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Monster Party Guide by IMWeasel

Version: 2.5 | Updated: 05/21/18

|||            Final Fantasy Tactics Monster Guide                          |||

        By: I.M. Weasel 
        Copyright: 2006-2018 
        Version: 2.5
        Systems: PlayStation 1 (PSX)
        Last Update: 5/21/2018
		This guide is best viewed with a Word Wrap of 80 characters.
|||            Table of Contents                                            |||

[I]     Introduction     
    [I.I]       About this Guide     
    [I.II]      Conventions
    [I.III]     New in this Version

[II]    About Monsters      
    [II.I]      General Monster Notes     
    [II.II]     Training & Recruiting Monsters     
    [II.III]    Breeding Monsters    
    [II.IV]     Monster List     

[III]   Human Characters     
    [III.I]     Jobs     
    [III.II]    Abilities
    [III.III]   NPC's

[IV]    Walk-through
    [IV.I]      Initial Character Setup 
    [IV.II]     Battle Walk-through

[V]     Side quests     
    [V.I]       Extra Characters (Beowulf, Reis, Worker8)     
    [V.II]      Deep Dungeon
[VI]    Hunting Grounds 
[VII]   Alternative & Monster Parties 
[VIII]  Q & A 
[IX]    Thanks 
[X]     Updates 
[XI]    Legal

|||**************          I. - Introduction                 ***************|||

|||            I.I - About this Guide                                       |||

This guide details how to use monsters as your main ally in Final Fantasy
Tactics, also known as the 'Beastmaster' play style. I like monsters - they
provide a more easy-going and less constructed play experience. Playing through
this way might appeal to some fans that are looking for a new experience or

Ramza will still need to perform vital functions (curing, healing negative 
statii, buffing, and dealing damage); whats more important - and what I focus 
on - is how to use your monsters.

Also, this guide describes how to obtain rare weapons and armor.
Of course, only your human units can use the rare items, but they do help quite
a bit. These parts are optional and denoted by the <=RARE=> tag.

|||            I.II - Conventions                                           |||

The guide assumes a basic knowledge of the games controls, and a decent
familiarity with the game itself. You should be familiar with basic movement, 
location knowledge, and window/menu usage before using this guide.

This guide uses the wording from the original Final Fantasy Tactics on
PlayStation, including the original There are several misspellings.

Directions are used in reference to maps and squad layouts:
(top, left, right, bottom) or sometimes (north, west, south, east). These
references are based on the original view orientation of the map.

I use the main characters default name: 'Ramza', although you can name him
whatever you like.

|||            Definitions                      ||| 

Species - Monsters are divided into species. There are around 12 total 
 monster species(s). For instance, Chocobos and Dragons are two different

Type - The type of monster from a certain species. Type 1 is the weakest/basic,
 Type 2 is the decent/middle, Type 3 is the strongest/top-tier monster of a
 species. For instance, the three types of Chocobos are 'Chocobo' (1), Black
 Chocobo (2), and Red Chocobo (3).

PA - Physical attack 
MA - Magic Attack (also magic 'power') 
BR - Brave 
FA - Faith 
JP - Job Points 
AoE - Area of Effect range that will hit multiple targets
R - Range  
NPCs - These are story characters who might become permanent allies.

( # v # ) - The Horizontal and vertical range of an ability, spell, or action.
( 2 v 2 ) - Two Horizontal, ~2 Vertical - Sometimes refereed to as a '4
square' or 'plus-shaped'. This affects the user and the units directly next to

|||            Battle - Recommended             ||| 

This is a short breakdown for the 'recommended units' line at the top of 
each battle. 

	This shows what job you should be as Ramza. The A/B/C correlates with 
	what recommended job path/setup you're using as Ramza. The '~' (tilde) 
	symbol means you can use either job in the battle.                       
 1x Black Chocobo, 2x Juravis
    Shows that it is highly recommended that you bring these exact monster 
	units to the battle.	

 2x Ghoul/Cuar/Pisco Demon/Ocho/Dragon
    You can bring "2" (or whatever number is there) of any combination of 
	these monsters. They are not as crucial for the strategy, but they are
	recommended for best winning. I'll only mention the best - or most timely -
	monster Type of a Species for the battle. Different Types of that Species
	may be brought, but they won't be as effective.

|||            I.III - New in this Version                                  |||

I removed a few bits of the guide that weren't 100% in-line with the direction
of the guide. Here's a list of the changes and what is new.

'100% Completion' Factors
Poach List
NPC info (non-monster related NPC's)
Side Quests - Propositions
Reis Side Quest - Cloud sections
Usage of Human characters in chapter 1

General spelling and grammatical errors fixed.
Updates: Monster exp, Monster Skill, General Monster Notes, Regarding Training 
 Monsters, About this guide, chapter beginning texts
Added full info for Byblos
Updated Monster Bios with more helpful info
Added Battle "Recommended" key to conventions
More monster Parties Bones & Squids and Lick Morbols
Updated battles and adjusted monsters/strats
added some monsters to hunting grounds

|||**************          II. - About Monsters              ***************|||

|||            II.I - General Monster Notes                                 |||

Here are some pros and cons of using monsters. Monsters can do many things, and
are considered unisex.

Don't need to manage Equipment/Items 
Have innate abilities which would take a human several JP to get 
Easier to replace in the event of a casualty

Can't equip Weapons/Armor 
Can't learn new abilities 
Lots of monsters lack AoE's 

Innate Abilities: 
All enemies' basic 'Attack' has an innate 'Knockback' effect. 
All enemies have 'Counter' as a Reaction Ability. 
Monsters are Immune to 'Blood Suck'.
Monsters have no Side, Back or Magical Evade. 
Monsters do not need or use MP.

Monsters are more susceptible to being affected by enfeebling actions -
such as Charm - because there is no gender equation taken into account when an
enemy unit is using them against a monster target. This can also affect other 
types of actions used against them.

When using a monster party, you'll want to avoid having units fall behind a 
few levels from the main group, as it will take them a lot more time to catch 
up to the groups' median level. If they do fall behind, you can breed or 
re-acquire a similar unit to replace the lower-level monster. 

|||            Astrological Signs               ||| 

Signs are very important when playing a Beastmaster game. Monsters' small
ability pool makes it more important that allied units be able to get and
give the full support sign compatibility gives.  The 'Item' ability is one of
the few abilities that does not rely on astrological compatibility.

|||            Character Setup                  ||| 

Using monsters and obtaining them usually requires the use of a units' support
ability slot. Therefore when considering job combinations, remember that
sometimes you won't be using a support ability that enhances the human
characters setup. 'Monster Skill' although used normally, can be optional, 
which will open up many job setup options; it all depends on play style.

|||            Monster Experience               |||

For several reasons, its harder to level up monsters.  An action performed
at/towards a higher level unit always give more experience. The higher level 
the target, the more experience. There is also a +10 experience point bonus 
to any action that 'kills' an enemy/friendly unit. To give them an additional 
edge of experience, let them get in any kill-shots on enemies if possible.

|||            Brave & Faith                    ||| 

Brave increases basic monster attack damage, and their Counter reaction rate.
Faith will make them more or less susceptible to magic.

If you lower faith, two things will happen: 
1) Your monsters will take a lot less damage from magical attacks; 
2) Your monsters will only get very small benefits from positive magic cast 
on them (Cure, etc..). 

|||            II.II - Training and Recruiting Monsters                     |||

Train - [Mediator - Support - 450JP]

Train is a support ability learned through the Mediator job that lets you 
'Invite' monsters when you attack them under certain conditions. When Train 
is set, it activates when you do 2 things:  1) Use the 'Attack' command 
against a monster and the attack causes the monster to go into critical HP 
state as a result of your attack.  2) Attack a monster in a critical state, 
not killing it, but doing HP damage. Train works best on a unit with mid to 
low Attack power. When a unit using Train has high attack, it is hard to find 
the 'sweet spot' for doing enough damage but not too much. Setting a reaction 
ability such as Counter or 'Counter xxx' on a unit that is trying to use 
Train increases the likelihood of doing unnecessary damage to the target.

Tip: Having a Chocobo(Yellow) around to heal the target monster can be very 
helpful when you're trying to find the 'sweet' damage spot.

Train Notes: Attack and Charge - are considered physical attacks, and work 
with Train. Ability attacks - such as Punch Arts - do not work with Train. 
Train can and will activate on a unit that is Charmed or under any other 
status effect (except: Blood Suck, Petrify, Zombie). It has no effect on 
human targets. Monsters can counter-attack even on a hit that 'Trains'. When 
a attacking with 'Two-Swords', or as a Ninja, either hit of the attack can 
cause Train to activate. This is true even when the first hit Trains but the 
second hit kills.

Invite - [Mediator - Main - 100JP]  Invite % = MA + 20
Invite is the main ability of the Mediator job. You must be a mediator or have
'Talk Skill' + Monster Talk set to invite monsters. Invite is a ranged ability,
and can be used on a monster at any given time, although its success rate is
somewhat low.  Invite success increases when the target is Charmed, or in
critical condition. 

|||            II.III - Breeding                                            |||

When a Monster is in your party, it might lay an egg which a new monster - of 
the same species - will hatch from. Although it is usually called 'Breeding', 
only one Monster is needed to lay an egg. When an egg is laid it takes 
several days passing on the world map for it to hatch. It is somewhat hard 
pinning down concrete evidence on breeding calculations, what I propose is 
based on hours of data collection.

When you breed, you want to select for desirable traits. What's important is 
matching Sign, high Level, and high Brave. In regards to Sign, you'll want 
your team to all have compatible signs. This will give you the highest chance 
and greatest amounts for any support/healing abilities & spells.
The most effective way to breed is to choose one two target species to breed 
at a time. Each monster has its own random chance to lay an egg, so when a
desired birth month comes around, you'll have a higher chance of that targeted 
species to lay an egg in that month.

The time it takes to hatch an egg varies, and may be dependent on the monster
species and type. Monsters eggs hatch between 2 & 4 days after being laid. The
longer an egg takes to hatch, the higher tier of monster it might be. If you
move more than 4 times on a map and an egg does not appear in the formation
screen, enter a towns' bar or shop then exit to 'kick-start' breeding again.
To safely breed, move between two non-hostile spots on the map. You'll want to
remove older monster units once their level gap starts to widen. If you want to
breed higher-tier monster type, I suggest getting rid of most of the 
lower-type monsters of that species as you go.

In addition to all of this, monsters will sometimes enter a 'dead zone' where 
they will not lay any eggs to upwards of a month. I'm not sure what causes 
this or how to avoid it. Maybe it's sign based, maybe it walking over the same 
area constantly...I can only speculate.

Breeding 'Knowns': 
* It only takes one monster to lay an egg. 
* Monsters only produce eggs that contain their own Species. 
* A hatched monsters' level will be between the highest and lowest levels 
 of your party. 
* If you do have guests in your party, there is something like a 
 1/10 chance they will be the guests' level. 
* A hatched monsters' level will have a higher chance of being a level 
 closer to the top of the curve. 
* Type 2 & Type 3 monsters can lay eggs of all three Types. 
* A Type 1 monster can only lay eggs of Type 1 or Type 2.   
* Monsters can take several months to start laying eggs of better types,
 possibly a year to go from Type 1 to Type 3. 
* Monsters signs' will be the sign the month they are 'born' in.
* Egg Coloring is somewhat random, and not connected to the parents colors.
* Monsters do not have to have fought in any battles to lay eggs. 
* Monsters are prone to lay an egg of its own 'type' (2/3 Chance).  
 Seemingly, its a 1/4 chance is that it will lay an egg with a different 
 type inside. 
* Scrolling VERY quickly over an egg will show the real monster inside. 
* The more monsters you have of a certain type, the more they will breed.
* The monsters from eggs are set once they are laid, and cannot be changed.
* Changing a monsters' name has no bearing on breeding.

** I cannot say 100%, but I’m quite certain monsters that have fought recently 
 take some time to 'recharge' and will not lay eggs for a while after a fight.

Unknown Breeding Factors: 
* If new monsters are more likely to breed. 
* If Brave or Faith of a parent has any effect on eggs. 
* If seasons make a difference in breeding. 
* If placing like units together on the status screen increases breeding

|||            Breeding or Recruiting ?         ||| 
One of the biggest questions with a monster party is always present. Should 
I spend time on long breeding sessions or go out recruiting regularly? It's 
hard to say exactly, with breeding you can always get the Signs you want, but 
with Inviting/Training you can always get the highest level monsters from 
random battles.

|||            II.IV - Monster List                                         |||

All standard physical attacks can set off reaction abilities unless otherwise

Reminder: 'Undead' monsters will take damage from curative abilities & items.

 RNG- Range of effect 
 EFT- How many spaces the ability affects 
 MOD- What stats modify the effect of the ability(PA,MA,BR,FA,Spd,Var-Varies) 
 SPD- Speed of the monster. 
  M - Median speed. One monster has the 'median' speed, 
      the other types will either have more '+' or less '-' speed.


|||            Ahriman                          ||| 

 Move 5, Jump 5 
 Innate: Fly, Can't Enter Water
 Flotiball [C-EV:12% SPD:M] 
 Ahriman   [C-EV:13% SPD:M+1] 
 Plague    [C-EV:11% SPD:M+2]
  ______________ _____ _____ _____________ ______ ___________________________
 | SKILL        | EFT | RNG | Flo Ahr Pla | MOD  | FUNCTION                  |
 | Wing Attack  |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage           |
 | Lk of Fright*|  1  |  3  | MS  Yes --- |  MA  | Lower targets BR - 10     |
 | Lk of Devil* |  1  |  3  | --- Yes Yes |  MA  | Adds: Pet, Drk, Dmo, Dac  |
 | Death Sent   |  1  |  3  | --- MS  Yes |  MA  | Adds: Death Sentence      |
 | Circle       |  1  | 4v1 | --- --- MS  |  MA  | Lowers targets MA by 2    |

 * Both of the "Look of" abilities need a direct line-of-sight to the target to
   have any effect.

Ahriman in general are enfeeblers, although they are not that good at it. 
They can fly like several other monsters, but they have weak attack & defense. 
Ahriman species is similar - ability wise - to the squids; although they 
share the same problem as ghouls. If they get in too close, they can only 
take a few hits before they die.

The problem with this species in general is they are based around enfeebling,
but the best enfeeble - Look of Fright - gives random status effects and also
has a strange line-of-sight mechanic. None of the Ahriman’s require Monster 
Skill to be effective. 

The best of the species is Ahrimans. Plagues have +1 speed, but
Ahrimans have more usable abilities.  Look of Fright's -10 brave can weaken
enemy attacks and lower their Counter Reaction trigger percentage.  Ahrimans
also have 2 more evade than Plagues, which helps their survivability. Usually,
when you enfeeble an enemy, you want to be able to choose the best effect for
maximum effectiveness.

|||            Behemoth                         ||| 

 Move 4, Jump 3 
 Innate: Can't enter Water
 Behemoth      [C-EV:13% SPD:M] 
 King Behemoth [C-EV:13% SPD:M]
 Dark Behemoth [C-EV:18% SPD:M+1]
 * All three behemoths abilities only differ from what their MS ability is
 * Hurricane, Ulmaguest & Gigaflare damage both enemy and allied units

  _________________ _____ _____ _____________ ______ _________________________
 | SKILL           | EFT | RNG | Bhm DkB KnB | MOD  | FUNCTION                |
 | Stab Up^        |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage         |
 | Sudden Cry^     |  1  | 1v0 | Yes Yes Yes |  PA  | Phys. damage, Add: Dead |
 | Giga Flare      | 5v0 | 4v3 | MS  --- --- |  MA  | Holy Magical damage     |
 | Hurricane       | 5v2 | 4v3 | --- MS  --- |  MA  | Wind Magical damage     |
 | Ulmaguest       | 5v1 | 4v3 | --- --- MS  |  HP  | Dmg (Max HP - Current)  |
 ^ - Can set off a defending units' reaction ability.

Behemoths - like the Hydra class - aren't available until chapter 4. Having
waited that long, you would think they would be a bit better. They have great
offense, defense and HP, but I just can't get into using them. They have pretty
low speed, and less move than Dragons. Their main strength is their monster
skill abilities, but they can be awkward and ungainly to use effectively. 
Because of their low Move stat, they are best - and amazing - in small, 
semi-flat battle maps. You'll want to always have Monster Skill set when using 
this species.

Each of the Behemoth species have their own 'best-use' situations, so none of 
them I can say are the best. Behemoth is good all around, and has the 
ability Giga Flare, which has a large range and is very effective against 
Zodiac monsters. Dark Behemoths are similar to Behemoths, but their ability 
Hurricane is wind-elemental damage and has a smaller effect area than Giga 
Flare, making it a little easier to use. Dark Behemoth due to its staggering
attacking strength, higher evade %, and higher speed, is a better monster to 
use without Monster Skill. 

|||            Birds                            ||| 

 Move 6, Jump 6 
 Innate: Fly, Can't enter Water 

 Juravis    [C-EV:30% SPD:M] 
 Steel Hawk [C-EV:28% SPD:M+2] 
 Cockatris  [C-EV:33% SPD:M+2]

  ______________ _____ _____ _____________ ______ ___________________________
 | SKILL        | EFT | RNG | Jur Ste Coc | MOD  | FUNCTION                  |
 | Scratch Up^  |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage           |
 | Beak^        |  1  | 1v0 | --- MS  Yes |  MA  | Add: Petrify              |
 | Shine Lover^ |  1  | 1v0 | --- Yes --- |  SPD | Steals gil from target    |
 | Feather Bomb |  1  | 3v1 | MS  --- Yes |  MA  | Ranged physical damage    |
 | Beaking^     |  1  | 1v1 | --- --- MS  |  MA  | Target MA -2              |
 ^ - Can set off a defending units' reaction ability.

Birds have decent speed and since they fly, a long range. Their attack
damage is high and their evade percentage even higher. They are best in a 
'second line attack' role; sitting behind the main line using and 
waiting/using ranged attacks until the opportunity comes to move in for the 
kill. Cocatoris are the best type to use, they have 'Beak' which petrifies 
an enemy, and a built-in ranged attack. Combine this with the species' high 
evade %, and high attack, they make great allies. 

|||            Boars                            ||| 

 Move 3, Jump 3 
 Innate: Can't enter Water

 Uribo    [C-EV:42% SPD:M] 
 Porky    [C-EV:36% SPD:M] 
 Wildbow  [C-EV:39% SPD:M]
  _________________ _____ _____ _____________ _______________________________
 | SKILL           | EFT | RNG | Urb Prk Wld | MOD  | FUNCTION               |
 | Straight Dash   |  1  | 1v0 | Yes Yes Yes | PA,BR| Physical damage        |
 | Pooh            |  1  | 1v1 | --- Yes --- |  MA  | Add: Conf or Sleep     |
 | Oink            |  1  | 1v1 | MS  --- --- |  PA  | Revive unit (70%)      |
 | Nose Bracelet   |  1  | 1v1 | --- MS  Yes |  MA  | Adds: Charm            |
 | Please Eat^     |  1  | 1v1 | --- --- MS  |  --  | Turn into crystal (L+1)|

 ^ - This is not considered a casualty.

