Final Fantasy 6 Slot ability guide By Master ZED 0. Joker Doom; The fastest, simplest how-to I can cook up! 1. Version history 2. Intro 3. Explanation of Slot and its abilities - Reel symbol order - Attack stats and reel combos - Theoretical probability 4. Selecting your attack and screwing over the rigging 5. List of RNG users 6. The random number table - Combination reference table 7. No triple 7's allowed!? 8. Slot bugs - Version Specific 9. Credits (or lack thereof) Non-numbered. Legal bull There is an HTML version of the guide here: http://masterzed.cavesofnarshe.com/GameDocs/slotfaq.html Aside from a few formatting changes (such as images of the symbols in the Slot explanation section), it also includes a long derigging method that code- curious people can read to see how the guide came about. It is the elder of the two however, so if you've read it already, there's no need to see it again... at least not right now. ----------------------------------------------------------------------------- 0. Joker Doom; The fastest, simplest how-to I can cook up! ----------------------------------------------------------------------------- A simple quick-reference because I know what you *really* came here for. a. Enter combat. The next steps should be executed ASAP. b. Use an Echo Screen. Doesn't matter on who, as long as the smoke appears. c. When the animation finishes, confirm the first 7. d. Confirm the last two 7's and use Joker Doom. If this does not work, read section 7 to make sure who you're fighting isn't on the list. Next, read section 4 (if you don't know why this works in the first place or need help with the timing) and then flip through section 5 to see if the enemy party is using something before you can get the first 7 confirmed. If it is something from the enemy party (say, someone is casting Meteor for their first attack and you can't seem to get around it), you'll have to work out another way to acquire Joker Doom; that means actually using this guide, not immediately e-mailing me. This method will also work for Sun Flare, 3 BAR, and H-Bomb. You can also consult section 8 for alternate methods that don't actually deal with the rigging. Those deal with reversing the targeting of 7-7-BAR through bugs. ----------------------------------------------------------------------------- 1. Version history ----------------------------------------------------------------------------- v1.0T - First text version, differences from v0.852 include miscellaneous wording changes across the guide, the seperation of the version history, credits, and legal bull into their own sections, and an imposed 80 character limit. This also includes the various reworking of tables, a lack of images, and new sections for quick Joker Doom and Slot's bugs, the latter of which also has a revised Joker Doom anywhere bug including the new technique discovered by flagitious. Finally, the long method has been removed from the text version as I can't see the GameFAQs crowd appreciating the 65816 assembly-related junk I went through to develop the guide... and I think it just being there scared people. ^_^ As a last minute change, I cut 9. Relevant RAM offsets from the guide. See the HTML version for that or go whine on Mnrogar's forum if you still want that section in this version: http://www.mnrogar.com/phpBB2/viewtopic.php?t=372 v0.852 - Minor changes throughout the guide in an attempt to make it Mozilla compatible (IOW the lists looked like crap outside IE). Also edited the snippet at the end of section 4 to indicate all Throw graphics have been tested. That's about all the changes though, besides the release of the new text version. v0.851 - Minor but important text changes to section 3A and section 4. The changes involve two very important details (for 3A, the RNG index starts at 0. For 4, the list only covers single-target spells an single-animation multi-target attacks, go to section 4 for more). v0.85 - Sections 6 finished, section 7 ready for release. I'm not sure if I got all of the offsets, but at least I got all of the offsets that matter to the disassemblies I already have. Also, section 8, the disassembly section, has been cut entirely. If I work on it again, it will be a standalone release, but for the