________  _____ ____     _____   _____    _____
              \   __  | \   / \   \    \   /  / ___ \   \   /
               | |  \ |  | |   |   \    | |  | |   | |   | |
               | |   \|  | |   |    \   | |  | |   | |   | |
            @@@:::@::@   | |   | |\  \  | |@@:::@@@::| @@:::@@@@@@@@
               ::::::@@@ | |   | | \  \ |::@@:::::_  |   |::@@@@@
               | |@::@@@@: |   | |  \  ::::@@::|   | |   | :@@@@
               | |  @@@@@::|   | |   \:::::@@| |   | |   | |@@@/|
               | |    @@@:::   | |   @:::::  | |   | |   | |@@: |
              /___\    @::::: /___\ @@@:::| /___\ /___\ /___:::_|
________     _____    ___@@@@@ ____@@@@@________    _____   @@@____  __      __
\   __  |   / ___ \   \   :@@@@\  ::@::__   __  |  / ___ \  @@: __ \ \ \    / /
 | |  \ |  | |   | |   |   \@@@@|::@@|/  | |  \ | | |   | | @::/  \ \ \ \  / /
 | |   \|  | |   | |   |    \@@@:::@ /   | |   \| | |   | | @::\  |_|  \ \/ /
 | |_/|    | |___| |   | |\  \@@:::      | |      | |___| |@@@::\       \  /
 |    |    |  ___  |   | | \  \@::|      | |      |  ___  :@@@@@:\      | |
 | | \|    | |   | |   | |  \  \: |      | |      | |  @:::@@@@@@:::    | |
 | |       | |   | |   | |   \    |      | |      | |   | |  | |  \ \   | |
 | | @@@@@@:::@@@:::@@@:::@@@@:::::@@@@@@:::@@@@@@:::@@@:::@@:::@@:::@@@: |
/___\     /___\ /___\ /___\    \__|     /___\    /___\ /___\  \____/   /___\
         @     @@@@@@    @       @     @     @@      @    @@@@@  @@::@@@@@
        @ @    @     @@   @     @     @ @    @@@@    @  @@    @@ @       @
       @@@@@   @      @@   @   @     @@@@@   @  @@@  @ @@        @@@@@@ 
      @     @  @     @@     @ @     @     @  @    @@@@  @@    @@ @       @
     @       @ @@@@@@        @     @       @ @      @@    @@@@@  @@@@@@@@@

     @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@


_______________________________________________________________________________

                F I N A L   F A N T A S Y   V I   A D V A N C E
_______________________________________________________________________________

                  Guide Written and Compiled by Noah Sheldon
                      author_trinity (at) yahoo (dot) com

                             This guide may contain
                             major spoilers for those who
                             have not played the game

                             - Spoiler Haiku
_______________________________________________________________________________

             V E R S I O N   1 . 1 0   G U I D E   ( C )   M M V I I
_______________________________________________________________________________









  ___________  _________________________________________________  ___________
 /           \-\                                               /-/           \
(             ) )      T A B L E   O F   C O N T E N T S      ( (             )
| ___________/-/ _____________________________________________ \-\___________ |
||             ||                                             ||             ||
|| 01.00.00.00 || PRE-GAME INFORMATION  ...newbie information || ~pregame    ||
||    01.00.00 ||   ABOUT THE GUIDE             ...guide help || ~aboutguide ||
||       01.00 ||     GUIDE LAYOUT      ...the guide's format || ~layout     ||
||       02.00 ||     ABBREVIATIONS              ...shortcuts || ~abbrev     ||
||    02.00.00 ||   ABOUT THE GAME       ...intro to the game || ~aboutgame  ||
||       01.00 ||     CONTROLS    ...the controller functions || ~controls   ||
||       02.00 ||     MENUS              ...the in-game menus || ~menus      ||
||       03.00 ||     ATTRIBUTES  ...the character parameters || ~attributes ||
||          01 ||       STATISTICS        ...vital statistics || ~statistics ||
||          02 ||       ELEMENTS        ...the powers that be || ~elements   ||
||          03 ||       STATUS EFFECTS      ...status changes || ~statuses   ||
||    03.00.00 ||   IMPORTANT INFORMATION ...before you start || ~important  ||
||=============||=============================================||=============||
|| 02.00.00.00 || WALKTHROUGH     ...a guide to the main game || ~walkthru   ||
||    01.00.00 ||   WORLD OF BALANCE  ...goddesses in balance || ~balance    ||
||       01.00 ||     PROLOGUE             ...the game begins || ~prologue   ||
||          01 ||       NARSHE              ...Terra's escape || ~narshe     ||
||       02.00 ||     THE MARRIAGE OF FIGARO   ...two Figaros || ~figaros    ||
||          01 ||       FIGARO CASTLE       ...Edgar's castle || ~figarocast ||
||          02 ||       SOUTH FIGARO CAVE    ...heading south || ~figarocave ||
||          03 ||       SOUTH FIGARO      ...the other Figaro || ~southfig   ||
||       03.00 ||     THE RETURNERS          ...the rebellion || ~returners  ||
||          01 ||       DUNCAN'S CABIN  ...the martial artist || ~duncancab  ||
||          02 ||       MOUNT KOLTS         ...between a rock || ~mountkolts ||
||          03 ||       RETURNER HIDEOUT   ..and a hard place || ~returnhide ||
||          04 ||       LETHE RIVER        ...down the rapids || ~letheriver ||
||       04.00 ||     TERRA'S SCENARIO       ...Terra's route || ~terraroute ||
||          01 ||       LETHE RIVER       ...to a rapid close || ~letheriver ||
||          02 ||       NARSHE              ...Terra's return || ~narshe     ||
||       05.00 ||     LOCKE'S SCENARIO       ...Locke's route || ~lockeroute ||
||          01 ||       SOUTH FIGARO          ...backtracking || ~southfig   ||
||          02 ||       FIGARO CAVE     ...still backtracking || ~figarocave ||
||       06.00 ||     SABIN'S SCENARIO       ...Sabin's route || ~sabinroute ||
||          01 ||       CABIN      ...a familiar pair of eyes || ~cabin      ||
||          02 ||       SEIGE OF DOMA        ...into the fray || ~domaseige  ||
||          03 ||       PHANTOM FOREST      ...into the woods || ~phantfores ||
||          04 ||       PHANTOM TRAIN       ...the dead train || ~phanttrain ||
||          05 ||       BAREN FALLS    ...down the waterspout || ~barenfalls ||
||          06 ||       THE VELDT         ...the orphaned boy || ~veldt      ||
||          07 ||       MOBLITZ            ...find some jerky || ~moblitz    ||
||          08 ||       CRESCENT MTN CAVE   ...Gau's treasure || ~crescent   ||
||          09 ||       THE SERPENT TRENCH   ...under the sea || ~serpent    ||
||          10 ||       NIKEAH               ...the port city || ~nikeah     ||
||       07.00 ||     LAST STAND AT NARSHE      ...stop Kefka || ~laststand  ||
||       08.00 ||     FINDING TERRA           ...heading west || ~findterra  ||
||          01 ||       NARSHE            ...explore the town || ~narshe     ||
||          02 ||       FIGARO CASTLE    ...the castle morphs || ~figarocast ||
||          03 ||       DRAGON'S NECK CABIN   ...hidden relic || ~dragonneck ||
||          04 ||       KOHLINGEN        ...Locke's lost love || ~kohlingen  ||
||          05 ||       JIDOOR               ...the rich city || ~jidoor     ||
||          06 ||       ZOZO                 ...city of liars || ~zozo       ||
||       09.00 ||     INTO THE LION'S DEN    ...heading south || ~lionsden   ||
||          01 ||       JIDOOR           ...the auction house || ~jidoor     ||
||          02 ||       THE OPERA HOUSE       ...Maria's aria || ~operahouse ||
||          03 ||       ALBROOK     ...southern Imperial city || ~albrook    ||
||          04 ||       MARANDA      ...western Imperial city || ~maranda    ||
||          05 ||       TZEN        ...northern Imperial city || ~tzen       ||
||          06 ||       VECTOR       ...Imperial capital city || ~vector     ||
||          07 ||       MAGITEK FACTORY    ...learn the truth || ~magitek    ||
||          08 ||       RESEARCH FACILITY  ...save the espers || ~research   ||
||          09 ||       VECTOR           ...escape the cranes || ~vector     ||
||          10 ||       ZOZO                ...reawaken Terra || ~zozo       ||
||       10.00 ||     THE SEALED GATE      ...locate the gate || ~sealedgate ||
||          01 ||       THE ESPER WORLD       ...Terra's past || ~esperworld ||
||          02 ||       NARSHE       ...a moogle or a hairpin || ~narshe     ||
||          03 ||       OBSERVATION POST     ...into the east || ~observe    ||
||          04 ||       SEALED GATE CAVE   ...free the espers || ~sealedgate ||
||       11.00 ||     THE ESPER TREATY       ...the war's end || ~treaty     ||
||          01 ||       VECTOR              ...forge a treaty || ~vector     ||
||          02 ||       OBSERVATION POST ...claim the rewards || ~observe    ||
||          03 ||       ALBROOK          ...the glowing stone || ~albrook    ||
||          04 ||       TZEN                   ...a new esper || ~tzen       ||
||          05 ||       ALBROOK               ...setting sail || ~akbrook    ||
||          06 ||       TRANSPORT SHIP    ...on the high seas || ~transport  ||
||          07 ||       THAMASA          ...the town of magic || ~thamasa    ||
||          08 ||       ESPER CAVES   ...making the agreement || ~espercave  ||
||          09 ||       THAMASA     ...breaking the agreement || ~thamasa    ||
||          10 ||       THE BLACKJACK     ...Kefka's ambition || ~blackjack  ||
||       12.00 ||     OTHER OBJECTIVES ...miscellaneous stuff || ~other      ||
||          01 ||       DOMA CASTLE     ...some new treasures || ~domacastle ||
||          02 ||       NEW MONSTERS  ...fill in the bestiary || ~newmonster ||
||          03 ||       MORE LORES      ...building up Strago || ~morelores  ||
||          04 ||       FANCY DANCES       ...building up Mog || ~fancydance ||
||          05 ||       THE VELDT          ...building up Gau || ~veldt      ||
||          06 ||       WRAPPING THINGS UP     ...last quests || ~wrappingup ||
||       13.00 ||     THE FLOATING CONTINENT  ...stop Gestahl || ~floating   ||
||          01 ||       THE BLACKJACK      ...goodbye airship || ~blackjack  ||
||          02 ||       FLOATING CONTINENT   ...goodbye world || ~continent  ||
||    02.00.00 ||   THE WORLD OF RUIN   ...goddesses in chaos || ~ruin       ||
||       01.00 ||     SOLITARY ISLAND    ...aftermath and Cid || ~solitary   ||
||       02.00 ||     THREE'S COMPANY ...finding your friends || ~threeparty ||
||          01 ||       ALBROOK          ...a whole new world || ~albrook    ||
||          02 ||       TZEN         ...the Light of Judgment || ~tzen       ||
||          03 ||       MOBLIZ          ...village of orphans || ~mobliz     ||
||          04 ||       NIKEAH            ...crossing the sea || ~nikeah     ||
||          05 ||       SOUTH FIGARO   ...the Crimson Robbers || ~southfig   ||
||          06 ||       SOUTH FIGARO CAVE   ...finding Figaro || ~figarocave ||
||          07 ||       FIGARO CASTLE        ...the sandworms || ~figarocast ||
||       03.00 ||     DARILL'S LEGACY   ...the tale of Darill || ~legacy     ||
||          01 ||       KOHLINGEN           ...finding Setzer || ~kohlingen  ||
||          02 ||       DARILL'S TOMB  ...a friend's memorial || ~darilltomb ||
||          03 ||       THE FALCON           ...a new airship || ~falcon     ||
||       04.00 ||     FAMILIAR FACES     ...find your friends || ~familiar   ||
||          01 ||       FINDING CYAN       ...letters to Lola || ~findcyan   ||
||          02 ||       FINDING GAU       ...the Veldt orphan || ~findgau    ||
||          03 ||       FINDING SHADOW   ...coliseum champion || ~findshadow ||
||          04 ||       FINDING RELM ...the painter's gallery || ~findrelm   ||
||          05 ||       FINDING LOCKE  ...new life for Rachel || ~findlocke  ||
||          06 ||       FINDING TERRA     ...Humbaba's return || ~findterra  ||
||          07 ||       FINDING MOG    ...slam-dancing moogle || ~findmog    ||
||          08 ||       FINDING UMARO       ...Mog's yeti pal || ~findumaro  ||
||          09 ||       FINDING STRAGO   ...the Cult of Kefka || ~findstrago ||
||          10 ||       FINDING GOGO      ...the master mimic || ~findgogo   ||
||       05.00 ||     THE LAST ESPERS  ...find every magicite || ~lastespers ||
||          01 ||       CID'S LEGACY   ...look what washed up || ~cidlegacy  ||
||          02 ||       HIGH IN THE SKY ...fighting Deathgaze || ~highinsky  ||
||          03 ||       CYAN'S NIGHTMARE  ...Cyan's challenge || ~cyansnight ||
||          04 ||       THE ANCIENT CASTLE    ...lost kingdom || ~ancient    ||
||          05 ||       THE GREATEST CACTUS    ...desert lord || ~cactuar    ||
||          06 ||       LORD OF THE SEAS   ...wild ferry ride || ~lordofseas ||
||          07 ||       THE SWORD THIEF  ...a legendary blade || ~swordthief ||
||          08 ||       THE EIGHT DRAGONS  ...legendary wyrms || ~dragons    ||
||       06.00 ||     OTHER OBJECTIVES   ...final prepartions || ~otherobj   ||
||          01 ||       EBOT'S ROCK     ...Strago's challenge || ~ebotsrock  ||
||          02 ||       GAU'S FATHER       ...Gau's challenge || ~gausfather ||
||          03 ||       MASTER DUNCAN    ...Sabin's challenge || ~duncan     ||
||          04 ||       SHADOW'S PAST   ...Shadow's challenge || ~shadowpast ||
||          05 ||       THE AUCTION HOUSE     ...bid on items || ~auction    ||
||          06 ||       THE COLISEUM      ...wager your items || ~coliseum   ||
||          07 ||       DINOSAUR FOREST ...the hidden dragons || ~dinoforest ||
||          08 ||       MORE LORES         ...the final Lores || ~morelores  ||
||          09 ||       FANCY DANCES       ...the final Dance || ~fancydance ||
||          10 ||       THE VELDT          ...the final Rages || ~veldt      ||
||          11 ||       LEVELING UP  ...recommended locations || ~levelingup ||
||       07.00 ||     KEFKA'S FALL        ...the last assault || ~kefkasfall ||
||          01 ||       KEFKA'S TOWER    ...the Warring Triad || ~kefkatower ||
||          02 ||       FINALE     ...the final confrontation || ~finale     ||
||          03 ||       EPILOGUE                ...the ending || ~epilogue   ||
||=============||=============================================||=============||
|| 03.00.00.00 || SIDEQUESTS          ...the newest additions || ~sidequests ||
||    01.00.00 ||   DRAGON'S DEN         ...home of the wyrms || ~dragonsden ||
||    02.00.00 ||   SOUL SHRINE   ...the 100 battle challenge || ~soulshrine ||
||    04.00.00 ||   COLISEUM      ...bet the ultimate weapons || ~coliseum   ||
||=============||=============================================||=============||
|| 09.00.00.00 || IN CLOSING           ...an end to the guide || ~closing    ||
||    01.00.00 ||   VERSION HISTORY    ...the guide's history || ~version    ||
||    02.00.00 ||   CREDITS                         ...thanks || ~credits    ||
||    03.00.00 ||   LEGAL INFORMATION        ...rights of use || ~legal      ||
||_____________||_____________________________________________||_____________||
'-----------------------------------------------------------------------------'







  ___________  _________________________________________________  ___________
 /           \-\                                               /-/           \
( 01.00.00.00 ) )   P R E - G A M E   I N F O R M A T I O N   ( ( ~pregame    )
 \___________/-/_______________________________________________\-\___________/

O===========================O   Welcome to my guide for FINAL FANTASY VI
|  ~*~ IN THIS SECTION ~*~  |   ADVANCE! Within this guide, you'll find a whole
o---------------------------o   wealth of information about the game that
| 01. About the Guide       |   should assist you in making your way through
| 02. About the Game        |   the game, in defeating the most challenging
| 03. Important Information |   foes, in finding the best treasures, and in
O===========================O   solving the most difficult puzzles and quests.
                                This section of the guide in particular is
dedicated to helping newer players to the game understand how the game works
and how best to go about building characters in preparation for the harder
portions of the game. If there is anything in this guide that you would like to
see or that might be inaccurate, please send me an email and I'll be happy to
investigate into it and provide the credit of the discovery in your name.
Otherwise, I hope you enjoy the guide and FINAL FANTASY VI ADVANCE!





____________
\  PREGAME  \  _________________________________________________  ___________
|            \-\                                               /-/           \
( 01.01.00.00 ) )        A B O U T   T H E   G U I D E        ( ( ~aboutguide )
 \___________/-/_______________________________________________\-\___________/

O===========================O   Within this walkthrough, you'll find just about
|  ~*~ IN THIS SECTION ~*~  |   everything in the game that can be detailed.
o---------------------------o   The brunt of the guide will take you along the
| 01. Guide Layout          |   journey from start to finish, explaining how to
| 02. Abbreviations         |   get past tricky situations, how to defeat the
O===========================O   bosses of each section, and what items to look
                                out for along the way. However, there are other
sections thereafter about the after-game Sidequests, a listing of every Esper
in the game, a glossary of spells, a dossier of characters, a treasury of
equipment and items, and a full bestiary. Hopefully you'll get the most bang
for your Gil with all this information at your fingertips. If there's something
you'd like to see in the guide, please let me known and I'll do my best to add
it in with your credit, of course.

This guide will attempt to be a "Perfect Guide" ("perfect" as in getting a save
file with all possible achievements). During each leg of the walkthrough, I
will explain which items you should be aware of and where to find them. While
most of the second half of the game is optional, I have included every optional
sidequest and objective in the walkthrough itself rather than the Sidequests
section to avoid having to flip back and forth between sections, which can be a
hassle. Sometimes, gaining an item will require multiple resets simply because
the fight is timed or the steal ration is so low that you might die before you
succeed. In cases like these, I leave it up to you to decide whether or not to
go after every last item in the game. Of course, for those who want the full
experience and a whole bunch of challenge, try getting every last thing this
game has to offer. The satisfaction of perfect gaming far outweighs the trouble
required to gain most of the items.

I hope that this guide assists you in your enjoyment of Final Fantasy VI!



____________                  ____________________                 ____________
\  PREGAME  \  ______________/PRE-GAME INFORMATION\_____________  /ABOUTGUIDE /
|            \-\                                               /-/            |
( 01.01.01.00 ) )           G U I D E   L A Y O U T           ( ( ~layout     )
 \___________/-/_______________________________________________\-\___________/

This guide has been laid out to provide the most information possible in the
least space possible for ease of reading. For that reason, the headers to each
section have been designed in such a way as to indicate exactly where you are
located in the guide at all times. The following example will explain what I
mean:

     ____________               ____________               ____________
     \    1.     \  ___________/     2.     \___________  /    3.     /
     |            \-\                                  /-/            |
     (    4.       ) )               5.               ( (      6.     )
      \___________/-/__________________________________\-\___________/

1. PRIMARY SECTION   <--- The main section the topic is nestled into as indi-
                          cated by the first set of digits in the Locator
                          Digits
2. SECONDARY SECTION <--- The section within the main section as indicated by
                          the second set of digits in the Locator Digits
3. TERTIARY SECTION  <--- The section within the secondary section of the main
                          section as indicated by the third set of digits in
                          the Locator Digits
4. LOCATOR DIGITS    <--- The number unique to each header for quick searching
                          in case you prefer using numbers instead of words
5. SECTION TITLE     <--- The title of the section you're about to read
6. KEYWORD           <--- The keyword unique to each header for quick searching
                          in case you prefer using words instead of numbers



____________                  ____________________                 ____________
\  PREGAME  \  ______________/PRE-GAME INFORMATION\_____________  /ABOUTGUIDE /
|            \-\                                               /-/            |
( 01.01.02.00 ) )          A B B R E V I A T I O N S          ( ( ~abbrev     )
 \___________/-/_______________________________________________\-\___________/

\___                    ____.--------------------.____                     ___/
 ___)==================(___( TREASURE ICONOGRAPHY )___)===================(___
/                           "--------------------"                            \

[ ] <--- Chest    - A regular treasure chest
[!] <--- Trapped  - A trapped treasure chest with a monster inside or nearby
[_] <--- Crate    - A wooden crate with an item inside
( ) <--- Orb      - A crystal orb with an item inside
(_) <--- Pottery  - A ceramic jar with an item inside
{ } <--- Clock    - A grandfather clock with an item inside
{_} <--- Barrel   - A barrel with an item inside
\_/ <--- Bucket   - A bucket with an item inside
< > <--- Hidden   - An item hidden in the background scenery
MIS <--- Missable - An item that cannot be retrieved after a certain point
SKP <--- Skip It  - An item that should be skipped because it gets better later

\___                   ____.---------------------.____                     ___/
 ___)=================(___( ELEMENTAL ICONOGRAPHY )___)===================(___
/                          "---------------------"                            \

[ ] <--- Neutral  - The element has a regular effect
[+] <--- Added    - The element is added to physical attacks
[<] <--- Decrease - The element loses effectiveness and power
[>] <--- Increase - The element gains effectiveness and power
[?] <--- Unknown  - The elemental properties are unkonwn or randomly selected
[A] <--- Absorbs  - The element is absorbed
[I] <--- Immune   - The element has no effect
[W] <--- Weakness - The element has double the effect

\___                     ____.------------------.____                      ___/
 ___)===================(___( STATUS ICONOGRAPHY )___)====================(___
/                            "------------------"                             \

[ ] <--- Neutral  - The status has a regular effect
[%] <--- Chance   - The status has a calculated chance of working
[*] <--- Auto     - The status is automatically activated in battle
[-] <--- Removed  - The status is removed or cured
[+] <--- Added    - The status is added or inflicted
[?] <--- Unknown  - The status properties are unknown or randomly selected
[I] <--- Immune   - The status has no effect
[W] <--- Weakness - The status has a higher chance of succeeding

\___                      ____.----------------.____                       ___/
 ___)====================(___( USER ICONOGRAPHY )___)=====================(___
/                             "----------------"                              \

[ ] <--- Not Used - It does not apply to that character or Esper
[X] <--- Applies  - It applies to that character or Esper

\___                    ____.---------------------.____                    ___/
 ___)==================(___( ABILITIES ICONOGRAPHY )___)==================(___
/                           "---------------------"                           \

 $  <--- Esper    - Esper discovered
 *  <--- Black    - Black Orb signifying a Black Magic spell
 @  <--- Support  - Gray Orb signifying a Support Magic spell
 O  <--- White    - White Orb signifying a White Magic spell
 ^  <--- Blitz    - Signifies a Blitz learned
 #  <--- Lore     - Book signifying a Lore learned
 !  <--- Rage     - Signifies a Rage learned
 %  <--- Dance    - Music Notes signifying a Dance learned





____________
\  PREGAME  \  _________________________________________________  ___________
|            \-\                                               /-/           \
( 01.02.00.00 ) )         A B O U T   T H E   G A M E         ( ( ~aboutgame  )
 \___________/-/_______________________________________________\-\___________/

O=========================O   Originally released on the SNES as FINAL FANTASY
| ~*~ IN THIS SECTION ~*~ |   III in the US or FINAL FANTASY VI in Japan and
o-------------------------o   then later re-released on the Playstation as half
| 01. Controls            |   of the pair of games known as FINAL FANTASY AN-
| 02. Menus               |   THOLOGY, Final Fantasy VI is one of the most en-
| 03. Attributes          |   joyable games in the series due to its freeform
O=========================O   adventure and customizable party structure, which
                              was revolutionary at the time. On top of the very
unique game structure, it also features the largest cast of characters and
summoned creatures (known as Espers) in the series. I think you'll truly find
this game to be an adventure of vast proportions.

This section of the Pre-Information portion of the guide will explain the basic
functions of the game, including the controls, the menus, and the primary
character attributes that oversee all of the game's main equations for damage
and defense.



____________                     ______________
\  PREGAME  \  _________________/ABOUT THE GAME\________________  ___________
|            \-\                                               /-/           \
( 01.02.01.00 ) )               C O N T R O L S               ( ( ~controls   )
 \___________/-/_______________________________________________\-\___________/
   __________            __________
 _|    1.    |__________|    2.    |_    1. L BUTTON <- Pages left/select all
|                                    |                  to the left
|      __                            |   2. R BUTTON <- Pages right/select all
|     |3.|                      __   |                  to the right
|  ___|__|___                  (8.)  |   3. UP       <- Moves up
| |4. (  ) 5.|            __    ""   |   4. LEFT     <- Moves left
| '"""|""|"""'           (7.)        |   5. RIGHT    <- Moves right
|     |6.|                ""         |   6. DOWN     <- Moves down
|     '""'                           |   7. B BUTTON <- Cancels choices
|               :::::::              |   8. A BUTTON <- Confirms choices
|               :::::::              |   9. SELECT   <- Brings up the menu
|               :::::::              |   10. START   <- Pauses the game
|            _____   _____           |
|           ( 9.  ) ( 10. )          |   L + R       <- Flees battle
|            """""   """""           |
|____________________________________|   L/R/SEL/STA <- Soft Reset (save first)



____________                     ______________
\  PREGAME  \  _________________/ABOUT THE GAME\________________  ___________
|            \-\                                               /-/           \
( 01.02.02.00 ) )                  M E N U S                  ( ( ~menus      )
 \___________/-/_______________________________________________\-\___________/

\___                          ____.---------.____                          ___/
 ___)========================(___( MAIN MENU )___)========================(___
/                                 "---------"                                 \

     NEW GAME.............................................Start a new game
     (LOAD GAME)..............................Load a previously-saved game
     (EXTRAS)............Load game extras from previously-saved game files
          (BESTIARY).............................The in-game bestiary

\___                         ____.----------.____                          ___/
 ___)=======================(___( FIELD MENU )___)========================(___
/                                "----------"                                 \

     ITEMS..........................Displays a list of all items collected
          USE............................Use collected, regular items
          SORT................Change the order of the items displayed
          RARE............Displays all collected rare and quest items
     ABILITIES...........Displays all learned abilities, magic, and Espers
          ESPERS.....Displays current Espers and allows for equipping
          MAGIC.....Displays current magic learned and allows its use
          BUSHIDO...........Display's Cyan's special moveset, Bushido
          BLITZ..............Display's Sabin's special moveset, Blitz
          LORE...............Display's Strago's special moveset, Lore
          RAGE..................Display's Gau's special moveset, Rage
          DANCE................Display's Mog's special moveset, Dance
     EQUIP...............Displays current equipment and allows for changes
          EQUIP....................Equips weapons, armor, and shields
          OPTIMIZE.....Auto-chooses equipment with the highest Attack
          REMOVE.................Unequips weapons, armor, and shields
          REMOVE ALL.....................Unequips all owned equipment
     RELICS.................Displays current relics and allows for changes
          EQUIP.........................................Equips relics
          REMOVE......................................Unequips relics
     STATUS........................................Displays current status
     FORMATION.............................Toggle character rows and order
     CONFIG..........Change the settings of the game and view the bestiary
          BATTLE MODE....Toggle between Active battle and Wait battle
          BATTLE SPEED............Changes the speed of battle actions
          BATTLE MESSAGES............Changes the speed of battle text
          COMMAND SETTINGS...............Toggle battle command layout
          ATB GAUGE.......................Toggle turn gauge in battle
          REEQUIP.................................Toggle optimization
          CURSOR POSITION................Changes the natural location
          AUTO-DASH..............................Toggle fast movement
          MAGIC ORDER......................Change magic display order
          WINDOW PATTERN...............Change the window's background
          FONT COLOR............................Change the text color
          WINDOW COLOR...........Change the window's background color
               FIRST OPTION........................Window Border
               SECOND OPTION....................Top-down Shading
               THIRD OPTION.......................Border Shading
               FOURTH OPTION........................Main Shading
               FIFTH OPTION........................Minor Shading
               SIXTH OPTION...................More Minor Shading
               SEVENTH OPTION......................Desktop Color
          BESTIARY......................Displays the In-Game Bestiary
     QUICKSAVE.......Save the game and return to the Main Menu (temporary)
     SAVE.................Save the game and return to gameplay (permanent)



____________                     ______________
\  PREGAME  \  _________________/ABOUT THE GAME\________________  ___________
|            \-\                                               /-/           \
( 01.02.03.00 ) )             A T T R I B U T E S             ( ( ~attributes )
 \___________/-/_______________________________________________\-\___________/

O===========================O   What are attributes, you might be wondering?
|  ~*~ IN THIS SECTION ~*~  |   An attribute is essentially a statistical field
o---------------------------o   of information in the game that determines your
| 01. Statistics            |   character's strengths and weaknesses. It can
| 02. Elemental Affinities  |   also govern a character's affinity toward the
| 03. Status Effects        |   elements as well as the status effects that can
O===========================O   be invoked on a character. The sections that
                                follow deal with the various types of attri-
butes and what functions they can perform in the game.

____________
\  PREGAME  \  _________________________________________________  ___________
|            \-\                                               /-/           \
( 01.02.03.01 ) )             S T A T I S T I C S             ( ( ~statistics )
 \___________/-/_______________________________________________\-\___________/

LEVEL         (LV)  <--- The character's experience on a scale of 1 to 99
HIT POINTS    (HP)  <--- The health reserves of a character
MAGIC POINTS  (MP)  <--- The magic reserves of a character
STRENGTH      (STR) <--- The character's base strength when unarmed
SPEED         (SPD) <--- The character's recovery speed between turns
STAMINA       (STA) <--- The character's constitution (determines HP and DEF)
MAGIC         (MAG) <--- The character's magic attack power
ATTACK        (ATT) <--- The character's physical attack power
DEFENSE       (DEF) <--- The character's physical defense buffer
EVASION       (EVA) <--- The character's chance of evading a physical attack
MAGIC DEFENSE (MDF) <--- The character's magical defense buffer
MAGIC EVASION (MEV) <--- The character's chance of evading a magical attack
ACCURACY      (ACC) <--- The character's physical accuracy (not displayed)
EXPERIENCE    (EXP) <--- The experience points rewarded from a monster
NEXT LEVEL    (NXT) <--- The character's experience needed to level up
GIL           (GIL) <--- The game currency rewarded from a monster
MAGIC ABILITY (AP)  <--- The magic ability points rewarded from a monster

____________
\  PREGAME  \  _________________________________________________  ___________
|            \-\                                               /-/           \
( 01.02.03.02 ) )               E L E M E N T S               ( ( ~elements   )
 \___________/-/_______________________________________________\-\___________/

FIRE      <--- Signifies heat, flames, and magma. Opposed by Ice.
ICE       <--- Signifies cool, frost, and snow. Opposed by Fire.
LIGHTNING <--- Signifies electricity, thunder, and energy. Opposed by Water.
WATER     <--- Signifies liquid, oceans, and rain. Opposed by Lightning.
WIND      <--- Signifies motion, clouds, and storms. Opposed by Earth.
EARTH     <--- Signifies soil, stone, and metal. Opposed by Wind.
RESTORE   <--- Signifies healing. Opposed by Poison.
POISON    <--- Signifies weakening. Opposed by Restore.
HOLY      <--- Signifies light, goodness, and power. Opposed by Evil.
EVIL      <--- Signifies darkness, vampirism, and damage. Opposed by Holy.

____________
\  PREGAME  \  _________________________________________________  ___________
|            \-\                                               /-/           \
( 01.02.03.03 ) )         S T A T U S   E F F E C T S         ( ( ~statuses   )
 \___________/-/_______________________________________________\-\___________/

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( POSITIVE STATUS EFFECTS )___)=================(___
/                          "-----------------------"                          \

BLINK   (Blurred body)   <--- Evasion x 2
VALOR   (Yellow flash)   <--- Strength x 2
COUNTER                  <--- Attacks back when physically attacked
FAITH                    <--- Magic x 2
FLOAT   (Hovering)       <--- Immune to Earth-based magic
HASTE   (Red outline)    <--- Speed x 2
PALING                   <--- Immune to magical attacks
PROTECT (Yellow outline) <--- Defense x 2
QUICK                    <--- Perform two commands in one turn
REFLECT (Blue outline)   <--- Spells return to caster
REGEN                    <--- Recovers HP in increments
RERAISE                  <--- Casts Life once if HP = 0
SHELL   (Green outline)  <--- Magic Defense x 2
SHIELD                   <--- Immune to physical attacks
VANISH  (Outline only)   <--- Immune to physical attacks until magic attacked

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( NEGATIVE STATUS EFFECTS )___)=================(___
/                          "-----------------------"                          \

BERSERK (Red bubbles)    <--- Forced physical attacks only
BLIND   (Black glasses)  <--- Accuracy x 50%
CONFUSE (Spinning Halo)  <--- Attacks allies only, fixed by physical attack
DEATH   (Laying down)    <--- Cannot act until revived
DOOM    (Timer)          <--- Inflicts Death status when timer reaches 0
FROZEN  (Blue body)      <--- Can choose commands but not act until warmed
IMP     (Imp body)       <--- All stats lowered, can cast "Imp" only
MUTE    (Empty text box) <--- Cannot cast or summon until unsilenced
POISON  (Green bubbles)  <--- Lose HP in increments, Poison-elemental
SAP                      <--- Lose HP in increments, but is non-elemental
SLEEP   (ZZZs)           <--- Cannot act until awakened by physical attack
SLOW    (White outline)  <--- Speed x 50%
STONE   (Gray body)      <--- Cannot act until softened
STOP    (Pink outline)   <--- Speed = 0, cannot act until effect wears off
ZOMBIE  (Green body)     <--- Cannot heal and sometimes attacks allies





____________
\  PREGAME  \  _________________________________________________  ___________
|            \-\                                               /-/           \
( 01.03.00.00 ) )  I M P O R T A N T   I N F O R M A T I O N  ( ( ~important  )
 \___________/-/_______________________________________________\-\___________/

The following information has been included in this section because it most
likely will help players -- both new and veteran -- to get the most from the
game. These are my ten tips for successful adventuring:

1. SAVE, SAVE, SAVE! --- As in any RPG, there are always risks associated with
   adventuring. You never know (unless you read my walkthrough ;) ) what lies
   around the corner, and some bosses in this game can give you a real run for
   your gil. As long as you save between every section of the guide, you'll be
   much happier if you happen to die in battle. The more recent the save, the
   less progress you'll lose.

2. AN APPLE A DAY... --- Going along with the point above, you should always
   try to keep your HP up in case you do run into a powerful foe. And in order
   to do so, you'll need to heal yourself along the way. First of all, use a
   Tent or a Sleeping Bag at a Save Point, which will restore your HP and MP.
   The next option would be to use White Magic "Cure" spells since MP is easy
   to regain and does not require Gil to replenish and use "Osmose" to drain MP
   from enemies if you run low on that as well. Finally, use Potions, Ethers,
   and Elixirs to restore HP and MP when all else fails. Also, if you're in a
   section of the game where your allies are split into several parties, try
   putting them on the same save point together and using a Tent to restore
   both groups with one item!

3. ONE MAN'S JUNK... --- ...is another man's treasure. Working from the last
   two points, it's always a good idea to be aware of what's inside a treasure
   chest before opening it. There are several reasons why. First, the treasure
   chest might contain a better item if you collect it later. Second, the chest
   might cue the arrival of a boss or major event. Finally, the chest might
   be guarded by a monster that appears as soon as the chest is opened. Most of
   the time, the "monsters-in-a-box" are pretty tough, so you should always be
   ready for them. The beginning of each section of the walkthrough will list
   all treasure chests and whether to skip them or if they are trapped.

4. KNOW YOUR PLACE --- There is a reason that the game allows characters to
   stand in two areas of the field, known as "rows." The front row is generally
   a row for physical attackers since it does not augment any of your stats.
   However, the back row makes a great alternative for magic users since it
   doubles Defense but halves Attack. Placing an attacker in the back can be a
   good idea, though, if you're having trouble staying alive against an enemy.
   The Defense boost might just be enough to save you -- that is if you can
   defeat the enemy with lower Attack power.

5. BUYERS MARKET --- Ironically, it rarely pays to sell. As you journey around
   the world, you'll find various items and equipment. Most of it will become
   outdated by the time you reach the end of the game. While it's okay to sell
   easy-to-buy items and equipment, there really shouldn't be a reason why you
   need to sell them because you can easily explore around a save point and
   fight enemies until you build up the gold to buy the items and equipment you
   want to purchase. Plus, you never know when you might actually want to use
   an old piece of equipment (if you don't want to defeat an enemy quickly or
   the equipment has some special property or affinity).

6. LAST MINUTE CHANGES --- You can change your weapons and Espers during battle
   in case your choices weren't ideal before entering the battle. To do so, you
   just need to open the Items command (for weapons) or the Magic command (for
   Espers) and then move up to open a separate mini-menu where you can change
   your choices in mid-battle. This is very useful when fighting complex bosses
   or enemies with varying weaknesses. Also, you can only use an Esper once in
   a battle, so it never hurts to switch out the Esper if you got a ways to go
   in the battle and you have enough MP to safely summon another Esper.

7. A MATTER OF LIFE AND DEATH --- Whenever you revive an ally during battle,
   your next action should be to heal that party member's HP. Unless you use
   the upgraded "Life" spells, your revived character will come back with only
   15% of their max HP, which means they could easily get knocked out again.
   Therefore, if you don't want to waste the next few turns performing a revive
   and restore circle, you should try to heal a weak character as soon as
   possible. In addition, if you happen to be in the World of Ruin, you can
   send the dead character into a Colisseum battle and as long as they win the
   battle, they'll somehow come out of the battle with full HP and MP!

8. BE A CHATTERBOX --- Sometimes you'll need to speak with villagers in order
   to advance the story along. And sometimes these villagers aren't willing to
   give up that information without a fight... or a discussion. Try speaking
   with people at least two times. Often you'll glean little bits of know-
   ledge that you wouldn't otherwise get. You can also come back to areas you
   visited previously later in the game and see if any dialogue has changed.
   In some cases, you might get a pointer about a sidequest you might otherwise
   miss or a good tip on where to go next.

9. INCREASE YOUR ATTACKS --- Why settle for weak attacks when you can attack in
   stronger ways? If your character excels in physical attacks, there are
   several routes you can take to increase the damage they do when attacking.
   First, you could try equipping two weapons instead of a weapon and shield.
   The second weapon essentially makes each attack similar to a single-weapon
   critical attack. Second, try using a Relic that increases Attack, Strength,
   or allows Two-Handed Equipping. Doing so will not only raises the damage you
   do when attacking, but it also isn't affected if your stats are decreased in
   battle somehow. Thirdly, try equipping the Relic that allows you to attack
   twice each time you choose the Attack command. Finally, if you have a spear
   equipped to the character, make sure they can use the Jump command. The
   attack power of using the Jump command is doubled when you equip a spear!

10. INCREASE YOUR MAGIC --- Why allow physical attackers to get all the bonuses
   and power? If your character excels in magical attacks, there are several
   options to raise their magic power as well. First, try casting Reflect on
   your party and then casting a target-all spell on all four allies. The spell
   will reflect off onto your enemies for more power. If there is one enemy,
   the spell will strike four times for quadruple damage! If there are multiple
   enemies, the reflected spells will randomly target enemies. This can, of
   course, be a bad thing if the spell is absorbed by some enemies. Another
   side effect of this strategy is that enemies can't cast spells on you. The
   second option is to equip Relics that increase Magic or MP. Finally, you can
   equip the Gem Box to allow your character to dualcast spells.









  ___________  _________________________________________________  ___________
 /           \-\                                               /-/           \
( 02.00.00.00 ) )            W A L K T H R O U G H            ( ( ~walkthru   )
 \___________/-/_______________________________________________\-\___________/

O===========================O   This is the main guide to the game itself. The
|  ~*~ IN THIS SECTION ~*~  |   walkthrough will include all information that
o---------------------------o   is necessary to complete the game. However,
| 01. The World of Balance  |   that only equates to about 50% of the actual
| 02. The World of Ruin     |   game! Usually, if there are sidequests and
O===========================O   optional objectives, I include them only in the
                                Sidequests section following the walkthrough.
However, since there are so many sidequests in this game, I've decided to just
include all of them in the main walkthrough and label them as optional. The
new dungeons available after the end of the storyline game will be placed in
the Sidequests section, instead, since they are completely optional. Otherwise
you would have to switch back and forth between sections all the time! So,
without further ado, let's get started.



