The Rage Guide
Version 1.5
Djibriel, January 2006
“My hysterical shouting had been in tongues, like at a Pentecostal church. When
the fight was over, nothing was solved, but nothing mattered. Afterwards, we all
felt saved.”
- Gau’s memoirs
Contents
No number: Contents
Foreword (01/21/2005, by assassin)
1.0 Version History
2.0 Introduction (10-year anniversary edition)
3.0 Glossary
4.0 The Rage Command explained
5.0 Individual Rage properties
6.0 The Veldt
7.0 Clearing the Monster Formations
8.0 Unobtainable Rages and other oddities
9.0 Gogo
10.0 Best practices; cheaper than off-brand Sabor de Soledad cheese puffs
11.0 Boss strategies
12.0 Rage accoutrements
13.0 Rage and Status ailments
14.0 SNES/PSX version differences
15.0 Conclusion
16.0 Credits
No number: Disclaimer
**********************************
Foreword (01/21/2005, by assassin)
**********************************
Gau is one of Final Fantasy 6's most versatile characters, and is the most
powerful for much of the World of Balance. Having grown up amongst monsters
rather than humans, wrapped in hides while most kids are still swaddled in
diapers, competing for beef jerky when his contemporaries were back at their
mothers' teats, he's hardly a conventional hero. Gau never mentions the
Empire, nor makes any vow to save the world. Nay, some of his first acts as a
Returner are to shout gibberish, misname Sabin, and to laugh after scaring
hard-earned party funds into a pit. But what Gau lacks in fashion, vocabulary
and financial savvy, he makes up for in a huge repertoire of attacks and
accompanying protections. Some players do not bother to tap into these vast
resources, citing how "Gau is uncontrollable." Ah, but some of life's most
beautiful processes unfold beyond our control: heartbeats, breath, sneezes,
passing the bar exam with flying colors, completing a violent but steady ascent
through a drug cartel to emerge as the world's most feared and wealthy kingpin.
It is folly to claim that everything involuntary is worthless!
Besides, the Rage ability *does* provide sufficient control for most
battles. It differs from other abilities in that it requires some foresight;
you can't react from round to round. Instead, players must give thought
upfront in selecting the Rage. Choose a right one for the situation, and
you can coast on through. Like with Ron Popeil's award-winning rotisserie
ovens, interaction is rarely NEEDED; just set it and forget it! With at least
one great Rage to answer nearly every battle, you can cook anything.
Unfortunately, the ability's vastness -- the size of the metaphorical
kitchen -- is one of its main downsides. Over 250 total Rages can be learned,
Squaresoft didn't bother to alphabetize the menu used in their selection (why,
if some benevolent soul did that, he or she would be the toast of the town!
And be swarmed by nubile women. .. Swarm, damnit!!), and there's often no
connection between what you see from the monster in a normal battle and the
Rage attacks it provides Gau. That last point was especially a hindrance
before this game's data became documented so thoroughly. The trial and error
needed to master Rage was often frustrating to the point of amusement:
"A passive raccoon/squirrel hybrid can command the earth to swallow its foes?
Right."
"Somebody's lost housecat is the most physically dominating presence? Okay."
"The ever resilient and Meteo-flinging Intangir has a penchant for suicide?
Figures."
"Woolly uses Ice 3? That might infuriate me, had I not abandoned Rage fifteen
hours ago."
Despite this madness, many players would harness impressive early Rages
like Hazer, Templar, and Stray Cat when the Rage list was still modest in size.
But as it grew later in the game (along with the pool of Veldt enemies), they'd
either stick with those initial staples, or simply give up on the command.
Others yet were drooling peons who neglected the command from the outset. Rage
has experienced a bit of a renaissance due to hacking and subsequent
documentation of this game's internals. Even with all this information,
there's still a lot for the player to digest. You might know the general
strongest attacks or which monsters are particularly sturdy. However, what
if you want to pick the Rage which not only puts great hurt on a boss, but --
when combined with readily available equipment -- also absorbs or nullifies
every element the fiend can throw at you, and wards off any status ailments it
can inflict? That's no casual task.
And this is no ordinary guide, my friends. Enter stage left, Djibriel!
**********************************
1.0 Version History
**********************************
Version History:
- Version 1.5 (03/21/2015)
Intrusive overhaul of the document!
Renamed several chapters, and shuffled them around in what I consider a
superior order.
Merged the sections about good tactics and good Rages, put it all in
chronological order and removed a few substandard contenders.
Added [ ] boxes to the Rage walkthrough for easier hunting.
Removed section about finding items because there’s plenty walkthroughs
out there discussing it.
Removed bugs chapter, since ZED already covered that.
I removed a joke I thought was very edgy back when I thought ‘to be edgy’
was a reference to David Evans of U2.
Rewrote several sections.
Fixed an inaccurate description of where Coelecite appears in the Cave of
the Sealed Gate.
- Version 1.4 (05/31/2010)
The document is still alive! A lot of minor corrections, added some minor
tidbits, removed a few things, you know. You won't notice!
One minor update: Gigantos CAN be unlocked for the Veldt without gaining
experience. Thanks, Leviathan Mist!
- Version 1.3 (01/28/2006)
Yes, a year has passed, and while the guide's success has made me dormant
concerning changing anything - better, after all, is the enemy of good -
Galbalan turned to her feminine charm to woe me into updating. Main new
features:
* Quite a lot of spelling/grammar corrections
* A lay-out change; parallel to my other documents, it's now much more
thoroughly indexed.
* Similar to the above, 'fixed' a continuity issue; all Specials in
the game now come with an exclamation mark (!) to indicate their
nature.
* Various small content additions/corrections that are all too puny
to mention separately.
Version History:
- Version 1.2 (09/03/2005)
Major update. Corrected several errors:
* Added Rhinotaur, Rhodox, GreaseMonk, Ogor and Wart Puck to the
Elusive Rages walkthrough
* Number 024 has been added to Boss strategies
* Added Magic Urn and Io to the Legendary Strategies section
* Added Areneid to Telstar's Boss strategy options
* Reduced impossible Rages to obtain in a perfect LLG from 8 to 1
* Some other less significant content errors/inconsistencies
* A few spelling and grammar errors
- Version 1.1 (01/25/2005)
Features close to no content additions, 'Januari' was corrected.
For GameFAQs purposes, mainly.
- Version 1.0 (01/25/2005)
Initial Release
**********************************
2.0 Introduction (10-year anniversary edition)
**********************************
What compels man? What drives a man to commit unspeakable acts of cruelty, or
immeasurable kindness? What causes man to write a Rage Guide in 2005, then
update it 10 years later?
--------------------------------------------------------------------------------
Main Entry: rage
Pronunciation: 'rAj
Function: noun
Etymology: Middle English, from Old French, from Late Latin *rabia*, from
Latin *rabies* rage, madness, from *rabere* to be mad;
akin to Sanskrit *rabhas* violence
1 a : violent and uncontrolled anger b : a fit of violent wrath c archaic :
INSANITY
2 : violent action (as of wind or sea)
3 : an intense feeling : PASSION
4 : a fad pursued with intense enthusiasm <was all the rage>
synonym see ANGER, FASHION
How many FAQs have started with a Copy/Paste from the dictionary? While I'm
not earning points for originality, I have just explained how the words 'Rage'
and 'Rabies' actually come from the same word, and that has to count for
something, right?
Gau. To like him is to love him, to dislike him is to loathe him. Whatever the
opinion on this fellow is, it's a strong feeling. He's paired with Relm in
terms of uselessness, and he is paired with Terra and Sabin in terms of kick-
ass. So is Gau a blessing to every party but misunderstood by some? Or is he a
character only driving on charisma, fiercely neglecting the moral
responsibility to aid you in your struggles against evil?
I wrote the Guide, trust me, it's the former.
Now we have established that Rage is a useful skill, I assume you want to know
how to use the Rage command properly? Here's how:
Are you in the WoR? Use NightShade
Are you in the WoB Imperial MagiTek Research Facility? Use Anguiform
Are you in the WoB? Use Stray Cat
Now you know how to use Rage. But there's a difference between the Skill of
Rage and the Art of Rage. The latter involves picking exactly that Rage out of
the eventually 252 Rages that will aid you most. And that, my friends, is what
this Guide is all about. There is so much to do, so much to see, so much to
enjoy, so much strategy hidden in that single command. Is it all necessary?
Not really, no. Gau is a great character even with just those three Rages and
a vague grasp of when to use them. But for a Low Level Gamer or a Single
Character Challenger, for somebody who wants to have fun, or for people who
just really wants to humiliate every boss in the game until it weeps on their
boots, this is the Rage Guide, and I hope you will learn from it.
There are 255 Rages, of which three are unavailable in a normal game. That's
still 252 choices as opposed to 8 Tools, a single special command such as
Morph or 24 Lores. There are even several options within a single Rage...the
options are endless. Then where to begin? Where to start with a Rage Guide,
without a doubt a massive undertaking? I think I'll just start slowly by
explaining what a Rage is, what it'll do to you and how to get them. I'll see
what I want to tell you then :)
**********************************
3.0 Glossary
**********************************
I'll throw in some words here and there that you may not have heard of:
LLG: Low Level Game. The challenge of this self-induced torture lies in
running from every battle and defeating the game at the lowest level possible.
Most end up around level 10, although it's said an average of level 8 should
be obtainable. While this is not an LLG Guide I'll give some useful tips on
them concerning Rage from you.
SCC: Single Character Challenge. The objective of this game is to defeat it
using only one character and traveling with otherwise dead people where
possible. While this is not an SCC Guide I'll give some tips on a possible
Gau SCC you might be playing. Those tactics are important anyway as the entire
party save for Gau might be killed, leaving it necessary for a specific Rage
to be self-sustaining.
WoB: World of Balance. The green, clean dreamlands you start in.
WoR: At some point in the game the previously described World of Balance is
destroyed by a plot device, giving way to new dungeons, monsters, side-quests
but foremost new Rages and new items. Logic tells us you cannot reach the WoR
when you're in the WoB, unless some kind of overly dramatic cutscene would
do that for you.
Gau: While it's possible to name Gau something along the lines of 'Beaver',
there is a strange custom to refer to characters using their official names.
I'm going to stick to it.
Blackjack: Its name never mentioned in the game, the Blackjack is the WoB
counterpart of the Falcon. The Blackjack is, as far as you know, the only
airship in existence, and it's owned by a pirate known as 'the Wandering
Gambler'.
Ctrl + F: Rumored to be the fourth invention of the world (only fire, the
wheel and women were invented earlier), Ctrl + F is a fabled button
combination with which you can instantly transport your mind to a certain
location, or even swoop over all the times a certain word is mentioned in a
document. While reading this entire Rage Guide certainly would make your life
better, I cannot exclude the possibility that you just popped in to look up
whether 'This Or That' causes 'Such Or So', and you can instantly find the
answer to yon riddle with this combo.
**********************************
4.0 The Rage command explained
**********************************
Because Gau is no man’s fool, he lacks any Fight command for you to select
and instead has the Rage command. When selecting Rage by using the arrow keys
and actually using the action button, a menu screen will appear where you can
pick between every Rage you have. Select one, and watch how Gau and/or Gogo
gets into a killing frenzy, randomly switching between a normal Battle command
and a special attack every turn, automatically, until the Rage user is either
killed or victorious. At first glance.
There is a Rage for pretty much every random encounter monster in the game,
and even a few odd bosses here and there. Every Rage is named after its
corresponding monster. There is the Brawler monster at Mt. Koltz, and there is
the Brawler Rage. When Gau or Gogo selects the Brawler Rage, he will become
like the Brawler in several aspects. Not only will he randomly perform a
specific attack 50 % of the time, he will adopt:
- elemental attributes
- inherent statuses
- status immunities
- certain special properties
- special attack
- Battle weapon graphic
Let's take a look at Brawler. This monster absorbs Poison-elemental attacks.
As soon as Gau takes his first turn in this Rage, he will start absorbing
Poison. Elemental properties are always handled in such a way that the most
positive outcome for the target prevails, not counting effects from Strago’s
ForceField Lore.
ForceField --> Absorbing --> nullify --> 50 % damage --> weakness —> standard
Let's take a look at Brawler yet again. The monster is always under the
influence of the Berserk status. As soon as Gau or Gogo selects this Rage, the
Berserk status is applied to the Rage user. A Rage-inflicted status (ailment)
is not removable/curable. A status protection Relic will prevent Rage-
inflicted status ailments coming into play, though. Should Gau or Gogo have
been wearing a Ribbon or Peace Ring, the auto-Berserk would not have been
applied. Both positive and negative statuses are applied in some cases.
Templar benefits from auto-Safe, and Enuo suffers from auto-Seizure. Status
ailments are often hardly more than a small annoyance, beneficial statuses is
what it's all about in some battles.
Let's take a look at another monster. Let's take a look at Apokryphos, a
creature from the Floating Continent. This monster is immune to certain status
ailments. For Apokryphos, these status ailments are: Zombie, Poison, Imp,
Condemned, Near Fatal, Berserk and Muddle. Upon entering the Apokryphos Rage,
Gau and/or Gogo will become immune to these status ailments as well,
effectively protecting him from every single one of these life-threatening
ailments without having to sacrifice a Relic slot. The status ailments Rage
can protect against are: Dark, Zombie, Poison, Clear, Imp, Petrify, Condemned,
Near Fatal, Image, Mute, Berserk, Muddle, Seizure, Sleep, Slow, Stop and
finally Death.
Note that Death protection doesn't really include being immortal. Death
protection will grant the Rager the same effects granted by the Memento Ring
and Safety Bit: immunity to instant-death spells, percentage-based spells
such as Demi and Missile and finally the level-halving Dischord. Death
protection does not protect against physical attacks that set Death, such as
the Retainer’s !Tradeoff.
I told you about special properties, right? The properties I was talking about
are these three: Die if MP = 0, Human, and Undead. Of those, only Undead has
significant effect.
Die if MP = 0 causes a monster or Rager to die when MP is set to 0 through an
MP attack such as Rasp, Osmose or a physical attack that drains MP. These
attacks are extremely rare so this features presents only a theoretical danger
to a Rager.
The Human property causes a monster or Rager to take double damage when struck
by the Man Eater weapon. Let’s just say it; when you have a Rager damaged by
another character wielding a Man Eater, you did it on purpose.
Undead is the one with clear disadvantages and some advantages. When selecting
the Rage of an Undead creature, the Rager will not die from Doom spells,
Roulette spells cast by the enemy, the Condemned Lore and X-type Instant Death
coming from weapons. Instead, the Rager will be fully healed. Curative spells
will hurt the Rager, however. Exceptions include: Pep Up, Setzer’s Lagomorph,
the Dried Meat item, the Heal Rod and the curative effects of Mog’s Tapir.
There is yet another thing that the Rage user receives, and it's the
Special attack. Some Rages will have no spell for the second attack, but
instead have the monster's Special. In this document, I will indicate an attack
being a 'Special' with an exclamation mark (!). This Special can vary from
status-infliction (Primordite's !Numblade causes Stop, Mind Candy's !SleepSting
causes Sleep) to a physical attack stronger than Battle (Hornet's !IronNeedle
is 1.5 times stronger than Battle, Stray Cat's !Catscratch is 4 times stronger
than Battle). Obviously, Gau will be doing this monster's Special attack
should his Rage force him to do so.
Finally, there's only little snippet that is related to Rage. Every monster
has a 'weapon' of which the graphic is shown. This weapon is also placed on
a Rager. Note that this does not, in any way, have an influence of the power
of the physical attack itself. Some monsters use a Trident, other use a
Partisan; the latter is not stronger then the first when you see it on a
Rager. There is one exception to this rule; when Gau is given a Lance by his
Rage, he will deal 200% damage with a Jump attack (inflicted by Palidor) rather
than 150% damage like he will normally do.
So this is what the Rage user receives. To be clear, the Rage user does *not*
take over:
- Any kind of statistic, including Evade and Magic Block
- Stolen items
- Control and Sketch attacks
- Morph items
- AI Script
The Rage user stays in the monster-induced frenzy until the battle is over or
the Rage user is Petrified or killed. Also, Rippler can take away the Rage
status which causes the Rage user to stop with the frenzy thing. Take a look at
Master ZED’s Bugs & Glitches document for more info:
http://masterzed.cavesofnarshe.com/GameDocs/ff3bug.txt
**********************************
5.0 Individual Rage properties
**********************************
Table of Contents:
5.1 Non-Battle attack, inherent statuses, Death Protection, Undead
5.2 Elemental properties
There are two lists to make sure that it all fits nicely and looks nice. Please
note that this is not really meant for reading or something, this is for those
of you who have mastered to use of Ctrl + F and wish to know what the hell
Brainpan does. Perhaps a superior way of finding out Rage properties is skimming
through Master ZED’s Monster Statistics Guide, available on GameFAQs.
--------------------------------------------------------------------------------
5.1 Non-Battle attack, inherent statuses, Death Protection, Undead
**********************************
This is the first list. It lists the monsters in the order they appear in
the data and the location of them in the Rage menu. This list includes from
left to right the name of the monster, the attack they will use half of the
time, the inherent statuses, the possession of Death Protection (if so, they
have 'Dth. Prot.' listed) and the possession of the Undead trait (mentioned if
so).
Guard Special
Soldier Fire
Templar Fire2 Safe
Ninja Water Skean Float
Samurai Lullaby Dth. Prot.
Orog Pearl Undead
Mag Roader Bio Safe Dth. Prot.
Retainer Shock Dth. Prot.
Hazer Bolt2
Dahling Cure2 Dth. Prot.
Rain Man Bolt3 Float
Brawler Stone Berserk
Apokryphos L. 3 Muddle
Dark Force CleanSweep
Whisper Demi Float Undead
Seizure
Over-Mind Elf Fire Undead
Osteosaur X-Zone Undead
Commander Break
Rhodox Snare
Were-Rat Poison
Ursus Net
Rhinotaur Mega Volt
Steroidite Blizzard Dth. Prot.
Leafer Special
Stray Cat Special
Lobo Special
Doberman Special
Vomammoth Blizzard
Fidor Special
Baskervor Cyclonic Dth. Prot.
Suriander Aqua Rake Dth. Prot.
Chimera Aqua Rake Dth. Prot.
Behemoth Meteor
Mesosaur Step Mine
Pterodon Fire Ball Float
FossilFang Sand Storm Undead
White Drgn Pearl Dth. Prot.
Doom Drgn N. Cross Float Dth. Prot.
Brachosaur Disaster Dth. Prot.
Tyranosaur Meteo Dth. Prot.
Dark Wind Break Float
Beakor Special
Vulture Shimsham Float
Harpy Cyclonic Float Dth. Prot.
HermitCrab Net Safe
Trapper L.3 Muddle Float
Hornet Special Float
Crasshoppr Bserk Float
Delta Bug Mega Volt
Gilomantis Shrapnel Dth. Prot.
Trilium Bio
NightShade Charm Dth. Prot.
Tumbleweed Lifeshaver
Bloompire Bio Undead
Trilobiter Special Safe
*Siegfried Flare Safe Dth. Prot.
Nautiloid Special Safe
Exocite Special
Anguiform Aqua Rake Dark
Reach Frog Slimer
Lizard Break
ChickenLip Quake Dth. Prot.
Hoover Sand Storm
Rider Virite
*Chupon W Wind Dth. Prot.
Pipsqueak Imp
M-TekArmor Tek Laser Safe Dth. Prot.
Sky Armor Tek Laser Float
Telstar Sonic Boom Float Dth. Prot.
Lethal Wpn Grav Bomb Reflect
Vaporite Blaze Float Undead
Flan Slimer
Ing Lifeshaver Float Undead
Humpty Poison Undead
Brainpan Blow Fish Float Undead
Cruller Slimer Undead
Cactrot Blow Fish
Repo Man Exploder
Harvester Haste Float
Haste
Bomb Blaze Float
StillLife Lullaby Dth. Prot.
Boxed Set Meteor Float
Reflect
SlamDancer Ice2
HadesGigas Magnitude8
Pug Break Dth. Prot.
Magic Urn Cure3 Dth. Prot.
Mover Merton
Figaliz Dischord Reflect
Buffalax Slow2 Seizure
Aspik Giga Volt Float
Ghost Bolt2 Float Undead
Crawler Step Mine
Sand Ray Special
Areneid Special
Actaneon Special Dark
Sand Horse Sand Storm Dth. Prot.
Dark Side Ice2 Float Undead
Seizure
Mad Oscar Sour Mouth
Crawly Special
Bleary Doom
Marshal Wind Slash
Trooper Special
General Cure2 Safe
Covert Wind Slash Dth. Prot.
Ogor Storm Dth. Prot.
Warlock Pearl Dth. Prot.
Madam Pearl Dth. Prot.
Joker Bolt2 Float
Iron Fist Stone
Goblin Bolt3 Reflect
Apparite Imp Float Undead
Seizure
PowerDemon Flare Undead
Displayer Doom Undead
Vector Pup Special Haste
Peepers Pearl Wind Seizure
Sewer Rat Special
Slatter Cave In Dth. Prot.
Rhinox Life3 Safe Dth. Prot.
Rhobite Life
Wild Cat Blaster
Red Fang Drain
Bounty Man Special
Tusker Blizzard
Ralph Special
Chitonid Stop Safe Dth. Prot.
Wart Puck Rasp Dth. Prot.
Rhyos Surge Dth. Prot.
SrBehemoth Fire3 Undead
Vectaur Pearl Wind Dth. Prot.
Wyvern Cyclonic
Zombone Condemned Undead
Dragon Revenge Dth. Prot.
Brontaur Fire3 Dth. Prot.
Allosaurus Doom
Cirpius Haste2 Float
Sprinter Aero
Gobbler Shimsham Float
Harpiai Aero Float Dth. Prot.
GloomShell Net
Drop Muddle Seizure Dth. Prot.
MindCandy Special Float
WeedFeeder Bserk Float
Luridan Land Slide Float
ToeCutter Shrapnel Dth. Prot.
Over Grunk Special
Exoray Virite Shell Undead
Crusher Lifeshaver Dth. Prot.
Uroburos Quake
Primordite Special
Sky Cap Megazerk Float
Cephaler Special Safe Dth. Prot.
Maliga Remedy
GiganToad Slimer Dth. Prot.
Geckorex Break
Cluck Quake
Land Worm Magnitude8
Test Rider Flash Rain Dth. Prot.
PlutoArmor Tek Laser
Tomb Thumb Step Mine
HeavyArmor Tek Laser Safe
Chaser Plasma Float
Scullion Dischord Dth. Prot.
Poplium Special Float Undead
Intangir Pep Up Clear Dth. Prot.
Float
Haste
Safe
Shell
Misfit Lifeshaver Float Undead
Eland Bio
Enuo CleanSweep Seizure
Reflect
Deep Eye Dread
GreaseMonk Shell Haste
NeckHunter Imp Haste
Grenade Blaze Float
Critic Condemned
Pan Dora Revenge Float Undead
SoulDancer Osmose Dth. Prot.
Gigantos Magnitude8 Safe
Mag Roader Mute Haste Dth. Prot.
Spek Tor Blaster Dth. Prot.
Parasite Giga Volt Float
EarthGuard Big Guard Seizure
Coelecite Magnitude8
Anemone Giga Volt
Hipocampus Flash Rain Float Undead
Spectre Fire Undead
Evil Oscar Bio
Slurm Slimer
Latimeria Magnitude8 Dth. Prot.
StillGoing Osmose Undead
*Allo Ver Quake Undead
Phase Blow Fish Float Dth. Prot.
Outsider Pearl Haste
Barb-e Love Token Dth. Prot.
ParaSoul Flash Rain Float
Pm Stalker Drain Float Undead
Seizure
Hemophyte Shock Wave Dth. Prot.
Sp Forces Safe Dth. Prot.
Nohrabbit Cure2
Wizard Demi Dth. Prot.
Scrapper Elf Fire Haste Dth. Prot.
Ceritops Giga Volt Safe Dth. Prot.
Commando Rflect
Opinicus Slide Undead
Poppers Stone
Lunaris Special Dth. Prot.
Garm Demi
Vindr Acid Rain Float
Kiwok Imp
Nastidon Blizzard Safe Dth. Prot.
Rinn Fire Float Undead
Insecare Special Float
Vermin Scan
Mantodea Wind Slash Dth. Prot.
Bogy Specail Safe
Prussian Land Slide
Black Drgn Storm Seizure Undead
Adamanchyt Acid Rain Safe Dth. Prot.
Dante L.3 Muddle Undead
Wirey Drgn Cyclonic Float
Safe
Dueller Mega Volt
Psychot Lifeshaver Float Dth. Prot.
Muus Pep Up Shell Dth. Prot.
Karkass Bolt3 Float Dth. Prot. Undead
Punisher Bolt3 Haste
Balloon Exploder Float
Gabbldegak Vanish
GtBehemoth Meteor Dth. Prot.
Scorpion Poison
ChaosDrgn Disaster Dth. Prot.
Spit Fire Tek Laser
Vectagoyle Aqua Rake Dth. Prot.
Lich Fire2 Float Undead
Osprey Shimsham Float
Mag Roader Haste
Bug Stop Float
Sea Flower Sleep
Fortis Fire Ball
Abolisher Poison
Aquila Cyclonic Float Dth. Prot.
Junk Pep Up Float
Mandrake Raid Dth. Prot.
1st Class Stone
Tap Dancer Slow 2
Necromancr Doom Float Undead
Borras Revenge Dth. Prot.
Mag Roader L.4 Flare Haste
Wild Rat Special
Gold Bear Special
Innoc Virite Float
Trixter Fire2 Float Dth. Prot.
Red Wolf Special Dth. Prot.
Didalos Merton Undead
Woolly Ice3 Float
Veteran Condemned Float Dth. Prot.
Sky Base Doom
IronHitman Dischord
Io Flare Star
--------------------------------------------------------------------------------
5.2 Elemental properties
**********************************
This is the second list and uses the same order of monsters. All this list
provides is elemental reactions of the Rage in questions. Note that these
can be overruled by equipment, as you should know from reading this Guide.
Guard weak against Poison
Soldier weak against Poison
Templar weak against Poison
Ninja absorbs Poison, weak against Lightning, Pearl
Samurai weak against Poison
Orog absorbs Poison, weak against Fire, Pearl
Mag Roader absorbs Ice, weak against Fire
Retainer weak against Poison
Hazer weak against Pearl
Dahling weak against Poison
Rain Man weak against Ice, Pearl, Water
Brawler absorbs Poison, weak against Fire
Apokryphos weak against Lightning, Pearl, Water
Dark Force weak against Pearl
Whisper absorbs Poison, weak against Fire, Pearl
Over-Mind absorbs Poison, weak against Fire, Pearl
Osteosaur absorbs Poison, weak against Fire, Pearl
Commander weak against Poison
Rhodox
Were-Rat absorbs Poison, weak against Fire
Ursus weak against Fire
Rhinotaur absorbs Lightning
Steroidite weak against Ice
Leafer absorbs Ice, weak against Fire, Water
Stray Cat
Lobo weak against Fire
Doberman weak against Fire
Vomammoth weak against Fire
Fidor weak against Fire
Baskervor
Suriander weak against Pearl
Chimera
Behemoth weak against Ice
Mesosaur weak against Ice
Pterodon weak against Fire
FossilFang weak against Fire, Ice, Pearl, Water
White Drgn absorbs Pearl
Doom Drgn
Brachosaur weak against Ice
Tyranosaur weak against Ice
Dark Wind weak against Fire
Beakor weak against Fire
Vulture weak against Wind
Harpy
HermitCrab weak against Water
Trapper weak against Lightning, Water
Hornet weak against Fire
Crasshoppr weak against Fire, Wind
Delta Bug weak against Fire
Gilomantis weak against Fire
Trilium absorbs Water, weak against Fire
NightShade absorbs Water, weak against Fire
Tumbleweed absorbs Water, weak against Fire
Bloompire absorbs Water, weak against Fire
Trilobiter
*Siegfried weak against Fire, Ice, Lightning, Poison, Wind, Pearl Earth,
Water
Nautiloid absorbs Water, weak against Fire, Lightning
Exocite absorbs Water, weak against Fire, Lightning
Anguiform absorbs Water, weak against Lightning
Reach Frog weak against Ice
Lizard absorbs Poison, weak against Ice
ChickenLip weak against Ice
Hoover weak against Ice, Water
Rider weak against Fire, Poison
*Chupon absorbs Fire, weak against Ice, Water
Pipsqueak weak against Lightning, Water
M-TekArmor weak against Lightning
Sky Armor weak against Lightning, Wind
Telstar weak against Lightning, Water
Lethal Wpn weak against Lightning, Water
Vaporite absorbs Lightning, weak against Fire, Pearl
Flan nullifies Poison, Wind, Pearl, Earth Water, weak against Fire
Ing absorbs Fire, Poison, weak against Pearl, Water
Humpty absorbs Poison, weak against Fire, Pearl
Brainpan absorbs Poison, weak against Fire, Lightning, Pearl
Cruller absorbs Poison, weak against Fire, Pearl
Cactrot weak against Ice, Water
Repo Man weak against Poison
Harvester weak against Poison
Bomb absorbs Fire, weak against Ice, Water
StillLife weak against Fire
Boxed Set weak against Pearl
SlamDancer weak against Poison
HadesGigas absorbs Earth, weak against Poison
Pug absorbs Water, weak against Fire, Lightning
Magic Urn absorbs Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water
Mover absorbs Poison
Figaliz weak against Ice
Buffalax weak against Fire, Water
Aspik absorbs Water, weak against Fire
Ghost absorbs Poison, weak against Fire, Pearl
Crawler weak against Ice
Sand Ray weak against Ice, Water
Areneid weak against Ice, Water
Actaneon absorbs Water, weak against Fire, Lightning
Sand Horse weak against Ice, Water
Dark Side absorbs Poison, weak against Fire, Pearl
Mad Oscar absorbs Poison, Water, weak against Fire
Crawly weak against Fire
Bleary weak against Fire
Marshal weak against Poison
Trooper weak against Poison
General weak against Poison
Covert absorbs Poison, weak against Pearl
Ogor weak against Lightning, Poison
Warlock weak against Lightning, Poison
Madam weak against Poison
Joker weak against Lightning, Poison
Iron Fist absorbs Poison
Goblin weak against Pearl
Apparite absorbs Fire, Poison, weak against Ice, Pearl
PowerDemon absorbs Poison, weak against Fire, Pearl
Displayer absorbs Poison, weak against Fire, Pearl
Vector Pup weak against Fire
Peepers weak against Ice, Water
Sewer Rat absorbs Poison, weak against Fire
Slatter weak against Pearl
Rhinox absorbs Lightning
Rhobite weak against Water
Wild Cat weak against Fire, Water
Red Fang
Bounty Man weak against Fire
Tusker weak against Fire
Ralph
Chitonid weak against Lightning
Wart Puck weak against Fire
Rhyos
SrBehemoth absorbs Poison, weak against Fire, Pearl
Vectaur weak against Ice, Water
Wyvern weak against Ice
Zombone absorbs Poison, weak against Fire, Pearl
Dragon weak against Lightning
Brontaur weak against Ice
Allosaurus weak against Fire, Pearl
Cirpius
Sprinter weak against Lightning
Gobbler
Harpiai weak against Wind
GloomShell weak against Ice
Drop weak against Lightning, Water
MindCandy weak against Fire, Wind
WeedFeeder weak against Fire, Wind
Luridan weak against Fire, Wind
ToeCutter absorbs Ice, weak against Fire, Wind
Over Grunk weak against Fire
Exoray absorbs Poison, weak against Fire, Pearl
Crusher weak against Fire
Uroburos absorbs Fire, weak against Ice
Primordite weak against Lightning
Sky Cap weak against Lightning, Wind, Water
Cephaler weak against Lightning
Maliga weak against Ice, Lightning, Water
GiganToad weak against Ice
Geckorex weak against Ice
Cluck absorbs Poison, weak against Ice
Land Worm absorbs Earth, weak against Ice
Test Rider weak against Poison
PlutoArmor weak against Lightning, Water
Tomb Thumb weak against Lightning, Water
HeavyArmor weak against Lightning, Water
Chaser weak against Lightning, Water
Scullion weak against Lightning, Water
Poplium absorbs Poison, weak against Fire, Pearl
Intangir absorbs Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water
Misfit absorbs Poison, weak against Fire, Pearl
Eland weak against Lightning
Enuo weak against Pearl
Deep Eye weak against Fire
GreaseMonk weak against Poison
NeckHunter weak against Poison
Grenade absorbs Fire, weak against Ice, Water
Critic
Pan Dora absorbs Poison, weak against Fire, Pearl
SoulDancer weak against Poison
Gigantos weak against Poison
Mag Roader weak against Ice
Spek Tor weak against Water
Parasite weak against Fire
EarthGuard weak against Water
Coelecite absorbs Fire, weak against Ice
Anemone absorbs Lightning, Water, weak against Fire, Lightning
Hipocampus absorbs Poison, weak against Fire, Pearl
Spectre absorbs Poison, weak against Fire, Pearl
Evil Oscar absorbs Ice, Lightning, Poison, Wind, Pearl, Earth, Water
weak against Fire
Slurm weak against Fire
Latimeria weak against Lightning
StillGoing absorbs Poison, weak against Fire, Pearl
*Allo Ver absorbs Poison, weak against Fire, Pearl
Phase absorbs Fire, weak against Ice
Outsider absorbs Poison, weak against Pearl
Barb-e weak against Poison
ParaSoul absorbs Fire, weak against Ice
Pm Stalker absorbs Poison, weak against Fire, Pearl
Hemophyte
Sp Forces weak against Poison
Nohrabbit weak against Water
Wizard weak against Lightning, Poison
Scrapper absorbs Poison
Ceritops absorbs Lightning, weak against Fire
Commando weak against Lightning, Water
Opinicus absorbs Poison, weak against Fire, Pearl
Poppers weak against Fire
Lunaris
Garm weak against Lightning, Water
Vindr weak against Fire
Kiwok weak against Ice
Nastidon weak against Fire
Rinn absorbs Poison, weak against Fire, Pearl
Insecare weak against Fire, Wind
Vermin absorbs Poison, weak against Ice
Mantodea weak against Fire
Bogy
Prussian
Black Drgn absorbs Poison, weak against Fire, Pearl
Adamanchyt
Dante weak against Poison
Wirey Drgn
Dueller weak against Lightning, Water
Psychot absorbs Fire, weak against Ice
Muus nullifies Poison, Wind, Pearl, Earth, Water
Karkass absorbs Poison, weak against Fire, Pearl
Punisher weak against Poison
Balloon absorbs Fire, weak against Ice, Water
Gabbldegak weak against Poison
GtBehemoth
Scorpion
ChaosDrgn absorbs Fire, weak against Ice
Spit Fire weak against Lightning, Wind
Vectagoyle
Lich absorbs Fire, Poison, weak against Pearl
Osprey weak against Ice
Mag Roader
Bug weak against Ice, Water
Sea Flower absorbs Fire, Water, weak against Ice, Lightning
Fortis weak against Lightning, Water
Abolisher
Aquila absorbs Fire, weak against Ice
Junk weak against Lightning, Water
Mandrake absorbs Water, weak against Fire
1st Class weak against Poison
Tap Dancer weak against Poison
Necromancr absorbs Poison, weak against Fire, Pearl
Borras weak against Poison
Mag Roader
Wild Rat absorbs Poison, weak against Fire
Gold Bear
Innoc weak against Lightning, Water
Trixter weak against Pearl
Red Wolf
Didalos absorbs Poison, weak against Fire, Pearl
Woolly absorbs Ice, Lightning, Poison, Wind, Earth, Water
weak against Fire
Veteran
Sky Base weak against Lightning, Water
IronHitman weak against Lightning, Water
Io nullifies Poison, Wind, Earth, weak against Lightning, Pearl,
Water
**********************************
6.0 The Veldt
**********************************
Table of Contents:
6.1 The Leap command
6.2 Pack listing
--------------------------------------------------------------------------------
6.1 The Leap command
**********************************
Gau starts with a few Rages the first time you recruit him. These Rages are
Brawler, Exocite, Hornet, Lobo, M-TekArmor, Rhinotaur, Trilobiter, Were-Rat
and Whisper. While Gau can be a capable ally with these Rages alone, he has
much potential for growth. So how do you get new Rages?
