GBA | Final Fantasy VI Advance

The Level # Lore Guide
Version 1.1
Djibriel, Januari 2006

"Why did it take so long for us to learn, that the measurements of the great
pyramid in numbers are the same as the Earth's circumference? Number symbols.
Numbers tell all. Numbers from Nibiru. From Pleiadians." 

- 4Hero, Creating Patterns (Twelve Tribes)

Contents

1.0  Version History
2.0  The Intro
3.0  The Attacks
4.0  The Casters
5.0  The Targets
 5.1  The Targets by Lore
 5.2  The Targets by Monster
 5.3  The Targets by Area
6.0  The Verdict
7.0  The Thanks

No number: Disclaimer

**********************************
1.0 Version History
**********************************

- Version 1.0  (??/??/2005)
      Initial Release. Or upload, anyway. Wrote it, dumped it on Collapse of
      Heaven and Earth, and kinda forgot about it. 

- Version 1.1  (1/8/2006)
      GameFAQs style! Fit everything within the 80-character limit, made the
      lay-out consistent with my other documents and just kinda cleaned up the
      entire document. The most noticeable change would be an entirely new
      Intro; the previous one was boring but good enough for the backwater
      location at the time; this one is a lot more interesting and should be
      better suited to the crowds that have come to expect a gem since the
      release of the Sketch Guide. 

**********************************
2.0 The Intro
**********************************

Imagine this.

You're walking through a forest, right? No, wait, let's change a minor detail
there: you're walking through a grotesquely oversized tomb for your long-since
deceased friend that may or may not have been your lover. Yeah, okay, there's
a tomb and you're walking through it. Lamenting the good times and gallons of
Mountain Dew you had together, you are forcefully pulled from Memory Lane when
an oversized plant attacks you. Think 'venus fly trap', only 8"0' high, with a
very very very big mouth with sharp teeth and the kind of breath that makes
children cry.

This isn't an ideal scenario, as you would probably die. But let's assume that
you've been fighting off bothers like this for a while now, and that you're
covered in colorful robes that embody the very nature of Taoism. In this case,
you might quickly resort to LOGIC. It's a plant! It will most likely absorb
Water-elemental attacks, but it will quickly succumb to the powers of Fire.

Yes, by appearance, most opponents can quickly be recognized as being desert
dwellers, thus weak to Water. Or living in a volcano, thus weak to Ice. And
whatever, you're like a divine being with Quick and Ultima and all that, so
even your vague grasp of monsters and their elemental properties isn't even
all THAT useful. 

Now, switch back to the tomb, the Mad Oscar attacking you. You may think about
its Fire-elemental weakness if you've grasped the tendencies of abstract
thought. If you're a long-time player, you may recognize the foe as one lacking
Death protection. But how likely is it that "Darn, this Dionaea gargantua
is level 30, it will be vulnerable to my trusted L.5 Doom attack!" will be the
first thought shooting through your head? Not very, I say. So here's the guide
to satisfy that very aspect of the game.

This Guide includes all monsters susceptible to L.3 Muddle, L.4 Flare and L.5
Doom. I have not included L? Pearl as its hit-or-miss nature depends entirely
on your amount of GP, which I can't predict. Sonny, if I could, I'd be spending
the time I'm writing this intro betting on winning horses, and you'd better
believe it.

Obviously I haven't only checked for levels but also for Muddle and Death 
protection where applicable. Bosses who are vulnerable to a move yet could never
have been targeted with it (you can't use L.4 Flare when fighting Vargas) have
not been listed. 

**********************************
3.0 The Attacks
**********************************

L.5 Doom
Hits all enemies, both sides
MP cost: 22
Causes instant death
Hits those with a level that is a multiple of 5 (Will miss targets invulnerable
to instant death)

Differences with the Doom spell:
Multi-target, Not vulnerable to Runic, not Reflectable, unblockable, doesn't 
check for Stamina, doesn't restore undead. 

L.4 Flare
Hits all enemies, both sides
MP cost: 42
Bat. Pwr: 66
Hits those with a level that is a multiple of 4
Ignores defense, no split damage.

