Final Fantasy 3/6j Single Character Challenge FAQ Meeple Lard Date: 7/11/05 Version: 4.0 Table of Contents: FAQ History Legal Stuff 1. Overview of the Game Itself 2. Introduction to the FAQ and the Challenge 3. Rules of the Challenge 4. General Tips for the SCC 5. Characters and all that stuff 6. Mini Walkthrough 7. More tips 8. Frequently Asked Questions 9. Credits FAQ History: Version 0.1: -Guide's First Creation, not much to say. Version 0.2: -Started the Walkthrough -Made some Grammatical Corrections -Added the Myth about Morph in the Terra part of Section 5. Version 0.3: -Grammatical Corrections here and there -A few mistakes made earlier fixed -Some other arbitrary changes -Added Rule 11 to the SCC -Changed some Boss Fight strategies -Added in a new tip for Gau (about rages NOT to use) Version 0.4: -Changed Rule 11 -Changed Some tips for the Sealed Cave -Continued on the Walkthrough -Added some more tips in section 7 -Added a bit to the Frequently asked Questions -Changed a bit of Info about Locke Version 0.5: -Huge Grammar Upgrade, thanks to some outside help (don't worry, you get Credit later in FAQ) -Continued Walkthrough -Added the point about Cold Dust in the Escape from Floating Continent Version 0.6: -Deleted the strategy Shadow Edge against Dadaluma (learned Throw ignores Image status, so yeah, its important) -Updated Walkthrough some more -Added a few more questions and answers in section 8 Version 0.7: -Added the spell list for Terra and Celes -Added the strategy on how to beat Atma Weapon easily in Section 7 -continuted Walkthrough Version 0.8: -Added another comment to Celes' Physical prowess -Added some more Questions in section 8 -Continued Walkthrough a bit -Redid Edgar's Strategies for beating Tentacles -Changed some strategies for beating Atma Weapon with Edgar and Cyan -Added comment about Marvel Shoes in WoB Version 0.9: -Continued Walkthrough -Made some Grammer Corrections Version 1.0: -Continued Walkthrough -Added True Gogo SCC and info about it -Changed a few strategies -Removed the Flame Shld Strategy -Edited some clauses on equipment -Added some more Q and A Version 2.0: -Continued the Walkthrough Version 2.5 -Some grammatical and layout fixes -Continued the Walkthrough -Made some random corrections here and there Version 3.0: -Finished the Walkthrough, every boss and section of the game has a strategy for every character. FAQ is essentially "Complete" besides the random odds and ends that may come up later. Some grammar changes made here and there, as well as a few random content changes that are negligible. Legal Stuff: This FAQ is a copyright of Meeple Lard. It can be found on GameFAQs and only GameFAQs. If it's found anywhere else, then note that I did not give permission for them to use it. People who wish to use information from this FAQ for their own must first have my permission, and give credit where Credit is due. If you wish to contact me for such occasions, my E- mail is DbzFFlord@aol.com. My less used one, in case you're curious, is MeepleLard@hotmail.com. If you wish to speak to me directly, my MSN is MeepleLard@Hotmail.com and my AIM is DbzFFLord@aol.com. That's about it for this boring legal stuff. ------------------------------ 1. Overview of the Game Itself ------------------------------ Ok, some of you are wondering "WTF? We all know what this game is; don't bother with an overview of the game itself!" True, this game doesn't need much, but oh well, YOU CAN'T STOP ME! Anyway, I've also done this in my other 3 FAQs, all 3 of which were for games not released in the US, so this is really just I being consistent with my other guides. Anyway, this game has 2 known names. It's the 6th installment in the Final Fantasy Series, one of the most famous Series of RPGs, and one of the most successful of all time as well. In the US, it was the 3rd Final Fantasy game of the main series (Final Fantasy Legends was really Saga, Final Fantasy Adventure was really the first Seiken Densetsu Game (aka the Mana Series), and Final Fantasy Mystic Quest was just a spin off using the same name) to be released here, and thus, it was called "Final Fantasy 3." Well, most people nowadays call it FF6, since nearly everyone knows that it's really the 6th one, and to avoid confusion from FF3j, the REAL FF3. Anyway, this game was released for the SNES originally (or SFC if you're thinking Japanese), and later, re-released on the PSX (or PS1 if you rather) in "Final Fantasy Anthologies" along with FF5 (The first time the game LEGALLY came to the US, not including all those imports). For those who don't know (and if you're planning on doing the challenge, that means you've probably beaten the game already), FF6's background is 1000 years before the events in the game; a great war called the "War of the Magi" occurred, which was a war between Humans and Espers, Magical Semi Divine beings, so to speak. In the end of the war, Civilization was lost and destroyed, the World somewhat destroyed, and Man Kind forced to Start over, along with the Espers creating their own world and living away from the war stricken humans. 1000 years later, Man Kind and the World have made a full recovery, and peace once again exists. However, a certain person named Gestahl discovers the secret behind Magic, a powerful force which has not existed for 1000 years, and decides to use it to take over the world. Thus, another great war is about to ensue. At one point, Narshe, a neutral coal mine city, discovers an Esper frozen in their mines, and that gets the whole world's attention. The Empire, which Gestahl's force is referred to as, sends out an attack force using of 3 warriors in Magitek Armor, a giant mechanical suit of armor infused with magical energy. 2 of these were just normal soldiers, one of them however was a mysterious young woman, whom we later learn is named Terra, who apparently has extraordinary Magical Powers granted to her at birth, and has already wiped out 50 of the best Magitek Knights (warriors of the Empire infused with Magic) in under 3 minutes. Long story short, Vicks/Biggs (Depends version) and Wedge, the 2 soldiers, die, and Terra gets knocked unconscious. She wakes up with Amnesia, not knowing anything what happened in an old man's house, and learns that she was being controlled DIRECTLY through the use of the Slave Crown. Basically, that's the games intro; you should either know the rest of it, or if you don't you'll find out through playing the game. I don't want to get into those boring "A game of magic, mystery, betrayal, friendship, etc." kind of BS, so I'll just get to the point of this FAQ. -------------------------------------------- 2. Introduction to the FAQ and the Challenge -------------------------------------------- If the name of the FAQ didn't give it away, then this is the right place to go if you wish to learn about what this FAQ is about. Anyway, the Single Character Challenge (or SCC as it will be called from now on, for simplistic purposes) is, as the name implies, playing the game all the way through using only ONE character. Basically, before you play, decide which Character that's going to be, and then play the game using only them. Where did I come up with this idea? Well, I was assessing all the characters, and thought "Hmmm...I wonder how each character would stand on their own using normal, maybe a bit above average, end game levels?" Also, having done many SCCs in Seiken Densetsu 3, I decided I'd give it a shot, with at least one Character. Basically, the point of the SCC is to TRULY show the characters strengths and weaknesses. I notice a lot of people on the Message Boards tend to like certain characters only cause they have one cool attack. The question is, can one attack really be THAT good to merit a character being great? Well, of course, it depends on the attack. Sure, if it's some attack that does High Damage and Heals the Character a lot for little costs, then perhaps you got something going, but if it's just some powerful attack gotten late in the game, chances are that character is going to need some other forms of support. Please Note that I am NOT certain if all SCCs are possible. Some of them definitely are, while others I am not quite sure. As far as things can appear, all SCCs with the exception of Umaro can be done in (relative) entirety. Basically, point is that when you can, play as that one character Solo the entire game (remember, some points you can't use that character, but I'll get to that later), and try to get by using only what they have. Now, onto the exact Rules! ------------------------- 3. Rules of the Challenge ------------------------- This section describes the rules and such to follow an SCC. Why do we need rules besides the general "Play as One Character" Rule. Well, for starters, when you think about it, is it REALLY a challenge when all characters have access to everything normally? Every Character can, more or less, just blast through the game if you teach them Ultima, Cure3, Osmose, etc. Not much of a challenge is it when all your characters do 9999 and can completely heal themselves w/out much problem? Nor does is it really make any SCC really different from the last, especially once you reach the World of Ruin. So, thus, there are a few extra rules besides the obvious one. These rules are subject to change in later versions. These rules are also taking into account you're playing an UNPATCHED version of the game. Also, I realize some item names were changed from the SNES version to the FFA version, so in case you're curious, I'm using the SNES names, since I am A LOT more familiar with them. 1. Obviously, as has been stated before and is quite obvious by the Challenge's name, you choose ONE character only, and play as that character throughout the entire game alone. This includes all the Side Quests in the WoR. However, due some relatively Obvious reasons, if you're not playing as Terra or Celes, you don't have to do the Fanatics Tower (unless you want to go to hell and beyond) Also, due to the sheer boredomness (if that is a word) and mass amount of Patience involved, Terra and Celes don't HAVE to fight the Magi Master (Simply, don't get the Gem Box, I know it sounds hard to give up, but believe me, you won't need it), so get to the top floor, and go back down. 2. Espers and Magic Teaching Equipment are FORBIDDEN! That's right, this isn't just an SCC, but it's also a Natural Magic Game (NMG) as well. However, unlike a normal natural magic game, there is some leeway involved. Terra and Celes are both learning spells upwards to level 99 and level 98 respectively. Obviously, leveling up this far just to get their best spells wouldn't be quite so fun, or worth it (Considering you're already probably doing 9999 as it is), now would it? For that reason, I'm allowing Terra and Celes to use Espers/Spell Teaching Equipment to learn spells they normally learn naturally at earlier Levels. However, they can NOT use the equipment beyond teaching the spell. So for example, while you could use the Paladin Shld to teach Terra Ultima, it is illegal to keep it on her for anytime Longer than actually teaching it. In Fact, if you DO equip it for teaching Ultima, then you may ONLY equip it on a "Learning Ultima Side trip" or something, not during the Main quest. Same goes for Celes, and Gogo as well (might bend the rules for True Gogo, though) NOTE: Some spells that they don't normally learn will also be taught to them as well. This is unavoidable in some cases, like Trying to Teach Terra Break (a spell she learns naturally) Shoat teaches it at a rate of x5, fine, use it if you please. HOWEVER, understand that Shoat Also teaches Bio at a rate of x8, meaning she WILL learn Bio if you teach Break in this fashion, a spell she normally doesn't learn. If this is the case, just refrain from using the spell altogether, so in this case, Terra may know Bio, but act as if it's not there. 3. Related to the above Rule, due to the fact you're encouraged to do all parts of the game, there is one part that, by law, is SCC impossible to do Fairly. That boss is Wrexsoul. It would be a shame to have to ignore a pretty big dungeon thanks to one impossible Boss. For that sake, you can do one of 2 things. Either teach that Character X-zone, and then, just use it then, and ONLY then (in other words, they should only learn X-zone for that occasion), OR you can fight the battle normally, with all 3 characters. I'd go with the Former, since it's easier, takes less time, chances are your other characters aren't developed (you've been leveling up only one, for crying out loud), and you're STILL beating him solo, but you get the point. Besides this fight, all other fights are conceivable to do solo. Just the nature of the Wrexsoul fight makes it impossible. NOTE: if there is some weird exception that when he possesses the last living Character on the team, and that you only need to bring them down to NEAR Fatal, then disregard this rule altogether, however, I don't believe such a case exists. 4. There WILL be parts of the game when you can't do the SCC, such as before you get Such character, or certain Character leaves temporarily *Glares at the Shadow SCC* in that case, try to play the game normally, and try to refrain from using Espers as well. If things get too hard (say, you're way too under leveled with those characters since you've been using only one. I realize that's happened in LLGs, so that shouldn't be the case. If it is, just refer to an LLG FAQ for tips), then I guess either level up (try not to surpass the SCC character, so they don't get any free levels), or you can use Espers, but not too excessively. Basically, if you can't use the character, then play the game normally. So in, say, a Celes SCC, the part of the when she leaves right after the Magitek Factory, you are to play the game normally up until after the whole Thamasa Sequence, which is when she rejoins; after that, it goes back in progress. 