It's all very simple. Let's say you're in bad need of the Areneid Rage. First
off, you must have met an Areneid in a battle formation (group of monsters)
that is capable of appearing on the Veldt. Don't worry, pretty much all monster
formations short of boss battles appear on the Veldt.
You must have successfully 'completed' the fight with this battle formation
in order for it to appear on the Veldt. Options which allow this include:
- Winning the battle
- Escaping the battle by any means
- Losing the battle but not stumbling across a Game Over: this includes Locke
losing a battle in his scenario, dying while trying to save Terra with the
Moogles, dying while trying to prevent Kefka and cohorts from reaching Banon
and dying vs. the rats in the Opera House while Ultros tries to crush Celes.
And do not include:
- Having the battle end with a scene fade-out
- Not saving and resetting the game
- Not saving and receiving a Game Over
So you've cleared a massive amount of Rages. That means it's time to pay a
visit to:
The Veldt. During the WoB, it's a massive piece of land where Mobliz is located.
It's accessible by jumping down Baren Falls, and you can leave it by jumping
down the Serpent Trench. That's only smart when you don't have any kind of
airborne transportation yet: I guess I should note that riding an airship is
arguably the easiest way of doing it. Now that you are on the Veldt, there are
two states you can be in:
- You don't have Gau, and you want him in your party.
- You have Gau, and want to have him Leap.
The latter is easy. Just walk around until you meet a monster you want to Leap.
Use Leap. Note that you won't be able to use Leap when Gau is the only
character in the team, or if all other characters are considered defeated
(KO, Stone, Zombie).
There is a 5/8 chance that Gau will return, but there are certain conditions:
- Gau will never return in a Back Attack, Side Attack or a Pincer Attack. In
other words, your party must always be facing the left side of the
battlefield. A Preemptive battle will allow Gau.
- You must have three party members or less. If not, Gau would not be able to
fit back into your team. Given the nature of the Veldt you should just stick
to three members unless you have a specifically good reason not to listen to
me here.
- If this is the first time you’re recruiting Gau, he will only appear when
both Sabin and Cyan are alive (and, of course, you’ll have to feed him
Dried Meat, available for purchase in Mobliz).
- Code-wise, Gau semi-holds the sixth Slot in a monster formation to return
to your capable hands. There are quite a few monster formations that have
monsters in this slot, effectively screwing you out of a well-deserved
possibility of Gau returning. These monsters formations include:
Hornet, Bleary, Bleary, Bleary, Hornet
Leafer, Leafer, Dark Wind, Dark Wind
Rhodox, Rhodox, Rhodox, Rhodox
Rhobite, Rhobite, Rhobite, Rhobite, Rhobite
Telstar, Soldier, Soldier, Soldier, Soldier
Actaneon, Actaneon, Actaneon, Aspik, Aspik
Ghost, Ghost, Poplium, Poplium, Poplium
Bomb, Bomb, Hazer, Hazer
StillGoing, StillGoing, StillGoing
Trooper, Trooper, Trooper, Trooper
Mind Candy, Mind Candy, Mind Candy, Mind Candy
Gabbldegak, Gabbldegak, Gabbldegak, Gabbldegak
Sewer Rat, Vermin, Sewer Rat, Sewer Rat, Vermin
Crawler, Crawler, Crawler, Crawler
Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak
Bomb, Bomb, Bomb, Bomb, Bomb, Bomb
Bug, Bug, Bug, Bug, Bug, Bug
ChickenLip, ChickenLip, ChickenLip, ChickenLip, ChickenLip
Lich, Lich, Lich
Balloon, Balloon, Balloon, Balloon, Balloon, Balloon
Mesosaur, Mesosaur, Mesosaur, Mesosaur
Delta Bug, Delta Bug, Delta Bug, Delta Bug
Humpty, Humpty, Humpty, Humpty
Deep Eye, Deep Eye, Deep Eye, Deep Eye, Deep Eye, Deep Eye
Deep Eye, Muus, Muus, Deep Eye
Anemone, Anemone, Anemone, Anemone
Luridan, Luridan, Luridan, Luridan, Luridan, Luridan
Vectaur, Vectaur, Vectaur, Vectaur
Wizard, Wizard, Psychot, Psychot, Psychot
Red Wolf, Red Wolf, Psychot, Psychot
Psychot, Psychot, Psychot, Psychot, Psychot, Psychot
Vindr, Vindr, Wild Cat, Crusher, Crusher
SoulDancer, Wild Cat, Wild Cat, Wild Cat, Wild Cat
Warlock, Cluck, Cluck, Eland, Eland
Boxed Set, Boxed Set, Figaliz, Figaliz
Boxed Set, Boxed Set, Boxed Set, Boxed Set
Suriander, Pan Dora, Parasite, Parasite
Reach Frog, Reach Frog, Reach Frog, Reach Frog
TumbleWeed, TumbleWeed, TumbleWeed, TumbleWeed
Sea Flower, Sea Flower, Sea Flower, Sea Flower, Sea Flower
Flan, Flan, Flan, Flan, Flan, Flan
Flan, Flan, Flan, Flan
Wild Rat, 1st Class, 1st Class, Wild Rat, Wild Rat
Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak
Mag Roader, Mad Roader, Mag Roader, Mag Roader (all red)
Balloon, Balloon, Balloon, Balloon (forced Pincer anyway)
Sky Baser, IronHitman, IronHitman, IronHitman, IronHitman
Commando, Commando, Commando, Commando
If these conditions are met, Gau has a 5/8 chance of popping up when you have
defeated the enemy monsters. That’s 62.75 % of the time. You only have to wait
a bit for Gau to give a little motivational speech and end the battle, but you
can attack him for no reason if you like.
This returning Gau has a few funky features:
- Returning Gau is considered equipped with the items you sent him into the
monster formations with.
- Returning Gau will not load inherent statuses such as Wall Ring's Rflect and
Thornlet it's Seizure. He will load their immunities though.
- When you cast Stop on Gau, and you hurt him, he'll still run away if you wait
for Stop to wear off. If you put him to sleep, however, and hurt him with
a magical attack and wait until Sleep wears off, he can still join your party.
If you do manage to hurt Gau while he's napping, he will be damaged upon entry
of your party :)
- He'll always appear in the Front Row when he returns, no matter what position
he had when you told him to Leap.
When Gau Leaps, he will obtain ALL Rages he previously lacked from the monster
formation you use Leap on. If you killed one of the monsters already, Gau will
learn the Rage of that monster anyway. If the monster is still hidden, Gau will
learn the Rage of the hidden monster anyway. An example of this is the Chaser/
Pipsqueak monster formation, where the battle starts with only a Chaser. Should
Gau use Leap versus the Chaser, he will learn Pipsqueak as well.
While you're fighting formations and Gau stays away, Gau WILL NOT learn the
Rages of the monster formations you defeat in the meantime. Some people may
claim otherwise and even suggest hurting Gau whenever he returns to learn as
much as possible in one go. This is false information.
When Gau returns and you allow him to re-enter your party, Gau will learn the
Rages of the monsters of the monster formation he returned in, including hidden
ones. If you scare him off, he will NOT learn the Rages of that monster
formation. Also, when you first recruit Gau with the Dried Meat, he will not
have learned the Rages of that monster formation he appeared in.
That's all there is to it. There is neither an improved chance of him showing
up when you don't know the Rages of the monster formation yet, and there's no
decreased chance of him showing up in a monster formation he knows everything
about either. Gau isn't smart enough to notice the difference between the
monsters, it seems. Those 'eyes shining of intelligence' never were more than
hateful leers directed at party members anyway :P
--------------------------------------------------------------------------------
6.2 Pack listing
**********************************
Monster formations that appear on the Veldt do not appear random. There
is a fixed pattern that you can use to your advantage if you know about it.
Every time you fight a battle out of a certain Monster Formation Pack, you'll
fight a random Monster Formations out of the next Monster Formation Pack. You
continue down the list until you've reached the end, at which point you jump
to Pack # 1 again. You'll never fight monster formations you haven't cleared
yet. If you run into a monster formation pack that holds no monster formations
you've fought so far, the game will skip to the next monster formation pack.
pack 1:
0 Lobo
1 Lobo, Lobo
2 Guard, Guard
3 Bleary, Bleary, Crawly
4 Lobo, Lobo, Marshal
5 Hornet, Bleary, Bleary, Bleary, Hornet
6 Leafer
7 Leafer, Leafer, Dark Wind
pack 2:
0 Leafer, Leafer, Dark Wind, Dark Wind
1 Sand Ray, Areneid, Areneid, Areneid
2 Sand Ray, Sand Ray
3 Areneid, Areneid, Areneid
4 Sand Ray, Areneid, Areneid
5 Hornet, Hornet
6 Were-Rat, Were-Rat, Were-Rat
7 Hornet, Crawly, Crawly
pack 3:
0 Tusker, Tusker
1 Vomammoth, Lobo
2 Crawly, Crawly, Crawly
3 Rhinotaur
4 Rhinotaur, Rhodox, Rhodox
5 Rhodox, Rhodox, GreaseMonk
6 Rhinotaur, GreaseMonk, Rhodox, Rhodox
7 GreaseMonk, GreaseMonk
pack 4:
0 Rhodox, Rhodox, Rhodox, Rhodox
1 Soldier, Soldier, M-TekArmor
2 Repo Man, Vaporite
3 M-TekArmor
4 Trilium, Tusker, Cirpius, Cirpius
5 Cirpius, Cirpius, Cirpius
6 Trilium, Trilium
7 Tusker, Cirpius, Cirpius, Cirpius
pack 5:
0 Brawler, Brawler
1 Brawler, Trilium, Vaporite, Vaporite
2 M-TekArmor, M-TekArmor
3 Pterodon, Pterodon
4 Zombone, Zombone
5 Nautiloid, Exocite, Pterodon
6 Nautiloid, Exocite
7 Pterodon, Exocite, Exocite
pack 6:
0 Empty
1 Lobo, Guard, Guard
2 Empty
3 Empty
4 Were-Rat, Repo Man
5 Were-Rat, Were-Rat
6 Doberman, Doberman
7 Actaneon, Actaneon, Actaneon
pack 7:
0 Empty
1 Stray Cat, Stray Cat, Stray Cat
2 CrassHoppr, CrassHoppr, Stray Cat, Stray Cat
3 CrassHoppr, CrassHoppr, CrassHoppr
4 Rhobite, Rhobite, Rhobite, Rhobite, Rhobite
5 Beakor
6 Beakor, Beakor, Stray Cat
7 Beakor, Rhobite, Rhobite
pack 8:
0 Rhobite, Rhobite, Rhobite
1 Beakor, Stray Cat, CrassHoppr, CrassHoppr
2 Empty
3 Empty
4 Empty
5 Telstar, Soldier, Soldier, Soldier, Soldier
6 Doberman, Doberman, Doberman
7 Empty
pack 9:
0 HeavyArmor
1 Ghost
2 Ghost, Ghost, Ghost
3 Actaneon, Actaneon, Actaneon, Aspik, Aspik
4 Ghost, Poplium, Poplium
5 Ghost, Ghost, Poplium, Poplium, Poplium
6 Whisper, Whisper, Hazer
7 Vaporite, Vaporite
pack 10:
0 Bomb, Bomb, Hazer, Hazer
1 Apparite, Apparite, Lich, Lich
2 Whisper, Whisper, Whisper, Whisper
3 Over-Mind, Over-Mind
4 Bomb, Bomb, Bomb
5 Bomb
6 Over-Mind, StillGoing, StillGoing
7 Empty
pack 11:
0 Whisper, StillGoing, Hazer, Hazer
1 Whisper, Hazer, Hazer, Hazer
2 Anguiform
3 Anguiform, Anguiform
4 Vomammoth, Vomammoth, Guard, Guard
5 StillGoing, StillGoing, StillGoing
6 Anguiform, Actaneon, Aspik
7 Rider
pack 12:
0 HeavyArmor, Trooper, Trooper
1 Fidor, Trooper
2 Whisper
3 Trooper, Trooper, Trooper, Trooper
4 Bounty Man, Trooper, Trooper
5 FossilFang
6 Red Fang, Red Fang
7 Over Grunk, Vulture, Iron Fist
pack 13:
0 Iron Fist, Iron Fist, Mind Candy, Mind Candy
1 Red Fang, Vulture, Red Fang
2 Over Grunk, Over Grunk, Mind Candy, Mind Candy, Mind Candy
3 Vulture, Vulture
4 Vulture, Iron Fist
5 Mind Candy, Mind Candy, Mind Candy, Mind Candy
6 HadesGigas
7 Crawler
pack 14:
0 Gabbldegak, Gabbldegak, Gabbldegak, Gabbldegak
1 SlamDancer
2 SlamDancer, Gabbldegak, Gabbldegak, Gabbldegak
3 Harvester
4 SlamDancer, Harvester, Harvester
5 Harvester, Gabbldegak, Gabbldegak
6 HadesGigas, Harvester
7 Mag Roader (purple)
pack 15:
0 Vermin, Sewer Rat, Sewer Rat
1 Sewer Rat, Vermin, Sewer Rat, Sewer Rat, Vermin
2 Crawler, Crawler, Crawler, Crawler
3 Garm, Garm, Commando, Commando
4 Garm, Garm, Commando
5 Mag Roader (purple), Mag Roader (red)
6 Trapper, Trapper, Trapper
7 General, General
pack 16:
0 General, Pipsqueak, Pipsqueak
1 Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak
2 Chaser, Trapper, Trapper, Trapper
3 Chaser, Pipsqueak, Pipsqueak, Pipsqueak
4 Gobbler
5 Commander, Commander, Commander
6 Empty (Allo Ver would go here)
7 Empty
pack 17:
0 Nastidon, Nastidon
1 Empty
2 Empty
3 Empty
4 Empty
5 Empty
6 Nohrabbit, Nohrabbit, Nohrabbit
7 Bomb
pack 18:
0 Bomb, Bomb, Bomb, Bomb, Bomb, Bomb
1 Io
2 Maliga, Maliga, Maliga
3 FossilFang, FossilFang
4 FossilFang, Bug, Bug, Bug
5 Bug, Bug, Bug
6 Bug, Bug, Bug, Bug, Bug, Bug
7 Ralph, Ralph
pack 19:
0 Ralph, Wyvern, Wyvern
1 Ralph, Wyvern, ChickenLip, ChickenLip
2 WeedFeeder, WeedFeeder, WeedFeeder
3 Ralph, Joker
4 Joker, Joker, Joker
5 ChickenLip, ChickenLip, ChickenLip, ChickenLip, ChickenLip
6 Zombone
7 Zombone, Ing, Ing
pack 20:
0 Ing, Ing, Ing
1 Apparite, Apparite
2 Coelecite, Coelecite, Coelecite
3 Lich, Apparite, Coelecite
4 Lich, Lich, Lich
5 Sp Forces, Sp Forces, Sp Forces
6 Balloon, Balloon, Balloon
7 Balloon, Balloon, Balloon, Balloon, Balloon, Balloon
pack 21:
0 Baskervor
1 Chimera
2 Cephaler, Baskervor
3 Cephaler, Cephaler, Cephaler
4 Adamanchyt, Slurm, Slurm
5 Adamanchyt, Adamanchyt
6 Slurm, Slurm, Slurm, Slurm, Slurm
7 Mandrake, Mandrake, Mandrake
pack 22:
0 Mandrake, Insecare, Insecare
1 Abolisher, Abolisher
2 Gigantos
3 Empty
4 Empty
5 Empty
6 Empty
7 Sky Armor, Sky Armor, Spit Fire
pack 23:
0 Sky Armor, Spit Fire
1 Behemoth
2 Apokryphos, Misfit, Misfit
3 Apokryphos
4 Ninja, Ninja
5 Wirey Drgn, Wirey Drgn, Wirey Drgn
6 Apokryphos, Apokryphos, Apokryphos
7 Brainpan, Misfit, Apokryphos, Brainpan
pack 24:
0 Brainpan, Brainpan, Brainpan
1 Dragon
2 Behemoth, Misfit, Misfit
3 Behemoth, Behemoth
4 Ninja, Ninja, Wirey Drgn
5 Grenade
6 Chimera, Cephaler, Cephaler
7 Baskervor, Baskervor
pack 25:
0 Peepers, Peepers
1 Peepers, Peepers, Peepers
2 EarthGuard, Peepers, Peepers
3 Black Drgn
4 Didalos, Veteran
5 Mesosaur, Mesosaur
6 Mesosaur, Mesosaur, Mesosaur, Mesosaur
7 Gilomantis, Mesosaur
pack 26:
0 Gilomantis, Gilomantis, Mesosaur
1 Chitonid, Gigan Toad, Gigan Toad
2 Lunaris, Osprey
3 Lunaris, Lunaris
4 Osprey, Chitonid, Gigan Toad
5 Madam, Veteran, Veteran
6 Veteran, Veteran, Veteran
7 HermitCrab, HermitCrab, Pm Stalker
pack 27:
0 Empty
1 Scorpion, Scorpion, Scorpion
2 Intangir
3 Pm Stalker, Pm Stalker, Pm Stalker, Pm Stalker
4 Vectagoyle, Vectagoyle
5 Buffalax
6 Buffalax, Delta Bug, Delta Bug
7 Bloompire, Bloompire, Lizard
pack 28:
0 Bloompire, Bloompire
1 Delta Bug, Delta Bug, Delta Bug, Delta Bug
2 Bloompire, Bloompire, Delta Bug
3 Buffalax, Lizard
4 Maliga, Maliga, Nohrabbit, Nohrabbit
5 Cactrot
6 Sand Horse, Sand Horse
7 Sand Horse, Maliga, Maliga
pack 29:
0 Latimeria
1 Latimeria, Nohrabbit, Nohrabbit, Nohrabbit
2 Doom Drgn, Doom Drgn
3 Land Worm
4 Humpty, Humpty, Humpty
5 Cruller, Humpty, Humpty
6 Humpty, Humpty, Humpty, Humpty
7 NeckHunter, NeckHunter
pack 30:
0 NeckHunter, Cruller, Humpty, Humpty
1 Dante
2 Drop, Drop, Drop
3 Pugs, Pugs, Pugs
4 Harpiai
5 Hoover
6 Harpiai, Deep Eye, Deep Eye
7 Bogy, Bogy
pack 31:
0 Deep Eye, Deep Eye, Deep Eye, Deep Eye, Deep Eye, Deep Eye
1 Deep Eye, Muus, Muus, Deep Eye
2 Muus, Muus, Muus
3 Muus
4 Orog, Orog
5 Orog, PowerDemon, PowerDemon
6 Osteosaur
7 PowerDemon
pack 32:
0 PowerDemon, Exoray, Exoray
1 Exoray, Exoray, Exoray
2 Mad Oscar, Exoray
3 Mad Oscar
4 Empty
5 Pug
6 Poppers, Poppers, Poppers, Poppers
7 Kiwok, Ceritops
pack 33:
0 Kiwok, Poppers, Poppers, Poppers
1 Ceritops, Ceritops, Ceritops
2 Anemone, Anemone, Tomb Thumb
3 Anemone, Anemone, Anemone, Anemone
4 Ceritops, Tomb Thumb, Tomb Thumb
5 Luridan, Luridan, Luridan
6 Punisher, Scrapper, Punisher
7 Borras
pack 34:
0 Borras, Ursus, Scrapper
1 Ursus
2 Luridan, Luridan, Luridan, Luridan, Luridan, Luridan
3 Ursus, Punisher
4 Toe Cutter
5 Toe Cutter, Toe Cutter
6 Rhyos
7 Vectaur, Vectaur, Vectaur, Vectaur
pack 35:
0 Brontaur, Evil Oscar
1 Red Wolf, Red Wolf, Red Wolf
2 Test Rider
3 Nastidon, Red Wolf, Red Wolf
4 Wizard, Wizard, Wizard
5 Wizard, Wizard, Psychot, Psychot, Psychot
6 Red Wolf, Red Wolf, Psychot, Psychot
7 Psychot, Psychot, Psychot, Psychot, Psychot, Psychot
pack 36:
0 Mag Roader (yellow), Mag Roader (yellow), Mag Roader (brown)
1 Mag Roader (yellow), Mag Roader (brown), Mag Roader (brown)
2 Brontaur, Brontaur
3 Empty
4 SoulDancer, SoulDancer, Crusher, Crusher
5 Vindr, Vindr, Wild Cat, Crusher, Crusher
6 Vindr, Vindr
7 SoulDancer, Wild Cat, Wild Cat, Wild Cat, Wild Cat
pack 37:
0 Dahling, Dahling
1 Nightshade, Nightshade, Nightshade
2 Still Life
3 Opinicus, Opinicus
4 Displayer
5 Opinicus, Hipocampus, Eland
6 Hipocampus, Hipocampus, Hipocampus
7 Hipocampus, Cluck, Cluck, Cluck
pack 38:
0 Slatter, Warlock, Eland
1 Slatter, Slatter
2 Warlock, Cluck, Cluck, Eland, Eland
3 GtBehemoth, Vectaur, Vectaur
4 Doom Drgn
5 Goblin, Goblin
6 Goblin, Figaliz, Figaliz
7 Boxed Set, Boxed Set, Figaliz, Figaliz
pack 39:
0 Boxed Set
1 Lethal Wpn
2 Enuo, Enuo
3 Enuo, Goblin, Figaliz
4 Boxed Set, Boxed Set, Boxed Set, Boxed Set
5 Rain Man, Rain Man
6 Samurai, Rain Man, Rain Man
7 PlutoArmor, PlutoArmor
pack 40:
0 Barb-e, Critic
1 PlutoArmor, Sky Cap
2 Allosaurus, Parasite, Parasite, Parasite
3 Critic, Pan Dora, Pan Dora, Pan Dora
4 Allosaurus
5 Barb-e, Samurai, Suriander
6 Suriander, Pan Dora, Parasite, Parasite
7 Crawler, Crawler, Crawler
pack 41:
0 Tyranosaur, Tyranosaur
1 Tyranosaur
2 Brachosaur
3 Mantodea, Sprinter, Spek Tor, Spek Tor
4 Reach Frog, Reach Frog, Reach Frog, Reach Frog
5 Mantodea, Mantodea
6 Geckorex, Geckorex, Reach Frog
7 TumbleWeed, TumbleWeed, TumbleWeed, TumbleWeed
pack 42:
0 Sprinter, Sprinter, Spek Tor, Spek Tor
1 GtBehemoth, Evil Oscar, Vectaur
2 Evil Oscar, Evil Oscar, Evil Oscar
3 Harpy
4 Harpy, Prussian
5 Prussian, GloomShell
6 GloomShell, GloomShell, GloomShell
7 Empty
pack 43:
0 Phase, Phase
1 Trixter, Trixter, Trixter
2 Phase, Parasoul, Necromancr, Necromancr
3 Trixter, Trixter, Necromancr
4 Sea Flower, Sea Flower, Sea Flower, Sea Flower, Sea Flower
5 Uroburos, Sea Flower, Sea Flower
6 Chaos Drgn, Uroburos, Sea Flower, Sea Flower
7 Aquila, Chaos Drgn, Chaos Drgn
pack 44:
0 Empty
1 Empty
2 Ogor, Ogor
3 Covert, Ogor
4 Wart Puck, Wart Puck
5 Karkass, Karkass
6 Tap Dancer, Covert, Covert
7 Tap Dancer, Woolly
pack 45:
0 Woolly, Woolly, Karkass, Karkass
1 Wart Puck, Ogor
2 Empty
3 Magic Urn, Magic Urn
4 Flan, Flan, Flan, Flan, Flan, Flan
5 Flan, Flan, Flan, Flan
6 Empty
7 Empty
pack 46:
0 Rhinox, Rhinox
1 Gobbler, Rhinox, Gobbler
2 Empty
3 Empty
4 Empty
5 Empty
6 Empty
7 Empty
pack 47:
0 Empty
1 Empty
2 Empty
3 Empty
4 Empty
5 Vector Pup, Vector Pup, Commander
6 Vector Pup, Vector Pup
7 Trilobiter, Primordite, Primordite
pack 48:
0 Gold Bear, Primordite
1 Trilobiter, Trilobiter, Trilobiter
2 Primordite, Primordite
3 Dark Side, Dark Side
4 Dark Side, Spectre, Rinn, Rinn, Rinn
5 1st Class, Wild Rat
6 1st Class, 1st Class, 1st Class
7 Wild Rat, 1st Class, 1st Class, Wild Rat, Wild Rat
pack 49:
Empty
pack 50:
0 Empty
1 Empty
2 Empty
3 Innoc, Fortis
4 Fortis, Fortis
5 Empty
6 Dueller, Dueller, Sky Base
7 Scullion
pack 51:
0 Innoc, Innoc, Innoc
1 Junk, Junk, Junk
2 Empty
3 Empty
4 ProtoArmor, Pipsqueak, Pipsqueak
5 Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak
6 Mag Roader, Mag Roader (both purple)
7 Mag Roader, Mag Roader, Mag Roader, Mag Roader (all red)
pack 52:
0 Empty
1 Empty
2 Templar, Templar, Soldier, Soldier
3 Balloon, Balloon, Balloon, Balloon
4 Soldier, Soldier
5 Sky Base, IronHitman, IronHitman, IronHitman, IronHitman
6 IronHitman, IronHitman, IronHitman
7 Dueller, Fortis
pack 53:
0 Commando, Commando, Commando, Commando
1 Empty
2 Commando
3 Empty
4 Empty
5 Empty
6 Empty
7 Empty
pack 54:
0 SrBehemoth (The undead Behemoth only)
1 Dark Force, Dark Force
2 Retainer, Retainer, Dark Force
3 Hemophyte, Retainer
4 Outsider, Outsider, Madam
5 Mover, Mover, Mover
6 Steroidite
7 Didalos, Didalos
pack 55:
Empty
pack 56:
Empty
pack 57:
0 Empty
1 Empty
2 Empty
3 Empty
4 SrBehemoth (The undead Behemoth only, the living formation is swapped out at
battle start. Meeting it on the Veldt opens the possibility of
encountering the SrBehemoth monster formation in Pack 54)
5 Empty
6 Empty
7 Empty
pack 58:
Empty
pack 59:
Empty
pack 60:
Empty
pack 61:
0 Empty
1 White Drgn
2 Empty
3 Empty
4 Empty
5 Empty
6 Empty
7 Empty
pack 62:
Empty
pack 63:
Empty
pack 64:
Empty
If you Save and Reset and either Load with the in-game option or using an
emulator Save State, a number of 13 will be added to the monster formation
you're going to fight. If you're fighting in Pack # 4, you should normally
fight a battle out of Pack # 5 next. If you Save and Load/emulator Load from
the Title Screen, you'll fight a battle from Pack # 17. This can be used to
your advantage if you know what the Packs look like, as you can make large
jumps towards the monster you really want to Leap.
Now for some high-quality Veldt hunting! Let's say you want a rare Rage in a
crowded Pack. Let's say you want to get Test Rider (Flash Rain looks so gosh-
darn cool!). Now, just jump there using the above described trick and fight
until you've fought a battle from Pack 34. Now, the next battle *could* be Test
Rider. You try, yet see that it's Red Wolf x 3. Load again. Now every time you
fight, it *will* be that same Red Wolf x 3 monster formation. There's only one
way known so far to change the upcoming fight, and that's fighting a battle off
the Veldt. That's right, either take the Blackjack/Falcon to some non-Veldt
lands until you fight a normal random encounter, or (provided you're in the
WoR), dive into the Cave of the Veldt to kill some Toe Cutters or, if you're
lucky, Rhyos. Save, return to the Veldt and try another time. Missed again?
Repeat. Using this strategy, you'll be able to actually pick Rages from the
Veldt rather then having Gau Leap anything which happens to cross its path.
Note that this is an emulator-trick only, as cartridge Save and Load screws
with your location in the list.