Differences with the Flare spell:
Multi-target, not vulnerable to Runic, not Reflectable, unblockable, is stronger
(Flare has a Bat. Pwr of 60).

L.3 Muddle
Hits all enemies, both sides
MP cost: 28
Causes Muddled
Hits those with a level that is a multiple of 3

Differences with the Muddle spell:
Multi-target, not vulnerable to Runic, not Reflectable, unblockable.

**********************************
4.0 The Casters
**********************************

Gau can cast L.3 Muddle when performing the Rages of either Apokryphos, Trapper
or Dante.
Gau can cast L.4 Flare when performing the Rage of Mag Roader (brown).

Strago can learn all three Lores from Trapper, who all normally cast it. If you
haven't met Trapper when you had the chance, and thus have ruined your chances
of seeing them on the Veldt, Strago can learn L.5 Doom from Setzer's Joker Doom
due to a quirk in the game data and learn all three Lores on the Floating
Continent from Apokryphos who will cast any of the three Lores as a counter-
attack when it's alone. 

Relm can perform all three Lores when Sketching or Controlling certain enemies:

For L.3 Muddle, she can Sketch: Apokryphos, Trapper and Dante.
For L.5 Doom, she can Sketch: Dark Force and Trapper.

For L.3 Muddle, she can Control: Apokryphos, Trapper and Dante.
For L.4 Flare, she can Control: Apokryphos and Trapper.
For L.5 Doom, she can Control: Dark Force and Trapper.

Note that while Sketching or Controlling, the only move that will have an effect
on the targets will be casting L.5 Doom in a battle against a Dark Force
opponent. All other monsters are immune to the Lores and travel with other
monsters who are also immune to them. 

Gogo can either Mimic the attacks or simply add the Rage, Sketch and Lore
options to his array of commands. Control is also an option; set Sketch as a
command and equip the FakeMustache on Gogo. 

**********************************
5.0 The Targets
**********************************

This is what you're reading the document for, right?

--------------------------------------------------------------------------------
5.1 The Targets by Lore
**********************************

L.3 Muddle

Orog, Hazer, Rain Man, Brawler, Whisper, Osteosaur, Steroidite, Doberman, 
Pterodon, Vulture, Harpy, Hornet, Trilium, Trilobiter, ChickenLip, Pipsqueak, 
Sky Armor, Ing, Humpty, Boxed Set, Figaliz, Crawler, Sand Ray, Areneid, 
Mad Oscar, Iron Fist, Wild Cat, Wyvern, Zombone, Mind Candy, Uroburos, Geckorex,
PlutoArmor, Tomb Thumb, Scullion, Pan Dora, Mag Roader (red), Parasite,
Latimeria, StillGoing, Commando, Poppers, Vindr, Kiwok, Mantodea, Gabbldegak,
Fortis, Abolisher, Wild Rat, Veteran, Mega Armor

L.4 Flare

Samurai, Hazer, Whisper, Were-Rat, Rhinotaur, Doberman, Suriander, Behemoth, 
Pterodon, FossilFang, Trilobiter, Reach Frog, M-TekArmor, Sky Armor, Cruller, 
Bomb, Aspik, Actaneon, Marshal, Apparite, Wild Cat, Wart Puck, Rhyos, 
Toe Cutter, Crusher, Uroburos, Sky Cap, Test Rider, Deep Eye, GreaseMonk, 
NeckHunter, Critic, Coelecite, StillGoing, Hemophyte, Wizard, Vindr, Nastidon,
Vermin, Adamanchyt, Dante, Psychot, Muus, Chaos Drgn, Lich, Mag Roader (yellow),
Bug, Abolisher, Necromancr, Mag Roader (brown), Wild Rat, Innoc, Red Wolf, 
Sky Base, IronHitman, Prometheus, Doom Gaze, Goddess, Tentacle (one), Laser 
Gun, Magic, Naughty

