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    / //          *\\ \    *				ASCII art by: JD Cyr
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   *	  Chrono Trigger Walkthrough Version 1.0 (August 15, 1998) *	    *
		   By JD Cyr (E-Mail: jdcyr@Hotmail.com)
*	*			*    	*		*		*
    *		* 	  *	  		*		*
*****************************************************************************

	This document should be viewed with NOTEPAD, because it looks like
crap in WORD and WORDPAD and everything else. This is perhaps the latest and
last walkthrough to ever be released for Chrono Trigger, but I know the game
is still somewhat popular and thought some might want a new walkthrough for
it. I tried to make this guide short but complete enough to give lost players
an idea of what to do next, but without revelating to them anything about the
storyline or spoiling any surprises. Feel free to send me email if you have
any questions or comments or compliments or putdowns or letter bombs for me.

*****************************************************************************

 	   		     Table of Contents:
1.  Cast of Characters
2.  6 Important CT Tips
3.  Speedy Walkthrough
4.  The Secret Rocks
5.  Possible Endings
6.  Spekkio Info Chart

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			     CAST OF CHARACTERS

Crono:  Crono; wooden-sword wielding teenager is the main character of the
        game. He is a very strong character overall, and remains one of the
 	best at attack and magic throughout the game, also the fastest.
		Magic type: lightning		Weapon type: katana blade

Lucca:  Everything in this game is all her and her stupid time machine's
        fault. Lucca is an inventor and the best friend of Crono. She is
	pretty smart and dresses like a sailor scout. She is the best
	attack magic user in the game.
		Magic type: fire		Weapon type: gun

Marle:  She is a princess that joins Crono early in his quest, but ends up
	causing a bunch of trouble for everybody. She uses mostly healing
	magic, and never becomes good at anything. I don't like her.
		Magic type: ice			Weapon type: crossbow

Frog:   A great swordsman who suffered the spell of the evil Magus and was
	eternally transformed into a slimy amphibian. Frog uses water magic
	and is often the strongest character. Ashamed of his appearance, he
	lives in a cave deep in the woods.
		Magic type: water		Weapon type: broadsword

Robo:   Robo is a robot from the future that was found broken but is fixed
	by Lucca, which he becomes good friends with. He is a good attack
	character at first, but soon becomes perhaps the worst character of
	the game, as his attacks ecome weak, and he does not use magic.
		Magic type: (none)		Weapon type: arm

Ayla:   The chief of a prehistoric village, and perhaps the strongest woman
	alive. Although Ayla posseses no magic, she is an astounding
        physical fighter and somewhat of a cleptomaniac. She eventually
	becomes the ultimate fighter.
		Magic type: (none)		Weapon type: fist

Magus:  A magician worshipped as a god by the strange creatures known only
	as "mystics". His background is well covered; this character has an
	amazing story all his own. Not only does he look cool, but he also
	is a great magic user - but becomes weak when the game is beaten.
		Magic type: shadow		Weapon type: scythe

*****************************************************************************

			6 IMPORTANT CHRONO TRIGGER TIPS

1- Fight every monster you find, to determine if they give a good amount of
   experience and quick level-ups, it makes the game much easier and "funner"

2- Save often, if not at every save point

3- Take advantage of free regeneration points

4- Save on an other log when unsure about a decision you are about to make

5- Carry plenty of health and magic-regenerating items at all time

6- Open the sealed treasure boxes in 600 A.D. but don't take their contents
   Always go back to 1000 A.D. and open them first to get an upgraded item,
   then return to 600 A.D. to get the treasures there

*****************************************************************************

 		       SPEEDY (yet complete) WALKTHROUGH

_The Begining_

After the intro, head down to Leene Square, north of Crono's house. Here you
can participate in games, which acquire you silver points which can be
sold or used to play at the house of horrors.

1.  Footraces: At the entrance of the fair. Go to the counter before the
	       runners starts and bet on a character. I find that if a
	       character wins once, he is liable to win a second time, then
	       not at all for quite a while. This is not proven, but I
	       believe it's how it works. You win, you get 20 silver points.

2.  Ring the Bell: This is a test of strength at the bottom left corner of
 	  	   the first area of the fair. Face it and press A, and when
		   your character is farthest away from it as possible, hit
		   A again. Only worth 1 silver point since it's so easy.

3.  Soda Guzzling Contest: Just press the A button as fast as possible and
			   if you can polish off all the soda cans, you win
			   a wonderful 5 silver points.

5.  Beat up Gato: To the left of the middle area, there's a robot named Gato
	      	  that Lucca made. If you manage to beat him, he gives you
		  15 silver points. An easy way to get better very early.

6.  Prehistoric Dance: Nonrelated to anything; gives no silver points but
  		       somewhat fun to try once or twice.

7.  Bekkler's House of Horrors: Situated top right of the foot races. This
    			        area features 3 games, some are important.

     10 Silver Points - Guess who is who and win a music doll yourself,
	   		then catfood for your cats.

     20 Silver Points - Copy the clone's movements and at the end, win an
			exact clone of yourself. If a guy who already has
                        his clone plays, you win 10 ounces of cat food.

     40 Silver Points - Keep the monsters back and rescue the person dangling
		        above the fire to win cats and more cats.

In the middle area, you bump into a girl who then drops her pendant. At this
point what you do will affect the outcome of the game in a little while.
To be a bad boy:
 -try to ram her as soon as you enter the area
 -pick up the pendant and THEN talk to her
 -tell her she can't have her pendant back
 -say YES right away when she asks to join you

To be a good boy:
 -when you enter the area, just get in her way so that SHE hits YOU
 -ask her if she's OK
 -pick up her pendant and give it to her without hesitation

When Marle is in your party, walk north to see Lucca's invention - it is
closed. Go to the first area and talk to the little girl near the fountain,
which will trigger Marle to say the invention is ready. Now you can also do
certain things before seeing the invention.

To be a bad boy:
 -at the left of the second area is food resting on a counter; eat it!
 -at that same spot is a cat, talk to him twice and freak him out
 -at the fair entrance, tell Marle to sell her pendant to the weapon seller
 -right before the invention, drag Marle away from the candy stand 3 times

To be a good boy:
 -guide the lost cat to the east wing of the second fair area
 -don't eat the man's food on the counter
 -tell the man Marle's pendant is not for sale
 -when going towards the invention, give Marle time to select her candy

Now go see Lucca's invention and stand in awe at the nice graphics. I
personally find them better than any 64 bit game because of one single
reason; they aren't polygonic.

_Year ???_

After being ported, walk to the left. Follow the trail and pick up any items
without avoiding any fights. In the forest before the castle you can fight
enemies to up your levels, and go rest at the Inn. The far right part of the
forest has a Power Tab, the rustling bush near the top has infinite free
tents. Go to Guardia Castle. Eventually make your way up the northeastern
tower and meet "Leen". After she explodes, walk downstairs to meet with your
old pal, Lucca. She will explain things for you.

_The Cathedral_

Look around the castle and eventually meet the chancellor. Then visit the
cathedral west of Guardia castle. Talk to the nuns, which are actually
monsters. Battle the monsters and a strange amphibian wielding a broadsword
will come to your aid. To get into the Mystic's lair, play the organ. Here,
visit each room. A drawer in the the bottom left room holds the secret
Naga-Ette Bromide. In a room to the right is a secret basement with
treasures beside a statue of Magus. Now go around the area and turn on the
switches to allow you to go to the next area, where you should do the same.
Save at the glittering star and play the second organ, which let's you fight
the boss of that area. After this fairly easy "intro-boss", check out the
chests left behind. Back at the castle, Frog leaves - now you can head
back to the mountains where you came from.

_We're Ho-ome!_

Back at the area you entered year 600, Lucca uses a special key to port you
back to your normal era. That's it you beat the game. But seriously... bring
Marle back to the castle and there you take place in a trial. (I like that
part). Here is where the things you did earlier count. Youv'e been a bad
boy, you recieve the death penalty. You've been a good boy... you recieve...
the death penalty (ironic no?).

_Break Out!_

Great, now you're in jail, sentenced to be decapitated in 3 days. Drink from
the mug to recover your status, and get the ether (only if you we're found
not guilty). You can either wait the three days and wait to be rescued, or
keep bugging the guards until you make them let you leave. The second manner
is better for level building and weapon acquisition. When broken out from
your cell, you have to face a huge maze. At one point, scale down a wall and
enter the room next to your original cell to get the sword the weapon seller
at the fair had for ver expensive. You'll also find a guy with his head
in a guilottine, let him go to be rewarded later. The fights in this area
are easy. After the big maze you'll encounter a big mechanical dragon. To
kill him, attack the head first, then the wheels, and last but not least;
the body. At the entrance of the castle, push the guys around to get
through and ultimately get into another time gate.

_The Future_

Exit the dome and go the the one south of it. Here you can buy things and
learn more about this area. Use the Enertron, which regenerates your health
for free. Exit the dome and head north to Lab 16. Here you can see rats
running around, avoid them since they steal tonics. Go through the first part
of the maze, and at it's end you'll see a group of 5 "shitakes", which is an
excellent level-gaining area. After fighting to your heart's content, head
east. and out of the maze. Make sure to grab any items along the way, some
are very useful. In the second part of the maze are weird monsters that you
can't attack; use magic on them instead. Now you're out - go to Arris Dome
and meet some more survivors of the apocalypse. Save and head down to the
storage area they are telling you not to go to. Cross the beams and fight
the boss. It has a triple attack, which can be avoided by killing the
spheres beside it. This is a medium difficulty battle. After that, check out
the dead guy and do as his note tells you. When you catch the mouse, go to
the right-hand computer terminal and enter the code. You'll make your way
to a giant computer that reveals disturbing information. This prompts you to
try and save the world. Back in the main sector of the Dome, a man gives you
a key... take it and make your way to Lab 32.

_Moto-Racin' Down Lab 32_

Make your way north to Lab 32, and get challenged by that cool motorcycle
guy. You can either race him or just walk across and collect the Race Log
along the way (note that there are tough fights ahead if you walk). An
effective way to race is by speeding ahead as soon as possible and sticking
your vehicle right in his face. Use one Nitro's near the end and one about
20-40 metres before the finish line. Now go to Proto Dome. Reach the end of
this sad-sounding dome and meet a new ally. Now you must head north to the
factory ruins.