NOTICE: This behavior is exclusive to the SNES game. PSX and GBA readers, go
find your own techniques, I'm too lazy.
Finally a few tips:
Make sure your entire party does not consist of people whose levels are
divisible by 5! I cannot stress this enough. When you know that you could get
into a battle with a Trapper or the like anytime soon you’re aware of the
danger that Level 5 Doom will kill the entire party in one devastating hit,
but that move can also kill you all in a single hit on the Veldt while your
mind is elsewhere. Don’t let that happen.
Equip a Back Guard. The use of it is obvious. It will disable any kind of
coincidental back attack or pincer attack thus increasing your chance of
having a battle suitable for Gau to come back in. Some battles are forced
into a certain formation; (Guard x 2, Lobo and Tyranosaur x 2 are two examples
which are both forced pincer attacks) and cannot be prevented by the Back
Guard. Too bad.
Gogo, Mog and Umaro. Gogo can use Rage and Dance, Mog's power is Dance, and
Umaro will hit stuff until the battle ends. A Dancing or Raging character
won't notice the difference between Returning Gau and a monster and won't
hesitate to use violence against him. Gau will cry and run and you won't have
gained your Rages. Refrain from selecting Rage and Dance on the Veldt when Gau
can return, and simply don't let Umaro's huge Yeti feet touch the Holy Lands
of the Veldt.
Especially in the WoR you'll be simply plodding through massive amounts of weak
monsters that aren't worthy of your time anymore. You'll want a quick answer
to all of them. There's only two attacks which will take care of all of them,
regardless of elemental properties, being Undead or doing the samba:
It's the AutoCrossbow and Flash Tools. They're quick, painless (to you),
painful (to the monsters), they don't use any MP, have no element, are not
random in any way and the cursor will gladly stay on the Tool of choice when
you select Options, Cursor --> Memory in the Menu.
**********************************
7.0 Clearing the Monster Formations
**********************************
Table of Contents:
7.1 Rage walkthrough
7.2 Rage walkthrough notes for an LLG
--------------------------------------------------------------------------------
7.1 Rage walkthrough
**********************************
For the very specific monster formation locations, you can use my walkthrough
as a supplement. You can find my walkthrough at my own site as well as
GameFAQs. You can print this section out and keep checking the bosses once
you’ve cleared them.
[ ] Guard
[ ] Lobo
[ ] Vomammoth
[ ] Repo Man
[ ] Were-Rat
[ ] Vaporite
During what can best be described as the prologue of the game, you'll
automatically clear Guard, Lobo and Vomammoth. Repo Man and Were-Rat can be
found in the mines, and Vaporite can be found in the hall where the Esper
is located.
Lonely Terra escapes the Guards and doesn't meet any new material doing so,
although you can meet Vaporite if you didn't before.
[ ] Marshal
Locke rushes in to save Terra after she fell down and rescues her from the
Marshal. The walking monster formations all include a Lobo and a Vomammoth
and have already been cleared; Marshal hasn't and the boss fight will do it
for you.
[ ] Leafer
[ ] Dark Wind
[ ] Areneid
[ ] Sand Ray
With Locke and Terra on the Overworld Map, you can clear Leafer and Dark Wind
on the plains/in the forests, and Areneid and Sand Ray in the desert.
[ ] M-Tek Armor
You meet up with Edgar, and the very next day you're chased out of the castle
by two M-Tek Armor. You fight and clear them.
[ ] Bleary
[ ] Crawly
[ ] Hornet
In the Cave of South Figaro, you can clear three bug monsters, being Bleary,
Crawly and Hornet. Be sure to do so, as these monsters will later disappear
from this area.
[ ] Rhodox
[ ] Rhinotaur
[ ] GreaseMonk
On the plains surrounding South Figaro, you can encounter Rhodox, Rhinotaur and
GreaseMonk which you can all clear.
[ ] Brawler
[ ] Tusker
[ ] Cirpius
[ ] Trilium
You climb Mt. Koltz with the three-headed party. You can clear Brawler and
Tusker in the caverns and Cirpius and Trilium on the slopes.
[ ] Exocite
[ ] Nautiloid
[ ] Pterodon
You meet with Banon and ride the Lete River with him. You can and should clear
Exocite, Nautiloid and Pterodon. A boss fight with Ultros (no Rage) ensues
and Sabin will be gone.
You can now choose between three scenarios. For Rage purposes it's most
beneficial to do Sabin his scenario last. This way, you can collect more Rages
in the first Veldt section. It hardly matters which of the other two you
do first, so we'll start with Locke.
[ ] HeavyArmor
[ ] Commander
[ ] Vector Pup
As soon as you can move, pick a fight with a HeavyArmor. You'll lose if you
fight him, so try to run. Note that even when you lose, you'll start the
scenario over again rather then getting a Game Over; this means that even
when the HeavyArmor kills you, you'll have cleared his Rage.
Play through the tedious scenario until you have freed Celes. Clear Commander
and Vector Pup during you escape and get out of South Figaro.
[ ] Primordite
[ ] Trilobiter
[ ] Gold Bear
The Cave of Figaro houses some new monsters, including Primordite, Trilobiter
and Gold Bear. Clear them before you attempt to leave. When you have defeated
the TunnelArmor, you're free to go and the scenario is over.
[ ] 1st Class
[ ] Wild Rat
Edgar's scenario doesn't bring you anything new for a good while. More Lete
River, more Overworld Map, more mines of Narshe with Repo Man and Were-Rat.
When you pass the dungeon where you initially saved Terra from the Narshe
Guard Marshal, you come in a dungeon where there are two new monsters:
1st Class and Wild Rat. Clear them both and continue to the next room.
[ ] Dark Side
[ ] Rinn
[ ] Spectre
There's a sparkle here. Follow the path of the light and you won't be
bothered by a battle. Obviously you'll want to get a battle, as Dark Side
is the monster you fight, a monster you can only clear here and which
is pretty formidable with Ice2 and inherent Float. Although there's
a 75 % shot at fighting two Dark Side monsters, there's a 25 % at fighting
another monster formation. This one holds, next to a Dark Side, three Rinn
monsters and a Spectre, two monsters you can only clear here. It may take
a good while if you're unlucky, but don't leave until you have fought this
monster formation.
[ ] Beaker
[ ] Rhobite
[ ] Stray Cat
[ ] Crasshoppr
[ ] Soldier
Sabin's scenario: Sabin wakes up next to a hut. Recruit Shadow if you wish
and clear Beaker and Rhobite on the plains and Stray Cat and Crasshoppr in
the forest. Continue down south and enter the Imperial Camp. After a scene
you switch to Cyan. Fight one soldier to engage in a monster formation with
oh horror, TWO Soldier enemies. You clear the Rage in doing so and only
have to kill the leader, who is surprisingly called 'Leader'.
[ ] Doberman
[ ] Telstar
[ ] Templar
Back to Sabin. Loot the camp as much as you can. One chest is locked. Opt to
Kick it!, and there's a 50 % chance on fighting two Doberman monsters. The
other 50 % contains three Doberman monsters. You have cleared yet another
Rage, and you may proceed. Cutscene, Cutscene, Cyan, Cutscene. Before you
chase Kefka all the way, make sure you open the new chests available. One
of them contains Telstar, which not only clears his Rage (the best status
ailment-protector at that point), it gives you another reason to roam the
Veldt. Green Berets are kickin'. If you're done, chase Kefka some more.
You will clear Templar (and Soldier if you hadn't before) and can make your
escape to the Phantom Forest.
[ ] Ghost
[ ] Poplium
Ghost monsters a' plenty here, but don't leave until you've met some Poplium
as well. Now board the Phantom Train.
[ ] Whisper
[ ] Bomb
[ ] Hazer
[ ] StillGoing
[ ] Over-Mind
There are quite a few new enemies here to be fought. Outside and on the roofs
there's Whisper and Bomb, and inside there's Hazer and StillGoing. After you
jump over a train car you can meet Over-Mind; the best odds lie in fighting
battles in the first train car you walk through after the leap. Play through
the scenario.
When you exit you can still head back into the Forest if you missed Poplium,
and you have another shot at CrassHoppr and Stray Cat on the plains if you
haven't cleared those yet. Jump down the Falls and try to not die. This is
vital!
The Veldt. You can't clear any Rages here, but you *can* obtain them and I
suggest you do just that. Feed Gau a Dried Meat you bought in Mobliz and
he'll join your party so you can master the Leap command. A Kappa tries
to do a man's job (explaining Rage) and fails miserably. When it's all
over, get Rages until you're tired and/or satisfied.
*Veldt moment one*
[ ] Anguiform
[ ] Aspik
[ ] Actaneon
Jump down the Serpent Trench and you should clear Anguiform, Actaneon and
Aspik.
Everybody's in Narshe again and everybody's happy. But then Kefka cometh!
You retreat to the hills of Narshe where some people have already moved
Tritoch, not taking into account there really wasn't any real reason to do
so and it's still a ten-foot high massive block of ice.
[ ] Bounty Man
[ ] Trooper
[ ] Fidor
[ ] Rider
A Save-Terra-from-the-Guards-esque game ensues where you fight monsters
and make sure they don't reach Banon. The monsters to be cleared are
Bounty Man, Trooper and Fidor. HeavyArmor also appears, should you have
missed it in Locke's scenario. Just fight all groups to be certain.
Heading to Kefka you see a single soldier racing around in front of him.
This is Rider. Kill him to clear the Rage. Defeat Kefka and watch how Terra
loses all her clothing. When the hentai ends you'll wake up in a new and
improved Narshe which allows you in its walls. Just pick whatever team
(you'd better take Gau) and make a trip with Figaro Castle to Kohlingen.
[ ] Vulture
[ ] Red Fang
[ ] Over-Grunk
[ ] FossilFang
[ ] Iron Fist
[ ] Mind Candy
New Overworld Map monsters! There's Vulture and Red Fang on the plains,
and Over-Grunk in the forests. FossilFang lives in the desert, but he's
quite the opponent so you might not want to mess with him right now.
Further down south there's Iron Fist and Mind Candy to be obtained. Travel
to Zozo.
[ ] HadesGigas
[ ] Gabbldegak
[ ] SlamDancer
[ ] Harvester
Inside Zozo, there are a lot of strong monsters (that is, compared to
previous challenges). Clear HadesGigas and Gabbldegak outside, and clear
SlamDancer and Harvester inside of the towering houses. Defeat Dadaluma
and get a new mission from Ramuh.
Although you might be too lazy to follow my advice, I suggest you head back
to the Veldt to take horrible advantage of the new Rage options. There's a
trip in the near future which will block you from Veldt entrance for a while,
so this is the time.
Here's how to get to the Veldt and back:
Take Figaro Castle back to its former location. Through the Cave of Figaro,
passed Mt. Koltz, there's the Returner Hideout. In the room where you first
met Banon, there's an entrance to the raft. Jump on it. Ride the rapids, but
this time it will make you take Sabin's route. From here on, you can just go
to Baren Falls. You won't have to bother with the Imperial Camp or Phantom
Train, thankfully. Jump down the Falls (no Piranhas) and you're on the Veldt.
You can exit the Veldt by jumping down the Serpent Trench and taking the
Nikeah ferry to South Figaro. You'll be smuggled out of South Figaro in a
chest, which has brought a smile to the lips of many a mentally ill person
around the world. Head back through the Cave of Figaro and you're at the
castle again. Congrats, you just completed:
*Veldt moment two*
[ ] Vermin
[ ] Sewer Rat
In the Opera House, Celes will sing and Ultros will annoy. As soon as the
comical squid is, comically, about to drop the comical anvil on Celes' head
(the comedy!), open the door to the left with a lever to the right and enter
the rafters of the Opera. There are rat formations here, and they all contain
Vermin and Sewer Rat. Although it's said you can get by without fighting a
single battle, this is pretty darn hard, and you want to battle and clear one
group anyway. You foil Ultros' plan, proceed to beat him up and get the
Blackjack for your troubles.
[ ] Bug
[ ] ChickenLip
[ ] WeedFeeder
[ ] Joker
[ ] Ralph
[ ] Wyvern
A new Overworld location! Next to FossilFang (go clear the Rage if you haven't
already), you can encounter Bug in the desert, ChickenLip in the forest, and
WeedFeeder, Ralph, Joker and Wyvern on the plains. Go around collecting
treasure and enter Vector.
[ ] Garm
[ ] Commando
[ ] Pipsqueak
[ ] Flan
[ ] Trapper
[ ] General
[ ] Gobbler
[ ] Rhinox
Sneak into the MagiTek Research Facility. In the first few rooms there's
nothing but Garm, Commando and Pipsqueak to be found. ProtoArmor as well, but
as you are reading this guide I assume you know how this thing has no Rage.
When you drop into the pit where Ifrit and Shiva were thrown in, you can fight
Flan. Get the new Espers and continue up the stairs. On these stairs you can
clear Trapper and General. In the room on the top of the stairs, there's
Gobbler and Rhinox. Clear them and continue to watch some cutscenes.
[ ] Mag Roader (purple)
[ ] Mag Roader (red)
When you've ridden the elevator, go use the Save Point. Talk to Cid and he'll
push you into a mine cart. Several battles will pop up. If they're all big,
purple Mag Roader go reset the game and change the leader of your party. Try
until you also find a small red Mag Roader. Do the boss battle and you're
outside again.
[ ] Chaser
Fight Chaser before Setzer picks you up, and you get another shot at Trapper
as well. You flee and Kefka tries to stop you using Cranes, which turns out to
be a complete waste of everybody's time. Tragic daddy issues rule the day when
you have a chat with Terra, but you're rewarded with control over the
Blackjack.
[ ] Intangir
[ ] Grenade
[ ] Baskervor
[ ] Cephaler
[ ] Chimera
Go to the triangle-shaped island. You will sometimes, among the Leafers and
Dark Wind birds, meet an Intangir here, an invisible monster. If you want to
kill it, use Gau's Rhodox Rage (Snare kills it without allowing its omni-counter
Meteo). If you lack the Rhodox Rage, simply run from the vanished fiend.
In a forest west of the Veldt, only two monsters appear: Bomb (en masse) and
Grenade. The latter is basically a black Bomb which Rage you'll want to clear
for purposes which include the word 'complete'.
Travel to the last continent you haven't been on. On this piece of the
Overworld Map, clear Baskervor on the plains and Cephaler and Chimera in the
forests. And just like that, it's time for yet another...
*Veldt moment three*
[ ] Apparite
[ ] Coelecite
[ ] Lich
[ ] Zombone
[ ] Ing
Dive head-first into the Cave of the Sealed Gate. It's near the Sealed Gate.
In the very first room, you can fight Apparite, Coelecite and Lich monsters.
Be sure to equip Wall Rings in this stage of the game as Lich will burn you
badly otherwise. In the other rooms there's just Zombone and Ing. You can
push a button to fight a Ninja, but this won't clear the Rage as it's not a
valid monster formation for the Veldt.
[ ] Sp Forces
Esper Rampage and Imperial Apologies: The diplomacy-related part of the game
now. Be sure to answer like a polite young man would, and be sure to pick a
fight with the Imperial Officers like a complete idiot would. They're Sp Force
enemies, and you clear their Rage. Not much else going on after that, so get
Terra and Locke on their boat-ride.
[ ] Balloon
You do some stuff that's pretty obvious until you sleep at the Inn and a house
presumably sets itself on fire using fire. Seeing as how you are intelligent,
sane people, you get into the collapsing house to fight the fire using
weapons. You're bound to run into at least one wandering flame which will
trigger a battle with Balloons. Even if you somehow manage to elude them all,
you'll still open a door which turns out to be filled with four of them, so no
worries.
Boss Battle! While the FlameEater can summon both Balloon monsters and a
solitary Grenade, this is not a valid monster formation, and it won't make
either monster appear on the Veldt.
[ ] Slurm
[ ] Adamanchyt
[ ] Abolisher
[ ] Mandrake
[ ] Insecare
With Strago, and later with Relm, you explore the spontaneously appeared new
cave dungeon. There's Slurm and Adamanchyt in the caves, and Abolisher,
Mandrake and Insecare on the slopes. Another Ultros fight, you meet the
Espers, everything goes exactly how it wasn't planned and a continent is sent
flying.
[ ] Sky Armor
[ ] Spit Fire
Obviously, you go into hot pursuit. On the way there you are stalked by men
in flying armor, and you clear the Rages of Sky Armor and Spit Fire. Another
Ultros battle, and an Air Force battle, and finally you're where you wanted
to be.
[ ] Dragon
[ ] Ninja
[ ] Apokryphos
[ ] Brainpan
[ ] Misfit
[ ] Wirey Drgn
[ ] Behemoth
[ ] Gigantos
The Floating Continent houses a massive array of new monsters, all with their
own Rage. The monsters here include Dragon, Ninja, Apokryphos, Brainpan,
Misfit, Wirey Drgn, Behemoth and the monster-in-a-chest Gigantos (chests on
the Floating Continent are blue orbs in the wall). When you are asked if you
want to exit the Continent and jump down on the Blackjack, please do. The
reward is a
*Veldt moment four*
Now travel back again. Like most storyline events, you are completely unable
to do anything even remotely useful and the world is destroyed.
[ ] Peeper
[ ] EarthGuard
[ ] Black Drgn
Celes wakes up on a solitary island. You control the life of Cid for a while,
but what's more: you can clear your first WoR Rages! Peepers on the main land,
and EarthGuard and Black Drgn in the desert. The last requires an Amulet or
Ribbon from Celes' side to prevent a Game Over. Take the raft to the main
land and you've done the WoR prologue.
[ ] Lunaris
[ ] Osprey
[ ] Gigan Toad
[ ] Chitonid
[ ] Mesosaur
[ ] Gilomantis
On the main land, there are Lunaris and Osprey on the green patches, and Gigan
Toad and Chitonid on the grey ones. Mesosaur lives in the forests (although
you might see some outside of it) and Gilomantis lives more to the north-east
of this continent. Enter Tzen.
[ ] Scorpion
[ ] HermitCrab
[ ] Pm Stalker
Sabin is holding up a house and can barely last for much longer, so you go in.
Inside there are Scorpion and HermitCrab to be fought, and very rarely a Pm
Stalker. It's better to open chests until you fight a formation of four Pm
Stalker, though. To be sure, and all. Get the kid, get out, get Sabin, and get
Jiggy with it.
[ ] Delta Bug
[ ] Lizard
[ ] Buffalax
[ ] Bloompire
Crossing the bridge to the east of Tzen, you're now walking on the Serpent
Trench. On it there are new monsters. There's Delta Bug, Lizard and Buffalax,
and in the forests you have a good shot at finding Bloompire monsters. Take
a look in Mobliz, do your stuff, and leave again. On to Nikeah, the city of
your hopes and dreams.
[ ] Nohrabbit
[ ] Sand Horse
[ ] Maliga
[ ] Latimeria
You get a ferry to a new continent (yet again). On it there are Nohrabbit on
the fields, Sand Horse and Maliga in the desert, and Latimeria in the forests.
Clear them all, talk to Gerad in South Figaro and enter the Cave of Figaro
which has had its final makeover in this game.
[ ] Humpty
[ ] NeckHunter
[ ] Cruller
[ ] Dante
[ ] Drop
Inside you can clear Humpty, NeckHunter, Cruller and Dante. Proceed to and
through the castle until you reach the engine room. Linger before you talk to
Gerad, there are Drop monsters here which are rare and elusive and all. After
you've found those, do battle and ship Figaro Castle to the Kohlingen
Continent.
[ ] Muus
[ ] Bogy
[ ] Harpiai
[ ] Deep Eye
Get Setzer from the Kohlingen Pub and explore the new continent with a new
four-headed team. There are Muus on the plains, Bogy to the north (this is
also where the Colloseum is), Harpiai and Deep Eye in the forests and Black
Drgn in the desert. You already could fight the last one, but you were just
plain single Celes then who might've been afraid. Now's your chance if you
didn't fight him earlier.
[ ] Orog
[ ] Osteosaur
[ ] Exoray
[ ] Mad Oscar
[ ] PowerDemon
Enter the Tomb! In the first room there's Orog and Osteosaur, and in this room
only. When you've fought them, proceed. From here onwards you'll meet nothing
but Exoray, Mad Oscar and PowerDemon. Finish the Tomb quest and you're
airborne now.
[ ] Cactrot
[ ] Hoover
[ ] Crawler
[ ] Reach Frog
[ ] Geckorex
[ ] Sprinter
[ ] Spek Tor
[ ] Mantodea
You automatically fly to Maranda. Land here and go fight. In the desert there
are two monsters: Cactrot and Hoover. Kill the Cactrot using Dice and run away
from the Hoover for now (you just cleared the Rage). On the plains, there are
Crawler for a while until you reach Jidoor. There's Reach Frog, Geckorex,
Sprinter, Spek Tor and Mantodea now. Back to the airship!
[ ] Harpy
[ ] GloomShell
[ ] Prussian
[ ] TumbleWeed
[ ] Tyranosaur
[ ] Brachosaur
Fly to the continent in the south-east part of the map. Land to fight Harpy,
GloomShell and Prussian. Back up in the airship. To the last unvisited
continent with new Rage monsters: the one north of the Veldt (you'll
recognize the Veldt). Fight TumbleWeed, Sprinter and Spek Tor. Save up and
go for the forest. Use Smoke Bombs to run. You’ll encounter Tyranosaur and
very rarely Brachosaur. You may want to come back later to unlock these if
your level if higher.
[ ] NightShade
Head to Jidoor, then enter the big mansion up north. Examine the flower
painting to fight NightShade enemies! This detour is just so you’ll easily
encounter NightShade on the Veldt during the next Veldt moment.
Off to recruit Gau! But you're with four characters, right? How can you lose
a character? Normally you'd just talk to another character, but that's not an
option. On the first continent you arrived on, there's a massive mountain
formation on the north part. There's a little hole in it. Fly the Falcon over
it and have your characters divide. Use either the Crane or a Warp spell/Warp
Stone to get out again and you'll be just Setzer now, piloting the Falcon. Go
below deck to get yourself a party of three and go to the Veldt. Find Gau, but
before you have another Veldt moment, let's take a look in the cave.
[ ] Toe Cutter
[ ] Rhyos
[ ] SrBehemoth
To the Veldt now, but hold off getting Gau for now: enter the Cave on the
Veldt. You'll fight more Toe Cutter monsters then you'll ever want to, but
be sure to stick around until you've found yourself a Rhyos. Seeing as how
Allo Ver won't clear anything for you, do whatever and find Shadow/Relm. Fight
the boss battle (which will clear a Rage for you!) and you'll find yourself in
Thamasa. Anyway, now you've cleared what just may be the most important Veldt
monster formation in the game, I guess I can allow...
*Veldt moment five*
Having found Gau, there are multiple side-quests open to you. Each side-quest
will give you some good Rages I may suggest in other side-quest boss battles.
Now that you have a BehemothSuit, I suggest the first thing you do is
obtaining a Snow Muffler and other items you may pull from the Colloseum. If
it was Shadow you found in the Cave of the Veldt you should recruit him here
by betting a Striker.
[ ] Borras
[ ] Punisher
[ ] Ursus
[ ] Scrapper
[ ] Luridan
Complete the Mt. Zozo quest. Doing so should clear Borras, Punisher, Ursus
(inside) and Scrapper and Luridan (outside).
[ ] Dahling
[ ] SoulDancer
[ ] Wild Cat
[ ] Crusher
[ ] Vindr
[ ] StillLife
Go to Owzer's Mansion in Jidoor. I have told you to fight NightShade earlier.
Other cleared Rages include: Dahling, SoulDancer, Wild Cat, Crusher, Vindr
and StillLife.
[ ] Red Wolf
[ ] Nastidon
[ ] Test Rider
[ ] Wizard
[ ] Psychot
[ ] Mag Roader (yellow)
[ ] Mag Roader (brown)
Go to Narshe and clear Red Wolf, Nastidon and Test Rider in the town. Take the
hidden path you took in the Edgar scenario and you'll find Wizard and Psychot
in the mines (and in the first room two new kinds of Mag Roader). Find Mog and
pull the Moogle Charm from the place he was standing on. Get out and now enter
the mines north of Narshe. You'll meet and clear two new kinds of Mag Roader
here, a big yellow one and a small brown one, but only if you haven't already.
Proceed to the Ice Dragon and Tritoch. Beat them both and jump down into the
new Umaro dungeon.
[ ] Ceritops
[ ] Poppers
[ ] Kiwok
[ ] Pug
[ ] Tomb Thumb
You can open a chest for monster-in-a-box fight with three Pugs. While you
clear their Rage you can never actually get it from the Veldt. Other Rages
include Ceritops, Poppers, Kiwok and Pug. The last one is extremely rare, but
keep trying until you meet him. In the room where you fight Umaro, Tomb Thumb
can be found.
[ ] Magic Urn
[ ] White Drgn
Fly to the tower surrounded by mountains you couldn't reach earlier. Bring Mog
and Relm. Relm will unlock Strago, and Mog with the Moogle Charm should
make your life a little easier while climbing this tower. Loot it. In the Air
Anchor room (hit the invisible switch to the right of the first chest you
encounter, then go out to see a new door), take the Moogle Charm off; you will
only meet Magic Urn here, which have a Rage to clear. Do *not* take the Gem Box
from the chest on the very top. To be more precise, don't stand in front of the
chest, as even that will trigger a MagiMaster battle which you probably don't
want right now. Find the White Drgn and defeat it. You just cleared its Rage.
When you're done, leave.
[ ] Karkass
[ ] Tap Dancer
[ ] Covert
[ ] Ogor
[ ] Wart Puck
[ ] Woolly
Now it's time to head to the Triangle Island. The Intangir are gone, but Zone
Eater will be more then willing to annoy you. While they have no Rage (which
is a sad fact given their respectable elemental properties), they will suck
you into a new dungeon. Monsters you fight here are Karkass, Tap Dancer,
Covert, Ogor, Wart Puck and the highly rare yet extremely useful Woolly.
Get Gogo for his Steal and Rage abilities and get out.
It's been a while, so might as well make some room for
*Veldt moment six*
[ ] Critic
[ ] Pan Dore
[ ] Allosaurus
[ ] Parasite
[ ] Barb-E
[ ] Suriander
[ ] Rain Man
[ ] Samurai
[ ] PlutoArmor
[ ] Sky Cap
[ ] Io
Take Cyan to Doma and spend the night there with a four-headed party. Cyan
won't wake up and you'll leap into his soul. And an LSD-induced experience it
turns out to be. In the first dungeon, fight Critic, Pan Dora, Allosaurus and
Parasite. Fight the brothers and proceed. On the train you'll find Rain Man,
Barb-E, Suriander and Samurai. Proceed and you'll find yourself in MagiTek
armor! Fight PlutoArmor, Sky Cap and the elusive yet nifty Io here, all to
clear those Rages. Fight through the rest of the scenario without any new
Rage-monsters.
[ ] Enuo
[ ] Goblin
[ ] Figaliz
[ ] Lethal Wpn
[ ] Boxed Set
Take Figaro Castle to the other side, and you'll get stuck! Exit and explore.
In the underwater dungeon, there's Enuo, Goblin and Figaliz to fight. Proceed
to the Ancient Castle. In here Lethal Wpn and Boxed Set will fight you. Do
your stuff and leave.
[ ] Eland
[ ] Cluck
[ ] Warlock
[ ] Slatter
[ ] Displayer
[ ] Hipocampus
[ ] Opinicus
Take Strago and Relm to Thamasa and you'll get to see a cutscene which will
open a new dungeon. It seems Strago has a tendency to change the Overworld
Map, not unlike Kekfa. In here, fight until you have cleared Eland, Cluck,
Warlock, Slatter, Displayer, Hipocampus and Opinicus. Slatter and Cluck will
appear more often in the first room of this dungeon, so fight some battles
there if you're having trouble finding them.
[ ] Aquila
[ ] Chaos Drgn
[ ] Trixter
[ ] Necromancr
[ ] Phase
[ ] Parasoul
[ ] Sea Flower
[ ] Uroburos
Having obtained all characters but Locke, dive into the Phoenix Cave. You can
fight a large array of monsters here, and most of them absorb fire. The
to-be-cleared Rages are Aquila, Chaos Drgn, Trixter, Necromancr, Phase,
Parasoul, Sea Flower and Uroburos. You find Locke and you're all set to go.
[ ] Vectaur
[ ] GtBehemoth
[ ] Evil Oscar
[ ] Brontaur
[ ] Land Worm
[ ] Doom Drgn
[ ] Vectagoyle
[ ] Outsider
[ ] Didalos
[ ] Mover
[ ] Madam
[ ] Hemophyte
[ ] Retainer
[ ] Steroidite
[ ] IronHitman
[ ] Veteran
[ ] Dark Force
[ ] Dueller
[ ] Fortis
[ ] Sky Base
[ ] Scullion
[ ] Innoc
[ ] Junk
At the end, the Final Dungeon. A lot of strong monsters with generally
impressive Rages. Among the rubble, you'll find Vectaur, GtBehemoth,
Evil Oscar, Brontaur, Land Worm, Doom Drgn, and Vectagoyle. The Imperial,
metal-like parts of the dungeon contain Outsider, Didalos, Mover, Madam,
Hemophyte, Retainer, Steroidite, IronHitman, Veteran, Dark Force, Dueller,
Fortis, Sky Base, Scullion, Innoc and Junk. Just fight a few battles in
every room you come and you'll see them all. When you're almost at Kefka's,
warp out and take your final Veldt moment:
*Veldt moment seven*
You now have cleared all Rages excluding Siegfried, Chupon and Allo Ver, and
can meet all of them on the Veldt. Complete your Rage list and smash the game.
--------------------------------------------------------------------------------
7.2 Rage walkthrough notes for an LLG
**********************************
All Rages that can normally be acquired can also be acquired in a Low Level
Game, but it may require some out-of-the-box thinking.
HeavyArmor
Pick a fight with one of the stationary MagiTek Armors in South Figaro during
Locke’s scenario. If you lose the fight, you’ll respawn without a Game Over.
Fidor, Bounty Man, Rider, Trooper & HeavyArmor
Engage a soldier while trying to protect Banon in the corresponding battle
sequence. Die. You'll have cleared the monster formation, but you won't receive
a Game Over since your team will respawn near Banon with 1 HP across the board.
Brown soldiers may spawn Fidor, Trooper and HeavyArmor, green soldiers may spawn
Bounty Man and Trooper, and the brown soldier racing in front of Kefka will
always spawn Rider.
Sewer Rat, Vermin
Engage in a battle on the rafters of the Opera House and lose on purpose. You'll
be kicked out of the Opera House but won't receive a Game Over; it's not until
you mess up four times you'll get one of those.
Mag Roader (red)
Consult Novalia Spirit's excellent Mag Roader guide for more information on
this one. Find it at:
http://www.gamefaqs.com/snes/554041-final-fantasy-iii/faqs/38658
For the lowest amount of exp, you'll want to meet purple Mag Roaders only,
so in a perfect LLG, no red Mag Roaders for you.
Sp Forces
Engage in a battle during the Imperial Banquet. Let the timer run out; you'll
have cleared the Rage but you won't gain any experience points. Also, you get no
props for battling them like you usually do, so no Charm Bangle for you in this
case.
Gigantos
You spawn this guy from a Floating Continent orb, and once the battle starts
you can’t run. You must cast Muddle on a character about to use a Magicite item
or Setzer about to execute the random summon effect from the BAR-BAR-BAR Slot
combination when Gigantos is about to die from the Poison status ailment. If
Palidor is summoned by the confused character, and Gigantos dies while in the
air, you won't gain Exp. Good luck!
Ninja
Encounter the Ninja, Ninja, Wirey Drgn monster formation on the Floating
Continent, a mere 1/64 chance. Kill the Ninjas, then run before killing the
Wirey Drgn.
Rhyos
Set Poison on it. Seizure also works, but Poison is the easiest. Now, make sure
it has very little HP and dies on the next turn (from the ailment). Have someone
cast Palidor and muddle the caster so he makes Rhyos jump. If it dies in
mid-air, you won't get any experience and you'll have cleared the Rage.
