The second edition FF2 'handbook'     -written by Ben Siron  4/13/96
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

FF2 = Final Fantasy II for the Super Nintendo Entertainment System (SNES),
distributed by Squaresoft.  I have no affiliation with Squaresoft, and this
document is not intended for sale.  Use it however you want.  All that I
wish is that you give me credit for writing it, if you are providing it to
others.

recent thanks to 'D', who can be contacted using the email address
'slmry@cc.usu.edu'.  'D' gave me corrected physical and magical damage
algorithms, although I still can't verify how any of the defense and %
abilities work. 'D' also gave me useful info about the effects of conditions
like 'curse' and the special abilities of certain classes, and this was enough
of a headstart to attempt an 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 'D'

recent thanks to Ryan Myers (rmyers@teleport.com), who filled in some blanks
about the effects of the bard's SING action

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 78 characters wide,
with 8 characters per tab.  it spans about 2000 lines)



- - - -=- -=-  -=< 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 allies to
		take an action

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

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

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

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

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

ca:p - counterattack to physical attacks

ca:m - counterattack to magical attacks

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

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



======================= 1: STATISTICAL & DAMAGE ALGORITHMS ===================

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

the results of nearly all attacks which produce damage are derived from a
few numbers, the base, the 'damage multiplier' ('dm.'), 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)


calculation of damage for all physical and magical attacks besides the
exceptions listed above:

base value for physical attacks besides DART:
---------------------------------------------
: base = attacking character's ATT.
: if using the dragoon's 'JUMP' option, base -> ( base x 2 ).
: if the attacker is 'berserk', base -> [ base * 3/2 ].
: if the target of the attack is 'small' or a 'toad', base -> ( base x 2 ).
: if the attacker has 'curse', base -> [ base / 2 ].

damage multiplier (dm.) for a physical attack:
----------------------------------------------
: dm. = 1.
: if the weapons being used have elements associated with them which apply to
  the elemental multipliers of the target, take the biggest such
  multiplier = e.  if e is positive, dm. -> (dm. x e)
: if the weapons being used have race multipliers (such as x4 vs. dragons),
  take the biggest such race multiplier = r.  dm. -> (dm. x r)
(note that you can inflict very large amounts of damage if race and
 elemental multipliers apply simultaneously)

base values for magical attacks:
--------------------------------
: every spell or item has a base peculiar to it, as listed in the magic
  section.  base = listed value.

dm. for a magical attack:
-------------------------
: dm. = 1.
: if the attack has an element associated with it which applies to the
  elemental multipliers of the target, let this multiplier be e.
  dm. -> (dm. x (absolute value of e)).
: if the target is an ally, dm. = 4.

damage from all attacks besides DART and certain special monster attacks:
-------------------------------------------------------------------------
: range = [ base/2 ].
: if base was calculated from the RHP of the target (example: the caller
  spell of MIST), and range > 255, range = 255.
: damage = ( base + (0,range) ) x dm..

attacks using DART:
-------------------
: damage = LV(of ninja) x (power of weapon being thrown) + (1,100).
  (this attack counts as DMG.)
(note that elemental and race multipliers do not affect this kind of attack)

special monster attacks doing damage based on MHP of the target:
----------------------------------------------------------------
how damage from this is calculated is explained in the special attacks
section much further on.

target's resistance:
--------------------
: if the attack is DMG, the target may not resist.
: else, for a magical attack against a target which is an ally and not a
  monster, damage -> ( damage - (0,MD) ).
: else, for a physical attack, damage -> ( damage - (0,DEF) ).

number of hits multiplier:
--------------------------
: for a magical attack, xP = the effective black, white, or item magic
  multiplier (as explained in the magic section).
  damage -> ( damage x (some function of xP) ).  the function by which the
  multiplier is determined eludes me, but in the limit of the target having
  low magic resistance (xM and M% are small), the multiplier is usually xP.
  if the target was an ally, the ally does not resist and the multiplier is
  always xP.  in all cases, the function produces an integer in the range of
  (0,xP).
: if this magical attack was an S/A spell split to multiple targets (as
  explained in the magic section), # of targets = n.
  damage -> [ damage / n ], for each target.
: if the attack was physical, damage -> ( damage x (some function of xA) ).
  the function used here also eludes me, but in the limit of low armor
  (xD and D% small, %A (of attacker) about 99%), it is usually just xA.
  in all cases, the function produces an integer in the range of (0,xA).