 _____________________________________________________________________________
|\ /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\  /|
|/_\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/__\|
|            _____________________________________________________            |
\\\ \ | / / /                                                     \ \ \ | / ///
 \\\ \|/ / /                                                       \ \ \|/ ///
  ||| | | |          _   _   _____   _____   _       ____           | | | |||
  ||| | | |         | | | | |  _  | |  _  | | |     |  _ \          | | | |||
  ||| | | |         | |_| | | | | | | |_| | | |     | | \ \         | | | |||
  ||| | | |         | | | | | | | | |    _| | |     | | | |         | | | |||
  ||| | | |         |  _  | | |_| | | |\ \  | |___  | |_/ /         | | | |||
  ||| | | |         |_/ \_| |_____| |_| \_\ |_____| |____/          | | | |||
  ||| | | |                                                         | | | |||
  ||| | | |                      _____   _____                      | | | |||
  ||| | | |                     |  _  | |  ___|                     | | | |||
  ||| | | |                     | | | | | |__                       | | | |||
  ||| | | |                     | | | | |  __|                      | | | |||
  ||| | | |                     | |_| | | |                         | | | |||
  ||| | | |                     |_____| |_|                         | | | |||
  ||| | | |                                                         | | | |||
  ||| | | |  _____   _____   _       _____   _   _   _____   _____  | | | |||
  ||| | | | |  _  | |  _  | | |     |  _  | | \ | | |  ___| |  ___| | | | |||
  ||| | | | | |_| | | |_| | | |     | |_| | |  \| | | |     | |__   | | | |||
  ||| | | | |  _  | |  _  | | |     |  _  | | \ \ | | |     |  __|  | | | |||
  ||| | | | | |_| | | | | | | |___  | | | | | |\  | | |___  | |___  | | | |||
  ||| | | | |_____| |_| |_| |_____| |_| |_| |_| \_| |_____| |_____| | | | |||
 /// /|\ \ \                                                       / / /|\ \\\
/// / | \ \ \_____________________________________________________/ / / | \ \\\
|_____________________________________________________________________________|
|\ /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\   /\  /|
|/_\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/___\/__\|
____________
\WALKTHROUGH\  _________________________________________________  ___________
|            \-\                                               /-/           \
( 02.01.00.00 ) )   T H E   W O R L D   O F   B A L A N C E   ( ( ~balance    )
 \___________/-/_______________________________________________\-\___________/

O=============================O   The ancient War of the Magi...
|   ~*~ IN THIS SECTION ~*~   |
o-----------------------------o   When its flames at last receded, only the
| 01. Prologue                |   charred husk of a world remaind. Even the
| 02. The Marriage of Figaro  |   power of magic was lost...
| 03. The Returners           |
| 04. Terra's Scenario        |   In the thousand years that followed, iron,
| 05. Locke's Scenario        |   gunpowder, and steam enginestook the place
| 06. Sabin's Scenario        |   of magic, and life slowly returned to the
| 07. Last Stand at Narshe    |   barren land...
| 08. Finding Terra           |
| 09. Into The Lion's Den     |   Yet there now stands one who would reawaken
| 10. The Sealed Gate         |   the magic of ages past, and use its dread
| 11. The Esper Treaty        |   power as a means by which to conquer all the
| 12. Other Objectives        |   world...
| 13. The Floating Continent  |
O=============================O   ...Could anyone truly be foolish enough to
                                  repeat that mistake?





____________                  ____________________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  ___________
|            \-\                                               /-/           \
( 02.01.01.00 ) )               P R O L O G U E               ( ( ~prologue   )
 \___________/-/_______________________________________________\-\___________/

The game opens with a scene between Biggs and Wedge, two serial characters from
various Final Fantasy games. The two soldiers are discussing the reason they
are heading toward Narshe, a city in the frozen north. According to recent
reports, a frozen Esper has been found intact in the mines near Narshe, and it
is believed that the Empire could harness this Esper's prolific powers for its
own benefit. However, their tactics are less than sterling, and there's one
thing they didn't plan for: the Esper's will.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  / PROLOGUE  /
|            \-\                                               /-/            |
| 02.01.01.01 ) )                 N A R S H E                 ( ( ~narshe     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | { } Elixir        | South Narshe: Arvis' House              |   |
|   | X |   | [ ] Phoenix Down  | West Narshe Mines                       |   |
|   | X |   | [ ] Sleeping Bag  | West Narshe Mines                       |   |
|   |   |   | [ ] Potion        | Adventuring School: Advanced Battle Tac |   |
|   |   |   | [ ] Sleeping Bag  | Adventuring School: Battle Tactics      |   |
|   |   |   | [!] Potion        | Adventuring School: Field Science       |   |
|   |   |   | (_) Ether         | Adventuring School: Field Science       |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 001 Guard             |      40 |      48 |      48 |  Yes  |  No   |   |
|   | 002 Silver Lobo       |      27 |      30 |      37 |  Yes  |  No   |   |
|   | 003 Megalodoth        |     115 |      90 |      50 |  Yes  |  No   |   |
|   | 004 Wererat           |      24 |      22 |      21 |  Yes  |  No   |   |
|   | 005 Spritzer          |      15 |      29 |      23 |  Yes  |  No   |   |
|   | 006 Bandit            |      35 |      25 |      25 |  Yes  |  Yes  |   |
|   | 276 YMIR              |  50,000 |     --- |     --- |  No   |  No   |   |
|   | 277 YMIR              |   1,600 |     --- |     --- |  No   |  No   |   |
|   | 278 GUARD LEADER      |     420 |     350 |     --- |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

\___                        ____.------------.____                         ___/
 ___)======================(___( SOUTH NARSHE )___)=======================(___ 
/                               "------------"                                \

Start your adventure by open-     /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
ing the field menu once you      < .----------------------------------------. >
gain control over your party.    < |      ~*~ NEW CHARACTER ALERT ~*~       | >
Browse through the options to    < |========================================| >
get a feeling for where things   < | B I G G S                    (Soldier) | >
are located. Once you're all     < |========================================| >
set, it's time to start the      < | A soldier of the Gestahlian Empire who | >
trek to the frozen Esper.        < | leads the infiltration of Narshe for   | >
                                 < | the frozen Esper.                      | >
If you head to the space just    < |                                        | >
below the door to the Inn,       < |========================================| >
you'll fight the first forced    < | W E D G E                    (Soldier) | >
encounter of the game against    < |========================================| >
a Silver Lobo. Once it's de-     < | A soldier of the Gestahlian Empire who | >
feated, head back to the main    < | assists Biggs in the infiltration of   | >
path and then north until you    < | Narshe for the frozen Esper.           | >
are next to the Inn. This will   < |                                        | >
bring about another forced en-   < |========================================| >
counter, this one is against a   < | ? ? ? ?                (Magitek Elite) | >
Silver Lobo and two Guards.      < |========================================| >
Continue on to the crossroads    < | An enigmatic witch and Magitek Elite   | >
ahead where you'll fight two     < | whose past has been wiped clean by way | >
more forced encounters, these    < | of a slave crown.                      | >
against two Silver Lobos and     < '----------------------------------------' >
another against two Guards.       \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Just north of this area is a
final forced encounter for this map against a Silver Lobo and two Guards. My
tip for all of these fights is to get used to the battle controls. Try using
each of the different attacks available, especially ????'s Bio Blaster, Con-
fuser, and Magitek Missile. Bio Blaster is great against groups. Confuser
essentially makes enemies allies. And Magitek Missile is very effective against
single enemies. When you're ready, head north.

\___                        ____.------------.____                         ___/
 ___)======================(___( NORTH NARSHE )___)=======================(___ 
/                               "------------"                                \

Getting closer to the mine now, you'd better be on your guard for one last,
fierce attack. Or at least as fierce as these opening battles can be. Anyway,
as soon as you climb the first set of wooden stairs, you'll be forced into a
final encounter against two Megalodoths and two Guards. When you're done, head
north into the mine.

\___                     ____.------------------.____                      ___/
 ___)===================(___( NORTH NARSHE MINES )___)====================(___ 
/                            "------------------"                             \

If you want to save your game now, you might want to head west at the first
intersection and use the save point there. Otherwise, you really shouldn't have
any problem with the sections ahead. If you do, you're pretty much done for and
might want to set down the game right now, or at least get some more experience
to buff up your characters!

When you're ready, head north until you reach the mine gate. Once it's unlocked
you just head north to discover a nasty little surprise: a boss fight against
Ymir, the Lightning Whelk!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |               Ymir                  |
    | | |_| | | |_| |  ___| |  ___| |          -The Whelk Shell-          |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:  50,000    | STR: N/A  | MAG:   5  | ATT:  13  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:     120    | DEF: 102  | MDF: 155  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    4    | EVA: ---  | MEV: ---  | SPD: N/A  | MXP:     ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [A] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [I] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Ether                  | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Narshe Mines - North   | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Megavolt               | LEARN:    ---                    |
    |==================================o==================================|
    | APPEARANCE: A spiky, lavender shell                                 |
    |=====================================================================|
    | STRATEGY: Do not attack this part of the boss! It will always use a |
    |           powerful counter-attack called "Megavolt" which deals a   |
    |           lot of Lightning-based damage to all of your party. Just  |
    |           defeat the other part of the boss to make this disappear. |
    O=====================================================================O
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |               Ymir                  |
    | | |_| | | |_| |  ___| |  ___| |        -The Lightning Whelk-        |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:   1,600    | STR: N/A  | MAG:  10  | ATT:  22  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:   1,000    | DEF: 100  | MDF: 155  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    6    | EVA: ---  | MEV: ---  | SPD: N/A  | MXP:     ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Hi-Potion              | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Narshe Mines - North   | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           <withdraw>             |                                  |
    |==================================o==================================|
    | APPEARANCE: A golden-hued giant whelk (snail)                       |
    |=====================================================================|
    | STRATEGY: Attack this portion of the boss only. Try using ????'s    |
    |           "Magitek Missile" and Biggs'/Wedge's "Fire Beam" commands |
    |           to deal major damage quickly. Use Biggs and Wedge to heal |
    |           if any characters grow weak. Just focus on using ????'s   |
    |           "Magitek Missile" until the whelk withdraws into its shell|
    |           again. At this point, heal up with "Healing Force" and    |
    |           wait for the whelk to reappear before attacking again.    |
    O=====================================================================O

When you finish the boss fight, head north to the next area.

\___                ____.------------------------------.____               ___/
 ___)==============(___( NORTH NARSHE MINES: ESPER CAVE )___)=============(___ 
/                       "------------------------------"                      \

In the next room is the frozen Esper. However, the Imperial witch still without
any name has a strange bond with the Esper. Upon nearing it, both Biggs and
Wedge are removed from the area while ???? seems to be drawn closer and closer
to the Esper. Suddenly, the creature seems to awaken, creating a massive blast
of energy that destroys the Magitek Armor protecting ???? and knocking her
unconscious.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( SOUTH NARSHE: ARVIS' HOUSE )___)===============(___ 
/                         "--------------------------"                        \

The girl wakes up in a house      /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
in Narshe owned by someone who   < .----------------------------------------. >
is known only as Old Man for     < |      ~*~ NEW CHARACTER ALERT ~*~       | >
now. He informs the girl that    < |========================================| >
he found her in the mines and    < | T E R R A              (Magitek Elite) | >
helped her back to his house     < |----------------------------------------| >
before the Imperial troops       < | "A mysterious young woman, born with   | >
could find her. By removing      < | the gift of magic, and enslaved by the | >
the slave crown on her head,     < | Gestahlian Empire..."                  | >
he gave the girl the ability     < '----------------------------------------' >
for conscious thought again.      \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
However, her memory has been
wiped clean and it will probably be a while before her full memory returns,
according to the Old Man. He underestimates this woman, though. Being a Magitek
Elite, she has a natural affinity for magic, and is therefore less susceptible
to amnesia than others. She remembers her name immediately.

It doesn't take long for the Imperial troops to demand her return. The Old Man
insists that Terra flee into the Narshe Mines rather than turn herself over to
the soldiers since she'll just lose her free will again once the slave crown is
put back on again. Even if she is an agent of the Empire, she's still a person.
Before following the Old Man, try checking the clock near the door for a free
ELIXIR! Then head out the door to the back of the shop.

\___                         ____.------------.____                        ___/
 ___)=======================(___( SOUTH NARSHE )___)======================(___ 
/                                "------------"                               \

As she flees behind the shop, the guards spot Terra on the catwalk. Thankfully,
they can't get to her just yet, so keep heading west until she arrives at the
Narshe Mines again.

\___                      ____.-----------------.____                      ___/
 ___)====================(___( WEST NARSHE MINES )___)====================(___ 
/                             "-----------------"                             \

For now, you should skip the two treasure chests in this area because they'll
have better items when you return later. Instead, just head northwest until you
are cornered by several Imperial guards into a corner. Just as things seem to
be hopeless, the floor gives way, sending Terra into a chamber below. She falls
unconscious upon impact. In her dreams, she envisions her time at the capital
city in the presence of Kefka, who brainwashed her and then enslaved her with
the slave crown, turning her into a sorcerous weapon. During this flashback,
you can also get a quick glimpse of three other major characters that will
appear later in this drama: Gestahl, the Emperor; a blond woman in a similar
state as Terra; and a young, blond military officer.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( SOUTH NARSHE: ARVIS' HOUSE )___)===============(___ 
/                         "--------------------------"                        \

In walks a new character named    /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
Locke. Although he's really a    < .----------------------------------------. >
thief, he prefers to be called   < |      ~*~ NEW CHARACTER ALERT ~*~       | >
a "treasure hunter." It seems    < |========================================| >
that he is in league with the    < | L O C K E                 (Adventurer) | >
Old Man, trying to rouse the     < |========================================| >
people of Narshe into a revolt   < | "A treasure hunter and trail-worn      | >
against the Empire, by con-      < | traveler, searching the world over for | >
vincing them to join the Re-     < | relics of the past..."                 | >
turners. Perhaps if Locke can    < '----------------------------------------' >
draw in Terra, that will give     \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
the Returners a formidable
weapon against the Empire and might just convince the townsfolk to revolt. The
Old Man convinces Locke to help Terra, and then you regain control of the game,
this time as Locke.

\___                 ____.----------------------------.____                ___/
 ___)===============(___( NARSHE MINES: PUZZLE CHAMBER )___)==============(___ 
/                        "----------------------------"                       \

Locke finds Terra just in time to avoid an ambush from the Imperial Guards.
Unfortunately, Terra is unconscious still, which means that he'll need to
defend her against the oncoming attack. Thankfully, a group of fuzzy moogle
allies decide to help. The game forces you into three parties:

    O=====================O O=====================O O=====================O
    |      GROUP ONE      | |      GROUP TWO      | |     GROUP THREE     |
    O==========O==========O O==========O==========O O==========O==========O
    |   NAME   |  WEAPON  | |   NAME   |  WEAPON  | |   NAME   |  WEAPON  |
    O==========O==========O O==========O==========O O==========O==========O
    | Locke    | Dagger   | | Mog      | Spear    | | Mogsy    | Staff    |
    | Moglin   | Spear    | | Molulu   | Whip     | | Mogwin   | Spear    |
    | Mogret   | Whip     | | Moghan   | Sword    | | Mugmug   | Sword    |
    | Moggie   | Claws    | | Moguel   | Chakram  | | Cosmog   | Chakram  |
    O==========O==========O O==========O==========O O==========O==========O

Using the three teams, try to block off each of the three paths to Terra. When
the enemies begin to draw near, get ready for battle. The soldiers will force
battle when they encounter your party. You can also bring the battle to them
if you want to delve deeper into the puzzle chamber. However, doing so puts you
at risk of missing a soldier that might make it to Terra since you aren't
blocking the way anymore. Also be ready to bring another team to the rescue if
one of your parties loses a battle. If that happens, they disappear and the
soldier keeps moving! That's why I don't recommend separating parties too much
in these types of puzzle rooms (yes, there will be another later). If one fails
to stop a soldier, you need to be able to quickly cover for that route.

I'd like to thank Daniel for sending in a tip that the spear Mog is equipped
with a Mythril Spear, which makes an excellent weapon for a character coming up
once you reach Figaro Castle and will remain an ideal weapon until you return
to Narshe again. However, in some battles the Auto-Crossbow or the Bioblaster
are still preferable for dealing with an entire group of enemies at once.

If you get the chance, which you probably will, try using the team with Mog in
it for at least one battle. Mog is a character you can recruit later in a side-
quest if you like, and he has the ability to use his surrounding to alter his
attacks by dancing. Since you're in an underground area right now, the special
surroundings will allow him to learn a new Dance: Twilight Requiem. This dance
has several different outcomes. The most common ones are a strong Poison-based
attack on one enemy or a spell that banishes one enemy from the battle. Once
all of the minor soldiers have been dispatched, it's time to take on the
commander, which is another boss fight!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |            Guard Leader             |
    | | |_| | | |_| |  ___| |  ___| |      -The Imperial Commander-       |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:     420    | STR: N/A  | MAG:   9  | ATT:  60  | GIL:     350   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:     150    | DEF: 110  | MDF: 140  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    8    | EVA: ---  | MEV: ---  | SPD: N/A  | MXP:     ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [W] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [ ] Berserk  [ ] Death     [ ] Imp       [ ] Reflect   [ ] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [ ] Sleep    |
    | [ ] Bravery  [ ] Faith     [ ] Petrify   [ ] Reraise   [ ] Slow     |
    | [ ] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Hi-Potion              | STEAL:    Mythril Knife          |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Narshe Mines: Puzzle   | TYPE:     Humanoid               |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |==================================o==================================|
    | APPEARANCE: A blue-clothed soldier commander                        |
    |=====================================================================|
    | STRATEGY: This boss is protected by two Silver Lobos. However, they |
    |           should be too much trouble considering that you've been   |
    |           slaying them for a while now. Once they're gone, it only  |
    |           takes a few attacks to bring down the Guard Leader. There |
    |           is one interesting twist on this battle, however. If you  |
    |           use Mog's team in this battle and try Mog's Dance on the  |
    |           Guard Leader, there is pretty much a guarantee that the   |
    |           Dance will do the trick. If it uses the Poison-based      |
    |           attack, Guard Leader is weak to the Poison Element but is |
    |           immune to the Poison status, so you'll just do some major |
    |           damage. However, if it uses the Banish attack, you can    |
    |           actually Banish the boss! Unfortunately, you won't gain   |
    |           the Gil reward, however meager it is.                     |
    O=====================================================================O

Locke heads over to Terra once the boss is dead and quickly (literally) carries
her out of the cave using a secret route to avoid other Imperial soldiers. Once
you leave the mines, keep a mental note as to where the secret passage was as
you'll need to use it later to get back into Narshe. Once free, you have full
control over Locke and Terra, so you might as well explore the town a bit. You
should start by heading into the building nearby guarded by one of the towns-
folk.

\___               ____.--------------------------------.____              ___/
 ___)=============(___( SOUTH NARSHE: ADVENTURING SCHOOL )___)============(___ 
/                      "--------------------------------"                     \

There are three rooms you can enter into from the main hall. There is also a
bucket near the counter that fully restores your HP and MP. Try using it once
in case you're low on life for some reason. There are other varieties of this
"healing spring" throughout the game, and they all come in handy greatly as a
form of free healing. For now, lets head into the first room directly north of
the main door.

\___       ____.-----------------------------------------------.____       ___/
 ___)=====(___( SOUTH NARSHE: ADVENTURING SCHOOL: FIELD SCIENCE )___)=====(___ 
/              "-----------------------------------------------"              \

Speak to the various people around the room. One of them tells you about save
points while another gentleman says that valuables are sometimes hidden in pots
and the like. Try checking the nearby pot for a free ETHER. The man near the
treasure chest also mentions that sometimes treasures are protected by monsters
nearby. If you open the treasure chest, you'll have to fight a Silver Lobo. The
treasure inside is a POTION, but it doesn't always appear for some reason. If
you are a stickler for treasures, this one can be a pain to get. Make sure to
use the save point nearby before opening the treasure chest if you absolutely
must have the silly potion. When you're ready, head back to the main hall and
then west into the next room.

\___       ____.------------------------------------------------.____      ___/
 ___)=====(___( SOUTH NARSHE: ADVENTURING SCHOOL: BATTLE TACTICS )___)====(___ 
/              "------------------------------------------------"             \

Speak to the people in this room to learn the basics of battle. The man on the
lower left provides valuable information about what the various colors around a
character mean when inflicted with status effects, and the man above him will
give you a great tip: if you want to enter an ally's command but another ally's
turn is active, press Select to bump that character's turn to the back of the
list of active ally turns. When you're ready, open the chest in the back for a
SLEEPING BAG, which can be used at save points to fully restore one person's HP
and MP. Now, head back to the main hall and then west again to the final room.

\___  ____.---------------------------------------------------------.____  ___/
 ___)(___( SOUTH NARSHE: ADVENTURING SCHOOL: ADVANCED BATTLE TACTICS )___)(___ 
/         "---------------------------------------------------------"         \

The people in this room tell you a lot of great information about statuses and
abilities. Pay close attention to these tips as you'll most likely encounter
them at some time during the game. Open the treasure chest in the corner to
receive a POTION. When you're ready, head out of the Adventuring School. For
now, there's nothing else you can do in town because you'll get chased out if
you try to enter. Instead, you should make for Figaro.





____________
\WALKTHROUGH\  _________________________________________________  ___________
|            \-\                                               /-/           \
| 02.02.00.00 ) ) T H E   M A R R I A G E   O F   F I G A R O ( ( ~figaros    |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 007 Leaf Bunny        |      33 |      45 |      24 |  Yes  |  No   |   |
|   | 008 Darkwind          |      34 |      41 |      28 |  Yes  |  No   |   |
|   | 009 Sand Ray          |      67 |      54 |      41 |  Yes  |  No   |   |
|   | 010 Alacran           |      87 |      94 |      37 |  Yes  |  No   |   |
|   |-----------------------+---------+---------+---------+-------+-------|   |
|   | 014 Beldomar          |     232 |     186 |     246 |  Yes  |  No   |   |
|   | 015 Unseelie          |     152 |     256 |      53 |  Yes  |  Yes  |   |
|   | 016 Mu                |     119 |      80 |      59 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

O===========================O   Well, it appears that Locke and Terra will need
|  ~*~ IN THIS SECTION ~*~  |   to recruit the help of the Returners in order
o---------------------------o   to stand a chance against the impressive might
| 01. Figaro Castle         |   of the Gestahlian Empire. For now, your job is
| 02. South Figaro Cave     |   to head south to Figaro Castle to plead your
| 03. South Figaro          |   case before the king of Figaro. Perhaps with
O===========================O   Terra's presence, the king will agree to rebel
                                against the Empire. Of course, with Imperial
troops so close, it might be risky to stay so close to Narshe. But what other
option is there?

There are a few monsters you can defeat to build up your bestiary if you want
while you're walking around the world map. I will always list world map monster
information at the beginning of each section that takes place around the locale
of those monsters. For instance, now that you're heading into the Figaro king-
dom, you'll have to pass through the land around that area, and any monsters
you encounter there will be listed at the beginning of the Marriage of Figaro
section. Look above for a list of new monsters. Otherwise, continue on as the
story continues.

____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /  FIGAROS  /
|            \-\                                               /-/            |
| 02.01.02.00 ) )          F I G A R O   C A S T L E          ( ( ~figarocast |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | [ ] Gold Needle   | Western Shop                            |   |
|   |   |   | [ ] Phoenix Down  | Northern Tower                          |   |
|   |   |   | [ ] Potion        | Eastern Shop                            |   |
|   |   |   | [ ] Antidote      | Eastern Shop                            |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Potion                | West Item Shop | Item             |      50 |   |
|   | Ether                 | West Item Shop | Item             |   1,500 |   |
|   | Antidote              | West Item Shop | Item             |      50 |   |
|   | Gold Needle           | West Item Shop | Item             |     200 |   |
|   | Echo Screen           | West Item Shop | Item             |     120 |   |
|   | Phoenix Down          | West Item Shop | Item             |     500 |   |
|   | Sleeping Bag          | West Item Shop | Item             |     500 |   |
|   | Tent                  | West Item Shop | Item             |   1,200 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Auto Crossbow         | East Item Shop | Tool             |     250 |   |
|   | Noiseblaster          | East Item Shop | Tool             |     500 |   |
|   | Bioblaster            | East Item Shop | Tool             |     750 |   |
|   |=======================O================O==================O=========|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 279 MAGITEK ARMOR     |     210 |     --- |     --- |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

\___                         ____.-----------.____                         ___/
 ___)=======================(___( THRONE ROOM )___)=======================(___
/                                "-----------"                                \

For now, all of the shops in the    /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
castle are closed and barred by    < .--------------------------------------. >
guards, so you may as well just    < |      ~*~ NEW CHARACTER ALERT ~*~     | >
head straight to the top of the    < |======================================| >
castle where the Throne Room can   < | E D G A R                (Machinist) | >
be found. At the far end of the    < |======================================| >
room is Edgar, King of Figaro.     < | "The young king of Figaro Castle,    | >
A young man with blond hair and    < | Imperial ally, and champion of the   | >
a lecherous leer, he takes an      < | technological revolution..."         | >
instant liking to Terra's exotic   < '--------------------------------------' >
beauty. This looks like it could    \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
be trouble. And to make it worse
off, it seems that Locke already knows Edgar! It seems that things are more and
more convoluted than Terra might have imagined. Of course, Terra is immediately
suspicious of Edgar's trust in her. However, he offers three reasons for his
kind treatment of an Imperial soldier: beauty, a possible relationship, and
Terra's abilities with magic as a distant third. What a lech!

Once Edgar leaves, you're just left with Terra for now. You might as well take
some time to explore Figaro Castle and learn a little bit more about the lay of
the land. Start by heading out of the Throne Room to the south.

\___                        ____.------------.____                         ___/
 ___)======================(___( WAITING ROOM )___)=======================(___
/                               "------------"                                \

There are six different doors in this area! To avoid confusion, each one will
be explained here and now. The one you came out of is at 12:00 on a clock. That
leads back into the Throne Room. The door at 1:00 leads to the Northern Tower.
The door at 5:00 leads to the Eastern Shop. The door at 6:00 leads to the
Veranda. The door at 7:00 leads to the Western Shop. Finally, the door at 11:00
leads to the Northern Tower as well. Let's start by collecting the various
treasures and visiting the shops before continuing on with the storyline, just
so we don't miss anything. Start by taking the door to the Western Shop.

\___                         ____.------------.____                        ___/
 ___)=======================(___( WESTERN SHOP )___)======================(___
/                                "------------"                               \

Open the treasure chest at the top of the room to claim a GOLD NEEDLE. Then
speak with the vendor to view the goods he sells. You might want to buy some
items from him: a Tent and around 5 Phoenix Downs, just to be safe. When you're
ready, head out and make your way to the door at 5:00.

\___                        ____.------------.____                         ___/
 ___)======================(___( EASTERN SHOP )___)=======================(___
/                               "------------"                                \

Open the two chests in this area first. The chest on the left contains a POTION
while the chest on the right contains an ANTIDOTE. Then speak with this vendor
to view his items. I would recommend buying: one of each item. These can be
used by Edgar as weapons, so you might as well have some variety. Sometimes an
enemy might not be affected by the Bioblaster due to its Poison affinity, even
if it is the strongest weapon. Once you're finished shopping (since you can
only buy one of each weapon anyway!) head to either the 1:00 or 11:00 doors.

\___                        ____.--------------.____                       ___/
 ___)======================(___( NORTHERN TOWER )___)=====================(___
/                               "--------------"                              \

Once up the stairs, you should see a treasure chest to the left side of this
hallway. Open it for a PHOENIX DOWN. Now all of the treasures have been found
for this section and you've done your shopping. It's time to advance the story.
If you take the 6:00 door back in the Waiting Room, you'll find yourself on the
walls of the castle.

\___                         ____.-----------.____                         ___/
 ___)=======================(___( CASTLE WALL )___)=======================(___
/                                "-----------"                                \

Think of this area like a cross. You can from the door at the top of the cross.
Now you need to head to the left branch of the walls. Go into this door.

\___                             ____.---.____                             ___/
 ___)===========================(___( INN )___)===========================(___
/                                    "---"                                    \

The area ahead contains an Inn that you can stay at for free. Simply enter the
room and agree to take a nap there. It will restore your HP and MP for free!
When you're well-rested, take the stairwell to the lower level and head out of
the castle to the sands. To the left is a tower.

\___                        ____.-------------.____                        ___/
 ___)======================(___( WESTERN TOWER )___)======================(___
/                               "-------------"                               \

Speak with the High Priestess to    /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
learn more about Edgar's past.     < .--------------------------------------. >
It turns out that he has a twin    < |     ~*~ NEW CHARACTER ALERT ~*~      | >
brother, but the brother left as   < |======================================| >
soon as Edgar was coronated for    < | S A B I N                     (Monk) | >
reasons of his own, and he has     < |======================================| >
not been heard from since. It      < | "Edgar's twin brother, who traded    | >
seems that the brother, Sabin,     < | the throne for his own freedom..."   | >
has traded the throne of Figaro    < '--------------------------------------' >
for his own freedom. However,       \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
you won't be able to recruit
Sabin until you can find him out in the world beyond Figaro. At least you know
of his existence, though.

\___                         ____.-----------.____                         ___/
 ___)=======================(___( THRONE ROOM )___)=======================(___
/                                "-----------"                                \

By now, you might have some questions for Edgar, so you should head back to the
Throne Room to find him back on his throne again. However, your conversation is
cut woefully short by the arrival of an emissary from the Empire: Kefka! Yes,
this is the same Kefka that place the slave crown on Terra's head. It would
seem that the Empire has found out where she is. After viewing an amusing scene
between Kefka, the dandy, and his bodyguards, he approaches Figaro Castle. It
seems that Edgar is willing to cover for Terra, the logical reason being that
if she falls into their hands again, she'll become a weapon of terror all over
again. As Kefka leaves, he vows that he'll do anything to find Terra, including
the destruction of Figaro Castle! Once Kefka leaves, speak with Locke to assure
him that Terra will be safe.

\___                           ____.-------.____                           ___/
 ___)=========================(___( LIBRARY )___)=========================(___
/                                  "-------"                                  \

Speak with the two Librarians here to learn a few tidbits about magic. Other-
wise, just head downstairs and out the door before going east to the other
tower.

\___                        ____.-------------.____                        ___/
 ___)======================(___( EASTERN TOWER )___)======================(___
/                               "-------------"                               \

Inside the tower you meet up with Locke. Terra asks Locke why Edgar would
harbor her if she's wanted by the Empire to which Locke replies that Figaro is
secretly in an alliance with the Returners, a rebellion militia fighting for
freedom from the Empire, while maintaining a standing alliance with the Empire.
However, Terra doesn't know what to do, but Locke assures her that when the
time comes for Terra to decide what to do, she'll know the right answer. Of
course, Terra doesn't seem so sure. With these doubts, Terra heads off to bed.

\___                         ____.-----------.____                         ___/
 ___)=======================(___( CASTLE WALL )___)=======================(___
/                                "-----------"                                \

Edgar wakes up in the middle of the night to the smell of smoke. The castle is
on fire! This can only be the doing of Kefka! When he approaches, you might as
well speak with him to determine his intentions, as if you don't know already.
Kefka wants Terra immediately. If you head up to the top of the walls, Edgar
orders the guard to ready Terra. Kefka mocks the king for his weakness, but his
comments are a bit premature. Edgar wasn't having Terra prepared to go away
with Kefka at all. Instead, the group (Edgar, Terra, and Locke) will be leaving
via chocobo!

\___                            ____.-----.____                            ___/
 ___)==========================(___( SANDS )___)==========================(___
/                                   "-----"                                   \

But there's another surprise in store for Kefka: the castle can sink under the
sand! But before they go they'll have to deal with a nasty little surprise of
Kefka's: two Magitek knights!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |            Magitek Armor            |
    | | |_| | | |_| |  ___| |  ___| |      -Imperial Elite Soldiers-      |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:     210    | STR: N/A  | MAG:   3  | ATT:  18  | GIL:     350   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:     250    | DEF:  30  | MDF: 130  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    8    | EVA: ---  | MEV: ---  | SPD: N/A  | MXP:     ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [W] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [ ] Berserk  [I] Death     [I] Imp       [ ] Reflect   [ ] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [ ] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [ ] Confuse  [*] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Hi-Potion              | STEAL:    Hi-Potion              |
    |           ---                    |           Potion                 |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Sands                  | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |==================================o==================================|
    | APPEARANCE: A soldier encased in a brown suit of Magitek Armor      |
    |=====================================================================|
    | STRATEGY: This fight will probably introduce you to the Back Attack |
    |           battle scenario. If an enemy attacks you while your back  |
    |           is turned, you take increased damage. In addition, your   |
    |           rows are effectively reversed, so back row becomes front  |
    |           row and vice versa. Thankfully, this battle is simple. If |
    |           you switch each character's row to their appropriate      |
    |           places before the battle, it will make things easier. But |
    |           if you didn't do this beforehand, you can do this in the  |
    |           battle itself by pressing the Right Direction Button as   |
    |           each character's first turn. Basically, just attack with  |
    |           Locke (or steal if you want to get their items), Edgar    |
    |           should use his Tool command and try out the new items,    |
    |           and Terra should attack but be ready to use her "Cure"    |
    |           magic as a back-up option. They'll go down fast.          |
    O=====================================================================O

After the battle, Edgar offers to introduce Terra to the Returners because he
is sure that magic will be the key factor that decides the outcome of this war
with the Empire. Although Terra is still ambivalent about her destiny, she can
only agree to go because there doesn't seem to be any other feasible option.
Banon, the leader of the Returners, lives in an isolated community near South
Figaro, and to get there you'll need to pass through the mountains into the
southern portion of the continent. Finding the cave that passes through the
mountains can be a chore on the chocobo, but if you use the mini-map, you'll
find it in the southeast section of the desert in a remote patch of grass next
to the mountains. You might want to just dismount the chocobo anyway, since a
few battles will do you good anyway.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /  FIGAROS  /
|            \-\                                               /-/            |
| 02.01.02.02 ) )      S O U T H   F I G A R O   C A V E      ( ( ~figarocave |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   | X |   | [ ] Ether         | Winding Cave > up northwestern stairs   |   |
|   | X |   | [ ] Phoenix Down  | Winding Cave > western treasure chest   |   |
|   | X |   | [ ] Ether         | Winding Cave > eastern treasure chest   |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 011 Foper             |     119 |      80 |      53 |  Yes  |  No   |   |
|   | 012 Hornet            |      92 |      64 |      48 |  Yes  |  No   |   |
|   | 013 Urok              |     122 |     120 |      71 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=========O=====|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

After meeting the guard in front of the cave to South Figaro, he recognizes the
king and allows you to pass. It's time to be on your way.

\___                           ____.-------.____                           ___/
 ___)=========================(___( SPRINGS )___)=========================(___
/                                  "-------"                                  \

If you go up to the springs and take a sip of the water, it will fully restore
your party's HP and MP. Ignore the turtle, although it's certainly cute. You
should also skip out on all of the treasures in the cave because they will all
be upgraded when you return later. Basically, you just need to work your way
out of the cave as quickly as possible. Start by leaving the Springs to the
east.

\___                         ____.------------.____                        ___/
 ___)=======================(___( WINDING CAVE )___)======================(___
/                                "------------"                               \

To navigate this maze-like corridor, head south from the entrance and then east
along the winding passage. Keep circling around until you find a pair of stairs
to the left and a chest you shouldn't open to the right. Take the first set of
stairs to arrive at the exit of the cave. South Figaro is just to the south.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /  FIGARO   /
|            \-\                                               /-/            |
| 02.01.02.03 ) )           S O U T H   F I G A R O           ( ( ~southfig   |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O====================O========================================|   |
|   |Skp|Mis|        NAME        |                LOCATION                |   |
|   |===O===O====================O========================================|   |
|   | X |   | {_} Potion         | South Figaro > west of chocobo stable  |   |
|   | X |   | [_] Green Cherry   | South Figaro > east of chocobo stable  |   |
|   | X |   | [_] Soft           | South Figaro > southwest corner        |   |
|   | X |   | {_} Antidote       | South Figaro > north of the docks      |   |
|   | X |   | [_] Eyedrops       | South Figaro > north of the docks      |   |
|   | X |   | {_} Potion         | South Figaro > near the Armor Shop     |   |
|   |   |   | {_} Warp Stone     | South Figaro > southwest end of wall   |   |
|   |   |   | {_} Phoenix Down   | South Figaro > behind the mansion      |   |
|   |   |   | \_/ Potion         | Old Man's House                        |   |
|   |   |   | { } Elixir         | Mansion: Basement                      |   |
|   |   |   | [ ] Hyper Wrist    | Mansion: Secret Passage                |   |
|   |   |   | [ ] Running Shoes  | Mansion: Secret Passage                |   |
|   |   |   | [ ] 500 Gil        | Mansion: Clock Storage                 |   |
|   |   |   | [ ] 1000 Gil       | Mansion: Clock Storage                 |   |
|   |   |   | [ ] 1500 Gil       | Mansion: Clock Storage                 |   |
|   |   |   | [ ] <empty>        | Mansion: Clock Storage                 |   |
|   |===O===O====================O========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Dagger                | Weapon Shop    | Knife            |     150 |   |
|   | Mythril Knife         | Weapon Shop    | Knife            |     300 |   |
|   | Mythril Sword         | Weapon Shop    | Sword            |     450 |   |
|   | Great Sword           | Weapon Shop    | Sword            |     800 |   |
|   | Noiseblaster          | Weapon Shop    | Tool             |     500 |   |
|   | Bioblaster            | Weapon Shop    | Tool             |     750 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Buckler               | Armor Shop     | Shield           |     200 |   |
|   | Heavy Shield          | Armor Shop     | Shield           |     400 |   |
|   | Hairband              | Armor Shop     | Helm             |     150 |   |
|   | Plumed Hat            | Armor Shop     | Helm             |     250 |   |
|   | Cotton Robe           | Armor Shop     | Armor            |     200 |   |
|   | Kenpo Gi              | Armor Shop     | Armor            |     250 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Sprint Shoes          | Relic Shop     | Relic            |   1,500 |   |
|   | Silver Spectacles     | Relic Shop     | Relic            |     500 |   |
|   | Star Pendant          | Relic Shop     | Relic            |     500 |   |
|   | Jeweled Ring          | Relic Shop     | Relic            |   1,000 |   |
|   | Knight's Code         | Relic Shop     | Relic            |   1,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Potion                | Item Shop      | Item             |      50 |   |
|   | Antidote              | Item Shop      | Item             |      50 |   |
|   | Gold Needle           | Item Shop      | Item             |     200 |   |
|   | Eye Drops             | Item Shop      | Item             |      50 |   |
|   | Echo Screen           | Item Shop      | Item             |     120 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Sleeping Bag          | Item Shop      | Item             |     500 |   |
|   | Tent                  | item Shop      | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Welcome to your first large town of the game. As you might notice from the
treasure list above, a lot of the treasures should be skipped in this section.
Make sure not to grab the wrong ones. South Figaro has something for everyone.
There are shops galore here, so spend your money wisely. I would recommend this
order of purchase: armor, weapons, relics, items, other. Why? In a tough
battle, defense should always be priority (unless it's a hopeless battle to
survive for long), followed by offense. Don't rely on the special abilities
that relics offer all the time, but they can be a nice change of pace from time
to time. This changes a bit when you get better relics, but the rule generally
stands. Finally, pick up items along the way to use as a back-up in case your
magic runs low. Now, let's get to shopping.

\___                  ____.------------------------.____                   ___/
 ___)================(___( SOUTH FIGARO: ARMOR SHOP )___)=================(___
/                         "------------------------"                          \

Start with the Armor Shop, as you would expect, which is located in the north-
east corner of town. Upgrade all of your equipment, if possible. In fact, make
it a priority. If you need more money, just wander around the plains near the
town in the world map until you acquire enough Gil to pay for everything. This
should become a habit in the sections to come. If you want something, don't
force yourself to sell other things.

\___                 ____.-------------------------.____                   ___/
 ___)===============(___( SOUTH FIGARO: WEAPON SHOP )___)=================(___
/                        "-------------------------"                          \

Next door is the Weapon Shop. Try to upgrade everyone's weapons if you can,
although you can skip Edgar if you like since he'll most likely be using the
Tool command for a while yet.

\___                  ____.------------------------.____                   ___/
 ___)================(___( SOUTH FIGARO: RELIC SHOP )___)=================(___
/                         "------------------------"                          \

Now, head to the southwest to       /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
find the Relic Shop/Inn/Pub.       < .--------------------------------------. >
Enter the building and speak to    < |     ~*~ NEW CHARACTER ALERT ~*~      | >
the man in front of the counter    < |======================================| >
to learn about relics. You can     < | S H A D O W               (Assassin) | >
also buy a relic or two if you     < |======================================| >
like, but I would recommend not    < | "He comes and goes like the wind,    | >
to until you've bought armor and   < | swearing allegiance to no one.       | >
weapons already. In fact, the      < | Hidden behind his wintry gaze lies a | >
Sprint Shoes are useless unless    < | face known to none who live..."      | >
you absolutely must move fast.     < '--------------------------------------' >
When you're done shopping, head     \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
upstairs and pass through the
Inn to find the Pub on the other side of the building. There you will find an
unusual face: the ninja and assassin, Shadow, and his canine companion, Inter-
ceptor.

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( SOUTH FIGARO: ITEM SHOP )___)=================(___
/                          "-----------------------"                          \

If you have any remaining Gil, you might want to drop by the Item shop located
to the east side of town and purchase a few sundries. This is optional, as you
might expect, since you'll quickly build up a supply simply by wandering around
the world and fighting in battles.

\___                ____.-----------------------------.____                ___/
 ___)==============(___( SOUTH FIGARO: OLD MAN'S HOUSE )___)==============(___
/                       "-----------------------------"                       \

Now it's time to search for the treasures you're allowed to pick up without
spoiling future treasures. The first one is found on the top of the wall to the
west. By checking the barrel here, you'll find a WARP STONE. This becomes a
Phoenix Down later, so get the better item now. The next one can be found in
the Old Man's House in the southeast side of town. The old man is sitting at a
table in a room alone and will ask you for some cider before he's willing to
trust you. That's how you'll know that you're in the right room. Now, head
below using the stairway near the door and then go right once you're downstairs
to find a ceramic pot and a bucket. Move over to the bucket and check it for a
POTION.

