The Rage Guide
Version 1.3
Djibriel, January 2006
Contents
No number: Foreword (01/21/2005, by assassin)
1.0 Version History
2.0 Introduction
3.0 Glossary
4.0 What will Rage do to those who use it?
5.0 What Rages will give me what properties?
6.0 How do I get new Rages, and how does the Veldt work?
7.0 Clearing the monster formations...elusive monsters
8.0 Misplaced in the data space...Rages which fit and Rages which don't
9.0 What was changed in Anthology concerning Rages?
10.0 Legendary Tactics...cheaper than a Brazilian prostitute ;)
11.0 Not just Gau...Gogo the Rager
12.0 Good Rages in random encounter battles. In other words: the elusive
answer to the question "What are the best Rages?"
13.0 Boss strategies
14.0 The Merit Award....or to go where no game designer wanted you to go
15.0 Items Gau, you and I love...but where to get them?
16.0 Rage and Relics...True love or an abusive marriage?
17.0 Status ailments and Gau...what'll happen if?
18.0 Bugs concerning Rage, Leap and the Veldt
19.0 Conclusion
20.0 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!
**********************************
1.1 Version History
**********************************
Version History:
- Version 1.3 (01/28/2006)
Yes, a year has passed, and while the guide's succes 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/grammer corrections
* A lay-out change; parallel to my other documents, it's now much more
thoroughly indexed.
* Similair 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 seperately.
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
**********************************
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
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 What will Rage do to those who use it?
**********************************
When selecting Rage by using the arrow keys (yes, they're used in this game)
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
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
and special properties of this monster. Confused yet?
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 is determined, not counting ForceField
(which rules all) and having no special treatment, which is always
overruled. So if Gau's equipment says he should absorb Ice-elemental
attacks, yet his Rage says he should be weak against it, the absorbing will
prevail. In other words:
ForceField --> Absorbing --> nullify --> 50 % damage --> weakness
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 Gau the same effects Relm and Shadow can receive from
the Memento Ring (and every character from the Safety Bit): he will be immune
to death-based attacks such as Demi, Missile and Dischord. Also note that some
of these sudden status protections will appear more positive than negative
(Clear, Image, Berserk). You'll have to live with it :)
I told you about special properties, right? The properties I was talking about
are these three: Die if MP = 0, Human, and Undead.
Die if MP = 0 is a pesky property that you don't really want but isn't really
harmful either. When the MP of the Rage user reaches 0 by means of an MP
attack (Rasp, Osmose), the Death status will automatically be set. There are
a grand total of six enemies which use Rasp in the first place: L. 20 Magic,
L. 70 Magic (you'll have to Berserk Gau/Gogo to have him use Rage in the first
place), Wizard, AtmaWeapon, Tritoch and Magic, so it's really not that big a
deal.
Human is a very slight property that only comes into play when the Rage user
is somehow targeted by somebody with the Man Eater, as he'll take double
damage. That's all there is to it. In all my playthroughs I have never had his
happen, so let's pretend this feature isn't there, okay?
Undead is the most annoying one. Becoming Undead will give the Rage user some
advantages, and in some rare situations it's a good thing. The undead Rage
user will not die from Doom, enemy Roulette, the Reaper that comes with
Condemned and any strike with the Assassin/Striker/Wing Edge/Trump but instead
will be fully healed by it. The downside, however, is that curative spells
will now harm the undead Rage user. Those spells that will heal regardless of
being undead or not are:
Pep Up
Lagomorph
The Dried Meat Item
Fight command with the Heal Rod
Tapir (only when the target has the 'Sleep' status)
All others, such as Cure/Cure2/Cure3, Pearl Wind and Mantra will damage Gau,
and given the nature of healing spells they will kill him very quickly. Be
aware.
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.
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.
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 the bugs section for more info about that.
