The Level # Lore Guide Advance Version 1.1 Djibriel, Januari 2006 "888 - Three times the prosperity, means "wealthy wealthy wealthy". (E.g., the 2008 Summer Olympics in Beijing were designated by the Chinese officials to begin on the most auspicious date possible to ensure the success of the Games for its hosts: August 8, 2008 - on the 8th day, of the 8th month in the 8th year of the new millennium.)" - unknown source Contents 1.0 Version History 2.0 The Intro 3.0 The Attacks 4.0 The Casters 5.0 The Targets 5.1 The Targets by Lore 5.2 The Targets by Monster 5.3 The effects of Dischord 5.3 The Targets by Area 6.0 The Verdict 7.0 The Thanks No number: Disclaimer ********************************** 1.0 Version History ********************************** - Version 1.1 (06/15/2011) An e-mail sent by an enlightened soul known only as DiscoGodOfThe2ndAge reminded me about Dischord's ability to alter a target's effective level, which opens up a slew of targets that are vulnerable to a combo of Dischord and Lv. 5 Death. I added a section talking about it, because this document obviously wasn't lengthy enough. - Version 1.01 (12/2/2009) Some tiny errors slipped in. Can you guess who's to blame? Protip: Macbooks are devilmachines and I don't make mistakes. - Version 1.0 (11/30/2009) Assassin17 is awesome. This is the GBA release. It's even better now. I still see no use for it in any "relevant" sense of the word, but it kept me off the streets for an entire night, a night I may well have spent harassing old people with Alzheimer had I not figured I might just as well update this thing. ********************************** 2.0 The Intro ********************************** Imagine this. You're walking through a forest, right? No, wait, let's change a minor detail there: you're walking through a grotesquely oversized tomb for your long-since deceased friend that may or may not have been your lover. Yeah, okay, there's a tomb and you're walking through it. Lamenting the good times and gallons of Mountain Dew you had together, you are forcefully pulled from Memory Lane when an oversized plant attacks you. Think 'venus fly trap', only 8'0 high, with a very very very big mouth with sharp teeth and the kind of breath that makes children cry. This isn't an ideal scenario, as you would probably die. But let's assume that you've been fighting off bothers like this for a while now, and that you're covered in colorful robes that embody the very nature of Taoism. In this case, you might quickly resort to LOGIC. It's a plant! It will most likely absorb Water-elemental attacks, but it will quickly succumb to the powers of Fire. Yes, by appearance, most opponents can quickly be recognized as being desert dwellers, thus weak to Water. Or living in a volcano, thus weak to Ice. And whatever, you're like a divine being with Quick and Ultima and all that, so even your vague grasp of monsters and their elemental properties isn't even all THAT useful. Now, switch back to the tomb, the Mad Oscar attacking you. You may think about its Fire-elemental weakness if you've grasped the tendencies of abstract thought. If you're a long-time player, you may recognize the foe as one lacking Death protection. But how likely is it that "Darn, this Dionaea gargantua is level 30, it will be vulnerable to my trusted Lv. 5 Death attack!" will be the first thought shooting through your head? Not very, I say. So here's the guide to satisfy that very, very tiny niche of the game. This Guide includes all monsters susceptible to Lv. 3 Confuse, Lv. 4 Flare and Lv. 5 Death. I have not included Lv. ? Holy as its hit-or-miss nature depends entirely on your amount of Gil, which I can't predict. Sonny, if I could, I'd be spending the time I'm writing this intro betting on winning horses, and you'd better believe it. Obviously I haven't only checked for levels but also for Confuse and Death protection where applicable. Bosses who are vulnerable to a move yet could never have been targeted with it (you can't use Lv. 4 Flare when fighting Vargas) have not been listed. ********************************** 3.0 The Attacks ********************************** Lv. 5 Death Hits all enemies, both sides MP cost: 22 Causes instant death Hits those with a level that is a multiple of 5 (Will miss targets invulnerable to instant death) Differences with the Death spell: Multi-target, Not vulnerable to Runic, not