\___                    ____.---------------------.____                    ___/
 ___)==================(___( SOUTH FIGARO: MANSION )___)==================(___
/                           "---------------------"                           \

The mansion is located in the center of town. You can't miss it. If you speak
with the residents on both floors, you should get a complaint or two about a
strange draft coming from the west room. If you head over to that room and in-
vestigate behind the bookshelf, you'll find that you can actually walk through
the wall and into the basement beyond the bookshelf.

\___               ____.-------------------------------.____               ___/
 ___)=============(___( SOUTH FIGARO: MANSION: BASEMENT )___)=============(___
/                      "-------------------------------"                      \

Downstairs, you'll find yourself in a series of hallways. You come from the one
leading north, and there are hallways leading west and east. However, there is
actually also a hidden hallway leading south as well! Take that passage to find
a hidden dungeon beneath this level.

\___            ____.-------------------------------------.____            ___/
 ___)==========(___( SOUTH FIGARO: MANSION: SECRET PASSAGE )___)==========(___
/                   "-------------------------------------"                   \

The treasure chest in the first cell contains a HYPER WRIST, while the chest in
the second cell contains an HERMES SANDALS. Both of these relics are extremely
useful through at least the first half of the game, if not more! Hyper Wrist
raises your Strength significantly while Hermes Sandals grants Auto-Haste. The
Hermes Sandals relic is worth ten of any other item you can get in this town,
so don't miss it! When you're ready, head back to the Basement and then take
the last door on the right to find the last treasures in this city you can take
for now.

\___             ____.------------------------------------.____            ___/
 ___)===========(___( SOUTH FIGARO: MANSION: CLOCK STORAGE )___)==========(___
/                    "------------------------------------"                   \

The chests in this room contain a total of 3000 Gil, so you might want to shop
again after visiting this area. For now, to escape, you'll need to head back
the way you came since you can't go any farther... for now. The relic I would
recommend getting at this point is a Star Pendant because you'll be facing a
few monsters that can inflict the Poison status soon, and any protection from
loss of HP is important this early in the game. Now, it's time to complete the
actual objective for this section. Head to the far southeast side of town to
find a house beyond the town walls.

\___                 ____.----------------------------.____                ___/
 ___)===============(___( SOUTH FIGARO: DUNCAN'S HOUSE )___)==============(___
/                        "----------------------------"                       \

Speak with Duncan's Wife to learn about the master of martial arts himself. She
tells you that Duncan is famous even in Figaro to the north for his abilities
with the martial arts. Perhaps he can be recruited into the Returners as well?
His wife tells you that Duncan has gone off to meditate with his student upon
Mount Kolts. I guess we'll be heading there now, which is good for us because
Mount Kolts is on the route to the Returner's Hideout as well! When you're all
set, head out of town and make your way almost directly north of South Figaro
to begin the next leg of your journey.





____________                  ____________________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  ___________
|            \-\                                               /-/           \
( 02.01.03.00 ) )          T H E   R E T U R N E R S          ( ( ~returners  )
 \___________/-/_______________________________________________\-\___________/

O===========================O   Now that you've passed through the two kingdoms
|  ~*~ IN THIS SECTION ~*~  |   of Figaro, you can finally make your way past
o---------------------------o   the mountains to the east into the wilderlands
| 01. Duncan's Cabin        |   where the rebel Returners are ensconced. Your
| 02. Mount Kolts           |   primary objective for now is to meet with Banon
| 03. Returner Hideout      |   and discuss the events that transpired within
| 04. Lethe River           |   the mines of Narshe. Together, your team and
O===========================O   the Returners will hopefully come up with some
                                sort of plan of action because the Empire is
becoming more aggressive with each passing day, as you found out recently in
the deserts of Figaro.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  / RETURNERS /
|            \-\                                               /-/            |
| 02.01.03.01 ) )         D U N C A N ' S   C A B I N         ( ( ~duncancab  |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O====================O========================================|   |
|   |Skp|Mis|        NAME        |                LOCATION                |   |
|   |===O===O====================O========================================|   |
|   |   |   | \_/ Potion         | Inside Duncan's Cabin                  |   |
|   |===O===O====================O========================================|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

This little diversion is directly north of South Figaro. Once you find the sole
house near the trees, enter the area. There's nothing outside the house, so you
should just head inside. Once there, Edgar recognizes an odd smell in the air.
If you examine the blue flowers on the bureau, Edgar comments that "he always
liked these flowers." He can't mean Duncan, though, because he hasn't met the
martial artist yet. So who is "he?" You might have already guessed it, but I'll
leave you in suspense just in case for now. In the meantime, head over to the
bucket near the fireplace to find a POTION hidden inside. When you're ready to
move on, try to head out of the cabin only to pause on the threshhold as Edgar
wonders to himself about the person living here again. Now you can leave. How-
ever, there is a new guest just outside. Speak with the old man to learn the
whereabouts of the cabin's resident. Apparently, he headed into the mountains
as soon as he heard that Master Duncan was killed. Killed!? So much for getting
his help. But perhaps you can find the cabin's owner instead. There's also word
that Vargas -- Duncan's son -- has gone missing. Either way, you might be able
to recruit an ally. Once on the world map, go east along the plains until you
find a path leading into the mountains.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  / RETURNERS /
|            \-\                                               /-/            |
| 02.01.03.02 ) )            M O U N T   K O L T S            ( ( ~mountkolts |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O====================O========================================|   |
|   |Skp|Mis|        NAME        |                LOCATION                |   |
|   |===O===O====================O========================================|   |
|   |   |   | [ ] Main Gauche    | Primary Shaft > secret passage to S    |   |
|   |   |   | [ ] Gigas Glove    | Primary Shaft > secret passage to NE   |   |
|   |   |   | [ ] Tent           | East Path > take the first cave south  |   |
|   |   |   | [ ] Tent           | Descent > just below the entrance      |   |
|   |===O===O====================O========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 017 Zaghrem           |     137 |      84 |      79 |  Yes  |  No   |   |
|   | 018 Trilium           |     147 |     134 |      97 |  Yes  |  No   |   |
|   | 019 Gorgias           |     270 |     102 |     163 |  Yes  |  No   |   |
|   | 020 Cirpius           |     134 |     102 |      82 |  Yes  |  No   |   |
|   | 280 VARGAS            |  11,600 |     --- |     --- |  No   |  No   |   |
|   | 281 IPOOH             |     360 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

It's time for your first official dungeon, since the mines in Narshe probably
didn't offer much of a challenge. Start the journey by entering the caves of
Mount Kolts from the south.

\___                    ____.---------------------.____                    ___/
 ___)==================(___( MOUNT KOLTS: ENTRANCE )___)==================(___
/                           "---------------------"                           \

Make your way to the other exit in this small cave. You'll find that most of
the monsters here are more powerful than those you've faced so far, so you may
want to either make a quick dash through this dungeon or spend a little time
leveling up and then using a Tent on the world map before Mount Kolts in order
to get your HP and MP levels a little higher as well as your other statistics.
Be aware that some of the monsters in this dungeon absorb Poison, so you might
want to stick to Edgar's Auto Crossbow rather than the Bioblaster for now.

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( MOUNT KOLTS: SOUTH PATH )___)=================(___
/                          "-----------------------"                          \

The cave opens up into a grassy knoll as the mountain begins to rise above the
plains. For now, you can only enter the cave just to the right of the cave you
exitted from. However, if you look to the right, you'll probably spot a chest
on a small knoll to the east.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( MOUNT KOLTS: PRIMARY SHAFT )___)===============(___
/                         "--------------------------"                        \

First things first, let's get that treasure. If you slip past the large rock
formation that seems to be blocking your way east from underneath, you'll end
up back on the South Path again. Claim the MAIN GAUCHE from the chest and then
head back inside. Equip the Main Gauche to Locke for now since he'll get the
most out of the weapon. Back in the Primary Shaft, it appears that there is
only one way to go. However, that would be an incorrect assumption. If you look
carefully to the right as you approach the wooden bridge, you'll spot an area
beyond the wall to the right. There's a secret passage here that connects to a
small cave with a treasure chest containing a GIGAS GLOVE. Now, make your way
north across the rickety old bridge and then exit the cave to the northwest.

\___                    ____.----------------------.____                   ___/
 ___)==================(___( MOUNT KOLTS: WEST PATH )___)=================(___
/                           "----------------------"                          \

Did you see that shadowy figure? I wonder who that could be? For now, follow
the shadow around the path and behind the mountain. Is it Sabin or Vargas? You
can be sure you'll find out soon enough.

\___                    ____.----------------------.____                   ___/
 ___)==================(___( MOUNT KOLTS: EAST PATH )___)=================(___
/                           "----------------------"                          \

There are two exits you can take once you get to the other side of Mount Kolts.
The first entrance (the eastern one) leads to a treasure chest farther east
from the first one on the South Path, so lets take that route first. There's
only one direction to go: south. Once you find the treasure chest, open it to
find a TENT. Now, head back to the East Path and take the second (western) cave
deeper into Mount Kolts.

\___                 ____.----------------------------.____                ___/
 ___)===============(___( MOUNT KOLTS: SECONDARY SHAFT )___)==============(___
/                        "----------------------------"                       \

Cross the first bridge to reach an island of rock with two bridges extending
from it. The first leads east while the second leads north. The north bridge is
the only route, though, because the eastern bridge drops off only a few steps
out. Once north, follow the route east along the chasm to find the exit in the
northeast.

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( MOUNT KOLTS: FOGGY PATH )___)=================(___
/                          "-----------------------"                          \

There's that pesky shadow again! If you follow the shadow north up the foggy
path, you'll eventually end up at a rope bridge connecting two peaks of Mount
Kolts together. Cross the rope bridge and then take the exit beyond it into the
heart of the second portion of the mountain.

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( MOUNT KOLTS: SAVE POINT )___)=================(___
/                          "-----------------------"                          \

In this small cave, you'll find a shaft of light illuminating a save point. Use
a Tent if you like to fully restore your party's HP and MP, because there's a
tough section ahead and a boss fight at the end. When you're ready, head east.

\___                     ____.-------------------.____                     ___/
 ___)===================(___( MOUNT KOLTS: VALLEY )___)===================(___
/                            "-------------------"                            \

Although the area ahead might look very confusing at first, think of it like a
reversed S. The path winds east, then south, then west, then south, then east,
and finally it spirals in a curlique to the center of the valley. Try to finish
the monsters in this area quickly and make sure to heal any Poisoned characters
as soon as possible because you can't afford to lose a lot of HP in these
battles unless you're at Level 10 or above. As you approach the base of the
valley, you'll find that a mysterious figure with dark skin and silver hair is
waiting. That must be Vargas since we already know what Sabin looks like from
the flashback in Figaro Castle earlier. Make sure to heal up before you speak
with Vargas, because you're in for a tough fight! Vargas thinks that Sabin has
sent you to seek revenge for Duncan's murder, and he's not willing to entreat.
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |                Ipooh                |
    | | |_| | | |_| |  ___| |  ___| |          -Mount Kolts Bears-        |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:     360    | STR: N/A  | MAG:  10  | ATT:  18  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      60    | DEF: 105  | MDF: 150  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    8    | EVA: ---  | MEV: ---  | SPD: N/A  | MXP:     ---   |
    |================o===========o===========o===========o================|
    | [W] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [ ] Imp       [ ] Reflect   [ ] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    Hi-Potion              |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Valley                 | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |==================================o==================================|
    | APPEARANCE: A furry, brown bear with a fierce look to it            |
    |=====================================================================|
    | STRATEGY: This first portion of the boss fight is fairly straight-  |
    |           forward. Essentially, you should dispatch the two Ipooh   |
    |           enemies as soon as possible to stop their Poison-based    |
    |           attacks and then focus on Vargas. You can't even attack   |
    |           Vargas until the Ipoohs are dead, anyway. Now, all you    |
    |           need to do is inflict around 900 to 1000 points of damage |
    |           on Vargas to cue a new scene.                             |
    O=====================================================================O

While still in battle, Vargas announces that he's had enough of your childish
attacks and gets ready to unleash his full powers. However, a mysterioius voice
halts Vargas in his tracks. It's Sabin! It would appear that Vargas has killed
his own father, and now Sabin needs to avenge his master's death, so it's back
to battle, this time with a new ally.
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |               Vargas                |
    | | |_| | | |_| |  ___| |  ___| |           -Duncan's Son-            |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:  11,600    | STR: N/A  | MAG:  10  | ATT:  13  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:     220    | DEF:  85  | MDF: 150  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    8    | EVA: ---  | MEV: ---  | SPD: N/A  | MXP:     ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [W] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    Mythril Claws          |
    |           ---                    |           Potion                 |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Valley                 | TYPE:     Humanoid               |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Blizzard Fist          |                                  |
    |           Doom Fist              |                                  |
    |==================================o==================================|
    | APPEARANCE: A dark-skinned, silver-haired monk                      |
    |=====================================================================|
    | STRATEGY: Vargas immediately uses Blizzard Fist, which will banish  |
    |           all of your allies from battle except Sabin. A timer will |
    |           appear above Sabin's head, and once it reaches 0, the     |
    |           battle will be lost, so act quickly. Eventually, you'll   |
    |           be prompted to use the Blitz command to end the fight. If |
    |           you don't, it's certain death! This might be confusing to |
    |           new players because it says to use your Blitz command in  |
    |           combination with several button presses. What it doesn't  |
    |           say is that you need to move your cursor to Blitz, tap A  |
    |           once to start the Blitz process, and while the curson is  |
    |           hovering over Sabin, enter the button sequence before you |
    |           tap A a second time to end the Blitz move. The only Blitz |
    |           you can perform for now is the Raging Fist, which can be  |
    |           achieved by pressing Left, Right, and Left. Once Raging   |
    |           Fist is launched, the battle ends.                        |
    O=====================================================================O

After the battle, a bittersweet reunion cues. Sabin feels bad for Vargas, who
was consumed by his own greed for power and a lust for his father's recognition
until he was forced to kill Master Duncan, but he's also elated to reunite with
Edgar and meet Edgar's travelling partners. Sabin is glad that Figaro has not
become a puppet state to the Empire, and he agrees to join the party if they'll
take him. Of course they will! Before you head off, take a look at Sabin's
Abilities menu and familiarize yourself with his two new Blitz sequences, as
they'll come in handy in a tight spot. Think of them like critical attacks on
cue. They do significant damage without the need for expensive weapons.

\___                     ____.--------------------.____                    ___/
 ___)===================(___( MOUNT KOLTS: DESCENT )___)==================(___
/                            "--------------------"                           \

The treasure chest just below the entrance contains a TENT. After that, just
descend down the stairs to the base of the mountain and exit to the south.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  / RETURNERS /
|            \-\                                               /-/            |
| 02.01.03.03 ) )       R E T U R N E R   H I D E O U T       ( ( ~returnhide |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O====================O========================================|   |
|   |Skp|Mis|        NAME        |                LOCATION                |   |
|   |===O===O====================O========================================|   |
|   |   | X | [ ] Phoenix Down   | Bedroom                                |   |
|   |   | X | [ ] Hi-Potion      | Banon's Room                           |   |
|   |   | X | (_) Green Cherry   | Cafe > the ceramic pot near the armor  |   |
|   |   | X | [ ] Air Knife      | Storage Room > lower right chest       |   |
|   |   | X | [ ] Phoenix Down   | Storage Room > lower left chest        |   |
|   |   | X | [ ] Knight's Code  | Storage Room > upper chest             |   |
|   |   | X | \_/ Antidote       | Storage Room > bucket above treasures  |   |
|   |   | X | (_) Ether          | Storage Room > ceramic pot near bucket |   |
|   |   | X | [ ] White Cape     | Storage Room > secret passage east     |   |
|   |   | X |     Gauntlet       | Entrance > Banon's reward for agreeing |   |
|   |   | X |     Genji Glove    | Entrance > Troop's reward for doubting |   |
|   |===O===O====================O========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Eye Drops             | Item Shop      | Item             |      50 |   |
|   | Potion                | Item Shop      | Item             |      50 |   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Ether                 | Item Shop      | Item             |   1,500 |   |
|   | Echo Screen           | Item Shop      | Item             |     120 |   |
|   | Sleeping Bag          | Item Shop      | Item             |     500 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   | Spring Shoes          | Item Shop      | Relic            |   1,500 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

To find the Returner's Hideout, just follow the mountain valley on the world
map north until you find another path leading into the mountains. This will
lead to another cave. If you enter the cave, you'll find yourself in the hiding
place of the Returners. Speak with the guard to be brought into the hideout. It
seems that Banon wants to speak with King Edgar urgently, so just head north
once you regain control to meet with the resistance's leader.

\___                ____.------------------------------.____               ___/
 ___)==============(___( RETURNER HIDEOUT: BANON'S ROOM )___)=============(___
/                       "------------------------------"                      \

Banon is located at the bottom of his room. He is immediately curious about
Terra and has heard that she can commune with the Espers. However, Terra's
confusion about Espers turns to outright shock when she learns that while under
the power of the slave crown she was capable of destroying fifty Imperial
soldiers in mere minutes! To calm her, Banon relates a story about a box filled
with evils. When it was opened, the evils escaped. Although much pain and
devastation resulted from the box being opened, there was one thing left in the
box still: Hope. Pandora's Box, anyone? Banon assures Terra that although her
powers might be terrible and catastrophic, they are the only hope for a free
world as well. When the meeting adjourns, everyone goes off to bed.

\___                  ____.-------------------------.____                  ___/
 ___)================(___( RETURNER HIDEOUT: BEDROOM )___)================(___
/                         "-------------------------"                         \

Terra still feels uneasy about the future. When you regain control, have her
speak with Locke to find out that he lost someone important to him as well to
the Empire. There's more at stake here than Terra knows. However, Terra has no
family or friends (or so she thinks), and she has no reason -- therefore -- to
fight the Empire. Locke assures her that people around her appreciate her and
want what's best for her. For now, Terra needs to think. Open the treasure
nearby to find a PHOENIX DOWN, then head out of the room to the south.

\___                ____.------------------------------.____               ___/
 ___)==============(___( RETURNER HIDEOUT: BANON'S ROOM )___)=============(___
/                       "------------------------------"                      \

Head back to Banon's Room to find Edgar pacing. Speak with him to find out that
everyone wants Terra to do what's best for her, otherwise they'd be no better
than the Empire. Open the nearby treasure chest for a HI-POTION, then leave.

\___                    ____.----------------------.____                   ___/
 ___)==================(___( RETURNER HIDEOUT: CAFE )___)=================(___
/                           "----------------------"                          \

Back in the Cafe, you should spot a ceramic pot near a suit of armor. Check the
pot for a GREEN CHERRY. Now, speak with Sabin to learn more about Edgar's
intentions. Sabin assures Terra that Edgar always puts his friends before him-
self. You can stop by the shop if you want since they're now selling Hi-Potions
and Ethers, which are both great items at this point in the game, or you can
head south and visit the Inn. Otherwise, head to the northwest and take the
leftmost door heading north.

Although I have not verified this because I'd already passed this point when it
was pointed out to me, supposedly you can check the corner of the table here to
find a scrap of paper. If you do so now, Banon will complain about his men
littering in a later scene if you leave it at the table when given the option.

\___                ____.------------------------------.____               ___/
 ___)==============(___( RETURNER HIDEOUT: STORAGE ROOM )___)=============(___
/                       "------------------------------"                      \

As you advance into the room, you'll spot several treasure chests. Open all of
them for: an AIR KNIFE, a PHOENIX DOWN, and a KNIGHT'S CODE. Check the bucket
above the treasure chest for an ANTIDOTE, then check the ceramic pot to the
right for an ETHER. There's a secret passage to the right of the crates that
you can only get to from the back of the room heading east that leads to a
treasure chest with a WHITE CAPE. At this point, make sure you've collected all
nine treasures so far in the Hideout before proceeding because you cannot
return to this area once you leave! When you're ready, head south and speak
with the guard at the entrance to take a short walk outside.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( RETURNER HIDEOUT: ENTRANCE )___)===============(___
/                         "--------------------------"                        \

Outside, Banon is waiting for you. He asks if you will become their last ray of
Hope by joining the Returners. If you answer yes, you'll be rewarded with a
GAUNTLET before meeting with the entire group to form a plan. However, if you
refuse Banon, he'll give Terra a GENJI GLOVE to sway her to his side. If you
continue to refuse Banon, on the third time he will concede defeat and the game
will progress like normal. Banon decides to hold a meeting to clarify things
for her. However, you can also say "yes" to Banon after getting the Genji Glove
to continue the game as normal if you'd like. Thanks to several folks for
pointing this out!

\___                ____.------------------------------.____               ___/
 ___)==============(___( RETURNER HIDEOUT: BANON'S ROOM )___)=============(___
/                       "------------------------------"                      \

Back in Banon's Room, the team has assembled to discuss the best strategy for
going after the Empire. It is well known that the Empire's Magitek power gives
it an advantage over its enemies, and there is almost certainly a link between
Magitek, magic, and Espers. Additionally, Terra has proven that she can form a
link between Espers and humans, which means that she could have powers equal to
those of Magitek soldiers if only she had an Esper to work with. The only Esper
the team knows about is the one they left back at Narshe, so it seems that the
priority for now is to return to Narshe, infiltrate the mines, and awaken the
frozen Esper. Just as they agree, a wounded soldier enters the hideout with the
news of South Figaro's fall to the Empire and that Imperial soldiers are headed
straight for the hideout as they speak. Banon says that the only escape route
is down the Lethe River, and he insists on going with the team until they find
the Esper again. Meanwhile, Locke splits off from the party to infiltrate South
Figaro and keep tabs on their movements. Using the back entrance, everyone but
Locke jumps onto the raft and heads down the Lethe River.

If you refused Banon three times earlier, there is an alternate scene when the
soldier comes limping in, by the way.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  / RETURNERS /
|            \-\                                               /-/            |
| 02.01.03.04 ) )            L E T H E   R I V E R            ( ( ~letheriver |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 021 Lesser Lopros     |     380 |     325 |     464 |  Yes  |  No   |   |
|   | 022 Nautiloid         |     236 |     173 |     216 |  Yes  |  No   |   |
|   | 023 Exocite           |     196 |     153 |     162 |  Yes  |  No   |   |
|   | 282 ULTROS            |   3,000 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The game informs you as your      /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
party loads onto the raft that   < .----------------------------------------. >
you must protect Banon at all    < |      ~*~ NEW CHARACTER ALERT ~*~       | >
costs. If his HP reaches zero,   < |========================================| >
the journey is over! Lucky for   < |           B A N O N           (Oracle) | >
you, Banon is a decent fighter   < |========================================| >
and he also comes with the       < | Leader of the Returners and a free-    | >
special ability, "Pray," which   < | thinker, he is searching for a way to  | >
can heal all character HP when   < | fight the Empire's Magitek forces...   | >
used. If you've played other     < '----------------------------------------' >
Final Fantasy games, this will    \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
probably be familiar to you.
Never turn down free healing. Another important thing to note is that Banon has
a weaker constitution than your party members by this point, most likely, so it
might be wise to switch him to the back row if the battles are too difficult.
This is especially true of the boss battle coming up. In fact, when you get to
a save point area, you might want to just permanently change his formation to
back row just to be safe and to save yourself a lost turn in later battles.

As you progress down the river, you'll fight forced encounters against various
water creatures. Eventually, you will reach a fork in the river. Steer to the
left to reach a save point. Save your game if you like and then continue down-
river to another fork. You can only go up or left. If you go up, it leads back
to this area again. Use this option if you haven't fought all of the monsters
in this area yet because you cannot return! The only monster you haven't fought
yet is Ultros, who's coming up soon enough. When you're ready, head left to
find a strange little creature waiting in the rapids: Ultros!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |               Ultros                |
    | | |_| | | |_| |  ___| |  ___| |        -The King of Octopi-         |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:   3,000    | STR: N/A  | MAG:   3  | ATT:  15  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:    640     | DEF:  40  | MDF: 140  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:   13    | EVA: ---  | MEV: ---  | SPD: N/A  | MXP:     ---   |
    |================o===========o===========o===========o================|
    | [W] Fire     [W] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [A] Water     [ ] Earth     [W] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Lethe River            | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Ink                    |                                  |
    |           Tentacle               |                                  |
    |==================================o==================================|
    | APPEARANCE: A giant, purple octopus with a sense of humor           |
    |=====================================================================|
    | STRATEGY: In this battle, your objective is still to protect Banon  |
    |           at all costs! Banon should be in the back row already if  |
    |           you've followed the walkthrough so far, but if not, make  |
    |           sure to place him there in the first turn if possible. By |
    |           now, your attack pattern should be set in stone. Edgar    |
    |           should be using the Auto Crossbow. Sabin should be using  |
    |           one of his Blitz moves. Terra should be either 1) casting |
    |           "Fire," 2) attacking, or 3) casting "Cure" on all. And    |
    |           Banon should just use "Pray" every turn to be safe. If    |
    |           one of your attackers is blinded by Ultros' Ink attack,   |
    |           have Terra use an Eye Drops item to fix the status. If    |
    |           you follow this strategy, you really can't go wrong. It   |
    |           seems that magic attacks in general cue the "Ink" attack, |
    |           so Terra might be better off not using this if you don't  |
    |           want to cure it all the time or wear Silver Spectacles.   |
    O=====================================================================O

After the battle, Sabin calls poor Ultros an "eight-armed freak" and dives into
the water after it. The river current is more than he can handle, however, and
he gets washed away from the rest of the team! At this point in the game, the
main party is now split into three forces: Terra, Edgar, and Banon heading to
Narshe; Locke in South Figaro; and Sabin is lost. The game changes to a strange
screen with a moogle and your three teams. Use the save point if you like. At
this point, you have a choice of which of the three journeys to follow. You
will have to complete all three, however, in order to advance the story, so the
choice is yours on which order to complete them in. For the purpose of this
walkthrough, I'll start with the shortest journey and progress to the longest
journey since the difficulty seems to follow that pattern as well. So, let's
start with Terra's Scenario!





____________                 ____________________
\WALKTHROUGH\  _____________/THE WORLD OF BALANCE\______________  ___________
|            \-\                                               /-/           \
( 02.01.04.00 ) )       T E R R A ' S   S C E N A R I O       ( ( ~terraroute )
 \___________/-/_______________________________________________\-\___________/

O===========================O   "Fleeing the Empire's troops, Banon, Edgar, and
|  ~*~ IN THIS SECTION ~*~  |   Terra ride the rapids toward Narshe. But the
o---------------------------o   going won't be easy..."
| 01. Lethe River           |
| 02. Narshe                |   Terra's Scenario starts right where the last
O===========================O   portion of the game left off. The raft will
                                continue to rage down the Lethe River, and now
you're down to Edgar, Terra, and Banon. Don't forget that Banon must stay alive
at all times! Until this chapter is over, that will still be the case.



____________                 ____________________                  ____________
\WALKTHROUGH\  _____________/THE WORLD OF BALANCE\______________  /TERRA ROUTE/
|            \-\                                               /-/            |
( 02.01.04.01 ) )            L E T H E   R I V E R            ( ( ~letheriver )
 \___________/-/_______________________________________________\-\___________/

The party continues rafting down the river. Most likely you'll have to fight at
least one more forced encounter. You might need to reprogram your commands if
you're using the feature that remembers your previous commands at this point
because the game seems to reset the memory function at the moogle screen. Any-
way, just ride the rapids until you enter a cave. When you hear the familiar
overworld music, you're done with the Lethe River permanently. Once on the map,
head northwest a short ways to find Narshe.



____________                 ____________________                  ____________
\WALKTHROUGH\  _____________/THE WORLD OF BALANCE\______________  /TERRA ROUTE/
|            \-\                                               /-/            |
| 02.01.04.02 ) )                 N A R S H E                 ( ( ~narshe     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 030 Valeor            |     180 |     112 |     117 |  Yes  |  No   |   |
|   | 031 Wild Rat          |     160 |     135 |     135 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Once in Narshe, you'll promptly receive a cold welcome if you attempt to enter
the town itself. If you paid attention earlier in the game, Locke brought Terra
out of the mines by way of a secret cave to the west. If you check the cliff
wall to the left, you'll find a secret switch that opens a door back into the
mines. You'll just have to backtrack to the Old Man's House to get into town.

\___                      ____.-----------------.____                      ___/
 ___)====================(___( WEST NARSHE MINES )___)====================(___
/                             "-----------------"                             \

The mines are fairly easy to navigate. When you enter, you can only head to the
northeast. Exit the mines from this doorway.

\___                         ____.----------.____                          ___/
 ___)=======================(___( WEST RIDGE )___)========================(___
/                                "----------"                                 \

You'll find yourself on a ridge overlooking the west side of town. Follow the
ridge back into the mines by heading west and then north. Ignore the bridge and
the roof of the Adventuring School since they lead nowhere. Back in the mines
again, head north along the various bridges and caverns until you find a door
sided by torches.

\___            ____.-------------------------------------.____            ___/
 ___)==========(___( WEST NARSHE MINES: PUZZLE CHAMBER TWO )___)==========(___
/                   "-------------------------------------"                   \

As soon as you enter this chamber, a bright      _____________OUT_____________
white light flares at the entrance and begins   |          ___| |___          |
an odd path through the maze of boulders that   |      ___/    ^    \___      |
have been scattered around the room. Your       |  ___/        < ^      \___  |
task in this chamber is to navigate your way    | /    @@@   @@@ ^ @@@@@    \ |
through the boulders along the exact route of   ||    @@@@   @@@ ^ @@@@@     ||
the light. However, you won't have anything     ||           @@@ < < < < ^   ||
to help you except your memory. You can leave   ||   @@@@@ ^ > > > @@@@@ ^   ||
the room and then reenter if you need to see    ||   @@@@@ ^ @@@ v @@@@@ ^   ||
the route again, but I have made a crude map    ||   @@@@@ ^ @@@ v @@@@@ ^   ||
to the right as well. Each arrow stands for a   ||   ^ > > >     v >     ^   ||
single step you can take in the game. If you    ||   ^ @@@@@   @@@ v @@@ ^   ||
happen to take a wrong turn or step, the game   ||   ^ @@@@@   @@@ v @@@ ^   ||
will create a ring of lights around you. If     | \__< < < < ^ @@@ v > > >__/ |
you can step through the yellow light as it     |     \___   < ^     ___/     |
spins around you, there are no consequences,    |         \___ ^ ___/         |
and you can just keep going through the maze.   |_____________| |_____________|
However, if you manage to hit a white light                   IN
instead, you'll get sent back to the start of   .-----------------------------.
the maze and you have to try all over again.    |    ~*~ CORRECT ROUTE ~*~    |
Thankfully, the route won't change each time    |=============================|
you fail. Eventually, you will make it to the   | 2N 1W 1N 4W 3N 3E 3N 3E 3S  |
top of the room in one piece. Truth be told,    | 1E 3S 3E 7N 4W 3N 1W 1N     |
this is really the only challenge of Terra's    '-----------------------------'
Scenario, so enjoy the easy level of diffi-
culty while you can. It won't be that easy for much longer. Now, you just need
to head out of the door to the north to reach the next area.

You might want to note that if you purposefully fail on the path and get into
one of the forced battles by choosing a white light from the ring rather than
the yellow one, you can fight up to three new monsters. However, they will not
be added to your bestiary until you fight them later in a non-puzzle setting.
Also, with Banon in your party, you might not want to tempt fate at this point.
For the purpose of the guide, I've decided to come back later and deal with
these monsters since everyone's going to end up here eventually anyway. If you
choose to defeat them, however, it will open up three more monsters on an area
known as the Veldt coming up.

\___                      ____.-----------------.____                      ___/
 ___)====================(___( WEST NARSHE MINES )___)====================(___
/                             "-----------------"                             \

Once you wind around the next passage, everything should look more familiar.
Yes, this is the place where Terra was cornered earlier by the Imperial guards.
Now, just make your way southeast until you leave the mines.

\___                  ____.-------------------------.____                  ___/
 ___)================(___( SOUTH NARSE: ARVIS' HOUSE )___)================(___
/                         "-------------------------"                         \

Make your way across the wooden bridge and slip through the backdoor into the
Old Man's House to speak with him about the welfare of Narshe. The man's name
is Arvis, you'll find, and he seems concerned about the possibility that the
Empire will be attacking Narshe now that it has Figaro in its grasp. With the
frozen Esper in the mines, Narshe is a perfect target for an empire greedy for
magic. And that brings us to the end of this scenario. I would highly recommend
against picking up the treasure in the Moogle Cave for now because it will get
better with time, by the way!





____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LOCKE ROUTE/
|            \-\                                               /-/            |
( 02.01.05.00 ) )       L O C K E ' S   S C E N A R I O       ( ( ~lockeroute )
 \___________/-/_______________________________________________\-\___________/

O===========================O   "Locke has worked hard to stymie the efforts of
|  ~*~ IN THIS SECTION ~*~  |   the Imperial troops in South Figaro. But now he
o---------------------------o   desperately needs to escape..."
| 01. South Figaro          |
| 02. South Figaro Cave     |   Thanks to Locke's efforts in South Figaro, he
O===========================O   managed to delay the Imperial troops from find-
                                ing the Returner's Hideout long enough to let
his friends and allies escape unharmed. However, the tide has turned now, and
the Empire now has full control over the kingdom of Figaro and has turned its
aim toward Narshe in the north with its frozen Esper. Now it's a race against
time to get to Narshe before Kefka and the Empire does!



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LOCKE ROUTE/
|            \-\                                               /-/            |
| 02.01.05.01 ) )           S O U T H   F I G A R O           ( ( ~southfig   |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O====================O========================================|   |
|   |Skp|Mis|        NAME        |                LOCATION                |   |
|   |===O===O====================O========================================|   |
|   |   |   | { } Elixir         | Mansion > cider man's passage outlet   |   |
|   |   |   | [ ] Iron Armor     | Mansion: Secret Passage > center chest |   |
|   |   |   | [ ] Heavy Shield   | Mansion: Secret Passage > east chest 2 |   |
|   |   |   | [ ] Great Sword    | Mansion: Secret Passage > east chest 1 |   |
|   |   |   | [ ] Earring        | Mansion: Secret Passage > south chest  |   |
|   |   |   | [ ] Hi-Ether       | Mansion: Escape Route > south chest    |   |
|   |   |   | [ ] X-Potion       | Mansion: Escape Route > north chest    |   |
|   |   |   | < > Ribbon         | Mansion: Escape Route > below X-Potion |   |
|   |===O===O====================O========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 024 Heavy Armor       |     495 |     195 |      80 |  Yes  |  No   |   |
|   | 025 Commander         |     102 |     153 |      85 |  Yes  |  No   |   |
|   | 026 Vector Hound      |     166 |      83 |     128 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Welcome back to South Figaro! Did you miss it? Probably not, I would imagine.
Anyway, down to business. For now, head directly north into the house above.

\___                 ____.----------------------------.____                ___/
 ___)===============(___( SOUTH FIGARO: DUNCAN'S HOUSE )___)==============(___
/                        "----------------------------"                       \

Speak to Duncan's Wife to get a tidbit that most rich people's houses contain
secret passages, and that to find them you merely have to search for a draft
coming from the hidden door. Keep that little tip in mind for now and head back
out into the town proper.

\___                     ____.--------------------.____                    ___/
 ___)===================(___( SEARCH FOR THE CIDER )___)==================(___
/                            "--------------------"                           \

If you want a complete bestiary by the end of the game, you'll need to take on
at least one of the Magitek soldiers guarding the alleys around town. However,
at this point in time, you certainly won't stand a chance of dealing more than
about 60 points of damage, so for now we'll just keep going. You'll get another
chance at these soldiers when you get back to Narshe, so just be patient. Plus,
you'll have more party members by that time and you'll have levelled up a bit
as well.

Start by visiting the Item Shop and speaking with the merchant standing next to
the grandfather clock. When he draws you into battle, don't bother defeating
him because he (oddly) doesn't count as a bestiary entry. Instead, use Locke's
Steal command to take his clothes! And even more hilarious than stealing his
clothes is the name change he undergoes in battle to "Birthday Suit!" Now you
can pass for a merchant. If you're wondering why you want to look like a mer-
chant, just take a quick detour to the basement of the old man's house first to
speak with the young boy there, who will only talk with merchants.

Speak with the boy mentioned above once you're a merchant to leave the back of
the building's basement. However, your stint as a merchant won't work for long.
Now, soldiers are blocking every route to the exit, so you'll need to search
around for another disguise, this time as a soldier. If you make your way to
the outer wall and head northwest, there is a strange-looking soldier here who
will challenge you to a battle. Steal his clothes just like last time to dress
up as an Imperial soldier now. Onwards and upwards. Or downwards, rather.

As a soldier, if you speak with the various other troops in the area, you can
learn some very interesting things about what the soldiers think of Kefka and
the Empire's plan to overtake Narshe. Speak with the soldier blocking the way
to the southwest to "take over his shift" and then head down to the Pub. Once
inside, take the set of stairs to the far right down and speak with the mer-
chant here to swap clothes yet again. Now you're a merchant again, and you have
access to the cider from the pub on the table nearby, which means you can get
back into the old man's house with the merchant costume and also offer the old
man the cider he wants.

Take the cider back to the old man's house and offer to give it to him for
free. He tells you that the boy downstairs knows the way to a secret tunnel
that connects to the mansion. However, you'll need a password to get through,
and the old man has forgotten it, so now it's just a process of elimination.
The first option is "Rosebud." Don't choose this because it's probably just a
reference to the end of the movie CITIZEN KANE or a cryptic reference from the
FINAL FANTASY II glossary system which had the password "Wild Rose" in it. Also
don't choose the option "Failure." Any adventurer knows that there's no such
thing as failure. That leaves "Courage." Speak this answer to the young boy to
find the route to the mansion.

\___                    ____.---------------------.____                    ___/
 ___)==================(___( SOUTH FIGARO: MANSION )___)==================(___
/                           "---------------------"                           \

In this new room, check the grandfather clock for an ELIXIR, then head upstairs
to find yourself behind the mansion. Check the barrels in front for a PHOENIX
DOWN if didn't do so earlier, and then head inside. If you followed the walk-
through earlier in South Figaro, you will have already found the basement of
the mansion. Otherwise, visit the lefthand room upstairs and sneak behind the
bookcase in that room to find the hidden basement. How do you find out by your-
self, you might ask? Just speak with the man in that room to hear a complaint
about drafts coming from the bookshelf. Remember the comment made by Duncan's
Wife earlier? Secret passages are often marked by drafts.

\___               ____.-------------------------------.____               ___/
 ___)=============(___( SOUTH FIGARO: MANSION: BASEMENT )___)=============(___
/                      "-------------------------------"                      \

You get a choice once you come    /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
around the first corner as to    < .----------------------------------------. >
whether or not you still want    < |       ~*~ NEW CHARACTER ALERT ~*~      | >
to wear the merchant's outfit.   < |========================================| >
If you take it off, that means   < | C E L E S                (Rune Knight) | >
you'll have to hunt down an-     < |========================================| >
other merchant outfit if you     < | "A Magitek knight forged by the Empire | >
want to backtrack. However,      < | and tempered in battle. None have ever | >
you'll eventually remove the     < | truly known the woman beneath the      | >
outfit anyway in the course of   < | general's guise..."                    | >
your escape, but you'll miss a   < '----------------------------------------' >
funny scene with your newest      \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
character if you do. Also, if
you want to return to South Figaro, you'll need a merchant's outfit to get back
here eventually anyway, so don't bother taking it off for those two reasons. By
the way, if you have anything left to do in South Figaro, do it now! Once you
peek into the first cell and cue the events there, you cannot leave the base-
ment except to escape South Figaro, nor can you re-enter the town for a very
long time!

Start by peeking into the first cell to spy a scene between some Imperial
guards and a general of the Empire: Celes Chere! It seems that she has betrayed
the Empire because they bully the weak and helpless, but now she's back in
their hands. If you have a good memory, you'll recognize this woman as the
general next to Terra and the other male general during Terra's flashback in
the game's Prologue. Celes claims that Kefka is planning to poison the people
of a kingdom known as Doma. It doesn't involve you now, but that might not be
true once you play as Sabin.

To get Celes out of her cell will require some sleight of hand. Once the first
guard leaves, head inside and speak to Celes to unbind her hands. If you happen
to be wearing the merchant's clothes still, you'll be treated to a comical line
from Celes asking what you're trying to peddle way down in a dungeon! At this
point, Locke will take off the costume. Celes informs Locke that the guard has
something that will help them escape: a key. Search him to get the key as well
as another amusing scene. This nets you the Old Clock Key. The room next door
contains a save point, but the following room is the one you're searching for:
the Clock Storage room.

Examine the clock at the end of the storage room to wind it up with the Old
Clock Key to reveal another secret passage! What's with this village anyway!?
Before you head any further, make sure to equip your characters with optimized
equipment since they might both be unarmed at this point.

\___            ____.-------------------------------------.____            ___/
 ___)==========(___( SOUTH FIGARO: MANSION: SECRET PASSAGE )___)==========(___
/                   "-------------------------------------"                   \

Start by heading east (the only way you can go) until you reach a dead end. You
can actually pass through this wall. In the new area, you'll have a choice of
heading east or south. Head south a few steps to find a chest with a set of
IRON ARMOR. Next, head northeast through another set of walls and then follow
that path around to a pair of unopened treasure chests containing a HEAVY
SHIELD and a GREAT SWORD. As you loop back around the same path backtracking,
keep heading south and run right into the oncoming wall to find a tricky secret
passage. At the end, to the left, is a treasure chest containing an EARRING.
Now the only thing left to do is escape. Head back up the secret passage until
you're two steps below the main path again and try to move left. You should
find another secret passage that leads to a set of stairs heading even deeper
into the basement. You might as well take them.

