!@@@@@@@@@!  &@@@%  &@@@%  %@@      @@@!     @@@@#%
             @@@%  @@@!  !@@@   %@@@#   @#     !@@@%     &@@@%
             @@@%   @@!  !@@@   %@@@@!  @&     %@@@&     &@@@%
             @@@%   %@!  !@@@   %@@@@&  @&     &@@@#     &@@@%
             @@@%  % @!  !@@@   %@@@@@! @&     @@@@@     &@@@%
             @@@% @%     !@@@   %@@#@@& @&    %@%@@@!    &@@@%
             @@@@@@%     !@@@   %@@%@@@!@#    %@!@@@%    &@@@%
             @@@% %%     !@@@   %@@ @@@&@&    #@ @@@&    &@@@%
             @@@%  %     !@@@   %@@ %@@@@&    @@ &@@&    &@@@%   !@
             @@@%        !@@@   %@@  @@@@&   !@@ &@@@    &@@@%   &@
             @@@%        !@@@   %@@  &@@@#   %@@##@@@!   &@@@%   @@
             @@@%        !@@@   %@@  !@@@&   &@@!&@@@%   &@@@%  &@@
             @@@%        !@@@   %@@   &@@&   @@# !@@@%   &@@@% &@@@
            %@@@#        %@@@%  &@@   !@@&  #@@# &@@@@   @@@@@@@@@@

  @@@#@@@@@&   !@@@%    @@@@% !@@&  %@@@@@@@@@%  %@@@@    %@@@&@@@%  @@@%  @@&
  @@@%  %@@&   %@@@&    @@@@@ !@@&  &@&%@@%&@@%  &@@@@!   @@@@ &@@@  @@@&  @@%
  @@@%   !@#   &@@@@    @@@@@!!@@#  #& %@@% &@#  @@@@@%   @@@@ %@@@  &@@@ !@@
  @@@%  % &&   @@@@@    @@@@@&!@@&  #  %@@% !@&  @@@@@&   @@@@ &@@@  !@@@!&@&
  @@@%  % !&   @@@@@!   @@@@@@!@@&  @  %@@%  &&  @@@@@#   %@@@ %      @@@%@@!
  @@@% #%     %@@@@@%   @@&#@@!@@&     %@@%      @@&@@@    %@@@       %@@@@#
  @@@@@@%     %@@@@@%   @@#%@@!@@#     %@@%      @@!@@@      @@@%     !@@@@%
  @@@%  %     @@# @@#   @@# @@&@@#     %@@%     !@& @@@       #@@@&    #@@@
  @@@%  %    !@@! @@@   @@& %@@@@&     %@@%     %@% @@@     &@ &@@@&   %@@@
  @@@%       %@@! @@@!  @@&  @@@@&     %@@%     #@! &@@   &@@@ %@@@@   %@@@
  @@@%       &@@@@@@@!  @@&  &@@@&     %@@%     @@@@@@@   @@@@ !@@@@   %@@@
  @@@%       @@@!%@@@%  @@#  !@@@#     %@@%    %@&  %@@!  @@@@ !@@@@   %@@@
  @@@%       @@@ !@@@&  @@&   @@@&     %@@%    &@%  %@@%  %@@@ %@@@&   %@@@
 %@@@#      #@@@ &@@@@  @@#   @@@&     &@@#   !@@&  #@@#   !@@@@@@%    &@@@

  @@@%%@@&    &@@@!@@@      &@@%     @@@@@      @@@!   !@@@@   @@   #@@!!@@&
 !@@@  @@@!   &@@@  @@@     &@@%   !@@# %@@!    @@@!   !@@@@%  @@  !@@&  &@@
 %@@&  &@@%   &@@@  @@@%    &@@%   @@@! !@@%    @@@!   !@@@@#  @@  !@@&  &@@
 %@@%  %@@%   &@@@  @@@%    &@@%   @@@  %@@!    @@@!   !@@@@@! @@   @@@! @@&
 &@@%  %@@&   &@@@  @@@!    &@@%  !@@@          @@@!   !@@#@@& @@   %@@@!
 &@@%  %@@&   &@@@ &@@#     &@@%  !@@@          @@@!   !@@%@@@ @@    @@@@%
 &@@%  %@@&   &@@@@@@%      &@@%  !@@@ !%@@@%!  @@@!   !@@ @@@%@@     &@@@@
 &@@%  %@@&   &@@&&@@%      &@@%  !@@@   @@@    @@@!   !@@ %@@@@@       @@@&
 &@@%  %@@&   &@@&!@@&      &@@%  !@@@   @@@    @@@!   !@@  @@@@@    #@& #@@&
 %@@&  &@@%   &@@& &@@%     &@@%   @@@!  @@@    @@@!   !@@  %@@@@   @@@! !@@@
 %@@&  &@@%   &@@& !@@#     &@@%   @@@!  @@@    @@@!   !@@   @@@@   @@@! !@@@
  @@@  @@@    &@@&  @@@!    &@@%   &@@%  @@@    @@@!   !@@   &@@@   #@@! !@@@
  @@@%%@@%    &@@&  @@@&    &@@%    @@@  @@@    @@@!   !@@   !@@@   !@@& #@@%
   #@@@@     %&#&&% &#&&&  #&&#&%    @@@@@&@  %#&&#&%  !%&&   %&&    %@@@@@

Final Fantasy Origins FAQ/Walkthrough v1.1
by Psycho Penguin (version 1! baha)
E-mail me at penguin_faqs@yahoo.com
AIM me at JuanDixonFor3

                          - - - - - - - - - - - - - - 
                         |       FILE TRACKER       |
                          - - - - - - - - - - - - - - 
                         | Current Size: 523.7K     |
                         | First Version: 11/26/03  |
                         | Last Updated: 07/06/05   |
                         | Number of Updates: 18    |
                          - - - - - - - - - - - - - - 


------------------------------------------------------------------------------
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ TABLE OF CONTENTS/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
------------------------------------------------------------------------------

[ Introduction to Final Fantasy Origins ]
[ Introduction to Guide ]

-------------------- FINAL FANTASY
      [ 1.0 ]  Introduction
      [ 2.0 ]  Game Basics
           [ 2.1 ]  Game Changes
           [ 2.2 ]  Storyline
           [ 2.3 ]  Basics/Tips
           [ 2.4 ]  Controls
           [ 2.5 ]  Character Classes
      [ 3.0 ]  Walkthrough
      [ 4.0 ]  Lists
           [ 4.1 ]  Weapons
           [ 4.2 ]  Armor
           [ 4.3 ]  Items
           [ 4.4 ]  Magic
           [ 4.5 ]  Enemies
           [ 4.6 ]  Bosses
      [ 5.0 ]  Secrets and Other Random Crap


-------------------- FINAL FANTASY 2
      [ 6.0 ]  Introduction
      [ 7.0 ]  Game Basics
           [ 7.1 ]  Game Changes
           [ 7.2 ]  Storyline
           [ 7.3 ]  Basics/Tips
           [ 7.4 ]  Controls
           [ 7.5 ]  Characters
      [ 8.0 ]  Walkthrough
      [ 9.0 ]  Lists
           [ 9.1 ]  Weapons
           [ 9.2 ]  Armor
           [ 9.3 ]  Items
           [ 9.4 ]  Magic
           [ 9.5 ]  Enemies
           [ 9.6 ]  Bosses
      [ 10.0 ] Secrets and Other Random Crap
--------------------
      [ 11.0 ] Other Information
           [ 11.1 ] Contact Information
           [ 11.2 ] Author Information
           [ 11.3 ] Credits
      [ 12.0 ] Conclusion


------------------------------------------------------------------------------
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ / INTRO TO FFO / =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
------------------------------------------------------------------------------
Here is just a quick introduction to the game. 

Final Fantasy Origins was released in early 2003, as Square's final 
Playstation One game (at least in America). Combining two of their earliest 
Final Fantasy games onto one disk, the game retailed for 29.99 and became a 
minor hit for those who didn't get to grow up with the series, as well as 
those that played the original game, loved it, but never got a chance to play 
the 2nd game.

There are numerous changes to both versions. Some you may notice right away, 
and some will take you a while to figure out. First, both games are perfectly 
ported onto the Playstation. Even the glitches found in the original versions 
remain intact. They're basically the same games, but with refined graphics, 
new challenge levels, and a memo file to save all the treasure and enemies you 
have collected and defeated during your journey.

Final Fantasy definitely has a ton of changes, also. Auto-targeting is now 
available, so you don't have to worry about aiming your attacks like you did 
in the original. You have the option to turn auto aim on or off, depending on 
if you liked it in the original, so all you veterans don't have to worry about 
a cheesed down game. Also, much to my delight, you can now buy 99 of items at 
one time, without having to push the A button over and over. 

These changes definitely worked for the better, and added a lot to the game, 
and made it a pretty successful port. Too bad the increased amount of random 
battles really hampered what could have been a really special port, and Final 
Fantasy 2 sucks ass no matter how polished they try to make it. Regardless, 
it's definitely worth the price of admission.

------------------------------------------------------------------------------
=+=+=+=+=+=+=+=+=+=+=+=+=+=+= / INTRO TO GUIDE / =+=+=+=+=+=+=+=+=+=+=+=+=+=+=
------------------------------------------------------------------------------

Well, I was originally going to do this guide way back in April when this game 
first dropped in stores (the "first update" on my guide when I decided to 
finally do it said 4/11/03, so that gives you an idea of how long I held off 
on it.), but I got caught up in other projects. However, right now I don't 
really have TOO much to do (FFTA and FF X-2 are really going to annoy the hell 
out of me, and I might as well get another Final Fantasy game out of the way 
first.), so I decided I might as well try to finish this project.

The guide is split into two sections. The top section represents Final 
Fantasy. Now, those of you who are followers of my work or notice my CRP may 
find that I already did a Final Fantasy guide. After sitting down and debating 
whether or not I should write the guide from scratch, or just copy and paste 
my FF1 guide onto FFO and make necessary changes, I decided to go ahead and do 
an all-new version of the guide exclusively for this guide.

Why? Well, I figured the guide I wrote for Final Fantasy 1 (NES) is pretty 
good, but I was still kind of new to the writing community back then, and I 
didn't exactly take my time writing it. I rushed it, as I completed the 
walkthrough in about 16 hours. In one day. Therefore, I decided to take my 
time this time and write in more detail, as well as updating all the town 
names, etc. So, you won't see any of my NES guide in this one.

For Final Fantasy 2, well, what can I say. I hated the game. This will 
definitely be the most frustrating project I've probably had yet (except for 
Final Fantasy Tactics Advance), but I plan to get through it the best I can. I 
can't really imagine writing for a game I already wrote for, as well as a game 
I hate, but I will try to get through it as best as possible. Let me know how 
you like the final outcome.


  _____   _____  
 |  ___| |  ___| =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
 | |_    | |_    |                            1.0                            |
 |  _|   |  _|   |                        INTRODUCTION                       |
 |_|     |_|     =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

Ah, the infamous Final Fantasy. The game so good, I wrote for it twice. Haha. 
It is a good game, but I wouldn't really consider it to be one of the all-time 
greats. The original was way too boring and had a lot of flaws. Thankfully, 
Square noticed these flaws, listened to the fans, and corrected most of them 
to provide an excellent remake, although the easy mode does suck ass and is 
WAY too easy. I know everyone is used to easy RPGs now, but come on Square..

Fortunately, normal mode is just as hard as ever, as it takes way too long to 
level up, and most enemies will kick your ass if you're underleveled. Dungeons 
are large, and enemies come in large amounts. Yes, random battles were 
actually INCREASED in this game, so you can't walk about 10 steps without 
getting into a battle or two. Oh, well, it's not too bad, and battling is 
fun..

The classic nuances that made Final Fantasy such a unique game are included, 
as well. Monks still do more damage if you take weapons off, there's still a 
glitch where you can fight high leveled enemies half an hour into the game, 
and you can still talk to a broom to get a hint on finding a world map. It's 
such a weird game, but it's really good, too, if you can get used to the 
challenge and level ups, and I hope my guide helps you. Twice.


------------------------------------------------------------------------------
=+=+=+=+=+=+=+=+=+=+=+=+=+=+= / 2.0 GAME BASICS / =+=+=+=+=+=+=+=+=+=+=+=+=+=+
------------------------------------------------------------------------------

Here is a rundown of all the game basics in Final Fantasy, from character 
classes to the rather simple battle system. I usually suck at game basics, but
I'm going to try to do a good job this time. No guarantees, though..

=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-
   [ 2.1 ] GAME CHANGES
=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-

- The biggest change, in my opinion, is not graphically, but the addition of 
an auto target system. You can choose to turn it off, but I prefer to have it 
on, because ineffective attacks in the original Final Fantasy got annoying 
quickly.

- There is an added dash feature, which allows you to dash through dungeons 
instead of having a slow walking speed. It's very helpful.