Boars are very strange little animals. They have very small move/jump radii, 
and low attack, defense and HP. But, they have the best evasion of any monster 
species. They also are incredibly hard to find. Although hard to use, Boars 
have amazing secondary abilities. Uribos have 'Oink' that can revive allies, 
Porkys can add Confusion/Sleep, and Wildbows Charm. All of these secondary 
abilities have a 100% success rate (except on Zodiac Monsters). If you want to
spice things up, try out Boars in a few battles for fun results! In addition,  
they provide some of the best Poach-able Rare items in the game.

|||            Bombs                            ||| 

 Move 3,Jump 3 
 Innate: Float, Can't enter Water

 Bomb       [C-EV:10% SPD:M] 
 Grenade    [C-EV:11% SPD:M+1] 
 Explosive  [C-EV:12% SPD:M]
  _______________ _____ _____ _____________ _________________________________
 | SKILL         | EFT | RNG | Bmb Grn Xpl | MOD  | FUNCTION                 |
 | Bite          |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage          |
 | Self Destruct | 3v3 | Aut | Yes Yes Yes |  HP  | KO-Self,  Add: Oil*      |
 | Small Bomb    |  1  | 1v0 | MS  Yes MS  |  ?   | Physical dmg, Knockback  |
 | Flame Attack  |  1  |  3  | --- MS  --- |  MA  | Ranged Fire magical dmg  |
 | Spark         | 3v1 | Aut | --- --- Yes |  MA  | AoE Fire dmg, hits all   |

 *The status Oil is glitched and does not work.  

Bombs are OK as allies. They are slow, and have a very low jump stat, but they
have innate Float and a decent move. They also have weak attack & defense. They
are best in smaller, confined areas where their enemies cannot escape. Bombs
only real use is as disposable troops. Send them in to take some damage,
surrounded by enemies, then explode them. Combo with a Chemist/Throw Item
ability & Phoenix Down and you can constantly revive and 'Explode' your ally.
Due to Spark, Self Destruct hurting allies, and Small Bomb having horrible
range, these monsters don't require Monster Skill to be Effective. The best
monster in the species is a toss-up between the Grenade and Explosive. With a 
group of Explosives to constantly use Spark to heal each other and hurt the 
enemy, they can be a very strong ally.

|||            Chocobos                         ||| 

 Move 6, Jump 5 
 Innate: Move in Water

 Chocobo        [C-EV:15% SPD:M] 
 Black Chocobo  [C-EV:25% SPD:M-1] - Fly
 Red Chocobo    [C-EV:10% SPD:M+1] - Ignore Height

  ______________ _____ _____ _____________ __________________________________
 | SKILL        | EFT | RNG | Cho Blk Red | MOD  | FUNCTION                  |
 | Choco Attack |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage           |
 | Choco Cure   | 2v2 | Aut | Yes --- MS  |  MA  | Restores HP               |
 | Choco Ball   |  1  |  4  | --- Yes --- |  PA  | Ranged physical damage    |
 | Choco Esuna  | 2v2 | Aut | MS  Yes --- |  MA  | 'Esuna'  dispel effect    |
 | Choco Meteor |  1  |  5  | --- MS  Yes |  MA  | Ranged phys dmg(100%acc)  |

Chocobos in general are one of the best Species to have as allies. They have
decent attack, defense, speed, move and jump. On top of that they have long-
range abilities, curative abilities, and can move easily through water. (Which
is an ability that a lot of species lack.) They will be a core part of any
monster party; well-rounded and can put up a fight. Chocobos have a
special trait: any human unit can 'ride' a Chocobo and thus gain that Chocobos
move/jump characteristics while being able to act normally. Chocobos cannot be
targeted while they are being ridden, and are thus are immune to any effects

Chocobo - The regular Chocobo is the 'healer' of the Chocobo species, acting as
a pseudo Priest. They have median attack and defense. A decent riding chocobo,
they have median speed between Red & Black chocobos. Human units can ride in,
dismount them, then the Chocobos can act as support. Keep them off the front

Black Chocobo - This Chocobo is only decent when compared to the other types in
its species, but is one of the best as far as flying monsters go. It has strong
PA (and thus strong attack), but very low HP and low speed. Black Chocobos are
very vulnerable, and can only take - usually - three hits before they die. 
With its low speed, and the ability to fly, it could be considered as the 
best riding Chocobo.

Red Chocobo - The Red Chocobo is one of the stars of the monster party. Decent
PA, MA, HP, move radius and high speed make this a very strong ally. Its
standard abilities are all long-range attacks, and using 'Monster Skill' gives
it access to 'Choco Cure'. Although strong, its not a 'tank' and can't function
for long on the front lines. Red Chocobos will be one of the first monsters
you'll breed, and you'll take them all the way to the final battle.

|||            Dragons                          ||| 

 Move 5, Jump 3 
 Innate: Can't move in Water, Can use as 'steps'
 Dragon       [C-EV:5% SPD:M] 
 Blue Dragon  [C-EV:9% SPD:M]   - |Absorb:Ice|Weak:Fire|
 Red Dragon   [C-EV:8% SPD:M+1] - |Absorb:Fire|Weak:Ice|
  _________________ _____ _____ _____________ ______ ________________________
 | SKILL           | EFT | RNG | Drg BlD RdD | MOD  | FUNCTION               |
 | Dash            |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage        |
 | Ice Braclet     |  1  | 2v2 | --- Yes --- |  MA  | Ice magical damage     |
 | Tail Swing^     |  1  | 1v2 | MS  --- --- |  PA  | Phys dmg (knockback)   |
 | Thunder Braclet |  1  | 2v2 | --- MS  Yes |  MA  | Lightning magical dmg  |
 | Fire Braclet    |  1  | 2v2 | --- --- MS  |  MA  | Fire magical damage    |

 ^ - Can set off a defending units' reaction ability.

Dragons are one of the best ally monsters. They have a huge move range but low
jump range. They also have very high HP and high attack/defense. Red and Blue
Dragons are great, Greens are only useful for breeding.  As you progress 
through the game,  breath attacks will be resisted a bit more but these same 
Breath attacks are great versus 'bosses'. You can also use Dragons as 
stepping stones. All in all Dragons don't really need to be supported by 
Monster Skill to be effective. Red Dragon has +1 speed over Blue Dragons but 
Blue Dragons have Ice Breath, which many enemies are weak to. As a side note, 
'Cancel Element' doesn't stop breath attacks.

|||            Goblins                          ||| 

 Move 3, Jump 3 
 Goblin        [C-EV:18% SPD:M] 
 Black Goblin  [C-EV:19% SPD:M+1]
 Gobbledeguck  [C-EV:19% SPD:M+2]
  ______________ _____ _____ _____________ ______ ___________________________
 | SKILL        | EFT | RNG | Gob Blk Gdg | MOD  | FUNCTION                  |
 | Tackle       |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage           |
 | Eye Gouge^   |  1  | 1v2 | Yes --- Yes |  MA  | Adds: Darkness            |
 | Turn Punch   | 2v1 | Aut | --- Yes --- |  PA  | Physical damage           |
 | Goblin Punch^|  1  | 1v1 | MS  MS  Yes |  PA  | More HP lost = more dmg   |
 | Mutilate     |  1  | 1v0 | --- --- MS  |  MA  | Drain HP from target      |

 ^ - Can set off defending units reaction ability

Goblins are the pretty much the lowest tier of monsters. Their move/jump is 
standard, but their speed is high. They are pretty weak offensively and
defensively. On top of that, they have very low HP. As far as companions go, 
look somewhere else for many, many different reasons. The Gobbledegucks' 
ability Mutilate is 'gravity-based' and will thus deal lots of damage to 
Zodiac monsters.

|||            Ghoul                            ||| 

 Move 4, Jump 4
 Innate: Undead, Teleport, Float, Can't enter Water
 Ghoul    [C-EV:26% SPD:M] 
 Gust     [C-EV:27% SPD:M+1] 
 Revnant  [C-EV:28% SPD:M+2] - Move 5, Jump 4

  _______________ _____ _____ _____________ ______ __________________________
 | SKILL         | EFT | RNG | Gho Gst Rvn | MOD  | FUNCTION                 |
 | Throw Spirit  |  1  |  3  | Yes Yes Yes | PA,BR| Ranged physical damage   |
 | Sleep Touch^  |  1  | 1v2 | Yes --- --- |  MA  | Adds: Sleep              |
 | Grease Touch^ |  1  | 1v2 | MS  Yes --- |  MA  | Adds: Oil*               |
 | Drain Touch^  |  1  | 1v2 | --- MS  Yes |  MA  | Drain 1/3 of targets HP  |
 | Zombie Touch^ |  1  | 1v2 | --- --- MS  |  MA  | Adds: Zombie             |
 * - Oil is glitched and does not work
 ^ - Can set off defending units reaction ability

Ghouls are an interesting species. Their basic attack is ranged, and they have
one or two negative status attack(s). Ghouls can come in and do damage on the
back line, then move close to enemies to deliver their negative status attacks.
Being undead does make them difficult to work with though. Due to their weak
defense and low HP, if the ghoul is caught by enemy troops, its probably dead.
Ghouls are also terrible against the Undead, and enemies that use ranged
attacks. All-in-all Ghouls don't really need to be supported by Monster Skill.
A weird glitch makes Ghoul type monsters able to ride Chocobos. On the
down side though, they are near impossible to outside-heal. The best monster
of the species is a tie between Ghouls and Revnants.

Tip: Drain Touch is very effective against Zodiac Monsters.

|||            Hydra                            ||| 

 Move 4, Jump 4 
 Innate: Fly, Can't enter Water
 |Weakness: Ice, Wind|
 Hyudra  [C-EV:0% SPD:M] 
 Hydra   [C-EV:0% SPD:M] 
 Tiamat  [C-EV:0% SPD:M+1] - Move 5, Jump 4
 * The Hydra species are considered Dragons for some elements of game play.

  _________________ _____ _____ _____________ ______ ________________________
 | SKILL           | EFT | RNG | Hyu Hyd Tia | MOD  | FUNCTION               |
 | Triple Attack   |  1  | 1v1 | Yes Yes Yes | PA,BR| Phys dmg (in 3 dirs)   |
 | Triple Flame    | 2v0 |  4  | --- Yes Yes |  MA  | Fire dmg (3x randomly) |
 | Triple Braclet^ | 2v2 | 2v2 | MSO --- Yes |  MA  | Breath atk (in 3 dirs) |
 | Triple Thunder  | 2v0 |  4  | --- MSO Yes |  MA  | Thndr atk (3x randomly)|
 | Dark Whisper    | 2v0 |  4  | --- --- MSO |  MA  | Drk dmg (3x randomly)  |
 |                 |     |     |             |      |   Adds: Sleep, Dead    |
 ^ - Unlike other 'bracelet' attacks, this will hit all units in the
  squares targeted.
The ultimate monster. Monsters of the Hydra species have high HP, PA, MA, Speed
and a decent movement range. Their 'Triple' abilities are similar to
Rafa/Malaks, but have less vertical tolerance and no charge time making them 
easier to use effectively. Due to their stats, they don't require really
healing or looking after. I can't really say that much about them; they just
punish any enemy forces you happen to come in contact with. On top of all that,
Triple Braclet does incredible damage to Zodiac monsters.

Tiamats are the best of the species; with their Monster Skill ability Dark 
Whisper they just trounce enemy troops. As a side note, 'Cancel Element' 
doesn't stop breath attacks.

|||            Minotaurs                        ||| 

 Move 3, Jump 3 
 Innate: Can't enter Water
 Bull Demon  [C-EV:11% SPD:M] 
 Minitaurus  [C-EV:15% SPD:M] Move 4, Jump 3
 Sacred      [C-EV:12% SPD:M+1]

  _________________ _____ _____ _____________ ______ ________________________
 | SKILL           | EFT | RNG | BlD Mnt Scr | MOD  | FUNCTION               |
 | Shake Off       |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage        |
 | Wave Around^    | 2v1 | Aut | --- Yes --- |  PA  | Physical dmg(100% acc) |
 | Mimic Titan     | 3v1 | Aut | --- --- Yes |  MA  | Earth dmg(100% acc)    |
 | Gather Power    |  1  | Aut | MS  --- Yes |  --  | Increase PA +2         |
 | Blow Fire       |  1  | 2v2 | --- MS  MS  |  MA  | Fire dmg(100% acc)     |

 ^ - Can set off a defending units' reaction ability.

A decent front-line enemy with high attack and moderate defense.  Although 
their move is decent, they can be easily outpaced by their prime targets - 
mages. Best used in smaller maps were speed/move distance is less of an issue.
I tend to use Bull Demons and Sacreds more often, but Minitaurus have +1 Move 
and their Wave Around ability has a 100% success rate. Gather Power is an 
amazing ability and can make a Minotaur a powerhouse. The best of the 
species in my opinion is the Sacred. Sacred have VERY high attack power; 
Gather Power is a great wait-and-buff ability and Mimic Titan offers some 
AoE damage. A side note: Mimic Titan will damage allied units.

|||            Morbols                          ||| 

 Move 3, Jump 3 
 Innate: Move on Water
 Morbol         [C-EV:0% SPD:M] 
 Ochu           [C-EV:0% SPD:M] 
 Greater Morbol [C-EV:0% SPD:M-1]

  ________________ _____ _____ _____________ ______ _________________________
 | SKILL          | EFT | RNG | Mor Och GrM | MOD  | FUNCTION                |
 | Tentacle       |  1  | 1v1 | Yes Yes Yes | PA,BR| Physical damage         |
 | Goo^           |  1  | 1v0 | --- Yes --- |  --  | Adds: Don't Move        |
 | Lick           |  1  | 1v0 | Yes MS  --- |  --  | Adds: Reflect           |
 | Moldball Virus |  1  | 1v0 | --- --- MS  |  MA  | Turn target into Morbol |
 | Bad Bracelet   | 3v0 | Aut | MS  --- Yes |  --  | Adds: Pet, Frog, Stop,  |
 |                |     |     |             |      |  Sleep, Silence, Poison |
 |                |     |     |             |      |  25%  chance of each    |

 ^ - Can set off a defending units' reaction ability.

Morbols are a very strange species. They have a very small move and jump, 
they're very slow, and all their abilities are only 0 vertical range. What 
they do have is relatively high HP and decent attack. Interestingly enough. 
both 'Goo' and 'Lick' have a 100% chance of working. Goo can help the Ochu 
get away from any pursuers after an attack. Lick can create a magic-proof 
ally for the Morbol. Bad Bracelet can turn the tables on a whole group of 
enemies surrounding a Greater Morbol. Although Bad Bracelet (Bad Breath) 
will also hit allies and thus makes it hard to use in battle. 

There really is no best type, each Morbol has a very odd place in a party 
that doesn't really set one above the rest.   

|||            Panthers                         ||| 

 Move 4, Jump 4 
 Innate: Can't enter Water, Ignore Height
 Red Panther  [C-EV:23% SPD:M] 
 Cuar         [C-EV:26% SPD:M+1] 
 Vampire      [C-EV:29% SPD:M+1]
  ______________ _____ _____ _____________ ______ ___________________________
 | SKILL        | EFT | RNG | Red Cua Vam | MOD  | FUNCTION                  |
 | Scratch      |  1  | 1v3 | Yes Yes Yes | PA,BR| Physical damage           |
 | Poison Nail^ |  1  | 1v2 | Yes Yes --- |  MA  | Adds: Poison              |
 | Cat Kick     |  1  | 1v2 | MS  Yes Yes |  PA  | Varying Phys dmg-knockback|
 | Blaster*     |  1  |  3  | --- MS  Yes |  MA  | Adds: Petrify/Stop        |
 | Blood Suck^  |  1  | 1v0 | --- --- MS  |  HP  | Drains %25 of HP          |
 |              |     |     |             |      |  Adds: Blood Suck         |

 ^ - Can set off a defending units' reaction ability.  
 * - Requires a direct line-of-sight to the target to have any effect.

A mid-range species in terms of power and usability. They have decent HP, move
and jump stats. With their large move stat and Ignore Height, they can 
easily engage the enemy on their terms. One interesting note is that their 
standard attack 'Scratch' has 3 vertical range instead of most monsters' 2. 
They aren't a top-tier monster, but they can be surprisingly versatile and 
useful. Red Panthers and Cuars are very lacking abilities-wise, though.  
Vampires are one of the best enfeebling troops to have; Blaster has decent
range and the status' it inflicts will always be helpful. On top of the other 
innate abilities of the Panther species, it's a great ally.

|||            Skeletons                        ||| 

 Move 3, Jump 4 
 Innate: Undead, Move in Water
 Skeleton     [C-EV:11% SPD:M] 
 Bone Snatch  [C-EV:13% SPD:M-1] 
 Living Bone  [C-EV:13% SPD:M-2]

  _______________ _____ _____ _____________ ______ __________________________
 | SKILL         | EFT | RNG | Ske Bon Liv | MOD  | FUNCTION                 |
 | Knife Hand    |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage          |
 | Thunder Soul^ |  1  |  3  | Yes --- --- |  MA  | Lightning magical dmg    |
 | Aqua Soul^    |  1  |  3  | MS  Yes --- |  MA  | Water magical dmg        |
 | Ice Soul^     |  1  |  3  | --- MS  Yes |  MA  | Ice magical dmg          |
 | Wind Soul^    |  1  |  3  | --- --- MS  |  MA  | Wind magical dmg         |

 ^ - All 'Soul' Abilities are line-of-sight

Skeletons are one the most standard enemies in the game. They each have their
regular attack and one ranged elemental attack. They have a decent attack
strength, defense and HP. They can also move freely in water. Saying that, they
are kind of boring units, and their damage output isn't that high. Their 'Soul'
Abilities can heal monsters of that same element, this also includes human
units with wearing 'Absorb X Equipment'. But keep in mind though, the 'Soul'
Abilities are all line-of-sight, which greatly diminishes their usefulness.
They combo best with elemental monsters, such as Squids.

|||            Squids                           ||| 

 Move 3, Jump 3 
 Innate: Move Under Water
 Pisco Demon  [C-EV:8% SPD:M] 
 Squidlarkin  [C-EV:9% SPD:M-1] 
 Mindflare    [C-EV:10% SPD:M]
  _______________ _____ _____ _____________ ______ __________________________
 | SKILL         | EFT | RNG | Pis Squ Mnd | MOD  | FUNCTION                 |
 | Tentacle      |  1  | 1v2 | Yes Yes Yes | PA,BR| Physical damage          |
 | Odd Soundwave | 3v1 | Aut | --- Yes --- |  --  | Positive 'Dispel' effect |
 | Black Ink     |  1  |  2  | MS  Yes --- |  MA  | Adds: Darkness           |
 | Mind Blast    | 2v1 |  3  | --- MS  Yes |  MA  | Adds: Berserk or Confuse |
 | Level Blast   |  1  |  4  | --- --- MS  |  MA  | Lower target's LV -1     |

Another decent species that specializes in status ailments. They have medium
move and jump stats and their ability to traverse through water is a bonus 
considering lots of maps have water features. Squids are not true 'tank' 
monsters and don't have good front line survivability. Their speed sucks too.
Pisco Demons are basic monsters but Squidlarkins are quite unique. They have a 
decent ability 'Black Ink' which adds Darkness at a range of 2. In addition, 
they have 'Odd Soundwave' which dispels 8 positive statii in a medium-sized 

I was wrong about the Mindflare - the best monster in the Species - it can be 
a good addition to a monster army. It's Mind Blast ability that adds Confusion 
and Berserk in a 4-square radius - at a distance of 3 - is a great ability.
The key is using it effectively. It doesn’t work well against monsters, who 
just attack normally anyway, or against front-line human units (Knight, 
Lancer, Ninja, etc..). The real strength comes when you use it against 
mages, or jobs that have a special skill but are weak in overall combat ( 
Thief, Chemist, Mediator). 

