miércoles, 18 de mayo de 2016

IV. WALKTHROUGH AND BATTLE STRATEGIES - MAIN QUEST                      00walk0
********************************************************************************

You'll begin by entering the protagonist's name.  Ramza is the default, so 
that's what I'll be using throughout the guide.

---CHOOSING YOUR BITHDATE---
Next up is your birthdate, which determines your Zodiac sign.  A character's
Zodiac sign affects his/her compatibility with other units, which can make your
attacks and/or healing somewhat more or less effective.  

In a regular game, it's not too important to give Ramza a particular Zodiac 
sign, so you can enter your own birthday or whatever else you want if you'd 
like.  But, if you're feeling especially strategic, you may want to give him a
particular sign depending on your game plans:
  > If you want to maximize the damage Ramza can do to enemy bosses, Capricorn
    is probably your best bet; you'll get this sign if you enter a birthdate
    between December 23rd and January 19th.
  > If you plan to use Ramza as a support/healing character, Pisces will give 
    him good compatibility with a number of key allies.  You'll get this sign
    with a birthdate between February 19th and March 20th.  (Virgo -- August 
    23rd to September 22nd -- will give him compatibility with quite a few
    party members as well.)
  > If you want as wide a range of Zodiac signs as possible, you could make
    Ramza a Taurus, Virgo, or Sagittarius, as no other story characters have 
    these signs.

---THE FIRST BATTLE---
The game starts at Orbonne Monastery.  A band of enemy knights shows up, and 
you have to fight.

---Battle 0: Orbonne Monastery--------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Gaffgarion [guest], Ladd [guest],
             Alicia [guest], Lavian [guest]
ENEMY FORCES: Lezales (lv 9 Knight)   Fuchs (lv 6 Chemist)   Biggs (lv 7 Archer)
              Diesch (lv 6 Archer)    Wezlef (lv 7 Archer)

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, light rain (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 10    Grassland                Tanglevine       50%
            Wooden Floor             Will-o'-the-Wisp 16%
            Ocean                    Torrent          14%
            Obstructed               --                9%
            Flagstone                Contortion        9%
            Stone Outcropping        Tremor            1%

--STRATEGY--
This battle is pretty much automatic, as everyone except Ramza is controlled by 
the computer.  Gaffgarion and Agrias will take care of most of the enemies 
without any trouble.  You can have Ramza attack the enemies with low HP to help
finish them off, and let Gaffgarion and Agrias save their attacks for the
stronger enemies.  Even if Ramza just stands still, though, the other characters
should be able to finish off the enemies on their own, though, so it doesn't
matter too much what Ramza does.

It's possible that one or more of your weaker teammates--Alicia, Lavian, and 
Ladd--will get KOed.  Don't worry; none of them can die permanently in this 
intro battle.  It also doesn't matter if any of their items get broken, as those
will come back as well.

BATTLE TROPHIES: None
--------------------------------------------------------------------------------

After Gaffgarion and Agrias finish wiping out the enemies, there will be some 
story scenes, and Ramza will enter into an extended flashback.

%%%CHAPTER I: THE MEAGER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%walk1

All of Chapter I is a flashback to Ramza's days as a knight-in-training with 
the Order of the Northern Sky a year prior.  You (Ramza) and Delita will be at
the academy in Gariland, where you receive the assignment to defeat some thieves
entering the town.  You are automatically joined by four other Squires and two
Chemists.

---INITIAL PREPARATION---
Before the first battle begins, you'll be given a chance to save.  Save your
game so that you won't have to repeat the intro battle!  After you save, you'll 
deploy your characters for the battle.

If this is your first Final Fantasy Tactics experience, you might want to check
out the "Basic Mechanics and Tactics" section for some general gameplay 
information.  (Some of this information is also in the tutorial, but I've
included some additional material not covered there.)  Press Ctrl+F and enter
00basic to jump back up there.

---Battle 1: Gariland-----------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 4 others
ENEMY FORCES: Chemist (lv 1, male)    Squire (lv 1, male)    Squire (lv 1, male)
              Squire (lv 1, male)     Squire (lv 1, female)  

ALLY: Ramza - lv 1 Squire - Bravery 70, Faith 70
 Equipment : Broadsword, Leather Cap, Clothing, Battle Boots
 Abilities : Mettle

GUEST: Delita [Sagittarius] - lv 1 Squire - Bravery 71, Faith 55
 Equipment : Broadsword, Leather Cap, Clothing
 Abilities : Mettle, other abilities random

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 10    Flagstone                Contortion       28%
            Canal                    Torrent          25%
            Roof, Chimney            Wind Blast       17%
            Grassland                Tanglevine       17%
            Wooden Floor, Coffer     Will-o'-the-Wisp  8%
            Bridge                   Wind Slash        3%
            Obstructed               --                1%

--STRATEGY--
The key in this battle is to advance slowly and not to let your characters get 
spread out.  Stay on the left side, away from the bulk of the houses.

The enemy Chemist has the ability to heal the other enemies, which can be a 
pain.  If you have the chance to take him out, do so; otherwise, he'll heal the 
enemy soldiers you've been attacking.  Actually, you can stop him from doing 
this even if you attack him just once.  He'll use up his turn healing himself 
instead of healing any of the other enemies.

Attack from the enemy from behind or from the side whenever possible, as you're
more likely to land a hit that way.  In general, rear attacks are best as they
also cancel out enemy shields -- but at this point, no enemies have shields, so 
side and rear attacks will be equally effective.  At the end of each character's
turn, you choose which direction they facing.  Make sure you end your turns 
facing the enemies, which will make it harder for them to hit you from behind!  
(When possible, you can even put your back to the side of a building to protect 
it completely!)

Make good use of your Chemists for healing--you start out with 5 Potions and 
you can use them to heal a character who gets injured.  If you don't have
teammates who need healing, the Chemists can also attack.  (Chemists have an 
inherent Throw Items ability, so they don't have to be next to a character to 
use an item on him/her.  This is NOT true for other characters using the Item 
ability.)  

Don't worry about Delita. The Guest AI is pretty reckless and it's likely he'll 
get himself KOed.  But since he's a Guest character, he can't die permanently 
and will be revived at the end of the battle.

BATTLE TROPHIES: 2000 gil, Mythril Knife, Phoenix Down, Potion
--------------------------------------------------------------------------------

---THE MAP SCREEN---
After you win the battle against the thieves, you will go to the map screen.  
You can click on Gariland to visit its shops.  The Tavern is used to hear 
information about the game's story and world.  Later on, you can also use it
to enter the multiplayer mode and to run Errands for extra JP and money.  The 
Outfitter is used to buy equipment and items.  Finally, the Warriors' Guild 
allows you to recruit new human characters to your roster.

---RECRUITING CHARACTERS---
You may want to stop at the Warriors' Guild to recruit some new characters.  In 
particular, look for characters with reasonably high Bravery, especially if 
your current characters don't have very good Bravery.  Bravery affects the 
your chance of using Reaction Abilities and the strength of some attacks -- 
higher is better, of course!  (Although there are abilities to raise Bravery 
later, you probably won't get them right away.)  You may also want a character 
or two with high Faith to turn into a magick-user.

A second thing to look at is the character's Zodiac sign.  Taurus and Capricorn
characters will be particularly effective against the bosses in this chapter and
the next, so getting some of those signs on your roster will give you a bit of a
leg up.

If you want to spend the time, you can mine the Guild until you get just the
character you want.  If you don't like the character that appears; simply 
select "Don't Hire."  You won't be charged anything and you can select Male
Soldier or Female Soldier to roll another character.  You can keep doing this
until you get some high Bravery characters ... but it's certainly not necessary 
to spend the time here if you don't want to.

There are a few gender differences to be aware of.  Male characters tend to have
more HP and Physical Attack, while females have more MP and Magick Attack.  So,
if you have a gender-mixed team, it's best develop female characters towards
being mages and males towards being fighters.  More importantly, however, many
of the game's most powerful items can only be used by female characters, so
female recruits tend to be more useful overall in the long run.

This is probably the only time in the game that you'll want to use the 
Warriors' Guild.  If you lose any of your main team members later in the game, 
you're usually better off resetting.  It's tough to replace high-level 
characters who have already been built up with a lot of abilities!

---SHOPPING---
Each town has an Outfitter where you can buy items.  As you progress through the
game, you'll see new items available in the Outfitter.  Different towns will
offer different items, as well.  Broadly speaking, castles have one set of
equipment, whereas towns and cities have a different set.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Broadsword        Sword   200   Garil./Castl Atk: 4, 5% Parry
Dagger            Knife   100   City/Castle  Atk: 3, 5% Parry
Rod               Rod     200   City/TrCity  Atk: 3, 20% Parry
Oak Staff         Staff   120   City/TrCity  Atk: 3, 15% Parry
Leather Cap       Hat     150   City/TrCity  HP +8
Clothing          Clothes 150   City/TrCity  HP +5
Potion            Item    50    Any          Restores 30 HP
Antidote          Item    50    Any          Removes: Poison
Eye Drops         Item    50    Any          Removes: Blind
Phoenix Down      Item    300   Any          Removes: KO, restores minimal HP
--------------------------------------------------------------------------------

You should definitely stop by the Outfitter in Gariland to buy some Potions.  If
one or both of your Chemists has enough JP to learn the Phoenix Down ability,
learn that ability and then buy a few (1-2) Phoenix Downs at the store.  Phoenix
Downs are great to have as they allow you to revive a KOed character.  You'll
also want to equip one of your Chemists with the Mythril Knife that you picked
up as a Battle Trophy in the first battle; it's stronger than the Daggers they
currently have.

If you recruited some female characters and plan on using them as fighting
units, buy them Broadswords to replace the Daggers they start off with.  Male
characters already start with a Broadsword.

---A NOTE ABOUT TREASURE HUNTER---
From this point forward, you can use the Chemist's Treasure Hunter movement
ability to find hidden items on each battle map.

In my opinion, the Treasure Hunter ability is rarely worth using.  The items
that you can get with Treasure Hunter are usually just gear that you can
already buy in stores.  Moreover, you need a LOW Bravery statistic to get the
equipment with Treasure Hunter, but a HIGH Bravery statistic is better for
everything else in the game.  It's just not worth it.  Much later in the game,
there will be some rare items that you can get with Treasure Hunter, but I'll
alert you to these when they appear and you don't really need to worry about
Treasure Hunter until then.

But, if you DO want to go for the Treasure Hunter items, I've listed their
coordinates in each battle strategy.  The coordinates are given relative to a
particular corner.  First, identify which corner is the reference corner using
the tile height and terrain type information I've provided.  Then, tap the
analog stick (on the PSP) or swipe the screen (on an iPhone/iPad) to change your
perspective.  Keep doing this until the reference corner is at the bottom of the
screen.  Start at this corner.  Then, tap the LEFT and UP arrows on the D-pad to
move the cursor the specified number of spaces (e.g., Left: 2, Up: 3 means 2
tiles to the left and 3 tiles up).

(See the Treasure Hunter & Traps section for a more complete description of the
Treasure Hunter mechanics.)

---ONWARD---
Save the game by pressing Triangle and choosing Data, then head west to 
Mandalia Plain.  As soon as you try to leave the city, you'll have a flashback 
(yes, a flashback within a flashback) to the death of Ramza's father Barbaneth.
After that sequence has ended, you'll be back in Gariland.  Click on Mandalia 
Plain once again and this time you'll actually get there.

---Battle 2: Mandalia Plain-----------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Thief (lv 2, male)   Squire (lv 1, male)   Squire (lv 1, male)
              Squire (lv 1, male)  Squire (lv 1, male)   Red Panther (lv 1)

GUEST: Argath [Virgo] - lv 2 Squire - Bravery 73, Faith 59
 Equipment : Longsword, Leather Cap, Clothing, Battle Boots
 Abilities : Fundaments, other abilities random

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Top option - Ramza dies or all allies are KOed/Stone
             Bottom option - Argath is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 12    Grassland                Tanglevine       70%
            Obstructed               --               17%
            Stone Outcropping        Tremor           13%

--STRATEGY--
At Mandalia Plain, you'll meet Argath, under attack by the Corpse Brigade.  You
can choose whether or not to help him (bottom option) or just go after the
Corpse Brigade (top option).  
  > If you choose not to help Argath (top choice), your goal is just to defeat
    all the enemies.  It doesn't matter if Argath is KOed during the battle
    or not.  Choosing this option also adds 10 points to the Bravery score of
    every character in your current squad, including Delita and Argath.  2
    points of this change will remain even after the battle.
  > Choosing to help Argath (bottom choice) adds an additional requirement to 
    the battle: you'll have to keep Argath from getting KOed during the battle. 
    This option has no effect on your team's Bravery. 
Neither option has any real long-term effect on the storyline.  (They only
change the dialogue in one other story scene.)  So, the first option is clearly
the best as it makes the battle easier AND gives you a boost in Bravery. 

If you DO choose the second option for whatever reason, you will need to protect
Argath from being KOed.  In this case, you'll need to start moving a Chemist 
towards Argath right away.  Fortunately, Argath will probably flee away from the
enemies and into one corner.  Heal him just to be on the safe side, and then 
you're free to concentrate on the enemies.

Attack the enemies from above if you can, and guard your back with the rocks 
scattered about the battlefield or with other ally units.  Remember that if you 
act without moving, or move without acting, your next turn will come sooner than
if you both act AND move.  So if there's no real need for a character to move or
to take action, don't do it just for the heck of it.  Your next turn will come 
sooner if you don't.

You'll encounter your first monster here in the form of a Red Panther.  It's 
the toughest unit in the enemy forces, but it's not too bad.  Be warned that, 
like all monsters, it may counterattack you whenever you attack it.  Don't
attack the Red Panther using a character who's low on HP, or the counterattack 
is liable to KO you!  (You CAN avoid the counterattack by using the Squire 
ability Stone to attack from a distance, but this ability is really too weak to 
be worth using.)  The Red Panther can also poison you, which causes you to 
lose a little HP after each turn you take.  You can cure this with an Antidote
if you want, but it's probably not necessary--the poison wears off after a short
amount of time, anyway.

This may be your first chance to pick up crystals or chests.  When the counter 
over a KOed enemy unit goes down past 0, the unit vanishes and is replaced with 
a crystal or treasure chest.  Pick these up by moving onto the tile with the
crystal or chest.
  > Picking up a chest will give you an item.  These are typically items you
    can buy at the Outfitter anyway and generally are not too important to
    collect.  But early on, chests can still be useful to grab as money is
    tighter.
  > Picking up a crystal will either heal the unit, or in some cases give you 
    the option of learning many of the defeated enemy's abilities.  (Note that 
    although you point the cursor at an individual ability, you actually learn 
    ALL of the abilities offered, regardless of what you pick!)  Crystals from
    monsters will only ever give you the option to heal.

    When given the chance to learn abilities, that's generally the best choice
   (unless you're in desperate need of healing), as this permanently adds
    abilities to the character!  Crystals from humans are great to pick up as
    they can teach you new abilities, so grab them when you see them.  Monster
    crystals are only necessary to pick up if you need healing.  You may also
    want to grab crystals just to prevent the enemies from claiming them, as
    enemies can heal themselves with crystals too!

If one of your OWN units gets KOed, you must act to revive the character before 
the countdown runs down and the character is lost permanently.  Right now, 
you've got two ways to revive a character.  If one of your Chemists learned the 
Phoenix Down ability and you have Phoenix Downs in stock, you can use a
Phoenix Down to revive the character.  Or, you can hurry and clear the battle 
before the countdown runs out -- when you win a battle, any characters who have 
been KOed but not completely erased will be brought back to life.

