Walkthrough forFinal Fantasy 2

HELP FILE


I. Secret Weapons (Weapons not in book) (Or that book does not explain)


Swords, Armor, Spears & Staffs:


Note: The book says things like "When used in combat, brings the effect of..." However, your weapons just hit, right? WRONG! You can use your weapons and most of them have a special affect. To use a weapon as an item, it must be equipped to your character.

Then select it twice with the hand pointer, and a third hand appears to choose who to attack/help. Weapons have various effects ranging from bad to good, pathetic to strong, and boring to cool.

Murasame Sword

This is a Ninja weapon, found in the core. To get it, you will have to fight PaleDim, a large pale dragon. There are tips on him later in the file. Anyways this sword has two-sided effects for when it is equipped. Being a weapon from the Core, as with all the other Core weapons, it changes your very attributes. Bonusses for equpping this weapon:

Strength          : + 5
Agility           : - 5
Vitality          : + 5
Wisdom            : + 5
Will              : - 5
Attack Power      : + 1 X 57
Attack Percent    : Known to be + 36% or higher
Defense Power     : - 1 X 0 and + 0 X 2
Defense Percent   : ---

M. Defense Power : --- M. Defense Percent: ---

Medusa Sword

I find this sword most interesting. There is no mention of it whatsoever in any part of the game or instructions. This sword has the attack power of only 77, but it IS A *TOP SECRET* WEAPON! This can be confirmed simply by looking at the Battle Message when the sword performs it's effect!

The line will read: "Turning into Stone ??!" Anyways, this sword cannot be bought. It cannot be found in a chest. It cannot be SNEAKED from an opponent.

The only way I know of to get the Medusa Sword is to fight the creature BlackLiz, which may also drop Medusa Arrows (see arrow section) after battle.

However, if you decide to go after this weapon, plan on two or three hours of gaming (minimum), because the chance of finding this weapon is almost nonexistant. From my experience, I'd say the chances are around 250:1.

RuneAxe Axe

Thats right, the RuneAxe Axe (dumb name) . This is the best axe you can get! The only way to get it is to fight Red Giants, which can be found on the moon. This Axe will boost your attack power by 0 X 100 (in other words, whatever you have plus 0 X 100) .

It has, unfortunately, a hit rate of only 10%, but if you are on the moon, you probably have a high hit %% already anyway! Good luck finding this weapon! As of yet, I have not determined any special uses, but it does appear to be especially effective against all Magic-Users!

Crystal Sword

This is an incredibly powerful sword, the sword that Zemus despises. To gain this mighty weapon of right, you must defeat a VERY powerful monster. The Sword is located in LUNAR SUBTERRANE B6. This is near the Core.

To reach it, take the staircase on the left, and walk left as far as land stretches, then keep going onto the black area, and you will be on a path. Keep going. There is a chest along the way that you should get. The Crystal Sword has an Attack Power of a super-powerful, whopping 203!

You should be able to do 4500 damage with a level 48 or so Paladin wielding this weapon. Don't miss this great Sword, even though you only have a little ways to go. But WAIT! There's more! Not only is this sword truly awesome, but check this chart out!

When equipped with the Crystal Sword, Cecil recieves these bonuses:

Attack Power    : + 2 X 203

Attack Percent : + 99%

Defense Power   : + 0 X 8

Defense Percent : + 0 M. Defense Pwr : + 0 M. Defense Pcnt : + 2%

Strength        : + 15
Agility         : + 0
Vitality        : + 15
Wisdom          : + 0
Will            : + 15

As you will note from the chart, Vitality is increased by 15. Therefore, the sooner you equip the Crystal Sword, the higher amount of life you will have at any level, even 99, which is as high as you can get.

Excalibur Sword

This is your 2nd best weapon. To get it, take the Adamant Ore to the Smithy's house Southeast of the castle of Dwarves. Give it to him. He will take your Legend Sword and transform it into the mighty Excalibur which has the AWESOME Attack Power of... 163!!! In addition, it is one-handed.

You can hold a shield while you wield this sword! If you don't know what the Adamant Ore is, read the section on it, located below under 'Special Items'. Oh, the Smithy will not give you the Excalibur quite right away. You must wait until he finishes it. Once you have been to the moon, the sword is ready.

Defence Sword

This powerful sword is found in the land of Summoned Monsters. To get it, go into the cave until you see the stairs leading into the town. Then, from that oval shaped place, go east in the middle of the wall and you will be in a secret passage.

Next, walk all the way east, then north until you're blocked, then west, then north again, and you'll see a chest. Inside is the Defense Sword, which has an Attack Power of 105, stronger than the Light Sword. In addition, this sword will slightly raise your Defense value.

Avenger Sword

This is probably the fifth most powerful weapon ever created. It's only disadvantages are that it chooses it's own enemy to attack, and it is a two -handed weapon. Although it only has an Attack Power of 85, this sword hits for over 2000 damage every time.

To find this sword, go into the Sylph's cave, and find the passage where there is a black hole in the ground. Enter this hole, and you will fall into a room full of chests. In this room, all chests are monsters, most of them Ghosts. This sword will also slightly raise your Defense.

Get everything, because there is also the FullMoon. This sword is in the lower row of chests, in the middle.

Ancient Sword

This is an EXTREMELY weak sword which does not appear to have any special uses. You can find it in the passage to Castle Baron from the Town of Baron. In the Special Zone, look at the East wall. Notice the dark area, which is telltale of a secret passage.

Walk through and get the chest, which is the Ancient Sword. It has a pathetic Attack Power of only 35. This sword doesn't have a special use, but it does have a special effect...Curse your enemies! FUN! {g}

Drain Sword

This is a valuable sword, but it's hit rate is low. The sword drains the HP of the enemy and pumps it into the wielder! See the book for more details. The location of this sword is the Cave Eblana's Special Zone. Just check the wall and go through the passage. To recieve this sword you will fight two Stalemen. Be ready for a challenge!

///WARNING///-DO NOT ATTEMPT TO DRAIN HP's FROM THE UNDEAD! THEY WILL REVERSE THE EFFECT AND DRAIN YOUR HP's INSTEAD!

Drain Spear

Speaking of the Drain Sword, there is also a Drain Spear. This is in the Ruins of Eblan near the tower of Bab-il or the Cave Eblana. To get it, go into the Ruins of Eblan, and head to the tower on the right. Inside, climb the steps.

Above the hole (Don't try to get to it from the hole) is a secret passage. If you follow it, you will come to a chest with the Drain Spear. Be warned; you will have to fight a reasonably difficult battle to get this spear, but it IS worth it! Check the book for all your statistical needs {g} .

///WARNING///-DO NOT ATTEMPT TO DRAIN HP's FROM THE UNDEAD! THEY WILL REVERSE THE EFFECT AND DRAIN YOUR HP's INSTEAD!

Slumber Sword

Speaking of the Ruins of Eblan, go into the left tower, then check both sides of the wall near the door. There is a secret passage that leads to a chest. Be warned; you will have to fight a couple of Stalemen to get the Slumber Sword of Eblan!

The sword is worth it just to sell, if you don't like it! See the book for hit rates, etc.. Also, a word about it and swords like it: If used repeatedly in a single battle, the enemy eventually becomes immune to it for that battle, and your attack will be ineffective!

Stardust Staff (Black Magic-Users Weapon)

This can be found near the Core. It is strong, and more powerful than any staff you have had previously. This will be a good addition to your arsenal, so don't miss it. If you use this baby in combat, your foes will fall to the power of Comet! Bonuses for equipping this weapon:

Strength          : ---
Agility           : ---
Vitality          : ---
Wisdom            : + 15
Will              : ---
Attack Power      : + 0 X 45
Attack Percent    : + 10%
Defense Power     : ---
Defense Percent   : ---

M. Defense Power : + 1 X 0 M. Defense Percent: + 2%

Change Staff (Same as above)

A pathetic weapon, attack power of a meager 15, this staff IS hard to find. So. You get it in a strange way. Go to Town of Mist after you have arrived at Baron via Serpent Road (or later) . Go to the house in the upper left corner of the town. Now, walk THROUGH the empty fireplace.

Once you reach the chests, open them. Then walk THROUGH the wall on the right hand part of the room of the chests. Follow the passage to arrive in the room where you will find the Change Staff. When used on an ally or enemy who has been turned into a pig, it will restore them.

When bounced off a wall onto an enemy or ally, it will turn them into a pig.

FireBomb

Yet another well-kept secret of FFL II. You may aquire as many of these as you want. Get them one of two ways, or both: Find them after battles with Red Dragons on the Crystal Tiles, or Sneak from a Red Dragon. Both ways, you will get the FireBomb, which is PATHETIC, doing only about 2500 damage to all your enemies, if you're lucky. You can sell them for 500 G each.

Power Suit Armor

The Red Dragons in the Crystal Tiles hoard many powerful treasures. Also, they hoard weak ones, like this. Apparently, the Power armor SUX. It does not seem to resist Ice, Lit, or Fire, has VERY low capabilities, and seems to be just about totally useless.

Crystal Ring

The mighty armor is a well-hidden secret that I found by chance. To get this, you must do the same thing as how you got the Medusa Sword, but different {g}. To get it, you must fight the Red Dragons (Red D. for short in the game) until they leave treasure, which may be the Crystal Ring. After ten minutes of testing, here are the results of the Ring:

Defence Bonus     : +20
Defence% Bonus    : +05%

M. Defence Bonus : +12 M. Defence% Bonus : +10%

Attack Bonus      : ----
Equipped by       : Paladin, Caller, Ninja, White Wizard, Dragoon, maybe more.

This Ring appears to be effective against most spells. You will take little damage with this mighty armor equipped.

The Glass Helmet (***SECRET!!!***)

Okay, this is THE B*E*S*T helmet you can possibly aquire. Anyone can wear it. You can get it ONLY BY FIGHTING EvilMasks in the Crystal Tiles near the core.

Defence Bonus     : ----
Defence% Bonus    : +99%

M. Defence Bonus : ---- M. Defence% Bonus : ----

Attack Bonus      : ----
Equipped By       : All possible in Party at point helmet is aquired

With this AWESOME helmet, you probably can keep Rydia ALIVE for a change {g}. Or, give it to someone in the front line so they don't take so much damage, like Edge.

Bracelets of Strength for your Arms

These are shown in the book, but are, as so often items are, not explained. To get them for free (though they are sold in a certain town for 750 GP), simply search the tresure boxes in the left tower in the Dwarf Castle.

Crystal Armor (Complete Set)

You can find a complete set of Crystal Armor in the Core. Search for it, they are reasonably close together. The arms-armor are Crystal Gauntlets.

Dragoon Armor (Complete Set) You will also find a complete set of Dragoon armor if you search carefully. As before, the chests are close together, so don't leave until you've gotten them.

Ribbon Helmets (Two) These are the Sacred Helmets of Ribbon (AKA the Sacred Ribbon) . You may find them in a door to the right of the Special Zone. You will have to fight a powerful monster for them, so be ready after using a Cabin or Tent.

These are a MUST for your White Magic-User and your Caller. Equip them right away. Of course, they are located in the Core! Where else would you get such mighty stuff? Beware, they are guarded by two D. Lunars!

Spear of White -Book Typo. Should be the Holy Spear.

This is the most powerful spear a Dragoon can equip. Found in the Core, this ultra-powerful spear with Sacred Power has the Attack Power rating of...well, let's just say it's better than any other spear, even the Holy Spear! Don't miss this one! Be ready to fight Plague! Bonuses for equipping this weapon:

Strength          : ---
Agility           : ---
Vitality          : ---
Wisdom            : ---
Will              : ---
Attack Power      : + 0 X 106
Attack Percent    : + 30%
Defense Power     : ---
Defense Percent   : ---

M. Defense Power : --- M. Defense Percent: ---

Dragon Spear -Book Typo. Should be the Dragoon Spear.

This is a pretty cool weapon. It has effectiveness against all undead monsters that you encounter. This spear is so cool that it breaks the sound barrier. You will hear a sort of chik-a-THOOM after you hit an enemy with it. This spear apparently has the ability to kill with one hit, but that effect is very rare, so don't rely on it. This is probably the best spear to get.

Gungnir Spear (Book Typo-Should be Gunguil)

This weapon is really better to keep equipped than the Spear of White. For although it has less attack power, it adds to your abilities. Bonuses for equipping this weapon:

Strength          : ---
Agility           : ---
Vitality          : + 15
Wisdom            : ---
Will              : ---
Attack Power      : + 0 X 92
Attack Percent    : + 30%
Defense Power     : + 0 X 7
Defense Percent   : ---

M. Defense Power : --- M. Defense Percent: ---

Chart of Weapon Abilities When Used in Combat:


Name of Weapon    | Effect | Attack/Help | Used on Who? | Rating |Where/Price  |

Staff             |  Heal  |    Help!    | 1 Ally       |   01   |Bought-???   |
Rod               | Darts  |   Attack!   | 1 Enemy      |   01   |Bought-???   |
IceRod            | Ice-1  |   Attack!   | 1/All Enemy  |   01   |Bought-???   |
FlameRod          | Fire1  |   Attack!   | 1/All Enemy  |   01   |Bought-???   |
Cure Staff        | Cure1  |    Help!    | All Ally     |   01   |Bought-???   |
Change Staff      | Piggy  | Attack/Help | 1 Ally/Enemy |   03   | Town of Mist|
Dancing Knife     | Knives |   Attack!   | 1 Enemy      |   02   |Bought-5000  |
Silver Staff      | Heal   |    Help!    | 1 Ally       |   01   |   Silvera   |
Slumber Sword     | Sleep  |   Attack!   | 1/All Enemy  |   03   |Eblan Ruins  |
Earth Hammer      | Quake  |   Attack!   | All Enemy    |   02   |   Bab-Il    |
Blizzard Spear    | Ice-2  |   Attack!   | 1/All Enemy  |   02   |   Bab-Il    |
Flame Spear       | Fire2  |   Attack!   | 1/All Enemy  |   02   |Bought-11000 |
Stardust Staff    | Comet  |   Attack!   | All Enemy    |   08   |    Core     |
Lance of White    | White  |   Attack!   | 1 Ally/Enemy |   09   |    Core     |
Masamune          | Fast   | Attack/Help | 1 Ally/Enemy |   05   |    Core     |
Murasame          | Blink  |    Help!    | 1 Ally/Enemy |   03   |    Core     |
Lunar Staff       | ? ? ?* | UNKNOWN!!!! | 1 Ally/Enemy |   ??   |Bought-????? |

|NOTE: Items not included in chart have no effect when used as items in combat.|


*The Lunar Staff has an unknown effect. You can see the weird effect by bouncing it off a wall of an enemy onto your guys. Crazy! Contact me if you find out what it does. Call Player **1** BBS and leave a message for Shadow Fighter.


Thrown Weapons:


FullMoon

To get: Sylph Cave!. Equip with a Ninja. This thrown weapon is OK, but it is probably best to keep using your swords until you reach level 40 or 45. It's attack power is not very high, but is adequate. This weapon is in the bottom left chest in the Sylphan Cave once you fall down the hole in the floor.

*NOTE from Shadow Fighter* You cannot EQUIP the Shuriken like the book says you can. It can only be used as a DART.


Knives:


Dancing-Book Typo! Should be Assasin Knife.

This is a very strange knife which has attack power of 28. It does not appear to have any special affects, and it can be bought at a store in Mist. It is the Assasin Knife, the book has an error.


Arrows & Bows:


Medusa Arrows

These arrows have the obvious affect of Stone on enemies. However, they are extremely weak, with an Attack Power of 1. You can get them after a battle with Medusas or close kin.