\___             ____.-----------------------------------.____             ___/
 ___)===========(___( SOUTH FIGARO: MANSION: ESCAPE ROUTE )___)===========(___
/                    "-----------------------------------"                    \

Good lord, this place is a labyrinth, isn't it!? Start by heading south into a
cell with a bucket and a treasure chest that contains a HI-ETHER. Now head to
the north and around the corner to claim an X-POTION from the chest up there.
There's a secret just below the X-Potion chest that you should absolutely grab:
a Ribbon! The Ribbon offers full immunity to every negative status effect in
the game! Yes, you read that right. Every one. There are only four of them in
the game (one for each character in your active party), so make sure to grab
this one immediately and equip it on either Celes or Locke right away to gain
the benefits it offers. I would recommend putting it on Celes for this portion
of the game because she has the Runic ability that restores MP and access to
spells that can heal status effects early in the game, so it's important to
keep her own status intact so she can heal others if necessary. You're all done
down here, so head back upstairs.

\___            ____.-------------------------------------.____            ___/
 ___)==========(___( SOUTH FIGARO: MANSION: SECRET PASSAGE )___)==========(___
/                   "-------------------------------------"                   \

If you find your way back to the chest that contained the Earring in the south,
head east until you find a stairwell leading back up. In the next room, use the
door to finally escape South Figaro. Celes wonders why Locke is so willing to
help her, and he simply says that she reminds him of someone from his past.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /  FIGAROS  /
|            \-\                                               /-/            |
| 02.01.05.02 ) )      S O U T H   F I G A R O   C A V E      ( ( ~figarocave |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   | X |   | [ ] Thunder Rod   | Winding Cave > up northwestern stairs   |   |
|   |   |   | [ ] X-Potion      | Winding Cave > western treasure chest   |   |
|   | X |   | [ ] Ether         | Winding Cave > eastern treasure chest   |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 027 Cartagra          |     150 |     135 |     105 |  Yes  |  No   |   |
|   | 028 Acrophies         |     145 |     115 |      90 |  Yes  |  No   |   |
|   | 029 Gold Bear         |     275 |     185 |     160 |  Yes  |  No   |   |
|   | 283 TUNNEL ARMOR      |   1,300 |     250 |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Back in the caves again, you'll just need to retrace your route from your first
pass through here. It's very easy, really. Don't open any of the chests except
for one. That one is located in the Winding Cave.

\___               ____.-------------------------------.____               ___/
 ___)=============(___( SOUTH FIGARO CAVE: WINDING CAVE )___)=============(___
/                      "-------------------------------"                      \

As soon as you enter this room, you'll see a pair of stairs to the left leading
up to a raised area on the same screen. Open the treasure chest here for an
X-POTION. Make sure not to actually ascend the wrong set of stairs that lead to
a new screen and open that chest because that one gets much better if you just
leave it alone for now. The path eventually leads north to the Spring and that
cute little turtle again.

\___                  ____.-------------------------.____                  ___/
 ___)================(___( SOUTH FIGARO CAVE: SPRING )___)================(___
/                         "-------------------------"                         \

Make sure to use the spring as soon as you get to this area and don't head
south first. Locke will comment along the way about a strange rumbling in the
cave ahead. When you approach it, a wicked-looking machine springs out of the
soil and attacks!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |            Tunnel Armor             |
    | | |_| | | |_| |  ___| |  ___| |         -Automated Magitek-         |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    1,300   | STR: N/A  | MAG:  15  | ATT:  10  | GIL:     250   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:     900    | DEF:  29  | MDF: 145  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:   16    | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [W] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [W] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [I] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Elixir                 | STEAL:    Bioblaster             |
    |           ---                    |           Air Knife              |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    South Figaro Cave: Spr | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |==================================o==================================|
    | APPEARANCE: A drill-powered machine enhanced with powerful magics   |
    |=====================================================================|
    | STRATEGY: This battle begins with Celes informing Locke that the    |
    |           infamous Tunnel Armor has a very powerful magic spell     |
    |           that will undoubtedly wipe them out. Thankfully, Celes    |
    |           has an ability called Runic that uses her inscribed blade |
    |           to absorb any magic cast on her and absorb it as MP. Use  |
    |           this ability right away and just continue to use it to    |
    |           avoid the Tunnel Armor's spells. Hack away at it with     |
    |           Locke until it falls.                                     |
    O=====================================================================O

And with that, Locke and Celes make their way to freedom and Narshe. On to the
final (and longest) scenario!





____________                  ____________________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  ___________
|            \-\                                               /-/           \
| 02.01.06.00 ) )       S A B I N ' S   S C E N A R I O       ( ( ~sabinroute )
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 032 Stray Cat         |     156 |      90 |      42 |  Yes  |  No   |   |
|   | 033 Aepyornis         |     290 |     135 |     108 |  Yes  |  No   |   |
|   | 034 Nettlehopper      |     243 |     145 |      89 |  Yes  |  No   |   |
|   | 035 Chippirabbit      |     135 |     110 |      53 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

O===========================O   "What dire fate has befallen Sabin, who leapt
|  ~*~ IN THIS SECTION ~*~  |   from the raft after the fight with Ultros...?"
o---------------------------o
| 01. Cabin                 |   Well, now you know what's happened to everyone
| 02. Seige of Doma         |   else, wo what about poor Sabin? After the fight
| 03. Phantom Forest        |   against Ultros the Octopus, Sabin lost a battle
| 04. Phantom Train         |   with the river currents. Go figure! While the
| 05. Baren Falls           |   others have quickly made their way back to
| 06. Mobliz                |   Narshe, it'll be an entirely different story
| 07. The Veldt             |   for Sabin. This section will also assume that
| 08. Crescent Mtn Cave     |   you're trying to get every possible item in the
| 09. Serpent Trench        |   game, or at least the best ones available. That
| 10. Nikeah                |   goes for the section covering the Veldt, be-
O===========================O   cause a new character coming up learns a vast
                                number of skills while fighting (or rather
jumping) in the Veldt, and it could take a long time to get all of them. How-
ever, for those of you who want to wrap things up in this section quickly, I'll
give you my top picks of skills to aim for while fighting on the Veldt and let
you choose whether or not to hunt down the rest if you want. You can always do
so at a later time, though, because the Veldt will be available until the very
end of the game.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.01 ) )                  C A B I N                  ( ( ~cabin      |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Potion                | Chocobo Vendor | Item             |      50 |   |
|   | Phoenix Down          | Chocobo Vendor | Item             |     500 |   |
|   | Tent                  | Chocobo Vendor | Item             |   1,200 |   |
|   | Plumed Hat            | Chocobo Vendor | Helm             |     250 |   |
|   | Shuriken              | Chocobo Vendor | Thrown Weapon    |      30 |   |
|   | Invisibility Scroll   | Chocobo Vendor | Thrown Weapon    |     200 |   |
|   | Shadow Scroll         | Chocobo Vendor | Thrown Weapon    |     400 |   |
|   | Sprint Shoes          | Chocobo Vendor | Relic            |   1,500 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

There's a cabin located just to the east of the starting point for this leg of
the journey. Once you enter the area, you should recognize that musical theme.
If not, you'll know soon enough. For now, head inside and speak with the Aged
Man to find out he's as nutty as a bag of pistachios. There are four different
conversations you can have with the oddball, and each one is amusing. Apparenly
you just look like a handman. To add to the mayhem, if you decide to check the
stove like he asks, you'll get a nasty burn and the old man will complain about
the darned kid making trouble again. Wonder what kid he's talking about? You'll
find out soon enough. He mentions throwing the kid out onto the Veldt, so that
might be a good place to look. Keep that in the back of your thoughts for now.
When you've had enough of the old kook, head back out of the cabin.

Outside, you'll find a familiar face waiting for you: Shadow and his pup,
Interceptor. Shadow agrees to join Sabin when you speak with him. You might
also see a merchant on a chocobo for a short while in this area. Talk to him to
see his wares, but be warned that he will leave the area if you don't talk to
him within a few seconds. I would recommend stocking up on Shurikens. In fact,
at this point, you should be able to max out your stock of this item with no
problem at 30 Gil per pop. Try to also buy about 10 Shadow Scrolls and 20
Invisibility Scrolls if possible. They might come in handy later in this
scenario. Once Shadow and Sabin are equipped and ready to go, head back to the
world map.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.02 ) )          S E I G E   O F   D O M A          ( ( ~domaseige  |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | [ ] Star Pendant  | Imperial Camp > northeast tent          |   |
|   |   | X | [!] Green Beret   | Imperial Camp > southwest chest 1       |   |
|   |   | X | [ ] Mythril Glove | Imperial Camp > southwest chest 2       |   |
|   |   | X | [ ] Barrier Ring  | Imperial Camp > secret tent             |   |
|   |   |   | < > Black Belt/Pot| Doma Castle > Commander forced reward   |   |
|   |   |   | (_) Remedy        | Doma Castle > southern hallway          |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 036 Captain           |     456 |      50 |     --- |  Yes  |  No   |   |
|   | 037 Imperial Soldier  |     100 |      48 |     --- |  Yes  |  No   |   |
|   | 038 Templar           |     205 |      96 |     --- |  Yes  |  No   |   |
|   | 039 Satellite         |   1,800 |     --- |     --- |  Yes  |  Yes  |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

To find the Imperial camp, you'll need to follow Shadow's instructions by going
east and then south a short ways to find a small desert area just to the east
of a bridge leading across a river and an old castle just beyond that. However,
just as you approach the bridge, you'll enter a new setting. This must be the
Imperial Camp that has beseiged Doma Castle. Perhaps if you can distract the
enemy, you might be able to prevent the downfall of Doma. Plus, it's on your
way back to Narshe.

Rumors are running rampant in the Imperial Camp. When you enter, two soldiers
are discussing Kefka's move to grab the reins of power from General Leo (yes,
he's the other general next to Terra and Celes from Terra's flashback) and be-
come the last -- and greatest -- general of the Empire. I don't know why a
court mage would want to become a military officer, but apparently Kefka does.
Kefka holds a lot of power already, however, and the soldiers in camp are all
afraid of getting on Kefka's bad side. General Leo has a great reputation and
the respect and admiration of all his soldiers, but Kefka has their obedience.
It appears that Sabin and Shadow have arrived just in time. The Imperial troops
are about to storm Doma Castle, and now's your chance.

\___                         ____.-----------.____                         ___/
 ___)=======================(___( DOMA CASTLE )___)=======================(___
/                                "-----------"                                \

Watch as the Empire begins to     /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
attack. The charge doesn't do    < .----------------------------------------. >
much damage and doesn't seem     < |      ~*~ NEW CHARACTER ALERT ~*~       | >
to do much for either side.      < |========================================| >
The Imperial troops merely       < | C Y A N                      (Samurai) | >
batter themselves against the    < |========================================| >
walls while the Doma troops      < | "A noble warrior of a foreign land. A  | >
wait it out. Can the Empire      < | faithful retainer to his lord and      | >
actually hope to gain anything   < | master, he fears not even death..."    | >
with these tactics? Of course    < '----------------------------------------' >
not! And that's because these     \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
aren't the Empire's tactics at
all. It's really just a ruse while Kefka employs the real plan: to poison the
water supply of Doma and sicken its populace into defeat!

Playing as Cyan, your objective is to meet with the enemy commander and defeat
him in battle to cause the enemy troops to retreat from a loss of morale. It is
the only honorable way to end this battle with as little bloodshed as possible.
However, the Empire doesn't think like this at all. If you try to speak with
any of the enemies, you'll be pulled into a fight against several Imperial
Soldiers. Make sure to at least fight one of these encounters to fill that slot
in your bestiary if you're going for a perfect game. As for Cyan's abilities,
you might want to take advantage of his Bushido ability when you do battle with
the commander because it will deal a significant amount of damage. The downside
is that it requires a timer to fill up before you can use the ability. Although
the commander seems like it should be a boss battle, it's not, so I won't count
it as one. Plus, it's not listed with the other bosses in the in-game bestiary
nor is it a difficult battle. When the commander falls, the action returns to
Sabin and Shadow after you get a BLACK BELT or a POTION as a reward.

\___                        ____.-------------.____                        ___/
 ___)======================(___( IMPERIAL CAMP )___)======================(___
/                               "-------------"                               \

Start your infiltration of the camp by heading east into the tent that Kefka
came from earlier. Ignore the dog, who'll just bark annoyingly at you if you
try to speak with it. Inside the tent, there is a treasure chest in the upper-
right corner that contains a STAR PENDANT, but you'll have to tamper with the
treasure chest in order to open it. You can "kick it," "hit it," or "leave it."
Although hitting it opens the chest like normal, try kicking it for a hilarious
reaction from Shadow before the dog near the tent comes to investigate. Beat
the puppy like any proper ninja would (kidding, kidding!) to get the Doberman
out of your way, although it won't count as a bestiary entry for some reason.

As you progress south, you'll find that General Leo is also biding his time,
letting the Domans (that's the name for people from Doma, of course) starve
themselves out. However, it seems he's not aware of Kefka's plan. Listen in on
the general's conversation from the soldier. The soldier hails from Maranda,
and he is willing to lay down his life for the Empire. When you get to Maranda
later in the game, you might be surprised by what you find out about this
soldier later, but we'll deal with that later. The scene ends with General Leo
being summoned back to Emperor Gestahl's presence, which effectively removes
him from Doma and allows Kefka to move forward with his plans unopposed. What
do you want to bet that Kefka was behind that note? General Leo leaves, warning
Kefka on the way out not to resort to any dirty tactics.

Just as Kefka leaves to distribute the poison into the aquifer, Shadow leaps up
from his hiding spot to stand in the crazy magus' way. Although this looks like
a battle, it's really just an event that requires one attack to activate. Kefka
flees as soon as you attack with his giggly laugh. Now, before you go speak to
him again, you should collect the other treasures in this area because it's not
possible to return to this location once you leave.

The next pair of treasure chests are in a tent to the southwest. Just before
you run into the guard in the west, head north to find a tent on a raised plat-
form. Inside there are two chests. When you open the one on the left, it will
result in a battle with a monster-in-a-box: Satellite! Defeat it to claim the
GREEN BERET, but beware of its alarming (pun intended) ability to summon other
soldiers into the battle with it. The other chest contains a MYTHRIL GLOVE.
There's actually a semi-hidden chest behind this tent as well, and it's very
easy to miss if you don't know to look for it. Head around the back of the tent
and then try to run up against the wall to the north. Suddenly, your character
will leap over the wall, allowing you to investigate the tent beyond for a
final chest that houses a BARRIER RING.

When you're done "treasure hunting," chase down Kefka until you corner him in
the southwest. Now, heal up using Potions or Hi-Potions (since you don't have
any other feasible option at this point) and then speak with him to initiate
another battle, this time against two Templars and two Imperial Soldiers. Oh
no, you're too late! Kefka spills the poison into the river while you are busy
with the soldiers, and the river begins to glow a nice shade of lavender. The
Domans (don't you just love that word?) begin to fall like flies, and Cyan is
left alone to defend his home, and the king is in danger of being poisoned as
well!

\___                         ____.-----------.____                         ___/
 ___)=======================(___( DOMA CASTLE )___)=======================(___
/                                "-----------"                                \

Race back inside and down the stairs to cue the rush to the Throne Room. It
appears that you're too late, however. With the king dying, Cyan is left with
the sole protection of the castle. Once the music settles down, you have full
control over Cyan again. Before you check on your family, you should take a
quick detour deeper into the castle for the one treasure in this area (for now)
that you can collect. I know, it sounds selfish, but you wouldn't want to miss
a free item, would you? From the throne room, head south to return to the
Waiting Room and then take the door to the right at the bottom of the stairs to
arrive at the sleeping quarters. In the room to the right is a ceramic pot that
contains a REMEDY. Once that's collected, speak with the Sentry to find they're
just too late to save anyone. Check the room next door for the same result. But
perhaps Cyan's family is okay?

Cyan's Chamber is located to the right of the Throne Room entrance. As soon as
you enter, things go from bad to worse. Both Elayne, Cyan's wife, and Owain,
their son, are dead! Don't bother worrying about the treasure chest in their
room for now, because you can't get to it until later. Instead, just watch as
Cyan becomes outraged and heads into the heart of the Imperial Camp with a
bloody vendetta burning reason from his head.

\___                        ____.-------------.____                        ___/
 ___)======================(___( IMPERIAL CAMP )___)======================(___
/                               "-------------"                               \

Cyan comes raging into the camp in a frenzy, doing battle against anything that
gets in his way. Thankfully, Sabin and Shadow show up just in time to lend a
hand to the struggling samurai. Head around the backside of Cyan to avoid his
attacks that repel you and speak with him to join in the battle. Follow him to
the south once that battle's over and join in another one with the same results
as the last. If you haven't noticed yet, Cyan is in a form of Beserk status,
but instead of using the Attack command ceaselessly, he uses his Bushido forms
instead. If you're lucky, Shadow's pup, Interceptor, will counterattack with
a very powerful strike occasionally when Shadow is attacked (yes, the bug from
the Japanese version was fixed) that can do more than 1000 points of damage!

Once these first battles are done, Sabin has a great idea. If they can hijack
the Magitek Armor in camp, they'll be practically invincible to regular enemy
attacks. As you barrel your way out of camp, you'll be treated to a few more
fights, this time against Magitek enemies. However, they're no problem when you
have Magitek of your own. If you are having trouble, make sure you're using the
Magitek ability "Thunder Beam" because machines are weak to Lightning. Try to
use the ability "Healing Force" before you end the last battle to heal everyone
for free. Eventually, you'll arrive back on the world map with a new ally.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.03 ) )         P H A N T O M   F O R E S T         ( ( ~phantfores |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 040 Ghost             |     226 |      75 |      48 |  Yes  |  No   |   |
|   | 041 Poplium           |     145 |      55 |      55 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

According to Cyan, the way to Narshe will take you south through the forests
and across the Veldt beyond. If you head across the bridge and then travel to
the south, you'll find another bridge leading back east to the mainland again.
Don't bother returning to Doma Castle right now because there are Imperial
soldiers standing guard in front of the doors. Once you cross back to the main-
land to the south, head a single step into the forest to suddenly get lost in
the haze. That's one nasty forest!

Since you won't be spending much time in the Phantom Forest, make sure to
battle at least one of each monster in this area before moving north to the
next area if you're building up a bestiary. When you're ready, head east and
then north to find a recovery spring that will fully restore HP and MP. When
you head south at the far end, you'll come out into a small clearing with two
exits. If you head down, you'll end up back where you started, oddly enough.
You can keep doing this loop of moving up, healing, going east, moving down,
and then repeating it over and over again if you want to safely level up in
this area. However, I don't recommend leveling up too much until you start
dealing with Espers later because they'll provide bonuses to your primary
statistics each time you level up. This means that the higher your level, the
fewer opportunities you'll have to use an Esper's leveling bonus.

Anyway, the other exit leads north to train station. Odd, that. You're probably
wondering what a train station is doing in the middle of a forest. Well, you
can find out as soon as you board the train. Too bad you won't be getting off
any time soon!



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.04 ) )          P H A N T O M   T R A I N          ( ( ~phanttrain |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | < > Tent          | Caboose > pull switch then check floor  |   |
|   |   | X | [ ] Earring       | Dining Car > enter from the left exit   |   |
|   |   | X | < > Tent          | Second Suite > check floor near table   |   |
|   |   | X | [ ] Phoenix Down  | Fourth Suite > rightmost chest          |   |
|   |   | X | [ ] Sniper Sight  | Fourth Suite > middle-right chest       |   |
|   |   | X | [ ] Phoenix Down  | Fourth Suite > middle-left chest        |   |
|   |   | X | [!] Hyper Wrist   | Fourth Suite > leftmost chest           |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Potion                | Ghost Vendor   | Item             |      50 |   |
|   | Hi-Potion             | Ghost Vendor   | Item             |     300 |   |
|   | Antidote              | Ghost Vendor   | Item             |      50 |   |
|   | Green Cherry          | Ghost Vendor   | Item             |     150 |   |
|   | Phoenix Down          | Ghost Vendor   | Item             |     500 |   |
|   | Sleeping Bag          | Ghost Vendor   | Item             |     500 |   |
|   | Shuriken              | Ghost Vendor   | Thrown Weapon    |      30 |   |
|   |=======================O================O==================O=========|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 042 Cloud             |     120 |     101 |      35 |  Yes  |  No   |   |
|   | 043 Angel Whisper     |     230 |     125 |      42 |  Yes  |  No   |   |
|   | 044 Oversoul          |     390 |     228 |      65 |  Yes  |  No   |   |
|   | 045 Bomb              |     160 |      80 |      35 |  Yes  |  Yes  |   |
|   | 046 Living Dead       |     200 |     135 |      54 |  Yes  |  No   |   |
|   | 047 Apparition        |   1,500 |     --- |     --- |  No   |  No   |   |
|   | 048 SIEGFRIED         |     100 |       1 |     --- |  No   |  No   |   |
|   | 284 PHANTOM TRAIN     |   1,900 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Uh oh, it looks like you've gotten yourself into another pickle! It turns out
that this train is not just any Doman train. It's a phantom train that leads
the souls of the dead from the world of the living to the world beyond. As soon
as you get on, the train starts moving down the tracks. The only way off this
locomotive is to stop the engine. However, you're at the back of the train and
there are quite a few cars between your location and the engine. Plus, this
train wouldn't be a phantom train without a few ghosts and monsters, right?

Let's start by searching for some treasures, as usual. Just a word of warning:
all of the treasures on this train are absolutely missable if you don't collect
all of them before arriving at the engine. You can't return to the Phantom
Train once you leave, so make sure to get everything and fight at least one of
each monster to fill in your bestiary.

\___                    ____.----------------------.____                   ___/
 ___)==================(___( PHANTOM TRAIN: CABOOSE )___)=================(___
/                           "----------------------"                          \

The first treasure is at the      /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
caboose, which is the last car   < .----------------------------------------. >
in a train. You'll find your-    < |      ~*~ NEW CHARACTER ALERT ~*~       | >
self in a passenger car at       < |========================================| >
this point, and if you try to    < | ? ? ? ? ? ?                    (Ghost) | >
go back out the door you came    < |========================================| >
in, your allies will confirm     < | A spirit crossing over to the other    | >
your fears of being trapped.     < | side, this soul still retains shreds   | >
Head east and cross over to      < | of its previous humanity...            | >
the caboose beyond. Inside,      < '----------------------------------------' >
you'll find a spirit wander-      \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
ing around aimlessly. If you
approach it, there's a chance that the soul is either a good spirit or a bad
spirit. If it's bad, you'll have to fight it. However, if it's a good spirit,
you can actually recruit it into your team to fight alongside your allies for a
while. With a fourth character, this train will be much easier, so make sure to
accept its help if it makes an offer.

Inside the caboose is a room with a save point and the train conductor. You can
speak with him about several topics, such as what the purpose of the train is
and how to stop it. Make sure to pay close attention when he says that you
should search every corner of the engineer's compartment to find a way. If you
pull the lever on the right side of the back wall, your team freaks out while
Sabin gets a good laugh at their expense. However, there is a point to pulling
the lever, which you might not have thought at first. Head to the square one
west and one north of the conductor and check the area for a hidden TENT. Now,
it's time to start moving forward.

\___              ____.----------------------------------.____             ___/
 ___)============(___( PHANTOM TRAIN: PASSENGER CABIN ONE )___)===========(___
/                     "----------------------------------"                    \

Back to the passenger cars. You might notice that the car is now populated by
roaming ghosts. If you happen to speak to them, they will most likley attack
your party on the spot. However, there are two friendly types as well. Some of
the ghosts are willing to join your party as long as you don't already have one
as a fourth character already. The others act as shop clerks and sell to your
party. The problem is that you can't tell the difference between the hostile
and friendly ghosts until you talk to them.

\___              ____.----------------------------------.____             ___/
 ___)============(___( PHANTOM TRAIN: PASSENGER CABIN TWO )___)===========(___
/                     "----------------------------------"                    \

The same rules apply for this car as the last. The ghosts are optional, of
course, but if you're still searching for that elusive shop, you'll need to
talk to them. Keep heading west to move on to the next car.

\___            ____.--------------------------------------.____           ___/
 ___)==========(___( PHANTOM TRAIN: ...N.O...E.S.C.A.P.E... )___)=========(___
/                   "--------------------------------------"                  \

Like the title of this section? You'll figure out why I named it that once you
enter the car. A ghost pops into the doorway as soon as you enter, and if you
speak to the ghost, it begins to mumble ...N.O...E.S.C.A.P.E...! It looks like
the dead want you to stay until the next stop. After being backed onto the roof
of the car, your only option is to leap to the left and keep moving forward so
that the dead get left behind. Or so you think! They just keep following you.
Your only option is to enter the next car and pull the lever on the wall to
separate the train in two.

\___             ____.------------------------------------.____            ___/
 ___)===========(___( PHANTOM TRAIN: PASSENGER CABIN THREE )___)==========(___
/                    "------------------------------------"                   \

Back in the car with the lever, it would appear that you're trapped now. If you
pull the lever again, however, the wall pops open, allowing you to move forward
deeper into the locomotive. By now, you may be getting weak, so make sure to
use a Tent at the save point if you need to. Don't forget that you can use the
????'s "Possess" ability to essentially instantly kill the enemy. However, you
also lose your ally in the process, so you'll need to speak with some more of
the ghosts to find a new ally if you want him/her back. As a side note, now
that the train's caboose has been disconnected you might get a semi-rare en-
counter against a wicked-looking monster called the Oversoul. If you're trying
to get a full bestiary, make sure to get this encounter before finishing this
section of the walkthrough because you cannot ever come back!

\___                  ____.-------------------------.____                  ___/
 ___)================(___( PHANTOM TRAIN: DINING CAR )___)================(___
/                         "-------------------------"                         \

Getting hungry? Well, you're in luck. The ghosts may be ready to devour your
soul, but first they'll be more than happy to let you devour their food. This
place gets stranger by the minute, doesn't it? Sabin acts like a little child
when you sit down at the main table, demanding food and chowing down on the
dead banquet. When you're full, your HP and MP are fully restored, plus any
negative status effects are removed. With dinner over and your health restored,
you can head back out of the dining car and around the railing to the other
side. If you go in from the left side of the car, you can pick up a treasure
chest before the exit that contains an EARRING. Now you have a complete set
ready for your magic users once you rejoin them.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( PHANTOM TRAIN: FIRST SUITE )___)===============(___
/                         "--------------------------"                        \

This room contains a single treasure chest. However, when you try to open it,
a mysterious man drops from the ceiling and steals the treasure inside before
challenging you to a battle!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |              Siegfried              |
    | | |_| | | |_| |  ___| |  ___| |     -World's Greatest Swordsman-    |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:     100    | STR: N/A  | MAG:  10  | ATT:   1  | GIL:       1   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:       5    | DEF:  50  | MDF: 150  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    7    | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Green Cherry           | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Phantom Train: First S | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |==================================o==================================|
    | APPEARANCE: A caped thief with cruel armor and a crueler blade      |
    |=====================================================================|
    | STRATEGY: Just attack this wimp once to end it all!                 |
    O=====================================================================O

What a weakling! He may be a "master swordsman," but he's no challenge by any
stretch of the imagination. However, he makes off with the treasure and there's
no way to retrieve it. Too bad.

\___                  ____.---------------------------.____                ___/
 ___)================(___( PHANTOM TRAIN: SECOND SUITE )___)==============(___
/                         "---------------------------"                       \

Although this room looks empty, check to the upper right of the table for a
hidden TENT, then head back out again.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( PHANTOM TRAIN: THIRD SUITE )___)===============(___
/                         "--------------------------"                        \

This room is empty, so just keep going.

\___                 ____.---------------------------.____                 ___/
 ___)===============(___( PHANTOM TRAIN: FOURTH SUITE )___)===============(___
/                        "---------------------------"                        \

This room contains four treasure chests along the far wall! The mother lode. 
Open all four of them to receive a PHOENIX DOWN, SNIPER EYE, PHOENIX DOWN, and
a HYPER WRIST, although this last treasure is protected by an Apparition! They
are listed from right to left just in case you want to avoid the Apparition,
although you'll certainly want to fight it if you're building a bestiary. Just
be warned that this monster is very strong compared to the others in the train
and it'll put up quite a fight, so be prepared before you challenge it.

\___             ____.-------------------------------------.____           ___/
 ___)===========(___( PHANTOM TRAIN: ENGINEER'S COMPARTMENT )___)=========(___
/                    "-------------------------------------"                  \

If you still have the ghost in your party, he will leave as you enter the next
room, which is a save point room, and beyond that is the final puzzle of the
train. You need to figure out how to shut down the train before you get dragged
down to the underworld, so let's get to it. Do you remember what the conductor
mentioned earlier about searching every corner of the Engineer's Compartment
for clues as to how to shut down the train? Well, take his advice seriously and
search the two left corners to find a note written on the wall:

          "To stop the train, shut the first and third pressure
           valves, then throw the switch located by the smoke-
           stack."

And there you have it... the answer to the riddle. Do exactly as it says by
dropping the left and right levers and leaving the middle lever up. Next, head
back outside and then keep moving left to reach the smokestack. Once you flip
the switch here, the party will drop down onto the tracks as the train slows
and a boss battle ensues against the Phantom Train itself! You might want to
switch the row of every character because the next battle is a back attack.
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |            Phantom Train            |
    | | |_| | | |_| |  ___| |  ___| |      -Ferry to the Underworld-      |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:   1,900    | STR: N/A  | MAG:  10  | ATT:  10  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:     350    | DEF:  30  | MDF: 210  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:   14    | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [W] Fire     [W] Lightning [ ] Wind      [ ] Restore   [W] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [A] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [ ] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [I] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Tent                   | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Phantom Train: First S | TYPE:     Undead                 |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Diabolic Whistle       |                                  |
    |           Acid Rain              |                                  |
    |           Saintly Beam           |                                  |
    |==================================o==================================|
    | APPEARANCE: The engine of the Phantom Train as it roars forward     |
    |=====================================================================|
    | STRATEGY: Now this is a true boss battle! Since this battle is a    |
    |           back-attack (for some odd reason), you should start by    |
    |           switching the row for each character if you didn't do so  |
    |           before the battle. Now, the attack pattern should be the  |
    |           same as most boss battles to this point. Have Sabin use   |
    |           one of his Blitz attacks. Have Cyan use his most powerful |
    |           Bushido skills. Finally, have Shadow use regular attacks  |
    |           and heal the party as needed with Potions and Hi-Potions. |
    |           You may want to toss a few Shurikens the train's way if   |
    |           get the chance using his "Throw" command to deal a bit    |
    |           more damage. However, there is an easy way to finish this |
    |           fight. If you happen to somehow miraculously have an Holy |
    |           Water or one of the Life spells (which you shouldn't),    |
    |           they will instantly kill him. This is also true of heal-  |
    |           ing items like Potions and Hi-Potions. In fact, try using |
    |           a Phoenix Down. The battle will end instantly! If you are |
    |           trying not to cheat, however, just keep attacking and     |
    |           healing until the fight's over. It might be tough, but it |
    |           can be done. As a side note, this battle forces all of    |
    |           your allies to suffer from the Sap status for the entire  |
    |           battle!
    O=====================================================================O

Once the battle ends, the team unloads from the train only to see a new load of
passengers get on board. Two of them look familiar to Cyan, and he quickly
realizes that Elayne and Owain are getting on the train! Try as he might, there
is no way to stop the train once it starts moving, however, and Cyan is crushed
at the loss of his family all over again now that he had a chance -- however
small -- to save them. When it's all over, the team pulls Cyan to his senses
and they head out of the terminal.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.05 ) )            B A R E N   F A L L S            ( ( ~barenfalls |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 049 Opinicus Fish     |      10 |     --- |     --- |  Yes  |  No   |   |
|   | 285 RHIZOPAS          |     775 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The first battle you experience after the fight with the Phantom Train will
convince Shadow that he is no longer needed, and he'll run away, leaving you
with just two party members now. Baren Falls can be found by heading south,
then east, then north into the valley in the mountains to the east. The trail
leading into the mountains is a short one ending in a massive waterfall. If you
manage to get here without a random encounter, Shadow will leave at this time.
When you're ready, take the plunge down into the waterfall since it's the only
way forward. However, the way down won't be that easy.

You start by fighting a battle against two Opinicus Fish. They're easy enough,
but they are immediately replaced by three more. Then three more after that!
Another three! And another! Finally, these last three are replaced by a more
difficult fish: the Rhizopas!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |              Rhizopas               |
    | | |_| | | |_| |  ___| |  ___| |      -Fishking of Baren Falls-      |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:     775    | STR: N/A  | MAG:   3  | ATT:  14  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      39    | DEF: 110  | MDF: 175  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:   13    | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [W] Lightning [ ] Wind      [ ] Restore   [W] Holy     |
    | [ ] Ice      [A] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [ ] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [ ] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [ ] Confuse  [*] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Remedy                 | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Baren Falls            | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Megavolt               |                                  |
    |           Blizzard               |                                  |
    |==================================o==================================|
    | APPEARANCE: A vicious, purple fish with razor-sharp teeth           |
    |=====================================================================|
    | STRATEGY: This thing can dish out some serious damage with its      |
    |           Water-based attacks, so make sure to deal major damage to |
    |           it as quickly as possible. Use Sabin's Blitz attacks and  |
    |           Cyan's Bushido skills if you can afford to, and make sure |
    |           to keep both party members healthy at all times because   |
    |           you can't afford to pull a revive-circle in this battle   |
    |           with only two characters. The quicker you defeat him, the |
    |           better.                                                   |
    O=====================================================================O

The party washes up on along a    /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
bank of the stream below the     < .----------------------------------------. >
Baren Falls to the poking of a   < |      ~*~ NEW CHARACTER ALERT ~*~       | >
wild child. However, the boy     < |========================================| >
is frightened away as soon as    < | G A U                    (Feral Youth) | >
your party begins to awaken.     < |========================================| >
At least they survived the       < | "A youth draped in monster hides, his  | >
trip down the falls! Now they    < | eyes shining with a warm and gentle    | >
just need to head to Mobliz at   < | light..."                              | >
the far end of the Veldt and     < '----------------------------------------' >
search for a route back to the    \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
town of Narshe. However, the
Veldt is a wild place and you couldn't be farther away from Narshe at this
point in your journey. Well, you might as well keep on keeping on.

Once you're back on the world map, keep heading east until you reach the town
of Mobliz. If you happen to encounter the kid from the scene earlier, just
ignore him for now because you can't do anything about him quite yet. He will
come into play soon, though. I promise. It's important to notice that the kid
mentions his hunger. Perhaps you can find some food nearby to feed him?



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.06 ) )                 M O B L I Z                 ( ( ~mobliz     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | { } Elixir        | Mail Carrier's House                    |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Mythril Knife         | Weapon Shop    | Knife            |     300 |   |
|   | Mythril Sword         | Weapon Shop    | Sword            |     450 |   |
|   | Mythril Claws         | Weapon Shop    | Claw             |     800 |   |
|   | Kotetsu               | Weapon Shop    | Katana           |     800 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Buckler               | Armor Shop     | Shield           |     200 |   |
|   | Heavy Shield          | Armor Shop     | Shield           |     400 |   |
|   | Plumed Hat            | Armor Shop     | Helm             |     250 |   |
|   | Magus Hat             | Armor Shop     | Helm             |     600 |   |
|   | Bandana               | Armor Shop     | Helm             |     800 |   |
|   | Iron Helm             | Armor Shop     | Helm             |   1,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Dried Meat            | Item Shop      | Item             |     150 |   |
|   | Potion                | Item Shop      | Item             |      50 |   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Eye Drops             | Item Shop      | Item             |      50 |   |
|   | Green Cherry          | Item Shop      | Item             |     150 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Sleeping Bag          | Item Shop      | Item             |     500 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Mobliz is situated on the eastern edge of the continent that can be reached
only by passing through the vast wasteland known as the Veldt. You'll probably
be spending some time in this expanse soon enough, so don't worry about it just
now until you've visited Mobliz first.

The people of Mobliz are full of information. One woman mentions that the crazy
man in the house to the northwest left his kid for dead in the Veldt. Sound
familiar? Yes, that's the same old kook from the beginning of this scenario.
Another man nearby explains that monsters from all over the world migrate to
the Veldt, so you never know what you'll come up against. He's wrong about that
last part, though. You'll always know what you're coming up against because the
monsters on the Veldt will only be monsters you've already fought in battle
previously. The man next to the item shop will mention that throwing a piece of
dried meat into a pack of animals once resulted in a kid chasing after it. That
should give you ideas considering the Item Shop's first sale item. The man in
the northeast also mentions that the Serpent Trench to the southwest is an
underwater channel that contains quick currents connecting the Veldt with the
town of Nikeah, near Figaro. Yes, Figaro! Perhaps if you can get to Nikeah, you
can then make your way back to Narshe finally? It can't hurt to try! However,
you'll need to find the mask that allows a person to stay underwater for long
periods of time first.

\___                ____.-------------------------------.____              ___/
 ___)==============(___( MOBLIZ: WOUNDED SOLDIER'S HOUSE )___)============(___
/                       "-------------------------------"                     \

Finally, there is also a woman hiding behind some trees in the west that will
mention an injured soldier who keeps receiving letters from Maranda that are
keeping him going. If you head into the building nearby, you'll find the man
curled up in bed. He mentions that he was part of the invasion of Doma, but he
was injured while fleeing the battle by his own men. Do you remember the
soldier who spoke with General Leo earlier about his love in Maranda? This is
that same man. He will ask you to read the letter on the desk. Do so to ease
his mind for now. When you visit Maranda later, you might want to stop by and
speak with Lola about the soldier. The poor soldier would like to send a letter
back to Lola, but he can't even lift a pen (that's some serious injury!), so
why don't you head over to the mail carrier's house

\___                 ____.----------------------------.____                ___/
 ___)===============(___( MOBLIZ: MAIL CARRIER'S HOUSE )___)==============(___
/                        "----------------------------"                       \

Speak with the mail carrier inside the house to compose a letter to Lola. The
postage will cost you 500 Gil, but how could you refuse the last request of a
dying man? While you're here, check the clock against the wall for an ELIXIR.
You can sort of cheat the game here by sleeping in the bed of the mail carrier
and then speaking with him again to receive a new letter from Lola. Do this
three times to receive a Tintinnabulum from the wounded soldier for your hard
efforts. Otherwise, if you want to do this as the story prefers, you'll need to
basically travel back and forth between Lola and her soldier several times once
you gain control of newer transportation. When you've sent that letter, head
back out into the town proper. Now, you just need to purchase at least one
Dried Meat, although the more the better, and head out of town back into the
Veldt.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.07 ) )              T H E   V E L D T              ( ( ~veldt      |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=====================================================================|   |
|   |                ~*~ AVAILABLE RAGES AT THIS POINT ~*~                |   |
|   |======================O=======================O======================|   |
|   |     MONSTER NAME     |     MONSTER NAME      |     MONSTER NAME     |   |
|   |======================O=======================O======================|   |
|   | Acrophies            | Gold Bear             | Sand Ray             |   |
|   | Aepyornis            | Guard                 | Satellite            |   |
|   | Alacran              | Guard Leader          | Silver Lobo          |   |
|   | Angel Whisper        | Heavy Armor           | Spritzer             |   |
|   | Bandit               | Hornet                | Stray Cat            |   |
|   | Belmodar             | Imperial Soldier      | Templar              |   |
|   | Bomb                 | Leaf Bunny            | Trillium             |   |
|   | Cartagra             | Lesser Lopros         | Unseelie             |   |
|   | Chippirabbit         | Living Dead           | Urok                 |   |
|   | Cirpius              | Magitek Armor         | Valeor               |   |
|   | Cloud                | Megalodoth            | Vector Hound         |   |
|   | Commander            | Mu                    | Wererat              |   |
|   | Darkwind             | Nautiloid             | Wild Rat             |   |
|   | Exocite              | Nettlehopper          | Zaghrem              |   |
|   | Foper                | Oversoul              | Gorgias (new!)       |   |
|   | Ghost                | Poplium               | (Puzzle monsters)    |   |
|   |======================O=======================O======================|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

If you've been keeping updated on your bestiary entries (and I hope you have!),
it's about to pay off now. Most likely, in the next battle or two, you'll find
yourself face to face with Gau, the kid from the river earlier. Now that you
come prepared with some Dried Meat, toss one his way to lure him over to your
team. The scene that ensues following this battle is possibly the most
hilarious one in the game, especially when Gau starts to call Sabin "Mr. Thou"
even though Cyan is the one using old-fashioned language. As a reward for
feeding him, Gau is willing to lead the party to his shiny, shiny, shiny
treasure at the Crescent Mountains.

Before you take him up on his offer, however, you should spend plenty of time
in the Veldt because Gau's special ability, Rage, can only be built up here,
and Rage is one of the most versatile abilities in the entire game! To learn a
Rage (or Rages), use Gau's "Leap" ability to send him back into the wilderness.
Fight a few more battles, and he will eventually reappear after all the enemies
are gone in the current battle. At this point, leave him alone for a moment and
he will rejoin the party. Gau learn's both the abilities of the enemies you
fought when he left and also those you defeated just before he arrived in the
same battle.