5. There is no rule about having fun. I don't believe in them; you do a challenge because you want to. You don't HAVE to have fun doing it. Thus, there technically is no rule 5. You don't HAVE to be obliged to have fun. So don't feel pressured :P 6. Obviously, glitches and Game Shark are not allowed. Though, I guess Psycho Cyan CAN be allowed if it's solely for the purpose of getting back to your SCC from your current Stall Point (explained later) ASAP, but no, a Relm SCC is NOT allowed to do the Relm Sketch Glitch to get a whole lot of ultimate Equipment early on, or any SCC for that matter -_- 7. Try to refrain from using Elemental Rods as items. These things pack quite the punch, yes, but since any character can do them, and they are powerful, it kind of defeats the purpose. However, you can use Rods you've found in a chest, so if you can have Locke in his SCC against Flame Eater use ONE Ice Rod since there is one found in a chest prior to that. However, any other Ice Rods used after that is forbidden. I'm on the fence about Rods found in battles, seeing as yes, they weren't just bought, and you found them, on the other hand, someone CAN try to abuse this, and fight a lot of battles till they have enough rods. I'm leaning towards No, but have not yet fully decided. For the same reason, Super Balls should also be disused. However, if it's a Shadow (or Gogo) SCC, and you're buying a crap load of weapons for the sheer purpose of THROWING them, then you CAN stock up on Rods in that way. Using them as items are forbidden if you buy them, but using them as blunt objects for Shadow to impale his enemies with (does that even make any sense?) is a different story. Also, try to avoid using Elemental Shields too. I'm not saying they aren't allowed (There are only so many in the game), but they are pretty darn powerful, and if anything, be used as a last resort. Elemental Shields, if you didn't know already, cast level 3 Magic that ignores Defenses, and does the best potential damage it can possibly do (Same as with Rods and their respective spells (IE Fire Rod does Fire2 which ignores Defenses and Random Damage)) 8. The SCC should be done at level below 60, preferably 50 max, but I'll allow Leeway up to level 60. If for some characters, you can't seem to do it every way you've tried with a certain character (possible in a case like Relm...), and the only way to win seems to level Up, then I GUESS you can do so, but otherwise, think of the Level limit as 60. I know it sounds pretty high, but remember, you ARE using one character; that means s/he gets 4x EXP, and that means they level up pretty darn quickly (don't be surprised to see "Setzer has gained a Level" every 3 battles in a Setzer SCC; that's how much faster leveling up will be in some parts of the game). If you think you're getting too high leveled, remember, there always is the option of Running away to avoid getting EXP. 9. Try to avoid being overly cheap. I purposely avoid getting Illumina in an SCC since, well, it's a REALLY powerful Weapon in so many ways. That's just an example. Try to avoid getting those 128% M. Block Set ups as well. This is more a personal Rule I follow; you don't have to do it, but it adds to the enjoyment of the quest. Also, though I said I don't use Illumina, I never said anything about using Ragnorak :P (obviously, the sword, NOT the Esper, unless its for Teaching Terra Ultima in her SCC) 10. Remember, this is about beating the game using abilities that are unique to the characters. That also means using Equipment only they can use. Thus, for this reason, the Merit Award is excluded. Come on, how different can SCCs be when all characters are now immune to anything blockable due to obscene M. Block? 11. Battle Speed Should be set no higher than 3. Originally, I said you should use Battle Speed 1, but then it occurred to me that the game starts at Battle Speed 3 as a default (courtesy of NeoElfboy). Well, I also discovered Enemies are a bit too difficult at Battle Speed 1 in some SCCs (I'm talking double turning LOCKE, the game's fastest character). So it make things easier, I'll let you choose between Battle Speed 1 to 3; only go higher (numerically speaking) if you find things are too difficult. Well, that about wraps up the rules. --------------------------- 4. General Tips for the SCC --------------------------- This section is just giving Tips that will help pretty much all SCCs and such. So, don't think these strategies are intended for Edgar, and you're doing his Brother Sabin's SCC, and thus, they are null, as they SHOULD be helpful for pretty much all characters. -You're using ONE character; make sure you choose wisely. Don't use a character that you don't know the ups and downs of, or don't use a character just because "they are cool." Do one you feel is possible and within your power. -Ribbons are your friends. Nothing is worse than having one character getting continuously spammed with dangerous Status effects, especially if that Status effect happens to be Stone or Zombie. -Remember, you CAN smack your allies. If you have access to your SCC character, but you are forced to use others in the process (Floating Continent for example: you MUST use 3 characters there, otherwise, Setzer yells at you), then just help the enemies kill them off one by one, and then kill the enemies. Remember, just because you have allies doesn't mean you can't do things solo; playing with 1 live character and 3 wounded ones is the same as playing with a party of 1 living character. -Sleeping Bags are as good as tents. Face it, if you have only one character, what good will a Tent do that a Sleeping Bag won't? Also, it's encouraged NOT to use a tent, as if you're in one of those "Forced to use Member" situations, where you kill your characters, you'll accidentally resurrect them, thus meaning you gotta go back to your Treacherous ways of killing your comrades. -Safety Bits are your friends, as is the Memento Ring for those who can use it. Instant Death is not fun in general, but it's Game Over in an SCC, for the most part. Rather than praying for it to fail, just use a Safety Bit and avoid the whole mess altogether. -Evade is useless. Remember this; equipping something for its Evade means you're being stupid. Likewise, M. Block is one of your best friends. Cherish M. Block, get to know M. Block, maybe even Love it...ok, don't go that far, but basically, when equipping things, if they raise M. Block, that's a good idea to equip them. No, I'm not being hypocritical towards the rule I said don't use 128% M. Block. There's a fine Line between High M. Block and 128%. See, having 87% M. Block means your character is hard to kill, having 128% M. Block means they are near invincible. Quite a difference, isn't it? Also, this is NOT against the Bug Abuse Rule either. The Evade Bug is in all unpatched versions of FF6, and the Relm Sketch Bug is not, just to give you an idea. Many other challenges have accepted the Evade Bug as simply something to deal with, and play as if it's normal (even though it's not), and this Challenge will be no exception. -For the sake of your sanity (Which is an overrated Concept as it is...), don't even bother trying the Umaro SCC. It's just, well, more like watching the game play itself, and healing after battles, and in some cases, I don't even think it's possible. Even at level 99, things don't see to be going too good for Umaro. -Get your character's best equipment ASAP. If it involves giving something else up that's NORMALLY useful, don't worry, since you have ONE character, if that useful thing was for ANOTHER character, is it really going to change things? -Make sure you have a few items reserved for those few areas you are required to play normally. This is pretty much more of a no-brainer than anything thing else. -Let's see, you should have made friends with the Ribbon, Safety Bit (or Memento Ring), and M. Block. That's still not enough; learn to like Elemental Protection, especially Nulling and Absorbing them. Nothing can be more satisfying than watching the enemy successfully attack you, but instead of being hurt, you either see Green Numbers, or a Big Fat 0 on your character :P -Keep characters in the back row. Most characters have ways of attacking long range anyway, so taking 1/2 damage is a nice commodity. If you find your best method of fighting is using the "Fight" command, then in that case, it MIGHT be better to fight head on. -Moogle Charm. This is useful in all SCCs, besides the Mog one. Why? Well, in Phoenix Cave AND in Kefka's Tower, you need to split into groups. Well, instead of having to play normally with one Group, that's totally underdeveloped and sucks, why not just use the Moogle Charm on Mog, and avoid enemies altogether? For Kefka's Tower, this will solve one team's Problem, your best bet is to take somebody who can get the 128% M. Block limit easily, and muscle through the rest of the Tower, running when they can (that's a problem with Gt Behemoths, as they actually have to FIGHT them now, and they know Meteor (PAIN!)) -It's suggested you do Kefka's Tower in multiple Runs. To get the FULL experience of the SCC, it would be wise to beat ALL the bosses in that tower with that one character. Obviously, since by nature of the tower, you can't possibly fight all bosses in the tower with one group on ONE run through, you'll have to do it in several. As a good suggestion, start by Doing Team 3. Why? Because that's the only one with a FORCED Boss Fight BEFORE the Goddesses (the point where you can start switching and such) This just saves a whole extra normally annoying run through, obviously. -Sprint Shoes. Really, just use these for those timed areas. They aren't needed, but they do help. -Running Shoes. Is it not annoying when an enemy consistently double turns you? These solve that problem, at least early on, cause later... -Marvel Shoes are available. Haste, Safe, Shell, and Regen, 4 Great positive statuses all shoved onto ONE relic (as an added bonus indirect bonus of Auto Haste, you're immune to Slow as well ^^). This is also nice in all those SCCs where characters lack ways of healing themselves. -Be creative. Some battles can be won if you do a few things unorthodox. An example is in a Shadow SCC: try using Gaia Gear and throwing Gravity Rods at yourself if the enemy keeps overpowering him. You'd be surprised when you do such odd ball things as that :P (in this case, this is a great form of healing for Shadow; just remember the sacrifice in defense) -Leveling up. This has obvious applications, and shouldn't really need to be stated, ESPECIALLY since your character is gaining level 4x faster than normal. But I thought I might throw it in. -When in doubt, RUN LIKE HELL! Some battles are just plain not worth fighting. Then again, some battles are unavoidable (and those happen to be the more annoying fights, unfortunately), better than running, if you can afford it, Warp Stones (or Warp Spell in characters who know it), and Smoke Bombs are even better, as they will get you out of there Faster, AND make getting out of Pincer attacks easier. -Wall Rings are good. Since all but 2 SCCs (3 if you count Gau's) won't be using Magic on themselves, EVER, Wall Rings should do nothing but be helpful. At least, in some parts of the game *Points to the battle with Atma Weapon*. -Don't bother uncursing the Cursed Shield. Only Terra and Gogo, due to these Rules, are allowed to use it, so unless you're playing as one of them, don't even bother trying to uncurse it. And even if you are playing Terra or Gogo's SCC, its kind of grey on allowing it due to the shear overpowering aspect, though for shear sake of teaching Terra Ultima, its all good (meaning equip it til she learns Ultima, then unequip it instantly) -Raising the Dead. Well, ok, it's really killing the undead, but remember that pretty much all undead enemies are vulnerable to Fenix Downs and Revifies, yielding instant death in both cases. This can save time and trouble in some boring and annoying fights, and potentially hard ones as well. More tips might come in later versions. For now, this will do. -------------------------------- 5. Characters and all that stuff -------------------------------- All right, now, which character to choose for an SCC? Well, before that, it's good to know their Ups and Downs, isn't it? Especially when there are restrictions placed on the characters. Well, this part is to help you out to find the right character to attempt the SCC with, discussing what they have, what they don't have, tips on that character, etc. Lets get started... NOTE: I'm doing this in order of appearance, appearance meaning you either get to play as them or name them, not just randomly being scene in a flash back *looks at Celes in the Terra Flash Back early in the game* so don't feel I'm discriminating against some characters (unless I happen to forget them, in which case, yell at me, and I'll be sure to feel stupid and put that character in) NOTE2: I am purposely skipping Umaro, cause frankly, the only tips involved are what Relics to give him, and level up like mad, not to mention you must be EXTREMELY patient and Lucky to even think you wanna try one. NOTE3: With my Suggested Set Ups, I am totally disregarding 128% M. Block set ups, cause frankly, it doesn't take a genius to figure out how to do that. Obviously, Merit Award set ups are excluded, as are Magic teaching Equipment UNLESS they fall into one of those exceptions (already know the spell, is Gogo, etc.) Also note that a "/" means to swap between weapons based off Situation, like with, say Locke, use the Valiant Knife if you need damage or The Drainer if you need to Heal. Finally, a lot of set ups say Hero Ring. I am just putting that down even on characters that only use Physical Fighting/Magic. Why you may ask? Simply Cause, it makes life easier, and the Hero Ring will also avoid problems like "Wait, Such and Such attack is Magical! Earrings would be better!" seeing as Hero Ring is literally a Fusion of Earrings and Atlas Armlet, nothing less (Well, you can't sell it for as much, but you get the point) ~~~~~ Terra ~~~~~ Pros: High Magic Power Decent overall stats Great Equipment MAGIC! The ability to use Morph. The Minerva The Paladin Shield (if you don't view it as overpowering) And last but defiantly not least, ULTIMA! Cons: None that I can think of right now. And I am not just being biased towards Terra; you'll see WHY I say she's got no real cons. SCC Difficulty Rating: Ridiculously Easy (and I am not kidding) SCC Description: All right, it figures that the main character (face it, she is the closest thing to a main character) and the first one available is also one of the best Self Supporting characters around. For starters, though she'll probably be acting like a Mage in the SCC using mostly what she has in her Magic Reserves, she won't at all suffer in equipment, and if you need her to hold back on her MP, she does a nice job of converting from Mage to Fighter in an instant. What's that? You equipped the Enhancer to boost her magic power, but she needs to go physical and you need a stronger weapon? Remember, you can swap equipment in battle, so just take off the Enhancer, and put on, say the Atma Weapon :P Amongst other advantages Terra gets are healing, great offenses, and topping all that off, ULTIMA! You heard me, she gets Ultima! Only character who's allowed that might spell. Tips for Terra: -"Become one with your pyromaniac instincts!" Basically, until 3/4's of the way through the game, Terra's main offenses will come from her magic supply, all of which, until later on, will be Fire Based. Well, there are a few areas *coughSealedCaveCough* where this can be a problem, but overall, it's not. There are a bunch of enemies who are weak against Fire, and not as many as you'd expect who absorb it. So really, all you're going to be doing with Terra is randomly burning enemies. -"Tonics? Potions? What are those?" Well, you might be saying this later on anyway. Terra has Cure and Cure2, which do a great amount of healing to last you the entire game, and even better, in battles, she has Drain, so you can attack AND heal on the same turn, let alone use, say, the Wall Ring. Harvest your money for Tinctures, since healing Terra's Magic will basically be all you need. -"Your MP is MINE!" In the WoR, if you need a faster method of healing MP besides Tinctures, and your Elixir, Ether, and X-ether stocks are running short, equip Terra with the Soul Sabre for a bit, smack enemies, and heal your MP that way. A nice way to save money later on (not that you'll need it in the WoR, though). -"Wait, what? Generic Storebought Weapons are more powerful than Legendary Swords of DOOM?" I know you're probably wondering what I'm talking about, but I'm referring to the Enhancer and the Atma Weapon. Yes, that buyable sword in Nikeah and South Figaro IS better than the Atma Weapon, the one of the kind (practically speaking) Sword found in the Sealed Cave with 255 Defense Ignoring Battle Power. Since Terra will be, for the most part, using her Strong Magic for offenses, it's best to equip her with stuff that increases her Magic Power. And she gets a nice bonus to M. Block as well. Should Terra need to go physical, that's when you swap for the Atma Weapon, but in actuality, I'd prefer to stay with... -"Ragnarok." Since I advise against using Illumina, due to its overpoweringness (is that a word?), this Sword is easily Terra's best Weapon. Yielding the same Battle