So, to be perfectly clear, let me sum it all up:
- Two attacks, of which one is always Battle
- Elemental properties, which are placed alongside of the existing ones
- Status protection, which are placed alongside of the existing ones, with
Death Protection being the exception.
- Inherent statuses/status ailments, which can be prevented by means of status
protection
- Special properties, which include Die if MP = 0, Human, and Undead, which
replace the current
special properties.
- Special attack
- Weapon graphic, which replaces the current weapon graphic, unless the held
weapon is Dice or Fixed Dice. The effect and strength of the weapon are not
affected in any way.
**********************************
5.0 What Rages will give me what 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 Necromancr does.
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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 How do I get new Rages, and how does the Veldt work?
**********************************
Table of Contents:
6.1 Leap
6.2 Pack listing
--------------------------------------------------------------------------------
6.1 Leap
**********************************
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 even with these Rages and these Rages alone he's
superior to Relm in an SCC, none of these Rages are overly impressive, and
none of them are named in any boss battles. 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)
which 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:
1) Winning the battle
2) Escaping the battle by any means
3) 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:
1) Having the battle end with a scene fade-out
2) Not saving and resetting the game
3) 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:
A) You don't have Gau, and you want him in your party.
B) 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. You're now in status A again.
If this is your first time on the Veldt, and Gau hasn't been properly
introduced, make sure that both Cyan and Sabin are alive. If this is not the
case, Gau will not pay you a visit. In any other case, there are certain
things that need to be checked in order for Gau to return.
*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.
*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 which 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. To clarify, that's:
62.75 % of the time.
But having Gau return does not automatically mean he'll join your party. The
first time you see him in battle, you need to feed him a Dried Meat, an item
you can conveniently buy in Mobliz for the first time in the game. Any other
time, you'll simply have to wait for Gau to say he'll join you. If you either
damage him or kill him in a single hit using Doom or a related spell, Gau will
make a run for it, just as you should when your friends start directing their
violence against you.
Returning Gau is an odd little thing:
- 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'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
you gave him upon exit.
So what Rages will you get when doing what?
When Gau Leaps, he will obtain ALL Rages he didn't know yet from that
particular monster formation. If you killed one already, Gau will learn that
Rage. If the monster is still hidden (for instance, the Chaser hasn't died and
called the Pipsqueak brigade yet), Gau will learn the Rages.
While you're fighting 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 info.
When Gau returns he learns all the Rages of the monsters you defeated in that
battle (excluding Pugs and ProtoArmor obviously). The same applies as when he
Leaps. Obviously, you killed all the formation's active monsters to even have
Gau return, but Gau will also learn the Rages of dormant monsters that never
showed (e.g. when Telstar died too quickly to summon the Soldiers). If you
scare him, however, by trying to torch/impale/petrify/electrocute/whatever
him, he will not learn the Rages of the monster formation he popped up in.
Also, the very first time you recruit him (when you have to use the Dried Meat
item), Gau will not have learned the Rages of the 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 which appear on the Veldt do not appear random. There
is a fixed pattern which 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 which holds no monster
formations you've fought so far, the game will skip to the next monster
formation pack.
Note: I know this list greatly resembles that found in Terii Senshi's
Algorhitm FAQ. While it was by no means my intention to borrow his info and
pretend it's my own, after getting a thumbs-up from Terii on me using the
info, I discovered this was extremely little I could do with it which would
improve quality.
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.
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 plowing 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 one attack which will take care of all of them,
regardless of elemental properties, being Undead or doing the samba:
It's the AutoCrossbow. It's quick, painless (to you), painful (to the
monsters), it doesn't use any MP, has no element, isn't random in any way and
the cursor will gladly stay on AutoCrossbow when you select Options, Cursor
--> Memory in the Menu.
**********************************
7.0 Clearing the Monster Formations....elusive monsters
**********************************
Table of Contents:
7.1 Rage walkthrough
7.2 Rage walkthrough notes for an LLG
--------------------------------------------------------------------------------
7.1 Rage walkthrough
**********************************
During what can best be described as the prologue of the game, you'll
automatically clear Guard, Lobo and Vommamoth. 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.