_The Factory Ruins_

Once inside, head down the right wing and find these codes:
barrel 1: X A
barrel 2: B B
final gate: X A B Y

Some rooms require you to go down the conveyor belt and fight a long series
of robots. Get to the crane controls use the first two codes to give you
further access. Make sure to get the items at the bottom left of this room.
From the left wing, activate the computer and make your way to the last
gate, at which you use the third code. After Robo tries to repair the system
and the alarm is set off. Now it's all noisy so you should leave, but you
run into a bunch of Robo's old pals programmed to kill anything. Kick their
faces in and the characters bring Robo back to Proto Dome. Enter another
gate to reach...

_The End of Time_

You're at a weird place that doesn't seem to make any sense. Walk to the
right and talk to the old guy Gaspar, he explains you ended up here because
there were more than 3 in your party. Here you can save, get refreshed, and
even visit Spekkio and learn a bit of magic!(an essential part of the game).
Simply follow the instructions the critter gives you. Spekkio's appearance
changes as your levels get higher. Chances are he'll be a Kilwala, but if
you were level 5 or less, he would be a frog. The earlier you get to him,
the more tabs you recieve from him throughout the game. When you exit the
Master of War's battle arena, save and head left to discover new time warps.

-1000 A.D.         Medina Village
-2300 A.D.         Proto Dome
-65 Million B.C.   Mystic Mountains

Listen to the old man and start off by visiting 1000 A.D.

_The Village of Medina_

The guys living here remind me of that stupid little green Dr. Slump guy...
you know, what's his name again... King Niko Chan. They also look like that
Pilaf guy from DragonBall - check out the resemblance! ...but anywho...
Upon exiting the cupboard, visit the village at will, but do not waste your
money on the overpriced items here. Southwest on the overworld map is
Melchior's house - the weapon seller from the fair, he has new ones now.
Now enter the cave north of there. Again you'll be facing a long maze with
alot of useful itesm scattered throughout (but not that many). The monsters
here are afraid of magic, so don't waste time attacking. Save and meet with
the fairly easy boss. Be sure not to attack at his "hit me" prompt, because
he'll retaliate. He spills useful info right before he meets the reaper. Now
keep walking up until you find a limpid whirlpool, and hop in to get ported
to Lucca's house. Visit Crono's house and the Market at Truce, where you
rescued that guy works, he'll give you a discount. Also visit the Mayor's
Manor which contains some items (if you didn't go there before). Now visit
the fair and go to 600 A.D. via Lucca's teleporter.

_Where is Frog?_

Zenan Bridge is fixed and the soldiers are hungry. Go to Guardia Castle and
ask the chef for food, then return to the bridge. After giving the soldiers
the food, they charge the enemy, but fail to get rid of them. Now it's your
turn. Cross the bridge, killing everything along the way. At one point you
will meet Ozzie, which will create the Zombor; a slightly difficult boss.
Use Ice magic against the top half and Fire magic against his legs. Past the
bridge are two villages. Visit Dorino, the closest of the two and gather
information. Mainly this village is of no importance other than trading the
Naga-Ette Bromide to a man in the bar (he only notices you have it the
second time you talk to him - the first time he talks about the king's
injury). Head to Porre to the south. In Porre there is talk about a hero,
which everyone thinks is Tata. Walk northwest to the Cursed Woods, and head
to the end of the passage where you'll see a bush moving. Climb down the
lader to speak to frog, then head to the Denador Mountains east of Dorino.

_The Denador Montains_

There's Tata wearing armor and holding a sword, and he's running around
like an idiot. Lucca should be with you in this area, since the ennemies
here are weak against fire. This is a long, extremely beautiful area...
simply follow the trail and don't go down the waterfalls. Atop this mountain
is a tab, a save spot and a cave which you need to go into. In the cave, a
small guy asks if you came for the Masamnune. As you say YES, his brother
Masa appears. Since their attacks are much stronger paired, put one to sleep
using Lucca's HypnoWave and slaughter the other. They eventually fuse
together and become MasaMune, which is to be attacked continuously. You
recieve the Broken Blade when you win. Visit Tata's house go recieve the
Hero Medal, which he'll give to you. Now return to see Frog and show him the
medal. Once he moves away, the second half of the Masamune appears.

_The Masamune_

The party visits Melchior's House near Medina Village (1000 A.D). He says
that he need DreamStone to reforge the blade, but the stone disappeared
millions of years ago. Now visit the End of Time and head to 65,000,000 B.C.
Once there, fight the reptites and meet Ayla, then follow her to Ioka
village, north of the mountains you are presently at. That night the village
celebrates. During the party, talk to Ayla about the red stone - she says
she'll let you have it if you can beat her in a soup eating constest. This
is like the soda can guzzling contest, but much easier, and you have
infinite tries. When you wake up, all your stuff is gone. Visit Ayla's hut
and talk to her so she can help you look for it. Gos south to the Forest
Maze, where Kino is with all your stuff - the thief. Now go through this
forest maze and at the end is a cave with a boss in it. Use Crono's
lightning since nearly all prehistoric enemies are weak against it. Using
lightning decreases his defense a hundredfold. After retrieving the key,
head to 1000 A.D. and get Melchior to reforge the blade, then take it back
the Frog in 600 A.D. - Frog will be surprised and ask you to stay overnight.
He dreams of his youth and clears everything up. In the morning Frog joins
your party, take him to see Spekkio. Now stock up on items and head to the
Magic Cave in 600 A.D., (north east of Porre) where Frog will demonstrate
the bone-chilling power of the Masamune and open the cave. Cross it to
arrive at Magus's castle.

_Magus's Castle_

Inside the castle, explore both the left and right wings and return to the
middle, where a save point will be placed. Once stepped on, Ozzie appears.
You now have to defeat Slash and Flea... Slash is in the left wing, kill him
first. He has 3 stages; normal mode, sword mode (don't attack with magic),
and counter-all mode (keep healing everyone). After he is beaten, equip the
weapon he gives and save at the save point. At the end of the right wing is
Flea. Attacks and techs work well on "it". After it is beaten, go back and
save. A save point appears in the middle hall, which is a teleporter to the
center hallway. Chase Ozzie and kill him by attacking the chains around him.
Save on the right and use the left teleport, which lead's to Magus's room.
This is perhaps the hardest boss so far. Keep using the Masamune on him to
change his barrier, then use the opposite magic. He eventually runs out of
MP and is then much easier. After his defeat, a time gate appears and all
are sucked into it. Now you're back at Ayla's hut. You learn that the
village of Laruba has been burned down. Seems that the Reptites have kid-
napped villagers. Ayla then goes to get the Dactyls to get to the TyranoLair
to rescue them. Go north to the Dactyl Nest and climb the mountain
(another extremely beautiful area) to meet Ayla at the top. The Dactyls
bring you to the Tyrano Lair.

_The Prehistoric Castle_

For this area, Lucca and Crono are useful characters. When you enter the
lair, go to the open entrance leading downstairs and free the villagers.
Follow Kino upstairs and he will open the door for you. Follow the dungeon
through the newly opened door until you reach the room Azala is in. This
time Azala has a dino friend. First off, attack Azala until the monster
removes his own defense. When he does so, attack him withh al your might.
When his defense is back, keep attacking Azala. After the battle, Lavos is
seen falling from the sky. The comet hits the castle right after your escape
and creates a giant crater. Inside the crater is a time portal, use it.

_The Realm of Magic_

The time portal has taken you to a new era; 12000 BC. This is the ice age.
To the right of the cave is a dome you can enter, which leads to perhaps the
most beautiful area in the entire game; the floating island of Zeal. The
teleporter beams you to Enhasa. To get hidden items here, open the 3
elemental books in this order: Water, Wind, Fire. This makes a secret door
appear near the entrance, where you must fight a number of Nu's (from who
you can steal mops). You'll get some cool stuff. In the top left room is a
kid saying strange things such as "The black wind begins to howl, one of you
is about to perish..." At the second city of Kajar, do the same thing with
the books to open a secret room containing the Black Rock. Go to Zeal Palace
and scratch the Nu's back. There are three chambers. First, go to the one on
the right, which is Janus and his big sister Schala's bedroom. Schala
leaves, but follow her into the center chamber. She opens the door with a
pendant ressembling yours, but yours does not work. To activate it, charge
it with the Mammon machine in the chamber to the left. Inside, Dalton the
bodyguard summons a Golem which you must fight. This fight is near
impossible to win, but a special item can be stolen from this monster. If
the battle is won, lots of experience is acquired. Only magic will hurt him
without causing him to retort. You are put inside the Mammon machine. You
eventually are sent back to 65 Million BC. and the gate back is sealed. Now
since the pendant has been recharged, any door or box bearing the same crest
as the one seen in Zeal can be oppened. The majority are in 2300 A.D.

_Break the Seal!_

In the future, return to Arris dome and head east, to Sewer Access. Follow
the maze and get any item. The ennemies are very easy here. Avoid making
any sound to prevent from getting into unnecessary battles. Once out, go
south and enter the Keeper's Dome. This dome was once occupied by inventor
Belthasar. Now he is dead. The Nu inside ignores you. Open the sealed door
and inside, follow the glowing stars and open the second door. Inside is a
great ship, but is unaccessible, turn back and leave. The Nu appears and
explains how to use the ship. Now any time period is accessible, including
the apocalypse, 1999 AD. Return to 12000 BC.

_The Guru Of Life_

Back to 12,000 B.C, use the ladder in Terra Cave (north west coast). Keep
going up and enter the village of humans. This is a good area for weapons
and also has a free Inn. Save and stock up and enter the cave leading to the
floating Mountain of Woe. The cave is filled with Rhinos, which have 1000 HP
each and whose attack power increases with each hit they suffer. Some are
weak against certain elements. Attack them one by one, and if an Imp is
present, only attack him after the Rhinos are killed. Go save again and
climb the chain to the mountain. On the mountain exists a monster named
"rubble" which gives 10 tech points each, but only can be faught once then
disappear forever. Gargoyles can knock you down to 1 HP. The end bosse is
fast, but reasonably easy. Balthasar is released when the battle is won,
then the mountain crumbles. Balthasar elaborates the plot and gives you a
weapon able to prevent the awakening of Lavos.

