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Final Fantasy IV - The After Years
Character Guide
Version 4

Maintained by: ExaltedBen (email's the same, at hotmail)

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SPOILER NOTE:

In order to provide a complete guide, some plot information may be revealed
in this FAQ. This includes the Table of Contents. 

Please do not read any further if you are spoiler-sensitive. 

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Table of Contents

(S.01) Section 1: Update Log

(S.02) Section 2: Notes and Q&A

(S.03) Section 3: Permanent Characters
	(P.01)	: Ceodore
	(P.02)	: Cecil
	(P.03)	: Rosa
	(P.04)	: Cid
	(P.05)	: Kain (Hooded Man)*
	(P.06)	: Rydia
	(P.07)	: Luca
	(P.08)	: Yang
	(P.09)	: Ursula
	(P.10)	: Palom
	(P.11)	: Leonora
	(P.12)	: Edge

(S.04) Section 4: Optional Characters
	(O.01)	: Calca*
	(O.02)	: Brina*
	(O.03)	: Gekkou
	(O.04)	: Izayoi
	(O.05)	: Tsukinowa
	(O.06)	: Zangetsu

(S.05) Section 5: Temporary Characters
	(T.01)	: Biggs
	(T.02)	: Wedge
	(T.03)	: White Mage
	(T.04)	: Black Mage
	(T.05)	: Kain (evil copy)
	(T.06)	: Monk A ("Anderson")
	(T.07)	: Monk B ("Brown")
	(T.08)	: Monk C ("Coleman")

(S.06) Section 6: Chapter Strategies
	(C.01)	: Ceodore's Chapter
	(C.02)	: Kain's Chapter
	(C.03)	: Rydia's Chapter
	(C.04)	: Yang's Chapter*
	(C.05)	: Palom's Chapter*
	(C.06)	: Edge's Chapter

(S.07) Section 7: Grouped Character Comparisons
	(G.01)	: Holy War	 Cecil, Kain, Ceodore*
	(G.02)	: Hammertime	 Cid, Luca*
	(G.03)	: Fight It Out	 Yang, Ursula*
	(G.04)	: More Pew Pew	 Rydia, Palom, Leonora*
	(G.05)	: Heal Plz	 Rosa, Ceodore, Leonora*
	(G.06)	: Deadly Vipers	 Edge, Gekkou, Izayoi, Zangetsu, Tsukinowa*

(S.08) Section 8: End-Game Party Ideas & Challenges
	(E.01)	: The Original   Cecil, Rosa, Kain, Rydia, Edge*
	(E.02)	: All Grown Up   Ceodore, Porom, Ursula, Palom, Leonora*
	(E.03)	: Robe Squad	 Rosa, Rydia, Palom, Porom, Leonora*
	(E.04)	: The Crusade    Cecil, Kain, Ceodore, Rosa, Porom*
	(E.05)	: El Carnival    Cid, Luca, Calca, Brina, Edward*

(S.09) Section 9: Legal, Copyright, Etc.

* These sections have not yet been completed.

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(S.01) Section 1: Update Log

July 24, 2009 - Version 4
	Completed Edge, Gekkou, Izayoi, Tsukinowa, Zangetsu, and evil Kain. 
	Finished the chapter strategies for Ceodore's, Kain's, and Rydia's
	chapters. Updated some hosting authorizations for this guide. 

July 22, 2009 - Version 3
	Finished spell levels for Cecil and Rosa, finished level 30
	capped stats for Cecil, Rosa, and Cid, plus Cecil's calculated stats.
	Updated notes for White Mage and Black Mage. Recorded the starting
	stats for evil Kain, and started info for Edge, Gekkou, Izayoi, 
	Zangetsu, and Tsukinowa. Recorded some interesting information about
	leveling differences between the Hooded Man and Holy Dragoon Kain.
	Currently, King_Tetiro is working on leveling the Hooded Man to 50
	for me to get his full range of stats before Holy Dragoon status.
	Updated Section 2 regarding HP and MP gains. Added a note to each
	ability of each character to indicate how it is treated with regards
	to moon phases (this is in progress, not finished). Added a section
	for chapter strategies, wrote the strategy for Edge's chapter.  

July 17, 2009 - Version 2
	Updated ending stats with info provided by King_Tetiro, and
	levels for magic spells for a few characters with info provided by
	dark_deity9. Updated level 70 estimate calculations based on the new
	ending stats. Completed the information for Palom and Leonora. Fixed
	some of Yang's review, and info for a couple Bands.

July 15, 2009 - Version 1
	Finally got this into a good state to submit. More updates
	to come as I revisit Ceodore/Kain's chapter and Rydia's chapter to
	get a bit more info there, and as I finish playing through Palom's
	and Edge's chapters. I'll have that all done before the next set
	is released, so I can focus on the new ones when they come out.

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(S.02) Section 2: Notes and Q&A

What is this FAQ? Basically, detailed information about the abilities and 
  stats for the characters in this game. The purpose is to provide some fun
  comparison and contrast between characters who can serve similar roles in 
  an end-game group, and provide some exploration of possible combinations.

Each character will include stats from the initial level, their max level, 
  level 40 (a common chapter-end level cap), and an estimate of level 70 
  based on the character's apparent growth rate in their stats from start to
  cap (listed as "Avg. Gain"). In the original Final Fantasy IV, stats were 
  gained at random from level 71-99, so I am running with the assumption that
  it will be the same in this game. Thus, you do not see an estimate of level
  99 stats, since it would be impossible to estimate random gains.

HP and MP information is provided without the use of items which increase a
  character's maximum HP or MP (Silver Apple, Golden Apple, Soma Drop). The
  "Avg. Gain" in the case of HP and MP is a bit misleading, since for reasons
  unknown, a character's HP and MP increases are lower at lower levels, and
  higher at higher levels. As a result, the estimated level 70 values for HP
  and MP may be significantly less than the character will actually have, but
  the overall proportions character to character should be similar to the
  estimates.

"Moon-Proof Attack" - What is it? This is a situation which occurs when a
  character has a special ability which deals physical damage using their
  equipped weapon (like Attack), but counts as a special ability regarding 
  the moon phase. Such characters can therefore fight without being hindered
  by the moon phase! During Full Moon, when Attack is penalized, or during 
  New Moon, when special abilities get a bonus, use the special ability. 
  During Waning Moon when Attack gets a bonus, use Attack. During Waxing 
  Moon, use either. Basically, you can avoid ever having a penalty to attack,
  and half the time you'll get a bonus.

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(S.03) Section 3: Permanent Characters

All characters in this section will be available for possible use in your
end-game party. Most of these characters are from Final Fantasy IV, but often
have somewhat different stats or abilities compared to the original game. All
statistical data presented below is from Final Fantasy IV: The After Years,
not taken from the original game.

The "Avg. Gain" is the character's growth rate in a stat, based on growths 
from the character's initial level through their chapter's level cap. This
average can then be calculated outward to estimate the character's stats at
level 70 (noted as "Level 70?"). In the case of Cecil, I have also estimated
his level 40 stats, for the sake of comparability with everyone else.

	(P.01)	: Ceodore
	(P.02)	: Cecil
	(P.03)	: Rosa
	(P.04)	: Cid
	(P.05)	: Kain (Hooded Man)*
	(P.06)	: Rydia
	(P.07)	: Luca
	(P.08)	: Yang
	(P.09)	: Ursula
	(P.10)	: Palom
	(P.11)	: Leonora
	(P.12)	: Edge

* These sections have not yet been completed.

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  (P.01) Ceodore 

    Equipment
	Weapons       : Swords, Spears, Bows, Staves, Shields
	Body          : Heavy, Light, Mage
	Head          : Heavy, Light, Mage
	Hands         : Gauntlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 1 	   80 |   10 |    6 |    6 |    5 |    2 |    7
	Level 40	 1624 |  215 |   31 |   29 |   28 |   17 |   31
	Level 50 (cap)	 2799 |  282 |   48 |   38 |   38 |   22 |   38
	Avg. Gain	55.49 | 5.55 | 0.86 | 0.65 | 0.67 | 0.41 | 0.63
	Level 70?	 3909 |  393 |   65 |   51 |   51 |   30 |   50

    Abilities
	White Magic   : Restorative and beneficial magic.
			Cure	  L.1	One/All, minor HP recovery
			Libra	  L.5	One, reveals HP & weaknesses
			Protect	  L.12	One/All, physical defense up
			Raise	  L.14	One, revives with low HP
			Cura	  L.15	One/All, moderate HP recovery
			Esuna	  L.20	One, removes status ailments
			Float	  L.25	One/All, adds Float
			Shell	  L.34	One/All, magic defense up
			Blink	  L.40	One, avoid next two physical attacks
			Reflect	  L.45	One, adds Reflect
			Haste	  L.47	One/All, speed up
			Curaga	  L.49	One/All, superior HP recovery

	Awaken        : Fully heals Ceodore and doubles all stats for three 
			combat turns or until the end of combat. When Awaken
			ends, Ceodore's HP are reduced to less than 10.

    Bands
	Cross Slash (7 MP each, one enemy)
	  Ceodore (Event)	Physical damage which is a little higher than
	  Hooded Man (Event)	  the combined normal attacks of both. This
				  Band cannot be used if Ceodore uses a bow.
	  			Notes: Very useful against tougher enemies,
				  but considering the charge time and MP
				  cost to Ceodore (the Hooded Man doesn't use
				  his MP for anything else), attack-spamming
				  is probably more efficient. This Band is
				  lost once the Hooded Man becomes Kain.

	Cross Slash Prime (20 MP each, one enemy)
	  Ceodore (Attack)	Physical damage which is much higher than
	  Kain (Attack)		  the combined normal attacks of both. This
				  Band cannot be used if Ceodore uses a bow.
	  			Notes: Very useful against tougher enemies,
				  but not really any more damaging than 
				  having Ceodore attack and Kain use Jump.
				  The MP cost is also a bit high. Avoid.

	Divine Heal (28 MP each, all allies)
	  Ceodore (White Magic)	Extreme HP recovery, similar to Curaja but
	  Rosa (Blessing)	  available much sooner.
	  			Notes: This is a great Band before Rosa gains
				  Curaja. Even then, it seems to have a lower
				  charge time than Curaja, and uses less MP
				  from Rosa (at the cost of Ceodore's MP and
				  his turn, though).

	Rocket Launcher (12 MP each, one enemy)
	  Ceodore (Attack)	Deals superior fire damage based on Ceodore's
	  Cid (Analyze)		  attack damage, but a bit higher.
	  			Notes: Would be useful against a boss weak
				  against fire, such as the Curse Dragon at
				  the end of Kain's Challenge Dungeon. 

    Strategy & Notes
	Ceodore is the star of his chapter and is always present, except
	during a brief segment when the player controls Cecil. His chapter
	is the "main story" and ends after completing the Mist Cave. In the
	original version of Final Fantasy IV: The After Years, there was a
	Challenge Dungeon for Ceodore and the Hooded Man at this point. In
	the Wii version of the game, Ceodore's chapter flows seamlessly into
	Kain's chapter, and the items from Ceodore's Challenge Dungeon are
	included in Kain's Challenge Dungeon instead.
	
	Ceodore is neither a white mage, nor a warrior, and thus excels at
	neither. For a "hybrid" character, however, he is quite effective, 
	and with stat-boosting gear can become more focused on fighting or
	magic, if the player wishes.

	His selection of spells is sufficient for providing the party with
	a variety of buffs, and for very efficient spot healing.

	The primary advantage of Ceodore compared to other healers is his
	high speed, meaning that in some situations he may be able to fill
	gaps in healing due to the main healer's slowness.

	As a main healer himself, Ceodore would need to be with an armored
	group which will take low damage. In such a group, his moderate 
	healing abilities would be sufficient, and his fighting skills would
	add to the prowess of the team. Some of his effectiveness as a main
	healer will depend on the spells he gains after level 50, which at
	this point, nobody knows. If he eventually learns Curaja and Arise,
	he would be a very good choice.

	His ability Awaken, while possibly useful during boss battles, is 
	hindered by the dramatic self-inflicted damage when it expires. The
	best tactical use of the ability is to use it when Ceodore is about
	to die, since it fully restores his HP and can buy the player a few
	turns of improved healing (due to the stat boost) to get the party
	back onto their feet and prepared to heal Ceodore when Awaken 
	expires.

	If he were paired with Cecil, and the party were fighting mainly
	enemies who use physical attacks, Awaken could be used liberally.
	Cecil would simply intercept the attacks aimed at Ceodore. Magic
	attack would kill Ceodore quickly in this case, though.

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

  (P.02) Cecil

    Equipment
	Weapons       : Swords, Staves, Shields
	Body          : Heavy, Mage
	Head          : Heavy, Mage
	Hands         : Gauntlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  750 |   80 |   16 |   15 |   16 |   10 |   15
	Level 30 (cap)	 1404 |  125 |   32 |   21 |   30 |   17 |   21
	Avg. Gain	43.60 | 3.00 | 1.07 | 0.40 | 0.93 | 0.47 | 0.40
	Level 40?	 1840 |  155 |   43 |   25 |   39 |   22 |   25
	Level 70?	 3148 |  245 |   75 |   37 |   67 |   36 |   37

    Abilities
	White Magic   : Restorative and beneficial magic.
			Cure	  L.15	One/All, minor HP recovery
			Sight	  L.15	Zooms out world map view
			Libra	  L.15	One, reveals HP & weaknesses
			Cura	  L.15	One/All, moderate HP recovery
			Teleport  L.19	Exit a battle or dungeon
			Esuna	  L.24	One, removes status ailments

	Cover         : Select an ally to cover (other than Cecil himself).
			If the ally is the target of a physical attack, Cecil
			will jump in the way, taking the hit himself. Very
			useful during boss fights.

	Cover Critical: This passive ability is not on his command list. 
			When an ally is in Critical status, Cecil will
			automatically take hits for them, using his Cover
			ability. This does not interrupt his normal use of
			Cover, if you have used it to select someone else.

    Bands
	Holy Blade (20 MP each, one enemy)
	  Cecil (Attack)	Deals superior holy damage based on Cecil's
	  Rosa (White Magic)	  attack damage, but a bit higher.
	  			Notes: Would be useful against a boss weak
				  against holy, but there are none in
				  Cecil's segment. You'll need Rosa to be
				  healing, anyway.

	Machine Break (7 MP each, one enemy)
	  Cecil (Attack)	Physical damage a bit higher than the normal
	  Cid (Analyze)	 	 attacks of both.
	  			Notes: Supposedly does additional damage
				  against machine enemies, but as far as I
				  can tell there aren't any available for
				  Cecil to fight, so I can't test this. Just
				  have Cecil and Cid attack, Cecil doesn't
				  need to be slowed down waiting for Cid to
				  charge up for this. Avoid this Band.

    Strategy & Notes
	Cecil is present during a segment of Ceodore's chapter in which the
	player controls Cecil, and eventually Rosa and Cid. This segment is
	short, and when it finishes the player resumes control of Ceodore.

	Cecil is an effective warrior, and a poor healer. His healing will be
	mainly useful in recovery after a fight. If his segment is played
	through quickly, his healing will be almost necessary to defeat the
	battle sequence he faces at the end of his segment. If his group has
	reached or surpassed level 20, though, the battle sequence will be
	easier and his healing will probably not be needed.

