GBA | Final Fantasy VI Advance

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. 

--------------------------------------------------------------------------------
 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.

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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!).

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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. 
**********************************

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. 


**********************************
12.0 Good Rages in random encounter battles. In other words: the elusive answer 
     to the question "What are the best Rages?" 
**********************************

Table of Contents:

12.1	Quick list
12.2	WoB
12.3	WoR

--------------------------------------------------------------------------------
12.1     Quick list
**********************************

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.

--------------------------------------------------------------------------------
12.2     WoB
**********************************

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:

------------------------------------------------------------------------------
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