_The Under-Water Palace_

Back in the center center Zeal Palace, you have to fight Dalton, but leaves
before you can kill him. This is a very long place, so luckily Square used
good music here. There are lots of very good weapons to be found. Save at
the save point and go fight the Golem Twins. If your characters are good
enough, these should be fairly simple to beat. Here plays a long, impressive
cut scene which results in the death of Crono. You end up captured by Dalton
and are placed in Belthasar's massive ship; the BlackBird.

_The Blackbird_

You are trapped in a cell and all your items are missing. Ayla is good to
have in the party at this point since she doesn't need a weapon, and all the
weapons were stolen. Search every room using the halls and ventilation
system until you gather all your equipment, items and gold. Exit the
blackbird and fight the turrets which give ten tech points each, then must
face the golemboss wimp, which chicken out being scared of heights.
Meanwhile Dalton is done equipping the Epoch with wings. You capture the
Epoch and shoot down the BlackBird. The Epoch lands near a village. With
Frog, walk north-east to an extention in the coast, and enter the area.
There stands Magus, you can either kill him or spare him. Your choice will
affect which ending you see. If you don't kill him, he joins the party.
Back at the village, you learn that the ocean palace is now afloat in the
air, known as the Black Omen. In one of the huts at the village, a Nu blocks
you from acquiring a tab... to get this tab, simply enter and exit the hut
until the Nu is gone.

_"The End"_

You've reached the end of the linear half of this game. All you've
accomplished so far can be perceived as the linear part of the game; the
part where you need to follow a specific chain of events to get through the
story. Depending on how much you choose to do from now on, you may be at the
halfway mark, or you may be nearly done. From this point, what you choose to
do is 100% your choice. You may roam the world, looking for items and
somehow causing minor changes to the future, or you may head straight for
Lavos now, and try your hand at defeating him. The possible things to do
listed below are in no particular order and can be completed at choice.
Have fun!

1.      Crono's resurection

The old man at the End of Time tells you how you can possibly save Crono. Of
course, you may not want to do this as it will affect the ending you see.
The old man gives you the Chrono Trigger and tells you to go consult the
Guru of Time in 2300 AD. After getting his instructions, go to Bekkler's
House of Horrors in 1000 AD and get a clone of Crono by winning the 40
Silver points game. Consult the Guru again, then head to death peak, bring
Marle for an added cut scene. Folow the instructions of the dolls and climb
Death Peak. Eventually you come face to face with Lavos Spawns, which are
easy if the attacks are directed at their heads. Keep following the doll's
instructions and once the top is reached, enjoy the scene and there you have
it, you got Crono back!

2.      Dead ol' Cyrus

Cyrus is Frog's departed best friend. You need Frog in your party for this
one. Visit the village below the tomb in 600 AD and go to the Café to speak
to a man saying he could repair it if he had tools. Return to the same
village in 1000 AD and ask is decendants for his tools, then return them to
him. After gathering his team, he goes and fixed parts of the ruins. Every
time he comes back saying there are ghosts in there, go search the castle
and eliminate any enemy, and return to him. Keep doing this and eventually
a room containing a tombstone will be accessible. Read the tomb to upgrade
the masamune. Also look for Marle's ultimate weapon the Valkyerie in one of
the castle's rooms in 1000 AD.

3.      Let's Kill Ozzie!!

Having Magus in your party for this task will let you see an extra cut
scene. Talk to Magus in the End of Time to learn where Ozzie's castle is in
600 AD. Get there using the Epoch and enter his home, of course he'll start
running like a girl. Continue down the rooms and get rid of Slash and Flea.
In the room with a guillotine, don't take the treasure under it, but look
at the large indent in the room to the right. Walk to the top right corner
and down, looking for an opening in the large block that's sticking out. In
there you will find Magus's ultimate weapons. In the next room you have to
fight all 3 of Magus's old floozies. The each have a unique item to steal,
so it's a good idea to bring Ayla along. After you kill Slash and Flea,
Ozzie will again run away and trick you into a trap door... simply climb
back up and watch Ozzie's pathetic demise.

4.      Ecological Tree-Planting Robo

In 12000 BC, a woman of Zeal asks whether of not she should keep and plant
the seedling that was given to her by the Guru of Life. Encourage her to do
so. Go to 600 AD, to Fiona's Villa on the desert and talk to Fiona. Go
outside and walk into the whirlpool of sand (with at least Frog or Marle,
and a good physical fighter). Collect the items and fight the boss by using
water or ice magic to harden the sand, and attack him full force. Repeat.
Return into the house, where Robo will be offering to revive the forest.
Let him plant the trees and go get him in 1000 AD. The gang camps out, and
Lucca finds a warp point leading back to the time her mother was injured.
She is in the house, and an accident happens. To turn off the machine, enter
the password L A R A (the mother's name), but you can never mind that and
let her get her legs ripped off. It doesn't matter in the longrun. When
warping back, Robo gives Lucca a special reanimater ring.

5.      Robo's Hometown

Talk to Robo at the End of Time to know where he was made. Find and enter
the factory. The computer inside calls him by his real name. Place Robo as
the leader and go on inside. There you have to find and place 2 dolls in
their appropriate places next to a sealed door. One computer explains how to
get through. Anyhow, you'll eventually meet up with Atropos, which Robo has
to fight, and he wins a ribbon. Now advance to destroy the main computer,
which is surrounded by 3 others. Kill 2 of them, but leave one alive, and
attack the main computer full-phledge. Once the battle is won, Robo recieves
2 new arms, his best one and the Crisis arm, who attacks for major damage
when Robo is at 10 HP or lower.

6.      The Sun Stone

Talk to Lucca at the end of time, then put her on your party. In the next
area, you need to fight a fire boss, so equip everyone with Ruby Armors, Red
Mails or Red Vests. If you don't have Ruby Armors, they are for trade in 65
Million BC. Now go to the Sun Palace in 2300 AD (the place Lucca told you
about) and fight the Son of Sun. Flames float around him, and a specific one
must be hit to hurt him. Every time you get it wrong, he counters with Flare.
When he dies, take the Moon Stone and take it to the sun keep in 65 Million
BC and go see it in 1000 AD. The sun stone was stolen! West of Porre,
there's a house with sparkles coming out the chimney. The guy has it, but
he's so cheap that he denies everything. Now to to the Cafe in Porre and
buy the Jerky from the bartender. Now go back to 600 AD and go to the rich
man's house - give (not sell) the jerky to the woman in the left room. Now
her decendants will be generous. Now go back to 1000 AD and get the Sun
Stone. Go put it back in the sun keep and get it from the year 2300 AD.
Lucca will use it to make her ultimate weapon the Wonder Shot, and her dad
will make the Sun Specs.

7.      All the Colors of the Rainbow... Shell

Marle must be in party in second half. First, find Toma and do what he
wanted you to do (pur pop on his grave). He tells you in 1000 A.D.
that the Rainbow Shell is located on a small island named the Giant's Claw
in the 600 A.D. era. What he is talking about is the Tyrano Lair from 65
Million BC. Here's the bad new... you have to redo the whole stupid lair,
but this time it's even worse. No good news. After you find the shell,
report it King Guardia of 600 AD, and he will store it until 1000 AD. Put
Marle in the party and go to Guardia Castle, 1000 AD. Here's a nice part of
the game where the king is being tried for selling the Rainbow Shell. Go to
the new wing of the castle and get a sample of the shell to bring to the
courtroom. You'll be guided through all this, so no details needed. In the
courtroom you must battle Yakra again, and when you win, Melchior shows up
and makes items from the rainbow shell. Either 3 helmets (+9 defense/protect
from all abnormal status) or a dress (good defense, cuts magic by 1/3). Come
back if you get the sun stone, he will make more items for you. If you have
the Sun Stone, Belthasar will also make the Prism Specs and the Rainbow
(gives 70% critical hit rate).

8.      The Black Omen

This is the Ocean Palace that rose from underneath the water. It now resides
in every time period but 1999 A.D. and 12000 B.C. To get in the Black Omen,
fly the Epoch straight into it. Inside is a large "maze" of rooms to follow,
with many ennemies everywhere. One ennemy, which seems as if it is part of
the wall lets you steal a Speed Tab from it. At the end of the maze, you
must fight Queen Zeal, which commands two large hands to cause damage to
you. Destroy the right hand first, then her. Start by beating the Black Omen
in the year 2300, then 1000, then 600 and finally in 12000 BC to get the
maximum amount of experience and tabs. There is an area reasonably early in
the Black Omen that lets you fight for levels well, you simply need to use
Luminaire once to kill the 2 red guys, and attack onece to finish off the
floating eyeball imp.

*****************************************************************************

			     THE SECRET ROCKS

ROCK: Gold     		CHARACTERS:       Frog   -   Marle   -   Robo
TECH: Grand Dream	TECHS NEEDED:  Frog Squash   Life 2   Laser Spin
			TECH POINTS:      15	 	15         3

After obtaining the Masamune's true form from Cyrus's grave, revisit Mt.
Denador. With Frog as the leader, climb the mountain until you reach the
part where there is a Free Lancer on a ledge throwing rocks at you. Frog
catches one of the rocks, and it turns out to be the Gold Rock. Keep
climbing the mountain until you reach the large waterfall, then cross the
stream and go down the small water fall on the left to collect some nice
treasures.

ROCK: Black     	CHARACTERS:       Magus   -   Marle   -   Lucca
TECH: Dark Eternal	TECHS NEEDED:  Dark Matter    Ice 2       Fire2
			TECH POINTS:        20	 	8           8

In 12000 AD, before the floating island crashes, visit Enhasa (the first
city) and open the 3 elemental books in this order. Water, Lightning, Fire.
This will cause a hidden door to open, which contains the Black Rock.

ROCK: White     	CHARACTERS:       Lucca   -   Marle   -   Ayla
TECH: Poyozo Dance	TECHS NEEDED:   Hypno Wave   Provoke   Tail Spin
			TECH POINTS:        1	 	1         10

The White Rock is found in a treasure chest in the Black Omen.