- The menu system got a facelift and now looks like the other games in the 
series. 

- You can choose to buy 99 of items instead of pushing X 99 times. That 
definitely helps!

- Square added an easy mode, which makes leveling up easier and gives you ton 
more magic. Only do this if you really want an easy time and hate leveling up.

- You get a couple of files which show you how many monsters you have killed 
(as well as the statistics of the monsters you killed), and how much treasure 
you've gotten from each dungeon. Very helpful when writing this guide. ;D

- Graphically, the game got a huge facelift. It looks really different, but a 
whole lot better in my opinion. It looks a lot like Final Fantasy 4, which is 
not a bad thing at all. There is also a new FMV.

- The music has been upgraded to 16-bit quality, and there's new boss music, 
as well as new music for churches. I love the final boss theme, and am glad 
Square added boss themes this time. :)

=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-
   [ 2.2 ] STORYLINE
=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-

Well, the original Final Fantasy isn't really known for storyline (Square 
didn't even include a recap of it in the FFO manual), but it's basically about
rescuing a princess, followed by needing to capture 4 Orbs from 4 Evil Fiends 
to save the world from a big bad guy named Chaos, who has the power of time 
travel. Not too bad, but eh, it's not a story driven game at all. 

=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-
   [ 2.3 ] BASICS/TIPS
=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-

Here is just a basic rundown of the two modes in the game, followed by 
paragraphs on the battle system, magic system, and equipment, followed by a 
complete character rundown. Enjoy!

Easy Mode: The advantages to the easy mode are mainly the insane amount of 
magic you get at your disposal, and the fact it takes less time to level up. 
You can also get to level 99 in easy mode, but not in hard mode. I recommend 
this only if you already beat normal mode, and are sick of it taking forever 
to level up. It may take a while, but dammit it's the way it's meant to be 
played!

Normal Mode: It takes longer to level up, you get a level cap (50) and magic 
cap (10 for each level), and equipment costs more, but damn man, this is the 
way the game was meant to be played!

Battle System: You get five options during battle: Attack, Magic, Items, 
Equip, and Flee. They all are pretty basic, as is the battle system itself. No
ATB here, as everything is turn based. Characters and enemies go based off the
speed rating alone. Use attack for normal attacks, magic for magic, items for
items, etc. It's really simple stuff, people!

Magic System: Even if you are a Final Fantasy veteran, you will not recognize 
this magic system. You get magic levels, and each spell goes in a magic level. 
You get a certain amount of casts based on the level of the spell. The more 
you raise levels, the more your magic levels go up. For instance, a Cure at 
level 1 will have 3 casts on Level 11, but on Level 50, you'll get to cast it 
10 times. (In normal mode, anyways). 

Leveling Up: It takes forever to level up in this game for some reason, as in 
every NES RPG ever it seems. Experience is divided amongst surviving 
characters. If an enemy gives 800 experience, and there's 4 surviving members, 
each member gets 200 experience. Really simple stuff, right? Good.

Menu Screen: Everything here is pretty basic also. This entire game is simple! 
You can manage items, rearrange them, use them, etc. by going to the item 
screen. Magic screen lets you sort and use magic. Status shows you current 
statistics and how much you need to level up. Formation lets you rearrange the 
battle order of your party, memo lets you memo save, and config lets you 
change gameplay settings.

Memo Saving: New to this game is an option to memo save. This lets you save 
wherever you want, whenever you want (unless you're in a battle), and will 
restart the game from this memo save when you die. The bad news is it is 
erased when you turn the game off, so make sure to do a regular save before 
turning the system off, otherwise you'll lose the save forever!

Equipment: Just a few notes on equipment. Some equipment can be used as items, 
casting spells during battle. Very useful. Also, the optimize screen gives you 
the best equipment for a character (another useful addition to this version!), 
but it does not factor in the enemies you are facing. An Ice Sword may be your 
best weapon, but it won't do anything in the Ice Cave. Make sure to keep an 
eye on that, and you'll be fine.
          
=+-*-=+-*-=+-*-=+-*-=+-*-=+-*- 
   [ 2.4 ] CONTROLS
=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-

Note you can change the controls in the config menu, these are just the basic 
controls.

Directional Buttons - Move the character around the screen, move the cursor.
X - Select an option, inspect an item, open a chest, or talk to a person.
Circle - Cancel an option, or hold down to dash through overworld or dungeons.
Triangle - Open the main menu.
Square - Open the Items menu.
L1 - Open the equipment menu.
L2 - Open the config menu.
R1 - Open the magic menu.
R2 - Open the memo file menu.
Start - Finish naming characters at the opening, pause during battle.
Circle + Start - Display the world map.
Start + Select + L1 + L2 + R1 + R2 = Soft reset, takes you back to title 
screen.

=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-
   [ 2.5 ] CHARACTER CLASSES
=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-

The most talked about and worried about feature of the original Final Fantasy 
was the fact you can choose four job classes, and be stuck with them for the 
entire game (with only a slight upgrade). There are six jobs, and you get a 
choice of four characters. There's over a thousand different party 
combinations, so let me tell you my three favorite, and why I like them.

Warrior/Monk/White Mage/Red Mage: Ah, the classic combination that I always 
recommend most. You get a powerful ally in the Warrior, an ass-kicking Monk 
(who barely costs any money to maintain and can really do monster damage), a 
great curer in the White Mage, and a Red Mage who can attack and do basic 
white AND black magic. There's no real weaknesses here, and is the best 
overall party.

Warrior/Warrior/Monk/White Mage: This party is more expensive than the above 
one, but is the way to go in easy mode. The only weakness is the total lack of 
black magic, but your top 3 characters will be doing so much ass kicking that 
it will rarely ever matter. You can switch the Monk out for a Red Mage if the 
lack of black magic really concerns you, but it shouldn't.

Warrior/Red Mage/Black Mage/White Mage: This is the normal "magic party" of 
the game, as the Warrior and Red Mage have good attack (and the Red Mage can 
do basic magic), while you got two magic casters in the party. However, this 
party is weaker physically than the other 2, and you'll run out of magic 
quickly. I don't like using magic-based parties, but if you do, it's the way 
to go.

Now, here is an overview of each job, and why they kick ass. I don't like one 
party in the game, but I'll still be nice to them, but I will point out their 
flaws (and everyone else's, to be fair.)

Warrior: The warrior is the strongest character in the game, as it has the 
ability to use any of the best weapons and armor, as well as the best attack 
and defense statistics in the entire game. Plus, when they upgrade, they get 
stronger and have the ability to cast basic white magic, including cure. It 
helps in dungeons when you run out of healing items and stuff. The only 
problem? They cost a lot of money to maintain. Otherwise I'd recommend using 3 
of them!

Thief: The thief is a weak character, and the one job class I never really 
use. Their only advantage is their high speed and agility, which helps you to 
run from battles easily. However, they have weak strength and defense, and 
aren't really a good class. They get better on upgrade (Ninjas can cast basic 
black magic), but for the most part, I don't recommend using them much at all.

Monk: Monks are an awesome class that has always been an enigma in the 
original Final Fantasy. They are actually stronger when you DON'T equip them. 
Weapons and armor just hold them down, as monks have always been martial 
artists, not weapon users. Therefore, once they get to about level 10, de-
equip them and watch them start doing big time combos for lots of damage. The 
only weaknesses are the lack of magic and their weak ass defense (which 
definitely hurts, but not too bad.)

Red Mage: I advise using a Red Mage instead of a Black mage, actually. The 
reason for this is the fact they can actually get off decent physical attacks, 
as they can equip swords. Plus, they can use most magic up to level 5, and 
most of the level 6-8 spells are just overkill or aren't really that 
important. Therefore, they are the best magic caster, and a definite for any 
party.

White Mage: The white mage has no real attacking powers whatsoever, but Dia 
spells work well against the undead, and her healing magic makes her an easy 
choice to be an ally for the party. Cure works well and is the main advantage 
to bringing along a white mage. She is definitely an important asset and you 
best be considering bringing in one for your party. Her weak strength and 
defense won't really matter when you get your ass saved by her in a boss 
battle.

Black Mage: The problem with the Black Mage is not necessarily that he's bad, 
it's just that the Red Mage gets to cast most of his spells, and the White 
Mage is way more important. Therefore, the Black Mage is the odd man out, 
unless you cannot live without casting Flare or something. Most of the higher 
level black magic spells aren't really that important, so I rarely ever bring 
along a black mage.

I hope this helped you, but just remember, you can win with any party. I've 
heard stories of people winning with a single white mage for the entire game, 
so just choose the party that best suits your style. I always recommend at 
least one Warrior and White Mage, but you can really win with any party. Good 
luck!

------------------------------------------------------------------------------
=+=+=+=+=+=+=+=+=+=+=+=+=+=+= / 3.0 WALKTHROUGH / =+=+=+=+=+=+=+=+=+=+=+=+=+=+
------------------------------------------------------------------------------

Here comes the fun part of the game, the walkthrough. Now, as I stated above 
in my introduction to the guide, this is an all-new and exclusive walkthrough. 
I did not take any part of my Final Fantasy 1 (NES) guide and put it here. I 
hope you enjoy my hard work and appreciate it, too. Enjoy.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| CORNELIA CITY AND TEMPLE OF CHAOS                                          |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Cornelia): Sanctuary, Inn, Black Magic, White Magic, Items, Armor,  |
|                   Weapons                                                  |
| Treasure (Temple of Chaos): Leather Cap, Lute, Potion, Tent                |
| Enemies (Overworld): Black Widow, Crazy Horse, Gigas Worm, Goblin, Goblin  |
|                      Guard, Skeleton, Wolf                                 |
| Enemies (Temple of Chaos): Black Widow, Ghoul, Gigas Worm, Goblin, Goblin  |
|                            Guard, Skeleton, Warg Wolf, Werewolf, Wolf,     |
|                            Zombie                                          |
| Bosses (Temple of Chaos): Garland                                          |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

You start off outside the town of Corneria. The first objective is to go into 
the castle and talk to the king. He's located if you just walk north from the 
entrance, up the stairs, and keep walking north. He will explain that his 
daughter, Princess Sarah, has been kidnapped by an evil warlock named Garland, 
and your job is to go northwest to the Temple of Chaos and rescue her.

Now, I have some basic problems with this. Wasn't the point of every Nintendo 
game ever back then to rescue the princess? You're getting that objective out 
of the way right now, and the rest of the game is going to focus on collecting 
four crystals? Man, even Dragon Warrior let you run around for the princess 
for at least 3/4 of the game. 

And why would Garland kidnap her and only bring her a few steps north of the 
place she was kidnapped from? Doesn't the castle have soldiers to go get her? 
Why are they telling me to help her? So many questions.. got to love Nintendo 
logic. I'm sure EPoetker would have a field day asking some of these same 
questions.

Now, time to head into town. There's six town icons outside of the castle, and 
they all go to the same town. Okay. That makes sense. Anyways, go in, and you 
will be in a big city. To the northwest of you is the Inn. North of there are 
the Armor and Weapon shops, so go there now, as you need to buy these first if 
you're going to stand a chance out there in the overworld.

You only start with 400 Gil, so your choices are a bit limited. Fortunately, 
the weapons and armor are pretty inexpensive here. In the weapon shop, buy a 
Rapier for your Warrior, Thief, and/or Red Mage. White Mages get hammers, 
Black Mages get staffs, and Monks get Nunchakus. In the armor shop, buy Chain 
Mail for your Warrior, Leather Armor for your Monk or Red Mage, and Shirts for 
everyone else.

Now, you won't really have too much money left to spare, so go outside and 
fight enemies for a while. You will mostly face Goblins and other weak enemies 
that can be easily killed. If you need to rest, go into the Inn. Once you get 
to Level 3, you should have enough money. Go to the magic shop, and buy Cure 
1, Dia 1, and Shield 1 for your White Mages. Cure 1 is very important, and Dia 
1 will help with the undead enemies in the Temple of Chaos.

For your Black Mages, you get a selection of four spells as well, but you only 
get to hold three of them. Fire 1 is the must-have spell for this group, as 
it's the Black Mage's first attack spell, and a pretty good one at that. It 
will definitely help for the upcoming boss battle. Sleep 1 is good to have 
too, since it puts an entire group of enemies to sleep. Finally, Bolt 1 is the 
other attack spell the Black Mage gets here, and it will help take out water-
based enemies later on.

Once you get all the magic bought, go to the Inn, rest, and save the game. 
It's time to head to the Temple of Chaos, which is located northwest of this 
castle. You will notice that the enemies start to get a little bit tougher as 
you near the Temple, but there's nothing really challenging here, and it's not 
a terribly long trip.

Once inside, the cool Temple of Chaos music will play. Most of the enemies you 
face in here are undead, so use the White Mage's Dia 1 spell for large groups 
of these enemies. For the smaller groups, you can just do normal attacks. 
Gigas Worms and Black Widows are weak against the Black Mage's Fire 1 spell, 
but try to save that for the boss.

