________________________________________________________________________
| F I N A L  F A N T A S Y  T A C T I C S | Straight Character Challenge
                [presented in THX surround sound]
  ##===##=====#==                            written by MunkiBleedsGreen
  ||== ||==  ||  <==Bad Ascii              (linoleummunki@msn.com) 2001
  ||   ||    ||    At It's Worst            {best viewed at full screen}
________________________________________________________________________

Foreword: This FAQ has been compiled by me through an on running post of
mine on the FFT message board at GameFAQs.com. While I did my fair share
of the research, much of this document came from a large group of people
whom I will thank later on. I do not claim to be the originator of much
of this information, but I have received all of their consent as to post
this on this topic. Without further ado, I present to you the
Straight Character's Challenge.
______________________________________________________________________

-_-_-_-_-_-_-_-_-_
|Table of Contents\______________
|1. FAQ Information               \        * Denotes Updated Section
|    1.1 Updates/Version*         /        ! Denotes New Section
|    1.2 Needs*                   \
|    1.3 Upcoming/News*           /
|2. The Challenge Basics          \
|    2.1 Introduction             /
|    2.2 Rules and Regulations*   \
|    2.3 Comments on Classes      /
|3. The Strategies                \
|    3.1 Generic Strategies*      /
|    3.2 Job Class Specific*      \
|4. Miscellaneous                 /
|    4.1 FAQ*                     \
|    4.2 The Thanks*              /
|    4.3 Random Stuff*            \
|_________________________________/


-_-_-_-_-_-_       ________________
|Section 1  \_____/ FAQ Information\___________________________________

-1.1- Updates/Version

V0.5-Sept. 21th, 2001-Heh, yes, I'm back. I've been a very poor daddy
                      lately and for that I apologize. I came back to
                      the boards just a few weeks ago, and now decided
                      to do something constructive with my time :)
                      Big thanks to Maligant, Dr Goofy, and everyone  
                      else who've kept the SCC alive while I was gone.
                      Updates all around. New strats for Wizard, Dancer,
                      Geomancer, Thief, Archer, Summoner, Mediator, and  
                      TONS on Bard. Updated Rules, Thanks, FAQ, Generic
                      Strat and the Hall. I'll try to keep updates as  
                      consistent as possible too. Again, thanks everybody.

-1.2- Needs

        -I'm always in need of Class Specific strategies. Credit will be
         given to the senders in all cases. Please, e-mail me at
         linoleummunki@msn.com for guaranteed addition, or under an SCC  
         topic, which I may not see. I also need a lot more time to work on
         this... Oh, if you believe that you have better Basic Descriptions
         of the Classes, send them along my way. Anything you want to add
         at all is plenty welcome.


-1.3- Upcoming/News

        -More Strategy is a must. I think I may have lost all the Speed, PA
         and MA work I had, but I'll definitely get Speed growth done at
         the very least. If anyone has any interesting ideas for this FAQ,
         then let me know (linoleummunki@msn.com).
_________________________________________________________________________


-_-_-_-_-_-_                      _________________
|Section 2  \____________________/ Challenge Basics\____________________

-2.1- Introduction

     Well now, surely many of you are familiar with the Squaresoft game,
Final Fantasy Tactics. If you're not, are you really that bored and dull
of a person to go checking out FAQs for games that you don't know about?
Shame, shame on you! Well, for the rest of you, it has always been a
common complaint that this game is, with the exception of a few battles,
too easy. However, the job system of Tactics keeps us all addicted to its'
gameplay and in love with the game itself.

     Another complaint is the uselessness of certain job classes, and the
abuse of more powerful ones. As a supporter of the less popular classes,
and someone who adamantly believes this game should be harder, I went out
and did something. I devised a bit of a challenge for us all. Perhaps I
didn't devise it, but I definitely popularized it.

     The basic idea of this challenge: play with only one job class. This,
ultimately, creates new challenges abound. Old battles, once thought easy,
suddenly smack you in the face. Old skills you once ignored suddenly find
reborn usage. Most importantly, you find a new appreciation for job classes
you may have not regarded so highly.

     Does this interest you? If it does, read on, young warrior, and enter
the Straight Job Class world.


-2.2- Rules and Regulations

 >>1. Party must consist of 5 Characters, all set to the same job class.
      Characters must attain Job before Dorter Trade City, and remain in
      that class.

 >>2. Characters can not use any other abilities of any other class at all.
      Any Support, Movement, and Reaction skills must come from their own
      Job Class.

 >>3. Special Characters are not allowed, as their enhanced growth can
      dilute the challenge.

 >>4. High leveling up is not allowed either. The following Level Caps have
      been set as maximums for all job classes:
          -Chapter 1: 20
          -Chapter 2: 35
          -Chapter 3: 50
          -Chapter 4: 70 - Before Murond Death City
      However, remember to use your judgement. These levels shouldn't be
      approached with most classes. The stronger your class, the lower your
      levels should accordingly be. Also, because sqpat17 pointed it out,  
      if you take on Mime (and perhaps Calculator), and go _over_ the level
      cap just to get to the class, don't worry about it and carry on, of
      course don't level up after that until you're below the cap.

 >>5. Again, you may not use Gained JP Up, Secret Hunt, Move-Find Item, etc.
      unless your character naturally has it in their class. This is the
      same as rule #2, but I need to state it twice because this is the most
      common mistake.

 >>6. Guest Characters can become whatever you wish. A strong Algus and
      Delita are pretty much required to beat early battles for many classes.
      Guest Characters may be stripped of their equipment.

 >>7. Important to Mediators: Monsters can NOT be recruited. If a Human is
      recruited through Invite, he must be stripped and then kicked out. Any
      Special Character can also be stripped and then removed.

 >>8. If you have a problem in the game, namely Wiegraf, use your better
      judgement. Depending on how into your game you are,  judge whether or not
      to give yourself some leniency for this battle. Several classes may find
      it totally impossible to beat Wiegraf, such as Archers, Thieves, and
      Bards, and thus give yourself some leg room in this fight if you need it.

 >>9. Later in the game, at Chapter 4, you may use a full party of Special
      Characters in a few random battles, just for the sake of your sanity.
      This applies mostly to people with very tedious jobs like Summoners,
      Mediators, and Bard/Dancers. Special Characters may NEVER be used in
      Story Battles or in the Deep Dungeon. [Mucho Gracias Dr Goofy]

 >>10. You may not Dupe Weapons or use the Level Up/Down cheat. Neither of
       these is technically possible if you stick to the challenge, but it
       should be said anyway. [Thanks to Cyrus Viruz for pointing this out]

 >>11. At no time may Ramza or any other character change the Brave or Faith of
       any character unless this ability comes from the selected Job Class.

 >>12. You may not rise over the level cap to get better weapons from boxilized
       enemies and then level down to finish under the cap. Shame on you if  
       you say you didn't but really did. You're going to hell, liar.

 >>13. If you don't like the regulations placed on the SCC, then do it your way.
       You won't be doing an SCC, you won't get any credit in this FAQ, but
       bloody hell, don't complain about a video game challenge. You can go  
       your own way </singing>.

 >>14. The fourteenth rule of the Straight Character challenge is... don't tell
       anyone about the Straight Character challenge... and judging from how  
       many new faces I see around this room, many of you have been breaking
       this rule. _


-2.3- Comments On Classes

     General comments on each class are listed here. This is intended to
     interest you into playing different classes and trying as many
     challenges as possible.

     <Squire> Though seemingly difficult, Ramza will be a key figure with
     his power and equips. Cheer Up is very helpful. However, Throw Stone
     isn't much against a Zodiac Monster, eh?

     <Chemist>Perhaps the "safest" of all classes. Their healing and reviving
     is quite nice and comes in handy in ALL situations. However, their
     battle power is horrible throughout most of the game, and their mediocre
     stats can hold you back.

     <Knight>The slow, powerful warrior. High battle power will make early
     fights easier than most. However, a complete lack of long range attacks
     causes them to rely on melee fighting, and evasion. Handy ability set,
     but vulnerable.

     <Archer>The first class I ever tried this challenge with. Their attacks
     are crap early on. However, their long range superiority makes most
     random battles a breeze. There are some story battles which give them
     advantages, but there are many more which totally handicap them.

     <Wizard>A real conundrum of possibilities here. Waiting for enemies to
     come to you and then unloading with powerful spells seems pretty
     effective, but when enemies with low Faith or better Speed come around,
     you could find yourself in a lot of trouble.

     <Priest>The second job class I know to have been started in this
     Straight Challenge campaign (Maligant did it, go Mal...). They have
     healing, revival, auto-revival, protection, and even one of the
     strongest attack spells in the game, as well as balanced stats and good
     Speed. Don't forget though, for the better part of the game, enemies
     will be killed with their sticks, and their healing and revival is quite
     unreliable.

     <Monk>A powerful class, in both stats and skillsets. The obvious
     advantages come in HP healing, status curing, revival, and long range
     attacks. High Brave characters will dominate the game early on, and moves
     like Wave Fist and Earth Slash will become powerful staples to strategy.
     Remember though, they do have pretty poor HP. Still a fun class.

     <Thief>Obvious advantages come in the Steal set. You can get nice EXP
     early on, some equipment you couldn't get otherwise from Secret Hunt
     and the Steals, and even the glorious Move and Jump +2s. They have
     great Speed too! Of course, they have horrible PA and must depend on
     the very very "iffy" Steal Heart to do their damage for them. Also,
     they have low HP, and no actual long range attacking. Don't even get
     me started on how they can beat Wiegraf or Velius...

     <Time Mage>Another fun magic class. They have a good ability set which
     can be made great use of very early on, much moreso than other mages.
     They have one of the best arguable movement skills, and one of the
     potentially strongest Support Skills too. However, aside from the
     undependable Meteor and Demis, they have no real attack power.
     They must be drawn into melee combat, where they are quite weak.

     <Summoner>A lot can be said for wide range attacks that can be pulled
     off from many many Squares away. Target Unit, and run. Sounds pretty
     effective, no? They have healing, attack, and protection, too! Then
     you remember: They have low HP and below par Speed. Also, until you
     get their precious Support, your Summons better get the job done
     the first time, or you'll be left with guys in funny hats and no MP.

