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    FAQ/Walkthrough by Sky Render

    Version: 0.95 | Updated: 01/24/05 | Search Guide | Bookmark Guide

     A dark shadow looms from Palamecia...
    
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                                Final Fantasy II GBA
                      Walkthrough and Gameplay Mechanics Guide
    
                                   Version 0.95
                                   By Sky Render
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    NOTE: This walkthrough employs the QuickFind system!  To locate data about
    a particular part of the game, simply search for the QuickFind code listed
    in the table of contents, found in brackets at the end of each entry!
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Table of Contents
    ----------------==
    							QuickFind Code
    I. Preface
     Introduction						[PINTRO]
     Revision History					[PREVISION]
     Contact Information					[PCONTACT]
     Frequently Asked Questions				[PFAQ]
    
    II. Walkthrough
     Awakening in Altair					[WALTAIR]
     The Search for Mythril					[WMYTHRIL]
     The Goddess Bell					[WGODDESS]
     Kashuan Keep						[WKASHUAN]
     Fall of the Dreadnought				[WDREADNOUGHT]
     The Open Seas and Deist				[WDEIST]
     Temptation of the Princess				[WTEMPTATION]
     A Mysidian Ordeal					[WMYSIDIA]
     The Crystal Tower					[WTOWER]
     The Cyclone						[WCYCLONE]
     To Palamecia						[WPALAMECIA]
     Jade Passage						[WJADE]
     Pandaemonium						[WPANDAEMONIUM]
     Soul of Rebirth					[WREBIRTH]
    
    III. Gameplay Mechanics
     Stat Leveling Mechanics				[GSTATS]
     Weapons Mechanics					[GWEAPONS]
     Spell Mechanics					[GSPELLS]
    
    Appendicies
    Appendix A: Equipment					[APPENDIXA]
    Appendix B: Spells					[APPENDIXB]
    
    IV. Conclusion
     Special Thanks To					[CTHANKSTO]
     Afterword						[CAFTERWORD]
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I. Preface
    ==--
    
    Introduction						[PINTRO]
    --==
    
     One thing FF2 really needed was a mechanics guide to explain how weapons
    and spells gain proficiency and level up, as well as how things work in
    general.  People have also been clamoring for a good FF2 walkthrough.
    That's what this guide is for.
    
    
    Revision History					[PREVISION]
    --==
    
    Version 0.50 (19 January 2005)
    * First version
    * Walkthrough is highly incomplete
    * Some data is missing in other areas, too
    
    Version 0.80 (20 January 2005)
    * More of the walkthrough is present
    * Some corrections to various data
    * Some corrections to a few of the formulas
    
    Version 0.95 (24 January 2005)
    * Main game walkthrough is complete; Soul of Rebirth guide isn't
    * More misc. corrections to various data
    
    
    Contact Information					[PCONTACT]
    --==
    
     If you find missing or inaccurate data in this guide, please inform me of
    it immediately.  I can be reached at torquemada_gi@hotmail.com.  Put "About
    FF2 GBA guide" as the subject, so I can quickly identify it.  Any
    contributions to the guide that are used will have their contributor
    recognized in the Special Thanks To section at the end of the guide.
    
     PLEASE NOTE!  The guide is currently a beta release, so do NOT inform me
    of outright missing data!  I know it's missing, that's why this is a pre-
    1.0 release.
    
    
    Frequently Asked Questions				[PFAQ]
    --==
    
     These are the questions that are always getting asked about this game.
    
    Gameplay-Related Questions
    
    Q. The Captains in Fynn keep killing me!  What should I do?
    A. Stop talking to them, obviously.  You can't really do much to Captain
    enemies until you have decent magic levels or decent weapons, and you never
    actually need to fight the ones in Fynn.
    
    Q. What should I equip characters with?
    A. Anything you want.  Nobody has greater potential than anybody else.  For
    the long run, the best weapons to use are swords, axes, and spears.  For
    the short run (ie. the beginning of the game), stick to unarmed.  Always
    equip a shield.  Always.
    