Reflectable, unblockable, doesn't check for Stamina, doesn't restore undead. Lv. 4 Flare Hits all enemies, both sides MP cost: 42 Attack power: 66 Hits those with a level that is a multiple of 4 Ignores defense, no split damage. Differences with the Flare spell: Multi-target, not vulnerable to Runic, not Reflectable, unblockable, is stronger (Flare has an Attack power of 60). Lv. 3 Confuse Hits all enemies, both sides MP cost: 28 Causes Confuse Hits those with a level that is a multiple of 3 Differences with the Confuse spell: Multi-target, not vulnerable to Runic, not Reflectable, unblockable. ********************************** 4.0 The Casters ********************************** Gau can cast Lv. 3 Confuse when performing the Rages of either Apocrypha, Trapper or Dante. The wild child can cast Lv. 4 Flare when performing the Rage of Magna Roader (brown). Strago can learn all three Lores from Trapper, who all normally cast it. If you haven't met Trapper when you had the chance, and thus have ruined your chances of seeing them on the Veldt, Strago can learn Lv. 5 Death from Setzer's Joker's Death due to a quirk in the game data and learn all three Lores on the Floating Continent from Apocrypha who will cast any of the three Lores as a counter- attack when it's alone. Relm can perform all three Lores when Sketching or Controlling certain enemies: For Lv. 3 Confuse, she can Sketch: Apocrypha, Trapper and Dante. For Lv. 5 Death, she can Sketch: Dark Force and Trapper. For Lv. 3 Confuse, she can Control: Apocrypha, Trapper, Dante and Magic Dragon. For Lv. 4 Flare, she can Control: Apocrypha, Trapper and Magic Dragon. For Lv. 5 Death, she can Control: Dark Force and Trapper. Note that while Sketching or Controlling, the only move that will have an effect on the targets will be casting Lv. 5 Death in a battle against a Dark Force opponent. All other monsters are immune to the Lores and travel with other monsters who are also immune to them. Gogo can either Mimic the attacks or simply add the Rage, Sketch and Lore options to his array of commands. Control is also an option; set Sketch as a command and equip the Fake Mustache on Gogo. ********************************** 5.0 The Targets ********************************** This is what you're reading the document for, right? -------------------------------------------------------------------------------- 5.1 The Targets by Lore ********************************** Lv. 3 Confuse Sand Ray, Alacran, Hornet, Zaghrem, Trillium, Lesser Lopros, Cartagra, Wild Rat, Doberman, Cloud, Angel Whisper, Living Dead, Vulture, Iron Fist, Rock Wasp, Gobbledygook, Litwor Chicken, Wyvern, Onion Knight, Sergeant, Mega Armor, Mag Roader (red), Outcast, Zombie Dragon, Venobennu, Sky Armor, Oceanus, Humpty, Borghese, Malboro, Skeletal Horror, Coeurl Cat, Caladrius, Ouroboros, Necromancer, Crawler, Basilisk, Greater Mantis, Vasegiatta, Onion Knight, Knotty, Tzakmaqiel, Al Jabr, Pluto Armor, Pandora, Parasite, Lunatys, Figaro Lizard, Level 50 Magic, Muud Suud, Fortis, Ahriman, Dinozombie Total: 53 Lv. 4 Flare Wererat, Guard Leader, Magitek Armor, Belmodar, Unseelie, Lesser Lopros, Cartagra, Wild Rat, Doberman, Cloud, Angel Whisper, Bomb, Living Dead, Aspiran, Actinian, Fossil Dragon, Harvester, Hill Gigas, Goetia, Bug, Provoker, Antares, Lich, Adamankary, Venobennu, Sky Armor, Laser Gun (Air Force), Behemoth, Naude, Cruller, Neck Hunter, Dante, Tentacle (one), Deepeye, Mousse, Gorgimera, Twinscythe, Coeurl Cat, Crusher, Caladrius, Ouroboros, Necromancer, Chaos Dragon Leap Frog, Deathgaze, Test Rider, Wizard, Lukhavi, Magna Roader (yellow), Magna Roader (brown), Psychos, Garm, Covert, Kamui, Wartpuck, Samurai, Suriander, Schmidt, Alluring Rider, Level 10 Magic, Level 70 Magic, Great Malboro, Demon Knight, InnoSent, Death Machine, Metal Hitman, Prometheus, Goddess, Magic (final battle), Zurvan, Dinozombie, Death Rider, Magic Dragon, Malboro Menace Total: 74 Lv. 5 Death Guard, Silver Lobo, Spritzer, Bandit, Leaf Bunny, Darkwind, Gorgias, Cirpius, Commander, Stray Cat, Chippirabbit, Ghost, Fossil Dragon, Vulture, Iron Fist, Rock Wasp, Paraladia, Gobbledygook, Veil Dancer, Provoker, Antares, Lich, Spitfire, Brainpan, Gigantos, Borghese, Malboro, Skeletal Horror, Punisher, Tumbleweed, Schmidt, Alluring Rider, Lunatys, Figaro Lizard, Dark Force, Dinozombie Total: 36 A few conclusions can already be drawn! It's funny how