     <Geomancer>A very versatile class which I have always touted as a
     wonderful job. They have a good assortment of equipment to make use
     of, and have great melee combat, and good long range attacks too.
     Attack Up comes in handy. On the down side, they only have average
     HP, which isn't good for a close range fighter, and their abilities
     do little damage.

     <Lancer>With their Jumping prowess, good movement ability, great
     reaction ability, and high PA, you may mistake Lancers as a
     generally very easy class. But remember: Chapter 1 will be spent
     without any weapons. And your Jump skills will require a few thousand
     JP to be useful. Long road ahead.

     <Oracle>Another fun class. Their status abilities can make battles
     terrifically fun, or downright frustrating. It all depends on Faith
     values, and your luck. Early power spells like Paralyze and Drain
     Life only grow stronger as time goes by, and they have a two space
     range weapon which packs a punch. Just remember, they are by no means
     tanks, and fall prey easily to melee combat. It's really a matter
     of luck...

     <Mediator>An interesting challenge to say the least. You must now
     make use of all those skills which most of us have ignored in the
     past. Psst, Mimic Daravon can be quite useful. However, Threaten
     may just become your favourite ability of all time. It's that good.
     Remember to check the Rules and Regulations on these guys
     too. Their downsides? Low HP, weak attacks throughout the game,
     and a limited pool of good abilities.

     <Ninja>A favourite among Tactics players, the Ninja remain a
     strong choice for this challenge. Despite some possible difficulty
     in getting the class, once there you will find certain battles to
     be heaven, and others to be hell. Great PA, and simply excellent
     melee and long range attacks, accompanied by a high move rate and
     Speed make Ninja one of the most powerful classes in this Challenge.
     Still, they have their weaknesses. Their HP probably won't ever
     break the 200s.

     <Samurai>I'll be blunt with this. Their skillset is the most varied
     set in the game, and has a LOT of power. Early on, they'll be
     extremely weak, but once the Samurai Swords appear, prepare for a
     much more entertaining game. The big drawback of this otherwise
     excellent class? Gil. You'll need it by the ton to keep up with
     their expensive hobby of smashing swords.

     <Bard>Hah. Well I won't say this isn't possible. Their battles
     mostly consist of playing the waiting game, hoping to gain enough
     Speed and PA in order to wreck the opposing side. They have terrible
     PA and HP, and their skills take forever to pull off. Still, it's
     definitely possible.

     <Dancer>This of course isn't possible to do with a full team. Ramza
     plays the part of the Bard, and this makes this scenario a tiny bit
     easier, and it certainly needs it. Again, the game reverts to you
     running and hiding from foes while their performances slowly chip
     away at them.

     <Mime>Yes, this is actually slightly possible. It hasn't proven to
     be impossible, that is. PhoenixWing took this upon himself, and I'm
     not sure where he is right now. Their PA is adequate to turn them
     into melee forces, but without any skills, winning seems like a long
     shot. As Phoenix says, a Mime is a Monk with no abilities.

     <Calculator> Impossible. With the regulations of this challenge,
     they are limited to Math Skills with no abilities to draw from.
     Then they all die from a few Chocobos. The End. Game Over.
_______________________________________________________________________


-_-_-_-_-_-_                                    _________________
|Section 3  \__________________________________/ Class Strategies\_____

-3.1- Generic Strategies

  \Proper Team\
   When starting the game, you'll probably find that the characters the
   game has generated for you are't very good for your chosen class.
   In this case, dump every single one of them that doesn't fit in
   after Gariland. With this money, you will then be able to find better
   characters who fit your class. Make sure to get good Brave/Faith Levels
   and the proper gender, and under the right circumstances, properly
   aligned Zodiacs.  
   *NOTE* sqpat reports that Capricorn (Jan. 1st) is the best Zodiac for
    Ramza. It gives him good compatibility with Gafgarion, Wiegraf,
    Meliadoul, and possibly others.  

  \Getting There\
   If you aren't playing Squire or Chemist, you will have to get your guys
   the right specifications for their job. This is usually easy. Go back
   and forth across Mandalia and Sweegy. Save very often, because it only
   takes a few Chocobos to take you out sometimes. If you really must, use
   Gained JP Up until you can get into your job. Upgrade your characters
   as it comes, and the challenge of the random fights should diminish.

  \High Level Jobs\
   You've chosen a job in the third Tier (Summoner, Mediator, Lancer, Geomancer)
   or a complex job like Samurai, Ninja, Bard, Dancer, or Mime,  and now that
   you've gotten them enough Job Levels, you notice that your Level is kind of
   high for where you are. If you are a true purist, now is the time to make
   use of the Degenerator Trap in the ditch of Zeklaus Desert. Level down a bit,
   if only to keep the challenge consistent.

  \Speed\
   A key statistic in many battles is Speed. I've heard many times of one point
   of Speed being enough to push the player to victory. Thus, remember that
   if you're stuck at Golgorand, Lionel, or any other location, all non
   Thief/Ninja classes get Speed bonuses at around Level 18, then at Level 35,
   then at around 52, and finally at around 69. After that, the level cap is
   broken, so it's irrelevant to this challenge. I'll have Ninja/Thief Speed
   stats up soon.

  \Anti Magic\
   Plain and simple. If your job class does not use Faith to calculate any
   of it's abilities, make sure you keep it as LOW as possible. Use Reflect
   Rings in Mage heavy fights, or Reflect Armor if it's available. The
   following classes require Faith: Chemist, Wizard, Priest, Oracle, Time Mage,
   and Summoner. Chemists only require it if you plan on using the Faith
   based Elemental Guns.

  \Zirekile Falls\
   I was pretty sure that this was basic knowledge, but I've noticed a few
   people having a bit of trouble here. Before the fight, change Gaf into a
   Priest, Time Mage, or Wizard, depending on what skills he has for each.
   Remove his other abilities and all of his equipment. Now prepare to hand
   him his own head on a platter.

  \Riovanes Castle\
   For many jobs, this could be the breaking point. Some Jobs, like Mediator,
   Archer, Thief, and Bard/Dancer, may find it impossible to defeat Wiegraf.
   Others simply can't damage Velius enough. Worst yet is the Rooftop Brawl.
   Speed is key here, so what if you're a slow class? Well then, take another
   way out. Get creative and get around your difficulties.
   -Archer, for example, can become a Knight with Equip Crossbow, to retain
   the Archer's original intent. Now, with Chameleon Robe and Feather Boots,
   it becomes possible to defeat Wiegraf.
   -Velius just takes a heavy assault and a lot of luck, as well as playing
   around with equipment. Take your time.
   -Finally, the Rooftop Battle also involves luck, but there's another way
   around it. Unequip one of your characters, and move them torwards the
   Assassins and Elmdor. They will now target THIS character, drawing
   attention from Rafa. Much thanks to TallgeeseVI and DragoonMRM for this
   great tip, dubbed the Naked Strategy.

  \Murond Death City - Altima\
   Another nice little tip for any classes which have the ability to revive
   or heal. Keep Alma alive! Computer AI will generally target the weaker
   leveled characters and Guests. Alma covers both of these needs. Altima
   will generally spend its time killing Ramza's sister or trying to destroy
   her positive effects. Thus, by keeping Alma alive, you'll distract
   Altima indefinitely.


-3.2- Job Class Specific Strategies

  I. Squire - More Strat Coming
  II. Chemist - More Strat Coming
  III. Knight - More Strat Coming
  IV. Archer - More Strat Coming
  V. Wizard - More Strat Coming
  VI. Priest - More Strat Coming
  VII. Monk - More Strat Coming
  VIII. Thief - More Strat Coming
  IX. Time Mage - More Strat Coming
  X. Summoner - More Strat Coming
  XI. Geomancer - More Strat Coming
  XII. Lancer - More Strat Coming
  XIII. Mediator - More Strat Coming
  XIV. Oracle - More Strat Coming
  XV. Ninja - More Strat Coming
  XVI. Samurai - More Strat Coming
  XVII. Bard - Complete?
  XVIII. Dancer - More Strat Coming
  XIX. Mime - More Strat Coming
  XX. Calculator - Complete?


-I- Squire
    Recommended Party: 5 Males. High Brave, Low Faith.

    Advantages: Fast Growth, Throw Stone, Dash, Ramza's Special Squire
          Class Advantages.

    Disadvantages: Average Stats All Around, No Powerful Skills,
          Lacking Attacks, Lack of Useful Reaction or Support Ability

    Basics: Far be it for me to criticize a class, but when you think
           mediocrity, you think Squire. Most people would never logically
           bring a non-Ramza Squire into a battle after Chapter 1. Imagine
           going through the whole game as one. The big saving grace to
           this class is that Ramza actually is a good Squire and gets
           numerous advantages as one, including equipping Knight Swords.
           Namely, Excalibur. This is one of three classes that gets to
           boost their Brave, via Cheer Up, and the classic Ramza
           Yell/Accumulate or Scream strategy can be made use of. Early on,
           they can perform pretty well. With a cheap long range attack, Throw
           Stone can lead to getting them all of their abilities quickly,
           and even weaken enemies after a few throws. Dash is an indispensable
           Squire ability. The 100% hit is nice, but the best thing is the
           fact that it doesn't trigger Reaction Abilities. This should be used
           to your advantage. Most of this game's difficulty lie in the fact
           that only one of your units is truly useful. Still, the challenge
           is worth a shot. Hey, they even get Gained JP and Move+1!

    Set Up: Basic Skills / Counter Tackle / Defend / Move+1

    Battle Strategies

    >>Accumulate: This move is your best friend. You MUST make use of
      it or you will die. Two to four times should be enough to
      get you through a battle, and then they become Knights with
      less HP.
    >>Ramza: He is also your best friend. Beginning in Chapter 2,
      think of him as Knight Version 2.0. He can equip all armor and
      helmets, as well as hats and clothes and robes, and even shields.
      This will give him more than adequate HP. Don't forget to abuse
      Cheer Up!.
    >>Fort Zeakden: This battle can be tricky if played conventionally.
      The big trick to this, any many other all Squire battles, is to
      run and hide. Move all your units behind the Fort and Accumulate.
      Delita should be dead by the end of the enemy's turns, and then
      come back up again if Algus gets damaged before his next AT. This
      should give you more than sufficient stall time to build up your
      guys. Wait for Algus to come to you, then beat the hell out of him.