Power as the Atma Weapon, it comes along with the same+7 to Magic Power from the Enhancer, as well as +3 to Speed, and +7 to Vigor (thus increasing its own power) and +7 to Stamina (thus something you really don't care about), AND it also boosts M. Block by 30%. How does it fair as weapon being used Physically? Well, it does Sport games highest Attack power (255, or at least boosts Terra's Attack that high. This is rivaled only by Illumina, Atma Weapon, and Imp Halberd on imps), has a 100% Chance to do a critical hit for 10 MP, and randomly Casts Flare. I'd say this is a Sword you'll be keeping Terra with the entire game (unless you think it's not fair to Ban Illumina, and use that anyway, in which case, that'll be the sword of choice obviously :P) -"Usage of the Paladin Shield, if only for only 100 magic Points!" Terra can use the Paladin Shld, yes, BUT, only for the sole sake of learning Ultima. Should Terra use it for anytime afterwords during the actual quest, you are breaking SCC standard rules. Therefore, as a suggestion, to speed up Learning Ultima in this method (Since you probably want the Ragnorak Sword), equip the Shield, go Maranda's Desert, beat the **** out of several Cactrots (Fastest Method is Atma Weapon + Sniper Sight Combo), avoiding Hoovers (just so you don't over level, you know, cause Hoovers give EXP and focused on one Character is...yeah) Mind, you are not abusing the Paladin Shield in anyway here, just learning Ultima (Cactrots have nothing but Blow Fish, which is set damage that is unblockable and non Elemental, making any defense against beyond Jump impossible) Understand how to use the Paladin Shield? Got Ultima? Good, now shove it in your inventory as a War Trophy. NOTE: On a more serious note, you probably don't NEED Ultima, its more just novelty if anything else. Morphed Fire3 hits 9999 nearly as good damage for Bosses, and Terra's main selling point are Drain and outstanding Lasting Power, as well as many Elemental Protections and Evasion. The fact that the Celes SCC (same basic idea, just no Drain or Morph) is also easy more or less proves that Ultima is just excess. -"Brush off Vanity and Show Reality...Ultima!!!" Ok, sorry about the FFT reference, but anyway, clearly one of Terra's BIGGEST advantages in the SCC. She has the best damage output of any character overall. Ultima should consistently hit 9999 against bosses, and does a good 5000 vs. all enemies, at least. Why is Terra allowed Ultima and nobody else? Simply Put, Terra learns Ultima at level 99! I'm not kidding, it's true. Level her up that high w/out Teaching Ultima if you please, and you'll find out that she does. So have fun using the Big Blue Radioactive Energy Blast that does 9999 to any boss, as this is the only SCC where it's legal. -"Warp Speed ahead!" Ok, stupid name, but you get the point. Terra naturally learns Warp -- USE IT! Well, ok, let's just say it saves money from Smoke Bombs and Warp Stones, and is a faster way of escaping battles than running like a mad man (or woman in Terra's Case). -"Its Elementary, my dear Wattson." In some parts of the game, there will be enemies weak vs. Ice and weak vs. Thunder. Why is this good knowledge for Terra? Well, ok, sure, later on it's useless, but earlier, Terra CAN apply these elements. Equipping the Thunder Blade against Thunder Weak enemies (Say every enemy bar Chupon in the whole AIF scene), and Blizzard vs. enemies weak against Ice will sure prove to increase damage significantly. -"It's Morphing Time!" Ok, I apologize for that random cheesy Power Ranger Reference, but you get the point. Basically, until Terra learns Ultima, Morph should destroy nearly any boss she's up against. Don't use it TOO often, as it will never last enough otherwise. However, if you find she's not lasting long enough, head out and battle for some "Magic Points" (the ones you find at the end of battle). This will increase her Morph time. A Morphed Terra can easily Off Bosses within only a few attacks, faster than Morph will Run out. However, don't disregard using Morph because of the... NOTE: The Myth about Morph. Most people think Morph is pointless cause it wastes a Turn of Terra's and thus, causes her to do nothing. Really, these people are wrong, paid attention to the turn order. It's not hard to make this misconception in a normal game, where when Terra Morphs, another character's turn comes up, so it gives the Illusion that Terra has to wait for another turn. However, it does NOT reset Terra's ATB gauge, and thus, gives her another Free Turn instantly after she Morphs (Same applies for Revert, in case you're curious). It's a lot easier to notice in an SCC. Try, in a normal game, make a party of only Terra (gotta love how FF6 doesn't force you to make full teams), and use Morph. Interesting, she has got a turn IMMEDIATELY after Morph's animation. This isn't a Bug; it's a how Morph Works. -"The Good old Minerva." 10% to M. Block, Boosts Magic Power by 4, and some other stats minimally, immunity to Fire, Ice, Thunder, and Wind, while having the other 4 elements, 1/4 increase in MP, and 2nd highest Defensive value of Terra's Armor. I think we can see why this is useful :P -"What's so mysterious about that Veil?" Yes, that was a play on words. Despite how relatively early you get it, the Mystery Veil is Terra's Ultimate Helmet, EVEN in a Normal Game. Don't believe me? Check the defense differences between it and other high end Helmets, and then compare Bonuses. -"Break! *Enemy turns to stone* That was quite unexpected..." Ok, sure the name doesn't make much sense with the attack, but the Spell "Break" is another asset Terra has. It'll prove more useful than you think early on as it's a nice way to instantly kill enemies right there and then. It does lose use later on, but in the WoB, this is still a nice spell to handle annoying enemies that just won't die, providing they aren't immune. I still prefer the enemy shattering than turning into stone though ^^ Wow, that was a lot of tips on Terra. As we can see, Terra is VERY well set for an SCC. She can do pretty much anything you want her to. If you play your cards right (and they are easy to figure out as well), you'll hardly believe you're even playing a challenge at all. Probably the easiest SCC out there. What? You hate Terra and think she sucks completely? Alright then, I challenge you to compare this SCC to the Sabin or Cyan SCC, and tell me which is easier! Thought so... Ending Suggested Set Up: NO Paladin Shield Set Up Ragnarok/Soul Sabre Aegis Shield Mystery Veil Minerva Ribbon Safety Bit/Gold Hairpin (if you're Bold, go for Economizer)/Gem Box Paladin Shield Allowed Set Up: Ragnarok/Soul Sabre Paladin Shield (Duh!) Mystery Veil Genji Armor Ribbon Gem Box/Safety Bit/Gold Hairpin (if you're Bold, go for Economizer) ~~~~~ Locke ~~~~~ Pros: Highest Speed Decent Vigor Good Overall Equipment Easy Way to make Money w/out leveling up Cons: Low Magic Power (not that it matters much in his case) Is Completely One dimensional in terms of his offense Some of his better stuff can't be gotten till MUCH later. SCC Difficulty Rating: Fair SCC Description: Locke is basically forced to be a pure fighter by SCC terms. Thankfully, this isn't as bad as you'd expect, since one of Locke's Strong points is his versatility in Weapons. That's what his SCC is all about, taking advantage of what he has. Tips: -"Faster than a Speeding Bullet!" Ok, Locke's not that fast, but point is, his speed is higher than the rest of the team, especially with all his speed boosting equipment he can get. This also helps him escape from battles easier. -"My name is Atma!" Seeing as Locke is going all out Physical, it might be a good idea in some areas to use the Atma Weapon. This is probably only helpful at later times because of a certain other weapon. -"And the strike of the Knife was Valiantly cutting the monsters throat." Ignoring that horribly lame hint title, this is why Atma Weapon is less useful early on, at least early WoR. Valiant Knife probably will do more damage, since it also ignores defenses, and gets a boost of power as well when his HP is low. Clearly a Weapon of Great use. But then again, it's still probably better using... -"Ragnarok...AGAIN!" Yes, the Doom of the Gods is probably overall Locke's best Weapon to cut down enemies with, and Cut Down he can. 30% To M. Block, Strong overall Stat Increases, high Damage, randomly Casts Flare, you get the point. Even if the damage out put is less than Atma Weapon or Valiant Knife, the Stat bonuses are well worth the power loss. But against Regular enemies, you might wanna consider... -"Wing Edges...of DOOM!!!" Ah, good old Long Range Weapons, allowing Locke for Maximum defenses with good overall offenses. The increase to Speed is really nice, as is the random instant death. Just don't use this weapon on Undead Enemies. This is a great weapon that works well With Offering, a very suggested Relic for Locke mind you. However, there's still the problem with his HP getting too low, but don't worry, as there's the... -"The Drainer" A sword almost everyone forgets. This WILL be Locke's best way of Healing late in the game, and he still hurts the enemy when he heals. Don't be afraid of the Power loss, since remember, Surviving is more important than damage in an SCC. Then again, X-potions and Elixirs are still better forms of healing, but those are limited supply, or... -"Face it, you're a thief, damn it! I don't care WHAT Locke claims!" This is a great way to save money, and get a whole bunch of supplies and such w/out having to make Locke get too excessively leveled where the game is no longer a challenge. This is pretty nifty throughout the entire game. Why so late in the game when Cactrots are available and Money w/out EXP is no longer a problem? I'll tell you why, Locke can pillage Elixirs! Don't forget Peepers, and their buddies, Earth Guards, on the Solitary Island. Locke can grab Elixirs and Megalixirs from each one respectively, if you're fast and lucky. Don't worry if you're fighting too many, as 4 EXP isn't that much when you're working with 10,000s. Use this to increase Locke's amount of healing, if you don't think the Drainer is working out. -"Proof he's not a treasure a hunter..." lies in the fact that he can use the Thief Knife and the Assassin. Thief Knife is good for boosting his M. Block AND Speed if you're just running from battles, and Assassin is like a Poor Man's Wing Edge, well, ok, it's good until you get the Wing Edge, but you get the point. Remember these weapons, don't just use a weapon at face value, think about how else they can be useful. Speaking of which... -"Weaker Long Range Weapons are stronger than Strong Close Range Weapons." Well, considering Locke SHOULD be in the Back row most of the game (since that way, you'll have more time to heal if need be), Boomerangs and such will often do more than his high End Swords and Knives. Remember to take this into consideration. Of course, if Locke is going to fight in the Front Row, this whole entire tip is useless, obsolete, and a piece of junk. -"Use the Force, Luke...errr...I mean Locke!" Well, it's armor anyway. True, he can use the Genji Armor with its Stat Boosts and higher Defense, but the Elemental resistances, high Magic Defense and 30% M. Block are worth the trade off. What's better? Taking Less damage, or getting hit less often? I'd go with the Force Armor. Just remember, while Locke CAN use the Force Armor, he can't use the Force Shield. -"Elemental Science 101." Locke can use the Air Lancet for Wind damage, Thunder Blade for Thunder Damage, Blizzard for Ice Damage, and Flame Sabre for Fire Damage. Remember this when you're up against enemies, as applying the right weapons should make things easier. Well, ok, the Air Lancet might be a bit piddling in Battle Power, but you can see where I'm going. -"Doesn't look like much of an Offering to me..." Seeing as Locke is doing nothing but Fighting, the Offering is one of his Best Relics to use. I brought this up earlier, but I'm advancing on it now. Locke has a bunch of Replacement Effect weapons, most notably a few instant Death ones, and using the offering lets Locke have 4 chances of applying that effect. Even though Damage is only doubled, it's still something to remember. And even then, Double Damage is nice, especially for a character that has no other means of doing damage. -"Two Fisted Monkey Style!" Tired of having to repeatedly Swap between the Drainer and some other sword for Locke to do good damage? Well, why not equip the Genji Glove, put the Drainer in one hand, and another good Sword in the other. You deal Good damage AND heal on the same turn. Two good ways to go about this. Equip the Drainer in the Top Hand, and the Atma Weapon in the bottom hand. Make sure in THAT order for best effects. Now, Locke will regain his health, and then attack with Atma Weapon at Full power. At lower levels, a better strategy might be to use the Valiant Knife, however, REVERSE the order. Why? Well, you want Locke to hit with LOWER HP when you have the Valiant Knife, seeing as it does more damage. First hit will be a powered up Valiant Knife, the other hit will be an HP restoring Drainer. There is a catch to this of course, the fact that Locke can't take nearly as many hits as he could before between turns. LikeWise, if enemies can't take him down by the time he gets a turn, he should be fine, but just remember that when up against enemies with Strong attacks. NOTE: Thank you NeoElfboy for pointing out such set ups. Ok, as we can See, Locke has a few problems here and there with regards to his SCC. He'll be totally reliant on his Weapons so make sure you know what you're up against, and that you have all weapons you'll need for Locke. Picking the Right Weapon for Locke is crucial. If you don't, you may end up finding things MUCH harder than they should be. This isn't exactly an SCC I can recommend on your first attempt, but it is possible, just might take a while and some patience, seeing as Locke lacks any big powerful forms of damage. Despite being a Pure Fighter, Locke's SCC, though not one of the Easiest, is much easier than you'd expect. Ending Suggested Set Up: With No Genji Glove: Ragnorak/Valiant Knife/Atma Weapon/Drainer/Wing Edge Aegis Shield Red Cap Force Armor Ribbon Safety Bit/Marvel Shoes/Offering With Genji Glove, Mark 1: Drainer Atma Weapon Red Cap Force Armor Ribbon Genji Glove With Genji Glove, Mark 2: Valiant Knife Drainer Red Cap Force Armor Ribbon Genji Glove Unlimited "X-potion" Set Up: Wing Edge Aegis Shield Red Cap Force Armor Relic Ring Ribbon (To Figure out the scheme behind this set up) ~~~ Mog ~~~ Pros: Decent Equipment Dances can do some damage and heal Pretty good Speed Rating Snow Muffler Moogle Charm Cons: Dances are Too Random Weapons might be a bit weaker than you want Snow Muffler isn't gotten till much later Forces you to go through Kefka's Tower with 2 Underdeveloped Parties... Ultimate Weapon can't be gotten till near the end of the game SCC Difficulty Rating: Doable SCC Description: Ok, Mog has some strong points, and some bad ones. He'll have the highest defenses in the game, and has some neat tricks to make him strong physically, as well as strong attacks in his dances. Problems? Dances are a bit random and they may end up being his down fall. Tips: -"He's called a Slam Dancing Moogle for a reason..." Mog's Dances do some really nice damage, if applied properly, and they also can heal him. Make sure you are familiar with his dances before using them. Also, remember, if Mog ends up not doing what you want him too, it could potentially kill you. -"And you thought Kain was a great Dragon Knight..." This little Moogle given the Dragoon Boots does some