The first edition FF1 'handbook'        -courtesy of Ben Siron
                                       a.k.a. [email protected]

FF1 = Final Fantasy for the Nintendo Entertainment System

other than the strategy guide given by nintendo power ages ago (which has many
major errors and omissions), I've found very little information about this
game.  Nearly everything here I have discovered on my own

if you find anything amiss, missing, or badly explained (however trivial) with
this guide, e-mail me and I'll take a note of it.  E-mail me if you find out
any cool tips, strategies, etc...

(this listing was made in an evenly spaced font; 78 characters to a line; 8
characters to a tab)


- - - - - - - -=- -=- -=- -=- -=< CONTENTS >=- -=- -=- -=- -=- - - - - - - -

0: DEFINITIONS & ABBREVIATIONS  .       .       .       .       03 %

1: ALGORITHMS   .       .       .       .       .       .       09 %
    how the base values for derived stats are determined       09 %
    how MHP changes with each LV up    .       .       .       11 %
    initial values for statistics and how basic stats
       increase with LV ups    .       .       .       .       11 %
    XP required for each LV up .       .       .       .       13 %
    maximum charges per SL at each LV and exact XP
       required to reach that LV       .       .       .       14 %
    how FF1 determines it is time to enter battle      .       20 %
    enemy domain mapping       .       .       .       .       21 %
    (x,y) coordinates of important locations   .       .       25 %
    monster lair domains       .       .       .       .       27 %
    the actions available in battle    .       .       .       32 %
    how monsters choose their attack strategies        .       33 %
    how damage is calculated from an attack    .       .       37 %
    how damage is calculated from magic or a special attack    39 %
    how gold and XP is rewarded        .       .       .       40 %
    relative speeds of various vehicles on the world map       41 %
    condition for stooping over in battle      .       .       41 %

2: CONDITIONS   .       .       .       .       .       .       41 %
    resurrection and inn rates .       .       .       .       44 %

4: MAGIC        .       .       .       .       .       .       45 %
    white magic        .       .       .       .       .       46 %
    black magic.       .       .       .       .       .       51 %

5: ITEMS        .       .       .       .       .       .       55 %
    weapons    .       .       .       .       .       .       56 %
    armor      .       .       .       .       .       .       59 %
    other items        .       .       .       .       .       62 %
    special items      .       .       .       .       .       64 %
    vehicles   .       .       .       .       .       .       66 %

6: MONSTERS     .       .       .       .       .       .       68 %
    special attacks    .       .       .       .       .       68 %
    enemy stats        .       .       .       .       .       70 %
    index of enemies   .       .       .       .       .       86 %

7: TIPS, TRICKS, ETC.   .       .       .       .       .       90 %
    pros and cons of the 6 character classes   .       .       95 %




======================= 0: DEFINITIONS & ABBREVIATIONS ======================

WARRIOR - one of the four members of your party, located on the right side of
       the battle screen

ENEMY - any character appearing on the left side of the battle screen.  An
       enemy of an enemy is a warrior.

S - STR - strength stat of a warrior
G - AGI - agility stat of a warrior
I - INT - intelligence stat of a warrior
V - VIT - vitality stat of a warrior
L - LUCK - luck stat of a warrior

D - DAMAGE - basic attack power of a warrior or enemy
H% - HIT% - accuracy stat of a warrior
A - ABSORB - basic armor rating of a warrior or enemy
E% - EVADE% - stat controlling ability to dodge attacks for a warrior

LV - LEVEL - experience level of a warrior
XP - experience points accumulated by a warrior

MHP - maximum hit points of a particular warrior

SL - spell level: each magic spell has a level associated with it from 1 to 8

SPELL CHARGE - each SL has a counter associated with it telling you how many
       spell charges remain that are available for use.  For each charge
       remaining you may cast a spell of that level one time

BASIC STATS - the statistics peculiar to each warrior which can be viewed on
       the left side of the status screen: S, G, I, V, L.  These stats are
       not affected by equipment

DERIVED STATS - the statistics on the right side of the status screen
       (D,H%,A,E%) which are completely determined by the level of the
       warrior and the basic stats.  These stats are modified by the
       equipment that the warrior has on

(a..b) - math notation representing a random integer picked between a and b,
       including a and b

[x] - math notation representing the greatest integer less than or equal to x.
       i.e.: [57/4] = [19.25] = 19

x=y(mod n) - math notation: modular arithmetic.  This means that x and y have
       the same remainder when divided by n.  i.e.: 3=7(mod 4),
       but 3<>7(mod 9)

a:(b..c) - my own personal mathematical notation.  This means that a is an
       integer between b and c, including b and c

" - substitute whatever is printed on the line directly above in place of the
       quote mark

CLASS - each warrior belongs to one of twelve classes: Fighter, Black Mage,
       Ninja, etc...

Fi/Kn - FIGHTER / KNIGHT classes
Bb/Ma - BLACK BELT / MASTER classes
Th/Ni - THIEF / NINJA classes
Rm/Rz - RED MAGE / RED WIZARD classes
Wm/Wz - WHITE MAGE / WHITE WIZARD classes
Bm/Bz - BLACK MAGE / BLACK WIZARD classes

PROMOTION - a change of class which all warriors recieve simultaneously at a
       unique point in the game, i.e. (Fi->Kn), (Wm->Wz), etc...

ARMED/UNARMED - whether or not a particular warrior has a weapon equipped

BARE/ARMORED - whether or not a particular warrior has any armor equipped.  If
               no armor is equipped, the warrior is bare

TARGET - the character to which an action is directed

ROUND - a complete cycle of a battle in which all warriors and enemies decide
       their courses of action and take that action

INSIDE/OUTSIDE - inside refers to any town or area that contains character
       whom you can talk to.  Outside refers to the world map

MONSTER LAIR - any place which contains enemies that you can run into and
       fight randomly

ELEMENTS/RESISTANCES - some magical and special attacks have one the four
       elements of fire(F), ice(I), lightning(L), or poison(P) associated
       with them.  If the target resists an element associated with that
       attack, damage taken is reduced.  If the target is weak against that
       particular element, extra damage will be taken

IMHO - 'In My Humble Opinion,...'




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

- - - - - - HOW THE BASE VALUES FOR DERIVED STATS ARE DETERMINED: - - - - - -

D = [S/2]       for Fi/Kn/Wm/Wz/Th/Ni/Rm/Rz
 = [(S+1)/2]   for Bm/Bz/(armed Bb/Ma)*
 = LV x 2      for unarmed Bb/Ma

*BUG: Immedately after a level up, D for an armed Bb/Ma is instead [S/2]+1.
       this is an actual effect and does not correct itself until you visit
       the weapons subscreen.  It even persists if you save and reload the
       game

H% = (initial value at LV 1) + (3 x (LV-1)) for Fi/Kn/Bb/Ma
  = (initial value at LV 1) + (2 x (LV-1)) for Th/Ni/Rm/Rz
  = (initial value at LV 1) + (LV - 1) for Wm/Wz/Bm/Bz


A = 0           for all classes, except...
 = LV          for a bare Bb/Ma*

*BUG: Immediately after a level up, A for an armored Bb/Ma is instead equal
       to LV, regardless of whatever armor is being worn.  This is an actual
       effect and does not correct itself until you visit the armor
       subscreen.  It even persists if you save and reload the game.  This
       bug does not affect special abilities granted by the armor you have
       on, such as resistances to certain elements

E% = G + 48%    for all classes



- - - - - - - - - - - HOW MHP CHANGES WITH EACH LV UP: - - - - - - - - - - - -

there are two types of level ups: weak and strong.
For a strong level up, MHP goes up by 20+[V/4]+(1..6).
For a weak level up, MHP goes up by [V/4]+1

for a given class and level, I'm not sure what determines whether the LV up
will be weak or strong.  Roughly speaking, over the course of 49 LV ups, the
six classes have the following percentages of strong LV ups:

Fi/Kn: 50%              Bb/Ma: 40%              Th/Ni: 35%
Wm/Wz: 30%              Rm/Rz: 25%              Bm/Bz: 25%



- INITIAL VALUES FOR STATISTICS AND HOW BASIC STATS INCREASE WITH LV UPS: - -

the first number in each space is the initial value given to that class at
LV 1.  The next number is the probability (in eighths) that that particular
stat will increase during a LV up.  i.e. a Black Wizard has a 3/8 chance of
gaining agility during a level up and an 8/8 probability of gaining
intelligence.  Basic stats never rise more than 1 point during a LV up.  The
H% and MHP rows tell you what the initial values of those stats are for that
particular class

       Class   Fi/Kn   Bb/Ma   Wm/Wz   Bm/Bz   Th/Ni   Rm/Rz
STAT
 S             20,8    5, 5    5, 4    1, 4    5, 7    10,5
 G             5, 6    5, 5    5, 4    10,3    10,6    10,5
 I             1, 4    5, 5    15,5    20,8    5, 4    10,5
 V             10,5    20,8    10,4    1, 4    5, 4    5, 5
 L             5, 6    5, 5    5, 5    10,4    15,8    5, 5

 H%            10      5       5       5       5       7
MHP            35      33      28      25      30      30



- - - - - - - - - - - - XP REQUIRED FOR EACH LV UP: - - - - - - - - - - - - -

to go from LV=N to LV=N+1, a warrior needs to acquire (39 x N^2) XP
if N>29, use N=29 in the preceding formula. 50 is the maximum level
attainable.  Add 1 XP to the XP needed if LV=1,17 or if (LV>22 and
LV=1(mod 2))



- MAXIMUM CHARGES PER SL AT EACH LV AND EXACT XP NEEDED TO REACH THAT LEVEL -

the number of max SL charges that a given warrior at a given level can have
can be found in one of the four columns corresponding to that warrior's class.
The Fi/Th/Bb/Ma classes have no capacity for magic

strangely enough, the Rm/Rz is given SL charges for SL-8 spells even though he
can't learn any SL-8 spells.  For this reason, the total # of SL charges that
I have listed on the right side will not include the SL-8 charges

the levels given for the Kn and Ni are relative levels.  Let X = either 22 or
the warrior's LV at time of promotion), choosing the higher of the two.  Then
+(n) in the LV column means that the warrior gets that SL capacity at
LV = X + n (if a Fi or Th were to get promoted after LV 43, that warrior would
never be able to reach his maximum SL charge capacity - this is usually not a
problem)

