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--------- Final Fantasy Anthologies -----------

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This is for the American/English PlayStation versions of BOTH games, so don't EMail me about the SNES versions.  

By: Cyril
ffantasyxgears@msn.com

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           ~~~~~~~~~~~~~~~~~~~~~~~~~
           ~~~ Table of Contents ~~~
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1:Version Information
2:Final Fantasy 5
3:Final Fantasy 6
4:Miscellaneous

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           ~~~~~~~~~~~~~~~~~~~~~~~~~~~
           ~~~ Version Information ~~~
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Version .24 August 5th-11th: Finished Final Fantasy V's walkthrough from the Ship Graveyard to the Fire Ship, and all the side quests in-between.  Also added boss and shop inventory sections to both FFV and FFVI.
Version .22 June 20th 2003: I finished Final Fantasy 6's normal magic lists.  Took me a while, but it looks pretty good.
Version .20 June 10th 2003: Bah.  Just...bah.  I finished the basics section and battle section of FF6.  
Version .17 May 2nd 2003: Finished all the Job Classes in Final Fantasy 5.  God that took forever.  Now I am going to work on the Walkthrough.  
Version .16 April 30th 2003: Finished Mage Class list/descriptions, started the Other Class section.  
Version .15 April 26th 2003: Finished FF5 Walkthrough until after the Wind Shrine.  Also finished job class list/description of physical classes.  
Version .11 April 15th: FF6: Finished Esper List, and finished Walkthrough to the Sealed Cave section. FF5: Started the FF5 section.   
Version .10 April 1st-April 13th: Started the FF6 part of the FAQ, and finished it up until the middle of the Magitek Chapter.  Also have about half the character profiles done.

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         <<< Final Fantasy V >>>

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This is for the American version on Final Fantasy 5. No Emails about the Japanese/SNES version please.   

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           ~~~~~~~~~~~~~~~~~~~~~~~~~
           ~~~ Table of Contents ~~~
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1:Table of Contents
2:Introduction
3:Basics
4:Characters
5:Jobs
6:Class List
Physical Classes
Magical Casses
Other Classes
7:Walkthrough
Section 1:  Beginnings
Section 2:  Wind Crystal
Section 3:  Ghosts and Goblins
Section 4:  Dragons of a Fallen King
Section 5:  Water Crystal
Section 6:  Fire Crystal
8: Bosses
9: Shop Inventories

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           ~~~~~~~~~~~~~~~~~~~~
           ~~~ Introduction ~~~
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This is Americans' first chance to experience the magic that is Final Fantasy 5.  My personal favorite Final Fantasy, and one of my favorite games period, Final Fantasy 5 uses the job system that may be familiar to people who have played Final Fantasy Tactics.  It is, note, quite a bit harder then 6.  I hear originally they didnt bring it over here because it was deemed to hard, so just a small warning...

Note: I try to avoid spoilers at all costs in the Walkthrough, or other sections of the guide.  But, naturally, a FAQ/Walkthrough is going to have Spoilers any way you try to hide them, so be warned.  

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                ~~~~~~~~~~~~~~
                ~~~ Basics ~~~
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This section is going to run over all the basics of Final fantasy V.  This is for players new to the Final Fantasy series, or RPGs in general.  This section will explain the menu, field, battle, and just about every other screen (or other factor of the game) that I can think of.  

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        --- Characters ---                

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Unlike many RPGs, Final Fantasy V does not have a chooseable party.  You are given your party in the beginning, and it wont change (except at one point) throughout the rest of the game.  

This set of four party members may seem boring, but in reality, it helps a great deal with the storyline. The characters can be customized with any 'Job Class' you have aquired at the point.  That is covered more in the 'Job Classes' section.  

Characters have a few set stats.  Lets take Bartz's starting stats:

HP:       36
MP:       5
Vigor     28
Speed     25
Stamina   27
Mgc Power 25

HP stands for Hit points. The HP total means how much damage Bartz at level 1 can take before he dies, or is 'KOed'.  You gain HP when you gain level.  In other words: HP determines the number of damage you can take before you die.  

MP stands for Magic Points.  You use MP when you cast any sort of spell.  Your character does not die when you run out of MP.  The more MP a character has, the more spells he can cast.  When a character has 100/100 MP, and he only has a spell that uses 5 MP, he can cast the spell 20 times before not being able to cast it anymore. 

Vigor stands for physical strength.  This is only the characters' innate strength.  The better this stats, the more damage physical attacks will do.  

Speed is how fast and often a characters' turn will come around.  The faster a characters is, the more attacks he will get in battle.  A character with 40 speed will go twice as often as a character with 20 speed.  

Stamina is basically defense.  The higher your Stamina, the less damage your character takes.  This works hand in hand with HP.  So a low HP character with low Stamina is going to die off quicker then a low HP character with high Stamina.  

Mgc Power is Magic Power.  This shows how strong a characters' magical attacks (or healing) will be when they cast a spell.  This has nothing to do with MP. If a character with 30 Mgc Power casts a spell that does 100 damage, a character with 60 Mgc Power can cast it and may do 500.  Having high Mgc Power is essential for mages.    

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         --- Battle ---                

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How does HP work/tie into battle?  Well lets say we have Bartz, with the same HP (36) and a Wyvrn with 60 HP.

So: 
Bartz 36/36
Wyvrn 60/60

When Bartz attacks the wevyrn, his attack does 20 damage.  So Wyvrns HP total is down to 40.

Bartz 36/36
Wyvrn 40/60

But now, Wyvrn gets to attack Bartz in return.  Wyvrns attack does 30 damage.  Now the battle is about over.

Bartz  6/36
Wyvrn 40/60

Since Bartz gets one more attack and Wyvrn gets one more attack, it should be more obvious who gets is going to win the battle. Since Wyvrns does more damage physically then bartz, Bartz is obviously going to lose, and would need to be revived by another party member.  All enemies have HP totals.  You lower the HP by any sort of attack, which is in 'White' numbers.

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         --- Damage ---                

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As I just described to you, you can tell if a character is going to die by their HP decreasing.  But how do you take less damage and do more damage to an enemy?

Lets have that same configuration as before.  Say Bartz had a Dirk equipped in that battle, and no armor.  For this mini battle, we will Equip Bartz with a Broad Sword and some Iron Armor.  

We start the battle as normal, and Bartz gets the first turn.  This time, instead of doing 20 damage, he does 30 damage. So now the battle is:

Bartz 36/36
Wyvrn 30/60

Now Wyvrn gets his attack, but instead of doing the monsterous 30 damage, he does 15 damage because of your increase in defense that the armor gives you.  Now the battle is:

Bartz 21/36
Wyvrn 30/30

Notice how much closer the battle was from before.  It shows how much of a difference that weapons and armor make.  Now on the next turn, Bartz will kill off the Wyvrn and win the battle.  In this area I stress the importance of buying equipment.  

Also take note that there is two kinds of damage:

White
Green

White damage is normal damage.  The same asin those mini battles from above.  This is what you see most often.

Green damage is healing.  So if you find you are doing green damage to a monster, stop whatever attack you are doing at the point, as you are just making the monster stronger. Healing is something you only want to do to your own characters.

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     --- Status Effects ---                

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In battle, other then normal damage, there is also status effects.  Status effects are almost always bad, but there are good status effects as well.  Status effects help your party, or the enemies' party win the battle.  

Here are some examples of harmful Status Effects:

Poison:

Your HP (or that of the enemy) is reduced at the end of every turn.  You can become KOed from this status effect. Heal this with the Antidot spell, an Antidote, or Esna. You know your character is poisoned when he (or she) is sitting down and looking rather...green.  

Petrify:

Basically the sameas KO.  Your character can not act, and if the entire party is petrified, then the game is over.  You can tell you've been petrified when your character is grey.  This is healed by a Soft.

Aging:

In this bad status effect, all of your characters' stats are lowered, and eventually go to 0.  It is only for the battle, though.  You can tell your character is Aging by White hair and weaker physical attacks and defense.

Slow/Stop:

When a character is slowed, he will take turns less often then normal. When a character is stopped, he can not take turns, or move at all.  Stop is somewhat like petrify, but if your entire party is stopped, the game will NOT be over. Slow is in reality the worse status effect, as it lasts a ot longer then stop does.  Both can only be cured by the Dispel spell.  

Now that you know some of the Harmful Status Effects, I will give you some Helpful Status Effects.  Take note that enemies wont cast helpful statuses on your party, you have to cast it yourself.

Shell:

This spell lowers all damage from magic.  If an enemy is a strong magical attacker, then he will be weakened exceedingly by this spell.  Take note that it also lowers the amount you can heal your character for through magic as well.

Protes (Protect):

This damage lowers all damage from physical attacks.  It does not nullify them.  Against strong physical attacking enemies this spell is most useful. It wont shut down their offense, but it will make attacks more survivable.  

Reflct (Reflect):

This spell can effectively shut down an enemies magical offense.  It basically reflects all magical attacks sent the characters' way.  That also means healing spells and other supportive spells.  Also take note that a character can not reflect some stronger spells, so be warned.

Haste:

This spell is the counterpart to Slow.  It speeds up your character and allows him to take more turns more often.  In a fast class, like say a Ninja, hasting him can make him take 2 turns (or more!) in a row for the enemies' one turn.  On slower characters it allows them to go a bit faster then normal speed.  This is the most used support spell. 

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             ~~~ Characters ~~~
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         --- Bartz ---                

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Starting Stats:

Level 1
HP:       36
MP:       5
Vigor     28
Speed     25
Stamina   27
Mgc Power 25

Bartz is the main character of Final Fantasy 5.  You have the choice to name him at the beginning of the game, but Bartz is his default name.  In the original version, his name was Butz.  He left his hoetown to travel when his mother died.  He has a complex family history.  

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         --- Reina ---              

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Starting Stats:

Level 1
HP:       35
MP:       5
Vigor     25
Speed     26
Stamina   25
Mgc Power 28

Reina is the younger princess of Tycoon castle.  She is determined, and is used to getting her way. She risks her life, and follows her father to the Wind Shrine, but she has NO idea how that single event will change the rest of her life. Her Japanese name was Rena.  Bartz has a big crush on her, which Galuf always seems to mock. 

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         --- Galuf ---                

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Starting Stats:

Level 1
HP:       37
MP:       5
Vigor     27
Speed     24
Stamina   28
Mgc Power 24

Galuf is a poor...what am I saying?  Galuf is a witty old man who has lost his memory.  All he knows is that he is heading toward the Wind Shrine.  He teams up with Reina to get there, but some events will change everything.  His wit makes for the games comedy.  We all hate perverted old men...

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         --- Faris ---                

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Starting Stats:

Level 3
HP:       54
MP:       10
Vigor     27
Speed     27
Stamina   26
Mgc Power 26

Faris is a Pirate who takes Bartz, Reina, and Galuf hostage.  Faris has been friends with his Sea Monster, Hydra, since he was found dying in the ocean by Pirates.  Faris has a rather...entertaining...secret.

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                ~~~ Jobs ~~~
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The Job system in Final Fantasy 5 is new, no matter if you have played any other Final Fantasy games.  The system itself allows you to basically completely customize your character any way you want, with almost unlimited ways of doing it.  

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        --- The Basics ---                

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You start with certain job classes (actually, once you get past certain points in the game, but I am getting ahead of myself), lets call the Job Class A, and Job Class B.  Mors, the name you chose for your main character, chooses to be Job Class A.  Now what you need to do is build up.  Fighting a few battles, you get ABP, which basically level up your job. You usually get between 1-3 ABP per battle early in the game.  Later in the game it is usually around 4-7.  

After Mors fights a few battles with Job Class A, he will level the Job up from level 0, to 1.  At level 1, he learns a Skill.  Lets say the Skill is "Summon1".  He then decides that he doesnt like this job class, and wants a change.  At this point, Mors will press Triangle to bring up the Menu screen, and choose the very top option.  Here, you will be able to choose from the available jobs you have.  Right now, Mors only has a choice between jobs A, and B.  Since he already is in class A, he wants to go to class B.  Click on Job Class B twice, and Mors will automatically be changed to class B.  

Now comes the fun part.  Since Mors has learned a skill from Job Class A, he can bring that skill over to Job Class B. On the screen right after you change jobs, you will be given a choice for a second Skill to put in there.

Skills that you can use as commands in battle are makred with a !.  So Mors' single Skill would be called !Summon1.  Equip that skill, and he will now be able to use Summon Spells up to level one on this job class, as well as the default skill for the class.  You can not change the default skill for the class.   

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     --- Advanced Techniques ---                

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Later in the game, when you have mastered quite a few classes, you can have a LOT of fun with changing and mastering jobs.  Job classes, like Red Mage, can be enhanced by using other Spell casting abilites, like summoning or Blue Magic.  A job like a Knight can be made Uber strong by adding the Two Swords (from an Ninja) ability to him.  This will change the Knights very strong physical attacks to twice in one turn, making him twice as powerful as before.    

Job Classes like Summoner, or any other type of mage, can be enhanced with the all wonderful Skill Red x2.  Red x2 allows any spell under the class (lets say Summoner) be cast twice.  It of course takes twice the MP, but it does twice as much damage.  You can summon any summon monster twice if you have Red x2 on a Summoner.  This can be used on ANY type of Mage.  

There are Two special Job classes, Bare, and Mime.  Bare may seem crappy at first, but it really is rather useful.  ANY (and EVERY) job you have mastered works on strengthening this class (and Mime).  Any skill a class comes with naturally, like Thief with Secret and Dash, and Ninja with Two Swords you master, gives those abilites to your Bare or Mime.  So if you master a Thief, a Ninja, and a Blue Mage, the Bare will be innately skilled with Secret, Dash, Caution, Two Swords, First attack, and Learning.  ALL job characteristics will be transferred to these two classes, essentially making them the most powerful in the game.  

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             ~~~ Class List ~~~
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This is a list of all the Classes, and the abilities the classes learn.  I will also give a brief description of each class and skill they learn at each level.  I will have three areas of classes, Physical, Magical, and Other.  The Physical classes are classes mainly for physical attacks. The Magical Classes are classes mainly for Magical attacks, and the Other classes are for classes that do not fit into either of those categories.  While certain classes, like Blue Mage, and Red mgae and the like may seem to be physical attackers, they are meant to be in the Magical atackers section, so there are exceptions.  There is also a Special class section, and I told you about special classes in the Jobs area.  

Physical Class List:

Knight
Thief
Monk
Lancer 
Ninja
Samurai
Berserker
Hunter

Magical Class List:

White Mage
Black Mage
Blue Mage
Red Mage
Time Mage
Summoner
Sorcerer

Other Class List:

Trainer
Chemist
Geomancer
Bard
Dancer

Special Class List:

Bare
Mime

Note:  Skills that have a ! in front of them, like "!Summon" Are command Skills, and are options you have in battle.  Skills that do not have those are called support skills, and work in support of your character or party.

Take note, that the skills have to be equipped on the Job Class (learned from another) to be used.  Both commands, and support skills work that way.  Job characteristics as well.  But Job Characteristics are passed to Mime's and Bare's when you master a class.  

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   --- Physical Job Classes ---                

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Physical job classes are job classes strongest in physical attacks.  
They usually are slower then other classes, and always rely on 
slower, stronger, direct attacks.  They are usually quite resiliant
and can take more damage then the other areas of classes.   

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        --- Knight ---                

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A Knight is basically a very strong physical attacker, that uses broadswords as their main weapon.  They can also use Short Swords, but Broadswords are usually stronger, and you will equip them more often.  They can equip the heaviest Armor, Shields, and helmets, amking then have some very good defense.  They are very slow, and will almost always have their turn last.  They have high HP, and low MP.  They are strong physically, and not magically.  A pure physical attacker in every way.  

The Knights' job characteristic is called Cover.  When a party member (other then the Knight) is at low or critical HP, you take damage from physical attacks in their place.  It will usually be done automatically when a party member is low on HP.  

The Knights' Job Command is called Guard.  Guard reduces the damage from any attack to 0, for one turn.  He can only do it to himself, not others.  

Skills: 

Level 1:  Cover

Cover is basically the same as the job characteristic.  If the enemies are big physical attackers, and do a lot of damage, this will be useful.  

Level 2: !Guard

The Knights' Command is the second skill you learn from the class.  it nullifies any damage from direct attacks, making it interesting early in the gasme, or if your Knight/Character has a low HP.   Must have if your knight gets low on HP, they will be immune to many attacks

Level 3: 2 Handed

Very cool.  This skill basically doubles a Knights attack power.  it doesnt allow the Knight (or character) to Equip Shields, because the sword is held by two hands, but it doubles damage that your Knight does.  Since a Knight will have high defense normally, you should use this a lot early on.  You may have to sacrifice it later, but even late in the game...ouch. Late in the Game, your Knight can do over 2,000 damage with a strong Physical attack.  And the Criticals....Ouchie.  Easily the best of the Knights skills, it works well on a Berserker.  

Level 4: EqShield

EqShield is short for Equip Shield.  Basically, it means you can equip a shield evem if you are not a Knight, and have a job that does not allow you to equip one.  Shileds are mainly for evasion, so if a character needs evasion, then this works well.  

Level 5: EqArmor

This allows a job class to equip heavy armors if the class is not allowed to normally.  This works best on Mage type classes, who are naturally weak against physical attacks.  With this skill equipped, you will still be able to equip the normal armor the class equips.  

Level 6: EqSword

Probably the best of the Equips, Equip Sword allows a Class or character to equip Swords if they can not normally.  These are the heavy Broadsword type weapons, and some of the strongest weapons in the game. 

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        --- Thief ---                

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Thieves are very cool.  They are the fastest class in the game, and can easily get you in and out of a battle quickly.  They have some good skills as well, mainly for support, but good nonetheless.  They dont have the highest HP, and rather low MP.  They can equip decent armor, and weapons.  Their main weapons are short swords or daggers.  

The Thief's Job Characteristics are very useful, and have some of the best sets in the game.  They are: Secret, Caution, and Dash.  All of which are very useful in their own ways, but they work best when you have a thief in your party.  Secret lets you view hidden rooms/paths, Caution does not allow enemies to back attack you/surprise you, and Dash lets you run at 3x speed.  

The Thief's Job Command is steal.  Steal is a very useful skill that allows your character to steal items from enemies.  it is free, and basically takes up no sacrifice to use other then the single turn.  It doesnt always work, but if it doesnt, try, try again.  Some items can only be gotten from the Steal Command. \

Level 1: Secret

One of the Thief's Job Characteristics, and very useful when treasure hunting.  Basically, it lets your party (you only need one equipped, yay!) see secret passages with their "amazing laser vison!" (Trademark). 

Level 2: !Flee

This skill allows you to flee with a 100% chance of escape.  On some times events, you will want to use this a lot, but normally, unless you absolutely dont need the EXP, you probably wont want to use this.  It wont work on certain stronger enemies, or bosses, so do not try.  Only use it if you are out of healing items and in the middle of a dungeon trying to get out.  

Level 3: Dash

Basically, this allows you to run at 3x the speed you normally run.  it does not change yourwalking speed.  Use this to get through dungeons fast, or if you are impatient.  It is rather hard to control your character though.  God what is Square turning into?  Sonic? Not too beneficial other then if you are impatient.  

Level 4: !Steal

The Theif's job command is the skill you learn at level 4.  As always, a very useful skill to have at any time because it steals a single opponents items, and can be used as many times as you want, with no MP cost.  On other classes, it will not work as well, as you need a job class that is fast to have it work.  Some items can be found only from Steal.  Useful in almost any situation.  

Level 5: Caution

This skill is interesting, and can save your ass.  It basically stops enemies from surprising your party.  They wont be able to to attack you from the back when you have this skill equipped.  Very useful, and you should use this quite a bit throughout the game.  Me, I am never without it equipped on a character.  One of the Thief's best skills.  

Level 6: !Mug

...YAY!  This skill is basically the same as the Theif's normal Steal skill with one main difference:  This does damage!  w00t!  basically two commands in one when you use this skill.  It seems not to steal as much often as the normal steal skill though.  This is a much better skill then the normal steal, because of its more rounded ability.  Again, on slower characters it will not work as well as on a Thief. 

Level 7: Footwork

This is one of the more unique abilities in the game.  Actually, this skill allows your party member to have the same speed as a Thief.  Meaning things like Uber fast Summoners, or ultimate healers.  it takes the best part of a Thief, and puts it on another character.  A fun thing to do, would have this, Red x2, and Summon Magic on a Mime.  You can Summon Bahamut 2 times quickly, over and over...not much stands in your way then.  Lots of fun possibilities.  

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         --- Monk ---                

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Monks are probably one of the oddest classes in the game.  Do not equip them with weapons, as they do much better without them.  They cant equip the best armor, but with them it is not really needed.  They have the some of the highest HP in the game, surpassing a Knights, and maybe even a Berserkers.  They are rather fast, and have 2 physical attacks.  Even early in the game, their physical attacks do 100 damage each.  And they seem to critical rather easily, doing quite a bit more damage then other characters early in the game.  Late in the game, they seem to be a lot lower on the power run though.  Early in the game, a monk is actually overpowered, and can easily take enemies out.  

Monks have two job characteristics.  One if called Fight, which basically allows them to work well without weapons.  The second is counter.  Very cool skill which allows your Monk to counter attack physical attacks.  it doesnt work all the time, but when it does, you will find its worth. 

The Monks Job command is Kick.  It basically attacks all enemies physically.  It does about the damage of one of the hits  from a Monks normal attack.  

Level 1: !Store

Well, while I do not personally see too much use in this, others may.  basically, !Store lets you ave up power for one turn, and double your damage on the next turn. Why not just attack 2 turns in a row?  Well, apparently the game wants to be cheap on you and outsmart you.  Well, it really only depends on how you play if you are going to use this.  

Level 2: Barefist

This one is more worth having then !Store.  Basically, it allows a job class other then Monk to have a strong Barefist ability.  AKA:  You can use your hands for as much damage as a Monk would, no weapons necissary. Works best on a Class not physically strong, like Mages.  

Level 3: !Chkra

Alright, well this one is a mixed bag.  I know some people really like this skill, and others hate it with a vengeance.  Chkra restores a small amount of HP to your Monk, and also clears out a few status effects, like Poison, and Blind.  The HP that restores is only useful early in the game, as soon enemies will be doing more damage then it restores.  The real use of this Skill is the status healing, which will allow you to save money, and/or MP.  

Level 4: Counter

This can be a very fun skill to have.  It basically allows your character to counter attack a physical attack.  The counter attack will be physical as well.  On a strong physical attacker, like a Knight, Ninja, etc, you can easily do some major damage with this skill.  it would probably work better on a slower character then a faster one, because of his lower number of attacks normally.  

Level 5: HP +10%

These skills are the true gold of the Monks.  Basically, they up your HP percentage.  Now, this will be very useful on quite a few levels.   It works best on lower HP Classes, like Mages, or some in the "Other" Category.  

Level 6: HP +20%

A souped up version of the previous skill, and should be used in the same way.  Works best on lower HP characters, and can literally save your ass when fighting stronger enemies.  A 20% HP boost gives 200 HP at 1000 HP, uping your HP to 1,200.  Very cool.  

Level 7:  HP +30%

One of my personal faves, late in the game this skill can up your HP by over 1,000.  This skill is basically the same as the first two, but ups it by even more.  The earlier you get this the better.  And again, it works best on Mage or other type classes as they have the lowest max HP as it is.  

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         --- Lancer ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

A Lancer is a rather interesting job class.  They have some cool skills, and can be powerful at times, but they take some skill to get used to them, and to use them at their full potential.  They are basically a different version of Knights, meaning they have the same strengths and weaknesses, High HP, Strength, and defense, low MP, Speed, and Magic Power.  Sadly, these may actually be slower then Knights themselves.  This is one of the Only classes that can equip a Lance normally.    

Lancers do not have any Job characteristics, meaning no special bonus on Bare/Mime when you master them.  

A Lancers job command is Jump.  This is a very interesting Skill indeed.  Basically, it allows a Lancer to Jump off the screen, and into the air, maiking him immune to all damage.  If he has a Lane equipped, then he will be able to do double damage with this.  Basically a win win situation. Sadly, he has to wait about a turn to actually land this thing, but at least it saves him from damage.

Level 1: !Jump

This gives you the Lancers Job Command, Jump.  Obviously, it wont work as well on other classes because of the fact that they can not equip lances, but it works nonetheless.  Good in battles where enemies have instant death speels, as it makes your characters immune to any attacks.  It does 2x damage when you have a Lance equipped.  

Level 2: !Lance

Now this is rather interesting.  This skill abosorbs HP and MP from a single targeted enemy.  Now, as you may have figured out, the attack is weaker then a normal attack, and so the HP you absorb will most likely be obsolete.  This is mainly for the MP.  if you use this on an enemy with high MP, then you will absorb  quite a bit.  It can also effectively shut down a magic users offense by draining their MP into yours.  Quite cool if you have a Mage with the skill.  

Level 3: EqLance

As the Lancer is the only class that can eqiup a Lance, this is the only place to get this skill.  Sadly, you wont find too much use for it, as you have to have two open slots to put it to a lot of use (!Jump, and EqLance).  Luckily, if it is on a Bare or a Mime you wont need this and Jump, as they can equip the Lance normally.  Weird skill, and IMO, not worth it, as it doesnt do much without   !Jump.    

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Ninja ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

A Ninja is a fun class to have throughout the entire game.  It is a bit overpowered, but if you dont mind that, then have a blast with 8,000 + damage with certain things.  Their weapons are not the best, but they can equip 2, and can do more damage then say, a Knight, or any other big physical attacker.  They have very high speed, almost on par with the Thiefs.  Sadly, they have moderate HP and MP, and low Defense.  They can not equip shields.  One good thing is that they have decent Magic Power.  

The Ninjas have an awesome Job Characteristic, called First attack.  This skill basically allows your party a higher chance of attacking first in battle.  Very useful when paired with Caution, as it gives your party a much higher chance of sucess in battle.  Another characteristic they have, which you wont see normally, is called Two swords.  This skill allows you to have one weapon in each hand, and attack twice, very powerful, and very useful.  

The Ninja becomes very overpowered when you use his Job Command, Throw.  Certain Items were meant for throwing purposes only, and those items easy kill even the toughest bosses in a few hits.  Shuriken, and MagiShuriken are the main weapons you will thrown.  Shuriken do around 2,000 damage, and MagiShuriken do from 6,000-8,000 damage.  He can also throw normal weapons, such as Swords, and rods.  All in all a strong skill.  

Level 1: !Dustb

This skill allows your party to run away from a battle.  This skill is almost exactly like the Thiefs !Flee skill, and should be used accordingly.  Only use this, if your party does not need EXP (Why the hell wouldnt it need EXP?), in a timed event, or when yur party is dying and you need to get out of a dungeon.  

Level 2: !Twin

This is cool, basically, this skill allows the Ninja to creat Twins of himself, and dodge two direct (physical) attacks.  Interesting, and kind of like Vanish from Final Fantasy 6.  You can use it as much as you want, as it is free.  But personally, I prefer Ninjas for attacking, not support.

Level 3: Firstatak

This is one of the Ninjas Job Characteristics.  it allows your party to have an enhanced chance for getting the First attack in battle.  Works very well when paired with the Thief's Caution Skill, as it will give you huge advantages over enemies. 

Level 4: !Throw

One of the most overpowered skills in the game, !Throw allows you to throw (duh) items in battle.  Some of the items you can thrown are so over powered, that any boss will fall within 1-3 Throws.  Mainly, Shuriken and MagiShuriken.  Fortunately, since they are so powerful, they cost quite a bit, and are hard to find.  You can throw most any type of weapon, and some items.  

Level 5: 2 Swords

Basically, this is the big skill you want a Ninja for.  This skill allows your character to equip two weapons, and no shield.  Doube attack power, at the cost of evasion.  Very, very cool, especially when used on strong physical attackers like a Berserker.  Of course, it works best when used on the slower classes, because they normally wouldnt get as many attacks off.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Samurai ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

This is actually a rather balanced class.  Of course, they are not the best at Magic,but they are better then some, and have a bit higher MP then most of the other Physical classes.  They also seem a lot more balanced all around then say, a Knight.  While not as strong as a Knight, as they can not equip some of the stronger weapons, they are faster, and so are able to attack more often.  Their main weapons are Katana's, and Short Swords.  

The Samurai's Job Characteristic is called Sword Grab.  Basically, this allows your Samurai to dodge physical attacks with higher percentages then normal job classes.  Works well with Skills like Two Hands, and Two Swords, that dont allow you to equip Shields for evasion.  

The Samurai's Job Command is called !$Toss (Coin Toss).  This is another overpowered skill, but this one requires something for you to sacrifice: GP.  This attack hits all enemies for a set amount of damage depepending on how much GP you have left.  The damage can not be blocked, or avoided,  so it is very useful against enemies with shields.  Near the end of the game, if you have a lot of GP left, this attack will do 9,999 to all enemies.  A good attack to use in big boss battles.  

Level 1: !Sslap

This skill basically allows your Samurai (or other Class) to attack an enemy and paralyze them.  The attack doesnt do as much damage as a normal, direct attack does, and the chance at paralysis is rather low, but if it works, you will be very happy with it.  

Level 2: !$Toss

This is the Samurai's Job Command.  Actually, late in the game, this is an awesome skill to have equipped on your characters.  It works really well on Mime's, exceedingly well, actually.  Like i said on the Job Command area, this skill allows a character to throw a certain percentage of GP to all enemies, doing damage.  The more GP you have, the more damage you will do to all enemies.  The maximum is 9,999 damage.  

Level 3: SwrdGrab

This skill basically allows your character to dodge Physical attacks easier.  Use this on a Ninja type class, and the Ninja will stay alive that much longer.  It will up your evasion, and from my Ninja idea ealier, it takes the place of the Shield that Ninja's can not equip.  

Level 4: EqKatana

This is basically the same as the Knight's EqSword, or a Lancers EqLance.  It allows characters who can not equip Katanas to equip them.  Since the Samurai is the only class that can equip Katana's, this skill may be useful.  While I almost never use Katana's, they are faster/lighter then normal Broadswords, and more powerful then Shortswords.  They are in the middle of the two.  

Level 5: !FDraw

Oddly, when you master a Samurai, you get a brand new Skill.  This skill, !FDraw attacks all enemies on screen with a chance at instant death.  It does about the same amount of damage as a normal attack, maybe a little less.  Interesting, and powerful.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Berserker ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Probably the weirdest class in the entire game, this class does not allow you to directly control your Character.  So all ![Command] Skills will not do anything to this class.  While this class is severly limited to Physical attacks, it is also more open ended on Skills.  Since you wont want to equip commands, you are more free to make him more powerful.  Having Two Swords, or Two hands will make him so totally devastating, you wont need much else.  Berserkers can equip Short Swords and Axes.  

The Berserkers Job characteristic is Berserk.  Basically, you can not control the character, he is stuck on attack only.  On a berserker, it ups your attack a LOT, and on a normal class, it ups your attack a bit.  It wont let you insert commands.  

The Berserker does not have any Job Commands, all he will do is attack.

Level 1: Berserk

This skill is nasically the Berserkers Job characteristic.  It wont let you do anything else but attack, and it slighty ups your attack power.  You will not be allowed to do anything other then attack with this on.  Even if you are dead, and revived.  You wont want to use this on any character other then a very strong physical attacker.    
 
Level 2: EqAxe

This skill allows classes that are not allowed to equip axe weapons to equip them.  Axes are usually very strong weapons, but they are heavy, and inaccurate.  Best on Knights.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Hunter ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

The last of the physical job classes breaks most of the physical job groups rules.  For starters, he is not nearly as strong as some of the other physical classes, and is not meant to be.  He is also, most importantly a PURELY LONG RANGE class.  He can equip a Bow, and do the same amount of damage from the back row that he can from the front.  He has moderate HP, and decent MP, and magical strength as well.  His magical strength is probably one of the highest for the Physical Classes.  Hw can not equip the best armors, but his position in the back rown will keep him safe 70% of the time.  His Weapons are not the most powerful, but they are long range, so that makes up for their lack of power.    

Hunters have no Job Characteristics.  

A Hunters Job command is called !Aim.  It allows the Hunter to do less damage, but have a 100% chance of hitting the enemy.  Against enemies with a high evasion rate, this skill is invaluable.

Level 1: !Critt

Basically, this skill does what its descriptions says, it calls Critters (animals) from the forest, and they will effect the battle.  Some can heal you, and some attack enemies.  There are certain ways to see what Critter wil be called.  

Level 2: !Aim

This is basically the same as the Hunters Job characteristic.  It allows your class to do less damage, but have a much higer hit percentage.  Good for things like Anes which are stronger normally, but less accurate.  

Level 3: EqBow

This is one of the better Equip skills, as it allows your party member to equip a long range weapon.  While Bows are not the strongest weapons, they allow your character to attack from the back row.It is best on mage type classes, or classes with low HP.

Level 4: !sShot

This is one weird skill.  Basically, it allows for 4 consecutive physical attacks.  The first attack does maximum damage, the second attack does half damage the third attack does 1/4 damage and the last attack doe 1/8 damage.  So if your first attack did 8,000 damage, then the second would do 4,000, the thirs 2,000, and the fourth 1,000.  Some people find this skill to be very useful, and powerful.  

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   --- Magical Job Classes ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Magical job classes are the weaker physical attackers of the game, but they excel at magical attacks.  They usually have lower HP snd defense then the physical classes, but higher MP and magical power.  They are not meant for attacking, but more for support, healing, and damaging enemies magically. Most Mage Classes do not have Job Characteristics.

Special Note about Mages:  Almost ALL mages have level skills, like !White1, !Summon2, !Black3  etc.  These skills allow you to cast magic for the corresponding level.  This means that basically, with level 1, you get the first three spells for the magic type (or the first line of spells, if you want to do it that way.), and the higher you get it, the more spells you are able to use.  So if you have !Black2 you will be able to use 6 Black magic spells, or two lines of magic.  This works with all of the Magic level Skills.  Certain mage classes, like Blue Mage, dont need this, but most of the classes do.  

Note about the Previous Note:  The base class can cast all the spells of its class.  Those guidelines are all about classes who are not of the Mage class that naturally uses the spell list.  

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       --- White Mage ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

White mages are one of the most useful mages in the game.  They will be your primary healers throughout the game, and having someone with the White Magic skill is almost imparitive throughout the entire game.  White mages have higher HP then Black Mages, but lower MP. Their magic power is not as high as a Black Mages either.  They are meant for supportive purposes only, and have a single attack Spell.  

White Mages have no Job Characteristics.

The White Mages Job Command is White Magic.  It allows use of all white magic that you currently have.  White magic is mostly for support and healing of your party.

Level 1: !White1

Allows you to cast White Magic up to level 1.

Level 2: !White2

Allows you to cast White Magic up to level 2.

Level 3: !White3

Allows you to cast White Magic up to level 3.

Level 4: !White4

Allows you to cast White Magic up to level 4.

Level 5: !White5

Allows you to cast White Magic up to level 5.  

Level 6: !White6

Allows you to cast all White Magic spells.

Level 7: MP +10%

This skill allows any character to have their MP rise by 10%.  It is not permanent, so if you unequip it, the effect will be gone, but it is somewhat useful.  Basically, if you have 100 MP, and you then equip this, you will then have 110 MP.  The !White skills are better all around though.  

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       --- Black Mage ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Black mages are attack mages.  They are meant for magically attacking, and nothing else.  They have three main elemental spells, Fire, Ice, and Bolt.  Their attacks are strong, and get stronger as they level up.  They have one of the lowest max HPs, but one of the highest max MPs and Magical powers.  They can actually equip Knifes, making them decent (emphasis on decent) physical attackers.  

Black Mages have No Job Characteristics.  

The Black Mages job command is called Black.  This skill allows you to cast all the black magic in the game, once you buy the spells of course.  All Black spells are meant for offense alone.  

Level 1: !Black1

Allows you to cast Black Magic up to level 1.

Level 2: !Black2

Allows you to cast Black Magic up to level 2.

Level 3: !Black3

Allows you to cast Black Magic up to level 3.

Level 4: !Black4

Allows you to cast Black Magic up to level 4.

Level 5: !Black5

Allows you to cast Black Magic up to level 5.

Level 6: !Black6

Allows you to cast all Black Magic spells.

Level 7: MP +30%

This is the best MP improvment skill you will find.  It ups your MP 30% as long as it is equipped.  It is not permanent, so when you take it off, your MP will lower once again back to normal for the current class you are in.  It works on any class, and is basically the same as normal MP.  Ther percentage is 1/3 of your normal MP.  Basically if you have 100 MP, then you will be upped to 133 MP.  

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       --- Blue Mage ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

The Blue Mage is one of the more balanced of the mages.  He is rather strong physically, (not nearly the power of the Knight, but rather close early in the game) and has  some great defense for a mage.  One of the strongest Mages physically, they can usually be stronger then say, a thief.  They can equip Broadswords, making them slower, but stronger all around.  Their HP is also higher then most Mage classes.  One look at these, and you can tell they were made to be a bit more balanced then other classes.  This is also one of THE ONLY MAGE CLASS TO EQUIP A SHIELD.  Meaning that he can have a better defense then most Mages.  His magical attacks/commands, are called Blue, and are learned differently.  Blue Magic tends to have special effects and is a bit stronger then normal Black Magic.  it is MUCH harder to aquire though, as you can not buy any.  They use status skills, suppost skills, and for attacks they have 3 levels of Wind/Aero spells (very strong compared to the normal Black magic) as well as some other skills that are unique.  All around a complex class that needs fine tuning to be perfected.  

The Blue Mages Job Characteristic is imparative to the Blue Mage.  it is called Learning, and allows your Blue Mage, once hit by the Blue Magic spell they can learn, to learn the spell.  

IMPORTANT: Once a Blue Mage learns a spell, any other character that goes into the Blue Mage class can use the spell.  It is permanently added to your spell listing, so you dont need to relearn everything again.

Another Note:  Some support Spells Blue Mages learn (like healing ones) can only be aquired using a Trainer, with the proper monster captured.  

The Blue Mages Job Command is Blue Magic.  Blue Magic can only be learned when the Blue Mage has been hit with the Blue magic you want to learn.  Blue Magic has a variety of uses, and all of them can only be found here.  Most of the abilities are uniqe, and are quite different from normal.  

