Final Fantasy Tactics

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Final Fantasy Tactics Strategy Guide Part 1

Final Fantasy Tactics Strategy Guide Part 1
By Roland Carlos
rollins31@hotmail.com

Enjoy!  This is a strategy guide for the American version of FFT.  No more 
having to look through Japanese characters to get the help you need.

Table of Contents for Part 1
1. Welcome!
2. Prologue: Orbonne Monastery.
3. Chapter One: The Meager
4. Chapter Two: The Manipulator and the Subservient
5. Chapter Three: The Valiant
6. Chapter Four: Someone to Love
7. Job Classes of FFT
8. The Special Classes

How to Start the Mother of All Wars

(or why deception, cruelty and betrayal are your friends)

To start "The War of the Lions," you must use bold strokes.  Regicides, 
double-crosses, violations of queens, good options all.  Whatever the plan, 
once begun, a war of this magnitude is not to be trifled with.  This is a 
brutal conflict of epic proportions, where each hallowed victory brings you 
closer to the very heart of darkness.  Battle after battle, you will command 
your fighting party across magical lands protected by hostile forces.  You 
will need the help of the bravest warriors, as well as armor, weapons, 
intricate battle plans and magical spells.  Be ruthless.  Be clever.  Or be 
dead.

Training an Army

(or how to ensure the biggest, baddest, meanest SOBs are on your side)

In Final Fantasy Tactics, you are Ramza, a young squad leader and an ally of 
Princess Ovelia.  It’s up to you to lead an elite fighting squad of your own 
choosing into battle.  You must train them to be powerful Black Mages who can 
cast magic spell, Summoners who can awaken terrible beasts, Wizards, Ninjas, 
Bards, Archers, Thieves are more.  There are twenty fighting classes and four 
hundred abilities to master.  If you go into battle ill-prepared, may the 
enemy make the blood run cold from your heart.

Effective Battle Strategies

(or further discussions from the annals of shoot first, ask questions later)

As the ancient history of warfare reveals, you will survive the if your 
battle strategy is strong, and perish if it is not.  You will lead the charge 
through impressive lands trying to gain the best strategic postions in 
forests, castle ramparts, swamps and valleys.  You can buy and sell 
equipment, hire new soldiers and plan glorious battle strategies.  May you 
conquer the enemy or die trying. - FFT Advertisement

-----------
1. Welcome!
-----------

If you are just starting your game, you will presented with a menu.  Select 
New Game for now.  After a few words from the historian, you’ll be presented 
with a name screen.  You can change it to whatever you want, but I will keep 
it as the default, Ramza, throughout the whole guide.  You’ll now be asked to 
input your birthdate, just put your real birthday and begin your game.  This 
strategy guide isn’t much of a story-teller.  I won’t tell most of the story 
so you can discover it for yourself.

-------------------------------
2. Prologue: Orbonne Monastery.
-------------------------------

After the movie, you’ll be taken to the Orbonne Monastery.  The Princess will 
be praying.  Agrias, the female bodyguard of the princess will ask her to 
hurry up.  You, Rad, and Gafgarion enter the church.  After a few text lines, 
a female knight enters, injured.  She says that enemies are coming to capture 
the princess.  You’ll go to your first battle now.

(Description of layout:

Battle 01, Orbonne Monastery - Staged battle number and place.
Objective: Defeat all enemies! - What you have to do to win.
Enemy Units: Lezales (Knight), Chemist x1, Archer x3  - Enemies you have to 
fight.
Difficulty Level: 1/5 - How hard it is to fight, the higher the first number,
the harder.
Squads: N/A, Max. N/A - First, how many squads you have to fight in.  Second,
the maximum number of units in each squad(s).)

Battle 01:
Objective: Defeat all enemies!
Enemy Units: Lezales (Knight), Chemist x1, Archer x3
Difficulty Level: 1/5
Squads: N/A, Max. N/A    

In this battle, you can only control Ramza.  The computer will control all 
other units, your allies will be marked as guest units.  Guest units are 
uncontrollable allies, that if die, will not get the usual 3 count.  This is 
because these units are needed to enhance the story.  Since you can only play 
as Ramza, use this battle to get used to the battle system and how to move 
around, attack.  If you die, don’t worry.  The guest units will finish up 
before you turn into a crystal.  Just watch the rest of the battle, 
especially the sword attacks from Agrias and Gafgarion.  If you need more 
help after this battle, I suggest you save the game the first chance you 
have, and then reset the game and use the tutorial option.  When the battle 
ends, you’ll see the princess being taken by a person in armor.  Ramza 
recognizes the person, and so begins the first chapter.

--------------------------
3. Chapter One: The Meager
--------------------------

Part One: Trip To Igros Castle 
This first part of the chapter takes Ramza, Delita, and other cadets on their
ways to Igros Castle.  They come there to defend the castle from the Death 
Corps, soldiers who have become criminals after the war.  Along the way they 
meet Algus, a knight in training who was protecting Marquis Elmdor.  He was 
ambushed and the Marquis was taken.

1. Magic City Gariland
Battle 02: Magic City Gariland
Event: Delita becomes a guest member.
2. Mandalia Plains
Battle 03: Mandalia Plains
Event: Algus becomes a guest member.
3. Igros Castle

Part Two: Rescuing the Marquis
Ramza’s brother Dycedarg ordered him, Delita, and Algus to defend Igros 
Castle.  However, Algus gets the party to help him save the Marquis.

1. Igros Castle
2. Sweegy Woods
Battle 04: Sweegy Woods
3. Dorter Trade City
Battle 05: Slums of Dorter
4. Zeklaus Desert
Battle 06: The Cellar of the Sand Mouse
5. Igros Castle

Part Three: Hunt of the Death Corps
When coming back to Igros, Ramza was scolded by Dycedarg.  He was praised 
by Prince Larg and given another mission.  The group is sent to destroy 
the thieves responsible for taking the Marquis.

1. Igros Castle
2. Thieves’ Fort
Battle 07: Thieves’ Fort
3. Igros Castle
Event: Algus leaves party.
4. Lenalia Plateau
Battle 08: Lenalia Plateau
5. Fovoham Plains
Battle 09: Windmill Shed
6. Fort Zeakden
Battle 10: Fort Zeakden

Chapter One Battles:

Battle 02: Magic City Gariland
Objective: Defeat all enemies!
Enemy Units: Squires x 4, Chemist x1
Difficulty Level: 1/5
Squads: 1, Max. 5


This is the first "real" battle to me.  You have more control of your units. 
I suggest that Ramza go on the roof to kill the female squire.  Let Delita 
do what he does, keep the chemist on the ground to help heal.  The squire 
leader (the one who talks) has a broad sword, and does a lot more damage then 
the other members.  Take him down first, then the next squire near him.  By 
now, the female squire on the roof should be dead.  The one in the back alley 
should be last.  The chemist however is another story.  His abilities are 
Potion (+30 HP) and if the game has allowed it (each new game causes random 
stats) Phoenix Down (revive).  If you keep him alive too long, he be a 
problem.  If he’s killed, use his crystal for one of the chemists (move the 
chemist in the party onto the crystal) and let he/she gain an ability.  Pick 
one that he/she doesn’t know (all the chemist knows is potion.)  If you take 
a long time to defeat, don’t worry.  This is a strategy game more than a RPG. 
 You are supposed to take long!  If Ramza dies, you must beat all the enemies 
on the screen becomes the red cloud over his head disappears.  If it is does, 
it’s game over and I must say YOU NEED HELP!  If Delita dies, he will unable 
to help, but will not leave the map.  He is a guest character and won’t 
"die".  There is a also good trick to do here.  After you killed all 4 
squires, try and lure the chemist into middle of the roof on the only house 
on the "west" side.  If you can surround him, have some characters lower his 
HP enough to make him fall to the ground on his knees, near dead.  He will 
heal himself and gain 30 HP.  Do the same process again, and let him heal 
himself.  Any characters not fighting should pick up the treasure chests left 
in place of the bodies.  After awhile, the enemy chemist will gain levels 
from using the Potion, but the continued fighting will also allow you to gain 
levels and JP.  Each time you hit the chemist, you’ll gain EXP and JP.  I’ve 
got Ramza to level 6 as a level 4 squire, and the chemist to level 7 with 
chemist level 3.

Battle 03: Mandalia Plains
Objective: Defeat all enemies! or Save Algus!
Enemy Units: Squires x4, Thief x1, Red Panther x1
Difficulty Level: 1/5
Squads: 1, Max. 4

You’ll be presented with two choices at the beginning of the battle.  If you 
select option one, Algus can die and the battle won’t stop.  Since he’s a 
guest he won’t disappear like regular characters.  If option two is selected, 
you’ll have keep Algus alive, no matter what.  If he dies on option two, the 
game is over, even if Ramza is alive.  There is nothing new here.  The thief 
might try to charm your female characters (if you put any in the group).  But 
if the thief doesn’t have that ability, he is the same as a squire.  The red 
panther is a monster, not an human unit.  This doesn’t give the panther 
anything special to talk about, he just the same as the other units, just 
more powerful and has a counter attack (meaning, if you attack him, he might 
attack you back.  You can tell this if there is a ability below the unit you 
are attacking.)

This will become a random battle zone after completion. 
Possible Enemies:
Chocobos, Goblins, Panthers, Morbols, Squires, Archers, Knights, Thieves, 
Wizards, and Oracles.
NOTE: In random battles, you won’t have the help of guest characters.  
You’ll have do the battle with the units you have, but the squad is always 
single with a maximum of 5.

Battle 04: Sweegy Woods
Objective: Defeat all enemies!
Enemy Units: Goblin x2, Black Goblin x1, Bomb x2, Red Panther x1
Difficulty Level: 2/5
Squads: 1, Max. 4 

This is your first non-human battle, but they aren’t too different than 
humans.  Monsters can’t gain JP, which means the abilities they have are all 
the abilities they can get.  You can use monster skill (squire skill) on a 
friendly monster to allow that monster to learn their special ability.  There 
are two widespread attacks they can be very damaging to the party.  The first 
is the bomb’s  Self Destruct.  It will kill the bomb, but will cause heavy 
damage to any units in the area of explosion.  To avoid this, you can avoid 
clumping units together, or you can kill the bomb before it can use the 
ability.  The bomb usually uses it only when it’s HP are low, so you can kill 
it before it has a chance.  Another ability is the Black Goblin’s Turn Punch. 
 It can affect units that are surrounding it.  It causes a good amount of 
damage too.  It only seems to use when it is surrounding by 2 or more units.

This will become a random battle zone after completion. 
Possible Enemies:
Bombs, Archers, Skeletons, Knights, Goblins, Monks, Woodmen, and Wizards.

Battle 05: Slums of Dorter
Objective: Defeat all enemies!
Enemy Units: Knight x1, Archer x3, Wizard x2
Diffculty Level: 2/5
Squads: 1, Max. 4

This is a hard battle.  Three reasons.  There is an archer at the highest 
point on the map.  He has a long range and can hurt units badly.  The knight 
is a powerful enemy and can block some of the attacks with his shield.  The 
wizards are the main problem.  Their powerful attacks can put the hurt on 
you, again if your in clumps, the spell will hit everyone in the range, 
without any loss in damage (remember, this is a strategy game, not an RPG!). 
 Delita and Algus will go and attack the high archer, so don’t send any of 
your controllable units to go attack.  Instead, let Ramza attack the knight 
and get him killed.  Have a wizard (if you have one) cast spells on other 
wizards, or a squire attack the wizards at close range.  You should also have 
a chemist with the phoenix down ability, because the combo of spells and 
arrows is going to kill your units if not healed.  If you are lucky to 
survive long enough, the wizards will have the MP drained out.  Cancel any 
attacks you have placed on the wizards and instead attack other units.  The 
wizards usually only do around 8 points of physical damage.  Again, try to 
leave one enemy alive so you can get treasure chests and crystal from dead 
bodies.

Battle 06: Cellar of the Sand Mouse
Objective: Defeat all enemies!
Enemy Units: Knight x3, Monk x2, Archer x1
Difficulty Level: 2/5
Squads: 2, Max. 2, 2

When you begin, the you’ll see that Delita is with your first squad, Algus 
with the second.  Your party is spilt up, but not so badly so if you work 
better as a team, you can send all your units together.  However, guest units 
may be separated from the group.  You’ll have to storm the building.  At 
least one unit will stay there.  Delita will go and attack the monk that is 
located at the "west" door.  Algus will attack the knight at the "north" 
door.  You should provide backup to these characters.  They will attacked, 
and may be killed.  Watch out for the archer, he can shoot above the walls 
and attack your units.  If you used archer before this point, you’ll wonder 
how he did this.  It is possible because the archer is using a bow, not a 
crossbow.  After you breach a door, send attacking units inside the building 
to attack enemies there.  They should be able to help the other group enter 
the building as well.

This will become the Zeklaus Desert, random battle zone after completion. 
Possible Enemies:
Bombs, Dragons, Ninjas, Skeletons, Behemoths, Juravis’, Goblins, Bull Demons,
and Red Chocobos.

Battle 07: Thieves’ Fort
Objective: Defeat Miluda!
Enemy Units: Miluda (Knight), Priest x2, Thief x3
Difficulty Level: 2/5
Squads: 1, Max. 4

Here is your first "defeat a certain person" mission.  The point is to kill 
whoever is said in the objective and glowing in the objective screen.  You 
only have to kill that person to win, but other units will usually be in the 
way.  Get past the thieves and priests.  Watch out for the thief on the ledge 
to the "west".  Miluda may expose herself, begin a knight she has the battle 
skill abilities.  She may break weapons or armor, so watch out.  The priests 
can heal and revive wounded enemies.  I suggest killing them first if in 
range.  Again, the thieves may have the charm ability, and may use it on your 
female members.  If they get charmed, attack with a weak attack to snap them 
out.

Battle 08: Lenalia Plateau
Objective: Defeat all enemies!
Enemy Units: Miluda (Knight), Knight x2, Wizard x2, Time Mage x1
Difficulty Level: 3/5
Squads: 1, Max. 5

Even though Miluda is here, just killing her won’t stop the battle.  The 
enemies are tightly packed, so if you have any wizards in your group, use 
this to your advantage.  The time mage and wizards will the biggest problem. 
 The time mage can slow, or may make your characters unable to move.  She can 
also cast haste on her own teammates.  The wizards will use the fact that you 
are also tightly packed to their advantage, casting bolt and fire spells.  
The female knights have powerful attacks and kill weak characters in one 
slash, keep everyone healed and protected.  Miluda will really die and you’ll 
have some explaining to do in the next battle.

This will become a random battle zone after completion. 
Possible Enemies:
Goblins, Morbols, Geomancers, Chocobos, Dragons, Time Mages, Panthers, 
Priests, Pisco Demons, and Knights.

Battle 09: Windmill Shed
Objective: Defeat Wiegraf!
Enemy Units: Wiegraf (White Knight), Monk x2, Yellow Chocobo x1, Knight x1
Difficulty Level: 3/5
Squads: 1, Max. 4

This is a hard battle if you don’t follow the objective.  Don’t engage any 
other enemies in battle, just Wiegraf.  His Holy Sword attack is a big damage 
maker, and will kill most characters in one or two attacks.  Use anything 
against him, Archer Charge attacks, Squire Throw Stones, Wizard Black Magic, 
and of course, physical attacks.  If you just attack him, you should be able 
to defeat him.  If you must attack other enemies, kill the monk and the 
chocobo on the ground.  The other monk and the knight shouldn’t be much of a 
problem if your quick.  When Wiegraf gets to critical health, he’ll teleport 
the battle and the battle will end.