Tip: The Squid species is very weak against the oft-appearing Skeleton monster. 
But,they combo well with Bone Snatch, as they can heal the Squids with 
'Aqua Soul'. 

|||            Trees                            ||| 

 Move 3, Jump 3 
 Innate: Can't enter Water
 Woodman  [C-EV:0% SPD:M] 
 Trent    [C-EV:0% SPD:M] 
 Taiju    [C-EV:0% SPD:M-1]
  _________________ _____ _____ _____________ ______ ________________________
 | SKILL           | EFT | RNG | Woo Tre Tai | MOD  | FUNCTION               |
 | Leaf Dance      | 2v0 | Aut | Yes Yes Yes |  MA  | Physical damage        |
 | Spirit of Life  | 2v0 | Aut | --- Yes --- |  MA  | Restores HP to allies  |
 | Protect Spirit  | 2v0 | Aut | MS  --- Yes |  MA  | Adds: Protect          |
 | Clam Spirit     | 2v0 | Aut | --- MS  Yes |  MA  | Adds: Shell            |
 | Magic Spirit    | 2v0 | Aut | --- --- MS  |  MA  | Restores MP to allies  |


Trees are another interesting monster. They are a positive status/curative
monster. They don't have good move or jump stats, or good speed. You play them
like a walking tree; you move them slowly to a safe spot, then move units next
to them waiting to be healed or cured. This works decently well because of 
their low speed. Their 'attack' Leaf Dance, hits every square around them 
(including allies); this, combined with their high HP protects them when 
cornered. A word of warning though; their abilities have 0 vertical range, so 
they need to be situated on flat land. Combos well with mages, or units that 
rely on ranged attacks. 

Trent & Taijus combo especially well with Cockatris, Vampires, Ahriman, and
Red/Black Chocobos. These monsters can move out, strike the enemy, then 
return under the tree to be healed. They work especially well since they can 
hold off enemies with their ranged attacks while they wait for the Trees' turn.

|||**************          III. - Human Characters           ***************|||

|||            III.I - Notable Jobs                                         |||

This section goes over the most important abilities (and jobs) that work
with the monster play style. I won't go in-depth into each job and all of their
abilities or spells. The best jobs for Ramza or any other humans in this play
style are ones that can heal HP, deal decent damage, revive and cure other

|||            Best Classes                     ||| 

Squire (Ramza only) - Ramza's special Squire abilities and the wide range of
equipment he can use set him apart from a regular Squire. Ramza has a good mix
of healing, offensive, curing and utilities as this job. Although this is
sometimes better as a sub-skill than a main job.

Chemist - Weak overall stats, but they make up for it many other areas. Instant
Potion(s), Remedy, and Phoenix Downs to cure or heal your team. Add in the 
ability to use Guns and this a great class in the Beastmaster play style. Give 
them a sub-skill of Break Skill while equipped with a gun and you have a 

Monk - Offensive abilities, curatives, status heals and even Revive make this a
great job for a monster party. In my opinion, one of the best jobs to play as
with this play style. The only issue is it's somewhat weak versus enemy 
Knights, which there are a lot of in story battles. Setting Basic Skill as 
your sub is great for Monk, using Accumulate in your downtime will boost 
almost all of your Punch Art skills, including Chakra.

Priest - This job gives the monsters the support and AoE curative abilities 
so many of them are lacking. While using this job, you take yourself out of the
offensive role and let the monsters do all the heavy lifting for you.

Samurai - Another Job with damaging, curative and light enfeebling abilities.
The AoE of Draw Out and the fact it will only effect the right type of units
makes it another great job. The only drawback of Samurai is some of the highest 
tier Draw Outs require very rare Katanas that you have to spend a long time to 

Ninja - Not the most monster-focused job, but such a powerhouse that can't be
overlooked. If your monsters can take care of themselves, you can be a beast as
well by using this job.

Time Mage - They can control the flow of game play, but can't really cure or
remove status effects if things get tough. A big part of their game plan is 
to use 'Haste' which is a great aid to monsters. Given that their abilities 
require no 'charge' mechanic, they all can take full benefit of it. Great 
for this reason alone, but probably better set as sub-skill.

Summoner - A slower class, but great AoE curative abilities and damage. Can
support several different types of monster parties; but can be somewhat tricky
when learning to use it effectively.

Mediator - They have supportive abilities, but are more indirect support than
direct. Additionally, their offensive enfeebles have a very short range.  They
can use Guns, which increases their effectiveness, but can't act as stand-alone
support. One  of the few jobs that can permanently buff up your monsters. 
Midway through  Chapter 2, guns and MA + gear become available, then they 
become a lot more  useful. A must-have job for 'Train' and their BR/FA changing 

Bard - I like Bard. The class has horrible stat growth, but is quite novel. 
The stat bonuses your songs can give (Speed, PA, MA) are hard to provide for 
monsters via other classes. Also, it is a nice lazy job where you can just sit 
back, Sing and let the other units do the work. It is good for a main
class(except in really intense battles), but better as a sub-skill(Sing). Move 
+3 is great, but not a necessity.

|||            Worst Classes                    ||| 

Squire (Regular) - The regular squire has a few abilities that make it OK, but
it's not enough for them to be referred to as a 'good' class. Read the ability
break-down section to get the most out of this class.

Wizard - Wizard fills a huge gap with monsters and their lack of AoE damage.
This class has no support abilities, but Black Magic is a good sub-skill 
to use with a mage class.

Geomancer - A decent class, with good stats and a great equipment selection.
Like the rest of the jobs listed in this section, it lacks any supportive
abilities and is only used for pure offense. Elemental can be effective as a
sub-skill with the right setup.

Lancer - Doesn't really offer anything to monsters, and doesn't fill the gaps
where they are lacking. Also, while you are jumping you won't be around to give
the Monster Skill bonuses or be of any help supporting them. Although it can be
a good job when you set your sub-skill as Punch Art due to Lancers high PA.
Archer - More of a utility class, and is out-shined midway through chapter 2 by
other classes. Also does not offer any support or curing.

Knight - Another utility class. Although strong offensively and defensively,
they are lacking in supportive abilities. Break Skill is a better sub-skill 
with a gun-wielding unit or a Ninja.

Oracle - I can't really describe it as a 'worst' class, but the type of
enfeebling support it gives is more indirect support than direct support. It
has high MA, which makes it a good job to use with the Draw-Out sub-skill.

Thief - Good speed, but again, no supportive abilities.

Mime - Works best if mimicking AoE abilities. Has innate Monster Skill support.
Good with dragon breath, bad with chocobos. Untested with Hydras.

Dancer - Not a very good class overall. Dance is better set as a sub-skill,
although I'd rather use something more supportive.

Calculator - Slowest class in the game. As such, doesn't really fit well with
monsters. Their math skill ability is amazing, but its made to be a sub-skill.

|||            III.II - Notable Abilities                                  |||

Accumulate - Give to a character that mostly uses 'fighting' jobs, 
 or any other character to level jobs quickly. Also good to use with 
 Secret Hunt.   
Throw Stone - Cheap ability to gain Job Points. You'll be surprised with how 
 many uses you can get form this ability. It can softly cure Confusion, Charm 
 and Sleep, and also has knockback.
Yell (Ramza Only) - Raises targets Speed by 1. Amazing ability.
Cheer Up (Ramza Only) - A must have. One of the few abilities you
 can use to raise your monsters' Brave. 
Heal - Cures Poison, Darkness, and Silence, instantly and for no MP.  
Wish (Ramza Only) - Adds a nice curing ability to the 'Basic Skill' set, 
 also can cure the undead. 
Gained JP Up - A must for leveling any human character.

Monster Skill [Support] (1v3) 

Monster Skill is a support ability that lets a
monster standing directly next to you use it's hidden (special) ability. The
description is incorrect, it does not affect monsters 3 horizontal panels away,
only one. Monster Skill also does not affect tiles that are diagonal from the
user. When a monsters' special ability is available, it's available in the 
command menu but also listed in its' stat window.  Has no effect when the 
human unit is Jump-ing, Confused, Berserk or when they are dead. When setting 
up your units with monsters and Monster Skill, take into account the unit 

Example: A Knight w/ Monster Skill combos with a Dragon type. They both attack
from the front lines. A Wizard w/ Monster Skill combos with a Black Chocobo.
They both attack from the back lines.

Weapon Guard - Weapon Guard uses the evasion of your weapon for all
 evasion purposes. Unlike other reaction abilities, does not need Brave to
 activate. Good for units that do not have high brave.

Chakra (based on PA) - Heals the HP of any monster, including the undead;
 also combos very well with Monster Skill. Your Chakra user should have a
 matching Sign to the monsters it's trying to heal.
Stigma Magic - Helpful to get negative status effects off your monsters.  
Wave Fist/Earth Slash - Decent when you are a Monk, but kinda awful when used 
 as a sub-skill without the proper equipment.  
Revive - Instant revive, although it can be inaccurate 
 and therefore undependable.  
Hamedo - Does not work on standard Monster 'Attacks'.

Time Mage:
Haste - Since you're monsters don't have any charge timer abilities, it 
 benefits all of their actions.
Float - Cheap to learn and can enable monsters that can't enter water to 
 easily traverse over it.

Abandon - Unlike most other reaction abilities it does not rely on
 Brave to activate. It's actually a passive trait that doubles all your evasion
 percentages. Gets better as your evasion percentages climb later in the game.
Sunken State - Makes user transparent, and therefore ignored by enemies.
 Success of actions by a transparent user = 100%; physical evade = 100%, 
 can still be hit by magical attacks / magic. Good with Battle Skill & Steal.

Murasame - Will hurt the undead, unlike Chakra. 
Heavens' Cloud - A mid-range damage Draw Out that can add slow.
Kiyomori - Easy way to give your party Protect/Shell. 
Muramasa - A medium damage Draw Out that adds Confusion and/or 
 Death Sentence. 
Kikuichimoji (8v3) - Damages all enemies in a straight line from the user. 
Blade Grasp - One of the best defensive Reaction abilities you can get. 
 Blocks several different types of attacks "Brave %" of the time.

Concentrate [Support] - Increases attacking accuracy, also increases
 success rate of Breaks, Throws, and Steals. 
Secret Hunt [Support] - Required to Poach monsters.

Invite - Use this ability to try to invite enemies (and monsters) to
 your army. Success rate of Invite is based off MA. It can work as a way to get
 items from an enemy character, by inviting them instead of trying to steal it 
 from them.
Praise - Good for raising a monsters' Brave, but worse than Cheer Up.
Solution - Reduces a units Faith by 20(5 permanently). Using Solution on a unit
 with 20 faith or less will only be a permanent Faith decrease once per 
Train [Support] - Required Skill. See the section on it. 
Monster Talk [Support] - Lets you use 'Talk Skill' on Monsters 
 if you're not a Mediator. Not required, but it can come in handy. 
Mimic Daravon - Puts units to sleep. Can assist with Inviting, Stealing 
 and many other actions.

Move Abilities

Move +2 [Thief] - The highest move skill a female human character can get; an
 important skill to have for many human characters.

Ignore Height [Lancer] - Lets you jump up to any height. Better than Jump 
 +2/3 but does not increase your horizontal jump like the real 'Jump' ability 
Teleport [Time Mage] - An amazing ability if used correctly. Learn your jobs' 
 standard movement range if you're going to be using it. For each 1 square 
 attempted outside a units regular movement range, there is an added %10~ish 
 chance of failing the teleport. Those missed teleports can really start to eat 
 turns if you don't know a characters' true move range.

Move HP-Up/Move MP-Up [Monk, Oracle] - Recover HP or MP after each move action.
 Both good abilities; they work best when a character is constantly moving.


|||            III.III - Special Characters (NPCs)                         ||| 

Since your party will be monster focused, I'll only mention the NPC's that are
notable in relation to a monster party. If using the walkthrough, dismiss any 
NPCs not mentioned at the first chance available.

Boco - Wiegraf/Delitas Chocobo; not really a special NPC, just a Chocobo. I'm
not sure if there is any extra dialogue or brave/faith/stat modifications when
he's in a battle that includes Delita or Wiegraf.

Mustadio - Mustadio must join and remain in your party until Chapter 4 if you
wish to do the Reis side quest and unlock Reis~Dragon or Reis~Human. The 
downside of keeping him is his low level might cause bred monsters to be born  
at his level.
If you don't want to do the Reis side quest, remove him at the beginning of  
Chapter 3. Mustadio can be amazing as Chemist/Mediator with Snipe as a  

Beowulf - Beowulf must join and remain in your party during the Reis side quest
as long as you want to pursue it. He is an interesting character and has a 
great 'Holy Sword' job set.

Reis - (Dragon Form) - Dragon Reis has no 'Monster Skill' Abilities, and does
not have Counter. It does share the exact same stats with most dragons, except
for having a lower evade percentage. Although she does have the standard 'Dash'
attack and all 3 elemental breaths. You can use 'her' as a dragon, and she's  
actually pretty good. The fact that she is lacking any elemental weakness can  
be a big boon. You can keep her as she is, dismiss her, or finish the quest  
line to change her into her human form.

Reis (Human Form) - Wow. Reis is just custom-made to be an NPC for your monster
party. She has innate Monster Talk, Monster Skill, Train, and Two Swords. The
Dragoner class gets a few abilities that work only with monsters but the class
itself has a low move/jump radius. Reis human will not be the same level when
she transforms from a Dragon. Dragoner also has a few quirks: you can't wear
regular armor or weapons and she attacks with her fists but does a double-
attack. She even retains her breath attacks from when she was a Dragon. The only
negative is that you get her very, very late into the game.

The Dragoner classes' abilities only work on Hydra species and Dragon species,
but here's a small synopsis of what they do.

    Dragon Care - Reis loses X HP and target gets 2X HP. Heals all negative
     status except: Death Sentence, Zombie, Petrify.  
    Dragon PowerUp - Gives target +2 SPD, +5 Brave, +2 PA/MA.   
    Dragon LevelUp - Gives target Quick status. 
    Holy Braclet   - Holy element ability Similar to Rafa/Malaks but with a 
	 bigger range and usually hits fewer times. Awful.

Worker 8 - A robot unit with innate Innocent, high HP, high attack and several
long-range abilities. Not a true monster but also not a human. He is attainable
during the Reis side quest. 

Byblos - An Apanda species creature, recruited after you beat the last level 
of Deep Dungeon. Considered a monster, but has no monster skill ability. A 
pretty neat monster and more effective than most regular monsters.

 Byblos      [C-EV:33% SPD:M] 
 Starting Level: 58
 Move 3, Jump 6 
 Innate: Counter, Poach, Ignore Height, Cannot Enter Water, 
  Reraise(random chance, like undead)
 Sign: Capricorn
    Energy R:4,E:1 - Heals target equal to 1/3 of Byblos Max HP
     status except: Death Sentence, Zombie, Petrify.  
    Parasite R:4,E:1 - 25% chance of afflicting target with each of: 
	 Petrify, Dark, Confusion, Silence, Oil, Frog, Poison, Sleep.   
    Shock R:5v3,E:1 - Damages target equal to Byblos MaxHp - Current HP. 
    Difference R:5v3,E:1 - Damages target equal to targets' Max MP.

|||**************          IV. - Walkthrough                 ***************|||

|||            IV.I - Initial Setup             ||| 

For this guide the party setup ends up facilitating Ramza and 4 monsters. 
Depending on the setup you chose, Ramza will be a mix of support, damage 
dealing and healing. Ramza and your units will need Esuna, Remedy or 
Stigma Magic to counteract monsters' inability to avoid status effects.

There is also a section after the walk-through called "Alternative & Monster 
Parties", which has insights into using different types of monsters than used 
in the guide. I recommend checking it out before proceeding.

As always, you'll want to keep Ramza/Human character(s) in the best gear.
I won't mention when to pick up most gear, so just check the shops whenever
you open up a near town, or a near area. Always buy two of an item in case 
one gets Broken in battle. 

Aside from the fighting setup you use throughout the game, Ramza will have to
acquire Mediator to get the needed abilities Train and/or Invite. 

() - Optional

Setup [A]
Main Jobs: Squire, Monk, (Maybe: Ninja)
Reaction Abilities: Counter
Support Abilities: Attack UP, Martial Arts, Two Swords
Move: Move HP-UP, Move +2, Jump +2

Pros: Both Offensive and Defensive, High Defense
Cons: Revive not 100%, Healing lacking, No debuffs, boring

This setup is pretty well rounded: good offensively and defensively. The main
focus is on being a major part of the action and supporting your monsters from
the front line. You must be mindful of your support role with this combination,
considering the height/distance range of your healing abilities. In battles
where that have big height differentials, this combo will be a bit lacking.

Combos well with Chocobos, but can be used with many different monster
parties. This setup is a little strange, so make sure to really understand 
how to use your monster species correctly and effectively. It's very 
important to match signs with your monsters with this setup.

Setup [B]
Main Jobs: Chemist, Knight, Ninja
Reaction Abilities: Speed Save
Support Abilities: Concentrate, Two Swords
Move: Move +2, Jump +2

Pros: Long range, great enfeebling, 100% cures/esuna/revive
Cons: Chemist can be weak, no buffs, no AoE abilities
Chemist offers all of the HP/Status removal/Reviving you need to
support your army. Knight offers a strong front-line unit while its 'Break'
abilities are a great sub job for Chemist and Ninja. You can use a wide range
of monsters with this combo, and the instant-speed of your abilities will be
able to support them both offensively and defensively. The Achilles' heel
of this setup is slow recovery time after being hit with AoE magic/abilities. 

In this setup, stack PA with a high-damage weapon for better success with 
Breaks, or stack MA to use the Magic Guns late in the game for more damage.

Having Break Skill as a sub to Chemist is only really effective after
guns become available in chapter 2. When your main job is Knight with Item as
your sub, you'll lose a lot of the combos' effectiveness in exchange for 
Ramza's front-line fighting skill.