Artemis Arrows (These are in the book, but it doesn't say how to get them)

The only way I have found to get Artemis Arrows is to steal them from a monster call Kary, in the cave on the moon where you fight the three Behemoths. Each time you successfully Sneak, you should find 10 Artemis Arrows. Use these VERY sparingly, as it is not easy to get Kary.

Samurai Arrows (Same as above parenthesis)

Okay, here's how to get 10 Samurai Arrows. Go to the floor above the actual Town of Summoned Monsters. Go South of the stairs leading to the exit, then east and look at the wood floor very carefully. In a secluded area, there is a panel that seems to be cut off.

Touch it and you can reach the chests you see from the Town of Summoned Monsters that scroll in the background. Inside one, there are Samurai Arrows. There is also the...

Samurai Bow

A good bow. You get it from the secret place in the Town of Summoned Monsters. Ues it until you find something better.

Elven Bow

Why would you want this? Because it has the best Hit Rate available for a bow. If you want it, its in the Sylphian cave, right where you get the Avenger Sword at.


II. Special:


Floating

Once you have aquired the White Magic spell of Float, enter either the Sylph's cave or the land of Summoned Monsters. Cast the spell on everyone right away. If everybody is floating, the flashing panels will not hurt you.

But beware, for the effects of Float wear off whenever you enter another area, such as a new level (EX: B1F-B2F) or a town, etc.. You should ALWAYS use this spell in the land of Summoned Monsters, because you will find that one enemy will almost always call Arachne, whose only attack is Quake.

þMeteo

Ah, yes. Meteo...spell of legend. Able to easily do 9999 damage to almost any creature! This spell is what Tellah cast with his last breath... The book is wrong here. It says Meteo takes MP 50, when it REALLY takes MP 99. You can aquire this mighty magic only with a Level 60 Caller.

Once you have the legendary Meteo, the game will be much easier. Use Meteo wisely, though, so that you do not find yourself in need of Bahamut or a Black Magic like Lit-3 or Ice-2 and find that you have 2 or 3 MP left.


III. The Secret Callings of Power


Bahamut Call (MegaFlare/MegaNuke Attack on All Enemies)

To get this spell, you must have defeated the Queen and King of Summoned Monsters. Once you have accomplished that, read this. Go to the Moon with the Big Whale, and enter the cave that is inside of the circle of rock.

Be prepared to fight some very difficult monsters called Behemoths, which can give 1000 damage to a weaker character such as a level 40 Rydia. Call Leviatan as much as possible to give this big brainless behemoth 2500 Damage. Attack with the Light Sword, or, if you have it, the Avenger.

After Behemoth is killed three times, use the spell of Exit, and resr in the Big Whale beds. Save your game. This battle will be difiicult. Timing is the essence. Go into the cave and talk to Bahamut. He will challenge you. Do not waste any spells except Lit3 on him.

He will count down 5,4,3,2,1 very slowly. IMPORTANT: Once Bahamut reaches 4 or 3, cast Wall on everybody. DO NOT FIGHT BAHAMUT UNLESS YOU HAVE THE SPELL WALL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

If you have done this correctly, once Bahamut counts to 0, he will transform into a large dragon and will attack with the spell MegaNuke!

This will kill ANYONE unless you use wall, in which case, if you have weakened him enough, Bahamut will fall to his own attack and perish, rewarding you with the spell MegaFlare, which will inflict 9999 Damage to almost any monster.

Asura Call (Cure All Allies)

Go to the Town of Monsters (If you don't know where it is, it's Northwest of the Island Southeast of the Castle, where there is a small three-square town. Make sure you aren't in the Sealed Cave, which is on the same island as this toen) and enter the library. Go down twice, and you'll be ready.

Do not attempt this battle unless you have saved at the Special Zone in the town, because you will need to be quite powerful. Asura's attack is a VERY damaging destructive force. She will change heads, and attack.

No magic will be used against you, and her major weak point is that she casts Life1 when she is still alive (duh, stupid, duh). Be prepared to do AT LEAST 4000 damage per combat round (everyone attacks) , because Asura will use many Cures, all of them either Cure3 (restore apx.

3000 HP) or Cure4 (restore apx. 10500 HP) . Keep fighting her until you win. Once you have won, go to the inn and spend an expensive night. Note: All the spells Asura uses (i.e. Cure 1,2,3, etc...) are the spells she uses on the party when called.

The spell will be randomly generated and is not always what you want. For example, your party may not have died, but is weak, and Asura will try to bring back to life already quite alive members of your party (duh!) .

Leviatan Call (Tidal Attack on All Enemies)

See above, then... Now you can attack King Leviatan, the Master of the Sea. He is actually not very large, about three men high and two wide, and is a giant green serpent. To defeat him, use everything you have that is strong. When he falls, you will learn the awesome ability to summon Leviatan, Levia for short.

This Call will inflict around 5000 damage on normal enemies.

Odin Call (Sword Attack on All Enemies)

See above, then... If you haven't spoken to the REAL King of Baron yet, you must. From the entrance of Baron, go up until you are in the first room, then take the stairs to the right, below the guard who is scared. Then, go south and out of the room.

Go under the overpass, and into the tower. Take the stairs down, then follow the corridor until you arrive at the King's Room, where you will know what to do automatically. Then go to the land of Summoned Monsters and kill the King and Queen. Now you can attack Odin.

To do this, fight King Leviatan, and his Queen. Then hop on the airship and leave the Underground world. Go to Castle Baron. Go to the room mentioned above, and the King will tell you that he will fight you. He is Odin.

When he attacks, use Rydia's Lit3 to inflict 9999 Damage to Odin. The reason for this is explained in a book in the Library in the Town of Summoned Monsters. It says that the only time Odin was defeated was when his sword was struck by lightning.

After you attack Odin and win (hopefully), you will learn how to call Odin. His sword will slice your enemies to croutons!

*NOTE from Shadow Fighter* Odin's Sword is mighty indeed, but it cannot slice these two things: Many enemies at once and/or very large enemies (half-screen height or larger, apx.) .

Sylphian Call (Take HP's from One Enemy-}All Ally)

To do this, you must have first defeated the Giant of Bab-Il. Once Yang has given you his message, he is well again, but you will not see him. Once you get to the moon, simply return to earth, enter the Sylphian cave, and talk to the Sylph closest to the door of the Sylph's house.

She will teach you the Calling of Sylph! Note: The amount of HP taken will be spread evenly to all members of your party. It's sort of like Asura, but it hurts your enemies as well!


IV. Strange items...


How about that section in the book? "Special Items which do not affect the outcome of the story." Included in these are:

Pass Whistle Rat Pink Pan Adamant

Pass-This is a 10000 GP item that you should not buy unless you want to see dancing. When used in a certain inn where it is sold, you can walk through a secret door, and watch dancing as much as you like by talking to the attendant.

Whistle-This is worth 10000 GP. You should probably keep it though, as you probably have amassed over 1000000 GP. When you use it, no matter where you are, it will summon the Big Chocobo. I suppose it might be useful if you had stored Elixir and you needed it, or something like that.

You will find this in the Core, whcich, for the inexperienced, is after you defeat the Giant of Bab-Il. Don't worry about it, you'll know when you get there.

Rat-This is the tail of a Rat. You can pick it up in the entrance to the Town of Summoned Monsters. Once you go down the stairs and into the Town itself, go back up and this time walk down from the stairs. There is a treasure chest. Inside it is the Rat's tail, which you can use to get the Adamant Ore.

Pink-The mystical tail of the Pink Puff. See the end of this file for details. Trade it to the old man who collects tails.

Pan-Mysterious item used to clonk Yang. See the section above on the Spoon Dagger.

Adamant-This is an ore that you must give to the man southeast of the castle of Dwarves. To get it, get the Rat's tail (see above), then go pick up the Hovercraft and set it down near Silvera. Land and use the Hovercraft to reach the small cave slightly Southeast of Silvera.

Inside that cave, walk stright up and give the old man the Rat's tail. In return, he gives you the Adamant Ore.


V. Tips and Information


Let's start off with the weaknesses of every monster existing in the game.

(-======================================-)
Monster Type/\/\/\/\/\/\/\/\/\/\/\Weakness
(-======================================-)
Aquatic                           Thunder or Thunder-Causing Weapons
Humanoid                          Masamune Sword of the Ninja
Spell Casters                     Muting Weapons
Reptillian                        Ice or Ice-Causing/Cold Weapons
Undead                            Fire or Fire-Causing/Hot Weapons
Dead                              Sacred Power Weapons
Icey Enemies                      Fire or Fire-Causing/Hot Weapons
Firey Enemies                     Ice or Ice-Causing/Cold Weapons

Alright. A note about Kokkol, the Smith. This guy is a real psycho. He will cahnge your Light Sword to Excalibur! But there is a reason why you should save your GP for him. He is the only one who can MAKE the Shuriken and the Ninja stars. The Ninja star is 50,000 GP and the Shuriken is 20,000 GP.

You should realize that once these things are used as darts, they will cause MAJOR damage to your enemies (around 6 or 7 thousand), however, they will be gone after one use. Also, you must wait to get these also, just like you have to wait to get the Excalibur Sword. You may need to progress the Story, but it could be time, also.

If it's time, you must wait some amount more than 15 hours of real time. If Story progression, you must go an amount above getting FuSoYa, the Lunarian on the Moon.

About getting those secret weapons... If you want the secret weapons mentioned in this file, go right ahead and go for it. But only do it if you have a lot of patience. Things like the Medusa Sword, Imp Shield, and Artemis Arrows take a long time to get, but are well worth the effort.

If you just can't get those weapons, it's ok. Wait until you've been to the Moon! Then go back with your power-packed-puncing-party and kick monster butt until you get the weapons you wanted.

Ok, now let me tell you about what you will see in the Core. In the Core there are monsters more powerful than anything you've ever seen. This is the best place in the game if you want to get Level-Ups like crazy. You should go to one floor before the Crystal-Panels. When upon them, you will not be able to cast Exit.

I would reccomend that you fight monsters and then Cure yourself. As you advance, Cure1 can recover about 900-1000 HP. So fight the tough monsters, and reap the rewards (about 20000GP and 12000EXP) !

You will find in the chests: A full set of Crystal Armor, Dragoon Armor, and these weapons: The Sword of Black, Masamune. The Spear of White. The Sword Murasame. All these, you must fight for. Usually, the monsters are not too hard, as long as you fight well.

Use Bahamut Call or Nuke magic if you have it, and you will win. Also, on the Crystal Tiles, there is one MAJOR problem. That problem is: First, there are about 5-10 bosses here, waiting on certain tiles that you cannot predict.

Second, the monsters that are randomly encountered here CANNOT BE RUN FROM AND CONSIST OF THE FOLLOWING: EVIL MASKS,

IN GROUPS OF 1 OR 2, RED DRAGONS, IN GROUPS OF 1 OR 3, BLUE DRAGONS, 1 ONLY,

A NEW MONSTER CALLED BREATH, A NEW MONSTER CALLED OGIPOGO, AND A FEW MORE. Be very careful and stay near the Special Zone, which is near the entrance to the Crystal Tiles. On the Crystal Tiles, there is a truly AESOME background. You may want to enter the Crystal Tiles and leave just to see this.

If times get tough, don't hesitate to use Exit, because you can get back to where you are. Among the mosters you can run from and are not on the Crystal Tiles are Trickers, King-Ryus (stronger than Ging-Ryus) , and variations of Guards and Karys. There will also be MANY MANY MANY Behemoths as bosses during your trip.

Remember, you know that you cannot Peep or Run when the Boss music is playing. Even if it doesn't look strong, fight ferociously and without mercy. Conserve your magic and use Bahamut only when necessary.

You will find that telling everybody to just plain fight can be more effective than waiting for the magical attacks to destroy your 'friends'. Make sure you pick up the Spear of White, the Masamune, and the Murasame. They will be floating over a panel.

When touched, monsters will apear. Nothing too powerful. You should win if everybody has good HP. A good idea is to call Asura right away, as you will take a high amount of damage right as the battle starts, such as with Ogopogo, who attacks with two Big Waves instantly, almost.

Everyone will take 1-2 thousand damage! Remember not to waste your tents unless you don't want to re-enter the cave. Simply by Exiting and going into the Shrine again, you can restore HP, MP, and Status!

Cave of Magne

This cave is a pain because of the magnetic field which restricts the use of anything metallic. In my opinion, the easiest thing to do is keep your guys just the way they are, and run from the battles. The cave isn't too large, so you should be ok. This way, the battling at the end is easier.

The first time you see the Dark Elf, everyone will die automatically. There's no way around it. Then Edward will play his TwinHarp and the field will be neutralized. In addition, the party will have full HP again. Fight on, and the battle is not hard at all.

Sylphian Cave

Use float on everybody so you don't get hurt when you walk on the flashing tiles here. Make sure you don't miss the valuable chests.

Cave of Summoned Monsters

Use float here, also. The tiles can be very damaging. You should fight the magic users here, as they call lots of Arachnes, which can only attack with Quake. If your floating, this is basically free GP and EXP. No problem. As before, don't miss the chests, especially the Avenger sword!

Get the secret chests in the town (explained above) and defeat King Leviatan and his Queen Asura. They will be your major calling spells for a long time.

More about the Core

Some additional information you should know about the Core's Crystal Tile section is: 1. The monsters cannot be run from, but CAN be avoided. DO NOT touch ANY tile that you do not HAVE to cross, and you will see fewer enemies, because they are spaced to trick you into touching a tile near a dead end. Stay on course as much as possible. 2.

You can cast the white magic of Exit to elude these monsters. 3. You should keep the Gungnir Spear and all other such powerful weapons for later use (explained below in next section) . Try to find the Ninja Stars, which can do 4500 damage!

Tips on Conserving your GP:

Rest:

Ok, here's the deal. One of the most wasteful ways of getting rid of your hard-earned, blood-money is to stay at inns. Inns are WORTHLESS!!! If you can't fathom this, don't read any further. OK, what you want to do: First, in almost all cases later in the game, Tents cost a fraction of the cost of an inn.

Why waste 500 GP for one night when you can spend a night outside for a mere 100 GP? Multiply this by the number of times you need to rest and you can save hundereds of thousands of GP!!! Now a quick quirk... Tents are WORTHLESS!!!

In almost every part of the game, you can simply stay for free somewhere, or recover by another method, such as this...the most efficient, easy, and absolutely free convenience! First, find a Chocobo area. Then, enter it and cure all your party as much as possible. Now touch a White Chocobo. Poof! All MP recovered.

If you aren't healed, heal and talk to the White Chocobo AGAIN!!! FREE HEALING/CURING!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Items:

Ok, lets understand something. There are, literally, SEVERAL MILLION GP WORTH of items just waiting to be found. If you read this file carefully, you can get almost all of them! REalize that every town, every continent, every level, and even some plain ordinary places DO HAVE SECRETS!

Take for instance the Town of Baron. Treasures abound here. Check the pots, and don't forget to go to the area east of the water to the old lady and walk through the trees! (special hint just for you.

Find the rest yourself.) The ONLY time you should buy items is when you are absolutely out of them.

Weapons and Armors:

Believe it or not, again most of your needs are provided for. You should only have to re-equip the party about 4 times before the end of the game with store- bought equipment. Search carefully and seek out all those hidden weapons and armors of incredible power and value! It's WORTH it. TRUST me. If you don't want something like the Dwarf Axe, sell it for 50000 GP.

In General:

Horde cash. It's worth it later in the game when inns cost 1500 GP a night and you can't seem to find those stupid, crazy Chocobos that run around at warp speed. If you can't find some of the things in this hint file, buy them later. Yes, horde GPs, but if it means the difference between gaining 20 levels, go ahead.