This will become Fovoham Plains, a random battle zone after completion. 
Possible Enemies:
Flotiballs, Goblins, Summoners, Pisco Demons, Morbols, Monks, Juravis’, 
Panthers, Oracles, and Bull Demons.

Battle 10: Fort Zeakden
Objective: Defeat Algus!
Enemy Units: Algus (Knight), Knight x3, Wizards x2
Difficulty Level: 3/5
Squads: 2, Max. 2, 2

When the battle begins, you’ll see a thief holding Teta as a shield.  Zalbag 
will order Algus to do "it", and he will kill Teta, and then wound the thief. 
 The thief will lock himself inside the fort.  If you expect Death Corps to 
come and fight you, it ain’t going to happen.  You’ll have fight the Houkten 
Knights.  This is another hard battle if you don’t fight just Algus.  Have 
Ramza come and attack Algus, Delita will be killed because he charged at 
Algus.  The knights will make short work of him.  If you placed a wizard in 
the first squad, have him cast spells on Algus.  The second squad should 
slowly retreat and help the first squad, if needed.  You should be able to 
kill Algus quickly if Ramza attacks him.  Even though Algus is a knight, he 
has the Equip Crossbow ability and his crossbow (Night Killer) may cause 
darkness on a hit character.

---------------------------------------------------
4. Chapter Two: The Manipulator and the Subservient
---------------------------------------------------

Part One: Rescuing Princess Oveila
Agrias asks you to help her to find the princess.  You join, Gafgarion 
reluctantly joins saying there’s no money in that.

1. Orbonne Monastery
Event: Gafgarion and Agrias become guests.  Rad, and the female knights join 
as members.
2. Dorter Trade City
Battle 11: Dorter Trade City
3. Araguay Woods
Battle 12: Araguay Woods
Event: Boco the Chocobo joins as a member.
4. Zirekile Falls
Battle 13: Zirekile Falls
Event: Gafgarion leaves party.  Oveila becomes a guest.

Part Two: Asking For Help
After Gafgarion leaves the party and reveals what he believes in, you rescue 
Oveila.  Agrias now asks to be escorted to Lionel Castle to ask the Cardinal
for help.

1. Zaland Fort City
Battle 14: Zaland Fort City
Event: Mustadio becomes a guest.
2. Bariaus Hill
Battle 15: Bariaus Hill
3. Lionel Castle
Event: Agrias and Oveila leave the party.

Part Three: Helping Mustadio
Now helping Mustadio, you go to Goug to stop the Bart Company.

1. Zigolis Swamp
Battle 16: Zigolis Swamp
2. Goug Machine City
Battle 17: Slums of Goug
Event: Mustadio becomes a member.

Part Four: To Lionel Castle
Finding about the Cardinal’s plot, you rush to Lionel Castle to stop the 
execution of the princess and to stop the Cardinal.

1. Goug Machine City
2. Warjilis Trade City
3. Bariaus Valley
Battle 18: Bariaus Valley
Event: Agrias becomes a member.
4. Golgorand Execution Site
Battle 19: Golgorand Execution Site
5. Lionel Castle
Battle 20: At the Gate of Lionel Castle
Battle 21: Inside of Lionel Castle

Chapter Two Battles:

Battle 11: Dorter Trade City
Objective: Defeat all enemies!
Enemy Units: Thief x2, Archer x2, Wizard x2
Difficulty Level: 2/5
Squads: 1, Max. 4

After telling the story of Ramza and Delita, you find out that the person who 
took the princess is indeed, Delita.  You and the group head to Dorter Trade 
City only to be ambushed.  This battle is very easy, as Gafgarion and Agrias’ 
sword attacks are no match for the enemy.  You should order your troops to 
attack enemies that aren’t being attack, or to finish off enemies who 
survived a sword attack.  Kill off the two wizards first, and the rest of the 
battle will be easy.

Battle 12: Araguay Woods
Objective: Defeat all enemies! or Save Chocobo!
Enemy Units: Black Goblin x1, Goblin x5
Diffculty Level: 1/5
Squads: 1, Max. 4

Here is another easy battle.  Again, the sword attacks will kill off the 
goblins, you should however, kill the black goblin.  The black goblin will 
attack the chocobo, and killing him will allow the chocobo to live.  The 
chocobo won’t however will help in the battle too much, just going into the 
corner and healing himself or waiting for the battle to end.

This will become a random battle zone after completion. 
Possible Enemies:
Goblins, Skeletons, Morbols, Panthers, Ghouls, Woodmen, Archers, and Ninjas.

Battle 13: Zirekile Falls
Objective: Save Princess Oveila!
Enemy Units: Gafgarion (Dark Knight) x1, Knight x5
Diffculty Level: 2-3/5
Squads: 1, Max. 4

Here is another cheap trick you can use to make the battle a "2" battle.  
De-equip Gafgarion of all of his weapons, armor, and abilities before this 
battle.  He will be at around 80 HP, and can’t use his sword attacks.  If you 
don’t do this, his sword attacks will now hurt you and he will gain life.  
The princess will cast MBarrier on herself at the beginning of the battle, 
and Agrias will protect her.  Don’t expect too much help from her.  After you 
kill Gafgarion and gain control of the bridge, the rest of the battle should 
be easy.  To make up for the lack of help from Agrias, Delita will use his 
sword spells on the knights on the other side of the falls.  His weapons and 
armor may be broken by the knights, so don’t let him attack the knights by 
himself.  You can also use the bottom of the falls to get to the other side, 
but it is slower and the depth is high.  If you go in a depth 2 square, you 
will be unable to act.

This will become a random battle zone after completion. 
Possible Enemies:
Chocobos, Pisco Demons, Skeletons, Flotiballs, Cuars, Morbols, Bull Demons, 
Knights, Wizards, and Time Mages.

Battle 14: Zaland Fort City
Objective: Defeat all enemies! or Save Mustadio!
Enemy Units: Knight x2, Archer x2, Wizard x2
Diffculty Level: 3/5
Squads: 1, Max. 4

You can choose "I don’t want to get involved" to raise the party’s brave 
level by 5.  Since this is a fort city, there is a huge wall defending the 
city.  The narrow entrance will be the entryway for most units.  Those with 
high jumping ability may be able to scale the wall however.  Kill the wizards 
first as they will take advantage of the narrow entryway when your units 
enter the city.  Mustadio may take critical damage or die, so make sure you 
have a priest with cure and shell/protect spells.  His sniping skills such as 
Leg Aim (Don’t Move) and Arm Aim (Don’t Act) can help you enter the city.  If 
he is weak he’ll stay out of the battle, but if he is healthy, his gun 
attacks are very helpful. 

Battle 15: Bariaus Hill
Objective: Defeat all enemies!
Enemy Units: Knight x2, Summoner x2, Archer x2
Difficulty Level: 3/5
Squads: 1, Max. 4

This is your first staged battle with probably the most annoying magicians, 
the summoners.  These mages have spells with a WIDE range which can ensnare 
most of your units in the firing range.  The spells also do high damage.  If 
Mustadio decides to use Arm Aim on a summoner, be thankful.  The same goes 
for Agrias’ Stasis Sword attack, which may cause Stop on a unit.  Have some 
of your units attack the knights and the archers on the main hill.  Be 
careful not too clump up your units to avoid having many units hit by a 
summoner’s spell.  After you kill the summoners, the knights and archers 
should fall easily.  Have someone with phoenix down in the group as the 
archers and knights can finish off units hit by a summoner’s spell.

This will become a random battle zone after completion. 
Possible Enemies:
Chocobos, Bull Demons, Bombs, Archers, Summoners, Thieves, Monks, Wizards, 
and Time Mages.

Battle 16: Zigolis Swamp
Objective: Defeat all enemies!
Enemy Units: Skeleton x2, Bone Snatch x1, Ghoul x2, Flotiball x1 or Morbol x1
Diffculty Level: 2/5
Squads: 1, Max. 5

If you haven’t fought ghouls before, here they are.  Because everything is 
undead (except the Flotiball/Morbol) you can cast cure spells as harmful 
spells.  I find this useful when a character who is fighting a skeleton or 
ghoul needs healing.  Cast cure on the unit making sure that the firing range 
affects any undead enemies.  Your character will gain HP, the undead enemy 
will lose HP.  Mustadio may use his Seal Evil snipe ability which may petrify 
undead enemies.  If one is petrified, they can’t take damage, but you don’t 
need to kill that enemy to finish the objective at hand.  A word about the 
marshes.  You can pass through them, just don’t stop in one.  If you do, the 
unit stopped will gain the poison status which will take down their HP.  
Enemy units in the marsh won’t gain the poison however.  One final word, if 
you don’t finish the battle before the red cloud above an undead enemy 
disappears, the enemy may come back to life (hey, they’re undead!).  Be quick 
in killing everyone.

This will become a random battle zone after completion. 
Possible Enemies:
Panthers, Skeletons, Bull Demons, Ghouls, Morbols, Cocatoris, Archers, 
Summoners, Time Mages, and Wizards.

Battle 17: Slums in Goug
Objective: Defeat all enemies!
Enemy Units: Thief x2, Archer x2, Summoner x2
Diffculty Level: 2-3/5
Squads: 1, Max. 5

Before the battle (the battle will start when you try to leave Goug), change 
a few members to Chemist class and equip them with Romanda Guns (bought from 
the Goug shop).  Now click on the swamp and the battle will start.  Use the 
Romanda Guns to your advantage.  Let the chemist attack anyone in range, but 
as with the archer, they can’t attack enemies with 2 slots of them.  Take 
down the summoners as they can cast Moogle which heals units over a long 
range.  If Mustadio dies, don’t worry about reviving him.  The chemists you 
put in the party will have the gun attacks.  Watch out for the archers on the 
"east" side.  They may suprise you if you don’t notice them.  If you didn’t 
get guns, advance slowly, taking down the thieves who will most likely hinder 
you from attacking the summoners.  After thieves, go for the summoners and 
then the archers.  Mustadio will join the party, but will have forgotten his 
snipe attacks (which really sucks).

Battle 19: Bariaus Valley
Objective: Save Agrias!
Enemy Units: Knights x2, Archer x2, Wizards x2
Diffculty Level: 3/5
Squads: 2, Max. 3, 2

Mustadio is now controllable and may help in the battle, but he’s weak and 
may fall to the enemies if placed in the front line.  Warning to the second 
squad, they will have to face a wizard and an archer.  The archer’s bows may 
cast poison if hit.  Have someone with antidote in the second squad.  After 
the second squad beats the wizard and archer, they should come and help the 
first squad.  Agrias may stop units with her Stasis Sword, so if that 
happens, take full advantage of it and attack the stopped unit.  But of 
course, take down the wizard.  If you leave him alive, his spells will cause 
heavy damage in the group.  If needed, you should have had Mustadio learn Leg 
Aim, which will stop enemies.  This will most help against the knights who 
have only 1 square attacks.

This will become a random battle zone after completion. 
Possible Enemies:
Bombs, Summoners, Archers, Chocobos, Wizards, Time Mages, Bull Demons, and 
Thieves.

Battle 19: Golgorand Execution Site
Objective: Defeat All Enemies!
Enemy Units: Gafgarion (Dark Knight), Knight x3, Archer x2, Time Mage x2
Diffculty Level: 4/5
Squads: 2, Max. 3, 2

Well, even if you took the Blood Sword from Gafgarion at the Falls, he has a 
new one, and it will hurt!  Use Mustadio’s Arm Aim and Agrias’ Stasis Sword 
to Stop Gafgarion from using his sword.  The time mages will cast slow and 
stop on your units so watch out for them.  The archers and knights shouldn’t 
be much of the problem, but the knight attacks are powerful and they also 
have the broken Battle Skills.  If you need more help, have a knight in your 
group break Gafgarion’s Blood Sword.  Once it’s broken, he should fall easily 
and will teleport away like Wiegraf in Chapter 1.  This battle will take you 
quite some time to finish, so plan your moves carefully.

NOTE: Before going to the next battle, prepare.  The next two battles come 
right after each other, you only have a chance to save and work with the 
troops.  You can’t get to the world map until you finish battle 21 or restart
from a save before battle 20.

Battle 20: At the Gate of Lionel Castle
Objective: Defeat all enemies!
Enemy Units: Gafgarion (Dark Knight), Knight x3, Archer x2, Summoner x1
Diffculty Level: 5/5
Squads: 2, Max. 1, 4

This is the hardest battle in Chapter 2.  Ramza has to fight Gafgarion alone, 
and the other group is ambushed by knights, archers, and a summoner who will 
cause trouble.  Ramza should be a knight and at least have the weapon break 
skill available.  If Ramza is able to break Gafgarion’s sword, that part of 
the battle will be much easier.  If you need help, you can go to the switch 
on the wall where Ramza is to open the gate.  The second squad can come and 
help defeat Gafgarion.  If you don’t kill Gafgarion last, you get his crystal 
immediately killing him, but sadly, you only get HP/MP, but it is helpful 
before coming to the second battle.  The summoner will cast a spell which 
will affect all the units in the second squad.  Have Mustadio, and Agrias 
team up to kill him before the spell fires off.  If it does, the second 
battle becomes much harder because the second group can be easily killed by 
the knights and archers.  Have the group stay in their position, only moving 
to get in to attacking range.  Again, Ramza can open the gate to help the 
second squad, but I don’t recommend it because if Gafgarion is still alive, 
he can now attack the second squad.

Battle 21: Inside Lionel Castle
Objective: Defeat Queklain!
Enemy Units: Queklain
Diffculty Level: 4/5
Squads: 1, Max. 5

This is a hard battle if your not overly-powerful.  You’ll have to face a 
zodiac monster, Queklain.  I found him really easy.  My chemist used a gun on 
Queklain, then my level 8 Wizard followed with a flare doing 450 damage on 
him.  If you need help I can give some hints.  Since Queklain is a zodiac 
monster, one thing that most zodiac monsters like to cast is status anomaly 
spells.  His spell, Nightmare, can cause units to go to sleep, or have a 
death sentence over their heads.  Space characters as much as possible to 
over having many units affected by his magic.  Queklain also is weak against 
Holy attacks so use that to your advantage.

-----------------------------
5. Chapter Three: The Valiant
-----------------------------

Part One: Visiting Zalbag
Finding out about the plan to overthrow the kingdom, Ramza goes to ask Zalbag
for help.

1. Dorter Trade City
2. Goland Coal City
Battle 22: Goland Coal City
3. Leaslia Imperial Capital
Battle 23: At the Back Gate of Lesaila Castle
Event: Alma becomes a guest.

Part Two: The Virgo Stone
When Alma tells Ramza where the Virgo Zodiac Stone is, Ramza runs to the 
Orbonne Monastery.  However, he meets up with Wiegraf along the way.

1. Orbonne Monastery
Battle 24: Underground Book Storage Second Floor
Battle 25: Underground Book Storage Third Floor
Battle 26: Underground Book Storage First Floor

Part Three: Rescuing Alma
Ramza is on his way to rescuing his sister, Alma.  He finds new allies and 
again meets up with Wiegraf.

1. Dorter Trade City
2. Grog Hill
Battle 27: Grog Hill
3. Yardow Fort City
Battle 28: Yardow Fort City
Event: Rafa becomes a guest.
4. Yuguo Woods
Battle 29: Yuguo Woods
5. Riovanes Castle
Battle 30: Gate of Riovanes Castle
Event: Rafa leaves the party.
Battle 31: Inside Riovanes Castle
Battle 21: Roof of Riovanes Castle
Event: Rafa and Malak become guests.