Setup [C]
Main Jobs: Priest, Time Mage, Samurai (Maybe: Summoner)
Reaction Abilities: Standard
Support Abilities: Mag Atk UP, Short charge
Move: Move MP UP, Teleport

Pros: Zodiac Killer, Haste, AoE Healing/Buffs/Debuffs
Cons: MP Reliant, Samurai is only useful late in the game. 

This combo is more of a back-line support role for your monsters.  Both Priest 
& Time Mage have a high MA stat and growth, so you can sub Draw Out for either
effectively, depending on the situation. This combo can be the most 
interesting, due to the possible gear and ability/spell combinations you can  
create for different battles and situations. If you choose Samurai as your  
main, you can dabble more in the front line but your magical power will be  
reduced.  Your monsters will be doing the heavy lifting as far as damage goes, 
so employ more tank-like monsters in your squads.

Sadly, as you progress into chapter 4, Time Mage & Priest will be less 
effective due to overall speed of battles. Samurais instant abilities will 
really start to shine while the mage jobs fall off.

Abilities needed (all setups): Train, Monster Skill, Auto Potion, Gained JP Up

Note: Thief(Steal) & Secret Hunt isn't really needed if you don't want Rare 
items, and even then you only need 'Steal Weapon' for most of the rarities up 
until the fight at Limberry Castle in late chapter 4.

4 Humans - "The Others"  
Main Jobs - Squire, Chemist 
Sign - Any 
Reaction Abilities - Any
Support Abilities - Any

When you begin the game, you'll be given an army of about 7 total characters.
You can dismiss two instantly, as the max you can bring into any battle is 5
units. You'll only be using these units for about 3-4 battles. Once you  
have invited enough monsters, you should dismiss these units. Make sure all  
of them have 'Item' set as a Sub-Skill, and that they have 'Potion' &  
'Phoenix Down'.

|||            IV.II - CHAPTER 1                ||| 

* Fight through the Story Missions
* Progress through the Jobs to get Invite/Train
* Train/Invite Monsters (including a Dragon and a Chocobo) 
* Finish off the rest of the story missions and move on to chapter 2.

Ramza: [All] - Gained JP UP, Yell, Train/Invite, Monster Skill
       [A]   - Heal, Throw Stone, Chakra, Wave Fist, Accumulate
       [B]   - Potion, Hi-Potion, Phoenix Down, Shield break, Speed break
       [C]   - Cure, Protect, Shell, Haste, Don't Move, Slow

Field Monsters Available: Goblin, Red Panther, Skeleton, Chocobo, Bull Demon,  
Bomb, Dragon, Juravis, Flotiball, Pisco Demon

There are level recommendations for some of the harder story battles, the 
battles without level recommendations aren't as challenging. You should 
usually fight in -at least- two random battles after each story battle. 

Give all of the 'Others' characters the 'Potion' and 'Phoenix Down' Item
abilities. Make sure each unit has 'Basic Skill' or 'Item' as their secondary
job ability. I'd also recommend 'Throw Stone' for the 'Others'.

Battle #1 - Orbonne Monastery 
Enemies: 1x Knight, 1x Chemist, 3x Archer

Recommended: N/A

This is the first story battle, and it actually takes place in Chapter 2. It
can't be lost and any experience or job points attained here won't transfer 
to the real games' beginning, which is the next battle.

Battle #2 - Gariland Magic City 
Enemies: 4x Squire, 1x Chemist

A simple battle, keep your units close together and take out the enemy Chemist
when the time is right. Try to focus several units on a single enemy unit to
knock them out before the Chemist can heal them.

After the battle: Teach Ramza Gained JP Up. Make sure you have
two Chemists in your group (don't forget to learn Potion!). Dismiss two of 
your weaker units (you can only take 5 characters into battle 
anyway) and sell your Holy Water for extra gold. Stock up on Potions!

Battle #3 - Mandalia Plains
Enemies: 1x Thief, 5x Squire

Recommended: Ramza(Chemist), Others(Squires &  1x Chemist)

When the battle begins select "We must destroy the Death Corps" for a bonus in
Brave. Algus will survive the first few strikes, but get a Chemist near him to
support him once they stop surrounding him. Have Ramza stay in the center of 
battle to support Algus and be in range to strike the enemy.

After the battle: Teach your Chemists Phoenix Down; and check above for what
Ramza needs to learn. Igros has a great new sword for Squires. 

Battle #4 - Sweegy Woods
Enemies: 2x Bomb, 2x Goblin, 1x Black Goblin, 1x Red Panther

Recommended: Ramza(Priest), Others(Squires &  1x Chemist), 
 Delita/Algus(Squire or Knight)

This battle is pretty easy, except for Algus and Delita rushing right into the
middle of the field. Additionally, the 'Bomb' type enemies might Self-Destruct 
when they are in a weakened state. To avoid this, have all units attack the 
Bombs in one turn, so they won't get a turn while weakened.

After the Battle: The next battle is very hard. Get Ramza the Mediator Job and 
Train and/or Invite ability. Spend some time moving between the areas random  
battles' and recruiting monsters. You'll want your party to be at level 7 or  
above for the next battle. Dismiss all the 'Others' when you get enough  

Battle #5 - Dorter Slums [Dorter Trade City]  
Enemies: 1x Knight, 2x Wizard, 3x Archer

Recommended: Level:5 - Ramza(A:SQ, B:KNG~CHM, C:PRT), 1x Red Panther, 
 1x Chocobo, 1x Skeleton, Delita/Algus(Squire, Knight)

The first hard fight. Give Delita and Algus Move +1, and make their Jobs 
Knights or Squires. 

Send a few units on top the house to kill the Archer up there. Chocobos and/or 
Red Panthers are recommended for this. Let the enemy do most of the advancing, 
and avoid grouping units to stay safe from the enemy Wizards. As the fight 
progresses, move to the second story of the house you start next to. Having a 
high movement range is a great help here.

After the battle: Stock up on items and equipment in Dorter. Move on to the 
next battle.

Battle #6 - Cellar of the Sand Mouse [Zeklaus Desert] 
Enemies: 1x Archer, 2x Monk, 3x Knights

Recommended: Ramza(A:SQ~MNK, B:KNG, C:TIM), 1x Red Panther, 
 1~2x Chocobo/Skeleton, Delita/Algus(Knight) 

The first unit will work with Delita and a single Monk at the back door. The 
second unit will be with Algus at the enemy-heavy front door. Place a Chocobo 
and a Skeleton in the second unit to help Algus there. Have a strong unit 
block the two doors of the house with proper support. Flank the enemies but 
avoid being surrounded by the Knights.

After the battle: Zeklaus Desert opens up for random battles, and you can get 
a Bull Demon there. Be careful in your acquisition, as the battles there can 
be perilous. Hi-Potions will start to be sold in shops around Ivalice. 
The shops in Dorter & Gariland now have a large selection of equipment for 
purchase as well. Go back to Igros Castle. 

Battle #7 - Thieves Fort
Enemies: 1x Miluda, 2x Thief, 2x Priest 
Objective: Defeat Miluda

Recommended: Ramza(A:SQ~MNK, B:KNG~CHM, C:PRT~TIM), 2x Red Panther, 
1~2x Chocobo, 1x Bomb/Black Chocobo/Bull Demon/Juravis, Delita/Algus(Knight)

This battle is about medium difficulty. Algus and Delita (as always) will rush
out into the middle of battle, so have some extra healing on hand to help them 
survive. This battle can be a b*tch because the Thieves will try to Charm your 
monsters, while the Priests will use Cure & Bolt I. Miluda also has a high 
Evade %. Miluda & The enemy Priests are your main targets, but if you take out 
Miluda, the fight will be over. 

After the battle: The next battle isn't hard, and after you defeat it you'll 
be able to encounter and recruit a Dragon! Make sure your party is at level 
ten, and head on to Lenalia Plateau.

Battle #8 - Lenalia Plateau
Enemies: 1x Miluda, 2x Wizard, 1x Time Mage, 2x Knight 
Objective: Defeat Miluda

Recommended Level: 10
Recommended: Ramza(A:SQ~MNK, B:KNG~CHM, C:PRT~TIM), 1~2x Bull Demon,
 1x Chocobo, 1~2x Red Panther/Juravis/Skeleton, Delita(Squire or Knight)

This battle is not very hard. Miluda hits hard and has the Counter ability set,
so keep weak units away from her.  The Time Mage can either be really annoying
or ineffective, depending on their sign. Focus on Miluda & the Wizards, kill
the Time Mage as a second priority.

After the battle: Lenalia Plateau is now open, and you have a good equipment
selection from the shops in the towns. Frequent Lenalia Plateau to get a 
Chocobo and a Dragon (enter from the south). You might need to do a bit of 
leveling before the next story battle. As far as Breeding is concerned, wait 
until Chapter 2.

Battle #9 - Windmill Shed [Fovoham Plains] 
Enemies: 1x Wiegraf, 2x Monk, 2x Knight, 1x Chocobo (Boco)
Objective: Defeat Wiegraf

Recommended: Ramza(A:SQ~MNK, B:KNG, C:TIM), 1x Dragon, 
 1x Bull Demon, 1x Chocobo/Juravis/Skeleton, Delita(Knight)

This can be a hard battle. Wiegraf uses Knight Sword abilities, Boco heals,
and the other enemies act as offense. Keep weak units in the back,  and avoid
having units stand together for Stasis Sword.  Wiegraf also has 'Hellcry 
Punch' which can be instant death. Sometimes a unit will be weak to it, and 
die every
time they get targeted with it. You can rush in, or can take the slow way,
constantly healing your units as you whittle the enemy down. I usually take 
the first approach; Wiegraf's allies are pretty weak even though they hit 

After the battle: Return to the towns and to buy a few things, then level up
and continue on. The next story battle is tough, so don't forget to keep your
Potion/Hi-Potion count high! The random battles on this map offer Flotiballs,
Pisco Demons(Squids) as new recruit-able monsters.

Battle #10 - Fort Zeakden
Enemies: 1x Algus, 2x Wizard, 3x Knight 
Objective: Defeat Algus

Recommended Level: 12
Recommended: Ramza(A:SQ, B:KNG, C:PRT) w/ MONSTER SKILL, 1x Bull Demon, 
1x Dragon, 2x Juravis/Chocobo/Black Chocobo, Delita(Knight)

This battle can be very luck-based and a pain in the ass. You may want to 
switch up what monsters you bring if you can't beat it. Delita will rush 
in to kill Algus, and the Wizards and Knights will pile on the damage 
when they get a chance. On top of that, your second squad starts way back 
in the corner, and are barely able to help by the time things get chaotic. 
Make sure that the second squad units have high move ratings and also have 
good speed.  Kill Algus as soon as possible to end the battle. 

We can go about this two ways: rush in with Delita and try to kill Algus as 
fast as possible, or sit back and take your time. The first way is 
self-explanatory, but the second way is a sure win.

Delita - squire w/ Small Mantle

In the first squad, place Ramza in the back (to the right of the screen) and 
place a Bull Demon next to him. In the second squad, place your two other 
units in the middle. Sit back and let Delita rush in and be killed. Keep 
your Bull Demon next to Ramza an use Gather Power two or three turns in 
a row.  

This battle can be very luck-based and a pain in the ass. You may want to 
switch up what monsters you bring if you can't beat it. Delita will rush 
in to kill Algus, and the Wizards and Knights will pile on the damage 
when they get a chance. On top of that, your second squad starts way back 
in the corner, and are barely able to help by the time things get chaotic. 
Make sure that the second squad units have high move ratings and also have 
good speed.  Kill Algus as soon as possible to end the bat

|||            IV.III - CHAPTER 2               ||| 

* Win the story battle in Dorter Trade City
* Breed monsters as desired (Blue Dragon and a Black Chocobo needed)
* Proceed through the story missions to Lionel Castle 
* <=RARE=> Recruit a Uribo at the Zigolis Swamp story battle (Optional)  
* Finish the rest of the story missions and move on to chapter 3

Chapter Focus: 

Ramza: [All] - Auto-Potion, Cheer Up
       [A]   - Stigma Magic, Earth Slash, Counter, Revive, Move +2
       [B]   - Remedy, Magic Break, Mind break, Concentrate, Move +2
       [C]   - Cure 2, Raise, Demi, Teleport, Esuna, SAM: Kotestsu/Bizen Boat 

Field Monsters Available : Ghoul, Gust, Trent, Woodman, Black Chocobo, 
 Cuar, Ahriman, Uribo, Bone Snatch, Morbol, Mindflare, Vampire

Main Monsters Used: Chocobo, Minitaurus, Blue Dragon, Steel Hawk, 
 Black Chocobo, Cuar

Now in Chapter Two you can really start breeding and customizing your group.
There are two areas with adjacent blue dots, so you can move between back and 
forth without triggering a random battle. (The best places to breed.) You 
even start on one area - at Dorter and Orbonne Monastery. You can go out 
inviting and training now, but not many (if any) new monsters are available 
right now. 

Breeding / Recruitment Recommendations:
 Chocobo      > match sign & Black Chocobo
 Green Dragon > Blue Dragon
 Red Panther  > Cuar
 Flotiball    > Ahriman
 Skeleton     > Just match sign/high Brave
 Bull Demon   > Just match sign/high Brave
 Juravis      > Steel Hawk
 Pisco Demon  > Squidlarkin
 Bomb         > Just match sign/high Brave

If you are breeding and get a Type 3 of any of the aforementioned monsters, 
keep it and use it instead of a Type 2 when that same species is recommended. 
Red Chocobos, Red Dragons, Vampires, Sacreds, and Cockatris' are amazing 
monsters, but it takes a lot longer to breed up to Type 3 of a species.

Ramza's Cheer Up skill is now available for Squire. After you breed some
monsters you want as allies, start raising those monsters' Brave using 
Ramza's 'Cheer Up' and/or Mediators 'Praise'. If you're using Ramza setup A 
you can start lowering your monsters faith using the Mediator ability  
'Solution'. Be careful if choosing to lower it, raising it back up in the  
future it is a time-consuming process. 

This chapter begins after the first fight that took place in the story. You'll
be asked if you want Rad, Lavian and Alicia to join your party. You won't 
need them so just reply 'Quit' to all three.

Battle #11 - Dorter Trade City 
Enemies: 2x Thief, 2x Archer, 2x Wizard

Recommended: Ramza(A:MNK, B:KNG, C:PRT), 1x Dragon, 
 2x Red Panther/Juravis/Bull Demon/Chocobo

Agrias & Gafgarion join you in this battle as guests, but be careful, this
battle can get bad if you let the enemy Wizards take advantage of the layout.
Make sure your healing units are ready; don't let the enemy Thieves Charm 
you, and pounce on undefended enemies when you get a chance.

After the battle: Buy new equipment for Ramza. Whatever Monsters you want 
now, this is the best time to breed/recruit them. Read the Breeding 
section of this guide to ensure the best results. New monsters have appeared
in some of the areas, so if you're looking for something special check the  
encounter section in the 'Hunting Grounds' section.

Battle #12 - Araguay Woods
Enemies: 5x Goblin, 1x Black Goblin 
Objective: Defeat all enemies or Save Boco

Recommended: Ramza/Guests(Any Jobs), Monsters(Any)

A very easy battle. Decide to save the Chocobo ("Is he strong in a fight?") 
for a permanent boost in Brave for all attending units. The terrain is flat
with no water, so any monsters are effective here. At least one Dragon is 
highly recommended.

After the battle: Take Boco with you or leave him behind - it makes no
difference to the story. If you never recruited any Chocobos, this one you get
for free! Move on to the next story battle or go off leveling/breeding. 

Ghouls, Gusts, Morbols, Woodmen and Treants can appear on this map in random 
battles and this is the first place to recruit them. If you're using 
Setup [B], Taijus have a great Knight sword you can poach from them.

Battle #13 - Zirekile Falls
Enemies: 5x Knight, Gafgarion  
Objective: Save Princess Ovelia

Recommended: Ramza(A:SQ, B:CHM, C:TIM), 1x Dragon, 1x Chocobo,  
 1x Steel Hawk/Black Chocobo/Ghoul/Gust/Steel Hawk/Ahriman/Juravis

Land-based monsters and those with "Can't enter water" are not effective 
here. Flying monsters will win the day. The princess is a little tough, 
but not enough to withstand being cornered. Delita will run off to the other 
side so that means it's up to your team to be her main savior.

Kill Gafgarion first, as he will cause the most trouble in this battle. Then 
turn your attention towards the lingering Knights.

After the battle: Prepare for the next story battle. It is a city battle, so
afterward you'll be able to do some shopping there. If you enter here from 
the south and encounter a random battle, you might be in for a hard fight 
against 3-4 Mindflares!

Battle #14 - Zaland Fort City 
Enemies: 2x Knight, 2x Wizard, 2x Archer 
Objective: Save Mustadio or Defeat all Enemies

Recommended Level: 15
Recommended: Ramza(A:SQ, B:CHM, C:PRT), 2x Cuar/Steel Hawk, 
 1x Chocobo/Black Chocobo, Agrias(Holy Knight) 

Give Agrias Spike Shoes before the battle so she can actually participate. 
When prompted, choose "We have to help him!" to get a boost in brave. Due 
to the battles layout, any monsters without Fly, Teleport or Ignore Height 
will have a tougher time reaching the enemies. Black Chocobos have low HP and 
might quickly become a target for the Archers and Wizards. Kill the Wizards 
1st, taking advantage of their lower defense when charging to cast a spell. 
Mustadio usually keeps himself out of trouble, but have support ready just 
in case.

After the battle: Gear up and grab some supplies from Zaland, and move to the 
next battle. 

Battle #15 - Bariaus Hill
Enemies: 2x Knight, 2x Archer, 2x Summoner

Recommended: Ramza(A:SQ, B:CHM, C:TIM/PRT), Agrias(Holy Knight),
 Mustadio(Engineer), 1x Chocobo, 1x Dragon, 
 1x Steel Hawk/Black Chocobo

This can be a very difficult battle. Equip Agrias with Battle Boots, 
Mustadio with a Power Wrist and give Ramza Monster Skill. If you're using 
setup [C], place your units in the back row in a '+' shape and wait out 
the first turn cast to Shell on everyone. Let the enemies come to you and 
strike out at the Summoners with caution when you have a chance; they are the 
first priority in this battle. Bariaus Hill is a large area, and has high 
cliffs. There isn't any water, but slow and monsters with low Move stats will 
get left behind easily.

After the battle: Proceed to Lionel Castle, watch the Cut-scenes before 
suiting up with some new equipment. Several new Accessories have become 
available for sale. Save before the next battle.

<=RARE=> Zigolis Swamp is the next story battle. Its the first place you can 
find a rare monster (a Uribo); and one of the only places. The Boar species is  
a very weird species, and as such, is hard to use effectively. Uribos don't 
really have any abilities, so if you want Boars, you will have to breed some  
Porkys and/or Wildbows. All of the Boar family can be poached for very <RARE>

In the battle after Zigolis Swamp, Mustadio joins your party as a level 12 
Engineer. Keeping Mustadio will let you recruit Reis~Dragon or Reis~Human, 
Beowulf and Cloud in Chapter 4. Keep in mind though, you aren't REQUIRED to 
keep Mustadio.