You can only fight enemies here that you have already defeated previously in
the game, so make sure to fill out as much as your bestiary as possible. In
theory, you should have everything filled in except Monster Number 024, the
Heavy Armor that guarded sections of South Figaro during Locke's Scenario. 
The game programmers were merciful in this case, however. As long as you have
fought the Heavy Armor (even if you lose the battle, which doesn't actually
result in death!), it counts as a defeat and the monster will appear in the
Veldt even if it's not in the Bestiary yet. This is true of any enemy that you
can lose to throughout the game, such as the battles in mazes where you have
multiple teams at once. If you failed to fight the Heavy Armor, don't fret! You
have another chance coming up when you return to Narshe for the last stand
against the Empire.

There is one other bonus to this area that makes this area different than any
other. Whenever you fight a battle and win here, you'll gain the Gil reward for
every monster and any drops or steals that you get normally, but you will never
gain experience points in these battles. Essentially, you can build up Gau's
entire Rage set without the risk of overlevelling if you're trying to build up
perfect statistics by using the Espers Level-Up bonuses.

There are some Rages that are very difficult to gather, however. The Oversoul
is especially difficult. It took me two hours of regular battling to finally
get one battle with them. The Sand Ray can be annoying as well. However, the
Trilium is just as difficult as the Oversoul to encounter. For now, you might
want to just wait on the more difficult Rages until later. Each of them only
has one possible encounter out of 488 possibilities at this point in the game,
so you might be at this for hours otherwise! Once other monsters are available
in the Veldt, their encounter rates jump up quite a bit since the groups they
appear in have advanced monsters and you can't make those groups appear until
you've actually fought those advanced monsters.

I have found a correction in the Rage list above recently. The Opinicus from
the old game is not the Opinicus Fish in this game, therefore you cannot get
the Opinicus Fish because it has no Rage (oddly). Instead, it was known as the
Piranha in previous version of the game, which had no Rage either. Therefore,
don't spend time searching for the Opinicus Fish because it will never appear
on the Veldt. I'm sorry if I sent anyone on a wild goose chase searching for it
here! I, myself, spent several hours trying to find it before giving up. Now I
realize I could have moved on a long time beforehand! Bah. Also, you might have
fought the three monsters in the Light Puzzle room during Terra's Scenario by
running into the spinning stars if strayed from the correct path. These three
monsters do not have bestiary entries in the in-game Bestiary, but they do have
Rages still. They are called Darkside, Specter, and Eukaryote and are listed
above as the "Puzzle monsters." However, I don't cover them in the guide until
the next time you visit the Veldt since I personally don't like to fight them
until later.

One monster you may want to fight a few times is the Satellite, which drops the
useful Green Beret, which is the strongest piece of helm armor you can have at
this point in the game. You should already have at least one from the Satellite
fight at the Imperial camp. You'll be getting one very soon from the next area,
so try to find five more if you have the time and patience.

I would highly recommend spending some time building up your Rages in this area
before heading on. The Stray Cat provides you with the "Cat Scratch" attack,
which deals quadruple damage to one enemy, and it will make Gau one of your
strongest fighters throughout the game, so make sure to hunt this one down
before moving on! For a full list of Rages and explanations about them, take a
look at the Characters Section after the walkthrough for more detailed infor-
mation about each Rage. For now, use the list at the beginning of the Veldt
Section for a list of all possible Rages you can obtain at this point in time.
Once you've claimed them all (or had your fill), it's time to track down that
shiny, shiny, shiny treasure!



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.08 ) ) C R E S C E N T   M O U N T A I N   C A V E ( ( ~crescent   |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | < > Potion        | > Gau searches the southwest            |   |
|   |   |   | < > Water Helmet  | > Gau searches the southeast            |   |
|   |===O===O===================O=========================================|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

You can find the Crescent Mountains to the south of Mobliz. Enter the cave in
these mountains to learn that this must be the hiding place of Gau's treasure.
If you walk around most of this small map, Gau will search various areas for
the cache since he can't seem to remember where he hid it either. The area to
the southwest results in a POTION while the northwest corner results in a loss
of 500 Gil (so skip it, of course). The treasure is across the bridge to the
south. Gau unearths an old helmet. Can this be the same helmet the people of
Mobliz had that allowed them to breathe underwater!?

The team heads out to the river at the edge of the cave. Using the new helmet,
they can now use the Serpent Trench to head across the continent closer to
Narshe. We'll get there eventually!



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.09 ) )         S E R P E N T   T R E N C H         ( ( ~serpent    |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | [ ] X-Potion      | > take the first right fork             |   |
|   |   | X | [ ] Green Beret   | > take the second right fork            |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O===============|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O===============|   |
|   | 050 Anguiform         |     315 |     358 |      96 |  Yes  |  No   |   |
|   | 051 Aspiran           |     220 |     115 |      48 |  Yes  |  No   |   |
|   | 052 Actinian          |     230 |     125 |      57 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The creatures and treasures of the Serpent Trench can only be found in the
World of Balance, so you might as well get all the treasures and defeat as many
monsters as possible to open up more Rages on the Veldt for later while you
have a chance. You'll return here later once you get another character who can
benefit from the Serpent Trench, so don't worry if you don't get all of the
monsters yet, though. However, it never hurts to save before you find the
underwater helmet and just reset if you don't get the monster formations that
you want the first time around. The Serpent Trench is short enough that there's
little inconvenience in doing it over and over. If you're having trouble with
these monsters, make sure that Sabin is using a Blitz, Cyan is instantly using
his first Bushido for a cheap critical hit each time, and Gau is using the
Stray Cat Rage (or another strong one if Cat Scratch feels too cheap).

The path will take two forks along the way. Make sure to choose the right-hand
fork each time to collect the missable treasures in each area. The first right
fork leads you to a treasure chest with an X-POTION while the second leads you
to a chest with a GREEN BERET. However, you'll need to step on a floor switch
to drain the pool nearby and then drop down the hole to find this chest. The
door nearby leads out into the Serpent Trench again, which will eventually wash
up on the shores of Nikeah.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SABIN ROUTE/
|            \-\                                               /-/            |
| 02.01.06.10 ) )                 N I K E A H                 ( ( ~nikeah     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | { } Elixir        | Inn                                     |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Mytrhil Claws         | Weapon Shop    | Claws            |     800 |   |
|   | Kotetsu               | Weapon Shop    | Katana           |     800 |   |
|   | Mythril Spear         | Weapon Shop    | Spear            |     800 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Heavy Shield          | Armor Shop     | Shield           |     400 |   |
|   | Plumed Hat            | Armor Shop     | Helm             |     250 |   |
|   | Magus Hat             | Armor Shop     | Helm             |     600 |   |
|   | Bandana               | Armor Shop     | Helm             |     800 |   |
|   | Iron Helm             | Armor Shop     | Helm             |   1,000 |   |
|   | Kenpo Gi              | Armor Shop     | Armor            |     250 |   |
|   | Silk Robe             | Armor Shop     | Armor            |     600 |   |
|   | Iron Armor            | Armor Shop     | Armor            |     700 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Potion                | Item Shop      | Item             |      50 |   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Echo Screen           | Item Shop      | Item             |     120 |   |
|   | Smoke Bomb            | Item Shop      | Item             |     300 |   |
|   | Green Cherry          | Item Shop      | Item             |     150 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Sleeping Bag          | Item Shop      | Item             |     500 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

You're almost done with this scenario! In Nikeah, you have a chance to purchase
all the equipment and items you'll need once you get back to Narshe because a
large-scale battle is just ahead. Visit the Armor Shop first, which is located
in the eastern area of the bazaar. Make sure everyone's armor is ideal. Next,
head west to the Weapon Shop and equip Cyan with a Kotetsu if you haven't al-
ready. If you didn't unequip Mog earlier and give Edgar the Mythril Spear he
carried, you can now purchase one for him, although his Tools may be more
effective by now. Lastly, restock any supplies at the shop in the north. You
can also visit the Inn and check the clock for an ELIXIR. If you need money for
your purchase, the monsters outside Nikeah are easy enough: Unseelie, Belmodar,
and Mu. Each of these battles should net around 400 to 500 Gil.

When you're done shopping, it's time to book a cruise back to Narshe. You might
as well arrive in style, right? First, head into the Pub for a funny scene
between a "dancer" (read: hooker) and Cyan. The man sitting at the table will
give you a bit more information about Gau's father if you're interested. Then
the man at the counter explains that no ships are allowed south to the Empire.
Finally, head down to the docks and speak with the captain of the ship to book
a trip home. And that's the end of this lengthy scenario!





____________                  ____________________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  ___________
|            \-\                                               /-/           \
| 02.01.07.00 ) )   L A S T   S T A N D   A T   N A R S H E   ( ( ~laststand  )
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 053 Fidor             |     355 |     180 |     160 |  Yes  |  No   |   |
|   | 054 Corporal          |     255 |      96 |      90 |  Yes  |  No   |   |
|   | 055 Hunting Hound     |     285 |      55 |     115 |  Yes  |  No   |   |
|   | 286 HELL'S RIDER      |   1,300 |   1,290 |     400 |  Yes  |  No   |   |
|   | 287 KEFKA             |   3,000 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

"The three groups have arrived in Narshe, and now a decisive battle is about to
unfold..."

Once all three scenarios have been completed, the game returns to Terra's
location at Arvis' House in Narshe. It's only a matter of time before the
Empire invades Narshe for the frozen Esper, and since your goal is the same,
there's sure to be a confrontation ahead if you can't wake the Esper in time.
Let's get to it.

The game picks up in Narshe as Terra, Banon, Edgar, and Arvis are attempting to
convince the Elder of Narshe to commit his troops to the rebellion against the
Empire. However, the Elder is not ready to spill the blood of his people for a
frozen Esper and a wisp of a chance that Terra can awaken the creature. Just at
this moment, Sabin Cyan, and Gau show up followed shortly by Locke and Celes.
Introductions are made between all of the allies until Cyan recognizes Celes.
He claims that she was single-handedly responsible for the fall of Maranda, and
he will do anything in his power to bring her down for her crimes. Locke steps
in just in time to assure Cyan that Celes has joined the Returners, as well as
Terra when it is revealed she was also an Imperial leader. Retributions are
short-lived, however, when the Empire suddenly launches the attack everyone has
feared!

After a short scene between Kefka and his troops, Banon rallies everyone toget-
her and heads into the mountains, where they moved the statue (although I can't
imagine why they cared to move it except to hide it). Celes and Terra have an
interesting reunion along the way. Both were once enemies of the Returners, and
now both have become allies again through betrayal of the Empire. The world has
an interesting way of weaving events together, doesn't it? Cyan is watching
Celes closely, as well. There's no love lost between these two.

\___                        ____.-------------.____                        ___/
 ___)======================(___( PROTECT BANON )___)======================(___
/                               "-------------"                               \

You'll find yourself near a save point. Make sure to use it! The enemies to
come can be fairly difficult if you haven't been leveling up or upgrading your
characters yet. For now, you can talk to the different characters lined up
below to switch your primary characters. Doing so will allow you to prepare
each character

Before you start the battle, switch to each character and equip any new equip-
ment, especially on Locke, Terra, and Celes. If you spent some time in the
Veldt, you should encountered a few Satellites, which drop Green Berets. These
make excellent helms for every character at this point in the game. Also equip
a Mythril Spear on Edgar if you want, although his Tools are probably still
more useful at this point. Lastly, make sure everyone's formation (row) is the
way you want it. Don't put the magic users in the front and don't put the
attackers in the back. Lastly, check to see that everyone has proper Relics on.
Use the Earrings on your magic users, and the rest can be split up however you
like. That pretty much covers the preparation. Speak to Banon when you're ready
to start the fight. You'll be prompted to build three parties in order to fight
all the soldiers. Basically, this is a redux of the moogle battle from the
Prologue.

Speak with Banon when you're ready to build up several parties from your avail-
able allies. Try to put your two magic users (Terra and Celes) in different
groups to provide MP-based healing so you don't have to rely on items except in
one group. Next, split up your three hard-hitting special attack users (Cyan,
Sabin, and Gau) to each of the three groups. Finally, toss in your thief
(Locke) and tool user (Edgar) in the group without a magic user to compensate.
Here's how I divided my groups:

    O=====================O O=====================O O=====================O
    |      GROUP ONE      | |      GROUP TWO      | |     GROUP THREE     |
    O==========O==========O O==========O==========O O==========O==========O
    |   NAME   | ABILITY  | |   NAME   | ABILITY  | |   NAME   | ABILITY  |
    O==========O==========O O==========O==========O O==========O==========O
    | Terra    | Magic    | | Celes    | Magic    | | Locke    | Item/Stl |
    | Cyan     | Bushido  | | Sabin    | Blitz    | | Gau      | Rage     |
    O==========O==========O O==========O==========O | Edgar    | Tool/Att |
                                                    O==========O==========O

Now it's time to battle the Empire! There are many soldier sprites to destroy
which means many battles to fight without a break. If you remember the strategy
from last time, it is still recommended to place your parties near inter-
sections so they can cover as many paths as possible. However, you may need to
adjust the groups as you go this time because there are more routes to Banon
than there are teams on your side. I highly recommend taking more of an offen-
sive route this time, though. Every time a team member is not being bombarded
by enemies, try to move them a bit closer to the enemy commander. Doing so will
allow you more time to block a route to Banon should one of your groups fall.
Thankfully, if a group does fall, it's not a game over here; only if all groups
fall. Use the Select button to switch teams, by the way.

There are several monsters you can fight that have rages back in the Veldt.
The Corporal looks like a red soldier holding a sword. The Fidor is a giant
bulldog with a spiky collar. The Hunting Hound is a Vector Pup palette swap.
And if you missed the Heavy Armor from both South Figaro and the Veldt, you
really should take the time to battle enough soldiers in this area until you
encounter it. By now you should be well-prepared to deal with it.

After all of the moving soldiers are destroyed, you'll need to bring one team
down to the bottom of the map (if you aren't already there) to challenge the
commander running back and forth to protect Kefka. The party you choose is up
to you. Each one has its pros and cons. The two magic user teams may last a bit
longer due to healing, but the offensive team will defeat the boss quicker.
Don't forget about special abilities like Celes' Runic to absorb spells into MP
or the ability to target-all with spells like Cure. Once you feel confident in
your choice of parties, it's time to challenge the commander!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |             Hell's Rider            |
    | | |_| | | |_| |  ___| |  ___| |          -Demonic Harbinger-        |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    1,300   | STR: N/A  | MAG:  10  | ATT:  48  | GIL:   1,290   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      170   | DEF: 120  | MDF: 150  | STA: N/A  | EXP:     400   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    14   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [W] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [W] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [ ] Berserk  [ ] Death     [I] Imp       [ ] Reflect   [ ] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [ ] Sleep    |
    | [ ] Bravery  [ ] Faith     [ ] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [ ] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Remedy                 | STEAL:    Elixir                 |
    |           ---                    |           Mythril Vest           |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Narshe: Narshe Cliffs  | TYPE:     Humanoid               |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Silver Lance           |                                  |
    |==================================o==================================|
    | APPEARANCE: An armored knight riding a fell beast from Hell         |
    |=====================================================================|
    | STRATEGY: This creature will probably be your first real challenge  |
    |           in the game if you've followed my advice so far. If you   |
    |           brought in the team with Locke, you might want to spend   |
    |           the first turn or two stealing until you get an item and  |
    |           then just go all out with your attacks. However, if you   |
    |           didn't choose that party, your tactics will be pretty     |
    |           static. Use the magic user to heal and the other person   |
    |           to attack using their special skill. It's that simple.    |
    O=====================================================================O

After the fight, heal up your teams if you like, and then get ready to battle
Kefka himself. For this battle, I would highly recommend using the team with
Celes and Sabin. Celes can absorb all of Kefka's spells with her Runic ability
while Sabin can deal major damage with his "Raging Fist" Blitz. However, you
should be able to take him down with any party at this point as long as you're
careful. It may help to have the Ribbon (if you got it earlier) equipped on one
of your party members to avoid his status effects if you aren't using Runic.
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |                Kefka                |
    | | |_| | | |_| |  ___| |  ___| |        -Imperial Court Mage-        |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    3,000   | STR: N/A  | MAG:   9  | ATT:  25  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:    3,000   | DEF:  55  | MDF: 160  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    18   | EVA:  30  | MEV:  30  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Peace Ring             | STEAL:    Elixir                 |
    |           ---                    |           Hi-Ether               |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Narshe: Narshe Cliffs  | TYPE:     Humanoid               |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Fire                   |                                  |
    |           Blizzard               |                                  |
    |           Thunder                |                                  |
    |           Drain                  |                                  |
    |           Confuse                |                                  |
    |           Poison                 |                                  |
    |==================================o==================================|
    | APPEARANCE: A caped dandy wearing jesterly theatrical makeup        |
    |=====================================================================|
    | STRATEGY: I highly recommend using Celes in this battle to absorb a |
    |           majority of Kefka's commands, which are spells. Basically |
    |           you just need to keep yourself healthy and attack when    |
    |           you're not healing. Using this method, he'll be a breeze. |
    |           If you're not using Celes, you'll need to constantly heal |
    |           with one character and attack with the other(s).          |
    O=====================================================================O

After Kefka disappears (literally!), the team makes their way to the top of
the Narshe mountains where the Esper is hidden. Terra reluctantly steps up to
the Esper and tries to commune with it again, and this time the light envelops
her and transforms her into something other than human! Shedding her skin,
Terra becomes a pink, glowing creature! The shock of this change seems to break
her mind, and she flies off screaming in rage and shock to the west.

Well, that didn't go as planned!





____________                  ____________________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  ___________
|            \-\                                               /-/           \
| 02.01.08.00 ) )          F I N D I N G   T E R R A          ( ( ~findterra  )
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 056 Fossil Dragon     |   1,399 |   1,870 |     380 |  Yes  |  No   |   |
|   | 057 Vulture           |     412 |     485 |     160 |  Yes  |  No   |   |
|   | 058 Iron Fist         |     333 |     249 |     144 |  Yes  |  No   |   |
|   | 059 Bloodfang         |     325 |     185 |     135 |  Yes  |  No   |   |
|   | 060 Rock Wasp         |     290 |     168 |     128 |  Yes  |  No   |   |
|   | 061 Paraladia         |     492 |     365 |     219 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

O===========================O   Now that Terra has headed off into the West,
|  ~*~ IN THIS SECTION ~*~  |   its up to Locke and his friends to find and
o---------------------------o   help her before she gets into any trouble.
| 01. Narshe                |   Locke has promised that he will protect her,
| 02. Figaro Castle         |   and he is not one to break his promises. Terra
| 03. Dragon's Neck Cabin   |   might have once been a soldier of the Empire,
| 04. Kohlingen             |   but she's quickly become a good friend and a
| 05. Jidoor                |   valuable ally in the fight against the Empire.
| 06. Zozo                  |   And with Kefka and his troops still intent on
O===========================O   taking the esper back to Emperor Gestahl, it's
                                only a matter of time before either Kefka is
able to capture the esper or Terra comes to her senses and makes her move
first.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /FIND TERRA /
|            \-\                                               /-/            |
| 02.01.08.01 ) )                 N A R S H E                 ( ( ~narshe     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | [ ] 5000 Gil      | South Narshe: Treasury > south chest    |   |
|   |   |   | [ ] Thief Knife   | South Narshe: Treasury > middle chest 1 |   |
|   |   |   | [ ] Earring       | South Narshe: Treasury > middle chest 2 |   |
|   |   |   | [ ] Hyper Wrist   | South Narshe: Treasury > north chest 1  |   |
|   |   |   | [ ] Thief's Bracer| South Narshe: Treasury > north chest 2  |   |
|   |   |   | [ ] Reflect Ring  | South Narshe: Treasury > north chest 3  |   |
|   |   |   | { } Elixir        | South Narshe: Elder's House             |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Great Sword           | Weapon Shop    | Sword            |     800 |   |
|   | Mythril Claws         | Weapon Shop    | Sword            |     800 |   |
|   | Kotetsu               | Weapon Shop    | Katana           |     800 |   |
|   | Mythril Spear         | Weapon Shop    | Spear            |     800 |   |
|   | Air Knife             | Weapon Shop    | Knife            |     950 |   |
|   | Chain Flail           | Weapon Shop    | Mystic Weapon    |   2,000 |   |
|   | Moonring Blade        | Weapon Shop    | Thief Weapon     |   2,500 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Mythril Shield        | Armor Shop     | Shield           |   1,200 |   |
|   | Magus Hat             | Armor Shop     | Helm             |     600 |   |
|   | Bandana               | Armor Shop     | Helm             |     800 |   |
|   | Iron Helm             | Armor Shop     | Helm             |   1,000 |   |
|   | Silk Robe             | Armor Shop     | Armor            |     600 |   |
|   | Iron Armor            | Armor Shop     | Armor            |     700 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Sprint Shoes          | Relic Shop     | Relic            |   1,500 |   |
|   | Jeweled Ring          | Relic Shop     | Relic            |   1,000 |   |
|   | Fairy Ring            | Relic Shop     | Relic            |   1,500 |   |
|   | Barrier Ring          | Relic Shop     | Relic            |     500 |   |
|   | Mythril Glove         | Relic Shop     | Relic            |     700 |   |
|   | Knight's Code         | Relic Shop     | Relic            |   1,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Potion                | Item Shop      | Item             |      50 |   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Ether                 | Item Shop      | Item             |   1,500 |   |
|   | Gold Needle           | Item Shop      | Item             |     200 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Smoke Bomb            | Item Shop      | Item             |     300 |   |
|   | Sleeping Bag          | Item Shop      | Item             |     500 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Back inside Arvis' House, the team reflects on Terra's sudden disappearance. It
seems that something unsaid occured between the esper and Terra to make her
suddenly changed, but what happened? Celes remarks that Terra looked just like
an esper, which is odd because espers have been gone from the world since the
War of the Magi until recently when the Empire began to unearth them again.
The group comes to agree that some of them should remain in Narshe to protect
the esper and Banon while the rest go in search of Terra. You'll be prompted at
this time to develop a party to go in search of Terra. I highly recommend this
setup for it's versatility: Celes (for her magic and Runic), Gau (for his Rages
as long as you've built them up), Edgar (for his Tools), and the fourth spot is
open to whoever else you might want. Additionally, if you leave the fourth spot
open for now, you can pick up Shadow again along the way!

Before you start off for Terra, however, you can finally explore Narshe fully.
Start by heading south of Arvis' House until you reach a house all by itself in
the southeast.

\___                    ____.----------------------.____                   ___/
 ___)==================(___( SOUTH NARSHE: TREASURY )___)=================(___
/                           "----------------------"                          \

There are a whole load of treasure chests in this house! Basically, you should
just open everything possible in here to reap the rewards. You won't be able to
open the chest in the upper-left corner, however, until much later, so don't
worry about the lock for now. The lowest chest contains 5000 GIL. The two just
above that contain a THIEF'S KNIFE and an EARRING. Finally, the three chests
above those contain a HYPER WRIST, THIEF'S BRACER, and REFLECT RING. If you
decided to take Locke with you, I would recommend equipping the Thief's Knife
and the Thief's Bracer on him since he's... well... a thief (read: treasure
hunter). Otherwise, equip the relic Reflect Ring on a character if you want
(although don't forget that they can't be healed by magic if you do this!) and
then head back out of the Treasury.

\___                 ____.---------------------------.____                 ___/
 ___)===============(___( SOUTH NARSHE: ELDER'S HOUSE )___)===============(___
/                        "---------------------------"                        \

To find the Elder's House, head to the far west side of town opposite your
current location. Once inside, you can speak with the Elder about his mis-
givings. Before you leave, make sure to check the grandfather clock to the left
of the fireplace for an ELIXIR as well. Now, it's time to go shopping.

\___                    ____.----------------------.____                   ___/
 ___)==================(___( SOUTH NARSHE: SHOPPING )___)=================(___
/                           "----------------------"                          \

Start by going the Armor Shop, as usual. Here, the only thing you might want to
pick up is the upgraded Mythril Shield, which is applicable for every ally you
have access to at this point in the game. However, you probably only need four
for now (since you can't use more characters than that). Next, head over to the
Weapon Shop and purchase at least the Moonring Blade for Locke if he's in your
party or the Chain Flail for Celes (and eventually Terra) if she's in your
party. There's really nothing new at the Relic Shop, although if you want you
can visit it to increase your stock. Lastly, purchase any items if you need to
build up your stock again. Just a word of warning: if you equip the Chain Flail
on Celes, you lose the Relic ability!

If you failed to fight the semi-hidden monsters in the moving-light maze during
Terra's Scenario earlier, you might want to head back through the secret entry
into the mines and head north until you find the maze with the moving light
again. Now, instead of taking the correct path, try moving the wrong way to cue
possible battles against Darkside, Specter, and Eukaryote. This can be done
later as well, though, so it's your choice. I like to do this now rather than
during Terra's Scenario just because you don't have to worry about Banon dying
by some freak accident and losing the game because of it. On a side note, these
monsters will not appear in your in-game bestiary at all, so you might not know
about them unless you happen to run into them here. However, defeating them
here is the only way to make them appear on the Veldt, of course.

Once you're ready, it's time to start the search for Terra.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /FIND TERRA /
|            \-\                                               /-/            |
( 02.01.08.02 ) )          F I G A R O   C A S T L E          ( ( ~figarocast )
 \___________/-/_______________________________________________\-\___________/

You might be wondering why we're returning to Figaro after all this time. Well,
if you remember last time we were here, the castle sank into the sand through
the use of mechanics. As you head into the desert nearby, you'll see that it's
back above ground again. Perhaps if it can sink beneath the sand it can also be
used as a means of locomotion to other places with sand?

Head into the castle and go exploring in the basements to find some interesting
stuff. The basement to the right leads down to the dungeon where you'll find a
familiar figure if you've played FINAL FANTASY V -- the Lone Wolf thief --
among other criminals. However, the basement to the left leads to a control
room that is capable of sinking the castle into the sand. Speak with the man
here to navigate the castle to the west. Now it's time to explore a whole new
part of the continent!



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /FIND TERRA /
|            \-\                                               /-/            |
| 02.01.08.03 ) )    D R A G O N ' S   N E C K   C A B I N    ( ( ~dragoncab  |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | (_) Hero's Ring   | Dragon's Neck Cabin: Inside             |   |
|   |===O===O===================O=========================================|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Once you leave the castle, make a quick trip to the north to find a single home
all by itself. This is the Dragon's Neck Cabin, thus named because of the shape
the land takes (a dragon's head) in this area. Check a pot inside to find a
valuable HERO'S RING. Speak with the man here to find out his intentions to
build a coliseum to bring out the best in men. As for the Hero's Ring, I might
recommend equipping the relic on Celes for now because it boosts both physical
and magical power, which will benefit her more than anyone else.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /FIND TERRA /
|            \-\                                               /-/            |
| 02.01.08.04 ) )              K O H L I N G E N              ( ( ~kohlingen  |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | { } Elixir        | northwestern house                      |   |
|   |   |   | [ ] Green Beret   | Rachel's House > through the back door  |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Air Knife             | Weapon Shop    | Knife            |     950 |   |
|   | Chain Flail           | Weapon Shop    | Mystic Weapon    |   2,000 |   |
|   | Moonring Blade        | Weapon Shop    | Thief Weapon     |   2,500 |   |
|   | Shuriken              | Weapon Shop    | Thrown Weapon    |      30 |   |
|   | Flame Scroll          | Weapon Shop    | Thrown Weapon    |     500 |   |
|   | Water Scroll          | Weapon Shop    | Thrown Weapon    |     500 |   |
|   | Lightning Scroll      | Weapon Shop    | Thrown Weapon    |     500 |   |
|   | Invisibility Scroll   | Weapon Shop    | Thrown Weapons   |     200 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Mythril Shield        | Armor Shop     | Shield           |   1,200 |   |
|   | Magus Hat             | Armor Shop     | Helm             |     600 |   |
|   | Bandana               | Armor Shop     | Helm             |     800 |   |
|   | Twist Headband        | Armor Shop     | Helm             |   1,600 |   |
|   | Iron Helm             | Armor Shop     | Helm             |   1,000 |   |
|   | Silk Robe             | Armor Shop     | Armor            |     600 |   |
|   | Iron Armor            | Armor Shop     | Armor            |     700 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Ether                 | Item Shop      | Item             |   1,500 |   |
|   | Holy Water            | Item Shop      | Item             |     300 |   |
|   | Antidote              | Item Shop      | Item             |      50 |   |
|   | Green Cherry          | Item Shop      | Item             |     150 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Sleeping Bag          | Item Shop      | Item             |     500 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The village of Kohlingen is located just to the northwest of Figaro Castle's
new position beyond the forests. As soon as you enter town, you should visit
the Inn and Pub to find Shadow seated at a table with Interceptor next to him.
If you speak with Shadow, he asks for you to pay for Interceptor's meals if you
want him to join the party, which will cost 3000 Gil. Pay the fee to hire
Shadow if you want. There's no reason not to if you have that fourth slot open.
If you didn't leave a fourth party spot open, Shadow won't be willing to join
your party, but you can always return to Narshe via Figaro Castle and dump a
member before coming back if you really want him that badly. Just don't forget
to optimize his equipment and make sure his relics are updated before you head
out with him. The Thief Knife works great with Shadow (or Locke) because it
allows that person to Mug (attack and steal) an enemy.

Next, you should find the two treasures in town. First, head to the far north-
west to find a house that contains an ELIXIR in the clock within. The other
treasure is in the house to the northeast. However, there's a story behind this
place.

\___                  ____.-------------------------.____                  ___/
 ___)================(___( KOHLINGEN: RACHEL'S HOUSE )___)================(___
/                         "-------------------------"                         \

If you have Locke in your party at this time, you can view a scene when you
enter the basement of this house about the history of the girl laid out on the
bed with all the flowers around her. However, if you don't have him with you at
the moment, don't fret. You can return here later once the Empire is dealt with
and you won't lose out on anything. Essentially, the story is that this woman
was once Locke's girlfriend, Rachel. One day, they went together into a mine,
but Rachel was injured in the cave. Locke could do nothing to help her except
bring her back to Kohlingen. As you would imagine, Rachel's father was furious
with Locke and cast him out of the village. Meanwhile, in the intervening year,
Rachel not only lost her memories, but died in an attack by the Empire. Rachel
was put to rest in the basement of her house while a sealing was placed around
her to prevent decay. There was a rumor that a cure to death existed somewhere
in the world, hidden away in the depths of time. This power became Locke's last
hope of reviving his love from her stasis, and so he became a thief and a
treasure hunter in hopes of discovering a way to bring Rachel back to life. Now
the team knows why Locke's promises are so binding and how he became so hateful
of the Empire.

Once the events are finished, you should head into the back door of the house
using the bridge to the left of the house and open the treasure chest here for
a GREEN BERET. That's it for the treasures here.

Now that your party is complete, and the town has been thoroughly looted, you
should explore around town. Speaking to the villagers reveals that a glowing
creature was seen flying through the area recently, but was spotting heading
south toward Jidoor most recently. Your only choice is to follow her route for
now.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /FIND TERRA /
|            \-\                                               /-/            |
| 02.01.08.05 ) )                 J I D O O R                 ( ( ~jidoor     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | (_) Ether         | Owzer's Mansion  > the pot behind Owzer |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Kiku-ichimonji        | Weapon Shop    | Sword            |   1,200 |   |
|   | Kaiser Knuckles       | Weapon Shop    | Claws            |   1,000 |   |
|   | Kodachi               | Weapon Shop    | Katana           |   1,200 |   |
|   | Moonring Blade        | Weapon Shop    | Thief Weapon     |   2,500 |   |
|   | Flame Scroll          | Weapon Shop    | Thrown Weapon    |     500 |   |
|   | Water Scroll          | Weapon Shop    | Thrown Weapon    |     500 |   |
|   | Lightning Scroll      | Weapon Shop    | Thrown Weapon    |     500 |   |
|   | Shadow Scroll         | Weapon Shop    | Thrown Weapon    |     400 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Mythril Shield        | Armor Shop     | Shield           |   1,200 |   |
|   | Twist Headband        | Armor Shop     | Helm             |   1,600 |   |
|   | Mythril Vest          | Armor Shop     | Armor            |   1,200 |   |
|   | Ninja Gear            | Armor Shop     | Ninja Armor      |   1,100 |   |
|   | White Dress           | Armor Shop     | Mystic Armor     |   2,200 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Peace Ring            | Relic Shop     | Relic            |   3,000 |   |
|   | Barrier Ring          | Relic Shop     | Relic            |     500 |   |
|   | Mythril Glove         | Relic Shop     | Relic            |     700 |   |
|   | Earring               | Relic Shop     | Relic            |   5,000 |   |
|   | Knight's Code         | Relic Shop     | Relic            |   1,000 |   |
|   | Sniper Eye            | Relic Shop     | Relic            |   3,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Ether                 | Item Shop      | Item             |   1,500 |   |
|   | Antidote              | Item Shop      | Item             |      50 |   |
|   | Gold Needle           | Item Shop      | Item             |     200 |   |
|   | Holy Water            | Item Shop      | Item             |     300 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Echo Screen           | Item Shop      | Item             |     120 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Jidoor is located far to the south of Kohlingen. It's a long walk, but you can
also use this time to hunt down the six new monsters in this part of the world
map. Once in town, you should spend a little time shopping, as usual, and try
visiting the various houses around town. In the "rich district," the building
on the right is the Auction House, which is currently out of session but will
be a source of some rare goods once it opens up later in the game. However, the
mansion at the top of the village is a good place to explore.

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( JIDOOR: OWZER'S MANSION )___)=================(___
/                          "-----------------------"                          \

Speak to the man inside to learn that Celes is the spitting image of the famed
opera soprano Maria (even though you've never heard of her). For now, keep this
information in the back of your thoughts. It will come into play a little later
on. For now, sneak behind Owzer and take the ETHER from the clay pot. You might
also want to take a tour through the strange art gallery on the other side of
the house. Recognize one of the paintings? Yep, that's Ultros! Also note the
reaction the team has to the painting of the flower still life. It's almost as
if it's alive. Just another tidbit for later.

Back in town, speak to people to learn that a girl bathed in light sped off
toward the northern mountains. However, they warn the party that you can't
trust anyone in Zozo. Now you're closing in on Terra! Just a little farther.
Once you're done with Jidoor, head out of town.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /FIND TERRA /
|            \-\                                               /-/            |
| 02.01.08.06 ) )                   Z O Z O                   ( ( ~zozo       |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | [ ] Ether         | Pub: Storeroom     > door on the right  |   |
|   |   |   | [ ] Potion        | Armor Shop         > hidden in northwest|   |
|   |   |   | [ ] Brigand's Glov| Grand Tower        > lower storeroom    |   |
|   |   |   | (_) Ether         | Western Tower      > northwest corner   |   |
|   |   |   | (_) Hi-Potion     | Western Tower      > northwest corner   |   |
|   |   |   | [ ] Chainsaw      | Clock Puzzle Room  > solve the puzzle   |   |
|   |   |   | [ ] Burning Fist  | Grand Tower        > upper storeroom    |   |
|   |   |   | [ ] Hermes' Sandal| Grand Tower: Top F > western chest      |   |
|   |   |   | [ ] X-Potion      | Grand Tower: Top F > eastern chest      |   |
|   |   |   |  $  Kirin         | Grand Tower: Top F > left magicite      |   |
|   |   |   |  $  Siren         | Grand Tower: Top F > middle magicite    |   |
|   |   |   |  $  Cait Sith     | Grand Tower: Top F > right magicite     |   |
|   |   |   |  $  Ramuh         | Grand Tower: Top F > lower magicite     |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 062 Harvester         |     428 |     314 |     291 |  Yes  |  No   |   |
|   | 063 Hill Gigas        |   1,200 |     600 |     550 |  Yes  |  No   |   |
|   | 064 Gobbledygook      |     350 |     126 |     104 |  Yes  |  No   |   |
|   | 065 Veil Dancer       |     392 |     296 |     224 |  Yes  |  No   |   |
|   | 288 DADALUMA          |   3,270 |   1,210 |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

To find Zozo, you'll need to head around the other coastline to the north. You
certainly have explored the borders by now. The cursed town is located in a
valley within the heart of the mountains to the west from the eastern coast.

Well this is a dreary town, isn't it? Aside from the constant rain and muted
colors, this place is packed full of strong monsters! Try to defeat one of each
like usual. The Hill Gigas is especially lethal if your party isn't very strong
at this point. His HP is equivalent to most bosses recently, and it packs a
good punch to boot.

\___                        ____.-------------.____                        ___/
 ___)======================(___( ZOZO: OUTSIDE )___)======================(___
/                               "-------------"                               \

Start your exploration of town by searching the grounds around the buildings.
A man in the north part of town tells the party not to leap between buildings.
Meanwhile, the man in the south tells you that you can trust everything said in
town. But remember the warning from the people of Jidoor? Never trust the Zozo
residents! That means that you should leap between buildings and never trust
anything said in Zozo.

There is a building at the north part of town that contains a clock whose time
is not set. If you try to set the time at random, the clock returns to midnight
and it appears that you've failed at some sort of puzzle. Perhaps if you can
figure out the time it should be set to you can solve the puzzle?

\___                      ____.------------------.____                     ___/
 ___)====================(___( ZOZO: CLOCK PUZZLE )___)===================(___
/                             "------------------"                            \

Start by heading into the Pub. Speak to the bartender here who says that the
second hand on his watch is pointing to 30. Reverse that since he's a liar like
the others, and that means that the second hand will not be on the 30. If you
head upstairs, you can encounter the Veil Dancer, so be careful even indoors.
She also carries the Thief Knife, which you can steal if you have Locke in your
party and one just isn't enough. Be careful, though, when you fight the Veil
Dancer because she has some very strong magic attacks that hit all allies and
she can use Vanish, which makes her immune to physical attacks but weak to
magic. That means you either use Celes' "Blizzard" or run away. On the top
floor of this section, take the door to the right out onto the balcony and
ascend to the top floor. Take the right door which leads into a storeroom with
a chest containing an ETHER. If you try to open the door on the left it will be
rusted shut at this point. For now, head back out of the Pub.

There is a huge tower to the west that you'll need to explore to get some more
clues to the clock puzzle. Head inside and speak with the attendant here to
learn that he hasn't seen any girls lately and there's definitely not one on
the top floor of the building (read: Terra's on the top floor!). You might as
well head up the stairs for now to learn more.

The stairs lead up to a strangely-shaped room where a continuous stream of
Zozo's citizens keep walking through. If you want to move forward, you'll need
to squeeze in between people and move at the same pace as the other folks. If
you speak with the folks in this line, however, they will give you some very
important tips on the clock puzzle. One says that it's already 12:00. Another
says it's 10:00 and time to go home. Then 8:00. Then 4:00. Then 2:00. And with
that, we can limit the time down quite a bit. The hour can only be an even
number to begin with, and it can't be 12:00, 2:00, 4:00, 8:00, or 10:00. That
leaves only 6:00!

To find the last clue, you'll need to head a bit deeper into the Great Tower.
If you've been battling a lot, however, you need to be careful should you have
Shadow in your party. Once you meet a certain number of battles, Shadow will
consider his job done for the money you paid and will leave at the end of the
battle. There's a boss fight coming up, so you might want to defeat him before
you finish the Clock Puzzle.

If you make a quick detour during this time, you can collect a great item for
Locke just above this room. The area with the line of citizens will lead you
out onto the fire escape area of the Grand Tower. If you just keep going up the
stairwells, you'll eventually end up about halfway up the tower. The door on
the right leads into a storeroom which contains a treasure chest with a
BRIGAND'S GLOVE inside.

The last clues will require that you leap between two buildings once you head
up the stairs at the end of the room with all the folks in it. Head into the
last door on the westernmost tower. You should see a hallway partially hidden
to the left as soon as you enter. By walking through the area overlapped by the
wall below (due to the screen perspective), you can sneak behind the counter of
the shop on this floor. The shopkeeper will tell you that the second hand on
his watch is pointing at the 4. Well, now we know that the second hand is
neither 00:00:30 or 00:00:20. If you head back to the entrance and then take
the hall up and to the left at the top, you can also collect an ETHER from one
of the ceramic pots here. Then sneak behind the bucket and claim a HI-POTION
from the pot to the right.

Head out the door by the counter and up to the next floor of the Western Tower.
There should be a man here who will explain that the seconds hand is (not)
divisible by 20. That leaves 00:00:10 or 00:00:50. With this in mind, the only
mystery left is the minutes hand. At this point, I recommend backtracking to
the crane on the Grand Tower and lowering to the ground. With just a little bit
of guesswork, you should be able to work out the Clock Puzzle. We know the hour
is 06:00:00 and the minute is either 00:00:10 or 00:00:50. The minutes hand has
six possibilities, each one a multiple of 10. That leaves only twelve possible
answers.

To limit those down a bit more, you should locate the Weapon Shop. As you're
going toward the Clock Puzzle in the north, there's a secret passage hidden
behind the Grand Tower that leads to an open area in the northwest. First, head
into the door directly north (which is the Armor Shop) to find a chest inside
with a POTION waiting for you. Now, take the other doorway in this area. Inside
the Weapon Shop, the clerk will inform you that the clock has no minute hand
and that it certainly doesn't point to the right time. Check out the clock at
the top this room to find that the clock's hand is pointing at the 2. That
would be the minute hand, of course. Now we know that the hour hand is 06:00:00
and the minute hand is 00:10:00. That leaves only two possible choices:
06:10:10 or 06:10:50.