BATTLE TROPHIES: Potion x2

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Stone Outcropping
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 8  (height: 2, Grassland)  Hi-Potion     Broadsword    none
Left: 0, Up: 12 (height: 1, Grassland)  Potion        Dagger        none
Left: 8, Up: 6  (height: 0, Grassland)  Eye Drops     Oak Staff     none
Left: 4, Up: 0  (height: 0, Grassland)  Antidote      Rod           none
--------------------------------------------------------------------------------

---STORY EVENTS---
When the fight concludes, Argath will join as a guest regardless of which option
you chose before the battle.  Back on the map, go on up to Eagrose Castle.
You'll have a brief chat with Dycedarg, then Zalbaag will send you to rendezvous
with his spy at Dorter.  

---JOB CHANGES---
At this point, you might want to consider changing some of your characters to
new jobs.  Chemists are really more useful than either White Mages or Black 
Mages, so keep your Chemists as-is.  But you might want to change some of your 
Squires to Knights, since Knights have more HP and damage potential than 
Squires.  (I made Ramza into a Knight at this point.)  Archers should also be 
available at this time.  They can be useful in the early game, but for the next 
few battles you may want to focus on melee combat.  At any rate, it may be a 
good idea to keep at least one Squire, though.  Why is that?  As long as you 
have at least one Squire active in battle, everyone will earn some JP towards 
that job, and that will help you buy useful Squire abilities like Counter 
Tackle, Move +1, and JP Boost.  Move +1 and JP Boost are particularly useful.
JP Boost increases the amount of JP you earn, and will help you learn all the 
other abilities faster.  Learning this ability is a VERY good investment.

It'll also help you out in some of the future battles if you're able to teach
Argath a simple Black Magick spell.  This is pretty tricky, though, since he
doesn't participate in any of the random battles and can only earn JP in the
story battles.  So, the only way to do this is to have your Chemists take
enough actions during the story battles that Argath gains some JP in the 
Chemist job and is able to unlock the Black Mage job.  It's cool if you can do
this, but don't worry too much about it if you can't; it's not *necessary*.

---SHOPPING AT EAGROSE---
Before you leave Eagrose, stop by the Outfitter.  There's new equipment for
sale here.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Plumed Hat        Hat     350   TrCity/City  HP +16, MP +5
Leather Clothing  Clothes 300   TrCity/City  HP +10
Mythril Knife     Knife   500   Castle/City  Atk: 4, 5% Parry
Longsword         Sword   500   Castle       Atk: 5, 10% Parry
Bowgun            Crossbw 400   Castle       Atk: 3, 5% Parry
Escutcheon        Shield  400   Castle       Phy.Evade: 10%, Mag.Evade: 3%
Leather Helm      Helm    200   Castle       HP +10
Bronze Helm       Helm    500   Castle       HP +20
Leather Armor     Armor   200   Castle       HP +10
Linen Cuirass     Armor   600   Castle       HP +20
Battle Boots      Shoes   1000  Any          Move +1
Echo Herbs        Item    50    Any          Removes: Silence
Maiden's Kiss     Item    50    Any          Removes: Toad
Gold Needle       Item    100   Any          Removes: Stone
--------------------------------------------------------------------------------

Stock up on Potions, then arm your characters with the new gear.  Make sure all
your Squires and Knights have Longswords, the best weapon available to them
right now.  And if you changed any of your characters' jobs, be sure they have
equipment that goes with the new jobs.  You can safely skip the Mythril Knife,
though--it only increase a Chemist's attack power by 1 point, and they don't do
much fighting, anyway.

The shop also sells Battle Boots, which increase your movement range by 1 tile.
As handy as this is, they're pricey, so you won't be able to afford them for
your whole team.

---TRAVEL & RANDOM BATTLES---
Your next story destination is the Siedge Weald, to the east of Gariland.  Head 
down that direction.

Mandalia Plain is now a green dot on the map, which means there's a chance
you'll get into a random battle when crossing it.  Random battles are similar to
story battles, but feature a somewhat random selection of enemies and contain
mostly monsters rather than human enemies.  In Chapter I, you'll mostly fight
basic monsters, but there's a rare chance you'll encounter a second type of
enemy party that may include humans or more advanced monsters.

Because Delita and Argath are Guest characters, they will not participate in
random battles, only story ones.  In random battles, you do have the choice of
whether or not to deploy Ramza, whereas he is always REQUIRED for story battles.

---MULTIPLAYER MODES---
On the PSP version, when you get to Gariland, you'll see a scene at the Tavern
about the game's multiplayer modes.  Both of these modes are now unlocked, and
you can play them by visiting a Tavern in any town.  Melee Mode is a "versus"
mode that pits your party against another player's.  Rendezvous Mode is a co-op
mode in which you team up with another player to challenge various missions that
will become unlocked as you play through the game.  Right now, there's only one
mission available, "Chocobo Defense."  Both modes allow you to earn and keep JP
and items; when you get to a high enough experience level, you can even obtain 
items that you can't get anywhere else.  Another nice thing about these modes
is that you can't permanently lose any items or characters, so they're risk-
free.  (Melee Mode does cost gil to play, though.)  You can check them out now
if you want, although at this point, the Rendezvous Mode mission may still be
pretty challenging.  Check out the Multiplayer Modes section below for more
information on the modes' rules and for strategies for the Rendezvous Mode
missions.  (Note that both modes are playable only over a local, "ad hoc" 
connection.)

The iOS version unfortunately does not have the multiplayer modes (at least as
of this writing), but you'll eventually be able to buy the special rare items
that PSP users can find in the multiplayer modes.

If you don't have a chance to play the multiplayer modes, don't worry, you 
definitely don't need to play multiplayer in order to complete the single-
player game.

---SHOPPING AT GARILAND---
The shop in Gariland sells different items than the one in Eagrose, so stop by 
the Outfitter before you leave town.  The Gariland shop offers Plumed Hats and 
Leather Clothing, which are better armor for your Squires and Chemists.  (Unlike
in a lot of games, armor in FF Tactics doesn't actually reduce the damage you
take; it gives you more HP or MP.  Still, it helps you stay alive longer!)  Pick
up these upgrades as well; you want to make sure your Chemists stay alive so 
they can heal people!  The Plumed Hat in particular is a good buy; it costs less
than the Leather Clothing but gives you a bigger HP bonus!

Don't forget that you can change Delita's and Argath's equipment, too, despite 
the fact that they're guest characters.  You can (and should!) have them learn 
new abilities, too!

Continue on to the Weald and you'll encounter a third story battle.

---Battle 3: The Siedge Weald---------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Bomb*     Bomb*     Red Panther*    Black Goblin*   Black Goblin*
              Goblin*   Goblin*
* The levels of these enemies depends on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, light rain (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 11    Grassland                Tanglevine       65%
            Marsh                    Quicksand        21%
            Bridge                   Wind Slash        5%
            Soil                     Sinkhole          4%
            Obstructed               --                4%
            Stone Outcropping        Tremor            1%

--STRATEGY--
This battle is nothing but monsters; watch out for their counterattacks!  If
you do have some range attacks, those will keep you safe from the
counterattacks -- all monsters can only counterattack at a range of 1 panel.
But it doesn't really matter either way, since these monsters aren't too tough
for the most part anyway.  Take out on the enemies on the higher ground first
before you start crossing the water.  Otherwise, you'll expose yourself to
attack from above.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 4.5, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 10 (height: 3.5, Grassl.)  Echo Herbs    Bowgun        none
Left: 6, Up: 5  (height: 2, Grassland)  Hi-Potion     Leather Cap   none
Left: 1, Up: 3  (height: 3.5, Grassl.)  Phoenix Down  Escutcheon    none
Left: 5, Up: 0  (height: 1.5, Grassl.)  Potion        Leather Helm  none
-------------------------------------------------------------------------------

You may want to gain some levels and abilities before proceeding on to Dorter.  
You can do this by strolling back and forth across the Mandalia Plain or the 
Siedge Weald until you get into a random battle.  Beat up the monsters to earn
extra Exp and JP.  

Make sure your Chemists have learned both Potion and Phoenix Down.  You can skip
the abilities for all the items that cure individual status condition; most of 
these conditions aren't that bad and when you get Remedies, those will cure 
*any* negative status.  Learning Move +1 for as many characters as possible is 
also very helpful.

When you enter Dorter, there will be a cutscene, and then you'll be tossed into 
a battle at the Dorter Slums.

---Battle 4: Dorter Slums-------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Knight (lv 4, male)       Archer (lv 3, male)
              Archer (lv 3, male)       Archer (lv 3, male)
              Black Mage (lv 3, male)   Black Mage (lv 2, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 10    Roof                     Wind Blast       39%
            Soil                     Sinkhole         36%
            Ocean                    Torrent          11%
            Grassland                Tanglevine        9%
            Coffer                   Will-o'-the-Wisp  3%
            Flagstone                Contortion        3%

--STRATEGY--
The enemy has Archers and Black Mages, who both have ranged attacks and can
hit you from a distance.  This means that you'll need to be more aggressive; if
you hang back at a distance, the enemy can keep hitting you from afar!

Since you start on the street and the enemy has the high ground, Archers are
not particularly useful here; they won't have a clear shot with their bows.
On the other hand, Move +1 is a great ability to have as it helps you quickly 
close the distance between you and the enemy's ranged attackers.

When one of your characters gets hit with a Black Magick spell, the characters 
in adjacent tiles also take damage.  There are two ways to avoid this.  While 
the spell is still charging, you can move the other characters out of the way, 
or you can kill the Black Mage charging the spell and stop the attack entirely!
Since the spells do quite a bit of damage, it's great to take out the Black 
Mages as soon as you have the chance.  They don't have much HP so you can finish
them off easily.  (Note that spells can also have a "friendly fire" effect -- if
another enemy is in range of the spell when it goes off, they get hurt too!  You
can sometimes use this to your advantage by positioning targeted characters next
to enemy units.)  To check when the spell is going to be fired, press the Circle
button when it's your turn, then use the Triangle button to bring up the menu 
and choose Turn List.

If you have Black Mages of your own, you can also use these area damage effects
to extend the effective range of your magicks.  If the range of your magick is
one tile too short to hit an enemy, you can target the tile directly in front
of the enemy and the magick will still hit the enemy thanks to the area effect.
This is a good tactic for hitting more distant enemies, like you see in this
battle. Just make sure the enemy won't be able to move out of the way before 
the magick activates!

Two of the enemy Archers are on the tall building beside where you start.  At
the beginning of the battle, Delita and Argath will begin climbing up the 
building to attack them.  Let Delita and Argath handle those two Archers, and
send at most one other character up the building.  The rest of your team
should advance down the street.  Take out the Black Mages first since they can
do so much damage.

It's likely that one or more of your characters will get KOed during the
battle.  Remember that if the counter over their head goes below 0, you lose
the character permanently.  To avoid this, when a character's counter gets low
(0 or 1), use a Phoenix Down on him or her.  Even if another attack KOs the
character again right away, the counter will be reset and you've bought yourself
a few more turns to finish the battle.

This is a pretty tough battle.  If you don't win at first, try again, or build 
up your levels first.

BATTLE TROPHIES: 500 gil, Iron Sword, Hempen Robe, Ether

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Soil
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 4  (height: 1, Soil)       Antidote      Leather Armor none
Left: 6, Up: 1  (height: 9, Roof)       Echo Herbs    Mythril Knife none
Left: 4, Up: 12 (height: 3.5, Grassl.)  Eye Drops     Clothing      none
Left: 7, Up: 14 (height: 1.5, Soil)     Phoenix Down  Longsword     none
--------------------------------------------------------------------------------

Upon your victory, you'll be able to visit the town.  There's no new equipment 
to buy, but stock up on items.  You'll want at least 10 Potions and 4 Phoenix 
Downs.  Potions are cheap (50 gil each), so there's no reason not to carry 
plenty.  Also, winning the battle at the Slums will have netted you an Iron 
Sword, which is a better weapon than anything you can find in stores.  Equip it 
on one of your characters.

Again, you may want to build levels before proceeding to the next battle.  
When you're ready, go on up to the Zeklaus Desert, where you'll have a battle 
at the Sand Rat's Sietch.

---Battle 5: The Sand Rat's Sietch----------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, Delita [guest], 1 other
  2nd Squad - Argath [guest], 2 others
ENEMY FORCES: Knight (lv 5, male)   Knight (lv 4, male)   Knight (lv 3, male)
              Monk (lv 4, male)     Monk (lv 3, male)     Archer (lv 3, male)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Soil                     Sinkhole         38%
            Grassland                Tanglevine       26%
            Flagstone, Stone Wall    Contortion       26%
            Obstructed               --                9%
            Coffer                   Will-o'-the-Wisp  1%

--STRATEGY--
You'll deploy your characters in two squads for this battle.  Be sure to deploy
somebody with the Items command (either a Chemist, or another character who's 
learned the ability) in the second group.

There are two entrances to the fort.  When the battle begins, send most of
your characters towards the entrance that's closer to Argath.  This is where
the bulk of the fighting will take place.  Argath will probably make a suicide 
run into the building, but keep healing him anyway.  If you were able to give
him a Black Magick spell, he'll be very helpful.  Don't crowd the doorway or
you'll get in trouble.  Let the enemies come outside to you.

Meanwhile, Delita will head towards the other entrance.  You might want to
send one other character with him.  Hopefully, Delita's squad have the chance 
to sneak up on the enemy Archer from the rear and take him out so he can't keep 
shooting at the main squad.

Remember that if a character doesn't move on a particular turn, his or her next
turn will come quicker.  If you don't need to move to land an attack, stay put
and you'll get more turns.  This is especially helpful for your Chemist; by
having him/her remain stationary and throw items to the characters who need
healing, you'll get more turns and more chances to heal.

This is a difficult fight--the toughest in Chapter I--so it may take you a 
couple tries.  

BATTLE TROPHIES: 500 gil, Hi-Potion, Blind Knife

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Soil
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 9, Up: 10 (height: 3, Grassland)  Eye Drops     Leather Clothes  none
Left: 4, Up: 5  (height: 0, Grassland)  Potion        Bronze Helm      none
Left: 2, Up: 6  (height: 2, Coffer)     Hi-Potion     Plumed Hat       none
Left: 0, Up: 10 (height: 0, Soil)       Antidote      Linen Cuirass    none
--------------------------------------------------------------------------------

After you win at the Sietch, you'll rescue the Marquis.  You'll also pick up a 
Blind Knife.  It's not stronger than the other knives you already have, but it 
does inflict Blind status on enemies (making their attacks easier for you to
dodge), so give it to a Chemist.

---ZEKLAUS WILDERNESS---
Zeklaus Desert now becomes another "wilderness" location where you can get into
random battles.  The map you'll see in random battles at Zeklaus Desert is 
actually completely different from the Sand Rat's Sietch map.

---Extra Battlefield: Zeklaus Desert--------------------------------------------
MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 18 x 10    Sand                     Sandstorm        62%
            Stone Outcropping        Tremor           36%
            Obstructed               --                2%

Note that there's a very valuable pair of Battle Boots stashed on this map that
you can acquire with the Treasure Hunter movement ability.  As with most good
Treasure Hunter items, your chance of getting this item goes UP with LOWER
Bravery.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Sand
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 7  (height: 2.5, Sand)     Phoenix Down  Blind Knife   Sten Needle
Left: 0, Up: 11 (height: 0, Sand)       Echo Herbs    Battle Boots  Degenerator
Left: 6, Up: 8  (height: 0, Sand)       Hi-Potion     Thunder Rod   none
Left: 6, Up: 17 (height: 0, Sand)       Potion        Iron Sword    Hypnogas
--------------------------------------------------------------------------------

---NEW MISSION & SHOPPING---
Return to Eagrose Castle.  You'll meet Duke Larg, and then Dycedarg will let
Ramza and friends in on the next mission against the Corpse Brigade.