ROCK: Blue     		CHARACTERS:      Frog    -    Robo    -   Ayla
TECH: Spin Strike 	TECHS NEEDED: Leap Slash  Robo Tackle   Tail Spin
			TECH POINTS:       4	 	4          10

In Giant's Claw of 600 A.D. (the old Tyrano Lair), this rock can be found in
a treasure chest. There is a switch in one area, hit it and jump to the left
side to reach this chest.

ROCK: Silver     	CHARACTERS:       Magus  -  Lucca  -  Robo
TECH: Omega Flare	TECHS NEEDED:   Dark Bomb   Flare  Laser Spin
			TECH POINTS:        8	     20		3

Back in 65 Million BC, visit the village of Laruba (the ones the Reptites
burned down), and speak to Namingway the Nu. He will give you this rock.

*****************************************************************************

			     POSSIBLE ENDINGS
			      by Carson Lee

*1.     Do everything Gaspar tells you to, beat Lavos via the Epoch.
*2.     Do everything Gaspar tells you to, beat Lavos via the bucket.
3.      Crono dead, Magus alive, beat Lavos via the Epoch.
4.      Crono dead, Magus alive, beat Lavos via the bucket.
5.      Crono dead, Magus dead, beat Lavos via the Epoch.
6.      Crono dead, Magus dead, beat Lavos via the bucket.
7.      Beat Lavos via the right Telepod of Lucca's invention or the
        first time you encounter him at the Ocean Palace.
8.      Beat Lavos after saving Marle from 600 A.D.
9.      Beat Lavos after first arriving at the End of Time.
10.     Beat Lavos after getting the broken blade of the Masamune.
11.     Beat Lavos after talking to Tata and getting the Hero's Medal.
12.     Beat Lavos after getting all the parts of the Masamune.
13.     Beat Lavos after opening the Magic Cave.
14.     Beat Lavos after beating Magus at his castle.
15.     Beat Lavos after you first reach the 12000 BC (Zeal).
16.     Lose against Lavos.

NOTES: upon completion of the numbers marked with a "*", you are given access
to the "new game plus" mode. there exists other endings resembling these in
every way, but with a few minor alterations. these appear if some specific
things have been done when playing through the game.

*****************************************************************************

			     SPEKKIO INFO CHART
			        by FFfanNo1

 /-----------------------------------------------------------------------\
 | Spekkio's Forms & HP | Level |    Spekkio Set Won    |  Set Includes  |
 |----------------------|-------|-----------------------|----------------|
 | Croaker              | 1-5   | Refresher set         | 1 Magic Tab    |
 | HP: 400              |       |                       | 5 Tonics       |
 |----------------------|-------|-----------------------|----------------|
 | Kilwala (White)      | 1-19  | Special refresher set | 1 Magic Tab    |
 | HP: 800              |       |                       | 5 Ethers       |
 |----------------------|-------|-----------------------|----------------|
 | Goblin (Blue)        | 20-29 | Choice set            | 1 Magic Tab    |
 | HP: 2200             |       |                       | 5 Mid Ethers   |
 |----------------------|-------|-----------------------|----------------|
 | Omnicrone (Red)      | 30-39 | Healthy choice set    | 1 Magic Tab    |
 | HP: 4800             |       |                       | 5 Full Ethers  |
 |----------------------|-------|-----------------------|----------------|
 | Masa & Mune (Blue)   | 40-98 | Graceful set          | 1 Magic Tab    |
 | HP: 10000            |       |                       | 1 Speed Tab    |
 |                      |       |                       | 1 Power Tab    |
 |                      |       |                       | 10 Elixirs     |
 |----------------------|-------|-----------------------|----------------|
 | Nu (Red)             | **    | Cheerful set          | 10 Magic Tabs  |
 | HP: 20000            |(99)   |                       | 10 Speed Tabs  |
 |                      |       |                       | 10 Power Tabs  |
 |                      |       |                       | 10 MegaElixirs |
 \-----------------------------------------------------------------------/

*****************************************************************************

	As a conclusion, I hope this Walkthrough helps you with what is maybe
the greatest game ever made and I especially hope you enjoy playing this
game as much as I did. I would like to thank these people even thought they
don't know me at all;

-Squaresoft (for making the game)
-Carson Lee (because I got some info from his 1995 FAQ)
-Nintendo Power (for that realy awesome player's guide)
-FFfanNo1 (cuz he made the Spekkio chart)
-Chris Bunag (his guide helped me get one missing rock)

...and that's about it. I don't think this guide will ever be updated since
I am sure I will never even get a single demand to do so. Goodbye!
Visit my webpage for my more popular SoM and FF3 guides, mana.gamespage.com

   	             everything above (C)JD Cyr, 1998


             SharkESP's Final Fantasy Three Low Level Game FAQ
          (or, how to beat this game at ridiculously low levels)
                          Version: Final v 2.0

The low level game was concieved by people that wanted to prove they were
the most skillful and patient by defeating FF3 at the lowest levels possible.
Several conventions are used here because of the amazing cheapness of the
game. These conditions will force one to use actual brain power and strategery
in order to win the day. They are as follows:

      Do not use Rods as items if you bought the rod.
      Do not use Vanish-Doom
      Do not use any codes or hacking.
      Do NOT use emulator abilities that can not be done on the origional
      cartidge (except save states and the fast-forward button).
      NO FREEZE STATES.
      Psycho Cyan and sketch type glitches are prohibited.

It is highly suggested you do not try this on your first run through, or
even your eighth. This guide is the product of an attempt made after Seven
years of experience in playing the game before attempting such a game. You
have been warned. This guide will assume you have knowledge of all major
locations and events in the game, as well as bosses.

This consisits of three parts. The part that says what it is, the part that
gives a walkthrough, and the part that gives general Advice.

        Advice
    -Run from every fight
    -Learn to love the veldt
    -Bosses do not give exp
    -Steal can be used to gain gp and items, but it is very unreliable, do
      to the factoring of his level into the Success rate
    -Place Every one with M Block% of less than 128 in the BACK ROW.
    -Hang on to whatever you find. If you know you will have no more use for
      it, (Star Pendant) sell it for gp. Good armor will be easy to find and
      hard to afford
    -Locke's high Speed is a Godsend in the early parts of the game.
    -You will need South Figaro's RunningShoes
    -You will never have to stop and gain a level in order to continue.
      Failure to continue is a preperation problem, not a level problem.
    -The only draining thing worth anything is Osmose
    -The best purchase you will ever make is Zoneseek. Make it as soon as
      possible (before Flying Continent)
    -Atma Weapon and Valiant Knife use your level to determine damage, so
      they are worthless (11 damage vs. Ultros?!?)
    -From the earliest point possible, everyone should always use a Green
      Beret throughout the World of Balance. Don't waste GP on other hats,
      the defense bonus does not make up for lost HP.
    -WoR: Cactrots are much safer than the veldt for Magic Points. And much
      more lucritive!

The beginning: Narshe (characters: Vicks & Wedge 1, Terra 3)

   In the beginning Raid on Narshe, there are about 6 fights that are
forced exp gain. However, the only character that will remain with you past
Tritoch is Terra. Therefore, kill her off to begin with. Do this in the
very first fight.

   Boss 1: Whelk
	Everyone knows how to beat this guy. You may revive Terra, as Whelk
      gives no Exp. Go nuts on the guy.

   After meeting Tritoch, go through until you fall and pass out in the
caves. Then you will meet Locke (5).

   Boss 2: Marshall
      Send Moogle group 3 to kill as many enemies as possible, as thier exp
   does not count to you. Use Mog's group on Marshall himself, as the third
   group will be wiped out by the sixth fight.
      Do NOT use Locke's group AT ALL.

   From here on, exit Narshe. If you wish, use Locke to steal tonics from
the Leafers and Dark Winds that are found outside of town. Use the recovery
spring in the Training room to conserve items when you heal.

   Continue on to Figaro Castle.

Figaro Castle:
   Obtain Edgar (6). Buy a Noiseblaster. Use the Autocrossbow he brings to
the party on the Mtek attackers. Not much doin here.

Cave to South Figaro:
   Leave the chest with the tincture that later becomes a Thunder Rod.
Get the rest of the items.

South Figaro:
   Pick up every item you can find. Go into the millionaire's house, and go
straight down when you meet the first vertical part where Locke later
finds Celes. The Running Shoes there will become Vital.

   Use the Noiseblaster to stun enemies around the town, and have Locke
steal from them. Then take the money and buy whatever good armor you
can find.

Mt. Kolts:
   Pick up every extra item you can find. Steal where it does not put your
life on the line. Give Locke RunningShoes and the Guardian found on the
mountain to make things easier.

   Boss 3: Vargas
      This is the first boss to give most of us trouble. He is simple to
   beat, however.

      First main concept: it is advantageous to reduce the number of
   attackers hitting you as soon as possible. In other words, you take more
   hits trying to kill both Ipoohs at once. Go E: Autocrossbow, T:Fire and
   let Locke run utility work (tonics and fenix downs first, then fighting).
   Do the same on Vargas until Sabin shows up. Then just pummel the bum.

Returners Hideout:
   Pick up everything here. The White cape, with it's +10 Mblock% and +5
defense, will become a mainstay of your relic use later on. Gengi Glove
or Gauntlet won't matter, because without a shield you don't have defense
to survive any hits.

Lete River:
   Put Banon in the back row BEFORE YOU GO. He should be at lvl. 2, very
weak.

   Boss 4: Ultros
      An excersize in frustration. Put the runningshoes on Sabin. Have Terra
and Banon block and let E: Crossbow and S: Aurabolt. Ultros will first use
ink on Terra. If she blocks first, she lives. Afterwards, leave Banon blocking
and let Terra heal with Cure. Leave Banon alone and do not touch him until he
is tentacled. At that point, have him use health once and then block again.
Hopefully Sabin will still be alive at this point and with Runningshoes will
get enough turns to Aurabolt away the remains of his 3000 hp.

Split Scenarios:
   There are many questions as to which should be done and in what order. The
first should be to get Terra out of the way. You gain nothing by doing this,
but at least it creates less drain on your resources for later. There is
nothing noteworthy about Terra's, but if you find Rune Edge, keep it to sell
later.

   Next should be Sabin's.