Chapter Three Battles:

Battle 22: Goland Coal City
Objective: Save Olan!
Enemy Units: Mediator x1, Thief x3, Chemist x2
Difficulty Level: 2/5
Squads: 1, Max. 5

Olan, will most of the time be on the top of the house.  He is classed as an 
Astrologist and he will most of the time use Galaxy Stop.  Galaxy Stop may 
cause all enemies to be affected by anomalies such as Don’t Move, Don’t Act, 
or Stop.  However, I think that the Mediator is immune to Galaxy Stop, as I 
have never seen him affected by it.  If you have a thief in your group (or 
someone with the steal skill) use that character to steal Mythril Guns from 
the Chemists.  These guns can be bought at Goug Machine City after this 
fight, but it is much less traveling and random battle chances.  It didn’t 
say it was easy though.  Even if the thief is good, the chance of it working 
is usually around 30%-40%.  Don’t let that stop you, you will usually get the 
gun after two tries and you will disarm the chemist making him less deadly.  
Watch out for the thieves.  This time they are female and may charm Ramza 
(which will VERY bad) or Mustadio.  The thieves have around a 80% chance for 
charming.  After you killed the thieves, go and help Olan by killing the 
Mediator.  The enemy mediator will constantly attack or cause Darkness on 
characters.

Battle 23: Back Gate of Lesalia Castle
Objective: Defeat Zalmo!
Enemy Units: Zalmo (Holy Priest), Knight x3, Monk x2 
Difficulty Level: 3/5
Squads: 2, Max. 2, 2

Alma is here in this battle and she will cast MBarrier on Ramza.  This will 
help Ramza defeat the Knights and Monks.  Zalmo has a two-range attack so 
don’t underestimate him.  Zalmo may also spend time protecting and healing 
his warriors.  If you get a clear shot at Zalmo, attack him.  Since you 
should have powerful characters (around 26-30 by now), the attacks should be 
strong enough.  Zalmo only has around 240 HP.  Don’t worry about Alma dying, 
after casting MBarrier, she won’t be in the battle directly.  She may get hit 
if she’s hit by monks or knights who get close enough, but even if she dies, 
she’s a guest and the objective doesn’t state you have to protect her.  You 
only have to get Zalmo to critical status, then he will teleport away ending 
the battle.  Another tip, after this battle, de-equip Alma of her Barette and 
Healing Staff.

Battle 24: Underground Book Storage Second Floor
Objective: Defeat all enemies!
Enemy Units: Lancer x3, Chemist x1, Time Mage x2
Diffculty Level: 3/5
Squads: 1, Max. 5

If you haven’t dealt with Lancers yet, they have 2 square attacks so don’t 
think your safe just one space away from them.  Their attacks are also very 
damaging and then have very good jumping heights.  You’ll have to go down the 
stairs unless someone has high jumping ability (so they can go down without 
taking damage) or has the Lancer’s Ignore Height ability.  The middle section 
will be guarded by the lancers and the chemist.  The chemist has a few spells 
to his disposal, but they are weak and don’t help the enemy (Cure) or harm 
you (Fire) very much.  The bottom section contains the time mages.  The time 
mages will cast haste, slow, don’t act, and possibly, float.  Watch out for 
the Lancer’s Jump abilities as they can cause a lot of damage.  If your are 
lucky, the character can get out of the jump landing point before getting 
hit.  Take out the chemist first, he will heal and revive characters which 
will just make the battle harder.  There is another good enemy lock in this 
map.  Kill all the enemies and weaken a time mage.  Have a knight use speed 
break on the time mage, reducing the speed to 01.  Have Mustadio use Leg and 
Arm Aim to disable the time mage.  Other characters should be using 
accumulate (Squire Ability) to gain EXP and JP.  You can do this on most 
maps, but I found it out here so I mentioned it here.

Battle 25: Underground Book Storage Third Floor
Objective: Defeat Izlude!
Difficulty Level: 3/5
Enemy Units: Izlude (Knight Blade), Knight x2, Archer x2, Summoner x1
Squads: 1, Max. 5

Izlude also has the Lancer’s Jump ability and will use them throughout the 
battle.  He also has the Maintenance ability equipped so you can’t break or 
steal his items no matter what.  The battle map is like a maze, but your 
characters should have enough jump power to bypass the walls.  They can also 
use the steps if needed.  I suggest you concentrate on Izlude.  He isn’t very 
tough and has a low move range.  If you need to take the other people out I 
suggest the summoner the first and then archers.  That way the group will not 
have to deal with long range attacks.  That will make it easier to attack the 
knights and Izlude.  Also, don’t get trapped in the stairway.  It is hard to 
do, but if you do get trapped, the knights will rush in and attack anyone in 
there and you can’t pass them easily.

Battle 26: Underground Book Storage First Floor
Objective: Defeat Wiegraf!
Enemy Units: Wiegraf (White Knight), Knight x2, Archer x2, Wizard x1
Difficulty Level: 4/5
Squads: 1, Max. 5

This battle will take place in two rooms.  You’ll be in one, Wiegraf will be 
in the other.  Don’t clump your units to avoid getting many units affected by 
the wizard’s spells and so Wiegraf’s Stasis Sword attack won’t hit and stop 
your characters.  If you can get Agrias or Mustadio to paralyze the other 
enemies, the battle will become easier as you can forget about them for now 
and concentrate on the other enemies which will do powerful attacks.  You can 
have someone block the door which will hinder access to the other room.  The 
status anomalies happen a lot more when he attacks with a Holy Sword attack. 
 As with Zalmo, you’ll just need to get him to critical status to win the 
battle.

NOTE: Simon gives you the Germonik Scriptures after this battle.  I suggest 
you read it, even though it won’t make too much of a point at the moment.

Battle 27: Grog Hill
Objective: Defeat All Enemies!
Enemy Units: Squire x2, Chemist x2, Archer x1, Thief x1
Difficulty Level: 3/5
Squads: 1, Max. 5

You start at the bottom of a hill, you can use the sidewalk as a border and a 
walkway.  It is also useful to coordinate your characters.  The thief will 
try to steal items from your units, so kill her first.  The chemists will 
also be equipped with Mythril guns, so kill them after the thief.  The 
chemists can also revive their allies and provide X-Potions to them.  The 
squires and archer should fall easily to Agrias’ Holy Sword attacks and 
Mustadio’s Sniping skills.  The guns and arrows will hurt and possibly kill 
most of your characters before you can get high enough to attack the enemy.

This will become a random battle zone after completion. 
Possible Enemies:
Flotiballs, Bombs, Samurais, Chocobos, Woodmen, Knights, Panthers, Juravis’, 
and Bull Demons.

Battle 28: Yardow Fort City
Objective: Save Rafa!
Enemy Units! Malak (Hell Knight), Ninja x3, Summoner x2
Difficulty Level: 3/5
Squads: 1, Max. 5

Another battle map with a narrow entrance.  The summoner’s spells have a big 
attack range as you should know by now.  This will come into effect a lot in 
this battle.  Malak and Rafa use spells that can randomly effect anyone in 
range.  The first hit will be small, but will grow if the unit is hit 
repeatedly.  The ninjas also pose a threat as their attacks will cause a lot 
of damage.  Take advantage of multiple hit abilities (Agrias’ Lightning Stab, 
Monk’s Earth Stab) to eliminate many characters at once.  Rafa will be 
usually outside of the fort, so she will have adequate protection.

Battle 29: Yuguo Woods
Objective: Defeat all enemies!
Enemy Units: Time Mage x2, Wizard x2, Gust x1, Revnant x1, Ghoul x1
Difficulty Level: 3/5
Squads: 1, Max. 5

This is one of the most annoying battles.  The time mages have the basic 
annoying spells such as Slow, Don’t Move, Don’t Act, and Stop.  The three 
classes of ghost can move nearly anywhere on the map, and use Sleep Touch a 
lot.  The "human" units have low HP so you should be able to defeat them 
easily.  Also know that the revnant also has Drain Touch to use and can suck 
the HP out of a character.  The ghosts also can be revived after the death 
count is over.

This will become a random battle zone after completion. 
Possible Enemies:
Goblins, Woodmen, Archers, Ghouls, Skeletons, Time Mages, Panthers, and 
Samurais
NOTE: The next battles are of a three-part battle series with only saving 
and reconfiguring your troops available between fights.

Battle 30: Gate of Riovanes Castle
Objective: Defeat all enemies!
Enemy Units: Malak (Hell Knight), Knight x3, Archer x3
Difficulty Level: 3/5
Squads: 2, Max. 2, 3

The knights and Malak shouldn’t be much of a problem.  Dispose of them 
quickly and watch out for the archers.  They are all located on the top of 
the castle and will use the height to attack your units from afar.  Since you 
have to defeat all enemy characters, taking down the archers is a hard, long 
task.  The knights and Malak will block the way to the archers.  When you 
reduce Malak to critical HP, he’ll teleport away followed by Rafa, his 
sister.  One knight has feather boots which allows him to walk on the water 
with penalty.

Battle Map 31: Inside Riovanes Castle
Objective: Defeat Wiegraf!, (Second Part) Defeat Velius!
Enemy Units: Wiegraf (White Knight), (Second Part) Velius (Warlock), 
Archaic Demon x3
Difficulty Level: 6/5
Squads: 1, Max. 1, (Second Part) 1, Max. 5

Proclaimed by many people as the hardest battle in all of FFT.  Well it is.  
The first part has Ramza fight Wiegraf all by himself, and the Holy Sword 
attacks from him will cause major damage to Ramza and also may be effected by 
the status anomalies caused by the Holy Sword attacks.  The best thing to do 
is to get rid of all your potions (leave the hi and X potions) and equip 
Ramza with the Auto Potion chemist reaction ability.  This will allow Ramza 
to heal himself and be able to attack Wiegraf.  If you don’t have the Auto 
Potion ability, you must balance out your healing and offense, but you won’t 
be able to attack Wiegraf if you used a potion.  The best class for Ramza to 
be in this battle is a ninja.  Since a ninja can attack with two weapons, 
he’ll do a lot of damage to the 300 HP Wiegraf.  Buy some assassin knives 
from the nearby Yardow Fort City.  I’ve killed Wiegraf in two turns with the 
Ninja Ramza.  If you are able to take out Wiegraf, he changes into Velius, 
another Zodiac Monster.  He will be backed up by 3 Archaic Demons.  The 
Archaic Demons are very powerful with their spells and can cause a big amount 
of damage to a large area.  Velius can petrify your characters and likes to 
use Cyclops, a spell that does around 250 HP of damage, with a good range, 
but luckily, a long charge time.  The easiest way to win this part of the 
battle is to concentrate all your attacks on Velius.  He has around 900 to 
1000 HP so have some big attackers in your squad.  If you can defeat this 
battle, consider chapter three done although there is one more battle.

Battle 32: Roof of Riovanes Castle
Objective: Save Rafa!
Enemy Units: Elmdor (Arc Knight), Celia (Assassin), Lede (Assassin)
Difficulty Level: 3/5
Squads: 2, Max. 2, 2

Well, you might think that Elmdor (the marquis you saved in chapter one) 
would owe you.  But, if you’ve read the rumors in the bars lately, he’s dead, 
or supposed to be.  Anyway, the assassins have very powerful attacks and 
Elmdor uses Samurai skills.  The assassins use Switch Stick (Stop 100%) and 
Stop Bracelet (Dead 100%).  Elmdor can also counter-attack before you attack 
(Monk reaction ability, Hamedo).  The three enemies cannot be affected by 
status anomalies, so don’t waste a turn on that.  The easy way to finish this 
battle is to take one character to critical status and all three will warp 
away.

--------------------------------
6. Chapter Four: Someone to Love
--------------------------------

Part One: Zeltennia Castle and Delita
Ramza still is looking for Alma, his sister who was taken at the Orbonne 
Monastery battles.  The group goes to Zeltennia Castle to meet with Delita.

1. Doguola Pass
Battle 33: Doguola Pass
2. Bervenia Free City
Battle 34: Bervenia Free City
3. Finath River
Battle 35: Finath River
4. Zeltennia Castle
Battle 36: Zeltennia Castle

Part Two: Standoff at Bethla Garrison
After hearing from Delita about the Hokuten and Nanten soldiers fighting at 
the Bethla Garrison, Ramza rushes there to help stop the battle.

1. Zeltennia Castle
2. Bed Desert
Battle 37: Bed Desert
3. Bethla Garrison
Battle 38A: South Wall of Bethla Garrison
Battle 38B: North Wall of Bethla Garrison
Battle 39: At the Floodgates of Bethla Garrison
Event: Orlandu (Thunder God Cid) becomes a member.

Part Three: Where is Alma?
Ramza is still searching for Alma all over Ivalice.  Along the way, he heads 
to Limberry Castle to meet up with the Marquis Elmdor.

1. Bethla Garrison
2. Zarghidas Trade City
NOTE: Buy a flower from Aeris.
3. Germinas Peak
Battle 40: Germinas Peak
4. Poeskas Lake
Battle 41: Poeskas Lake
5. Limberry Castle
Battle 42: At the Gates of Limberry Castle
Battle 43: Inside of Limberry Castle
Battle 44: Underground Cemetery of Limberry Castle  
6. Igros Castle
Battle 45: Inside of Igros Castle
7. Murond Holy Place
Battle 46: St. Murond Temple
Battle 47: Hall of St. Murond Temple
Battle 48: Chapel of St. Murond Temple

Part Five: Cloud Strife
This is a long part, with many battles.  However, if you finish this you can 
have all of the special characters (except one).  The timing of the next few 
events hinges on other things.  And one final note, for any of these events 
to happen, you MUST have Mustadio in your party.

NOTE: Steps 1-7 can happen anytime in Chapter Four.
1. Goug Machine City
2. Goland Coal City
Ask the bartender about any new rumors.
3. Lesalia Imperial Capital
Event: Beowulf becomes a guest.  A new battle point appears at Goland Coal 
City.
4. Goland Coal City
Battle 49: Colliery Underground Third Floor
Battle 50: Colliery Underground Second Floor
Battle 51: Colliery Underground First Floor
Battle 52: Underground Passage in Goland
Event: Beowulf and Reis become members.
5. Goug Machine City
Event: Worker 8 becomes a member.
6. Zeltennia Castle
Ask the bartender about any new rumors.  A new battle point called Nelveska 
Temple appears.
7. Nelveska Temple
Battle 53: Nelveska Temple
NOTE: Steps 8 and 9 only happen after Battle 45: Inside of Igros Castle.  
Step 9 only happens if you bought a flower from Aeris in Zarghidas Trade 
City.
8. Goug Machine City
9. Zarghidas Trade City
Battle 54: Zarghidas Trade City
Event: Cloud becomes a member.

Part Six: The Deep Dungeon
The Deep Dungeon is place they does not receive any light at all.  At the 
bottom of the dungeon, you will face another Zodiac Monster.  The dungeon is
nine floors deep, but is a good place to build up stats before the end of 
the game.

NOTE: This is only possible after beating Battle 48: Chapel of St. Murond 
Temple
1. Warjilis Trade City 
Ramza hears about a dungeon.  A new battle point called Deep Dungeon is 
placed to the east.
2. Deep Dungeon
Battle 55: Nogias
Battle 56: Terminate
Battle 57: Delta
Battle 58: Valkyries
Battle 59: Mlapan
Battle 60: Tiger
Battle 61: Bridge
Battle 62: Voyage
Battle 63: Horror
Battle 64: End
Event: Byblos Monster becomes a member.

Epilogue: St. Ajora
Ramza races to stop Vormav.  Can you help Ramza stop him?

