Rare) never
      hurt as well
    - Corporal has Potion (Common), and Mythril Sword (Rare)
    - Hunting Hound has Hi-Potion (Always), so be sure to steal that. One can never
      have enough Hi-Potions (unless you have 99 of course)
    - Heavy Armor has Potion (Common), and Iron Helm (Rare)
    - Hell's Rider has Mythril Vest (Common), and Elixir (1/8). Both are nice, so
      make sure to steal either one
    - Kefka has Hi-Ether (Common), and Elixir (1/8). Like Hell's Rider, both are
      nice, so be sure to grab either one
    IMPORTANT NOTE: Fidor and Hunting Hound can *ONLY* be found in this area of the
    game. Be sure to encounter both, before beating Kefka. I highly suggest you save
    at the Save Point above you before the fight, and if you don't get both
    formations before you reach Kefka, reset. You have been warned.
    How to handle the monsters: Fidor is weak to Fire, so abuse that if you can.
    Corporal are weak to Poison, so release Edgar's Bioblaster on him for an easy
    kill. Hunting Hound is weak to Fire like Fidor. Hell's Rider is weak to Fire
    AND Poison.
    After that rather long cutscene, you will now have to defend Narshe (well,
    you're really defending the Frozen Esper, which has been moved to the Narshe
    Cliffs) from Kefka and his buddies.
    First you'll have a chance to equip each character. If you've been following
    this walkthrough and getting everything I've suggested, just go through each
    character and choose Optimize. Make sure to equip Relics on every character
    as well.
    Once you're ready, talk to Banon. You'll get another explanation from a Mog,
    which is pretty much the same as the explanation you got while protecting Terra
    from Guard Leader at the beginning of the game. You will split your party up
    into 3 parties, and defend Banon from Kefka's soldiers. If Banon dies, it's
    Game Over. Now onto the three parties.
    The key here is to not put all your best character's into one party, since you
    have two other parties that would not like to die. I suggest something like
    1st Party: Terra, Gau
    2nd Party: Locke, Sabin, Cyan
    3rd Party: Edgar, Celes
    Gau will be awesome here with all his Rages (if you bothered to get them, I hope
    you did).
    Locke is for stealing mostly, and Sabin (for Blitz) and Cyan should be able to
    handle the enemies while Locke steals.
    Edgar is strong because many of the monsters are weak to Poison (Bioblaster).
    Celes... well she had to go somewhere.
    After you're done selecting parties, press Start to begin.
    You will see your three party leaders lined up and ready to go. Then you'll see
    a total of 6 Green Soldiers and 6 Brown Soldiers, along with Kefka appear.
    As mentioned earlier, if anyone reaches Banon, it's Game Over. If you want to
    be on the safe side, you can leave all three parties at the top, and position
    them so that it's impossible for the enemy to reach the side Banon is all (just
    by blocking all the paths with each party). However, it's not hard to simply
    venture out and meet everyone head-on either. Do whichever you prefer.
    If you missed the important note above, here it is again: Fidor (Brown Soldier,
    75% of encountering) and Hunting Hound (Green Soldier, 25% of encountering) are
    ONLY found here, so make sure to fight them or you'll miss them forever.
    Gau's Rages should be mainly Lesser Lopros (Fireball), as most enemies here are
    weak to Fire. Sabin's Rising Phoenix (Left, Left, Down, Down, Right) is also
    Fire-elemental, so abuse that as well.
    As soon as you're done, approach the racing brown soldier, preferably with
    Locke as you'll want to steal a Mythril Vest from him. Make sure to heal
    before the battle.
    BOSS: Hell's Rider
    Hell's Rider (400 EXP, 1290 Gil)
    - Level: 14
    - HP: 1300
    - MP: 170
    - Steal: Mythril Vest (7/8), Elixir (1/8)
    - Drops: Remedy (Always)
    Hell's Rider has a very strong Silver Lance attack, which deals 300% damage.
    It also sometimes uses Reverse Polarity, an unblockable magic attack. Lastly,
    Hell's Rider has an attack called Venomist, a weak attack in itself, and also
    not so accurate. But when it hits, it can Poison you.
    Don't forget: He's weak to Fire AND Poison, so Lesser Lopros Rage, Rising
    Phoenix, Fire spell, anything works well against him.
    Definitely try to get a Mythril Vest. It's better than most items you have now.
    Hell's Rider is not all too difficult, it just may take a while to take him
    BOSS: Kefka
    Kefka (0 EXP, 0 Gil)
    - Level: 18
    - HP: 3000
    - MP: 3000
    - Steal: Hi-Ether (7/8), Elixir (1/8)
    - Drops: Peace Ring (Always)
    For this battle I suggest you use your Terra & Gau party.
    Have Gau use the Alacran Rage, which casts Numb (which in turn casts Stop on
    Kefka) on Kefka. That should make it quite a bit easier to take him down.
    Have Terra use Fire spell. You should also hope that Gau attacks physically,
    since there's no need to re-apply Stop.
    As long as Kefka stays Stop'd, you shouldn't have much to worry about.
    If you used any other parties, follow the following pattern:
    Locke should steal either item, they're both pretty nice.
    Sabin can continue using Rising Phoenix or Aura Cannon
    Cyan can stick with Fang (Bushido #1)
    Edgar should be using Auto Crossbow
    Celes should constantly use Runic in order to absorb Kefka's magic attacks. If
    you don't cast Stop on Kefka with Gau, his magic will give you quite a bit of
    You'll get the Peace Ring if you win.
    After the battle, Kefka warps away.
    The Esper is chilling (bad pun, I know) at the top of the Cliffs, so everyone
    goes to see it... or something.
    While they are discussing if it's possible for the Esper to be alive, Terra
    somehow reacts to it, and blasts everyone away, almost sending them to their
    doom off the cliff.
    Then you see Terra seemingly talking to the Esper (who's name is Valigarmanda
    if you caught the name in the bottom left). After failed attempts at warning
    Terra to get away from the Esper, the two begin to glow. 
    Terra then transforms into some pink form with lots of hair! Cool. What's not
    so cool is that Terra then takes off, and flies around the World Map for quite
    a bit.
    4.33 Narshe and traveling to Kohlingen                                  [4.033]
    Inn Cost: 200 Gil
    New Monsters: None
    Monster Formations: None
    Items Found:
    - Hyper Wrist (Treasure house, north [left])
    - Thief's Bracer (Treasure house, north [middle])
    - Reflect Ring (Treasure house, north [right])
    - Thief's Knife (Treasure house, south [left])
    - Earring (Treasure house, south [right])
    - 5000 Gil (Treasure house, south [bottom])
    - Elixir (Clock in Elder's House)
    Next thing you know, you wake up in the same bed Terra woke up in the beginning
    of the game (in Arvis' house). You are informed that Terra turned into...
    something... and took off. Apparently she looked like an Esper (how anyone
    could know just what an Esper looks like after only seeing one (frozen in ice,
    no less) is beyond me, but work with me here).
    Witnesses said Terra went streaking (bad choice of word here...) westward
    across the sky, beyond Figaro.
    Locke says they've got to hurry and find Terra, since he promised to protect
    her. The rest of the group says the Empire will be back, and someone has to
    look after Banon. They decide to split up. Edgar says Figaro Castle can
    transport one party to the western continent, while another party stays in
    Narshe to protect from further Empire attacks.
    Now you'll have to choose up to 4 characters between 6 characters.
    NOTE: If you only choose 3 characters, you can recruit Shadow for 3000 Gil (he
    claims that's enough to feed his dog, Interceptor; he must have expensive
    taste). However, remember a long time ago in Sabin's Scenario, when I warned
    you about a 1/16 of Shadow leaving after every battle? Yeah, Shadow has the
    same chance of leaving here as well. I suggest you go ahead and choose 4
    characters, as it's really not worth the risk of walking around with one less
    character after Shadow leaves, which he probably will eventually.
    Even if Shadow doesn't leave on the Overworld, he will leave as soon as you get
    to the Opera House (which isn't very far from when you recruit him at all). 
    This will also leave you with only two characters (Celes will be busy) to take
    out a couple enemies AND fight a boss battle. In other words: It's not worth
    it, don't recruit him.
    So yeah, choose 4 character unless you have some fetish for Shadow. But who to
    I recommend the following:
    - Sabin (Aura Cannon + Rising Phoenix = Awesome)
    - Edgar (is just awesome)
    - Gau (Rage = Awesome)
    - Locke (Steal = Useful^2)
    If you're not using Gau and his Rages (shame on you), you can replace him with
    Celes (for healing, mostly). Your only other choice would be Cyan, and he's
    most definitely your worst character at the moment.
    After you've chosen your party, it's time to finally explore the city of
    Note: If you never grabbed the Elixir in the clock in Arvis' house, you can do
    so now.
     /         Item Shop          \
    | Potion (50 Gil)             |
    | Hi-Potion (300 Gil)         | You should still have tons of Potions. If not,
    | Ether (1500 Gil)            | fill up here.
    | Gold Needle (200 Gil)       |
    | Phoenix Down (500 Gil)      | Phoenix Downs are also nice to have, though I
    | Smoke Bomb (300 Gil)        | had over 20 at this point from stealing from
    | Sleeping Bag (500 Gil)      | Fidor.
    | Tent (1200 Gil)             |
     /        Armor Shop          \
    | Mythril Shield (1200 Gil)   |
    | Magus Hat (600 Gil)         | Mythril Shields are for everyone. Buy 4.
    | Bandana (800 Gil)           |
    | Iron Helm (1000 Gil)        | That is all.
    | Silk Robe (600 Gil)         |
    | Iron Armor (700 Gil)        |
     /        Weapon Shop         \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| The only things of interest are the Chain Flail
    | Great Sword (800 Gil)       | and Morning Blade. Chain Flail is for Terra and
    | Mythril Claws (800 Gil)     | Celes. Terra is gone, so Celes. However, Celes
    | Kotetsu (800 Gil)           | cannot use Runic if she equips this (you must
    | Mythril Spear (800 Gil)     | have a Sword equipped to Runic), but if you
    | Air Knife (950 Gil)         | think it's worth it, buy one. If you don't even
    | Chain Flail (2000 Gil)      | have Celes, obviously don't buy one.
    | Moonring Blade (2500 Gil)   | The Moonring Blade is a nice weapon for Locke,
    |_____________________________| but you'll find an even better weapon soon.
     /        Relic Shop          \
    | Sprint Shoes (1500 Gil)     |
    | Jeweled Ring (1000 Gil)     | Don't bother coming here.
    | Fairy Ring (1500 Gil)       |
    | Barrier Ring (500 Gil)      |
    | Mythril Glove (700 Gil)     |
    | Knight's Code (1000 Gil)    |
    Just for fun, go through each character and "Optimize" to get something better
    you may have missed.
    Now on to get the items. Head over to the Elder's House (located west of Relic
    Shop). Grab the Elixir in the clock. Now let's go find this Treasure House.
    Go to the east part of town and up those three ladders. You'll end up in front
    of Arvis' House (just for reference). Head south to find the Treasure House.
    Inside are a total of 7 chests. One of them is locked. Maybe we'll find out
    later what's up with that? (If you haven't caught on yet, I'm basically
    predicting the future when I ask questions like that) Grab all the other six
    unlocked chests for: Hyper Wrist, Thief's Bracer, Reflect Ring, Thief's Knife,
    Earring, and 5000 Gil! Nice.
    Equip Thief's Knife on Locke (this is why you didn't buy the Moonring Blade).
    Also *definitely* equip the Thief's Bracer. This DOUBLES your stealing rate.
    NOTE: This doesn't actually refer to common/rare steals. The game uses a
    separate formula to even determine if you have a chance of stealing. The Thief's
    Bracer doubles this rate. If it turns out you are able to steal, THEN the
    common and rare steal rates (7/8 or 1/8, respectively) come into play.
    Now we have to make our way to the western continent. How do we get there?
    Edgar said something about using Figaro Castle... let's head there for now.
    *waits a minute*
    Welcome back to Figaro Castle! If you've been following this guide, you should
    have both Sabin and Edgar in your party. This will cause a couple scenes here,
    which will provide some more back-story on the two brothers.
    Sabin: Ah, this is just like old times! I'm gonna wander around for a bit!
    Now go rest at the Inn (for free).
    *Sabin walks towards throne*
    Sabin: Hmm... Castle hasn't changed much... And yet it's different... Mom and
           Dad are gone... Nothing can ever really be the same... Not after what
    *Two soldiers murmuring together*
          ...worst he's been...
    ...so...if he should...
    *Flashback begins*
    Sabin: No...! Y-you're wrong! ...It's not true!
    Soldier to Priestess: Priestess... The king, he's...
    *Edgar chasing after Sabin*
    Edgar: Sabin... Sabin...!
    *Sabin standing in courtyard*
    ...Dad...couldn't have...
    *Edgar shows up*
    Sabin: Edgar... ...*sob*...*sniffle*...
    Edgar: So...Dad...didn't make it...
    High Priestess: Edgar! There you are! Your father just said he would entrust
                    Figaro to the two of you. Those were his...final words.
    Sabin: You all make me sick! Everyone's saying that the Empire had Dad
           poisoned... and the only thing any of you can think about is who'll be
           the next king! No one's even sad!
           None of you probably cared when Mom died after we were born, either...
    High Priestess: That's not --
    Sabin: You're just as bad as the rest of them!
    Edgar: Sabin...
    Sabin: Empire of murderers...! They won't get away with this!
    Edgar: Priestess... Leave us.
    *Edgar and Sabin on the top of the tower*
    Sabin: Let's leave this place! Let's forget this crazy kingdom, and live our
           lives how we want to! You said you didn't want to be a king, right?
    Edgar: A life of freedom, huh...? ...What do you think would happen to Figaro
           if both of us left? There'd be no one to take the throne. Dad was
           counting on us to take care of the kingdom...
           Sabin... Let's settle this with the toss of a coin. Dad gave me this
           one. If it's heads, you win. Tails, I win. The winner chooses whichever
           path he wants...no regrets, no hard feelings. Okay?
           Here we go...!
    *Edgar tosses up coin...*
    *Flashback ends*
    *Back in the throne room*
    Edgar: And... you chose your freedom. It's already been ten years... that
           little shrimp has grown into a whopping lobster!
    Sabin: And you're a king crab!
    Edgar: Sabin... Do you think Dad would be proud of me?
    Sabin: Don't you ever doubt that! I'm sure he's beaming with pride, wherever he
    Edgar: Ten years...
    Sabin: Where has the time gone...?
    Edgar: Here's to a couple of confused grownups! Drink!
           Here's to Dad!
    Sabin: To Mom! And... to Figaro!
    Well, there you have it. Now we know a little more about the two brothers, and
    the infamous coin toss that the chancellor kept mentioning.
    Anyway, on to the Shops.
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether  (1500 Gil)           | The Item Shop has been upgraded. Potions are now
    | Phoenix Down (500 Gil)      | Hi-Potions, Phoenix Downs are new, Holy Water
    | Holy Water (300 Gil)        | is new, as are Eye Drops.
    | Antidote (50 Gil)           |
    | Eye Drops (50 Gil)          | Buy whatever you feel necessary.
    | Gold Needle (200 Gil)       |
    | Tent (1200 Gil)             |
     /         Weapon Shop        \
    | Auto Crossbow (250 Gil)     | Two new Tools for Edgar: Flash (MT magical
    | Noiseblaster (500 Gil)      | attack) and Drill (physical attack).
    | Bioblaster (750 Gil)        |
    | Flash (1000 Gil)            | Buy both.
    | Drill (3000 Gil)            |
    After you've bought the two new Tools, there's only one thing left to do.
    Edgar said Figaro Castle would help you get to the West Continent. The secret
    to Figaro Castle is that it can sink into the sand and travel underground (it's
    a video game, just accept it)!
    From the entrance of the castle, go through the first door and you will find a
    set of stairs to the left and right. Go down the left stairs and talk to the
    man here. Tell him you want to go to Kohlingen, and he'll flip a switch, then
    witness the impossible. The castle simply sinks into the sand, moves under
    some mountains that were blocking your access to the western continent, and
    re-surface in another desert area. We call this video game logic.
    Head outside.
    4.34 Overworld (Around Kohlingen)                                       [4.034]
    New Monster:
    #56 - Fossil Dragon
    #57 - Vulture
    #58 - Iron Fist
    #59 - Bloodfang
    #60 - Rock Wasp
    #61 - Paraladia
    Monster Formations:
    - Vulture x2 (1 AP)
    - Bloodfang x2 (1 AP)
    - Bloodfang x2, Vulture (1 AP)
    - Iron Fist x2, Rock Wasp x2 (2 AP)
    - Paraladia x2, Rock Wasp x3 (1 AP)
    - Paraladia, Vulture, Iron Fist (1 AP)
    - Sand Ray, Alacran x2 (1 AP)
    - Fossil Dragon (2 AP)
    - Sand Ray x2 (1 AP)
    - Fossil Dragon has Holy Water (Common), and Remedy (Rare)
    - Vulture has Hi-Potion (Common), and Phoenix Down (Rare)
    - Iron Fist has Potion (Common), and Twist Headband (Rare)
    - Bloodfang has Potion (Always)
    - Rock Wasp has Gold Needle (Common) and Potion (Rare)
    - Paraladia has Hi-Potion (Common) and Remedy (Rare)
    How to handle these monsters:
    - Fossil Dragon. Watch out for this guy. They are weak to Fire, Ice, Holy, and
    Water. Gau can use any Fire or Water rage (Templar, Lesser Lopros, etc.) and
    Sabin's Aura Cannon will work as well. Edgar can use Drill, and Locke should
    just Steal, hoping for a Remedy.
    OR, since it's an Undead Monster, you can use a Phoenix Down to kill it. With
    the money you win from the battle, you can buy three Phoenix Downs, so you still
    come out ahead.
    - Vulture and Bloodfang die to the usual: Your favorite offensive Rage, Aura
    Cannon or Rising Phoenix, Drill, and keep stealing with Locke. These are the
    basic attacks you should be using and I won't bother listing them very much
    in the future, just stick to these unless otherwise noted. 
    - Iron Fist, Rock Wasp and Paraladia are both weak to Fire. Otherwise, just the
    usual will do.
    After you've collected all six new Bestiary entries, and you've had your share
    of battles, enter Kohlingen to the north (or if you've wandered off somewhere,
    it's north-west of Figaro Castle).
    4.35 Kohlingen                                                          [4.035]
    Inn Cost: 200 Gil
    New Monsters: None
    Monster Formations: None
    Items Found:
    - Green Beret (Back door of Old Man's House)
    - Elixir (Clock in Rachel's House)
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            |
    | Holy Water (300 Gil)        | Stock up on everything.
    | Antidote (50 Gil)           |
    | Green Cherry (150 Gil)      |
    | Phoenix Down (500 Gil)      |
    | Sleeping Bag (500 Gil)      |
    | Tent (1200 Gil)             |
     /        Armor Shop          \
    | Mythril Shield (1200 Gil)   |
    | Magus Hat (600 Gil)         |
    | Bandana (800 Gil)           | Nothing to see, folks, move along.
    | Twist Headband (1600 Gil)   |
    | Iron Helm (1000 Gil)        |
    | Silk Robe (600 Gil)         |
    | Iron Armor (700 Gil)        |
     /          Weapon Shop         \
    | Air Knife (950 Gil)           | If you have 4 party members, move along.
    | Chain Flail (2000 Gil)        |
    | Moonring Blade (2500 Gil)     | If you have 3 party members, I assume you did
    | Shuriken (30 Gil)             | that on purpose and are hiring Shadow. Stock
    | Flame Scroll (500 Gil)        | up on his Shuriken, and buy a couple Scrolls.
    | Water Scroll (500 Gil)        | They are expensive and are one-time uses, so
    | Lightning Scroll (500 Gil)    | just get a few.
    | Invisibility Scroll (500 Gil) |
    No Relic Shop.
    Anyway, let's get items first (both of them).
    Cross the bridge to get behind the north-east house of the town. There's a back
    door you can enter. Search the chest for another Green Beret (equip this if any
    of your characters don't have one).
    The other item is in the house in the north-west part of town. As soon as you
    enter, a cutscene revealing Locke's story triggers:
    Locke: I... I couldn't protect her...
    *Flashback begins*
    *Girl and Locke are walking into a cave*
    Rachel: Locke! What are we off to find today?
    Locke: It's almost your... There's supposed to be an amazing treasure hidden
           somewhere in this mountain. We're gonna find it!
    *Tremors begin*
    Rachel: Locke! Look out!
    *Rachel pushes Locke off the bridge, then the bridge collapses, with Rachel
    still on it*
    Locke: RACHEL!!!
    *Locke standing beside Rachel's bed*
    Locke: Rachel! Are you awake?
    Rachel: ... ...? I... I can't remember anything...
    *Locke being pushed out of Rachel's house*
    Rachel's Father: Get out of my house! It's your fault Rachel lost her memory!
    Locke: Wait! Just let me talk to her...!
    Rachel: Please, just go away! I don't know who you are, but my parents get upset
            whenever you come here!
    *Stranger talking to Locke*
    Stranger: Rachel would be better off without you hanging around, Locke. She's
              going to have to make a new start of it. With you here, she can't
              even do that...
    *Flashback end*
    Locke: A year went by... When I finally returned, I found out that Rachel had
           been killed in an Imperial attack. Her memory had returned just before
           she died. The last thing she said was... my name. I never should have
           left her side. I... I failed her...
    This is called character development. Also, this little cutscene about his lost
    love Rachel explains why he keeps promising to protect random girls (Terra,
    Search the clock to steal Locke's dead ex-girlfriend's Elixir. This game stops
    at nothing, let me tell ya.
    Anyway, head back to the north-east house (through the front this time).
    Descend to the basement.
    Man: Oh, Locke! It's been a while! Ages even! Oh, that? Worry not, worry not!
         Your treasure's quite safe! Hee-hee-hee...
    Observe the dead body laying in the middle of the room:
    Man: It's a good thing I'd just happened to have finished this herbal
         concoction back then! Now she'll never age a day! Hee-hee-hee... Had to
         use my herbs, I did! Couldn't very well refuse with you begging me like
    *Flashback begins*
    Locke: Rachel... You're sure the stuff will work?
    Man: Of course, of course! The love of your life will sleep here just like this
         forever... ...and ever...and ever! Hee-hee-hee...
    Locke: If there were a way to...call her spirit back...
    Man: A way to call her back, eh? ...You mean like that legendary treasure?
         Hee-hee-hee... Oh yes, I suppose if you had that...you might be able to
         bring her around! Gwee-hee-hee-hee!
    *Flashback ends*
    Locke: I... failed her...
    NOTE: If you have Celes with you, she will come back downstairs after everyone
    goes upstairs, walk over to Rachel's bed, bow her head and say "Locke...".
    So, let's summarize: When Rachel died, Locke begged this old guy to keep her
    dead body in his basement, somehow preserving her with herbs so she never ages.
    And now Locke has been looking for this legendary treasure to bring her soul
    back. I'm sure we'll never hear anything about it again!
    If you're wondering about the destroyed house: It was destroyed by a "glowing
    monster". Well, that just so happens to fit the description of Terra's new
    Lastly, if you head to the Inn, you'll find Shadow sitting there. If you have
    less than 4 party members, you can recruit him for 3000 Gil. He will have a
    chance of leaving after every battle (1/16), but the only way you could have
    less than 3 party members is if you did it on purpose, or... I'm not even sure.
    Since you chose only 3 members on purpose, you already knew about recruiting
    Shadow, making this paragraph worthless.
    If you talk to the guy walking around outside the Inn, he'll tell you that the
    glowing creature we call Terra took off southwards, toward Jidoor.
    Let's pay a visit to Jidoor!
    I won't bother making a whole separate section for traveling to Jidoor. The
    monsters in the previous section 4.34 that have the monsters that are around
    Kohlingen are actually all the same up until Jidoor, so refer to that section
    for the info.
    Items found:
    - Hero's Ring (South-West Pot in Dragon's Neck Cabin)
    Before heading to Jidoor, you can make an optional trip to the north. You will
    come across a small house, with a man wanting to build a Coliseum. If you check
    out the south-west pot in the house, you can get a Hero's Ring, a relic that
    boosts both physical and magical attack. Not bad. This is an optional trip by
    the way, we just came up here to get the location for the future Coliseum and
    the Hero's Ring.
    Jidoor is straight south of Kohlingen. You'll run into a mountain pass, so hug
    the coastline and keep going south. After a while you'll reach Jidoor.
    4.36 Jidoor                                                             [4.036]
    Inn Cost: 250 Gil
    New Monsters: None
    Monster Formations: None
    Items Found:
    - Ether (Pot in North-East Corner of Owzer's House)
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether  (1500 Gil)           |
    | Antidote (50 Gil)           | Stock up on everything.
    | Gold Needle (200 Gil)       |
    | Holy Water (300 Gil)        |
    | Phoenix Down (500 Gil)      |
    | Echo Screen (120 Gil)       |
    | Tent (1200 Gil)             |
     /          Armor Shop         \
    | Mythril Shield (1200 Gil)    |
    | Twist Headband (1600 Gil)    | Buy a Mythril Shield for everyone in your
    | Mythril Vest (1200 Gil)      | party. Do the same for Mythril Vest.
    | Ninja Gear (1100 Gil)        |
    | White Dress (2200 Gil)       | Also buy two White Dresses for the future.
     /        Weapon Shop         \
    | Kiku-ichimonji (1200 Gil)   | If you have Cyan (why??), buy a Kiku-ichimonji.
    | Kaiser Knuckles (1000 Gil)  | Pick up a Kaiser Knuckles for Sabin.
    | Kodachi (1200 Gil)          |
    | Moonring Blade (2500 Gil)   | If you still have Shadow (consider yourself
    | Flame Scroll (500 Gil)      | lucky), buy a Kodachi for him and get a couple
    | Water Scroll (500 Gil)      | more scrolls.
    | Lightning Scroll (500 Gil)  |
    | Shadow Scroll (500 Gil)     |
     /         Relic Shop         \
    | Peace Ring (3000 Gil)       | Earrings! But they cost 5000 Gil. Nonetheless,
    | Barrier Ring (500 Gil)      | bring your total Earring count up to 4 if you
    | Mythril Glove (700 Gil)     | can afford it.
    | Earring (5000 Gil)          |
    | Knight's Code (1000 Gil)    |
    | Sniper Eye (3000 Gil)       |
    So this is Jidoor. This is a town full of rich people. All rich people, and no
    poor people? Well, if you talk to the Residents, they will talk about the
    residents of Zozo. One could say that all the poor people from Jidoor all moved
    to Zozo. Also, the people in Zozo don't have an ounce of decency in them, so
    don't trust anything they say! The last thing you can learn here is that Terra
    (the girl bathed in light) flew towards the northern mountains... guess where
    our next location is going to be?
    Head to the house in the north end of the town. This huge mansion belongs to
    Owzer. Go up the stairs to the right and check the north-east corner (a pot) to
    get an Ether.
    To the left is a room full of paintings. Two paintings you should remember:
    - The top right one with the pink flowers. This is an easily missed enemy
    encounter later in the game (though you can still encounter them at the very
    end of the game).
    - The painting of Ultros. Just remember this painting will play a small role
    later in the game
    There is an auction house here which you'll get quite a few things from later.
    For now, "today's auction is over".
    Leave town and head north-east then north to eventually reach Zozo.
    The enemies are almost *exactly* the same as from Kohlingen to Jidoor. The
    only difference are in the Grassland monsters, but I'll list them here real
    quick anyway.
    - Vulture, Iron Fist (1 AP)
    - Rock Wasp x4 (2 AP)
    - Iron Fist x2, Rock Wasp x2 (2 AP)
    - Iron Fist x2, Rock Wasp x2 (2 AP)
    - Paraladia x2, Rock Wasp x3 (1 AP)
    - Paraladia, Vulture, Iron Fist (1 AP)
    If you need strategies for these guys, refer to 3.34
    4.37 Zozo                                                               [4.037]
    New Monsters:
    #62 - Harvester
    #63 - Hill Gigas
    #64 - Gobbledygook
    #65 - Veil Dancer
    #288 - Dadaluma
    Monster Formations:
    - Harvester, Gobbledygook x2 (2 AP)
    - Gobbledygook x4 (2 AP)
    - Hill Gigas (1 AP)
    - Hill Gigas, Harvester (2 AP)
    - Harvester (3 AP)
    - Veil Dancer, Harvester x2 (2 AP)
    - Veil Dancer (1 AP)
    - Veil Dancer, Gobbledygook x3 (2 AP)
    - Dadaluma [Boss] (0 AP)
    Items Found:
    - Chainsaw (Beyond the clock puzzle [6:10:50])
    - Ether (Storeroom above the Pub)
    - Potion ("Armor Shop" in North-West of town)
    - Brigand's Glove (Lower storeroom in big tower)
    - Ether (Western tower, North-West corner [Left Chest])
    - Hi-Potion (Western tower, North-West corner [Right Chest])
    - Burning Fist (Upper storeroom in big tower)
    - Hermes Sandals (Top of big tower [Left])
    - X-Potion (Top of big tower [Right])
    - Harvester has Silver Spectacles (Common), and Dragoon Boots (Rare). Make sure
      you get at least one of the Dragoon Boots, they will make a later character
    - Hill Gigas has Gigas Glove (Rare)
    - Gobbledygook has Eye Drops (Common), and Phoenix Down (Rare)
    - Veil Dancer has Hi-Potion (Common), and Thief's Knife (Rare). If you have
      Locke using the Genji Glove, grab a 2nd one so he can equip both.
    How to handle these guys:
    - Harvesters are annoying. Every third turn, they will Throw (same as Shadow's
    Throw command) a Mythril Knife, which will do a fairly large amount of damage.
    If you make your characters invisible (see Gobbledygook below), Harvester can't
    damage you. Don't forget to try to steal a Dragoon Boots (see Note).
    - Hill Gigas are huge physical monsters. They have 1200 HP and just attack
    physically. Again, if your characters are invisible (see Gobbledygook below),
    he can't touch you. To get rid of him fast, use the Mu Rage (Snare; instant
    - Gobbledygook are very simple to beat. However, there is a way you can use
    them to help you out here. Use Edgar's Noiseblaster to confuse them. Each
    Gobbledygook now has a 1/3 chance of using Vanish. If used on one of your
    characters, it gives him Invisible status, which if you remember from Shadow in
    Sabin's Scenario, makes that character immune to all physical attacks. This
    will help tremendously since Harvester's throwing won't hurt you! Note that
    if Vanish is cast on an invisible character, it will remove the status. If
    you're extremely lucky you can get all 4 characters invisible, but try to get
    at least 2 invisible.
    - Veil Dancer are the most dangerous here. Especially if you meet the formation
    that has them by themselves. If alone, they will use either Blizzara, Thundara,
    or Fira, all of which are MT and will deal over 200 damage to EVERY character.
    They are weak to Poison, so use Bioblaster.
    NOTE: Dragoon Boots. A very useful relic, but even better when paired with
    Dragon Horn (gotten later in the game). Dragoon Boots changes the Fight command
    to the Jump command. Jump obviously makes the character jump (and disappear off
    screen). While in the air, you avoid most attacks. Once you land, you attack
    with the same Fight command, but you never miss. The Dragon Horn gives you a
    3/4 of landing twice (therefore attacking twice), a 3/16 (18.75%) of attacking
    three times, and a 1/16 (6.25%) of attacking 4 times! You can easily see why
    this is a nice setup.
    This is the only city in the game where you find random battles. This can
    probably be explained by the chaos and the crazy people living here, but that's
    not our concern. We're still trying to find Terra.
    Let's collect some items first. Enter the first building (the Pub). Go up the
    two stairs and go through the right door (left door takes you to a balcony,
    and nothing else). Go up the stairs and check the left door: it's rusted shut.
    Maybe we'll figure out how to "unrust" it someday (We will). Enter the right
    door and grab an Ether. Leave the Pub.
    Head towards the north-west part of town. If you check out the Inn, you'll find
    nothing but a clock where you have to set a time. In a few minutes, we'll
    solve that puzzle and get a very awesome Tool for Edgar.
    Continue past the Inn and go west (you walk behind the tall building). Enter
    the Armor Shop (the right building) to find a chest with a Potion.
    Now let's solve that clock puzzle to get that Tool! Remember that someone in
    Jidoor told you Zozo residents lie? Basically, you have to talk to everyone,
    and since everyone is lying, whatever they say is wrong. Eventually, every
    option except one will be given, which makes that the correct one.
    The first clue: In the Weapon Shop next to the Armor Shop. The guy behind the
    counter says "That clock doesn't have a minute hand. Of course, it never points
    to the right time, anyway!" *That* clock is the clock in the north wall. Examine
    it to see the clock's hand pointing at 2. Since the guy said there is no minute
    hand, we have to assume it actually IS referring to the minutes. The 2 on the
    clock is referring to 10 minutes past the hour. The man behind the counter says
    it never points to the right time... so we know that 00:10 minutes IS actually
    the right time.
    Now we just have to find the hours and the seconds.
    Man behind counter in Pub: "The second hand on my watch is pointin' at 30."
    So we know it's not :30.
    Now head into the tower in the south-west corner. Head outside up the stairs,
    up these stairs and back inside. There are a total of 7 guys walking here, and
    they go on forever. Five of them give clues:
    1. It's 2:00
    2. It's already 12:00
    3. Oh, it's 10:00! I'd better be getting home.
    4. Don't listen to the others! Trust me, it's 8:00!
    5. Time, you say? It's 4:00.
    Since the only one not listed it's 6:00, we can assume that is the hour. So far
    we have: 6:10:XX
    Go up the stairs to the north to be outside again. Head up the first set of
    stairs and look down to see the hook. This is how the game allows you to leave
    the tower. I guess they thought you couldn't leave through the hallway because
    of all 7 guys walking... but if you stand in front of the door, the press Up
    to enter the door, and while the screen is black, start pressing Right, you
    can go down the stairs and walk through the guys walking up the stairs. Then
    simply stand in front of the stairs and wait for all 7 guys to line up in front
    of you. When this is done, walk around them and run through the hallway (all
    7 will be walking up the stairs) without disturbance. But yeah, we'll just use
    the crane.
    Anyway, go up two more flights of stairs after the crane and enter the door to
    the right. Collect the Brigand's Glove. This is a nice Relic that changes the
    Steal command into Mug. Mug is a command that combines Fight + Steal, so you do
    damage while attempting to steal. Pretty sweet. Equip it if you want to use
    Go back out and go left to find... a wall? What?
    Go back down two flights of stairs and notice the black spot to the left. Go
    in there and press Left to find yourself jumping between the balconies!
    Re-enter the tower. Go up and to the left to find three pots and one bucket.
    The top two pots hold Ether (left) and a Hi-Potion (right). Continue down, and
    talk to the guy behind the counter: "My watch's second hand is pointing at the
    4." This means the seconds are NOT :20 (4 on a clock is 20). Go outside,
    upstairs, and the guy will tell you the seconds are divisible by 20. You know
    what this means: the seconds are NOT divisible by 20. So we're left with :10,
    and :50. Unfortunately, these are all the clues you get, but we've narrowed it
    down to two possibilities: 6:10:10 or 6:10:50. Since we are halfway done with
    this tower, we might as well finish it and get the Tool later (you'll be using
    Bioblaster for the boss here anyway).
    Jump back to the right tower, and go up the stairs. Go outside, climb two
    sets of stairs, and enter the room to collect the Burning Fist. This is a better
    weapon for Sabin which boosts his Attack by a lot.
    Climb up more stairs and prepare for a boss battle.
    BOSS: Dadaluma
    Dadaluma (0 EXP, 1210 Gil)
    - Level: 22
    - HP: 3270
    - MP: 1005
    - Steal: Jeweled Ring (Common), Thief's Bracer (Rare)
    - Drops: Twist Headband (Common), Thief's Knife (Rare)
    Dadaluma is a strange boss. It may be some buff martial arts fighter or
    something. Whatever, that doesn't concern us.
    If you have characters with Clear status still, good for you. They'll be
    relatively safe from this battle.
    First off, to make this battle much easier, have Gau use Alacran or Acrophies.
    This will set Stop status on Dadaluma, preventing him from doing much of
    anything. Now you can just attack him with Bioblaster (he's weak to Poison),
    Aura Cannon/Rising Phoenix, and steal from him. Chances are you'll kill him
    fairly quickly.
    That's the easy way to the battle. If you don't have Alacran, you'll have to
    fight the battle normally, which still isn't hard. He casts Shockwave, which
    does over 100 damage to a ST. After you get his HP to a certain point
    (somewhere below 50%), he'll use Potion and Hi-Potion on himself, and cast Safe
    and Protect on himself as well. If you attack him physically a few times, he'll
    start throwing weapons at you (Dagger and Mythril Knife again).
    If the battle is taking too long, he'll summon two Iron Fists to join him.
    Simply dispose of them ASAP if they show up (chances are good you'll kill
    Dadaluma before he summons these guys). Dadaluma can summon them again if the
    battle lasts even longer still, but that really shouldn't happen.
    Trillium Rage is Bio (Poison-Elemental) which will deal MASSIVE (I'm talking
    1500+) damage to Dadaluma. Two of those and some other attack will take care of
    him easily.
    If you don't have Trillium either (aren't you regretting not using Gau?), use
    Cat Scratch. If you don't have that either, you probably don't even have Gau
    in your party.
    Anyway, like mentioned earlier, stick with Bioblaster for Edgar. Sabin can use
    his favorite Blitz. Locke should be stealing.
    All in all, not to hard of a boss. Rather pathetic, if you ask me.
    After he's done, head up the last flight of stairs and enter the door. Check
    the left and right side of the rooms for Hermes Sandals (left) and X-Potion
    Head up to find... Terra!
    The dialogue that follows depends on who is in your party, but I shall
    Ramuh appears as an old man. He is actually an Esper, taking the form of a
    human in order to live amongst the humans without revealing himself. He informs
    you that when Terra transformed and took off in Narshe, she was using a power
    she didn't know she had, and it overwhelmed her and she went crazy. Now her
    body isn't listening to what she says. Ramuh then tells you that humans and
    espers are incompatible, but it wasn't always so. Humans and Espers used to
    live together in harmony... until the War of the Magi, the ancient battle
    between espers and humans who had been infused with magical powers extracted
    from other espers (Celes, anyone?).
    After the war, the espers lived in their own world, minding their own business.
    Then, 20 years ago, humans stumbled upon the entrance to the hidden world.
    And thus began the hunt for Gestahl (the Emperor) to track down the espers.
    As soon as the espers got word of Gestahl's plan, they created a massive gate
    to keep humans out.
    Ramuh then says the espers that were caught are now in the Empire's Magitek
    Research Facility, being drained of their powers. Ramuh escaped the Facility,
    and is now chilling with you guys.
    You then find out that it was Ramuh who called Terra to Zozo, and she responded
    to the call. Guess that makes Terra an Esper... well, she's different from
    normal espers Ramuh says. She's in pain now because she doesn't understand what
    she is, but maybe she'll be able to control that someday.
    Ramuh says his buddies in the Magitek Research Facility may be able to help
    her. Then he begins his suicidal thoughts and says you can't force a power from
    an Esper; that only weakens them. Only when they become magicite their powers
    can be transferred in full. Ramuh is going to turn himself into a magicite so
    he can lend you his strength. Aww, how nice.
    What is a Magicite though? Magicite is an esper's power in its purest form.
    When an esper dies, magicite is all that is left behind...
    Shortly before Ramuh commits suicide, he shows you his three friends he took
    out of the Research Facility. This leaves you to collect a total of 4 Espers.
    Not bad for a start.
    Once you can control your characters again, collect all 4 (from left to right):
    Kirin, Siren, Cait Sith, and Ramuh.
    Go down now to find the two party members you didn't pick way back when. Talk
    to either one of them to continue.
    Everyone now descends the tower stairs (I guess the monsters don't want to
    attack all of a sudden?).
    Once at the bottom, the party decides to split up again (for the same reason as
    last time; one party for defending Narshe and the other to sneak into the
    Magitek Research Facility and free the Espers). The only difference this time
    is that out of the 4 party members you can choose, Locke and Celes are forced
    into your party, so you only get to choose two more.
    Your choices are Cyan, Edgar, Sabin, and Gau. Cyan is out, he's just not that
    If you've been using Gau (as you should), he's an obvious choice. Which leaves
    you with Edgar or Sabin. I recommend choosing Edgar over Sabin. Edgar has
    powerful Tools (Noiseblaster to confuse, Bioblaster for those Humanoids, Drill
    for nice damage) and Sabin just doesn't match up to that with Aura Cannon or
    Rising Phoenix (the next Blitz you learn is at Lvl 23, and it is a horrible
    Blitz; a healing spell which heals everyone but Sabin by the amount of
    (Sabin's HP / (# of targets - 1)).
    Of course, if you haven't been using Gau because you've been lazy, you'll
    obviously be bringing the Figaro brothers.
    Locke notes that if you need to change party members, you can head to Narshe.
    After the 2nd party leaves, your party hints that there might be a way to get
    to the Southern Continent (where Vector [the Imperial Capital] and therefore,
    the Magitek Research Facility are) if you check around Jidoor.
    NOTE: You'll notice a ghost walking around. Talk to him to get an explanation
    on Espers, since no one told you anything about it. But since I want this to be
    a complete walkthrough, I'll copy the ghost's explanation and add my own:
    = How to use an Esper =
    To use an esper, you must first equip its magicite. Select "Abilities" from
    the main menu, then select "Espers." To summon the esper in battle, select
    "Magic," press Up, then select the esper with the A Button. You can only call
    upon a particular esper once per battle.
    = Learning Magic =
    A character learns spells over time when an esper is equipped. The set of
    spells each esper teaches is different. The higher a spell's acquisition rate,
    the faster it will be memorized. Some espers also permanently increase an
    attribute of the character equipping them when the character gains a level.
    I'll add my own explanations for the Espers in the next section. There is one
    last thing to do: The clock puzzle. Head to the Clock Tower.
    We've narrowed it down to 6:10:10 or 6:10:50. I wonder which one it is?
    Let's try 6:10:50. Oh wow, it worked. (Btw, I could've just told you the answer
    way back when, but then people would ask questions "How did you know that?" so
    I showed you how you're supposed to know). Entering the correct time will raise
    the wall to the right. Go up the stairs to get: Chainsaw.
    Chainsaw is a strong tool, and even better: it has a 25% of instantly killing
    the target. Sweetness.
    Now, time to do some optional (but recommended) things.
    4.38 Magic AP & Trip to Veldt                                           [4.038]
    Before we head on in the story, I strongly suggest making a trip to the Veldt.
    Make your way towards the South Figaro Cave, which was south of Narshe(South to
    Jidoor, North-East to Kohlingen, enter Figaro Castle, take underground across
    mountains, re-surface, exit castle, and head south to South Figaro Cave).
    While you walk all that way, I'll explain AP a bit.
    Let's take a look at the enemy formations for inside Zozo buildings:
    - Harvester (3 AP)
    - Veil Dancer, Harvester x2 (2 AP)
    - Veil Dancer (1 AP)
    - Veil Dancer, Gobbledygook x3 (2 AP)
    So you've probably noticed the AP thing after every single formation up till
    now. Well, now it's all going to make sense. AP stands for... I really have no
    idea, but that's ok.
    NOTE: I've been informed it may stand for Acquisition Points.
    AP gained is based on formations, NOT enemies (every formation is different).
    From now on out, you'll gain AP for every formation that gives 1 or more AP.
    Note: You only get AP when you have at least one Esper equipped. Actually, you
          also get AP when Terra is in your party, as she needs AP so she can
          use Trance (the more AP she gets, the longer she stays Trance'd). [Thx to
          blusiryn for pointing this out]
    Note2: To unequip an Esper, equip a blank spot (go to a blank spot and press
           A) You wouldn't believe how often this gets asked
    So first we need to equip an Esper. Go into the main menu -> Abilities ->
    Espers to see your current list of espers. Press A on an Esper to see a list of
    spells that specific esper teaches. The first column lists the spell name. The
    2nd column has the Acquisition Rate. 3rd column is your progress on learning
    that spell.
    The Acquisition Rate is what we're interested in. When you gain AP after each
    battle, your Progress % is increased by: AP gained x Acquisition Rate
    In other words, let's say you equip Ramuh, who teaches Thunder at x10 Rate and
    Thundara at a x2 Rate. You fight a battle consisting of a single Harvester (I'm
    using the above copied enemy list). That particular formation gives 3 AP.
    After the battle, if you looked at the Esper screen for Ramuh, you would see
    that Thunder's progress is now 30% (3 AP x 10 Acquisition Rate) and Thundara is
    6% (3 AP x 2 Acquisition Rate).
    The same works for every character and every esper. Once progress reaches 100%,
    you will see a line saying "Celes learned Thunder!" (obviously Celes and Thunder
    are replaced by the name and the spell learned).
    That's about all for AP. There is one more thing regarding Espers, though.
    As you should know by now, your character's stats stay the same. They only
    increase because you are wearing equipment that temporarily increases a stat.
    The base stats always remain the same, though.
    There are certain Espers that can increase these stats. Let's take a look at
    Ramuh again. Under the list of spells he teaches, it says:
    "At level up: Stamina + 1"
    This means that when a character levels up while Ramuh is equipped on him/her,
    that character's base Stamina stat will go up by 1.
    Now take a look at Siren. Siren's level up bonus is "HP + 10%". Each character
    naturally increases its HP (and MP) at a level up. While Siren is equipped,
    that character will gain a 10% bonus. This does NOT refer to HP Total for the
    bonus, just on the level up. Let's say a character gains 100 HP at level up.
    With Siren, they would gain 110 HP instead of 100 (100 + 10% = 110).
    This allows players to plan ahead and max out a character's stat using the
    Espers and all sorts of goodies. The average player will not do this and just
    enjoy the added bonuses these espers give.
    Anyway, enough babbling. You should be near South Figaro Cave now. If you
    hadn't guessed, we're making our way toward the Veldt to learn some very
    awesome rages for Gau.
    Enter South Figaro Cave (heal at Recovery Spring), go through it, bypass
    South Figaro, and enter Mt. Kolts. Go through the whole mountain, exit, head
    north and enter the Returner Hideout (don't forget Trillium can Poison).
    Go to Banon's room (if you forgot, the north-east room of the place) and walk
    into the South wall to find that hidden door. Walk through here to get to the
    Lethe River, remember this? Hop aboard the raft that is conveniently placed.
    Don't worry, no Ultros battle at the end this time. Make sure to thank Lesser
    Lopros for providing his Rage which you've used so many times.
    Go south when you're dropped off and head across the bridge where the Imperial
    Camp used to be. Go a little south then back across another bridge to the west.
    If you're wondering: Doma Castle is blocked off by Imperial Soldiers.
    Enter Phantom Forest and cross through it (no Phantom Train anymore). Don't
    forget to heal at the Recovery Spring. Once through the Forest, go around and
    enter Baren Falls (no battles this time).
    Welcome to the Veldt. Finally.
    Here's the list we really want to get:
    - Anguiform (Aqua Breath)
    - Aspiran (Gigavolt)
    - Gobbledygook (Vanish)
    - Hill Gigas (Magnitude 8)
    - Veil Dancer (Blizzara)
    The most interesting ones are Anguiform and Aspiran. This will make the Magitek
    Research Facility SO much easier if you get those. Vanish is nice as you know,
    since you abused the Gobbledygook's ability to cast it by confusing them and
    having them cast it on you.
    The nice thing about the Veldt is that you also gain AP for these fights, but
    no EXP. This may not seem so nice to some people, but people playing a LLG
    find it great.
    Once you get all the above rages, it's time to move on. Go to the south end of
    the Veldt and enter Crescent Mountain Cave (there are no enemies in here). Go
    through the cave and exit to jump into Serpent Trench. You will end up on the
    docks of Nikeah. Talk to the guy on the boat to get taken to South Figaro.
    Just think. The boat goes SO close to the Southern Continent. Why couldn't it
    just keep going south instead of turning west to get to South Figaro? Ah well,
    video game logic.
    Speaking of which, here's some more for you. Since South Figaro is still
    occupied by the Empire, you are forced to cram yourself into a chest and be
    carried to safety in South Figaro. How does a 4 person party fit into one chest?
    Again, video game logic.
    Anyway, you're back outside South Figaro. Now we need to get back to Jidoor.
    So head back through South Figaro Cave (if you want to switch your party for
    whatever reason, you can head to Arvis' house in Narshe and talk to any of the
    members walking around to rearrange your party), take Figaro Castle
    underground, and head south to reach Jidoor.
    4.39 Jidoor Revisited                                                   [4.039]
    New Monsters: None
    Monster Formations: None
    Items Found: Any ones you might've missed last time
    Welcome back to Jidoor after that long re-route to the Veldt and back. It'll be
    worth it later, trust me.
    So what to do here? Nothing seems new, and the Auction House is still closed.
    Maybe there's something in Owzer's Mansion...
    Talk to the man running back and forth at a high rate of speed. This is the
    Impresario of the Opera House. He mistakes Celes for Maria, the opera singer.
    Apparently, Celes is a spitting image of Maria. The Impresario mumbles
    something about being in trouble and runs off.
    As you leave, you'll find a letter on the floor. Pick it up and you'll be told
    the guy who just ran off is the director of the troupe that performs at the
    opera house. The Impresario has been uptight since that letter arrived. You
    then proceed to read the letter:
    Dearest Maria,
    I've decided to take you as my wife, so
    I'll be coming to kidnap you.
               The Wandering Gambler
    Short, and straight to the point. I love it.
    Locke questions the man on who the Wandering Gambler is. Then the scene shifts
    to some airship type thing with a man standing on the front of is. This is
    probably the Wandering Gambler. You now get a naming screen for him. His name
    is Setzer. You should notice that everytime you gave a character a name, they
    later joined your party. Is it possible this Setzer guy will join you?
    Setzer owns the worlds only airship. The group decides to set up a meeting with
    Setzer to see if he could fly them to the southern continent. Time to head to
    the Opera House! It's located straight south of Jidoor.
    Note: The monsters on the way to the Opera House are the same as listed at the
    bottom of section 4.36
    4.40 The Opera House                                                    [4.040]
    New Monster:
    #66 - Stunner
    #67 - Goetia
    #289 - Ultros
    Monster Formations:
    - Goetia, Stunner x2 (3 AP)
    - Stunner x3, Goetia x2 (3 AP)
    - Ultros (0 AP)
    Items Found: None
    - Stunner just has a Common Hi-Potion
    - Goetia has Hi-Potion (Common), and Antidote (Rare)
    How to handle these monsters:
    - Stunners are weak to Fire, so use Lesser Lopros, Templar, Spritzer, or any
    other Fire-elemental. Those who went to the Veldt earlier and used their time
    wisely by teaching their characters the spells of all espers can cast Fire
    (taught by Siren if you're wondering) as well. The only problem with Stunners
    is that they tend to call more Goetias when they are by themselves, so get rid
    of them as fast as possible.
    - Goetia is weak to Ice. Veil Dancer wins this one, or cast Blizzard with
    Welcome to the Opera House. In case you're wondering, you won't find these
    monsters until a little bit later. First, we have another important thing to
    do, which many consider to be one of the best parts in this game. I, however,
    don't see what makes this scene so great, but that may just be me.
    Once you enter, talk to the Impresario. He says Setzer will probably appear
    at the climax of the first act, because he loves to make an entrance. Locke
    informs him the group will nab him after he appears. The Impresario is torn
    between wanting to make the performance a success and not wanting to lose
    Locke comes up with a brilliant plan: Have Celes be Maria (since she just
    happens to look almost exactly like Maria), and let her be abducted. The rest
    of the group will follow him onto the airship. The Impresario loves this!
    But Celes doesn't, and runs off... straight into the dressing room. Nice. She
    practices her singing and... it doesn't go well.
    You also see Ultros real quick. He then throws a letter over to where everyone
    is standing, apparently trying to do it like Setzer. Unfortunately for him,
    no one sees the letter and just walks off. Ultros = pwned!
    Let's go watch some Opera. No, really, let's. I won't bother typing up the
    story of the Opera or anything, simply because I don't want to. So there.
    After Draco sings for a little bit, you get control over Locke. You can talk to
    your characters, who will each say something different:
    Cyan: Where art thou going? Thou should relax and enjoy the show!
    Edgar: Go on! Give her some encouragement!
    Gau: Uwao! Pretty song, pretty song!
    Sabin: Huh? Why's everyone singing?
    *If you brought Shadow, he leaves you here. Talk to the Impresario: Your friend
    left. Said he'd fall asleep if he had to sit here for more than five minutes...
    Leave through the right door, go down the stairs, and go up the east stairs
    again. You'll be in front of the dressing room. Enter.
    Talk to Locke. I will type up THIS dialogue:
    *Locke turns deep red [Like when he's Berserk'd]
    Locke: Have you... always been that pretty?
    Celes: Locke... Why did you stand up for me when you did?
    Locke: ...Because I'm tired of standing by and doing nothing while I lose girls
           I like
    Celes: Am I just a replacement... for her?
    Locke: ... That ribbon looks nice on you.
    Celes: I have to go on stage soon. This next scene's an important one. Maria
           starts to worry that something's happened to Draco, and pours her
           feelings into song.
    Locke: Shouldn't you check the score one last time?
    To answer Locke's question: Yes, you should. Well, you don't have to, since
    I will do the work for you once more.
    Scene 1
    O my hero, my beloved,
    Shall we still be made to part,
    Though promises of perennial love
    Yet sing here in my heart?
    I'm the darkness, you're the starlight
    Shining brightly from afar.
    Through hours of despair,
    I offer this prayer
    To you, my evening star.
    Must my final vows exchanged
    Be with him and not with you?
    Were you only here to quiet my fear...
    O speak! Guide me anew.
    ... This is where you pick up the
    flowers. Climb the stairs and toss
    the flowers from the highest balcony.
    (Be sure to finish by the end of
    the interlude! There isn't much
    time before the start of Scene 2.)
    - Impresario
    Scene 2
    Now head up through the right door and enter the stage. If you weren't reading
    this file, you'd have to write down the script somewhere to know which phrase
    is the correct to enter, but obviously, you ARE reading this file. Plus points
    for you.
    You don't have much time to enter the phrases, so be quick. The phrases are
    (in this order):
    1. Right: O, my hero...
       Wrong: Alas, Draco... = Alas, Draco! You have left me... START OVER
    2. Right: I'm the darkness...
       Wrong: I wish I... = I wish I... uh? START OVER
    3. Right: Must my...
       Wrong: Prince Ralse... = Princes Ralse will be my groom. I know... START OVER
    Then Celes walks up the stairs, and Draco appears. Walk over to him, and talk
    to him three separate times. Talk to him a fourth time, and he turns into
    flowers. Quickly grab the flowers with A, walk up the stairs ahead of you and
    walk onto the balcony. Done.
    NOTE: If you mess up on any of these (Give the wrong line, or you take too long
    with the whole walking thing), you fail and find yourself outside the Opera
    House on the Overworld. Re-enter to get another chance. If you mess up three
    more times after that (why??), it's Game Over. Yeah.
    Watch the rest of the scene. Then it fades back to Locke (who thinks Celes did
    wonderful... aww). Attempt to leave the changing room, but don't leave yet
    because there's a letter on the floor. Read it.
    "I owe you guys one, so I'm gonna jam up
     your opera!
    So THAT'S what Ultros wanted. Locke says he better tell the Impresario. Head
    back into the seating area and tell the Impresario. When you talk to him, all
    he says is "What!?" (one could argue Locke never said anything, but we can't
    assume that). The scene then shifts back to the Opera at hand.
    Then the scene shifts to Ultros on the rafters above where Celes is standing.
    He's standing next to a 4 Ton weight! But it's heavier than Ultros thought (how
    heavy did he think 4 Ton would be?), so it's going to take him EXACTLY 5
    minutes to push it off the edge.
    This means you'll have 5 minutes to stop him. The Impresario tells you to talk
    to the stagehand in the room in the north-east corner.
    So head up to the north-east corner and enter that room. The stagehand will
    tell you to lower the far-right switch.
    If you lower any other switches:
    - Far left = Nothing
    - Second from left = Lights get turned off and you see the eyes of all the
      people watching the Opera)
    - Third from left = Fall through trap door and end up on the stage. You quickly
      jump through the crowd and end up in the Foyer of the Opera House. Head up
      the stairs to the right to be back at a familiar place
    - Far right = Seemingly nothing, but another door has been opened.
    Leave this room, and head back toward the Impresario. Now head to the north-west
    corner of the room. Enter this room and go up the stairs to enter this door.
    If you had come here before hitting the switch, this door would be locked.
    You'll find yourself on top of the rafters. This is also where you'll fight
    Goetia and Stunners, so refer to the top of this section for a refresher on how
    to deal with them.
    NOTE: Time is still running during these battles, so be quick.
    Make your way along the rafters (it's not hard to find your way). There are
    about five or six battles before reaching Ultros. Once you do reach Ultros talk
    to him, and he'll push you and himself off the rafters, and you'll land on the
    You then proceed to fight Ultros on stage.
    BOSS: Ultros
    Ultros (0 EXP, 2 Gil)
    - Level: 19
    - HP: 2550
    - MP: 500
    - Steal: White Cape (Common)
    - Drops: None
    Now it's time to fight Ultros again.
    His attacks this time are Ink (may cause Darkness) and Tentacle (about 500
    damage), like last time. Unlike last time, you CAN attack him with Fire without
    having him counter it. Some of his other attacks are Fire, Lv. 3 Confuse (which
    confuses every character who's level is divisible by 3), Imp Song (causes Imp),
    Megavolt, and Drain.
    One thing to note about Ultros: Every once in a while, Ultros will change his
    position on the field. His position also depends on which attacks he will use:
    Top = Fire
    Middle = Ink or Tentacle
    Lower Left = Lv. 3 Confuse
    Lower Right = Megavolt or Drain
    He uses Imp Song at every position in the battle.
    This may all look like a tough battle, but it's really not:
    One strategy involves casting Stop (Alacran) on him, then attacking him until
    he dies, which shouldn't take that long at all. Use Drill with Edgar, have
    Locke steal that White Cape if you want, and have Gau use your favorite Rage.
    The easiest strategy by FAR is this: Have Gau use Aspiran Rage. That's it.
    Chances are VERY good it will kill him in one hit. Once he uses Gigavolt (50%),
    Ultros dies. Easy.
    If you don't have either of that, make sure you have Ramuh equipped on somebody.
    Summon him for around 1500 damage. After that, use Drill/Chainsaw with Edgar,
    simply attack with Locke and use your favorite Rage with Gau, or your favorite
    Blitz with Sabin.
    Not so hard, was it? You get nothing for winning (he has no Drops). Well, you
    DO get 2 Gil! Nice.
    After this, someone screams Halt! Then Setzer comes out of nowhere, spins Celes
    around in an impressive move which gets rid of her Opera clothes, and then
    lifts her out of the Opera. Of course, he thinks he just kidnapped Maria.
    4.41 Blackjack                                                          [4.041]
    New Monsters: None
    Monster Formations: None
    Items Found: None
    On the Blackjack, Setzer drops Celes off in a room, says he'll "deal" with her
    later (interpret that as you wish), and leave. Then your other three party
    members pop up.
    Locke compliments Celes *AGAIN* (you'd think Locke has feelings for Celes or
    something, sheesh).
    Setzer shows back up. He promptly puts 2 and 2 together, and figures out Celes
    isn't Maria. Celes asks Setzer for his help, but he refuses. He starts to walk
    away, but the group quickly decides to throw compliments his way, after which
    he decides to talk to the group. This is what each character says:
    Celes: We heard that your ship is the finest vessel in the world.
    Locke: And that you were the world's greatest gambler...
    Cyan: I am a warrior of Doma. Please, I humbly beg for thy aid!
    Edgar: I'm the king of Figaro. If you help us, you'll be well rewarded...
    *Gau doesn't have a line*
    *NOTE: Sabin will only speak if Edgar isn't here. If you bring Edgar & Sabin,
           Edgar will say his line but Sabin won't say anything (it would be kind
           of redundant, don't you think?)
    Sabin: My brother's the king of Figaro. If you help us, I can ask him to reward
    Now you get control of the party and can explore the ship if you want. This is
    optional, but you may choose so just for interest.
    On the very east side of the room you're in, there's a man who will unequip
    some party members. You can choose to unequip members not in your party if you
    want that.
    NOTE: While we're talking about unequipping... don't forget to EQUIP Celes.
    She unequipped everything for the Opera scene, but now it's time to get back
    to business (fighting), so beef her up a bit (Optimize for equipment, and
    probably two White Capes for Relics would be best).
    If you go north one room, you'll be outside. Later on in the game you'll be
    able to control the Blackjack from this very same wheel. Cool.
    Go back inside and head south two rooms. If you were on the ground, you could
    go outside by going through the south door in this room. Since you're in the
    air, this wouldn't be a good idea.
    The guy on the left will heal you. The guy on the right is actually an Item
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether  (1500 Gil)           | This is the first area where Remedies are
    | Holy Water (300 Gil)        | purchasable. I had 150,000+ Gil at this point,
    | Phoenix Down (500 Gil)      | so if you're the same way, go crazy on the
    | Remedy (1000 Gil)           | Remedies.
    | Smoke Bomb (300 Gil)        |
    | Teleport Stone (700 Gil)    | Teleport Stones are also a first here, so buy
    | Tent (1200 Gil)             | a couple of those.
    Pretty cool little shop they have set up here. Anyway, head back to Setzer and
    talk to him.
    He says business has been slow due to the Empire. Celes tells him he's not the
    only one that's been suffering. The next lines depend on who is in your party
    Celes: The Empire has been toppling towns and villages left and right...
    Locke: They're abusing their Magitek power and trying to take over the world.
    Cyan: I lost my friends, my family...
    Edgar: My kingdom was allied with the Empire... until recently.
    *Gau doesn't have a line*
    Sabin: Maybe you want to be a slave to the Empire, but I sure don't.
    Celes tries to convince him
    to help by saying how everyone has been suffering, in towns and villages and
    all that.
    Setzer pulls a RANDOMNESS CARD (I just made that up, it means he says something
    completely random. If this phrase becomes popular someday, know that you saw it
    here first) and says Celes might even be cuter than Maria. He then proposes
    a deal: If Celes agrees to become his wife, he'll help the group. If not, then
    he won't help. Of course, Locke has something to say about that, but Celes
    quickly agrees... with a condition.
    NOTE: If Edgar is present, Celes goes over to talk to him real quick. We can
          assume she gets the coin from him (read NOTE below to find out more).
    She wants to flip a coin. If it's heads, Setzer has to help them. If it's
    tails, she'll marry him. Setzer agrees, since he IS a gambler. If Cyan is
    Cyan: There is no telling what manner of dishonorable things he might do to
    She flips the coin, and... Heads! Setzer examines the coin and likes the idea
    of a double-headed coin. But a deal is a deal, and Setzer agrees to hold up his
    end of the deal.
    NOTE: This coin is the very same coin that was used by Edgar & Sabin to
    determine who gets to choose between Freedom and Kingdom. If Sabin AND Edgar
    are present, Sabin will say "That coin...!? Edgar! Don't tell me...!" after
    Setzer says the coin is double-headed (since this means Edgar tricked Sabin
    10 years ago into winning, since he knew Sabin wanted freedom. *sigh*
    Brotherly love, I tell you).
    He agrees to help them. You have now found your way to the Southern Continent,
    and anywhere else for that matter.
    The group decides to land far away from the Capital as to not alert them of
    their arrival, and Setzer agrees to stay on board once they do land.
    4.42 Southern Continent                                                 [4.042]
    New Monsters:
    #68 - Litwor Chicken
    #69 - Joker
    #70 - Don
    #71 - Wyvern
    #72 - Grasswyrm
    #74 - Bug
    Monster Formations:
    Grass (South Part of the Continent [Albrook, Maranda]):
    - Don, Joker (1 AP)
    - Joker x3 (1 AP)
    - Don, Wyvern x2 (2 AP)
    - Litwor Chicken x5 (2 AP)
    Grass (Around Vector, and Tzen):
    - Grasswyrm x3 (2 AP)
    - Don x2 (1 AP)
    - Don, Wyvern x2 (2 AP)
    - Don, Wyvern, Litwor Chicken x2 (3 AP)
    - Litwor Chicken x5 (2 AP)
    - Bug x6 (1 AP)
    - Bug x3 (1 AP)
    - Fossil Dragon, Bug x3 (2 AP)
    - Fossil Dragon x2 (3 AP)
    Items Found: None
    - Litwor Chicken: Potion (Common), Sleeping Bag (Rare)
    - Joker: Potion (Common), Green Beret (Rare)
    - Don: Potion (Common), Tiger Mask (Rare)
    - Wyvern: Potion (Common), Dragoon Boots (Rare)
    - Grasswyrm: Antidote (Always)
    - Bug: Gold Needle (Common), Hi-Potion (Rare)
    How to handle these monsters:
    - Litwor Chicken are weak to Ice, which is where Veil Dancer's Blizzara comes
    in handy. Blizzard from Celes also works, obviously. Their only real danger is
    when you get one by itself, it has a chance to use Quake, which will cause
    300-350 damage to every character who isn't floating, and chances are none of
    your characters are floating. A MT Ice spell should easily take care of all two
    or five you may encounter.
    - Jokers are weak to Lightning and Poison. That means Bioblaster for Edgar and
    Trilium (Bio) and Aspiran (Gigavolt) for Gau. Game Over.
    - Don is just... there. It doesn't do much, except Tackle for only 150% damage
    and the usual physical attack. It has no weaknesses, but it's no threat to
    anything but characters with low HP, but that's true for every enemy in video
    game history.
    It DOES have a nice Rare Steal: Tiger Mask. This is a headgear for Gau and
    Sabin, but it's up to you if you want to replace it with Green Beret (they are
    both wearing Green Berets - right?) for slightly higher stats and lower Evasion,
    or if you want to stick with the 12.5% HP boost of the Green Beret. I,
    personally, like the Green Beret better. Your call, though.
    - Wyvern are red Lesser Lopros. These guys can be dangerous if you let them
    be, or if you're unlucky. Once they are alone, they have a small chance of
    using Cyclonic, an MT attack which can reduce ALL your characters to 1/16 of
    your current HP. That means you'll be closer to 0 than you'd like to be. If
    one of them does it, it will probably hit only 1-2 characters, but that's 1-2
    too many. If there is more than one, you have nothing to worry about (except
    the Sap status their special attack Wing Sap causes) and you can attempt to
    steal the rare Dragoon Boots if you don't already have a few.
    NOTE: Once you get back to the Veldt, you can learn their Rage, which is also
    Cyclonic and use it yourself. Look forward to it.
    - Grasswyrm are red Nettlehoppers. They are weak to Fire. They're also weak to
    Wind (Aqua Breath [Anguiform] is also Wind elemental, so that's a good choice;
    or if you have Guard Leader, and you should if you've been following the guide,
    that's an even better choice.
    - Bugs are just bugs, nothing big. They are weak to Ice (Veil Dancer, Blizzard)
    and Water (Anguiform). Who am I kidding, a simple Auto Crossbow will even take
    care of these guys.
    - Fossil Dragon isn't new, you've seen this guy in the desert around Kohlingen
    before. Check Section 4.34 for strategy on him.
    Welcome to the Southern Continent. These are all the monsters you will find on
    this piece of ground. Note that there are two separate versions for Grass
    Anyway, there are five places of interest:
    - Maranda (West)
    - Tzen (North)
    - Imperial Observation Post (East)
    - Albrook (South)
    - Vector (Center)
    Obviously, we want to go to Vector to move on with the story. All the other
    places are totally optional, but we'll visit them anyway. If you want to skip
    those sections, head straight to section 4.47.
    Keep referring to this section (4.42) if you have questions about the monsters
    fought on the Overworld, I won't bother listing them again.
    I will cover the areas in this order:
    Albrook      [4.043]
    Maranda      [4.044]
    Tzen         [4.045]
    Imperial Observation Post [4.046]
    Vector       [4.047]
    4.43 Albrook                                                            [4.043]
    Inn Cost: 300 Gil
    New Monsters: None
    Monster Formations: None
    Items Found:
    - Ether (Pot in Weapon Shop)
    - empty (Chest in Armor Shop)
    - empty (Chest in Armor Shop)
    - Hi-Potion (Barrel outside the Inn)
    - Elixir (Clock in Pub / Relic Shop)
     /         Item Shop          \
    | Hi-Potion (300 Gil)         | Pretty much the same shop as on the Blackjack.
    | Ether  (1500 Gil)           | If you didn't visit that shop: Buy Remedies,
    | Eye Drops (50 Gil)          | lots of them. Buy a couple Teleport Stones as
    | Remedy (1000 Gil)           | well.
    | Holy Water (300 Gil)        |
    | Phoenix Down (500 Gil)      |
    | Tent (1200 Gil)             |
    | Teleport Stone (700 Gil)    |
     /          Armor Shop         \
    | Twist Headband (1600 Gil)    | Priest's Miter is the same as Green Beret,
    | Priest's Miter (3000 Gil)    | except it raises MP instead of HP (by 12.5%).
    | Mythril Vest (1200 Gil)      | Buy a couple of these and equip it if you'd
    | Ninja Gear (1100 Gil)        | like.
    | White Dress (2200 Gil)       |
     /        Weapon Shop         \
    | Kiku-ichimonji (1200 Gil)   | Buy two Bastard Swords for Edgar and Celes.
    | Venom Claws (2500 Gil)      | If you have Sabin, buy Venom Claws for him.
    | Bastard Sword (3000 Gil)    |
    | Sakura (3200 Gil)           | The rest is for Shadow, which you don't have
    | Shuriken (30 Gil)           | right now, so it's useless (for now).
    | Flame Scroll (500 Gil)      |
    | Water Scroll (500 Gil)      |
    | Lightning Scroll (500 Gil)  |
     /         Relic Shop         \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| The main thing here is Reflect Rings, which cast
    | Silver Spectacles (500 Gil) | Reflect on the wearer. Buy 4 of these (if you
    | Peace Ring (3000 Gil)       | can't afford them, go get some money until you
    | Earring (5000 Gil)          | can). Amulets are nice, but chances are your
    | Sniper Eye (3000 Gil)       | money supply isn't unlimited, and we can just
    | Reflect Ring (6000 Gil)     | buy them later anyway.
    | Amulet (5000 Gil)           | Bring your Earring count up to 4 if you hadn't
    |_____________________________| already done so in Jidoor.
    Welcome to Albrook. They have nice shops here, so go shopping before anything
    Time to get some items. Check the pot in the Weapon Shop for an Ether. The two
    chests in Armor Shop are empty now, and always will be. Search the barrel
    outside the Inn to get a Hi-Potion. Lastly, enter the Relic Shop and make your
    way toward the Pub. On the way, you'll see a clock, which has an Elixir for you.
    If you're one of those people that talks to everybody (good for you), then you
    would've noticed the guy in the weapon shop. He talks about an ancient weapon
    and an ancient monster, both sharing the same name. We'll come across this
    again MUCH later in the game.
    Last thing to note about this town: If you try to head to the ports, a Magitek
    soldier will kick you out (literally). Oh well, we'll come back later.
    Time to head to Maranda (in the west).
    4.44 Maranda                                                            [4.044]
    Inn Cost: 200 Gil
    New Monsters: None
    Monster Formations: None
    Items Found:
    - Holy Water (West of entrance [Bottom Crate])
    - Remedy (South of eastern exit [Bottom Crate])
     /          Armor Shop         \
    | Priest's Miter (3000 Gil)    | By this time you should have a ton of Green
    | Green Beret (3000 Gil)       | Beret if you fought lots of Satellite on the
    | Mythril Helm (2000 Gil)      | Veldt (I did, and had 19 total). Get some if
    | Mythril Vest (1200 Gil)      | you never bothered going to the Veldt.
    | Mythril Mail (3500 Gil)      |
    |______________________________| Mythril Helm and Mythril Mail are both new
                                     items, but the Helms aren't as great as Green
    Beret (it raises Defense by 1, but lowers Evasion by 10, so stick with Green
    Beret for all 4 characters. Buy 3 Mythril (Locke, Edgar, Celes). Gau and
    Sabin (your only other two options you should have) can't equip them, so stick
    with Mythril Vest for them.
     /        Weapon Shop         \
    | Mythril Spear (800 Gil)     | Tridents are useful later on in the game, so
    | Trident (1700 Gil)          | don't waste your precious Gil on this weapon
    | Venom Claws (2500 Gil)      | just yet.
    | Bastard Sword (3000 Gil)    |
    | Boomerang (4500 Gil)        | Buy a Boomerang for Locke.
    No Item OR Relic Shop in this small town. Oh well.
    Maranda. We know a little bit about this place already:
    - Remember the injured soldier in Mobliz, who we sent letters for and eventually
    got a Tintinnabulum as a reward? Yeah, he's from here. The girl you sent the
    letters to (his girlfriend) lives here, too.
    - Celes was the General in charge in taking over Maranda when she was still
    working for the Empire.
    Before going anywhere, see the two crates to the left? Yeah, the bottom one has
    a Holy Water for you. The other item can be found by the two crates next to the
    soldier chasing Aisha (the girl). The bottom crate has the Remedy.
    Aside from shopping, the only other point of interest in this town is the
    wounded soldier's girlfriend. Her house is to the right of the dog-fight, with
    the mail-bird on top). If you sent all the items and got the Tintinnabulum,
    she'll say "He sent me the book he'd been reading! I've been reading a little
    bit every night before bed. I'll treasure it forever!"
    Remember this girl, as she will play a vital role in gaining a character MUCH
    later in the game.
    That's it for Maranda. Off to Tzen we go (north).
    4.45 Tzen                                                               [4.045]
    Inn Cost: 350 Gil
    New Monsters: None
    Monster Formations: None
    Items Found: None at all
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether  (1500 Gil)           |
    | Eye Drops (50 Gil)          | Stock up.
    | Green Cherry (150 Gil)      |
    | Echo Screen (120 Gil)       |
    | Holy Water (300 Gil)        |
    | Phoenix Down (500 Gil)      |
    | Tent (1200 Gil)             |
    | Teleport Stone (700 Gil)    |
     /          Armor Shop         \
    | Priest's Miter (3000 Gil)    |
    | Mythril Helm (2000 Gil)      | Nothing special here. Move along.
    | Mythril Vest (1200 Gil)      |
    | Ninja Gear (1100 Gil)        |
    | White Dress (2200 Gil)       |
     /        Weapon Shop         \
    | Air Knife (950 Gil)         | Nothing special here, either, since you got
    | Moonring Blade (2500 Gil)   | the Boomerang for Locke in Maranda, right?
    | Bastard Sword (3000 Gil)    |
    | Boomerang (4500 Gil)        |
     /         Relic Shop         \
    | Earring (5000 Gil)          | Still hold off on the Amulets, save your money.
    | Hermes Sandals (7000 Gil)   | You already have two Hermes Sandals, and plenty
    | Black Belt (5000 Gil)       | of Earring. If you still don't have 4 Earrings,
    | Amulet (5000 Gil)           | buy them here.
    |_____________________________| If you already have a Black Belt and are
                                    wondering where it came from, the Captains you
    fought in Doma Castle in Sabin's Scenario have Black Belt as their common drop.
    If you don't have one, but want one (there ARE better Relics to equip than
    this), get one here.
    Not much to do here. Small things of interest include the man standing west of
    the Relic Shop: "My grandfather once told me there's a huge gate deep inside
    the cave on the eastern edge of the continent." Hmm, maybe we'll find out what
    that's about later (I could tell you now, but why ruin it?).
    Next to this man is the lady standing in front of her house: "Where's that boy
    of mine? I told him not to play outside! It's dangerous with all these soldiers
    around..." Later on in the game you will find out why this is an ironic
    Another random guy tells you a secret about an enemy called the Guardian,
    which can't move, but is ridiculously powerful. We don't really want to, but we
    could meet it rather soon.
    Now head to our last location before entering Vector: the Imperial Observation
    Post to the east. Hopefully you didn't forget what the old guy next to the
    Relic shop said, about there being a gate in the cave on the EASTERN edge of
    the continent? That may be what the Imperial Observation Post is guarding...
    NOTE: There is a hidden Chocobo stable in the forest east of Tzen. You can pay
    100 gil and ride the Chocobo to the Base if you're tired of the enemies here.
    4.46 Imperial Observation Post                                          [4.046]
    New Monsters:
    #76 - Sergeant
    #78 - Proto Armor
    #93 - Mega Armor
    Monster Formations:
    Walking Soldier:
    - Sergeant x4 (1 AP)
    Magitek Soldier:
    - Mega Armor, Proto Armor (0 AP)
    Items Found: None yet (you'll find a ton later)
    - Sergeant: Tent (Common), Mythril Vest (Rare)
    - Proto Armor: Hi-Potion (Common), Mythril Mail (Rare)
    - Mega Armor: Hi-Potion (Common)
    How to handle these monsters:
    - Sergeant is weak to Lightning and Water, so Gau can stick with Aspiran or
    Anguiform. Anybody who's learned Ramuh's Thunder or Thundara will do as well,
    although Thunder probably won't kill them in one hit. If you want Tents, make
    sure to steal it before he kills you. Other than that, their defense is sky-high
    so stick with non-physical attacks.
    - Proto Armor is only weak to Lightning, so Aspiran and Thunder/Thundara will
    do nicely. His special attack is Program 35, which will do 150% damage. It also
    attacks with Magitek Laser fairly often, but it only does anywhere from
    130-150 damage. As the Sergeant, his defense is high, so stick with magic.
    - Mega Armor is weak to Lightning and Water, so Aspiran/Anguiform and Thundara
    will work. His special attack is Mega Punch, which does 150% damage. That's
    already about all this guy does. Unlike the previous two monsters, this Mega
    Armor's defense are not that high (at least not as high as Sergeant/Proto Armor)
    so you could attack with physical attacks if you wanted to.
    NOTE: Sergeant eventually becomes one of those enemies that are permanently
    missable, so make sure you encounter one here so you don't accidently miss him
    You don't really have to come here, but for completion purposes, we will
    The Magitek Soldier is a little to the north. Simply dodge the one soldier that
    could block your way to encounter it.
    After each fight, you'll be thrown out of the Observation Post and back onto
    the Overworld, but just re-enter to fight some more.
    NOTE: If you find yourself using a lot of Tents (I personally never seem to use
    them, at least not yet), you may want to stay a while and steal Tents off the
    Sergeants (they're common steals).
    After you've had your fair share of getting thrown out, head over to our final
    destination (I already advertised the movies, but go watch them if you STILL
    haven't seen them): Vector, which is located in the center of the continent.
    4.47 Vector                                                             [4.047]
    Inn Cost: 1000 Gil (it's free, but the Inn-guy steals 1000 Gil from you)
    New Monsters:
    #75 - Onion Knight
    #77 - Belzecue
    Monster Formations:
    Walking Soldier, Soldiers guarding Magitek Research Facility:
    - Belzecue x2, Sergeant (2 AP)
    - Belzecue x2, Sergeant x2 (2 AP)
    Magitek Soldier:
    - Proto Armor, Onion Knight x2 (2 AP)
    - Proto Armor x2 (4 AP)
    Tell the Lady in very skinny house "No":
    - Guard x2 (0 AP)
    Items Found: None
    - Onion Knight: Potion (Common)
    - Belzecue: Potion (Common), Phoenix Down (Rare)
    How to handle these monsters:
    - Onion Knight are weak to Lightning and Water (a lot of things in the next
    area are weak to Water, and even more are weak to Lightning, which is why you
    should have gotten Aspiran Rage). Have Gau take care of this, or Thundara.
    The only "problem" you should have with these guys is that every other turn
    they have a 2/3 chance of using Program 55, which will Imp one character. Also,
    refrain from using the Fight command, as they'll have a 1/3 chance of using
    Self-Destruct, which will kill the Onion Knight, but also damage you with the
    amount of HP the Onion Knight had when he used the attack.
    - Belzecue are simple creatuers. They don't do anything besides attack, and if
    they are alone on the field, they have a 66% chance of using Program 65, which
    will Confuse on character. These guys are also weak to Lightning and Water.
     /          Armor Shop         \
    | Twist Headband (1600 Gil)    |
    | Priest's Miter (3000 Gil)    | Nothing new here, so move along.
    | Mythril Vest (1200 Gil)      |
    | Ninja Gear (1100 Gil)        |
    | White Dress (2200 Gil)       |
     /        Weapon Shop         \
    | Kiku-ichimonji(1200 Gil)    | Nothing new here, so move along.
    | Venom Claws (2500 Gil)      |
    | Bastard Sword (3000 Gil)    |
    | Sakura (3200 Gil)           |
    Welcome to the Capital of the Empire. The enemies can be found to the north, up
    those large stairs. You have to dodge the walking soldiers to get to the
    Magitek Soldier.
    Note: Like in the Imperial Observation Post, after every battle you start back
    at the entrance to Vector.
    If you dodge ALL the enemies, and continue up the next set of steps, you'll
    come to the entrance of the Imperial Palace. As you approach it, a soldier
    comes running and you hide. If you try to leave now, a Mage will see and send
    Guardian after you! This is the enemy the guy in Tzen tried to warn you about!
    He can't move, but has extreme power.
    You can't fight this guy. ALL your attacks will do 0 damage or miss, and he
    will counter most physical attacks with it's own physical attack, which will
    kill each of your characters in one hit.
    This Guardian is the game's way of telling you: Don't go here
    But I will tell you: Don't go here yet, we'll be back later
    So unless you really want to see this Guardian, don't even bother going up
    there to meet him.
    Anyway, moving along. The Inn is free at first, but at night the owner (who
    knows if that's the owner, but you know who I mean) will steal 1000 Gil from 
    you at night.
    Not cool, right? But there's another place you can heal. Walk over to the
    skinny house in between the Weapon Shop and the Inn. You'll find one person in
    here asking if you're loyal to the Empire. Saying Yes does nothing ("Fine"),
    but if you say No, you'll be attacked by... 2 Narshe guards! OMG! Cough on these
    guys to kill them, and the lady will say "Hmm... You just might be able to do
    Note: So if you can kill two Narshe guards, you might be able to take down the
    entire Empire? I see.
    Talk to her again, and she will heal you for free! Sweet.
    Enough with the fun, on to business. Head over to the east side to find two
    soldiers and a mage guarding the entrance to the Magitek Research Facility. I
    guess this won't be as easy as simply walking into the Facility.
    Instead, talk to the guy hiding behind the crates: "Shh! I'm a Returner. I've
    heard all about you. I'll distract the soldiers. Use this box to climb up onto
    those steal beams and sneak into the research facility. Are you ready?" Yes or
    So this guy's going to help you out. Cool. Once you're ready, say Yes and
    witness this old fool doing some crazy dance type thing to distract the
    soldiers. Whatever works. Climb up on the box and you'll automatically get on
    the metal beams and jump back down.
    NOTE: If you find that you still do want to leave, approach the three soldiers
    and you will fight a battle, after which you'll be at the entrance to Vector
    Walk up and enter the Magitek Research Facility.
    4.48 Magitek Research Facility                                          [4.048]
    NOTE: Since this place is so large (look at the New Monsters list below), I
    will split the monster information into different sections (regarding Steals,
    and how to handle the monsters).
    New Monsters:
    #79 - Trapper
    #80 - Flan
    #81 - General
    #82 - Destroyer
    #83 - Lenergia
    #84 - Magna Roader (Purple)
    #85 - Magna Roader (Red)
    #86 - Chaser
    #290 - Ifrit
    #291 - Shiva
    #292 - Number 024
    #293 - Number 128
    #294 - Right Blade
    #295 - Left Blade
    #296 - Crane
    #297 - Crane
    Monster Formations: Listed in each separate section
    Like I mentioned above, I will be splitting this place up into several sections,
    as listing the information for every new monster would be a very long list.
    1st & 2nd Room
    Monster Formations: 
    First Room:
    - Belzecue x2, Sergeant x2 (2 AP)
    - Belzecue x2, Sergeant (2 AP)
    - Proto Armor, Onion Knight x2 (2 AP)
    Second Room (After Remedy Chest):
    - Proto Armor x2 (4 AP)
    - Onion Knight x5 (3 AP)
    - Belzecue x2, Sergeant (2 AP)
    Items Found:
    - Flametongue (West of Entrance)
    - Ether (South of entrance; use Right Tube)
    - X-Potion (West of first conveyor belt)
    - Thunder Blade (East of first conveyor belt)
    - Remedy (South of Thunder Blade)
    - Dragoon Boots (South-West corner of 2nd Room)
    - Golden Shield (Catwalk north of Dragoon Boots)
    - Tent (South-East corner of 2nd Room)
    - Golden Armor (Hidden in South Wall, near Tent)
    - Golden Helm (Hidden in South Wall, west of Golden Armor)
    - Zephyr Cloak (Pipes by crates in North-East of 2nd Room)
    - Icebrand (Pipes by crates in North-East of 2nd Room)
    - Onion Knight: Potion (Common)
    - Sergeant: Tent (Common), Mythril Vest (Rare)
    - Belzecue: Potion (Common), Phoenix Down (Rare)
    - Proto Armor: Hi-Potion (Common), Mythril Mail (Rare)
    How to handle these guys (summary):
    - Onion Knight: Weak to Lightning/Water
    - Sergeant: Weak to Lightning/Water
    - Belzecue: Weak to Lightning/Water
    - Proto Armor: Weak to Lightning
    NOTE: This is your last chance to get a Belzecue entry. I would find it very
    hard to believe that you would NOT encounter it, but once you get through the
    first two rooms, you won't ever find Belzecues again.
    NOTE: First things you should do. Equip any Priest's Miter you might have. They
    boost Magic Defense and Magic Evasion, which will be useful here. Equip two
    Earrings on Gau (if you haven't been doing that already). Summoning Ramuh is
    going to become quite useful in this place, so slap him on Gau for maximum
    results. Most enemies have high defenses, so try to stay away from physical
    attacks. Siren (esper) is also useful to Silence all enemies, meaning they
    won't be able to use magic.
    Anyway, that covers the monsters. Descend down the first two stairs to find
    yourself next to some pipes. Enter the top pipe to come to a chest with a
    Flametongue, a fire-elemental sword that randomly casts Fire on the target.
    Give it to Edgar.
    Use the crane above you to get back to the right platform. To the right you
    will see two pipes. Enter the right one to get to a chest with an Ether. Go
    back through the right pipe, then use the left pipe to continue on.
    You'll come out next to a chest with an X-Potion. Use the conveyor belt to the
    right to get to a chest with a Thunder Blade, the Thunder counterpart of
    Flametongue. Give this to Celes.
    Go south to find yet ANOTHER chest, this one containing a Remedy. Get on the
    conveyor belt to the west of the Remedy.
    NOTE: This is the area I considered the 2nd Room, just so you're wondering why
    the enemy formations changed.
    You'll be in a fairly large room, but don't worry. As long as you follow this
    guide, you shouldn't get lost.
    First, head to the southwest corner of the room to collect a pair of Dragoon
    Boots (which you should have enough of anyway). Go up the stairs above you and
    head all the way north to the wall and enter through the door. You'll be back
    in the first room, but there's a treasure chest here with a Golden Shield.
    Give this to Edgar or Celes, it's up to you. I gave it to Edgar, as he had less
    Defense & Magic Defense than Celes.
    Head back south to the chest with the Dragoon Boots. There are two doors to the
    south (and a little to the east of the Dragoon Boots chest). Take the left door
    and follow the path all the way until you find a chest above a set of stairs.
    The chest has a Tent.
    Go down the stairs and check the south wall (a few steps to the west of the
    stairs) and you should see a door. In this room is a chest that is hidden from
    your view. If you can't find it, follow these steps, starting point being the
    bottom of the stairs: 5 West, 6 South, 3 West. Press A for the Golden Armor.
    Go back out of this little room and keep heading west, until you come to another
    set of stairs. There's another door to the south you might not see. Follow
    these steps, starting point is bottom of stairs again: 2 West, 6 South,
    2 West. Press A for a Golden Helm.
    If you feel like giving up on the MP, Magic Defense, and Magic Evasion bonus
    that the Priest's Miter gave you (or if you never had one to begin with), give
    the Golden Helm to Edgar or Celes. Give Golden Armor to either of the same two
    people. Again, Celes now had the lower defenses for me, so I gave it to her.
    And if you're wondering, I didn't equip the Golden Helm, since I had 4 Priest's
    Miter and had given everybody one.
    Head up the stairs and go through the door to find yourself in the big room
    again. Now make your way to the north-east corner of the room. You'll see a
    bunch of crates against the wall. One space on the wall does not have a crate,
    but instead has a Pipe reaching to it. Enter the pipe and go south and east
    when you can to come to another room with two treasures. The right chest has a
    Zephyr Cloak, the left one has an Icebrand.
    Icebrand is the third counterpart to Flametongue and Thunder Blade, but unless
    you have Terra and Celes with you, you've run out of people to equip it. It
    leave Flametongue and Thunder Blade equipped, since there is no enemy in this
    Facility that is weak to Ice, but several enemies that are weak to Fire and
    Zephyr Cloak boosts Evasion and Magic Evasion, so find someone to wear that.
    I didn't give it to anyone.
    Leave this room and keep heading south in the pipes to drop off and pop up at
    the starting point of the 2nd Room again.
    We've found all the items, and by now you're probably tired of this room, so
    let's move on in our quest to find Ramuh's friends. I have a feeling we're
    close (in other words, we're close).
    From where you dropped off, get on the conveyor belt you see that is heading
    east. Go two steps south to trigger a little scene:
    Kefka shows up and calls himself a god. He wants to collect MORE espers, and
    extract all their magic. After that, he'll revive the Warring Triad (Whatever
    that is). He then walks down to a blue creature with green hair, and calls it
    useless because Kefka has all its powers. He then tosses said creature, plus
    another one hiding in the shadows onto a conveyor belt. After that, he
    mysteriously disappears.
    Go down and use the same conveyor belt the creatures were pushed down.
    Basement (Area where you meet two Espers):
    - Flan x4 (1 AP)
    - Flan, then Flan x2, then Flan x3 (1 AP)
    - Shiva
    - Ifrit
    IMPORTANT NOTE: This is the only place in the game where you can find Flan.
    There's really no way to miss it (but I've heard of people using a
    "No Random Encounters" and missing it), if you don't encounter one in this
    small room, you'll miss it forever.
    - Flan: Potion (Common), Magicite Shard (Rare)
    How to handle Flans: First off, Flans are immunte to any Poison, Wind, Holy,
    Earth, or Water. But that's ok, they're weak to Fire. Also, they have horrible
    defenses, so unlike most monsters in this place, you can use physicals on these
    guys. Their attacks simply include Sticky Goo (causes Slow) or their special
    attack: Sapping Ooze (causes Sap).
    You may want to try to steal a couple Magicite Shard off them. If you use a
    Magicite Shard in battle, it will summon a random esper (even espers you don't
    even have yet!). It's up to you.
    The left door here has a Save Point, I suggest you use it. The right door is
    currently being blocked by the blue creature with the green hair. However,
    talking to him/her/it doesn't result in any response.
    Before doing anything else, equip a Reflect Ring on every character. Then, talk
    to the other creature. Oh yeah, in case you still haven't guessed, these two
    creatures are both espers.
    BOSS: Ifrit & Shiva
    Ifrit (0 EXP, 0 Gil)
    - Level: 21
    - HP: 3300
    - MP: 600
    - Steal: None
    - Drops: None
    Ifrit is the Fire Esper. His attacks include Blaze, Fire, Fira, and Firaga.
    All of these (except Blaze) will bounce right back to him due to your Reflect
    Rings, but it does end up healing him, though not by too much. It's better than
    you taking the damage, anyway.
    After three Magic attacks by you, he will cast Firaga on a random character,
    but since you have the Reflect Ring, it ends up healing him.
    Ifrit is weak to Ice, so use Veil Dancer (Blizzara) or cast Blizzard with
    Celes. One thing to note if you're going to use Gau's Rages: As you'll read
    here in a minute, Ifrit and Shiva switch out during the battle if you let them.
    So if you use Veil Dancer to cast Blizzara, but Ifrit switches with Shiva (who
    absorbs Ice spells), it will end up healing Shiva. But I would still go ahead
    and use Veil Dancer, since you only need to defeat one of the two Espers to
    finish the battle, so you can heal Shiva all you want as long as you go back
    and lay the smackdown on Ifrit with it.
    Shiva (0 EXP, 0 Gil)
    - Level: 21
    HP: 3000
    MP: 500
    - Steal: None
    - Drops: None
    Shiva is the Ice esper. She is similar to Ifrit in many ways, as you will see
    here in a second. Her attacks include Reflect, Snowstorm, Blizzard, and
    Shiva is weak to Fire, and the strongest spell you have at the moment is Fire
    (since Gau is probably out their trying to cast Blizzara). If you use three
    Magic attacks on her, she will cast Reflect on a random character... if it
    weren't for the fact that all four of your characters are under permanent
    Reflect status because of the Reflect Ring. Anyway, this means that all Ice
    spells end up healing her.
    But we're not too worried about that. Just so you know: Shiva won't damage you,
    EVER. All her attacks are Ice based, which will bounce right off you. She
    *does* have a special attack (Hit; 150% damage), but she never uses it.
    Now on to the strategy for these two: We're obviously going to kill Ifrit, and
    not Shiva, since Shiva won't ever hurt you. As I mentioned earlier, Ifrit and
    Shiva will switch out during the battle, and here's when:
    There is a counter that the game keeps track of. As soon as the counter reaches
    5, the Espers will switch out. The only two ways of increasing the counter
    are a) damaging the Esper, or b) Using the Magic attack on them
    What does this mean?
    a) You should kill Ifrit within 5 attacks
    b) When Shiva shows up, quickly use 5 magic attacks on her in order to get
    Ifrit back
    In short, your battle should go like this:
    Gau should use Veil Dancer, Celes uses Blizzard, everyone else simply attacks
    or does nothing. You could just have Gau and Celes attack for maximum damage
    if you want. Chances are you won't ever see Shiva in action, but if you do,
    just wait until you force Ifrit to show up again.
    After you defeat either Esper:
    Shiva: Who are you...?
    Ifrit: I sense a kindred spirit...
    Ifrit: You have Ramuh's power...? Wait... We're......espers.
    After this, go talk to Shiva: "When they finish draining us of our powers, they
    dump us down here to die. We haven't much time left..."
    That was just for a little back-story. Go talk to Ifrit. He tells you that
    there are many more Espers here. Ifrit and Ramuh were siblings, and if Ramuh
    was willing to give you his strength, then Ifrit and Shiva will do the same.
    Both espers then transform themselves into magicite.
    NOTE: It is possible to miss the Ifrit magicite if you don't pick it up here.
    If you were about to leave without picking it up, e-mail me. I'd like to know
    who you are and ask you how you could possibly miss that.
    Leave through the right door. Also, I suggest equipping Ifrit to learn Fira and
    Drain and Shiva to learn Blizzard/Blizzara/Rasp/Osmose.
    NOTE: Osmose might be one of your most used spells later. It practically
    solves all your MP problems, since it absorbs MP from an enemy and adds it to
    your MP. This means no more Ethers and practically unlimited MP.
    Stair Room
    Stair Room (Room after the Espers):
    - General x2 (2 AP)
    - Trapper x3 (2 AP)
    - General, Onion Knight x2 (2 AP)
    Items Found: None
    - Onion Knight: Potion (Common)
    - Trapper: Auto Crossbow (Rare)
    - General: Potion (Common), Mythril Shield (Rare)
    How to handle these guys:
    - Onion Knight: Weak to Lightning/Water
    - Trapper is also weak to Lightning/Water. Their danger lies in the fact that
    they can cast three very annoying and dangerous spells:
    - Lv. 5 Death, which kills any character whose level is divisible by 5
    - Lv. 4 Flare, which casts Flare on any character whose level is divisible by 4
      NOTE: Flare will do more than 700 damage to every character, which will
            mean Death in most cases.