The shops at all three towns will now be stocked with new items.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Ice Rod           Rod     400   TrCity/City  Atk: 3, 20% Parry, ice elemental,
                                               Boosts: Ice, Spell Effect: Ice
Flame Rod         Rod     400   TrCity/City  Atk: 3, 20% Parry, fire elemental,
                                               Boosts: Fire, Spell Effect: Fire
Thunder Rod       Rod     400   TrCity/City  Atk: 3, 20% Parry, lightning
                                               elemental, Boosts: Lightning,
                                               Spell Effect: Thunder
White Staff       Staff   800   TrCity/City  Atk: 3, 15% Parry,
                                               Removes (from target): Doom
Red Hood          Hat     800   TrCity/City  HP +24, MP +8
Leather Plate     Clothes 500   TrCity/City  HP +18
Hempen Robe       Robe    1200  TrCity/City  HP +10, MP +10
Blind Knife       Knife   800   Castle/City  Atk: 4, 5% Parry, Inflicts: Blind
Iron Sword        Sword   900   Castle       Atk: 6, 5% Parry
Longbow           Bow     800   Castle       Atk: 4, 0% Parry
Buckler           Shield  700   Castle       Phy.Evade: 13%, Mag.Evade: 3%
Iron Helm         Helm    1000  Castle       HP +30
Bronze Armor      Armor   800   Castle       HP +30
Shoulder Cape     Cloak   300   Any          Phy.Evade: 10%, Mag.Evade: 10%
Hi-Potion         Item    200   Any          Restores 70 HP
--------------------------------------------------------------------------------

At Eagrose, you can buy Iron Swords for both your Squires and Knights, as well
as Escutcheons, Iron Helms, and Bronze Armor for any Knights you have.  Gariland
has better light armor, used by jobs other than Knights.  If you're using 
mages, you can buy new rods and staves at Gariland and Dorter, as well as Hempen
Robes, which will give them more MP.  All towns also carry a new accessory: the
Shoulder Cape, which will boost both your physical and magick evade rates by a 
little bit (10%).  It's not really as useful as the Battle Boots, though.

But the most important new item isn't actually an equipment--it's the Hi-Potion,
which is now for sale under Items!  Hi-Potions restore 70 HP instead of the 30
you get from a regular Potion.  Since you should have a lot more than 30 HP by 
now, you'll need the healing boost.  You can't use Hi-Potions unless you've 
learned the Chemist's Hi-Potion ability, so be sure to have your item-users
learn this ability.

Since there's a lot to buy, you might not be able to afford to buy all of the
new gear.  Aside from restocking your item supply, the priorities are probably 
the Iron Swords and Bronze Armor at Eagrose, and the Leather Plate or Red Hood
at Gariland.  Note that the Iron Helm and Bronze Armor both give you the same HP
bonus, but the Bronze Armor is cheaper!  If you can't buy all the armor, the
Bronze Armor is definitely a better buy than the Iron Helm.

After you're done shopping, your new destination is the Brigands' Den, south of 
the Mandalia Plain.

---Battle 6: Brigands' Den------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], Argath [guest], 3 others
ENEMY FORCES: Milleuda (lv 7 Knight)      Thief (lv 6, male)
              Thief (lv 5, male)          White Mage (lv 6, female)
              White Mage (lv 5, female)

BOSS: Milleuda [Virgo] - lv 7 female Knight - Bravery 68, Faith 58
 Equipment : Iron Shield, Bronze Shield, Iron Helm, Chainmail, Power Gauntlet
 Abilities : Arts of War, random action ability, Parry, random Squire support 
             ability, Move +1

VICTORY CONDITION: KO Milleuda
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, rainstorm (evade rate vs. bows x 1.33,
                         fire dmg -25%, lightning dmg +25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Wooden Floor             Will-o'-the-Wisp 37%
            Ocean                    Torrent          30%
            Flagstone                Contortion       21%
            Grassland                Tanglevine       12%

--STRATEGY--
You may want to deploy more male characters than female ones here since there's 
a chance that one of the male Thieves can Charm a female character, making her
temporarily fight against you.  But this is pretty unlikely, so don't go out of 
your way to adjust your roster.

Also, if you happen to have any male Pisces characters, or Taurus and Capricorns
of either gender, deploying them here can be useful.  Milleuda, the boss here, 
is always a female Virgo, and the three Zodiac signs listed above will do extra
damage to her.  (You can only prepare your Zodiac signs in this way when
fighting bosses; non-boss enemies have randomized Zodiac signs.)  It's 
definitely not essential to have them, but it'll help you out if you do.

I recommend standing up on the cliffs on the left side of the fort when 
possible; you have a height advantage there.  Since you should have Hi-Potions 
now, use them for all your healing needs--the 30 HP from a regular Potion just 
doesn't cut it now.

There are two White Mages here.  Check their status; at least one of them will
have Black Magicks as a secondary ability.  A Black Magick-wielding mage is the
most dangerous, so if either or both have Black Magick, you'll generally want to
target them first.  (You can use the same tricks you used in Dorter to avoid
their magick.)  However, one of the White Mages might have the Items ability. If
an Item-using Mage comes out of the fort and starts using Hi-Potions, you'll
need to concentrate on KOing her instead to prevent her from healing all the
other enemies.  If either mage starts casting Cure, note that you can stop it
more or less same way you can stop a Black Magick spell -- either take out the
enemy they're trying to heal, or KO the Mage herself.

After you've taken out the White Mages, concentrate on Milleuda.  Her attacks 
are quite strong.  If you have the Rend Weapon or Rend Armor abilities (both 
from the Knight job), you may want to try them on her.  Breaking her weapon
will greatly reduce her attack power, and breaking her armor will reduce her
HP total.  If you already have a Thief, you could try stealing her equipment
too, as she's got a nice set of gear, but you'll be able to buy all her stuff
eventually.

The Thieves here may swipe some of your armor, or at least your headgear.
Although this might be annoying, it's not really too bad; you can just re-buy
the items after the battle.  What's more deadly is the Steal Heart attack they 
may use on your female characters, which will temporarily turn them to the enemy
side.  That's why it can be advantageous to deploy more male characters here.

Milleuda is the game's first boss character.  KOing a boss will end the battle
instantly, even if there are other enemies left standing.  If you're in danger, 
you can take her out quickly to end the fight.  But if you've got Milleuda 
cornered or otherwise have the upper hand, you may want to finish off the other 
enemies for more Exp & JP, then let them die completely so they turn into a 
chest or crystal.

BATTLE TROPHIES: 700 gil, Iron Sword, Bronze Shield

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Wooden Floor
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up:  0 (height: 2, Wooden Fl.) Phoenix Down  Longbow       none
Left: 8, Up: 10 (height: 2, Grassland)  Antidote      Flame Rod     none
Left: 4, Up:  9 (height: 3, Wooden Fl.) Echo Herbs    White Staff   none
*Left: 7,Up: 10 (height: 10, Wooden F.) Eye Drops     Ice Rod       none
  * Requires Jump of 4 or greater.
--------------------------------------------------------------------------------

---STORY SCENES---
The Brigands' Den is easier than the Sand Rat's Sieve, so if you won there, you 
should be able to attain victory here.  Following the battle, there will be a
cutscene at Eagrose as the Corpse Brigade strikes back.

Victory at the Brigands' Den will have earned you a Bronze Shield, which is a
more effective shield than anything else you've got at this point.  Don't forget
to equip it.

Strip Argath of all his equipment, as he'll be leaving your party shortly.  Go 
back up to Eagrose.  A series of scenes will follow in which Ramza and Delita 
decide to rescue Tietra, and Argath leaves.

Return to Gariland.  As you cross Mandalia Plain, an animated cutscene will
play.

---JOB CHANGES---
At this point, you'll probably want to start changing jobs, if you haven't 
already.  If you can change any of your characters to Monks, do so; they're very
strong fighters.  If any of your characters have enough JP to buy the Knight
ability Equip Heavy Armor, a good strategy is to learn that ability and then
make the character into a Monk--the heavy armor will make up for the Monk's
otherwise poor HP count.

It would also help to have a Black Mage and Archer.  But, you'll still want a
healer, so the best move is to change a Chemist to another job and then equip
Items as a secondary ability.  Before switching out of the Chemist job, though,
you need to learn (and equip) the Throw Items ability.  Without Throw Items, 
your items will have a range of only 1 tile, and, as Sonic would say, that's NO 
GOOD!

Keep in mind that male characters generally have somewhat higher HP and Physical
Attack, while females have somewhat more HP and Magick Attack.  So, it makes the
most sense to assign fighting jobs like Knight and Archer to males, and magick-
oriented jobs like Black and White Mage to females.

Also remember that a higher Faith makes your magick stronger, so when you're 
deciding what character(s) to turn into a mage, it's advantageous to pick 
someone with a high Faith.

If you change jobs, be sure to buy matching equipment for your new jobs.  If 
you've got an Archer, you'll need to decide whether to use a crossbow or a
regular bow.  A crossbow only require one hand, allowing you to equip a shield.
On the other hand, bows deal more damage, have a longer range (which increases
even more when you have a height advantage), and fire in an "arc" pattern that
often allows you to shoot over obstacles in your way.  Since Archers are usually
in the back line and don't get attacked too much, a shield isn't too important.
Regular bows are almost always the best choice.

For Black Mages, you can choose between the Flame, Ice, and Thunder Rods (sold
at Gariland and Dorter).  These rods boost the damage dealt by your Fire-family,
Blizzard-family, and Thunder-family magicks, respectively.  A good trick is to 
buy a particular Rod and then learn some of the spells that go along with it 
(e.g., buy the Ice Rod and then try to learn Blizzard and Blizzara).  This will 
increase the damage you can do with your magick.  (The rods will also increase
the power of the Ifrit, Shiva, and Ramuh summons, respectively.)  These rods
also sometimes cast Fire, Blizzard, or Thunder when executing a physical attack,
if your Black Mage happens to get caught in a melee.

As far as choosing between the Fire, Blizzard, and Thunder families of magick,
they all do the same amounts of raw damage under normal circumstances.  They
differ only in their elemental affinities, which means they can do more or less
damage in certain cases:
 > Fire magick does extra damage to a number of early-game monster types
   (Skeletons and Ghosts), but it gets weaker during thunderstorms and doesn't
   work against the Bomb family.  (It also does more damage to enemies afflicted
   with Oil status, but this status condition almost never happens.)
 > Blizzard magick is good against many late-game monsters, but the only early-
   game monster family weak to ice is Goblins, which are pretty easy anyway.
   Blizzard magick gets stronger during a snowstorm, but these are very rare.
 > Thunder magick gets stronger during a thunderstorm, and no monsters are
   immune to it.  But, only one monster family (Mindflayers) is weak to it.
Overall, Thunder is probably your best pick early on.  Nothing is immune to it,
so you can use it against any enemy, and it gets stronger during thunderstorms,
which are pretty common during the rainy months.  Fire is OK too, but Skeletons
and Ghosts it's effective against are usually fairly easy to defeat anyway.
Blizzard is less useful at first because fewer monsters are weak to it, but
you'll definitely want to learn it later in the game since it's the best against
late-game monsters like Malboros, Hydras, and Red Dragons.

---ITEM SUPPLY---
Aside from re-outfitting yourself after any job changes, you may want to hold 
off on any equipment purchases.  While you could now buy some of the equipment
upgrades you might not have been able to afford after the Brigands' Den, there
are even better items coming after the next battle.  So, you're probably better
off saving your money for those.

Of course, if any of your equipment was stolen by the Thieves or broken by
Milleuda in the last battle, be sure to replace it.  You'll also want a good
stock of Hi-Potions (12 or so) and Phoenix Down (6 should be sufficient).

After restocking your item supply, go north from Gariland to the Lenalian 
Plateau for another battle against Milleuda.

---Battle 7: Lenalian Plateau---------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 4 others
ENEMY FORCES: Milleuda (lv 8 Knight)   Knight (lv 6, female)
              Knight (lv 5, female)    Black Mage (lv 6, male)
              Black Mage (lv 5, male)  Time Mage (lv 5, female)

BOSS: Milleuda [Virgo] - lv 8 female Knight - Bravery 68, Faith 58
 Equipment : Mythril Sword, Bronze Shield, Barbut, Chainmail, Shoulder Cape
 Abilities : Arts of War, random action ability, Counter,
             random Squire support ability, Jump +1

VICTORY CONDITION: KO Milleuda
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 11    Grassland                Tanglevine       50%
            Stone Outcropping        Tremor           24%
            Lake                     Torrent          21%
            Soil                     Sinkhole          3%
            Obstructed               --                1%

--STRATEGY--
Again, Taurus, Capricorn, and male Pisces characters will do extra damage
against Milleuda since she's a female Virgo.

Play the first few rounds defensively to prevent any early casualties, and use
the high ground to your advantage.  Send one or two characters after the Black
Mages, and possibly the Time Mage as well.  If you have an Archer, send 
him/her up onto the tall ridge and shoot down on the enemies.  Firing from a 
high place increases the range of bows.

After knocking out the Black Mages, concentrate on Milleuda.  This time, she
has the Counter ability, which means that whenever you hit her with a close-
range attack, she has a chance of striking back.  So, be sure not to use any
close-range attacks against her unless your HP is high.  A good strategy is to
attack her with long-distance attacks like bows and Black Magick, which won't
allow her to counterattack.  As in the last battle, Milleuda might use her Rend 
abilities to break your gear.

Again, as soon as Milleuda goes down, the battle ends, even if other enemies
are still standing.

BATTLE TROPHIES: 1000 gil, Silken Robe, Battle Boots

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 7.5, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 6, Up: 6  (height: 2.5, Grassl.)  Hi-Potion     Iron Helm     none
Left: 4, Up: 8  (height: 5, Grassland)  Potion        Buckler       none
Left: 4, Up: 0  (height: 5.5, Grassl.)  Eye Drops     Bronze Armor  none
Left: 0, Up: 5  (height: 4, Grassland)  Antidote      Red Hood      none
--------------------------------------------------------------------------------

---EQUIPMENT UPGRADES---
After you win the battle at the Plateau, the shops will again update their 
shelves with new equipment.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Ringmail          Clothes 900   TrCity/City  HP +24
Silken Robe       Robe    2400  TrCity/City  HP +20, MP +16
Mage Masher       Knife   1500  Castle/City  Atk: 4, 5% Parry, Inflicts: Silence
Mythril Sword     Sword   1600  Castle       Atk: 7, 8% Parry
Battle Axe        Axe     1500  Castle       Atk: 9, 0% Parry
Knightslayer      Crossbw 1500  Castle       Atk: 3, 5% Parry, Inflicts: Blind
Silver Bow        Bow     1500  Castle       Atk: 5, 0% Parry
Bronze Shield     Shield  1200  Castle       Phy.Evade: 16%, Mag.Evade: 0%
Chainmail         Armor   1300  Castle       HP +40
--------------------------------------------------------------------------------

As before, you'll find heavy armor and most kinds of weapons in Eagrose, and
lighter armor in Gariland and Dorter.  Buy what you can and replace any items
that Milleuda may have broken.

Skip the axe.  Although it looks powerful, the amount of damage it deals is
randomly determined, and not exactly what you see previewed.  That means it may
fail to deliver a killing blow when you need it most!

---DRAGONS---
If you're crossing the Lenalian Plateau after the initial battle, you may
sometimes encounter a Dragon monster in random battles (only when entering from
Dorter).  If you already have an Orator on your team, you can use Entice or Tame
to recruit the Dragon onto your team.  Although monsters aren't usually the most
useful units, this is a much stronger monster than you can usually find at this 
point in the game.  You can also breed it to get even stronger dragons: Blue
Dragons and Red Dragons!

---RENDEZVOUS MODE---
At this point, you should be in great shape to win the Chocobo Defense mission 
in Rendezvous Mode, so if you'd like to check that out, you can earn some extra 
items and JP.  Strategies for these missions are available in the Rendezvous 
Mode section.

Otherwise, forge on from the Lenalian Plateau to Fovoham Windflats, where 
you'll square off against Wiegraf and his Chocobo Boco (a reference to Final 
Fantasy V).