1. Orbonne Monastery
Battle 65: Underground Book Storage Fourth Floor
Battle 66: Underground Book Storage Fifth Floor
Battle 67: Murond Death City
Battle 68: Lost Sacred Precincts
Battle 69: Graveyard of Airships

Chapter Four Battles:

Battle 33: Doguola Pass
Objective: Defeat all enemies!
Enemy Units: Knight x1, Lancer x2, Wizard x2, Archer x1
Difficulty Level: 3/5
Squads: 1, Max. 5

The two wizards pose a big threat.  They have high level spells which can 
effect the whole group if packed tightly together.  Eliminate them and the 
rest of the battle should be easy.  But watch out for the Lancer’s Jump 
abilities.

This will become a random battle zone after completion. 
Possible Enemies:
Archers, Chocobos, Knights, Juravis’, Panthers, Monks, Woodmen, Bull Demons, 
and Behemoths

Battle 34: Bervenia Free City
Objective: Defeat Meliadoul!
Enemy Units: Meliadoul (Divine Knight), Archer x2, Summoner x2, Ninja x1
Difficulty Level: 3-4/5
Squads: 2, Max. 3, 2

If you have your units equipped with the lancer’s Ignore Height ability, the 
battle will be a little easier.  If you don’t, getting to where the enemy is 
will be a long hike, and the archers and summoners will make it as hard as 
possible.  Meliadoul uses Mighty Sword attacks, which can break a weapon and 
cause HP damage to the unit targeted.  If the unit does not have the item 
that should be destroyed by the sword attack, the attack causes no damage.  I 
would also place a thief in one of your squads.  Try and steal Meliadoul’s 
Defender Sword (stopping her from using Mighty Sword) and Chantage Perfume 
(Accessory).  Both are not sold in stores and are ultra-rare and powerful.

Battle 35: Finath River
Objective: Defeat all enemies!
Enemy Units: Black, Red, or Yellow Chocobo x5, Uribo or Black, Red, or Yellow
Chocobo x1
Difficulty Level: 3/5
Squads: 2, Max. 3, 2

Attack of the chocobos!  As you should know by now, the yellow chocobo can 
heal.  However, the red and black chocobo have good offensive spells such as 
Choco Ball and Choco Meteor.  The most frustrating part of this battle, is 
that the yellow chocobo(s) will heal any enemies who you weren’t able to 
kill.  If you are lucky to have mostly yellow chocobos, the battle will be 
short.  Most of the time however, you’ll have to face a mixed bag.  And if 
you get to fight Uribo, be sure to poach his skin as it is very rare.

This will become a random battle zone after completion. 
Possible Enemies:
Archers, Chocobos, Knights, Pisco Demons, Bull Demons, Red Panthers, Oracles,
Morbols, Trents, and Red Dragons.

Battle 36: Church Outside the Town
Objective: Defeat Zalmo!
Enemy Units: Zalmo (Holy Priest), Knight x3, Oracle x2
Difficulty Level: 3-4/5
Squads: 1, Max. 5

Another battle which is easier with high jumping characters, or with the 
lancer’s Ignore Height ability.  That way, you can get to Zalmo mush easier, 
because you can bypass the knights and oracles.  Otherwise, you’ll have pass 
the knights, go around the back of the church, pass the oracles, then go to 
where Zalmo is.  Zalmo himself isn’t a problem.  He’ll spend a turn healing 
himself with Cure 3 if you damage him severely.  Then you can capitalize on 
his charge time, or attack any remaining knights or oracles.

Battle 37: Bed Desert
Objective: Defeat Balk!
Enemy Units: Balk (Engineer), Knight x2, Archer x2, Wizard x1
Difficulty Level: 3/5
Squads: 1, Max. 5

Because of a cheap attack by Balk at the start, the whole group will be 
affected by poison at the beginning of the battle.  You can use Esuna, Stigma 
Magic (monk), or Antidote.  But your levels should be high enough that the 
poison doesn’t bother too much.  The knights are far away from the main 
battle, so don’t worry about them for now.  The archer could be a problem, as 
the same with the wizard.  However, the biggest problem is Balk.  Since he’s 
an engineer, he can snipe just like Mustadio.  Also, he has the rare Blast 
Gun, a gun that shoots Ice spells at a random strength.  The Blast Gun is a 
good steal, and it will also disable Balk’s attacks.

This will become a random battle zone after completion. 
Possible Enemies:
Bombs, Panthers, Flotiballs, Skeletons, Bull Demons, Behemoths, and Steel 
Hawks

Battle 38A: South Wall of Bethla Garrison
Objective: Defeat all enemies!
Enemy Units: Knight x3, Archer x2, Ninja x1, Thief x1
Difficulty Level: 3/5
Squads: 1, Max. 5

The thief, ninja, archers will all be placed on the side walls, giving them a 
good height advantage.  The knights are at the far opposite end from you, so 
don’t worry about fighting them for now.  Take out the ninja, thief, archers, 
and knights, in that order.  I find this the easier of the two choices 
because there is are no spell-casters in this battle.

Battle 38B: North Wall of Bethla Garrison
Objective: Defeat all enemies!
Enemy Units: Archer x2, Monk x1, Summoner x1, Lancer x2
Difficulty Level: 3/5
Squads: 1, Max. 5

There is a big height difference in the this battle.  Again, if someone has 
the Ignore Height ability, the battle will be a little easier.  The summoner 
again has his powerful spells to his disposal, so eliminate him first.  After 
the summoner go for the monk, lancers, and archers, in that order.

Battle 39: In Front of Bethla Garrison’s Sluice
Objective: Open water gate at Bethla Garrison
Enemy Units: Wizard x2, Archer x2, Knight x4
Difficulty Level: 3/5
Squads: 2, Max. 3, 2

This is the only battle that divulges from the basic three objectives (save, 
defeat all, defeat one).  So, you can kill everyone and gain lots of EXP and 
JP (Accumulate is my favorite EXP and JP gainer).  The two knights stationed 
at the switches cannot move out of that spot, so you only really have 6 
enemies to face.  Your two squads can join up, but it is easier if you work 
separately.  Get rid of the wizards first, then the knights, and then the 
archers.  The only way to win the battle, is to kill the knights guarding the 
switches, wait till their body disappears, then only Ramza can flip the two 
switches to release the waters, ending the battle. 

Battle 40: Germinas Peak
Objective: Defeat all enemies!
Enemy Units: Ninja x1, Archer x3, Thief x2
Difficulty Level: 3-4/5
Squads: 2, Max. 3, 2

The battle map is very steep, so most ranged attacks won’t work.  The archers 
will however take control of the high center peak, and fire bows from afar.  
Keeping the group separated may or may not work, depending on the offensive 
and defensive capabilities of the units.  I like to combine the group in this 
battle so the battle will be easier.

This will become a random battle zone after completion. 
Possible Enemies:
Panthers, Juravis, Bull Demons, Dragons, Plagues, Archers, Summoners, and 
Behemoths.

Battle 41: Poeskas Lake
Objective: Defeat all enemies!
Enemy Units: Revnant x2, Oracle x1, Archer x2, Summoner x1
Difficulty Level: 4/5
Squads: 1, Max. 5

More undead enemies.  Remember, undead enemies may come back to life after 
the death count so be prepared for anything.  The revnants should not be too 
much of a problem, the only problem should be the sleep touch.  The oracle 
and summoner present the most problem, their attacks are powerful.  After 
they are killed, you can steal the Ultimus Bows from the ghostly archers 
(rare bow), or just kill them off to finish the battle.

This will become a random battle zone after completion. 
Possible Enemies:
Bombs, Ghouls, Skeletons, Behemoths, Cocatoris’, Archers, Red Dragons, 
Wizards, Monks, and Minitauris’.
NOTE: The next three battles are of a three-part battle series.  Since your 
going to be facing the undead Elmdor, get some items that fight against the 
undead.  If you have the money get five Angel Rings and five 108 Gems for all 
the characters who will fight.  It will cost you 175000 to do this, but at 
this point you should have well over 600,000.  As with previous battle 
series, you can save and re-configure the troops between the battles.


Battle 42: At the Gate of Limberry Castle
Objective: Defeat all enemies!
Enemy Units: Celia (Assassin), Lede (Assassin), Apanda x4
Difficulty Level: 5/5
Squads: 1, Max. 5

If you made Ramza a squire here (which I suggest), he can learn the Ultima 
spell.  More on that in the Secrets section.  The quick way to win this 
battle is to take one assassin to critical status, so that both will teleport 
away, ending the battle, regardless of any apandas.  The apandas know all 
three levels of the Bio spell and can also petrify units.  Celia and Lede can 
use Switch Stick to Stop characters, or Stop Bracelet to kill characters.

Battle 43: Inside of Limberry Castle
Objective: Defeat Elmdor!
Enemy Units: Elmdor (Arc Knight), Celia (Assassin), Lede (Assassin)
Difficulty Level: 5/5
Squads: 1, Max. 5

Same battle as last, only harder due to the addition of Elmdor.  Elmdor has 
the full armament of Genji (except Genji Sword), and the Masamune Sword.  
Taking out his sword may or may not help, since he may has the Martial Arts 
ability equipped which allows him to attack with bare hands powerfully.  
Elmdor also likes to use Blood Suck on your characters (Blood Suck is 
canceled by the 108 Gems Armlet) which will turn the unit into a 
blood-sucking character.  A character that is effected will be uncontrollable 
and will attack the nearest unit friend or enemy to gain HP.  To heal the 
unit, use Holy Water.  If you kill the assassin, they turn into Ultima 
Demons, but are easier compared to the assassins, and Ramza can again try and 
learn Ultima, if the demons decide to cast it.  A good way to be able to 
steal Elmdor’s items (supplied by Wesley Yue) is to lower his brave points to 
00 so he can’t use his Blade Grasp reaction, and he’ll become a chicken.  
Then have a knight use speed break on him, until his speed goes down to 01.  
This will disable him for about 40-50 turns (meaning, after his turn, if he’s 
at 01 speed, his next turn will come 40-50 turns later).  Wesley also 
suggests to take his shield first to raise the percentage.

Battle 44: Underground Cemetery of Limberry Castle
Objective: Defeat Zalera!
Enemy Units: Zalera (Angel of Death), Knight x2, Bone Snatch x1, Living Bone 
x1, Skeleton x1
Difficulty Level: 3/5
Squads: 1, Max. 5

Elmdor will retreat, and change into another Zodiac monster, Zalera.  
Zalera’s anomaly spell causes Sleep or Confusion.  The way to treat this is 
to attack that character to get them out of that state.  Meliadoul will come 
from behind to help you, she will attack the skeletons.  The undead knights 
like to use break attacks, and most of the time the break attack works.  This 
is an easy Zodiac monster fight, because you have Orlandu on your side with 
his many sword skills.  You’ve faced the skeletons before many times, so have 
any characters not fighting the knights or Zalera help Meliadoul kill the 
skeletons.  As always, they may come back to life.

Battle 45: Inside of Igros Castle
Objective: Defeat Dycedarg!
Enemy Units: Dycedarg (Lune Knight), Knight x5
Difficulty Level: 4/5
Squads: 1, Max. 5

In this battle, you’ll be assisted by Zalbag, another brother of Ramza.  
Zalbag will destroy Dycedarg, but then Dycedarg, will turn into Adramelk.  
Before that happens, try and get as many people as possible onto to the top 
part of the castle.  The knights shouldn’t be much of problem when facing 
Orlandu’s sword attacks.  If needed, you can have a thief steal a Defender 
sword from Dycedarg, but it’s not necessary.  Adramelk can cause status 
anomaly spells, and some of the summoner’s spells, namely Leviathan and 
Bahamut.  These spells cause big damage over a wide area.  If units are 
clumped together, most of them will die most likely.  Kill Adramelk fast to 
avoid having major losses.

NOTE: The next three battles are of a battle series.  Prepare before going to 
Murond.

Battle 46: St. Murond Temple
Objective: Defeat all enemies!
Enemy Units: Priest x1, Geomancer x2, Summoner x1, Mediator x2
Difficulty Level: 3/5
Squads: 2, Max. 3, 2

The most problematic unit on this map is the priest.  He is the healer of the 
group and can raise units.  He can also cure and raise multiple units with 
his Math skills.  With Math skills, he can also cure and raise your units if 
they are in the Math calculation.  After the priest, attack the summoner.  
The second squad should have finished off the mediators by now.  Now, go for 
the geomancers as I see them as the least threat.

Battle 47: Hall of St. Murond Temple
Objective: Defeat Vormav!
Enemy Units: Vormav (Divine Knight), Rofel (Divine Knight), 
Kletian (Sorcerer)
Difficulty Level: 4/5
Squads: 1, Max. 5

Vormav and Rofel can use powerful sword attacks, and Kletian can cast 
powerful spells.  Have Orlandu and Meliadoul use Hellcry Punch on the Divine 
Knights, to disable their sword attacks.  The easy way to win this battle is 
to take down one enemy to death, so that all three will teleport away.  The 
one to take down is Kletian, as he has low HP and weak defense.

Battle 48: Chapel of St. Murond Temple
Objective: Defeat Zalbag!
Enemy Units: Zalbag (Arc Knight), Archaic Demon x2, Ultima Demon x1
Difficulty Level: 4/5
Squads: 1, Max. 5

The Ultima demon here may cast Ultima, so if Ramza hasn’t learned it yet, 
here is the last chance.  Zalbag can use Blood Suck on your characters, so 
have the 108 Gems you used for Elmdor equipped here.  I suggest just 
attacking Zalbag since he only has around 550 HP.  The spells of the Archaic 
Demons and Ultima Demon made harm your party if you drag the battle too long. 
Try to finish this battle quickly.

Battle 49: Colliery Underground Third Floor
Objective: Defeat all enemies!
Enemy Units: Chemist x5
Difficulty Level: 2/5
Squads: 2, Max. 3, 2

Don’t expect Beowulf to help you too much in this battle, he rarely will be 
in range for a sword attack.  The chemists are placed all over the map, and 
their guns will whittle down your units’ HP.  Take down as many chemists as 
you can in the first few turns.  Most chemists will use Potions or Phoenix 
Downs, but doing so will make sure they can’t attack with their guns.  Have a 
character attack the newly revived unit (most likely the weakest), while 
other units advance to kill the other units.  After awhile, you should be 
able to kill the chemists.

Battle 50: Colliery Underground Second Floor
Objective: Defeat all enemies!
Enemy Units: Chemist x1, Thief x2, Behemoth x1, King Behemoth x1
Difficulty Level: 3/5
Squads: 1, Max. 5

You might miss the king behemoth, he’s behind the thief closest to you.  The 
chemist has the Blaze Gun, and it will hurt your characters.  Try to charm 
him to get him to use it on his allies, or steal it from him.  The behemoths 
have powerful attacks, so watch out for that.  The thieves may try to charm 
your female characters, so if you put people like Agrias, and Meliadoul in 
your squad, be sure to have a throw stone ready to get them back to their 
senses.  The skins of the behemoths are very valuable, so have someone with 
Secret Hunt equipped in your group.

Battle 51: Colliery Underground First Floor
Objective: Defeat all enemies!
Enemy Units: Chemist x2, Blue Dragon x2, Uribo x1
Difficulty Level: 4/5
Squads: 2, Max. 3, 2

The main problem in this battle is the dragons.  Their ice bracelet attacks 
can do around 250 HP of damage to a character.  Keep units healed.  The best 
way to kill the Blue Dragon is to use Fire attacks on them, namely Flare.  
After you kill the hard dragons, the chemists and uribo should be easy to 
defeat.