Sabin's Scenario:
   Get Shadow from the house next to you. Buy 30 shurikens and whatever other
supplies you may need. Run to the Imperial camp

Imperial Camp:
   Pick up whatever you can. Punch the one chest when it asks. Be *SURE* to
fight Telstar.

   Boss 5: Telstar
      AuraBolt him until Telstar makes Sabin Berserk. Use as many shurikens as
possible. Also, Running Shoes on Shadow is a big plus.

   None of the other battles are major. Do not fight other soldiers with Cyan
at Doma. Dispatch is your best friend with Cyan (6). His only Sword Techs
available will be Dispatch and Retort, and it will stay that way for a LONG
time.

   All fights in the camp you can't run from do not give exp. Go staight on to
the Phantom Train.

Phantom Train:
   Run from every fight possible on the train. Do not try to find ghosts or
shops. Run from everything you can. Prepare to use plenty of items, and as
much of the dining room as you can. Open all the chests, and beat Sigfried.
For the boss, use a fenix down.

Barren Falls:
   De-equip Shadow before he leaves. Give one man Running Shoes and the other
the Black Belt. Use Aurabolt and Dispatch immediately whenever Cyan or Sabin
get turns. Shouldn't take too long.

Veldt:
   Buy one dried meat from Mobliz. Get Gau and learn to love him. Gau uses
some spells you will NEVER have the MP to use for free with Rages. He is THE
most powerful character you will have until Thamasa. Learn as many Rages as
possible. Every time you see an enemy he doesn't have the rage of, Leap. Check
by choosing Rage and seeing if the enemy's name appears.
   Rages you will need include:
      Templar (fire 2)
      Hazer (bolt 2)
      Over-Mind (Elf Fire)
      Stray Cat (Catscratch)
      Pteradon (Fire-Ball)
      Marshall (Wind Slash) THIS ONE IN PARTICULAR!

   Also, be sure to defeat as many Telstars as you can find on the veldt. The
Green Beret you got from Telstar was from the fight, not the chest. You will
get another every time you win, and will need them. The extra 5 rages you
would get from Locke's scenario pale in comparison to the advantage in HP you
get from the Green Beret's. They will become THE best helmet you will get. The
only two that should ever replace the Green beret are the Bard's hat for Mp and
an Extra 10 Mblock and Mystery Veil (for Terra and Celes). Both are not needed
until deep into the WoR, though. Red Caps give more HP, but can't be gotten for
everyone and by then, you don't need to worry about HP.

   Use the Veldt to gain as much GP as possible. Stock up on 99 of Tonics and
Fenix downs. Get at LEAST 10000 GP, and that probably will not be enough. From
here, you will only gain GP from bosses and selling until you revisit the Veldt
before the Sealed Gate.

   When you have a green beret for everyone and enough GP to last for a very
long time, Go on down the Serpent Trail.

Serpent Trail:
   Take the right paths. Don't forget you're off the veldt, so you have to run
from everything again.

   Go through Nikeah and finish Sabin's Scenario.

Locke's Scenario:
   Proceed through with Locke as you would normally. Obtain Celes and do not try
to steal until you can reach Sabin's Cabin. Be sure to pick up every item
downstairs, as you will be equipping Celes from Scratch, save the Green Beret
Sabin won for her.

   Proceed on to TunnelArmr. Be sure to pick up the one unopened chest and get
the Thunder Rod before you get to the fight.

   Boss 6: TunnelArmr
      Have Celes Runic the first turn. Whenever Tunnelarmr casts a spell, have
   her select Runic wheneved the spell's name appears on the screen. She should
   have her bar full at this point, and you should press the A button when you
   see her sword raise up to catch the spell. You will need to learn this
   timing now, because Celes is VITAL to surviving in a low level game.
      Have Locke in the Back Row with Guardian and RunningShoes. Make him fight
   every time he has enough hp to take another hit without dieing. if his hp
   gets too low, potion or tonic him. Celes should hold off the magic long
   enough for you to kill him.

Narshe Revisited:
   Set up your 7-man army. Give everyone a green beret. Set up a first team of
Celes, Gau, Sabin, and Cyan. The other two don't matter. As soon as the fight
begins, go down and a little left. If you look carefully, you will find a single
space where the first wave does not come next to you at all. As soon as the one
on the left is past, go down and into the little space that goes
d,l,d,l,l,l,wall.
   Let the second wave go by. Then get past Rider. If done right, you have just
enough speed to hit A when you get next to Kefka and none of your other people
will have to fight anything else.

	Boss 7: Kefka
   Pretty straightforward. Have Celes use the Runic tactics you HOPEFULLY
   perfected while fighting TunnelArmr. From there, go AuraBolt, Dispatch,
   and Stray Cat. Gau himself has the firepower to win, but the other two
   make it easier on him.

   Take Edgar on to the next place. Buy supplies in South Figaro, then go
back and get Gau, Celes, Locke, and Cyan. Also be sure to loot the room
that Lone Wolf will later appear in.

   Take The group straight on through to Zozo. In the first fight, have Gau use
Pteradon. Now magnitude 8 can't kill everyone. From this point on, RUN! Get the
chainsaw and go straight on to Dadaluma, because if you run into a slam dancer
and it uses Ice 2 on everyone, You're dead.

   Boss: Dadaluma
      I suggest first that you have Celes Use Runic so Dadaluma can not use
   Safe. Then use Dispatch and either Stray Cat or Over-Mind. Let Locke be
   the utility man. Ignore the two lackeys that show up and you should be
   able to hurt Dadaluma enough before they hurt you. Once Dadaluma uses
   Safe, let Celes Use Ice on him.

   The espers you gain will benefit you only in thier abilities themselves,
not in spells (yet, anyway) because you can not win fights to gain Magic Points.
Go on to the Opera House with the same party.

Opera House:
   Give Gau Runningshoes. Give Cyan a white Cape. The first obstacle you will
face is the Rats. You must be quick to win, using Over-Mind and Dispatch
accordingly. They kill Locke Quickly. This is also your first time with forced
EXP Gains. Mnrogar has goten by with only 1 fight, I got by with only two.
This put Gau and Cyan up to level 7. From this point, you should try to avoid
them as much as possible, but remember the clock is ticking, and becomes a
serious factor. If you get into a fight with 5 rats, reset. If you get three
rats, you'll do with only one level gained, unless you're superman like mnrogar
and get by without a single level gained.

   Boss 8: Ultros
      Have Gau rage Hazer. If you get several Bolt 2's, you'll do great. If you
   want, give him an earring before the fight. Ultros counters Dispatch with
   some bad spell i can't remember, but if you have the potions, let Locke
   potion him and Cyan Dispatch. Rinse lather, and repeat. Not much easier
   than round one, but much less frusterating.

   Get Celes back, remember to equip her, and go on to Vector.

Vector:
   First, avoid the Joker's around town at all costs. Joker's have Flash Rain,
an ICE element spell that will kill everyone unless Gau uses a rage that
absorbs Ice. Then they smack him and you're dead.
   Next, go to the stall, say you hate the Empire, and run from the fight.
Instant Recovery Spring!
   Inside the factory, pick up whatever you can. The armor is good, and
the element swords add 2 to your magic power.

   Boss 9: Ifrit and Shiva
      Running Shoes on Gau. Runic whatever you can, and let Gau Rage Over-Mind.
   Elf Fire can take out Shiva lickety-split.

   Boss 10: Number 024
      This one is your call. Dispatch and Runic will work well, but his element
   walls will make some rages ineffective. You may want Stray Cat here, if you
   think he'll null out Templar or Over-Mind.

   This will get you along Fine until the mine cart ride.

Mine Cart Ride:
   Who you use will determine what enemies you fight. With this team and Gau
on top, I only ran into blue Mag Roaders, meaning less EXP for me.
Over-Mind can kill a blue in a single hit. I managed to get through with one
level for Gau, one for Cyan, and 2 for Locke. This gave me just enough MP
for Carbunkle, but I'm getting ahead of myself.

   Boss 10: Number 128
      The fight before use Phantom to make your party invisible. Have
   Cyan have Phantom. Go with Hazer and dispatch, let Locke hit the middle a
   few times, and when Vanish gets removed by a spell, have cyan use Phantom
   again. This one will take a few tries, but eventually Gau gets into a rut
   of always using Bolt 2 on the middle. Over-Mind is not recommended as it
   is undead and the potions used to help Gau will kill him.

   Save when you finally win. Then go on to the Cranes. I will give the same
   info i posted on GameFAQ's Boards for him. It reads as follows:

   Boss 11: Cranes

   "Locke: give him Ninga gear, guardian, Sneak ring, and running shoes to
   max out his speed. Start by having him use Carbunkle (at level 7, he had
   37 mp... one more than needed)

   Gau: Stray Cat Rage. Pray your first hit is catscratch right.

   Cyan: here's the kicker...Give him two earrings (YES TWO) and make sure he
   has nothing that lowers speed. Have him use the Thunder Rod you got from
   the South Figaro cave (If you got the tincture instead...I pity you). At
   lvl 8, Cyan does circa 1850 points to ths Right crane. IT MUST BE THE RIGHT!
   The left will absorb the damage and then kick you off the airship.

   Now, if you did it right, the right crane will have taken over 2000 (my gau
   catscratches 300+) and dies. Then, with everyone Rflected, You need only
   batter the right one. At this point, i had Gau catscratch (with running
   shoes, he pulls them off rapid fire), Cyan Dispatch, and Locke and Setzer
   attack. Make sure you use Locke and Setzer are HEAL FIRST, FIGHT SECOND,
   and don't use slots...too unreliable.

   Unless he gets off Magnitude8 or Giga Volt (Which is why i don't use the
   Hazer rage), You'll survive."

      As a second alternative (i.e. NO DAMN THUNDER ROD!) use the Marshall Rage
  elsewise you are in trouble.

   After this, go through the story as normal. Be sure to get the Gold Hairpin
from Lone Wolf, as it is much more effective (and better on your levels) to
avoid getting Mog.

   Also, go back to the veldt and get yerself some rages. Slam Dancer and
   General (Ice2 and Cure2, respectively) are good.

   Build up some money for supplies, restock at Edgar's Discount plaza
   (Figaro), and be sure to buy Golem and Zoneseek. BE SURE TO! Then, when you
are confident about how many spells everyone has, go on into the sealed Cave.