purposes of this guide it was simply too much to bother with. Section 7 can be used in conjunction with the long method or the disassemblies released with the Slot derigging patch on this very site. Plus I wasn't going to scrap it since section 7 did have relevance at least to section 3, and it was done already when I decided to leave out section 8. ^_^ v0.8 - Initial release, sections 1 thru 5 ready, 6 thru 8 unfinished but commented out. ----------------------------------------------------------------------------- 2. Intro ----------------------------------------------------------------------------- When most people think of Setzer, what probably comes to mind? 1. To paraphrase Fighter of 8-bit Theater, "I like Fixed Dice!" 2. "Setzer sucks!", or something along those lines. The question "Why?" is simple; characters in Final Fantasy 3 can be made and broken on their special skills (not entirely, but it's a major factor). Edgar's Tools and Sabin's Blitzes are beloved by many for the power and looks. Strago's Lores are strange and sometimes ignored since usage seems awkward and unnecessary. Gau's Rage tends to be ignored based on lack of control. Umaro just sucks. Setzer, however, has a pretty good skill in Slot. Attacks mostly have some good power behind them, he has an attack that is basically a much better version of the Magicite item, a free Bahamut summon, and Joker Doom, an instant kill to anything it hits. But Setzer too is hated and ignored, or at least, Slot is. How can that be? You select those attacks from a slot machine. A one-armed bandit, if you will. That means to most people that luck is involved, as it is in most slot machines. There is a ray of hope; you can confirm each slot individually, meaning some keen timing can take this ability quite far. That's good, right? But even if you learn how to get what you want, you have another huge obstacle in your way; Slot is rigged. Which means for most people, you're not getting Bahamut, let alone Joker Doom, unless Hell freezes over. Luck is still involved to a great extent the more powerful the attack you seek. But what if I told you there was a way to beat the system? That there is a way to master Setzer's primary special attack? Would you be interested in getting Joker Doom almost anytime you wanted it? Would you like to make Bahamut your pet long before defeating Doom Gaze, at least in attacking the enemy? Would you like seeing Lagomorph when you wanted it, not because the system slapped you in your face again? The entire purpose of this guide is to show you how Slot works, how to get what you want, what is slapping you in the face and how to slap it right back. Once you've read this guide and worked with it, you can give yourself all the tools you'll need to acquire access to Setzer's greater abilities. With such knowledge in place, it will actually sound like a good strategy to use a single Echo Screen at the start of the battle versus the Cranes. You'll figure out why by reading on. Enjoy. I know I have. >:) And before you even think of e-mailing me with a problem, make sure you've read all of section 4. ----------------------------------------------------------------------------- 3. Explanation of Slot and its abilities ----------------------------------------------------------------------------- Slot calls up a window with three rotating slots with which to choose an attack. There are six different symbols available, but each reel has 16 different choices, each symbol repeating at different frequencies. For example, the diamond shows up at least four times on each reel, but the 7 only shows up once per reel. Each reel has their own set order of symbols that never changes, so it's not a guess as to what will show up, and they all start with their 7 so you can't choose it immediately (they scroll down before you're able to confirm anything). These reels rotate and repeat infinitely until you hit confirm, and while the first reel stops immediately, the other two may not depending on the results of a random number generator, explained in the next section. Four of the attacks, including triple 7 Joker Doom, Sun Flare, H-Bomb, and 3 BAR can be rigged against you. Chocobop and 7-Flush are rigged in your favor no matter what. 7-7-BAR