L.5 Doom

Guard, Orog, Dark Force, Osteosaur, Commander, Leafer, Stray Cat, Lobo, 
FossilFang, Dark Wind, Vulture, TumbleWeed, Vaporite, Brainpan, Repo Man, Boxed 
Set, SlamDancer, Figaliz, Ghost, Mad Oscar, Iron Fist, Apparite, Rhobite, 
Tusker, Cirpius, Mind Candy, Over Grunk, Sky Cap, Critic, Gigantos, Coelecite, 
Punisher, Gabbldegak, Spit Fire, Lich

Memorized it yet? You have not? Allow me to lay the info out in such a fashion
that it does look presentable:

--------------------------------------------------------------------------------
5.2 The Targets by Monster
**********************************

Guard                        Doom
Lobo                         Doom

Were-Rat             Flare
Repo Man                     Doom
Vaporite                     Doom

Leafer                       Doom
Dark Wind                    Doom

Sand Ray    Muddle
Areneid     Muddle

M-TekArmor           Flare

Hornet      Muddle

Rhinotaur            Flare
GreaseMonk           Flare

Trilium     Muddle
Tusker                       Doom
Cirpius                      Doom

Pterodon    Muddle   Flare

Trilobiter  Muddle

Stray Cat                    Doom

Ghost                        Doom
Whisper     Muddle   Flare
Bomb                 Flare
StillGoing  Muddle   Flare
Hazer       Muddle   Flare

Aspik                Flare
Actaneon             Flare

FossilFang           Flare   Doom
Vulture     Muddle           Doom
Iron Fist   Muddle           Doom
Over Grunk                   Doom
Mind Candy  Muddle           Doom

SlamDancer                   Doom
Gabbldegak  Muddle           Doom

Bug                  Flare
ChickenLip  Muddle
Wyvern      Muddle

Mega Armor  Muddle
Commando    Muddle
Pipsqueak   Muddle

Mag Roader  Muddle
(red)

Coelecite            Flare   Doom
Apparite             Flare   Doom
Lich                 Flare   Doom
Zombone     Muddle

Adamanchyt           Flare
Abolisher   Muddle   Flare

Sky Armor   Muddle   Flare
Spit Fire                    Doom
Laser Gun            Flare

Gigantos                     Doom
Behemoth             Flare
Brainpan                     Doom

Naughty              Flare

Latimeria   Muddle

Dante                Flare
Cruller              Flare
NeckHunter           Flare
Humpty      Muddle

Deep Eye             Flare
Muus                 Flare

Osteosaur   Muddle           Doom
Mad Oscar   Muddle           Doom
Orog        Muddle           Doom

Crawler     Muddle
Mantodea    Muddle
Reach Frog           Flare
Geckorex    Muddle

Doom Gaze            Flare

Punisher                     Doom

Rhyos                Flare
Toe Cutter           Flare

Vindr       Muddle   Flare
Wild Cat    Muddle   Flare
Crusher              Flare

Red Wolf             Flare
Nastidon             Flare
Test Rider           Flare
Mag Roader           Flare
(yellow)
Mag Roader           Flare
(brown)

Wizard               Flare
Psychot              Flare

Kiwok       Muddle
Tomb Thumb  Muddle 
Poppers     Muddle

Chaos Drgn           Flare
Necromancr           Flare
Uroburos    Muddle   Flare

Wart Puck            Flare

Critic               Flare   Doom
Pan Dora    Muddle           Doom
Parasite    Muddle
Samurai              Flare
Suriander            Flare
Rain Man    Muddle
PlutoArmor  Muddle
Sky Cap              Flare   Doom

Figaliz     Muddle           Doom
Boxed Set   Muddle           Doom

Harpy       Muddle

Hemophyte            Flare
Steroidite  Muddle
IronHitman           Flare
Veteran     Muddle
Dark Force                   Doom
Fortis      Muddle
Scullion    Muddle
Sky Base             Flare
Innoc                Flare
Prometheus           Flare

Magic                Flare

--------------------------------------------------------------------------------
5.3 The Targets by Area
**********************************

So how does this apply to normal in-game usage? The Level # Lores are multi-
target, so instead of just giving the info, a true dedicated Guide should 
point out groups of monsters and locations where a certain Lore is useful. 