The right one is 06:10:50. Beyond the Clock Puzzle is a chest containing a new
Tool for Edgar, the CHAINSAW! This thing can dish out some serious damage, so
make sure to use it in the battles to come. After you head out of the puzzle
room, you might want to quickly head out of town, use a Tent to restore lost
HP and MP, and then save. There's a boss battle soon, and it never hurts to be
fully refreshed for those.

\___                      ____.------------------.____                     ___/
 ___)====================(___( ZOZO: RESCUE TERRA )___)===================(___
/                             "------------------"                            \

Back at the Grand Tower, you've pretty much covered everything in this area, so
head up as far as you can on the Grand Tower, then leap across the gaps over to
the Western Tower, and then leap back to the Grand Tower once you get to the
upper floor. At the top of the Grand Tower, there's a room just below the boss
that contains a BURNING FIST in the treasure chest within, which is a great
weapon if you have Sabin in your party. You'll find a man standing in the way
of the final set of stairs. Speak to him to learn that he doesn't want to fight
and he should let you pass. Lies, as usual!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |              Dadaluma               |
    | | |_| | | |_| |  ___| |  ___| |         -Guardian of Zozo-          |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    3,270   | STR: N/A  | MAG:   3  | ATT:  12  | GIL:   1,210   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:    1,005   | DEF:  85  | MDF: 143  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    22   | EVA: ---  | MEV:  10  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [ ] Water     [ ] Earth     [W] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [ ] Death     [ ] Imp       [ ] Reflect   [ ] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [ ] Sleep    |
    | [ ] Bravery  [ ] Faith     [ ] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Thief's Knife          | STEAL: Thief's Bracer            |
    |           Twist Headband         |        Jeweled Ring              |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Zozo: Grand Tower      | TYPE:     Humanoid               |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Shockwave              |                                  |
    |           <summon allies>        |                                  |
    |==================================o==================================|
    | APPEARANCE: It really looks like Vargas on steroids. No kidding!    |
    |=====================================================================|
    | STRATEGY: The fight against Dadaluma is fairly simple. If your      |
    |           characters have some hard-hitting attacks, this should be |
    |           no problem at all. For most of the fight, Dadaluma will   |
    |           just attack the party with regular attacks. Once about    |
    |           half of his HP is gone, he'll summon two Iron Fists to    |
    |           assist him. Quickly get rid of the Iron Fists and then    |
    |           try to use Edgar's Chainsaw or Gau's Stray Cat Rage to    |
    |           end the battle in one turn.                               |
    O=====================================================================O

After the battle, make sure to heal everyone up just in case you have one more
random encounter. It would be a shame to get a game over because of such a weak
enemy! At the top of the Grand Tower, you'll find large chamber with Terra
sleeping inside. Before approaching her, however, check the left and right
hallways after the first set of columns to find treasure chests containing an
HERMES' SANDALS and an X-POTION respectively. Equip the Hermes' Sandals on one
of your party members right away to gain the benefits of Auto-Haste on two
people now! When you're ready, move north to cue the story events.

Terra, still in her pink creature form, is unresponsive. As the party attempts
to awaken her, a voice from the shadows announces that Terra is frightened.
The voice belongs to Ramuh, a name you might recognize if you've played other
Final Fantasy games with summons in them. Ramuh seems interested in Terra and
explains that although she seems terrified, she's in no real danger. She has
simply tapped into a power -- an esper power -- that she didn't know she had.
At this point, Ramuh reveals his identity as an esper himself.

While espers once shared this world with humans, they long ago left for their
own world at the end of the War of the Magi. During these turbulent times, the
espers were forced to fight against humans who had been infused with the powers
of other espers. However, to gain these powers, humans created machinery used
for the sole purpose of draining espers of their powers. While this allowed the
humans to enchant their machines and leaders with forbidden magical powers, it
also weakened the espers to the point that any magic they leaked was much
weaker than the powers they possessed when free. What the humans didn't know at
the time was that the only way for an esper to pass along their full powers to
a human was through self-sacrifice. Compacting body, mind, and spirit into holy
crystal, the esper would become magicite. With these items in their possession,
a human would be capable of controlling the souls of the sacrificed espers --
either to summon them or to use their magic powers -- for their own purposes.

The remaining espers, afraid of     /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
what might happen should they      < .--------------------------------------. >
fall into the hands of these       < |       ~*~ NEW ESPER ALERT ~*~        | >
despotic humans, fled into their   < |======================================| >
own world to escape persecution    < | R A M U H          (Lightning Esper) | >
and death. It wasn't until the     < |======================================| >
Emperor Gestahl came to power      < | An elderly esper guarding over Terra | >
that the next threat arose to      < | in Zozo, he has been trapped in the  | >
the esper world. The Imperial      < | human world since the sealing.       | >
forces finally discovered the      < |                                      | >
location of the esper's world,     < |======================================| >
and they were intent on trying     < | K I R I N             (Mythic Esper) | >
forces finally discovered the      < |======================================| >
location of the esper's world,     < | An ancient creature from before the  | >
and they were intent on trying     < | War of the Magi, capable of healing  | >
to harness the last of these       < | even the gravest of wounds.          | >
espers for their own purposes.     < |                                      | >
In response, the espers sealed     < |======================================| >
the gate between the two worlds.   < | S I R E N             (Silent Esper) | >
This had several side effects,     < |======================================| >
however. No one could pass         < | An alluring songstress, she has the  | >
through the gate as long as it     < | power to silence all enemies and to  | >
remained sealed. Therefore, no     < | negate all magic.                    | >
esper could leave the esper's      < |                                      | >
world, nor could any of those      < |======================================| >
still outside in the human world   < | C A I T   S I T H      (Feline Esper)| >
exil themselves to safety. So it   < |======================================| >
was that Ramuh and several other   < | An automaton created in the image of | >
espers were forced to hide in      < | a cat, it's howl is powerful enough  | >
the human world, waiting for the   < | to drive even the sanest to madness. | >
time when the gate between the     < '--------------------------------------' >
worlds would finall become un-      \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
necessary once more.

Unfortunately, some espers in this world did not escape the hands of the
Empire, and they are even now being drained of their powers in the Imperial
Magitek Facility. Ramuh asks the party to save these imprisoned espers in the
hope that their presence around Terra might be enough to bring her back from
the madness that has consumed her. To ensure that the party can do this, Ramuh
announces that he will turn himself into magicite willingly so that they might
use his powers for the good of the world. To help, three other magicite are
revealed at the back of the hall as well.

Once the sacrifice is complete, you can pick up all four magicite. These espers
can now be equipped by your party members using the Ability menu. When equipped
by an ally, you can summon the esper contained in that piece of magicite while
in battle. In addition, each esper is able to teach you several magic spells at
specific growth rates. By winning battles, you'll start to gain AP (Ability
Points) good toward learning new magic spells. For instance, one esper might
teach "Cure" at five times growth rate while another one teaches it at twenty
times growth rate. Obviously, it will only take five battles with the second
esper to teach the spell while it would take twenty battles with the first one
to teach the same spell. Use these growth rates to your advantage and learn a
spell as quickly as possible.

The four magicite you'll have access to now are KIRIN, SIREN, CAIT SITH, and
RAMUH. Make sure to equip one on each character as you go so you can begin to
learn magic as soon as possible. When you're ready, head to the bottom of the
room to find your other allies waiting for you. When did they arrive? The party
will discuss the events that just occured between each other as they climb back
down the Grand Tower and prepare to leave Zozo. Celes was one of the humans who
has been infused with the esper's powers most recently, but she cannot remember
the actual infusion due to being asleep for most of it. The game will force you
to build a new party. You have to take Celes and Locke with you. The other two
spots are open to any members you'd like to take along at this point. I would
recommend Gau and Edgar, as usual, but it's up to you. Once you gain control,
speak with the ghost to learn more about espers before heading off toward the
town of Jidoor again.





____________                  ____________________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  ___________
|            \-\                                               /-/           \
| 02.01.09.00 ) )    I N T O   T H E   L I O N ' S   D E N    ( ( ~lionsden   )
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 068 Litwor Chicken    |     545 |     279 |     190 |  Yes  |  No   |   |
|   | 069 Joker             |     467 |     320 |     194 |  Yes  |  No   |   |
|   | 070 Don               |     620 |     345 |     255 |  Yes  |  No   |   |
|   | 071 Wyvern            |     892 |     434 |     484 |  Yes  |  No   |   |
|   | 072 Grasswyrm         |     480 |     234 |     278 |  Yes  |  No   |   |
|   | 074 Bug               |     310 |     210 |     165 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

O===========================O   The Empire's tactics have taken on a decidedly
|  ~*~ IN THIS SECTION ~*~  |   darker twist now that their use of the espers
o---------------------------o   has been revealed by Ramuh. If they manage to
| 01. Jidoor                |   get their hands on the esper in Narshe, they
| 02. The Opera House       |   will certainly use it for destructive purposes.
| 03. Albrook               |   To stop the Empire before they can gain untold
| 04. Maranda               |   power from the espers they have already caught,
| 05. Tzen                  |   Celes, Locke, and company will need to travel
| 06. Vector                |   south to the heart of the Empire and free the
| 07. Magitek Factory       |   espers from the Magitek Research Facility be-
| 08. Magitek Research Fac. |   fore it's too late. With the power of these
| 09. Vector                |   espers in your grasp, it might just be possible
| 10. Zozo                  |   to reawaken Terra from her madness and find a
O===========================O   way to develop her link between humans and
                                espers again.

As for the new enemies, don't worry about them quite yet. You can't encounter
any of them until you've found a way down to the Empire. They all appear on the
southern continent.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
( 02.01.09.01 ) )                 J I D O O R                 ( ( ~jidoor     )
 \___________/-/_______________________________________________\-\___________/

Back in Jidoor, some of the residents are more than willing to impart infor-
mation about how to get to the Empire now that the sea routes are closed. If
you can find an airship, you can get to the Empire by air! But where can you
find an airship? Perhaps the richest man in Jidoor might know: Owzer. Head up
to Owzer's Mansion only to find that the Impressario, director of the Opera
House, is visiting with Owzer at the moment. Speak with him. It seems that he
and Owzer are about to head south to the Opera House to watch Maria, the
opera's greatest diva. There's also a rumor that a man with an airship is
enamoured by her beauty! Do you remember what Owzer said the first time you met
him? He proclaimed that Celes looked just like Maria! Perhaps if Celes took
Maria's place, she could somehow gain control over the airship? It's worth a
try! As you head out of the house, there's a letter you should read. It says:

          Dearest Maria,

          I've decided to take you as my wife, so I'll be coming to
          kidnap you.

                                              The Wandering Gambler

When you're ready, head out of      /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
town and continue south along      < .--------------------------------------. >
the peninsula. The Opera House     < |     ~*~ NEW CHARACTER ALERT ~*~      | >
is located near the southernmost   < |======================================| >
cape of this continent. However,   < |        S E T Z E R         (Gambler) | >
before you go traipsing off to     < |======================================| >
the Empire, you should be aware    < | "A gambling vagabond who finds free- | >
that this is your last chance to   < | dom from society's narrow views of   | >
visit previous places for a bit.   < | morality aboard his airship, the     | >
Once you land on Imperial soil,    < | Blackjack..."                        | >
you'll be trapped there until      < '--------------------------------------' >
you can infiltrate the Magitek      \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Research Facility. Therefore, if
you didn't complete some portion of this guide yet or you want to revisit the
Veldt now that more monsters are available, feel free to do so now. Addition-
ally, if you didn't send a letter from the soldier in Mobliz to Lola, you
should do so now! Just remember that it'll be a long trek either way because
you'll have to use Figaro Castle to get back and forth. You'll need to go to
the Returner's Hideout and use the secret passage south of the save point in
Banon's Room to sail down the Lethe River again. In order to get back, you'll
have to retrace Sabin's route back to Nikeah to get a ship to South Figaro and
then return south to Figaro Castle. It's a long route, so make sure you have
the patience to travel the world before you go back. As for the Veldt, the
newer monsters will be listed in the next Veldt section later on.

On a side note, the encounter with the monster called Ghost in the Phantom
Forest rewards you with 3 magic AP for each battle, which is a great way to
build up your magic from espers this early in the game! The same goes for the
Belmodar. Also, jumping off of Baren Falls a second time will result in a free
full restoration of your HP and MP! If you want to learn every spell available
so far without sacrificing possible level ups to weaker esper rewards (your
stats increase when you level up with some espers equipped, by the way), the
Veldt provides magic AP but no EXP, which means learning spells without gaining
levels.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
| 02.01.09.02 ) )        T H E   O P E R A   H O U S E        ( ( ~operahouse |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Hi-Potion             | Blackbird Shop | Item             |     300 |   |
|   | Ether                 | Blackbird Shop | Item             |   1,500 |   |
|   | Holy Water            | Blackbird Shop | Item             |     300 |   |
|   | Phoenix Down          | Blackbird Shop | Item             |     500 |   |
|   | Remedy                | Blackbird Shop | Item             |   1,000 |   |
|   | Smoke Bomb            | Blackbird Shop | Item             |     300 |   |
|   | Teleport Stone        | Blackbird Shop | Item             |     700 |   |
|   | Tent                  | Blackbird Shop | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 066 Stunner           |     299 |     156 |     108 |  Yes  |  No   |   |
|   | 067 Goetia            |     499 |     235 |     145 |  Yes  |  No   |   |
|   | 289 ULTROS            |   2,550 |       2 |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Speak to the Impressario as soon as you enter the Opera House to confirm that
Setzer is on his way to kidnap Maria. The Impressario is in a panic about it
already, but as soon as Celes volunteers to take Maria's place, it not only
solves his dilemna, but also your own. But look who's hiding behind the cur-
tains! Ultros, the octopus! He throws a letter down near the party, but no one
sees it. Poor Ultie! Just then, the opera begins. Isn't the music great!?

Although the script writers changed the lyrics to match the singing (because
they didn't sync up in the previous versions), it's basically the same story as
previously written. Draco, a knight, is in love with Maria. However, their love
is not meant to be. You'll quickly take over as Locke. It's time to go check on
Mar... err... Celes. Celes asks Locke why he keeps standing up for her, and he
lets slip that he can't keep losing the girls he likes.

As Celes, you should spend a little time studying the score on the desk. It
reads as follows:

          Scene 1

          O my hero, my beloved,
          Shall we still be made to part.
          Though promises of perennial love
          Yet sing here in my heart?

          I'm the darkness, you're the starlight
          Shining brightly from afar.
          Through hours of despair,
          I offer this prayer
          To you, my evening star.

          Must my final vows exchanged
          Be with him and not with you?
          Were you only here to quiet my fear...
          O speak! Guide me anew.

          <...this is where you pick up the flowers. Climb the stiars
           and toss the flowers from the highest balcony.>
          (Be sure to finish by the end of the interlude! There isn't
           much time before the start of Scene 2.)

When you feel ready to continue, head on stage to the northwest to start the
opera. You will be prompted to enter three of the lines in the opera. Essen-
tially, just choose the beginning of each stanza above to cue the opera proper-
ly. First, say "O my hero," then "I'm the darkness," and finally "Must my." In
order to finish correctly, you'll need to dance with Prince Draco and then
ascend to the top parapet where you'll throw the bouquet of roses left from
Draco's ghost. If you fail to do these events in time, the music will go crazy
and you'll have to do it all over again! Once you succeed, the game will auto-
matically cue the last lines for you.

As Locke again, head back to the rehearsal room to finally spot Ultros' note.
It reads:

          I owe you guys one, so I'm gonna jam up your opera!

                                                       Ultros

Uh oh! Head back to the Impressario in the balcony area and report your finding
to him. This could be a disaster if Ultros isn't stopped in time. And it turns
out that Ultros is waiting in the rafters above the stage ready to drop a heavy
weight on Maria and Prince Ralse! You need to stop him before he can ruin your
chance at an airship. Isn't that music great! Anyway, it will take Ultros five
minutes to push the weight off (he's a weak octopus, after all), so you've got
only a little time to complete this next section.

\___                  ____.-------------------------.____                  ___/
 ___)================(___( OPERA HOUSE: SAVING CELES )___)================(___
/                         "-------------------------"                         \

First, you need to gain access to the rafters area. To do so, you'll need to
visit the mechanic's room to the upper right of the balcony area and flip the
switches there until you find the right one. For the sake of saving time in
case you have trouble here, just flip the switch on the right and leave the
others alone. This should unlock the door to the rafters. Now head back to the
balcony and then take the route to the upper left.

The rafters are littered with vermin, and you'll need to fight against some of
them in order to get to Ultros in time. Plus, these enemies will appear on the
Veldt, so don't hesitate to fight a few. Use any tactics you can to cut down
the battle time. Eventually, you'll be able to speak with Ultros in the center
of the rafters. He tries to heft the weight down onto the stage, but he's too
late. As he slides forward, he runs right into the party and everyone falls to
the stage below. It's time for another battle against Ultros!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |               Ultros                |
    | | |_| | | |_| |  ___| |  ___| |      -Phantom of the Operapus-      |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    2,550   | STR: N/A  | MAG:   4  | ATT:  13  | GIL:       2   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      500   | DEF: 105  | MDF: 150  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    19   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [W] Fire     [W] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [A] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Opera House            | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Ink                    |                                  |
    |           Tentacle               |                                  |
    |==================================o==================================|
    | APPEARANCE: A giant, purple octopus with a sense of humor           |
    |=====================================================================|
    | STRATEGY: How weird is this fight!? Ultros splashes out of the wood |
    |           of the stage as if it's water. At least you have the ad-  |
    |           vantage with a pincer attack. Make sure to have the       |
    |           character facing his back use their strongest attacks     |
    |           since back attacks do double damage! The other characters |
    |           should use whatever they have at their disposal to take   |
    |           him out as quickly as possible. It should be too diffi-   |
    |           cult as long as you brought in some decent party members. |
    |           If you happen to have learned "Thundara" from Ramuh, you  |
    |           can inflict huge damage on Ultros, by the way.            |
    O=====================================================================O

Just as the party thinks everything is saved, in pops Setzer! Celes is brought
to his airship just as planned. Isn't this exciting!?

\___                        ____.-------------.____                        ___/
 ___)======================(___( THE BLACKJACK )___)======================(___
/                               "-------------"                               \

On board the airship, Celes quickly lets the others on board. When Setzer re-
turns, he discovers that he didn't kidnap Maria at all. Using flattery, the
group manages to talk Setzer into taking a gamble. If Edgar's coin comes up
heads, then Setzer will have to take them south to the Empire and Vector. If it
comes up tails, then Celes will marry him! What he doesn't know is that Edgar's
coin is a trick coin, though. It's the same one he used to decide Sabin's fate
back in Figaro years ago. Instead of putting the burden of ruling Figaro on his
brother's head, he used the fake coin to force Sabin to live the life he wanted
while he (Edgar) took on the burden of the crown. But that's another story.

The airship lifts off toward the Empire once Setzer gets hustled, and lands
near the Imperial southern city of Albrook. If you head back into the airship,
you can speak to the man on the left for a free full restoration of HP and MP
while the man on the right sells some new items, including the useful Teleport
Stone (which warps you out of a dungeon instantly) and Remedy (which cures all
status ailments). Try to stock up a few of each item just in case. By now, I
had over 60,000 Gil, so purchases weren't a problem at all! Don't forget to re-
equip Celes with both equipment and relics as well as an esper once you regain
control!

The Southern Continent is home to a new set of monsters, which are listed at
the beginning of this chapter. However, monster 073 will remain empty for now
because it's located near the Veldt, which you can no longer get to until the
espers are freed, so don't let the ????s bother you.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
| 02.01.09.03 ) )                A L B R O O K                ( ( ~albrook    |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | (_) Ether         | Weapon Shop                             |   |
|   |   |   | [ ] <empty>       | Armor Shop                              |   |
|   |   |   | [ ] <empty>       | Armor Shop                              |   |
|   |   |   | {_} Hi-Potion     | Outside            > near the Inn       |   |
|   |   |   | { } Elixir        | Relic Shop                              |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Kiku-ichimonji        | Weapon Shop    | Katana           |   1,200 |   |
|   | Venom Claws           | Weapon Shop    | Claws            |   2,500 |   |
|   | Bastard Sword         | Weapon Shop    | Sword            |   3,000 |   |
|   | Sakura                | Weapon Shop    | Assassin Weapon  |   3,200 |   |
|   | Shuriken              | Weapon Shop    | Thrown Weapon    |      30 |   |
|   | Flame Scroll          | Weapon Shop    | Thrown Weapon    |     500 |   |
|   | Water Scroll          | Weapon Shop    | Thrown Weapon    |     500 |   |
|   | Lightning Scroll      | Weapon Shop    | Thrown Weapon    |     500 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Twist Headband        | Armor Shop     | Helm             |   1,600 |   |
|   | Priest's Miter        | Armor Shop     | Helm             |   3,000 |   |
|   | Mythril Vest          | Armor Shop     | Armor            |   1,200 |   |
|   | Ninja Gear            | Armor Shop     | Ninja Armor      |   1,100 |   |
|   | White Dress           | Armor Shop     | Mystic Armor     |   2,200 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Silver Spectacles     | Relic Shop     | Relic            |     500 |   |
|   | Peace Ring            | Relic Shop     | Relic            |   3,000 |   |
|   | Earring               | Relic Shop     | Relic            |   5,000 |   |
|   | Sniper Eye            | Relic Shop     | Relic            |   3,000 |   |
|   | Reflect Ring          | Relic Shop     | Relic            |   6,000 |   |
|   | Amulet                | Relic Shop     | Relic            |   5,000 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Welcome to Albrook, one of the Empire's occupied cities. The Magitek Armored
soldiers near the entrance should give you a clue as to how business is con-
ducted in the Empire. Most people here will be no-nonsense. Thankfully, that
means that if you're looking for something in particular or a snippet of infor-
mation, they'll probably be happy to tell you. However, if you mention your
alliegance to the Returners, be ready for a fierce (not!) attack.

For now, let's go shopping and treasure hunting in Albrook. Start by visiting
the Item Shop and restocking your supplies if you didn't do so already in the
airship. Next, head east on the lower level to find the Weapon Shop nearby.
Inside is a ceramic pot with an ETHER inside. You should also purchase a pair
of Venom Claws for Sabin and a few Bastard Swords for other members of the
party since they are the best weapons you can have at this point in the game.
It wouldn't hurt to also upgrade Shadow's weapon to a Sakura even though he's
not in your party at the moment. When you're done shopping there, speak with
the man that's wandering around the shop to learn that there were two Ultima
Weapons created during the War of the Magi. One is an actual weapon that grows
according to its wielder's strength while the other is a diabolic monster born
for destruction. If you've played other Final Fantasy games, the Ultima Weapon
duality should be fairly familiar.

Keep heading east to find the Armor Shop. Inside there are two treasure chests,
but each of them are <EMPTY>! No, there's no known way to get items out of
them, so don't bother worrying about it. Instead, spend some more Gil on up-
grades if you like. When you're done shopping here, head outside again. Just up
the stairs to the right is the Relic Shop. Inside, you'll find an ELIXIR in the
clock up the stairs. You can chat with the folks in the Pub if you like, but
there's nothing to be gained by doing so. Instead, purchase any relics you'd
like to add to your stock and head back outside. The man next to the relic shop
will explain that the monsters of the Empire seem to be especially weak to
magic. Check the barrel next to the Inn for a HI-POTION as well. That's all of
the treasures for this area. If you ran out of Gil, fight a few battles outside
town. Most of them will reward you with between 600 and 1000 Gil a fight!

Perhaps we should visit the other Imperial cities before tackling Vector? It's
always a good idea to gather information about an enemy before attacking, after
all! Head west from Albrook to the opposite side of the continent to find the
town of Maranda. Along the way, if you encounter any Wyverns, try to steal from
since you have Locke in your party. If you're lucky, you'll steal a pair of
Dragoon Boots, which allows a person to use the "Jump" command instead of the
regular "Attack" command! Plus, if you equip this relic on Edgar while he's
equipped with a spear weapon, your attack power is doubled!

Also, don't forget to swap espers between characters once the spells an espers
can teach have been mastered. The sooner you learn magic, the sooner you can
use it in battle!



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
| 02.01.09.04 ) )                M A R A N D A                ( ( ~maranda    |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | [_] Holy Water    | Outside            > west of entrance   |   |
|   |   |   | [_] Remedy        | Outside            > south of east exit |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Mythril Spear         | Weapon Shop    | Spear            |     800 |   |
|   | Trident               | Weapon Shop    | Spear            |   1,700 |   |
|   | Venom Claws           | Weapon Shop    | Claws            |   2,500 |   |
|   | Bastard Sword         | Weapon Shop    | Sword            |   3,000 |   |
|   | Boomerang             | Weapon Shop    | Thief Weapon     |   4,500 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Priest's Miter        | Armor Shop     | Helm             |   3,000 |   |
|   | Green Beret           | Armor Shop     | Helm             |   3,000 |   |
|   | Mythril Helm          | Armor Shop     | Helm             |   2,000 |   |
|   | Mythril Vest          | Armor Shop     | Armor            |   1,200 |   |
|   | Mythril Mail          | Armor Shop     | Armor            |   3,500 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The music of Maranda should set the scene for the western Imperial city. Start
by checking the crates to the west of the entrance for a free HOLY WATER. Then
you should stop by the Armor Shop and purchase a few pieces of Mythril Mail.
This armor is even better than the stuff back in Albrook. However, it doesn't
come cheap, so you might need to spend some time fighting enemies outside town
to build up a budget. The Weapon Shop has the useful Boomerang for Locke, but
it's even more expensive! You should also purchase at least one Trident. If you
ever decide to use the "Jump" command, the Trident is more powerful than the
Mythril Spear. Before you head out of town, there are two more tasks to com-
plete here. The first would be to check the lower crate where the soldier is
chasing the woman to find a REMEDY. The other is to visit the house just north
of that to find Lola, the girlfriend of the soldier sending letters from Mobliz
much earlier in the game. If you speak with her, she'll be pleased that her
boyfriend wrote back (as long as you paid the 500 Gil fee earlier to have it
mailed!). When you're done shopping, you can leave town.

There's a semi-secret Chocobo Stable in the forest to the southeast of Maranda.
You might as well hire one to make your trip to the next city, Tzen, more
comfortable. Tzen is in the far north of the continent, which is quite a trip.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
| 02.01.09.05 ) )                   T Z E N                   ( ( ~tzen       |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Air Knife             | Weapon Shop    | Knife            |     950 |   |
|   | Moonring Blade        | Weapon Shop    | Thief Weapon     |   2,500 |   |
|   | Bastard Sword         | Weapon Shop    | Sword            |   3,000 |   |
|   | Boomerang             | Weapon Shop    | Thief Weapon     |   4,500 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Priest's Miter        | Armor Shop     | Helm             |   3,000 |   |
|   | Mythril Helm          | Armor Shop     | Helm             |   2,000 |   |
|   | Mythril Vest          | Armor Shop     | Armor            |   1,200 |   |
|   | Ninja Gear            | Armor Shop     | Ninja Armor      |   1,100 |   |
|   | White Dress           | Armor Shop     | Mystic Armor     |   2,200 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Earring               | Relic Shop     | Relic            |   5,000 |   |
|   | Hermes Sandals        | Relic Shop     | Relic            |   7,000 |   |
|   | Black Belt            | Relic Shop     | Relic            |   5,000 |   |
|   | Amulet                | Relic Shop     | Relic            |   5,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Ether                 | Item Shop      | Item             |   1,500 |   |
|   | Eye Drops             | Item Shop      | Item             |      50 |   |
|   | Green Cherry          | Item Shop      | Item             |     150 |   |
|   | Echo Screen           | Item Shop      | Item             |     120 |   |
|   | Holy Water            | Item Shop      | Item             |     300 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The only reason to visit Tzen is to shop, really. If you don't see anything you
like in the list above, you might as well not even waste your time visiting the
city for now. There is an old man in town that will give you an interesting
tidbit of information, though. The Empire has a secret weapon called the
Guardian that's immobile but rediculously powerful. In fact, it has 60,000 HP!
However, the true treasure of Tzen that makes it so worthwhile to visit, if you
didn't notice already, is the Relic Shop, which is the first in the game to
sell Hermes Sandals, which grant Auto-Haste on a character! Buy at least enough
to cover all four active party members right away! When you're done here, it's
time to finally head to the heart of the Empire: Vector.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
| 02.01.09.06 ) )                 V E C T O R                 ( ( ~vector     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Kiku-ichimonji        | Weapon Shop    | Katana           |   1,200 |   |
|   | Venom Claws           | Weapon Shop    | Claws            |   2,500 |   |
|   | Bastard Sword         | Weapon Shop    | Sword            |   3,000 |   |
|   | Sakura                | Weapon Shop    | Assassin Weapon  |   3,200 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Twist Headband        | Armor Shop     | Helm             |   1,600 |   |
|   | Priest's Miter        | Armor Shop     | Helm             |   3,000 |   |
|   | Mythril Vest          | Armor Shop     | Armor            |   1,200 |   |
|   | Ninja Gear            | Armor Shop     | Ninja Armor      |   1,100 |   |
|   | White Dress           | Armor Shop     | Mystic Armor     |   2,200 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Vector, the captial of the Gestahlian Empire, is an industrial nightmare. Full
of metal and stone, the city is about as lifeless looking as the souls of its
people. You might want to use a Tent outside town and save before entering be-
cause the Inn will cost you 1000 Gil to use. Speaking to the people nearby will
give you a glimpse into the power of the Empire. It seems that Cid, the head of
research at the Magitek Facility, has become a master at draining espers of
their power. The little boy above the Inn, for example, can cast Cure thanks to
Cid's infusions. If common children are being infused with magic, that can only
mean that Cid has progressed in his destruction of the espers!

For now, explore the city at your leisure as long as you stay away from any
area on the east. The plot will be advanced if you speak with the elderly man
behind the crates, so avoid him for now. If you happen to encounter one of the
soldiers wandering around the north side of town, you'll be forced into an en-
counter against some Sergeants and Belzecues. Now, if you want a truly horrific
challenge, try heading up into the Imperial Palace. You'll quickly be ambushed
by the Magitek-powered weapon, Guardian! This thing hits for 7,000+ HP! You're
lucky if you have 1,000 HP by this point. You might as well not even bother
fighting this creature right now because you won't even be able to do physical
damage against it, plus it has an innate Auto-Reflect attribute to means magic
is useless unless you happen to have a Reflect Ring on one of your own charac-
ters as well. Even so, your magic will either miss or hit for nothing or next
to nothing. Moral of the story: don't bother fighting Guardian right now. You
get a chance much later in the game if you really want to take it on then, plus
it's available in one of the bonus dungeons of the game as well. Thankfully, if
you do happen to somehow stumble upon it, you can flee from the battle.

When you're satisfied with the town's exploration and you've bought what you
want from the shops, it's time to seek out the Magitek Research Facility and
free the espers. Speak with the old man behind the crates to reveal that he's
part of the Returners. While he distracts the guards, you can climb up the
crates and then across the metal beams before hopping back onto the path that
leads up to the Magitek Research Facility. It's time to stop the Empire!



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
| 02.01.09.07 ) )        M A G I T E K   F A C T O R Y        ( ( ~magitek    |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | [ ] Ether         | Entrance           > right-hand pipe    |   |
|   |   | X | [ ] Flametongue   | Entrance           > take the hook left |   |
|   |   | X | [ ] X-Potion      | Basement One       > left of conveyor 1 |   |
|   |   | X | [ ] Thunder Blade | Basement One       > right of conveyor 2|   |
|   |   | X | [ ] Remedy        | Basement One       > below Thunder Blade|   |
|   |   | X | [ ] Dragoon Boots | Basement Two       > southwest corner   |   |
|   |   | X | [ ] Golden Shield | Basement One       > southern landing   |   |
|   |   | X | [ ] Golden Helm   | Basement Three     > southwest corner   |   |
|   |   | X | < > Golden Armor  | Basement Three     > hidden to south    |   |
|   |   | X | [ ] Tent          | Basement Three     > southeast corner   |   |
|   |   | X | [ ] Icebrand      | Basement Two       > hidden pipe room   |   |
|   |   | X | [ ] Zephyr Cloak  | Basement Two       > hidden pipe room   |   |
|   |   | X |  $  Ifrit         | Refuse Pit         > fight Ifrit/Shiva  |   |
|   |   |   |  $  Shiva         | Refuse Pit         > fight Ifrit/Shiva  |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 075 Onion Knight      |     250 |     100 |     115 |  Yes  |  Yes  |   |
|   | 076 Sergeant          |     580 |     273 |     252 |  Yes  |  No   |   |
|   | 077 Belzecue          |     615 |     343 |     228 |  Yes  |  No   |   |
|   | 078 Proto Armor       |     670 |     296 |     499 |  No   |  No   |   |
|   | 079 Trapper           |     555 |     200 |     235 |  Yes  |  Yes  |   |
|   | 080 Flan              |     255 |     120 |     160 |  Yes  |  No   |   |
|   | 081 General           |     650 |     308 |     232 |  Yes  |  No   |   |
|   | 290 IFRIT             |   3,300 |     --- |     --- |  No   |  No   |   |
|   | 291 SHIVA             |   3,000 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The Magitek Factory is one crazy place, as you'll soon find out. The conveyor
belts, pulleys, hooks, tubes, and catwalks make this place a virtual labyrinth.
Start by heading west, the only direction you can go at first. Be careful of
the random encounters in here. The Proto Armor is a very deadly enemy. It has
an attack similar to Terra's old Tek Missile attack called "Launcher" that will
send missiles exploding against everyone, dealing approximately 600 damage to
each person! However, if you want a complete bestiary, you'll have to survive
at least one of these fights. Also, you cannot return to this area once you
advance, so make sure to collect every bestiary entry and treasure before you
move on! Don't forget that magic is the weakness of most monsters here, and
that includes the Proto Armor.

\___                  ____.-------------------------.____                  ___/
 ___)================(___( MAGITEK FACTORY: ENTRANCE )___)================(___
/                         "-------------------------"                         \

The first treasure is located on the other end of a pair of pipes leading south
from the main entrance area. Take the pipe on the right to end up at a treasure
chest containing an ETHER. Then head back up the pipe and move left to the area
where the hook keeps swinging back and forth. Catch hold of it with the action
button once it nears you to swing across the gap. The treasure chest just to
the west contains a FLAMETONGUE. Equip this on someone right away because it
not only increases Attack power, but it has a chance of casting "Fire" as well.
To get back, just grab the hook again and swing back across. Now, take the pipe
on the left this time to drop down onto a conveyor belt leading to the next
area.

\___                ____.-----------------------------.____                ___/
 ___)==============(___( MAGITEK FACTORY: BASEMENT ONE )___)==============(___
/                       "-----------------------------"                       \

Down into the depths we go. As soon as you get off the first conveyor, check
the chest to the left to find an X-POTION. Next, take the conveyor belt to the
right, which leads to a chest containing a THUNDER BLADE. Make sure to also
equip this on someone right away. The monsters here are weaker to magic than
physical attacks, so these weapons with their inherent elemental properties are
ideal. Directly below that chest is another with a REMEDY inside. Next, take
the conveyor belt to the left down to the next floor.

\___                ____.-----------------------------.____                ___/
 ___)==============(___( MAGITEK FACTORY: BASEMENT TWO )___)==============(___
/                       "-----------------------------"                       \

After unloading from the conveyor belt, head to the far southwest corner to
discover a chest containing a pair of DRAGOON BOOTS. Now, take the stairs just
above this chest until they lead to a door heading back into Basement One.

\___                ____.-----------------------------.____                ___/
 ___)==============(___( MAGITEK FACTORY: BASEMENT ONE )___)==============(___
/                       "-----------------------------"                       \

The door leads to a landing overlooking the main floor of Basement One. There
is a treasure chest on the right and a lift leading back down to Basement One
on the left. For now, just open the chest to find a GOLDEN SHIELD. Equip this
right away because it's superior to your other shields at this point. Instead
of heading down the lift, just go back down the stairs.

\___                ____.-----------------------------.____                ___/
 ___)==============(___( MAGITEK FACTORY: BASEMENT TWO )___)==============(___
/                       "-----------------------------"                       \

Just south of the stairs and east of the Dragoon Boots chest are two walkways
leading into a new area. Take the walkway on the right.

\___               ____.-------------------------------.____               ___/
 ___)=============(___( MAGITEK FACTORY: BASEMENT THREE )___)=============(___
/                      "-------------------------------"                      \

This path leads to the ground floor of Basement Three. If you walk down to the
southwest corner of the room, there's a door you can enter that passes through
the catwalk above. In the small area beyond is a treasure chest containing a
GOLDEN HELM. Equip this, as usual. Now, if you follow the souther wall to the
right a ways, you'll find a doorway hidden here as well. This one leads to a
hidden chest containing a suit of GOLDEN ARMOR. Equip it. Now, if you work your
way around the perimeter of the room until you find yourself on the southeast
side, there's a treasure chest here that contains a TENT. The last treasures
are on the floor above, so head back the way you came.

\___                ____.-----------------------------.____                ___/
 ___)==============(___( MAGITEK FACTORY: BASEMENT TWO )___)==============(___
/                       "-----------------------------"                       \

If you head to the east, you'll find a hidden passage in the wall between the
crates here. It's pretty obvious due to the pipes in the darkness beyond that
seem to lead right to this area. Once in the pipes, head south a bit until you
spot a room on the right. This room contains the last two chests for this area.
The first on the left contains an ICEBRAND. The other contains a ZEPHYR CLOAK,
which boosts both Evasion and Magic Evasion by ten points! This might be of use
in the area ahead, so it's recommended to equip it on the group healer just to
give them that extra chance of surviving an attack that might kill everyone
else. By now you should have at least two people who have mastered Kirin, so
the choice is yours on who to equip it to (if you do decide to equip it). The
pipe eventually leads south, but somehow it ends up going to top of Basement
Two! Freaky physics, huh?

Now that you've found all of the treasures here, you need to make your way even
deeper into the facility. Notice the Magitek Armor being pulled along the con-
veyor belt to the right of the place you dropped down to? You can also stand on
this conveyor belt and follow the route of the Magitek suits. As soon as you
move forward in this next room, Kefka appears! He proclaims himself an all-
powerful god for his use of the espers' powers. Using these powers, he plans to
revive the "Warring Triad." What exactly that is, you don't know quite yet, but
it can't be good with a word like "warring" in it! Tossing two espers into a
pit within the factory, Kefka walks off laughing hysterically. Perhaps those
are the espers you need to save? Follow them down the conveyor belt into the
pit.

\___                 ____.---------------------------.____                 ___/
 ___)===============(___( MAGITEK FACTORY: REFUSE PIT )___)===============(___
/                        "---------------------------"                        \

Before you speak with the espers, walk around until you encounter the Flan
enemy. They are weak to Fire magic, so use the target-all feature to cast
"Fire" on all of them at once to do the trick. When you're ready, speak with
the red-colored esper to the left -- Ifrit -- to proceed.
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |                Ifrit                |
    | | |_| | | |_| |  ___| |  ___| |           -Lord of Flames-          |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    3,300   | STR: N/A  | MAG:   7  | ATT:  25  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      600   | DEF: 215  | MDF: 115  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    21   | EVA:  20  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [A] Fire     [I] Lightning [I] Wind      [ ] Restore   [I] Holy     |
    | [W] Ice      [I] Water     [I] Earth     [I] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Magitek Factory: Refus | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Fire                   |                                  |
    |           Fira                   |                                  |
    |==================================o==================================|
    | APPEARANCE: A demon of flame and ash with great, pointed horns      |
    |=====================================================================|
    | STRATEGY: The key to this battle is to figure out Ifrit's elemental |
    |           properties as soon as possible. It shouldn't take long,   |
    |           however, to figure out that he casts Fire-based magic     |
    |           every turn. Since you have Celes in your party by default |
    |           you might as well make use of her. Have her use the Runic |
    |           ability to absorb every one of Ifrit's spells and cast    |
    |           "Blizzard," use the Chainsaw, or just regularly attack to |
    |           achieve a quick and easy victory.                         |
    O=====================================================================O
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |                Shiva                |
    | | |_| | | |_| |  ___| |  ___| |           -Lady of Frost-           |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    3,000   | STR: N/A  | MAG:   7  | ATT:  15  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      500   | DEF: 200  | MDF: 110  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    21   | EVA:  20  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [W] Fire     [I] Lightning [I] Wind      [ ] Restore   [I] Holy     |
    | [A] Ice      [I] Water     [I] Earth     [I] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Magitek Factory: Refus | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Blizzard               |                                  |
    |           Blizzara               |                                  |
    |==================================o==================================|
    | APPEARANCE: A woman with blue skin holding aloft an ice crystal     |
    |=====================================================================|
    | STRATEGY: As soon as the fight against Ifrit is won, Shiva takes    |
    |           over where her fellow esper left off. This battle will be |
    |           even easier than Ifrit's because you can not only absorb  |
    |           her spells with Celes' Runic ability, but the others can  |
    |           spend their turns casting "Fire" learned from Cait Sith   |
    |           to quickly whittle down her HP. If you're low on MP, just |
    |           use regular tactics to bring her down. It should be easy. |
    O=====================================================================O

Once the battles end, Ifrit and     /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
Shiva realize that you carry a     < .--------------------------------------. >
kindred spirit: Ramuh. They come   < |       ~*~ NEW ESPER ALERT ~*~        | >
to the conclusion that if Ramuh    < |======================================| >
was willing to grant you the use   < | I F R I T               (Fire Esper) | >
of his magicite spirit, they can   < |======================================| >
only do the same. Sacrificing      < | A demon of ash and flame, Ifrit was  | >
their bodies to further your ob-   < | born from the flames during the War  | >
jectives, Ifrit and Shiva become   < | of the Magi to scorch the lands.     | >
magicite crystals as well. The     < |                                      | >
party is sad to see the espers     < |======================================| >
reduced to such desperate mea-     < | S H I V A                (Ice Esper) | >
sures, but at this point their     < |======================================| >
powers seem to be the only way     < | A spirit of ice and frost, Shiva was | >
that you can hope to fight the     < | born from the cold during the War of | >
Empire face to face. Speak to      < | the Magi to freeze the seas.         | >
Ifrit to learn that he and Shiva   < '--------------------------------------' >
spent turns in the "capsules" to    \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
drain their power, just like the
other espers. Now speak with Shiva to gain their magicites once they explain
that they were siblings with Ramuh, each of them being a master of a different
element.