really nice damage overall, and while jumping, he's temporarily invincible. Just beware of the "Launcher" attack, supposedly that glitches the game up and will potentially **** Mog up, and the rest of the game, while he's aire borne. -"Wait, How does that make Mog better than Kain again?" Can Kain use a piece of Armor which raises his defenses up to Max, increases M. Block by 10%, gives a REALLY nice boost to Mag Defense, and gives some elemental properties too? Ok, fine, he can, in Adamant Armor, but that doesn't count! So what does this have to do with Mog? Well, simply put, Mog has the Snow Muffler, possibly the best armor in the game, and is actually SANE to get. With this on, along with a Steady Shield (Genji Shield is his best under these restrictions), and a good Helmet allow Mog to take 0 Damage from all attacks, when in the back row, and 1 point of damage in front row. Magic Attacks also get greatly reduced as well. So while Mog is on the ground leading that one moment of vulnerability, the enemies will start having problems trying to hurt him to begin with. This is one Moogle they aren't killing very fast :P -"Know your Terrain." Just cause Mog has a 100% Success rate dance on a certain field doesn't mean use it. Some areas, such dances are actually a BAD thing. Take Dusk Requiem for example. It does Elf Fire, and Poison Frog, 2 things enemies in the Sealed Cave protect against. I wouldn't use that move if I were you, especially since you lose TOTAL control of Mog. -"Remember the Fire Emblem Weapon Triangle; Lances > Sword!" Despite its lower Battle Power, Pearl Lance is overall better than the Gradeus. The Increase in Magic doesn't mean much (seeing as it only helps his dances w/ no Magic Around), but the random casting of Pearl offsets the extra damage done by the Gradeus. -"More Elemental Fun!" Besides the Pearl Lance and the Gradeus' Pearl elemental aspect, Mog can also do water Elemental Damage with his Trident. This is good in areas where you don't want to risk using Water Rondo, and failing. -"Moogle Charm." Enemies too hard for Mog in some areas? No problem, just avoid them altogether, and make up for much needed EXP in other areas. This can also be applied as a means of healing outside of battle. Use the Moogle Charm with the Tintabar, and Mog can run around healing HP w/out worrying about being attacked. That's basically the jist of what Mog has to offer. It's not much, but it's enough to get him by. You might struggle a bit in the WoB, but things get easier once the Snow Muffler is available. Albeit, his Offenses could be better, but Mog still might be able to last long enough till the final show down with Kefka. Ending Suggested Set Up: *Aura Lance Aegis Shield/Genji Shield (this comes down to Preference) Red Cap Snow Muffler Ribbon Dragoon Boots *Because of how late you get the Aura Lance, use the Pearl Lance here instead for a while. ~~~~~ Edgar ~~~~~ Pros: Tools Great Equipment Strong overall attacks Effective from time you get him. Cons: Not as fast as you'd like Tools are a bit lacking later in the game (but still do decent damage) Lack of strong multi target attacks SCC Difficulty Rating: Easy SCC Description: Ok, the good old King is pretty set for an SCC. Sure, it's no walk in the park, but he still shouldn't have that many Problems. His tools combined with his Equipment allow him to hold his own in many situations. Tips: -"Oh I'm a Lumberjack, and I'm OK, I sleep All Night and I work all day!" Well, Edgar should be singing this when he chops the enemies down with his Chain Saw like a mad man. Due to his Chain Saw, his weapons are near obsolete for Damage. -"Let your Vampiric Tendencies Take you OVER!" Not much to say here. Wait, you don't understand the title? Alright, Edgar's best form of Healing will be the Drainer late in the game. This should be a weapon has equipped throughout most of the game, since really, his Weapons are obsolete for Damage, the HP received from using the Drainer is far more valuable. However, there are a few other weapons I'd consider using, such as the... -"Pity it doesn't enhance...I'll shut up." Sure, the Enhancer's +7 to Magic Power only boosts the Flash and Bio Blaster's power, making it near worthless, but the +20% to M. Block is still rather nice, wouldn't you say? What? It's not? Ok, the only reason you would be saying that is because of the... -"More Ragnarok Goodness!" Again, a really good Weapon for Edgar Overall. 30% to M. Block, boost to Speed, and +7 to Vigor make this weapon worth using, as it increases his Defenses, the damage his tools do, and makes him a bit quicker on his feet. Once you get this, really, you should swap between this fine sword and the Drainer, depending on situation. Only use the Drainer over this weapon if you are actually going to fight with it... -"The Force will be with you, Always!" Well, ok, not always, only once you get the Force Armor and equip it on Edgar. This will allow Edgar to survive Longer than if he had an armor with Higher Defense values, since the Elemental Resistances combined with the high M. Block and Magic Defense will prove useful. -"Who here wants to be a mole?" Well, against Bosses, Edgar might seem like one. It's probably better to use the Drill on bosses, though doing less damage, it's more reliable than the Chain Saw, since the Chain Saw randomly does instant Death, which of course, will fail against most bosses, if not all, bosses. -"TURN THAT RECORD OFF!" Well, that's probably what the enemies are saying when they hear the sound of Edgar's Noise Blaster blasting at full volume, confusing the hell out of them. Sure, enemies don't do much in terms of attacking themselves, but at least they won't attack you. Personally, I think it's worth it. Just beware of enemies with Unfocusable attacks, like Chickenlips w/ Quake, as in a case like they, they will still kill you with it. -"Hoist the Anchor! Captain I can't do it! I don't have the Power!" Well, Edgar's Air Anchor doesn't need power, it simply needs to hit. Once it hits the enemy, all Edgar has to do is sit there, and watch the enemy do an action, and they are dead. What can be more fun than watching the enemies stupidly kill themselves? -"Don't worry about the big green Gaseous Cloud hovering over us." Sure, damage done by the Bio Blaster is a bit unimpressive, but poisoning the enemies can make things easier, especially when there are a few bosses who are vulnerable to it. A good way to start many battles, just make sure the enemy doesn't absorb poison first. -"I can't take money from the king!" Remember Edgar can get Discounts at Figaro and South Figaro from shops, so you can save a good deal of cash by taking an extra trip to those shops, and buying things there, than just going to the nearest shop. Sure, this doesn't help much in battle, but still is a nice little feature to have. -"Red Cap". This is probably Edgar's best helmet overall in an SCC. The increase to HP and Increase to Vigor and Speed will help him greatly in travels solo to destroy Kefka. Sure, it doesn't boost M. Block, but I think it's a pretty nice piece of an equipment, wouldn't you say? -"Grappler's Spirit? The ****?" Though the Force Armor will almost always be better, and lesser so, the Genji Armor (cause you'll be using the Force Armor more), the Red Jacket isn't really all that great, but it does make Edgar immune to Fire. This is good for enemies like Red Dragon who use a lot of Fire based spells. Also, good if you know there's an enemy coming up who knows something like Merton. This might not be of all that much use, true, but still remember its existence, as it CAN save your life every now and then. So, the good old (perverted) King of Figaro is pretty well set for an SCC. Having a decent form of healing (Which is also parasitic), nice decent defense ignoring unblockable attacks, and a few decent status Effects to throw at the enemies, he seems ready to take on Any Challenge. Well, ok, that's going too far, but you get the point. Edgar is one of the easier SCCs (not the Easiest mind you) out there, so if you like him a lot, he's a good choice for your First SCC. Just remember that Edgar is more than just Tools, and you should do fine. Ending Suggested Set Up: Ragnorak/Drainer Aegis Shield Red Cap Genji Armor/Force Armor/Red Jacket Ribbon Hero Ring/Marvel Shoes ~~~~~ Sabin ~~~~~ Pros: High Vigor High Speed Blitzes Gets strong weapons early on Can use some decent Multi Hitting attacks Cons: Magic power isn't as high as you'd want (most of his Blitzes are Magic Reliant, so this is a bad thing) Bum Rush can't be gotten till the WoR Weapons lose use later on (Not such a big deal if he's doing nothing but Bum Rushing) Armor isn't too great Lacks form of Healing himself outside of items SCC Difficulty Rating: Hard, but conceivable. SCC Description: Sabin will probably be breezing through the first parts, what with killing enemies in one shot due to his strong early game blitzes, and dealing high Damage to bosses, he's set, especially with his High Speed for healing. Later in the game, things become increasingly harder, as though he gets Bum Rush, enemies will be doing some high damage to Sabin, and without a decent way to heal, this could be a problem. Tips: -"BLITZ!!!" Obviously, if you're choosing Sabin, this is the main reason. Sabin should never need his physical attack, so just go nuts using Blitz. Be sure you don't mess them up, as that could potentially Screw Sabin up. -"A Magical Monk? BLASPHEMY!" Sure, Sabin has higher Vigor, and he's set up like a generic FF Monk, but the interesting thing is apart from Pummel and Suplex, all his Blitzes are Magical. Thus, it would be more worthwhile equipping Sabin with things that raise his Magic Power instead of things hat Raise his Vigor, as well as the fact that Earrings would be more useful than Atlas Armlets (then again, with a Hero Ring, this point is moot) -"Potions, Potions, POTIONS!" Lots of them will probably be needed. Seeing as Sabin has absolutely no way of healing, such things will be needed Badly. Try to conserve X-potions and Elixirs as much as possible too. -"Cure Ring and Marvel Shoes." These are especially important for Sabin, or any character who can't heal, seeing as they give Regen Status, that MIGHT just be what Sabin needs to help him survive some fights. Marvel Shoes also give Safe, Shell and Haste, the 2 former lowering Damage, and latter giving him turns faster. Sabin MIGHT just make due to with all of this. -"If all else isn't fails...Level Up!" Undoubtedly, this might be Sabin's last option is too Level Up. Seeing as Sabin will probably have to take a strategy of "Kill Enemies before they kill you" since he doesn't quite have the defenses or strats to employ to reduce Damage like many other characters, as well as no decent way of healing, his only possibility might be to Level up to maximize his Damage Potentials, along with increasing his HP which, obviously, increases his chances of Survival. -"Don't Forget Magicite!" I am referring to the Item, not the actual things themselves. This might be good for a last resort if Sabin's dying as it is. If you're lucky, you MIGHT just pull off something you very much needed, like Palidoor (Which, IIRC, still allows Regen to Work, so it's good for marvel Shoes), or something like Starlet or Sraphim, 2 Espers that have healing. This is a gamble, yes, but that's why you use it as a last resort. Obviously, you don't want to end up summoning Crusader, thus killing you outright. Golem is another Esper you can pray it summons, seeing as at least THAT will allow Sabin to avoid attacks. -"Circlet vs. Red Cap." This is a tough one to choose. The Red Cap increases HP by 1/4, and gives Sabin better Speed Boost (the Vigor and Stamina Boosts aren't too helpful for Sabin) Circlet, though, increases Magic Power by a considerable amount over the Red Cap, thus increasing Bum Rushes damage. Which you find more useful is up to you, but consider them both. Then again, you may end up using... -"Well, it does make him that much more spooney..." Sabin lacks means of Getting Decent M. Block rating, so he'll need whatever he can get. If you find your problems are coming defensively, the Bard's Hat might be your best Option for Sabin with regards to his Helmet. -"Well, at least the item description makes sense here!" Red Jacket is Sabin's Best Armor, bar none. It increases all his stats (most importantly, Magic Power and Speed), raises his defense highest of any Armor he can equip, and gives him immunity vs. Fire. Basically, get this Item ASAP! -"Get Ready for an all out BUM RUSH!" This is a bit obvious, but I'll point it out. Get Bum Rush ASAP! Bum Rush can be obtained in the WoR the INSTANT you get the Falcon. What's this? Why am I apparently being so mean to L337 Sabin? Come on now, do you really think ONE Strong attack would make things easy when enemies have high HP and strong attacks, and when Sabin lacks any form of innate Healing? Point made. Doing Damage isn't going to be a problem for Sabin, heck, it never really is. However, Surviving, that'll be a problem. Early on, Sabin can make do just fine, but by the WoR, the concept of Pain will open up, cause good Equipment set ups are needed, and Sabin's are VERY limited. Ending Suggested Set Up: Tiger Fangs Aegis Shield Red Cap/Bard's Hat/Circlet Red Jacket Ribbon Marvel Shoes/Hero Ring ~~~~~~ Shadow ~~~~~~ Pros: High Overall Stats Throwing Stuff Hurts Nice Supply of Interesting Weapons with Interesting Effects Can Apply Damage from ALL elements by throwing stuff in a rather decent fashions Decent Multi Target Damage Interceptor High Speed Can completely shut out physical attackers Cons: Armor leaves a bit to be desired Form of Healing involves sacrificing a lot of defense VERY Expensive Character to play as In the WoB, will Run away often after battles, in some parts. SCC Difficulty Rating: Doable SCC Description: Shadow won't have the easiest time in an SCC, but he won't have the hardest time either. Throwing stuff hurts, so if you have a healthy supply of Ammunition for Shadow to throw, his damage is well off. Tips: -"PULL!!!" If you have extra money left, put it all into buying more weapons for Shadow to throw. If you can manage to do so, he should never need his basic attack if you have enough weapons around. However, the hard part IS affording them, but in the WoR when Cactrots open up, such things are easier. There are other things to throw besides Stars and Skeans. Throw a Falchion and you'd be surprised by how much damage it does. -"Use the power of the elements!" Shadow is one of the few (if not the only) character who can Apply All elements at once w/out giving up anything. How so? Using Weapons that are elemental, that's how! This is a list of Suggested throwing stuff to use for Elemental Damage (In other words, I am purposely not listing all possibilities): Fire: Flame Sabre (buyable in Albrook, WoR) Ice: Blizzard (Buyable in Albrook, WoR) Thunder: Thunder Blade (Buyable in Albrook, WoR) Pearl: Pearl Rod (Buyable in Thamasa, WoR) Wind: Blossom (Buyable in Albrook, WoB) Earth: Gravity Rod (Buyable in Thamasa, WoR) Water: Trident (Buyable in Maranda, WoB) Poison: Poison Rod (Buyable in Narshe (after you get Terra back), WoB) NOTE: Some of these items can be found in more than one place besides where I listed. Just to let you know, so don't go E-mailing me that "Gravity Rods are also found in Maranda!" cause I know that. NOTE2: Notice how some of those Weapons are buyable ONLY in the WoB? That means when you have the Chance, stock up on them, NOW! Need Money w/out Leveling Up? Just spend a good while on the Veldt. And use Locke to steal some stuff to sell as well (Understand that Shadow is NOT going to be in