Here we go:

Everything in WoB Narshe and in the grasslands around it can be killed using 
L.5 Doom. The only exception to this rule is Were-Rat, which is level 4, hence
you should pick L.4 Flare. 22 MP to kill a group of the weakest monsters in the
game is overkill, but it will work. 

The WoB desert around Figaro Castle is a good place to use L.3 Muddle against 
level 6 Sand Ray and Areneid. M-Tek Armor falls against L.4 Flare. 

Rhinotaur and GreaseMonk fall to L.4 Flare. 

Tusker and Cirpius are vulnerable to the L.5 Doom spell. This comes in remote 
handy against that Cirpius x3, Tusker monster formation.

L.4 Flare kills anything on the Phantom Train once its name isn't Ghost (who 
falls to L.5 Doom). 

Actaneon and Aspik fall to L.4 Flare, but it might not even be a good idea to 
cast it as Aspik will rarely counter anything which isn't the Fight command 
with Giga Volt. 

The grasslands between Kohlingen, Jidoor and Zozo are inhabited with monsters 
who shouldn't be laughing at L.5 Doom. Red Fang is immune, but all others will 
perish. Where's Strago when you need him?

Mega Armor, Commando and Pipsqueak fall to L.3 Muddle. 

The monsters in the Cave to the Sealed Gate all suffer from both L.4 Flare 
and L.5 Doom. Take your pick, at these levels the L.4 Flare spell means death 
anyway. 

Adamanchyt and Abolisher fall to L.4 Flare, and with Strago in your party you 
finally have means to cast it with. Or you would have, could you have thought 
Strago these spells by now. Which you can't. 

Finally, this is when Strago is able to learn the L.# Lores on the Veldt.

Sky Armor falls to L.4 Flare (and L.3 Muddle) and Spit Fire falls to L.5 
Doom. It might even be a good idea to cast L.5 Doom in a Spit Fire x2, Sky 
Armor battle. 

Gigantos falls to L.5 Doom. If Strago isn't dead when his triple Throat Jab 
has inflicted suffering upon your party, cast it to win. Behemoth falls to 
Flare. Especially a monster formation of two Behemoth monsters is a good time 
to cast this spell; not only do two Behemoths have enough power to actually 
kill a well-prepared, suitably leveled party, they can even catch you in a 
Pincer. L.4 Flare will hit both targets regardless for very respectable 
damage. 

Naughty falls to L.4 Flare, although a simple Imp spell will work faster and 
be cheaper.

The WoR houses a whole lot of NO vulnerable monsters of any kind until you meet 
Latimeria (Muddle) and then enter the Cave of Figaro WoR style. Everything but 
Humpty here will feel the effects of L.4 Flare.

Deep Eye and Muus, sometimes appearing together or in groups all fall to L.4 
Flare. Especially Deep Eye x6 can be a nice formation to be the receiving end 
of the spell. 

Osteosaur, Orog and Mad Oscar all die from L.5 Doom. Orog is a monster you will
be taking out ASAP, and since bringing Strago here as soon as you get him is a
good idea (Sour Mouth), this is a very respectable option. 

The Crawler are everywhere in the WoR, so knowing that L.3 Muddle equals a 
NoiseBlaster against them is a good thing to know. Mantodea also feels the 
effects of this spell. 

Toe Cutter can be annoying with their Death protection and respectable amounts 
of HP, so L.4 Flare will be nice to cast against them. Note that the elusive 
Rhyos is also vulnerable. It's likely that it's not Strago that will be taking
advantage of this weakness, but Gau (the brown Mag Roader Rage casts it).

Vindr, Wild Cat and Crusher, often appearing in groups (especially the Vindr 
x2, Crusher x2, Wild Cat monster formation), all fall to L.4 Flare. Only Gogo 
and Gau can cast it here, but it'll be a good option (it's a better version of
GrandTrain before you even have Strago!).

Finally a simply GREAT place to cast one of the Lores: Everything in Narshe, 
including both mines, is vulnerable to L.4 Flare. 