Level 1: !Check

This skill allows your character to Check an enemies HP, MP, and weaknesses.  Very, very useful on enemies that have changing weaknesses (like some bosses).  You can also tell how high an enemies HP is so that a Trainer can catch them easier.  The elemental weakness is probably the best part of this skill though, as it allows you to kill enemies faster.  

Level 2: Learning

This is the Blue Mage job Skill.  You should have this equipped on someone at all times if there is not a Blue Mage not already in the party.  This is a VERY IMPRORTANT SKILL.  It allows you to learn Blue Magic.

Level 3: !Blue

This skill allows you to use all Blue Magic.  Unlike other classes, this does not limit you to certain spells, but you get all of them.   This skill is good, and bad.  Most of the spells are rather strong, especially the Aero ones.  Some of the status spells are useful as well.  Depending on the dungeon you are in, these skills may be better then black or summoning magic. 

Level 4: !View

This skill is basiaclly the same as the !Check skill, by allowing you to view HP, MP, and Weaknesses, but this one allows you to also check the enemies status.  Use this in the same way you would use  !Check.

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       --- Red Mage ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

The Red Mage class holds the single most useful skill in the game: Red x2. A shame though, that this class takes the longest to master then any other class in the game.  The class itself is also amazing early on, as you can cast Black and White spells up to level 3, making your Red Mage on a very strong offense easly on.  They can work as healers as well, having some support spells, and Cure 2.  All in all they are very good, almost overly powered early and through the middle of the game, but later, they become obsolete.  There are quite a few tricks you can use with them though. They can Equip some good Armor, and Brodswords.  they have a slightly lower Physical attack then the Blue Mages, but their magic is higher.  They are the second best Mage Physical attackers.  They do not have the highest HP or MP, but the class is just so good, you can not ignore their abilities.  Also, since they have a rather low Magic power, they need some boosts through Robes.  They can equip Broadswords, and the weapons of both White and Black Mages. 

Red Mages have no Job Characteristics.

The Red Mages Job Command is called Red Magic.  Basically, Red Magica allows a character or the red mage to use Black and White magic.  The maximum Red Magic a Red Mage can use is up to level 3, with the Level 2 (Bolt 1, Fire 2) attack spells, and the Level 2 (Cure 2, etc) healing spells.  Invaluable early on. 

Level 1: !Red1

Allows you to cast Red Magic up to level 1.

Level 2: !Red2

Allows you to cast Red Magic up to Level 2.

Level 3: !Red3

Allows you to cast Red Magic up to level 3.

Level 4: Red x2

This is the single most useful skill in the entire game.  It allows your Character class to use two spells at once.  AKA:  If you put this on any type of mage other then the Red mage,  you can use ALL their spells twice.  Just choose Red x2, and scroll down, and you will be able to use the Magic for the mage type class you have.  This works on Red, Black, White, Time, and Summoning magic.  Think of it like this:  Two Bahamuts=death, not even the strongest bosses can stand up to that kind of offense for a long time.  You can revive and completely heal 2 characters with 2 castings of Life 2, or you can Haste your party, and Slow down the enemy party.  Heal your party, and attack the enemy.  Ah the many, many ways to abuse this skill.  Note though, that it will normally be set only to Red Magic, so it will not work as well on Physical classes.

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       --- Time Mage ---                

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I have heard from a few people that Time Mages are their favorite class.  While I do not think it is the best, you are the ones to judge.They are not as directly strong in any was, like White Mages (strong in healing) or Black Mages,  but they are for more support.  Even more so then White Mages.  Time Mages control Time magic, obviously, and time magic is magic to speed up, slow down, or stop an enemy or a ally.  There are also a few spells to attack, and they are non-elemental, making them safer to use.  They, like other mages, can only equip robes as armor,  but, like a Black Mage, they can equip Short Swords, allowing them to have a decent offense.  Their physical capabilities are better then that of a Black Mage.  They have decent HP for the Magical classes, and average MP.  

Time Mages have no Job Characteristics.  

The Time mages Job Command is Time Magic.  Time Magic is supportive, and speeds up, or slows down your party or enemies.  Haste is imparative in the harder bettles in the game, and slow doesnt really work well at all, sadly.  Stop is MUCH better then slow, and Quick is one of the best skills in the game, especially when paired with Red x2.  

Level 1: !Time1

Allows you to cast Time magic up to Level 1.

Level 2: !Time2

Allows you to cast Time Magic up to level 2.

Level 3: !Time3

Allows you to cast Time Magic up to level 3.

Level 4: !Time4

Allows you to cast Time Magic up to level 4.

Level 5: !Time5

Allows you to cast Time Magic up to level 5.

Level 6: !Time6

Allows you to cast all Time Magic spells. 

Level 7: EqRod

This is probably the most useless Equip skill.  Rods are pathetically weak weapons, and dont really have much use on normal attacks.  Depending on the Rod, they do raise your magic at times, so that gives it a little compensation.  

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       --- Summoner ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

The Summoner is one of my favorite Mages, because of their sheer power.  They have many attack all spells, and can do a whole lot of damage, 7,000 +, with their better ones.  Summoners have better attack then Time Mages do, and can equip Short Swords.  They have high MP, but they need it, as their skills take more MP then any other class, and their HP is good for a Mage Class as well.  Their magor downfall is the fat that all of their spells are so damned expensive. 

Summoners have no Job Characteristics.  

The Summoners Job Command is Summn, or Summon.  Basically it is a very strong magic that allows you to summon monsters in battle.  These monsters usually attack all enemies, and are more powerful then most of the other spells in the game.  Sadly, Summon spells are also some of the hardest to get.  You have to fight 90% of the summon monsters you can get, and some of them are the hardest battles in the game.

Level 1: !Summn1

Allows you to cast Summon Magic up to level 1.  

Level 2: !Summn2

Allows you to cast Summon Magic up to level 2.

Level 3: !Summn3

Allows you to cast Summon Magic up to level 3.

Level 4: !Summon4

Allows you to cast Summon Magic up to level 4.  

Level 5: !Summn5

Allows you to Cast all Summon Spells.  

Level 6: !Call

This Skill allows you to randomly summon one (out of all your Summons) for no MP cost.  Yes, that is awesome, and yes, the power will be full and you can obliterate your enemies, but come on people, it is RANDOM. Seriously, do you really want to risk your life for a random skill? it is a good skill, but it is not nearly as good as the Summon Skills themselves. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Sorcerer ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

This class is the least Mage-like Class in the Magical section.  It probably should go into the physical section, but its description is magical, so I placed it in there.  Basically, Sorcerers are more balanced versions of Knights.  They have high HP, and decent in Physical class comparing, they have Moderate MP, low on the end of Mages, but the highest of physical classes.  They can equip literal Armor, Shields, and Broadswords, just like Knights.  Their physical attack damage can raise above most Knights and Berserkers when the Sorcerer has powered himself up with magic.  His Magic power is the lowest of the Mages, but he is not for direct magical attacks as it is, so it doesnt really matter.  A shame their Job Command isnt more useful...

The Sorcerer's Job Characteristic is called Magiwall.  Magiwall is an interesting skill that allows your sorcerer to cast a magic barrier (basically reflect) that is dispelable (etc.) when they get to a point of near death status. AKA: When they are slumped on the ground.  This is both good, and bad.  The good is that you have total immunity to magic, the bad:  You cant heal your Sorcerer with Magic, and are required to use lame items.  A double edged sword. 

The Sorcerer's Job Command is called Sword. Fortunately, the skill is a lot more then what it's name implies it to be.  The Skill allows you to use magic to power up your sword skills.  With a strong enough spell, and an opposing weakness, even early in the game the skill can do 3,000 damage.  The sword spells last for a while in a single battle.  Some enemies can only be damaged by sword spells.   Note that not all spells can be used as sword magic.  

Level 1: Magiwall

Basically the same as the Job Characteristic for the class, Magiwall gives immunity to magic when your character is near death.  This makes it an evil spell, because you can not heal him with magic and are forced to use items.  Like I said before, a double edged sword.  

Level 2: !Sword1

Allows you to cast Sword magix up to level 1.

Level 3: !Sword2

Allows you to cast Sword magic up to level 2.

Level 4: !Sword3

Allows you to cast Sword magic up to level 3.  

Level 5: !Sword4

Allows you to cast Sword magic up to level 4.

Level 6: !Sword5

Allows you to cast Sword magic up to level 5.

Level 7: !Sword6

Allows you to cast all Sword spells.  

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      --- Other Classes ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

The other classes are not classes that excel in the Physical or Magical arts.  They are weaker HP wise then Physical classes, and stronger Attackwise then the Mages.  They are not meant to be resiliant, and are closer to the magical classes then the physical classes, but they do not go into the magical class section.  They usually have special commands that can not be put into any section other then the "Other" area.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Trainer ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

A Trainer is imperative to learning all the Blue Magic spells in the game, making him very useful.  He can also control Monsters, making him cool to use when wanting to have fun.  Plus, you have to love the little lamb look they have.  That have moderately high HP, and MP on the lower side.  They can equip Short Swords and Whips.  Whips are by far the superior of his available equippable weapons, so use them whenever you can. They are rather fast, making them good attackers.   

Trainers have no Job Characteristics.

The Trainer has one Job command that changes depending on what you are doing.  Normally, their base command is called Capture.  This command allows your trainer to capture an enemy.  By Capturing basically it removes the enemy from battle, and the effect I will expain in a minute.  To get Capture to work, you have to have an enemy at almost critical HP, or at critical HP.  Just dont go over; you cant capture a dead enemy.  The second command is called Release.  Release allows you to Realease a monster that you have Captured.  Released monsters do damage to the eenmy by one of their attacks.  The stronger the monster, the stronger the attack, obviously.  You can not Release another monster until you capture one.  

Level 1: !Tame

One of the main ways to learn Blue Magic.  This skill allows you to take complete control of a monster and make him do your bidding.  

Level 2: !Cntrl

Another main way to learn Blue Magic, this allows for direct control of the monster you choose to control.  You get to choose his spells, attacks, and everything else just like a normalparty member.  The bad thing is the fact that it takes over the turn of the Trainer.  Do not attack him or else he will not be able to be controlled.  This only lasts til the end of battle, and doesnt work on all enemies.  

Level 3: EqWhip

This is one of the cooler Equip Skills.  This one does not only allow you to equip a whip, but it also allows you to have the faster speed of a trainer, and a higher attack power of them if your attack power is naturally lower.  Whips are rather powerful weapons, so this skill is useful.  

Level 4: !Catch

Basically the same skill as the Trainers Job Command.  Like before, it is great for Blue Magic.  This is a cool skill to have at any time.  It naturally works best on Trainers themselves though.  It allows you to catch a monster in the critical HP range, and then allows you to !Release (that comes with this skill) it do damage enemies.  For more info look in the Job Command section.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Chemist ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This class is for SUPPORT ONLY.  That is the first rule when going into the class.  It is also not for magic, or Physical attacks, but for healing your party.  Somewhat like a White Mage.  This Class allows you to heal your party MUCH more effectively with items then you would normally.  It also has skills in making new items.  He can only equip Short Swords, limiting its physical attacking abilities, and the armors are not the best.  They have moderate HP though, thank god, and their MP is decent.  

Chemists have a useful Job Characteristic called Medicine.  medicine allows your Chemist to heal your party for twice the HP with and type of Items, like Potions, and Tonics.  You can obviously see the uses in this.  

The Chemists Job Command is called Mix.  This is probably the harset skill top master usage of in the entire game.  Mix allows your Chemists to mix two items in battle to create the effect of another item.  The better the item you mix, the better the effects will be in the long run.  You have to experiment a lot to find the best combinations.  

Level 1: Medicine

One of the Chemists best skills is the first one you learn.  Medicine allows ou to have 2x effect of heling items when the person equipped with the skill uses them. Very good when you have things like Shell or Reflect equipped.  

Level 2: !Mix

This is basically the same as the Chemists Job Command.  It allows you to Mix two items  in battle and produce the effect of another item.  Unless you know the good combinations, this will be rather random, and hard to find one reliable.  But it is a good way to get rid of all the unwanted items in your inventory.  

Level 3: !Drink

There are certain items in the game that you can only Drink.  These items are for this skill.  They usually effect the user only, and they ALWAYS up one of the stats.  The items usually up: Speed, Strength, Defense, and HP.  They can be very beneficial when used correctly.

Level 4: !Recvr

This can be a very useful skill, but only in certain situations.  Basically, it heals the status (all but KO) of all party members.  Its free, and works instantly. Once you get this skill, you will have no need for status healing items or spells ever again.  But sadly, this will probably not see too much use as the enemies do not have too many status effects. 

Level 5: !Rvive

by far the vest skill the Chemist has, it allows you to revive a character in battle for no cost.  No items, no magic, nothing, just a single turn on Chemist usage.  Good when you are pretty confident, but not totally confident.  it will get a lot more use then all the rest of the Chemists skills.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Geomancer ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The geomancer is a class that has skills basically required for safety at the end of the game.  While their battle skills are not at max with anything, their Job Charateristics make them worthwhile.  They have moderate HP, and higher MP, but their weapons, while cute, really suck.  They have low end defense as well, thogh they can do a lot of damage with their personal skills.  They have a Higher magic attack. I suggest waiting until close the end of the mid point of the game to actually start using them, as if you use them before, you will master them too easily, and be required to waste skill spaces for their Job Characteristics.  The worst fact about Geomancers is their fast mastering rate.  Normally that would be a good thing, but with them you really want to have them for some dungeons.   

Geomancers are all about their job Charateritics.  Unlike 90% of the classes in the game, they have 2.  And surprsingly, both are very useful.  The first one is called Findhole.  Now, this is basically exactly what it says it is.  When there are holes on the floor (where you can fall through) the Geomancer will find it, and will jump back.  It only works once, but it uncovers the hole so you can avoid it and continue on your way.  Very cool.  The second Job Characteristic is called Antitrap.  This is one of the most HP saving skills you will find.  it allows you not to take damage on floors where you would normally take damage, such as magma.  Late in the game, there are dungeons where use of this skill are imparative.  It allows you to save up MP and items so you dont have to heal yourself when you go onto these damage floors.

The Geomancers Job Command is called Earth.  Earth allows your charater to cast spells that draw upon the current element of ground you are standing on.  Say you are standing on a desert, you will cast a spell like Sandstorm.  That spell will not be cast whenjh you are fighting on the Grass.  It all depends on the location, and the background in battle.  A Firey background does Fire Damage, and a Grassy background does wind.  Almost all Geomancer skills are very powerful though, so anyway you look at it, you get a winner.  

Level 1: !Earth

The first job Skill a Geomancer learns is none other then its ultra-powerful Earth Skill.  This skill doesnt effect Magic or physical defense making it always powerful, and always useful.  Like I said before, this skill effects the enemies by whatever terrain you are on.  If you are on Fire, you get Fire spells, if you are on the Grass you get Wind spells, etc.  This is strong any way you do it, so use it wisely.  make sure though, that the enemy doesnt absorb any element that Earth may cast before using it.  

Level 2: Findhole

God why do all the Geomancers have the best skills?  Seriously, this skill will save youy a lot of time in those dungeons with lots of holes in the floor.  Damn I hate when you fall through those things.  Basically, if you step on a hole, the Geomancer will step back, saving your party hours of running back and forth through a room you keep falling through.  

Level 3: Antitrap

This skill is practically required in some dungeons in the game.  it saves your party a lot of HP as well.  It basically allows you to take no damage when the floor you would be on normally damages you.  I didnt know of this skill when I went through the game the first time, and just about killed it when I found it.  Very useful.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Bard ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Now here is an interesting class.  Unlike its name protrays, this Bard does not tell stories, or do tricks.  He/She actually sings for your party or enemies.  They cant do much damage other then to undead enemies, cause their weapons suck, but they can kill the undead easily.  So in a few dungeons their skills are invaluable.  They have moderate HP, moderate defense, high MP, and low attack. Note that Bards are mainly for support of your party members.  They can up your defense, raise your level in battle, etc.   

Bards have np Job Characteristics. 

The Bard's Job Command is called Sing.  Sing is a magic type unlike any other.  ou do not get bard Songs from towns, or enemies like the other magic, but you must do special tasks to get them.  Some tasks make the spells harder to get then some of the Summon Monsters. Songs are usually found in towns, you talk to people, or solve short puzzles.  The last sing spell is also probably the hardest spell to get in the game.  All Songs are supportive, except Requeim, which does a hell of a lot of damage to undead monsters.  

Level 1: !Hide

This is one weird skill.  basically, when you want a bard to Hide, he will go off the screen.  He cant do anything off the screen, ecept heal himself.  This is a good skill when fighting instant death monsters, like Bahamut.  A Bard can come back into battle after he hides.  Nothing will damage a Bard when he is hiding.

Level 2: EqHarp

This is one of the least useful Equip Skills.  Harps are worthless usually; they have absolutely no attack power.  They do slightly raise your magic, but they are not useful any way you look at it.  

Level 3: !Sing

A shame the best skill has to come last.  You are a Bard because of this skill alone, screw all the other skills.  The best skill a Bard has is Requeim, as it does over 2,000 damage to all undead enemies, and has no cost.  None of the Songs cost MP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Dancer ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Dancers are one of the more powerful "Other" classes.  Though they are not for attacking, they are still powerful.  They have moderate HP, and moderate MP.  They have a decent attack, and a low defense. Their job skill is where they shine though.  

Dancers have no Job Characteristics.

The Dancers Job Command is Dance.  This is a mixed bag skill, because it is random.  it is FAR more random then the Geomancers Earth skill.  The Dancer has a preset set of dances he can do, with a wide range of effects, from confusing an enemy, to absorbing MP, to doing a hell of a lot of damage. The best skill is SwordDance, which does upward 6,000 damage at the end of the game.  

Level 1: !Flirt

Eh?  WTF is with the name and description? The description is "Makes enemies become nervous and anxious".  I have to say, that description scares me.  Basically this skill stops enemies from attacking your party.  Anyone can see the use of that.  Sadly, it doesnt work a lot of the time, and it means a wasted turn on your part.  

Level 2: !Dance

This skill, is the same exact as the Job Command. It has a random effect, out of a few effects possible.  From Confusing the enemy, to stealing his MP, to doing a hell of a lot of damage.  Since it is so random, you may not find it useful.  Though SwordDance is so utterly powerful you will love it.  

Level 3: EqRibbon

This is cool.  Ribbons are useful, as they stop quite a few status effects.  Complete immunity mind you.  This is one of the better items, because of that ability alone.  Use it when you are going into dungeons where enemies affect you with statuses.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Mime ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is easily one of the best classes in the game.  If you hasve mastered a lot of classes, this becomes the best.  This class is simple and boring when you first get it, because all it does is mime other characters.  The best thing about this class is its ability to use 3 (thats right, 3!) job skills you have learned, whether they are Commands or Support.  Also, most importantly: Mimes NATURALLY HAVE ALL JOB CHARACTERISTICS FROM CLASSES YOU HAVE MASTERED!  That means that if you have masterewd a Ninja and a Thief when you go into the class, he will have a Caution, Dash, FirstAttack, and Two Swords  available to him, no purchase necissary!  You wont have to equip them , as they will already have them.  Remember, this is only for mastered classes by the character. take note, that you also get a free skill when coming into the class, !Item.  The Job does not have an item command normally, yay!  Also, Mimes can equip almost everything.  Not everything, but close to it.  They have high HP, moderate MP, and average stats all around. 

Note: Mimes have no attack command.  This means they have to rely on the skills you give them, or on the skills that your other party members use.   

Mimes have all the Job Characteristics of the  classes that the character that is a Mime has Mastered.  

The Mimes job command is called, what else, Mime.  It is in place of the normal attack command, but a Mime can mimic anything.  Some evil things they can mimic: Magi Shuriken throws, Red x2 Bahamut Summons, and $Toss.  They are very powerful when they do their strong skills.  If a Mime has one weapon equippped, and he Mimics a Ninjas normal attack, he will only attack once.  

Level 1: !Mimic

Well there is only one level to a Mime, it is one otf the longest classes to master.  Like a Red Mage, the class takes 999 AP to master (Red Mages take over 1,000).Mimic is basically the Job Command for the Mime.  it doesnt take over the Attack command on normal classes like it does on the Mime, making it far less useful in the long run, but it can be useful on powerful attacks.   

_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_
            ~~~~~~~~~~~~~~~~~~~
            ~~~ Walkthrough ~~~
            ~~~~~~~~~~~~~~~~~~~
¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯
 
Basically, this is a step by step walkthrough of the game.  I lead players through rooms, and help about enemies.  There will be boss strategies, and puzzle solutions.  Note though, that in the beginning I literally hold your hand, but later on I wont be holding it as much through towns.  Only dungeons.

Also note the Stats in the very beginning of each section.
Suggested Level: The level that would make it easiest to survive.  You do not have to match it, but if you dont survival could be harsh.
My Level:  People dont NOT have to match my level, as I am very obsessive in my building up.  This is just so people can know how much damage I do and why their damage wouldnt be a great (if it isnt).
Items:  The Items you can find in the town/dungeon.  
Enemies:  The enemies in the town/dungeon.
Shops:  Usually only found in towns, this is the shops in town.
Blue Magic: Usually only found in dungeons carrying enemies, this is the Blue Magic you can find.
Shop Inventory:  What the Shops in Towns/Dungeons carry.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  --- Section 1: Beginnings ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

When you can control your character, you star off on the world map.  You start the game off with a level 1 character in "Bare" (no job) status.  Head Northeast between the mountains, and enter the Meteor you see.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Tycoon Meteor ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 1
My Level: 1
Items: Phoenix Down
Enemies: Goblin

Head right, and up.  Your characer will dismount Boko. Continue up, going slightly left.  At the top, head right, and down when you can.  At the bottom, head right, and under the black area of trees.  You will be forced to watch a scene, and will then be attacks by some Goblins.  Normal physical attacks work well, and will normally kill them off in a single hit.  After the battle, watch a scene, and you are forced to name your character.

Note:  About character names, you can only name the main character of the story, called Bartz by default in the instruction manual that came with the game.  You can name him anything you want, of course, but I will refer to him as Bartz in the guide.  

Reina now temporarily joins your party.  Head right all the way, and down into the trees.  Yo wont be able to see your party.  In the trees, head right, and down when you can't go right anymore.  Head slightly right again, and down.  Open the Treasure Chest for a Phoenix Down.  Head up, left, up and left again, and you are back in the main area.  Head up, and slightly left, and you will see a man.  Approach him and a scene will play.  When you can control Bartz again, head down, and left.  Go back through the trees, and head left some more.  head up, left, and down.  Head slightly right while going down, and talk to Boko.  Mount him, and head down, and all the way left.  You will exit the Meteor.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Goblin

Head down, and left.  Continue all the way west until you have to go north.  Goin north, you will be forced into a smaller screen, and you will watch some scenes.  Head up and left, and you will fight some Goblins.  Continue heading up, and you will fight a second set of Goblins.  After this, sit back and watch the scenes.  

When you can control your new party once again, head up, and a bit right.  Contine going Northeast until you get to the cave at the very end of the path.  Head into the cave area, and whatch a scene.  When you can control your party once again, head straight up, and into the cave.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Pirate's Cave ---     
           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 2
My Level: 2
Items: Leather Cap
Enemies: Steel Bat, Diablo, Stroper
Blue Magic: Red Feast (Steel Bat)

When you enter, head up, and right.  GO left when you have to, and go up through the door on the wall.  Head left almost all the way, and down.  Enter the small lake, and you will find that it is a recovery spring.

Note:  Recovery Springs are basically free Inns.  They recover your HP, MP, and status. In a game where you need all the money you can get, Recovery springs are amazinly useful, and save you a trip to the world map or a town.  

Another Note:  This is a rather good area to level up, as you can heal for free, and will be able to do it unlimitedly.  I suggest waiting though, as you dont have anything to build up other then your levels.  Wait for jobs, and then build up.  

After healing, head right, and go up through the door on the next screen.  On the second screen, head up and right.  Head down and through the door in the middle of the wall.  Head right and up, and follow the path right some more.  Go up the stairs, and watch a short scene.  Head left, go up a bit 9not up the stairs) and left some more.  Go and open the Treasure Chest for a Leather Cap.  Head down, right, and up the second set of stairs above you.  Head right, up, and right, and press the button on the wall that the pirate pressed earlier.  Press the switch, and the secret door will open.  Head left, up, and through the door.  On the next scren, head up, and watch a scene.  The door above you leads outside, but not in the area you want to be in, so ignore it, and head left.  Go down, left some more, up, and up the first set of stairs.  Head through the door. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Pirate Hideout ---     
           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 3
My Level: 3
Items: None
Enemies: None  

When you enter, head up and watch a scene.  Head up, and right.  Go onto the wooden plank to the right, and exit this first screen.  Once on the ship screen, head up two sets of stairs.  head a bit right, and up two more sets of stairs.  Circle around the wheel and examine it, and a lot of scenes will play.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  --- Wind Crystal: World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

When you are in contol of the ship, head straight up.  after a small scene asking you if you want him to pilot the ship for you, choose NO.  Head up a bit, and go left.  Follow the land up and lefe (northwest) until you see a town.  Go off onto the shore, and enter town.

Note: This is optional at this point, you dont have to enter town.  But doing so gives you stronger abilities and equipment making the next area a LOT easier to deal with.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Tule ---     
           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 3
My Level: 3
Items: 150 GP, Tonic, Tent, 100 GP, Tent, Phienix Down, Ether, Tonic
Shops: Inn, Magic, Weapon, Armor, Item
Piano 1

Magic Shop Inventory:

Fire        150
Ice         150
Bolt        150
Cure        180
Scan         80
Antidot      90

Weapon Shop Inventory:

Broadsword  280
Wooden Rod  200
Staff       200

Armor Shop Inventory:

LetherShield 90 
Leather Cap  50
LeatherArmor 80

Item Shop Inventory:

Tonic        40
Tent        250

Head up, and watch a short scene.  Faris will temporarily leaves your party, but you can still shop for him.  Head all the way right, past the Inn, and go up.  Check the barrel to the side of the Inn for 150 GP.  Head down, and left past the Inn once again.  Head up when you can, and enter the magic shop.  Talk to the man behind the counter, and you will be able to buy magic.

Note:  Magic is done quite a bit differently in this game then in a FF game you may have played before.  You have to buy White, Black, and Time spells from shops, save a select few you must find.  At this point, since you do not have jobs, you do not have to buy any, but I do suggest you buy at least the Cure Spell.  As for attack spells, I suggest you buy Bolt.  

Exit the Magic shop the way you exited, (MAKE SURE YOU HAVE ENOUGH MONEY FOR AT LEAST 1 BROADSWORD!) head left, and up.  There will be a bunch of barrels in a large area.  Search them for a Tonic and a Tent.  From the barrels, head down, and left at the intersection.  Enter the first house you see, and head up.  Talk to the man, and you will find the wepon shop.  I suggest you ONLY buy a Broadsword (or two, but you do not need more then two).   You will find some Rods and Mage weapons later, when you need them.  Exit the weapon shop the way you entered, and head left some more.  Head up, and enter the house.  This is the Armor shop.  I alsop do not suggest buying any armor yet,  as you will have a job change soon.  Buy Spells before you buy armor.   When you are done, exit, and head down.  Head a bit right, and head all the way down to the bottom of the screen.  Head left, and a bit up.  Enter the large house. This is the Training Center.  Talk to the woman, and choose Yes.  Go right through the newly opened pathway.  Head up, and to the top left corner.  Open the Chest for 100 GP.  Head down, and examine the box for a Tent.  Head down and left again and examine the barrel for a Phoenix Down.  Head left, and check the urn for some Tonic.  Head left, and into the wall.  When you are in the secret passage in the wall, head up and right.  Open the Treaure Chest at the end for an Ether.  Head left back into the wall, and down.  Head right, out of the wall, and head into the center of the room.  Head up, and exit the room through the stairs at the top of the screen.  On the Second floor Screen,  head a bit up, and over to the left.  Open the Treasure chest, and you will be forced to fight a monster. A few normal attacks will kill him easily.  When he is dead, you get a LeatherShoes Relic.  Head back to the right, and go back downstairs.  Once downstairs, head down, and talk to the woman.  She will allow the exit to the house to open. right, down, and left.  Exit the house.  

Head up, and right.  Head all the way right, and past the entrance.  Enter the first house you see.  Inside the pub, head up, and all the way right.  Sit in the chair in front of the stage and watch a short scene.  When its over, head down, and right.  Once onto the stage, head straight up, and talk to the Piano.  

Note:  There are quite a few Pianoes in the game.  You have to play them all to actually get the prize.  Some of them you only have one changce to get, so search throughly for them in each new town you enter.  

After the short song, head down, and off the stage.  Head left, and up.  Exit the screen by going up the stairs. On the second floor, head right, and down.  At the intersection, head right, and examine the door for an optional scene.  When it is over, head back left, and up the intersection.  Go back down the stairs, and exit the pub through the door on the bottom of the screen.  Once outside again, head right, and enter the first house you see.  Head straight up, and talk to the man at the end.  This is the item shop.  You may want to stock up on Tonics for your new venture, but you may not need them.  When you are done, head down, and exit the same way you entered.  On the main screen, head left, and down when necissary. Exit the town.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: None

From outside the town, head directly right, and enter the ship.  Once back onto the water, head down and right.  Follow the land above you, and soon you will be going up and right.  After heading completely north, you will soon see a small area of land and forest between some mountains.  In the middle of that area is a large white building.  Exit the boat, and head up into that building. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Wind Shrine ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Suggested Level: 3
My Level:  3
Items: Tonic x5, Tent, Broadsword, Wooden Rod
Enemies: BlakGoblin, WhiteSnake, MoneyMage, Mauldwin
Blue Magic: GobPunch [Goblin Punch] (BlakGoblin)
Classes: Knight, Thief, Blue Mage, White Mage, Black Mage, Monk

From where you begin, head up through two doors.  At the intersection, head left, and go down through the door.  Watch a scene, and head all the way down to the bottom of this room.  Examine the urn, and you will be completely restored.  This is a recovery spring, and can be used unlimitedly, just like the one in the Pirates cave.  Talk to the Scholar on the left side of the urn, and you will recieve 5 Tonics.  After this, head up, dodge the people, and exit this room.  Head up, and all the way right past the path to the entrance.   Head down, and right at the bottom.  Go up the stairs to get to the second floor of the Shrine.  

On the second floor, Head up, and all the way left.  Head down, and open the Chest for a Tent.  Now head up, and right, and go down into the next screen.  One this very small screen is a save point.  Head down and save, (I don't suggest you use a Tent, only Tonic's to heal), and continue down through this screen.  On the next screen, you are automatically confronted with an intersection.  Head right, and and go up.   Continue right, and go up0 the stairs at the end.  Open the chest at the top for a Leather Cap.  Head back downstairs, and go left.  Head down, and continue left.  Head up, and left, and go up the stairs.  

On the third floor, head up and left.  Right before the door you can see on the right, you will be able to go through the wall.  You wont be able to see anything different on this wall, but you will be abel to go through it normally.  Go through the door above you, and open the treasure Chest.  It contains a  Broadsword.  Equip this now, as this is the most useful item for the rest of the dungeon.  Exit the room the way you entered, and head right.  head up, and you are forced into your first boss fight.  

*******************************************************************
Boss: WingRaptor
HP: 250
ABP: 0
Items: Phoenix Down
Facts:  His normal attacks do around 15 damage, and when he closes his wings, and if you attack him, he will counter with a nasty spell that does 30 damage to all members.  
Strategy:
Well first, DO NOT ATTACK WHEN HE CLOSES HIS WINGS!  If you do, you will be countered by a nasty wind spell that hits all members for 30 damage.  That is not good.  The fastest way to beat this boss, is to have everyone have a defense of 2, With their leather caps, Leather Shoes, and Leather Shields.  Next, everyone, or close to everyone should have a Broadsword equipped.  With a Broadsword, your characters do around 30 damage with each attack.  This will make it faster to beat him. Attack him with all your might for a single turn, but start with caution on the second turn, as you never know when he will close his wings.  Two hits by that attack all spell and your party will be easily wiped out. Heal with Tonics if you get around 30 HP.  
******************************************************************

After beating the Wingraptor, Head straight up the stairs he was guarding.

On the fourth floor, you will notice that the room is basically a small square.  There are not really any traps of any kind, but there is an item.  Head down the right side of the screen, all the way to the bottom.  Go into the little notch at the bottom right corner, and head down.  You should be able to go through the wall.  Head down, and right, and head towards the Treasure Chest.  Open it for a Wooden Rod you will need shortly.  Head back left, and up.  Back onto the main area again, head left, and go up the stairs in the center of the room. On the top floor, watch some scenes, and you will recieve your first job classes, Knight, Monk, Thief, Blue Mage, Black Mage, and White Mage.  

Note:  Now is a very good time to level up.  Now that you have classes, you can level up a LOT and not worry about it not being worthwile.  Even if you change classes, you will still have the abilities you learned, and the ABP, so feel free to do it often.  While I usually stay on a class until it is mastered, you may want to change often until you get ones you like.  I suggest going onto 4F (the square floor) and bulding there, as the Money Mages drop lots of money, and sometimes weapons.  They also sometimes give out 2 ABP.  You also may want to go to and get the Blue Magics.

Class Suggestions:  With your first classes, you will probably have no idea what to pick.  Well first, you need a Healer, so a White Mage is almost always a Must.  I also suggest a main physical attacks, and you have a choice of either Monk or a Knight.  Monks have Higher HP, and some good abilities, but Knights have higher defense, and are all around balanced.  You should also have a balanced character, which is probably a Blue Mage.  Later in the Game, Blue Magic will be very powerful, and the Skill "Learning" from which you learn from the Blue Mage should be on at least one character all the time.  The last one is really your choice.  Black mages are strong, but not physically strong, and thiefs are fast, they have the awesome steal Skill, they have some GREAT abilities, but they are not high on physical or magical defense.  Or, you can ditch the Blue Mage and have a Black mage and a Thief.  Explore, and see the way you like your party done.  

After getting the job classes, head around the platform, and into the teleporter.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  --- Ghosts and Goblins: World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Once back on the world map, you will notice that your party has been completely healed.  Now your goal is to go back to Tule.  Head down, and get back on the boat.  Follow the mountains to your left down, and left.  Keep going in this direction until you can see the Town of Tule again.  Exit your ship, and enter the town once again.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Tule ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   

Suggested Level: 4
My Level: 11
Items: Items: 150 GP, Tonic, Tent, 100 GP, Tent, Phienix Down, Ether, Tonic (Only if you didnt get them before)
Shops: Inn, Magic, Weapon, Armor, Item

Note:  You DO NOT have to reach the MY LEVEL area!  Yes my level is insanely high, but I am an obsessive level builder and like high levels. So basically, you dont have to match my levels if you dont have the patience.  That is what the Suggested Levels are for.  Also, now is the time to 

When you enter, head up.  Faris will leave your party once again.  Head up, and go left, not entering the pub.  When you have cleared the building, go up, and once near the top, head right.  Head up, go over the bridge, and watch a scene.  Head up into the mansion. In here, head up and watch a scene.  You automatically spend the night at the house.   During the middle of the night, watch a scene, and you get the item that you came to the town for.  After you wake up, head down and out of the room.  Head right, and down out of the house.  Head down over the bridge, continue down, dodging the buildings, and head right to exit the town.  Near the end, Faris will rejoin you, with a short scene.  

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       --- World Map ---                

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Enemies: None

Back outside, head back onto yuor boat, where ever you parked it.  Once on, watch a rather long scene.  Now your goal is the Torna Canal.  From where you regain control, head right, and go almost to the land mass over here.  head up, and enter that small area between two pieces of land.  

Note: There is a short side quest you can do at this point.  It gives you three items, and a Blue Magic spell, as well as a short scene.  It isn't anything big, but you should do it if you want to finish everything the game has to offer.  To start the side quest, you need to  go back into the original dungeon of the Pirates cave.  To get there, head down from the entrance to the Torna Canal, and head left.  Park your ship at the small area that allows entrance to the land. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

--- Side Quest: Pirate's Cave ---
           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Steel Bat, Diablo, Stroper
Blue Magic: Red Feast (Steel Bat)

Your goal in the Pirates cave is to get the Blue Magic spell: Red Feast.  of course, this is the only time I am making a qhole side quest out of it, but there is also another reason, which I well getto later.  To get the spell, you need to get in a battle with a Steel Bat enemy. When you have found a Steel Bat, kill off all the enemies but the bat/bats.  Now you have to wait.  The Steel bat must cast the spell, Red Feast on your Blue Mage, or the character with the "Learning" ability equipped.  You wont learn the spell if any other character gets hit by it.  After the character gets hit by the spell (it may take a while, be patient) you can then kill the bats.  At the end of battle, you will see a not about the learning of the Spell "Red Feast". You not have that spell for the rest of the game, and don't have to learn it again.  

Now I will, once again, give directions to the Pirates Hideout. 

Follow the twisting path up, and through the first door.  Head left, and go up the next screen.  Here, head up the stairs, right, and down through the door.  Head right, and go up the two sets of stairs.  At the top, go right, and press the button to open the secret door once again.  Head left, and up through the door onto the next screen.  On the last screen, Head up, left, down, left, and head up the two sets of stairs.  Enter the Pirates Hideout through the door at the top. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    --- Pirate's Hideout ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Items: Ether, 300 GP, Tent

You now have free reign in the Pirates Hideout, so you can finally get past all of those guards that were blocking the way.  From where you start, head up, and take the small path on the left.  Go to the end of this side path, and press the button at the end.  Head back right, and go up.  At the clearing, go left, and go through the door at the top left corner of this screen.  Once inside, head up, and through the newely unlocked door.  Open the three chests here for an Ether, 300 GP, and a Tent.  When you are done, head down, and exit the room the same way you entered.  Once outside again, head down, and into the center of the clearing.  Here, go up, and up the stairs on the top right of the screen.  Head right, and up, and go through the door at the top of the screen.  Here, head up, and watch a small scene that will be more important later on. You can now exit the hideout.

You are done with the sidequest.  Now, head back to the Torna canal, and head foward in the game.  

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       --- Torna Canal ---                

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Suggested Level: 5
My Level: 11
Enemies: Soccer, Octofist
Boss: Karl Boss
Items: None

This area is in your ship.  basically, you control your ship on a screen different from the world map.  When you enter, head right, and up.  Examine the canal door by pressing the X button, and it will open.  Head up, and go right.  Head down, and go right when needed.  Head right, every once in a while going down as needed.  At the end, there is a very thin strip of water between the land.  heal before going into the water down there.  Head down, and watch a scene.