There are plenty of lucrative (wow---my english class came in handy afterall! {g} ) opportunities out there for the good players.

| \ | /

READ THIS!!!!!!!!!!!!!!!!!!!!!!!!! \_/


THE FINAL BATTLE


The final battle: The Ultimate confrontation with Zemus

As the story progresses, you will find out that...well, I won't ruin the surprise, but it concerns Golbez and a Lunarian called Zemus, who is so EVIL that even though buried in the Core and sleeping, his mind can still control people for Evil. Zemus waits for you at the end of the Core.

When you arrive, Golbez and FuSoYa will fight Zemus and destrow him with W. Meteo, whcih gives Zemus 9999 damage. After the battle, all seems well until...

FLASH!

CRACK!

BOOM!

FLASH!

With a burst of light and a boom of sound, Zeromus, the living essence of the hatred of Zemus and all other beings, will apear. Instantly, he will destroy everyone except Golbez and FuSoYa, who will fight, but to no avail. They too are defeated by Zeromus.

Suddenly, from the Tower of Wishes on Earth, the Elder, Palom, Polom, Cid, Yang, Cid's Assistants, and more will all wish for you. Suddenly, our Paladin awakes, with only 1 HP. Golbez gives him the Crystal.

Our hero approaches Zeromus and says 'Zeromus! For all the people of Earth, I will destroy you!' With that, our hero attacks Zeromus. Suddenly, the wishes arrive. First Palom and Porom restore the parties' lives.

Then all the other wishers give energy which restores the party to max HP and MP. Now the battle begins. First, use the Crystal and start calling Bahamut if you have the ability. The crystal will change Zeromus into a being that is half the size of the screen.

Don't be afraid, this guy isn't tough if you have Asura and/or Cure4. After you use the Crystal, settle in for a 100000 HP monster to defeat. For the Ninja Edge, select DART and use these in the following order of power if you have them:

Spoon Dagger Gungnir Spear (Equip Kain with the Spear of White) Excalibur Sword Defense Sword Avenger Sword Light Sword Any and All Ninja Stars Any and all Shuriken Stars

This combination should do a ton of damage. Combined with the attack of the Crystal Sword, Bahamut, the Spear of White, and the Murasame and Masamune Swords, you should win.

The main attack of Zeromus is BigBang, which may cause up to 2000 damage to every party member. Always use either Cure4 on everyone by pressing right on the control pad, or call Asura. Either way, keep attacking.

After a while, Zeromus will fall, and you will see an ending that is worth it. You will see the planets Mercury, Venus, Earth, and two moons circling the sun. You will see Palom and Porom. You will see the Dwarfs and the Engineers.

You will see Yang on the throne of Fabul, and Edward, King of Damycyan. You will see the wedding cermony of Rosa and Cecil. Kain standing atop Mount Ordeals. You will see...the credits (oh boy) + METEORS!!! Have Fun!


The End


Overall

Don't miss any chests if you can help it. Many walls are walk-thruable, and there are often very nice treasures to be found such as 5000 GP or maybe a 20000 GP Item. Never pass up chests, even if it means you have to fight to get there or if they're a screen away. You never know what's there.

Even in the Crystal Tiles of the Core, don't pass up a chest. The fighting is usually worthy. You will find strange, mysterious items and powerful weapons/armor if you explore carefully.


/\

|                STEP BY STEP WALK-THROUGH OF FINAL FANTASY II                 |

\/

Starting

Ok, so now you're out of Castle Baron. Looking around, you wonder "What now?" Well, the first step is to go Northwest to the Cave of Mist. Once inside, Collect all chests Fight Monsters to get Level-Ups and Items Search for secrets Once you reach the end of this one-floor cave, you will have to fight the M. Dragon.

This should not be a difficult battle. Use Kain's JUMP attack, and attack normally with Cecil. The M. Dragon, Rydia's mother's called monster, will fall. Once outside, save your game. If you are seriously wonded, use a Tent or a Cure.

Next, head East to the Town of Mist. Once inside, the Package will automatically destroy the village (well, not really. It will be there if you come back later in the game.) . Now Rydia will call Titan, who will cause an Earthquake. You cannot win, so don't bother trying.

You will be blown up and away as the Earthquake continues it's destruction. Now you will be in...

The Desert The desert is a place full of weaker enemies. You will see TONS AND TONS of Imps, which have LESS than 20 HP. You should never run from these, even if there are six of them. They are incredibly easy.

You might find an item that says "(Circle) Imp." I won't ruin the surprise of what it is, but it ISN'T very strong, so don't bother getting it unless it happens to be there. Now, to get to the town, head Northwest. When you can see the lake, the town is on the Southern-center shore. Save your game. In the town, buy items and rest.

Now it's time to enter the Cave of Antlion, to save Rosa, who has fallen ill with Desert Fever. To the Northeast of the town is...

The Cave of Octomamm This is the cave where you will fight the eight tentacles of Octomamm. The enemies in this cave are not particularly hard. Feel free to kick some as* in this area. Don't miss the chests. When you get in the water, go to the waterfall in the east and walk through the center of it for a little surprise!

This cave has two parts. The part mentioned here and...

The Waterfalls This is where the battle of Octomamm REALLY is. Octomamm should be attacked with Tellah's Lit-1 repeatedly. Recover constantly as the attacks of Octomamm are quick, continuous, and furious! Don't miss the more powerful armor here! After here, you will exit to...

The Desert (New area) As soon as you approach Damcyan, it will be bombarded by the Red Wings! Don't worry, just go in and let the game play itself for 5 minutes. Once you have the Hovercraft, land and go back in. Recover with the pots on the left and right of the top floor!

Cave of Antlion Easy place. Get the chests. You should be in and out of here in ten minutes. Keep attacking Antlion. Try not to use hand-to-hand weapons much, as you will receive a counter-attack from them. Get the SandRuby and beat a retreat. Leave here and head towards Kaipo Village. Heal Rosa, then it's on to...

Mount Hobbs Mount Hobbs is also easy. Read the book about the MomBomb at the end. You should be in and out of here in ten minutes, tops. After you beat this minor belch of a level, head towards

Castle Fabul Save your game. You will fight continuous battles once you help the King. Be ready with cures, Rosa and Rydia will not fight with you here. Once you beat the monsters and Golbez kidnaps Rosa, talk to the King and get the Ship and the Sword of Black!

Sail the Seas Once you touch the dock, you will head out to see. You will be confronted by Leviatan in a dragon-type form. The ship sinks, and all party members except Cecil will be lost.

Mysidia Head here after the shipwreck to pick up Palom and Porom, then go to...

Mount Ordeals Mount Ordeals is the place to become a Paladin. Get the chests, then read the book so that you know what to expect of Milon.

Back to Baron Take the Serpent Road from Mysidia back to Baron. Now, go around and see the differences. Buy weapons and armor. Next, it's on to the...

Watery Underpass This area is also easy. Skedaddle through it quickly and fight alot.

Castle of Baron Back again. Oh well. Rest up in Cecil's room before going on. Since you will not be able to save, rest is a must. You will fight Baigan as a monster. Now rest again. Fight the king, Kainazzo. Use Lit-3 alot. Have fun.

Now you have an Airship... Ok, roam around, gain XP and GP. Have fun...

Read the above file for... Cave of Magne and the Castle Toroia.

Done with that? Ok... Now it's up up and away to the Tower of Zot. Here, get the chests and save at Special Zones. You fill have to fight the three minions of Air. Hold it! It's not that easy. You MUST destroy them in this order:

1-The short fat one in the middle, Mindy. She uses REMEDY magic to bring back her defeated cohorts unless you REMEDY the situation by sending her back to happy-hurricane land!

2-The REALLY short one, Cindy. She uses the Delta Attack, which isn't very damaging but IS very ANNOYING! Beat up this little brat and then take on...

3-The super-tall, sub-orbital, can't-believe-she-doesn't-play-basketball one is Sandy. Beat her up. She's a loser.

Note: Sandy will give these idiots a wall, so magic is definately out for this one. Fight hand-to-hand, or bounce magic of one of your guys who got wall from La Estupida (Sandy) to do damage.

Wait, wait, wait. There's more. Save at the Special Zone after resting, cuz after you rescue Rosa, get back Kain, and lose tellah, you will fight Valvolis of Air. Shes a loser. Have Kain jump and kick her butt!

Bye-Bye-Valvolis! Time to go underground. You will not have an Airship. Your destination...

Castle of Dwarves Ok, go through here in a flash. Head towards...

The Tower of Bab-Il This place is just like the Tower of Valvolis. Same crud. Get the chests. Be prepared to fight things like Flamedogs and FlameMen. Nothing too bad here. At least, nothing you can't handle. You will fight a mad scientist and his idiotic robot. Dr.

Lugae will call forth his 'masterpiece' which will proceed to attack Dr. Lugae (duh!) . Don't underestimate them. Kill our pal Lugae first, since he uses REMEDY. Then beat up Mr Machination and wait. Now Dr.

Lugae and his buddy are one. Fight him, er, them, er, IT and win! Now, save and take EVERYTHING from Yang, as he will sacrifice himself soon. Go into the Super Cannon. Kill the Imps, and Yang commits suicide (or so it appears) while destroying the Super Cannon.

Now head back out to the Castle of Dwarves. But wait! Once you get to the exit of the Tower of Bab-il, Rubicant pushes you off! What a louse (oooohhhhh) ! Anyway, Cid rescues you.

Then the Red Wings give chase and Cid will also commit suicide (again, 'so it seems') by closing the hole to the upper world with a bomb he carries until it explodes! Now you are above ground AGAIN. Go to...

Castle Baron Now you get the HOOK for the Airship. You should pick up the Hovercraft, then go to Eblan (the place where the tower sticks out of the big hole in the ground) . Read the above section about the Drain Spear and the Drain Sword.

After you have done that, go to the cave of Eblan by using the Hovercraft to cross the shallows.

Cave Eblan Blaze through here. Immediately to the right of the entrance is a secret passage which leads to the only two chests in this place. In the lower left corner of the cave is the entrance to town Eblan where there is nothing good.

Keep going in, to get to the tower of Bab-Il. Make sure you grab the Drain Sword.

Bab-Il (AGAIN!) Beware...once you enter this tower with Edge's leadership through the wall, you CANNOT leave until you have beaten the tower. In this level, you will find an 82000 GP bonus at the end. You will also have to face Edge's parents, who were changed by Lugae into hideous monsters.

Don't bother attacking, just parry and cure. After some time, they will regain conciousness and talk to you. After that, Rubicant appears. He will give you back your MP's and HP's, then you can fight him.

After you will, go up and you will fall into a pitfall to the underground, where you will exit the tower by finding an Airship on the bottom floor, which Edge names Falcon. At the castle, talk to Cid to fly on Magma!

Sylph Cave, Land of Summoned Monsters You should get through both of these before you go on from here. Use Float Magic so you don't get hurt, and grab the tresures as you pass. Check the list of treasures, for many valuable things are stored in these caves!

Sealed Cave Use the key you got from King Giott to open the door here. Once inside, go around carefully, picking up the chests along the way. Be prepared for some very hard Trap Doors, which have high HPs, and will continuously do a search, then kill a player.

However, these things are worth more EXP than you would believe...about 10000! When you are ready to leave here, De-Equip Kain, as he will be taking the Crystal and leaving again.

Above....... Go back to the Castle of Dwarves, and talk to Cid. He will attch the Drill to the Falcon airship, and you can once again rise into the air above the underground...

The Big Whale!!! Ready to go to the moon? Good! Go into Mysidia, and the Elder will take you to the Tower of Wishes, where all the wizards will wish and summon...the Big Whale! Use this to go back and forth from earth to the moon! In here, you will find...

°±° Spacious Bridge with flashing colorful lights and the only Crystal of Flight! ±²± Five Cryro-tubes to act as a free Inn! °±° A Big Chocobo for all your item needs!

The Moon This is where you get Bahamut. Enter the cave surrounded by a ring of rocks, and you will be inside of...Cave Bahamut. Here, you will fight 3 Behemoths, then you will reach Bahamut himself. Read the section on him to learn how to win!

Lunar's Lair Lunar's Lair is that big temple in the center of the moon. To reach it, you have to go through a series of caves, starting with one just Northwest of the temple. When you get out of that cave, go Southeast to reach the next cave. Once you are out of that cave, go Northwest to reach the temple.

In Lunar's Lair, there are tiles of HP and MP restoration. You will get FuSoYa here!

The Giant of Bab-Il After such a long excrutiating journey, you want a vacation, right? Wrong! Once you head to Earth, you'll end up inside the Giant of Bab-Il. He is really pretty easy. Once you are at the end, save at the special zone.

From here, you will fight the Four Fiends of Elements again. They are WIMPS! RIP through their PATHETIC attacks and DESTROY them. Note:Do not use þMeteo when fighting Rubicant, or he will absorb the damage in HPs!!! After the fiends, go back and save again. Use a cabin.

Then you are going to see the CPU. It is really pretty easy. To kill it, all ya hafta do is two things: Bahamut, Meteo. That's it. It is SOOOOOOOO easy. AND...you get 50000 Experience for every guy! After this battle, you will lose FuSoYa.

Golbez will wake up, no longer being controlled by Zemus. Kain will wake up too, and join the party. You now have the PERMANENT party members.


How to defeat the monsters guarding tresure in the Core...


In this section, I will tell you about each major tresure and what it is guarded by, along with how to kill the thing. Any chests not talked about have only mediocre armors and stuff, and are guarded by standard moon monsters, such as Red Giants and Warlocks.

þMurasame

This okay sword is guarded by the PaleDim, a large white dragon. When you defeat him, you will get the Murasame sword. Heres what you should know about him: 1. When you Call against him, with any Call spell, he will do a Quake right away.

If you plan on using Call magic, make everyone Float before the battle. 2. When you attack him with weapons, he will counter with Slow right away. If you want to be mean, cast a wall on your guys and let him slow himself down.

If you sneak from the mighty boss, you get a sucky Cure1.

þLance of White (White Spear/Holy Spear)

For this cool weapon, you're gonna hafta fight Plague, an evil virus. To start off, it will cast Count on all of your guys (in case you don't know, Count will count down from 10 to 0 slowly. At 0, your party will die off at any time, one by one.) .

Your best bet is to call Bahamut, or Leviatan if you don't have Bahamut, and cast the White Magic of White. Attack with the others.

If you sneak from this germ, you get

þCrystal Sword

This is probably the hardest of the monsters! Meet Wyvern, basically Bahamut's twin. Right away, before you get a chance to do ANYTHING, he will do a ... MEGANUKE! Then, he will continually do Nuke on random guys, bouncing it off a wall of his own.

Every time his Wall runs out, he is vulnerable to any magic you can squeeze in at the right time. He will cast Remedy on himself, then put up another Wall. His REmedy will restore exactly 2500 HPs. Calling only makes this guy madder.

When you call, he does MEGANUKE again. You can beat him with his own attack, though. Just as you did with Bahamut, cast a Wall on your guys before you Call, and when Wyvern does MEGANUKE, it will bounce off your wall and hit HIM!

Believe it or not, again you can only sneak a pathetic Cure1 from Wyvern.

þRibbon Helmets (Two)

When you approach the two chest in this room, you will be confronted by two easy monsters, D. Lunars. They are just powerful D. Bones. To kill them, you have to remember that magic won't hurt them, cause they cast Wall! Attack with Holy weapons to give them 9999 damage. They have around 20000 HPs.

No big deal for a good party. They cast Virus after they cast Wall, so they bounce it off their Wall and onto your guys. Take these guys out fast, and you won't get hurt too badly. Remeber, they can also do a form of Blaze on your guys!

As with all the others, a Cure1 is your reward for a hard-earned Sneak!

}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

EXTRA SPECIAL GOODIES THAT WILL BLOW YOU AWAY!!!!

