The second edition FF2 'cheat sheet' -courtesy of Ben Siron 9/19/95 a.k.a. bensiron@cco.caltech.edu thanks to Adam Lederman for all of the information in his FF2 guide. it gave me a lot of ideas on things to research, which I present in this new guide in addition to all the non-game genie information which he originally compiled recent thanks to ÔDÕ, who can be contacted using Ôd@serv.cache.netÕ. ÔDÕ gave me corrected physical and magical damage algorithms, although I still canÕt verify how any of the defense and % abilities work. ÔDÕ also gave me useful info about the effects of conditions like ÔcurseÕ and the special abilities of certain classes, and this was enough of a headstart to attempt and exhaustive list of conditions and special abilities. finally, there are numerous other corrections to damage ranges and special items in this version which are due to ÔDÕ if you find anything amiss, missing, or badly explained (however trivial) with this guide, E-mail me, and I'll take note of it. E-mail me also if you find out any really cool tips, strategies, etc... (this listing was made in an evenly spaced font, lines 80 characters wide, with 8 characters per tab) - - - -=- -=- -=< CONTENTS >=- -=- -=- - - - 0: DEFINITIONS & ABBREVIATIONS..................03% 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 I - ice L - lit 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 Ôdamage multiplierÕ ('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 characterÕs ATT. if using the dragoonÕs ÔJUMPÕ option, double the base. double the base again if the target of the attack is ÔsmallÕ or a ÔtoadÕ. if the attacker is 'berserk', multiply the base by 3/2. finally, if the attacker has ÔcurseÕ, 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 Ôd.m.Õ 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 Ôd.m.Õ 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 Ôd.m.Õ 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 Ôd.m.Õ 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 Ôd.m.Õ *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 Ôd.m.Õ. 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 ÔmagicÕ 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 (DONÕT 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 donÕt 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 ÔAttribute/EffectÕ 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 -Cb, 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 CHOCB - 7 S 40 x B -Cb @-1 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') CRYSTAL - ? ? ? ? ? ? (secret - fight a 'Behemoth') 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 Ô#Õ 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 isnÕt 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