-II- Chemist
    Recommended Party: 5 Males. High Brave, Mid-Faith.

    Advantages: Reliable Healing, Revival, Long Range Healing, Guns,
          Auto Potion, Move-Find Item, Status Negation.

    Disadvantages: Low HP, No Early Long Range Attacks, Never a Physical
          Powerhouse.

    Basics: A very defensive unit. Access to this class is immediate.
          Early on, Knives will prove to be pretty useless against most
          enemies. However, their healing should keep them alive. The
          "Lure then Surrond" strategy will have to be used until you
          have access to Guns. In Chapter 1, you'll find yourself
          probably depending on Delita and Algus for the majority of
          the kills. Once you get Guns, though, your Snipers will be
          able to kill many enemies from great distance in a few attacks.
          They can benefit from Deep Dungeon, and are actually the only
          ones besides Thieves or Summoners who can do so. It will take
          a great amount of trouble, but they can rack up a lot of rare
          and beneficial equipment.

    Set Up: Item, Auto Potion / Equip Change / Move-Find Item

    Battle Strategies

    >>Build Up: Be sure to learn Potion and Phoenix Down first. After that,
      move onto Hi-Potion, then X-Potion, then Holy Water, then Remedy.
      You really shouldn't need anything other than that.
    >>Pack' Em Tight: Keep your Chemists within six or so spaces of each
      other. This way, Mages don't get to take advantage of groups, you
      still get to use your guns from a safe distance, and you have enough
      space between so that you can still Heal or Revive other Chemists.
    >>Deep Dungeon: Abuse it!!! You can get a fair amount of nice equipment
      for your phriendly Pharmacists here. Check another FAQ for all the
      locations, and see what you need and what you don't. If you work up
      to Tiger, you can get all 3 elemental guns.
    >>Murond- Hashmalum: Your best chance at this is to vary your
      equipment a bit. If you have the Vanish Mantle, put it on Ramza, while
      the others should get Germinas Boots or Sprint Shoes. Keep any Chemist
      not equipped with an Elemental Gun, if you have any, as a Healer, and
      attack whenever you have the chance to. Avoid Meteor at all costs!

-III- Knight
     Recommended Party: 5 Males. High Brave, Low Faith.

     Advantages: High HP, High PA, Equipment Breaks, Weapon Guard,
          Knight Swords Late in Game.

     Disadvantages: Poor Movement, Battle Skills Sometimes Irrelevant,
          No Movement or Support Skills of Use, No Long Range Attacks.

     Basics: The walking tanks. These guys can have either very easy, or
          very hard fights. They are about unmatched in melee combat.
          Easily accesible, they will prove to dominate most of the early
          on fights. With Weapon Guard, Shields, and Mantles, they can
          become HIGHLY evasive. Stat Breaks are good for Random Battles
          and are a nice way to level up faster, and the Equipment Breaks
          can make short work of many story characters. However, they
          are handicapped in the area of manueverability. With a lower
          speed rating and a Move and Jump of 3, it may take a while for
          them to get going. Lack of any long range attack don't help either.
          Most often, the enemies will get the first attack. Later on in
          the game, Knight Swords (from Orlandu and Meliadoul) can enhance
          your party to no bounds. Just remember, a group of mages can
          really hack away at you, even with Low Faith.

     Set Up: Battle Skills / Weapon Guard

     Battle Strategies

     >>Slow and Steady: Try to slow every battle down as much as possible
       to aid the Knights. Stay far away from the enemy and when one gets
       close to you, break him down.
     >>Evasion Abuse: Keep up to date with the best Shields and Mantles.
       Also, use Weapon Guard!!!
     >>Weapon Break: Probably the most important ability in Story Battles.
       Use it to nullify Gafgarion at Golgorand and Lionel.


-IV- Archer
     Recommended Party: 5 Males. High Brave, Low Faith.

     Advantages: Long Range Attacks, Concentrate, Speed Save, Can Attack From
          Nearly Anywhere, Low # Charge Skills.

     Disadvantages: Mediocre PA, Mediocre HP, Lack of Useful Abilities,
          Very Weak Weapons Late in Game, Occasional Awkward Attack Positions.

     Basics: Sure, we've all used them before a bit. And probably mocked them.
          They don't really deserve all the smack they get though. A well
          placed line of Archers can kill off an enemy faster than a well
          placed line of Chemists any day. Though their attacks are very
          innacurate, Concentrate more than makes up for that. Only Arrow
          Guard and Blade Grasp can stop their assault then. The biggest
          drawback to these guys come when facing enemies head to head.
          Usually, they can't draw back fast enough before they get way
          too damaged. Some battles can really drag on, as well. A dropped
          Archer often results in a crystal appearing pretty soon. Also  
          keep in mind the insane difficulty that comes with facing Velius.

     Set Up: Charge, Speed Save, Concentrate, Jump+1

     Battle Strategies

     >>Swarm: Archers can OWN random battles with ease. Your best
       strategy in any battle would be to take to the highest ground
       possible while waiting for your enemies to enter your range.
       Once they do, launch your arrows. Kill any yellow Chocobo
       first, with extreme prejudice. If you can not finish all the
       enemies with ease, just set them into critical and then move
       in later to finish the strays off.
     >>Fort Zeakden: With Jump+1 on, the Archers can climb up the box
       on the side to the roof. From there, they have superiority. You
       should be able to kill Algus easily, but for fun, kill off the
       rest of his party before hand.
     >>Golgorand: Use Arrow Guard to quell the opposing Archer threat.
       Use Charge+5s to take out Gafgarion early, then concentrate on the
       Knights. Keep moving about, and you shouldn't take too much damage.
     >>Riovanes:  Get 8 Speed and Speed Save. Wie will go first and Stab
       you. If it triggers Speed Save, you'll get 2 turns in a row, since
       you're already at 100 CT. Use the best Charge available, probably  
       +5, and then one last attack regular attack should put him away.
     >>Murond-Balk:  Use the Bowguns (Gastrifitis I believe), Flame Shield,
       and Rubber Boots. Now crowd the broken bridge area. The Hydras  
       can't fly over and since their flame breath is negated, you won't
       have much trouble taking them out. Cross the bridge then and off
       Balk, ignoring the Behemoth.


-V- Wizard
     Recommended Party: Ramza + 4 Females. High Brave, High Faith.

     Advantages: Long Range Magic, Powerful Spells, Counter Magic,
          Magic Attack Up, Strength Only Limited To Growth, Flare

     Disadvantages: Horrible PA and HP, Can Run Out of MP, Expensive Abilities
          Needs High Faith (Heavier Damage From Magic), No Movement Ability

     Basics: These guys can be miniature war machines. They must stick
          with the "Wait and See" strategy of battle. The cross panel spells
          will prove to be endlessly useful. However, you must be very
          careful with your usage of Magic, especially earlier on. Without
          a method of regaining MP, they can be left helpless. In Chapter 1,
          for story battles, it's best to let Delita and Algus do the
          load of the work and only toss a few spells around. They work
          wonders in Assassination scenarios, and it is actually a nice
          strategy to kamikaze them into your target, knowing full well
          that at least one will get a spell off. However, you can't always
          charge them head on. That would be a very BAD idea. Counter Magic
          pays off nicely against enemy mages. It takes forever to get
          some of their best abilities, so you may want to have each learn
          only one element. And by "Strength Limited Only to Growth", I mean
          that they don't depend on their Equipment and what the stores
          can sell them for their power. They can simply learn a new spell
          and take a huge step up.

     Set Up: Black Magic / Counter Magic / Magic Attack Up

     Battle Strategies:   

     >>Patience is a Virtue:  To pull off some of the best spells available,
       and even in some cases the lesser magic, your best chance, often,
       is to let the enemy use their turn first. Starting a spell while
       their CT is lower can pay off when it comes to using spells like
       Flare. CT Watching will probably come as a natural talent over the
       course of the Wizard challenge.
     >>Elementary Elemental Education: Elemental weaknesses can often
       be the best blessing a Wizard could get. For random fights, take the
       time out to find which element does the most damage to what enemies.
       In battles with human characters, double check their equipment and
       see if they've been given any strengths or weaknesses. And earlier
       on in the game, use the Elemental Rods to your advantage, if possible.
     >>Levelling:  If you really need to gain some levels and get some JP,
       simply use Frog on a surviving enemy and whack that green sucker do  
       death with your painful murder sticks.  
     >>For The "Big" Battles:  Assassination battles boil down to "Use Flare"
       Wait for your target to come to you, taking kills if necessary, and
       wipe them off the face of Ivalice with a searing sun flare. In later
       story battles, abuse Angel Rings, because Flare is mighty slow, so  
       injuries on your side are quite imminent. This strategy can be  
       applied in Limberry, Murond Holy Place, Murond Death City, and the
       final battles against Altima. Mindless, but effective.
     >>Lionel Castle: Ramza, along with one other Wizard, can easily scorch
       Gaff out of existence in a few short turns. The main threat here are  
       the Archers and Knights. The Summoner will probably go down in cross-
       fire, so you should concentrate on killing the damage dealers first.
     >>Riovanes: Wiegraf should go down to a simple Flaring. You want your
       support to start torwards the back of the room. Have Ramza retreat
       when Velius shows. Now wait for a member to be targetted by Velius.
       Move that member forward and target him, even if death is imminent.
       Bring up the rest of your team and unleash as many Flares as possible.
       You'll probably need a bit of luck with this one, but this fight will
       be easier than the ones most have with Velius.
      


-VI- Priest
     Recommended Party: Ramza + 4 Females. High Brave, High Faith.

     Advantages: Healing, Revival, Status Curing, Above Average Speed,
          Holy, Regenerator

     Disadvantages: Pre-Holy Difficulty, Holy's MP Cost, Dependence on
          Holy, Limited Non-Holy Offense, Notice a Pattern?