The following are the best kept secrets of Final Fantasy II. Only the ultimate Role-player can find or accomplish these great things. Good luck once again! {}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{

Duplicating Items To duplicate an item, the item must be equipable. Heres how to do it: 1) Equip the item 2) Go into a battle 3) Choose "ITEM" for the player with the item. 5) Go to any blank item space and hit "A" once. 6) Go up to the item you have equipped.

7) Hit "A" again 8) Hit "B" to leave "ITEM" screen 9) Run from the Battle 10) Hit "X" to bring up menu 11) Select "EQUIP" on character with equipped item 12) Hit "A" on the empty spot item was in before de-equipping. 13) Hit "A" on actual item de-equipped 14) Item is duplicated.

PINK

1) Go to Lunar Subterrane B5F 2) Go to the Bottom section 3) Enter room with single chest

4) DO NOT FIGHT. ONLY RUN!!!!!!!!

5) walk in upper part of room, wait for a Pink Puff to battle. 6) WARNING-This may take as long as 52 minutes! 7) You have a 1 in 64 chance of recieving PINK after the battle. 8) Give PINK to man with Adamant Ore (see above, RAT's TAIL) 9) Recieve the Adamant Armor!!!

Zeus Ring Fight skeletons and Red Bones! Find out the rest for yourself, I've told you enough!

Mage Call Kill MAGES in Cave of Summoned Monsters or Cave Magne! Just like the Bomb and Imp calls! Discover how it works on your own!

Oh well. This file has EVERYTHING you could possibly care about. Enjoy. Copy and upload as much as possible. I want this file to SPREAD! Let the world hear of Shadow Fighter!!!

Remember... For the ultimate in Hints, Cheats, and Info on the latest Role Playing Games, turn to.........................


° S ± H ° A ± D ° O ± W ° ² ° F ± I ° G ± H ° T ± E ° R ±


HANDBOOK

1: STATISTICAL & DAMAGE ALGORITHMS..............09%

damage algorithms . . 09% statistic algorithms . . 13%

2: ACTIONS & CHARACTER CLASSES..................16%

3: CONDITIONS...................................22%

4: MAGIC........................................36%

black . . . . 39% white . . . . 42% call . . . . 45% ninja . . . . 47% other . . . . 48%

5: ITEMS........................................49%

weapons . . . . 49% armor . . . . 58% other . . . . 66%

6: MONSTERS.....................................72%

special attacks . . . 73% monster stats . . . 78%

7: TIPS, TRICKS, ETC. ..........................93%


0: DEFINITIONS & ABBREVIATIONS

Character classes:K - dark knight (cecil) D - dragoon (kain) @ - caller (young) (rydia) C - caller (matured) (rydia) S - sage (tellah) P - paladin (cecil) T - karate man (yang) B - bard (edward) Z - black wizard (porom) E - engineer (cid) N - ninja (edge) L - lunarian (fusoya) W - white wizard (palom, rosa)

Damage attributes: A - arrow F - fire (elementals) S - sacred D - darkness


Statistics: STR - strength AGI - agility VIT - vitality WIS - wisdom WILL - willpower MHP - maximum hit points MMP - maximum magic points RHP - remaining hit points (current health value) ATT - attack value A% - hit % xA - attack multiplier DEF - defense value D% - defend % xD - defense mutiplier M% - magic evasion % MD - magic resistance value xM - magic resistance multipler LV - level

basic stats - the statistics of STR, AGI, VIT, WIS, and WILL. these are not derived from any other statistic, but they can be modified by equipment

derived stats - the statistics of ATT, A%, xA, DEF, xD, D%, MD, xM, and M%. these are completely determined by basic stats, LV, and what is being equipped

(DMG) - this special effect means that the attack ignores the effects of target's armor or resistance.

(secret) - this item is very hard to find: you have to be lucky and win it in battle. very likely, you will play through an entire game without ever finding this item

(sneak) - if you have a ninja in your party, he can 'sneak' items from the enemies. the success rate of this depends on relative agility ratings

(dummy) - this item was taken out of the american or later versions of the game (for some unknown reason), and you can't get it unless you have a game genie (the code still exists to handle the item, though)

Mathematical notation: [x] = the greatest integer less than or equal to x. for instance, [ (57/4) ] = [ 14.25 ] = 14, where / indicates division.

(x,y) represents a range of possible point values, not less than (x) and not more than (y) for instance (200,300) means anything between 200 and 300, including 200 and 300 (the endpoints) (...)k represents that amount in thousands. for example, 100k means 100,000

target - some place that you can cast a spell to, attack, use an item on, etc... ex. - your allies and your enemies are targets in a battle

enemy - a target in battle which is on the left side or on the right side if you are attacked from behind. a charmed enemy is still an enemy. an enemy of an enemy is an ally. an ally of an enemy is an enemy

ally - a target which is not an enemy. a charmed ally is still an ally.

phase - the unit of time inside of a battle during which the 'count' condition is decremented (very short; 1-2 of these happen between actions of each character

turn - the unit of time inside of a battle required for all participants to take an action

HP leak - target creature continues to lose HP after the initial attack at a rate of (1,16) HP per phase for about 4 turns

attack - any action taken inside of a battle, except for COVER/OFF, HIDE/SHOW, CHANGE, (run away), and PARRY

physical attack - any attack which is carried out by using the ATTACK, JUMP, KICK, AIM, or DART option

magical attack - any attack which is carried out by using the BLACK, WHITE, CALL, NINJA, ITEM, SING, PEEP, or TWIN option

c.a. - counterattack: this technique will be used immediately(even if the game is paused) by the creature whenever it is attacked in a certain way, but is not eliminated by the attack. the target of the counterattack doesn't have to be the original attacker

ca:p - counterattack to physical attacks

ca:m - counterattack to magical attacks

outside - the state of wandering around on the overland map (not being in a town, dungeon, in battle, etc...)

heal - when this word is in lowercase, it means that any damage this attack inflicts is instead added to the target's HP, unless the target is undead, in which case the heal attack does damage like any other attack. when this word is used in uppercase, it refers to either the spell or the item called 'HEAL', which has a totally different effect


1: STATISTICAL & DAMAGE ALGORITHMS

- - - -=- -=- DAMAGE CALCULATION ALGORITHMS -=- -=- - - -

the results of nearly all attacks which produce damage are derived from a few numbers, the base, the 'damage multiplier' ('d.m.'), xA, and the defense of the target (MD or DEF)

exceptions: the DART ability which is available to your ninja, and special attacks which do damage based on the MHP of the target

Physical Attacks: the base is the attacking character's ATT. if using the dragoon's 'JUMP' option, double the base. double the base again if the target of the attack is 'small' or a 'toad'. if the attacker is 'berserk', multiply the base by 3/2.

finally, if the attacker has 'curse', cut the base power in half to get the 'd.m.' for a physical attack, start with 1.

if the weapons being used have elements associated with them which apply to the elemental multipliers of the target, take the biggest such one and multiply the 'd.m.' by that number (if the biggest such one is negative, ignore it completely).

if the weapons being used have race multipliers (such as x4 vs.dragons), take the biggest such one and multiply the 'd.m.' again by that number.

Magical Attacks: every spell or item has a base peculiar to it, as listed in the following parts. to get the 'd.m.' for a magical attack, also start with 1.

if the attack has an element associated with it which applies to the elemental multipliers of the target, multiply the 'd.m.' again by this number (if this number is negative, ignore it for now, but at the end of this algorithm, change the sign of the damage to be negative).

an ally which is the target of an elemental magic attack from another ally always takes x4 damage, so the elemental multiplier is always 4 in this case

from this, let Z = ( base, [ base x 3/2 ] ) x 'd.m.' *BUG: if the attack is magical and the base is derived from the RHP of the caster, the random range of Z cannot be more than 255. Formally speaking, Z would be ( base, Max{ [ base x 3/2 ], base + 255 } ) x 'd.m.'. so, if you cast 'MIST' with an RHP of 3500, the random range of Z would be (1750,2005), and

NOT (1750,2625)

if the attack is (DMG), the target does not get a chance to stop it and we let N = Z. otherwise, for a magical attack, let N = Z - (0,MD), unless the attack is made by an ally against an ally, in which case the target does not resist and N = Z for a physical attack, let N = Z - (0,DEF)

in the case of a magical attack, let xP = either the effective black or white magic multiplier (as explained in the 'magic' section), or the constant multiplier which is peculiar to an item being used. multiply N by a number between 0 and xP. this function eludes me, but it is close to xP - ((xM) x (M%)).

if the attack is made by an ally against an ally, the target does not resist, and we multiply N by xP

if N { 1 then N = 1

in the case of a physical attack, multiply N by a number between 0 and xA. the exact function also eludes me, but it depends on xA, xD, %A, %D, and bonuses for being in the front rows or not. on average, it is ((xA) x (A%)) - ((xD) x (D%))

if N } 9999, then N = 9999, except in rare circumstances which are explained individually

finally, if the attack is a draining type attack (such as casting PSYCH or swinging the DRAIN sword), and the target is undead, make the sign of N negative (DON'T DRAIN UNDEAD!!).

the effective damage done by the attack to the target is N. if N is negative, then most likely the attack will heal the target

sometimes during a physical attack the screen will flash, indicating a critical hit. I don't know what effect this has in the algorithm

- - - -=- -=- STATISTICAL ALGORITHMS -=- -=- - - -

here are the ways in which derived stats are obtained from LV and the basic stats; consider the value of the basic stats to be what they are after being modified by equipment (as is shown to you on the statistical info subscreen):

let the level bonus be known as 'LB' = [ LV/4 ], except for the karate man, for which 'LB' = (LV + 1) x 2. let the strength bonus be known as 'SB' = [ STR/4 ]. let the vitality bonus be known as 'VB' = [ VIT/2 ].

ATT = LB + SB + (weapon power). if the character is ambidextrous and is equipping a different weapon in either hand, ATT = LB + SB + (left weapon power) + LB + SB + (right weapon power).

if the character is equipping a bow & arrows and the arrows are in that character's good hand, ATT = (arrow power) + (bow power) + SB; if the arrows are in the weak hand multiply this ATT value by 4/5 (this penalty does not apply to ambidextrous characters).

if the character is equpping a two-handed weapon, it does not matter what hand the weapon is in, or whether the character is ambidextrous or not: ATT = LB + SB + (weapon power)

xA = [ STR/8 ] + [ AGI/16 ] + 1

A% = 50% + [ LV/4 ] + (weapon bonus to A%. if the character is ambidextrous and is equipping two weapons, the bonus to A% is the average of the two bonuses)

DEF = VB + (sum of all DEF armor ratings)

xD = [ AGI/8 ] + ( [ LV/16 ] if a shield is equipped)

D% = 30% + (sum of all D% armor bonuses)

MD = (sum of all MD armor ratings)

xM = [ (WIS + WILL)/32 ] + [ AGI/32 ]

M% = [ (WIS + WILL)/8 ] + (sum of all M% armor bonuses)


2: ACTIONS AND CHARACTER CLASSES

character classes are the main way in which the characters in your party have differing abilities. classes determine what weapons and armor can be equipped, what spells the character can cast and learn, how the character gains in statistics at every level up, and what other miscellaneous special actions that the character can use

- - - -=- -=- AVAILABLE ACTIONS -=- -=- - - -

all classes may use ATTACK, PARRY, (run away), ITEM, or CHANGE as an action in battle. in addition to this, certain classes have the following special actions available to them:

PALADIN (P): WHITE COVER/OFF

DRAGOON (D): JUMP

DK.KNIGHT (K):

CALLER(young) (@): WHITE BLACK CALL CALLER(mature) (C): BLACK CALL

SAGE (S): WHITE BLACK

KARATE MAN (K): KICK

BARD (B): HIDE/SHOW SING

ENGINEER(chief) (E): PEEP WH.WIZ (W): WHITE AIM(rosa only) TWIN(palom only)

BL.WIZ (B): BLACK TWIN

LUNARIAN (L): WHITE BLACK

NINJA (N): DART SNEAK NINJA

ATTACK - launch a basic physical attack at any available target PARRY - do nothing; during this time and until this character gets another prompt to take an action, defense in increased in some way i'm not sure of CHANGE - all allies in the back row move to the front row and vice versa ITEM - use an item in the party's inventory, change equipment in the left and/or right hand of the character taking this action, move items around, and/or use an equipped weapon as an item (run away) - this option is not listed, but it can be used at any time by holding down the left & right buttons.

this will only be successful if at least one ally is available to take an action(or is already taking an action), you are not in a subcreen of the main action window, and the game is not paused.

you can also quit trying to run away at any time by releasing the left & right buttons, at which time you may give the ally who is ready a different action.

if (run away) is successful, the battle will be aborted and you may lose an amount of gold exactly equal to 1/4 what you would have won if you had stayed and fought WHITE - shows a listing of all white spells that the character knows BLACK - shows a listing of all black spells that the character knows NINJA - shows a listing of all ninja spells ...

CALL - shows a listing of all call spells ... COVER - attempt to intercept most physical attacks aimed at a chosen ally by an enemy and become the target of the attack instead.

the paladin will automatically COVER any fatigued ally (one with HP ={ [ MHP/4 ]) OFF - cancels the previous COVER directive JUMP - leap high into the air to launch a physical attack against a single enemy target with double the normal base ATT value.

a JUMP takes a full turn to execute, and while in the air the dragoon may not be the target of any kind attack.

all attacks which are directed to target the dragoon before a JUMP, but are not executed until the dragoon is already in the air will be ineffective or will target a different ally PEEP - this has the same effect as the white spell of PEEP, but it's free AIM - a bow & arrow must be equipped to be able to use this action.

AIM makes a physical attack as is normally done at single target, except that A% becomes 99%. AIM has no extra side costs that I can see, so it seems to be superior to the ATTACK option in every way DART - sacrifice a weapon in the party's inventory to cause exactly LV(of ninja) x (power of weapon) + (1,100) points of (DMG) to a single target.

the special abilities and elemental attributes of the weapon that you use as a dart are irrelevant. you could target an ally with this action, but the attack would be ineffective, and you would still lose the weapon forever SNEAK - attempt to steal an item from a target.

if the target is slow, has 'stop','paralyze', or 'sleep', or your ninja is fast, the chances of this attack being successful are increased. the type of item stolen will always be the same for a given type of monster, and is listed further on.

a successful SNEAK from a given monster does not in any way decrease the chances of being able to SNEAK from that same monster again. you can potentially SNEAK an infinite number of items from a given monster. SNEAK may be targetted against an ally or an enemy boss, but it is never effective in these instances.

the SNEAK attack is neither magical nor physical TWIN - either palom or porom may initate this action if both characters are in your party and have the capability to cast at least a 10 point magic spell (i.e. neither has 'mute','swoon','stone','pig', etc...).

once chosen, the other ally will terminate whatever action that has been started, and they will both begin casting either FLARE or COMET. if either ally is incapacitated in the process of casting, TWIN will be aborted.

the effects of TWIN when cast successfully are listed in the magic section HIDE - if HIDE is used, the ally may not be the target of any attack, and any attack that was targetted at the hidden ally before HIDE was executed will fail or be redirected to another ally, as is the case with JUMP.

the only action available to a hidden ally is SHOW SHOW - cancels the previous hide directive KICK - launches a physical attack against all enemy targets. i'm not sure exactly how this works

SING - ?