attacks using DART:
-------------------
damage = LV(of ninja) x (power of weapon) + (1,100) points of DMG

corrections:
------------
: if damage < 1, then damage = 1.
: if # of hits = 0 (where this was a factor), damage = 0.
: if damage > 9999, damage = 9999, except in rare circumstances which are
  explained individually.

sign of damage (hurt vs. heal):
-------------------------------
: if damage = 0, don't display any numbers, the attack was a miss.
: if the attack was a draining type attack (such as casting PSYCH or
  attacking with the DRAIN sword), and the target was undead, the sign of the
  damage is negative, which also results in the attacker taking positive
  damage (DON'T DRAIN UNDEAD!!)
: if this attack was a heal, negate the sign of the damage.
: if this attack was a heal and the target was undead, negate the sign of
  the damage again.  this means that undead take positive damage from healing
  type attacks.
: if this was a magical attack which had a negative elemental damage
  multiplier ( e < 0 ), make the sign of the damage negative.
: if attack was CURE4, don't display any numbers.
: if the damage is positive, damage the target (RHP -> (RHP - damage) ) by
  this amount.  the numbers which appear will be white.
: if the damage was negative, recover the target ( RHP -> (RHP + damage) ) by
  this amount.  the numbers which appear will be green.
: if damage > 9999 for some weird reason, damage the target by the actual
  calculated amount, but only display the last four digits of the damage
  ( damage mod 10000 ).


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



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

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

: LB = [ LV/4 ],
: for the the karate man, use LB = (( LV + 1 ) x 2) instead.

: SB = [ STR/4 ].

: VB = [ VIT/2 ].

(note that LB, SB, and VB are not displayed, they are just variables I have
 invented to make calculations simpler.  they stand for Level Bonus, Strength
 Bonus, and Vitality Bonus, respectively)

: 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 (if the character isn't ambidextrous),
  ATT -> [ ATT * 4 / 5 ].
(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 bonuses
  from the two weapons)

: 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 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 are mainly function of the individual identity of
the character (not the same for all characters of a given class).

- - - -=- -=- 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 explicitly 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 - if successful, SING has one of three effects to a signle target, chosen
  randomly:  (1) - song of Silence = MUTE
	     (2) - song of Charm   = CHARM
	     (3) - Lullaby         = SLEEP
  I'm not exactly sure how likely it is that SING will be successful...



================================= 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 (magical and other attacks do not affect the
  'charm' state), '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
multiplier of the original divided by the number of targets.  ex.- you cast
FIRE3 on 5 targets, and your caster has WIS = 30.  so B = [ 30/4 ]+1 = 8.
each of the 5 targets will recieve a FIRE3 spell with a B multiplier of 8/5

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

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

other miscellany: the column 'who learns it/when' gives only approximate
levels at which the spell is learned. Z-13 means that a Bl.Wiz would learn the
spell at around level 13. S-(MO) means that the sage learns the spell at mount
ordeals.  C-(SM) means that the caller learns this in the land of summoned
monsters.  # means that the spell is known by the character at the time that
they join your party.  any black or call spell that the young Caller learns is
retained until you meet her in her matured state, but all of the white spells
that the young Caller learns are lost