the Lv. 3 Lore has less viable targets than the Lv. 4 Lore. The reason is that Lv. 3 Confuse, even on a normally viable will still always miss due to Confusion immunity. Since there is no such thing as Flare immunity, it beats Lv. 3 Confuse in a fight of quantity. Also, only a small 31% of the targets vulnerable to Lv. 5 Death appears in the WoR; it loses a lot of steam there due to ID protection running rampant there. Memorized it yet? You have not? Allow me to lay the info out in such a fashion that it does look presentable. -------------------------------------------------------------------------------- 5.2 The Targets by Monster ********************************** Guard Death Silver Lobo Death Wererat Flare Spritzer Death Bandit Death Guard Leader Flare Leaf Bunny Death Darkwind Death Sand Ray Confuse Alacran Confuse Magitek Armor Flare Hornet Confuse Belmodar Flare Unseelie Flare Zaghrem Confuse Trillium Confuse Gorgias Death Cirpius Death Lesser Lopros Confuse, Flare Commander Death Cartagra Confuse, Flare Wild Rat Confuse, Flare Stray Cat Death Chippirabbit Death Doberman Confuse, Flare Ghost Death Cloud Confuse, Flare Angel Whisper Confuse, Flare Bomb Flare Living Dead Confuse, Flare Aspiran Flare Actinian Flare Fossil Dragon Flare, Death Vulture Confuse, Death Iron Fist Confuse, Death Rock Wasp Confuse, Death Paraladia Death Harvester Flare Hill Gigas Flare Gobbledygook Confuse, Death Veil Dancher Death Goetia Flare Litwor Chicken Confuse Wyvern Confuse Bug Flare Onion Knight Confuse Sergeant Confuse Mega Armor Confuse Mag Roader Confuse (red) Outcast Confuse Provoker Flare, Death Zombie Dragon Confuse Antares Flare, Death Lich Flare, Death Adamankary Flare Venobennu Confuse, Flare Sky Armor Confuse, Flare Spitfire Death Laser Gun Flare (Air Force) Brainpan Death Behemoth Flare Gigantos Death Naude Flare Oceanus Confuse Humpty Confuse Cruller Flare Neck Hunter Flare Dante Flare Tentacle Flare (one) Deepeye Flare Mousse Flare Borghese Confuse, Death Malboro Confuse, Death Skeletal Horror Confuse, Death Punisher Death Gorgimera Flare Twinscythe Flare Coeurl Cat Confuse, Flare Crusher Flare Caladrius Confuse, Flare Ouroboros Confuse, Flare Necromancer Confuse, Flare Chaos Dragon Flare Tumbleweed Death Leap Frog Flare Crawler Confuse Basilisk Confuse Greater Mantis Confuse Vasegiatta Confuse Deathgaze Flare Test Rider Flare Wizard Flare Lukhavi Flare Magna Roader Flare (yellow) Magna Roader Flare (brown) Psychos Flare Garm Flare Onion Dasher Confuse Knotty Confuse Tzakmaqiel Confuse Covert Flare Kamui Flare Wartpuck Flare Samurai Flare Al Jabr Confuse Suriander Flare Schmidt Flare, Death Pluto Armor Confuse Alluring Rider Flare, Death Pandora Confuse Parasite Confuse Lunatys Confuse, Death Figaro Lizard Confuse, Death Level 10 Magic Flare Level 50 Magic Confuse Level 70 Magic Flare Dark Force Death Muud Suud Confuse Great Malboro Flare Demon Knight Flare Fortis Confuse InnoSent Flare Ahriman Confuse Death Machine Flare Metal Hitman Flare Prometheus Flare Goddess Flare Magic Flare (final battle) Zurvan Flare Dinozombie Confuse, Flare, Death Death Rider Flare Magic Dragon Flare Malboro Menace Flare -------------------------------------------------------------------------------- 5.3 The effects of Dischord ********************************** Dischord is a wonderful little Lore that halves a target's effective level for the duration of a fight. Some interesting points must be made at this juncture: - Any Level # Lore will hit or miss based on a target's effective level, and will recognize a target's post-Dischord level rather than its 'actual' level. - When faced with an odd level, Dischord will round up. A Trapper's level is normally 19; when struck with Dischord once, its new effective level will be 10. - Dischord does not normally work on targets that are immune to Instant Death attacks, though a combination of Vanish and Dischord will (due to a bug) work. Though fun to employ, the Dischord Lore in tandem with a Level # Lore is not very useful in most scenarios. The trick works only when the target is already vulnerable to Instant Death attacks, and Dischord alone is heavier on your MP than a Death spell. However, Instant Death attacks may miss where neither Dischord (on a target with no Magic Evasion) nor the successive Level # Lore will ever miss. Like bringing a girl to your bachelor pad and watching Joss Whedon films