Now, if you want to head back up for some reason, use the hook hanging against
the northern wall to lift yourself back to the floor above. Otherwise, the door
to the left contains a save point in the next room while the door to the right
leads deeper into the facility.

\___                  ____.-------------------------.____                  ___/
 ___)================(___( MAGITEK FACTORY: STAIRWAY )___)================(___
/                         "-------------------------"                         \

On the stairs lead up, you'll encounter two new enemies: General and Trapper.
Make sure to defeat both of these enemies before proceeding! Be very careful of
when you decide to fight the Trappers, however, because they can use the spell
"Level 5 Death" which will instantly kill any character in your active party
with a level divisible by 5! Once you're ready, head to the top of the stairs
and exit to the south.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
| 02.01.09.08 ) )      R E S E A R C H   F A C I L I T Y      ( ( ~research   |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | < > Stoneblade    | Primary Containment > southwest of tube |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 082 Destroyer         |     800 |     400 |     592 |  Yes  |  No   |   |
|   | 083 Lenergia          |     470 |     250 |     438 |  Yes  |  No   |   |
|   | 084 Magna Roader      |     420 |     277 |     232 |  Yes  |  No   |   |
|   | 085 Magna Roader      |     250 |     300 |     198 |  Yes  |  No   |   |
|   | 292 NUMBER 024        |   4,777 |     --- |     --- |  No   |  Yes  |   |
|   | 293 NUMBER 128        |   3,276 |     --- |     --- |  No   |  No   |   |
|   | 294 RIGHT BLADE       |     400 |     --- |     --- |  No   |  No   |   |
|   | 295 LEFT BLADE        |     700 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

What a horrible place. Filled with glass tubes that once housed espers who have
long since died in the refuse pits, the Magitek Research Facility is the only
place left to look for the imprisoned espers. Hopefully they can survive the
cruelty of Kefka and the Empire a short while longer.

\___        ____.----------------------------------------------.____       ___/
 ___)======(___( MAGITEK RESEARCH FACILITY: PRIMARY CONTAINMENT )___)=====(___
/               "----------------------------------------------"              \

There are several new monsters in this area, which are listed above. Make sure
to steal from the Destroyers when you find them because they carry the newest
Tool for Edgar -- the Flash. Don't worry too much about their attacks. They
tend to spend most of their turns uselessly attempting to cast Reraise, which
they don't have enough MP for! Stupid monsters. The other monster you can find
here is the Lenergia. Everything else will be encountered later, so don't worry
about them for now.

Before you leave this first portion of the Research Facility, the small plat-
form leading south beyond the last glass tube hides a STONEBLADE. Equip this if
you like since it has the affinity for the Earth element imbued in the blade.
Otherwise, head west and use the exit there to continue forward.

\___         ____.--------------------------------------------.____        ___/
 ___)=======(___( MAGITEK RESEARCH FACILITY: CLEANSING CHAMBER )___)======(___
/                "--------------------------------------------"               \

At the top of this small room is a robot standing guard. Speak with it to cue
another boss fight! Make sure you're healthy first, of course.
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |             Number 024              |
    | | |_| | | |_| |  ___| |  ___| |     -Magitek Facility Security-     |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    4,777   | STR: N/A  | MAG:   3  | ATT:  20  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      777   | DEF: 170  | MDF: 100  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    24   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [?] Fire     [?] Lightning [?] Wind      [?] Restore   [?] Holy     |
    | [?] Ice      [?] Water     [?] Earth     [?] Poison    [?] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [ ] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [ ] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [I] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Flametongue            | STEAL:    Blood Sword            |
    |           Icebrand               |           Rune Blade             |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Magitek Research Facil | TYPE:     Humanoid               |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Barrier Change         |                                  |
    |           Fira                   |                                  |
    |           Blizzara               |                                  |
    |           Thundara               |                                  |
    |           Aqua Breath            |                                  |
    |==================================o==================================|
    | APPEARANCE: A pirate wielding two golden swords                     |
    |=====================================================================|
    | STRATEGY: This boss is the first in the game that uses the Barrier  |
    |           Change command, which has the capability of switching the |
    |           elemental affinities of the boss. Essentially, this makes |
    |           magic a dangerous option at best since you might end up   |
    |           healing the boss instead of harming it! Instead, use the  |
    |           tactics you generally use on strong monsters. Everyone    |
    |           should just use their strongest attacks while Celes can   |
    |           perform as a healer if needed. Don't forget to steal from |
    |           him to get a Blood Sword or a Rune Blade!                 |
    O=====================================================================O

With the security gone, there's nothing to stop you from finally rescuing the
espers! Head into the door to go deeper into the Research Facility.

\___         ____.--------------------------------------------.____        ___/
 ___)=======(___( MAGITEK RESEARCH FACILITY: ESPER CONTAINMENT )___)======(___
/                "--------------------------------------------"               \

This is it! Each tube is filled     /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
with a different esper. You can    < .--------------------------------------. >
examine each one if you like.      < |       ~*~ NEW ESPER ALERT ~*~        | >
Otherwise, head to the top of      < |======================================| >
the room and pull the lever to     < | B I S M A R C K        (Whale Esper) | >
release the espers. However, the   < |======================================| >
espers cannot survive the trip     < | A colossal creature hidden beneath   | >
out, so they all agree to become   < | the waves, when it surfaces great    | >
magicite shards just like Ifrit.   < | tides and sea foam overwhelm all.    | >
Watch the genocide, knowing that   < |                                      | >
there was nothing else you could   < |======================================| >
do, and prepare to pick up the     < | C A R B U N C L E       (Ruby Esper) | >
new espers. Before you can do      < |======================================| >
anything, however, Cid appears     < | A beautiful sprite born from the eye | >
to examine the remains of the      < | of a holy ruby, it has the power to  | >
espers. This discovery thrills     < | turn magic against its caster.       | >
him. At last he can harness the    < |                                      | >
full power of the espers! They     < |======================================| >
break free from the tubes and      < | C A T O B L E P A S   (Gorgon Esper) | >
join together for the party to     < |======================================| >
accept. Cid seems suspicious and   < | A creature whose very visage renders | >
questions Celes about her in-      < | even the greatest knight fearful, it | >
volvement with these traitors.     < | is said that one glance petrifies.   | >
Somehow, Cid seems to be under     < |                                      | >
the impression that Celes has      < |======================================| >
worked herself in amonst the       < | M A D U I N         (Guardian Esper) | >
rebels as a spy for the Empire!    < |======================================| >
Poor Locke seems shattered by      < | The gate keeper between the worlds,  | >
this revelation. He trusted her,   < | he was the last to blend human blood | >
and now she has betrayed them      < | with esper flesh.                    | >
all! Just then, Kefka enters to    < |                                      | >
congratulate Cid on his dis-       < |======================================| >
covery of magicite's true power.   < | P H A N T O M         (Unseen Esper) | >
As Locke and company are dis-      < |======================================| >
tracted by Celes, Kefka brings     < | Although he is nothing more than a   | >
in his Magitek soldiers to end     < | wisp and a thought, the esper of the | >
the rebellion once and for all.    < | shadows has power of sight itself.   | >
As the Imperial forces finally     < |                                      | >
have victory in their grasp,       < |======================================| >
Celes swears that she's still on   < | U N I C O R N         (Equine Esper) | >
Locke's side and casts the spell   < |======================================| >
"Teleport" to banish herself and   < | A holy beast, blessed with the power | >
Kefka's party to another place.    < | to heal, its horn is the font of its | >
This action barely saves Locke     < | miraculous powers.                   | >
and company, but in doing so,      < '--------------------------------------' >
Celes has become isolated from      \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
her friends. Will they ever see
or hear from her again!? There's no time to find out, though, because the power
of the Magitek Armor has caused a reverse reaction with the esper tubes. As the
Factory begins to tremble, Cid ushers the party out of the room to safety.

Heading deeper into the facility, Cid recants his words and actions, saying
that his betrayal of the espers is inexcusable, but perhaps by helping your
party escape he can make some small amends. He also promises to speak with the
Emperor after you leave to stop the foolish war between the Empire and the rest
of the world. Espers shouldn't be sacrificed for the benefit of humanity.

\___           ____.---------------------------------------.____           ___/
 ___)=========(___( MAGITEK RESEARCH FACILITY: ESCAPE ROUTE )___)=========(___
/                  "---------------------------------------"                  \

Before you take the emergency exit ride out, make sure to use the save point!
There are several forced battles ahead, and if you don't fight both monsters
in this area, you won't ever get the chance again! One is small and red, the
other large and blue. Eventually, you'll be dragged into a boss fight against
the ultimate roader: Number 128!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |             Number 128              |
    | | |_| | | |_| |  ___| |  ___| |    -Magitek Auxillary Security-     |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    3,276   | STR: N/A  | MAG:   3  | ATT:  13  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      810   | DEF: 120  | MDF: 125  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    23   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:        5   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [A] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [ ] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    Tent                   | STEAL:    Kazekiri               |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Magitek Research Facil | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Blaster   (when alone) |                                  |
    |           Blizzard               |                                  |
    |           Blood Feast            |                                  |
    |           Net                    |                                  |
    |           ??? Speed Up ???       |                                  |
    |==================================o==================================|
    | APPEARANCE: A creation of twisted metal wielding two wicked blades  |
    |=====================================================================|
    | STRATEGY: This battle is actually against three different parts of  |
    |           one machine. The other two are listed below. Essentially, |
    |           the battle ends once the core is destroyed. However, in   |
    |           order to fill in your bestiary, you'll want to defeat     |
    |           each of the blades at least once. Start the battle by     |
    |           having Locke steal from Number 128 until he gets the      |
    |           Kazekiri. Next, you should the next two turns (since it   |
    |           probably won't take longer) defeating the two blades.     |
    |           Finally, take down the core as soon as possible to avoid  |
    |           its Stop-inflicting "Net" attack or the powerful "Blood   |
    |           Feast."                                                   |
    O=====================================================================O
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |             Right Blade             |
    | | |_| | | |_| |  ___| |  ___| |          -Western Weapon-           |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:      400   | STR: N/A  | MAG:   5  | ATT:  20  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      150   | DEF: 120  | MDF: 150  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    21   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [A] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [ ] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [ ] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    --- (Ether?)           |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Magitek Research Facil | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Rapier                 |                                  |
    |==================================o==================================|
    | APPEARANCE: A Magitek-infused weapon once found in the west         |
    |=====================================================================|
    | STRATEGY: The Right Blade, or Rapier, supposedly has no items to    |
    |           steal, yet I managed to steal an Ether from it during the |
    |           battle! This is the weaker of the two blades, so take it  |
    |           out first to avoid its "Rapier" attack.                   |
    O=====================================================================O
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |             Left Blade              |
    | | |_| | | |_| |  ___| |  ___| |          -Eastern Weapon-           |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:      700   | STR: N/A  | MAG:   5  | ATT:  13  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      470   | DEF: 120  | MDF: 150  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    22   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:      ---   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [ ] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [A] Ice      [ ] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [ ] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [ ] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    ---                    |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Magitek Research Facil | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Shamshir               |                                  |
    |           Slash                  |                                  |
    |==================================o==================================|
    | APPEARANCE: A Magitek-infused weapon once found in the east         |
    |=====================================================================|
    | STRATEGY: The Left Blade, or Shamshir, does not seem to have any    |
    |           items, just like the bestiary entry says, yet the game    |
    |           doesn't give the message "Enemy has no items." Instead,   |
    |           it just says "Failed to steal." This is the stronger of   |
    |           the two blades, so take it out after the other one. Its   |
    |           "Shamshir" attack is extremely powerful, however, dealing |
    |           approximately 500 HP damage to one person!                |
    O=====================================================================O

The mine cart screams out of the emergency exit and crashes right into a Magi-
tek soldier, sending him flying off the ledge into the chasm below. Now the
party simply needs to escape Vector!



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
| 02.01.09.09 ) )                 V E C T O R                 ( ( ~vector     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 086 Chaser            |   1,202 |     380 |     691 |  Yes  |  No   |   |
|   | 296 CRANE             |   1,800 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Before you head south, make sure to fight at least one Chaser to fill in that
spot in your bestiary. When you arrive back at the crates the old man was at
earlier, Setzer meets you just in time to help in the escape. But before the
Blackjack can clear the skies of Vector, Kefka brings to life the mechanical
arms of the Imperial Palace: the Cranes!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |                Crane                |
    | | |_| | | |_| |  ___| |  ___| |     -Palace Auxillary Security-     |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    1,800   | STR: N/A  | MAG:   4  | ATT:  14  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      447   | DEF: 145  | MDF: 120  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    23   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:        4   |
    |================o===========o===========o===========o================|
    | [ ] Fire     [A] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [W] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    Noiseblaster           |
    |           ---                    |           --- (Hi-Potion?)       |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Vector                 | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Fire                   |                                  |
    |           Fira                   |                                  |
    |           Thunder                |                                  |
    |           Thundara               |                                  |
    |           Wrecking Ball          |                                  |
    |           Magitek Barrier        |                                  |
    |==================================o==================================|
    | APPEARANCE: A left hand of a crane capable of holding airships      |
    |=====================================================================|
    | STRATEGY: These things are so easy it's sad. If you want, you can   |
    |           try out Setzer's "Slot" command for a little fun. Other-  |
    |           wise, you can steal both a Noiseblaster from this crane.  |
    O=====================================================================O
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |                Crane                |
    | | |_| | | |_| |  ___| |  ___| |     -Palace Auxillary Security-     |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    2,300   | STR: N/A  | MAG:   4  | ATT:  14  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      447   | DEF: 125  | MDF: 120  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    24   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:        4   |
    |================o===========o===========o===========o================|
    | [A] Fire     [W] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [W] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    Debilitator            |
    |           ---                    |           Hi-Potion              |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Vector                 | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Fire                   |                                  |
    |           Fira                   |                                  |
    |           Thunder                |                                  |
    |           Thundara               |                                  |
    |           Wrecking Ball          |                                  |
    |           Magitek Barrier        |                                  |
    |==================================o==================================|
    | APPEARANCE: A right hand of a crane capable of holding airships     |
    |=====================================================================|
    | STRATEGY: These things are so easy it's sad. If you want, you can   |
    |           try out Setzer's "Slot" command for a little fun. Other-  |
    |           wise, you can steal a Debilitator from this crane.        |
    O=====================================================================O



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /LION'S DEN /
|            \-\                                               /-/            |
( 02.01.09.10 ) )                   Z O Z O                   ( ( ~zozo       )
 \___________/-/_______________________________________________\-\___________/

Back in Zozo, thanks to the speed of the Blackjack, Locke presents the magicite
shards to Terra. Responding to the light emitted from the magicite, Terra comes
to remember her past at long last. She was raised in the esper world!





____________                  ____________________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  ___________
|            \-\                                               /-/           \
( 02.01.10.00 ) )        T H E   S E A L E D   G A T E        ( ( ~sealedgate )
 \___________/-/_______________________________________________\-\___________/

O===========================O   Now that the espers have been "liberated" from
|  ~*~ IN THIS SECTION ~*~  |   the hands of the Empire, Terra has regained her
o---------------------------o   past through the memories locked within the
| 01. The Esper World       |   magicite. Sealed away since the War of the Magi
| 02. Narshe                |   and lost within the mists of legend, the Sealed
| 03. Observation Post      |   Gate divides the world of the humans from the
| 04. Sealed Gate Cave      |   world of the espers. Once Terra discovers her
O===========================O   heritage, she'll need to seek out the espers to
                                find a way to stop the Empire. The most logical
place to start searching would be the Sealed Gate, but its location is a mys-
tery to the party for now. Perhaps the memories within the crystals can shed
some light on it.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SEALED GATE/
|            \-\                                               /-/            |
( 02.01.10.01 ) )        T H E   E S P E R   W O R L D        ( ( ~esperworld )
 \___________/-/_______________________________________________\-\___________/

Terra's story begins with her       /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
pronouncement that she was born    < .--------------------------------------. >
in the world of the espers. As     < |     ~*~ NEW CHARACTER ALERT ~*~      | >
the tale unfolds, the game moves   < |======================================| >
to the perspective of a familiar   < | M A D U I N          (Gate Guardian) | >
figure: the esper Maduin. This     < |======================================| >
can only be the past because he    < | Honored as one of the guardians of   | >
is free and alive. Can these be    < | Sealed Gate between the worlds, he   | >
the memories stored within the     < | is the Elder's most trusted friend.  | >
magicite crystal he created upon   < '--------------------------------------' >
death within the Magitek Re-        \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Search Facility? There's only
one way to find out. You'll need to search around this new world to see what it
has to do with Terra and her link with the espers.

During your visit to the esper world, there are no items, shops, or monsters.
Basically, you can complete this section at your leisure without worrying about
missing any certain thing from a checklist. Enjoy the freedom while you can
because it won't last for long.

Maduin is one of the espers in charge of the protection and maintenance of the
Sealed Gate that links the worlds of humans and espers together. It just so
happens that today is his day to watch the gates. If you speak with the various
residents of the village, most of them seem pleasant enough. However, both the
Elder and the previous guard feel a sense of apprehension in the air. Their
misgivings are confirmed with the appearance of a woman lying unconcious at the
entrance of the village! But how did she get through the Sealing?

Maduin carries the woman to safety in the Elder's cave where she's put to bed.
If you speak to any villager other than the human, you'll glean hints that the
barrier placed on the Gate must have weakened over the past millenium. Some of
the villagers seem intrigued and curious about the human while others are both
highly offended and afraid that a human has breached the Sealing. If this weak
mortal woman can do so, what hope is there of stopping an army? Perhaps if you
speak with her she'll explain things.

The human woman charms Maduin immediately. She seems so innocent and pure that
he offers her his lucky charm. She introduces herself as Madeline and explains
that she fled the world of humans due to the extreme corruption, greed, and
hate that seemed to devour everyone. Maduin mentions that humans and espers
can't coexist, and Madeline gets the hint, promising that she'll return to her
own world in the morning.

When Maduin awakens the next morning, everyone in town is anxious to report the
news that Madeline has already left! The Sealed Gate is located north of the
village, so head there to see if you can catch up with Madeline. In the cavern
beyond the village, Maduin catches Madeline just before she leaves and promises
that if she wants to stay in the village, he'll take care of her. Even with the
omen that humans and espers cannot coexist together, the couple are willing to
try. Their bond results in the birth of a child -- a daughter -- named Terra!

Two short years later, the peace of the esper world is forever shattered when
the Empire breaks through the Gate. The magic has worn down enough that even
common soldiers can pass through, it would seem. Although the espers put up a
fight, they are hauled off by the Imperial forces to be subjected to the horror
of Doctor Cid's Magitek research. Emperor Gestahl revels in the discovery of
the esper mother lode. Dispatching troops throughout the village, he orders the
capture of any esper and riches for those who accomplish this task.

Meanwhile, Maduin and the Elder are forced to resort to a desperate plan. If
the Elder can focus his powers upon a single point -- the Gate -- it can be
resealed once the humans have been removed. However, doing so is a one-time
event and cannot be reversed in his lifetime (if he survives the sealing). Poor
Madeline is torn between losing her last link to the human world forever or
leaving the esper world never to return. In the end, she decides that her place
is with Maduin and the espers. However, some of the espers don't sense her
altruism and begin to whisper accusations that she led the troops here in the
first place.

Madeline, suddenly ostracized and outcast, flees with Terra to the Sealed Gate.
If she isn't welcome in the esper world anymore, then there's no point in re-
maining there. Head toward the exit to find the Elder waiting for you. The
Elder informs you that it's too late to save Madeline now that the sealing has
begun. Should you chase after her now, you'll both be unable to ever return.
The only choice you have is to chase after Madeline. How can you know if the
compatability of humans and espers doesn't work unless you try? And how can you
hope to succeed if you don't help a human in need?

The sealing begins to draw everyone and everything out of the caverns by the
Gate as soon as Maduin enters. Slowly but surely, even Madeline is drawn closer
to the Gate. In the end, everyone -- Maduin included -- is cast out from the
esper world. Back in the human world, Gestahl awakens first to find Maduin,
Madeline, and Terra unconscious. Intrigued by the half-esper child, Gestahl
takes Terra for himself and murders Madeline. Maduin is, of course, shipped off
to the Magitek Research Facility, and the rest is history.

\___                            ____.----.____                             ___/
 ___)==========================(___( ZOZO )___)===========================(___
/                                   "----"                                    \

Back in Zozo, the party discusses what Terra has revealed. Celes' power could
have only come at the cost of an esper as well. Now that Terra's link to the
espers has been revealed, the next priority is to return to Narshe and report
the findings to Banon and the Returners so that they can prepare a strategy to
take down the Empire before all espers are enslaved and destroyed.

As a side note, from this point on, you have full control over the game as long
as you're in the World of Balance. With the airship, you can instantly leap to
areas all across the world without having to walk the distance or ride chocobos
or ships. While this makes world exploration more freeform (and I encourage you
to revisit old areas if you missed something earlier or if you need to fill in
bestiary entries still), it also makes it much easier. For now, I'll assume
that you're still on track with the game. We'll get to the miscellaneous stuff
soon enough. For now, let's continue the story.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SEALED GATE/
|            \-\                                               /-/            |
| 02.01.10.02 ) )                 N A R S H E                 ( ( ~narshe     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | [ ] <empty>       | Treasury        > locked treasure chest |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Poison Rod            | Weapon Shop    | Rod              |   1,500 |   |
|   | Trident               | Weapon Shop    | Spear            |   1,700 |   |
|   | Boomerang             | Weapon Shop    | Thief Weapon     |   4,500 |   |
|   | Morning Star          | Weapon Shop    | Mystic Weapon    |   5,000 |   |
|   | Hawkeye               | Weapon Shop    | Thief Weapon     |   6,000 |   |
|   | Sakura                | Weapon Shop    | Assassin Weapon  |   3,200 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Golden Shield         | Armor Shop     | Shield           |   2,500 |   |
|   | Priest's Miter        | Armor Shop     | Helm             |   3,000 |   |
|   | Green Beret           | Armor Shop     | Helm             |   3,000 |   |
|   | Mythril Helm          | Armor Shop     | Helm             |   2,000 |   |
|   | Tiara                 | Armor Shop     | Female Helm      |   3,000 |   |
|   | Golden Helm           | Armor Shop     | Helm             |   4,000 |   |
|   | Mythril Mail          | Armor Shop     | Armor            |   3,500 |   |
|   | Power Sash            | Armor Shop     | Armor            |   5,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Earring               | Relic Shop     | Relic            |   5,000 |   |
|   | Sniper Eye            | Relic Shop     | Relic            |   3,000 |   |
|   | Hermes Sandals        | Relic Shop     | Relic            |   7,000 |   |
|   | Reflect Ring          | Relic Shop     | Relic            |   6,000 |   |
|   | Black Belt            | Relic Shop     | Relic            |   5,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Ether                 | Item Shop      | Item             |   1,500 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Green Cherry          | Item Shop      | Item             |     150 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   | Flame Scroll          | Item Shop      | Thrown Weapon    |     500 |   |
|   | Water Scroll          | Item Shop      | Thrown Weapon    |     500 |   |
|   | Lightning Scroll      | Item Shop      | Thrown Weapon    |     500 |   |
|   |=======================O================O==================O=========|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

As soon as you enter Narshe, a soldier arrives to escort your party back to
Banon's retreat with the Elder. Banon is pleased to inform the party that the
people of Narshe have finally joined in the resistance against the Empire after
the cruelty of Kefka and his troops. The party relates the events that occured
while in Vector. Now, the only problem left is to find a way to combine the
resources of Narshe with the machinery of Figaro in the most effective way to
stop the Empire in its tracks. And even if they manage to develop a strategy,
they still don't have the troops necessary to implement the stratgey. The only
feasible solution is to open the Sealed Gate and call upon the espers to assist
in the battle to come. And the only one capable of possibly breaking the Seal
is Terra.

\___                        ____.------------.____                         ___/
 ___)======================(___( SOUTH NARSHE )___)=======================(___
/                               "------------"                                \

Once the meeting concludes, you're free to do as you please in the city. You'll
notice that the shops are now carrying updated goods, so it would definitely be
worthwhile to make some purchases with your likely abundance of Gil. Once you
feel satisfied, make sure to pay a visit to the Treasury (it's located to the
east all alone on the bluff) to find that Lone Wolf, a previous inmate from
Figaro Castle, seems to have broken free. Just as the party enters, Lone Wolf
breaks the lock on the chest you were unable to open earlier and runs away with
the item. If you check the treasure chest now, it will be <EMPTY>.

Don't let the thief get away with his crime! When you head out of the Treasury
and move north, he runs away again. Just as you might think you've lost his
trail, you can spot him if you try to head into North Narshe. Follow him!


\___                         ____.------------.____                        ___/
 ___)=======================(___( NORTH NARSHE )___)======================(___
/                                "------------"                               \

There's only one way he could have gone, and that's into the mines. Just before
you enter, he'll peek out of a cave in the cliff face to pester you again.


\___                      ____.------------------.____                     ___/
 ___)====================(___( NORTH NARSHE MINES )___)===================(___
/                             "------------------"                            \

When you reach the crossroads, head to the east. This chamber seems to loop
around itself, leading up a set of stairs to the upper mines. Follow the path
out of the mines and cross the wooden bridge before entering the next set of
mine shafts. There's only one way to go still, so follow the route to the east
and then north.

\___                     ____.--------------------.____                    ___/
 ___)===================(___( NARSHE: FROSTED MAZE )___)==================(___
/                            "--------------------"                           \

Remember this area? The last time you visited this scenic area, Kefka was
breathing down your throat. Now you're the one breathing down someone else's!
The thief can only go up from here. At the top of the maze, head north.

\___                        ____.--------------.____                       ___/
 ___)======================(___( NARSHE: SUMMIT )___)=====================(___
/                               "--------------"                              \

There's nowhere else for Lone       /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
Wolf to go now! Cornered, he       < .--------------------------------------. >
tells you not to move an inch or   < |     ~*~ NEW CHARACTER ALERT ~*~      | >
else the moogle he's holding as    < |======================================| >
a hostage will get it. If you      < | M O G                       (Moogle) | >
stay still for a few moments,      < |======================================| >
the moogle will come to just in    < | "A moogle who speaks the world of    | >
time to get thrown to the edge     < | men, and can summon the earth's      | >
of the cliff. You now have to      < | power through his dance..."          | >
make one of the few choices in     < '--------------------------------------' >
the game that is an either/or       \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
choice. You can only get one of
the two options. If you save Lone Wolf, he'll give you the extremely powerful
Gold Hairpin relic that greatly augments your magic power. However, if you
speak with the moogle, he will join your party as a permanent member. Although
the choice is yours, it's really no choice at all. You can get Gold Hairpins
near the end of the game if you have the patience, but you can never get this
unique character if you fail to help him now. With that said, you should go
speak to the moogle to lift him back up to safety, and with that he'll join the
party.

The game returns to normal once Mog leaves for the airship and Lone Wolf takes
a free-dive into the chasm below. You can get a good look at the esper in the
ice if you like, but it serves no other purpose than eye candy... for now. Once
you get back to the airship, you can bring Mog into your active party for good.




____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SEALED GATE/
|            \-\                                               /-/            |
( 02.01.10.03 ) )       O B S E R V A T I O N   P O S T       ( ( ~observe    )
 \___________/-/_______________________________________________\-\___________/

The Imperial Observation Post is located east of Vector. If you tried to visit
this place earlier in the game, it was packed full of soldiers moving very
quickly. Should you have encountered one, you would have fought a battle
against some strong Sergeants and then been kicked out of town. However, when
you enter now you'll find that the Empire's presence has suddenly disappeared
here. Isn't that odd?

For now, everything in the Observation Port is locked away by the Empire still,
so just head to the east and exit out the other side of the screen. Back on the
world map, just head east to enter the Cave to the Sealed Gate.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /SEALED GATE/
|            \-\                                               /-/            |
| 02.01.10.04 ) )C A V E   T O   T H E   S E A L E D   G A T E( ( ~sealedcave |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | [ ] Assassin's Dag| First Descent                           |   |
|   |   | X | [ ] Kazekiri      | Second Descent                          |   |
|   |   | X | [ ] Heiji's Jitte | Bridge Puzzle       > lower left chest  |   |
|   |   | X | [ ] X-Potion      | Bridge Puzzle       > upper right chest |   |
|   |   | X | [ ] Hi-Ether      | Magma Chamber       > lower left chest  |   |
|   |   | X | [ ] Genji Glove   | Magma Chamber       > pull 1st switch   |   |
|   |   | X | [ ] Tent          | Magma Chamber       > save point room   |   |
|   |   | X | < > Invisibility S| Magma Chamber       > 1S, 1W of stairs  |   |
|   |   | X | < > Gold Needle   | Magma Chamber       > 7S, 1W of stairs  |   |
|   |   | X | [ ] Hi-Ether      | Magma Chamber       > below big stairs  |   |
|   |   | X | < > 293 Gil       | Magma Chamber       > 3N of Hi-Ether    |   |
|   |   | X | < > Water Scroll  | Magma Chamber       > 3S, 3E of stairs  |   |
|   |   | X | [ ] Elixir        | Magma Chamber       > east of stairs    |   |
|   |   | X | [ ] Magicite Shard| Treasury            > left chest        |   |
|   |   | X | [ ] Hi-Ether      | Treasury            > middle chest      |   |
|   |   | X | [ ] Magicite Shard| Treasury            > right chest 1     |   |
|   |   | X | [ ] Ultima Weapon | Treasury            > right chest 2     |   |
|   |   | X | [ ] Magicite Shard| Magma Chamber       > upper right corner|   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 087 Outcast           |   1,100 |     442 |     740 |  Yes  |  No   |   |
|   | 088 Provoker          |     781 |     300 |     415 |  Yes  |  No   |   |
|   | 089 Zombie Dragon     |   1,991 |     309 |   1,072 |  Yes  |  Yes  |   |
|   | 090 Antares           |     480 |     270 |     290 |  Yes  |  No   |   |
|   | 091 Lich              |     590 |     350 |     374 |  Yes  |  No   |   |
|   | 112 Ninja             |   1,650 |     520 |     694 |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

It's finally time to meet the espers face to face. But first, you'll need to
traverse the myriad dangers of the caverns leading to the Sealed Gate deep
within the earth. As a side note, make sure to defeat all of the enemies listed
above and get any treasures inside before you leave. Once you do, you can't
come back.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( SEALED GATE: FIRST DESCENT )___)===============(___
/                         "--------------------------"                        \

Start by opening the treasure chest just inside the caves for an ASSASSIN'S
DAGGER. Then just go deeper into the caves to the south.

\___                 ____.---------------------------.____                 ___/
 ___)===============(___( SEALED GATE: SECOND DESCENT )___)===============(___
/                        "---------------------------"                        \

The Outcast enemy often appears in this cave and it carries the useful Amulet
relic, which you can steal from it if you have Locke in your party. I would
highly recommend stealing at least one if not more. You can always sell them if
you're running low on Gil for 2,500 a pop. At the bottom of this cave is a
chest containing a KAZEKIRI. Keep going deeper into the caves.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( SEALED GATE: BRIDGE PUZZLE )___)===============(___
/                         "--------------------------"                        \

The caverns finally open up into a subter-      O=============================O
ranean chamber filled with magma which is       |  BRIDGE PUZZLE: PHASE ONE   |
spanned by several broken bridges. If you       O=============================O
wait for a moment, you'll notice that the       | IN@@ _____   _              |
bridges seem to fluctuate. Every few seconds    | @@@@ _   _|_|X|_ @@@@@@  @  |
one portion of a bridge disappears and an-      | @@    | | | ____|@@@@@@@@@  |
other appears in its place. The problem is,     | @@    |X|  @@@    @@@   TC  |
there are only a few constant portions of the   |            @@@    | |       |
bridge that are "safe." The maps to the right   |    ___   _| |     | |       |
display the two bridge patterns with the safe   |   | _X| |X X|    _|_|       |
spots marked with "X"s. The "@"s stand for      |   TC     _|X|   | |_______  |
solid ground, while the "TC"s are treasure      |        _|X__|   |_______  | |
chests.                                         |       |X|        _      |_| |
                                                |    @@@@@        |_|  @@@@   |
Start by heading east across the upper "T"      '-----------------------------'
bridge and then heading down to the bottom
of the "T." When it switches to phase two,      O=============================O
move down and then right to get to the isle     |  BRIDGE PUZZLE: PHASE TWO   |
in the middle of the room. Now, if you head     O=============================O
down two spaces on either bridge phase and      | @@@@       ______           |
then one space west, you'll be on a safe        | @@@@      |__X___@@@@@@  @  |
square. When it switches to phase two, use      | @@     _       _ @@@@@@@@@  |
the small "T" to move left and wait on the      | @@    |X|__@@@| | @@@   TC  |
last square of that bridge for phase one to     |       |____@@@__| | |       |
reappear. Now collect the HEIJI'S JITTE, a      |      _______      | |       |
relic which changes Setzer's "Slot" command     |     |X   X X|    _|X|       |
to "Gil Toss," and then dash back to the safe   |   TC  |_|_|X|   |X|_______  |
square again. Make your way back to the isle    |        _|X|     |_______  | |
in the middle.                                  |       |X__|      _      |X| |
                                                |    @@@@@        |_|  @@@@   |
To get to the other treasure chest, you'll      '-----------------------------'
need to make your way to the safe square on
the top. Once the puzzle switches back to       O=============================O
phase two, you can run east to reach the next   | BRIDGE PUZZLE: PHASE THREE  |
land mass. From there, just move east to open   O=============================O
the treasure chest which contains an X-POTION   | @@@@       ______           |
inside. Now, when you step onto the bridge      | @@@@      |______@@@@@@  @  |
leading south from this land mass, it will      | @@     _       _ @@@@@@@@@  |
cue the beginning of phase three. Now, the      | @@    | |__@@@| | @@@  _TC  |
bridges on the right side of the screen will    |       |____@@@__|     | |   |
switch between phases two and three. Use the    |      _______       _  | |   |
safe points marked on the maps to navigate      |     |_   _  |    _|X| | |_  |
your way south to the exit.                     |   TC  |_|_|_|   |X__| |___| |
                                                |        _| |          _   _  |
If you happen to fall in the magma along the    |       | __|      _  | | |X| |
way, you'll need to head to the upper left to   |    @@@@@        |_|  OUT@_| |
climb the stairs and start all over again.      '-----------------------------'

\___                 ____.--------------------------.____                  ___/
 ___)===============(___( SEALED GATE: MAGMA CHAMBER )___)================(___
/                        "--------------------------"                         \

In the next cavern, you have a choice to make near the beginning. You can start
by either taking the lower path which runs close to the magma or you can take
the higher path which is suspended farther above and often crosses of the lower
path. Start by taking the higher path to the east and then south to find a
chest containing a HI-ETHER. Now just head back to the start and take the lower
path east, crossing under the higher path along the way. You'll end up at a
crossroads just ahead where you can again choose to take a lower or higher
path. Take the higher one again to find a switch along a wooden bridge. Pull
the switch to break the bridge. After falling back down to the lower path, you
hear a distant sound. This sound is that of a bridge appearing nearby. If you
head northwest from the place you landed, you'll find a new bridge leading to
the treasure chest on the island in the lava containing a GENJI GLOVE!

Now head east on the lower path to find a pair of switches once you climb the
nearby stairs. Start by pulling the switch to the left which will open up a
cave between the switches. Inside the cave is a save point and a treasure chest
containing a TENT. You might as well use the new Tent at the save point to
restore your HP and MP and then save. Now, head back out to pull the second
switch. This one cues a forced encounter against a Ninja. Be careful to keep
your HP above 500 HP at all times because he can use Scrolls which can deal
about 350 damage to every party member. If you can manage to successfully steal
from him (which is pretty hard), you can claim a new relic called Angel Wings.
When he falls, he mumbles about a whole load of treasure beneath the big stair-
way that he was going to collect. Hmm. Perhaps you can find the treasure in-
stead?

Halfway across the next wooden bridge is another switch. Pull this one to re-
veal a staircase leading down to an open area with a treasure chest to the left
and an exit to the right. Before you go to either location, there are some
hidden treasures to find. That staircase you just came down can only be the
"big stairway" that the Ninja was talking about earlier. While standing on the
last step, move one square south and one square west. Press the action button
here to find a hidden INVISIBILITY SCROLL. Next, move six more steps to the
south and check here for a hidden GOLD NEEDLE. Now go open the chest to the
west for a HI-ETHER. If you go around the chest and then stand above it, take
three steps north and check the ground there to find a hidden cache of 293 GIL.
Now head back to the first step again and take three steps east and three steps
south to find the last hidden treasure: a WATER SCROLL.

Use the exit to the right to enter a secret passage which leads north and then
east into the second half of the Magma Chamber. Open the chest nearby to claim
the ELIXIR inside. Pay attention to the floor here. You'll notice that several
panels on the ground are a different shade of gray. If you step on them, they
will cause various reactions in the chamber, some of the not advantageous to
your treasure collection! For now, head down the nearby stairs and go left to
find a floor switch on a raised platform. Step on the switch to reveal a cave
to the right. Head inside.

\___                    ____.---------------------.____                    ___/
 ___)==================(___( SEALED CAVE: TREASURY )___)==================(___
/                           "---------------------"                           \

Inside are several chests. The chests to the lower left contains a MAGICITE
SHARD. The chest in the middle contains a HI-ETHER. The two chests up above
contain a MAGICITE SHARD and the ULTIMA WEAPON! Make sure to equip this fan-
tastic weapon as soon as possible! Head back out when you're done.

\___                  ____.--------------------------.____                 ___/
 ___)================(___( SEALED CAVE: MAGMA CHAMBER )___)===============(___
/                         "--------------------------"                        \

Back in the Magma Chamber, head right and take the second bridge north to an
island in the sea of magma. Pull the switch here to move a section of land to
the east and connect the two bridges. Cross the bridge and pull the switch on
the next island to disengage that first bridge but connect another one above it
which leads to the treasure chest you skipped earlier. When you examine the
chest, it will ask if you want to pull the switch inside or not. Do so to
reveal a new treasure chest to the east. Now, cross the bridge back to the
island with the second switch and pull it again to reconnect the bridge to the
east. Finally, head north once you're back on the mainland to find the new
chest with a MAGICITE SHARD inside and then take the exit south.

\___                 ____.----------------------------.____                ___/
 ___)===============(___( SEALED CAVE: THE SEALED GATE )___)==============(___
/                        "----------------------------"                       \

Follow the last path around the corner and up to the Sealed Gate. Here, the
party can see the actual Gate in the distance. Knowing that the esper world is
just beyond, Terra approaches the Gate to open it at last. Just then, Kefka and
his troops appear behind the party and are drawn into battle with Kefka. Before
any fighting begins, however, Kefka informs the party that they have been
played by the Emperor. When Terra was freed from her Magitek Armor, it provided
a perfect opportunity for them to plant her in the Returners with the intent
that she would eventually be drawn to the espers that raised her. The Empire
was correct in this assumption, of course. Thanks to Terra, she has led them to
the Sealed Gate and been forced into a checkmate situation. If she opens the
Sealed Gate, there's a chance that the last espers could be captured by the
Empire. But if she doesn't open the Gate, the Empire will certainly continue to
dominate the rest of the world. The party fights against Kefka for about two
turns before Terra changes to her half-esper form. She calls out to the espers,
and amazingly, the Sealed Gate opens!

The espers that come from the gate are less than please, however. Enraged even
after all these years, they see Imperial soldiers and simply go mad. Dragons,
beasts, fey creatures, and demons spill from the door one after another, all
intent on bringing down the Empire. The resulting cataclysm causes a landslide
in front of the gates, effectively re-sealing them in stone. After Terra comes
to, the party decides to head back to the airship to see the consequences of
their actions. Back in the cave before the Sealed Gate, if you head south you
should find a new exit that will lead you to First Descent. From here, just use
the leftmost exit to leave. However, make sure that you've got every treasure
and bestiary entry here first!

Just before you get back to your airship while in the Observation Port, Cyan
will meet you at the entrance with a report that the espers have gone wild and
are destroying Vector, the Imperial Capital as they speak. Back on the airship,
Terra tries to calm the espers, but there's just no reasoning with them. The
sky seems to burn as the espers send their powers in every direction. The air-
ship is damaged in the resulting explosions and crashes near Maranda, brining
this chapter to a close.