Battle 52: Underground Passage in Goland
Objective: Save Reis!
Enemy Units: Archaic Demon x1, Ochu x2, Plague x3
Difficulty Level: 3/5
Squads: 1, Max. 4

Here, you’ll met up with Reis, the holy Dragon.  Reis has big attacks, but 
can’t take too many attack from the Archaic Demon.  Reis’ Bracelet attacks do 
about as much damage as the Blue Dragon’s, around 250 HP.  Send in characters 
to help kill the archaic demon.  The ochu shouldn’t present much of a 
problem.  The plagues however, can cast Death Sentence and Petrify on your 
characters, so watch out for that.  After this battle, Reis and Beowulf join 
the party.

Battle 53: Nelveska Temple
Objective: Defeat Worker 7!
Enemy Units: Worker 7 New (Steel Giant), Cocatoris x3, Hyudra x2
Difficulty Level: 4/5
Squads: 1, Max. 5

The monsters in this battle (not counting the Worker 7) are very hard to 
defeat, and can cause tons of damage to your characters.  Kill Worker 7 
quickly, so that the monsters cannot kill your characters.  Don’t waste magic 
attacks on Worker 7, because just like Worker 8, it has no faith.  After you 
kill Worker 7, his backup generator will turn on, but he will only gain 1 HP 
so he’s easily killed.  You’ll get a zodiac stone, and Reis will turn into a 
human when you finish this battle.

Battle 54: Zarghidas Trade City
Objective: Save Cloud!
Enemy Units: Squire x2, Thief x3, Monk x1
Difficulty Level: 2/5
Squads: 1, Max. 4

This should be an easy battle.  Cloud is weak compared to other characters, 
but if you want him in your group, now is the time.  The units here have 
nothing new to face and when compared to Orlandu’s sword attacks, the enemy 
is done for.  Watch out for the thief hiding between the buildings near 
Cloud.  More information on Cloud is available in the Secrets section.

----------------
6a. Deep Dungeon
----------------

The Deep Dungeon is well, deep.  It is ten floors deep, and to finish it, you 
have to get to the bottom level.  At the bottom level, there is a wizard you 
have to fight to get the Serpentarius zodiac stone.  There are valuable items 
to find here, so have someone with Move-Find Item ability equipped.  There’s 
a catch.  The battles take place in complete darkness.  The only way to light 
the way, is life crystals.  To get to the next floor, you need to find a 
hidden door.  The hidden door is randomly placed in each battle and can only 
be located if someone has the Move-Find ability equipped.  The easiest way to 
find the door is to get all the treasures, leave one enemy alive and look for 
the door.  I have everyone who fights in the battle with Move-Find equipped. 
However, if the person has high brave points and find an item, it will be 
most likely be a phoenix down.  You’ll have to face random battles on the way 
to the ninth floor.  If you kill all the enemies on the floor, the battle 
ends, and you go back to the main map, so you have to leave one enemy alive, 
so you can find the hidden door.  The treasures here are the rare treasure, 
or a phoenix down.  If you have someone with low Brave points (try to get as 
low as possible, the best chances for rare treasures are from 11-14), that 
person will find the rare item more often (if they have Move-Find Item 
ability).  There is a catch to this too, the brave points will go down by 4 
each time you lower them by 20.  You’ll have to raise them sometime so you 
don’t scare the living daylights out of the unit your using to find the item.

NOTE: Deep Dungeon Diagram supplied by Wesley Yue.

(Wesley) I’ve included the heights of the sides of each map.  The bottom left 
square will have the coordinates 1,1.  The rest should be easy.

Battle 55: Nogias
Objective: Defeat all enemies!
Enemy Units: Random
Difficulty Level: N/A
Squads: 1, Max. 5

10 by 10
22  | 23 | 23 | 24 | 24 | 24 | 24 | 24 | 23 | 23 |
22  | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 |
21.5|20|                               | 24 | 24 |
20  | 20 |			       | 18 | 17 |
10  | 10 |			       | 17 | 17 |
9   | 10 |			       | 16 | 17 |
9   |8.5 |                             | 7  | 7  |
0   | 1  |			       |4.5 | 3  |
0   | 1  | 1  | 1  | 1  | 2 | 2   | 2  | 3  | 3  |

(1,7 - height 20) Elixir or Phoenix Down
(1,10 - height 22) Glacier Gun or Phoenix Down
(3,3 - height 7) Blaze Gun or Phoenix Down
(10,5 - height 17) Kiyomori or Phoenix Down

Battle 56: Terminate
Objective: Defeat all enemies!
Squads: 1, Max. 5

9 by 12
9 | 11 | 12 | 12 | 13 | 13 | 11 | 10 | 12  |
8 | 10 | 9  | 11 | 12 | 10 | 10 | 10 | 9   |
8 | 11 |		        | 11 | 7   |
6 | 7  |			| 8  | 6   |
5 | 8  |			| 7  | 6   |
5 | 7  |			| 7  | 4   |
4 | 7  |			| 5  | 3   |
4 | 5  |			| 4  | 2   |
5 | 5  |			| 5  | 2   |
3 | 3  |			| 3  | 1   |
1 | 2  | 3  | 3  | 2  | 2  | 1  | 3  | 2   |
1 | 2  | 2  | 0  | 0  | 3  | 1  | 1  | 2   |

(1,2 - height 2) Save the Queen or Phoenix Down
(5,1 - height 0) Elixir or Phoenix Down
(7,8 - height 6) Blood Sword or Phoenix Down
(11,3 -height 9) Elixir or Phoenix Down

Battle 57: Delta
Objective: Defeat all enemies!
Squads: 1, Max. 5

10 by 16
1 | 2 | 1.5 | 0 | 0 | 0 | 0 | 0 | 0.5  | 1 |
1 | 1 | 0   | 0 | 0 | 0 | 0 | 0 | 0    | 0 |
1 | 0 |                         | 0    | 0 |
0 | 0 |	  	                | 0    | 0 |
0 | 0 |		                | 0    | 0 |
0 |1.5|                         | 0    | 0 |
0 | 2 |		                | 2    | 0 |
1 |0.5| 		        | 0    | 0 |
0 | 0 |		                | 0    | 0 |
0 |0.5|		                | 0    | 0 |
0 | 0 |	                        | 0    | 0 |
0 | 0 |		                | 0    | 0 |
0 | 0 |		                | 0    |0.5|
0 | 1 |	             	        | 0    | 1 |
0 | 0 | 0   | 0 | 1 | 1 | 0 | 0 | 0    | 0 |
0 | 0 | 0   | 0 | 1 | 1 | 1 | 0 | 0    | 0 |

(2,7 - height 0.5) Mace of Zeus or Phoenix Down
(3,16 - height 1.5) Elixir or Phoenix Down
(5,3 - height 1.5) Elixir or Phoenix Down
(8,10 - height 4.5) Yoichi Bow or Phoenix Down

Battle 58: Valkyries
Objective: Defeat all enemies!
Squads: 1, Max. 5

0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 9 | 9 | 9 |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 8 | 9 | 9 | 9 |
0 | 0 |	     	                  | 9 | 8 |
5 | 5 |		                  | 0 | 0 |
5 | 7 |		                  | 0 | 0 |
4 | 7 |		                  | 0 | 0 |
4 | 6 |		                  | 0 | 0 |
0 | 6 |		                  | 5 | 0 |
0 | 0 |		                  | 5 | 3 |
0 | 0 |		                  | 5 | 4 |
0 | 0 |		                  | 4 | 4 |
0 | 0 |		                  | 4 | 0 |
0 | 2 |		                  | 0 | 0 |
0 | 2 |		                  | 0 | 0 |
0 | 2 | 2 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
0 | 0 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |

(3,13 - height 7) Elixir or Phoenix Down
(9,5 - height 4) Fairy Harp or Phoenix Down
(10,6 - height 4) Faith Harp or Phoenix Down
(11,6 - height 4) Kaiser Plate or Phoenix Down

Battle 59: Mlapan
Objective: Defeat all enemies!
Squads: 1, Max. 5

7 by 12
7 | 9 | 9 | 10 | 10  | 11 | 11 |
7 | 9 | 10| 10 | 10  | 11 | 11 |
7 | 7 |              | 11 | 11 |
6 | 7 |              | 12 | 12 |
6 | 6 |              | 12 | 12 |
3 | 5 |              | 13 | 13 |
2 | 5 |              | 0  | 0  |
2 | 2 |              | 0  | 0  |
2 | 2 |              | 0  | 0  |
0 | 0 |              | 0  | 0  |
0 | 0 | 0  | 0 | 0   | 1  | 1  |
1 | 1 | 0  | 0 | 1   | 1  | 1  |

(1,1 - height 1) Elixir or Phoenix Down
(1,12 - height 7) Iga Knife or Phoenix Down
(2,9 - height 12) Excalibur or Phoenix Down
(7,12 - height 11) Elixir or Phoenix Down

Battle 60: Tiger
Objective: Defeat all enemies!
Squads: 1, Max. 5

10 by 11
5 | 5 | 5 | 5 | 6 | 6 | 5 | 5 | 5 | 5 |
5 | 5 | 5 | 6 | 6 | 6 | 6 | 5 | 5 | 5 |
9 | 9 |		              | 4 | 4 |
3 | 4 |		              | 4 | 4 |
3 | 3 |		              | 4 | 4 |
3 | 3 |		              |8.5| 7 |
2 | 2 |		              | 1 | 1 |
2 | 2 |		              | 0 | 1 |
7.5|8 |		              | 0 | 0 |
0 | 0 | 0 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
0 | 0 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 |

(1,10 - height 5) Secret Clothes or Phoenix Down
(1,11 - height 5) Elixir or Phoenix Down
(2,10 - height 5) Cursed Ring or Phoenix Down
(2,11 - height 5) Blast Gun or Phoenix Down

Battle 61: Bridge
Objective: Defeat all enemies!
Squads: 1, Max. 5

0 | 0  | 0 | 10| 10 | 10 | 4  | 3 | 3 |
0 | 0  | 0 | 9 | 10 | 10 | 4  | 3 | 3 |
0.5|0  |	              | 4 | 3 |
0.5|0.5|	              | 4 | 2 |
1 | 1  |		      | 3 | 2 |
1 | 1  |		      | 2 | 2 |
2 | 2  |		      | 2 | 2 |
2 | 2  |		      | 2 | 2 |
2 |2.5 |		      | 3 | 3 |
2.5|2.5|		      | 3 | 3 |
2.5|3  |		      | 4 | 3 |
3 | 3  |		      | 4 | 2 |
3 | 3  |		      | 2 | 2 |
0 | 0  | 2 | 3  | 3  | 2 | 2  | 2 | 2  |
0 | 0  | 0 | 0  | 2  | 2 | 2  | 2 | 2  |

(5,5 - height 12) Elixir or Phoenix Down
(5,11 - height 13) Sage Staff or Phoenix Down
(5,13 - height 12) Koga Knife or Phoenix Down
(5,15 - height 10) Elixir or Phoenix Down


Battle 62: Voyage
Objective: Defeat all enemies!
Squads: 1, Max. 5

13 by 14
3 | 3 | 11 | 11 | 11 | 11 | 8  | 0 | 0 | 0 | 0 | 0 | 0 |
3 | 3 | 11 | 11 | 11 | 11 | 11 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | 3 |				               | 0 | 0 |
3 | 3 |				               | 6 | 0 |
0 | 3 |				               | 11| 9 |
0 | 3 |				               | 11| 11|
0 |1.5|				               | 11| 11|
0 | 0 |				               | 11| 11|
0 | 0 |				               | 11| 10|
0 | 0 |				               | 11| 10|
0 | 0 |				               | 10| 10|
0 | 0 |				               | 7 | 9 |
0 | 0 | 0  | 0  | 0  | 0  | 0 | 0 | 3 | 3 | 4  | 5 | 6 |
0 | 0 | 0  | 0  | 0  | 0  | 0 | 0 | 2 | 3 | 3  | 5 | 5 |

(3,11 - height 3) Elixir or Phoenix Down
(4,9 - height 3) Ragnarok or Phoenix Down
(7,8 - height 3) Robe of Lords or Phoenix Down
(9,7 - height 3) Perseus Bow or Phoenix Down

Battle 63: Horror
Objective: Defeat all enemies!
Squads: 1, Max. 5

12 by 10
0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
1 | 1 |	                              | 2 | 1 |
1 | 2 |			              | 2 | 2 |
1 | 2 | 			      | 8 | 8 |
2 | 2 |			              | 8 | 8 |
2 | 2 |			              | 7 | 8 |
0 | 0 |			              | 7 | 8 |
0 | 0 | 4 | 5 | 5 | 5 | 6 | 6 | 7 | 7 | 7 | 7 |
0 | 0 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 0 |

(2,4 - height 2) Elixir or Phoenix Down
(3,1 - height 4) Maximillian or Phoenix Down
(9,5 - height 8) Grand Helmet or Phoenix Down
(9,6 - height 2) Venetian Plate or Phoenix Down

Battle 64: End
Objective: Defeat Elidibs!
Enemy Units: Elidibs (Seprentarius), Apanda x6
Difficulty Level: 4/5
Squads: 1, Max. 5

Well, you made it to the end!  Since this is a "staged" battle, I (Roland) 

can explain this.  Although Elidibs looks like he could do some physical 
damage, he can’t.  The most he could do to you is 20 HP of physical damage.  
However, his magic power isn’t anything to laugh at.  If you can weaken his 
magical power, you can forget about him hurting you (except for poison frog). 
Elidibs main spell, is the summon spell Zodiac.  You can learn Zodiac, more 
on that in the Secrets section.  The other spells of Elidibs are like other 
zodiac monster spells which are status anomaly based.  The most annoying is 
poison frog which can affect several units with poison and frog.  The frog is 
the main problem, when you are a frog, you cannot do any special abilities, 
and if the one who can cure frog is turned into a frog, well there are no 
hope for the frog people.  The six apandas know their Bio spells, so watch 
out for that.  The damage from the spell could weaken a character 
significantly.  A byblos monster will help you in this battle, and will join 
as a member after the battle.  The byblos main attack is shock, but it may 
cast difference, and if he does cast it on Elidibs, prepare for 999 HP of 
damage!!!!  You may want to go for the for treasures, since the treasures 
here are the best katana and best knight sword.  However, you have to be able 
to pass Elidibs and get to the top "step" of the map.

13 by 13
0 | 0 | 0 | 0 | 9 | 11 | 11 | 11 | 11 | 0 | 0 | 0 | 0 |
0 | 0 | 0 | 9 | 9 | 11 | 11 | 12 | 12 | 12| 0 | 0 | 0 |
0 | 0 |		                              | 0 | 0 |
0 | 5 |		                              | 13| 0 |
6 | 6 |				              | 13| 0 |
6 | 6 |				              | 15| 15|
6 | 6 |				              | 15| 15|
6 | 6 |				              | 15| 15|
5 | 5 |				              | 0 | 0 |
0 | 5 |				              | 0 | 0 |
0 | 0 | 				      | 0 | 0 |
0 | 0 | 0 | 3 | 3 | 2  | 2  | 1  | 1  | 1 | 0 | 0 | 0 |
0 | 0 | 0 | 0 | 3 | 2  | 2  | 2  | 0  | 0 | 0 | 0 | 0 |

(11,6 - height 15) Chaos Blade or Phoenix Down 
(11,8 - height 15) Elixir or Phoenix Down
(13,6 - height 15) Elixir or Phoenix Down
(13,8 - height 15) Chirijiraden or Phoenix Down

Well, you got out of the Deep Dungeon alive.  With your new treasures, the 
rest of the game should be easier.  Unless you got stiffed and got all 
Phoenix Downs :P.