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


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

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

FIRE1 - 5       S/A     F:16 x B        -Cb         @-near Fabul,Z-#,S-#,L-#
FIRE2 - 15      S/A     F:64 x B        -Cb         C-#,Z-12,S-(MO),L-#
FIRE3 - 30      S/A     F:256 x B       -Cb         C-40,Z-?,S-(MO),L-#
ICE 1 - 5       S/A     I:16 x B        -Cb         @-2,Z-#,S-#,L-#
ICE 2 - 15      S/A     I:64 x B        -Cb         C-#,Z-11,S-(MO),L-#
ICE 3 - 30      S/A     I:256 x B       -Cb         C-38,Z-?,S-(MO),L-#
LIT 1 - 5       S/A     L:16 x B        -Cb         @-5,Z-#,S-#,L-#
LIT 2 - 15      S/A     L:64 x B        -Cb         C-#,Z-13,S-(MO),L-#
LIT 3 - 30      S/A     L:256 x B       -Cb         C-42,Z-?,S-(MO),L-#
SLEEP - 12      S/A     make target 'sleep'  -Cb    @-9,Z-#,S-(MO),L-#
VENOM - 2       S/A     0 x B ;'poison' the
			  target        -Cb         @-10,Z-#,S-(MO),L-#
WARP - 4        A       jump back one floor from
			  inside a dungeon.  -Cb;
			  no effect     -nC         @-12,Z-?,S-(MO),L-#
TOAD - 7        S/A     switch the 'toad' condition on/off for
			  each target   -nC/Cb      @-13,Z-22,S-(MO),L-#
PIGGY - 1       S/A     switch the 'pig' condition on/off for
			  each target   -nC/Cb      C-#,Z-11,S-(MO),L-#
STOP - 15       S       'stop' the target    -Cb    C-#,Z-14,S-#,L-#
PSYCH - 0       S       16 x B ; damage is removed from the
			  target's MP and then added to
			  your own MP   -Cb         C-31,Z-?,S-#,L-#
STONE - 15      S/A     'stone' the target   -Cb    C-46,Z-?,S-(MO),L-#
DRAIN - 18      S       20 x B ; damage done to the
			  target is added to your
			  own HP        -Cb         C-35,Z-?,S-(MO),L-#
VIRUS - 20      S/A     128 x B ; target will then
			  have an HP leak    -Cb    C-26,Z-19,S-(MO),L-#
QUAKE - 30      A       200 x B to each target -Cb  C-44,Z-23,L-#
WEAK - 25       S       reduce target to (1,9) HP,
			  unless this would cause the
			  target to gain HP  -Cb    C-48,Z-?,S-(MO),L-#
FATAL - 35      S       'swoon' the target   -Cb    C-49,Z-?,L-#
NUKE - 50       S       400 x B              -Cb    C-50,Z-?,L-#
METEO - 99      A       800 x B to each target -Cb  C-60,Z-?,L-#


- - - -=- -=- WHITE MAGIC -=- -=- - - -
Spell/Cost      to:     Attribute/Effect            Who learns it / when

CURE1 - 3       S/A     heal 16 x W     -Cb,
			  see below     -nC         W-#,@-3,P-#,S-(MO),L-#
CURE2 - 9       S/A     heal 48 x W     -Cb,
			  see below     -nC         W-14,P-14,S-#,L-#
CURE3 - 18      S/A     heal 144 x W    -Cb,
			  see below     -nC         W-27,S-(MO),L-#
CURE4 - 40      S/A     heal 288 x W if the spell is
			  split among multiple targets,
			  otherwise heal to MHP (this
			  gain may exceed 9999) -Cb,
			  see below     -nC         W-38,S-(MO),L-#
SIGHT - 2               view your surroundings
			  if you're outside -nC,
			  no effect     -Cb         W-#,@-4,P-3,S-(MO),L-#
PEEP - 1        S       view target's HP/MHP and
			  elemental weaknesses,
			  does not work against
			  enemy bosses         -Cb  W-#,P-8,S-(MO),L-#
HOLD - 5        S       'paralyze' the target  -Cb  W-#,@-7,S-(MO),L-#
SLOW - 14       S/A     slow down target       -Cb  W-#,S-(MO),L-#
MUTE - 6        S/A     'mute' the target      -Cb  W-15,S-(MO),L-#
BERSK - 18      S       'berserk' the target   -Cb  W-18,S-(MO),L-#
EXIT - 10       A       force an escape from battle -Cb,
			  jump out of a town or other
			  area completely to the same place
			  that you left the outside
			  originally    -nC         W-19,P-20,S-#,L-#
HEAL - 20       S       heal all conditions except
			  'swoon','count','float',
			  and 'berserk' -nC/Cb      W-20,P-16,S-#,L-#
BLINK - 8       S       make target hard to hit -Cb W-23,S-#,L-#
CHARM - 10      S       'charm' the target      -Cb W-25,S-#,L-#
SIZE - 6        S/A     make target 'small'     -Cb W-29,S-(MO),L-#
FAST - 25       S       speed up target         -Cb W-30,S-(MO),L-#
FLOAT - 8       S/A     make target 'float'     -Cb W-32,S-(MO),L-#
WALL - 30       S       give target a 'wall'    -Cb W-34,S-(MO),L-#
LIFE1 - 8       S       remove 'swoon' and restore the
			  target's HP to the target's
			  VIT x 5       -nC/Cb      W-12,S-#,L-#
LIFE2 - 52      S       remove 'swoon' and heal the target
			  to its MHP (target may gain more
			  than 9999 HP) -nC/Cb      W-42,S-(MO),L-#
WHITE - 46      S       S:336 x W       -Cb         W-48,L-#