together, it's a two-step strategy that never fails. For the curious, here is a list of targets that, after a Dischord Lore, are vulnerable to a Lv. 5 Death attack where they previously were not: Zaghrem, Trillium, Trapper, Flan, General, Lenergia, Chaser, Death Warden, Garm, Proto Armor, Angler Whelk (Shell), Cloudwraith, Exoray, Bogy, Al Jabr, Pluto Armor, Pandora, Parasite, Io, Slagworm, Behemoth King (undead), Lanworm, Daedalus, Flan Princess and Dark Behemoth. Of those, Death Warden, Angler Whelk (Shell), Io, Slagworm, Behemoth King, Landworm, Daedalus, Flan Princess and Dark Behemoth are the ones that may outlast a few attacks. Death Warden, Slagworm and the undead Behemoth King will only use their frightful counterattacks when damaged, so the Dischord Lore will not provoke them. Lv. 5 Death cannot be made to kill the other part of the Angler Whelk creature, so you cannot obtain two Dragon Claws with this strategy, sadly. Versus the two GBA-exclusive creatures, Flan Princess and the Dark Behemoth, Dischord will lead to nasty counters, so a Banish spell will serve you better. -------------------------------------------------------------------------------- 5.4 The Targets by Area ********************************** So how does this apply to normal in-game usage? The Level # Lores are multi- target, so instead of just giving the info, a true dedicated Guide should point out groups of monsters and locations where a certain Lore is useful. Here we go: Everything in WoB Narshe and in the grasslands around it can be killed using Lv. 5 Death. The only exception to this rule is Wererat, which is level 4, hence you should pick Lv. 4 Flare. 22 MP to kill a group of the weakest monsters in the game is overkill, but it will work. Guard Leader can be destroyed with Lv. 4 Flare, which is a fun yet useless fact should you encounter it on the Veldt. It lives there now, in shame. The WoB desert around Figaro Castle is a good place to use Lv. 3 Confuse against level 6 Sand Ray and Alacran. Magitek Armor falls against Lv. 4 Flare. Belmodar and Unseelie fall to Lv. 4 Flare. Zaghrem and Trillium can be hit by Lv. 3 Confuse, and Gorgias and Cirpius are vulnerable to the Lv. 5 Death spell. This comes in remotely handy against that Cirpius x3, Gorgias monster formation. Lv. 4 Flare kills most anything on the Phantom Train once its name isn't Ghost, Oversoul or Apparition (Ghost falls to Lv. 5 Death). The Doberman enemies guarding a chest in the Imperial Camp are vulnerable to both Lv. 3 Confuse and Lv. 4 Flare. Though it is impossible to bring Strago to this location, the Doberman dog will HOUND the Veldt afterwards. Oh, the wit. Actinion and Aspiran fall to Lv. 4 Flare, but it might not even be a good idea to cast it as Aspiran will rarely counter anything which isn't the Attack command with Gigavolt, even if the attack is fatal. Wild Rats can be killed with Lv. 4 Flare or confused by Lv. 3 Confuse. The grasslands between Kohlingen, Jidoor and Zozo are inhabited with monsters who shouldn't be laughing at Lv. 5 Death. Bloodfang is immune, but all others will perish. Where's Strago when you need him? Goetia enemies are vulnerable to Lv. 4 Flare, which is good 'cause they suck. Mega Armor, Commando and Pipsqueak fall to Lv. 3 Confuse. Litwor Chicken and Wyvern are vulernable to Lv. 3 Confuse, though you may want to watch out with confusing Litwor Chickens; they'll start casting Quake, and they don't care who they hit. The monsters in the first two "rooms" of the Cave to the Sealed Gate all suffer from both Lv. 4 Flare and Lv. 5 Death. Take your pick, at these levels the Lv. 4 Flare spell means death anyway. Lv. 3 Confuse can be used to keep both Outcast and Zombie Dragon enemies at bay. This location may be off-limits as soon as Strago joins your team, but they'll still appear on the Veldt. Adamankary and Venobennu fall to Lv. 4 Flare, and with Strago in your party you finally have means to cast it with. Or you would have, could you have taught Strago these spells by now. Which you can't. Finally, this is when Strago is able to learn the Lv. # Lores on the Veldt! Sky Armor falls to Lv. 4 Flare (and Lv. 3 Confuse) and Spitfire falls to Lv. 5 Death. It might even be a good idea to cast Lv. 5 Death in a Spitfire x2, Sky Armor battle. Gigantos falls to Lv. 5 Death. If Strago isn't dead when his triple !Throat Jab has inflicted suffering upon your