The only things to really pick up here right now are the LEATHER CAP, POTION, 
and TENT. They are located in the southwest and northwest corners of the 
Temple. There are treasure chests on the other side of the temple, as well, 
but you can't get them right now, so don't even try to, unless you want to 
waste your time. :-P Enter the center room when you are done, and Garland will 
NOT threaten to knock you all down. *sigh* I miss the old days. Boss time!

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                       GARLAND |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 106   | EXP: 130   | GIL: 250   | ATT: 15    | DEF: 10    | MDEF: 64   |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Holy hell, there's boss music now. Somebody call my momma. Anyways,        |
| Garland is not exactly the toughest boss in the game. Have your physical   |
| attackers attack, Black Mage cast Fire 1, and White Mage should cast Cure  |
| 1 on whoever Garland decides to attack. It's not a long or tough battle at |
| all. Garland only has 106 HP, so he will go down in about two or three     |
| turns at the most.                                                         |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

Thank you warriors, but the princess is in another temple! Haha, just kidding. 
Talk to the princess, and you'll be back in the castle. She gives you a 
worthless LUTE, which won't come into play for about twelve hours, and the 
king orders the bridge to be rebuilt to the north so you can continue your 
journey. So, I saved his daughter, and he STILL won't let me rest and let the 
soldiers kick ass? Bleh, this game SUCKS!

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| MATOYA'S CAVE AND PROVOCA                                                  |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Provoca): Sanctuary, Inn, White Magic, Black Magic, Weapon, Armor,  |
|                  Item                                                      |
| Treasure (Matoyas Cave): Potion x2, Antidote                               |
| Enemies (Overworld): Crazy Horse, Gigas Worm, Goblin Guard, Lizard, Ogre,  |
|                      Scorpion, Tarantula, Warg Wolf, Werewolf              |
| Bosses (Provoca): Pirates x9                                               |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Now it's time to head to Matoya's Cave, which is located north of where you 
are currently located. Along the way, you'll meet up with a few new enemies. 
Ogres aren't that challenging, but they have a high attack power and 100 HP. 
It's not weak against magic, so just use your Fighters and Monks to take them 
out. Lizards are tough as well, and Tarantulas have an annoying poison attack 
which always pisses me off, since you probably don't have many Antidotes right 
now.

Make the trip north, fighting through several battles in the lush forest, 
until you finally get to Matoya's Cave. Here, you can get 2 POTIONS and an 
ANTIDOTE. Talk to Matoya for random crap, and then talk to the Brooms. You can 
flip what the brooms say to get a secret. Go out to the world map, and hold 
circle. Press Start while holding down circle and then you will get a world 
map come up. Sweet.

Provoca is the next area you have to go to, and it's located southeast of the 
entrance to this area. Go back to the bridge, then head east and southeast, 
fighting more hoardes of enemies, until you finally reach your destination. 
Provoca is a pretty big town, with an Inn directly to the north, then shops to 
the left and right. It's time to go shopping, but first heal yourselves at the 
Inn.

If you have any Black or Red Mages, go to the Black Magic shop. The three 
spells to get here are Ice 1, Sleep 1, and Steel. Steel increases someone's 
attack power, and it makes your physical attackers VERY good. Ice 1 is very 
important against fire-based enemies, and it's always good to have attacking 
magic. White Magic isn't really useful right now, but Silence, Nul Bolt, and 
Invis 1 are the best way to go.

Weapons and armor wise, the most costly weapons are the Broad Sword and Battle 
Axe. They both cost the same amount, but Broad Swords are more effective. They 
are a little weaker, but you'll appreciate the higher accuracy when compared 
to the Battle Axe. Get Leather Gloves for everyone at the Armor Shop, and a 
Leather Shield for your Warrior. 

Now, talk to the pirate located in the northwestern corner of Provoca. He will 
be all YO YOU CANT HAVE MY SHIP, and if you want it, you'll have to fight NINE 
of his crew in order to get it. Fortunately, they're easy as hell. Let's take 
a look see, shall we?

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                    PIRATES X9 |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 6      | EXP: 40   | GIL: 40    | ATT: 8     | DEF: 0     | MDEF: 15   |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| There's nine of them, but like I've already said, they're all pretty easy. |
| They each have only 6 hit points, so even your weaker physical attackers   |
| can take them down in 1 hit. Just kill them all and move on. It will take  |
| three turns at most.                                                       |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

Time to pick up your ship! It's located in the dock just south of the town.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| TO THE MARSH CAVE                                                          |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Elfheim): Sanctuary, Inn, White Magic, Black Magic, Weapon, Armor,  |
|                  Item                                                      |
| Treasure: N/A                                                              |
| Enemies (Boat): Goggler, Privateer, Sahagin, Sahagin Chief, Shark          |
| Enemies (Overworld): Cobra, Ghast, Gigas Worm, Goblin Guard, Ogre, Ogre    |
|                      Chieftain, Tarantula, Warg Wolf, Werewolf, Wolf       |
| Bosses: N/A                                                                |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Make sure to pick up Bolt 1 before you head out on the boat, because the 
enemies in the water are weak against electric spells. Sharks are the hardest 
enemies to kill on the ship, as they have a high amount of HP. Fortunately, 
their attacks are not that strong, and you can defeat them in a round or two. 
I would advise saving the bolt spells for the larger groups of enemies, as the 
spell affects every enemy in the battle.

Gogglers are the enemies you will have to worry about, as well. They have a 
Gaze attack which paralyze one party member for a few rounds. If you face a 
bunch of them, have the Black Mage or Red Mage immediately cast a Bolt 1 
spell, or have the other party members focus on them immediately. Even if the 
Gogglers come with a Shark, kill the Gogglers first. They will paralyze you, 
and then the Shark will devour you.

Your next destination to go is Elfheim, which is located southwest of the 
town. Just follow the shoreline, and eventually you will get there. Dock at 
the port, and you will be at the town. Ogres are a lot more prevalent here, 
which is good for your levels and gold. Make sure to level up here for a 
little while, so you can afford a few things in town.

Enter the town, and you will notice that there is a ton of things to buy. 
There is a secret to picking up a large amount of gold in a short amount of 
time, however, so just buy the things you will need to make this an easier 
task. NulIce and Fire 2 cost 8,000 Gil total, but you need those. That's 
really it. Once you buy them, head back to Corneria.

Once back in Corneria, head east, and then all the way north until you get to 
a pennisula at top. Walk around the top 3 squares of this area, and you will 
get into battles with powerful enemies. Cast NulIce and Fire 2 when you 
encounter a large amount of Frost Wolves, and make sure to head back to 
Corneria a lot to heal. Soon, you will have a ton of Gold and your levels will 
be a lot higher.

Head back to Elfheim now, and you will be ready to go. Buy Cure 2, Dia 2, Heal 
1, Esuna, and Fear for your White Mage. Black Mages should get Bolt 2, Focus 
2, Haste, Ice 2, and Sleep 2. Weapons wise, buy a Mythril Sword for your 
Warrior and Red Mage, Saber for a Thief, and for your Monk, de-equip him, as 
his attacks will now be doing more damage barehanded.

Armor wise, it is important to buy helmets, so buy Helmet for a Warrior, and a 
Leather Cap for everyone else. Get Copper Armlets for everyone in your party 
that needs one, and a Steel Plate and Iron Shield for your Warrior. And with 
your increased levels, your party will now be a major contender going into one 
of the tougher dungeons in the entire game, the Marsh Cave. Save and heal at 
the Inn, then head north to the castle.

Here, go into the prince's room, and you will discover that he has been 
poisoned by a dark elf named Astos. Matoya has the cure, but she won't help 
you out until she gets back her Crystal Eye, which may be located in the Marsh 
Cave. So, it looks like we have to go help the old hag get her eye back. Yay.

Head northwest until you get to a spooky castle, which has a king in here. He 
will also plead with you to get something in the Marsh Cave, his Crown. Well, 
all these people want us to go to the Marsh Cave, so we might as well head 
there now. Make sure to pick up some Antidotes and other healing items, and 
then head southwest to the Marsh Cave.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| MARSH CAVE                                                                 |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops: N/A                                                                 |
| Treasure: Broadsword, Copper Armlet, 680 Gil, 620 Gil, Dagger, Steel Plate,|
|           295 Gil, Cottage, 385 Gil, Crown                                 |
| Enemies: Anaconda, Black Widow, Bloodbones, Crawler, Gargoyle, Ghoul, Gray |
|          Ooze, Green Slime, Scorpion, Skeleton, Shadow, Tarantula, Warg    |
|          Wolf, Werewolf, Zombie                                            |
| Bosses: Piscodemons x4, Astos                                              |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

The Marsh Cave is the toughest dungeon yet, and one of the tougher dungeons in 
the entire game, due to the challenge the enemies present. Fortunately, due to 
the fact you leveled up at the secret location I told you about, you will have 
an easier time. Don't think that the enemies aren't dangerous, though, because 
they still have the ability to really kick your ass if you are not 100 percent
careful.

Green Slimes require you to use magic on them to kill them, as they have an 
extremely high physical defense. Gray Oozes are the exact opposite, as they 
have a strong physical attack power, but very weak against physical attacks. 
Crawlers have paralyzing attacks, so make sure to always try to eliminate them 
first. If they come with skeletons and other undead enemies, cast Dia 1 or 
Fire 2 first for an easier time.

When you enter here, you have a choice of going north or south. Go north to 
pick up four treasure chests, containing 680 GIL, DAGGER, BROADSWORD, and 620 
GIL. Now, head back down the path, fighting off lots of random battles, and go 
south. Enter the staircase and you will now be in B2F. To get to the 3rd 
floor, go south, then east along the bottom wall. Go in the door, then out the 
next one, then go southeast to the staircase taking you to 3F.

Here, you will be in this huge area containing 16 rooms. A lot of these are 
empty, and the bottom 4 rooms all contain doors that require the Mystic Key to 
unlock. So, avoid those for now and focus on the top 3 rows of rooms. In the 
top row, head to the room to the far left to pick up a STEEL PLATE. The room 
to the far right has 295 GIL.  The next row down contains a COPPER ARMLET and 
COTTAGE, and the third row contains 385 GIL. The 2nd room in the 4th row hosts 
the CROWN, but you have to face a boss, so heal before taking the chest.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                PISCODEMONS X9 |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 84     | EXP: 276  | GIL: 300   | ATT: 30    | DEF: 16    | MDEF: 98   |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Ah, the infamous Magicians who don't know magic return with a new name.    |
| They don't know any magic spells, but their physical attacks hit pretty    |
| hard. It's best to have your physical attackers focus on one, while your   |
| black magic users focus on using spells on another one. The White Mage     |
| should heal, because I don't think Dia works too well. Once you're rid of  |
| the first two, use the same strategy to eliminate the next two.            |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

The CROWN is now yours. I just played the Dragon Warrior level up music in my 
head when I said that for some reason. Oh well. Head back to Elfheim to rest 
and save, because a boss fight is awaiting you up at the Western Keep. Once 
you are rested and saved, go to the Western Keep, and talk to the King. It 
turns out he is actually Astos!

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                         ASTOS |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 168    | EXP: 2,250 | GIL: 2,000   | ATT: 26  | DEF: 40   | MDEF: 170  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Astos is a pain in the ass for one reason, his Reaper spell. It will       |
| automatically kill one of your party members, and it really makes the      |
| battle a whole lot tougher than normal. Have your physical attackers       |
| attack him, while Black Mages and Red Mages cast Steel and Haste on the    |
| best physical attacker. The White Mage should cure, and then your magic    |
| mages should use Fire 2 and Bolt 2. You may still lose, though, especially |
| if he casts Reaper on your healer. I hate that spell.                      |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

You now receive the CRYSTAL EYE from him, which is what that old witch up in 
the cave needs to help you out. So, return to the port near the bridge that 
the king built you, and head to Matoya's Cave. Matoya will give you the JOLT 
TONIC in exchange for the Crystal Eye. Now, take that to Elfheim, and the Elf 
will give you the Mystic Key, which helps you unlock all those locked doors. 
Yay, time to do some treasure hunting!