SL      XP Wm/Wz/Bm/Bz: 1 2 3 4 5 6 7 8          Rm/Rz: 1 2 3 4 5 6 7 8
LV
1       0               2 0 0 0 0 0 0 0  =2             2 0 0 0 0 0 0 0  =2
2       40              3 1 0 0 0 0 0 0  =4             3 1 0 0 0 0 0 0  =4
3       196             3 2 0 0 0 0 0 0  =5             3 2 0 0 0 0 0 0  =5
4       547             4 2 0 0 0 0 0 0  =6             4 2 0 0 0 0 0 0  =6
5       1171            4 3 1 0 0 0 0 0  =8             4 3 0 0 0 0 0 0  =7

6       2146            4 3 2 0 0 0 0 0  =9             4 3 1 0 0 0 0 0  =8
7       3550            5 3 2 0 0 0 0 0  =10            5 3 2 0 0 0 0 0  =10
8       5461            5 3 3 1 0 0 0 0  =12            5 4 2 0 0 0 0 0  =11
9       7957            5 4 3 2 0 0 0 0  =14            5 4 3 0 0 0 0 0  =12
10      11116           6 4 3 2 0 0 0 0  =15            6 4 3 1 0 0 0 0  =14

11      15016           6 4 4 3 0 0 0 0  =17            6 4 3 2 0 0 0 0  =15
12      19735           6 4 4 3 1 0 0 0  =18            6 4 4 2 0 0 0 0  =16
13      25331           6 5 4 3 2 0 0 0  =20            6 5 4 3 0 0 0 0  =18
14      31942           7 5 4 4 2 0 0 0  =22            7 5 4 3 0 0 0 0  =19
15      39586           7 5 5 4 3 0 0 0  =24            7 5 4 3 1 0 0 0  =20

16      48361           7 5 5 4 3 1 0 0  =25            7 5 5 4 2 0 0 0  =23
17      58345           7 6 5 4 3 2 0 0  =27            7 6 5 4 2 0 0 0  =24
18      69617           7 6 5 5 4 2 0 0  =29            7 6 5 4 3 0 0 0  =25
19      82253           8 6 5 5 4 3 0 0  =31            7 6 5 5 3 0 0 0  =26
20      96332           8 6 6 5 4 3 1 0  =33            7 6 6 5 3 1 0 0  =28

21      111932          8 6 6 5 4 3 2 0  =34            8 6 6 5 4 2 0 0  =31
22      129131          8 6 6 5 5 4 2 0  =36            9 6 6 5 4 2 0 0  =32
23      148007          8 6 6 6 5 4 3 0  =38            9 6 6 5 4 3 0 0  =33
24      168639          9 7 6 6 5 4 3 0  =40            9 7 6 6 4 3 0 0  =35
25      191103          9 7 6 6 5 5 3 1  =42            9 7 6 6 5 3 0 0  =36

26      215478          9 7 6 6 5 5 4 2  =44            9 7 6 6 5 4 1 0  =38
27      241843          9 7 7 6 6 5 4 2  =46            9 7 7 6 5 4 2 0  =40
28      270275          9 8 7 6 6 5 4 3  =48            9 8 7 6 5 4 2 0  =41
29      300851          9 8 7 7 6 5 5 3  =50            9 8 7 6 5 5 3 0  =43
30      333651          9 8 7 7 6 6 5 4  =52            9 8 7 6 6 5 3 0  =44

31      366450          9 8 8 7 6 6 5 4  =53            9 8 7 7 6 5 3 0  =45
32      399250          9 8 8 7 7 6 5 4  =54            9 8 7 7 6 5 3 1  =45
33      432049          9 8 8 7 7 6 5 5  =55            9 8 8 7 6 5 4 2  =47
34      464849          9 8 8 7 7 6 6 5  =56            9 8 8 7 6 6 4 3  =48
35      497648          9 8 8 8 7 6 6 5  =57            9 8 8 7 7 6 5 3  =50

36      530448          9 8 8 8 7 7 6 5  =58            9 8 8 7 7 6 5 4  =50
37      563247          9 8 8 8 7 7 6 6  =59            9 8 8 8 7 6 5 4  =51
38      596047          9 9 8 8 7 7 6 6  =60            9 8 8 8 7 6 6 4  =52
39      628846          9 9 8 8 7 7 7 6  =61            9 8 8 8 7 6 6 5  =52
40      661646          9 9 8 8 8 7 7 6  =62            9 8 8 8 7 7 6 5  =53

41      694445          9 9 8 8 8 7 7 7  =63            9 9 8 8 7 7 6 5  =54
42      727245          9 9 8 8 8 8 7 7  =64            9 9 8 8 8 7 6 5  =55
43      760044          9 9 9 8 8 8 7 7  =65            9 9 8 8 8 7 6 6  =55
44      792844          9 9 9 8 8 8 8 7  =66            9 9 8 8 8 7 7 6  =56
45      825643          9 9 9 8 8 8 8 8  =67            9 9 9 8 8 7 7 6  =57

46      858443          9 9 9 9 8 8 8 8  =68            9 9 9 8 8 8 7 6  =58
47      891242          9 9 9 9 9 8 8 8  =69            9 9 9 8 8 8 7 7  =58
48      924042          9 9 9 9 9 9 8 8  =70            9 9 9 9 8 8 7 7  =59
49      956841          9 9 9 9 9 9 9 8  =71            9 9 9 9 8 8 8 7  =60
50      989641          9 9 9 9 9 9 9 9  =72            9 9 9 9 9 8 8 7  =61


SL                  Kn: 1 2 3 4 5 6 7 8             Ni: 1 2 3 4 5 6 7 8

<(+1)                   nothing                         nothing
+1, +2                  1 1 1 0 0 0 0 0                 1 1 1 1 0 0 0 0
+3, +4                  2 2 2 0 0 0 0 0                 2 2 2 2 0 0 0 0
+5, +6                  3 3 3 0 0 0 0 0                 3 3 3 3 0 0 0 0
>(+6)                   4 4 4 0 0 0 0 0                 4 4 4 4 0 0 0 0



- - - - - - - HOW FF1 DETERMINES IT IS TIME TO ENTER BATTLE: - - - - - - - - -

at the beginning of the previous combat, a random number x is generated where
x = (50..255).  for each step taken

-outside on desert,plains,forest,marsh,river    decrement x by 6
-inside of a cave,or other monster lair         decrement x by 5
-outside on a ship                              decrement x by 2
-on a damage square in a monster lair, in
 the airship, in a seaport, or inside          leave x alone

when x<0, battle begins.  There are also certain map squares for which battle
always occurs.  Entering a battle automatically in this way does not reset the
value of x.  In general, x is reset whenever x becomes negative or when a game
is begun or reloaded.  x is not reset by entering a town or other inside-type
area



- - - - - - - - - - - - - ENEMY DOMAIN MAPPING - - - - - - - - - - - - - - - -

the world map in FF1 is a grid 256 units wide by 256 units tall.  Label each
square on this map using X,Y pseudo-cartesian coordinates: (0,0) is the first
grid sqare in the NW-most corner,  (0,255) is the square in the SW-most
corner, (255,255) is the square in the SE-most corner, etc...

the entire world map is subdivided into 64 smaller (32x32) domains (it is
divided up with 8 strips legthwise and 8 strips up and down).  For each
domain, the enemies you can expect to find within are constant throughout that
domain.  The world map:

          LAND:                                   RIVER:
 (0,0)               (255,0)             (0,0)               (255,0)
      N N X O O X N N                         B B B B B B B B
      W W C O O D D E                         B B B B B B B B
      W W - C - D D E                         B B B B B B B B
      - - - F F V - E                         A A A A A A A A
      - R V V S P P M                         A A A A A A A A
      R R R V - V M M                         A A A A A A A A
      - - M V V M L L                         A A A A A A A A
      - - - M V M L L                         A A A A A A A A
(0,255)               (255,255)         (0,255)               (255,255)

each letter represents type of domain and its relative position on the world
map.  For instance the 'B' in the center corresponds to a domain that spans
a territory from x:(128,159) and y:(128,159)

Domain Label    Enemies found there

LAND:
     -         IMP
     S         IMP, GrIMP, MADPONY
     F         (GrIMP,IMP), CREEP, SPIDER, MADPONY, BONE
     P         OGRE, IGUANA, MADPONY, CREEP, (WOLF,GrWOLF),
                 (GrIMP,WOLF,GrWOLF,IMP)
     V         (OGRE,CREEP), (GrWOLF,WOLF), ASP, ARACHNID, GrIMP
     M         (GrIMP,WrWOLF), (OGRE,CREEP), GEIST, ARACHNID, (GrWOLF,WOLF),
                 SCORPION
     R         (GHOUL,GEIST), (GrOGRE,OGRE), (ARACHNID,SPIDER), SHADOW,
                 TIGER, (OGRE,HYENA)
     L         (TROLL,BULL), (COBRA,SCORPION), GIANT, PEDE
     C         MANTICOR, R.ANKYLO, OCHO, WYRM
     O         (Saber T,CATMAN), SAURIA, WYRM, SPHINX, (HYDRA,OCHO)
     W         ANKYLO, (CEREBUS,WzOGRE), (Saber T,TIGER), (FrGIANT,FrWOLF)
     N         (HYDRA,OCHO), WYVERN, TROLL, GrPEDE, (FrGIANT,FrWOLF),
                 MANTICOR
     X         (HYDRA,OCHO), Sand W, WYVERN, CATMAN, (GIANT,IGUANA)
     E         (ZomBULL,TROLL), (FrGIANT,FrWOLF), GIANT, TYRO
     D         (TYRO,WYVERN), ANKYLO, Sand W, R.ANKYLO, T REX