    - Lv. 3 Confuse, which Confuses any character whose level is divisible by 3
    If your levels are any of the following: 12, 15, 18, 20 ... you may want to be
    careful here. Take care of them with Anguiform or Thundara.
    - General, like most Humanoids, are weak to Poison, so brush off the dust on
    the Bioblaster and use it. Their special attack is Bio Attack, which causes Sap.
    Every other turn they have a 1/3 chance of healing themselves with Cura.
    Nonetheless, these guys should be NO problem whatsoever.
    Just walk up all the stairs and enter the next room.
    NOTE: Everything up until now has actually been the Magitek Factory, but I
    choose to call the whole area Magitek Reserach Facility.
    Magitek Research Facility
    Magitek Research Facility (After Stair Room):
    - Lenergia x2, Destroyer (2 AP)
    - Destroyer x2 (2 AP)
    - Lenergia (1 AP)
    - Destroyer: Flash (Rare)
    - Lenergia: Green Cherry (Common), Hi-Potion (Rare)
    Items Found:
    - Stoneblade
    How to handle these guys:
    - Destroyers actually absorb Lightning, so refrain from using Aspiran or
    Thundara. They don't really have a specific weakness either, but we don't need
    a weakness to kill someone. They have a 33% of using Reraise every 3rd turn -
    or they would if they had enough MP. Reraise costs 50 MP, and Destroyers only
    have 35 to begin with. Their special attack is Poison Strike, which as you may
    guess, causes Poison. You can use the good ol' Anguiform Rage to take them
    down. Chainsaw/Drill also work nicely.
    - Lenergia are nothing too worry about either. They also have no weakness, but
    don't absorb anything either. Their special attack is Silence Strike, guess
    which status it inflicts? These attack names aren't hard to figure out.
    One thing to watch out for is when Lenergia is alone on the battlefield. If
    alone, they will use Shamshir every single turn! If you don't know (and unless
    you are an expert at this game [in which case, why are you in need of a guide?]
    I don't expect you to know), Shamshir halves the targets HP. If Gau has 1000 HP
    and gets hit by Shamshir, he now has 500 HP. Nothing too dangerous, but it can
    be annoying.
    Anyway, all these tubes you see here used to house Espers. We must be getting
    close. Walk through this room and stand directly under the far-left tube and
    walk down. There's a secret passage in the area, that has a chest on the west
    side of the wall containing a Stoneblade. Stoneblade has better attack than
    Flametongue/Thunder Blade/Icebrand, but it lowers Magic a little bit.
    I equipped it on Edgar, since Stoneblade also has a chance to cast Break
    on the target, which causes Petrify.
    In the next room, you'll find another creature blocking off your way. Could
    this be a boss battle?
    BOSS: Number 024
    Number 024 (0 EXP, 0 Gil)
    - Level: 24
    - HP: 4777
    - MP: 777
    - Steal: Rune Blade (Common), Blood Sword (Rare)
    - Drops: Icebrand (Common), Flametongue (Rare)
    NOTE: Try to steal that Blood Sword. It's a nice sword that absorbs HP from
    its victims. The Rune Blade, however, is also useful, since it deals criticals
    by taking MP from the user.
    Number 024 is an interesting boss. For the first 30 seconds he just attacks
    physically, or has a 33% of using his special attack Overflow, which causes
    After those 30 seconds are up, he'll use Barrier Change. This is where it gets
    interesting. Barrier Change changes the targets (in this case, Number 024)
    weakness to any of the following 8: Fire, Ice, Lightning, Poison, Wind, Holy,
    Earth, or Water. Depending on what his weakness is, he'll use the following
    Weakness           33%            33%            33%
    Fire:           Blizzard       Blizzard       Blizzara
    Ice:            Fire           Fira           Fireball
    Lightning:      Aqua Breath    Acid Rain      Acid Rain
    Poison:         Cure           Cure           Cura
    Wind:           Magnitude 8    Magnitude 8    Cave In
    Holy:           Attack         Attack         Reverse Polarity
    Earth:          Sonic Boom     Gale Cut       Gale Cut
    Water:          Thunder        Thunder        Thundara
    To find out what his weakness is at the moment, cast Libra.
    If you hit his weakness, he'll use Barrier Change again. Also, he'll use Barrier
    Change every 30 seconds of the battle. If you hit his weakness 3 times, he'll
    have a "System Error!" and use any of the three following attacks over the next
    3 turns: Sunbath (Healing spell), Arctic Hare (Healing spell), or Libra.
    After those three turns, he'll go back to Barrier Changing.
    Anyways, that's everything he will do. Look confusing? It doesn't have to be.
    You have the first 30 seconds of the battle to swing this battle into your
    favor. The easiest thing to do would be to cast Sleep on him. While he's asleep
    he won't do much of anything. This gives you advantage.
    To make this work the best, cast Sleep while he's casting Barrier Change
    himself. Now check what his weakness is with Libra, and attack him with that
    element for massive damage, and he can't do anything about it!
    Here's what you should use in case you're not sure:
    Fire: You should know by now what to use
    Ice: Veil Dancer/Blizzard/Blizzara
    Lightning: Aspiran/Thunder/Thundara
    Poison: Trillium/Bioblaster
    Wind: Anguiform/Guard Leader
    Holy: You really don't have anything for Holy
    Earth: Hill Gigas
    Water: Anguiform
    NOTE: Tapir sometimes shows up to wake Number 024 up. If he does so, just cast
    Sleep as soon as possible again, and repeat the assault.
    Also, you *could* just defeat him in those first 30 seconds, it's not that hard.
    Hill Gigas (Magnitude 8) should be doing 1900-2000 damage to him, and just cast
    your strongest Magic attacks with everyone else, and he'll go down real quick.
    See? This battle isn't as hard as it looks.
    Equip the Rune Blade/Blood Sword on someone.
    NOTE: In the SNES version, one could do certain things to affect which enemies
    one fought in a Mine Cart ride that is coming up. I've run various tests in
    this version, and it seems that is no longer possible. My opinion as of right
    now is that it's totally random. If this makes no sense, just read on.
    IMPORTANT: De-equip Celes, or she'll take all her equipment with her in a
    second. We don't want that.
    Enter the room Number 024 was guarding.
    Wow. We see a total of six! espers floating around in their tubes. Well, we
    came here to free them, so let's do that. Conveniently, there's a switch at the
    top of the room. If you hit that switch , the Espers inform you that they want
    to help you, but don't have long to live. All six then proceed to turn
    themselves into magicite.
    Then someone named Cid shows up. He then stares at the magicite and walks around
    to look at each one of them. Obviously, the only conclusion is that when espers
    die, they can leave behind the essence of their powers (duh!). The power of
    these magicite is hundreds of times greater than the power they extract from
    Then all the magicite come to you, and you get all six of them. Huzzah!
    General Celes seems to know Cid, and Cid asks her if Locke & Co. are her
    underlings. Celes tries to tell Cid how it is, but he interrupts, asking if
    it's true that Celes was a spy amongst the rebels? Locke can't believe this, and
    needs to hear it from Celes.
    Anyway, Kefka shows up and informs Celes they needn't keep up the charade any
    longer. Locke asks Celes AGAIN if she tricked them, and she replies with "Of
    course not! Please, trust me!" ... Not a very convincing argument if you ask
    For some odd reason unknown to mankind, that is ALL Celes says to defend these
    accusations. Maybe she really is a spy...?
    Kefka calls in Magitek soldiers to kill Locke and everyone else, but Celes
    plans to protect Locke for once and maybe he'll believe her then. Yeah, we'll
    see about that, Celes. Anyway, she transports Kefka and the Magitek Soldiers
    out of there.
    Suddenly the energy flow of the capsules was reversed by the blast, which I
    guess throws the entire Factory into self-destruct mode? Video game logic,
    don't try to understand.
    Surprisingly, Cid helps you escape. Go to the right and stand on that narrow
    elevator with Cid.
    On the way down the elevator, Cid seems to have seen the error in his ways.
    Side note: Cid has been draining life energy from espers basically for the last
    15-20 years. And all of a sudden he thinks its wrong? Whatever, video game
    Cid says he's going to try to talk to the Emperor and make him realize how
    foolish this whole war is! Sounds good.
    You'll be dropped off in a room with a Save Point. Make sure you have Reflect
    Rings equipped on everyone and talk to Cid.
    NOTE: Before jumping into the mine cart, you may want to assign some new Espers
    to learn some new spells. Here's a list of your new Espers and what they teach:
    - Unicorn (Cura, Esuna, Dispel, Protect, Shell)
    - Maduin (Fira, Blizzara, Thundara)
    - Catoblepas (Bio, Break, Death)
    - Phantom (Berserk, Vanish, Gravity)
    - Carbuncle (Reflect, Haste, Shell, Protect, Teleport)
    - Bismarck (Fire, Blizzard, Thunder, Raise)
    Mine Cart Ride
    Mine Cart Ride:
    - Magna Roader (Red), Magna Roader (Purple) (2 AP)
    - Magna Roader (Purple) x2 (2 AP)
    - Magna Roader (Purple) (1 AP)
    - Magna Roader (Red) x4 (2 AP)
    - Number 128, Left Blade, Right Blade (5 AP) [Boss]
    - Magna Roader (Purple): Lightning Scroll (Common), Shuriken (Rare)
    - Magna Roader (Red): Lightning Scroll (Common), Shuriken (Rare)
    How to handle these Magna Roaders:
    - Magna Roader (Purple) will attack with a normal physical attack or their
    special attack Wheel (150%) damage on one turn, and attack with either
    Fire (33%) or Fira (66%) on the next, then just repeat between those two.
    All Fire spells will bounce back to the Roader, who happens to be weak to Fire.
    Just use any Fire spell or simply attack physically to get rid of these guys.
    - Magna Roader (Red) are similar. Except for casting Fire spells, they will
    cast Blizzard (33%) or Blizzara (66%) every other turn. They are also weak
    to Ice, so Veil Dancer/Blizzard/Blizzara works nicely. Of course, physical
    attacks work too.
    You don't control much of anything in this next stretch. Kefka is coming, so
    Cid sends you off on this mine cart to escape. You will fight a total of 5
    battles, before fighting another boss.
    BOSS: Number 128, Right Blade, Left Blade
    Number 128 (0 EXP, 0 Gil)
    - Level: 23
    - HP: 3276
    - MP: 810
    - Steal: Kazekiri (Rare)
    - Drops: Tent (Always)
    Number 128 is not really that dangerous - if he's got his blades with him.
    He only attacks physically or uses his slightly annoying special attack Blood
    Feast (steals HP from you and heals himself with it).
    If he's by himself, he'll cast Haste on himself and use either Gale Cut,
    Atomic Ray, or a physical attack. If this happens, cast Slow on him to cancel
    it out (Slow is taught by Siren).
    Right Blade (0 EXP, 0 Gil)
    - Level: 21
    - HP: 400
    - MP: 150
    - Steal: Ether (Rare)
    - Drops: None
    The first of the two blades. If you kill off the Right Blade, it will reappear
    in 15 seconds, good as new. It's special attack is Rapier (150% damage), but
    other than that it just dishes out physical damage.
    Left Blade (0 EXP, 0 Gil)
    - Level: 22
    - HP: 700
    - MP: 470
    - Steal: Ether (Rare)
    - Drops: None
    Left Blade also reappears, but not until 30 seconds have passed. In addition
    to its special attack Slash (200% damage), it also has a 1/3 chance of using
    Shamshir (halves targets HP!) every other turn.
    So what should your strategy be? You may wish to get rid of the Blades, and
    many of Number 128's spells will bounce back due to your Reflect Rings.
    However, it's not necessary to get rid of those blades, just to have them come
    back. If it weren't for one thing: Number 128's rare Kazekiri Blade. You will
    Definitely want to steal this, no matter how long it takes. There are only two
    of them in the entire game, and it will always be a great weapon to have.
    NOTE: I just lied to you. Thanks to the Soul Shrine, there's an infinite amount
    of Kazekiris, but you won't get them until the very end of the game, so I still
    suggest getting this one here.
    This takes care of what Locke does: Steal.
    But which Rage should Gau be using? All three enemies absorb Ice, so Veil
    Dancer is out of the question. We could throw a powerful Rage at him, but we
    don't want to kill him without getting that Kazekiri. You can really choose
    whichever Rage you want, but I didn't even use a single Rage until I had the
    Kazekiri. That way, you don't have to worry about killing him before you get the
    Kazekiri, which CAN take forever if you're unlucky. He can just sit around and
    heal whenever necessary, while hoping Locke hurries up.
    Edgar can just be using Auto Crossbow.
    Once you do get the Kazekiri, it's time to let loose. Throw out a Hill Gigas,
    Aspiran, or any other powerful Rage. Have Locke simply attack, and attack
    Number 128 directly with Drill or Chainsaw.
    If you do all that, it shouldn't take more than 2 Turns, 3 at most.
    After that you'll run into a Magitek Soldier standing on the tracks outside of
    the entrance to the Magitek Research Facility.
    Escaping from Magitek Research Facility
    While escaping from Magitek Reserach Facility:
    - Sergeant x4 (1 AP)
    - Chaser, then Trapper x3 (2 AP)
    - Chaser, Onion Knight x3 (3 AP)
    - Onion Knight x4 (2 AP)
    - Onion Knight: Potion (Common)
    - Sergeant: Tent (Common), Mythril Vest (Rare)
    - Trapper: Auto Crossbow (Rare)
    - Chaser: Bioblaster (Rare)
    How to handle these guys:
    - Onion Knight: Weak to Lightning/Water
    - Sergeant: Weak to Lightning/Water
    - Trapper: Weak to Lightning/Water
    - Chaser are the new guys on the block, and they can be dangerous. Their special
    attack is Program 17, which will cause Shell status (less damage from magic
    attacks). It's other attacks include Plasma (a strong ST lightning attack),
    Dischord (cuts target's level in half) and Magitek Laser, which you've seen many
    times before. But of course, Chaser is also weak to Lightning and Water.
    In short: Use Lightning attacks to take down every enemy here.
    This little stretch is the only place you'll find Chaser until the very end of
    the game, so if you don't want to have that blank spot in the Bestiary until
    the very end, make sure to find it here.
    One little note: If you kill off the three enemies Chaser has with him (either
    Trapper or Onion Knight, he'll summon them right back).
    If you head south and a couple steps west, Setzer shows up, saying he was
    worried because you were taking too long. Pfft.
    They all leave to head to the Blackjack then.
    Kefka is not too happy about this recent turn of events, so he pulls out two
    more enemies that you get to fight!
    BOSS: Crane, Crane
    Crane (Left) (0 EXP, 0 Gil)
    - Level: 23
    - HP: 1800
    - MP: 447
    - Steal: Noiseblaster (Rare)
    - Drops: None
    Crane (Right) (0 EXP, 0 Gil)
    - Level: 24
    - HP: 2300
    - MP: 447
    - Steal: Hi-Potion (Common), Debilitator (Rare)
    - Drops: None
    The left crane is lightning-based, and therefore absorbs all Lightning attacks.
    He's weak to water. His attacks include Thunder, Thundara, and its special
    attack Wrecking Ball (150% damage).
    After you have damaged it three times in any way, it will cast Fira on the
    right crane, which will begin its "Thermal Reaction" attack.
    Likewise, if the right crane attacks the left crane with Thundara, it will
    begin its "Electrification Level" attack.
    The right crane, on the other hand, is fire-based. It's attacks are Fire, Fira,
    and its special attack Wrecking Ball, but this one does 200% damage instead of
    150%. After you have damaged it three times, it will cast Thundara on the left
    For both cranes, after either Fira (for right), or Thundara (for left) have
    been cast, they will begin their Thermal Reaction / Electrification Level.
    They will then display three levels of charging up. After Level: 3 has been
    reached, they will release either:
    - Left Crane: Gigavolt on the entire party
    - Right Crane: Firaga on the entire party
    If you take down one of the two cranes, the remaining one will use Magitek
    Barrier, which casts Protect and Reflect on the crane.
    Lastly, after one minute, the message "The crane shakes the deck" message will
    appear, followed by a Magnitude 8 attack. Hopefully by then, the battle will
    be over.
    Now onto the strategy itself: Setzer is in your team, but you had no chance
    to equip him, so he's rather weak. You'll notice he has a Slot command, which
    I will explain after the battle. For now, just do your best with it (and if
    you can't figure out how to use it after using it once, you have problems).
    Both Cranes are weak to Water, which is why the Anguiform Rage is GODLY in this
    battle. Chances are it will do over 2500+ damage, killing either crane in one
    hit. This is the easy way to end the battle (two Aqua Breath's later and the
    battle is won).
    If you don't have Anguiform, I suggest you focus on the Left Crane first, since
    it is weaker. Attack it with Chainsaw (does slightly more damage than Drill)
    and use your strongest non-lightning spells against it. If you're lucky, you can
    take the left crane within three hits as to not start the right crane's Firaga
    attack sequence.
    After the left is gone, you can attempt to steal the right crane's rare steal:
    Debilitator, another Tool for Edgar. If not, that's fine too, we'll get it
    later anyway.
    This crane is weak to Lightning AND Water, but there's just one problem: it now
    has Reflect status due to Magitek Barrier. Just stick with the Chainsaw, and it
    should take the right crane within 2-3 turns.
    After the battle, Blackjack takes off toward Zozo.
    4.49 Zozo & Terra's History                                             [4.049]
    New Monsters: None
    Monster Formations: Check Section 4.37
    Items Found: No new ones, same old ones
    You're automatically back at the bed where Terra is. One of the magicites 
    appears and Terra calls it Father. She suddenly remembers some things...
    Terra was born in the esper world.
    *Flashback begings*
    You are now in control of an esper. Specifically, Maduin, who is also Terra's
    father. You are about to witness the history of Terra and the esper world.
    If you want, you can go around and explore the Esper World a bit. When you're
    ready, head to the north to find a woman laying there. You then get a choice
    of leaving her there or taking her with you. Obviously, leaving her there would
    do nothing, so take her with you.
    Next scene we find the woman laying in a bed, with an esper saying she's still
    quite weak. Walk up to the bed to talk to the woman. She wakes up and asks
    Maduin what that pendant around his neck is. So, logically, he gives it to her.
    Video game logic.
    Turns out the woman's name is Madeline, and she was sick of living in the human
    world, because it's nothing but a vortex of greed and hate. She then wandered
    into a storm, and BAM she's in the Esper World.
    Maduin tells her what everyone's always said: Espers and Humans can't coexist.
    Madeline asks Maduin if he wants her to go, and he says no, but that he's just
    not sure what to do. And all of a sudden they both agree that Madeline will
    return to her world tomorrow. I thought they were just talking about staying?
    Things move quick in this world...
    Madeline: You wan't me to stay?
    Maduin: Sure
    Madeline: Ok, I'll leave tomorrow
    Maduin: Sounds good
    Anyway, you wake up the next day in your own bed (You = Maduin). You can
    go chat with the other espers if you want, or simply head north again where
    you originally found Madeline. Talk to the youth to get by him, and head north
    into the cave where the Gate is. Talk to Madeline.
    Maduin offers her to stay if she wants too. Madeline counters with saying they
    can't coexist, but Maduin wants to try it anyway.
    Then both do this little weird dance thing, and a child is born! Random? Yeah.
    Madeline chose the name Terra for this child.
    Two years later...
    Humans! You see Imperial soldiers entering the esper world and taking espers
    with them! Some manage to retreat, luckily. Then Emperor Gestahl appears,
    saying he has finally found it. He then offers riches to anyone who can grab an
    esper and return to the human world.
    You now find yourself next to Madeline in front of the bed where Terra is
    laying. Go talk to the Elder (The guy with the blue wings at the table) and
    he informs you that something must be done. That something meaning the magic
    barrier. *gasp*
    The Elder will create a tempest to sweep all the invaders out of their realm,
    then seal the gate. The only catch is, only one bloodline of espers can seal
    the gate, and the Elder is the last of them. And since he's quite old, he
    won't survive. Oh well.
    Madeline has to make a choice real quick about whether to remain in the esper
    world forever, or go back into the human world. She chooses the esper world.
    The elder leaves, and if you try to do the same, the other espers will accuse
    Madeline of leading Gestahl to their world. Obviously, Madeline is just up the
    stairs to the right, and can hear everything. She gets mad and storms out.
    Guess where you gotta go now? That's right, follow Madeline. Leave the cave,
    make your way west to familiar territory, and head north once more.
    The Elder has already begun activating the seal, and it's too late for Madeline!
    But Maduin doesn't care, so head north to where the gate is. Inside, you see
    Gestahl and his soldiers being pushed out. Go across the bridge and talk to
    Maduin tries to pull Madeline back, but she still ends up getting sucked into
    the gate, along with Terra.
    Gestahl then wakes up to find Madeline and Terra. He figures out that Terra
    is a half human and half esper. He then strikes down Madeline after she tries
    to get Terra back. Evil bastard!
    *Flashback over*
    You're back in Zozo, and Terra has returned to her normal self. The esper
    magicite Maduin reacts once more to Terra, and Terra realizes why she has all
    these powers (because she's half esper). Terra says she should be alright now,
    as long as she only uses her powers in short bursts.
    And thus, the Trance battle command was born. More on that later.
    The group deduces that the espers they just nabbed from the Magitek Research
    Facility were those same espers Gestahl kidnapped from the esper world. And
    that also means that Celes' power came at the expense of one of those espers.
    Terra asks how things in Narshe are (she's basically saying: Let's go to
    Narshe). Setzer announces that the airship is ready to go.
    Now you'll learn how to control the Blackjack. Sweet.
    "Press the A Button to lift off or move forward. Press the B Button to land.
    Press left or right to turn. Press up or down to adjust altitude.
    Press Start to go amidships. There, you can change party memebers and purchase
    "Press Select to view the world map. Hold the L Button and left or the R Button
    and right to make sharp, high-speed turns.
    Hold down both the L and R Buttons and use the Control Pad to move without
    turning. This is especially helpful when trying to land."
    Now, at last, you have control over the Blackjack, and go anywhere in the
    world you want! This opens up many things, all of which I will guide you
    But first, I want to talk about a few things:
    Setzer is now in your party. His level is simply the average party level.
    He comes equipped as follows:
    - Right Hand: Cards
    - Left Hand:  Mythril Shield
    - Head:       Nothing
    - Body:       Mythril Vest
    His slot ability can be pretty cool, but it's based a lot on luck.
    You can read about it here: [slot]
    Also, Terra has a new ability. It's called Trance and it allows her to
    turn into an Esper for a certain amount of time.
    You can read about Trance here: [trnc]
    4.50 Airship Fun                                                        [4.050]
    New Monsters:
    #73 - Grenade
    #94 - Briareus
    #95 - Devourer
    #96 - Chimera
    #97 - Intangir
    In this section we will go to many areas with the Airship that we couldn't go
    before. Let's go!
    First off, let me explain what all you can do with the airship. Obviously, you
    can fly around. But when you press Start while in the air, you can enter the
    ship. Inside, you can talk to anyone of your friends to change your party (you
    will come to the screen where you can select which 4 party members you want to
    You can do this ANYTIME you have the ship at hand. Also, you can heal on board.
    Anyway, let's go on to the first thing on the list: Getting Espers.
    I hope you still remember where all the towns are! Don't worry, I'll point you
    in the general direction.
    First off, let's go to Jidoor. It's on the west continent, south of Zozo.
    The Auction house is finally open! Head inside. Talk to the man at the entrance
    to join in the bidding.
    As of right now, there is a total of 5 items, two of which we want.
    Angel Wings - 10,000 Gil
    Zona Seeker magicite - 10,000 Gil
    Golem Magicite - 20,000 Gil
    Angel Ring - 20,000 Gil
    Talkobo - Can't Buy
    Angel Wings is a relic that casts Float on the wearer.
    Angel Ring is also a relic, but it casts Regen on the wearer.
    NOTE: You will a free copy of Angel Wings and Angel Ring later, so save your
    money here.
    Obviously, the two items we want are the Zona Seeker and Golem magicite. I hope
    you have 30,000 Gil (I can't see why you wouldn't), so that shouldn't be a
    problem. If you have tons of money left, might as well get the other two relics
    as well.
    NOTE: When the Talkobo is up for bid, some child will scream that he wants it.
    His father says no at first, but the child keeps begging. And like most kids
    in today's society (unfortunately), he will get what he wants. No matter if you
    bid or not, the kid's father will offer 500,000 Gil for that Talkobo.
    Just some quick stats on the espers:
    Golem = Teaches Protect, Stop, and Cura (all at x5). At level up, he raises
    Stamina by 2. His attack Earthen Wall protects the party by withstanding the
    same amount of damage as the caster's HP (if person who summons Golem has 1000
    HP, Golem will withstand 1000 damage)
    Zona Seeker = Teaches Rasp (x20), Osmose (x15), and Shell (x5). At level up,
    Magic is increased by 2. It's attack (Magic Shield) simply casts Shell status
    on the entire party.
    Osmose is what you'll want to learn, as it will be a permanent MP source for
    With two more espers in our collection, head to Tzen (north city on Southern
    Continent). Head up to the Relic Shop, but go behind it. You should see a guy
    walking in between the trees. This guy found a glowing stone in the Magitek
    Research Facility and will sell it to you for just 3000 Gil.
    If you want, you could wait till later in the game and buy this same stone for
    just 10 Gil! However, by then it won't be as useful anymore, and 3000 Gil isn't
    that much money anyway, so go ahead and buy it.
    The stone is, obviously, an esper. Seraph is now in your party. This brings
    your total esper count to 15 (Gotta catch' em all!). Seraph teaches Raise (x5),
    Cura (x8), Cure (x20), Regen (x10), and Esuna (x4). It's attack (Angel Feathers)
    restores HP to all allies.
    That's all the espers we can get for now. If you take a look at your Bestiary,
    you should have all monsters from 1 to 86... except #73! Now that we have the
    airship, we can get #73 - Grenade. To find Grenade, fly to the small island
    that lies to the west of the Veldt.
    - Nettlehopper x3 (1 AP)
    - Aepyornis, Stray Cat, Nettlehopper x2 (1 AP)
    - Stray Cat x3 (1 AP)
    - Bomb x6 (2 AP)
    - Bomb (1 AP)
    - Grenade (2 AP)
    - Bomb: Potion (Common), Hi-Potion (Rare)
    - Grenade: Flame Scroll (Rare)
    How to handle these monsters:
    - Bombs are from the Phantom Train. They only have 160 HP and they only attack
    33% of the time with Blaze. They also have a 33% chance of countering any
    attack with Self-Destruct. They're weak to Ice and Water if you're wondering.
    - Grenade are also weak to Ice and Water (Veil Dancer, any Blizzard spells).
    Their special attack is Mesmerize, which causes Berserk. However, they only have
    a 33% of using it every 3rd turn. They have a 33% of using Blaze every turn,
    and a 33% of using Fireball every 2nd and 3rd turn, so beware of that. It's
    best to simply cast a Blizzard spell (or use Veil Dancer), to take care of them
    You might be here a while, since there is only a 1/16 chance of Grenade showing
    up. Every other battle will be fought against Bombs. Don't leave until you
    encounter Grenade, though. If you don't care about fulfilling your Bestiary
    (shame on you), then don't bother coming here.
    Also, we're right next to the Veldt, so why not stop by there to do some
    Rage-hunting? Actually, don't. We'll get there in a few minutes though.
    First let's check out the east side of the Veldt. There's an island that you
    weren't able to access before now:
    - Devourer, Briareus (1 AP)
    - Briareus x2 (2 AP)
    - Briareus (2 AP)
    - Chimera (2 AP)
    - Devourer x3 (1 AP)
    - Chimera, Devourer x2 (1 AP)
    - Briareus: Gaia Gear (Rare)
    - Devourer: Hi-Potion (Common), Remedy (Rare)
    - Chimera: Hyper Wrist (Rare)
    How to handle these guys:
    - Briareus are nothing to worry about. Their special attack, which they cast
    33% of the time, is Claw (150% damage). They do get annoying if they are alone
    on the battlefield, because they have a 33% of casting Snort, which removes the
    target from battle. Very annoying.
    - Devourer's Special Attack is Shell Slam (150% damage). Every other turn,
    they have a 33% of using Tentacle (the same attack Ultros uses), which will
    damage every character anywhere from 200-300. The nice thing is that if they
    don't use Tentacle, they won't attack at all.
    - Chimera has a few dangerous attacks. Its special attack is the least
    dangerous (Romp; 200% damage). It can also cast Snowstorm, Fireball, Cyclonic,
    and Aqua Breath. Cyclonic, if you remember, will lower every one of your guys'
    HP to 6.25% of its current HP. Use your strongest (I shouldn't have to tell you
    what YOUR strongest attacks are) to take him down. He has 2237 HP by the way.
    There are two reasons we are here:
    - Bestiary entries
    - Gaia Gear
    Gaia Gear is Briareus' rare steal. In the next cave or whatever you'd like to
    call it you will meet Outcast, who casts Lifeshaver, a powerful Earth-elemental
    attack. It takes the damage from you to heal the caster, in this case, Outcast.
    If you have Gaia Gear equipped, it won't do a thing to you.
    Oh, and in a few minutes we'll be getting the Quake rage, which hits ALL
    characters on the field, including you. Except you'll have Gaia Gear equipped,
    which means using Quake will actually heal you, while causing massive damage to
    the enemies.
    Two very good reaosns to steal 4 Gaia Gears. Yes, 4. I know it will probably
    take a while, but it'll be worth it later on. Once you've got 4 Gaia Gear,
    it's time for our next stop.
    If you look on the map (press Select if you don't have a map) you should see
    a triangular shaped island in the north-east corner of the map. This island
    is called Triangle Island, because it is triangular.
    Triangle Island
    - Leaf Bunny (0 AP)
    - Leaf Bunny x2, Darkwind (0 AP)
    - Intangir (10 AP)
    - Leaf Bunny x2, Darkwind x2 (0 AP)
    - Leaf Bunny: Potion (Always)
    - Darkwind: Potion (Always)
    - Intangir: Magicite Shard (Rare)
    How to handle Intangir:
    When you first get into battle with Intangir, you won't see him, because he has
    inherent Invisible status. To make them visible, hit them with a magic attack.
    However, Intangir absorbs all elements, so most spells you send his way will
    actually heal him.
    Everytime you attack Intangir, he counters with Meteor, which will damage every
    character around 1000 damage, which means death in most cases.
    So if he kills you when you attack, how do you beat him? Cast Stop.
    You can either manually cast Stop on him (taught by Golem at x5 rate) or use
    Gau (Alacran) like you've done in the past. I recommend simply casting Stop
    manually, for many reasons. First of all, if you use Gau's Alacran Rage, you
    have to make Intangir visible FIRST (Why? Because Alacran is a physical attack,
    and physical attacks miss against Invisible targets). Casting Stop manually,
    however, will work when he's invisible. Also, this allows Gau to use another
    Rage (Stray Cat for example) to deal some damage to Intangir.
    Anyway, once he's stopped, attack him with everything you've got. He has 32,000
    HP, so keep at it. When he's released from Stop, cast it again. It might just
    be best to cast it every turn, since you'll never know for sure when he'll
    counter with Meteor, except of course watching him use Meteor against you,
    which you won't want to see.
    NOTE: Intangir casts Meteor when he dies, regardless of Stop or not. If your
    party cannot survive this, read below and get the Destroyer (Reraise). Then have
    Gau use Destroyer during battle, and it will cast Reraise on some party
    members. This way, even if Meteor kills your characters at the end, some memeber
    will get re-raised and you will win.
    Edgar's Chainsaw works nicely. Gau's best Rage is Stray Cat (Cat Scratch).
    Designate someone else to cast Stop every turn, and simply use Attack with
    your last character (if your last character is Sabin, use his Meteor Strike
    blitz: R, L, Down, Up; if your last character is Cyan, use Fang).
    NOTE: Even if there was a way to defeat him without using Stop, he runs away
    if his HP gets below 1280. You see why it's necessary to cast Stop?
    Once that is done, it's time to head to the Veldt. The rages we are interested
    in are as follows (in order of importance):
    - Litwor Chicken (Quake)
    - Destroyer (Reraise)
    - Wyvern/Briareus (Cyclonic) [One or the other works]
    - Bug (Stop)
    - Chimera (Aqua Breath) 
    - Intangir (Transfusion)
    - General (Cura)
    - Rock Wasp (Sleepsting; Causes Sleep)
    *waits for you to get all the Rages*
    Alright, now that we've done all that, what do you say we return to the actual
    game and story?
    Fly to Narshe.
    4.51 Narshe revisited                                                   [4.051]
    New Monsters: None
    Monster Formations: None
    Items Found: None
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            |
    | Phoenix Down (500 Gil)      | Stock up.
    | Green Cherry (150 Gil)      |
    | Tent (1200 Gil)             |
    | Flame Scroll (500 Gil)      |
    | Water Scroll (500 Gil)      |
    | Lightning Scroll (500 Gil)  |
     /        Armor Shop          \
    | Golden Shield (2500 Gil)    | Buy 1 Golden Shield (you should have 1 already)
    | Priest's Miter (3000 Gil)   | and give both to Terra and Edgar.
    | Green Beret (3000 Gil)      | Buy 1 Tiara for Terra.
    | Mythril Helm (2000 Gil)     |
    | Tiara (3000 Gil)            | You should have Gaia Gear, so you won't be
    | Golden Helm (4000 Gil)      | needing Power Sashes.
    | Mythril Mail (3500 Gil)     |
    | Power Sash (5000 Gil)       |
     /        Weapon Shop         \
    | Poison Rod (1500 Gil)       | Buy a Hawkeye for Locke.
    | Trident (1700 Gil)          |
    | Boomerang (4500 Gil)        | Also purchase a Trident for later.
    | Morning Star (5000 Gil)     |
    | Hawkeye (6000 Gil)          |
    | Sakura (3200 Gil)           |
     /        Relic Shop          \
    | Earring (5000 Gil)          |
    | Sniper Eye (3000 Gil)       | We've seen all this before.
    | Hermes Sandals (7000 Gil)   |
    | Reflect Ring (6000 Gil)     |
    | Black Belt (5000 Gil)       |
    As soon as you enter the city, a Narshe guard will say they've been waiting
    on you. You'll be taken to the Elder's house.
    The people of Narshe have finally decided to fight the Empire! Sweetness.
    Figaro and Narshe are teaming up against the Empire, but it's still not enough.
    They have to open the Selead Gate, the gate to the esper world! Madness. Arvis
    says they will never beat the Empire without the help of the espers. The Sealed
    Gate lies to the Empire's east (if you're paying attention, you'll already know
    where to go next, then).
    Banon says the trust between humans and espers must be reestablished. And
    there's only one person who could do that... Terra. She says to herself that if
    humans and espers were truly incompatible, then she would never have been born.
    Knowing this, the choice is very simple: She'll do it.
    And with that, you are sent on your way. But wait, why don't we go recruit one
    of the possible strongest characters in the game? No? Never mind then.
    Just kidding. Head back to the Treasure House (South of Arvis' House). You
    remember there was one treasure chest that was locked? Well, the thief Lone
    Wolf has just stolen it, but you caught him in the act. Time to follow him to
    get it back.
    He went off towards the north, so follow him there. You'll have to go through
    the Narshe Mines (take the first right you see). It's a one-way path through.
    You'll come outside again, cross the bridge, enter the cave, exit the cave,
    and head north to come to a familiar place. This is where you fought Kefka
    during the Imperial Raid while protecting the esper.
    Anyway, keep heading north, cross the bridge to finally find Lone Wolf! If you
    try to approach him, he will say "That's far enough! Come one step closer and
    the moogle gets it!"
    What to do now? Just wait. If you try to approach Lone Wolf again, he'll say
    the same thing. Just stand still for 5 seconds, and the moogle will begin to
    free itself. He then struggles to free himself from Lone Wolf, and eventually
    both get thrown to the left (moogle) and right (Lone Wolf).
    You now have a choice. Lone Wolf informs you that the item he has is a Gold
    Hairpin. But if you get the Gold Hairpin, the moogle (who is Mog) falls off the
    cliff and you won't get Mog till MUCH later in the game.
    Gold Hairpin is a Relic that cuts the magic cost for all spells in half. While
    this may sound intriguing (sp?), I highly recommend getting Mog. Later on in
    the game, you can get a better relic that cuts all magic cost to 1 MP (granted;
    that is much later in the game) and you really don't need a relic to cut
    magic cost since you have Osmose (steals MP from enemy and gives it to you) 
    at your disposal.
    Anyway, I'm going to assume you choose Mog. As soon as you do so, Lone Wolf
    falls off the cliff, along with the Gold Hairpin. You will now get to name
    the moogle, whose name is Mog.
    Mog: An old dude named Ramuh taught me your language, kupo! He kept showing up
         in my dreams and telling me to help you, kupo! So... I'm gonna help you,
    Huh? What? Yeah, Mog can talk, apparently thanks to Ramuh. At least we won't
    have to listen to his kupo mumble-jumble.
    Anyway, Mog will wait back at the airship for you. Let's also head back to the
    NOTE: The frozen esper is still chilling there, in the same spot. *sigh*
    4.52 Mog can Dance!                                                     [4.052]
    New Monsters: None
    Monster Formations: Varies, depending on area
    Items Found: None
    Congratulations! You have recruited Mog into your party, and you will be glad
    you did.
    Once back on the airship, it's time to change the party and prepare for the
    upcoming cave.
    One obvious choice (well, maybe not so obvious to you now) is Mog. He joined
    your team with +5 levels than everyone else, making him the strongest character
    right now.
    Your other three characters can be either:
    - Terra (Recommended)
    - Locke (Recommended)
    - Cyan (No)
    - Edgar (May be good, but cannot equip Gaia Gear, so he should sit out)
    - Sabin (Also good choice, and can also equip Gaia Gear)
    - Setzer (Not my favorite, but if you like him, go for it)
    - Gau (Definitely a winner)
    My party consisted of: Terra, Locke, Gau, and Mog.
    Just for curiosity, my equipment:
    - Hawkeye, Mythril Shield, Green Beret, Gaia Gear
      Reflect Ring, Thief's Bracer
    - Icebrand, Golden Shield, Tiara, Gaia Gear
      Reflect Ring, White Cape
    - Trident, Golden Shield, Golden Helm, Gaia Gear
      Dragoon Boots, Reflect Ring
    - Nothing, Mythril Shield, Green Beret, Gaia Gear
      Reflect Ring, Earring
    Now, let me explain Mog a little bit.
    His battle command is Dance.
    To learn more about Dance, search for: [dnce]
    He can learn Dances by participating in battles that have different
    backgrounds. If you've been following this guide word for word (good for you!),
    then he should have learned Twilight Requiem way back at the beginning of the
    game when you were protecting Terra from Guard Leader. He learned this because
    you were fighting in a battle with the cave background.
    We can have Mog learn several more dances now, thanks to the airship.
    1. Fight a battle on the Overworld to have Mog learn Wind Rhapsody.
    2. Fight a battle in a Forest to learn Forest Nocturne
    3. Fight a battle in the desert to learn Desert Lullaby
    4. Fly to Zozo and fight a battle there to learn Love Serenade
    5. Fly to Mt. Kolts and fight a battle on the slopes to learn Earth Blues
    6. If you never learned Twilight Requiem, fight a battle in the caves of Mt.
    7. The last Dance we can obtain for now is Water Harmony, which is a little
       trickier than the rest:
       a. Land in front of Baren Falls (little to the north of the Veldt)
       b. Jump down Baren Falls (no Opinicus Fish)
       c. Go to south-east of Veldt where Crescent Mountain Cave is
       d. Jump into Serpent Trench, fight battle and learn dance
       e. Land at Nikeah. Head to north-east corner of town and rent a Chocobo
       f. Ride Chocobo back to Baren Falls (head east, then south). You will follow
          the same path Sabin took in his scenario (over bridge where Imperial
          Camp used to be; past Doma Castle; through Phantom Forest)
    You have now learned every dance Mog can learn but one. Again, take a look at
    [dnce] to see what each dance can do.
    Now head to the Imperial Observation Post (east end of Southern continent).
    NOTE: Terra is a mandatory character here. If you enter the Observation Post
    without her, your lead character will say "The espers wouldn't give us the time
    of day without Terra... We'd better bring her along."
    Anyway, head up the stairs to the north, go east, and go down those stairs to
    enter the Cave to the Sealed Gate.
    4.53 Cave to the Sealed Gate                                            [4.053]
    New Monsters:
    #87 - Outcast
    #88 - Provoker
    #89 - Zombie Dragon
    #90 - Antares
    #91 - Lich
    #112 - Ninja
    Monster Formations:
    First Cave:
    - Lich x3 (1 AP)
    - Lich, Provoker, Antares (1 AP)
    - Provoker x2 (1 AP)
    - Provoker x2 (1 AP)
    - Outcast x3 (2 AP)
    - Provoker x2, Lich x2 (1 AP)
    - Zombie Dragon, Outcast x2 (2 AP)
    - Antares x3 (1 AP)
    - Zombie Dragon (2 AP)
    - Outcast x3 (2 AP)
    - Zombie Dragon, Outcast x2 (2 AP)
    - Zombie Dragon x2 (1 AP)
    - Ninja (0 AP)
    Items Found:
    - Assassin's Dagger (Chest in First Cave)
    - Kazekiri (Chest in Second Cave)
    - X-Potion (North-East, Moving Bridge Cave)
    - Heiji's Jitte (South-West, Moving Bridge Cave)
    - Hi-Ether (South-West corner of Lava Cave)
    - Genji Glove (Lava Island [Fall off the Bridge])
    - Tent (Save Point Room)
    - Invisibility Scroll (1 South, 1 West from grand stairs, in floor)
    - Gold Needle (6 South from Invisibility Scroll, in floor)
    - Water Scroll (4 North, 4 East from Gold Needle, in floor)
    - Hi-Ether (South of Grand Stairway)
    - 293 Gil (3 North from Hi-Ether, in floor)
    - Elixir (North-East of grand stairway)
    - Magicite Shard (Treasure Room, West Chest)
    - Hi-Ether (Treasure Room, North-West Chest)
    - Magicite Shard (Treasure Room, North Chest)
    - Ultima Weapon (Treasure Room, North-East Chest)
    - Magicite Shard (North-East Corner of Lava Cave)
    - Outcast: Amulet (Rare)
    - Provoker: Holy Water (Common), Hi-Potion (Rare)
    - Zombie Dragon: Phoenix Down (Common), Hi-Potion (Rare)
    - Antares: Antidote (Common), Hi-Potion (Rare)
    - Lich: Green Cherry (Common), Poison Rod (Rare)
    - Ninja: Angel Wings (Rare)
    How to handle these guys:
    NOTE: The following monsters are all of the Undead type: Outcast, Provoker,
    Zombie Dragon, and Lich. This means you can kill them with a Phoenix Down if
    you wish. In other words, any enemy but Antares and Ninja can be killed with a
    Phoenix Down.
    IMPORTANT NOTE: Antares and Lich are permanently missable Bestiary entries. I
    doubt you'll have trouble finding these guys, just make sure you do see at
    least one of each for the Bestiary entries. This is your last warning regarding
    - Outcast is your main problem, or would have been if you didn't have the Gaia
    Gear. Every other turn they have a 33% of using Lifeshaver, a powerful Earth
    elemental attack that heals the user by the same amount of damage they dealt to
    the target. Since you have Gaia Gear, you don't have to worry about it. They
    are weak to Water, so use Anguiform or Water Harmony Dance with Mog to take it
    - Provoker have a 1/3 chance of countering any attack with Imp Song. Their
    special attack is Sapping Touch (causes Sap). Luckily, they are weak to Ice,
    and you should know what to do for Ice attacks by now.
    - Zombie Dragon just attack physically. Every 4th turn, they have a 33% of
    using their special attack Bone, which inflicts Zombie. You should have killed
    them long before Turn 4 though. These guys are weak to Fire, so get rid of them
    - Antares are no threat at all. Their special attack Dreamstinger can put you
    to sleep. They have a 33% of casting Magnitude 8 after you kill them... if only
    they had enough MP. They are weak to Ice if you're wondering.
    - Lich love Fire. Their entire battle script consists of Fire, Fira, Firaga
    and their special attack Insanitouch (causes Confusion). If you have Reflect
    Rings (as you should), they won't hit you at all, but each Fire spell you bounce
    back will heal them. They will start casting Firaga when they are alone, but
    that shouldn't bother you. Kill them quickly with any physical attack. They are
    weak to Holy, so if you brought Sabin, unleash Aura Cannon on each one for an
    - Ninjas can be VERY hard to kill right now, but not if you get rid of them
    quickly. Ninjas can use Flame/Water/Lightning Scrolls, which will cause MT
    damage in the range of 200-300! It's special attack is Stealth, which casts
    Invisible on himself, but chances are you won't ever see it. I can pretty much
    guarantee the Ninja getting in at LEAST 1 of his scrolls before you kill it, so
    be prepared to take some damage. He is weak to Lightning, so Aspiran/Thundara
    should kill him in 1-2 hits (Aspiran in 1, Thundara in 2). Also, you could use
    Mu's Snare Rage to instantly kill him (though that is a 50% chance).
    Head to the chest to pick up the Assassin's Dagger. This dagger is for Locke or
    Shadow. If you already have Hawkeye on Locke, I suggest leaving Hawkeye, but
    obviously it's up to you. Head through the door to the next room.
    This is known as B1F, where you find Provoker, Outcast, and more Liches. Try to
    steal some Amulets from Outcasts. It is their rare steal, so it may take a
    while, but if you followed my advice and got Gaia Gear on everyone, you need
    only worry about their physical attacks. Amulet is a relic that prevents Poison,
    Darkness and Zombie. If you don't want to steal any, that's up to you.
    Remember how I told you to steal a Kazekiri from Number 128, and I said there's
    only two of them in the game (excluding the Soul Shrine)? The chest in the
    south-west corner holds the 2nd one.
    Exit through the south-west door to come to B2F. As soon as you enter the room,
    nothing exciting happens. Take one step on the wooden bridge and watch the
    bridges change position about every 2 seconds. Here I will list simple steps to
    how to get both treasure chests and exit without getting lost:
    From first bridge, run two spaces east, then 2 south to get a safe spot. When
    you can, run on the stone platform. Run 2 south, 1 West, wait. Run 2 West, wait.
    Quickly grab the Heiji's Jitte and move back one east (I'll explain what this
    is in a minute). Run two east, wait. Back on the stone platform, wait.
    From stone platform (take the north way), go 1 North, 1 East, 1 North, wait. Go
    two east on the stone platform, and grab the X-Potion in the chest. Taking the
    left of the two bridges going south, go 3 South, wait. 1 South, 1 West, wait.
    Now RUN 1 South, 4 East, 1 South, wait. Stand on the last stone platform and
    exit the room through the south door.
    NOTE: Heiji's Jitte turns Setzers Slot command into Gil Toss. Everytime you use
    this command, you actually use Gold (Amount of gold = Level * 30).
    Search for [gilt] to learn more about it.
    You'll now be in B3F, where you will only encounter Outcasts and Zombie Dragons.
    Remember: Anguiform or Water Harmony for Outcasts
              Fire spells for Zombie Dragon
           OR Phoenix Downs for both
    Anyway, head east first and around to get the Hi-Ether. Go back to the entrance,
    take the stairs down and follow this path. You'll come across an incomplete
    bridge to a chest. Ignore it. Following the path, up a diagonal path, and stand
    on the bridge in front of a switch. Hit the switch and go west and follow the
    path to the chest we just passed: Genji Glove. Nice.
    NOTE: If you don't hit the switch, the little bridge allowing you to reach the
    Genji Glove won't appear, in case you're wondering what the "distant sound" is.
    Continue on and up north are two switches. Hit the left one to open a cave with
    a Save Point and a chest with a Tent.
    Hit the right one to prepare for battle with a Ninja. Kill him with Aspiran or
    Mu. Read above for more info. Anyway, once you defeat him, he will say "And I
    was just about to claim all the treasure buried in the ground beneath the big
    stairway for my own..."
    So there's treasures buried beneath some big stairway? Wonder where that is.
    Probably nowhere near here.
    Hit the switch on the bridge to reveal... a big stairway? Oh snap, that was
    fast. Yes, this is indeed the stairway the Ninja is talking about. Lots of
    treasures await us here.
    Stand on the bottom stair (make sure you're on the stairs itself or the
    directions will be off), and take 1 step South, and 1 West, hit A. You find an
    Invisibility Scroll.
    Go 6 South from here to find a Gold Needle.
    Go 4 North and 4 East to find a Water Scroll.
    Go open the chest on the ledge for another Hi-Ether. Stand above the chest, and
    go 3 North to find 293 Gil! Wow!
    That's all the hidden treasures for here. Go into the cave to the right and
    navigate north. If you can't figure it out:
    Starting point is in front of cave (with party still visible).
    2 East, 6 North, 1 East, 3 North, 1 West, 2 North, 1 East, 2 North, 1 East.
    You're out!
    Collect the treasure for an Elixir. You'll come across two switches, both of
    which are pointless. The left one opens up a staircase to your left, which
    leads... nowhere. That bridge you see to your right, that is now broken? It was
    intact until you hit the switch to reveal the stairs. I guess the game is
    trying to make you figure out how to get that chest? Don't worry, I got your
    back. Though you won't like the end results.
    The right switch simply disconnects the bridge right above you (again, I guess
    the game is telling you: Find another way). You *could* go around the switch 
    and open the chest early, but that would kill the suspsense.
    Anyway, you don't have to press either one of them if you don't want too. Go
    south then west to find a rather important looking switch. Press it, and a door
    will open up.
    In order, from left to right, the chests contain: Magicite Shard, Hi-Ether,
    Magicite Shard, Ultima Weapon!
    Remember the guy in Albrook, talking about a sword and a monster with the same
    name? Well, this is the sword, called Ultima Weapon. If weapon + monster = same
    name, guess what the monster is called?
    Anyway, while you may think this weapon is ultimate right now, it's not. Wait
    to equip it later. Just do it.
    NOTE: Did you equip it? If you did, (shame on you) you will notice fairly
    quickly that it only does about 500 damage... when you're at full HP! It will
    do less damage the less HP you have, so that's why you shouldn't equip it now.
    Head outside this little room, east and then across that bridge. Hit the switch
    to raise the platform to your right up to your level. Cross that bridge, and hit
    the switch again to raise the platform to your left to your level.
    You can now access the chest, which contains... another switch? Don't flick it.
    Did you flick it? The switch does nothing by the way, I was just seeing if
    you're following this guide word for word or not.
    NOTE: It DOES actually do something, but you won't notice unless you're
    cheating, or VERY very unlucky. The bridge you cross before getting the
    Magicite Shard will be disconnected if you flick this switch. However, the
    bridge gets reset when you fight a battle. Therefore, if you're using a "No
    Random Encounter" code, you will probably see this.
    Anyawy, continue on (getting the Magicite Shard in the chest to the north).
    Go through the door to the South-West... you're almost there. Go through here
    to finally find the Sealed Gate.
    I'll summarize the scene you witness here:
    Terra approaches the Gate, and suddenly Kefka and two soldiers show up behind
    you. You get to fight Kefka now. Before the battle, Kefka reveals that you've
    been playing into their hands all along (by giving you Terra, and them following
    To win the battle, attack him once (he has 1 HP) to finish the battle. Or if
    he casts Fira on his first turn, you'll reflect it back at him, also ending the
    Terra transforms into an esper and calls the espers, which actually does open
    the door. Kefka suddenly has a bad feeling about this, and everyone gets knocked
    to the ground by some force.
    That force being espers flying out of the Esper World!
    After all the espers fly out, rocks fly towards the gate to block off the
    entrance in the shape of a skull. How inviting!
    Everyone asks where the esper went, but Terra suggests they go back to the
    airship... NOW! This is easier said than done, as this was a fairly large
    cav... hold on. Go south down the stairs to find a door that definitely wasn't
    there before. Go through it to conveniently come to the very beginning of the
    cave. Of course this is only revealed AFTER you went through the whole cave
    (kinda like in math class when the teacher taught you how to do something the
    hard way, only to tell you the easy way the next day; I always hated that <_<).
    Go back through the Imperial Observation Post to be met by one of the guys
    you didn't take with you on this trip. This same person tells you the espers
    took off toward Vector. Cool.
    You'll automatically fly to Vector. Terra suddenly feels the espers coming
    closer... then they fly by dangerously close!
    Terra somehow has turned into an all-knowing person and informs us the espers
    were angry. Whoever is controlling the ship loses control of it and you make a
    crash-landing near Maranda.
    NOTE: You can go into the Blackjack and heal with the left guy if you want (the
    right guy has the same Item Shop as listed in Section 4.41)
    4.54 Vector Revisited & Imperial Banquet                                [4.054]
    New Monsters: Imperial Elite
    Monster Formations:
    While trying to talk to 24 Soldiers:
    - Mega Armor (2 AP)
    - Sergeant (0 AP)
    - Imperial Elite x3 (1 AP)
    Items Found:
    - Alarm Earring (South-West Storeroom [Left Chest])
    - X-Potion (South-West Storeroom [Right Chest])
    - Ether (West Barracks)
    - Gale Hairpin (East Bedroom)
    - Holy Water (East Bathroom)
    We actually find ourselves outside of Maranda, but there's nothing new there.
    Our next destination is Vector. You could either hike all the way over there
    (it's not really all that long, but can be annoying), or you could go the easy
    way and hop on a Chocobo and ride to Vector within seconds. The hidden Chocobo
    stable is east of Maranda in the forest (right next to the Blackjack). The ride
    does cost 100 Gil, but that shouldn't be a problem.
    Once you get to Vector, enter.
    Wow. Yeah, so it seems the Espers tore this place up quite nicely. All the
    buildings are on fire. You even find tons of Returners walking around! Madness!
    If you try to head into the Magitek Research Facility, you will find that...
    nothing happens. You can walk towards the top of the screen as much as you want,
    you won't enter anything. Oh well.
    NOTE: The lady in the skinny house that healed you after you fought the Narshe
    guards last time is still there! You can heal if you want, but someone should
    notify her that her house is on fire or something... whatever.
    NOTE2: Weapon and Armor Shop are still up and running. These guys don't close
    down for anything.
    Anyways, to move on, head straight up. Go up the big stairs and you can walk
    freely this time (last time you were here any contact with soldiers was a
    battle). In addition, if you made it past these guys without fighting a battle,
    you may remember the battle with Guardian, which you couldn't win? And I told
    you we'd come back later? Well, now is later, and we're back.
    Banon is also here and can't believe the espers did this. Arvis just tells you
    that it was like this when they got there ("I didn't do it!" anyone?).
    Continue on and past where Guardian stopped you last time. Go up some stairs to
    have a Messenger tell you the emperor is waiting on you. Word. Follow the
    messenger to get access to the Imperial Castle.
    Just head straight up as any other way is blocked by Imperial Guards for now.
    Go up and talk to Emperor Gestahl. He's lost his will to fight ever since the
    Espers came through and destroyed the whole city. Cid shows up and informs you
    that the Emperor has had a change of heart. Can we believe him?
    Apparently the Espers stopped by and wished to see their friends. However, their
    friends weren't there anymore (since you have them!) and they went crazy and
    destroyed the city. The soldiers in the background give up fighting as well.
    Gestahl confesses he had no idea of the power the espers had. He's afraid they
    will destroy the entire world if left unchecked, so "someone" needs to find a
    way to calm their rage. After some words of wisdom by Cid (Men should never
    lust after power they lack the means to control...), the Emperor leaves, but
    not before inviting you to dinner tonight. Sounds cool.
    This is where the Imperial Banquet sequence starts. Cid tells you there are
    some soldiers who prefer to keep fighting and asks you to go around and talk to
    them before dinner.
    You now have 4 minutes to talk to as many soldiers as you can.
    There are a total of 24 soldiers you can talk to. I'm going to do my best to
    guide you through one of many paths that will work. I will also provide a link
    to a wonderful map made by nJOY_CJ for the SNES version of this game so many
    years ago: http://www.gamefaqs.com/console/snes/file/554041/44805
    Check out that map for the general locations of all the soldiers. Also try to
    follow along with my directions so you know where you are on the map.
    Ignore all the treasure chests for now, we'll be able to get those later.
    One last thing before we start: Now and later is known as the Imperial Banquet.
    What you do now will earn you points, and after the Banquet you will get certain
    prizes depending on how many points you got. This guide will tell you how to
    get the maximum amount of points, obviously.
    For reference: 1 Point = Talking to a soldier
                   5 Point = Winning a battle against a soldier
    And you only have four minutes to talk to all 24 soldiers.
    Quick reminder: Any battle you fight will be against Mega Armor or Sergeant.
    Mega Armor is weak to Lightning and Water and has 1000 HP.
    Sergeant is weak to Lightning and Water and has 580 HP.
    IMPORTANT: Theoretically it IS possible, so here goes: This is your last chance
    to ever see Sergeant in the entire game. Though chances are REALLY good you've
    seen him by now, make sure you have in fact seen it for the Bestiary entry.
    Anyway, let's do this:
    - Head straight south to the next screen
    - Talk to two Soldiers (2 soldiers)
    - Go down little stairs and talk to the two Magitek Soldiers (4 soldiers)
    - South and outside, down right stairs and talk to Magitek Soldier (5 soldiers)
    - Back up stairs, down left side, talk to south-west soldier (6 soldiers)
    - Talk to left Magitek Soldier for battle (7 soldiers)
    - Head back inside and go left/west and through the door
    - Ignore the door you see (it has two treasure chests)
    - Head up the stairs and enter THAT door. There are a total of 6 soldiers in
      this room, and one more in the back room on the toilet. The guy on the toilet
      (Poo on peace!) will fight you, as will one of the soldiers in the room. You
      should have talked to a total of 14 soldiers before leaving here.
    - Head up the stairs and talk to a soldier (15 soldiers) before heading outside
    - Talk to the soldier and Magitek Soldier to the left (17 soldiers)
    - Go up the middle stairs and talk to two Magitek Soldiers (19 soldiers)
    - Head inside and fight the soldier (20 soldiers)
    - Head back down the middle stairs and talk to Magitek Soldier (21 soldiers)
    - Head inside and down the stairs to the next room
    - Go down one set of stairs and enter the door. Talk to the Mage in the red and
      the soldier walking around (23 soldiers). One to go.
    - In the south-west corner of this room is another bathroom with the last
      soldier (24 soldiers).
    All of this can be accomplished in about 3 minutes, leaving you with a minute
    to spare. It depends on how fast you move and how long the battles take. Point
    being, you should easily be able to talk to all 24 soldiers within 4 minutes.
    After you're done, just wait for the Timer to run out.
    NOTE: So yeah, that first part wasn't really a Banquet, but I'm just going to
    refer to both parts as the Banquet as the points carry over.
    When the Timer runs out, the REAL Banquet starts. Here, the Emperor will ask you
    a serious of questions which you'll have to answer. Each separate answer has a
    separate point value. Of course I'll tell you which answer is the best to
    Anyway, you all have a seat, with Cid placing himself next to you.
    If it's not obvious enough, pick the answer with the highest point value.
    Gestahl: Let us make a toast! To what shall we raise our glasses?
    2 Points = To the Empire.
    1 Point  = To the Returners.
    5 Points = To our homelands.
    Gestahl: As you may know, I've imprisoned Kefka for his crime of using poison
             against Doma. What do you think should be done with him?
    5 Points = Leave him in jail.
    1 Point  = Pardon him.
    3 Points = Execute him.
    Gestahl: I am truly sorry about what occured in Doma. No one ever dreamed Kefka
             would use poison.
    1 Point  = What's done is done...
    5 Points = That was inexcusable.
    3 Points = Apologize again!
    Gestahl: By the way... With regard to General Celes...
    1 Point  = Was she an Imperial spy?
    5 Points = Celes is one of us!
    3 Points = We trust her whether she spied or not
    Gestahl: Was there anything else you wanted to ask?
    NOTE: Remember which question you ask him now! Just choose the first question
          to make it easier on yourself.
    2 Points = Why did you start the war?
    2 Points = Why do you want peace now?
    2 Points = Why did we have to talk to your men?
    Gestahl: With your permission, I'd like to move on to discussing the espers...
    NOTE: Choose "I still have a few things to ask" to return to the above question.
          Ask him a question you haven't asked him, then return again to ask him the
          last question. If you ask him the same question twice, you'll lose points.
    0 Points = I still have a few things to ask.
    0 Points = Okay
    0 Points = Okay, let's talk about the espers...
    Gestahl: The Empire has been decimated by the espers that emerged from the
             Sealed Gate. They're just too powerful... If we don't do something,
             they'll tear the entire world apart!
    5 Points = They have gone a bit too far...
    2 Points = You're the one who brought them here in the first place!
    Gestahl: By the way... what was that first question you asked me a minute ago?
    NOTE: See? You get 5 Points for choosing correctly.
    Why did you start the war?
    Why do you want peace now?
    Why did we have to talk to your men?
    Cid: Why don't we take a short break?
    Now go around to Gestahl's side of the table and talk to any of the soldiers
    there. You will have 2 minutes to fight 3 Imperial Elites. This is the ONLY
    place in the entire game you will find these guys, so make sure you do this.
    They are weak to Poison and sport 700 HP with average defenses. They are immune
    to every status, so take care of them however you see fit. Two minutes is
    plenty of time to defeat these three guys.
    You also get 5 Points for beating these guys in time.
    Sit back down to resume the conversation with Gestahl.
    Gestahl: Is there anything you wish to hear me say?
    3 Points = That you really want peace
    5 Points = That your war is truly over
    1 Point  = That you're sorry
    Gestahl: Would you please go on board?
    3 Points = Yes
    0 Points = No
    Then General Leo shows up and informs you he will be waiting for you in
    So to summarize: The Empire is sorry now that the Espers have destroyed their
    town, and Gestahl wants to "borrow" Terra's power to calm the espers down.
    Gestahl has a ship in Albrook waiting for you, and General Leo will accompany
    you as well.
    Locke and Terra are automatically chosen to go along on this mission. The rest
    stay behind in case something fishy goes down. After all, it is kind of weird
    that the Empire did a complete 180 and is now sorry for everything and asking
    for your help, is it not?
    Try to leave the castle now and you'll be stopped by another messenger, who
    will award you with a variety of things, depending on how many points you got.
    Let's review first:
    24 soldiers x 1 Point (for talking to them) = 24
    4 soldiers x 5 Points (for beating them)    = 20
    If you answered all questions correctly     = 49
    For a grand total of 93 (24 + 20 + 49) Points! If you did everything this guide
    told you to do you'll have 93 points, don't worry. Here's how the rewards break
    90 - 93 Points: 1, 2, 3, 4, 5
    77 - 89 Points: 1, 2, 3, 4
    67 - 76 Points: 1, 2, 3
    50 - 66 Points: 1, 2
    Anything else:  1
    What do these numbers mean? Look below:
    1 = All Imperial troops will be withdrawn from South Figaro immediately.
    2 = In addition, Imperial forces will be withdrawn from the kingdom of Doma.
    3 = We will also unlock the armory at the Imperial observation post to the east.
        You are welcome to any of the weapons and armor within.
    4 = And this is a personal gift from the emperor... Obtained Tintinnabulum!
    5 = Finally, I was told to give you this because of your impeccable behavior at
        dinner. Obtained Ward Bangle!
    If you got all 93 Points (or even just 90), you basically just got this:
    No more troops in South Figaro
    No more troops in Doma Castle
    Armory at Imperial Observation Post is open (tons of treasures inside for you)
    A Tintinnabulum from the emperor, and a Ward Bangle from the messenger
    You already know what a Tintinnabulum does (restores HP with each step).
    Ward Bangle is another relic that lowers the rate of random encounters when
    worn (25% less random encounters).
    Your current party is Locke and Terra. Somehow, you also got the equipment of
    everyone that was just standing around. I equipped my two guys as follows
    (whether you do the same is up to you):
    - Right Hand: Stoneblade
    - Left Hand:  Golden Shield
    - Head:       Tiara
    - Body:       Golden Armor
    - Relics: Reflect Ring, White Cape
    - Right Hand: Ultima Weapon
    - Left Hand:  Mythril Shield
    - Head:       Green Beret
    - Body:       Gaia Gear
    - Relics: Reflect Ring, Thief's Bracer
    Anyway, now it's time to pick up the treasures of this place. From the main
    entrance, go left and into the door above you (the one I told you to ignore
    earlier). Left chest has Alarm Earring, right chest has X-Potion.
    By the way, Alarm Earring is a relic that prevents back and side attacks. Not
    very useful, since there are a) Always better Relics to use than that, b) Back
    and side attacks aren't that common anyway
    Head outside and go up the stairs to the room with all the soldiers walking
    around. The chest has an Ether for you.
    Go back to the main entrance and head right this time. If you go in the door
    above you, you will come to the jail cells where Kefka is locked up:
    Kefka: Gah! How dare they put me in a place like this! ...Hmph!
           I just can't believe it!
           What a bore.
    Yeah, so let him rot in jail. Leave the jail cells, go up the stairs and enter
    the room where you found your last couple soldiers. To the north of this room
    is the Gale Hairpin, and the Holy Water is in the bathroom in the South-West
    corner of the room.
    That's all the treasures for this place. Leave Vector now.
    4.55 Getting to Albrook                                                 [4.055]
    New Monsters: None
    Monster Formations: See Monsters in Section 4.42
    Items Found:
    - X-Potion (North-Western Chest)
    - Angel Wings (North Wall [Next to X-Potion])
    - 8,000 Gil (Mid-West Wall)
    - Hi-Ether (North-West of Center, or east of 8000 Gil Chest)
    - Reflect Ring (West of the Buckets, or east of Hi-Ether Chest)
    - 13,000 Gil (Easternmost Chest, or east of Reflect Ring Chest)
    - Hermes Sandals (Center of room)
    - Elixir (South-West of Hermes Sandals)
    - 20,000 Gil (South-East of Hermes Sandals, or east of Elixir Chest)
    - Angel Ring (South-West Corner)
    - Alarm Earring (South Wall, east of Angel Ring Chest)
    - Flametongue (Stove)
    - Elixir (South-East corner of room [Hidden Chest])
    To continue on with the story we could just head to Albrook. But there's a few
    other things you can do.
    First, head over to the Imperial Observation Post (east-end of continent).
    Enter the lone house that exists here and head downstairs. This is the
    Armory that has been unlocked for you. Sweet.
    NOTE: If you remember back at the Auction House, I told you you'd be getting a
    free copy of Angel Wings/Angel Ring. Here ya go.
    Anyways, grab all the treasures and leave. Wasn't that fun?
    The only thing left to do (which you don't even have to do) is hike all the way
    back to Maranda where the Blackjack is. You can witness an amusing cutscene
    involving Cid and Setzer as the latter tries to repair the ship. Of course,
    since this is an all-inclusive guide, I will have done all this for you. Here's
    the scene:
    *Setzer tries to fix Blackjack, Cid walks around*
    Cid: This is a nice ship you've got here!
    Setzer: The shock from our crash really banged up the engine. It's gonna take
            a while to fix...
    Cid: Let me help you! I know my way around an engine!
    Setzer: I think I'll pass.
    Cid: You know, we could really speed this baby up if we axed the casino and
         streamlined her a bit...
    Setzer: ...That's not open to discussion. Now, will you please get out of here?
    Cid: Oh well... Would've been at least twice as fast, too... Maybe three
    Terra: You really love this ship, don't you?
    Setzer: It may be hard to believe, considering how I live now, but I used to
            be a driven man.
    Terra: ...Really?
    Setzer: I wanted to make this the fastest ship in the world, and fly it across
            the open sky... That was always my dream.
    Terra: Is that any different from what you're doing now?
    Setzer: Back then, there was a person who kept me working towards my dream...
            The pilot of the Falcon, the fastest airship ever made.
            At times we were friendly rivals, and at times we were simply friends.
            We'd always talk about our dreams...
            Like which of us would be the first to sail beyond the sky to the stars.
            But then she vanished along with the Falcon, and that was the end of
            youthful dreams.
            ... Darill...
    NOTE: If you did decide to come all this way view the above scene, make use of
          the healing guy.
    That was just a little cutscene that is often missed because why would anyone
    head to the Blackjack after the Banquet? Ah well, know that you haven't missed
    Head to Albrook (south of Vector).
    4.56 Traveling to Thamasa                                               [4.056]
    New Monsters: None
    Enemy Formations: None
    Items Found:
    - Teleport Stone (Bottom Crate by Docks Entrance)
    Everything seems the same... at least until you head to the port entrance,
    which is no longer being guarded by a Magitek soldier.
    Check the bottom crate as soon as you enter the port area for a Teleport Stone.
    Get on the boat and talk to General Leo. Another Imperial general and a man
    Leo hired will be joining your small party of 2. Quick, who is he talking about?
    General Celes and Shadow. If you got that right, have a cookie.
    Locke tries to talk to Celes, but she runs off. Whatever. Talk to Shadow for a
    funny line: "I'm working for the Empire. But don't worry... they didn't hire me
    to kill you"
    What a badass. Talk to Leo again to find out how to move on in the story. He
    tells you to get some rest, so head to the Inn and rest (for free).
    During the night a little cutscene will play. Locke gets out of bed and heads
    outside, where Celes just HAPPENS to be at that particular time at night.
    Video-game logic I tell you.
    I might as well type out the scene for you guys:
    Locke: Celes...
           Please... Why won't you talk to me?
           I know, I doubted you...if only for a moment. But... We can still be
           friends, right...?
    *Celes begins to walk away*
    *Celes leaves*
    That was deep.
    Anyway, rise and shine. If you're ready to go, talk to General Leo on the ship.
    *sails for a while*
    After a bit, Leo tells you you'll be arriving in the morning, and that you
    should rest until then. So much resting going on these days. Locke and Terra
    head off to go rest (yeah, that's worded a little perverse, but oh well) ...
    and BAM! It's nighttime.
    You have control of Terra, and the two soldiers on the side warn you about how
    dangerous the engine room is. So talk to Leo. They have a nice little chat
    about a few things (Terra's Emotions, the Empire, Kefka, Leo, Love) and Leo
    leaves, only to be replaced b Shadow, who was eavesdropping (sp?) on your
    conversation like a good Ninja should be doing. Terra begins to ask Shadow some
    questions, but he stays out of it. He does inform her that "there are people in
    this world who have chosen to kill their own emotions".
    Since we can assume someone like Shadow wouldn't say that unless it applied
    directly to him, we can begin to wonder about his past. We'll learn more about
    it later.
    Next person who appears (busy night) is Locke, who is sea-sick and throws up
    a few times.
    *sail some more*
    You'll get control of Terra once more. Talk to Leo to get your mission briefing,
    which is basically: Find the Espers. Then talk to Locke to be on your way! Oh,
    and Shadow is going with you too, while Celes goes off with Leo.
    NOTE: If you plan on fighting monsters on the Overworld (see next section), make
    sure you equip Shadow. He won't be doing much attacking/defending without any
    equipment. If you're not planning on fighting anything the Overworld, don't
    bother equipping Shadow. Or you could 
    4.57 Area around Thamasa                                                [4.057]
    New Monsters: None (if you've been following this guide)
    Monster Formations:
    - Devourer, Briareus (1 AP)
    - Briareus x2 (2 AP)
    - Briareus (2 AP)
    - Chimera (2 AP)
    - Devourer x3 (1 AP)
    - Chimera, Devourer x2 (1 AP)
    - Briareus: Gaia Gear (Rare)
    - Devourer: Hi-Potion (Common), Remedy (Rare)
    - Chimera: Hyper Wrist (Rare)
    How to handle these guys:
    - Briareus are nothing to worry about. Their special attack, which they cast
    33% of the time, is Claw (150% damage). They do get annoying if they are alone
    on the battlefield, because they have a 33% of casting Snort, which removes the
    target from battle. Very annoying.
    - Devourer's Special Attack is Shell Slam (150% damage). Every other turn,
    they have a 33% of using Tentacle (the same attack Ultros uses), which will
    damage every character anywhere from 200-300. The nice thing is that if they
    don't use Tentacle, they won't attack at all.
    - Chimera has a few dangerous attacks. Its special attack is the least
    dangerous (Romp; 200% damage). It can also cast Snowstorm, Fireball, Cyclonic,
    and Aqua Breath. Cyclonic, if you remember, will lower every one of your guys'
    HP to 6.25% of its current HP. Use your strongest (I shouldn't have to tell you
    what YOUR strongest attacks are) to take him down. He has 2237 HP by the way.
    IMPORTANT NOTE: You've been here and fought these guys already if you've been
    following this guide. The above is an exact copy/paste from Section 4.50,
    which is when you first came here to steal Gaia Gear, remember?
    Fight these guys as long as you want, but make your way to Thamasa, which is
    located on the north-east corner of this island.
    4.58 Thamasa                                                            [4.058]
    Inn Cost: 1500 Gil (Later it will be 1 Gil)
    New Monsters: None
    Monster Formations: None
    Items Found:
    - Eye Drops (Next to the Item Shop [Middle Barrel])
    - Gold Needle (Next to the Relic Shop [Barrel])
    - Green Cherry (Next to Strago's House [Barrel])
    - Echo Screen (Next to Mayor's House [Top Barrel])
    - Phoenix Down (Next to the Inn [Top Barrel])
    - Memento Ring (Strago's House, West of upstairs table [Hidden Chest])
     /         Item Shop          \
    | Potion (50 Gil)             | Potions? lol
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            |
    | Remedy (1000 Gil)           | Stock up.
    | Teleport Stone (700 Gil)    |
    | Holy Water (300 Gil)        |
    | Phoenix Down (500 Gil)      |
    | Tent (1200 Gil)             |
     /          Armor Shop         \
    | Golden Shield (2500 Gil)     | If you never did steal any Gaia Gear, you can
    | Tiger Mask (2500 Gil)        | buy some here for 6000 each.
    | Tiara (3000 Gil)             |
    | Golden Helm (4000 Gil)       | Buy 2 Mystery Veils.
    | Mystery Veil (5500 Gil)      |
    | Power Sash (5000 Gil)        | Buy a Power Sash if you plan on using Sabin
    | Gaia Gear (6000 Gil)         | soon.
    | Golden Armor (10000 Gil)     |
     /        Weapon Shop         \
    | Mythril Rod (500 Gil)       | This is your place to buy Rods for now. Buy 1
    | Flame Rod (3000 Gil)        | Ice Rod.
    | Ice Rod (3000 Gil)          |
    | Thunder Rod (3000 Gil)      | Purchase a Heavy Lance (or 2 if you can afford
    | Morning Star (5000 Gil)     | it) and maybe some Darts if you like Setzer.
    | Hawkeye (6000 Gil)          |
    | Heavy Lance (10000 Gil)     |
    | Darts (10000 Gil)           |
     /         Relic Shop         \
    | Earring (5000 Gil)          | You should have a couple Dragoon Boots by now.
    | Sniper Eye (3000 Gil)       | If not, buy one or two now.
    | Hermes Sandals (7000 Gil)   |
    | Reflect Ring (6000 Gil)     | You already have plenty of Reflect Rings.
    | Black Belt (5000 Gil)       | You should be good on Earrings as well.
    | Dragoon Boots (9000 Gil)    | So really, there's nothing to buy here, and I'm
    | Sprint Shoes (1500 Gil)     | just filling up this space right now.
    Welcome to Thamasa. As of now, the Inn is VERY expensive, so don't use it just
    The only guy that in the entire Town Square tells you to check with the old man
    who lives on the edge of town.
    But first, let's get some treasures and see what's up in this town.
    Check the middle barrel next to the item shop for some Eye Drops. Head over to
    the Relic Shop and search the barrel for a Gold Needle. The top barrel next to
    the Inn has a Phoenix Down. Above the Inn is the mayor's house. Check the top
    right barrel for an Echo Screen. The last item for now is found next to Strago's
    house (Who is that? You'll see in a minute).
    Squeeze between the two houses in the north-east corner of town and you will
    actually see a child perform a Fire spell! Oh snap! Kids doing magic around
    here, how weird. Maybe we'll find out later what's going on. Check the barrel
    for a Green Cherry.
    Other weird things: Head to the left of the house you just got the Green Cherry
    from (Strago's house) to watch a woman ALMOST perform Cure on her daughter, who
    has an owie.
    Seems that people are doing magic around here. Hmm... Anyway, let's enter that
    house we've been dancing around. Talk to the old guy to meet him. You get to
    name him now, so he'll be joining your party sometime during the game. His name
    is Strago, by the way.
    You ask Strago about Espers, and Strago gets all weird saying he knows nothing
    about them. This goes along with the people outside performing magic...
    something is going on here.
    Then some girl (Strago's granddaughter) comes downstairs. We get to name her,
    too! Her name is Relm. Relm asks Strago if "they" (meaning you) can use magic
    too, and Strago hushes her real quick.
    Relm then walks over to Interceptor and Shadow warns her that he bites. For
    some reason, he won't bite her. Lots of weird stuff going on. She disappears to
    her room and Interceptor follows her.
    Strago continues to pull the "I don't know anything" route. Convinced that
    something IS indeed going on, the group leaves Strago's house.
    So what else is there to do? Well, you could walk around trying to figure it out
    by yourself... or I could just tell you.
    NOTE: De-equip Shadow of everything (don't forget his Esper if you equipped him
    with one) NOW before doing anything. Yeah, you know what this means: He's
    leaving again.
    Head over to the expensive Inn. All of a sudden the Inn is only 1 Gil and the
    Inn-keeper doesn't bug you about being foreign. Take a nap.
    In the middle of the night Strago will come running in and knock you out of
    your deep sleep. Apparently Relm is in trouble. He screams something about a
    fire, then just begs you to help him again. Locke calls for Shadow to wake up,
    but he won't wake up. After you leave, he suddenly jumps out of bed and wonders
    where Interceptor disappeared too.
    You find yourself in control of Locke and Terra outside the Inn. It's night
    outside... oh, and that big mansion on the east-side of town is on fire!
    Talk to Strago. He tells you Relm is actually inside the house, nice. The
    flames start to get worse when Strago begins muttering some spell! The mayor
    comes and reminds Strago that magic is forbidden, but Strago doesn't care
    because Relm is in there.
    That's when the entire village starts casting "Flames BEGONE" (whatever that
    is)! So that's what was going on... everyone in this village can do magic. Cool.
    Anyway, those weak spells everyone is casting aren't working, and the fire is
    just getting worse. The mayor reveals the cause for the fire being a bunch of
    Flame Rods that were stored in the house. Nice one!
    So Strago decides to head inside, and of course you won't let him go inside
    by himself.
    4.59 Burning Home                                                       [4.059]
    New Monsters: 
    #98 - Balloon
    #298 - Flame Eater
    New Lores: Self-Destruct
                 - Balloon (33% on 3rd Turn, 33% Counter when attacked by Fire)
    Monster Formations:
    - Balloon x3 (1 AP)
    - Balloon x4 (1 AP)
    - Balloon x6 (2 AP)
    - Flame Eater [Boss] (4 AP)
    Items Found:
    - Flame Rod (Second door to the Right)
    - Ice Rod (Third door to the Right)
    - Balloon: Phoenix Down (Rare)
    - Flame Eater: Flametongue (Common)
    How to handle Balloon:
    - Balloon is, as you may have guessed, weak to Water and Ice, plus he absorbs
    Fire. Every turn he has a 1/3 chance of doing nothing, so that's nice. Every
    3rd turn he has a 1/3 chance of Self-Destructing (and a 2/3 of doing nothing).
    If you attack him with a Fire-elemental attack, he will either Self-Destruct,
    use his Special Attack (Flare Up; 150% damage), or do nothing at all.
    Strago's Aqua Breath Lore (will explain Lores later) will do nicely against
    anybody here. Other than that, you have Ice spells at your disposal to take
    care of these Balloons.
    First off, Strago is now in your party. He joins your party 2 levels higher than
    your average party level, which is nice. He comes equipped with the following:
    - Right Hand: Mythril Rod
    - Left Hand:  Mythril Shield
    - Head:       Plumed Hat
    - Body:       Cotton Robe
    Give him that Ice Rod you bought earlier. Also give him a Green Beret and Gaia
    Strago's battle command is called Lore. You can learn more about Lore by
    searching for: [lore]
    In short: Strago can learn certain Lores, or simply attacks from enemies. How
    does Strago learn these Lores? He sees them in battle. Yes, Strago simply has
    to be there when a spell is used, and he will learn it. Certain monsters allow
    you to learn certain Lores, and you can see where you can learn what when you
    read at [lore].
    Strago comes with the following Lores already: Aqua Breath, Revenge Blast, and
    NOTE: I will list which Lores can be learnt at the top of every section where
    I list the monsters, etc. As you can see above, Strago can learn Self-Destruct
    here as soon as a Balloon uses it.
    Aqua Breath is the same as the Anguiform Rage. Obviously this is a water based
    attack, and seeing as every monster in this dungeon is weak to water, Strago
    can easily blast through here.
    It's not necessary for you to learn Self-Destruct, as you will probably never
    use it (it kills the user), so it's up to you whether you want to learn it or
    not. Some people (like me) are completionists, so you'll probably learn it then.
    LAST NOTE: If you want to make this dungeon even easier, equip the Phantom
    esper on someone and summon it during any battle. Ghostly Veil will turn all
    allies invisible, making you immune to any attacks until you reach the boss.
    Anyway, on to the dungeon itself. The walls are lined with fire, and the
    floating fire balls are the enemies. You could blow through every battle here
    with Aqua Breath, but you can't forget that the spells Strago use do cost MP,
    and Aqua Breath costs 22 MP everytime you use it. Not saying you still can't
    run through here spamming Aqua Breath, just make sure you keep Strago's MP up.
    Continue on a room or two until you come to a left and a right door. If you
    choose the left door, you will have to fight 4 Balloons. Do so if you want too,
    but go through the right door to advance.
    In this room, take the right door to find a chest with a Flame Rod. Move on
    through the left door.
    Go through this right door to find another chest; this time with an Ice Rod.
    Continue through the left door. Go up through the next door and prepare for
    a very simple boss battle. Try to equip Reflect Rings on everybody, as this
    boss (believe it or not) uses mainly Fire spells.
    BOSS: Flame Eater
    Flame Eater (0 EXP, 0 Gil)
    - Level: 26
    - HP: 8400
    - MP: 480
    - Steal: Flametongue (Common)
    - Drops: None
    Here's basically what Flame Eater will do: He'll start out using Bomblet, which
    summons 4 Balloons to his side. If you kill off those Balloons, he will use
    Bomblet again, but it's a little more complicated how many aids come to his
    side (and who) after the first Bomblet, so just know that he can summon more
    help if he needs to.
    After you damage him 6 times, he will cast Protect and Reflect on himself. If
    this happens, most of your spells will bounce back towards YOU, so beware of
    that (things like Aqua Breath will still work; Blizzara, however, WILL bounce
    back to you, so stop using that after he casts Reflect on himself).
    He has three different turns he will do:
    1st Turn: 66% Fire, 33% Nothing
    2nd Turn: 33% Fire, 66% Fireball
    3rd Turn: 33% Fire, 33% Fireball, 33% Nothing
    NOTE: Reflect Rings do NOT protect you from Fireball, so you WILL take damage
    from that attack. Also note that any Cure/Cura spells will not work since they
    will be reflected towards the enemy (likewise, if you cast Blizzara on yourself,
    that will also get reflected towards the enemy).
    So what is your strategy? For one, Strago should have an Ice Rod equipped, so
    he already does decent damage to anyone. Strago obviously has Aqua Breath
    which will make this battle a lot easier.
    What about the backup Flame Eater keeps summoning? They shouldn't be bothering
    you too much. Try to steal that Flametongue from Flame Eater if you want (it
    shouldn't take more than a few tries anyway).
    If you need it, cast Blizzard/Blizzara with Locke/Terra and attack physically or
    with Aqua Breath with Strago and you should in no time at all. Don't forget that
    once he casts Reflect on himself, stop using Blizzard/ara on him, as it will
    simply bounce back to you. Aqua Breath still works great, though.
    ALTERNATE STRATEGY (Thx to Fayt_Esteed for bringing this to my attention):
    Flame Eater will die if his MP reaches 0. You can drain his MP by casting Rasp
    or Osmose. Since Flame Eater only has 480 MP and you should be Rasping at
    LEAST 100 MP per use, it should only take you at most 5 Rasp spells to kill
    it (I say Rasp spell instead of turns because it's possible that Locke and
    Terra both know Rasp, in which case it would only be around 3 turns).
    After the battle, Strago will bounce around the room wondering where Relm is.
    The screen will shift up and you'll see Interceptor helping Relm out. It seems
    they are too late, and everyone gets knocked out (by Fire or too much smoke?
    Who knows) except Interceptor. Then Shadow appears and gets everyone out of
    there by using a Smoke Bomb.
    Back at Strago's house...
    Relm wakes up and Strago makes sure she's ok. Strago also says their secret
    about the magic is out... Locke asks how the whole village can use magic, and
    Strago FINALLY spills the beans... to put it in his own words:
    "Thamasa is the village of the magi. A long, long time ago, humans used magicite
    to acquire magical powers. Those who gained the ability to use magic were the
    people known as the magi. After the War of the Magi, the espers fled to a new
    world beyond the Sealed Gate. They wished to live in peace, without fear of
    their powers being used by others.
    That left only humans in this world, and the ordinary ones feared the magi's
    power. The horror of the war was still fresh in their minds. It soon turned
    into an inquisition. Magi were hunted down and executed. Oh, there were trials,
    of course... but they were merely for show. The few who managed to escape took
    up shelter here. They were our ancestors.
    Our powers have weakened as our magi blood has thinned, but they remain... in
    some form or another."
    Touching story. Terra asks Strago if he'd be willing to help them find the
    espers. He agrees to help only because you saved Relm. Gee, thanks. Relm says
    she wants to go, but Strago doesn't allow it. I'M SURE SHE'LL OBEY.
    Strago seems to think that if the espers came that way, they may be hiding in
    the mountains to the west. And what could his statement be but 100% accurate?
    Those mountains are apparently a sacred place to the espers (Notice how Shadow
    leaves after Strago says this).
    The party agrees to check out these mountains and see if the espers really are
    there. Before you go, stand to the left of the table on the west wall, face
    left, and press A for a Memento Ring (a relic for Shadow [and someone else who
    will join you soon enough] that prevents Petrification, Zombie and Instant
    As you head outside, Shadow says he only saved you because he wanted his dog
    back. Shadow then leaves with Interceptor, but not before Interceptor takes one
    last look at Relm. He seems to like her for some reason.
    Before you head off to the mountains, you may wish to rest at the Inn for the
    comfortable price of 1 Gil.
    When you're ready, leave and head west of Thamasa to find a cave that was
    previously closed.
    4.60 Esper Caves                                                        [4.060]
    New Monsters:
    #99 - Bonnacon
    #100 - Land Grillon
    #101 - Adamankary
    #102 - Mandrake
    #103 - Venobennu
    #299 - Ultros
    New Lores: White Wind
                 - Venobennu (Uses it every 3rd Turn)
    Monster Formations:
    - Bonnacon x5 (1 AP)
    - Adamankary x2 (3 AP)
    - Adamankary, Bonnacon x2 (2 AP)
    - Venobennu x2 (1 AP)
    - Mandrake x3 (2 AP)
    - Mandrake, Land Grillon x2 (1 AP)
    - Ultros [Boss] (0 AP)
    Items Found:
    - Healing Rod (West of Main Entrance)
    - Chocobo Suit (Go North from North Trapdoor)
    - Tabby Suit (Go West from North Trapdoor)
    - X-Potion (Go through Eastern Trapdoor)
    - Bonnacon: Hi-Potion (Common)
    - Land Grillon: Echo Screen (Common)
    - Adamankary: Golden Shield (Rare)
    - Mandrake: Hi-Potion (Always)
    - Venobennu: Antidote (Common)
    How to handle these monsters:
    - Bonnacon are really simple creatures. Every turn they have a 33% of doing
    nothing at all, otherwise they will attack physically, or with their special
    attack (Digestive Fluid; inflicts Sap). Really nothing to worry about. They are
    weak to Fire, so take care of them appropriately.
    - Land Grillon are similar to Bonnacon: pathetic. They have a chance to use
    their special attack (Wing Snap; inflicts Berserk) every other turn. Other than
    that, they attack physically. They are weak to Fire and Wind (fun fact: Aqua
    Breath is also Wind-elemental).
    - Adamankary are actually not that pathetic. The biggest thing to note is their
    almost-maxed out defense (225). Obviously, don't use physical attacks. Another
    great reason not to use physical attacks is the fact they counter every physical
    with a 33% of using Snort, which removes the target from battle. You can't do
    anything about Snort, so don't even go there. Unfortunately for you, they have
    no weakness, which simply means you stick with strong(er) magic attacks. They
    do have a rare Golden Shield for steal if you're up for the challenge. Lastly,
    Adamankary's special attack is Claw (150% damage), but it only uses it every
    other turn (and even then, only 33% of it being used).
    - Mandrake are rather annoying. They have a 33% of countering any attack with
    Leech, a spell similar to Drain, but stronger. It will absorb your HP. It's
    special attack, which it has a 1/3 chance of using every 3rd turn, is
    Stonetouch, which inflicts Petrify. They are weak to Fire (and they absorb
    - Venobennu is your basic creature. It attacks physically for two turns, then
    uses White Wind, which you will learn if Strago is present (and he will be).
    If you are facing a single Venobennu, they will try to Poison you with their
    Featherdust special attack (33% as always). Like Adamankary, these guys don't
    have a weakness, but their physical defense is simply average, unlike the
    Adamankary's. Take care of them however you wish.
    Before you go anywhere, I recommend a few Relic switches. Reflect Rings are no
    longer necessary, since these monsters are mostly physical attackers. Give
    Strago double-Earring setup to boost his magic.	You only have one Ribbon right
    now, and I gave mine to Terra (along with the White Cape). I had Locke wear a
    Genji Glove and Thief's Bracer.
    Let's conquer this cave. To your immediate left is a chest with a Healing Rod.
    KEEP THIS! You'll find a very nice use for it later. If you want, you can go
    out the door near this chest, but it will only take you to a door that is
    north of the same chest (it just loops around).
    To continue, go through the east door. Cross the Slopes and re-enter the Caves.
    NOTE: If you look closely, you will see something red appear and disappear
    quickly. If you look close enough, you can tell who or what this is. For those
    who can't tell/don't know... wait and see.
    Go through these caves to come to a room with three golden statues with a light
    shining on them. Approach the statues to see Strago flip out again, calling
    the statues The Warring Triad or something like that. Warring Triad? If you've
    been paying VERY close attention, you'll have seen it mentioned before (quick,
    CTRL+F Warring Triad to find out before I tell you) ....
    Kefka mentioned this in the Magitek Research Facility, shortly before he
    discarded Shiva and Ifrit where you found and collected them. Strago will
    explain what these Warring Triad dudes are:
    They're the legendary gods who created the power we know as magic. The gods of
    magic you could say. These three gods are the creators of magic, which also
    makes them the creator of espers. It's said that the espers once enshrined
    images of the gods in a holy place.
    Terra concludes that the espers must have been drawn to this place because of
    the magic surrounding these Warring Triad statues. Locke asks what happened to
    these three gods, and Strago says they turned themselves into stone.
    Terra wonders if the espers are just up ahead since the statues are right here!
    I'm sure she's wrong.
    Just for fun, here are the inscriptions on each of the statues:
    Left Statue:
    The dawn of magic...
    Three gods descended from the heavens.
    Fearing one another's power, the gods began to wage war.
    Those mortals caught amongst their fighting became espers, and were forced
    to fight endlessly as slaves to the gods.
    Right Statue:
    Realizing their power begot naught but strife, the gods at last agreed to seal
    away their strength. With the last of their fading magic, the gods returned the
    espers' free will, then turned themselves to stone.
    The last words they left to the espers were these:
    "Never must we be woken."
    Middle Statue:
    In reverence towards the gods were these statues made, and in prayer that
    their power would ne'er again be stirred.
    Let them serve as a warning to future generations of the three gods who once
    descended from the heavens...
    A familiar friend is about to stop by. But first, let's prepare to make this as
    easy as possible. Got a Flame Rod? [Yes.] Give it to Strago. Give Terra/Locke
    either Flametongue or Thunder Blade. Also, if your Locke is sporting a Genji
    Glove, give Locke the Hawkeye as well. You all set?
    If you don't have the Stop spell, equip Reflect Rings.
    NOW try to leave.
    BOSS: Ultros
    Ultros (0 EXP, 3 Gil)
    - Level: 25
    - HP: 22000
    - MP: 750
    - Steal: White Cape (Common)
    - Drops: None
    If you're looking at the data side of this battle (as I am), it gets rather
    complicated. I'll try to make it as easy to understand as possible:
    First things first, the battle opens with this message, sponsored by Ultros
    himself: Thought you wouldn't see me again? I've got more lives than I do arms!
    Every now and then, you will see Ultros move a little closer towards you. When
    he does this, he will either attack with Ink, Tentacle, or a physical attack.
    The next turn he will either attack physically (66%) or with Stone (Which is
    also a Lore Strago already has), which will confuse you. The next turn after
    that he will move closer again.
    Once he has moved towards you a grand total of 8 times, he will either use
    Magnitude 8 (66%) or Aqua Breath (33%). Once this happens, Ultros disappears
    and reappears on the left side of the screen, and will start his 8-sliding
    game all over again.
    Also, if you hit him with 5 spells, a message will display "Ultros alters his
    body composition! Use elemental attacks at your own risk!" This is not good.
    It means that any Fire-spell you send towards him will be countered with Firaga.
    Same goes for Thunder spells (Thundaga) and Ice spells (Blizzaga).
    And one last thing: Every minute of the battle, Ultros will use Hailstone, an
    attack that will remove 75% of the target's HP (if you had 1000 HP, you would
    now have 250 HP).
    Once Ultros' HP gets below 15360, he will cast Protect and Haste on himself.
    If you want, you can counter it with your own Slow spell.
    So this all sounds really hard, right? It's not really. He does have a lot of
    HP, but you only need to lower it 10240, after which a cutscene will happen.
    Your strategy should be mostly using physical attacks. One nice little trick
    you may want to abuse is having one person cast Stop every round. Luckily for
    you, Ultros is vulnerable to Stop. Technically, you could go all out with
    your magic attacks, but I still advise against it (you never know what could
    So if you want, cast Stop every turn and just belittle him with your physical
    attacks (it works just as well without Stop). The reason I suggested you equip
    Hawkeye is because Ultros has inherent Float status (Hawkeye can do x3 damage
    to floating enemies). The Flametongue/ThunderBlade were to cover Ultros'
    weaknesses for some extra damage.
    ALTERNATE STRATEGY (Thx to blusiryn for bringing this to my attention): If you
    don't have access to Stop (because you haven't had anyone learn it yet), you
    can also equip Reflect Rings on everybody and bounce most of his spells back to
    Ultros. This is especially useful since you can attack Ultros with magic as much
    as you want, and his counter-attacks will simply bounce back to hurt Ultros, and
    not you.
    ALTERNATE STRATEGY (Thx to FallenStar for telling me about this): Ultros only
    has 750 MP. If you a couple of Rasp or Osmose users in your party, you may want
    to bring Ultros' MP to 0. This prevents him from using attacks such as Stone,
    Magnitude 8, Aqua Breath, Hailstone, or any -aga spells. In other words, Ultros'
    only attacks at this point are the physical attack, !Ink, and Tentacle.
    Anyway, whichever strategy you use (Stop works wonders, just saying), bring
    Ultros HP down to below 10240. Once you have done so, you'll see Relm drop in!
    Remember that red "something" you've been seeing? Yeah, that was Relm.