Phase
Encounter the Phase, Parasoul, Necromancr, Necromancr monster formation, kill
the Phase, run.
Covert
Will always be encountered with another monster, either Ogor or Tap Dancer.
Kill the Covert, then run.
GtBehemoth
Kill it and run, as it can only be encountered with Vectaur and Evil Oscar.
Land Worm
Utilize the same bug as used by Rhyos. Condemned also works in this case.
**********************************
8.0 Unobtainable Rages and other oddities
**********************************
Table of Contents:
8.1 Allo Ver
8.2 Siegfried
8.3 Chupon
8.4 Marshal
8.5 White Drgn
8.6 Pugs
8.7 ProtoArmor
There are three Rages that Gau has a place for in his Rage list that you can
never obtain. These three are Allo Ver, Siegfried and Chupon. The causes are
explained below. There are other oddities as well: White Drgn and Marshal are
two bosses that appear on the Veldt and have a Rage. Pugs and ProtoArmor appear
on the Veldt, but have no Rage.
Not all enemies that appear randomly in dungeons or on the World Map appear
on the Veldt. Randomly appearing enemies that have no Rage and do not appear
on the Veldt are:
All L. ## Magic enemies from the Fanatics Tower
Mega Armor
Naughty
Prometheus
Zone Eater
--------------------------------------------------------------------------------
8.1 Allo Ver
**********************************
All that's wrong here is a formation mix-up; formation 515 was used instead of
126. So what's the problem here? Well, 515 is not a formation that can
appear on the Veldt, and you can only encounter Allo Ver once, which means
Allo Ver is never an available Rage. Also, #515 doesn't give Magic Points, as
it is incapable of doing so, so the bug also keeps you from your much
lusted-after Magic Point. Allo Ver, being undead, would have given you the
usual Undead attribute, weakness against Fire and Pearl and absorbing of
Poison-elemental attacks. The listed second move was Quake.
--------------------------------------------------------------------------------
8.2 Siegfried
**********************************
First off, there are two Siegfried monsters. The one in formation # 479 is the
one you fight in the Phantom Train. This battle formation doesn't show up on
the Veldt, as it only contains the weak Siegfried which does not have a Rage.
However, there is also another Siegfried. The strong version which appears on
the Colloseum and one of the only true challenges there. You never fight this
monster outside of the Coliseum, so even though this Siegfried has a Rage you
can never get it as Colloseum battles don't count as far as the Veldt concerns.
There's evidence the game designers definitely wanted you to fight him at some
point in the game (battle text was programmed already), but it was never
completed and this Rage isn't accessible. Death protection and a Flare spell
aside, this monster has eight elemental weaknesses and wouldn't have been that
good anyway, unless paired with a Paladin Shld.
--------------------------------------------------------------------------------
8.3 Chupon
**********************************
Almost the same story as with Siegfried. There is a weaker Chupon out there
which you fight in a normal battle (he's together with Ultros, as you should
know). There's a stronger version in the Colloseum which you fight there and
there alone. There isn't anything in the game which indicates that this
Chupon would have ever appeared in a normal battle (his job is at the
Coliseum, preventing you from betting cheap items), so if anything this would
probably be a mix-up not unlike what happened to White Drgn. The Rage would
have included W Wind. People often wonder if it's perhaps Sneeze, but that
would simply have been too cheap (it wouldn't have worked in boss battles, by
the way, as you can not set 'Hide' on a monster in a monster formation which
doesn't allow you to run yourself).
--------------------------------------------------------------------------------
8.4 Marshal
**********************************
Together with White Drgn and SrBehemoth, this is the only boss that appears on
the Veldt. The Marshal is the leader of the Narshe Guards, and you kill him in
the very start of the game. Unlike White Drgn nobody goes around claiming this
guy shouldn't be on the Veldt period, but it doesn't make sense from a story-
line point of view, and it's still one of the three bosses in the game that
appears on the Veldt, so I list it here. And Wind Slash is still the best
multi-target spell Gau can produce in a WoB Rage, so no whining has been
detected so far.
--------------------------------------------------------------------------------
8.5 White Drgn
**********************************
White Drgn is Rage # 37. Its existence in that specific place in the list has
been debated quite a lot. That's because unlike his seven partners in crime,
the White Drgn can appear on the Veldt and has a Rage. There is no logical
explanation for this whatsoever. You cannot partly break the Dragon Seal
without killing the unique White Drgn, so there is no narrative excuse for
this baby to appear on the Veldt. Yes, measures have been taken to minimize
the damage here. White Drgn doesn't just drop his special item like the other
dragons, but it's given to you after the battle in the Fanatics Tower. But
quite a few people, including me, are convinced this dragon has no business
on the Veldt. Regardless, you can get this Rage, and since it's a rather good
one - Death protection, Pearl, Pearl-element absorption - nobody's complaining
all too loudly.
--------------------------------------------------------------------------------
8.6 Pugs
**********************************
Ah, Pugs. Monster # 255, thus the 256th monster (00 counts as one, you work it
out). While this monster in fact has a Rage, the menu needs an 'Empty' slot
for the game to work properly and this 256th slot remains empty. You can meet
the Pugs monster formation on the Veldt, and you actually *do* get their Rage
once you have Leapt them, but as it is unselectable under any circumstance
(including Muddle/Charm or Berserk) these guys have no reason to be on the
Veldt but to provide you with a potentially unlimited amount of Minerva
armors, even though you'll never need more than two.
--------------------------------------------------------------------------------
8.7 ProtoArmor
**********************************
ProtoArmor, like Pugs, appears on the Veldt. The monster formation with two
ProtoArmors doesn't, but there is a monster formation where it is paired up
with two Pipsqueak monsters. ProtoArmor does not have a Rage, and no matter
how many times you try to Leap on it and learn its Rage, Gau will always come
back without a ProtoArmor Rage. It simply doesn't belong on the Veldt. Take
comfort in the fact that seeing as how all other machine-related Rages suck,
it probably wouldn't have given you anything but Schiller or Tek Laser had it
made the final cut :)
**********************************
9.0 Gogo
**********************************
It's tempting to think about Gau only when doing a Rage Guide. After all, he's
the embodiment of Rage, he's the only one who can Leap, has no other skills
besides that, etc. But there's another character who can use Rage, and if you
didn't know that is Gogo then you need to be smacked over the head with a
rolled up New York Times.
Differences between Gau and Gogo are statistic-wise or equipment wise:
Statistic: Gau Gogo Gau, n.u.e.* Gogo, n.u.e.**
Vigor 44 25 48 32
Speed 38 30 41 37
Stamina 36 20 38 27
Magic Power 34 26 34 45
Battle Power 99 13 99 181
Defense 44 39 250 202
Magic Defense 34 25 191 172
MBlock 18 6 36 86
* Normally Ultimate Equipment: Genji Shld, Red Cap, Snow Muffler
** Normally Ultimate Equipment: Magus Rod, Paladin Shld, Genji Hlmt, Tao Robe
As you can see , I put the Paladin Shld on Gogo to make up for the lack of any
kind of worthwhile stats. The reason of this is to see where Gogo could
possibly outshine Gau when it comes to Rage. Vigor is still severely lacking,
and with Gau easily reaching 255 in Battle Power with the Merit Award, it's
obvious that Gogo will never quite use the !Catscratch like Gau will. Speed is
comparable yet slightly less with Gogo. Stamina, for all what that's worth,
is much less. But then we reach the statistic Magic Power.
Magic Power is naturally higher on Gau, but he develops himself physically
with his equipment, where Gogo is compatible with all sorts of magic-boosting
armor. Even without the Paladin Shld he'll outshine Gau here, and I chose the
Genji Hlmt over the Magus Hat here (the latter could've added 5 more to the
Magic Power stat, bringing it to a very respectable 50, which is higher than
equipment-less Relm).
Battle Power is much higher here, because Gogo can equip weapons where Gau
cannot. However, this is easily remedied with a Merit Award. In the Anthology
version, Gogo beats Gau when it comes to physical hits (see the Anthology
section).
Defenses, both physical and magical are lacking compared to Gau. Gogo is the
defensive WORST in this game, where Gau is the best because of the Snow
Muffler. You see that Gau wants a Merit Award for offensive; Gogo needs one
for defense.
But Mblock...even with as many non-Merit Award Mblock-boosting equipment as
possible, Gau will never equal Gogo in that aspect; Gau has the tank-ability
going for him. He has 255 Defense, and physical hits are one of those things a
Rage can't really protect you against. A strategy that relies on that 255
Defense will be wasted on Gogo as he'll take massive poundings from Honed
Tusk, Crush and Havoc Wing. On the other hand, Gogo beats Gau with evasive
maneuvers. Gau stands fairly powerless against a Charm spell; Gogo can simply
avoid it in most cases. Also, strong spells such as Land Slide, Meteo and
Shock will hurt a lot more coming from Gogo in this set-up.
As far as physical attacks go, it depends on the version you're playing. A
SNES game favors Gau over Gogo because of the Merit Award, an Anthology
version will favor Gogo over Gau. Remember, Gogo can attach six elements
(Fire, Ice, Bolt, Poison, Pearl, Earth) with corresponding random spell
casting to his Battle attack, and do twice the amount of damage to human
targets with the Man Eater, all without the Merit Award. Granted, the Air
Lancer has the Wind element, but even doubled it won't reach the power of a
non-super effective Pearl Rod.
**********************************
10.0 Best practices; cheaper than off-brand Sabor de Soledad cheese puffs
**********************************
Table of Contents:
10.1 Wind Gods
10.2 Rage and Run
10.3 Best Rages in the World of Balance
10.4 Best Rages in the World of Ruin
--------------------------------------------------------------------------------
10.1 Wind Gods
**********************************
Wind God Gau is the demon child of a simple overlook from Square. The Wind God
is unique to the SNES game because it requires equipping the Tempest weapon
in tandem with the Merit Award on Gau. Here’s how it works.
The Tempest has a 50% chance of nullifying the damage done by a physical strike
and casting a Wind Slash attack on all opponents. This can even happen if the
physical strike misses. Normally, Wind Slash is a humble 48 Base Power magical
attack. However, the 50% Wind Slash may also appear when Gau or Gogo uses a
Special Attack through Rage, and damage bonuses applied normally to physical
damage instead applies to Wind Slash. The strongest Special a Rager can use is
!Catscratch, which quadruples the power of the attack, making Wind Slash a 192
Base Power attack. When teamed up with the Offering, this will produce four
attacks of that 192 Base Power Wind Slash 50 % of the time. That's pretty
close to four times Crusader at the enemy party only at NO MP cost whatsoever.
The only downside of the Wind God is that it is, in fact, a Wind God.
Monsters that are immune to Wind include Flan, Ifrit, Io, Muus, Naughty, Nerapa,
Shiva, Tritoch and Zone Eater; monsters who absorbs this element include Atma,
Evil Oscar, Girl (The angel head from Tier 3), Hidonite (Bottom left),
Intangir, L.90 Magic, Larry, Magic Urn, Poltrgeist, Storm Drgn and Woolly.
Final note: During a Wind God Wind Slash with the Offering, don't be surprised
if the all-targets hitting Wind Slash suddenly skips some targets. After the
physical strike has been rendered ineffective, the Wind Slash will only target
those monsters that haven't been defeated yet. The monsters won't go until you
completed all four hits, so should you use the Wind Slash against a group of
four monsters, and the first hit kills one already, the next Wind Slash will
only target the other three. When all monsters are dead the Wind Slash
animation won't show up at all, only the ineffective physical strike.
--------------------------------------------------------------------------------
10.2 Rage & Run
**********************************
Rage & Run is a technique that might not be the most fun way of dealing with
some bosses, but rather essential when playing self-imposed rule games such as
a Single Character Challenge or a Low Level Game. Rage & Run means exactly
that what it says: you pick a Rage and start running. Why will this help you?
Some bosses will cast spells you can protect against when they are at maximum
HP, but start using Meteor or something along those lines when they reach
certain low amounts of HP. In a game where Gau is only level 10, this is both
unavoidable and deadly. After picking a Rage, for instance Magic Urn, you gain
status protection and elemental attributes of that Rage...but you don't
actually damage the opponent as you are running as opposed to attacking. After
the boss has drained its own MP so he cannot cast the feared spells, you can
stop running and start hurting.
--------------------------------------------------------------------------------
10.3 Best Rages in the World of Balance
**********************************
The following Rages are presented in Chronological order.
Brawler
Casts Stone, inherent Berserk
Auto-Berserk is a good thing, but Stone is equally awesome. Not only is it
the only non-elemental magical attack Gau will perform until after the
Floating Continent, it muddles everything it hits (unless protected against
said status) and will do 7.5 times the damage (!) when the caster's level and
target's level are identical. Note that due to the equal amounts of Magic Power
they possess, Gau will make as good a Stoner as Strago ever was. Which reminds
me about that time Gau and Strago went to White Castle.
Hazer
Casts Bolt 2, weakness against Pearl
Hazer is not Undead, contrary to popular belief. It doesn't make sense, I
know. It just makes this Rage a little better. Bolt2 hits hard throughout the
WoB, and it hits significantly hard before everybody else can touch it. Gets
bonus points for being extremely useful in an LLG. Hazer becomes mostly
obsolete by the time you obtain Aspik, but it’s a nice Rage to utilize until
then, especially against a Veldt-roaming Telstar.
Marshal
Casts Wind Slash, weakness against Poison
Wind Slash is a strong multi-target attack throughout the WoB, is the strongest
multi-target attack when you get Gau right away and is simply illegally
effective against the Imperial Air Force.
Rhodox
Casts Snare
While Bleary uses Doom and Commander uses Break, there's no instant-death
spell quite like Snare. It looks pretty nifty (especially when used on a
large creature), checks fewer immunities than Break, stalls final spells for
one turn, and it's more accurate than Doom. Generally hailed as the ultimate
Intangir-Slayer, and not without reason.
Stray Cat
Uses !Catscratch
No Death protection. No elemental absorbing. No status protection worthy of
mention. No positive statuses whatsoever. What the hell is a normal Battle and
Special WoB critter doing in the Legendary Tactics section? Stray Cat has a
Special for a Rage, you see. The Special is called !Catscratch, and it's the
strongest Special you'll see in the game performed by Gau. Many an
inexperienced player clings to this Rage as he can remember at least a single
Rage and what it does, and it seems to work brilliantly. You'll even find it
here fairly often, as combined with the Merit Award and the right choice for
weapon; it can exceed any magical attack. It's also a vital part of the Wind
God, as it will make the Wind Slash attack reach 192 as opposed to the
second-best from Gold Bear, which would make for a 120 one. That's an
Alexander as opposed to a focused Crusader.
The Stray Cat Rage is what you’ll want to use in tandem with the Merit Award
to gain both the Wind God and other weapon-based shenanigans.
Templar
Casts Fire 2, inherent Safe, weakness to Poison
Alternate Hazer/SlamDancer here, with a Fire-element this time. Are you a
man? Do you have man’s needs, such as hiking and beer? Do you buy body wash
for men as opposed to unisex body wash? Then Templar is the Rage for you.
It burns your enemies to a crisp with Fire 2 and features inherent Safe for
your sensitive skin.
Trilium
Casts Bio, weakness to Fire, absorbs Water
Trilium can be picked up when you first encounter Gau, and features the
Bio spell that deals super-effective damage to everything in Zozo. If you
plan on taking Gau sight-seeing in the rainy city, Trilium is the Rage4You.
Primordite
Uses !Numblade, weakness against Lightning
This Rage becomes obsolete once you learn the Stop spell, but several bosses
are vulnerable to this status before you do so. Rider, Narshe Kefka, Dadaluma,
and Opera House Ultros are all vulnerable to the ailment, which makes
Primordite a valuable asset in those fights.
Vector Pup
Uses !Bite, inherent Haste, weakness against Fire
When your level is decent !Catscratch may be overkill, and while !Bite won't hit
nearly as hard, there's still an auto-Haste to consider. So if you're sick of
that !Catscratch graphic you can...do something entirely non-Vector Pup as !Bite
shares the graphic :(
Anguiform
Casts Aqua Rake, weakness to Lightning, absorbs Water
For the price of traveling back to the Veldt prior to the Opera House sequence,
Gau can pick up Anguiform so he has a 50% chance of performing Aqua Rake on
the Southern Continent. Aqua Rake completely destroys anything in the MagiTek
Facility and is a superior offensive Rage in other situations as well.
Aspik
Casts Giga Volt, inherent Float, weakness to Fire, absorbs Water
Aspik is one of the first enemies you see after you leave the Veldt for the
first time, which makes it necessary to make a special Veldt Trip for this
Rage. It's all worth it, though. Giga Volt is the strongest single-target
magical ability usable through a Rage in the World of Balance, and it's
pretty impressive. Giga Volt can target both all targets and a single one.
Has inherent Dark status but due to Dark immunity you'll never notice.
HadesGigas
Casts Magnitude8, weakness to Poison, absorbs Earth
Magnitude8 is a more powerful MT attack than Aqua Rake when cast versus
suitable targets, but beware Floating monsters since they’re immune.
ChickenLip
Casts Quake, weakness to Ice
The ChickenLip Rage and its Quake spell can be an extremely powerful addition
to your team, but you’ll have to be careful. Quake is a barrier-piercing Earth-
elemental spell that hits both opponents and allies alike. All non-Floating
targets on the battlefield are hit. Make sure your characters are either
Floating or clad in Gaia Gear. Gaia Gear characters are even healed by Quake,
probably to da max.
Baskervor
Casts Cyclonic, Death protection
Cyclonic may not be the most accurate of spells, but it destroys 93.50 % of
your opponents current HP. ALL the targets. As long as you make sure the
enemies aren't immune to instant-death attacks and you have a good follow-
up move you'll be more than fine.
Chimera
Casts Aqua Rake, Death protection
Basically does the same as Anguiform, only has superior elemental attributes
and status immunities. You can encounter this guy as soon as you get the
Blackjack airship.
Rhinox
Casts Life3, inherent Safe, absorbs Lightning, Death protection
Normally speaking there is no real reason to use Life3 in the World of Balance
but Rhinox provides it anyway. It’s a unique feature and can be important in
certain challenge games. In a No Magic Game, this is the only way to get the
Life 3 status.
Intangir
Casts Pep Up, inherent Clear, Float, Haste, Safe & Shell, absorbs all
elements, Death protection*
Intangir was a massive disappointment for many, I suppose. A monster that is
inherently invisible, has Float, Haste, Safe, Shell and Death protection, is
immune to all status ailments and absorbs all elements. The ultimate defense
Rage in the game. Too bad it casts Pep Up half the time, not only killing but
also removing Gau or Gogo from the battlefield.
Aside from having Gau teach Strago the Pep Up Lore, there is a way to use the
Intangir Rage successfully. Mute Gau prior to Raging. Intangir is immune to the
ailment, but if you cast Mute beforehand the Muted Intangir Rager cannot cast
Pep Up. Note that due to a bug, the positive statuses won't be set if the first
turn is the muted Pep Up attack. If the attack is the normal physical one,
you'll have an almost invulnerable Rager on your hands.
Behemoth
Casts Meteor, weakness against Ice
Behemoth always was a physical juggernaut in the Final Fantasy series, so why
this Rage doesn't include the Take Down Special we'll never know. Meteor is
multi-target, non-elemental, barrier-piercing and you won't see it beyond the
Rage ability for well into the WoR. To use it in the World of Balance, you’ll
have to leave the Floating Continent though, and it’s not particularly effective
on the Floating Continent or against AtmaWeapon.
Ninja
Casts Water Edge, inherent Float, absorbs Poison, weakness against Lightning
and Pearl
The strongest multi-target Water-elemental attack in the game, inherent Float,
and just being a kick-ass monster; it all comes together in the Ninja Rage.
It's not specifically useful for anything in particular, mainly because
there's a shortage of powerful opponents weak against Water, but it's still
the only Item used in a Rage and I like that. It’s probably not worth leaving
the Floating Continent. It’s slightly weaker than Aspik’s Giga Volt versus the
AtmaWeapon.
--------------------------------------------------------------------------------
10.4 Best Rages in the World of Ruin
**********************************
The following Rages are described in something of a chronological order. Since
the World of Ruin lacks a strict order, I chose to use the order I use in my
walkthrough, carefully selected for narrative logic and gameplay ease.
Deep Eye
Casts Dread, weakness to Fire
The Dread attack is a unique Stone-setting attack that is the only Stone-
setting attack that does not check for Instant Death immunity. This means that
Dread can one-hit KO certain monsters which you can't one-hit KO in any other
way. The monsters in question:
Hazer, Baskervor, Suriander, Gilomantis, Pug, Wart Puck, Vectaur, Brontaur,
Cephaler, Gigan Toad, Spek Tor, Latimeria, Lunaris, Nastidon, Karkass, Borras
Trixter, Dadaluma, Tentacle x3, Hidonite, Naughty
Brontaur, Borras and Karkass are nice, but especially Pug is a great moment
to pick a Deep Eye Rage. Dread will instantly slay the beast, though you’ll
still have to deal with the inevitable Step Mine counter.
Harpiai
Casts Aero, weakness to Wind, Death protection
Aero is the second-strongest guaranteed multi-target attack Gau'll get in
this game, not counting the Merton spell which needs some items to make it
work. Unfortunately no special attributes which make this Rage more
interesting, but if you're still feeling sympathetic towards the old-school
WoB Gau who sparkled because of heavy-hitting multi-target attacks, then
you'll want to go with Harpiai, a Rage that can be unlocked as soon as you
recruit Gau in the World of Ruin. Harpiai’s the one near Kohlingen!
Mesosaur
Casts Step Mine, weakness to Ice
In a normal game Step Mine’s travel-based damage formula won’t outperform
other powerful attacks, but in an LLG Rage provides an MP-free spell of which
the damage is calculated independent of the caster’s level. Crawler and
Tomb Thumb also cast Step Mine, but Mesosaur is encountered the earliest and
has the best defensive properties.
Prussian
Casts Land Slide
A lot of people prance around with the PowerDemon Rage because Flare is
supposedly everything you'll ever want. Land Slide is unblockable where Flare
isn't, is stronger, non-reflective and not vulnerable to Runic. It's simply
better in every possible way, and Prussian and Luridan both use it. Luridan
has some elemental weaknesses where Prussian hasn't, but either one is just
fine.
Tyranosaur
Casts Meteo, weakness against Ice, Death protection
Meteo provides barrier-piercing non-elemental damage to multiple targets,
making it a Rage-induced destruction option somewhere between GrandTrain and
Ultima in damage potential. Sadly, Meteo’s iffy Hit Rate makes it miss 20% of
the time versus targets without Mblock. Meteo is to be used versus multiple
targets only, since versus a single target it’s outperformed by Land Slide
and likely Aero as well.
Punisher
Casts Bolt 3, inherent Haste, weakness against Poison
Punisher is Hazer on crack, checking in with Bolt3 as opposed to Bolt2 and
an inherent Haste status. There are quite a few Rages that use Bolt3,
including the undead Floating Karkass with Death Protection (a rarity, an
undead with that property), but I'm in love with auto-Haste and that's what
you'll have to live with here. Also, it's an awesome property, so it's what is
best for YOU.
Rhyos
Casts Surge, Death protection
Where Gau was a multi-target spell killing machine in the WoB, worthwhile
spells of this kind are rare in the WoR. Rhyos' Surge is one of them still,
a multi-target Ice-elemental spell. It’s slightly weaker, but Rhyos’ Death
protection and Ribbon-like status immunities provide additional reasons to
use it.
Toe Cutter
Casts Shrapnel, absorbs Ice, weakness against Fire and Wind, Death protection
Shrapnel is like a level 3 elemental spell, but without the element. Randomly
switching from multi-target and single-target, you never know what you're going
to hit with Shrapnel. But it looks cool and Toe Cutter has Death Protection and
inherent Ice absorption, so it deserves its place in this list. Note that while
Shrapnel looks like and seems to imply it's physical, it's as magical as Harry
Potter's Magical Spell of Magic.
NightShade
Casts Charm, absorbs Water, weakness against Fire, Death protection
The NightShade Rage is so blindingly cheap, easily accessible and downside-
free you can seriously wonder if there never was supposed to be some kind of
defense against it...which the game obviously lacks now. Charm has been
discussed before in other FAQs - Assassin’s Lore FAQ, to name one - but for
purposes of completeness I will explain it here yet again. Charm sets a
specific kind of 'status' in which the affected targets acts like it's been
confused by something like Muddle or Stray's Cat Rain. This effect does *not*
go away when the target is struck by a physical attack, but while terribly
convenient in its own right, this isn't why Charm is such a game-destroyer.
Since it’s not an actual status, there can be no defense: Charm works
*always*. On every boss, from the undead Hidon to the invincible Guardian,
from the final Kefka to whatever part of the last battle. This could have been
fun had it been extremely rare, such as Joker Doom. However, the NightShade
Rage has a 50 % chance of using Charm, and with a Hit Rate of 80 (which indeed
means a 4/5 chance of hitting the target) you'll be able to eliminate
every challenge this game has with ease.
Charm, to elaborate a little more, creates a 'bond' between the target and the
caster. If either one dies the effects of the spell are over. If Gau or Gogo
has Charmed one target he cannot Charm another one until the first target
dies. If Gau has Charmed a monster which is then Charmed by Gogo, Gogo will
successfully 'steal' this target from Gau, creating a new bond between them.
Gau would then have a new capability of successfully Charming another target.
Or steal that thing right back :) Finally, Charm can co-exist with Muddle,
allowing both monsters and characters to use random moves out of their list
against the proper party, as the spells are re-directed twice.
Io
Casts Flare Star, nullified Poison, Wind and Earth, weakness against
Lightning, Pearl and Water
Flare Star is a multi-target Fire-elemental attack that deals damage based
on the target’s level, then divides calculated damage by the number of enemy
targets. This makes it relatively weak versus multiple monsters, but it shines
versus bosses since they tend to have high levels and operate alone.
Here's a small list of the better boss battles to deploy Io in and the amount
of damage Flare Star will do every time Gau casts it. Note that the + symbol
indicates the target is weak to Fire and damage cannot be doubled with the
Debilitator.
- Doom Gaze 9999 +
- Ice Drgn 9999 +
- Tritoch 9920 +
- Umaro 5280 +
- Storm Drgn 5920
- SrBehemoth (Undead) 7840 +
- SrBehemoth (Living) 6880 +
- Chadarnook (Demon) 6560 +
- Master Pug 5840
- KatanaSoul 4880
- Goddess 5440
- Atma 5360
- Guardian 5360
- Gold Drgn 4960
- Skull Drgn 9920 +
- Kefka 5680
Woolly
Casts Ice3, inherent Float, absorbs Ice, Lightning, Poison, Wind, Earth,
Water, weakness against Fire
While not the best defensive Rage in the game, Woolly absorbs a striking
number of elements while still rocking something of a dangerous spell in Ice 3.
Woolly can be tough to track down, both inside the Zone Eater and on the
Veldt, but once you have it, you have it. Sadly lacking the Death protection,
but you can plug that Fire weakness with a Snow Muffler.
Magic Urn
Casts Cure3, absorbs all elements, Death protection
Magic Urn is as tankish as you get without having to resort to the madness that
is Intangir. With eight kinds of elemental absorption (all of 'em), status
protection to everything that can be protected including from including Death
and Cure 3 for attack, it's unlikely anything will be able to take down a
Magic Urn Rager, especially when he's wearing a Snow Muffler.
Magic Urn is simply the best Rage & Run Rage you'll be able to find. If Magic
Urn doesn't protect you, nothing will.
There's not really a lot to say about Magic Urn. It works like a charm, it can
be obtained as soon as you get your hands on the Falcon (if you do so, you'll
single out the Magic Urn monster formation in its pack, so you're bound to run
into it on the Veldt in a short time) and Cure 3 is just nice to have, even if
it does have to deal with uncontrollable healing issues (never the right one,
never!).
White Drgn
Casts Pearl, absorbs Pearl, Death protection
Pearl isn’t as powerful as Bolt3 coming from Punisher or Aero coming from
Harpiai, but White Drgn has more status immunities and Death protection on the
defensive side. Also, should the Rager encounter the Muddle status or a
Reflective enemy, he’ll just heal himself with the spell.
Brontaur
Casts Fire3, weakness to Ice, Death protection
Death Protection and Fire3. If you need a Fire-element this Rage is your best
bet unless you are prepared to deal with the consequences of a Merton spell.
Just plain a very solid contender without any gross downsides and a very
respectable attack.
Doom Drgn
Casts N. Cross, inherent Float, Death protection
Not quite as cheap as NightShade, Doom Drgn nevertheless gives us a move that
will be of great help in every battle, having the power to stop every enemy in
its tracks by giving it the Freeze status using N. Cross. Unlike Charm, Freeze
wears off after a period of time (34 intervals using the same intervals as
Condemned), and it's instantly dispelled when the target is struck by a fire-
elemental move (If the Final Fantasy series have thought us anything, it's
that Fire melts Ice). N. Cross has a Hit Rate of 90, which sounds a bit better
that the Hit Rate of Charm. However, there is one major thing keeping us from
adoring N. Cross, which is it's special effect. With 0% Mblock, there's a 10 %
chance it will miss, which will give you that perky 'miss' message. But after
the game has decided in your favor that the move *did* land, there's still a
50 % chance that it will not do anything. Even when the move doesn't do
anything due to that there will be no such notification as a 'miss' message,
and as Freeze has no visual effects on monster you can never be for sure it
worked until you sit around and watch the target do nothing for a good while.
Which you shouldn't be doing in a tough battle as there's still a 50 % chance
he's about to pummel your asses all the way back to Switzerland :)
NightShade can be encountered fairly quickly, Doom Drgn appears only in
Kekfa's fortress. NightShade has, all in all, a 80 % chance of working, Doom
Drgn only a 45 % one. And the results of Charm are better than that of N. Cross.
I'll admit NightShade is the cheaper trick out of the two, but let me tell you
something: had it not been for NightShade, this baby would have gotten all the
glory. The glory it so rightfully deserves. Despite killing the challenge of
the game, that is!
Evil Oscar
Casts Bio, absorbs Ice, Lightning, Poison, Wind, Pearl, Earth and Water,
weakness to Fire
If you have both Woolly and Magic Urn, Evil Oscar is somewhere in between.
It absorbs Pearl-elemental attacks while Woolly does not and casts Bio,
providing more offence than Magic Urn. It’s easier to encounter than Woolly
as well. A primarily defensive Rage if you need one.
Mover
Casts Merton, inherent Float, absorbs Poison
Merton is a barrier-piercing Fire/Wind-elemental spell. It's only inferior to
Ultima in sheer damage and it's unblockable. The big-ass downside is the fact
it hits every target on the screen, including your own party members. If this
is something you prepared for using Flame Shlds and the like this will be a
Ultima/full-party Cure3 all rolled into one wonderful move. If you haven't
prepared, you die.
Retainer
Casts Shock, weakness against Poison, Death protection
Stray Cat may be popular, but there is no Rage that has so many fans for a
reason that's not necessary strategy-related as the Retainer Rage. From
Martin Luther King to JFK, everybody likes dead people, and the late
Imperial General Leo Christophe is no exception to that rule. His special skill
was Shock, and that's exactly what Gau will do when using this Rage with
Death protection. It’s like Harpiai’s Aero, only non-elemental.
Vectaur
Casts Pearl Wind, weakness against Ice and Water, Death protection
If you need a regular healer then Vectaur is the Rage for you. Less competent
Healing spells such as Cure2 tend to hit the wrong target(s), and with Pearl
Wind you’re guaranteed to hit all your characters. Pearl Wind will heal the
entire party with the amount of the caster's current HP, and with Gau's
inherent tank abilities in the WoR I dare say it's a rare occasion that Gau's
HP will be too low to make the Pearl Wind turn a wasted effort.