3: CONDITIONS

there are 19 different ways to alter a character so that the change appears as a change in status (that I know of):

WALL

D

PETRIFY

COUNT

STOP

BERSERK

CHARM

SLEEP

PARALYZE

FLOAT

CURSE

POISON

DARKNESS

MUTE

PIG

SMALL

TOAD

STONE

SWOON

a character may have several of these conditions simultaneously, but the status window will only show the one that is lowest (most severe) on the list.

the other reason I have given the 19 conditions in a specific order is that for the most part, one condition cannot be set if the target already has a condition that is more severe (lower on the list).

ex- if the target is 'mute', and you try to cast BERSK on it, the spell will be ineffective because you can't set the 'berserk' condition once 'mute' has already been set. you can however remove conditions which are less severe than ones the target already has.

ex- if the target is a 'toad' and a 'pig' at the same time (this is possible if you first cast PIGGY on it, and then TOAD), you can still use PIGGY to remove the 'pig' condition.

there are a few exceptions to this severity rule: - stop, wall, count and poison may be set over anything but stone or swoon - any condition may be set over float - any permanent condition may be set over any other permanent condition if the action is done outside of battle

in the explanation of these conditions, 'nP' means non-permanent. it may not exist or persist outside of battle. 'Pm' means permanent. this condition will stay with the target until it is actively removed, and may even persist if the target swoons and is revived later

WALL:nP: a 'wall' lasts for about 1-2 turns and will reflect many kinds of magical attacks so that the spell ends up targetting an enemy of the original target instead. a wall will not reflect an attack which already been reflected once. most attacks which only target multiple targets may not be reflected.

Reflectable: all black & white spells except PEEP,QUAKE,METEO, the special monster attacks of MEGANUKE,EMISSION,COUNT(fataleye),DISRUPT, the ninja magic of PIN, all weapons used as items except DANCING(knife).

Not Reflectable: all call spells, all other ninja spells, all other black & white spells, the special monster attacks of ENTANGLE,(2xattack), BLIZZARD(blue d.),CURSE(d.fossil),PETRIFY(blackliz), NEEDLE(swordrat), and all other item use. any other special monster attacks which I have not listed as either Reflectable or not I am not sure about.

a 'wall' is only visible when it is cast or triggered and appears as a round crystal shield in front of the target.

D:nP: 'D' is probably a bug resulting in a mismatched character string for this condition. if a target has 'D', it is 1/3 of the way to becoming 'stone', and will gradually move on to the 'petrify' condition by waiting long enough. 'D' has no ill side effects and is visible by the target being gray below the waist

PETRIFY:nP: 'petrify' means that the target is 2/3 of the way to becoming 'stone', and will gradually move on to the 'stone' condition by waiting long enough. 'petrify' has no ill side effects and is visible by the target being either totally grey or grey below the shoulders

COUNT:nP: a 'count' begins at 10 and is decremented at every phase, unless the target also has 'stop'. if it is decremented while at zero, the target will 'swoon'. 'count' is visible as a green two-digit number which sits over the target's head and is updated as count as decremented

STOP:nP: 'stop' means that the target may take no actions and is also more vulnerable to magical and physical attacks, as well as the ninja ability of SNEAK. the target may spontaneously break out of this condition without outside help. 'stop' is only visible when it is cast, and appears as a green clock with the minute hands going through four freeze-frames

BERSERK:nP: a 'berserk' target may not be controlled. the target takes twice as many actions as is normal and uses them all for basic physical attacks. as mentioned before, the base power of these physical attacks is multipled by 3/2. 'berserk' is only visible when it is cast, and appears as a cosmic ray which envelops the target from above

CHARM:nP: a target with 'charm' is confused and cannot be controlled. the target will begin to take random actions at a rate twice as often as is normal to benefit its enemies and harm its allies. if the target takes damage from a physical attack, 'charm' is removed. if 'charm' is set, the target is freed from the conditions of stop, and berserk.

'charm' is visible as a rotating green aura overhead of the target

SLEEP:nP: 'sleep' means that the target may take no actions. the target may spontaneously break out of this condition without outside help. 'sleep' is visible as a blue tear dripping out of the eye of the target

PARALYZE:nP: a target with 'paralyze' may take no actions. the target may spontaneously break out of this condition without outside help, unless this condition has been automatically imposed by being in cave Magnes with metal items equipped before defeating the Dark Elf.

if all characters have 'paralyze' for this reason, your party will automatically perish immediately upon entering battle. 'paralyze' is visible as colorful electricity buzzing to either side of the target

FLOAT:quasi-Pm: 'float' disappears if you return to the outside from a battle, dungeon, or town, or enter/exit any map. 'float' means that the target is immune to QUAKE and TITAN, and does not take damage from floor squares outside of battle. 'float' does not grant immunity to stairways or pitfalls. some enemies such as 'eagle' float naturally.

'float' is visible because the target will bob up and down in mid-air above an oval shadow

CURSE:Pm: a target with a 'curse' has its base power for physical attacks halved, as mentioned before. 'curse' is visible as a black cloud floating overhead

POISON:Pm: a target with 'poison' will lose 1 HP for every step taken outside of battle, and inside of battle the target will lose [ MHP/8 ] HP once every ( 5+[ VIT/2 ] ) phases. a target with 'poison' has a purple face

DARKNESS:Pm: 'darkness' means that the target's A% is halved. a character with 'darkness' wears shades

MUTE:Pm: 'mute' prevents the target from casting spells. the target may still use items or special monster attacks. if a target is 'mute', yellow dialogue will blink overhead

PIG:Pm: 'pig' prevents the target from casting anything but PIGGY, and prevents using the special ability of AIM. a 'pig' will look like a pig

SMALL:Pm: 'small' reduces the target's ATT to 0. DEF, Dx, and D% all go to 0, and as mentioned before, the bases of all physical attacks against 'small' targets are doubled. 'small' targets may not use the special abilities of DART,COVER,JUMP, or AIM. a 'small' target will look like a tiny doll

TOAD:Pm: 'toad' reduces the target's attack and defenses in the same manner as 'small'. in addition, a 'toad' may not cast anything but TOAD, and may not use any special abilities peculiar to certain classes. a 'toad' will look like a toad

STONE:Pm: a character with 'stone' may take no actions and may not be target of any action besides the HEAL item or spell. a 'stone' enemy is automatically eliminated. setting the 'stone' condition removes the conditions of count and berserk.

if all allies in your party become either 'stone', 'swoon' or have automatic 'paralyze' as mentioned before, your entire party perishes immediately. a 'stone' target is completely grey and hunched over, immobile

SWOON:Pm: a character with 'swoon' may take no actions and may not be the target of any action besides LIFE1, LIFE2, the LIFE item, or ASURA. setting the 'swoon' condition means that HP = 0, and that the conditions of wall, charm, count, stop, berserk, paralyze, sleep, and poison are removed. to 'swoon' is to be on the edge of death, face down to the ground


4: MAGIC

BLACK:

the effectiveness of black magic is dependent on the WIS stat of the caster. some spells have a base damage, which is then multiplied by the black magic multiplier, B, which is determined as B = [ WIS / 4 ] + 1.

WHITE:

likewise for white magic, the power of the spell is dependent only on WILL. there is a similar white magic multiplier, W = [ WILL / 4 ] + 1.

some spells can only be cast on a single character (S), some can only be cast on all allies or all enemies (A), and others you can choose between one target and multiple ones (S/A).

if you choose to split a (S/A) spell to multiple targets, the total effect will be divided up equally among the targets by supposing that you had cast the same spell to each of the targets individually.

if the spell has a multiplier associated with it, each target recieves the spell with a multipler of the original divided by the number of targets. ex.- you cast FIRE3 on 5 targets, and your caster has WIS = 30. so B = [ 30/4 ]+1 = 8. each of the 5 targets will recieve a FIRE3 spell with a B multiplier of 8/5

certain spells have elemental attributes and/or base numbers associated with them. this is indicated in the 'Attribute/Effect' column. ex- F:24 x B means that the spell will attack the targets it is aimed at with the element of fire, a base of 24, and in this case the black magic multiplier will apply to the damage that is done

an 'nC' abbreviation in the effects column means that the preceding result only applies outside of combat. a 'Cb' abbreviation means that the preceding result only applies inside of combat situations. if the explanation omits to provide a result for one of the two situations, then this means that the spell is not available to cast in that situation

other miscellany: the column 'who learns it/when' gives only approximate levels at which the spell is learned. Z-13 means that a Bl.Wiz would learn the spell at around level 13. S-(MO) means that the sage learns the spell at mount ordeals. C-(SM) means that the caller learns this in the land of summoned monsters.

# means that the spell is known by the character at the time that they join your party. any black or call spell that the young Caller learns is retained until you meet her in her matured state, but all of the white spell that the young Caller learns are lost

DONT DRAIN UNDEAD! PSYCH and DRAIN are draining type spells; if you cast them on undead, you will give away lots of MP or HP to your enemies!

- - - -=- -=- BLACK MAGIC -=- -=- - - -

Spell/Cost    to:    Attribute/Effect        Who learns it/when
FIRE1 - 5    S/A    F:16 x B    -Cb        @-near Fabul,Z-#,S-#,L-#
FIRE2 - 15    S/A    F:64 x B    -Cb        C-#,Z-12,S-(MO),L-#
FIRE3 - 30    S/A    F:256 x B    -Cb        C-40,Z-?,S-(MO),L-#
ICE 1 - 5    S/A    I:16 x B    -Cb        @-2,Z-#,S-#,L-#
ICE 2 - 15    S/A    I:64 x B    -Cb        C-#,Z-11,S-(MO),L-#
ICE 3 - 30    S/A    I:256 x B    -Cb        C-38,Z-?,S-(MO),L-#
LIT 1 - 5    S/A    L:16 x B    -Cb        @-5,Z-#,S-#,L-#
LIT 2 - 15    S/A    L:64 x B    -Cb        C-#,Z-13,S-(MO),L-#
LIT 3 - 30    S/A    L:256 x B    -Cb        C-42,Z-?,S-(MO),L-#
SLEEP - 12    S/A    make target 'sleep'  -Cb    @-9,Z-#,S-(MO),L-#

VENOM - 2 S/A 0 x B ;'poison' the

              target    -Cb        @-10,Z-#,S-(MO),L-#

WARP - 4 A jump back one floor from inside a dungeon. -Cb;

              no effect     -nC        @-12,Z-?,S-(MO),L-#

TOAD - 7 S/A switch the 'toad' condition on/off for

              each target   -nC/Cb        @-13,Z-22,S-(MO),L-#

PIGGY - 1 S/A switch the 'pig' condition on/off for

              each target    -nC/Cb        C-#,Z-11,S-(MO),L-#
STOP - 15    S    'stop' the target    -Cb    C-#,Z-14,S-#,L-#

PSYCH - 0 S 16 x B ; damage is removed from the target's MP and then added to

              your own MP    -Cb        C-31,Z-?,S-#,L-#
STONE - 15    S/A    'stone' the target   -Cb    C-46,Z-?,S-(MO),L-#

DRAIN - 18 S 20 x B ; damage done to the target is added to your

              own HP    -Cb        C-35,Z-?,S-(MO),L-#

VIRUS - 20 S/A 128 x B ; target will then

              have an HP leak    -Cb    C-26,Z-19,S-(MO),L-#

QUAKE - 30 A 200 x B to each target -Cb C-44,Z-23,L-# WEAK - 25 S reduce target to (1,9) HP, unless this would cause the

              target to gain HP  -Cb    C-48,Z-?,S-(MO),L-#
FATAL - 35    S    'swoon' the target   -Cb    C-49,Z-?,L-#
NUKE - 50    S    400 x B             -Cb    C-50,Z-?,L-#

METEO - 99 A 800 x B to each target -Cb C-60,Z-?,L-#

- - - -=- -=- WHITE MAGIC -=- -=- - - -

Spell/Cost    to:    Attribute/Effect        Who learns it / when

CURE1 - 3 S/A heal 16 x W -Cb,

              see below    -nC        W-#,@-3,P-#,S-(MO),L-#

CURE2 - 9 S/A heal 48 x W -Cb,

              see below    -nC        W-14,P-14,S-#,L-#

CURE3 - 18 S/A heal 144 x W -Cb,

              see below    -nC        W-27,S-(MO),L-#

CURE4 - 40 S/A heal 288 x W if the spell is split among multiple targets, otherwise heal to MHP (this gain may exceed 9999) -Cb,

              see below    -nC        W-38,S-(MO),L-#

SIGHT - 2 view your surroundings if you're outside -nC,

              no effect    -Cb        W-#,@-4,P-3,S-(MO),L-#

PEEP - 1 S view target's HP/MHP and elemental weaknesses, does not work against

              enemy bosses           -Cb  W-#,P-8,S-(MO),L-#

HOLD - 5 S 'paralyze' the target -Cb W-#,@-7,S-(MO),L-#

SLOW - 14    S/A    slow down target       -Cb  W-#,S-(MO),L-#
MUTE - 6    S/A    'mute' the target      -Cb  W-15,S-(MO),L-#
BERSK - 18    S    'berserk' the target   -Cb  W-18,S-(MO),L-#

EXIT - 10 A force an escape from battle -Cb, jump out of a town or other area completely to the same place that you left the outside

              originally    -nC        W-19,P-20,S-#,L-#

HEAL - 20 S heal all conditions except 'swoon','count','float',

              and 'berserk'    -nC/Cb        W-20,P-16,S-#,L-#

BLINK - 8 S make target hard to hit -Cb W-23,S-#,L-# CHARM - 10 S 'charm' the target -Cb W-25,S-#,L-# SIZE - 6 S/A make target 'small' -Cb W-29,S-(MO),L-# FAST - 25 S speed up target -Cb W-30,S-(MO),L-# FLOAT - 8 S/A make target 'float' -Cb W-32,S-(MO),L-# WALL - 30 S give target a 'wall' -Cb W-34,S-(MO),L-# LIFE1 - 8 S remove 'swoon' and restore the target's HP to the target's

              VIT x 5    -nC/Cb        W-12,S-#,L-#

LIFE2 - 52 S remove 'swoon' and heal the target to its MHP (target may gain more

              than 9999 HP)    -nC/Cb        W-42,S-(MO),L-#
WHITE - 46    S    S:336 x W    -Cb        W-48,L-#

unique effect - if you use a cure spell outside of battle to heal a single target, that target will gain exactly ([WILL/8]+2) x ([WILL/2]+Z) HP, where Z is the base power that the spell would have in combat. if you choose to divide the spell, the total healing amount is the same, but it is divided equally among all allies.

the only exception is CURE4, which will have the same effect outside of combat as it does in combat, if it is cast on a single target

- - - -=- -=- CALL MAGIC -=- -=- - - -

Spell/Cost    to:    Attribute/Effect        Who learns it / when

MIST - 20 A RHP of caster to each

              target (DMG)    -Cb        C-#

SHIVA - 30 A I:80 x B to each target -Cb C-# JINN - 30 A F:80 x B to each target -Cb C-# INDRA - 30 A L:80 x B to each target -Cb C-# TITAN - 40 A 160 x B to each target (a weaker and more expensive version of QUAKE) -Cb C-# ASURA-50 A one of 3 effects, chosen randomly: tan face: heal 160 x B to each target brown face: heal 240 x B to each target black face: cast LIFE1 to each target -Cb C-(SM) LEVIA - 50 A 280 x B to each target -Cb C-(SM) ODIN - 45 A 'swoon' each target (this either works completely, or not

              not at all)    -Cb        C-(basement of Baron)

SYLPH - 0 (25) S 120 x B ; damage done to target is divided evenly and used to heal all allies.

*BUG: although spell infromation says otherwise, casting of this spell is free (gotta love it) -Cb C-(sylvan cave) BAHAM-60 A 480 x B to each target -Cb C-(bahamut's cave) IMP - 1 S (secret) i'm not sure how this works, but it only does about 100 damage -Cb C-(fight imp types) MAGE - ?