*******************************************************************
Karl Boss
HP: 650
ABP: 5
Steal: Tonic
Items: Tent
Facts: Tenticle can paralyze you, and most likely will. His normal attacks do around 30-40 damage to a single character. Tail screw leaves you within 7-10.  He is weak versus Lightning spells.
Strategy:
By looking at the facts before this boss, you notice there is a big difference between the strength of Karl and the Wing Raptor.  His normal attacks are very strong, so try to heal after every turn or two.  having the White Mage (if you have one) heal your entire party every two to three rounds and you should live.  Frightningly, the Karl Boss can paralyze any character he hits with his Tenticle attacks.  If 3 of your characters get paralyzed, then your party may die.  Luckily, this parasylisis usually only last a turn.  If your White Mage gets paralyzed, put someone else on healing duty, as you need it.  Make sure you always have enough healing items, as he can sometimes to a "Screw attack" that REALLY hurts a single character, leaving them at around 7 HP.  If this does happen, you should heal immediately, maybe even with 2 characters. Since he is weak versus Bolt spells, having a black mage can really do a good amount of damage to him.  Any other strong physical attacks work, especially from a Knight. Normally a Knight does around 90 damage, but with the Two Hands ability (if you have it at this point) he can do 180.  Keep your HP up, and this battle is survivable. 
*******************************************************************

After the battle, watch a rather long scene, and you will be in the next area.  

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      --- Ship Graveyard ---                

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Suggested Level: 5
My Level: 11
Enemies: CrystSlugs, LumbrBeast, Skeleton, Psychoheds
Items: Tent, 990 GP, Phoenix Down, Tonic, Antidote, Antidote, Phoenix Down
Key Items: World map

You start the Ship Graveyard on the top left.  You are going to have to do a lot of travelling through ships if you want to get out of here. From where you gain control, head right, and over the fallen mast.  Ignore the path going down, and go up the path at the end of the mast.  Head up and right.  Once on the ship, go to the stairs, and go right, head up and enter the door.  In here, head up and all the way right.  Go down, and onto the next screen.  Here, there are two paths.  Head left, down, and enter the lighted doorway (there is yellow near the rim). (Damn this area!  Isnt it annoying as hell?) On this screen, open the chest on the right for a Tent item that you can't use yet.  

Exit this small screen through the door on the top.  Back on the larger screen, go right and near the wall, go down.  Here, head left and down when possible.  A short scene will play.  Head down, and over to the far left wall.  Go down the stairs, and enter the water.  Here, head down, right, and down some more.  Go down the stairs onto the lower level, and head head left immediately.  Go down the stars below you.  On this lower level, head directly left, and examine the box with a skull and crossbones on it.  It contains a good sum of GP: 990.  Now head right, and up, dodging the box.  Go to the left all, and head up the stars here.  On the elevated level, head right, and there will be 2 doors.  Go through the top door, and in here, head left, and at the left wall, go down the stairs. Head right, and up, near the top, head right, and you will be able to see your party again (you should have been covered).  Here, head down and open the chest for a Phoenix Down.  Head down, and near the bottom left.  Continute down and leftand go back up the stairs.  Head right, and back to the water screens.  In here, head directly down, and enter the highlighted doorway (it has yellow).  On this screen, head directly down the stairs and go to the bottom of the screen.  head right here, and go down the stairs.  Here, head right, and go up.  Open the chest here for a Tonic, go left, and then up.  Go up the stairs, and at the top of the water,  head around the stairs (either way is fine...and yes I know, my directions in this area probably suck ass). Go down, and enter the highlighted doorway.  Once here, head down, and watch some "interesting" (hee hee) scenes.  You will be able to sleep here for free.  

Note:  This now an EXCELLENT time to level.  Because of your job classes and the free Inn, you can level here for quite a while.  I am so obsessive in this, that I usually master my Blue Mage before I go on.  And the best place to level is in the next 2 or 3 screens, where the enemies give you 2 or 3 APB.  Of course, it isn't required, but this is till a good area to work on.  Just remember that a White Mage's Cure spell can be used for offense.

After spending the night, watch another scene, head up.  Go to the top right corner and go through to door that Reina entered when she was undressing.  In here, head up and right.  Save if needed (like I said, this is a good area to level, because of the ideal Inn and Save point).  Go up the screen and exit at the top right.  On this next screen, head up, and go up the stairs to the next screen.  Bah yet antothr small screen.  Go up and exit the screen, and you will be outside on a ship again.    Now head right, and cross that mast over the water.  On this piece of debris, head right and down.  Head down over the shallow water, continue and down over a second piece of water.  At the bottom,  head right,  Hop over the rocks, and onto the next ship. 

On this ship, head up and right, entering the door near the stairs.  Here, head up, and right, and examine the weird object above your head.  This is the all important World Map.  This is the MOST IMPORTANT item in the graveyard, so make absolutely sure you get it.  Now head right, and down, exiting this sreen on the bottom right.  Here, head right some more, and open all three treasure chests for a Antidote x2, and a Phoenix Down.  .  Now heab back left, and go up the stairs onto the previous screen.  here, go up, left, down and exit this sceen and to be outside once again.  Now, head right and down.   On the bottom right, jump over the rocks, and onto the next ship.  

Now, this is a small ship, for now.  Head right, and open that chest, and it wont be anymore.  The rest of the ship will be unveiled.  Now, head up to the top (bow..I think.  I never learned those damned ship words) of the ship, and HEAL.  Now, jump over those rocks.  Watch a decently long scene, and Siren comes a callin'.

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Siren
HP: 900
ABP: 5
Steal: None
Drop: BronzeShield
Facts: Every three turns she turns in and out of Undead Mode.  As undead, she is stronger versus physical attacks, and her physical attacks are stronger.  In living mode her magical attacks are stronger.
Strategy:
First off, as always, read my facts.  That is a very important factor in this battle.  Siren in her normal, living form (blonde hair, blue dress) casts a lot of magic.  She will silence you with Mute, and cast attack magic, like Bolt on you.  Bolt does around 50-70 damage, or more to a single characer.  After she turns to undead mode is when she gets dangerous though.  Then, physical attacks do about half or 1/4 of what they did to her in normal, living  mode.  But, Cure magic damages her now.  a strong White mage can do about 80-90 with a Cure spell each time, but that is if they are not healing your party.  Because you had a long dunegeon before this, it is important that you healed before, not during the battle.  Especially in the harder battles in the game after this. In her undead mode (brown dress, blood on her skin) she does over 100 damage with her physical attacks.  try and keep your HP over 150-200 at all times in this battle just to be safe.
*******************************************************************

After the battle, watch another short scene, and head up.  You can FINALLY exit the graveyard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 --- Dragons of a Fallen King:  World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Gatlings, Tattoo, Big Horn, Garula

Once you are finally out, make sure you heal.  You have a decently long walk to get to the next town, so be prepared for an encounter at every step.  Oh, and remember to equip that Bronze Shield Siren dropped, its rather good.  Head overto the right, and head down.  ignore the first path on the left, and continue going down.  Its a looooooooooooooooooooooong walk, and you need to get down to the mountains on the bottom. At the bottom, head left and enter the (much needed) town.

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         --- Kerwin ---                

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Suggested Level: 7
My Level: 14
Shops: Magic, Weapon, Armor, Item, Inn
Items: Antidote, Ice Rod, 1,000 GP
Piano: 2

Magic Shop Inventory: 

Fire   150
Ice    150
Bolt   150
Sleep  300
Cure   180
Antidot 90
Mute   280
Protes 280

Weapon Shop Inventory:

Dirk       300
Long Sword 480
Wooden Rod 200
Staff      200

Armor Shop Inventory: 

BronzeShield 290
BronzeHelmet 250
BronzeArmor  400
BronzePlate  350
Cotton Robe  300

Item Shop Inventory:

Tonic           40
Antidote        30 
Eye Drop        50
MaidensKiss     60
Cornucopia      50
Soft           150
Phoenix Down 1,000
Tent           250

After that long dungeon, this town is a very welcome area.  You will notice the large shop inventories here as well.  This is a great place to stock up, as this is one of the first times you see some of those items.  I suggest buying at least 10 (maybe even 20) of each item that cures the detrimental statuses.  And also, if you didn't have enough money to buy all of the spells before, this is a good time to buy them now. 

Anyways, when you start, head up, and go up the stairs.  Up there, you can enter the inn, if need be (most likely you will need to), its on the left.  What you really need to go to is the Item shop.  From the inn, you need to head right, and then down.  The item shop is tis building, obviously.  As I said earlier, I suggest entering and buying at least 10 of the status healing items (namely, Antidote, Eye Drop, Maidnes Kiss, etc). From the item shop, head left, and up.  Near the inn, (and above the stairs) head up, and you will be able to reach the main area of town.  Now you have 3 paths you need to go on.  First, head up, and right.  Enter the Magic Shop (it has that Staff on the door).  But all the magic at this point.  if you bought most of it in Tule, you are lucky, all you need to buy here will be Sleep, Protes and Mute.  If you are on a strict budget, but Protes instead of Mute. 

After you finish your duties at the magic shop, head over to the left, and enter the door.  This is the Weapon Dealers.   There are some good upgrades here, if you need them.  When you get the weapons, stay in the building, and head left.  Now go down, and talk to the Armorer, and you will get to the best shop in thw town.  This has the most upgrades, and all arouind excellent armors for this point of the game.  Make sure you buy them all for all of your chaarcers that can equip it.  Now you can head down and out of this building, and your shopping will be done.  

Outside the Armorers, head right as far as it is possible to go, and then go down the stairs below you.  Talk to the woman on the left of the stairs, and watch a scene.  Now, head directly down, and you will see some crates.  Go into the spot between those crates, and head down and left.  You wont be able to see your party, but when you can, search the crate down here for a Ice Rod that will be strong if you have a Black or Blue Mage in your party. Now head back up and right, and once back in the main area, head up to the woman again.  From the woman, head left, and examine all of the barrels over here.  One of them contains and Antidote.  Now, head up the stairs on the left, and head all the way right once again, this time heading up into the Pub.  

Once inside the pub, you have a few things to do.  First off head up, and play the second Piano. From the Piano, head down to the bottom left corner of the room.  Here there is a hidden path in the wall on the left. Head through the path (if you have a thief, the path will appear as white) and when you get to the other side, head up.  There will be a barrel and two urns.  Examine one of the urns, and you will get 1,000 GP.  Now, head back down, and go through the path on the right once again, and you will be back in the main pub area (that's obvious...but I am trying to write a step by step walkthrough here, bear with me people).  Now, head up to the top right corner of the pub, and go up the deformed stairs here.  Upstairs, talk to the lone man, and your path will be set out before you.  

Now stock up, buy items, and do all that magic you need to do (you should have already done that I DID bring you to the areas, you know...bah to you lazy people who dont follow the walkthrough!) and exit Kerwin town.  

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       --- World Map ---                

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Enemies: Gatlings, Tattoo, Big Horn, Garula

Alright, you have yet another loooooooong walk ahead of you.  Apparently kerwin town is in the middle of nowhere and full of hicks, so they purposely want you to travel through 20 random encounters to acutally get to the next area.  

Anyways, head over to the right as far as possible.  Now head up, following the mountains on the right.  This is a looooong walkk up, but it shouldnt be too painful.  At the top, head a bit over to the left, and enter the mountain.  

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     --- North Mountain ---                

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Suggested Level: 7
My Level: 15
Enemies: Ghilcat, Rockcutter, Stones, Cockatuar
Items: Phoenix Down, Soft

Alright, this is your next dungeon.  Since I told you how to prepare in Kerwin, dont come whining to me if you have trouble...:)  

From where you start, head up and enter the door into the main mountain. Here, head directly left and down.  Follow the path to the bottom, and open the chest on the right for a Phoenix Down.  Head back up, and near the entrance, head up, and left.  At the intersection, head down, and open the chest at the bottom for a Soft.  Now head back up, and go left.  Go down through the lighted door on the bottom.  

Once outside, head left, go up, and follow the path right and up.  At the top of the screen, enter the doorway.   Here, head right, down, right, up and exit to the far right.  Alright, this is the first screen you need tot ake caution on.  Those purple plants/flowers cause you damage when you step on them, so make sure to avoid that.  WALK (make sure to walk, you don't want to get hit) head right, and down to get around the flowers.  Now head all the way over the bridge.  On the other side, head left, making sure to remember to go up and around the flowers when needed.  Exit this screen through the door on the top left.  

Here, head left, and save.  There is a boss looming, and you don't want to die, do you? Anyways, when you are ready, head through the left door...

Outside, head left, and a scene will kick in.  Be prepared!

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Magissa
Faltzer
HP: Magissa: 650  Faltzer: 700
ABP: 6
Steal: None
Items: Power Drink, Whip
Facts:  Magissa summons Faltzer on her second turn.  She is also FAR weaker to physical attacks then she is magical attacks, so that should be your main offense.  Faltzer is stronger physically then Magissa.  
Strategy:
Well...when you see those two bosses, you originally think that the battle starts with both.  Well, it doesn't.  If you paid any attention at all to the scene before this battle, then you will know that Reina is poisoned. So the very first thing you should do is cure that poison.  Have a White Mage (or another character, if you don't have a White mage...) use Antidot or an Antidote on her to get rid of the poison. Now that we have cleared that up (should have been common sense) we can work with the main strategy.  Well first off, Magissa does 40-80 damage to a single character with magical attacks, which are her main offense.  And as I saiod in the fact section, Magissa summons her prtner, Faltzer on her second turn.  Faltzer is stronger then Magissa herself, both HP, and strengthwise.  But once he is there, you can not attack Magissa, so he is your primary target.  At this point, if your party is weak, you may want to have your White Mage cast Protes, because Faltzers physical attacks are so strong (80-100+ damage...ouch!).  Remember that with Faltzer in front of Magissa, your attacks wont be effective, so don't worry about attacking her at this point.  But even worse, Magissa gets annoying. She casts support spells (such as Regen) on Faltzer to make him harder to kill. This battle will not be too hard, as long as you keep your HP up, and pound the enemies with relentless physical attacks.  
*******************************************************************

After the battle, head over to the far left, and go up.  Enter the door, and on the next screen, head up.  Watch a scene, and you now obtain the flying dragon!

Note: Alright, remember that little side-quest that we did back before the Ship Graveyard?  Well there is another side-quest we can do like that now.  As always, it is optional, but it will make you more powerful, and better equipped to face the next challenge.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 --- Water Crystal: World Map ---                

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Enemies: None (as long as you are on the dragon, you will get into no random encounters)

Alright, as I said in that note, there is a short side quest you can do at this point.  This side quest is just getting to a small town/castle.  you will be able to do it later, of course, but why later when now?

Alright, first a few notes about the Dragon.  he can not fly over mountains of any kind, so you are going to have to live with flying over ocean and land.  Because of that main weakness, you can only fly to areas you have been in the past, and Walz.  But it is better then a ship, isn't it?

Anyways, I am gonna do the side-quest first, so if you don't want to do it now 9or want to wait til later) go to the 'Walz Town' section.

But to the town we are trying to reach, head down from the North mountain, and out of the area surrounded by mountains.  Then head directly west as far as possible, (dodge the mountains, of course) and you should be in familiar terrirtory.  Head down, and when you can see some desert, you should head into the area there (NOT dismounting) going south, then east, fly over Tycoon Meteor, head north, and land the dragon near the castle.  This castle is where you want to be.  Enter the castle.

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 --- Side Quest: Tycoon Castle ---                

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Suggested Level: 8
My Level: 15
Shops: Inn
Items: Potion, Cottage, Ether, Elixir x2, Phoenix Down x2, Maidens Kiss, Healing Staff, Monster Bell, Katana, Shuriken

Alright...first, talk to the guard, and he will let you into the castle.  Now head straight, go up the stairs, and enter the castle.  In Castle 1F, head straight, and watch a long scene.  When you finally wake up, head left, and down, exiting the room.  Outide head down the screen and exit at through the stairs.

Inside the castle again, head right, go right, and eamine the barrel and two urns at the bottom of the screen, and you will get a Potion.   Exit this screen through the door on the bottom right.  This is the main hall, you will be coming here quite a bit.  In here, head all the way right, and go down. Enter the door, head up, and go to the next screen. Here, go up again, and enter yet another screen.  There is lots to be done here.  Examine all the barrels, urns and crates for a Cottage, Ether, Elixir, and a Phoenix Down.  Also, talking to the woman gives you a rather interesting comment.  When you are done, exit through the same door that you entered (bottom right).

Head down the next screen, and go back into the main hall.  Once back in the hall, head left, and go up through the door on the top of the screen.  this will be the throne room (or should be, if you followed my directions;)).  In here, head up, and there will be two paths.  The path on the left has an item, but you can not get at it yet, so don't worry about it.  Go through the door in the top right corner. 

On 2F, head up the stairs on the right, and on 3F head left and go up the stairs. Here, there are 6 urns.  They contain quite a few items, namely, an Elixir, a Phoenix Down, an Maidens Kiss and an Ether.  After getting all of those items, head back down three floors, and out of the throne room and into the main hall.

Once back, head straight down, and exit the castle into the main town.  Here, there are no shops like a normal town, but there is still something else to do.  From the castle entrance, head left, and go down the stairs on the far left.  At the bottom, talk to the guard, and go up the path he was once guarding. From there head up, right, and up into the doorway.  Put a theif in your party temporarily (if you don't already have one) and head up.  press the swtich at the top of the screen, and a hidden pathway will open.  Head through the path as it goes up and left.  Here, there will be 3 chests and the Chancellor.  Talk to the chancellor first, and he will give you the Healing Staff.  the game wont show you recieving it, but you DO get it.  Now you can open all three chest, which contain a Katana, a Monster bell and a Shuriken After picking up all those items, head back down and right (you can take the theif out now) and head down to exit this room.  Once back in the main town, head down and left.  At the guard, go right and up the stairs.  At the top, go right, down the second set of stairs, and keep heading down.  Eventually you will exit the castle and the side quest will be done.  

Note: That Healing Staff will be useful for you if you have a White Mage.  I suggest only equipping it on a White mage at this point.  Basically, it casts Cure 2 on whatever target it 'attacks'.  So attack your party members often with it to get free healing.  It also does a lot of damage to undead enemies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Town of Walz ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 8
My Level: 15
Shops: Inn, Item, Magic, Weapon, Armor
Items: SilvrGlasses

Magic Shop Inventory: 

Slow     80
Regen   100
Mute    320
Haste   320
Chocobo 300
Sylph   350
Remora  250

Weapon Shop Inventory: 

BattleAxe  650
Long Sword 480
Dirk       300

Armor Shop Inventory:

Iron Shield  390
Iron Helmet  350
Iron Armor   500
Kung-Fu Suit 450
Cotton Robe  300

Item Shop Inventory:

Tonic           40
Antidote        30 
Eye Drop        50
MaidensKiss     60
Cornucopia      50
Soft           150
Phoenix Down 1,000
Tent           250

Obvously, if you ever look at my shop inventories (I make them for a reason people) you will notice that there are a LOT of new upgrades.  Namely in the armor and the magic department.  But heres somehting: this is the only time you will be able to buy a summon.  The three summons available in the shop, Chocobo, Sylph and Remora are the only ones you can buy. Thats just a kinda random fact.  The rest of them you have to fight, or do something special to aquire. Also, any magic you buy now will not be able to be used currently, but very soon you will be able to, so but it now.

Anyways, when you enter, head directly up, and at the intersection, go up.  In here is both the inn and the item shop.  Having an item shop in the inn happens rather often in this game, so get used to it. Sleep now (its important for a short side quest in a few minutes), and stock up.  Now, exit the inn through the door on the bottom. 

Outside, head all the way right, and go up when you have to.  Enter the magic shop.  This is one of the upgrading jackpots this town has.  Buy everything that the shop has to offer now.  When you are done, exit, and once outside, head all the way left.  Go down the stairs at the end, and once in the water, go left some more.  Enter the house on the far left side of town.  In here, dodge the annoying man, head all the way right.  At the left wall, go down, and examine the urn.  This contains the towns' SilvrGlasses, which you should equip on one character immediately.

Now head all the way right, and exit the house the way you entered. Go right, and go back up those stairs to get out of the water.  Now here, head a bit right, and go directly up.  Enter the shop at the top.  The weapon shop doesnt have too many upgrades, but if you didn't but them before now, buy them now.  When you are done there, ext, go right, and enter the Armor shop.  This is another jackpot.  There is upgrades for every class here (except mages, which are stuck with Cotton Robes).  So this is an excellent time to buy all of these items. 

When you are done with this, you are done with the town.  Head all the way down and exit the town the same way you entered.

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       --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Gatlings, Tattoo, Big Horn, Garula

Alright, before you do anything, SAVE.  Especially if you want to do that side-quest, which is difficult.  There are going to be monsters in parts of this castle that can kill you in one hit, so you need to make sure you save before entering.

Now, head a bit west, and enter Walz Castle.

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       --- Walz Castle ---                

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Suggested Level: 8
My Level: 15
Shops: None
Items:Tent, 490 GP, Phoenix Down, 1,000 GP, 1,000 GP
Spells: 'Speed'
Enemies: Harpy

Alright this is a rather large castle, with a lot of paths, so this may take a while.  Also, there is a side-quest in the Water Tower that is difficult, so hard that you may actually want to wait til later to do it. But if you have the Healing Staff, go for it.  But take note that I will bring you around the normal castle first...

From the entrence, head straight, go through the first game, and go up and through the double door into the castle's main hall.  Here, you will have 3 ways to go, and you need to go through the eastern door (not down the stairs, through the door).  Through that door, you have two paths, start by going up, and circling around the room to the right.  Go down, and go down the stairs at the bottom right corner of this room.  This area is a storage room, so obviously there is going to be quite a few items here.  Search all the barrels and urns for a Tent, 490 GP, and a Phoenix Down.  When you have gotten the items, go back up the stairs.  Here, go up, left, down, and enter the main hall once again.  Now once back, you need to head down those stairs you originally ignored.  

Down there, there will be a whole slew of paths that you need to follow.  Start by going all the way right (ignoring the casual floor switch), and then head up.  Head up through two doors, and at the top, go right.  Go down the stars here to be in the basement of the castle.

BIG Note:  There is an enemy here, called the Harpy.  These enemies will be far too strong for you to face at this point. They are very fast as well, and can easily kill a member in one attack.  I suggest putting a theif in your party (make sure he has the Flee skill) and using flee a the start of battle.  You don't stand a chance against these fiends.

Anyways, here, go down, right, and up.  There will be an intersection.  Both paths have items, but you should go through the door on the right first.  There will be three urns in here.  Examine each of them, and you will get 2 sets of 1,000 GP, and the spell "Speed".  Now go down and back to the intersection.  Go up the path on the left.  Here, go left, and up...open the chest for a Elf Cloak that should be rather useful.

Now you can get out of this hell-hole.  Head back right, down, go down at the intersection, go left at the bottom, and go up.  Exit this screen through the same stairs you entered.  

Back on 1F, head left and down through those door.  When in the main area, head down through the door on the bottom of this screen.  Here, you are on the upper levels of the castle.  Head right, and go up the stairs.   Plunge into the water, and head all the way up the screen.  At the very top, there will be a waterfall. this is where you want to be. head directly up into the waterfall, and you should change screens.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 --- Side Quest: Walz Water Tower ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 10
My Level: 16
Enemies: Elf Toad, Ice Soldier
Boss: Shiva, Ice Commander
Item: Ice Rod
Blue Magic: Toad Song (Elf Toad)

Alright well this is the side quest I have been commenting on.  The area itself isn't hard, but the boss at the end is.  It will be very hard to do at this point if you don't have the Healing Rod, but it is doable.  Make sure you have someone who can use White magic, if you dont have a White Mage.  That healing rod will make the battle a lot easier, but a basic cure spell works...even if a lot worse.  

If you are doing this battle after you have reached the point where you hasve level 2 spells, the boss at the end of the area will be about 100 times easier.  But as I said, it is doable without Cure 2 and Fire 2.  

Luckily, this area is short.  On 1F of the Water Tower head up, and enter the the first set of stairs.  Now circle around the screen on either side, and go up the stairs to the next floor. This is the top floor.  You need to dodge the 'blocks'.  Start by going down, and following the far left wall.  At the bottom, go right, dodging more 'blocks', and heal.  Examine the flame in the center of the room, and a battle will start.  

*******************************************************************
Shiva
Ice Commander (x3)
HP: Shiva: 1,500 Ice Commander: About 500 (not positive)
ABP: 6
Steal: Shiva: Phoenix Down, Ice Commander: Mythril Sword
Item: Ice Rod
Weakness: All: Fire
Facts: Shiva and her Ice Commanders all weak against Fire.  Shiva attacks the entire party with Ice 2 spells.  The Ice Commanders are fast, and each get an attack off.  
Strategy:
Depending on when you fight this battle, it can be either very easy, or horribly evil.  First off, to make it easier, you should have the Healing Rod.  you get that from Tycoon Castle after talkin to the Chancellor in the hidden Armory.  You need this because of the sheer amount of damage Shiva and her commanders can do.  The commanders' attacks do 70-100 damage or more, and there are three of them, so the damage can pile up quickly.  And to make matters worse, Shiva herself is very strong.  She casts Ice 2 spells on the entire party, or a single member.  the entire party Ice 2 spells do about 80 damage to all, and the single person does 200 or so HP damage.  The best offense in this battle is physical attacks and Fire Spells.  If you have a White Mage (or some other character with White Magic) keep them on constant healing duty.  Try and keep every character above 300 HP at all times.  200 at minimum.  With the Healing rod 'attack' your party member that needs healing and they should get all the HP they need.  

There is one big trick you can do to lower the damage done to the party.  Put 2 members in the back row and 2 in the front.  Shiva will only be able to attack 2 each time, instead of all 4.  This will lower all the damage Shiva does and help you save time. 

Kill off the Ice Commanders first, but not before stealing from them.  The earlier you are in the game, you can get an excellent Mythril Sword for your physical attackers.  Kill them off in any manner you see fit, but Fire magic works best.  And work on one at a time.  Since they have rather high HP, it may take a while.  Shiva alone is a lot easier.  She is rather slow, and so the damage done is reduced quite a bit.  The key to winning the battle is to get the ice Commanders out swiftly to lower the amount of damage they can do to your party at one time.
*******************************************************************

After the battle you will get the Shiva summon (its automatic).  Head down, and exit through the door at the bottom of the screen and you will be back at Walz Castle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Walz Castle ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 8
My Level: 16
Shops: None
Items:Tent, 490 GP, Phoenix Down, 1,000 GP, 1,000 GP
Spells: 'Speed'
Enemies: Harpy

From the outside of the tower, head right, down, and go back to dry land.  head down the stairs, go left, and enter the door.  Once back inside, head left, and go back up the stairs.  Once back in the main hall, head left, and go up.  This next screen in the Kings throne room.  Watch a scene, and you will know where to go. Head down and out of the throne room, head down out of the Main hall, and exit the castle completely.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Gatlings, Tattoo, Big Horn, Garula

If you paid attention to the scene, you will know where you need to go next.  Jump on your dragon, and head northwest.  There will be a peninsula with a lone tower on it.  This is where you want to be.  Land the Dragon, save your game, and enter the tower.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Walz Tower ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 8
My Level: 16
Item: Silk Robe, Maidenss Kiss, SilvrArmband, Ether
Enemies: Ice Soldier, Ricardmage, PaddleThru, Y Burn, Elf Toad
Boss: Garula
Blue Magic: Toad Song (Elf Toad)
Jobs: Berserker, Red Mage, Time Mage, Summoner,and Sorcerer

Alright, I wont add some big note at the beginning of this area like I do everywhere else.  (No, I'll just leave that for later).  When you begin, you should head up, through the door, and up the stairs onto 2F.  On 2F, head around the room, and go up the stairs to 3F.On 3F, head right, down, left, up and go up to 4F.  On 4F, you can talk to the king.  Head straight and go left (dont do up the stairs yet), and enter the water.  Examine the vine, and climb up it to 5F.  Here, head up and open the chest.  it contains a Silk Robe you should immediately equip.  After getting that, head down, and fall down the hole back to 4F.  

Back on 4F again, head up, and exit through the stairs you avoided last time.  On 5F, there will be a save point.  Save if needed, and head right.  Open the chest here for a Maidnens Kiss.  Head back left and go up the stairs to 6F.  On 6F, just head straight up and enter the next floor.  7F is the truly good floor of the tower though.  Head down, right, and up to get to 8F.

Note: 7F if an excellent place to level up.  The two Y Burns that are frequently found here give 80 EXP, and 2 ABP.  You can also steal a Mythril Knife from them, to sell, if not use.  This is a great time to gain levels.

On 8F, you have three paths.  Fire, you should head up the vine on the top left of the screen.  here, head down and open the chest for a SilvrArmBand.  Now go back up, and fall through the hole to go back to 8F.  Now head through the door on the top right, and you will be where you want to be.  

Before going up the stairs, open the chest for an Ether, and then head up the stairs to the final floor.  There, heal, and head forward.  Watch a scene and you are forced into battle.

*******************************************************************
Garula
HP: 1,200
ABP: 5
Steal: Tonic
Drop: Potion
Facts: He attacks soley with physical attacks, though he does have access to white magic.  When he is at half HP or less he takes 2 turns in a row, each with 2 attacks each.  
Strategy:
As I said in the facts section, Garula attacks only with physical attacks, so have a White magic user cast Protes.  Normally, garulas attacks do about 50-80 damage which isnt nearly as bad as some bosses, but whats bas is that he has multiple turns right after another.  he usually attacks twice in a row, effectively doubling his damage.   The best way to go about this battle is to just pound.  This is one of the easier battles in the game, and you beat Siren, who was a LOT harder then he. And with protes on your members, he wont be able to damage you very much.

If you want to have a bit of fun in this battle, you can do so.  First, cast White Magic Mute on garula, and then have someone with the !Blue skill cast Toad song (which you learned from the Elf toads).  This will turn Garula into a toad, and effectively shut him down.  His physical attacks will do 1-2 damage, and you will do double damage with all of your attacks.  Isn't being mean to bosses fun? 
*******************************************************************

After the battle, watch a scene, and you will be able to pick up the crystal shard.  You will now get the classes Berserker, Red Mage, Time Mage, Summoner,and Sorcerer.  Now, you notice there is one crystal shard left.  ignore that for now, you wont be able to get it for a long, long time, and exit the tower at the top of the screen.

Watch a long set of scenes, and you will be back on the world map.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 --- Fire Crystal: World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Gatlings, Tattoo, Big Horn, Garula 

Alright now that you are done with that, you shouldhead back to Walz.  Get back on your cute dragon dude, and head southeast to get back to Walz.  Enter the castle (you should know by now, its the one on the left).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Walz Castle ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 9
My Level: 16
Shops: None
Items:Tent, 490 GP, Phoenix Down, 1,000 GP, 1,000 GP
Spells: 'Speed'
Enemies: Harpy

Once at the castle, you wont have to be there long.  Just long enough to reprimand the king for not listening to you.  Head straight up the first screen and enter the main hall.  In the main hall, head up, and enter the throne room.  In the throne room, go up and right.  Head all the way right, and enter the door above you.  This will be the Kings' Chambers. Here, head up and left.  Talk to the man in the bed (the king) and watch a scene.  You will be told your next goal.  

Now head out of the kings chamber, go back through the throne room, the main hall, down and out of Walz castle for the last time.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Gatlings, Tattoo, Big Horn, Garula

We're finally going to explore a new area of the world map, yay!  Hop onto our dragon buddy, and head north and slightly east to the area near where Walz Tower sunk into the sea.  There will be a meteorite there, and thats where you need to be.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Walz Meteor ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 9
My Level: 16
Enemies: None
Items: None

Head straight up, and enter the meteor.  inside, folow the path around the right side of the screen, and enter the door at the top.  Here, head directly down, and watch a scene.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Karnak Meteor ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 9
My Level: 16
Enemies: None
Items: None

Now head directly up, and exit this first screen.  hea dodwn the left side of the screen, and enter the door at the bottom.  Head straight down, and exit the meteor.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Zuu, Glastos, Landwort, Wild Dog

This is a completely different area of the world map then you were in before.  You have a long walk, so be prepared.  Head directly west, going north when needed.  Go west, and then head a looooooong way north.  Soon there will be a few paths.  Head southwest, and head south until you get to a town and castle.  Head into the town.   

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Town of Karnak ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 10
My Level: 17
Shops: Weapon, Armor
Items: None, yet
Piano: 4

Note: Oddly, you will find this place having no items.  Also, you wil find that it is on fire.  Fear not, the town is normally like this, and so it is not in chaos.  You wont be able to buy much at this point...so just follow my directions.

When you enter, head straight, and well...go left.  Enter either the weapon or the armor shop (the weapon shop is closer).  Here, talk to one of the shop owners (this part IS required) and then watch a scene.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Karnak Castle ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 10
My Level: 17
Items: None, yet
Shops: None

When you wake up, run around the entire cell, trying to find a way out.  keep running around, and then wait.  Eventually the man in the cell beside you will bloe a hole into your own cell.  Watch a scene, and then you will be free.  

When you regain control, head right and go all the way up.  Ignore all the other doors, as you can't get any other items yet. Head up the stairs and into B3.  On B3, you still can't get any items yet, so just head up through two doors, and into B2.  On B2 head around the screen (either side is fine) and go all the way down to the bottom.  Head into the center, and go up the stairs.  On B1, head right, and up.  Go up the stairs to reach the main hall.  As in all main halls, head down, through the door, and exit to the outside of the castle. Head down and completely exit the castle. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Zuu, Glastos, Landwort, Wild Dog

This is easy.  Just head east and enter karnak.  There are some excellent upgrades just waiting for you!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Town of Karnak ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 10
My Level: 17
Shops: Magic, Weapon, Armor, Item, Inn
Items: None, yet
Piano: 4

Shop Inventories:

Magic Shop Inventories:

Time:

Demi  620
Stop  580
Haste 320
Mute  320
Slow   80
Regen 100

Black:

Fire 2  600
Ice 2   600
Bolt 2  600
Poison  290
Sleep   300
Fire    150
Ice     150
Bolt    150

White:

Cure 2 620
Raise  700
Muddle 650
Mute   280
Protes 280
Cure   180
Scan    80
Antidot 90

Weapon Shop Inventory:

MythrilKnife    450
MythrilSword    880
MythrilHammer 1,050
Fire Rod        750
Ice Rod         750
Lightning Rod   750
Flail           780

Armor Shop Inventory:

MythrilShield 590
MythrilHelmet 550
Plumed Hat    350
MythrilArmor  700
Silver Plate  600
Silk Robe     500
MythrilGlove  600
SilvrArmBand  500

Item Shop Inventory:

Tonic          40
Antidote       30
Eye Drop       20
MaidensKiss    60
Cornucopia     50
Soft          150
PhoenixDown 1,000
Tent          250

The first thing you should do is look at those excellent shop inventories.  You will notice the wide variety of weapons, armor and magic that you can buy.  This is an excellent time to stock up.  Though buying everything costs at least 12,000 GP.  Also take note that you can buy everything at this time, and you wont be arrested.  

From the entrence, head up, and at the split, take the right path.  Head down, and enter the once-locked Magic shop.  This is the best area in the town.  But you will notice, unlike the previous magic shops, there are three merchants.  Each merchant sells a different type of magic.  One seels Time, one sells White, and the other black.  Most magic shops will be like this for the rest of the game, so it is best to get to know it.  In this shop, the person who sells Time magic is on the right, the one who sells Black is in the center, and the one who sells white is on the left.  

After buying all the magic available to you (at the very least, I suggest buying the Ice 2 spell, that will be the most useful in the next dungeon) head out of the shop, and head up.  head directly into the inn.  Spend the night, and then go left and up.  talk to the man here and you will be at the item shop. its important for you to get a lot of Eye Drops, as the enemies in the dungeon can blind your entire party at once with their attacks.

After buying some Eye drops, head down, and out of the inn.  Outside, head left all the way, and enter the Pub.  Here, head up, and right. Play the piano, then head down, and left.  Exit the pub, and outside, head right.  Go down, and enter the Weapon Shop once again.   Here, make sure to buy all the good weapons, and get a few ice rods, if you wanna have some fun later on.  Then head left and talk to the armorer.  He also has a wide selection of great items.  

After buying all the items, head out of the shop, and then go down.  head all the way down, and exit the town.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Zuu, Glastos, Landwort, Wild Dog

Alright, you have yet another short walk.  Just head down to the water, and a bit left and you will be at the ship.  Make sure to save your game before entering.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Fire Ship ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suggested Level: 10-11
My Level: 17
Items: 
Enemies: Defeator, Mottletrap, Cool Dust
Boss:
Blue Magic: Flash (Cool Dust), Exploder (Mottletrap)

Alright, in the beginning you wont have encounters.  Watch a scene, and then head into the door above you.  here, head up, all the way right, and down to the next floor. On this floor, head down, circle around, and enter the door at the bottom.  NOW the encounters start.

Note: Before we begin, I would like to say that this is one of my favorite spots to level up.  The enemies all of a sudden started giving good EXP and ABP.  There is also two Blue Magic spells you can learn here.  Flash is easy, you just need to get it cast on you.  Exploder is a bit harder.  Fight a Defeator alone, and then mottletraps will appear.  Here, have a Black or a Red Mage (or any other character with a bolt spell) cast a simple Bolt spell on BOTH of the enemies at once (by pressing left at the back enemy).  Then they will use exploder.  It may take a few battles to get them to target the Blue Mage/character with the Learning skill.  