Joker Doom is not rigged for or against your using it either way. Finally, Slot works with the Wait battle mode, so if you're using Wait, you can take your time without much worry. -------------------- Reel symbol order -------------------- Since the reels scroll down, this chart has been formatted to read from the bottom up to prevent confusion when applied to the game. I'd rather it be initially confusing than confusing in practice. +---------+---------+---------+ | Reel 1 | Reel 2 | Reel 3 | +---------+---------+---------+ | Chocobo | Chocobo | Dragon | | Diamond | Dragon | Airship | | Airship | Diamond | Chocobo | | Chocobo | Airship | BAR | | Diamond | Chocobo | Diamond | | BAR | Dragon | Chocobo | | Diamond | Diamond | Airship | | Dragon | Chocobo | Dragon | | Chocobo | Airship | Diamond | | Diamond | BAR | Chocobo | | Airship | Diamond | Airship | | Diamond | Chocobo | BAR | | BAR | Airship | Diamond | | Airship | BAR | Chocobo | | Dragon | Diamond | Diamond | | 7 | 7 | 7 | +---------+---------+---------+ -------------------- Attack stats and reel combos -------------------- Some info was trimmed for this version, though it's not anything important. If you really want to know regardless, see the HTML version linked at the beginning of this guide, or see the Attack guide by hitting back and scrolling through the document list this guide was found under. NOTE: While Anthology calls the three diamond attack Flash, this guide will refer to the attack strictly by its FF3us name, 7-Flush. 3 Diamonds 3 Chocobos 7-Flush Chocobop Hits all enemies Hits all enemies Bat.Pwr: 84 Bat.Pwr: 36 Unblockable Unblockable, but only hits ground Randomize target targets Randomize target, ignores defense, no split damage. 3 Airships 3 Dragons H-Bomb Bahamut (Sun Flare) Hits all enemies Hits all enemies Bat.Pwr: 130 Bat.Pwr: 92 Unblockable Unblockable Randomize target Ignores defense, only hits monsters, aborts on characters. Triple 7's / 7-7-BAR Any other combination Joker Doom Lagomorph Hits all enemies (triple 7's) Hits all allies Hits all allies (7-7-BAR) Bat.Pwr: 10 Targeting cannot be altered* Lifts Dark, Poison, Sleep Causes instant death Unblockable Unblockable Learn if cast (teaches L.5 Doom) 3 BAR This is not its own attack; it is replaced with a random Esper summon, excluding Odin and Raiden. When Mimicked, the summon picked will be used, unlike Magicite in which the item is used because the item *is* an attack. For stats on summon attacks other than Bahamut (covered above under 3 Dragons), see the Attack guide, which should be on the site you found this on. Hit back and look through the guide list this was found under. * - This only holds true when Joker Doom is used via the Slot command; by Mimic, the attack's targeting scheme is not protected. For more information and ways to exploit this bug/flaw, see section 8. -------------------- Theoretical probability -------------------- If Slot could not be rigged, these would be the odds of you being able to get the last symbol for certain attacks. Lagomorph : N/A Chocobop : Always 7-Flush : Always H-Bomb or 3-BAR : 1 in 2 Bahamut (Sun Flare): 1 in 4 Triple 7 Joker Doom: 1 in 32 7-7-BAR Joker Doom : N/A ----------------------------------------------------------------------------- 4. Selecting your attack and screwing over the rigging ----------------------------------------------------------------------------- This section starts with info on how the reels work and the pause abuse trick because if you can't even guarantee yourself 7-Flush or Chocobop, turning the game's code on itself won't be of much use. -------------------- Reel behavior -------------------- Each of the reels behaves differently; this is because of the rigging code's modifications to the symbol selection. Here's how the game tends to act: Reel 1 - The symbol selected is the symbol it stays with. There is no modification code to alter what's chosen. You won't be helped, but there will be no hinderance either. Reel 2 - Will help you get the next correct symbol if you confirm a little early (one to around four max), but only if you can get the attack. If the rigging won't allow it, you can still get the symbol, but the game won't help you. Reel 3 - Will help you get the next correct symbol