<=RARE=> Pre-battle: Remove Mustadios' gun, remove any counter-abilities he 
has learned, and take off any equipment that directly gives him stat bonuses 
(except HP/MP).  This will prevent him from meddling in your Uribo 
acquisition. Make sure that Ramza has Train/Invite. Again, remove any 
offensive Reaction abilities and make your sub-skill Item. If you're using 
Train, use a weak weapon (or none at all) - this will prevent you from 
doing too much damage.

Battle #16 - Zigolis Swamp
Enemies: 2x Ghoul, 2x Skeleton, Morbol or Flotiball, Uribo(Rare)

Recommended: Ramza(A:SQ, B:CHM, C:PRT), 1x Chocobo, 1x Steel Hawk,
 2x Ahriman/Black Chocobo/Grenade 

This is a swamp, so again, Chocobos will be your main weapon here. Because of
the amount of 'water', monsters like Dragons and Minotaurs will have a problem
moving about. If any monster can't move in water, make sure they have a
long-range attack to make up for it. The enemies are mostly Undead, and
therefore weak to regular curative abilities and the element of Fire.

<=RARE=> **Acquiring a Uribo** Reset if you're not seeing a Uribo. Put all the
other enemies in Critical status so they don't bother you. Corner the Uribo 
and just keep trying to Invite him until you get him on your team. Keep  
Mustadio away from the Uribo and if you're using Train, don't be afraid to  
give the Uribo a Potion if you do too much damage.

After the battle: Before you move on to Goug, be aware that you won't be able
to go back the way you came. You have some very, very hard fights ahead of you
and only a single area to level at. You will not be able to access the rest of
the World Map again until Chapter 3! So spend some time leveling up to about
level 18 before going to Goug. Remedy is now available from the shop, so when
you get the time, teach that item skill to Ramza if using setup [B].

Battle #17 - Goug Machine City Slums 
Enemies: 2x Summoner, 2x Thief, 2x Archer

Recommended: Ramza (A:MNK, B:KNG, C:PRT), 1x Chocobo, 1x Blue Dragon,
 2x Steel Hawk/Minitaurus/Black Chocobo/Cuar

This battle can be annoying. Check the compatibility between your monsters and
the Thieves before moving your troops in to avoid being Charmed. Place your 
Dragons/ground monsters at each end of the squad layout. Mustadio will be
on a suicide mission and is near impossible to save. This terrain accommodates
most monster species, except for those that rely on '0' vertical abilities.
Although I would focus on using those that have Ignore Height/Fly. Focus your
Red Chocobos on the Summoners to wipe them out quickly, and try to avoid being
Charmed by the Thieves. Take out the Archers as a last priority.

After the battle: Just head to Warjilis, and watch a cut-scene or two. At the
shop in Warjilis a ton of new items will be in stock. Samurai swords, Harps, 
and Dictionaries are now for sale.

Battle #18 - Bariaus Valley
Enemies: 2x Knight, 2x Wizard, 2x Archer 
Objective: Save Agrias

Recommended: Ramza (A:MNK, B:CHM, C:Any), 1x Blue Dragon, 1x Chocobo,
 1x Minitaurus/Bull Demon/Dragon, 1x Steel Hawk/Black Chocobo

Battle over the river to save Agrias. Put your Dragons/ground monsters in the
first squad, with Ramza. Chocobos and fliers in the second squad. Not a hard
battle; prioritize the enemy Wizards and watch out for the Archers with
Lightning Bows. Remember to get into a position to heal Agrias, if they kill 
her, it's game over. The valley has a huge river running through the middle, 
and a large, tall island in the middle of it. Monsters with Can't Enter Water 
will have a problem fully traversing the terrain.

After the battle: Skip recruiting Agrias. The next battle is one of the
hardest in the game, and you only have one store to shop at and one area to
fight random battles in. Make sure to go back to Warjilis to get everything
ready, they start selling Diamond Bracelets, Wizard Staves, and Brigadines;
you'll need all the help you can get for the next battle. Make sure you have 
attained Auto-Potion, and sell all of your regular Potions. Buy a Defense Ring.

Battle #19 - Golgorand Execution Site 
Enemies: Gafgarion, 3x Knight, 2x Archer, 2x Time Mage

Recommended Level: 19
Recommended: Ramza (A:SQ, B:CHM, C:TIM), 2x Blue Dragon/Dragon, 
 1x Minitaurus(Maybe: Black Chocobo), 1x Chocobo

Your squad will be split into two teams. Position Ramza on the left side of 
the squad (bottom of screen) along with a Minitaurus and the Chocobo. In your 
second squad place the two Dragons (regular & Blue) on the left side  
(right of the screen); This battle will require strong monsters with high HP, 
so go with my recommendation for the best chance of success.

This battle is HARD. Gafgarion will blast you frequently with his Dark Sword
techniques, and the Knights and Archers will pile on the damage to your units.
The Time Mages aren't that bad offensively, but when they start Haste-ing the
other enemies, look out. Gafgarion will retreat from battle after he goes into 
critical status.

You'll want to draw the fight to the bottom of the small ramp leading to the 
stage. Gafgarion will get the first turn of the battle. He will do one of two 
things: Use his Night Sword ability on your Chocobo, or on one of your Dragons.
If he targets the Dragons first, perfect. Use their turns to surround and 
attack him, the damage from both should put him into critical status and cause 
him to retreat.

If he targets your Chocobo, use Ramza to heal the damage done to it, and have 
the Minitaurus attack him head on, which is in range of only a single Knight.
Move your dragons towards him and the other squad members on their first 
turn. By their second turn, turn them on Gafgarion to send him packing.

After Gafgarion retreats, kill off the two Knights on the ground floor as they 
will be a huge threat. If you brought a Chocobo, keep him to the corner and 
only bring it in to heal if the Knights can't get to him. If you brought a 
Black Chocobo, you can fly him onto the top of scaffolding to rain down 
Choco Balls without putting it in danger. Ramza will mainly be healing and 
buffing, but if he gets an opening to do some damage, let him. Watch the 
positioning of each monster after their turn and make sure to have them to 
face the direction with the highest possibility of attack. Play the battle 
slowly and really think out each move as that is the real key to winning.
Using setup [A], keep Ramza on the flat surfaces so Chakra, Stigma, and Revive 
can be used effectively. Staying away from the arched walkway helps to control 
the battle flow.

<=RARE=> Gafgarion has a rare Blood Sword equipped in this battle, but it is 
quite hard to steal it. This sword is also easily available from poaching (in 
chapter 4).

After the battle: The next two battles must be done in a sequence, so there is
no time to go back to town and re-equip. BUY A DEFENSE RING. Save in a separate
slot before you go to Lionel Castle, you will be able to save and go to the
Formation screen between battles but if you aren't strong enough to win the
second battle you're in trouble.

Battle #20 - At the Gate of Lionel Castle 
Enemies: Gafgarion, 3x Knight, Summoner, 2x Archer

Recommended: Ramza (A:SQ, B:CHM, C:SAM~PRT~TIM), 1x Blue Dragon, 
 1x Dragon/Red Dragon, 1x Minitaurus, 1x Chocobo/Black Chocobo
 Alternate Party: 3x Great Morbols, 1x Chocobo/Trent

For Ramza high Speed, Jump and Move are important in this battle. Make sure 
to set MONSTER SKILL & AUTO POTION for this battle. In squad two, 
units placed in the back row will actually appear closest to the enemy. 

Ramza will be stuck on the inside of the gate with Gafgarion, with the rest 
of your team outside the gates. This will be a hard battle for your 
squad. You can try to duke it out as it stands, but the best strategy for 
any setup is to open to regroup your two squads into one. Gafgarion will 
usually only focus on attacking Ramza. 'Tough' monsters that have high HP, 
defense, and attack are the best here; Dragons are great in the battle, as are
Minotaurs. The enemies here are all a threat: the Summoner will use summons 
targeting your weaknesses, the Archers might have elemental bows, and the 
Knights are strong and may have Elemental as a secondary. 

Setup[A] or [B]: If you don't have Move + 2 yet, set Move + 1 and equip Battle 
Boots. If you have Move +2, use that instead. You will be able to open the 
gate by the second turn. With Setup[B], you can use Weapon Break to take out 
Gafgarions weapon, which will pretty much muzzle his attacks.

Setup[C]: If you have Teleport set, this battle is cake. From where Ramza 
begins, you have two options: teleport directly to the gate lever (at this 
distance you have about a 10-20% chance of failing), or, Teleport directly 
outside the gates with your monsters. (With the gate still closed, Gafgarion 
won't be able to attack and will wait in the corner).

Once the gate is open, get out there quickly, as your monsters will need 
healing and maybe reviving by then. Gafgarion will take a few turns to catch 
up with you. An alternate strategy is to retreat your monsters into the 
castle after the gate is opened, which can be a good tactic. Otherwise...

Target the enemy Summoner first and watch your positioning so the enemy knights
can't take advantage of you. One of the Knights may have Item set as a 
sub-skill, which can make things messy. If so, kill him first. If the enemy 
Summoner gets into the water, you will have big problems! Go with the flow of  
the battle as it happens. DO NOT move next to Gafgarion, as he may attack you 
with his sword and give you Don't Move status! Open the gate and Chakra your  
monsters immediately, they'll need it! Gafgarion might use the Dark Sword 
ability that drains ALL your MP. If that happens, you'll have to tread 
carefully and rely on just your Chocobo for healing.

ALTERNATE TACTIC: Load your first squad with three Greater Morbols and one 
Chocobo and send them straight into the fray, using Bad Bracelet, to disable 
all of the enemy troops on the flat terrain. Most of them will be petrified 
frogs in no time. Make sure to distance them in such a way they aren't getting 
hit with Bad Bracelet themselves. Use the Chocobo to keep them alive until 
Ramza arrives as backup.

After the battle: Review your team in the Formation screen. Equip Ramza with 
a Defense Ring.

Battle #21 - Inside Lionel Castle 
Enemies: Queklain (Zodiac Monster)

Recommended: Ramza(A:SQ~MNK, B:KNG~CHM, C:TIM), 1x Blue Dragon, 
 1x Dragon/Red Dragon, 1x Minitaurus, 1x Revnant/Chocobo/Black Chocobo/Cuar
 /Steel Hawk/Gobbledeguck

For this battle any monster that has low speed and a low move will be
ineffective. Keep units away from each other as much as possible.

Queklain will focus on inflicted Sleep & Death Sentence on your monsters
so let him do that while you pound him into submission. Just focus on 
killing Queklain, and don't worry about curing the negative statii. With a 
Revnant, you can use Drain Touch to deal a large amount of damage to Queklain. 
If you're using Setup [C], a Time Mages' Demi spell will do good damage here.
In addition, you could bring a Gobbledeguck to use its Mutilate ability (also 
effective versus Zodiac monsters) but considering it's a Monster Skill,
ability, its hard to line up right. Not a hard battle over all, but it can 
be irritating.

|||            IV.IV - CHAPTER 3                ||| 

* Breed / Recruit your next generation type of monsters 
* (Optional) <=RARE=> Poach monsters as needed  
* Proceed through the story missions until Yuguo Woods. 
* Win the hard fight at Riovanes Castle, move through to chapter 4

Chapter Focus: 

Ramza: [All] - None
       [A]   - Martial Arts, Attack Up, Move HP Up, Jump +2/Ignore Height
       [B]   - X-Potion, 3x breaks, Jump +2, Two Swords, Secret Hunt, Solution
       [C]   - Cure 3, Mag Atk Up, Short Charge, Demi 2, Move MP-Up, Raise 2, 
	           SAM:Murasame, Heaven's Cloud, Kiyomori 

Field Monsters Available: Red Chocobo, Blue Dragon

Main Monsters Used: Red Chocobo, Sacred, Red Dragon, Cockatoris, Chocobo, 

Breeding / Recruitment Recommendations:
 Chocobo/Black Chocobo > Red Chocobo
 Blue Dragon           > Red Dragon
 Cuar                  > Vampire
 Minitaurus            > Sacred
 Steel Hawk            > Cockatoris

Chapter 3 is actually a pretty fun time for the monster party. Once you 
start getting the 3rd Type of your monsters' species, they get quite a 
plethora of new abilities to help mix up battles! There will be many battles 
in chapter 3 with huge height differentials, so your Sacreds/Red Dragons 
and other land-based monsters will be a little less useful, but great to 
have around nonetheless.

<=RARE=> Fur Shops open in Chapter 3, which gives you opportunity to start
Poaching some of your own monsters or some from the field for some great new 

Start off by breeding those nice Type 3s. (Check the Hunting Grounds section 
if you need to pick up some Type 2s from the field.) After they are ready - 
maybe with some Brave/Faith modifications - head off to the next story battle.

Battle #22 - Goland Coal City 
Enemies: 1x Mediator, 3x Thief, 2x Chemist 
Objective: Save Olan

Recommended Level: 21+
Recommended: Ramza(A:MNK~SQ, B:CHM, C:SAM/PRT), 1x Red Chocobo, 
 1x Cockatoris, 1x Vampire, 1x Red Dragon/Sacred/Chocobo

Olan will just stomp all over the enemy units, which makes this a very easy
battle. Position your Dragons/ground monsters of each side of the squad for 
maximum effect. Watch the enemy Thieves and 'Steal Heart' - keep your distance 
if possible. Monsters with a high Jump stat/Ignore Height/Fly are the best 
here. Any monster without a Jump of three will have a hard time navigating 
the terrain.

After the battle: X-Potions become available after this, so if you're using 
setup[B], now is the time to start learning that skill.  Otherwise, just 
head to Lesalia.

Battle #23 - Back gate of Lesalia Castle 
Enemies: Zalmo, 3x Knight, 2x Monk 
Objective: Defeat Zalmo Guests: Alma

Recommended: Ramza(A:MNK, B:KNG, C:SAM~PRT), 1x Red Chocobo, 
 1x Red Dragon, 1x Sacred, 1x Vampire/Cockatoris/Chocobo

Try to stay on the landing; if you get into the field you might get
surrounded. Make sure to put a few strong units on the left railing, to
prevent the enemy Knights from flanking you. This map is very flat, so you
can bring any type of monsters here. Ranged attacks are great here since you
can just sit on the railing and pick off the enemies. Since Zalmo is a Priest,
this battle can drag on.

After the battle: Orbonne Monastery is the next battle, and it is another
multi-tier battle. A lot of new equipment has become available in the shops,
so make sure to check it out. Take some time to level up; level 25 would be 
good level to shoot for. Make an additional save just to play it safe.

Battle #24 - Underground Book Storage Second Floor [Orbonne Monastery]
Enemies: 3x Lancer, 1x Chemist, 2x Time Mage

Recommended Level: 25
Recommended: Ramza(A:SQ~MNK, B:KNG, C:TIM), 1x Red Dragon, 1x Sacred, 
 1x Red Chocobo, 1x Vampire/Chocobo/Cockatoris

The Lancers are your biggest problem here. The Time Mages can be an issue, but
you've got bigger fish to fry. Stand back and let the Lancers come to you,
hitting them with Choco Meteor and attacking when they get close. When you've
taken out 2, start moving forward down the stairs to destroy the other units.
Any monster units can be effective here. If the Lancers have Charm or Item as
a sub skill, this battle can be downright annoying. Set Ramzas' support ability 
to Monster Skill for some extra healing from your Red Chocobo.

After the battle: Make sure Ramza has a Jump stat of at least 3. Check your 
formation and continue onward.

Battle #25 - Underground Book Storage Third Floor [Orbonne Monastery]
Enemies: Izlude, 2x Knight, 1x Summoner, 2x Archer
Objective: Defeat Izlude

Recommended: Ramza(A:MNK, B:CHM, C:TIM), 1x Red Chocobo, 1x Cockatoris, 
 1x Vampire, 1x Chocobo/Red Dragon/Red Chocobo/Sacred

The layout of this battle can cause issues for a lot of monsters. If you're 
using setup [A] or [B], equip Germinas Boots on Ramza. I recommend bringing 
3/4 Red Chocobos to end this battle quickly. If you're using Dragons 
/Ground monsters position them in the back of the squad behind Ramza. Haul 
straight towards Izlude (keeping to the left side) and hit him with hard as 
and fast as possible before the rest of the enemy army can get involved. 
If you're using setup [C], cast Haste on your flying units for a huge edge. 
An easy fight if you get it over quickly.

After the battle: Make sure Ramza has strong defensive gear against both 
Physical and Magic damage for the next battle. Equip him with a Jade Armlet.

Battle #26 - Underground Book Storage First Floor [Orbonne Monastery]
Enemies: Wiegraf, 2x Knight, Wizard, 2x Archer
Objective: Defeat Wiegraf

Recommended: Ramza(A:SQ, B:KNG, C:SAM/TIM), 1x Red Chocobo, 1x Red Dragon, 
 1x Sacred/Cockatoris 

Try to defeat Wiegraf quickly; if you let this battle go on too long, you will
be in deep, deep trouble. If you're using setup [B], set Ramzas' support 
ability to Concentrate. You can bring any monsters to this battle; place the 
front-line monsters in the front, Red Choco's/Ranged monsters in the back. 

After the battle: Watch the interesting cut-scene, then buy some new equipment 
at the shops. The next battle seems easy from the enemy units involved,
but it is a HUGE hassle.

Battle #27 - Grog Hill
Enemies: 2x Squire, 1x Archer, 1x Thief, 2x Chemist

Recommended Level: 27
Recommended: Ramza(A:SQ, B:CHM, C:TIM~PRT), 1x Red Chocobo, 1x Sacred
 1x Red Dragon, 1x Cockatoris/Vampire

This battle seems easy from the outset, but is a lot harder than it looks. The
enemy Chemists will heal other units, or shoot fast and hard with their guns.
On top of that, the enemy Thief will pose a problem with Steal Heart. All
species of monsters can be used here with the flat, sloping terrain. Position 
Dragons/Tank monsters on the top of the squad screen. Advance as needed and 
try not to get a single unit too far ahead so they don't get surrounded. 
You'll probably get a few of your units KO'd in this battle on the way to 

After the battle: The next battle is another rough one. Check the two closest
cities for new equipment, and also stop by Dorter Trade City's shop if you 
have the time. Level up a level or two to prepare for the next battle. 

Battle #28 - Yardow Fort City 
Enemies: Malak, 3x Ninja, 2x Summoner 
Objective: Save Rafa 
Guests: Rafa

Recommended: Ramza(A:MNK, B:CHM, C:SAM~TIM~PRT), 1x Red Chocobo, 1x Red Dragon 
 1x Sacred/Cockatris, 1x Vampire

You're up against three Ninjas and two Summoners and Malak! If you take out 
Malak, Rafa will teleport away when he does. Use a Red Dragon or another 
strong monster to block the gate into the courtyard. Pound the enemy units 
with Choco Meteors, use Samurai or Monk to heal, or Priest to cure and  
shell on the right monsters. This battle has a choke point at the huge gate, 
so monsters that can fly or have ranged attack are your best bet. All-in-all 
a very hard battle. It can go wrong quickly, but you can also snatch victory 
from the jaws of defeat!   