Veteran
Casts Roulette, Death protection
Roulette is an oddball move that will, most likely, appear to you as yet
another Lore which usefulness is in the gutter. On a Veteran Rager, however,
it's pretty brilliant. Because Roulette is carried out differently when used
by a character with auto-aiming (Sketch, Rage, etc.) Roulette simply transforms
into an unblockable Doom spell. Heck, it's capable of killing a Cactrot!
**********************************
11.0 Boss strategies
**********************************
Table of Contents:
11.1 Air Force, Laser Gun, MissileBay, Speck
11.2 Allo Ver
11.3 Atma
11.4 AtmaWeapon
11.5 Blue Drgn
11.6 Chadarnook
11.7 Chupon, Ultros
11.8 Cranes
11.9 Curley, Larry, Moe
11.10 Dadaluma
11.11 Dirt Drgn
11.12 Doom
11.13 Doom Gaze
11.14 Face, Long Arm, Short Arm (final battle, tier 1)
11.15 Gigantos
11.16 Girl, Sleep (final battle, tier 3)
11.17 Goddess
11.18 Gold Drgn
11.19 Guardian
11.20 Hidon
11.21 Hit, Tools, Magic, Tiger (final battle, tier 2)
11.22 Ice Drgn
11.23 Ifrit, Shiva
11.24 Inferno
11.25 KatanaSoul
11.26 Kefka (Narshe)
11.27 Kefka (final battle, final tier)
11.28 Master Pug
11.29 Number 024
11.30 Number 128
11.31 Poltrgeist
11.32 Presenter
11.33 Pugs
11.34 Red Dragon
11.35 Rider
11.36 Skull Drgn
11.37 SrBehemoth & SrBehemoth
11.38 Storm Drgn
11.39 Telstar
11.40 Tritoch
11.41 Ultros (Opera House)
11.42 Umaro
11.43 White Drgn
11.44 Wrexsoul
--------------------------------------------------------------------------------
11.1 Air Force, Laser Gun, MissileBay, Speck
**********************************
Enemies: Air Force, Laser Gun, MissileBay, Speck
Attacks : Tek Laser, Diffuser, Atomic Ray, Missile, Launcher, WaveCannon
Enemy: Air Force
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Lightning, Water
Status ailment weaknesses: None
Special: !Hit (Battle x 1.5)
Inherent Status: None
Enemy: Laser Gun
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Lightning, Water
Status ailment weaknesses: Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: None
Enemy: MissileBay
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Lightning, Water
Status ailment weaknesses: Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: None
Enemy: Speck
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Lightning, Water
Status ailment weaknesses: Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: Runic
Weapon: Not available
This is one of the tougher battles in the game, and because this battle is all
about being hit hard and hitting hard to answer the threat, many a Low Level
Gamer or Single Character Gamer has been tormented by its very existence. The
battle will start with Air Force and its two little helpers, Laser Gun (Tek
Laser, Atomic Ray) and MissileBay (Missile and Launcher). As soon as one of
the small guns dies, a Speck will be created that absorbs all spells
vulnerable to Runic and the Air Force will gain Haste status and switch from
its normal attack pattern to a countdown of 5, performing WaveCannon when it
hits zero. WaveCannon is not your friend!
Rhinox Life3
Rhinox is a tank in this battle, either being immune (Missile, Launcher) or
absorbing (Tek Laser, Diffuser, WaveCannon) all spells directed at him. There
are two downsides. First, this Rage has pathetic offense, so this will be a
long battle for a Gau SCC. Also, Atomic Ray can still hurt Gau. Focus all your
offenses where possible on Laser Gun. As soon as he's down, the battle is
yours. You might want to grab a snack and discover the meaning of life while
he's busy. Plenty of time.
Intangir Pep Up
Just a quick note on this awesome beast: if you have a character which can
use Mute, do so on Gau and engage Intangir. Pep Up, while Muted, won't do
anything for your fellow party members, but Intangir does everything Rhinox
does *and* absorbs Atomic Ray. While technically protected against Missile
and Launcher, the inherent Clear status makes sure they will still hit and
damage. Not to worry, though: Intangir is immune to Seizure, so he won't
die from it unless your HP ever reaches 1. Which it won't due to crazy
constant healing from Tek Laser, Diffuser and Atomic Ray.
Chimera Aqua Rake
Chimera doesn't absorb anything, but he does have Death protection for the
Missile and Launcher attacks, and has an offense which is far superior to
Rhinox. Aqua Rake will do massive damage due to the Water weakness of all
four monsters and can't be absorbed by Speck. Probably your best in a normal,
functional team.
--------------------------------------------------------------------------------
11.2 Allo Ver
**********************************
Enemies: Allo Ver
Attacks : Doom, Condemned, Atomic Ray
Absorbs : Poison
50 % damage : None
Nullifies : None
Weak against : Fire, Pearl
Status ailment weaknesses: Dark, Clear, Petrify, Death, Condemned, Confuse,
Seizure, Slow
Special: !Dead End (sets Wound)
Inherent Status: None
Weapon: Fire Rod, Scimitar, Pearl Lance
If there ever was a monster which is most likely to be fought with Gau, it's
Allo Ver. You meet him right after you start exploring the Cave of the Veldt,
guarding the Tiger Fangs. Allo Ver would have given you a nice Rage which I
definitely would have advised against foes such as Hidon, but as a challenge
he is laughable.
Lich Fire2
Move the cursor over the Rage command. Press whatever action button of your
choice. Find the Lich Rage, it's all the way at the bottom. Use the action
button again using downward pressure of one of your fingers (which you had
previously placed on the button). You just won this battle. Lich is healed
by every single one of the moves Allo Ver uses. I can safely say that after
engaging a Lich Rager, this monster's smoldering remains will be All oVer
the place ;)
Dark Wind Break
Instant-death attack, lack of Death protection and Petrify protection, Hit
Rage, etc. Dark Wind gets the job done. Atomic Ray shouldn't show its ugly
face unless you're astronomically unlucky and you could always equip a Wall
Ring if you're frightened about Doom. It'll heal and revive Allo Ver, but
this Rage doesn't depend on the damage you're doing anyway, so it's no issue.
--------------------------------------------------------------------------------
11.3 Atma
**********************************
Enemies: Atma
Attacks : Battle, Fire3, Ice3, Bolt3, S. Cross, N. Cross, Cleansweep,
Quake, Meteor, Flare Star, Ultima
Absorbs : Poison, Wind, Pearl, Earth, Water
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Dark, Clear, Seizure, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: None
Weapon: Ragnarok, Wing Edge, Fire Rod/Ice Rod/Thunder Rod
Atma is a totally optional boss, and I think it's sad there really isn't any
point in fighting him whatsoever. Not even a rare item you couldn't get in
another way than fighting this thing. But the sprite is neat, and so is the
music, so we'll bother with him anyway. Atma absorbs any of the non-basic
elements, so you're only bet is non-elemental damage and Fire/Ice/Lightning.
There's little to say as the attacks he performs are great in number and
versatility. Ultima stands out here. After he has been damaged 12 times he'll
start pumping himself up for Ultima, so it's best to take him out as quickly
as possible. Note that Atma, unlike AtmaWeapon, is *not* Floating.
Woolly Ice3
Woolly is a Rage I'll be repeating a lot, as it's basically a lesser version
of Magic Pot with a more offensive perspective on life. He'll absorb anything
for you but Pearl (no special reaction) and Fire, which is the weakness. With
the Fire element being Atma's favorite, this is *not* an option if you don't
have a Flame Shld for Gau to equip. If so, then this is preferable over Magic
Urn by miles.
Magic Urn Cure3
Defensively, only Magic Urn comes close to full protection. Granted, you won't
like Meteor, but you'll survive. If you get really unlucky, he might even use
a Meteor and another Meteor on the next turn, but you should even survive that
and you'll absorb the next attack no matter what. This Rage goes nicely with a
Wall Ring as everything that can be reflected will hurt Atma. The Battle
attacks might not be strong enough to finish Atma in 12 hits, so you could eat
an Ultima with this Rage if you lack other characters. Thankfully, reflected
spells don't add to the "12-hits to Ultima" thing, so combine this with the
Rage & Run strategy for optimum results.
--------------------------------------------------------------------------------
11.4 AtmaWeapon
**********************************
Enemies: AtmaWeapon
Attacks : Battle, Special, Flare, Blaze, Bio, Quake, Meteo, Fire2, Mind
Blast, Quartr, Rasp, W Wind, Flare Star
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Dark, Clear, Seizure, Slow
Special: !Full Power (Battle x 2)
Inherent Status: Float
Weapon: Not available
AtmaWeapon is the sum of all your troubles you met in the WoB. Gather ye the
powers you gained over the first half of the game and display them here to
take on your worst nightmare, my friends. AtmaWeapon has several nasty tricks
in his arsenal, of which Death-based attacks, Flare and Fire-elemental spells
are his favorite. Also, there's Mind Blast, an AtmaWeapon-exclusive move that
can set a wide variety of status ailments, of which Zombie, Poison, Imp,
Petrify, Condemned, Mute, Berserk, Muddle, and Stop are the worst. There's
really no protection short of a Ribbon, so cross your fingers and hope you
won't meet it. No such thing as Magic Urn yet, and no such thing as
NightShade, or Doom Drgn. We'll have to *think* here. Or I have to do so, you
can just read the bloody Guide, you lazy bastard. When HP is low enough he'll
get flashy, self-apply Safe, Shell and Haste and use Flare Star and Mind
Blast and the like. Rage & Run will protect you from these spells, but it's a
tedious strategy. Finally, do note that Atma and AtmaWeapon share an exact
same set of status protections :)
Chimera Aqua Rake
Aqua Rake is still a strong spell, especially when targeted on a single
monster. Chimera has Death protection going for it, which should help against
Quartr and W Wind. Not much to say, really. If you have Edgar there's a 25 %
shot at nailing a weakness for this move, so give that a shot if you will.
Wall Ring is a must here for Flare, Bio, Fire2 and Rasp.
Ing Lifeshaver
Ing hails from the Cave of the Sealed Gate, and absorb Fire rather than being
weak to it. With inherent Float and Poison absorption, that takes care of five
spells of Atma, including Flare Star. Lifeshaver sucks back any HP loss you
might have when you cast it (it's insanely strong). A combo of Quartr and a
physical attack can still do Ing Gau in, but together with a Wall Ring this Rage
is a very good way of winning this fight.
--------------------------------------------------------------------------------
11.5 Blue Drgn
**********************************
Enemies: Blue Drgn
Attacks : Battle, Acid Rain, Aqua Rake, Flash Rain, CleanSweep, Rippler
Absorbs : Water
50 % damage : None
Nullifies : None
Weak against : Lightning
Status ailment weaknesses: Dark, Poison, Clear, Slow
Special: !Hit (drains MP)
Inherent Status: None
Weapon: Thunder Rod
One of the eight Elemental Dragons, the Blue Drgn is obviously the dragon of
water. By far one of the easier dragons around, its attacks are all blockable
and Water-elemental, save for Rippler which you don't have to worry about.
Just avoid having the Haste status and it won't show up to steal your Rage
from you, which it can due to a bug. Anyway, if you're playing a LLG get 128%
Mblock and it won't matter what Rage you pick as long as it's not self-
destructive or Water-elemental.
Aspik Giga Volt
Pick this Rage and you're set. It absorbs Water-elemental attacks and uses
Giga Volt to inflict insane amounts of Lightning-elemental damage to wreak
havoc upon Lightning-hater Blue Drgn. There's really nothing to it.
Trilium Bio
The ticket in a LLG, Trilium's Bio will poison Blue Drgn. With Water-absorbing
evildom, you can just sit back and relax while seeing Blue Drgn engage his
final battle with green goop.
--------------------------------------------------------------------------------
11.6 Chadarnook
**********************************
Enemies: Chadarnook, Chadarnook (Starlet form)
Attacks : Battle, Special, Bolt2, Bolt3, Flash Rain, Charm, Lullaby,
Phantasm
Enemy: Chadarnook
Absorbs : Lightning
50 % damage : None
Nullifies : None
Weak against : Fire, Pearl
Status ailment weaknesses: Dark, Clear, Slow
Special: !Hit (sets Condemned, no physical damage)
Inherent Status: None
Enemy: Chadarnook (Starlet form)
Absorbs : Lightning
50 % damage : None
Nullifies : None
Weak against : Fire, Pearl
Status ailment weaknesses: Dark, Clear, Slow
Special: !Doom Kiss(sets Condemned, no physical damage)
Inherent Status: None
Weapon: Pearl Lance
Chararnook is a fiendish fiend who has taken over a picture of Starlet. The
mission objective is simple. Capture the Radar Dome! But in the meantime, you
still have a boss battle on your hands which can turn sour on those who don't
quite know what to do when. If it isn't clear (it wasn't to me for some time),
Chadarnook lives in the Starlet painting, which has also been given life like
the other paintings in Owzer's Mansion. Now Starlet, while beating the crap
out of you with sneaky spells such as Charm and Phantasm, is an expensive
painting which you don't want to kill (ruin). So only attack when the
Chadarnook demon comes out to inflict pain upon you. That should stop the
Starlet painting from being alive and Charming! If you can't smell Rage & Run
in the air, you haven't been paying attention. :D
White Drgn Pearl
This is quite possibly the best choice you have, provided you can back this up
with a Thunder Shld. He'll absorb anything but Flash Rain (and either the
Titanium or the Snow Muffler helps there). Lullaby will just put the Rager to
sleep which is only dangerous if he can also hurt you while you're snoozing,
and Charm...well, White Drgn absorbs its own attack. The physical attack will
hurt the Rager, but not with a Pearl Lance or Pearl Rod equipped. On the
offensive, any Pearl-elemental attack will heal Chadarnook (Starlet) and do
massive amounts of damage against the demon. In an SCC, a Wall Ring makes
sure that even while Gau is Charmed, he will be damaging Chardarnook.
SrBehemoth Fire3
The alternative Rage. Being undead, this baby will eat Condemned for breakfast
and will gain maximum HP from it again. Just like a real breakfast. Fire3
hurts both Chadarnook monsters, but that's not too bad. Caveat! There's Charm
which will turn Fire3 against the Rager. And he'll be weak against it if he
doesn't have protective gear of some kind! There's a Wall Ring for times like
these, my friend. Fire3 will bounce off to inflict hurt upon the monster. I
told you about Rage & Run...when the Starlet painting shows her pretty face,
hold those buttons until the demon comes back. This one needs a Thunder Shld
as well.
Vaporite Blaze
The same as the SrBehemoth, but it doesn't need that Wall Ring. Playing a
"don't buy Wall Rings" game that is so shockingly popular these days? Might
try this one. Do equip a Flame Shld should you find yourself in Blazes due to
Charm. Rage & Run for Starlet, should you have forgotten it.
--------------------------------------------------------------------------------
11.7 Chupon, Ultros
**********************************
Enemies: Chupon, Ultros
Attacks : Battle, Special, Fire Ball, Sneeze, Tentacle
Enemy: Chupon
Absorbs : Fire
50 % damage : None
Nullifies : None
Weak against : Ice, Water
Status ailment weaknesses: Dark, Clear, Mute, Berserk, Sleep, Slow, Stop
Special: !Imp Goo (sets Poison, no physical damage)
Inherent Status: None
Enemy: Ultros
Absorbs : Water
50 % damage : None
Nullifies : None
Weak against : Fire, Poison
Status ailment weaknesses: Dark, Clear, Slow
Special: !OctopusInk (sets Dark)
Inherent Status: None
Weapon: Not available
This is the last battle which features Ultros. Trust him. He's pathetic in
this battle, both stat-wise and attack-wise. Chupon and Ultros complement each
other nicely: Chupon absorbs Fire where Ultros is weak against it, and Chupon
is weak against Water where Ultros is healed by it. Also note the sudden
Poison-elemental weakness coming from Ultros, which he for no particularly good
reason now has rather than a Lightning weakness. Not very logical. A mistake?
Shmaybe, but it's not the point of this Guide so I won't address it after
this. Except for taking advantage of it. >:)
Mag Roader Bio
This is the Purple one we're talking about, mind you, not the ever-elusive red
one. Bio feeds off the poison weakness Ultros has, and this Rage also protects
against the physical attacks with the Inherent Safe. However, there is a
weakness against Fire to consider, and Fire Ball can take vicious advantage of
that with you lacking any kind of Flame Shld or other goodies.
Stray Cat !Catscratch (Battle x 4)
PATHETIC defenses, these guys have. And Stray Cat is just the ticket to take
advantage of that. A Stray Cat is pretty much always a good enough option, but
with physical defenses like these, you'll be doing a lot of damage very
quickly. No Safe, no absorbing going on, but it's !Catscratch and you love
that.
Coelecite Magnitude8
Should you have this Rage, it'll be nice to you. You'd think that at least
Chupon would be Floating, but he isn't so Coelecite's Magnitude8, the
strongest multi-target spell Gau can use at this point, will hit both for
heavy damage. Also, Coelecite will absorb Chupon's Fire Ball.
ChickenLip Quake
Last suggestion, I promise. As neither Chupon nor Ultros is floating, Quake
will connect and it will *hurt*. It will also hurt you, by the way, so unless
you have Gaia Gear on everybody I'm not recommending this Rage. If you do have
it, this is the best thing you can do as Fire protection is nice, but 600 HP
worth of healing 50 % of the time Gau attacks beats Fire Ball-healing, and
that's the way it is.
--------------------------------------------------------------------------------
11.8 Cranes
**********************************
Enemies: Crane, Crane
Attacks : Battle, Special, Fire, Bolt, Fire2, Bolt2, TekBarrier,
Magnitude8, Fire3, Giga Volt
Enemy: Crane (left)
Absorbs : Lightning
50 % damage : None
Nullifies : None
Weak against : Water
Status ailment weaknesses: Slow
Special: !Iron Ball (Battle x 1.5)
Inherent Status: None
Enemy: Crane (right)
Absorbs : Fire
50 % damage : None
Nullifies : None
Weak against : Lightning, Water
Status ailment weaknesses: Slow
Special: !Iron Ball (Battle x 2)
Inherent Status: None
Weapon: Not available
Caught in a nasty pincer, these two mechanical wenches show that yes indeed,
machines can be powerful opponents. Not only do they pound you with fairly
impressive attacks, they also charge each other to unleash attacks you
*really* don't want to have directed at your party right now, being Fire3
and Giga Volt. Plus, there's Magnitude8, an attack that will connect when
you don't have the Float status once the battle has reached 60 seconds of
time. And finally there's TekBarrier, a self-targeted attack which sets
both Reflect and Safe. It all sounds nasty enough, so can Gau help us out
in this battle involving ....(drum roll)....Double Trouble?
Anguiform Aqua Rake
Risky yet AWEsome. I really wish I would have Chimera here for you, but you
can't get that Rage until after you got your airship, and this battle is all
about getting it in the first place. Anguiform will have to do. There's only
one reason why you should want this Rage, and it's called Aqua Rake. Single-
targeted and super-effective against both Cranes, it's a massive attack which
- provided your level is decent - will kill a single Crane in one hit.
But with this Rage comes a great weakness, and that's Anguiform's weakness
against Lightning. The left Crane can target Gau with a Bolt2 and kill him in
a single hit. Choosing this Rage will make sure the battle is over soon, at
least that much is true. :P
HadesGigas Magnitude8
The Cranes are not Floating, so this spell works wonders here. It'll hit for
100 Base Power where only Giga Volt surpasses that at this point, a Rage
that's not very practical with the left Crane absorbing that spell and using
it to charge up for its own Giga Volt. So yeah, it's not quite as strong as
Anguiform, but quite a lot safer, especially if your level isn't that
spectacular.
--------------------------------------------------------------------------------
11.9 Curley, Larry, Moe
**********************************
Enemies: Curley, Larry, Moe
Attacks : Battle, Fire2, Fire3, Ice2, Ice3, Bolt2, Bolt3, Slow, Mute,
Stop, Delta Hit, Cure2, Rflect, Safe, Shell, Haste, Pearl Wind, Life2
Enemy: Curley
Absorbs : Fire
50 % damage : None
Nullifies : None
Weak against : Ice, Water
Status ailment weaknesses: Dark, Clear, Sleep
Special: !Hit (Battle x 1.5)
Inherent Status: Float
Enemy: Larry
Absorbs : Ice, Wind
50 % damage : None
Nullifies : None
Weak against : Fire
Status ailment weaknesses: Dark, Clear, Death, Condemned, Mute, Muddle, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: Float
Enemy: Moe
Absorbs : Lightning
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Dark, Clear, Berserk, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: Float
Weapon: Sniper
A very fun fight indeed, this is. All three little incubus rascals live their
lives with the Float status, so the Sniper is the perfect weapon to take
horrible amounts of advantage out of that. There are two things to consider
in this battle. If Curley is still alive and spots a brother biting the dust,
he'll use Life2. If Larry takes more than 6 Magic hits and isn't in a
formation of three (one is down), he'll flee. If he's the last monster, the
battle is over; else he'll reappear after a while.
Enuo CleanSweep
If you look at the above stats, you'll see that the strongest of the three is
Curley, who also happens to be the one you want down first. He has a weakness
against Water-elemental attacks. Aqua Rake is not an option as it's both Water
and Wind-elemental and Larry would absorb it. CleanSweep is the best bet, but
there's more to Enuo: inherent Reflect takes care of the majority of the enemy
offenses. Sadly Enuo is not protected against Petrify, so you might want to
equip a Jewel Ring, Ribbon or Safety Bit for Delta hit.
--------------------------------------------------------------------------------
11.10 Dadaluma
**********************************
Enemies: Dadaluma, Iron Fist x2
Attacks : Battle, Special, Item (Tonic, Potion), Throw (Dirk,
MithrilKnife), Jump, Safe, Shock Wave, Steal
Enemy: Dadaluma
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Poison
Status ailment weaknesses: Dark, Clear, Imp, Mute, Sleep, Slow and Stop
Special: !Sweep (sets Seizure, Battle x 1.5)
Inherent Status: None
Enemy: Iron Fist
Absorbs : Poison
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Dark, Zombie, Poison, Clear, Imp, Petrify, Wound,
Condemned, Mute, Berserk, Muddle, Seizure, Sleep,
Slow and Stop
Special: !Knee Kick (Battle x 2)
Inherent Status: None
Weapon: Not available
Dadaluma is supposedly the leader of the Zozo gang of thieves and erotic
dancers, and is a cross between a martial artist and a thief when you look at
his moves. If you try to Steal from him, he'll try to steal right back
(like the Harvester monsters), and with mainly physical attacks, Shock Wave
and the ability to whistle for two Iron Fist buddies he seems like a Duncan
student gone to the Dark Side. Taunt him enough and he'll slip three healing
potions down his throat and cast Safe on himself, pumping himself up a little.
But the real threat comes after either three Fight commands or two Magic
spells, as he'll Throw two daggers your way which WILL kill you if you're not
under the influence of Clear.
One tip about the Dadaluma: assuming you have either Edgar or Gau in your
party (and if you don't have the latter, why are you reading this?), try
confusing some Gabbldegak monsters on your way to the final battle. They
will cast Vanish on you, which is a great help as it will make you immune
to everything but Shock Wave (which will get rid of the immunity, CLEARly).
It'll be hard to get all four party members under Clear as Vanish on a Cleared
target will lift the status again and you can't control what target the
Gabblegak will pick. Be happy with three, that's not entirely out of reach :)
Trilium Bio
Bio is the second-best Poison-elemental spell in the game, and as the
strongest one, Pois. Frog, is too elusive to make good use of, Bio will aid
you throughout the game. And guess what: this spell is accessibly this early
by Gau the Wonderchild. With Dadaluma's glaring weakness against Poison and
it obviously ignoring Safe, Bio will destroy Dadaluma very quickly. It will
heal Iron Fist monsters, agreed, but who cares about those zeroes?
Areneid !Numb (sets Stop)
You have no idea how disgustingly cheap Gau's Stop Specials appear to me
while I'm writing this. Seriously, how much more Primordite and Areneid
descriptions can I give? Either of them will Stop Dadaluma in his tracks,
preventing any kind of dangerous moves from his side. It's a little iffy
if you don't have strong characters to back Gau up on this one, but either
Rage will prevent a Game Over.
--------------------------------------------------------------------------------
11.11 Dirt Drgn
**********************************
Enemies: Dirt Drgn
Attacks : Battle, Special, Quake, Magnitude8, Slide, 50 GS
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Wind, Water
Status ailment weaknesses: Dark, Poison, Clear, Sleep, Slow
Special: !Honed Tusk (Battle x 5)
Inherent Status: Float
Weapon: Sniper, Poison Claw (LLG), Blossom
That Opera Stage background simply was too cool to only use for a single
fight, don't you think? Square apparently did, as they stashed a dragon here
for no apparent reason. Heck, what does it matter? You can win a Magus Rod,
and Dirt Drgn is actually one of the tougher battles if you don't know what
you're doing. If you *do* know what you're doing, this guy's easy. Let's get
cracking.
Harpiai Aero
Aero is simply the strongest wind-elemental attack you're going to get on a
Rage with inherent Float. Hornet comes to mind as a possible puny Wind God,
but it's really not a fair match between the two. With inherent Float, 50 GS
can't bring you down and Aero will hurt a bundle. The only thing standing
between Gau and ultimate and guaranteed victory are Battle and Special attacks.
Dirt Drgn has quite the devastating Special, but 255 Defense, something you'll
have for this fight, will make sure it won't harm Gau whatsoever. LLG, NMG, you
name it: Harpiai with a 255 Defense Gau is a strategy that's infallible in this
battle.
Ninja Water Edge
If you happen to have missed Harpiai and you just can't find him on the Veldt,
Ninja will do the trick just as nicely. Water Edge won't deliver as hard a
blow as Aero will, but invulnerable is invulnerable and time isn't of the
essence. If you hadn't figured it out already, Ninja has inherent Float, so
with that 255 Defense you win. Water Edge still takes advantage of an
elemental weakness.
Mind Candy !SleepSting (sets Sleep, no physical damage)
If you're keen on keeping your other characters alive as well, Mind Candy is
a good option. Inherent Float = Yay, but it's Mind Candy's attack which will
rule the day: It will use its Special, !SleepSting. Dirt Drgn will doze off,
giving plenty of opportunity to kick in with your miscellaneous Bum Rush/etc.
violence.
--------------------------------------------------------------------------------
11.12 Doom
**********************************
Enemies: Doom
Attacks : Special, Ice3, N. Cross, Absolute0, R. Polarity, Targetting,
ForceField
Absorbs : Ice, Poison
50 % damage : None
Nullifies : None
Weak against : Pearl
Status ailment weaknesses: Dark, Clear, Slow
Special: !Demon Rage (Battle x 4, unblockable)
Inherent Status: None
Weapon: Wing Edge
Doom is one of the three goddesses, and under normal circumstances the easiest
opponent out of the three in my opinion. Her battle style is simple. She will
start off by using two strong Ice-elemental attacks and N. Cross. When her HP
is low enough, she will gain Haste, Image and Reflect status and will start
nullifying random elements while Targetting a single character and following
by releasing an unblockable physical attack. Ice-elemental and physical
attacks, where's the challenge for a Snow Muffler Gau?
Prussian Land Slide
While you may want to take horrible advantage of the weakness against Pearl,
keep in mind that not only will she give herself the Reflect status, she'll
also try to nullify the element. Land Slide is a non-elemental, magical attack
which'll push straight through both Image and Reflect. Combine it with the
Snow Muffler you should be wearing and increase that defense to 255 and you
cannot lose.
Luridan Land Slide
This Rage will perform like Prussian in every slightly relevant way in this
battle. Land Slide, needs a Snow Muffler, etcetera.
Toe Cutter Shrapnel
Should you be pro-animal rights and/or simply thinking furries are disgusting,
Toe Cutter will make for an Ice-element absorbing Rage which doesn't need the
Snow Muffler. Shrapnel is weaker, yet non-elemental and magical. Too bad that
Doom has a filthy high magical defense, but you'll survive long enough to see
Shrapnel bringing her down.
--------------------------------------------------------------------------------
11.13 Doom Gaze
**********************************
Enemies: Doom Gaze
Attacks : Battle, Ice3, Doom, L. 5 Doom, Aero, Escape
Absorbs : Ice, Poison
50 % damage : None
Nullifies : None
Weak against : Fire, Pearl
Status ailment weaknesses: Clear
Special: !Bane Claw (sets Poison, no physical damage)
Inherent Status: Float, Shell, Safe
Weapon: Sniper, Pearl Lance, Valiantknife
Doom Gaze soars through the sky and attacks you. It's your job to attack it
right back. Attack it right in the eye! His battle pattern is very short, very
easy to understand and very solid. He starts off with L. 5 Doom, uses two
rounds in which he can use Doom, Aero or Ice3, and then he'll have a 66% at
using Escape. If not, he'll do two more rounds, another chance at escaping,
etcetera. As he has permanent inherent Safe, Shell and Float, he'll be hard
to hit with a lot of force....but Gau can handle him.
Io Flare Star
Io is one of more popular Rages, but no matter how flashy Flare Star looks
it's still not your best bet in practically any fight. Here, however, Io
stands firm. Flare Star is a fire-elemental move of which the damage depends
on the target's level. Then, the total damage is split between the number of
targets, like GPRain. With Doom Gaze, the damage would be always 5440. Factor
on his weakness against fire, and you'll have a 9999-damage attack at ANY level
Gau casts it. Io nullifies Wind-elemental attacks as well. Combine with a Wall
Ring for Doom and Ice3 and you're invincible. As long as L. 5 Doom doesn't
kill you.
Cephaler !Husk (Battle x 1.5)
Cephaler doesn't have any elemental attributes which are relevant in this
fight, nor does he have something that would really pin Doom Gaze down. But
with Death Protection, the possibility opens to combine this Rage with a
Thunder Shld and a Snow Muffler, making him immune to all of Doom Gaze's
attack. Both of these items will make him unstoppable when combined with any
Rage with Death protection, but should you have a Merit Award this might just
be the most powerful one. The Sniper will take advantage of Float, the Pearl
Lance will take advantage of the elemental weakness, and the Valiantknife
will piece through the Safe which Doom Gaze has. Take your pick. Note that Red
Wolf will work just as well here (Cephaler and Red Wolf are the only Rages who
combine a Special with Death protection).
--------------------------------------------------------------------------------
11.14 Face, Long Arm, Short Arm (final battle, tier 1)
**********************************
Enemies: Face, Long Arm, Short Arm
Attacks : Battle, Special, Safe, Haste, Quake, Shock Wave, Dread,
R.Polariy, Magnitude8
Enemy: Face
Absorbs : None
50 % damage : None
Nullifies : Earth
Weak against : Fire
Status ailment weaknesses: Dark
Special: !Slip Hit (sets Seizure, no physical damage)
Inherent Status: None
Enemy: Long Arm
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Wind
Status ailment weaknesses: Petrify, Wound, Berserk
Special: !Red Claw (drains HP, Battle x 1.5)
Inherent Status: None
Enemy: Short Arm
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Water
Status ailment weaknesses: Mute, Berserk, Seizure
Special: !VacuumWave (Battle x 1.5)
Inherent Status: None
Weapon: Tempest, Wing Edge
This is the first tier of the final battle, and while it looks like one
massive demon you will actually battle with three targets. Face is obviously
the head of the creature which is visible, Long Arm is the lower-left target
and Short Arm is the lower-right target. Long Arm will just attack using
physical attacks and the occasional Shock Wave, Short Arm will attack
physically only, and the Face is where the brain is located: it will be mostly
non-offensive for the first part of the battle, using R. Polarity and some
Safe and Haste-casting on the Arms. At lower HP he will start using Dread and
Magnitude8, and when he's the last one to fall he'll say goodbye with a Quake
spell.
Stray Cat !Catscratch (Battle x 4)
A very quick mentioning of the Wind God possibility is deserved here, also
because the next battle will suit a Wind God equally well. Three targets, of
which one is weak against Wind-elemental attacks. Should you want to go for
this option, you'll want to equip a Ribbon (also given the next battle).
A Stray Cat Rage can also feature an Offering and Wing Edge combination, and
given the fact that one part is susceptible to instant-death will make for one
happy Stray Cat. Inferior to the Wind God, though. By miles. Use Float to
avoid being killed by Earth-elemental violence.