    Watch the scene (I won't bother to type it all out) and find out how Relm wants
    to become a better painter and sparks up a conversation with Ultros!
    Relm asks "Ulty" if she could draw his picture, and wants to jump off that
    cliff when he says no! Kids these days, I tell ya. Obviously, this is just a
    plan to get Relm to paint Ultros' picture (you'll see why).
    Terra bashes Ultros for teasing that little girl... Ultros does indeed feel
    bad and actually lets Relm paint Uncle Ulty's picture.
    Now from this point on, Relm will be in your party. Her battle command is
    Sketch, but more on that later.
    NOTE: If you wanted to end this battle in a way the game didn't intend you to,
    continue casting Stop and just attacking Ultros until he dies. Granted, the
    dialogue afterwards won't make very much sense... but your choice!
    To end this battle quickly, use Sketch with Relm on Ultros. If Ultros happened
    to be Stopped when you Sketched, wait for him to be free again, and use Sketch
    again. It may even miss, but the needed scene will be triggered.
    Sketching Ultros will make Relm use Tentacle on Ultros, which immediately ends
    the battle.
    After the battle, Relm begs to join your party. Since you JUST SO HAPPEN to
    have an empty slot in your party, she might as well join you.
    Relm joins at your average party level, and comes equipped with the following:
    - Right Hand: Chocobo Brush
    - Left Hand:  Mythril Shield
    - Head:       Plumed Hat
    - Body:       Silk Robe
    I suggest giving her your strongest Rod (Ice Rod for me), Mystery Veil instead
    of that Plumed Hat, and some Gaia Gear. She comes equipped with another
    Memento Ring, so just slap something else on her (like White Cape) for now.
    Relm's battle command is Sketch, which you can read about by searching for:
    In summary: Using Sketch will let you use a specific move that you normally
    couldn't use. Most monsters have two attacks you could use (with 75% and 25% of
    usage), but some only have one attack, in which case Sketch will always do that
    attack (in case you're curious: the Ultros you just fought had a 100% of you
    using Tentacle when Sketch'd, and the game makes it so that Ultros automatically
    dies when he's hit with Tentacle, which is how that battle ended).
    Anyway, continue on to the next room through the north-west door. This room
    will have a Save Point, plus three tiles that you can actually fall through.
    First, fall through the north trapdoor. Go out the door above you to find a
    chest with a Chocobo Suit! If you want, you can equip this on either Relm or
    Strago (it actually does boost the stats a bit).
    Go back inside, and go out the west door to find a Tabby Suit. You can equip
    it on whoever doesn't have the Chocobo Suit.
    Head back inside and you can jump off the partial bridge to the south to land
    on a familiar path. Go out the south-east door and go back to the room with the
    save point.
    Go fall through the east trapdoor to come to a chest with an X-Potion. Go back
    inside and fall off a partial bridge to the south just like you did a minute
    Finally, fall through the south-west trapdoor and make your way across the
    bridges and through the north door. Re-enter the caves to come to a very
    important room.
    This room is where all the Espers have been chilling. You'll meet one right off
    the bat when you enter. Tons more espers show up after a minute. Terra had no
    idea there were this many espers, and Locke tells Strago to take Relm and leave.
    He agrees, and they both leave... if they weren't backed in by more espers
    that came from behind.
    Suddenly, someone named "Yura" yells to wait. Strago begins to sense something
    more incredible than magic inside Terra. Terra and Yura stand across from each
    other and have some kind of connection...
    Somehow Yura sensed that Terra was an esper and everyone turns friendly ASAP.
    It just so happened that the espers were on their way to help their friends,
    when you (and Terra) showed up and Terra opened the door for the espers. As
    soon as the espers came into our world, they lost control of their powers (just
    like Terra did a while ago). Yura apologizes for all of them taking out an
    entire city along with some innocent people.
    Locke lets Yura know the Empire wants to make peace, and invites them to come
    with them. So it's agreed that the espers come back to talk to General Leo.
    4.61 Thamasa & General Leo                                              [4.061]
    Back in Thamasa, Locke sort of introduces the espers to General Leo.
    The espers and Leo begin to exchange names and apologies, and Locke believes
    true peace is finally upon them (fool).
    All of a sudden Kefka shows up. How did he get out of jail so quickly? He
    wastes no time summoning three Magitek Soldiers, who knock everyone to the
    ground (except General Leo, who seems to be immune to the same attacks that
    took out your entire party [This is called plot device]).
    General Leo asks Kefka what's going on, and Kefka says he's acting on the
    Emperor's orders to turn all these espers into magicite. Craziness!
    To make matters worse, Kefka is not lying. He proceeds to turn the three espers
    on-screen into magicite, then orders the Magitek Soldiers to burn everything.
    Leo tells him to stop, but finally gets knocked onto the ground by a Magitek
    You are now in control of General Leo. Enjoy these few minutes, because there
    seem to be many people who really like General Leo (there are tons of rumors
    involving General Leo becoming a permanent playable character, all of which
    are false, I promise you).
    Let's look at his equipment first:
    - Right Hand: Crystal Sword
    - Left Hand:  Aegis Shield
    - Head:       Golden Helm
    - Body:       Golden Armor
    - Relics:     Gigas Glove, Master's Scroll
    His equipment is awesome. Master's Scroll is a sweet relic you will be able to
    get later in the game. It allows you to attack 4(!) times with the Attack
    command instead of the usual one attack.
    His level is also very good. He joins you 5 levels higher than your average
    party level.
    If you try to leave town in any way right now, you'll fight the invincible
    Guardian again. Simply run away from it, as you can't do anything. Again, this
    is the game telling you: You are not leaving town.
    Guess there's only one thing left to do: Talk to Kefka.
    Leo announces that he will no langer watch as Kefka does his evil, and the two
    begin to battle.
    The battle itself is really stupid. Just keep attacking (anything works) and
    Kefka will eventually be "beaten". However, he's not really beaten. He pulls
    some stunt where he pretends to be Emperor Gestahl. Kefka appears and laughs
    at Leo for thinking he actually beat Kefka.
    Kefka then proceeds to kill General Leo! (Yes, he does actually kill him)
    After witnessing this, the remaining espers in the Esper World go nuts, and
    break through the Sealed Gate! They all fly towards Thamasa to teach Kefka a
    lesson, but Kefka is too powerful for them. He somehow neutralizes their powers,
    then goes on to turn every single esper into a magicite. He also comments now
    that the only thing left to do is get "that final treasure beyond the Sealed
    Gate" (he's talking about the Warring Triad if you don't get it).
    The next scene involves Terra, Locke, Strago, Celes, and Relm burying General
    Leo. Interceptor also shows up, and he appears to be injured. I guess we're
    supposed to assume the Empire betrayed Shadow as well. Bastards. Locke now says
    he's worried about the others back at Vector, so they go to check it out.
    Actually, the rest of the gang just comes to you. Setzer informs you that it's
    been a trap the whole time - the emperor was lying to you. Somehow they all
    managed to escape because of Edgar (Some lady who was bringing him tea tipped
    him off).
    During the course of this conversation, Strago and Relm are also added to your
    party for good. One very weird and possibly scary line occurs here:
    Relm: What's wrong, lover-boy?
    Edgar: ... How old are you?
    Relm: Ten... Why?
          Weirdo. I'm going on ahead, okay?
    Edgar: Not even a lady yet... Here's hoping you're still around in eight years,
    Yeah, so Edgar is into 10-year-olds as well. Scary stuff.
    You'll now find yourself on the Overworld outside Thamasa, with the Blackjack
    next to you. Board it now.
    Setzer informs you that the Imperials were heading towards the Sealed Gate.
    Something about having found some statues. Strago immediately recognizes that
    they've found the Warring Triad statues. The scene switches to Gestahl and
    Kefka standing by the Sealed Gate for a second.
    Back at the Blackjack, Terra senses something's wrong. Next thing you know,
    an entire piece of land has broken off and started to lift into the air!
    Gestahl and Kefka are on this landmass, admiring the Warring Triad statues.
    You can see how the three statues are facing each other. This is to keep each
    of their powers in check. If they were ever to be moved, the resulting power
    would destroy the earth.
    Now you'll be back in control of your character. You will notice a third option
    when trying to take control of the airship:
    - Head to the Floating Continent.
    The Floating Continent is that landmass that just lifted itself into the air.
    Before we go there, though, we need to do a couple other things, as we won't be
    able to return to most of the areas ever again.
    NOTE: In case you're interested as to what land the Floating Continent consists
    of, then take a look at your Map when on the Overworld and notice how anything
    east of the Imperial Observation Post is no longer on the map.
    Just so you know, you can go to the Floating Continent anytime by going to the
    airship and selecting "Head to the Floating Continent".
    4.62 Preparing for the Floating Continent                               [4.062]
    First things first: Head back inside Thamasa and find some old guy wearing red.
    Talk to him with Strago in your party to get this conversation:
    Gungho: I am Gungho, Thamasa's most renowned monster hunter. I come back here
            for the first time in ages, and the place looks like it's been through
            a war! What in the world happened?
    Strago: G-Gungho!?
    Gungho: Oh, Strago! Have you come back to hunt Hidon?
            You haven't changed a bit, have you?
            Back when you were young, you tried so hard to hunt down Hidon... but
            then you gave up and quit before you found him.
    Strago: I didn't quit! It's just... I sort of... I mean... The thing lives in
            Ebot's Rock, and after the place sunk, well...
    Gungho: Always have to make excuses, don't you?
            You're pathetic!
    That's about it for Thamasa.
    Now it's time to get more Lores and more Rages. How fun!
    These are the Lores you'll want to get (and how to get them):
    - Dischord. Encouter either Satellite (guaranteed to use) or Chaser (33% on
      his 2nd Turn and every 4th Turn after that) to learn it.
    - Doom. Find Zombie Dragon on the Veldt and Leap him to learn the Rage, then use
      the Rage in battle.
    - Lv.3 Confuse. Learn from Trapper. Either learn his Rage then use the Rage in
      battle, Sketch them to learn it (75%), or wait for it to use it (33% every
      3rd Turn) in battle.
    - Lv.4 Flare. Wait for Trapper to use in battle (33% on 2nd Turn and every 3rd
      Turn after that)
    - Lv.5 Death. Trappers again. Sketch them for it (25%) or have them use it in
      battle (33% on 1st Turn and every 3rd Turn after that)
    - Roulette. Bring Relm and find Onion Knight on the Veldt. Sketch it for a 75%
      of having it use Roulette (which obviously means Strago learns it).
    - Transfusion. You can simply rage Intangir to learn this lore.
    - Traveler. Make sure someone has the Confuse spell, which is taught by Cait
      Sith at x7, or bring Edgar with a Noiseblaster. Head over to South Figaro and
      walk around outside until you find an Unseelie. Confuse him and he will use
      Traveler, which Strago will learn after the battle.
    And these are the Rages you'll want to pick up:
    - Zombie Dragon (Doom)
    - Outcast (Lifeshaver)
    NOTE: These rages aren't all that important, so if you get tired of trying to
    find these guys (bad luck happens), simply move on. These aren't crucial rages
    or anything.
    One more thing to do real quick: Head to Doma Castle (slightly north and west
    of Veldt). Since the Imperial Banquet, the soldiers have been removed from
    this castle. You can now enter to get some treasures. Enter Cyan's room (where
    he found his wife and kid dead) to get an X-Potion. Check the Alarm Clock in
    the Barracks for an Elixir. The chest next to the clock has a Hi-Ether. Hop
    on the castle walls and walk around to find a little storage room with two
    chests: Prayer Beads (right) and Phoenix Down (left). Prayer Beads is a relic
    that boosts Evasion by 20. Not all that useful.
    Believe it or not, that's all there is to do for now. Here is a quick checklist
    so you're sure you're ready to move on (I'll say it again: You'll never be able
    to return to this world after you've finished the Floating Continent):
    [ ] Mog has 7 out of 8 Dances learned (missing Snowman Rondo)
    [ ] Strago has the following Lores: Doom, Roulette, Aqua Breath, Revenge Blast,
        White Wind, Lv.5 Death, Lv.4 Flare, Lv.3 Confuse, Traveler, Dischord,
        Stone, Self-Destruct, Transfusion
    [ ] Bestiary should include 1-103 (You might have #112 - Ninja if you fought
        him in the Cave to Sealed Gate) and 276-299
    [ ] Make sure you have the following Espers: Golem, Zona Seeker, Seraph
        - Golem and Zona Seeker are both found at the Auction House in Jidoor
        - Seraph can be found in Tzen (Man in the back of the woods sells it)
    [ ] Make sure you have a full set of Gaia Gear, Earrings, Green Beret, etc.
    You're going to have to form a party of 3 when you go to the Floating Continent,
    so let's think about who we'll use:
    - Terra. Good magic user and can also be very powerful when Trance'd
    - Locke. A usual must-have for stealing (and you'll want to steal on the FC)
    - Cyan. Sux.
    - Edgar. Not as useful as he used to be, huh? Good choice if only he could
      equip Gaia Gear.
    - Sabin. Not all that useful except for his Blitzes. There are better options.
    - Celes. Yeah, there's one thing about Celes: If you don't bring her, she will
      be forced into your party later on anyway. So if we don't bring her now,
      she'll join you later, and you actually get a 4 person party. So she's out.
    - Strago. Can be quite useful with all his Lores.
    - Relm. Yeah, not a big fan of Relm and Sketch isn't all that great.
    - Setzer. Still don't like him, your choice.
    - Mog. Can be very useful with all his Dances.
    - Gau. Usefulness depends on his Rages. If you've followed this guide and got
      all the Rages I suggested you get, he'll be good.
    I, personally, am bringing this party:
    - Terra: F/I/T*, Golden Shield, Mystery Veil, Gaia Gear, Ribbon & White Cape
    - Locke: Hawkeye, Hawkeye, Green Beret, Gaia Gear, Genji Glove & Thief's Bracer
    - Gau: Mythril Shield, Nothing, Green Beret, Gaia Gear
    * F/I/T = Flametongue/Icebrand/Thunder Blade
    Last possible preparation: Make sure your three characters you bring know a lot
    of spells (specifically the -ara spells, some White Magic (curing spells), and
    some Grey Magic (Slow, Protect, Stop, etc.)
    Might I also suggest that you head over to Kohlingen and pick up about 10-15 
    Flame Scrolls, and 10-15 Lightning Scrolls. They'll come in handy later on.
    Once you think you're ready, Rest up (you can rest for free on the airship) and
    head onto the Blackjack and select "Head to the Floating Continent".
    4.63 Imperial Air Force                                                 [4.063]
    New Monsters:
    #104 - Sky Armor
    #105 - Spitfire
    #300 - Typhon
    #301 - Ultros
    #302 - Air Force    ----|
    #303 - Laser Gun        |___ You get these 4
    #304 - Missile Bay      |    in the same battle
    #305 - Bit          ----|
    New Lores: None
    Monster Formations:
    - Sky Armor x2, Spitfire (2 AP)
    - Sky Armor, Spitfire (2 AP)
    - Typhon, Ultros (0 AP)
    - Air Force, Laser Gun, Missile Bay, Bit [Boss] (3 AP)
    Items Found: None
    - Sky Armor: Ether (Common)
    - Spitfire: Ether (Common), Elixir (Rare)
    - Typhon: Dagger (Common)
    - Ultros: White Cape (Common)
    - Air Force: Elixir (Common)
    - Laser Gun: X-Ether (Common)
    - Missile Bay: Debilitator (Rare)
    - Bit: Amulet (Rare)
    How to handle Sky Armor & Spitfire:
    - Sky Armor will use Magitek Laser most of the time. He might Silence you with
    his special attack Reverse Thruster (33% every other turn). When Sky Armor is
    by itself, it has a 33% each of using Reverse Thruster/Magitek Laser/Missile.
    These guys are weak to Lightning and Wind, so take them out accordingly. For
    Wind-based attacks, your options are: Mog's Wind Rhapsody, Gau's Guard Leader,
    Cyan's Kazekiri, Gau/Strago's Aqua Breath, Sabin's Razor Gale (only if Sabin is
    Level 30 or higher).
    - Spitfire are a little more dangerous. Every turn they will either use
    Absolute Zero (a strong MT-ice attack), it's special attack (Propeller; 150%
    damage) or nothing at all. When they are by themselves, they have a 33% of
    using Diffractive Laser (a decent MT-lightning attack). Spitfires are also weak
    to Lightning and Wind, so just take them out the same way you took out the Sky
    So you are on your way up to the Floating Continent, when you get interrupted
    by some guys known as the Imperial Air Force.
    You have to fight a total of four battles. After each battle, however, you can
    pause and heal and do any last-minute preparations if you want.
    After four battles:
    "There's something strange up ahead! It's coming this way!"
    You then fight two more IAF (Imperial Air Force) battles. After a total of six
    battles, head to the right of the ship to find Ultros sitting there.
    BOSS: Ultros & Typhon
    Ultros (0 EXP, 0 Gil)
    - Level: 26
    - HP: 17000
    - MP: 8000
    - Steal: White Cape (Common)
    - Drops: None
    Typhon (0 EXP, 0 Gil)
    - Level: 26
    - HP: 10000
    - MP: 40000
    - Steal: Dagger (Common)
    - Drops: None
    This battle starts off with Ultros saying "No, really! This is our last battle!
    This battle is MUCH easier compared to the other Ultros battles. Also, this IS
    indeed your last battle with Ultros, so enjoy it.
    Ultros is real simple this time. He only attacks with a physical attack,
    Tentacle (like always), and his new special move (Octopus Ink; inflicts
    Darkness). That's pretty much ALL he does.
    When his HP gets below 12800 (which means you only have to do 4200 damage), he
    will call forth Typhon, his buddy: "Looks like I lose again! But today I brought
    along a buddy of mine! Mr. Typhon! Come on down!!!"
    Typhon is nothing dangerous at all. The only thing he attacks with is Fireball
    and a physical attack.
    So your strategy should be REAL easy: Attack Ultros with Bio 2-3 times to
    trigger Typhon's appearance. Once Typhon appears, you have two choices:
    1) You can defeat Ultros, then go after Typhon
    2) Or you could just defeat Typhon, and ignore Ultros to end the battle
    Either way, the battle ends when Typhon is defeated. Do whichever you wish.
    Ultros is weak against Poison and Fire, so just keep attacking with Bio or
    Fire spells if you wish.
    Typhon, on the other hand, absorbs Fire, but is weak to Ice and Water. This
    calls for Aqua Breath (Anguiform/Lore) or Blizzara. Just finish him off.
    After you defeat Typhon, he will use Snort on your entire party.
    You just got blown off your airship because of Typhon's Snort... what's next?
    How about another (hard) Boss Battle?
    BOSS: Air Force & Co.
    Air Force (0 EXP, 0 Gil)
    - Level: 25
    - HP: 8000
    - MP: 750
    - Steal: Elixir (Common)
    - Drops: Princess Ring (Always)
    Laser Gun (0 EXP, 0 Gil)
    - Level: 24
    - HP: 3300
    - MP: 335
    - Steal: X-Ether (Common)
    - Drops: None
    Missile Bay (0 EXP, 0 Gil)
    - Level: 25
    - HP: 3000
    - MP: 7000
    - Steal: Debilitator (Rare)
    - Drops: None
    Bit (0 EXP, 0 Gil)
    - Level: 25
    - HP: 420
    - MP: 285
    - Steal: Amulet (Rare)
    - Drops: None
    Just for reference: Air Force, Laser Gun (right), and Missile Bay (below), and
    Bit is a little dot floating apart from the whole structure (you can't miss it
    is what I'm trying to say).
    Now, on to what these guys do:
    1. Air Force itself only attacks with Magitek Laser and Diffractive Laser.
    2. Laser Gun attacks with the same above two attacks, but can also use Atomic
       Ray (a MT-fire spell)
    3. Missile Bay will attack with either Launcher or Missile throughout the whole
    4. Bit won't attack. Ever. It's sole purpose is to absorb all magic attacks you
       throw at it. So when Bit is around, do not use magic, but rather attack it
       physically to kill it.
    Bit will be released once you kill Laser Gun. Once Bit is out, Air Force will
    start counting down from 6, by saying "Count: 6!" then "Count: 5!" etc. Once he
    counts down to 0, he will use Wave Cannon, a strong MT-lightning attack which
    will do over 500 damage to every character. If you heal completely before this
    happens, you should be alright.
    So what should your strategy be in this fight where you are always fighting
    at least 3 monsters at a time? Well, lucky for you, all 4 parts of this boss
    are weak to the same elements: Lightning and Water.
    What does that mean for you? Anything out of the following list should work just
    fine: Thundara, Anguiform (or Chimera), Aspiran, Chaser, Cloud, Ghost, Aqua
    Breath, etc.
    As you can see, you have a lot of options (yeah, a lot of those are Rages, but
    that's why Gau is awesome).
    Anyone whose name isn't Air Force is vulnerable to Stop in this battle, so feel
    free to abuse that. Your first target should be Missile Bay (below Air Force).
    I suggest casting Stop on Laser Gun (and even Missile Bay if you want) and
    concentrate your attacks on Missile Bay. After a few attacks that it's weak to,
    it should go down.
    After Missile Bay is gone, focus on Laser Gun. Again, this should only take a
    few attacks. After that, Bit will appear. Bit only has 420 HP, though, so it's
    really a joke.
    Honestly, the easiest way to win would be to use Anguiform/Chimera Rage. Bit
    cannot absorb Aqua Breath, so even if he does show up, he'll die after one hit
    by this attack. Plus, if Gau is lucky enough to use it about every turn, you
    will be dealing a lot of damage, even to the parts you're not attacking!
    Once Missile Bay, Laser Gun, and Bit are gone, simply attack Air Force for a bit
    to take him out. Like mentioned above, after Gau was nailing those Aqua Breath
    on everyone, it only took me one attack to finish off Air Force.
    You'll get a Princess Ring for winning. It's a useless Relic you'll never use.
    After this battle, you will be dropped off on the Floating Continent.
    4.64 Floating Continent                                                 [4.064]
    New Monsters:
    #106 - Brainpan
    #107 - Misfit
    #108 - Apocrypha
    #109 - Dragon
    #110 - Platinum Dragon
    #111 - Behemoth
    #112 - Ninja (shouldn't be new to you, but this is where the game put it)
    #113 - Naude
    #306 - Gigantos
    #307 - Ultima Weapon
    #308 - Nelapa
    New Lores: 1000 Needles
                - Brainpan (33% of using it if by itself)
    Monster Formations:
    - Brainpan x2, Misfit, Apocrypha (5 AP)
    - Brainpan x3 (4 AP)
    - Platinum Dragon x3 (3 AP)
    - Behemoth, Misfit x2 (4 AP)
    - Apocrypha (2 AP)
    - Dragon (5 AP)
    - Behemoth x2 (6 AP)
    - Behemoth (3 AP)
    - Ninja x2 (5 AP)
    - Apocrypha, Misfit x2 (4 AP)
    - Apocrypha x3 (4 AP)
    - Ninja x2, Platinum Dragon (6 AP)
    - Gigantos (1 AP)
    - Ultima Weapon [Boss] (10 AP)
    While Escaping Floating Continent:
    - Naude (3 AP)
    - Nelapa [Boss] (3 AP)
    Items Found:
    - Murasame (West of First Warp Tunnel [Orb])
    - Sasuke (Fight Gigantos and Win to get)
    - Beret (North-East of Save Point Cave)
    - Elixir (Escape Route [Approach from SOUTH-EAST])
    - Brainpan: Earring (Rare)
    - Misfit: Alarm Earring (Rare)
    - Apocrypha: Angel Ring (Rare)
    - Dragon: Hi-Potion (Common), Genji Glove (Rare)
    - Platinum Dragon: Dragoon Boots (Rare)
    - Behemoth: Hermes Sandals (Rare)
    - Ninja: Angel Wings (Rare)
    How to handle all of these guys:
    - Brainpan are annoying. When not alone, they have a 33% of using their special
    attack Smirk, which will Stop the target. When they are alone, they have a 33%
    of using 1000 Needles, a Lore for Strago if you brought him. Note that I'm
    going to assume that you did NOT bring Strago here to learn this lore. They are
    weak to Fire, Lightning, and Holy. Since you have Shadow, you can make use of
    his Scrolls and throw them for some nice damage.
    - Misfit are not as annoying as Brainpan if you brought Gaia Gear. They use
    Lifeshaver fairly often, which will do nothing since your characters should all
    have Gaia Gear by now. They are weak to Fire and Holy.
    - Apocrypha are not that tough if you're careful. If there is more than one
    present, they will ONLY attack physically (which you can dodge if you summon
    Phantom). Once by themselves, they will counter anything with any of the Lv.
    Lores (Lv.5 Death, Lv.4 Flare, Lv.3 Confuse), which still isn't that bad, but
    can be annoying. These guys are weak to Lightning, Holy, and Water.
    - Dragons are fairly dangerous. They attack with Revenge Blast, Tail (500%
    damage), Snowstorm, and Freezing Dust (33% of using each attack; but only one
    of these attacks can be used per turn). It also has a 33% of countering any
    attack with Snort, removing the target from battle. These guys are vulnerable
    to Stop, so make SURE to abuse that. The one nice thing about Dragons is their
    rare steal (Genji Glove). Genji Gloves are limited in this game, so try to steal
    as many from Dragons as you can (while keeping them stopped of course). Dragons
    are weak to Lightning.
    - Platinum Dragon use their special attack (Wing; 200% damage) 33% of every
    turn. Otherwise, they just attack physically (Phantom, anyone?). When they are
    by themselves, they have a 33% of using Cyclonic, so be careful about that one.
    If you want, they are vulnerable to pretty much any status, so you could either
    Snare (Mu rage) them each, or cast Stop on all of them, or even confuse them.
    Your choice.
    - Behemoth are also dangerous if you don't know what you're doing. They simply
    attack physically and with their special attack (Beatdown; 300% damage). If
    they are by themselves, they will counter anything with a 66% of using Beatdown.
    Lastly, if you summon anything (like an esper or something), they have a 66%
    of countering with Meteor. Now how to beat him? Well, they are weak to Ice. They
    are also weak to Instant Death attacks (i.e. Mu Rage), which would be the
    easiest way to take them out.
    If you can manage to go into a battle with Invisible status on everyone,
    Behemoth will not be able to damage you. At all. Unless you summon something,
    but why would you do that?
    - Ninja are old news to you. Well, you fought at least one in the Cave to the
    Sealed Gate. You may remember they throw lots of Scrolls at you, just like
    you'll be doing with Shadow in this dungeon. Ninjas are weak to Lightning
    and Holy.
    Welcome to the Floating Continent. We are here to stop Emperor Gestahl and Kefka
    from essentially destroying the world. As you can see in the monster listings
    above, there are LOTS of monsters here and a LOT of them are dangerous. And
    we will probably meet some other dangerous things here (in other words: we will)
    When you first get here you'll be dropped off by a save point. You'll also see
    someone laying there on the floor... Shadow?! If you talk to him, he'll say
    that the Empire double-crossed him... then someone (there's no name attached
    to the dialogue) will tell him to join you guys, and he does (not before asking
    about Interceptor, who is chilling in Thamasa by the way).
    So this is why you only got a 3-man party when coming here (because Shadow was
    going to join you).
    NOTE: Shadow needs to be equipped. Assassin's Dagger/Mythril Shield/Green Beret/
    Gaia Gear is what I gave him. He will get a better weapon in a minute, so don't
    worry too much about that.
    This place can get kind of confusing because the path is not always clear. There
    are many parts where you have to walk against the wall to actually make it move
    and thus providing a path for you. I'll do my best to guide you through with
    the least amount of confusion. Know that you can get a *tiny* bit lost, and at
    the end of the dungeon there is a chest you can miss if you take the wrong
    way, but more on that later.
    Head right and up the stairs to see the first wall move for you. Continue on
    down and you'll see another wall move for you; follow it. Go north here to see
    a blue orb-like thing. These are the treasure chests for the Floating Continent.
    This one contains a Murasame, a sword for Cyan.
    You could move on by going to the little platform to the right of the chest
    (stairs will appear) ... but there's another thing we could do (and get another
    item). If you go past that little platform, another set of stairs will appear,
    which lead to another chest. Before you open this chest, make sure all your
    characters are invisible (summon Phantom in a battle before opening the chest).
    Now, open the chest.
    BOSS: Gigantos
    Gigantos (7550 EXP, 0 Gil)
    - Level: 25
    - HP: 6000
    - MP: 1120
    - Steal: X-Potion (Common), Elixir (Rare)
    - Drops: Sasuke (Always)
    Gigantos is a giant dude (palette swap from a Hill Gigas from Zozo) who attacks
    physically. Hard. VERY hard. He'll start the battle with three of his special
    attacks: Throat Job, for 500% damage. I'm talking 600+ damage per hit. And he
    uses it thrice. The next turn, he'll use a simple Attack command, then go back
    to using three Throat Jobs (then back to Attack, etc.)
    His battle script is simple: Use three special attacks (Throat Job; 500% damage
    [doing 600+ damage PER HIT]) on one turn, then use a simple physical attack on
    the next. Repeat. He will counter anything you throw at him with two physical
    attacks and another Throat Job.
    That's all there is to him. If you've been paying attention (or just following
    this guide), you know how to get around this guy: All his attacks are physical.
    If you made everyone invisible (Phantom summon), you are untouchable for this
    fight. He won't be able to hurt you. At all.
    Wow, so easy. If you don't want to be that cheap (or can't), you could always
    instant death him. Lv.5 Death from Strago works if you have it, or simply use
    Gau, or you could even use Death spell if you have it. Anything works.
    If you don't want to use either of those, you can spam poison attacks (Bio spell
    or Trillium rage) to defeat him. I'm not sure how you're going to survive those
    hard-core Throat Jobs he's going to stuff down your throat, but if you don't
    want to use the previous two strategies, I'm sure you can figure something out.
    Since you can be untouchable in this battle, you might as well try to steal that
    rare Elixir. If not, you'll get an X-Potion, which is still nice.
    You get a Sasuke for beating Gigantos. Equip this on Shadow.
    Head up on the platform to the left of you now. This is what I will call a warp
    tunnel (it really just swallows you underground and spits you out somewhere
    else, but work with me here). Enter the warp tunnel. Go south, down the small
    stairs, and you'll come to a seemingly dead-end. There's a switch to the north
    that will expand the land, allowing you to cross.
    There's nothing up north, so continue down south where you'll come to another
    set of stairs. You can't go anywhere down there for now, but we will in a
    minute. Head east and enter the warp tunnel (if you look closely, you can see
    the Blackjack for a second floating beneath you).
    You'll be spit out by two more warp tunnels. The right one takes you...
    nowhere. Take the left one instead (obviously). Step on the switch to the
    south, and it will lower some land for you. Go up north, up the stairs and step
    on that switch to lower the land beneath you. Cross it and you'll end up in a
    familiar area. Go down two sets of stairs.
    You'll now be at the landmass you just lowered a second ago. Continue along
    the one-way path until you come to a switch (if you see a orb-chest, you've gone
    too far. Back up about 3 seconds).
    Hit the switch to open up a warp tunnel near you. Before going in it, head east
    to the orb-chest thing. Open it to find a Beret (a helmet for Relm to increase
    the success rate of Sketch). If you find Sketch useful and have Relm in your
    party, equip it.
    Head south to come to a warp tunnel which actually leads you to a save point.
    Save if you wish, then enter the yellow beam to be transported above ground
    again. Now go up and enter the warp tunnel you activated with the switch (if
    you went to the Save Point room you'll have to use the switch again).
    Continue on to be presented with an option to leave the Floating Continent and
    I mean, if there is *ANYTHING* you'd like to do, do so now. The world will
    change forever (towns, shops, monsters, etc.) in a few minutes, and now will be
    your last chance to get anything from this world. You have been warned.
    NOTE: If you first say no, you can always walk over that same square to be
    presented with the option to leave, so it's not a one-time choice or anything.
    Head to the left and go up to open the wall. Walk up to find a monster blocking
    your path. Boss time.
    Before you head in, make sure everyone is wearing Reflect Rings. Also make sure
    your party has Gaia Gear (if not, Float those that can't wear it). I suggest
    bringing the Zona Seeker into this battle as it will be very helpful.
    BOSS: Ultima Weapon
    Ultima Weapon (0 EXP, 0 Gil)
    - Level: 37
    - HP: 24000
    - MP: 5000
    - Steal: Elixir (Common), Ribbon (Rare)
    - Drops: Elixir (Always)
    Ultima Weapon has pretty much three separate parts of the battle to him (well, I
    separated them into three parts to make it easier). I will explain each one:
    1st Part:
    This is the part you fight first. He will start off with the message:
    "My name is Ultima... I am power both ancient and unrivaled... I do not bleed,
    for I am but strength given form... Feeble creatures of flesh... Your time is
    nigh!" After this, he will switch off between the following two turns:
    1st Turn: Attack (66%) or Flare (33%)
    2nd Turn: Attack (33%) or Flare (33%) or Blaze (33%)
    Repeat until HP <= 12800
    2nd Part:
    This is when Ultima Weapon's HP is between 6145 and 12800
    1st Turn: Bio (33%) or Quake (33%) or Meteor (33%)
    2nd Turn: Attack (33%) or Special Attack [Full Power; 200% damage] (66%)
    3rd Turn: MT Fira
    4th Turn: Mind Blast
    5th Turn: Message says: Focusing energy.
              Gains Shell, Protect, and Haste status. This makes him faster, while
              making him take less physical AND magical damage. He also flashes.
    6th Turn: Flashes again
    7th Turn: Flashes for a long time, then uses Flare Star
    Repeat until HP is <= 6144
    3rd Part:
    This part happens when Ultima Weapon's HP is 6144 or lower
    1st Turn: Attack (33%) or Graviga (66%)
    2nd Turn: Rasp (33%) or Tornado (33%) or Blaze (33%)
    Counterattack: Flare (33%)
    Repeat until Ultima Weapon = Dead
    So this is Ultima Weapon. First, remember the guy in Albrook who talked about
    an ancient weapon and an ancient monster that share the same name? Well, you
    found the weapon "Ultima Weapon" in the Cave to the Sealed Gate, and now you
    are facing off against the creature with the same name! Craziness.
    Anyway, on to fight this guy. As you can see, his 1st Part is the easiest to
    deal with. With Reflect Rings, you won't be damaged by Flare (but Blaze will
    hurt every character about 250+ damage). Now is also the best time to use one
    of the more cheap methods to beat this guy:
    MP KILL METHOD: Ultima Weapon dies when his MP reaches 0. The problem is he has
    5000 MP, and you need to get rid of that somehow. You can use Rasp and Osmose
    spell to suck up Ultima's MP. This is best done in the 1st part of the battle
    as he is the least dangerous then. Absorbing 5000 MP will probably take you
    a while, but it's playing the safe side. Obviously, heal when necessary.
    If you're not going to use this method, make sure to summon Zona Seeker ASAP
    to increase the party's magic defense. Also, cast Slow on Ultima Weapon.
    Attack him by casting -ara spells on him. It seems Blizzara does a tiny bit
    more damage, so use that if you wish. I definitely recommend throwing Scrolls
    with Shadow (they all seem to do the same damage on average) as that will do
    more damage than anything else he can do (even more than Fuma Shurikens if you
    got one from a Ninja).
    Keep doing this for a while until the 2nd part of the battle triggers. This is
    good since you've taken out about half of Ultima Weapon's HP. Pray that he uses
    Quake as his first turn since this will heal all those with Gaia Gear. Free
    healing. Watch out for Meteor (600+ to each character) or his special attack
    Full Power (1000+ damage to one character). Make sure you keep everyone's HP
    up (don't heal with Cura if you have Reflect Rings; you'll heal Ultima instead).
    His MT Fira will bounce back so don't worry about that.
    His Mind Blast attack will affect four random targets with one status ailment
    chosen randomly out of the following list: Berserk, Confuse, Darkness, Doom,
    Imp, Petrify, Poison, Sap, Sleep, Slow, Stop, Zombie. After this happens, cast
    Dispel on anyone who got hit to cure them of the most important statuses.
    Ultima Weapon will cast Haste on himself after this, so Slow him again. You now
    have a free turn to get in as much damage as possible, as long as you have
    enough HP to survive Flare Star. But how would you know this?
    Flare Star's damage is as follows: (random target's level * 80) / 4
    So if your party is around level 25, you can expect:
    25 * 80 = 2000 / 4 = 500 damage to each character. Obviously, you'll need to
    heal again after Flare Star. Hope that he uses Quake after this to get a quick
    heal for Gaia Gear wearers.
    Once you get his HP below 6144, you'll be in the final stretch of the battle.
    Tornado will lower the target's HP to 1/16 of it's current total, so beware of
    it. Graviga will lower the target's HP to 1/4 of it's current total. If you
    have Celes in your party (why??), have her Runic every turn to absorb both of
    those spells, leaving you to worry about Blaze and Rasp, which aren't as
    For those who don't have Celes (you shouldn't), simply attack the same way you
    did in Part 1 (-ara spells and scrolls) to end this battle for good. Don't worry
    about the Counterattack as your Reflect Ring will leave you unharmed.
    Usually, if you summon Zona Seeker and cast Slow on your first few turns,
    chances are you won't ever see Ultima Weapon use Mind Blast OR Flare Star (I
    had to stop attacking to see these attacks).
    If you think you can afford to do it, try to steal that Ribbon from Ultima. It's
    a rare steal, but you might get lucky, right?
    You'll get an Elixir for winning.
    After the battle, Shadow immediately leaves your party, saying how he can't
    fight at your side after he sold himself to the Empire.
    Head up to finally meet Gestahl and Kefka.
    You will find Gestahl and Kefka standing in front of the legendary Warring
    Triad statues. Insane. Gestahl will say one line ("Well look who's here")
    before Celes shows up! This is why you didn't pick Celes as one of your three
    before you came here, since Celes now automatically joins your party, otherwise
    you'd be stuck with a 3-man instead 4-man-woman party.
    Anyway, Gestahl says you're just in time to die. Gestahl then seems to absorb
    power from the Warring Triad. Celes pleads with Gestahl to stop, but he decides
    otherwise and casts her aside, while casting some spell on your 3 other party
    members (paralyzing spell or something that disables them).
    Gestahl then proceeds to offer Celes a deal: "Why don't I give you and Kefka
    the task of creating progeny to populate my new Magitek empire?" Wow, I bet
    Kefka wouldn't mind...
    To show her loyalty, Kefka wants Celes to kill the others, then offers her a
    sword. She takes the sword, then approaches your 3 party members. As she raises
    her sword to strike your party down.... she turns around and runs up to Kefka
    and stabs him instead! Owned.
    After this, Kefka is pissed (understandably I guess). He talks to the Warring
    Triad and commands them to show him their power! He then begins to stand in the
    middle of the statues. The statues aren't doing much to please Kefka, so he
    demands one last time to show him their power.
    Gestahl steps in and warns Kefka that if he revives them, they might destroy
    the same world they want to rule together!
    Then Kefka tells Gestahls to shut up. Word.
    The scene shifts to a battle-like screen with Gestahl and Kefka on opposing
    sides. Gestahl asks if Kefka's mad, but Kefka counters that this is the perfect
    opportunity to show your party the power of the Warring Triad! Gestahl seems
    to have enough and is "just going to use this power you [Kefka] has unleashed
    to put you [Kefka] to sleep" .... it would have more effect if Kefka weren't
    laughing so hard.
    Gestahl wants to know what's wrong, but Kefka doesn't answer. So Gestahl tries
    to cast Firaga on Kefka, with no result. Then he tries Flare. Nothing. Meltdown
    also results in nothing.
    Gestahl obviously would like to know how Kefka is dodging these powerful spells,
    and he finally reveals it to him: By standing in the center of the Warring
    Triad. They absorb ALL magic, leaving Kefka unharmed.
    Then Kefka turns out and presents the Warring Triad with their first victim:
    Emperor Gestahl!
    This time the Triad listens, but they miss. Kefka admires their power just as
    they unleash another bolt, which misses again. They miss two more times (while
    getting closer), and finally one hits Gestahl dead-on. Kefka then proceeds
    to laugh and even kicks Gestahl's body off the Floating Continent!
    You can't deny it, Kefka is a badass.
    Anyway, Kefka is still chilling in the center of the Warring Triad. Celes tries
    to stop him, but he almost pushes her off the Floating Continent.
    What does Kefka do then? He moves one of the Warring Triad statues! If you've
    been following the dialogue closely, you should have heard/seen Strago say
    that if the balance of the Warring Triad is disturbed the world will go crazy!
    Kefka moves the other two statues to completely mess up their balance.
    Next we see Shadow coming out of no where to save Celes from falling off the
    Floating Continent. Shadow then moves the statues so that Kefka is trapped, and
    the spell your 3 other party members had will be lifted and they'll be able to
    move again. Shadow tells you to forget about him and go!
    You then see a spark fly somewhere else (we'll find this later; it's another
    new enemy).
    You now have 6 minutes to reach the end of the Floating Continent (where you
    will have to fight a boss, so spare some time for that). First things first:
    Equip Celes. Time is still running in the pause menu so act fast. Simply
    Optimize her equipment and throw some quick relics on her.
    This is the part where you will only fight Naude in random encounters, so I'll
    tell you here how to take Naude out:
    Well, there's many ways to take Naude out. The possible easiest one being:
    Cast Imp. Naude will use its next turn to cast Imp on itself (to get rid of the
    status) and then Flee immediately afterwards.
    NOTE: If Naude flees, you will NOT get the Bestiary entry. Make SURE to beat her
    at least once just to get the bestiary entry.
    You have to remember that the point of Naude is to waste time, so you may want
    to just Imp it constantly to quickly end the battle. It's also weak to Fire,
    Lightning, AND Holy, so there's a variety of attacks you can use to take it
    down. If you have Strago, Lv.4 Flare works nicely.
    Also, you could Rasp her MP away (it only has 195 MP). This should take only
    one or two Rasps, so that's another easy way to defeat it.
    In case you're wondering, here's what Naude will do in a battle:
    1st Turn: Attack (33%), Freezing Dust (33%), Hit [200% damage] (33%)
    2nd Turn: Attack (66%), Blizzara (33%)
    3rd Turn: Attack (33%), Blizzara (33%), Snowstorm (33%)
    If you attack with Magic command: 33% of countering with Silence
    Anyway, defeat Naude's quickly to move on. As you walk on, you'll see a chunk
    of the Floating Continent break off. Damn.
    After you go down your first set of stairs, you should see a blue-orb chest to
    your right. DO NOT APPROACH IT DIRECTLY! If you do, the piece of land in front
    of it will break off and you won't be able to get the chest.
    Instead, continue south and go around the whole and then approach the chest.
    Open it for an Elixir.
    Now examine the spark to fight this dungeon's final boss, which is actually
    very easy.
    BOSS: Nelapa
    Nelapa (0 EXP, 0 Gil)
    - Level: 26
    - HP: 2800
    - MP: 280
    - Steal: None
    - Drops: None
    Nelapa starts off by saying "Mwa-ha-ha...You think I'm going to let you escape?"
    and then casting Doom on all four characters.
    Here's what Nelapa does:
    1st Turn: Attack (66%), Fira (33%)
    2nd Turn: Attack (33%), Fireball (33%), Firaga (33%)
    3rd Turn: Attack (66%), Fira (33%)
    If you attack with the Attack command, it will have a 33% of countering with
    its own Attack. If you Attack 6 times, it will use Roulette.
    That's all there is to it. I actually couldn't get it to show me Roulette,
    since I always off'd it before the 6 Attack commands were executed. You should
    have the same "problem".
    You could also attack with Ice, Lightning, or Holy... except that Nelapa has
    inherent Reflect status, so be careful what you attack with. I suggest just
    attacking with the Attack command and it should die before you see Roulette
    being used.
    An alternative strategy *could* be to drain its MP, which is only 280. However,
    Rasp gets reflected back to you, but you can use Osmose to slowly drain its MP.
    However, I still suggest just using Attack until it dies. It's just faster.
    ALTERNATE STRATEGY (Thx to blusiryn for bringing this to my attention): Nelapa
    is vulnerable to Instant Death. This means you can use weapons like Chainsaw
    or Assassin's Dagger, or if you're wearing Reflect Rings you can bounce Death
    spells off your characters (if you don't bounce them off your own characters,
    the Death spell will simply bounce back to you since Nelapa has Reflect).
    After you beat Nelapa, you'll be at the end of the Floating Continent.
    If you approach the edge, you will get the option to Jump or Wait.
    If you jump, you kill Shadow. Simple as that. If you don't care about Shadow,
    go ahead and jump.
    If you do care about Shadow (and you should), just choose Wait. If you approach
    the edge again you will get the option "Gotta wait for Shadow..."
    Contrary to popular belief, you don't HAVE to select this option to actually
    get Shadow to appear. After some annoying testing, I've figured out what you
    can and can't do while waiting for Shadow. All you have to fulfill is:
    1. You have to have approached the edge at least once and selected Wait
    2. If you're in the Pause Menu when the timer hits 0:04, you can still save
       Shadow as long as you exit the menu before the timer hits 0:00
    3. After you Wait, you can walk around all you want. Where you stand when the
       timer hits 4 seconds (0:04) is the important part. Basically, you can wander
       around in your little square, as long as you don't go past the point where
       Terra stands in this picture: 
       If you go any further to the left than where Terra stands, you will not get
       Shadow. As you can see in that picture, you can stand away from the edge and
       still have Shadow appear (see him flying in from the left? lol).
    NOTE: If you stand past the square from the picture when the timer hits 4
    seconds, Shadow's dead. You have to be in the "Safe Zone" by the time the timer
    hits 4 seconds
    Anyway, the above was just for people who claim this or the other about Shadow,
    so I was forced to do some testing to show everyone where you can and can't go.
    Just approach the ledge, select Wait, and just wait for the timer to come down
    to 4 seconds.
    Shadow will jump in from the left and say "I'd never be able to rest in peace
    if I died without collecting my pay..." and then you all jump off the Floating
    Continent and onto the Blackjack.
    You land on the Blackjack and ask if there's no way to stop the Warring Triad's
    magic... but there isn't. They unleash their magic which splits aparts lands
    and totally reshapes the continents of the world.
    Unfortunately, the Blackjack also splits apart (would be kinda weird if it
    survived all this, wouldn't it?) and everyone falls off the ship.
    You get a cool little view of the Earth blowing up everywhere before splitting
    in some places.
    4.65 The World of Ruin                                                  [4.065]
                                      On that day
                            the world was changed forever...
    Kefka has disturbed the balance of the Warring Triad, and they unleashed their
    power which ultimately re-formed the entire Earth and all its landmasses and
    The Blackjack has also been destroyed by their magic and everyone you know fell
    off... will you ever see them again?
    NOTE: The old world is called World of Balance, and this new world is called
    World of Ruin (WoR for short)
    You see an ocean passing under you... eventually you see a small island in the
    middle of the ocean.
    4.66 Solitary Island                                                    [4.066]
    New Monsters:
    #116 - Peeper
    #119 - Landray
    #121 - Black Dragon
    Monster Formations:
    - Peeper x2 (1 AP)
    - Peeper x3 (1 AP)
    - Land Ray, Peeper x2 (1 AP)
    - Black Dragon (3 AP)
    Items Found: None
    - Peeper: Elixir (Rare)
    - Land Ray: Megalixir (Rare)
    - Black Dragon: Holy Water (Common)
    NOTE: You don't have Locke right now so you can't steal anyway. I listed them
    here anyway because you can return with Locke later.
    How to handle these guys:
    - Peeper are... stupid? They have inherent Sap status, and they only have 1 HP
    to start off with, so they will die a few seconds into battle. If they do
    attack, it's either physically (33%), with Tail [150% damage] (33%), or with
    White Wind (33%) ... if they only had enough MP to use it. Silly creatures.
    They do have a rare Elixir for when you return with Locke.
    - Land Ray are just like Peeper. 1 HP + inherent Sap status = death within
    seconds. The only attack they use is their special attack Poison Tail which
    poisons you.
    - Black Dragon are the only possible threat here. Celes is by herself, which is
    the only reason this might be difficult. It's only two types of attacks are:
    1st Turn: Attack (66%) or Sandstorm (33%)
    2nd Turn: Attack (33%) or Sandstorm (33%) or Bone Powder [inflicts Zombie] (33%)
    However, Black Dragons are undead, so use a Phoenix Down for a quick kill if
    you wish. If you don't like that one, they are weak to Fire and Holy, while also
    being vulnerable to things like Confuse, Death, Slow, Stop, etc.
    Here we are, one year after the earth was changed forever by Kefka. We find
    ourselves on a small island (Solitary Island) with a simple beach and a lone
    Inside the hut, Celes is just getting out of bed. It seems Cid found Celes
    when the Blackjack was destroyed and decided to take care of her. Celes has
    been sleeping a whole year. Celes asks Cid where everyone else is, but he
    doesn't know.
    All the plants and everything have been slowly dying. Even all the people have
    begun flinging themselves off cliffs in desperation. Celes is worried that
    everyone else may be dead, and Cid comforts her, after which Celes calls him
    grandfather, which makes him proud. Aww.
    But granddaddy is dying. He hasn't eaten since he fell ill three days ago.
    Celes offers to get him some food, and Cid tells her fish is the only food
    Now a little mini-game begins. Basically, you have to feed Cid fish in order to
    keep him alive. The longer you wait, the worse he gets. Also, the faster the
    fish, the more it heals him.
    The only catch is, it's pretty much impossible to win this without save-stating
    an emulator or being EXTREMELY lucky. You'd have to feed Cid about 6-10 fast
    fish in a short amount of time (amount of fish depends how long it takes you)
    to heal him for good.
    You get the fish by leaving the house and going south one screen. It's possible
    to not see any fish at all, or just slow-moving ones. If you want to try to
    save him, go back and talk to Cid, and the fish will be reset.
    I'm going to save you lots of time and tell you NOT to save Cid. The game plot
    makes more sense if you DON'T save Cid. This mini-game is probably just a little
    fun thing the developers threw in.
    NOTE: Before you do any of this, step out onto the Overworld map (go right one
    screen from the hut). While you're out here, Cid's health won't decrease and
    you can get the three bestiary entries now rather than later. IMPORTANT: Equip
    Celes, but make SURE to give her either a Ribbon or an Amulet, as both these
    Relics protect against Poison and Zombie. Land Ray's will poison you and if you
    get Zombie'd by a Black Dragon, it's an automatic Game Over.
    Anyway, since I bet you are interested what happens when you DO save Cid, I will
    provide the dialogue that occurs after you save Cid. But first, here's what
    happens when you do NOT save Cid:
    If you don't save Cid
    Celes: Granddad... You have to eat, or...
           Wh-what's the matter? Granddad...
    *Celes falls to her knees*
    Celes: No! ...No!!! You promised you'd stay here with me!
           Granddad, answer me! Tell me you're just joking!
    *Celes walks to the cliffs*
    Walk up and examine the dead bird
    *Celes remembers Cid's words...*
    *Cid: The other people who were here with us all gave up hope...
          One after the next, they flung themselves from the northern cliffs
          in despair...*
    *Celes backs up to the cliff*
    Celes: Everyone's gone... Even Locke... There's nothing left for me in this
    *Celes jumps off the cliff*
    *Celes is laying on the beach of the same island and is awoken by a bird*
    Celes: Uhhh... Were you watching over me? Why would you want to help someone
           like me? I've already given up hope...
           This bandana... It couldn't be...!
           Hey, little bird... Where'd you come from?
           Is the person who wrapped your wound still alive? Please, tell me...!
    *Bird flies off*
    Celes: He's alive... Locke's alive!
    Walk into the house to find a letter that mysteriously appeared
    Letter: You must leave this island. Somewhere out there, your friends are
            waiting for you. Go down the stairs by the stove.
            The road to your freedom awaits...
                   Love, Granddad
    Go down the stairs and examine the raft to automatically drag it upstairs and
    to the beach.
    Celes: I'll make you proud of me, Granddad...
    *Celes gets on raft and takes off*
    If you do save Cid
    Cid: I'm all better now! Thank you, Celes!
    Celes: What is it?
    Cid: Celes... I finally finished the little project I've been working on at
         Go on downstairs and take a look!
    *Celes walks downstairs and finds raft*
    Celes: Granddad...
    Cid: Celes... You have to leave this place.
         I'm sure your friends are still alive somewhere, waiting for you!
    Celes: ... I know they are. I'll go. But I'll be back! And I'll bring them all
           back to see you!
    Cid: You bring that Locke fellow, too, now, you hear?
    *Celes takes raft to the beach, waves good-bye to Cid, pulls the raft into the
    water, and takes off...*
    As you can see, letting Cid die adds more character development to Celes.
    Besides, like I said earlier, it's nearly impossible to save Cid without using
    save-states on an emulator since chances are VERY slim of you finding so many
    fast fish. Some people do get lucky and get it on their first try, but know
    that is not a normality. Anyway, it's up to you to do.
    Now you may be thinking: Does keeping Cid alive change any gameplay?
    Answer: No! If you keep him alive, he'll say "I'm all better now! Thank you,
            Celes!" even if you come back later in the game. Worthless.
    After you've done all this, the raft takes you out to a new place!
    4.67 Overworld: Southern Continent                                      [4.067]
    New Monsters:
    #114 - Fafnir
    #115 - Killer Mantis
    #117 - Murussu
    #118 - Gigantoad
    #120 - Luna Wolf
    #122 - Rukh
    Monster Formations:
    - Fafnir x2 (1 AP)
    - Killer Mantis, Fafnir (1 AP)
    Wasteland (East):
    - Luna Wolf x2 (1 AP)
    - Murussu, Gigantoad x2 (1 AP)
    Wasteland (West):
    - Luna Wolf, Rukh (1 AP)
    - Rukh, Murussu, Gigantoad (1 AP)
    - Fafnir x4 (1 AP)
    - Killer Mantis x2, Fafnir (2 AP)
    - Land Ray, Peeper x2 (1 AP)
    - Black Dragon (3 AP)
    - Fafnir: Antidote (Common)
    - Killer Mantis: Venom Claws (Rare)
    - Murussu: Hi-Potion (Common)
    - Gigantoad: None
    - Luna Wolf: Hi-Potion (Always)
    - Rukh: None
    How to handle these monsters:
    - Fafnir are weird because they have 66% of fleeing when they are NOT by
    themselves. They have no other attacks, unless they are by themselves, in which
    case they will Attack 33% of the time and use their special attack Tongue Lash
    (inflicts Sap) the other 66%. They have a 33% of countering any physical attack
    with Tongue Lash. They are weak to Ice if you need to know.
    - Killer Mantis attack 66% of the time. That's it. Well, they counter any Attack
    with their special attack Kama (150% damage) 33% of the time. These guys are
    worthless like Fafnir. Killer Mantis are weak to Fire.
    - Murussu attack physically 66% of the time and can use their special attack
    Carapace (150% damage) 33%. If they are by themselves, they have a 33% of
    countering anything with Snort, so beware of this annoyance. They are weak to
    - Gigantoad has a variety of attacks. Every turn they have a 66% of attacking
    physically. On their first turn (and every 4th turn after that), they have a
    33% of using Croak [200% damage]. On their third (and every 4th) turn, they have
    a 33% of using Sticky Goo [inflicts Slow]. They also have Rippler in their
    attack script, but they don't have enough MP to use it, so it's useless.
    They are weak to Ice.
    - Luna Wolf attack one turn, then Attack (66%) or use Face Chomp [inflicts
    Darkness] (33%) the next turn, then just repeat. That's all there is to them.
    They have no weakness, so just Stop them and get rid of them (by the way, Stop
    works on all the enemies here).
    - Rukh attack physically for two turns, then they have a 33% of using Beak
    (which inflicts Petrify) or attacking physically again. They can counter any
    Magic attack with Shamshir (33%) [halves target's HP!]. Obviously, you'll want
    to refrain from using Magic against Rukh. It is weak to Ice, just like Fafnir
    and Gigantoad
    The very first thing you should do is apply Invisible status to Celes. You can
    do this with Phantom esper if you don't know how. Second thing you should do is
    make sure Celes has either a Ribbon (preferred) or a Jeweled Ring on. This is
    to protect from the Petrify status you might receive from Rukh on it's 3rd turn.
    NOTE: If for some reason you don't have a Ribbon OR a Jeweled Ring, you can go
    to Albrook (See Section 4.68) and buy a Jeweled Ring for 1000 Gil.
    As you can read above, most all attacks by these monsters are physical attacks,
    which is where being invisible comes in handy. Don't forget: Celes is by herself
    so she has to take care of these guys by herself and will be the sole target of
    the monsters. I gave her a Genji Glove along with her Ribbon so she could attack
    twice and take monsters out quicker. It's up to you if you want to do the same.
    One last helpful hint if you equip a Genji Glove: Stick an Icebrand and
    Flametongue on her, as this will do extra damage on enemies weak to Ice and
    Sticky Goo and Shamshir can remove your invisible status, so be sure to re-apply
    the status if this happens. All in all, if you're smart about this, you
    shouldn't take any damage from anyone here.
    Anyway, after you've had all your fun here, enter Albrook. It's on the southern
    tip of the continent.
    4.68 Albrook [WoR]                                                      [4.068]
    Inn Cost: 300 Gil
    New Monsters: None
    Monster Formations: None
    Items Found: No new ones. If you missed any earlier, you can get them here.
                 See Section 4.43
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            |
    | Phoenix Down (500 Gil)      | Stock up.
    | Holy Water (300 Gil)        |
    | Remedy (1000 Gil)           |
    | Sleeping Bag (500 Gil)      | You may want to get a Sleeping Bag or two since
    | Smoke Bomb (300 Gil)        | you're on your own for now.
    | Teleport Stone (700 Gil)    |
     /        Weapon Shop         \
    | Flametongue (7000 Gil)      | This is going to be your supply to deal crazy
    | Icebrand (7000 Gil)         | damage later (if you throw them). They're a
    | Thunder Blade (7000 Gil)    | little expensive now, so leave for now.
    NOTE: If you've been wondering who "that guy in Albrook" is that I keep
    referring to, he's still walking around in the Weapon Shop, and he's still
    talking about the two Ultima Weapon there are.
     /         Armor Shop         \
    | Golden Shield (2500 Gil)    |
    | Priest's Miter (3000 Gil)   | You shouldn't need anything here.
    | Green Beret (3000 Gil)      |
    | Golden Helm (4000 Gil)      |
    | Golden Armor (10000 Gil)    |
     /        Relic Shop          \
    | Sprint Shoes (1500 Gil)     |
    | Gigas Glove (5000 Gil)      | The only thing you *might* need is a Jeweled
    | Earring (5000 Gil)          | Ring.
    | Barrier Ring (500 Gil)      |
    | Mythril Glove (700 Gil)     |
    | Knight's Code (1000 Gil)    |
    | Reflect Ring (6000 Gil)     |
    | Jeweled Ring (1000 Gil)     |
    So this is your first visit to a town since the destruction of the earth. It
    doesn't look too good. One man walking around tells you about some ancient
    monsters that were released when the world was ripped apart: Humbaba, Deathgaze,
    and 8 legendary dragons. I'm sure we'll never meet any of those.
    You can see two Zozo-look-alike residents warming themselves by a fire. One of
    them tells you that your town will be destroyed by the Light of Judgment if
    you oppose Kefka. Looks like Kefka's still around then...
    Another old man sitting in between some trees says: "The sparkle in your eye
    reminds me of the young martial artist who visited here not long ago." In other
    words: this man is trying to tell you one of your friends was here. A young
    martial artist? Sounds like Sabin to me.
    That's aboout it for Albrook. Yeah, pretty exciting nowadays.
    Where to next? If you remember, there were a total of 5 locations in the WoB
    (World of Balance) days:
    Albrook = Just visited there, so we know it's still there
    Maranda = Is now on the west continent, so can't get there now
    Vector = Vector has been replaced by a big tower you may have seen when walking
             around outside of Albrook. This is Kefka's Tower, and it's actually the
             final tower, so we won't go there for a while
    Imperial Observation Post = What? You don't remember? It got lifted into the
                                air as part of the Floating Continent, silly.
    Tzen = Tzen is the only place besides Albrook still around. Let's head there.
    Tzen is north of Albrook. You'll pass Kefka's Tower on the way there, if you
    haven't seen it yet (it's only accessible by air, so don't worry about
    accidently going in it).
    NOTE: To make this upcoming house a little easier, make yourself invisible
    before entering Tzen.
    4.69 Tzen & Crumbling House                                             [4.069]
    Inn Cost: Free (just find the damn child <_<)
    New Monsters:
    #123 - Zokka
    #124 - Nightwalker
    #125 - Scorpion
    IMPORTANT NOTE: These three monsters are permanent missables. Make SURE you
    encounter all three before leaving the house (there have been reports of people
    never seeing the Scorpion while here, and they have missed them forever).
    Monster Formations:
    - Zokka x2, Nightwalker (2 AP)
    - Scorpion x3 (2 AP)
    - Nightwalker x4 (3 AP) [Monster-in-a-Box]
    Items Found:
    - Healing Rod (North-East Corner, 1st Floor)
    - Ether (North-West Corner, 1st Floor)
    - Fight Nightwalker x4 (By Stairs, 1st Floor)
    - Holy Rod (Center, 1st Floor)
    - Hyper Wrist (South-West Corner, 1st Floor)
    - Magicite Shard (North-East Corner, Basement)
    - Fight Nightwalker x4 (North-West Corner, Basement)
    - Bloodsword (South, Basement)
     /         Item Shop          \
    | Hi-Potion (300 Gil)         | Stock up.
    | Ether (1500 Gil)            |
    | Green Cherry (150 Gil)      | Super Balls are very expensive items that you
    | Phoenix Down (500 Gil)      | can throw and deal some random damage. Don't
    | Echo Screen (120 Gil)       | get any now as you'll want to save your money,
    | Holy Water (300 Gil)        | plus their damage is too random to use
    | Sleeping Bag (500 Gil)      | effectively.
    | Super Ball (10000 Gil)      |
     /        Weapon Shop         \
    | Kaiser Knuckles (1000 Gil)  | Shop until you have two Venom Claws and two
    | Venom Claws (2500 Gil)      | Burning Fists (you should already have one of
    | Flametongue (7000 Gil)      | the latter).
    | Icebrand (7000 Gil)         |
    | Thunder Blade (7000 Gil)    |
    | Burning Fist (10000 Gil)    |
     /         Armor Shop         \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| If you somehow missed the Beret on the Floating
    | Golden Shield (2500 Gil)    | Continent, grab one here.
    | Beret (3500 Gil)            |
    | Tiger Mask (2500 Gil)       | Snatch a Tiger Mask if you don't already have
    | Golden Helm (4000 Gil)      | one. Same goes for Power Sash.
    | Power Sash (5000 Gil)       |
    | Golden Armor (10000 Gil)    |
     /        Relic Shop          \
    | Dragoon Boots (9000 Gil)    | Thief's Bracer are for sale for the first time
    | Thief's Bracer (3000 Gil)   | ever, but you shouldn't need another one.
    | Black Belt (5000 Gil)       |
    | Alarm Earring (7000 Gil)    | Nothing else of interest here, though.
    | Sniper Eye (3000 Gil)       |
    | Peace Ring (3000 Gil)       |
    | Jeweled Ring (1000 Gil)     |
    | Amulet (5000 Gil)           |
    Welcome to Tzen. The person to your immediate left tells you that the Serpent
    Trench is no longer filled with water, but it's above the surface now. There's
    also some new organization called Cult of Kefka who seem to have built a tower
    on the Serpent Trench. That's cool, we'll worry about that later.
    As soon as you head up the steps, something crazy happens. Walk around and try
    to talk to the rushing villagers to find out that they refused to bow down to
    Kefka, so he just unleashed his Light of Judgment on them (just like the
    Zozo-wannabe in Albrook told you).
    Another man tells you that house is about to collapse, but that there are
    monsters in the house who will petrify anyone who tries to go in to help.
    NOTE: As soon as you step on the square in front of the door to the Crumbling
    House, you will have to go in and rescue the child (you'll only have 6 minutes).
    If you wish to shop, do so before stepping in front of the house.
    Before beginning this sequence though, I suggest the following equipment for
    Right/Left Hand: Flametongue and Stoneblade/Icebrand/Thunder Blade
    Head: Mystery Veil
    Body: Golden Armor/Gaia Gear
    - Golden Armor has more Defense, while Gaia Gear has higher Magic Defense.
    Ribbons: Genji Glove and Ribbon
    Esper: Phantom (important unless you know Vanish)
    When you're ready, step on the square in front of the door to the Crumbling
    House. After the two greet each other, Celes offers to help, but Sabin warns
    that the house will collapse if he moves, and tells you to hurry up and save
    the kid inside!
    You now have 6 minutes to go inside, save the kid and get back outside.
    NOTE: If you run out of time, Sabin will say the following while he dies:
    Sabin: I can't... hold out...
           ...any longer...
    Brother...the rest is up to you!
    I'm going to post the monster formations again, just so you don't have to scroll
    up and see them again:
    Monster Formations:
    - Zokka x2, Nightwalker (2 AP)
    - Scorpion x3 (2 AP)
    - Nightwalker x4 (3 AP) [Monster-in-a-Box]
    Steals: (It is possible to have Locke at this point if you did certain events in
             different order)
    - Zokka: Hi-Potion (Common)
    - Nightwalker: X-Potion (Rare)
    - Scorpion: Potion (Always)
    How to handle these guys:
    - Zokka will attack physically for two turns. On his third turn, he has a 33%
    of using Net (causes Stop), otherwise still attacking physically. If Zokka is
    by itself, it has a 33% of countering anything with Rock (inflicts Petrify).
    Since you have a Ribbon, you should be safe from these statuses and hopefully
    you are invisible, so you won't take damage from Zokka. Zokka is weak to Water,
    but you have nothing for that unless you're using Bismarck. Simply get rid of
    it ASAP.
    - Nightwalker have a 33% of using Drain on their first turn (if not Drain, they
    will attack physically). Same deal for their 2nd turn except they can use
    Sapping Touch (inflicts Sap) instead of Drain. They have a 33% of countering any
    Attack with Drain. They are weak to Fire and only have 265 HP each, so a simple
    MT Fire (not Fira, Fire) spell will take care of them (useful for the
    Monster-in-a-Box encounter).
    - Scorpion starts out with Lethal Sting (inflicts Doom) and a physical attack.
    It will attack physically for the next 7 turns, then start over with Lethal
    Sting. I hope to God you won't let it get that far. If you're invisible, they
    won't touch you. They have 290 HP each, so a Genji-Glove'd Celes should take
    one out each turn, which still makes this battle slightly longer than you'd
    like (don't forget, you have to hurry). You might think of using a MT spell,
    but their magic defense is sky-high, so just stick to physical attacks.
    IMPORTANT REMINDER: Don't forget, these three guys are permanent missables.
    I find it highly unlikely that you won't encounter both types of formations,
    but apparently it's possible.
    Ok, you need to hurry. If you want to try your luck, you could try wearing the
    Ward Bangle to reduce enemy encounters, but that means you have to get rid of
    the Ribbon (I wouldn't advise it) or the Genji Glove. Your choice.
    Anyway, head straight up from the beginning to get the Healing Rod. Next head
    all the way west to get the Ether. Walk back to the room you just passed (the
    room to the east of the skinny hallway) and enter it from the top and grab the
    chest for a Holy Rod. Proceed south out of the room, and head to the south-west
    corner to grab a Hyper Wrist. Enter the room above you.
    Only open this chest if you have a lot of time. It's a battle with 4
    Nightwalkers (a single MT Fire spell kills them all). You can skip it if you're
    pressed for time.
    Either way, head downstairs. Go to the south-east room first to grab the Blood
    Sword from the chest. Head up to the north-west of the room (avoid this chest
    if you don't want to fight Nightwalker x4 again!). Grab the kid (He'll say "I'm
    scarred!") and go east to grab the Magicite Shard out of the chest.
    And that's it. Head back up the stairs in the south-east corner of the basement
    and leave the house (go north, east, then south) through the front door.
    Sabin steps out from under the house and it collapses as promised. Celes is
    glad that Sabin is alive (Sabin: Of course I am!). This sparks some new hope
    in Celes that the others may be alive as well. After they find everyone, the
    gang still has to defeat Kefka (can't forget about him now).
    As of now, Sabin is now in your party again. Sweet.
    NOTE: Check your Bestiary. Got all 3 entries? No? Well, you'll have that blank
    forever then. I warned you.
    First things first: We have to equip Sabin.
    - Left/Right: Burning Fist x2
    - Head: Tiger Mask
    - Body: Power Sash/Gaia Gear
    Relics: Genji Glove, Ribbon
    Now where should we go... if you talk to the guy walking around east of the
    mother and her son, he'll inform you that a terrifying monster named Humbaba
    took up residence around Mobliz. Talking to other people reveals that Kefka has
    already used his Light of Judgment on Mobliz... I guess we shouldn't be
    expecting much when we get there.
    But where is Mobliz?
    It's at the end of the (now above surface) Serpent Trench. On the map, the
    Serpent Trench is the entire, horseshoe-like landmass just east of the
    southern continent (where you are right now).
    Also, just by looking at the map you may not see a way to get there. But there
    is actually a small bridge that connects these two continents. Head
    north-east from Kefka's Tower (which is in between Albrook and Tzen) and you'll
    find the bridge.
    Cross the bridge and you'll be on the Serpent Trench.
    NOTE: If you need help with the monsters you encounter until you cross the
    bridge, refer to section 4.67
    QUICK RECAP: You got Sabin back. It's possible you haven't used Sabin in a VERY
    long time, so you may not remember his Blitzes. Here's a quick re-cap for you:
    1. Raging Fist - Left, Right, Left
       - ST physical attack; Strength 110
    2. Aura Cannon - Down, Down, Left
       - ST-holy attack; Strength 68
    3. Meteor Strike - R, L, Down, Up
       - ST physical attack; Strength 180
    4. Rising Phoenix - Left, Left, Down, Down, Right
       - MT-fire attack; Strength 42
    5. Chakra (LEARNED AT LEVEL 23) - R, L, R, L, Up, Down
       - MT-healing, removes Darkness, Poison, Silence, Sap
    6. Razor Gale (LEARNED AT LEVEL 30) - Up, Up, Right, Right, Down, Down, Left
       - MT-wind attack, Strength 78
    You may have learned Chakra (don't ever use it though, it sucks), and I doubt
    you have learned Razor Gale, but I put it up in there in case some people like
    to power-level.
    4.70 Serpent Trench                                                     [4.070]
    New Monsters:
    #126 - Delta Beetle
    #127 - Vampire Thorn
    #128 - Lizard
    #129 - Devoahan
    Monster Formations:
    - Vampire Thorn x2, Lizard (2 AP)
    - Vampire Thorn x2 (2 AP)
    - Devoahan (1 AP)
    Wasteland (North):
    - Devoahan, Lizard (1 AP)
    - Vampire Thorn x2, Delta Beetle (1 AP)
    - Delta Beetle x4 (1 AP)
    Wasteland (South):
    - Devoahan, Delta Beetle x2 (1 AP)
    - Delta Beetle x4 (1 AP)
    - Black Dragon (3 AP)
    - Delta Beetle: Potion (Common)
    - Vampire Thorn: Echo Screen (Rare)
    - Lizard: Blood Sword (Rare)
    - Devoahan: Ether (Common), Diamond Vest (Rare)
    How to handle these guys:
    - Delta Beetle will either attack physically (66%) or use Slam [150% damage]
    (33%) on his first turn. For its second turn, it attacks physically (66%) again
    or uses Megavolt (33%). It's weak to Fire, so Rising Phoenix works well.
    - Vampire Thorn are a little different. They can use Life Drain (inflicts
    Zombie) on their 2nd Turn (33%), and can use Bio (66%) on their 3rd Turn. Any
    other time is just attacking physically. The problem with Vampire Thorn is that
    it has 254 Defense AND 254 Magic Defense. However, they only have 12 HP. Also,
    they are Undead so a simple MT Cure spell will get rid of them. They are also
    weak to Fire if you prefer that (i.e. Rising Phoenix)
    NOTE: FallenStar2565 suggests that you can also equip the Ultima Weapon, which
    is Defense ignoring, and kill Vampire Thorns that way. Thx.
    - Lizard have a 33% of starting the battle with Imp Gaze (inflicts Imp),
    otherwise they'll just attack physically. They will attack physically for two
    more turns, before looping back around to the beginning. They are weak to Ice
    and sport 1280 HP each, so a Blizzara should do it.
    - Devoahan attacks physically for four turns. On the 5th turn he uses his 
    special attack Rage (150% damage) followed by two more physical attacks. Then
    he starts over. He has a 33% of countering any magic attack with Sunbath, so
    keep magic away from this guy. He is weak to Fire, and Water, so act
    - Black Dragon. Phoenix Down = Win. Check 4.66 if you really need help.
    Once again, make your party invisible when traversing Serpent Trench. Megavolt
    by Delta Beetle and Life Drain/Bio from Vampire Thorn can remove the status,
    but it should help against the other ones. I hope you've learned Vanish by
    now, as summoning Phantom all the time can get expensive.
    Anyway, make your way all the way to the end of the Serpent Trench (the east
    end, that is).
    4.71 Mobliz [WoR]                                                       [4.071]
    New Monsters: Humbaba (but you won't get the Bestiary entry)
    Monster Formations:
    - Humbaba (0 AP)
    Items Found:
    - Phoenix Down (Next to the Soldier's House [Top Barrel])
    Enter the village and advance a few steps. Two dogs will come out, followed by
    a kid who will run away as soon as he sees you. Weird.
    We already know this place has been hit by the Light of Judgment (and actually,
    I didn't tell you about it, but another person in Tzen mentions that all the
    parents died saving their children). So we should know there will be no adults
    here, just kids. How are they surviving? Who knows.
    Before going anywhere, go grab the Phoenix Down from the top barrel then head
    up to the broken down Relic Shop. There's a bed in the back you can use to heal.
    NOTE: Before going anywhere else, switch out Sabin's Burning Fists for a pair
    of Venom Claws. The next boss is weak to Poison.
    Head into the house to the east of the soldier's house (the same house the kid
    came out of). Enter the door here to find... a room full of children!
    Try to enter and one of the kids will tell you you'll have to fight to get in.
    Silly child, so innocent... obviously doesn't know who you are. Before you get
    ready to bash this kid's face in, Terra shows up!
    Terra is obviously glad to see you again. Someone (again, no name attached to
    this dialogue) asks Terra to come with them and save the world from Kefka once
    and for all. Terra thinks about it then takes off to the back room...
    Follow her and talk to her. She says she can't fight anymore... she tells you
    what you already knew: Kefka used his Light of Judgment on the town, and all
    the parents died saving their children. The kids all clung to Terra as soon as
    she arrived. The kids need Terra.
    Some kid (Duane) comes in and says you can't take Terra from them. Katarin
    comes in after him, and Duane runs out. Katarin tries to explain to you that
    Terra is the person holding this village together, and if she left, the village
    would fall apart.
    Terra can't explain it either, but as soon as she saw that the kids needed her
    she had no more desire to fight, but rather to take care of these children.
    She actually feels like she's on the verge of understanding something
    important, and the harder she tries to find the answer, the less she wants to
    You'll now be in control again. Before you leave this room, make sure you're
    ready for a boss fight. By that, I mean fully equipped with Venom Claws and all
    that. Leave as soon as you're ready.
    Some kid yells that Humbaba is coming! If you remember (or if you don't), some
    guy in Albrook (it seems like all the all-knowing people are in Albrook) told
    you about a couple of ancient creatures that got released when the earth split
    apart... Humbaba was one of them.
    Terra goes outside to protect the village from Humbaba.
    This IS a boss battle, but it's a mostly scripted battle, so I won't bother
    making it all "boss-like". You'll fight this guy sooner or later, don't worry.
    Anyway, when you control Terra, you can do whatever you want. Everything will
    do 0 damage (Thunder will heal him, and you'll gain HP from Drain) and you'll
    lose within 2-3 turns.
    You rush over to help Terra, but Humbaba comes again!
    BOSS: Humbaba
    Humbaba (0 EXP, 0 Gil)
    - Level: 31
    - HP: 28000
    - MP: 10000
    - Steal: None
    - Drops: None
    1st Turn: Attack (66%) or Solar Plexus (33%)
    2nd Turn: Thundara (66%) or Thundaga (33%)
    3rd Turn: Thundara (33%) or 1000 Needles (33%) or Solar Plexus (33%)
    This is all Humbaba will do. Once you get his HP down to 20480 (which is only
    5520 damage), he will flee.
    So how to do 5520 damage? Sabin. He has dual Venom Claws, which Humbaba is weak
    to, so he will do tons of damage (2000+ damage per turn). Simply have Celes
    Runic those Thunder spells so you don't take as much damage. It shouldn't take
    you more than 3 turns to defeat Humbaba... or make him flee.
    Not very hard, was it?
    After the fight, Terra will be in bed and say "I guess I really don't have the
    strength to fight anymore..." seeing as she just got her ass handed to her by
    some ancient monster.
    Terra says she's going to stay in Mobliz with the children since they need her.
    But maybe "after a little time has passed" (what do you think that means) she
    might understand what's going on and may be willing to fight.
    As you begin to leave, some kid will give you something that fell off the chain
    around his neck. It's actually the Fenrir magicite! It teaches Teleport (x10),
    Banish (x5), and Stop (x3). The new spell here is Banish, but the nicest thing
    about Fenrir (for now) is it's level up bonus: MP + 30%
    Make use of this if you wish.
    Now on to your next destination. We are at one end of the Serpent Trench... why
    not head to the other end?
    There just happens to be another town at the other end: Nikeah.
    NOTE: If you want (you probably do), there is a hidden Chocobo stable in the
    forest south of Mobliz (it's on the west-side of the forest). So you can pay
    100 Gil to ride that Chocobo the entire way if you don't want to fight a ton of
    annoying random encounters.
    On your way, you'll see some tower surrounded by some mountains. This is the
    tower the Cult of Kefka built. If you don't remember, some guy in Tzen
    (surprisingly not from Albrook) told you about this tower. Obviously, it's only
    accessible by airship.
    Nikeah is to the north of this.
    4.72 Nikeah [WoR]                                                       [4.072]
    Inn Cost: 150 Gil
    New Monsters: None
    Monster Formations: None
    Items Found: None
    As soon as you enter, a former Returner recognizes and talks to you. He informs
    you that four espers escaped the Magitek Research Facility before you ever got
    there. He doesn't know if they're still alive, however.
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            | Stock up.
    | Gold Needle (200 Gil)       |
    | Phoenix Down (500 Gil)      |
    | Holy Water (300 Gil)        |
    | Remedy (1000 Gil)           |
    | Sleeping Bag (500 Gil)      |
    | Tent (1200 Gil)             |
     /        Weapon Shop         \
    | Rune Blade (7500 Gil)       | Ready? Buy 3 Enhancers. Yeah, 30000 Gil.
    | Flametongue (7000 Gil)      | Equip two on Celes right now. Know that
    | Icebrand (7000 Gil)         | Enhancers rock, so it's worth it.
    | Thunder Blade (7000 Gil)    | We'll come to an area with plenty of Gil for us
    | Enhancer (10000 Gil)        | soon enough.
     /         Armor Shop         \
    | Diamond Shield (3500 Gil)   | Buy a lone Diamond Vest and equip it on
    | Priest's Miter (3000 Gil)   | someone.
    | Green Beret (3000 Gil)      |
    | Diamond Helm (8000 Gil)     |
    | Gaia Gear (6000 Gil)        |
    | Power Sash (5000 Gil)       |
    | Diamond Vest (12000 Gil)    |
     /        Relic Shop          \
    | White Cape (5000 Gil)       | There's nothing to buy here, but I'd like to
    | Angel Ring (8000 Gil)       | point out: The Auction House was selling Angel
    | Zephyr Cloak (7000 Gil)     | Rings for 20000 Gil, and you can buy them here
    | Gale Hairpin (8000 Gil)     | for just 8000 Gil.
    | Hyper Wrist (8000 Gil)      |
    | Prayer Beads (4000 Gil)     | Just a little fun fact. They're still useless.
    | Amulet (5000 Gil)           |
    | Princess Ring (3000 Gil)    |
    Welcome back to Nikeah. This place actually looks pretty decent just a year
    after the world was destroyed.
    After doing your shopping, talk to some of the people around. Figaro Castle has
    had an accident and is stuck at the bottom of the desert. There's a group of
    thieves in the Pub that escaped from the Figaro Castle cells.
    Enter the Pub. You immediately see the four thieves that apparently escaped.
    Talk to each of them to learn what happened.
    "By some freak chance, the dungeon ended up right next to a sandworm nest when
    the castle stopped. A crack opened up in the wall, so we crawled through and
    followed the worm tunnels back to the surface!"
    "We lost our old boss that day... he's feeding the sandworms now. We met Gerad
    here in town. He's our new boss!"
    "The boss wants to sneak into Figaro Castle to take back our booty. They've got
    it all in a storeroom there."
    "We're gonna go into the castle through a secret cave that nobody else knows
    In summary: Figaro Castle had an accident and stopped in the desert. The dungeon
    where the thieves were being held happened to be right next to a sandworm nest,
    who proceeded to open the wall far enough for the thieves to crawl out to the
    surface. Their boss died, now they met some new guy Gerad who wants to sneak
    back into the Castle to get their treasures.
    After you talk to everyone, someone should say "All right, let's go!" and one
    of the guys will leave. Leave the pub and make room for the other three to
    follow. They're going to the ship (you can go there if you want, they just tell
    you to Scram) to wait for Gerad, their new boss.
    You can just go up to find a new person standing around that wasn't there
    before. Talk to him to find out it's Gerad! Something's fishy though... Celes
    asks him if he isn't Edgar? Gerad then walks down towards the docks a bit.
    Follow him and talk to him again.
    Celes asks again if he is Edgar, but he denies it again. He walks some more, so
    go talk to him once more. Celes is starting to get annoyed and asks if he lost
    his memory or something, since this Gerad guy looks exactly like Edgar.
    NOTE: If you're wondering what's up with Gerad... it's just Edgar's name
    re-arranged ;) But does that mean it's him?
    And to make it even more obvious: Gerad flirts with Celes before he leaves.
    This guy has GOT to be Edgar. Follow him to the ships.
    You see Gerad talking to his thieves for a second while Celes sneaks onto the
    Once you hit land, everyone will leave. You should do the same. You are now in
    South Figaro.
    4.73 South Figaro [WoR]                                                 [4.073]
    Inn Cost: 80 Gil
    New Monsters: None
    Monster Formations: None
    Items Found:
    These items can only be found if you left the items in South Figaro way back
    - Holy Water (West of Chocobo Stable [Barrel])
    - Tent (East of Chocobo Stable [Crate])
    - Elixir (South-West corner of town [Crate])
    - Tent (Just north of Docks entrance [Barrel])
    - Remedy (Just north of Docks entrance [Top Crate])
    - X-Potion (Between Armory entrance [Barrel])
    - Phoenix Down (On top of Town Wall, South-West end [Bottom-Right Barrel])
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            | Stock up.
    | Eye Drops (50 Gil)          |
    | Echo Screen (120 Gil)       |
    | Phoenix Down (500 Gil)      |
    | Holy Water (300 Gil)        |
    | Remedy (1000 Gil)           |
    | Tent (1200 Gil)             |
     /        Weapon Shop         \
    | Trident (1700 Gil)          | Don't buy anything for now (so expensive)
    | Heavy Lance (10000 Gil)     |
    | Enhancer (10000 Gil)        |
    | Golden Spear (12000 Gil)    |
     /         Armor Shop         \
    | Diamond Shield (3500 Gil)   | Buy 2 Diamond Armor. Yeah, that's 30000 more
    | Priest's Miter (3000 Gil)   | Gil, and you're probably running low by now,
    | Green Beret (3000 Gil)      | but just hold out for a little while longer.
    | Diamond Helm (8000 Gil)     |
    | Gaia Gear (6000 Gil)        |
    | Diamond Vest (12000 Gil)    |
    | Diamond Armor (15000 Gil)   |
     /        Relic Shop          \
    | Silver Spectacles (500 Gil) | If you don't have 2 or more Hermes Sandals, buy
    | Star Pendant (500 Gil)      | some until you have 2 (you should've found 3 in
    | Fairy Ring (1500 Gil)       | various chests by now).
    | Amulet (5000 Gil)           |
    | Hermes Sandals (7000 Gil)   | Also, add up your Ribbons and Amulets. Is it
    | Reflect Ring (6000 Gil)     | more than 4? Then good. If not, buy some Amulets
    | Angel Ring (8000 Gil)       | so you have a total of 4 (we're trying to
    | Princess Ring (3000 Gil)    | protect against Zombie status here).
    After you've done some shopping, go around and pick up any treasures (if any)
    that you never picked up way back when. There are some in the crates and barrels
    above the docks entrance, around the Chocobo stable, in the south-west corner
    of town, and on the town wall. The reason I don't specifically tell you where
    to get them is because there is no telling which treasures are even there. They
    only appear if you did NOT get them in the WoB.
    Just for a little fun: On the east side of town in the trees you'll find a
    couple doing... well, I think you know. Here's what they say:
    "Lives may be lost, but new lives can be born as well! I'm just doing my part!"
    So yeah, what's this game rated? I don't even know to be honest.
    Also, you can still go behind Duncan's house to find that crazy basement with
    all the hidden walls. You can even fight Vector Hound and Commander there! One
    note though: If you didn't get the hidden Ribbon in the chest in the
    sub-basement, do so now. Check section 4.30 on its location.
    Head around the front to talk to Duncan's wife... Duncan is still alive!? He's
    off training to the north of Narshe. Craziness. Does anyone else think that
    maybe Sabin should've been happy that his old master is not actually dead? But
    no, he doesn't say anything. (I know, he doesn't have a line because he's not
    a necessary character, don't e-mail me telling this, I'm being sarcastic)
    To move on to the story, head into the Inn and enter the right room to find
    Gerad. Celes asks him one more time if he's Edgar or not, but one of the
    thieves comes in before he can answer.
    The thieves' and Gerad left, so let's leave as well. Where to? South Figaro
    Cave. Haven't been there in a while, after all.
    By the way, Mt. Kolts is no more.
    4.74 Overworld: Figaro Continent                                        [4.074]
    New Monsters:
    #130 - Sandhorse
    #131 - Cancer
    #132 - Oceanus
    #133 - Desert Hare
    Monster Formations:
    - Desert Hare x3 (2 AP)
    - Oceanus (1 AP)
    - Oceanus, Desert Hare x3 (1 AP)
    - Cancer x2, Desert Hare x2 (1 AP)
    - Cancer x3 (1 AP)
    - Sandhorse x2 (1 AP)
    - Sandhorse, Cancer x2 (1 AP)
    - Sandhorse: Hi-Potion (Common)
    - Cancer: Potion (Common)
    - Oceanus: Gaia Gear (Common)
    - Desert Hare: Remedy (Common)
    How to handle these guys:
    - Sandhorse have a 66% of using Sandstorm every turn. Every other turn, they
    also have a 33% of using Clamp (500% damage). If they are by themselves, they
    have a 66% of attacking physically and a 33% of using Clamp again. As you can
    see, these guys are the most dangerous for this area. They are weak to Ice and
    Water, so that would be one way to take care of them. They also die when their
    MP reaches 0, and they only have 100 MP, so a single Rasp should kill one
    - Cancer attack physically for one turn, then have a 33% of using Pincer [150%
    damage] or a 66% of attacking physically again. When by itself, it will attack
    twice in a row, both times with a 66% of doing Pincer and a 33% of doing
    nothing. They are weak to Ice, Lightning, and Water, so finish them off
    - Oceanus have two different turns they can use. One is simply a 33% of using
    Magnitude 8, the other is a 66% of using Magnitude 8 and a 33% of using
    Corkscrew (150% damage). If you cast Float on all your characters, Magnitude 8
    won't hit them, making this battle easier already. They are weak to Lightning.
    - Desert Hare are kinda cool. They can attack either physically (66%) or with
    Carrot [150% damage] (33%), their special attack. Their second turn is just a
    physical attack, then it loops. The cool thing about them is they will counter
    any attack with the Attack command with the following: Cure (33%), Cura (33%),
    or Esuna (33%). Yeah, so they will actually heal you after you attack them.
    They are weak to water if you want to know, but they only have 75 HP so anything
    will kill them.
    Make sure to cast Float on your team before fighting these guys (mainly because
    of Oceanus' Magnitude 8).
    As soon as you're ready, head into the South Figaro Cave, which is located
    south-west of South Figaro itself.
    4.75 South Figaro Cave [WoR]                                            [4.075]
    New Monsters:
    #134 - Humpty
    #135 - Cruller
    #137 - Neck Hunter
    #138 - Dante
    Monster Formations:
    From entrance up to Recovery Spring Room:
    - Neck Hunter, Cruller, Humpty x2 (2 AP)
    - Dante (2 AP)
    Recovery Spring Room:
    - Humpty x4 (1 AP)
    - Neck Hunter x2 (1 AP)
    - Dante (2 AP)
    Room after Turtle-jumping:
    - Neck Hunter x2 (1 AP)
    - Humpty x3 (1 AP)
    - Cruller, Humpty x2 (1 AP)
    Items Found:
    These chests, like in South Figaro, are only available if you left them alone
    in the WoB
    - Hi-Ether (East end of Main Cave)
    - Hero's Ring (Up North-West stairs)
    - Humpty: Green Cherry (Common)
    - Cruller: Potion (Common)
    - Neck Hunter: Black Cowl (Rare)
    - Dante: Diamond Helm (Rare)
    How to handle these guys:
    - Humpty only has two turns: First, he'll have a 66% of attacking physically.
    The next turn he'll have the same, with the addition of a 33% of using Hug,
    which inflicts Confusion. Humpty are just fat creatures that are weak to Fire
    and Holy, AND they're Undead. This leaves you tons of ways to get rid of them
    (Aura Cannon is Holy-elemental in case you forgot).
    - Cruller has three separate turns at its disposal:
    1st Turn: Fira (33%) or Attack (33%)
    2nd Turn: Attack (66%) or Sticky Goo (33%)
    3rd Turn: Attack (66%) or Brainstorm [inflicts Confusion] (33%)
    Looks like everyone wants to confuse you here. But you have Ribbons, right?
    Anyway, Cruller is weak to Fire and Holy so get rid of it before it tries to
    use Brainstorm.
    - Neck Hunter has a 33% of starting the battle with Mad Sickle (inflicts
    Confusion; see? I wasn't kidding) or a physical attack (33%). It will just
    attack physically for the next three turns, before looping back around. This
    guy is actually weak to Poison, like most Humanoids.
    - Dante will start off with a physical attack (66%) or with Crystal Lance [300%
    damage] (33%). The next attack it will simply attack physically, then start
    it all over. It has a 33% of countering any magic attack with Lv.3 Confuse.
    If none of your character's level is divisible by 3, you have nothing to worry
    about. He is a Humanoid, which means he's weak to Poison. The weird thing is,
    he's also Undead, so a Phoenix Down will take him down as well.
    You know all about this cave by now. You may also remember all those chests
    I told you to skip (well, there were only 2) because they changed into better
    items later (like they did in South Figaro itself) ? Now it's time to get
    those as well.
    First you'll meet up with an old friend: Siegfried from the Phantom Train! He
    tells you to wait there while he goes ahead and clears out all the monsters.
    Yeah, right. Simply follow him.
    Go to the east end of the cave to grab the Hi-Ether. If you never got the
    X-Potion on the west end of the cave, do so now. Continue on and go up the
    north-west stairs to collect a Hero's Ring (unless you grabbed the Thunder Rod
    to defeat Tunnel Armor during Locke's Scenario).
    Go into the next room once you got all that to find the band of thieves' and
    Gerad having a problem: the path out is stuck. But one of the Henchmen used
    to have a pet turtle, so he lures the turtle over to the right a little bit,
    allowing them to jump across the turtle and into... whatever is on the other
    side. You can also see Siegfried following them.
    Follow them to come into another room that you never knew existed. Follow
    the path (you'll pass 4 chests that Siegfried also got before you) into the
    next room.
    Go to the top of the room to find Siegfried take off with another chest item
    you will never have. He then runs off (for good this time). Go to the west
    side of the room and go down through a hidden door.
    You're now in Figaro Castle.
    4.76 Figaro Castle [WoR]                                                [4.076]
    New Monsters:
    #136 - Dropper
    #310 - Tentacle
    #311 - Tentacle
    #312 - Tentacle
    #313 - Tentacle
    Monster Formations:
    Figaro Castle, B2F:
    - Humpty x4 (1 AP)
    - Neck Hunter x2 (1 AP)
    - Dante (2 AP)
    Engine Room:
    - Humpty x4 (1 AP)
    - Dropper x3 (1 AP)
    - Dante (2 AP)
    Items Found:
    - Gravity Rod (South-East Room [Left Chest])
    - Crystal Helm (South-East Room [Right Chest])
    - Hi-Ether (South-West Room [Left Chest])
    - X-Potion (South-West Room [Right Chest])
    - Royal Crown (Up Western Stairs)
    - Soul Sabre (Center of the Treasury [Statue])
    - Dropper: Ether (Common)
    - For everyone else, check section 4.75 (the one above this one)
    How to handle these guys:
    - Dropper only do one thing: use Crazed Signal (inflicts Confusion) 66% of the
    time. They also counter any Attack with their own Attack. That's all for these
    guys. Like most machines, they are weak to Lightning and Water. You can also
    drain all their MP (only 80) to kill them if you'd rather do that (they do have
    1000 HP).
    - For everyone else, check section 4.75 (the one above this one)
    So now you're in Figaro Castle. Head a few steps down to see Gerad being
    awfully friendly to a soldier. This guy has GOT to be Edgar... but why the
    whole Gerad thing then? And why sneak into your own castle? So many questions,
    so little answers.
    Go talk to the soldier if you want: He's having trouble breathing, since the
    castle has been stuck under the sand for who knows how long. Go up the stairs
    and go down the western stairs right next to that to find the guy who always
    transported you between Kohlingen and Figaro Desert (he can't breathe either).
    Go down the next stairs to get to B2F. This is where you'll start seeing
    monsters. Go down the north-east stairs and head south a room. This is where
    you'll find most of the treasures (from left to right): Hi-Ether, X-Potion,
    Gravity Rod, and Crystal Helm. You can't equip the Gravity Rod, and both your
    characters have better Helms than Crystal Helm (Mystery Veil and Tiger Mask).
    Go through the north-west door, up the stairs, and through the north-west door
    again. Open the chest for a Royal Crown, an even better Helm than Tiger Mask
    for Sabin, so equip it on him. Go back downstairs to the room with the four
    treasure chests and take the center door this time.
    Go through this next door to come to the Engine Room of Figaro Castle.
    If you talk to Gerad you will have to fight a boss battle next, so let's get
    ready first:
    - Equip Hermes Sandals and Reflect Rings on Celes and Sabin
    That's all you really need to prepare. Make sure everything else is equipped,
    and talk to Gerad to begin. He will tell the thieves' to go onto the treasury
    to grab the treasures, then ask Celes to give him a hand with these Tentacles.
    So it was Edgar the whole time!
    BOSS: Tentacle x4
    NOTE: I'm going to add each Tentacles weakness/absorbs right here, so it's
    easier to differentiate them since they are all very similar.