RIVER:
     A         (HYDRA,OCHO), CARIBE, (OCHO,CARIBE), (CARIBE,GATOR)
     B         (HYDRA,GATOR), (FrGATOR,R.CARIBE), NAOCHO, (OCHO,CARIBE,GATOR)

OCEAN:(only one domain)
               (OddEYE,SAHAG), (SAHAG,R.SAHAG), (SHARK,R.SAHAG), KYZOKU


- - - - - - - - - - COORDINATES of IMPORTANT LOCATIONS - - - - - - - - - - - -

Astos's Castle..........:(102..103,185..186)
Castle of Ordeal........:(129..130,44..45)
Coneria.................:(151..154,160..162)
Coneria Castle..........:(152..153,157..159)
Crescent Lake...........:(218..220,216..218)
Dragons of Cardia.......:(79,49),(92,48),(105,59),
                        (93,58),(96,51),(116,66)
Dwarves Cave............:(100,155)
Earth Cave..............:(65,186)
Elfland.................:(134..137,221..222)
Elven Castle............:(135..136,220..221)
Gaia....................:(221..223,27..28)
Gurgu Volcano...........:(188..189,203..204)
Ice Cave................:(197,183)
Lefein..................:(234..236,98..99)
Marsh Cave..............:(102,236)
Matoya's Cave...........:(168,117)
Melmond.................:(81..82,159..160)
Mirage Tower/Sky Castle.:(194,57..58)
Oasis...................:(29,49)
Onrac...................:(61..62,57..58)
Pravoka.................:(209..211,149..150)
Sarda's Cave............:(30,190)
Temple of Fiends........:(129..130,122..123)
Titan's Tunnel..........:(42,174) - (30,175)
Waterfall...............:(54,29)


MONSTER LAIR DOMAINS: (F = floor, B = basement)

Temple of Fiends:    1F:(BONE,SPIDER), ZOMBIE, CREEP, GARGOYLE, GHOUL,
                       (WOLF,GrIMP), (GrIMP,WOLF,GrWOLF,IMP)

Marsh Cave:          B1:(ZOMBIE,GHOUL), SHADOW, (BONE,CRAWL), SCUM, MUCK,
                       (ARACHNID,SPIDER,SCUM)
                 B2,B3:SCUM, GARGOYLE, (R.BONE,BONE,CRAWL), (WrWOLF,GrWOLF),
                       (ZOMBIE,GHOUL), (ARACHNID,SPIDER,SCUM), SCORPION

Earth Cave:          B1:(ARACHNID,SPIDER), (GrOGRE,OGRE), BULL, COBRA,
                       GARGOYLE
                    B2:(TROLL,BULL), (GrOGRE,OGRE), (WrWOLF,GrWOLF), ASP
                    B3:MUMMY, (WrWOLF,GrWOLF), (SPECTER,GEIST), COCTRICE,
                       (GrOGRE,OGRE), WIZARD
                    B4:IMAGE, COCTRICE, WIZARD, (SPECTER,GEIST),
                       (GrIMP,WrWOLF)
                    B5:(TROLL,BULL), ARACHNID, IMAGE, MUMMY, GIANT

Titan's Tunnel:      1F:GrWOLF, TIGER, (GrOGRE,OGRE), OOZE

Gurgu Volcano:       B1:(BULL,SCORPION), SPHINX, R.GOYLE, MUCK, PEDE,
                       (WzOGRE,GrOGRE,HYENA)
                    B2:PEDE, MUCK, R.HYDRA, GARGOYLE, (WzOGRE,GrOGRE,HYENA),
                       PERILISK, (GIANT,IGUANA)
                    B3:(GIANT,IGUANA), PERILISK, (WzOGRE,GrOGRE,HYENA),
                       R.HYDRA, CEREBUS
                    B4:Grey W, CEREBUS, BULL, R.HYDRA, R.GIANT, Red D,
                       (WzOGRE,GrOGRE)
                    B5:R.GIANT, AGAMA, Red D, BULL, (CEREBUS,WzOGRE)

Ice Cave:            B1:(COCTRICE,MUMMY), WIZARD, R.BONE, WRAITH
                    B2:(IMAGE,WRAITH), (WRAITH,IMAGE,SPECTER,GEIST), MAGE,
                       SORCEROR, (FrGIANT,FrWOLF)
                    B3:R.BONE, GrPEDE, Frost D, (FrGIANT,FrWOLF), MAGE,
                       SORCEROR, WRAITH

Castle of Ordeal:    1F:nothing
                    2F:(MUMMY,WzMUMMY), ZomBULL, SORCEROR, MANCAT, R.GOYLE,
                       MEDUSA
                    3F:NITEMARE, (MUMMY,WzMUMMY), R.GOYLE, SORCEROR, MEDUSA

Waterfall:           1F:(MUMMY,WzMUMMY), NITEMARE, MudGOL, PERILISK

Sea Shrine:          2F:nothing
                    1F:(GrSHARK,SHARK), SeaSNAKE, GHOST, WATER,
                       (WzSAHAG,R.SAHAG)
       (entrance)-> B1:(GrSHARK,SHARK), (NAGA,WATER), (WzSAHAG,R.SAHAG),
                       SeaSNAKE, (GrSHARK,WzSAHAG), (SeaTROLL,LOBSTER)
                    B2:GHOST, (SeaTROLL,SeaSNAKE), (WzSAHAG,R.SAHAG),
                       (GrSHARK,BigEYE), LOBSTER
                    B3:(GrSHARK,BigEYE), WATER, (SeaTROLL,LOBSTER,SeaSNAKE)

Mirage Tower         1F:(NITEMARE,BADMAN), GUARD, VAMPIRE, CHIMERA
and Sky Castle:      2F:(WzMUMMY,MUMMY,COCTRICE,PERILISK), GUARD, CATMAN,
                       CEREBUS, CHIMERA, VAMPIRE
                    3F:(WYVERN,WYRM), (Saber T,MEDUSA), Blue D, CATMAN,
                       CEREBUS, VAMPIRE, (WzMUMMY,MUMMY,COCTRICE,PERILISK)
                    4F:BADMAN, GrMEDUSA, (GrNAGA,AIR), EYE, SLIME
                    5F:CHIMERA, RockGOL, (GrNAGA,AIR), (NITEMARE,EVILMAN),
                       EYE, GrMEDUSA, MANTICOR
                    6F:R.HYDRA, (MANCAT,MEDUSA), MANTICOR, WzVAMP, SENTRY,
                       CHIMERA, RockGOL
                    7F:(MANCAT,MEDUSA), AIR, WzVAMP, (GUARD,SENTRY), NAOCHO,
                       (MudGOL,SORCEROR)
                    8F:R.HYDRA, SLIME, NAOCHO, WarMECH, (MudGOL,SORCEROR)

Temple of Fiends:    3F:(MAGE,FIGHTER), Gas D, BADMAN
 (revisited)        2F:(FrGIANT,FrWOLF), Zombie D, SLIME, (CHIMERA,JIMERA)
       (entrance)-> 1F:WORM, Frost D, CHIMERA
                    B1:EARTH, (MudGOL,RockGOL), GrMEDUSA
                    B2:FIRE, Grey W, (R.GIANT,AGAMA)
                    B3:WATER, (GrSHARK,WzSHARK), (SeaTROLL,LOBSTER,SeaSNAKE)
                    B4:AIR, RockGOL, WORM, (WzVAMP,VAMPIRE), IronGOL,
                       (Zombie D, WzVAMP), SORCEROR, (NITEMARE,EVILMAN)
                    B5:nothing*

(* excepting, of course, the end of all life as you know it)



- - - - - - - - - - - the ACTIONS AVAILABLE in BATTLE: - - - - - - - - - - - -

FIGHT: attack an enemy
DRINK: use a HEAL or PURE potion on another warrior
MAGIC: cast magic
ITEM: use an item in that warrior's weapons or armor inventory as an item in
       battle.  Using items in this way doesn't destroy the item.  It is not
       necessary to equip the item or even to be able to equip it in order
       for a warrior to be able to use it as an item
RUN: run away from battle.  If any warrior in your party does this
       successfully, your entire party escapes

all actions which end up being targeted to dead or stoned characters are
ineffective.  Any action which is ineffective still uses the resources put
into the action, such as a spell charge or potion.  An action which is
interrupted due to incapacitation of the actor or early termination of battle
is considered to have never happened, and thus the resources put into it are
not wasted



- - - - - - - - HOW MONSTERS CHOOSE THEIR ATTACK STRATEGIES: - - - - - - - - -

for each action, a monster may do one of four things: ATTACK, use MAGIC, use a
special attack, or RUN.  If the monster doesn't run away, it chooses among the
other three options by a process I'm not sure of

if it chooses to attack, it chooses a target warrior

if it chooses to use magic(if it has that capability), it casts the next spell
available in its cycle.  Each monster has a unique circular list of magic
spells that always begins in the same place.  For example, the monster WzVAMP
uses the (AFIR,MUTE,ICE2,ICE2,LIT2,LIT2,FIR2,FIR2,...) magic cycle.  This
means that the first time WzVAMP casts magic, it will always be AFIR.  The
next time it casts a spell, it will cast MUTE.  After it gets around to the
second FIR2 spell, the WzVAMP would begin anew with AFIR (the next time it
chose to cast magic).  The monster's current position in its magic cycle is
completely independent of its current position in its special attack cycle

if it chooses to launch a special attack(if it has this capability), it does
the next one available in its cycle of special attacks.  This cycle works just
like the magic cycle.  Both cycles may run simultaneously but they don't
affect each another.  For example, TIAMAT (the temple of fiends version) has
the magic cycle (BANE,ICE2,LIT2,FIR2,...) and the special attack cycle
(THUNDER,POISON,BLIZZARD,BLAZE,...).  If the monster chose the strategy:
A,S,M,M,S,M,A,A,M,M, then it would attack, use THUNDER, cast BANE, cast ICE2,
use POISON, cast LIT2, attack, attack, cast FIR2, and cast BANE

if the action was an attack, or a magical or a special attack that was
directed towards a single warrior, the monster generates a random number,
x = (1..8).  If x:(1..4) the target of the attack is the warrior in front.  If
x:(5..6), the target is the second warrior.  x = 7 is the third warrior and
x = 8 is the fourth warrior.  If the target chosen in this way is dead or
stone at the time of the choosing, choose x again