	Cecil's armor makes a great upgrade for Ceodore, but the player may
	want to equip Cecil with some old armor from Ceodore's inventory.
	The inventory list is shared between them, so all you need to do is
	make sure to have a set of armor (perhaps from Biggs and Wedge) in
	the bag to swap out. Cecil's sword can be used by only Cecil (and
	Kain during a very brief moment in his fight against his evil form, 
	but it's pointless), so leave it on him.

	Currently, it's unknown whether leveling Cecil to 30 will have any
	impact on future chapters. If Cecil is to return as a playable
	character (which I am assuming, given his inclusion as a permanent
	character on my list) in the final chapters, it would be fair to
	assume he will return at a higher, preset level (as Rosa and Cid do
	when you acquire them at the end of Kain's chapter).

	NOTE: Due to his level cap being only 30, Cecil's "Avg. Gain" for HP
	and MP are less than they should be, compared to other characters who
	cap at level 40. Since HP and MP gains increase as level increases, 
	Cecil's average does not benefit from the higher gains of levels 31
	through 40. Thus, his estimated level 40 and level 70 HP and MP are
	likely substantially lower than they should be.

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

  (P.03) Rosa

    Equipment
	Weapons       : Bows, Staves
	Body          : Light, Mage
	Head          : Light, Mage
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  320 |  180 |   12 |   11 |    9 |   11 |   22
	Level 30 (cap)	  984 |  309 |   24 |   17 |   18 |   14 |   37
	Level 30*	  930 |  250 |   24 |   17 |   18 |   14 |   37
	Level 40	 1571 |  333 |   30 |   23 |   24 |   16 |   48
	Level 50 (cap)	 2415 |  415 |   36 |   28 |   30 |   18 |   58
	Avg. Gain	59.86 | 6.71 | 0.69 | 0.49 | 0.60 | 0.20 | 1.03
	Level 70?	 3612 |  549 |   50 |   38 |   42 |   22 |   79

			* This set of level 30 stats are what Rosa has when
			she rejoins Ceodore at the end of Kain's chapter.

    Abilities
	White Magic   : Restorative and beneficial magic.
			Hold	  L.15	One, adds Paralyze
			Libra	  L.15	One, reveals HP & weaknesses
			Sight	  L.15	Zooms out world map view
			Protect	  L.15	One/All, physical defense up
			Slow	  L.15	One/All, decreases speed
			Cure	  L.15	One/All, minor HP recovery
			Raise	  L.15	One, revives with low HP
			Cura	  L.15	One/All, moderate HP recovery
			Esuna	  L.18	One, removes status ailments
			Berserk	  L.20	One, adds Berserk
			Teleport  L.21	Exit a battle or dungeon
			Blink	  L.23	One, avoid next two attacks
			Confuse	  L.24	One, adds Confuse
			Shell	  L.29	One/All, magic defense up
			Curaga	  L.30	One/All, superior HP recovery
			Mini	  L.30	One, adds/removes Mini
			Silence	  **	One/All, adds Mute
			Dispel	  L.33	One, removes all status effects
			Haste	  L.36	One/All, speed up
			Float	  L.38	One/All, adds Float
			Reflect   L.40	One, adds Reflect
			Curaja	  L.45	One/All, extreme HP recovery

			** Silence is not learned by Rosa as of level 30 if 
			she is leveled during Cecil's segment of Ceodore's
			chapter. When she rejoins Ceodore at the end of
			Kain's chapter, however, she knows it. Strange? Yes.

	Blessing      : Recovers HP and MP for the entire party. The amount
			recovered seems to be based on Rosa's Spirit. The HP
			portion is somewhere in between Cure and Cura, and
			the MP portion seems to be about 10% of the HP cured.
			This ability doesn't always work, though considering
			the MP recovery, one can refresh a party easily with
			a little patience (see strategy below).

	Aim	      : Requires a bow to be equipped. After a charge time,
			Rosa attacks an enemy with 100% accuracy. Since this
			is a bow ability, it can be used from the back row
			without penalty.

    Bands
	Divine Heal (28 MP each, all allies)
	  Ceodore (White Magic)	Extreme HP recovery, similar to Curaja but
	  Rosa (Blessing)	  available much sooner.
	  			Notes: This is a great Band before Rosa gains
				  Curaja. Even then, it seems to have a lower
				  charge time than Curaja, and uses less MP
				  from Rosa (at the cost of Ceodore's MP and
				  his turn, though).

	Holy Blade (20 MP each, one enemy)
	  Cecil (Attack)	Deals superior holy damage based on Cecil's
	  Rosa (White Magic)	  attack damage, but a bit higher.
	  			Notes: Would be useful against a boss weak
				  against holy, but there are none in
				  Cecil's segment. You'll need Rosa to be
				  healing, anyway.

	X-Chaser (12 MP each, one enemy)
	  Rosa (Aim)		Strong physical damage, may cause instant
	  Cid (Analyze)	  	  death to the enemy. Requires Rosa to be
				  using a bow.
	  			Notes: Cid and Rosa are both pretty slow, so
				  if you don't need Rosa to heal, and she has
				  a bow, why not let them work together to do
				  a strong attack? This Band's a good choice,
				  but likely only during Kain's Challenge
				  Dungeon, since most people probably will
				  not use Cid in the later chapters.

	Saint Dive (30 MP each, all enemies)
	  Rosa (White Magic)	Hits all enemies with Kain's Jump attack. May
	  Kain (Jump)		  be doing Holy damage, will need to check.
				  Damage is similar to Kain's normal Jump.
	  			Notes: Very useful for clearing out large
				  enemy groups, but the MP cost is very high.
				  If you're loaded up with Tents or Cottages,
				  use this to help grind up to the level cap,
				  but it's MP cost makes it a poor choice for
				  most situations, unfortunately.

    Strategy & Notes
	Rosa joins Cecil during his segment in Ceodore's chapter, and then 
	joins Ceodore during Kain's chapter at the end of the chapter. She is
	present during Kain's Challenge Dungeon, also.

	Rosa's level cap during Cecil's segment is 30, and during that time
	any levels gained by Rosa are only for the purpose of making the end
	battles of Cecil's segment easier. Her levels and equipment do not
	carry forward into Kain's chapter when she rejoins.
	
	When Rosa rejoins, she is automatically level 30, with a new set of
	equipment. As you can see on the stats table above, her MP is much
	lower than it would have been at level 30 during Cecil's segment,
	and her HP is slightly lower also. The HP difference is small enough
	to blame on the random nature of HP gains, but the MP difference is
	rather unfortunate, since she clearly deserves more.

	Rosa generally has two strategies: Focus her as a healer, or make her
	capable of healing and some battle offense. The main difference is in
	the items you equip. If she uses a bow, and armors that improve her
	speed and strength, she can be a competant attacker. If she uses a
	staff, and armors that improve her spirit, she will be a better main
	healer. For someone who wishes to micro-manage, carry two sets of
	equipment for Rosa, and use the bow and strength armors during random
	fights, and before a boss switch to the staff and spirit armors.

	Blessing is a great skill, in my opinion. Although it doesn't always
	work, one can quickly replenish an entire party's HP and MP with a
	bit of patience. The idea is to find a random battle with a large
	number of weak enemies (as opposed to a small number of strong ones).
	Kill all the enemies but one, then hit it with Slow, Hold, or Stop. 
	Use Haste on Rosa, and then just sit and use Blessing repeatedly
	as much as you like. She's like having a tent with legs!

	Aim is less useful for random battles than in the original Final
	Fantasy IV, since in The After Years, you cannot set the game to
	remember your cursor position, so you have to select it manually
	each time (instead of just button mashing your way through random
	battles). However, because it is a special ability, it gives Rosa
	"Moon-Proof Attack" (see Section 2: Notes and Q&A (S.02)). That's
	a big benefit for a healer.

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

  (P.04) Cid

    Equipment
	Weapons       : Hammers, Axes, Bows, Shields
	Body          : Heavy
	Head          : Heavy
	Hands         : Gauntlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  680 |   15 |   18 |    7 |   21 |    5 |    5
	Level 30 (cap)	 1520 |   15 |   27 |   13 |   32 |    5 |    5
	Level 30*	 1650 |   55 |   27 |   13 |   32 |    5 |    5
	Level 40	 2417 |   78 |   47 |   16 |   44 |    9 |    8
	Level 50 (cap)	 3196 |  102 |   65 |   21 |   52 |   12 |   10
	Avg. Gain	71.89 | 2.49 | 1.34 | 0.40 | 0.89 | 0.20 | 0.14
	Level 70?	 4634 |  152 |   92 |   29 |   70 |   16 |   13

    Abilities
	Analyze       : Displays the enemy's current and maximum HP, and
			any elemental weaknesses. It's just like the spell
			Libra, except with no MP cost.

	Risk Strike   : A low-accuracy attack, but if it hits, it's an
			automatic critical hit. 

    Bands
	Rocket Launcher (12 MP each, one enemy)
	  Ceodore (Attack)	Deals superior fire damage based on Ceodore's
	  Cid (Analyze)		  attack damage, but a bit higher.
	  			Notes: Would be useful against a boss weak
				  against fire, such as the Curse Dragon at
				  the end of Kain's Challenge Dungeon. 

	Machine Break (7 MP each, one enemy)
	  Cecil (Attack)	Physical damage a bit higher than the normal
	  Cid (Analyze)	 	 attacks of both.
	  			Notes: Supposedly does additional damage
				  against machine enemies, but as far as I
				  can tell there aren't any available for
				  Cecil to fight, so I can't test this. Just
				  have Cecil and Cid attack, Cecil doesn't
				  need to be slowed down waiting for Cid to
				  charge up for this. Avoid this Band.

	X-Chaser (12 MP each, one enemy)
	  Rosa (Aim)		Strong physical damage, may cause instant
	  Cid (Analyze)	  	  death to the enemy. Requires Rosa to be
				  using a bow.
	  			Notes: Cid and Rosa are both pretty slow, so
				  if you don't need Rosa to heal, and she has
				  a bow, why not let them work together to do
				  a strong attack? This Band's a good choice,
				  but likely only during Kain's Challenge
				  Dungeon, since most people probably will
				  not use Cid in the later chapters.

	Aiming Trust (12 MP each, one enemy)
	  Cid (Analyze)		A physical attack which seems to be roughly
	  Kain (Attack)		  equal to Kain's Jump attack in damage. May
				  cause instant-death to the enemy.
	  			Notes: Why wouldn't you just have Kain Jump
				  for no MP cost, and have Cid attack? The
				  instant-death chance doesn't seem worth it,
				  since most enemies would die from one or
				  two regular attacks anyway. This might be
				  more useful in later chapters, though.

    Strategy & Notes
	Cid joins Cecil during his segment in Ceodore's chapter, and then 
	joins Ceodore during Kain's chapter at the end of the chapter. He is
	present during Kain's Challenge Dungeon, also. 

	Cid's level cap during Cecil's segment is 30, and during that time
	any levels gained by Cid are only for the purpose of making the end
	battles of Cecil's segment easier. His levels and equipment do not
	carry forward into Kain's chapter when he rejoins. Interestingly,
	during this time Cid gains no MP, and has no improvements in his
	Intellect or Spirit.
	
	When Cid rejoins, he is automatically level 30, with a new set of
	equipment. As you can see on the stats table above, his MP is much
	higher than it would have been at level 30 during Cecil's segment,
	and his HP is slightly higher, enough so that it cannot be blamed on
	the random nature of HP gains.

	Cid hits hard and can take a lot of damage, but his speed is so poor
	that Ceodore and Kain get two attacks for every one of Cid's, meaning
	that Cid is doing half as much damage as either of them. His low
	speed also hinders his attack and defense. Most of the time, random
	battles can be finished entirely before Cid even has an opportunity
	to act. Yikes.

	Analyze is useless here, because Ceodore, Cecil, and Rosa all have
	Libra. It's too bad they didn't give him the ability he had in the
	Nintendo DS version of Final Fantasy IV, which made him able to use
	elemental-damage items to make his physical attacks do elemental 
	damage... at least then he'd be able to be a boss-killer.

	Risk Strike is, as it says, risky. Most of the time it just misses, 
	but when it hits, it hits hard. Over time, the bonus damage and the
	times when it misses more or less balance out to making Risk Strike
	roughly equal to just attacking. The key point of Risk Strike is that
	it's a special ability, which means it gives Cid "Moon-Proof Attack" 
	(see Section 2: Notes and Q&A (S.02)). However, considering Cid's
	terrible speed, wasting his turn missing with Risk Strike is painful.
	You're probably better off just attacking even if you have a moon
	penalty on Attack.

	My only hope for Cid is that in the later chapters, he has a useful
	Band with Luca that can make up for his poor performance otherwise.
	If he doesn't, his main use in the game will be warming the bench.

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

  (P.05) Kain (Hooded Man)

    Equipment
	Weapons       : Swords, Spears, Axes, Shields
	Body          : Heavy, Light
	Head          : Heavy, Light
	Hands         : Gauntlets

    Statistics
      Hooded Man	HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  600 |   20 |   19 |   18 |   18 |    7 |   16
	Level 40	      |      |      |      |      |      |     
	Level 50 (max)	      |      |      |      |      |      |     
	Avg. Gain	      |      |      |      |      |      |     

      Holy Dragoon	HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  600 |   20 |   21 |   18 |   18 |   14 |   16
	Level 40	 2948 |  151 |   46 |   32 |   38 |   25 |   32
	Level 50 (cap)	 4036 |  206 |   57 |   40 |   47 |   28 |   37
	Avg. Gain	98.17 | 5.31 | 1.09 | 0.63 | 0.83 | 0.60 | 0.60
	Level 70?	 5999 |  312 |   79 |   53 |   64 |   40 |   49

    Abilities
	White Magic   : Restorative and beneficial magic.
			Cure	  L.15	One/All, minor HP recovery
			Cura	  L.15	One/All, moderate HP recovery
			Esuna	  L.15	One, removes status ailments
			Teleport  L.15	Exit a battle or dungeon
			Haste	  L.15	One/All, speed up
			Blink	  L.15	One, avoid next two attacks
			Hold	  L.15	One, adds Paralyze

	Jump          : Leap into the air and land on an enemy for greater-
			than-normal physical damage. The bonus damage is much
			greater if a spear is equipped, so one should always
			use a spear with Kain, even if a better sword or axe
			is available.

    Bands
	Cross Slash (7 MP each, one enemy)
	  Ceodore (Event)	Physical damage which is a little higher than
	  Hooded Man (Event)	  the combined normal attacks of both. This
				  Band cannot be used if Ceodore uses a bow.
	  			Notes: Very useful against tougher enemies,
				  but considering the charge time and MP
				  cost to Ceodore (the Hooded Man doesn't use
				  his MP for anything else), attack-spamming
				  is probably more efficient. This Band is
				  lost once the Hooded Man becomes Kain.

	Cross Slash Prime (20 MP each, one enemy)
	  Ceodore (Attack)	Physical damage which is much higher than
	  Kain (Attack)		  the combined normal attacks of both. This
				  Band cannot be used if Ceodore uses a bow.
	  			Notes: Very useful against tougher enemies,
				  but not really any more damaging than 
				  having Ceodore attack and Kain use Jump.
				  The MP cost is also a bit high. Avoid.