   Sealed Cave: Don't fight Ninjas. Loot what you can. Nothing major happens.

   Vector again: Be sure to unlock the door with all the money inside. It's
the third thing offered at the banquet. Then take Locke and Terra to Thamasa.

Thamasa: Be sure to steal some Gaia Gears.

   Boss 12: FlameEater
       Once again, the voice of GameFAQs.

   "Terra lvl.7 have her use Ice.

   Strago lvl. 9 Thankfully, my first guy with over 50 MP...Aqua Rake
   and Bismark.

   Locke lvl.7 Have him use Zoneseek Esper, then keep you alive...

   Now, here's the lyncher...having visited the colliseum and every treasure
   chest imaginable, I had a Hero Ring and 3 Earrings. So, relics looked
   like this...

   T-Earring/Earring
   S-Earring/Hero Ring
   L-Sneak Ring/Running shoes (+5 speed and haste!)

   Now, if you use the Rod first, YOU WILL DIE! He reflects himself and
either Fire 2 or 3's off the reflect and him onto you, or Fire Balls
you...either kills you. But he only does this when his HP is LOW!
So then, lower him to in Range for the Rod, which means this. Do 3200 damage
to him without Morphing. Then Morph Terra and have her use the Ice Rod as an
Item.

At 44 M.pwr, you do +/- 5250. he has 8400 HP. You do the Math.

A second strategy is donated here:

<Akuma>
I have a good strategy for Flame Eater.

First, remember that the Flame Eater dies once MP is 0.

My strategy, have everyone with Wall Rings on.

Make sure Terra and Locke have learned Rasp, Osmose and Dispel.

Give Strago a Hero Ring.

When the Battle starts, have Strago use Aqua Rake or an Ice Rod to finish
off the Balloons. Do this everytime he use Bomblett.

Flame Eater counter attacks with Fire 2 everytime you do something to it,
that's what the Wall Rings are for.

Have Terra and Locke repeatedly use Rasp and Osmose. He may heal himself
when he reflects his Fire 2 off you, but that doesn't matter, he is only
wasting his MP.

The worst thing that can happen to you is when he use Bomblett, he summons
a Grenade.

When he cast Reflect and Safe on himself, Dispel it, and continue.

In time, his MP will hit 0, and he will die.

Tell me if you find this tactic useful, Shark.
</Akuma>

  Now, go on to the cave.

Mt. Something-or-other:

   Boss 13: Ultros 3
      Put wall rings on everyone. Be ready in case of Tentacles. I don't
   think they kill you yet, but it's good insurance to be prepared.

      Hopefully you let Terra learn some 2 spells on the veldt, along with
   Locke. Use them here. Terra with an Earring or two and Morph is very
   powerful. If you hit him with magic only, he'll only hit you with spells
   that will be reflected. Strago has no magic, so give him a Heal Rod. When
   Relm shows up, you know what to do.

   From here on, make final preperations for the Floating Continent.

   You should:
      Use the veldt to make enough money till you get Airship 2
      Have everyone learn Rasp and Osmose
      Have plenty of Tinctures

   That said, It's time for the IAF(!):

Imperial Air Force:
   These guys are a PAIN! A spit fire is capable of using Absolute Zero first
turn, which will kill you before you move. So how does one combat this?
With Locke. Giving him Sneak Ring, Guardian, Runningshoes, and anything else
that increases speed. He should have just enough to use Siren before Spit
Fire acts. When he uses Siren, Spit Fire is silenced, thus allowing you to
live through an attempt to use Absolute Zero.

   Take Terra and Gau along too. Terra's Magic strength you need and Gau's
exp gaining ability also. (I'll explain this later)

   Be sure to let Terra have Zoneseek on the whole time. The extra plus 8 in
Magic power is a LOT of help later down the road.

This'll take about 5 fights to complete, then Ultros appears.

   Boss 14: Ultros 4 and Chupon
      Give Terra two earrings, and let her tear into Ultros with Fire 2 till
   Chupon appears. Then let her tear into Chupon with Ice 2 until you are
   sneezed away.

   Boss 15: Imperial Air Force
      This gets Nasty. First, you need to use Zoneseek so Atomic Ray does not
   destroy you to the tune of 500 HP. Then, Morph Terra. If she can pull
   off three Bolt 2's with over 50 M.power and two earrings, You'll win
   before IAF launches a speck. If you see a speck, you're dead on the water.

Floating Continent:
   Get Shadow. Don't fight Gigantos, he gives exp. Avoid Ninjas like the
plague. Save before you fight AtmaWeapon.

   Boss 16: Atmaweapon
	Zoneseek for Meteo, which misses quite often. Golem for physicals.
   Gaia gear for quake. Everyone but Shadow should have rasp and osmose.
   Let Shadow keep you healed and nuke away all his MP's. It will take a
   short while, but when you do this he tends not to use Meteo on you
   (good thing!)

   Go on through till you recieve Celes and have 6 minutes left. Some wish to
unload Gau here so his EXP won't count against the team. I choose not to,
but if you wish to, do so. It is a tactic used to reach the maximum lowest
levels.

   Enemy: Naughty
      If you use Bolt Two (Terra) and a Gau Rage for it (Ghost, Hazer,
   Joker) you may kill him fast enough. If you don't have Sprint shoes,
   though, Vanish-Break is the only way you can win in time. You must
   win against these guys and make it to Nerapa with about 1:30 left.

   Boss 17: Nerapa
      Move everyone to the front and fight. Pray for lots of catscratches.

   Wait for Shadow.

::pause for world destruction::

Good for you, you're half way through. Now the good stuff begins!

World of Ruin:
   I arrived here with Celes at level 8. She ended at lvl 7, but with Gau
at 11 and Terra at 10, everyone was bumped to eight if they were under it.
Which started with Celes.

   Make it off the island. Put on a jeweled Ring. Obtain Sabin.
Go to Mobliz. Fight Phunbaba for Fenrir.

   Boss 18: Phunbaba

   Celes lvl 8
   spells:cure, ice, rflect, antdt
   Thunderblade-Gold shld-Green beret-Gaia gear
   Wall ring-Running shoes

   Sabin lvl. 8
   spells:none
   Fire knuckle-Mythril shld-Green beret-Gaia gear
   Running shoes-wall ring

      First thing is first. He can NOT hit both of you except for bolt 2
   and bolt 3, which are now reflected by the wall rings.

   Secondly, Running shoes will make you as fast as him.

      Now, you must be completely reactive in this battle. At lvl 8,
   2 normal hits, Solar Plex, and Blow Fish ALL kill you. However, he can
   only kill you one at a time. Therefore, you will always be able to use
   Fenix down with the other character immediately! this way, one of you
   stays alive, even if only at 20 hp.

   So then your Priorities are as follows:

   1. Fenix down
   2. Potion
   3. Runic
   4. Aurabolt

   If someone dies, immediately use Fenix down. If both are alive and one
   hurt, use potion. Have Celes use Runic as much as possible. Now, either
   one of two things will happen.

   1. he will have a string of missed and runiced attacks, thus allowing
   you to aurabolt 10,000 away at 300 a pop.

   2. Runic and make him spend all his (Blow fish 50, Bolt 3 53, bolt 2 22)
   MP away, allowing you to Phantom and smack him around, completely
   untouched, since he now has no magic.

   Both require massive amouts of fenix down. I hope you opened the locked
   room at the base next to the cave, i spent over 30 Fenix downs and I
   won the fast way, without draining all the HP out.

   From here go all the way to Figaro Castle

   Boss 19: Tentacles.
	Use wall rings and Bio can't touch you. Use RunningShoes because you
   can't be grabbed if you don't have slow. THey die fairly quick. top
   left is weakest, bottom right strongest (4000-7000 hp)

   From here on, go all the way to Darryl's tomb like normal, except running
from every fight.

Darryl's Tomb:
   You know the drill. Get everything you can find.

   Boss 20: Presenter
      Use Shoat for TWO Dragon Claws.

   Boss 21: Dullihan
      1. He only uses physical attacks to counter you're attacking him.
   Attacking is completely unnessecary.
      2. Give as many wall rings as possible and Runningshoes for Celes.

   Use Runic immediately after every turn Dullihan does.

   Drain him down to where "Ice 3: Need MP"

   Use Rasp once.

   He dies when his MP runs out, and he'll only touch you if you mistime
   a runic (Celes + Runningshoes makes her speed= Dullihan's). If you
   make that mistake, all his spells that do damage are reflectable. That's
   what the wall Rings are for. I have been told he occasionally uses
   absolute Zero, but I never had it used on me. Just pray he never does it,
   there's really very little you an do about it at this point.

   Now you have an airship. Time to fly!

   The first stop is easy. Have Sabin visit Duncan and learn Bum Rush.
Congrats! With two earrings, he can now do 2000 damage a turn at no cost!

   Next go buy 4 cherub downs. Dirt Dragon now can't touch you so go
kill him. Just Bum Rush and realize he counters physically after every
hit you do on him.

   The next step is to go inside the Zone eater. No, it's not time for Gogo,
a lvl 10 Gogo will factor in to your levels too badly right now. Instead,
just loot the place for it's sheilds and armors.

   Then, do the same for mount Zozo, but bring out Cyan with you. Seeing as
you only have two Thunder shlds, avoid Storm Dragon. You can't beat him yet,
anyway. Your next target, now that you have 5 people, should be to play on
the veldt.

Veldt:
   Bring Celes, Sabin, and Edgar. Pick up Gau (11). Make sure you learn the
Rhinox rage (you met him in the Magitek factory...) before you enter the...

Cave on the Veldt:
   Pick up the striker. Fenix down Allo Ver for the Tiger Fangs.

   Boss 22: Sr.Behemoth
      Some notes on Sr Behemoth, first.

   Uses Ice Magic.
   Hates Fire and Poison
   19,000 HP

   Here's my party
   Sabin lvl 8
   Tiger Fangs, Ice Shld, Red Cap, Dark Gear, 2x Earrings

   Celes lvl. 8
   Crystal, Crystal shld, Gengi Helm, White Dress, Running Shoes,
   Gold Hairpin

   Edgar lvl. 8 (Golem)
   Man Eater, Thunder Shld, Green Beret, Crystal Mail, R shoes,
   Zephyr Cape

   Gau lvl. 11
   Aegis Shld, Green Beret, Dark Gear, R Shoes, White Cape

   Have Edgar use Golem on the first turn. It will buy time by removing his
   Phys attacks. The eqipment listed here is unusual in some cases, but
   there is a theme...It Raises MBlock%! Why? Because SrBehemoth knows
   Meteo. That spell can't be Runiced, but it CAN miss...