party, cast it to win. Behemoth falls to Flare. Especially a monster formation of two Behemoth monsters is a good time to cast this spell; not only do two Behemoths have enough power to actually kill a well-prepared, suitably leveled party, they can even catch you in a Pincer. Lv. 4 Flare will hit both targets regardless for very respectable damage. Naude falls to Lv. 4 Flare, although a simple Imp spell will work faster and be cheaper. The WoR houses a whole lot of NO vulnerable monsters of any kind until you meet Oceanus (Confuse) and then enter the Cave of Figaro WoR style. Everything but Humpty here will feel the effects of Lv. 4 Flare. Deepeye and Mousse, sometimes appearing together or in groups all fall to Lv. 4 Flare. Especially Deepeye x6 can be a nice formation to be the receiving end of the spell, mostly for kicks. It's the only formation in the game where you can target 6 enemies with the spell. Skeletal Horror, Borghese and Malboro all die from Lv. 5 Death. Borghese is a monster you will be taking out ASAP, and since bringing Strago here as soon as you get him is a good idea (Bad Breath), this is a very respectable option. The Crawler are everywhere in the WoR, so knowing that Lv. 3 Confuse equals a Noiseblaster against them is a good thing to know. Greater Mantis also feels the effects of this spell. Slagworms in the desert near Maranda can be safely hunted and killed with Dischord/Lv. 5 Death; Slagworms will not use Sandstorm when struck with Dischord, so no worries. Twinscythe can be annoying with their Death protection and respectable amounts of HP, so Lv. 4 Flare will be nice to cast against them. Note that the elusive Gorgimera is also vulnerable. It's likely that it's not Strago that will be taking advantage of this weakness, but Gau (the brown Magna Roader Rage casts it). Death Warden, the monster in the box, may be taken out with a combination of Dischord and Lv. 5 Death, and since Death Warden only counters when damaged Strago (or Gogo) need not fear any extra Death spells cast. The undead Behemoth King may also be defeated with that Lore combo. Caladrius, Coeurl Cat and Crusher, often appearing in groups (especially the Caladrius x2, Crusher x2, Coeurl Cat monster formation), all fall to Lv.4 Flare. Only Gogo and Gau can cast it here, but it'll be a good option (it's a better version of Grand Delta before you even have Strago!). Finally a simply GREAT place to cast one of the Lores: Everything in Narshe, including both mines, is vulnerable to Lv. 4 Flare. Once you step into Umaro's Cave Lv. 4 Flare will fail miserably, but Lv. 3 Confuse will take care of Tzakmaqiel, Onion Dasher and Knotty alike. Chaos Dragon, Necromancer and Ouroburos all fall to Flare. Ouroburos' massive Magic Defense won't help against the barrier-piercing nature of the spell, so even in a LLG this move will take care of one right away. In Cyan's dream, most enemies are vulnerable to at least one of the three Lores: Alluring Rider, Samurai, Suriander and Schmidt are vulnerable to Lv. 4 Flare, Alluring Rider, Pandora and Schmidt to Lv. 5 Death and Pandora, Parasite, Al Jabr and Pluto Armor are susceptible to Lv. 3 Confuse. Io can be destroyed by a combination of Dischord and Lv. 5 Death, if you're so inclined. Figaro Lizard and Lunatys both fall to Lv. 3 Confuse and Lv. 5 Death. The latter is great way of abusing the lack of Death protection if you don't have access to anything but the normal Death spell. The Final dungeon houses quite a few enemies, and some of them are vulernable to one of the Lores. Checking the monster-specific section will help you there. The least unimportant one here is Goddess, who falls to Lv. 4 Flare. Since her inherent Shell makes her resistant to most magical attacks, those of you who brought a Strago without Grand Delta to the fight (i.e. nobody) will be pleased to find this option possibly present. In the Final battle, the only part vulnerable to any of these spells is Magic, who'll suffer from Lv. 4 Flare. Hardly worth the cast in this fight, especially once you consider that Grand Delta should be in your arsenal already, but if you want to exploit the knowledge you gained by reading this Guide, be my guest. GBA-exclusive enemies are learned from this guide, taking great care in avoiding the bad levels. Some have goofed off in Level # Lore 101, though: Zurvan, Death Rider, Magic Dragon and Malboro Menace