	Saint Dive (30 MP each, all enemies)
	  Rosa (White Magic)	Hits all enemies with Kain's Jump attack. May
	  Kain (Jump)		  be doing Holy damage, will need to check.
				  Damage is similar to Kain's normal Jump.
	  			Notes: Very useful for clearing out large
				  enemy groups, but the MP cost is very high.
				  If you're loaded up with Tents or Cottages,
				  use this to help grind up to the level cap,
				  but it's MP cost makes it a poor choice for
				  most situations, unfortunately.

	Aiming Trust (12 MP each, one enemy)
	  Cid (Analyze)		A physical attack which seems to be roughly
	  Kain (Attack)		  equal to Kain's Jump attack in damage. May
				  cause instant-death to the enemy.
	  			Notes: Why wouldn't you just have Kain Jump
				  for no MP cost, and have Cid attack? The
				  instant-death chance doesn't seem worth it,
				  since most enemies would die from one or
				  two regular attacks anyway. This might be
				  more useful in later chapters, though.

    Strategy & Notes
	Kain joins Ceodore as the Hooded Man after Ceodore's airship crash-
	lands, and remains with Ceodore for the rest of his chapter, and 
	is the main character of his own chapter which immediately follows
	Ceodore's in the "main story".
	
	Until the end of Kain's chapter, he is under the guise of the Hooded
	Man, and does not have access to his White Magic or Jump. During a
	story event at the end of Kain's Chapter, he gains access to Jump,
	and after the story event is over he has access to White Magic. When
	he becomes a Holy Dragoon, Kain gains a permanent base stat increase
	of +2 Strength and +7 Intellect.

	During an experiment, I completed the chapter using only Ceodore, and
	kept the Hooded Man in KO status at all times. During the brief part
	of the Mist Cliff wherein he is alone, I ran from the two battles I
	encountered. This enabled me to complete the chapter with the Hooded
	Man at his starting level of 15, and converted into a level 15 Holy
	Dragoon. My hope was to determine what level he acquires his spells,
	and to my surprise, he began with all of them even at level 15.

	Interestingly, the Holy Dragoon has much higher HP and MP gains when
	compared to the Hooded Man. Since items exist in the game which can
	provide permanent boosts to HP and MP, however, this is not anything
	worth restarting the chapter over, unless you just want to have Kain
	with the highest "natural" HP and MP possible.

	Level 40 and 50 stats for the Hooded Man will be available soon, to 
	provide comparison versus the Holy Dragoon.

	Generally, Kain's White Magic is weak for healing, but importantly,
	he has Haste and Blink, two very excellent buffs for your party. This
	makes his White Magic notably better than Cecil's, since he can help
	the main healer with buffs at the beginning of a tough boss fight.

	Jump is, as one might expect, a powerful special ability. In addition
	to making Kain have "Moon-Proof Attack" (see Section 2: Notes and Q&A
	(S.02)), while in the air he cannot be affected by enemies (though he
	will also miss out on any effects from allies), and the attack deals
	additional damage if he is using a spear. Kain proves that in the
	world of Final Fantasy IV, white men CAN Jump. Ha-ha. Lame joke.

	Sadly, his two useful Bands both suck up his MP quickly, limiting
	their potential. Even so, Kain has high stats, and is fast, so he
	can kill enemies rapidly even if just attacking.

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

  (P.06) Rydia

    Equipment
	Weapons       : Whips, Rods, Daggers
	Body          : Light, Mage
	Head          : Light, Mage
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  330 |  175 |    8 |   11 |    7 |   19 |   14
	Level 40 (cap)	 1277 |  406 |   21 |   21 |   20 |   39 |   36
	Avg. Gain	37.88 | 9.24 | 0.52 | 0.40 | 0.52 | 0.80 | 0.88
	Level 70?	 2413 |  683 |   37 |   33 |   36 |   63 |   62

    Abilities
	Black Magic   : Damaging and debilitating magic.
			Fire	  L.15	One/All, minor fire damage
			Blizzard  L.15	One/All, minor ice damage
			Thunder	  L.15	One/All, minor thunder damage
			Sleep	  L.15	One/All, adds Sleep
			Poison	  L.15	One/All, adds Poison
			Stop	  L.15	One, adds Paralyze
			Toad	  L.15	One/All, adds/removes Toad
			Warp	  L.15	Escape battle, or move up one floor
			Fira	  L.15	One/All, moderate fire damage
			Blizzara  L.15	One/All, moderate ice damage
			Thundara  L.15	One/All, moderate thunder damage
			Pig	  L.20	One/All, adds/removes Pig
			Osmose	  L.26	One, reduces MP and restores caster's
			Bio	  L.32	One/All, non-elemental damage, Sap
			Drain	  L.36	One, reduces HP and restores caster's
			
	Summon	      : Calls an Eidolon to create an effect.
			Goblin		From "Goblin" rare dropped item
			  One enemy, weak physical attack
			Cockatrice	From "Cockatrice" rare dropped item
			  One enemy, physical attack, adds Petrify (partial)
			Mindflayer	From "Mindflayer" rare dropped item
			  One enemy, physical attack, adds Paralyze, Sap
			Bomb		From "Bomb" rare dropped item
			  One enemy, superior fire damage

    Bands
	Lightning Brain Buster (7 MP each, one enemy)
	  Rydia (Black Magic)	Deals superior thunder damage based on Luca's
	  Luca (Attack)		  attack damage, but a bit higher.
	  			Notes: Would be useful against a boss weak
				  against lightning, but there are none in
				  Rydia's chapter. Generally better to have
				  Luca attack or Big Throw while Rydia uses
				  magic.

    Strategy & Notes
	Rydia is the star of her chapter and is always present.

	In the original Final Fantasy IV, Rydia was both a summoner and a
	black mage. However, due to the events of The After Years, her usual
	summoning abilities have been blocked, so she can only use black
	magic. There are four summon spells she can obtain from items dropped
	by enemies, however, but this requires a substantial time commitment
	since the drop rates of the items are very low. She is perfectly
	capable of completing her chapter without them, so it's up to the
	player's discretion whether or not they wish to hunt for them. In my
	opinion, it's not worth it, her black magic is fine and she will
	likely regain her other (read: much more useful) summons in later
	chapters, rendering the time spent on the dropped summons wasted.

	In her chapter, Rydia has three interesting combat options. The best
	is probably to equip rods and focus on improving her Intellect for
	more potent Black Magic. The player might also choose to use a whip
	for better random battle attack-spamming (whips can be used without
	penalty from the back row, and can paralyze the enemy), or use a
	Dancing Dagger (available from Kokkol's forge), which can cause good
	damage when used as an item in battle.

	Once she obtains the Osmose spell, life becomes easier. Particularly,
	enemies of the Lamia type are vulnerable to Stop, and have a nice 
	pool of MP which Rydia can Osmose out of them. Battles with a Lamia 
	quickly become like a visit to the gas station, you just take a 
	moment and fill up, then move on.

	When Rydia gains Bio, the chapter becomes quite easy. Unlike most of
	her spells, Bio has an extremely short casting time, and does very
	good damage. 

	Rydia's primary weakness is that she has poor defense and HP, and
	since the only healer in her chapter (Brina) is unreliable and can't
	heal outside of combat, stock up on lots of potions.

	One should also take full advantage of healing pots in Rydia's
	chapter, for easy leveling (free maximum HP and MP). There is a
	healing pot located in the back entrance of the Dwarven Castle, and
	a healing pot in the Agart Mines on the surface. I recommend hanging
	out at the dwarven castle healing pot until the entire party is at
	least level 20 and you have bought 99 Potions and 99 Hi-Potions, just
	for safety. The healing pot in the Agart Mines is a great place to
	get Rydia and Luca up to level 30, or beyond with some patience.

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

  (P.07) Luca

    Equipment
	Weapons       : Hammers, Axes, Bows, Shields
	Body          : Heavy, Light
	Head          : Heavy, Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 10	  400 |   25 |   15 |    8 |   16 |    4 |    4
	Level 40 (cap)	 2208 |   88 |   48 |   23 |   44 |    4 |    4
	Avg. Gain	60.27 | 2.10 | 1.10 | 0.50 | 0.93 | 0.00 | 0.00
	Level 70?	 4016 |  151 |   81 |   38 |   72 |    4 |    4

    Abilities
	Analyze       : Displays the enemy's current and maximum HP, and
			any elemental weaknesses. It's just like the spell
			Libra, except with no MP cost.

	Big Throw     : A regular physical attack that can be used from the
			front or back row without penalty. The game claims it
			does higher-than-usual damage, but it doesn't.

    Bands
	Lightning Brain Buster (7 MP each, one enemy)
	  Rydia (Black Magic)	Deals superior thunder damage based on Luca's
	  Luca (Attack)		  attack damage, but a bit higher.
	  			Notes: Would be useful against a boss weak
				  against lightning, but there are none in
				  Rydia's chapter. Generally better to have
				  Luca attack or Big Throw while Rydia uses
				  magic.

	Go! Calcabrina!	(10 MP each, all enemies)
	  Calca (Jive)		Deals moderate physical, fire, and thunder 
	  Brina (Dance)		  damage (three separate attacks).
	  Luca (Analyze)	Notes: Very effective, if the party doesn't 
				  need Brina to be healing. Slow charge time
				  reduces it's efficiency, though.

    Strategy & Notes
	Luca joins shortly after the start of Rydia's chapter, and remains
	with Rydia for the rest of her chapter.

	A powerful physical attacker, Luca can choose to remain in the front
	row to benefit her Attack, or can fight from the back row using her
	Big Throw ability. If she remains in the front row, she benefits from
	"Moon-Proof Attack" (see Section 2: Notes and Q&A (S.02)). If the 
	player acquires a Tomahawk for her from Kokkol while still in the 
	underworld, she can also Attack from the back row without penalty,
	meaning she also has back-row "Moon-Proof Attack".

	While Calca and Brina are present, their defense is much lower than
	Luca, so it's generally best to put both of them (and Rydia) in the
	back row and use Luca in the front row. Once the group has left the
	underworld and it's just Luca and Rydia, stick Luca in the back row
	with the Tomahawk.

	For an easy Tomahawk, just collect 4 Kokkol Ores (there are 12 in the
	underworld, so this should be easy) and loot the Battle Axe from a
	chest in the Sealed Cave. You can exit the Sealed Cave and get the
	Tomahawk right away, or, just wait until after you finish the Sealed
	Cave, you don't need to leave the underworld immediately.

	In Rydia's chapter, Analyze is actually a decent ability, since there
	are no characters with White Magic around to use Libra. 

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

  (P.08) Yang

    Equipment
	Weapons       : Claws
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  600 |   20 |   17 |   11 |   20 |    4 |    5
	Level 40 (cap)	 2854 |   83 |   50 |   24 |   48 |    8 |   15
	Avg. Gain	90.16 | 2.52 | 1.32 | 0.52 | 1.12 | 0.16 | 0.40
	Level 70?	 5559 |  159 |   90 |   40 |   82 |   13 |   27

    Abilities
	Focus	      : At the cost of some charge time, Yang deals
	  (n/a)		additional damage to a single enemy. NOTE: The game
			does not indicate that Focus is affected by moon
			phases, but since it is just an augmented "attack",
			it seems logical that it inherits the benefits or
			penalties applied to "attack" during moon phases.

	Kick          : After a charge time, Yang attacks all enemies. This
	  (Attack)	attack does less damage than his normal attack, but
			is very useful for clearing out weak enemies.

	Cover Counter : Select an ally to cover (other than Yang himself).
	  (n/a)		If the ally is the target of a physical attack, Yang
			will jump in the way, taking the hit himself, and
			countering with a normal attack of his own. Very
			useful during boss fights. NOTE: The game does not 
			indicate that Cover Counter is affected by moon
			phases, but it seems logical that the damage of the
			counter-attack, since it is just a basic "attack",
			inherits the benefits or penalties applied to 
			"attack" during moon phases.

    Bands
	Five Star Crimson Palm (9 MP each, one enemy)
	  Yang (Attack)		A very strong physical attack, Basically as 
	  Ursula (Tenketsu)	  potent as the two abilities used to cause
				  it, but seems slightly stronger. Reduces
				  the enemy's speed. May cause instant-death
				  to the enemy.
				Notes: Possibly good, but only if the timing
				  is such that Ursula is not stuck waiting 
				  for Yang to charge up. The main benefit is
				  the debuff to the enemy's speed, which in
				  Yang's chapter, cannot be accomplished by
				  Yang or Ursula any other way aside from 
				  using a Spider Silk.

	Twin Wing Frenzy (6 MP each, one enemy)
	  Yang (Event)		A strong physical attack, slightly more 
	  Ursula (Event)	  potent than two separate attacks.
				Notes: Possibly good, but only if the timing
				  is such that Ursula is not stuck waiting 
				  for Yang to charge up.

    Strategy & Notes
	Yang is the star of his chapter and is always present, except during
	the Adamant Isle Forest when he and Ursula operate separately.

	Although somewhat slow, Yang hits hard, and can take a beating. His
	combat mechanic is unique in that by switching out his claws in the
	middle of a fight, the player can change what elemental damage or 
	status effect will be added to his attacks, including Focus and Kick.
	This provides a great deal of flexibility and enables Yang to easily
	strike his enemy's weak point if the player knows what it is.

	Focus is a powerful skill, but due to the charge time, it may work out
	that Yang would do more damage over time just attacking. Even if that
	were the case, Focus is still very useful against enemies who counter-
	attack, since Yang can get a larger hit per enemy counter. According
	to one report, this ability is not counter-attacked by enemies who 
	are able to do so. I'll need to test it.

	Cover Counter, however, is an excellent ability, since it enables
	Yang to get in a few extra hits on the enemy, at the cost of his HP,
	which are high enough to endure the extra hits. During Yang's chapter
	this should be used on Ursula to help her stay alive, and she can use
	Chakra if needed to heal Yang.

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

  (P.09) Ursula

    Equipment
	Weapons       : Claws
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 12	  360 |   21 |   13 |   14 |   12 |    4 |    7
	Level 40 (cap)	 1955 |   94 |   41 |   32 |   34 |   12 |   26
	Avg. Gain	56.96 | 2.61 | 1.00 | 0.64 | 0.79 | 0.29 | 0.68
	Level 70?	 3664 |  172 |   71 |   51 |   58 |   21 |   46

    Abilities
	Kick          : After a charge time, Ursula attacks all enemies. This
	  (Attack)	attack does less damage than her normal attack, but 
			is very useful for clearing out weak enemies.

	Tenketsu      : At the cost of some charge time, Ursula attacks a
			single enemy. This attack might deal normal damage,
			might deal improved damage, might be changed to the 
			enemy's elemental weakness, or might have an instant-
			death effect. The benefit of this ability seems to 
			be random, but generally useful.

	Chakra	      : Ursula quickly unleashes a moderate heal to a single
			ally (or herself), which also removes some status
			ailments. The amount healed seems similar to Cura.

    Bands
	Five Star Crimson Palm (9 MP each, one enemy)
	  Yang (Attack)		A very strong physical attack, Basically as 
	  Ursula (Tenketsu)	  potent as the two abilities used to cause
				  it, but seems slightly stronger. Reduces
				  the enemy's speed. May cause instant-death
				  to the enemy.
				Notes: Possibly good, but only if the timing
				  is such that Ursula is not stuck waiting 
				  for Yang to charge up. The main benefit is
				  the debuff to the enemy's speed, which in
				  Yang's chapter, cannot be accomplished by
				  Yang or Ursula any other way aside from 
				  using a Spider Silk.