    Tentacle (0 EXP, 0 Gil) [Bottom-Right]
    - Level: 31
    - HP: 7000
    - MP: 800
    - Steal: None
    - Drops: None
    - Weaknesses: Ice, Water
    - Absorbs: Fire
    Tentacle (0 EXP, 0 Gil) [Top-Right]
    - Level: 33
    - HP: 5000
    - MP: 600
    - Steal: None
    - Drops: None
    - Weaknesses: None
    - Absorbs: Lightning, Water
    Tentacle (0 EXP, 0 Gil) [Bottom-Left]
    - Level: 32
    - HP: 6000
    - MP: 700
    - Steal: None
    - Drops: None
    - Weaknesses: Fire
    - Absorbs: Ice, Water
    Tentacle (0 EXP, 0 Gil) [Top-Left]
    - Level: 34
    - HP: 4000
    - MP: 500
    - Steal: None
    - Drops: None
    - Weaknesses: None
    - Absorbs: Earth, Water
    NOTE: Edgar will join you, but you had no chance to properly prepare him, so
    just do your best with him. If he goes down, it's no big deal since I highly
    doubt Celes or Sabin are going to have any trouble with all 4 Tentacles by
    This battle may look confusing, but it's not. Especially not since you prepared
    with Hermes Sandals and Reflect Rings. I shall explain what each Tentacle WOULD
    have done had you not equipped those:
    Whenever a character is inflicted with Slow status, a Tentacle will Grab it.
    When a character is grabbed, the Tentacle slowly drains their HP. Also, that
    character can't attack until it is released, which takes about 30 seconds.
    Each Tentacle's special attack is Stun (inflicts Slow). They also have another
    attack called Entwine which also causes Slow. You should be able to see that
    they will try to Slow you with Stun then automatically Grab you and drain your
    HP for 30 seconds before releasing you again.
    But this won't work on Celes and Sabin, since they have Hermes Sandals, which
    gives them permanent Haste status. This means that ALL of their attempts to
    Slow you with Stun and Entwine will fail.
    Each Tentacle also attacks with Poison and Bio, BOTH of which will bounce off
    your Reflect Rings. This means that the ONLY way for Celes and Sabin to get
    hurt at all is off their physical attacks, which they don't even use that much.
    If you hurt the Lower Left and Lower Right Tentacle in any way, they both have
    a 33% of answering with a physical attack (the other two answer with a 33% of
    Stun, which will fail).
    This means you don't have much to worry about at all. Well, if you worry about
    Edgar you might, since you had no chance to prepare him. But like I said above,
    do your best with him, it'll be fine if he falls (he lied to you for so long
    anyway, bastard).
    So how do you take these guys down? Well, one at a time, obviously.
    Edgar should be on permanent Drill duty (focus on the same Tentacle obviously
    until it dies). Like I said, if Edgar dies, oh well. Also, if any of your
    character's get poisoned, don't bother curing them since the battle will not
    last very long and you'll just waste a turn curing them of poison.
    If Sabin is level 30, use the Razor Gale (Up, Up, Right, Right, Down, Down,
    Left) Blitz. Otherwise, stick with Meteor Strike (R, L, Down, Up) or just
    Aura Cannon (Down, Down, Left).
    Celes should focus on the Bottom Right one herself with a well-targeted ST
    Blizzara (or if the Bottom Left is already dead, you can make it MT). Likewise,
    she could ST Fira the Bottom Left one, or make it MT if the Bottom Right is
    dead. Blizzara and Fira will work well on the other two as well.
    In the end, a lot goes on in this battle since you're fighting 4 Tentacles. Just
    stick with this simple plan:
    Edgar = Drill the same Tentacle as Celes
    Sabin = Razor Gale if possible, otherwise Meteor Strike or Aura Cannon
            Rising Phoenix works if Bottom Right is dead
    Celes = ST Blizzara for Bottom Right, unless Bottom Left is dead, then MT
            ST Fira for Bottom Left, unless Bottom Right is dead, then MT
            Blizzara and Fira for the other two will do well
    After the fight, Celes finally confronts Edgar about him acting like he didn't
    know her. Edgar explains that he heard Figaro was in some kind of trouble. He
    wanted to help, but he couldn't help since the castle was stuck beneath sand.
    He heard of the rumor that some thieves had escaped from the dungeon, so he
    disguised himself as Gerad to be their boss. Edgar then used the thieves to
    show him how to get into the castle.
    Then the thieves come back from the treasury and wonder where their boss is.
    They just shrug him off, thinking he died and leave. Edgar lets them leave
    and doesn't even care about the treasures they took. He's more worried about
    Edgar then joins your party. Check out his equipment and make changes if you
    wish (the game automatically Optimized his equipment for you before the battle;
    see why we bought 3 Enhancers? Two for Celes and one for Edgar) and give him
    some Relics and an Esper.
    Enter the treasury to find all chests empty. Check the statue in the middle for
    a Soul Sabre. Equip it if you want, but Enhancers are better.
    From the Engine Room, go down two rooms and go through the north-east door and
    up two sets of stairs to find the guy in charge of driving South Figaro inform
    you that the engine is working again.
    Let me summarize what basically happened:
    Edgar heard his castle was in trouble, but couldn't help since it was stuck
    underground. He hears about these thieves escaping from his own castle and
    decides to use them to get him back in. He disguises himself as Gerad (he
    can't tell them who he is, since he's the one who locked them up) and pretends
    to be their boss and allows them to show him how to get in the castle. Once in,
    Edgar lets the thieves have the treasures in the treasury while he (with your
    help) takes care of the problem: the Tentacles. Now it's fixed, and the engine
    works again.
    Why did I summarize that? You'd be surprised how many people won't make the
    connection that the tentacles were the reason Figaro Castle was stuck.
    Anyway, the old man takes you up above the surface in Figaro Desert.
    Before we go anywhere, let's check out the castle a bit. First go for some free
    healing at the Inn.
     /       Item Shop (West)     \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            | Stock up.
    | Antidote (50 Gil)           |
    | Eye Drops (50 Gil)          | You can get a 50% discount if Edgar is your
    | Echo Screen (120 Gil)       | lead person.
    | Phoenix Down (500 Gil)      |
    | Remedy (1000 Gil)           |
    | Tent (1200 Gil)             |
     /      Item Shop (East)      \
    | Auto Crossbow (250 Gil)     | If you didn't steal a Debilitator from a Crane
    | Noiseblaster (500 Gil)      | or from Missile Bay, you can buy one here.
    | Bioblaster (750 Gil)        |
    | Flash (1000 Gil)            | Make sure to put Edgar in the lead to only pay
    | Debilitator (5000 Gil)      | 2500 Gil for it.
    | Drill (3000 Gil)            |
    Note on the Debilitator: This tool gives the target a random elemental weakness.
    It may not sound useful, but it has certain situations where it comes in pretty
    Before you go, take note of one last thing: One of the ladies in the Inn where
    you sleep says: "Several residents of our castle left to join the Cult of
    Kefka. Maybe they'd return if a loved one went and pleaded with them..."
    This may not seem important now, but this game is known for throwing out random
    things at seemingly random times, and making them important later. In other
    words: What this lady says will help you do something further on down the road.
    You don't really need to know this, since I'm going to tell you how to do
    whatever it is, but I'm just mentioning it for the people who ask "How are you
    supposed to know how to do that without a guide?"
    But now what? We could go to Narshe... or not. Narshe is now located on a
    separate continent.
    That means we've covered this continent. Let's go to the next one: Off to
    Kohlingen! Talk to the old guy to get there.
    4.77 Overworld: North-Western Continent                                 [4.077]
    New Monsters:
    #139 - Bogy
    #140 - Marchosias
    #141 - Deepeye
    #142 - Mousse
    Monster Formations:
    - Marchosias (2 AP)
    - Mousse (1 AP)
    - Marchosias, Deepeye x2 (1 AP)
    - Deepeye x6 (3 AP)
    - Mousse x3 (1 AP)
    - Bogy x2 (1 AP)
    - Deepeye, Mousse x2, Deepeye (1 AP)
    - Sandhorse x2 (1 AP)
    - Cancer x3 (1 AP)
    - Sandhorse, Cancer x2 (1 AP)
    - Sandhorse: Hi-Potion (Common) 
    - Cancer: Potion (Common)
    - Bogy: Hi-Potion (Common)
    - Marchosias: Phoenix Down (Rare)
    - Deepeye: Eye Drops (Common)
    - Mousse: Magicite Shard (Rare)
    How to handle these guys:
    - Sandhorse & Cancer: Check Section 4.74 for these two
    - Bogy attacks only 66% of the time on its first turn with a physical attack.
    The next turn it attacks with Growl [200% damage] 33% of the time, the other 66%
    going to the same physical attack. That's all they do. They don't have any
    weakness, but are vulnerable to everything but Petrify, so a simple Death spell
    will take care of it if you'd rather go that route. 
    - Marchosias has four different turns, and each turn it has a 66% of attacking
    physically. It can also use Aero (33% on 2nd Turn), White Wind (33% on 3rd
    Turn), and Talon [150% damage] (33% on 4th Turn). After that it just loops
    those four turns. It's weak to Wind, and at the moment, the only wind-elemental
    attack you can do is a Razor Gale Blitz (which Sabin learns at level 30, so if
    you're below that, you can't use it). It has 1418 HP, so if you can't use Razor
    Gale, simply use Drill/Chainsaw and it should go down in one hit.
    - Deepeye is even easier than the others. On one turn it will attack you
    physically (66%) or try to put you to sleep with Dreamland (33%). The next
    turn it will have a 33% of fleeing. That's all it does, so it tries to flee
    every other turn, or you could say you get a free turn to attack every other
    turn. They are weak to Fire.
    - Mousse do separate things depending on if they are alone or not.
      - If not alone: It will attack physically (33%), use Transfusion (33%), or 
        use Gunk [inflicts Slow] (33%). It will have a 33% of countering any Magic
        attack with Transfusion.
      - If alone: It will attack physically (66%) or with Gunk (33%). It will
        counter any Magic attack with a physical attack 33% of the time.
    They are also immune to all elements except Fire, Ice, or Lightning. Either
    take them down an MT -ara spell, or you could drain their 100 MP with Rasp to
    kill them as well.
    So that covers this new continent. To the far north is the Coliseum, a new
    place of interest which we will cover later.
    There are two other places to go: Darill's Tomb and Kohlingen.
    Kohlingen is to the north-west of where Figaro Castle dropped you off (or
    north-east of the big forest). That's where we're going first (Darill's Tomb
    doesn't have anything for you right now).
    4.78 Kohlingen [WoR]                                                    [4.078]
    Inn Cost: 200 Gil
    New Monsters: None
    Monster Formations: None
    Items Found: None
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            | Stock up.
    | Antidote (50 Gil)           |
    | Phoenix Down (500 Gil)      |
    | Holy Water (300 Gil)        |
    | Remedy (1000 Gil)           |
    | Sleeping Bag (500 Gil)      |
    | Tent (1200 Gil)             |
     /        Weapon Shop         \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Can you guess who we're going to find next?
    | Darts (10000 Gil)           |
    | Dice (5000 Gil)             | Get a Golden Spear for Edgar and slap some
    | Viper Darts (13000 Gil)     | Dragoon Boots on him.
    | Enhancer (10000 Gil)        | Buy one Dice as well.
    | Golden Spear (12000 Gil)    | If you can afford it, buy 2 Viper Darts.
    ABOUT DICE: Dice are kinda cool because they are a little different than what
    you're used to. When you use Dice, damage is calculated as follows:
    Damage = 1st Dice * 2nd Dice * 2 * Your Level
    That's unblockable damage as well, and the target's defense is completely
    ignored when you use Dice. Unfortunately, some numbers appear more often than
    others. 1-4 have a 18.75% (3/16) of appearing and 5-6 only have a 12.5% (1/8)
    chance of appearing.
     /         Armor Shop         \
    | Diamond Shield (3500 Gil)   | Buy a Diamond Shield and a Diamond Armor.
    | Priest's Miter (3000 Gil)   |
    | Green Beret (3000 Gil)      |
    | Diamond Helm (8000 Gil)     |
    | Diamond Vest (12000 Gil)    |
    | Diamond Armor (15000 Gil)   |
    Welcome back to Kohlingen. Talk to the Narshe guard walking around to find out
    that Narshe has been over-run with monsters... that sucks.
    The lady standing next to the Inn/Pub will give you a quick flashback of what
    Kohlingen was like before Kefka destroyed the world.
    Keep talking to more people to find out other things:
    - "A charming man with a mustache came through town recently. He kept saying
      "thou" to everyone! I think he said he was headed for Maranda..." This young
      lady is referring to Cyan if you can't guess it.
    - "There's a real tough fellow fightin' in the coliseum. Seems he's tryin' to
       get a weapon called an "Itchy Gecky." This will come in handy later, I'm
       just letting you know so you know "Oh, so that's why this happens" later on
       in the game.
    You might've guessed who we're about to meet based on the weapons in the Weapon
    Shop: Setzer. Head into the Inn/Pub to find Setzer sitting there.
    Celes tells Setzer to come with them, but he says he doesn't have the drive to
    do that kind of stuff anymore. Basically, he's depressed about the world being
    like it is and that his airship was destroyed. Eventually Celes gets through to
    Setzer and he talks about paying a visit to Darill's tomb. The game will then
    show you where Darill's Tomb is (it's like, right there; not hard to miss).
    Setzer is now in your party. Equip him with that Diamond Shield and Diamond
    Armor you just bought, along with a Green Beret and the Dice (or Cards if you
    don't feel like gambling with Dice).
    Last thing we should check up on: Remember that house where that crazy old guy
    is keeping Rachel (Locke's girlfriend) restored so she doesn't rot? It's the
    north-east house of the town. Go downstairs and the guy will tell you that
    Locke is probably searching for that fabled treasure... "in other words, you
    find where that treasure's hidden, and that's where you'll find Locke!"
    He's actually speaking the truth, but we won't get to that for a while yet.
    Now it's time to check out that Coliseum up north. If you need help with the
    monsters on the way there, check section 4.77 (the one before this one)
    4.79 Coliseum                                                           [4.079]
    Inn Cost: 400 Gil
    Welcome to the Coliseum. I didn't do the usual "New Monsters" section because
    you can meet as many new monsters as you want (to an extent), even though it
    may not be a good idea since you'll probably lose. Anyway, more on that later.'
    This place is called the Dragon's Neck Coliseum. If you may remember, this
    place used to be a simple house where we found a Hero's Ring back in the day.
    The owner of the house wished to build a Coliseum some day, and obviously he
    was successful.
    You can find Ultros as the receptionist! That's right, you won't fight him
    anymore because he'll be busy working here at the Coliseum. You'll find out
    that "Mr. Typhon" is also here by talking to Ultros (more on that later as
    Head up the stairs and you'll see an Imperial soldier walking around! Talk to
    him and he'll say something about "Talk to the emperor twice." (This will play
    a role later, I'm just pointing it out now so you know where it comes from
    There's an Inn through the north-east door, but it's kind of expensive and you
    shouldn't really need to heal. If you walk around in the Inn you can also find
    the guy who built the Coliseum. If you talk to him he'll only explain why
    Ultros is here: he couldn't pay off a debt, so the owner put him to work as the
    Back to the main room, go through the north-west room to meet someone you think
    you know: Siegfried. He says that an imposter has been masquerading as him
    recently... let me explain: The Siegfried we've been seeing is just an imposter
    to this guy, the real Siegfried. The imposter is trying to be as great as this
    Siegfried, but he'll never be as good as him. Later on you'll get to fight
    Siegfried and you'll see how strong he is (and make no mistake, he is strong!)
    Anyway, enough of that. You're probably wondering: What exactly is the
    The Coliseum is simple: 
    1. You bet any item out of your inventory
    2. You fight an enemy (which one depends on the item)
    3. If you win, you get another item (or sometimes you get the same item back)
       If you lose, you lose the item you bet
       If it's a draw (the battle ends without either of you dying [with Sneeze
        for example]), you don't win anything but you lose your item either.
    What's the catch? For one, you have no control over the battle. It's all
    controlled by the computer. This means that whoever you send into battle can
    use any attack (or Magic/Rage/Lore/etc.) at random. Think: Confused character,
    except you always attack the enemy and never yourself.
    As you can imagine, this makes for some unpredictable battles. The challenge
    for you is to give a character the right equipment in order to increase its
    chance of success. Obviously, you need to know who you'll fight in order to do
    that. It'd also be nice to know what item you should bet to get some nice items
    back. Normally, you'd have to just bet random items and see what happens. Lucky
    for you, I've done all the work for you.
    Check Appendix G to see this list. Search for [appg] to get there now.
    Obviously, you don't have access to all those battles, and most of those
    monsters are to strong too fight (for now). Here are some items of interest
    (sorted by easiest to hardest):
    Bet: Elixir
    Fight: Cactuar
    Win: Rename Card
    Elixir may be precious, but Rename Cards can only be found here.
    NOTE: Actually, there is ONE (only one) that can be found in a chest in the
    last dungeon of the game. Minor technicality, but I claimed it could only be
    found in the Coliseum, which isn't totally true.
    What is it? It's a card that lets you rename your characters (why anyone would
    want to do this is beyond me, but that's not my concern). If you'd rather save
    your Elixir because you don't need to rename anyone, skip this battle.
    How to win? Easy. Give Setzer Dice. Cactuar have 255 Defense AND 255 Magic
    Defense, but they only have 3 HP. The thing about Dice is that they ignore
    defense, meaning a guaranteed one-hit kill as long as he attacks physically.
    (For curiosity: The minimum amount of damage Dice can do is 2 * Your level,
    which is obviously going to amount to more than 3)
    NOTE: Cactuar usually starts the battle with 1000 Needles (which does 1000
    damage), but I'm guessing Setzer has more than 1000 HP so it shouldn't be a
    Bet: Phoenix Down
    Fight: Cactuar
    Win: Magicite Shard
    You can buy Phoenix Downs everywhere, so you lose nothing in this battle. You
    do gain Magicite Shards though. I've never found Magicite Shards useful myself,
    but other people might, so I include this battle here.
    Setzer + Dice = win
    Bet: Tintinnabulum
    Fight: Dark Force
    Win: Growth Egg
    Tintinnabulum is pretty useless and you've probably never used it, so you
    shouldn't miss it. Growth Egg is a MUCH better item: It doubles the amount of
    EXP the wearer receives.
    How to fight Dark Force, an enemy you weren't supposed to meet until the final
    tower of the game? It is vulnerable to instant Death. I had you buy two Viper
    Darts earlier for this purpose (if you could only afford one, it'll work as
    well but it might take longer). Viper Darts have a 25% of instantly killing
    an enemy. Make sure you save before the battle (on the Overworld) and then go
    into battle and keep fighting until Setzer randomly kills Dark Force.
    Enjoy your Growth Egg.
    Bet: Ward Bangle
    Fight: Yojimbo
    Win: Dragon Horn
    Ward Bangle is the relic you got after the Imperial Banquet that lowers random
    encounters. That may sound good, but Dragon Horn sounds WAY better. This is a
    relic that helps characters who Jump (Dragoon Boots or an esper you'll get in
    the future). When the wearer jumps, there's a 75% chance he'll come down and
    attack the target twice, a 18.75% he'll come down three times, and even a 6.25%
    he'll come down 4(!) times!
    Getting it is the hard part (for now). Yojimbo, like Dark Force, isn't supposed
    to be encountered until the final tower. It has 7050 HP and is NOT vulnerable
    to instant death. It is weak to Poison, so that calls for a double Venom Claw
    Sabin to step up, along with some Prayer Beads (+20 Evasion).
    Now on to the battle. Sabin should be doing 1400-1500 x2 damage each turn,
    meaning it will take another 3 turns minimum to win. Yojimbo attacks with Wind
    Slash quite often, which will do around 500 damage. It also uses Doom (sets
    a counter to 20 after which you die), but don't worry about it since the battle
    will be over before the counter reaches 0. As a matter of fact, you should hope
    he uses Doom as it gives you a free turn.
    The attack you need to watch out for is Eye for an Eye, which instantly kills
    you. This is where the Prayer Beads come in handy. With the boosted Evasion you
    have a better chance of evading the attack (makes sense, right?). All you can
    do is hope that Sabin attacks quite often and that Eye for an Eye misses.
    NOTE: Yojimbo ALWAYS casts Eye for an Eye when he dies, so you'll have to
    survive at least one for sure. It can also cast it randomly during battle.
    If you use Prayer Beads, it shouldn't take you that long really. I tried a good
    50-60 times without Prayer Beads and always died to Eye for an Eye. Once I
    equipped Prayer Beads I got my Dragon Horn on the 3rd try.
    Bet: Murasame
    Fight: Glasya Labolas
    Win: Masamune
    Murasame is a sword for Cyan, but Masamune is a stronger sword for Cyan. The
    only catch is fighting Glasya Labolas. If Sabin has less than 1400 and/or is
    not above level 30, I don't even recommend attempting this. My Sabin was Level
    29 at this point and I ended up winning after about 50 tries (and I don't even
    like Cyan).
    If you do want to attempt this, use the following setup: Venom Claws x2, Royal
    Crown, Diamond Vest, with Genji Glove and Sniper Eye. Sniper Eye is important
    since it makes all physical attacks hit and Glasya Labolas's Evasion is quite
    high. Save as always, then enter the battle.
    Problems you'll be facing: Glasya Labolas' Uppercut does anywhere from 1200 to
    1500 damage, so you'll only survive 1 of those. Pray that he doesn't use this
    (and if he does, only once). Another problem is obviously that Sabin needs to
    attack physically every turn and not use any Spells/Blitzes.
    Glasya Labolas has has 4771 HP, and each hit with Venom Claws will do close to
    1000 damage (this is around level 30). Since you have two Venom Claws, you'll
    do roughly 2000 damage per turn, meaning you'll need three turns to kill him.
    See how this is tough? In those three turns you'll want:
    1. Sabin to attack physically every turn (hopefully at least one Poison thrown
    2. Glasya Labolas can only use Uppercut once in three turns
    Again, if you're around level 30, I don't recommend this, especially since I
    won't advice you to use Cyan that much (simply because I don't like him, you
    can obviously still use him if you want).
    That's about all that's worthwhile right now. Later on this place will be like
    a gold mine to you.
    Don't forget to re-equip your character's if you changed anything around.
    NOTE: You'll probably want to try out your Dragon Horn (if you got one), but
    it won't be handy in the dungeon since you need two take up both Relic spots
    (Dragoon Boots + Dragon Horn) to make that system work, and you'll be using at
    least one spot in the next dungeon to protect against other bad things.
    Now it's time to get ourselves a second airship so we can travel wherever we
    want too!
    Head to Darill's Tomb. Where is it? The game showed you before you came here,
    but if you forgot: It's west of Kohlingen (north-west of the big forest that
    lies to the west of Kohlingen. It's a tiny place on the overworld so you might
    miss it)
    Again, if you need help with the monsters on the way, check section 4.77
    Before you enter the tomb, make sure your entire party is covered in Ribbons
    or Amulets, since you probably don't have 4 Ribbons. This tomb is filled with
    monsters who want to turn you into a Zombie (seems fitting, since it's a tomb
    and all). Ribbons and Amulet protect against both.
    NOTE: If Setzer has Viper Darts, you may want to switch that out for something
    else. As you know, Viper Darts have a 25% of instantly killing an enemy. Well,
    if you instantly kill an Undead enemy (as most are in this tomb), they die and
    come back revived.
    4.80 Darill's Tomb                                                      [4.080]
    New Monsters:
    #143 - Borghese
    #144 - Malboro
    #145 - Cloudwraith
    #146 - Exoray
    #147 - Skeletal Horror
    #314 - Angler Whelk (Shell)
    #315 - Angler Whelk (Head)
    #316 - Dullahan
    Monster Formations:
    - Skeletal Horror (1 AP)
    - Borghese x2 (1 AP)
    - Borghese, Cloudwraith x2 (2 AP)
    - Malboro, Exoray (3 AP)
    - Cloudwraith (1 AP)
    - Exoray x3 (2 AP)
    - Cloudwraith, Exoray x2 (2 AP)
    - Malboro (1 AP)
    Items Found:
    - Genji Helm (Through South-East Doorway)
    - Crystal Mail (Through South-West Doorway)
    - Regal Gown (Bottom of Stairs)
    - Growth Egg (Hidden Path East of Regal Gown)
    - Man-Eater (North-East of Save Point)
    - Dragon Claws (Fight Angler Whelk [Monster-in-a-Box]
                    North-West of Save Point)
    - Borghese: Amulet (Rare)
    - Malboro: X-Potion (Rare)
    - Cloudwraith: Hi-Potion (Common), Diamond Vest (Rare)
    - Exoray: None
    - Skeletal Horror: Remedy (Rare)
    How to handle these monsters:
    - Borghese won't attack normally. Every turn it may use Zombie Touch up to
    3 times (inflicts Zombie), but that doesn't affect you at all. If damaged in
    any way, it may counter physically (33%). It also has a 33% of countering magic
    attacks with Bio. These guys are weak to Fire and Holy, like most anyone in
    here. A Phoenix Down will also kill it.
    - Malboro is the only monster that may cause some problems. It can attack with
    Bad Breath (33%) on its first turn, which is an attack that sets Darkness,
    Poison, Imp, Silence, Confuse, AND Sleep. Yeah, not good. They can also attack
    you with Drool [inflicts Sap] (33%) on their second turn. Any other time they
    will just attack physically. These guys are only weak to Fire and are NOT
    undead. Be careful about using Water or Poison attacks, since Malboro absorbs
    both these elements.
    - Cloudwraith will attack you (66%) physically or drain your HP with
    Mysterious Dance (33%) on its first turn. The only other turn it has involves
    attacking physically once more (66%) or using Soul Extraction [inflicts Zombie]
    (33%). These guy go down just like everyone else: Weak to Fire, Holy, also
    Undead, or if you feel like Rasping 360 MP that works as well.
    - Exoray are as harmless as everyone else. They will either attack (66%)
    physically or fail to poison you with Venomist (33%) [Ribbon and Amulets both
    protect against poison]. After that it will do the same thing as before, except
    it will try to Zombie you with Deadly Pollen instead of poison you. Like
    everyone else, they are weak to Fire and Holy and are Undead.
    - Skeletal Horror can attack you (33%) or try to Zombify you with Moldy Bone
    (33%) on its first turn. Next turn it will attack (66%) or try to make you a
    Zombie again with Crypt Dust. Same thing for the next turn, after which it
    loops back around. There are many ways to take this guy down:
    1. He's weak to Fire and Holy
    2. He's undead, so a Phoenix Down kills him
    3. You can Rasp his 143 MP away 
    Approach the tomb and hear Setzer talk about Darill a little bit. He opens the
    grave and warns you that anything could be in there.
    NOTE: I shouldn't have to say it, but just in case you forgot: Celes can just
    spam Fira spells all over the place, Sabin should be sporting double Burning
    Fists or using Phoenix Rising, Edgar can take out single targets with Drill or
    Chainsaw, and Setzer can just do his thing (you choose what it is). The point
    of this paragraph is that EVERY monster in here is weak to Fire, so abuse that
    and you should have no troubles here at all.
    B1F is only one room long. Borghese and Skeletal Horror can only be found here,
    so don't advance without seeing each one at least once. Head south a room
    to come to B2F, and what a room it is.
    There is a door in each corner of the room plus a door in the center of the
    room. Head through the south-east door first to find a Genji Helm. Give this
    to Setzer (or whoever else has a below average helm at the time).
    Let's continue on through the north-east door. Examine the tombstone to lower
    the wall right behind it just enough to allow you to enter the next room.
    Go straight up in the next room and hit the switch, which will raise some water
    in the room. This also raises the water in the center room back in the big
    room, but we'll worry about that later.
    Now head to the south-west room. Grab the Crystal Mail (replace anyone's
    Diamond Armor with this [Sabin can't wear it]) and go down the stairs. Open
    this chest for a Regal Gown (Relm only). There's also a hidden passage here:
    Find it in the south-east corner of the room and make your way through the wall
    towards another chest, which houses a Growth Egg! That makes two if you got
    one at the Coliseum (by betting the Tintinnabulum).
    Walk through the door above the Regal Gown chest. Walk up and hit the switch
    to open a door on a ledge high above you. Make your way back to the main room.
    Now enter the center door and use the turtle to go into the next room. You'll
    see another turtle, but head south first and through the door. There are four
    tomb stones in here. Examine them all:
    Top Left =     ERAU
    Top Right =    QSSI
    Bottom Left =  DLRO
    Bottom Right = WEHT
    What does this mean? I'll explain in a minute. Head back to the big room and
    go through the north-west door. Examine the tombstone to find out that you need
    to inscribe something into it. It then gives you a choice of what to inscribe
    But what to inscribe? Well, take a look at the letters you found on the four
    tombstones earlier (I put them underneath each over for a reason). Read it
    from bottom to top... see it? No?
    Read it BACKWARDS from bottom to top. If you still can't get it, it reads:
    WEHT = The W
    DLRO = orld
    QSSI = is sq      "The World is Square"
    ERAU = uare
    Enter this into the tombstone in the above listed order... you'll see a message:
    "I have hidden the Growth Egg in the side room on the third basement level..."
    But you know what? We already got the Growth Egg. I didn't want you to have to
    come all the way back here, so I just had you get it earlier.
    NOTE: Technically you didn't even have to do the whole "inscribe the tomb"
    thing, but it's a pretty cool riddle and I didn't want you to miss out on it.
    Plus, this was another one of these things where I show you how you're supposed
    to know about that secret room with the Growth Egg.
    Go back through the center door and use the turtle to come to the next room.
    If you haven't already done so, hit the last switch next to the door to raise
    the water up to your level. Ride the turtle across the water and go through
    the door you opened earlier.
    You'll come to a room with a Save Point and two chests. Open the right chest
    for the Man-Eater, a weapon that deals double damage to Humanoid monsters.
    Check the Bestiary to find out which those are. I suggest giving this to Setzer
    as he's probably struggling along with Darts (since you didn't leave the Viper
    Darts on him - right?) and everyone else already has decent weapons.
    Head over to the Save Point and save. The left chest contains a
    Monster-in-a-Box, which is actually a boss.
    Before you open the chest, cast Float on your whole party (You can do this out
    of battle). I highly suggest you equip Catoblepas on someone.
    NOTE: Save before you start the battle. Just do it.
    Then proceed to open the chest to face what might be the shortest boss battle
    you'll ever face.
    BOSS: Angler Whelk (Head & Shell)
    Angler Whelk (Shell) (0 EXP, 1000 Gil)
    - Level: 19
    - HP: 9230
    - MP: 1600
    - Steal: None
    - Drops: Dragon Claws (Always)
    The Shell will attack you physically (66%) on one turn, and use Megavolt (33%)
    or 1000 Needles (33%) the next turn.
    If the Head is tucked into the shell it will use Magnitude 8 (66%), which is
    why you Float'd your party before the battle.
    It has a 33% of countering anything with Gigavolt.
    Angler Whelk (Head) (0 EXP, 1000 Gil)
    - Level: 31
    - HP: 9845
    - MP: 1600
    - Steal: None
    - Drops: Dragon Claws (Always)
    The Head will attack you physically (66%) or with Megavolt (33%) one turn, and
    attack physically (33%), with El Niño (33%), or with Petriblast [inflicts
    Petrify] (33%).
    After you damage the head twice, it will retract into its shell for 20 seconds,
    after which it will appear again and do the same stuff over again.
    So that's what they do. Unlike Ymir (remember? The first boss battle you ever
    fought), Angler Whelk's shell attacks instead of just countering like Ymir's
    shell. But that doesn't bother us.
    See those Dragon Claws both of them always drop? We're interested in those. The
    only problem is that the only way to get BOTH of them is to kill the head AND
    the shell on the very same turn. Ok, so you could just go on about the battle,
    keep track of how much damage is done, and try your best to kill them both at
    the same time.
    But why go through all that trouble? For some reason, this boss (and both
    parts, too) are vulnerable to Instant Death. So if there was a way we could
    throw a MT instant death spell or something of the sort at both parts, and they
    both hit, we could get both Dragon Claws. This leaves us with two options:
    Banish or Catoblepas. Banish is only taught by Fenrir, so if you haven't learnt
    that yet, simply summon Catoblepas (you did equip it on someone, right?).
    There is a chance that Catoblepas (who uses Demon Eye) will miss either the
    head or the shell, which is why I told you to save before the battle. It hits
    more often than it misses, so it should take you no more than three tries,
    but chances are good you'll get it on the first or second try.
    Congratulations, you finished off this boss AND got two Dragon Claws.
    HOWEVER, if you feel this is cheap (it's not really, we just want two Dragon
    Claws instead of one), I will tell you how to fight it the normal way:
    All you need to keep in mind is that you only have to defeat one part to win
    the whole battle. Which you go for is totally up to you.
    Both parts are weak to Fire, so Sabin with dual Burning Fists will do tons of
    damage. Have everyone else simply cast Fira spells, or if they don't have it,
    just attack physically or heal or something.
    As you can see, this battle is very easy. You shouldn't have to worry about
    any of the Angler Whelk's attack since the battle will be over before you know
    it with all the fire attacks available to you.
    To take the least amount of damage, I suggest doing the following:
    1. Attack the head twice (be it with Dual Burning Fists or Fira) and wait for
       it to retreat into its shell
    2. It will be gone for 20 seconds, and the shell's only attack will be
       Magnitude 8, which will miss since your party is all floating. Don't do
       anything at all during this time (except heal if you want).
    3. When the head comes out, attack it twice more.
    4. Wait 20 more seconds.
    5. Repeat until head is dead.
    6. Collect Dragon Claws and 1000 Gil.
    I still suggest using Banish/Catoblepas in order to receive 2 Dragon Claws
    instead of just one (this enemy is the only place to get them from until you
    visit the Soul Shrine, which is at the very end of the game).
    Head through the top door to finally find Darill's Tomb. However, there's yet
    another boss battle up ahead, so don't go examining the tomb just yet. Let's
    prepare first:
    1. The next boss uses an attack called Lv. ? Holy, which damages anyone whose
    level is divisible by the last digit of your Gil amount. You'll want to make
    sure that this is not the case for anyone, as the attack is quite strong. In
    other words, let's say the last digit of your Gil total is 2. This isn't good,
    since there's a good chance someone on your party has is at an even level. Now
    if the last digit of your Gil total was something like 7, 8, or 9, that would
    be much better. Fight battles until you get the right digit at the end.
    2. Make sure no one has Reflect Rings (don't see why anyone would have any, but
    you never know).
    That's all the preparation you need.
    BOSS: Dullahan
    Dullahan (0 EXP, 1000 Gil)
    - Level: 37
    - HP: 23450
    - MP: 1721
    - Steal: X-Potion (Common), Genji Glove (Rare)
    - Drops: None
    Dullahan starts off the battle with Lv. ? Holy, which should miss everyone if
    you took the necessary precaution I told you to take (the whole Gil thing).
    Also, if anyone has Reflect status (like from Reflect Rings), it will instantly
    use Reflect ??? which gives everyone with Reflect the following statuses:
    Darkness, Silence, Slow. See why I told you to check for Reflect Rings on
    After all this, it has four different turns:
    1st Turn: Blizzaga (33%) or Blizzara (33%)
    2nd Turn: Blizzaga (33%) or Holy (33%)
    3rd Turn: Holy (33%) or Blizzara (33%)
    4th Turn: Blizzara (33%) or Holy (33%)
    If his HP is 10240 or less, it will use Cura on himself. However, it will only
    do this once. Well, not really. If Dullahan goes through the above four moves,
    he gains the ability to: a) Use Reflect ??? again and b) Use Cura if his HP
    10240 or less.
    By the way, Dullahan can counter any attack with its own physical attack, but
    only 33% of the time.
    Lastly, if you damage Dullahan a total of 8 times, he uses a separate four
    1st Turn: Northern Cross (33%) or Morning Star [200% damage] (33%)
    2nd Turn: Blizzara (33%) or Morning Star [200% damage] (33%)
    3rd Turn: Lv. ? Holy (33%) or Absolute Zero (33%)
    4th Turn: Blizzara (33%) or Absolute Zero (33%)
    After these four turns, the counter will reset to 0. If you damage him 8 more
    times, he'll come back to these turns.
    Northern Cross is a MT attack that freezes a random amount of people. If this
    happens, thaw them up with a simple Fire spell.
    So that's all Dullahan does. As always, if you know what to do, it's not really
    that hard. Dullahan is weak to Fire, so Sabin will shine in this battle. His
    double Burning Fists will do massive damage as always.
    Celes can Runic every single spell except Absolute Zero, so have her use Runic
    every single turn to minimize your damage. Matter of fact, if you don't have
    her use Runic every turn, it could get quite deadly (I'm thinking of Blizzaga,
    which is roughly TWICE as strong as Blizzara). Also, if done right, you will
    absorb the Cura Dullahan casts on himself, robbing him of the ability to heal
    Edgar can stick with Chainsaw, as it does more damage than Drill at this point.
    Setzer... well, if you had him learn Fira (through Ifrit or Maduin), I would
    say have him use that, but we can't forget that Celes is on Runic duty. Runic
    also absorbs your own spells, so casting Fira will do nothing (except help
    Celes of course). Have him be the healer for this battle.
    If you keep this up, the battle will be over before you know it.
    ALTERNATE STRATEGY (Thx to Fayt_Esteed for bringing this to my attention):
    Dullahan will die if his MP reaches 0. However, Dullahan has 1721 MP, and
    you'll probably be draining 100-200 MP per Rasp use, so this strategy is best
    used if at least three characters know Rasp. Consider this: If only two
    characters know Rasp and drain 150 MP on average, it will take you 6 whole
    turns to kill Dullahan. That's a lot of turns to be going without Runic (since
    Runic will absorb Rasp as well). Even if three characters know Rasp, it will
    take you at least 4 turns to kill Dullahan.
    Ultimately, like always, it's up to you. If you believe you can survive 4/6
    turns of Dullahans attacks, go for it, as this method is probably still the
    fastest way to kill Dullahan.
    Enter the door behind the tomb. You'll be on some long stairway, and Setzer
    says that being there brings back memories. You'll see a flashback of Setzer
    and Darill:
    Darill: This next test flight could be dangerous...
    Setzer: What are you trying to prove by pushing your ship to its limits? It's
    Walk down the stairs a bit and talk to Setzer. He tells you to watch your step
    then walks on. Follow him down the stairs to get the next flashback:
    Darill: If the worst should happen, take care of the Falcon for me!
    *Setzer laughing*
    Setzer: You can't be serious! When I take the Falcon from you, it'll be because
            I left you a mile behind in a race! Until then, I'm not letting you out
            of my sight!
    Darill: Ha! Good luck with that!
    Walk down and talk to Setzer again. You'll now get to witness a race between
    Setzer and Darill. After a while, Darill will say: "All right, it's time to get
    serious. I'm gonna break the records! I'll fly past the clouds and see the
    stars closer than anyone ever has before!" Setzer yells at her to be back by
    sunset and meet her by "their" hill, where he'll be waiting for her to return.
    The next scene is Setzer waiting on the hill. 
    "It was a year later when I found the wreck of the Falcon in a distant
    Flashbacks are over. Setzer and the group are suddenly on board of an airship!
    Setzer: I restored the ship, and then put it to rest down here.
    Edgar: So, this is the Falcon?
    Setzer: ...I can't very well be the world's fastest pilot if I can't even fly.
            I need your help... Falcon!
    Setzer then fires up Falcon and you see Falcon emerge from under the water!
    Hey, who said it had to make sense?
    Edgar: With this, I think we just might have a chance...
    Celes: Now we'll be able to get to the top of Kefka's tower!
    Edgar: If we land up there, we should be able to get inside to launch our
    Setzer: And we'll be able to look for the rest of our friends...
    Edgar: Right. First things first. I'm finally starting to feel like we have
           some hope!
    *Random bird flies by*
    Celes: That bird... Could it be...?
    *Watch bird fly*
           Setzer! Follow that pigeon!
    Setzer: ... Why?
    Celes: I'm not sure... But...something inside tells me it'll lead us to our
    And with that, you are now in control of your second airship! Setzer has kindly
    followed that bird for you, and parked the ship outside of Maranda.
    Before we go anywhere else, let's check out what this bird is all about.
    Enter Maranda.
    4.81 Maranda [WoR]                                                      [4.081]
    Inn Cost: 200 Gil
    New Monsters: None
    Monster Formations: None
    Items: None
     /         Weapon Shop          \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Falchion are nice, so buy one for Edgar.
    | Gravity Rod (13000 Gil)       | If Celes doesn't have double-Enhancer, get
    | Swordbreaker (16000 Gil)      | one for her, too. No one can use Swordbreaker
    | Falchion (17000 Gil)          | as of right now, so ignore it.
    | Flame Scroll (500 Gil)        |
    | Water Scroll (500 Gil)        | Gravity Rod is still un-equippable, and you
    | Lightning Scroll (500 Gil)    | don't need any scrolls right now.
    | Invisibility Scroll (200 Gil) |
    | Shadow Scroll (400 Gil)       |
     /         Armor Shop         \
    | Crystal Shield (7000 Gil)   | Buy Crystal Shields for everyone who can wear
    | Crystal Helm (10000 Gil)    | it. (Celes, Edgar, Setzer). Get just one Black
    | Oath Veil (9000 Gil)        | Garb for now, we'll get more later.
    | Black Garb (13000 Gil)      | 
    | Magus Robe (13000 Gil)      | Lastly, buy three Crystal Mail for everyone but
    | Crystal Mail (17000 Gil)    | Sabin.
    Just for curiosity, this is how my party is equipped right now:
    - Celes
      Enhancer x2, Mystery Veil, Crystal Mail
      Ribbon, Genji Glove
    - Sabin
      Dragon Claws, x2, Royal Crown, Black Garb
      Genji Glove, Gigas Glove
    - Edgar
      Golden Spear, Golden Shield, Crystal Helm, Crystal Mail
      Dragoon Boots, Dragon Horn
    - Setzer
      Man-Eater, Diamond Shield, Genji Helm, Crystal Mail
      Heiji's Jitte, Ribbon
    There are only a few things of interest in this place. There's a guy towards
    the front of the town that talks about he was hunting Cactuar in the desert
    when a giant Cactuar suddenly attacked him. We'll get to that later.
    Some old guy tells you about a swordsmen that came through Maranda. He seemed
    confused and in doubt, but if he could rid himself of those things, his
    technique might reach a whole new level. This is talking about Cyan and his
    Bushido techniques.
    The (ex-)thief in the Inn says his old accomplice used to mumble "To the right
    of the treasure chest..." in his sleep. I'll let you know when this little
    bit of information comes in handy.
    There is a person next to the Armor shop who will show you where Narshe, the
    Veldt, or Doma Castle is on the map. Check out the location for each, as you
    might get confused on their new locations later.
    Someone else in the town square (I'll just call it that) informs you there is
    only one honest guy in Zozo, and it's the guy who says "This place is
    dangerous". We'll keep that in mind for the future.
    The girl running in circles says that Lola (injured soldier in Mobliz,
    girlfriend in Maranda, remember?) has been receiving a lot of letters, which
    may be from her boyfriend in Mobliz. We know that can't be because Mobliz was
    completely destroyed except for some kids and Terra.
    Enter the house above this running girl. This is Lola's house and it's filled
    with silk flowers. Talk to Lola to find out her boyfriend in Mobliz (or not)
    has been sending her these flowers, all of which are handmade! She's also just
    received a letter, which she allows you to read.
    "My beloved Lola
     Art thou well? We have rebuilt as much
     of the village as we could hope to...
     I believe I should be able to return to
     thy side before too long..."
    Your lead character points out the handwriting looks like Cyan's. Also, who else
    but Cyan would use "thou" and "thy" like that? But where is he sending the
    letters from?
    The girl immediately asks you to attach her reply letter to the pigeon outside.
    Go outside and attach the letter to the pigeon standing around. If you're
    watching closely, you'll see the pigeon travel a short distance to a town just
    north of Maranda. The town is surrounded by mountains on most sides. If you
    still can't figure out what town this is, it's Zozo. Yeah, that means Maranda
    has shifted quite a bit (if you remember where it used to be).
    However, before we head to Zozo (and fight one of the harder enemies), there
    are plenty of other things we could do. First, let's check out the new monsters
    we can find here.
    NOTE: Most Overworld encounters can now be avoided simply by using Falcon to
    get everywhere. However, for a complete Bestiary, it may be wise to meet each
    monster at least once.
    4.82 Intermission & Reference Point                                     [4.082]
    What? An Intermission? What's that about?
    Well, let me explain. Most of the things in the World of Ruin are completely
    optional. Of course, why should we skip so many parts of the game? I don't know,
    but some people might want to.
    Also, you can find all your old party members again. This can be done in any
    order you prefer. In this small section, I will list some basic requirments
    to get each character (along with the section number so you can instantly jump
    there using CTRL+F)
    NOTE: If you want to get everyone, just continue using this guide as you would
    normally if you don't mind using the same order I do. Take note that if you
    skip ahead on some sections you might not have the same equipment as you would
    have if you followed this guide in order. In the walkthrough, I'm going to
    assume you simply followed the guide in order.
    CYAN   - Section 4.86 (CTRL+F: [4.086])
    - Earliest you can get: Right away
    GAU    - Section 4.88 (CTRL+F: [4.088])
    - Earliest you can get: Right away
    SHADOW - If you didn't kill him: Section 4.89 (CTRL+F: [4.089]), then 4.91
             If you did kill him: Nowhere, you killed him, silly
    - Earliest you can get: Right away
    RELM   - Section 4.92 (CTRL+F: [4.092])
    - Earliest you can get: Anytime after you do 4.89 (Cave on the Veldt)
                            NOTE: If Shadow is alive (meaning he's in the Cave on
                            the Veldt), you can go through Owzer's Mansion and see
                            Relm, but you won't be able to talk to Owzer, which is
                            what is needed to start the boss battle and get Relm
                            (Thx to blusiryn)
    TERRA  - Section 4.93 (CTRL+F: [4.093])
    - Earliest you can get: Right away
    STRAGO - Section 4.94 (CTRL+F: [4.094])
    - Earliest you can get: Anytime after you obtain Relm
    MOG - Section 4.98 (CTRL+F: [4.098])
    - Earliest you can get: Right Away
    UMARO - Section 4.99 (CTRL+F: [4.099])
    - Earliest you can get: Anytime after you obtain Mog
    LOCKE - Section 4.107 (CTRL+F: [4.107])
    - Earliest you can get: Right Away
      NOTE: This is a 2-party dungeon, so having 8 characters is recommended
    GOGO - Section 4.109 (CTRL+F: [4.109])
    - Earliest you can get: Right Away
    - Getting the most powerful Blitz for Sabin - Section 4.95 (CTRL+F: [4.095])
    - Have Cyan learn all Bushido techniques - Section 4.96 (CTRL+F: [4096])
    - Obtaining Master's Scroll and Quick spell - Section 4.101 (CTRL+F: [4.101])
    - Getting all available Lores - Section 4.105 (CTRL+F: [4.105])
    - Obtaining Soul of Thamasa (Dualcast) - Section 4.110 (CTRL+F: [4.110])
    - Learning Valor spell - Section 4.111 (CTRL+F: [4.111])
    - Paladin's Shield and Lightbringer - Section 4.116 (CTRL+F: [4.116])
      *** Only possible once you get Locke ***
    4.83 Overworld: South-Western Continent                                 [4.083]
    New Monsters:
    #174 - Leap Frog
    #175 - Slagworm
    #176 - Cactuar
    #177 - Crawler
    #178 - Sprinter
    #179 - Basilisk
    #180 - Lycaon
    #181 - Greater Mantis
    Monster Formations:
    - Crawler x3 (1 AP)
    - Basilisk x2, Leap Frog (1 AP)
    - Leap Frog x4 (1 AP)
    - Greater Mantis x2 (2 AP)
    - Crawler x3 (1 AP)
    - Greater Mantis, Sprinter, Lycaon x2 (3 AP)
    Desert (North):
    - Crawler x3 (1 AP)
    - Basilisk x2, Leap Frog (1 AP)
    Desert (South):
    - Slagworm (5 AP)
    - Cactuar (10 AP)
    - Leap Frog: Hi-Potion (Common), Pinwheel (Rare)
    - Slagworm: Remedy (Rare)
    - Cactuar: Gold Needle (Rare)
    - Crawler: Remedy (Rare)
    - Sprinter: None
    - Basilisk: Tortoise Shield (Rare)
    - Lycaon: X-Potion (Rare)
    - Greater Mantis: Impartisan (Rare)
    How to handle these guys:
    - Leap Frog can inflict some nice damage if you let them. On their first turn
    they will either attack physically (66%) or use Tongue to inflict Sap on you.
    Next turn they will Jump (same thing as when you Jump) and attack a random
    character. Their third turn consists of attacking physically (66%) or using
    Rippler. See the note on Rippler below! After it's third turn, it loops back
    around to the first turn. Their Jump attack can do some damage, so you may want
    to make sure they never use it, which is only possible if you kill them before
    their 2nd turn.
    This is usually only possible if you use strong MT attacks with everybody. They
    are weak to Ice, so this means MT Blizzara whereever possible, Gil Toss if you
    have lots of money, and Rising Phoenix/Razor Gale with Sabin. Even if you don't
    wish to take them out before their second turn, use these same attacks to defeat
    NOTE: Rippler is a bugged attack. It's supposed to trade most statuses with the
    target, but from what I understand, it also trades things like Trance, Dance,
    Rage. The most important side-effect you need to keep in mind only applies to
    when Shadow is in your party. As you know, Interceptor (Shadow's dog) sometimes
    comes out and attacks the enemy for you. However, if Shadow is Rippler'd,
    Interceptor actually gets traded to the enemy (the game sees Interceptor as a
    status)! If you end the battle without getting Interceptor back (another Rippler
    will trade him back to Shadow), you will lose Interceptor forever! This won't
    apply to your average gamer (simply because the chances of Rippler being used on
    Shadow while he's in your party aren't overwhelmingly great), but be careful not
    to end the battle if Shadow gets Rippler'd, but wait for Shadow to be Rippler'd
    AGAIN to get Interceptor back.
    - Slagworms are dangerous, and you may want to think twice about going into the
    desert at this point. Read on and decide if you want to visit the deserts or
    not. Slagworm has sky-high attack and isn't afraid to use it quite often, doing
    up to 500-1000+ damage to a single character. Their special attack, which they
    only use on their 2nd Turn [33%] (and every 3rd Turn after that), is Crush (500%
    damage). They have a 33% of Snorting you away every 3rd Turn. Other than that,
    they attack physically, and counter any attack with up to 2 Sandstorm attacks,
    which is Wind-elemental. Later on, you will have several items to help you with
    Wind-based attacks, but you don't as of right now.
    Slagworms also have 12018 HP and 10500 MP (not that MP matters, but I thought
    I'd mention it anyway). So how do you take this guy down? There's several things
    you can do:
    He's vulnerable to anything that isn't called Imp, Petrify, or Sleep. This
    includes Slow, Stop, Confuse, and yes, even Instant Death. This means you can
    use Death spell or weapons like Soul Sabre or Viper Darts to instantly kill it.
    Alternatively, you can use Stop/Confuse to disable it for a while and cast lots
    of Ice- or Water-elemental spells to target its weakness.
    Using Instant-kill methods is much faster than using Stop or anything else. If
    you're afraid of taking too much damage, simply cast Vanish on your party to
    make everyone one invisible. The only way Slagworm can damage you know is with
    Sandstorm, which he only uses to counter attacks. Using the Death spell does not
    trigger any counter attacks, so you'll be relatively safe from Slagworm.
    - Cactuar are a challenge if you're not prepared. They only have one attack:
    1000 Needles. This attack does 1000 damage. Always. No matter what. For the
    first six turns it will switch off between saying "Bundling up something..."
    and using 1000 Needles. On its 7th turn it will display "Workload increases
    tenfold!" followed by 10 x 1000 Needles on its next turn! Don't let it get this
    far, as you WILL die to this attack unless you're seriously overleveled.
    They have the highest stats out of any monster in the game in the following
    areas: Defense & Magic Defense (255), Evasion & Magic Evasion (250). They also
    have the 2nd highest Magic stat (50), but that doesn't matter.
    The catch? They have 3 HP. You can forget about attacking physically or with
    magic since it has insane Evasion. So how do you beat it? Most any defense
    ignoring attack will do. This includes: 
    - Sabin's Raging Fist (Left-Right-Left), Meteor Strike (R-L-Down-Up)
    - Edgar's Tools (Auto Crossbow, Drill, Chainsaw)
    - Setzer's Dice or Gil Toss
    This gives you quite a list of attacks that will instantly kill Cactuars. Enjoy.
    - Crawler only have one attack if there's more than one of them: Attack
    physically 66% of the time, and try to Poison with Feeler for the other 33%.
    Once they are alone, they use Dischord (33%), Leech (33%), or Feeler (33%).
    They are weak to Ice, so a few MT Blizzara should take care of them. By doing
    this, you shouldn't ever have to see Dischord or Leech.
    - Sprinter simply attacks on its first turn, followed by a 33% of using Osmose
    Beak (steals MP) and a 66% of attacking physically. It's third and last turn
    includes attacking physically (66%) or using White Wind (33%). That's all there
    is to them. They are weak to Lightning and vulnerable to Instant Death (and with
    no Magic Evasion, the Death spell usually connects).
    An important thing to note about Sprinters is their Rare Drop: Reed Cloak. This
    is one of the rare items that absorbs Water and is one of the few pieces of
    equipment belonging to an "Imp Set". More on that later.
    - Basilisk have a 66% of attacking physically every turn, with a 33% of using
    Stone Gaze (inflicts Petrify) on their 2nd Turn (and every 3rd Turn after that).
    They are vulnerable to everything except Petrify, so take advantage of that.
    They are weak to Ice and have 5000 HP, so you may want to Stop/Death them.
    These guys have another piece of the Imp Set: Tortoise Shield. You probably
    won't need this now, but keep this in mind for later.
    - Lycaon attack physically 66% of the time and occasionally (33%) use Scratch
    [150% damage] every other turn. They only have 250 HP, with a higher Magic
    Defense than Defense, so attack them physically to take them out. They're weak
    to Water if you're interested.
    - Greater Mantis attack physically (66%) every turn. That's all you need to
    know. They do have a special attack (Mind Reaper; steals MP) but it will always
    do 0 damage since they don't have any magic attacks. The thing you DO need to
    know is they have the highest Attack stat out of any monsters: 180 (the 2nd
    highest is Omega Weapon with 111). At this point in the game, any attack from
    Greater Mantis *probably* spells death for your characters.
    The only sane way around this is to Vanish all your characters. This leaves you
    untouchable in this battle. They are weak to Fire, which gives you a nice list
    of attacks to take them out.
    MAIN FEATURE: The desert south of Maranda is the main feature of this continent.
    You face off against either Slagworm or Cactuar, both of which give out 10000
    Gil each! They also hand out 5 AP (Slagworm) or 10 AP (Cactuar), making this
    small desert the ultimate place to learn magic and gather money (you'll need a
    LOT of money later, so you'll probably be back here).
    Anyway, our goal right now is to head to Jidoor. The Opera House lies on the
    way, though, so let's head in there and see what's new.
    4.84 Opera House & Earth Dragon                                         [4.084]
    New Monsters:
    #342 - Earth Dragon
    Monster Formations:
    - Earth Dragon
    - Earth Dragon: X-Potion (Rare)
    Welcome back to the Opera House. Talk to the greeter (or whatever his
    professional job title is) and he'll tell you to go talk to the Impresario.
    Head to the seated area and talk to the Impresario to find out that a dragon
    has made himself comfortable on the middle of the stage! Guess who gets to
    remove the dragon from the stage? You!
    Head up to the north-eastern room and you'll find four familiar switches.
    To fight the Earth Dragon, you have to hit the third switch from the left.
    However, we need to prepare first:
    1) Equip Gaia Gear on everyone that can. If you've been following this guide,
    that means Edgar is in your party, who can't equip Gaia Gear. Give him the Angel
    Wings Relic instead (gives wearer Float status).
    2) Have someone wear the Golem esper, as it will help by absorbing some damage
    When you're ready, hit the third Switch from the left.
    BOSS: Earth Dragon
    Earth Dragon (0 EXP, 0 Gil)
    - Level: 53
    - HP: 28500
    - MP: 16500
    - Steal: X-Potion (Rare)
    - Drops: Magus Rod (Always)
    Earth Dragon has four different turns it uses:
    1st Turn: Attack (33%) or Quake (66%)
    2nd Turn: Attack (33%) or Magnitude 8 (33%) or Landslide (33%)
    3rd Turn: Attack (33%) or Magnitude 8 (33%) or Quake (33%)
    4th Turn: Attack (66%) or Landslide (33%)
    Everything besides his physical attack is Earth-elemental, which means those
    with Gaia Gear get healed by it, and those Floating with Angel Wings simply
    dodge it.
    This means the only thing you have to watch out for are its physical attacks,
    which can be quite strong. Earth Dragon has a 33% chance of countering any
    attack with Honed Tusk (500% damage).
    Lastly, every 20 seconds Earth Dragon will use the attack 50 Gs if any of your
    characters have Float status. This attack is only used by Earth Dragon and will
    remove Float status... if it's not permanent. Angel Wings makes the status
    permanent (well, as long as you wear the relic) so when you think about it,50 Gs
    does absolutely nothing.
    How to defeat Earth Dragon? First, summon the Golem esper in order to reduce
    some damage you take. The Earth Dragon is weak to Wind and Water, so act
    accordingly. One interesting strategy to try: If you find that you don't have
    enough Wind- or Water-elemental attacks, you can use Edgar's Debilitator to
    change the Earth Dragon's weakness. With any luck you'll make Earth Dragon weak
    to something like Fire/Lightning/Ice.
    The only thing you really have to worry about are the physical attacks. We can't
    Vanish anyone since any magic attack simply removes the status. After the Golem
    esper has done its job, you'll be taking full damage. The only thing you can do
    at this point is revive your KO'd characters and hope for any magic attack from
    the Earth Dragon to heal you. This actually works rather well, since most of his
    attacks are magic attacks.
    That's pretty much all there is to this battle. Keep attacking his weakness,
    revive KO'd characters and wait for any magic attack from Earth Dragon to heal
    Alternate Tactic (thx to blusiryn for this one): Earth Dragon is also vulnerable
    to Sleep, so just put him to sleep and wail on him with any attacks. If he
    wakes up, just hit him with another Sleep spell.
    You get the Magus Rod for beating the Earth Dragon.
    NOTE: After you beat Earth Dragon, you will see a message at the bottom of the
    screen in white lettering, which says: 7 Dragons remaining. Remember the guy in
    Albrook that mentioned some of the monsters that had been released after Kefka
    destroyed the world? He mentioned Deathgaze, Humbaba, and... 8 Legendary
    Dragons. You just defeated the first of these 8!
    After you clear the stage for the Impresario all he does is say "Looks like you
    saved the day for us once again!" You're welcome. He could've given us a little
    prize or something, but noooo... that's fine.
    Now that we're done with the Opera House, let's continue on to Jidoor.
    NOTE: Don't forget to re-equip your body armor and Relics.
    4.85 Jidoor & Auction House                                             [4.085]
    Inn Cost: 250 Gil
    New Monsters: None
    Monster Formations: None
    Items: None
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            | Stock up.
    | Phoenix Down (500 Gil)      |
    | Holy Water (300 Gil)        |
    | Remedy (1000 Gil)           |
    | Teleport Stone (700 Gil)    |
    | Sleeping Bag (500 Gil)      |
    | Tent (1200 Gil)             |
     /         Weapon Shop        \
    | Man-Eater (11000 Gil)       |
    | Partisan (13000 Gil)        | Buy a Partisan for Dragoon Edgar. 
    | Crystal Sword (15000 Gil)   |
    | Sniper (15000 Gil)          |
     /         Armor Shop         \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Get a Circlet for the person who's not wearing
    | Circlet (7000 Gil)          | Mystery Veil/Royal Crown/Genji Helm (Edgar for
    | Black Cowl (7500 Gil)       | me).
    | Crystal Helm (10000 Gil)    | If you never got a Black Garb in Maranda, get
    | Black Garb (13000 Gil)      | one now.
     /        Relic Shop          \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| The only new Relic here is Protect Ring, which
    | Princess Ring (3000 Gil)    | casts Protect (1/3 less damage from physical
    | Protect Ring (5000 Gil)     | attacks) on the wearer.
    | Gigas Glove (5000 Gil)      |
    | Angel Wings (6300 Gil)      | Buy one or two if you feel like.
    Things of interest this time around: A man by the gate/archway has seen a lot
    of carrier pigeons flying towards Maranda. We can't forget our quest on finding
    out who's been sending Lola those letters.
    Another guy saw a painting Emperor Gestahl the other day... this ties into what
    the last Imperial Soldier in the Coliseum was saying: "Talk to the emperor
    twice." (See Section 4.79 if you don't know what I'm talking about) The guy
    also says the painting is in Owzer's House. Cool.
    The girl near the Auction House tells you Owzer's diary was just laying there,
    so she read it. Believe it or not, we'll need this piece of info later (though
    we could've easily gotten by without it).
    That's about all. Let's head to the Auction House, which has been updated.
    New things you can buy:
    Hero's Ring - 50,000 Gil
    Zephyr Cloak - 10,000 Gil (NOTE: You can buy this for only 7000 Gil in Nikeah)
    1/1200 scale airship - Can't Buy
    Robotic Imp - Can't Buy
    Excalipoor - 500,000 Gil*
    * Excalipoor is used to get a certain esper. After you buy it, you have to bet
    it in the Coliseum to face off against Gilgamesh. If you defeat him, you get
    the Gilgamesh magicite. We'll do this later, so don't bother saving money and
    buying this now.
    Anyway, there's nothing here really that you might need. You can buy the Hero's
    Ring if you want, but that's up to you. If you have extra money, I say go for
    If you wanted to, you could go get another one of your old friends back right
    now: Relm. However, this would only apply if you saved Shadow from the Floating
    Continent (meaning you waited for the clock to reach 0:05 and he showed up).
    I will lead you through this dungeon at a later point. You'll understand why
    For now, let's continue our quest on finding Cyan.
    4.86 Zozo [WoR]                                                         [4.086]
    New Monsters: None
    Monster Formations: Same as in WoB. Check Section 4.37
    Items: None
    Steals: Check Section 4.37
    How to handle these guys: Hopefully none of these guys will cause you any
    trouble, but if you do need help, check section (Guess which one) .... 4.37.
    As soon as you enter, you'll see the carrier pigeon we've been following.
    "Talk" to it and it will fly a little ways and then north off the screen. We're
    interested in that door it flew over. If you head up there now (the west door
    on the top floor outside), you'll find that it's rusted shut.
    If you remember (or if you don't, whatever), there was a guy in Maranda who told
    you there was a single honest guy in Zozo. You could walk all around town to
    find the one honest guy, or you could just go talk to the guy walking around in
    front of the Clock Tower Puzzle (where we got the Chainsaw, which you can still
    get if you never got it in WoB for some reason; the time is 6:10:50).
    This merchant will tell you about a path leading to Mt. Zozo. He also tells you
    those "the monsters up there are quick!" This just means that they all have
    abnormally high Evasion. He then suggests you use a "sniper whatchamacallits",
    after which he will sell you some Rust-Rid for 1000 Gil. The sniper thing he's
    talking about is the Sniper Eye Relic, which ensures that physical attacks
    never miss.
    We could use Sniper Eye, but we're not going to worry about it. We'll do
    something MUCH better than that, believe me.
    Anyway, head into the Pub, upstairs, out the right door, up the stairs again,
    and use the Rust-Rid on the left door.
    NOTE: Before you head in, get into a random encounter and cast Vanish on all
    four of your characters. Trust me.
    4.87 Mt. Zozo                                                           [4.087]
    New Monsters:
    #148 - Mugbear
    #149 - Devil Fist
    #150 - Luridan
    #151 - Punisher
    #152 - Glasya Labolas
    #341 - Storm Dragon
    Monster Formations:
    - Mugbear, Punisher (4 AP)
    - Mugbear (2 AP)
    - Glasya Labolas (2 AP)
    Slope with Bridge:
    - Punisher, Devil Fist, Punisher (1 AP)
    - Luridan x6 (2 AP)
    - Glasya Labolas (2 AP)
    Any Slope (Besides the one with the Bridge mentioned above):
    - Luridan x6 (1 AP)
    - Luridan x3 (1 AP)
    - Glasya Labolas, Mugbear, Devil Fist (4 AP)
    - Red Cap (West of Entrance)
    - Ice Shield (North-West of Entrance)
    - Thunder Shield (In Spotlight)
    - Aegis Shield (On far side of Broken Bridge)
    - Gold Hairpin (Take North-West exit from Cave)
    - "Books" (Cyan's locked chest, first time)
    - empty (Cyan's locked chest, second time)
    - Mugbear: Thief's Bracer (Rare)
    - Devil Fist: Brigand's Glove (Rare)
    - Luridan: Hi-Potion (Common)
    - Punisher: Rising Sun (Common), Bone Club (Rare)
    - Glasya Labolas: Hi-Potion (Common), Muscle Belt (Rare)
    How to handle these guys:
    - Mugbear is unlike any monster you've seen so far. It will use Steal (!) on the
    first turn. It then flees on the second, taking all Gil he stole from you with
    him. If you want to get your money back, you'll have to kill him before he
    flees. He also has a 33% chance of countering any attack with Steal as well.
    Killing it is not hard. It has high Evasion (like most monsters in here), so
    stick with Magic attacks. He's weak to Fire and only has 2409 HP, so it's an
    easy kill for you.
    - Devil Fist is quite simple. It attacks one turn, then either attacks
    physically (66%) or uses Switchblade [150% damage] (33%) on the next turn. It
    then repeats those two turns. It also has a 33% chance of countering any attack
    with Switchblade as well.
    Devil Fist isn't weak to anything, but it does absorb Poison. It only has 1759
    HP, and since Devil Fist never appears by itself, you can probably concentrate
    some MT spells on other monsters and Devil Fist will simply die in the
    - Luridan are kinda weird. They come in packs of three or six, so they can get
    slightly annoying. On their first turn, they all attack physically. Every turn
    after that, they have a 66% of doing the same. The other 33% of the next four
    turns can be as follows: Ram [200% damage] (2nd Turn), Forest Healing (3rd
    Turn), Meercat (4th Turn), Ram (5th Turn). After 5 Turns, it starts out with
    a physical attack again.
    Forest Healing lifts a bunch of statuses on the enemies side, and Meercat causes
    Haste to all the enemies. So none of these spells affect you at all. That works.
    They're all weak to Fire and Wind. You can even use Instant Death on Luridans
    if you want to. It shouldn't take more than two MT Fira spells to get rid of six
    of them.
    - Punisher always has a 33% of doing nothing. Any other time he will simply
    attack physically. On its third turn, it uses three attacks in a row: the first
    attack is Clobber (200% damage), and the other two are physical attacks (66%
    still). Any time you try to Steal from it, it has a 66% of countering with its
    own steal.
    Punisher is weak to Poison and things like Instant Death. Still nothing too
    - Glasya Labolas actually uses two attacks every turn. Each of those attacks has
    a 33% of doing nothing. On his first and second turn he has a 33% of using
    Uppercut [500% damage] for one of those attacks, and on his third turn he has a
    33% of doing Uppercut for both attacks. Any other time he'll simply attack
    Glasya Labolas is weak to Poison, but don't use MT Poison if Devil Fist is on
    the screen, as he'll absorb it and actually heal himself.
    If you've been paying close attention to the above monster strategies, you
    might've noticed something... you did? Good, then do it.
    So you didn't notice anything? Ok, think about what we did before we came here.
    I had you cast Vanish on all your characters. Does it make sense now? Every
    single one of these monsters attacks you physically. Not a single one has a
    magic attack that could disrupt your Invisible status. You know what that means?
    Once you have Vanish status, you are immune to EVERY SINGLE MONSTER in here.
    Now that's crazy. As mentioned before, most of these monsters have high Evasion,
    so always stick with Magic attacks or defense-piercing attacks (for a short list
    of what that includes, check out the monster strategy for Cactuar).
    Anyway, let's explore the dungeon. It feels good to know that you don't have
    to worry about any enemies, right? Don't worry, you'll still have to worry
    about one (just one), but I'll let you know when that time comes.
    Going straight up leads nowhere, so let's head west from the entrance. Grab
    the two chests for an Ice Shield and Red Cap (Red Cap is straight west from
    entrance, Ice Shield is north-west of Red Cap). Red Cap is an awesome headgear
    that gives a 25% bonus to maximum HP.
    Continue along south. You'll be led around some bridges and through a spotlight
    where you'll start heading west. The second spotlight has a Thunder Shield for
    you! Thunder Shield is like the Ice Shield, with a crucial difference: the
    Thunder Shield doesn't increase any damage you take (Ice Shield doubles the
    damage you take from Wind-Attacks). I highly suggest you equip the Thunder
    Shield, as it will be very important in an upcoming battle. Don't equip the Ice
    Shield, since it will destroy you in the same upcoming battle.
    Continue along the bridges to find yourself on the west side of the first room
    of the cave. Cross a long (kinda) bridge to find the Aegis Shield. This shield
    provides awesome protection against Magic, and also a pretty decent boost in
    Defense and Evasion as well. If anyone is wearing the Diamond Shield, give them
    the Aegis Shield instead.
    Go out the first of two exits you see (the one further west). Open the chest for
    a Gold Hairpin. Remember way back in WoB when you were chasing Lone Wolf up to
    the Narshe Cliffs? Remember how you had to make a choice between Mog (left) and
    Lone Wolf and whatever item he had (right) ? If you hadn't chosen Mog, you
    would've gotten a Gold Hairpin, the same item you just found. It's a relic that
    halves MP cost for all magic. If you've been having trouble keeping your MP up,
    this may be a useful relic for you.
    Head back inside and take the other exit. This is the area I marked as "Slope
    with Bridge" in the Monster Formations section if you were wondering.
    Cross the bridge and re-enter the cave. Head to the west side of the cave to
    find a Save Point. I suggest you save.
    Walk up and east to find a tile you can step on. HOLD ON. If you step on this
    tile, you'll release another one of the 8 Legendary Dragons: Storm Dragon.
    He'll fly around the room for a bit, and if you just stood still, he'll fly into
    you, triggering a battle.
    Let's prepare first. If you somehow equipped that Ice Shield earlier, remove it.
    This dragon's element is Wind, and Ice Shield will double any damage you take
    from wind-based attacks. Do make sure you have a Thunder Shield equipped on
    somebody. Useful espers include Golem, Fenrir, Zona Seeker, and Ramuh (in order
    of usefulness).
    When you're ready, step on the tile and prepare for a difficult fight!
    BOSS: Storm Dragon
    Storm Dragon (0 EXP, 0 Gil)
    - Level: 74
    - HP: 42000
    - MP: 1250
    - Steal: None
    - Drops: Force Armor (Always)
    Storm Dragon is one of the harder Elemental/Legendary Dragons. Let's start out
    by looking at what exactly he'll do in battle:
    At the start of the battle, Storm Dragon only has two different turns he uses:
    1st Turn: Attack (33%) or Wind Slash (33%) or Leaf Swirl (33%)
    2nd Turn: Attack (66%) or Wind Slash (33%)
    Once his HP is 15360 or less, he'll change the attacks he uses:
    1st Turn: Attack (66%) or Aero (33%)
    2nd Turn: Attack (33%) or Wing Sabre [300% damage] (33%) or Cyclonic (33%)
    No matter what his HP is, he'll have a 33% chance of countering any attack with
    a physical attack.
    The first thing you'll want to do is summon the Espers you brought. Golem or
    Fenrir will help protect against the physical attacks, Zona Seeker will help
    protect against Wind Slash and Leaf Swirl (your main worry at first), and
    Ramuh's Judgment Bolt targets Storm Dragon's weakness: Lightning.
    After you've summoned your protective espers, start draining his 1250 MP with
    Rasp. Make sure you keep track of when you're done, since the game doesn't tell
    you that there is nothing to drain. If you lose track, you can check his MP with
    a simple Libra. I suggest keeping track though, since you'll be needing every
    attack you can get, and you don't want to waste one of those attacks on a Libra.
    Once his MP is gone, you'll be in for a battle. Your priority right now is to
    bring Storm Dragon's HP down to 15360, which means you'll have to do 26640
    damage first. Again, he's weak to Lightning, so Thundara should be your main
    spell at the moment. Thundara should be doing 1500+ damage per hit, so removing
    26640 HP from Storm Dragon shouldn't take as long as you might think. Always
    make sure your characters' HP stays above 500-600. Revive any KO'd characters
    immediately with a Phoenix Down.
    That's all I can tell you about the first part of the battle. The person with
    the Thunder Shield is not taking any damage from Wind Slash, which is good.
    Keep attacking and healing when necessary and his HP should drop down to
    15360 in no time.
    Now comes the easy part. Since he has no MP, he won't be able to use Aero or
    Cyclonic. As soon as you realize that you're in the second part of the battle,
    cast Vanish immediately on any and all characters. After this, you are immune
    to any of his attacks. HP doesn't matter at this point, and you can stop
    reviving KO'd characters if you wish. Simply do whatever it takes to bring his
    HP to 0 to win this difficult battle. Congratulations.
    You get Force Armor for defeating Storm Dragon.
    6 Dragons remaining.
    Two down, six to go. First, let's discuss this awesome piece of armor we just
    received. It provides decent Defense and excellent Magic Defense, boosts Magic
    Evasion as well, and halves any damage taken from the following elements: Water,
    Earth, Wind, Lightning, Ice, and Fire. Equip it on whoever you like for now.
    After the battle, save, and head south to find some more slopes. Re-enter to
    the right to find... a room full of silk flowers! The same flowers Lola has all
    over her house. This must be where Cyan is. There's a letter on the table:
    Dear Lola,
    I am writing to beg for your forgiveness.
    I am guilty of perpetuating a terrible lie.
    I have only now realized the error of my
    ways, and taken up this quill in hopes of
    correcting a great wrong.
    Your boyfriend, who you believe to be
    in Mobliz, passed away some time ago. I
    have been writing to you in his stead.
    We humans have a tendency to become
    trapped in the past and refuse to move
    on. I implore you not to let this happen.
    Now is a time for you to look forward,
    and rediscover love and all of the other
    joys of life...
    Looks like Cyan has finally realized he can't pretend to Lola's boyfriend
    anymore and is ready to tell her the truth in a letter. Nice.
    To actually find Cyan, head outside through the right door. He'll be attaching
    a letter to another carrier pigeon, which flies off (towards Maranda, we can
    assume). Cyan will then recite a poem:
                                 Memories of the world
                               before the fall remain...
                       But the light of dawn doth never change,
                             nor e'er the hearts of men...
    How cute. You call out to Cyan, who is surprised to see that you're alive. Good
    to see you, too, Cyan. Cyan immediately decides to join you, then wonders how
    you got there... the only way you could've found him is through his letters,
    which he realizes. Cyan panics and heads inside to try to hide all the silk
    flowers and the letter you read earlier. You catch him trying to hide the
    flowers and Cyan becomes embarrassed.
    Cyan then tells you the story of how he came to writing Lola letters: He had
    wondered what happened to Lola and paid a visit to Maranda. He found out that
    Lola was still sending a letter every day, but was receiving no replies [since
    her boyfriend had died when Mobliz was destroyed by Kefka's Light of Judgment].
    Cyan couldn't stand the sight of this, and decided to write to her and pretend
    to be her boyfriend. He discovered that he was no different from Lola in the
    sense that he couldn't let go and refused to move on. However, Cyan has changed
    now and is ready to face the future.
    Cyan then says he encountered "Sir Gau" in Maranda! Gau was planning to get
    stronger, and where does Gau train? On the Veldt. Guess where our next stop is?
    But first, head back outside through the right door. See that shining thing in
    the top left corner? That's the key to Cyan's treasure chest. Head back inside
    and unlock the chest. Inside you will find several books:
    1. Machinery for Dunces
    2. A Pictorial Guide to Machines
    3. Everything About Machines
    4. Machines for the Mechanically Disinclined
    5. Bushido in the Bedroom
    Based on books 1-4, we can assume Cyan is trying to get over his fear of
    machines. And about Book #5 .... I'll leave that up to your imagination. ;)
    NOTE: Since you probably don't have room in your party, Cyan will be waiting
    for you at the Falcon.
    NOTE2: You can use the Teleport spell to transport yourself outside of Zozo.
    Or you could hike all the way back if you really want to.
    Now that we've found 4 other friends (meaning there's 5 people to choose from),
    we can hop on the Falcon, press Start to actually access the ship's interior and
    talk to any party member walking around to change our party.
    If you can't find Cyan, go down the stairs on the west side of the main room to
    get to the engine room. Cyan is here. Talk to him to change your party around
    if you wish.
    Where do we go next? We're going to get Gau! Off to the Veldt!
    But where is it? It's not in the exact same location, but it's still close. It's
    north of the Serpent Trench, or you could simply call it the North-East
    continent. If you're still confused: See the triangle in the top right corner
    of the map? That's Triangle Island (do NOT go here yet, seriously). Land on the
    landmass that lies south-west of Triangle Island.
    Anyways, you should know when you're on the Veldt by the random encounters and
    even by the music.
    4.88 Veldt [WoR]                                                        [4.088]
    New Monsters: None
    Monster Formations: Most formations you've already encountered
    Items: None
    Welcome to the Veldt! First things first, though: Get on the Falcon and change
    your party so you only have 3 characters. This is necessary to get Gau.
    Fight a few battles and Gau will return, just like he did in the WoB.
    Gau: Uwaoo~! Uwao, aooh! I'm Gau! Gau your friend! Frieeend!!! I join you again!
    And just like that, you have Gau back. Awesome. Let's equip Gau first: Just hit
    Optimize (which for me meant Ice Shield, Circlet, and Black Garb). As for
    Relics, I gave Gau double Hero's Ring to boost his physical and magical attacks.
    Now that we have Gau back, let's get some rages. Here's the ones I recommend:
    - Behemoth (Meteor)
    - Ninja (Water Scroll)
    - Fafnir (Traveler)
    - Killer Mantis (Metal Cutter)
    - Marchosias (Aero)
    - Mousse (Transfusion)
    - Borghese (Holy)
    - Devil Fist (Will o' the Wisp)
    - Luridan (Rock Slide)
    - Punisher (Thundaga)
    - Glasya Labolas (Revenge Blast)
    - Cactuar (1000 Needles)
    - Greater Mantis (Wind Slash)
    - Gigantos (Magnitude 8)
    NOTE: These are the most useful rages out of all the monsters you've encountered
    so far if you've been following this guide.
    Yeah, that's a lot of rages. If you don't feel like getting all of those, you
    can just get these, as they will be the most useful: Killer Mantis, Marchosias,
    Borghese, Punisher, Cactuar, Greater Mantis.
    I'll wait while you get those Rages...
    *2 hours later*
    Done? Good. Now we have Gau back, and we've trained him to have some very nice
    attacks. We'll actually come back here to learn some more useful Rages in a not
    too distant future, so if you're frustrated with getting any of these Rages now,
    try to get them when you come back later.
    Where to next? Well, there's a brand new cave on the Veldt. It's called "Cave
    on the Veldt". Clever, no?
    4.89 Cave on the Veldt                                                  [4.089]
    New Monsters:
    #153 - Gorgimera
    #154 - Twinscythe
    #155 - Death Warden
    Monster Formations:
    - Twinscythe (2 AP)
    - Twinscythe x2 (3 AP)
    - Gorgimera (7 AP)
    - Death Warden (Monster-in-a-Box) (0 AP)
    - Gorgimera: Golden Spear (Rare)
    - Twinscythe: Poison Rod (Rare)
    - Death Warden: Potion (Common), Hi-Potion (Rare)
    - Berserker Ring (North-West of campfire)
    - Tigerfang* (Through hidden passage in North-West)
    - Ichigeki (South of switched passage)
    * Fight Death Warden (Monster-in-a-Box) to get Tigerfang
    How to handle these guys:
    - Gorgimera has a 66% chance of attacking physically for the first three turns.
    On its fourth turn, it uses Rampage (200% damage), followed by three attacks:
    1st Attack: Snowstorm (33%) or Fireball (33%) or Gigavolt (33%)
    2nd Attack: Magnitude 8 (33%) or Aqua Breath (33%) or Gigavolt (33%)
    3rd Attack: Magnitude 8 (33%) or Snowstorm (33%) or Fireball (33%)
    Lastly, it has a 33% chance of countering any attack with a physical attack.
    Yes, he'll attack four times in one turn. Gorgimera has no weakness and you
    can't "Instant Death" it. However, you CAN cast Stop (among other things), so
    make sure you Stop it before it reaches its fourth turn. Gorgimera has 7191 HP,
    so use some strong attacks to take it down.
    Out of all of Gau's new Rages, Luridan (Rock Slide) seems to do the most damage,
    but I do suggest you try out some of the other new Rages. For your other
    characters, just use your strongest attacks (I hate saying that, but it's true
    in this case).
    - Twinscythe are easier to deal with than Gorgimera. Every turn, they have a
    66% of using a physical attack. Apart from that, they counter everything with
    a 33% of using Drainsickle (steals HP). That's all.
    They absorb Ice attacks, but are weak to Fire and Wind. A single Aero by Gau
    (Sprinter/Marchosias) takes them down in one hit (in most cases). They only
    have 2500 HP, so they shouldn't take long to take down.
    - Death Warden only has one turn: Death (33%) or Doom (33%). He counters
    anything with a 33% chance of using Death again. After an entire minute of the
    battle, he'll use Atomic Ray (a strong MT-Fire attack) EIGHT times in a row.
    It shouldn't take you more than 60 seconds to get rid of it.
    So if it can cast Death/Doom every turn, how are you supposed to beat it?
    There's two (very easy) ways:
    1. He's vulnerable to Instant Death. Abuse it.
    2. He's undead, so a simple Phoenix Down kills it instantly.
    Both are cheap, but Death Warden is also cheap, so it seems fair. If you don't
    feel like doing either of these, know that he's weak to Fire/Holy and has
    8000 HP. A single Borghese (Holy) from Gau will probably take away half of
    Death Warden's HP. Follow that up with Rising Phoenix/Fira castings and you'll
    defeat him easily. However, chances are good that at least one of your
    characters will fall to Death (I had two die when I defeated him the "regular"
    First things first: Either summon Phantom in a battle, or cast Vanish on all
    your characters. The only way you could lose your Invisible status is if you let
    Gorgimera live until its fourth turn. Even though it has over 7000 HP, you
    should be able to take it down in the first three turns. As long as Gorgimera
    doesn't reach its fourth turn, you should be untouchable.
    Welcome to the new cave that didn't exist before Kefka destroyed the world!
    As soon as you enter and take a few steps up, you'll find... Interceptor! We
    can guess that he wants you to follow him, so let's do that.
    There's a dead-end to the right, so head straight up. You'll come to a room
    with four people standing around a fire. But first, let's grab the Berserker
    Ring from the chest to the north-west of the fire. This is a relic for one
    character only, and it allows him to do a different attack than he usually
    does. Confusing? Don't worry, I'll fill you in later when we recruit that
    character for our team.
    Talk to each of the people. Here's what they say (from left to right):
    1. When the three of us go hunting on the Veldt, we always run across a boy
       dressed in hides.
    2. For some reason, that boy never shows up when all four of us are out there
    3. There's huge dinosaurs in the forest north of the Veldt. They're incredibly
       strong. There's no way a human could defeat one. But it sure would be
       something to brag about if you did!
    4. They always leave me here so they can try to befriend that kid...
    Basically, #1, #2, and #4 are talking about Gau and how you get him in your
    party. Thanks to yours truly, you already have Gau in your party.
    #3 is talking about the strongest random encounter in the game (Brachiosaur).
    He says no human could ever defeat it, but I'm sure we can figure out how to
    defeat it when we get there.
    Anyway, head through the door to the north. Go up the stairs, down the stairs
    and start heading through the door/cave at the top. This is another one of those
    annoying passages where you can't see where you're going.
    You're supposed to go south, but there's a "hidden" passage to the left which
    we definitely want to visit. If you can't figure out how to get there, follow
    these instructions: From the beginning of this passage, go all the way left.
    Take two steps BACK, then go down and left to find a chest.
    If you open this chest, you'll have to fight Death Warden. Read above on how to
    defeat him (basically, use Death/Phoenix Down to kill it, or cast Holy/Fire
    spells to take down his 8000 HP).
    NOTE: Death Warden was supposed to appear on the Veldt after this fight. Due to
    a programming error (involving the wrong formation used; e-mail me if you care
    more), Death Warden DOES NOT appear on the Veldt. However, once you reach the
    Soul Shrine and fight Death Warden again [in Battle #15], he WILL appear on the
    Veldt. This is because the programmers fixed the location error and use the
    correct formation when you fight Death Warden in the Soul Shrine.
    You'll get the Tigerfang for killing Death Warden. Equip this on Sabin to boost
    his stats. Nice. Head back into the tunnel (all the way right, two steps up,
    three steps right, then down) and exit it through the middle door.
    Follow the one-way path south for several rooms until you come to a room that
    has a switch on the wall. Go through the door and don't hit the switch just
    yet - head south first to open the chest to find an Ichigeki! This is a key
    item needed to get Shadow back into your party.
    Go back up the stairs and hit the switch, which opens a passage on the other
    side of the wall. Head back through the door and go east through the new
    passage. You'll go through another door and down some stairs. Continue on...
    wait, do you see that? Yes, but what you see can vary:
    1) If you saved Shadow from the Floating Continent (meaning you waited until
       0:05 on the clock and Shadow showed up), you'll see Interceptor hovering
       over Shadow.
    2) If you didn't wait for Shadow (meaning you chose the "Jump!" option instead
       of "Wait!"), that means you killed Shadow, and you'll see Interceptor leaning
       over Relm. Yes, this means you've killed Shadow for good, and you won't ever
       get him back in this game.
    If you've been following this guide, you should've saved Shadow. For the rest of
    the guide I'm going to assume you saved Shadow on the Floating Continent and
    that you see Shadow right now.
    Anyway, continue on north through a door to come to a room with another door
    and a Save Point. I suggest you do save, as you're about to fight a boss.
    As soon as you step through this door, you'll have to fight a boss, so let's
    prepare before advancing. In order to be invincible in this battle, you need
    to make sure that the Imp AND Reflect spell is available to you. Imp is
    taught by Cait Sith (x5) and Reflect is taught by Carbuncle (x5). I hope you
    have both, as these are vital spells to winning this battle the easiest way
    possible. If you have both these spells available, the last thing you need to
    do is Vanish all your character (and they already should be).
    If you don't have access to both these spells, this battle is going to be a
    little harder. Equip Reflect Rings on everyone.	Also, I hope you have the Stop
    spell at your disposal. If you don't have that either, please tell me Gau has
    any of the following Rages: Mugbear, Zokka, Alacran, Acrophies, Murussu, or
    NOTE: If you don't have ANY of the above mentioned, e-mail me so I can find out
    wtf you were doing the entire game.
    It'd also be a good idea to equip Golem or Fenrir and Zona Seeker on somebody.
    BOSS: Behemoth King x2
    Behemoth King [Blue; Living] (0 EXP, 0 Gil)
    - Level: 43
    - HP: 19000
    - MP: 1600
    - Steal: Murasame (Rare)
    - Drops: Behemoth Suit (Always)
    This is the first of two monsters you'll have to fight (the second is the same
    monster, but its' Undead version). The living Behemoth King starts out with two
    different attacks:
    1st Turn: Holy (33%) or Blizzara (33%)
    2nd Turn: Attack (33%) or Blizzaga (33%)
    All these spells are reflectable. However, if you reflect the Holy spell back at
    Behemoth King (or if you cast it on him), he will counter with Meteor. Due to a
    glitch/bug (Credits to Djibriel for informing me of this), the next
    counter-attack will ALSO be Meteor.
    Usually the living Behemoth King counters any attack with a 33% chance of using
    a physical attack. However, if you just used/reflected Holy on him, he will
    first counter with Meteor, and due to a glitch, he'll override the 33% chance
    of using a physical attack and counter with Meteor for the next turn only.
    Once Behemoth King's HP gets to 10240 (or less), he'll change his attacks:
    1st Turn: Attack (33%) or Blizzaga (66%)
    2nd Turn: Meteor (33%) or Holy (33%)
    3rd Turn: Blizzara (33%) or Meteor (33%)
    If any of your characters have Reflect status, Behemoth King will eventually
    target every character with Reflect status and cast his special attack Devil
    Claw (unblockable; normal damage; removes Reflect status). However, if your
    characters are wearing Reflect Rings, it will say "Reflect effect vanishes" but
    it won't actually be removed since the Ring makes the status permanent.
    Lastly, if you cast Imp on Behemoth King (which will work), he obviously turns
    into an Imp, but he also changes his attacks (again). He will physically attack
    a random character for three turns. After that, if Behemoth King DOES NOT have
    Reflect status, it will cast Imp on himself (which will remove the Imp status).
    If he does have Reflect status, he'll simply continue attacking a random
    character twice for three turns, then check again for Reflect status (repeat).
    Once you kill the living Behemoth King, another monster will appear from behind!
    This monster is:
    Behemoth King [Undead] (0 EXP, 0 Gil)
    - Level: 49
    - HP: 19000
    - MP: 9999
    - Steal: None
    - Drops: Behemoth Suit (Always)
    This is the same monster, but the Undead version of it. This guy is a little
    simpler than the last:
    1st Turn: Attack (33%) or Sleeping Gas [inflicts Sleep] (33%)
    2nd Turn: Attack (66%) or Death (33%)
    3rd Turn: Meteor (33%) or Sleeping Gas (33%)
    It counters any attack with a 33% chance of using a physical attack.
    If Undead Behemoth King successfully puts one of your characters to Sleep with
    Sleeping Gas, he will target that same person on his next turn and attack that
    same character FOUR times in a row with physical attacks. He'll actually attack
    ANY character that is asleep with four physical attacks in a row.
    PART 1:
    Lots of text, but not so difficult. If you have access to Reflect and Imp, and
    have all your characters Invisible, this is what you do: Cast Imp and Reflect
    on Behemoth King. That's it.
    NOTE: Make sure you cast Imp FIRST, and then Reflect. If you give him Reflect
    first, he'll actually bounce the Imp spell back to you, which is not what we
    How is that it, you say? As mentioned above, when Imp'd, Behemoth King only
    uses two physical attacks in a row for three turns on a random character. Since
    all your characters are Invisible, he'll miss every time. Since you cast
    Reflect on Behemoth King, he will NOT use Imp on himself, therefore staying an
    Imp and just attacking with physical attacks for the rest of his life.
    If you hadn't cast Reflect on him, he would simply cast Imp on himself and be
    back to his old bad self.
    Once you have Imp'd and cast Reflect on Behemoth King, it's only a matter of
    using PHYSICAL attacks (remember, he has Reflect now, which will bounce most
    magical attacks back to YOU) to take him down. Since you are invincible, you
    can take as long as you want in taking down his 19000 HP. You should know by
    now what attacks are physical, so I hope you don't accidently use a magic-based
    Go to "PART 2" after you defeat this guy.
    Yeah, this battle's going to be a little harder. Summon Golem/Fenrir to take
    care of some of the physical damage you'll take. Next, you should cast Imp
    and Stop (or whichever of those you have, hopefully both). Now attack him with
    everything you got (magic works this time) and continually cast Stop every turn.
    He's weak to Fire and Poison, so act accordingly for maximum damage. The only
    thing you need to watch out for is the fact that he absorbs Ice-elemental
    attacks, so stay away from those.
    If everything goes right, you shouldn't take too much damage, and Golem should
    be absorbing most of the damage anyway.
    Once you kill the living Behemoth King, the Undead version appears from behind.
    PART 2:
    This guy is actually a little harder in a head-on battle. The nice thing about
    the Undead version: It's vulnerable to Instant Death. Also, since he's actually
    Undead, a simple Phoenix Down will instantly kill Undead Behemoth King as well.
    If you don't want to use these "cheap" strategies, read on:
    This guy is weak to Fire and Holy. Borghese Rage (Holy) will do close to 4000
    damage, so that takes care of Gau. Celes can just heal/revive if necessary, or
    cast Fira. Sabin can use Rising Phoenix or Razor Gale, though Rising Phoenix is
    Fire-elemental. Setzer can also heal/revive if necessary or simply throw out
    Gil Toss for some nice damage (if you have lots of money) or any other spells
    you may find useful.
    If one of your character falls asleep due to Sleeping Gas, wake them up by
    either attacking them (not smart), casting Esuna on them, or using a Remedy.
    Make sure you wake the affected characters up ASAP as Undead Behemoth King will
    throw four physical attacks towards the sleeping character.
    Using all these strategies, you should have several methods available to kill
    the Behemoth King. Phew.
    How to make this battle as quick as possible? Vanish all your characters, start
    the battle with Imp/Reflect (in that order) and wail on the Behemoth King until
    you deal a total of 19000 damage (try out Killer Mantis Rage and be amazed),
    after which the Undead Behemoth King appears from behind. Either use the Death
    spell or a Phoenix Down to win the battle.
    You get Behemoth Suit x2 for defeating both Behemoth Kings.
    The wounds of Shadow/Relm will be too deep, so [someone] suggests to fly back
    to Thamasa. Back? We haven't been to Thamasa. Oh well.
    4.90 Thamasa [WoR]                                                      [4.090]
    NOTE: The info/shops that I usually add at the beginning of each section for a
    town is located further down, as these events are more important than shop
    info and such.
    In Thamasa, Shadow/Relm will be having a nightmare...
    *Flashback Begins*
    *Clyde is leaving Strago's house in Thamasa, but Interceptor follows him*
    Clyde: You came to try and stop me...
           I'm sorry, but I can't turn back, boy...
           Stay here with my daughter...
           You both deserve to live in peace...
    *Clyde runs off, Interceptor can't decide if he should follow or not, but he
     does in the end*
    *Flashback Over*
    *Flashback Begins*
    *Looks like Strago is trying to comfort Relm*
    Relm: Daddy...?
          Where'd Daddy go?
          He's coming back... isn't he?
    *Relm kneels on the floor, probably crying; Interceptor leaves*
    *Flashback Over*
    NOTE: If you don't understand what just happened, that's fine. Just keep this
    dream in mind (or not, since you can just come back to this section and read it
    NOTE2: However, now that I've added both dreams for Shadow/Relm, it should be
    pretty obvious what's going on. If you still can't figure it out, I'll mention
    it sometime later (or you can try CTRL+F'ing it if you're dying to know).
    All you can do now is wait and let Shadow/Relm rest.
    Talk to Shadow to get:
    Shadow: It's only a scratch. I've had worse. And I've got this guy watching
            over me.
    ("This guy" being Interceptor, of course)
    Talk to Relm to get:
    Relm: It still hurts a little... But I'm okay. Interceptor's here with me.
    Once you leave town, Shadow/Relm will have left town as well. If you talk to the
    guy walking around town (he used to talk about Deathgaze flying around), he'll
    About Shadow: If you're looking for that man who was dressed all in black, he
                  already left. He said he was going to the coliseum.
    About Relm: One day not long ago, a man came here saying he worked for an
                aristocrat in Jidoor, and left with that little girl!
    NOTE: If you saved Relm and the guy is still talking about Deathgaze, do the
    following: See the stone pathway leading out of town? Exit the town on this path
    and re-enter the town. Do this 2-3 times, and then go talk to the guy again,
    and he should say the above quote. Why is it like this? I'm not sure, but it
    involves you having to step on certain tiles a certain amount of time before
    Relm's quote will trigger. One of these tiles is on that stone pathway, which
    is why I had you enter/re-enter 2-3 times to make sure you step on that square
    2-3 times. I don't really know, so just go along with it.
    Our next destination is the Coliseum, regardless of who you saved. However, if
    you saved Shadow from the Cave on the Veldt, we'll also add Shadow to our party.
    If you saved Relm instead of Shadow, it'd still be wise to head to the Coliseum,
    as we'll also get some nice(r) items while we're there.
    First, let's explore the town a bit.