unique effect - if you use a cure spell outside of battle to heal a single
  target, that target will gain exactly ([WILL/8]+2) x ([WILL/2]+Z) HP, where
  Z is the base power that the spell would have in combat.  if you choose to
  divide the spell, the total healing amount is the same, but it is
  divided equally among all allies.  the only exception is CURE4, which will
  have the same effect outside of combat as it does in combat, if it is cast
  on a single target


- - - -=- -=- CALL MAGIC -=- -=- - - -
Spell/Cost      to:     Attribute/Effect            Who learns it / when

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

the dart section is a list of all the weapons which your ninja can throw as
darts.  anything not in this list can't be thrown using the dart option.  this
list also contains the base strength of the dart, which factors in as
explained in the damage algorithms section

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 D.')
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


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
ADAMANT(ore)- ! give this to kokkol (the blacksmith) in the SE corner of the
		underground world.  return later to receive the
		EXCALIBUR(sword) after you have the big whale           -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       -nC


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

experience listed is that which you would recieve with 5 characters in your
party, if you were to fight one of those monsters all by itself.  total
experience given is the sum of the experience reward for each one of the
monsters defeated (if they run away before you kill them, they don't count).
if you have fewer than 5 characters in your party, say 3, each one get 5/3 as
many experience points (xp), so that the total experience rewarded remains
constant

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

some monsters are weak vs. certain elements.  this will be indicated with an
attribute before the number of HP it has.  one letter for the attribute means
that the monster takes double damage from that element.  two letters means
quadruple damage.  a minus before the letter means that an attack with that
attack with that attribute causes reverse damage.  physical attacks ignore a
negative multiplier.  a '#' sign before the letter means that all attacks with
that element cause 0 damage.  for instance, -F,LL: 250 in the HP column means
that the monster has 250 HP, magical fire attacks will heal it, and it takes
(x4) 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
attacks 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        ?(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)   (ca:m, normal attack),VIRUS
						   (c.a. to call magic)



============================= 7: TIPS, TRICKS, ETC. ==========================

to duplicate any item which can be equipped in the left or right hand (such as
a shield, sword, rod, axe, etc...), first get into battle, making sure that
one of your characters has the item that you want duplicated equipped.  when
that character's is prompted to take an action, go to your item list, select
any blank space in it, and then select the item you want duplicated(which must
be in the left or right hand).  this will switch the item with the blank space
in the item list.  now leave the item list and then run away from battle.
when you try to re-equip the item outside of battle, there will be two of them
in your hand at once.  remove the item from your hand again and there will now
be two of them in your item list.

this tactic is especially useful in building up money quickly near the middle
of the game, and is also useful when you get the ninja.  just duplicate the
drain spear or excalibur sword a few times, and throw the extras as darts.
you'll do outrageous amounts of damage, and since it is (DMG), the dart attack
ignores the target's armor.  this makes for a good way to defeat bosses.
unfortunately, you can't duplicate the spoon dart, but if your ninja is above
level 50, the excalibur sword is practically just as effective.  you can pick
up the excalibur sword as soon as the big whale spaceship is available to you.
I find that a few excalibur darts will make short work out of bahamut, the
cpu, odin, 'plague', etc...  never leave home without them!