____________                  ____________________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  ___________
|            \-\                                               /-/           \
| 02.01.11.00 ) )       T H E   E S P E R   T R E A T Y       ( ( ~treaty     )
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 094 Briareus          |     750 |     458 |     465 |  Yes  |  No   |   |
|   | 095 Devourer          |     420 |     280 |     214 |  Yes  |  No   |   |
|   | 096 Chimera           |   2,237 |     760 |   1,144 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

O===========================O   The first wave of attacks between the forces of
|  ~*~ IN THIS SECTION ~*~  |   the Empire and the espers favored the espers.
o---------------------------o   Their rage over the deaths of their friends was
| 01. Vector                |   the fuel that fired their vengeance. However,
| 02. Observation Post      |   if the Returners and the Empire can agree to a
| 03. Albrook               |   truce, perhaps a bloody war can be averted with
| 04. Tzen                  |   a little diplomacy and wisdom. First, there
| 05. Albrook               |   must be a meeting of minds. However, can the
| 06. Transport Ship        |   party agree to peacfully coexist with the cruel
| 07. Thamasa               |   Emperor Gestahl and the vile Kefka? And even if
| 08. Esper Caves           |   they agree, can the two sects also agree to a
| 09. Thamasa               |   plan of action? Perhaps if all goes well, the
| 10. The Blackjack         |   espers can be calmed as well. However, such a
O===========================O   task is going to take a lot of hard work and
                                dedication form everyone involved. Let's hope
that the Empire can keep their part of the bargain!

As a side note, the monsters found on the world map for this section are all on
Crescent Island, so don't bother searching for them in the Empire area.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /THE TREATY /
|            \-\                                               /-/            |
| 02.01.11.01 ) )                 V E C T O R                 ( ( ~vector     |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | [ ] Alarm Earring | Imperial Palace          > SW storeroom |   |
|   |   | X | [ ] X-Potion      | Imperial Palace          > SW storeroom |   |
|   |   | X | [ ] Ether         | Imperial Palace          > Barracks     |   |
|   |   | X | [ ] Gale Hairpin  | Imperial Palace          > Library      |   |
|   |   | X | [ ] Holy Water    | Imperial Palace          > Library bath |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 092 Imperial Elite    |     700 |     --- |     200 |  Yes  |  No   |   |
|   | 093 Mega Armor        |   1,000 |     --- |     350 |  Yes  |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The trip back to Vector is a long one. You can choose to walk there if you'd
like, or you can explore the forest to the southeast of Maranda again to find a
hidden chocobo stable. Either way, head to the Imperial capital to find out
what happened between the Empire and the espers.

As soon as you enter town, you'll see that most of the buildings are in flames
and the Returners have taken over much of the city in the confusion following
the espers' attack. You can shop still if you would like to upgrade any old
equipment, but the inventory is the same as it was earlier. The old woman in
the one-room shack near the exit will also heal you for free still. Once you're
ready to move on, head north and enter the Imperial Palace itself. Just inside
you will be escorted to the Emperor, who would like to speak with your party as
the respresentatives of the Returners. This is just the chance you've waited
for!

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( VECTOR: IMPERIAL PALACE )___)=================(___
/                          "-----------------------"                          \

Follow the minister into the Palace. For now, all you can do is approach the
Emperor, so head north into the doorway ahead.

\___          ____.-------------------------------------------.____        ___/
 ___)========(___( VECTOR: IMPERIAL PALACE: SOLDIER CONVERSION )___)======(___
/                 "-------------------------------------------"               \

Speak with Gestahl to learn that he has lost his will to fight and has brought
an end to his petty war after conferring with Cid following the events at the
Magitek Research Facility. However, even his command for a ceasefire has not
penetrated all ranks of his military yet, so Cid requests that you speak with
the soldiers in the Palace before dinner to bring them over to your way of
thinking. Your task now is to speak to as many soldiers as possible in the next
four minutes. Obviously, the task has a short timer on it, so you might want to
read the next section before attempting it on your own. As a side note, you can
learn a new Dance here if you like by having Mog in your party when you speak
with any hostile soldier later. Another thing to note is that you should set
the configuration to Auto-Dash to make navigation quicker, or at least equip a
Spring Shoes relic on one person.

There are five treasures you can find during your time in the palace, so your
aim should really be to always be moving toward those, only speaking to any
soldiers you encounter along the way. You can also view a scene in the bathroom
to the east of the main hall with Kefka, so if your last treasure is nearby,
you can probably get this scene in as well just as the timer is about to run
out. Obviously, you want to defeat any enemies you run into as quickly as you
possibly can to conserve time. Finally, the more soldiers you convert, the more
points you gain in the Emperor's eyes, which can result in better rewards to
come.

Start by heading to the south to leave the Throne Room. Back in the main hall,
speak to each soldier as you head south until you reach the exit. Use it to
move farther south. Here, you can speak with two Magitek Armored soldiers and
one regular soldier. Be aware that the Magitek Armor on the left will challenge
you to a fight before he'll give in. When you're done here, head north to re-
turn to the main hall. Now, the two paths just beyond the exit are open to the
left and right as long as your timer is active, so start by heading left. There
is a doorway built into the wall here that you can use to move into the west
wing of the palace. This portion of the palace has three landings connected by
stairways, and each landing also has a doorway leading to a separate room. You
should essentially visit ever place along your route to find as many soldiers
as possible in the shortest amount of time.

SOLDIERS FOUND SO FAR: 7

The door on the ground floor of the west wing leads to a small storeroom that
contains two treasure chests filled with an ALARM EARRING and an X-POTION. The
floor above that has a door that leads to the Barracks. Inside, you'll find six
soldiers to speak to as well as a treasure chest that contains an ETHER. If you
go into the door at the back of the room, you can fight the soldier sitting on
the toilet as well. Now, head back out to the second landing and take the last
flight up to the top floor. Before leaving the palace here, speak with another
soldier.

SOLDIERS FOUND SO FAR: 15

Outside, you'll find yourself on the roof of the ugly palace. Speak with both
of the soldiers to the left and then ascend to the top floor by going up the
stairs on the center of the roof. Speak with the two Magitek Armors here and
then go into the door beyond to find another soldier wandering near the crane
operations. Once you've fought him, head back to the rooftop and speak to the
soldier on the east side of the roof before taking the door opposite the one
you came in from to return to the palace interior.

SOLDIERS FOUND SO FAR: 21

Now that you're in the east wing of the palace, the layout is exactly the same
as the west wing regarding the stairs and doorways. The second floor doorway
leads to the Library. Speak with the two soldiers here (one of them being a
minister), don't miss the treasure chest near the table at the back of the room
that contains a GALE HAIRPIN, and then head through the door to the south (the
left one) to find a small bathroom with a soldier and a treasure chest contain-
ing a HOLY WATER. Next, head back to the east wing and descend to the main
floor. The door here leads to the dungeon. Inside, you can view a scene with
Kefka if you have a bit of spare time by approaching the left stall. Otherwise,
you don't need to visit this room because there aren't any soldiers or
treasures to be found here. Another amusing thing to do is examine one of the
toilets in the two other stalls to go potty, complete with sound effects!

SOLDIERS FOUND SO FAR: 24

That's all of the soldiers and treasures. If you still have time left, just let
it run out. Otherwise, if you happened to miss a treasure, you might be able to
make it back to that area in time. It's not too hard to get all twenty-four
soldiers and the treasures, so if you don't do it the first time, try again be-
fore you move on to dinner with Gestahl. When you're satisfied with your run,
continue on to the dinner.

\___             ____.------------------------------------.____            ___/
 ___)===========(___( VECTOR: IMPERIAL PALACE: DINING ROOM )___)==========(___
/                    "------------------------------------"                   \

If you found all twenty-four soldiers earlier, you will receive twenty-four
points toward gaining favor with Gestahl, although the game won't really tell
you this. Now, you need to plead your case before the Emperor over dinner to
convince him since his soldiers are on your side. However, every question and
answer has important ramifications on the success of your meeting. One wrong
answer could cost you dearly in gaining the maximum rewards here, so the script
that follows will list each question Gestahl asks and the possible answers you
can give along with the point rewards (or penalties) that go along with each
option.

Q: To what shall we toast?
   (+02 Points) A: "To the Empire."           <--- upsets the Returners
   (+01 Points) B: "To the Returners."        <--- upsets the Empire
   (+05 Points) C: "To our homelands."        <--- pleases everyone

Q: What should be done with Kefka?
   (+05 Points) A: "Leave him in jail."       <--- pleases everyone
   (+01 Points) B: "Pardon him."              <--- upsets the Returners
   (+02 Points) C: "Execute him."             <--- upsets the Empire

Q: I'm sorry about what happened in Doma.
   (+01 Points) A: "What's done is done."     <--- upsets the Returners
   (+05 Points) B: "That was inexcusable."    <--- pleases everyone
   (+03 Points) C: "Apologize again!"         <--- upsets the Empire

Q: With regards to General Celes...
   (+01 Points) A: "Was she an Imperial spy?" <--- upsets the Returners
   (+05 Points) B: "Celes is one of us!"      <--- pleases everyone
   (+03 Points) C: "We trust her whether she  <--- upsets the Empire
                    spied or not."

Q: Was there anything else you wanted to ask?
   (+02 Points) A: "Why did you start the war?"
   (+02 Points) B: "Why do you want peace now?"
   (+02 Points) C: "Why did we have to talk to your men?"
   (-10 Points) D: <repeating a question>

As a side note here, you can refuse his request to speak about the Espers two
times to ask the other two questions you didn't get around to once you chose
your first question. However, make sure that you accept his subject change
after you've asked all three questions just once. If you happen to repeat a
question you previously already asked, you'll be docked ten points!

Q: If we don't stop them, the espers could tear the world apart.
   (+05 Points) A: "They have gone a bit too  <--- pleases everyone
                    far..."
   (+02 Points) B: "You're the one who        <--- upsets the Empire
                    brought them here in the
                    first place!"

Q: What was the first question you asked me a minute ago?
   (+05 Points) A: <answering correctly>      <--- pleases the Empire
   (No Points)  B: <answering incorrectly>    <--- upsets the Empire

As a side note here, he's asking you to choose the first question you asked him
earlier. Basically, if you started at the top and worked, down, just choose the
answer at the top again. Otherwise, choose the question you asked first. Don't
worry if you get it wrong. You're not docked any points... you just don't get
any extra points.

Q: Why don't we take a short break?
   (+05 Points) A: (Take a break.)            <--- pleases everyone
   (No Points)  B: (Keep talking.)            <--- upsets everyone

Now that dinner's over, you can speak with the ministers on each side of the
Emperor to battle a new enemy type: the Imperial Elite. Make sure to do so as
they are hard to come by otherwise. Plus, they often drop Magicite Shards as a
reward! When you're done fighting, take a seat again to finish the treaty.

Q: Is there anything that you wish to hear me say?
   (+03 Points) A: "That you really want       <--- upsets the Empire
                    peace."
   (+05 Points) B: "That your war is truly     <--- pleases everyone
                    over."
   (+01 Points) C: "That you're sorry."        <--- upsets the Returners

Q: Would you please go on board [the ship to Crescent Island]?
   (+03 Points) A: "Yes"                       <--- pleases everyone
   (No Points)  B: "No"                        <--- upsets everyone

At this point, you should agree to Gestahl's plan to visit Crescent Island and
find out what the espers are up to before they attack again. Gestahl will have
an escort waiting for you in Albrook led by General Leo. Once agreed, the meal
ends and your party decides to send Locke with Terra while the rest stay in
Vector to keep an eye on the Emperor. Don't worry about your small party. You
will soon recruit a few more members.

As for your success at forging a treaty, you gain rewards based on how many
points you accumulated both during your battles with the soldiers and during
your conversation with Gestahl. Note that if you score a higher category, all
the rewards from the categories before it are also rewarded (ex: If you
liberate Doma, you also liberate South Figaro by default). Here are all of the
possible rewards by point score:

   00 - 39 Points <--- South Figaro is liberated
   40 - 49 Points <--- Doma is also liberated
   50 - 59 Points <--- Observation Post is also unlocked
   60 - 69 Points <--- Obtain Tintinnabulum
   70+     Points <--- Obtain Ward Bangle

As you leave the palace, these rewards will be bestowed upon your party. Try to
at gain both relics because they are both excellent! Although this Tintinna-
bulum might be your second if you cheated back in Mobliz, a second one never
hurts. It will restore HP with each step taken on the field. The Ward Bangle
acts as a monster deterrent, allowing you to suffer fewer random encounters.
This relic will be very useful in later dungeons if your party is having some
trouble due to high difficulty of monster encounters. Once you are properly re-
warded, head out of Vector.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /           /
|            \-\                                               /-/            |
| 02.01.11.02 ) )       O B S E R V A T I O N   P O S T       ( ( ~observe    |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | [ ] X-Potion      | Armor Shop          > upper chest 1     |   |
|   |   | X | [ ] Angel Wings   | Armor Shop          > upper chest 2     |   |
|   |   | X | [ ] 8,000 Gil     | Armor Shop          > middle chest 1    |   |
|   |   | X | [ ] Hi-Ether      | Armor Shop          > middle chest 2    |   |
|   |   | X | [ ] Reflect Ring  | Armor Shop          > middle chest 3    |   |
|   |   | X | [ ] 13,000 Gil    | Armor Shop          > middle chest 4    |   |
|   |   | X | [ ] Hermes Sandals| Armor Shop          > center chest 1    |   |
|   |   | X | [ ] Elixir        | Armor Shop          > center chest 2    |   |
|   |   | X | [ ] 20,000 Gil    | Armor Shop          > center chest 3    |   |
|   |   | X | [ ] Angel Ring    | Armor Shop          > lower chest 1     |   |
|   |   | X | [ ] Alarm Earring | Armor Shop          > lower chest 2     |   |
|   |   | X | < > Flametongue   | Armor Shop          > check the stove   |   |
|   |   | X | < > Elixir        | Armor Shop          > SE corner         |   |
|   |===O===O===================O=========================================|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

If you unlocked the Observation Post's vault during the treaty with Gestahl
earlier, you should make a detour to claim your rewards before heading down to
Albrook because you're about to take a one-way trip north (until you finish
this chapter of the guide). Once inside, you can now enter the building in the
center of the post and open the vault in the basement. The treasure chests here
contain the following items starting at the top left and working down to the
right, just like reading a book: an X-POTION; ANGEL WINGS; 8,000 GIL; HI-
ETHER; REFLECT RING; 13,000 GIL; HERMES SANDALS; ELIXIR; 20,000 GIL; ANGEL
RING; and an ALARM EARRING. Then, check the stove at the top of the room for a
hidden FLAMETONGUE and search the southeastern corner of the room for a hidden
ELIXIR. That's it. Head back to the world map now and make your way southwest
to Albrook.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /THE TREATY /
|            \-\                                               /-/            |
| 02.01.11.03 ) )                A L B R O O K                ( ( ~albrook    |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | [_] Teleport Stone| Docks      > check the northmost crate  |   |
|   |===O===O===================O=========================================|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

It's time to set sail for Crescent Island. Before you go, though, try speaking
with the old gentleman walking along the side of the waterfront to the south to
learn about a man trying to sell a "glowing stone." Could that possibly be a
piece of magicite!? The man apparently went to Tzen recently, so you should now
track him to Tzen in order to see if your suspicions are correct. Before you
leave, check the crate at the beginning of the docks to find a TELEPORT STONE.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /THE TREATY /
|            \-\                                               /-/            |
| 02.01.11.04 ) )                   T Z E N                   ( ( ~tzen       |
|    ________/-/_______________________________________________\-\________    |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   |  $  Seraph        | > speak to the man hiding in the forest |   |
|   |===O===O===================O=========================================|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

Back in Tzen, you can find a man    /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
hiding in the forests on the       < .--------------------------------------. >
northeast side of town. Speak to   < |       ~*~ NEW ESPER ALERT ~*~        | >
him to learn that during your      < |======================================| >
infiltration of the Magitek Re-    < | S E R A P H          (Angelic Esper) | >
search Facility, he snuck in       < |======================================| >
during the chaos and stole one     < | Descended from the heavens to serve  | >
of the magicite crystals left      < | the Warring Triad long ago, Seraph   | >
behind when the espers died. He    < | is the Angel of Life.                | >
is willing to sell the esper to    < '--------------------------------------' >
you for a mere 3,000 Gil. You       \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
might as well take the offer.
If you speak with him after confronting Kefka and cuing the second half of the
game, the price goes down dramatically to 10 Gil, but by now 3,000 Gil is
nothing already. Plus, it teaches "Cura," "Raise," and "Esuna" much faster than
your current espers do, so that alone is worth the price. Now that you have a
new esper on your side, it's time to return to Albrook again.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /THE TREATY /
|            \-\                                               /-/            |
( 02.01.11.05 ) )                A L B R O O K                ( ( ~albrook    )
 \___________/-/_______________________________________________\-\___________/

Back in Albrook, head southeast to find the docks. There is a ship waiting for
you here, and General Leo is on board speaking with his troops. Leo informs the
party that he has recruited the help of another Imperial general. Surprise! The
general is none other than Celes! And Shadow is traveling with her, it seems!
Before Locke can confront Celes, she runs off. There's nothing left to do but
get some rest before the trip tomorrow. Speak with the innkeeper to go to your
pre-arranged room. However, in the middle of the night, Locke heads out to get
some fresh air and discovers Celes standing on the nearby walkway overlooking
the marina. Can he ever trust her again after her betrayal at Vector, or was
Gestahl telling the truth? And can Celes ever trust Locke after he doubted her
so easily? Aw, the angst...

The night ends quickly enough, and it's time to finally set sail for Crescent
Island. When you're ready (shop if you want), speak to General Leo again to set
the course.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /THE TREATY /
|            \-\                                               /-/            |
( 02.01.11.06 ) )         T R A N S P O R T   S H I P         ( ( ~transport  )
 \___________/-/_______________________________________________\-\___________/

You gain control of Terra after some dialogue. Speak to General Leo to discuss
something that's been bothering Terra for a long time: her emotions. Once, she
was a slave of the Empire seeking to get away. Now, she's a Returner seeking to
help the Empire. Fate is strange. This feeling of confusion is easy to figure
out, but her lack of attraction to others is the real problem. When she asks
Leo if he thinks a half-esper and a human can find love, he assures her that
one day she will find love, but she can't force it.

Shadow arrives just as the conversation ends. Although he accidentally over-
heard the conversation, Shadow warns Terra that suppressing or killing your own
emotions may not always be a bad thing. Just because Terra hasn't found love
doesn't mean that she won't, but it also doesn't mean that she needs love to
survive.

As Terra leaves, Locke comes onto the deck just in time to hurl! And with that
lovely image, the party arrives at Crescent Island just as scheduled. Celes and
Leo will invesitage together while Terra, Locke, and Shadow will make up the
other team. Once you land, head northeast to find the town of Thamasa. Perhaps
the folks here will know where the espers are hiding.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /THE TREATY /
|            \-\                                               /-/            |
| 02.01.11.07 ) )                T H A M A S A                ( ( ~thamasa    |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   |   | {_} Eye Drops     | Outside        > next to Item Shop      |   |
|   |   |   | {_} Gold Needle   | Outside        > next to Relic Shop     |   |
|   |   |   | {_} Green Cherry  | Outside        > next to Strago's House |   |
|   |   |   | {_} Echo Screen   | Outside        > next to Mayor's House  |   |
|   |   |   | {_} Phoenix Down  | Outside        > next to Inn            |   |
|   |   |   | < > Memento Ring  | Strago's House > W of table upstairs    |   |
|   |   | X | [ ] Flame Rod     | Burning Mansio > second room on right   |   |
|   |   | X | [ ] Ice Rod       | Burning Mansio > third room on right    |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O================O==================O=========|   |
|   |         ITEM          |      SHOP      |       TYPE       |  PRICE  |   |
|   |=======================O================O==================O=========|   |
|   | Mythril Rod           | Weapon Shop    | Rod              |     500 |   |
|   | Flame Rod             | Weapon Shop    | Rod              |   3,000 |   |
|   | Ice Rod               | Weapon Shop    | Rod              |   3,000 |   |
|   | Thunder Rod           | Weapon Shop    | Rod              |   3,000 |   |
|   | Morning Star          | Weapon Shop    | Mystic Weapon    |   5,000 |   |
|   | Hawkeye               | Weapon Shop    | Thief Weapon     |   6,000 |   |
|   | Heavy Lance           | Weapon Shop    | Spear            |  10,000 |   |
|   | Darts                 | Weapon Shop    | Gambler Weapon   |  10,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Golden Shield         | Armor Shop     | Shield           |   2,500 |   |
|   | Tiger Mask            | Armor Shop     | Berserker Helm   |   2,500 |   |
|   | Tiara                 | Armor Shop     | Female Helm      |   3,000 |   |
|   | Golden Helm           | Armor Shop     | Helm             |   4,000 |   |
|   | Mystery Veil          | Armor Shop     | Female Helm      |   5,000 |   |
|   | Power Sash            | Armor Shop     | Armor            |   5,000 |   |
|   | Gaia Gear             | Armor Shop     | Armor            |   6,000 |   |
|   | Golden Armor          | Armor Shop     | Armor            |  10,000 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Earring               | Relic Shop     | Relic            |   5,000 |   |
|   | Sniper Eye            | Relic Shop     | Relic            |   3,000 |   |
|   | Hermes Sandals        | Relic Shop     | Relic            |   7,000 |   |
|   | Reflect Ring          | Relic Shop     | Relic            |   6,000 |   |
|   | Black Belt            | Relic Shop     | Relic            |   5,000 |   |
|   | Dragoon Boots         | Relic Shop     | Relic            |   9,000 |   |
|   | Sprint Shoes          | Relic Shop     | Relic            |   1,500 |   |
|   |-----------------------+----------------+------------------+---------|   |
|   | Potion                | Item Shop      | Item             |      50 |   |
|   | Hi-Potion             | Item Shop      | Item             |     300 |   |
|   | Ether                 | Item Shop      | Item             |   1,500 |   |
|   | Remedy                | Item Shop      | Item             |   1,000 |   |
|   | Teleport Stone        | Item Shop      | Item             |     700 |   |
|   | Holy Water            | Item Shop      | Item             |     300 |   |
|   | Phoenix Down          | Item Shop      | Item             |     500 |   |
|   | Tent                  | Item Shop      | Item             |   1,200 |   |
|   |=======================O================O==================O=========|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 094 Balloon           |     555 |     300 |     369 |  Yes  |  Yes  |   |
|   | 298 FLAME EATER       |   8,400 |     --- |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

The strange music in this village should initially clue you into the fact that
something is not quite right here. For now, you should spend some time hunting
down the various items hidden in barrels around the town. Start by heading to
the right and checking the center barrel to the east of the Item Shop for an
EYE DROPS. Head east over the bridge here and check the barrel beyond the
flower patches to find a GOLD NEEDLE next to the Relic Shop. Now head up to the
central north portion of town. There is a barrel next to the house here. As you
go to check it, the party will accidentally witness a young child casting the
"Fire" spell! How can this boy know magic? He certainly couldn't have been
altered by the Empire using espers. Anyway, check the barrel once you regain
control to find a GREEN CHERRY inside. The house to the upper left of this one
also has a barrel next to the plowed fields that contains an ECHO SCREEN. The
last barrel to search is next to the Item Shop in the west, and it contains a
PHOENIX DOWN.

Your next priority should be to visit the shops to pick up new items and up-
grade your old equipment for better wares. This is the first opportunity you
have to buy Golden Armor, and it's a great piece of equipment for almost every
person in your party. However, at 10,000 Gil a pop, it's certainly a lofty goal
to get one for every person. If you visited the Observation Post earlier, you
should have reaped about 41,000 Gil from that alone, so that equates to four
Golden Armors without factoring in previous Gil or random encounter rewards
along the way here. Now is a good time to also purchase a set of Mystery Veils
for Terra and Celes. Lastly, the Tiger Mask makes a good helm for Gau and Sabin
even though neither are part of your party at present.

Done shopping? Let's continue.      /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
If you walk north and try to       < .--------------------------------------. >
pass by the left side of the       < |     ~*~ NEW CHARACTER ALERT ~*~      | >
fenced yard of the central house   < |======================================| >
in town, you'll view another       < | S T R A G O              (Blue Mage) | >
strange scene. In this one, a      < |======================================| >
young girl gets hurt and asks      < | "An elderly gentleman who has spent  | >
her mother to use "Cure" on her.   < | his whole life pursuing the secrets  | >
Does everyone in this village      < | of monsters..."                      | >
know magic? Perhaps someone will   < |                                      | >
be willing to speak with you on    < |======================================| >
the topics of magic and espers     < | R E L M                (Pictomancer) | >
since they seem so knowledgeable   < |======================================| >
about magic already. You can't     < | "In her pictures, she captures       | >
approach the mansion in the east   < | everything: forests, water, light... | >
because a little boy is blocking   < | the very essence of the things she   | >
the door. The house in the upper   < | paints..."                           | >
left corner doesn't offer any      < '--------------------------------------' >
information either, which leaves    \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
only the central house. If you
speak with the elderly gentleman in the central house, you will be introduced
to your newest character: Strago! The old man seems to have heard of espers in
the past, but suddenly comes down with a convenient case of amnesia about them.
Just then, a little girl comes downstairs. This is your second new character:
Relm! Little Relm is a funny kid. She makes instant friends with Interceptor
even after Shadow warns her that he bites. Odd, huh? We'll find out much, much
later in the game all about that. For now, just accept that Interceptor has a
fondness for her that he only also has for Shadow. The party decides to visit
more of the town in an effort to find more information.

If you speak to other people in town now, they seem to be more forthcoming once
Strago has met you. In fact, the Innkeeper is willing to drop his price from
1,500 Gil to just 1 Gil. What a deal! Take him up on his offer and rest for a
"spell." Oh, the irony! In the middle of the night, Strago comes running in to
recruit the party to help the girl, Relm, who has been trapped with her friend
inside the mansion to the east. The house is on fire, and no one else in the
village seems to be lending a hand. Shadow doesn't seem willing to go with you,
but Interceptor's bond with Relm is more than enough to convince the pup to run
away from Shadow for now. Poor ninja.

Head east once you regain control to speak with Strago outside the burning man-
sion. Strago reveals the town's secret by casting magic spells to stop the con-
flagration, but it does no good with just one spellcaster fighting such a large
fire. The mayor comes over just in time to witness the use of magic and de-
nounces it, saying that magic is forbidden. However, Strago will none of that
with Relm still inside the burning house. But even with the help of the entire
village, the flames are too strong, and the house begins to cave inward. The
only choice left is to make a quick exploration inside and rescue Relm before
she's nothing more than ash.

\___                   ____.------------------------.____                  ___/
 ___)=================(___( THAMASA: BURNING MANSION )___)================(___
/                          "------------------------"                         \

Inside, the walls of the house are nothing but seething flames. Head north from
the entryway to find the first hallway just beyond a door in the flames. You'll
start to see moving flames throughout the rest of the mansion now. If you run
into any of these flames, they will force you into an encounter. At this point,
I would also recommend equipping Strago with Shiva and if you bought an Ice Rod
earlier, you can equip him with that as well. Otherwise, use his Blue Magic
spells, known as "Lores," and choose "Aqua Breath" to deal major damage to the
fire-based monsters in this area. Also, if you cast any fire-based magic on the
Balloon enemies, they might use "Self Destruct," which is a Lore that Strago
can learn!

When you arrive at a pair of doors, opening the left one will cue the arrival
of four Balloon enemies. It's just more of the same, though, if you try to go
inside again. Basically, just skip the first door unless you really want to
fight some Balloons. Instead, take the door to the right to proceed to the next
area. Again you are presented with two doors to take. The door on the right
leads to a treasure chest containing a FLAME ROD. Much good that'll do you,
right? Now, take the door on the left to (surprise!) face two more doors in the
room ahead. The one on the right leads to another treasure chest, this one with
an ICE ROD. If you didn't buy and equip one earlier, make sure to equip Strago
with this now. His physical attacks will always critical on the enemies here if
he has this equipped. Now, take the doorway to the left to ascend to the upper
floor of the mansion.

In the loft, the party discovers a single flame that seems to be feeding all of
the other flames within the mansion. It's time to do battle against the source
of the blaze!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |             Flame Eater             |
    | | |_| | | |_| |  ___| |  ___| |        -Source of the Blaze-        |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:    8,400   | STR: N/A  | MAG:   7  | ATT:  13  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      480   | DEF: 105  | MDF: 150  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    26   | EVA:  20  | MEV: ---  | SPD: N/A  | AP:        4   |
    |================o===========o===========o===========o================|
    | [A] Fire     [I] Lightning [ ] Wind      [ ] Restore   [I] Holy     |
    | [W] Ice      [ ] Water     [I] Earth     [I] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [I] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [I] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    Flametongue            |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Thamasa: Burning Mansi | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Bomblet                |                                  |
    |           Fire                   |                                  |
    |           Fira                   |                                  |
    |           Firaga                 |                                  |
    |           Protect                |                                  |
    |           Reflect                |                                  |
    |==================================o==================================|
    | APPEARANCE: A great sphere of seething flames                       |
    |=====================================================================|
    | STRATEGY: The strategy for this boss is simple. If you use any      |
    |           attack or spell with an Ice or Water base, you'll do more |
    |           damage than without. Summon Shiva if you like with Strago |
    |           or try out his "Aqua Breath" Lore if you haven't yet. The |
    |           others will probably do more damage with "Blizzara" or    |
    |           simple physical attacks, depending on your current level. |
    |           Flame Eater's "Bomblet" attack summons four Balloons to   |
    |           protect it from harm. This is a great time to use the     |
    |           "Aqua Breath" Lore since it deals damage to all enemies   |
    |           on screen! You can also steal a Flametongue sword from    |
    |           the boss if you like. Otherwise, he'll go down quickly.   |
    O=====================================================================O

After the battle, Strago calls out for Relm. It seems that Interceptor has
found her first, however. The party runs to her rescue only to be caught in the
midst of the house's collapse. As the flames advance, Interceptor protects the
party. At the last second, Shadow drops down from the ceiling and rescues the
party using a smoke bomb.

\___                   ____.-----------------------.____                   ___/
 ___)=================(___( THAMASA: STRAGO'S HOUSE )___)=================(___
/                          "-----------------------"                          \

In the bedroom of Strago's house, Relm comes to. After thanking everyone for
their hard work and near self-sacrifice, Strago agrees to accompany the party
in their search for the espers since they've proven their loyalty. You would
think that possessing magicite would do it. Guess not. However, the village of
the magi has long been wary of outsiders. Left to fend for themselves after the
exile of the espers, they have always been the final guardians between humans
and espers. However, fear of magic by those without the gift turned into
hysteria, and the magi were hunted down and killed. The few who survived this
holocaust moved to Crescent Island and agreed to hide their powers from anyone
outside the village. While in the bedroom, you should check the wall to the
left of the table and chairs to discover a hidden MEMENTO RING. It's a useful
relic that protects against several status ailments, the most important being
Death.

When you're ready, head out of the house. Shadow is waiting outside. He says
that he only came into the burning mansion to save Interceptor, but we all know
that's a lie. The ninja decides to search for the espers in "his own way," and
the rest of the party must go on without him. With that, it's time to head west
to find the esper's sacred grounds in the mountains.



____________                  ____________________                 ____________
\WALKTHROUGH\  ______________/THE WORLD OF BALANCE\_____________  /THE TREATY /
|            \-\                                               /-/            |
| 02.01.11.08 ) )            E S P E R   C A V E S            ( ( ~espercaves |
|    ________/-/_______________________________________________\-\________    |
|   |                                                                     |   |
|   |===O===O===================O=========================================|   |
|   |Skp|Mis|        NAME       |                LOCATION                 |   |
|   |===O===O===================O=========================================|   |
|   |   | X | [ ] Healing Rod   | Entrance                                |   |
|   |   | X | [ ] Chocobo Suit  | Chasm      > N after the north trapdoor |   |
|   |   | X | [ ] Tabby Suit    | Chasm      > W after the north trapdoor |   |
|   |   | X | [ ] X-Potion      | Chasm      > after the east trapdoor    |   |
|   |===O===O===================O=========================================|   |
|   |                                                                     |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |          NAME         |    HP   |   GIL   |   EXP   |  RAGE |  LORE |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   | 099 Bonnacon          |     505 |     270 |     232 |  Yes  |  No   |   |
|   | 100 Land Grillon      |     977 |     410 |     292 |  Yes  |  No   |   |
|   | 101 Adamankary        |   1,305 |     189 |   1,450 |  Yes  |  No   |   |
|   | 102 Mandrake          |   1,150 |     450 |     378 |  Yes  |  No   |   |
|   | 103 Venobennu         |     860 |     525 |     485 |  Yes  |  Yes  |   |
|   | 299 ULTROS            |  22,000 |       3 |     --- |  No   |  No   |   |
|   |=======================O=========O=========O=========O=======O=======|   |
|   |_____________________________________________________________________|   |
|                                                                             |
 \___________________________________________________________________________/

You might have noticed some bestiary entries missing between your arrival on
Crescent Island and Thamasa, but that's okay. They are located on another isle
that you can't get to quite yet, so don't worry about them. The only three you
should still have missed are 073 and 097. As a side note, some of the monsters
in the Esper Caves are weak to magic but very protected against normal physical
attacks, so make sure that you conserve MP here. Also, the Adamankary enemy can
use the special command "Snort," which removes one of your party from the
battle without killing them. Make sure to defeat it using strong magics before
it can do this three times! Also, you should seek out the Vennobennu enemy be-
cause it will teach Strago the "White Wind" Lore after three turns in battle.

\___                    ____.---------------------.____                    ___/
 ___)==================(___( ESPER CAVES: ENTRANCE )___)==================(___
/                           "---------------------"                           \

Just to the west of the main entrance is a treasure chest which contains a
HEALING ROD. When used as an equipped weapon, the rod will actually heal its
target, so you would want to target your own party if you have this equipped.
Now, head out of the door to the right to find yourself on a grassy slope that
rises up into the mountains.

\___                 ____.---------------------------.____                 ___/
 ___)===============(___( ESPER CAVES: MOUNTAIN SLOPE )___)===============(___
/                        "---------------------------"                        \

Make your way around the curve of the mountain slope and then enter the cave on
the upper right.

\___                      ____.------------------.____                     ___/
 ___)====================(___( ESPER CAVES: CHASM )___)===================(___
/                             "------------------"                            \

Once inside the main corridor of the mountain, you'll almost run into Relm!
What is she doing here? Is she spying on you? For now, take the southeastern
exit down into the heart of the mountain fastness.

\___              ____.----------------------------------.____             ___/
 ___)============(___( ESPER CAVES: SHRINE TO THE TRIAD   )___)===========(___
/                     "----------------------------------"                    \

The beautiful, golden statues in the middle of this room should be more than
enough to intrigue you into moving farther along the wooden walkway. Strago is
the one to finally reveal who the Warring Triad is. They are the gods (or
goddesses in the original version, which I still prefer) who created magic. The
statues here exude a magical field that attracts espers, which would explain
why the espers suddenly disappeared after their attack on Vector. The actual
Warring Triad, according to legend, tired of fighting and turned themselves to
stone in order to prevent the destruction of the world and were hidden beyond
the Sealed Gate. Now, examine the three statues to learn more about the Warring
Triad and magic. Start with the one on the left:

          "The dawn of magic... Three godes descended from the
           heavens. Fearing one another's power, the gods began
           to war. Those mortals caught amongst their fighting
           became espers, and were forced to fight endlessly as
           slaves to the gods."

Now isn't that interesting? The espers were once mortals who were changed by
the power of the Triad. Now read the inscription of the statue on the right:

          "Realizing their power begot naught but strife, the gods
           at last agreed to seal away their strength. With the
           last of their fading magic, the gods returned the esper's
           free will, then turned themselves to stone. The last
           words they left to the espers were these: 'Never must we
           be woken.'"

So it appears that the gods agreed to a stalemate. As long as none of them were
active, they would all slumber in stone to protect the world from their powers.
Now, read the inscription on the middle statue:

          "In reverence towards the gods were these statues made,
           and in prayer that their power would ne'er again be
           stirred. Let them serve as a warning to future genera-
           tions of the three gods who once descended from the
           heavens..."

Now we know who and what the Warring Triad are. Let's hope that they are never
awakened! As you head down from the shrine, a familiar face appears from above
to fight the party: Ultros!
       _____   _____   _____   _____
      |  _  | |  _  | |  ___| |  ___|
    O=| |_| |=| | | |=| |=====| |=========================================O
    | |  _ <  | | | | |___  | |___  |               Ultros                |
    | | |_| | | |_| |  ___| |  ___| |            -Uncle Ulty-             |
    O=|_____|=|_____|=|_____|=|_____|=====================================O
    |                                                                     |
    |================o===========o===========o===========o================|
    | HP:   22,000   | STR: N/A  | MAG:   7  | ATT:  22  | GIL:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | MP:      750   | DEF:  95  | MDF: 156  | STA: N/A  | EXP:     ---   |
    |----------------+-----------+-----------+-----------+----------------|
    | LEVEL:    25   | EVA: ---  | MEV: ---  | SPD: N/A  | AP:        4   |
    |================o===========o===========o===========o================|
    | [W] Fire     [W] Lightning [ ] Wind      [ ] Restore   [ ] Holy     |
    | [ ] Ice      [A] Water     [ ] Earth     [ ] Poison    [ ] Evil     |
    |---------------------------------------------------------------------|
    | [I] Berserk  [I] Death     [I] Imp       [ ] Reflect   [I] Silence  |
    | [ ] Blink    [ ] Doom      [ ] Paling    [ ] Regen     [I] Sleep    |
    | [ ] Bravery  [ ] Faith     [I] Petrify   [ ] Reraise   [ ] Slow     |
    | [I] Confuse  [ ] Float     [I] Poison    [ ] Sap       [ ] Stop     |
    | [ ] Counter  [ ] Frozen    [ ] Protect   [ ] Shell     [ ] Vanish   |
    | [ ] Darkness [ ] Haste     [ ] Quick     [ ] Shield    [ ] Zombie   |
    |==================================o==================================|
    | DROPS:    ---                    | STEAL:    White Cape             |
    |           ---                    |           ---                    |
    |----------------------------------+----------------------------------|
    | KEY ITEM: ---                    | REQUESTS: ---                    |
    |==================================o==================================|
    | FOUND:    Esper Caves: Shrine to | TYPE:     ---                    |
    |----------------------------------+----------------------------------|
    | COMMANDS: Attack                 | LEARN:    ---                    |
    |           Hailstone              |                                  |
    |           Haste                  |                                  |
    |           Ink                    |                                  |
    |           Protect                |                                  |
    |           Stone                  |                                  |
    |           Tentacle               |                                  |
    |==================================o==================================|
    | APPEARANCE: A giant, purple octopus with a sense of humor           |
    |=====================================================================|
    | STRATEGY: Spend the first portion of this battle using regular      |
    |           physical attacks on Ultros. You can easily score at least |
    |           600 to 1,000 damage on him each time if your level is in  |
    |           the 20s or 30s. Eventually, Ultros will cast Haste and    |
    |           Protect on himself, which will limit your damage quite a  |
    |           bit, so you might want to resort to Thundara to deal more |
    |           damage at this point. Avoid using Strago's "Aqua Breath"  |
    |           attack since Ultros is a water-based creature! Just when  |
    |           the fight starts to get tough, Relm drops down from out   |
    |           of nowhere to help! You'll be treated to a hilarious      |
    |           scene where Relm wants to paint Ultros' picture, but he   |
    |           just won't agree to it. In the end, Terra demands that    |
    |           the octopus do as Relm asks to not hurt her feelings. He  |
    |           reluctantly agrees and tells Relm that "Uncle Ulty" is    |
    |           ready for his portrait! Ha ha! Now, use Relm's "Sketch"   |
    |           command to show Ultros what an ugly octopus he is! The    |
    |           fight ends with him fleeing battle.                       |
    O=====================================================================O

After the battle, the party agrees to take Relm along for the ride. Now you
finally have all four party members again! Don't forget to equip Relm with the
best equipment available at this point, update her Relics, and give her an
esper. Then, head northwest to leave the shrine.

\___                  ____.-------------------------.____                  ___/
 ___)================(___( ESPER CAVES: TRAPPED ROOM )___)================(___
/                         "-------------------------"                         \

Use the save point nearby if you like, and then look around the room. You'll
probably notice that several sections of the floor are slightly different from
the rest of the stone. If you step on any of these sections, you will fall
through a hidden trapdoor to the Chasm below. Although it sounds dangerous,
it's your only way forward at this point. Start by falling down the trapdoor to
the east (far right).

\___                      ____.------------------.____                     ___/
 ___)====================(___( ESPER CAVES: CHASM )___)===================(___
/                             "------------------"                            \

After you pick yourself up from the long fall to the Chasm below, walk along
the wooden path to the right and out of the cave to find a chest containing an
X-POTION. Then head back inside and jump off the far end of the walkway to re-
turn to the main path. Now you need to head around the Shrine of the Triad and
ascend back up to the Trapped Room again. This time, take the trapdoor to the
north (top one).

Back in the Chasm again, take the path to the north first. This brings you back
outside again. Note that this grassy area is the best place to hunt down the
Land Grillon and Mandrake monsters. Open the treasure chest here for a CHOCOBO
SUIT. Equip this on Relm to increase her stats. Now, head back into the Chasm
and take the left path to find another chest just ouside that contains a TABBY
SUIT. Now, you can either leap off the path back in the Chasm to the middle
bridge or you can go the roundabout way and take the south (bottom one) trap-
door in the Trapped Room. Exit the caves