Woolly Ice3
Provided you're all Snow Muffler'd up, the physical attacks won't be a
problem. Even without, they remain physical attacks that can be easily
defended against (unless your name is Gogo and your handicap is not having
a Merit Award). Shock Wave is simply too weak to worry about, so it comes down
to Dread and the Earth-elemental attacks. Woolly has Petrify protection and
absorbs Earth-based attacks, and Ice3 is a nice enough offense. More on the
defense then Stray Cat is, but preferable on low levels.
Vectagoyle Aqua Rake
One hand is weak against Water, the other against Wind. If you have a strong
Fire-elemental magic caster to back you up on Face Aqua Rake will put the
hurt on this monster party. Vectagoyle, on the defense, is immune against
Petrify. Cast Float to protect from Magnitude8 and Quake.
--------------------------------------------------------------------------------
11.15 Gigantos
**********************************
Enemies: Gigantos
Attacks : Battle, Special
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Poison
Status ailment weaknesses: Dark, Poison, Clear, Imp, Petrify, Death,
Condemned, Mute, Berserk, Confuse, Slow, Stop
Special: !Throat Jab (Battle x 5)
Inherent Status: Safe
Weapon: Not available
You'd think that a monster with just two attacks up his sleeve, both physical,
can hardly be a challenge. And you'd be right! Summoning Phantom before the
battle renders you invisible and invincible, he dies instantly from every
death-based attack including L. 5 Doom and he lacks any kind of worthwhile
status immunities. What can Gau do?
Dark Wind Break
I've recommended it Allo Ver, and I'll recommend it on Rider. Break is the
most accurate instant-death attack Gau can perform at the moment (and ever,
actually), and because Gigantos both lacks Death protection and Petrify
protection, Gigantos will quickly resemble the Colossus of Rhodos.
Which lies in ruins, mind you.
Mag Roader Bio
This Rage has everything you can possibly ask from a WoB Rage against a
monster such as Gigantos. Inherent Safe to absorb those physical attacks
should you have forgotten to summon Phantom before the battle, an extremely
strong Bio spell against a foe who is weak against the element, has exactly
1 Magic Defense and is vulnerable to the Poison status. With these kinds
of defenses, Gigantos will quickly resemble Goliath.
*After* he was slain, that is.
--------------------------------------------------------------------------------
11.16 Girl, Sleep (final battle, tier 3)
**********************************
Enemies: Girl, Sleep
Attacks : Battle, Special, W Wind, Condemned, Merton, Meteo, Pearl Wind,
Train
Enemy: Girl
Absorbs : Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water
50 % damage : None
Nullifies : None
Weak against : Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water
Status ailment weaknesses: None
Special: !Calmness (sets Sleep, no physical damage)
Inherent Status: Float
Enemy: Sleep
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: None
Special: !Calmness (sets Wound, no physical damage)
Inherent Status: Float
Weapon: Sniper
This is the third tier of the Final Battle. Girl is the angelic head, Sleep
the blue guy who'd do well in the era of Baroque. Girl absorbs all elements
and can be very hard to kill provided you don't have the right stuff, Sleep
pummels the party with spells such as W Wind, Merton and Train, an unblockable
move which sets Dark and Mute. Girl will continue to heal the enemy party with
Pearl Wind. If she's still alive when Sleep dies, she'll just cast Life2 on
him. If you're confused by the fact that Girl is both absorbing as well as
weak against all elements, that's to protect her from the Debilitator,
which'll have no effect on her.
Red Wolf !Rush (Battle x 1.5)
I advised Cephaler earlier while mentioning that Red Wolf was just as good;
Red Wolf is immune to Mute and Sleep and has Death protection. Combine with
a Flame Shld for Merton, and you're aptly protected against most of the
attacks sent your way. Use a Merit Award and combine with a Sniper to take
advantage of both the targets their Floating nature. Sleep won't start using
Meteo until he reaches 10240 HP, so Rage & Run is a godly tip for LLG players
out there.
Tyranosaur Meteo
Like Red Wolf, only with Meteo rather then a devastating physical attack you
can combine with the Offering. Meteo, on the other hand, will always target
the entire enemy party and will target Girl more often. Girl has got to go
first, so that's definitely a plus for this fight. Needs a Flame Shld just
like Red Wolf does.
NightShade Charm
While being ALWAYS cheap, this Rage gets bonus points here for turning an
instant-death Special against the enemy party. And it has all the required
status protections and Death protection, only needing a Flame Shld to complete
it.
--------------------------------------------------------------------------------
11.17 Goddess
**********************************
Enemies: Goddess
Attacks : Battle, Bolt2, Bolt3, Flash Rain, Quasar, Charm, Love Token,
Lullaby, Overcast
Absorbs : Lightning, Pearl
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Clear
Special: !Hit (Battle x 1.5)
Inherent Status: Haste, Shell
Weapon: Wing Edge, Valiantknife, Fire Rod, Ice, Rod
Goddess is one of the most clever fighters out there. She knows that she can
try and smother you in powerful attacks, but you'll just be absorbing them.
Instead, she realizes the horrific potential of Charm and Love Token, not to
mention the horror that is Overcast. All in all not a great problem if you
can smack her very hard and very fast, but if you can't you're in for some
major trouble. What can Gau do to relieve your misery? Note that R & R is
very advisable in an LLG here; Rage and Run will outlive Quasar until she has
no energy to cast it.
Didalos Merton
Combined with a Flame Shld, Merit Award, Wall Ring and Snow Muffler, the
Didalos Rager knows no enemies in this battle. Quasar, while painful, will
be outhealed right away. Didalos uses Merton, which hits all target on-screen.
Also, it's barrier-piercing. It laughs in the face of Goddess her Shell, and
even Charm cannot hinder it in hitting Goddess. Equip a Fire Rod on
Gau so he will heal himself when he strikes himself. Finally, Didalos is
immune to Sleep, so Lullaby won't be a problem. Note that because Goddess
won't use physical attacks, the Imp's Armor grants superior defense in this
battle. I debated a long time between Mover and Didalos, but in the end
Overcast would heal Didalos and cripple Mover while there really isn't any
reason to use curative magic in this battle.
PowerDemon Flare
PowerDemon with a Wall Ring and a Thundr Shld. That's all there is to it; this
Rage will turn Gau immune to Overcast, will be reflecting Bolt2 and Bolt3
spells, will absorb Flash Rain due to the obvious Snow Muffler, Quasar can
be outran if you want to and as long as you equip a Poison Rod and that Wall
Ring you'll be healing yourself or hurting Goddess when Charmed. This Rage
is inferior to Didalos yet more easily accessible.
--------------------------------------------------------------------------------
11.18 Gold Drgn
**********************************
Enemies: Gold Drgn
Attacks : Battle, Bolt, Bolt2, Bolt3, Giga Volt, Reflect
Absorbs : Lightning
50 % damage : None
Nullifies : None
Weak against : Water
Status ailment weaknesses: Dark, Poison, Clear, Berserk
Special: !Hit (Battle x 4)
Inherent Status: None
Weapon: Trident
This is a horrible, horrible battle. Gold Drgn's attacks are completely
one-dimensional and Lightning may very well be one of the easiest elements
to absorb, given the fact you can receive unlimited amounts of shields which
will make you absorb the element and the possibility to equip these shields on
everybody. Hell, even Umaro's Rage Ring will nullify the element. On the other
hand there are multiple techniques for you to follow, which are all very slow
and most likely painful.
Evil Oscar Bio
It inherently absorbs each and every one of Gold Drgn's attacks, and it makes
the Rage user cast Bio. It's vulnerable against the Poison status, so this is
the ideal Rage for a LLG player. There's little more to say.
Woolly Ice3
If the slow HP-reducing Poison status is nothing compared to your sheer power
and level, you might as well go with Woolly. It also absorbs the Lightning-
element, but Ice3 hits quite a lot harder then Bio does, and that's a good
thing. Note that this Rage will be just as effective, only slower, than Evil
Oscar in an LLG.
--------------------------------------------------------------------------------
11.19 Guardian
**********************************
Enemies: Guardian
Attacks : Tek Laser, Missile, Atomic Ray, Diffuser, Launcher, WaveCannon,
Entwine, Tentacle, Stone, Shock Wave, Throw (MithrilKnife),
Throw (Ashura), Item (Tonic), Item (Potion), TekBarrier, Flare,
Meteo, Flare Star
Absorbs : Lightning
50 % damage : None
Nullifies : None
Weak against : Water
Status ailment weaknesses: Slow
Special: !Ink (sets Dark, Battle x 1.5)
Inherent Status: None
Weapon: Thunder Rod
There's no monster who comes as close to Gau as Guardian. Practically
unbeatable (in the WoB) and the ability to completely switch to another style
of attack. Guardian has five battle programs. The basic program (Tek Laser,
Missile, Atomic Ray), Ultros' program (Tentacle, Special, Entwine, Ink),
Atma's battle program (Flare, Meteo, Flare Star), Dadaluma's battle program
(Shock Wave, Throw, Item, TekBarrier) and Air Force's battle program (Tek
Laser, Diffuser, Launcher, WaveCannon). Note that Dadaluma's battle program
is simply called 'Battle program', but the pattern is recognizable. Such a
great list of versatile moves...what Rage to pick?
Ceritops Giga Volt
This Rage scores very high indeed. It's immune to Missile and Launcher, will
absorb Tek Laser, Diffuser and WaveCannon, will take less damage from Tentacle
and the physical attacks due to inherent Safe and is protected from Stone's
evil tendency to set the Muddle status. Combine with a Flame Shld for
Atomic Ray and Flare Star, and use a Wall Ring for a possible Flare and your
only worry is Meteo, which will hardly ever be used and even then will be
quickly recovered from. And next to all that defensive goodness, Ceritops
casts Giga Volt, a strong move which will feed off of the weakness against
Lightning so many machines, Guardian included, have.
--------------------------------------------------------------------------------
11.20 Hidon
**********************************
Enemies: Hidon, Hidonite, Hidonite, Hidonite, Hidonite
Attacks : Battle, Special, Poison, Bio, Virite, Raid, ChokeSmoke,
GrandTrain
Enemy: Hidon
Absorbs : Poison
50 % damage : None
Nullifies : None
Weak against : Fire, Pearl, Earth
Status ailment weaknesses: Clear, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: None
Enemy: Hidonite
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water
Status ailment weaknesses: Dark, Poison, Clear, Wound, Condemned, Mute,
Muddle, Seizure, Sleep, Slow, Stop
Special: !Mega Claw (Battle x 4)
Inherent Status: Safe
Enemy: Hidonite
Absorbs : Poison
50 % damage : None
Nullifies : None
Weak against : Earth
Status ailment weaknesses: Dark, Poison, Clear, Petrify, Wound, Condemned,
Mute, Seizure, Slow, Stop
Special: !PoisonClaw (sets Poison, no physical damage)
Inherent Status: None
Enemy: Hidonite
Absorbs : Fire, Ice, Lightning, Poison, Wind, Pearl, Water
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Dark, Poison, Clear, Berserk, Seizure
Special: !Confuclaw (sets Confuse, no physical damage)
Inherent Status: Reflect
Enemy: Hidonite
Absorbs : Poison
50 % damage : None
Nullifies : None
Weak against : Fire, Pearl
Status ailment weaknesses: Clear, Wound, Condemned, Muddle, Seizure, Slow,
Stop
Special: !Zombi Claw (sets Zombie, no physical damage)
Inherent Status: None
Weapon: Scimitar
You came here to get Strago's ultimate Lore. Did I just say that? I meant to
soothe his troubled soul. But obviously you also came here to clear some new
Rages and to test Gau's strength against this guy. Hidon's a pushover, so no
worries. But what's best? The lower right Hidonite absorbs all elements but
Earth, and is reflective on top of that. Ouch. Hidon revives any fallen
character and turns them into Zombies. And when he's alone, he'll use
GrandTrain, a painful unblockable non-elemental barrier-piercing attack that
you won't like until Strago starts using it.
Cluck Quake
Practically the only downside to this Rage is that you can only clear it in
Hidon's own dungeon, meaning you'd have to meet it, visit the Veldt, get it,
and return (which might take a good while). But that aside, the Cluck Rage
is perfect for this battle. Quake hits all the little Hidonites and the big
Hidon, nobody is healed, and as long as you combine this with the Float status
you won't be troubled with it's tendency to hit you as well. Cluck absorbs
Poison and is immune to the status, so next to GrandTrain there really isn't
anything that can hurt you.
Magic Urn Cure3
What the hell? What's Magic Urn doing here, for from the Legendary Tactics
section where it's supposed to be? Quite simple: There's something extremely
nifty about Magic Urn in this battle. Combine this with a Wall Ring. Hidon
is Undead. With 255 Defense and Poison absorbing, Gau is only vulnerable to
Raid and GrandTrain. And get this: not all of the Hidonites are Undead, so
even though the battle may last for a long while in an LLG, Gau will never
kill all Hidonites. Gau can't die = Victory.
Brawler Stone
Stone is a nice move that won't heal any monster in this battle, and can
confuse up to two Hidonites. Meanwhile, you get to enjoy auto-Berserk and both
absorbing of the Poison element and immunity to the Poison status. Combine
with a nice weapon from the Merit Award for some icing on this cake and you're
practically done before the battle starts. Not the fastest option but very
sneaky. A tip for a Low Level Game.
--------------------------------------------------------------------------------
11.21 Hit, Tools, Magic, Tiger (final battle, tier 2)
**********************************
Enemies: Hit, Tools, Magic, Tiger
Attacks : Battle, Special, Haste, Haste2, Imp, Fire3, Ice3, Bolt3,
Muddle, Poison, Drain, Bio, Dispel, Quartr, Rflect, Stop,
Life3, Pearl, Flare, Rasp, Ice2, Sleep, Slow2, Flare Star,
N. Cross, S. Cross, Tek Laser, Diffuser, Atomic Ray, Grav Bomb,
Missile, Absoulte0, Delta Hit
Enemy: Hit
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Poison
Status ailment weaknesses: Berserk
Special: !10 Hits (Battle x 1.5)
Inherent Status: Float
Enemy: Tools
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Lightning
Status ailment weaknesses: Wound, Condemned, Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: Float
Enemy: Magic
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Earth
Status ailment weaknesses: Mute
Special: !Hit (Battle x 1.5)
Inherent Status: Float
Enemy: Tiger
Absorbs : Earth
50 % damage : None
Nullifies : None
Weak against : Ice
Status ailment weaknesses: Poison, Seizure
Special: !Doom Tusk (sets Zombie, no physical damage)
Inherent Status: None
Weapon: Sniper
The second tier is obviously the most versatile of the four stages of the
Final Battle, and that's partly because there are four parts to this fight.
Tiger is the tiger head, Hit is the humanoid in to the far right, Magic is
the humanoid to the far left and Tools is the faerie-like girl in the red
ribbon in the middle. Their names teach you their fighting styles so I won't
elaborate; what I will mention is that all targets but Tiger have auto-Float
which you can take advantage of.
Stray Cat !Catscratch (Battle x 4)
None of these targets absorb wind, they're all strong opponents and it's tough
VS tough. Why not call in the divine help of the Wind God to aid you in these
struggles? You could combine this with a Wall Ring for instant retaliation for
Magic casting.
Evil Oscar Bio
When combined with a Flame Shld, this Rage will take care of every elemental
attack that's sent your way. On top of that, Tiger can be poisoned and Hit
is weak the Poison-elemental Bio spell. The downside of this Rage lies in
Evil Oscar lacking Death protection, and since moves like Launcher and Grav
Bomb will be directed at your party, you'll kinda miss it. Goes nice with
a Wall Ring.
Magic Urn Cure3
Has the defensive power of Evil Oscar as well as inherent Fire-elemental
absorption, protection from Tiger's Special Doom Tusk (causes Zombie) and
Death protection. The usual suspect for the downside is the suck-ass
offense. With a Sniper and either a Black Belt or an Offering, this
offensive might not be so terribly bad. And with three other party members
enjoying Cure3 in action, this might be a good choice. Don't do this if
you have a Wall Ring, you don't want to heal the opponents, right?
Chaos Drgn Disaster
When combined with a Thundr Shld (and you still have the Snow Muffler), this
Rage protect you from the basic three elements, nullify Wind (which isn't
an issue in this fight) and provide Death protection. Its major quirk is
the move it uses, though. While Disaster may be only half-way decent in most
battles, it's Gau's best shot at taking advantage of the numerous status
weaknesses of these monsters. Disaster sets Condemned on Tools and Mute on
Magic, turning the latter one into a harmless kitten and making sure the
first one goes bye-bye in, at a decent level, 20 seconds. The downside is,
obviously, you're stuck with Disaster for the rest of the battle while it's
completely useless, so should you want to do this you'll have to make a Magic
Urn-esque leap of faith with the Battle attack. Renders a Wall Ring useless
as there's nothing to reflect anymore.
--------------------------------------------------------------------------------
11.22 Ice Dragon
**********************************
Enemies: Ice Dragon
Attacks : Battle, N. Cross, Absolute0, Surge
Absorbs : Ice
50 % damage : None
Nullifies : None
Weak against : Fire
Status ailment weaknesses: Dark, Poison, Clear, Mute, Berserk, Muddle,
Seizure, Slow
Special: !Hit (Battle x 2)
Inherent Status: None
Weapon: Fire Rod
Remember Gold Drgn? This is the Ice-elemental version, and it has nothing on
Gau. With the obvious Snow Muffler, all attacks will be absorbed and the
physical strike will be a waste of this dragon's time. Even without the
Snow Muffler, there are several Rages which'll make life easy enough to laugh
to your reflection in the mirror.
Leafer !Incisor (Battle x 1.5)
Bunny VS Dragon, and I won't have to tell you that this game is more then
capable of letting the bunny win. Leafer absorbs Ice-elemental attacks and
uses a boring 1.5 Special. Combine with a Merit Award and Fire Rod for
improved (read: faster) results, but you'll win even without. This dragon
has nothing on a Leafer.
Mad Oscar Sour Mouth
With a Snow Muffler, this is the LLG pick you'll want. Sour Mouth will set
Dark, Poison, Mute and Muddle on him. He'll start hitting himself, take damage
from Poison and can't turn N. Cross and Absolute0 on you anymore (Surge is a
Dance attack so he'll still be able to do that). Combine with an Ice Shld, a
Fire Rod and the Back Row and I'll guarantee you a victory at any level.
--------------------------------------------------------------------------------
11.23 Ifrit, Shiva
**********************************
Enemies: Ifrit, Shiva
Attacks : Fire, Fire2, Fire3, Blaze, Ice, Ice2, Rflect, Blizzard
Enemy: Ifrit
Absorbs : Fire
50 % damage : None
Nullifies : Lightning, Poison, Wind, Pearl, Earth, Water
Weak against : Ice
Status ailment weaknesses: Dark, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: None
Enemy: Shiva
Absorbs : Ice
50 % damage : None
Nullifies : Lightning, Poison, Wind, Pearl, Earth, Water
Weak against : Fire
Status ailment weaknesses: Dark, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: None
Weapon: Not available
This is a pretty tough fight. Both Ifrit and Shiva have defenses through
the roof and will only take damage from those elements they are respectively
weak against. So how does the Wild Child handle his first Esper fight, being
stuck in one?
Brawler Stone
Stone may very well be your best bet. It won't confuse anybody in this fight,
but it's non-elemental magical damage that's otherwise pretty hard to come by.
While the auto-Berserk isn't a very important issue when the target's Defense
is higher then 200 anyway, Brawler's punches still hit a little harder than
other physical attacks will. Stone may miss sometimes, but it's the only
non-elemental attack that's worth your time. Should your level be 21,
definitely take this Rage as Stone will do 7.5 times the damage if the
target's level and caster's level is the same (and obviously both Shiva's and
Ifrit's level are 21).
Bomb Blaze
This may confuse you. Doesn't Ifrit absorb the Fire-elemental Blaze? Here's
the thing. You'll have won the battle if either one of the Espers is killed.
You can spread the damage a little and go for Brawler, but you can take a hard
turn for one out of two. The Espers will switch after you have damaged them
five times. Bomb will absorb Ifrit's spells but heal him while dealing monster
damage to Shiva. Note that Shiva's attacks, in turn, will cripple Gau very
quickly, so unless you have a Wall Ring to avoid any danger besides Blizzard
(which is a weak attack anyway), this is not a very smart option. Templar is
worse on the offense and will have troubles with Celes' Runic (Blaze isn't
vulnerable to the Runic blade while Fire2 is) yet is an option if you don't
have Wall Rings.
--------------------------------------------------------------------------------
11.24 Inferno
**********************************
Enemies: Inferno, Rough, Striker
Attacks : Battle, Special, Shrapnel, Delta Hit, TekBarrier, Bolt2, Atomic
Ray, Shock Wave, Bolt3, Giga Volt, Meteor,
Enemy: Inferno
Absorbs : Fire
50 % damage : None
Nullifies : None
Weak against : Lightning
Status ailment weaknesses: Dark, Slow
Special: !Sobat (Battle x 3)
Inherent Status: None
Enemy: Rough
Absorbs : Lightning
50 % damage : None
Nullifies : None
Weak against : Ice
Status ailment weaknesses: Petrify, Wound, Condemned, Slow, Stop
Special: !Rapier (Battle x 1.5)
Inherent Status: None
Enemy: Striker
Absorbs : Ice
50 % damage : None
Nullifies : None
Weak against : Fire
Status ailment weaknesses: Petrify, Wound, Condemned, Slow, Stop
Special: !Slash (Battle x 2)
Inherent Status: None
Weapon: Wing Edge, Tempest, Stunner
The main baddy in this fight is Inferno, a Number 128 palette swap who is not
to be toyed with. All parts will continue to be a pain with nasty attacks,
while the element one part is weak against the other absorbs, making it very
hard to find a good offensive Rage for this fight. But I'm the Guru here, I'll
find a way ;)
Osteosaur X-Zone
An alternate Spek Tor with three great changes (making it, actually, not quite
an alternate Spek Tor). Instead of Blaster, there's X-Zone. This move is not
only more accurate, but also always multi-target, where Blaster may or may not
try to take out one target. Also, Osteosaur is Undead. In an LLG you can NOT
risk a Meteor and will have to go with this Rage. Combine with a Thunder Shld
to absorb Lightning and turn the Osteosaur Fire-weakness into a 50 % reduction
from said element.
Spek Tor Blaster
Blaster will continue to take out Rough and Striker should they
be revived, leaving only the main body at your mercy. Equipping a Thunder Rod
in combination with this Rage is grand as you won't have to worry about the
elemental properties of the arms and can just focus on the nice weakness of
the main body against this element. And it gets bonus points for being a Stray
Cat palette swap without actually being Stray Cat. Have to be original once
in a while. You'll try to use Blaster one on the body now and again but it's
really not too bad with other people helping you out with the violence thing.
Primordite !Numblade (sets Stop, no physical damage)
The death-based arsenal of status ailments on the arms seems tempting, but
know that Inferno will get pissy once you've destroyed his arms and will use
TekBarrier, which might not bode well for the Relms among your party. Also,
poor Blasting may get you in a situation of one Inferno and one arm,
allowing Meteor spells to happen (LLG slayer move). Remember the Number 128
battle? I said that because the blades grow back, you might as well Stop
them using your Stop inflicters. Exactly the same scenario here. However,
this time you can combo your Primordite or Areneid with a Merit Award and a
Tempest to have a 50 % shot at inflicting Stop at all targets (Obviously
Inferno is immune, but Rough and Striker will stop attacking). You'll hardly
see Shrapnel in this battle. Or, to quote assassin,:
"I hardly saw Shrapnel in this battle"
--------------------------------------------------------------------------------
11.25 KatanaSoul
**********************************
Enemies: KatanaSoul
Attacks : Battle, Special, Gale Cut, Fire Skean, Bolt Edge, Water Edge,
Shock Wave, Blow Fish, Item (Imperial), Item (Ashura), GP Rain
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Poison
Status ailment weaknesses: Dark, Poison, Clear, Muddle, Seizure
Special: !SlayerEdge (sets Death, no physical damage)
Inherent Status: None
Weapon: Poison Claw
Let's all agree on this one: if you ever want to become some kind of cool,
not-bound-to-the-story demi-boss, you have to get your priorities straight.
Muddle protection is a must, *especially* when you have an instant-death
Special that you use when you're confused. KatanaSoul wasn't paying attention,
apparently. It's a real damn shame, as KatanaSoul is by far the most awesome,
interesting monster-in-a-box and even ranks, in my opinion, pretty high
into the list of good battles. Had it not been for the glaring Muddle
vulnerability, of course.
Mad Oscar Sour Mouth
Sour Mouth will set Muddle as nicely as Muddle itself will, and give Dark
and Poison as an added benefit. Mad Oscar will also absorb any Water Edges
thrown your way, should KatanaSoul be reluctant to kill himself (I'd be).
Drop Muddle
Drop is an elusive monster which you'll only find if you know what you're
doing. That makes it all the more interesting to use it here, don't you
think? Drop is the only Rage which will use the simple normal Muddle spell.
Its weakness against Lightning won't like Bolt Edge, and inherent Seizure
is not to be proud of, but Muddle will probably get the job done before
either one can become a concern.
--------------------------------------------------------------------------------
11.26 Kefka (Narshe)
**********************************
Enemies: Kefka
Attacks : Battle, Poison, Ice, Ice2, Bolt, Drain, Muddle, Escape
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: None
Weapon: Not available
Narshe Kefka is the first boss fight you engage with Gau, and it's from a
story-line point of view one of the most important battles in the game. Kefka,
being a Magic-infused soldier, knows several spells and he will be directing
this fabled power at you. What can Gau do?
Areneid !Numb (sets Stop, no physical damage)
You could have done Locke's scenario after Sabin's scenario and miss the shot
for Primordite. Do not worry; Areneid will suffice as it's basically the same
Rage when looking at offense. Areneid's Special attack, !Numb, will take
advantage of Kefka's only significant status ailment opening and will halt
Kefka in its tracks. While keeping Kekfa paralyzed you'll be frustrated
with the many times Gau will attempt to use !Numb again and fail, but Kefka
will snap out of the paralysis if you're not fast enough with destroying him
so Gau's repetitive efforts won't be completely wasted. Note that sadly,
Areneid is weak against the Ice and Ice 2 attack so pray that Gau won't take a
massive one-hit KO beating from the latter. Still, this option is quite simply
the best one if you don't have Primordite. Primordite is better, as it will
only take double damage from Bolt which is far less life-threatening then Ice2.
Should you lack both Areneid and Primordite, you still have an alternative in:
Vaporite Blaze
Blaze is one of the strongest magical attack you have at the moment. Since
Vaporite is undead and has a nifty elemental absorption in Lightning, Vaporite
will deal out respectable damage while absorbing Drain and Bolt. Blaze flies
right past Runic so should you have Celes in your team, you can combine both
strategies. Vaporite is undead, so be careful with your Cure spells and Potions.
Over-Mind Elf Fire
Over-Mind will absorb Drain and Poison, and Elf Fire is slightly stronger
than Blaze. The undead nature of Over-Mind might prove annoying in this
battle, but it's otherwise great, especially seeing how Elf Fire isn't
vulnerable to Runic.
--------------------------------------------------------------------------------
11.27 Kefka (final battle, final tier)
**********************************
Enemies: Kefka
Attacks : Battle, Special, Fire3, Ice3, Bolt3, Train, Goner, Revenger,
Ultima, HyperDrive, Meteor, Fallen One
Absorbs : None
50 % damage : None
Nullifies : Poison
Weak against : None
Status ailment weaknesses: None
Special: !Havoc Wing (Battle x 4)
Inherent Status: Float
Weapon: Sniper, Wing Edge, Man Eater
The final Kefka, a glorious incubus, a devastating tenshi/akuma whose double
creation strives to erase all creation whatsoever. A living paradox in all
aspects, this is a Fallen Angel which fell upwards, tumbling from human to god,
soaring upwards to full control of all that he despises. Final Kefka has
smelled the aroma of complete power and is the Omega of this Epilogue, this
dying world....a world which deserves preservation according to a small
group of unlikely heroes.
Kefka uses a large array of spells which cannot be protected against (or not
by Rage anyway) including Battle, Special, Goner, Ultima, HyperDrive, Meteor
and Fallen One. This makes this a tough battle to pick one Rage over the
other, as all options will take considerable damage under the wrong
circumstances.
Magic Urn Cure3
This is the ultimate accomplishment the Rage skill. Defeat the final boss
with a single character, no matter what level you're at! Magic Urn is the only
strategy for all versions. These are the steps you'll need to follow.
1) Engage Magic Urn. Make sure you have 255 Defense. Every attack that
Kefka will throw at you will be nullified or absorbed. However, because
nastier attacks will be triggered in the future, run for now. Tape down the
buttons and do something important while Kefka drains his own 38000 MP (!).
2) When he can't cast anything and has depleted his own MP, you can let go
of those buttons and start using your violence to hurt him. Track the damage.
THIS IS VITAL.
3) As soon as Kefka reaches 32640 HP, he will start using Goner, which is no
big deal as he doesn't have MP to cast it. However, after he has less then
30080 HP, you'll be in trouble as now Kefka has a possibility of countering
with the only attack that can hurt you now: HyperDrive. This will hurt for
over 3000 damage and you will not survive it unless your level is very high.
The chance of a HyperDrive counter is 1/3. Then how will we avoid this horror?
Kefka will only counter when bit 0 of variable 0 is clear. And during the
32640-7680 period, variable 0 will be treated as follows:
"The end comes beyond chaos" message
Set bit 0 of variable 0
Display nasty face
Wait a turn
Goner
Wait a turn
Clear bit 0 of variable 0
Randomly use Havoc Wing, Train or Revenger
Randomly use Havoc Wing, Nothing or Nothing
Wait a turn
Randomly use Train, Havoc Wing or Revenger
Randomly use Havoc Wing, Havoc Wing or Nothing
[Another turn will elapse before start of the loop is executed]
In short, you're safe as long as you run while Kefka is casting 'normal'
spells and attack when Kefka is charging for Goner/just tried to use it. Now
keep this up for a disgustingly long time!
4) As soon as Kefka hits 10240 HP, Ultima will replace HyperDrive as a
possible counter, and because Ultima costs MP he won't be able to use it. You
cannot be killed now. I suggest you dance around like a little girl now, as
you have been victorious.
**Side Note**:
128% Mblock will do for you here what 255 Defense and Magic Urn will do for
you, so if this is an option for you I suggest you try that. Your damage will
be generally higher, and it's practically the only option for Gogo to do this.
Woolly Ice3
Ironically, the fight to preserve the very essence of Life is one of the few
battles in which Death protection isn't a significant factor as final Kefka
doesn't use any Death-based attacks. Knowing this, Woolly springs to mind.
Ice3 is a decent enough offensive without being overly spectacular, but when
combined with a Flame Shld and a White Cape/Ribbon, Woolly is protected
against everything he can be protected against. Train will make an Ice3-
casting Rage without Mute protection miserable, so make sure that you have an
appropriate status protection Relic for this Rage.
Prussian Land Slide
Provided you have Runic in action to protect against Fire3, Ice3, Bolt3,
Ultima and HyperDrive (yes, they're all vulnerable), a Rage which is Runic-
vulnerable by itself isn't your best option. Land Slide is a stronger
attack against a foe like Kefka whose Magic Defense is very respectable,
and Land Slide ignores the existence of Runic. Snow Muffler and Thundr
Shld minimize the defensive holes.
Stray Cat !Catscratch (Battle x 4)
'Tis a rare occasion I want to specifically name Stray Cat again. You cannot
exploit any status ailment non-protections or elemental weaknesses. Kefka's
attack pattern is simple and destructive to every Rage as it's mostly non-
elemental of nature. Only offense really counts in this battle, and as said
before: Stray Cat is the most offensive you get. With Kefka's Float status,
the Merit Award and a Sniper (Offering?) you can kick so much ass it far
exceeds a magical attack. Snow Muffler and Thundr Shld for protection where
possible.