After the battle: Lots of new equipment is available at Yardow, 
including Sprint Shoes.

Battle #29 - Yuguo Woods
Enemies: 1x Ghoul, 1x Gust, 1x Revnant, 1x Time Mage, 2x Wizard 
Guests: Rafa

Recommended: Ramza(A:MNK, B:CHM, C:PRT), 1x Red Chocobo, 1x Red Dragon, 
 1x Cockatoris, 1x Sacred/Chocobo/Explosive/Grenade/Trent

All the units here are Undead, so curing will hurt them and raising will
kill them. This battle is not very hard, but the Wizards do know some
level 3 spells and could hit your units for a ton of damage. This is another
flat map, so any species of monsters can be effective here.

After the battle: The next fight has one of the hardest battles in 
the game. You'll need to have a second ( or even a third!) Red Chocobo, 
so recruit or breed one that fits your teams' signs. If you're using setup [B] 
(or maybe setup [A]), learn Solution for Mediator and start lowering your 
monsters faith to 20 or below (if you didn't already do that). Make a second 
save before entering Riovanes Castle.

Here's a small list of the things you'll need for the next few battles:

    * 3x Red Chocobos 
    * All units level 35 or greater 
    * 20 X-Potions 

Here's what Ramza will need/look-like for battle #31:

Setup[A]     Squire/Monk
    Platina Sword    Guts 
    Platina Sword    Punch Skill  
    Green Beret      Auto-Potion 
    Platina Armor    Two-Swords
    Bracer           Move + 2
Setup[B]     Knight/Chemist
    Platina Sword*   Battle Skill 
    Platina Sword*   Item  
    Circlet          Auto-Potion 
    Platina Armor    Two-Swords 
    Germinas Bts.    Move + 2

    * - Substitute a Defender sword if available

Setup[C]     Priest/Time Mage
    Wizard Staff     White Magic 
    ---              Time Magic  
    G. Hairpin       Auto-Potion
    White Robe       Short Charge 
    Sprint Shoes     Move-Mp Up

Battle #30 - At the Gate of Riovanes Castle 
Enemies: Malak, 3x Knight, 3x Archer 
Guests: Rafa

Recommended Level: 35+
Recommended: Ramza(A:SQ, B:CHM, C:PRT), 1~2x Red Chocobo, 1x Red Dragon, 
 1x Cockatoris/Chocobo

This battle is neither very easy nor very hard. If the Archers gang up on a
single character, it could spell big trouble. This battle has a huge body of
water in the middle of it, which will hinder monsters that can't traverse it.
Focus on moving most of your units close to the bridge. If using setup [C], 
have Ramza use Protect on the gang. Don't advance too quickly and
use your ranged attacks to weaken the enemy Archers while the rest of your 
squad moves in. Malak has very low HP, and will be easy to remove from battle.
If you aren't having luck, you should focus on leveling up your team and come 
back in. An alternate strategy is to wait at the maps corner (away from the 
bridge) and let the Knights comes to you.

After the battle: Drop all Potions/Hi-Potion(s) from your inventory. Read over 
the next battles strategy before entering the battle. 

Battle #31 - Inside Riovanes Castle 
Enemies: Wiegraf/Velius, 3x Ultima Demon

Recommended: Level: 34. Ramza(A:SQ, B:KNG, C:PRT), 3x Red Chocobos, 
 1x Red Dragon
Recommended Layout: Ramza & Red Dragon in two front squares of squad 1, 
 three Chocobos in the front line in 2nd squad. 

R = Ramza 
D = Red Dragon 
C = Red Chocobo 

1st Squad 

2nd Squad 

Part 1: In this first section, it is just Ramza vs. Wiegraf. 

Setup[A]: Keep using Yell on yourself to raise Ramzas speed to 11 or 12. 
If Auto-Potion doesn't go off, use Chakra to gain back some HP. When you 
have enough speed, Use regular attacks to bring down Wiegraf.

Setup[B]: Keep advancing on Wiegraf and attack him from the back or 
sides. If your HP dips, use an X-Potion.

Setup[C]: Wiegraf will get to act first, then either cast Haste on 
yourself or step forward and cast Demi/Demi2 on him. Auto-Potion should 
activate after each of his attacks. If it doesn't Cure yourself to fill 
the gap in your HP.  Make sure to have Haste up when you defeat him. 
Keep using Demi on him until he gives up. If you get silenced with Lightning 
Strike, you might as well start over. Keep moving to regain MP.

Wiegraf only needs to lose 2/3 HP before he will retreat. WATCH HIS HP, 
AND MAKE SURE TO BE AT FULL HP WHEN HE DIES. Now its time for part 2.

Part 2: Velius. This is the hardest story battle in the game. I hope you're

I recommend three Red Chocobos for this battle. You need their high-damage
ranged attack, and the fact they can move in water can be helpful. Blue dragons
are too slow for this battle; A Red Dragon is good, but it needs to start in 
front of the first squad to get to Velius before he kills it. If you're using 
setup[C] Velius can be inhibited by Slow or Silence.

When Velius is out of range from hitting a human with a summon, he'll turn to
petrifying your monster units. Of course, he might attempt this on Ramza
as well. Consider it only a matter of time until you start losing your
monster units to Petrify. (Especially with a Gemini-based astrological party

But we aren't going to let that happen. Depending on your units overall 
strength, we might not even let Velius use one his summons.

Ramza will always go first here. With setup[A] or [B], move him all the way up
the steps, right to Velius' side. Use a simple 'two-swords' attack. With Setup
[C], move towards Velius and cast Demi 2 (at level 35, this should have a 47%
chance of landing). Next up, your three Red Chocobos will get their turns. Move
each of them to their own step, and have each one throw a Choco Meteor at
Velius. When the Red Dragon is up, move him in front of Velius and use Lightning
Braclet or Dash. Try to avoid putting 2 allied units on the same step or the
Ultima Demons' magic attack will tear them up. Here is a small representation

ASCII Drawing of placement for the units after their first turns   
U = Ultima Demon 
V = Velius 
R = Ramza 
D = Red Dragon 
C = Red Chocobo 

     U U
    /    \ 

After this first round, you should have done about 600+ damage to Velius. At
this point him and the Ultima Demons will get their turns. There is  a high
likelihood that Ramza and maybe some Chocobos will get another turn now,
especially if you are Hasted. With setup [A] or [B], use a standard attack
again; if you're using Setup [C] cast Demi or Holy on Velius. For some reason
if you don't get this second turn in, you only need 2 of 5 units to survive the
onslaught and deal 250 more damage to him to win. At level 38 I was able to win
this battle without taking a single hit.

If you're still having trouble with this fight, see the 'Q & A' section at the
end of this guide.

After the battle: You shouldn't need to change any gear or abilities for the
next battle; just save and be on your way.

Battle #32 - Roof of Riovanes Castle 
Enemies: Elmdor, Celia, Lede 
Objective: Save Rafa 
Guests: Rafa

Recommended: Ramza(same as last battle), 1x Red Chocobo, 1x Vampire, 
 1x Cockatoris/Red Dragon

Your objective is to put any one of the three enemies into critical status. 
Monsters need high-damage ranged attacks to make a difference here, and  
Chocobos fit the bill perfectly. In the squad placement screen, position any  
Dragons/ground monsters in either the front or the back of the line. Pick one  
of the three targets and focus all of your attacks on that unit. If you wait 
more than two turns, they will surely kill Rafa.

|||            IV.V - CHAPTER 4                 ||| 

* Recruit a Tiamat from Bariaus Valleys' Rare Battle 
* Recruit a Behemoth (Bariaus Valley and other locations) 
* Breed both Behemoth & Hydra species (Poach if desired) 
* (Optional) Start the side quest to get Reis 
* Progress with the story battles
* (Optional) Continue the side quest to get Reis changed.
* (Optional) Go into the Deep Dungeon and get Byblos 
* Complete the game

Chapter Focus: 

Ramza: [All] - None
       [A]   - Ninja Abilities, Abandon, Secret Hunt, Ultima 
       [B]   - Speed Save, Final Breaks, Elixir
       [C]   - Stop/Slow 2, Holy, Meteor, SAM: Muramasa, Kikuichimoji, 
	           Masamune, Chirjiraden 
Field Monsters Available: 2x Tiamat, Behemoths (maybe)

Main Monsters Used: Red Chocobo, Tiamat, Behemoth (King/Dark), ...etc...

Welcome to Chapter 4! This is the last chapter of the game and the most
interesting one for any monster party. Finally, two new, very strong monsters
become available. By this time you might have gotten sick of Chocobos and
Dragons. You don't have to get rid of them, but when we get the new monsters
they might have a very hard time finding a spot in your party ;) . These two 
species Behemoths & Hydras will pretty much be taking up all the spots in 
battles, so you won't be using your other monsters. You still can, but I 
always recommended you bring one Tiamat to each battle, because they are 
that good. With the Behemoth species, it's highly recommended that Ramza
always have Monster Skill set whenever you bring them to battle (unless 
otherwise noted).

Firstly, some new equipment is available from shops around Ivalice. Check the
Castles, regular towns, and Trade Cities (Dorter, Warjilis) and do a bit of
shopping. Ramzas' special Guts skill has a new ability: Scream. Its raises 
Speed, Brave, PA & MA for just Ramza, and is like several of his previous 
abilities rolled up into one.

We are going to acquire a monster of the Hydra Species (and a monster from the
Behemoth Species). We can find both of these in Bariaus Valley. Tiamats are a
must; Behemoths are a good tank/front line monster and are a good replacement 
for dragons. Behemoths appear from the west entrance (Lionel Castle) and 
Tiamats appear in a rare battle from the south entrance 
(Golgorand Execution Site). Head to Lionel Castle and save your game there. 
The strategy for the recruitment / Valley fight is below.

(Optional) At any time you can start the side-quest to get Reis, Beowulf and 
Worker 8, although you can't fully complete it until after battle 39. 

Battle #X - Bariaus Valley Rare Battle 
Enemies: Tiamat(s), Chocobos, Morbols, Birds

Recommended: Ramza(A:SQ~NIN, B:CHM, C:SAM/TIM), 2x Red Chocobo, 
 1x Vampire, 1x Chocobo

Don't forget to set TRAIN & AUTO POTION!
If the rare battle doesn't occur at first, keep trying until it does. You
might have to do a 'soft reset' many times to get the rare battle, or you can
just keep fighting whatever battles you get into. If the battle starts and it's
two Tiamats and multiple Chocobos, you're pretty much sunk. Check the previous
notes on Bariaus Valley for which monsters are best for the terrain. Bring Red 
Chocobos or ranged attack monsters to be able to damage the Tiamat quickly, 
putting it into critical status. It will fly away and you can deal with the 
rest of the enemies while Ramza corners the Tiamat. Give Ramza a White Robe 
to half any damage the Tiamat(s) do.  

After the battle: Between Goland Coal City & Lesalia is the place to breed.
From there you can also make a short trip to Dorter Trade City when/after
poaching. At this point, you may want to dismiss one or two of your Chocobos,
and a Dragon or two. In your army I recommend mainly using these units: 
2x Tiamats, 1x Red Chocobo, 2x Behemoths. When you're ready, head to Doguola 

Battle #33 - Doguola Pass
Enemies: 1x Knight, 2x Lancer, 2x Wizard, 1x Archer

Recommended: Ramza(A:SQ~MNK, B:NIN, C:PRT), 1x Red Chocobo, 2x Tiamat, 
 1x Vampire/Cockatris/Red Chocobo

With your new Tiamats, and your trusty Red Chocobo this fight is a breeze.
Although it will be quick, the enemies can deal a large amount of damage. The
battle here is very close quarters and it is easy to use the Tiamats 'Triple'
abilities to their full advantage. This terrain is only restrictive to monsters
that have a very low jump stat.

After the battle: The next fight contains an enemy who can easily break any
equipment. So, either: don't equip any rare gear or set Maintenance as your
humans' support ability.

Battle #34 - Bervenia Free City 
Enemies: Meliadoul, 2x Summoner, 3x Archer, 1x Ninja (all female) 
Objective: Defeat Meliadoul

Recommended: Ramza(A:SQ, B:KNG~CHM, C:PRT), 2x Tiamat, 1x Red Chocobo, 
 1x Vampire/Cockatris

Your units/monsters will need a high jump stat or an ability like Fly, Ignore 
Height or Teleport to be able to participate. Long range attackers like Red 
Chocobos and Tiamats will be the heroes of the day. You can take out Meliadoul 
quickly, or finish off her cronies and steal her rare gear: a Defender and 
a Chantage. You can get both of these by poaching, so its up to you. (Also, 
Ramza can't use the Chantage, it's a female only piece of equipment.)

After the battle: No new equipment is available at Bervenia, and there isn't 
much to do here. Move on to the next story battle.

Battle #35 - Finath River
Enemies: Mix of random Chocobos (5x) and 1x Uribo [rare]

Recommended: Ramza(A:MNK, B:CHM, C:SAM), 1x Red Chocobo, 2x Tiamat
 1x Chocobo/Cockatris/Red Dragon/Behemoth(with Monster Skill only)
Prioritize any enemy Red Chocobos and defeat them first. Protect works well
against their attacks. Ramzas' main duty here will be keeping your monsters' 
alive while they are engaging the enemy chocobos. The Draw out Kiyomori is 
also great here. This map is pretty water-logged, being a river. Monsters 
that have low move and Can't Enter Water are not recommended here.

After the battle: No new gear has been released in any of the cities, so just
move ahead to the next story mission.

Battle #36 - Zeltennia Castle (Church Outside of Town) 
Enemies: Zalmo, 2x Oracle, 3x Knight 
Objective: Defeat Zalmo

Recommended: Ramza(Any), 1x Red Chocobo, 2x Tiamat, 1x Cockatris/Vampire

Zalmo is at the top of the bell tower. With your flying Tiamats and Red
Chocobo, you can end this battle in about two turns. It doesn't really matter
what job Ramza is. Other monsters will need Fly, Ignore Height or Teleport to 
be effective here.

After the battle: No new gear is really available. In the next battles you will
be up against several Knights, so either set Maintenance or don't bring any 
rare goodies.

Battle #37 - Bed Desert
Enemies: Balk, 2x Archer, 2x Knight, 1x Wizard 
Objective: Defeat Balk

Recommended Level: 40+
Recommended: Level: Ramza(A:MNK, B:CHM, C:SAM), 2x Tiamat, 2x Behemoth
 Maybe: 1x Red Chocobo 
Balk has a very rare Blaze Gun equipped and, he is an engineer like Mustadio so
he can cause lots of trouble. On top of that, he starts off by poisoning your
party. The poison will wear off in about 4 turns, so keep your monsters HP up.
Keep curing HP every turn and have your units focus on Balk, damaging him until
he dies. The other enemies are an afterthought. This battle takes place on weird
terrain, so monsters with a low Jump/Move stat won't be effective here.

<=RARE=> If you want to steal Balks gun, sub Steal skill while you disable the 
other enemies.

After the battle: Bethla Garrison is another multi-tiered battle. As always,
make a separate/secondary save before you enter. When you enter Bethla 
Garrison, you'll be given a choice to take the North or South Wall. There 
isn't much difference between the two fights.

Battle #38a - Bethla Garrison: South Wall 
Enemies: 2x Archer, 3x Knight, 1x Ninja, 1x Thief

Recommended: Ramza(Any), 1x Red Chocobo, 2x Tiamat, 1x Behemoth/Sacred

You don't need Tiamats here, but they are pretty kick-ass in any battle. This
terrain is easily traversed by any species. Take out the Thief and the Ninja
on each side of the wall, then focus on the rest. The Knights are usually
wielding Ice Brands, which can do huge damage to monsters weak to Ice.

After the battle: The next battle isn't that hard, so just check on your army
and move forward.

Battle #38b - Bethla Garrison: North Wall 
Enemies: 1x Summoner, 1x Monk, 2x Lancer, 2x Archer

Recommended: Ramza(Any), 1x Red Chocobo, 2x Tiamat, 1x Cockatoris/Vampire

You can fight through the bottom level with melee monsters, or you can use your
regular crews ranged attacks to devastate again. Any monsters with Fly, Ignore
Height or Teleport are your best choices here. As always, be careful of the
enemy summoner.

After the battle: The next battle isn't that hard, so just check on your army
and move forward.

Battle #39 - At Bethla Garrison's Sluice 
Enemies: 4x Knight, 2x Wizard, 2x Archer 
Objective: Open the Water Gate at Bethla Garrison

Recommended: Ramza(Any), 1x Red Chocobo, 2x Tiamat, Mindflares

You must move Ramza over both of the switch squares to open the sluice. Equip
him with a Vanish Mantle (or make him transparent) and give him Ignore Height.
If you have any Mindflares in your party, use Mind Blast on the Knights on the 
switches to get them to move. Using any knockback ability like 'Throw Stone' to 
get them off the switches is another option.

After the battle: Four new areas will open up. A ton of new equipment is
available now, so spend some time shopping! If you're doing the
Beowulf/Reis/Worker8/Cloud side quest, check the notes in that section to see
what to do concerning Zarghidas Trade City.

Note that in *MOST OF* the remaining battles, you can bring Reis too. 
Reis~Dragon is used like a regular dragon, while Reis~Human is mainly used 
with Dragons and the Hydra species.

Battle #40 - Germinas Peak
Enemies: 1x Ninja, 2x Thief, 3x Archer

Recommended: Ramza(A:SQ, B:CHM, C:TIM), 1x Red Chocobo, 2x Tiamat,
 1x Cockatoris/Vampire

Easy battle for your army. With the height variations, your Tiamats and Red
Chocobo will shine here. Dragons/Behemoths and other land-based monsters 
aren't very good for this map. Prioritize the Ninja and the Thieves, 
then move on to the Archers.

After the battle: Not much to do, so move on to Poeskas Lake.

Battle #41 - Poeskas Lake
Enemies: 1x Summoner, 2x Archer, 2x Revnant, 1x Oracle

Recommended: Ramza(A:MNK, B:CHM C:PRT), 2x Tiamat, 2x Behemoth

All of the enemies here are considered Undead. As usual, attack the Summoner as
soon as possible to prevent them from casting summons. This battle isn't very
hard, so your team should have no trouble with it. In most of the battles here,
any monster species is suitable. If you brought Tiamats, their Triple Flame 
will eradicate the enemies.

After the battle: There is a lot of stuff going on in the next three-tiered
battle. Ramza can learn Ultima, There is a full set of rare gear to steal, and
you go up against another Zodiac Monster. Make sure to have a '108 Gems' 
accessory for all your human units. If you want Ultima or a rare equipment 
set, read about the battles first so you know what to bring. As always, you 
may want to make a separate save before this battle.