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| TO THE TERRA CAVERN                                                        |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Melmond): Sanctuary, Inn, White Magic, Black Magic, Weapon, Armor   |
| Treasure (Elfheim Castle): Mythril Hammer, Bronze Gloves, 730 Gil          |
| Treasure (Western Keep): Power Staff, Falchion, Steel Gloves               |
| Treasure (Marsh Cave): Silver Armlet, Mythril Knife, 1,080 Gil             | 
| Treasure (Corneria Castle): Steel Plate, Iron Shield, Nitro Powder,        |
|                             Crosier, Saber, Mythril Knife                  |
| Treasure (Temple of Chaos): Werebane, Gold Needle, Rune Blade              |
| Treasure (Mt. Duergar): Cottage, Grand Helm, Helmet, Mythril Knife,        |
|                         Mythril Mail, Tent, Wyrmkiller, 575 Gil, 450 Gil,  |
|                         575 Gil                                            | 
| Enemies (Temple of Chaos): Gargoyles                                       |
| Enemies (Western Keep): Mummy, Wraith                                      |
| Enemies (Overworld): Cobra, Gigas Worm, Ghast, Ghoul, Hyenadon, Lesser     |
|                      Tiger, Ogre, Ogre Chieftain, Shadow, Tarantula, Warg  |
|                      Wolf, Wolf                                            |
| Bosses: N/A                                                                |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Now that you have the Key, there's several places you can go to. Since you're 
closest to Corneria and Temple of Chaos, go there first. In Corneria, go to 
the back of the castle, and you will find two rooms, each containing three 
treasure chests. One room contains a STEEL PLATE, IRON SHIELD, and NITRO 
POWDER, and the other room has a SABER, CROSIER, and MYTHRIL KNIFE. 

Now, go north to the Temple of Chaos. You may remember earlier that I told you 
to avoid the rooms in the northeast and southeast, but now you can get to 
them. However, as you enter both rooms, you'll be thrust into battle with a 
pair of Gargoyles. They are not terribly challenging, and will go down pretty 
easily. The southeast room has a RUNE BLADE, and the northeast room has a 
WEREBANE and GOLD NEEDLE.

Time to go to Elfheim castle. In this castle, go through the door in the 
southeast, and loop around the path until you get to the treasure room in the 
northeastern corner. Don't move more than one space away from the wall, just 
follow the path while hugging the wall the entire time. You will eventually 
get to the treasure room, which contains a MYTHRIL HAMMER, BRONZE GLOVES, and 
730 GIL.

To the Western Keep we go! There's enemies in here, namely Mummies and 
Wraiths. Mummies put you to sleep, Wraiths like to paralyze you. I hate them 
all. To effectively demolish them, just have a White Mage cast Dia 1. You 
won't be long here anyways. They're guarding the chests in the southeast 
corner of the center room. You can get a POWER STAFF, FALCHION, and STEEL 
GLOVES here. 

Well, I know you probably hated the Marsh Cave, but it's time to make the trek 
all the way back there. Go all the way back to the room with all the little 
rooms in it, and unlock the doors at the bottom. The southwest corner is 
guarded by Piscodemons and contains a SILVER ARMLET. The room to the right 
hosts a MYTHRIL KNIFE and is guarded by Anacondas. The room to the southeast 
contains 1,080 Gil and is guarded by Piscodemons.

Yay, we have finally collected all that freaking treasure. About damn time. 
Take the boat from Corneria's coastline, and go northwest to find a small port 
just south of the Temple of Chaos. Dock at the port. Go southwest along the 
coast until you reach a cave surrounded by a ring of mountains. This is your 
next destination, so enter there now.

In this little section, go north into the treasure room, and raid the chests 
like the little thief you are. Pick up 575 GIL and 450 GIL, then go to the 
huge room at the south end of the cave. Here, unlock the room using the Mystic 
Key, and pick up a ton of treasure chests. A TENT, GRAND HELM, WYRMKILLER, 
MYTHRIL KNIFE, HELMET, MYTHRIL MAIL, 575 GIL, and COTTAGE are all waiting for 
you. 

Give the Nitro Powder to the Dwarf at the entrance of the far south tunnel. He 
will use it to blow up the bridge of land south of the cave, which opens up a 
canal big enough for your ship to pass through. Time to head to Melmond, which 
is just west of the canal that opened up for you. Once in Melmond, speak to 
everyone and they will tell you about a cave filled with vampires and golems. 
Time to do some shopping before heading to the next town.

First, head into the white magic store, and pick up Life 1, Cure 3, and Dia 3. 
It's hard to let go of Heal 2 here, but Dia 3 is much more effective, and 
you'll end up using it more. Black Magic wise, Fire 3, Warp 1, and Slow 2 work 
best. Warp 1 will prove to be effective, and you can never have enough attack 
magic spells. Slow 2 is just something to round out the list, and you'll 
rarely find yourself needing to use it.

Time to pick up some new weapons and armor. The weapons and armor in this town 
are not that great, as you already picked up better ones in the treasure 
chests before. Pick up some Silver Armlets for everyone, and that's about it. 
Your shopping here has now completed, and there's nothing to really do now, so 
rest and save at the Inn, and head to Terra Cavern.

The enemies in the overworld are not that bad. Most of the enemies will be 
familiar to you, and the only new additions are Hyenadons and Lesser Tigers. 
Don't waste any magic on them, as you'll need it for the long and tough roads 
ahead, but kill these creatures with physical attacks. They're tougher than 
the Wolves you are used to facing, but you can overcome them pretty easily.

The Terra Cavern is located southwest of Melmond. To get there, walk a little 
west, then south. Once you see a thin strip of land, which connects to a 
triangular island, go between the two mountain ranges and you will see a cave. 
That cave is none other than the Terra Cavern.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| TERRA CAVERN                                                               |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops: N/A                                                                 |
| Treasure (Terra Cavern): 1,975 Gil, 880 Gil, Poison, Antidote, 795 Gil,    |
|                          Coral Sword, Tent, 330 Gil, 5,575 Gil, Leather    |
|                          Shield, Sleeping Bag, Potion, 3,400 Gil, 1,020    |
|                          Gil, Star Ruby, 11,825 Gil, Staff, 1,250 Gil,     |
|                          Tent, Mythril Shield                              |
| Treasure (Titan's Cave): Mythril Helm, 1,070 Gil, Great Axe                |
| Treasure (Sage's Cave): Earth Rod                                          |
| Enemies: Anaconda, Black Widow, Cobra, Cockatrice, Gargoyle, Ghast, Gnoma, |
|          Goblin Guard, Hill Gigas, Lizard, Minotaur, Mummy, Ochre Jelly,   |
|          Ogre, Ogre Chieftain, Ogre Mage, Piscodemon, Sphinx, Tarantula,   |
|          Troll, Warg Wolf, Werewolf, Wight, Wraith                         |
| Bosses: Vampire, Lich                                                      |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

The enemies in Terra Cavern are numerous and some are pretty powerful. 
Cockatrices are the perfect example. They are weak, and only have 50 HP, but 
they have a devastating Glance attack, which turns one of your party members 
into stone. Make sure to bring along some Gold Needles to have reverse the 
effect of this devastating attack.

In addition to those, Wights are the new undead creatures here. They work the 
way the other undead enemies in the game do, as they have a Paralyze attack. 
Fortunately, they come with other undead enemies, Mummies, who have a Sleep 
attack. Have your Red Mage or White Mage cast Dia 2 or Dia 3 to quickly rid 
yourself of these annoying enemies.

Enemies like the Piscodemons and Gargoyles are in here as random battles, but 
you should be used to those by now. The new power-based enemies in here 
include Gnomas, Trolls, Minotaurs, and Hill Gigas. These are all powerful 
enemies, but they all have elemental weaknesses. Cast Fire on the first 2, and 
Ice on the last 2. They have strong physical attacks, so watch out for them.

When you enter here, you are immediately thrust into an area with six 
different directions to go in. If you go west, you will enter the infamous 
"Hall of Giants" that gained fame back in the days of the NES. Every step 
leads into an encounter with Hill Gigas and Lizards. Only go that way if you 
need experience and Gold. Otherwise, I'd advise avoiding it. The enemies here 
are powerful and will wear you out over time.

Go north from the entrance if you choose to ignore the Hall of Giants, which 
leads you to a chest containing 1,975 GIL. Now, go back to the entrance and 
take the southeast route. Here, you will run into a split path, which each 
leads to chests. You can get 880 GIL, ANTIDOTE, POISON, and 795 GIL here. Now, 
go back to the entrance and head east to get to the next room.

In this room, go southeast around the boulders, and then go east into a 
treasure room. In here, you can pick up a CORAL SWORD, TENT, and 330 GIL. Now, 
head back to the boulders, and go south now. Go east at the fork, then down 
again. There's three chests here, one containing 2,750 GIL, one containing 
2,825 GIL, and one contains a LEATHER SHIELD. Go around the wall to the 
northeast, and this will lead you into the next room.

You can see where you need to go as you enter this room, but sadly you will 
have to take the long way around instead of just smashing the wall down. That 
would be wrong, and we are good people. Go east, at the end of this passage 
you will find a SLEEPING BAG. Now, go north and pick up a POTION after 
fighting off a Gnoma. Go west, and the door in the middle contains a 3,400 GIL 
treasure chest, after another Gnoma. Go back out, then west and south. Go east 
at the path, and pick up 1,020 GIL. Go a bit further east to encounter a boss.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                       VAMPIRE |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 156    | EXP: 1,200 | GIL: 2,000   | ATT: 76  | DEF: 24   | MDEF: 75   |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| This boss is nothing special. He has a strong physical attack power, but   |
| you should be able to kill him before he even gets off an attack. Just     |
| cast Fire 1 and Dia 1, while your physical attackers attack him. That will |
| be enough to take him down.                                                |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

After winning this easy battle, you will pick up a STAR RUBY. Further progress 
is blocked, so return to Melmond and rest and save at the Inn. Go west of the 
Terra Cavern now, to get to the Titan's Cave. Feed the Golem the Star Ruby, 
and he'll allow you to pass. Head south at the path, to pick up a MYTHRIL 
HELM, 1,070 GIL, and GREAT AXE. Now, head north and in the stairs. 

Now you will be in a new area of the overworld map. Go south to the Sage's 
Cave. He will hook you up with the EARTH ROD, which allows you to pass through 
the blocked area in Terra Cavern. Now, return to the Cavern and go all the way 
back to the blocked area (it doesn't take as long now that you got all the 
treasure, trust me). Use the Earth Rod at the stone block near where you 
fought the Vampire. This opens up a path to the new room.

Once you get in here, you will start to notice the enemies are getting even 
tougher. Sphinxes have 228 HP, but weak attack power. Just kill them with 
normal physical attacks. Wizard Ogres are like the other Ogres, but they know 
magic spells like Sleep and Ice. Wow. Just take those out with physical 
attacks or Fire magic. Make sure to encounter an Ochre Jelly in here to fill 
out your encounter log, as they're rarely found in here. Kill them with fire 
or ice magic.

In this room, go northwest to a room, which holds several treasure chests. 
11,825 GIL and a STAFF are your rewards here. Now, go to the southeast corner 
of the room, and you can pick up a TENT, MYTHRIL SHIELD, and 1,250 GIL. Take 
the northwest corner staircase to the next room. Go north, west, south, and 
west. Heal here, memo save if you want, and approach the boss.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                          LICH |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 800    | EXP: 2,200 | GIL: 3,000   | ATT: 40  | DEF: 40   | MDEF: 120  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Lich's main weakness is Fire, so make sure to expose that at all times.    |
| Have your white mage first cast Null-Ice, because Lich likes to cast Ice   |
| spells a lot. Have your Black Mage first cast Steel on your Warrior, to    |
| make his attacks even stronger. If your White Mage doesn't need to cure,   |
| have them cast Dia 3 (or Dia 2 if you can't spare the level 5 spells),     |
| and Red Mages/Black Mages should always cast Fire. Lich's physical attacks |
| are nothing special, but they can stun the person it connects with.        |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

After you defeat Lich, you will activate the Earth Crystal, and then a portal 
will appear, taking you back to the overworld.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| CRESCENT LAKE                                                              |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops: Sanctuary, Inn, White Magic, Black Magic, Weapon, Armor, Item       |
| Treasure: N/A                                                              |
| Enemies (Overworld): Anaconda, Centipede, Hill Gigas, Minotaur, Ogre       |
|                      Chieftain, Ogre Mage, Scorpion, Troll                 |
| Enemies (River): Crocodile, Hydra, Neochu, Ochu, Piranha, Red Piranha,     |
|                  White Croc                                                |
| Bosses: N/A                                                                |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Your next destination is Crescent Lake, so hop back on your boat, and then 
sail southwest from Melmond, past the peninsula with the Terra Cavern located 
on it, and sail due west until you end up on the east shore of another 
continent. Dock at the southern port, and then head southwest until you get to 
Crescent Lake.

Older enemies like Ogres, Trolls, and Scorpions return in the overworld here, 
but they come in larger doses now, so beware. Keep healed up between battles, 
as not only due to have to deal with those creatures, but new enemies like 
Anacondas and Centipedes appear. Anacondas have a nasty poison based attack, 
so beware of that. Centipedes are strong against magic attacks, so use 
physical attacks to take them out.

Once into the town, rest at the Inn, and save your game here. Head to the 
magic shops here, where you will notice that every spell costs 20,000 Gil. 
That's a lot of money per spell, but the spells are definitely worth it. Each 
spell has its own advantages, but you will see that some spells are definitely 
worth picking up, but others should be avoided, as there are better spells out 
there.