- - - - - - - - - HOW DAMAGE IS CALCULATED FROM AN ATTACK: - - - - - - - - - -

if the attacker is a warrior, the maximum number of hits that can be landed
per attack is

N(h) = [H%/32]+1 for all classes, except...
    = 2 x ([H%/32]+1) for an unarmed Bb/Ma

when the attacker is an enemy, I presume it works the same way, but since I
have no way to test this, for each enemy I just give the value of N(h)

now, as some function of the attacker's H% and the defender E%, some of the
hits may be dodged... I don't know how this works

for each hit that gets through, damage done = (D..Dx2) - A, using the
attacker's D and the defender's A.  If the attacker is an enemy, there may be
a special effect when a hit is landed on a target warrior such as hit to stun,
hit to slay, etc...  I'm not sure what the chances of this happening are
either, but it is determined independently for each hit, so the more hits that
are made, the greater the chance that the defender will be afflicted with
something.  For any hit which does damage<1, damage done=1.  Now, if by chance
the hit was a critical hit, add Dx2 to the damage done.  I'm not sure what the
chances of getting critical hits are, but it increases with LV and basic
stats.  Getting a critical hit at least once per attack is in fact pretty hard
to avoid in the later stages of the game



- - - - - HOW DAMAGE IS CALCULATED FROM MAGIC OR A SPECIAL ATTACK: - - - - - -

every magical or special attack that does damage has a base power, call it M.
From this, the actual damage done = ([M/4]..M).  This damage cannot be
absorbed with armor.  If the target is resistant to the attack, damage done =
([M/8]..[M/4])*.  If the target is weak against the attack, damage done =
([3M/8]..[3M/2]).  Magical and special attacks which inflict damage never miss

*BUG: if a target is weak vs. a certain elemental, giving that target
       resistance has no effect - damage done is still applied as if the
       target was weak vs. that elemental.  For example, if a WzVAMP casts
       AFIR on a VAMPIRE, the VAMPIRE will still take extra damage from fire



- - - - - - - - - - - - HOW XP AND GOLD IS REWARDED: - - - - - - - - - - - - -

XP gained from battle is the direct sum of all XP values of monsters killed.
If there are N warriors which are not stoned or dead, each one of them gets
[(total XP)/N] experience points.  if this number = 0, XP gained = 1.  If XP
for any warrior exceeds 999999 at any time, XP = 999999

GOLD gained from battle is the direct sum of the GOLD values of all monsters
killed.  This is added to the party's GOLD supply.  If the GOLD supply exceeds
999999 at any time, GOLD = 999999



- - - - - - RELATIVE SPEEDS OF VARIOUS VEHICLES ON THE WORLD MAP: - - - - - -

walking ( = canoe speed)        = 2.1 steps/second
shipspeed                       = 7.5 steps/second
airspeed                        = 15 steps/second



- - - - - - - - - CONDITION FOR STOOPING OVER IN BATTLE: - - - - - - - - - - -

if a warrior's HP<[MHP/4], that warrior will adopt a kneeling posture




================================ 2:CONDITIONS ================================

so far as I know, there are 7 conditions which show up as a status ailments
during battle.  In order of those of increasing severity towards the bottom of
the list, they are:
                       MUTE (silenced)
                       ASLEEP (asleep)
                       STUN (paralyze)
                       DARK (darkness)
                       POISON (poison)
                       STONE (stone)
                       '    ' (slain)(dead)

The condition which will be listed on the status line will be the most severe
one.  Some of these conditions are not permanent and disappear at the end of
battle: these will be denoted 'nP'.  Others are permanent and stay with the
warrior until the condition is remedied, even if the warrior visits an inn or
saves and reloads: these are denoted with 'Pm'.  Any warrior which finishes a
battle with a permanent condition such as POISON, STONE, or death is
automatically switched with the warrior in the back of the party

MUTE(nP): all ITEM, MAGIC, and DRINK actions of a muted warrior will be
       ineffective (including the AMUT spell).  All magical or special
       attacks of a muted enemy will be ineffective
ASLEEP(nP): a warrior or enemy that is ASLEEP may only take action to try to
       break out of this condition.  A sleeping warrior will stoop over
STUN(nP): same as being ASLEEP
DARK(nP): seems to have no effect
POISON(Pm): outside of battle, a poisoned warrior will lose 1 HP with every
       step, whether the step is taken inside or outside (HP may not sink
       below 1 from this)(this damage is taken in addition to every HP
       that is lost from stepping onto a damage square).  In battle, the
       warrior loses 2 HP every round and may die because of this.  A
       poisoned warrior will stoop over
STONE(Pm): a stoned warrior may take no actions and may not be the target of
       enemy actions.  A stoned enemy dies instantly.  If all warriors become
       STONE or dead, your party perishes.  Stoning a warrior removes POISON
(slain)(Pm): a dead warrior may take no actions and may not be the target of
       enemy actions. Killing a warrior removes POISON.  To be dead is to lie
       face to the ground.  Death automatically sets HP = 0


- - - - - - - - - - - - - - RESURRECTION and INN RATES - - - - - - - - - - - -

costs for staying at an inn to restore all SL charges and HP for all warriors
(that are not stoned or dead) remains constant at a given location, no matter
what levels your warriors are at.  Resurrection is the same as casting the
LIFE spell on the dead warrior, and the cost of this also remains constant
throughout the game at any given location

Town:   Coneria  Pravoka  Elfland  Melmond  CrescentLake  Onrac  Gaia  Lefein

RESURRECTION 40       80      200      ---        400       750   750    ---
INN          30       50      100      100        200       300   500    ---




================================== 3:MAGIC ===================================

the capability to buy a particular magic spell for use in casting is
determined by character class.  The classes which are eligible to learn the
spell are listed in the 'Who' column.  Some spells have different effects
based on whether combat is ensuing or not.  'Cb' in the 'Use' column means
that the described effect only happens if the spell is cast in combat.  'nC'
means that the effect only happens outside of combat.  If there is no 'Cb'
for a given spell and you attempt to cast it in combat, the spell will be
ineffective.  FF1 will not allow you to cast a 'Cb' spell outside of combat

damages listed in the 'Use' column are base magic powers.  Damages inflicted
from actual use are determined in the way explained in section 1.  An
elemental listed before the base power of the spell means that the spell
has that element associated with it.  i.e.: F20 means a power 20 magical fire
attack

- - - - - - - - - -  - - - - - - - WHITE MAGIC - - - - - - - - - - - - - - - -

-SL 1-  Who             Cost    Use
CURE    Kn/Rm/Rz/Wm/Wz  100     Restore (16..32)HP to a single warrior(nC/Cb)
HARM             Wm/Wz  100     80 to all undead enemies(Cb)
FOG     Kn/Rm/Rz/Wm/Wz  100     boost a warrior's A by 8(may be repeated)(Cb)
RUSE    Kn    Rz/Wm/Wz  100     boost your own E% by 40% (repeatable)(Cb)

-SL 2-
LAMP    Kn/Rm/Rz/Wm/Wz  400     removes dark from one warrior(Cb)
MUTE    Kn/Rm/Rz/Wm/Wz  400     mute all enemies(Cb)
ALIT    Kn/Rm/Rz/Wm/Wz  400     give all warriors resistance to lightning(Cb)
INVS    Kn/Rm/Rz/Wm/Wz  400     boost a warrior's E% by 20% (repeatable)(Cb)

-SL 3-
CUR2    Kn/Rm/Rz/Wm/Wz  1500    restore (32..64)HP to a single warrior(nC/Cb)
HRM2             Wm/Wz  1500    160 to all undead enemies(Cb)
AFIR    Kn/Rm/Rz/Wm/Wz  1500    give all warriors resistance to fire(Cb)
HEAL             Wm/Wz  1500    restore (12..24)HP to all warriors in equal
                                 amounts(nC), restore (6..24) to each warrior
                                 independently(Cb)
-SL 4-
PURE       Rm/Rz/Wm/Wz  4000    remove poison from one warrior(nC/Cb)
FEAR             Wm/Wz  4000    induce enemies to run away(Cb)
AICE       Rm/Rz/Wm/Wz  4000    give all warriors resistance to ice(Cb)
AMUT          Rz/Wm/Wz  4000    removes mute from one warrior(Cb)

-SL 5-
CUR3       Rm/Rz/Wm/Wz  8000    restore (64..128)HP to a single warrior(nC/Cb)
LIFE          Rz/Wm/Wz  8000    removes death from one warrior, sets HP=1(nC)
HRM3             Wm/Wz  8000    240 to all undead enemies(Cb)
HEL2             Wm/Wz  8000    restore (24..48)HP to all warriors in equal
                                 amounts(nC), restore (48..96)HP to each
                                 warrior independently(Cb)*

*BUG: this spell is quite a bargain, considering that you get the power of
       a HEL3 spell in a SL-5 slot!

