~B
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 ÈDi, who can be contacted using Èd@serv.cache.neti.
ÈDi gave me corrected physical and magical damage algorithms, although I still
canit verify how any of the defense and % abilities work. ÈDi also gave me
useful info about the effects of conditions like Ècursei 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 ÈDi
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)
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
- - - -=- -=- DAMAGE CALCULATION ALGORITHMS -=- -=- - - -
the results of nearly all attacks which produce damage are derived from a
few numbers, the base, the Èdamage multiplieri ('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 characteris ATT. if using the dragoonis ÈJUMPi
option, double the base. double the base again if the target of the attack is
Èsmalli or a Ètoadi. if the attacker is 'berserk', multiply the base by 3/2.
finally, if the attacker has Ècursei, 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 Èd.m.i 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 Èd.m.i 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 Èd.m.i 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 Èd.m.i 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 Èd.m.i
*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 Èd.m.i. 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 Èmagici 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 (DONiT 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 donit 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 - ?
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
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 ÈAttribute/Effecti 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.)
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)
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
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
- - - -=- -=- 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)
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 È#i 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:
(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)
*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)
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)
(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)
*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
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
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)
*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 isnit 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