---Battle 8: Windflat Mill------------------------------------------------------
YOUR FORCES: Ramza, Delita [guest], 3 others
ENEMY FORCES: Wiegraf (lv 9 White Knight)   Boco (lv 7 Chocobo)
              Monk (lv 7, female)           Monk (lv 6, female)
              Knight (lv 6, female)

BOSS: Wiegraf [Virgo] - lv 9 White Knight - Bravery 71, Faith 64
 Equipment : Mythril Sword, Round Shield, Barbut, Chainmail, Shoulder Cape
 Abilities : Holy Sword, random action ability, Counter,
             random Squire support ability, Jump +1
 Immune    : All negative status except Blind, Silence, Oil, Slow, Stop, 
             Immobilize, and Disable

ENEMY: Boco [Aries] - lv 7 Chocobo - Bravery 68, Faith 48

VICTORY CONDITION: Reduce Wiegraf to critical HP (< 20% of max HP)
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Grassland                Tanglevine       48%
            Soil                     Sinkhole         21%
            Obstructed               --               18%
            Brick                    Wind Slash        5%
            Roof                     Wind Blast        4%
            Stone Outcropping        Tremor            3%
            Flagstone                Contortion        3%

--STRATEGY--
Like his sister, Wiegraf is a Virgo.  He's male, though, so this time Taurus,
Capricorn, and FEMALE Pisces characters are the ones to deploy (if you happen
to have them -- if not, don't sweat it).

Wiegraf is the only real threat here; most of his companions are pretty weak.
Start moving along the bottom of the cliff and quickly take out the Chocobo 
(Boco) and the Monk.  Wiegraf and the other enemies will soon move down to 
fight you.  Finish off any enemies that are low on HP, then go after Wiegraf.

Wiegraf uses a couple different special sword techniques that allow him to
attack from a distance and (unlike magick) don't require any charge time.
Most of the time, he'll use Northswain's Strike, which strikes a single
character (usually for about 35 HP or so).  If your characters are close
together, he may also use Judgment Blade to attack a "plus-shaped" group of
tiles.  These attacks are pretty strong, but Wiegraf doesn't have a great
defense.  If you hit him with a few strong attacks (Mythril Swords, black 
magick), he'll go down quickly.  Just stay healed!

Because you're fighting in such close quarters, watch out for the "friendly
fire" effects of your own magicks!  In general, if one of your allies is
standing right next to an enemy, a useful trick is to target the tile right
BEHIND the enemy to avoid hitting your ally when the magick goes off.  For
instance, if your characters are positioned like below, target the space marked
with a *:
*EA  (A = ally, E = enemy)
This way, you'll still hit the enemy, but the magick is positioned so as not to
harm your ally.  But make sure that the magick will activate before the enemy 
can move.

This battle isn't too difficult if you have good jobs.  You need only Wiegraf's 
HP to critical status to win.  (If your last hit manages to KO him outright, the
outcome is the same.)

BATTLE TROPHIES: Hi-Potion

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 6, Up: 9  (height: 4, Grassland)  Hi-Potion     Mage Masher   none
Left: 3, Up: 5  (height: 6, Grassland)  Phoenix Down  Hempen Robe   none
Left: 0, Up: 0  (height: 1, Grassland)  Echo Herbs    Leather Plate none
Left: 5, Up: 1  (height: 1, Grassland)  Potion        Shoulder Cape none
--------------------------------------------------------------------------------

Like Zeklaus Desert, Fovoham Windflats now becomes an entirely different map if 
you return to it for random battles.

---Extra Battlefield: Fovoham Windflats-----------------------------------------
MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 9     Grassland                Tanglevine       62%
            Stone Outcropping        Tremor           24%
            Ocean                    Torrent          12%
            Obstructed               --                2%

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 10.5, Grassland
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0,  Up: 2 (height: 10, Grassland) Phoenix Down  Silver Bow    Sten Needle
Left: 2,  Up: 7 (height: 1, Stone Out.) Eye Drops     Battle Axe    Death Trap
Left: 5,  Up: 8 (height: 1, Stone Out.) Antidote      Mythril Sword Hypnogas
Left: 11, Up: 4 (height: 1, Grassland)  Echo Herbs    Knightslayer  Degenerator
--------------------------------------------------------------------------------

Nothing is added to the shops after the battle at Fovoham, so if your item 
supply is okay, you can continue directly on to Ziekden Fortress, the final 
battle of the chapter.  There, you'll find Tietra being held captive by a 
Gragoroth, a Corpse Brigade knight.  Argath arrive with some troops, and you'll 
find yourself battling an unexpected enemy.

---Battle 9: Ziekden Fortress---------------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, Delita [guest], 1 other
  2nd Squad - 2 others
ENEMY FORCES: Argath (lv 10 Knight)       Knight (lv 8, male)
              Knight (lv 8, male)         Knight (lv 7, male)
              Black Mage (lv 9, female)   Black Mage (lv 8, female)

BOSS: Argath [Virgo] - lv 10 Knight - Bravery 32, Faith 67
 Equipment : Knightslayer, Round Shield, Barbut, Chainmail, Power Gauntlet
 Abilities : Arts of War, random action ability, Auto-Potion, Equip Crossbows, 
             Move +1

VICTORY CONDITION: KO Argath
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, light snow (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 9     Snow                     Snowstorm        96%
            Bridge                   Wind Slash        3%
            Wooden Floor             Will-o'-the-Wisp  2%

--STRATEGY--
You'll deploy in two squads again for this battle.  Deploy your best damage-
dealer along with Ramza in the first squad.  The characters in the second squad
are going to be largely useless as they start far away from the action.  If you 
want to pick and choose Zodiac signs, Argath is again a Virgo and susceptible to
Taurus, Capricorn, and female Pisces attacks.

Luckily, you can almost beat the whole fight just using Ramza.  Just go after
Argath and completely ignore the other enemies.  Argath only has a crossbow, so 
he can't do much damage to you and is useless at close ranges.  Just chase him 
down and hit him with your strongest attacks, like Knight and Monk attacks and 
Black Magicks.  You'll want to block Argath from climbing up the stairs to the
roof of the fort, as he has a good sniping point if he gets up there and it's
slow climbing up after him.  If you position your characters between him and the
stairs, he shouldn't be able to climb up there.

Argath does have the Auto-Potion ability, which gives him a random chance to 
heal himself with a Potion when you hit him, so you may want to avoid using 
very weak attacks against him--the gain from the Auto-Potion may heal him more 
than you hurt him for!  (The ability isn't always activated, though.  And Auto-
Potion also can't protect him whenever you land the killing blow.)  Again, as 
you soon as you knock down Argath, the fight--and the chapter--ends.

The dialogue between Argath, Ramza, and Delita here will be a little bit 
different depending on whether or not you chose to help Argath back on Mandalia 
Plain.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Snow
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 0  (height: 1, Snow)       Eye Drops     Silken Robe   none
Left: 2, Up: 6  (height: 2, Snow)       Hi-Potion     Chainmail     none
Left: 5, Up: 4  (height: 0, Snow)       Antidote      Ringmail      none
Left: 9, Up: 5  (height: 7, Wooden Fl.) Potion        Bronze Shield none
--------------------------------------------------------------------------------

After you kill Argath, there are a couple FMV scenes, the fort blows up, and 
the chapter ends.  The game will give you a chance to save, and then you'll 
move on to Chapter II.
%%%CHAPTER II: THE MANIPULATIVE & THE SUBSERVIENT%%%%%%%%%%%%%%%%%%%%%%%walk2

You now return to the present, at Orbonne Monastery.  It's one year after the
events of Chapter I and your current mission is to rescue Princess Ovelia.

---CHARACTER RECRUITMENT---
After a brief chat, you'll be given a chance to add Ramza's fellow mercenary 
Ladd and both of Agrias's Knights (Alicia and Lavian) to the party.  There's no 
real reason not to take them along, so sign them up!  They start with a bare 
minimum of abilities, though, so they probably won't see much use compared to 
the characters you're carrying over from Chapter I.

However, you MUST keep Alicia and Lavian (as well as Agrias, of course) on your 
roster to complete the Agrias's Birthday sidequest in Chapter IV.  Don't dismiss
them or let them get permanently killed if you want to complete all the
sidequests.  (It's fine if they're KOed as long as they don't ever turn into a
crystal or chest.)  Ladd, on the other hand, is not required for any of the
quests.

Agrias and Gaffgarion will also join as Guests.  You still have all your 
characters from Chapter I (except Delita) as well.

ALLY: Ladd [Capricorn] - lv 8 Squire - Bravery 63, Faith 60
 Equipment : Iron Sword, Red Hood, Ringmail
 Abilities : Fundaments, random other action ability

ALLY: Alicia [Pisces] - lv 8 Knight - Bravery 61, Faith 62
 Equipment : Iron Sword, Buckler, Iron Helm, Linen Cuirass
 Abilities : Arts of War, random other action ability

ALLY: Lavian [Aries] - lv 8 Knight - Bravery 62, Faith 61
 Equipment : Longsword, Escutcheon, Bronze Helm, Bronze Armor
 Abilities : Arts of War, random other action ability

GUEST: Agrias [Cancer] - lv 10 Holy Knight - Bravery 71, Faith 63
 Equipment : Mythril Sword, Mythril Shield, Golden Helm, Golden Armor
 Abilities : Holy Sword, random other action ability

GUEST: Gaffgarion [Virgo] - lv 10 Fell Knight - Bravery 61, Faith 67
 Equipment : Mythril Sword, Golden Shield, Close Helmet, Plate Mail,
             Power Gauntlet
 Abilities : Fell Sword, random other action ability

---JOB & ABILITY UPGRADES---
You'll see that Ramza's appearance has changed at the start of the chapter.  
His Squire job is now able to equip heavy armor and shields, plus he has a new 
ability to learn, Steel.  Steel gives a character a +5 Bravery boost during a 
battle, and some of this increase will remain even after the battle.  Raising 
your Bravery makes your Reaction Abilities and some attacks stronger, so this 
is a good ability to learn.  If Ramza has some spare turns near the end of a 
battle, you can spend them using Steel to boost up characters' Bravery.

At this point, you should have had all your characters upgraded from the 
beginning Jobs (Squire or Chemist) to more advanced ones.  In particular, 
you'll want to have a Monk, Archer, Black Mage, and maybe a White Mage somewhere
in the party.  I like making Ramza into a Monk.  You'll want to have him learn 
either the Monk's Chakra ability or the Time Mage's Teleport for use in a battle
near the end of the chapter.  An Orator can also be useful to have on the team, 
but might take some time to get, as you have to get the Mystic job up to job 
level 3, and Mystic itself requires job level 3 of White Mage.  If you want to 
take the time to unlock Orator, you can also have another character acquire
the Thief Job, which is unlocked by getting Archer to job level 3.  

When you've got your team organized, go north to the only location available to 
you: Dorter, where a battle awaits you.

---Battle 10: Dorter------------------------------------------------------------
YOUR FORCES: Ramza, Gaffgarion [guest], Agrias [guest], 3 others
ENEMY FORCES: Thief (lv 11, male)       Thief (lv 9, male)
              Black Mage (lv 10, male)  Black Mage (lv 9, male)
              Archer (lv 10, female)    Archer (lv 9, female)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 9     Roof, Chimney            Wind Blast       36%
            Flagstone                Contortion       36%
            Grassland                Tanglevine       26%
            Obstructed               --                1%

--STRATEGY--
There's no boss here, so you'll have to wipe out every enemy on the map to win.
If you've got good jobs, though, this battle should be no problem.  Just move 
up the path and take out the enemies as you go.  The Black Mages and Archers
do the most damage, so when you've got a choice, go after them instead of the
Thieves.

Agrias is given a random action ability when she joins.  If it's a magick 
ability, beware; the goofy Guest AI has a nasty habit of casting spells 
indiscriminately on your own people.  You can either de-equip Agrias's magicks 
from the menu beforehand, or pay attention to which she enemy she is targeting 
and stay clear.

One other small caution: A character with Jump 4 can climb up onto the house
nearest your start point, but can't get back down.  Of course, you'll get the
character back after the battle, but they'll be out of action for the rest of
this battle.  So, either don't climb up there (there's not much reason to do so,
except one Treasure Hunter tile) or use a character that has Jump 5.

BATTLE TROPHIES: 1000 gil, Flame Rod, Mage Masher, Phoenix Down

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 16, Chimney
                                        POOR ITEM     GOOD ITEM     TRAP
*Left: 9, Up: 8 (height: 9, Chimney)    Potion        Ice Bow       none
Left: 6,  Up: 0 (height: 5, Grassland)  Ether         Round Shield  none
Left: 4,  Up: 6 (height: 9, Roof)       Hi-Potion     Shuriken      none
#Left: 0, Up: 0 (height: 16, Chimney)   Echo Herbs    Barbut        none
  * Requires Jump of 4 or more to reach.
  # Requires Jump of 5 to reach.
--------------------------------------------------------------------------------

Once you've cleared this battle, you'll have access to all of the map again.

---MONSTER CHANGES---
Most of the random battle locations (green dots) now have a somewhat different
mix of monsters.  The second type of enemy party, which often includes more
powerful monsters as well as the occasional human, now shows more frequently
than it did in Chapter I, though the basic set of monsters is still the most
common.  Check the Random Battles section if you want the complete list.

---ERRANDS---
You also now have the ability to take Errands at taverns.  These involve sending
your generic (non-story) characters away for a few days in exchange for gil and
a small amount of JP.  The amount you earn isn't generally huge, but this can be
a good way to use characters you weren't going to deploy in active combat.  

While the characters are away, you can continue on without them.  Or, if you 
just want to pass time, you can walk back and forth between two blue dots on 
the map, which will never trigger any random battles.  (You can use Eagrose & 
Ziekden Fortress, or Dorter & the Monastery.)

Once the Errand is done, you'll have to return the appropriate Tavern to collect
your characters and reward.

Four main errands are available right now:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Mount Gulg Mother Lode     Eagrose     15-16  600    2549 gil, 103 JP, artefact
Bandits                    Dorter      11-13  3100   14400 gil, 137 JP
Shoreline Defense          Gariland    8-9    3050   11114 gil, 94 JP
Miner's Tale               Gariland    8-11   600    2726 gil, 108 JP
The Gariland Magick Melee  Gariland    14-16  0      22265 gil, 166 JP, artefact
  > Month of Virgo only
--------------------------------------------------------------------------------

"Bandits" at Dorter and "Shoreline Defense" at Gariland are likely to be the
most profitable.  If it happens to be the month of Virgo, Gariland will offer
another errand, "The Gariland Magick Melee."  This one doesn't cost anything and
has a great payday, so take it!  But, if it's a different month, it's not really
worth passing time just to get that one errand.

As noted above, two of the errands will yield artefacts.  These don't actually
do anything; they just show up on your Chronicle screen to add more background
to the game world.

You can maximize your reward from each errand if you send characters for the
maximize number of days.  Having the right jobs, Bravery/Faith stats, and
experience levels will also add a few extra points, but the differences are
actually pretty small and not usually worth bothering with.  If you want to
squeeze out the maximum gil, though, I've covered this system in more depth in
the Errands section.

---RENDEZVOUS MISSIONS---
Two new Rendezvous Mode missions are now available in Taverns: Chicken Race and 
Treasure Hunt, both of which offer better items than the Chocobo Defense mission
from chapter I.  Chicken Race can be completed quite easily by a small party of 
Chemists and is great for collecting items at this stage.  Treasure Hunt is a 
bit harder, but if you pick up the chest on the map, you'll get a good piece of 
equipment.