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 Vommamoth
and have already been cleared; Marshal hasn't and the boss fight will do it
for you.
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.
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.
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.
On the plains surrounding South Figaro, you can encounter Rhodox, Rhinotaur and
GreaseMonk which you can all clear.
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.
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.
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.
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.
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.
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.
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'.
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 monsters a' plenty here, but don't leave until you've met some Poplium
as well. Now board the Phantom Train.
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*
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.
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.
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.
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*
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.
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.
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.
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.
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.
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*
Dive head-first into the Cave of the Sealed Gate. It's near the Sealed Gate.
In the first two rooms 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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. Do NOT enter
the forest now, the forest will kill you. If you're really adamant, you can
enter at your own risk; if you use Smoke Bombs/the Warp spell/Warp Stones right
away, chances are very little you'll get killed (unless the extremely rare
Brachosaur uses an MT Disaster before you could have selected your means of
escape, in which case you should try to run like hell and hope for the best).
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.
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.
Complete the Mt. Zozo quest. Doing so should clear Borras, Punisher, Ursus
(inside) and Scrapper and Luridan (outside).
Go to Owzer's Mansion in Jidoor. Note that the NightShade battle is completely
optional and can (and should!) be triggered by examining a picture or some
flowers (which almost look alive...). You cannot fight this battle when you've
completed this dungeon, so make sure to do this. Other cleared Rages include:
Dahling, SoulDancer, Wild Cat, Crusher, Vindr and StillLife.
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.
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.
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.
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*
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.
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.
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.
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.
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
**********************************
Note that there is ONE Rage which cannot be obtained while trying to go for a
'perfect' LLG: Gigantos. If there is a way to beating this guy without actually
cheating or gaining experience, it's by use of a bug not yet discovered. As for
all other monsters you can't run from:
Fidor: Engage in a brown 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.
Rider: Same.
Bounty Man: Same.
Sewer Rat: Engage in a battle 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.
Vermin: Same.
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 (which also screws you out of a possible Dragon Horn before
Daryl's Tomb).
Mag Roader (red): Consult Novalia Spirit's excellent Mag Roader guide for more
information on this one. Find it at:
http://db.gamefaqs.com/console/snes/file/final_fantasy_iii_mag_roader.txt
Needless to say, it's entirely possible to meet at least one of these and
gain no extra level (some extra experience will be gained, though).
Ninja: You could encounter it together with two Wirey Drgn monsters, kill the
Ninja, then run.
Phase: Encounter the Phase, Parasoul, Necromancr, Necromancr monster
formation, kill the Phase, run.
Covert: Will always be ecountered with another monster (Ogor or Tap Dancer,
so kill the Covert and run).
GtBehemoth: Kill and run, as it can only be encountered with Vectaur and
Evil Oscar.
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.
HeavyArmor: your best bet is talking to one of the MagiTek Armored soldiers
during Locke's scenario. You can even die; instead of a Game Over you'll
have to restart the scenario. If you didn't do this, you could always
cross your fingers during the Narshe Raid, hope you'll have to fight
HeavyArmor, Trooper x2, kill the Troopers and run like a crazy man.
Trooper: Attempt the Narshe strategy described above, and you'll have
cleared Trooper as well.
Rhyos: Set Poison on him. 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.
Land Worm: Utilize the same bug as used by Rhyos. Condemned also works in
this case.
**********************************
8.0 Misplaced in the data space...Rages which fit and Rages which don't
**********************************
Table of Contents:
8.1 White Drgn
8.2 Marshal
8.3 Allo Ver
8.4 Siegfried
8.5 Chupon
8.6 Pugs
8.7 ProtoArmor
8.8 Remaining enemies
--------------------------------------------------------------------------------
8.1 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.