_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_
               ~~~~~~~~~~~~~~
               ~~~ Bosses ~~~
               ~~~~~~~~~~~~~~
¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯

This section is for the bosses of Final Fantasy V.  Think of this as a Boss FAQ inside a full FAQ.  The bosses are in oprder of appearance, so it will be easier to navigate.  Anyways, enjoy.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Wind Shrine ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

*******************************************************************
Boss: WingRaptor
HP: 250
ABP: 0
Items: Phoenix Down
Facts:  His normal attacks do around 15 damage, and when he closes his wings, and if you attack him, he will counter with a nasty spell that does 30 damage to all members.  
Strategy:
Well first, DO NOT ATTACK WHEN HE CLOSES HIS WINGS!  If you do, you will be countered by a nasty wind spell that hits all members for 30 damage.  That is not good.  The fastest way to beat this boss, is to have everyone have a defense of 2, With their leather caps, Leather Shoes, and Leather Shields.  Next, everyone, or close to everyone should have a Broadsword equipped.  With a Broadsword, your characters do around 30 damage with each attack.  This will make it faster to beat him. Attack him with all your might for a single turn, but start with caution on the second turn, as you never know when he will close his wings.  Two hits by that attack all spell and your party will be easily wiped out. Heal with Tonics if you get around 30 HP.  
******************************************************************

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Torna Canal ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

*******************************************************************
Karl Boss
HP: 650
ABP: 5
Steal: Tonic
Items: Tent
Facts: Tenticle can paralyze you, and most likely will. His normal attacks do around 30-40 damage to a single character. Tail screw leaves you within 7-10.  He is weak versus Lightning spells.
Strategy:
By looking at the facts before this boss, you notice there is a big difference between the strength of Karl and the Wing Raptor.  His normal attacks are very strong, so try to heal after every turn or two.  having the White Mage (if you have one) heal your entire party every two to three rounds and you should live.  Frightningly, the Karl Boss can paralyze any character he hits with his Tenticle attacks.  If 3 of your characters get paralyzed, then your party may die.  Luckily, this parasylisis usually only last a turn.  If your White Mage gets paralyzed, put someone else on healing duty, as you need it.  Make sure you always have enough healing items, as he can sometimes to a "Screw attack" that REALLY hurts a single character, leaving them at around 7 HP.  If this does happen, you should heal immediately, maybe even with 2 characters. Since he is weak versus Bolt spells, having a black mage can really do a good amount of damage to him.  Any other strong physical attacks work, especially from a Knight. Normally a Knight does around 90 damage, but with the Two Hands ability (if you have it at this point) he can do 180.  Keep your HP up, and this battle is survivable. 
*******************************************************************

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Ship Graveyard ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

*******************************************************************
Siren
HP: 900
ABP: 5
Steal: None
Drop: BronzeShield
Facts: Every three turns she turns in and out of Undead Mode.  As undead, she is stronger versus physical attacks, and her physical attacks are stronger.  In living mode her magical attacks are stronger.
Strategy:
First off, as always, read my facts.  That is a very important factor in this battle.  Siren in her normal, living form (blonde hair, blue dress) casts a lot of magic.  She will silence you with Mute, and cast attack magic, like Bolt on you.  Bolt does around 50-70 damage, or more to a single characer.  After she turns to undead mode is when she gets dangerous though.  Then, physical attacks do about half or 1/4 of what they did to her in normal, living  mode.  But, Cure magic damages her now.  a strong White mage can do about 80-90 with a Cure spell each time, but that is if they are not healing your party.  Because you had a long dunegeon before this, it is important that you healed before, not during the battle.  Especially in the harder battles in the game after this. In her undead mode (brown dress, blood on her skin) she does over 100 damage with her physical attacks.  try and keep your HP over 150-200 at all times in this battle just to be safe.
*******************************************************************

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- North Mountain ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

*******************************************************************
Magissa
Faltzer
HP: Magissa: 650  Faltzer: 700
ABP: 6
Steal: None
Items: Power Drink, Whip
Facts:  Magissa summons Faltzer on her second turn.  She is also FAR weaker to physical attacks then she is magical attacks, so that should be your main offense.  Faltzer is stronger physically then Magissa.  
Strategy:
Well...when you see those two bosses, you originally think that the battle starts with both.  Well, it doesn't.  If you paid any attention at all to the scene before this battle, then you will know that Reina is poisoned. So the very first thing you should do is cure that poison.  Have a White Mage (or another character, if you don't have a White mage...) use Antidot or an Antidote on her to get rid of the poison. Now that we have cleared that up (should have been common sense) we can work with the main strategy.  Well first off, Magissa does 40-80 damage to a single character with magical attacks, which are her main offense.  And as I saiod in the fact section, Magissa summons her prtner, Faltzer on her second turn.  Faltzer is stronger then Magissa herself, both HP, and strengthwise.  But once he is there, you can not attack Magissa, so he is your primary target.  At this point, if your party is weak, you may want to have your White Mage cast Protes, because Faltzers physical attacks are so strong (80-100+ damage...ouch!).  Remember that with Faltzer in front of Magissa, your attacks wont be effective, so don't worry about attacking her at this point.  But even worse, Magissa gets annoying. She casts support spells (such as Regen) on Faltzer to make him harder to kill. This battle will not be too hard, as long as you keep your HP up, and pound the enemies with relentless physical attacks.  
*******************************************************************

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    --- Walz Water Tower ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

*******************************************************************
Shiva
Ice Commander (x3)
HP: Shiva: 1,500 Ice Commander: About 500 (not positive)
ABP: 6
Steal: Shiva: Phoenix Down, Ice Commander: Mythril Sword
Item: Ice Rod
Weakness: All: Fire
Facts: Shiva and her Ice Commanders all weak against Fire.  Shiva attacks the entire party with Ice 2 spells.  The Ice Commanders are fast, and each get an attack off.  
Strategy:
Depending on when you fight this battle, it can be either very easy, or horribly evil.  First off, to make it easier, you should have the Healing Rod.  you get that from Tycoon Castle after talkin to the Chancellor in the hidden Armory.  You need this because of the sheer amount of damage Shiva and her commanders can do.  The commanders' attacks do 70-100 damage or more, and there are three of them, so the damage can pile up quickly.  And to make matters worse, Shiva herself is very strong.  She casts Ice 2 spells on the entire party, or a single member.  the entire party Ice 2 spells do about 80 damage to all, and the single person does 200 or so HP damage.  The best offense in this battle is physical attacks and Fire Spells.  If you have a White Mage (or some other character with White Magic) keep them on constant healing duty.  Try and keep every character above 300 HP at all times.  200 at minimum.  With the Healing rod 'attack' your party member that needs healing and they should get all the HP they need.  

There is one big trick you can do to lower the damage done to the party.  Put 2 members in the back row and 2 in the front.  Shiva will only be able to attack 2 each time, instead of all 4.  This will lower all the damage Shiva does and help you save time. 

Kill off the Ice Commanders first, but not before stealing from them.  The earlier you are in the game, you can get an excellent Mythril Sword for your physical attackers.  Kill them off in any manner you see fit, but Fire magic works best.  And work on one at a time.  Since they have rather high HP, it may take a while.  Shiva alone is a lot easier.  She is rather slow, and so the damage done is reduced quite a bit.  The key to winning the battle is to get the ice Commanders out swiftly to lower the amount of damage they can do to your party at one time.
*******************************************************************

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Walz Tower ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

*******************************************************************
Garula
HP: 1,200
ABP: 5
Steal: Tonic
Drop: Potion
Facts: He attacks soley with physical attacks, though he does have access to white magic.  When he is at half HP or less he takes 2 turns in a row, each with 2 attacks each.  
Strategy:
As I said in the facts section, Garula attacks only with physical attacks, so have a White magic user cast Protes.  Normally, garulas attacks do about 50-80 damage which isnt nearly as bad as some bosses, but whats bas is that he has multiple turns right after another.  he usually attacks twice in a row, effectively doubling his damage.   The best way to go about this battle is to just pound.  This is one of the easier battles in the game, and you beat Siren, who was a LOT harder then he. And with protes on your members, he wont be able to damage you very much.

If you want to have a bit of fun in this battle, you can do so.  First, cast White Magic Mute on garula, and then have someone with the !Blue skill cast Toad song (which you learned from the Elf toads).  This will turn Garula into a toad, and effectively shut him down.  His physical attacks will do 1-2 damage, and you will do double damage with all of your attacks.  Isnt being mean to bosses fun? 
*******************************************************************

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           ~~~~~~~~~~~~~~~~~~~~~~~~
           ~~~ Shop Inventories ~~~
           ~~~~~~~~~~~~~~~~~~~~~~~~
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This section is devoted to the shop inventories of Final Fantasy V.  THis will give you an inventory and the cost of each shop in each town (and otherwise) in the game.   These are also found in the walkthrough, but they are here for your own convenience.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Tule ---     
           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Magic Shop Inventory:

Fire        150
Ice         150
Bolt        150
Cure        180
Scan         80
Antidot      90

Weapon Shop Inventory:

Broadsword  280
Wooden Rod  200
Staff       200

Armor Shop Inventory:

LetherShield 90 
Leather Cap  50
LeatherArmor 80

Item Shop Inventory:

Tonic        40
Tent        250

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Kerwin ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Magic Shop Inventory: 

Fire   150
Ice    150
Bolt   150
Sleep  300
Cure   180
Antidot 90
Mute   280
Protes 280

Weapon Shop Inventory:

Dirk       300
Long Sword 480
Wooden Rod 200
Staff      200

Armor Shop Inventory: 

BronzeShield 290
BronzeHelmet 250
BronzeArmor  400
BronzePlate  350
Cotton Robe  300

Item Shop Inventory:

Tonic           40
Antidote        30 
Eye Drop        50
MaidensKiss     60
Cornucopia      50
Soft           150
Phoenix Down 1,000
Tent           250

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Walz ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Magic Shop Inventory: 

Slow     80
Regen   100
Mute    320
Haste   320
Chocobo 300
Sylph   350
Remora  250

Weapon Shop Inventory: 

BattleAxe  650
Long Sword 480
Dirk       300

Armor Shop Inventory:

Iron Shield  390
Iron Helmet  350
Iron Armor   500
Kung-Fu Suit 450
Cotton Robe  300

Item Shop Inventory:

Tonic           40
Antidote        30 
Eye Drop        50
MaidensKiss     60
Cornucopia      50
Soft           150
Phoenix Down 1,000
Tent           250

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Karnak ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Magic Shop Inventories:

Time:

Demi  620
Stop  580
Haste 320
Mute  320
Slow   80
Regen 100

Black:

Fire 2  600
Ice 2   600
Bolt 2  600
Poison  290
Sleep   300
Fire    150
Ice     150
Bolt    150

White:

Cure 2 620
Raise  700
Muddle 650
Mute   280
Protes 280
Cure   180
Scan    80
Antidot 90

Weapon Shop Inventory:

MythrilKnife    450
MythrilSword    880
MythrilHammer 1,050
Fire Rod        750
Ice Rod         750
Lightning Rod   750
Flail           780

Armor Shop Inventory:

MythrilShield 590
MythrilHelmet 550
Plumed Hat    350
MythrilArmor  700
Silver Plate  600
Silk Robe     500
MythrilGlove  600
SilvrArmBand  500

Item Shop Inventory:

Tonic          40
Antidote       30
Eye Drop       20
MaidensKiss    60
Cornucopia     50
Soft          150
PhoenixDown 1,000
Tent          250

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          <<< Final Fantasy VI >>>

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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One last time, this is for the PSX version of the game, NOT the SNES version.  There are FAQs for the SNES version elsewhere, just not in this one.  

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           ~~~~~~~~~~~~~~~~~~~~~~~~~
           ~~~ Table of Contents ~~~
           ~~~~~~~~~~~~~~~~~~~~~~~~~
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1:  Table of Contents
2:  Introduction
3:  Basics
4:  Battles
5:  Characters
6:  Walkthrough:
World A:
Section 1:  Narse Invasion
Section 2:  Figaro
Section 3:  Sabin
Section 4:  The Returners
Section 5:  A Tale of Three Parties
Section 6:  Reunion in Narshe
Section 7:  Journey to a Distant Land
Section 8:  Magicite
Section 9:  Entering the Empire
Section 10: Magitek
Section 11: Return of Terra
7:  Bosses
8:  Espers
9:  Magics
10: Shop Inventories

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           ~~~~~~~~~~~~~~~~~~~~~
           ~~~ Introduction ~~~
           ~~~~~~~~~~~~~~~~~~~~~
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Final Fantasy 6 is often considered the best Final Fantasy of all time.  Memorable characters, beautiful music, and gameplay unrivaled, it is easily one of my faves.  And plus, that Opera Scene was totally awesome.  For those who never had the chance to play the older version, the PSX version will be a gift from god.  NOTE:  This FAQ is for the PSX version of FF6, NOT the SNES version.  There are changes to the versions, if not too many.  

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               ~~~~~~~~~~~~~~
               ~~~ Basics ~~~
               ~~~~~~~~~~~~~~
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I will start as everyone else starts...Final Fantasy 6 is a RPG, or "Role Playing Game". DUH.  This means that it has a turn based battle system, so remember, if you are an action fan, this may not be the type of game for you. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Party ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In Final Fantasy 6, your party contains 4 members.  You can choose whatever members you want, but sometimes you are required to use certain members, depending on where you are in the game.  The required members usually have some effect on the story.  

Your party configuration is all about your own play style.  If you like a party who prefers magical attacks, Terra, Celes, Strago, and Relm will probably be best.  For a physical party, you should go with a party like Sabin, Edgar, Shadow, and Cyan.  For a party based off speed, Sabin, Shadow, Locke, and maybe Celes or Gau.  

You usually want a balanced party, maybe two magi users and twophysical attackers.  You should ALWAYS have at least one magic user in your party for healing purposes.  

Of course, characters like Terra and Celes arent meant purely for magical attacks, like Strago and Relm.  And Shadow and Locke are stronger magically then the other physical attackers.  You can also build up a characters weaknesses using Espers.  A character based for say, physical attacks, will NEVER be as good as magic as a character based on magical attacks, no matter how high their stats get.  Sabin and Cyan will ALWAYS suck at magic.

Here is the list of what characters are based:

Magical:

Terra
Celes
Strago
Relm

Physical: 

Edgar
Sabin
Locke
Cyan 
Umaro
Shadow
Gau

Speed: 

Sabin
Shadow
Gau
Locke

Other:  

Gogo
Setzer
Mog

Other characters cant fit into either the physical, magical, or the speed categories.  They are balanced, but dont really excel at anything.

You can change party members at any time, after a certain point.  Early on, you have to go to Narshe, but later, you can change members by talking to the members in the ship.  

When changing members, you have remeber about development.  Each character needs to be developed quite a bit by the end of the game.  So try and use characters you don't normally use every once in a while.  On a side note, for your own good, remmeber to take off the characters' Espers before they leave your party.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

           --- Menu ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Note:  This is for the "Default" button settings.  If you dont use default, then modify this area as needed.  

The Menu screen is a tad annoying when you start playing.  To get to the menu screen, you have to press the "Triangle" button.  To navigate, you have to press the yp or down directional kepys.  To reoder your party members, or place them in the front or back row, press left, and up or down.  To change a characters rows, press X.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

           --- Items ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The command on the top of the main Menu screen is Items.  This command allows you to you to use items.  Not all items can be used in the Item Menu.  Items that heal status, HP, MP, and items like Tents can be used on this screen.  

The commands at the very top of the Item screen mean a few things.  The Item on the far left means use an item (same as normal), the middle comand, "Arrange", will sort your items.  Use should use the "Arrange" command a lot.  The command on the far right, "Rare" is for the rare, one use items of the game.  It basically tells you what ones you have, and their decriptions  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Skills ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The second command on the Menu screen is "Skills".  This is probably the most important command throughout the game.  Early on, you wont be using it much, but from a certain point, you will use it quite a bit.  "Skills" brings you to a new section.  Depending on the character, you will have a Menu that looks like this:

-----------
Espers
Magic  
-----------
---------
SwrdTech
Blitz
Lore
Rage
Dance
---------

The commands on the top, Magic and Espers will be white for everyone, but the commands on the bottom, SwrdTech through Dance are always unchoosable UNLESS you are looking at the skills of a certain character.  You can switch characters on this area by pressing R1 or L1.  

The Esper command and the Magic commands are the most important commands on the screen.  The Esper command allows your party to change Espers with other memebers of your CURRENT (key word here) party.  Just click the Esper you want the character to have, and, if it is White, they will Equip it.  The Magic menu is basically what spells the characters have learned. It also shows the progross of the spell you are learning. You can only use HP healing (AKA Cure) and Status (like Antidot) healing spells on the Magic screen.  To use the spell, make sure its white, and press the "X" button. If you want the spell to target all members, press the R1 or one of the side (--> or <--) buttons.  Having a healing spell target all members will save a lot of MP in the long run.  But remember, it only heals for half the amount. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Equip ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The third command on the Menu screen is another important command called "Equip".  Now, I am going to pretend you are a dumbass, and don't know what this means.  Let me tell you as easily as I can: "Equip" allows you to Equip weapons and items!  That was real hard, wasnt it?  There are four commands at the top of the Equip screen.  Lets start with Equip.  Equip itself is the main function of the "Equip" menu.  The Equip command is what allows you to make the weapons/armor changes.  By pressing the X button on the Equip command, another smaller menu will come up with the other weapon and armor choices. On the right, the stats will chage.  Yellow means improvement, Gray means you will lose something on that stat.  

The second command (from the left) is called "Optimum".  This is something that you will not want to use from about 60% of the game and on.  Basically, it automatically equips one character with the equipment that give the highest attack and defense.  Sounds good, right?  Wrong. Because that equipment may not actually be the best in your inventory.  The best equipment in the game is not always the strongest, but ones that upgrade other stats.  Like the best equipment for a magic user would be one that ups the magic stat.  I never use this command.  Ever.  

The third command from the left, Rmove, is basically remove.  It removes one the equipped items a character has.  This is best used when you are about to take a character out of your party.  Or when you totally want to re-equip one starting from scratch.

And the last command, Empty, is basically an advanced remove.  It removes everything, instead of just one item.  Same as Rmove, but even better if you are changing characters.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Relic ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Probably the easiest command, this allows you to equip Relics.  Each character can only equip 2 relics.  To equip relics, choose the "Equip" command on this screen, and scroll through your relics.  Confirm your relic by the X button.  The second command on this screen is Remove.  Same as with equipment, it basically removes an equipped relic.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Status ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Basically, this screen is just for looks.  You can see all of your characters stats here: Current HP/Max Hp, Current MP/ Max MP, and about every other relevant stat.  You can not see the spells learned by a character here, though you can see what Esper is equipped.  To change the member you wish to see, press R1 or L1.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Config ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   

The configuration screen allows you to change the way you play your game.  Basically, all the command in here change something.  This Guide was made with a default config.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Save ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is by far the most important feature in the game.  This command is only selectable if you are on a Save point or the World map.  There are 2 commands here, Memo and Save. Memo is a "Soft Save" that basically saves it to the PSX itself, and will be delete if you turn off, or "hard reset" (reseting other then L1, R1, R2, L2, and Start).  This is good if you are only planning on beating it in a day (damn you must be lazy...) or dont currently have enough memory card room, and dont mind keeping the PSX on.  This is rather unreliable though, because you never know when the power will go out and BANG!  There goes your game.  No way to restore it.

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               ~~~~~~~~~~~~~~
               ~~~ Battles~~~
               ~~~~~~~~~~~~~~
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The battles in Final Fantasy 6 are turn based, meaning that you go once, and your "gauge" has to refill.  Basically, I am going to do my half-assed attempt at telling you the basics of fighting battles.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Battle Start ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You battle with all the characters in your current party.  Your current party can be changed either in Narshe (early in the game) or on the Airships (throughout the middle and end of the game).  You should always keep your party healthy when out of battle.  Using items, magic and any other ways, you will severly up your chances for survival.  If your party is weak and dying, then your opponents will take advantage of this, and you may get a game over.  Always try and start battles with all of your characters at LEAST at 70% health.  

Battle formation is also a key to winning.  Characters like Strago and Relm who are not meant for physical attacks work best in the back row, where they can cast their spell AND taking less damage physically.  Physical attackers usually will be in the front row, and are in more danger then those in the back row, since they take more damage.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Battle Tactics ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Anyways, ALL battles start with a swirly little blur on the screen, started by the normal doo doo doo doo doo doo doo doo music.  there are 5 (Five) things that can happen from here:

Normal Attack:  Both enemies and allies start facing each other.  They work during speed, so the faster the characters/enemies are, then they will attack first.  Both do normal damage to each other. BY FAR the most common type of battle formation.  

Enemy Back Attack:  In this formation, the enemies have the jump on you.  Each enemy gets a single attack BEFORE your party does.  Luckily, your party is automatically set into the back row, so the physical attacks will do half damage to them, but you may have to waste a turn going back into the front rown.  But by that time the enemies will have had 2 rounds to your one.  

Ally Back Attack:  Basically, all of your allies start with a full "gauge".  This means you get an extra round of attacks onto your enemies, means that you can obliterate then before they even have a chance to attack you.  This is VERY good.  

Enemy Pincer Attack: This is probably the worst that can happen to you.  Basically, the enemies have surrounded you.  To start, you cant run from the battle until you kill off one set of enemies.  Second, the enemies can do double damage to your party members if they are facing the opposite way.  This will cause your slaughter faster then the back attack because the enemies do normal damage, not half physical damage like in the Back Attack.  

Ally Pincer Attack:  This means you get to surround the enemies.  Your party can do normal damage, or double damage.  Even better, the enemies cant run from you.  You also get a round before they do.  You are also capable of doing 4x damage with this, if you have a back attack, and critical with that.  (yummy!)  This is probably the best you can get.  

At the beginning of battle, you see a screen on the bottom, this is your key to winning:

-------------------------------
Enemy XXXXXXX | Terra 1000/1000
Enemy YYYYYYY | Celes 1500/1500
Enemy BBBBBBB | Sabin 3000/3000
Enemy AAAAAAA | Locke 2000/2000
-------------------------------

On the default settings, there will be a guage after the HP, so it would be more like 1000 [Insert gauge here].  The enemy [Insert Letters Here] is obviously going to be there.  And the names of the characters can change, but thats the basic battle interface.  

Now for the battle comands:

 --------
|Attack  |
|Personal|
|Magic   |
|Items   |
 --------

The personal skill varies with the character.  But that is how it always looks.  

Attack gives a normal attack, with your euipped weapon.  If you are in the back row, it will do half damage.  The personal commands are covered in the characters chapter.  The magic comand allows a character to use the spells they have learned.  And the Item command allows you to use items in your inventory, or allows you to change weapons.  You can scroll between them with the direction buttons.  The command on the left and right (if you press them) are ROW and DEFEND.  Row changes a person from the front and back row, while defend halves damage taken.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Battle Flow ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

After you have the basics of battles down, you are ready to go into the advanced areas.  

The main thing you need to worry about in battles is HP.  Your characters, and your eneemies all sport a certain amount of HP.  Depending on your attack, you do a certain amoung of damage to the enemies (or allies) HP.

Lets say you attacked a Nymph.  The nymph had 40 HP.  You have 30.  Your attack to him did 20 damage.  His attack to you did 10.  After one round you would have something like this:

Nymph: 20/40
You: 20/30

Obviously, if you did the same amount of damage each attack, you would win on the next turn.  Obviously, if the enemy was faster then you, he would be able to kill you, And the attacks dont always do the same amount of damage.  This is the basics of physical battles.  When your HP=0 you are dead (KO).

There are 2 ways to revive from KO (dead):  The Life Spells, or a Phoenix Down item.  

Cure Spells, and certain items restore HP.   Depending on the enemy, you may want to keep your parties HP over 70%.

The characters speed determines how fast that "Gauge" goes in battle.  Slower characters, like Edgar, will have less attacks then a faster character, like Shadow.  

The defense and magic defense of a character determine the damage they take in battle.  Damage (the number of HP depleted when a character is attacked) is determined by how high your defense against the type of attack (Magical of physical) and the enemies attack strength.  

There are certain types of spells that reduce damage, like Shell, Protect, Vanish, etc.  You can learn more about these spells in the Beginners center in Narshe.  

To learn more about the battle system, go to Narshe, and enter the first house on the left.  The training center should answer all of your questions.  

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             ~~~~~~~~~~~~~~~~~~
             ~~~ Characters ~~~
             ~~~~~~~~~~~~~~~~~~
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This section is devoted to the Playable (and permanent) characters of the game.  Each character will be reviewed, and I will give a description of their Skills, Strengths, and weaknesses.  Remember, this is my opinion on characters.  NO FLAMING me on this.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Terra ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"A mysterious young woman, Controlled by the Empire,
And born ith the gift of Magic... ..."

Terra is the mysterious girl that the Empire Crowned and was using as a weapon.  She possesses the gift of magic, from birth, and does not know where she got it from.  With her amnesia, she looks to Locke for help to recover from her traumatic dealings.  

Terra is a rather well balanced character.  She can physically attack, and magically attack, though she is obviously better at the latter.  She is one of the two characters that you get that starts with the magic Skill, and that automatically learns spells at certain levels. She starts with the Spells Fire and Cure.  

Terra's Special Skill is called Morph.  You get this Skill after the events in Zozo, and once Terra rejoins your party.  Morph causes Terra to power up, and all or her Spells and Physical attacks do a LOT more damage.  Of course, it is not for the duration of the battle, but for a set amount of time.  The more times you fight, and not use this Skill, the time you will be able to use it in battle will rise.  After using this Skill, you wont be able to use it in battle for a few battles, so use it with caution.  The worst thing about this Skill, is the fact that sometimes, even after a lot of battles of fighting, the Skill wont let you last a long time Morphed.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Locke ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Treasure Hunter, and Trail-Worn traveller, searching the world over for relics of the past...."

Locke is the games self proclaimed "Treasure Hunter".  No matter what he says, he is a theif any way you look at it.  He has had some traumatic events in his life, and is searching for an item, but he almost always refuses to speak of his past. He has a noble heart, and is always trying to help people.  He is a member of the Returners.  

In battles, Locke is one of the fastest characters in the game, meaning he is good for healing.  His magic Stat is not the highest, but if you raise it, he can be an awesome healer.  His forte is NOT attacking in any way, but it is to be fast and kill his oponents before then can get to him.  He can equp some very powerful weapons, and a lot of them have special attributes.  

Locke's in-battle Skill is called Steal.  It is basically what it says it is.  When used, Locke will try to steal an item from the enemy selected.  This item can either be better, or worse then the items dropped normally by the enemy.  Some items can only be obtained by this method.  You will want to steal from a lot of bosses.  

By equipping a certain Relic, Locke's In battle Skill will change to Capture.  Capture is basically the same skill as steal, with one major difference.  Capture casues Locke to attack while he is stealing, maening the basically you are doing 2 commands in one Skill.  Very cool.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Edgar ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"The young king of Figaro castle, ally to the Empire, and a master designer of machinery..."

Edgar is the king of Figaro.  He is young for a king, but ever since his parents died, he, and Figaro have prospered. Edgar is also known as somewhat of a player.  He likes women, and is not afraid to do what it takes to get one.  His good manners, and noble way of talking often give him away.  

In Battle, Edgar is very strong.  He is very good at physical attacks, and excels with defense as well.  He can attack some very powerful wepons, as well as some of the different wepons in the game, such as Pikes.  His magic attacks are not the strongest, and are almost severly lacking.  He is better on support if you want him to use magic.  

Edgar's special Skill is called Tools.  Toos are basically wepons used in battle.  Each Tool has a different effect, and can attack all enemies, or one.  You will almost never use Edgar's normal attacks when you have the right Tools.  You can aquire Tools in different ways.  Some are winning them in battle, stealing them, buying them, or getting them from solving puzzles.  At the end of the game, some people consider Tools to be some of the most powerful weans in the game.  At times, they can be more useful then other Skills, because they do not rely on chance, or any other thing.  You just select it, and it works.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Sabin ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Edgar's twin brother, who traded  the throne for his own freedom..."

Sabin is the bodybuilder with a spirit the demands freedom.  He is Edgars twin brother, and not nearly as bad as he is with women.  He actually has respect for them.  He is a bit brash, but he has the good of others in his mind.  

In Battle, Sabin can be very good.  He is cery strong physically, and will probably have more HP then any other character throughout the entire game.  He is fast, and can easily attack often.  The worst things about him is the fact that he is not the best magic user.  In fact, he is one of the worst.  And even when his magic stat is pumped up, he isnt good at it.  

Sabin's in battle Skill, Blitz, can be very useful.  Blitz is a type of Skill that works with button presses, like a fighting game.  The Blitz's that do the most damage are really hard to pull off, as they are rather touchy, so you ave to be careful.  But other then that, they are very powerful, and there are even some Blitzes that heal your entire party.  The Blitz's that you will use most are Pummle, Suplex, Mantra, and Bum Rush. Be careful with the last one.  Though it does over 5,000 damage, it is rather hard to pull off, and you wont be able to do it perfectly without a LOT of practice.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Shadow ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Shadow is the mysterious assassin who refuses to tell your party anything about himself.  He plays on his mysterious role by leaving at basically any time he wishes.  He usually wont join you when you do not pay a price.  

In battle, Shadow is a mixed bag.  Throughout the early parts of the game, Shadow is and off and on character, meaning you wonthave enough time to build him into a great chatacter like he deserves to be.  Later in the game, Shadow becomes a major powerhouse, excelling at any type of physical attacks.  His magic attacks are decent as well.  He can work well at just about anything, as his magic starts halfway decent, and he is almost as fast as Locke.  The worst thing about Shadow is the fact that he has to equip a certain type of weapon, and that type of weapon is rarely found, meaning he may be behind on the weapons curve quite a bit.  

Shadow has a few personal battle Skills.  His battle command is called throw.  Like any good Ninja, Shadow can throw wepons and items to damage the enemy.  These weapons will almost always do more damage then Shadows normal attacks.  Shadows second personal Skill you do not have complete control of.  Shadows dog, Interceptor will come rushing into battle almost every time Shadow dodges an attack.  There are 3 things Interceptor can do:
Interceptor can take damage in place of Shadow, and whenever he does this, he is more likely to counter with one of the other attacks.
Interceptor can counter with a running attacks.  All the time, this attack will do about twice as much damage as Shadows normal attack, so even when you first get him into you rparty, it will do about 1,000 damage.
The third attack Interceptor can do is called Wild Fang.  This attack does not hit very often, nor does Interceptor use it much, but when he does the enemy is going to be feeling a LOt of pain.  It can do upwards to twice as much damage as the normal counter attack does. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Celes ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Product of Genetic engineering, battle-hardened Magitek knight, with a spirit as pure as snow...

Celes was once a General for the Inperial troops, but when she realized the evils of their methods, she decided to set things right, even if it meant becoming a traitor. She was infused with the gift of magic at a young age, and now she is using it to help create peace.  Naturally, because she was a General, a lot of party members are weary of her, and consider her a spy.  

In battle, Celes is an awesome character to have.  She is naturally well balanced, and can basically do anything, and perform any role.  She is meant to be for magic early in the game, but later, when you actually have more freedom to customize, she is easily one of the most versitle characters in the entire game.  She has the magic of Terra, and the physical attacks of Locke.  The only thing you may want to build up for her with Espers is her lower Stamina.  It is not nearly as low as Terra's, but it is low nonetheless.  

Celes' In-Battle Skill is called Runic.  Basically, when Celes has swords equipped, she can use Runic to absorb enemy spells.  The spells will then do no damage, and will restore Celes' MP.  Runic can not absorb everything, but when usied at the right time, it can make a fierce magic user become a pathetic weakling who only helps your party.  Note though, that you should ude caution when using Runic, as it will also absorb YOUR attack, as well as healing spells.  This Skill is usually only useful in certain situations, but Celes will be doing a lot of the attacking normally, so you really dont have to worry about it.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Cyan ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Faithful retainer to his family's leige, with the courage and strength of a hundred men..."

Cyan is the Kings personal guard at Doma Castle.  He has a very strong sense of justice, and act immediately against any evil he sees. He loves his family with a vengeance, and would do anything from them.  

In battle, Cyan in a physical powerhouse.  He has high HP, Stamina, and Vigor.  Sadly, his magic, even when raised with an Esper, is shit.  No matter how high the stat gets, he will never be truly good at magic.  Add that to the fact that he is rather slow, and you have a Cliche of a character.  Cyan is the Strong Man (big, strong, has absolutely NO ability with magic, and his speed is unbearable) of the  group.  Luckily, his special Skill, SwordTech is very strong.

Cyan's battle Skill, SwordTech, is a mixed bag.  Cyan basically powers up, and depending on how long he powers up, the attack he does will be more powerful.  To actually get the best attacks, you have to wait at least a round of time, so if you are gojng to use it, make sure to have him enter his commands after all of your characters, so you can get back to attacking normally.  Certain Skills, like the Amazing Quadra Slash (my personal fave of his SwordTechs..) can do a hell of a lot of damage, AND each hit can be critical, raising the damage above and beyond anything Cyan can do normally.  Besides, Cyans level 1 SwordTech is enough to kill ANY monster in a single hit for the first parts of the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

           --- Gau ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Draped in monster hides, eyes shining with intelligence, a youth surviving against all odds..."

Gau is a young boy who has lived in the Veldt almost his entire life.  He can speak to animals, and it is a miracle the he can actually speak the human language.  He is extremely shy, but he has a pure heart.  He can also be feisty and nasty at times, stealing money from his own friends. He doesnt like being around other humans.  

In battle, Gau is unique.  He doesnt have an attack command, but he does have a magic command.  He is actually a well rounded character in this respect.  He is quite fast, and all of his other stats seem to fit the entire balance of him well. But, sadly, because of his lack of a normal attack command, some people wont like him.  He actually has some of the better stats in the game.  But to get the most out of them, you have to know how to choose his Rages well.  And that can be a huge pain.  

Gau actually has 2 battle commands, depending on where you are.  Normally, Gau's battle command is called Rage.  Rage is ALWAYS in place of the attack command with Gau.  Rage allows Gau to mimic one of the monsters he has leaped to.  Leap is Gaus second command.  This command is only found on the Veldt.  This will allow you to learn other mosnters' skills.  When you choose the "Leap" command in a battle on ther Veldt, Gau will jump onto the enemies and tha battle will end.  Continue to battle on the Veldt, and Gau will eventually come back to you, having all of the skills of ALL of the enemies you have fought in the time he was gone. Very useful. The bad part about Gau is that his Rage is rather unpredictable.  WHile he wont attack your party, or heal your enemies, he might cast spells that heal the enemies.  Light a Bolt spell on an enemiy that absorbs bolt.  or he might cast Reflect on a character that desperately needs healing.  So make absolutely sure you know what you are doing before choosing a monster for Gau to rage.  Because of this one fact, a lot of people underestimate and dont use Gau. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Setzer ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

"A Blackjack-playing, world-travelling, casino-dwelling free spirit..."

Setzer, like his description says, is a gambler.  He has won millions of dollars from the gambling, and is now known throughout the entire world. He also owns the worlds one and only airship. The airship is capable of travelling around the world at VERY high speeds.  Perfect for Setzer, who loves the rush of adventure.

In battle, Setzer is rather well balanced.  He is obviously ment for physical attacks, but he has decent speed and magic to go along with it. All of his attacks are with cards, so he is rather hard to equip, a MAJOR downfall.  His attacks also seem to lose power later on in the game, for what reason I have no idea.  He cant equip the best armors, so his defense is only marginal, as well.  

Setzer's battle command is called Slot.  Slot is rather random, making it dangerous.  Basically, when you choose the Slot comman, a set of 3 gambling reels comes up, and you have to press "X" and try to get the desired picture. If you get all three pics the same, then you will get the effect of the pics.  Most of them attack your enemies.  If you DONT get all three the same, you get a lagomorph, which heals a small amount of the entire parties HP.  Most of the time it isnt even 1/10 of their HP.  There are a few special attacks though.  On one of the rolls, you can get a randomly summoned Esper for free, even if they have come already in battle.  And on another, the all 7's, you get ALL enemies destroyed instantly.  The last one is the curse.  This kills everything.  Even your party.  An instant Game Over.  You don't always win on Gambling, and so you dont always win on Slots.   

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

           --- Mog ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Human-Loving, Fast-Talking, Street-Smart, Slam-Dancing...Moogle..."

How Cuuuuuute!  Awwwwwww!  I want one!  All of those have been used to describe the moogles of the Final Fantasy series.  And this moogle is no exception.  With the single most unoriginal name on the planet, Mog is precious, and can, somehow, speak the human language.  He's also a great way to get chicks.  

In battle, Moogle is mixed.  While he has some decent stats, he actually isnt as strong as hist stats make him out to be.  He IS one of the only characters that can equip a Lance, though, making him a prime canidate for the "Jump" command.  He can equip some strong armors, and is also the ONLY character in the entire game who is capable of equipping the extremely useful if you random Battled out: Moogle Charm. And I still want him as a pet.

The Moogles Job Command is somewhat like Gau's "Rage" ability.  Dance, the job command, uses the powers of the element that Mog has fught on, and attacks enemies with it.  So if you fought on Grasslands with Mog, every once in a while he will learn the "Dance" for the area he is in.  He only needs to learn it once. He can learn these skills for almost every type of landscape in the game.  Each of these "Dances" contain different skills.  Like the Grasslands, that has wind skills, and healing skills.   The worst thing about Dance is that, like Rage, you lose control of Mog for the remainder of battle, making him near worthless in the harder boss fights.  

_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_
           ~~~~~~~~~~~~~~~~~~~
           ~~~ Walkthrough ~~~
           ~~~~~~~~~~~~~~~~~~~
¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯

This is a full Walkthrough for Final Fantasy 6.  I will have notes, and such within it, so make sure you look out for those, especially when starting a brand new area. 

When I say head up, or head right, I mean that you need to head in that direction on the screen.  Since the camera is not Full 3D, you can easily tell what I mean.  I may sometimes use North, South, East, and West.  Follow those the same way as you would Up, Down, Left, or Right.  

Also, for the My Level section at the beginning of each area, you do NOT have to match that.  That is just my level at the time, and I have a tendency to be a bit obsessive with level building.  The Suggested level is much better for fowwloing then the My Level.  But if you want a really easy time, then do the My Level.  

VERY IMPORTANT: I sometimes call different screens rooms.  I call them by areas, and other things.  Sorry for this, but it is kinda my style.   

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Narshe Invasion ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Biggs, Wedge, ???????
Suggested Level: 1
My Levels: ???????:3, Biggs:1, Wedge:1
Enemies: Lobo, Guard, Vomammoth
Shops: None

You start the game in Narshe.  Since you are in Magitek armor, you can not enter any buildings, or go into small areas.  Since you are invading, the people of Narshe are not going to sit by and watch.  The more you approach your target, the more they will attack you.  