    Thamasa Info:
    Inn Cost: 1 Gil
    New Monsters: None
    Monster Formations: None
    Items: If you didn't get any items before, the same items as listed in section
     /         Item Shop          \
    | Hi-Potion (300 Gil)         |
    | Ether (1500 Gil)            | Stock up.
    | Phoenix Down (500 Gil)      |
    | Holy Water (300 Gil)        |
    | Remedy (1000 Gil)           |
    | Smoke Bomb (300 Gil)        |
    | Sleeping Bag (500 Gil)      |
    | Tent (1200 Gil)             |
     /         Weapon Shop        \
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Buy a few Holy Rods. Not only are they nice Rods
    | Da Vinci Brush (7000 Gil)   | for Strago/Relm, but they will be very useful
    | Gravity Rod (13000 Gil)     | against Deathgaze when you meet him.
    | Holy Rod (12000 Gil)        |
    | Viper Darts (13000 Gil)     | Stock up on 99 Shuriken (they're cheap), and if
    | Golden Spear (12000 Gil)    | you believe you can afford to spend another 50k
    | Man-Eater (11000 Gil)       | Gil, buy 99 Fuma Shuriken. Fuma Shuriken are
    | Shuriken (30 Gil)           | roughly 1.5 as strong as Shuriken, so they're
    | Fuma Shuriken (500 Gil)     | definitely worth it if you have the money.
     /         Armor Shop         \
    | Mystery Veil (5500 Gil)     | Luminous Robe is new, but Magus Robe (from
    | Circlet (7000 Gil)          | Maranda) is better, and only costs 2000 Gil
    | Black Cowl (7500 Gil)       | more. We'll get some Magus Robe soon.
    | Luminous Robe (11000 Gil)   |
    | Diamond Vest (12000 Gil)    |
     /        Relic Shop          \
    | Barrier Ring (500 Gil)      | Nothing new here, just lots of Rings for sale.
    | Fairy Ring (1500 Gil)       | Get whatever you want.
    | Reflect Ring (6000 Gil)     |
    | Jeweled Ring (1000 Gil)     |
    | Princess Ring (3000 Gil)    |
    | Protect Ring (5000 Gil)     |
    | Peace Ring (3000 Gil)       |
    | Angel Ring (8000 Gil)       |
    Things of interest here: The lady near the Inn talks about Ebot's Rock being
    above water for the first time in fifty years! It's north of Thamasa. We could
    go there now to check it out, but we wouldn't get very far (we need Strago to
    fully enter Ebot's Rock), so just ignore it for now.
    The guy standing in front of the Inn says he woke up in Doma Castle after Kefka
    destroyed the world. Monsters attacked him when he tried to sleep... this is
    something we'll actually encounter soon enough (it involves Cyan).
    The mayor just says it feels a lot longer than one year since Kefka destroyed
    the world. That's nice, thanks for sharing.
    Speaking of Kefka... Leo's grave is still on the east side of town. Pay it a
    visit if you want, though there's nothing of interest there.
    That's about all there is for now.
    4.91 Coliseum & Shadow                                                  [4.091]
    Inn Cost: 400 Gil
    New Monsters: Quite a few, depending on what you bet
    Monster Formations: None
    Items: None
    Welcome back to the Coliseum. Our main reason for being here is to obtain
    Shadow. If you saved Shadow from the Cave on the Veldt, head straight up and
    bet the Ichigeki. You won't need any preparation, as this is an extremely easy
    fight. Shadow is naked (meaning he has nothing equipped), so his attacks will
    do around 50 (*gasp*) damage.
    NOTE: Apparently, you can even lose this fight or Teleport out and still get
    Shadow back.
    So no matter what happens, after the battle, you'll get the Ichigeki back (if
    you won), and Shadow will join your party:
    You: What are you doing here?
    Shadow: The only thing I know how to do... I'm fighting.
    You: Why don't you come with us?
    Shadow: Perhaps I should...
            All right! It's time to put my skills to the ultimate test!
    And with that, Shadow is in your party.
    NOTE: If you killed Shadow on the Floating Continent, betting the Ichigeki will
    put you up against Typhon, who will simply Snort you away.
    Next thing we'll want to do is see what items we can bet to get some better
    Bet: Regal Gown
    Fight: Death Machine
    Win: Minerva Bustier
    Minerva Bustier is the best piece of armor that Terra or Celes could ever have.
    It negates ALL Wind, Lightning, Ice, and Fire attacks, and halves all damage
    from Water, Earth, Holy, and Poison attacks. It also has some very nice stat
    boosts (+1 Strength, +2 Speed, +1 Stamina, +4 Magic, +88 Defense, +70 Magic
    Defense, +10 Magic Evasion). As you can see, you'll definitely want one of these
    on Terra AND Celes. For now, you only have Celes, so just having one will do.
    The fight against Death Machine is also extremely easy. Equip any character with
    a Reflect Ring and send him/her into battle. Death Machine will use the Death
    spell most of the time, which just gets reflected back to him. Since Death
    Machine is vulnerable to Instant Death, this obviously kills it. Battle over.
    Told you it was easy.
    The next thing we will do is go through a chain of items to eventually get to
    an excellent armor for Edgar/Sabin. This is the chain:
    Fuma Shuriken -> Pinwheel -> Rising Sun -> Bone Club -> Red Jacket
    Bet: Fuma Shuriken
    Fight: Chaos Dragon
    Win: Pinwheel
    Pinwheel does roughly 1.4x more damage than Fuma Shuriken, which does 1.5x more
    damage than Shuriken. This means a Pinwheel does 2.2x more damage than Shuriken,
    so it's definitely worth getting some here. Pinwheels are only found in three
    chests in the entire game, and there are only three monsters that have it as a
    rare steal, making the Coliseum one of the easiest way to get Pinwheel.
    Chaos Dragon has a few attacks you need to worry about. The first one being
    Incinerate, which kills you instantly. Nothing you can do about it, just pray
    Chaos Dragon doesn't use it. Next worry is Disaster, which messes you up by
    giving you Darkness, Imp, Doom, Silence, Confuse, and Float status. If Disaster
    hits (it misses a lot), the battle is pretty much over as well. Lastly, Chaos
    Dragon uses Meteor every now and then. At this point in the game, you should be
    able to survive one (two if you're lucky). All you can do is hope he doesn't use
    it more than once.
    Now how to defeat Chaos Dragon? Chaos Dragon has 9013 HP, but horrible Defense
    (it's actually the 3rd lowest Defense in the game, aside from Grenade and
    Gigantos). Any strong physical attacker will do. I've had Celes with double
    Falchion kill it, Sabin with Tigerfang/Dragon Claws also worked nicely, Dragoon
    Edgar with Partisan can work, Cyan with Masamune/Kazekiri can work, Shadow with
    Ichigeki/Swordbreaker worked pretty well (to my surprise).
    To summarize: Anyone whose name isn't Gau/Setzer + Genji Glove + Luck = works
    Bet: Pinwheel
    Fight: Aspidochelon
    Win: Rising Sun
    We're just working our way towards that Red Jacket.
    This battle is so easy it's ridiculous. Aspidochelon only have 3210 HP and are
    weak to Fire AND Holy. Sabin with double Dragon Claws/Burning Fist will win
    7 out of 10 battles here on the first turn.
    If Landslide bothers you, throw a Gaia Gear on Sabin. If Avalanche bothers you,
    throw on an Ice Shield as well. So basically:
    Dragon Claws/Burning Fist + Ice Shield + Gaia Gear = guaranteed win
    Bet: Rising Sun
    Fight: Weredragon
    Win: Bone Club
    Getting closer to that Red Jacket.
    Weredragon is similar to Death Machine. It casts Death every now and then and is
    vulnerable to Instant Death. Equip a Reflect Ring and wait for it to use Death
    to win this battle.
    Weredragon also only has 3000 HP and is weak to Fire and Holy, so Sabin with
    Double Dragon Claws/Burning Fists will easily win this as well. This is too
    Bet: Bone Club
    Fight: Test Rider
    Win: Red Jacket
    Finally there! Win this fight to finally get the Red Jacket.
    Test Rider is just as easy as the other guys. With a weakness to Poison and only
    3100 HP, Double Venom Claws on Sabin pretty much take care of this guy.
    Other ways to beat Test Rider: Dragoon Edgar (if he comes down twice [which he
    has a 75% chance of doing], it's pretty much over), Celes with Minerva Bustier
    absorbs Flash Rain, though this battle might take a while (but my Celes still
    didn't have any trouble with Test Rider). I'm sure there are a few other ways
    to win (such as equipping Ice Shield on anyone to absorb Flash Rain), but I'm
    not going to list them all. Just try things out and see what works.
    And now you have a Red Jacket! By the way, besides all the stat boosts (which
    are: +5 Strength, +2 Speed, +4 Stamina, +1 Magic, +78 Defense, +55 Magic
    Defense), Red Jacket also negates Fire attacks. Not bad.
    NOTE: If you plan on using Edgar AND Sabin, you might want to do this whole
    sequence again. Here's a summary of how to beat each monster real quick:
    Chaos Dragon (Bet Fuma Shuriken): Anyone (except Gau/Setzer) with Genji Glove
    can take care of him
    Aspidochelon (Bet Pinwheel): Sabin with Dragon Claws/Burning Fist, Ice Shield,
    Gaia Gear is a guaranteed win (99% of the time)
    Weredragon (Bet Rising Sun): Reflect Ring.
    Test Rider (Bet Bone Club): Sabin with double Venom Claws will win this battle
    most times
    And that's how to get a second Red Jacket the easy way.
    NOTE: While you're at it, I recommend getting a Rising Sun. To get it, simply
    bet Fuma Shuriken, then the Pinwheel.
    You may not remember, but last visit to the Coliseum I told you how to upgrade
    Cyan's Murasame to a Masamune, but it was difficult to do at that time since
    you had to fight Glasya Labolas. If you never won the fight against Glasya
    Labolas, do this real quick
    Bet: Murasame
    Fight: Glasya Labolas
    Win: Masamune
    Your setup should be: Sabin with double Venom Claws, some decent headgear and
    body armor, and Sniper Eye (this is important).
    You'll still only be able to survive one Uppercut from Glasya Labolas, but he
    should be missing more often now than he would have last time. All you need is
    for Sabin to get in two physical attacks and that should end this battle.
    Now let's upgrade the Masamune to an even better weapon for Cyan, the Murakumo.
    Bet: Masamune
    Fight: Gorgimera
    Win: Murakumo
    We're just going to exchange the Masamune for an even better Murakumo. Murakumo
    is only 1.23x stronger than Masamune, but it's better than nothing, right?
    To make this battle as easy as possible, use Celes with a Minerva Bustier. Throw
    on a Genji Glove and give her two strong weapons (two Falchion for me).
    During the battle, Gorgimera will attack with Aero, Avalanche, and Flare Star.
    All of these are negated by Celes' Minerva Bustier. The only thing you have to
    worry about is physical attacks by Gorgimera, but since it tends to use magic
    attacks more than physical attacks, you have a good chance of easily winning
    this battle.
    Just hope that Gorgimera sticks to magical attacks and wait for Celes to take
    down all 7191 HP.
    Just so you know, the Ice Shield and Flame Shield are very similar. They absorb
    their own element and negate the other. The only difference is that Flame Shield
    doubles Water damage, while Ice Shield doubles Wind damage.
    The nice thing about these shields is that you can get one or the other at any
    given time. Betting the Ice Shield gives you the Flame Shield, and vice versa.
    The battles for both are incredibly easy, so it's no hassle at all to get the
    other shield should you want it. I have listed both battles below.
    Bet: Ice Shield
    Fight: InnoSent
    Win: Flame Shield
    Since Ice Shield and Flame Shield are very similar, you can simply bet the
    one shield to win back the other. For example, if you want the Ice Shield back
    after this fight, simply bet the Flame Shield to win the Ice Shield. I'm just
    having you do this since I find the Flame Shield better than the Ice Shield.
    Also, since you can get the Ice Shield back anytime and this battle is so easy,
    I listed it here.
    InnoSent is pretty simple to beat. It does have 6600 HP and is weak to Lightning
    and Water, but that's not our concern. InnoSent is also vulnerable to Instant
    Death attacks, and we're going to abuse that.
    NOTE: It's main attack is Lv. ? Holy, so make sure your level isn't divisible
    by the last digit of your Gil total right now.
    Easiest way to do this is stick a Genji Glove on Shadow and give him the
    Ichigeki and Assassin's Dagger. Both of these weapons have a 25% of killing the
    target, so this battle should be over in 1-3 turns.
    Bet: Flame Shield
    Fight: Metal Hitman
    Win: Ice Shield
    This is just the battle to exchange Ice Shield for the Flame Shield.
    Metal Hitman is weak. With just 2000 HP and very weak Defense (5th lowest
    defense in the game), pretty much anyone with a Genji Glove should be able to
    win this battle in 1-2 turns.
    Are you tired of this place yet? I'm actually going to send you on ANOTHER
    chain, though it's mostly optional. This time we'll end up with the Holy Lance,
    one of the best lances in the game for your Dragoon Edgar/Mog.
    NOTE: If you don't ever use Cyan (like me), you can basically skip this entire
    chain. You'll see in a minute.
    The chain is this:
    Sasuke -> Murasame -> Masamune -> Murakumo -> Holy Lance
    As you can see, we just went through Step 2, 3, and 4 and already have a
    Murakumo. Here's the interesting part: If you bet the Holy Lance, you'll win
    the Murakumo back.
    This means you can just bet the Murakumo you have to get the Holy Lance. Like I
    said earlier, if you don't use Cyan that much, this won't be a problem for you.
    Personally, I'm going to go through the whole chain, since I'd like to have a
    Murakumo AND a Holy Lance.
    NOTE: You may actually want to just bet the Murakumo for the Holy Lance. The
    battle you fight when betting Sasuke can only be won by a lot of luck at this
    point (read below for more).
    NOTE: You should still have a Sasuke. This was the weapon we got by beating
    Gigantos on the Floating Continent.
    Here's a quick run-down on how to win the battles up to the Murakumo:
    Face (Bet Sasuke): Face can be a challenge, mainly because it uses 1000 Needles
    (deals 1000 damage) a lot. It also counters any attack with 1000 Needles as
    well. Really, the only way to win this battle is to hope that whoever you use
    for the battle (I could only get it with Sabin and Setzer, though I may have
    just been unlucky with everyone else) casts the Stop spell on Face. He's
    vulnerable to Stop (among other things) which is pretty much the only way to
    win this battle. Once he's stopped, pray that your character (preferably with
    Genji Glove, like always) uses a few physical attacks and gets rid of all 4550
    HP that Face has. Good luck.
    Glasya Labols (Bet Murasume): Double Venom Claws + Sniper Eye + Luck = win
    Gorgimera (Bet Masamune): Celes + Minerva Bustier + Genji Glove = eventually win
    This will give you a second Murakumo. Below is the next battle for the Holy
    Bet: Murakumo
    Fight: Galypdes
    Win: Holy Lance
    This battle is for one of the best lances you can get in the game.
    Unfortunately, this battle is luck-based as well. Galypdes has 6013 HP and is
    weak to Ice (not that it matters at this point).
    Galypdes will attack physically, use Flap, and cast Shamshir or Cyclonic.
    Basically, you want this battle to start and end without Galypdes ever using the
    first two attacks. Shamshir and Cyclonic won't actually kill you (Shamshir
    halves your HP; Cyclonic reduces your HP to 1/16 of its current total). As long
    as Galypdes keeps using Shamshir/Cyclonic, you just need to deliver quick and
    powerful jabs to take down its HP fairly quickly.
    You can also try using Dragoon Edgar and hope that he's in the air every time
    Galypdes uses Attack or Flap. Again, don't worry about Shamshir and Cyclonic as
    they won't ever kill you.
    With a little luck, you'll win that Holy Lance. It's worth it, though.
    There are just two more thing I will have you do. One of them will grant you
    a very nice Relic, the other will reward you with one of the best Armor in
    the game (for certain people, of course).
    First of all, you need a Rename Card. If you don't have one, bet an Elixir and
    send either Setzer with Dice (guaranteed one-turn win) or someone else with
    Sniper Eye to face Cactuar. You'll win a Rename Card from that battle.
    Bet: Rename Card
    Fight: Fiend Dragon
    Win: Miracle Shoes
    Miracle Shoes are nice. They cast Haste, Protect, Shell, and Regen on the
    wearer. Protect and Shell automatically reduce damage from MOST attacks by 1/3.
    It also makes the wearer immune to Slow and Seizure, which is nice.
    This battle is going to be tough. The best character to use would be Dragoon
    Edgar (with Dragon Horn, obviously). The most important part is equipping a
    Flame Shield (Trade in your Ice Shield for one, see above for strategy). Also,
    if you have the Holy Lance, it will make this battle much easier.
    Fiend Dragon uses the following attacks: Attack (physical attack), Northern
    Cross (no damage since Flame Shield negates Ice; however, it MAY FREEZE YOU),
    Southern Cross (Fire-elemental, heals you since Flame Shield absorbs Fire; only
    way to unfreeze you if you get frozen), Heartless Angel (Reduces your HP to 1).
    The only attacks you have to worry about are Heartless Angel and the physical
    attack. The only thing that will really kill you is a physical attack after
    Heartless Angel (reduce to 1 HP then attack = kill). Northern Cross will only
    freeze you occasionally, and Southern Cross heals you completely.
    All you can do is pray Edgar Jumps and comes down several times (he has a small
    chance of landing up to FOUR times). Fiend Dragon has 18008 HP, no weakness,
    and is immune to most statuses you might want to abuse.
    Good luck. It shouldn't be as hard as it may sound, though.
    NOTE: You can bet as many Elixir as you want to get a ton of Rename Card, and
    then bet those to get a ton of Miracle Shoes. I don't find the battle all that
    hard as long as you have the Holy Lance (which has a 25% of casting Holy).
    The last thing I recommend you do is get a Snow Scarf. This is a very nice
    piece of armor for Gau and Mog (it also absorbs Ice). You can get one by
    betting a Behemoth Suit (and you should have two of them).
    Bet: Behemoth Suit
    Fight: Outsider
    Win: Snow Scarf
    Like I said above, Snow Scarf is a nice armor for Mog and Gau. It also
    absorbs Ice and halves all Fire damage.
    Outsider is not so tough, simply because it's weak to Instant Death attacks.
    It uses attacks such as Flare, Banish (will kill you), Dispatch (also kills
    you). You will survive a Flare, so there's no worry there. Also, when you
    damage Outsider, it will throw Shuriken, Fuma Shuriken, or Pinwheel your way.
    The easiest way to defeat this guy is with Setzer/Shadow. Setzer should be
    using Viper Darts x2 and Shadow will do fine with Ichigeki/Assassin's Dagger.
    All these weapons have a chance of instantly killing an enemy. You should win
    this battle in 2-3 tries.
    Also, if you'd rather not use Setzer/Shadow to kill Outsider, you can also
    use a Dragon Horn/Dragoon Edgar. Give him the Holy Lance (Outsider is weak to
    Holy) and wait for him to jump in battle. Outsider has 8050 HP, but Edgar will
    be doing massive damage. Chances are you'll land at least twice with Dragon
    Horn, which should be enough to finish of Outsider.
    Phew, wasn't that fun? Let's get out of this place.
    Our next destination is Jidoor, specifically Owzer's Mansion.
    4.92 Owzer's Mansion                                                    [4.092]
    New Monsters:
    #156 - Misty
    #157 - Rafflesia
    #158 - Still Life
    #159 - Coeurl Cat
    #160 - Crusher
    #161 - Blade Dancer
    #162 - Caladrius
    #319 - Chadarnook
    Monster Formations:
    - Rafflesia x3 (1 AP) [Flower Painting in Front Room only]
    - Misty x2 (2 AP) [Bottom Left Painting in Front Room only]
    - Caladrius x2 (1 AP)
    - Blade Dancer x2, Crusher x2 (2 AP)
    - Caladrius x2, Coeurl Cat, Crusher x2 (1 AP)
    - Blade Dancer, Coeurl Cat x4 (3 AP) [Falling Chests and Painting only]
    - Still Life (2 AP) [Painting above Falling Chests only]
    - Chadarnook (6 AP)
    - Misty: Moogle Suit (Rare)
    - Rafflesia: Nutkin Suit (Rare)
    - Still Life: Fake Mustache (Rare)
    - Coeurl Cat: Tabby Suit (Rare)
    - Crusher: Super Ball (Common)
    - Blade Dancer: Moogle Suit (Rare)
    - Caladrius: Chocobo Suit (Rare)
    - Chadarnook: None
    - Moogle Suit (Chest through first left door)
    - Lich Ring (North of the 3 moving doors)
    - 293 Gil (Floating Chest [Far Left])
    - Potion (Floating Chest [2nd from Left])
    - Ether (Floating Chest [2nd from Right])
    - Gold Needle (Floating Chest [Far Right])
    How to handle these guys:
    - Misty are nothing to worry about. They will have a 33% of using Silence or
    their special attack Eyeshadow (inflicts Darkness) on you on their first turn.
    Their second and only other turn has a 33% of doing either Blizzara or
    Thundara. When they are attacked, they have a 33% of casting Cura on the
    attacker, which is of course YOU! That's cool.
    They are weak to Poison.
    - Rafflesia have a 66% of attacking physically and a 33% of using Entice on you
    on their first turn. The 2nd turn is the same, except it uses Poison Seed
    (inflicts Poison) instead of Entice.
    A quick word on Entice: This is one of the cheapest attacks in the game. It
    sets Confusion-like status on you, except you're not confused. You do get the
    same effects of being confused (attacking yourself), though. You also can't
    protect against this attack (unless it misses), and this status will remain as
    long as the monster who used it on you dies.
    Good News: Gau can learn this Rage later on, and you can use Entice for your
    own advantage. This attack will also work on any bosses (granting you pretty
    much instant victory since the monster will attack itself until it dies). Do
    note that many find this attack cheap, but you can use it however you want to.
    Rafflesia, like most monsters in this "house", is weak to Fire, so take care of
    it accordingly.
    - Still Life attacks physically 66% of the time (every turn). On the first
    turn, it has a 33% of using Poison Kiss (inflicts Poison). On its only other
    turn, it has a 33% of using Lullaby (inflicts MT-Sleep). Lastly, it counters
    every attack with Doom, so be quick about defeating Still Life.
    Just attack Still Life with your strongest Fire attack to get rid of it easily.
    - Coeurl Cat attack physically 66% of every turn. Every other turn, they have
    a 33% of using Pounce (150% damage). If they are alone on the field, they have
    a 33% of using Fireball.
    These cats are weak to Fire AND Water.
    - Crusher, like both monsters above, attacks physically 66% of the time. Every
    second turn it has a 33% of using Direct Hit (500% damage), so beware of this
    attack. When it's by itself (and only then), it has a 33% of countering any
    attack with Lifeshaver.
    Crusher is also weak to Fire.
    - Blade Dancer has a weird attack sequence. It has four different turns, and
    instead of actually attacking, it just throws certain weapons. Here's it's
    1st Turn: Dagger or Mythril Knife
    2nd Turn: Mythril Knife or Main Gauche
    3rd Turn: Air Knife or Thief's Knife
    4th Turn: Thief's Knife or Assassin's Dagger
    The first two turns may be easier to survive, but the 3rd and 4th turn will
    hurt a lot.
    It also counters 33% of the time with Blood Dance (steals HP).
    Blade Dancers are weak to Poison (not Fire).
    - Caladrius are nothing to worry about. They attack physically 66% of every
    turn, and only use Beak (inflicts Petrify) 33% of every other turn.
    They are weak to Fire as well.
    Strategy for this area: Once you get past the first room (where the Rafflesia
    and Misty are), you might as well give all your characters the Invisible
    status. This means they can only be hurt by Fireball (Coeurl Cat) or Lifeshaver
    (Crusher). The nice thing is, both of these attacks are only used when the
    monster is by itself. As long as you don't fight any single Coeurl Cat or
    Crusher, you'll be invincible.
    So you just entered Owzer's Mansion and everything is dark. If you go up the
    stairs going to the left, a force pushes you back and says "Stay...away..."
    A diary (Owzer's diary, to be more specific) has also just appeared on the
    table below the stairs. Here's what the diary says:
    - 1st Page: Just spent an absolute fortune on a new painting. It's quite a
    large one, so I won't be able to put it on the first floor with the others.
    I'll have to think about where to display it later.
    - 2nd Page: An artist came from Zozo today. Showed me his "work." What a waste
    of time.
    - 3rd Page: Lamp on the stairwell was broken, so I bought a new one at the
    item shop. 'Twas a tad pricey, but now everything's all bright and cheery with
    just a flip of the switch.
    - 4th Page: I invited an artist here from Kohlingen. Skills weren't quite up to
    par... I guess it's asking too much to expect a painter to have more talent
    than a wet sponge.
    - 5th Page: I've been feeling strange lately. Ever since I had that picture
    painted... I've been hearing things, too -- strange sounds. They seem to be 
    coming from the cellar.
    What does all of this tell us? Well, the 3rd page is the important one. We need
    to turn on the light, so go hit the switch located right next to the stairs.
    This will turn on the lights, allowing you to climb the stairs. Three paintings
    of interest here:
    - The top right painting of the pink flowers. Examine the painting to fight
    the three Rafflesia monsters (Fire takes them down quickly). 
    - The painting of Emperor Gestahl. A random soldier in the Coliseum (see
    Section 4.79 for details) told you once to "Talk to the emperor twice". This is
    what that soldier was referring to. Examine the painting twice to get the
    Emperor's Letter! This is what the letter says:
    "The legendary treasure sleeps
     where the mountains form a star..."
    *whisper* Wasn't Locke looking for a legendary treasure to awaken his dead
    friend Rachel once? *whisper*
    We'll figure this one out later.
    - The last important picture (and the only way to advance) is the bottom-left
    painting. After examining it, you'll fight Misty x2. They are weak to Poison
    attacks, just so you know.
    After you defeat the two Misty, a door opens up behind them.
    NOTE: Now would be a great time to either cast Vanish on everyone, or summon
    the Phantom esper. Invisible status will make you (almost) invincible.
    Go through the door and down the stairs. This room will have two paintings.
    If you pass right underneath the left painting, you'll get sucked into it (and
    a battle against a Blade Dancer, and Coeurl Cat x4). After you defeat these
    guys once, the painting remains normal forever.
    Continue on the left side of the room and enter the leftmost door. The
    chest contains a Moogle Suit, which is a decent armor for Strago and Relm. The
    weirdest thing about this (and only this) suit is that it turns the wearer into
    a Moogle! Crazy.
    Go back and head through the right door. You'll see three doors where the doors
    keep rotating. Head behind these doors to find a hidden chest with a Lich
    Ring (makes the wearer undead).
    Going through the middle or right door will throw you out by the painting that
    sucked you in. Instead, go through the left door. First thing you see is a door
    that is above you, meaning you can't enter it (just so you know: If you take a
    wrong door later on in the dungeon, you'll be thrown out of this door).
    Take the only other door to advance. You'll come to a room with four floating
    chests. To get the items inside the chests, you have to stand on the square
    directly below them (you can tell because of the shadow from the chests).
    However, before you get the items in the chests, you have to fight the
    Blade Dancer and Coeurl Cat x4 formation again.
    From left to right, the chests contain: 293 Gil, Potion, Ether, and a
    Gold Needle.
    Since there's nowhere else to go in this room, start checking out random
    paintings. Or just check the middle one to fight the monster Still Life. It's
    weak to Fire, and since it counters any attack with Doom, you should be quick
    about killing Still Life.
    After Still Life is defeated, a door appears where its painting was. You come
    to a narrow hallway with two doors and a Save Point. The left door takes you to
    the door I mentioned earlier (the one that was above the floor). Guess which
    way to go now?
    Continue through the right door, go through the next small room and you'll
    finally find Owzer in a big room. You will also see Relm painting some picture.
    Talking to her does nothing, and talking to Owzer will trigger a boss battle,
    so let's prepare first.
    Equip all of the following: Minerva Bustier, Thunder Shields, Force Armor,
    and any other Thunder-absorbing equipment you can find. If you can, try to find
    some equipment that also protects you against Water and Ice.
    Whenever you're ready, talk to Owzer. He informs you that a monster possessed
    his prized goddess painting. Then it seems that the painting attacked Relm for
    a second. After a little more chit-chat you'll hear/read Chadarnook speak for
    himself (something about how this painting is the best he's ever possessed)!
    Time for battle.
    BOSS: Chadarnook
    Chadarnook (Esper)
    - Level: 37
    - HP: 56000
    - MP: 9400
    - Steal: None
    - Drops: None
    Try not to attack this part of the boss. For one, this is a painting of an
    esper, and why would you want to attack a picture of an esper?
    Also, Chadarnook-Esper has a 33% of countering any attack with Poltergeist,
    which will drain your character's HP by a larger amount than you're used to.
    It's basically like the spell Drain, except more damage is done. Not cool.
    Other attacks by this form include: Entice (which gets cured everytime the two
    Chadarnooks switch out), Last Kiss (inflicts Doom), and a regular physical
    Basically, just try your best not to attack this part of the boss.
    NOTE: If you somehow manage to drain all of Chadarnook-Esper's HP, she will not
    die but just replenish her health. In other words, don't waste your time trying
    to kill her.
    Chadarnook (Demon)
    - Level: 41
    - HP: 30000
    - MP: 7600
    - Steal: None
    - Drops: None
    This is the actual boss you want to fight. This Demon has two different attack
    patterns. As long as this Demon's HP is above 15360, he'll stick to using
    physical attack/Thundara/Thundaga every turn.
    As soon as his HP drops below 15360, he starts using mostly Flash Rain and
    Thundaga (with a few physical attacks thrown in). The Demon has a 33% of
    countering with Thundara every time it is injured.
    One last thing I need to mention: The Demon and the Esper switch off in this
    battle fairly often. Everytime the Demon is hit 4 or more times, he'll switch
    it to the Esper. The game also has an invisible timer during this battle.
    Whenever this timer hits 40 seconds, the monsters switch out.
    Yes, this could mean that if you deliver a 4th hit to the Demon while the timer
    is at 36 seconds or so, the Esper form will only appear for a few seconds
    before switching BACK to the demon. Likewise, if the timer hits 40 seconds
    while you are attacking the Demon, all the unfinished attacks will target the
    Esper, which she won't be happy about.
    So what is your strategy for this battle? Fire and Holy attacks. The Demon form
    is weak to both these elements, which you need to abuse.
    QUICK NOTE: When you first start the battle, the esper form will appear. This
    first time around, it won't attack at all. Once the Esper re-appears the second
    time, she'll start attacking.
    A Dragoon (Edgar/Mog) equipped with a Holy Lance will do tons of damage.
    Sabin should use Phantom Rush or Rising Phoenix.
    Shadow can throw Fire Scrolls.
    Setzer should stick with Fixed Dice (or Firaga/Holy if he has it).
    Anyone else should use Fira/Firaga and/or Holy if available.
    That's pretty much all there is to this battle. Just beware of the Esper's
    attacks and just pound on the Demon (never more than 5 attacks at a time) until
    it's dead.
    If done right, you shouldn't have to see the Demon appeare more than twice.
    You get nothing for beating Chadarnook. Awesome.
    Afterwards, the painting is no longer possessed, and Owzer is relieved. Owzer
    explains that he had been looking at a lovely stone at the auction house when
    he had a sudden desire for a painting of Lakshmi (the esper's name). He tried
    several artists, with no satisfying results. That's when he found Relm and
    brought her to his house so she could paint Lakshmi for him, which is when
    Chadarnook showed up (probably led by the stone/magicite).
    You then ask where the stone is, and Owzer tells you it's in that bookcase to
    the right.
    NOTE: If you try to leave now, Relm stops you and asks "Aren't you going to
    take the stone?".
    Go examine the bookcase to obtain the Lakshmi magicite. Relm says good-bye to
    Owzer and you find yourself outside of Owzer's Mansion. If you're wondering,
    Relm is waiting for you at the airship.
    The only new spell Lakshmi teaches us is Curaga (at x1).
    If you're following this guide from top to bottom, head over to Mobliz.
    Otherwise, you're probably recruiting members in your own order. If that's the
    case, head to section 4.82 to find out where to go next.
    4.93 Mobliz Revisited                                                   [4.093]
    Inn Cost: Free (Bed in back of Relic Shop)
    New Monsters: Humbaba (You'll get the Bestiary entry this time)
    Monster Formations:
    - Humbaba (0 AP)
    - Hi-Ether (Pot in basement of soldier's house)
    Welcome back to Mobliz. We're here to see how Terra is doing. Last time we were
    here, she was talking about not fighting anymore because she had to take care
    of the kids... bla bla bla.
    The dogs that barked at you last time are still there, but "talking" to them
    does... nothing. Good doggie.
    If you need some healing, head to the Relic Shop and sleep in the bed in the
    back (don't ask how 4 people just crammed into that bed, they just did).
    Anyway, if you head back to where we found Terra last time, she's nowhere to
    be found. After talking to some of the kids around, you learn that Katarin
    (and her boyfriend, Duane) are going to have a baby! WTF? Apparently teenage
    pregnancies are perfectly fine in this game... that's cool.
    NOTE: If you're a teen and reading this, don't get yourself or someone else
    pregnant. Too much work.
    (I now feel like my life is more complete and that I've done my part in
    preventing teen pregnancies)
    Alright, moving right along... wait, we never found out where Terra and the two
    wanna-be lovers are...
    Just go ahead and enter the western-most house (the one that used to belong to
    the wounded soldier with the letters, remember?). You'll see one of the dogs
    follow you in and run behind a bookcase and disappear. That's odd, must be a
    secret passage or something.
    Talk to the guy (Duane) to learn that he doesn't know what to do now that his
    girlfriend is pregnant (see? too much work and loads of worries). Go behind
    the bookcase where the dog disappeared to find a hidden downstairs.
    NOTE: Before you leave, don't forget to pick up the Hi-Ether in the pot at the
    north end of the room.
    You find Terra and Katarin standing in the middle of the room. Terra is glad
    to see you're back and informs you that Katarin is having a baby (I think we
    get the picture now). Katarin, unlike Duane, is happy to have a child at a very
    young age! She says Duane turned cold when she told him, which just happens to
    be when Duane comes downstairs (love those coincidences). He apologizes to
    Katarin and asks her to come back home with her (I wish real life were really
    that simple... "Oh, I didn't mean to cheat on you, I'm sorry"... "No problem").
    Seeing as we love coincidences, this just happens to be when an old friend
    shows up again: Humbaba. This time you get to finish him for good, so let's
    Equip Reflect Rings on everyone who's not wearing Minerva Bustier or Thunder
    Shields (obviously, equip those two things first if not already done so). If
    Sabin is with you, give him double Venom Claws since Humbaba is weak to Poison.
    Make sure at least half your party knows the Bio spell (tought by Catoblepas
    at a x8 rate).
    Whenever you're ready, head outside. Oh yeah, this is another two-part battle,
    just so you know ahead of time.
    BOSS: Humbaba
    - Level: 31
    - HP: 26000
    - MP: 10000
    - Steal: None
    - Drops: None
    1st Turn: Attack (66%) or Solar Plexus (33%)
    2nd Turn: Thundara (66%) or Thundaga (33%)
    3rd Turn: Thundara (33%) or 1000 Needles (33%) or Solar Plexus (33%)
    Humbaba attacks the same as last time, so there you have it.
    Only difference is that when his HP reaches 15360 (after 10640 damage), he'll
    use Humbaba Breath on two random characters. This attack is like Snort and
    blows the target away from battle (in this case, the two random targets will
    leave the battle and can be found on the Falcon after the battle).
    Doing 10640 damage shouldn't take you more than 2-3 turns if you're prepared.
    Sabin will be doing massive damage with his double Venom Claws, and everyone
    else will also do massive damage with Bio. For those that don't have Bio,
    simply use their strongest attacks as long as it's not Lightning-elemental
    (Humbaba absorbs Lightning-elemental attacks). Healing really shouldn't be
    After the damage is done, just hope for the best when Humbaba blows away two
    of your characters with Humbaba Breath (preferably let the Bio-casters and
    Sabin stay, but it's not really up to you).
    Once your party is reduced to 2, the battle is over. Except it's not. Terra
    comes out (you're telling me she was watching the other battle? Thx Terra) and
    decides to help out. Oh, let's not forget that she turns into an Esper before
    the battle. The good news is that Terra is in a permanent Trance-status in this
    battle, and this battle only. This means she'll be dealing double damage and
    take half damage from magical attacks. Badass.
    - Level: 31
    - HP: 26000
    - MP: 10000
    - Steal: None
    - Drops: None
    Same attacks as before ... with one little difference. He has a 33% of
    countering any attack with Thundara. Still no threat to you who should be
    deflecting/absorbing Thunder-based spells anyway.
    Anyway, this is it. The last battle with Humbaba. He magically replenished his
    HP/MP so we need to deal the full 26000 HP damage. No problem.
    NOTE: Terra is now in your party. Her equipment is automatically Optimized for
    you (but no Relics for her in this battle).
    Hopefully Terra has the Bio spell, which does insane amounts of damage with
    Trance status in effect. Otherwise, just repeat what you did last battle with
    your other two remaining characters.
    The only damage you might be taking is from Solar Plexus (a physical attack
    that does 300% damage) or any damage Terra might take (unless she was
    automatically equipped with a Minerva Bustier or Thunder Shield).
    After the fight, all the kids come outside and gather around for story-time...
    Wait, no.
    The kids gather around you to thank you or whatever kids would do in that
    situation (I, personally, have never had a stranger save my life by defeating
    an ancient monster, so I can't speak for these kids). Terra shows up (still as
    an Esper) and the kids become afraid of her, calling her monster.
    However, one of the kids recognizes Terra for who she really is and approaches
    her, calling her Mama. Apparently, the other kids see it as well (now).
    The next words out of Terra's mouth are "I'll fight". Excellent, that's what we
    wanted to hear. Anyway, Terra has a revelation where she realizes that she has
    figured out what love means and feels like! Good for her. She wants to go
    fight and protect the ones she loves (the kids) and to make the world a better
    place for them to stay. How sweet.
    She says good-bye to the kids and promises she'll be back as soon as possible.
    The screen fades out... and back in. You are now in control again, finally.
    NOTE: If you want, you can check up on Katarin and Duane. They are at the same
    place where you originally found Terra (in the house to the right of the one
    you just entered earlier). They don't really have anything interesting to say,
    NOTE2: If you've been following this guide from top to bottom, you now have
    9 different characters to choose from: Terra, Cyan, Shadow, Edgar, Sabin,
    Celes, Relm, Setzer, Gau
    The next destination is a place called Cultists' Tower, and it's located in the
    middle of the Serpent Trench. Easiest way to get there is to fly straight west
    from Mobliz and go towards the white dot on the map (press Select if you don't
    see the World Map in the bottom right corner). The Tower is surrounded by
    mountains, so it's easy to spot.
    4.94 Recruiting Strago                                                  [4.094]
    Strago is the easiest person to recruit. All you have to do is make sure Relm
    is in your party and enter the Cultists' Tower.
    Quick background on the tower (though we won't be ascending the tower just yet):
    This tower is home to the Cult of Kefka. It's a place for people to wander
    around after completely devoting themselves to Kefka. The group that's walking
    around (I hope you've seen Strago walking with them by now) does not respond to
    you at all and apparently they just walk around and pray to Kefka all day.
    Sounds like fun... not.
    Anyway, have Relm in your party and enter the tower. Relm will yell at Strago
    to snap out of it, which he does. Strago is delighted to see that Relm is
    still alive... yadda yadda, good ol' re-union type conversation.
    Fact is, Strago is now in your party. Huzzah!
    NOTE: Don't climb the tower yet. We'll get to that later.
    4.95 Sabin's Blitzes                                                    [4.095]
    As you surely remember from our visit to South Figaro, Master Duncan (the guy
    who taught Sabin all his blitzes) is actually alive and well (Check Section
    4.73 if you don't remember; his wife tells you he is alive).
    Where is he, though? His wife told us he is training to the north of Narshe.
    If you don't know where Narshe is, it's located on the continent that lies
    directly north of the Serpent Trench. Or you could say the northern-most
    continent in the middle of the map.
    Anyway, Narshe is the white dot on that landmass. Fly north-east a little until
    you find five trees that form a + sign. Master Duncan's house is the tree in
    the middle.
    Obviously, you need Sabin in your party. Simply approach the door to see Master
    Duncan come out of nowhere.
    Sabin is surprised to see Master Duncan is still alive, while the Duncan is
    simply being cocky ("Did you think a little thing like the end of the world was
    gonna do me in?") about the whole situation.
    Duncan also decides to teach Sabin his ultimate technique! They do some weird
    dance-like fighting moves on top of the house and voila... Sabin knows Phantom
    Phantom Rush is the strongest and best Blitz Sabin will ever learn. Simply to
    compare: Power-wise, Phantom Rush is 3x as strong as Rising Phoenix and 1.6x
    as strong as Razor Gale. The command to use Phantom Rush is as follows:
    Left, Left, Up, Up, Right, Right, Down, Down, Left
    It's actually more complicated than that, but this is the easiest way to do it
    4.96 Cyan's Dream                                                       [4.096]
    NOTE: Since this place has quite a few new monsters (16 to be exact, just as
    many as in the Magitek Research Facility way back when), I will split up this
    whole section into several smaller sections for better overview. No need to
    thank me, I try to help.
    New Monsters:
    #205 - Samurai
    #206 - Al Jabr
    #207 - Suriander
    #208 - Weredragon
    #209 - Schmidt
    #210 - Pluto Armor
    #211 - Alluring Rider
    #212 - Pandora
    #213 - Parasite
    #214 - Coco
    #215 - Io
    #323 - Curlax
    #324 - Laragorn
    #325 - Moebius
    #326 - Wrexsoul
    #327 - Soul Saver
    Monster Formations: Listed in each separate section
    NOTE: If you're wondering how you're ever supposed to know about this place,
    there is a guy in Nikeah that says the following: "After the cataclysm, I awoke
    to find myself all alone in Doma Castle. When I tried to sleep there, monsters
    came for me in my dreams... Oh, it still frightens me just to think of it!"
    Oh, and there's a guy in Thamasa that also... says the exact same thing? Weird.
    Alright, see all those monsters above? We're about to add them to your Bestiary.
    Oh, and we'll also make Cyan stronger (why? I don't know, but we want to finish
    everything in the game, which unfortunately means we need to complete Cyan's
    training as well). I will say this once, and probably never again: MAKE SURE
    That was painful to write. If you don't bring Cyan (I understand), nothing will
    happen, so just go ahead, close your eyes and put him in your party.
    Now head to Doma Castle. Where is that? If you look on the map, it's on the
    little landmass/island located between the Veldt and the north-end of the
    Serpent Trench. There's only one piece of small land that sticks out, so you
    shouldn't need a better description. If you do, go to Nikeah, fly east for a
    second, and land. Voila.
    NOTE: For those who take everything literally, you may need to fly east for
    more than a second.
    Whom to bring? Well, I wanted to play with some of the characters we just got
    back, since we haven't had much chance to use them in a while. I brought: Terra
    for good magic, Sabin to see how Phantom Rush is, Shadow (simply because he's
    awesome and because I don't like Strago all that much), and unfortunately, Cyan.
    It's up to you, obviously. That's just who I brought.
    Anyway, you're standing outside of Doma Castle, so go ahead and go inside.
    NOTE: If you brought/are planning on bringing Shadow, make sure to have some
    Shuriken/Fuma Shuriken saved up. Flame/Water Scrolls also can't hurt. Also,
    make sure that SOMEONE knows Banish (tought by Fenrir at x5 Rate) at the very
    least. This will prevent you from getting screwed over, as I have seen some
    people (somehow) get stuck in this part of the game. I'll explain later.
    Once inside the castle, take the immediate left/right door then go to the left
    side of this room and enter the door on the right. Say Yes when asked to rest.
    After a good night sleep (yes, you still get healed), everyone but Cyan wakes
    up. Then three little children come in and introduce themselves as Laragorn,
    Curlax, and Moebius. They are the Dream Stooges and "This man's soul is ours".
    Then all three jump into Cyan's mind, as do you.
    NOTE: To make this easiest for you, put your strongest character in the 4th
    slot, as that's who you'll be starting out with. If Cyan was your 4th character,
    you'll start out with whoever was in the 3rd slot.
    First Area
    Monster Formations:
    - Coco, Alluring Rider (1 AP)
    - Alluring Rider, Pandora x3 (2 AP)
    - Weredragon, Parasite x3 (3 AP)
    - Weredragon (2 AP)
    - Curlax, Laragorn, Moebius (6 AP)
    Steals: None
    Items: None
    How to fight these monsters:
    - Weredragon only has one turn, which consists of Venom Claw (33%) and Venomist
    (33%). Basically, it tries to poison you and that's it. As long as you have
    Ribbons on your characters, you can laugh at this dinosaur. With a weakness to
    Fire and Holy, you should take care of Weredragon's 3000 HP in no time.
    - Alluring Rider, on the other hand, has 3 times as many turns as Weredragon!
    1st Turn: Attack (33%), Roulette (33%), Sap Seed [inflicts Sap] (33%)
    2nd Turn: Attack (33%), Lv. ? Holy (33%), Lullaby (33%)
    3rd Turn: Attack (66%), Doom (33%)
    Altogether, nothing to worry about. With only 1200 HP (but no weaknesses),
    Alluring Rider isn't a real threat to anyone.
    - Pandora also have three separate turns they use:
    1st Turn: Revenge Blast (33%), Diabolic Whistle (33%)
    2nd Turn: Revenge Blast (33%), Absolute Zero (33%)
    3rd Turn: Diabolic Whistle (33%), Absolute Zero (33%)
    It also has a 33% chance of countering any attack with Hypno Gas (inflicts
    Sleep). Revenge Blast's damage is calculated by: 1522 - Pandora's current HP.
    1522 is Pandora's max HP, if you're wondering. As you can see, not too much of
    a threat.
    Diablic Whistle picks one of the following statuses, then sets it on all of
    your characters: Darkness, Poison, Imp, Doom, Berserk, Confuse, Sap, Slow. A
    Ribbon prevents all of these. Absolute Zero is a weak Ice-Elemental attack that
    will hit all of your characters.
    Pandora is weak to Fire and Holy, so any Pandoras you meet (and you will meet
    them three at a time) should be gone fairly quickly.
    - Parasite attacks physically 66% of every turn. Every 3rd turn, it also has a
    33% of using Mind Stop (inflicts Stop). Parasite has a 66% chance of countering
    every physical attack with Gigavolt. It is weak to Fire and only has 1000 HP,
    so get rid of it before you finish this sentence.
    - Coco casts Imp on a random player at the start of every battle. Again,
    Ribbons are a must in this area if you hadn't noticed yet. Its only attack is
    a 33% shot at Drain and a 33% shot at Overture. Overture is annoying because it
    makes the target take physical blows for her. This can be avoided by simply not
    using physical attacks against Coco. With 3062 HP and a weakness to Poison,
    Coco is just simply annoying. If you want, Coco is vulnerable to Stop.
    You start out near a Save Point. This is what seems to screw some people over,
    because they don't have what it takes to beat this part of the game and you
    can't leave this place unless you beat the boss of Cyan's Dream. As long as you
    have Banish, you won't get stuck.
    Anyway, you start out alone, like mentioned above. Walk to the left to find
    three doors. This whole area tries to be a maze, but yours truly has figured it
    all out and will lay it out for you.
    NOTE: For a summarized version of this "maze", look below. It'll say "SUMMARY:"
    Clever, no?
    Left Door = Takes you to the character in 1st slot
    Middle Door = Takes you somewhere you can't go yet (You need to find the other
                  two party members first)
    Right Door = Eventually takes you to character in 2nd slot
    Take the Left Door first to find whoever was in your 1st slot. One of the
    Dream Stooges will be next to that character and say "You followed us all the
    way into this guy's dream!? I'd better not fight you until I've got my brothers
    with me... Ciao for now!" Then he disappears. Talk to the character to have
    him/her regain your party.
    Take the only door available in the room. The bottom door in this room will
    lead to another door, which leads back to this exact spot. Instead, take the
    top door.
    This is where the first Right Door would've taken you. The left door here leads
    nowhere, so take the right one. You'll find another Dream Stooge standing next
    to your 2nd slot character. He, too, will flee at the sight of you.
    Now that your party is back together (except for Cyan), let's head out of this
    place. Take the only door out.
    SUMMARY: If the above was too confusing for you, follow these directions from
    the start:
    1. Left Door
    2. Get Party Member #1, take only door available
    3. Top Door
    4. Right Door
    5. Get Party Member #2, take only door available
    That's it. Btw, the middle from the start would've taken you to this exact spot.
    Take the door to the left.
    NOTE: You may want to give everyone some Reflect Rings before the battle.
    As soon as you take the door below, you'll have to fight the Three Dream
    BOSS: Curlax, Laragorn, Moebius
    Curlax (Top)
    - Level: 47
    - HP: 15000
    - MP: 2000
    - Steal: None
    - Drops: None
    Curlax does many different things. Let's start out with his default attacks:
    1st Turn: Slow (33%) or White Wind (33%)
    2nd Turn: Silence (33%) or Slow (33%)
    3rd Turn: Stop (33%) or Silence (33%)
    If you hit Curlax with 4 or more Magic attacks, he'll cast Reflect on himself.
    After this, he'll drop his default attacks and simply bounce Firaga (66%) or
    Fira (33%) off himself and onto you.
    If either Laragorn or Moebius are dead, he'll cast Arise on them to bring them
    Lastly, Curlax can counter any attack with Fira (33%).
    Laragorn (Left)
    - Level: 47
    - HP: 10000
    - MP: 2000
    - Steal: None
    - Drops: None
    Laragorn normally only attacks with a physical attack. Once one of the Stooges
    is gone, he'll switch up his attacks and start using Blizzara/aga spells on
    He was supposed to cast Reflect on himself after being hit with 4 or more Magic
    attacks (like Curlax), but that doesn't happen because the variable that is set
    to keep track of this isn't used in Laragorn's battle script (a mistake? who
    knows). All this means is that you don't have to worry about Laragorn bouncing
    Blizzara/aga spells off himself and onto you.
    Also, Laragorn may run away from this battle. If you kill one of the three
    Stooges and then damage Laragorn 4 or more times, he'll run away. He'll come
    back after about 30 seconds, though. If you kill off the last Stooge while he's
    gone, the battle will end. When he returns, his HP will recover, but his MP
    will not.
    Lastly, Laragorn can counter any attack with Blizzara (33%).
    Moebius (Right)
    - Level: 47
    - HP: 12500
    - MP: 2000
    - Steal: None
    - Drops: None
    As long as all three Stooges are alive, Moebius will switch its turns between
    Protect or Haste and Shell or Cura (all 33%).
    Once one of the Stooges is down, he'll switch to Thundara/aga spells.
    Like Curlax, after it's been hit with four or more magic attacks, it casts
    Reflect on himself and starts bouncing Thundara/aga off of himself and onto you.
    He can counter anything with Thundara (33%).
    As long as all Three Stooges are alive, they fire off a Delta Attack every 30
    seconds, which simply petrifies one of your characters.
    Alright, so that's what they do. How do you win this battle? There are several
    1) Your first priority should be to take out Curlax (top). He will revive his
    brothers if you take them down first, and we don't want that. Easiest way to
    take care of Curlax is to cast Sleep, followed up by a bunch of Ice-elemental
    spells until he's gone.
    NOTE: While Curlax does die when his MP reaches 0, you probably won't be able
    to Rasp his 2000 MP within four spells (after that, he has Reflect, which
    makes Rasp simply bounce off), so that probably won't work.
    2) Once Curlax is gone, you can do a variety of things to Laragorn and Moebius.
    Laragorn, for example, is vulnerable to Instant Death, along with things like
    Silence, Confuse, and Slow. Instant Death is obviously the easiest for him.
    If for some reason, 
    3) For Moebius, you can cast Berserk and Stop. Since by this time, Moebius
    should be by himself, stick with Stop and keep in mind that he absorbs
    Lightning-based attacks to finish off this battle.
    NOTE: Moebius, also, would die when his MP reaches 0. However, just like Curlax,
    he'll probably cast Reflect on himself before you can deplete his MP.
    In shorter words, this is what you do: Cast Sleep on Curlax, cast Silence on
    Laragorn, cast Stop on Moebius. Finish off Curlax with Ice-based spells, kill
    Laragorn with Death, Stop Moebius if he's moving and finish him off with
    whatever you like (Phantom Rush is fun).
    You get nothing for winning this fight. Awesome.
    Enter the door the Dream Stooges came out of to go to the next area. We're one
    step closer to hopefully getting out of Cyan's mind.
    Phantom Train
    Monster Formations:
    - Al Jabr x2 (1 AP)
    - Samurai, Al Jabr x2 (2 AP)
    - Coco, Samurai, Suriander (2 AP)
    - Suriander, Pandora, Parasite x2 (1 AP)
    IMPORTANT NOTE: Al Jabr is a permanently missable monster. If you do not
    encounter it here in Cyan's Dream, you will have permanently missed it. However,
    it's virtually impossible to NOT encounter Al Jabr, so you'll be fine. Just
    noting that this is the only place in the game to find Al Jabr.
    Steals: None
    - Genji Glove (Second Train Car, between boxes)
    - Flame Shield (2nd Car, behind moving chest)
    - X-Potion (3rd Car, South-East, by furniture)
    - Ice Shield (3rd Car, west end)
    How to fight these monsters:
    - Samurai are weak to Poison and have 3000 HP, but their defenses are quite bad,
    so they tend to die quickly. With a 66% chance of attacking physically every
    turn, and a 33% chance of using Slay (inflicts Death), you won't want it to
    stick around too long anyway.
    - Al Jabr have two separate turns at first:
    1st Turn: Attack (33%), Spinning Umbrella [inflicts Sleep] (33%)
    2nd Turn: Attack (33%), Flash Rain (66%)
    When they are alone, their only attack is either Attack (33%) or Thundaga (66%)
    Fortunately for you, they are weak to Ice, Holy, and Water, which gives you a
    wide range of attacks you can use to nail these guys (who btw have 2722 HP
    - Suriander has a 66% chance of attacking physically every turn. On its 1st
    Turn (and every 3rd Turn after that) it also has a 33% chance of using Yawn
    (inflicts Sleep). It also counters anything with Snort (33%). That's annoying.
    To prevent all the Snorting that might be going on (Note for the kids: Snorting
    anything at all is bad for you) you can cast Sleep on it, or simply kill
    Suriander ASAP with Holy-elemental attacks (its weakness).
    - Pandora is weak to Fire and Holy. For more info, read the above section.
    - Parasite is weak to Fire and Holy with only 1000 HP. For more info, read the
    above section.
    - Coco is vulnerable to Stop and weak to Poison. For more info, read the above
    We are now on the Phantom Train. It's been a while, huh? Anyway, enter the 
    train cart on your left and simply walk through it. As you approach the next
    cart, you'll see Cyan being chased by a ghost. Kinda funny. Enter the next
    optional cart. It is optional since you could climb the ladder outside to bypass
    the cart, but why would we do that?
    This cart has a few items along with a few simple puzzles. The first thing you
    see is a chest with a crate on each side of it, and a black hole right in front
    of it, preventing you from getting whatever is inside it. Conveniently enough,
    there just happens to be a switch nearby. If you flip the switch, the left crate
    moves down one space... for about 5-6 seconds, then it moves back. Not cool.
    So how do you get this chest? Just flip the switch twice. The right crate will
    move down, granting you access to a Genji Glove! Nice.
    Continue onwards and you'll find another chest... but it's being blocked by an
    empty chest that won't let you pass. To solve this simple puzzle open the chest
    on the left side of the cart to obtain a "Lump of Metal". Put this lump in that
    annoying moving chest so it stops moving. Grab the chest for a Flame Shield.
    Before you leave here, there's one last thing you should do. Surely you've
    noticed the 6 empty chests laying around? Flip the switch on the wall above
    these chests and three chests will close. Time for a little visual:
    O O C        O = Open
    C C O        C = Closed
    Remember this. Or simply refer back to this point when you come across 6 empty
    chests again.
    Also, the book on the table tells you to remember the positions of the chest,
    as "Such knowledge could be one's salvation". Serious stuff.
    Moving right along to the next cart. This cart has a puzzle which involves
    flipping three switches in a certain order to advance.
    Before you do anything, there are two chests we can grab: The X-Potion is
    slightly hidden from view. Easiest way I can find to describe it's location is
    to look south-east of the 2nd table. Or if you still can't find it, stand in
    the square so you are exactly two squares west of the entrance to this cart.
    Face up from this square and examine the chest to open it.
    Anyway, the other chest (Ice Shield) is to the left of the X-Potion. You can
    walk under the two crates to access the chest even though it may not look like
    Now onto the puzzle. What you're basically trying to do is flip the couch to
    the left of the Ice Shield chest so you can advance. This is done by hitting
    the middle of the three accessible switches. Now you just need to play around
    with the 1st and 3rd switch so you can access the 2nd switch and still be able
    to leave. If you need some assistance, do the following to continue:
    Switch #1 is on the very right, follwed by #2 in the middle and #3 to the left
    of that one.
    Flip the switches in this order: #1, #3, #1, #2, #1, #3
    Moving right along you'll find those 6 empty chests again. All you need to do
    is close the chests that are supposed to be closed and flip the switch. Scroll
    up if you don't remember which ones should be closed. If done correctly,
    flipping the switch will remove the random huge barrier to your left. Exit
    the cart.
    The next cart has nothing but a Save Point. Enter the last cart to find three
    switches. Flip them and... nothing. Yeah, these switches do nothing. So where
    do you go? Let's just head back outside and... woah.
    Monster Formations:
    - Pluto Armor x2 (3 AP)
    - Pluto Armor, Schmidt (2 AP)
    - Io (4 AP)
    Steals: None
    - Io: Potion (Common)
    How to handle these guys:
    - Schmidt either attacks with Magitek Laser or Reverse Polarity. When by itself,
    it uses either Anchor (inflicts Sap), Magitek Laser, or Missile. Schmidt is weak
    to Lightning, Wind, and Water. It is also to vulnerable to things like Instant
    Death, Stop, etc.
    - Pluto Armor's only attack when not by itself consists of Magitek Laser, a
    regular physical attack, and Ram (200% damage). It counters physical attacks
    with Launcher (33%) and Metal Cutter (33%). When by itself, it uses Launcher,
    Metal Cutter, or Magitek Laser. Pluto Armor is weak to Lightning and Water and
    has the same status vulnerabilities as Schmidt.
    - Io will only attack with Crush (300% damage) for the first three turns. And
    each of those turns he only has a 33% of using Crush, otherwise he'll do
    nothing. On the 4th turn, it will use Wave Cannon (66%) or Diffractive Laser
    (33%). Weaknesses include Lightning, Holy, and Water. It's vulnerable to Instant
    The first thing you should notice is that you are in Magitek Armor. Awesome.
    Anyway, Cyan appears real quick and is then chased away by three Imperial
    Since your party is walking around in Magitek armors, you also get to use the
    Magitek attacks. Anyone but Terra will only have Fire/Thunder/Ice Beam and
    Healing Force. Terra will have the same four, plus Bio Blast, Confuser,
    Banisher, and Magitek Missile.
    What you should be doing here: All three monsters here are weak to Thunder Beam,
    so use those to finish off enemies and use Healing Force to heal whoever needs
    it. Terra (if she's in your party) can take out anybody with Banisher, and
    Schmidt and Pluto Armor are vulnerable to Confuser (if you need some time to
    heal, you can confuse them and use a few turns to heal yourself). Also, if
    you want to attack with Terra, stick with Magitek Missile as it does slightly
    more damage than Thunder Beam.
    NOTE: Io has an awesome rage called Flare Star. It's damage is 80 * level of
    target, meaning it's a perfect rage for those high-level bosses you are bound
    to meet soon.
    Anyway, continue on the one-way path.... keep going... keep going... something
    look familiar? That's because you're walking in one big circle. You could keep
    on going forever if you wanted to.
    But that's not fun. How to break this endless cycle? Turn around. That's right,
    just turn around and walk the other way. Eventually you'll come across a new
    area where you also spot Cyan crossing a bridge. Follow him across the bridge
    and the bridge will collapse.
    Doma Castle
    Monster Formations:
    - Al Jabr x2 (1 AP)
    - Samurai, Al Jabr x2 (2 AP)
    - Coco, Samurai, Suriander (2 AP)
    - Suriander, Pandora, Parasite x2 (1 AP)
    - Wrexsoul, Soul Saver x2 (7 AP)
    Steals: None
    Items: None
    How to handle these guys: With the exception of Wrexsoul and Soul Saver, every
    monster is the same as in the Phantom Train. If you need any help with these
    monsters, scroll up to the Phantom Train section. Wrexsoul and Soul Saver will
    be covered in the Boss section later on.
    As soon as you fall through the bridge, you'll be back in Doma Castle. You'll
    also witness a small cutscene involving the souls of Cyan's wife (Elayne) and
    son (Owain).
    Elayne: Please... Save my husband... Save Cyan...
    You: Where are we!? What is this place?
    Elayne: You're inside... Cyan's mind. My husband, Cyan, continues to torment
            himself... Over what happened to Doma... what happened to the world...
            and... what happened to us... And because of the depth of his despair,
            a monster known as Wrexsoul has latched on to him. Wrexsoul is a monster
            formed of the countless souls lost in the course of that ancient
    Owain: ... They're hurting my dad! Help him!
    Elayne: Please... help Cyan...
    Owain: You have to help Dad!
    After this, they both disappear.
    If you didn't notice, this room is the same room where you began the journey
    into Cyan's mind. Also, we now have an idea of how to get out of this place: We
    must defeat Wrexsoul and free Cyan's mind from his troubles.
    One interesting thing here is that you can learn a little more about Cyan's
    past by walking around. Head outside the castle and go left and then up to
    find Cyan training his son to fight.
    Cyan: Thou hast grown quite strong! With a little more practice, thou wilt be
          Doma's finest swordsman!
    Owain: Yippee! Dad told me I'm strong! I'm gonna go tell Mom!
    Now go back to the castle entrance and take the right path. Make your way to the
    north-east corner of Doma Castle to find Cyan training his son in the art of
    Owain: Dad... fishing is boring!
    Cyan: This is but another part of thy training. Patience is something we all
          must learn.
    Owain: ... I love fishing!
    Head back into Doma Castle and enter the room to the right of the throne room,
    which is the same room where Cyan found his dead wife and son.
    Elayne: My dear... Do you love me?
    Cyan: What art thou asking me!? A warrior does not speak of such things!
          I... love thee. I love thee more than anything...
    Owain (who was in bed but now jumped out): Yay! I heard that! "I love thee,
                                             I love thee!" Dad loves Mom!
    Elayne: Owain!
    Owain: I heard what Dad said to Mom!
    One last thing you could do: If you never went to Doma Castle after the Imperial
    Banquet and got the items, you can get them now. Check Section 4.62 on what
    items there are and where they are.
    Now there's just one last thing to do: Fight Wrexsoul.
    Before we go fight him, equip any and all of these (in order of importance):
    Minerva Bustier, Thunder Shields, Ice/Fire Shields.
    Enter the throne room and go up to find Wrexsoul with an unconscious Cyan laying
    next to him.
    BOSS: Wrexsoul, Soul Saver x2
    - Level: 53
    - HP: 23066
    - MP: 5066
    - Steal: Memento Ring (Rare)
    - Drops: Guard Bracelet (Always)
    At the start of the battle, Wrexsoul will use Fury. This allows Wrexsoul to
    possess a random party member. He won't reappear until the character is dead.
    Once Wrexsoul reappears, he will bounce Thundaga spells off of Soul Saver, but
    only if they have Reflect status. If not, he'll just sit there and do nothing.
    Of course, he'll also use Fury again to possess another one of your party
    members after a few turns.
    He also has a 33% of countering a normal physical attack with it's own physical
    Soul Saver
    - Level: 41
    - HP: 3066
    - MP: 566
    - Steal: None
    - Drops: None
    If Wrexsoul is around, Soul Saver will cast Reflect on itself (which then allows
    Wrexsoul to bounce Thundaga spells off of Soul Saver and towards you). They will
    also cast Cure on Wrexsoul, which heals him, but not by much.
    When Wrexsoul is not around they will cast Blizzaga or Firaga spells.
    Soul Savers cannot be defeated, simply because they come back as soon as you
    kill them. If their MP reaches 16 or less, they will cast Magic Drain, which
    steals your MP.
    Lastly, every time Soul Saver is damaged, it has a 66% chance of countering
    with a physical attack.
    So what do we do here? First we need to make Wrexsoul appear, as defeating the
    Soul Savers accomplishes nothing.
    NOTE: If you want to use a cheap tactic, use Banish on the two Soul Savers when
    Wrexsoul is gone. If both Soul Savers are hit, the battle will end. The only
    downside to this is that you won't get the Guard Bracelet that Wrexsoul drops,
    since you never really defeated him.
    Since you never know which character he possessed, you'll just have to start
    killing off (and reviving) random characters. Once he's back outside, it's time
    to unleash your attacks on him.
    Wrexsoul absorbs Fire and Holy, but is weak to Ice. If you have Shadow, you can
    throw Icebrands/Ice Rods for some massive damage. Blizzara/Blizzaga spells from
    anyone else will do some nice damage as well. For anyone else, stick with
    unblockable attacks and keep in mind that Wrexsoul has one of the highest Magic
    Defense ratings in the game (220).
    Don't even worry about the Soul Savers during this battle, they are just a waste
    of time. Focus everyone on Wrexsoul.
    As long as you hit Wrexsoul with some massive damage from ice-based attacks,
    23066 HP should be gone in no time at all.
    If you defeated Wrexsoul, you'll get a Guard Bracelet for your troubles.
    After the battle, Cyan thanks you. He thought he heard his wife and son calling
    out to him which gave him strength (let's ignore the fact that Cyan had nothing
    to do with YOU defeating Wrexsoul).
    Suddenly Elayne and Owain show up... they both express their thanks but Cyan
    still blames himself for what happened. Then both of them leave with a few
    departing words.
    The scene changes to the room where this whole thing started again. Cyan has
    accepted that his family lives on in his heart, and that he can't dwell on the
    past. A message displays saying:
    "Cyan purged his mind of confusion and doubt!
     Cyan's swordmanship attained its peak level!"
    What does this mean? Just that Cyan now has access to all 8 Bushido attacks, no
    matter what his level is. The only semi-useful Bushido skills you probably just
    learned are #6 - Eclipse (MT magical attack, sets Stop) and #7 - Tempest
    (attacks with four physical attacks in a row).
    #7 - Tempest is probably the best Bushido Cyan has, but the only (major)
    downside is that you'll have to wait around 15 seconds until you can actually
    use it.
    Now that we've been in and out of Cyan's mind, there is but one thing left to
    do at Doma Castle. Head to the throne room where Wrexsoul was and you'll find
    a magicite! It's the Alexander magicite, which is the only place to learn the
    Holy spell (definitely worthwhile).
    That's it for Doma Castle.
    If you've been following this guide, you have every character except 4. Let's
    go get two of them right now.
    We're headed to the place where it all began: Narshe. To find it, fly to the
    northern-most continent which just happens to be in the center of the map as
    well. Narshe's entrance looks the same, so look for the white indentation in
    the mountains.
    You can fight these monsters all over this continent if you wish:
    4.97 Overworld: Northern Continent                                      [4.097]
    New Monsters: None. The monsters here are also the same as on the South-Western
    Monster Formations:
    - Greater Mantis x2 (2 AP)
    - Basilisk x2, Leap Frog (1 AP)
    - Leap Frog x4 (1 AP)
    - Greater Mantis, Sprinter, Lycaon x2 (3 AP)
    - Crawler x4 (2 AP)
    - Crawler x3 (1 AP)
    - Crawler (1 AP)
    - Leap Frog: Hi-Potion (Common), Pinwheel (Rare)
    - Crawler: Remedy (Rare)
    - Sprinter: None
    - Basilisk: Tortoise Shield (Rare)
    - Lycaon: X-Potion (Rare)
    - Greater Mantis: Impartisan (Rare)
    How to handle these guys:
    NOTE: For more detail on these monsters, refer to Section 4.83.
    - Leap Frog (3511 HP) are weak to Ice. Will jump on 2nd turn, so try to take
    them out before they get a 2nd turn. They may use Rippler (33%) on their 3rd
    turn, so just beware of that (I'm talking about the bugged effects of Rippler;
    See the NOTE in section 4.83 if you don't know what I'm talking about).
    - Crawler is also weak to Ice. Vulnerable to everything except Poison.
    - Sprinter is weak to Lightning and vulnerable to Instant Death.
    - Basilisk is weak to Ice and vulnerable to everything except Petrify.
    - Lycaon (250 HP) is weak to Water. All damage can be avoided by being
    - Greater Mantis is the monster with the highest attack power, remember?
    Invisible is the easiest way to not take damage against these guys. Their
    weakness is Fire, but they're also vulnerable to Stop, Slow, and Confusion,
    among other things.
    Head to Narshe when you're ready. If you forgot where that is, it's the white
    dot in the middle of the map at the top (look at the top of the map, then the
    middle of the map).
    4.98 Narshe [WoR]                                                       [4.098]
    New Monsters:
    #182 - Test Rider
    #183 - Wizard
    #184 - Lukhavi
    #185 - Magna Roader (Yellow)
    #186 - Magna Roader (Brown)
    #187 - Psychos
    #188 - Garm
    #320 - Valigarmanda
    #340 - Ice Dragon
    Monster Formations:
    - Test Rider (1 AP)
    - Lukhavi x2 (1 AP)
    - Lukhavi, Garm x2 (1 AP)
    - Garm x3 (1 AP)
    Mines (north) and 1st Cave of Mines (West):
    - Magna Roader (Yellow) x2, Magna Roader (Brown) (1 AP)
    - Magna Roader (Yellow), Magna Roader (Brown) x2 (1 AP)
    Mines (West) [except 1st Cave]:
    - Garm x2, Psychos x2 (1 AP)
    - Wizard x3 (3 AP)
    - Wizard x2, Psychos x3 (2 AP)
    - Psychos x6 (2 AP)
    Narshe Cliffs:
    - Ice Dragon (10 AP)
    - Valigarmanda (7 AP)
    - Test Rider: Partisan (Rare)
    - Wizard: Thunder Rod (Common), Ice Rod (Rare)
    - Lukhavi: Potion (Common), Hi-Potion (Rare)
    - Magna Roader (Yellow): Lightning Scroll (Common), Shuriken (Rare)
    - Magna Roader (Brown): Lightning Scroll (Common), Shuriken (Rare)
    - Psychos: Potion (Always)
    - Garm: Potion (Always)
    How to handle these monsters:
    - Test Rider will either attack physically (66%) or with Golden Lance [300%
    damage] (33%). That's about it. If anyone tries to Steal or Mug from him, he'll
    always counter with Golden Lance. It has a 33% chance of countering anything
    else with a regular physical attack.
    They are weak to Poison (like most Humanoids) and vulnerable to things like
    Slow, Sleep, and Stop.
    - Wizard have a ton of spells they can use. Over it's three different turns,
    it can use any of these spells: Silence, Osmose, Rasp, Stop, Confuse, Sleep.
    It counters all Magic attacks with Fallen Footsteps [inflicts Zombie].
    They are weak to Lightning and Poison. They have rather low Defense, so you
    might want to stick with physical attacks on these guys.
    - Lukhavi have a 66% chance of attacking physically every turn. Every other
    turn, they also have a 33% chance of using Claw Swipe [150% damage].
    Lukhavi is weak to Fire, and vulnerable to everything except Death and Doom.
    - Magna Roader (Yellow) will stick to physical attacks on its first turn. On
    its second turn it will either use Blizzard (33%) or Blizzara (66%). That's it.
    The Yellow Magna Roaders have no elemental weakness, but are vulnerable to
    everything not called Poison, Imp, Petrify, or Silence. You can also suck all
    100 MP out of this guy to kill it.
    - Magna Roader (Brown) does pretty much the same as its Yellow friend, except
    that this Brown guy likes to play with Fire (and Fira) instead of Ice. It may
    also use Fireball from time to time if it's alone.
    Brown boy also has no elemental weaknesses, and is protected only against these
    statuses: Darkness, Poison, Imp, Silence.
    Also, Mr. Brown will die once you make his MP count reach 0. It only has 70 MP,
    - Psychos will attack physically every turn (66%). Every other turn, it may
    (33%) use Mindshock (steals MP). These Psychos each have 900 HP, absorb Fire,
    and are weak to Ice.
    - Garm does the exact same thing as Psychos, except it uses Bodyslam [150%
    damage] every other turn instead of Mindshock. Take out their 1510 HP any way
    you want to, it doesn't really matter how you do it.
    So that's that. Now who do you bring along? You'll be facing a lot of ice-based
    things here, so try to bring people that can equip things to negate the Ice.
    These items include: Minerva Bustier, Ice Shield, Flame Shield, Thunder Shield,
    Snow Scarf, and whatever else you can find that might help. Also, make sure you
    bring people that can deal some Fire damage.
    NOTE: It may be beneficial to bring Strago. Why? His Lv.4 Flare will connect
    with every random encounter here, probably killing all of them in one hit.
    Welcome back to Narshe. There is absolutely nothing going on here... you'll
    see Lone Wolf complain about the same thing. He does mention that a Moogle is
    around... hmm. Lone Wolf also mentions that only a thief could open the locks on
    all the doors here.
    Anyway, you can try to enter any building, but most will be locked, and the
    ones that are open have nothing in them.
    Let's see if we can explore anything else here. If you remember (or not, it's
    cool) right, there are two separate cave systems here. One is to the north, the
    other to the west. Let's check out the west caves first.
    If you really can't remember where this cave is, it's the one with the secret
    entrance. Stand at the very south edge of the town (as far south as you can go
    without leaving the town) and walk left and hit A on the wall at the end to
    open the secret passage.
    Just wander along through the caves and you'll even see the Security Checkpoint
    from WAAAY back when. It doesn't work anymore, so just pass through it.
    In the room after the Security Checkpoint, take the middle door of this room to
    find yourself in another familiar area. This is where Locke and Mog protected
    Terra from those mean Narshe guards. Cool stuff.
    Cross through here and head north to find... Mog? HE TALKS?!?
    Mog: Kupoppo!!! I thought you'd all died, kupo! I'm so glad you're alive, kupo!
         I'll help you fight, kupo!
         I bet the yeti'll come along, too! He'll be a big help, kupo! He can be a
         little... wild... though, kupo. He should be here in the mines somewhere!
         He'll help us if I order him to! Let's look for him... kupo!
    NOTE: This is what Mog says if you recruited him in the WoB. I believe his
    lines change a little if you never got him in the WoB, but I can't confirm that
    as of right now. On my next playthrough I won't get Mog in the WoB to see if
    any of his lines change.
    If you have 3 or less members in your party, Mog will automatically join you.
    If you have a full party already, he'll meet you on the airship.
    IMPORTANT: Before you go, examine the wall Mog was facing. You will find the
    Molulu's Charm. Molulu is Mog's girlfriend or something like that... I try not
    to get too involved with moogle relationships.
    Fun Fact: You've actually seen Molulu before. Remember how there were a ton of
    moogles that helped out in the previously mentioned fight from the beginning
    of the game (Locke & Moogles vs. Narshe Guards)? Molulu was actually the 2nd
    moogle in Mog's group. Cool stuff.
    Anyway, what does Molulu's Charm do? It's a relic that prevents ALL random
    encounters. That's right, if you put this on Mog (the only person who can wear
    it) you will never fight a random battle. Awesome.
    Head west in this room to find a chest I've told you to ignore multiple times
    before. Go ahead and open it now for a Ribbon. Continue on until you find
    the other chest I always told you to ignore. Collect the Guard Bracelet from it.
    Keep heading out of the cave, cross the long bridge and walk through the back
    door of Arvis' house to be back in Narshe.
    Now, before we get the Yeti Mog was talking about, we actually have to go and
    put Mog in our party (otherwise the Yeti won't join you).
    Once Mog is in your party, enter Narshe once more and head towards the caves to
    the north. If you want, you can equip Molulu's Charm and enjoy the freedom of
    walking without constant pausing to fight.
    Walk through all these caves (you know the way) until you reach the Narshe
    Cliffs. This is where you defended Banon from Kefka when he came to attack
    Kefka is no longer here, but there is another enemy: the Ice Dragon! This is
    another one of the Legendary 8 Dragons. Ready?
    What kind of preparation should you need? Not much, really. As long as someone
    has the Berserk spell (if you don't have this spell by now, I wonder what
    you've been doing with your espers the whole time), you're fine. Also make sure
    you equip Phantom (ironically, Phantom teaches Berserk) on someone.
    Ready, set... go!
    BOSS: Ice Dragon
    Ice Dragon
    - Level: 74
    - HP: 24400
    - MP: 9000
    - Steal: None
    - Drops: Force Shield (Always)
    Ice Dragon is pretty simple. His attacks include the usual physical attack,
    Northern Cross, and Absolute Zero. When he dies, he might (33%) cast Avalanche.
    Lastly, Ice Dragon has a 33% chance of countering anything with a physical
    That's really all he does.
    To make this fight real easy, cast Berserk on Ice Dragon and summon Phantom.
    Done. Berserk only allows Ice Dragon to use physical attacks. Summoning Phantom
    takes care of that, meaning you won't take damage. Ever.
    As you might be able to guess, the ICE dragon is weak to FIRE. Pure genius.
    Throw as much Fire at him as you can, and you'll win in no time.
    IF YOU DON'T WISH TO USE THIS "CHEAP" TACTIC: Make sure everyone has at least
    some way to either halve, negate, or absorb any and all Ice attacks. If
    you've been following this guide, you have all of these available to use:
    Minerva Bustier, Thunder Shield (halves Ice damage), Flame Shield, Ice Shield,
    Snow Scarf.
    For those who haven't been following their guide and may have done things in a
    different order, you can also use these: Paladin's Shield, Force Shield and
    Force Armor and Cat-Ear Hood and Dueling Mask (all these halve damage)
    Either way, plenty of equipment to have everyone wear something to reduce or
    prevent Ice damage. Once this is done, the only thing you have to worry about
    is the physical attacks.
    Though that's really nothing to worry about, since you should be throwing so
    much Fire at Ice Dragon that he should be melted away within a few turns.
    Obviously, if this is not the case, keep an eye on your HP and heal when
    Ice Dragon is definitely one of the easiest dragons you'll face.
    You get a Force Shield for your troubles. Also, 5 dragons remaining for those
    following this guide.
    You might want to use that Save Point you see. Keep going, cross the bridge and
    head up to fight the same Esper you've seen since you selected "New Game".
    Everyone should still be equipped with their Ice-protecting equipment, and no
    further preparation is needed, really. It's an easy fight.
    BOSS: Valigarmanda
    - Level: 62
    - HP: 30000
    - MP: 50000
    - Steal: None
    - Drops: None
    Valigarmanda has three separate turns:
    1st Turn: Rasp (66%) or Blizzaga (33%)
    2nd Turn: Blizzaga (66%) or Rasp (33%)
    3rd Turn: Rasp (33%) or Freezing Dust (33%) or Blizzaga (33%)
    If you attack it with a Fire-based attack, it has a 33% of using Rasp on the
    Lastly, if you use any of the following skills, Valigarmanda has a 33% chance
    of countering with Freezing Dust: Bushido, Tools, Blitz, Lore, Sketch, and Rage.
    That's all there is to it.
    Your goal here is to attack with Fire. That's really your only option, since
    Valigarmanda is immune to 6 out of 8 elements, and absorbs another (Ice). Fire
    is its only weakness.
    This battle goes pretty much like the last one. The only difference is that
    Valigarmanda likes to take your MP with Rasp, so just keep an eye out on your
    MP levels and keep torching Valigarmanda. Since Fire is such a common element,
    you have so many different attacks you can use that this fight is, once again,
    very easy to win.
    After the fight... 'it' speaks!
    Esper: So, humans broke my seal of ice... Humans who possess magicite... Just
           who are you...? I suppose that's of little consequence. But what of this
           devastation that fills the air? Could the War of the Magi have lasted a
           thousand years? That foolish, unending war... Hmm...? You would seek to
           put an end to it...? Then I shall put my trust in you...
    After this touching speech, Valigarmanda turns himself into a magicite, which
    you automatically obtain. This is awesome news. Why? Because you now have your
    first access to the -aga spells! It's the next step up from the -ara spells.
    Valigarmanda teaches Firaga, Blizzaga, AND Thundaga at a x1 Rate.
    Valigarmanda's summon (Tri-Disaster) is an attack that hits the enemy with fire,
    ice, and lightning spells all at once. Not bad.
    Also, after you've collected another magicite, a part of the cliff you're
    standing on breaks off. If you head north, it will ask you if you want to
    "Hop into it!"
    4.99 Yeti's Cave                                                        [4.099]
    New Monsters:
    #189 - Tonberry
    #190 - Onion Dasher
    #191 - Anemone
    #192 - Illuyankas
    #193 - Knotty
    #194 - Tzakmaqiel
    Monster Formations:
    Everywhere but Umaro's Room:
    - Knotty x4 (1 AP)
    - Tzakmaqiel, Knotty x3 (1 AP)
    - Tzakmaqiel, Illuyankas (1 AP)
    - Tonberry (7 AP)
    - Tonberries x3 (5 AP)
    Umaro's Room & Cave with Tonberries:
    - Anemone x4 (2 AP)
    - Illuyankas, Onion Dasher x2 (1 AP)
    - Anemone x2, Onion Dasher (1 AP)
    - Illuyankas x3 (1 AP) 
    - Yeti (0 AP)
    - Tonberries: Minerva Bustier (Rare)
    - You can't steal anything from any other monster in this area
    - Minerva Bustier (Through Western Doorway; Fight Tonberries [Rare Steal/Drop])
    - X-Ether (North-West of Middle Doorway)
    - Gauntlet (South-West Chest in Bridges room)
    How to handle these guys:
    - Tonberry need a special mention. Many people get this monster confused with
    the TonberrIES. These are different (and easier) monsters which can be found in
    a chest later on in this cave.
    Anyways, Tonberry only has one attack which it uses every time: Traveler.
    Traveler's damage is always equal to the number of steps you've taken over the
    entire game divided by 32. At the point of writing this, I've taken 94348 steps,
    so Traveler will do close to 3000 (2948) damage. Hopefully you haven't spent
    too much time walking around, so it won't do as much damage to you.
    Also, if you damage Tonberry in any way, it will unleash its special attack
    Knife (800% damage!) followed by another Traveler. You have a few options for
    dealing with these guys.
    One method you're unlikely to use is inflict Petrify on Tonberry, which is
    actually harder than it sounds. Most Petrify-inducing attacks will miss targets
    that resist Instant Death attacks (which includes Tonberry). Your only way to
    actually petrify this guy is with the Dread Gaze Rage, and even that has low
    Hit Rate. However, if you can pull it off, then you can just wail on Tonberry
    with Fire/Lightning-based attacks.
    The easier way to defeat Tonberry is to cast Imp on it (or use Bad Breath,
    which will inflict Tonberry with Darkness, Poison, AND Imp). Tonberry will start
    doing critical hits due to the Imp status, which is why you need to Vanish your
    entire party to avoid damage. Once that is done, you're set to destroy this
    little guy (again, use Fire/Lightning-based attacks for best results).
    With 8000 HP, you need to try a little harder than usual to take Tonberry down.
    - Onion Dasher is a lot easier than Tonberry. When by itself, it casts Imp Song
    every single turn. Otherwise it will attack physically (66%), followed with a
    33% chance of casting Dash (grants "Haste" status) on himself. Being weak to
    Lightning/Water and vulnerable to things like Instant Death, Silence, and even
    Stop makes Onion Dasher easy to take down.
    - Anemone are weak to Lightning, but they also absorb Lightning. What? So which
    one is it, you ask? Unfortunately, it absorbs Lightning, as is evident when it
    throws a Megavolt at itself when you attack it with anything. If Anemone is not
    alone, it uses !Imp Touch (33%), otherwise it uses Gigavolt (33%).
    It's other weakness is Fire, which you can abuse. Like Onion Dasher, it's
    vulnerable to Death, Silence, and Stop. You can also Petrify this fish if you
    want to and then kindly remove 2000 HP from him.
    - Illuyankas only attack physically (66%) or with !Friendmaker [inflicts Imp].
    Fire will hurt Illuyankas more than any other element, and things like Imp,
    Silence, Berserk, Sleep, and Stop will also work. Nothing too difficult (and
    only 2000 HP).
    - Knotty might remind you of those suicidal Peepers on the Solitary Island.
    Well, these guys aren't as depressed or stupid as the Peepers. Their attacks
    include the basic physical attack, !Tail (inflicts Imp, which seems to be a
    common theme in this cave), and Stone. Stone will confuse you, and if any of
    your characters are level 33, Stone will do 7.5x more damage! Seeing as there's
    a good chance your characters are around this level, beware of Knotty's Stone
    attack (which may [33%] be used every other turn).
    However, they're not really as scary as I just made them sound. They only have
    1000 HP, are vulnerable to EVERYTHING except Imp, and are weak to Fire. I won't
    even begin to list all the different options you have of killing this tiny
    creature, so just choose your favorite method and be done with it.
    - Tzakmaqiel, like everyone minus Tonberry, has an attack that inflicts the
    Imp status; !Peck will only be seen every other turn, and even then it only has
    a 33% chance of being used. Vulnerable to everything but Imp, Petrify, and
    Silence, you can toss this guy around (almost) any way you want to. You could
    also attack with Ice-based attacks to score some massive damage, even though it
    only has 2000 HP.
    - Tonberries... I'll let you know when you encounter it.
    - Yeti... Same as above
    First things first, here's how you should be attacking: Tonberry, Anemone,
    Illuyankas, and Knotty are all weak to Fire. Tonberry and Onion Dasher are also
    weak to Lightning, and Tzakmaqiel is weak to Ice. Oh, and Onion Dasher also has
    a weakness for Water.
    Next, pass around some Ribbons (White Cape if you run out of Ribbons) to protect
    against the Imp status (Ribbon also protects you from Confuse [Stone from
    Invisible status on everyone may help, but you need to watch out for a few
    things, namely: Tonberry (Imp it ASAP to remove this threat), Onion Dasher and
    Anemone should NOT be left alone (or else their attacks will remove Invisible
    status), and that's about it.
    Now that all the preparation is out of the way, let's get on to the cave itself.
    From the room you've fallen into there are three separate doors. Which should we
    go through first? Let's try the left one. BUT NOT YET.
    Why? This cave is slightly annoying because it has several spots where you fall
    through the floor if you step on certain tiles. If you try to head towards the
    left door, you may notice two darker tiles. Guess what these are?
    If you fell through the ground, you need to go through the door in the middle
    of this room (at the top of the stairs). If you go right on the other side of
    the door, you'll come to another hole in the ground, and just end up in the
    same place that you just were. Instead, head left. See that chest? You can grab
    it for an X-Ether if you want to. See that other chest below it? If you head
    straight towards it, you'll fall through the floor. Go down the stairs located
    south-east of the X-Ether chest and through that door to come to the first room
    Anyway, avoid the two darkened tiles and go through the door. Before opening
    this next chest (which contains a monster-in-a-box [it actually contains three
    monsters in one box]), make SURE all your characters are Invisible. If not, you
    WILL get raped in the next battle.
    Everyone's invisible? Good. Got some people that know the Imp spell? Good. If
    not, you have Siren, right? Good. If not, someone knows the Silence spell,
    right? If not, then damn, I give up.
    Now open the chest. Enter: Tonberries.
    Tonberries are the first (and last) monsters you fight that are level 99. Pretty
    exciting, huh? Yeah, didn't think so, either.
    Anyway, here's what they'll do in battle: Every turn they will attack physically
    and take one step closer towards your party. After they take 8 steps total,
    they will unleash !Knife (800% damage), then return back to the left side of the
    battlefield and begin their stepping again.
    If you attack them with the Magic command, they will respond with Holy (100%).
    And that's all these guys do. They have insane Evasion (6th highest in the
    game), so attacking them physically won't do much. I feel I should mention that
    each one of these suckers has 14001 HP, because I know you're wondering that
    yourself (don't lie, I can read your mind).
    Aren't you glad you followed my advice of making your entire party invisible?
    You're welcome.
    Anyway, there's a few ways to deal with these guys. Easiest way is to Imp all
    three of them, effectively stopping them from causing any damage to you. They
    will try to cast Holy if you attack them with the Magic command, but nothing
    will happen.
    If you don't have Imp at your disposal (how?!?), then summon Siren or Silence
    all three of them yourself. This stops them casting Holy, obviously.
    As long as everyone remains Invisible, you are now invincible in this battle.
    Time for the assault.
    Tonberries are weak to Fire and absorb Water (not that anyone cares, just
    thought I'd mention it). All you have to do now is do a total of 14001 x 3
    damage on these guys to finish them off. Easy stuff.
    If you have Locke with you (how dare you not follow this walkthrough front to
    back!), you can try to steal a Minerva Bustier (Rare steal). However, this is
    pretty pointless as there are only two people that can equip a Minerva Bustier
    (Terra and Celes), and you should already have won one from the Coliseum a long
    time ago.
    For those that have remained faithful to this guide (I'm proud of you guys!),
    each Tonberries has a 1/8 chance of dropping a Minerva Bustier after the
    battle. You have a 33% chance of getting at least one Minerva dropped, so
    unless you're really unlucky, you might get one for free anyway.
    If you're curious, you have a 21/512 (or 4.1%) of getting two Minervas. Finally,
    you only have a 1/512 (or .2%) of getting all three Minervas. Thx to Dragon
    Fogel for explaining this (I suck at probabilities).
    Wasn't that fun?
    Moving right along... if you try to head to the chest north of you (if you
    didn't already grab it when you fell through the floor), you'll fall through the
    floor, so don't do it!
    Did you fall through the floor? If so, read up above where it says "IF YOU FELL
    THROUGH A HOLE". If not, return to the first room and enter the middle door.
    You can now head straight to the chest containing an X-Ether.
    The right door back in the first room leads nowhere, so don't worry about it.
    Now where? Head to the bottom floor, or just fall through any hole. Instead of
    taking the door in the middle of the room, make your way up to the bridges and
    navigate towards the north-east corner of the room (grabbing the Gauntlet in the
    chest on the way).
    See the door with the torches? Go through it.
    See that first switch? Don't hit it. If you do, just enter the door to be at the
    same spot. Cross the bridge and go... nowhere? Oh well, let's hit the switch.
    NOTE: If you go through this room and up the stairs, you'll fall out of the
    dungeon and have to backtrack quite a ways and go through the whole cave again.
    Needless to say, don't rush ahead.
    This room is actually Umaro's Room (where you meet different formations than
    before). Where is Umaro? Nowhere to be seen, it seems.
    NOTE: To make this next battle easy as pie, make sure you have access to the
    Berserk spell and attach Phantom to someone.
    Let's examine the skull structure in the middle of the room. There seems to be
    a magicite stuck in its' eye socket! Craziness. Grab it, of course. You just
    obtained the Midgardsormr (say that five times real fast) magicite!
    All of a sudden a Yeti (Umaro) comes in and attacks you!
    BOSS: Yeti
    - Level: 33
    - HP: 17200
    - MP: 6990
    - Steal: None
    - Drops: None
    Here's how Yeti functions:
    If you use a Green Cherry on Yeti, or he uses a Green Cherry on himself (which
    he will once his HP hits 10240 or less), Yeti will get a power-up and gain
    Protect, Shell, Haste, and Regen status.
    Yeti's regular attacks include the basic physical attack and !Tackle (300%
    damage). If only two characters are alive, it'll throw Snowstorm into the mix.
    After 40 seconds (and two characters being alive), Yeti will use either
    Snowball, Avalanche, or Hailstone. Snowball lowers the target's HP to 1/2 of
    current total, Avalanche is a basic Ice-elemental attack, and Hailstone lowers
    the target's HP to 1/4 of current total.
    If you attack Yeti with a Fire-elemental spell, it'll counter with !Tackle (33%)
    or Snowstorm (33%). Use the Magic command on Yeti three times and it will
    Jump like your Dragoons do. Anything else gets countered with !Tackle (33%).
    And that's it. Yeah, it seems like a lot, but it's easier than it looks.
    Like most enemies in this cave, Yeti is weak to Fire (and Poison).
    As I mentioned earlier, to win this battle safely, cast Berserk and summon
    Phantom. You are now invincible.
    If you don't wish to abuse that method, stick with your strongest Fire/Poison
    attacks. There's really nothing special about this battle, so just heal yourself
    when you need to and continue your assault. 17200 HP will drop in no time since
    there are so many Fire-based attacks available.
    You get nothing for winning, except a new character (see below).
    After the battle, Umaro will go cry in a corner. Whimp. Go ahead and talk to
    him anyway.
    Since you have Mog in your party (RIGHT?), he will instantly let Umaro know
    that Umaro will join them, and that Mog is his boss now! So demanding... Umaro
    simply nods and agrees. That was easy. You now get to name him. It's been a
    while since we've seen this screen (and we'll see it once more after this time,
    and then never again.. *tear*), but just name him (Umaro) whatever you want.
    Umaro then goes to wait on the ship for you.
    If Mog is not in your party, Umaro will just sit there. You'll have to go back
    to the ship, get Mog, go allllll the way back to where Umaro's room is and then
    talk to him to get him to join the party.
    To leave the cave, go up the stairs above you. You'll fall out of the cliffs
    onto some snowy ground. Enter the door to your right and follow the path until
    you come out in Narshe.
    Now a little bit on Umaro. His level is the same as your party's level average.
    He comes equipped with a Bone Club and a Snow Scarf. The thing about Umaro is,
    you can never change his equipment, so he's stuck with the Bone Club and Snow
    Scarf. What you CAN change is the Relics he wears, but I'll get to that later.
    In battle, Umaro is uncontrollable (like Gau after you use a Rage, except that
    Umaro is uncontrollable 100% of the time). When you go into battle, you never
    even select a command for Umaro, he just attacks on his own.
    Umaro will choose between two attacks randomly: Normal physical attack (62.35%)
    and a Tackle attack (37.65%) [unblockable].
    There are two Relics that are for Umaro only: Berserker Ring and Blizzard Orb.
    If equipped with a Berserker Ring, Umaro also has a chance of throwing one of
    your party members at the enemy. The chances of Umaro doing these attacks is:
    Physical attack (37.25%)
    Tackle attack (25.1%)
    Throw attack (37.65%)
    If equipped with the Blizzard Orb, Umaro may also use the attack Snowstorm,
    a MT unblockable, Ice-elemental attack. Umaro has the same chance of doing
    these three attacks as listed above.
    Lastly, if you equip both the Berserker Ring and Blizzard Orb on Umaro, his
    attacks are spread out as follows:
    Physical attack (24.7%)
    Tackle attack (25.1%)
    Throw attack (25.1%)
    Snowstorm (25.1%)
    If you've been following this guide, you'll only have the Berserker Ring to
    give to Umaro. We'll find his Blizzard Orb soon, so don't worry.
    One last thing to mention about Umaro: He can't use any magic, and can't
    equip espers either.
    Now you're probably wondering: Should you use Umaro? I wouldn't use him just
    yet. There is a place where he will come in handy, but not now. As always, it's
    up to you.
    Where to next? There's not too many more places to go, but don't worry, we're
    far from being done. Since you just acquired Umaro, let's go find his Blizzard
    Orb so you can utilize his Snowstorm attack should you choose to use Umaro.
    Also, while you find the Blizzard Orb, you'll find other (very) useful items.
    One last mention before you head out. Hopefully you didn't forget that you've
    also acquired a new esper?!?
    Midgardsormr teaches three spells: Quake (x3), Graviga (x1), and Tornado (x1).