--------------------------------------------------------------------------------
8.2 Marshal
**********************************
Together with White Drgn and SrBehemoth, this is the only boss which
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 which 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.
--------------------------------------------------------------------------------
8.3 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.
--------------------------------------------------------------------------------
8.4 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.
--------------------------------------------------------------------------------
8.5 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).
--------------------------------------------------------------------------------
8.6 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 :)
--------------------------------------------------------------------------------
8.8 Remaining enemies
**********************************
Not all enemies which appear randomly in dungeons or on the World Map appear
on the Veldt. Those enemies which *surprisingly* miss from the list are:
All L. ## Magic enemies from 10 to 90
Mega Armor
Naughty
Prometheus
Zone Eater
Although there are some small pieces of the monster listing where it makes a
bit of sense (several humans or several plants in a row), the order of
monsters seems random. FF V had a monster listing which was, in most ways, a
chronological listing starting with the weakest monsters from the first part
of the game to the strongest monsters at the end of the game, ending with the
boss monsters. The only explanation for this random listing is the Veldt,
which makes it all the more bizarre these mistakes - should you want to label
them that way - are here. If anything, it's back-up for the theory it was all
meant like this, but there's really no way to being sure.
**********************************
9.0 What are the changes in several releases concerning Rages?
**********************************
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 the Bugs section, 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.
**********************************
10.0 Legendary Tactics...cheaper than a Brazilian prostitute ;)
**********************************
Table of Contents:
10.1 Wind Gods
10.2 Rage & Run
10.3 Nightshade
10.4 Doom Drgn
10.5 Intangir
10.6 Stray Cat
10.7 Deep Eye
10.8 Magic Urn
10.9 Io
--------------------------------------------------------------------------------
10.1 Wind Gods
**********************************
Wind God Gau is the demon child of a simple overlook from Square. I can
honestly call this an overlook because, while it isn't a bug by itself, it was
partly removed by Square Enix in the Anthology release (take a look at the
previous section for more info). I'm talking about the Merit Award on Gau,
allowing him to equip weapons. Obviously it means only *more* weapons for Gogo
as well. Equipping weapons on Gau has effects that are quite nice and will be
discussed later in this document. For now, there is only one combination which
is important when talking about the Wind God as it is what created the Wind
God itself. The Tempest Knife. As you all should know, this knife has a 50%
chance of nullifying the effects of the physical attack and replacing it with
a Wind Slash attack. This can happen even when the strike itself misses. Under
a normal Battle command this will simply produce a 48 Base Power Wind Slash,
but when used in combination with a Special, the power is increased. The
strongest Special Gau can use under normal circumstances is !Catscratch, which
quadruples the power of the attack, making Wind Slash a 192 Base Power attack.
The second-strongest attack in the game when talking pure power. 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. Hailed as the ultimate deployment
of Gau by many, although these are often morons who are in bad need of a FAQ
not unlike this one ;).
The only downside of the Wind God is that it is, in fact, a Wind God.
Monsters who are immune to Wind are 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 which 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 Pot, 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 Nightshade
**********************************
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.
--------------------------------------------------------------------------------
10.4 Doom Drgn
**********************************
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!
--------------------------------------------------------------------------------
10.5 Intangir
**********************************
Intangir was a massive disappointment for many, I suppose. A monster who is
inherently invisible, has Float, Haste, Safe, Shell and Death protection,
immune to all status ailments and absorbing all elements. The ultimate defense
Rage in the game, topping even Magic Pot due to the inherent positive
statuses.
Too bad it casts Pep Up half the time, not only killing but also removing Gau
or Gogo from the battlefield.
Then why the hell is this a Legendary Strategy? Mute the guy. While Intangir
is immune to Mute, the trick is to Mute him before you select the Rage,
and you have a Muted Intangir which cannot use 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 a defensive
tank in the WoB well beyond Magic Urn. Kick-ass!
Have a look at the Bugs section (section 1.9) for info on why exactly it works
this way.