if you confirm a little early (one to around four max), but only if you can get the attack. If the rigging won't allow it and reel 2 is a match to reel 1, reel 3 will actively skip over the correct symbol instead of offering any help. If reel 2 doesn't match reel 1's choice, however, it will act like the first reel since Lagomorph is all but guaranteed now. Be aware that if triple 7 Joker Doom is available, 7-7-BAR Joker Doom may be harder to obtain as the game will try to look for the last 7. -------------------- Pause abuse -------------------- Aside from knowing how the reels behave and each reel's symbol lineup, there is an actual trick to help you get what you're looking for after everything is set up; the use of pause to freeze the reels. Unlike later FF's where slot reels continue to spin while the game is on a break, FF6's Slot command won't continue on until you unpause. By pausing and unpausing the game, you can spin the reels at your own pace, and by hitting confirm as soon as you unpause, you can easily snag what's next without any real effort. -------------------- Rigging Slot -------------------- In order to successfully control Slot's attack availability, you should first learn how it works. A random number generator (RNG) ultimately controls what attacks are available to you. It uses a table of pre-randomized values from 0 to 255 and an index, a value telling the game where it is in the table, that changes under certain conditions to grab numbers at "random." The index for this RNG only increases in value, but it resets upon reaching 256 since it can only go up to 255. Unlike other RNG's in the game, however, the index always starts off at zero upon entering battle. Not only that, but this generator is not in use as often as others; only certain functions such as Slot, Roulette, and some battlefield animations make use of it during combat (see section 5). This guaranteed starting point, along with its rather seldom use, makes the RNG easily controllable. Control the generator, and you control Slot. The last thing you need to know, however, is when you have your chosen attack in hand. While you definitely have it if you have the right combination confirmed, the last thing you need to worry about for setting up that combo to be selected is the first reel. When you confirm the first reel, that's when Slot plucks a value from the RNG and then increments the index for the next time the RNG is used; once you have the first reel down, you can take your time with the rest. The game has its value and knows how to react when confirming reels 2 and 3, so further usage won't affect Slot. From here, it's all on you. If you need an example, let's see how the tried-and-true Echo Screen/Joker Doom trick works. As previously stated, when you enter battle, the RNG index for Slot's generator starts at 0. Assuming the enemy's entrance or initial attacks do not alter the index, in order to use Joker Doom, you need to change the index to something that will permit the attack. Sections 5 and 6 list their numbers in hexadecimal (base 16), so you'll probably want either a scientific calculator or Windows calc for your own work (since Echo Screen is a one-turn setup, you don't need it here). First off, let's see what the closest value to 0 is that will permit triple 7's. To do that, flip to section 6 and look for the (J) symbol in the combination reference table... or look below: 0 1 2 3 4 5 6 7 8 9 A B C D E F 0 07 (H) (S) 1F 55 5B 37 E3 (H) 4F (H) (H) 99 (H) 77 CB 1 (J) 8F 43 (H) A7 (S) 2D (S) C7 (S) D7 D1 (H) (H) C1 DD 10h is the closest value. However, now that you know what value you need, you now need to use some abilities that will raise the index to 10h. A quick look in section 5 shows three abilities that add 10h to the index, seemingly perfect for the task at hand! Echo Screen - 10h Smoke Bomb - 10h smoke entrance/exit animation - 10h Of course, two of these aren't exactly practical; the entrance/exit animation is enemy only, for one. Smoke Bomb would work, but it hits multiple times, so each hit would increment the index 10h. A full party would result in a 40h increase, exactly what you're NOT looking for. This is all disregarding the fact that Smoke Bomb makes you run away unless an enemy