your team when you go out to hoard this stuff, simply cause he's not available at any of those points) -"Train Robbers of the Century...Shadow?" Shadow use to be a thief, remember? Why does this matter? Well, remember, he CAN use the Thief Knife to gain a Boost to M. Block and be able to steal at random as well. A handy item from time to time if you ask me, especially if you plan to use nothing but Throwing stuff. The Boost to Speed and M. Block will prove helpful at times. -"He's called an Assassin for a reason, you know..." Shadow's Assassin and Striker are probably the 2 best weapons to use for the "Fight" command. Why? They will randomly Kill enemies instantly. Shadow throwing stuff like a mad man will probably do more than him Slashing a guy's Throat out, so why not try to just Kill the guy outright and hope it works? -"Poking Yourself with a Stick heals you...interesting..." You heard me, Shadow has a means of Healing himself! Gaia Gear, though weak defensively, absorbs Earth. Shadow can Throw Gravity Rods, which are Earth Elemental, at himself (as strange as that sounds) to give him a nice form of healing. The advantage of this is that Shadow won't have to rely on Conserving X-potions and Elixirs while using those feeble 250 HP recovering potions. Bad news is it hurts him Defensively, as Gaia Gear doesn't exactly have a very good Defense rating, at least late in the game. -"Quite maneuverable, aren't you?" Of all the characters in the game, Shadow has the Highest M. Block rating in the WoB. With Thief Knife and 2 White/Zephyr Capes, combined with a Bard's Hat, he can get an M. Block of 49%, which is 1 point higher than Gau, who has 48%, but still, for a WoB M. Block rating, that's pretty nice, wouldn't you say? Sure, Locke can get a High M. Block too, problem about Locke was that Locke is a Pure "Fighter" while Shadow can just take his Weapon for Granted and throw all the other stuff at the enemies till they are protruding with Knives, Swords, Boomerangs, Spears, Rods, etc. (if that makes any sense), not having to care about his weapon one bit at all, with regards to its power :P -"You can't hit what you can't see!" When going into an area with a lot of Physical Enemies, use the Invis Edge, and laugh at enemies trying to kill Shadow. If you fear there are instant Enemies, you might be better off just throwing a Shadow Edge each fight to avoid them. Just remember Shadow Edges are very short lived compared to Invis Edge. -"Invoke the power of the Scrolls!" If not for any other reason, Throw Skeans at enemies to do some decent Multi Target damage. This is pretty much Shadow's only way to hurt many enemies at once. -"Don't Keep what you don't need, SELL SELL SELL!" Shadow is by far the most expensive character in the SCC, let alone the entire game, to make effective. Keep ONLY what you need, which means stuff for Shadow, and stuff for Characters you're going to play as when you can't use Shadow. This more just a way to save time and boredomness. -"Imp Halberds...HURT!" Keep this in mind if you get a bunch of them. Even though they are rare, they WILL hurt hell, heck, only Ultima probably will do more impressive damage than Throwing Imp Halberds in an SCC. Why does it work this way? Cause Throwing stuff takes things as Face Value, doesn't take into account that "Imp Halberds are only that strong when character is an Imp" So hoarding some Imp Halberds isn't such a bad idea, just don't get TOO leveled up, so it'd be better to steal them via Thief Knife, if you can. Shadow is pretty multisided in his SCC. Sometimes, he'll be breezing through, other times, he might struggle a bit. He'll be a lot of fun once you finish getting all your stuff, problem is, hoarding all the money to do so can take eons longer than getting even the Paladin Shield. I do not advise you attempt this SCC unless you have a lot of patience and time, cause you'll need that when getting money to buy all those weapons such form Shadow to throw, which is by far his best means of offensive attacks. Ending Suggested Set Ups: Thief Knife/Striker Aegis Shield Red Cap Genji Armor Ribbon Marvel Shoes/Hero Ring ~~~~ Cyan ~~~~ Pros: Dispatch is decent quick defense ignoring Damage High Physical Stats Good Armor Ability to use Tempest and Scimitar Cons: Apart from Tempest and Scimitar, his weapons suck Crap Speed His GOOD Sword Techs take too long too use Dispatch isn't as strong as you'd like at some points Lack of fast efficient Healing SCC Difficulty Rating: Very Hard SCC Description: Cyan is defiantly not going to be an Easy SCC, I can tell you that. His Sword Techs, had they charged faster, would be useful, but seeing as they take forever get up there, and the enemy is smacking Cyan in the process, it's not that advisable. Worse yet, he can't heal himself besides Empower, his level 5 Sword Tech. Tips: -"Tempest Break!" This is Cyan's overall best weapon (...pretend the word "Break" isn't there <_<; ). Why? It's his only means of doing good and efficient Multi Target Damage to enemies, even if Elemental. Sure, he could use one of his Sword Techs and possibly do more, but the time it takes isn't quite worth it, especially when you don't have any characters to take control of. -"Scimitar". Cyan's other good weapon. This weapon is noteworthy only cause it works well with the Offering, randomly killing enemies with each attack. Though it only works 1/4 attacks, it's still better than nothing. -"The Force is Stong with this one!" Since Cyan can't do much offensively, take a lot of consideration into his Defenses. Raising M. Block is very helpful, thus the Force Armor will prove to be a valuable piece of equipment for Cyan, as not only does it raise M. Block by 30%, but also increases Mag. Def. Greatly, and makes your character resistant to a several elements as well. -"Sword Techs ignore Swords, never would have guessed it." Believe it or not, upgrading Weapons for Cyan will not increase the damage done by his Sword Techs. They all have set battle powers, so you can save money to opt for Items, and equip potentially more useful Weapons like the Tempest or Scimitar. -"Retort MIGHT come in handy." This is the only Sword Tech I'd consider using beyond Dispatch. This takes time, yet, but at least it's short enough time to bare. Against enemies who fight physically this can prove good for high damage over Dispatch. -"Psycho Cyan does not work." Sorry, but since Cyan cannot Imp Himself, nor get himself Killed after Retort and being Imped and revive himself, you ain't getting out of certain hard fights the easy way, I'm afraid. -"Level, Level, Level!" This will probably be Cyan's best option in some cases. He'll probably be some of the few characters who'll need to go beyond the Level Limit, just do to his inefficiency. Again, I encourage you to try WITH the Limit First, and only go beyond if all else failed. -"What's so Marvelous about those shoes?" Well, they (The Marvel Shoes) will allow Cyan to Last Longer, via Protect, Shell and Regen, and to an extent, make up for his low speed. Now we have the problem of beating the Doom Dragon at the coliseum with Cyan, just pray he succeeds, I guess I can allow you to use a Flame Shield for THAT one area. Simply Put, Cyan Sucks in an SCC. His damage out put isn't too great for what he can use, he's slow, the moves that would be good take too long (and that's really important in an SCC when you don't have Allies), and he can't heal to boot. This SCC is truly one I'd stay away from unless you want a REAL challenge. Ending Suggested Set Ups: Tempest/Scimitar Aegis Shield Red Cap Force Armor Ribbon Hero Ring/Offering ~~~ Gau ~~~ Pros: Versatility beyond belief Snow Muffler Great Starting Stats Can become nearly impossible to kill under right Set Up Cons: Choosing Wrong Rage in battle WILL kill you Making Gau nearly invincible means battles will take forever Can be a pain to raise. Can't use Weapons to boost his effectiveness NOTE: Obviously, due to how you raise Gau on the Veldt, you'll need to bring in at least ONE ally. For this matter, building up Gau, I'll allow you to break standard SCC rules, but once you leave the Veldt (or if you're on the Veldt for reasons other than Rages), then the rules apply again. SCC Difficulty Rating: Doable SCC Description: Ok, simply Put, Gau's SCC will probably fluctuate a lot between Easy and Hard. The SCC can be a lot of fun what with it just being Select Rage, and watch Gau due all the work. Then again, it can be frustrating if you choose the Wrong Rage, or if Gau is not doing the Special Attack you want him too. This is probably one of the more fun and interesting SCCs to do. Tips: -"Snow Muffler." Gau can use this, be sure to pick one up during your ventures. With Highest Defense rating and +10% to M. Block, this has obvious uses, and then there's the elemental Features :P -"Control your Temper!" Well, ok, Rages aren't exactly Temper but you get the point. Anyway, be sure you choose the Right Rage. That's really all there is to the Gau SCC, along with Proper Set Ups. Choosing the Right Rage will make battles a breeze, but choosing the wrong Rage can make them last forever, or potentially kill him. Here's a list of some decent rages to get: Stray Cat: Uses Cat Scratch, despite how early you get it, this is the strongest Physical Attack that Gau can use, IIRC, along with perhaps his Strongest Attack. Chicken Lip: Combined with Gaia Gear (Means no Snow Muffler), this becomes a somewhat effective way for Gau to deal Damage AND heal himself, due to Quake. Just remember that it won't work on flying enemies. Magic Pot: This is the ultimate in Defensive Rages. First, it casts Cure3, which has obvious uses. Next, it makes Gau absorb all 8 Elements and be immune to every single possible status effect in the game! Combined with Gau's potentially maxed out Defense, that makes Gau nearly Unkillable! What's the Flaw? Still Stuck with his relatively weak Physical Attack to do damage, which he'll only use 50% of the time, and he's still vulnerable to enemies with Defense Ignoring Non elemental attacks. Wooly: Basically, this is kind of a bit of Stray Cat and Magic Pot. Comes with several elemental Absorptions/Immunities, as well a bunch of status immunities as well, and it casts Ice3, letting Gau not only become quite durable, but deal some pretty Decent Damage in the process. Retainer: This is just more or less a novelty Rage (especially since you get it really late), as it does General Leo's Shock! Just note that Shock isn't the greatest of attacks, but it's still something that might be fun to play with. Rhodox: Casts Snare, which is an instant Death attack, which is a good thing. Just make sure all enemies in the battle aren't immune to instant Death when using this, and make sure you're not up against any boss either (this will be an insured Failure otherwise) Templar: A good overall Rage early on. Casts Fire2, and gives Gau the Safe the Status. Pretty nice, if you ask me. Overmind: Undead Rage, making it good against enemies who use instant death spells (as now they heal him!) or enemies that use a lot of Draining attacks (he reverses them), and it uses Elf Fire, a pretty nifty attack. Dark Side: Another Undead Rage, this one uses Ice2, which will help you get through most of the early parts of the game Hazer: Just for completion purposes, this is how you use Bolt2 early on. This is still a good rage for bosses like Number 128 who are weak to thunder, then again, so is... Aspek: Uses Giga Volt, which is stronger than Bolt2, a great spell for blasting through the Magitek Factory, where nearly all enemies are weak against Thunder! Goblin: Casts Bolt3, auto Reflect, need I say more? And etc. etc. Gau has a lot of Rages, just experiment with them, or use a FAQ, and see which ones will be useful and such. -"Killing Yourself gets you nowhere." Here's a few rages that you should NEVER use, under NO circumstance: Intangir: Uses Pep Up, which kills character and heals the target. Obviously, this is useless in an SCC. Balloon: Sure, the float and absorption to Fire Aspects are nice...until you remember that you are also prone to use Exploder anytime soon, which will kill off Gau right there and then, making it a game over. -"For once, the Ribbon is not a necessity!" Not to say it won't be useful, just saying that Gau doesn't need the Ribbon as much as other characters, since he has other ways of getting around Status effects (Magic Pot Rage anyone?) -"Hero Rings will prove useful." Since Gau is constantly switching between a Physical Position and Magical Position fighter based off what Rages you let him use, instead of having to switch between. Sure, for most characters, a Hero Ring helps, but it's especially nice for Gau, since it boosts all his Rages potency (even ones that use Step Mine or the Like, it still boosts his Physical Attack when he uses it) -"Those Darn Shoes won't leave me alone!" Well, ok, so you've given Gau maxed out Defenses making him immune to Physical Attacks, are using the Magic Pot Rage to make him immune to all elemental damage and status magic, seems there's but one thing missing...Positive Status'! Marvel Shoes will allow those few Non Elemental Non Defense Ignoring Spells to do less damage, has Regen so he's healing even when Attacking (which happens only 50% of the time), and now his Speed is boosted as well! Just cause I used Magic Pot Rage, as an Example doesn't mean it's not useful for other Rages. Heck, it's a great Relic for Rages that don't use Healing abilities, simply because it gives Regen and Positive Status effects. Just don't use an Undead Rage, though, as that will hurt him, not much albeit, but on a compounded level, it can change the overall out come. -"Know your Enemy." This is especially vital for Gau. Again, with Gau, unless you're using Items for whatever reason, your first action is the last one you give to him battle. That's not meant to sound negative, I mean that once you tell him to Rage, you lose TOTAL control of him, and there's no turning back until battle is over. Make sure you know exactly what you're up against, and you know exactly what kind of Rage you want for them. -"Remember, meeting the enemy is enough convince them to join the Veldt." Find an enemy you want to learn the Rage of, but they are just too hard to beat right now? Simple, as long as you encounter the enemy you they'll appear on the Veldt, so don't worry about not being able to beat him. Now if you can't run from that fight (one of those "Can't Run Away" battles), then you've got problems, and I'm sorry, but you'll just have to Muscle is out, or Die trying. -"WTF? Terra with a Mystery Veil still can't dodge attacks as well as Gau?" Yep, it's true. Gau has the highest natural M. Block in the game, with a whopping 18%, beating Mog by 6% (this is only Permanent Characters) In the WoB, he can get the 2nd highest M. Block Rating at 48%, which is just 1% behind Shadow (who had help from a Thief Knife) This leads Gau to last longer in the WoB as well. -"He should have AT Least asked the monsters to be his master." Sorry, but Gau wasn't smart enough to figure out how to use any weapons outside of the Imp Halberd. It's not that he needs it though, but just something to remember. -"No Blasphemous Actions!" I know you're wondering "WTF is he on?" Well this is a reference to a certain set up called "Wind God Gau" Which involves Equipping Gau with a Tempest through use of the Merit Award, and having him use Stray Cat Rage. This not only increases damage done by Cat Scratch (which does 4x physical damage), but also can be used to do 4x damage w/ Wind Slash to ALL enemies on occasion. Now, I would allow such a cheap combo like this, but there is one major problem: It requires use of the