Head straight, and right at the first intersection to fight a Lobo.  Turn around, and go up the path to the left.  Head up, fight 2 guards, and continue.  Soon, you will fight 2 more Lobos, and a second battle (in a row) with 2 Guards.  Continue straight up, until you are ambushed by a Lobo and 2 Guards.  Continue going straight until reach the next screen.  Go up, and follow the path slightly right.  Go up the first set of stairs to fight a set of Guards and Vomammoths.  Go up the second set of stairs, and continue following the path straight up.  Soon, a short scene plays, and you are in the Mines. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Narshe Mines [1] ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Biggs, Wedge, ???????????
Suggested Level: 4
My Level: ????????:4, Biggs: 4, Wegde: 4
Enemies: Were-Rat, Repo Man
Boss: Whelk
Shops: None

Follow the path straight until you see a shining light to the left.  That's the save point.  Save if needed, and go straight, following the path.  A bit to the right is a gate.  Examining this gate, and going through the door will trigger a boss fight.  

Note: Before fighting this enemy, you may want to fight some of the normal enemies in here, and win some Tonics.  They will help you in the next area.  

*******************************************************************
Boss: Whelk
HP: 1,600
Magic: 0
Drop: Potion

This enemy is rather odd, and by far the stringest you have faced so far.  First rule, ONLY attack the head.  If you attack the body, you will be countered by a nasty Spell called Mega Volt. This spell does over 30 damage to all of your party members.  Whelk will cast Slime on your party members to slow you down, and lower the amount of attacks/healing you can do.  His normal attacks do about 10 damage, so they arent the biggest threat.  The biggest threat in this battle is yourself.  Only attack once or twice, and wait to see if he goes back into his Shell, you DO NOT want to be hit by Mega Volt.  Have Biggs and Wedge attack with any attacks they want.  They will do around 200 damage with each attack.  Have ????????? Attack with TekMissle, and she will do around 600 damage. 
*******************************************************************

After the battle, head through the top of the door at the top of the screen.  Head up and approach the stairs.  A scene plays, and you will start what seems like a battle, but you will not end it.   

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Narshe ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: ??????, Terra
Suggested Level: 4-5
My Level: 6
Items: Elixir
Shops: None

When you awaken, head right, and ignore the man.  Head down, and through the door.  Head left, and a bit up near the end.  Close to the end is a clock.  Examine it, and you will recieve an Elixir.  Go back to the man, and talk to him.  After a scene....

A mysterious young woman, Controlled by the Empire,
And born ith the gift of Magic... ...

Her default name is TERRA. I usually change it to Terra though, and so I am calling her Terra in this FAQ. Watch some more movies, and you are in control again.  Follow the man right, go up, right, and through the door.  Head directly left, and cross the bridge.  Go through the door on the far left.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Narshe Mines [2] ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Terra
Suggested Level: 4-5
My Level: 6
Enemies: Repo Man, Vaporite, Were-Rat
Items: PhoenixDown, Sleeping Bag

Notes:  This is a very good area to level up.  The enemies give around 50 EXP, and so if you are at a lower level, it wont take too many battles to level up.  If you are patient, you can get to quite a good level at this point.  You can also get some Tonics, and the like to keep yourself healed.  You will notice you started with 2 Sleeping Bags, so you can level up for quite a while.  I suggest using one Fire spell to obliterate the entire enemy parties.  Just press L1 to make it target all enemies, so you can kill all enemies for the price of one spell. 

Head left a bit, and up. Continue going up and left, and go up the small stairs.  Use the save point on the right, if you want, and continue going upwards on the path.  Go over the bridge, and at the intersection, go right.  Go up the stairs to the right, and open the Treasure Chest for a PhoenixDown.  Head back to the intersection, and go left.  Continue until you get to a second intersection, in which you should continue left at.  Open the Chest there for a Sleeping Bag.  Head back to the intersection, and go straight up it.  At the next intersection, go right, and follow the path Upwards again.  Go up the stairs, and continue up the screen.  Follow the path a bit left, and at the three way, a movie will play.  You then lose control of Terra.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Save Terra! ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke
Suggested Level: 7-8
My Level: 11
Enemies: Vomammoth, Lobo
Boss: Marshal
Items: None

After a scene:

Treasure Hunter, and Trail-Worn traveller, searching the world over for relics of the past.... 

You get to name Locke this time.  Watch some more scenes, and it's "Locke to the rescue!". 

Note:  You can have Locke steal from Mog in these battles.  This is THE ONLY TIME you can steal from your own party members.  You will get equipment that you wouldnt normally at this point of the game, so try and do it.   

You have three parties for these battles.  The goal is not to let any enemies reach Terra, if they do, the game is over.  I suggest having all three parties guard one of the paths.  Start by guiding one of the parties down the right.  When the party is blocking the path, so that no monsters can get up it, then you can stop.  Press Square, and have the second party head down the middle, and go down a bit farther to where the enemies cant get past you on this path.  Have the last party go down the path on the left, to the point where no monsters can pass, you wait.  Soon, enemies will try and get by you, and you will be forced into battles. After killing all of the enemies, have one of the parties prepare themselves.  You really have a choice here....either bring Locke's party because he can steal from enenmies, or bring Mog the Moogles party because he is rather strong, and probably knows Dusk Requeim.  When you have chosen your party,  Head down to the very bottom of the screen, and approach the man.  

*******************************************************************
Boss: Marshal, Lobo x2
HP: 420
Magic: 0
Steal: Mythril Knife
Drop: Potion

This battle is not that hard, especially if one of the Moogles in whatever party you decided to use knows Dusk Requeim.  If they DO know it, they can kill the Marshal in a hit or so.  If you have Locke in your current party, have him steal from the Marshal, and you may get the Mythril Knife.  If none of your Moogles know Dusk Requiem, then just attack normally, and they will die soon enough.  Go after the Lobo's first, even though the are weaker, because they cause the Marshal be in the back row, and as long as he is there, you wont be able to damage him well. 
******************************************************************* 

After the battle, your party automatically exits the mines. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Narshe ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Locke, Terra
Suggested Level: 8
My Level: Locke: 11, Terra: 9
Enemies: Lobo
Items: Tincure, Sleeping Bag, Tonic
Shops: 
Training Center

You start in the center of the screen near the exit to Narshe.  Equip Locke with the Mythril Knife if you stole it from the Marshal, and go to the left.  Talk to the Scholor in front of the building, and he will go into the house.  Follow him in, and you will be in the Training Center.  Go straight up, and enter the first door.  In this room, head up, and to the top right corner of the room.  Examine the Urn, and you will recieve a Tincure.  The Treasure Chest on the top left of the room holds a Lobo.  You can fight him if you want, but it is not required.  Exit the room the same way you entered, and head over to the left.  Enter the first door you see, and the middle door in this room.  The Treasure Chest at the top left of this room contains a Sleeping Bag, so get it, and exit the room the same way you entered.  Continue heading left, and go through the door on the far left. The last chest here is on the top left of this room.  Open it, and you will get a Tonic.  You can talk to any of the many scholars in these rooms to find out information about the game, or the battle system.  Head out of the room, and head all the way right.  Exit the Training Center, and go directly to the bottom of the screen, and you will exit Narshe.    

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Figaro: World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Enemies: Leafer, Dark Wind, Arenied, Sand Scorpion

Head down, and left through where the mountain ranges almost meet.  Continue downwards, following the path as it tilts slightly left. When you get to the desert area (the yellow), head down and a bit left.  Enter the castle. This part of the world map sucks for encounters.  They give literally no EXP at all... 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Figaro ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Locke, Terra
Suggested level: 8
My Level:  Locke: 11, Terra:9
Boss: Magitek Armor
Shops:
Item, Weapon
Items: Soft, Tonic, Antidote, Phoenix Down

Item Shop Inventory:

Tonic          50
Tincture    1,500
Antidote       50
Soft          200
Echo Screen   120
PhoenixDown   500
Sleeping Bag  500
Tent        1,200

Weapon Shop Inventory:

AutoCrossbow  250
NoiseBlaster  500
Bio Blaster   750 

Head up to the entrance, and after a quick convo, go through the door.  In the second room, continue straight in this direction, and go through the next door.  Out in the open, head straight, up a few sets of stairs, and through the door at the very top.  In this room, there are three ways to go.  Start by going through the door on the left.  Open the treasure chest at the top of this room for a Soft.  Talk to the item merchant, and stock up.  Exit the room the same way you entered, and head all the way to the right.  Go through this door, and open the chests.  They contain a Tonic and a Antidote. Talk to the Merchant, and you will be able to buy weapons.  Don't buy an AutoCrossbow, as you will get one when Edgar joins you.  Exit the room the same way you entered, and head down the center path.  At the next intersection, there are three more doors.  head through the one on the far left, and you will see a chest.  Open it and you will get a PhoenixDown.  Exit this room the same way you entered, and go back to the main area of the intersection.  Head through the center door. Head up towards the top of the screen, and talk to the man on the throne on the left.  A few scenes will play.

The young king of Figaro castle, ally to the Empire, and a master designer of machinery...

After the scenes, follow Locke and Edgar down to the bottom of the screen, and out of the throne room. Head straight through the next room, and follow the path down three sets of stairs in the third room.  There are three doors, and you need to go into the one on the left.  Head through the next door, and go straight.  Sleep at the free Inn, and go down the stairs on the right.  Head through the next room, and once outside, head left over the sand. Enter the side part of the castle through the door in the front. Head up the stairs to the left, and talk to the woman standing by the bed.  Matron tells you a story, and...

Edgar's twin brother, who traded  the throne for his own freedom...

After naming Sabin, exit the room the same way you entered, and head right.  Go back up the stars on the left, and through the door on the bottom of the screen.  Back at the 4 way intersection, head upwards, and through two sets of doors.  Talk to Edgar once again, and a scene will play.

When in control of Edgar, talk to Kefka and his guards.  After they leave, head up and talk to Locke.  

When you control Terra once again, you job is to follow Locke.  Head down, and right at the four way intersection.  Go through the open doors, head up a bit, left all the way, down, and down the stairs to the left.  Head through the doors at the bottom, and head all the way right.  Enter the side part of the castle, and go up the stair on the right.  Talk to Locke, and you will see some more scenes.  

When controlling Edgar once again, talk to Kefka and his guards, and head up to the top of the screen.  Talk to the man guarding the way to the throne room, and you will trigger some more scenes.  Soon, a battle will begin.

*******************************************************************
Magitek Armor x2  
HP: 210
Magic: 0
Steal: Tonic
Drop: Potion

While these enemies do not have the highest HP total, they are rather strong physically, so you have to get rid of them quickly.  Luckily, you now have a 3 person party, and are capable of doing a lot more damage to enemies.  Have Edgar use AutoCrossbow, which will do 150 damage to both enemies.  Have Locke steal, as his normal attacks wont do too much damage.  Terra's Fire spell (when targeting one enemy) does around 150 damage as well, so use that too.  The Magitek's attacks usually do around 20 or more damage if your level is low, so keep your HP up.  They should die with a casting of Fire, and a single use of AutoCrossbow.  
*******************************************************************

After they are dead, watch some more scenes, and you will be back on the world map once again.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Enemies: Sand Scorpion, Aranied

Note:  Edgar's AutoCrossbow tool will be your primary offense for a long time. Since it attacks all enemies, it is key to ending battles quickly, and taking as little damage as possible.  The enemies on the world map around Figaro are rather dangerous, as they can stop your characters, and prevent them from healing.  Use AutoCrossbow, or have Terra's fire spell hit all enemies while Locke cleans up the mess.  You will notice at this point, Locke wont be doing as much damage as Edgar or Terra (especially if Terra is using Fire spells every time she attacks).  Don't worry, just have him steal, and you will save a lot of money in the long run.  

You start on a Chocobo.  You dont have to get off it, and when you are on it, you don't run into any random encounters.  If you want to get off it and level build, you can always get another Chocobo east of where Figaro castle was.  From your starting position, turn the Chocobo all the way around, and head south (world map wise). Circle the mountain range to the left, and dismount off the Chocobo. Enter the cavern on the side of the mountain.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Cave to South Figaro ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Terra, Edgar
Suggested Level: 8
My Level: Locke:11, Terra:9, Egdar: 12
Items: See Note
Enemies: Hornet, Bleary, Crawly

Note: First off, I do not suggest you pick up any items in this dungeon, not yet at least.  If you are patient, and wait it out, you can get some MUCH better items down the road.  The items now are only average, but if you wait, theuy will be great.  

Talk to the guard at the enterance, and he will move out of the way for you.  Enter the cavern, and head straight up.  Examine the water, and you will find that it is a Recovery Spring.  Recovery Springs Restore your HP, MP, and Staus.  They are basically a free Inn.  

Note:  This area is a very good place to level up. Because the Recovery Spring, you dont have to wory about healing, or any other type of status.  To kill the enemies off quickly, you can use AutoCrossbow, or have Terra use Fire (press L1) and attack all enemies with it.  Habing Locke Steal on every turn, you can also get a lot of items from these battles.  If you are patient, you can gain a lot of levels from this area.  

Head right, and slightly upwards.  Go down, and through the door.  Head straight down, and go to the right when you get to the intersection.  Go up a bit, go right, and continue heading downwards.  Go to the left, and up the first set of stairs.  Head left, and go down the stairs.  Head straight down, and go through the door.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Enemies: Rhinotaur, Rhodox

Head south, and a bit east.  You see a town, enter it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- South Figaro ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Terra, Locke, Edgar
Suggested Level: 10
My Level: Locke:15, Edgar:15, Terra:14
Items: Tonic x2, Antidote, Hyper Wrist, Running Shoes, PhoenixDown
Shops: Item, Weapon, Armor, Relic, Inn

Item Shop Inventory: 

Tonic          50
Antidote       50
Soft          200
Eye Drops      50
Echo Screen   120
PhoenixDown   500
Sleeping Bag  500
Tent        1,200

Weapon Shop Inventory:

Dirk           150
Mythril Knife  300
Mythril Blade  450
Regal Cutlass  800
NoiseBlaster   500
Bio Blaster    750

Armor Shop Inventory:

Buckler        200
Heavy Shield   400
HairBand       150
Plumed Hat     250
Cottom Robe    200
Kung Fu Suit   250    

Relic Shop Inventory:

Sprint Shoes 1,500
Goggles        500
Star Pendant   500
Jewel Ring   1,000
TrueKnight   1,000

Note:  This is your first REAL town.  You will notice the wide array of shops.  At every town, you should buy all the new equipment for your current party members, as you will have a much easier time in the dungeons after.  In this town, I suggest buying Edgar and Terra Regal Cutlasses, and Locke a Mythril Blade. As for Armor, make sure to buy the newest Shield, the Heavy Shield, and whatever else you can afford. Buy whatever Items you need, but try to have around 20 or 30 Tonics.  

Head down immediately, and check the two barrels for a Tonic.  Continue going Down, and after you go between two buildings, head right and check the barrel.  It has an Antidote. Head right, and up.  Enter the door with the <¯_¯_> sign on the front.  This is the Relic Shop.  Talk to the man standing in front of the counter, and then talk to the merchant.  I suggest buying Star Pendant's first, as in the next sections, there will be enemies that will poison you.  You may want to buy the others as well, if you have the money.  Out of the choices you have, the TrueKnight is probably the worst.  Exit through the same door that you entered, head left, and go north.  Head all the way to the top of the screen, and enter the door.  Head right, and go up.  Head left up the stairs.  Go right, and go through the first door you see.  In the smaller room, head left, and search behind the bookshelf.  Press left against the wall, and you should change screens.  Go down two sets of stairs, and in the larger room, head over to the right as far as possible.  Then head straight down, and run right into the wall.  You should be able to go through the wall.  Head right, and you will change screens. In the jail area, head right, and enter the first cell.  Open the treasure chest in the top left corner for a Hyper Wrist.  Exit this cell, and continue heading right.  Go into the second cell, and on the right side, a barely visible treasure chest resides near the bars.  Open the chest to get a pair of very useful Running Shoes.  

Exit the B2 Cell area, the same way you entered, and go back up the two sets of stairs to get back into the main town.  Exit the large house through the door on the right, and check the barrels for a PhoenixDown.  Re-enter the house, and go left.  Exit the house through the door on the left hand side.  Out in the main area of town, head down, and right.  Go up, and enter the very first door you come to.  it has a <----|-  type sign on it.  Head up, and talk to the weapons merchant.  Head right, and talk to the second merchant, and equip your new weapons and armor.  

Head down, and exit the weapons and armor store.  Go a bit left, and check the barrel between the buildings for a Tonic.  Head right again, and go up.  Head up the stairs, and go right, down, and left.  Continue going down, until you can go into the shop on the right.  Talk to the merchant, and you will be able to buy items.  Exit the shop the same way you entered, and head down.  Go down to sets of stairs (that are facing left) and at the bottom, head left.  Go up, and right after you go between two houses, go left. It looks like a dead end because of the water, but if you stick to the side between the house, you can cross.  You will need this later. After crossing, Go down until you can go right, and enter the pub (it has a beer on the outside).  The music changes, and go head straight, and left up the stairs.  Dodge people and tables, and talk to the man in black standing by the counter.  Watch a scene.  

He owes his allegiance to no one, and will do anything for money.  He comes and goes like the wind...

After naming Shadow, exit the pub the same way you entered, and head all the way to the left.  Exit the town.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Sabin: World Map ---     
           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Rhinotaur, Rhodox

Head up, and right.  Go up again, and go into the smaller cabin near the side of the mountains.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Mysterious Cabin ---     
           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Terra, Edgar
Suggested Level: 10
My Level: Locke:15, Edgar:15, Terra:14
Items: Tonic

Enter the house, and watch a scene.  Examine the flowers, stove, and the Cabinit for some hints.  You can lay down in the bad, and sleep for free.  It works the same as an Inn.  When you are done, exit the house, and talk to the man on the left, standing next to the well.  He will tell you your next destination. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Enemies: Rhinotaur, Rhodox

Head south, and all the way east (your view).  At the end, head north, and you see a path in the mountains.  Enter it, and you will be in the next dungeon.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Mount. Kolts ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Terra, Edgar
Suggested Level: 10 (or higher....this area will be tricky at 10)
My Level: Locke:15, Edgar:15, Terra:14
Enemies: Tusker, Brawler, Cirpius, Trilum
Boss: Vargas, Ipooh
Items: Atlas Armlet, Guardian, Tent x2

Head straight up, and enter the door on the left.  On the next screen, head right a bit, and up the two sets of stairs.  Head right, and all the way down the screen. Go through the door.  Outside, head directly right, and enter the door.  Inside the mountain, head all the way down, until you can't go any farther, and can't see your party anymore.  Head right, still against the wall, and up when needed.  Once you have cleared that, head down, and through the door.  Outside once again, you are in a small side area.  Open the Treasure chest, and you recieve a new weapon for Locke, the Guardian.  Equip him with it now, and head back onto the last screen.  Once there, head up, and back over into the main area.  Do this by following the same basic thing you did before (hugging the wall).  

In the main area, head directly up, and to to the wall on the right.  At the vert top of this wall, you can hug the wall.  Push right, up, and down.  When you can see your party again, go up, and follow the path left.  Go onto the next screen, and open the chest for an Atlas Armlet.  Exit this screen, and head right, down, left, up, (now you are against the wall again) down, and left.  You will be back in the main area once again.  

Head left, and a bit downward.  Go up onto the bridge, and follow it left, up, and left once again.  o through the door, and you will leave this screen.  In the next room, Head left, and up.  Go right to get to the next area.  Head down, left, and through the first door.  Head straight down, and go through the wall on the area where you can see light.  On this screen, open the chest for a tent.  Head back into the last screen, head straight up, and go back through the door to the last screen.  Continue left, and go through the second door.  Head right, and onto the next bridge.  Go right, up a bit, and right some more.  Exit the screen.  Head upwards, and go right over the rope bridge.  On the olther side of the screen, continue right, and go through the door, into the next screen.  Head down, and right.  Use the save point, if you wish, and a tent to heal your party.  Save, and exit this screen to the right.  On this larger screen, you have to circle around the entire center a few times before actually being able to get out of the screen.  So to start, head right, and follow the path down.  Continue right, down, left, up, left, down, right, left (a tiny bit), left, up, left, down, and right.  At the end, heal your party, and talk to the man.  

*******************************************************************
Vargas, Ipooh x2
HP: Ipooh: ?????  Vargas:1,600
Magic: 0
Steal: Ipooh: Tonic, Vargas: Mythril Claw
Item: None

Vargas is paired up with two rather nasty monsters, so keep your HP up.  To actually reach, and attack Vargas, you have to kill both Ipoohs off.  The Ipoohs normal attacks do around 30 damage each, so when you add it all together, one character can take 90 damage a round.  Ouch.  Have Edgar use AutoCrossbow, and Terra heal.  Whenever Terra is not healing, have her use Fire on one of the Ipoohs.  Locke should attack normally, at least until the Ipooh's are dead.  When the Ipooh's die, Vargas powers up, and starts using stronger attacks.  His Gale Cut does 50+ damage to each character in the party, so you may need to heal all your party members by pressing L1.  Have Locke try to steal a Mythril Claw from Vargas.  Continue using AutoCrossbow, and fire.  After a few rounds, or about 700 damage, Sabin comes to the rescue.  Watch a scene, and only Sabin will be left to fight.  Vargas will cast Death-Sentence (or an equivalent to it) on Sabin, so you now have to finish this battle quickly.  When Sabin has a turn, have him choose Blitz, and press the buttons like this:
<---, --->, <---, X. Thats, left directional button, right directional button, left directional button, and the X button. If done correctly, Sabin will use the Blitz: Pummle, and the battle will end.  If not, then you have to go a second turn, and try again.
*******************************************************************

After the battle, watch the scenes, and Sabin will join you.  Head through the door, and exit the area to the right.  Head down, get the tent, and continue right.  Go down two sets of stairs, and go through the door at the bottom to end the screen.  Go down, and exit the Mountain.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

   --- The Returners: World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Rhinotaur, Rhodox 

Head right, and follow the path between the mountains up for quite a while.  Follow the single, winding path, and enter the Returners' hideout on the right side of the mountains.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

   --- Returners' Hideout ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Terra, Locke, Edgar, Sabin
Suggested Level: 12
My Level: Terra: 15, Locke: 16, Edgar:16, Sabin:17
Items: Potion, PhoenixDown, Air Lancet, Green Cherry, TrueKnight, White Cape, Tincure, Antidote
Shops: Inn, Item Shop

Item Shop Inventory:

Eyedrop        50
Tonic          50
Potion        300
Tincture    1,500
Echo Screen   120
SleepingBag   500
Tent        1,200
RunningShoes1,000

Head straight, and enter the hideout.  Talk to the guard, and you will be led somewhere.  Go straight from where you regain control, and enter a new screen. Head directly to the right, and open the Treasure Chest behind the chair.  Use the save point at the top of the screen, if you wish, and talk to the man at the bottom of the screen.  Watch the scenes, and when you regain control of Terra, talk to Locke on the right side of the screen.  Open the Treasure Chest, and you get a PhoenixDown.  Exit the room through the door on the bottom, and head down the stairs right in front of you.  Head right, and talk to the man behind the counter.  This is the item shop.  You will probably need items, as your trip through Kolts was rather, depleting.  When you are done, head downwards, and through the door on the bottom of the screen.  In this new screen, talk to the man, and you will be able to spen a free night at the Inn. From the item shop clerk, head up and check the urn near the statue for a Green Cherry.  Go up the the stairs to the left, and back into the room where you met Bannon.  Talk to Edgar.  Exit, and head left, down, and up the stairs.  At Terra's room, head left and up.  Go over the bridge and through the door at the top.  Head straight up and open the three chests for a PhoenixDown, an Air Lancet, and a TrueKnight.  Head to the top of the screen and circle around the chests, Push against the wall and you can go through it.  Head right, down, and right to get to the White Cape. Turn around, and go to the larger area of this room. Search the urns for a Tincure and an Antidote.  Head all the way down the screen and exit the way you entered.  Head down, and left at the intersection.  Talk to the guard and he will let you pass.  You have to talk to all of your party members. Talk to Banon at the right of the screen. Watch as few scenes and you will recieve a Genji Glove. From your starting position, head straight down.  You may want to save your game at this point, before you go down into the next area.  Go to the edge of the area, and select "Yes" from the Chioce menu. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Lete River ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Terra, Edgar, Sabin, Banon
Suggested Level: 13 
My Level: Terra:15, Edgar: 16, Sabin:17, Bannon:13
Enemies: Natuis, Exocite, Pterodon
Boss: Ultros

Note: There is a secret here, if you have a controller with a turbo. If you choose right originally, and have memory set to the controller, have it set to right.  Ture the Auto on, have Banon use health every round, and have the other characters attack, and keep the game on for the night.  When you wake up in the morning, your party should be at level 60 or so.  This is, of course, not good for your PSX, but if you really want to, you can do it.  

The Lete River is automated, and so you don't really need to control your characters.  You will get into battles every once in a while though, so keep your HP up.  You cant get into the menu normally, so don't try. The first time you have a choice, you can choose either, and you will go foward.  Choose left for a slightly longer route, with less choices.  When you get to the first Save point, Save, and put YOUR ENTIRE party in the back row.  Save if you want, and head back onto the raft.  Your party will continue chugging along, and when you reach the second save point, make sure your party is healed. Do the same as before, and leave this room.  After falling down a huge waterfall, you will be confronted by the next boss.

*******************************************************************
Ultros
HP: 3,000
Weakness: Fire
Magic: 0
Steal: N/A
Drop: Poiton

The first time you fight this battle, it will be hell.  Ultros' attacks are very strong, the Tenticals doing well over 100 damage.  That is the main reasons you put your party in the back row.  Even then, the attacks will probably do 100 damage.  And his HP..ouch. To get this battle to a good start, have Banon use Health every round.  That will keep him alive.  Sabins Pummle Blitz will be a main offense in this battle, as it does around 550 damage to Ultros.  Terra's Fire spell, is also a big damage dealer, doing around 400 damage to Ultros.  Plus, you get to hear a funny comment from him as well.  AutoCrossbow, Edgars main offense here does around 220 damage, which is the weakest of your attacks. With Bannons health every round, you shouldnt need to heal, but if you do, have Terra do it, as she can heal all of your party members at once. 
*******************************************************************

After Ultros flees, watch the scenes, and you will be brought to a totally new area.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    --- A Tale of Three Parties ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Mog
Suggested Level: ??????????
My Level: 21
Items: None

This is probably the weirdest part of the game.  You have three parties, and you must choose which path you want to follow.  You will have to do them all eventually, but choosing which one to start with is the key point.  You can start with Sabin, and Buy all the items you need from shops, or you can start with Terra, and have the easiest one first.  Or, you can start with Locke, because his path is so damned awesome. When you have decided what party you want to go with, approach them, and press X. The easiest path, by FAR is Terra's, so if you want to start the easy way go through hers.  The hardest is Lockes...But only for certain reasons.  Sabins is the longest.  All your choice.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Terra's Story ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fleeing the Empires Troops, Banon, Edgar, And Terra ride the rapids toward Narshe.  But the going won't be easy....

Party: Tera, Edgar, Banon
Suggested Level: 13 
My Level: Terra:15, Edgar: 16, Banon 13
Enemies: Natuis, Exocite, Pterodon

You are back on the Lete rive.  You dont really have any more choices, so just wait, and you will finish it a lot faster.  Just keep your party healed and you will be done quickly.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Enemies: Leafer, Dark Wind

Head up, and a bit left, follow the side of the mountain range.  Enter Narshe at the top of the range.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Narshe ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Terra, Edgar, Banon
Suggested Level: 13
My Level: Terra: 16, Edgar:17, Banon:13
Enemies: None
Items: None

Head all the way left, and over to Lockes "secret entrance".  Press X, and enter the door against the wall. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Narshe Mines (3) ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Terra, Edgar, Banon
Suggested Level: 13
My Level: Terra: 16, Edgar:17, Banon:13
Enemies: First Class, WildRat, DarkSide, Were-Rat, RepoMan, Vaporite
Items: Rune Edge

Head up the path on the right, following up quite a few sets of stairs.  Go through the door at the end to get to the next screen.  At the intersection, go up the left path.  Go up two sets of stairs and enter the door on the left.  Head straight, and cross the bridge to the left.  Continue, going striahgt up, and go through the door on the left to get to the next screen.

On this screen, you basically must follow the light exactly, or you will be forced into an encounter.  You will also be forced to go back to the beginning.  Basically, you want to go like this:

      .
    0 . 0
      .....
  ......  .
  .0  0. 0.
  .    ....
  .0  0  0
  ....
     .
     .
   Start

After getting through this room, head up, following the path right,  Go through the first door you see, and dodge the rocks.  Head up until you get to the next screen.  On this screen, head up, dodging the Moogles, and left, all the way until you go through the wall.  Head down, and open the treasure chest for a Rune Edge.  Exit the Moogle area the same way you entered, and head back down the screen you saved Terra on.  Back on the main path, follow it right and down.  Head right at the intersection, and down at the second one.  Continue going down and right, and go through the door at the very end.  Head directly right over the bridge, and enter the house through the back door.  Watch the scenes, and this scenario will end.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Locke's Story ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Locke has worked hard to stymie the efforts of the Imperial Troops.  But now he must desparately escape...

Party: Locke
Suggested Level: 13
My Level: 16
Enemies: Merchant, B-Day Suit
Items: Elixir, Tonic
Shops: Item

For shop inventory, see South Figaro in Section 2

You begin this area in South Figaro.  Make sure you do not talk to any soldiers in this town, as you are playing a 007, spy type thing. You may want to Equip Locke with that Air Lancet you got from the Returners' Hideout though, just in case. 

From where you gain control of Locke, head down and left.  Go up the stairs on the right, and enter the Item shop screen.  Talkto the man standing in the back of the shop, near the clock, and a battle will begin.  When in the battle, it is not necissary to attack the merchat, your true goal is to steal his clothes.  So basically, keep on with the Steal command until you get the clothes, and the battle will automatically end.  In the Merchants clothes, exit the item shop screen the same way you entered, and enter the house on the lower level (down only one set of stairs, not two). Inside the house, and go down the stairs on the lower level to switch screens.  Talk to the little kid blocking the way, and because you are a merchant, he will allow you to pass.  Go down the screen to the wall, and head right.  Just like in Mount Kolts, you can pass through it and get to the other side.  Check a bucket on this side of the room, and you will recieve a Tonic.  Head back over to the other side of the room, and head up and left.  Exit this screen through the door on the top left corner.  

Head all the way left, and at the water, press against the house.  Cross the water like you did before (you wont be able to see Locke), and enter the pub.  You may have to enter it from the Inn, though, as the guard may be in the way.  At the pub, you need to go down to the lower floor.  Go down the stairs on the bottom right of the room, and onto the enxt screen.  Head up, and talk to the merchant in his room.  He will think you are there to steal his Cider (which, you are), and begin a battle with you.  Steal his clothes (or kill him, you are already in merchant clothes), and when you are done with the battle, Locke automatically picks up the Cider.  It will appear as one of your rare items on the menu screen.  Head back up the stairs on the right of the screen, and exit the pub the same way you entered.  Head back across the water, and re-enter the house with the child guarding the stairs.  It may be hard to see the path to enter it from the back, but just press against the wall and you will be able to enter.  Talk to the child, and he will allow you to go back up the stairs.  Back on the higher floor, head up, and left, going down when you can.  Talk to the man, and he will tell you of a hidden passage to the rich man's house.  Head back down the stairs on the right, and talk to the child once more.  When he asks for the password, tell him "Courage".  

Go through the newly unveiled door, and down the stairs.  You will automatically be brough to the other side of the town.  Search the clock where you enter for an Elixir, go up the stairs, and through the door.  Circle the house foward, and go through th door to enter the house.  Inside, head left and up the stairs on the top left.  On the second floor, head right, and enter the first door you see.  Go all the way left, and go behind the bookshelf.  Go down the two sets of stairs, and you are in the next area.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    --- South Figaro Underground ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Celes
Suggested Level: 13
My level: Locke: 16, Celes: 16
Enemies: Commmander, Vectorpup
Items: Iron Armor, Earrings, Regal Cutlass, Heavy Shield,  Ether, X-Potion, Ribbon

Note: if you didnt get them before, there is a hidden passage on this screen.  You have to go through the wall on the bottom of the screen, and you will get a Hyper Wrist and some Running Shoes.  

Head right, and down when necissary.  When given the option, choose to change your clothes.  Search the first door on the right in this area, and a scene will play.  

Product of Genetic engineering, battle-hardened Magitek knight, with a spirit as pure as snow...

Enter the room, and approach Celes. Choose to remove her chains, and watch another scene.  Search the guard, and choose to take the item.  You will get the clock key.  Head out of the room, and into the second room you see.  Save if needed in here, and exit the way you entered.  Continue heading right, and through the very last door at the end of the screen.  Enter the next screen, and open the chests for quite a bit of gold.  Circle around the room to the far side, and head up.  Examine the clock, and choose to wind it.  A new path will become available to go down.  Go down that path and you will be truly underground...

Note: Before doing anything else, equip Celes.  Even if the equipment is not the most recent or the best, it will be better then nothing. Especially at this point.  You will find the most recent equipment for her in this dungeon, so if you don't have it now, you will get it.  As for the enemies in this dungeon, use a single Ice spell on them, and have Locke finish them off with a physical attack.  

Head right, and through the first black portion of the wall.  Head dopwn at the intersection, and you will get an Iron Armor for Celes. Go back to the intersection, and take the right (as in directional wise) path.  Follow the right path, and pick up the Regal Cutlass and a Heavy Shield.  Head back to the square area intersection, and head directly down through the wall.  When your party comes out the other side, continue all the way down the screen, and to the left.  Open the chest, and you will get some Earrings and a Headband.  Head back up to the intersection, and once there, head up the way you came.  This part is a bit tricky.  WHen you can not see your party, near the top of the path, head left, and you will find a hidden path.  You may have to keep going upwards until you do find it.  When you find the area that gives way, head directly down, almost immediately.  Head down, and when you can see your party again, head down the stairs on the left.  

On this lower level, you have a few areas to go.  Head down, and you will fin an Ether.  Head straight up, all the way, and then right.  Pick up the X-Potion, and head all the way to the bottom of the screen in this square room.  Examine the wall near the middle and you will fins the real treasure of this dungeon, a super rare and totally useful Ribbon.  Hea back up and left.  Go down, and head back up the stairs.  

Back on the upper level, head up, and right when you can.  head back down, and at the intersection, head right.  Go up the stairs at the end of this path, and go through the next door.  You will be back in the main town again.  Head up, and right to exit the town. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~    

Enemies: Rhinotaur, Rhodox

Head up, and left.  You may want to go back to Sabin's Cabin and rest, if need be.  Re-enter South Figaro Cave. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Cave to South Figaro ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Celes
Suggested Level: 15
My Level: Locke: 17, Celes: 17
Enemies: Tribloite, Primorde, Gold Bear
Boss: Tunnel Armor
Items: X-Potion, Tincture, Thunder Rod

Note:  If you followed my advice earlier, and did not pick up any items from this cave, all of the items will now be replaced by the better ones you see on the item listing.  I suggest going and getting them all. 

You should know this cave by now.  Head up, and through the door on the right on the next screen.  Head over to the right, and follow th path up, and then left.  Head down, and up when you can.  Back on the Recovery Spring Screen, use the spring, and apporach the exit to the cave.

*******************************************************************
Boss: Tunnel Armor
HP: 1,300
Weakness: Lightning
Steal: Air Lancet
Magic: 0
Drop: None

There are two ways to beat this boss.  An easy way, and a slow way.  To do things the slow way, have Celes use Runic every turn while Locke attacks normally.  Locke does about 300 damage with each atack, and Tunnel Armor does about 50.  Celes will absorb all of the spells, that Tunnel Armor casts, so his offense is basically shut down when Celes is using Runic constantly.  If Locke needs healing, do it with Potions.  the quick and easy way to beat this boss is as follows.  If you picked up the Thunder Rod in this cave, then you should use it on your first characters turn.  It will cast Bolt 2, and almost instantly, if not instantly, kill Tunnel Armor off.  
*******************************************************************

After the battle, your party automatically exits the area.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Sabin's Story ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Sabin
Suggested Level: 16
My Level: 17

You start on the world map. Head right, and enter the small house near you.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- House ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Sabin, Shadow
Suggested Level: 16
My Level: Sabin: 17, Shadow: 16
Items:  None
Shops: Inn, Item Shop

Item Shop Inventory:

Tonic           50
PhoenixDown    500
Tent         1,200
Plumed Hat     250
Shuriken        30
InvizEdge      200
ShadowEdge     400
Sprint Shoes 1,000

Head up, and talk to Shadow on the left by the well.  Say that you will let him help you, and he will join your party.

Note: Shadow will leave at any time, but it is always during the end of a random encounter.  When he leaves, he takes some of your money with him.  One thing that makes Shadow leave is if you end a battle with him dead.  Or if he dies in battle.  So keep him alive at all costs.  

A merchant will come running up the second you enter the area, so talk to him if need be.  Also, if you enter the house, you can sleep for free in the mans bed.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Enemies: Rhobite, Beakor, Stray Cat, Crasshopr

Head down a bit, and right.  Continue downwards until you see a small desert.  Save your game before entering, and then walk over it.  You will be taken onto a new screen.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Imperial Camp ---        
        
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Sabin, Shadow
Suggested Level: 16
My Level: Sabin: 17, Shadow: 16
Enemies: None...for now
Items: Star Pendant

Head foward, and watch a scene.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Doma Castle ---        
        
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Cyan
Suggested level: 16
Enemies:  Commander
Items: Black Belt

Watch the scenes.

Faithful retainer to his family's leige, with the courage and strength of a hundred men...

When you are in control of Cyan, head straight down, and talk to the man in black.  You will be forced into a battle with him.  Kill him in one hit with Cyan's first sword tech Skill.  When you kill him, watch more scenes and you regain control of Sabin's party.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Imperial Camp ---        
        
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Sabin, Shadow
Suggested Level: 16
My Level: Sabin: 17, Shadow: 16
Enemies: Kefka...kinda, Templar, Soldier
Items: Star Pendant

Head down the screen, and into the tent on the right side.  Head up, and on the top right is a treasure chest. When given a choice, choose to "hit it", and you will get away with the item, and not be forced into a random encounter like you would be with the other choice.  The item is a Star Pendant.  After getting it, continue heading down on this screen, and you will see anther scene.  After the scene, try to go foward again, and another scene will play.  