to equip any weapon or shield(that your ninja can SNEAK) on any character,
first make sure that you have none of the item that you plan to SNEAK already
in your inventory.  now, enter battle and SNEAK from an enemy that will give
you a weapon or shield.  the next ally available to take an action can now use
the ITEM option to equip the stolen weapon or shield, regardless of whether or
not that ally belongs to the right character class.  this trick only works for
the action immediately following SNEAK, so you should use the FORM option
before entering battle to set things up right so that the desired character
follows after your ninja.  if you decide to remove the stolen equipment at a
later time, you may not put it back on unless that character could normally do
so.  in some cases immediately following the battle in which you execute this
trick, your statistics may not reflect the new piece of equipment.  all you
need to do in this case is go to the equip window, and then you come back to
the statistics window - everything will be alright.  during the battle in
which you stole the equipment, if you try using the equipment as an item,
strange things will happen, the effect usually being guaranteed elimination of
one target.  in subsequent battles, the equipment will act normally if used as
an item

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

if you want to find that damned PINK tail(in order to get the ADAMANT armor -
armor which is so unbelievably powerful that it's not even funny), prepare to
be frustrated.  a pink tail can only be obtained from beating a PINKPUFF
group, and the only place that you will ever find a pinkpuff is in a tiny room
in B5 of the Lunar Subterrain.  to find this room, it is best to start from
the last chance saving spot before ZEROMUS on B7.  exit this room and go the
left, then back up two floors so that you will be on the bottom of the screen
on B5.  there will be a small room immediately to the right, and a stairway a
little bit further to the left.  enter the room on the right.  in this room,
there should be a treasure chest on the far right wall which contains a CABIN.
wander around this room for an eternity and run from everything which is not a
pinkpuff (if you have a game genie, there exists an item to summon a pinkpuff
immediately).  there is a small chance that you will win a PINK(tail) from
fighting pinkpuffs.  in the event that you get lucky and recieve the tail, you
can take it to the small dude who collects tails in the mine southeast of
Silvera

make use of weakness multipliers whenever possible.  often, an area will
contain monsters that are weak against the items you can find there.  for
instance, the path to the lunar core has lots of dragons.  near the entrance
you'll have the opportunity to sneak artemis arrows from karys.  take 40 or 50
and shoot them at whatever dragons cross your path.  it will make a big
difference

if you know that one of your party members is going to leave you, remove all
their equipment before they do.  anything they have when they leave you, you
will never see again.  one good example of this is making sure that you keep
at least one defense sword in your item list before your dragoon betrays you
in the sealed cave.  later, you can re-equip him with it, which will be an
improvement over the gungnir spear.  at the very least, you can resell all the
stuff your old characters used to have

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

some monsters will only attack if you attack them first (such as behemoth).
so if you only attack with your strongest characters, and have the rest parry,
you will take less damage.  also, some monsters will constantly use elemental
special attacks if they are alone.  if you are not well protected, you could
easily lose your entire party in seconds.  so, if you run into one such
monster in the company of other monsters, try to kill the ones with the
special attacks first, or get them all at once with a strong magic spell

secret passages are sometimes indicated by dark gray against the black of the
walls.  you may not be able to see them if the brightness on your TV is turned
down.  some secret passages of particular usefulness are in the village of
mist, inside a burned out fireplace.  you can find the rod of change and a
tiara helmet there.  save the tiara for your reunion with your wh.wiz,
although ultimately it will be put to the best use by your caller.  there are
also secret pitfalls in castle eblan, secret passages in the sylvan cave, cave
of summoned monsters, the lunar subterrain and many other places.  one
exception to this pattern is an invisible bridge on the left side of B6 of the
Lunar Subterrain for which there is no indication of a secret passage.  this
bridge leads ultimately to a saving point, and the WYVERN boss who guards the
awesome CRYSTAL sword.  always be on the lookout for secret powerups hidden in
jars, tall grasses, shallow water, and bookshelves too