---EQUIPMENT UPGRADES---
All the stores have new equipment, so pay them a visit to gear up your
characters.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Headgear          Hat     1200  TrCity/City  HP +32, Phys.Attack +1
Mythril Vest      Clothes 1500  TrCity/City  HP +30
Shuriken          Star    50    TrCity/City  Atk: 4
Ice Bow           Bow     2000  Castle       Atk: 5, 0% Parry, ice elemental
Javelin           Polearm 1000  Castle       Atk: 8, 10% Parry
Round Shield      Shield  1600  Castle       Phy.Evade: 19%, Mag.Evade: 0%
Barbut            Helm    1500  Castle       HP: 40
Mythril Armor     Armor   2000  Castle       HP: 50
Spiked Boots      Shoes   1200  Any          Jump +1
Leather Cloak     Cloak   800   Any          Phy.Evade: 15%, Mag.Evade: 15%
Holy Water        Item    2000  Any          Removes: Undead, Vampire
--------------------------------------------------------------------------------

Remember that you'll have to hike back to Eagrose to purchase heavy armor and
most weapons.  Conversely, you'll only find lighter armor at the other two
cities.

Stock up on Hi-Potions and Phoenix Downs, but don't buy any equipment for
Gaffgarion. (It's OK to get stuff for Agrias, but her equipment is already
really good.)  The Headgear is also quite a good buy.  It's a good hat, cheaper
more effective than the Mythril Vest, and it raises your attack power as well.

This is a good chance to build up your characters if you want.  But as long as 
you have new equipment for your main squad of characters and the jobs 
recommended above, you should be fine.  When you feel confident that you're done
preparing, go to Araguay Woods, east of Dorter.

---Battle 11: Araguay Woods-----------------------------------------------------
YOUR FORCES: Ramza, Gaffgarion [guest], Agrias [guest], Boco [guest], 3 others
ENEMY FORCES: Black Goblin (lv 13)   Goblin (lv 10)   Goblin (lv 9)
              Goblin (lv 9)          Goblin (lv 8)    Goblin (lv 8)

GUEST: Boco [Aries] - lv 10 Chocobo - Bravery 68, Faith 48

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Top option - Ramza dies or all allies are KOed/Stone
             Bottom option - Boco is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Grassland                Tanglevine       82%
            Tree                     Wind Slash        8%
            Obstructed               --                6%
            Soil                     Sinkhole          4%

--STRATEGY--
Here you have to save Boco the chocobo from goblins.  As when you met Argath, 
you're given two options, which will affect your victory conditions:
 - If you choose not to help Boco (top choice), your goal is just to defeat
   all the enemies, and you don't have to keep Boco from being KOed.  However,
   you'll also suffer a 10 point PENALTY to everyone's Bravery, 2 points of
   which will remain even after the battle.
 - Choosing to help Boco (bottom choice) means you must keep Boco from getting 
   KOed during the battle, but does not penalize your Bravery.
This time, the top choice still gives you an easier battle, but you'll take a
hit to your Bravery for selecting it.  Since protecting Boco during the battle
isn't hard at all, choose the second option to keep from losing Bravery.  

Boco will usually retreat into a corner, where will be chased by the lone Black 
Goblin.  Boco can take care of himself just fine, so don't bother going after 
the Black Goblin unless you've mopped up all the other enemies.

The Goblins aren't very strong, especially with Agrias's and Gaffgarion's help, 
so I recommend just rushing them.  Stay out of the ditches.  

BATTLE TROPHIES: Hi-Potion

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 17, Cross Section
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 5, Up: 3  (height: 0, Grassland)  Gold Needle   Headgear      none
Left: 2, Up: 4  (height: 1, Grassland)  Phoenix Down  Mythril Armor none
Left: 5, Up: 8  (height: 0, Grassland)  Potion        Mythril Vest  none
Left: 9, Up: 11 (height: 7, Grassland)  Hi-Potion     Spiked Boots  none
--------------------------------------------------------------------------------

---BOCO---
After the battle, Boco will join.  Boco just has the same stats and abilities as
any other generic Chocobo, so he's of somewhat limited use.  (He does have a
unique help message when you use the Select button and check his name, but this
has no effect on gameplay.)

But, if nothing else, you can keep Boco in your party and use him to breed a
Black Chocobo, which in turn can give you a Red Chocobo.  These colored chocobos
are somewhat more useful, so you may want to get one of them.

---ADJUSTING GAFFGARION---
Back on the map, go into your roster screen and change Gaffgarion into a Time
Mage or White Mage, or some other crummy job.

You have a couple of choices as to do what to do with Gaffgarion's equipment:
  1) The next battle will be easiest if you strip Gaffgarion of all his gear,
     and equip it on one of your other characters.  Gaffgarion has good armor,
     and the Power Gauntlet will give you an attack boost.  (It's great for an
     Archer, or another character who doesn't need the movement bonus of the
     Battle Boots.)  
  2) Alternately, there's a bug in the game that you can exploit to duplicate an
     item.  Equip the item on Gaffgarion, then have a Thief steal it during the
     battle, and you'll end up with two copies.  The Power Gauntlet is
     especially valuable, if you decide to do this.

Once you've finished adjusting Gaffgarion's equipment, continue on to Zeirchele
Falls.

---Battle 12: Zeirchele Falls---------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Delita [guest], Ovelia [guest], 3 others
ENEMY FORCES: Gaffgarion (Fell Knight)   Knight (lv 11, male)
              Knight (lv 10, male)       Knight (lv 9, male)
              Knight (lv 8, male)        Knight (lv 8, male)

GUEST: Delita [Sagittarius] - lv 11 Holy Knight - Bravery 75, Faith 50
 Equipment : Coral Sword, Mythril Shield, Plate Mail, other equipment random
 Abilities : Holy Sword, other abilities random
 Immune    : Chicken, Toad, Charm, and Doom

GUEST: Ovelia [Taurus] - lv 5 Princess - Bravery 53, Faith 72
 Equipment : White Staff, Wizard's Hat, Wizard's Robe
 Abilities : Holy Magicks, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ovelia is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Stone Outcropping        Tremor           33%
            Grassland                Tanglevine       30%
            River, Waterfall         Torrent          30%
            Bridge                   Wind Slash        4%
            Obstructed               --                4%

--STRATEGY--
The mission here is to protect Ovelia, which means you can't let her get KOed.  
She isn't in too much danger since she can cast Aegis, which puts a whole lot of
good defensive buffs on her.  She only has enough MP to cast this once, though, 
and it wears off after a few turns.  Just to be on the safe side, keep a healer 
reasonably close to her.

Gaffgarion is now your enemy, but if you turned him into a weak job and stripped
his equipment, he can't do much to hurt you.  So, worry about the other Knights
first.  (Plus, if you don't KO Gaffgarion right away, there's a bit of extra
dialogue.)

Start off by taking out the Knights on your side of the falls.  (Delita can
do a lot of damage to the Knights on the other side just by himself.)  One of 
the Knights from the far side will probably try to cross over by wading through 
the base of the falls.  Position an Archer on the corner of the cliff and shoot 
down at the guy.  Agrias tends to loiter in the water and may finish him off; if
not, send a character or two down after him.

A great trick here is to KO one of the enemy Knights while he's standing on the
bridge, and then position yourself right behind his body.  Until the body decays
into a chest/crystal, it will block the Knights from getting close enough to hit
you with close-range attacks.  Since the Knights have NO ranged attacks, they're
helpless and you can pick them off from afar with your own ranged attacks.  If
you have a Dragoon, you can also use polearms, which have a range of two tiles.

If any of the Knights drops to critical HP, he may try to flee up the cliffs.  
You'll have to chase after him, so it may be useful to bring a character with a 
good Move range to this battle.  (Battle Shoes and Move +1 or +2 will increase 
your Move range.)

If you have a Thief and don't mind exploiting a bug in the game, you can also
use this battle to duplicate any piece of equipment you have.  First, equip the
item on Gaffgarion before the battle.  Then, steal it from him during the
battle.  You'll get one copy then, and a second copy when Gaffgarion's items are
added to your inventory after the battle.  The downside is that if you give
Gaffgarion powerful items, it will make him harder to defeat.  But, just giving
him the Power Gauntlet works pretty well -- if you turn him into a mage
beforehand, he can't do very much damage to even *with* the Gauntlet.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 7, Stone Outcropping
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 1, Up: 3  (height: 3.5, Grassl.)  Ether         Leather Cloak    none
Left: 5, Up: 2  (height: 9.5, Grassl.)  Echo Herbs    Platinum Dagger  none
Left: 7, Up: 4  (height: 8.5, Waterf.)  Gold Needle   Coral Sword      none
Left: 8, Up: 4  (height: 8.5, Waterf.)  Phoenix Down  Poison Rod       none
--------------------------------------------------------------------------------

After the battle, Delita will leave you with Ovelia.  Ramza sets a new course
for Lionel Castle, so Fort Besselat disappears from your map, not to return
until much later in the game.

---SHUFFLING YOUR EQUIPMENT---
Back on the map, Gaffgarion's items are added to your inventory if you didn't
already take it from him.  (There's also a bug here that allows you to copy
Gaffgarion's items; see the battle strategy above.)  Be sure to equip it on your
characters since it's good stuff.

While Ovelia is listed on your roster as a Guest, she won't actually participate
in any more battles.  So, you're safe de-equipping her Wizard's Hat and Wizard's
Robe and giving them to another character.  The Wizard's Robe is an especially
nice pick-up since you can't buy them in stores yet.  It raises your magick
attack, so give it to one of your mages.

There's also some new equipment for sale at Dorter and at Eagrose.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Poison Rod        Rod     500   TrCity/City  Atk: 3, 20% Parry, Inflicts: Poison
Serpent Staff     Staff   2200  TrCity/City  Atk: 5, 15% Parry
Cypress Pole      Pole    1000  TrCity/City  Atk: 6, 20% Parry
Wizard's Hat      Hat     1800  TrCity/City  HP +40, MP +12, Magick Attack +1
Adamant Vest      Clothes 1600  TrCity/City  HP +36
Platinum Dagger   Knife   1800  Castle/City  Atk: 5, 10% Parry
Coral Sword       Sword   3300  Castle       Atk: 8, 5% Parry
Mythril Shield    Shield  2500  Castle       Phy.Evade: 22%, Mag.Evade: 5%
Mythril Helm      Helm    2100  Castle       HP +50
Plate Mail        Armor   3000  Castle       HP +60
Power Gauntlet    Gauntlt 5000  Any          Physical Attack +1
--------------------------------------------------------------------------------

It's probably worth making the trip back to Dorter and Eagrose as you'll want
the new gear for the next battle. 

In particular, the Wizard's Hat is a nice purchase for magick-users.  It's the
best hat so far, and it gives you a nice MP and Magick Attack best too.
However, you may want to pass on the Poison Rod for your Black Mages.  While it
does a little more damage physically than the other rods and sometimes poisons
its target, it doesn't boost the power of any of your Black Magicks like the
Flame, Ice, and Thunder Rods do.  Since your Black Mages usually attack with
magicks most of the time (I assume ;) ), you're probably better off sticking
with your existing rod.

The Power Gauntlet now appears in stores, but it's pretty pricey.

---BATTLE PREPARATION---
The next battle is a tough one, so be prepared.  You'll want Archers and Black
Mages, and, if you don't include a White Mage in the party, one of the
characters should have White Magick as a secondary ability.  A Black Chocobo can
also be helpful, if you can get one.  (Boco will randomly lay eggs and they may 
hatch into Black Chocobos, but there's obviously an element of luck/randomness 
to this.)  I ended up using Ramza, two Archers, and a Black Mage.

If you don't have the abilities you want, you can move back and forth across any
green dot on the map to fight random battles and earn more JP.  When you're
ready, go south past the falls to the Castled City of Zaland.

---Battle 13: Zaland------------------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Mustadio [guest], 3 others
ENEMY FORCES: Knight (lv 13, male)       Knight (lv 11, male)
              Black Mage (lv 12, male)   Black Mage (lv 11, male)
              Archer (lv 12, female)     Archer (lv 11, female)

GUEST: Mustadio [Libra] - lv 10 Machinist - Bravery 60, Faith 62
 Equipment : Romandan Pistol, Headgear, Mythril Vest, Battle Boots
 Abilities : Aimed Shot, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Top option - Ramza dies or all allies are KOed/Stone
             Bottom option - Mustadio is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 10    Flagstone                Contortion       38%
            Grassland                Tanglevine       27%
            Roof                     Wind Blast       17%
            Soil                     Sinkhole         14%
            Coffer                   Will-o'-the-Wisp  5%

--STRATEGY--
When deploying your characters, deploy them in the "front" row (i.e., the row
where Ramza is already standing).  This starts them closer to the gate and
allows them to get into the city faster.

You'll meet Mustadio, who is being chased by some bad guys.  Once again,
you're given two options for the upcoming battle:
- Choosing the first option means that you DO NOT have to keep Mustadio from
  getting KOed during the battle.  This option raises the Bravery of each
  character on your current squad (including Agrias and Mustadio) by 5, 1 point 
  of which is permanent.
- Choosing the second option means that you DO have to keep from getting
  Mustadio from getting KOed.  However, this option raises all the characters'
  Bravery by 10, 2 points of which are permanent.
In other words, you'll get a Bravery increase either way, but you'll get a 
BIGGER increase for helping Mustadio.  Of course, this also makes the battle
harder.  So, there's no clear "best option" here.  It's up to you which to 
choose.  Since this battle can be pretty challenging, you might want to just 
pick the first option; it makes the fight quite a bit easier and you're only 
missing out on 1 extra point of Bravery.  

The enemy is holed up inside Zaland and launches arrows and powerful Black 
Magick at you through (and over) the wall.  Any melee characters you have will 
need to rush for the gates.  In the mean time, your Archers and mages can fire 
back with their own ranged attacks.  Equip the Archer's Bane reaction ability
on any character who has it, as it will help protect you against the enemy
arrows.

Mustadio will initially do one of two things.  Most likely, he'll run up on the
top of the gate and attack with his gun from them.  This is the "good" outcome
since it keeps him relatively out of harm's way.  But sometimes he'll stay on 
the ground inside the city.  That's bad news, as all the enemies will pick on 
him and it's hard to reach for him healing.  In this case, your best option is 
to cast Shell on him to reduce the magick damage he takes.  Although you can't
throw items through the wall, you CAN cast White Magick through it, so you're 
probably best off with a White Mage for healing here.

If you've been building Ramza mostly for close-range attacks, he may not be 
much help here.  On his first turn, you can have him use Tailwind on one of your
Archers or Black Mages to boost their Speed and get them more turns.  Then start
him running towards the gate so he can get into the city and use melee attacks.

Make the Black Mages your first target, since their magick attacks are so 
strong.  Use Black Magick, bows, and the Black Chocobo (if you brought one) to 
take them out as quickly as possible.  Until the Mages go down, keep your 
characters spread out so enemy magicks can't hit more than one of your 
characters at a time.  After the Mages go down, go after the Archers, then the 
Knights.

If you have a Black Chocobo, you should also check out Mustadio's initial 
abilities by clicking on his tile.  His abilities are randomly determined, but
he may have the Beastmaster skill.  If so, land the Black Chocobo next to him.  
Beastmaster will allow the Black Chocobo to cast Choco Meteor, a really strong 
attack.

Mustadio also uses his Aimed Shot abilities to put status conditions on the 
enemies.  Immobilize (from Leg Shot) will keep an enemy from moving for a few
turns, and Disable (from Arm Shot) will keep an enemy from taking action.  If
a bad guy gets hit with Disable, don't bother targeting them any further,
since they can't do anything to hurt you for a few turns.  A Knight that's been
Immobilized is also a low-priority target since he can't move to attack you as
long as you stay out of the tiles directly next to him.  But the Black Mages and
Archers can still shoot even if they're Immobilized!

As for the Knights, they'll probably try to climb over the wall on the side of
the map opposite the gate into the city.  Agrias will attack them, but she 
can't take them out her own, so help her out with your ranged attacks.

The Knights may also use Phoenix Downs to revive any Mages and Archers you KO.
Characters revived with Phoenix Down come back with only a little HP, though, 
so you should be able to knock them back out again with just a single attack.