Merit Award. That alone should be obvious why it's banned. However, some people who use that combo often might end up using it with the Gau SCC, when it goes against the Guide Lines. -"When in doubt, Magic Urn Out." If you're unsure of what Rage to use in a fight, use Magic Urn. Chances are you'll live with maxed defense and total Elemental and Status Immunity, along with random castings of Cure3. This is not a guaranteed win, but it's the closest thing you can get, and its always a safe bet go bye, unless the enemy is capable of killing Gau in one shot. As we can see, the Gau SCC can be really fun and really frustrating. This little Kid has a lot of neat tricks up his sleeve; too bad you don't have exact control over him. The Gau SCC, by far, involves the Most Insight of ANY SCC this game has. This is only cause while other characters can remedy some problems by quickly doing another action, Gau is stuck with that one command you told him to do the entire battle. This is not necessarily a hard rage, but make sure you know a good deal of what you're up against in this game, and you know what Rages to use when. If you don't know enough about Rages, well, there are always FAQs, but it's best to have the Knowledge on hand or whatever the expression is. Gau simply has the most variety of any FF6 Character...well, besides Gogo of course, just cause he has all of Gau's Rages and a bunch of other skills. But Gogo doesn't have the Snow Muffler or Gau's stats to work with, now does he :P Ending Suggested Set Up: Nothing Genji Shield/Aegis Shield Red Cap/Circlet/Genji Helmet Snow Muffler Hero Ring/Marvel Shoes/Ribbon/Offering Any one of the 3 not chosen from the above ~~~~~ Celes ~~~~~ Pros: Ability to use Magic Great Equipment Decent Overall Stats Can work well as Fighter or Mage Minerva Can use Imp Equipment Cons: Magic Isn't as Strong or useful as you sometimes want it to be Runic lacks any form of Practical Use in such situations SCC Difficulty Rating: Easy SCC Description: Celes is kind of a Variation of the Terra SCC, in a sense, only harder. Though, considering how easy the Terra SCC is, that's not saying much. Celes shares everything Terra has in terms of equipment, bar a few minor things here and there (Cotton Robe...) Her spells are mostly supportive, but she does have a few Attack Spells thrown in so she can manage. Tips: -"Winter Wonderland Fun!" Well, ok, not really, but Celes can just Ice2 most things to death in the WoB, and later in the WoR, use Ice3 when Tritoch is available (or when she levels that high) Ice3 will probably be her strongest spell throughout the game to use on bosses, with possible exceptions of... -"Flare!" Yes, that nice little spell Bahamut Teaches and the Atma Weapon likes to blast you with. This is another strong Spell in Celes' Arsenal. Which is better between it and Ice3 depends on Enemies Magic Defense though, but also, this is good on enemies strong to Ice element as well. -"She wouldn't be that pure hearted if she couldn't hold pearls." Well, why hold pearls when you can turn them into purifying bombs at your enemy? Those enemies who don't like light will hate Celes when she blasts them with the spell Pearl. Probably her 3rd strongest Spell in terms of Raw Damage, but in some cases, does more. -"Meteor DOOM!" Random reference to Brigandine, but anyway, Summoning Meteors on your enemy to totally blast the **** out of them is Celes' best means of taking out groups of enemies. Celes learns the spell Meteor naturally. It's kind of useless on Bosses (Especially cause of Flare), but seeing as it does Defense Ignoring Unblockable, Unreflectable, Non Elemental, Non Focused (in that it ignores Multiple Targets), it's an Ideal Spell to kill mass hordes of Demons trying to take advantage of this young Beauty. -"Your Soul is MINE!" This applies to Celes in 2 cases. For starters, Celes' main offenses are her magic, which are overall more powerful than her Physical attacks, you'll be using A LOT of MP. Tinctures won't help much in fights where Celes Is running low, and sometimes, you can't wait til the end of Fight to restore. Soul Sabre fixes that Problem, just smack enemy with it, and her MP should be refilled in no time. Then there's the added bonus of randomly casting doom. What's the other way Celes uses her Enemies to her advantage? Why, the Soul Sabre's counterpart, the Drainer! This is Celes' best form of healing, no questions asked. Early on, Cure will get her a while, true, but face it, can you really do much healing battle with a Basic Level 1 she's known since the beginning of the game? Thought not. She doesn't learn any healing beyond Cure, so the Drainer's effectiveness jumps a few Points. -"Pretending to be Athena, is she?" Celes can use the Minerva, which is always a plus. All those elemental Advantages and 1/4 Extra MP, combined with 10% M. Block and high defense ratings make it overall her best Armor (in these cases anyway), not to mention those stat increases as well, especially to Magic. It's especially useful using the Ice Shield + Ice3 strategy for healing, since it nulls out the Ice Shields One Weakness: Wind. What do I mean by the title of this point? Well, Minerva is the Roman Equivalent of Athena, so you do the math. What? Stupid name still? Bah, you're no fun... -"Long Live the Enhancer!" Like with Terra and Edgar, Celes should make full use of this sword's specialties. Well, at least long enough until... -"The Doom of the Gods has arrived!" Ragnarok, like with Terra and Edgar, will be the best Sword Overall for Celes. If you don't need healing for MP or HP, then this Sword's Stat Bonus' will serve you well. Also does nice high damage too, what with its 100% Critical hit rate (at cost of some MP), highest Attack Power, and randomly casting Flare, with its +7 to Vigor no less. -"I'm out of 'witty' comments for Elemental weapons ;_;" Like With Terra, Celes can apply several elements early on using proper weapons. The Thunder Blade for Thunder, and Flame Sabre for Fire. Always nice to have these around, at least til Celes' non elemental magic comes around (in which case, this stuff is obsolete) -"Stupid Veil and its Mystery!" Yep, that Mystery Veil comes back and appears Celes' best Helmet overall, despite being gotten only half way through the game, like with Terra, it'll prove to be Celes' best helmet overall. -"Just remember, Mages don't use swords, they use Rods!" Well, that's great, cause Celes isn't a Mage. Remember that Celes can do some damage physically, she's not just restricted to her magic. True, her Magic hurts more than her physical attacks, but she can still conserve some MP with fighting Physically! Celes is an all around balanced Character, so take advantage of that. I've heard actually that Celes can just pound her way physically through most of her SCC, actually, using the right set up (Genji Glove + Ragnorak + Atma Weapon I heard is generally effective), without much difficulty. -"I just want you to remember, Magitek Knights don't die, they just fade away!" Ok, like with Shadow, Celes can become impervious to any and all physical attacks, at the cost of opening herself up to all possible Magic attacks. She learns Vanish, which is a nice handy spell. What's even better is she learns beserk, so enemies who have Magic that are vulnerable to it can be forced to fight Physically, then Celes disappears, now what are they going to do? I'll tell you what, die a painful and gruesome death while they are busy swinging at Air :P -"Target Locked on, Scanning Area!" Celes Learns Scan; this ability has obvious uses, namely, being able to see how much more of your enemy is left until they die. Or it's good against Dullahan to see how much more MP he has left until he's out, or whatever, it's a nice little convenience, if nothing else. -"How can I make Runic Useful in an SCC?" Well, one method could be to use the Black Belt. Celes can just sit there with Runic absorbing every spell thrown at her, and if the enemy attacks physically, she smacks them back. This does have a problem if Celes needs to break the trend when she needs to heal, but it can prove effective in some fights where Runic is normally helpful. Overall, a Celes SCC shouldn't cause too many problems. There may be a fight or 2 that is a bit annoying, and aren't necessarily easy, but nothing too Serious. She's pretty well set with good Magic, Great Equipment, and a few methods of Healing. She's a good SCC for a beginner. If you like Celes, then you'll be satisfied with her performance in an SCC. Don't like Celes and think she sucks? Too Bad, she's still easier than most of the other characters' SCCs :P Ending Suggested Set Ups: Normal Celes: Ragnorak/Drainer/Soul Sabre Aegis Shield/Ice Shield Mystery Veil Minerva Ribbon Hero Ring/Gold Hairpin (Economizer if you're Bold) Celes as some weird Green Turtle Thingy (aka an Imp): Imp Halberd Tortoise Shield Titanium Imp Armor Dragoon Boots Dragon Horn ~~~~~~ Setzer ~~~~~~ Pros: Fixed Dice Good Armor Instant Death Weapons Slots can be helpful at times Cons: Weapons early on Suck Slots bring up mostly Crap Speed could be a bit better No decent form of consistent healing (I laugh at Lagomorph) GP Rain is weak SCC Difficulty Rating: Fair SCC Description: More or less, Setzer's SCC will be "Kill enemies before they kill you" Strategy. His main flaws are his lack of good healing (he can be lucky and pull up Starlet or Sraphim on 3 Bars during slots), and the fact that early on, he doesn't have many offenses. If you get him past the first few parts of the game, then the rest should all be alright, not necessarily easy, but not all that hard either. Tips: -"That darn cheater!" Fixed Dice is Setzer's Best Weapon hands down. Ignores defenses and does high damage, the latter of which Setzer generally never does otherwise. Basically, as soon as you get the Airship, head to Kefka's Tower, and grab the Fixed Dice, and get out of there. It might be hard with an under leveled Character vs. Strong enemies (Especially the Gt Behemoth whom you cannot run from), but the rewards are well worth it. -"Offer up your half of the sum to the Gods." Fixed Dice are NOT affected by Offering in terms of Half Damage! That means they CAN do do potentially 4x damage at lower levels (as oppose to the usual 2x) Setzer should equip this relic to maximize his Offenses, seeing as there is no other reason NOT to use it. -"Bulls Eye!" Trump and Doom Darts instantly Kill, and Trump's Effect is compatable with the Offering. These are 2 good weapons to take into consideration if you're up against large Hordes of enemies, and don't wanna risk getting Low Rolls on the Fixed Dice. -"Since when can Han Solo use the force?" Well, he couldn't, but the FF6 character that can be identified with him, kind of, can use the "Force" Well, ok, it's the Force Armor, but still, you get the point. -"Wanna try your luck?" Sure, Setzer's Slots are Free, but then again, that's only taking money into account. Taking the fact that they are Random and half the time don't do much (Lagomorph's 2 Digit Healing...), they should only be used as a Last Resort. Some places, though, this might be Setzer's only method of succeeding. -"No Cheap Tricks!" Sorry, but using Save States to keep trying slots til you get something good is not allowed. Defeats the Purpose of Slots, does it not? -"What do you expect, HE'S THROWING MONEY!" GP Rain is expensive, weak, and wastes a relic Slot. Obviously, don't bother with the Coin Toss Relic, unless you have too much money you don't know what to do with and you're up against a bunch of weak enemies. Alright, short and simple, Setzer is probably going to have to be all out Physical this game, since Slots are a bit too random to be worth using, and GP Rain, simply put, sucks. If you can get the Offering and Fixed Dice early, then you should be set for a good deal of the game, but getting up there is the hard part. Harder than, say, Celes, but probably easier than Mog or Locke. Just note that later on, this SCC might get INCREDIBLY boring, since, well, it's just the same "Find Enemy, use X-fight + Fixed Dice, do repeat til enemy dies" thing over and over again, not to say it's not an effective strategy, but can get tedious and boring after a while. Ending Suggested Set Up: Fixed Dice/Trump/Doom Darts Aegis Shield Red Cap Force Armor Offering Ribbon ~~~~~~ Strago ~~~~~~ Pros: Lores have a lot of variety Attacks are fairly impressive Decent M. Block Equipment Can Heal Himself in different ways Cons: Weak Physical Attack The Good Lores aren't found til later Slow SCC Difficulty Rating: Fair SCC Description: Strago has a lot of Variety, so try to take advantage of that by getting his Lores to use it with. A lot of Lores don't do much, but there are a few ones that are worth using. Though his attacks aren't as strong as you'd like, he does have his Fair Share of healing. He is a bit MP Reliant though. Tips: -"Strago vs. Hidon, rivalry match at Ebots Rock, SUNDAY SUNDAY SUNDAY!!!" If the name didn't give it away, basically as soon as possible FIGHT HIDON! Why? He knows Grand Train, Strago's strongest Lore, thus his strongest attack. Just make sure he can survive Grand Train in the beginning though. -"Life's Refreshing Breeze, Heal from the sky!" Ok, another cheesey FFT reference, I know <_<; but anyway, Strago's Pearl Wind is a nice way of Healing...as long as his HP is high, other wise, it's Utter Crap. But if that's the case, then... -"More Masochism as a way of healing." Strago at Low HP thus making Pearl Wind Useless is in trouble, right? Well, not really, the Heal Rod can be a nice substitute, as smacking yourself with that is good healing. Normally, I find this weapon useless, but when you have One Character with Limited healing otherwise, it's a pretty decent weapon, and a good form of healing. -"Strago Magus, the Magus Rod, Coincidence?" Despite the fact that it's not Strago's Strongest Weapon, it's probably his overall best. It raises Magic Power +7, which is nice seeing as Strago should be treated as a Mage, and raises M. Block by 30%, which is also nice, for obvious reasons. You can get this either by beating the Dirt Dragon, or by betting one of your Heal Rods (There are 2, don't worry) at the Coloseum. Try to get this ASAP. -"Elemental Fury!" Strago can apply a lot of elements with a combo of his Weapons and Spells. Clean Sweep for Water, Aero for Wind, Fire Rods for Fire, Ice Rods for Ice, Thunder Rods for Thunder, Poison Rods for Poison, Pearl Rods for Pearl (as well as the unreliable Level ? Pearl), and Gravity Rods for Earth. Sure, most of this obsolete when you have Grand Train, but still good to know. -"Don't want to know what he is eating..." Sour Mouth is an interesting attack and can be fun to play around with, so try it out on a few enemies. -"Watch your Steps!" Greasemonks when confused use Step Mine, which is a good spell early on with its Set damage. Though, it can still cost a lot. -"Behemoth Suit." Strago's best Armor, raises Defense by the highest amount (3rd overall, beaten only by the Snow Muffler and Imp Armor (When on an Imp)), nice Magic Defense boost, and gives +6 to All stats! I think we can see WHY this is a good armor. What's more, it's really easy to get as well (and if you didn't wait for Shadow, you'll have it by the time you get him back :P) -"If I go down I'm taking you With me...and getting a game over in the process." Exploder, for obvious Reasons, is pointless, as even if it will do good damage, what good is damage when you kill yourself, and don't have Life3 for back up? Like wise, Pep Up is useless as well, for similar reasons. -"Strago isn't the gambler, Setzer is!" So don't go ahead and start playing "Roullete" with the enemy, unless you think you're