Battle 65: Underground Book Storage Fourth Floor
Objective: Defeat all enemies!
Enemy Units: Knight x3, Monk x2, Archer x1
Difficulty Level: 1/5
Squads: 1, Max. 5

Yawn.  Old enemies, nothing new, Orlandu’s sword attacks.  You guess the 
rest.

Battle 66: Underground Book Storage Fifth Floor
Objective: Defeat Rofel!
Enemy Units: Rofel (Divine Knight), Wizard x2, Summoner x2, Time Mage x1
Difficulty Level: 3/5
Squads: 1, Max. 5

Rofel is backed up by a full magic army, so unless you have some very low 
faith members (Worker 8), this is a hard battle.  If you can brake or steal 
Rofel’s Save the Queen sword, he can’t use his Mighty Sword attacks, and will 
be nearly powerless.  He will also lose the protection provided by it.  For a 
quick end, just attack Rofel.  As always, watch out for the attacks from the 
magicians.

Battle 67: Murond Death City
Objective: Defeat Kletian!
Enemy Units: Kletian (Sorcerer), Samurai x2, Ninja x2, Time Mage x2
Difficulty Level: 3/5
Squads: 2, Max. 3, 2

This is another easy battle.  Since Kletian is in front of his troops, you 
can get a head start at causing damage.  He only has around 400 HP, so this 
should be an easy battle.  Just watch out for his other troops if you fail to 
kill him quickly.

Battle 68: Lost Sacred Precincts
Objective: Defeat Balk!
Enemy Units: Balk (Engineer), Chemist x1, Hyudra x1, Hydra x1, Tiamat x1, 
Dark Behemoth x1
Difficulty Level: 5/5
Squads: 2, Max. 3, 2

Okay, now this is a battle.  Balk and the chemist have very powerful guns, 
and I would say steal them, but the monsters in this battle are VERY 
powerful.  If Balk hides behind the monsters, the battle is going to be hard 
since you have to kill the monsters to get a shot at Balk.  However, if Balk 
gets in front of the monsters, take advantage, and charge at him with full 
force.  Just kill Balk, because if you try to kill the monsters, you’ll be 
surrounded and Balk and the Chemist will attack from afar with damaging 
attacks.

Battle 69: Graveyard of Airships
Objective: Defeat Hashalum!
Enemy Units: Hashalum (Regulator)
Difficulty Level: 5/5
Squads: 1, Max. 5

Hashalum can fire powerful spells with a wide range at your party.  Space out 
your characters as much as possible, and have a healer in your party.  He 
also have status anomaly spells which will mess up the your group.  He has 
high HP (around the 1000 to 2000 area) so this is going to be a long battle. 
Use powerful attacks like Agrias’ or Orlandu’s Sword attacks, powerful magic 
spells and so on.  Don’t waste any phoenix downs trying to revive Alma, she 
won’t help and usually Hashalum will kill her anyway.

Battle 70: Graveyard of Airships
Objective: Defeat Altima!
Enemy Units: Altima, Ultima Demon x4
Difficulty Level: 5/5
Squads: 1, Max. 5

When this battle begins, the middle pillar will blown away so you can move 
easier.  The Ultima Demons should be able to fall to Orlandu’s sword attacks. 
You can try and revive Alma, but again she will probably be killed again.  
You can go and beat the Ultima Demons, or concentrate on Altima.  She has 
powerful spells and attacks, so attack from afar, most likely with Mustadio 
and Orlandu.  If you manage to defeat her, you’ll begin another battle.  Any 
Ultima Demons remaining will go away.  This part is a little easier since the 
demons are gone, so concentrate on Altima and heal when necessary.  You 
should have a group capable of beating her.  After you defeat Altima the 
second time, you have finished the game.

---------------------
7. Job Classes of FFT
---------------------

There are in total 20 "regular" job classes (not counting the special ones). 
There are over 400 abilities to choose from.  Each job classes comes with its 
own strategy.  The magicians of course tend to stray from the main lines, 
causing spells to harm enemies or help allies.  The soldiers however love to 
attack in the front lines, and there are always archers to help attack from 
afar.  All units start out at the beginning as a squire or chemist.  If you 
were to map out the jobs, you find out that the squires are the beginning of 
the soldier classes, the chemist the beginning of the magicians.  To get into 
the level 4 classes, you have to master most of the classes, and to get to 
the mime, you have to be a master magician and soldier.  A word about JP, 
when a character gets some, 1/6 of the total points goes to other allies on 
the battle map.  Meaning, if a knight gets 36 JP, the allied units on the map 
get 6 JP in the knight class.  If an archer got 36 JP, the allies would get 6 
JP in the archer class.  This is useful for having your units get to another 
class without having to be the class required.  It takes longer however to 
gain job levels this way.

Base Classes:

Squire:
Requirements: N/A
Weapons: Knife, Sword, Axe, Hammer
Headgear: Hat
Body Armor: Clothes

The squire is the class that all units start at (you change them to chemists, 
but they begin as squires).  If you look at diagrams of jobs, the squire is 
base of a warrior unit.  The squire is average all around with a few good 
abilities.  The squire isn’t always the strongest, but it can equip a variety 
of weapons.

(Explanation
Name - Name of ability
What it does- Self-explanatory
Range- How far it reaches
MP- MP cost, if any
Speed- When will it happen, higher is better
JP- JP Cost
Grade- Usefulness, Goes from A-E, A-Best, E-Worst)

Basic Skill
Name		What it does			Range	MP  Speed JP	Grade	
Accumulate	Raise physical power by 1.	0	N/A Now   300	C
Dash		Attack enemy with body blow.	1	N/A Now   80	E
Throw Stone	Throw a stone at enemy unit.	4	N/A Now   90	B
Heal		Cure Darkness, Silence, Poison.	1	N/A Now   150	C

Pros:
Very balanced.  Good movement, speed, and jump stats.  Throw Stone is useful 
work finishing off far enemies.
Cons:
Weak compared to other units.  Lack of hard armor makes squire easily 
damaged by knights and monks.

Chemist:
Requirements: None
Weapons: Knife, Gun
Headgear: Hat
Body Armor: Clothes

The Chemist is mainly used for using healing items.  You rarely see the 
chemist fighting (until you find out about guns anyway).  Although any unit 
can use items (provided they learn the item), the chemist is the only one 
that can throw them without having to learn and equip the Throw Item ability.

Item
Name		What it does		Range	MP	Speed	JP	Grade
Potion		Gain 30 HP.		4	N/A	Now	30	B
Hi-Potion	Gain 70 HP.		4	N/A	Now	200	A
X-Potion	Gain 150 HP.		4	N/A	Now	300	A
Ether		Gain 20 MP.		4	N/A	Now	300	C
Hi-Ether	Gain 50 MP.		4	N/A	Now	300	B
Elixir		Gain all HP and MP.	4	N/A	Now	400	A
Antidote	Cure Poison.		4	N/A	Now	900	C
Eye Drop	Cure Darkness.		4	N/A	Now	70	C
Echo Grass	Cure Silence.		4	N/A	Now	80	C
Maiden’s Kiss	Cure Frog.		4	N/A	Now	120	D
Soft		Cure Petrify.		4	N/A	Now	200	C
Holy Water	Cure Undead.		4	N/A	Now	250	C
Remedy		Cure all except Undead.	4	N/A	Now	400	B
Phoenix Down	Revive Dead Units.	4	N/A	Now	90	A

Pros: 
Healing items happen faster, don’t use MP, and can’t be countered.
Faith isn’t a factor when healing with Chemist.
Cons:
Until you get a gun, the chemist’s attacking usefulness is none.

Level One Classes:

Knight:
Requirements: Squire Level 2
Weapons: Sword, Knight Sword, Shield
Headgear: Helmet
Body Armor: Armor, Robe

The knight is a great class.  The break abilities of the knight can stop most 
attacks from enemies, especially those who use sword attacks.  The ability to 
equip armor also allows for big HP bonuses.  They can also wear robes and be 
a magician, but I don’t find that useful.

Battle Skill
Name		What it does	   Range	       MP  Speed JP   Grade
Head Break	Destroy Helmet.	   Depends on Weapon   N/A Now	 300  C
Armor Break     Destroy Armor.     Depends on Weapon   N/A Now	 400  B
Shield Break	Destroy Shield.	   Depends on Weapon   N/A Now	 300  C
Weapon Break	Destroy Weapon.	   Depends on Weapon   N/A Now	 400  A
Magic Break	Lower MP by Half.  Depends on Weapon   N/A Now	 250  B
Speed Break	-3 Speed.	   Depends on Weapon   N/A Now	 250  C
Power Break	-3 Physical Attack.Depends on Weapon   N/A Now	 250  C
Mind Break	-3 Magic Attack.   Depends on Weapon   N/A Now	 250  C

Pros:
Ability to wear armor and helmets allow for good HP bonuses.
When Battle Skills are paired with long range weapons, breaking items can be 
done from afar.
Cons:
Maintenance ability can counter all item break attacks.
If broken, it can’t be stolen!

Archer:
Requirements: Squire Level 2
Weapons: Bows, Crossbows, Shield
Helmet: Hat
Armor: Clothes

The archer is the first long range attacker you can use.  The archer can 
attack from the back lines without being counter attacked (some exceptions).
The archer cannot attack anyone within a 2 square range of him.  When the 
archer gets a bow, the archer can fire bows in an arc over the walls.  The 
charge skills paired with the archer are very deadly.

Charge
Name	   What it does		    Range	       MP  Speed JP   Grade
Charge +1  Increases weapon damage. Depends on weapon. N/A N/A   100  D
Charge +2  Stronger than Charge +1. Depends on weapon. N/A N/A   150  D
Charge +3  Stronger than Charge +2. Depends on weapon. N/A N/A   200  C
Charge +4  Stronger than Charge +3. Depends on weapon. N/A N/A   250  B
Charge +5  Stronger than Charge +4. Depends on weapon. N/A N/A   300  A
Charge +7  Stronger than Charge +5. Depends on weapon. N/A N/A   400  B
Charge +8  Stronger than Charge +7. Depends on weapon. N/A N/A   600  C
Charge +10 Stronger than Charge +8. Depends on weapon. N/A N/A   1000 D

Pros:
Long range attacks are always an added plus.
Cons:
Inability to wear armor, makes it an easy target for other classes.
Most Charge skills are too weak or too slow.

Priest:
Requirements: Chemist Level 2
Weapons: Staff
Headgear: Hat
Armor: Clothes, Robe

The priest is a white magician, specializing in white magic.  White magic is 
mainly for curing and protecting.  The curing and protecting of the priest 
can make or break most early battles, but I find it less useful as the game 
goes on.  The only "real" attacking spell of the priest is Holy, which is 
useful for killing enemies with weakness to the Holy Power.

White Magic
Name:		What it does			MP	Speed	JP	Grade
Cure		Heal little HP.			6	25	50	C
Cure 2		Heal more HP.			10	20	180	B
Cure 3		Heal more HP than Cure 2.	16	15	400	B
Cure 4		Heal a lot of HP.		20	10	700	C
Raise		Revive dead unit.		10	25	180	C
Raise 2		Revive dead unit with max HP.	20	10	500	B
Reraise		If unit is killed, unit 	16	15	800	B
		comes back to life.	
Regen		Unit gains HP over time.	8	25	300	A
Protect		Protection from physical	6	25	70	A 
		attacks.		
Protect 2	Higher physical protection.	24	15	500	B
Shell		Protection from magic attacks.	6	25	70	A
Shell 2		Higher magical protection.	20	15	500	B
Wall		Protection from physical and	24	25	380	A
		magic. 	
Esuna		Heals most status problems.	18	34	280	B
Holy		Attack with power of Holy.	56	17	600	B

Pros:
The white magic skills are great, with good healing and protection, with a 
last ditch offensive spell.
With characters with high faith, a cure spell can give more than any 
X-potion.
Cons:
Spells rely on faith level too much.
Items used by the chemists are quicker, and have no MP cost.

Wizard:
Requirements: Chemist Level 2
Weapons: Rod
Headgear: Hat
Armor: Clothes, Robe

The wizard is the magician if you like offense.  The Magic Attack strength 
is greater than that of the summoner.  The wizard’s spells are usually 
faster, and cheaper than the summoner’s spells, but at a loss of the 
attack range.  When the wizard learns the powerful spells, his power 
is unmatched.  In physical power however...

Black Magic
Name	What it does				MP	Speed	JP	Grade
Fire	Low damage fire attack.			6	25	50	B
Fire 2	Average damage fire attack.		12	20	200	B
Fire 3	Medium damage fire attack.		24	15	480	B
Fire 4	High damage fire attack.		48	10	850	C
Bolt	Low damage bolt attack.			6	25	50	B
Bolt 2	Average damage bolt attack.		12	20	200	B
Bolt 3	Medium damage bolt attack.		24	15	480	B
Bolt 4	High damage bolt attack.		48	10	850	C
Ice	Low damage ice attack.			6	25	50	B
Ice 2	Average damage ice attack.		12	20	200	B
Ice 3	Medium damage ice attack.		24	15	480	B
Ice 4	High damage ice attack.			48	10	850	C
Poison	Infect unit with poison.		6	34	150	C
Frog	Change to or from frog status.		12	20	500	C
Death	Kill unit instantly.			24	10	600	D
Flare	Powerful non-elemental based attack.	60	15	900	A

Pros:
The powerful spells can kill most characters, and if used in conjunction with
Beowulf’s Faith ability, the spells will do MAJOR damage.
The shape of the range for the fire, bolt, and ice spells allow for you to 
attack multiple enemies, without harming any nearby allies.
Cons:
One or two blows from Monks or Knights are enough to kill the Wizard.
If you specialize in one type of spell, you can be easily shut down as if 
the enemy has protection from the type of spell.

Level Two Classes:

Monk:
Requirements: Knight Level 2
Weapons: None
Headgear: None
Armor: Clothes

The Monk is the most powerful physical attacking class (without using any 
items).  A strike from a bare fist is usually more than what the character 
could do with a weapon.  However, it’s inability to wear heavy armor, 
makes the big HP bonuses granted by them impossible.  Since you had to get 
knight job points to get to this class, make sure to buy Equip Armor while 
in the knight class.  If you equip that with the Monk, the Monk can wear 
heavy armor.  That means the Monk is a powerful character with high HP.

Punch Art
Name		What it does			  MP	Speed	JP	Grade
Spin Fist	Attack surrounding units.	  N/A	Now	150	C
Repeating Fist	Attack unit with fist repeatedly. N/A	Now	300	C
Wave Fist	Attack unit with fist from afar.  N/A	Now	300	B
Earth Slash	Attack with a line of energy.	  N/A	Now	600	A
Secret Fist	Cast Death Sentence on character. N/A	Now		D
Stigma Magic	Heal most status anomalies.	  N/A	Now	200	B
Chakra		Unit and surrounding characters   N/A	Now	350	A
		gain HP and MP.
Revive 		Revive dead unit.		  N/A	Now		C

Pros: 
Very damaging attacks.
Punch Art allows you to heal, revive, and attack from close and far ranges.
Cons:
Lack of armor makes Monk and weak class with no help from HP bonuses granted 
by armor.

Thief:
Requirements: Archer Level 2
Weapons: Knife
Headgear: Hat
Armor: Clothes

The thief’s main ability is to steal items.  The thief can steal anything 
from equipped items, gold, exp., and even gain control of the character.  
You can only get some rare powerful items when stealing from characters.  
The other way to get rare items is by poaching, something the thief knows 
very well with the Secret Hunt skill.