	Twin Wing Frenzy (6 MP each, one enemy)
	  Yang (Event)		A strong physical attack, slightly more 
	  Ursula (Event)	  potent than two separate attacks.
				Notes: Possibly good, but only if the timing
				  is such that Ursula is not stuck waiting 
				  for Yang to charge up.

    Strategy & Notes
	Ursula joins early in Yang's chapter, and remains available for most
	of the rest of the chapter, except during the invasion of Fabul, and 
	the Adamant Isle Forest when she and Yang operate separately.

	Ursula is tough, strong, and fast, able to hit hard and quick. Her
	combat mechanic is unique in that by switching out her claws in the
	middle of a fight, the player can change what elemental damage or 
	status effect will be added to her attacks, including Kick and 
	Tenketsu (though Tenketsu's effect may over-ride the element, but
	this would always be in the player's favor if it does). This provides
	a great deal of flexibility and enables Ursula to easily strike her 
	enemy's weak point if the player knows what it is.

	Chakra would also be an excellent pinch-heal in a full party, and
	Ursula has the Spirit to make it potent. Presumably, there may be
	equipment available to her later which will improve her Spirit, in
	addition to improvements to her physical stats.

	Tenketsu is a very good ability, although somewhat random in effect.
	The overall damage potential of the ability is superior to a normal
	attack (if you average the "normal damage" instances with the higher
	damage occurrences), though of course it has a charge time. The most
	important benefit is that it gives Ursula "Moon-Proof Attack" (see 
	Section 2: Notes and Q&A (S.02)). Sadly, she doesn't learn it until
	the end of Yang's chapter, but she can use it during the Challenge
	Dungeon, and presumably the later chapters of the game.

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

  (P.10) Palom

    Equipment
	Weapons       : Rods, Bows, Daggers
	Body          : Light, Mage
	Head          : Light, Mage
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 13	  300 |  170 |   10 |    9 |    7 |   20 |   10
	Level 40 (cap)	 1460 |  409 |   22 |   17 |   23 |   47 |   16
	Avg. Gain	42.96 | 8.85 | 0.44 | 0.30 | 0.59 | 1.00 | 0.22
	Level 70?	 2749 |  674 |   35 |   26 |   41 |   77 |   23

    Abilities
	Black Magic   : Damaging and debilitating magic.
	  (Black)	Fire	  L.13	One/All, minor fire damage
			Blizzard  L.13	One/All, minor ice damage
			Thunder	  L.13	One/All, minor thunder damage
			Sleep	  L.13	One/All, adds Sleep
			Poison	  L.13	One/All, adds Poison
			Pig	  L.13	One/All, adds/removes Pig
			Blizzara  L.13	One/All, moderate ice damage
			Fira	  L.13	One/All, moderate fire damage
			Thundara  L.13	One/All, moderate thunder damage
			Break	  L.13	One/All, adds Petrify (instant death)
			Warp	  L.19	Escape battle, or move up one floor
			Toad	  L.22	One/All, adds/removes Toad
			Osmose	  L.25	One, reduces MP and restores caster's
			Drain	  L.29	One, reduces HP and restores caster's
			Bio	  L.30	One/All, non-elemental damage, Sap
			Stop	  L.32	One, adds Paralyze

	Bluff         : Reduces the stats of all enemies a bit, and increases
			Palom's Intellect. Both effects are temporary. The
			benefit of this ability is to make Palom's Black
			Magic more powerful due to the Intellect buff.

    Bands
	A Little Black Magic (10 MP each, all enemies)
	  Palom (Bluff)		Casts a random elemental magic spell, from 
	  Leonora (Black Magic)	  Fire, Blizzard, or Thunder, ranging from
				  the most basic spell to -ra or -ga spells.
				  Sometimes it will cast Leonora's initial
				  training version of the elemental spells,
				  for very weak damage.
				Notes: Not bad in random battles, the MP cost
				  is reasonable for -ra spells and good for
				  -ga spells, but poor if it uses a lower
				  spell. Palom can keep up with the MP cost
				  of this better than Leonora can, however.

	Particle Bomb (20 MP each, one enemy)
	  Palom (Event)		Superior non-elemental damage, looks like 
	  Leonora (Event)	  Palom casts Fira and Leonora casts Blizzara
				  but none of the damage is elemental.
				Notes: Very good against bosses, and seems to
				  do very good damage. Useful since it's non-
				  elemental.

    Strategy & Notes
	Palom is the star of his chapter and is always present.

	Although he can be leveled before entering Troia Castle, the
	overworld enemies don't give very high experience compared to those
	in the Tower of Trials. It's best to just pick up Leonora and head to
	the tower. The tower contains healing pots on several floors which
	restore all HP and MP for free. Particularly, hang out on the bottom
	floor for awhile, since every enemy encountered there is vulnerable
	to fire. This makes the random battles a snap - just use Fire, over
	and over, for both characters, and you can get to level 20 rapidly.

	Bluff is not a particularly useful ability. The debuff to enemy stats
	is minor, and Palom does great damage with his spells without it, but
	it stacks up to three times, so it might be useful against bosses.
	The trick will be considering whether or not the improved damage over
	the remainder of the battle totals higher than the damage lost using
	three turns to use Bluff repeatedly. In a short boss battle, this is
	probably not a good ability to use, but in a long battle, go for it.

	Sadly, Palom doesn't learn any new magic beyond level 32, but like
	Rydia in her chapter, Palom's Bio pretty much shreds enemies. 

	A Little Black Magic seems to be unpredictable, but Particle Bomb is 
	very powerful. It may be useful in the later chapters, though it's
	not so good to use against the boss of Palom's Challenge Dungeon.

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

  (P.11) Leonora

    Equipment
	Weapons       : Staves, Rods, Bows
	Body          : Light, Mage
	Head          : Light, Mage
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 3 	  110 |   30 |    5 |    3 |    4 |    5 |    8
	Level 40 (cap)	 1329 |  296 |   31 |   18 |   21 |   24 |   42
	Avg. Gain	32.95 | 7.19 | 0.70 | 0.41 | 0.46 | 0.51 | 0.92
	Level 70?	 2318 |  512 |   52 |   30 |   35 |   39 |   70

    Abilities
	White Magic   : Restorative and beneficial magic.
	  (White)	Cure	  L.3	One/All, minor HP recovery
			Raise	  L.3	One, revives with low HP
			Teleport  L.3	Exit a battle or dungeon
			Esuna	  L.3	One, removes status ailments
			Libra	  L.5	One, reveals HP & weaknesses
			Sight	  L.8	Zooms out world map view
			Hold	  L.11	One, adds Paralyze
			Cura	  L.12	One/All, moderate HP recovery
			Slow	  L.13	One/All, decreases speed
			Protect	  L.17	One/All, physical defense up
			Silence	  L.19	One/All, adds Mute
			Berserk	  L.23	One/All, adds Berserk
			Shell	  L.25	One/All, magic defense up
			Mini	  L.32	One, adds/removes Mini
			Confuse	  L.35	One, adds Confuse
			Blink	  L.38	One, avoid next two attacks
			Float	  L.40	One/All, adds Float

	Black Magic   : Damaging and debilitating magic.
	  (Black)	Fire	  Event One/All, minor fire damage
			Blizzard  Event One/All, minor ice damage
			Thunder	  Event One/All, minor thunder damage
			Poison	  L.15	One/All, adds Poison
			Sleep	  L.22	One/All, adds Sleep
			Stop	  L.30	One, adds Paralyze
			Drain	  L.36	One, reduces HP and restores caster's
			Osmose	  L.39	One, reduces MP and restores caster's

    Bands
	A Little Black Magic (10 MP each, all enemies)
	  Palom (Bluff)		Casts a random elemental magic spell, from 
	  Leonora (Black Magic)	  Fire, Blizzard, or Thunder, ranging from
				  the most basic spell to -ra or -ga spells.
				Notes: Not bad in random battles, the MP cost
				  is reasonable for -ra spells and good for
				  -ga spells, but poor if it uses a basic
				  spell. Palom can keep up with the MP cost
				  of this better than Leonora can, however.

	Particle Bomb (20 MP each, one enemy)
	  Palom (Event)		Superior non-elemental damage, looks like 
	  Leonora (Event)	  Palom casts Fira and Leonora casts Blizzara
				  but none of the damage is elemental.
				Notes: Very good against bosses, and seems to
				  do very good damage. Useful since it's non-
				  elemental.

    Strategy & Notes
	Leonora joins early in Palom's chapter, and remains available for 
	the rest of the chapter.

	She begins weak but gains levels quickly, especially if the healing
	pots in the Tower of Trials are used effectively. Out of curiousity,
	I will be leveling her to 15 before entering the Tower of Trials, to
	see if she learns Poison even though she hasn't gone through the 
	story events in the chapter to begin her Black Magic training.

	Her White Magic is potent, but I was surprised that she didn't learn
	Curaga. This causes significant concern about her potential as a main
	healer in later chapters, but for all we know she learns Curaga at
	level 41, so that wouldn't be so bad. 

	One very important point for Leonora is that she learns Osmose, which
	provides her with the ability to recover her MP and keep healing. No
	other user of White Magic has this ability.

	Functionally, Leonora is something like a Red Mage, with stronger
	White Magic, but weaker armor and attack. It'll be interesting to see
	how much further her Black Magic develops in later chapters.

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

  (P.12) Edge

    Equipment
	Weapons       : Katanas, Boomerangs, Knives
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  550 |   72 |   15 |   19 |   13 |   10 |    9
	Level 40 (cap)	 2166 |  172 |   35 |   34 |   27 |   25 |   22
	Avg. Gain	64.64 | 4.00 | 0.80 | 0.60 | 0.56 | 0.60 | 0.52
	Level 70?	 4105 |  292 |   59 |   52 |   44 |   43 |   38

    Abilities
	Ninjutsu      : Secret ninja techniques for offense and defense.
	  (Skill)	Flame	       L.15  One/All, moderate fire damage
			Flood	       L.15  All, moderate water damage
			Shock	       L.15  One/All, moderate thunder damage
			Gale	       L.15  One/All, moderate wind damage
			Smoke	       L.15  Escape from battle
			Heal Pill      L.17  One, minor HP recovery
			Shadowbind     L.25  One, adds Paralyze
			Mirage	       L.32  Self, avoid next two attacks

	Throw         : Throw an unequipped weapon at an enemy for physical
	  (n/a)		damage. There are also throwing-only weapons which
			cannot be equipped, but can be thrown. This ability 
			can be used without penalty from the back row.

	Smash & Grab  : A normal physical attack against one enemy, plus a
	  (n/a)		chance to steal an item. The item stolen is usually
			a common "tool" type item (Potion, Echo Herb, etc.)
			but can sometimes be a rare "tool", weapon, or armor.
			Unlike "Steal", this ability does not provoke a
			counter-attack from the enemy if the steal fails.

    Bands
	Blazing Moon Ring (7 MP each, one enemy)
	  Edge (Ninjutsu)	Superior fire damage, seems to be based on 
	  Gekkou (Shuriken)	  the physical damage of the characters.
				Notes: Very good against bosses or strong
				  enemies who are weak against fire. Low
				  enough MP cost for general use, also.

	Frozen Moon Dance (8 MP each, one enemy)
	  Edge (Attack)		Superior ice damage, seems to be based on 
	  Izayoi (Ninjutsu)	  the physical damage of the characters.
				Notes: Very good against bosses or strong
				  enemies who are weak against ice. Low
				  enough MP cost for general use, also.

	Wild Moon (12 MP each, all enemies)
	  Edge (Attack)		Physical attack, seems to be based on the 
	  Tsukinowa (Attack)	  physical damage of the characters.
				Notes: This Band is very useful against large
				  groups of enemies, especially since both
				  characters have very high speed, so you can
				  probably use this at the start of the fight
				  and soften up the enemies so that the other
				  characters can finish them off.

	Gale Twin Break (14 MP each, all enemies)
	  Edge (Ninjutsu)	Moderate fire and thunder damage, seems to be 
	  Zangetsu (Human Kite)	  based on the physical damage of the 
				  characters.
				Notes: Not as useful as Wild Moon, since
				  Zangetsu has lower speed and this attack
				  does elemental damage. Against enemies weak
				  to these elements (such as undead and fire)
				  this can be an excellent opening move.

	Ultimate Art: Advent of Phoenix (20 MP each, all enemies)
	  Edge (Smash & Grab)	Variable non-elemental damage, based on the
	  Gekkou (Shuriken)	  total current HP of the party versus the
	  Izayoi (Illusions)	  total maximum HP of the party. The lower
	  Tsukinowa (Steal)	  the party's HP, the more damage this does.
	  Zangetsu (Human Kite)	  Supposedly can break the damage limit.
				Notes: This Band could be very useful, but
				  the various speed differences in the party
				  would mean that faster ninjas would be
				  waiting around for the charge-up of the 
				  slower ninjas, thus wasting potential for
				  damage from normal attacks. Plus, if the
				  group has low enough HP to make this Band
				  do extreme damage, maybe you should think
				  about healing them before they die.

    Strategy & Notes
	Edge is the star of his chapter and is always present, once the sub-
	chapters for Gekkou, Izayoi, Tsukinowa, and Zangetsu are finished.

	Fast and strong, Edge is a very useful warrior with some unique
	skills. In the original Final Fantasy IV, he seemed a little fragile,
	but in this game he seems to have been given an improvement in his
	HP and defense. 

	His elemental Ninjutsu techniques are not particularly damaging, but
	Shadowbind is very useful for disabling a tough enemy, allowing the
	group to defeat the enemy without opposition. Mirage is also useful,
	but Edge has enough HP to withstand a few hits.

	Throw is a very useful skill that seems to be based on Edge's
	Strength, plus the attack power of the weapon thrown. In his chapter,
	Shuriken can be bought for very little gold, easily able to be bought
	in a full stack of 99 by the time the ninjas cap. The main advantage
	of Throw is that it ignores the enemy's rows, regarding damage, so it
	can be used to full effect against enemies who are in the back row.

	Smash & Grab seems to have limited usefulness, since it seems like
	most enemies are carrying only ordinary "tool" type items. Even so,
	it could be useful to get a few extra items.

	Both Throw and Smash & Grab are not affected by moon phases, giving
	Edge "Moon-Proof Attack" (see Section 2: Notes and Q&A (S.02)). 

	He can also equip boomerangs, which deal full damage from the back
	row. Reportedly, equipping only one Boomerang applies this to the
	whole attack, even if the other weapon is not also a boomerang, but I
	haven't tested this.

	Edge's main downside is that the attack power of his weapons is low,
	since he equips two of them at once. Even in this case, his typical
	damage seems to be less than other warriors with similar stats and
	total attack power. 

	Given a decent pool of items to Throw, or with Strength and Speed
	boosting equipment, Edge would be an excellent character overall.

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

(S.04) Section 4: Optional Characters

All characters in this section may or may not be available for use in your 
end-game party, depending on specific conditions for each character. If the
conditions are met, then the character is a permanent character, just like
any other permanent character. If the conditions are not met, then the
character is gone forever after their time in their own chapter.