You will get into somewhat of a battle.This isnt really a battle, all you really need to do is attack Kefeka, and the battle will end.After the battle, follow Kefeka, and talk to him.  Fight him a few times more, and an extra scene will play.  Kill the enemies in this real battle, and the scene changes once again.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Doma Castle ---        
        
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Cyan
Suggested level: 16
My Level: Cyan: 18
Enemies: None
Items: Remedy

From where you begin, head up through the door, and go down the stairs. Go down a bit, and the game will automatically take over.  After watching the scene, go down, and exit the screen.  This larger room, has 4 doors other then the one you just exited.  Head down to the bottom right one, and examine one of the urns on the right side of the room, and you will recieve a Remedy.  Talk to the soldier on the left side of the room, if you wish, and exit the way you entered.  head up to the top right room, and watch the scene.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Imperial Camp ---        
        
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Sabin, Shadow, Cyan
Suggested Level: 16
My Level: Sabin: 17, Shadow: 16, Cyan:18
Enemies: Cadet, Grunt, Mtek Armor, Soldier
Items: None

Run up, and talk to Cyan.  You must now help him in these battles.  Kill the opponents off, and follow Cyan to the next battle.  Do this 2 more times, and a scene will play.  Once in the Magitek Armor, head right, and fight some more enemies.  Continue right, and fight again.   Head up, and fight a third set of enemies.  After this, you exit the Magitek Armor, and you can head up and exit the camp.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Enemies: Rhobite, Beakor, Stray Cat, Crasshopr

Head over the bridge to the left, and go down.  Cross right (direction) over the second bridge, and go down.   Enter the forest between the mountains.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Phantom Forest ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Party: Sabin, Shadow, Cyan
Suggested Level: 16
My Level: Sabin: 17, Shadow: 16, Cyan:18
Enemies: Ghost, Poplium
Items: None

This entire forest is a maze, so you have to do things perfectly.  On the first screen, head right, and exit this screen through the path on the top.  The lake in this room is a Recovery Spring, so if you need it, use it now.  Head right, and exit the screen through the bottom.  In this next area, head over to the right, and enter the second path going upwards.  Head right, dodge the Tree trunk, and continue right.  Go through the path at the top of the screen.  You watch some scenes, and you automatially enter the next area.

A pic of the Path you want:

          Lake                 End
            -------      -------|
Start------|       |----|

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Phantom Train ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Party: Sabin, Shadow, Cyan, ???????????
Suggested Level: 16
My Level: Sabin: 17, Shadow: 16, Cyan:18
Enemies:Bomb, Whisper, Hazer, StillGoin, Over-Mind, Ghost, Specter
Bos; Phantom Train
Items: Phoenix Down x2, Sniper Sight, Hyper Wrist

Note: Any spirits you talk to at this point will start random battles with you.   So dont talk to them unless you are desperate for money, or want the miniscule amount of EXP they give.

From where you begin, head out the door on the right, and enter the last coach.  Talk to the spirit wandering around in here, and he will join your party.  This is the ONLY spirit you WANT to talk to.  You can go through the door at the top of this screen if you want, to learn more about the train itself, and to find a save point.  Exit this coah, and head back into the coach you started with.  Head all the way left, dodging the Spirits on the way.  Exit the coach, and enter the next one.  Head all the way left, and exit this second coach.  Enter the thirc coach, and try to exit the same way you came.  Kill the enemies, and head out.  Watch the scenes,and head up to the top of the car.  Head over to the left, and press X at the end to jump onto the next car.  Head through the door on the left, and go up on this screen.  Press the button, and watch the scene.  Re-enter the coahc, and press the button once again.  This opens a path up to the next area.  

Continue left through this coach, and use the Save point, if you want.  Continue left.  The next coach you enter is a "safe coach", as this is an area to restore your HP.  Go to the center table in this room, ans sit down.  Sabin will eat, and this area will act like an Inn, restoring your HP, MP, and statuses.  Exit this coach from the right side, and head around the coach normally.  Enter the coach from the right, and open the Treasure chest for some Earrings. Exit the way you entered, and go through the next Coach.  Enter the first door you see in this coach, and try to open the T. Chest.  Zeigfried will come and steal the item, as well as start a battle with you.  Don't worry, he isnt too strong.  Exit the room, and continue left.  Ignore the second door, and exit the coach.  Enter the next coach, and go into the second door you see.  Open the chests for A Phoenix Down, a Monster-In-A-Box (Specter), a Hyperwrist, and a Sniper Sight.

Exit this coach through the door on the left, and continue. The Spirit will leave the party at this point.  There are only two coaches left!  The small coach in the middle holds a save point, so if you want to save, do it noe.  Head over to the Engine, and enter.  Search the bottom left corner for a hint, and go up to the 3 buttons on the wall.  Press the first and third buttons, but NOT the middle one.  Exit the Engine, and head left all the way, onto the engine. Press the switch up there, and watch a scene.  

*******************************************************************
Phantom Train
HP: 1,900
Weakness: Holy
Steal: N/A
Magic: 0
Drop: Tent, PhoenixDown

There are two ways to kill off this boss.  One is with a single Phoenix Down.  This will kill the Phantom Tain off with one hit.  If you want to kill him the old Fashioned way, have Sabin use his Aura Bolt Blitz, and have Shadow and/or Cyan cure stauses.  The Phantom Train is a master of status effects, so make sure you have a lot of curative items going into the battle.  Since Phatom  Train is capable of using confusion, make absolutely sure to keep your HP at max, especially if Sabin or Cyan are confused.  For a good offense, have Cyan use Quadra Slash, or the first of his skills.  
*******************************************************************

Aftr the battle, watch the scenes, talk to your party members, and wait.  It will automatically end.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Enemies: Rhobite, Beakor, Stray Cat, Crasshopr

Back on the World Map (Finally!), head south and go through the small area of the mountains to the east.  Save your game, if you need to, and enter the next area. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Barren Falls ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Shadow, Sabin, Cyan
Suggested Level: 16
My Level: Shadow: 16, Sabin: 17, Cyan:18
Enemies: Piranah
Boss: Rizopas
Items: Remedy

Note:  If you still have Shadow with you, he will leave your party at this point.  You can't do anything about it, and no harm comes.  

Head straight, and go to the edge of the falls.  Say that you will jump.  

This ia automated.  Actually, it is one large battle with Piranahs.  You will fight 2 or 3 at a time. Sabins Fire Dance will kill them off easily, if you have mastered the buttons.  Keep your HP up, as there will be at least 5 sets of them.  After killing the Piranas, you are forced into a boss battle.

*******************************************************************
Rizopas
HP: 800
Weakness: None
Steal: N/A
Magic: 0
Drop: Remedy

After all those Piranah battles, you may be weak, so the second you get into this battle heal if you need to.  Rizopas is not too much stronger then thr normal Piranahs, but he has attacks that hit both characters for quite a substantial amount of damage.  I suggest havin Cyan heal in this battle, as he wount be as strong as Sabin.  Have Sabin use Pummel, and Cyan use Quadra Slash, and the battle will end very quickly.
*******************************************************************  

After killing him, watch the scene.  

Draped in monster hides, eyes shining with intelligence, a youth surviving against all odds...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- The Veldt ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Enemies: All that you have encountered thus far

The Veldt is basically the same as the world map, so don't worry here.  You will fight all the enemies you have encountered before, but will recieve no EXP from the battles.  The enemies here serve a single purpose, of witch I will get to later.  

For now, head down and right.  cirlce the mountain range, and on a peninsula, enter the town.

Note: You may encounter the small boy who saved you after some battles.  Don't worry about him right now, as you cant do anything about him just yet.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Mobilz ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Party: Cyan, Sabin
Suggested Level: 16
My Level: Cyan: 18, Sabin: 17
Items: Tintinabar, Elixir
Shops: Inn, Relics, Weapons, Armor, Item

Item Shop Inventory:

Dried Meat    150
Tonic          50
Potion        300
Eyedrop        50
Green Cherry  150
PhoenixDown   500
SleepingBag   500
Tent        1,200

Weapon Shop Inventory:

Mythril Knife   300
Mythril Blade   450
Mythril Claw    800
Kotetsu         800

Armor Shop Inventory:

Buckler         200
HeavyShld       400
Plumed Hat      250
Magus Hat       600
Bandana         800
Iron Helmet   1,000
Kung Fu Suit    250
Iron Armor      700

Relic Shop Inventory:

Sprint Shoes  1,500
White Cape    5,000

Note: The shops here tend to be a bit overpriced in a few items, so don't stock up -too- much.  Besides, there will be a better selection soon.  

Another note:  To do this side Quest you need at least 2,500 GP.  I suggest not buying any eqipment until getting this quest done, as this quest contains a very rare Relic.  

Head up, and left.  Enter the house in the middle of the screen, to the left.  Talk to the wounded Soldier in there, and do his bidding.  Exit the house, and go over to thr house in the direct middle of the town, where the Pigeons keep flying to. Enter the house, and talk to the man in front of you.  Pay him 500 GP, and exit the house.  Head all the way right, and enter the Item shop.  Talk to the merchant, and MAKE SURE TO BUY Dried meat.  Exit the Item shop, and head back over to the Soldiers house.  Talk to him again, and read the next letter.  Go back to the Pigeon house, and pay him 500 GP once again. Exit, and head back over to the item shop.  Talk to the merchant, but you don't have to but anything.  Head back over to the Soldiers house, and repeat the process over 5 times.  When you are done with that, the Soldier will give you the Tintinabar Relic.  

The Shops in this town are basically spread out.  The Weapons and Armor shop are slightly to the left of the enterance to the town, the item shop is to the right, in the middle, and the Relic shop is at the end of town. The main reason this town is here, is to allow you to buy some Dried Meat, as you need it to continue on with the game.    When you are done, head out of town.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- The Veldt ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Enemies: All that you have encountered thus far

Basically, now that you have the item you need, the goal is to get into random encounters.  Every once in a while, at the end of an encounter, the small boy that rescued you will come, and complain that he is hungry.  The main problem here is that if you had commands insertes before, and the battle ended, they will attack him, so it may take a few times for you NOT to attack him.  When you get him and not attacked, feed him your newly aquired Dried Meat.  Watch the scenes, and head south.

Note:  The Veldt is the ideal training grounds for Gau.  He has a Skill called leap that allows him to leap onto enemies.  Whenever he leaps, he learns the enemies skills.  But to get Gau back, you have to continue fighting over and over again on the Veldt.  Every enemy you fight while Gau has Lept will be on his new rage list when he comes back.  When he DOES come back, there is no need to feed him dried meat again, he will rejoin you automatically, with some brand new Rages.  

Head south all the way to the mountain range.  Circle the mountain range to the left, and enter the area in between the mountains.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Crescent Mountain ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Party: Cyan, Sabin, Gau
Suggested level: 16
My Level: Cyan: 18, Sabin: 17, Gau: 18

Head straight, and right when you can go over the bridge at the top of the screen.  head down, and search around the middle of this area (press X a lot) and you will fins what you want.  Watch the scene, and head down.  On this small screen, watch the scene, and you will be in the next dungeon.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Serpent Trench ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Party: Cyan, Sabin, Gau
Suggested level: 16
My Level: Cyan: 18, Sabin: 17, Gau: 18
Enemies: Anguiform, Aspic, Actaneon
Items: X-Potion, Green Beret

This area is much like a first person view of the Lete river.  it is automated, like the river, but, also like the river, there are choices you can make depending on the direction you want to go.  You have to hold down the directional button when given a choice to actually go in that direction.  Goin left at both intersections is much faster, but you can get some good items, and more chances to heal, if you go right.  I suggest going right.  

After the first right, you start a new area where you can control your characters.  Go right, and open the Chest for a X-Potion.  Go up, and you will continue with the trench.  After the second right, and when you enter the room where you can control your party, go left and through the door.  Head left again in this room, and go down.  Step on the switch at the very bottom, and the water will drain.  Head back up the screen halfway, and enter the place where the water drained.  Go into the hole.  In this next room, open the chest above you for a Green Beret.  Go all the way down, and through the door on the left.  Exit through the door on the top of the screen.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Nikeah ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Party: Cyan, Sabin, Gau
Suggested level: 16
My Level: Cyan: 18, Sabin: 17, Gau: 18
Items: None
Shops: Inn, Relic, Armor, Weapons

Weapon Shop Inventory:

Mythril Claw   800
Mythril Pike   800

Armor Shop Inventory:

Heave Shld     400
Plumed Hat     250
Magus Hat      600
Bandana        800
Iron Halmet  1,000
Kung Fu Suit   250
Silk Robe      600
Iron Armor     700

Relic Shop Inventory:

Goggles        500
Star Pendant   500
White Cape   5,000
Fairy Ring   1,500

From where you start, head left, and up to get to the main town.  It isn't necissary to go into the town, as there isnt any items, and it is mainly shops and an Inn.  All of the shops in this town are in the middle area of town, past the Pub.  Stock up as needed, and head south and back to the dock area.  In the dock area, head onto the boat, and talk to the man.  Say that you till go to South Figaro, and watch a scene.  You have now finished Sabins Journey.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Reunion in Narshe ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Party: None, but all of your characters are united
Suggested level: 14-16
Items: None
Enemies: Bounty Man, Trooper, Heavy Armor, Fidor

Watch the scens, and when you are in control of Terra, you have the ability to talk to all of your party members.  Make sure to equip all of your party members.  You can change characters by talking to each of the members.  After Equipping them, head over to the save point on the right, and save.  This next area is going to be annoying.  When you are positive that you are ready, head up, and talk to Banon.  Choose that you are ready, and you will be forced to make 3 parties.  

There are 3 ways you can apporach the following battles.  With 2 main parties as attackers, each with 3 characters, and the third with one(you wont use the third), or with 3 main parties, one with 3, and the other 2 parties with 2 members.  If you are going for the first one, I suggest having a party of Celes, Gau, and Edgar/Sabin.  Have the second party Edgar/Sabin, Terra, and Locke.  For the latter, you need to split your characters up a bit more evenly.  The party that is going to have 3 members should include Celes, as it will make things much easier.  I usually go with Terra + Locke, Cyan + Sabin, and Celes + Edgar + Gau. It is all your choice, and style of play though.  

Your goal is to protect Banon.  When the battle begins you have another choice.  Whether you decided to make 2 larger parties, on 3 smaller ones, you have to go to the place.  With the two Larger parties, you will head down a bit farther.  Head past the 3 open areas, and have each party block one of the two open paths.  If you did the latter, and have 3 smaller parties, you have each party block  one of the three Paths.  This is slightly easier, as each party is getting in less fighting, But then again, the parties are smaller and you have to be careful in battles.  Also, if you decide to take a risk, your main party (again, I suggest Celes) can go down and attack Kefka.  When Kefka dies the huge amount of guards goes with him.  This will take a while if you don't do that, But it IS the safer route, so it is really your choice.  Anyway you do it, this will take a long time.  

When you are actually able to get to Kefka, a battle begins.

*******************************************************************
Kefka
HP: 3,000
Steal: 
Weakness: None
Magic: 0
Drop: Peace Ring

Without Celes, this battle will be a pain in the ass.  Kefka casts Confuse, and strong level 2 Magics on your party.  With Celes using Runic, Keka's offense will be considerable shut down.  The most damage he will do it the 100 damage he does with his normal attacks.  Celes will absorb all of his spells with Runic, saving your party from confuse, which can easily cause a game over.  Heal with Potions, and dont let your party get too weak.  For offense, have Edgar use AutoCrossbow, have Sabin use Pummel/Suplex, Have Gau Rage into Magitek Armor (if you have it), and have Cyan use SwordTechs. Terra and locke are forced to physically attack and steal.  This battle is all about Runic, and keeping your HP high.  Runic makes this battle so much easier and more survivable.   
*******************************************************************

After the battle, you will watch some more scenes.

Note: From now on, you will be able to choose your own party members,  The my level and the party section will now be based on my own level and party.  I have a tendency to go for a more magic approach to battles, so naturally, I will have less physical attackers.  feel free to change your party members to whatever you want, but try to keep up with the Suggested Level.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  --- Journey to a Distant Land: Narshe ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Celes, Locke, Sabin, Edgar
Suggested level: 16
My Level: Celes: 17, Locke: 17, Sabin: 17, Edgar: 18
Items: 5,000 GP, Earrings, Theif Knife, Hyper Wrist, Sneak Ring, Wall Ring
Enemies: None  
Shops: Inn, Item, Weapon, Armor

Item Shop Inventory:

Tonic         50
Potion       300
Tincture   1,500
PhoenixDown  500
Smoke Bomb   300
SleepingBag  500
Tent       1,200

Weapon Shop Inventory:

RegalCutlass   800
Mythril Claw   800
Kotetsu        800
Mythril Pike   800
Air Lancet     950
Flail        2,000
Full Moon    2,500

Armor Shop Inventory:

MythrilShld  1,200
Magus Hat      600
Bandana        800
Iron Helmet  1,000
Silk Robe      600
Iron Armor     700

This is the first time you have had to truly explore Narshe.  Narshe has a LOT of good items on sale for you and your party, so make sure to stock up.  Also, when you talk to your party members, you are given a chance to change members.  I suggest starting with 3, for now.  I suggest brining Sabin, Locke, and Edgar, as you will be able to see xtra movies with them.  But of course, Celes is just kick ass, and you will be able to see the movies later.  Your choice.  You can also come back at any time and change members again.  From where you awaken, head down, and exit the house through the door on the lower left.  Head straight down, ignoring the stairs on the left, and go right.  Enter the house near the bottom of town.  You can open allof the chests in here! yay!  These chests hold 5,000 GP, Earrings, a Thief Knife, a Hyper Wrist, a Sneak Ring, and lastly, a Wall Ring.  That last chest that is locked, you can't open yet, so don't worry about it.  

Exit the house the same way you entered, and head left.  Head up, and when you get back to the intersection, head down the stairs on the left.  Go up, and into the Item shop.  Stock up, if need be, and exit the shop.  Head directly right from the exit to the item shop, and when you can go in between buildings, do so, and enter the armor shop.  This is a good time to buy armor for all of your characters.  Exit through the same door you entered, and head down and left.  Enter the door with the Weapon Shop sign on it.  This is also another good time to stock up on Weapons.  Exit the same way you entered,and head all the way down.  Exit Narshe the same way you did originally.  

Note:  You may only want to bring 3 characters with for the next area, because you will be able to get another character on the way if you do.  And remember, you can come back and change characters at any time.  but when you get this character, coming back to Narshe will trigger his leave.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Enemies: Leafer, Dark Wind

Head back to Figaro Castle.  You should know the way by now.  Head down, and left.  You can re-enter Figaro castle at this point.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Figaro Castle ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Party: Edgar, Sabin 
Suggested Level: 16
My Level: Edgar: 18, Sabin: 17
Items: None
Shops: Item, Weapon

New Weapon Shop Inventory:

AutoCrossbow  250
NoiseBlaster  500
Bio Blaster   750
Drill       3,000
Flash       1,000

If your brought Edgar and Sabin, you can see that special scene here.  Head straight up two rooms, and Sabin will leave your party.  Head up the stairs, and into the path to the throne room.  Here, head through the right door, and into the Weapon shop.  Talk to the merchant and he has two brand new and powerful items for you.  If Edgar leads, then all the prices for items will be halved, even in the item shop, meaning this is one of the best places to buy items in the entire game.  Make sure to buy the Drill, as it will be strong for a long time.  Exit the Weapon shop, head down, and exit the screen. Outside, head down again, and through the door on the left.  Head up and sleep at the Inn. At this point, you see that special movie.  When its over, head out of the Inn area the way you entered, and head down when outside.  In the smaller room, head down the staors to the left.  Talk to the man and tell him you want to go to  
Kohlingen.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Red Fang, Vulture, Mind Candy

Note: The enemies in the Desert around Figar castle are strong.  but they give good EXP, and Magic (when you get Magicite).  They are strong though, so you may want to have some Revivify's to use on the Undead Dragons.

Head North west.  Enter the town by the sea.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Kohlingen ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Sabin, Edgar, Shadow
Suggested Level: 16
My level: Sabin: 17, Locke: 17, Edgar: 18, Shadow: 17
Items: Green Beret
Shops: Item, Weapon, Armor

Item Shop Inventory:

Potion       300
Tincture   1,500
Revivify     300
Antidote      50
GreenCheery  150
PhoenixDown  500
SleepingBag  500
Tent       1,200

Weapon Shop Inventory:

Air Lancet   950
Flail      2,000
Full Moon  2,500
Shuriken      30
Fire Skean   500
Water Edge   500
Bolt Edge    500
InvizEdge    200

Armor Shop Inventory:

MythrilShield 1,200
Magus Hat       600
Bandana         800
Headband      1,600
Iron Helmet   1,000
Silk Robe       600
Iron Armor      700   

When you enter the town, head left and up into the Pub screen. In the pub, go right, and taslk to Shadow.  He will asssist you if you pay him 3,000 GP. 

Note: Shadow follows the same rules as before when he joined your party.  but note, if you go to Narshe, he will leave.  

Exit the Inn screen, and head up.   There is an item shop.  Enter it if need be.  

If you brought Locke into this town, you can see a few movies here. Head up to the house on the top right corner of the town, and enter through the front door.  Head down the stairs on left of the room, and examine the bed.  Watch the scene, and if your brought Celes with you, she will say something extra.  When you are back upstairs, head back out of the ouse through the front door, and circle around the house to the left.  Go over the bridge behind the house.  Head into the house through the back door.  Search around in here and you will find a Plumed hat.  Exit the house the same way you entered, and head all the way left.  Enter the house on the top left of the screen.  Here you will see a movie that reveals a LOT of Locke's past.  Search the clock in this house after the movies, and you will find an Elixir.  head back down the screen, and to the right.  Exit town the same way you entered.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Red Fang, Vulture, Mind Candy

From Kohlingen, head all the way north, following the continent as it goes up.  Near the very top of the continent,  enter the small, lone house.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Cabin ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Celes, Locke, Sabin, Edgar
Suggested Level: 16
My Level: Celes: 18, Locke: 18, Sabin: 18, Edgar: 18
Items: Hero Ring

This Cabin alone, and in the middle of nowhere hold a great item.  Head inside the house, and examint the urn to the left of the entrance and you will find the rare Hero Ring.  You can talk to the man if you want, and he will give you a hint for much later in the game.  When you are done, leave the house.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Red Fang, Vulture, Mind Candy, Iron Fist

Get ready for a LOOOOOONG walk.  You now have to walk ALL the way down to the bottom of the continent.  Make sure you have enough items, as the enemies here are rather strong at this point.  When heading down, you will see a town about halfway down the middle of this area.  Don't wory about that for now, as you cant really do anything to get there, as it past the mountains.  Continue heading down, and follow the path slightly west.  At the bottom, enter the much needed town of Jidoor.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    --- Magicite: Jidoor ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Celes, Locke, Sabin, Edgar
Suggested level: 16
My Level: Celes: 18, Edgar: 18, Locke: 18, Sabin: 18
Items: None
Shops: Inn, Armor, Weapon, Items, Stable, Auction

Armor Shop Inventory: 
 
MythrilShld   1,200
Headbane      1,600
Mythril Vest  1,200
Ninja Gear    1,100
White Dress   2,200

Weapon Shop Inventory:

Forged        1,200
Kaiser Claw   1,000
Kotachii      1,200
Full Moon     2,500
Fire Skean      500
Water Edge      500
Bolt Edge       500
Shadow Edge     400

Item Shop Inventory:

Potion       300
Tincture   1,500
Antidote      50
Soft         200
Revivify     300
PhoenixDown  500 
Exho Screen  120
Tent       1,200

Relic Shop Inventory:

Peace Ring   3,000
Barrier Ring   500
Mythril Glove  700
Earrings     5,000
True Knight  1,000
Sniper Sight 3,000

The first thing you should note about this town is the auction house.  You can't do anything with it NOW, but later on, it will play a vital role in your gameplay.  And also, when you exit the town, you may want to do it on a Chocobo, as you still have a long way to go. Lastly, if you didnt upgrade before, there is some AWESOME upgrades in this town. If your brought Celes, equip her with the White Dress, and keep that on her for a while, as it up's her magic Skill, AND has rather good defense.   Also, the Peace Ring Relic will be useful in the future, so try and buy a few of those as well.  

From the entrance, enter the Armor shop.   When you are done stocking up, exit, and head up the screen, and to the right.  Enter the weapon shop, stock up, and leave.  From the main screen, head up the stairs to the left, and at the top, go left.  Enter the Relic Shop.  Stock up, and head out once again.  Head right, past the stairs, and down all the way to almost the bottom of the screen.  The item shop is here.  Head down the stairs once again, and buy a Chocobo if you wish, and exit the town.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Red Fang, Vulture, Mind Candy, Iron Fist

Head east.  Soon you will be heading North-East.  Continue heading in this direction, until you are forced Northward.  Follow the mountains, and circle around them.  Enter the town in the secluded corner of the map.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Zozo ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Celes, Locke, Sabin, Edgar
Suggested Level: 16
My Level: Celes: 18, Locke: 18, Sabin: 18, Edgar: 18
Enemies: Hades Gigas, Harvester, Slam Dancer, Gobbledegak
Boss: Dadluma
Items: Chainsaw, Thief Glove, Tincture, Fire Knuckle
Magicite: Ramuh, Stray, Siren, Kirin

Note:  All the people in Zozo Lie.  All but one.  The one that doesn't lie say: 'This place is dangerous.  And don't you DARE think about jumping between buildings.'  He is only looking out for your own good!

First things first.  Zozo MAY be a town, but there will be random encounters throughout.  So be warned.  

Note:  the enemies here can be rather difficult.  The Hades Gigas' do about 200 HP with a single attack, and when killed they sometimes cast Magnitude 8.  Magnitude 8 does around 200-300 damage to all 4 characters in your party.  The Harvesters, while not too strong, can steal around 4,000 Gp from your Party.  The slam dancers are the major threat though, s they have all of the Level 2 Spells, and use them quite a bit.  They can do 200 damage to all of your characters a few times in battle.  And 400 to a single character.  Kill them off quickly or die.

Head left, and down.  In the center of the town, head left, and up.  Go past the man and the body of the woman, and enter the building with the Inn door on the sign.  Go straight ahead, and examine the Clock.  Set the numbers to 6:10:50, and a side door will open. Go right, and up the stairs through that newly opend door.  Open the chest at the top, and you will get one of Edgar's strongest tools, the Chainsaw. Exit the Inn the same way you entered, and head down.  Back at the 3 way intersection, head down, and enter the door on the left, which says it is the Relic Shop.  In the Relic shop screen, head up, and go up the stairs on the right.  When outside, head up the stairs on the left, and anter the door on the left.  In this room, follow the thieves on their path, and at the ned, head up the stairs on the left side of the screen.  Head up the stairs on the right, and head up two more sets (of stairs).  Enter the door on the top right.  Get the Thief Glove from the Chest, and exit.  Head down two levels of stairs, and go left.  Press against the wall, and jump from this building to the middle building. Jump left from the middle building to the far left building.  

Enter the door on the left, and go straight up.  Ignore the first path, as it doesnt lead anywhere, and go left up the stairs on the second path.  Examine on of the urns above you to find the Tinticure.  Head all the way down the screen, and exit through the door at the bottom.  Head right, and up the stairs.  Jump back to the middle building, and over to the original building.  Go up the stairs, and enter the door on the second level.  Head right up three sets of stairs, turn left, and go through the door.  Go up the first two sets of stairs, and enter the door.  Open the Chest for a Fire Knuckle.  Exit, and continue up the stairs.  Talk to the man guarding the path upwards.  

*******************************************************************
Dadluma
HP: 3300
Steal: Sneak Ring
Weakness: Ice
Magic: 0
Drop: Headband 

Dadlumas attacks do around 50-100 damage each, and so depending on hoq much you level up, that can be hell, or nothing at all.  For some main attacks, have Celes use Ice, as that is his weaknes.  It will do around 350 damage if you have Earrings equipped.  Some other good attacks are Edgars Chainsaw which does over 800 damage, and Sabins Suplex, which does around 500 damage.  Any normal attacks do around 150-400 (is it criticals), so they will be your weakest bet.  IF you have Shadow, have him throw wepons, Shurikens, and whatever else you let him lay his hands on.  For Cyan, have him use Quadra Slash SwordTech, and Gau is best with the Ghost Rage.  When Dadluma gets down far enough in HP, he will start using 2 Potions at a time to heal himself.  Not that 500 or so healing is going to stop you from killing him...He DOES cast safe at this point though, maiking it hard to damage him.  Don't let up, and you can finish this battle without needing to heal once.  
*******************************************************************

With Dadluma dead, head up the stairs to the right, and enter the door at the top.  Head up, and talk to Terra in this room.  Watch the scenes, and you get your first pieces of Magicite.  After the scenes, you automatically exit town.

Note:  This is an AWESOME time to level up.  The enemies in Zoz give a lot of EXP, and some good Magic Points as well. If you are patient, you can spend a long time here, having most of your characters learn every spell possible at this point.  It will help a lot in the future.  Plus, you can steal some good Relics from the enemies here.  Try to get an Atlas Armlet from the Gigas', and some rare Dragoon Boots from the Harvesters.  

When you are done building, exit Zozo.

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        --- World Map ---                

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Enemies: Red Fang, Vulture, Mind Candy, Iron Fist

Now you have to head all the way back to Jidoor.  Follow a single path by the mountains, and when you get to Jidoor, save your game and enter.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 --- Entering the Empire: Jidooor ---                

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Party: Celes, Locke, Sabin, Edgar
Required Party: Locke, Celes
Suggested level: 18
My Level: Celes: 23, Edgar: 23, Locke: 23, Sabin: 23
Items: Tincture
Shops: Inn, Armor, Weapon, Items, Stable, Auction

For Inventory lists, see Jidoor in Section 8.

Note: You see the "Required Party" section.  basically, from now on you can choose your characters freely, but sometimes you are required to have certain characters in your party.  This is what that area is for. 

Once back in Jidoor, make sure you stock up, as you will probably be rather depleted after Zozo.  Head straight to the very back of town, and enter the larger mansion.  Talk to the man running back and forth, and a scene will play.  After the scene, head toward the door you entered, and head up the stairs on the right.  Examine one of the Urns against the wall and you will get a Tincture.  Heab back down the screen, and back down the stairs.  Head toward the exit more, and examine the letter on the floor.  Watch the scene...

A Blackjack-playing, world-travelling, casino-dwelling free spirit...

Exit the house, and head all the way to the bottom of the town.  You probably wont need a Chocobo this time.  Exit the town.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

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Enemies: Red Fang, Vulture, Mind Candy, Iron Fist  

Head directly south of Jidoor, and go down the long peninsula.  You will eventually come across a building.  Enter it.  

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       --- Opera House ---                

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Party: Celes, Locke, Sabin, Edgar
Required Party: Locke, Celes
Suggested level: 18
My Level: Celes: 23, Edgar: 23, Locke: 23, Sabin: 23
Enemies: Vermin, Sewer Rat
Boss: Ultros
Items: None

Head up, and talk to the man guarding the enterance.  Watch the scene, amd when you control Locke, head a bit right, and go down the first path you see.  On the next screen, Head down the stairs, and over to the right, and up another set.  Head up, and enter the dressing room where Celes is.  Talk to Celes, and watch a scene.

When in control of Celes, you have to read the Score, which is on the table above you.  Basically, when you are watching the opera you have to say lines when provoked.  If you don't say the lines when needed, you will ruin the opera, and have to start over. This is the Score:

Oh my Hero, so far away now.
Will I ever see you smile?
Love goes away, like
night into day.  It's just a fading dream...

I'm the Darkness, you're the stars.
Our love is brighter then the 
sun.
For Eternity, for me there can be, 
only you, my chosen one...

Must I forget you?  Our solemn
promise? Will Autumn take the
place of Spring?  What shall I do,
I'm lost without you.  Speak 
to me once more!

When you have read the script (or just read my table), head up and right.  Exit the room thright the door on the top left.  The Opera will automatically start.  On the first line, you will want to choose "Oh my hero". On the second choice, you should choose "I'm the Darkness..".  When you control Celes, talk to the man, and follow him around and around.  Talk to him each time, and eventually, he will turn into some flowers.  Pick the flowers up by pressing X, and head up the stairs standing right in front of you.And at the top, head left.  Examine the far wall, and you loose control of Celes.  That IS timed, so if you get there too far after a certain point, the opera will be ruined.  If you get there before the music, you will be fine.

We must part now,
My life goes on.
But my heart wont give
you up...

Ere I walk away,
Let me here you say,
I meant as much to you.

So gently,
You touched my heart.
I'll wait for eternity...

Come what may,
I won't age a day,
I'll be forever yours...

When you are in control of Locke once again, head down, and near the exit of the room, read the letter.  Exit the room, and head down the stairs, and up the stairs to the left.  Talk to the Impressario, and he will tell you your next goal.  When you can control your party, you will be timed with 5 Minutes.  Time passes even when on the menu screen, so don't try to get out of it that way.  Head all the way to the far right of the screen you start on.  Talk to the man, and he will tell you what button to press.  Head over to the far right, and press that button. You can press the others, but they mainly waste time.  Exit the room the same way you entered, and head down, left, and up.   Enter the door at the VERY end of the screen.  You are now aboce the opera stage.  The enemies here can be annoying, because you have to kill them all off at the EXACT same time, with the same attack.  I suggest doing it Edgars AutoCrossbow. If you don't kill them all in a single attack, they will call more enemies, and will waste more of your time.  Make your way over to the  right, and go up when you can.  Go left and up, and when you can, go right and talk to Ultros.  

*******************************************************************
Ultros
HP: 2,500
Steal: None
Weakness: Bolt
Magic: 0
Drop: None

Ultros may have less HP then he did last time, but he is a LOT stronger.  You fight him with 3 party members as well.  If your party has built up with their Espers, then they can do quite a bit of damage to Ultros.  Ramuh does a lot of damae, as that is Ultros' weakness.  Also, for main attacks, Chainsaw can do over 1,000 damage.  Ultros' Acid Rain skill does around 120 damage to one side of the party.  Pummel does aroun 800 damage to Ultros.  A big damage dealer for this battle is Bolt 2.  Ultros luckily doesnt have high defense, so don't worry too much about killing him off quickly.  He will die fast enough as it is. 
******************************************************************* 

After the battle, watch quite a few scenes, and when you can control your party, talk to Setzer.  Watch some more scenes, and when you can control your party again, head into the town closest to you. 

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    --- Magitek: Albrook ---                

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Party: Celes, Locke, Sabin, Edgar
Required Party: Locke, Celes
Suggested level: 18
My Level: Celes: 23, Edgar: 23, Locke: 23, Sabin: 23
Items: Tincture, Elixir, Potion
Shops: Relic, Weapon, Armor, Inn

Item Shop Inventory:

Potion      300
Tincture  1,500
Eyedrop      50
Remedy    1,000
Revivify    300
PhoenixDown 500
Tent      1,200
Warp Stone  700

Weapon Shop Inventory:

Forged      1,200
Poison Claw 2,500
Epee        3,000
Blossom     3,200
Shuriken       30
Fire Skean    500
Water Edge    500
Bolt Edge     500

Armor Shop Inventory:

Bards Hat   3,000
Headband    1,600
MythrilVest 1,200
Ninja Gear  1,100
White Dress 2,200

Relic Shop Inventory:

Goggles       500
Peace Ring  3,000
Earrings    5,000
SniperSight 3,000
Wall Ring   6,000
Amulet      5,000

Note:  From now on I am not going to lead you from building to building in towns.  I am going to lead you to items, and suggest equipment, but you should know what buildings look like.  

For Armor purchses, Bards hats will be useful, as in the next dungeon enemies will be weak versus magic, and you need all the MP you can get at this point. 

As for Relics, if you don't already have two Earrings, buy a second one now, as if you equip them on Celes you will have a major powerhouse.  Peace Rings will be useful later in the game, as will Wall rings, but I suggest waiting and saving Gil for Cherub Downs later.  

For Weapons, Epee's are a MUST for characters like Celes.  You may want Edgar to have one as well.  But Edgar will be fine if you have a Spear and Dragoon Boots.  As for Sabin, if you have a Genji Glove and that Finre Claw from Zozo, you will want to buy the Poison Claw.   

As for items...Well I suggest buying a LOT of Revivify's, as you can level up outside of town (in the desert) and get some good EXP. Revivify's will make that easier.  Plus, you will need some for a later dungeon.  

The items in Albrook are spread apart.  You can find the Elixir if you go left and examine the clock in the Armor shop.  You will get the Potion if you examine the barrel outside the Inn.  

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        --- World Map ---                

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Enemies: Chicklip, Ralph, Joker, WeedFeedr, Wyvern

The enmies on the world map are a lot stronger, and have a LOT more HP then those from before.  The Chicklips are found in larger groups then the normal enemies, meaning they may be more dangerous.  Actually, this area is another good level up opportunity.  The desert  slightly east of Albrook holds some enemies that give good EXP, Magic, and GP.  Use revivify's on the undead Dragons there and you will kill them off in one hit.  They CAN make you undead though, which is basically the same as an instant kill.

Also, the next two towns I bring you to next (Tzen and Miranda) are optional, you don't have to go there...They are just for some alternate items and EXP.  

Form Albrook, Head north and west.  Head north and in between two sets of mountain ranges.  Continue west, and you will see a building.  That is actually your real destination, but if you want to go to those alternate towns, follow the walkthrough.  If you don't want to, head over to the Vector part of the strategy in this section.  From the building, head north, and follow the mountains east until you can go through them like you did before.  Hea west a bit, and head all the way up to the tip of the continent.  Enter the town there.  

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         --- Tzen ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Celes, Locke, Sabin, Edgar
Required Party: Locke, Celes
Suggested level: 18
My Level: Celes: 23, Edgar: 23, Locke: 23, Sabin: 23
Items: None
Shops: Weapon, Armor, Inn, Item, Relic 

Item Shop Inventory:

Potion      300
Tincture  1,500
EyeDrop      50
GreenCheery 150
EchoScreen  120
Revivify    300
PhoenixDown 500
Tent      1,200

Weapon Shop Inventory: 

Air Lancet   950
Full Moon  2,500
Epee       3,000
Boomerang  4,500

Armor Shop Inventory:

Bards Hat    3,000
Mythril Helm 2,000
Mythril Vest 1,200
Ninja Gear   1,100
White Dress  2,200

Relic Shop Inventory:

Earrings     5,000
RunningShoes 7,000
Black Belt   5,000
Amulet       5,000

The real prize of Tzen is the Relic shop.  It holds the rare Running shoes which automatically cast Haste on your party.  It also is un-deispelable, meaning it wont go of, even if you die and are revived.  They are expensive though, so you may have to build up your party if you want to buy a few of them.  Also, you should buy the new Mythril Helmet on sale here for all of the party members that can equip it.  