BATTLE TROPHIES: 2000 gil, Mythril Sword, Hi-Potion


--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Grassland
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 2,  Up: 0 (height: 5, Grassland)  Potion        Serpent Staff   none
Left: 6,  Up: 7 (height: 3.5, Grassl.)  Echo Herbs    Mythril Helm    none
Left: 9,  Up: 0 (height: 3, Grassland)  Hi-Potion     Cypress Pole    none
Left: 12, Up: 4 (height: 10, Chimney)   Ether         Mythril Shield  none
--------------------------------------------------------------------------------

Again, no matter what option you picked at the start of the battle, Mustadio 
joins you afterwards as a Guest.

---IN ZALAND---
When all the talking is finished, you're now able to visit the stores in
Zaland.  There's not very much in the way of selection, but if you didn't
upgrade your equipment after Zeirchele Falls, the Adamant Vest, Wizard's Hat, 
and Serpent Staff are all for sale here.  (There's nothing *brand* new.)

The Tavern here boasts several new errands:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
The Hindenburg             Zaland      8-15   100    23029 gil, 108 JP
Zaland Embassy Antiques    Zaland      10-12  6000   954 gil, 105 JP, artefact
The Zaland Melee           Zaland      14-16  0      20865 gil, 250 JP
  > Month of Aries only
--------------------------------------------------------------------------------

"The Hindenburg" has a good gil payout, but you're likely to lose money on
"Zaland Embassy Antiques"!  There's another very profitable time-sensitive
errand here, "The Zaland Melee," that only appears during Aries.  Again, it's
not worth *waiting* for, but definitely take this errand if it's offered!

A new Rendezvous Mode mission is also available in the Tavern.

---LEAVING ZALAND---
Your next stop is Balias Tor.  When you first try to leave Zaland, there will
be a cutscene.  Afterwards, you'll be back on the map, but Balias Tor is still 
red.  Travel there for real this time, and you'll get into a fight.

---Battle 14: Balias Tor-------------------------------------------------------
YOUR FORCES: Ramza, Agrias [guest], Mustadio [guest], 3 others
ENEMY FORCES: Knight (lv 14, male)       Knight (lv 13, male)
              Archer (lv 13, female)     Archer (lv 11, female)
              Summoner (lv 12, female)   Summoner (lv 11, female)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 9     Grassland                Tanglevine       62%
            Stone Outcropping        Tremor           36%
            Obstructed               --                2%

--STRATEGY--
This battle can be harder than it looks.  The enemy squad has Summoners for
the first time (one positioned on each side of the hill), and their summons can
do big damage to your team.

On the first turn, Mustadio will probably chase after one of the Summoners.  
Send a fast and/or magic-using character around the opposite side of the hill 
to take out the other Summoner.  The Summoners don't have much HP, so you
should be able to finish them off in a couple turns.  Meanwhile, have the rest 
of your squad attack the center of the hill.  If you can attack the enemies 
quickly, the Summoners may squander their turns casting Moogle to heal their
allies instead of using damaging summons on you.

You're not *required* to keep Mustadio alive in this battle -- if he gets KOed, 
you won't lose the battle -- but it's a good idea to keep him standing, as his 
gun is quite helpful.  As in Zaland, don't waste your turns attacking enemies
that Mustadio has Immobilized or Disabled.

A cool trick here is to use the Squire ability Rush to knock the Knights and
Archers off the hill.  They'll take damage if they fall too far, and you'll put 
them out of range of attacking you.

Since this battle isn't especially difficult, you may want to try to send
someone with Treasure Hunter to try to grab the Power Gauntlet at the far side
of the map.  (The exact coordinates are below.)  Power Gauntlets normally cost
you 5000 gil, so a free one is great!

BATTLE TROPHIES: 1000 gil, Holy Water

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3.5, Stone Outcropping
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 6, Up: 3  (height: 7, Grassland)  Gold Needle   Wizard's Hat    none
Left: 0, Up: 8  (height: 1, Grassland)  Phoenix Down  Plate Mail      none
Left: 6, Up: 11 (height: 7.5, Stone O.) Potion        Adamant Vest    none
Left: 2, Up: 13 (height: 3, Grassland)  Hi-Potion     Power Gauntlet  none
--------------------------------------------------------------------------------

Following the fight, a cut scene will pop up back at Eagrose Castle with 
Dycedarg and Gaffgarion scheming.

---ON TO LIONEL CASTLE---
You can now finally get to Lionel Castle--don't worry; there's no battle!
You'll chat with Delacroix and learn about the Zodiac Stones.  Agrias and 
Ovelia will then leave the party.

---PARTY SIZE CHANGE & SHOPPING---
Now that you've reached Lionel Castle, you'll be able to deploy 5 characters
in both story and random battles, instead of just 4.  If you've been using a
core team of just four characters, be sure to get a fifth equipped.

Reaching Lionel Castle also opens up a TON of new items in the shops:

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Battle Bamboo     Pole    1400  TrCity/City  Atk: 7, 20% Parry
Green Beret       Hat     3000  TrCity/City  HP +48, Speed +1
Wizard Clothing   Clothes 1900  TrCity/City  HP +42, MP +15
Wizard's Robe     Robe    4000  TrCity/City  HP +30, MP +22, Magick Attack +2
Ashura            Katana  1600  TrCity       Atk: 7, 15% Parry
Kotetsu           Katana  3000  TrCity       Atk: 8, 15% Parry
Lamia's Harp      Instrmt 5000  TrCity       Atk: 10, 10% Parry,
                                               Inflicts: Confuse
Battle Folio      Book    3000  TrCity       Atk: 7, 15% Parry
Giant's Axe       Axe     3000  Castle       Atk: 12, 0% Parry
Lightning Bow     Bow     3000  Castle       Atk: 6, 0% Parry, lightning
                                               elemental, Spell Effect: Thundaga
Spear             Polearm 2000  Castle       Atk: 9, 10% Parry
Golden Shield     Shield  3500  Castle       Phy.Evade: 25%, Mag.Evade: 0%
Golden Helm       Helm    2800  Castle       HP +60
Golden Armor      Armor   3600  Castle       HP +70
Crossbow          Crossbw 2000  Castle/Goug  Atk: 4, 5% Parry
Flameburst Bomb   Bomb    250   Most         Atk: 8, fire elemental
Snowmelt Bomb     Bomb    250   Most         Atk: 8, water elemental
Spark Bomb        Bomb    250   Most         Atk: 8, lightning elemental
Rubber Boots      Shoes   1500  Any          Immune: Immobilize, Lightning
Protect Ring      Ring    5000  Any          Immune: Sleep, Doom
Guardian Bracelet Armlet  7000  Any          Immune: Immobilize, Disable
Mage's Cloak      Cloak   2000  Any          Phy.Evade: 18%, Mag.Evade: 18%,
                                               Magick Attack +1
Ether             Item    200   Any          Restores 20 MP
Remedy            Item    350   Any          Removes: Stone, Blind, Confuse,
                                               Silence, Oil, Toad, Poison, Sleep
--------------------------------------------------------------------------------

Lionel Castle has a lot of really powerful equipment, so load up on it -- you
should have a lot of money by now.  The Lightning Bow is a great weapon for any
Archers you have; it has a fairly high attack power and sometimes casts the
Thundaga spell.  The Outfitter also has a lot of new accessories -- you might
want to pick up a Mage's Cloak or two for your magick users.

You can now buy the Remedy item in all Outfitters.  It can cure any status
ailment, so now there's really no point for your Chemists to learn the abilities
corresponding to any of the other status-restoring items.

If you go back up to Zaland, you can also buy some new light armor: Green 
Berets and Wizard Clothing.  Keep your magick users equipped with Wizard's
Hats, though, as those raise their magick attack.

You probably won't have unlocked the Samurai or Bard jobs yet.  But, if you
have, their specialized weapons are now available.  You'll have to hike all the
way back up to Dorter to buy them, though.  (A lot of the more "exotic" weapons
are only for sale at Trade Cities like Dorter.)

Buy any stuff you want in Lionel now, as you won't be able to do so later.  
And since your access to the shops will be blocked off later, it might be a wise
idea to buy some spare pieces of heavy armor and helms.  That way, if any of 
your gear gets stolen or broken, you have a replacement.

---ERRANDS---
Also, you may want to send some of your characters out on a errand if you 
haven't been doing so; you can earn a lot of money from some of them.

Lionel has one new errand:

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
My Little Carrot           Lionel      15-16  100    14749 gil, 74 JP
--------------------------------------------------------------------------------

This one can earn you a lot of money.  Other good ones to do (if you haven't
done them already) are "Bandits" in Dorter, "Shoreline Defense" in Gariland,
and "The Hindenburg" in Zaland.

Walking between Dorter and Orbonne Monastery is an easy way to pass time and 
complete the errands while avoiding random battles.

You'll want to complete all the errands before you reach Goug, though.  Once you
get to Goug, it will be a while before you can go back to the other towns to
retrieve your characters.

---BATTLE PREP---
If Mustadio has enough JP, pick up the Seal Evil ability for him if you haven't
already--it'll be handy in the next battle, as it turns undead to stone.  Then
head to the fenlands.

---Battle 15: Tchigolith Fenlands-----------------------------------------------
YOUR FORCES: Ramza, Mustadio [guest], 4 others
ENEMY FORCES: Bonesnatch (lv 14)      Skeleton (lv 14)   Skeleton (lv 13)
              Ghoul (lv 13)           Ghoul (lv 12)
              Floating Eye (lv 13) OR Malboro (lv 12) OR Pig*
* The Pig's level depends on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Day, rainstorm (evade rate vs. bows x 1.33,
                         fire dmg -25%, lightning dmg +25%, movement through
                         Poisonous Fen tiles at 1/2 normal rate)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 12    Poisonous Fen            Quicksand        36%
            Grassland                Tanglevine       33%
            Wasteland, Soil          Sinkhole         17%
            Obstructed               --                7%
            Tree                     Wind Slash        6%
            Stone Outcropping        Tremor            1%

--STRATEGY--
The last member of the enemy forces is randomly determined: it could be a
Floating Eye, Malboro, or Pig.

Randomness aside, this is a fairly normal (and easy) battle with a few quirks.  
First, if you end your turn in the swamp, you get poisoned.  (Simply passing 
through the swamp as part of a move won't poison you, as long as you end the 
move on dry land.)  This isn't that bad, but if you have a choice, stand on 
land.   And be sure not to end your turn in any water where the Depth is 
displayed as 2.  If you stop in water of Depth 2, you won't be able to take any 
actions, as you're up to your head in water.  (The Ninja ability Waterwalking
or the Samurai ability Swim would prevent this, should you have either
already.)

Second, all of the enemies except the randomly determined member are undead.
This means you can use heal spells and items to damage them, which is quite
effective.  And if Mustadio has Seal Evil ability, he may also use that to turn 
the undead monsters to turn them to stone.

Finally, since there's a rainstorm going on, fire magicks will be less powerful
while lightning magicks will be more powerful.  Use those Thunder magicks if you
have them!  The storm also means that the enemies are a little more likely to
dodge bow attacks, but in most cases the difference isn't big, so go ahead and
keep using bows.

Other than those three exceptions, there's nothing here you haven't seen before.

The Pig shows up pretty infrequently, but if you DO see it, it's definitely
worth trying to recruit it using the Orator's Entice or Tame abilities.
(Remember that if you're not currently an Orator, you must equip the Beast
Tongue support ability to use Entice on monsters.)  Once recruited, you can use
the Pig to breed pig-family monsters, all of which yield great rare items when
poached using the Thief's Poach ability.  Or, if you can't recruit the Pig but
DO have Poach, you could at least poach it, though you won't actually be able to
collect your poached item until Chapter III.

Note the Pig can only appear during the initial story battle, not later random 
battles.  In fact, the next opportunity to get a Pig won't be until Chapter IV.
So, if you're particularly intent on getting a leg up on the enemy, you could 
keep entering the battle over and over and resetting until the Pig appears and 
you can recruit it.  But, that's definitely NOT necessary; you can skip the Pig 
entirely and do just fine!

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2.5, Wasteland
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 1, Up: 11 (height: 3, Grassland)  Ether         Ashura           none
Left: 4, Up: 8  (height: 2, Grassland)  Echo Herbs    Kotetsu          none
Left: 6, Up: 0  (height: 2, Grassland)  Gold Needle   Giant's Axe      none
Left: 11,Up: 10 (height: 3, Grassland)  Phoenix Down  Romandan Pistol  none
--------------------------------------------------------------------------------

You can now reach Goug on the map.

!!!!!CAUTION!!!!!
Before you enter Goug, make sure you've completed any errands you have running,
and visited the appropriate Taverns to get the characters back on your roster.  
As soon as you enter Goug, you'll be locked out of many places on the map, and 
won't be able to get your characters back until much later!
!!!!!CAUTION!!!!!

Upon arriving in Goug, there will be a brief scene and then you're back on the 
map.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Romandan Pistol   Gun     5000  Goug         Atk: 6, 5% Parry
--------------------------------------------------------------------------------

The Outfitter doesn't have much of anything.  But if you've got a Orator or
Chemist, be sure to buy them a Romandan Pistol.  The Romandan Pistol has a great
range, can't be evaded, and is especially useful if you have a chance to pair it
with the Knight's Arts of War abilities -- you can use it Rend enemies'
equipment or stats at a distance!

Before you go anywhere, make sure you're stocked up on Hi-Potions and Phoenix
Downs; you'll need them.  You may also want to equip the Archer's Bane ability
on any characters who have it.

Try to leave Goug and you'll be thrust into a battle.

---Battle 16: Goug Lowtown------------------------------------------------------
YOUR FORCES: Ramza, Mustadio [guest], 4 others
ENEMY FORCES: Thief (lv 15, male)      Thief (lv 13, male)
              Archer (lv 14, female)   Archer (lv 14, female)
              Summoner (lv 13, male)   Summoner (lv 12, male)

GUEST: Mustadio [Libra] - lv 12 Machinist - Bravery 60, Faith 62
 Equipment : None
 Abilities : Aimed Shot, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Night, light rain (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 9     Grassland                Tanglevine       33%
            Flagstone                Contortion       33%
            Roof, Chimney            Wind Blast       27%
            Wooden Floor, Coffer     Will-o'-the-Wisp  7%

--STRATEGY--
Ludovich, the leader of the Baert Company, will appear with Mustadio and 
Besrudio (Mustadio's father) captive.  Mustadio reveals the location of the 
Zodiac Stone.  Ramza forks it over and you find out that Delacroix was in on the
plot.  It's fight time.

The enemy Archers in this battle have a huge range and it's hard to stay
out of range completely.  So, don't deploy any character who has really low HP
as you probably won't be able to protect him/her/it completely.  Equipping the 
Archer's Bane reaction ability will help you a lot, if you have it available.

Mustadio will be almost invariably KOed at the start of the battle as he has no
equipment and starts right next to the enemies.  Don't worry about him.  He's
still a Guest so he can't die permanently yet.

Move your guys up onto the roof.  Use ranged attacks (like your shiny new
pistols) to take out the Summoners.  Note that both Summoners are one side of 
the enemy roof and both Archers on the other.  If you stick towards the side of 
the map with the Summoners, it may keep the Archers from shooting at you for a 
turn or two.

Kill any unit that moves onto your roof; Thieves first, Archers second.  Early
in the battle, don't chase enemies over to the other roof, or you'll get
surrounded.  Just fire ranged attacks at them.  (Later, once there are only a
couple enemies left, it's safe to jump across.)  Your highest priority is to 
keep your guys healed, not to hit the enemy.  Useful abilities here are Chakra, 
Counter, Firaga/Blizzaga/Thundaga, and Archer's Bane.  Bows and guns are also
useful for their ranged attacks.  You could try using the gun + Arts of War
combo to use Rend Weapon on the Archers and prevent them from shooting at you.