--------------------------------------------------------------------------------
11.28 Master Pug
**********************************
Enemies: Master Pug
Attacks : Battle, Special, Fire3, Ice3, Bolt3, Bio, Pearl, Quake, W Wind,
CleanSweep, Step Mine
Absorbs : Water
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Dark, Poison, Clear, Sleep, Slow
Special: !Cleaver (Battle x 5)
Inherent Status: None
Weapon: Drainer
Gigantos fell to freaking L. 5 Doom, Allo Ver could be instantly killed using
Break, KatanaSoul can be easily led to kill itself....oh, great. Another
monster-in-a-box. I'll use Mblock and W Wind to lower his amount of HP so I
can be victorious.
Wait, I died.
With a devastating Special, strong spells of every element but Wind and a
common Step Mine counter to any kind of damage (including MP damage and his
own spells reflected back at him), this monster rises far and high beyond
any other monster-in-a-box you'll see. That, and actual Death protection and
immunity to all status ailments but a few minor ones. This battle is one of
the tougher ones out there.
Actaneon !Clamp (Battle x 1.5)
Actaneon? We're going for the battle of the century and Djibriel, who is
supposed to be this kind of guru on the subject, advises Actaneon? Hold on!
I've given you Actaneon for a reason. We need some pieces of equipment here,
as well as a respectable level (beyond 40). First, equip a Wall Ring. That
takes care of Fire3, Ice3, Bolt3, Bio and Pearl. Now, engage in a random
encounter and Rage a Float-inducing Rage. Hornet is one you'll definitely
have. That takes care of Quake (Master Pug won't bother removing it). Actaneon
absorbs CleanSweep; that leaves us with Battle, Special, W Wind and Step Mine.
255 Defense and/or 128 % Mblock takes care of the first two. W Wind is a rare
oddity which you likely won't see (and will have a poor Hit Rate, even on
a character with such poor Mblock as Gau). Now, equip that Drainer you have.
Now any hit will drain back quite some HP. Vigor boosts from Espers are a huge
plus, as is Berserking of Gau. This battle might take a while, but provided
your levels are high enough the damage Step Mine will won't exceed that of the
average of a !Clamp attack and a Battle attack. If your levels are low or you
are extremely unlucky, a series of Step Mine counters combined with Battle
attacks from Gau will cause death. Still, at high levels this is the best
strategy I've found.
Mad Oscar Sour Mouth
Wall Ring, pre-battle Float Rage, Drainer...equipment choices should be the
same with Mad Oscar as they were with Actaneon. The difference here is that
while Actaneon went full-out offensive, Mad Oscar will bother with status
ailments. Sour Mouth will set Dark, Sleep and Poison, of which only the
latter two are important. Dual-Raging (for those not blessed by coherent
thought: that means Gau and Gogo) is advised at low levels. The strategy is
simple. Pray for a Sour Mouth. If it appeared, RUN! Don't hold back on the L
and R buttons. Watch how Master Pug will roughly take two times damage from
the Poison status before he wakes up. Release the buttons. Pray for another
Sour Mouth to set the Sleep status again. Continue until Master Pug has died.
If he manages to get in a WallChange, the chances you'll win this battle are
extremely reduced (there's a 87.5 % shot he won't take damage from Poison
anymore), so reset if this is the case in your SCC meets LLG.
Stray Cat !Catscratch (Battle x 4)
If you act in a normal party, have a decent enough level, have Wall Rings
equipped, have everything poured into offense (Genji Glove + two non-elemental
weapons), this Rage might just be the best. Don't give this asshole enough
time to inflict pain upon your party. Defeat him, laugh in the face of the
first, non-fatal Step Mine and know that he won't be able to use another one
on that character before he has died.
Magic Urn Cure3
If all else fails, Magic Urn out. Apply Rage & Run until he's out of his
thankfully rather small stack of MP. If this happens, release the buttons and
defeat the monster using your violence. Yes, it'll take a long time, but
I'm only recommending this fool-proof strategy if the previous three don't
work for you, in which case you must be playing a Low Level Gau Only Game.
Meaning you have plenty of time.
--------------------------------------------------------------------------------
11.29 Number 024
**********************************
Enemies: Number 024
Attacks : Battle, Special, Fire, Fire 2, Ice, Ice 2, Bolt, Bolt 2, Scan,
Cure, Cure 2, Aqua Rake, Sun Bath, Cave In, Snow Rabbit,
Acid Rain, Fire Ball, Magnitude8, WallChange, R. Polarity,
Gale Cut
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Imp, Sleep
Special: !Overflow (sets Confuse)
Inherent Status: None
Weapon: Not available
The pain in the ass that is Number 024 isn't because he's very hard; in a normal
game you can simply cast Imp and Sleep on him, in which case it's wisest to have
Gau napping off somewhere as you'll just want to stick to magical attacks
without having a chance of waking him up. Also, he uses WallChange, which
randomly selects both an elemental weakness and an elemental absorption every
time he uses it, so any kind of elemental Rage is out of the question. So how
should we treat this bad boy?
Aspik Giga Volt
Yeah...after saying elemental Rages are out of the question, I advise Aspik.
Isn't that nice. This one only goes for a Gau SCC, mind you. As several tests
have proven to me, Stray Cat or any other non-elemental attack simply isn't
going to get the job done before Number 024 gets HIS job done (killing. You.).
Giga Volt is a gamble; if he WallChanges, there's a 87.5 % chance you'll
pretty much have lost the battle. But if Gau gets in quite a few of these
attacks (Earrings are a plus!), you can cripple the guy before he can cripple
you. Aspiks inherent Float for Magnitude8, protection against Overflow and
absorbing of Aqua Rake and Acid Rain are minor fringe benefits (after Acid Rain,
Seizure will be set, though).
Mind Candy !SleepSting (causes Sleep)
When playing a normal game you're likely to have Sleep as a spell on you, so
that makes Mind Candy more than redundant. However, in a normal NMG game,
you don't, so here's Mind Candy for you. There will be times that Gau will
punch # 024 out of the Sleep he himself has procured, but there's not a lot that
can be done about that. Rage Mind Candy, and have all other character go with
magical attacks. Mind Candy's inherent Float is a very minor thing which it
has going for it (Magnitude8).
--------------------------------------------------------------------------------
11.30 Number 128
**********************************
Enemies: Number 128, Left Blade, RightBlade
Attacks : Battle, Special, Shimsham, Ice, Net, Atomic Ray, Gale Cut,
Blaster, Shock Wave, Haste
Enemy: Left Blade
Absorbs : Ice
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Petrify, Wound, Condemned, Slow, Stop
Special: !Slash (Battle x 2)
Inherent Status: None
Enemy: Number 128
Absorbs : Ice
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Dark, Berserk, Slow
Special: !Red Feast (drains HP, Battle x 1.5)
Inherent Status: None
Enemy: RightBlade
Absorbs : Ice
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Petrify, Wound, Condemned, Slow, Stop
Special: !Rapier (Battle x 1.5)
Inherent Status: None
Weapon: Not available
Number 128 is one of those boss battles in which you fight more than one
opponent, and most of these battles are hard. This may be the hardest of
them: physical attacks are usually very hard to protect from, and Number
128 will get significantly meaner when he's be himself, so be prepared.
Templar Fire2
Most attacks, especially when the two arms are still there, will consist
out of physical attacks. Templar has inherent Safe to protect against these
attacks, and while Fire2 is an unreliable attack in this battle, it's
strong and solid against these foes. It's very simple and mostly devoid of
real strategy, but this battle's moves which can be protected against (Ice,
Atomic Ray, Blaster) all require a Rage dedicated specially to them and
physical attacks are simply much more often seen than Atomic Ray or Blaster
are, dangerous as they may be.
Primordite !Numblade (sets Stop, no physical damage)
I had once listed Commander here, but I realized that even if you Petrify
the arms, they will be regenerated later after a while where # 128 went into
a frenzy because his arms were gone. Stop will also stop the attacks of the
blades, and while they may make auto-aiming attacks sometimes hit the blades
while that's hardly necessary, they won't make # 128 start to use the more
dangerous moves.
Commander Break
It depends on your party, really. If you have Edgar next to Locke and Gau,
he won't ever accidentally hit the blades and Primordite will definitely be
your best option. If you have Sabin or Cyan, however, you have a character
with you who'll hit a random target with their stronger skills. In which case
it may be more beneficial to take out those targets which aren't as important.
Break is the most accurate instant-death attack you have at the moment and
while Gau will be wasting a few turns casting Break on the main body, at least
Sabin and Cyan will be dishing out obscene amounts of damage.
HadesGigas Magnitude8
You know the battle is mean if I bother listing more then two Rages for it,
and four is the highest I'll get in this guide. Magnitude8 is a guaranteed
multi-target hit for pretty high damage, and while HadesGigas lacks inherent
positive statuses or provide status ailments helpful to the entire party,
this attack will hit stuff and it'll hit hard.
--------------------------------------------------------------------------------
11.31 Poltrgeist
**********************************
Enemies: Poltrgeist
Attacks : Battle, Special, Shrapnel, Stop, Blaster, Fire3, Aero, Flare
Star, WaveCannon, S. Cross, Meteo
Absorbs : Fire, Wind
50 % damage : None
Nullifies : None
Weak against : Poison
Status ailment weaknesses: Dark, Slow, Stop
Special: !Psygrip (Battle x 2)
Inherent Status: Float, Haste, Safe
Weapon: Poison Claw, Stunner, Sniper
Poltrgeist may very well be the toughest of the three goddesses. A wide array
of elemental spells, an instant-death attack in Blaster which follows a Stop
spell, etc. Three beneficial statuses, absorbing of the most favorite element
(Fire)...this girl is one though wench to do battle with. But hey, a Rager can
do battle with anybody.
Evil Oscar Bio
Evil Oscar will absorb Wave Cannon and Aero, and you're a fool if you don't
smell a Flame Shld coming here. That leaves Battle, Special, Shrapnel, Stop,
Blaster and Meteo to hurt the Rager. Battle and Special are not worth your
worries: if you're playing an LLG, go for 255 Defense. Equip a Wall Ring!
Evil Oscar doesn't have Death Protection, and with Gau's usual poor Mblock %,
he's almost sure to fall for a Stop/Blaster combo Poltrgeist often uses. Also,
Stop works on Poltrgeist itself, so that's an added benefit. The occasional
Shrapnel can hardly be avoided unless you totally go for an 128 Mblock
strategy. The same goes for Meteo, unless you want to apply Rage & Run to
avoid it from showing it's ugly barrier-piercing face. Finally, Bio will
benefit from the elemental weakness Poltrgeist has, but the difference in
damage with an Ice3 spell will be minimal, and in the advantage of the Ice3
spell. Which means that Woolly can be just as good. I was growing tired of
advising him, is all.
Areneid !Numb (causes Stop)
Poltrgeist is vulnerable to Stop. Areneid inflicts just that. The sheer lack
of any kind of inherent defensive points in this is less important in a
battle where Poltrgeist simply won't attack. Requires a little luck to
work, and I wouldn't recommend it in any kind of Gau SCC as it will take too
long and there are simply too much spells which are close to lethal to Gau
when luck is bad. Note that Primordite, while an option, is inferior due to
Lightning weakness (WaveCannon).
Retainer Shock
"What the hell?", you say. As I'm writing this, the Guide hasn't been
officially released and I've already taken some criticism from ignoring the
Retainer Rage. I'll admit that I tend to do that: it uses the attack of the
late General Leo Christope and for that it receives the love of all that is
newbie. Shock is still a very decent attack and it even exceeds Land Slide
in power in this fight. Thing is, it has nothing on defense. This is a Rage
you can pick if you have 128 % Mblock or higher. Magus Rod (30), Force Shld
(50), Bard's Hat (10), Force Armor (30) and you've reached 120. Gau is done
by then, Gogo needs an extra White Cape to reach 136. Now, you avoid
*everything* but Flare Star. Force Shld will give you only 1/2 of the normal
damage, but if you're playing an LLG, that might be too much as well. In that
case, Rages such as Parasoul and especially Phase (Blow Fish) might save you.
Now, let's ignore the fact I didn't *really* recommend Retainer but I promoted
Phase. I satisfied a lot of people who aren't reading bodies of text yet feel
an undying love for Shock just now :)
--------------------------------------------------------------------------------
11.32 Presenter
**********************************
Enemies: Presenter, Whelk Head
Attacks : Battle, Special (PetriBlast only, not Hit), Mega Volt, El Nino,
Magnitude8, Giga Volt, Blow Fish
Enemy: Whelk Head
Absorbs : Ice, Lightning, Water
50 % damage : None
Nullifies : Poison
Weak against : Fire
Status ailment weaknesses: Dark, Petrify, Wound, Condemned, Mute, Sleep, Slow,
Stop
Special: !PetriBlast (sets Petrify)
Inherent Status: None
Enemy: Presenter
Absorbs : Ice, Lightning, Water
50 % damage : None
Nullifies : None
Weak against : Fire
Status ailment weaknesses: Clear, Petrify, Wound, Condemned
Special: !Hit (Battle x 1.5)
Inherent Status: Float
Weapon: None
I'll admit it's highly likely you won't have a Rager when you fight this
guy, but you *can* have a Rager there so I'll give strategies. A horrible
Whelk rip-off, Presenter is not nearly as consistent in his don't-hit-the-
shell program. He compensates with some strong spells though, so he still
pretends he can harm you. Allow me to counter previously described piece of
false information. Note that while the 'shell' part of the monster if
Floating, the slug's head is not. That's some crazy stuff right there, sonny.
Osteosaur X-Zone
Osteosaur doesn't have any special protection against this dual-monster's
attacks save for Petrify protection (which, admittedly, is a good one).
However, the fringe benefit of this Rage is the spell it will cast. Kill
either one of the two and you'll get a Dragon Claw. However, when you kill
both at the same time, you'll get two of them. Seeing as how the Pearl
element is often a weakness on monsters and hardly ever absorbed/nullified,
the Dragon Claw is arguably the best Claw in the game. X-Zone will make
sure that Gau will try to take both out at the same time. Use the Save Point
if X-Zone misses one of them and takes out the other. Don't equip weapons or
you might find yourself killing the slug too quickly.
Lizard Break
If you couldn't care less about those silly Dragons Claws and you just
want to beat this guy, Lizard will be your ticket. Break is the most accurate
instant-death spell you have at your easy disposal (don't get me started
on Sabre Soul, Star Prism and Joker Doom there), and even when your Rager
refuses to use it for some time, if you have a Titanium, you can protect your-
self from El Nino and Lizard's immune to Petrification. Factor in a Cherub
Down and a Thundr Shld, and this guy can't touch you. Bah, what am I saying
anyway: Break will kill him before he has the chance to begin using any of
these spells ;) You can equip any kind of instant-death weapon if you choose
to do this. Break Blade, Scimitar, Assassin, Striker, Soul Sabre, take your
pick.
--------------------------------------------------------------------------------
11.33 Pugs
**********************************
Enemies: Pugs, Pugs, Pugs
Attacks : Battle, Special, Pearl
Absorbs : Water
50 % damage : None
Nullifies : None
Weak against : Fire
Status ailment weaknesses: Dark, Poison, Clear, Imp, Mute, Seizure, Slow
Special: !Knife (Battle x 8)
Inherent Status: None
Weapon: Sniper, Fire Rod
If you think Master Pug and the normal Pug were bad, then you just might have
bundles less trouble with these knuckleheads :) They will attack physically
only (nearing you to execute a !Knife attack when they reach you), and will
use Pearl as a counter to your Magic. Sounds like we can toy a little with
these guys.
Scrapper Elf Fire
Really, any Rage works as you long as you have 255 Defense and/or are under
the effects of Clear. I just happen like Scrapper because of Elf Fire and
auto-Haste. Rage-triggered magical attacks will not be counted as Magic, so
Pugs won't counter.
Mag Roader Bio
For any decent LLG, this is the ticket. 255 Defense or summon Phantom just
before the battle and you're set. All you have to do is watch the Poison
status slowly cripple these three modern-day fantasy creatures and you've
won the day.
--------------------------------------------------------------------------------
11.34 Red Dragon
**********************************
Enemies: Red Dragon
Attacks : Battle, Special, Fire2, Fire3, Fire Ball, S. Cross, Flare,
Flare Star, L. 4 Flare
Absorbs : Fire
50 % damage : None
Nullifies : None
Weak against : Ice, Water
Status ailment weaknesses: Dark, Poison, Clear, Muddle, Seizure, Slow
Special: !Eraser (Unblockable, removes 'Reflect', Battle x 1.5)
Inherent Status: None
Weapon: Ice Rod
Red Dragon ain't got it easy. He represents the Fire element, the element
most easily protected against by equipment. Red Jacket, Flame Shld are
both easily available, and that goes without mentioning Minerva, Paladin
Shld, Rage Ring/Blizzard Orb and the countless pieces of equipment which
take only half damage from the element. Luckily for Red Dragon, Flare
looks kinda Fire-elemental. At least the poor sap has that much going for
him.
Coelecite Magnitude8
Coelecite absorbs Fire and, unlike other Fire-absorbing monsters, actually
has a non-Fire-elemental attack to dish out. Throwing its tempests of howling
laughter straight in the face of its own wings, Red Dragon isn't Floating,
so it should connect. There are four moves which Red Dragon can use to hurt
you: L. 4 Flare, Flare, Battle and Special. The last two are weak and
shouldn't pose a threat, especially with 255 Defense. L. 4 Flare can be
easily avoided (If you're at a vulnerable level, just gain one) and Flare
is Reflectable. Merit Award, Wall Ring, Ice Rod: Victory.
Chaos Drgn Disaster
Chaos Drgn will use Disaster, a move which sets Dark, Muddle and Float on
this specific target. Using the infallible strategy from Coelecite (Chaos
Drgn absorbs Fire), you can just wait until Gau causes Red Dragon to kill
itself. An LLG tip. The downside of this is that Chaos Drgn appears in the
very cave Red Dragon is located, so you might not want to collect it.
Phase Blow Fish
Another LLG tip: Blow Fish will deal 1000 damage regardless, and Coelecite's
defensive strategy can be applied to Phase as well. Phase also appears in the
Phoenix Cave, so it's up to you.
--------------------------------------------------------------------------------
11.35 Rider
**********************************
Enemies: Rider
Attacks : Battle, Special, Virite, R. Polarity
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Fire, Poison
Status ailment weaknesses: Dark, Poison, Clear, Petrify, Wound, Condemned,
Mute, Berserk, Seizure, Sleep, Slow, Stop
Special: !SilverPike (Battle x 3)
Inherent Status: None
Weapon: Not available
Rider is Kefka's sub-commander, and he can be a surprising pain before you
take him down. His Special, !SilverPike, kills people in the front row. Luckily
there's a number of ways to dispose of him quickly and efficiently with Gau
in your party.
Dark Wind Break
Of all the instant-death attacks Gau can use at this stage of the game, it
gives me great pleasure to announce that Break has the best odds of doing
the trick. Petrification is often over-looked because Break and Shoat's Demon
Eye both check for instant Death protection next to Petrify protection, making
it simply inferior to Doom in a normal game. It still has the best Hit Rate,
though, and while Commander can do it too (you must have completed Locke's
scenario before Sabin's if you want to obtain this Rage this early), Dark
Wind is on the Veldt regardless of the order you completed the scenario's.
Rhodox (Snare) and Bleary (Doom) are the next-best options for instant
death.
Trilium Bio
If you can't be bothered with instant-death attacks (they're for sissies
anyway), try going all-out offensive with Bio. There's a glaring elemental
weakness and Bio is one of the strongest attack you have at that point. Two
Bio spells coming from a decent level should be more then enough to defeat
Rider.
--------------------------------------------------------------------------------
11.36 Skull Drgn
**********************************
Enemies: Skull Drgn
Attacks : Battle, Condemned, Elf Fire, Specter, Disaster
Absorbs : Poison
50 % damage : None
Nullifies : None
Weak against : Fire, Pearl
Status ailment weaknesses: Clear
Special: !Hit (Removes 'Reflect')
Inherent Status: None
Weapon: Pearl Lance, Fire Rod
Lich Fire2
Lich is protected against every status ailment Skull Drgn can throw at you
with Disaster...every status except Condemned (which will heal you) and
Muddle. You could opt to get yourself a Peace Ring or Ribbon to counter this
problem, but equip Merit Award/Fire Rod and a Wall Ring and you'll just be
either healing yourself or reflecting Fire2 at him. Lich absorbs, needless to
say, Elf Fire so the only thing that can hurt Gau is Battle. The distant call
of 255 Defense is heard among the foggy hills and you're truly invincible.
It's just a curiosity, still, as with Elf Fire, Condemned and Specter all
helping to keep you alive, Battle damage is quickly cured.
SrBehemoth Fire3
Lich, for all its strategic niftiness, can be tedious. If you slap a Flame
Shld on a SrBehemoth Raging character, you're done. He can't be Muddled,
and all that Disaster will do is set Dark and Float on him. Fire3 hurts as
much as it looks like it hurts and feeds off elemental weakness. And it's
a boss monster, you kids these days think that's all cool and stuff. Right?
--------------------------------------------------------------------------------
11.37 SrBehemoth & SrBehemoth
**********************************
SrBehemoth (living), SrBehemoth (undead)
Enemies: SrBehemoth, SrBehemoth
Attacks : Battle, Special, Imp, Ice2, Ice3, Pearl, Doom, Meteo
Enemy: SrBehemoth (living)
Absorbs : Ice
50 % damage : None
Nullifies : None
Weak against : Fire, Poison
Status ailment weaknesses: Dark, Clear, Imp, Slow, Stop
Special: !Evil Claw (Unblockable, removes 'Reflect', Battle x 1.5)
Inherent Status: None
Enemy: SrBehemoth (undead)
Absorbs : Poison
50 % damage : None
Nullifies : None
Weak against : Fire, Pearl
Status ailment weaknesses: Dark, Clear, Wound, Condemned
Special: !Hypno Gas (sets Sleep)
Inherent Status: None
Weapon: Scimitar, Fire Rod, Stunner, Scimitar
This is a simple battle with a difficult obstacle to overcome for the best
Rage. First, you meet the living SrBehemoth. Imp and Stop are its weaknesses.
Then, when you defeat it, the undead SrBehemoth pops up to slaughter you.
Note that Gau's Row does NOT change, even though it looks like it. However, Gau
will now be stuck in a Rage meant for the living SrBehemoth. Neither Imp nor
Stop work, and your Rage will turn from fantastic to crap in a matter of
seconds, so we need to prepare for both brawlers. Let's rumble.
Fidor Special: Pounce (Battle x 2.5)
This is heavily equipment-dependant, but you'll still have major fun with it
so that shouldn't be a concern. Combine this with a Merit Award, a Genji
Glove, a Stunner and a Scimitar. The Stunner will randomly cast 'Stop',
securing a very good shot at victory. Both weapons will obviously do monster
damage. When the switch comes, Scimitar has a 25 % chance at total
annihilation of the undead SrBehemoth. Note that any other instant-death
weapon will heal it. Start in the Front Row, as the living monster is more
dangerous than the undead one is. Sadly, you can't combine with Wall Ring
against the Ice-elemental attacks, Pearl and Doom; if you have Fidor's Sleep
protection will help in the second fight.
Areneid Special: !Numb (sets Stop, no physical damage)
Rhodox Snare
What's this, TWO Rages? It's your choice and it's depending on the situation.
If you have both Gau and Gogo at this point (which is unlikely but possible),
I suggest you pick both. Areneid rocks the first battle, Rhodox can instantly
end the second one. If it's just Gau (or just Gogo), use Areneid until
the undead SrBehemoth comes around, kill him using your characters and
commence Rhodox. Obviously not an option in an SCC, but this'll work very
well in any other kind of game.
Scrapper Elf Fire
You're playing Anthology, so no Merit Award. And you don't feel like killing
Gau in the middle of a battle. Then, a Rage for both must be found. Scrapper
can do respectable damage with Elf Fire, there's inherent Haste, he's
immune to the undead's Doom spell and he has elemental advantage on both
targets. It sadly lacks elemental absorption of any kind and isn't immune to
Sleep, but you can't have everything.
--------------------------------------------------------------------------------
11.38 Storm Drgn
**********************************
Enemies: Storm Drgn
Attacks : Battle, Special, Wind Slash, Rage, Aero, Cyclonic
Absorbs : Wind
50 % damage : None
Nullifies : None
Weak against : Lightning
Status ailment weaknesses: Dark, Clear, Seizure
Special: !Wing Sabre (Battle x 3)
Inherent Status: Float
Weapon: Thunder Rod, Sniper
The Storm Drgn is more or less regarded as the strongest dragon of the bunch,
and the fact that this is the first one you meet seems kind of backwards.
Storm Drgn owes his difficulty to the Rage attack, which is both unblockable
and non-elemental. It kills most LLG players if they're not prepared. That,
and the Wind element can be difficult to protect against: only Thundr Shlds
and Paladin Shlds will do that for you. And Rages, of course.
Woolly Ice3
Woolly absorbs the Wind element, and Ice3 will take care of the offense
nicely. Dual-Raging from Gau and Gogo is advised as he will stop using Rage
when his HP reaches lower grounds. While Woolly is not a guaranteed LLG
victory, it's the best LLG bet there is and in a normal game, Storm Drgn
doesn't stand a credible chance.
Io Flare Star
Io nullifies the powers of the Wind element, so that's one character with
Thundr Shld-esque effects without having to waste one on it. Flare Star
doesn't benefit from elemental properties like as was the case with Doom Gaze,
but Flare Star will still inflict 5920 due to Storm Drgn's impressive level.
Punisher Bolt3
Punisher has inherent Haste, and Bolt3 will destroy Storm Drgn very quickly.
The downside is the lack of elemental protection against Storm Drgn's
attacks. Equip a Thundr Shld and you're set. This Rage knows neither mercy
nor sophistication, only the crudest of violence and defense is combined
here. Don't you love it?
--------------------------------------------------------------------------------
11.39 Telstar
**********************************
Enemies: Telstar, Soldier, Soldier, Soldier, Soldier
Attacks : Battle, Special, Schiller, Tek Laser, Missile, Dischord,
Megazerk
Enemy: Telstar
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Lightning, Water
Status ailment weaknesses: Slow, Stop
Special: !SonicBlast (sets Muddle)
Inherent Status: Float
Enemy: Soldier
Absorbs : None
50 % damage : None
Nullifies : None
Weak against : Poison
Status ailment weaknesses: Zombie, Poison, Clear, Imp, Petrify, Wound,
Condemned, Mute, Berserk, Muddle, Seizure, Slow,
Stop
Special: !Counter (Attack x 1.5)
Inherent Status: None
Weapon: Not available
While technically you won't encounter it with a Rager, you'll see it terrorize
the Veldt only moments later, where it can still be a threat. You're bound to
see it a lot, which isn't all bad (Green Berets are great at that point), so
you'd best learn how to deal with it. Know that I initially didn't want to
include this thing, but since I had the entire Guide finished and felt like
doing one more, I did so anyway. The Rages here assume you're on your first
Veldt trip, as after that your levels and available Rages will be so high
this monster wouldn't deserve its own separate listing.
Also, did you know that the "real" Telstar was the first satellite launched
into space for communication purposes? The "real" Telstar was the first
satellite launched into space for communication purposes.
Hazer Bolt2
Bolt2 is the nastiest attack you can throw at Telstar for this part of the
game, feeding off its weakness against Lightning. Hazer comes with Death
Protection for Missile, which is also a good thing; just make sure that
this Rager doesn't become the target of a SonicBlast, in which case you have
a problem.
M-TekArmor Tek Laser
Yes, Tek Laser is a weak attack, but it takes advantage of a weakness here
and the defensive properties are pretty good. Death protection against
Missile and inherent Save for physical attacks sent your way by Telstar
itself or any of the Soldiers it may call on you. And besides, having Gau
use Tek Laser is neat, and this is really the only battle in which it's
even remotely wise to do so.
Areneid !Numb (sets Stop)
Maybe Square just kinda forgot setting Stop is actually possible between this
baby and the moment you obtain Phantom? Everything falls to it, including
Telstar. A tad to boring for my tastes, but you can go right ahead and win the
battle with Areneid. Primordite has a weakness to Tek Laser, by the way, so
Areneid is the slight victor in this contest.
--------------------------------------------------------------------------------
11.40 Tritoch
**********************************
Enemies: Tritoch
Attacks : Ice3, Rasp, Cold Dust,
Absorbs : Ice
50 % damage : None
Nullifies : Lightning, Poison, Wind, Pearl, Earth, Water
Weak against : Fire
Status ailment weaknesses: Dark, Clear, Seizure
Special: !Hit (Battle x 1.5)
Inherent Status: Float
Weapon: Valiantknife, Fire Rod
"Ragers laugh at your Rasp and outdated helmet, perpetually frozen Serpent!"
This is what assassin had to say on the subject, and he's really quite
right. As you can see, Tritoch has an incredibly simple set of attacks, of
which Ice3 can be easily absorbed, Rasp is entirely wasted on a Rage user and
Cold Dust will just make the battle longer. While this battle is laughable
from the start, Rage will make it even more so. Also note that this sucker is
*Floating*. While taking advantage of it with the Sniper would be stupid with
its 254 Defense, it's quite remarkable for a massive block of ice.
Io Flare Star
The ticket to a LLG, Flare Star enjoys elemental superiority over Tritoch and
because it's based on the opponent's level rather then your own, it'll do
monster damage. A constant 9920, to be exact. Snow Muffler should take care
of Tritoch's entire offensive arsenal, so you're set. While Flare Star is
probably the strongest even at normal levels (save perhaps Fire3-using ones),
all flame-adoring Rages work with the Snow Muffler. Vaporite, Over-Mind,
Scrapper, it'll work.
Toe Cutter Shrapnel
If you lack the Snow Muffler, the Toe Cutter Rage will absorb the Ice element
for you. Shrapnel is magical and non-elemental, so while it by no means will
do overly impressive amounts of damage, you have all the time in the world so
it doesn't matter anyway.
--------------------------------------------------------------------------------
11.40 Ultros (Opera House)
**********************************
Enemies: Ultros
Attacks : Battle, Special, Fire, Drain, Mega Volt, L. 3 Muddle, Imp Song,
Tentacle, Acid Rain
Absorbs : Water
50 % damage : None
Nullifies : None
Weak against : Fire, Lightning
Status ailment weaknesses: Dark, Clear, Slow, Stop
Special: !Ink (sets Dark)
Inherent Status: None
Weapon: Not available
Ultros is probably at the peak of its glory in this battle: not only does he
know some fairly respectable spells at this point, he's rewarded with a
special Grand Finale tune for his performance so far. He's still a pushover,
mind you, but he's the hardest one to push over you'll meet.
Aspik Giga Volt
Aspik will absorb Acid Rain, is protected from L. 3 Muddle even when the
level is suitable and is immune to Imp Song. That's all nice and well, but
the real glory of this Rage is Giga Volt. Giga Volt is already insanely
strong at this point of the game, but it will *hammer* on Ultros' weakness
against the element and won't take long to complete the battle, leaving you
with plenty of time to come up with all sorts of lame jokes about the name
of the Rage. :P
Primordite !Numblade (sets Stop)
It's said that even in an LLG, Giga Volt will be superior to messing with Stop.
That might be true, but if you brought Edgar and Sabin you'll be doing
quite a lot of damage so the Stop status ailment should come in handy. The
main objective of this battle is for Ultros to move around, having its own
amount of HP for every location on the battlefield. If he's Stopped, he
can't move, and he'll appear to have far less HP than he seems to have in
a normal game.
--------------------------------------------------------------------------------
11.42 Umaro
**********************************
Enemies: Umaro
Attacks : Battle, Special, Jump, Blizzard, Snowball, Surge, Lode Stone,
Item (Green Cherry)
Absorbs : Ice
50 % damage : None
Nullifies : None
Weak against : Fire, Lightning
Status ailment weaknesses: Dark, Poison, Berserk, Sleep, Slow
Special: !Tackle (Battle x 3)
Inherent Status: None
Weapon: Fire Rod, Poison Claw
Umaro is a soon-to-be party member who's generally considered the weakest
character around. And with good reason. At least the monster version looks
cool and has some attacks that could've been nice. But monster Umaro is as
worthless a challenge as he is a character, so I'll give you some quick
tips on how to defeat him and you can continue.