S (secret) 'paralyze' the target and cause an HP leak -Cb C-(fight a 'Mage') BOMB - ? ? (secret) RHP of caster? -Cb C-(fight 'Balloon' or 'Grenade' on the moon's surface)

ROC - ?        S    (dummy) (secret)        C-(fight 'Roc Baby' or
              'stone' the target    -Cb         'Cocktric')

- - - -=- -=- NINJA MAGIC -=- -=- - - -

Spell/Cost    to:    Attribute/Effect        Who learns it / when

FLAME - 15 A F:80 x B to each target -Cb N-# FLOOD - 20 A I:120 x B to each target-Cb N-(before Rubicant) BLITZ - 25 A L:160 x B to each target-Cb N-(before Rubicant) PIN - 5 S 'paralyze' the target -Cb N-27 SMOKE - 10 A force an escape from battle -Cb N-35 IMAGE - 6 self makes caster hard to hit-Cb N-40

- - - -=- -=- OTHER MAGICS -=- -=- - - -

Spell/Cost    to:    Attribute/Effect        Who learns it / when
TWIN - one of two things happens randomly:    -Cb   Porom,Palom-#

FLARE - 10 A 120 x B* divided evenly among all targets COMET - 20 A 80 x B* to each target (B* = black magic multiplier of one of two twins, chosen randomly.)


5: ITEMS

item cost represents how much you have to spend to buy the item. in most cases, the resale value of an item is half of its original cost

a '!' in the cost column means that the item can't be traded, dropped or sold.

- - - -=- -=- WEAPONS -=- -=- - - -

some weapons are two handed, and you can equip them in either hand without penalty, but you can't use a shield at the same time. these are indicated with a prefix of '2.' before the name

some weapons can be used as items to cast spells. for instance, using the white spear as a item casts white at x2, meaning that the white magic multiplier is effectively 2, no matter what the WILL stat of the character using it is

as advised before, draining undead creatures will work in reverse. so for the love of god, don't attack them with the drain spear or drain sword. (please?....)

Sword/Cost Who Attrib/pwr A% Special stuff

SHADOW - 700 K D:10 30

DARKNESS - 1200 K D:20 35

BLACK - 2k K D:30 40 hit to swoon,

STR,AGI,VIT,WIS +5, WILL -5

LEGEND - ! P S:40 50 WILL +3

ANCIENT - 19k PD 35 27 SILVER - 6k PD 50 30 x4 vs. spirits FIRE - 14k PD F:65 30 ICEBRAND - 26k PD I:65 30 SLUMBER - 26k PD 55 27 hit to sleep DRAIN - 13k PD 45 0 all damage done to target is added to the HP of the attacker, ALL basic stats -5 2.AVENGER - 10 P S:80 50 if equipped you will be berserk automatically in battle.

STR,AGI,VIT +10,WIS,WILL -10

LIGHT - 42k P S:99 50 STR, WILL +3 DEFENSE - 57k PD 105 40 VIT +15 EXCALIBUR - 80k P S:160 50 STR +10 CRYSTAL - 10k P S:200 50 STR,VIT,WILL +15 MEDUSA - ? ? ? ? (secret - fight a 'BlackLiz')

Spear/Cost Who Attrib/pwr A% Special stuff

SPEAR - 60 D A:9 50

WIND - 7k D A:55 30 FLAME - 11k D A,F:66 30 use to cast FIRE2 (x4) BLIZZARD - 21k D A,I:77 30 use to cast ICE 2 (x4) DRAIN - 130 D A:88 -28 all damage done to target is added to the HP of the attacker, ALL basic stats -10 GUNGNIR - 100k D A:92 30 VIT +15 DRAGOON - ? D A:99 ? (secret - fight a 'Red Dragon') WHITE - 74k D A,S:109 40 use to cast WHITE (x2)

Blade/Cost Who Attrib/pwr A% Special stuff

SHORT - 4k N 25 40 MIDDLE - 7k N 32 40 LONG - 11k N 40 40 NINJA - 18k N 48 40 STR +5 MURASAME-22k N 55 50 STR,VIT,WIS +5, AGI,WILL -5 MASAMUNE-23k N 65 50 AGI +3, use to cast FAST

Axe/Cost Who Attrib/pwr A% Special stuff

HANDAXE - ? ? 35 ? ?

DWARF - 15k PD 62 19 STR,VIT +5, AGI,WIS,WILL -5 OGRE - 45k PD 80 45 x4 vs. giants, and 'screamer' 2.POISON - 94k PD 95 10 x4 vs. giants, hit to poison RUNEAXE - ? ? 100 ? (secret - fight a pair of 'macgiant' or 'redgiant')

Claw/Cost Who Attrib/pwr A% Special stuff

FIRECLAW - 350 TN F:0 30

ICECLAW - 450 TN I:0 30

THUNDER - 550 TN L:0 30

CHARM - 600 TN 0 0 AGI +3, hit to charm x4 vs. giants POISON - 650 TN 0 40 STR +3, hit to poison CATCLAW - 700 TN 0 55 STR,AGI +5, hit to sleep, multiplies the damage multiplier from the weapon in your other hand by itself

Whip/Cost Who Attrib/pwr A% Special stuff

WHIP - 3k C 20 0 hit to paralyze CHAIN - 6k C 30 5 hit to paralyze BLITZ - 10k C L:40 10 hit to paralyze FLAME - 16k C F:50 15 hit to paralyze, WIS,WILL -5

STR,AGI,VIT +5

DRAGON - ? C ? ? hit to paralyze, ? (secret - fight 'Blue D.')

Wrench/Cost Who Attrib/pwr A% Special stuff

2.WOODEN - 80 E 45 25

2.SILVER - 8k E 55 25 x4 vs. spirits 2.EARTH - 12k E F:65 25 STR +5, use to cast QUAKE (x1)

Bow/Cost Who Attrib/pwr A% Special stuff

SHORTBOW-220 @CPZWELB 5 -20

CROSSBOW-700 @CPZWELB 10 -15

GREATBOW - 2k @CPZWELB 15 -10 STR +3 ARCHER - 3k @CPZWELB 20 0 STR +5 ELVENBOW - 5k @CPZWELB 25 25 WIS +5, x4 vs. magic users SAMURAI - 11k @CPZWELB 30 10 STR +10 ARTEMIS - ? ? ? ? (secret - fight 'Kary')

Arrow/Cost    Who            Attrib/pwr    Special stuff

IRON - 10 @CPZWELB A: 5

WHITE - 20 @CPZWELB A,S:10

FIRE - 30 @CPZWELB A,F:15

ICE - 30 @CPZWELB A,I:15

LIT - 30 @CPZWELB A,L:15

DARKNESS - 40 @CPZWELB A:20 hit to cause darkness POISON - 70 @CPZWELB A:30 hit to poison MEDUSA - 10 @CPZWELB A:1 hit to stone, (sneak from 'BlackLiz' or 'Medusa') MUTE - 100 @CPZWELB A:35 hit to mute, x4 vs. magic users CHARM - 110 @CPZWELB A:40 hit to charm, x4 vs. giants

SAMURAI - 140 @CPZWELB A:50

ARTEMIS - 200 @CPZWELB A:75 x4 vs. dragons, (sneak from 'Kary')

Knife/Cost Who Attrib/pwr A% Special stuff

SILVER - 3k PDCN 20 45 x4 vs. spirits DANCING - 5k PDCN 28 44 use for a base 40 (x8) attack to a single target MUTE - 13k PDCN 35 25 WIS +5, hit to mute, x4 vs. magic users

Boomerang/Cost Who Attrib/pwr A% Special stuff

BOOMERANG-3k N A:20 30 FULLMOON - 9k N A:40 45

Harp/Cost Who Attrib/pwr A% Special stuff

DREAMER - 480 B 8 35 hit to sleep CHARM - 1200 B 18 40 hit to charm

Rod/Cost Who Attrib/pwr A% Special stuff

ROD - 100 @CSZL 3 -10 use for a base 28 attack to a single target ICEROD - 220 @CSZL I:5 0 use to cast ICE 1 (x2) FLAMEROD - 380 @CSZL F:7 -5 WIS +3, use to cast FIRE1 (x2) THUNDER - 700 @CSZL L:20 0 WIS +3, use to cast LIT 1 (x2) CHANGE - 1250 @CSZL 15 0 WIS +5, use to cast PIGGY CHARM - 5k @CSZL 30 5 WIS +10, hit to charm, use to cast charm STARDUST - 11k @CSZL 45 10 WIS +15, use to cast COMET (x7) LILLITH - ?

? ? ? (secret - fight 'Lillith'), use to cast PSYCH (x8)

Staff/Cost Who Attrib/pwr A% Special stuff

STAFF - 160 @PSWL 4 -5 use to remove poison from a single target CURE - 480 @PSWL 8 0 use to heal HP w/a base 12 (x2) attack to all allies SILVER - 4k @PSWL 12 5 WILL +3, x4 vs.

undead POWER - 2k @PSWL 30 50 STR +10 LUNAR - 7k @PSWL 36 10 WILL +10 LIFE - 22k @PSWL 48 15 WILL +15, use to cast LIFE1 SILENCE - 15k @PSWL 52 10 WILL +10, use to cast MUTE, (secret - fight a 'conjuror') x4 vs. magic users

Dart/Cost Power Dart/Cost Power

SILVER(knife) 20 SHORT(blade) 25 DANCING(knife) 28 MUTE(knife) 35 ANCIENT(sword) 35 SHURIKEN - 20k 40 DRAIN(sword) 45 NINJA(blade) 48 MURASAME(blade) 55 SLUMBER(sword) 55 MASAMUNE(blade) 65 AVENGER(sword) 80 NINJA - 50k 80 DRAIN(spear) 88 GUNGNIR(spear) 92 LIGHT(sword) 99 DEFENSE(sword) 105 WHITE(spear) 109 EXCALIBUR(sword) 160 SPOON - 10k 255

- - - -=- -=- ARMOR -=- -=- - - -

some armors have the ability to defend certain elements very well. for example, the ice armor defends fire, as indicated in the attributes column with an F before the defensive value

some armors will stop certain conditions, as might be indicated in the 'special stuff' column. this means that inside of battle, the character is immune to status changes in this condition

Robe/Cost Who Def %D MD M% Special stuff

CLOTH - 50 all-K 1 0 0 0 PRISONER - 70 all 1 0 1 0 BARD - 70 all-K 2 0 1 0 stops mute LEATHER - 200 all-K 2 0 1 1

GAEA - 500 PCWZSL 3 0 3 3

KARATE - 4k all 5 10 2 1 STR +3

WIZARD - 1200 PCWZSL 5 0 5 5 WILL +5

BL.BELT - 14k PDCWNL 10 20 3 2 STR,VIT +5 BLACK - 10k CL 8 0 7 7 WILL +5 POWER - 4k PDCWN 5 0 0 0 STR +15 SORCEROR - 30k PCWZSL L:12 0 9 9 WIS,WILL +5 NINJA - 64k N 24 16 50 8 AGI +3

WHITE - 10 PW D:18 0 10 4 WILL +15

HEROINE - 40k WC 20 30 5 5 stops paralyze,

WIS,WILL -15,

STR,AGI, VIT +15

Ring/Cost Who Def %D MD M% Special stuff

IRONRING - 100 @CSWZTNB 2 0 2 1

RUBYRING - 1k all-K 0 0 3 2 stops pig

SILVER - 650 NWZCTS 4 0 4 4

RUNE - 2k CTNWL 5 0 8 8 WIS,WILL +3, stops mute

STRENGTH - 760 PCTND 2 0 2 2 STR +5

DIAMOND - 4k LWCN L:6 0 8 6 CURSED - ? ? ? ? ? ? (secret - fight a 'Ghost')


PROTECT - 6k PDNWC all:10 5 12 10 VIT +15

Helmet/Cost Who Def %D MD M% Special stuff

CAP - 100 all-K 1 -5 1 1 LEATHER - 330 all-K 2 -4 3 3

IRON - 150 PDE 3 -10 0 0

SHADOW - 360 K 4 -10 0 0

DARKNESS - 640 K 5 -10 1 0

BLACK - 980 K 6 -10 1 1

GAEA - 700 CWZSP 3 -3 5 5 WIS,WILL +3

PALADIN - 4k P 7 -10 2 1 WILL +3 HEADBAND - 450 all 1 0 1 1 STR +5, stops charm SILVER - 3k PED 8 -10 2 2 BANDANNA - ? all 3 2 1 1 STR,VIT +5 WIZARD - 2k PCWL 5 -2 7 7 WILL +5 DIAMOND - 10k PD L:9 10 2 2

SAMURAI - 10 PDN 10 -10 6 3

TIARA - 20k WC L:7 0 10 9 WIS +10 NINJA - 2k all 5 4 1 1 STR,AGI,VIT +3, stops sleep RIBBON - 10 all 9 2 12 12 stops all condition changing attacks besides sleep, hold, charm, berserk, wall, poison, and stop DRAGOON - 10 PD all:11 -10 7 4 CRYSTAL - 10 P all:12 -10 8 5 GLASS - ? ? ? ? ? ? (secret - fight a pair of 'Evilmask')

Shield/Cost Who Def %D MD M% Special stuff

IRON - 100 PDE 1 20 0 0

SHADOW - 200 K 1 22 0 0

BLACK - 400 K 2 24 0 1

PALADIN - 700 P 2 24 1 1 WILL +3

SILVER - 1k PDE 3 26 2 2

FIRE - 1250 PDE I:3 28 2 2

ICE - 10k PD F:3 30 2 2 DIAMOND - 15k PD L:4 32 2 3 AEGIS - 20k PD 4 34 5 4 WIS +3, stops stone

SAMURAI - 10 PD 5 36 3 4

DRAGOON - 10 PD all:6 38 3 5

CRYSTAL - 10 P 7 40 4 6 WILL +3

Gauntlet/Cost Who Def %D MD M% Special stuff

IRON - 130 PDEN 2 -10 0 0

SHADOW - 260 K 2 -10 0 0

DARKNESS - 520 K 3 -10 0 0

BLACK - 800 K 4 -10 0 0

PALADIN - 3k P 5 -10 1 1 WILL +3 SILVER - 2k PDEN 6 -10 2 2 DIAMOND - 5k PD L:7 -10 3 3

SAMURAI - 10 PDN 8 -10 5 3

DRAGOON - 10 PD all:9 -10 6 3

CRYSTAL - 10 PD 10 -10 7 4 WILL +3

ZEUS - ? ? ? ? ? ? (secret - fight a skeleton type monster)

Armor/Cost Who Def %D MD M% Special stuff

IRON - 600 PDE 4 -10 1 0

SHADOW - 1100 K 5 -10 1 0

DARKNESS - 2k K 7 -10 2 0 BLACK - 3k K 9 -10 3 0 PALADIN - 8k P 11 -10 3 1 WILL +3 SILVER - 17k PDE 13 -10 4 2 FIRE - 30k PD I:15 -10 4 2 ICE - 35k PD F:17 -10 4 2 DIAMOND - 40k PD L:19 -10 4 2

SAMURAI - 10 PDN 21 -10 4 2

DRAGOON - 10 PD all:23 -10 8 5 CRYSTAL - 10 P 25 -10 10 6 WILL +3, stops all of the same condition changing attacks that RIBBON does

ADAMANT - 10    all    all:100    99    20    8    all basic stats +15,

stops all of the same condition changing attacks that RIBBON does

- - - -=- -=- WHERE TO BUY EQUIPMENT -=- -=- - - -

KAIPO:                    FABUL:
    ROD(rod)                FIRECLAW(claw)
    STAFF(staff)                ICECLAW(claw)
    SHORTBOW(bow)                THUNDER(claw)
    IRON(arrow)                BLACK(gauntlet)
    CAP(helmet)                BLACK(helmet)
    CLOTH(robe)                BLACK(armor)

LEATHER(robe)

    IRONRING(ring)            MYSIDIA:

ICEROD(rod)