When the Summoners start charging a spell, use the Turn List to check what it
is.  If it's just Moogle, you're fine, as that only heals them a little.  But
if they start casting anything else, it's an attack spell.  Try to quickly
take out the Summoner before he can finish the spell, or spread your characters
out to minimize the hurt.  Summon magick does a lot of damage!

If the battle drags on for a while, the Summoners may run out of MP.  In this
case, you can pretty much ignore them completely as they can't really harm you
at all.  Another way of dealing with the Summoners is to put Silence, Berserk,
or Atheist status on them using Mystic or Orator abilities, so they can't use 
magicks.  You could also use a gun + Rend MP to sap all their MP, though with a 
gun it's easy enough to just shoot them to death directly.

BATTLE TROPHIES: 100 gil, Thunder Rod

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0.5, Wooden Floor
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 2  (height: 0, Grassland)  Echo Herbs    Battle Folio  none
Left: 6, Up: 4  (height: 6, Grassland)  Ether         Lamia's Harp  none
Left: 8, Up: 5  (height: 12, Chimney)   Potion        Crossbow      none
Left: 8, Up: 8  (height: 0, Wooden Fl.) Hi-Potion     Lightning Bow none
--------------------------------------------------------------------------------

After this encounter, you check on Besrudio.  Mustadio reveals that the Zodiac 
Stone that Ludovich got was really a fake.

---MUSTADIO---
Mustadio will join as you a normal party member -- now you can control him!  The
only downside to this is that he can now be permanently killed.  Be sure to keep
him on your roster; you'll need him to complete most of the subquests in Chapter
IV.  Musty's equipment is all gone, so be sure to re-equip him.  Also, if he
learned any abilities while he was a Guest, they're also lost and you'll have to
relearn them.

Now that you have Mustadio, a good general trick for leveling up quickly is to
use Arm Shot or Leg Shot to debilitate the last enemy in a battle.  Then,
you're free to let the other enemies turn into crystals/chests.  Crystals from
human enemies are often a good source of new abilities.  Also, while the last
enemy is Disabled or Immobilized, you can have your characters attack each
other to raise JP.  As long as you use the right strategies for story battles, 
you shouldn't really need to grind in this fashion, but it's an efficient way to
raise levels if you decide to do so.

---TRAVEL---
The route back through the fenlands disappears, and for the time being, you
can't get back to Lionel Castle.  If you left any characters there doing
Errands, you unfortunately won't be able to get them back for a while.

Take the ship (well, just walk across the ocean ;) ) over to the Port City of
Warjilis.  Upon getting off the ship, you'll see a FMV sequence with Delita.

---IN WARJILIS---
After that scene's ended, you can explore the town.  There's no new equipment 
available, but Warjilis IS a Trade City, which means that the shop offers a fair
variety of equipment.  You may be able to pick up a few new items if you
couldn't afford them earlier.

---ERRANDS AT SEA---
To make some easy money, go to the bar and accept the errand (to find the
Highwind!), then go back to Goug and get the errand there as well.  (There will
be a cutscene with Delacroix's scheming when you leave Warjilis the first time.)

---New Errands------------------------------------------------------------------
                           CITY        DAYS   COST   APPROX. REWARD
Miner Shortage             Goug        7-9    100    18915 gil, 96 JP
Artificers' Contest        Goug        14-16  0      20865 gil, 250 JP
  > Month of Sagittarius only
The Highwind               Warjilis    5-8    1050   12579 gil, 98 JP
--------------------------------------------------------------------------------

Just go back and forth between the two cities until both errands are complete.
Both are quite profitable, so if you weren't able to afford all the equipment
you wanted in Goug or elsewhere, you should be able to get it now.

And, if it happens to be Sagittarius, the "Artificers' Contest" errand will show
up in Goug; this one can also score you a lot of gil and JP.

---LOST HEIRLOOM---
There's also a new Rendezvous Mode mission, Lost Heirloom, that will have
appeared after you completed the story battle at Goug.  This new mission is
pretty difficult if you don't have a good defense, and the enemy Thieves can
charm female characters.  If you have a female-heavy party, you may want to
wait until you get to Chapter III and can buy equipment that protects you from
Charm.

Now go up to Balias Swale, where you'll find another fight.

---Battle 17: Balias Swale------------------------------------------------------
YOUR FORCES: 
  1st Squad - Ramza, Agrias [guest], 2 others
  2nd Squad - 2 others
ENEMY FORCES: 
  1st Squad - Knight (lv 15, male)       Knight (lv 14, male)
              Black Mage (lv 14, male)   Archer (lv 15, female)
  2nd Squad - Black Mage (lv 15, male)   Archer (lv 14, female)

GUEST: Agrias [Cancer] - lv 12 Holy Knight - Bravery 71, Faith 63
 Equipment : Coral Sword, Mythril Shield, Golden Helm, Golden Armor,
             Diamond Bracelet
 Abilities : Holy Sword, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Agrias is KOed or Ramza dies

WEATHER: Day, thunderstorm (evade rate vs. bows x 1.33,
                            fire dmg +25%, lightning dmg -25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 12    Grassland                Tanglevine       57%
            River                    Torrent          29%
            Flagstone                Contortion       10%
            Obstructed               --                3%
            Soil                     Sinkhole          1%

--STRATEGY--
You'll deploy two squads here to save Agrias from Delacroix's Gryphon Knights.  
This is a really easy fight, so you might want to deploy some weaker characters 
to give them a boost.

Kill the Black Mages first (using range attacks if you have them), then the 
Archers.  Really, your only concern is making sure Agrias stays alive.  Because
this fight is so easy, it's a good time to let the enemies' counters run out and
pick up the loot they leave behind.  (Paralyze Agrias or use Mustadio's Arm or
Leg Shot on her to keep her from finishing off the last enemy.)

BATTLE TROPHIES: Echo Herbs

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 8, Grassland
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 2, Up:  1 (height: 10, Grassland) Phoenix Down  Battle Bamboo    none
Left: 11,Up:  0 (height: 15.5, Grassl.) Gold Needle   Javelin          none
Left: 7, Up: 11 (height: 8, Grassland)  Potion        Flameburst Bomb  none
Left: 11,Up: 11 (height: 9, Grassland)  Hi-Potion     Snowmelt Bomb    none
--------------------------------------------------------------------------------

Agrias rejoins, this time as a controllable, non-guest character.  Again, if you
want to complete all the sidequests in the game, don't dismiss her or let her 
get turned into a crystal or chest.

Agrias comes with her Judgment Blade swordskill, which does fairly good damage
and hits a group of enemies.  Her next two skills, Cleansing Strike and
Northswain's Strike, aren't necessarily a huge improvement over Judgment Blade.
You may want to save your JP for Hallowed Bolt--it does more damage, and has a
good range.  It's likely to be one of your most-used abilities!  Divine
Ruination is a good buy after you get Hallowed Bolt.  It's Agrias's hardest-
hitting attack, although its targeting is a little less flexible than Hallowed
Bolt's.

After Agrias joins up, if you head back down to Warjilis, you'll find the shops
have a few new items available.

---New Items for Purchase-------------------------------------------------------
                  TYPE    PRICE WHERE        DETAILS
Osafune           Katana  5000  TrCity       Atk: 9, 15% Parry
Mage's Staff      Staff   4000  TrCity/City  Atk: 4, 15% Parry, Mag.Attack +1
Brigandine        Clothes 2500  TrCity/City  HP +50
Iron Flail        Flail   1200  TrCity/Castl Atk: 9, 0% Parry
Diamond Bracelet  Armlet  5000  Any          Phys.Attack +1, Mag.Attack +1,
                                               Immune: Slow
--------------------------------------------------------------------------------

Most notably, you can replace your Power Gauntlet(s) with the Diamond Bracelets,
which gives you the Power Gauntlet's +1 Physical Attack but also +1 Magick
Attack and immunity to Slow.  Protection from Slow is pretty handy in the next 
battle, so buy some of the bracelets for your main squad.  Agrias comes already
equipped with one, as well.

You can also upgrade your Wizard Clothing to the Brigandine, which gives you a
few more HP.  But you'll probably want to keep magick-oriented characters
equipped with the Wizard Clothing or with robes for the magick bonuses they
confer.

Also available for purchase is the Mage's Staff.  It's not as strong physically
as the Serpent Staff, but it boosts your magick strength.  Since magick strength
is more important for magick-users (obviously!), this is a good upgrade.  In the
unlikely event you have a Samurai, the Osafune katana is also available.

Your next stop is Golgollada Gallows.  Make sure you're ready; this is a tough 
battle.  Bring your Diamond Bracelets!

---Battle 18: Golgollada Gallows------------------------------------------------
YOUR FORCES:
  1st Squad - Ramza, 2 others
  2nd Squad - 2 others
ENEMY FORCES: Gaffgarion (lv 17 Fell Knight)   Knight (lv 16, male)
              Knight (lv 15, male)             Knight (lv 14, male)
              Archer (lv 16, female)           Archer (lv 15, female)
              Time Mage (lv 15, female)        Time Mage (lv 14, female)

ENEMY: Gaffgarion [Virgo] - lv 17 Fell Knight - Bravery 61, Faith 67
 Equipment : Blood Sword, Mythril Shield, Close Helmet, other equipment random
 Abilities : Fell Sword, other abilities random
 Immune    : Berserk, Charm, and Stone status

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 11    Brick                    Wind Slash       38%
            Grassland                Tanglevine       36%
            Wooden Floor             Will-o'-the-Wisp 18%
            Soil                     Sinkhole          5%
            Flagstone                Contortion        3%

--STRATEGY--
The execution turns out to be a trap, and you have to fight Gaffgarion.

Deploy at least one strong fighter in the second squad (Agrias is good).  For
the rest of your team, anyone with a ranged attack is really useful (bows, 
guns, or Black Magick), and Monks and Geomancers can be good too.
 
Although Gaffgarion seems like a boss character, KOing him will NOT end this
battle.  You need to take out all the enemies!

You're surrounded by enemies.  What you need to do to gain the advantage is 
start climbing up the side of the gate, near where the first squad starts.  
Move immediately for the scaffolding.  

Because there are so many enemies here and they all start close to you, you
need to limit the number of enemies who can attack you at once.  As you move for
the scaffolding, you can continue to use your abilities to disable the enemy
forces.  Abilities that are good for this are Mustadio's Arm Shot, Agrias's
Judgment Blade (which sometimes causes Stop), and the Geomancer's Tanglevine
(which also causes Stop and works more frequently).  Leg Shot is also useful
against the Knights, but not against the other enemies, who can all attack from
a distance even if they're Immobilized.

Once you start getting up atop the scaffolding and gate, you can start 
attacking.  Go after those pesky Archers first.  You can use bows, guns, Black 
Magick, and Agrias's Holy Sword to attack from a distance.  These attacks all 
have an infinite vertical range, so you can use them all the way from atop of 
the gate or on the scaffolding.  Once you have the height advantage, it's a lot 
harder for the enemy Knights and Archers to hit you, and you can fight them a 
few at a time.

You'll be taking a lot of hits.  To make your healing more efficient, don't
have your healer move once he or she is in position on the scaffolding; this 
lets him/her get more turns.  Throw Items also has an infinite vertical range, 
so even if you're positioned up on top of the gate, you can throw items down to 
characters still climbing up.

Using Ramza's Tailwind to increase the Speed of your most crucial characters.
If your archers or gunners have a spare turn, you can also have them try using
Focus to build up their attack power.

Gaffgarion is the most dangerous enemy here; not only does his Shadowblade do
good damage to you, it drains HP back to him.  If you have a really powerful
magick spell (like Firaja or Holy or something), you can try using that to take
him out in one shot.  Or, use Steal Weapon or Rend Weapon to take away his Blood
Sword.  Breaking the sword will disable his sword techniques completely.  If you
steal it, he can still use his techniques (due to a bug in the game), but they
will probably only do a few points of damage, making them essentially
worthless.  Stealing is particularly advantageous, in fact, since the Blood
Sword is a rare weapon and has the nice side effect of draining HP back to you
from the enemy.  If you want to steal the Blood Sword, you'll have better luck
if you equip Brawler as a support ability, target Gaffgarion from behind,
and/or put him to sleep.  (A Taurus, Capricorn, or female Pisces will also be
at an advantage for stealing from him.)

If you don't steal/rend the Blood Sword, you'll have to knock Gaffgarion down
bit by bit.  Take out the Archers first, then start hammering on him with
your whole team; you need to pile on the damage faster than he can heal himself.
He has Counter; attacking from a distance (if you can) is one way to get around
this.  Or, you can just hit him with Arm Shot: if he's Disabled, he can't use 
his Counter.  You needn't take away *all* his HP; as soon as he gets to critical
status, he'll teleport out of the battle.

The Time Mages are your lowest priority here.  Even though they don't have much
HP, attacking them is just a waste of turns as they can't do all that much to
harm you.  About all they do is cast Slow, and if you brought Diamond
Bracelets from Warjilis, you're immune to that.  So attack the Time Mages last.

If you just can't win, try fighting some battles in Balias Swale to get some 
better abilities like Arise, Equip Heavy Armor, Auto-Potion, Chakra (which I 
would strongly advise you to acquire by now), etc.

If you deploy Agrias in this battle, there will be some extra dialogue between
her and Ramza when she finds out he's a Beoulve.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Brick
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 7  (height: 1, Grassland)  Gold Needle   Golden Helm   none
Left: 3, Up: 4  (height: 1, Grassland)  Echo Herbs    Golden Shield none
Left: 8, Up: 7  (height: 8, Wooden Fl.) Phoenix Down  Green Beret   none
Left: 8, Up: 0  (height: 6, Wooden Fl.) Ether         Spark Bomb    none
--------------------------------------------------------------------------------

After you attain victory at the Gallows (it may take a few tries!), you'll see
a scene back at Lionel Castle in which you find out more about Ovelia's past 
and Delacroix's plans.  Then you're back on the map.  When you move back up to
Balias Swale, you'll see a cutscene with Wiegraf.

---MOVING AROUND THE MAP---
Now, you can now wander around the map again.  Next up is the final battles of
the chapter, which occur at Lionel Castle.  However, if you want to travel
elsewhere, you can do so.

If you click on any of the destinations PAST Lionel Castle, you can walk right 
through the castle without getting into a fight.  Just don't click on the castle
ITSELF until you're ready to fight.  This way, you can travel up to Eagrose if 
you need to buy heavy armor.  Also, if you accidentally left any characters 
working on errands in Zaland or elsewhere, you can go get them back now.  
(Anyone running an errand at Lionel Castle is still unreachable until Chapter 
III, though.)

---BATTLE PREPARATION---
To prepare for the upcoming fights, you'll want to make sure that Ramza has 
either the Teleport movement ability (Time Mage) or Chakra (Monk).  If you're
using Chakra, you can either make Ramza into a Monk or assign Martial Arts as a
secondary action ability.

It's also very helpful to outfit the rest of your team with Rubber Boots to
negate the lightning attacks you'll face -- and if Ramza has Teleport, you'll
want to give him the Boots as well.  You can buy Rubber Boots in any town, and
they're fairly inexpensive at 1500 gil each.  Just make sure to buy enough so
that you can equip the WHOLE team with them or they won't be very useful.

Finally, you may want to bring a few extra pieces of equipment.  You'll be
facing a sequence of battles with no chance to return to a store in between
them, and if any of your equipment gets broken by enemy Knights, you'll want a
replacement item in your inventory.

When you've done all that preparation, it's time for the final battles of the
chapter.  Click on Lionel Castle and you'll have no choice but to attack the
gate.  As Ramza tries to open the gate, Gaffgarion shows up yet again and 
surrounds the castle.