     Basics: So they have one of the strongest magical attacks in the
          game. That certainly isn't going to help early on though.
          Priests will be forced to stick with the "Bait, Lure, Swarm"
          strategy early on. Their Curing, Protection, and Revival are
          unmatched in power, but not very effective in their advanced
          forms, due to long charge times. Still, the regular spells can
          provide aid enough, and the sronger ones are still useful.
          Regenerator is bound to become a favourite Reaction ability, and
          really pays off for the less than stellar HP Priests. Once you
          have reliable access to Holy, where you can cast it at least once
          and still have enough MP to finish the fight, battles will become
          a bit easier. Especially assassination missions. A fun job, with
          more than enough power to it to survive.

     Set Up: White Magic / Regenerator / Magic Defense Up

     Battle Strategies

     >>Protect and Shell: Keep these walls up all the time. For best results,
       use Wall! This, with Regenerator, should limit Priest damage to a
       minimum.
     >>Holy $*%#: Once you have the MP for it, I'd recommend learning the
       best all around attack spell, IMO, in the game. Like Flare, it is
       powerful, with a single, accurate effect range. However, it is
       a bit FASTER than Flare. Obviously wise in assassination battles,
       Holy will become your main strategy in all fights eventually enough.
     >>Inside Riovanes: Pump up your Magic Power! Use Wizard Staff and Magic
       Gauntlet, accompanied by Chameleon Robe to fake out Lightning Stab
       and a Golden Hairpin for MP. This will most likely cause Wiegraf to
       die miserably after his first attack. For Velius, your best shot is
       the Holy strategy. Spread your Priests out though, to avoid death.



-VII- Monk
     Recommended Party: 5 Males. High Brave, Low Faith.

     Advantages: High PA, Long Range Attacks, Healing, Revival, Status
           Curing, Variety of Skills, Counter, Restore HP, Hamedo

     Disadvantages: Lower HP, No Armor, No Hats/Helmets, Some Skills'
           Use Questionable, Not Very Manueverable

     Basics: The real heavy hitters. You wouldn't imagine just how strong
           a team of High Brave Monks can really be until you use them.
           I'm sure you have an idea though. Multiply that one thousand
           fold. Early in the game, they are more than safe. With powerful,
           non-weapon based attacks, and more healing than is even
           necessary, they are one of the few jobs that can breeze through
           Chapter 1 relatively easy. When in a dangerous battle, be careful
           to keep endangered characters from being trapped around non-level
           ground, or Revive will be useless. Keep your team together and
           designate a healer. Utilize their various abilities too. Secret
           Fist definitely can be made use of. Your only weakness would be
           Mage types on high ground, or fast moving characters, like Ninja
           or hasted enemies. Otherwise, they always stand a good chance.

     Set Up: Punch Art / [Reaction Ability Can Fit Situation] / Move-HP Up

     Battle Strategies

     >>Ranged Attacks: Keep your distance with these fierce fighters.
       Though their fists can be very powerful, it's often the best choice
       to stay as far away as possible from the enemy, using Wave Fist and
       Earth Slash to deal your damage. As a plus, with Earth Clothes, you
       can endlessly Earth Slash your team for damage on the enemy, and
       HP for your characters.
     >>Hamedo: It works against all humans, and Zodiac monsters, as you
       probably know. This pays off in Physical attacker heavy battles.
       This move can be quite advantageous in Riovanes, as if Wiegraf
       or Velius are too close to a character, he will try to attack them
       physically.


-VIII- Thief
     Recommended Party: 2 Males, 3 Females. High Brave, Low Faith.

     Advantages: Steal Heart, Steal EXP, Move/Jump+2, Speed, Equipment
            Stealing, Secret Hunt

     Disadvantages: Low HP, Low PA, Main Offense is Risky, No Good Reaction
            Ability, Problems With Misproportionate Enemy Genders

     Basics: A tricky little group to go through with. Their most obvious,
            and most necessary attack is, of course, Steal Heart. Using an
            enemy against the rest is most often their only way out. However,
            this isn't a good thing. More Male characters are found throughout
            the game, so this would probably push you to get 4 Females.
            However, they have Lower HP and PA than the rest, putting them
            at risk. Another drawback to the strategy is that it has a poor
            chance of success in neutral Zodiac cases (50+MA%). On an even
            lower note, the most obvious candidates for these attacks, Story
            enemies like Gafgarion for example, can NOT be charmed. Big
            problem. However, their high move rate, accompanied by their
            movement skills, can take them around the board several times
            before the enemy approaches, keeping them free of trouble
            usually. Their Secret Hunt skills can supply them with the
            occasional nice piece of equipment later in the game, and can rid
            you of Undead. Most importantly, the Steal set can basically
            rape those uncharmable Story characters. Then again, Wiegraf has
            maintenance...

     Set Up: Steal / Caution / Secret Hunt / Move+2

     Battle Strategies

     >>Steal Heart: This attack cancels the enemy's charging. Very useful for
       saving a Thief from a massive spell. If no spells are coming your way,
       focus on Charming the enemy who will get its' turn first.
     >>Steal EXP: Utterly invaluable to gain quick levels and JP early on.
       Charm the enemy, then steal from them until they have absolutely no EXP
       left. Then kill the enemy and move on.
     >>Riovanes:  You'll need 7 Move, an Air Knife, and 9 Speed to handle  
       this, meaning you'll have to be at about Level 40. At the start, run
       back and to the left. You'll need to be on the small bridge section,  
       past the water, on the ramp going upwards past the dip...
       __
         \    __
          \__/<--- Be right here, in other words.    
       After he moves, move far from him, almost torwards the door, and  
       attack the air (CT purpose, for Velius). Now move as far away from
       where you are as possible, torwards the same spot you moved before,  
       only on the right side. Now move into the corner and wait for him
       to get into range of an attack from behind. Hopefully he won't
       counter, and if he does, hopefully he'll miss. He'll move away
       and Stab you. Move behind him again and attack, and this battle  
       should end. Velius, on the other hand, is just tough. You'll
       need to move around a lot again, and hit him as often as possible.
       Good luck.

     Other Stuff

     >>Charmed Enemies won't do physical damage to other Charmed enemies, but
       if they have an attack that only inflicts a status, they will use it
       on any charmed enemy.
     >>Boco is indeed a Special Character. You can not charm him in the Fovoham
       Battle.



-IX- Time Mage
     Recommended Party: Ramza + 4 Females. High Brave, High Faith.

     Advantages: Haste, Don't Move, Critical Quick, Short Charge, Demi,
             Teleport, Stop+Meteor Combo, Speed, Pointy Hats

     Disadvantages: Limited Offense All Around, Dependence On Halting Enemy,
             Skills Fade Quickly Early On

     Basics: It's kind of hard to find disadvantages to this Group. Then again,
            it's pretty hard to find a lot of ADVANTAGES too. Surely, their
            Time altering skills come in very handy. When wouldn't you want to
            speed your guys up and slow down, or even stop the enemy? The big
            irony here is that these abilities last for little more than a full
            AT or two until you bring your characters to higher levels, and
            thus, higher Speeds. It'd imperative to Haste your group early on,
            and to abuse Don't Move. Rather than totally Lure in enemies, it
            pays off to bring them close, then stop them in their tracks and
            single them out. Time Mage skills cost relatively little MP, so
            they can keep this up for a while. Much like Oracles, winning a
            battle depends much on your luck and the enemies' Faith levels.
            Can't win if you can't hit them after all. Demi works wonders on
            Zodiac demons, and once you have it all, Short Charge, Stop, and
            Meteor becomes an ultimately powerful combo attack.

     Set Up: Time Magic / Critical Quick / Short Charge / Teleport

     Battle Strategies

     >>The Sky Is Falling: A risky tactic, but worth it... Wait for the
       enemies to draw near to you, then target them with Meteor (Short
       Charge is a necessity here) and Teleport as far away as you can.
       Keep moving back and you should Squash just about anyone with a
       few Meteors. Make sure your characters are well out of range
       though!
     >>Don't Move: Obviously enough, use this on any Physical character. A
       Knight three Squares away is as good as a Wooden Chocobo. It performs
       it's function nicely VS Mage classes if you can run from them, too.
     >>Reflect: Remember this? I bet most of you don't. Reflect, as always, has
       its' fair share of ups and downs. Indeed, you can knock away most
       of the Wizard's skills, but don't forget, Haste can be Reflected! Use
       this ability wisely, preferably AFTER you've Hasted. Also, it's tough
       to target, and is quite random, but in a desperate situation, try using
       Reflect to bounce a status off your character, across the board.
     >>Demi and Demi2: So, you don't have enough MP to throw around for Meteor,
       or you just don't have Short Charge. In that case, when it comes to
       fighting, assassination fights especially, a few doses of Demi or Demi2
       will off anything.
     >>Quick

-X- Summoner
     Recommended Party: Ramza + 4 Females. High Brave, High Faith.

     Advantages: Wide Summon Range, Powerful Spells, Healing, Protection,
             Odin, Bahamut.

     Disadvantages: Huge MP Cost Before Half MP, Slow, Low HP, Poor Movement,
             No Good Reactoin Abilities

     Basics: Another assassination oriented job class. It certainly is fun
            to tag an enemy with Odin and then run, knowing that their doom
            is impending. With a group of five, you may become a little bored
            of hitting everything with summons and waiting so much, but it's
            for the better. In Story Battles, someone should always cast Golem,
            and your Summoners should be as far away as possible, casting some
            of the lower level Summons at their leisure. You won't need much
            more than the basic elementals, Fairy, Odin, and Bahamut. The
            others, aside from maybe Clops, don't come in too handy. Half of MP
            is definitely a blessing, but before you earn it, you may have to
            put up with the "staff 'em to death" strategy. They have a very
            easy time with any of the assassination battles, and Summoner Ramza
            can defeat Wiegraf with only a little bit of luck necessary. A
            strong, but tedious job.