--------------------------------------------------------------------------------
10.6 Stray Cat
**********************************
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.
--------------------------------------------------------------------------------
10.7 Deep Eye
**********************************
This is hardly legendary, but there's something special about this Rage I
wanted to point out, and it can be neat enough to defend its ranking among
the Rage Gods. Deep Eye is a normal bug: Fire weakness, not a lot of status
protection. The move it uses is Dread, which is simply a petrification-
inducing move with a Hit Rate inferior to Break and a spiffy animation
involving eyes.
With one big exception.
Break and Shoat's Demon Eye check for Death protection. That means that any
monster with Death protection but without Petrify protection still can't be
killed with it. Dread doesn't check for it, meaning 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. Pug is arguably the strongest monster in the game
(he can obtain a 9999-damage inducing counter to everything you do with
Step Mine), and a one-hit KO against it, completely legal, is very nice
indeed. Obviously a combination of Phantom and setting Imp on Pug works too
for purposes of crippling the guy, but Dread is quicker and possible in an NMG.
--------------------------------------------------------------------------------
10.8 Magic Urn
**********************************
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!).
--------------------------------------------------------------------------------
10.9 Io
**********************************
I'd like to thank Novalia Spirit for pointing out Io to me as the brilliance
it is. You see, I knew that Io's Flare Star could be brilliant from time to
time, but I hadn't quite considered the hurting Flare Star can inflict on so
many different targets. Io isn't an attack which is particulary fruitful in
most normal battles, but in boss battles it shows why AtmaWeapon made such a
big fuss when he used it on you.
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:
Ice Drgn | 9999 +
Doom Gaze | 9999 +
Tritoch | 9920 +
Skull Drgn | 9920 +
SrBehemoth (Undead)| 7840 +
SrBehemoth (Living)| 6880 +
Chadarnook (Demon) | 6560 +
Storm Drgn | 5920
Chadarnook (Woman) | 5920 +
Master Pug | 5840
Kefka | 5680
Goddess | 5440
Atma | 5360
Guardian | 5360
Umaro | 5280 +
Gold Drgn | 4960
KatanaSoul | 4880
Note that the '+' means that the initial damage output is doubled due to a
weakness to the Fire element. This shouldn't have any effect normally, but it
does mean that the monsters that lack this '+' can be made twice as vulnerable
to Flare Star by setting a Fire-elemental weakness with the Debilitator Tool.
**********************************
11.0 Not just Gau...Gogo the Rager.
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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.
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12.0 Good Rages in random encounter battles. In other words: the elusive answer
to the question "What are the best Rages?"
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Table of Contents:
12.1 Quick list
12.2 WoB
12.3 WoR
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12.1 Quick list
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For the quick answer, the Rages that you'll want are:
WoB: Anguiform, Aspik, Baskervor, Behemoth, Brawler, ChickenLip, Chimera,
General, Gigantos, HadesGigas, Hazer, Ing, Mag Roader (purple), Mandrake,
Marshal, Ninja, Primordite, Rhinox, Rhodox, SlamDancer, Stray Cat, Telstar,
Templar, Trilium, Vector Pup.
WoR: Brontaur, Doom Drgn, Evil Oscar, Harpiai, Magic Urn, Mesosaur, Mover,
Nightshade, Outsider, Prussian, Punisher, Retainer, Rhyos, Toe Cutter,
Tyranosaur, Vectaur, Veteran, White Drgn, Woolly.
Now for the long answer.
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12.2 WoB
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WoB: Where other characters will surpass Gau when it comes to Mblock% and
spells such as Quick, Gau stands equally strong on those aspects as his
fellow party members in the WoB. The best WoB Rages in alphabetical order:
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Anguiform Aqua Rake
absorbs Water, weak against Lightning
Anguiform is the slightly inferior version of Chimera (which I'll discuss in a
bit), but you can obtain Anguiform well before you can obtain Chimera, an