-SL 6-
SOFT             Wm/Wz  20000   remove stone from one warrior(nC)
EXIT          Rz    Wz  20000   jump outside of a monster lair to the point
                                 on the world map from which you entered the
                                 lair(nC)
FOG2          Rz/Wm/Wz  20000   boost all warriors' A by 12(repeatable!)(Cb)
INV2          Rz/Wm/Wz  20000   boost all warriors' E% by 40% (repeatable)(Cb)

-SL 7-
ARUB          Rz/Wm/Wz  45000   gives all warriors immunity to RUB,SQUINT, and
                                 XXXX(Cb)
HEL3             Wm/Wz  45000   restore (48..96)HP to all warriors in equal
                                 amounts(nC), restore (48..96)HP to each
                                 warrior independently(Cb)
CUR4                Wz  45000   restore one warrior to MHP(nC/Cb)
HRM4                Wz  45000   320 to all undead enemies(Cb)

-SL 8-
FADE                Wz  60000   320 to all enemies(Cb)
WALL                Wz  60000   give one warrior resistance to F,I,L, and P,
                                 as well as immunity to RUB,XXXX,SQUINT,BRAK,
                                 GLANCE,HOLD,SLOW,SLO2,SLEP,GAZE,MUTE(Cb)
XFER                Wz  60000   removes special immunities granted by armor
                                 and spells from a single target(Cb)
LIF2                Wz  60000   remove death from one warrior and restore to
                                 MHP(nC)


- - - - - - - - - - - - - - - - - BLACK MAGIC - - - - - - - - - - - - - - - -

-SL 1-  Who             Cost    Use
FIRE    Ni/Rm/Rz/Bm/Bz  100     F40 to a single enemy(Cb)
LIT     Ni/Rm/Rz/Bm/Bz  100     L40 to a single enemy(Cb)
SLEP    Ni/Rm/Rz/Bm/Bz  100     make all enemies asleep(Cb)
LOCK    Ni/Rm/Rz/Bm/Bz  100     no effect(Cb)

-SL 2-
ICE     Ni/Rm/Rz/Bm/Bz  400     I80 to a single target(Cb)
DARK    Ni/Rm/Rz/Bm/Bz  400     darkness to all enemies(Cb)
TMPR    Ni/Rm/Rz/Bm/Bz  400     no effect(Cb)
SLOW    Ni/Rm/Rz/Bm/Bz  400     divide target's H% by 2 (ineffective if H%
                                 is already half its normal value)(Cb)

-SL 3-
FIR2    Ni/Rm/Rz/Bm/Bz  1500    F120 to all enemies(Cb)
LIT2    Ni/Rm/Rz/Bm/Bz  1500    L120 to all enemies(Cb)
HOLD    Ni/Rm/Rz/Bm/Bz  1500    stun one enemy(Cb)
LOK2    Ni/Rm/Rz/Bm/Bz  1500    boost the E% of all enemies by 20%(Cb)

-SL 4-
ICE2    Ni/Rm/Rz/Bm/Bz  4000    I160 to all enemies(Cb)
FAST    Ni/Rm/Rz/Bm/Bz  4000    double a single warrior's H% (ineffective if
                                 H% is already twice its normal value)(Cb)
CONF    Ni/Rm/Rz/Bm/Bz  4000    confuse all enemies so that they attack each
                                 other(Cb)
SLP2    Ni/Rm/Rz/Bm/Bz  4000    put one enemy to sleep(Cb)

-SL 5-
FIR3       Rm/Rz/Bm/Bz  8000    F200 to all enemies(Cb)
SLO2       Rm/Rz/Bm/Bz  8000    same as SLOW, directed to one enemy(Cb)
WARP          Rz    Bz  8000    jump back to the previous floor in a monster
                                 lair.  It you are on the first floor, then
                                 the effect is the same as EXIT(nC)
BANE       Rm/Rz/Bm/Bz  8000    slay all enemies(Cb)

-SL 6-
LIT3          Rz/Bm/Bz  20000   L240 to all enemies(Cb)
RUB              Bm/Bz  20000   slay one enemy(Cb)
QAKE             Bm/Bz  20000   slay all enemies(Cb)
STUN             Bm/Bz  20000   guaranteed stun of one enemy with MHP<=300.
                                 Ineffective if target's MHP>300(Cb)
-SL 7-
ICE3          Rz/Bm/Bz  45000   I280 to all enemies(Cb)
BRAK                Bz  45000   stone one enemy(Cb)
SABR                Bz  45000   no effect(Cb)
BLND             Bm/Bz  45000   darkness to a single enemy(Cb)

-SL 8-
STOP                Bz  60000   strongly stun all enemies(Cb)
ZAP!                Bz  60000   slay all enemies(Cb)
XXXX                Bz  60000   slay one enemy(Cb)
NUKE                Bz  60000   400 to all enemies(Cb)




================================== 4:ITEMS ===================================

- - - - - - - - - - - - - - - - - WEAPONS - - - - - - - - - - - - - - - - - -

contrary to what nintendo power says, weapons have no elemental attributes or
race multipliers in FF1.  i.e. the flame sword deals no extra damage to a
Frost D and the coral sword deals no extra damage against SHARKs.  Most
of the 'specialty' swords are actually completely useless and should be sold
immediately when they are found.  Weapons may have abilities when they are
used as items; this info is listed in the 'Use' column as the spell which has
the same effect.  Cost represents resale value, which is half of the buying
price if the weapon can be bought.  If the weapon can't be bought, there will
be a '!' after the resale value.

Weapons         Who                     Cost            +D      +H%     Use

BANE(sword)     Kn/Ni/Rz                30000 !         22      20      BANE
CATCLAW         Kn/Ni/Rz/Bz             32500           22      35
CORAL(sword)    Fi/Kn/Th/Ni/Rm/Rz       4000  !         19      15
DEFENSE(sword)  Kn/Ni/Rz                20000 !         30      35      RUSE
DRAGON(sword)   Fi/Kn/Th/Ni/Rm/Rz       4000  !         19      15

FALCHON         Fi/Kn/Th/Ni/Rm/Rz       225             15      10
FLAME(sword)    Fi/Kn/Ni/Rm/Rz          5000  !         26      20
GIANT(sword)    Fi/Kn/Ni/Rm/Rz          4000  !         21      20
GREAT(axe)      Fi/Kn/Ni                1000  !         22      5
HAND(axe)       Fi/Kn/Ni                275             16      5

HEAL(staff)     Ni/Wm/Wz                12500 !         6       0       HEAL
ICE(sword)      Fi/Kn/Ni/Rm/Rz          7500  !         29      25
IRON(hammer)    Fi/Kn/Ni/Wm/Wz          5               9       0
IRON(nunchuck)  Ni/Bb/Ma                100             16      0
IRON(staff)     Fi/Kn/Ni/Bb/Ma          100             14      0

KATANA          Ni                      30000 !         33      35
LARGE(dagger)   Fi/Kn/Th/Ni/Rm/Rz/Bm/Bz 87              7       10
LIGHT(axe)      Fi/Kn/Ni                5000  !         28      15      HRM2
LONG(sword)     Fi/Kn/Ni/Rm/Rz          750             20      10
MAGE(staff)     Ni/Bm/Bz                12500 !         12      10      FIR2

MASMUNE         all classes             30000 !         56      50
POWER(staff)    all except Th,Rm,Rz     6172  !         12      0
RAPIER          Fi/Kn/Th/Ni/Rm/Rz       5               9       5
RUNE(sword)     Fi/Kn/Th/Ni/Rm/Rz       2500  !         18      15
SABRE           Fi/Kn/Th/Ni/Rm/Rz       225             13      5

SCIMITAR        Fi/Kn/Th/Ni/Rm/Rz       100             10      10
SHORT(sword)    Fi/Kn/Ni/Rm/Rz          275             15      10
SILVER(axe)     Fi/Kn/Ni                2250            25      10
SILVER(hammer)  Fi/Kn/Ni/Wm/Wz          1250            12      5
SILVER(dagger)  Fi/Kn/Th/Ni/Rm/Rz/Bm/Bz 400             10      15

SILVER(sword)   Fi/Kn/Ni/Rm/Rz          2000            23      15
SMALL(dagger)   all except Bb,Ma        2               5       10
SUN(sword)      Fi/Kn/Ni/Rm/Rz          10000 !         32      30
THOR(hammer)    Kn/Ni/Wz                20000 !         18      15      LIT2
VORPAL          Kn/Ni/Rz                15000 !         24      25

WERE(sword)     Fi/Kn/Ni/Rm/Rz          3000  !         18      15
WIZARD(staff)   Bz                      25000 !         15      15      CONF
WOODEN(nunchuck)Ni/Bb/Ma                5               12      0
WOODEN(staff)   all classes             2               6       0
XCALBER(sword)  Kn                      30000 !         45      35



- - - - - - - - - - - - - - - - - - - ARMOR - - - - - - - - - - - - - - - - -

armors may have special abilities, such as granting the wearer automatic
resistance to certain elements, or immunities to certain spells.  resistances
are denoted by an 'r' before the element.  i.e. rF means that the armor grants
resistance to fire.

In addition, some armors can be used as items in battle.  This info is all
listed in the 'Use/special' column.  Most armors decrease E% somewhat, so all
E% values listed are negative.  There are four types of armor: armor(A),
shirt(T), and bracelet(B)(all three are types of body armor), shield(S),
hat(H), and gauntlets(G).  What kind of armor that each piece is is listed in
the 'Armor/Type' column

Armor/Type      Who                     Cost    A       -E%     Use/special
AEGIS   S       Kn                      20000!  16      0       rP, stops
                                                      POISON(jimera),STINGER
BLACK   T       Bz                      1    !  24      2       ICE2
BUCKLER S       Fi/Kn/Th/Ni/Rm/Rz       1250    2       0
CAP     H       all except Bb,Ma        40      1       1
CHAIN   A       Fi/Kn/Ni/Rm/Rz          40      15      15

CLOTH   A       all classes             5       1       2
COPPER  B       all classes             500     4       1
COPPER  G       Ki/Kn/Ni                200     2       3
DRAGON  A       Kn                      30000!  42      10
FLAME   A       Fi/Kn/Ni                1500 !  34      10      rI

FLAME   S       Fi/Kn/Ni                5000 !  12      0       rI
GLOVES  G       all classes             30      1       1
GOLD    B       all classes             25000   24      1
HEAL    H       Kn/Ni                   10000!  6       3       HEAL
ICE     A       Fi/Kn/Ni                15000!  34      10      rF

ICE     S       Fi/Kn/Ni                5000 !  12      0       rF
IRON    A       Fi/Kn/Ni                400     24      23
IRON    G       Fi/Kn/Ni                375     4       5
IRON    H       Fi/Kn/Ni                225     5       5
IRON    S       Fi/Kn/Ni                50      4       0