The "Avg. Gain" is the character's growth rate in a stat, based on growths 
from the character's initial level through their chapter's level cap. This
average can then be calculated outward to estimate the character's stats at
level 70 (noted as "Level 70?").

	(O.01)	: Calca*
	(O.02)	: Brina*
	(O.03)	: Gekkou
	(O.04)	: Izayoi
	(O.05)	: Tsukinowa
	(O.06)	: Zangetsu

* These sections have not yet been completed.

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

  (O.01) Calca

    Equipment
	Weapons       : Knives
	Body          : Light, Mage
	Head          : Clothes
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
 	Level 1 	  100 |   10 |    4 |    4 |    4 |    4 |    4
	Level 40 (cap)	      |      |      |      |      |      |     
	Avg. Gain	      |      |      |      |      |      |     
	Level 70?	      |      |      |      |      |      |     

    Abilities
	Jive	      : Causes a random "Blue Magic" effect on enemies.
	  (Skill)	Thermal Rays	All, non-elemental damage
			Flamethrower	All, fire damage
			Frost Blast	All, ice damage
			Lightning	All, thunder damage
			Earthquake	All, earth damage
			Pollen		All, minor damage, adds Sap
			Bloodfeast	One, damage, adds Sap
			Sleeping Gas	One/all, adds Sleep
			Poison Gas	One/all, adds Poison
			Curse		One/all, adds Curse
			Bad Breath	One, adds many status ailments
			Slap		One, adds Paralyze or Curse
			Blaster		One, adds Paralyze or kills
			Constrict	One, adds Paralyze
			Petrify Glare	One, adds Petrify (partial)
			Stone Touch	One, adds Petrify (partial)
			Hex		One, adds Pig
			Glare		One, adds Confuse
			Tongue		?
			Gaze		?
			Bile		?

    Bands
	Calca and Brina	(10 MP each, all enemies (except as noted))
	  Calca (Jive)		Creates a random effect:
	  Brina (Dance)		  Fire-Punch: Moderate fire damage
				  Ice-Kick: Moderate ice damage
				  Thunder-Beam: Moderate thunder damage
				  Self-Destruct: Kills Calca and Brina, but 
				    causes superior non-elemental damage
				  Recover: Moderate HP recovery, all allies
				  Limb Dance: Physical attack to one enemy
				Notes: Not very useful considering the chance
				  of instant death to both. Just use Jive and 
				  Dance separately.

	Go! Calcabrina!	(10 MP each, all enemies)
	  Calca (Jive)		Deals moderate physical, fire, and thunder 
	  Brina (Dance)		  damage (three separate attacks).
	  Luca (Analyze)	Notes: Very effective, if the party doesn't 
				  need Brina to be healing. Slow charge time
				  reduces it's efficiency, though.

    Strategy & Notes
	Calca joins the party early in Rydia's chapter, and leaves at the end
	of the Sealed Cave for the rest of the chapter.

	Calca will be destroyed via a story event, and if not repaired, will
	be unavailable in the later chapters. To repair Calca, the player
	must find the Mithril Spring, Mithril Bolt, and Mithril Nut in the
	Agart Mines. If all three items are in the inventory when the chapter
	is finished, Calca and Brina will be saved. This can be done even if
	the chapter has already been completed, the player will simply need
	to repeat the ending sequence.

	The Mithril Spring is found in a chest. The Mithril Bolt
	and Mithril Nut are random drops from Quarto Doll which can be found
	in a rock-filled room on B4 of the Agart Mines during Waxing
	Moon. The Mithril Nut is the most rare, and may take many battles
	to acquire.

	As a character, Calca has some interesting strengths and weaknesses.
	Like Brina, Calca equips "Clothes" type armor, which give major stat
	adjustments. Strategically, Calca will get the best use out of the
	Warrior Clothes or Mage's Clothes.

	If using the Warrior Clothes, the potency of Calca's Jive ability
	will be decreased due to lower Intellect, but his attack and defense
	will be substantially improved. However, his HP will never be high,
	and his attack and defense will be less than most other characters.
	Even so, in Rydia's chapter this can be a decent strategy.

	If using the Mage's Clothes, the potency of Calca's Jive ability
	will be increased due to higher Intellect. This mainly applies to
	Jive abilities which cause damage, although it may have some affect
	on the chance of success using status effects. Since the benefits of
	Jive are so unpredictable, this may be less useful in Rydia's chapter
	than the Warrior Clothes, but if you like Jive, then go for it.

	Some may argue that the Clown Clothes would be a good outfit for
	Calca, but the speed improvement essentially just means being able
	to attack or use Jive more often. For Jive, this is not so useful,
	since again, it is very unpredictable anyway. For attacking, the big
	decrease to Strength by not using the Warrior Clothes makes the net
	benefit of fast attacks balance out with slower, but stronger hits.

	Generally, the band "Calca and Brina" is not useful, due to the
	random chance of getting the Self-Destruct effect. While it may seem
	like a good way to damage groups of enemies, consider just using Jive
	and Dance separately, to enjoy both an offensive and defensive effect
	instead of just one with a risk of Calca and Brina's death.

	However, the band "Go! Calcabrina!" is much more useful against
	bosses, assuming the party has enough HP to not need Brina to use
	Dance. It's not bad in random encounters, either, but since bands
	take time to activate, it may not be efficient.

	Generally, Calca seems less useful than Brina, since many of his
	Jive abilities cause status effects which may not be useful in speedy
	plowing through random battles, and may not affect bosses at all. He
	will probably not be very useful end-game, for these reasons.

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

  (O.02) Brina

    Equipment
	Weapons       : Knives
	Body          : Light, Mage
	Head          : Clothes
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 1 	  100 |   10 |    4 |    4 |    4 |    4 |    4
	Level 40 (cap)	      |      |      |      |      |      |     
	Avg. Gain	      |      |      |      |      |      |     
	Level 70?	      |      |      |      |      |      |     

    Abilities
	Dance         : Causes a random White Magic effect on allies.
	  (Skill)	Cure Dance	All, minor HP recovery
			Heal Dance	All, HP recovery between Cure & Cura
			Cura Dance	All, moderate HP recovery
			Curaga Dance	All, superior HP recovery
			Curaja Dance	All, extreme HP recovery
			Raise Dance	All, revives with low HP
			Esuna Dance	All, removes status ailments
			Protect Dance	All, physical defense up
			Shell Dance	All, magic defense up
			Blink Dance	All, avoid next two attacks
			Haste Dance	All, speed up

    Bands
	Calca and Brina	(10 MP each, all enemies (except as noted))
	  Calca (Jive)		Creates a random effect:
	  Brina (Dance)		  Fire-Punch: Moderate fire damage
				  Ice-Kick: Moderate ice damage
				  Thunder-Beam: Moderate thunder damage
				  Self-Destruct: Kills Calca and Brina, but 
				    causes superior non-elemental damage
				  Recover: Moderate HP recovery, all allies
				  Limb Dance: Physical attack to one enemy
				Notes: Not very useful considering the chance
				  of instant death to both. Just use Jive and 
				  Dance separately.

	Go! Calcabrina!	(10 MP each, all enemies)
	  Calca (Jive)		Deals moderate physical, fire, and thunder 
	  Brina (Dance)		  damage (three separate attacks).
	  Luca (Analyze)	Notes: Very effective, if the party doesn't 
				  need Brina to be healing. Slow charge time
				  reduces it's efficiency, though.

    Strategy & Notes
	Brina joins the party early in Rydia's chapter, and leaves at the end
	of the Sealed Cave for the rest of the chapter.

	Brina will be destroyed via a story event, and if not repaired, will
	be unavailable in the later chapters. To repair Brina, the player
	must find the Mithril Spring, Mithril Bolt, and Mithril Nut in the
	Agart Mines. If all three items are in the inventory when the chapter
	is finished, Calca and Brina will be saved. This can be done even if
	the chapter has already been completed, the player will simply need
	to repeat the ending sequence.

	The Mithril Spring is found in a chest. The Mithril Bolt
	and Mithril Nut are random drops from Quarto Doll which can be found
	in a rock-filled room on B4 of the Agart Mines during Waxing
	Moon. The Mithril Nut is the most rare, and may take many battles
	to acquire.

	As a character, Brina has some interesting strengths and weaknesses.
	Like Calca, Brina equips "Clothes" type armor, which give major stat
	adjustments. Strategically, Brina will get the best use out of the
	Angel Clothes or Clown Clothes.

	If using the Angel Clothes, the potency of Brina's Dance ability
	will be increased due to higher Spirit. Since the benefits of the
	Dance ability are generally very useful, this is a good choice for
	keeping the party mended. In Rydia's chapter, Brina is the only
	source of these White Magic type abilities, so it's important to keep
	Brina in her healing role.

	If using the Clown Clothes, the potency of Brina's Dance ability
	will be decreased due to lower Spirit, but her speed will be 
	substantially improved. This means that Dance can be used more often,
	providing more beneficial effects or healing to the party. In general
	this seems to be more useful than the increased potency of Dance
	abilities granted by Angel Clothes. Higher speed also makes it easier
	to fully heal the party for free by using Stop or Hold on an enemy,
	then sitting in battle and using Dance repeatedly until healed.

	Some may argue that the Warrior Clothes would be a good outfit for
	Brina, but since she is the only source of healing for Rydia's party,
	it's more strategically beneficial to focus her in the healing role
	and let Calca use the Warrior Clothes.

	Brina's level does not appear to impact the frequency of various
	"Cure" dances appearing. The result of Dance is simply random.

	Generally, Brina seems more useful than Calca. In Rydia's chapter
	she's the only healer, but thinking about the end-game, she might be
	useful for easy and free party healing. The unpredictability makes
	her likely a poor choice for a main party, but she'd make a great
	assistant when working on leveling up under-leveled characters.

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

  (O.03) Gekkou

    Equipment
	Weapons       : Hammers, Axes, Katanas, Boomerangs, Knives
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 10	  380 |   32 |   11 |    9 |   12 |    5 |    5
	Level 40 (cap)	 2491 |  123 |   45 |   24 |   40 |   18 |   15
	Avg. Gain	70.37 | 3.03 | 1.13 | 0.50 | 0.93 | 0.43 | 0.33
	Level 70?	 4602 |  214 |   79 |   39 |   68 |   31 |   25

    Abilities
	Ninjutsu      : Secret ninja techniques for offense and defense.
	  (Skill)	Flame	       L.10  One/All, moderate fire damage
			Flash	       L.15  One/All, adds Blind
			Payback Wave   L.24  One, HP-based non-elemental dmg.

	Shuriken      : Throw an shuriken at the enemy. Requires a shuriken
	  (n/a)		(or other throwing-only weapon) to be in your 
			inventory. Unlike Edge's Throw ability, this ability
			cannot be used to throw normal, unequipped weapons. 
			This ability can be used without penalty from the 
			back row.

    Bands
	Blazing Moon Ring (7 MP each, one enemy)
	  Edge (Ninjutsu)	Superior fire damage, seems to be based on 
	  Gekkou (Shuriken)	  the physical damage of the characters.
				Notes: Very good against bosses or strong
				  enemies who are weak against fire. Low
				  enough MP cost for general use, also.

	Phantom Lightflies (9 MP each, all allies)
	  Gekkou (Ninjutsu)	Moderate to superior HP recovery, seems to be
	  Izayoi (Illusions)	  similar to the Heal Salve ninjutsu skill.
				Notes: Very useful, since there are no other
				  multi-target healing abilities during 
				  Edge's chapter. The healing potential of
				  this Band is sufficient to keep the entire
				  group with high HP.

	Wheel of Elements (15 MP each, all enemies)
	  Gekkou (Shuriken)	Moderate fire, ice, thunder, and wind damage,
	  Izayoi (Illusions)	  seems to be based on the Ninjutsu damage of
	  Tsukinowa (Steal)	  the characters, but improved.
	  Zangetsu (Human Kite)	Notes: Not as useful as it sounds, because of
				  the relatively poor effectiveness of the
				  damaging Ninjutsu skills. The damage of
				  this Band didn't seem to be superior to 
				  just attacking with each character.

	Ultimate Art: Advent of Phoenix (20 MP each, all enemies)
	  Edge (Smash & Grab)	Variable non-elemental damage, based on the
	  Gekkou (Shuriken)	  total current HP of the party versus the
	  Izayoi (Illusions)	  total maximum HP of the party. The lower
	  Tsukinowa (Steal)	  the party's HP, the more damage this does.
	  Zangetsu (Human Kite)	  Supposedly can break the damage limit.
				Notes: This Band could be very useful, but
				  the various speed differences in the party
				  would mean that faster ninjas would be
				  waiting around for the charge-up of the 
				  slower ninjas, thus wasting potential for
				  damage from normal attacks. Plus, if the
				  group has low enough HP to make this Band
				  do extreme damage, maybe you should think
				  about healing them before they die.

    Strategy & Notes
	Gekkou joins during his sub-chapter during Edge's chapter, and can
	rejoin Edge in the Tower of Babil if he survives his sub-chapter.

	If you want to be able to use Gekkou during the main portion of 
	Edge's chapter, and in the end-game, he must survive his sub-chapter.
	If he dies during his sub-chapter, he is permanently gone.

	Overall, Gekkou has great Strength, Stamina, and HP, but he's quite
	slow compared to the other ninjas. He can equip any of the typical
	ninja equipment which improves Speed, however, to compensate for this
	flaw. I call him "Gecko", because of the irony that geckos are fast,
	and he is not. He also wants to sell you auto insurance, but don't
	do it, Progressive has better rates.

	His Flame Ninjutsu technique is not particularly damaging, but Flash
	is excellent for a quick attempt at blinding all enemies, and Payback
	Wave can do excellent damage if Gekkou's HP are low. Since he has 
	such high HP to begin with, that gives him many opportunities to do
	great damage with Payback Wave. 

	Shuriken is a very useful skill that seems to be based on Gekkou's
	Strength, plus the attack power of the weapon thrown. In Edge's
	chapter, Shuriken can be bought for very little gold, easily able to 
	be bought in a full stack of 99 by the time the ninjas cap. The main
	advantage of Throw is that it ignores the enemy's rows, regarding 
	damage, so it can be used to full effect against enemies who are in 
	the back row. Unlike Edge's Throw, however, this skill can only be
	used with weapons specifically designed to be thrown.

	Throw is also not affected by moon phases, giving Gekkou "Moon-Proof 
	Attack" (see Section 2: Notes and Q&A (S.02)). 

	He can also equip boomerangs, which deal full damage from the back
	row. However, since he can only equip one weapon (unlike Edge and
	Tsukinowa who can equip two), and the attack power of katanas and
	boomerangs is low since they're meant to be dual-wielded, it's best
	to keep Gekkou equipped with an axe or hammer.

	All things considered, Gekkou isn't a bad character at all, and does
	very respectable damage with reasonable defensive ability. The main
	drawback of Gekkou, his speed, is very noticeable in Edge's chapter,
	but may not be much of a hindrance in the end-game, especially if he
	equips items that boost his Speed.