REALLY lucky. -"Strago isn't a Fighter either, he's a piddling old Man." Thus, equipping weapons like the Gradeus are pointless, since Strago should NEVER be fighting. He's got a versatile and Decent Skill set, USE IT! -"This old man finds nothing spoony about Bards." Hence, it's not a bad idea to equip him with a Bard's Hat. The Boost to MP and Magic Block are both nice, especially since Strago is pretty MP intensive. Then again, there's also the... -"Circlet." Boosts all stats, especially Magic Power. This is good if you plan on beefing up Strago's offenses, but then again, there's still ... -"Wit this Cap, I dub you the FF1 Red Mage!". Ok, fine, the Red Cap does little to make Strago like the FF1 Red Mage, beyond hypothetical appearance, but lets not get into that. It Boosts HP and gives him a nice Speed Upgrade along with Decent Defense, this should be pretty obvious why it'd be useful. The Strago SCC is pretty standard. You have Offenses, some decent Healing, and some good equipment to choose from. Again, this is not the easiest SCC, but it's by no means the hardest. Also, since it can be a pain to Learn Lores, I guess you can be allowed to use characters like Gau or Relm to help Strago Learn Lores, but ONLY for that purpose, otherwise, send their asses back to the Air Ship, NOW! Ending Suggested Set Up: Magus Rod/Heal Rod Aegis Shield Red Cap/Circlet/Bard's Hat Behemoth Suit Ribbon Hero Ring/Gold Hairpin (or Economizer if you're bold) ~~~~ Relm ~~~~ Pros: High M. Block Good Speed Cat Hood Healing Cons: Weak No Forms of healing Almost a pure fighter with little to no power Sketches and Control are too unreliable SCC Difficulty Rating: Very Hard SCC Description: I can't suggest this SCC, sorry. It's doable, maybe, but would involve a lot of pain and stress in the process. Sure, she can heal, but that's about it. She has the games highest Magic Power, and doesn't have anything to use it with. Stay Away from this one, unless you want a good challenge. Tips: -"Heal Rod." Relm WILL need this. There's no way she will off enemies fast enough not to use this. Thus, make sure you always have this available. -"Aww...look at the cute little kitty." The Best Helmet in the game overall, the Cat Hood, is restricted to Relm and Relm alone. Try to grab this if you can. It isn't going to be easy fighting in the Coloseum with Relm, but it still should be something you try to get. -"Gradeus." Since Relm is doing mostly Fighting, Battle Power is pretty important, and this has her highest. -"Draw a portrait, you take the persons soul." Ok, try sketching a whole bunch of enemies, and even some bosses. You might be surprised with your results. Don't expect anything that amazing (though, Sketching Kefka does lead to a weak (by its standards) Ultima), though. -"Randomly Spell Casting Weapons." Weapons like Pearl Rod and such should be taken into account. Why? Cause they randomly cast spells, probably the only way Relm can use her High Magic power. This will allow Relm to do some OK damage, but then again, it is a bit random, and Random = Unreliable. -"Behemoth Suit." Not much to say, boosts her stats the best of any Armor, and has highest defense value, but seeing as this is Relm, you might be better off with... -"Tao Robe." Weaker than Behemoth Suit, nor does it have the Stat Upgrades, but it does Boost M. Block. Seeing as Relm can't kill enemies very fast, her best bet is to out last them. M. Block is probably the way to go. -"Magus Rod." Mostly for its 30% M. Block, if nothing else. -"Don't bother with Control." It doesn't work on bosses, and it wastes a relic Slot. Better off with Sketch, in actuality (Just pray a glitch doesn't occur) -"How far do you expect to get when you smack people with Brushes?" Well, come on, think realistically Relm! Don't bother equipping ANY brushes, they aren't anything useful. -"Level Level LEVEL SOME MORE!" Relm will be one of these SCCs where High Levels might be in order, and she might need to break the Level Limit to succeed, due to her very Crappy Damage. Not much to say, Relm as an SCC sucks! Normally, she's just plain an Underrated character, with uses that are not so obvious, but in an SCC, well, w/out Magic, she doesn't have much going for her. Can't really recommend you do this one. Similar to Cyan, this is an SCC that'll be more of a pain than it's worth, and will require lots of leveling. Ending Suggested Set Ups: Magus Rod/Gradeus/Pearl Rod/Heal Rod Aegis Shield Cat Hood Tao Robe/Behemoth Suit Ribbon Hero Ring/White Cape ~~~~~~~~~~~ Skills Gogo ~~~~~~~~~~~ Pros: Can do anything but Magic and Morph (remember, one character only, that means NO Terra or Celes in your team) Cons: Subpar stats and Equipment Can't be started til VERY late in the game (though, that's not Gogo's problem, that's yours for choosing this SCC :P) SCC Difficulty Rating: Easy SCC Description: Gogo is basically Strago w/ lower stats, and swapping Suits for a whole lot of new abilities. Want Blitz? Go for it. Want Tools? Give it to him. Gogo SCC will basically be a combo of a several other characters SCCs, and for obvious reasons. Tips: -"The Apprentice out does the Master." Well, in the case of Bum Rush, Gogo's *IS* Stronger than Sabin's! How does this work? Bum Rush is based off Magic, Gogo has a lot of Magic Boosting Equipment, Sabin does not. Sabin's base Magic Power (Which some people claim is high...) is only 2 points more than Gogo's base. Do the Math. -"Remember to apply FIGHT to him." Since Gogo can use the Heal Rod, this is not necessarily a bad idea. -"Mimicing things are better than using them." At least in the case of using something like Grand Train which Costs MP, Mimicing it means you get a few Free Castings of it in the Proccess :P Or with Bum Rush, you won't have to worry ever again about pulling the command off. Best yet, if you please, have Gogo use, say, Quadra Slice, and what do you know, he can mimic it, AND he will have to wait ONLY for the initial one to charge! I think you get the point, don't underestimate Mimic. -"Make sure Gogo is set up properly." This is obvious, similar to Gau, only not as crucial, since at least you MAY be able get away with a bad set Up, chances are Gau will die if you choose the wrong Rage. -"Building up other characters a bit is allowed." Why? Only if it's for the sake of having Gogo use more skills, I think I'll allow you to spend time on the Veldt, or wherever, to have characters learn new abilities (this mostly applies to Strago w/ Lores, Mog w/ Dances and Gau w/ Rages) However, Gogo may never use the Magic command, so don't bother building up Terra or Celes. Also, note this includes Teaching a Character X-zone so Gogo can use it for the Wrex Soul Battle. -"A lot of what can be said for Gogo has been said before on another Character." Thus, a good tip would be to read up on other characters, at least their NON equipment aspects, unless that Character is Strago, and try applying them to Gogo. Chances are if they work for the character, they'll work for Gogo, as long as they aren't Magic, Morph, or based off Equipment. -"Remember, Gogo can't uncurse the Cursed Shield." Due to this, I advise that he shouldn't use the Paladin Shield (especially if Terra's not using it either, though that's open to your decision, I chose not to) However, if you plan to use the Paladin Shield, you have use at least one NON Gogo (or Umaro) Character for that matter. And considering I say the Shield itself is invalid for Terra's already... Yes, Taking Versatility to The Extremes, I thinks it's obvious WHY Gogo should do well in an SCC. Sure, his stats suck, but he still has a better Bum Rush than Sabin. Only reason I suggest not doing it is because it'll take a while to start. Ending Suggested Set Up: Magus Rod/Heal Rod/Gradeus Aegis Shld Red Cap Tao Robe Ribbon Marvel Shoes/Hero Ring *IMPORTANT NOTE* My FAQ assumes you are being lenient with Gogo, and allowing him any skills he wants, no matter how they are acquired, EXCEPT for Magic since that requires Terra and/or Celes be in your team, which kills the charm of being alone in an SCC (Sometimes, its unavoidable to use characters, but when possible, you are to not use them.) So yeah, even though Strago technically must learn the Lores, or Gau the Rages, I'm assuming you are taking a bit of an optional stall point to go out and learn those (should be noted that Grand Train is fairly worthless for Gogo in an SCC; Throw and Bum Rush do more damage, and don't cost MP, so the whole keeping Strago alive long enough vs. Hidon is nothing something to worry about.) Should you want to be more restrictive, strategies for Gogo will change of course, such as allowing Gogo only skills he can get without other characters learning them (This leaves Tools, Sketch/Control, Slots/GP Rain, Steal/Capture, Throw, Runic, and of course, Mimic, Fight and Item.) Just noting it here for people who might complain about Gogo getting too much in his SCC. If you want to restrict him in some manner that's not "True Gogo", be my guest. Just noting I'm assuming rather lenient restrictions for Gogo. ~~~~~~~~~ True Gogo ~~~~~~~~~ Pros: Decent M. Block Healing Cons: Crap Stats Low Defense Horrid Magic Defense Nothing resembling decent Offense Just about Worst at everything SCC Difficulty Rating: VERY STUPIDLY HARD! SCC Description: A True Gogo SCC is forcing Gogo to use nothing but Fight, Mimic and Item. Why those? Well, Mimic your stuck with, and Fight/Item are both generic Commands that Gogo should be allowed to use (and his SCC is IMPOSSIBLE without Item) Anyway, simply put, of the conceivably doable SCCs, True Gogo is the single Hardest of them all. Those familiar with the FFT SCCs can probably guessed why I named it "True Gogo", but for those who don't know, this was spawned from the FFT "True Calculator SCC" which was a similar Concept (Can't use Math Skill, in a nutshell), which was deemed the hardest SCC around, and was not completed until relatively recently. True Gogo is the equivalent of that, I feel. This SCC will make Relm and Cyan's look bareable, if your curious. Tips: -"Your Life and Blood comes from smacking yourself." The Heal Rod is Gogo's friend. He likes having unlimited healing, so to speak. You will be using this A LOT. -"Go Go M. Block!" Gogo has low defense no matter how you try to tweak him, so opt for M. Block, so you have a better chance of living since enemies will miss him. Hence, Magus Rod, despite its low power, is Gogo's best weapon, especially since Gogo will never do good damage outside of Man Eater vs. Human Targets, and an Elemental Rod kicking in its Spell. -"Some laws might have to be disregarded." Some of the basic Laws MUST stay, mind you, such as no Merit Award, and such, BUT the M. Block basis one probably can be withheld, if this is just too hard for Gogo to get around w/out having his 126% M. Block to rely on. -"You can still do the Fanatics Tower, remember." Yes, Mimic still works there, I suggest doing it AT LEAST as far as the Safety Bit so Gogo can be immune to Instant Death w/out sacrificing healing (at least, from X- potions and Revivifies) -"SAVE SAVE SAVE!" True Gogo SCC will defiantly require the most amounts of Resets of ANY SCC by far. Simply put, it's the hardest SCC around, with no Exception. If you beat a hard boss, do not do anything until you save! I swear, you don't wanna have to fight one of the Goddesses that you had to struggle like hell to beat, do you? -"If I were you, I'd have some sanity insurance." This is only cause this SCC will drive you nuts how often you will probably die in comparison to the others. Simply put, the ONLY reason to do a True Gogo SCC is if you really want a hard but possibly doable challenge. It requires a lot of Luck, PERFECT equipment set ups, and lots of time. You'll probably be strayed from it time and time again. I would NOT touch a True Gogo SCC w/out doing Relm's first, considering her's is basically an easier variation of this (she's better at just about everything) This SCC will cause pain and suffering, unless you level up to 99 ASAP, and doing that alone w/out breaking SCC rules can be hard itself. Ending Suggested Set Up: Following the rules... Magus Rod Aegis Shield Red Cap Tao Robe Marvel Shoes (Gogo NEEDS defense badly) Ribbon Tweaking some rules.... Magus Rod Force Shield Bard's Hat/Red Cap Tao Robe Marvel Shoes/White Cape Ribbon/White Cape ~~~~~ Umaro ~~~~~ Pros: High Strength Tackle Hurts Rage Ring Blizzard Orb Cons: Can't be controlled Middlish Weapon No Versatility Can't use Item Command SCC Difficulty Rating: Is this even possible? SCC Description: Literally, the only thing you'll be doing with Umaro is changing his Relics around. Not a very fun SCC, is it? At least with Gau, you CAN choose what kind of random Actions he has. Tips: -"The only tip I can give about the Umaro SCC." DO NOT ATTEMPT THIS SCC! IT'LL DRIVE YOU INSANE, AND CHANCES ARE, IT'S NIGH IMPOSSIBLE! Heck, you're hardly even playing the SCC! Umm, yes, you get the point. Don't do this SCC, even if your life depended on it. At least Cyan and Relm have a chance of succeeding, Umaro does not. If you want a really hard SCC, choose the True Gogo SCC. Ending Suggested Set Up: Bone Club -------- -------- Snow Muffler Rage Ring Offering (Heck it doesn't Matter WHAT you give him; he's screwed as is) Ok, that's all the characters, their Pros, Cons, what they have, tips for them, etc. So, you know what each character has, you should be able to make your decision. Choose your character, and enter the world of SCCs...ok, that line sucked, but you get the point. ------------------- 6. Mini Walkthrough ------------------- Ok, this is to help people get past some hard parts of the game, bosses, etc. I'll list it based off characters and such. It's best you just read on and you'll understand as things go on. Things you should know: *NAME* = SCC Start or Continue Point = SCC Stall Point #Name# = Section of game name thingy. Just there to help for organization. %Name% = Boss Fight. Again, for Organization. Also, during any Characters Stall Points, just assume "Play as Normal." It's hard enough having to get specific for each character, but then have to say "For those who are at a stall point, yadda yadda yadda" is just plain annoying, see? So again, just refer to an LLG FAQ or something if you're up to a stall point. Ok, so lets go! #Narshe# *Terra* Terra: Well, the advantage of choosing the Terra SCC is you start right off the bat. The disadvantage is you start right off the bat. First things first, get rid of those 2 jokers, Vicks and Wedge. 2 Ways to Do this. Either the fast way, which is have Terra blast them with Fire Spells til they die. Or you can conserve MP by having Terra keep using Heal Force, and let Vicks and Wedge stand there until they are killed Normally. Either way is fine, use the 2nd only if you feel you can't live with the MP Loss, as it will take a while. To get past here, use Terra's Bio Blast. Should kill all enemies on Screen. If she needs healing, use Heal Force. %Whelk% Terra: Joke fight, really. Just spam the head with Tek Missile, and when he goes into his shell, use Heal Force. You should be able to use One Tek Missile per each time his head appears. 3 Tek Missiles should do the trick. If you're REALLY bold, try and take out the Shell's 50,000 HP. This is easier than it sounds, just takes a while, and you gotta be REALLY careful about HP, but after a certain point, he'll run out of MP, so megavolt isn't a problem. Why kill the shell? You get a Tincture, which is more valuable for Terra than a Potion. #The Mines# Before you head out of Arvis' house, pick up the Elixir, this will be good for any SCC, for obvious reasons. Terra: This part of the game is no different from any other game, even a normal play through, so this part goes without saying. #Save Terra!