     Set Up: Summon / Restore MP / Half of MP

     Battle Strategies:  

     >>Patience Still A Virtue: Like the other mage classes, the Summoners
       best fighting tactic is to wait for the enemy to enter THEIR range.  
       Since the Summoners aren't among the faster of classes, they need to
       conserve CT and pay attention to the AT List. Some battles can easily
       be won by charging full steam ahead with powerful summons, but when
       you're out-powered, sit back and wait. Don't forget to check for
       Elemental weaknesses too.
     >>Golem = Friend: Golem is an all purpose hand of God. Personally, I
       would get Golem as soon as the Summoners' MP is high enough. The short
       term protection from physical attacks can be CRUCIAL in many battles.
       Also, when leveling up, Golem can be re-cast as much as necessary for
       JP and EXP. In many later battles, you'll probably want to keep Golem
       active at all times.



-XI- Geomancer
     Recommended Party: 2 Males, 3 Females. High Brave, Low Faith.

     Advantages: Long Range Attacks, Elemental Status Effects, Attack
             Up, Shields, Good Melee Attacks, Balanced Growth

     Disadvantages: Elementals Are Weak, No Good Movement Ability,
             Outclassed By Many Enemies

     Basics: A favourite class of mine, I'll try not to be too bias. Think of
            Geomancers as weaker, long ranged Knights. They can use Swords,
            and can equip the ever powerful shields. Best yet, they also get
            access to the stat benefits of Clothes, Robes, and Hats. They have
            decent HP, and their PA and MA, which Elemental is based on, is
            usually about even for Females. The statuses inflicted by most
            elementals occur very often when they are used 5 times in a row.
            Best yet, they have Attack Up, which can turn them into powerful
            melee fighting machines. Now of course, the bad parts. To get a
            good Geo, you should probably use Females. This results in lower
            HP. And of course, the long range elementals don't deal that much
            damage at all. They only have an OK reaction ability, and their
            movement abilites are arguably the worst in the game. Their skill
            set isn't much more advanced than Knights, and isn't nearly as
            effective in story battles. Most strategy revolves around a lot
            of Elemental using, finishing the enemy off with a physical attack
            or two. Another good class, well balanced, and definitely with
            challenge.

     Set Up: Elemental / Counter Flood / Attack Up / Any Ground

     Battle Strategies

     >>Fieldmarshall: Know your terrain! You have a whole game to spend with
       these wacky hippies, so you should take the time out to note what ground
       gives what Attacks. Know where to step for what status effect!
     >>Axes Bad!: Axes are bad weapons.
     >>Ice Equipment Setup:  Ice Brand, Ice Shield, and 108 Gems make a nice
       set for Geomancers. If you deactivate Counter Flood, or just need to  
       take a chance, you can attack a fellow Geomancer to heal them. Also,     
       the Gems and the Elemental bonuses will increase the power of your
       elemental geomancy.
     >>Power Set-Up:  Ice Brand, Crystal/Aegis Shield, Twist Headband, Black
       Robe, Bracer. This setup is probably best for straightforward brawls.
       With a +5 PA and 25% more PA on elemental attacks, you should have
       enough power to handle any situation.  



-XII- Lancer
     Recommended Party: 5 Males. High Brave, Low Faith.

     Advantages: High Power, Two Range Attack, Jump Skills, Dragon
            Spirit, Ignore Height

     Disadvantages: No Weapons Early On, Costly Jumps, Slow

     Basics: Another very powerful Job which makes later battles a lot
            easier. The all Lancer party's main weakness is it's reliance
            on fists for the early sections of the game. It may require a
            bit more leveling up, and a lot of weak jumping, but they can
            make it through Chapter 1 eventually. Conserve JP for as long
            as possible and only invest in the Level 8 Jumps, as usual.
            Now, go for Ignore Height with your guys, and keep them out of
            harms way and Jump what you need to to death. Dragon Spirit will
            come in handy, and their high HPs will usually cause them to
            be revived with enough HP to get hit again, and thus, reactive it.
            Once they get past their early difficulties, most battles will be
            easy. Their lack of Speed and Movement will be a hinderance, but
            keep going at it and eventually you'll triumph.

     Set Up: Jump / Dragon Spirit / Ignore Height

     Battle Strategies

     >>Accessorize: The terribly slow Lancers should generaly focus on
       increasing theyir maneuverability with their accesories. Battle
       Boots, Germinas Boots, and Sprint Shoes should be chosen over
       Bracers and such.
     >>Just For Starters: Early on in the game, pre-Lances, you
       will need to make use of all your wits to stay alive. Jump as much
       as necessary and avoid hand to hand combat. Keep back as much as
       possible and let your Guests do the greater portion of the work.
     >>Kriss Kross Make Ya Wanna: When faced with a mage, despite your
       low Faith, it's always best to Jump on their heads and make them
       die, avoiding the spell, and offing an enemy.
     >>Yardow Fort City: Keep your guys at long range and let the Ninja
       feed themselves to you. By now, your Jump range should be maximized,
       so simply let them come to you. Malak should be offed as soon as
       possible and the Summoners shouldn't be too much of a bother as long
       as you Jump away from their infernal creatures.1
     >>Murond City - Balk: Equip Flame Shields to nullify the annoying
       Elemental Guns. Stay back and wait if necessary, but once Balk is at
       around 30 CT or less, launch Jumps at him. They'll hit, and with
       high enough power, he'll be dead after a few Jumps.



-XIII- Mediator
     Recommended Party: 2 Males, 3 Females. High Brave, Low Faith.

     Advantages: Invitation, Alter Brave and Faith, Threaten, Guns, Mimic
          Daravon

     Disadvantages: Poor PA, Low Invitation Rate, No Good Reaction Abilities,
          Mediocre Movement, Weak Physical Attacks At Beginning and End

     Basics: I once had a very incorrect judgement of these guys. After
          playing around with them a little bit, I realize how terribly
          wrong I was. Mediators are a grand big ball of fun to use.
          First off, their Threaten ability can turn the entire battlefield
          into a chicken coop. Solution can turn your party into
          an anti mage war unit. Mimic Daravon makes for some nice back up
          when all else fails. Don't forget about Invitation too, and
          their anti-mage skill, Insult. All of this stuff has NOW timing,
          too. They still lack terribly in HP and PA, but they can surely
          make up for this if all they are fighting is poultry. Mediators
          definitely present a challenge, but they are now among my
          favourite job classes for this challenge.

     Set Up: Talk Skill / Finger Guard [After B/F Enhancement] / Train

     Battle Strategies:

     >>Finger Guard: Lay off it for a while. This poorly guided Reaction
       will attempt to counter your Solutions and Praising. There is very
       little market for a skill this useless...
     >>Threaten: Where do I begin? This attack has about a 70% chance of
       hitting against worst Zodiac, 90% normally. Keep that in mind. 3 of
       these will poultryize most enemies, 4 will do the job on anything.
       The bonuses of doing this? Well until it's Brave returns to 10, you
       have now disabled an enemy and given yourself a 150% damage attack
       against it. Oh, and when it does return, if it's a monster, any
       physical attack it does will be pathetic, as they are partially
       based on Brave, and any enemy is easy to return to his foul form.
       Turn any battlefield into a Chicken Coop, and have your way with
       them :) Thanks to Saint Ajora for letting me see the light.
     >>Eat Your Level Eggs!: Okay, so now use the Chicken Coop strategy,
       and now, with your group of clucking enemies, chase them into a
       corner. Here comes the fun part. Try to save as many enemies as
       you have characters and have each Mediator use Threaten on them
       on their turn. This will set the enemies into eternal chicken
       state. For a twist or two, use Solution if your Mediators' Faiths
       aren't at 3 yet, or build up your Brave via Praise while your
       better off dead chickens cluck in fear.
     >>False Demise:  Here's a very fun trick which I never thought about
       until Turd Ferguson (who added all the strat following this piece,
       too) pointed it out. With Death Sentence, enemies will be  
       inclined to ignore you, since you'll be dying on your own anyway.
       So you can use this to your advantage, since combined with an
       Angel Ring, you can have the status but not die when the timer
       runs down. This basically gives you an enemy shield for a few
       turns. Abuse the hell out of this.
     >>Mythril Guns W/ Less Trouble:  Since random Mediator battles  
       are basically the same thing over and over, to save yourself some
       time, instead of walking to Goug for Mythril Guns, Invite the
       Chemists from Goaland and Grog Hill, and the 5th will be won as  
       a trophy in Grog. Just a recommendation.
     >>Riovanes-Wiegraf:  Lv35 is a must for the Speed Point. Equip  
       Ramza with a Mythril Gun, best available armor, a Green Beret,
       and Germinas Boots. You'll get the first turn. Shoot him, and  
       start running. Keep this practice up, and pay attention to  
       the AT List. There's a point where you can Act and wait w/o
       moving to get double turns. Use this, and you'll off him before
       he offs you.
     >>Elemental Guns W/ Lots of Trouble:  Only one Gun is directly
       available during the Mediator SCC. During the Beowulf subquest,
       you can Invite a Chemist from the Goaland Mines and steal his
       Blaze Gun. You can also try to find more Chemists and Mediators
       with Elemental Guns in Germinas Peak random battles, but you  
       won't be able to do this without a decently high level. Finally,
       to some extent you can get some Deep Dungeon equipment. If you
       find a random human with Move-Find Item, use Invite and then
       try to manipulate him to walk where you need him to walk. Yes,
       this works, but no, it isn't fun.
     >>Graveyard of Airships:  Hopefully you have at least one Elemental
       Gun on you. Hopefully, you have more than one. These will be  
       your only means of victory, simply because your abilities aren't  
       terribly useful on your foes. Use the Angel Ring/Death Sentence
       trick to protect your Elemental Gunners, and simply try to stay
       alive long enough. Good luck.  



-XIV- Oracle
     Recommended Party: Ramza + 4 Females. High Brave, High Faith.