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

  (O.04) Izayoi

    Equipment
	Weapons       : Bows, Whips, Katanas, Boomerangs, Knives
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 7		  230 |   40 |    6 |   13 |    6 |    5 |    6
	Level 40 (cap)	 1806 |  197 |   30 |   32 |   22 |   19 |   23
	Avg. Gain	47.76 | 4.76 | 0.73 | 0.58 | 0.48 | 0.42 | 0.52
	Level 70?	 3239 |  340 |   52 |   50 |   36 |   31 |   39

    Abilities
	Ninjutsu      : Secret ninja techniques for offense and defense.
	  (Skill)	Flood	       L.7   One/All, moderate water damage
			Heal Pill      L.7   One, minor HP recovery
			Heal Salve     L.15  One, moderate HP recovery
			Smelling Salts L.25  One, moderate HP recovery
			Stealth Kill   L.40  One, instant death (may fail)

	Illusions     : Single target, attempts to add Confuse. Seems to work
	  (Skill)	fairly regularly, with a modest charge time.

    Bands
	Phantom Lightflies (9 MP each, all allies)
	  Gekkou (Ninjutsu)	Moderate to superior HP recovery, seems to be
	  Izayoi (Illusions)	  similar to the Heal Salve ninjutsu skill.
				Notes: Very useful, since there are no other
				  multi-target healing abilities during 
				  Edge's chapter. The healing potential of
				  this Band is sufficient to keep the entire
				  group with high HP.

	Frozen Moon Dance (8 MP each, one enemy)
	  Edge (Attack)		Superior ice damage, seems to be based on 
	  Izayoi (Ninjutsu)	  the physical damage of the characters.
				Notes: Very good against bosses or strong
				  enemies who are weak against ice. Low
				  enough MP cost for general use, also.

	Wheel of Elements (15 MP each, all enemies)
	  Gekkou (Shuriken)	Moderate fire, ice, thunder, and wind damage,
	  Izayoi (Illusions)	  seems to be based on the Ninjutsu damage of
	  Tsukinowa (Steal)	  the characters, but improved.
	  Zangetsu (Human Kite)	Notes: Not as useful as it sounds, because of
				  the relatively poor effectiveness of the
				  damaging Ninjutsu skills. The damage of
				  this Band didn't seem to be superior to 
				  just attacking with each character.

	Ultimate Art: Advent of Phoenix (20 MP each, all enemies)
	  Edge (Smash & Grab)	Variable non-elemental damage, based on the
	  Gekkou (Shuriken)	  total current HP of the party versus the
	  Izayoi (Illusions)	  total maximum HP of the party. The lower
	  Tsukinowa (Steal)	  the party's HP, the more damage this does.
	  Zangetsu (Human Kite)	  Supposedly can break the damage limit.
				Notes: This Band could be very useful, but
				  the various speed differences in the party
				  would mean that faster ninjas would be
				  waiting around for the charge-up of the 
				  slower ninjas, thus wasting potential for
				  damage from normal attacks. Plus, if the
				  group has low enough HP to make this Band
				  do extreme damage, maybe you should think
				  about healing them before they die.

    Strategy & Notes
	Izayoi joins during her sub-chapter during Edge's chapter, and can
	rejoin Edge in the Tower of Babil if she survives her sub-chapter.

	If you want to be able to use Izayoi during the main portion of 
	Edge's chapter, and in the end-game, she must survive her sub-
	chapter. If she dies during her sub-chapter, she is permanently gone.

	Izayoi has decent Strength and good Speed, but her attack potential
	is not particularly potent. Her main strength is her healing Ninjutsu
	techniques, but this benefit is only potent because there are no 
	White Mages in Edge's chapter. Check out her stat growths, and you
	can see that the only one over 0.60 is Strength, and not by much, and
	her weapon selection is limited, so she's not likely to make much use
	of high Strength anyway.

	Her Flood Ninjutsu technique is not particularly damaging, and her
	Stealth Kill technique seems to only work very rarely. Her healing
	techniques are useful and potent, but she doesn't seem to have the MP
	to use them constantly.

	Illusion, on the other hand, is a very potent ability that seems to
	have a high chance of afflicting an enemy with Confuse. Against tough
	enemies, this can help turn the tide of a fight in Edge's chapter,
	especially since Illusion requires no MP to use. 

	She can also equip boomerangs, which deal full damage from the back
	row. However, since she can only equip one weapon (unlike Edge and
	Tsukinowa who can equip two), and the attack power of katanas and
	boomerangs is low since they're meant to be dual-wielded, it's best
	to keep Izayoi equipped with a bow or whip. This is particularly true
	since she has low HP and poor defense, so it's good to keep her in 
	the back row.

	Overall, Izayoi seems to be of limited use even during Edge's
	chapter, so, unless she learns some additional Ninjutsu techniques
	that are particularly potent, I don't think she's a good choice for
	an end-game character.

	Lastly, like all the ninjas, I have a fun nickname for her. Izaboi.
	Why? Well. "Boi" is a stupid way to spell "boy" (yet, despite it
	being stupid, people do it), so, Izaboi is her way of saying she's
	actually a boy. Which makes sense, since in-character she doesn't
	want to be called a woman. Also, it's just funny to imagine she's a 
	cross-dressing male Geisha. You know you love it.

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

  (O.05) Tsukinowa

    Equipment
	Weapons       : Katanas, Boomerangs, Knives
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 5		  200 |   20 |    4 |   16 |    3 |    2 |    2
	Level 40 (cap)	 1660 |  141 |   25 |   40 |   23 |   18 |   15
	Avg. Gain	41.71 | 3.46 | 0.60 | 0.69 | 0.57 | 0.46 | 0.37
	Level 70?	 2911 |  245 |   43 |   61 |   40 |   32 |   26

    Abilities
	Ninjutsu      : Secret ninja techniques for offense and defense.
	  (Skill)	Gale	       L.5   One/All, moderate wind damage
			Mirage	       L.5   Self, avoid next two attacks
			Heal Pill      L.9   One, minor HP recovery
			Restore Weed   L.21  One, removes status ailments
			Smoke	       L.33  Escape from battle

	Steal         : Attempts to steal an item from an enemy. The item 
	  (n/a)		stolen is usually a common "tool" type item (Potion,
			Echo Herb, etc.) but can sometimes be a rare "tool",
			weapon, or armor. If the steal attempt fails, the
			enemy counters with a physical attack.

    Bands
	Wild Moon (12 MP each, all enemies)
	  Edge (Attack)		Physical attack, seems to be based on the 
	  Tsukinowa (Attack)	  physical damage of the characters.
				Notes: This Band is very useful against large
				  groups of enemies, especially since both
				  characters have very high speed, so you can
				  probably use this at the start of the fight
				  and soften up the enemies so that the other
				  characters can finish them off.

	Gale Rush (12 MP each, all allies)
	  Tsukinowa (Ninjutsu)	Increases the group's speed, similar to the 
	  Zangetsu (Ninjutsu)	  Haste spell, except on all allies.
				Notes: An excellent Band. The only reason to
				  not use this is if the enemies could be
				  killed just as quickly by having Tsukinowa
				  and Zangetsu attack.

	Wheel of Elements (15 MP each, all enemies)
	  Gekkou (Shuriken)	Moderate fire, ice, thunder, and wind damage,
	  Izayoi (Illusions)	  seems to be based on the Ninjutsu damage of
	  Tsukinowa (Steal)	  the characters, but improved.
	  Zangetsu (Human Kite)	Notes: Not as useful as it sounds, because of
				  the relatively poor effectiveness of the
				  damaging Ninjutsu skills. The damage of
				  this Band didn't seem to be superior to 
				  just attacking with each character.

	Ultimate Art: Advent of Phoenix (20 MP each, all enemies)
	  Edge (Smash & Grab)	Variable non-elemental damage, based on the
	  Gekkou (Shuriken)	  total current HP of the party versus the
	  Izayoi (Illusions)	  total maximum HP of the party. The lower
	  Tsukinowa (Steal)	  the party's HP, the more damage this does.
	  Zangetsu (Human Kite)	  Supposedly can break the damage limit.
				Notes: This Band could be very useful, but
				  the various speed differences in the party
				  would mean that faster ninjas would be
				  waiting around for the charge-up of the 
				  slower ninjas, thus wasting potential for
				  damage from normal attacks. Plus, if the
				  group has low enough HP to make this Band
				  do extreme damage, maybe you should think
				  about healing them before they die.

    Strategy & Notes
	Tsukinowa joins during his sub-chapter during Edge's chapter, and can
	rejoin Edge in the Tower of Babil if he survives his sub-chapter.

	If you want to be able to use Tsukinowa during the main portion of 
	Edge's chapter, and in the end-game, he must survive his sub-chapter.
	If he dies during his sub-chapter, he is permanently gone.

	The main strength of Tsukinowa is his very high Speed, which can be
	raised further by equipping items that add more Speed. It should be
	possible to raise his speed to nearly, or higher than, 50 during
	Edge's chapter - this would give him two actions to Gekkou's one.
	Be sure to note that his Strength is just higher than the Black Mages
	and actually lower than the White Mages. Owch, lil' guy. Owch.

	His Gale Ninjutsu technique is not particularly damaging, but Mirage
	is good as a defensive move, since Tsukinowa has poor HP and defense.
	While it may seem that his healing techniques are useful, Restore
	Weed seems to cure very few status ailments for the MP cost, and
	Heal Pill doesn't heal very much.

	Steal seems to have limited usefulness, since it seems like most 
	enemies are carrying only ordinary "tool" type items. Even so, it 
	could be useful to get a few extra items. However, if it fails to
	steal an item, the enemy might get an extra attack against Tsukinowa,
	and with his low HP and defense, that hurts.

	I recommend equipping Tsukinowa with boomerangs (at least one, the
	second weapon can be whatever gives him the best overall attack or
	stats) and keeping him in the back row. His HP simply do not permit
	him to take many hits. Since his boomerangs look a lot like bananas,
	I like to call him "Monkey-nowa". Go ahead. Have him attack with
	boomerangs and try to deny that he looks like an angry monkey.

	As an overall character, I would discourage the use of Tsukinowa in
	an end-game group. While his supernatural speed gives him the
	ability to do potentially very high damage over time, he has very
	few other benefits. We'll see, though - maybe he'll get some useful
	Ninjutsu skills at later levels.

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

  (O.06) Zangetsu

    Equipment
	Weapons       : Spears, Katanas, Boomerangs, Knives
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 9		  260 |   52 |    8 |   11 |    9 |    8 |    4
	Level 40 (cap)	 1851 |  223 |   32 |   28 |   26 |   24 |   16
	Avg. Gain	51.32 | 5.52 | 0.77 | 0.55 | 0.55 | 0.52 | 0.39
	Level 70?	 3391 |  389 |   55 |   45 |   43 |   40 |   28

    Abilities
	Ninjutsu      : Secret ninja techniques for offense and defense.
	  (Skill)	Shock	       L.9   One/All, moderate thunder damage
			Flash	       L.11  One/All, adds Blind
			Shadowbind     L.20  One, adds Paralyze

	Human Kite    : Leap into the air and land on an enemy for greater-
	  (Skill)	than-normal physical damage. The bonus damage is much
			greater if a spear is equipped, so one should always
			use a spear with Zangetsu, even if a better katana,
			boomerang, or knife is available.

    Bands
	Gale Rush (12 MP each, all allies)
	  Tsukinowa (Ninjutsu)	Increases the group's speed, similar to the 
	  Zangetsu (Ninjutsu)	  Haste spell, except on all allies.
				Notes: An excellent Band. The only reason to
				  not use this is if the enemies could be
				  killed just as quickly by having Tsukinowa
				  and Zangetsu attack.

	Gale Twin Break (14 MP each, all enemies)
	  Edge (Ninjutsu)	Moderate fire and thunder damage, seems to be 
	  Zangetsu (Human Kite)	  based on the physical damage of the 
				  characters.
				Notes: Not as useful as Wild Moon, since
				  Zangetsu has lower speed and this attack
				  does elemental damage. Against enemies weak
				  to these elements (such as undead and fire)
				  this can be an excellent opening move.

	Wheel of Elements (15 MP each, all enemies)
	  Gekkou (Shuriken)	Moderate fire, ice, thunder, and wind damage,
	  Izayoi (Illusions)	  seems to be based on the Ninjutsu damage of
	  Tsukinowa (Steal)	  the characters, but improved.
	  Zangetsu (Human Kite)	Notes: Not as useful as it sounds, because of
				  the relatively poor effectiveness of the
				  damaging Ninjutsu skills. The damage of
				  this Band didn't seem to be superior to 
				  just attacking with each character.

	Ultimate Art: Advent of Phoenix (20 MP each, all enemies)
	  Edge (Smash & Grab)	Variable non-elemental damage, based on the
	  Gekkou (Shuriken)	  total current HP of the party versus the
	  Izayoi (Illusions)	  total maximum HP of the party. The lower
	  Tsukinowa (Steal)	  the party's HP, the more damage this does.
	  Zangetsu (Human Kite)	  Supposedly can break the damage limit.
				Notes: This Band could be very useful, but
				  the various speed differences in the party
				  would mean that faster ninjas would be
				  waiting around for the charge-up of the 
				  slower ninjas, thus wasting potential for
				  damage from normal attacks. Plus, if the
				  group has low enough HP to make this Band
				  do extreme damage, maybe you should think
				  about healing them before they die.

    Strategy & Notes
	Zangetsu joins during his sub-chapter during Edge's chapter, and can
	rejoin Edge in the Tower of Babil if he survives his sub-chapter.

	If you want to be able to use Zangetsu during the main portion of 
	Edge's chapter, and in the end-game, he must survive his sub-chapter.
	If he dies during his sub-chapter, he is permanently gone.

	Oh, Fail-getsu, where do I begin. If you can't guess from my happy
	little nickname for him, he's quite awful. But, let's have a go at
	finding a bright side to the old buggar.

	Zangetsu has respectably average stats, which means with various
	equipment loadouts he could be specialized toward strength or speed,
	or possibly even intellect to make his Ninjutsu arts a bit better.
	His poor stat growths guarantee that he will be a mediocre character,
	with his only reasonably decent growth in Strength. If he had a very
	good weapon, he might do alright attacking, but...

	His Shock Ninjutsu technique is not particularly damaging, but Flash
	is excellent for a quick attempt at blinding all enemies, and
	Shadowbind is very useful for disabling a tough enemy, allowing the
	group to defeat the enemy without opposition.

	Human Kite seems to be identical to Kain's Jump skill, just with a
	different name and a rather silly visual effect - an object that
	looks like a pillow drifts down to Zangetsu, who leaps backwards
	onto it, and is carried upward off the screen, only to dive-bomb the
	enemy a few moments later. Amusing once or twice, but ultimately not
	a very useful skill. 

	However, unlike Kain, Zangetsu can't take much punishment from 
	enemies, so keeping him off-screen for awhile with this skill can 
	save him from some damage. It can also be used from the back row, so
	if you make constant use of it (instead of attack), you could save
	him from even more damage by putting him in the back. Further, Human
	Kite gives Zangetsu "Moon-Proof Attack" (see Section 2: Notes and 
	Q&A (S.02)). 

	He can also equip boomerangs, which deal full damage from the back
	row. However, since he can only equip one weapon (unlike Edge and
	Tsukinowa who can equip two), and the attack power of katanas and
	boomerangs is low since they're meant to be dual-wielded, it's best
	to keep Zangetsu equipped with a spear, especially since his Human
	Kite skill benefits from a spear.