Battle #42 - At the gate of Limberry Castle 
Enemies: Celia, Lede, 5x Apanda 
Objective: Kill either Celia or Lede

Recommended Level: 45
Recommended: Ramza(A:SQ, B:KNG, C:SAM), 2x Tiamat, 2x Red Chocobo

The Apandas are considered 'Demons' and are therefore UN-recruitable. Ramza can
learn 'Ultima' here if he is a Squire, and if it gets cast on him and he
survives. If you'd like to learn Ultima, equip Ramza with a Black Costume and
an N-Kai Armlet, with these two items equipped you're sure to have Ultima cast
on you. Focus your attacks on Lede - I recommend to take her down quickly. In
this battle, I would only recommend Tiamats and Red Chocobos.

After the battle: The next fight is somewhat easy or quite difficult depending
on your aim. Equip all human characters with the 108 Gems accessory. Read 
ahead to know what the options are.

Battle #43 - Inside of Limberry Castle  
Enemies: Celia, Lede, Marquis Elmdor 
Objective: Defeat Elmdor

Recommended: Ramza(A:MNK, B:NIN, C:SAM), 2x Tiamat, 
 2x Behemoth/Red Dragons

Not a hard battle if you are just going after the objective - killing Elmdor.
Normal attacks don't really work well here. Breath attacks (Tiamat/Dragons) and 
Choco Meteor will have %100 chance of hitting Elmdor, and will do tons of 
damage. Try to strike fast and hard before you lose tactical advantage. Even if 
your monsters have low faith, they will still take high damage from Elmdor's 
Draw Out attacks. 

If you want all of the Marquis' rare equipment, look in the FAQ section of the 
guide and follow the strategy outlined there.

After the battle: Check your inventory and your army, to make sure you got
everything you wanted and came out in one piece.

Battle #44 - Underground Cemetery of Limberry Castle 
Enemies: Zalera (Zodiac Monster), 2x Knight, 1x Skeleton, 1x Bone Snatch,
 1x Living Bone 
Objective: Defeat Zalera 
Guests: Meliadoul

Recommended: Ramza(A:SQ, B:KNG, C:PRT), 2x Tiamat, 
 2x Behemoth/Red Dragon/Revnant/Gobbledeguck

Equip Ramza with a Defense Ring, and place your units far apart in the squad 
selection screen. The two Knights here are considered Undead, have no armor and 
only have the ability Swordskill. Your two Tiamats will put an end to this 
battle very quickly. Triple Braclet did around 555 damage to Zalera, and then 
Triple Flame hit for around 444 damage each time...so, that is more than enough 
damage. You can bring whatever monsters you want here, although the Tiamats are 
all you need. Again, Revnants and Gobbledegucks are an option because of their 
gravity-based abilities.

After the battle: Meliadoul will join you, which doesn't really matter because 
you have a ton of unoccupied slots. Shops will start to sell Thief Hats, 
one of the best hats in the game. When you're ready, proceed to Igros Castle.

Battle #45 - Igros Castle
Enemies: Dycedarg, 5x Knight, Adramelk 
Objective: Defeat Dycedarg and Adramelk
Guests: Zalbag

Recommended: Ramza(A:MNK~SQ, B:KNG~CHM, C:PRT~SAM), 2x Tiamat, 1x Red Chocobo, 
 1x King Behemoth/Revnant/Cockatris/Vampire/Gobbledeguck

The best monsters for this battle are ones with Ignore Height, Teleport or Fly.
Land based monsters will take too long to get into the fight. Go with Tiamats 
and Red Chocobos to deal out insane damage to Dycedarg and end his miserable 
life. Dycedarg is not particularly strong, but Zalbag will go down quickly when 
the Knights get to him.

When Adramelk appears, give him a taste of your Breath, Triple Flame and Choco 
Meteor. Triple Breath will do an astounding amount of damage. Again, Revnants 
and Gobbledegucks are an option because of their gravity-based abilities.

After the battle: Murond Holy Place will open up as the next battle spot.  It
is another three-tiered battle so make sure you make a separate save in case 
you get stuck on one of the battles and can't win.

Battle #46 - St. Murond Temple 
Enemies: 1x Priest, 1x Summoner, 2x Geomancer, 2x Mediator

Recommended: Ramza(A:MNK, B:CHM, C:TIM), 2x Tiamat, 1x Red Chocobo, 
 1x Cockatris/Vampire/Behemoth/Sacred

In the first squad place both Tiamats, and in the second squad a flier and a 
ground-based monster on the far left side of the screen. A standard battle - 
your Tiamats are able to destroy the enemy quickly. Most of your monsters 
will require Fly or Ignore Height to get to the enemy here. Although there is 
a small exception to the second squad.. considering how closely they start 
to the enemy units.

<=RARE=> The Summoner might have a Dragon Rod equipped.

After the battle: Save, review your army, and get ready for round # 2.

Battle #47 - St. Murond Temple Hall 
Enemies: Vormav, Rofel, Kletian 
Objective: Defeat Vormav (or anyone else)

Recommended: Ramza(A:MNK, B:KNG, C:TIM), 2x Tiamat, 2x Behemoth (any type)

A very small, flat battleground, suitable for all monster types.  Only one of
the three enemies must be defeated to win the battle. Again, Tiamats can finish 
the round quickly.

<=RARE=> Kletian has a Dragon Rod equipped.

After the battle: Review your army, and get ready for round # 3. 
Don't take this next battle lightly.

Battle #48 - St. Murond Temple Chapel 
Enemies: Zalbag, Ultima Demon, 2x Archaic Demon 
Objective: Defeat Zalbag

Recommended: Ramza(A:SQ, B:CHM, C:PRT), 2x Tiamat, 1x Red Chocobo, 
 1x Behemoth (any type)/Sacred

Another very small, flat battleground, suitable for all monster types. You are
versus Zalbag and 3 demons, attack Zalbag immediately. The Demons do more 
damage than Zalbag, but he is a weaker target. Dragons and other heavy-hitting 
monster species such as Sacreds and Behemoths can be good here.

After the battle: Murond is done with, and now the last battle of the map has
opened up - Orbonne Monastery. In addition, the Deep Dungeon is now available -
check the side quest section for info - if you want to take it on.

The next battle sequence is the final battle of the game, so make sure you are
all ready to go before stepping into it. That means no building up JP for new
abilities, and no more breeding or outside leveling. As usual, you may want to
make a separate save before entering.

Battle #49 - Underground Book Storage 4th Floor [Orbonne Monastery]
Enemies: 3x Knight, 2x Archer, 1x Monk

Recommended Level: 52
Recommended: Ramza(A:MNK, B:CHM, C:TIM), 2x Tiamat, 1x Red Chocobo,
 1x Cockatoris

A pretty easy battle in an oddly shaped area. All species of monsters will be
effective here. The Knights are somewhat hindered by the terrain so even
enfeebling monsters can get a few good whacks at them. As always Tiamats will
dominate, and Behemoth/Minotaur/Dragon types might be slowed down by the weird

After the battle: Not much to do except prepare for the next battle. Bring
good front line monsters like Sacreds, Behemoths or Dragons.

Battle #50 - Underground Book Storage 5th Floor [Orbonne Monastery]
Enemies: Rofel, 2x Summoner, 2x Wizard, 1x Time Mage
Objective: Defeat Rofel

Recommended: Ramza(A:SQ, B:KNG~CHM, C:SAM), 2x Tiamat, 1x Red Chocobo, 
 1x Behemoth (any type)

This is a somewhat hard battle versus Rofel and five mages. Because of the
terrain, I highly recommend Dragons or Chocobos, and Tiamats. Although with 
Tiamats, their Triple Flame/Thunder seem to miss a lot more here than in other 
battles. If you bring any rare gear with you, give Ramza Maintenance to prevent 
it from being broken by Rofel.

<=RARE=> Rofel carries a 'Save the Queen' Knight Sword.

After the battle: Whooohooo! That was just the first one, lets see what's up

Battle #51 - Murond Death City 
Enemies: Kletian, 2x Samurai, 2x Ninja, 2x Time Mage 
Objective: Defeat Kletian

Recommended: Ramza(A:SQ, B:CHM~KNG~NIN C:SAM), 2x Tiamat
 1x Behemoth/Red Chocobo

Another very flat battleground. Several monsters can be effective here: Tiamats
Triple Braclet can dispose of the tight-knit groups, Dragons can move in easily
and deal high damage, and Red Chocobos have a 100% accurate ranged attack. Put 
land-based monsters in the first squad. Kletian will favor Holy, so prepare 
accordingly. This battle will get messy with the type of units Kletian is 
surrounded with. Kill him asap!

<=RARE=> Kletian has a very rare staff that is the only one available in the
game. The Samurai's also carry Kikuichimojis. Good luck stealing with the 
enemies you're facing!

After the battle: Survive that? Good! Let's move on.

Battle #52 - Lost Sacred Precincts 
Enemies: Balk, 1x Chemist, 1x Hyudra, 1x Hydra, 1x Tiamat, 1x Dark Behemoth 
Objective: Defeat Balk

Recommended: Ramza(A:SQ, B:CHM, C:SAM), 2x Tiamat, 1x Red Chocobo, 
 1x Reis/Vampire/Cockatoris

Equip Ramza and any human units with a Defense Armlet. A very strange battle 
layout, and a hard battle. This is mainly a map for Flying/Ignore Height 
monsters, but you can add a ground unit to the second squad if you wish. Put 
two Tiamats in the first squad and blitz Balk before taking too much damage 
from the other enemies. If you have Samurai, use Kiyomori on the Tiamats 
before they head in for the kill. Reis is invaluable here due to her 
Dragon-esque abilities including Dragon Tame.

This is one of the hardest battles of the game for your squad. Between the 
damage output and the range of the Tiamats, Balk, and the Chemist you're 
looking at trouble. It might be too hard to beat them pound-for-pound damage 
so you can also disable them via negative statii. Cockatris', Vampires, 
Mindflares, and Ahriman, can all deliver negative stat abilities. With Ramza, 
if you can get Innocent on the Chemist/Balk, their spell guns won't do any 
damage. You can also try Inviting the Tiamats, a status that can't be reversed 
except by another Mediator!

<=RARE=> Both Balk and the Chemist have rare spell guns.

After the battle: You're almost at the end, you have to keep going now.

Battle #53 - Graveyard of Airships 
Enemies: Hashmalum (Zodiac Monster)

Recommended: Ramza(A:SQ, B:KNG, C:PRT/SAM), 2x Tiamat, 
 2x Behemoth/Revnant/Red Dragon/Red Chocobo/Gobbledeguck

This is pretty much it. Like the other Zodiac monsters, Tiamats Triple Braclet
will do between 500-700 damage per hit. In the unit placement screen group your
two (or three) Tiamats apart so they don't get instantly hit with Stop status.
When the battle starts, if you're using setup [C], use the Kiyomori Draw Out 
to give everyone Protect and Shell. Once again, Revnants and Gobbledegucks are 
an option because of their gravity-based abilities.

After the battle: You are going into the final battle. Double-check your
equipment and abilities for Ramza (and maybe) Reis then proceed.

Battle #54 - Graveyard of Airships Part 2  
Enemies(Part 1): Altima (Holy Angel), 4x Ultima Demon
Enemies(Part 2): Altima (Arch Angel) 
Guests: Alma

Recommended: Ramza(A:SQ, B:CHM, C:PRT/SAM), 2x Tiamat, 
 2x Behemoth/Revnant/Red Dragon/Red Chocobo/Gobbledeguck
Altima (Holy Angel) will go after Alma right off the bat, so revive her when
you get the chance. Her MBarrier spell is amazing and will be a huge help in
this battle. Not only that, but when fighting the Arch Angel it will spend lots
of her time trying to remove positive status effects from your units instead of
doing damage. St. Ajora is considered a Zodiac monster so Triple Braclet is
going to deal anywhere from 700 to 999 damage to her per use. If you can't get
close enough, Triple Flame/Thunder will do between 210-350 per hit depending
on your Tiamats level. Try to keep up with Altima teleporting around the room, 
and end her before she ends you!

There you go, that takes you to the ending. There's a final cut-scene at the end
of the credits so don't forget to watch that too!


|||**************          V. - Side Quests                  ***************|||

|||            V.I - Extra Characters           ||| 

Reis(Beowulf & Worker 8) Side Quest 

This side quest will unlock Beowulf, Reis~Dragon & Reis~Human and Worker 8 
(it would also unlock Cloud, but I won't go that far into it). This requires 
you to have Mustadio in your party until chapter 4. The side quest is five 
optional battles to undertake, some cut scenes and a bit of traveling. Do 
not - while going through this quest - dismiss any of these units
(Mustadio, Beowulf, Reis, Worker 8) or you will have 'broken' the quest and be
unable to complete it.

To obtain Reis, Beowulf, Worker 8 (Any time in Chapter 4) :

* Go to Goug Machine city.  
* Go to Goland Coal City, at the Bar, read about 
 the "Ghost of the Colliery" Rumor.
* Go to Lesalia Imperial Castle, when Beowulf asks to join you, 
 choose "Lets go together". 
* Goland City is now a battle area, and it is a four-tiered battle. 
* Go to and win all the battles (battles are described below). 
* Add Beowulf and Reis to your party. 
* Go to Goug Machine City and add Worker 8 to your party.

Midway through Chapter 4 (after Germinas Peak)

* When you enter Zarghidas Trade City, buy a flower from the flower girl.
* Go to Goug and watch the cut-scene. 
* Go to Zeltennia Castle, go into the Bar, and read
 the "Cursed Island, Nelveska" rumor 
* Go to Nelveska Temple, and win the battle. (battle is described below) 
* Add human Reis to your party.

Battle - Colliery Underground Third Floor 
Enemies: 5x Chemist

Recommended: Level: 44 - Ramza(A:MNK, B:CHM, C:TIM), 2x Tiamat, 1x Red Chocobo

This battle is harder than it appears. The Chemists can focus on one character
and KO them, or help each other out with X-Potions and Phoenix Downs. In the
next few battles, you’ll want to bring fast-moving hard-hitting monsters to
win. Use Tiamats' Triple Flame and the Red Chocobos Choco Meteor to take them
down quickly. Speed will win the day here. Since it's snowing in the next three
fights, fire elemental damage will deal massive damage to the enemy.

<=Rare=> One of the Chemists might have a spell gun.

Battle - Colliery Underground Second Floor 
Enemies: 2x Thief, 1x Behemoth, 1x King Behemoth, 1x Chemist[Blaze Gun]

Recommended: Ramza(A:SQ, B:CHM, C:PRT), Tiamats/Red Chocobos

The Chemist in the middle has a Blaze Gun, and that is hell on your monsters.
If you have it available, try to get Shell on your party asap. First, focus on
the Thief and King Behemoth that you start off close to. Then take out the
Chemist and the Behemoth in the middle and finally the Thief at the very top.

<=RARE=> If you want to get the Blaze Gun, get up there and harass the Chemist
until he gives it up, taking out any other threats while focusing on him. Keep
Beowulf away from him by blocking him or just knocking him out. Try to keep your
monsters under the eaves of houses or in doorways to put them out of range of
the Chemist.

Battle - Colliery Underground First Floor 
Enemies: 2x Chemist, 2x Blue Dragon, 1x Uribo[maybe]

Recommended: Ramza(A:MNK, B:CHM, C:PRT), 1x Tiamat, Behemoths, 2x Red Chocobos 

Two Blue Dragons await you here, which means one thing: a lot of Ice damage! A
single Ice Braclet can kill Tiamats or Red Dragons in one hit. 

Let the Dragons advance and then turn the tables on them with the Tiamats Triple
Flame. The Chemists have X-Potion at their disposal; so when you strike, strike
hard! After the Dragons, focus on the Chemists, but have a unit or two ready for
Dragon clean up if the Chemists decide to revive them.

Battle - Underground Passage in Goland 
Enemies: 3x Plague, 2x Ochu, 1x Archaic Demon 
Objective: Save Reis!
Guests: Reis

Recommended: Ramza(A:MNK, B:KNG, C:Any), 2x Tiamats, 2x Red Chocobos

Give Beowulf Germinas Boots before the battle and make sure any attending unit
has a Jump stat greater than 3. Start any monsters that don't have Fly or
Ignore Height in the back of the squad. There is a choke point in the middle of
the field, so rely on ranged damage and healing.

Reis can kick butt, but if you're don't put pressure on the enemies and heal 
it, it will die by the end of turn two. Be careful of getting your units too 
grouped together or the Archaic Demon will punish them hard.

Battle - Nelveska Temple
Enemies: Worker 7, 2x Cocatoris, 2x Hyudra 
Objective: Defeat Worker 7

Recommended: Ramza(A:SQ, B:KNG~CHM, C:PRT/SAM), 2x Tiamats/Behemoths/Dragons, 
 1x Red Chocobo

The main objective here is to kill Worker 7. He has many of the same skills as
Worker 8, and they act the same way. This battle is nothing big - watch out for
Petrify from the Cocatoris - but there are some super-rare items here. When you 
win, add Human Reis to your party!

<=RARE=> To attain these items, you'll need a few things first: a human unit
with low brave, the Move-Find movement ability and a Jump of at least 4. If you
need a Move/Find unit, Invite a enemy from a random battle and use the Mediator 
skill Threaten to lower their Brave to an acceptable level. Also a 
stepping-stone type unit such as a Behemoth, Hydra or Dragon. Set Ramza, or 
better yet a Tiamat/Behemoth/Dragon in the middle, and both 'step' 
monsters - a Tiamat/Behemoth/Dragon on the front line on each end.

<=RARE=>When you start the battle, take a very strong unit and walk right up to
Worker 8. That unit might take a hit or two but then (hopefully) be Petrified by
the Cocatorises; that's good - it will keep Worker 8 trapped in the temple
entrance and he won't be able to move and deal more damage to your units. Move
the two stepping- stone units to the base of each of the pillars, there is a
high likelihood that they will be petrified where they stand. That is OK too,
because they can still act as stepping-stones. Take your human with move-find 
to the top of both pillars to get the best shield and best spear of the game. 
Now you just have to get out of the rest of battle alive. Good luck!

|||            V.II - Deep Dungeon              ||| 

* Complete the battle at Murond Holy Place 
* Go to Warjilis Trade City and watch the cut-scene

The deep dungeon is a series of battles that has some of the best items in the
game. You can also obtain a special summon in the end battle, along with a
special 'Apanda' type monster called Byblos. There are 9 levels total, each one
has a specific 'exit' tile that must be stepped on to open access to the next
battle. A lot of other guides go into this at length, so I won't. I don't lay
out exact recommendations for each battle; more so just general types of
classes/monsters that will work in each level.

Battle #1 - Nogias

Recommended: Ramza(A:Any, B:CHM, C:Any), Red Chocobo, Tiamat

A large path that winds down a steep hill. Bring monsters that have Ignore
Height, Fly, Teleport or a large move radius.