OPAL    A       Kn                      30000!  42      10      rL
OPAL    B       all classes             32500!  34      1
OPAL    G       Kn                      10000!  8       3
OPAL    H       Kn                      5000 !  8       3
OPAL    S       Kn                      7500 !  16      0       rL

POWER   G       Fi/Kn/Ni/Rz             5000 !  6       3       SABR
PROCAPE S       all except Bb,Ma        10000!  8       2       stops XXXX,
                                                                  RUB,SQUINT
PRORING G       all classes             10000   8       1       stops XXXX,
                                                                  RUB,SQUINT
RIBBON  H       all classes             1    !  1       1       rF,rI,rL,rP,
                 stops FLASH,HOLD,GLANCE,DARK,INK,STINGER,POISON(jimera),STOP
SILVER  A       Fi/Kn/Ni/Rm/Rz          3750    18      8

SILVER  B       all classes             2500    15      1
SILVER  G       Fi/Kn/Ni/Rz             1250    6       3
SILVER  H       Fi/Kn/Ni                125     6       3
SILVER  S       Fi/Kn/Ni                1250    8       0
STEEL   A       Fi/Kn                   22500   34      33

WHITE   T       Wz                      1    !  24      2       INV2
WOODEN  A       Fi/Kn/Th/Ni/Bb/Ma/Rm/Rz 25      4       8
WOODEN  H       Fi/Kn/Ni                50      3       3
WOODEN  S       Fi/Kn/Ni                7       2       0
ZEUS    G       Kn/Ni/Rz                7500 !  6       3       LIT2



- - - - - - - - - - - - - - - - - OTHER ITEMS - - - - - - - - - - - - - - - -

items listed here are not carried by any one paricular character and thus have
a storage place other than that of either weapons or armors.  Following my
convention in the armor section, 'nC' denotes a use outside of combat, and
'Cb' is for the use of the item if it is used during combat

What    Cost    Use

HEAL    60      CURE(Cb), one warrior recovers 30 HP(nC)
PURE    75      PURE(nC/Cb)
SOFT    800     SOFT(nC)

(TENT, CABIN, and HOUSE may only be used outside):
TENT    75      all warriors recover 30 HP, and then the option to save the
                 game is given(nC)
CABIN   250     all warriors recover 60 HP, and then the option to save the
                 game is given(nC)
HOUSE   3000    all warriors recover 120 HP, and then the option to save the
                 game is given; if the game was saved, all warriors then
                 recover all of their SL charges(nC)*

*BUG: magic is not restored until after the game is saved, so the benefits
       of using the HOUSE are not saved;  if you reload the game, it will
       go back to the point before all SL charges were restored, and thus
       you will have wasted a HOUSE.  To avoid this, save the game twice by
       using a TENT or CABIN immediately after using the HOUSE.  If you have
       to reload later, you will then return to a point where you had full
       magic power


- - - - - - - - - - - - - - - - SPECIAL ITEMS: - - - - - - - - - - - - - - - -

What    Use                                     Comments

LUTE    opens a path to the lower levels        recieved as a gift after you
         when you revisit the temple             rescue the Princess from
         of fiends                               GARLAND
CROWN   allows you to fight ASTOS               found on B3 of the Marsh Cave
CRYSTAL trade to Matoya for the HERB            recieved after defeating ASTOS
HERB    wake the Elf Prince                     see CRYSTAL
KEY     opens certain locked chests             recieve from the Elf Prince
                                                 after waking him with the
                                                 HERB
TNT     give to a dwarf to open a canal         found in a locked treasure
                                                 chest at Castle Coneria
RUBY    give to the Titan to pass him           found on B3 of the Earth Cave
ROD     opens a path to the lower levels        receive from Sarda who is
         of the Earth Cave                       beyond the Titan's Tunnel
FLOATER uncovers the AIRSHIP when used in       found on B2 of the Ice Cave,
         the desert south of Crescent Lake       but only if you have talked
                                                 to a man in Crescent Lake
                                                 after you defeat KARY
TAIL    if given to Bahamut, all warriors       found on 3F of the Castle of
         will recieve a promotion                Ordeal
BOTTLE  releases a fairy                        buy for 50,000 gold at the
                                                 Oasis
OXYALE  allows entry into the Sea Shrine        recieve from the freed fairy
         (it's not necessary to have this        at the pond in Gaia
         to enter the Waterfall)
SLAB    give to Dr.Unne in Melmond to           found on 2F of the Sea Shrine
         learn the Lefeinish language
CHIME   allows entry into the Mirage Tower      recieve from a man in Lefein
CUBE    allows entry into the Sky Castle        found at the Waterfall
ADAMANT if given to a dwarven blacksmith,       found on 5F of the Mirage
         you will get the XCALBER sword          Tower/Sky Castle



- - - - - - - - - - - - - - - - - - VEHICLES - - - - - - - - - - - - - - - - -

SHIP    travels on the open sea, but you        recieve from defeating the
         may only disembark onto a port(or       PIRATEs in Pravoka
         river if you have a CANOE)*.  This
         is not carried with you when you
         walk on the world map
CANOE   travels on the river, and is carried    recieve from the sages in
         with you wherever you walk              Crescent Lake after beating
                                                 LICH in the Earth Cave
AIRSHIP travels anywhere, but it may only       found in the desert south of
         land on grassland squares.  This is     Crescent Lake if you use
         not carried with you when you walk      the FLOATER there

(* if you have a CANOE and a SHIP, it is possible to visit the Castle of
       Ordeal before you get the AIRSHIP, although this doesn't help much
       since you can't reach Bahamut without the AIRSHIP.  In any case, the
       equipment there may improve your chances in the Ice Cave)




================================= 5:ENEMIES =================================

- - - - - - - - - - - - - - - SPECIAL ATTACKS - - - - - - - - - - - - - - - -

as is described in the battle algorithm section, some monsters have the
capabilities to launch special attacks.  There are two attacks that are called
POISON but which have different effects.  One of them is used only by JIMERA
and is labelled as such.  Effects are explained using the same conventions as
in the magic section

What            Effect

BLAZE           F220 to all warriors
BLIZZARD        I200 to all warriors
CREMATE         F100 to all warriors
CRACK           slay all warriors
DAZZLE          stun one warrior

FLASH           darkness to all warriors
FROST           I100 to all warriors
GAZE            stun one warrior
GLANCE          stone one warrior
HEAT            F50 to all warriors

INFERNO         F384 to all warriors
INK             darkness to all warriors
NUCLEAR         400 to all warriors
POISON          P260 to all warriors
POISON(jimera)  poison all warriors

SCORCH          F30 to all warriors
SNORTING        darkness to one warrior
SQUINT          slay one warrior
STARE           80 to one warrior
SWIRL           256 to all warriors

STINGER         poison all warriors
THUNDER         L300 to all warriors
TRANCE          stun all warriors



- - - - - - - - - - - - - - - - - ENEMY STATS - - - - - - - - - - - - - - - -

the 'D' column has info about the basic attack power of the enemy, the number
of hits it makes per attack, and special effects of the attack, such as: hit
to stun(S), hit to sleep(A), hit to poison(P), hit to put in darkness(D), hit
to stone(T), and hit to slay(K).  For example, K:1x9 means that the enemy
attacks with 9 hits, each hit having a damage base of 1 and having the
capability of slaying the target instantly (this would be a pretty nasty
attack)

the 'Strategy' column tells what extra actions are available to the enemy
(magic(M), or special attack(S)) and the cycle(s) that the monster
follows, as explained in the battle algorithms section.  All enemies have the
option to attack

the 'Weak/Immune' column refers to spells and elements which the enemy is
especially vulnerable to.  i.e. wL means the enemy is weak vs. lightning
attacks, and w(STUN,SLEP) means that the enemy is especially vulnerable to
the spells of STUN and SLEP.  Also listed are element which the enemy resists,
and spells which are ineffective against that enemy.  For example, rI means
the enemy resists ice attacks and i(BANE) means that the enemy is immune to
BANE.  All undead enemies have weak/immune of wF,rI,i(RUB,BANE,BRAK,STUN,SLEP)
as is denoted in shorthand by a '#' in this column


Ref#:What      MHP   D     A     XP/GOLD  STRATEGY         WEAK/IMMUNE
------------------------------------------------------------------------------

1a:IMP          8    4     4      6/6
b:GrIMP        16   8     6     18/18

2a:WOLF         20   8     0      6/24
b:GrWOLF       72   14    0     93/22
c:WrWOLF       68   P:14  6    135/67
d:FrWOLF       92   25    0    402/200   S(FROST...)      wF,rI

(undead):
3a:ZOMBIE       20   10    0     24/12                     #
b:GHOUL        48   S:8x3 6     93/50                     #
c:GEIST        56   S:8x3 10   117/117                    #,i(SLOW)
d:SPECTER      52   S:20  12   150/150                    #

(undead):
4a:BONE         10   10    0      9/3                      #
b:R.BONE       144  26    12   378/378                    #

5a:SPIDER       28   10    0     30/8
b:ARACHNID     64   P:5   12   141/50

6a:CREEP        56   17    8     63/15                     wF
b:CRAWL        84   S:1x8 8    186/200

7a:GARGOYLE     80   12x4  8    132/80                     i(QAKE)
b:R.GOYLE      94   10x4  32   387/387                    rI,rF,i(QAKE)
                                         M(FIR2,HOLD,FIRE,FIRE...)


8a:GARLAND      106  15    10   130/250

9a:MADPONY      64   10x2  2     63/15
b:NITEMARE     200  30x3  24  1272/700   S(SNORTING...)   wI,rF,i(QAKE,
                                                       RUB,BANE,STUN,SLEP)

10a:IGUANA      92   18    12   153/50
 b:AGAMA       296  31x2  18  2472/1200  S(HEAT...)       wI,rF
 c:SAURIA      196  30    18  1977/658   S(GLANCE...)     w(MUTE)


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY         WEAK/IMMUNE
------------------------------------------------------------------------------

11a:ASP         56   P:6   6    123/50
 b:COBRA       80   22    10   165/50
 c:SeaSNAKE    224  35    8    957/600                    wL,rF,i(QAKE)

12a:OGRE        100  18    10   195/195
 b:GrORGE      132  23    14   282/300
 c:WzOGRE      144  22    10   723/723  M(RUSE,DARK,SLEP,HOLD,ICE2...)