White magic wise, you should definitely pick up Warp 2, Shield 2, and Stona. 
Warp 2 is a very effective spell, and Shield 2 will help your weaker defense 
characters later on in the game, especially during those tough boss battles. 
Black Mages should definitely pick up Bolt 3, but then the other 3 spells are 
pretty weird. Quake and Stun are probably the best way to go here, as Stun is 
stronger than Reaper (for some reason).

Weapons wise, pick up any Mythril stuff your people may need. I already had 
everyone decked out in Mythril weaponry at this point, but here's a place to 
buy any of it if you need it. Pick up Mythril Gloves for every character that 
needs them, and a Buckler is the first shield for your Thief or Red Mage, and 
it proves to be a very effective shield. 

Now, go to the northeast corner of the town, and cross the bridge. Follow the 
path until you meet up with a circle of people, named the Twelve Sages. They 
will inform you about the remaining Fiends, and then will hook you up with a 
CANOE, which allows you to go to the next destination. You can either go to 
Mt. Gulg or Ice Cavern. I choose to go to Mt Gulg first, so let's go.

Now, you can travel on the rivers using the canoes. The enemies here are 
pretty challenging. Yep, you even get to face random battles on a freaking 
CANOE. I'm just as happy as you are. Crocodiles and White Crocs are powerful, 
but they have a weakness to Bolt 3. However, due to their relatively low Hit 
Points amount, I think you should use physical attacks on them, and save your 
magic for tougher enemies. Piranhas usually come with them, but they're weak, 
and should be focused on last.

Ochus and Neochus are strong physical attackers who also use poison based 
attacks, which is a definite concern. Ochus are weak against Bolt, but Neochus 
are not.  Neochus can be defeated with a few physical attacks, however. The 
rest of the enemies in the rivers are not that strong, and will be defeated in 
a physical attack or two. Just beware of the Crocodiles and Ochu classes and 
you will be fine.

Now, you may be wondering where the hell you're supposed to go. I advise going 
to Mt. Gulg first, so get in the canoe, go west, and turn up at the second 
split in the path. At the second split coming up here, go north. At the next 
path split, head west to get to Mt. Gulg. I have no idea how anyone ever found 
this place as a kid. :-P You know, before guides were available.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| MT. GULG                                                                   |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops: N/A                                                                 |
| Treasure (Mt. Gulg): 1,445 Gil, 1,760 Gil, 155 Gil, 2,000 Gil, 1,250 Gil,  |
|                      Antidote x2, Claymore, Cottage, Flame Mail, Flame     |
|                      Shield, Gold Needle, Ice Brand, Mythril Axe, Mythril  |
|                      Glove, Mythril Helm x2, Mythril Shield, Potion x2,    |
|                      Staff, Tent                                           |
| Enemies (Mt. Gulg): Centipede, Fire Gigas, Fire Hydra, Fire Lizard, Gray   |
|                     Ooze, Hell Hound, Hill Gigas, Horned Devil, Hyenadon,  |
|                     Lava Worm, Lizard, Minotaur, Ogre Chieftain, Ogre Mage,|
|                     Pyrolisk, Pyros, Red Dragon, Scorpion, Sphinx, Wraith  | 
| Bosses (Mt. Gulg): Marilith                                                |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

As all of the enemies in here are fire based, ice magic definitely works well. 
Let's take a quick look at the enemies in here. Horned Devils are not weak 
against magic, so you'll have to use physical attacks to take them out. 
They're not that challenging, though. Fire Gigas are a lot tougher, however. 
They have a really high attack power, and the most hit points of any enemy in 
Mt. Gulg. Therefore, these are the enemies you should definitely focus your 
Ice magic on.

Red Dragons are the strongest creatures, as their attack power is really high. 
Plus, they have no magical weaknesses, so you'll have to use physical attacks 
to take them out as well. Pyrolisks have a Squint attack, which can 
automatically kill one of your characters, but due to their low HP, you can 
usually be able to take them out before they get a chance to get the attack 
off.

Fire Lizards and Hellhounds are weak against Ice magic, and they also use Fire 
magic. Their attack power is weak, so they will almost always use the Fire 
spells. I wouldn't worry too much about them, though. Lava Worms always appear 
alone, and they're not that challenging. Pyros always come in groups of two, 
and they are a little less challenging. Both can be defeated with simple 
physical attacks.

When you enter the mountain, you will notice that there is lava. This lava 
takes off 1 HP with each step, but you can't really avoid it. Fortunately, you 
don't get into any random battles while you are in the lava, so it's actually 
SAFER to step in it, as you don't have to worry about getting seriously hurt 
by the dangerous enemies in here.

Just go northwest, until you get to the stairs, where you will be in a new 
area. The quick way to get out of here is just to go west, going into the 
stairs to the next level. However, there is a TON of treasure waiting for you 
if you go north. Therefore, the choice is up to you, but I recommend getting 
the treasure, unless you're on easy mode and don't really need it.

Most of the treasure here is guarded by 2 Pyros, but they are easy. Here's a 
list of all the treasure you can get here. MYTHRIL HELM, 4,150 GIL, CLAYMORE, 
MYTHRIL SHIELD, 1,520 GIL, 750 GIL, 795 GIL, POTION, MYTHRIL GLOVES, MYTHRIL 
HELM, 1,520 GIL, 1,750 GIL, 1,455 GIL, MYTHRIL AXE, 1,975 GIL, ANTIDOTE, and 
POTION. That's a lot of crap, eh? It's definitely worth the trip. Now, head 
down and west until you get to the next area.

This is just a huge area with a lot of lava in it. The exit is to the east, so 
walk in the lava, keeping an eye on your hit points, until you get to the 
stairs taking you to the next room. Go into the southwest corner here, and 
you'll be greeted by another set of stairs. Now, you will be in jackpot city 
once again.

There's a TON of items in here again, as well. Start here, then go north to 
get a GOLD NEEDLE and 2,750 GIL. Go down, and follow the path west. At the 
split, go west, and pick up 1,760 GIL from the chest to the north. The room at 
the west end of the room has a ICE BRAND and FLAME SHIELD. You also can get an 
ANTIDOTE, 7,340 GIL, and 880 GIL. Not bad at all, eh? 

All the chests in here are guarded by Lava Worms, but they are pretty easy to 
kill all in all. Go back to the split in the path, and go south this time. At 
the next split, go north in the room to get 2 chests, each containing a small 
amount of Gil. Go into the northeast section now to pick up a COTTAGE, 2,000 
GIL, and ICE BRAND. 

Go back to the room with the Gil and head south now, then east at the path 
split. Go into the room for 1,250 GIL, a STAFF, and an encounter with a Fire 
Lizard enemy that will definitely look pretty well in your collection, as it's 
hard to find them in this game. Go south, and the stairs to the next room 
await you.

The only chest to get in this room is located to the west, as it contains a 
nice FLAME MAIL armor. You have to fight a Fire Lizard and Red Dragon to get 
to it, but they're not too tough. Just make sure to heal, and the Red Dragon 
is NOT weak against Ice, as I mentioned earlier. Go to the southwest part of 
the room, and try to touch the crystal. A boss will challenge you!

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                      MARILITH |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 1,200  | EXP: 2,475 | GIL: 3,000   | ATT: 40  | DEF: 50   | MDEF: 183  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| As you may expect, all her attacks are fire-based, so make sure to have a  |
| White Mage cast NulFire so the amount of damage is reduced. She's not weak |
| against Ice, so have the Black Mages cast spells like Haste and Steel on   |
| your physical attackers, to give them an easier time. Her fire attacks     |
| will be manageable thanks to the NulFire spell cast, so just have the      |
| White Mage cast heal as needed (once in a while), while physical attackers |
| focus on slicing through her 1,200 HP. She's not too hard.                 |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

Once she is defeated, you will be warped back into the overworld. Now, it's 
time to go to the Ice Cavern! To get there, return to Crescent Lake to heal 
and stuff, then sail to the north until you get to another port. Go onto the 
canoe at the river now. Follow the wall of the mountains and head north. Go to 
the lower section at the intersection, and you will end up at the Ice Cavern.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| ICE CAVERN                                                                 |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops: N/A                                                                 |
| Treasure (Ice Cavern): 9,500 Gil, Sleeping Bag, Ice Shield, 10,000 Gil,    |
|                        Potion, Flame Sword, Shirt, Levistone, Mythril      |
|                        Gloves, Ice Armor, 7,900 Gil, 5,454 Gil, 180 Gil,   |
|                        12,330 Gil, 5,000 Gil, 9,900 Gil                    |
| Enemies (Ice Cavern): Bloodbones, Cockatrice, Dark Wizard, Ghast, Ice      |
|                       Gigas, Mummy, Piscodemon, Remora, Specter, White     |
|                       Dragon, Wight, Winter Wolf, Wraith                   | 
| Bosses (Ice Cavern): Evil Eye                                              |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

The Ice Cavern comes with a bunch of enemies, but fortunately most of them 
have weaknesses, which can be exploited fairly easily. The Ice enemies, White 
Dragon, Ice Gigas, and Winter Wolves, are, of course, weak to fire, so bring 
out those fire spells when you face them. Make sure to use lower level fire 
magic, though. The Winter Wolves should go down with one fire attack, but you 
may need to use physical attacks in addition to fire magic to bring down the 
Ice Gigas and White Dragon.

When you face an undead enemy (Bloodbones, Cockatrice, Ghast, Mummy, Specter, 
Wight), the standard drills apply. Have your white mage cast Dia 2 on all the 
enemies except Specters and Bloodbones, and use Dia 3 to take out those 
tougher enemies. Fire magic also works on them to a certain extent, but I 
advise saving those spells for the Ice enemies in here, since those are 
numerous.

Finally, the magicians in here (Dark Wizard, Piscodemon, Mindflayer) are tough 
to beat. You should be used to Piscodemons by now, so no need to worry about 
those really. Mindflayers are a real problem, as they have physical attacks 
which can kill a party member in one hit if landed properly. Ouch. In 
addition, them and the Dark Wizards can do several magic attacks, including 
Trance, Reaper, Fire 3, and Bolt 3. Just use physical attacks to take these 
enemies out.

When you enter here, you will see a lot of treasure, but you can't get all of 
it just yet. Go down the staircase, then go east in the next room to get to 
the next staircase. This will take you to B3F, which is the start of the true 
Ice Cavern, and will lead to lots of treasures, but dangerous battles as well. 
Take the staircase in this room to get to an interesting part of B2F-B.

Go around the circle until you locate a door, and you will see little sections 
on the floor, which drop you into BF4. You need to go there, but to get the 
FLAME SWORD and SHIRT from the two treasure chests, you need to walk around 
the little cracks. You can't get the treasure chest in the middle now, so 
don't worry about that. When you get both, fall down one of the cracks.

When you fall down here, you are immediately thrust into a battle with several 
undead enemies. Use the reliable Dia 2 to take down these enemies, then move 
out of this room. You will see little blue ice all over the floor, which works 
just like the fire in Gurgu Volcano. They do 1 damage point to all characters, 
but you can avoid tough random battles that way.

Go west, and enter the room to pick up a MYTHRIL GLOVES and ICE ARMOR. These 
chests are guarded by a single White Dragon. He doesn't like physical attacks 
and Fire 2, so use them for an easy time. Leave this room, head south, and 
then head east, while still in the ice, and soon you will come into a treasure 
room containing 6 chests, each with a lot of money in them. Score! Go south 
from here, then east, to get to the next room.

Pick up the 10,000 GIL and POTION from the chests here, then head into the 
room to the west to pick up 9,300 GIL, a SLEEPING BAG, and an ICE SHIELD. Step 
on the crack, and you will end up right in front of the Levistone. Heal as 
best as you can, then take a step forward to get into a tough boss battle.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                      EVIL EYE |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 162    | EXP: 3,225 | GIL: 3,225   | ATT: 30  | DEF: 30   | MDEF: 92   |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| The Evil Eye became infamous in the original version of this game, because |
| he has the ability to kill one of your party members instantly with the    |
| Doom spell. Fortunately, he only has 162 hit points, and will go down in a |
| few turns if you pound away on him using strong magic and physical attacks.|
| Just hope he doesn't use the Doom attack, and you'll be fine.              |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

Pick up the LEVISTONE, and your journey here is complete. To leave, jump down 
the crack to either side, then work your way in reverse out of here. Go back 
to Crescent Lake and heal/save at the inn. Hop back on the canoe, and go south 
as soon as you enter the mountains. You will be in a desert, so walk to the 
center of it and use the Levistone. The Airship is now yours. Your first 
objective is to get some class changes, so let's go. 