has the Can't Run property. That limits it to a lone Setzer/Gogo; unless Setzer has Quick, that's far from ideal, and a lone Gogo can't have Quick anyway, leaving it open a turn. Echo Screen's the easiest choice given all this. When you use Echo Screen, there's nothing special about the item itself as it doesn't use the RNG; its smoke animation does. This means that you must wait until the smoke clears before you can confirm the first reel. Once you've done that and have your first 7, though, you're through with manipulating the rigging. Now your timing and maybe the newfound favoritism towards you of the code will determine if you get Joker Doom. ----------------------------------------------------------------------------- 5. List of RNG users ----------------------------------------------------------------------------- NOTE: In case you're not familiar with base 16 numbers, all of the numbers in these two tables are in hexadecimal (0 thru F instead of 0 thru 9). White Magic | Black Magic | Grey Magic ------------------------+------------------------+------------------------ Spell | Index increase | Spell | Index increase | Spell | Index increase -------+----------------+-------+----------------+-------+---------------- Cure 3 | 38h |Drain | 1Eh |Rasp | 30h Life 2 | 16h |Pearl | 12h |Mute | 0Ah Antdot | 18h |Flare | 75h |Imp | 02h Regen | 18h |X-Zone | 08h |Osmose | 1Eh | |Meteor | 22h | | | |W Wind | 02h | | -------+----------------+-------+----------------+-------+---------------- Espers | Skeans | Blitz ----------------------+----------------------+------------------------ Spell | Increase | Spell | Increase | Spell | Increase -----------+----------+-----------+----------+-----------+------------ Sun Flare | 3Ch |Water Edge | 84h |Fire Dance | 0Ch Earth Wall | 18h | | | | Dance | Magitek | Slot ----------------------+----------------------+------------------------ Spell | Increase | Spell | Increase | Spell | Increase -----------+----------+-----------+----------+-----------+------------ Harvester | 0Ch |X-Fer | 3Ch |H-Bomb | 0Ch Land Slide | 30h | | |7-Flush | 14h Cave In | 12h | | | | Snowball | 12h | | | | Whump | 0Ch | | | | Enemy spells | Lore |Near Fatals/Desperations ----------------------+----------------------+------------------------ Spell | Increase | Spell | Increase | Spell | Increase -----------+----------+-----------+----------+-----------+------------ Imp Song | 06h |Roulette* | 01h |Red Card | 12h Virite | 09h |Blow Fish | 06h | | Mute | 0Ah |Exploder | 18h | | Net | 06h | | | | Fire Ball | 12h | | | | Atomic Ray | 12h | | | | WaveCannon | 02h | | | | Raid | 1Eh | | | | TekBarrier | 0Ch | | | | Love Token | 08h | | | | S. Cross | 27h | | | | Cold Dust | 33h | | | | Grav Bomb | 33h | | | | Meteo | 12h | | | | Dread | 18h | | | | Lode Stone | 12h | | | | Item | Throw | Throw and Fight -----------------------+----------------------+------------------------ Spell | Increase | Spell | Increase | Spell | Increase ------------+----------+-----------+----------+-----------+------------ Tonic | 0Ch |Water Edge | 84h |Cards | 06h Potion | 0Ch | | |Darts | 06h X-Potion | 0Ch | | |Doom Darts | 06h Tincture | 0Ch | | |Trump | 06h Ether | 0Ch | | | | X-Ether | 0Ch | | | | Megalixir | 08h | | | | Fenix Down | 0Ch | | | | Antidote | 0Ch | | | | Soft | 0Ch | | | | Remedy | 84h | | | | Echo Screen | 10h | | | | Smoke Bomb | 10h | | | | Tools | Miscellaneous ------------------------+---------------------------+ Spell | Increase | Spell | Increase | -------------+----------+----------------+----------+ AutoCrossBow | 04h |Slot command** | 1h | |smoke animation | 10h * - When the enemy starts their cursor rotation, or when you confirm the attack when the arrow is spinning. Note that the cancelling of an enemy Roulette spell does not affect the already effected RNG (it doesn't decrease by one because the spell never happened), the new enemy Roulette spell will just raise it by one as per normal. ** - When the first reel is confirmed. ----------------------------------------------------------------------------- 6. The random number table ----------------------------------------------------------------------------- NOTE: In case you're not familiar with base 16 numbers, all of the numbers in these two tables are in hexadecimal (0 thru F instead of 0 thru 9). 