13a:PIRATE      6    8     0     40/40
 b:KYZOKU      50   14    6     60/120                    i(QAKE)

14a:SAHAG       28   10    4     30/30                     wL,rF,i(QAKE)
 b:R.SAHAG     64   15    10   105/105                    wL,rF,i(QAKE)
 c:WzSAHAG     204  47    20   882/882                    wL

15a:OddEYE      10   4     0     42/10   S(GAZE...)        wL,rF,i(QAKE)
 b:BigEYE      304  30x2  16  3591/3591 S(GAZE,FLASH...)  wL,rF,i(QAKE)

16a:SHARK       120  22    0    267/66                     wL,rF,i(QAKE)
 b:GrSHARK     344  50    8   2361/600                    wL,rF,i(QAKE)

17a:SCORPION    84   P:22  10   225/70
 b:LOBSTER     148 P:35x3 18   639/300                    wL,rF,i(QAKE)

(undead):
18a:SHADOW      50   D:10  0     90/45                     #,i(QAKE)
 b:IMAGE       86   S:22  4    231/231                    #,i(QAKE)
 c:WRAITH      114  S:40  12   432/432                    #,i(QAKE)
 d:GHOST       180  93    30   990/990                    #,i(QAKE)

19a:SCUM        24   P:1   250   84/20                     wI,wF,rL,i(*)
 b:MUCK        76   30    7    255/70                     wL,rI,rF,i(*)
 c:OOZE        76   32    250  252/70                     wI,wF,rL,i(*)
 d:SLIME       156  P:48  250 1101/900                    wF,rI,rL,i(*)
(* = QAKE,RUB,BANE,BRAK,STUN,SLEP)

20a:WIZARD      84   30x2  16  276/300            rI,rF,i(BANE,BRAK,STUN,SLEP)
 b:SORCEROR    112  K:1x3 14  822/999  S(TRANCE...)


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY         WEAK/IMMUNE
------------------------------------------------------------------------------

21a:ASTOS       168  26    40  2250/2000
                                 M(RUB,SLO2,FAST,FIR2,LIT2,SLOW,DARK,SLEP...)
 b:MAGE        105  26    36  1095/1095
                                 M(RUB,LIT3,FIR3,BANE,SLO2,FIR3,STUN,LIT3...)
 c:FIGHTER     200  40    36  3420/3420
                                M(WALL,XFER,HEL3,FOG2,INV2,CUR4,HEL2,CUR3...)

(undead):
22a:MUMMY       80   A:30  20   300/300                    #
 b:WzMUMMY     188  A:43  20   984/1000                   #

23a:TROLL       184  24x3  12   621/621                    wF
 b:SeaTROLL    216  40    20   852/852                    wL,i(QAKE)

24a:BULL        164  22x2  4    489/489
(undead):
 b:ZomBULL     224  40    14  1050/1050                   #

25a:TIGER       132  22x2  8    438/108
 b:Saber T     200  24x2  8    843/500

26a:GIANT       240  38    10   879/879
 b:R.GIANT     300  73    20  1506/1506                   wI,rF
 c:FrGIANT     336  60    16  1752/1752                   wF,rI

27a:EARTH       288  66    20  1536/768                    wF,rI,rL,i(*)
 b:FIRE        276  50    20  1620/800                    wI,rF,i(*)
(* = QAKE,RUB,BANE,BRAK,STUN,SLEP)

(undead):
28a:VAMPIRE     156  76    24  1200/2000  S(DAZZLE...)     #,i(QAKE)
 b:WzVAMP      300  S:90  28  2385/3000  S(DAZZLE...)     #,i(QAKE)
                                M(AFIR,MUTE,ICE2,ICE2,LIT2,LIT2,FIR2,FIR2...)

(undead):
29a:LICH        400  40    40  2200/3000                   #
                                M(ICE2,SLP2,FAST,LIT2,HOLD,FIR2,SLOW,SLEP...)
 b:LICH*       500  40    48  2000/1    M(NUKE,STOP,ZAP!,XXXX...)   # -> **
(* = temple of fiends version) (** not weak vs. fire)

30a:PEDE        222  P:39  20  1194/300
 b:GrPEDE      320  73    25  2244/1000                   wF,rI


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY         WEAK/IMMUNE
------------------------------------------------------------------------------

31a:HYDRA       212  30x3  14   915/150
 b:R.HYDRA     182  20x3  14  1215/400   S(CREMATE...)    rF,wI

32a:CARIBE      92   22    0    240/20                     wL,rF,i(QAKE)
 b:R.CARIBE    172  37    20   546/46

33a:GATOR       184  42x2  16   816/900                    wL,rF,i(QAKE)
 b:FrGATOR     142  56x2  20  1890/2000                   wL,rF,i(QAKE)

34a:OCHO        208 P:20x3 24  1224/102                    wL,rF,i(QAKE)
 b:NAOCHO      344 P:35x3 32  3189/500

35a:HYENA       120  22    4    288/72
 b:CEREBUS     192  30    8   1182/600   S(SCORCH...)     rF,wI

36a:PERILISK    44   20    4    423/500   S(SQUINT...)     wI,rF,i(QAKE)
 b:COCTRICE    50   T:1   4    186/200                    i(QAKE)

37a:Grey W      280  50    30  1671/400                    wI,rF,i(QAKE)
 b:Sand W      200  46    14  2683/900   S(CRACK...)      i(QAKE)
 c:WORM        448  65    8   4344/1000                   i(QAKE)

38a:Red D       248  75    14  2904/4000  S(BLAZE...)      wI,rF,i(*)
 b:Frost D     200  53    10  1701/2000  S(BLIZZARD...)   wF,rI,i(*)
(undead):
 c:ZombieD     268  S:56  30  2331/999                    #
(* = QAKE,BANE,BRAK)

39a:SPHINX      228  23x3  12  1160/1160                   i(QAKE)
 b:MANTICOR    164  22x2  8   1317/650  S(STINGER...)     i(QAKE)

40a:KARY        600  40x6  40  2475/3000                   w(STUN,SLEP),rF,rI,
              M(FIR2,DARK,FIR2,DARK,FIR2,HOLD,FIR2,HOLD...)   rL,i(BANE,BRAK)
 b:KARY*       700  50x5  60  2000/1    S(FIR3,RUB...)    w(STUN,SLEP),
                                                        rF,rI,rL,i(BANE,BRAK)
(* = temple of fiends version)


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY         WEAK/IMMUNE
------------------------------------------------------------------------------

41a:EYE         162  30    30  3225/3225                   i(QAKE)
  M(XXXX,BRAK,RUB,LIT2,HOLD,MUTE,SLOW,SLEP...),S(GLANCE,SQUINT,GAZE,STARE...)
(undead):
 b:PHANTOM     360  S:120 60     1/1                      #,i(QAKE)
                    M(STOP,ZAP!,XFER,BRAK,RUB,HOLD,MUTE,SLOW...),S(GLARE...)

42a:CATMAN      160 P:30x2 16   780/780
 b:MANCAT      110 20     30   603/800                    rF,rI,rL,i(QAKE,
       M(FIR2,SLOW,DARK,SLEP,FIRE,LIT,CURE,SLEP...)      BANE,BRAK,STUN,SLEP)

43a:MEDUSA      68   P:20  10   699/699   S(GLANCE...)     w(MUTE)
 b:GrMEDUSA    96 S:11x10 14  1218/1218  S(GLANCE...)     wF,rI,i(QAKE)

44a:WYVERN      212  P:30  12  1173/50                     i(QAKE)
 b:WYRM        260  40    22  1218/502                    i(QAKE)

45a:R.ANKYLO    256  60x3  36  1428/300
 b:ANKYLO      352  98    40  2610/1

46a:NAGA        356  P:9   8   2355/2355                   wL,rF,i(QAKE)
                                 M(LIT2,LOCK,SLEP,LIT,LIT2,HOLD,SLOW,DARK...)
 b:GrNAGA      420  P:7   20  3489/4000
                                 M(RUSE,MUTE,SLOW,DARK,SLEP,FIRE,LIT,HEAL...)

47a:WATER       300  69    20  1962/800                    wI,rF,i(*)
 b:AIR         358  53    4   1614/807                    i(*)
(* = QAKE,RUB,BANE,BRAK,STUN,SLEP)

48a:MudGOL      176  P:64  8   1257/800   M(FAST...)       rL,rI,rF,i(*)
 b:RockGOL     200  70    16  2385/1000  M(SLOW...)       rL,rI,rF,i(*)
 c:IronGOL     304  93    ?   6717/3000                   rI,rF,i(*)
(* = QAKE,RUB,BANE,BRAK,STUN,SLEP)

49a:KRAKEN      800  50x8  60  4245/5000  S(INK...)        wL,rF,i(QAKE)
 b:KRAKEN*     900  60x8  70  2000/1     M(LIT2...),S(INK...)   rI,i(QAKE)
(* = temple of fiends version)

50a:TYRO        480  65    10  3387/502
 b:T REX       600  115   10  7200/600


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY         WEAK/IMMUNE
------------------------------------------------------------------------------

51a:GUARD       200 S:25x2 36  1224/400                    i(*)
 b:SENTRY      400  102   48  4000/2000                   wL,rI,rF,i(QAKE,*)
(* = RUB,BANE,BRAK,STUN,SLEP)

52a:CHIMERA     300  30x4  20  2064/2500  S(CREMATE...)   wI,rF,i(*)
 b:JIMERA      350  40x4  20  4584/5000  S(CREMATE,POISON,...) wI,rF,i(*)
(* = QAKE)

53a:BADMAN      260  44x2  36  1263/1800
 b:EVILMAN     190  55    28  2700/3000            i(RUB,BANE,BRAK,STUN,SLEP)
                                         M(XFER,NUKE,XFER,XXXX,BLND...)