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| CLASS CHANGING                                                             |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops: N/A                                                                 |
| Treasure (Citadel of Trials): Cottage, Gauntlets, Healing Staff, Ice Brand,|
|                               Rat's Tail, Ruby Armlet, Steel Glove         |
| Treasure (Dragon Caves): Tent, Gold Needle, 575 Gil, 10 Gil, 500 Gil,      |
|                          Cottage, 160 Gil, 9,500 Gil, 2,750 Gil, 1,520 Gil,|
|                          2,750 Gil, 2,000 Gil, 1,455 Gil                   |
| Enemies (Overworld): Basilisk, Hydra, Lesser Tiger, Ochu, Sabretooth, Sand |
|                      Worm, Sphinx, Weretiger, Wyrm                         |
| Enemies (Citadel of Trials): Clay Golem, Dragon Zombie, Horned Devil, King |
|                              Mummy, Medusa, Mindflayer, Mummy, Necrotaur,  |
|                              Nightmare, Rakshasha                          |
| Bosses (Citadel of Trials): Dragon Zombie                                  |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

To get these mythical class changes, which is completely optional, but totally 
recommended because of the fact that it makes you much stronger and much more 
complete as characters, you have to go to the Citadel of Trials. It's in the 
northeastern part of the map, on the western part of the bird-shaped 
continent. Fly your airship up to the tip of pennisula to the north of the 
castle, then walk south. 

You will encounter new enemies on your way to the Citadel of Trials. Basilisks 
are nasty creatures who like to turn your characters to stone, so make sure to 
bring along some Gold Needles. Sand Worms have a devastating magic attack, 
Quake, so make sure to dispose of these creatures before they have the chance 
to pull the attack off. And finally, Wyrms have high attack power and more HP 
than any enemy here.

Once you are inside of the citadel, talk to the old man, who will tell you of 
your quest. Enter the northwest door, and it has begun. King Mummies, Zombie 
Dragons, and Necrotaurs are the new undead enemies here, but as you may know 
by now (hopefully), Fire and Dia spells will mess them up in a hurry. They 
won't provide too much of a challenge.

However, the other newer enemies in here are a little tougher. Rakshashas and 
Clay Golems are resistant to magic, so use physical attacks to take care of 
them. They're not too powerful, so I wouldn't worry too much about them. 
Nightmares are even less dangerous, as all they really do is weak Darkness 
attacks, and they don't have much HP, so you should be able to take care of 
them easily. Medusas are the most dangerous creatures here, so make sure to 
use high powered magic on them before they turn your party to stone.

Okay, now we're in the confusing second room, with tons of warps. I will do my 
best to try to explain how to get out of this room. Go out of the room and 
take the warp. Then, take the next warp. Take the warp to the south, then the 
lone warp. Take the warp to the south again, then the lone warp again. Take 
the warp to the east, then the lone warp. Make sure to pick up the GAUNTLETS, 
then head to 3F.

3F involves simply running around the room, fighting battles and collecting 
treasure chests. When you pick up a HEALING STAFF, make sure to equip it with 
the White mage. It casts Cure every round. Before you get to the last chest, 
memo save and equip Flame Brands on everyone who can. Okay, here we go. Boss 
time.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                 DRAGON ZOMBIE |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 268    | EXP: 2,331 | GIL: 999     | ATT: 56  | DEF: 30   | MDEF: 135  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Haha, these guys are easy. They're weak against Fire, so your fire spells  |
| and weapons, as well as White Mage's Dia spells, will quickly dispose of   |
| these losers. If you want, you can keep fighting them over and over for    |
| the easy experience points.                                                |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

Now, you have the Rat's Tail! Go back to the airship. Go to the small chain of 
islands southwest of the Citadel. There's no random encounters in the Dragon's 
Cave, so take your time, going through all six caves and picking up all the 
loot. Finally, in the last cave, you will get to meet Bahamut, who upgrades 
your job classes because of your courage in getting the Rat's Tail. 

Knights are now able to use white magic up to level 3. Ninjas can use black 
magic up to level 4. Ninjas, as well as Red Wizards, can now use stronger 
weapons and armor. All Wizards can now buy new spells, so make sure to pick 
them up, especially Warp 1 and Warp 2.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| GAIA                                                                       |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Gaia) : White Magic Level 7, White Magic Level 8, Black Magic Level | 
|                7, Black Magic Level 8, Sanctuary, Inn, Weapon, Armor, Item |
| Shops (Onlak): Sanctuary, Inn, White Magic, Black Magic, Item              |
| Treasure (Gaia): Bottled Fairie, Oxyale                                    |
| Treasure (Onlak): Defender, Ribbon, Spellbinder, Warp Cube
| Enemies (Overworld): Baretta, Desert Baretta, Hellhound, Ice Gigas, Lesser |
|                      Tiger, Ochu, Ogre Mage, Remora, Sabertooth, Sphinx,   |
|                      Wyrm, Wyvern                                          |
| Bosses: N/A                                                                |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Now, it's time to take your airship to the bird-shaped continent in the 
northeast part of the world. Once you get there, you will see a town, and this 
town is Gaia. The new foes in the overworld here are not too bad, except the 
two Baretta enemies. Just use physical attacks and some magic to take them 
down, but watch out, as they are quite strong, and have a ton of HP.

There's a few shops in this town, and now that your party has upgraded their 
classes, you can now buy all of the things available in this town. The Cat 
Claws is a good buy for your Black Wizards (as it's the strongest weapon in 
the game for them), but it's very expensive, so only consider buying it if you 
have an extra load of money that you can't seem to spend. Buy Protect Rings 
(as they prevent Instant Death attacks), and maybe some Ruby Armlets for the 
characters in your party that aren't Warriors.

Magic wise, Red Wizards have the power to buy only one spell, Ice 3, and it's 
the last spell in the entire game they can learn. Aw. For White Wizards, 
definitely pick up both the Cure 4 and Dia 4 spells found here. They are VERY 
useful, as you may expect by now. Black Wizards should also pick up both Level 
7 spells. Level 8 wise, get Holy and NulAll for White Wizards, and Stop and 
Banish for Black Wizards.

Oh yeah, but you still need 50,000 in order to do the next objective. Sorry 
about that. If you really need a lot of money quickly, go back to the Ice Cave 
and keep fighting the Evil Eye over and over. 3,225 Gil each time you win, and 
it's not like the enemy is hard any more, due to the fact your Protect Rings 
invalidate his instant death attack, which was the only thing he really had 
going for him.

Once you have 50,000 Gil, talk to the people in the town, and they will talk 
about this fairy in a bottle. Now, take the airship to the northwest 
continent, and park it near the patch of grass in the southeast corner of the 
desert. The Caravan will sell the Bottled Faerie to you. Yay. Take it back to 
Gaia, and use it in front of the pond. It will fill the bottle up with Oxyale, 
allowing you to breathe underwater.

Back on the northwest continent, you can make a pit stop to the town of Onlak. 
It's south of the place where you got the Bottled Faerie, just take the canoe 
south. The magic here is not too great, however, and is only used to complete 
your list. Poor Onlak really got shafted here. No weapons to buy, just weak 
magic. White Mages can live with Heal 3, and Black Mages can pick up Saber. 
Hooray. 

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| WATERFALL CAVERN                                                           |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Waterfall Cavern): N/A                                              |
| Treasure (Waterfall Cavern): 13,450 Gil, 6,400 Gil, 5,000 Gil, Defender,   |
|                              Ribbon, Spellbinder                           |
| Enemies (Waterfall Cavern): Clay Golem, Cockatrice, Green Dragon, King     | 
|                             Mummy, Mummy, Nightmare, Pyrolisk              |
| Bosses (Waterfall Cavern): N/A                                             |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Your next stop on the journey is a quick pit stop over to the Waterfall 
Cavern. From Onlak, take the canoe into the waterfall northwest. That's all. 
It's really not that hard to get here at all. =)

Most of the enemies you will encounter in the Waterfall Cavern are enemies you 
have faced before in previous dungeons, so I will not give a recap on how to 
defeat them. You should know how to by now. ;) The only new enemy you will 
face in here is the rare Green Dragon, who has a super high magic defense, and 
has 352 HP. Fortunately, physical attacks work pretty well, so just pound away 
on it. It is hard hitting though, so make sure to have some healing items 
around just in case.

This is also the easiest "dungeon" in the entire game, as almost every path 
leads to nowhere, except for one. Just move along the left wall when you 
enter, and you will eventually get to a place with six chests and a robot. 3 
of the chests contain Gil, and the other 3 contain valuable items, including a 
RIBBON, which you should equip immediately! Don't forget to talk to the robot 
to pick up a WARP CUBE. Now you can leave.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| SUNKEN SHRINE                                                              |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Sunken Shrine): N/A                                                 |
| Treasure (Sunken Shrine): Lots of Gil!, Antidote, Diamond Armlet, Diamond  |
|                           Armor, Diamond Gloves, Diamond Helm, Diamond     |
|                           Shield, Giant's Gloves, Light Axe x2, Mage's     |
|                           Staff, Ribbon, Rosetta Stone                     |
| Enemies (Sunken Shrine): Aquos, Cockatrice, Deepeyes, Ghost, King Mummy,   |
|                          Mummy, Pyrolisk, Sahagin Chief, Sahagin Prince,   |
|                          Sea Scorpion, Sea Snake, Sea Troll, Shark, Water  |
|                          Naga, White Shark                                 |
| Bosses (Sunken Shrine): Kraken                                             |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Time to head to the Sunken Shrine, which is the next major dungeon in Final 
Fantasy, and hosts one of the four elemental fiends. Make sure to come 
prepared! When you are ready, go to the southeast corner of Onlak and hook the 
mermaid up with the Oxyale. She lends you her submarine, which takes you 
directly to the Sea Shrine. See, that wasn't so hard to get to, either, now 
was it?

The enemies in the Sunken Shrine are, as you may expect, mostly water based. 
So, bolt magic ends up working very effectively in this dungeon. The only 
exceptions to this rule are Mummies and Ghosts (which Dia and Fire can take 
care of easily enough), and Aquos (which Ice can take care of.) The enemies in 
here are not that tough, but they come in large packs, so make sure to have 
that magic ready. 

The toughest enemies in here are the White Sharks and Sahagin Princes. You 
know how tough these enemies were in early in the game when you first got the 
ship, and their upgraded counterparts are just as tough. The White Sharks hit 
hard and have a lot of HP, and the Sahagin Princes almost always accompany 
them. Have the Fighters focus on the Shark while the mages take care of every 
enemy on screen with Bolt magic.

You start off in the middle of the shrine, and you have a choice to make. 
There are two things you have to do here: Go to the top and collect the 
Rosetta Stone, and go to the bottom and defeat Kraken. Now, it is common sense 
that you will want the extra EXP for the battle with Kraken, but you will also 
end up needing to use lots of healing items and magic, and you may be weak vs 
Kraken. The choice is yours, but I choose to go up first.

Take the stairs up to the northeast, and you will be on the 3rd floor. The two 
chests in here contain a total of 11,900 GIL, so pick them up before moving 
down the staircase to the next floor. Now that you are on the 4th floor, the 
treasure starts to get better. Every room except for the first has a chest, so 
make sure to pick up all of them. There's a DIAMOND ARMOR in the northern part 
of the room, a 20 GIL chest in the middle, and 3 chests (LIGHT AXE, MAGE'S 
STAFF, 12,350 GIL) in the lower portions of the room. The stairs are in the 
southeastern part of the room. 

The next room contains no enemies, and has lots of treasure. Score! I wish 
every room was this easy. ;) There is a ton of Gil in this room, as well as a 
quadruplet of Diamond armor (DIAMOND HELM, DIAMOND GLOVES, DIAMOND ARMLET, 
DIAMOND SHIELD) But where is the Rosetta Stone? Go to the northwestern corner 
and take the path that goes off-screen. This path leads you across the room, 
to the famed ROSETTA STONE. Awesome. Now, you can warp out of here, and go 
back to Onlak to heal. 

When you return, it's time to go down. Take the staircase to the northwest, 
then go north to another staircase. Take a few more staircases to pick up 550 
GIL, then go back down the 2 staircases and go through the door to the south. 
Take the stairs, which will lead you to the west side of the 2nd floor. We're 
getting closer to Kraken...

But we're not there just yet. The room south of this staircase contain 15,000 
GIL, but are guarded by a pair of dangerous Aquos. Make sure to use Ice magic 
to take them out. The room to the west has GIANT'S GLOVES and over 5,800 GIL. 
Go north and pick up the LIGHT AXE. You'll have to face several Aquos along 
the way, but Ice magic will definitely terminate them, as I said. Go west 
here, beat the Sahagin Princes, and pick up 20,000 GIL and a RIBBON! (Score! 
Put that on someone immediately.) Go northwest to exit the room.