0 1 2 3 4 5 6 7 8 9 A B C D E F 0 07 B6 F0 1F 55 5B 37 E3 AE 4F B2 5E 99 F6 77 CB 1 60 8F 43 3E A7 4C 2D 88 C7 68 D7 D1 C2 F2 C1 DD 2 AA 93 16 F7 26 04 36 A1 46 4E 56 BE 6C 6E 80 D5 3 B5 8E A4 9E E7 CA CE 21 FF 0F D4 8C E6 D3 98 47 4 F4 0D 15 ED C4 E4 35 78 BA DA 27 61 AB B9 C3 7D 5 85 FC 95 6B 30 AD 86 00 8D CD 7E 9F E5 EF DB 59 6 EB 05 14 C9 24 2C A0 3C 44 69 40 71 64 3A 74 7C 7 84 13 94 9C 96 AC B4 BC 03 DE 54 DC C5 D8 0C B7 8 25 0B 01 1C 23 2B 33 3B 97 1B 62 2F B0 E0 73 CC 9 02 4A FE 9B A3 6D 19 38 75 BD 66 87 3F AF F3 FB A 83 0A 12 1A 22 53 90 CF 7A 8B 52 5A 49 6A 72 28 B 58 8A BF 0E 06 A2 FD FA 41 65 D2 4D E2 5C 1D 45 C 1E 09 11 B3 5F 29 79 39 2E 2A 51 D9 5D A6 EA 31 D 81 89 10 67 F5 A9 42 82 70 9D 92 57 E1 3D F1 F9 E EE 08 91 18 20 B1 A5 BB C6 48 50 9A D6 7F 7B E9 F 76 DF 32 6F 34 A8 D0 B8 63 C8 C0 EC 4B E8 17 F8 -------------------- Combination reference table -------------------- NOTE: It's recommended you use the find/search function of your browser or text editor (you can usually use Ctrl+F or look under the Edit menu for this) to look up a particular attack. If you prefer seperate tables for each maneuver so purely visual reference isn't such a strain, see the HTML version linked at the beginning of the guide. Legend: (J) - Triple 7 Joker Doom. Works with all attacks. (S) - Sun Flare (Bahamut). Also works with 3 BAR and H-Bomb. (H) - 3 BAR and H-Bomb. ## - None of the attacks that can be rigged against you will work. 0 1 2 3 4 5 6 7 8 9 A B C D E F 0 07 (H) (S) 1F 55 5B 37 E3 (H) 4F (H) (H) 99 (H) 77 CB 1 (J) 8F 43 (H) A7 (S) 2D (S) C7 (S) D7 D1 (H) (H) C1 DD 2 (H) 93 (H) F7 (H) (S) (H) A1 (H) (H) (H) (H) (S) (H) (J) D5 3 B5 (H) (S) (H) E7 (H) (H) 21 FF 0F (S) (S) (H) D3 (S) 47 4 (S) 0D 15 ED (S) (S) 35 (S) (H) (H) 27 61 AB B9 C3 7D 5 85 (S) 95 6B (S) AD (H) (J) 8D CD (H) 9F E5 EF DB 59 6 EB 05 (S) C9 (S) (S) (J) (S) (S) 69 (J) 71 (S) (H) (S) (S) 7 (S) 13 (S) (S) (H) (S) (S) (S) 03 (H) (S) (S) C5 (S) (S) B7 8 25 0B 01 (S) 23 2B 33 3B 97 1B (H) 2F (S) (J) 73 (S) 9 (H) (H) (H) 9B A3 6D 19 (S) 75 BD (H) 87 3F AF F3 FB A 83 (H) (H) (H) (H) 53 (S) CF (H) 8B (H) (H) 49 (H) (H) (S) B (S) (H) BF (H) (H) (H) FD (H) 41 65 (H) 4D (H) (S) 1D 45 C (H) 09 11 B3 5F 29 79 39 (H) (H) 51 D9 5D (H) (H) 31 D 81 89 (S) 67 F5 A9 (H) (H) (S) 9D (H) 57 E1 3D F1 F9 E (H) (S) 91 (S) (J) B1 A5 BB (H) (S) (S) (H) (H) 7F 7B E9 F (H) DF (H) 6F (S) (S) (S) (S) 63 (S) (J) (S) 4B (S) 17 (S) ----------------------------------------------------------------------------- 7. No triple 7's allowed!? ----------------------------------------------------------------------------- There are a few select battles in which the game will not allow you to use Setzer's ultimate Slot technique, Joker Doom, against the enemy party. This section was made to draw attention to this fact and inform you of just which battles this held true. The table consists of the formation number, what the formation contains, and is listed by formation number. Remember, however, that the title is exactly what this section is about, as 7-7-BAR faces no such restrictions. Battles that don't allow triple 7's: 79 - Pirahna x5, Rizopas 387 - Ultros (third battle) 420 - Phunbaba (first fight) 421 - Phunbaba (second fight) 422 - Phunbaba (third fight) 432 - Whelk (shell), Head (Whelk's head) 435 - Vargas, Ipooh x2 439 - Ifrit, Shiva 445 - Guardian (Invincible) 452 - SrBehemoth (living form) 456 - Chadarnook (woman and demon forms) 462 - Wrexsoul, SoulSaver x2 471 - Short Arm, Long Arm, Face (first tier of final battle) 473 - Ultros (first battle) 477 - Chupon, Ultros 512 - Hit, Tiger, Tools, Magic (second tier of final battle) 513 - Girl, Sleep (third tier of final battle) ----------------------------------------------------------------------------- 8. Slot bugs ----------------------------------------------------------------------------- NOTE - These are all the same Slot bugs listed in my Glitches and Bugs guide in order to make this one as complete as possible. The only thing changed is the Joker Doom anyone bug, with a shortened description from the wall of text that appears in the bugs guide. Joker Doom anyone at pretty much any time - Joker Doom's targeting under Slot is dictated entirely