     Advantages: Status Effects, Two Range Attack, Move-MP Up, Defense Up,
          Petrify, Innocent

     Disadvantages: Effectiveness Based Much On Luck, Little Offense For Most
          of the Game, Random Battles Can Cause Problems if Swarmed

     Basics: Another challenge. Their entire strategy hinges around disabling
             enemies and taking them out when they can't fight back. Paralyze
             and Sleep will become staple parts of your strategy. Petrify can
             take out a single non-special unit in one fell swoop, but is
             very risky. They have several ways to deal with opposing mages,
             and even have a pair of recouperative abilities. Though
             they don't have high PA, their Sticks are MA based, making
             them a PHYSICAL threat. The entire problem with Oracles is that
             they NEED a lot of luck to win battles. You'll find a lot of
             difficulty in random battles until you have a good skill set,
             and even then, a swarm can easily swamp the Magical Pimps.
             Prepare to be hitting soft reset for a while...

     Set Up: Ying Yang Magic / Absorb Used MP / Defense Up / Move MP Up

     Battle Strategies

      >>Paralyze: One of the earliest available and most useful ability in
        the skill set. It has its' obvious uses, like inflicting Don't Act
        at a rather decent rate. But, it also eliminates the victim's evade.
        This becomes useful against Knights and such. Don't forget, Reaction
        skills are ignored too.
      >>Silence Song: The most basic, and effective way to eliminate any
        type of magic class. It actually can outspeed most Black Magic
        spells/ However, some may have protection against it. In that case,
        use...
      >>Doubt Faith: This nullifies the power of any mage. However, now your
        characters don't stand a chance at hitting it with their spells.
        Instead, try...
      >>Blind Rage: This causes Mages to use physical attacks, while keeping
        them open targets to Ying Yang Magic.
      >>Sleep+Paralyze: This is the best strategy early on to stop an
        opponenent dead in its' tracks. Put it to sleep, then Paralyze the
        other enemies that are near to back them away for long enough.
        Paralyze the sleeping victim, then attack without any worry of
        evasion or counter, and with bonus damage.
      >>Pray Faith: It's very easy to miss the usefulness of this ability.
        It's best used in conjunction with Sleep or Petrify, seeing as they
        both have the same Speed. Oracle 1 casts Pray Faith, and if it's a
        pretty high hit percentage, Oracle 2 targets the same enemy with
        Petrify or Sleep. This gets the job done well. Faith stays on for
        a while too.
      >>Equipment Upgrade: Before entering Goug for the first time, and after
        dropping off Agrias and Ovelia at Lionel, return to Zaland. Now
        you'll have access to Battle Bamboo, Green Berets, and Wizard Robes.
        With this boost, you'll have an easy time in the next few fights.
      >>Foxbird: Two uses of this will reduce most enemies into Chickens for
        a few turns. Three uses will turn ANY enemy into a Chicken. Use this
        to your advantage.
      >>Life Drain/Spell Absorb: 4 Life Drains will kill ANYTHING except the
        Undead. 3 Spell Absorbs will drain ANYTHING of all of its' MP.
      >>Leveling Up Easy:  This strategy requires that your Oracles all have
        Spell Absorb, Move- MP Up, and preferably Absorb Used MP. Now then,
        finish off all the enemies, save one. Put this sucker to sleep,
        then get your Oracles gathered together. Find a few good pairs of
        characters to Spell Absorb each other, and keep your Oracles walking
        around. With fairly decent Hit% and compatibility, accompanied by
        the occasional Re-Sleep, your Oracles will build up some nice
        JP and EXP, giving them the boost they may need in Chapter 1 and 2.
      >>Lionel Castle: Trouble? Well, on the Gafgarion side, either cast
        Sleep on him, OR cast Zombie on yourself :) This will reverse the
        effects of Night Sword. On the other side of the wall, Silence the
        Summoner and put as many of the Knights to sleep as possible. The
        Archers' Lightning Bows MAY cause a character to drop. If that's the
        case, just rush. Have patience, above all.



-XV- Ninja
     Recommended Party: 5 Males. High Brave, Low Faith.

     Advantages: High PA, Two Swords, Speed, Movement, Abandon, Throw,
          Ninja Swords

     Disadvantages: Low HP, Weak Early Weapons, Easy To Kill if Swarmed,
          Throwing Can Be Very Costly

     Basics: Having Two Swords certainly can be fun. Unless those swords
          are actually Knives. There is only so much strategy to be found
          in Ninja. Aggressive players will move in and hack away at their
          foes. Passive players can play it safe and throw axes and such to
          do damage from a safe distance. Despite their low HP, they do have
          25% class evasion, not to mention the always reacting Abandon, thus,
          as long as you don't let the enemy get behind you, you'll have a
          good shot at evading the attack. Once you have Spell Edges, exploit
          Don't Act as much as possible. If you can't kill something, keep
          throwing Ninja at it until it's hit with Don't Act. Early in the
          game, they have a great deal of trouble. Of course, they are a hard
          class to get to, yet once you have them, they are only a glorifed
          Squire for a while. Capable of dealing Knight damage, they must
          depend on evasion and knowing when to run. Play them cautiously,
          and be fierce when you need to be.

     Set Up: Throw / Abandon / Move In Water

     Battle Strategies

     >>Evasion: Make great use of the Ninja's natural 25% class evade. When
       ever it is possible, use a Mantle instead of Boots or Gloves, and
       equip Abandon. In a few attacks, the Ninja should be very hard to
       touch.
     >>Throwing: Though a costly habit, try to carry around Axes to throw,
       as they supply some of the best damage.


-XVI- Samurai
     Recommended Party: 2 Males, 3 Females. High Brave, Low Faith.

     Advantages: High PA, Draw Out Variety, Blade Grasp, Healing, Protection

     Disadvantages: Not Very Manueverable, Draw Out Can Be Costly, First Few
          Draw Outs Are Poor, No Good Movement Ability

     Basics: One of the most popular jobs in all of Tactics, Samurai has
          every advantage a Physical class needs. However, they too suffer
          in Chapter 1 as Weaponless wonders. This does give you time to
          build, and build, and build up your skills for the swords yet
          to come. So, while struggling through Chapter 1, make use of
          Blade Grasp, which will keep your hapless Samurai safe from the
          evil Chocobo. Once you have the Swords, grow a routine. Keep
          your Samurai tightly knit. Open battles with Kiyomori, and use
          Murasame whenever your HP is even slightly low. Bizen Boat can
          make quick work of Mage classes, and before you get the real
          power swords, Asura and such will provide decent damage to a
          wide area of enemies. Be prepared to be constantly short on gil,
          though, as you have to make sure that you carry a constant stock
          of swords. As a final note, remember, you don't get access
          to Masamune or Chirijaden.

     Set Up: Draw Out / Blade Grasp / Two Hands / Walk On Water

     Battle Strategies

     >>When All Else Fails: Use Meatbone Slash! It causes huge damage when
       it's activated, and can end most battles pretty easily. Great
       early on, and even better late in the game when you can heal.
     >>Draw Out: Keep about 7 stocked Katanas in your inventory, as you might
       run through them like water with 5 sword smashers on your team. Never
       over do it; if Asura will get the job done, don't use Heaven's Cloud.
       Get to know how much damage you'll do, and follow enemies accordingly.
     >>Golgorand: Rush Gafgarion with your Samurais and get him out of the
       fight. Draw your Samurai away from the Time Mages and focus your
       attack on the Knights. Blade Grasp should give adequate protection
       against the Archers. Finish the Time Mages last.
     >>Lionel Castle: Don't attack Gaf until the gate is open. Split your
       party up to take out the characters on both sides. After the others
       are dead, take out Gafgarion.
     >>Inside Riovanes: Equipment should be as follows:
            Kiyomori, Best Helmet Available, White Robe, Magic Gauntlet
       You'll need at least 10 MA. The rest of your party should have the
       same set up, substituting Magic Gauntlet for N-Kai Armlet. Now, after
       getting hit once, use Kiyomori for the protection and wait. Now you'll
       get a second turn. Heal yourself and wait once more. He'll attack,
       and then heal, or use Kiyomori if your protection has worn off and
       retreat. He'll come at you. When he's in range, use Heaven's Cloud.
       Now run back and forth between the flames, facing them. If set up
       correctly, Wiegraf will resort to Earth Slash. Keep healing and
       protecting. Once he's in range, Heaven's Cloud again to win. Velius
       is considerably easier, as long as you pull back, heal, and keep
       your protection up. Use your normal sword attack to damage him, too.
     >>Outside Limberry: Keep all of your Samurai back and try to withdraw
       Ramza if possible. N-Kai Armlets are a must here. Wait for the
       Assassins to come to you, and in the mean time, heal and protect
       your characters. Blade Grasp is useless in the fight, so equip
       Meatbone Slash, just in case. Now, wait for an Assassin to try
       something on your character, and when she's in range, fry her.
     >>Limberry Basement: Protect against Stop, and then pray. Zalera's
       Speed and range of status effect spells can really put an end
       to you. Hope for the best when he casts Nightmare. The best, oddly
       enough, would be Death Sentence. Get him in range and hack away. A lot
       of luck is necessary here.
     >>Murond City - Altima: Protection is of utter importance. Once you
       have a protected party, start to move in to do some damage to Altima.
       Keep a Samurai to attend Alma, keeping her HP high to draw attention
       away from your characters. Use your strongest Attacks and keep Shell
       and Protect up, if for no other reason than to force Despair 2 instead
       of a damaging attack.



-XVII- Bard
     Recommended Party: 5 Males.

     Advantages: Long Distance Aid, Move+3, Last Song, Cheer Song, Battle
          Song, Ranged Weapon, Bloody Strings

     Disadvantages: Very Low HP, No Damaging Skills, Must Wait An Eternity
          To Damage Enemies, Low Song Hit Rate, Reliance on Luck

     Basics: Eh... what can you say? You need both Third Tier Magic classes
          up to Level four to use them, and then you get punished by having
          to stretch every battle in the game out. Obviously, you must run
          as much as possible and stay far out of the reaches of even Goblins.
          You'll need to use Battle Song almost constantly, and it isn't a
          bad idea to have one Bard use Life Song to keep your guys up.
          With Move+3, you'll have a much easier time fleeing from your foes.
          Once you've built up an insane amount of PA, run in and smash
          those troublesome enemies into the ground. This is pretty basic of
          a strategy, but a necessity. The _REAL_ challenge lies in trying to
          defeat Gafgarion and Wiegraf like this...