	Frankly, Zangetsu just doesn't deliver in any way. He doesn't have
	a particularly high stat, he doesn't have great HP or defense, his
	main special ability isn't very good, and he shares the use of Spears
	with Kain, which means you'd have to choose between the two when you
	find a great new spear. His only positive side would be his two very
	useful Ninjutsu skills (and the high MP to use them often), so, maybe
	if he learns some more, he'll be viable. Otherwise, Fail-getsu fails.

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

(S.05) Section 5: Temporary Characters

All characters in this section will not be available for use in your end-game
party, they are incidental characters who exist solely to assist the player
with areas of the game which may be challenging without them. Their presence
can make the game a little easier if they are used effectively. Temporary
characters are factored into the game's calculations for experience gains in
battle, even if the temporary character cannot gain levels or has reached
their level cap.

NOTE: In every case, temporary characters are absolutely not necessary! The 
player may opt to "kill them off" and continue play with only permanent 
characters. This will result in increased experience gains for the permanent 
characters, but the game may be somewhat more challenging. However, the
increased experience gains for the permanent characters will ultimately mean
increased levels, so this option ends up being no more difficult than normal.

	(T.01)	: Biggs
	(T.02)	: Wedge
	(T.03)	: White Mage
	(T.04)	: Black Mage
	(T.05)	: Kain (evil copy)
	(T.06)	: Monk A ("Anderson")
	(T.07)	: Monk B ("Brown")
	(T.08)	: Monk C ("Coleman")

* These sections have not yet been completed.

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

  (T.01) Biggs

    Equipment
	Weapons       : Swords
	Body          : Heavy
	Head          : Heavy
	Hands         : Gauntlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 12 (max)	  350 |  100 |   18 |   17 |   18 |   18 |   12

    Abilities
	Black Magic   : Damaging and debilitating magic.
	  (Black)	Fire	  L.12	One/All, minor fire damage
			Blizzard  L.12	One/All, minor ice damage
			Thunder	  L.12	One/All, minor thunder damage
			Sleep	  L.12	One/All, adds Sleep
			Poison	  L.12	One/All, adds Poison
			Toad	  L.12	One/All, adds/removes Toad
			Stop	  L.12	One, adds Paralyze
			Pig	  L.12	One/All, adds/removes Pig
			Fira	  L.12	One/All, moderate fire damage

    Bands
	Vibra Edge (10 MP each, all enemies)
	  Biggs (Attack)	Physical damage to all enemies, seems to be 
	  Wedge (Attack)	  roughly equal to their normal attack.
				Notes: Use this constantly for easy battles.

    Strategy & Notes
	Joins at the start of the game, but leaves after the first floor of
	Ceodore's trial. Rejoins after Ceodore finishes his trial, but leaves
	permanently when Ceodore exits the Adamant Isle Grotto.

	Biggs provides some useful damage support for Ceodore during his
	early levels. If you use starting money to buy some tents (since the
	inn at the starting town will not be useable until you finish
	Ceodore's trial), you can use Biggs (and Wedge) to help gain a few
	levels for Ceodore with safety. 

	When facing enemies aboard the airship after Ceodore's trial, Biggs
	can use Fira for big damage compared to the physical attacks any
	of the characters can achieve.

	The player can also pilfer equipment from Biggs to give to Ceodore.
	This can be done with Wedge instead, but, Biggs has a higher level
	and better stats, so he can more easily afford the loss of equipment.

	Players wishing to try to acquire the Cockatrice and/or Goblin
	summons during Ceodore's chapter (to give to Rydia at the end of the
	game) can work on this during the time when they have Biggs and Wedge
	in the team, and speed up the battles significantly versus having
	only Ceodore.

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

  (T.02) Wedge

    Equipment
	Weapons       : Swords
	Body          : Heavy
	Head          : Heavy
	Hands         : Gauntlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 10 (max)	  300 |   90 |   15 |   18 |   16 |   15 |   19

    Abilities
	White Magic   : Restorative and beneficial magic.
	  (White)	Cure	  L.10	One/All, minor HP recovery
			Cura	  L.10	One/All, moderate HP recovery

    Bands
	Vibra Edge (10 MP each, all enemies)
	  Biggs (Attack)	Physical damage to all enemies, seems to be 
	  Wedge (Attack)	  roughly equal to their normal attack.
				Notes: Use this constantly for easy battles.

    Strategy & Notes
	Joins at the start of the game, but leaves after the first floor of
	Ceodore's trial. Rejoins after Ceodore finishes his trial, but leaves
	permanently when Ceodore boards the airship to leave Adamant Isle.

	Wedge provides some useful healing support for Ceodore during his
	early levels. If you use starting money to buy some tents (since the
	inn at the starting town will not be useable until you finish
	Ceodore's trial), you can use Wedge (and Biggs) to help gain a few
	levels for Ceodore with safety. 

	Wedge's usefulness is much less than Biggs, since Ceodore can also
	use White Magic, and is quickly superior with it.

	The player can also pilfer equipment from Wedge to give to Ceodore.
	This can be done with Biggs instead, and, Biggs has a higher level
	and better stats, so he can more easily afford the loss of equipment.

	Players wishing to try to acquire the Cockatrice and/or Goblin
	summons during Ceodore's chapter (to give to Rydia at the end of the
	game) can work on this during the time when they have Biggs and Wedge
	in the team, and speed up the battles significantly versus having
	only Ceodore.

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

  (T.03) White Mage

    Equipment
	Weapons       : Staves, Bows
	Body          : Mage
	Head          : Mage
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 10 (max)	  270 |  140 |   10 |   11 |   14 |   14 |   24

    Abilities
	White Magic   : Restorative and beneficial magic.
	  (White)	Hold	  L.10	One, adds Paralyze
			Libra	  L.10	One, reveals HP & weaknesses
			Protect	  L.10	One/All, physical defense up
			Silence	  L.10	One/All, adds Mute
			Esuna	  L.10	One, removes status ailments
			Slow	  L.10	One/All, decreases speed
			Cure	  L.10	One/All, minor HP recovery
			Cura	  L.10	One/All, moderate HP recovery
			Raise	  L.10	One, revives with low HP

    Bands
	None.

    Strategy & Notes
	Joins Ceodore after speaking to Porom in Mysidia, and leaves
	permanently after entering Baron Castle from the tunnels.

	Useful to heal Ceodore and the Hooded Man, but Ceodore can also heal,
	so this usefulness is limited. It does free up Ceodore to focus on
	attacking, however, so it's not useless. Generally, only Cura and
	Raise will be of much use, and those could be replaced by Potions
	and Phoenix Downs.

	Equipping the White Mage with a bow is a decent choice to get a bit
	of added attack damage. This is particularly useful once the party
	reaches Baron and Holy Arrows can be purchased. The player can then
	re-enter the Devil's Road and spam Attack to great effect against the
	undead, for a few easy levels for Ceodore and the Hooded Man.

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

  (T.04) Black Mage

    Equipment
	Weapons       : Rods, Bows
	Body          : Mage
	Head          : Mage
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 10 (max)	  230 |  150 |    9 |   12 |   13 |   24 |   14

    Abilities
	Black Magic   : Damaging and debilitating magic.
	  (Black)	Fire	  L.10	One/All, minor fire damage
			Blizzard  L.10	One/All, minor ice damage
			Thunder	  L.10	One/All, minor thunder damage
			Sleep	  L.10	One/All, adds Sleep
			Poison	  L.10	One/All, adds Poison
			Stop	  L.10	One, adds Paralyze
			Fira	  L.10	One/All, moderate fire damage
			Blizzara  L.10	One/All, moderate ice damage
			Thundara  L.10	One/All, moderate thunder damage

    Bands
	None.

    Strategy & Notes
	Joins Ceodore after speaking to Porom in Mysidia, and leaves
	permanently after entering Baron Castle from the tunnels.

	The Black Mage is very beneficial for multi-target death during his
	time with Ceodore, just as Biggs once was. Unfortunately, many of
	the enemy groups encountered during his time with the party will
	consist of enemies with opposing weaknesses, such as zombies and
	ghosts (one of which is weak to fire, and the other absorbs it). So
	this usefulness is limited, and further limited by a lack of Osmose
	to easily recover MP.

	Equipping the White Mage with a bow is a decent choice to get a bit
	of added attack damage. This is particularly useful once the party
	reaches Baron and Holy Arrows can be purchased. The player can then
	re-enter the Devil's Road and spam Attack to great effect against the
	undead, for a few easy levels for Ceodore and the Hooded Man.

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

  (T.05) Kain (evil copy)

    Equipment
	Weapons       : Swords, Spears, Axes, Shields
	Body          : Heavy, Light
	Head          : Heavy, Light
	Hands         : Gauntlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 30	 1500 |   65 |   33 |   26 |   29 |   15 |   15
	Level 40	 2467 |   89 |   42 |   31 |   34 |   18 |   18
	Level 50 (max)	 3521 |  113 |   52 |   40 |   43 |   23 |   23

    Abilities
	Jump          : Leap into the air and land on an enemy for greater-
	  (Skill)	than-normal physical damage. The bonus damage is much
			greater if a spear is equipped, so one should always
			use a spear with Kain, even if a better sword or axe
			is available (see strategy and notes below, however).

    Bands
	None.

    Strategy & Notes
	Joins during Kain's chapter during a few short sequences in which
	the player controls Kain, rather than controlling Ceodore and the
	Hooded Man. Leaves permanently after encountering Edward at Damcyan
	Castle.

	Just look at his beastly stats. He's like Ursula with heavy armor
	and a bad attitude. Thankfully, his stats are outclassed by the
	Hooded Man and Holy Dragoon versions of himself, so there should be
	no reason for people to miss him, other than his rad armor.

	Evil Kain's regular attack kills any enemy he encounters with ease.
	Somehow, evil Kain has the same inventory items as Ceodore and the
	Hooded Man. Since Ceodore can also use spears, one can improve
	Ceodore's attack significantly by taking evil Kain's Wind Spear away
	and replacing it with one of Ceodore's old swords. Even if this is
	done, evil Kain will still easily defeat any enemy he fights.

	Any levels gained as evil Kain do not matter in any way when he 
	merges with the Hooded Man, so feel free to run from his battles if
	desired. The only reason to fight battles as evil Kain is for the
	gil or possible dropped items, since his experience gains and level
	gains do not matter.

	Changes in evil Kain's equipment or levels do not affect the fight
	between evil Kain and the Hooded Man in Baron Castle. For that fight,
	evil Kain will have a spear even if it had been taken away, and will
	have far greater HP than his playable version had. It's somewhat
	amusing, actually.

	A big thanks to Biifcake (GameFAQs) for helping me out by leveling
	Kain up to 50 and sending me the stats. I appreciate it!

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

  (T.06) Monk A ("Anderson")

    Equipment
	Weapons       : Claws
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 10	  400 |    0 |   15 |    8 |   17 |    3 |    3
	Level 20 (max)	  862 |    0 |   21 |   12 |   23 |    3 |    3

    Abilities
	Kick          : After a charge time, Monk A attacks all enemies. This
	  (Attack)	attack does less damage than his normal attack, but
			is very useful for clearing out weak enemies.

    Bands
	None.

    Strategy & Notes
	Joins at the start of Yang's chapter, and can be used for most of 
	the chapter. Monk A is not available for Yang's Challenge Dungeon. 

	Useful to absorb hits and deal some extra damage, and having so many
	characters able to use Kick is quite entertaining, even if most
	fights could be completed more quickly by just attacking.

	An interesting challenge is to try to beat Yang's Chapter without
	using Yang or Ursula (whenever possible). In this challenge, the
	player could only use Monk A, Monk B, and Monk C, except during some
	sections of the Adamant Isle Forest.

	NOTE: "Anderson" is a name used for this monk by the forum members at
	GameFAQs. The joke is that "Monk" is the character's first name, and
	the appended A, B, and C are abbreviations of their surnames.

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

  (T.07) Monk B ("Brown")

    Equipment
	Weapons       : Claws
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 10	  350 |    0 |   11 |   10 |   13 |    6 |    6
	Level 20 (max)	  723 |    0 |   17 |   15 |   19 |    6 |    6

    Abilities
	Kick          : After a charge time, Monk B attacks all enemies. This
	  (Attack)	attack does less damage than his normal attack, but
			is very useful for clearing out weak enemies.

    Bands
	None.

    Strategy & Notes
	Joins at the start of Yang's chapter, and can be used for most of 
	the chapter. Monk B is not available for Yang's Challenge Dungeon. 

	Useful to absorb hits and deal some extra damage, and having so many
	characters able to use Kick is quite entertaining, even if most
	fights could be completed more quickly by just attacking.

	An interesting challenge is to try to beat Yang's Chapter without
	using Yang or Ursula (whenever possible). In this challenge, the
	player could only use Monk A, Monk B, and Monk C, except during some
	sections of the Adamant Isle Forest.

	NOTE: "Brown" is a name used for this monk by the forum members at
	GameFAQs. The joke is that "Monk" is the character's first name, and
	the appended A, B, and C are abbreviations of their surnames.

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

  (T.08) Monk C ("Coleman")

    Equipment
	Weapons       : Claws
	Body          : Light
	Head          : Light
	Hands         : Armlets

    Statistics		HP     MP     Str.   Spd.   Sta.   Int.   Spi. 
	Level 15	  600 |    0 |   15 |   11 |   17 |    5 |    5
	Level 20 (max)	  840 |    0 |   19 |   13 |   21 |    5 |    5

    Abilities
	Kick          : After a charge time, Monk C attacks all enemies. This
	  (Attack)	attack does less damage than his normal attack, but
			is very useful for clearing out weak enemies.

    Bands
	None.

    Strategy & Notes
	Joins midway through Yang's chapter, and can be used for the rest of 
	the chapter. Monk C is not available for Yang's Challenge Dungeon. 

	Useful to absorb hits and deal some extra damage, and having so many
	characters able to use Kick is quite entertaining, even if most
	fights could be completed more quickly by just attacking.

	An interesting challenge is to try to beat Yang's Chapter without
	using Yang or Ursula (whenever possible). In this challenge, the
	player could only use Monk A, Monk B, and Monk C, except during some
	sections of the Adamant Isle Forest.

	NOTE: "Coleman" is a name used for this monk by the forum members at
	GameFAQs. The joke is that "Monk" is the character's first name, and
	the appended A, B, and C are abbreviations of their surnames.

	Further, the forum members have determined that Monk Coleman is a 
	warrior and gentleman of renown, and beyond compare, similar to the 
	common internet jokes about Chuck Norris. 

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

(S.06) Section 6: Chapter Strategies

This section discusses general strategies to use during each of the game's
chapters. I have not provided a detailed walkthrough for the chapter, though I
may include general strategies for defeating boss enemies. The purpose of this
section is to give the player some ideas for using their team effectively.

	(C.01)	: Ceodore's Chapter
	(C.02)	: Kain's Chapter
	(C.03)	: Rydia's Chapter
	(C.04)	: Yang's Chapter*
	(C.05)	: Palom's Chapter*
	(C.06)	: Edge's Chapter

* These sections have not yet been completed.

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

  (C.01) Ceodore's Chapter

	Since the prologue rolls directly into Ceodore's chapter, even in
	the original Mobile version of the game, I'm going to just consider
	it to be part of Ceodore's chapter. In case anyone wondered.