all fall to Lv. 4 Flare, and Dinozombie is a worthy target for all three of the # Lores! Both the Flan Princess enemies and the Dark Behemoth are vulnerable to a combination of Dischord and Lv. 5 Death, but it's not an ideal strategy; Flan Princess come in groups of five, each needs a Dischord Lore and each may counter that Dischord Lore with a 33% shot at an Entice counterattack. The Dark Behemoth may counter the Dischord Lore with !Heave and will counter the Lv. 5 Death Lore with either a Meteor (66%) or Ultima (33%) spell. All of those counterattacks can be avoided with one succesful Banish spell. ********************************** 6.0 The Verdict: ********************************** Lv. 3 Confuse (53 possible targets) Lv. 3 Confuse, among Transfusion, Self-Destruct and Roulette, can be thrown on the heap of Lores which aren't worth your time and/or attention in this game. While I'm sure there are several places where this spell can come in handy in a Strago SCC where you prohibited using Magic, Cait Sith's Cat Rain is equally expensive on your MP (both cost 28 MP) and will not check for levels. And it goes without mentioning that Noiseblaster blows either of them away, so while Lv. 3 Confuse can be annoying when targeted against you, and is in fact an interesting concept, the attack can be completely ignored without running in ANY situation where you wished you would've had it. Lv. 4 Flare (74 possible targets) Lv. 4 Flare is the strongest Lore you have when talking multiple targets and ignoring elemental attributes. It's a good bet against a double Behemoth, it will make a good Deathgaze slayer, can clean out large parts of Owzer's Mansion, the Phoenix Cave and WoR Narshe and can create some havoc among other enemies. The heavy toll it takes on your MP might not be nice, especially in the WoB, but note that you'll have a powerful attack on your hands when you manage to land it on a suitably leveled target. An interesting note is that Lv. 4 Flare is not as powerful as Grand Delta versus a single target, but IS more powerful versus multiple targets. Lv. 5 Death (36 possible targets) Lv. 5 Death has the smallest crowd of possible targets, and among them is an embarrassing amount of low-level WoB critters you might as well take out with your Bioblaster. There are some situations where it's nice to have Lv. 5 Death, though: While you can't have Strago in the Cave of the Sealed Gate, its inhabitants will haunt the Veldt later on and especially Lich can be a formidable threat when you're scouting for Rages and Lores of the Veldt once you do have Strago. Lv. 5 Death is not at all expensive once looking at its nature, so using it against Spitfire will be wise. Gigantos will be the last good target to use Lv. 5 Death on; it'll kill him once you cast it, no questions asked. In the WoR the amount of monsters with Death protection will be stellar in comparison, so you can kiss Lv. 5 Death goodbye (especially considering Oblivion, Blaster, Banish and other such multi-target instant-death attacks). ********************************** 7.0 The Thanks ********************************** Master ZED for the attack descriptions. Assassin17 for inspiring the creation of the Guide, and inspiring an update over three years later. And, according to assassin's own words: Contemptus, for inspiring assassin to mention the post which led to the document. DiscoGodOfThe2ndAge hails from Funkytown; We are Family. His notes on Dischord made it even more troublesome for monsters to be Stayin' Alive in the face of Strago's mighty Lores. A real Daddy Cool, this DiscoGodOfThe2ndAge, and That's The Way (I Like it). ********************************** Disclaimer and legal necessities ********************************** This was written in 2005/2006, by Djibriel and is copyrighted by me. You can contact me at djibriel at gmail dot com if you desire to lay praise on me, or wish for my real-life contact information so you can send me money or your children. You are unauthorized to present this document, partly or whole, as written by somebody else as the authors of the respective bodies of text. You are unauthorized to change anything in this document for any other purpose then personal use without my explicit permission. You are unauthorized to throw me into a volcano after an epic struggle between good and evil without my explicit permission. All rights reserved.