     Set Up: Sing / MA Save / Move+3

     Battle Strategies:  

     >>Bare Necessities of Bard-dom:  Prepare to be cowardly. Since fists,  
       early on, suck, and Harps, later, suck almost as much, you have  
       to build your PA way up with several Battle Songs to be effective.
       Also, it's imperative to be singing 2 Life Songs to keep your HP  
       at max for the most part. Life and Battle Song are the most  
       important to keep in mind; other songs can come later on, but try
       to get MA Save and Move+3 in the mean time. Until mid-way into
       Chapter 2, you'll have 1 PA and no weapon. After that, you may
       want to start speeding up your characters with Cheer Song. Once
       Bloody Strings arrive, focus on Speed instead of Life.  
     >>Singing Quirks:  More basic information. A Singing character has
       0% physical and magical evade. Damage is not increased, but of
       course you'll be performing until you attack.
     >>The Trance:  A phrase coined by Babo, and pointed out to me by
       Jjukil. From the beginning of the game until near the end of  
       Chapter 2, if you run enough Life Songs so that all enemy
       damage would be negated, the enemies will cease attacking. If
       they can gang up on a Bard, they will, but otherwise, simply  
       staying out of range can really keep them at bay. This will
       basically fade away by the time you get a Harp, unfortunately.
     --All Battle Strategies Came From Jjukil, Re-Written By Me--
     >>Golgorand:  Move+3 is imperative to your survival here. Run up
       the walls and perform 2 Life Songs and 2 Magic Songs, allowing
       the slightly bulkier Ramza (with a Wizard Mantle) to take the  
       damage from chasing enemies. Take out the Time Mages first,
       then the Archers, then the Knights. Simply avoid Gaf until you
       can take him out in one turn.
     >>Lionel: Make sure to have Green Berets all around, and 5 Defense
       Rings in stock. The first battle can be won by using Fly to send
       all of your Super Bards to Ramza's rescue. The second fight comes
       down to simply plugging away at Quek before he can take out all  
       of your Bards. Don't bother with songs, however you may want to
       leave one or two Bards without Defense Rings, so as to attract  
       attention to them and leave the rest of your party relatively
       unaffected by Status.
     >>Orbonne-Wiegraf: This takes mostly luck. Form your party so Wie
       can hit as few Bards as possible. After the initial stab, move a
       healthy Bard in front of the door to prevent him from running.  
       Now start playing those damn harps. Getting around his shield is  
       a matter of sheer luck. In other words, good luck.
     >>Riovanes: Get Ramza to 9 Speed (Lv35 and a Beret), with Move+3
       and Red Shoes. Now runabout the room performing Cheer Song,  
       staying out of Wie's range. 25 Speed should be adequate. Use
       your multi-turns to kill Wiegraf before he can do anything about
       your Super Bard, and then pray to do the same to Velius (Luck).
     >>Bervenia:  Put every character in the back row from the start.
       Use some experimenting to find the one character Meliadoul can
       still hit in two turns, and put your worst Bard there. Move  
       the rest of your characters around the house and build their  
       stats. Draw attention to the decoy, and when Meliadoul comes  
       in for the kill, unleash your hellish (cough) Bards on her.  
       With luck (notice a pattern?), you'll get her in one fell swoop.
     >>Limberry:  Have 5 Twist Headbands, 5 Angel Rings, and 2 N-Kai
       Armlets in stock. Elmdor's Blade Grasp makes him nigh impossible
       for Bards to hit, so you have to rely on (ugh) getting the  
       Assassains to hit him with Ultima. Arrange your party so two
       while be weakened or killed, but so Throw or Charm won't work  
       on someone else within range (this depends on N-Kai and... Luck).
       Two Ultimas and a few lucky plucking of the strings should off Elmy.
       Against Zalera, load up on Headbands, Angel Rings, and Power Sleeves.
       Speed and HP don't matter because you WON'T have enough. Swamp
       Zalera and pray he uses Nightmare instead of Spell. Good luck...
     >>Murond Holy Place-Zalbag:  Run for the low left corner and use 5  
       Battle Songs. Angel Rings and Movement should save you for the
       most part until you can kill the Ultima and Archaic Demons. After
       that, TRY to get Zalbag to Blood Suck your Bards. With a little bit
       (yes, only a little) of luck, Zalbag will be offed by his own
       vampiric creations.
     >>Murond Death City-Balk:  Two possible paths to take here...
       1) Equip Rubber Shoes to nullify Balk. Kill the monsters as they
         come to you, saving Behemoths for last. Since Hydras move so
         far, you'll probably lose someone as you build up. Load for  
         bear, then come out swinging against whoever's in your way.
       2) Lure Balk to a square just beyond the bridge and move a Bard
         next to him. Now hope that a Hydra comes by and fries him with
         a few consecutive blasts. Yes, this means you need luck. What
         did you expect?
     >>Graveyard of Airships-Altima:  Protect Alma at all costs. On the
       opening turn, surround her with Bards, and have them wait so they
       can move before Ultima Demons off them. Kill the Demons and use
       Angel Song to keep Alma alive. Yes, her MBarrier is that important.
       Anyone who is attacked by Altima needs to attack back so they can
       heal and survive. Altima should be influenced to use Grand Cross,
       so just keep all of your protection up for as long as possible.  
       Keep chipping away at her, and try not to fall asleep. This could
       take up to an hour.  



-XVIII- Dancer
     Recommended Party: Ramza (As Bard), 4 Females.

     Advantages: Very Long Range Damage, Fly, Last Dance, Nameless Dance

     Disadvantages: Tedious Battles, Low HP, Low Dance Hit Rate

     Basics: Better than Bards? That's not saying much, but there really is
          little to be said of Straight Dancers. After going through
          all the job levelling up trouble, you must now wait for
          "With Knives" to take out the enemies. This usually takes about
          ([3^5]*6)+2 days early on in the game. They have some very nice
          abilities, but most of the time it is way too risky to waste time
          with them while you could be doing damage to your foes. Use the
          Status inflicting and stat breaking Dances wisely for best results.
          The big plus here is having Ramza as a Bard. Abuse Nameless Song
          and keep your girls alive. Good luck fighting Gaf and Wiegraf
          though, it's just as tough in this game as it is in the Bard game.

     Set Up: Dance / A Save / Fly

     Battle Strategies:  

     >>Dancing For Dummies: Wiznaibus and Slow Dance are necessities for  
       Chapter 1 and 2 battles and for the most part, throughout the challenge.
       Just play keep away and slowly torture your enemies. Nameless Dance
       becomes more important as the enemies become more and more effective than
       your characters, and you'll often find yourself saved just by Frogg'ing
       one enemy.  
     >>Lionel:  This is much like the Bard battle. Equip your Dancers with Fly
       and use your Spice Girls to pound Gaf mercilessly.
     >>Orbonne-Wiegraf: Unfortunately, as un-SCC as it is, Ramza is your
       best weapon here, along with Bloody Strings. He'll dish out and take
       most of the damage in the fight as your Dancers sit back and bring the  
       pain from afar. When your team starts dropping like flies, just do a  
       full on physical assault and hope to knock out Wie.
     >>Riovanes: You'll have to follow the Bard strategy for this one, of
       course. Get Ramza to 9 Speed (Lv35 and a Beret), with Move+3
       and Red Shoes. Now runabout the room performing Cheer Song,  
       staying out of Wie's range. 25 Speed should be adequate. Use
       your multi-turns to kill Wiegraf before he can do anything about
       your Super Bard, and then pray to do the same to Velius (Luck). The  
       rooftop shouldn't be a problem with fly, and perhaps even the
       'Naked' strategy found in the Basics section (Unequip one Dancer to
       draw damage to that one).
     >>In Order To Save Myself From Typing Redundantly: If you're in a hard
       battle against a Zodiac Boss, wear Angel Rings and use a lot of
       Slow Dances. Repeat this over and over again. Don't give up, keep  
       replaying, and if you get really desperate, train new Dancers
       to replace dead ones x_x



-XIX- Mime
     Recommended Party: 5 Males. High Brave, Low Faith.

     Advantages: Good HP, Good PA, Speed

     Disadvantages: No Special Abilities, No Equipment, No Miming,
          No Long Range Attacks, Poor Movement, No Support Skills,
          No Reaction Abilities, No Movement Abilities

     Basics: Ridiculous. Ludicrous. Impossible? All these words describe
            the all Mime game very nicely. After a few centuries to get
            the adequate Job levels, the player is then further tortured
            by dealing with Equipmentless, Skill-less, Schmucks. Ignore,
            for a moment, that these characters aren't really Mimes anymore,
            but instead silly people wearing silly clothes, and look at
            what they DO have. Excellent HP, and powerful physical Attacks.
            Now, look back at the guys who got dressed in the dark inside
            some sort of Salvation Army center. Their only hope to win, ever,
            is to spread enemies out, then swarm and kill them one by one.
            Some would say this challenge is totally impossible. It hasn't
            been proven so... Wiegraf VS Ramza? Change Ramza for that battle
            to something good. Hard, very hard. Perhaps impossible, perhaps
            not. Needless to say, people have taken on this challenge...
            Goodluck sqpat.

     Set Up: None

     Battle Strategies

     >>Attack: Use it to hit enemies. Don't hit your own characters
     >>Run: Do this a lot.
     >>Phoenix Wing Demanded It: Mimes do not mime other Mimes. (Mimes
       don't let Mimes mime Mimes)



-XX- Calculator
     Recommended Party: 5 Males. High Brave, Low Faith.

     Advantages: Damage Split, They Can Move, Speed So Low That They
            Don't Crystallize For A Long Time, Have Mohawks

     Disadvantages: Horrible Speed, Low HP, No Abilities, Reliance on
            Reaction Skill, Horrible PA, Disgusting Manuerverability

     Basics: This is the most unlikely event known to all of mankind. Now,
            despite the impossibility of winning with this formation,
            Rainrir has taken it upon himself to try. Well, considering
            they have absolutely no way of doing any real damage outside
            of Damage Split, they can only really kill their enemy by
            getting hit. Nice eh? Well, good luck, crazy Rainrir.