Battle #2 - Terminate

Recommended: Any monster types

Relatively flat terrain accommodating to all monster types. Tiamats do good
damage here due to the awkwardness of the terrain in general.

Battle #3 - Delta

Recommended: Ramza(A:Any, B:CHM, C:Any), Chocobos, Tiamats, Mages, Ninja

A big pit with a few paths that connect. Monsters with high Jump, Teleport, or
Fly will work best here. Avoid bringing Dragons, Minotaurs, Behemoths and other
monsters with bad jump stats.

Battle #4 - Valkyries

Recommended: Ramza(A:Any, B:CHM, C:Any), Red/Black Chocobo, Tiamat

This level is a downward sloping 'S' with huge pits in-between. Only bring
flying/teleport monsters here and monsters with a jump 4 or greater.

Battle #4 - Mlapan

Recommended: Ramza(A:SQ, B:CHM, C:Any), Red/Black Chocobo, Tiamat

This map starts your team on a huge cliff, with the enemy 14h below. Take
monsters with Ignore Height, Teleport or Fly. You can walk down the 
side path to the enemies, but that will take longer.

Battle #5 - Tiger

Recommended: Ramza(A:Any, B:KNG, C:Any), Red/Blue Dragon, Red Chocobo, Sacred, 

This map twists and turns down a steep path. For a change of pace,  monsters
with a high move are the best here. Teleport/Fly/Ignore Height are all fine
monsters to use, but this map also lets the 'ground-lings' get their time in
the sun.

Battle #6 - Bridge

Recommended: Ramza(A:Any, B:CHM, C:WHM), Red/Blue Dragon, Red Chocobo, 
 Sacred, Tiamat

This map is mostly flat with a few jutting hills.  Your main force can be
ground-based, but you will be fighting against some members of Hydra family, so
having a Flier/Teleporter/Ignore Height monster will definitely help.

Battle #7 - Voyage

Recommended: Ramza(A:SQ, B:CHM, C:TIM), Red/Black Chocobo, Tiamat

This map is just one hill with one valley path below it. As usual the monsters
with better movement capabilities are best to use here. Normal walking monsters
will eventually get to the enemy, but it can take extra long in this battle.

Battle #8 - Horror

Recommended: Ramza(A:Any, B:CHM, C:TIM), Red/Black Chocobo, Tiamat

This battle is not very easy for your side. You start very close to the enemy
and if they are Wizards or Summoners you are in trouble. Actually, one of the
biggest problems here are Black Chocobos, which can deal unreal damage to your
units. This map is better for Flying or Teleporting monsters, or those with a
high Jump/Move stat.

Battle #9 - End 
Enemies: Elidibs, 6-7x Apanda 

Recommended: Ramza(A:Any, B:CHM, C:PRT), 2x Tiamat, 2x Red Dragon/Red Chocobo/
Guests: Byblos

This battle is a large, inclining circular path, suitable for any species of
monster. You are pitted against Elidibs - a Zodiac Monster - and his Apanda
gang. The Apandas don't really pose much of a threat,  but Elidibs has some
nasty negative-status inducing spells up his sleeve. Keep a Priest (with Short
Charge) or Chemist close to support the team. A way to remove Petrify status is
a must. Elidibs is considered a Zodiac Monster, so any anti-zodiac abilities 
mentioned in previous battles will work on him.

<=Rare=> A Summoner can learn the Zodiac summon here by having Elidibs cast it 
on that unit and survive the damage.

As with every other Zodiac monster fight, Tiamats are going to deal huge damage
to Elidibs.

|||**************          VI. - Hunting Grounds             ***************|||

Here is a small breakdown of what monsters you'll encounter in each of the
random battle maps. Human enemy units are not included in this list. Maps in
early chapters will only produce certain monsters, but as the chapters go on
stronger monsters will appear in those maps. Each of these maps also has a rare
battle that can be accessed by entering from a specific direction. Rare battles
can't happen until chapter four.

|||            Chapter 1 and onward             ||| 

Mandalia Plains -  
1st Chapter: Chocobo, Goblin, Red Panther, Cuar  
2nd Chapter: Same 
3rd Chapter: Steel Hawk 
4th Chapter: Explosion

Sweegy Woods -  
1st Chapter: Bomb, Skeleton, Goblin, Black Goblin, Chocobo, Bull Demon
2nd Chapter: Same 
3rd Chapter: Same 
4th Chapter: Same

Zeklaus Desert -   
1st Chapter: Bomb & Grenade, Skeleton, Bone Snatch, Bull Demon, Juravis  
2nd Chapter: Steel Hawk, Minitaurus 
3rd Chapter: Same 
4th Chapter: Cocatoris, Explosive, Red Dragon

Lenalia Plateau -  
1st Chapter: Chocobo, Goblin, Red Panther, Cuar, Green Dragon, Pisco Demon
2nd Chapter: Black Goblin 
3rd Chapter: Same 
4th Chapter: Vampire, Geomancer, Ochu, Black Chocobo, Cocatoris, Steel Hawk

Fovoham Plains -  
1st Chapter: Goblin, Pisco Demon, Squidlarkin, Juravis, Bull Demon, Flotiball 
2nd Chapter: Red Panther 
3rd Chapter: Same 
4th Chapter: Mindflare, Morbol

|||            Chapter 2 and onward             ||| 

Araguay Woods -  
2nd Chapter: Skeleton, Bone Snatch, Ghoul, Gust, Red Panther,
 Cuar, Juravis, Morbol, Goblin, Black Goblin, Trent 
3rd Chapter: Red Panther  
4th Chapter: Gobbledeguck

Zirekile Falls -  
2nd Chapter: All Squids, All Chocobos, Bomb, Grenade, Bone Snatch, Skeleton, 
 Cuar, Red Chocobo
3rd Chapter: Same  
4th Chapter: Same

Bariaus Hill -  
2nd Chapter: Black Chocobo, Chocobo, Bull Demon, Minitaurus, Red Panther, 
 Juravis, Steel Hawk, Bomb, Grenade 
3rd Chapter: Red Chocobo 
4th Chapter: Explosion, Sacred, All Hydras, All Behemoths, All Dragons

Zigolis Swamp -  
2nd Chapter: Skeleton & Bone Snatch, 
3rd Chapter: Ghoul, Bomb, Morbol 
4th Chapter: Cuar, Ahriman, Cockatris

Bariaus Valley -  
2nd Chapter: Black Goblin, Gobbledeguck, Red Panther, Cuar,
 Vampire, Pisco Demon & Squidlarkin, Mindflare, Steel Hawk 
3rd Chapter: Same 
4th Chapter: Tiamat, Ochu, Morbol, Behemoth, Plague, Red Chocobo

|||            Chapter 3 and onward             ||| 

Grog Hill -  
3rd Chapter: Chocobo, Black Chocobo, Red Panther & Cuar, Grenade,
 Flotiball & Ahriman, Woodman, Blue Dragon 
4th Chapter : Trent, Revnant, Gust

Yuguo Woods - 
3rd Chapter: Ghoul, Gust, Skeleton & Bone Snatch, Woodman & Trent,
Cuar, Black Goblin, Gobbledeguck, Bomb 
4th Chapter: Chocobo, Taiju, Vampire

|||            Chapter 4                        ||| 

Bervenia Volcano - 
4th Chapter: Behemoth, All Chocobos, All Bombs, All Ahrimans,
 All Skeletons, Gust, Revnant, Goblin, Black Goblin, Juravis, Cocatoris

Doguola Pass - 
4th Chapter: All Chocobos, All Bombs, Juravis, Steel Hawk, Red Panther, Cuar, 
 Bull Demon, Woodman, Behemoth

Finath River - 
4th Chapter: All Chocobos, All Squids, All Dragons, All Trees,
 Behemoth, Goblin, Ochu, Morbol, Red Panther, Cuar

Bed Desert - 
4th Chapter: All Bombs, All Skeletons, All Panthers, All Ahrimans,
 Behemoth, King Behemoth, Steel Hawk

Germinas Peak - 
4th Chapter: All Panthers, All Dragons, All Chocobos, Behemoth,
 Bull Demon, Minitaurus, Steel Hawk, Juravis

Poeskas Lake - 
4th Chapter: All Behemoths, All Skeletons, All Bombs, Ghoul,
 Revnant, Steel Hawk, Cocatoris, Bull Demon, Minitaurus

Doldobar Swamp - 
4th Chapter: All Chocobos, All Squids, All Goblins, Morbol, Bull Demon,
 Minitaurus, Bomb, Uribo, Blue Dragon

|||**************       VII. - Alternative & Monster Parties ***************|||

|||            The Bomb Party                   ||| 

Setup: Chemist and 3-4 Explosions, Red Dragon

The Bomb Party works thus: The Chemist stays back and lets the Explosions move
in as a loose group. They use Spark to heal each other while damaging ALL the
enemies in range. When they Self-Destruct the Chemist brings them back with
Phoenix Downs to self-destruct all over again and deal massive damage. Note:
Explosions are somewhat slow, and not effective at traversing terrains like
Zirekile Falls.

Variations: Substitute one/two Explosions with a Red Dragon, they absorb Fire
too. Ramza as a Wizard and Fire Black Magic or a Ninja with Fire Ball works 
incredibly well too.

|||            The Summoners and the Trees      ||| 

Setup: 2-3 Summoners (with Monster Skill), 1-2 Taijus

The Summoners and the Trees works thus: The Taiju finds a nice flat piece of
land to setup, all the summoners gather around and stand next to the Taiju. As
the Summoners sit and cast at any thing that comes their way, the Taiju acts as
a free source of MP with its Magic Spirit ability. This party is somewhat
dependent on the perfect terrain, but can be devastating when their turn
sequence gets in sync.

|||            Easy Riders                      ||| 

Setup: Any 2 human jobs, and 2 types of Chocobos

With 'Easy Riders' the idea is that two humans mount Chocobos at the beginning
of each battle and ride them for most of the battle. With the three Chocobo
types and all the different possible jobs, you can make this fun little party
while still being more than a match for any story battle enemies. Knights
especially come to mind: they have low move & jump, but can wear a ton of great
equipment. If you want to have your Chocobos be more than just mounts, you can
spend time leveling them once in awhile, let them breed higher level types of
themselves, or just invite new ones when the old ones get too weak. There are
lots of options with this combination!

|||            Bones & Squids                   ||| 

Setup: 1x Geomancer,  2/3x Bone Snatch, 2/3x Squidlarkin/Mindflare

Each member of the Squid Species absorbs water-element attacks, spells, and 
abilities. Bone Snatches' Aqua Soul attack is an water elemental ranged 
ability, which will both heal your Squids and damage the enemies. 
Surprisingly, Aqua Soul will heal about 1/3 of the Squids health, 
(with good sign compatibility). In addition to that, a human character 
that is a Geomancer has access to both Water Ball & Quicksand, which deals 
water elemental damage in a 4-square. (You can even sub-skill Ninja to throw 
Water Balls!) Considering almost half the maps have water and/or swamp area, 
and Squids have decent survivability and great enfeebles, this can be a 
murderous combo.   

|||            Lick Morbols                     ||| 

Setup:  1x Chemist / Chocobo, 4x  Morbol

This is a pretty weird setup, that isn't universally useful, but is effective
in the right battles/situations. The idea behind it is to have the Morbols all 
use Lick on each other as they move forward to meet the enemy forces. Morbols 
have decent attack, decently high HP, and now, are immune to magic! Its' 
biggest strength is vs. mages, but can also hold its own vs a standard enemy 
party. Although their biggest weakness is against Archers and other 
run-and-gun Jobs/Monsters.

|||            All Monster Parties              ||| 

All monster parties are only possible in Random Battles, and not in story
battles. Keep in mind that any Monster Skill-given abilities will not be
available for use. Usual setup is 1/2 healers, 1 negative status remover, and
the rest damage dealers /enfeeblers.

Necessary roles to fill: HP Healer, Status Effect remover, Damage dealer,

Healers: Chocobo, Trent 
Negative Statii removers: Black Chocobo 
Enfeeblers: Squidlarkin, Mindflare, Ahriman, Plague, Vampire 
Damage Dealers: Pretty much any monster(s)

Sample Party #1 1x Trent, 2x Black Chocobo, 2x Red Chocobo

Sample Party #2 1x Chocobo, 1x Black Chocobo, 2x Red/Blue Dragon, 1x Vampire

|||**************          VIII. - Q & A                     ***************|||

Q) Can I take an all-monster party or leave Ramza behind for story battles? 
A: No you cannot.

Q) I noticed something/I have some advice about a part in the game for you, 
 what should I do? 
A: Contact me at the included email address.
Q) I'm having trouble winning the Velius battle inside Riovanes Castle, what
 else can I do?  
A: You have a few different options. Increase Ramzas Brave to make Auto-Potion 
 go off more consistently. Use the 'Solution' Talk Skill to lower monsters' 
 faith, making them a little stronger against the enemies magic attacks. 
 Level up a bit ;) . Use a Mediator and/or Thief to get equipment that can't 
 be bought yet off humans in random battles around Ivalice.

Q) What's a good strategy for stealing all of the rare equipment from Elmdor?
A: Here is a setup and strategy below that includes another Reis(human form).
 You might need to include another female human to fill in all the needed roles.

   Needed Abilities
   * Punch Arts - Instant Revive & Heal
   * Steal - Stealing all Elmdors' equipment
   * Talk Skill - Lower Elmdors' Brave
   * Break Skill - Lower Elmdors' Speed
   * Move HP-Up, Auto-Potion
   * 108 Gems - Avoiding Blood Suck
   * Best available equipment (Rubber Costume)
   * Samurai - AoE Cure, AoE Protect
   * Yell - Increase your speed

Ramza     PRT/MED
    Wizard Staff     White Magic 
    ---              Talk Skill  
    Thief Hat        Auto-Potion 
    Black Costume    Magic DefUp / Short Charge 
    108 Gems         Move + 2

Ramza     KNG/MED

    Excalibur        Battle Skill 
    Escutcheon(2)   Talk Skill 
    Crystal Helm     Auto-Potion / Weapon Guard
    Reflect Mail     Concentrate
    108 Gems         Move HP-Up

Reis      MNK/THF

    ---              Punch Arts 
    ---              Steal 
    Ribbon           Auto-Potion 
    Rubber Costume   Concentrate 
    Setismon*        Move + 2

*Can be swapped for the Chantage if available.

Reis will make the best barehanded thief, since she has innate Martial Arts. Or 
without her, use a different female to get the gender boost for stealing.

First off, its best to disable the assassins (using your monsters), rather than
to trying to kill them. If you can put them into weakened status, they will run
to the back of the room; your party and the Marquis in the front will be out of
their range. In the beginning of the battle, if Elmdor uses Murasames Draw Out
and gives any team member Confusion it can be very hard to recover. It might be
best to let the monsters die initially, then revive them when things slow down a

The Marquis' reaction ability 'Blade Grasp' is based on Brave, so start by
lowering his brave as much as possible. Also, lower his speed while raising
yours to get the most out of your turns. Steal his accessory or shield first.
Stealing his shield makes other stealing easier; stealing his accessory reduces
his 'Draw Out' damage. Take note, he can still use Draw Out without a weapon.

Squad Layout:

E - Reis
M - Monster
R - Ramza


General fight flow: Have Ramza and monsters start in the back, to
avoid the assassins. Ramza goes first, Protect + Shell or Yell himself or
Reis. Let the assassins come to you. Reis heals the party and/or shoots
assassins as needed. Tiamats deal critical damage or kill assassins.

After the Assassins, focus on Elmdor and Threaten Elmdor
until he has 0 brave. Keep Tiamats HP high and separated so Elmdor doesn't
attack them. Ramza Protect + Shell/Cure, or Yell Reis. Reis Cures/Revives 
allies and/or Speed/Magic Break Elmdor. Keep the stealing up, repeat the 
previous steps and don't move the Tiamats. Good Luck!

Q) Have you noticed any glitches/oddities in the game?  
A: Yes, I have! They might just be the emulator or they might be present 
in the original, I haven't had time to test.

 * In the final battle, being hit by MBarrier or Despair 2 (don't know which)
    caused a Tiamat to change color. 
 * In the Deep Dungeon level Tiger, a charmed Tiamats 'Triple Thunder' 
    kept redirecting every strike to the bottom-right corner of the screen,
    and didn't even damage a unit when one was in that square.

|||**************          IX. - Thanks                      ***************|||

wpot - Another monster enthuastist on the gamefaqs.com message board. Shared 
 a lot of information, including his wonderful spreadsheet, and his own 
 un-released guide. Also very helpful in bouncing ideas off of them. He really 
 helped me improve my guide.

Shotgunnova - I am using your ASCII box design for monster stats. The box
 design is genius.

Aerostar - Your FFT battle mechanics guide is invaluable.
 Thank you. This is where I pulled all the data from for the stat modifiers on
 each monster ability. 

Squaresoft - for making the game.

|||**************          X. - Updates                      ***************|||

1/5/15 - Content update 
1/15/15 - Content update 
2/7/15 - Added monster ability mods, fixed box size for monster ability,
2/17/15 - Chocobo section fixed, samurai abilities fixed 
2/18/15 - Added missing first battle, and info regarding the battles in
 chapter 2,battle numbering, fixed battle indenting
2/26/15 - Added tiny blurb for mnk,lnc,ora on subs 
3/20/15 - Small formatting issues and missing info 
5/5/15 - Legal & Update sections added 
6/14/15 - Proofreading, content cleanup for clarity 
4/5/16 - Spell Check, Box formatting

5/30/16 - 8/5/16
 *Faith/Brave manipulating tips added
 *More info in a chapters beginning notes
 *More info on squad placements
 *Updated Hunting Grounds with missed info, new monster locations
 *Parsed out some optional paths' information
 *added job abilities needed for each chapter
 *apostrophes/grammar check
 *fixed box sizing on all of boxes
 *Leveling Notes
 *Ability / Job progression information added
 *Added Time Mage as an effective Job
 *Monster Ability information updated/corrected
 *More Deep Dungeon strategies

*Breeding Info
  Dead Time - time when monsters lay no eggs?
  Naming has no effect on breeding
  Eggs not changing possible monster once laid
  Gestation Days (Days until gestation)
    2 days Type 1
  3 days Type 1/2
  4 days Type 1/2/3

|||**************          XI. - Legal                       ***************|||

All rights reserved  I.M. Weasel Copyright 2006-2016

This document is provided as-is, and makes no guarantees to the content. I have
no affiliation with either Squaresoft/Enix, PlayStation/Sony or other producers
of this game. This document may not be hosted or made available on any website
or other forums without my express written consent. 

Third-Parties may post links to the document, but not re-host the document
itself.  This is a whole work and may not be copied or split apart in any
fashion or form without the express written consent of me, the author.

If you have questions or comments, or would like to host the document 
elsewhere, please contact me at 

This document may only be hosted on these sites:
(List current as of 08/04/2016)
gbadcdev.dcemulation.org (05/04/2015) 
gamefaqs.com (04/19/2016)


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