BARON:                        FLAMEROD(rod)
    FIRECLAW(claw)                CURE(staff)
    ICECLAW(claw)                CROSSBOW(bow)
    THUNDER(claw)                WHITE(arrow)
    CURE(staff)                GAEA(helmet)
    THUNDER(rod)                PALADIN(gauntlet)
    HEADBAND(helmet)            PALADIN(shield)
    KARATE(robe)                PALADIN(armor)
    SILVER(ring)                PALADIN(helmet)

GAEA(robe)

MIST:                        SILVER(ring)

BARD(robe)

    WHIP(whip)            TOROIA:
    DANCING(knife)                CAP(helmet)

LEATHER(helmet)

AGART:                        CLOTH(robe)
    IRON(shield)                LEATHER(robe)
    IRON(helmet)                RUBYRING(ring)
    IRON(armor)                WOODEN(hammer)
    IRON(gauntlet)                GREATBOW(bow)
    IRONRING(ring)                FIRE(arrow)
    ROD(rod)                ICE(arrow)
    STAFF(staff)                LIT(arrow)

SPEAR(spear) BOOMERANG(boomerang) SILVERA:

    SHORTBOW(bow)                SILVER(shield)
    CROSSBOW(bow)                SILVER(helmet)
    IRON(arrow)                SILVER(armor)
    WHITE(arrow)                SILVER(gauntlet)

SILVER(knife)

CASTLE OF DWARVES:                SILVER(staff)
    FIRE(shield)                SILVER(hammer)
    FIRE(armor)                SILVER(sword)

WIZARD(helmet)

    WIZARD(robe)            EBLAN:
    RUNE(ring)                ICE(shield)
    DWARF(axe)                ICE(armor)
    GREATBOW(bow)                BLACK(robe)
    DARKNESS(arrow)                POWER(staff)
    FIRE(sword)                ICEBRAND(sword)
    FLAME(spear)                SHORT(blade)

BLIZZARD(spear)

TOMRA:                        BOOMERANG(boomerang)
    DIAMOND(shield)                ARCHER(bow)
    DIAMOND(armor)                POISON(arrow)

DIAMOND(gauntlet)

    DIAMOND(ring)            LAND OF SUMMONED MONSTERS:
    DIAMOND(helmet)                WHIP(whip)
    TIARA(helmet)                CHAIN(whip)
    MIDDLE(blade)                BLITZ(whip)
    CHAIN(whip)                LONG(blade)
    OGRE(axe)                CHARM(rod)
    ARCHER(bow)                LUNAR(staff)
    MUTE(arrow)                CHARM(arrow)

AEGIS(shield)

KOKKOL's:                    SORCEROR(robe)

SHURIKEN(dart) NINJA(dart) SAMURAI(arrow)

- - - -=- -=- OTHER ITEMS -=- -=- - - -

there are some items which can be obtained only by using a game genie. this listing does not contain many of those items, as I do not use a game genie (sorry)

the use of some items vary between combat and non-combat situations. the effects of the item use in the two domains will be distinguished with the same terminology as was used in the magic section

Item/Cost Use CABIN - 1k restore all allies to MHP & MMP (can only be used at a save location or outside) -nC TENT - 200 restore 100 MP & 1000 HP to all allies (can only be used at a save location or outside) -nC HEAL - 100 cast HEAL -nC/Cb LIFE - 150 cast LIFE1 -nC/Cb ELIXIR - 100k restore all HP & MP to a single target -nC/Cb ETHER2 - 50k restore exactly 144 MP to a single target -nC, make an MP healing attack with a base of 96 to a single target -Cb ETHER1 - 10k restore exactly 48 MP to a single target -nC, make an MP healing attack with a base of 32 to a single target -Cb CURE3 - 3k heal exactly 1920 HP to a single target -nC, make an HP healing attack with a base of 1280 to a single target -Cb CURE2 - 150 heal exactly 480 HP to a single target - nC, make an HP healing attack with a base of 320 to a single target -Cb CURE1 - 30 heal exactly 96 HP to a single target -nC, make an HP healing attack with a base of 64 to a single target -Cb CRYSTAL - !

have your paladin use it on Zeromus -Cb LIT-BOLT - 100 L:[ (RHP of user)/2 ] to all enemy targets -Cb FIREBOMB - 100 F:[ (RHP of user)/2 ] to all enemy targets -Cb ICEBLAST - 100 I:[ (RHP of user)/2 ] to all enemy targets -Cb CARROT - 50 if it 'smells like chocobos', use this to summon the big chocobo -nC WHISTLE - 20k use to summon the big chocobo from anywhere -nC PASS - 10k use to see a show in Toroia -nC PAN - !

recieve this from Yang's wife before taking the big whale to the moon. use to revive Yang in the sylvan cave, and also to trade in for a SPOON(dart) from Yang's wife -nC

RAT(tail) - !    trade for the ADAMANT(ore)            -nC

PINK(tail) - ! (secret) trade for the ADAMANT(armor) -nC TWINHARP - ! activates automatically in the lair of the Dark Elf -Cb DARKNESS - ! a crystal you find in the Sealed cave of many traps EARTH - ! the crystal stolen from Toroia by the Dark Elf LUCA KEY - !

use to open the Sealed cave -nC TOWER KEY - ! use to open the cannon room in the tower of Bab-il -nC MAGMA KEY - ! drop in a well in Agart for a big boom -nC SANDRUBY - ! medicine to heal Rosa; you can get this from Antlion -nC BARON KEY - !

unlocks the weapon shop & secret passage in Baron -nC PACKAGE - ! a gift of goodwill from the king to the neighbors

- - - -=- -=- WHERE TO BUY ITEMS -=- -=- - - -

there are four types of item shops, which will be denoted A,B,C, and D. what these shops sell (in order) are:

TYPE A: CURE1, LIFE, TENT, CARROT, HEAL, ETHER1

TYPE B: CURE1, CURE2, LIFE, TENT, CABIN, CARROT, HEAL, ETHER1

TYPE C: HEAL

TYPE D: CURE2, LIFE, CABIN, ETHER1, ETHER2, ELIXIR, WHISTLE

each town or settlement possesses either a shop of one of these types or no item shop at all:

Baron, Kaipo, Fabul, Toroia, Agart: A Mysidia, CoD*, Eblan, Tomra, land of SM^: B Silvera: C Hummingway's(on the moon): D Mist: no shop

(^land of summoned monsters) (*castle of the dwarves)


6: MONSTERS

monsters here are listed first by their race/picture and secondly by the order in which you meet them in the game. type can be important in determining weaknesses. for instance, the ARTEMIS(arrow) is x4 vs. dragons. 'D.Fossil' is a dragon, so if you shoot those arrows at it, it will take four times as much damage as it would normally take, as was described in the damage algorithm section

experience listed is that which you would recieve with 5 characters in your party, if you were to fight one of those monsters all by itself. total experience given is the sum of the experience reward for each one of the monsters defeated (if they run away before you kill them, they don't count).

if you have fewer than 5 characters in your party, say 3, each one get 5/3 as many experience points (xp), so that the total experience rewarded remains constant

money awarded is also additive per monster, and the ones that run away don't give you anything. since you only keep one pool of money for your entire party, this isn't split up

some monsters are weak vs. certain elements. this will be indicated with an attribute before the number of HP it has. one letter for the attribute means that the monster takes double damage from that element. two letters means quadruple damage. a minus before the letter means that an attack with that attack with that attribute causes reverse damage.

physical attacks ignore a negative multiplier. a '#' sign before the letter means that all attacks with that element cause 0 damage. for instance, -F,LL: 250 in the HP column means that the monster has 250 HP, magical fire attacks will heal it, and it takes quadruple damage from all lightning attacks

if you have a ninja, he can SNEAK items from enemies during a battle. what item you will get from each monster is listed in the 'Sn' column

some monsters have special attacks used in certain circumstances. what these attack are and when they are invoked is described in the 'Special Attacks' column. a tactic listed in parenthesis and lowercase is a name I have given the attack because in reality it has no name.

(DMG) which is a fraction of the MHP of the target and is elemental in nature is always exactly [ MHP/2 ] if the target is weak vs. that element, and is always exactly [ MHP/10 ] if the target resists that element. the effects of these special attacks will be explained first:

- - - -=- -=- MONSTERS' SPECIAL ATTACKS -=- -=- - - -

Tactic Effect

(2xattack) attack twice and resolve both hits at once ABSORB monster recovers HP ALERT summons another monster ARMOR boosts resistance to weapon attacks BEAK stone one target BEAM (DMG) = [ MHP/10 ] to a single target BIG BANG 1200(DMG) and HP leak to all allies BIG WAVE (DMG) = [ MHP/4 ] to all allies BLAST a weak attempt to paralyze one ally BLK.HOLE removes wall in all allies BLAZE I:(DMG) = [ MHP/4 ] to all allies BLITZ L:(DMG) = [ MHP/2 ] to one target BLIZZARD I:264 to all allies BLUSTER paralyze or swoon one target BREATH set charm, mute, small, darkness, pig, and toad in one target CALL summons another monster CALL(golbez) summons SHADOW CHARM(mind) charm all allies COLDMIST I:(DMG) to all allies (combine) morph into 'Calbrena' COUNT give 'count' to one target (fatal eye) COUNT(plague) give 'count' to all allies COUNTER (DMG) to one character (antlion) COUNTER(larva) boosts magic resistance (croak) all Tinytoads present cast TOAD CRUSH guaranteed swoon to one target CURSE curse one target (dance) all allies and enemies become berserk DIGEST (DMG) to one target DISRUPT guaranteed swoon to one target EMISSION F:?

to all allies ENTANGLE paralyze one target EXPLODE sacrifice self to cause exactly the RHP of caster as (DMG) to a single target (damage done may exceed 9999) FIRE F:(DMG) = [ MHP/5 ] to all allies FISSION damage to one target GAS darkness or paralyze to all allies GLANCE turn one ally to stone GLARE (DMG) to all allies GLOBE199 (DMG) = 9999 to one ally HATCH the monster inside the egg will become visible HEAT RAY F:?

to all allies HOLD GAS guaranteed paralyze to all allies HUG heal target to MHP and stone it JUMP this is just the dragoon's JUMP option KICK this is just the karate man's KICK option LASER (DMG) = [ MHP/5 ] to one target MAGNET weak attempt to paralyze one target MASER (DMG) to all allies MEGANUKE damage to all allies (morph) monster diasappears and summons a different, undamaged monster NEEDLE (DMG) to a single target PETRIFY sets the 'D' condition.

if 'D' is already set, this sets the petrify condition.

if petrify is already set, the target becomes stone POISON (DMG) and poison to all allies POLLEN HP leak to all allies POWDER darkness to a single target RAY same as PETRIFY RECOVER cast LIFE2 on all components REMEDY heal 2000 HP REPORT cast PEEP RETREAT (run away) SEARCH cast PEEP SLAP randomly charm, curse, mute,or cause darkness in a single target SPIN boosts resistance to everything, may be on or off.

if SPIN is on, user will look like a tornado. may be switched off by a successful JUMP attack STORM WEAK to all allies SWORD ATTACK 4000(DMG) to all allies TORNADO [ (caster's RHP)/20 ] (DMG) to all allies THUNDER L:(DMG) = [ MHP/4 ] to all allies VAMPIRE cast DRAIN, then HP leak to one target WAVE (DMG) to entire party

- - - -=- -=- MONSTER STATS -=- -=- - - -

Monster/Type/MHP Gold XP Sn Special Attacks

IMP 6 10 4 CURE1

IMP. CAP 37 50 38 CURE1

DARK IMP 199 45 388 CURE1

TRICKER L*:12000 10700 4200 CURE1 PEEP(constantly),FAST

    (*do you feel lucky, punk?)      and LIT 3(constantly if attacked by L)

EAGLE A:18 10 6 LIFE

COCKTRIC AA:100 120 56 LIFE BEAK

ROC BABY AA:50 85 202 LIFE BEAK(ca:m)

FLOATEYE A:20 10 8 HEAL

RED EYE A:2000 465 700 HEAL GAZE

FATALEYE A:25000 65200 8000 ETHER1 COUNT

PLAGUE(boss) A:28000 550 6240 COUNT(immediately)

SWORDRAT 30 20 14 CURE1 NEEDLE(ca:p) NEEDLER 110 55 74 CURE1 NEEDLE(ca:p) STINGRAT 300 220 242 CURE1 NEEDLE(ca:p)

LARVA 28 10 10 CURE1 COUNTER,PSYCH(ca:m)

ROCLARVA 800 40 566 CURE1

D. MIST(boss dragon) 465 200 140 COLDMIST(c.a. when in mist form)

SANDMOTH A:40 20 16 HEAL

ROCKMOTH A:850 315 640 HEAL POWDER

SANDWORM 75 20 18 CURE1 TORNADO

AQUAWORM L:638 350 240 CURE1 WAVE(if in back row)

REDWORM FF:7000 310 1430 ETHER1 VAMPIRE,RETREAT

SANDMAN II:20 20 16 HEAL

WATERHAG L:48 40 28 CURE1

SANDPEDE 60 20 16 CURE1

CENTPEDE 600 345 560 CURE1

SOLDIER 27 55 32 ?

FIGHTER 65 100 82 ?

OFFICER 221 80 80 ? RETREAT(if alone) GENERAL 320 155 122 ? RETREAT(if alone)

EVILSHEL LL:58 30 22 HEAL

FANGSHEL LL:300 550 210 HEAL

CAVETOAD I:44 25 18 HEAL

MADTOAD I:59 35 13 HEAL

PIKE LL:65 35 24 CURE1

PIRANHA L:105 145 92 CURE1

ELECFISH -L,AA:200 230 130 HEAL

WATERBUG L:110 80 46 HEAL REMEDY(ca:m),RETREAT HUGECELL 555 255 302 CURE1 REMEDY(ca:m),RETREAT MOONCELL 980 1100 570 ETHER1 REMEDY(ca:m),RETREAT

TINYMAGE(magic user)   69    100    52    ROD(rod) PSYCH(ca:m),HOLD(ca:p),

LIT 1,FIRE1,ICE 1

ALIGATOR II:150 95 48 CAP(helmet) (2xattack) CROCDILE II:292 300 174 CAP(helmet) (2xattack)

JELLY FF:35 35 28 CURE1

CREAM LL:55 35 30 CURE1

SLIME F:50 50 152 CURE1

TOFU I:102 385 212 CURE1

PUDDING 1050 1300 702 ETHER1

PINKPUFF 10000 55555 2000 ETHER2 (dance)(constantly)

(undead)

ZOMBIE #D,F,S:40 35 24 CURE1

GHOUL #D,F,S:120 180 116 CURE1

REVENANT #D,F,S:160 190 136 CURE1

OCTOMAMM(boss)   D,L:2350    500    240

BASILISK 90 30 24 CURE1

ICE LIZ -I,FF:400 290 300 ?

BLACK LIZ I:700 45 260 MEDUSA(arrow) PETRIFY(ca:p)

TURTLE II:150 80 48 HEAL

TORTOISE I:400 235 340 SILVER(shield)

CARAPACE II:700 230 270 ?