54a:Blue D      454  92    20  3274/2000  S(BLIZZARD...)  wF,rL,i(QAKE)
 b:Gas D       352  72    20  4068/5000  S(POISON...)     rI,i(QAKE)

55a:WarMECH     1000 128x2 64 32000/32000 S(NUCLEAR...)

56a:TIAMAT      1000 49x4  64  5496/6000        w(BANE,BRAK),rF,rI,rL,i(QAKE)
                                         S(THUNDER,POISON,BLIZZARD,BLAZE...)
 b:TIAMAT*     1000 70x4  90  2000/1                      rF,rI,rL,i(QAKE)
                M(BANE,ICE2,LIT2,FIR2...),S(THUNDER,POISON,BLIZZARD,BLAZE...)
(* = temple of fiends version)

57a:CHAOS       2000 100x2 100    0/0                    rI,rF,rL,i(QAKE,BANE,
 M(ICE3,LIT3,SLO2,CUR4,FIR3,ICE2,FAST,NUKE...)           BRAK,STUN,SLEP,ZAP!)
 S(CRACK,INFERNO,SWIRL,TORNADO...)



- - - - - - - - - - - INDEX of ENEMIES (alphabetical) - - - - - - - - - - - -

AGAMA    10b        GATOR.   33a        MANTCORE 39b        SeaTROLL 23b
AIR      47b        GEIST    3c         MEDUSA   43a        SENTRY   51b
ANKYLO   45b        GHOST    18d        MUCK     19b        SHADOW   18a
ARACHNID 5b         GHOUL    3b         MudGOL   48a        SHARK    16a

ASP      11a        GIANT    26a        MUMMY    22a        SLIME    19d
ASTOS    21a        GrPEDE   30b        NAGA     46a        SORCEROR 20b
BADMAN   53a        GrMEDUSA 43b        NAOCHO   34b        SPECTER  3d
BigEYE   15b        GrOGRE   12b        NITEMARE 9b         SPHINX   39a

Blue D   54a        GrIMP    1b         OCHO     34a        SPIDER   5a
BONE     4a         GrNAGA   46b        OddEYE   15a        TIAMAT   56a
BULL     24a        GrSHARK  16b        OGRE     12a        TIAMAT*  56b
CARIBE   32a        GrWOLF   2b         OOZE     19c        TIGER    25a

CATMAN   42a        Grey W   37a        PEDE     30a        T REX    50b
CEREBUS  35b        GUARD    51a        PERELISK 36a        TROLL    23a
CHAOS    57a        HYDRA    31a        PHANTOM  41b        TYRO     50a
CHIMERA  52a        HYENA    35a        PIRATE   13a        VAMPIRE  28a

COBRA    11b        IGUANA   10a        R.ANKYLO 45a        WarMECH  55a
COCTRICE 36b        IMAGE    18b        R.BONE   4b         WATER    47a
CRAWL    6b         IMP      1a         R.CARIBE 32b        WrWOLF   2c
CREEP    6a         IronGOL  48c        Red D    38a        WIZARD   20a

EARTH    27a        JIMERA   52b        R.GOYLE  7b         WzMUMMY  22b
EVILMAN  53b        KARY     40a        R.GIANT  26a        WzOGRE   12c
EYE      41a        KARY*    40b        R.HYDRA  31b        WzSAHAG  14c
FIGHTER  21c        KRAKEN   49a        R.SAHAG  14b        WzVAMP   28b

FIRE     27b        KRAKEN*  49b        RockGOL  48b        WOLF     2a
Frost D  38b        KYZOKU   13b        Saber T  25b        WORM     37c
FrGATOR  33b        LICH     29a        SAHAG    14a        WRAITH   18c
FrGIANT  26c        LICH*    29b        Sand W  37b         WYRM     44c

FrWOLF   2d         LOBSTER  17b        SAURIA   10c        WYVERN   44a
GARGOYLE 7a         MADPONY  9a         SCORPION 17a        ZOMBIE   3a
GARLAND  8a         MAGE     21b        SCUM     19a        ZombieD  38c
Gas D    54b        MANCAT   42b        SeaSNAKE 11c        ZomBULL  24b




============================ 6:TIPS,TRICKS,ETC... ============================

to get to the puzzle game within FF1, board the SHIP and press A,B at the same
time, 55 times in a row.  You may return to the main game at any time by
pressing B

to view the entire world map and your location on it, push and hold B, then
press SELECT.  This only works if you are outside

if you have a Bb/Ma character in your party, the armor BUG explained in the
algorithms section can be helpful or disastrous.  If your Bb/Ma is at a low
level, but has a lot of armor on, and you put him in front, the next time he
gains a level, the BUG will take effect, lowering A to A = LV of the Bb/Ma.
In other circumstances this bug can work to your benefit: if you want to have
the advantages of the RIBBON and PRORING for your Bb/Ma but also want a
reasonably high ABSORB value without having to equip body armor, just equip
the PRORING and RIBBON and then take a LV up.  As long as you don't check your
armor screen, the A of your Bb/Ma will be equal to his level.  You will
also still have space left over for armors that can be used as an items in
battle.  Just be sure that the armos are all in the proper places before
taking the LV up

for cheap HP restoration, use TENTs whenever possible near the beginning of
the game.  Later, collect the HEAL(staff) and 2 HEAL(helmet)s in order to heal
HP during battles against weak enemies.  And if you can, buy the HEL2 spell.
Due to the BUG explained in the magic section, this spell has the effects of a
HEL3 spell if you cast it in battle.  This makes it a very useful spell to
have during the middle of the game when you fight enemies with strong attacks

due to a BUG in the domain mapping on the world map, it is possible to fight
ZomBULLs, FrWOLFs, and other strong enemies at the northernmost tip of the
peninsula east of Pravoka.  This peninsula is directly south of Lefein and is
the point of closest approach between the southern and northern continents.
If you have the spells of FIR2, HRM2, and a bunch of TENTs, you can gain lots
of GOLD and XP here very quickly early in the game

to gain experience rapidly and safely later in the game (after you have the
AIRSHIP), first equip all your warriors with PRORINGs.  Now go back to the Ice
Cave to the point where you found the FLOATER.  As you will remember, this was
guarded by the EYE.  Since a battle with the EYE always ensues whenever you
step onto the square before the treasure, you can fight the EYE repeatedly as
often as you want without having to go anywhere.  With all warriors wearing
PRORINGs, the XXXX spell that the EYE uses will be ineffective, and you can
easily kill the EYE with weapon attacks in the first round.  There is some
danger that one of your warriors will fall prey to GLANCE, but you can protect
yourself against this as well, if you equip your warriors with RIBBONs.  At
a rate of four battles won every minute, you can expect to LV up for all
warriors every ten minutes

IMHO, the RIBBON is easily the most useful piece of armor in FF1.
There are 3 of them to be found: one in the Waterfall, one on B2 of the Sea
Shrine, and one on 5F of the Mirage Tower/Sky Castle.  The RIBBON grants the
wearer automatic resistance to all four elements, and this can mean the
difference between life and death near the end of the game



- - - - - - - - - - Pros and Cons of the 6 character classes - - - - - - - - -

Fi/Kn: characters in this class have phenomenonally high A values, thus they
       are good to have in the lead positions where most of the attacks land.
       They are pretty good at attacking, and have usually have the highest
       MHP.  They are expensive to equip in the first half of the game, which
       can really slow down the action, and later on, if you have too many
       Fi/Kn characters in your party, you may find that you have no free
       spaces in your weapons and armor inventory to put new stuff.  The Kn
       class can learn the AFIR and ALIT spells, which are useful sometimes

Bb/Ma: this character class is very cheap to equip and fights incredibly well
       when UNARMED.  At level 50, a FAST Bb/Ma can theoretically do 20 hits
       for 8000 points of damage to a single target, and thus kill CHAOS with
       a single attack!  Open spaces on the inventory screens mean lots of
       space to put extra armor and weapons that can be used as items or
       resold.  A Bb/Ma cannot use magic, has a below average armor level,
       and an above average MHP level

Wm/Wz: this character can use of of the WHITE magic spells and is most useful
       for restoring HP or preparing defenses in a hurry.  The Wz is much
       valued for his ability to cast the EXIT, LIFE, and LIF2 spells, which
       are indispensible for long journeys into monster lairs.  A Wm/Wz has a
       low attack power and armor level, and an average MHP level

Bm/Bz: this character is very useful for his BLACK magic elemental damage
       spells in the early parts of the game.  If this magic is used
       properly, it is possible to defeat bands of enemies much stronger than
       your own party and thus gain loads of experience very quickly.  The
       Bm/Bz class can also use FAST, which is very useful against boss type
       enemies.  A Bm/Bz has a pathetic attack and armor level, as well as
       very little MHP, making his class the least survivable class there is

Th/Ni: this character has the best chance of trying to RUN away in battle.
       There isn't much else to say in favor of this class until it gets
       promoted to the Ni class.  The Ni has an above average armor level and
       an average attack power.  Like the Kn, you may find that the Ni
       frequently has no space to carry spare pieces of armor.  The Ni can
       cast FAST, which helps a little.  The Ni has an average MHP level
       There are no really good reasons that I can think of to include this
       class in your party, but if you really want to, it doesn't hurt you

Rm/Rz: this class is just about the most useful spellcaster you can have in
       your party(but not good enough to be substituted for the Wm/Wz class).
       The Rm/Rz can cast EXIT, LIFE, HEL2, FAST, all of the elemental damage
       spells, FOG2, AFIR, AICE, and ALIT, to name a few useful spells.  The
       Rm/Rz has an average attack power and armor level.  MHP for this class
       initially rises quickly, but levels off sharply, resulting in a below
       average MHP level overall.  IMHO, this class is superior to the Bm/Bz
       class, and unless you really like the idea of being able to cast a
       spell with the name NUKE, you're better off using this class instead