# *Locke* *Mog* First things first. Unless you're doing a Mog SCC, Unequip Mog. This gives you a free Mithril Pike and Mithril Shield. The Pike is worthless, really, but good for getting a bit of extra money (only Edgar can use it, and he always does more damage with Tools), but the Shield is the best you'll have throughout the whole WoB, at least until Gold Shields are available to those who can use them. Locke: First, Equip him with that Mithril Shield you stole from Mog. Next, get into a fight, and kill off all the Moogles. If that's too hard, kill the Vommamoth, AND THEN the Moogles. Now, go fight Marshall. If you want, try and steal his Mithril Knife and equip it on Locke. It will make things a bit easier for him. This isn't exactly easy, so if things are a bit too hard, I guess you can play this part normal. Mog: Ok, before taking on Marshal, Make sure Mog learns Dusk Requim. Learned it? Good, now just use that on him, and Mog should teach the Marshal what it means to take on a Moogle. Of course, you gotta kill Mog's Allies in a previous Battle, but oh well, that should go without saying. Not all that hard. Oh yeah, stick him in the Back Row. He has no reason to be in the front, since his Dances are not effected by Row, so might as well get a 50% Boost to defense, right? *Terra* Ok, at this point, it's pretty obvious. If you're playing as Terra, kill Locke. If you're playing as Locke, kill Terra. And then venture to Figaro. #Figaro# *Edgar* Ok, first things first. Do NOT Buy Tools. There's no point. That is, unless, you're doing an Edgar SCC. In that acse, Buying tools is useful. Just don't buy an Auto Cross Bow, as you'll get one instantly through the story, though the game doesn't tell you. Now, whoever your SCC character is, put them in the FRONT Row. That way, when the battle begins, they'll be placed in the Back Row since it's a back attack. When you get to control Edgar during the 2 sections he speaks to Kefka, unequip him. This will net you a free Mithril Blade for Terra and Locke. If you're doing an Edgar SCC, obviously, Don't unequip. Take this time to stock up on some Tonics, Sleeping Bags (NOT Tents), and other useful items. Also, if you're doing a Locke SCC, DO NOT SAVE during the section you play as Terra alone here. If that's the case, you might potentially have a hard time to beat Magitek Armors, w/out the ability to Level Locke up, if it resorts to that. %Magitek Armors% Terra: All right, this is a pain, first off, have the Armors kill Locke and Edgar. You should have had Locke and Edgar Unequipped so it's not all bad. But then there's a problem of having Terra survive long enough. Their Physical attacks aren't a problem, Tek Laser is. Just blast away with Fire and healing with Cure or just use Items, and eventually, you'll win. If this fight is too hard, have Terra level up a bit, then try again. Locke: This is like Terra's only harder, cause you lack the offenses. Just fight, heal, and pray they don't use Tek Laser too much. If worst comes to worst, Level Locke Up. Yes, I know, Locke has the hard battles early in the game, but that's your fault for choosing his. Edgar: ...*Yawn* These guys are vulnerable to Confuse. Wait, Noise Blaster Causes Confuse...To BOTH! Use it, and then spam them with Bio Blaster. This fight is pretty easy, and the only difference is that Edgar's the only target, but when enemies are confused, does that change much? Also, it'll probably be best that Terra and Locke Kill themselves, so we don't have Edgar waiting for his ATB gauge to raise up to full while he gets spammed with 2 Tek lasers. #South Figaro Cave# Alright, just don't pick anything up here. Get the items later. Trust me, you'll be happy when you have a Thunder Rod handy to blast an enemy with. Nothing else to say otherwise. So just rush the cave, in otherwords. #South Figaro# Pillage this place for everything it's worth. Then, go buy the best equipment for Each Character. Pretty much obvious what to do here. Oh yeah, be sure to pick up those Running Shoes and Hyper Wrist in the Basement, and Equip them on whoever. Extra Power and Speed is always handy. #Mt. Koltz# Terra: Just fry everything here with Fire, or run. Annoying? Yes, but who said it was going to be easy? I said the Terra SCC is a joke? Oh yes, I did. Well, you'll see why later. Locke: Fight, A LOT! Make sure you grab the Guardian, and Atlas Armlet, and equip Both (Atlas Armlet tends to give larger boosts to Damage than Hyper Wrist) If you can, steal a Bandana from a Brawler, and Equip it. Edgar: Same old, same Old. Auto Crossbow, Noise Blaster, etc. His usual tools frenzy, nothing special. %Vargas% Terra: This fight looks hard, and believe me...it's not! Terra in the back Row should be able to survive attacks, just watch out for Gale Cuts. Kill the 2 Ipoohs with Fire Spells. When they're gone, the fight goes down hill. Just keep HP high, and you'll be fine. Locke: Fight the 2 Ipoohs til they die. Heal when necessary. Nothing much I can say here. You did remember to grab that Guardian and Running Shoes, right? Those speed boosts will help, and Guardian's power (hopefully being Augmented by the Hyper Wrist or Atlas Armlet) should be able to Carry Locke. Having too many problems? Solution: Level Up! Edgar: Auto Crossbow until Ipooh's Die. Bio Blaster Vargas til he dies. Keep HP high so Edgar doesn't die. I shouldn't really have to say this. Sabin: Well, this is normal. Just Use Pummel, duh. If you don't know how to do Pummel...why are you even doing an SCC to begin with? #Returners Hideout# Alright, not much to say here. Make sure you get the Air Lancet (if it's not a Locke SCC, at least it's more selling money), and the White Cape. Stocking up on some items can't hurt either. Don't bother with Eye Drops, since well, blind status does nothing really worth caring about. When you get control of Terra, I suggest getting the Genji Glove from Bannon, as it's far more useful than the Gauntlet. Besides that, do what you feel. #Lete River# First things first, kill off all characters besides Bannon and your SCC character. I know some people are curious how to treat Bannon. Well, since he MUST be alive (or it's a game over), you might as well treat him normally, so basically it's a normal game with just Bannon having one sole body guard instead of 3. If you want, Level Bannon up some to make things easier. Kill off your SCC Character, go outside the Returner's Base, and have Bannon beat those enemies solo to gain EXP w/out leveling your other characters up. Besides that, there isn't much to say. Oh yeah, it's best NOT to save at the 2nd save point. Why? Because if you're Underleveled, and you end up needing some more levels, you can't apply the Lete River trick. Terra: Have Bannon do nothing but Health. Terra can either Fight or cast Fire on enemies, your choice. Battles might take longer than you'd want, but isn't too hard. Just beware of 2 Pterodans, though, it's probably best to Run from those, since 2 Fire Ball spells isn't fun. Edgar: While Terra might not find it fun fighting 2 Pterodans, Edgar simply laughs at them. Well, ok, he first busts out his record player (aka the Noiseblaster), confuses them, and then laughs at them. Though it does less damage, it's better to use the Bio Blaster, since it won't null out Confuse. Just watch as those Pterodans blast themselves with Fireballs :P Sabin: Ok, if you happen to be high enough leveled to use Fire Dance, then do so. If not, then just use the Typical Aura Bolts and Pummels. Also might be a good idea to avoid dual Pterodan fights. %Ultros% Terra: Ok, it's best to have Terra "Defend" until he hits her with his Tentacle, as one smack of a Tentacle MIGHT kill her, though in the Back Row, it shouldn't. Afterwords, blast away with Fire Spells like there's no tomorrow, and likewise, have Bannon keep using Health. After a bunch of "Ouch! Seafood Soup!" lines, Ultros will be beaten. Edgar: Alright, just spam Auto Crossbow (does more than Bio Blaster against him) like there's no tomorrow, keeping his HP high with Health. Sabin: Have Bannon use Health while Sabin just goes along and Aura Bolts the crap out of the guy. 10 Aura Bolts should be enough to waste this Octopus. If you have it already, use Fire Dance instead, since Ultros is weak to Fire. Do the math. #Scenario Split Sequence# Ok, there isn't much to say here. I will recommend that you go in the order of Terra, followed by Sabin, concluding with Locke. There are several reasons for this. For starters, doing Terra first gets you more Rages for the Veldt (and useful ones like Dark Side), so it's good for a Gau SCC, as well as gets you a Rune Edge, which even in an SCC where it's useless (any Non Terra, Edgar, or Celes one, in otherwords), nets you a good 3750 GP, good for spending in Nikeah. That's more or less the reason to go to Sabin's Scenario next. Stock up on Supplies. What? You don't know what Celes will be able to Equip for Her SCC? Well, actually you will, just not directly. See, lets remember, Celes' Equipment is IDENTICAL to Terra's, so just check if Terra can equip it. If Terra can use it, then Celes can equip it, if not, then don't bother, it's that simple. Why Locke's last? Well, with underdeveloped Locke and Celes, TunnelArmr is a pain, so you want to be as prepared as possible. Also, if you're doing a Locke or Celes SCC, this will get them the edge in Equipment needed to beat this Tough SCC Boss. You DO NOT have to do it in this order, but that's the way the FAQ is going to be formulated. #Lete River 2 and Narshe# Nothing Special here. I mean it, all it is playing this area with ONE less Character, since you have 3 characters, one dies, and Bannon must live, as does your SCC character. Just get into a fight with a Dark Side during the Trailing the Light puzzle thingy, as Dark Sides are a nice Rage for Gau, who's good for Stall Points, or just if you're doing his SCC. Also, make sure you remember that Rune Edge near the Moogle Village. For Terra and Celes, this is the best weapon they will have for a while (Even though only SLIGHTLY stronger than the Regal Cutlass, its critical hit rate is 100%, at cost of some MP), and for other characters, it sells for a surprisingly high amount early in the game. Trust me, that's more valuable than a Ribbon, especially considering you only need 1 Ribbon at most, and there are plenty throughout the game. #Sabin's Scenario# *Sabin* *Shadow* Alright, if doing the Shadow SCC, just grab Shadow, and start your Money spending spree NOW! If not, then unequip Shadow of everything he has. Ninja Gear is the best Armor for Sabin, Locke, and Gau throughout most of the WoB, and otherwise, it's good for a bit of extra Cash. Don't forget to stock up on items at the Traveling Merchant. #Imperial Base Camp and Doma# *Cyan* Not much to say here, basically, play this through. Telstar might be a pain, so I'll give Tips to beat him: Sabin: it's best not to blitz him, since that provokes a Megazerk Counter attack, causing Sabin to go Beserk, which we know is not fun. Well, equip a Black Belt and Atlas Armlet on Sabin to increase how much damage he does, and to give him Counter attacks too. Shadow: Throw Shurikens like a mad man. Hope Interceptor Blocks attacks. Atlas Armlet and Running Shoes allow for more Damage and Faster Turns. Obviously, heal when necessary with Items. After you beat Telstar, and relinquished his Green Beret, grab the Barrier Ring. This is a VERY Crucial Relic, I might add, if only useful for ONE fight, trust me, it's worth getting. After that, just continue this as normal, besides the obvious "Play as one person aspect" When your team Jumps into Magitek Armors, just use a similar strategy as suggested in the Terra SCC: Let the enemies kill off your team while your SCC Character Heal Forces til they are alive. Takes a while? Yes, but oh well, you don't want to cheat, do you? #Phantom Forest and Train# Nothing much to say here. Well, just make sure you grab all items possible, stock up on stuff, etc. The usual Treasure Pillaging. However, just remember, in the forest, there's a Chance Shadow CAN leave, so it's best to avoid those fights by running in a Shadow SCC. Shadow never leaves on the Train, though, so don't worry. Also, getting ghosts (the "?????" characters) is NOT allowed (unless this is a stall point), for pretty obvious reasons. Phantom Train can be beaten using a Fenix Down in one shot, but if you want to take him down honorably, then follow these Guide Lines: Sabin: Just Aura Bolt like a mad man, and heal when necessary. Shadow: Throw Shurikens like no tomorrow, and hope Interceptor joins in and helps speed up the battle. Cyan: Dispatch like crazy. Or if you want to try, use Retort, and hope that pulls through. Heal when necessary as well. #Barren Falls# Ok, every enemy here dies in one shot, so it's not hard. Before entering here, it's suggested you fight at least ONE fight with a Stray Cat, ESPECIALLY if you plan to do a Gau SCC. Besides that, there's nothing to worry about besides Rizopas. Rizopas isn't a hard fight, let me point out, just has El Nino, that can kill you if caught off guard. Several Strings of Aura Bolts or Dispatches (depends which SCC) will take him down fast. #Veldt# *Gau* Ok, nothing much to say here besides the usual Stock up on Items, grab Gau, etc. However, if you're doing a Gau SCC, pick up as many rages as possible. Rages to look out for are Stray Cat, Marshall, Dark Side, Templar, Overmind, Rhodox, Ghost, Hazer, Pterodan and Vaporite. Got all those Rages? Good. Now, get as much money as you think you'll need, and head to Nikeah, as normal, through the Serpant Trench. IMPORTANT NOTE!!! For the Sabin and Cyan SCC, understand that BOTH must be alive for Gau to arrive your first time on the Veldt. Otherwise, he won't come if either of them are Dead. Thus, play the Veldt normally (aka keeping both characters alive) until Gau comes, then Kill the others off. Don't go spending 2 hours on the Veldt searching for Gau alone with Sabin while Cyan is feeding the worms, since Gau isn't attracted to Dead People, or so It would appear :P #Nikeah# Nothing much to say here, just stock up on strong Weapons and armor. What to get? Well, here's what you should have by Narhse. Why am I telling you this now? Well, once you finish this area, if you have forgotten anything, sorry, you can't turn back, so this is a check list for later, good to take care of now while you still can. Terra: Rune Edge: Found in Narshe Mithril Shield: Unequip from Mog in the Save Terra Sequence Green Beret: Gotten from Telstar, or from the Serpant Trench Cave 2 Silk Armor: Buy in Nikeah OR Iron Armor: Find one in South Figaro (or buy one in Nikeah or Mobliz, but that costs Money) Locke: Air Lancet: One found in Returner's Hideout, other found from Stealing from TunnelArmr (Common. Rare is Bioblaster) Mithril Shield: See Terra Green Beret: See Terra Ninja Gear: Unequip this from Shadow Edgar: *Mithril Pike: Unequip from Mog in Narshe, or just buy one in Nikeah Mithril Shield: See Terra Green Beret: See Terra Iron Armor: See Terra Sabin: *Mithril Claw: Buy at Nikeah or Mobliz. If you're Lucky, you might have swapped it from Vargas as a Rare Steal (Common is a Tonic) Mithril Shield: See Terra Green Beret: See Terra Ninja Gear: See Locke Cyan: *Kotetsu: Buy in Nikeah or Mobliz Mithril Shield: See Terra Green Beret: See Terra Iron Armor: See Terra Gau: Nothing: Ummm...no comment Mithril Shield: See Terra Green Beret: See Terra Ninja Gear: See Locke Celes: Rune Edge: See Terra Mithril Shield: See Terra Green Beret: See Terra Silk Robe: See Terra OR Iron Armor: See Terra *Weapon mentioned for completion purposes, and simply suggest