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        --- World Map ---                

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Enemies: Chicklip, Ralph, Joker, WeedFeedr, Wyvern 

After exiting Tzen, head southeast, and go back through that small area in the mountains. Head southeast some more, and pass Vector once again.  Continue east, and head south when needed.  Head down the long peninsula, and enter Miranda. 

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        --- Miranda ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Celes, Locke, Sabin, Edgar
Required Party: Locke, Celes
Suggested level: 18
My Level: Celes: 23, Edgar: 23, Locke: 23, Sabin: 23
Items: None
Shops: Inn, Armor, Weapon

Armor Shop Inventory:

Bards Hat   3,000
Green Beret 3,000
MythrilHelm 2,000
MythrilVest 1,200
MythrilMail 3,500

Weapon Shop Inventory:

Mythril Pike  800
Trident     1,700
Poison Claw 2,500
Epee        3,000
Boomerang   4,500

If you did the side quest with the ill Soldier in Mobilz, then you will have heard about this town before.  Like Tzen, Miranda is an occupied town.  Miranda holds some good items as well.  You may want to invest in a few Green Beret's, which up your HP slightly.  You also may want Edgars newest weapon, the Trident, if you have the Dragoon Boots and prefer them to swords.  The Mythril mail is good armor, but I suggest keeping Celes with a White Dress.  

You can talk to the Soldiers lover on the far right side of the town, if you wish to.    But other then that, there is not really too much to do in this town.

Note: The enemies around town are rather good with the EXP and Magic.  Level up around here if you want.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- World Map ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Enemies: Chicklip, Ralph, Joker, WeedFeedr, Wyvern 

Head north, and west when you can.  Head back between the mountains, and into Vector in the center of the continent.  

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        --- Vector ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Celes, Locke, Sabin, Edgar
Required Party: Celes, Locke
Suggested Level: 18-19
My Level: Celes: 23, Locke: 24, Edgar: 24, Sabin: 24
Enemies: Guard
Shops: Inn, Weapons, Armor

Weapon Shop Inventory:

Forged     1,200
PoisonClaw 2,500
Epee       3,000
Blossom    3,200

Armor Shop Inventory:

Headband    1,600
Bards Hat   3,000
MythrilVest 1,200
Ninja Gear  1,100
Whiet Dress 2,200

Note: DO NOT sleep at the Inn in this town.  It may be free, but you will have some of your GP stolen at night if you do sleep.  There is another way to sleep.  

The second you enter town, head up and left.  Enter the small house on the bottom of the screen.  Talk to the woman, and when she asks, tell her No.  After the battle, talk to her again, and she will heal you. Any time there after you can talk to her and she will heal you for free.  

Exit this small house, and head over to the left some more.  Enter the next, larger Weapon shop if need be.  You can head up to get to the armor shop, but you dont have to.  Your true goal is over on the far right side of the town.  There will be a man hiding behind some boxes.  Talk to him, and tell him that you are ready (when you ARE ready, of course) and he will help you get to the next area. When he is distracting the guards, head up onto the boxes, and you will be brought past the guards automatically.  

Note: After telling him you are ready, you wont be able to go back out, so make sure that your party is well equipped, and well stocked.

When you can control your party again, head up, and watch a short scene.  Head all the way up, and go up at the intersection. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Magitek Factory ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Celes, Locke, Sabin, Edgar
Required Party: Celes, Locke
Suggested Level: 18-19
My Level: Celes: 23, Locke: 24, Edgar: 24, Sabin: 24
Enemies: General, Flan, Trapper, Garm, Commando, Pipsqueak, ProtoArmor
Bosses: Ifrit, Shiva
Items: Flame Sabre, Tincture, X-Potion, Thunder Blade, Remedy, Gold Shield, Dragoon Boots
Magicite: Shiva, Ifrit

A few notes before I begin the strategy:

Obviously, by looking at the large amount of items and enemies, you can tell that the area is rather large.  Normally, that wouldnt be a problem.  The main problem is that you have to use magic to kill most of the enemies ealiy here.  If you don't use magic on them, battles WILL drag out.  Basically you will want to use MP, but at the same time conserve it.  

When you start the dungeon, head up, and go down the stairs to the left.  Head down, and left down a second set of stairs.  Head to to theop of the screen on this lower level, and head left.  Enter the pipe on the far left,  and when you regain control of your party, head down, and open the treasure chest for the Flame Sabre. 

Note:  There are 3 elemental swords in this game.  Well there are more then that, but I mean main ones.  There elemental sword work exceedingly well in this dungeon, as they cast a spell after each attack.  Just be warned that certain enemies who absorb the elements will also be healed by the physical attack if they absorb that element.  

To get back to the main area, head a bit up, and press X when the Crane comes over to your side.  Back on the other side, head right, and press against the second pipe you see (NOT the first).  Go down the ladder, and head left.  Open the chest for a Tincture.  Head back up the ladder, and go left, and down the first Pipe.  When you regain control of your party, get the chest to the left, head onto the lift on the right, and at the end open the chest for a Thunder Blade.  Head down the screen, and open the second  chest for a Remedy.  Head down the lift to the left, and on the next screen, head up the stairs to the upper right.  Head up another set of stairs, and head down the screen.  Go down the stairs on the left.  Continue heading left, past the intersection, and head all the way over to the far wall.  Head down, and open the Treasure Chest for some Dragoon Boots.  Head up a bit, and go up the stairs on the left.  Head straight up, and right at the second set of stairs.  Continue going up the screen and head through the door at the top.  On this smaller screen, open the Chest for a Gold Shield.  Head back out of this screen the way you entered, and head back down the two sets of stairs.  Head right, and up.  Go up, and at the four way intersection, go up.  When on the small platform, head right, and watch the scene.    When you regain control of your party, head down, dodging the boxes, and go left.  Go up onto the lift that Kefka threw the creatures on.  On the bottom, head left, and through the second door (the one that isnt guarded).  Save, heal, and exit.  Talk to the brow Creature, and you wll initiate battle.  

*******************************************************************
Ifrit
HP: 3,000
Weakness: Ice
Immune: Bolt
Heal: Fire
Steal: None
Magic: 0
Drop: None

Ifrit is healed by any type of Fire physical attack or magic, so make sure you don't use them on him.  He is immune to any Blot magic, as well, so Ramuh and Bolt/Bolt 2 are completely ineffective. Ifrit attacks with pure magic.  Mainly Fire and Fire 2.  He can attack all party members, or just one.  His Fire does 60 damage to the entire party, and 100 to a single member.  Fire 2 does 150 damage to the entire party, and 300 to a single member, so when he starts casting that frequently things can get out of hand fast.  You may want to use the Esper Kirin to cast Regen on the entire party and help keep you healed.  Edgars Chainsaw does about 1,000 damage to Ramuh.  Have Sabin use Pummle, and your other characters use whatever attacks they can.  Things like Quadra Slash work well, also. A normal Ice spell from Celes does 600 damage, while a powered up one (with 2 Earrings) does 1,200. When Shiva comes into the fray, the battle will be over. 
*******************************************************************

After the battle, watch the scenes, talk to both Espers,  and you will gain two new magicite.  After the battles, you may want to save and heal again.  When you are ready, exit the room through the right door, in which Shiva was guarding.  In the next screen, head up the stairs to the right, and go left up the next set.  Head up four more sets of stairs and enter the door at the top of the screen.  

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   --- Magitek Research Facility---                

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Party: Celes, Locke, Sabin, Edgar
Required Party: Celes, Locke
Suggested Level: 20
My Level: Celes: 24, Locke: 24, Edgar: 24, Sabin: 24
Enemies: Rhinox, Gobber
Boss: Number 024
Items: None
Magicite: Unicorn, Maduin, Shoat, Phantom, Carbunkl, Bismark

Head dow, and left past all of the test tubes.  Go through the door on the top wall at the end.  Head up, heal your party, and when you are ready, talk to the man guarding the door.  

*******************************************************************
Number 024
HP: 4,777
Weakness: Varies
Steal: Drainer
Magic: 4
Drop: Blizzard Sword, Flame Sabre

Number 024 changes his weakness every round, but he will not be immune to any spells.  So basically spells will ALWAYS be good against him, but certain spells work better then other.  Number 024 does around 150 damage with each attack, so he is not nearly as much of a threat as Ifrit.  Also, your new Espers, Ifrit and Shiva will do quite a bit of damage to Number 024.  For attacks, have Edgar use Chainsaw, have Sabin use Suplex Blitz, and have Celes use Bolt 2 or Ice (if you have them), and Locke should steal or Attack normally. With your strongest attacks, Number 024 shouldnt last too long. 
*******************************************************************

After the battle, go through the door Number 024 was guarding, and head straight.  Press the switch at the top of the screen, and watch a scene.  When you can control your party, head right, and down into the lift with Cid.   Watch some more scenes.  

When you can control your party, head over to the save point and save.  When you are ready to leave, talk to Cid.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Magitek Factory ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Edgar, Sabin
Required Party: Locke
Suggested Level: 20
My Level: Locke: 24, Edgar: 24, Sabin: 24
Enemies: MagRoader, MagRoader 2
Boss: Number 128, Left Blade, Right Blade
Items: None

This area is automated, like the Lete river and the Serpent Trench, except on this one, you can't choose which direction you want to go.  This area is rather long, and there will be more enemies then the other automated areas, so keep your HP up.  At the end of the mines, you are required to fight a boss battle.  

*******************************************************************
Number 028
HP: 3,276
Weakness: None
Steal: Tempest
Magic: 5
Drop: None

Number 028 has 3 targets.  When all 3 targets are alive, then he has the ability to use the deadly Delta Attack.  You do not want this to happen.  The normal attacks from each of the three targets (the boss itself, the Right Blade, and the Left Blade) do around 100 damage each, so keep your HP over 300.  I suggest killing off ONE of the two blades.  They will regenerate, of course, but it will stop the Delta Attack. Always try to have one dead, and if you want, you can take out both and your party will take less damage. You also may want to steal from the Number 028 itself, because he holds a strong Tempest weapon for Cyan.  To actually finish this battle, you have to kill of Number 128.  Use whatever attacks you feel necissary to get the job done.  He isnt that resiliant, and takes a lot of damage. 
*******************************************************************

After you are thrown off the mine cart and you regain control of your party, head up to the save point and save/heal.  This is a rather good area to level up, if need be.  Head left, and down.  Near the exit to Vector, Setzer will come, and a scene will play.  

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       --- Airship ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Edgar, Sabin, Setzer
Required Party: Locke, Setzer
Suggested Level: 20
My Level: Locke: 24, Edgar: 24, Sabin: 24, Setzer: 23
Boss: Right Crane, Left Crane

You are automatically taken into a boss battle.  

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Kefka's Cranes
HP: 4,100 each
Weakness: Water
Steal: Left Crane: Tincture, Right Crane: Tincture, Debilirator
Magic: 4
Drop: None

This battle is a little overwhelming if you face it unprepared.  First off there are two things you don't do:  DO NOT cast fire on the right crane.  Second, DO NOT cast Bolt on the Left Crane.  Casting spells of those elements on the boss will power his attacks up significantly.  Their attacks are mostly magic, spells such as Fire 2, and Bolt 2.  Note, though, that the cranes may cast those elemental spells on the other crane.  I had the Left Crane cast Fire on the Right Crane, and so they can power themselves up.  Just a small warning.  You may want to cast Kirin if you have the Esper equipped.  The cranes will do about 200 damage to the entire party at one time with an attack-all level 2 spell.  They can also half your HP with their time based spells.  Actually, they have a rather wide selection of spells to choose from.  Keep your HP up, and attack them full force.  Pummel Blitz, Chainsaw Tool, Quadra Slash SwordTech.  Try not to have Gau Rage in this battle, as he may screw your party over.  Also, lastly and most importantly: try to steal the Debilirator from the Right Crane.  It's the rare item, but if you can get it, you will be lucky as hell, and have a strong tool.  You can get one later, but still try now.  
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    --- Return of Terra: Zozo ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Edgar, Sabin, Setzer
Suggested Level: 20
My Level: Locke: 24, Edgar: 24, Sabin: 24, Setzer: 23
Enemies:  None
Items: None

After the battle, the party automatically travels back to Zozo.  When there, watch the scenes.  

When in control of this new character, exit the house you awakened in, and head right.  Go up this screen, and talk to the woman lying on the ground.  Choose to "Bring her with you", and watch the scenes.  Head up the stairs and talk to the woman.  When you can control your character again, and get out of the bed (yeah, you lazy ass!).  Exit the house once again, and look for the Elder outside of the house.  Talk to him.  Head back to where you originally found the woman lying on the ground, and talk to the Esper blocking the exit.  Continue heading straight, and exit the screen.  Head straight in the next room, and talk to Madonna once again.  Watch the scene, and when in control once again, go down the stairs and talk to the Elder once again.  Exit the house screen, head down, and go right.  Go down the hill, and continue right.  Go up, and to the seal.  Talk to the Elder, and go through the door one last time.  Watch the scens, and continue foward to Madonna. Watch the scenes, and the scenario will end.  

When you are back to normal, you are automatically broguht back onto the Airship.  Your goal is actually Narshe, but you should do some side quests first.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Tzen ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Edgar, Sabin, Setzer
Suggested Level: 20
My Level: Locke: 24, Edgar: 24, Sabin: 24, Setzer: 23
Items: None
Shops: Inn, Weapon, Armor, Item, Relic

[For Shop Inventory see the Tzen are in Section 10]

First, head over to Tzen.  Head up, and go up the stairs to the Relic shop.  Head to the right of the Relic Shop, and to the right of the shop itself.  In the forest, head up, and slightly to the right is a man.  Talk to him, and he will offer to sell you a rock.  It is 3,000 GP, but it is worth is.  If you decide to buy it, you get the Seraphim Esper.  If you waut a while, you will be able to get it for 10 GP, but by then it will be a lot less useful.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Jidoor ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Locke, Edgar, Sabin, Setzer
Suggested Level: 20
My Level: Locke: 24, Edgar: 24, Sabin: 24, Setzer: 23
Shops: Inn, Weapon, Armor, Relic, Item, Stable, Auction
Items: Talking Chocobo, Cherub Down, Cure Ring
Magicite: Golem, Zoneseek

Now is the time that you can go into the auction house at Jidoor and bid on items.  Here, you can find a lot of interseting things.  I suggest buying 3 Cherub Downs (you will get a fourth later) as they will help in an upcoming boss battle.  Also, if you are lucky enough to be able to buy a Cure Ring, you may want to buy a few of those.  The big proizes here are the two Maicite's: Zoneseek and Golem.  You have to buy Golem for 20,000, and Zoneseek for 10,000.  Yes, it is a huge amount of GP, but these two are awesome.  Everything here is VERY expensive (damn Jidoorians...) and it may take a while to get the best items, but in the long run, your patience will be rewarded.  Just don't try for the Talking Chocobo.  I really don't think you have 500,000,000 GP to spare...

When you are ready to go on with the game, head back to Narshe.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Narshe ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Terra, Setzer, Locke, Gau
Suggested Level: 20
My Level: Terra: 24, Setzer: 23, Locke: 26, Gau: 23
Items: Goldin Hairpin...or not, Elixir
Shops: Inn, Item, Armor, Weapon, Relic

[For Shop Inventory see Narhse in section 7]

When you enter Narshe, head up, and a soldier will meet you.  Watch a few scenes, and examine the clock on the top left corner of this room.  You will get an Elixir.  Exit the house, and enter the house on the bottom right corner of town, where all that treasure used to be. Head up, and watch the scene with Lone Wolf.  When you can control your party again, head out of the house, and back down into the main area of town.  Head up, and back towards the mines.  WHen you see Lone Wolf, follow him.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Narshe Mines (4) ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Terra, Setzer, Locke, Gau
Required Party: Terra
Suggested Level: 20
My Level: Terra: 24, Setzer: 23, Locke: 26, Gau: 23
Enemies: Were-Rat, Repo Man

You are probably sick to death of this place.  I know I am.  I mean the same screens over and over...oh well...you will have to live with it a few more times if you want to get everything.

Head up and right at the first intersection. head right, down, and up the first stairs on the left.  On the next screen, head up and through the door on the left.  Go up the stairs, and enter the door at the end.  Go right through one screen, and on the next, head up.  On the larger screen that you fought Kefka on, head up, dodging the rocks when needed, and exit through the very top, which Banon was guarding when you came here originally.  Head up on the next screen, and you will see Lone Wolf again.  Head left, and cross over the bridge.  When you see Lone Wolf holding a poor Moogle hostage, you have to keep walking toward him, no matter what Lone Wolf threatens to do.  After a certain LONG amount of time he will free himself.  It seems to be faster if you go onto the menu screen.  After a short scen, you have a choice.  To save Lone Wolf, or Mog.  If you choose Lone Wolf, you get a rare Gold Hairpin.  You will get a few of these later.  If you choose the Moogle, he will join your party.  Even if you don't save him at this point, you can get him later in the game, but by then he wont be nearly as good of character.  I suggest getting Mog.  Watch the scene, and your party freak for a minute or so, and...

Human-Loving, Fast-Talking, Street-Smart, Slam-Dancing...Moogle...

After naming Mog, he decides to join your party.  Now, exit the Narshe mines.  I PROMISE this is the last time you will have to go into them for a while!  (Thank GOD!)  And head out of Narshe the same way you always do.  Make sure to stock up on Revivify's and Phoenix Down before leaving though, as you will need them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    --- World Map-Airshp ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Party: Terra, Setzer, Locke, Gau
Required Party: Terra
Suggested Level: 20
My Level: Terra: 24, Setzer: 23, Locke: 26, Gau: 23
Shops: Inn, Item, Party Change

Once back on the World Map, you have to head onto the Airship.  

A small note about the Airship:  On it, you can change characters at any time, and you can remove equipment from other characters not in your party.  This is a good way to save time.  Also, you can buy Items from the Item Shop, if you need to.

_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_
              ~~~~~~~~~~~~~~
              ~~~ Bosses ~~~
              ~~~~~~~~~~~~~~
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This section is for the bosses of Final Fantasy VI. They will be in order of appearance, rather then alphabetical order, so dont worry about searching.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Narshe Mines ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Boss: Whelk
HP: 1,600
Magic: 0
Drop: Potion

This enemy is rather odd, and by far the stringest you have faced so far.  First rule, ONLY attack the head.  If you attack the body, you will be countered by a nasty Spell called Mega Volt. This spell does over 30 damage to all of your party members.  Whelk will cast Slime on your party members to slow you down, and lower the amount of attacks/healing you can do.  His normal attacks do about 10 damage, so they arent the biggest threat.  The biggest threat in this battle is yourself.  Only attack once or twice, and wait to see if he goes back into his Shell, you DO NOT want to be hit by Mega Volt.  Have Biggs and Wedge attack with any attacks they want.  They will do around 200 damage with each attack.  Have ????????? Attack with TekMissle, and she will do around 600 damage. 
*******************************************************************

*******************************************************************
Boss: Marshal, Lobo x2
HP: 420
Magic: 0
Steal: Mythril Knife
Drop: Potion

This battle is not that hard, especially if one of the Moogles in whatever party you decided to use knows Dusk Requeim.  If they DO know it, they can kill the Marshal in a hit or so.  If you have Locke in your current party, have him steal from the Marshal, and you may get the Mythril Knife.  If none of your Moogles know Dusk Requiem, then just attack normally, and they will die soon enough.  Go after the Lobo's first, even though the are weaker, because they cause the Marshal be in the back row, and as long as he is there, you wont be able to damage him well. 
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

   --- Escape from Figaro ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Magitek Armor x2  
HP: 210
Magic: 0
Steal: Tonic
Drop: Potion

While these enemies do not have the highest HP total, they are rather strong physically, so you have to get rid of them quickly.  Luckily, you now have a 3 person party, and are capable of doing a lot more damage to enemies.  Have Edgar use AutoCrossbow, which will do 150 damage to both enemies.  Have Locke steal, as his normal attacks wont do too much damage.  Terra's Fire spell (when targeting one enemy) does around 150 damage as well, so use that too.  The Magitek's attacks usually do around 20 or more damage if your level is low, so keep your HP up.  They should die with a casting of Fire, and a single use of AutoCrossbow.  
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Mount Kolts ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Vargas, Ipooh x2
HP: Ipooh: ?????  Vargas:1,600
Magic: 0
Steal: Ipooh: Tonic, Vargas: Mythril Claw
Item: None

Vargas is paired up with two rather nasty monsters, so keep your HP up.  To actually reach, and attack Vargas, you have to kill both Ipoohs off.  The Ipoohs normal attacks do around 30 damage each, so when you add it all together, one character can take 90 damage a round.  Ouch.  Have Edgar use AutoCrossbow, and Terra heal.  Whenever Terra is not healing, have her use Fire on one of the Ipoohs.  Locke should attack normally, at least until the Ipooh's are dead.  When the Ipooh's die, Vargas powers up, and starts using stronger attacks.  His Gale Cut does 50+ damage to each character in the party, so you may need to heal all your party members by pressing L1.  Have Locke try to steal a Mythril Claw from Vargas.  Continue using AutoCrossbow, and fire.  After a few rounds, or about 700 damage, Sabin comes to the rescue.  Watch a scene, and only Sabin will be left to fight.  Vargas will cast Death-Sentence (or an equivalent to it) on Sabin, so you now have to finish this battle quickly.  When Sabin has a turn, have him choose Blitz, and press the buttons like this:
<---, --->, <---, X. Thats, left directional button, right directional button, left directional button, and the X button. If done correctly, Sabin will use the Blitz: Pummle, and the battle will end.  If not, then you have to go a second turn, and try again.
*******************************************************************

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Lete River ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Ultros
HP: 3,000
Weakness: Fire
Magic: 0
Steal: N/A
Drop: Poiton

The first time you fight this battle, it will be hell.  Ultros' attacks are very strong, the Tenticals doing well over 100 damage.  That is the main reasons you put your party in the back row.  Even then, the attacks will probably do 100 damage.  And his HP..ouch. To get this battle to a good start, have Banon use Health every round.  That will keep him alive.  Sabins Pummle Blitz will be a main offense in this battle, as it does around 550 damage to Ultros.  Terra's Fire spell, is also a big damage dealer, doing around 400 damage to Ultros.  Plus, you get to hear a funny comment from him as well.  AutoCrossbow, Edgars main offense here does around 220 damage, which is the weakest of your attacks. With Bannons health every round, you shouldnt need to heal, but if you do, have Terra do it, as she can heal all of your party members at once. 
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Figaro Cave ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Boss: Tunnel Armor
HP: 1,300
Weakness: Lightning
Steal: Air Lancet
Magic: 0
Drop: None

There are two ways to beat this boss.  An easy way, and a slow way.  To do things the slow way, have Celes use Runic every turn while Locke attacks normally.  Locke does about 300 damage with each atack, and Tunnel Armor does about 50.  Celes will absorb all of the spells, that Tunnel Armor casts, so his offense is basically shut down when Celes is using Runic constantly.  If Locke needs healing, do it with Potions.  the quick and easy way to beat this boss is as follows.  If you picked up the Thunder Rod in this cave, then you should use it on your first characters turn.  It will cast Bolt 2, and almost instantly, if not instantly, kill Tunnel Armor off.  
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Phantom Train ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Phantom Train
HP: 1,900
Weakness: Holy
Steal: N/A
Magic: 0
Drop: Tent, PhoenixDown

There are two ways to kill off this boss.  One is with a single Phoenix Down.  This will kill the Phantom Tain off with one hit.  If you want to kill him the old Fashioned way, have Sabin use his Aura Bolt Blitz, and have Shadow and/or Cyan cure stauses.  The Phantom Train is a master of status effects, so make sure you have a lot of curative items going into the battle.  Since Phatom  Train is capable of using confusion, make absolutely sure to keep your HP at max, especially if Sabin or Cyan are confused.  For a good offense, have Cyan use Quadra Slash, or the first of his skills.  
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Barren Falls ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Rizopas
HP: 800
Weakness: None
Steal: N/A
Magic: 0
Drop: Remedy

After all those Piranah battles, you may be weak, so the second you get into this battle heal if you need to.  Rizopas is not too much stronger then thr normal Piranahs, but he has attacks that hit both characters for quite a substantial amount of damage.  I suggest havin Cyan heal in this battle, as he wount be as strong as Sabin.  Have Sabin use Pummel, and Cyan use Quadra Slash, and the battle will end very quickly.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    --- Battle for Narshe ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Kefka
HP: 3,000
Steal: 
Weakness: None
Magic: 0
Drop: Peace Ring

Without Celes, this battle will be a pain in the ass.  Kefka casts Confuse, and strong level 2 Magics on your party.  With Celes using Runic, Keka's offense will be considerable shut down.  The most damage he will do it the 100 damage he does with his normal attacks.  Celes will absorb all of his spells with Runic, saving your party from confuse, which can easily cause a game over.  Heal with Potions, and dont let your party get too weak.  For offense, have Edgar use AutoCrossbow, have Sabin use Pummel/Suplex, Have Gau Rage into Magitek Armor (if you have it), and have Cyan use SwordTechs. Terra and locke are forced to physically attack and steal.  This battle is all about Runic, and keeping your HP high.  Runic makes this battle so much easier and more survivable.   
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          --- Zozo ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Dadluma
HP: 3300
Steal: Sneak Ring
Weakness: Ice
Magic: 0
Drop: Headband 

Dadlumas attacks do around 50-100 damage each, and so depending on hoq much you level up, that can be hell, or nothing at all.  For some main attacks, have Celes use Ice, as that is his weaknes.  It will do around 350 damage if you have Earrings equipped.  Some other good attacks are Edgars Chainsaw which does over 800 damage, and Sabins Suplex, which does around 500 damage.  Any normal attacks do around 150-400 (is it criticals), so they will be your weakest bet.  IF you have Shadow, have him throw wepons, Shurikens, and whatever else you let him lay his hands on.  For Cyan, have him use Quadra Slash SwordTech, and Gau is best with the Ghost Rage.  When Dadluma gets down far enough in HP, he will start using 2 Potions at a time to heal himself.  Not that 500 or so healing is going to stop you from killing him...He DOES cast safe at this point though, maiking it hard to damage him.  Don't let up, and you can finish this battle without needing to heal once.  
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Opera House ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Ultros
HP: 2,500
Steal: None
Weakness: Bolt
Magic: 0
Drop: None

Ultros may have less HP then he did last time, but he is a LOT stronger.  You fight him with 3 party members as well.  If your party has built up with their Espers, then they can do quite a bit of damage to Ultros.  Ramuh does a lot of damae, as that is Ultros' weakness.  Also, for main attacks, Chainsaw can do over 1,000 damage.  Ultros' Acid Rain skill does around 120 damage to one side of the party.  Pummel does aroun 800 damage to Ultros.  A big damage dealer for this battle is Bolt 2.  Ultros luckily doesnt have high defense, so don't worry too much about killing him off quickly.  He will die fast enough as it is. 
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Magitek Facility ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Ifrit
HP: 3,000
Weakness: Ice
Immune: Bolt
Heal: Fire
Steal: None
Magic: 0
Drop: None

Ifrit is healed by any type of Fire physical attack or magic, so make sure you don't use them on him.  He is immune to any Blot magic, as well, so Ramuh and Bolt/Bolt 2 are completely ineffective. Ifrit attacks with pure magic.  Mainly Fire and Fire 2.  He can attack all party members, or just one.  His Fire does 60 damage to the entire party, and 100 to a single member.  Fire 2 does 150 damage to the entire party, and 300 to a single member, so when he starts casting that frequently things can get out of hand fast.  You may want to use the Esper Kirin to cast Regen on the entire party and help keep you healed.  Edgars Chainsaw does about 1,000 damage to Ramuh.  Have Sabin use Pummle, and your other characters use whatever attacks they can.  Things like Quadra Slash work well, also. A normal Ice spell from Celes does 600 damage, while a powered up one (with 2 Earrings) does 1,200. When Shiva comes into the fray, the battle will be over. 
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Magitek Factory ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*******************************************************************
Number 024
HP: 4,777
Weakness: Varies
Steal: Drainer
Magic: 4
Drop: Blizzard Sword, Flame Sabre

Number 024 changes his weakness every round, but he will not be immune to any spells.  So basically spells will ALWAYS be good against him, but certain spells work better then other.  Number 024 does around 150 damage with each attack, so he is not nearly as much of a threat as Ifrit.  Also, your new Espers, Ifrit and Shiva will do quite a bit of damage to Number 024.  For attacks, have Edgar use Chainsaw, have Sabin use Suplex Blitz, and have Celes use Bolt 2 or Ice (if you have them), and Locke should steal or Attack normally. With your strongest attacks, Number 024 shouldnt last too long. 
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*******************************************************************
Number 028
HP: 3,276
Weakness: None
Steal: Tempest
Magic: 5
Drop: None

Number 028 has 3 targets.  When all 3 targets are alive, then he has the ability to use the deadly Delta Attack.  You do not want this to happen.  The normal attacks from each of the three targets (the boss itself, the Right Blade, and the Left Blade) do around 100 damage each, so keep your HP over 300.  I suggest killing off ONE of the two blades.  They will regenerate, of course, but it will stop the Delta Attack. Always try to have one dead, and if you want, you can take out both and your party will take less damage. You also may want to steal from the Number 028 itself, because he holds a strong Tempest weapon for Cyan.  To actually finish this battle, you have to kill of Number 128.  Use whatever attacks you feel necissary to get the job done.  He isnt that resiliant, and takes a lot of damage. 
*******************************************************************

*******************************************************************
Kefka's Cranes
HP: 4,100 each
Weakness: Water
Steal: Left Crane: Tincture, Right Crane: Tincture, Debilirator
Magic: 4
Drop: None

This battle is a little overwhelming if you face it unprepared.  First off there are two things you don't do:  DO NOT cast fire on the right crane.  Second, DO NOT cast Bolt on the Left Crane.  Casting spells of those elements on the boss will power his attacks up significantly.  Their attacks are mostly magic, spells such as Fire 2, and Bolt 2.  Note, though, that the cranes may cast those elemental spells on the other crane.  I had the Left Crane cast Fire on the Right Crane, and so they can power themselves up.  Just a small warning.  You may want to cast Kirin if you have the Esper equipped.  The cranes will do about 200 damage to the entire party at one time with an attack-all level 2 spell.  They can also half your HP with their time based spells.  Actually, they have a rather wide selection of spells to choose from.  Keep your HP up, and attack them full force.  Pummel Blitz, Chainsaw Tool, Quadra Slash SwordTech.  Try not to have Gau Rage in this battle, as he may screw your party over.  Also, lastly and most importantly: try to steal the Debilirator from the Right Crane.  It's the rare item, but if you can get it, you will be lucky as hell, and have a strong tool.  You can get one later, but still try now.  
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_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_
              ~~~~~~~~~~~~~~
              ~~~ Espers ~~~
              ~~~~~~~~~~~~~~
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Espers are mystical beings who have amgical powers.  Humans once tried to enslave the Espers and take their magic powers for their own.  The nearly succeeded.  That was what caused the War of the Magi.  This section is devoted to the Espers and Magicite that you get in your travels.  

You get your first Esper after finding Terra in Zozo.  

One last thing:  There WILL be spoilers in this section, as 

The basic format will look like this:

Esper:  The name of the Esper you have
Spells:  The name of the Splls the Esper will teach a character equipped
Bonus:  The statictical bonus an Esper gives a character when they level up.  Not all Espers give Bonuses. 
Location:  Where you get the Esper
Description:  About the Esper, suggested Spells to learn, etc...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Ramuh ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells: 
Bolt       x10
Bolt 2     x2
Poison     x5
Bonus: Stamina +1
Location:  You recieve the Esper atomatically after finding Terra in the tower in Zozo.  
Description:  Ramuh is a thunder elemental Esper.  His attack are slightly weaker then a Bolt 2 casting on all enemies.  But he IS cheaper then Bolt 2, and at times does more damage.  Make sure none of your enemies absorb Bolt before using him.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Kirin---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells: 
Cure      x5
Cure 2    x1
Regen     x3
Antidot   x4
Scan      x5
Bonus: None
Location:  You recieve the Esper atomatically after finding Terra in the tower in Zozo.  
Description:  Kirin is very useful.  He casts Regen on all of your party members for a rather cheap price (at least compared to what Regen normally costs).  In a few battles, he is almost invaluable.  A shame he doesnt give you any bonus at level up, or I would have him equipped a lot of the time.  This is the only Esper with the Spells Antidot and Scan, so make sure to learn those.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Siren ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells: 
Sleep     x10
Mute      x8
Slow      x7
Fire      x6
Bonus: HP +10% 
Location:  You recieve the Esper atomatically after finding Terra in the tower in Zozo.  
Description:  Siren silences all enemies.  Not totally useful, but fun nonetheless.  I personaly am not partial to staus effects, so I don't use this Esper too much for things other then Spells.  Siren's attack doesnt do any damage. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Stray ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Muddle    x7
Imp       x5
Float     x2
Bonus: Magic Power +1 
Location:  You recieve the Esper atomatically after finding Terra in the tower in Zozo.  
Description:  Stray himself does not do any damage in his attack, but he, like Siren does status effects.  He casts muddle instead of Silence.  He has a spell you wont learn anywhere else: Imp. Also, you wont learn Float for a long while anywhere else but here.  Stray has a good level up bonus, so level up with him equipped on lower magic characters.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Ifrit ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Fire      x10
Fire 2    x5
Drain     x1
Bonus: Vigor +1
Location:  Magitek factory after beating him in battle.
Description:  Ifrit is a Fire elemental Esper. His attack does around the same amount of damage that a Fire 2 spell does.  He has the Spell Drain, that takes a long time to learn, but you can not learn it anywhere else.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Shiva ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Ice       x10
Ice 2     x5
Rasp      x4
Osmose    x4
Cure      x3
Bonus: None
Location:  Magitek factory after beating Ifrit in battle.
Description: Shiva is an Ice elemental Esper.  She attacks all enemies with an attack stregth of about the same as an Level 2 spell.  You can find all of her spells elsewhere, but you learn Ice 2 fastest from her.  She is rather strong, and has a good spell list, but sadly, she doesnt give any bonuses (notice that is how they ALL are).  And also sadly, you cant see anything...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Unicorn ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Cure 2    x4
Remedy    x3
Dispel    x2
Safe      x1
Shell     x1
Bonus: None
Location: When you complete the Magitek Research Facility.
Description:  Unicorn casts Remedy on the entire party.  He doesnt attack or heal, but Remedy is a rather useful spell.  Like Kirin before him, he is pure support and doesnt do any damage to the enemy.  Again, the Esper is cheaper then the normal casting, but at what point are all of your party members going to have status effects on them?  Unless you are knowing you are going to go into a battle where the enemy uses lots of stauses, you probably wont want to use him.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Maduin ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Fire 2    x3
Ice 2     x3
Bolt 2    x3
Bonus: Magic Power +2
Location: You receive this Esper when you complete the Magitek Research Facility.
Description: Maduins attack is non-elemental versus all enemies, maiking him safer to use against opponents you are not familiar with.  It is more expensive then normal attacks, and a bit more powerful, so you may want to use this one in place of the others.  This is a good starting Esper for characters you are just beginning to train in magic, as he has all three of the level 2 spells, and gives a good bonus.  He learns Bolt 2 faster then Ramuh, so I suggest using him instead of Ramuh for that spell.  This Esper is key to the story.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Shoat ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Bio       x8
Break     x5
Doom      x2
Bonus: HP +10%
Location: You receive this Esper when you complete the Magitek Research Facility.
Description:  Shaot is another status effecting Esper.  This time though, you have a chance with an instant kill, as he casts Stone on all enemies.  Shoat is also a very interesting Esper by one fact: NONE of his spells can be learned elsewhere.  And Bio is very useful later in the game, and Doom is useful when used with Vanish.  All around, a rather good Esper to have on your side.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Phantom ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Bserk     x3   
Vanish    x3 
Demi      x5
Bonus: MP +10%
Location: You receive this Esper when you complete the Magitek Research Facility.
Description: Phantom casts vanish on your entire party.  very useful against enemies who use purely physical attacks.  But, sadly, by the time you get the Esper, a lot of enemies attack you with both physical AND magical attacks.  This also makes your party far easier to kill of with instant death skills, as any magic attack will hit your party with Vanish cast.  Use caution when using the Esper.  As for the Spells, Bserk is very useful against a few bosses toward the end of the game, making them totally helpless.  Vanish is a very good spell as well to use on enemies wehen you want them to be effected by death and X-Zone spells easily.  He, like Shoat, has all his spells only on him. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Carbunkl ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Reflect   x5
Haste     x3
Shell     x2
Safe      x2
Warp      x2
Bonus: None
Location: You receive this Esper when you complete the Magitek Research Facility.
Description:  Carbunkl casts reflect on your entire party.  Good, and bad.  In some places, this will be a godsend, but most of the time it just wont be worth it.  He is the only Esper with the skill Reflect, so make sure to use him for that.  All of his other Spells can be found on other Espers, but Warp and Haste wont be found for a while when you get him, so you may want him to get those as well.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Bismark ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Fire      x20
Ice       x20 
Bolt      x20
Life      x2
Bonus: Vigor +2
Location: You receive this Esper when you complete the Magitek Research Facility.
Description:  Bismark is the first water elemental attack spell you get in the game.  Since water attack spells are rare, he is quite different. Sadly, there is not a whole lot of enemies weak versus water.  He is very good to have on a character who doesnt know the lower level spells, for obvious reasons.  Life takes forever to learn on him though.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Golem ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Spells: 
Safe      x5
Stop      x5
Cure 2    x5
Bonus: Stamina +2
Location:  Buy from the Auction House in Jidoor for 20,000 GP after escaping the Magitek Facility. 
Description:  Golem is a very useful Esper. He protects your party from various attacks.   He also has fast, and good Spells to teach your party.  I find myself using this Esper a lot when teaching party members I usually ignore, as he has fast skills, and a good level up Bonus.  Stop is fastest with him.  Also, this is the only Esper I use in battle usually.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Zoneseek ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Rasp      x20
Osmose    x15
Shell     x5 
Bonus: Magic Power +2
Location: Buy from the Auction in Jidoor after escaping the Magitek Factory for 10,000 GP.  
Description:  Zoneseek is mainly for the spells you have him for.  Rasp and osmose work well in a few battles, and can make an enemy Mage weak, but you have probably had the spells by the time you get him.  Shell is good though, and your characters learn it faster here then anywhere else.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Seraphim ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Life      x5
Cure 2    x8
Cure      x20
Regen     x10
Remedy    x4
Bonus: None
Location:  After escaping the Magitek factory, you can buy this Esper from the man hiding in the forest behind the Relic shop in Tzen for 3,000 GP.  You can also buy it in the second world for 10 GP.
Description:  Seraphim, as an Esper heal your party in battle.  Which should be rather obvious as to what her spells are.  But her spells are where she really shines.  She is a great Esper to start teaching characters with.  Especially ones you get later in the game like Strago, and Shadow.  While you will be able to learn all of these spells for even higher miltiples, the time you get her is ideal to level levelling up.  Remedy especially, is a must, as it will save you a lot of money in the long run.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Palidoor ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Spells:
Haste     x20
Slow      x20
Haste 2   x2
Slow 2    x2
Float     x5
Bonus: None
Location:  After aquiring the Airship in the second world, head back to the deserted island Cid is/was on.  Go down to the beach, and this Esper will have washed up.  
Description:  Palidoor is quite odd.  When you summon him in battle, he will allow your party to Jump, instead of Attack.  Now, there are a LOT of advantages to jumping, but it is not for everyone.  As for his spells, you notice right off he has some of the rarer spells of the game.  Haste and slow were only flound on 1-2 Espers thus far, and Float on one.  Haste 2 and Slow 2 can only be found on him.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Fenrir ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Spells:
Warp      x10
X-Zone    x5
Stop      x3
Bonus: MP +30%
Location:  In the second world, you get this Esper one you go to Mobilz and fight Punhababa the first time.  
Description: Fenrir is another odd Esper.  He makes you party large, so the enemies wont attack as much.  I dont find this completely useful, so I really dont use it.  His Spell list is where he really shines though.  Warp is a nice skill when levelling, stop is always fun, but takes a while to learn.  But his true gold spell is X-Zone.  Any Final Fantasy 5 players knows what this spell does.  It basically works as an instant death to all enemies.  Like Doom, it doesnt always work, but it works a hell of a lot more then Doom does, AND it works on un-dead monsters! yay!  In a few areas and fights this X-Zone spell will be wonderful and save your ass.  MAke sure to learn it, as this is the only place.    