This is the final floor of the dungeon, thankfully. Head west, then turn north 
where you will see a rock. Take the bridge to the left, then enter the huge 
chamber. Take the door through the southwest, then head north through the 
chamber. Once you pass 3 puddles, go left and exit the room by heading through 
the south door. You will now be back outside of the chamber, so go north, then 
east, and enter the 1st door. Heal up, because it's boss time. 

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                        KRAKEN |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 1,600  | EXP: 4,245  | GIL: 5,000  | ATT: 50  | DEF: 60   | MDEF: 160  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Kraken has an extraordinary physical defense, so you'll have to power up   |
| those Fighters ASAP. Use Giant's Gloves on them, as well as Haste. Black   |
| Mages should, of course, use Bolt to take care of his HP little by little. |
| Once the Fighters are powered up, the battle should be easier. White Mages |
| should just heal or cast stuff like Invis, as well as continuing to use    |
| Giant's Gloves on the physical attackers.                                  |
|                                                                            |
| Kraken has no magic attacks, but his physical attacks are powerful and make|
| up for his lack of magical prowess. This is why Shield and Invis work so   |
| well, so have your mages cast that, while Fighters attack and Black Mages  |
| cast Bolt. He will go down quicker than your mom last night in no time.    |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

Once you are done here, teleport out and return to Melmond. Show the Rosetta 
Stone to Dr. Unne, and he will teach you how to speak Lufenian fluently. If 
only Japanese was that easy! Now, you might as well go to the town since you 
learned the language, right? Let me tell you how to get there.. go northwest 
from Melmond and land at the top of the peninsula in the west side of the 
northeast continent.

Okay, now what are you supposed to do here? It's not very complex, as it's not 
a large town and most of it is pretty boring. You only get to buy some level 8 
spells (which will definitely come in handy, don't get me wrong), and then the 
main objective. You have to talk tom the man in the southwest corner of the 
area to the east of the entrance. Take the BELL and go to the strip southeast 
of the desert, and proceed into the tower.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| TOWER OF MIRAGE                                                            |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Tower of Mirage): N/A                                               |
| Treasure (Tower of Mirage): Lots of Gil!, Aegis Shield, Cottage, Dragon    |
|                             Mail, Healing Helm, Sunblade, Tent, Thor's     |
|                             Hammer, Vorpal Sword                           |
| Enemies (Tower of Mirage): Black Knight, Blue Dragon, Chimera, Cockatrice, |
|                            Guardian, Hellhound, King Mummy, Medusa, Mummy, |
|                            Nightmare, Pyrolisk, Sabretooth, Vampire,       |
|                            Weretiger, Wyrm, Wyvern                         |
| Bosses (Tower of Mirage): None                                             |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

The Tower of Mirage combines old enemies along with new ones. The new enemies 
you face include Chimera, who are weak against Ice but are otherwise strong 
attackers with good magic. Take care of them quickly. Vampires make their 
return from the Terra Cavern, but the usual weaknesses of Dia and Fire are 
evident, so take care of them by casting those spells.

Blue Dragons are a pain in the ass, however. Elemental spells are basically 
worthless, so have your mages be healers and cast Haste on your fighters. The 
Blue Dragon's lightning attack is just nasty, so make sure to watch out for 
that. They have no main weaknesses, and with 454 HP, you may need to heal 
several times. Be very wary of these high-powered creatures.

Guardians only have 200 HP, but have high defense and magic defense, so they 
sometimes take a while to kill. Their tendency to travel in packs is most 
annoying, so cut through them one by one until you eventually win. The Black 
Knights are the last new enemies, and while they are not too tough, they don't 
have any real weaknesses and will be a pest to your party.

Once you enter the Tower of Mirage, go through the door, and then take a few 
steps to the east. Go through the other door, and pick up the three chests in 
here (VORPAL SWORD, HEALING HELM, and AEGIS SHIELD) before making your way to 
the staircase, which takes you to the second floor. This dungeon is not 
terribly long, as we are already progressing through it. Hey, makes my job as 
a walkthrough writer easier. ;)

Once on the second floor, walk along the side of the wall, and turn west once 
you get to a crack in the wall. Turn at the following break to move deeper 
into the room, and then go south to find access to the center room. You'll 
pick up lots of chests here, including a lot of Gil, a COTTAGE, SUN SWORD, 
THOR'S HAMMER, and DRAGON ARMOR. Woah woah woah woah woah! 

The third floor has a boss-type creature named the Blue Dragon, who you may 
have already faced as a random enemy (and prolly gotten your ass handed to you 
as a result), so make sure to heal up and stuff. Once you beat the boss, you 
may choose to warp out and use a cottage, as you got another dungeon to do 
directly after this and can't save or use cottages inside the dungeons. When 
you're ready, use the Warp Cube on the center teleportation spot.


^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| FLYING FORTRESS                                                            |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Shops (Flying Fortress): N/A                                               |
| Treasure (Flying Fortress): Adamantite, Black Robe, Cottage, Diamond       |
|                             Gloves, Diamond Shield, Gold Needle x2, Heal   |
|                             Helm, Mythril Helm, Potion x2, Protect Cloak,  |
|                             Protect Ring x2, Ribbon, Sasuke, Shirt, Venom  |
|                             Blade, White Robe                              |
| Enemies (Flying Fortress):  Aeros, Black Knight, Chimera, Clay Golem, Dark |
|                             Flan, Dark Warrior, Earth Medusa, Evil Eye,    |
|                             Fire Hydra, Manticore, Medusa, Mindflayer,     |
|                             Neochu, Nightmare, Rakshasha, Soldier, Spirit  |
|                             Naga, Stone Golem, Vampire Lord                |
| Bosses (Flying Fortress):   Tiamat                                         |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

The enemies in the Flying Fortress are tough, really tough. The Warmech is the 
nastiest enemy in the entire game, tougher than Chaos, and it will be 
beneficial not to run into him. Manticores and Neochus are kind of weak, but 
have a deadly poison attack that cannot be taken lightly. Stone Golems have 
high defense but low HP, so they're just like normal enemies, only they hit 
for slightly more damage than normal.

Rakshasas are immune to magic and have a poison attack as well, so use 
physical attacks to deal with them. Dark Warriors can cast Doom and Flare, so 
watch out for those bad asses. Mindflayers use an instant kill attack, as do 
Evil Eyes, who you might remember as being a boss in the Ice Cave. Earth 
Medusas and Spirit Nagas have tough magic but weak defense, making them easy 
targets.

Finally, Soldiers have high amounts of hit points, but he is weak against 
Bolt, so bring out the Red Mage or Black Mage and go to work for an easy time. 
Aeros is weak against physical attacks, and Vampire is a tough dude who must 
be disposed of right away. Good luck in here, the enemies are definitely not 
easy.

Get all the treasure from this room before leaving. The west one has Gil,  the 
northeast one has DIAMOND GLOVES, the east one has RIBBON and DIAMOND SHIELD, 
the southeast has BLACK ROBE and WHITE ROBE, the northwest one has MYTHRIL 
HELM and COTTAGE, and the southwest one has the infamous ADAMANTITE that will 
come in handy for sure. Make sure to get all these useful items before taking 
the exit to the south.

The warp to the next floor is to the east and a bit south. But there are 
treasure to get first.. go north for a POTION and PROTECT RING, then east for 
a SASUKE and SHIRT and west for a PROTECT CLOAK and PROTECT RING. That's it 
for treasures, so warp out, heal, bring the Adamantite to the dwarves to get 
the Excalibur, and return to this room and go to the warp.

Go north past two pits, and then west two pits to get to the boss here. 

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                        TIAMAT |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 2,000  | EXP: 5,496  | GIL: 6,000  | ATT: 49  | DEF: 80   | MDEF: 200  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Yikes. Have Flare? Use it. It does a lot of damage. If you don't have it   |
| turn the game off. Heh, just kidding. Use whatever strong magic you have.  |
| Have everyone attack as normal if they can't use strong magic, and of      |
| course, keep cured as needed. You may want to cast Blink on everyone to    | 
| soften his physical attacks, which hurt a lot. He is pretty tough, but he  | 
| only needs like 3 Flares to die, so just have the Black Wizard keep on     |
| nuking and he will die soon enough.                                        |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-


^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| TEMPLE OF CHAOS                                                            |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Items:  Excalibur, Masamune, Protect Cloak, Protect Ring, Sasuke           |
| Bosses: Lich, Marilith, Kraken, Tiamat, Chaos                              |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Different format this time due to all the enemies in this bloody place.

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Enemies: Black Knight, Chimera, Dark Flan, Dark Warrior, Dark Wizard,      |
|          Death Eye, Dragon Zombie, Green Dragon, Ice Gigas, Purple Worm,   |
|          Rhyos, Vampire Lord, White Dragon, Winter Wolf                    |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
Here we go, the final dungeon, and home to some of the nastiest enemies and 
bosses in the entire game. It's in the Temple of Chaos, the game's first 
dungeon. The warp in there will take you here. Take the southeast staircase to 
get to the next floor, where all you have to do is head east a little bit, 
which leads you to the third floor.

Head south past the second room, then turn to the east and follow the pillars 
when they turn north. At the dead end, play that worthless Lute the princess 
gave you twenty hours ago and play it in front of that stone block, revealing 
a ladder. Wow, it came in handy after all! It takes you to the middle of 2F, 
so go south, west, and north, to go to the stairs. Go to the northwest corner 
to encounter the first boss.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                          LICH |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 1,000  | EXP: 2,000  | GIL: 1      | ATT: 50  | DEF: 50   | MDEF: 140  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| He casts Flare on the 1st turn, so watch out for that. Other than that, as |
| long as you stay healed, you can win. I just used physical attacks, as you |
| need to save your strong attacks for later on in the dungeon.              |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Enemies: Fire Gigas, Fire Lizard, Lava Worm, Pyros, Red Dragon             |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

On the next floor, go west, then north to find a door. Go east along the 
bottom wall until you find another door, and go up the stairs. On the next 
floor, instead of going down the stairs, go south to get the four chests 
(PROTECT RING, SASUKE, 26000 GIL, PROTECT CLOAK) before taking the stairs, 
which house another boss so heal up.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                      MARILITH |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 1,400  | EXP: 2,000  | GIL: 1      | ATT: 60  | DEF: 60   | MDEF: 183  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Marilith has stronger statistics than Lich does, but she's easier because  |
| Fire 3 is way weaker than Flare. Just cast mid level Ice spells to take    |
| her down, or just use NulFire and attack her normally.                     |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Enemies: Aquos, Deepeyes, Sahagin Prince, Sea Scrorpion, Sea Snake, Sea    |
|          Troll, Water Naga, Water Shark                                    |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

The next floor is short and sweet. Go west and then go as far south as you can 
go. Go into the courtyard, then pass through the door to the north. Go one 
room to the east, and then south to the bottom. Go east, heal up, and approach 
the stairs.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                        KRAKEN |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 1,800  | EXP: 2,000  | GIL: 1      | ATT: 70  | DEF: 70   | MDEF: 200  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Again, he has stronger stats now, and in addition to that, he no longer is |
| weak against Bolt. Grr. Cast Shield 2 right away to cut down on his strong |
| attacks, then Haste and Saber a Fighter up and go to work, using physical  |
| attacks. Heal when needed to get the win.                                  |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-
| Enemies: Aeros, Doom Knight, Dragon Zombie, Iron Golem, Mindflayer,        |
|          Nightmare, Purple Worm, Stone Golem, Vampire, Vampire Lord        |
^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-=-^-

Almost done. You can get the Masamune here if you want, I recommend it 
strongly. To get it, follow the western wall south, then east. Go back to the 
beginning of this floor and then cross the bridge, healing up before you do 
so.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                        TIAMAT |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 2,200  | EXP: 2,000  | GIL: 1      | ATT: 75  | DEF: 90   | MDEF: 200  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| The second to last boss in the game, and he is a little challenging to say |
| the least. Just use physical attacks more, as magic no longer is effective.|
| Cast NulAll on your healer for an easier time, as Tiamat focuses mostly on |
| magic attacks. Haste and Saber your physical attackers, keep healed, and   |
| you should be able to win.                                                 |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

Heal and save, because you're ready to face the final boss. Go into the room, 
and make sure someone has the Excalibur and someone else has the Masamune. It 
will help.

*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| BOSS TIME! |                                                         CHAOS |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| HP: 4,000  | EXP: 0      | GIL: 0      | ATT: 100 | DEF: 100  | MDEF: 200  |  
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-
| Here we go, the last boss battle in the game. And he actually has music    |
| this time too, sweet. This battle is pretty simple but can be challenging  |
| due to his annoying Cure 4 spell. If he casts it, it drags the battle out  |
| even longer. Thankfully, you should have saved some high level magic, so   |
| it is time to use it. Cast NulAll on the healer, then have the healer keep |
| casting Nul spells on everyone, while healing of course.                   |
|                                                                            |
| While the healer does that, have your physical attackers have Haste and    |
| Saber on them, then start the physical attack assault. Using Giant's       |
| Gloves wouldn't be a bad idea, either. With physical attacks, strong magic,|
| and Nul spells on everyone, you will win this battle if you keep healed.   |
*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-+-*-

Congratulation, a winner is you!