     Set Up: Math Skill / Damage Split /  Move EXP- Up

     Battle Strategies

     >>Damage Split: You have to use it. No if's and's or but's about it.
       Damaging the enemy is ENTIRELY based on them damaging you. If
       you can spread the damage out well enough, perhaps you can kill
       an enemy!

_____________________________________________________________________


-_-_-_-_-_-_                                            ______________
|Section 4  \__________________________________________/ Miscellaneous\

-4.1- Not So Frequently Asked Questions

 >>1. Why is this called the Straight Character Challenge?
     <<Because. Just because. It has nothing to do with heterosexuality,
       but you can pretend it does if you wish. Originally, I had a
       lot of off-colour comments to make about Priests who weren't
       Straight in their jobs, but then this FAQ wouldn't get posted
       now, would it? :)
 >>2. What's with the cookies?
     <<Cookies are baked goods that come in many flavours. They are well
       known to be sweet and delicious. Many people eat cookies. An
       estimated 10 out of 10 people eat, or know someone who eats cookies.
       It's an international trend that will never die. Oh yeah, they used
       to be my mascot of sorts. As of right now, I'm still taking
       applications for new ones. Current front runners are Tito Jackson
       and meatloaf. The food, not the person. Send in your application
       today!
 >>3. Isn't the Mime Challenge impossible?
     <<Hey, Phoenix Wing 'beat' it, and he's an idiot! (aww I'm just kidding
       silly Fenix, we love you. Shut up tho) Alright, so Fenix did use
       a GS for some portion of the Challenge (not clear which part), but
       still, that's SOME motivation... x_x
 >>4. I have some sort of strange complex, how can I make the game even
      _HARDER_ than this?
     <<Play the challenge with less than 5 characters! Or use only Ramza if
       you're really nuts!
 >>5. I broke past the Level Cap!!! What should I do?
     <<Don't stress it. Most likely, you did this in the last Chapter. It's
       no big deal to be honest. Just don't level up that much. You should
       not have any trouble getting to Murond before Level 70 anyway.
 >>6. What should I do if one of my characters crystallize?
     <<You can buy a new character at the Office and build them back up...
       However, in my personal opinion, I'd say that you lost that battle.
       I'm a perfectionist, and as one, I don't let any of my characters
       crystallize. If I lose someone, I soft reset the game, and then
       furiously punch a hole in the wall, or kick and scream like a little
       girl. I think I may amend the rules one day and say that you can
       not lose a character, but until then, it's all personal opinion.
 >>7. In the Dancer challenge, wouldn't using Ramza as a Mime be better, as
      then he uses Dancer skills? Why use him as a Bard?
     <<Yes, that would be most effective... However the Mime thing does result
       in a somewhat unfair advantage, moreso than with one Bard. As a Mime,
       all the Dancer's abilities would be doubled, technically giving you 8
       Dancers per fight. I think the Bard keeps the spirit of the job a
       little more true, and is a little more challenging. Perhaps the    
       best solution would be to use a GS and make Ramza into a Dancer...
 >>8. Where the hell have you been for four months?!
     <<Living, sue me. ::gets sued:: Seriously though, I've just had my
       mind off of Tactics. Originally I took a break because I needed a new
       copy of the game. After that it became laziness. But now I'm back, so
       enjoy it :P
 >>More on the way.


-4.2- Thanks

 -Here's the most important part of this whole FAQ. Now, I'll list all
  the people who I have to thank for creating this FAQ with me. I am
  only the writer and co-creator, these people are the real brains
  behind the operation. If you'd like your e-mail address accompanying
  your name, or if my stupid brain forgot you, just mail me and say so.

 >>For Their Strategical Input... This Needs Some Heavy Updating...:
   Maligant(The 2nd Straight Man... Ever) - Priest
   Cyrus Viruz(The 3rd Straight Man) - Chemist
   RyuKaiser(No Funny Nickname) - Ninja
   Owvin(I Always Think Of Cyan's Dead Son) - Various
   PhoenixWing(The Squire of Irreverence) - Mime, Monk
   TallgeeseVI(He Has a Gundam Name and I Don't Hate Him, Very Rare) - Lancer, Ninja
   Dragoon MRM(The Winningest Original SCC'er) - Lancer, Dancer (Big Time)
   Saint Ajora(The Best Demon Villain From Ancient Times Ever!) - Samurai, Wizard
   Bahamut(My Hero) - Various
   Dr Goofy(Name About Sums It Up) - Geomancer
   thefool(Lovable Old Fool...) - Summoner
   Bloo Roo(Can't Help But Picture a Blue Kangaroo Typing...) - Oracle
   AdamanBangle(Bangle... Funny Word.) - Chemist
   CommanderJP(Super Monk!) - Monk
   monkramza(Crazy Man...) - Dancer
   Kantolin(The GobliThief Master Itself) - Thief
   Goblez(Zelbog Backwards!) - Knight
   Ark5th(My Brother In Archer Plight) - Archer
   Pokey Tax (Heheh Pokey is Gumby's Horse)- Time Mage
   Turd Ferguson (I don't think a silly remark is necessary) - Mediator, Geomancer
   Jjukil (I can not pronounce this name)- Bard (Big Time)
   Vadth (I can't think of anything funny to say, so... Cookie) - Summoner
 >>The Rest of the [Straight Crew] (Updated by Scrolling Through an SCC Topic)
   Mousse, GrandCross, Storm Shadow, Neotericus, MagnusTheZero, Valdek,
   trc1986num2,  TimeMage113, RPGHarvester2000, MarvelousBob, ChronoTRobo32,
   GameGuru86, FFTPro, MysticGohan42, Gamer4Life, RamzaHevenlyKnight,
   IAmTheWheelman, Levianthan, Rainrir (The Insane), Faelim, Sword Spirit,  
   Ex Soldier Cloud, Izlude Tingel, avenger339, outheresomeplace, lionthalanas,
   Beawulf, NeoKamek, Actionrat, PsyKoCracker, Redge, jabez, NinjaMaster,
   ashtonarchers, Notti
 >>Last But Definitely Not Least And In Some Cases, Again
   The3rdOracle- For Being My Spellchecker :)
   AeroStar- For Being Some Sort of Stat Producing Robot
   Master Daravon- For Early Encouragement and Being a Genuine Genius
   shoyru knight - Now he can't damn me!
   Burgundy - Just because...
   colddrum - For almost proving the impossible *Cheers*
   NeoWeird - For letting me live underneath his bed.
   Maligant - For being the main Straight man even after I disappeared
   Dr Goofy - For keeping up the fight too
   And Everyone Else Who Kept The SCC Alive ::gives cookies::

-4.3- Random Stuff
________________________
~*^H A L L  O F  F A M E^*~
________________________

Ex Soldier Cloud- Completed Monks, Lancer, Oracle, Priest, Mediator, Geomancer, and Ninja
TallgeeseVI- Completed Lancer, Ninja, Geomancer, Summoner, and Monk
DragoonMRM- Completed Lancer, Dancer, Ninja, and Chemist
Jjukil- Completed Bard, Lancer, and Geomancer
Dr Goofy- Completed Geomancer, Monk, and Priest
Sword Spirit - Completed Priests, Oracles, and Monks
sqpat17- Completed Archers and Thieves
Saint Ajora - Completed Samurai and Wizard
Turd Ferguson- Completed Mediators
MarvelousBob- Completed Wizard
HeavenlyKnight - Completed Squire
Kantolin - Completed Thieves
AdamanBangle - Completed Chemist
trc1986- Completed Chemist
Cyrus Viruz - Completed Chemist
MunkiBleedsGreen - Completed Ninja! Go me! (Swear to God when I get FFT I'll catch up :P )
PokeyTax - Completed Time Mage
Actionrat - Completed Monks
Grenseal - Completed Ninja

If I'm missing you, or you've completed the challenge [honestly],
e-mail me to get added.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
This FAQ was generated from the topics "I Still Want A Cookie",
"Challenge: Straight Characters", "Who Got The Cookie? I Got The
Cookie.", "The Cookie In It's Natural Habitat",  "Straight Character
Challenge Lives On", "Too Legit Too Quit; Straight Character
Challenge", and then I made like a jackass and took an extended break from
it all. In the mean time, the Faithful Straights took care of things,
keeping SCC posts going in the mean time. I'll try to keep up with the SCC
goings on from now on. All of that weirdness occured on the Final Fantasy
Tactics Gameplay Message Board, starting on April 7, 2001.  
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

______________
Version History
______________
V0.4-May 9th, 2001- Well, added some new strategy. Most notably, I
                    totally re-evaluated Mediators and added new
                    accompanying strategy, buffed up Oracles, and a
                    whole load of new strategy has been added to
                    Samurai and Lancer, courtesy of Saint Ajora and
                    TallgeeseVI. I even added a Calculator section!
                    All together, about 12k of information.
V0.3-May 5th, 2001- Finished all of the Basic Class Specific information.
                    I'm putting up some strategy little by little now, as
                    it's pretty tough to drudge through the 1,500+ posts
                    on the Straight Character challenge I have saved.
                    Still, though, things are coming along nicely. I even
                    added some nice little strategies to a few of the
                    jobs!
V0.2-May 3rd, 2001- Lost this update... Created Generic Strategy and
                    put up a lot of Basic Job Specific Stuff
V0.1-May 1st, 2001- This is the first offline version of the Straight
                    Character FAQ. No body will read this until it
                    hopefully is accepted, but what the hey. I posted
                    all the basic stuff, and soon I will begin on
                    strategy construction.
______________

This document is Shaun Pilling (AKA linoleummunki@msn.com or
MunkiBleedsGreen)

This document can be found at GameFAQs.com and psxcodez.com.
If you find any other location, please e-mail me.

::rides his ostrich off onto the horizon, throwing cookies to all those
who gave their time to read this FAQ, or take the challenge::

I salute you all! A winner is you!
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