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Tritoch ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Fire 3    x1
Ice 3     x1
Bolt 3    x1
Bonus: Magic Power +2
Location:  In the second world, you recieve this Esper in Narshe after defeating him in battle.  
Description: Tritoch is one of the coolest Espders in the game.  Not only does he look kick ass, but his attack is unique, and there is NOTHING like it in the entire game.  His attack uses all 3 elements (Fire, Ice, and Bolt) and attacks with them.  While powerful, make sure none of your enemies absorb any of those elements, otherwise you are fine.  As for spells, he is the only Esper you can get Bolt 3 and Ice 3 from.  You can learn Fire 3 from one other Esper, but you can get this Esper long before you get that one, making this the easier choice for it.  Adding that nice level bonus on, he is a great Esper.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Terrato ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Quake     x3
Quarter   x1
WhirlWind x1
Bonus: HP +30%
Location: In the Narshe mines, Umaros cave.  Examine the bones in the last room and you will get this.  
Description:  Well, you have to be willing to take risks with this Esper.  All of his attacks and Spells (except Quarter) hit all targets on screen.  Meaning your party as well as all enemies.  While the attacks are very strong, your party also takes full damage from them.  If you are going to use terrato, or any of his other spells, have your characters close to full HP, and make sure someone is healing after use.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Starlet ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Cure      x25
Cure 2    x16
Cure 3    x1
Regen     x20
Remedy    x20
Bonus: Stamina +2
Location:  In the second world, go to Jidoor, and after the events in the mansion, and after defeating Chadarnook, examamine the bookshelf and you will recive this Esper.
Description:  Starlet is a LOT like Seraphim, except better in every way.  All of her spells are the strongest healing spells in the game, and you learn all of them fairly quickly.  Her big prize is Cure 3, which can only be founf on 2 Espers.  Sadly, you can't learn Life from this Esper, like you can from Seraphim.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Alexandr ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Perl      x2
Shell     x10
Safe      x10
Dispel    x10
Remedy    x15
Bonus: None
Location:  After the Dreams events in Doma Castle in the World of ruin, examine the throne of Doma to get this Esper.  
Description:  Alexadnr may seem like a healing Esper when you look at his spells, but he is in actuality an offensive Esper.  He learns a lot of interesting support Spells quickly though, making him fun to have on newer characters.  Basically, Alexandrs attack is an attack all Perl spell.  This is the only Esper you can learn the Holy Elemental Perl Spell on.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Phoenix ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Life      x10
Life 2    x2
Life 3    x1
Cure 3    x2
Fire 3    x3
Bonus: None
Location:  You recieve this Esper after reuniting with Locke in the second world, and after watching the scenes with Rachel.  
Description:  Obviously, just by looking at Phoenixes Spell list that this Esper if awesome.  When you summon the Esper in battle, he revives your party members, and damages the enemy.  His true use is in his extremely useful Spells.  Life 2 is one of the best Spells in the game, and will be useful all around.  Cure 3 you can find on Starlet, but you learn it faster here.  Fire 3 is also found on Trictoch, but like Starlet, you learn it faster on Phoenix.  Life 3 will be useful in the battles late in the game, and is almost required for one of them.  A very good Esper...sadly, he doesnt give a level up bonus *sob*.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Odin ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Meteor    x1
Bonus: Speed +1
Location:  Under Figaro Desert, in the Ancient Castle.  
Description:  Well, Odin, being Odin works like he does in all the other FF games.  He runs across the field on Sliepner, his noble steed, and has a chance of cutting every enemy in battle in half.  His single spell, Meteor, is rare, and well what makes me mad is that fdact that you are SUPPOSED to power Odin up.  Meteor is a good spell, which you can only learn here and oner other place.

Note: Odin is a VERY special Esper.  he is the only Esper in the entir game which has the Speed Up ability! (yay!).  I suggest levelling up with him equipped, as you wont be able to up your speed anywhere else.  And speed is certainly a good stat to up.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Bahamut ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Flare     x2
Bonus: HP +50%
Location:  You get this Esper after defeating Doomgaze in the second world.  
Decription: Bahamut always kicks ass.  Is this game, he is basically a power up, MUCH powered up Maduin.  He attacks all enemies with a very powerful non-elemental attack.  His single spell, Flare is a great non-elemental damage dealer that you will use quite a bit at the end of the game.  Add that, with the amazingly cool HP +50% at level up...you have yourself a mighty useful Esper. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Raiden ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Quick     x1
Bonus: Vigor +2
Location:  To get Raiden, you have to Power Up Odin.  Go to the statue of the Man on a horse in the Ancient Castle under Figaro Desert, and he will automatically power up.
Description:  *sob*  Actually, I prefer Odin to the powered up form.  Speed +1 is a MUCH better bonus then Vigor +2...And Meteor I find myself using more.  Raiden has a better chance of killing all enemies on the battlefield though.   His Skill, Quick, is rather interesting though, and you can only find it here.  Sadly, once you power Odin up, you can't power him down, so make sure you are absolutely ready to power him up before doing it. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Crusader ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Melt      x1
Meteor    x3
Bonus: MP +50%
Location:  You get this Esper after beating all of the Dragons in the second world.  
Description:  This Esper is like Terrato.  He attack ALL things on screen, including your allies, making him very risky to use when you are not healed.  Also like Terrato, only use him wen you are fully healed, and you have someone healing after you use him.  His skills are rather good, and MElt you can only learn here.  But you get this Esper so late in the game, you might not be able to learn it.  He does have a nice level up bonus though...A character could get to 999 MP with a bonus like that.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Ragnarok ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spells:
Ultima    x1
Bonus: None
Location:  After you are reunited with Locke in the second world, go to the Narshe weapon shop, and talk to the man there.
Description:  And the ultimate Esper is....??????? What?  He turns enemies in items?  Thats pretty lame ass!  Alright, well if the enemy runs normally it isnt lame, but normally it doesnt work sooo....Actually with the Spell Vanish, this Esper gets MUCH more useful, as it will work almost all the time.  Ragnarok's true strength is its only Spell, Ultima.  Ultima is one of the strongest spells in the game, and can only be learned here.  This Esper is worth it just because of the Ultima Spell.    

_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_=_
              ~~~~~~~~~~~~~~
              ~~~ Magics ~~~
              ~~~~~~~~~~~~~~
¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯=¯

The Spells a character can learn are a HUGE part of any Final Fantasy game.  Spells in this game are learned from Espers.  Only two characters learn spells without Espers: Terra and Celes.  Everyone else has to wait until later in the game to use spells.  There are three main types of spells in the game: Attack, defensive, and healing spells.  Each type of spell serves a different purpose.

In battle, spells are used by choosing the Magic command.  You can scroll down and see what spells you have.  The spells you are capable of casting are white, and those you can not cast (namely, if you dont have MP, or have the "Imp" status effect) are in grey.

Spells are cast by the usage of "MP", or magic points. MP is aquried each time you gain a level.  Each and eveny spell in the game (except One) costs MP to use.  The amount of MP the spll costs is next to the spell itself.  When you run out of MP, you can not cast spells anymore.

Spells target one enemy, all enemies, one member, or all members.  Some spells that are meant to attack/heal one enemy, can also attack all enemies, or heal all allies.  Press the L1 or R1 buttons when you are choosing the target for the spell.  

Spell:  The name of the Spell
MP: The MP it costs
Description: The description and uses of the spell

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Healing ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spell: Cure
MP: 5
Description: 
This is a spell that is the basic healing Spell early in the game.  It usually heals around 500 HP depending on the strength of the characters' magical attack power.  It usually does double that amount of damage to un-dead enemies.  The spell works until your party members have about 1,500 HP.  By that point, enemies start doing more damage then Cure can heal.  
---------

Spell: Cure 2
MP: 25
Description:
This spell you will use throughout the middle of the game, and in some of the end.  Notice the incredible price of MP compared to the normal Cure spell.  This spell usually heals from 700-2,000 HP, but it can go up to about 5,000 with high magic. It does about that same amount of damage to an undead enemy.  But for the amount of damage, why not just kill the undead instantly with Life for 5 more MP?
---------

Spell: Cure 3
MP: 40
Description:
The best healing spell is also the most expensive.  But ignore the price, because by the time you get it you should have quite a bit of MP by then.  This spell heals from 3,000-9,999 HP. It will be useful for the end of the game.  It will usually kill off any un-dead enemy with less then 10,000 HP.  When you have a character who can cast spells for 1 MP (or half MP) then you are in the money with this spell.  I personally find I use it more then the other healing spells,a s it also heals quite a bit to all members, when you choose to do it that way.  Just dont abuse it, as you will run out of MP quickly.  
---------

Spell: Life
MP: 30
Description:
This spell revives a character.  Simple as that.  Of course, it doesnt revive them at full HP, but more around 1/4 max HP.  This is basically a stronger version of a Phoenix Down.  It costs a lot to cast, so Phoenix Downs may be more useful in the long run.  This spell Can save MP and HP though, as it instantly kills an un-dead enemy.  Very useful against strong undead enemies.
---------

Spell: Life 2
MP: 60
Description:
One of the more useful skills near the end of the game, Life 2 is the same as life, except it revives a character, and completely heals them. A character with 9,999 could have been slain, and this would revive them, and bring them back to life with 9,999.  of course, its really too expensive to use on un-dead enemies, so stick with the normal life spell there.
---------

Spell: Life 3
MP: 50
Description:
Obviously, fro the cheaper price, you know something is different about this spell. While Life 2 revives a dead character, Life 3 revives a character right before they die.  Basically, you cast this spell on a character, the character dies 2 turns later, and that character will not die (0 HP) but will be revived automatically.  Usually the character is revived with the amount of HP with the normal Life spell.This spell is imperative for the last few bosses in the game.
---------

Spell: Antidot  
MP: 3
Description:
This spell is basically a cheaper version of an Antidote item.  Meaning once you have it early on, you wont ever need to buy Antidotes again.  Very cool.  It cures the poison status.  
---------

Spell: Remedy
MP: 15
Description:
This spell is also known as Esuna in every other Final Fantasy game.  very useful, this spell clears almost every status effect in the game from a single character.  The only statuses it doesnt heal are KO, Zombie, and Imp.  But those spells are the least gotten anyway, so you will use this spell quite a bit.  The second you get this spell you will probably never use Status clearing items ever again.  Remember, you cant use it if you are silenced, so keep some Echo screens in case your entire party is silenced.  
---------

Spell: Dispel
MP: 25
Description:
Your all purpuse enemy pro-status effect remover.  And now I scared you.  basically, it makes the good status effects on an enemy go away. Spells like Regen and Float will be Dispelled when you cast this.  it also makes Reflect go away.  This spell can not be reflected.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Defensive ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

---------
Spell: Regen
MP: 10
Description:
Basically when you use this spell, a party members HP gradually goes up.  It works best when you are fighting long battles.  Sadly, the number of HP that goes up isnt the highest, usually from 200-500.  
---------

Spell: Scan
MP: 3
Description: 
This spell is probably useless in this version of the game.  It basically tells the enemies' HP, MP, and Weaknesses.  it works quite a bit of the time, but on stronger enemies it doesnt work nearly as well.
---------

Spell: Haste
MP: 10
Description:
basically, haste ups the speed of a single characters' AB guage.  It allows more turns then you would normally get in battle. Useful, but not nearly as useful as the second one.  It can be undone by the Dispel spell.
---------

Spell: Haste 2
MP:38
Description:
This is basically the same as the haste 2 spell.  except this spell hits all of your party members.  You save a meager 2 MP, but it also saves 3 turns.  Besy used at the beginning of big battles where you want your chaarcters to be able to heal and attack quickly.  Useful, but very expensive.  Can be undone ny a Dispel spell.  
---------

Spell: Rasp
MP: 15
Description: 
This spell does MP damage to an enemy.  It is basically the same as a normal attack spell, except instead of damaging HP, it damages MP insted.  it works best on those strong monsters that die from using up all of their MP.    Since it is more of an attack against the enemies MP, it does more MP damage then Osmose.  It usually does from 100-300 MP damage.  
---------

Spell: Osmose
MP: 1
Description:
Osmose is like Rasp, in doing the MP damage instead of HP damage.  But it doesnt do as much MO damage as the rasp spell does.  Osmose draws the enemies' MP into your own MP.  So the more MP you are missing, the more MP damage it will do the enemy. If your character has 500 MP, and is down to 100, the Osmose can do up to 400 MP damage.  Normally, the spell only does around 30 or 40 though.  
---------

Spell: Safe
MP: 12
Description:
This spell makes a barrier that protects a party member from physical attacks.  it doesnt completely take the damage, but rather, it reduces the damage.  The damage reduction is usually around 50%, or about 1/2 damage then normal.  Best used against strong physical attackers.  Can be cancelled by a Dispel casting.
---------

Spell: Vanish
MP: 18
Description:
This is one of my personal favorite spells.  For quite a few reasons.  For one, it makes a character practically impervious to physical attacks, because they are invisible, and the enemies can not hit them.  It is a more powerul shell:).  But another good reason is the amazing trick you can do with the spell.  You can cast this spell on an enemy, and the enemy will become weak versus magical attacks.  This means that if you cast a Doom, or an X-Zone spell, the spell itself will ALWAYS hit.  It makes a lot of the harder random battles in the game easier.  Especially against enemies that are uber powerful.  use this trick, it is awesome, especially against the stronger enemies. You get the same EXP and Magic for beating the battle.  Take note, that when this spell is cast on your party member/s, that they can also have the same thing happen to them. 
---------

Spell: Shell
MP: 15
Description: this spell is like the spell Safe.  it lowers magical damage done to you.  It also lowers the amount of HP healed when you use a healing spell on a character.  So basically, ALL magic goes down to 50% of you, including healing.  This is a double edged sword.  It can be cancelled by Dispel.
---------

Spell: Rflect
MP: 20
Description:
This spell is probably the biggest hit or miss in the entire game.  If you are a skilled player, you can do a hell of a lot with this spell.  This spell basically reflects magic onto the enemy.  So if an enemy casts the "Fire" spell on the member with Rflect on, then it will be reflected onto the enemy.  If you have reflect on every chaarcter, you can target your entire party, and the damage reflected onto your enemies will be multiplied.  Remember, with this spell you can not heal your party with spells, so it is a double edged sword.  Some spells, namely Ultima, Merton, W Wind, X-Zone, Meteor, Quake and Dispel can not be reflected, as they are too strong.  Dispel will cancel it out. 
---------

Spell: Float
MP: 16
Description: 
This spell makes the character spelled with it float, and can not be damaged with ground attacks.  This is best used when you use the Quake spell.  Since the Quake spell hits all creatures on screen, you can save your party the damage by casting this before.  Other then that, it will probably only be used in 2 boss battles.  
---------

Spell: Warp
MP: 20
Description:
This spell allows a party to warp out of either a dungeon or a battle.  Warping in battle is basically the same as escaping.  And you can get out of a dungeon if you are having problems, or need to restock on items, etc.  Can be good if you are underlevelled.  This is best used to escape from hard dungeons, or dungeons that are very confusing.  
---------

Spell: Quick
MP: 99
Description: 
Obviously, the most expensive spell in the game better be damned useful.  And it is.  basically, it allows a character to have double turns.  Thats right, lets say Terra cast this on Celes right before Celes' turn.  Celes then proceeds to cast X-Magic Ultima.  She then has a turn exactly after, in which she can cast the same exact thing (or do another command).  That means you can do 40,000 damage very quickly.  Its a very useful spell, especially when you want to attack, and then heal. 
---------

Spell: Slow
MP: 5
Description:
This spell slows down an enemies ATB gauge, and doesn't allow them to take as many turns.  It DOES wear off after a few rounds, but by the time it wears off the battle will usually be over.  This spell tends not to work all the time.  Enemies can make the effects go away with a Dispel, spell. 
---------

Spell: Slow 2
MP: 25
Description:
This spell is a lot like the normal Slow spell with a few changes.  First, it hits all enemies.  Yes, that is a bit expensive for hitting all enemies, but it also lasts longer, and it also has a greater chance of sucess on all enemies. It can be dispelled if cast on your party with a Dispel spell.
---------

Spell: Stop
MP: 10
Description:
This spell is basically a stronger version of the "Slow" spell.  It completely stops the AB Gauge of one enemy. He can not act in any way during the time this spell is cast.  This spell, sadly, doesnt last too long, but it can save your ass if you stop an enemy before he does one of his killer attacks.  It can be healed by the Dispel spell.This spell is basically the same as parasylisis.  
---------

Spell: Berserk
MP: 16
Description:
This spell has two main uses.  One is to empower the physical attackers of your party.  The second is to control and limit your enemies.  This spell, when it hits, creates the target into a physical attaink machine.  The target can do noting but physical attack.  On a monster with weak hysical attacks, and who is used to using magic, this spell can be useful.  And if you use this on a character like Sabin (who has a Genji Glove+Offering combo) he can do upwards 7,000-9,999 a hit late in the game.  When this spell is used properly, it can become one of the better spells in the game.  This can be cancelled by Dispel.   
---------

Spell: Imp
MP: 10
Description:
This spell is useful, and useless.  Imp has multiple uses.  mainly, if your character/team has been turned into an Imp, they can change themselves back.  It also adds the uber effect to a character equipped with the "Imp" weapons/armors.  You can also cast this on your enemies to make then turn into Imps.  Being an Imp usually weakens your attack, defense, and limits your spells to Imp and nothing else.  The Imp status effect on enemies is worthless.  But it does work well on some enemies.  
---------

Spell: Sleep
MP: 5
Description:
This spell is somewhat like the "Stop" spell.  It basically stops time for the enemy in battle.  This spell can be reversed quite a bit easier though, as being atacked by a physical attacks heals it.  It is healed with Esuna normally.
---------

Spell: Muddle
MP: 8
Description:
Muddle basically confuses a character or enemy.  They use commands randomly, sometimes attacking themselves, or their own allies.  Its quite annoying on your own characters, but on an enemy it can be very useful.  You can cure this spell by physically attacking the enemy/character affected by it, or by Esuna.  
---------

Spell: Mute
MP: 8
Description:
This spell stops a character/enemy from casting spells.  This is very annoying, especially if that character is the main healer.  But take note that you can completely disable a magic using enemy with this spell.  Sadly, it doesnt have a high hit-rate.  This spell is healed by a casting of Esuna.  Take note, however, that this spell does not work nearly as well, or as often as the berserk spell, which has almost the same effect. 
---------

Spell: Break
MP: 25
Description:
Some would say that this goes under the attack spell section, so thats why it goes down at the bottom of the defensive spell area.  This spell basically turns an enemy to stone, instantly killing that enemy.  Stone on a party member is cured with a Soft or a Remedy spell.  If all of your characters are stoned, then the game is over.  Stone is basically the same as an easier to cure KO.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Attack ---             

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Spell: Fire
MP: 4
Description: 
A basic attack spell.  This is Terra's first attack spell, so you are going to have to use this a bit early in the game.  Probably the weakest of the three elemental attacks, and thats why it is the cheatest of the three.  This spell is best against enemies who are ice elemental. Though some other enemies are weak to it as well.  Some enemies are healed by this spell.
---------

Spell: Ice
MP: 5
Description:
Another basic attack spell.  Celes starts the game with this spell.  It works on enemies that are Fire elemental.  It is completely opposite of the Fire spell, and tends to be stronger.  Some enemies can be healed by this spell.
---------

Spell: Bolt
MP: 6
Description:
The strongest of the 3 basic elemental spells.  Works best on water elemental enemies, and machines, so less enemies have this as a weakness. There is quite a bit of machines in the game who have it as a weakness though. This is also the last of the base spells learned.  It usually wont be useful for too long once you have it, as enemies have more HP then this does, but it will be useful for a while. 
---------

Spell: Fire 2
MP: 20
Description:
A MUCH stronger version of the basic Fire spell.  It does around 1,000-3,000 while the normal Fire spell does around 200-500.  Of course, it is 5 times more expensive, but it is faster then casting a Fire spell 5 times.  Look at the info for the vasic Fire spell for its main uses.
---------

Spell: Ice 2
MP: 21
Description:
Like Fire 2, except a stronger version of the ice spell.  It does a bit more damage then Fire 2, because of the 1 point higher Mp cost, but it isnt as dramatic a the basic fire and ice spells.  I have found I use this spell more then the other level 2 spells. Usually does from 1,500-3,000 damage.
---------

Spell: Bolt 2
MP: 22
Description:
This is the more advanced Bolt spell.  it works best on strong machines and the ever so rare water elemental creatures.  Again, it may be more expensive then the base Bolt spell, but instead of 300-500 damage, it does from 1,500-3,000 damage. 
---------

Spell: Fire 3
MP: 51
Description:
Though this is the easiest of the level 3 spells to obtain, it is also the weakest.  I find myself using this spell a lot less then the other level 3 spells.  This is a strong attack, doing damage from 3,000-9,999 depending on the characters magic attack and if the enemy is weak versus the element.  
---------

Spell: Ice 3
MP: 52
Description: 
This is probably the most used of the level 3 spells.  I find it the most useful, just because I have used it more then any of the others.  Like the other ice spells, it does the most damage to enemies who are fire elemental.  The spell usually does 3,000-9,999 depending on if the character or enemy is weak versus the attack or not.  
---------

Spell: Bolt 3
MP: 53
Description:
This is the least useful of the level 3 spells.  Since by the time you get the spell you wont fight many enemies that are machines or water elementals.  I can only remember a few times actually using this spell.  Normally it does 3,000-9,999 like the others.  Except that trying to find an enemy weak versus Bolt will be hard, so it wont usually reach 9,999.
---------

Spell: Poison
MP: 3
Description:
This spell gives the opponenet or party member used against the status "Poison" which makes that character loose HP gradually as the battle goes on.  Sadly, it doesnt always work on enemies, so it is really a mixed bag.  A good status effect, with a low chance for success. 
---------

Spell: Bio
MP: 25
Description: 
This is the level 2 Poison spell.  Instead of just poisoning one enemy, it does a good amount of damage to an enemy.  It does more damage then, say, they Level 2 Bolt, Fire and Ice spells.  It also has that added effect of poison.  This spell is awesome, because of its high attack power.  Sadly, you get it lkate in the game, and not around the time you get the other level 2 spells.  It does from 2,000-6,000 damage with the poison status. 
---------

Spell: Demi
MP: 33
Description:
This reduces the targets HP to half.  It doesnt work a whole lot, and will not do over 9,999 to any set enemy.  It doesnt have an element, but because of its obvious uses, it doesnt hit a whole lot.  Except, you CAN cast vanish on the enemy and it may work a bit better. Most bosses are immune to this spell.
---------

Spell: Quartr
MP: 45
Description:
This spell reduces a set targets HP to 1/4, AKA it reduces a targets HP by 75%.  Like the Demi spell, this attack doesnt hav an element, but it is balanced by the fact that it tends not to work too often, and almost never works on bosses.  The damage doesnt ever exceed 9,999 either, do on harder enemies the cheaper Demi is the way to go.  Try casting Vanish to help the spell.
---------

Spell: Doom
MP: 35
Description:
This is the games instant death spell. Doom instantly kills an enemy without doing any damage to it.  Of course, to be fair, it doesnt work a whole lot.  You can cheat with the spell though, and cast vanish on an enemy .  This will make sure that it always works.
---------

Spell: X-Zone
MP: 53
Description:
Ever play Final Fantasy V?  Well if you have, then this is basically the spell that was cast on Gilgy, and brought him to the N-Zone.  Why is it called the N-Zone instead of the X-Zone?  I don't know, but this spell is awesome.  It is basically a stronger version of the Doom spell.  This spell naturally targets all enemies on screen, and has a higher rate of success then Doom does. It will always work if you cast the Vanish spell on enemies before you cast it.  This spell will be the easy way of leveling late in the game.
---------

Spell: Drain
MP: 15
Description:
This is a mix between the Healing, Defensive, and attack spells. It basically attacks an enemy with magic, and drains the enemies HP, and then puts it back into the character.  It will heal undead enemies and damage your character.  it usually does from 100-1,000 damage, but can do more the lower your characters' HP is.  
---------

Spell: Perl
MP: 45
Description:
This spell is basically the Holy of Final Fantasy VI.  It is Light elemental, and the only Attack spell that is that elemental.  It, unlike the Cure spells, does damage to living enemies as well.  It is powerful, and cheaper then the other attack spells.  It usually does 3,000-7,000 damage though it can go up to 9,999.  
---------

Spell: Flare
MP: 45
Description:
This is a non-elemental spell that is meant for enemies that absorb any type of element.  It is a rather useful spell, because of its non-elemental properties.It isnt as powerful as some of the other spells, but it can be.  It usually does around 3,000-5,000 damage.
---------

Spell: Meteor
MP: 62
Description:
This spell is another non-elemental spell.  While not nearly as powerful as those in Final Fantasy 4 and 5, it really wont be too useful.  it is basically an attack-all flare spell.  It usually does from 2,000-5,000 non-elemental damage to all enemies. The best thing about this spell is it Rflect piercing abilities.
---------

Spell: Ultima
MP: 80
Description:
This is the ultimate attack spell in the game.  It does maximum damage most of the time, and attacks all enemies, even if you are surrounded.  It can not be reflected, and usually does 5,000-9,999 damage to all enemies.  it does have a very high cost though, so it will be quite hard to use, unless you have an item that reduces MP cost.  
---------

Note: All of the spells after here are spells I tend not to use.  They not only attack all enemies, but they hit all of your allies as well.  They can be deadly, especially in the hands of a trained magic user, but they can also obliterate your party.  You should always take a Shell precaution when using this spell.  And make sure to heal your party before use.
---------

Spell: Quake
MP: 50
Description:
This is an earth based attack that does damage to your entire party and the entire enemy party. You can avoid this spell by casting float, so it is the safest of the attack-all spells to use.   
---------

Spell: W Wind
MP: 75
Description:
Also known as Whirl Wind.  This spell is strong, and like the others, it attacks all targets on screen. This is somewhat like the Sandstorm spells from Final Fantasy V.  it leaves both characters and enemies with only a few HP, and being able to be slain in one attack.  This wont do over 9,999 HP of damage to enemies, and it wont kill enemies. 
---------

Spell: Merton
MP: 80
Description:
This spell is the strongest Fire spell in the game.  It basically is just uber, and attacks all enemies and party members.  You can equip characters with Armor or Shields that absorb or nullify Fire damage, and you will be safe to use this spell against enemies.  If you use it any other way, you may obliterate your own party members.

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           ~~~~~~~~~~~~~~~~~~~~~~~~
           ~~~ Shop Inventories ~~~
           ~~~~~~~~~~~~~~~~~~~~~~~~
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This section is devoted to the shop inventories in Final Fantasy VI.  Since I have these in the walkthrough already, this is basically for if you are looking for a certain piece of equipment and dont wanna search the entire walkthrough for the item.  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     --- Figaro Castle ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Item Shop Inventory:

Tonic          50
Tincture    1,500
Antidote       50
Soft          200
Echo Screen   120
PhoenixDown   500
Sleeping Bag  500
Tent        1,200

Weapon Shop Inventory:

AutoCrossbow  250
NoiseBlaster  500
Bio Blaster   750 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- South Figaro ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Item Shop Inventory: 

Tonic          50
Antidote       50
Soft          200
Eye Drops      50
Echo Screen   120
PhoenixDown   500
Sleeping Bag  500
Tent        1,200

Weapon Shop Inventory:

Dirk           150
Mythril Knife  300
Mythril Blade  450
Regal Cutlass  800
NoiseBlaster   500
Bio Blaster    750

Armor Shop Inventory:

Buckler        200
Heavy Shield   400
HairBand       150
Plumed Hat     250
Cottom Robe    200
Kung Fu Suit   250    

Relic Shop Inventory:

Sprint Shoes 1,500
Goggles        500
Star Pendant   500
Jewel Ring   1,000
TrueKnight   1,000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

   --- Returners' Hideout ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

Item Shop Inventory:

Eyedrop        50
Tonic          50
Potion        300
Tincture    1,500
Echo Screen   120
SleepingBag   500
Tent        1,200
RunningShoes1,000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- House ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Note: This is the house you encounter when you have Sabin alone, and find Shadow.

Item Shop Inventory:

Tonic           50
PhoenixDown    500
Tent         1,200
Plumed Hat     250
Shuriken        30
InvizEdge      200
ShadowEdge     400
Sprint Shoes 1,000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Mobilz ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Item Shop Inventory:

Dried Meat    150
Tonic          50
Potion        300
Eyedrop        50
Green Cherry  150
PhoenixDown   500
SleepingBag   500
Tent        1,200

Weapon Shop Inventory:

Mythril Knife   300
Mythril Blade   450
Mythril Claw    800
Kotetsu         800

Armor Shop Inventory:

Buckler         200
HeavyShld       400
Plumed Hat      250
Magus Hat       600
Bandana         800
Iron Helmet   1,000
Kung Fu Suit    250
Iron Armor      700

Relic Shop Inventory:

Sprint Shoes  1,500
White Cape    5,000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Nikeah ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  

Weapon Shop Inventory:

Mythril Claw   800
Mythril Pike   800

Armor Shop Inventory:

Heave Shld     400
Plumed Hat     250
Magus Hat      600
Bandana        800
Iron Halmet  1,000
Kung Fu Suit   250
Silk Robe      600
Iron Armor     700

Relic Shop Inventory:

Goggles        500
Star Pendant   500
White Cape   5,000
Fairy Ring   1,500

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
        ---  Narshe ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Item Shop Inventory:

Tonic         50
Potion       300
Tincture   1,500
PhoenixDown  500
Smoke Bomb   300
SleepingBag  500
Tent       1,200

Weapon Shop Inventory:

RegalCutlass   800
Mythril Claw   800
Kotetsu        800
Mythril Pike   800
Air Lancet     950
Flail        2,000
Full Moon    2,500

Armor Shop Inventory:

MythrilShld  1,200
Magus Hat      600
Bandana        800
Iron Helmet  1,000
Silk Robe      600
Iron Armor     700

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

      --- Figaro Castle ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

This is the weapon shop inventory for the second time you visit the castle (when you head over to Kolingen)

New Weapon Shop Inventory:

AutoCrossbow  250
NoiseBlaster  500
Bio Blaster   750
Drill       3,000
Flash       1,000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Kohlingen ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Item Shop Inventory:

Potion       300
Tincture   1,500
Revivify     300
Antidote      50
GreenCheery  150
PhoenixDown  500
SleepingBag  500
Tent       1,200

Weapon Shop Inventory:

Air Lancet   950
Flail      2,000
Full Moon  2,500
Shuriken      30
Fire Skean   500
Water Edge   500
Bolt Edge    500
InvizEdge    200

Armor Shop Inventory:

MythrilShield 1,200
Magus Hat       600
Bandana         800
Headband      1,600
Iron Helmet   1,000
Silk Robe       600
Iron Armor      700 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       --- Jidoor ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Armor Shop Inventory: 
 
MythrilShld   1,200
Headbane      1,600
Mythril Vest  1,200
Ninja Gear    1,100
White Dress   2,200

Weapon Shop Inventory:

Forged        1,200
Kaiser Claw   1,000
Kotachii      1,200
Full Moon     2,500
Fire Skean      500
Water Edge      500
Bolt Edge       500
Shadow Edge     400

Item Shop Inventory:

Potion       300
Tincture   1,500
Antidote      50
Soft         200
Revivify     300
PhoenixDown  500 
Exho Screen  120
Tent       1,200

Relic Shop Inventory:

Peace Ring   3,000
Barrier Ring   500
Mythril Glove  700
Earrings     5,000
True Knight  1,000
Sniper Sight 3,000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Albrook ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   

Item Shop Inventory:

Potion      300
Tincture  1,500
Eyedrop      50
Remedy    1,000
Revivify    300
PhoenixDown 500
Tent      1,200
Warp Stone  700

Weapon Shop Inventory:

Forged      1,200
Poison Claw 2,500
Epee        3,000
Blossom     3,200
Shuriken       30
Fire Skean    500
Water Edge    500
Bolt Edge     500

Armor Shop Inventory:

Bards Hat   3,000
Headband    1,600
MythrilVest 1,200
Ninja Gear  1,100
White Dress 2,200

Relic Shop Inventory:

Goggles       500
Peace Ring  3,000
Earrings    5,000
SniperSight 3,000
Wall Ring   6,000
Amulet      5,000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

         --- Tzen ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Item Shop Inventory:

Potion      300
Tincture  1,500
EyeDrop      50
GreenCheery 150
EchoScreen  120
Revivify    300
PhoenixDown 500
Tent      1,200

Weapon Shop Inventory: 

Air Lancet   950
Full Moon  2,500
Epee       3,000
Boomerang  4,500

Armor Shop Inventory:

Bards Hat    3,000
Mythril Helm 2,000
Mythril Vest 1,200
Ninja Gear   1,100
White Dress  2,200

Relic Shop Inventory:

Earrings     5,000
RunningShoes 7,000
Black Belt   5,000
Amulet       5,000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Miranda ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Armor Shop Inventory:

Bards Hat   3,000
Green Beret 3,000
MythrilHelm 2,000
MythrilVest 1,200
MythrilMail 3,500

Weapon Shop Inventory:

Mythril Pike  800
Trident     1,700
Poison Claw 2,500
Epee        3,000
Boomerang   4,500

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        --- Vector ---                

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Weapon Shop Inventory:

Forged     1,200
PoisonClaw 2,500
Epee       3,000
Blossom    3,200

Armor Shop Inventory:

Headband    1,600
Bards Hat   3,000
MythrilVest 1,200
Ninja Gear  1,100
Whiet Dress 2,200

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          <<< Miscellaneous >>>

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Contacting me:  Anyone with questions for the game can contact me.  My Email adress is ffantasyxgears@msn.com.  Make sure to title your Email Final Fantasy Anthology, or FF, FFA, anyhting like that.  Any Emails with atatchments will be deleted.  I will not even look at them, so no attachments!  I have 3 types of Instant messenger.  AIM, YIM, and MSN are what I use most.  My AIM names include (but are not limited to): CyrilLucifer, Regent Hortensia, Spider Moghedien, and BloodyAngelCyril (of which I have been using most).  All of which have closed lists.  You have to Email me asking for me to put you on my list.  I also have the address Cyril Rebirth that I do not have a closed list with, but I rarely get on that, so you may have to wait a while.  As for YIM, my name is Demaness, or Cyril_Lucifer, and my MSN Address is the same as my Email, ffantasyxgears@msn.com.  

Small Note:  If you ever find a Virus from me in your Email, that is NOT me!!!!! Understand?  I dont send viruses out at all.  Just wanted to make that clear.

Usage:  If you want to use this guide on your website, Email me asking first.  I want a full site URl, just so I can see where it is going.  This is for NON PROFIT ONLY!  HEAR THAT PEOPLE????? If I dont make money on it, you sure as hell dont.  You can print it off and the like, but you can not sell it for any type of profit.  Also, if I find my guide on your site without MY permission, I WILL act. 

What's left: Finishing the FF6 Walkthrough, Characters, and lists.  FF5, start the walkthrough, lists, jobs and everything else.  

You can find all of my FAQs on My website: http://www.angelfire.com/rpg2/daystarclarion

Any other sites must ask permission, like always. 

Sites that have permission to use this guide:

www.gamefaqs.com

Thanks:

BTB: He helped me with some of the things in FF6, as well as the basic formatting...He also gave me the Moogle trick in Narshe mines, some hints with Gau, as well as suggestions...lots and lots of stuff he helped with.
ME:  My ass is not so lazy anymore! wow!  Alright...so maybe it is...but still....I actually got off it again and wrote something!   w00t...!

Copyright 2003 Stephanie Nutter