IRONBACK 100 235 220 SILVER(shield) ARMADILLO 300 195 320 SILVER(shield)

(spirits)

WEEPER 100 40 32 CURE1

SCREAMER 1000 205 620 LIT(arrow) GRUDGER S:1400 190 792 LIT(arrow)

ANTLION(boss)   1000        800    300        COUNTER(ca:p)

(spirits)

GARGOYLE AA,SS:160 100 64 CURE1 WEAK

HOOLIGAN A,S:1900 485 818 CURE1 WEAK

(spirits)

SPIRIT -F,SS:50 125 58 CURE1 FIRE1

SOUL -F,SS:150 165 102 CURE1 FIRE1

GHOST -F:1100 365 740 CURE1 FIRE2

(undead)

SKELETON FF,SS:50 125 48 CURE1 LIT 1

RED BONE FF,SS:170 295 122 CURE1

SKULL FF,SS:740 120 316 CURE1

BOMB 50 80 74 CURE1

GRAYBOMB 100 105 90 CURE1 EXPLODE

BALLOON A:600 315 496 CURE1 EXPLODE

GRENADE A:820 630 530 CURE1

MOMBOMB(boss) D:1080 1200 350 EXPLODE

*DRAGOON(boss) 65000 ? ? JUMP(constantly) (*the world will never know how your old buddy ever got so buff, but he means to kick your ass, and you can't do much about it)

RAVEN A:941 700 148 LEATHER(helmet) (2xattack) ROC A:999 150 282 LEATHER(helmet) (2xattack)

LILLITH(undead) FF:320 365 550 ETHER1 SLAP(ca:p) LAMIA 1200 1210 412 CHARM(harp) CHARM Q. LAMIA 11000 250 580 CHARM(harp) CHARM

MILON(boss) 3100 3000 600 LIT 1 MILON Z.(boss) F,S,A:3000 3000 800 POISON

*D.KNIGHT 1000 0 0

(*he'll die on his own after a preset time if you don't attack him)

*KARATE(boss) 4000 0 0 KICK (*I wonder where he got all those hit points from?)

HYDRA I,L:285 255 166 POISON(arrow) ENTANGLE PYTHON II,SS:593 345 560 POISON(arrow)

GUARD 200 500 144 CURE1 SIZE, PIGGY

FLAMEMAN I:579 300 344 FLAME(spear) BLADEMAN S:1050 215 520 TENT VIRUS(c.a.)

BAIGAN(boss) 3500 3000 960 WALL,RECOVER(if both arms are eliminated)

*L. ARM, R. ARM 350 0 2

(*these are components of BAIGAN)

KAINAZZO(boss) L:4000 4000 1100 WAVE(if uncoiled)

TREANT F:260 150 200 HEAL

DARKTREE(magic user) F:1800 525 1110 HEAL BERSK

PANTHER S:285 255 186 CURE1 BLUSTER(c.a.) BLACKCAT 593 345 560 CURE2 BLUSTER(c.a.)

CANNIBAL F:370 220 192 HEAL POLLEN(if alone) TRAPROSE FF:300 35 242 HEAL POLLEN(if alone)

CAVE BAT -L,AA,SS:150 155 126 CURE1 VAMPIRE

GIANTBAT -L,A,F:399 365 256 CURE1 VAMPIRE

WEREBAT -L,A,F:800 355 410 CURE1 VAMPIRE

MAGE(magic user) 500 235 220 CURE2 BLAST

CAVENAGA SS:255 205 150 POISON(arrow)

NAGA 900 150 220 ? MUTE

HUGENAGA 1200 240 720 POISON(arrow)

(undead)

VAMPGIRL   -L,FF,SS:250        195    150    CURE2    VAMPIRE
VAMPLADY   -L,FF,SS:2375    190    920    CURE2    VAMPIRE,LIT 2

(giants)

OGRE S:865 240 220 CURE2

MAD OGRE 1700 270 474 CURE2

(dragon magic users) *DARK ELF(boss) 3000 5000 1200 WEAK,ICE 2,LIT 2,FIRE2 (*after transformation) PALE DIM(boss) 27300 0 11800 SLOW, QUAKE

(magic users) MARION 473 195 555 CURE(staff) CALL(if alone) SORCEROR 1000 275 2370 CURE(staff) CALL(if alone) CONJUROR 3000 475 3700 CURE(staff) CALL(if alone)

PUPPET F:256 180 190 ?

EVILDOLL 300 270 284 CURE1

BRENA* 300 500 200 (combine)(c.a. if all of CAL is eliminated) CAL* 1000 500 200 (combine)(c.a. if all of BRENA is eliminated) CALBRENA(boss) 4624 4500 2800 (*these are components of CALBRENA)

SWORDMAN F:320 175 220 CURE2 ABSORB(c.a.)

WARRIOR 2400 575 860 TENT

EPEEGIRL 390 200 252 ?

KARY        2700           3500    2620    ARTEMIS(arrow)    HUG,

RETREAT(immediately after HUG)

ICEBEAST -I,FF:445 280 304 ? BLIZZARD

FLAMEDOG    -F,II:1221    245    344    FIRE(arrow)   FIRE(if alone)

CENTAUR 380 175 200 ?

HORSEMAN 3000 1220 990 TENT

(magic users)

WITCH 300 330 334 ? SLOW

TOADLADY 2960 600 700 HEAL (croak)(constantly)

WARLOCK 4250 2400 3460 HEAL DRAIN, PSYCH,LIT 2,

ICE 2,FIRE2

(magic users)

GREMLIN F:385 275 300 ? CHARM

FIEND 2980 625 1280 CURE2 CHARM

(magic user magus sisters)

SANDY(tall)    2500     \                WALL,BERSK,LIT 1

MINDY(short) 2200 --} 9000 1800 - - - - - - - - - - }DELTA ATTACK*

CINDY(fat)    4300     /                RECOVER(if SANDY or

MINDY is eliminated) (*one of VIRUS, FIRE2, ICE 2, LIT 2 chosen randomly, and only works if all three sisters are alive)

VALVALIS(boss) 6000 5500 1900 SPIN,WEAK and RAY(if SPIN is being used)

(giants)

STONEMAN II:2000 240 590 CURE2

STALEMAN I:2100 445 420 EARTH(wrench) hit to sleep IRONMAN 2500 385 750 SILVER(dagger)

ALERT 1425 380 420 CURE1 BEAM,ALERT(if alone) SEARCHER 5500 900 1760 CURE1 BEAM,ALERT(if alone) LAST ARM 9500 320 3840 CURE1 SEARCH,MAGNET and FISSION(after SEARCH)

CHIMERA -F,-I,-L:700 230 460 FIRE(arrow) BLAZE(if alone) MANTCORE -F,-I,-L:2000 1200 7000 FIRE(arrow) BLAZE(if alone)

MEDUSA 430 225 250 MEDUSA(arrow) GLANCE, RAY

GOLBEZ(boss)      F,S:5000    11000    4000        HOLDGAS(immediately),                               CALL,LIT 3,FIRE2,VIRUS

(dragons) *SHADOW ? ? ? DISRUPT(constantly) (*hope for a miracle)

CLAPPER -L,A:7000 900 1600 CURE1 BLITZ

GING-RYU 7500 19000 5000 CURE1 TORNADO,BLAZE(if alone) KING-RYU 8200 23000 6000 CURE1 ENTANGLE(c.a.),BLITZ

DR.LUGAE(boss) 4416 0 0 BALNAB(component) 3927 0 0 *DR.LUGAE(boss) 6600 4000 3000 GAS,POISON,BEAM,

    (*after transformation)                  LASER,EMISSION

*Q.EBLAN(boss) 60000 ? ? attacks only as c.a. *K.EBLAN(boss) 60000 ? ? attacks only as c.a. (*these 'people' die on their own after a preset period of time)

RUBICANT(boss) *I:25200 7000 5000 FIRE2, GLARE (*-I if cape is closed, II if open. also, casting FLAME(ninja) on rubicant will cause him to cast LIFE1 to all party members)

TRAPDOOR 5000 4500 6220 ? SEARCH,DISRUPT(after SEARCH,(morph)(if low on HP)

EVILWALL(boss) 19000 8000 2300 CRUSH(constantly after a preset amount of time),PETRIFY

TINYTOAD I:400 335 370 HEAL TOAD

ARACHNE II,AA:3500 585 880 CURE1 QUAKE(constantly)

MOLBOL 1999 460 2200 HEAL BREATH,

DIGEST(after BREATH)

ASURA(boss) 23000 0 4000 CURE3,CURE4,LIFE1, attacks only as c.a.

LEVIATAN(boss)    L:35000        0    11200          ICE 2,BIGWAVE(if uncoiled)
OGOPOGO(boss)    37000        0    24440          BLAZE,BIGWAVE(if uncoiled)

ODIN(boss) LL:20500 0 3600 SWORD ATTACK(after a preset amount of time)

JUCLYOTE 1700 1560 1440 CURE2

PROCYOTE 2200 1850 1820 CURE2 hit to poison

(undead dragons)

D. BONE F:9000 6750 2820 CURE1

D. FOSSIL F,S:10000 8100 3020 CURE1 CURSE,hit to paralyze D.LUNAR(boss) F:21000 0 10000 WALL,REMEDY,VIRUS,FIRE

BEHEMOTH    16000        65000    11740    HEADBAND(helmet)   STORM,

attacks only as c.a.

(dragons)

YELLOW D. 1800 1500 6800 HEAL THUNDER

GREEN D. 2200 ? ? HEAL THUNDER

(dragons) D. MACHIN F:15000 2550 8300 CURE1 FIRE(if alone)

RED D.        -F,I:15000    60500    10360    FIREBOMB   HEAT RAY,(2xattack)
BLUE D.        -S,-F,-I,-L:13200    40200    720    CURE2    BLIZZARD

(giants)

MACGIANT 8500 7000 3780 CABIN

REDGIANT 11800 1500 6200 CABIN EMISSION,EXPLODE(c.a. to call magic)

BAHAMUT(boss) 37000 0 70000 MEGANUKE(after a preset amount of time)

WYVERN(boss)    25000        0    12860           NUKE,MEGANUKE,WALL,REMEDY
BEAMER    1800            890    650    TENT    BEAM
MACHINE    3600            985    1640    LIT(arrow)

(elements: you must fight them one after another in the order listed without breaks inbetween. when you beat them all, you get the gold and XP listed below)

MILON(boss)    FF  \                    CURSE

RUBICANT(boss) *I --} 57000 ---} 10000 15000 GLARE,FIRE3,FIRE2

KAINAZZO(boss)    LL  \           /            WAVE
VALVALIS(boss)    LL --} 47000  /                SPIN,STORM

(*ice damage works the same way as it did in the earlier battle with rubicant)

CPU(boss)    20000     \                GLOBE199 and RECOVER(if

ATTACKER and DEFENDER are eliminated),WALL *ATTACKER 2000 --} 10333 25000 MASER(constantly)

*DEFENDER    2000     /                REMEDY(constantly)

(*these are components of the cpu)

EVILMASK(magic user) 25500 50000 13000 CURE2 WALL,VIRUS,NUKE,WHITE

(spirits)

BREATH 31300 50000 12000 ? REPORT,BLAST

MIND 12300 50000 13000 ? *CHARM,ARMOR

(*special attack)

*ZEROMUS(boss) 111111 0 0 BIG BANG,BLK.HOLE(every

    (*zeromus in invincible until the paladin         few turns),WHITE,METEO,NUKE

uses the crystal given to him by golbez)


7: TIPS, TRICKS, ETC.

to duplicate any item which can be equipped in the left or right hand (such as a shield, sword, rod, axe, etc...), first get into battle, making sure that one of your characters has the item that you want duplicated equipped.

when that character's is prompted to take an action, go to your item list, select any blank space in it, and then select the item you want duplicated(which must be in the left or right hand). this will switch the item with the blank space in the item list. now leave the item list and then run away from battle.

when you try to re-equip the item outside of battle, there will be two of them in your hand at once. remove the item from your hand again and there will now be two of them in your item list.

this tactic is especially useful in building up money quickly near the middle of the game, and is also useful when you get the ninja. just duplicate the drain spear or excalibur sword a few times, and throw the extras as darts.

you'll do outrageous amounts of damage, and since it is (DMG), the dart attack ignores the target's armor. this makes for a good way to defeat bosses. unfortunately, you can't duplicate the spoon dart, but if your ninja is above level 50, the excalibur sword is practically just as effective.

you can pick up the excalibur sword as soon as the big whale spaceship is available to you. I find that a few excalibur darts will make short work out of bahamut, the cpu, odin, 'plague', etc... never leave home without them!

to equip any weapon or shield(that your ninja can SNEAK) on any character, first make sure that you have none of the item that you plan to SNEAK already in your inventory. now, enter battle and SNEAK from an enemy that will give you a weapon or shield.

the next ally available to take an action can now use the ITEM option to equip the stolen weapon or shield, regardless of whether or not that ally belongs to the right character class.

this trick only works for the action immediately following SNEAK, so you should use the FORM option before entering battle to set things up right so that the desired character follows after your ninja.

if you decide to remove the stolen equipment at a later time, you may not put it back on unless that character could normally do so. in some cases immediately following the battle in which you execute this trick, your statistics may not reflect the new piece of equipment.

all you need to do in this case is go to the equip window, and then you come back to the statistics window - everything will be alright. during the battle in which you stole the equipment, if you try using the equipment as an item, strange things will happen, the effect usually being guaranteed elimination of one target.

in subsequent battles, the equipment will act normally if used as an item

this trick is actually not as useful as it sounds, as there isn't much good stuff that you can SNEAK. what I find most useful is giving the caller a silver shield

if you want to find that damned PINK tail(in order to get the ADAMANT armor - armor which is so unbelievably powerful that it's not even funny), prepare to be frustrated. a pink tail can only be obtained from beating a PINKPUFF group, and the only place that you will ever find a pinkpuff is in a tiny room in B5 of the Lunar Subterrain.

to find this room, it is best to start from the last chance saving spot before ZEROMUS on B7. exit this room and go the left, then back up two floors so that you will be on the bottom of the screen on B5.

there will be a small room immediately to the right, and a stairway a little bit further to the left. enter the room on the right. in this room, there should be a treasure chest on the far right wall which contains a CABIN.

wander around this room for an eternity and run from everything which is not a pinkpuff(if you have a game genie, there exists an item to summon a pinkpuff immediately). there is a small chance that you will win a PINK(tail) from fighting pinkpuffs.

in the event that you get lucky and recieve the tail, you can take it to the small dude who collects tails in the mine southeast of Silvera

make use of weakness multipliers whenever possible. often, an area will contain monsters that are weak against the items you can find there. for instance, the path to the lunar core has lots of dragons. near the entrance you'll have the opportunity to sneak artemis arrows from karys.

take 40 or 50 and shoot them at whatever dragons cross your path. it will make a big difference

if you know that one of your party members is going to leave you, remove all their equipment before they do. anything they have when they leave you, you will never see again. one good example of this is making sure that you keep at least one defense sword in your item list before your dragoon betrays you in the sealed cave.

later, you can re-equip him with it, which will be an improvement over the gungnir spear. at the very least, you can resell all the stuff your old characters used to have

i find that it's convienent to move the -sort- option to the top of the item list. moving around items is something you're probably going to do a lot, so you might as well have the option where you can use it

some monsters will only attack if you attack them first (such as behemoth). so if you only attack with your strongest characters, and have the rest parry, you will take less damage. also, some monsters will constantly use elemental special attacks if they are alone. if you are not well protected, you could easily lose your entire party in seconds.

so, if you run into one such monster in the company of other monsters, try to kill the ones with the special attacks first, or get them all at once with a strong magic spell

secret passages are sometimes indicated by dark gray against the black of the walls. you may not be able to see them if the brightness on your TV is turned down. some secret passages of particular usefulness are in the village of mist, inside a burned out fireplace. you can find the rod of change and a tiara helmet there.

save the tiara for your reunion with your wh.wiz, although ultimately it will be put to the best use by your caller. there are also secret pitfalls in castle eblan, secret passages in the sylvan cave, cave of summoned monsters, the lunar subterrain and many other places.

one exception to this pattern is an invisible bridge on the left side of B6 of the Lunar Subterrain for which there is no indication of a secret passage. this bridge leads ultimately to a saving point, and the WYVERN boss who guards the awesome CRYSTAL sword.

always be on the lookout for secret powerups hidden in jars, tall grasses, shallow water, and bookshelves too