------------------------------------------------------------------------------
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ / 4.0 LISTS / =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
------------------------------------------------------------------------------

=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-
   [ 4.1 ] WEAPONS
=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-

---
KEY
---
Name of Weapon: Name of the weapon
Type of Weapon: What type it is.
Attack: The attack power of the weapon
Accuracy: The hit percentage of the weapon.
Equip: What job classes can equip it.
Price: Buying/selling price.
Description: In-game description of the weapon.

------------------------------------------------------------------------------
                                                                / BATTLE AXE /
------------------------------------------------------------------------------
Type: Axe                    Attack: +16                   Accuracy: +5      
Equip: Warrior, Knight, Ninja
Price: 550/450
Description: An axe made for combat.

------------------------------------------------------------------------------
                                                                / BROADSWORD /
------------------------------------------------------------------------------
Type: Sword                  Attack: +15                   Accuracy: +10  
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: 550/450
Description: Sword with a wide, double-edged blade.

------------------------------------------------------------------------------
                                                                 / CAT CLAWS /
------------------------------------------------------------------------------
Type: Knife                 Attack: +22                    Accuracy: +25   
Equip: Knight, Ninja, Red Wizard, Black Wizard
Price: 65,000/52,000
Description: Very sharp knife.

------------------------------------------------------------------------------
                                                                  / CLAYMORE /
------------------------------------------------------------------------------
Type: Sword                  Attack: +21                   Accuracy: +20 
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: N/A
Description: Sword effective against giants.

------------------------------------------------------------------------------
                                                               / CORAL SWORD /  
------------------------------------------------------------------------------
Type: Sword                  Attack: +19                   Accuracy: +15
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: N/A
Description: Sword effective against aquatics.

------------------------------------------------------------------------------
                                                                   / CROSIER /
------------------------------------------------------------------------------
Type: Staff                  Attack: +14                   Accuracy: +0     
Equip: Warrior, Knight, Ninja, Monk, Master
Price: 200/160
Description: Staff topped with iron rings.

------------------------------------------------------------------------------
                                                                    / DAGGER /
------------------------------------------------------------------------------
Type: Knife                 Attack: +7                     Accuracy: +10   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black Mage, Black
       Wizard
Price: 175/140
Description: Large battle knife.

------------------------------------------------------------------------------
                                                                  / DEFENDER /
------------------------------------------------------------------------------
Type: Sword                  Attack: +30                   Accuracy: +35  
Equip: Knight, Ninja, Red Wizard
Price: N/A
Description: Sword with Blink effect.

------------------------------------------------------------------------------
                                                                 / EXCALIBUR /
------------------------------------------------------------------------------
Type: Sword                  Attack: +45                   Accuracy: +35 
Equip: Knight
Price: N/A
Description: A sword of phenomenal strength.

------------------------------------------------------------------------------
                                                                  / FALCHION /
------------------------------------------------------------------------------
Type: Sword                  Attack: +15                   Accuracy: +10   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: 450/360
Description: Sword with a wide blade.

------------------------------------------------------------------------------
                                                               / FLAME SWORD /
------------------------------------------------------------------------------
Type: Sword                  Attack: +26                   Accuracy: +20   
Equip: Warrior, Knight, Ninja, Red Mage, Red Wizard
Price: N/A
Description: Sword forged with the essence of fire.

------------------------------------------------------------------------------
                                                                 / GREAT AXE /
------------------------------------------------------------------------------
Type: Axe                    Attack: +22                   Accuracy: +5      
Equip: Warrior, Knight, Ninja
Price: N/A
Description: Large battle axe.

------------------------------------------------------------------------------
                                                                    / HAMMER /
------------------------------------------------------------------------------
Type: Hammer                 Attack: +9                    Accuracy: +0  
Equip: Warrior, Knight, Ninja, White Mage, White Wizard
Price: 10/8
Description: A hammer made for combat.

------------------------------------------------------------------------------
                                                             / HEALING STAFF /
------------------------------------------------------------------------------
Type: Staff                  Attack: +6                    Accuracy: +0  
Equip: Ninja, White Mage, White Wizard
Price: N/A
Description: Staff with Heal effect.

------------------------------------------------------------------------------
                                                                 / ICE BRAND /
------------------------------------------------------------------------------
Type: Sword                  Attack: +29                   Accuracy: +25  
Equip: Warrior, Knight, Ninja, Red Mage, Red Wizard
Price: N/A
Description: Sword forged with the essence of ice.

------------------------------------------------------------------------------
                                                             / IRON NUNCHAKU /
------------------------------------------------------------------------------
Type: Nunchaku               Attack: +16                   Accuracy: +0      
Equip: Ninja, Monk, Master
Price: 200/160
Description: Nunchaku made of iron.

------------------------------------------------------------------------------
                                                                     / KNIFE /
------------------------------------------------------------------------------
Type: Knife                 Attack: +5                     Accuracy: +10   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black Mage, Black
       Wizard
Price: 5/4
Description: A small knife.

------------------------------------------------------------------------------
                                                                 / LIGHT AXE /  
------------------------------------------------------------------------------
Type: Axe                    Attack: +28                   Accuracy: +15      
Equip: Warrior, Knight, Ninja
Price: N/A
Description: Axe with Dia 2 effect.

------------------------------------------------------------------------------
                                                                / LONG SWORD /
------------------------------------------------------------------------------
Type: Sword                  Attack: +20                   Accuracy: +10   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: 1,500/1,200
Description: Large, double-edged sword.

------------------------------------------------------------------------------
                                                              / MAGE'S STAFF /
------------------------------------------------------------------------------
Type: Staff                  Attack: +12                   Accuracy: +10      
Equip: Ninja, Black Mage, Black Wizard
Price: N/A
Description: Staff with Fire 2 effect.

------------------------------------------------------------------------------
                                                                  / MASAMUNE /
------------------------------------------------------------------------------
Type: Sword                  Attack: +56                   Accuracy: +50   
Equip: All
Price: N/A
Description: The mightiest sword of all.

------------------------------------------------------------------------------
                                                               / MYTHRIL AXE /
------------------------------------------------------------------------------
Type: Axe                    Attack: +25                   Accuracy: +10    
Equip: Warrior, Knight, Ninja
Price: 4,500/3,600
Description: Axe made of mythril silver.

------------------------------------------------------------------------------
                                                            / MYTHRIL HAMMER /
------------------------------------------------------------------------------
Type: Hammer                 Attack: +12                   Accuracy: +5      
Equip: Warrior, Knight, Ninja, White Mage, White Wizard
Price: 2,500/2,000
Description: Hammer made of mythril silver.

------------------------------------------------------------------------------
                                                             / MYTHRIL KNIFE /
------------------------------------------------------------------------------
Type: Knife                 Attack: +10                    Accuracy: +15   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black Mage, Black
       Wizard
Price: 800/640
Description: Knife made of mythril silver.

------------------------------------------------------------------------------
                                                             / MYTHRIL SWORD /
------------------------------------------------------------------------------
Type: Sword                  Attack: +23                   Accuracy: +15   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: 4,000/3,200
Description: Sword made of mythril silver.

------------------------------------------------------------------------------
                                                                  / NUNCHAKU /
------------------------------------------------------------------------------
Type: Nunchaku               Attack: +12                   Accuracy: +0      
Equip: Ninja, Monk, Master
Price: 10/8
Description: Wooden nunchaku.

------------------------------------------------------------------------------
                                                               / POWER STAFF /
------------------------------------------------------------------------------
Type: Staff                  Attack: +12                   Accuracy: +0    
Equip: Warrior, Knight, Ninja, Monk, Master, White Mage, White Wizard, Black
       Mage, Black Wizard
Price: N/A
Description: A heavy staff.

------------------------------------------------------------------------------
                                                                    / RAPIER /
------------------------------------------------------------------------------
Type: Sword                  Attack: +9                    Accuracy: +5   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: 10/8
Description: Sword with a slender blade.

------------------------------------------------------------------------------
                                                                / RUNE BLADE / 
------------------------------------------------------------------------------
Type: Sword                  Attack: +18                   Accuracy: +15   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: N/A
Description: Sword effective against spell-casting foes.

------------------------------------------------------------------------------
                                                                     / SABER /
------------------------------------------------------------------------------
Type: Sword                  Attack: +13                   Accuracy: +5   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: 450/360
Description: Long-bladed sword made for piercing.

------------------------------------------------------------------------------
                                                                    / SASUKE /
------------------------------------------------------------------------------
Type: Sword                  Attack: +33                   Accuracy: +35
Equip: Ninja
Price: N/A
Description: A light ninja blade.

------------------------------------------------------------------------------
                                                                  / SCIMITAR / 
------------------------------------------------------------------------------
Type: Sword                  Attack: +10                   Accuracy: +10 
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: 200/160
Description: Sword with a curved blade.

------------------------------------------------------------------------------
                                                               / SPELLBINDER /
------------------------------------------------------------------------------
Type: Staff                  Attack: +15                  Accuracy: +15      
Equip: Black Wizard
Price: N/A
Description: Staff with Muddle effect.

------------------------------------------------------------------------------
                                                                     / STAFF /
------------------------------------------------------------------------------
Type: Staff                  Attack: +6                    Accuracy: +0      
Equip: Warrior, Knight, Ninja, Monk, Master, Red Mage, Red Wizard, White Mage,
       White Wizard, Black Mage, Black Wizard
Price: 5/4
Description: A wooden staff.

------------------------------------------------------------------------------
                                                                  / SUNBLADE /
------------------------------------------------------------------------------
Type: Sword                  Attack: +32                   Accuracy: +30
Equip: Warrior, Knight, Ninja, Red Mage, Red Wizard
Price: N/A
Description: Sword effective against the undead.

------------------------------------------------------------------------------
                                                             / THOR'S HAMMER /
------------------------------------------------------------------------------
Type: Hammer                 Attack: +18                   Accuracy: +15      
Equip: Knight, Ninja, White Wizard
Price: N/A
Description: Hammer with Bolt 2 effect. 

------------------------------------------------------------------------------
                                                               / VENOM BLADE /
------------------------------------------------------------------------------
Type: Sword                  Attack: +22                   Accuracy: +20 
Equip: Knight, Ninja, Red Wizard
Price: N/A
Description: Saber with Poison effect.

------------------------------------------------------------------------------
                                                              / VORPAL SWORD /
------------------------------------------------------------------------------
Type: Sword                  Attack: +24                   Accuracy: +25   
Equip: Knight, Ninja, Red Wizard
Price: N/A
Description: Sharp-edged crescent sword.

------------------------------------------------------------------------------
                                                                  / WEREBANE /
------------------------------------------------------------------------------
Type: Sword                  Attack: +18                   Accuracy: +15  
Equip: Warrior, Knight, Ninja, Red Mage, Red Wizard
Price: N/A
Description: Sword effective against werebanes.

------------------------------------------------------------------------------
                                                                / WYRMKILLER /  
------------------------------------------------------------------------------
Type: Sword                  Attack: +19                   Accuracy: +15   
Equip: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard
Price: N/A
Description: Sword effective against dragons.

=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-
   [ 4.2 ] ARMOR
=+-*-=+-*-=+-*-=+-*-=+-*-=+-*-

---
KEY
---
Name of Armor: Name of the armor.
Type of Armor: What type it is.
Defense: The defense power of the armor.
Evade: The evade percentage of the armor.
Equip: What job classes can equip it.
Price: Buying/selling price.
Description: In-game description of the weapon.

------------------------------------------------------------------------------
                                                              / AEGIS SHIELD /  
------------------------------------------------------------------------------
Type: Shield                 Defense: +16                  Evade: +0 
Equip: Knight
Price: N/A
Description: Sometimes protects from special attacks.

------------------------------------------------------------------------------
                                                                / BLACK ROBE /  
------------------------------------------------------------------------------
Type: Cloth                  Defense: +24                  Evade: -2   
Equip: Black Wizard
Price: N/A
Description: Robe with Ice 2 effect.

------------------------------------------------------------------------------
                                                             / BRONZE GLOVES /  
------------------------------------------------------------------------------
Type: Gloves                 Defense: +2                   Evade: -3  
Equip: Warrior, Knight, Ninja
Price: 200/160
Description: Gloves made of bronze.

------------------------------------------------------------------------------
                                                                   / BUCKLER /  
------------------------------------------------------------------------------
Type: Shield                 Defense: +2                   Evade: +0 
Equip: Warrior, Knight, Ninja, Thief, Red Mage, Red Wizard
Price: 2,500/2,000
Description: Small shield that is easy to handle.

------------------------------------------------------------------------------
                                                                / CHAIN MAIL /  
-------------------------------------------------