Once you step into Umaro's Cave L.4 Flare will fail miserably, but L.3 Muddle 
will take care of Kiwok, Tomb Thumb and Poppers alike. 

Chaos Drgn, Necromancr and Uroburos all fall to Flare. Uroburos' massive Magic 
Defense won't help against the barrier-piercing nature of the spell, so even in 
a LLG this move will take care of one right away.

In Cyan's dream, most enemies are vulnerable to at least one of the three Lores:
Critic, Samurai, Suriander and Sky Cap are vulnerable to L.4 Flare, Critic,
Pan Dora and Sky Cap fall to L.5 Doom and Pan Dora, Parasite, Rain Man and
PlutoArmor are susceptible to L.3 Muddle. 

Figaliz and Boxed Set both fall to L.3 Muddle and L.5 Doom. The latter is great
way of abusing the lack of Death protection if you don't have access to anything
but the normal Doom spell. 

The Final dungeon houses quite a few enemies, and some of them are vulernable 
to one of the Lores. Checking the monster-specific section will help you there. 

In the Final battle, the only part vulnerable to any of these spells is Magic, 
who'll suffer from L.4 Flare. Hardly worth the cast in this fight, especially 
once you consider that GrandTrain should be in your arsenal already, but if you 
want to exploit the knowledge you gained by reading this Guide, be my guest. 

**********************************
6.0 The Verdict:
**********************************

L.3 Muddle, among Pep Up, Spiraler, Exploder and Roulette, can be thrown on 
the heap of Lores which aren't worth your time and/or attention in this game.
While I'm sure there are several places where this spell can come in handy
in a Strago SCC where you prohibited using Magic, Stray's Cat Rain is equally
expensive on your MP (both cost 28 MP) and will not check for levels. And it
goes without mentioning that NoiseBlaster blows either of them away, so while
L.3 Muddle can be annoying when targeted against you, and is in fact an 
interesting concept, the attack can be completely ignored without running in ANY
situation where you wished you would've had it. 

L.4 Flare is the strongest Lore you have when talking multiple targets and
ignoring elemental attributes. It's a good bet against a double Behemoth, it
will make a good Doom Gaze slayer, can clean out large parts of Owzer's Mansion,
the Phoenix Cave and WoR Narshe and can create some havoc among other enemies.
The heavy toll it takes on your MP might not be nice, especially in the WoB, but
note that you'll have a powerful attack on your hands when you manage to land
it on a suitably leveled target. 

L.5 Doom has the smallest crowd of possible targets, and among them is an
embarrassing amount of low-level WoB critters you might as well take out with
your Bio Blaster. There are some situations where it's nice to have L.5 Doom,
though: While you can't have Strago in the Cave of the Sealed Gate, its 
inhabitants will haunt the Veldt later on and especially Lich can be a
formidable threat when you're scouting for Rages and Lores of the Veldt once
you do have Strago. L.5 Doom is not at all expensive once looking at its nature,
so using it against Spit Fire will be wise. Gigantos will be the last good
target to use L.5 Doom on; it'll kill him once you cast it, no questions asked.
In the WoR the amount of monsters with Death protection will be stellar in
comparison, so you can kiss L.5 Doom goodbye (especially considering Cleave,
Blaster, X-Zone and other multi-target instant-death attacks). 

**********************************
7.0 The Thanks
**********************************

Master ZED for the attack descriptions.

Assassin17 for inspiring the creation of the Guide. And, according to 
assassin's own words:

Contemptus, for inspiring assassin to mention the post which led to the 
document.
 
**********************************
Disclaimer and legal necessities
**********************************

This was written in 2005/2006, by Thys Ozinga, and is copyrighted by me.

You are unauthorised to present this document, partly or whole, as written
by somebody else as the authors of the respective bodies of text. You are
unauthorised to change anything in this document for any other purpose
then personal use without my explicit permission. 
You are unauthorised to throw me into a volcano after an epic struggle between
good and evil without my explicit permission.

All rights reserved.