---Battle 19: Lionel Castle Gate------------------------------------------------
YOUR FORCES:
  1st Squad - Ramza
  2nd Squad - 4 others
ENEMY FORCES:
  1st Squad - Gaffgarion (lv 18 Fell Knight)
  2nd Squad - Knight (lv 16, female)   Knight (lv 15, female)
              Knight (lv 15, female)   Archer (lv 17, male)
              Archer (lv 15, male)     Summoner (lv 15, male)

BOSS: Gaffgarion [Virgo] - lv 18 Fell Knight - Bravery 61, Faith 67
 Equipment : Ancient Sword, Golden Shield, Close Helmet, other equipment
             random
 Abilities : Fell Sword, no second action ability, other abilities random
 Immune    : Berserk, Charm, and Stone status

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 9     Grassland                Tanglevine       40%
            Flagstone                Contortion       36%
            Swamp                    Quicksand         7%
            Obstructed               --                7%
            Stone Outcropping        Tremor            5%
            Brick                    Wind Slash        4%

--STRATEGY--
If you thought the Gallows was bad, here's more fun.  Actually, the gate isn't
as bad if you play your cards right.

When deploying your second squad, any characters that you want in the front row
(e.g. melee fighters) should be placed in the back of the three rows (i.e., the
top-right) on the deployment screen.  You'll be attacked from behind, so these 
characters will actually end up closest to the enemy.  Meanwhile, ranged 
attackers and magick users should go towards the bottom-left of the deployment 
screen so they'll end up behind your melee fighters.

Ramza starts trapped inside the gate with Gaffgarion, while the rest of your
characters have another set of enemies to fight outside.  There are a couple
different strategies you can use to deal with Gaffgarion:
1. TELEPORT: If Ramza has the Time Mage ability Teleport, you can use that to
   move him outside of the gate and strand Gaffgarion inside.  Take out all the
   enemies outside, then have Ramza teleport back inside and open the gate. 
   You'll have to be careful not to stand *too* close to the gate when fighting
   outside because Gaffgarion can attack you through the wall with his sword 
   techniques.  This strategy has the advantage of allowing Ramza to help 
   fighting outside.
2. STALLING WITH CHAKRA: Or, move Ramza down to the ground (inside the gate) and
   have him use the Monk's Chakra ability on every turn to heal the damage Gaff
   is doing.  (If Ramza doesn't have Chakra, Hi-Potions should work too, as long
   as you have enough of them.)  Stay close to Gaffgarion so he won't try to go
   anywhere else.  Don't attack Gaffgarion or open the gate; just sit there and
   use Chakra.  Keep stalling Gaffgarion until your other characters defeat the 
   enemies outside.  This strategy won't let Ramza fight outside, but it 
   guarantees Gaffgarion won't attack anyone outside.
3. BLACK MAGICKS: If one of your characters has strong Black Magicks (e.g. a -ja
   or a -ga magick coupled with Arcane Strength), deploy him/her outside the
   gate.  Use Ramza to lure Gaffgarion near the gate, and then have the Black
   Mage use magick on Gaffgarion (since Black Magicks can go through walls) to
   KO him.  It doesn't matter if the spell KOs Ramza as long as you KO Gaff
   because KOing Gaffgarion will cause Ramza to recover with 1 HP.  Once you've
   KOed Gaffgarion, you can have Ramza open the gate and join the fight outside.
   A nice benefit of this strategy is that Gaffgarion immediately turns into a
   crystal that you can use for healing or ability learning.  (Sadly, you can't
   learn his special sword techniques from the crystal).  But, this tactic only
   works if you have strong Black Magicks.
4. MAKE RAMZA UNDEAD: You can cast the Mystic Arts magick Corruption on Ramza to
   make him Undead, which prevents Gaffgarion from draining his HP.  (You can
   either have Ramza cast Corruption on himself or have another ally on the
   ground cast it on him.)  Gaffgarion will switch to regular weapon strikes,
   though, so Ramza will still need to be capable of beating Gaffgarion in a
   straight fight.  You'll probably only want to use this tactic if Ramza has
   some strong melee combat gear and abilities.
5. TELEPORT / FLY INSIDE: Alternately, if you have characters outside who have
   Teleport, you can have them warp inside and help Ramza kill Gaffgarion.  Or,
   if you have two Black Chocobos, you can assign them to the group outside, and
   use them to fly 2 human characters inside to help Ramza defeat Gaffgarion.
   The disadvantage to this method is that Black Chocobos aren't very strong
   themselves.
6. FIGHT HIM HEAD-ON: If Ramza is really strong (and fast), you might be able to
   defeat Gaffgarion just with conventional attacks.  This probably won't work
   unless you have an advanced job like Ninja, though.

Meanwhile, your other four characters have to take on the gang outside the 
gate.  Although you're outnumbered, the enemy Knights and Archers out here often
come equipped with weapons that deal lightning damage: Coral Swords and 
Lightning Bows, respectively.  If you equip your allies with the Rubber Boots
accessory, they will be completely immune to lightning damage, and the Knights
and Archers won't be able to attack them!  Just make sure to equip ALL FOUR
characters with Rubber Boots -- and Ramza, too, if you're having him Teleport
outside of the gate.  Otherwise, the enemies will simply gang up on the one
character without the Boots.  Also, even if you have Rubber Boots, the enemies
can still hit with you other abilities -- like the Knights' Arts of War
abilities, which can break your gear.  If they break your Rubber Boots, you'll
be vulnerable again!

Focus your attacks on the enemies that can do the most damage to you.  The
Summoner is definitely the most dangerous enemy whether you have Rubber Boots or
not, so try to take him out immediately or use Mustadio's Arm Shot to Disable
him.  If he does start casting a spell, spread out your characters so he can't
blast your whole team.

After you do something about the Summoner, check the status screens of the other
enemies.  Any enemies that have weapons other than the Coral Sword or Lightning
Bow can still hurt you with their weapons.  So, attack these guys first.

Arm Shot is a great ability for this fight, as it reduces the number of enemies 
that can attack you at once.  (You can also use the Mystic's Hesitation spell 
for the same effect.)  Moreover, putting Disable on a character causes him/her 
to flee into a corner, which means that it will take another turn or two to get 
back into the battle even once Disable wears off. Note that Disabling a 
character who's charging up an attack will cancel the attack.  This is a good 
way to stop a Summon or Archer's Aim attack if you've got no other options.

For dealing damage, guns are quite helpful as they can allow you to attack
without having to Move.  Remember that if you don't move during a turn, your
next turn will come more quickly, which helps a lot when you're surrounded by
lots of enemies!  Agrias's sword techniques are also great for damage-dealing,
and her Northswain's Strike ability (if you have it) has a chance of instantly
KOing an enemy outright.  Also, when enemies are bunched together, use Black 
Magick, Summon spells or Agrias's Judgment Blade to hit more than one enemy at a
time.

Once you've mopped up most of the enemies outside the gate, move Ramza up to 
the switch on the left side of the gate and he will open the door.

Now, have your whole gang rush inside and attack Gaffgarion.  Try to rend 
Gaffgarion's sword, or even better, steal it.  Again, using Arm Shot to Disable 
him is quite useful, as it not only prevents from attacking you, but turns off 
his counterattack and prevents him from blocking with his shield.  He shouldn't 
be too much trouble -- the hard part is the fight outside the gate.  But, be 
careful not to let him pick up any crystallized enemies; he can use the 
crystals to restore all his HP just like you can!  Either pick up the crystals 
as soon as they appear, or position your characters to block his route to the 
crystals.  You do have to take away ALL his HP this time instead of just
reducing him to critical, but once you do, he's finally gone for good.

BATTLE TROPHIES: 700 gil, Mythril Helm

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 5, Grassland
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 2,  Up: 6 (height: 8, Grassland)  Ether         Wizard's Robe    none
Left: 7,  Up: 5 (height: 4, Grassland)  Echo Herbs    Rubber Boots     none
Left: 7,  Up: 7 (height: 4, Grassland)  Potion        Golden Armor     none
Left: 13, Up: 6 (height: 2, Grassland)  Hi-Potion     Wizard Clothing  none
--------------------------------------------------------------------------------

The save game screen will pop up at the conclusion of the battle.  There are
another couple of battles immediately after this one, so I recommend saving a 
SEPARATE slot from your main file.  This way, you can go back to your main file
if it turns you need to raise more JP outside the castle.

After saving, you cut back to Delita and Ovelia at Zeirchele Falls for a battle
against the Order of the Northern Sky.

---Battle 20: Zeirchele Falls---------------------------------------------------
YOUR FORCES: Delita, Ovelia [guest]
ENEMY FORCES: Knight (lv 8, male)    Black Mage (lv 8, female)
              Archer (lv 8, male)

ALLY: Delita [Sagittarius] - lv 25 Holy Knight - Bravery 85, Faith 40
 Equipment : Ancient Sword, Golden Helm, Golden Armor, Germinas Boots
 Abilities : Holy Sword, Arts of War, Counter, Safeguard, Move +1

GUEST: Ovelia [Taurus] - lv 20 Princess - Bravery 53, Faith 72
 Equipment : Mage's Staff, Celebrant's Miter, White Robe, Elven Cloak
 Abilities : Holy Magicks, White Magicks, Counter Tackle, Reequip, Move +1

VICTORY CONDITION: KO all enemies
LOSS CONDITION: Ovelia is KOed or Delita is killed

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Stone Outcropping        Tremor           33%
            Grassland                Tanglevine       30%
            River, Waterfall         Torrent          30%
            Bridge                   Wind Slash        4%
            Obstructed               --                4%

--STRATEGY--
Delita is your only controllable character here.  Ovelia is a guest.  As
before, she'll probably just cast Aegis and run.  But now that she has more MP, 
she can also cast Aegis on Delita on her second turn instead of only casting
it on herself.

Move Delita across the bridge and start attacking the enemy forces.  He has all
of the Holy Sword techniques, so use them -- with Hallowed Bolt and Judgment
Blade, you can probably hit more than enemy at once.  Since there are only 
three enemies and none of them are that strong, you should be able to defeat 
them without much trouble.  Really, this battle is quite easy; its main purpose
is just to give you a chance to play as Delita :)

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
No Treasure Hunter items can be obtained during this battle.
--------------------------------------------------------------------------------

You're given another chance to save; again, don't save in your main slot.  Then 
your roster screen shows up, allowing Ramza's crew to learn new abilities or 
change equipment, which might be necessary if the Knights at the gate used Arts
of War to break anything.  Also, change out of your Rubber Boots if you used
them at the Gate; you won't need them for the next battle.

When you leave the Party Roster screen, you'll immediately go to the next battle
and start deploying your characters.

---Battle 21: Lionel Castle Oratory---------------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Cuchulainn (lv 20 The Impure)

BOSS: Cuchulainn [Scorpio] - lv 20 The Impure - Bravery 70, Faith 70
 HP: about 485, MP: about 360
 Abilities : Dread, Befoul, Brawler, Swiftness
 Immune    : All negative status except Blind, Slow, and Immobilize

VICTORY CONDITION: KO Cuchulainn
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Flagstone                Contortion       60%
            Carpet, Stairs           Will-o'-the-Wisp 20%
            Obstructed               --               20%

--STRATEGY--
This time you're up against Delacroix, who uses his Zodiac Stone to turn (with 
some pyrotechnics) into Cuchulainn.

This battle can be tricky because Cuchulainn casts a variety of status attacks 
from a distance while running from you.  Plus, unless you have a Ninja or other
very fast character, Cuchulainn gets the first turn!

To get the jump on Cuchulainn, deploy your 4 teammates as follows:
  __
 \XX\
  \  \
   \  \   X = character other than Ramza
    \XX\
     ---
Ramza can be placed on any other tile because he'll automatically move
forward during the pre-battle story events.

If you place your characters in this formation, Cuchulainn will have to come
down the stairs on his first turn to start casting his magick.  Now you can
rush him and attack.  If you can surround him, he won't be able to flee out of
range.  If you can't get within striking distance on a particular character's
turn, at least position that character on the stairs to keep Cuchulainn from 
climbing back up.  You could also use Leg Shot to Immobilize him, but since you 
can surround him pretty well with this tactic anyway, it's mostly a wasted turn.
(He's immune to Disable, so don't bother trying Arm Shot.)

As noted above, Cuchulainn's attacks consist primarily of status-attack magick.
(Occasionally, he'll use a physical attack instead.)  His Nightmare spell will
inflict Sleep or Doom on a group of characters and has a 100% hit rate, and his 
Bio magicks do damage and inflict various other status ailments.  Use the Esuna 
magick or the Monk's Purification ability to wake up the sleeping characters if 
you have either available; otherwise, try using weak physical attacks (e.g. 
Stone) to wake them up.  The Doom status will KO your character when the
countdown finishes.  There's pretty no way to remove it, so just revive the 
characters after they're KOed.  (Striking a character with the White Staff 
*may* remove the Doom status, but it doesn't always work and isn't worth 
forfeiting a stronger weapon for.)  Other status ailments can be cured with
Purification, Esuna, or the appropriate items if you happen to have them. 

Try to keep your support characters spread out so they can't all be hit with
Cuchulainn's magick at once.  Since both the Sleep and Doom effects of 
Nightmare can be prevented with Protect Rings, you might be tempted to equip
those.  However, if you equip Protect Rings, Cuchulainn will just cast Bio 
magicks instead.  Since Bio is usually more dangerous than Nightmare, you're 
better off without Protect Rings!

Good attacks to use against Cuchulainn include physical attacks and Agrias's 
sword techniques.  Guns and bows are also good, particularly if you trap him
down on your level.  If he escapes to the top of the map, guns will be less
useful because there are usually too many obstacles to get a clear line of 
fire.  The Monk's Aurablast may also be helpful in hitting him before you have 
a chance to trap him.  Magick may be somewhat less useful here. You're in such
close quarters that the magicks will probably hit your allies too -- plus you 
may be halted with a status effect before you can get the spell off.  However, 
if you happen to already have the Lich summon spell or the Time Mage's Graviga, 
these will do a lot of damage -- they both do damage equal to half the target's 
max HP, regardless of how high that max may be!  Since Cuchulainn has a high max
HP (almost 500 HP!), these magicks will do quite a bit of damage.  Even Gravity,
which does damage equal to 1/4 of its target's max HP, can be useful.

Another way to damage Cuchulainn is with the Black Mage's Magick Counter
reaction ability.  When he casts his Bio magicks on you, you'll cast them back
on him (even though you can't normally use them!).

In general, a good mix of close range fighters and gun/bow users is probably 
best here, and be sure to bring one or two characters who can use Phoenix Downs!
And since Cuchulainn is a Scorpio, any Cancer or Pisces characters you might 
have (including Agrias) will do particular damage to him.

Cuchulainn is the first major boss enemy you will have encountered in the
single-player game.  That means his HP and MP are displayed simply as ???
and you won't be able to tell exactly how much he has left.  However, when
he gets low on HP, his life bar will appear to empty (turning from gray to
black) and he will switch to a "critical" standing pose just like any other
character.  At this point, you'll know you're close to defeating him.  He
has about 485 HP total.  Beat him and he'll blow up (with more nifty effects)
and drop another Zodiac Stone.

If you've played the original PSone version of FF Tactics, you may Cuchulainn
quite a bit more challenging in this version.  He's been restored to his
original Japanese level of difficulty, so he has higher stats than you are used
to!

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Flagstone - on Ramza's left at start
                                        POOR ITEM    GOOD ITEM         TRAP
Left: 6, Up: 3  (height: 5, Carpet)     Potion       Guardian Bracelet none
Left: 6, Up: 4  (height: 5, Carpet)     Ether        Mage's Cloak      none
Left: 8, Up: 3  (height: 7, Flagstone)  Hi-Potion    Protect Ring      none
Left: 8, Up: 4  (height: 7, Flagstone)  Remedy       Osafune           none
--------------------------------------------------------------------------------

Delita delivers Ovelia to Duke Goltanna, while Duke Larg maintains Orinus as
the heir to the throne.  As the War of the Lions begins over these claims to
the throne, Chapter II draws to a close, and you're again given a chance to
save.