    It's level-up bonus is HP + 30%, and the summoning attack is Abyssal Maw (MT,
    Earth-elemental attacks that misses floating targets).
    Quake is another MT Earth-elemental attack (which is stronger than Abyssal Maw)
    which, like all earth-based attacks, misses floating targets. Graviga and
    Tornado both deal with lowering the target's HP to a certain percentage of their
    current HP. Graviga reduces the target's HP to 1/4 of it's current total, and
    Tornado reduces the target's HP to 1/16 of it's current total. Both of these
    attacks will miss targets immune to Instant Death. Another thing to note is that
    Quake and Tornado target not only the enemies but also your party! Make sure you
    only use Quake if you have earth-protection (or are Floating).
    Read to move on? Good. Head to Figaro Castle. If you've been following this
    guide, Figaro Castle will be near Kohlingen. If it's not there, check Figaro
    Desert (where it originally was).
    4.100 Cave to the Ancient Castle                                        [4.100]
    I've decided to change up the order I usually do things a little bit, just to
    give you a little more heads up about what you'll be facing.
    Most of the monsters in the next area or two have extremely high Magic Defense
    AND inherent Reflect status. It may just be easier to stick with
    defense-ignoring physical attacks (or otherwise strong physical attacks).
    Unless you know exactly which magical attacks ignore defense, in which case you
    shouldn't need a guide. <_<
    Anyway, who should you bring? I suggest bringing Sabin (with dual Dragon Claws,
    which are Holy-elemental), a Holy Lance Dragoon (Mog/Edgar), and the other two
    party members are really up to you. Setzer is not a bad choice, neither is
    Shadow. You could also try out Umaro to see how that works out. I went with
    Setzer and Umaro (I was going to go with Shadow, but I wanted to give Umaro a
    chance, too).
    Lastly, if you're curious as to how you're supposed to know about this place,
    there's a thief in Cultists' Tower (remember, where you found Strago?) who
    will tell you where you can find some hidden treasure for the small price of
    100,000 Gil! If you pay, he says this: "There's an ancient castle buried beneath
    the desert of Figaro... and no doubt loaded with treasure! By the way, I heard
    the old man who lives in the weapon shop in Narshe was looking for ya..."
    Is that worth the 100,000 Gil? Not really, especially not since yours truly is
    here to tell you about things like this. Btw, we'll deal with the man in the
    weapon shop in Narshe later (we can't get in the shop at this point).
    Anyway, you've got your party (fully equipped, right?) and you're at Figaro
    Castle. Talk to the man who runs the underground castle system and tell him you
    want to go to Kohlingen/Figaro Desert (depending on where the castle is).
    In the middle of your journey, the castle will stop... head upstairs and go down
    the other stairs (one way, both doors above and below are locked) and you'll be
    back in the jail cell area. Remember this place? You went through here while
    chasing Gerad/Edgar. Head through the open door through the right-most cell.
    New Monsters:
    #218 - Figaro Lizard
    #219 - Devil
    #220 - Enuo
    #328 - Master Tonberry
    Monster Formations:
    Everywhere except the Save Point room:
    - Enuo, Devil, Figaro Lizard (5 AP)
    - Enuo, Enuo (3 AP)
    - Devil, Figaro Lizard x2 (4 AP)
    - Master Tonberry (0 AP)
    - Figaro Lizard: Hi-Potion (Rare)
    - Devil: Mythril Glove (Rare)
    - Enuo: X-Potion (Rare)
    - Master Tonberry: Elixir (Common), Megalixir (Rare)
    - Wing Edge (South-West corner of first cave; Above left-most exit)
    - Hi-Ether (South-East corner of first cave; between middle and right-most exit)
    - Death Tarot (Middle of second cave)
    - X-Potion (Left chest in third cave)
    - Magicite Shard (Right chest in third cave)
    How to handle these guys:
    - Figaro Lizard will try to poison you with !Venom, Leech you, or throw Dischord
    your way, but only if by itself. Otherwise, it will simply attack physically or
    (still) try to poison you with !Venom.
    Like pretty much every monster in this area, it has inherent Reflect status,
    so most of your magical attacks will simply bounce back towards you. It has a
    weakness to Ice and is vulnerable to almost every status (except Poison and
    Sleep). It has extremely high Magical Defense (4th highest in the game, tied
    with three other monsters, all from this same area, so high Magic Defense is a
    common theme here). In other words, physical attacks are your best bet here.
    If you brought Strago, you can use Lv. 5 Death to finish off Figaro Lizard
    - Devil will attack physically or with !Swipe (400% damage) when not alone.
    Otherwise it will throw out attacks like Lv. 5 Death, Lv. 4 Flare, Lv. 3
    Confuse, and Blaze. Try to keep your parties' level at prime numbers if you can.
    Like many other enemies here, Devil is weak to Holy. Its only status immunities
    are Imp, Doom, Silence, Berserk, and Sleep, so everything else is fair game
    (yes, that includes instant death attacks). Devil also has 250 Magic Defense
    (which is the same as Figaro Lizard), so try to stick to physical attacks.
    Lastly, Devil also has inherent Reflect status.
    - Enuo will attack physically or with !Slime (inflicts Slow) when he's not
    lonely. If he is lonely, he'll use Tsunami, Aqua Breath, or !Slime again. Once
    more sporting inherent Reflect, 250 Magic Defense, and a weakness to Holy,
    these monsters are all beginning to look the same. This guy is vulnerable to
    things like Petrify, Death, Silence, and Sap. Take care of Enuo in the same
    manner as the other monsters here.
    Welcome to the Cave to the Ancient Castle. As the name suggests, this cave will
    lead us to the Ancient Castle.
    At the bottom of this room are three exits. Before we enter any of them, there
    are two chests to collect:
    1. Above the left exit is a Wing Edge (a weapon for Locke which has a 25%
       chance of instantly killing the enemy (if not immune to Instant Death, of
    2. Between the middle and right exit is a chest with a Hi-Ether
    It doesn't really matter which exit you take, but let's take the left-most one.
    Follow the path and grab the Death Tarot in the chest on the way. If you
    brought Setzer, slap it on him. Follow the path and take a right past the
    stairs (left will get us closer to the Ancient Castle, but we're not done here,
    yet). Follow the path (go through the wall if you can't figure it out) and
    you'll come across another chest.
    Open the chest to find a Monster-in-a-Box.
    Master Tonberry can be quite difficult if you don't know what you're doing.
    First off, here's what he will do:
    Every turn in the first 15 seconds consists of a regular physical attack.
    Nothing too hard. After 15 seconds (and every 15 seconds after that), Master
    Tonberry will use Barrier Change and move one step closer to you.
    After 7 steps have been taken, he'll use !Knife (800% damage) on a random
    character and retreat.
    His attacks after those first 15 seconds depend on what his weakness is after
    every Barrier Change:
    If weak to Ice:       Firaga (66%)   or Nothing (33%)
    If weak to Fire:      Blizzaga (66%) or Nothing (33%)
    If weak to Wind:      Thundaga (66%) or Nothing (33%)
    If weak to Holy:      Bio (66%)      or Nothing (33%)
    If weak to Lightning: Tornado (66%)  or Nothing (33%)
    If weak to Poison:    Holy (66%)     or Nothing (33%)
    If weak to Water:     Quake (66%)    or Nothing (33%)
    If weak to Earth:     Tsunami (66%)  or Nothing (33%)
    Lastly, anything you throw at Master Tonberry will be countered with Traveler.
    So what are your options? The safest way to handle this guy is casting Sleep
    (and Slow, if you want) on him. While asleep, wail on him with magical attacks
    (not physical attacks, which WILL wake him up) until he dies.
    NOTE: If you brought Umaro (like I did), you might just want to kill him just
    for this battle. His uncontrollable attacks WILL wake him up (since they are
    physical), which kinda ruins the plan here.
    If you have a lot of Rasp-users in your party, you may also decide to simply
    Rasp away all of Master Tonberry's 1200 MP, which leaves him with nothing to
    attack with. To maximize this strategy, cast Sleep on him, otherwise you'll have
    to deal with all the annoying Travelers (which was 3000+ damage for me). Once
    his MP is drained, you can do whatever you want. If he gets close to you, you
    may want to Vanish your entire time in order to avoid his crucial Knife attack.
    By the way, any enemy needs 1 MP to use Traveler. Just some random info for you.
    Anyway, there's two strategies for you to use. Of course, you could just wail
    on him without casting any status ailments and hope for the best (I actually
    managed to pull this off while waiting for him to take 7 steps... he never made
    You get a Gladius for defeating Master Tonberry.
    Equip the Gladius on someone if you'd like (do it!).
    Everything is done here, so make your way to the west end of the cave and go
    through the exit (just head through the wall).
    Two more chests in this room, along with a long ladder heading down. The left
    chest contains an X-Potion, the right one a Magicite Shard.
    Head down the stairs into a room with a Save Point (and another long stairway).
    Oh, and you won't find any random encounters in this room.
    Head up the left stairs to finally reach the Ancient Castle.
    4.101 Ancient Castle                                                    [4.101]
    New Monsters:
    #216 - Armored Weapon
    #217 - Lunatys
    #338 - Blue Dragon
    Monster Formations:
    - Devil x2 (3 AP)
    - Devil, Figaro Lizard x2 (4 AP)
    - Coco, Samurai, Suriander (2 AP)
    - Armored Weapon (6 AP)
    - Lunatys (3 AP)
    - Lunatys x4 (8 AP)
    - Lunatys x2, Figaro Lizard x2 (6 AP)
    - Blue Dragon (10 AP)
    - Samurai: None
    - Suriander: None
    - Coco: None
    - Armored Weapon: Debilitator (Rare)
    - Lunatys: Antidote (Rare)
    - Figaro Lizard: Hi-Potion (Rare)
    - Devil: Mythril Glove (Rare)
    - Master's Scroll (West of main castle entrance; Beat Samurai Soul to get)
    - Punisher (East of main castle entrance)
    - Blizzard Orb (North-East corner in Throne Room; Left Chest)
    - Gold Hairpin (North-East corner in Throne Room; Right Chest)
    - X-Ether (Bucket in Queen's Room [East of Throne Room])
    How to handle these guys:
    - Samurai are not new monsters (you saw them in Cyan's dream). They are weak to
    Poison and have 3000 HP. For more info, see Section 4.96 (CTRL+F: [4.096]).
    - Suriander is annoying because of Snort (cast Sleep to prevent this), which it
    may use (33%) every time you attack it. It's weak to Holy and has 2912 HP. See
    Section 4.96 (CTRL+F: [4.096]) for more info.
    - Coco is weak to Poison and vulnerable to Slow/Stop (and nothing else). If it
    uses Overture, avoid physical attacks. For more info, see Section 4.96.
    - Armored Weapon will attack with Diffractive Laser, Launcher, or Missile when
    alone. If not alone, he'll attack physically or with !Metal Arm (200%) damage.
    But here's the catch: Armored Weapon is ALWAYS alone, so it only uses the first
    three attacks I mentioned (silly programmers).
    Diffractive Laser is Lightning-elemental and can be absorbed by Runic. Launcher
    is your biggest threat here; it will attack random targets 8 times in a row and
    half the target's HP each time that target is hit (damage won't be shown until
    after the attack). Missile reduces the target's HP by 25%.
    Lucky for you, Armored Weapon is vulnerable to Instant Death (also Doom, Slow,
    and Stop). Normally I wouldn't suggest this, but since fighting it "normally"
    will just cost you a lot of HP, but you might just want to instantly kill this
    machine. Keep in mind it has Reflect status, so your options are limited to:
    Banish, Oblivion (Cyan's 8th Bushido, have fun waiting), Antlion (part of Mog's
    Desert Lullaby, very unreliable of course), Mu's Rage (Snare), Chainsaw, 7-7-7
    on Setzer's Slot (Joker's Death), Doom spell, bouncing any death spell off your
    own character with Reflect status, and any other items that may randomly kill
    enemies (Soul Sabre, Death Tarot, Assassin's Dagger, Ichigeki, Viper Darts, and
    that's about it.
    So there's my random info dump for the day. Don't tell me you couldn't kill
    Armored Weapon <_<
    Of course, you could just power-hit the guy with things like Phantom Rush. He
    does have 9200, but is also weak to Lightning and Water. Don't forget about his
    Reflect status if you choose this route.
    - Lunatys is a floating box (with Reflect status, of course). When not alone,
    it will use the usual physical and !Electrode (300% damage). When alone, it
    pulls out the powerful Meteor spell, along with Freezing Dust (being frozen is
    always annoying). If you want to be on the safe side, cast Silence on it which
    stops it from using these attacks. Lunatys is vulnerable to everything except
    Poison and Imp.
    With 4020 HP and pretty low Defense, you could easily take it out with strong
    physical attacks. Obviously, Instant Death attacks (for a list, see above ^_^)
    will work as well.
    Also, if you brought Strago, Lv. 5 Death also makes an easy victory.
    - Figaro Lizard is the same as before. Stick with physical attacks or Strago's
    Lv. 5 Death. See Section 4.100 (CTRL+F: [4.100]) for more info
    - Devil, surprisingly, hasn't changed either. His weakness is Holy and most
    status ailments (including Death and Stop). As always, don't forget the inherent
    Reflect status.
    Phew, now that that's done with...
    Welcome to the Ancient Castle. Continue on for a few steps until the party
    stops and someone in your party will explain what this place is all about. I
    will summarize for you:
    This castle is the site of a 1000-year old battle... a flashback of sort takes
    place and soldiers are crying out that espers are attacking! Time to unleash
    their own esper. Their only esper left is Odin, who has not completely recovered
    from his injuries. Odin is left to take care of the rest of the battle, while
    everyone leaves (I'm guessing). Odin easily kills some soldiers with
    Zantetsuken, only to be faced against some ghost-like enemy (another esper? who
    knows...). He tries Zantetsuken again, but it's hard to slice through a ghost,
    you know? This is when the ghost turns Odin into stone (that's pretty hardcore),
    ending the battle.
    Back to the real world. Proceed to walk through the ruins of this castle, but
    don't enter the castle just yet. Go through the somewhat concealed door east of
    the castle entrance to find a chest containing Punisher, a Rod for Strago/Relm.
    If you brought either, equip it now.
    Now head through the door to the west of the castle entrance.  If you brought
    Seter, I suggest equipping the Man-Eater on him. Also, if Sabin/Strago/Relm are
    in your party, equipping (dual) Venom Claws/Poison Rods may be a good idea.
    Inside, you'll find another chest, containing a Monster-in-a-Box!
    Samurai Soul is one of the tougher enemies you've faced. An interesting thing
    to note is that you can actually run away from this guy! Trust me, though, you
    do NOT want to do this. The reward for beating Samurai Soul is too great.
    Samurai Soul has many attacks, so I'll just copy/paste them from his battle
    1st Turn: Water Scroll (33%) or Attack (33%) or Gale Cut (33%)
    2nd Turn: Attack (33%) or Lightning Scroll (33%) or Shockwave (33%)
    3rd Turn: Lightning Scroll (33%) or Flame Scroll (33%) or Water Scroll (33%)
    4th Turn: Attack (33%) or 1000 Needles (33%) or Flame Scroll (33%)
    If you attack with the "Attack" command, he will respond with his own physical
    attack (33%). After 6 "Attack"s, he will target a random player and use his
    special attack, !Assassin Blade (causes Death). Also, if you attack with the
    "Magic" command or any Lores, it will respond with a physical attack (33%) as
    well. After 3 attacks by Magic/Lore, he will throw an Ashura or Kunai your
    way, followed up by a MT Gil Toss the next turn. Samurai Soul's Gil Toss does
    a total of 3660 damage split between everyone who's alive (If 3 are alive,
    each character receives 1220 damage, if 4 are alive, 915 damage).
    Lastly, Samurai Soul powers himself up after 40 seconds, gaining Image, Reflect,
    and Haste status.
    So how do you beat this guy? First, I will mention the more popular (and much
    easier) way to beat him:
    1. Cast Confuse on Samurai Soul
    That's it. After you confuse him, he will have a 50% of using !Assassin Blade
    on himself, which will kill it instantly. That was easy.
    If you're beyond those "cheap" tactics, prepare for a difficult battle. As you
    may guess, "Attack", "Magic", and "Lore" are off limits here (if you brought
    Umaro, he might have to die since he'll be attacking physically most of the
    time, which Samurai Soul is allergic to).
    Attack with Blitz (Phantom Rush), Bushido (#7 Tempest, have fun waiting ~15
    seconds), Tools (Drill), Jump is fine, and Throw (anything will work). If you're
    wondering, Sketch gives you a 25% of Samurai Soul using Assassin Blade. Control
    won't work at all.
    Some may be wondering: Why did I suggest equipping Setzer with Man-Eater if the
    Attack command is off-limits? Well, using the Attack command is actually not
    totally off-limits, as long as you only use it less than 6 times (or if you
    feel like dealing with Assassin Blade killing your characters every 6 Attacks,
    you can use it all the time). Man-Eater does double damage to Humanoid-type
    enemies, and guess what type Samurai Soul is?
    Anyone who is not attacking will most likely need to be a healer in this battle.
    Samurai Soul has 37620 HP and a weakness to Poison (which is why I suggested
    equipping Venom Claws/Poison Rods).
    Your prize for defeating Samurai Soul is the Master's Scroll (and 30,000 Gil)!
    Before we do anything, a quick word about Master's Scroll. The most obvious
    positive effect is that it makes the wearer attack 4(!) times instead of just
    one when using the Attack command. However, every physical hit is only half as
    strong as usual (multiply that by 4 and you still come out ahead). Also, all
    physical attacks become unblockable.
    Master's Scroll also disables critical hits from certain weapons that use MP
    to deal critical hits (Rune Blade, Organyx, Punisher). Lastly, it disables
    almost all random spell castings from weapons (i.e. Flametongue [Fire],
    Kagenui [Stop], and Holy Lance [Holy]).
    Notice how I said all physical hits are cut in half? This means if Sabin is
    equipped with the Master's Scroll and uses Raging Fist, the damage done is also
    Some situations where the Master's Scroll comes in handy: 
    - Setzer's Dice (and later Fixed Dice) damage is not cut in half, effectively
      making the attack 4x stronger
    - Weapons that instantly kill an enemy (Soul Sabre, Death Tarot, Viper Darts,
      Assassin's Dagger, Ichigeki) have a higher chance of doing so (25% * 4)
    - Thief's Knife has 4 * 25% chance of stealing from an enemy (note that even
      if you steal several items from several different monsters, you only get to
      keep the last item that was stolen)
    - Weapons like Hawkeye/Sniper have four chances of doing increased damage
    Anyway, enough about the Master's Scroll. I'm sure you'll love to equip it on
    somebody, so go ahead.
    NOTE: Yes, if you pair Master's Scroll up with Genji Glove, you can unleash 8
    attacks per turn. The only downside is that you can't equip any other Relics
    (and you can't equip any Shields. Even though that's nothing new with Genji
    Glove, even though it IS possible to still equip a shield, but that would stop
    you from attacking 8 times, which is the only point to pairing Master's Scroll
    with Genji Glove). Long run-on sentences FTW!
    Enough talking, time to move on. I'm sure you're dying to know what is actually
    inside this Ancient Castle, so head inside.
    The first room contains nothing, so move along. This is the throne room. Head
    straight up to find the stone statue of Odin still standing there, even after
    1000 years! Examine it and it will crumble, leaving you with the Odin magicite.
    In reality, Odin is nothing special. He teaches Meteor (x1) and a meager Speed
    increase (+1) at level up. His summoning attack is Zantetsuken (no way!) which
    is an MT attack that causes instant death (to those not immune to it, of
    course). Later on, you'll find an esper that teaches Meteor at x10 rate, another
    esper that grants +2 speed, and yet another esper with pretty much the same
    summoning attack, but with a better Hit Rate.
    In other words, Odin will be outclassed in all areas, making him semi-useless.
    I will let you know that you won't be getting the esper that teaches Meteor at
    a x10 rate anytime soon.
    In the north-east corner of the room are two doorways, except the right one is
    not a doorway at all (in other words, go through the left one). You'll come
    across two chests: the left one contains the Blizzard Orb, the right one a
    Gold Hairpin!
    For those paying attention, Blizzard Orb is the other relic Umaro can equip.
    Equipping it allows him to add Snowstorm to his pool of attacks.
    With that, there's only place left to go, and it's sort of hidden. On the east
    wall (underneath the two doorways where you just came from) is another room.
    It's not really *that* hidden, but it's easily missed.
    Enter the room and check the bucket for an X-Ether.
    See the sparkly thing? Examine it to find out it's the queen's diary:
    "...I have fallen in love with Odin. It is a forbidden love, I know... But the
     flames of passion obey not rule or reason... Every time I think of that noble
    man, my heart flutters, and fans the flames yet more! And who could rightly
    fault it? When the fighting ends, I shall tell him... I must..."
    Apparently, the queen and the esper had a little thing for each other. That's
    Now, if you head back to the throne room, stand under the right throne, take
    5 steps down and press A, the ground will shake. Go back to the queen's room
    to find a set of stairs that definitely wasn't there before!
    Wait, what? How did I know that? Fear not, I will enlighten even you. Anytime
    after you read the queen's diary, one of the people walking around in the
    library of Figaro Castle will say this (before you checked the diary, he said
    something else):
    "To think that a thousand-year-old city would be lying buried
     beneath the sands of this very desert! I found a short passage about the city
     in an ancient text, but I haven't been able to make much sense of it.
     'When the queen stands and takes five steps...'"
    Yes, it's one of those seemingly random things that you would never find unless
    you talked to EVERYBODY.
    Anyway, head down the stairs and stop. Up above is another one of the legendary
    dragons, and I'm sure you'd like to prepare before facing it head-on first.
    This dragon is water-based, but also uses partial Wind-, Ice-, and
    Poison-elemental attacks. I'm simply going to list the best equipment to equip.
    The list is sorted in order of usefulness, so equip as much as you can:
    Tortoise Shield, Saucer, Paladin's Shield, Minerva Bustier, Force Shield/Armor,
    Thunder Shield. If you've been following this guide, you have all those items
    except Tortoise Shield, Saucer, and Paladin's Shield, which should be enough to
    get through this battle.
    If you have room, equip some relics that protect against Sap (Ribbon, Angel
    Ring, and Miracle Shoes are your only options for that).
    Lastly, to save yourself some trouble, stay away from the Haste status for this
    battle (I'll explain later).
    Whenever you're ready, approach the Blue Dragon.
    BOSS: Blue Dragon
    Blue Dragon
    - Level: 65
    - HP: 26900
    - MP: 3800
    - Steal: None
    - Drops: Zantetsuken (Always)
    Here's Blue Dragon's game plan: At the start of the battle (and every 40 
    seconds after that), Blue Dragon will use Tsunami.
    He only has one attack (at first): Attack (33%) or Acid Rain (66%)
    Once his HP reaches 16384, he'll drop Acid Rain and instead start using Aqua
    Breath and Flash Rain (on two separate turns).
    Blue Dragon can also use Rippler, though it's slightly confusing as to when he
    uses it. I'll try my best to explain. Blue Dragon will use Rippler if:
    1. Any character has Haste status (see why I told you to avoid it?)
    2. Blue Dragon does not have Haste OR Protect status
    3. It's been more than two turns since he last used Rippler
    If all the above are true, then Blue Dragon will cast Slow on himself and then
    use Rippler on the character with Haste. If you remember, Rippler swaps the
    status effects (plus many other things due to the infamous bug). Basically, Blue
    Dragon goes through all this effort just so he gains Haste status and you gain
    Slow status.
    Lastly, he'll have a 1/3 chance of countering anything with a physical attack.
    Now what is your game plan? Hopefully you've equipped everything that will help
    reduce/negate any damage you'll take. Unlike most boss-like enemies, Blue says
    no to status ailments (follow his example and say "No!" to drugs)... unless
    it's Darkness, Poison, or Slow <_< (Poison/Slow him if you want, for added
    This means your plan is simple: Blue Dragon is weak to Lightning, so Thundaga
    will deal massive damage (though Phantom Rush does more, just saying). If you
    brought Shadow, throw things like Lightning Scroll, Thunder Rod, and especially
    Thunder Blade. If you brought Gau along, then Aspiran is the perfect Rage for
    this battle. It lets Gau absorb Water while sending Gigavolt towards the Blue
    Other than that, dish out your strongest attacks and heal when necessary. I hate
    giving advice like that, but that's all I can tell you in this case.
    Unless you'd like to go for this alternate strategy, which I only recommend to
    those who'd rather be safe than sorry (just read on).
    ALTERNATE STRATEGY (time-consuming, but effective):
    Blue Dragon has 3800 MP. This strategy involves using the Rasp spell to suck all
    the MP out of Blue Dragon. It obviously works best if all 4 characters know
    Rasp. Having the Curaga spell at hand also can't hurt, as you WILL need to heal
    several times before you're done Rasping.
    This is where Poisoning Blue Dragon may be more useful, as the battle will be
    quite long. So why not have Blue Dragon take some damage while you work on his
    MP? Don't forget you can check how much MP he has with Libra. Technically, you
    only need to get his MP below 20, but that's just a technicality.
    Once you start seeing the wonderful "Not enough MP." message, Vanish all your
    characters. NOW you can start attacking whichever way you want without having
    to worry about taking any damage. Once again, Blue Dragon has 26900 HP, so
    have fun!
    You get the Zantetsuken for beating Blue Dragon!
    If you've been following this guide, you now have 4 dragons remaining!
    There is one final thing you CAN do here: If you don't want to hold on to Odin,
    you can change him into another esper now. Ahead of you is a stone statue of
    the queen!
    If you examine the statue, a tear will fall from the statue onto the Odin
    magicite. The game explains it as "Odin's magicite surges with newfound
    power..." and then changes into the esper Raiden!
    99% of the time you will want to change Odin into Raiden. The only reason you
    wouldn't want to is because you probably won't have access to the Meteor spell
    for quite some time. However, most people can live without it, since you have
    plenty of other (powerful) options to use besides Meteor.
    NOTE: Obviously, you can only have one or the other. There's no way (except
    cheating) to have both Odin and Raiden. As I explained earlier, Odin does
    nothing that other espers can't do better. Of course, you can come back
    anytime and change Odin into Raiden if you want to hold on to Odin for now.
    Raiden is one of only two ways to learn the extremely broken Quick spell (x1).
    At level up, Raiden grants Strength + 2, which Bismarck can already do, but is
    still nice. His summoning attack is Shin-Zantetsuken, which is the same as
    Odin's summoning attack, but with a higher Hit Rate.
    Now a little bit on the Quick spell and why it's considered a broken spell:
    Using Quick, you can attack twice in a row without interruption from anything.
    I shouldn't even have to explain why this is powerful. Imagine your last battle
    with Blue Dragon just now. If you brought Sabin, you were hopefully using
    Phantom Rush, which did anywhere from 5000-6000 damage. Imagine doing it twice
    in a row now (10,000 - 12,000 damage)!
    Now picture the Quick spell on someone with Genji Glove + Master's Scroll
    equipped. Yes, that means 16 attacks in a row!
    Whether you use this broken spell is entirely up to you.
    Anyway, we're done here. Head alllll the way back, through the Cave to the
    Ancient Castle and back through Figaro Castle. Speak to the man running the
    underground castle system and tell him to restart the engines. To get back to
    your airship, you'll have to travel underground once more.
    NOTE: In case you're wondering, simply travel underground with the castle to
    get to the Ancient Castle again.
    4.102 Esper - Quetzalli                                                 [4.102]
    NOTE: This can be done anytime after you get the airship.
    Remember the Solitary Island? It's the small island where Celes first awoke
    after Kefka destroyed the world. If you saved Cid from his sickness way back
    when, he'll still be alive. If you talk to him, he'll still say "I'm all better
    now! Thank you, Celes!", which is stupid since it's been a VERY long time since
    Celes helped him get better. Oh well.
    If Cid died (which is what he was supposed to do in the first place), you'll
    still find his note on the floor.
    Anyway, if you don't remember where Solitary Island is: Look towards the
    south-west corner of the map. There's a small island. There's only one, so you
    can't really miss it (though it is sort of small).
    The real reason we're here is not to find out what happened to Cid. Head towards
    the beach (go one screen south from the house). See it?
    There's a magicite on the beach! Pick it up to add Quetzalli to your esper-pool.
    Quetzalli teaches several spells (but only two new ones): Haste (x20),
    Slow (x20), Hastega (x2), Slowga (x2), Float (x5).
    Hastega is simply a MT Haste on your party, Slowga is a MT Slow on the enemy.
    Quetzalli's summoning attack is Sonic Dive, which is basically the same as if
    every party member used Jump at the same time.
    4.102 Deathgaze / Esper - Bahamut                                       [4.102]
    New Monsters:
    #331 - Deathgaze
    Monster Formations:
    - Deathgaze (0 AP)
    NOTE: I know I should've mentioned Deathgaze MUCH earlier, and the reason I
    didn't was because I thought I had (I even had [incorrectly] given him a space
    in the Table of Contents). I realized the other day that I hadn't even covered
    Deathgaze yet, so that's why it's here. I'll probably re-arrange the ToC in
    the future and put this section in a more appropriate place (probably one of the
    first sections after you get the Falcon, since that's the first time you can
    find Deathgaze).
    You probably don't remember, but you've seen Deathgaze mentioned before. A man
    in Albrook told you that new monsters were released when the world ripped
    apart, including Humbaba, the 8 Legendary Dragons, and, you guessed it,
    Where to find Deathgaze? In the sky. Here's the deal:
    Everytime you board the Falcon and take it up to the sky, Deathgaze chooses
    two (only two) random tiles out of the entire world map (which has 4096 tiles).s
    If you pass over either of these tiles, you'll battle Deathgaze.
    Notice how I said "everytime you take the Falcon to the sky". This means that
    if you land the Falcon and immediately go back up, Deathgaze will have chosen
    two new tiles already. As long as you stay in the air and don't land the Falcon,
    he'll remain on the same tiles.
    Before you set out on finding him, you should make sure you're ready to fight
    it. Deathgaze is weak to Fire and Holy, so Firaga/Holy spells are welcome.
    A long time ago, I told you to buy several Holy Rods. Check your inventory, and
    if you don't have 4-5 Holy Rods, go to Thamasa now and buy a few. Breaking Holy
    Rods on Deathgaze will do MASSIVE damage, and you'll want to be doing the most
    amount of damage in the least amount of time (you'll see why later).
    Also, Deathgaze opens the battle with Lv. 5 Death, so make sure you don't have
    any characters whose level is a multiple of 5. Deathgaze uses the Death spell,
    Blizzaga, and Aero. If you can, equip some Death-protection and Ice- and Wind-
    absorbing equipment.
    Who should you bring? 
    * Trance'd Terra casting Firaga does insane damage
    * Edgar/Mog for Holy Lance Dragoon (Deathgaze is weak to Holy) for more insane
    * Sabin's Phantom Rush always works
    * If you skipped ahead on Gau's rages and have the Io rage (Flare Star), it will
      do 5440 damage... before including Deathgaze's weakness to Fire! In short,
      Flare Star will do 9999 damage. Of course, the Rafflesia rage is an instant
    * If you can get the last digit of your Gil to end in 2 or 4, you can unleash
      Strago's Lv. ? Holy Lore on Deathgaze
    * Relm will do well with Firaga/Holy
    * Shadow should be throwing Holy Rods or Flametongue/Flame Scroll
    That should be plenty of options. Now that you're ready, it's time to find
    So what's the easiest way to find him?
    1) You could just fly around aimlessly and hope for the best.
    2) When you first take off, you'll be facing directly north. Tap left/right
       once, just enough so you won't be flying in a straight line. Now just fly
       straight. Eventually, you'll cover every single tile on the map.
    The 2nd method may take a while, but it's guaranteed to work eventually, unlike
    the 1st method which may never let you fight Deathgaze.
    BOSS: Deathgaze
    NOTE: As you can read below, Deathgaze has a chance of fleeing. The special
    thing about Deathgaze is that his HP does NOT refill after he flees. Next time
    you find him (yes, by flying over the entire world map again) his HP will be
    at the same point as it was when he last fled. That is why I earlier said
    you'll be wanting to do the most amount of damage in the least amount of time,
    since your goal is to take Deathgaze out the first time you see him.
    - Level: 68
    - HP: 55555
    - MP: 38000
    - Steal: None
    - Drops: None
    Deathgaze starts the battle with Lv. 5 Death.
    Deathgaze will use either Attack, Death, or Blizzaga on his first turn. The 2nd
    turn consists of Death or Aero (66%). The 3rd turn is when he has a 66% chance
    of Fleeing.
    If Deathgaze is damaged in any way, he'll respond with a physical attack (33%).
    So as you can see, Deathgaze has a pretty good chance of fleeing on his 3rd
    turn. Chances are you'll have to fight him at least twice (I probably would've
    made it on my first encounter, but I didn't follow my own advice and Sabin died
    to Lv. 5 Death; I needed to do 11671 more damage to finish him off, which Sabin
    could've done in two turns... oh well).
    I already told you how you should be attacking, so I'll just summarize real
    quick: Break Holy Rods, Firaga, Holy, Phantom Rush, Holy Lance Dragoon, Io Rage,
    and Lv. ? Holy.
    Finished him? Good.
    You get the Bahamut esper magicite for defeating Deathgaze.
    Bahamut teaches only one spell: Flare (x2). Flare is a powerful, unblockable,
    defense-ignoring attack. You'll probably learn to like this spell a lot.
    His level up bonus is HP + 50%, which is the best HP boost you've seen so far.
    His summoning attack is Mega Flare, which is also a powerful, unblockable,
    defense-ignoring attack.
    All in all, it was worth it, unless it took you several hours to find and beat
    Deathgaze (even then, it's still worth it).
    Before we do anything else, I think it's time we clear off all the Overworld
    encounters so we can add them to the Bestiary. Head to the North-Eastern
    continent first.
    4.103 Overworld: North-Eastern Continent / Dinosaur Forest              [4.103]
    New Monsters:
    #171 - Brachiosaur
    #172 - Tyrannosaur
    #173 - Tumbleweed
    Monster Formations:
    - Tumbleweed x4 (2 AP)
    - Sprinter x2, Lycaon x2 (2 AP)
    - Greater Mantis, Sprinter, Lycaon x2 (3 AP)
    - Tyrannosaur (3 AP)
    - Tyrannosaur x2 (5 AP)
    - Brachiosaur (10 AP)
    - Crawler x4 (2 AP)
    - Crawler x3 (1 AP)
    - Crawler (1 AP)
    - Brachiosaur: Ribbon (Rare)
    - Tyrannosaur: Reed Cloak (Rare)
    - Tumbleweed: Saucer (Rare)
    - Crawler: Remedy (Rare)
    - Sprinter: None
    - Lycaon: X-Potion (Rare)
    - Greater Mantis: Impartisan (Rare)
    How to handle these monsters:
    - Brachiosaur is the toughest random encounter in the game. No doubt about it.
    Equipped with 46050 HP, 51420 MP, Level 77, dishing out attacks such as
    Disaster (ST/MT, causes Darkness, Imp, Doom, Silence, Confuse, and Float),
    Meteor (powerful MT defense ignoring non-elemental attack), Snort (plain
    annoying), !Spin (600% damage) and the strongest spell in the game: Ultima.
    There are a few cheap ways to beat Brachiosaur of course (pretty much every
    enemy has a cheap way of being beaten, if you haven't noticed), though they may
    not be available to you as of right now. I will list them anyway:
    1. Use Relm to Control Brachiosaur. Don't do anything with Relm anymore, and
       attack with magic attacks only (physical attacks will set Brachiosaur free of
       Relm's Control).
    2. Gau's Rafflesia (Entice) Rage works (as always).
    3. Psycho Cyan Glitch (Kill Cyan, Revive Him, have him use Sky (#2), Imp him)
    Or you can just kill him with brute force:
    NOTE: Meteor does ~3000 damage to each character, Ultima does even more. You
    may wish to return later so you can survive at least one of those attacks.
    Brachiosaur's weakness is Ice, which will be important in taking it down. Your
    goal is once again to do as much damage as possible in the least amount of time.
    Blizzaga is pretty much required. Sabin should stick with Phantom Rush, as
    always. Trance'd Terra with double Earrings will pretty much hit 9999 every
    time. Disaster and Ultima can be Runic'd, so when you expect those attacks to
    be coming, have Celes use Runic constantly.
    Strago can use Grand Delta, Mighty Guard (to help your party's defenses), 
    Traveler (depending on how many steps you've taken), and White Wind to heal the
    party if necessary. Setzer should be using Fixed Dice (if available). Gau
    should Rage Baalzephon (Blizzaga) if he has it, with your next best bet being
    Io (Flare Star). Umaro with Blizzard Ring can cast Snowstorm.
    Everyone else would do best with Blizzaga. Good luck taking down the toughest
    random encounter in the game!
    NOTE: As I was writing this, I actually got lucky and defeated Brachiosaur with
    my Lvl 34 party (Trance'd Terra - Blizzaga, Shadow throwing Fuma Shuriken, Mog
    casting Blizzaga, and Sabin doing Phantom Rush). I should note that I did get
    lucky and only saw Brachiosaur use Disaster, but never Meteor and Ultima (each
    of which he has a 33% chance of using). If you wish to try the same, you may
    get lucky as well.
    - Tyrannosaur is the other monster you'll find in the Forest. They only have
    three different attacks they use: physical attack, Meteor, and !Bite (700%
    Lucky for you, they are vulnerable to Sleep and Slow. Put them to sleep, then
    pound on them with Ice-based attacks. They also only have 12770 HP, which seems
    like nothing compared to Brachiosaur.
    Also, you can Rasp away the 420 MP Tyrannosaur has and make your party
    invisible, if you prefer this way. Next to Brachiosaur, Tyrannosaur is a piece
    of cake.
    NOTE: If you happen to face the Tyrannosaur x2 formation, take note that the
    Tyrannosaur's physical attacks from behind you will do extra damage and become
    unblockable. You may just want to go with the Sleep method to save yourself some
    - Tumbleweed will use his physical attack or !Blinder (causes Darkness). When
    alone, it has a 33% chance of using Lifeshaver.
    There's a lot of ways to take out Tumbleweed. Instant Death, Doom, Stop,
    Petrify, Lv. 5 Death lore, and Fire-based attacks will take these guys out
    - Crawler are weak to Ice and any status effect except Poison.
    - Sprinter are weak to Lightning and Death/Doom/Silence/Berserk/Confusion/Sleep.
    - Lycaon has 250 HP (lol) but strong magic defense, so use pretty much any
    physical attack. You can even Sleep/Stop it if you want, though I hope that's
    not necessary.
    - Greater Mantis, which you may or may not remember, are the monsters with the
    extremely high attack. To prevent getting raped by their physical attacks, I
    suggest casting Stop on them. They have 4500 HP and are weak to Fire.
    While you are here, you may have noticed a house by the river. Yes, this is the
    same house that Sabin went to in his scenario way back then. I'm just going to
    advise you to stay away from this house, as it contains a funny scene which you
    want to take full advantage of. Don't worry, I'll let you know when the time is
    Next destination: Thamasa (which is in the south-east corner of the map)
    4.104 Overworld: Around Thamasa                                         [4.104]
    New Monsters:
    #196 - Vasegiatta
    #197 - Gloomwind
    #198 - Purusa
    Monster Formations:
    Grassland & Forest:
    - Vasegiatta (1 AP)
    - Vasegiatta, Purusa (1 AP)
    - Purusa, Gloomwind (2 AP)
    - Gloomwind x3 (3 AP)
    - Vasegiatta: Phoenix Down (Rare)
    - Gloomwind: Hi-Potion (Rare)
    - Purusa: Moonring Blade (Rare)
    How to handle these guys:
    - Vasegiatta may attack physically every turn, and on it's 2nd turn (and every
    3rd turn after that) it may also use !Talon Grab (200% damage) or Aero. If it's
    attacked by the Magic command, it may counter with a physical attack or
    Vasegiatta has no weakness, but is weak to a variety of status ailments,
    including Silence, Berserk, Confusion, and Stop. With only 3615 HP, it shouldn't
    take long to take this bird out of the sky.
    - Gloomwind attacks physically or with Net (only every other turn; 33%). If
    Gloomwind is by itself and is attacked by anything, it may use !Rock (inflicts
    Petrify; 33% also).
    Gloomwind's weakness is Ice, along with a vulnerability to Death and Stop.
    - Purusa will either attack physically or use !Bear Hug (300% damage). Every
    status effect besides Petrify and Confusion will work on Purusa. Nothing too
    And that about covers all the overworld encounters. Whenever you're ready,
    change your party to include Relm AND Strago, and enter Thamasa.
    As you walk into Thamasa, Relm is excited to be home again. She's just going to
    head to the house. While Strago thinks he's getting old (I think he may be onto
    something there), Relm hurries back, saying Gungho is hurt (he's Strago's old
    friend; they used to hunt for a monster named Hidon back in the day). Anyway,
    Strago & Relm rush to Gungho's bed.
    NOTE: It's been a while since I've typed up a dialogue, so instead of explaining
    what happens, I'll just add the dialogue (as fellow FAQ writer Action says in
    his excellent guide, "I'm a FAQ writer and I can do that" :P).
    Strago: Gungho, hang in there!
            Who did this to you?
    Gungho: It was Hidon, that legendary beast you and I used to hunt... Almost had
            him, too...
    Strago: Hidon!?
    Gungho: Oooh... *cough*, *wheeze*...
    Strago: G-Gungho!?
    Gungho: Strago... Please...avenge me...
            Oooh... *cough*, *wheeze*...
    *Strago backs away from the bed*
    Relm: Grandpa! What are you standing around for!?
    Strago: You're right... I grew old and stopped even thinking about pursuing the
            dreams of my youth...
            Gungho, I'm going after him!
    *Strago rushes downstairs*
    Relm: Grandpa! Grandpa, wait! You're not thinking of going all alone, are you?
    Strago: ...I need to face the thing I ran from all those years ago. I need to
            get the best of it. It's a matter of pride, dear.
    Relm: It's a matter of you being a stubborn old man! You're my grandpa! I can't
          just sit and watch while you make things harder for yourself than they
          have to be!
    Strago: I'm sorry, Relm... It means a lot to me that you care so much.
            ... But Hidon's a tough beast to track. Its name comes from the old word
            for "hidden," after all! No one'll ever find him if I don't go.
            To Ebot's Rock!
    *Strago leaves*
    Relm: Phew...
    So now you know what we're doing here: Going to fight the legendary beast,
    However, before we do that (don't worry, Hidon can wait), how about we fill up
    Strago's Lore list?
    4.105 Lore Hunting                                                      [4.105]
    NOTE: If you've been following the guide, you should be missing a total of 11
    Lores (Aero, Bad Breath, Force Field, Grand Delta, Lv. ? Holy, Mighty Guard,
    Quasar, Reflect ???, Rippler, Transfusion, and Tsunami). But since I'm such a
    nice guy (and since, believe it or not, not everyone has followed this guide
    from front to back), I'm going to list the easiest way to get every single
    available Lore. For those that HAVE followed this guide front to back, you'll
    just need to get the Lores that have a star next to it.
    NOTE: Relm should still be in your party. If not, you may want to add her back
    Friendly Reminder:
    * Strago can NOT have any of the following statuses: Darkness, Confusion,
      Frozen, Petrify, Sleep, or Stop while the Lore is being used, otherwise
      Strago won't learn it.
    * As long as Strago saw the Lore being used, it doesn't matter what happens to
      him afterwards (well, the battle does have to end). Strago can even be dead
      at the end of the battle, what matters is that he saw the Lore being used.
    1000 Needles - Fly to the Desert south of Maranda (south-west continent) and
                   encounter a Cactuar (if you encounter a Slagworm, simply cast
                   a Death spell to get rid of it). Cactuar will use 1000 Needles
                   on his 2nd Turn.
    *Aero - Fly to the North-Western continent and walk around in the Grasslands.
            If you don't find a Marchosias, you'll fight a Mousse. Should you
            encounter Mousse, scroll down to Transfusion so you can learn that lore
            from Mousse. Once you've done that, a simple Rasp will get rid of
            Mouse. If you do find Marchosias, have Relm Sketch it for a 75% chance
            of Aero being used.
            NOTE: Even if you encountered a Marchosias right away, keep looking in
                  the same area until you find Mousse. Why not kill two birds with
                  one stone and learn both lores while you're here?
    Aqua Breath - Strago already knows this, silly.
    *Bad Breath - Only monster you can learn this from right now is Malboro, who
                  resides in Darill's Tomb. You should still be on the North-Western
                  continent, so head to the mid-west area of that continent where
                  Kohlingen is. Darill's Tomb is west of Kohlingen.
                  Malboro only appears on B2F or B3F, and are fairly common. Once
                  you find it, either Sketch it (75%) or Confuse it (50%) to learn
                  the lore. If you got the Malboro, Exoray formation, know that
                  Exoray is Undead AND weak to Fire and Holy.
    Dischord - Fly to the North-Eastern Continent. Walk around in the Wasteland and
               you'll encounter 4, 3, or a single Crawler. Crawler has a 33% chance
               of using Dischord when by itself, so if you encounter more than one,
               finish off any extra Crawler with a Death spell each. Just wait for
               it to use Dischord, and make sure to heal all your poisoned
               characters after the battle.
    Doom - If you don't already know this, I hope you know the Zombie Dragon Rage.
           If you do, simply use the Rage in-battle and Strago will learn it. Should
           you not have the Rage, your best bet is to wait until later (probably
           after/during Kefka's Tower; Ahriman uses it in battle or you can Sketch
           Ahriman for a 75% of scoring Doom. Also, you can control Yojimbo to use
    *Force Field - You have no way of learning this now. Only one enemy in the
                   entire game uses this attack, and it's one of the final bosses
                   of the game. Patience, my young Padawan.
    *Grand Delta - Patience, my young Padawan (it's like dejavu all over again;
                   e-mail me the reference to receive an e-cookie by yours truly!).
                   You'll get this lore from Hidon, which you know we'll be doing
                   after we collect as many lores as possible.
    *Lv. ? Holy - Your only chances of learning this lore so far were Alluring
                  Rider in Cyan's Dream or Dullahan from Darill's Tomb if you
                  brought Strago (which, btw, is impossible since you don't have
                  Strago at that point. Your next chance is to bring Strago with
                  you to the Phoenix Cave and Sketch the Red Dragon for a 25% shot
                  at him using this lore. After that, you have plenty of options in
                  Kefka's Tower, so hold off on this lore for now [unfortunately].
    Lv. 3 Confuse - NOTE: If you still need the Lv. 4 Flare and/or the Lv. 5 Death
                          lore, skip this part and read on at Lv. 4 Flare (the Devil
                          monster has all three of these lores, so you might as well
                          pick them all up at once).
                    Head to the South Figaro Cave, located on the continent west of
                    the north end of the Serpent Trench (or slightly south-east of
                    the North-Western continent; confusing? Sorry =/). You'll find
                    Dante in here. Sketch it for a 75% chance of seeing this lore.
    Lv. 4 Flare - You can either wait until you get to the Phoenix Cave and wait
                  40 seconds for the Red Dragon to use this lore, or head to the
                  Cave to the Ancient Castle (take Figaro Castle underground). Find
                  Devil, who will have a 33% chance of using this lore if he's by
                  himself on the battlefield. If you find yourself facing Enuo
                  and/or Figaro Lizard, cast Banish to get rid of them (Death won't
                  work due to inherent Reflect status).
                  NOTE: Before you leave, scroll down to Tsunami and get that lore
                        while you're here.
    Lv. 5 Death - Same as above (Lv. 4 Flare).
    *Mighty Guard - Head to the Solitary Island (the only small island in the
                    south-west area of the map). Walk around the desert. You're
                    looking for Land Ray, but if you find a Black Dragon, throw a
                    Phoenix Down or the Raise spell at it (it's Undead). Once you
                    find Land Ray, Sketch it for a 75% chance of seeing Mighty
                    Guard. If it dies too quickly (likely), cast Stop on it and
                    keep trying until you see Mighty Guard.
                    NOTE: If you need the White Wind lore, scroll down now to get
                          it in this same place.
    *Quasar - You have no way of learning this lore just yet. You'll have to wait
              until (probably) Kefka's Tower. If you take Strago to the fight with
              Gilgamesh, he may (33%) use Quasar on his 4th turn. It's probably
              easier to wait until Kefka's Tower, but it's up to you.
    *Reflect ??? - The only way you could've learned this lore so far is if you
                   brought Strago to Dullahan (which is impossible, by the way).
                   It'd be easiest to wait until you fight Daedalus in Kefka's Tower
                   (he'll use it if anyone has Reflect status when the battle
                   starts). Of course, you could try your luck with Dark Force, who
                   will have a 33% chance of using this lore on his 7th turn. Yeah,
                   Daedalus is easier.
    Revenge Blast - Strago already knows this, silly.
    *Rippler - NOTE: Do NOT bring Shadow to learn this lore, unless you want to risk
                     losing Interceptor.
               Head to the south-western continent (or stay there if you just got
               the Revenge Blast lore). Head to the forest and you'll probably
               encounter the Leap Frog x4 formation (if not, quickly Stop both
               Greater Mantis before they rape you with their physical attack and
               finish them off with Fire-based attacks). Anyway, Leap Frog will use
               Rippler on its 3rd Turn (33%). If you're not Vanish'd yet, do so
               within the next two turns, as Leap Frog will Jump on its 2nd turn.
               After you've seen Rippler, you can have Strago try out his possibly
               new Lv. 4 Flare, followed up by some other MT attack to finish off
               all 4 Leap Frogs.
    Roulette - NOTE: If you need the Self-Destruct lore, read below first, as you
                     can learn also learn Self-Destruct from Onion Knight
               If you don't already have this, your only way of learning it right
               now is to use the Onion Knight Rage, or if you don't have that (you
               probably don't), to find it on the Veldt and Sketch it for a 75% of
               learning this lore. If you don't feel like doing that, wait until
               you encounter Ahriman, who has Roulette written all over him (he
               uses it in-battle, or you can also Rage, Sketch, Control, Confuse,
               or Entice it to learn the lore).
    Self-Destruct - If you're trying to find Onion Knight on the Veldt (to get the
                    Roulette lore), you may want to unequip everything on one
                    character. Why? Onion Knight has a 33% chance of using
                    this lore if you attack it with the Attack command, and this
                    little guy only has 250 HP, which means you don't want to kill
                    it. Obviously, you'll want to learn Roulette first (through
                    Sketch) since Onion Knight will... Self-Destruct after he uses
                    it (how do they come up with these lore names? So clever).
                    If the above doesn't apply to you, you have a few other ways of
                    learning this lore. If you have the Bandit or Balloon Rage, you
                    can simply use that. Other than that, you can Sketch Bomb (25%)
                    or Balloon (75%) on the Veldt to learn Self-Destruct.
                    If the Veldt is too much work for you, you can simply wait until
                    you meet Wartpuck in Zone Eater's Belly (we'll get there soon,
                    so this may be your best option). You'll need the Rafflesia Rage
                    to Entice him, though. Should you not have that Rage either,
                    your only other options are to wait till you have access to the
                    Control command (Zone Eater's Belly; or if you stole the
                    Fake Mustache from Still Life in Owzer's Mansion) and Control
                    Wartpuck, or simply wait until you meet Junk (Kefka's Tower
                    again), who uses this lore when he's by himself (100%). Phew,
                    don't you wish you had just followed this guide and gotten the
                    lore a LOT earlier?
    Stone - Strago already knows this, silly.
    *Transfusion - If you got sent here from learning the Aero spell, bravo. If not,
                   you need to fly to the North-Western continent and walk around
                   in the Grasslands until you find Mousse. Attack it with a weak
                   Magic spell (it only has 900 HP) and hope for the 33% chance of
                   Transfusion to kick in (or Mousse also has a 33% chance of using
                   this attack every turn, but only when he's not alone). I guess
                   I should mention you could just Sketch it for a 75% chance of
                   learning the lore :P Once you have the lore, Rasp it to kill it.
                   If you went the Sketch route, you'll have to revive Relm after
                   the battle.
    Traveler - Lots of options for this if you don't already have this lore. By far
               the easiest way to learn it is to head to the Southern Continent
               and walk around in the grass. Every battle features Fafnir. Sketch
               it and learn the lore 75% of the time.
    *Tsunami - Probably would've been a lot easier to bring Strago to the Ancient
               Castle in the first place, but oh well. If you got sent here from
               learning the Lv. 4 Flare lore, you're lucky. If not, head to the
               Cave to the Ancient Castle (take Figaro Castle underground). Walk
               around until you find Enuo, then Sketch it for a 75% of seeing
    White Wind - NOTE: If you're not there yet, head to the Solitary Island.
                 You know how you just had to Stop Land Ray in order to Sketch it
                 so you could learn Mighty Guard? Well, you're going to do the same
                 to the Peeper you'll find on the Wasteland (always). Stop them,
                 then Sketch them to learn White Wind 75% of the time.
    There, wasn't that fun? Those people keeping up with this guide only have 5
    empty lore spaces now: Force Field, Grand Delta, Lv. ? Holy, Quasar, and
    Reflect ???
    Let's head back to Thamasa to handle some business with Hidon, whose probably
    tired of waiting by now.
    4.106 Ebot's Rock                                                       [4.106]
    Who should you bring? Strago is required, while Relm is not. In reality, any of
    your favorite characters will do. As you may have noticed, you're starting to
    become more powerful than almost everything (save Brachiosaur). If you're
    wondering about me, I'm bringing some characters I haven't used in a while:
    Shadow, Edgar, and Gau.
    New Monsters:
    #231 - Warlock
    #232 - Mahadeva
    #233 - Sorath
    #234 - Medusa Chicken
    #235 - Creature
    #236 - Moonform
    #237 - Aspidochelon
    #332 - Hidon
    #333 - Erebus
    #334 - Erebus
    #335 - Erebus
    #336 - Erebus
    Monster Formations:
    Entrance Room, Room with Hungry Chest & Hidon, Save Point Room
    - Moonform, Medusa Chicken x3 (1 AP)
    - Sorath, Warlock, Creature (1 AP)
    - Sorath x2 (1 AP)
    - Warlock, Medusa Chicken x2, Creature x2 (2 AP)
    Rooms with Coral Chests:
    - Aspidochelon x2 (2 AP)
    - Mahadeva (1 AP)
    - Aspidochelon, Moonform, Creature (1 AP)
    - Moonform x3 (2 AP)
    - Hidon, Erebus x4 (6 AP)
    - Warlock: Teleport Stone (Rare)
    - Mahadeva: Teleport Stone (Rare)
    - Sorath: Teleport Stone (Rare)
    - Medusa Chicken: Teleport Stone (Rare)
    - Creature: Teleport Stone (Rare)
    - Moonform: Teleport Stone (Rare)
    - Aspidochelon: Teleport Stone (Rare)
    NOTE:          ^ o_O?
    - Every chest here contains Coral
    How to handle this bunch:
    - Warlock's only attack move is the Holy spell. Other than that, it will
    probably use !Magic Drain (steals MP) a few times. Only problem with Warlock is
    its high Defense & very high Magic Defense. Any defense ignoring attacks will
    do great here.
    In the meantime, you can cast Sleep and/or Stop to stop taking damage, while you
    abuse it's Lightning and Poison weakness to reduce it's (only) 1300 HP to 0.
    - Mahadeva will attack physically, use !Rib (200% damage) or Crypt Dust (turns
    a dead enemy into a zombie). As long as no one is dead, Crypt Dust won't do
    anything. Mahadeva has a weakness to Fire and Holy elements, and is also
    vulnerable to Death, Doom, Confusion (it might use Death or Banish while
    confused), and Stop.
    - Sorath only uses !Choke (150% damage) and the usual physical attack. He's
    weak to the Holy element, while also vulnerable to Confusion, Sleep, and Stop.
    - Medusa Chicken attacks physically or with !Lick (causes Petrify). When alone,
    they stop using !Lick and instead use Quake. These chickens are just as hard
    (and by hard, I mean easy) to take down as everyone else here. They are weak to
    Ice, and even vulnerable to Death, Doom, and Stop.
    - Creature attacks with the usual boring physical attack, with a little bit of
    !Stench (causes Confusion) thrown in. These creatures (get it?) are weak to
    Lightning and vulnerable to everything but Imp and Sleep. Too easy.
    - Moonform had the potential to be a slightly larger threat than every other
    monster here, but turns out it's not a threat at all. It attacks with the
    usual physical attack, or !Mouth Clamp (causes Sap). Any Magic spell has a 1/3
    chance of being countered Acid Rain, and anything else has a 1/3 chance of
    being countered with Flash Rain.
    So, you could either reduce the 2444 HP to 0 by using Fire/Holy-based attacks,
    or you could cast Death/Doom.
    Or you could cast Rasp once and be done with it. 82 MP is all Moonform has to
    offer, and he dies when his MP reaches 0, so it's easy as pie.
    - Aspidochelon will attack physically for four turns in a row. On its' 5th turn,
    it uses !Rage (150% damage) followed by two more physical attacks. If
    Aspidochelon is attacked by the Magic command, he may respond with Wind Slash.
    His weaknesses are the Fire and Holy elements. Status vulnerabilities include
    Death, Doom, Confusion, and Stop.
    Oh, and he's Undead. Phoenix Down = dead.
    Let me summarize: Cast Float on your party, then make your party invisible,
    always Rasp Moonform, and finish off the undead Aspidochelon with your favorite
    method. The only thing you have to worry about now is Warlock casting Holy,
    but you can cast Sleep/Stop to avoid it. Other than that, you're now invincible.
    As soon as you enter Ebot's Rock, you'll notice that your vision slightly
    limited. Is that a problem? Not really. Head straight up (into a teleport stone,
    not to be confused with the item) and you'll find a chest above you. Approach
    it, and the chest will start talking (does anything surprise you anymore?).
    The chest is hungry... hungry x 9 to be exact. He wants some coral before he'll
    let you pass. So now you have to go find some coral. What the chest doesn't tell
    you is that he wants more than one coral. He wants 22 to be exact, and all at
    once. Should you feed the chest 21 coral, then come back and feed it some more,
    it won't work. 22 or more corals, or nothing at all.
    No problem. Go south and step on the teleport stone. From now on there's no
    telling where you'll be. There are several separate rooms you could end up at,
    and each one contains a chest with 1, 2, 3, or 5 pieces of coral. All you need
    to do is teleport to one room, open the chest, and step on any teleport stone
    (there are two in each room).
    Sometimes the teleport stones will transport you back to the room with the
    coral-greedy chest. If you don't have enough corals, just head back to the
    teleport stone. Also, one of the rooms has a Save Point, should you need one.
    Once you have 22 or more, keep teleporting around until you get back to the
    room with the chest. Feed it to the chest, who will munch for a minute, then
    burp, then let you pass.
    Up ahead is Hidon. That wasn't too difficult, was it? Before you fight Hidon,
    equip some espers like Bahamut, Midgardsormr, Valigarmanda, Raiden, Lakshmi (to
    heal HP), or Alexander (in that order). Yes, that's 5, but I'm just giving you
    some options. ;)
    Lastly, you may want to throw on something to protect you against Poison.
    Whenever you're ready, approach Hidon (Strago: That's Hidon!) and start the
    BOSS: Hidon, Erebus x4
    - Level: 43
    - HP: 25000
    - MP: 12500
    - Steal: Teleport Stone (Common), Thornlet (Rare)
    - Drops: Teleport Stone (Always)
    - Weakness: Fire, Holy, Earth
    - Absorbs: Poison
    If any character is dead and does not have Zombie status, Hidon will target
    that character and use Crypt Dust, which simply turns that character into a
    Zombie. This causes that character to attack anyone on the field (even your own
    party) and just act like it had Berserk status. If all four characters have
    Zombie status, it's Game Over. Just don't let anyone die, and if they do, revive
    them ASAP.
    Hidon's only attack turn is Attack (66%) or Bio (33%). Anytime you attack it,
    he may counter with Poison (33%).
    If all four Erebus are dead, Hidon will revive them after 80 seconds. Also,
    when Hidon is by itself, it will use the Grand Delta lore, which Strago will
    definitely want to learn (and will learn).
    Lastly, since he's by himself and doesn't have four Erebus to protect him, he
    changes his attacks:
    1st Turn: Venomist (33%) or Attack (33%) or Leech (33%)
    2nd Turn: Attack (66%) or Leech (33%)
    3rd Turn: Venomist (33%) or Attack (33%) or Leech (33%)
    Erebus (Left)
    - Level: 43
    - HP: 3500
    - MP: 1000
    - Steal: None
    - Drops: None
    - Weakness: None
    - Absorbs: Fire, Ice, Lightning, Poison, Wind, Holy, Water
    - NOTE: Also has inherent Reflect status
    This particular Erebus will only attack physically or with !Confuse Claw (which,
    believe it or not, causes Confusion).
    As you can see it absorbs every element except Earth and has inherent Reflect
    status. This is the most difficult Erebus to take down. That doesn't necessarily
    make it hard to take down, but it IS the most difficult out of the four.
    Erebus (2nd from Left)
    - Level: 43
    - HP: 3500
    - MP: 1000
    - Steal: None
    - Drops: None
    - Weakness: Earth
    - Absorbs: Poison
    This Erebus attacks physically or with !Poison Claw (I'll let you figure out
    which status this attack sets). This guy is one of the three Erebus that are
    vulnerable to Instant Death, and also to Petrify and Stop.
    Erebus (2nd from Top)
    - Level: 43
    - HP: 3500
    - MP: 1000
    - Steal: None
    - Drops: None
    - Weakness: Fire, Ice, Lightning, Poison, Wind, Holy, Earth, Water
    - Absorbs: None
    This seems too easy. Weakness to all 8 elements? That's fine, we'll take it.
    This Erebus is also the 2nd Erebus vulnerable to Instant Death, along with
    Poison, Doom, Confusion, Sleep, and Stop.
    He'll also attack physically, or with !Mega Claw (400% damage).
    Erebus (Top)
    - Level: 43
    - HP: 3500
    - MP: 1000
    - Steal: None
    - Drops: None
    - Weakness: Fire, Holy
    - Absorbs: Poison
    This last Erebus' only attacks are the regular physical attack and !Zombie
    Claw (causes Zombie).
    If you've been keeping up, you've already figured out that this guy is also
    vulnerable to Instant Death (and also Doom, Confusion, and Stop).
    I feel I should also let you know that this is the only Undead Erebus.
    Phew, look like a lot? Yeah, looks like it. As always, it looks a lot harder
    than it actually is.
    First off, the easiest way to win this battle: Hidon is actually Undead, so
    throw him a Phoenix Down to win the battle. Too easy.
    Even I think that's too easy, so here's how to beat Hidon and his Erebus:
    I would tell you to go ahead and assault Hidon right away, if it weren't for the
    fact that you'll want Strago to learn the Grand Delta lore. Hidon only uses it
    when all four Erebus are dead, so we'll have to finish them off first.
    The easiest way to do this is with the espers you have equipped: Summon Bahamut
    first, then Midgardsormr, then Valigarmanda. That should finish off all three
    except the Left one, who absorbs all elements except Earth and has inherent
    Reflect. He just got healed by Valigarmanda, but only has 3500 HP, so use any
    strong physical attacks to take it out.
    Other ways to take them out individually (if you don't want to use Espers):
    Left - Strong physical attacks, has Reflect
    2nd from Left - Death, Stop/anything but Earth
    2nd from Top - Death, any elemental attack (he's weak to all of them)
    Top - Death, Phoenix Down, Fire/Holy + Stop
    Anyway, all four Erebus should be dead now. Watch Grand Delta (ooooh, aaah) and
    get ready to assault Hidon. You have 80 seconds before the Erebus show up again,
    which is plenty of time.
    Hidon is weak to Fire-, Holy-, AND Earth-based attacks. If you want, you can
    use a Phoenix Down NOW to kill it since you've seen Grand Delta. You should
    know by now which attacks work best, so I won't bother repeating them (again).
    I will mention some Rages, though, in best-to-worst order:
    - Borghese (Holy), Hill Gigas/Antares/Oceanus (Magnitude 8),
      Behemoth King (Firaga), Io (Flare Star, 6880 damage), Behemoth (Meteor),
      Templar/Lich/Clymenus (Fira)
    Also, Devil Fist works great because Gau absorbs all Poison attacks while
    casting Will o' the Wisp 50% of the time.
    25000 HP is not that much for a boss, so it should not take long at all.
    You get a (gasp!) Teleport Stone for beating Hidon.
    Strago: I did it! I... really beat Hidon!
            I'll have to tell Gungho he's been avenged!
    *Back in Thamasa, Strago's House where Gungho is resting*
    Strago: Gungho...!
    Gungho: What's all the fuss? Can't an injured man get some rest!?
    Strago: Gungho, listen to me! I defeated Hidon!
    Gungho: You...WHAT!? Y-you beat Hidon? You're lying!
    *Relm shows up*
    Relm: Nope, he's not! He really did it!
    NOTE: If you never brought Relm to Ebot's Rock, how would she know this?
    Strago: Ho-ho-ho... Well, a little monster like Hidon could hardly expect to
            stand up to the likes of me!
    Gungho: I can't believe it... But it looks like I have to concede defeat! You
            showed me up, old man!
    Strago: Ho-ho-ho!
            ...By the way, how are your wounds healing, Gungho?
    Gungho: Hmm? Oh, my wounds! Yes, they're fine...
    That evening...
    *Strago and Gungho sitting at a table*
    Strago: So there I was, creeping through those caves that seemed to go on
            forever... I finally reach the deepest, darkest cavern, and there he is,
            right in front of me! I stared the ugly brute straight in the eye,
            raised my staff, and let him have it! Bam! Thwack! Pow! Right in the
            kisser! Oh, I wish you could've been there to see me... Oh... and
    *Screen fades out*
    *Gungho goes outside to talk to Relm*
    Relm: Where's Grandpa?
    Gungho: Hmm? Oh, I think he finally tired himself out from all that jabbering
            and nodded off.
            But... do you think it's okay to leave it like this, with him thinking I
            was really hurt?
    Relm: Don't worry about it! If we hadn't tricked him, he'd have spent the rest
          of his life doing nothing but talk. And even if you were faking, that
          monster wasn't!
    Gungho: I don't know how a man like him ever managed to raise a granddaughter
            as wonderful as you...
    Relm: Yeah? Well, I don't know how anyone could be as terrible an actor as you!
          Strago is probably the only man alive who would fall for a performance
          like that!
    *Relm runs off*
    Gungho: What did you say!?
    *Screen fades out*
    Now that you have the Grand Delta lore, here's what it does: At the cost of 64
    MP, you will cast a powerful MT-unblockable, defense ignoring, non-elemental
    attack which will probably do more damage than any Lore you've seen so far.
    NOTE: You can actually fight Hidon again if you want to. Gungho is walking
    around Thamasa now, and if you talk to him he may report that Hidon has been
    seen at Ebot's Rock again. Just keep talking to him over and over again until
    he says this. Once he does, you can go to Ebot's Rock again and fight Hidon
    4.107 Phoenix Cave                                                      [4.107]
    Some of you may be wondering what happened to your top-notch thief, Locke.
    Well, it's about time we found out. But where to look? Don't worry, I got you
    covered. You probably don't remember, but you talked to an Imperial Soldier at
    the Coliseum a very long time ago who told you to "Talk to the Emperor twice".
    Once you came to Owzer's Mansion, you saw a portrait of the emperor. After
    talking to it twice, you received the Emperor's Letter (check your Rare Items
    [Menu -> Items -> Rare] to see it).
    The letter said: "The legendary treasure sleeps where the mountain forms a
    Seeing as I mentioned Locke and then this letter, you can probably assume Locke
    is at this mountain that forms a star. But where is this mountain? You could
    fly around the Overworld trying to find it, or you could just fly to the
    Middle-Southern continent and head to the northern end of this continent.
    You may not be able to see it very well from the sky, but that mountain range
    at the northern tip of the continent forms a star. If you land in the single
    empty (aka "mountain-less spot") in the middle, you will enter the Phoenix
    Cave. Don't enter the Cave just yet, though.
    Before you go into Phoenix Cave, you may want to decide on your party. As long
    as you have some Ice/Holy spells, you cover all the weaknesses in this cave.
    It wouldn't hurt to bring along some people with defense-ignoring attacks.
    Oh, I should also mention that this cave is a little different than others.
    It's a 2-party cave, so you'll be controlling two separate parties. Both parties
    will need to work together to make it through the cave.
    NOTE: If you find you don't have enough (good) equipment to go around for 8
    characters, you can always share the equipment between the two parties. This is
    easily done by taking the equipment from one character, switching parties and
    equipping it on the other. Yeah, it's a lot of work, but it is an option should
    you need/want to do it.
    Author's Note: If you're interested, here's my parties:
    1. Terra, Strago, Edgar, and Sabin
    2. Celes, Shadow, Mog, and Gau
    Once you're done equipping everyone (you didn't forget Relics, did you?), head
    to the center of the star-shaped mountains and press B. You'll be asked to
    choose your two parties. Once you do, they'll both jump off the ship.
    Here we go!
    NOTE: If you ever want to leave, you can face the crane-thingy to the left and
    press A, and it will lift you out. You'll be back on the ship. Your party will
    consist of Setzer and nobody else.
    New Monsters:
    #163 - Ouroboros
    #164 - Face
    #165 - Zeveak
    #166 - Seaflower
    #167 - Galypdes
    #168 - Necromancer
    #169 - Clymenus
    #170 - Chaos Dragon
    #337 - Red Dragon
    Monster Formations:
    Upstairs (Non-Lava floors):
    - Face, Zeveak, Necromancer x2 (5 AP)
    - Clymenus x2, Necromancer (4 AP)
    - Face x2 (2 AP)
    - Galypdes, Chaos Dragon x2 (5 AP)
    Downstairs (Lava floors):
    - Clymenus x3 (3 AP)
    - Chaos Dragon, Ouroboros, Seaflower x2 (6 AP)
    - Ouroboros, Seaflower (2 AP)
    - Seaflower x5 (3 AP)
    - Red Dragon (10 AP)
    - Ouroboros: Phoenix Down (Rare)
    - Face: Phoenix Down (Rare)
    - Zeveak: Phoenix Down (Rare)
    - Seaflower: Phoenix Down (Rare)
    - Galypdes: Phoenix Down (Common), Celestriad (Rare)
    - Necromancer: Phoenix Down (Rare)
    - Clymenus: Phoenix Down (Rare)
    - Chaos Dragon: Phoenix Down (Rare)
    - Red Dragon: None
    - Wing Edge (North-West of Main Entrance)
    - Empty (East side of Upper Level)
    - Teleport Stone (South-East corner of Upper Level)
    - Empty (South-West of first stepping stones)
    - Empty (South-East of first stepping stones)
    - Empty (Lower Level, behind spikes)
    - Empty (In 2nd stepping stones area)
    - Dragon Horn (Past Red Dragon)
    - Ribbon (Downstairs, after draining lava)
    How to handle these guys:
    - Ouroboros only have 50 HP, but of course they have insane Defense AND Magic
    Defense (3rd highest in the game for both stats). This is where the defense
    ignoring attacks come in handy. Should you for some reason not have any
    defense-ignoring attacks at hand, you could always cast Death (or Banish if
    you want to get rid of the Seaflower(s) that always accompany Ouroboros.
    However, if you're also facing Chaos Dragon, it won't work on it, but Banish
    will still get rid of Ouroboros and the two Seaflower). Also, Lv. 4 Flare will
    work nicely here.
    Their attacks, by the way, include the usual physical attack, along with Bio
    and !Negatouch (inflicts Zombie).
    - Face will attack physically or with !Smirk (causes Stop) every turn. Anything
    has a small chance of being countered with 1000 Needles. When Face is alone,
    it will switch out !Smirk for 1000 Needles.
    These guys are vulnerable to Confusion or Stop. You may wish to simply Confuse
    any Face you meet and either have them help you defeat any other enemies or just
    wait until they kill each other (when confused, they use their physical, !Smirk,
    or 1000 Needles). Once you Stop them, attack them with Ice attacks, and refrain
    from using Fire attacks.
    Lastly, I feel I should let you know that if you Rasp away his 1700 MP, he will
    also die.
    - Zeveak may attack physically or with !Whirling Umbrella (causes Confusion) on
    their first turn. Their 2nd turn may feature Flash Rain. Once Zeveak is alone,
    it has a good chance of using El Niño.
    Zeveak, like Face AND Necromancer (which you'll all see in the same battle),
    are vulnerable to Confusion. Edgar's Noiseblaster will be perfect in this
    battle. You could also cast Banish which will get rid of Zeveak and the
    Necromancers (but not Face), or put Zeveak to Sleep. Its weakness is Ice.
    Alternatively, you may want to Rasp 500 MP to kill it.
    - Seaflower will always attack in numbers (2 or 5 of them, depending on which
    formation you encounter). By far the easiest way of getting rid of these guys
    is using Banish, since they are vulnerable to Instant Death. If that's not an
    option, Petrify or Stop will work nicely, followed up by Ice- or Lightning-based
    attacks. They absorb Fire and Water attacks, so stay away from them. They have
    4200 HP each.
    Should you actually need more than one turn to defeat Seaflower, know that it
    may use !Tentacle (causes Poison) on its 2nd turn, otherwise they have a good
    chance of attacking physically every turn.
    - Galypdes is famous for it's rare Steal, Celestriad (a Relic which reduces
    all Magic and Lore attacks to a cost of only 1 MP). If it weren't for the
    Osmose spell, Celestriad would be a great Relic. More and more people are
    starting to realize it's highly over-rated (because of Osmose), so I won't ever
    tell you to get more Celestriad than you find in chests and such. If you want
    more, Galypdes will be your best bet (though there is a better place to steal
    them from Galypdes, which I may mention later).
    Anyway, it may attack physically every turn. Galypdes may also use !Flap (500%
    damage; ouch) on its 2nd turn or Cyclonic on its 3rd turn. Anytime you attack
    Galypdes, it has a 33% chance of countering with Shamshir.
    These attacks are annoying, so you have a choice of casting Silence, Berserk,
    Confusion, or Stop on it. Its' weakness is Ice and you have to do 6013 HP worth
    of damage, so I suggest you get to it. ;)
    - Necromancer may attack with !Zombie Stick (inflicts Zombie) on its first turn,
    otherwise it has a chance of attacking physically. Attack them with anything
    EXCEPT the "Attack" command and you'll get a Gravity (33%) or Graviga (66%)
    shoved down your throat. Lastly, when Necromancer is lonely, he gets mad and
    starts using Death (33%), Banish (33%), or Flare (33%). Ouch.
    You can Confuse these guys, Stop them, and/or cast Fire- or Holy-based spells
    to get rid of them ASAP. Rasping 900 MP is also an option, but that might take
    longer than you'd like. Lv. 4 Flare will work on Necromancers as well.
    - Clymenus normally only cast Fira 33% of the time. If any of your characters
    have Reflect status, they will cast either Cura, Reflect, or Haste on you (which
    will simply bounce back tot hem). That's not too much of a problem, unless they
    cast Reflect. This will give THEM Reflect status, which causes more troubles.
    If any Clymenus has Reflect status, it will cast either Fire, Fira, or Firaga
    on themselves, which will bounce back to you!
    If none of your characters have Reflect status, you don't have much to worry
    about. Clymenus has a weakness to Holy and 3815 HP, so take care of it
    If you do have Reflect status on someone, you need to a) hope they don't cast
    Reflect anytime soon and b) get rid of them ASAP. Casting Berserk may help. If
    you do manage to Berserk all the Clymenus on the field, you shouldn't have much
    else to worry about. If they do manage to pull off a Reflect, get rid of the
    affected Clymenus ASAP.
    - Chaos Dragon are a little odd. Out of their 10 Turns, 8 of them are spent
    doing nothing. The other two turns feature attacks only 33% of the time.
    Disaster on its' 2nd Turn, and !Incinerate (causes Death) on its' 6th Turn.
    Casting Silence gets rid of the Disaster-threat, and hopefully you won't stick
    around until the 6th Turn to see if he'll use !Incinerate or not.
    Aside from Silence, Chaos Dragon is vulnerable to Berserk and Stop. Like most
    monsters here, it sports a weakness to Ice, with an above average 9013 HP. It
    does have pathetic defense (3rd lowest in the game), so physical attacks work
    quite well.
    Alright, so that covers all the monsters. Now onto the dungeon itself. I'm going
    to refer to your two parties as "1st Party" and "2nd Party" (I came up with
    these names after only five minutes!). It doesn't really matter which Party
    becomes #1 or #2, as they both end up in the same place. Also, you'll get to
    choose which party you want to fight the Red Dragon with, so no worries there.
    Anyway, let's clear this dungeon:
    NOTE: In case you didn't read the text on the screen, you press Select to switch
    between the two parties.
    NOTE about spikes in this dungeon: You'll find many spikes in this dungeon. You
    CAN step over these spikes, but they will remove 400 HP from everyone in the
    party. Should any character not have 400 HP, it will simply reduce it to 1 HP.
    Spikes will never kill you.
    1st Party:
    Enter the cave and step on the switch. A door opens to the left.
    2nd Party:
    Enter the cave and go through the left door. Go up the stairs and take a right
    to go down south to find another switch directly above the 1st Party. Step on it
    to open the door to the right.
    NOTE: If you go left instead of right, you may see a chest. If you try to grab
    it, you'll fall through a hole into the ground, and onto some spikes. Don't
    worry, we'll get the chest later.
    1st Party:
    Go through the right door and a little north to step on the switch, which will
    lower the spikes to your left.
    2nd Party:
    Head north and across the spikes the 1st Party just lowered for you. Go east
    and then south to step on a switch, which will lower some more spikes.
    1st Party:
    Go across the spikes and notice the stairs below you. If you go to the
    north-east corner, you can find a chest that is Empty! Also, there's sort of a
    hidden passage directly east of the stairs. Open the chest for a Teleport Stone.
    Go down the stairs. You'll come to the lower floor of the dungeon (where
    different monsters appear). Go north-west of the stairs to cross some bridges
    (this chest is also Empty!) Hit the switch north-east of that empty chest to
    raise some stepping stones out of the lava. Cool.
    Go back to the stairs and follow the bridges (another Empty! chest) all the way
    to the end. Dead end, must be time to switch parties.
    2nd Party:
    Head up from the switch you're on, all the way west and down the stairs. Go
    south (see the lone tile of spikes? Those are the spikes you would've fallen on
    had you tried to open the chest earlier) and up the stairs. Hit the switch and
    cross the newly formed bridge to grab the chest, which contains a Wing Edge.
    Go back down the stairs, back north to the other stairs and head east across
    the bridges. Jump across the lava using the stepping stones and... do it again.
    North of you is a chest behind some spikes. Now you could waste 400 HP on
    everyone in your party to find out what's in the chest, or you could just read
    this guide to know it's another Empty! chest. Continue east to find yourself
    pretty close to Party #1. Hit the switch, and the big stone moves over.
    1st Party:
    Head north through the newly opened path. Just like in the beginning of this
    dungeon, go down the stairs to the left of you and step on the switch, which
    moves the big stone back into its original place.
    2nd Party:
    Head north and step on the switch surrounded by water. This lowers the spikes
    for the other party.
    1st Party:
    Go north and across the spikes that were just lowered. Go west and down the
    stairs to come to another lava room. Jump left across the stones, then south,
    and east. If you take the left bridge, you'll find another chest that is Empty!
    That was the last empty chest, I swear. Go back across and take the right
    bridge and go up the stairs. Hit the switch, which somehow makes the water go
    to the lower level and cool off the lava. Sweet.
    2nd Party:
    Head west and ignore the switch for now. Go down the ladder and follow the
    cooled off path to the west. Go down the stairs and make your way towards the
    chest in the middle of the now-cooled floor. Open it for a Ribbon. Go back
    up the stairs where you came from (if you're wondering, the stairs in the
    north-west corner go nowhere... yet). Head back across the once-hot floor and
    step on the switch you passed earlier (this re-arranges some stones on the
    floor which will allow the 1st Party to pass).
    1st Party:
    Go south through the newly-opened path and GO UP THE STAIRS IMMEDIATELY. Below
    you is the Red Dragon, which you don't want to fight just yet. Stand on the
    switch north-west of the stairs (which raises two stepping stones).
    2nd Party:
    Go back through the path on the floor and up the stairs to the west. NOW go
    through the north-west stairs. Head south and jump across the stepping stones
    to meet up with the 1st Party. Yay.
    Now you can decide which party you want to fight the Red Dragon with.
    Ok, ready? ... What? You want me to help you decide? Alright, just this once :P
    As you may guess from the name RED Dragon, this one specializes in Fire. Throw
    on any Fire-absorbing equipment you have, and make sure NO ONE has Reflect
    status. If you're going for an easy victory, then I hope you have at least two
    characters that know Rasp.
    Just for reference, Fire absorbing/negating equipment includes: Flame Shield,
    Ice Shield, Paladin's Shield, Red Jacket, Minerva Bustier, Blizzard Orb &
    Berserker Ring (both Umaro only).
    The follow also take half damage from Fire attacks: Thunder Shield, Force
    Shield, Cat-Ear Hood, Force Armor, Snow Scarf.
    That should be enough to cover anyone you have in your party.
    Once you're ready, head down the stairs and go south to meet the Red Dragon!
    BOSS: Red Dragon
    Red Dragon
    - Level: 67
    - HP: 30000
    - MP: 1780
    - Steal: None
    - Drops: Murakumo (Always)
    - Weakness: Ice, Water
    - Absorbs: Fire
    If any character has Reflect status, Red Dragon will target that character
    and use !Eraser (unblockable attack which removes Reflect and does damage). Of
    course, if you're wearing Reflect Rings (why?!?), the Reflect status will NOT
    be removed (Relics > attacks).
    Red Dragon's only turn at first consists of Fira (66%) or Fireball (33%). If
    you attack it with anything, it may counter with a physical attack.
    Once his HP drops to 10240 or below (that means after 19760 damage), it's new
    attack becomes Flare (66%) or Firaga (33%).
    NOTE: Flare is non-elemental, so you won't absorb this attack.
    If 40 seconds have passed, Red Dragon will either use Southern Cross, Flare
    Star, or Lv. 4 Flare (which is non-elemental, btw).
    And that's about all he does. Not too bad.
    Any advanced thinkers may have already noticed the easiest tactic to defeat
    Red Dragon. All of Red Dragon's attacks require MP, of which Red Dragon only
    has 1780. How fast can you Rasp 1780 MP? :)
    Once you get his MP to 0, Red Dragon can't do anything except counter
    physically. If you want to be completely invincible, you can always Vanish
    your party. Now, just take your time defeating the Red Dragon, possibly abusing
    his Ice/Water weakness to make time go by a little faster.
    For the few numbers out there that don't want to use Rasp for some reason,
    you'll still be fine since you'll absorb pretty much everything except Flare
    and Lv. 4 Flare (but only if any of your characters' level is divisible by 4).
    Heal up when necessary and stay on the offensive.
    Red Dragon is not all that difficult. You get a Murakumo for beating it.
    For those following this guide, you have 3 Dragons remaining.
    Go up the stairs and open the chest to get another Dragon Horn. Nice.
    Head back to where your other party is and put both parties on the two switches
    below you. This lowers the big stone in front of you. Proceed onwards and down
    the stairs.
    Advance a little further to find none other than.... Locke himself!
    Since I just typed up a dialogue earlier, I won't do it again here. I'll just
    summarize what happens:
    Locke came here to find the legendary treasure that can undo death itself.
    Turns out this treasure is a magicite, more specifically the Phoenix esper. The
    magicite is filled with cracks now, so Locke isn't sure if it will still work.
    NOTE: For those who don't remember, Locke's trying to revive his old girlfriend
    Rachel. She lost her memory one day when Locke & Rachel were in some cave, and
    left the village after that (she didn't remember who he was). When Locke
    returned many years later, she was dead. Rumor has it she regained her memory
    shortly before she died and uttered his name one last time.
    So everyone heads off to Kohlingen, which is where that old guy has been keeping
    Rachel's body in good condition, waiting for Locke to return with the legendary
    treasure. Well, now's the time.
    Locke rushes to Rachel, places the magicite on her and... nothing happens.
    However, after a few seconds (delayed reaction), the magicite begins to glow.
    It rises above them, and you see a quick image of Phoenix across the screen.
    The magicite then shatters into a couple pieces!
    This is when Rachel wakes up! I feel like I should type up this dialogue, since
    many consider this to be one of the saddest scenes in the game:
    *Notice the image of the Phoenix across the screen*
    Rachel: Locke...
    Locke: Rachel!
    Rachel: Locke... Oh, how I've wanted to see you... to talk to you...!
    Locke: Rachel...
    Rachel: The Phoenix used the last of its power to give me some time... But I
            must leave again soon... Before my time is gone... There's something I
            must tell you... Something I never had the chance to say...
    Locke: ...
    Rachel: Locke...... You made me so happy... In my last moments, my memory
            returned... I drifted off thinking of you, and I was truly, truly
            happy... So let me now say the words I never had the chance to say...
            Locke... Thank you.
    *Rachel closes her eyes and the Phoenix image disappears*
    Locke: Rachel!
    Rachel: I have to go now... But thank you so much for all the happiness you've
           given me... Please, let go of the chains that bind your heart... I
           release you... Give your love to the one who now dwells in your heart...
           Love her... as you loved me...
           Phoenix... Be reborn! And give your power to Locke!
    *Rachel rises up*
    Locke: Rachel!
    *Rachel turns into three sparks, and does some cool animation-type stuff and the
    picture of the Phoenix appears again*
    Locke then goes back upstairs and Celes is there, worrying about Locke. He
    informs her that he's fine now because Rachel put his heart at ease. From here
    on out, everything'll be okay.
    As they walk outside together, Locke suddenly stops and heads back inside. He
    comes back out with some items: X-Potion, Phoenix Down, X-Ether, Elixir, Flame
    Shield, and Valiant Knife!
    Locke informs you that these were the treasures he took from the Phoenix Cave.
    This explains all the empty chests we saw.
    A quick note about the (awesome) Valiant Knife: Everytime you hit with this
    knife, it does the usual damage PLUS it adds "Max HP - Current HP" to the
    damage! So if Locke has 2000 HP total, and he's at 1000 HP, you automatically
    do 1000 extra damage on top of the regular damage from Valiant Knife. This makes
    this weapon so great for Locke. Also, it's defense-ignoring as well. You'll
    definitely want to equip this on Locke for pretty much the rest of the game.
    Also, you've acquired a new esper: Phoenix. It teaches Raise (x10), Arise (x2),
    Reraise (x1), Curaga (x2), and Firaga (x3). Arise revives a KO'd party member
    to full HP. Reraise automatically revives the target the next time he/she is
    KO'd. Definitely work on teaching Reraise to several people, as it will be very
    useful later on.
    So now Locke is back in your party! You know what that means, right? You can
    finally STEAL again!
    4.108 Stealing all around the world                                     [4.108]
    This is the first time since the Floating Continent where you've been able to
    steal something (you could've had Shadow equip a Thief's Knife and tried to
    steal that way, but it's rather unreliable). That means we've got some catching
    up to do.
    I'm going to list all the useful/helpful steals in the WoR. I tried to put them
    in the most convenient order for you (based on your location at Kohlingen).
    Of course, you don't have to do ANY of this if you don't want to, though I do
    recommend you get at least some of these items.
    NOTE: You may want to equip the Thief's Bracer to double your chances of
    Figaro Continent (Overworld):
    - Oceanus: Gaia Gear (Common)
    NOTE: If you already have 4 Gaia Gear, you can skip this part.
    Oceanus is found in the Forest. If you get the "Oceanus, Desert Hare x3"
    formation, get rid of the Desert Hare by attacking them once (they only have 75
    HP). To make stealing easier, you can cast Stop on Oceanus.
    Mt. Zozo (Caves & Any Slopes):
    - Glasya Labolas: Hi-Potion (Common), Muscle Belt (Rare)
    NOTE: This isn't really necessary, but the Muscle Belt relic is kinda nice. It
    boosts HP by 50%, so it's up to you if you want to go through the effort of
    stealing one or more of them.
    Glasya Labolas won't be able to touch you if your party is invisible. You can
    also cast Stop to make stealing easier. When looking for Glasya Labolas, I
    suggest you stick to the Caves so you can encounter Glasya Labolas by itself.
    One or two Bio spells will defeat it once you're done.
    Owzer's Mansion:
    - Coeurl Cat: Tabby Suit (Rare)
    - Crusher: Super Ball (Common)
    - Blade Dancer: Moogle Suit (Rare)
    - Caladrius: Chocobo Suit (Rare)
    NOTE: I recommend you don't skip this part. If you don't remember, Owzer's
    Mansion is in Jidoor, which is south of Zozo.
    All these monsters are all found in random encounters. All these monsters can
    be stopped.
    If you're wondering why you want these suits, they can be bet at the Coliseum
    to eventually be turned into Genji Armor. Moogle Suit gives you the shortest
    chain, so you may want to focus on getting several of those. You'll want to have
    at least 4 Genji Armor, so plan accordingly.
    Moving right along...
    Solitarly Island:
    - Peeper: Elixir (Rare)
    - Land Ray: Megalixir (Rare)
    NOTE: This is obviously not necessary, but it can be nice to stock up on some
    Elixir/Megalixirs. This is also the only place you'll be able to get your hands
    on some Megalixir until the final boss (technically you could use the Ragnarok
    esper to metamorphose some enemies into Megalixirs, but the chances of that
    being successful are VERY small).
    Since Peeper/Land Ray only have 1 HP and inherent Seizure, they will die within
    one or two turns. You'll need to cast Stop on them before you can try to Steal.
    South-Western Continent / Norther-Middle Continent (Overworld):
    - Leap Frog: Hi-Potion (Common), Pinwheel (Rare)
    - Basilisk: Tortoise Shield (Rare)
    - Lycaon: X-Potion (Rare)
    - Greater Mantis: Impartisan (Rare)
    NOTE: Your primary reason for being here is to steal Imp equipment (Tortoise
    Shield & Impartisan). I simply listed Leap Frog so you might steal Pinwheel and
    Lycaon for their rare X-Potion steal.
    Once again, all 4 of these monsters are vulnerable to Stop, giving you plenty
    of time to successfully steal their items. You'll want to steal at least 4
    Tortoise Shield & Impartisan (though you may want to steal more Impartisan as
    they make great throwing weapons for Shadow). If you want, you can also get more
    Tortoise Shields to bet them in the Coliseum for Saucers (thx blusiryn).
    - Wizard: Thunder Rod (Common), Ice Rod (Rare)
    NOTE: The only I suggest you get these rods is to throw them with Shadow.
    Wizards are found in the West Mines. If you happen to meet some Psychos with
    your Wizard(s), then cast Ice spells to get rid of them (they have 900 HP). You
    can cast Stop on Wizard to make stealing easier.
    North-Eastern Continent:
    - Brachiosaur: Ribbon (Rare)
    - Tyrannosaur: Reed Cloak (Rare)
    - Tumbleweed: Saucer (Rare)
    - Lycaon: X-Potion (Rare)
    - Greater Mantis: Impartisan (Rare)
    NOTE: This is where you'll find the other half of the Imp equipment (Saucer and
    Reed Cloak). While Brachiosaur's Ribbon may look nice, don't forget that
    Brachiosaur is the toughest random encounter in the game. If you feel you're
    strong enough, then go ahead, but don't say I didn't warn you.
    Tyrannosaur are found in the Forest. You can put them to Sleep while you steal
    their Reed Cloak. Walk around in the Grass to hopefully encounter the
    Tumbleweed x4 formation. Vanish your entire party and they won't hurt you
    unless they are alone.
    Ebot's Rock:
    - Hidon: Teleport Stone (Common), Thornlet (Rare)
    NOTE: Thornlet isn't found in any chests, so this is probably the fastest way
    to get them. You can bet them for a Mirage Vest (nice armor) in the Coliseum,
    or you can continue the chain to eventually get a Red Jacket (if you already
    have two, then you don't need any more).
    This is the easiest way to get Thornlet (besides using Metamorphose which can
    take forever since the chance of success is very low). Go to Thamasa and talk
    to Gungho
    - Galypdes: Phoenix Down (Common), Celestriad (Rare)
    - Still Life: Fake Mustache (Rare)
    - Tonberries: Minerva Bustier (Rare)
    NOTE: Unless you feel like you have too much time on your hands, I wouldn't
    even recommend doing this. Finding these monsters on the Veldt can take
    forever, and these items are nothing you really NEED. You'll find another
    Fake Mustache in a chest later (this relic changes Relm's Sketch into the
    Control command), so that can wait. You don't really need more than two Minerva
    Bustier, and Celestriad is over-rated (plus the Coliseum features an easier way
    to get these).
    If you do want to go through the Veldt to find these items, read on. Galypdes
    and Chaos Dragon (they appear together) can both be Stopped. Still Life can also
    be Stopped. Check Section 4.99 (CTRL+F: [4.099]) on how to beat Tonberries.
    And that should do it! Wasn't that fun? I thought it was.
    Anyway, so you've gotten all your party members back, plus one new one (Umaro).
    Is that it? Nope, there's one more new character you can get, and he/she is
    possibly the most interesting character of all.
    Head to Triangle Island, which is in the north-east corner of the map. Believe
    it or not, it's an island shaped like a triangle!
    4.109 Triangle Island & Zone Eater's Belly                              [4.109]
    Last time you were here, you met the beast Intangir. This time around this
    island only has one monster on it: Zone Eater.
    Before you do anything, you should decide whom to bring. You'll definitely want
    to bring several Rasp-users. You'll also see a lot of the following statuses:
    Zombie, Sleep, Imp, Confusion, Berserk, Death. Ribbons will help against all
    those except Zombie and Death, so it's up to you if you want to waste another
    Relic slot to protect against those. If you want to hit the monsters' weaknesses
    here, be sure to have Fire-, Holy-, and Poison-based spells available.
    Other than that, bring whoever you feel like bringing. Notice how I've been
    saying that the last few times? That's because everyone should be powerful
    enough to handle pretty much anything, so it doesn't really matter who you
    bring anymore.
    Useless info: I brought Terra, Sabin, Shadow, and Relm.
    Walk around until you encounter Zone Eater. I won't tell you how to beat it,
    since we don't want to beat it (at least not yet). Every turn it has a 66%
    chance of using Inhale. Like the name suggets, Zone Eater will actually inhale
    one of your party members! Just wait around until all four party members are
    Inhaled and you will actually be in a cave/dungeon! This is the cave inside
    Zone Eater's Belly.
    New Monsters:
    #195 - Zone Eater
    #199 - Covert
    #200 - Kamui
    #201 - Wartpuck
    #202 - Shambling Corpse
    #203 - Amduscias
    #204 - Baalzephon
    Monster Formations:
    Everywhere except Gogo's Room:
    - Wartpuck, Kamui (1 AP)
    - Shambling Corpse x2 (1 AP)
    - Amduscias, Covert x2 (3 AP)
    - Baalzephon x2, Shambling Corpse x2 (2 AP)
    Gogo's Room:
    - Covert, Kamui (2 AP)
    - Kamui x2 (1 AP)
    - Amduscias, Baalzephon (2 AP)
    - Wartpuck x2 (2 AP)
    - Zone Eater: Teleport Stone (Rare)
    - Covert: Shuriken (Common), Pinwheel (Rare)
    - Kamui: Ashura (Common), Murasame (Rare)
    - Wartpuck: Chain Flail (Common), Dried Meat (Rare)
    - Shambling Corpse: Mythril Sword (Common), Soul Sabre (Rare)
    - Amduscias: Dagger (Common), Swordbreaker (Rare)
    - Baalzephon: Kunai (Common), Sasuke (Rare)
    - Hi-Ether (Fall off the bridges [Left Chest])
    - Red Jacket (Fall off the bridges [Right Chest])
    - Genji Armor (Right chest on the first bridge)
    - Magical Brush (Left chest on the first bridge)
    - Fake Mustache (Chest at end of bridges)
    - Zephyr Cloak (First chest under falling roof)
    - Hero's Ring (Second chest under falling roof)
    - Pinwheel (Third chest under falling roof)
    - Thunder Shield (Jumping platforms before Gogo)
    How to handle these monsters:
    - Covert are pretty dangerous. On its first turn it will either attack
    physically (66%) or with Wind Slash (33%). The second turn features either a
    Flame, Water, or Lightning Scroll. If Shadow attacks it with the Throw command,
    Covert will throw his own Shuriken or Fuma Shuriken at you. Any attacks by the
    "Attack" command will give Covert a 33% chance of using !Disappear (causes
    Invisible) on himself.