by which symbols are used to summon it. However, this forced targeting that even cuts through the influence of ailments only applies to the initial aiming routine and initial ailment interference. This is exploited mainly to turn 7-7-BAR Joker Doom onto the enemy party instead of killing off your own team. One way to do this is to have Gogo Jump (through Palidor or on its own) and have Setzer use 7-7-BAR while Gogo is airborne. When Gogo lands, everyone 7-7-BAR hit should be dead. Have Gogo Mimic once (this can be buffered in when Palidor is being cast so that this step is done immediately after Gogo lands) so that the game sees that the attack's targets are all dead, then Mimic again. The game will remember that everything the spell tried to strike before was dead or otherwise untargetable, so it will resort to the attack's original aiming scheme and strike all enemies. Another way this can be done that works before the WOR is to abuse Muddle. Have a character use Muddle on Setzer once he's in the ready position to cast 7-7-BAR, then have someone cast Remedy or hit Setzer to remove Muddle. If done correctly, while Muddle won't alter the targeting when applied, the game will default on aiming and target all enemies instead when Muddle is removed. These techniques work because of Joker Doom's basis in L.5 Doom; the only things changed are the removal of instant death protection and the addition of unblockability (level multiple targeting is overridden by the latter). Joker Doom sets you up in the opposite direction - Try using Joker Doom via the Slot command (Mimic won't work for this bug) with someone in the third position (upper-left position), front row, of a Side attack. When that person gets into their ready stance, they'll face the opposite direction until they use Joker Doom. Learn L.5 Doom from... Setzer? - In the game, Joker Doom, Setzer's ultimate Slot technique, is really a modified L.5 Doom that has instant death protection removed and replaced with the Unblockable property. This is most evident by the fact that Strago can learn L.5 Doom from watching Setzer cast Joker Doom. -------------------- Version Specific -------------------- Final Fantasy 6 (Super Famicom), Final Fantasy 3 U.S., both versions (SNES): Setzer resents bird-hating comrades, sneaks off - Whenever Setzer/Gogo lands from a jump executed by their Palidor spell from 3-BAR, they take a step backwards that they aren't supposed to. One of a few formation error bugs. Setzer resents bird-hating comrades, walks off - A formation error bug, if you cast Phoenix under Slot using 3-BAR, Setzer/Gogo will take an extra step forward for each party member who is currently on the battlefield. This also occurs if 3-BAR's Phoenix is mimicked. Keep in mind however, this only works when the spell is blocked using a shield animation. ----------------------------------------------------------------------------- 9. Credits (or lack thereof) ----------------------------------------------------------------------------- Text version: flagitious - for the addition of Muddle abuse to the Joker Doom anywhere bug, allowing 7-7-BAR to be exploited from when Setzer first joins in battle instead of waiting for the WOR and Gogo. Novalia Spirit - for making sure I knew of flagitious' find. :P Assassin, Novalia Spirit, Imzogelmo - Suggestions and proofreading. Original version: Shark, Assassin, and Mnrogar - Suggestions and proofreading, and possibly other things. :) ----------------------------------------------------------------------------- ©2003 thru 2006 Master ZED ZED's Unoriginal White Sheet: http://masterzed.cavesofnarshe.com/ Final Fantasy 3/Final Fantasy 6/Final Fantasy Anthology ©1994/1999 Squaresoft. I'm not responsible should anything stated in this FAQ/guide do anything. I'm not responsible should anything stated in this FAQ/guide do nothing. I'm not responsible for whatever you or anyone else do with this FAQ/guide or the contents within it. I'm not responsible for whatever you or anyone else don't do with this FAQ /guide or the contents within it. This guide is not to be posted anywhere aside from GameFAQs and ZED's Unoriginal White Sheet. All rights reserved. -----------------------------------------------------------------------------