Steal
Name		 What it does			MP	Speed	JP	Grade
Gil Taking	 Take gil from unit.		N/A	Now	10	C
Steal Heart	 Charm unit to your side.	N/A	Now	150	B
Steal Helmet	 Steal equipped helmet.		N/A	Now	350	C
Steal Armor	 Steal equipped armor.		N/A	Now	450	B
Steal Shield	 Steal equipped shield.		N/A	Now	350	B
Steal Weapon	 Steal equipped weapon.		N/A	Now	600	A
Steal Accessory	 Steal equipped accessory.	N/A	Now	500	A
Steal Experience Steal experience from unit.	N/A	Now	250	C

Pros:
The ability to steal items is very useful is gaining rare items, and as well 
as disabling many human units.
Poaching gives you more reason to go into random battles.
Stealing hearts can turn enemies on each other, and if done on powerful 
enemies, the effect could be very well.
Cons:
No attacking usefulness.
To steal, you must be on the or near same height, next to the character you 
want to steal from.

Oracle:
Requirements: Priest Level Two
Weapons: Stick, Rod, Staff, Dictionary
Headgear: Hat
Armor: Clothes, Robe

The Oracle is the status magician.  The knowledge of Yin/Yang magic you gain 
with this class is very powerful if used properly.  Otherwise, you just may 
be wasting turns and MP.

Yin Yang Magic
Name		What it does		MP	Speed	JP	Grade
Blind		Casts Darkness.		4	50	100	C
Spell Absorb	Gain MP as much as the	2	50	200	C 
		amount taken.	
Life Drain	Gain HP as much as the	16	50	350	B
		amount taken.	
Pray Faith	Raise Faith to 100.	6	25	400	C
Doubt Faith	Lower Faith to 0.	6	25	400	C
Zombie		Turn unit into undead.	20	20	300	C
Silence Song	Casts Silence.		16	34	170	B
Blind Rage	Casts Berserk.		16	20	400	C
Foxbird		Lower Brave by 10.	20	25	200	B
Confusion Song	Casts Confusion.	20	20	400	C
Dispel Magic	Cancel positive status	34	34	700	B 
		effects.	
Paralyze	Casts Don’t Act.	10	20	100	B
Sleep		Casts Sleep.		24	17	350	B
Petrify  	Casts Petrify.		16	12	650	B

Pros:
Yin Yang magic can cause havoc on the enemy if used wisely.
The Stick weapon is two ranged, allowing for the oracle to be an attacker 
as well.
Cons:
Yin Yang magic not used properly, is a waste of time and MP.

Time Mage:
Requirements: Wizard Level 2
Weapons: Staff
Headgear: Hat
Armor: Clothes, Robe

To me, the time mage is one of the most annoying classes in FFT.  When an 
enemy time mage casts Don’t Act, Don’t Move, Slow, and Stop on your 
characters, you’ll have to change your whole battle plan.  However, when you 
have control of the time mage, the effects can weigh heavily in your favor.  
Stopping enemies can stop an attack.

Time Magic
Name	    What it does			MP	Speed	JP	Grade
Haste	    Increase speed.			8	50	100	A
Haste 2	    Increase speed longer.		30	15	550	B
Slow 	    Decrease speed.			8	50	80	B
Slow 2	    Decrease speed longer.		30	15	520	C
Stop	    Stop unit from having a turn.	14	15	330	B
Don’t Move  Stop unit from moving.		10	34	100	B
Float	    Unit floats one level above floor.  8	50	200	D
Reflect	    Unit can now reflect spells.	12	50	300	C
Quick	    Unit’s AT comes faster.		24	25	800	C
Demi	    Unit loses 25% of HP.		24	17	250	D
Demi 2	    Unit loses 50% of HP.		50	12	550	E
Meteor	    Meteor falls on target.		70	8	1500	C

Pros:
The time magic spells are very helpful in battle.
Cons:
Lack of offensive usefulness.  The only offensive spells are too slow and 
cost too much.

Level Three Classes:

Geomancer:
Requirements: Monk Level 3
Weapons: Sword, Axe, Shield
Headgear: Hat
Armor: Clothes, Robe

The geomancer is one with the earth.  The abilities you can learn can affect
the unit with a variety of anomalies, depending on the terrain.  The ability
to equip the sword and axe allow the geomancer to attack in physical combat 
as well.

Elemental
Name		What it does			 MP	Speed	JP	Grade
Pitfall		Cast Don’t Move on 		 N/A	Now	150	C
		Natural Surface, Wasteland
		and Road.	
Water Ball	Cast Frog on River, Lake, 	 N/A	Now	150	C
		Waterway, Sea, and Waterfall.	
Hell Ivy	Cast Stop on Grassland, 	 N/A	Now	150	B
		Thicket, Water Plant, and Ivy.	
Carve Model	Cast Petrify on Stone Floor, 	 N/A	Now	150	B
		Gravel, Stone Wall and Mud Wall.  	
Local Quake	Cast Confusion on Lava Rocks,	 N/A	Now	150	C 
		and Rocky Cliff.	
Kamaitachi	Cast Don’t Act on Book, Brick,	 N/A	Now	150	C
		Tree, Bridge, Iron Plate, Coffin,
		and Moss.	
Demon Fire	Cast Sleep on Wooden Floor, Box, N/A	Now	150	C 
		Stairs, Deck, Box, and Rug.	
Quicksand	Cast Death Sentence on Marsh, 	 N/A	Now	150	C
		Poisoned Marsh and Swamp.	
Sand Storm	Cast Darkness on Salt,		N/A	Now	150	D
 		Stalactite and Sand.	
Blizzard	Cast Silence on Snow and Ice.	 N/A	Now	150	D
Gusty Wind	Cast Slow on Roof and Chimney.	 N/A	Now	150	C
Lava Ball	Cast Dead on Lava and Machinery. N/A	Now	150	E

Pros:
Geomancer can be used as a spell caster as well as a warrior.
Cons:
Most of the Elemental attacks are not useful.
For the Elemental attacks to be reliable, you need to buy one for every type 
of terrain.

Lancer:
Requirements: Thief Level Two
Weapons: Spear, Shield
Headgear: Helmet
Armor: Armor, Robe

The lancer is a lot like the knight class in some ways.  Both can equip 
shields, helmets, and armor.  Both also can be magicians as they can equip 
robes.  However, the lancer’s main weapon is its lance, which has a two 
square attack range.  This is useful for avoiding most enemy counterattacks.
The lancer also has access to the jump abilities, which can do a lot of 
damage.  There is a catch however.  The jump attacks have no definite landing
time, so the unit you target, may be out of range before you can land.

Jump
Name		What it does			MP	Speed	JP	Grade
Level Jump 2	Jump two panels horizontally.	N/A	N/A	150	D
Level Jump 3	As above, only three panels.	N/A	N/A	300	D
Level Jump 4	As above, only four panels.	N/A	N/A	450	C
Level Jump 5	As above, only five panels.	N/A	N/A	600	C
Level Jump 8	As above, only eight panels.	N/A	N/A	900	B
Vertical Jump 2	Jump two panels vertically.	N/A	N/A	100	D
Vertical Jump 3	As above, only three panels.	N/A	N/A	200	D
Vertical Jump 4	As above, only four panels.	N/A	N/A	300	C
Vertical Jump 5	As above, only five panels.	N/A	N/A	400	C
Vertical Jump 6	As above, only six panels.	N/A	N/A	500	C
Vertical Jump 7	As above, only seven panels.	N/A	N/A	600	B
Vertical Jump 8	As above, only eight panels.	N/A	N/A	900	B

Mediator:
Requirements: Oracle Level 2
Weapons: Knife, Gun
Headgear: Hat
Armor: Clothes, Robe

The mediator is more of a talker than a fighter.  Well, you can use the gun
for attacking.  You can also learn the equip gun skill in this class.  
The variety of talking skills of the mediator, allows the mediator to help
in any situations.

Talk Skill
Name		What it does			    MP	Speed	JP	Grade
Invitation	Make enemy into ally.		    N/A	Now	100	C
Persuade	Reset CT count to 0.		    N/A	Now	100	C
Praise		Add 4 brave points to target.	    N/A	Now	200	B
Threaten	Remove 20 brave points from target. N/A	Now	200	A
Preach		Add 4 faith points to target.	    N/A	Now	200	B
Solution	Remove 20 faith points from target. N/A	Now	200	B
Death Sentence	Put a Death Sentence on unit.	    N/A	Now	500	C
Negotiate	Receive Gil from enemy.		    N/A	Now	100	C
Insult		Make enemy go berserk.		    N/A	Now	300	B
Mimic Daravon	Make enemy go to sleep.		    N/A	Now	300	B

Pros:
Invitation is useful for getting rid of enemies and have them work for you.
Threaten is great to turn an enemy into a chicken.
Ability to equip guns makes this class a good offensive one.
Cons:
The other talk skills are not as useful.
The mediator has a low HP at the start.

Summoner:
Requirements: Time Mage Level 2
Weapons: Rod, Staff
Headgear: Hat
Armor: Clothes, Robe

The summoner is a magician who summons super-natural beings to help you or 
attack the enemy.  The range of most of the summoner’s spells is wide, 
allowing you to attack many enemies together.  However, the MP costs and 
charge times of the powerful spells are ridiculously high and long.  The 
summoner suffers from a big lack of HP and offensive capabilities.

Summon Magic
Name		What it does			 MP	Speed	JP	Grade
Moogle		Restore HP.			 8	34	110	C
Shiva		Ice attack.			 24	15	200	B
Ramuh		Lightning attack.		 24	15	200	B
Ifrit		Fire attack.			 24	15	200	B
Titan		Earth attack.			 30	8	220	B
Golem		Protect allies.			 40	34	500	A
Carbunkle	Reflect is casted on all allies. 30	25	350	D
Bahamut		High magic damage spell.	 60	10	1200	B
Odin		High magic damage spell.	 50	12	900	B
Leviathan	High magic damage water spell.	 48	12	850	B
Salamander	High magic damage fire spell.	 48	12	820	B
Silf		Silence casted on all enemies.	 26	20	400	C
Fairy		Restore more HP than Moogle.	 28	25	400	B
Lich 		Take half of HP from all	 40	12	600	C 
		enemies.
Cyclops		High magic damage earth attack.	 62	12	1000	C
Zodiac		Very high damage attack.  (To	 99	10	N/A	A 
		learn check out the secrets 
		section.)

Pros:
Spells can cause a lot of damage to a wide area.
Cons:
Very high MP costs as well as high charge times.
Level Four Classes:

Samurai:
Requirements: Knight Level 3, Monk Level 4, Lancer Level 2
Weapons: Katana
Headgear: Helmet
Armor: Armor, Robe

The samurai class looks like a pure physical attacker.  However, the samurai
can use its Draw Out attacks, just like the monk’s Punch Art.  There is a 
catch to using the Draw Out.  To use the attack you want to use, you must 
have that kind of sword in your item collection.  Also, after using a 
Draw Out ability, the Katana may break leaving you with one less of that 
weapon.  That why you need to keep a full supply of katanas just in case 
you brake one.

Draw Out
Name		What it does			   MP	Speed	JP	Grade
Asura		Damage a unit.			   N/A	Now	100	C
Koutetsu	Damage a unit.			   N/A	Now	180	C
Bizen Boat	Lower MP of enemies.		   N/A	Now	260	D
Murasame	Restore HP of allies.		   N/A	Now	340	B
Heaven’s Cloud	Damage a unit and cast slow.	   N/A	Now	420	C
Kiyomori	Cast Protect and Shell on a unit.  N/A	Now	500	B
Muramasa	Cast Confusion and Death Sentence  N/A	Now	580	C
		on a unit.	
Kikuichimoji	Attack a unit from afar in a line. N/A	Now	660	C
Masamune	Cast Regen and Haste on a unit.	   N/A	Now	740	B
Chirijiraden	Damage a unit with powerful 	   N/A	Now	820	B
		attack.

Pros:
The variety of the Draw Out ranges from damage to restoring HP.
Good substitution for the knight or lancer class.
Cons:
The chance for having a katana broke after a Draw Out ability use, may leave
 a unit weapon less on the field.

Ninja:
Requirements: Archer Level 3, Thief Level 4, Geomancer Level 2
Weapons: Knife, Ninja Sword, Hammer
Headgear: Hat
Armor: Clothes

The ninja is one of the best classes in FFT.  The ability to attack twice 
makes this class very battle deadly.  The ninja also has high movement, 
jump, and speed base stats.  The ninja can throw items using the throw 
ability, but I find it only useful for the shurikens and elemental balls.  
Throwing away weapons is better done by selling them.

Throw
Name		What it does		MP	Speed	JP	Grade
Shuriken	Throw shuriken.		N/A	Now	50	A
Ball		Throw ball.		N/A	Now	70	A
Knife		Throw knife.		N/A	Now	100	B
Sword		Throw sword.		N/A	Now	100	C
Hammer		Throw hammer.		N/A	Now	100	D
Katana		Throw katana.		N/A	Now	100	D
Ninja Sword	Throw ninja sword.	N/A	Now	100	D
Axe		Throw axe.		N/A	Now	120	D
Spear		Throw spear.		N/A	Now	100	D
Stick		Throw stick.		N/A	Now	100	D
Knight Sword	Throw knight sword.	N/A	Now	100	D
Dictionary	Throw dictionary.	N/A	Now	100	D

Pros:
The ability to attack with two weapons is very useful.
Starts off with high speed, movement, and jump stats.
Cons:
Cannot equip armor or helmets.

Calculator:
Requirements: Priest Level 2, Wizard Level 4, Time Mage Level 3, 
Oracle Level 3
Weapons: Stick, Dictionary
Headgear: Helmet
Armor: Clothes, Robe

The calculator is the most confusing job class.  To become this class, you 
had to gain magician job points.  The calculator uses the spells the unit has 
learned, and applies them to math calculations.  How?  The calculator can 
effect several characters if they fall in his calculation.  An easy way to 
use it is, you select Fire as your spell, Level as your target, and 4 as the 
multiple.  For every unit who’s level is a multiple of four, they will be 
affected by the fire spell.  However, if your allies have level that are 
multiples of four, they will be affected too.

Math Skill
Name		What it does			MP	Speed	JP	Grade
CT		Use CT as the target.		N/A	N/A	250	B
Level 		Use level as the target.	N/A	N/A	350	B
Exp		Use exp as the target.		N/A	N/A	200	C
Height		Use height as the target.	N/A	N/A	250	D
Prime Number	Affects units with the 		N/A	N/A	300	B
		target number that is	
		divisible by 1 and itself.
5		Affects units with the 		N/A	N/A	200	B	
		target number that is		
		a multiple of 5.
4		Affects units with the		N/A	N/A	400	B 	
		target number that is	
		a multiple of 4.
3 		Affects units with the		N/A	N/A	600	B
		target number that is	
		a multiple of 3.

Pros:
The spells can affect a large amount of units.
The spells are casted with no MP cost.
Cons:
The spells can affect all units on the battle map.
The all variables for targets can change easily.

Dancer:
Requirements: Unit must be female, Geomancer Level 4, Lancer Level 4
Weapons: Knife, Cloth
Headgear: Hat
Armor: Clothes

The dancer has the Dance abilities to her disposal.  The Dance abilities 
affect all enemies.  The Dance abilities are of a wide variety, ranging 
from HP damage to lowering status of the enemy.