    Luckily, you can cast Berserk (recommended), or Sleep/Stop on them. After that,
    you can use Holy-elemental attacks to target its weakness.
    - Kamui will constantly try to give you the Zombie status with !Zombie Touch.
    When attacked by a Magic spell, it counters with Bio 33% of the time. Anything
    by the "Attack" command is countered with a physical attack (33%).
    Kamui is similar to Covert in that you can Berserk it to eliminate any threat
    or just cast Stop. They are weak to Lightning and Poison attacks.
    - Wartpuck will attack physically (66%) or try to put you to sleep with !Yawn
    (inflicts Sleep) [33%]. When you attack it, it has a 33% chance of using Snort.
    You can put Wartpuck to Sleep or just attack with any strong Fire spell to get
    rid of it (he has 3559 HP).
    Oh, and should you have Relm in your party with a Fake Mustache, you could
    Control Wartpuck and have it use Self-Destruct to blow himself up. Sweet.
    - Shambling Corpse will try to Imp you with !Figaro Malt 33% of the time.
    Counterattacks include a physical attack (Attack command), Thundaga, Break, or
    Flare (Magic attack), or a 100% chance of Lifeshaver (anything else). You could
    Silence or Stop it, but there's easier ways to defeat this Corpse:
    a) It's Undead, so a Phoenix Down will take care of it.
    b) It has 185 HP and it dies when he runs out of MP, so simply cast a single
    Also, you can do 3850 worth of damage with Fire/Holy spells.
    - Amduscias will attack physically (66%) or try to Confuse you with Booty Shake.
    If Shadow throws anything at this guy, he'll throw an Enhancer or Crystal Sword
    back. Ouch. Your options for defeating it include any Instant Death attacks,
    casting Stop and using Poison attacks to deal at least 4452 damage, or Rasping
    270 MP.
    - Baalzephon will attempt to Berserk you with !Frenzy (33%). Stay away from the
    "Attack" command unless you want to see Baalzephon attack you with its own
    Attack (100%). In addition to being vulnerable to Instant Death, any strong Fire
    attack (doing at least 3609 damage) will work. You could also Rasp 300 MP to
    kill it.
    So in short: Berserk Covert/Kamui and use Holy attacks on Covert and Lightning
    attacks on Kamui, put Wartpuck to Sleep and use Fire, Rasp Shambling Corpse
    (or Phoenix Down), don't throw anything at Amduscias and use either Instant
    Death or Rasp on Amduscias/Baalzephon.
    NOTE: !Figaro Malt by Shambling Corpse tends to remove the Invisible status,
    so make sure to re-apply the status.
    As long as you stick to the above paragraph, a Vanish'd party will be
    Anyway, let's go through this (rather short) cave. From your starting point,
    there's a beam of light north of you. This is how you get out of this cave.
    Obviously, we're not ready to do that just yet, so head south. Don't bother
    with the stairs south of you just yet. West is the way to go.
    You'll come across several bridges. See those green dudes walking around on
    the bridges? Should you come into contact with them, they'll knock you off the
    bridge! This isn't bad, but just annoying since you'll have to start over if
    they do.
    Anyway, you'll want to get knocked off at least once so you can collect some
    treasures below. The left chest has a Hi-Ether and the right one contains a
    Red Jacket. Step on the switch to lower the block and go up the stairs.
    Getting past these green meanies isn't too hard, you just have to be patient
    and jump at the right time. Make your way across the bridges and I do recommend
    you collect the chests. The right of the first two chests contains a Genji
    Armor (equip this on somebody), the left one has a Magical Brush for Relm.
    The last chest can be difficult to get, but it's worth it so keep at it. The
    chest has a Fake Mustache, a Relic for Relm which turns Sketch into Control.
    We now interrupt this walkthrough for a special message from the author
    regarding the Control command!
    Control can be a useful attack in certain situations. If you do Control an
    enemy, you'll have up to four attacks you can select for the monster to use.
    After it attacks, you lose Control of the monster. Also, while you Control a
    monster, it won't ever attack unless you select an attack for it. This means
    you can just keep skipping Relm's turn and as long as you don't attack the
    monster with any physical attack (i.o.w. only magical attacks) the monster won't
    ever move. Well, almost never. The monster can still use any counterattacks it
    has. Lastly, if Relm is inflicted with any of the following statuses, Control
    of the monster is lost: Berserk, Confusion, Frozen, KO (duh), Petrify, Sleep,
    Stop, and Zombie (basically any status that makes Relm unable to act at all or
    unable to act on her own).
    If you have Relm with you and you'd like to try out this new command, wait until
    you encounter a Wartpuck and Control it. Select Self-Destruct and watch it
    explode. Cool, huh? :)
    Useful info: You probably won't know which attacks are available once you
    Control a monster. But fear not, I won't leave you hanging. My Bestiary FAQ
    (available here: http://www.gamefaqs.com/portable/gbadvance/file/930370/46956)
    lists the attacks each monster can use when you Control it. Search for the
    monster in question with CTRL+F then look under "Control:".
    Commercial break over.
    Enter the next room to find a Save Point (and to not find any monsters). I
    suggest you save. If not, you may regret it. Also, equip some Sprint Shoes
    now.  There's no monsters in the next room so don't worry about losing a
    needed Relic for now.
    Move on to the next room. Yes, that's the ceiling crashing down every few
    seconds. You'll have to get across to the other side of the room by running
    to the "safe squares" while the ceiling is up. Equipping the Sprint Shoes
    doubles your walking speed. Also, you can't pause in this room. At all. One
    wrong or misjudgment will have the ceiling crushing you, giving you an instant
    Game Over (which is why you saved in the last room, right?). Once the ceiling
    goes back up and your party recovers from the shock, you have exactly 5 seconds
    before the ceiling comes down again.
    Anyway, let's do it. Don't bother going to that first "safe square" you see,
    just head straight to the first chest and open it for a Zephyr Cloak. This Cloak
    boosts Evasion and Magic Evasion by 10 points each. Not bad. Now head to the
    next chest you see (which has a Hero's Ring).
    Now you'll have to be accurate on where you go. There's two safe squares you
    must reach. If you want to count steps, you need to go 6 steps west and 2-3
    steps south (2 or 3 will work).
    On your next run, do NOT go to the chest, there's no safe square under it like
    with the other chests. Instead, run to the chest and go south as far as you can.
    This is the exit, by the way, but you still want to grab that chest. Next time
    the ceiling goes up, run up to the chest, grab the Pinwheel and run back.
    That wasn't so hard, was it? Exchange the Sprint Shoes with whatever you had
    before since you'll be facing monsters as of the next room again. Enter the
    next room and then the next room as well.
    This room also has some bridges, but no one will knock you off these ones.
    Maneuver around the one-way bridges and once you're above the switch, jump down
    instead of left (where the door is). Hit the switch to open up some more
    bridges. Jump to the right and then take the lower bridges all the way to a
    chest containing a Thunder Shield. Sweet. Go back and take the middle bridge in
    the room like before and go left towards the door this time.
    This is Gogo's room, which features a different set of enemies. Guess who that
    guy up ahead is? Couldn't be Gogo... nah...
    Go talk to the guy and you'll get to name him. Looks like this guy is Gogo, so
    I'll name him that (but you can name him whatever you want).
    Gogo will let you know that he's a master of mimicry. He's been lonely in that
    room for a few years, so he's eager to do something besides stand around. He'll
    ask you what you're doing here and someone will tell him. He finds out that
    "you seek to save the world", which seems to sound like a fun time to Gogo,
    because he decides to join you!
    Gogo's level will be 2 higher than your Character's Average level. Gogo is
    perhaps the most flexible character out of all of them. Why? Because you can
    actually select which battle command Gogo has, and you can change them any
    time you want! You do this by going to the Menu -> Status -> Gogo and pressing
    Select at this screen.
    On the right you see the box of Commands he is currently assigned to. Mimic is
    the only command you can't change (I'll explain what it does in a minute), but
    the other three commands are customizable. Select A on any of these lines to
    be able to choose one of the commands out of the list on the left.
    Note that Gogo can only use commands which you have in your party. For example,
    if you hadn't found Locke yet, Gogo wouldn't be able to use the Steal command.
    If you've been following this guide the whole time, Gogo should have every
    single command available.
    A pretty nice setup for Gogo is (IMO): Mimic, Blitz, Magic, and Throw. Blitz
    for Phantom Rush, Magic for any and all spells (obviously), and Throw for some
    damage that can be targeted (since Phantom Rush chooses a random target). But
    really, you can set up Gogo however you like.
    I should also mention that like Umaro, Gogo can NOT equip any espers.
    If that's not awesome, then I don't know what is.
    Anyway, use a Teleport spell to get of Zone Eater's Belly. If you don't have
    the spell, use the Teleport Stone item. If you don't want to use that, you can
    always walk out. Be careful when going through the room with the falling
    ceiling, and just get knocked off the bridges to make it easier.
    There is one last thing to do before leaving this island: If you check your
    Bestiary, you're probably missing Monster #195. This monster is Zone Eater.
    Since you never defeated it before, you never got the entry. Let's defeat it
    now, shall we?
    Zone Eater has 7700 HP and is weak to the Holy element. If you attack it with
    "Attack" command, he'll have a 33% chance of countering with Freezing Dust, and
    any Magic spell has a 33% chance of being countered with Inhale.
    Since Zone Eater has a good chance of Inhaling your characters every turn,
    you'll want to take it out ASAP. Defeat it once to get the Bestiary entry and
    leave the island.
    There is one last place to visit that we haven't explored yet: Cultists' Tower.
    This is where we picked up Strago, remember?
    4.110 Cultists' Tower                                                   [4.110]
    Before you head here, I highly suggest you do some Magic training if you
    haven't been doing that throughout the game. Cultists' Tower throws a little
    twist into the game in that you can ONLY use the Magic spell. No Blitz, no
    Tools, no Lore, no Sketch/Control, etc. Just magic (and Item, but who's
    counting? :p). So it seems obvious that you'll want to have a lot of magic
    available to make it easier.
    The best place to learn Magic is the desert south of Maranda (southern end of
    South-Western continent; the desert on the north end of the continent has
    different monsters, so make sure you're at the one south of Maranda).
    The only monsters you'll encounter here are Slagworm or Cactuar. Slagworm gives
    5 AP, while Cactuar gives 10 AP.
    NOTE: Do yourself a favor and stay out of the south-west area of the desert.
    Just walk back and forth on the north end of the desert. Reason for this being
    that you may encounter a giant Cactuar with the name of Gigantuar, which is
    actually an esper. You don't want to face this guy without preparation. He only
    appears after beating 10 Cactuar and then stepping on a certain tile in the
    south-west area of the desert, so just stay away from there for now.
    To make these battles as fast as possible, simply cast any Instant Death spell
    on Slagworm and use pretty much any defense-ignoring attack on Cactuar (he has
    3 HP and has is ranked first out of every monster in Defense, Magic Defense,
    Evasion, AND Magic Evasion).
    Now that you know the best way to learn spells, which spells should you actually
    learn? A completionist (like myself) will learn every spell, but most people
    don't want to bother to do all that. Make sure to have AT LEAST the following
    spells: Cura/Curaga (preferably Curaga), Reraise, Firaga/Thundaga/Blizzaga,
    Break, Death/Banish, Flare, Silence, Stop, and Berserk. It would be best if
    all 4 characters know this (whoever you decide on bringing), but definitely not
    necessary. I'd suggest having 2-3 people know most of these spells, as long as
    *someone* can cast every one of these spells.
    As for who to bring: Your strongest Magic users. Relm is definitely one of the
    four, but I'll leave the other three choices up to you. Umaro seems to be a
    popular choice for a lot of people, since the Magic-restriction does not apply
    to him. He'll still use his random attacks, which all deal some nice damage, so
    you may want to consider him, especially this is the only place in the game
    where Umaro may come in handy. My party consisted of Terra, Sabin, Shadow, and
    Relm in case you're wondering.
    I'll wait while you get those spells together...
    *whistles* ... *go grabs a couple sandwiches* ... *eats all the sandwiches*
    ... *goes to sleep* ... *wakes up*
    Done? Good.
    Final preparation: Reflect Ring is a MUST. Equip one on each character right
    now. Don't bother equipping anything like Genji Glove or Master's Scroll, they
    are useless in this tower. Instead, any Magic/Magic Defense/Magic Evasion
    boosting things will be great. Lastly, just for fun, cast Float on your entire
    party (this can be done out of battle through the Magic menu).
    Head to the Cultists' Tower, which is located in the middle of Serpent Trench.
    New Monsters:
    #221 - Magic Urn
    #222 - Level 10 Magic
    #223 - Level 20 Magic
    #224 - Level 30 Magic
    #225 - Level 40 Magic
    #226 - Level 50 Magic
    #227 - Level 60 Magic
    #228 - Level 70 Magic
    #229 - Level 80 Magic
    #230 - Level 90 Magic
    #330 - Magic Master
    #344 - Holy Dragon
    Monster Formations:
    1st Area:
    - Level 10 Magic, Level 20 Magic (5 AP)
    - Level 30 Magic x3 (7 AP)
    - Level 40 Magic, Level 20 Magic x2 (7 AP)
    - Magic Urn x2 (5 AP)
    2nd Area:
    - Level 30 Magic, Level 20 Magic, Level 10 Magic (6 AP)
    - Level 40 Magic, Level 50 Magic, Level 60 Magic (6 AP)
    - Level 50 Magic (5 AP)
    - Magic Urn x2 (5 AP)
    3rd Area:
    - Level 60 Magic, Level 30 Magic, Level 10 Magic x2 (8 AP)
    - Level 70 Magic x2, Level 50 Magic (5 AP)
    - Level 70 Magic, Level 50 Magic, Level 40 Magic (9 AP)
    - Magic Urn x2 (5 AP)
    4th Area & Top:
    - Level 80 Magic x2 (5 AP)
    - Level 90 Magic, Level 60 Magic (6 AP)
    - Level 90 Magic, Level 80 Magic (10 AP)
    - Magic Urn x2 (5 AP)
    - Level 90 Magic (7 AP)
    - Level 50 Magic (5 AP)
    - Magic Urn x2 (5 AP)
    Air Anchor Room:
    - Magic Urn x2 (5 AP)
    After getting Soul of Thamasa:
    - Magic Master (10 AP)
    Steals: The only way you could possibly steal is if you get Berserked or Berserk
            someone who has a Thief's Knife equipped.
    - Magic Urn: Potion (Common), Elixir (Rare)
    - Level 10 Magic: Ether (Rare)
    - Level 20 Magic: Ether (Rare)
    - Level 30 Magic: Ether (Rare)
    - Level 40 Magic: Ether (Rare)
    - Level 50 Magic: Hi-Ether (Rare)
    - Level 60 Magic: Hi-Ether (Rare)
    - Level 70 Magic: Hi-Ether (Rare)
    - Level 80 Magic: Hi-Ether (Rare)
    - Level 90 Magic: Hi-Ether (Rare)
    - Magic Master: Elixir (Common), Crystal Orb (Rare)
    - Holy Dragon: X-Potion (Common), Holy Lance (Rare)
    - Safety Bit (Storeroom on 7th Floor; 1st Area)
    - Air Anchor (Hiddon Room on 6th Floor; 1st Area)
    - Genji Shield (Storeroom on 16th Floor; 2nd Area)
    - Kagenui (Storeroom on 25th Floor; 3rd Area)
    - Force Armor (Storeroom on 34th Floor; 4th Area)
    - Soul of Thamasa (Top floor; Beat Magic Master to get)
    How to handle these guys:
    NOTE: I'm going to describe what each Level X Magic monster looks like, since
    you really have no way of knowing which one is which.
    - Magic Urn is a weird monster. Unlike every other monster in the game, this
    little pothead (pun intended; don't do drugs!) is here to help you. How so?
    Here's how: If any of your characters are KO, they will revive him with Raise
    or Arise. If anybody is Petrified, they will use a Gold Needle on you. Other
    than that, Magic Urn has three separate turns, and they each involve using an
    item on a random player:
    1st Turn: Remedy or Ether
    2nd Turn: Hi-Potion or Elixir
    3rd Turn: Ether or Hi-Ether
    If you attack them in any way, they have a 33% chance of fleeing. Also, after
    EVERY action they take, they also have a 33% chance of fleeing. I suggest that
    when you encounter these monsters, sit there and hope they stick around as long
    as possible. There's no need to attack these poor guys.
    - Level 10 Magic is a palette swap of Ghost/Lich/Necromancer and is purple.
    It attacks with Fire/Blizzard/Thunder. If you attack it in any way, it will
    counter with Slow, Stop, or Haste. It is weak to Fire/Holy and can be Silenced
    leaving it with nothing to attack with. It can also be defeated by a Raise/Arise
    spell or a Phoenix Down. If you wanted to you could also Rasp 300 MP to defeat
    - Level 20 Magic is a palette swap of Cloud/Wizard and is yellow-ish in color.
    It has inherent Reflect, so be mindful of that. It tends to cast
    Gravity/Graviga every turn and Break on one turn and Banish on the other. None
    of these are reflectable except Break, so you should get rid of this little guy
    ASAP. The easiest way to defeat this monster is to cast Banish. You could also
    bounce a Death/Break spell off your own characters. Technically Rasping 500 MP
    is another option, but it would take longer to do that than the other options,
    so it's not very convenient.
    - Level 30 Magic is green and looks like a Veil/Blade Dancer. It attacks with
    Fira/Blizzara/Thundara and counters with Imp/Osmose/Reflect. Casting Berserk
    stops all these spells. Their weakness is Poison and they absorb Holy-elemental
    attacks. This monster also dies to Break/Death/Banish.
    - Level 40 Magic looks like a green Joker/Zeveak/Al Jabr. It attacks with 
    Drain/Break/Vanish and counters with Silence and Sleep. Their weakness is
    Lightning and casting Silence stops all their attacks.
    - Level 50 Magic is a yellow Oversoul/Cloudwraith with pink fire(?) coming out
    its mouth. It attacks with Poison/Bio/Death on the first turn, while casting
    Esuna/Dispel on the monsters on his second turn. Counters include Berserk, Slow,
    and Hastega. You can Mute/Stop and attack with Fire/Holy, or simply throw a
    Phoenix Down at him (or cast Death/Banish).
    - Level 60 Magic is a blue Baalzephon/Nelapa. Its attacks include Quake,
    Tornado, and Holy while its counters include Osmose/Slowga/Regen. This guy is
    vulnerable to Silence/Sleep and weak to Fire.
    - Level 70 Magic is a black/red Dark Force/Wrexsoul. It has inherent Reflect and
    attacks with Firaga/Blizzaga/Thundaga. It counters with Sleep/Rasp/Shell. You
    can defeat this guy by casting Banish or bouncing Death/Break spells off your
    own party. You could also bounce Silence/Stop off yourself and defeat it by
    bouncing Ice/Water spells (stay away from Fire spells) off yourself.
    - Level 80 Magic is a red/orange Misty/Coco. These are possibly the smartest
    monsters in this tower. I will split this paragraph into two, because they do
    different things based on which formation you encounter.
    * Level 80 Magic x2 formation: They will "attack" with Cura/Esuna/Haste. Esuna
    is not reflectable, so it actually helps you out. Cura/Haste is reflectable.
    They will counter with Curaga/Cure (both reflectable) or Reraise (not
    reflectable, helpful for you).
    * Level 90 Magic, Level 80 Magic formation: Tough luck. They will bounce
    Firaga/Blizzaga/Thundaga off of Level 90 Magic and towards you. Their counter
    includes bouncing Stop/Holy towards you, or they'll cast Dispel (which is not
    reflectable) on Level 90 Magic.
    Either way, a simple Break/Death/Banish will take care of them easily. If that
    doesn't suit you, cast Sleep and attack with Poison.
    - Level 90 Magic is a yellow/green-ish Naude/Clymenus. It has inherent Reflect
    and attacks with Meteor/Meltdown/Flare for three turns. On its 4th turn, it
    casts Dispel followed by three chances of Flare being cast (66% each). It
    counters with Stop/Thundaga/Reraise.
    You can defeat this monster by bouncing Berserk/Stop spell off your own
    characters and attacking with any element EXCEPT Holy/Earth/Water/Wind.
    Ok, does that look confusing to you? Fear not, here's a quick "How to beat Level
    X Magic" guide:
    * 10: Raise/Arise/Phoenix Down, or Silence + Fire/Holy, or Rasp 300 MP
    * 20: Banish, or bounce Break/Death off yourself
    * 30: Break/Death/Banish, or Berserk + Poison (don't attack with Holy)
    * 40: Silence + Lightning (don't attack with Poison)
    * 50: Raise/Arise/Phoenix Down, or Mute/Stop + Fire/Holy (no Poison)
    * 60: Silence/Sleep + Fire (don't attack with Ice)
    * 70: Banish, or bounce Break/Death off yourself, or bounce Silence/Stop off
          yourself + Ice/Water (don't attack with Fire)
    * 80: Banish/Break/Death, or Sleep + Poison
    * 90: bounce Berserk/Stop off yourself + bounce Fire/Lightning/Ice/Poison off
    NOTE: Flare will work on all enemies that don't have Reflect status (so if it
    says "bounce X off yourself" then it will NOT work on those enemies).
    Side Note: One thing you should know is how much HP each of these monsters have.
    Instead of me listing the HP values, I'll just tell you the easy way to figure
    it out: Multiply their Level number by 10 and that's how much HP they have.
    For example, Level 10 Magic has 1000 HP, Level 50 Magic has 5000 HP, and Level
    90 Magic has 9000 HP. Simple.
    As you can see, there are simple tricks to beat every monster in this tower.
    I've also included a "normal way" of beating each monster if you don't feel
    like using shortcuts (though it will save you a lot of time and stress, believe
    Also, it can't hurt to equip the Phantom esper on somebody. If you ever find
    yourself facing only Berserked monsters, a simple summon will make you
    invincible for that battle. Matter of fact, you might want to summon Phantom
    during the boss of this tower, so go ahead and equip it on someone anyway.
    Anyway, on to the tower itself. Be sure to refer to the above cheat-sheet when
    dealing with the monsters. Start heading on up the stairs (yes, the entire
    tower looks the same). You'll find a door on the 7th floor. Enter it and open
    the chest to find a Safety Bit. This is the same as the Memento Ring that was
    exclusive to Shadow and Relm. Now everyone can enjoy these benefits (which are
    protection against Petrification, Zombie, and Instant Death).
    Before leaving this room, stand to the right of the chest and face the wall.
    Press A. You'll notice a slight rumble. Wonder what that was? Head back outside.
    Those paying close attention will already have noticed what that rumble was.
    For the rest, there's a door one floor below you that wasn't there before! Head
    inside and open the chest for the Air Anchor, Edgar's last Tool. Use this tool
    on an enemy that is vulnerable to Instant Death and it will die the next turn.
    Personally, I'd rather use Death/Banish and hope to kill it that same turn, but
    some may prefer Air Anchor (also, it's unblockable). It goes without saying that
    it will always miss to targets invulnerable to Instant Death.
    Also, you may wish to hang around in this room. It's only encounter is the
    Magic Urn x2 formation, so let them heal you up if you feel like it. This is
    also a decent magic-learning spot since each fight gives you 5 AP and you'll
    never take any damage from these fellas. Whenever you're ready, head up to the
    second area.
    Quick Cheat Sheet for this area (so you don't have to scroll up every time):
    * 10: Raise/Arise/Phoenix Down, or Silence + Fire/Holy, or Rasp 300 MP
    * 20: Banish, or bounce Break/Death off yourself
    * 30: Break/Death/Banish, or Berserk + Poison (don't attack with Holy)
    * 40: Silence + Lightning (don't attack with Poison)
    * 50: Raise/Arise/Phoenix Down, or Mute/Stop + Fire/Holy (no Poison)
    * 60: Silence/Sleep + Fire (don't attack with Ice)
    Continue climbing up.. up.. up... see the door (which is the 16th floor)? DON'T
    ENTER IT...
    Just kidding, go ahead. ;)
    Open the chest to find a Genji Shield! Equip this awesome piece of shield on
    someone (preferably the one who has the weakest shield equipped at the moment).
    And that's all for this second area. Head up to the third area.
    Quick Cheat Sheet for the third area:
    * Come on, for 10-60 you can scroll up just a little bit, can't you?
    * 70: Banish, or bounce Break/Death off yourself, or bounce Silence/Stop off
          yourself + Ice/Water (don't attack with Fire)
    Tired of climbing stairs yet? I know I am. Climb up to the 25th floor, and don't
    enter th-... ah, what the hell, go ahead and enter. Enter: Holy Dragon.
    BOSS: Holy Dragon
    Holy Dragon
    - Level: 71
    - HP: 18500
    - MP: 12000
    - Steal: X-Potion (Common), Holy Lance (Rare)
    - Drops: None
    - Weakness: None
    - Absorbs: Holy
    Welcome to the easiest Legendary Dragon fight in the game. I didn't even have
    you prepare! That's because there was no need to, that's how easy this fight is.
    Here's what Holy Dragon does: Every turn it has a chance of attacking with Holy
    up to three times (or it may not attack at all). When attacked by a Magic spell
    (durr), it may target all characters and use Dispel.
    Also.... well, no, that's about all he does.
    So you obviously know Holy will bounce off of you (and just heal him), and the
    only thing Dispel will do is remove the Float status from your characters.
    You could just launch an all-out offensive on the dragon and keep pounding him
    until you've done enough damage for the dragon to give up (which took only 5
    consecutive Flare attacks in my case). But why don't you cast Silence on the
    dragon so he won't heal himself with those Holy attacks?
    And just like many other monsters in this tower, you've just taken away any
    means of attacking for the dragon. Ah well, that's life.
    The dragon should be dead before you read this. If not, then why are you still
    reading? I'm just trying to waste time so you can defeat the dragon already.
    Once you defeat the dragon, you'll get a Holy Lance (which will be given to you
    after the battle is over; why? Because this dragon actually appears on the
    Veldt, and the game designers didn't want you to end up with an unlimited supply
    of Holy Lances by beating the dragon over and over again on the Veldt).
    For those following this guide, there are 2 Dragons remaining. They are both in
    the final tower of the game, so don't worry about them for now.
    Open the chest to find a Kagenui. If you brought Shadow, he'd like to have it.
    If any of your characters lost the Float status due to Dispel, make sure to
    re-apply the status (outside of battle). You still have a chance of seeing
    Quake (used by Level 60 Magic).
    Head up to the 4th area.
    Cheat Sheet for fourth area:
    * 60: Silence/Sleep + Fire (don't attack with Ice)
    * 80: Banish/Break/Death, or Sleep + Poison
    * 90: bounce Berserk/Stop off yourself + bounce Fire/Lightning/Ice/Poison off
    NOTE: You'll only see the above three monsters from here on out.
    Keep on climbing... (multiple choice question):
    A) Up
    B) Down
    If you picked up A, you are correct. Can you tell I'm bored of climbing up these
    Once you reach the 34th floor (that would be the floor with the door), enter and
    grab yourself a Force Armor out of the chest. Equip this on someone as well
    unless everyone already has an awesome armor equipped.
    Head up to the next area.
    Wow, this tower does end somewhere! Welcome to the top of the Cultists' Tower.
    This area has the same monsters as the last area, in case you're wondering.
    Before you go anywhere, though:
    - Got the Phantom esper equipped on someone? Cool.
    - Does anyone know Reraise? No biggie. However, I hope you have nothing
      important planned for the next 2-3 hours or so, because that's how long it's
      going to take you to defeat this boss.
    Anyway, enter the little room and open the chest to find... the Soul of Thamasa!
    This awesome relic (which is also Kefka's prized treasure), should you choose
    to wear it, changes the magic command into Dualcast. Guess what it allows you
    to do? Dual cast magic spells! In other words, you can cast two spells at once.
    The only downside is that the person who wears this relic can't summon any
    If you want to use this (why not?), equip it on someone (I'd go for the
    strongest magic user, but that's just me).
    Head outside and try to go back down the stairs.
    All of a sudden, members of Kefka's Cult (hence the name, Cultists' Tower) start
    coming up the stairs. 17 of them, to be exact. Following them is what looks like
    a ghost, but it's actually your next boss battle, and Kefka's Master of Magic!
    BOSS: Magic Master
    Magic Master
    - Level: 68
    - HP: 50000
    - MP: 50000
    - Steal: Elixir (Common), Crystal Orb (Rare)
    - Drops: Megalixir (Always)
    - Weakness: None
    - Absorbs: None
    Here's what Magic Master will do:
    If any monster has reflect status, Magic Master will... why do I even bother,
    do you see any other monsters? No. Pointless AI script right there.
    Magic Master does have a 6-turn battle script, which I'll just copy for you:
    1st Turn: Fira (33%) or Blizzara (33%) or Thundara (33%)
    2nd Turn: Firaga (33%) or Blizzaga (33%) or Thundaga (33%)
    3rd Turn: Firaga (33%) or Blizzaga (33%) or Thundaga (33%)
              Firaga (33%) or Blizzaga (33%) or Thundaga (33%)
    4th Turn: Firaga (33%) or Blizzaga (33%) or Thundaga (33%)
              Firaga (33%) or Blizzaga (33%) or Thundaga (33%)
    5th Turn: Firaga (33%) or Blizzaga (33%) or Thundaga (33%)
    6th Turn: Death (33%) or Silence (33%) or Bio (33%)
              Death (33%) or Silence (33%) or Bio (33%)
    See why they call him Magic Master?
    Also, if he's attacked by anything, he'll use Barrier Change (which will change
    his weakness to a random element, as you probably already know).
    Lastly, he'll use Ultima when he dies. Ultima is THE most broken spell in the
    game. You'll be able to learn this spell yourself a little later, but as of now
    you should worry about it being used against you.
    This is where the Reraise spell comes in handy. Ultima will most likely kill
    your party, but every member who has had Reraise cast on them will be...
    Reraise'd, granting you victory against this magic master.
    Anyway, we first have to defeat this guy before we can celebrate our victory.
    One way to defeat this guy is to do... nothing at all. Just sit there and let
    EVERY single spell bounce off you, and back onto Magic Master. Once he's done
    50,000 HP worth of damage to himself, he'll die and use Ultima. Should you
    choose this method, make sure to cast Reraise on at least one party member
    anytime during the battle. The main benefit of this method (IMO) is that you
    can go make a sandwich or even a full meal and return to eat your meal while
    Magic Master continues to assault himself.
    Or if that takes to long for you, you could cast Berserk on him. That stops any
    and all magic attacks. Cast Reraise on somebody, then summon the Phantom esper
    to make yourself invincible to this fool. Now unleash your strongest magic
    attacks on this so-called "No-more-Magic" Master. Eventually he'll die, cast
    Ultima, possibly kill your party, and one of your party members will magically
    be raised from the dead, thus winning you the battle. Sweet.
    NOTE: If you ever run low on MP, use the Osmose spell. Magic Master has plenty
    MP you can borrow.
    Ready for a long battle? As you read above, the final Ultima is your main
    problem. Since you decided not to learn the Reraise spell, you'll need to find
    another way to survive Ultima, or somehow stop Magic Master from casting Ultima.
    Well, the Ultima spell costs 80 MP to use. Unfortunately, Magic Master has
    50,000 MP.
    You see where this is going? You'll need to Rasp away all 50,000 MP (or at least
    49,920 MP)! But first, cast Berserk on Magic Master and summon the Phantom esper
    to make yourself invincible. Now pull out the Rasp spell and start Rasping. Keep
    using Rasp until Magic Master runs out of MP, at which point he'll actually die
    since he has the "Die if MP == 0" property.
    Once Magic Master is dead, you'll get a Megalixir for your troubles.
    Alright, so you're at the top of this very tall tower, and chances are you only
    have one person alive (unless you used the Rasping method, in which case you're
    fine). Before you move AT ALL, revive everyone and bring their health back up.
    You have to climb down this tower again, and that's kinda hard to do with only
    one character.
    NOTE: I suggest you use up your Hi-Potions to bring everyone's health back up.
    No sense in wasting MP using Curaga.
    If you brought Mog, you can just equip Molulu's Charm and avoid all random
    Have you reached the bottom? Congratulations! You've successfully climbed
    the Cultists' Tower, stolen Kefka's treasure and defeated his strongest Magic
    If you've been following this guide the whole time, then we've now visited every
    possible place to fight monsters/bosses besides the final tower (and the bonus
    dungeons after that).
    Checking your Bestiary, you should have every entry from 1-237 (with a few
    random ones after that which you met in the Coliseum), 276-344 (except #339 and
    #343, which are the last two dragons we haven't meet yet). The top right corner
    holds the number 80%, showing that we've met 4/5 of every monster in the game
    already. Not bad.
    The next few sections are just some small things we should finish up before
    heading to the final tower - Kefka's Tower.
    4.111 Excalipoor & Gilgamesh                                            [4.111]
    New Monsters:
    #347 - Gilgamesh
    First off, you need 500,000 Gil. You'll be betting for an item called
    Excalipoor at the Auction House, which costs that much. You should already have
    quite a bit of money from your magic training in the desert south of Maranda,
    which is also the best place to earn lots of money, so you could head there to
    gather together 500,000 Gil.
    NOTE: To make the process faster, you could equip the Cat-Ear Hood on Relm.
    If you've been following this guide, you don't even have this item yet. Head to
    the Coliseum, give someone a Reflect Ring and two weapons, and bet the
    Impartisan. You'll fight Weredragon, who will either die to his own Death
    spell, or because you did 3000 damage or more. Winning this fight gives you the
    Cat-Ear Hood.
    Cat-Ear Hood doubles the amount of Gil you get from each battle. Any battle in
    the desert south of Maranda will now give you 20,000 Gil. Even if you had 0 Gil,
    you would only need 25 battles to get 500,000 Gil.
    Once you have enough Gil, head to Jidoor (which is the first town north of
    Maranda on the same continent).
    Head over to the Auction House without going in yet. See the guy standing
    south-east of the door to the Auction House. Talk to this guy and he'll say
    "I heard they're going to put a rare sword up for auction. I can't decide if I
    should bid or not."
    Yes, he's talking about Excalipoor. Head inside the Auction House and start
    bidding. If you don't get it within the first few tries, just... keep trying.
    Do NOT go to the GameFAQs boards and say "Help how do I get X item at the
    Auction House?". Unfortunately, there's not much you can do besides keep trying.
    Once Excalipoor is up for bid, you'll have three chances to bid. Regardless of
    whether you bid the first two times or not, the third bid will always be
    500,000 Gil, which you should take.
    Congratulations, you've just bought the most expensive item you'll every buy
    in this game!
    Now head to the Coliseum. Just a quick heads up: Bidding the Excalipoor will
    allow you to fight Gilgamesh, another esper. Once you defeat it, you'll receive
    the Gilgamesh magicite. The battle with Gilgamesh is just like a normal battle
    out on the Overworld (not like the Coliseum battles where you have no control
    over what you do).
    NOTE: If you want to steal from Gilgamesh (Genji Glove [Common], and Genji
    Shield [Rare]), I hope you're AT LEAST level 47. If not, you'll never steal.
    Gilgamesh is a Level 97 beast, so anything below Level 47 will fail 100% of the
    time. Also, the chances of you snatching that Genji Shield are VERY slim, but
    that doesn't mean you still can't try, right?
    Before you do anything, you should prepare first: You definitely will need
    something to absorb/negate Wind-attacks (Minerva Bustier, Thunder Shield,
    Paladin's Shield, or [Half Damage:] Force Shield, Cat-Ear Hood, Force Armor).
    This cancels out two of Gilgamesh's many attacks. Unfortunately, besides the
    Stone and Dischord (can be avoided by wearing Instant Death protection) attack,
    the other three attacks (1000 Needles, Revenge Blast, Quasar) are all
    unblockable and they all ignore defense.
    As for Relics, Guard Bracelet (gives you Protect & Shell) will help reduce some
    damage. Stone will Confuse you and Dischord can be avoided by equipping
    Memento Ring/Safety Bit.
    You may want to equip Zona Seeker, Golem, and Phantom. A nice 4th choice is
    Bahamut, but I'll leave that one up to you.
    NOTE: All this makes it seem like this guy is really hard to beat. In reality,
    the battle will basically be over after you deal 12400 damage. Think about how
    many turns you'll need to deal that much damage... probably just one turn with
    everyone using their strongest spells. After dealing 12400 damage, Gilgamesh
    will attack with physical attacks ONLY. Yes, the Phantom esper will make you
    invincible at this point.
    Bet the Excalipoor at the Coliseum. Before you fight Gilgamesh, you'll have to
    fight Onion Dasher. This creature has 2000 HP and is vulnerable to pretty much
    every negative status ailment (not that you can control it). The annoying thing
    about Onion Dasher is it's 50% chance of using Traveler. The only thing I can
    suggest is hope that Onion Dasher doesn't use Traveler and that whoever you use
    will kill it in one shot (Gogo + Aura Cannon in my case).
    You'll win a Merit Award for beating Onion Dasher.
    NOTE: If you lose, you'll still be able to fight Gilgamesh. You'll just have to
    spend a turn reviving that KO'd character.
    After the battle with Onion Dasher, someone will suddenly thing he's mister
    big-shot: "Hey, that's quite a rare sword you've got there... I think... I'll
    take that sword for my own!"
    Enter: Gilgamesh
    BOSS: Gilgamesh
    - Level: 97
    - HP: 38000
    - MP: 3200
    - Steal: Genji Glove (Common), Genji Shield (Rare)
    - Drops: Geji Helm (Common), Genji Armor (Rare)
    - Weakness: None
    - Absorbs: None
    Here's how this guy will attack:
    1st Turn: Attack (33%) or Aero (33%) or Dischord (33%)
    2nd Turn: Attack (33%) or 1000 Needles (33%) or Attack (33%)
    3rd Turn: Attack (33%) or Stone (33%) or Aqua Breath (33%)
    4th Turn: Attack (33%) or Revenge Blast (33%) or Quasar (33%)
    Once his HP reaches 25600 (after 12400 damage), he'll cast Protect, Shell, and
    Haste on himself. He'll also use completely different attacks than before:
    1st Turn: Jump (100%)
    2nd Turn: !Blade Dance (100%)
              Attack (100%)
              Attack (100%)
              Attack (100%)
    3rd Turn: Throw: Lightbringer or Ragnarok
    4th Turn: Throw: Zantetsuken or Mutsunokami
    Lastly, Gilgamesh counters anything with his own physical attack 66% of the
    So this is Gilgamesh. The first thing you should do is summon Phantom. Yes,
    Invisible status doesn't matter when hit by a magic spell, but we're trying to
    avoid his CRUCIAL physical attacks at this point.
    If you want, summon Zona Seeker/Golem to boost your defenses. Now unleash your
    strongest attacks. Phantom Rush, Pinwheel, Trance'd -aga spells, Drill, etc. You
    get the idea. You only need to deal 12400 damage, which should only take you one
    turn (two at most). Once you see Gilgamesh casting Protect, Shell, and Haste on
    himself, you're good. Re-Vanish any characters that lost the status, and you're
    now invincible.
    If you don't want to Vanish your party, I hope you have high Evasion. You'll
    need to heal every turn (you might even need two healers) just to stay alive.
    You can cast Dispel to negate all the statuses he gave himself and attack
    whenever you can.
    Gilgamesh isn't weak to anything, so just attack him with any attacks.
    Once you defeat Gilgamesh, he will say: "Hmm... It appears I misjudged your
    You'll either get a Genji Helm (7/8) or a Genji Armor (1/8). Genji Helm is
    harder to get than a Genji Armor, so it's nice of the programmers to put it as
    a Common drop.
    After the screen fades out, Gilgamesh says "I shall lend you my strength." and
    you'll obtain his magicite.
    Gilgamesh teaches Quick (x1) or Valor (x5). At level up, he gives your Strength
    stat 2 extra points. The game shows his summon to be "???", but that doesn't
    tell you much, does it? Gilgamesh's summon can be 1 of 4 different attacks, and
    they are chosen at random each time. Three of those attacks are MT unblockable,
    defense ignoring attacks, while the fourth one simply does 1 damage.
    Valor is an awesome spell. Once you cast it on someone, that character's next
    physical hit will do 3x more damage.
    That's one esper down, two to go! But since we're already at the Coliseum, why
    not have some fun with it?
    4.112 Coliseum Revisited & Siegfried                                    [4.112]
    It's been a while since we've been here (since we got Shadow, or not if you
    killed him).
    Before we start upgrading any items, there's one thing we need to take care of
    first. If you head to the north-west room, you'll find Siegfried complaining
    about someone masquerading him. You may not know this, but that same Siegfried
    has a Bestiary entry, and we're going to fight him right now to get that
    Unlike the Gilgamesh fight, this fight is like every other Coliseum-fight,
    meaning you won't be able to control your one character who will face Siegfried.
    First off, Siegfried has a 50% of attacking physically, a 25% chance of using
    Metal Cutter (very strong magical attack), and a 25% of using Hyperdrive (also
    a very strong magic attack).
    Just to give you some sense of what you'll be facing: Hyperdrive does over 7000
    damage, while Metal Cutter does ~1000 damage.
    Siegfried is vulnerable to everything that's doesn't involve (Instant) Death.
    Since you only have your equipment to rely on, the only status you'll be able
    to inflict is Stop. Shadow's Kagenui will Stop an enemy 25% of the time.
    Sadly, this is your best bet against Siegfried.
    NOTE: Dragon Fogel showed me another, much easier way to beat Siegfried. Sell
    all your Tools except Noiseblaster, give Gogo three Tools commands and send him
    off against Siegfried. Gogo will use Noiseblaster most of the time, which will
    confuse Siegfried, making him use Hyperdrive and Metal Cutter against himself.
    With a little luck, Siegfried will kill himself after a few attacks. Thanks
    again, Dragon Fogel. In order to get your Tools back, you can buy all of them
    at Figaro Castle, except for the Air Anchor and Chainsaw, which you can steal
    from enemies in Kefka's Tower.
    Equipping Dragoon Boots/Dragon Horn will help a LOT. Up to four chances of
    coming down on Siegfried also means four chances of Stopping Siegfried. Your
    other equipment should include Magic Defense/Evasion increasing items, but try
    not to have any other stats reduced. Here's the Shadow I used:
    - Kagenui
    - Force Shield
    - Circlet (Priest's Miter is an option since it gives 2 extra Magic Defense and
               10(!) extra Magic Evasion, but I decided against it since it lowered
               Shadow's Strength/Magic as well)
    - Genji Armor
    Also, Siegfried is weak to every element, so any strong Magic attack that gets
    cast will do significant amount of damage.
    Lastly, Siegfried has 32760 HP, so you will need quite a bit of luck to win this
    battle. A single Hyperdrive will mean Death for anyone (and if you can survive
    a single Hyperdrive, then you're significantly over-leveled).
    Once you're ready, bet a Megalixir to start the fight with Siegfried.
    Interceptor will also be a BIG help in this fight, absorbing damage for you and
    dealing decent damage to Siegfried every now and then.
    NOTE: See what he's holding in his left hand? That would be a gun. o_O
    In a perfect world, the fight will go like this: Jump, come down 4 times,
    successfully stop Siegfried. Cast a couple spells while he's Stopped. Maybe
    cast a healing spell when his HP gets low. Repeat.
    It will probably take you MANY tries to finally beat Siegfried, but just keep
    trying and hope for the best. It took me around ~50 tries to have an awesome
    battle (Shadow stopped Siegfried everytime he Jump'd, he actually cast Curaga
    on himself when his HP dropped to 800, and Interceptor appeared a lot, the only
    time Hyperdrive was used was when Shadow was in the air, etc.) and claim
    Once you do win, you'll get a Tintinnabulum for your troubles.
    Anyway, NOW we can start upgrading some items.
    Bet: Thornlet
    Fight: Aspidochelon
    Win: Mirage Vest
    Too easy. Aspidochelon has 3210 HP, is weak to Fire/Holy. Sabin with double
    Burning Fist/Dragon Claws works best. Throw on an Ice Shield and Gaia Gear 
    if you're worried about Aspidochelon's Avalanche/Landslide.
    But really, pretty much anyone who can deal 3210 HP will work. Aspidochelon's
    attacks will do less than 500 damage, which is a joke at this point. Genji
    Glove makes the process go faster.
    If you have more than one Thornlet, you can obviously get as many Mirage Vests
    as you want.
    If you don't have two Red Jackets yet (armor for Edgar & Sabin), then read on.
    Bet: Mirage Vest
    Fight: Vector Chimera
    Win: Red Jacket
    Vector Chimera will use a physical attack, Gigavolt, Aqua Breath, and Blaze.
    Anyone with a Minerva Bustier only takes damage from physical attacks. Vector
    Chimera has 7500 HP. As always, Genji Glove makes things go faster.
    Alternatively, you could use pretty much anyone you'd like. Thunder Shield and
    anything that absorbs Fire will cancel out every attack except the physical one.
    At that point, just equip two weapons on the character and wait for the battle
    to end.
    Thunder Shields have been pretty helpful so far, wouldn't you agree? You
    probably only have two so far. It would be nice to have four, though. Lucky for
    you, you can get unlimited by just spending a little bit of money. Go to
    Albrook, Tzen, or Nikeah and buy a Thunder Blade for 7000 Gil (or more than one,
    of course).
    Bet: Thunder Blade
    Fight: Muud Suud
    Win: Organyx
    You may be wondering - where's the Thunder Shield? Well, Muud Suud has it as a
    rare Steal.
    The best way to steal the Thunder Shield and not lose (we could lose, but why
    not get an Organyx just for the fun of it?) is to send in Shadow with a
    Thief's Knife/Ice Shield/Green Beret/Genji Armor/Memento Ring/Thief's Bracer
    set-up. Snowstorm will heal Shadow, he'll evade Bodyslam/Attack more often than
    not, and Blaster won't touch him because of Memento Ring.
    Depending on Shadow's level, this may take a while. It's definetely worth it,
    though, so I highly recommend you stick around until you've got at least 4
    Thunder Shields.
    Thx to redrick2 for bringing this to my attention.
    If you never got the Cat-Ear Hood, do so now.
    Bet: Impartisan
    Fight: Weredragon
    Win: Cat-Ear Hood
    Weredragon will use a physical attack, Venom Claw (causes Poison), or the
    Death spell (50%).
    Anyone with a Reflect Ring will do just fine. Weredragon only has 3000 HP.
    If you're running low on Pinwheels and feel like getting more, then this next
    battle has your name on it.
    Bet: Fuma Shuriken
    Fight: Chaos Dragon
    Win: Pinwheel
    Chaos Dragon uses his physical attack, Incinerate (Instant Death), Disaster,
    and Meteor. Disaster (sets a whole bunch of statuses on you) can be avoided with
    a Ribbon. Incinerate misses a lot anyway, and you should be able to survive a
    couple Meteors.
    Pretty much anyone with a Ribbon (and Genji Glove) will do fine. Chaos Dragon
    has 9013 HP.
    Next off, we're going to put those weird Suits we got from Owzer's Mansion to
    use. The chain is as follows:
    Tabby Suit -> Chocobo Suit -> Moogle Suit -> Nutkin Suit -> Genji Armor
    With this chain you can get an unlimited amount of Genji Armors. Get as many as
    you like.
    Bet: Tabby Suit
    Fight: Vector Lythos
    Win: Chocobo Suit
    Vector Lythos uses his physical attack, along with Bite, and White Wind (50%).
    I shouldn't even have to tell you that this is nothing to worry about. To make
    this battle even easier, Vector Lythos only has 2800 HP.
    Just send anybody in there with anything and get your Chocobo Suit.
    Bet: Chocobo Suit
    Fight: Ahriman
    Win: Moogle Suit
    Ahriman uses a physical, Death, Banish, and Roulette. What does that mean?
    Equip a Safety Bit/Memento Ring on someone to eliminate 75% of Ahriman's
    attacks. Ahriman has 10000 HP, so you'll need to work at it for a while.
    Bet: Moogle Suit
    Fight: Cherry
    Win: Nutkin Suit
    Cherry uses a physical attack, Flare, Holy, and Blizzaga. All three of these
    attacks are reflectable, so a Reflect Ring seems like an obvious choice. Cherry
    will also counter anything with a 33% chance of using Cura followed by a 33% of
    using Meteor. Cherry is also weak to Poison, so dual Venom Claws on Sabin may
    be a good choice. Her Meteor counter will do ~1000 damage, so Locke with
    Valiant Knife and Master's Scroll is perfect for this situation.
    Bet: Nutkin Suit
    Fight: Aspidochelon
    Win: Genji Armor
    I covered Aspidochelon earlier. Gaia Gear + Ice Shield will absorb his attacks,
    and anybody can deal 3210 damage to win this battle.
    And there you have it. Altogether not too difficult.
    This next battle may be almost impossible right now (unless you're
    over-leveled). You fight a Tonberry, who counters everything with a Traveler
    attack. If you can't survive a single Traveler attack right now, I suggest you
    come back later, since there's no way you can win.
    Bet: Healing Rod
    Fight: Tonberry
    Win: Magus Rod
    NOTE: If you can't survive a single Traveler attack, don't even bother. Come
    back later.
    Let's talk about the Healing Rod. With this "weapon", you "attack" your own
    characters, which then restores HP. Seems useless, considering all the other
    options you have of restoring HP. Not to mention Strago/Relm/Gogo can no longer
    attack an enemy, making you effectively lose one character.
    Betting it at the Coliseum gives you a Magus Rod, a MUCH better weapon. Magus
    Rod is probably the best weapon for Strago/Relm, and you only have one (which
    you got from Earth Dragon in the Opera House, a long time ago). This is the
    ONLY way in the entire game to get more Magus Rods and you happen to have two
    Healing Rods.
    Tonberry uses a physical attack, Knife, and Break (50%). You can wear a
    Jeweled Ring, Safety Bit, or Memento Ring to protect against Break. A high
    Evasion stat or a 255 Defense stat will dodge Knife.
    There are two ways to win this battle:
    1) If you have enough HP to survive a Traveler attack, you'll need to deal
       8000 damage with one attack. This is best done by sending in Locke with the
       Valiant Knife and Master's Scroll. Let the Tonberry attack you a few times to
       get your HP down (run away to prevent Locke from attacking), then turn around
       and attack Tonberry with over 2000 damage per hit. Hope that you evade the
       Knife attack and you know you'll survive the Traveler attack
    2) If you can't survive Traveler, and you really want ot beat Tonberry now,
       you'll have to run away and wait until Tonberry casts Break 620 times,
       because that's when it runs out of MP. It needs 1 MP to cast Traveler, and
       since it doesn't have that, it won't work. Have fun waiting several hours.
    Last but not least, the easiest way to get your hands on the Celestriad relic,
    which changes all magic costs to 1 MP.
    Bet: Murakumo           or       Holy Lance
    Fight: Galypdes         or       Death Machine
    Win: Holy Lance         or       Murakumo
    Galypdes has the Celestriad as a rare steal. If you bet the Murakumo, you get to
    fight Galypdes. You'll get the Holy Lance for winning, and you can turn around
    and bet the Holy Lance again to get the Murakumo back, which then allows you to
    fight Galypdes again for another shot at a Celestriad.
    Gogo is the best person for this job. Give Gogo three Steal commands, throw a
    Safety Bit and Brigand's Glove on him (equip him, of course), and send him into
    the Coliseum.
    In order to beat Death Machine, just swap out on of Gogo's relics with a Reflect
    Ring (or you can have someone else play this role, it doesn't matter).
    The Brigand's Glove is sort of necessary to ensure that Gogo WILL damage
    Galypdes. You don't want to have Gogo in the Coliseum after stealing a
    Celestriad and only attacking 25% of the time.
    Anyway, your plan is to have Gogo face off against Galypdes. Unfortunately,
    Galypdes does have a common steal (Phoenix Down). If you end up stealing a
    Phoenix Down, just reset. Repeat this process until you steal a Celestriad, then
    wait for Gogo to kill Galypdes (who only has 6013 HP to begin with). After that,
    bet the Holy Lance you just won and send someone with a Reflect Ring to fight
    Death Machine. It will kill itself with his own Death spell, giving you back the
    Murakumo. Now you can beat the Murakumo again (with Gogo) and try for another
    Repeat this process to get as many Celestriads as you'd like. 
    4.113 Gigantuar                                                         [4.113]
    Next up is one of the new espers: Gigantuar.
    The hard part about Gigantuar is that he attacks with 1000 Needles every turn,
    and multiple times (twice on the first and second turn, then four times on his
    third turn, repeat). Pretty much the only way you will survive this is by having
    the Reraise spell.
    The easiest way to beat Gigantuar seems to be using Edgar, Gogo, Gau, and Mog.
    Have someone wear the Gale Hairpin relic and hope you get a pre-emptive strike.
    During your free turn, have Gogo debilitate Gigantuar to Fire (you only get one
    chance, so you'd have to reset if you don't get it right away), then have Gau
    use Flare Star (Io rage), with Gogo Mimic'ing the same attack. During the next
    turn you'd have Mog Jump, Edgar use Drill, and Gau use Flare Star again. If
    everything goes right, Gigantuar will die with Mog in the air, meaning you'll
    win since you still have one character alive.
    NOTE: You need the Io Rage and Debilitator for the above strategy to work.
    You can use that strategy if you want, but I won't, since I don't have the Io
    rage at all and I don't feel like resetting until everything works out
    You'll definitely need someone that knows Reraise (Terra, for me). You'll also
    want to bring Locke, Edgar, and Mog.
    Your Reraise-caster should have the Soul of Thamasa and if you want, the
    Celestriad relic, though it's not necessary. Edgar and Mog will be jumping with
    a Dragon Horn and Holy Lance throughout the battle. Locke will use the powerful
    Valiant Knife + Master's Scroll combo.
    Also, if you have a character with 2667 HP or more, you can equip that person
    with the Muscle Belt relic to have more than 4000 HP and have her/him fight
    Gigantuar by him/herself. Read below to find out how.
    Whenever you're ready, head to the desert south of Maranda. Now check your
    Bestiary to see if you've beaten at least 10 Cactuars (Cactuar is #176). If you
    have, then you can fight Gigantuar. If you haven't, walk around here until you
    you've beaten 10 Cactuars.
    Once you fulfill the requirement, there's a certain spot in the desert you can
    step on to fight Gigantuar. Take a look at this picture (and let me know if the
    link doesn't work):
    If you stand on that square, Gigantuar's square is the one right below you.
    I shouldn't have to tell you to save, right?
    BOSS: Gigantuar
    - Level: 91
    - HP: 30000
    - MP: 4500
    - Steal: None
    - Drops: None
    - Weakness: Water
    - Absorbs: None
    - Elemental Immunity: Fire
    Gigantuar only has three turns. The first two turns consist of him using 1000
    Needles twice. On the third turn, he'll use the same attack four times.
    When he dies, he'll even use 1000 Needles 10(!) times.
    Lastly, Gigantuar has a 66% chance of countering any attack with !Knockdown
    (500% damage).
    If you're using the first strategy I mentioned above (with Edgar, Gau, Gogo, and
    Mog), then you already know what to do, as I explained it earlier. Good luck.
    If you brought a single person with over 4000 HP (or 2667 HP + Muscle Belt),
    then your strategy is simple: Don't attack, just heal yourself completely every
    turn. After Gigantuar uses 1000 Needles 90 times (in other words, after 12
    turns), he will run out of MP and only be able to counter with !Knockdown.
    Vanish yourself and you can now defeat Gigantuar without taking any damage.
    If you didn't use the above two strategies, then you probably brought the Terra,
    Locke, Edgar, and Mog party. Your strategy will simply be to have Terra cast
    Reraise as much as she can, but focusing on herself and Locke first. Locke will
    be your main attacker with his Valiant Knife + Master's Scroll combo (my Locke
    had ~2000 HP, and after he was Reraised, he was doing 3000 x4 damage every time
    he attacked). Have Edgar and Mog jump most of the time. Why only most of the
    time? You'll want to have either of them get hit with 1000 Needles every now and
    then, especially on Gigantuar's third turn, because he attacks for a total of
    4000 damage.
    In order to survive the final assault, you'll have to either keep track of how
    much damage you do, or just have Edgar/Mog Jump every now and then and hope they
    are in the air when Gigantuar dies.
    It will probably take you several tries to get the hang of Gigantuar, but if you
    keep trying, you'll probably win eventually.
    After you beat Gigantuar, you'll receive the Cactuar esper.
    4.114 Leviathan                                                         [4.114]
    Leviathan is another one of the new espers for this game. This esper is also
    a lot easier than Gigantuar, don't worry. ;)
    I hope you took the time earlier to steal some Imp equipment. The items you'll
    want are either Tortoise Shield or Saucer. Check section 4.108 as to where you
    can find these items.
    Make a party of any four people who can equip these items. Equip them whichever
    way you'd like and fly to Nikeah.
    NOTE: If Mog hasn't learned the Water Harmony dance, you'll want to bring him
    for this battle. This is your last chance EVER to learn that Dance.
    NOTE: You may also want to bring Strago so he can learn the Tsunami lore.
    Head to the harbor and talk to the man on the boat. Tell him you're ready to hop
    aboard. On the way, you'll be attacked by Leviathan.
    BOSS: Leviathan
    - Level: 91
    - HP: 32000
    - MP: 7000
    - Steal: None
    - Drops: None
    - Weakness: None
    - Absorbs: Water
    Leviathan starts the battle with Tsunami. Every 20 seconds after that, he'll
    throw out two more Tsunamis.
    On Leviathan's first turn, he'll attack physically or with Aqua Breath. On the
    next turn he'll hit you with two physical attacks. The third (and last) turn
    consists of either a physical attack or El Nino.
    Lastly, if you attack him with the Magic or Lore command, he'll always counter
    with El Nino. Anything else has a 33% chance of being countered with !Entangle
    (causes Slow).
    As you can see, most of Leviathan's attacks are water-based, all of which you
    absorb, thanks to your equipment. The physicals shouldn't be too much of a
    problem, and if they are, you'll just have to assign one healer to your party.
    As for the offense, you'd think Leviathan was weak to Thunder (being a water
    monster and all), right? Wrong. For some weird reason, Leviathan has no weakness
    at all. That just means you're free to attack with any attack you wish, except
    a water-elemental attack.
    Gau can do some nice damage with Aspiran. Strago is best off using Grand Delta,
    while Sabin does Phantom Rush. As long as it's not the Water Scroll, Shdaow can
    throw anything. Hopefully I don't have to tell you what to attack with (or what
    NOT to attack with) for everyone else.
    As long as you have the water absorbing equipment, you shouldn't have any
    troubles fighting this battle.
    If you don't have the water absorbing equipment... well, this battle will
    obviously be MUCH harder. I still suggest bringing Gau so he can Rage Aspiran,
    which allows Gau to absorb water. You can then to choose to attack with your
    other characters or focus on keeping Gau alive until he defeats Leviathan. Good
    You'll receive the Leviathan magicite after the battle.
    You'll probably want to take the ferry back to Nikeah again, since that is where
    your airship is.
    4.115 Gau's Father                                                      [4.115]
    This part isn't necessary, but it just adds a little to Gau's character
    You've actually met Gau's father before, you just didn't know. Scroll to the
    middle of section 4.18 and read about the "crazy old man".
    To find the old man's house, head to the white dot on the map west of where
    Narshe is (or North from Doma Castle). Bring a party with Sabin and Gau in it
    and talk to the old man inside.
    Aged Man: Oh, hello again! It's been a while. Let me tell you, those repairs of
              yours were top notch!
    Sabin: I told you, I'm not--
    Aged Man: Now, hurry up and fix that chair over there! You're gonna need to
              stand on it so you can fix the roof!
    *Party walks outside*
    Sabin: You don't suppose... Gau, couldn't that man be your father?
    Gau: Uwaoh...
    Sabin: Come on, Gau... don't you think?
    Gau: Fa-ther...?
    Sabin: Yeah. That's gotta be your dad!
    Gau: ...? ...Gau...dad!? Uwaooo Gau!
    Sabin: All right! Let's go tell him! He needs to know you're his son! Wait a
           minute... This is a once-in-a-lifetime event! We should at least dress
           you up a bit! Let's go to Jidoor and get you spiffed up!
    *At Jidoor*
    Sabin: No, Gau! How many times do I have to tell you not to eat with your
    Gau: Uwao...
    Sabin: Don't say "uwao" when you mean "sorry"!
    Gau: Yaoh!
    Sabin: ...
    *At Item Shop in Jidoor*
    Terra: How do you like these? Wouldn't they look good on him? Oh, but I liked
           those other ones so much, too...!
    Somebody: ...*mumble***everything you liked...boy wouldn't even be able to
    Terra: What was that!?
    Terra: N-nothing! Didn't say a thing! ...Whew. That was close...
    Celes: What to do, what to do... Oh, this is nice! ...But I need something that
           would look good on Gau, don't I? Hmm...
    Someone: Oh, pick something, already...!
    Celes: What did you say!?
    Someone: ...N-nothing!
    Cyan: Now this is a fine and jaunty little hat!
    Someone: Maybe if he were clown...
    Cyan: What was that? If he wore a crown? Ha! We don't want his father thinking
          he's some kind of prince, now, do we?
    Someone: ...
    Sabin: I know just the thing!
    Someone: That's a  kenpo gi...
    Sabin: It's perfect! Functional, yet sporty!
    Someone: That's, uh...not exactly what I had in mind...
    Setzer: *sigh*... Not an ounce of fashion sense among the lot of you... Excuse
            me, sir. Could you order another set of clothes like the ones I'm
    Someone: Setzer, no! We're trying to make him look better, not worse!
    Edgar: I've got it! A tuxedo, a silk hat...and a rose between his teeth!
    Locke: Talk about overdoing it! Sheesh... I guess we'll have to go with a 
    bandana on his head after all.
    *Gau looks like Locke*
    Edgar: A bandana? I thought we were trying to make him look presentable! Guess 
           we all know better than to expect any sort of class out of Locke,
    Locke: What was that!? Why don't you try saying that again?
    *Back at Gau's Father's House*
    Sabin: Listen, Gau. You're gonna go in there now and show your father what a
           fine young man you've become!
    Gau: Yaoooh...
    *Party goes inside house*
    Aged Man: Oh! You finally come to do those repairs?
    Someone: "No, actually I was wondering if you knew anything about Emperor
              Gestahl's map..."
    Aged Man: The emperor's map...? Seems like that's all anyone wants to talk about
              these days!
    Someone: "Pardon?"
    Aged Man: Little while back, another repairman wearing a bandana came here
              asking the same thing... So I told him!
    Someone: "Then...where is it!?"
    Aged Man: It's where the mountains form a shape like a star... Sheesh! Why
              didn't you just ask me from the beginning? No need to be so shy!
    Sabin: Now, sir...
    Aged Man: Oh, right! I need you to get to those repairs, right away!
    Sabin: Sir... You had a son...right? You did, didn't you?
    Aged Man: ...A son?
    Sabin: Yes. You see, sir...he's alive. ...Gau, speak up!
    Gau: Fa-ther...
    Aged Man: Huh? What? What's all this business about a son? I don't have a son!
              But now that you mention it, I once had a terrible dream... A dream in
              which some kind of demon child was born. I grabbed the thing and
              rushed off to the Veldt with it... Thing was crying like crazy by the
              time I got there...
    Sabin: But, sir...!
    Aged Man: I left the child there... And then I turned around and ran, trying not
              to look back...
    Sabin: I'm trying to tell you...
    Aged Man: Then all of a sudden the crying stopped. I turned around... and there
              was some frightful monster! Never seen anything like it... Hideous!
              Still gives me the shakes when I think about it...
    Sabin: I give up... This guy's hopeless...
    Aged Man: But you, young man... Your parents must be proud to have such a fine
              son! I still dream about being chased by that demon child...
              Terrifying, those dreams...
    Sabin: Why you old...! Running your mouth, not even so much as thinking about
           Gau's feelings! You want me to beat some sense back into you?!
    Gau: Uwaooo...ooo...
    *Gau leaves, Sabin follows*
    Sabin: I...I'm sorry...
    Gau: Fa-ther...alive... Gau...ha-ppy...
    So that's that. You don't get anything out of this, except knowing that Gau's
    father has tried to completely forget about him... what a bastard.
    Oh well, Gau seems to be taking it pretty well, so let's move on.
    4.116 Narshe & Ragnarok / Cursed Shield                                 [4.116]
    NOTE: You should bring Locke with you.
    Monsters: If you need some help on the monsters, I've already covered them in
    Section 4.98.
    First off, let me apologize: This is the last thing you'll be doing before
    heading off to Kefka's Tower, and that's not good. You'll probably want that
    Paladin's Shield, which requires you to fight 256 battles. I should have brought
    you here earlier, but as it says at the top of the guide, I'm going to re-vamp
    the WoR part of my guide. Bear with me until I've done that.
    With Locke in your party, head to the Weapon Shop. Locke will unlock the door,
    allowing you to enter. Head to the back room (door is in south-east corner)
    to find a random guy here.
    After talking to him, you'll have the choice of taking the Ragnarok sword or
    Ragnarok esper. Which one should you take?
    Sword - The sword is a pretty nice item, giving you +30 Evasion/Magic Evasion,
    +7 in Strength/Stamina/Magic, +3 for Speed, and it has an Attack power of 255,
    which is the maximum. Even better, if you bet this sword at the Coliseum, you
    can win the best sword in the game: Lightbringer. It provides +50 to both
    Evasion stats and +7 to Strength/Speed/Stamina/Magic. It doesn't get much better
    than that.
    Esper - If you're a completionist, take the esper. Anyway, summoning Ragnarok
    in battle allows you to turn an enemy into an item through Metamorphose. Of
    course, this doesn't always work, which is why each monster has a different
    chance of Ragnarok succeeding. If you do succeed, you can get one of up to four
    items. To see which items each monster has, I direct you to my Bestiary FAQ.
    Each monster has a "Metamorphose:" entry, which has the items that monster may
    turn into and the chance of it succeeding.
    NOTE: For this guide, I'm going to assume you took the sword. A lot of people
    don't like the esper because it has very limited uses, while Lightbringer is
    something few people can pass up.
    Before you leave, you can rest in the bed if you'd like.
    Unlock and enter the door above the Relic Shop (straight north from Weapon
    Shop). Head down the stairs and talk to the guy in the bed. He'll give you the
    Cursed Shield.... gee, thanks you sick old man.
    As the man said, if you can remove the curse from this shield, it will be the
    best shield in the game: Paladin's Shield. This shield absorbs half of all
    elements while negating the other half. It provides +59 to both Defense and
    Magic Defense and +40 to both Evasion and Magic Evasion. Yes, that means that
    any elemental magic attack will do no damage to the person wearing the shield.
    The only catch is... uncursing it. You have to fight 256 battles with it. First,
    some rules:
    1) The shield should not be worn by Gogo. Ever. He can't uncurse it at all.
    2) In order for the battle to count, you must end the battle and receive AP (if
       there are any to give, of course).
    3) It doesn't matter who wears it (excluding Gogo) or how long they wear it. If
       you want, you can pass the shield around after every battle and it will still
       turn into the Paladin's Shield after 256 battles.
    4) The Cursed Shield, as the name suggests, is cursed. The person wearing the
       shield is inflicted with Berserk, Confusion, Doom, Sap and Silence. To
       counter-act all these effects, you can equip a Ribbon. This still leaves you
       with Doom status, but that's ok since the battles won't be long enough for
       the counter to reach 0. Oh, and did I mention that it makes you weak against
       all elements except Holy and Wind?
    The easiest place to do all 256 battles is going to the Solitary Island (the
    Island where your WoR adventure began). As long as you stay out of the desert,
    you'll always fight Land Rays and Peepers. Both monsters die on their 2nd Turn
    (due to inherent Sap, and only having 1 HP).
    The other nice thing about these two monsters is their (rare) Steals. Peeper
    holds Elixirs, while Land Ray holds Megalixirs. As you know (because I just told
    you), they die on their 2nd Turn. To give you more chances to steal, you can
    cast Stop on both monsters. This will also stop the "Sap counter". You now have
    a few more chances to steal those wonderful Elixirs/Megalixir.
    Anyway, I highly recommend uncursing the shield, since it becomes very useful
    from here on out.
    For those people who picked the sword over the Esper, you'll want to go to the
    Coliseum and turn it into a Lightbringer.
    Bet: Ragnarok
    Fight: Daedalus
    Win: Lightbringer
    You have a lot of options for this fight. Daedalus uses Attack, Flare, Blaster,
    and Flare Star. Flare is reflectable, Flare Star is fire-elemental, Blaster can
    be avoided with a Safety Bit, and Attack... well, you'll just have to deal with
    that one.
    The easiest way to beat Daedalus is to use someone who can equip the Zantetsuken
    (Terra, Cyan, Edgar, Celes) with a Reflect Ring, Safety Bit and something that
    absorbs/negates Fire. The Zantetsuken will eventually kill Daedalus with it's
    ID side effect.
    Other options include Burning Fist x2 with Sabin or Dragoon/Dragon Horn/Holy
    Lance with Edgar/Mog. Daedalus is weak to Fire and Holy, so any attacks that are
    Fire/Holy elemental will do nice damage.
    Daedalus has 12280 HP and only 100 MP, meaning he'll only be able to cast a few
    4.117 Kefka's Tower                                                     [4.117]
    NOTE: For those who don't know where Kefka's Tower is or how to enter it: It's
    in the middle of the Southern Continent, and you enter the Tower by landing on
    it with your airship (which is when you get to choose your three parties).
    Welcome to Kefka's Tower. You know why you're here: to defeat Kefka once and for
    Random Fun Fact: If you've gotten every Bestiary entry so far, your Bestiary
    should be at 82% or 83% (it's possible that you already have the entries for
    some of the monsters in this place by fighting them in the Coliseum).
    All you have to decide is whom to bring. You must form three parties, so you can
    take up to 12 people with you into the tower. I'll tell you what each party will
    be facing so you have an idea what to look out for:
    * Team 1 won't fight any bosses at first
    * Team 2 will fight Ultima Buster and Gold Dragon
    * Team 3 will fight Inferno, Rahu, and Ketu (all one fight) and Skull Dragon
    After you get to a certain point in the tower, your parties will get re-arranged
    a bit. By following this guide, Team 1 will become the Left party, Team 2 will
    be the Right party, and Team 3 will be the Middle party.
    * Left party fights Fiend (Put Strago in this party to learn Force Field)
    * Middle party fights Guardian and Demon
    * Right party fights Goddess
    Try to split up your 3 parties as evenly as possible. It's possible to beat this
    Tower with any party, so just relax and pick your three favorite parties. No
    pressure, it's not like you're trying to save the world or anything.... wait.
    As far as equipment goes, I'll let you decide this for the most part. Celes
    and Terra should stick with Minerva Bustiers and Lightbringers (put them in
    two different parties). Locke and Setzer are your Master's Scroll candidates, so
    put them in seperate parties as well. Mog and Gau will need proper equipment to
    reach max Defense (255). Mog and Edgar will probably be best off being Dragoon
    Holy Lance jumpers (with the Dragon Horn, preferrably). If you went through the
    effort to steal Celestriads, you may as well equip them now. Mog should
    obviously have the Molulu's Charm relic, and you may want to make use of the
    Ward Bangle as well (on a different team, of course).
    Miracle Shoes, Earring, Hero's Ring, Muscle Belt, Prayer Beads are all great
    filler Relics if you still have room.
    Once you've chosen your three parties, it's time to invade Kefka's hideout!
    NOTE: Since this place is so large (look at the New Monsters list below), I
    will split the monster information into different sections (regarding Steals,
    and how to handle the monsters).
    Random Fun Fact: There's 44 new monsters in this place.
    New Monsters:
    #239 - Yojimbo               #261 - Metal Hitman
    #240 - Dark Force            #262 - Prometheus
    #241 - Muud Suud             #339 - Gold Dragon
    #242 - Fiend Dragon          #343 - Skull Dragon
    #243 - Mover                 #348 - Inferno
    #244 - Cherry                #349 - Rahu
    #245 - Vector Lythos         #350 - Ketu
    #246 - Primeval Dragon       #351 - Ultima Buster
    #247 - Landworm              #352 - Guardian
    #248 - Gamma                 #353 - Fiend
    #249 - Great Malboro         #354 - Goddess
    #250 - Outsider              #355 - Demon
    #251 - Demon Knight          #356 - Short Arm
    #252 - Duel Armor            #357 - Long Arm
    #253 - Great Behemoth        #358 - Visage
    #254 - Vector Chimera        #359 - Tiger
    #255 - Fortis                #360 - Machine
    #256 - Junk                  #361 - Magic
    #257 - InnoSent              #362 - Power
    #258 - Daedalus              #363 - Lady
    #259 - Ahriman               #364 - Rest
    #260 - Death Machine         #365 - Kefka
    Monster Formations: Listed in each separate section
    Like I mentioned above, I will be splitting this place up into several sections,
    as listing the information for every new monster would be a very long list.
    NOTE: I can't find a way to differentiate between the outside and inside rooms.
    They all look the same. So for now, I'll just say whether it's outside or
    inside. If anyone has a better idea, please let me know.
    Outside, Party #1
    Monster Formations:
    - Primeval Dragon, Great Malboro (3 AP)
    - Great Behemoth, Great Malboro, Vector Lythos (5 AP)
    - Vector Lythos x4 (2 AP)
    - Vector Lythos: Fuma Shuriken (Rare)
    - Primeval Dragon: Dried Meat (Rare)
    - Great Malboro: Teleport Stone (Common)
    - Great Behemoth: Tigerfang (Rare)
    - Hypno Crown (North-East of entry point)
    - Fixed Dice (First metallic area)
    - Pinwheel (Third time outside, North-East)
    How to handle these guys:
    - Vector Lythos only attack physically and with Fireball every other turn (and
    only 33% of the time). They are vulnerable to Imp and Silence, which works
    nicely when paired up with the Phantom esper.
    They also only have 2800 HP and Ice/Water weaknesses, so a single Ice-elemental
    spell will probably take care of them.
    - Primeval Dragon can get pretty nasty. They have attacks such as !Heave (500%
    damage), Lifeshaver (sometimes two in a row) and Atomic Rays. Atomic Rays is
    a Fire-elemental attack, while Lifeshaver is Earth-elemental and drains your HP.
    With 10050 HP and a weakness to Ice, you already know how to take care of this
    dragon. Casting Imp, Silence, Sleep and Stop will also help you out.
    - Great Malboro absorbs every element but Fire (which is its weakness). When
    Great Malboro is alone on the field, it will use Bad Breath every turn. That's
    not fun. Otherwise it will attack physically, or if you assault it with the
    Magic command, it may (33%) counter with !Infernal Kiss, which kills you.
    Great Malboro also happens to be vulnerable to every status except Darkness and
    Silence. Cast Imp, Berserk, Sleep and Stop if you want to kill it with your own
    attacks; or you can just cast Death/Banish or any other ID attack to get rid of
    - Great Behemoth is annoying because he has a 33% chance of casting Meteor
    every other turn. You can easily get around this by casting Berserk, Sleep, or
    Stop. You may also want to Poison him to help with some damage.
    This beast has no weakness and 11000 HP, so the only way to take it down is with
    raw power. Also, if it dies, it may (33%) use !Haymaker (400% Damage), so watch
    out for that.
    SHORT VERSION: Imp/Silence the Vector Lythos and kill with Ice. Stop Primeval
    Dragon and kill with Ice. Death/Banish the Great Malboros and Stop the Great
    Behemoth and pound away on their HP.
    Head down and around the bend. You'll see the door to your left (it has two
    yellow arrows pointing to the inside), but there's a chest with the Hypno Crown
    north-east of the door. This Crown raises the success rate of Relm's Control,
    so keep this in mind should you ever decide to use Control. Enter the door now.
    Inside, Party #1
    Monster Formations:
    - Great Behemoth, Vector Lythos x2 (6 AP)
    - Great Behemoth, Great Malboro, Vector Lythos (5 AP)
    - Vector Lythos: Fuma Shuriken (Rare)
    - Great Malboro: Teleport Stone (Common)
    - Great Behemoth: Tigerfang (Rare)
    Items: None here
    How to handle these guys: Same as before minus the Primeval Dragon.
    Just head through here. I know, I didn't have to make a seperate section for
    this one room, but I want to show when the formations will change, etc.
    Enter the next door.
    First Metallic Area, Party #1
    Monster Formations:
    - Dark Force x2 (3 AP)
    - Outsider, Cherry x2 (5 AP)
    - Dark Force: Crystal Sword (Rare)
    - Cherry: Silver Spectacles (Rare)
    - Outsider: Stoneblade (Rare)
    - Fixed Dice (The only chest here)
    How to handle this area:
    - Dark Force is famous for being Strago's best teacher. Dark Force can teach
    Strago every single Lore except Force Field, Grand Delta, Mighty Guard, and
    Transfusion. All three parties can encounter Dark Force, so if you want to take
    the time, you can have Strago update his Lores here.
    Needless to say, you'll want to take out Dark Force ASAP. How does a Death or
    Banish spell sound? Pretty good, if I don't say so myself. Just for info, Dark
    Force has 8940 HP, is weak to Holy, and can also die if you decide to Rasp 700
    - Cherry is weird. If any monster has Reflect status, she'll bounce Curaga off
    of THEM and onto you. Thanks. Most turns (3 out of 5) she'll use an offensive
    spell first followed by a defensive spell all in the same turn. If attacked,
    it may cast Cura on her own friends and may cast Meteor on you.
    After you've read all about that, cast Berserk to make my above paragraph void.
    You could also Confuse or Stop here (both good options). She has 8150 HP and
    a weakness to Poison. Oh, and smoking kills. Kids, don't smoke.
    - Outsider is kind of a problem. You'll only see (two) Outsider paired up with
    Cherry. They tend to throw a variety of weapons (including Kazekiri, Ichigeki,
    and Kiku-ichimonji [I only included that last one because it has a sweet name]).
    This is easily dodged by Stop'ing them, Death/Banish'ing them, or making
    yourself invisible. Since you'll ALWAYS see Outsider and Cherry together, it's
    probably just easiest to summon Phantom after you've Berserk'd Cherry.
    As for this place itself, grab the Fixed Dice in the only chest you come across.
    Leave this place to come outside again.
    Outside, Party #1
    You're back outside again. I've already covered this section, so scroll up if
    you need some help.
    Enter the next door.
    Magitek Factory-looking Area, Party #1
    NOTE: I'm getting creative with these names. If you have any better suggestions,
    feel free to drop me a line.
    Monster Formations:
    - Junk x3 (3 AP)
    - Duel Armor, Fortis (4 AP)
    - Metal Hitman x3 (2 AP)
    - Duel Armor: Chainsaw (Rare)
    - Fortis: Drill (Rare)
    - Junk: Noiseblaster (Rare)
    - Metal Hitman: Auto Crossbow (Rare)
    Items: None
    How to handle this junk (get it?):
    - Duel Armor uses one of three attacks every turn: Lv. 5 Death, Lv. 4 Flare and
    !Megashock (300% damage). He has a 33% of countering with Metal Cutter, which
    hurts. It has 7200 HP, a weakness to Lightning and Water, and vulnerabilities
    to Death, Silence, Berserk, Confusion, Sleep and Stop.
    ANYTIME you see Duel Armor (throughout this entire tower), you can cas Banish
    to get rid of it and any companions it brought along (either Fortis or Death
    - Fortis is pretty much the same as Duel Armor, except his attacks: Snowball,
    Fireball or Missile. If attacked by anything Lightning-elemental, it will
    always respond with !Double Arm (200% damage) and Attack. Fortis has 9800 HP,
    same weaknesses as Duel Armor and is vulnerable to the same things.
    - Junk is a little piece of junk. With only 2000 HP and the same Lightning/Water
    weakness as the other guys here (along with the same status vulnerabilities) it
    won't put up much of a fight. I will tell you that it has a chance of using
    Self-Destruct (and if it's alone, it WILL use Self-Destruct) along with making
    himself invisible on his 2nd Turn.
    - Metal Hitman is even weaker than Junk. Same 2000 HP, same weaknesses, same
    status vulnerabilities, but his attacks are weaker: !Destroy (200% damage),
    Dischord or Attack. *yawn*
    SHORT VERSION: Cast Banish on everything you see here.
    Nothing to do here yet. Take off all the important things (Master's Scroll,
    Lightbringer, Ward Bangle, espers, etc.) and switch to Party #2
    Outside, Party #2
    NOTE: Don't forget to equip everyone (along with Phantom esper).
    Monster Formations:
    - Primeval Dragon, Great Malboro (3 AP)
    - Great Behemoth, Great Malboro, Vector Lythos (5 AP)
    - Vector Lythos x4 (2 AP)
    - Vector Lythos: Fuma Shuriken (Rare)
    - Primeval Dragon: Dried Meat (Rare)
    - Great Malboro: Teleport Stone (Common)
    - Great Behemoth: Tigerfang (Rare)
    Items: None
    Quick recap on how to fight here: Imp/Silence the Vector Lythos and kill with
    Ice. Stop Primeval Dragon and kill with Ice. Death/Banish the Great Malboros
    and Stop the Great Behemoth and pound away on their HP.
    Simply proceed to the next door. 
    Inside, Party #2
    Monster Formations:
    - Primeval Dragon x2 (4 AP)
    - Great Malboro x3 (4 AP)
    - Primeval Dragon: Dried Meat (Rare)
    - Great Malboro: Teleport Stone (Rare)
    - Minerva Bustier (North-West corner of this cave)
    - Pinwheel (Through top door in South-West corner)
    How to fight:
    - Banish the Great Malboros
    - Stop (if you want) the Primeval Dragons and kill with Ice.
    Head to the north-west corner to pick up another Minerva Bustier (not like you
    need it). Head to the south-west corner and enter the top door to grab a
    Pinwheel. Back in the previous room, take the bottom door to end up in jail.
    Prison Cells, Party #2
    Monster Formations:
    - Yojimbo x2, Dark Force (4 AP)
    - Demon Knight, Yojimbo (3 AP)
    - Ultima Buster (8 AP)
    - Yojimbo: Masamune (Rare)
    - Dark Force: Crystal Sword (Rare)
    - Demon Knight: Pinwheel (Rare)
    Items: None
    New enemies:
    - Yojimbo are semi-famous because of their Rage: Shock. Those obsessed with
    wanting to have General Leo in their party can only get as close as using
    Yojimbo's Shock. Oh well.
    Yojimbo will usually attack twice (physically) every turn. It may throw in a
    Wind Slash on his 4th Turn. The problem with Yojimbo is what happens when he
    dies: !Eye for an Eye is a physical attack that kills the target instantly.
    The only way to avoid this is being invisible (Phantom, anyone?) or evading it
    (which may or may not work since it depends on your Evasion stat).
    The only partners Yojimbo will ever have are Dark Force (cast Death/Banish) or
    Demon Knight (Silence). After you've disabled Yojimbo's friends, summon Phantom
    to make this easy on yourself.
    - Dark Force will go down to any ID attack or a few Holy attacks.
    - Demon Knight is nothing much to worry about. When alone, it will attack with
    up to three Shockwaves per turn. Any other time it will attack physically or
    with Crypt Dust (which only works on dead characters anyway). It also has a
    33% chance of countering with !Cursed Gaze (inflicts Sap).
    In the far-left cell you'll find Ultima Buster. As for preparation: You'll want
    to protect yourself from Fire/Ice/Thunder spells. It'd also be best to have
    some power hitters, since you'll want to be able to deal at least 2000-3000
    damage with every attack (you'll see why). Also, cast Float on your party.
    BOSS: Ultima Buster
    Ultima Buster
    - Level: 67
    - HP: 55000
    - MP: 19000
    - Steal: Blood Sword (Common), Crystal Orb (Rare)
    - Drops: None
    - Weakness: None
    - Absorbs: Poison, Wind, Holy, Earth, Water
    Ultima Buster will attack with a variety of attacks at first, including: Firaga,
    Blizzaga, Thundaga, Southern Cross and Northern Cross every 4th turn. If
    attacked, he'll respond with his own Attack (33%).
    Once his HP drops to 32640 (after 22360 damage), he'll switch up his attacks.
    He'll use Firaga, Tsunami, Quake, Meteor and Flare Star.
    Lastly, after you attack him 12 times, you'll see the message "A strange light
    surrounds Ultima" and Ultima Buster will flash. After two more turns of
    flashing, he'll use Ultima. You don't want to be aruond to see this, unless you
    have Celes in your party (have her use Runic every turn when he starts
    If you deal 2000-3000 damage or more every turn, you'll defeat him before he
    gets to use his Ultima. Unless you cast Reraise on your entire party or
    everyone has more than 2500 HP, you'll probably die.
    You can only attack with Fire/Ice/Lightning spells unless you have Edgar (in
    which case, have him use his Debilitator until you get a weakness you like).
    NOTE: You can cast Slow to help you out if you'd like.
    If you get hit with Northern Cross, cast Fire on your entire party to thaw up
    anyone who was unlucky enough to freeze up. Quake should miss your party
    because you're Floating (right?).
    Should Strago be in your party, have him use Mighty Guard to give you some
    protection, then start attacking with Grand Delta or any other strong Lore.
    Sabin should be Phantom Rush'ing (of course), Mog/Edgar should be Jumping (as
    long as Edgar is not on Debilitator duty), Shadow can throw whatever he'd like,
    Setzer will hopefully have the Master's Scroll and be doing lots of damage with
    his Fixed Dice, and Gau use any strong offensive Rage (FYI: Io Rage will do
    5360 damage; 9999 if weakness is Fire).
    As long as you protected yourself against the three basic elements and have
    reasonable damage output potential, you shouldn't have many problems here.
    A Save Point will appear where Ultima Buster once was.
    Head south to the next room.
    Imperial-like Room with Stairs, Party #2
    NOTE: This is the only place to find Mover and Muud Suud.
    Monster Formations:
    - Muud Suud (3 AP)
    - Mover x3 (3 AP)
    - Muud Suud: Thunder Shield (Rare) <-- Nice!
    - Mover: Super Ball (Common)
    Items: None
    How to handle these monsters:
    - Muud Suud is your #1 source for more Thunder Shields. Whether its now or
    later, you'll want to steal some at some point during the game.
    Muud Suud has 25000 HP and horrible Defense. He attacks with a variety of
    attacks (Gigavolt, Snowstorm, Freezing Dust, Snowstorm, Northern Cross) which
    you shouldn't have to worry about after you Berserk him. He's weak to Holy
    and vulnerable to Confusion and Sap, along with Berserk of course.
    - Mover only have 120 HP. But they also have 225 Evasion, 254 Magic Defense and
    one of the highest Speed stats in the game. Combine this with the fact that they
    come in groups of 3, and you'll think you're in trouble.
    Wrong. While they do attack a LOT because of their Speed, they are also
    vulnerable to Death/Banish and Stop. Any unblockable attack will ignore that
    Evasion stat and any defense-ignoring magic attack will connect and kill. The
    easiest way (besides Banish) to take care of these dots is to have your person
    with Master's Scroll attack. Instant win.
    Just walk on through here and take the door at the top of both stairs.
    Magitek Factory-looking Area (with Pipes), Party #2
    Monster Formations:
    - Junk x3 (3 AP)
    - Duel Armor, Fortis (4 AP)
    - Metal Hitman x3 (2 AP)
    I already covered these guys earlier, but you can just cast Banish on everything
    to win.
    Walk through the left pipe and go left once you reach the top.
    Outside, Party #2
    Monster Formations:
    - Primeval Dragon, Great Malboro (3 AP)
    - Great Behemoth, Great Malboro, Vector Lythos (5 AP)
    - Vector Lythos x4 (2 AP)
    - Force Shield (South-West of where you entered)
    - Ribbon (In plain sight)
    - Force Armor (South-West corner of this place)
    How to win: Imp/Silence the Vector Lythos and kill with Ice. Stop Primeval
    Dragon and kill with Ice. Death/Banish the Great Malboros and Stop the Great
    Behemoth and pound away on their HP.
    Outside once more. South-West of you is a chest with a Force Shield! Nice. Take
    the right conveyor belt and enter the left door you see. You'll be in the room
    where Party #1 is standing (Cast Banish on everything in here). Step on the
    switch to give Party #1 a way to move on.
    Head back outside and around the bend to the south-west corner. West of the
    conveyor belt is a chest with a Force Armor! Nice.
    Enter the door on the east side of this area (directly across from the door
    you used earlier).
    2nd time Inside/Before Gold Dragon's Room, Party #2
    Monster Formations:
    - Primeval Dragon x2 (4 AP)
    - Vector Chimera x2 (3 AP)
    - Primeval Dragon: Dried Meat (Rare)
    - Vector Chimera: Swordbreaker (Rare)
    Items: None.
    What to do:
    - Primeval Dragon is nothing new. Stop and Ice.
    - Vector Chimera will attack you with either Gigavolt, Snowstorm, Blaze or
    Aqua Breath. They usually (66%) counter your Attacks with !Counterattack (200%
    damage) [Clever name, Square].
    Vector Chimera has no weaknesses and isn't vulnerable to anything important.
    You'll just have to use raw power to deal at 7500 damage.
    Walk on through. Try not to trip on your way.
    Gold Dragon's Room, Party #2
    Monster Formations:
    - Ahriman x3 (5 AP)
    - Daedalus, Ahriman (3 AP)
    - Gold Dragon (10 AP)
    - Daedalus: None
    - Ahriman: Earring (Rare)
    Items: None
    What to do:
    - Daedalus will attack with Lv. 5 Death, Bio, Gravity, Venomist and Attack. If
    you use your own Attack on him, he may (33%) counter with Dancing Flame.
    Unless your levels are multiples of 5, you shouldn't have to worry about much.
    Of course, you could just cast Rasp all 100 MP to disable Daedalus completely.
    Or just use Death/Banish. Or use Fire/Holy attacks to deal 12280 damage. Or
    use a Raise/Phoenix Down since it's Undead. Choices, choices.
    - Ahriman will try to kill you. This is true for every monster you've ever
    faced, but Ahriman doesn't play around with silly attacks and moves in for the
    direct kill with attacks such as Doom, Dread Gaze or Roulette if you attack with
    Magic. It also (and more often than not) just uses Attack.
    It has no weaknesses but is vulnerable to Silence, Berserk, Sleep and Stop, all
    of which will disable it. Nice try, though, Ahriman. It has 10000 HP just
    waiting on you to remove it.
    NOTE: For some reason Ahriman can still use Roulette after you Silence it. Just
    beware of this.
    Head on straight up to find one of the last two dragons! Have someone wearing
    Phantom, try not to have anyone with a Reflect Ring intiate the battle.
    NOTE: If you don't like cheap tactics, equip Thunder absorbing/negating
    BOSS: Gold Dragon
    Gold Dragon
    - Level: 62
    - HP: 32400
    - MP: 4000
    - Steal: None
    - Drops: Crystal Orb (Always)
    - Weakness: Water
    - Absorbs: Lightning
    If any character is alive and has Reflect status, Gold Dragon will cast Reflect
    on himself. Without Reflect status, he will attack with Gigavolt, Thunder and
    Thundara. With Reflect status he will atlernate between an Attack and a
    Thunder/Thundara bounced off of himself and onto you.
    Should you attack it with four of your own Attacks, Gold Dragon will begin
    storing energy. Two turns later he'll unleash a MT Thundaga.
    When he's not storing energy, he will respond to any Magic attack with either
    Thunder (33%) or Thundara (33%).
    Cheap Tactic: Cast Berserk on Gold Dragon then summon Phantom to make yourself
    Of course, for those who don't like those cheap methods, you can just assault it
    with your strongest non-Lightning-elemental attacks. All of his attacks involve
    the Thunder-element, so if you've protected yourself against that you have
    nothing to worry about.
    If you have Flood, cast that for some nice damage. Strago/Gau can use
    Aqua Breath/Anguiform. Shadow can throw Water Scrolls (Gau can too, actually, by
    using the Ninja rage) and you know what to do with everyone else.
    You'll get a Crystal Orb for winning, which raises your max MP by 50%.
    Head through the north-east exit.
    Room after Gold Dragon, Party #2
    Monster Formations:
    - Dark Force x2 (3 AP)
    - Outsider x2, Cherry (5 AP)
    - Demon Knight, Yojimbo (3 AP)
    - Yojimbo x2, Dark Force (4 AP)
    - Yojimbo: Masamune (Rare)
    - Dark Force: Crystal Sword (Rare)
    - Cherry: Silver Spectacles (Rare)
    - Outsider: Stoneblade (Rare)
    - Demon Knight: Pinwheel (Rare)
    Items: None
    How to win:
    Berserk the Cherry and summon Phantom to defeat the Outsider x2, Cherry
    formation. Dark Force/Outsider fall to ID attack and summoning Phantom after
    Dark Forces are gone can help against Yojimbo. Berserk/Sleep/Stop the Demon
    Knights and finish with strong attacks.
    Simply head through this room.
    In the next room, head north and step on the green switch.
    Switch to Party #3!
    Outside, Party #3
    NOTE: Don't forget to equip everyone (along with Phantom esper).
    Monster Formations:
    - Primeval Dragon, Great Malboro (3 AP)
    - Great Behemoth, Great Malboro, Vector Lythos (5 AP)
    - Vector Lythos x4 (2 AP)
    - Vector Lythos: Fuma Shuriken (Rare)
    - Primeval Dragon: Dried Meat (Rare)
    - Great Malboro: Teleport Stone (Common)
    - Great Behemoth: Tigerfang (Rare)
    - Red Cap (South-West of starting point)
    Quick recap on how to fight here: Imp/Silence the Vector Lythos and kill with
    Ice. Stop Primeval Dragon and kill with Ice. Death/Banish the Great Malboros
    and Stop the Great Behemoth and pound away on their HP.
    South-West of your starting point is a chest with a Red Cap. Enter the top door.
    - Primeval Dragon x2 (4 AP)
    - Great Behemoth, Vector Lythos x2 (6 AP)
    - Great Malboro x3 (4 AP)
    How to fight:
    - Banish the Great Malboros.
    - Stop (if you want) the Primeval Dragons and kill with Ice.
    - Sleep/Stop the Great Behemoth and Imp/Silence the Vector Lythos and kill with
    Just head north through here.
    Catwalk Area, Party #3
    Monster Formations:
    - Prometheus (3 AP)
    - Gamma (5 AP)
    - InnoSent x3 (3 AP)
    - Gamma: Air Anchor (Rare)
    - InnoSent: Bioblaster (Rare)
    - Prometheus: Debilitator (Rare)
    - Nutkin Suit (West chest)
    - Gauntlet (East chest)
    What to do:
    - Gamma can be pretty tough. It starts off with !Gamma Rays which will set Doom
    on the target. After that it can use any of the following attacks: Wave Cannon,
    Gravity Bomb, Launcher or Atomic Rays. Once killed, it uses Atomic Rays.
    Like most machine-type monsters, Gamma has a weakness to Lightning and Water.
    He also has 27000 HP and a vulnerability to Stop, which is your key to victory.
