#1 Forgot to add "Battle" to Goddess's and Gold Drgn's "Attacks."
#2 Gobbler's ability+auto-status were duplicated under the elemental properties section.
#3 "Covert: Will always be ecountered with another monster (Orog or SoulDancer, so kill the Covert and run)."
Orog-->Ogor; SoulDancer-->Tap Dancer
#4 "There are a grand total of two enemies I can come up with which use Rasp, so you should have no fear. "
-->Wizard, AtmaWeapon, L.20 Magic (Rage is unavailable), L.70 Magic (Rage is unavailable), Tritoch, Magic; thus, 4 out of 6 enemies are worth mentioning.
#5 "You must have successfully 'completed' the fight with this battle
formation in order for it to appear on the Veldt. Options which allow this
include:
1) Winning the battle
2) Escaping the battle by any means
3) Having Locke die when he's still alone in his South Figaro scenario"
"3)"-->It works in any situation where having your party destroyed doesn't lead to the Game Over screen. Also works if timer=0 puts an end to the battle.
#6 Should mention somewhere that everytime Gau returns from the Veldt, he's automatically placed in the front row.
#7 Should mention that Gau won't learn any Rage the first time he joins (battle with Dried Meat).
#8 From "3.2 Clearing the Monster Formations....elusive monsters"
-->Misses the enemies by WoB South Figaro (Rhinotaur, GreaseMonk, Rhodox)
-->Mt Kolts error: Vommamoth should be Tusker.
#9 "Go to the triangle-shaped island, but only if you have the Rhodox Rage. If so,execute it as soon as you encounter an Intangir. If you do anything else, Intangir will kill you using death, so try to avoid that."
-->"using death" = Meteo. Rhodox is not a necessity since Intangir aims his death-counterattack (Meteo) at his killer exclusively. Also, how about fleeing?
#10 "Dive head-first into the Cave of the Sealed Gate. It's near the Sealed Gate."
-->Redundancy...
#11 "You're bound to run into at least one wandering flame which will trigger a battle with Balloons. Even if you somehow manage to elude them all, you'll still open a door which turns out to be filled with four of them, so no worries."
-->That door can be avoided. Also, I'm pretty sure that the amount of Balloons is not fixed at 4.
#12 "You automatically fly to Maranda. Land here and go fight. In the desert there are two monsters: Cactrot and Hoover. Kill the Cactrot using Dice and run away from the Hoover for now (you just cleared the Rage). On the plains, there are Crawler for a while until you reach Jidoor. There's Reach Frog, Geckorex and Mantodea now. Back to the airship!"
--> Mantodea, Sprinter and Spek Tor can be fought by Maranda.
#13 "Fight TumbleWeed, Sprinter and Spek Tor. Do NOT enter the forest now, the forest will kill you."
-->Use Smoke Bomb, Warp or Warp Stone.
#14 "Go to Narshe and clear Red Wolf, Nastidon and Test Rider in the town. Take the hidden path you took in the Edgar scenario and you'll find Wizard and Psychotin the mines. Find Mog and pull the Moogle Charm from the place he was standing on. Get out and now enter the mines north of Narshe. You'll meet and clear two new kinds of Mag Roader here, a big yellow one and a small brown one. Proceed to the Ice Dragon and Tritoch. Beat them both and jump down intothe new Umaro dungeon."
-->Mag Roaders CAN be met in the cave left of entrance (1st screen, at least). Wizard & Psychot can be met where Ice Drgn is.
#15 "In the room where you fight Umaro, Tomb Thumb can be found."
-->Or in the room where the Pugs are.
#16 "Take the Moogle Charm off for a while. The only monsters you'll find here are L. 50 Magic and Magic Urn. The former poses no threat with Wall Rings and Revivify items, the second is a monster you'll want to clear the Rage from. When you're done, leave."
-->Safe & easy: inside the room with the Air Anchor Tool. By the way, you'll meet L.90 Magic in White Drgn's room.
#17 "Now it's time to head to the Triangle Island. The Intangir are gone, but ZoneEater will be more then willing to annoy you. While they have no Rage (whichis a sad fact given their respectable elemental properties), they will suckyou into a new dungeon. Monsters you fight here are Karkass, Tap Dancer,Covert and the highly rare yet extremely useful Woolly. Get Gogo for his Steal and Rage abilities and get out."
-->Ogor & Wart Puck aren't listed.
#18 "In the first dungeon, fight Critic, Pan Dora, Allosaur and Parasite."
-->Allosaurus
#19 Should definitely mention which monsters from Cyan's dream can also be encountered in the Ancient Castle (Barb-E, Suriander and Samurai).
#20 "The to-be-cleared Rages are Aquila, Chaos Dragon, Trixter, Necromancer, Phase, Parasoul, Sea Flower and Uroburos."
-->Since overall, you seem to care about this kind of stuff: Chaos Drgn, Necromancr.
#21 "Note that there are a few Rages which cannot be obtained when playing a 'perfect' Low Level Game. Those that are either impossible to obtain or very difficult to obtain are:"
-->Only Gigantos can mess a perfect LLG. Don't ask for details.
#22 "For the lowest amount of exp, you'll want to meet purple Mag Roaders only, so in a perfect LLG, no red Mag Roaders for you."
->False. There's no problem if you have Cyan and Gau in your party (and if use my Mag Roader guide :p)
#23 "6.0 Legendary Tactics...cheaper than a Brazilian prostitute

"
-->Io (Flare Star) isn't listed. HUGE mistake
#24 "Brontaur, Borras and Karkass are nice, but especially Pug is a great moment to pick a Deep Eye Rage. Pug is arguably the strongest monster in the game(he can obtain a 9999-damage inducing counter to everything you do with Step Mine), and a one-hit KO against it, completely legal, is very nice indeed."
-->Yeah, and if Gau uses "Battle" instead... BAM! Imp + Phantom does not make this enemy the strongest monster in the game IMO. Poison either.
#25 "WoR: Brontaur, Doom Drgn, Evil Oscar, Harpiai, Magic Urn, Mesosaur, Mover, Nightshade, Outsider, Prussian, Punisher, Retainer, Rhyos, Toe Cutter,Tyranosaur, Vectaur, Veteran, White Drgn, Woolly."
-->How about SrBehemot since Brontaur is in the final stage (still easily accessible, though)?
#26 Most of the supposedly "LLG" or "SCC" tickets really annoyed me. Unless the said Rages would give the rager protection from certain ailments/elements which would give him invulnerability, you'd be stupid to not cast the spell (or use Tools) just once rather than hope you won't get a "Battle" from your raging Gau/Gogo. Not to mention how useless and risky it is to have an uncontrollable character try to set the status ailment every turn once the status has been set already. Remember, we're talking about challenges here.