   Mentioning Runic...DON'T Do it! You will need Gau's rage to work properly.
   Now what in the world Rage could be beneficial against a spell that does
   1000 Damage!?! Rhinox, of course. Rhinox is the Life 3 Rage. Use It!

   Have Celes and Edgar keep you healed, and make them use Bio or Fire 2
   all other times.

   Sabin is your main Damager Here. But why does he have two Earrings? Because
   Bum Rush uses MAGIC to determine Damage!

   Two earrings at lvl 8 push up Bum Rush to 2000 damage. Manage to use it
   9 times and when he appears behind you, use a Fenix down.

Now that Shadow's available, Bet the Stunner and go get him!

   You Now have Celes, Sabin, Edgar, Shadow, Setzer, Cyan, and Gau. With
Terra and Locke higher then average because of the IAF, you need someone
else to get besides them. Gogo and Mog are out because of higher levels.
That leaves Relm and Strago. So first thing's first. It's time to go to
Jidoor.

Jidoor:
   Take the group of Celes, Edgar, Sabin, and Cyan first.

   The first fight against the two Dahlings is simple. If everyone lives,
you have the exp space so that no one gains a level. But there's another
fight that must be done. Who could win, and who would benefit from exp?

   Well, Gau alone wouldn't be right. We've gone so far taking all my EXP
like a man, right to the jaw. So, let's take someone never used to go
with Gau.

   Take Gau and Setzer. Vanish them so that they aren't killed by thrown
attacks. Take them all the way to Still-life. Have Gau use Over-Mind or
Brainpan...any undead Rage will do, so that the condemned doesn't wipe
you out. It will split exp in half, thus giving setzer one level and Gau
one, instead of two or three for Gau.

   Now, with Still life beat and a path to Chardanook open, go to the
Veldt. Leap Gau so his lvl 12 doesn't count against you. Then go fight
Chardanook.

   Boss 23: Chardanook

      Chardanook is an unusual boss in the fact that, unlike when
   fighting the other bosses when you needed to move at lightspeed to
   avoid being killed, Chardanook requires massive amounts of patience.

      You will need Sabin, for the Bum Rush, and Celes, for her runic ability.
   Bring your two fastest guys with you, as well.

      Now, if you go through the places I have designated so far, you will
   have two thunder shields and an Ice Shield. Chardanook's main counter
   attacks are Bolt Spells, and Flash Rain. Flash Rain is an Ice elemental
   attack, which means putting on the right shield will save your ass.

      Now, here's the deal. DO NOT ATTACK THE LADY FOR ANY REASON!
   She counter attacks with Phantasm, which will drain the HP out of you
   and cause you to spend time worrying about running low instead of having
   your fast guys sit and prepare to keep the party healthy.

      Have Celes sit there with a Runic on.

      Have Sabin sit there and do nothing. As soon as she begins the
   transformation to evil dude, enter the commands for Bum Rush. Have him use
   this as many times as possible, but only on the evil dude.

      Whenever he uses a runicable spell, switch to Celes and have her use
   Runic again. If you don't...PAIN!

      The shields are for insurance. The other two are to keep Celes and
   Sabin healthy. About 8 to 10 Bum Rushes will work. If it ain't doing
   enough, put a few earrings on him.

   Now go to the fanatics tower and get Strago.

   You are now left with three people you need to get: Gogo, Locke, and
Terra. Mog has unusually high levels for this (13) so I decided he wasn't
worth getting. I'll already have my twelve.

   So go pick up Terra. When you get down to it, Phunbaba is vulnerable to sleep.

   Now go get Gogo. He has no boss to beat.

   Your Next trip? Doma Castle.

   Wrexsoul is still vulnerable to X-zone. The only real worry here is the
Three Stooges. Here's how to beat them.

   Boss 24: Three Stooges

   Celes lvl 8, Sabin lvl.8, Terra lvl. 11

   Equipment notes: Wall rings for everyone, Sabin gets running shoes,
   Terra and Celes get Enhancer (Plus 7 M.Pwr...Yippie!), Celes gets
   Gold Hairpin

   Battle sequence: Terra, sleep-Curley (top one). Sabin Stop, Bottom front
   one, Celes X-Zone (kills bottom left one) Celes only has 52 max mp at lvl.
   8, hence the Gold Hairpin (which you should have two of now)

   From here out, Bum Rush all the time, Morph Terra and have her use the
   stronget spell you have available (for me: Bio) on curley so he doesn't
   bring anyone back to life. Have Celes run utilities and make sure that
   they all stay sleeping/stopped.

   Shouldn't take too long...

   Next go loot Kefka's tower. Defeat the Gold Dragon because he gets stuck
trying to cast Rflect and gets it Runiced every time. Bring out Force Shld,
Minerva, and as Many Thunder Shlds as you want. They can all be gotten with
Team 2.

   Then, take Gogo and Terra to Mt. Zozo

   Boss 25: Storm Dragon

   Lvl. 11 terra
   Enhancer, Force Shld, Mystery Veil, Minerva, White Cape x 2
   (M.Block % 119)

   Gogo lvl 10
   Magus Rod, Thunder shld, Gold Hairpin, Running shoes (rest irrelavent)

   With this setup, Terra will become almost impossible to hit physically,
   and all that can hit her special attack wise is rage. But she alone doesn't
   have the offense to beat Storm Dragon. So...I pulled out my Gogo!

   Stormy says Rage first turn. This setup allows Terra to take 180
   damage...thing is, she has 241 HP...I SURVIVED STORM...I DON'T NEED Gogo
   TO RAGE RHINOX...YIPPIE!

   From that point on, morph Terra, Fenix down Gogo, and Step Mine him to
   death.

   Since Stormy can't Rage twice before you can use potion, it's a simple war
   of attrition, and with proper suplies, it won't belong till he keeled over.

   Now all that is left people-wise is Locke.

Phoenix Cave:
   If you have problems running into a group of enemies you can't possibly run
from (meaning only Phases), reset. While savestates have you fighting every
same interval of steps, the intervals change randomly when you save. If you
can't run, it's becuase there's a phase alive. Fenix down the two necromancrs
and go after the phase (the floating Head)

   Boss 26: Red Dragon.
       Flame Shield from Gogo's...Use it!

   Bring Locke on out.

   Win the Illumina. See the narshe note below on how to get Ragnarok, and bet
it at the colisseum. Set up Celes with Enhancer, Force shld, Red Cap,
Force Armr, and 2 White Capes. With her M.block% at 129, she Runiced both of
Didalos' flares, and he ran out of ways to hit her. Then she runs out of MP.
So, after 200 hits of 61-67 hp, she finally ran him out of hp. This takes a
good hour, but is worth it.

Rages worth getting at this time:
   Karkass, Crawler, and SrBehemoth. (Bolt 3, Step Mine, Fire 3, respectively)

   Next is Narshe.

Narshe: Be careful here. Most characters are level 8, and a good number of
enemies use lvl. 4 Flare. Start by getting the Ragnarok Sword, and going to
get the Illumina (see previous note on how to). Then, get the cursed Shld.
After this, go pay a visit to Ice Dragon

   Boss 27: Ice Dragon
      Bring Gogo and Strago. Have Locke and Terra feed them Tinctures. Step
Mine like crazy. Have everyone equipped with Force eqiuipment and/or Ice
shlds. Give Strago or Gogo the Magus Rod. Go nuts.

   Boss 28: Tritoch
	See above and be ready to use Fire on your own party as needed.

   Boss 29: Umaro
      See Ice dragon.

Go visit Figaro and take a ride underground.

Ancient Castle:
   Pick up everything as usual. Get Odin. Don't change him, as
Meteor is more useful than Quick (and more useable, seeing as Gogo and
Strago will have the Gold Hairpins for Step Mine)

   Boss 30: Blue Dragon
      High M.Block percentage blocks all water attacks. Fry the sucker.

   Boss 31: Katana Soul
      On the third magic attack against him, he uses GP Rain, which kills
   everyone without Life 3...and he follows it up with a Skean.
      But Muddle him and he uses Slayer's Edge on himself. If only all bosses
   were this easy.

   Now leave. You can go to Ebot's rock now, but it's not nessecary. Just
   bring a life 3 for if you want to learn Grand Train.

Fanatics Tower:
   Wall Ring everyone as usual. here's the weaknesses to exploit.
      lv 10 and 50: undead
        20, 30, 70: Doom
                40: Break (he vanishes himself
                80: Bio
                60: Mute
                90: Stop (this son of a gun knows Meteor!)
   For Magimaster, you have life 3. Use it!

...And now that you have the safety Bit, Bet an Aura in the colliseum and
set up Gogo with mimic and steal. Let him go in and try to steal from
Aquila and get an Economizer. I never pulled it off, but bet the Strato you
win and get another Aura...Infinite loop, anyone?

Kefka's Tower: (Note, you have already beaten Gold Dragon at this point)
               (Note, deequip the party everytime you switch. You do not have
                enough equipment to survive with more than one party at a
                time.)
   Party 1: Terra, Locke, Shadow, Gogo
   Party 2: Celes, Strago, Edgar, Setzer
   Party 3: Relm, Gau, Sabin, Cyan
      If you run into GT behemoth Vanish him and use X-zone. The Vectaur will
   live and you can still run away.

   Boss 32: Atma
      For this fight, i went with the no MP kill because he has counters for
   the attacks i use to kill him HP wise. (Meteor!) Yes i do have Life 3,
   but at this point, i am not fast enough to do anything before he gets
   another free shot while my post-death bar recharges.

   Now, Rule one: BRING CELES because ULTIMA is RUNICABLE!

   Rule two: When a battle has everyone's bar full before you can make
   actions (I.e. pre battle talking), you start at the bottom and work your way up.

   So then, have the first three guys use Rasp, then have Celes use Runic.
   Runic will pick up whatever spell Atma Uses (except S.cross) and then
   wear off, allowing you to use three more Rasps.

