Spells: Used by 2-Faced – 1 shown
Tier two and tier three spells are learned from magic materia and are divided up by the rarity of the materia and requirements to learn the spell from it; ultimate spells are especially powerful; Enemy skills are learned from monsters; summon magic is learned from summon materia
Name
Spell Type
The materia which grants the use of this spell, and the level it is earned at if it is not available at level 1
Materia
Description MP
The damage calculation of the spell; multiple hits are indicated first; P or M represent the caster's physical or magic base damage, which is based on their Attack/Magic atk and Level; damage based on P or M is reduced by 1/3 when used against multiple targets; HP is that of the target of the spell; spells marked with an asterisk (*) use special damage formulas; a dagger (†) indicates the spell ignores Defense/Magic def; healing and MP draining spells are indicated by their text color
Base Damage
The estimated average amount of damage this ability will deal to a target with 128 Defense or Magic def when used by this monster (3/4 of base damage); actual damage will vary considerably based on the target's actual Defense or Magic def and other factors, but this is a good measure of the relative danger of this ability; a dagger (†) indicates that the ability deals set damage or otherwise ignores Defense and Magic def; numbers in italics are based on factors that will change during combat and should be considered very rough estimates; healing and MP drain are indicated by text color
Typical Damage
Attack% Type Target Reflectable Element
The status effects that can be inflicted or removed by this spell, and the chance of success if it is not assured
Status
Special Properties
Cure3 Magic Restore L4, Master Magic Restores HP 64 2,860+M 3029 Always Hits Magic One/all allies Yes Restorative - Can use in field
Monster Abilities: Used by 2-Faced – 1 shown
Basic abilities are not called out by name when used; some abilities are used as basic abilities only by certain monsters
Name
MP
The damage calculation of the ability; P or M represent the user's physical or magic base damage, which is based on their Attack/Magic atk and Level; damage based on P or M is reduced by 1/3 when used against multiple targets; HP or MP are those of the target of the ability; abilities marked with an asterisk (*) use special damage formulas; a dagger (†) indicates the ability ignores Defense/Magic def; healing, MP restoration, HP draining, and MP draining or damaging abilities are indicated by their text color
Base Damage
The estimated average amount of damage this ability will deal to a target with 128 Defense or Magic def when used by this monster (3/4 of base damage); actual damage will vary considerably based on the target's actual Defense or Magic def and other factors, but this is a good measure of the relative danger of this ability; a dagger (†) indicates that the ability deals set damage or otherwise ignores Defense and Magic def; numbers in italics are based on factors that will change during combat and should be considered very rough estimates; healing, MP restoration, HP drain, and MP drain or damage are indicated by text color
Typical Damage
Attack% Type Target Element
The status effects that can be inflicted or removed by this ability, and the chance of success if it is not assured
Status
Special Properties
Self-destruct - 3/4 HP 480  Always Hits Magic One enemy - - -
Screens: Where 2-Faced is Encountered – 5 shown
Area
Temporary screens become permanently inaccessible during the normal course of the game
Name
The random encounter groups that you may fight on this screen; this list only includes standard encounters, but special encounter types may also be present as detailed on the screen detail page; encounter rates are in parenthesis and are out of 256
Random Encounters
How many treasures (items of interest containing equipment or other items) are found on this screen
Treasures
The price of the cheapest inn in this screen. it is not necessarily always available
Inn Price
Save Point Notes
Corel Prison Corel Prison (North) 2-Faced, 2 Bandits (96)
2 2-Faceds, Bandit (88)
3 2-Faceds (72)
- - - -
Corel Prison Basement 4 2-Faceds (Pincer Attack) (256) - - - -
Corel Prison Corel Prison (South) 2-Faced, 2 Bandits (96)
2 2-Faceds, Bandit (88)
3 2-Faceds (72)
- Free In the middle of the area Can rest in the cab of the truck
Corel Prison Corel Prison (Desert Border) 2 Death Claws (72)
4 Bullmotors (68)
2 Death Claws, Bullmotor (60)
2-Faced, 2 Bandits (56)
- - - -
Corel Prison Corel Prison (Junkyard) 2 Death Claws (72)
4 Bullmotors (68)
2 Death Claws, Bullmotor (60)
2 2-Faceds, Bandit (56)
- - - -
Encounters: With 2-Faced – 4 shown
Limited encounters never appear as random encounters; bosses are involved in important plot fights; special bosses and the final bosses are specifically called out as well; super bosses represent the greatest challenge in the game; Battle Square encounters only appear in the Battle Square; chocobo encounters only appear in certain areas when using a Chocobo Lure and can be caught
Name
The range of levels of monsters in this encounter
Level
EXP AP Gil
In a pincer attack, your party is surrounded; in a side attack, your party surrounds the enemies; in a back attack, the enemy attacks from behind
Type
Whether pre-emptive strikes are possible in this encounter; pre-emptive strikes are only possible during normal battles, and are disabled during any set encounter on a map with no random encounters, even if the encounter would normally allow them; there are no pre-emptive strikes in the battle square
Pre-emptive?
A factor indicating how hard it is to run from a battle; for example, it will generally take twice as long to run from a battle with a ×2 run difficulty than one with a ×1 run difficulty
Run Difficulty
The specific monsters that appear in this encounter; a dagger (†) indicates that one or more of the marked monsters have cover, meaning that they cannot be attacked until certain monsters in closer rows have been defeated
Monsters
2-Faced, 2 Bandits 17–18 298 30 596 gil Normal Battle No ×1 2-Faced, 2 Bandits
2 2-Faceds, Bandit 17–18 299 30 532 gil Normal Battle No ×1 2-Faceds, Bandit
3 2-Faceds 18 300 30 468 gil Normal Battle No ×1 2-Faceds
4 2-Faceds 18 400 40 624 gil Pincer Attack No ×1 2-Faceds
Items: Held by 2-Faced – 2 shown
Uncommon items cannot be purchased in shops, but can be found or won multiple times in other ways; rare items can only be found at specific points during the game; special items are held by the most powerful monsters in the game
Name
Description
The damage calculation of the item's effect; multiple hits are indicated first; items deal full damage to multiple targets and always hit; HP or MP are those of the character the item is used on; healing and MP restoration items are indicated by their text color
Base Damage
Type
Target Element
The status effects that can be inflicted or removed by this spell, and the chance of success if it is not assured
Status
Special Properties Price Value Use in Field?
Phoenix Down Restores life 1/4 HP Magic One ally Restorative Remove: Death 25% chance of Death on targets that Absorb Restorative 300 gil 150 gil Yes
Hi-Potion Restores HP by 500 500 Magic One ally Restorative - Restores 500 HP 300 gil 150 gil Yes
Elements: Resisted by 2-Faced – 1 shown
Physical elements are applied to physical attacks rather than magic; healing elements heal rather than harm; the hidden element is not shown within the game menus
Name
Type
Earth Magic
Status Effects: Resisted by 2-Faced – 4 shown
Positive status effects are generally beneficial; negative status effects are generally harmful; special status effects can only be inflicted by certain materia commands
Name
This status is negated by its opposed status
Opposed
Type Duration Effect
Frog - Negative Temporary Character deals 1/4 physical damage and can only Fight, use Items, or cast Toad
Manipulate - Negative Temporary Your party decides the afflicted monster's actions
Paralyzed - Negative Temporary Character cannot act
Stop - Negative Temporary Character can't act