	Ceodore begins as a complete wimp, but he's faster than the enemies
	on Adamant Isle, and can kill any of them in one hit. Roam around 
	outside town until he's level 10, then do his trial. On the way in,
	take equipment from Biggs and give it to Ceodore. On the way out,
	use Biggs and Wedge to help Ceodore plow rapidly through fights until
	Ceodore hits level 15, and then unequip Biggs and Wedge so you can 
	sell their stuff later.

	The "boss" fight on the airship is easy, have Biggs use Fira for a
	quick win (should take 2-4 turns depending on Ceodore's level, if you
	also use Awaken).

	In Cecil's segment, grab treasure, of course, but don't bother trying
	to gain levels. Equip Cecil with armor you took from Wedge, so that
	later, Ceodore can use Cecil's armor. Yes, despite the groups being
	in different places, they share an inventory bag. Nice! 

	Cecil's three-battle "boss" fight isn't so bad. The first fight, just
	attack and heal. The second fight, Cecil and Cid attack, and Rosa
	should wait until the floating eye uses Doom, then Haste, and then
	Rosa should use Slow on the ally who has Doom and Haste. After that,
	she and Cecil can use their Band, along with Cid's attacks, to drop
	the floating eye before their Doom'ed ally dies. The third fight,
	attack the birds and Slow the large bird, then just keep healed while
	attacking. Win.

	The rest of Ceodore's chapter is a peice of cake. Equip Ceodore with
	the armor from Cecil for a nice defense and Spirit boost (which makes
	his White Magic a bit better). The White Mage and Black Mage make the
	Devil's Road and Baron waterway easier, but if you want, KO them and
	you'll get better experience for Ceodore and the Hooded Man.

	Be sure to buy Eye Drops in Mysidia, they won't be available in Baron
	and some of the later enemies can use Blind attacks. It'll suck to 
	have to waste MP to use Esuna just to cure Blind.

	The main tactic is just to attack and attack and attack, neither
	character can do much else. Ceodore can use Cura if you want, or just
	use potions. It doesn't really matter. Consider equipping Ceodore
	with the Power Armlet from the Hooded Man if you want to even out
	their attacks a bit, but the Hooded Man is still going to be superior
	until you start finding swords, in which case, you can potentially
	make Ceodore a little better than the Hooded Man if you use the best
	available sword on him, and the hand-me-down on the Hooded Man.

	Make sure to buy a bunch of Spider Silk in Baron. At least 10, just
	in case you need them sometime. Skip the elemental attack items, but
	don't sell the ones you find as loot, you'll want them later.

	You should be level 25 before you fight the boss of the Mist Cave,
	because this will allow Ceodore to use Float (use it before you even
	start the battle, to save a turn). He should use Spider Silk on the
	boss, and then you can just Cross Slash it to death, or attack as the
	Hooded Man and heal with Ceodore.

	That's it. In the Mobile version, I've heard that Ceodore had his own
	Challenge Dungeon, but in the Wii version the game just rolls right
	into Kain's chapter without stopping.

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

  (C.02) Kain's Chapter

	Basically, attack, attack, and then attack some more. Enemies go down
	easily enough that you shouldn't need to use Cross Slash, or use
	White Magic during battles.

	During the sequences where you play Kain, just attack. Everything
	dies in one hit anyway. Some people say to unequip Kain's Wind Spear
	and give it to Ceodore (and give Kain an old sword), but you'll find
	a Mithril Sword and then Sleep Sword soon enough, so don't bother,
	it's a very short-lived improvement.

	The enemies on the Mist Cliffs give very good experience, especially
	the Goblin Captains, so stick around and gain a few levels if you
	wish, but it's not really necessary.

	When you reach the end of the Underground Waterway, you'll fight
	Octo Mammoth. You should have one or two White Fang and Red Fang,
	have both characters use one each of these right away to wipe out the
	tentacles instantly, then Spider Silk the main boss and Cross Slash
	it to death. If a tentacle comes back to life, just ignore it. The
	main boss will go down soon enough. Worst case, if three tentacles
	are back, use fangs again (or lesser elemental items if necessary) 
	and resume killing the boss.
	
	The Challenge Dungeon isn't so challenging. First, stop by Baron to 
	see if you want any of the items at the weapon and armor shop,
	they're new. You can also loot the items behind the counters now.
	Explore the ruins area of the Challenge Dungeon and clear it of loot,
	while working on getting Rosa to level 36 so she leans Haste. One
	chest in the ruins resets whenever you enter, but it has just "tool"
	items, so don't be concerned with it. 

	Once your group, or at least Rosa, have reached level 36 you should
	proceed into the cave portion of the Challenge Dungeon. The enemies
	will be tougher but you should be fine. Collect the loot, and at the
	save point before the boss, use Tents until it's New Moon, then save.

	The key to the Curse Dragon is that Kain's Dragoon Lance does Holy
	damage, which the Curse Dragon happens to be weak against. He has
	two forms, one of which requires about 10,000 HP, and the other about
	20,000 HP. At the start of the fight, Kain will probably act first, 
	but switch to Ceodore when he comes up, and use a Spider Silk. Then,
	wait for Rosa, and have her use Haste on Kain. Finally, have Kain 
	Jump, for very effective damage, especially considering the moon
	phase. Use Cid to heal or revive with items (or Ceodore/Rosa with
	items or magic, if they're available). When Kain's ready, Jump again.
	Basically, repeat this until it changes form. Then, have Ceodore use
	a Spider Silk again (good thing you can buy those in Baron). Repeat
	the Jump cycle, and heal and revive as needed. If Kain dies, be sure
	to hit him with Haste from Rosa (or Ceodore if you're high enough in
	level). The boss will die easily enough.

	At this point, you can just run the Challenge Dungeon repeatedly to
	gain levels if you fight every battle on the way to the boss, or, to
	gain loot quickly if you flee from every battle on the way to the
	boss. If you opt to flee, use magic to heal, since you can use a
	Cottage just before the boss anyway. Either way, you should get all
	the good items and become level 50 pretty smoothly.

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

  (C.03) Rydia's Chapter

	Oh Rydia. Without your summons, you are so screwed. It's easy to get
	through the Eidolon cave, though, and meet up with Luca, Calca, and
	Brina. Calca and Brina are a mixed bag. Calca's abilities are very
	unpredictable, but Brina's are almost always useful since they tend
	to heal a lot of the time.

	There are two general strategies here:

	Option 1: Use the dolls for Jive and Dance. In this case, stick them
	in the back row, and equip them with the Angel's Clothes and Mage's
	Clothes, when those items become available. You could also opt to use
	the Clown Clothes instead, and whichever doll has those will just get
	to Jive or Dance more often, but a bit less effectively. Collect all
	eight Kokkol Ores which are available without going into any dungeons
	and use them to make a Battle Axe, followed by a Tomahawk, and Luca
	is set for the rest of the chapter. Hooray! You can use the final 
	four Kokkol Ores to make a Dancing Dagger for Rydia later, or a 
	Mithril Hammer for Luca if you want (though in my opinion the 
	Tomahawk is far superior). This setup also permits Luca to be in the
	back row, but, don't do that until after the Sealed Cave, since the
	other three characters are much more frail than she is.

	Option 2: Use the dolls for attack! In this case, put them in the
	front row with the Warrior's Clothes and Clown Clothes. Use the Clown
	Clothes on Brina so that if you need a heal, you can try for it more
	often. Use the eight easy-to-get Kokkol Ores to make two Dancing
	Daggers so your dolls can kick some ass (or, at least as best as they
	can manage, anyway). If you want, you could put them in the back row,
	since Dancing Daggers can do a nice "Big Throw" style attack if used
	as an item in combat, but if you ask me, that's a pain to have to 
	select that every time you want to attack. The final four Kokkol Ores
	should be used alongside the Battle Axe from the Sealed Cave to make
	Luca a Tomahawk. Luca will need to be in the front row until you get
	the Tomahawk, and then she can go in the back.

	Either way, use the dolls for their purpose as you choose from the
	ones above, and Luca also. Luca's main thing is attacking, if you 
	didn't guess. Or Big Throw, if the moon phase favors it over attack.
	
	Rydia should try to support with magic, if you can guess the enemy's
	elemental weakness. Or use Stop. If you power-level her up to 32
	while still underground, her Bio spell will kill any enemy group in
	just one shot, except for the doors and boss of the Sealed Cave.

	If Rydia needs MP, use Osmose on Lamias, once she learns it at level
	26. Lamias have around 150 MP and are eager for Rydia to take it
	away! Use Stop to make them sit there helplessly, and then turn them
	into giant Ethers. Once they're drained, Luca can finish them off.

	The back entrance to the Dwarf Castle has a healing pot. Consider
	grinding some levels on the overworld near here, until all of your
	characters are over level 20. This will be time-consuming, but will
	make the rest of the chapter much easier. 

	Against the door enemies in the Sealed Cave and Challenge Dungeon,
	just use Stop, and it's an easy fight. If you reach a high enough
	level you can kill them with Bio plus one attack from Luca. It's
	faster, but costs a bit more MP.

	The Demon Walls are a bit more annoying. If you're under level 32,
	use a Spider Silk, and have Luca use attack or Big Throw (whichever 
	is favored by the moon), and Rydia use any -ara spell. If you're
	level 32 or higher, forget the Spider Silk, just use Bio and Luca's
	moves stay the same.

	If you want to get Calca and Brina to level 40, you'll need to do so
	before you defeat the Demon Wall in the Sealed Cave. Or, to be more
	precise, you can defeat the Demon Wall if you wish, but then you have
	to grind out any remaining levels without leaving the Sealed Cave. So
	it's best to just do it before killing the Demon Wall.

	While in the Agart Mines, you can find a very convenient healing pot,
	which makes it an excellent spot to grind out some levels.

	If you want to repair Calca and Brina, do so at the Agart Mines. See
	their sections above for details.

	The Challenge Dungeon is a peice of cake. There are guides for how
	to get through it, so I won't detail that here. The boss is super
	weak. Have Luca kill two of the Minion Gobby's, and then use Bio on 
	the Boss Gobby and have Luca use Hi Potions to heal. When it dies,
	finish the last Minion Gobby. If you accidentally kill all the Minion
	Gobby's while the Boss Gobby is alive, he'll use magic to improve
	his attack and defense. Defeat him the same way, it just takes more
	time. So, be careful and do it the easy way.

	Run the Challenge Dungeon a few times for the loot and you'll easily
	reach level 40 in the process. Since the enemies in the Challenge
	Dungeon are tough, you might consider waiting until level 40 to 
	advance to the end. 

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

  (C.04) Yang's Chapter

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

  (C.05) Palom's Chapter

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

  (C.06) Edge's Chapter

	Be sure to unequip Edge before starting the sub-chapters for his
	pupils, as Edge's equipment will greatly benefit them. Likewise,
	before finishing a section for each pupil, unequip the pupil, except
	for their individualized weapons which other pupils could not use.

	If you want to be able to use the pupils in the rest of the chapter,
	and at the end of the game, do not allow them to die during their
	sub-chapter, as this results in the permanent death of the pupil.
	Fight your way to level 20 as each pupil before completing their
	sub-chapter, so that they will be on-par with Edge when they return.

	Strategic info for each pupil can be found in their information in
	the Optional Characters section, above.

	Once the chapter has returned to Edge, equip him with the best gear
	obtained from the sub-chapters of all the pupils, and make sure one
	of his weapons is the Metal Boomerang acquired during Tsukinowa's
	sub-chapter. You can thus put Edge in the back row and he will deal
	full damage (this is true even if his other weapon is a katana). Put
	Edge's Flame spell to good use against the undead in the Eblan Cave,
	and try to reach level 20 before advancing into the Tower of Babil.

	Once the group re-unites, put Edge, Gekkou, and Zangetsu in the
	front row, and Izayoi and Tsukinowa in the back row. Gekkou should
	be equipped with an axe, Zangetsu with a spear, Izayoi with a bow or
	whip, Tsukinowa with boomerangs, and Edge with katanas. You could
	put Edge in the back row with a boomerang, but his high HP make him
	able to take a hit or two. If you have trouble, equip Zangetsu with
	a boomerang for awhile and stick him in the back row, since his HP
	are generally lower than Gekkou or Edge. This will make his attack
	much weaker, though, so it's not advised except if he is behind in
	levels.

	The enemies of the Tower of Babil shouldn't be any trouble if your
	team is level 20 or higher. Basic attacks should win most fights. Try
	to reach at least level 25 before fighting the Mysterious Girl, you
	can teleport back to the entrance of the Eblan Cave from within the
	Tower of Babil (at the entrance of the tower from the cave, and, at
	the save room just before the Mysterious Girl), and return to Eblan
	for supplies if needed.

	After beating the chapter, check out the Challenge Dungeon. You'll
	need to be fast to get the best gear at the end, so don't worry about
	that for now. Each floor has two equippable items that can randomly
	appear in the treasure chests, as well as normal "tool" items and
	shuriken. Play through each floor until you have collected all the
	equipment, and use an Emergency Exit (you can buy them in Eblan) to
	escape and heal. Once you have collected the equipment for a given
	floor, then advance to the next floor and do the same.

	Getting killed in the Challenge Dungeon? Remember, you're playing a
	group of ninjas, not a group of fighters. Use their abilities to even
	the odds with tough enemies! Izayoi's Illusions works pretty well to
	confuse an enemy - try using this on a Coeurl and watch it use it's
	Blaster skill to paralyze or kill other enemies. Shadowbind is a good
	spell to use against Mad Ogres and other tough foes. Flash also works
	well, since you can target the full group. Mirage is nice to help
	avoid a few hits. Once the enemies are properly paralyzed, confused,
	and blinded from the first round of battle, you're ready to attack.
	Also, remember that Izayoi's bows and Tsukinowa's boomerangs do extra
	damage against flying enemies.

	By the time you have collected all the equipment from all floors, you
	should be in your late 20's or early 30's in level. Run your way to
	the fourth floor of the Challenge Dungeon, and on the right side you
	can find a tile that restores all HP and MP. This is the spot where
	you want to stay until you reach level 40. 

	Once you're level 40, you're ready to make speedy runs through the
	Challenge Dungeon to try and get the best treasure from the final 
	chest. Run or use the Smoke spell to achieve the best results.

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

(S.07) Section 7: Grouped Character Comparisons

(incomplete)
 
-------------------------------------------------------------------------------

(S.08) Section 8: End-Game Party Ideas & Challenges

(incomplete)
 
-------------------------------------------------------------------------------

(S.09) Section 9: Legal, Copyright, Etc.

This guide may be printed only for personal use. 

The games, Final Fantasy IV and Final Fantasy IV: The After Years, are 
Copyright Square Enix Corp, and I make no claim to any trademarks or 
copyrights held by them which may be included in this guide.

The contents of this guide are Copyright 2009 ExaltedBen (specifically, the
real-world person who has the account ExaltedBen at GameFAQs) and may not 
under any circumstances be reproduced by any individual or group, or hosted 
on any website, without his permission as noted below. 

Individuals or groups authorized to reproduce or host this guide:

	GameFAQs	www.gamefaqs.com
	Super Cheats	www.supercheats.com
	Games Radar	www.gamesradar.com
	Cheat Planet	www.cheatplanet.com
	Neoseeker	www.neoseeker.com

Special thanks to contributors: 

	King_Tetiro	(GameFAQs)
	dark_deity9	(GameFAQs)
	Zxela404	(GameFAQs)
	Biifcake	(GameFAQs)

Please email me if there are any questions.


[End]