   If Atma starts to glow, Have Celes use Rasp, then do nothing. As soon as
   you see the words, Ultima, do your Rasps. Ultima will be runiced. It is also
   important that you maintain a speed advantage by going as soon as you see
   the spell, before Celes even does the "Sword in the air" movement.

   Now, how can i possibly have a party of 3 lvl 8's and one lvl. 9 with
   the defense to survive? Like this.
   (note, you will need to take group three and get the second Aegis shld
   before hand)

   Celes:(8)
   Enhancer
   Force shld
   Mystery Veil
   Force Armr
   White Cape
   Wall Ring

   Edgar:(8)
   Illumina
   Aegis Shld
   Red Cap
   Force Armr
   white Cape
   Wall Ring

   Strago:(9)
   Magus Rod
   Force Shld
   Gengi Helm
   Nutkin Suit
   Running Shoes
   Wall Ring

   Setzer:(8)
   Man Eater
   Aegis Shld
   Red Cap
   Gengi armr
   Wall Ring
   Crystal Orb

      With two people at over 128 M.Block% and Strago and Setzer at 50 and 90
   or so, Just remember to use Items Revive strago or Setzer asap when they
   die with at least Edgar (who is practically invincible). (By the way,
   At this point, Atma does not have the strength to hit and kill Setzer
   with a single physical hit!)

   finish party two up to the switch room.

   Take party 3 and go on through to the same switch room. For Inferno,
   leave the arms alive and Squat and Grunt out some Bolt 3's on the body.

   Take Party One through to the three party room. Go to the left and move
the switch.

   Take Party Two to the right and hit the switch.

   Take Party three through to Guardian
      Boss 33: Guardian

         Perperation notes: This guy is open to attacks from only three
      elements; Slow, Bolt, and Water. My suggestion is to begin the battle
      with an immediate slow on him, followed by a Haste2 on your party. This
      will give you a much needed speed boost, helping you tremendously.

         Second, his attacks. He biegins with a basic program (missle and Tek
      Laser), then goes into the Ultros Battle program, leaving one of two
      choices. Either he will use Entwine, and slow you all down, or tentacle,
      and smack you all hard. I suggest using Phantom here, and if Entwine
      happens, go with Haste2 followed by a vanish spell or two, just in case.

         There's one other spell you should worry about: Heat Ray. I pumped
      up Relm and a Red Jacketed Sabin will take care of that though.

      Attacks...eguipment...attacks...equipment...lets do Equipment first...

      Relm (8)
      Magus Rod
      Force Shld
      Mystery Veil
      Tao Robe
      W. Cape x 2

      Cyan (8)
      Scitmar
      Force shld
      Gengi Helm
      Force Armr
      W.Cape x 2

      Gau (12)
      Aegis Shld
      Red Cap ("359 hp Woo Hoo!")
      Dark Gear
      W.Cape x 2

      Sabin (8)
      Tiger Fang
      Gengi Shld
      Red Cap
      Red jacket
      Earrings x 2

      Now, notice thre is a problem with this team. The lack of ability to
      equip Illumina makes for only ONE perfect defender
      (relm, at 129 M.Block %)

      However, by giving Red Caps out and Maxing out whatever defense and
      M.Block% possible (notice the six White Capes used), i was able to
      allow them to endure what hits were presented.

      For attacks: Gau used Crawler for Step Mine, currently my highest
      Attack at 2600 plus per use. Sabin (with double Earrings for added
      offense) Was in Bum Rush mode. Relm and Cyan worked Utility jobs, with
      Relm using Bolt 2 whenever applicable (800+ damage)

   Side note: Conserve Tinctures, Potions, and Fenix downs by having one team
on a save point, allowing all three teams to use Tents and Save at any time.

   Next, Go on to Poltergiest.

      Boss 34: Poltergeist
         Setup is identical to the previous one.

      Poltergeist has one Glaring weakness that should be utilized to it's
      top most capacity:

      Stop

      Fighting this guy is like fighting the three stooges. Halt every
   available attacker (In this case, one) and then pound away as much as
   possible. Relm (my Relm) Was useless in this battle except as utility, but
   Cyan did nicely, constantly feeding Poltergiest a nice diet of stop. Gau
   Step Mined and Sabin Bum Rushed.

      By the way, he has two main counter spells to your attacks: Fire 3
   (thank you Red Jacket!) and Flare Star (which with my setup, did an
   incredible 90, 90, 180, and 0 damage, each character respectively as
   listed in last boss)

   Leave party 3 on the save spot. Now all parties can use tents. Switch to
   Party 1 and Go after Doom.

   Boss 35: Doom
      This boy is effected by slow and Pearl. Start with slow and go from there.

      With locke and Terra over 128 m.block%, this guy was of very little
   worry. I had two that were only hittable by Demon's Rage (and that had to
   be forewarned by Targetting). Shadow had a fun time throwing everything
   including the kitchen sink at this guy, and Gogo did a nice job of Step
   Mine-ing him for 2600 a pop (45 MP with Gold Hairpin) A crystal orb let
   Gogo go SM, SM, Osmose (rinse, lather, repeat as nessecary)

      I tried to steal with Locke, but never succedded. he was a utility man
   otherwise.

      And Reverse polarity is a time waster, ignore it as his hits will never
   touch Locke and Terra and always (almost) kill Shadow and Gogo from either
   Row.

      Terra: i had mix in Pearl with Dispel when he used Forcefeild.
   Forcefield nullifies one element at a time and makes Rflect on him...
   hence the need for Dispel.

   My equipment and team?

   Terra:(11)
   Enhancer
   F.Shld
   M.Veil
   F.Armr
   W,Cape x 2

   Shadow:(8)
   Stunner
   F.Shld
   R.Cap
   Gengi Armr
   M. Ring
   R. Shoes

   Locke:(9)
   Illumina (I love this sword)
   Aegis Shld
   R.Cap
   F. armr
   W.cape
   R.shoes

   Gogo:(10)
   M.Rod
   A.Shld
   G.Helm
   T.Robe
   G.Hairpin
   C.Orb

   Take them up to the glow switch. Switch to Party 2

   Boss 36: Goddess
      Goddess is immune to all status immunities except image and clear...
   image and clear...why does that sound useful?

      Now if memory serves me, clear allows me to use any spell i want and
   guarentee it will hit the target. It will not always work positively,
   but it will always hit. For example, Vanish Break will not give a miss
   message, but you will not defeat the opponent if he or she is immune to
   petrify. You simply watch it reappear.

      So then, if there are no status attacks i can use benificially, then
   what can i do that is helpful? White magic is out (Goddess ain't undead,
   ya know). So then, would a normal black spell help? If i took advantage of
   edgar's Debilitator, i could max out my elemental damage with 1700 with
   quake. Not bad, but now i must float four people. The highest damage period
   is, you guesed it, Strip Mine, clocking in at 2617 even.

   Here's my problem. Every eighth counterattack is overcast, making
   permanent zombies out of everyone but the person with my single Safety
   Bit (strago). So, I must do 44000 in about 8 turns. If my max damager is
   2617, i need a special damager...a percentage damager.

      Go back to the clear status. Use Demi after vanish, and...Maxing out
   the damage...quotient, i hit for 9999 the first time. And the second.
   And the third. The fourth? 7010. The fifth? 3500. He now uses Overcast,
   having been hit by enough spells to do so.

      So what do i do? Enter Strago. Step Mine 2617. Tincture from Setzer.
   Step Mine 2617 more. Wait, 2617x2 is more than 3500...

      For the MP needed to pull this off, I gave Edgar the Crystal orb and
   Setzer and Strago Gold Hairpins (another advantage of not taking Mog...)

     (Note: There are other ways to do this. This was simply the only
   successful one i could afford to use.)

   Now, enter the final Battle. Equip Terra and Celes for 128 Mblock, Terra
   with the Illumina. Bring Strago with Crystal Orb and Gold Hairpin and
   Magus Rod. Bring Sabin with whatever you have left and to earrings.

   Last Bosses: Final Fight.

      For 1st tier, Slow the front hand and doom the first. Step
   Mine and Bum Rush the remains away. Head has no weaknesses, and it's a
   good time to Life 3 everyone.

      For second tier, doom the middle part and Mute the back. The back
   can be lv. 4 Flared, and the Tiger responds VERY poorly to Bio. The rest
   is easy, cheesy, but don't beat the top right last! He ends with 10 Hits,
   which can kill both Strago and Sabin. You'll need them for...

      El Tecero: He starts right off the bat with Merton. This will kill
   Strago and Celes. Bring both Back, string some Bum Rishes and Step mines
   to the female head first. This eliminates Pearl Wind. Then take out the
   other half. He dies and uses Calmness, which will kill one member. If you
   want this party to keep going, have everyone Life 3'ed.

   Final Boss:
   His attacks are:

                   Havoc Wing- phys and strong. Won't hit terra or Celes
                   Train: Random status ailments. 0mp
                   Fallen One: Hp down to 1. 20 mp
                   Goner: 400 to 1800 damage. Strongest Magic attack period.
                          20 MP Replaces Fallen One at 32000 HP
                   Hyperdrive: Real strong. 0 MP used as counter under 30000 HP
                   Ultima/Meteor: counters after 10000 HP or less
                   Fire/Ice/Bolt 3: random Spells
                   Revenger: Complete Dispel 0 MP

   Goner happens every three turns after it begins. Two turns and one to
   speak, then Goner. With your current party, you shouldn't have the ability
   to beat him HP wise while he can use Goner.

   So...Rasp away his MP, if you have the time. I took 3 hours to do so.
   Yours could take longer.

   He has 38000 MP to start. Use a calculator to keep track because he can't
   be scanned. All his Attacks and thier costs are above. Good Luck.

----
This FAQ is the exclusive Copyright of Steve Partin.
Written Saturday, August 18th, 2001.
Edited on Sunday, October 20th, 2002.
E-Mail me at SharkESP@aol.com
All feedback welcome.
You may read this and use it's advice to your hearts content.
It will be on my homepage and any other web site i send it to.
If i do not e-mail it to you myself, you may not under any circumstances
post it on your page.
"So Don't Steal my Work, )^$$$^&$$(&$&$"