Insecare !Wing Whisp (sets Berserk, no physical damage)
With 255 Defense and Umaro vulnerable to the Berserk status, is there anything
this Rage isn't good for? He'll make Umaro pound away, futile, while Gau
slowly punches him to pulp. Sky Cap is a suitable replacement. Megazerk looks
cooler anyway.
Scrapper Elf Fire
You know I'm a sucker for inherent Haste, and when an Elf Fire using Rage
comes along with Death protection, I'll be damned if I don't put it under
Umaro's battle. You'll need a Snow Muffler and preferably 255 Defense for
optimal protection, but that's it. There's nothing strategic about this Rage,
actually, but it's very well suited for a normal game where you don't really
need to bother with status ailments. Brontaur has Fire3 and Death protection
yet lacks the inherent Haste and you probably haven't met it yet.
Mag Roader Bio
(purple)
Bio will take advantage of Umaro's elemental weakness, the Rage absorbs Ice,
Inherent Safe is nice if you don't have 255 Defense (and that yellow aura
is even nifty when it's useless). There's really not a lot to say about
this Rage other then the fact it works. The Poison status is set so any LLG
player will be happy to have this Rage.
--------------------------------------------------------------------------------
11.43 White Drgn
**********************************
Enemies: White Drgn
Attacks : Pearl, Dispel
Absorbs : Pearl
50 % damage : None
Nullifies : None
Weak against : None
Status ailment weaknesses: Dark, Clear, Mute, Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: None
Weapon: Wing Edge, Stunner
You won't be fighting him with a Rage the first time you meet him, but he'll
appear on the Veldt later on and can still put the hurt on you. No, setting
Confuse on Gau won't suddenly make him use a Rage on the Fanatics Tower.
That's not to say that White Drgn isn't easily one of less intelligent dragons,
so you should not have any trouble whatsoever. White Drgn uses only one
offensive spell, it's called Pearl, it's reflectable (so ANY non-suicidal Rage
wins the day), and White Drgn can be muted.
Mag Roader Mute
(red)
In an LLG, the reflected Pearl spells might heal more than you want it to. Mag
Roader (red) will cast Mute to stop the Pearl spells. That's it, you're
invulnerable. Inherent Haste to speed up the killing, that much is true, but
there isn't anything else to say.
Evil Oscar Bio
Absorbs Pearl, winning the battle. Bio doesn't set any status, but it's
more offensive than Magic Urn is and the Pearl element is the only element
Woolly isn't protected from and which can't be absorbed with easily obtainable
items (aka the Flame Shld).
Goblin Bolt3
Inherent Reflect wins the day. Bolt3 will hurt quite a lot and unlike Enuo,
there isn't any Seizure status to worry about. While on the subject of
inherently reflective Rages: Enuo, Boxed Set and Figaliz are all inherently
reflective and invulnerable in this fight. Enuo will take Seizure damage,
Boxed Set's Meteor is inferior to Bolt3 in power and Figaliz' Dischord will
simply be a wasted turn. If you have any of these yet didn't pick Goblin,
by all means though: invulnerable is invulnerable.
--------------------------------------------------------------------------------
11.44 Wrexsoul
**********************************
Enemies: Wrexsoul, SoulSaver, SoulSaver
Attacks : Cure, Reflect, Fire3, Ice3, Bolt3, Zinger
Enemy: SoulSaver
Absorbs : Fire, Pearl
50 % damage : None
Nullifies : None
Weak against : Ice
Status ailment weaknesses: Dark, Clear, Petrify, Wound, Condemned, Berserk,
Muddle, Slow
Special: !MagicDrain (drains MP)
Inherent Status: None
Enemy: WrexSoul
Absorbs : Fire, Pearl
50 % damage : None
Nullifies : None
Weak against : Ice
Status ailment weaknesses: Dark
Special: !KarmicBlow (sets Condemned)
Inherent Status: None
Weapon: Ice Rod
When the blind, naked newborns first arrive to the game and witness Gau, their
fragile minds explode in a vortex of questions. Overwhelmed by the choices,
they ditch him in favor of Edgar's constant Chainsaw action. When they beat
the game they take a look at the forums and see that Gau is carried on
shoulders. They play the game again, using Gau. They remember the monsters
this time, and learn from their experiences. But they haven't quite mastered
the Rage command, and cry in the darkness because Rage can't be controlled.
That's actually never a big issue. Except in this battle, where the Rage
command *really* isn't all that helpful. It's not that you can't decide
what attack you pick, but it's fairly worthless because you can't snap
out of a Rage by yourself. WrexSoul can only be hit when the character he
was 'possessing' receives the Wound status, and Raging characters can't
hit themselves. That, and as soon as WrexSoul appears, you want to focus your
attacks on him while you still can. Having your Ragers pound on the SoulSavers
is something you don't want to see. There's still a number of ways to fight
this battle, for various circumstances.
Osteosaur X-Zone
The ticket for a Gau SCC. X-Zone, if it kills both targets, prevents them from
reviving each other and you'll have won the battle. Note that it's very
obvious Square didn't want it to be this way, and while it's not branded as
cheating as often as Vanish/Doom is, it's not very legal.
Black Drgn Storm
The ticket for a normal battle. You can immediately kill Gau with a Revivify
if you want, and he'll be practically untouchable with a Wall Ring. Storm
will kill SoulSavers when Gau's on a decent level (this helps in preventing
attacks in the direction of people which aren't naturally superior, such as
Shadow) and significantly hurt WrexSoul when he pops out.
**********************************
12.0 Rage accoutrements
**********************************
Table of Contents:
12.1 Merit Award
12.1 DragoonBoots
12.2 Gauntlet
12.3 Genji Glove
12.4 Gem Box
12.5 Offering
12.6 Safety Bit
12.7 Marvel Shoes/Cure Ring/RunningShoes/Cherub Down/Guard Ring
12.8 Relic Ring
--------------------------------------------------------------------------------
12.10 Merit Award
**********************************
Gau can, due to an oversight from Square, equip the Merit Award. The Merit
Award is a Relic that allows the wearer to equip almost any piece of Armor,
and almost any weapon with these exceptions:
Weapons:
Atma Weapon (in FF3us) & Bone Club
Girl hats and crowns:
Hair Band, Tiara, Mystery Veil, Regal Crown, Oath Vail, Cat Hood
Dresses and bustiers:
White Dress, Czarina Gown, Minerva
Animal suits:
Tabby Suit, Chocobo Suit, Moogle Suit, Nutkin Suit, BehemothSuit
Defensively, the Merit Award has little to offer Gau since his Snow Muffler
already provides extremely potent defence. Combined with a Genji Shield and
Genji Helmet he can reach 255 Defense, nullifying physical attack entirely.
However the Merit Award does provide Gau with the option of 128% Mblock,
giving him perfect evasion to both physical and magical attacks.
Much more interesting however is the fact the Merit Award gives Gau weapons.
With Gau having the astronomical base Battle Power of 99, strength of the
weapon equipped only means so much. Once a weapon adds 156 to the Battle Power
or more, the maximum amount of 255 has been reached and it won't matter if you
equip a store-bought Falchion or the legendary Aura Lance...speaking of Battle
Power, that is. No, you could buy a normal sword in the WoR and reach 255 in
Battle Power, increasing the physical damage Gau does by 150 %. That's awesome
in its own right, but we want the weapons for the special treatment it gives
us, and for the warm feeling inside we experience when we equip a smart weapon
on Gau.
There's a close bond between spells used by weapons and the weapon attack
itself. Spells used through weapons benefit from damage multipliers arguably
only meant for the weapon itself. It will receive a 50 % boost from Jump,
will only do 50 % damage when in the back row and it will do double damage
when the weapon inflicts a critical hit. Special attacks caused by Gau
inflict more damage than they do by using these same damage multipliers.
This means that when Gau holds a Fire Rod, and he should use Fire2 after
a !Catscratch, the Fire2 attack will be four times as powerful as it
normally would be. The exception to this rule is Flare; barrier-piercing
attacks don't benefit from damage multipliers and Flare is the only
weapon-inflicted barrier-piercing spell out there.
Scimitar
Out of the instant-death weapons, the Scimitar is arguably the best one. Where
all other instant-death weapons have massive trouble with the undead, this
legendary weapon (don't let Ted Woolsey fool you, this is Odin's sword, the
Zantetsuken) will slice and dice regardless of gender, color and the physical
state of the opponents body, whether long since dead or alive and kicking
(your ass). A very boring choice otherwise, though.
Illumina/Ragnarok
I very much doubt you don't have anything better to do with this thing, but as
both of these swords go disgustingly well with whatever you do with them, I
thought I should mention them briefly. The former grants 50 % Mblock, a +7 on
all stats, a perfect Hit Rate of 255 (you'll be able to kill Cactrots with
this!), same damage from the back row, MP-inflicted criticals and a random
Pearl. IF you decided to stick with the latter for old time's sake, expect the
same without the back row powers, 4 less points added to your Speed, only 30 %
Mblock and a random Flare. These swords on Gau are a waste, to be honest.
He'll use nothing but the added Mblock % and perhaps the MP-boosted Pearl
attacks of the Illumina while somebody like Celes enjoys the whole thing.
Don't be greedy and pass this sword up. It's too good for either Gau or
Gogo :P
Pearl Lance
Should you want to attach a Pearl element to your physical strikes, this is
the weapon to do it with. The Pearl Lance isn't the strongest Pearl-elemental
weapon, but it's the best one which combines its Pearl-elemental nature with
a random Pearl spell thrown in here and there. Should you lack this weapon,
the Pearl Rod is not quite as good but good enough.
Magus Rod
Of all the weapons so far, the Magus Rod seems the most misplaced on Gau. And
yes, you'll want to use it on Strago and Relm, bless their inferior hearts.
But with quite a lot of Gau's Rages being magical half the time, that +7 on
Magic Power doesn't hurt at all. And with Gau's Mblock% never coming even
remotely close to the standard without the Merit Award, a 30 % Mblock is a
blessing. Gogo can even equip it without a Merit Award, but that guy needs one
anyway, so it's a non-issue. Note that if you feel they are better spent on
somebody who's from Thamasa, the Enhancer is a very good alternative, giving
the same + 7 and 20 % Mblock.
Sniper
A very boring store-bought weapon. But that's part of its charm! I highly
doubt you'll have a Merit Award on a time when you don't have anything better
to put on Gau then this Special weapon. However, next to the inferior Falchion
it's the only store-bought weapon which effectively grants Gau his maximum in
Battle Power. If you don't have anything better, smack this one on. And
remember, it will randomly do 50 % more damage on non-floating target and
200 % more damage on floating targets. That's nice. Finally, same damage
from the back row. Floating boss? Use Sniper.
There's one oddity with the Sniper on a Rager. The game loads the graphic
data of the shown weapon when it shows you the Hawk Eye/Sniper flying through
the air, not the graphic of the equipped weapon. While this is normally the
same, a Rager will take it's own weapon which belongs to the Rage. You will
throw the Ice Rods and Tridents you were attacking with. Some Rages will make
Gau attack with Fists or Claws, which have no Throw graphic. The same goes
for Specials. For these things, the game just gives you Throw graphic # 00,
which is that of a small dagger.
Wing Edge
The Wing Edge is an alternate Scimitar. The disadvantage over the Scimitar is
that Gau will revive any undead monster he touches following normal procedure.
But the fact it won't decrease in power when thrown from the back row is nice,
let alone those stat boosts containing, among others, a +7 in Speed. And you
probably won't be using it anyway.
Valiantknife
This thing won't give Gau his precious 255 on Battle Power, but that's okay.
The Valiantknife is still a barrier-piercing weapon which includes the power
of Revenge for every single strike. It's nice, but like with the Illumina and
Ragnarok, this weapon is better used somewhere else. You know Locke needs it
desperately to make up for the rest of the game, so why not give it to him?
There are other options. In a Gau SCC, though, this weapon will rock your
socks.
Tempest
See the Wind Gods section for what exactly this blade can do to your Gau.
He'll be a boy no more.
Fixed Dice
Seeing as how Setzer can bloody well go without these, contrary to popular
belief, Gau could equip these for massive damage when paired with !Catscratch.
It *will* receive the damage upgrade for every Special. At level 1, a 6/6/6
roll combined with !Catscratch would do 9999 damage. Level 1. Ponder. At a
decent level other weapons will have a much higher damage average, though.
Note that the Dice graphic will *replace* the monster weapon graphic you were
using.
Drainer/Soul Sabre
Both of them could have been a MONSTER in Gau's hands where it not for this
one fact: The damage they do is restricted to that a amount the wielder can
effectively replenish on itself. If Gau is 200 HP short of his maximum, the
Drainer will do nothing but 200 damage. Now where the latter is useless
(except perhaps for that random Doom, but there are countless better ways),
the Drainer will ensure Gau reaching full HP at the end of every round, unless
facing the undead. On a Rager this is overdone. You don't need the Drainer no
more unless you know you are going to be hurting a lot, of which the battle
against Master Pug is an example.
Fire Rod/Ice Rod/Lightning Rod/Poison Rod/Gravity Rod/Pearl Rod
Finally, the elemental Rods. I include the Pearl Rod and Poison Rod for the
sake of completeness, but know that the Pearl Lance and Poison Claw are better
if you have that choice to make. Is there really that much to say? Short of
the Gravity Rod (which is here for its wacky earth-element anyway) each of
these Rods randomly cast a spell of their appropriate element. This should
provide 9999-topping damage if you're wise in you're choices. Gau can equip
any kind of element, so pick the weakness of your opponent if you know what
is coming.
Man Eater
Now it's fairly ridiculous to think that you weren't doing 9999 anyway, but
let's assume you're level twenty or are Raging Red Wolf rather than Stray Cat.
The Man Eater doubles the power of your physical attacks against all human
targets, of which Kefka is one. And there's a nifty 10 % added to your Mblock
to boot :)
Thiefknife
Useful in a Gau SCC, I imagine. Although self-inflicted torture isn't
necessarily taken in consideration in the Guide, I want to name this Dirk for
this special effect. And hey, its never hurts to have an additional stealer,
right? Factor in an additional 10 % on Mblock and you'll realize it's quite a
nifty weapon.
--------------------------------------------------------------------------------
12.1 DragoonBoots
**********************************
The DragoonBoots change the Fight command into Jump. While it may seem logical
to think that all of Gau's normal physical attacks now become a Jump attack,
guess again. Unlike with the Offering, the DragoonBoots doesn't change the
nature of the attack, it changes the command. DragoonBoots, in short, have no
effect on Gau whatsoever. Note that the Dragon Horn has effect: should
Palidor's Sonic Dive be cast on Gau, he'll Jump multiple times.
--------------------------------------------------------------------------------
12.2 Gauntlet
**********************************
The Gauntlet is meant to hold a weapon in two hands, thus increasing the power
of it be 50 % while disabling the ability to hold anything else in the other
hand. Gau does not have a weapon, unless he’s with the Merit Award. You can
boost the power of a Merit Award weapon on Gau with the Gauntlet, but even in
the WoR when you lack any kind of Merit Award there’s use for this Relic, and
that’s in combination with the Imp Halberd. This combination will increase Gau
his physical attacks by 50 %. Sweet. On Gogo, obviously, any weapon will work.
--------------------------------------------------------------------------------
12.3 Genji Glove
**********************************
The Genji Glove is practically the same story as the Gauntlet, as even with
the Genji Glove, the game will not consider Gau’s empty Left Hand a weapon
when he's unequipped in the Right Hand. You’ll need Two Imp Halberds for
this. While this will decrease the power of the physical strike, you'll now
get two of them. That means you can top the 9999 pro strike limit that any
other physical strike will give Gau. In combination with the Merit Award,
this works wonders. A Genji Glove/Offering/double Imp Halberd is the only
ticket to a octaple !Catscratch. And while I'm not sure if 'octaple' is a
word, it's too damn cool to delete :P
--------------------------------------------------------------------------------
12.4 Gem Box
**********************************
As with the DragoonBoots, the Gem Box doesn't change the nature of any spell,
it just makes it so that you can select two of them in a row. Equipping this
on Gau will have results for his Magic command (obviously), but his Rage will
not be affected, and he won't cast two Bolt2 while Raging Hazer, let alone a
double Acid Rain or Meteo, sweet as that may have been.
--------------------------------------------------------------------------------
12.5 Offering
**********************************
Yes! This is a brilliant Relic to put on Gau. Obviously you already reserved
this for Locke or the Fixed Dice/Offering on Setzer, and I can't disagree with
either as you'll have to resort to the Dragon Horn for both should you want to
deploy them in a significantly useful way. However, the Offering is great on
Gau and should definitely be considered for a SCC or the like. Will it make
his normal physical attack hit four times? Yes! Will it make his Special
attack hit four times? Yes! The Offering will make the Wind God strategy
exactly four times as cheap (that's four focused Crusaders), and it works
brilliantly with the Sniper.
--------------------------------------------------------------------------------
12.6 Safety Bit
**********************************
This Relic protects against instant-Death attacks. You'd say it's not directly
the most useful Relic for Gau as he can give himself Death protection whenever
he wants, but there's more to it than that and it gets nastier as well. The
Rage Gau picks overrides the Death protection check. In other words, while
wearing a Safety Bit and picking a Rage without Death protection, PowerDemon
for example, Gau will *not* have Death protection. The Safety Bit isn't
entirely useless, but it only lasts until Gau picks a Rage at which point it's
overruled to the negative or becomes useless.
--------------------------------------------------------------------------------
12.7 Marvel Shoes/Cure Ring/Runningshoes/Cherub Down/Guard Ring
*********************************
Inherent statuses are added to your self-applied amount of Rage-inflicted
statuses, so any of these five will work. Obviously the Cure Ring, RunningShoes
and Guard Ring are there for those moments you don't have the Marvel Shoes yet.
In any boss battle, should I not have given you two Relic slots to fill, you
could add one of two of these. There's only one thing to consider, and that's
that Regen, which is inflicted by Cure Ring and Marvel Shoes, will hurt Gau if
he's Undead.
--------------------------------------------------------------------------------
12.8 Relic Ring
**********************************
Same as with the Safety Bit, I'm afraid. The Relic Ring will make the wearer
Undead, a property that Gau can get himself at any given moment. Gau will be
undead when his Rage allows him to be (Whisper, Over-Mind, etc.) but will lack
the Undead property, even with the Relic Ring, should he Rage a monster who
lacks this property. The Relic Ring is, like the Safety Bit, useful until he
picks a Rage.
**********************************
13.0 Rage and Status ailments
**********************************
Table of Contents:
13.1 Rage and Status ailments
13.2 Berserk
13.3 Clear
13.4 Mute
13.5 Petrify
13.6 Imp
13.7 Zombie
13.8 Poison
13.9 Near Fatal
--------------------------------------------------------------------------------
13.1 Rage and Status ailments
**********************************
Rage and Statuses...that's more difficult combination than you might expect.
Not only will some statuses have effects you hadn't really expected on a
Rager, Rage-induced statuses may or may not be permanent.
These inherent statuses are permanent from the moment you select a Rage with
the status: Mute, Berserk, Muddle, Seizure, Regen, Slow, Haste, Shell, Safe,
Reflect, and Float. Seems logical enough, right? Now, for the list of status
ailments which are *not* permanent:
Dark, Zombie, Poison, Clear, Imp, Petrify, Death, Condemned, Near Fatal,
Image, Sleep, Dance
You'll see that this is mostly hypothetical: only Dark, Poison and Clear are
used as monster-inherent statuses and the rest is purely for trivia knowledge.
Provided that the monsters don't have immunity to it, you can actually remove
these statuses. You can lift Anguiform's Dark with a Remedy, you can cast
Cure on Intangir to remove Clear and you could remove Buffalax' Poison with
an Antidote. It won't really matter, however: while not permanent, these
statuses are re-inflicted every time the Rager takes a turn. Clear will be
re-applied, Dark is set again, Poison will proceed to take damage.
Also note that it is possible to set a status which the Rager is protected
against on the Rager by inflicting it and *then* select the Rage. Due to how
immunities are treated, this status will also become unremovable by any
means.
--------------------------------------------------------------------------------
13.2 Berserk
**********************************
Contrary to popular belief, the Berserk status does more than just make the
affected use Fight over and over again. Next to fight, Capture, Jump and Rage
are allowed, as are MagiTek attacks and Umaro's rampage moves. So what happens
when Gau/Gogo is affected with the Berserk status?
If it happens before a Rage is selected, there's a 50 % chance that a normal
Fight attack is carried out (this is for Gau; for Gogo there's an equal chance
for every command of which the extra Fight command is one, and an equal chance
for the moves listed under those commands). The other 50 % will have Rage
being used. A completely random Rage is selected, and will be carried out
normally. The second attack, be it !Catscratch, Shock, Acid Rain or Bolt3, it
will be carried out 50 % of the time. Any physical attack will receive the
Berserk Boost, including Special attacks.
If it happens during a Rage, the Rage will just continue, but with the Berserk
Boost on every physical hit. In other words, the Berserk status is just a
positive thing on a Rager. Unfortunately some monsters, and thus some Rages,
are immune to it.
--------------------------------------------------------------------------------
13.3 Clear
**********************************
This is largely a positive status, but possible to prevent a combo such as
Vanish/Stone or Vanish/Meteo, some monsters were given Vanish immunity. I have
not listed status protections as I consider them too much and too trivial to
defend the space it will take.
There's one monster with inherent Clear status: Intangir. There's something
funky about it: have Gau execute Intangir. Assuming he doesn't take team
spirit too far and destroys himself for the greater good, hit Gau with a magic
spell. The Clear status will be lifted. However, as soon as Gau executes a new
attack, the Clear status will be set again.
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13.4 Mute
**********************************
Even when Gau does not actually chant for his spells, and he does not use any
MP either, the Mute status will still prevent Gau from carrying out normal
spells. The only exceptions are those spells which would normally cost
0 MP. These spells are:
*All spells available through Dance (Wind Slash, etc.)
*Commands (Only Shock in a normal game)
*Items (only Water Edge in a normal game)
Some odd-ball attacks such as BabaBreath, Bomblet, Charm, Discard, Engulf,
Escape, Gale Cut, HyperDrive, Revenger, Seize, Sneeze, Targetting, Tentacle,
Train, WallChange and Zinger.
Note that only Charm is used under Rage. The rest is for trivia knowledge :P
--------------------------------------------------------------------------------
13.5 Petrify
**********************************
When under Petrify, the character is considered dead and the Rage status is
lifted. You can select a new Rage when you are free to move again due to a
Soft potion or the like.
--------------------------------------------------------------------------------
13.6 Imp
**********************************
When cast before the Rage is selected, the Rage command is grayed out, and you
cannot select a Rage until you are freed from your water-spirit Kappa body.
Get that Green Cherry over here and feed it to your Rage user.
Assuming you're in a Rage which isn't immune to the Imp status, such as Guard,
the Imp status will get the Rage user stuck inside the Rage status and will
perform uncontrollabe Fight commands until he is either cured from the
ailment or the battle ends.
--------------------------------------------------------------------------------
13.7 Zombie
**********************************
Unlike Petrify and Wound, a Zombified Rager will continue with the Rage which
was selected. He'll randomly switch targets between the enemy party and your
own, so it's best to cure quickly. You really don't want Land Slide, Charm
or a Wind God against you.
--------------------------------------------------------------------------------
13.8 Poison
**********************************
A Rage user will take damage from it just like any other character, but there
is a nifty strategy with the Poison status involved. After you have been
poisoned, Rage any monster which absorbs the Poison-element. As damage dealt
by the Poison status is Poison-elemental by nature, the Rage user will start
being healed by the increasingly high damage that the Poison status will
inflict. It beats the Regen status by miles, and you can even combine them to
make the Rage user an unholy tank of continuous restoration.
--------------------------------------------------------------------------------
13.9 Near Fatal
**********************************
If the Rage user is Near Fatal before he selects his Rage, and selects the
Rage of a monster immune to this status, he will remain Near Fatal even when
his HP is brought back to the maximum. This means he'll always be guarded by
a fellow party member with the True Knight. Sweet. Obviously this won't help
a 255 Defense Gau, but in the WoB and on Gogo this can give you full-time
physical protection by somebody else. Think of it as an alternate Golem.
Consequently, Gau has no Desperation Attack and cannot benefit from it.
Gogo, however, will have a 1/16 shot at a DA when he’s Near Fatal, and when
he’s locked in that situation there’s a chance you’ll have him trigger
X-Meteo even at full HP.
**********************************
14.0 SNES/PSX version differences
**********************************
Three versions have been released so far. One in Japan for the Super Famicom
called Final Fantasy 6 (often called Final Fantasy 6j to indicate it's the
original thing), an American release called Final Fantasy 3 (often referred to
as just Final Fantasy 6) and a recent release on the Anthology disc for
America (the Europe version featured IV and V).
There are two differences between the releases that concern Rage. In FF6j and
Anthology:
The Atma Weapon is now compatible with the Merit Award. I don't know what the
hell they were thinking; as it was wise they left it out in the original game:
as you can see in Master ZED’s Bugs & Glitches document, a damaging Special with
the Atma Weapon in either hand will produce graphic glitches because it can't
decide what length to choose, so it'll just take garbage from some foreign
location. This can potentially crash the emulator if you play on one, so I'm
guessing it could abort a PS game. Nothing as evil as Save State destruction has
been reported, though. While the Atma Weapon wouldn't have been half bad on a
Rager, the graphic glitches aren't worth it. Should you be playing the Anthology
version, DON'T EQUIP IT ON GOGO.
I say Gogo because Gau can no longer equip the Merit Award in the Anthology
release. Bye bye Wind God Gau, we'll have to go with Wind God Gogo now.
While Gogo can do in Anthology what he also could in the SNES releases, his
Vigor is significantly worse than Gau's Vigor, not to mention his Battle Power
wasn't meant to be a stand-alone weapon like Gau's Fists. Gau's massive
potential with the Merit Award is but a dream, a vague memory of better times
in Anthology.
**********************************
15.0 Conclusion
**********************************
Question: So what's the conclusion?
Answer: Conclusion? You want a conclusion? You want me sum up over 290 kB of
info? I wouldn't know where to begin. I could start by giving you a couple of
surprises I encountered while writing this Guide. I knew about Woolly, yet
hadn't realized his potential. Red Wolf and Cephaler are two Rages I would
not have thought would even allow the faintest shimmer of attention from my
side, yet are very much represented here. The Sniper, for all it's simplicity,
for it's lack of stat boosts and the fact it's store-bought, turned out to be
perhaps the best weapon for Gau and Gogo to equip overall.
Question: Did you have fun writing this thing?
Answer: An absolute blast. FF VI is a great game due to its versatility...Gau
is extreme in that aspect. In a way, the difference between a FF V Berserker
and FF VI's Gau is a good example of the difference between this game and a
lot of other ones.
Question: Have you spent a lot of time fighting and testing these battles?
Boy, you listed a *lot* of Rage recommendations for these boss battles, you
must've spent hours and hours on even a few of them.
Answer: Truth is, most Rage recommendations were given totally in theory. Very
few have been actually play-tested. But don't think that decreases the
credibility of this guide by one bit; both I and the various people I worked
with have had years of experience with this game. If it's in the game, we saw
it coming. And if Vaporite absorbs Lightning on paper, he'll absorb lightning
in the game.
Question: The toughest boss from an SCC Rager point of view?
Answer: Master Pug. If a move cannot be protected against by any Rage, you can
always drain its MP before it starts using these powerful spells. With Step
Mine not only being available for the entire battle, but actually being a
counter to everything Gau can do to Master Pug, I think this is about the only
battle I don't have an almost fool-proof LLG and/or SCC strategy for.
Question: Why did you start writing this Guide anyway?
Answer: Multiple reasons. I enjoy writing in general. It's an exercise in the
English language (which isn't my native one). I wanted a Guide with my
name out there. But most of all, I think I thought I would learn in the
process. And learning I did.
Question: So?
Answer: So what?
Question: Is Gau the best character in this game?
Answer: No, I don't think so. I think it's Gogo who is the best character in
the game. But as far as Low Level Game strategies go, as far as Single
Character Challenge strategies go, I dare say a *lot* of Gogo's merit can be
explained by the Rage command. It's simply the best command there is.
Question: I hear this game is popular among hackers...any patches on this
subject?
Answer: Quite a few, actually.
Think it's a waste of time trying to find Lich in the Rage menu? Are you sick
and tired of always having to scroll down endlessly only to discover that
Templar is on the top of the list? Assassin's Alphabetic Rage Patch sorts 'em
out so you can find Dark Wind just under Dark Force. Find it at
http://www14.brinkster.com/assassin17/patches.htm
Do you miss the Allo Ver Rage as much as I do? Think that for all it's flaws,
the Siegfried Rage and the Chupon Rage would really help out this time?
Terii's Patch clears a monster formation of a Siegfried monster and a monster
formation of a Chupon monster after you fight them in the Colloseum. The patch
also fixes the bug where Allo Ver is in the wrong monster formations, so you
can now have a complete list of Rages. Currently available for half the price
at www.rpglegion.com
Question: So this is it?
Answer: I'm afraid it is. I hope you had as much fun reading this thing as I
had writing it...although I very much doubt it took you as long. Comments,
feedback questions, a hot date; if you have something for me, don't hesitate
to let me know. I can be reached a Djibriel at gmail dot com or make a topic
at either www.gamefaqs.com or www.cavesofnarshe.com. This was written in the
winter of 2004/2005, so if you're living in 2009 and robot overlords rule
the lands with an iron (literally!) fist, the forums may pose a better
solution as those tend to last longer. And even if I disappeared into the
glorious orange sunset, there'll be someone there to tell you :)
You know how to reach me, making our relationship a dual one. We'll meet in the
future, maybe.
Djibriel
**********************************
16.0 Credits
**********************************
Credits in alphabetical order:
Galbalan and Novalia Spirit for the corrections that made the 1.3 version.
Galbalan especially prompted me to actually bother with the 1.3 release, which
quickly turned out to be more of an overhaul than I originally planned :/
i90east for proofreading, and hosting the document on a website which isn't
butchered by horrible, horrible hosting.
Imzogelmo for some good, yet not always very clean, fun while writing this
Guide, proofreading, and some random bits and pieces of feedback that are
probably in this document somewhere.
Master ZED for the countless times I checked up on his Monster Stats Guide and
Attack Guide, not to mention the Bugs and Glitches Guide he allowed me to copy
contents from for this document. Also, let's not forget he inspired me way
back when even FF3ME was still a mystery to me. Imagine, I might've lived this
life thinking Flare was Fire-elemental ;)
Mnrogar for the delightful forums on which especially the Boss strategy section
was debated quite a lot. Consider it the grounds on which this Guide was
spawned.
Novalia Spirit for proofreading this thing about nine months after is was
released :D It was this guy who finally actually prompted me to give the update,
so you can all be thankful.
But most of all, it is assassin (yes, even defying the alphabetical order
here) who deserves most credit 'mongst these people. He wrote the Monster
Elemental Reaction document. He has passed countless bits of feedback, has
helped out by multiple proofreadings and even had some tips concerning
GameFAQs uploading up his sleeve. He was the best side-kick one could ever
wish for. My hat goes to you, oh fellow traveler. You're brilliant.
Further thanks to people with various tips and suggestions, including Hearn,
**********************************
Disclaimer and legal necessities
**********************************
This was written in 2004/2005, by Djibriel, and is copyrighted by me. You can
contact me by sending some kind of electronic letter to djibriel at gmail dot
com.
You are unauthorized to present this document, partly or whole, as written
by somebody else as the authors of the respective bodies of text. You are
unauthorized to change anything in this document for any other purpose
then personal use without my explicit permission.
You are unauthorized to set me on fire without my explicit permission.
All rights reserved.