Dance
Name		What it does			 MP	Speed	JP	Grade
Witch Hunt	MP damage to all enemies.	 N/A	17	100	D
Wiznaibus	HP damage to all enemies.	 N/A	17	100	C
Slow Dance	Lower speed level of enemies.	 N/A	13	100	C
Polka Polka	Lower physical power of enemies. N/A	13	100	C
Disillusion	Lower magical power of enemies.	 N/A	10	100	D
Nameless Dance	Affect enemies with status	 N/A	10	100	B 
		anomalies.   
Last Dance	Reset all enemy CT counts to 0.	 N/A	5	100	C

Pros:
Dance abilities affect all enemies.
You can get Jump+3 in this class.
Cons:
Very weak on the battlefield, offensively and defensively.

Bard:
Requirements: Unit must be male, Summoner Level 4, Mediator Level 4
Weapons: Musical Instrument
Headgear: Hat
Armor: Clothes

The bard is the exact opposite of the dancer.  His Sing abilities affect 
all allies.  Most of his skills are also the opposite of the Dance abilities 
of the dancer.

Sing
Name		What it does			MP	Speed	JP	Grade
Angel Song	Restore MP to allies.		N/A	17	100	C
Life Song	Restore HP to allies.		N/A	17	100	C
Cheer Song	Raise Speed of allies.		N/A	13	100	B
Battle Song	Raise physical attack of	N/A	13	100	B 
		allies.
Magic Song	Raise magical attack of allies.	N/A	10	100	C
Nameless Song	Cast positive anomalies on 	N/A	10	100	A
		allies.	
Last Song 	Raise allies CT to 100.		N/A	5	100	C

Pros:
The Sing abilities affect all allies.
You can get Move+3 in this class.
Cons:
Very weak on the battlefield, offensively and defensively.

Mime:
Requirements: Squire Level 8, Chemist Level 8, Geomancer Level 4, Lancer 
Level 4, Mediator Level 4, Summoner Level 4
Weapons: None
Headgear: None
Armor: None

Okay. Well, the mime is a very interesting class.  The mime copies the 
last allied unit who had a turn.  If the unit moved, the mime will too.  
If the unit attacks, the mime will too, even if the there is an allied 
unit where the other unit attacked (meaning, if the unit attacks to the 
left, the mime will attack to the left, no matter who or who isn’t in there).
It takes mastery to use this class effectively, but you can pull off two 
Ultimas in two rounds, and that isn’t anything to frown at.  Most of the 
time.

No special ability
Name	What it does	MP	Speed	JP	Grade
N/A	N/A		N/A	N/A	N/A	N/A

----------------------
8. The Special Classes
----------------------

Here, I list the special characters you meet and befriend throughout Ramza’s
quest.  Most of these characters have a special class in place of the normal
squire class.  The individual classes have special abilities that replace the
regular abilities of a squire.  The other classes are the same however and 
have no changes made.

Ramza-Squire
Weapons: Knife, Sword, Knight Sword, Hammer, Shield
Headgear: Helmet, Hat
Armor: Clothes, Armor

"Remove me?  No way, I am you and you are me."
Although the class says Squire, Ramza has a few abilities that stray from 
the normal squire abilities.  He can also equip more items than a normal 
squire can.  Ramza starts off with above average attack power and HP which 
should make him a real leader.  Guts makes a great secondary ability.  
NOTE: Cheer Up can only be learned in Chapter 2, Scream and Ultima can 
only be learned in Chapter 4.

Guts
Name		What it does			MP	Speed	JP	Grade
Yell		Raise Speed by 1.		N/A	Now	200	C
Wish		Give HP to target, losing half 	N/A	Now	0	C
		of HP given.	
Cheer Up	Raise Brave by 5		N/A	Now	200	B
Scream		Raise Ramza’s Brave by 10, 	N/A	Now	500	B
		physical and magical power		
		by 1, speed by 1.		
Ultima 		Powerful magic attack.		N/A	Now	0	A

Agrias-Holy Knight
Weapons: Sword, Knight Sword, Bag, Shield
Headgear: Helmet, Ribbon
Armor: Armor, Robe

Agrias will be the first Sword skill user you will be able to control.  If 
you can use her abilities to the fullest extent, you’ll be able to defeat 
many battles with her.  A good thing about her Holy Sword abilities is that 
the attack may cause a status anomaly on the unit(s) attacked.  NOTE: To 
use Holy Sword, Agrias must have a Sword or Knight Sword equipped.

Holy Sword
Name		What it does			   MP	Speed	JP	Grade
Stasis Sword	Sword attack, may cause Stop.	   N/A	Now	100	B
Split Punch	Sword attack, may cause Death 	   N/A	Now	400	B
		Sentence.	
Crush Punch	Sword attack, may 	           N/A	Now	500	B
		kill unit immediately.
Lightning Stab	Sword attack, may cause silence.   N/A	Now	700	A
Holy Explosion	Sword attack, may cause confusion. N/A	Now	800	B

Mustadio-Engineer
Weapons: Gun
Headgear: Hat
Armor: Clothes

Mustadio is the character who introduces the gun weapon to you in Chapter 2.
His Snipe abilities are most useful with a gun, but can be used with any 
weapon.  The Leg Aim and Arm Aim can disable most enemies and Seal Evil will
make sure that the Skeletons and Ghosts will never rise again.

Snipe
Name		What it does			MP	Speed	JP	Grade
Leg Aim		Use weapon to make not move.	N/A	Now	200	B
Arm Aim		Use weapon to make not act.	N/A	Now	300	B
Seal Evil	Petrify undead enemies.		N/A	Now	200	C

Rafa-Heaven Knight
Weapons: Staff, Stick, Bag
Headgear: Hat, Ribbon
Armor: Clothes, Robe

Rafa is the sister of Malak, the hell knight.  Although Rafa has the same 
abilities as Malak, she has a higher magic attack.  The problem with her 
Truth abilities is that they are randomly placed.  This means, that if she 
uses Heaven Thunder, anywhere in the attack range could be struck by thunder,
even if it has a enemy, ally, or nothing in the square.

Truth
Name			What it does		  MP	Speed	JP	Grade
Heaven Thunder		Random lightning attacks. N/A	34	0	C
Asura			Random fire attacks.	  N/A	25	200	C
Diamond Sword		Random wind attacks.	  N/A	20	300	C
Hydragon Pit		Random water attacks.	  N/A	17	400	C
Space Storage		Random status anomaly 	  N/A	20	500	B
			attacks.	
Sky Demon		Random earth attacks.	  N/A	15	600	C

Malak-Hell Knight
Weapons: Staff, Stick
Headgear: Hat
Armor: Clothes, Robe

Malak is the brother of Rafa, the heaven knight.  Although Malak has the same
abilities as Rafa, he has a higher physical attack.  The problem with his 
Untruth abilities is that they are randomly placed.  This means, that if he 
uses Heaven Bolt Back, anywhere in the attack range could be struck by 
thunder, even if it has a enemy, ally, or nothing in the square.

Untruth
Name			What it does		  MP	Speed	JP	Grade
Heaven Bolt Back	Random lightning attacks. N/A	34	0	C
Asura Back		Random fire attacks.	  N/A	25	200	C
Diamond Sword Back	Random wind attacks.	  N/A	20	300	C
Dragon Pit Back		Random water attacks.	  N/A	17	400	C
Space Storage Back	Random status anomaly     N/A	20	500	B
			attacks.	
Sky Demon Back		Random earth attacks.     N/A	15	600	C


Meliadoul-Divine Knight
Weapons: Sword, Knight Sword, Crossbow, Spear, Bag, Shield
Headgear: Helmet
Armor: Armor, Clothes, Robe

Since you face Meliadoul as an enemy before an ally, you should know how 
damaging the Mighty Sword attacks are.  The Mighty Sword attacks can cause 
damage as well as brake an equipped item.  That’s two good things in one.  
There is a catch to this too.  If the unit doesn’t have the equipped item, 
the Mighty Sword attack will have no effect.  This means that Mighty Sword 
is useless against monsters.  NOTE: To use Mighty Sword, Meliadoul must have
a Sword or Knight Sword equipped.

Mighty Sword
Name		What it does			MP	Speed	JP	Grade
Shellbust Stab	HP damage and brake equipped	N/A	Now	200	C
		armor.	
Blastar Punch	HP damage and break equipped	N/A	Now	400	D
		helmet.	
Hellcry Punch	HP damage and break equipped 	N/A	Now	500	B
		weapon.	
Icewolf Bite	HP damage and break equipped 	N/A	Now	800	C
		accessory.	

Orlandu (Thunder God Cid)-Holy Swordsman
Weapons: Sword, Knight Sword, Ninja Sword, Katana, Shield
Headgear: Helmet, Hat
Armor: Armor, Clothes, Robe

Well, following the tradition in all Final Fantasy Games, here is your Cid!  
(If you don’t now, Cid is in every single Final Fantasy game, except Mystic 
Quest).  Anyway, Orlandu is very powerful with his sword attacks.  He can 
learn every single sword attack in the game.  As an added bonus, Orlandu does 
75% more damage with a sword attack than an regular sword user can do.  
You’ll want to get Gained JP Up for him so you can learn all the sword 
skills.  Another good thing, is you can learn Night Sword (Gafgarion’s 
attack), so if Orlandu is low on HP, just fire up the Night Sword and watch 
him gain around 300 HP. NOTE: To use All Swordskill, Orlandu must have a 
Sword or Knight Sword equipped.

All Swordskill
Name		What it does			MP	Speed	JP	Grade
Stasis Sword	Sword attack, may cause Stop.	N/A	Now	100	B
Spilt Punch	Sword attack, may cause Death 	N/A	Now	400	B
		Sentence.			
Crush Punch	Sword attack, may kill unit 	N/A	Now	500	B
		immediately.
Lightning Stab	Sword attack, may cause 	N/A	Now	700	A
		Silence.	
Holy Explosion	Sword attack, may cause 	N/A	Now	800	B
		Confusion.	
Shellbust Stab	HP damage and break equipped 	N/A	Now	200	C
		armor.		
Blastar Punch	HP damage and break equipped 	N/A	Now	400	D
		helmet.	
Hellcry Punch	HP damage and break equipped 	N/A	Now	500	B
		sword.	
Icewolf Bite	HP damage and break equipped 	N/A	Now	800	C
		accessory.	
Dark Punch	Absorb MP from target.		N/A	Now	500	B
Night Sword	Absorb HP from target.		N/A	Now	100	A

Beowulf-Temple Knight
Weapons: Knife, Sword, Knight Sword, Shield
Headgear: Helmet
Armor: Armor, Robe
"Beowulf was an unlikely hero, he was below average height, and had poor 
eyesight."

Beowulf has the sword skills that Orlandu didn’t know.  However, only one 
sword attack from him only does damage.  All of the Magic Sword attacks of 
Beowulf also need MP to use.  However, most of his attacks are status 
anomaly based. NOTE: To use Magic Sword, Beowulf must have a Sword or Knight
Sword equipped.

Magic Sword
Name		What it does			    MP	Speed	JP	Grade
Blind		Cast Darkness on units.		    6	Now	50	C
Aspel		Absorb MP.			    2	Now	100	C
Drain		Absorb HP.			    12	Now	180	B
Faith		Raise Faith to 100.		    10	Now	200	C
Innocent	Lower Faith to 0.		    10	Now	200	C
Zombie		Turn unit into an undead.	    14	Now	150	C
Silence		Cast Silence on units.		    16	Now	90	C
Berserk		Cast Berserk on units.		    16	Now	200	C
Chicken		Lower Brave by 50 points.	    12	Now	500	B
Confuse		Cast Confusion on units.	    14	Now	200	C
Despair		Cancel positive status effects.	    20	Now	300	B
Don’t Act	Cast Don’t Act on units.	    14	Now	50	B
Sleep 		Cast Sleep on units.		    20	Now	170	C
Break		Cast Petrify on units.		    24	Now	300	C
Shock!		Damage unit based on damage taken.  20	Now	600	C

Reis-Holy Dragon
Reis is a purple dragon, and isn’t too different from the other dragons you 
meet on the battlefield.  It can’t go in water, but it has very powerful 
breath attacks as well a good counter attack.

Breath
Name			What it does	MP	Speed	JP	Grade
Ice Bracelet		Ice attack.	N/A	Now	0	B
Fire Bracelet		Fire attack.	N/A	Now	0	B
Thunder Bracelet	Thunder attack.	N/A	Now	0	B

Worker 8-Steel Giant
Worker 8 is another monster to joins the party.  Worker 8 doesn’t believe 
in God (meaning he has zero faith and cannot gain any.  Worker 8 has very 
powerful Work abilities which cause some damage to him when used.  Worker 
8 is also good for battles with magicians, since he is nearly invincible 
to magic attacks.

Work
Name		What it does			MP	Speed	Grade
Destroy		Attack unit.			N/A	Now	B
Compress	Attack unit, may cause death.	N/A	Now	B
Dispose		Attack unit, greater range.	N/A	Now	A
Crush		Attack unit.			N/A	Now	B

Reis-Dragoner
Weapons: Bag
Headgear: Ribbon
Armor: None
After you defeat Worker 7 at Nelveska Temple, Beowulf uses the stone to 
turn Reis back into a human.  Reis now has more abilities to learn, and 
still retains her Bracelet attacks as well.  Most of her new abilities 
are made for dragons however.

Dragon
Name			What it does		  MP	Speed	JP	Grade
Ice Bracelet		Attack with ice.	  N/A	Now	0	B
Fire Bracelet		Attack with fire.	  N/A	Now	0	B
Thunder Bracelet	Attack with lightning.	  N/A	Now	0	B
Dragon Tame		Invite enemy dragon.	  N/A	Now	300	C
Dragon Care		Restore HP and status to  N/A	Now	300	C 
			dragon, Reis losing half 
			of gained HP. 			
Dragon PowerUp		Raise Dragon’s Brave,	  N/A	Now	400	C	 
			Speed, and Defense.		
Dragon LevelUp		Raises CT of Dragon.	  N/A	Now	400	D
Holy Bracelet		Attack with holy power.	  N/A	Now	900	B

Cloud-Soldier
Weapons: Sword
Headgear: Hat, Ribbon
Armor: Clothes

Cloud is taken right out of the FF7 world into the FFT world.  He even uses 
his famous catch phrases.  A side note, you gain Cloud right when he is in 
the lifestream in FF7.  The good thing about Cloud is that you can learn 
his powerful limit breaks.  The bad thing is that you have to train him 
from level one, so he usefulness at first is very little. NOTE: To use 
Limit, Cloud must have the Materia Blade equipped.

Limit
Name		What it does			MP	Speed	JP	Grade
Braver		Basic Limit skill.		N/A	34	150	B
Cross-slash	Attack with sword four times.	N/A	25	200	A
Blade Beam	Do damage based on damage 	N/A	20	250	C
		amount taken.		
Climhazzard	Do damage based on target’s	N/A	15	450	C 
		amount of damage taken.			
Meteorain	Attack with meteor.		N/A	10	560	C
Finish Touch	Cause Dead, Petrify or Stop 	N/A	20	670	B
		on target.		
Omnislash	Powerful Limit skill.		N/A	7	900	B
Cherry Blossom	Most powerful Limit skill.	N/A	5	1200	A


Byblos
This monster will join in the final Deep Dungeon battle.  It has a good jump
range and has useful Byblos abilities.

Byblos
Name		What it does			   MP	Speed	JP	Grade
Energy		Target recovers HP.		   N/A	Now	0	B
Parasite	Cast status anomalies on units.	   N/A	Now	0	B
Shock		Do damage based on the amount 	   N/A	Now	0	C
		of damage target has taken.	
Difference	Target’s MP total is the amount of N/A	Now	0	C
		damage taken.


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