    - InnoSent are annyoing. They confuse you with !Brainblast on their first turn,
    and will try to freeze you with Freezing Dust or damage you with Plasma most
    other turns. Every 5th turn may (33%) feature Lv. ? Holy.
    Luckily, you can cast Death/Banish to finish all three of them off. Silence,
    Berserk or Confusion is also quite effective. They only have 6600 HP.
    - Prometheus may (33%) counter any Attack with Southern Cross or any Magic
    attack with Northern Cross (also 33%). Other than that, he just attacks with
    either !Drill or Metal Cutter every turn, which can still be painful.
    Prometheus isn't vulnerable to anything except Slow, so you'll have to rely on
    Lightning/Water attacks to take out all 14500 HP.
    In here, grab the two chests at the north-end of the room and head back two
    Back outside, head to the south-end of this area and enter the door.
    Inside, Party #3
    Monster Formations:
    - Primeval Dragon x2 (4 AP)
    - Great Behemoth, Vector Lythos x2 (6 AP)
    - Great Malboro x3 (4 AP)
    How to fight:
    - Banish the Great Malboros.
    - Stop (if you want) the Primeval Dragons and kill with Ice.
    - Sleep/Stop the Great Behemoth and Imp/Silence the Vector Lythos and kill with
    Move along to the next room.
    Magitek Factory, Party #3
    Monster Formations:
    - Duel Armor x2, Death Machine (4 AP)
    - Fortis x2 (3 AP)
    - Inferno, Rahu, Ketu (8 AP)
    - Duel Armor: Chainsaw (Rare)
    - Fortis: Drill (Rare)
    - Death Machine: Flash (Rare)
    - Hero's Ring (directly above entrance)
    - Aegis Shield (hidden in south wall)
    What to do:
    - Duel Armor was already covered earlier. Cast Death/Banish.
    - Fortis will fao to Death/Banish.
    - Death Machine is the only new creature here. It starts the battle with Lv. 5
    Death, followed by two turns of trying to Stop you with !Mind Stop and another
    turn of trying to kill you with the Death spell (33%). If you attack it with
    anything BUT the Attack command, it has a possibility of unleashing up to four
    Blaster attacks (33% each). Ouch.
    SHORT VERSION: Banish.
    Grab the Hero's Ring above you and follow these instructions to find a hidden
    chest containing Aegis Shield something:
    - At the bottom of the stairs, take 4 steps Left
    - 4 Down
    - 2 Right
    - 10 Down (or all the way down and 1 Up)
    - 4 Left (or all the way left)
    - 10 Down (or all the way down)
    - 4 Right and up to find the Aegis Shield!
    - All the way down, all the way left
    - 10 Up
    - All the way right, all the way up, left, and up
    Yeah, kinda weird.
    Advance to the next room by taking the top conveyor belt.
    You'll find a Save Point in this room. If you advance through the room now
    you'll run into Inferno and his two blades (Rahu and Ketu). Let's prepare first:
    Protect yourself against Fire/Thunder spells. That's about all you need.
    BOSS: Inferno, Rahu, Ketu
    - Level: 67
    - HP: 30800
    - MP: 9700
    - Steal: Ice Shield (Rare)
    - Drops: None
    - Weakness: Lightning
    - Absorbs: Fire
    Inferno will always attack with either Thundara, Atomic Rays, Shockwave or
    Gigavolt. If attacked by anything, he may (33%) respond with !Sobat (300%
    If all three buddies are alive after 30 seconds, they'll attack with Delta
    Attack, which will Petrify one person.
    If only one of the two blades is alive, Inferno will only attack with Thundaga
    or Meteor.
    Lastly, when Inferno is by himself, he'll give himself Protect and Reflect with
    Magitek Barrier.
    - Level: 69
    - HP: 8000
    - MP: 770
    - Steal: Flame Shield (Rare)
    - Drops: None
    - Weakness: Ice
    - Absorbs: Lightning
    Rahu simply attacks with Attack (66%) and !Rapier [150% damage] (33%). If
    killed, it will come back after 20 seconds.
    - Level: 67
    - HP: 11000
    - MP: 2600
    - Steal: Flame Shield (Rare)
    - Drops: None
    - Weakness: Fire
    - Absorbs: Ice
    Ketu only attacks with Attack (66%) or Metal Cutter (33%). If killed, it will
    come back after 40 seconds.
    As you can probably guess, you only have to take out Inferno to win this battle.
    If you've protected yourself against Fire and Thunder attacks, Inferno can only
    damage you with Meteor (only when one blade is dead), Shockwave (rare attack)
    and !Sobat (counterattack).
    Don't worry about the two blades too much. You could kill them with any ID
    attack, but that will just cause more trouble than its worth. I do suggest you
    cast Slow (or Slowga) on both blades just to slow them down a little bit.
    If you have Celes in your party, you can have her Runic all of Inferno's spells
    except Shockwave.
    As for attacking Inferno... you'll want to use ST attacks that you can control.
    Your obvious best bet is Thundaga (or Thundara if you don't have that).
    Unfortunately, most of your other best attacks (Grand Delta, throwing scrolls,
    Blitz, etc.) are uncontrollable so you may not want to use them here. Dedicate
    those who don't have the right spells to healing.
    This fight is not all that hard and you shouldn't have many problems.
    Head through sout-west exit to come to the next room.
    Landworm's Room, Party #3
    Monster Formation:
    - Landworm
    - Landworm: X-Potion (Rare)
    Items: None
    How to fight Landworm:
    - Landworm uses either Magnitude 8 or Hailstone every turn, with a small chance
    of using !Constrict (200% damage) every 3rd turn. It has a weakness to Ice
    attacks and is vulnerable to everything except Imp, meaning: Petrify, Death,
    Silence, Berserk, Confusion, Sleep, Stop, whatever you want, you can do it to
    Just head through this place and laugh at Landworm once or twice before you
    Outside, Party #3
    - Megalixir (South-East of entrance)
    - Rainbow Brush (Between two conveyor belts)
    Quick recap on how to fight here: Imp/Silence the Vector Lythos and kill with
    Ice. Stop Primeval Dragon and kill with Ice. Death/Banish the Great Malboros
    and Stop the Great Behemoth and pound away on their HP.
    South-East of you is a chest containing Megalixir. Make your way to the
    south-west corner of this area and check out the chest past the door and
    conveyor belt.
    Right now is a nice red sparkle over it. Next time you come through this tower
    it won't have that sparkle and just look like a normal chest.
    Anyway, examine the chest to witness a set of stairs appearing on the other side
    of the "wall" (for Party #1 later). Go up the conveyor belt, grab the Rainbow
    Brush and up the next conveyor belt.
    Now go back around and enter the door. This room has only Landworms again *yawn*
    Enter the next room.
    Skull Dragon's Room & Next Room, Party #3
    NOTE: This room and the next room have the same monsters.
    Monster Formations:
    - Demon Knight, Yojimbo (3 AP)
    - Yojimbo x2, Dark Force (4 AP)
    - Dark Force x2 (3 AP)
    - Outsider x2, Cherry (5 AP)
    What to do:
    Berserk the Cherry and summon Phantom to defeat the Outsider x2, Cherry
    formation. Dark Force/Outsider fall to ID attack and summoning Phantom after
    Dark Forces are gone can help against Yojimbo. Berserk/Sleep/Stop the Demon
    Knights and finish with strong attacks.
    Up above is the last of the 8 Legendary Dragons. Throw on some Ribbons, maybe
    some Safety Bits or Memento Rings and something to protect against Fire if you
    BOSS: Skull Dragon
    Skull Dragon
    - Level: 62
    - HP: 32800
    - MP: 1999
    - Steal: None
    - Drops: Muscle Belt (Always)
    - Weakness: Fire, Holy
    - Absorbs: Poison
    Skull Dragon uses his first three turns by attacking with either Attack, Doom,
    Apparition or Will o' the Wisp. On its fourth turn, Skull Dragon will choose
    a random target and cast Disaster on that person.
    And finally, he has a 33% chance of countering anything with his own Attack.
    There are no statuses you can abuse to make this fight any easier, but that's
    fine. As you can see, its weak to Holy so Firaga/Holy are nice choices.
    Ribbons will protect you from Apparition and Disaster, while your Fire
    protection helps against Will o' the Wisp. This leaves Doom, which your
    Safety Bits/Memento Rings may or may not take care of (depends if you equipped
    any, obviously).
    You could also Rasp 1999 MP to kill Skull Dragon if you'd rather do that.
    Either way, this dragon is nothing to worry about.
    You'll get the Muscle Belt for winning, which boosts your max HP by 50%.
    If you've been following this walkthrough, that was the last dragon. A message
    will appear:
    "All 8 dragons have been defeated... The Eightfold Seal is broken! Obtained
    Crusader magicite!"
    There is a small stone tablet on the ground. On its face is a short
    "The seal is broken and I am free... You who defeated the legendary eight... I
    shall await you at the Dragon's Horn..."
    You have now unlocked the Dragon's Den. You could leave this tower and go there
    right now, but why leave when you've come this far?
    Head through the next two rooms and step on the second green switch to the
    north, which will open the door in the middle. Step back off the switch and
    switch to Party #1.
    With Party #1, head south into the next room.
    Magitek Research Tube Room, Party #1
    Monster Formations:
    - InnoSent, Fortis (3 AP)
    - Prometheus (3 AP)
    - Death Machine, Metal Hitman x4 (3 AP)
    - InnoSent: Bioblaster (Rare)
    - Death Machine: Flash (Rare)
    - Metal Hitman: Auto Crossbow (Rare)
    - Prometheus: Debilitator (Rare)
    Items: None
    How to win:
    Cast Banish on the Metal Hitman, Death Machine, InnoSent and Fortis monsters.
    Prometheus isn't vulnerable to ID attacks, but you can still bombard it with
    Lightning/Water spells to kill it after 14500 damage has been dealt.
    Make your way to the other end of this room. Make sure you have some protection
    to Fire before entering the next room.
    After Magitek Research Tube Room, Party #1
    Monster Formations:
    - Fiend Dragon (5 AP)
    - Fiend Dragon x2 (6 AP)
    - Fiend Dragon: Guard Bracelet (Rare)
    Items: None
    How to beat Fiend Dragon:
    Fiend Dragon will spend the first 5 turns by either casting Southern Cross
    or Attack. He may also use Flare Star on the 5th turn. The 6th turn is spent
    by using !Dissolve (sets Invisible) on itself.
    The dangerous part is his counter-attack: He has a 33% chance of countering
    anything with Heartless Angel, an attack that sets everyone's HP to 1.
    There are no statuses you can abuse and no weaknesses you can target. If you
    have Edgar/Gogo, you can give Fiend Dragon a weakness with Debilitator. Have
    someone on perma-healing duty so you don't get caught off-guard after a
    Heartless Angel.
    Raw power is the only way to defeat this beast, unless you have the Ragnarok
    esper, which has a 32/256 (or 1/8) chance of killing Fiend Dragon. If Relm is
    in your party, you can also Sketch it for Northern Cross/Heartless Angel or
    even better, Control it.
    These guys are pretty tough, and it's even worse when you meet two of them. Good
    Head out the other door when you've had enough of Fiend Dragon.
    You'll be outside again. I've listed the monsters/strategies for these guys
    several times, so if you still need help with them, scroll up.
    After going up the first set of stairs (or stopped conveyor belt? whatever),
    grab the Pinwheel in the chest to your left. Then head to the north door and
    enter it to meet up with your other two parties.
    Take your active party (Party #1) up through the now-opened door and into the
    next room.
    Room with three switches, Party #1
    Monster Formations:
    - InnoSent x3 (3 AP)
    - Gamma (5 AP)
    - Prometheus (3 AP)
    What to do:
    - InnoSent can be finished off with Death/Banish
    - Gamma is vulnerable to Stop and weak to Lightning/Water. You know what to do.
    - Prometheus will fall to Lightning/Water attacks.
    Head up to find yourself at the second of three switches. This is where your
    party is going to have to split up.
    I'll just list both of your possible options at this point:
    Party #1 = Left   - Right
    Party #2 = Right  - Middle
    Party #3 = Middle - Left
    Explanation: It's all based on what Party #1 does. If it goes left, then Party
    #2 will be Right and Party #3 will be Middle.
    At the beginning of this section I told you which parties would fight which
    monsters, and I'm guessing you built your parties accordingly. In that case,
    you'll need to take Party #1 to the left and out of the south-west door.
    Regardless of which way you go with Party #1, exit through the south-east/west
    door and push the weight off the ledge. You may have to switch to the party
    below to move them out of the way.
    After the weight is pushed off, go back north and step on the green switch.
    If you went Left, switch to Party #2
    If you went Right, switch to Party #3
    You now have access to get up on the center path and into the door. Do so and
    exit out whichever door you didn't use before. Push the weight off the ledge,
    and head north onto the green switch.
    Bring your last party to the center path and head straight up to step on the
    third and final switch.
    IMPORTANT: Before going anywhere, take your middle party SOUTH and outside.
    You'll find a switch here that will open two doors for your other two parties.
    Not hitting this switch is a common problem for most un-suspecting players and
    prevents them from advancing through the Tower.
    After you've pressed the switch, go back in the previous room and prepare before
    entering the next room: Protect yourself against Fire and Lightning. Fenrir
    and/or Phantom may be useful as well.
    Enter the next room, which also features more enemies.
    Guardian's Room, Middle Party
    Monster Formations:
    - Cherry, Ahriman x2 (4 AP)
    - Daedalus x2 (3 AP)
    - Cherry: Silver Spectacles (Rare)
    - Ahriman: Earring (Rare)
    How to fight:
    - Cherry can be Berserk'd (just like Ahriman). Its weakness is Poison and it has
      8150 HP.
    - Ahriman is susceptible to Silence, Berserk, Sleep and Stop. It has 1000 HP and
      no weakness.
    Take one step north to fight Guardian.
    BOSS: Guardian
    - Level: 67
    - HP: 60000
    - MP: 5200
    - Steal: Force Armor (Common), Ribbon (Rare)
    - Drops: None
    - Weakness: Lightning, Water
    - Absorbs: None
    Guardian has quite the AI script. He has a default phase where he attacks with
    Attack, Magitek Laser, Missile and Atomic Rays for two turns. After that, he'll
    use one of four different Battle Programs. The first one is....
    In this stage, Guardian uses Attack, Tentacle, Entwine, !Ink and Stone. The 4th
    turn is also a MT Entwine (causes Slow) which you can counter with a Hastega.
    The other three turns feature the attacks I just named. After the 4th turn,
    it goes back to its Default Battle Program (which is the same as always).
    After two more turns in the default phase, Guardian will active...
    The first two turns are spent with Attack/Shockwave. On the 3rd turn, he will
    either Throw a Mythril Knife or Ashura, use 3 Items (Potion or Hi-Potion) and
    cast Magitek Barrier to give him Protect and Reflect. This is where the Fenrir
    or Phantom esper comes in, since whatever he throws will do some serious damage.
    It just targets one character, though, so it may not be worth the effort of
    summoning an esper. You may want to Dispel the Protect/Reflect status.
    After the default phase, Guardian will then activate...
    All of the first three turns involve Magitek Laser, with the first two also
    having Diffractive Laser and the third having Launcher. If you protected
    yourself against Lightning, the only thing that will hurt you here is Launcher,
    which has the potential to be devastating. Make sure to heal after it.
    Once the 4th turn in this phase rolls around, Guardian will use Wave Cannon
    after a quick countdown. Then it's back to the default phase for two turns.
    Once that has passed, Guardian will use the...
    The first three turns in this phase include spells like Flare and Meteor, which
    means trouble. The 4th turn consists of a Flare Star (Fire attack).
    After the Ultima Battle Program, Guardian will go back to his default phase once
    more, then start back over in the Ultros Battle Program.
    Alright, lots of text, not much threat. Cast Slow on Guardian first to, well,
    slow him down.
    If you have Locke/Gogo with you, you can steal that Force Armor or Ribbon if
    you're (un)lucky, depending on how much you like these items.
    Guardian is weak to Lightning/Water which should open up a lot of options for
    you: Anguiform/Ninja Rage, Water/Lightning Scrolls, Thundaga/Thundara, Flood,
    etc.. Edgar and/or Gogo (as always) can Debilitate a new weakness if you feel
    like it.
    Honestly, you shouldn't really even have to see the Air Force Battle Program
    unless you're under-leveled (and even then, you shouldn't have to see the Air
    Force attacks). You have many options to use for hitting Guardian's weakness.
    For a little comparison: My team was around lvl 35 (which is a little high) and
    consisted of Setzer, Gau, Gogo and Relm. I never even saw Guardian use his
    Ultros Battle Program and I still got my Force Armor.
    My point is: This fight is not hard.
    After you defeat Guardian, a Save Point will appear where Guardian once stood.
    In the next room you'll find the following formations:
    - Primeval Dragon, Great Malboro (3 AP)
    - Great Behemoth, Great Malboro, Vector Lythos (5 AP)
    - Vector Lythos x4 (2 AP)
    - Demon (10 AP)
    Head on through here to find yourself outside again (which has the same
    formations as listed above).
    There's a hidden chest with a Ribbon hidden south of the door you just came
    out of. It's not hard to find.
    If you head on up the stairs you'll have to fight the first of the three
    Warring Triads: Demon!
    Obviously, you'll want to prepare first: Equip Flame/Thunder shields all around
    (with Flame Shields being the first choice) and try not to have anyone with
    Reflect status.
    BOSS: Demon
    - Level: 67
    - HP: 58000
    - MP: 18900
    - Steal: Red Jacket (Rare)
    - Drops: Radiant Lance (Always)
    - Weakness: Poison
    - Absorbs: Fire, Wind
    Before you 25360 damage, Demon will attack with Attack, Metal Cutter or Stop
    (1st turn) or !Tyrfing [200% Damage] (2nd Turn).
    After his HP reaches 32640, Demon will start using Flare Star, Southern Cross,
    Meteor or Aero. The first two are Fire-attacks, while Meteor is non-elemental
    and Aero is Wind-elemental.
    If any of your people have Stop status, Demon will target that person and use
    Blaster to try to kill him. Should any of your characters be Stop'd, un-Stop
    them ASAP.
    After every 8th attack on him, he will use Wave Cannon. It also has a 33% chance
    of countering anything with a Firaga spell.
    I hope you protected yourself against Fire, because that's mostly what you'll
    see here.
    You can cast Slow and STOP on Demon if you'd like. Yes, Stop works. That may be
    a little too easy for one of the most powerful magical creatures, but oh well.
    Poison is a tough weakness to work with, so you may want to Debilitate it to
    something else if you can. If that's not an option it'll be better to stick with
    -aga spells as Bio is just too weak.
    Cast Stop every other turn or so if you're into that sort of thing. Metal Cutter
    hurts everytime he uses it, so try to have one person be a healer. Once you get
    that far, Meteor will also be painful, as will Aero if you're not protected
    against it.
    That's about all I can tell you for this guy. This is definetely the easiest of
    the there Warring Triads.
    You'll get the Radiant Lance after this easy fight.
    Demon is defeated and you'll be knocked back a little. Anyway, head north and
    into the last door this group will enter. Don't jump down the hole just yet.
    Switch to your Left party.
    Go south and out the door, enter the other door, and back north through the
    next few rooms. I've listed the monsters for Guardian's Room above if you need
    some help.
    Fiend's Room, Left Party
    Monster Formations:
    - InnoSent (3 AP)
    - Gamma (5 AP)
    - Prometheus (3 AP)
    - Fiend (10 AP)
    How to Fight: Scroll up, I've listed it several times already.
    Right above you is the second of three Warring Triads: Fiend. Equip Ice Shields
    first then Flame Shields. Golem/Fenrir may be helpful.
    BOSS: Fiend
    - Level: 73
    - HP: 63000
    - MP: 4800
    - Steal: Safety Bit (Rare)
    - Drops: Mutsunokami (Always)
    - Weakness: Holy
    - Absorbs: Ice, Poison
    Fiend likes Ice. Lots of it. His attacks include Blizzaga, Northern Cross and
    Absolute Zero. Once you've dealt 30360 damage, Fiend will gain Image, Reflect
    and Haste status. It'll also drop all his Ice spells and use Attack or 
    Targeting (which essentially does nothing). If anyone was targetted by
    Targeting, Fiend will use !Fiendish Rage (400% damage) on that person, which
    will be painful.
    As far as counter-attacks go, Fiend has a 66% chance of countering anything
    with his own Attack. Unfortunately for you, Fiend's Attack stat is pretty high,
    meaning his physicals will hurt (not to mention !Fiendish Rage).
    Every eight times Fiend is attacked it will use Reverse Polarity.
    Lastly, Fiend will use Force Field every 20 seconds once his HP drops below
    32640. This is the only place for Strago to learn this Lore. Force Field
    randomly picks one of the eight elements and basically cancels it out (i.o.w.
    any attack with that element will do 0 damage).
    So what to do? If you're protected against Ice attacks, you won't take much
    damage here. If Northern Cross freezes you, cast Fire to thaw up any affected
    party members.
    If you can, have Strago use Lv. ? Holy for some serious damage. Any Holy Lance
    Dragoons will shine in this battle as well. If you happen to have a few Holy
    Rods laying around, throw those. Everyone else can just keep doing what they've
    been doing through the entire dungeon.
    You may want to summon Fenrir/Golem to protect against his physical attacks, as
    they can get pretty vicious.
    Once Fiend gains his Image, Reflect and Haste status you'll want to cast Dispel
    to remove all of those statuses immediately. Follow-up with Slow to laugh at
    Fiend even more.
    As always, if you have the option, you can Debilitate to an easier element
    to target (like Fire).
    Altogether a pretty easy fight... these Warring Triad dudes aren't all that
    strong, are they? Let's see if the third one is stronger.
    You'll get the Mutsunokami for Cyan once you win.
    After the battle, save if you'd like, then head north into the tube and step
    on the green switch.
    Switch to the Right Party.
    Head down, out the door, through the right door and up.
    Again, I listed the monsters in Guardian's Room up above. In the next room
    you'll find the following formations:
    - Demon Knight, Yojimbo (3 AP)
    - Yojimbo x2, Dark Force (4 AP)
    - Dark Force x2 (3 AP)
    - Outsider x2, Cherry (5 AP)
    - Goddess (10 AP)
    Above you is the last of the Warring Triads. The first two weren't that much of
    a challenge, so let's see if the third one is any better.
    Goddess specializes on Lightning spells so protect yourself from that. Equip
    any and all Memento Rings/Safety Bits you may have. Make sure no one is wearing
    anything that protects against Zombie but not Death (like Amulet).
    BOSS: Goddess
    - Level: 68
    - HP: 44000
    - MP: 19000
    - Steal: Minerva Bustier (Rare)
    - Drops: Excalibur (Always)
    - Weakness: None
    - Absorbs: Lightning, Holy
    Goddess attacks mostly with Thundara/Thundaga. She also uses a physical Attack,
    Lullaby (grants Sleep status) and even the dreaded Entice attack.
    Once her HP drops to 32640 (after only 11360 damage), she drops Lullaby, Entice
    and Thundara while gaining Flash Rain and Quasar (but still uses Thundaga most
    of the time).
    Everytime you use Attack on Goddess, she has a 33% chance of countering with
    Overture. This annoying attack makes the affected person take all physical
    damage for Goddess (which means you attack your own character when using a
    physical attack). Goddess may (33%) counter everything else with Thundara.
    Lastly, after you attack her eight times, she uses Cloudy Heaven. This attack
    gives everyone (on both sides) the Doom status with a little twist. When the
    counter reaches 0, the character turns into a Zombie instead of being KO. The
    only way to avoid this attack is protecting yourself against ID attacks (which
    makes the attack miss). If you are protected against Zombie, but not Death, the
    attack will still work and you won't ever be able to remove the Zombie status
    from that person (due to how the game works, if you're affected with Zombie and
    protected from it, you can't ever remove it).
    First off, you don't want to attack with any Lightning or Holy spells (she
    absorbs those). I would also suggest NOT to attack with any physical attacks,
    or if you do, don't do it too often. If she uses Overture on anyone, make SURE
    to refrain from any physical attacks unless you feel like killing your own
    party members.
    Lullaby is nothing serious to worry about since it only hits one side. You can
    heal the status with the other side of characters. If you get hit by Entice (it
    misses quite often), you'll probably just want to kill off the affected person
    and revive them.
    Once Goddess uses Cloudy Heaven (and unless you're doing tons of damage with
    each attack, you WILL see it), those that are protected against ID attacks will
    be safe. The same cannot be said for the others. Once their counter reaches 0,
    they will turn into Zombies. As long as they are not wearing any
    Zombie-protective gear, you can heal them with a Holy Water. Do note that
    every time you they die during this battle only, they will be turned into
    Zombies again instead of being KO.
    After you've dealt 11360 damage, you'll be safe from most attacks as long as
    you've protected yourself from the Lightning element. The only attack that can
    hurt you is Quasar (which is a weaker version of Strago's Grand Delta). It hits
    both sides for pretty decent, so you may want to apply Reraise to a few people
    if you can.
    Keep attacking Goddess with your spells or other magic attacks and she will
    eventually fall. She doesn't have as much HP as the other two Warring Triads,
    so it shouldn't take as long to take her down.
    You'll get the Excalibur for defeating Goddess.
    If this was the third Warring Triad you destroyed, someone will say:
    "We destroyed the Warring Triad... But the power of magic isn't fading like it
     should be... Could Kefka have extracted the very source of magic from them?"
    Bring your party up and onto the switch. The only thing that's left is to bring
    the middle party onto the last switch. Before doing so, you'll want to equip
    the right stuff and decide who to use for the final four consecutive battles.
    First off, the rules of this battle. You'll have to make a list of all the
    characters you brought. The first battle starts off with the first four on the
    list. If anyone dies, they will be replaced by the next character on the list
    at the start of the NEXT battle. If you want to keep the defeated character in
    your party, you better be sure to revive that person before the end of the
    battle (and have him/her finish the battle with >0 HP).
    Who should you bring?
    - Terra will probably be very useful. With a nearly perfect Magic Evasion setup,
    her magic power and her Trance ability, you'll want to include her in your
    party. Not to mention she has a Minerva Bustier to negate three of the most
    common elements. Of course, if you never bothered to teach her any good spells,
    she's out.
    - Locke. You can steal a Ragnarok and Ultima Weapon in the third tier, so if
    you're interested in that, bring him along. With a Valiant Knife + Master's
    Scroll setup, he's a decent choice. If you want, you can put him in the 5th or
    6th slot, as long as you make sure he shows up in the third tier.
    - Cyan... Yeah.
    - Shadow can be useful if you have enough things to throw at the enemies.
    - Edgar's Air Anchor can take care of two enemies without having to worry about
    them anymore (of course, any ID attack will do the same, but Air Anchor is a
    guaranteed kill on the turn after). His Debilitator Tool has great potential in
    these fights, especially against Final Kefka. Jump is really only useful with
    the Dragon Horn, which means you automatically give up both Relic slots for
    Edgar. You may want to plan to have him in the final battle.
    - Sabin's problem is that his strongest attack (Phantom Rush) is uncontrollable.
    This is not much of an issue, but you'll probably want something you can control
    in these battles, since certain monsters need to go down first. Also, Sabin
    doesn't have much to offer besides Phantom Rush.
    - Celes is a good choice. Runic will come in handy, especially against Final
    Kefka (absorbing -aga spells all around and most importantly, Ultima). If she
    has a good magic skillset, you may want to bring her. Besides, her Minerva
    Bustier never hurt anybody.
    - Strago's Grand Delta, Mighty Guard and White Wind can be quite helpful, but
    that's about all he's got going for him, unless he knows lots of nice magic.
    - Relm's Sketch/Control are useless. The only reason you would want to bring her
    is if she's knows lots of Magic. Her unusually high Magic stat won't hurt
    - Setzer's only got one good thing going for him: Fixed Dice + Master's Scroll.
    If you're already using the Master's Scroll on Locke, leave him out. If not,
    by all means, bring Setzer.
    - Mog's most important quality is that he can reach 255 Defense rather easily.
    Kefka has a very nasty physical attack which Mog can simply tank because he's
    awesome like that. But like Edgar, Jump is only useful by giving up both Relic
    slots. Regardless of that, if he's learned some nice magic, he's a decent choice
    against Kefka.
    - Gau can also reach 255 Defense, which is nice. Like Sabin, Gau's Rages are
    not controllable. Even though I'm a big fan of Gau, I would leave him behind if
    he doesn't have any decent magic to back him up.
    - Gogo may be useful. His versatility speaks for him, but his stats don't back
    him up on it. He can be your alternate Stealer if you don't want to bring Locke
    (and therefore give the Master's Scroll to Setzer), use the Debilitator Tool
    without having Edgar, or even play the role of Strago's Lores.
    - Umaro. You weren't honestly thinking of bringing Umaro to these fights, were
    Once you've made your decision, equip everyone with their necessary equipment.
    RELICS: The team fighting Final Kefka should all be wearing Ribbons. White Capes
    are the next best thing after Ribbons. Miracle Shoes make great filler Relics if
    you have a few open slots.
    ESPERS: Golem and Fenrir are your best defensive espers, while Bahamut should be
    your offensive esper.
    NOTE ABOUT ESPERS: Each character can only summon their esper once in all of the
    next four fights. Golem/Fenrir's effects do NOT carry over to the next tier, so
    save it for when you really need it. Also, those that have the Soul of Thamasa
    relic can NOT summon espers.
    Once you're ready, have all three parties step on the three switches to be
    beamed up to where Kefka is.
    I'm not going up all the following dialogue, since it is the final battle and
    all. Enjoy, and find out how evil Kefka really is.
    After all the conversation, you get to decide the "battle participation order".
    If you're interested, this was my line-up:
    1. Terra
    2. Locke
    3. Relm
    4. Celes
    5. Gogo
    6. Mog
    7.-12. Whoever
    1st Tier: Short Arm, Long Arm, Visage
    Long Arm = Bottom-Left
    Short Arm = Bottom-Right
    Visage = Top
    Short Arm
    - Level: 73
    - HP: 27000
    - MP: 10000
    - Steal: Elixir (Common)
    - Drops: None
    - Weakness: Water
    - Absorbs: None
    Every turn, Short Arm has a 66% chance of using Attack. He'll counter everything
    with the same thing (66%, Attack). Once his HP drops to 10112 (after 16888
    damage), Short Arm will also have a 33% chance of using !Razor Gale (150%
    He's vulnerable to Silence and Berserk, both of which are useless since he only
    uses physical attacks to begin with. Short Arm is also vulnerable to Slow, which
    can be beneficial.
    Long Arm
    - Level: 73
    - HP: 33000
    - MP: 10000
    - Steal: Elixir (Common)
    - Drops: None
    - Weakness: Wind
    - Absorbs: None
    Long Arm's 1st Turn (and every 3rd turn after that) will always feature his
    Attack. The next two turns consist of either Attack or Shockwave.
    If his HP drops down to 10240 (after 22760 damage), he'll stop using Shockwave
    and use up to two Attacks every turn.
    Lastly, if Long Arm is by himself, he will use up to three Shockwaves each turn.
    Thankfully, Long Arm is vulnerable to Petrify, Death, and Berserk.
    - Level: 74
    - HP: 30000
    - MP: 10000
    - Steal: Elixir (Common)
    - Drops: None
    - Immunity: Earth
    - Weakness: Fire
    - Absorbs: None
    Visage won't attack most turns. Every turn he only has a 33% of attacking with
    Reverse Polarity (switches Rows of your characters) or !Sapping Strike
    (inflicts Sap). On his 5th Turn (and every 6th turn after that), he will use
    Protect (66%) or Haste (33%) on one of the arms (not himself).
    After 19760 damage, Visage will attack with !Sapping Strike (66%) or Dread Gaze
    [inflicts Petrify] (33%) for three turns. The 4th Turn features either Dread
    Gaze, Magnitude 8 or Reverse Polarity.
    Lastly, if Visage is the last monster killed, he'll use Quake.
    Welcome to the first tier of the final battle. As you would suspect, this is
    probably the easiest tier.
    The first thing you should do is cast any ID attack (or use Air Anchor) on the
    Long Arm and cast Slow on the Short Arm.
    If you want to go on the Defense, cast Hastega, Mighty Guard (if you have it),
    Reraise, Protect, Shell, etc. will all be great.
    Once that is done, focus all your strongest Fire attacks on Visage. Once Visage
    is gone, you can Vanish your party to be invincible if you're having troubles
    for some reason.
    Throw any water attacks you have available (Water Scrolls, Aqua Breath, Ninja
    Rage, etc.) at Short Arm. Any non-elemental spell (Flare, Ultima) will do some
    nice damage as well.
    Not too tough, right?
    2nd Tier: Tiger, Machine, Magic, Power
    Tiger = Tiger face (Bottom-Right)
    Machine = In the middle, wearing red
    Magic = Far Left
    Power = Top-Right
    - Level: 70
    - HP: 30000
    - MP: 10000
    - Steal: Elixir (Common)
    - Drops: None
    - Weakness: Ice
    - Absorbs: Earth
    Tiger only attacks every other turn, which is good for you. One of those turns
    includes Southern Cross, Flare Star and Northern Cross. The other attacking turn
    is just a 33% chance of using Attack.
    Once his HP drops down to 11520 (after 18480 damage), Tiger will use the same
    three strong attacks as above, sometimes (33%) followed by a !Zombie Fang
    (inflicts Zombie) every turn.
    Tiger is vulnerable to Poison.
    - Level: 73
    - HP: 24000
    - MP: 10000
    - Steal: Elixir (Common)
    - Drops: None
    - Weakness: Lightning
    - Absorbs: None
    Machine attacks with various spells, including Diffractive Laser, Gravity Bomb,
    Magitek Laser, Missile, Atomic Rays and Delta Attack.
    Once its HP sinks to 11520 (after 12480 damage), it will also use Absolute Zero
    and drop Atomic Rays.
    Fortunately, Machine is weak to Slow, Stop and... Death.
    - Level: 73
    - HP: 24000
    - MP: 10000
    - Steal: Elixir (Common)
    - Drops: None
    - Weakness: Lightning
    - Absorbs: None
    Magic, as the name suggests, uses Magic. Lots of it. Let me quickly list out
    every spell it can cast:
    Thundaga, Silence, Holy, Flare, Rasp, Firaga, Blizzara, Reflect, Stop, Reraise,
    Sleep, Slowga, Hastega, Haste, Imp, Confuse, Poison, Drain, Bio, Dispel and
    That's a ton of spells and you probably have no idea to get around all of that.
    Don't worry, it's vulnerable to Silence, which completely disables anything it
    ever thought of doing (until it dies). Lame, I know.
    - Level: 73
    - HP: 28000
    - MP: 10000
    - Steal: Elixir (Common)
    - Drops: None
    - Weakness: Poison
    - Absorbs: None
    Power uses Attack every turn. That's it. o_O
    Well, when it is killed, it uses his !10-Hit Combo (150% damage), followed by
    9 Attacks. I guess you're supposed to think it really is a 10-hit combo?
    So you have to fight four enemies at once. Seems only fair, since most of the
    game the monsters have been facing four enemies of their own (i.e. you).
    Lucky for you, the game designers didn't feel like making this battle too hard.
    Use any ID attack (or Air Anchor, of course) on Machine (in the middle, wearing
    red) and cast Silence on Magic (far left). Cast Slow or Stop on Power (cast
    Stop every turn or so to keep Power Stop'd).
    Now you can do all your defensive stuff if you want (Hastega, Reraise, Mighty
    Guard, etc.).
    That only leaves you with Tiger. He's vulnerable to Ice, which is a pretty
    common element. You should know by now what your best options are with the
    characters you have. If anyone becomes a Zombie, heal them immediately with a
    Holy Water.
    Once Tiger is down, it's time to take down Power (Magic is harmless, so don't
    worry about it right now). He's weak to Poison, but any -aga spell will do more
    damage than Bio would do. After you kill it, wait for his 10 physicals to be
    over. As you will see, they are not as strong as you may expect from one of the
    final bosses.... pretty pathetic.
    Now you just have Magic left, who won't attack you until you kill it. Why? Once
    Magic dies, the Silence status is removed and it's final counter is still
    carried out. This means you'll have a 33% chance of being hit with Graviga, and
    a 66% chance of seeing up to two Dispel spells on random characters. No big
    deal, really.
    NOTE: The next tier is the one where you can steal Ragnarok/Ultima Weapon. If
    you put your thief (Locke/Gogo) in the 5th slot and you haven't had anybody die
    yet (or get replaced), make sure to kill someone off before the end of this
    battle. This will make your thief replace the fallen character. If you put the
    Thief in the 6th slot, you'll want to kill off two characters (unless you've
    already had soemone replaced). You get the idea.
    3rd Tier: Lady, Rest
    - Level: 58
    - HP: 9999
    - MP: 10000
    - Steal: Ragnarok (Common)
    - Drops: None
    - Weakness: None
    - Absorbs: Fire, Ice, Lightning, Poison, Wind, Holy, Earth, Water
    Lady may use White Wind every turn (healing Lady and Rest for 9999 HP). Almost
    every other turn, Lady may also use !Repose (inflicts Sleep).
    If Rest dies while Lady is still alive, she will Arise Rest.
    - Level: 71
    - HP: 40000
    - MP: 10000
    - Steal: Ultima Weapon (Common)
    - Drops: None
    - Weakness: None
    - Absorbs: None
    Rest can get pretty annoying. On the first turn, Rest will use Tornado,
    Meltdown or Nothing. The 2nd turn features Attack (66%) or Doom (33%).
    Once its HP drops to 10240 (after 29760 damage), it will use Meteor every
    turn! At this point, it also has a 33% chance of countering anything with
    Meteor or Trine (also 33%). Trine is an unblockable attack that causes Darkness
    and Silence.
    When you kill it, it will use at least one !Repose (inflicts Death) with a 33%
    chance of using a second !Repose.
    Since Lady will revive Rest everytime you kill it with Lady still being alive,
    you'll have to take out Lady first. It has 9999 HP and absorbs every element,
    so non-elemental attacks are your only option (along with physicals, of course).
    NOTE: Before killing Lady, make sure to steal that Ragnarok from her. While
    you're at it, steal that Ultima Weapon from Rest as well.
    Once you've taken care of Lady, focus your strongest attacks on Rest. Tornado
    is a nasty attack that lowers your HP to 1/16 of it's current total if you're
    not protected against ID attacks. Make sure to be ready to recover from this.
    Doom is also something to watch out for. Unless you have someone next in line
    waiting to take someone's place for the fight with Kefka, make sure to revive
    the fallen members.
    This battle is where you'll want to summon either Golem or Fenrir. When you
    defeat Rest, those espers can help you avoid the !Repose attacks you'll face.
    Once you get Rest down to 10240 HP, it starts getting dangerous. There is no
    way for you to avoid Meteor, so you'll have to act quick at this point. Have
    someone (or two people) ready to revive/heal while the others attack for maximum
    damage. If you summoned Golem/Fenrir, the !Repose at the end of the battle
    shouldn't damage you in any way.
    4th Tier: Kefka
    - Level: 71
    - HP: 62000
    - MP: 38000
    - Steal: Megalixir (Common)
    - Drops: None
    - Immunity: Poison
    - Weakness: None
    - Absorbs: None
    Welcome to the final battle against Kefka. It's time to put an end to all this
    After Kefka's little speech, he'll immediately use Heartless Angel, reducing
    everyone's HP to 1. Damn. After that, he'll use a variety of attacks, so I'll
    just copy this from my Bestiary FAQ:
    1st Turn: Target: All Characters
              Heartless Angel (100%)
    2nd Turn: Attack (33%) or !Havoc Wing (33%) or Nothing (33%)
    3rd Turn: Firaga (33%) or Trine (33%) or !Havoc Wing (33%)
    4th Turn: Attack (33%) or !Havoc Wing (33%) or Nothing (33%)
    5th Turn: Blizzaga (33%) or Trine (33%) or !Havoc Wing (33%)
    6th Turn: Attack (33%) or !Havoc Wing (33%) or Nothing (33%)
    7th Turn: Thundaga (33%) or !Havoc Wing (33%) or Nothing (33%)
    Yes, that means once he's done with those seven turns, he'll use Heartless Angel
    once more.
    Once his HP drops to 32640 (after 29360 damage), Kefka will summon some sort of
    head (who knows?) and tell you that "The end draws near..." while making the
    screen shake.
    The next turn features Forsaken. Forsaken, in terms of attack power, is the
    strongest magic spell (the only attack with more attack power than Forsaken is
    the Chainsaw Tool). It's also unblockable, so you'll have no choice but to eat
    it. After Forsaken, he will use !Havoc Wing (400% damage), Trine, or Vengenace.
    Vengeance is an attack you haven't seen yet and you're going to wish you still
    had never seen it. It removes every positive status you have set on yourself,
    including Float, Shell, Protect, and even Reraise.
    The following turns features much of the same thing. Afterwards, Kefka will
    start with summoning that weird head and telling the End still draws near.
    Once Kefka's HP reaches 7680, Kefka will still use his Forsaken attack, followed
    by a Meteor spell this time. After the Meteor, it will tell you how the end is
    drawing near (again) and repeat from there.
    That leaves us only with Kefka's counter-attacks. When his HP is below 30080,
    it will counter with either Attack or Hyperdrive (both 33%). Hyperdrive is
    another strong unblockable magic attack that will probably kill whoever it
    Once Kefka's HP comes down to 10240, he will even counter with Ultima (33%)!
    So this is the final Kefka. The attack that will bother you the most is !Havoc
    Wing, as it will do a lot of damage. Summon whichever espers you haven't
    summoned yet since this is the last battle.
    If you a way of using Debilitator, you have just made the fight a lot easier.
    Give Kefka a weakness you like, then attack with all you've got. You'll probably
    need to assign two people to play the role of healer/reviver. Throw up any other
    defenses you have (Mighty Guard, Hastega, etc.).
    Have a Trance'd Terra attack with whichever spells work best. Locke is best
    being a healer or attacking four times with Valiant Knife. If you brought Cyan
    (you fool), I hope he's got the Quick spell available (use Quick, then charge
    up to Bushido #7). Shadow can throw scrolls or any weapons (a Shadow Scroll
    every now and then won't hurt). Edgar should be Debilitating until you get a
    nice weakness, then Jump'ing. Sabin will probably be another healer if you
    brought him, otherwise stick with Phantom Rush.
    Celes can Runic both of Kefka's mean counterattacks (Hyperdrive, Ultima), but
    there's a pretty good chance it will conflict with your own spells. Put her
    on healing duty or attack with Magic. Strago should have used Mighty Guard by
    now and should be sticking with Grand Delta for the rest of the battle. Relm's
    only use is and was Magic. Setzer, like Relm, only has one use: Fixed Dice x4.
    Mog, like Edgar, will stick to Jump'ing in this battle.
    Gau's 255 Defense is a bonus. If you want to put him on the defense, have him
    rage Magic Urn (absorbs all 8 elements, casting MT Curaga 50% of the time). If
    you Debilitated Kefka to Fire, Io Rage (Flare Star) will deal 9999 damage. If
    those two situations don't apply to you, use your favorite offensive Rage.
    Gogo's actions depend on how you set him up. You probably gave him Lore, so
    throw out a Mighty Guard followed by nothing but Grand Deltas. You can try to
    Steal that Megalixir Kefka use if you want (might as well use it in this battle
    after a Heartless Angel or something like that). As always, Gogo can simply
    Mimic someone else to deal some nice damage (hopefully).
    And Umaro... well, if he's really party of this battle, then you did something
    wrong. Anyway, you can't control what he does anyway, so just ignore him.
    Forsaken is really not as strong as I made it sound earlier. !Havoc Wing and
    the Hyperdrive counter will give you the most problems, as will the Ultima
    counter once you get that far.
    One final note: To get around Kefka's counters, only attack Kefka while he's
    charging for Forsaken and the turn after he uses Forsaken. He won't counter
    anything during that time period. Anytime you find yourself outside the "safe
    zone", focus on keeping your people at decent health and under Reraise status
    if you have it available.
    Turns out Kefka is a pretty bad excuse for a final boss, but that may also have
    to do with how easy the game is in general (with the right equipment).
    Anyway, once you beat Kefka, enjoy the ending. I'm not going to type up the
    ending, so enjoy!
    NOTE: If you want to see the ending written out, I suggest you read Part 2 of
    Djibriel's FFVIA walkthrough, which can also be found on the same page that you
    found this guide. Check Section 4.73.1.
    Congratulations, you just defeated the clown responsible for destroying the
    world! Don't think you're done yet - you still have the Dragon's Den and Soul
    Shrine to beat. Good luck.
    As I've said in the Version History, I plan to re-do most of my WoR section.
    If you don't like the way it is set up now, know that I don't either.
    FINAL NOTE: As of now, I don't know when I'll get around to covering the
    Dragon's Den or Soul Shrine. I don't have as much time now as I used to. So for
    now, I will guide you towards the best guides that cover these two dungeons.
    ReyJavakVI's Dragon's Den Walkthrough:
    Section 4.74.1 - 4.75.6 (and 4.77.1) of Djibriel's FFVIA walkthrough:
    Section 4.76.1 of Djibriel's FFVIA walkthrough:
    There are other guides that cover these two dungeons, but the ones I just listed
    are the best ones by far.
    5) Frequently Asked Questions                                            [faqs]
    Question: How many Rages are there in the WoB?
    Answer: 114. Bestiary entries 1-113 all have Rages, EXCEPT:
    #36 - Captain
    #47 - Apparition
    #48 - Siegfried
    #49 - Opinicus Fish
    #78 - Proto Armor (Though it does appear on the Veldt, but has no Rage)
    #93 - Mega Armor
    #113 - Naude
    The following unlisted monsters also have Rages:
    Doberman, Darkside, Specter, Eukaryote
    Plus the following Bosses also have Rages:
    Guard Leader, Magitek Armor, Hell's Rider, Gigantos
    All this adds up to a grand total of 114 Rages available in WoB alone.
    Question: What is the best Rage?
    Answer: There is no one best Rage, but here are some of the better ones:
    For WoB:
    - Guard Leader (Wind Slash)
    - Stray Cat (Cat Scratch)
    - Aspiran (Gigavolt)
    - Trillium (Bio)
    - Templar (Fira)
    - Litwor Chicken (Quake)
    - Mu (Snare)
    - Chimera (Aqua Breath)
    - Fafnir (Traveler)
    - Hill Gigas/Gigantos (Magnitude 8)
    - Veil Dancer (Blizzara)
    - Destroyer (Reraise)
    - Cirpius (Hastega)
    - Misfit (Lifeshaver)
    - Bug (Stop)
    For WoR:
    - Rafflesia (Entice)
    - Yojimbo (Shock)
    - Magic Urn (Curaga)
    - Punisher (Thundaga)
    - Baalzephon (Blizzaga)
    - Behemoth King (Firaga)
    - Fafnir (Traveler)
    - Killer Mantis (Metal Cutter)
    - Holy Dragon (Holy)
    - Luridan (Rock Slide)
    - Lunatys/Tyrannosaur (Meteor)
    - Io (Flare Star)
    Question: Do Growth Eggs stack?
    Answer: No. Equipping two Growth Eggs on one person will still only give that
    person double EXP, not 3x or 4x.
    Question: Where are the 8 Legendary Dragons located?
    First off, all of them are (obviously) located in WoR. Here's where they are:
    * Red Dragon - Phoenix Cave (Flame Labyrinth)
    * Blue Dragon - Ancient Castle (Queen's Basement after revealing stairs)
    * Gold Dragon - Kefka's Tower (2nd Party)
    * Ice Dragon - Narshe Cliffs
    * Storm Dragon - Mt. Zozo (Step on tile to open chest, releasing Storm Dragon)
    * Earth Dragon - Opera House
    * Skull Dragon - Kefka's Tower (3rd Party; After extending stairs for 1st Party)
    Question: What attacks are affected by row?
    Answer: Generally, most "regular" physical attacks are affected by Row. Simply
    check the list below to see what is and what isn't affected by Row:
    Affected by Row:
    - Attack command
    - Gau physical attacks and physical Rages
    - Umaro's physical attack
    Not affected by Row:
    - Magic command
    - Blitz
    - Lore
    - Tools
    - Bushido
    - Throw
    - Dance
    - Umaro's Tackle, Throw, or Snowstorm attack
    Question: Where's the best place to earn AP/EXP/Gil?
    >>>> WORLD OF BALANCE <<<<
    - AP:
      * Single Ghost formations in the Phantom Forest give 3 AP / battle.
      * Using the Confuse/Smoke Bomb trick, you can get 10 AP for each Intangir you
        fight on Triangle Island.
      * The forest near Vector gives out 2-3 AP / battle
    - EXP: I haven't researched this myself. If anyone knows, feel free to e-mail
    - Gil: I haven't researched this myself. If anyone knows, feel free to e-mail
    >>>> WORLD OF RUIN <<<<
    - AP: The desert south of Maranda hands out 10 AP for every fight.
    - EXP:
      * The desert south of Maranda has Slagworms, which give 7524 EXP each. You
        can kill them with any ID attack.
      * The Dinosaur Forest has Tyrannosaur and Brachiosaur. The former gives
        8800 EXP each, the latter gives 14396 EXP each.
    - Gil: The desert south of Maranda is a great place for Gil. Every fight
           (Slagworm/Cactuar) gives you 10,000 Gil, which can be doubled by having
           Relm with a Cat-Ear Hood participate in the battles.
    Question: Ragnarok - Sword or Esper? Which should I pick?
    Answer: If you're a completionist, the answer is easy: Esper.
    Sword - The sword is a pretty nice item, giving you +30 Evasion/Magic Evasion,
    +7 in Strength/Stamina/Magic, +3 for Speed, and it has an Attack power of 255,
    which is the maximum. Even better, if you bet this sword at the Coliseum, you
    can win the best sword in the game: Lightbringer. It provides +50 to both
    Evasion stats and +7 to Strength/Speed/Stamina/Magic. It doesn't get much better
    than that.
    Esper - Summoning Ragnarok in battle allows you to turn an enemy into an item
    through Metamorphose. Of course, this doesn't always work, which is why each
    monster has a different chance of Ragnarok succeeding. If you do succeed, you
    can get one of up to four items. To see which items each monster has, I direct
    you to my Bestiary FAQ. Each monster has a "Metamorphose:" entry, which has the
    items that monster may turn into and the chance of it succeeding.
    APPENDIX A - Battle Commands                                             [appa]
    In this section, I'm going to (try to) explain the purpose of each battle
    command you'll come across throughout the game.
    Table of Contents:
      * 1 - Attack           [attk]
      * 2 - Trance           [trnc]
      * 3 - Revert           [rvrt]
      * 4 - Steal            [stel]
      * 5 - Mug              [mugg]
      * 6 - Bushido          [bshd]
      * 7 - Throw            [thrw]
      * 8 - Tools            [tool]
      * 9 - Blitz            [bltz]
      * 10 - Runic           [runc]
      * 11 - Lore            [lore]
      * 12 - Sketch          [sktc]
      * 13 - Control         [ctrl]
      * 14 - Slot            [slot]
      * 15 - Leap            [leap]
      * 16 - Rage            [rage]
      * 17 - Mimic           [mimc]
      * 18 - Dance           [dnce]
      * 19 - Magic           [magc]
      * 20 - Dualcast        [dual]
      * 21 - Magitek         [mgtk]
      * 22 - Pray            [pray]
      * 23 - Shock           [shck]
      * 24 - Possess         [poss]
      * 25 - Gil Toss        [gilt]
      * 26 - Jump            [jump]
    1 - Attack                                                               [attk]
    Who Can Use: Everybody
    Your basic physical attack. It does have one other specialty, though:
    When a character's HP < (Max HP / 8) there is a 1/16 (6.25%) chance they will
    do a Desperation Attack. This is an extremely powerful attack, done out of
    Desperation (as the name says). Each character has its own Desperation Attack,
    except for Gau and Umaro, who do not have one.
    A Desperation Attack can't be done if a character has any of the following
    statuses: Confuse, Image, Invisible, Zombie
    Also, no Desperation Attack can be done in the first 25 seconds of a battle.
    A list of each Desperation Attack (sorted alphabetically):
    NOTE: All Desperation Attacks except Strago and Relms are ST magical
    non-elemental attacks. Strago and Relm's cause Death status, but miss targets
    immune to Instant Death.
    Celes  - Spinning Edge    (Power: 143)
    Cyan   - Tsubame Gaeshi   (Power: 140)
    Edgar  - Royal Shock      (Power: 143)
    Gau    - N/A
    Gogo   - Punishing Meteor (Power: 146)
    Locke  - Mirage Dive      (Power: 139)
    Mog    - Moogle Rush      (Power: 150)
    Relm   - Star Prism       (Power: 0)
    Sabin  - Tiger Break      (Power: 140)
    Setzer - Red Card         (Power: 147)
    Shadow - Shadow Fang      (causes Sap; Power: 140)
    Strago - Sabre Soul       (Power: 0)
    Terra  - Riot Blade       (Power: 142)
    Umaro  - N/A
    2 - Trance                                                               [trnc]
    Who Can Use: Terra
    Terra can obtain this after you get her back after her flashback in Zozo.
    This battle command turns Terra into an Esper for a certain amount of time.
    While an Esper, Terra will do double damage (physical and magical), and also
    receive 50% less damage from magical attacks.
    NOTE: Everything in this section below this point was originally found in
    Terii senshi's Algorithm FAQ (found under the FFIII SNES version on GameFAQs).
    I included the same info (but worded differently) for convenience. Credit
    goes to Terii senshi.
    Unfortunately, Terra can't stay an Esper forever. After she turns into an
    Esper, you will see her ATB gauge turn into a green bar, which will slowly
    decrease. Once this bar empties all the way, she turns back into Terra.
    So what determines how long she can be an Esper?
    The game keep tracks of how many AP (You start gaining AP after *most* battles
    after you get your first Esper) Terra gains with an invisible counter. After
    every battle, this "Trance Counter" is increased by twice the amount of AP you
    gained (If a battle gave you 2 AP, the counter is increased by 4). The highest
    the counter can go is 255. If the counter is less than 16 (Meaning 15 or less),
    Terra cannot use Trance at all.
    There is a formula to determine how long you stay Trance'd, but that's getting
    more into the game mechanics than this section should be. Check out
    Terii senshi's Algorithm FAQ on gamefaqs.com (look under the FFIII SNES version
    of the game) if you really care.
    Basically: The more AP you get since your last Trance, the longer you stay
    Tranced. If the battle ends or you use Revert, the time is not lost but will
    carry over into the next battle.
    a) First a counter (called "Duration Counter from here on out) is set to 6553
    b) Everytime the internal battle timer is increased (which is very often, many
       times a second at least), the Duration Counter is decreased by a specific
       value, which is determined with this formula:
          ((65535 / Trance Counter) / 16) + 1
               NOTE: Trance Counter is the same counter mentioned above which
                     is increased by gaining AP.
    c) Once this Duration Counter reaches 0, Terra reverts back to normal.
    If the battle ends while you are still Trance'd, the Trance Counter is
    re-calculated. The formula for this can be found in the Revert section (which
    is right below these words, how convenient is that?).
    3 - Revert                                                               [rvrt]
    Who Can Use: Terra
    This only appears when Terra uses Trance to become an esper. This makes her
    revert back into her human self. Any Trance time Terra had left is 
    NOTE: Again, these formulas are found in Terii senshi's Algorithm FAQ. I have
    listed them here for convenience purposes.
          Trance Counter * Duration Counter / 65535
    4 - Steal                                                                [stel]
    Who Can Use: Locke, Gogo
    Steal obviously allows you to steal from enemies. Most enemies have items that
    can be stolen from, and some even have two (a Rare Steal and a Common Steal).
    NOTE: Formulas are from Terri senshii's Algorithm FAQ.
    Before I go into detail about that, let's first see if we even have a chance
    of stealing at all:
    1. Stealrate = Your Level + 50 - Monster's Level
    2. Now, if your Stealrate < 0, you automatically fail. If your
       Stealrate >= 128, you automatically steal.
    3. If you have the Thief's Bracer Relic equipped, multiply the Stealrate by 2.
    4. The game then picks a random number between 0 and 99.
       a. If Stealrate < Random Number, you fail
       b. If Stealrate >=  Random Number, you succeed
    So to sum it all up: The higher your level, and the lower the enemy's level,
    the better chance of a successful steal. Luck still plays a factor, though.
    Once you get past all that, you look at the monster's items.
    1. You now have a 1/8 or 12.5% chance of stealing the Rare Steal item
    2. On the contrary, you have 7/8 or 87.5% chance of stealing the Common Steal
    Note: If the monster doesn't have *any* items you steal, you obviously fail.
    5 - Mug                                                                  [mugg]
    Who Can Use: Locke, Gogo
    Mug does the exact same thing as Steal, but it also damages. Basically,
    Mug = Steal + Fight
    6 - Bushido                                                              [bshd]
    Who Can Use: Cyan, Gogo
    Bushido is a bit of a different skill. There are a total of 8 different
    Bushido techniques. Here is a list of their names, what they do, and at what
    level Cyan learns them:
    Level 1 -  Fang 
    - Effect: ST physical attack
    - Strength: 120
    Level 6 -  Sky
    - Effect: Allows Cyan to counterattack next time he's attacked
    - Strength: 56
    Level 12 - Tiger
    - Effect: Halves target's HP and sets Sap status
    - Strength: 8
    Level 15 - Flurry
    - Effect: Attacks with four physical attacks in a row
    - Strength: 72
    Level 24 - Dragon
    - Effect: Drains HP and MP from enemy; ST
    - Strength: 49
    Level 34 - Eclipse
    - Effect: MT magical attack, also sets Stop status
    - Strength: 97
    Level 44 - Tempest
    - Effect: Attacks with four physical attacks in a row
    - Strength: 70
    Level 70 - Oblivion
    - Effect: Instantly kills all enemies
    - Strength: 0
    QUESTION: What's the difference between Flurry and Tempest? Tempest ignores
    things like Protect status, while Flurry doesn't.
    When selecting Bushido in battle, you have to wait for a bar to charge up.
    Here is an estimation of how long it takes to get to each attack.
    1 - Fang:     0-2   seconds
    2 - Sky:      2-4   seconds
    3 - Tiger:    4-7   seconds
    4 - Flurry:   7-9   seconds
    5 - Dragon:   9-12  seconds
    6 - Eclipse:  12-14 seconds
    7 - Tempest:  14-16 seconds
    8 - Oblivion: 16-18 seconds
    NOTE: All Bushido Techniques can also be gotten in Cyan's Dream, which is only
    available in World of Ruin. After finishing Cyan's Dream, Cyan will
    automatically learn all 8 Techniques.
    7 - Throw                                                                [thrw]
    Who Can Use: Shadow, Gogo
    This battle command does exactly what it says - Shadow can throw weapons
    (usually Shuriken) at monsters.
    There are three Shuriken Shadow can use:
    Shuriken (Attack Power: 86)
    Fuma Shuriken (Attack Power: 132)
    Pinwheel (Attack Power: 190)
    There are also 5 Scrolls Shadow can use:
    Flame Scroll -        MT Fire-Elemental attack         Attack Power: 100
    Water Scroll -        MT Water-Elemental attack        Attack Power: 100
    Lightning Scroll -    MT Lightning-Elemental attack    Attack Power: 100
    Invisibility Scroll - Gives target "Invisible" status
    Shadow Scroll -       Gives target "Image" status
    Shadow can also throw weapons. When thrown, the weapon will deal twice as much
    damage as it would when used normally.
    8 - Tools                                                                [tool]
    Who Can Use: Edgar, Gogo
    Tools is one of the more useful battle commands in the game. Towards the
    beginning of the game, when Edgar first joins your party, it seems grossly
    overpowered, killing most enemies in one hit.
    There are 8 different Tools Edgar can use. To be able to use them, he first
    has to find/buy/somehow get them in his inventory. Once there, you can use
    each Tool an infinite amount of times. They will never break or lose their
    effects, but they will also not stack up if you have more than one of a tool.
    Here is a list of each tool and their effects:
    Auto Crossbow - MT physical attack
    Noiseblaster  - gives all targets Confuse status; MT
    Bioblaster    - MT Poison-Elemental attack, gives all targets Poison status
    Flash         - MT magical attack
    Chainsaw      - ST physical attack, 25% of instantly killing target
    Debilitator   - Gives target a (random) elemental weakness; ST
    Air Anchor    - Instantly kills target on his next turn; ST
    Drill         - ST physical attack
    9 - Blitz                                                                [bltz]
    Who Can Use: Sabin, Gogo
    Blitz is one of the most useful battle commands in the game. Like Tools, it
    seems very overpowered when you first get Sabin.
    In order to use a Blitz technique, you have to select Blitz, input a specific
    command and hit A. Most people don't get this right, because they either hit A
    A after selecting Blitz, or for some other random reasons. To use Blitz, it's
    just this:
    1. Move Cursor onto Blitz
    2. Hit A
    3. Input Blitz command
    4. Hit A
    5. Watch Sabin perform Blitz
    Due to a bug/glitch, you don't have to input diagonals when the game tells you
    to. For example, the game says the input command for Aura Cannon is:
    Down, Left/Down, Left
    Because of this programming error, you can either use:
    a) Down, Left, Left
    b) Down, Down, Left
    In words: You can enter *either* of the directions for diagonals, and the Blitz
    will still work. When I list the input commands for below, I will only list the
    easier commands, meaning not the ones with diagonals.
    As with most other Battle Commands, there are 8 different Blitz techniques.
    Here is a list of their names, what they do, how to perform them, and when you
    learn them:
    NOTE: All Blitzes are unblockable. Blitzes are not affected by Front/Back Row.
    Level 1 - Raging Fist
    - Effect: ST physical attack; ingores defense
    - Strength: 110
    - Command: Left, Right, Left
    Level 6 - Aura Cannon
    - Effect: ST magical attack; Holy-elemental
    - Strength: 68
    - Command: Down, Down, Left
    Level 10 - Meteor Strike
    - Effect: ST physical attack; ignores defense
    - Strength: 180
    - Command: R, L, Down, Up
    Level 15 - Rising Phoenix
    - Effect: MT magical attack; Fire-elemental; No split damage
    - Strength: 42
    - Command: Left, Left, Down, Down, Right
    Level 23 - Chakra
    - Effect: Heals everyone but caster;
              Removes Darkness, Poison, Silence, Sap
              Ignores defense
    - Strength/Amount healed: caster's current HP / (number of targets - 1)
    Command: R, L, R, L, Up, Down
    Level 30 - Razor Gale
    - Effect: MT magical attack; Wind-elemental; No split damage
    - Strength: 78
    - Command: Up, Up, Right, Right, Down, Down, Left
    Level 42 - Soul Spiral
    - Effect: Kills caster; Heals all allies and removes negative status affects
    - Strength: 200
    - Command: R, L, Up, Down, Right, Left
    Level 70 OR Duncan's House - Phantom Rush
    - Effect: ST magical attack
    - Strength: 128
    - Command: Left, Left, Up, Up, Right, Right, Down, Down, Left
    10 - Runic                                                               [runc]
    Who Can Use: Celes, Gogo
    Runic essentially turns the user into a lightning-rod. The user will absorb
    most spells and convert them to MP.
    The only thing you need is to equip Celes with a weapon that enables Runic.
    This includes all Swords (EXCEPT Ultima Weapon), all Spears, all Katana, the
    Magus Rod, and all Legendary Weapons except the following: Angel Brush, Final
    Trump, Godhand, Scorpion Tail, and the Stardust Rod.
    If Celes is equipped with any other weapon besides the ones listed above, Runic
    will be disabled and Celes won't be able to Runic anything.
    Once Celes uses Runic, she will absorb the next magic attack and convert it to
    MP, with a few exceptions:
    1) If she has something like Flame/Ice/Thunder Shield equipped and absorbs a
       spell with the same element as her shield, she will actually lose MP,
       instead of gaining MP. The easiest way to explain why this happens is that
       Celes absorbs the spell twice (once with her Runic, and again with her
       Shield) which negates the effects and she loses MP.
    2) Celes CANNOT absorb any of the following:
        Black Magic: Banish, Flood, Meltdown, Meteor, Quake, Tornado
        Gray/Support Magic: Imp, Teleport, Quick, Valor
    3) Celes CAN absorb the following monster special attacks:
        50 Gs, Atomic Rays, Blaster, Dancing Flame, Diffractive Laser, Disaster,
        Gigavolt, Hyperdrive, Magitek Laser, Megavolt, Mega Berserk, Northern Cross,
        Saintly Beam, Shamshir
    Anything that doesn't fall in the first two points will be absorbed. After
    Celes absorbs anything, she will not absorb anything until you tell her to
    Runic again (so if she gets hit with another spell, it will do regular damage).
    If Celes doesn't absorb anything, she simply does nothing until her next turn
    comes around. Actually, either way she won't do anything for her turn except
    absorb anything if she can.
    The downside to Runic is that Celes cannot attack after you select Runic. It
    can be useful if used in the right situation, obviously.
    11 - Lore                                                                [lore]
    Who Can Use: Strago, Gogo
    Strago can learn certain attacks usually only known by monsters. The game
    simply calls these attacks Lores. How does Strago learn these Lores?
    Simple. Strago must witness the attack. Also, at the time the attack happens,
    Strago cannot have any of the following statuses:
    Confusion, Darkness, Death (aka KO), Freeze, Petrify, Slee, Stop, or Zombie
    NOTE: Notice how I say he simply has to witness the attack? Some of the Lores
    can be done by *your* characters as well. For example, once Gau knows the
    Cactuar Rage (1000 Needles), he can simply use it and Strago will learn it as
    long as the conditions are still met.
    As long as the above conditions are met, Strago will learn the Lore after the
    attack is used, and obviously only if Strago is capable of learning the
    So which attacks can he learn? Strago can learn a total of 24 Lores. Here is a
    quick list:
    Doom		Roulette	Tsunami
    Aqua Breath	Aero		1000 Needles
    Mighty Guard	Revenge Blast	White Wind
    Lv. 5 Death	Lv. 4 Flare	Lv. 3 Confuse
    Reflect ???	Lv. ? Holy	Traveler
    Force Field	Dischord	Bad Breath
    Transfusion	Rippler		Stone
    Qausar		Grand Delta	Self-Destruct
    To find out what each Lore does and how to learn all of them, see
    Appendix I - Lores (CTRL+F: [appi])
    12 - Sketch                                                              [sktc]
    Who Can Use: Relm, Gogo
    Sketch, once successful, allows Relm to draw (or Sketch) the monster and use
    one of two pre-determined attacks (25% chance for one, 75% chance for the
    The formula to determine if a Sketch is successful or not is as follows (once
    again the formula is straight from Terii senshi's FAQ, so credits to him):
       Sketch Value = (Relm's level * 256) / Target's level
    If Sketch Value is greater than a random number chosen between 0 and 255, then
    the Sketch is successful.
    For example:
    Let's say Relm is level 20, and she's trying to Sketch Ultros in the Esper
    Caves (who is level 25), which is where you first learn how to Sketch.
        Sketch Value = (20 * 256) / 25
                     = 5120 / 25
                     = 204.8
    This means Relm has an 80.31% of successfully Sketching Ultros (and winning the
    battle in our example, as we know). To get the success rate, simply divide your
    Sketch Value by 255 and multiply by 100 to get the percent (204.8 / 255 * 100).
    However, if Relm has the Beret (+3 Magic, +21 Defense, +21 Magic Defense)
    equipped, her Sketch success rate increases, and the formula is changed as
        Sketch Value = (Relm's level * 256) / (Target's level * 170 / 256)
    Applying this new formula to our same example....
        Sketch Value = (20 * 256) / (25 * 170 / 256)
                     = 5120 / 16.6
                     = 308.43
    Obviously, the success rate is above 100% and Relm will always Sketch
    successfully in this situation.
    Once you Sketch successfully, you have a 25% chance of doing one attack and a
    75% chance of doing another (some monsters, like the Ultros in our example,
    only have one Sketch attack, in which case that attack will be used 100% of the
    NOTE: There are 9 monsters that can NOT be Sketched. They are as follows:
    356. Short Arm
    357. Long Arm
    358. Visage
    359. Tiger
    360. Machine
    361. Magic
    362. Power
    363. Lady
    364. Rest
    To avoid listing every single monster here and their possible Sketch attacks,
    I will simply direct you to my Bestiary FAQ, which has the Sketch attacks of
    each monster (plus many more things, of course):
    Simply CTRL+F the monster in question and scroll down to find the Sketch
    13 - Control                                                             [ctrl]
    Who Can Use: Relm, Gogo
    Control is VERY similar to Sketch. It can only be used when Relm has the
    Fake Mustache relic equipped, which simply changes the Sketch command to
    Control allows Relm to... control a monster. Simple stuff. The formula to
    determine the success rate for Control is the exact same as the one for Sketch,
    so I'm not going to bother re-posting all of it (scroll up a little bit to see
    Slight differences between Control and Sketch:
    a) The item to increase the success rate of Control is the Hypno Crown, not the
    b) Control will NOT work if the target has any of the following statuses:
       Confusion, Invisible, Sleep, Zombie
    c) Once you Control a monster, you can actually choose between 1 (and up to 4)
       different attacks. Each monster has their own pre-determined attacks for
       this as well.
    NOTE: There are 108 monsters that can NOT be Controlled. They are as follows:
    36. Captain             310. Tentacle (Bottom-Right)     349. Rahu
    39. Satellite           311. Tentacle (Top-Right)        350. Ketu
    47. Apparition          312. Tentacle (Bottom-Left)      351. Ultima Buster
    48. Siegfried           313. Tentacle (Top-Left)         352. Guardian
    49. Opinicus Fish       314. Angler Whelk (Shell)        353. Fiend
    93. Mega Armor          315. Angler Whelk (Head)         354. Goddess
    113. Naude              316. Dullahan                    355. Demon
    195. Zone Eater         317. Behemoth King               356. Short Arm
    227. Level 60 Magic     318. Behemoth King (Undead)      357. Long Arm
    276. Ymir (Shell)       319. Chadarnook                  358. Visage
    277. Ymir (Head)        320. Valigarmanda                359. Tiger
    279. Magitek Armor      322. Yeti                        360. Machine
    280. Vargas             323. Curlax                      361. Magic
    282. Ultros             324. Laragorn                    362. Power
    283. Tunnel Armor       325. Moebius                     363. Lady
    284. Phantom Train      326. Wrexsoul                    364. Rest
    285. Rhizopas           327. Soul Saver                  365. Kefka
    287. Kefka              328. Master Tonberry             366. Plague
    289. Ultros             329. Samurai Soul                367. Flan Princess
    290. Ifrit              330. Magic Master                368. Neslug (Shell)
    291. Shiva              331. Deathgaze                   369. Neslug (Head)
    292. Number 024         332. Hidon                       370. Earth Eater
    293. Number 128         335. Erebus                      371. Gargantua
    294. Right Blade        336. Erebus                      372. Malboro Menace
    295. Left Blade         337. Red Dragon                  373. Abyss Worm
    296. Crane              338. Blue Dragon                 374. Dark Behemoth
    297. Crane              339. Gold Dragon                 375. Red Dragon
    298. Flame Eater        340. Ice Dragon                  376. Blue Dragon
    299. Ultros             341. Storm Dragon                377. Gold Dragon
    300. Typhon             342. Earth Dragon                378. Ice Dragon
    301. Ultros             343. Skull Dragon                379. Storm Dragon
    302. Air Force          344. Holy Dragon                 380. Earth Dragon
    305. Bit                345. Gigantuar                   381. Skull Dragon
    307. Ultima Weapon      346. Leviathan                   382. Holy Dragon
    308. Nelapa             347. Gilgamesh                   383. Kaiser Dragon
    309. Humbaba            348. Inferno                     384. Omega Weapon
    To find out which attacks are available to each monster once Control'd, I once
    again direct you to my Bestiary FAQ:
    Simply CTRL+F the monster in question and scroll down to find the Control
    14 - Slot                                                                [slot]
    Who Can Use: Setzer, Gogo
    Setzers slot command may not be a lot of peoples favorite (like me), because
    it's rather hard to get an attack going by getting 3 of the same symbol.
    The following list has all the possible attacks Setzer can do.
    NOTE: If it says "Diamond:" that means you have to get three Diamonds to get
    Prismatic Flash.
    Diamond: Prismatic Flash
    - MT Unblockable
    - Strength: 84
    Chocobo: Chocobo Stampede
    - MT Unblockable
    - Strength: 36
    - Ignores defense, no split damage
    - Misses floating targets
    Airship: Dive Bomb
    - MT Unblockable
    - Strength: 130
    Dragon: Mega Flare
    - MT Unblockable
    - Strength: 92
    - Ignores defense
    BAR: Summons a random esper (Except Odin and Raiden)
    - If Gogo uses Mimic, will summon same esper
    7 7 BAR: Joker's Death
    - MT Unblockable
    - Kills entire party
    7's: Joker's Death
    - MT Unblockable
    - Causes instant death
    Any other combination: Mysidian Rabbit
    - MT Healing; unblockable
    - Cures Darkness, Poison, and Sleep
    15 - Leap                                                                [leap]
    Who Can Use: Gau
    In order for Gau to learn a Rage, he has to Leap monsters. This command is only
    available on the Veldt. After a few more battles, Gau will return to your
    Gau will learn the Rages of the monsters in the battle where he used Leap, and
    the monsters in the battle where he returned. Gau will NOT learn any of the
    Rages of the monsters fought in between these two periods.
    16 - Rage                                                                [rage]
    Who Can Use: Gau, Gogo
    Instead of trying to explain what a Rage can do, I will simply guide you to my
    Rage FAQ:
    If that's not detailed enough for you, I recommend you check out Djibriel's
    Rage FAQ for the SNES version of this game:
    17 - Mimic                                                               [mimc]
    Who Can Use: Gogo
    Gogo will use the same attack as the one used just before Gogo's Turn.
    If the last attack involved Quick, Gogo will only Mimic the last attack used.
    Same thing goes for Master's Scroll. If Gogo is wearing the Master's Scroll, he
    will mimic the attack four times.
    18 - Dance                                                               [dnce]
    Who Can Use: Mog, Gogo
    Wind Rhapsody:
    7/16 - Wind Slash (Wind-Elemental attack)
    6/16 - Sunbath (MT Healing; damages if target is undead)
    2/16 - Plasma (ST Lightning-Elemental attack)
    1/16 - Cockatrice (ST Physical attack)
    Forest Nocturne:
    7/16 - Leaf Swirl (MT non-elemental attack)
    6/16 - Forest Healing (MT; Removes Confuse, Darkness, Poison, Petrify, Sap,
                           Silence, Sleep, Slow, and Stop)
    2/16 - Will o' the Wisp (Fire-Elemental attack)
    1/16 - Wombat (ST non-elemental attack; Misses Floating targets)
    Desert Lullaby:
    7/16 - Sandstorm (MT Wind-Elemental attack)
    6/16 - Antlion (ST; causes instant Death)
    2/16 - Wind Slash (Wind-Elemental attack)
    1/16 - Meercat (MT; causes Haste on all allies)
    Love Serenade:
    7/16 - Will o' the Wisp (Fire-Elemental attack)
    6/16 - Apparition (ST; causes confuse)
    2/16 - Snare (Kills one enemy)
    1/16 - Tapir (MT; Removes Berserk, Confuse, Darkness, Doom, Imp, Petrify,
                  Poison, Sap, Silence, Sleep, Slow, Stop, Zombie;
                  If target has Sleep status, restores HP and MP completely)
    Earth Blues:
    7/16 - Rock Slide (ST non-elemental attack)
    6/16 - Sonic Boom (Reduces target HP to 37.5%; causes Sap)
    2/16 - Sunbath (MT Healing; damages if target is undead)
    1/16 - Boar Brigade (ST non-elemental attack; Misses Floating targets)
    Water Harmony:
    7/16 - El Nino (MT Water-Elemental attack)
    6/16 - Plasma (ST Lightning-Elemental attack)
    2/16 - Apparition (ST; causes confuse)
    1/16 - Raccoon (MT Healing; damages if target is undead;
                    Removes all Status Ailments)
    Twilight Requiem:
    7/16 - Cave In (Reduces enemy's HP to 25% of current HP; causes Sap)
    6/16 - Snare (Kills one enemy)
    2/16 - Will o' the Wisp (Fire-Elemental attack)
    1/16 - Poisonous Frog (Poison-Elemental attack, causes Poison)
    Snowman Rondo:
    7/16 - Snowball (Reduces enemy's HP to 50% of current HP; causes Sap)
    6/16 - Avalanche (MT Ice-Elemental attack)
    2/16 - Snare (Kills one enemy)
    1/16 - Arctic Hare (MT Healing; damages if target is undead)
    19 - Magic                                                               [magc]
    Who Can Use: Everyone except Umaro
    Allows the user to use magic spells.
    If you give Gogo the Magic command, he will know all the spells that the rest
    of the party members knows. If no one else is in the party, Gogo won't know
    any spells.
    20 - Dualcast                                                            [dual]
    Who Can Use: Everyone except Umaro
    This battle command can only be gotten by equipping the Soul of Thamasa on a
    character. It actually replaces the Magic command while the relic is equipped.
    It is the exact same thing as the Magic command, except the user can cast TWO
    spells in one turn, instead of the usual one.
    21 - Magitek                                                             [mgtk]
    Who Can Use: Anyone, really
    There are a few times during the game when you get to use Magitek Armor. The
    most obvious example is the very beginning of the game, when you control
    Terra, Biggs, and Wedge.
    There are a total of 8 Attacks a Magitek can use.
    NOTE: All Magitek Attacks (except Confuser and Banisher) are unblockable
    Fire Beam       - ST Fire-Elemental attack
                       Strength: 60
    Thunder Beam    - ST Thunder-Elemental attack
                       Strength: 62
    Ice Beam        - ST Ice-Elemental attack
                       Strength: 61
    Bio Blast       - MT Poison-Elemental attack, gives target "Poison" status
                       Strength: 60
    Healing Force   - ST Healing
                       Strength: 50
    Confuser        - MT attack, gives target "Confuse" status
                       Strength: 0
    Banisher        - ST attack, gives target "Death" status [kills target]
                       Strength: 0
    Magitek Missile - ST attack
                       Strength: 58
    However, there's only one person who can use all 8 Magitek Attacks: Terra
    Anyone else can only use 4 of the 8 attacks: Fire Beam, Thunder Beam,
    Ice Beam, and Healing Force.
    Last note: Gogo can't and won't use Healing Force. He will choose randomly
    between Fire Beam, Thunder Beam, and Ice Beam.
    22 - Pray                                                                [pray]
    Who Can Use: Banon
    This battle command casts Cura (a MT Healing spell) on the entire party.
    23 - Shock                                                               [shck]
    Who Can Use: General Leo
    You only control Leo for about 2-3 minutes in the whole game. His battle
    command, Shock, is simply a MT, magical, non-elemental attack.
    24 - Possess                                                             [poss]
    Who Can Use: Ghost
    This battle command can only be used on the Phantom Train, where you have a
    choice of letting a Ghost accompany you for a bit.
    The battle command itself will remove the caster AND the target from the
    battle. There is a 3/8 or 37.5% chance of the caster taking EVERY enemy target
    with him. After the battle, Ghost is removed from the party.
    25 - Gil Toss                                                            [gilt]
    Who Can Use: Setzer
    Gil Toss only appears when you equip Setzer with the Heiji's Jitte Relic. Gil
    Toss replaces Slot in the battle menu.
    Gil Toss actually uses part of your money and basically throws it at the enemy
    to hurt it.
    Amount of Gold Used = Setzer's Level * 30
    Damage = Gold Used * 2 / # of targets
    If you don't have enough Gold to use it, then all your remaining Gold is used.
    26 - Jump                                                                [jump]
    Who Can Use: Anyone with Dragoon Boots
    Using Jump makes the character jump in the air for one turn. When it comes down,
    it will deal 1.5x damage. If the Jumper is equipped with a Spear, he/she will do
    2x damage.
    If the Jumper is also equipped with the Dragon Horn Relic, he/she has a chance
    of landing anywhere from 2-4 times:
    12/16 (or 75%) of landing 2 times
    3/16 (or 18.75%) of landing 3 times
    1/16 (or 6.25%) of landing 4 times
    APPENDIX B - Items                                                       [appb]
    Check Section 5.17 of my Item Guide, found here:
    I will fix this section up some more in future versions. Bear with me until I
    get that done.
    APPENDIX C - Equipment                                                   [appc]
    Check Sections 5.1 - 5.15 and 5.18 of my Item Guide, found here:
    I will fix this section up some more in future versions. Bear with me until I
    get that done.
    APPENDIX D - Relics                                                      [appd]
    Check Section 5.16 of my Item Guide, found here:
    I will fix this section up some more in future versions. Bear with me until I
    get that done.
    APPENDIX E - Espers                                                      [appe]
    This section has a list of all the espers and anything you would want to know
    about them.
    Before we get to the list, I'm going to provide some useful info people may want
    to know:
    Best spells to learn from Espers (and fastest way to learn them) [in ABC order]:
    - Blizzaga: Valigarmanda (x1)
    - Curaga: Phoenix (x2)
    - Death: Catoblepas (x2)
    - Firaga: Phoenix (x3)
    - Graviga: Diabolos (x5)
    - Gravija: Diabolos (x3)
    - Hastega: Cactuar (x5)
    - Meltdown: Crusader (x1)
    - Meteor: Crusader (x10)
    - Quick: Raiden/Gilgamesh (x1)
    - Reraise: Phoenix (x1)
    - Thundaga: Valigarmanda (x1)
    - Vanish: Cactuar (x10)
    Best stat boosts:
    - HP: Diabolos (HP + 100%)
    - MP: Crusader (MP + 50%)
    - Magic: Zona Seeker/Valigarmanda (+2)
    - Strength: Bismarck/Raiden/Gilgamesh (+2)
    - Speed: Cactuar (+2)
    - Stamina: Golem/Lakshmi/Leviathan (+2)
    And now on to the espers themselves.
    Table of Contents:
      * 1 - Ramuh
      * 2 - Kirin
      * 3 - Siren
      * 4 - Cait Sith
      * 5 - Ifrit
      * 6 - Shiva
      * 7 - Unicorn
      * 8 - Maduin
      * 9 - Catoblepas
      * 10 - Phantom
      * 11 - Carbuncle
      * 12 - Bismarck
      * 13 - Golem
      * 14 - Zona Seeker
      * 15 - Seraph
      * 16 - Quetzalli
      * 17 - Fenrir
      * 18 - Valigarmanda
      * 19 - Midgardsormr
      * 20 - Lakshmi
      * 21 - Alexander
      * 22 - Phoenix
      * 23 - Odin
      * 24 - Bahamut
      * 25 - Ragnarok
      * 26 - Crusader
      * 27 - Raiden
      * 28 - Leviathan
      * 29 - Cactuar
      * 30 - Diabolos
      * 31 - Gilgamesh
    1. Ramuh
    SNES Name: Ramuh
    Where: Zozo [WoB/WoR]
    Summon: Judgement Bolt (MT-Lightning; Attack: 50)
    - Bathes all enemies in lightning.
    MP Cost: 25
    - Thunder  (x10)
    - Thundara (x2)
    - Poison   (x5)
    At level up: Stamina + 1
    2. Kirin
    SNES Name: Kirin
    Where: Zozo [WoB/WoR]
    Summon: Holy Aura (Gives Party Regen status)
    - Gradually restores the party's HP
    MP Cost: 18
    - Cure    (x5)
    - Cura    (x1)
    - Regen   (x3)
    - Poisona (x4)
    - Libra   (x5)
    3. Siren
    SNES Name: Siren
    Where: Zozo [WoB/WoR]
    Summon: Lunatic Voice (Gives all enemies Silence status)
    - Silences all enemies
    MP Cost: 16
    - Sleep   (x1)
    - Silence (x8)
    - Slow    (x7)
    - Fire    (x6)
    At level up: HP + 10%
    4. Cait Sith
    SNES Name: Stray
    Where: Zozo [WoB/WoR]
    Summon: Cat Rain (Gives all enemies Confuse status)
    - Confuses all enemies
    MP Cost: 28
    - Confuse (x7)
    - Imp     (x5)
    - Float   (x2)
    At level up: Magic + 1
    5. Ifrit
    SNES Name: Ifrit
    Where: Magitek Research Facility (After you beat Ifrit/Shiva)
    Summon: Hellfire (MT-Fire; Attack: 51)
    - Scorches all enemies in a fiery blaze
    MP Cost: 26
    - Fire  (x10)
    - Fira  (x5)
    - Drain (x1)
    At level up: Strength + 1
    6. Shiva
    SNES Name: Shiva
    Where: Magitek Research Facility (After you beat Ifrit/Shiva)
    Summon: Diamond Dust (MT-Ice; Attack: 52)
    - Envelops all enemies in an arctic chill
    MP Cost: 27
    - Blizzard (x10)
    - Blizzara (x5)
    - Rasp     (x4)
    - Osmose   (x4)
    - Cure     (x3)
    7. Unicorn
    SNES Name: Unicorn
    Where: Magitek Research Facility (Automatically gotten)
    Summon: Healing Horn (Casts Esuna on Party)
    - Cures party of most status ailments
    MP Cost: 30
    - Cura    (x4)
    - Esuna   (x3)
    - Dispel  (x2)
    - Protect (x1)
    - Shell   (x1)
    8. Maduin
    SNES Name: Maduin
    Where: Magitek Research Facility (Automatically gotten)
    Summon: Chaos Wave (MT Non-Elemental; Attack: 55)
    - Unleashes a tide of anger on enemies
    MP Cost: 44
    - Fira     (x3)
    - Blizzara (x3)
    - Thundara (x3)
    At level up: Magic + 1
    9. Catoblepas
    SNES Name: Shoat
    Where: Magitek Research Facility (Automatically gotten)
    Summon: Demon Eye (Gives all enemies Petrify status)
    - Petrifies all enemies
    MP Cost: 45
    - Bio   (x8)
    - Break (x5)
    - Death (x2)
    At level up: HP + 10%
    10. Phantom
    SNES Name: Phantom
    Where: Magitek Research Facility (Automatically gotten)
    Summon: Ghostly Veil (Casts Invisible on Party)
    - Turns all allies invisible
    MP Cost: 38
    - Berserk (x3)
    - Vanish  (x3)
    - Gravity (x5)
    At level up: MP + 10%
    11. Carbuncle
    SNES Name: Carbunkl
    Where: Magitek Research Facility (Automatically gotten)
    Summon: Ruby Light (Casts Reflect on Party)
    - Casts Reflect on all allies
    MP Cost: 36
    - Reflect  (x5)
    - Haste    (x3)
    - Shell    (x2)
    - Protect  (x2)
    - Teleport (x2)
    12. Bismarck
    SNES Name: Bismark
    Where: Magitek Research Facility (Automatically gotten)
    Summon: Breach Blast (MT-Water; Attack: 58)
    - Slams all enemies with giant bubbles
    MP Cost: 50
    - Fire     (x20)
    - Blizzard (x20)
    - Thunder  (x20)
    At level up: Strength + 2
    13. Golem
    SNES Name: Golem
    Where: Auction House in Jidoor (After Magitek Research Facility) [WoB/WoR]
           Costs 20,000 Gil
    Summon: Earthen Wall (Takes damage from physical attacks for Party;
                          Amount of damage it takes = caster's HP)
    - Protects party from physical attacks
    MP Cost: 33
    - Protect (x5)
    - Stop    (x5)
    - Cura    (x5)
    At level up: Stamina + 2
    14. Zona Seeker
    SNES Name: ZoneSeek
    Where: Auction House in Jidoor (After Magitek Research Facility) [WoB/WoR]
           Costs 10,000 Gil
    Summon: Magic Shield (Casts Shell on Party)
    - Increases the party's magic defense
    MP Cost: 30
    - Rasp   (x20)
    - Osmose (x15)
    - Shell  (x5)
    At level up: Magic + 2
    15. Seraph
    SNES Name: Sraphim
    Where: Tzen, after Magitek Research Facility. Hidden in forest NE of Relic Shop
           Costs 3,000 Gil in WoB
           Costs 10 Gil in WoR
    Summon: Angel Feathers (Restores HP to Party; Attack: 18)
    - Restores HP to all allies
    MP Cost: 40
    - Raise (x5)
    - Cura  (x8)
    - Cure  (x20)
    - Regen (x10)
    - Esuna (x4)
    16. Quetzalli
    SNES Name: Palidor
    Where: Beach on Solitary Island after getting Falcon [WoR]
    Summon: Sonic Dive (Makes Party Jump)
    - Lifts the party up for an aerial attack
    MP Cost: 61
    - Haste   (x20)
    - Slow    (x20)
    - Hastega (x2)
    - Slowga  (x2)
    - Float   (x5)
    17. Fenrir
    SNES Name: Fenrir
    Where: Mobliz, after beating Humbaba for the first time [WoR]
    Summon: Howling Moon (Casts Image on Party)
    - Creates illusionary images of the party
    MP Cost: 70
    - Teleport (x10)
    - Banish   (x5)
    - Stop     (x3)
    At level up: MP + 30%
    18. Valigarmanda
    SNES Name: Tritoch
    Where: Narshe Cliffs [WoR]
    Summon: Tri-Disaster (MT-Fire/Ice/Lightning; Attack: 110)
    - Hits enemies with fire, ice and lightning
    MP Cost: 68
    - Firaga   (x1)
    - Blizzaga (x1)
    - Thundaga (x1)
    At level up: Magic + 2
    19. Midgardsormr
    SNES Name: Terrato
    Where: Defeat Umaro in Yeti's Cave [WoR]
           * Have to examine skull, then fight Umaro
    Summon: Abyssal Maw (MT-Earth; Misses Floating targets; Attack: 93)
    - Crushes enemies with seismic waves
    MP Cost: 40
    - Quake   (x3)
    - Graviga (x1)
    - Tornado (x1)
    At level up: HP + 30%
    20. Lakshmi
    SNES Name: Starlet
    Where: Jidoor, after defeating Chadarnook in Owzer's Mansion [WoR]
           * Found in bookcase North-East of Owzer
    Summon: Alluring Embrace (Restores HP to Party; Attack: 34)
    - Restores HP to all allies
    MP Cost: 74
    - Cure   (x25)
    - Cura   (x16)
    - Curaga (x1)
    - Regen  (x20)
    - Esuna  (x20)
    At level up: Stamina + 2
    21. Alexander
    SNES Name: Alexandr
    Where: Throne Room in Doma Castle, after defeating Wrexsoul [WoR]
    Summon: Divine Judgement (MT-Holy; Attack: 114)
    - Sears enemies with a beam of holy light
    MP Cost: 90
    - Holy    (x2)
    - Shell   (x10)
    - Protect (x10)
    - Dispel  (x10)
    - Esuna   (x15)
    22. Phoenix
    SNES Name: Phoenix
    Where: Phoenix Cave, after recruiting Locke back into your party [WoR]
    Summon: Flames of Rebirth (Revives all KO'd allies and restores 25% of their HP)
    - Revives all KO'd allies
    MP Cost: 110
    - Raise   (x10)
    - Arise   (x2)
    - Reraise (x1)
    - Curaga  (x2)
    - Firaga  (x3)
    23. Odin
    SNES Name: Odin
    Where: Examine statue in Throne Room of Ancient Castle [WoR]
    Summon: Zantetsuken (MT; Causes Instant Death; Hit Rate: 110)
    - Cleaves all enemies in two
    MP Cost: 70
    - Meteor (x1)
    At level up: Speed + 1
    24. Bahamut
    SNES Name: Bahamut
    Where: Defeat Deathgaze [WoR]
    Summon: Mega Flare (MT Non-Elemental; Attack: 92)
    - Hits all enemies with a nuclear blast
    MP Cost: 86
    - Flare (x2)
    At level up: HP + 50%
    25. Ragnarok
    SNES Name: Ragnarok
    Where: Narshe, choose Esper over Sword [WoR]
    Summon: Metamorphose (Turns enemy into one of up to four items)
    - Turns one enemy into an item
    MP Cost: 6
    - Ultima (x1)
    26. Crusader
    SNES Name: Crusader
    Where: Defeat all 8 Legendary Dragons [WoR]
    Summon: Cleansing (MT Non-Elemental; Hits allies AND enemies; Attack: 190)
    - Greatly damages all enemies and allies
    MP Cost: 96
    - Meltdown (x1)
    - Meteor   (x10)
    At level up: MP + 50%
    27. Raiden
    SNES Name: Raiden
    Where: Examine statue in Queen's Basement in Ancient Castle [WoR]
           * Lose Odin, gain Raiden
    Summon: Shin-Zantetsuken (MT; Causes Instant Death; Hit Rate: 140)
    - Cleaves all enemies in two
    MP Cost: 80
    - Quick (x1)
    At level up: Strength + 2
    28. Leviathan
    SNES Name: N/A
    Where: Defeat Leviathan (take ferry from Nikeah/South Figaro) [WoR]
    Summon: Tidal Wave (MP-Water; Attack: 130)
    - Deluges enemies with a giant wave
    MP Cost: 70
    - Flood (x2)
    At level up: Stamina + 2
    29. Cactuar
    SNES Name: N/A
    Where: Defeat Gigantuar in desert south of Maranda [WoR]
           * Must defeat 10 Cactuars first
    Summon: 1000 Needles (MT Non-Elemental; Does 1000 damage)
            10,000 Needles? (MT Non-Elemental; Does 9999 damage)
    - Damages all enemies. Or, sometimes...
    NOTE: The "Or, sometimes..." refers to the 10,000 Needles? attack it sometimes
    MP Cost: 50
    - Teleport (x20)
    - Vanish   (x10)
    - Hastega  (x5)
    At level up: Speed + 2
    30. Diabolos
    SNES Name: N/A
    Where: Behind Kaiser Dragon in Dragon's Den [WoR]
    Summon: Dark Messenger (MT Non-Elemental; Reduces enemy HP to 1/16; Causes Sap)
    - Critically wounds all enemies
    MP Cost: 90
    - Graviga (x5)
    - Gravija (x3)
    At level up: HP + 100%
    31. Gilgamesh
    SNES Name: N/A
    Where: Bet Excalipoor at Coliseum, defeat Gilgamesh [WoR]
    Summon: Enkidu (MT Non-Elemental; Attack: 200)
            Excalibur (MT Non-Elemental; Attack: 120)
            Excalipoor (MT Non-Elemental; Does 1 damage)
            Masamune (MT Non-Elemental; Attack: 99)
    - Summons a legendary swordsman
    MP Cost: 99
    - Quick (x1)
    - Valor (x5)
    At level up: Strength + 2
    APPENDIX F - Magic                                                       [appf]
    Table of Contents:
      a. White Magic
        * 1 - Cure
        * 2 - Cura
        * 3 - Curaga
        * 4 - Raise
        * 5 - Arise
        * 6 - Poisona
        * 7 - Esuna
        * 8 - Regen
        * 9 - Reraise
      b. Black Magic
        * 1 - Fire             * 14 - Death
        * 2 - Blizzard         * 15 - Holy
        * 3 - Thunder          * 16 - Flare
        * 4 - Poison           * 17 - Gravity
        * 5 - Drain            * 18 - Graviga
        * 6 - Fira             * 19 - Banish
        * 7 - Blizzara         * 20 - Meteor
        * 8 - Thundara         * 21 - Ultima
        * 9 - Bio              * 22 - Quake
        * 10 - Firaga          * 23 - Tornado
        * 11 - Blizzaga        * 24 - Meltdown
        * 12 - Thundaga        * 25 - Flood
        * 13 - Break           * 26 - Gravija
      c. Gray/Support Magic
        * 1 - Libra            * 12 - Imp
        * 2 - Slow             * 13 - Reflect
        * 3 - Rasp             * 14 - Shell
        * 4 - Silence          * 15 - Vanish
        * 5 - Pr