    Q. Why does Maria keep missing?
    A. She's probably still in the back row.  Go into the menu, select
    Formation, and move Maria up to the front row with it.
    
    Q. How do I learn spells?
    A. Use a spell tome in the main menu (not in battle) on one of your
    characters to teach them that spell.
    
    Q. What is the maximum spell and/or weapon skill level?
    A. 16, in all cases.  You can get an additional 99 experience once you
    reach level 16, but it'll just stay at 99.
    
    Q. What's the best way to level up weapons?
    A. Equip 2 shields on each character, attack for a large number of rounds,
    then re-equip your characters' weapons (select Item, then press up to reach
    their equipped weapons in battle).
    
    Q. How do you raise (insert stat here)?
    A. It's detailed in the manual, as well as the Gameplay Mechanics section
    of this guide.
    
    Q. These enemies are too hard!  What gives!?
    A. If enemies are too hard, you need to go back to an earlier area and
    train your characters' stats.  You might have taken a wrong turn, as well.
    The entire world map is open to you from the start, but the enemies are
    generally much harder in areas you're not supposed to go to yet.  Just
    avoid going in those directions until you have to.
    
    Q. Where's the Chocobo?
    A. Go straight south of Kashuan Keep.  In the little clearing there, talk
    to the yellow bird.  Back on the world map, walk up to the bird and press A
    on it.  When you're ready to dismount, press A again.  Take note that the
    Chocobo will return to its forest when you do this.
    
    Q. Why's Ultima so weak?
    A. Its power is derived from the levels of all of its caster's spells and
    skills, not just Ultima's level.  If they have 15 other spells at decent
    levels, then Ultima will do much more damage than if all they know is
    Ultima.  If they have decent weapon levels as well, Ultima will be very
    potent indeed.
    
    Q. Why are my characters so slow?
    A. Chances are you either have them with two weapons equipped, or have them
    in the back row.  Both of these situations reduce Agility's effect.  Also,
    double weapons means you get less Agility boosts, so you'll be slower no
    matter what.  Try equipping lighter armor, moving to the front row, and/or
    using a shield/weapon combination instead.
    
    Q. Why do these undead enemies keep doing so much damage to me?
    A. They have an HP-absorbing main attack.  HP-absorbing attacks do 1/16th
    of their target's HP in damage per hit.  So you need a good Evade level to
    survive their attacks.  Or failing that, you need to be fast enough to kill
    them before they can hit you.
    
    Q. My bestiary is missing some entries.  Where are they?
    A. Only three enemies are completely missable (see the next question).  The
    rest can all be found in various dungeons throughout the game.  And any
    entry below 130 is found only in Soul of Rebirth.
    
    Q. Where are Phorusracos, Land Ray, and/or Eyemoeba enemies located?
    A. You can only find the first two enemies before completing Mysidia Tower.
    Once the tower is complete, all encounters on the world map change, and the
    chance to find these two enemies is lost forever.  Phorusracos are found on
    the land bridge between Fynn and Palamecia, and Land Rays are found in the
    Palamecia desert.  Eyemoebas are only found in the Cyclone and Palamecia
    Castle, which are inaccessible at the end of the game.
    
    
    Story-Related Questions
    
    Q. I'm lost, where do I go?
    A. As a general rule of thumb, any time you're lost, talk to NPC's and ask
    about as many terms as you can.  Learn any new ones you come across, and do
    another round of questioning.  Showing key items to people is also a way to
    get things moving again.  These tips will usually clear up any problems you
    may run into, but not always.
    
    Q. I'm at the beginning of the game.  Where am I supposed to go?
    A. Learn Wild Rose from Hilda.  Then go to Fynn.  At the north side of
    town, walk around the back of the city wall to the right, then down.  Go
    into the pub and say Wild Rose to the bartender.  Walk forward where the
    bartender was, and go talk to Scott.  Show his ring to Hilda with the Item
    dialogue command.
    
    Q. I just saw the Dreadnought take off, now what?
    A. Go to Poft and talk to Cid.  Learn and ask about Airship.  Learn and ask
    about Sunfire.  Go to Altair, and talk to Hilda.  Talk to the king in the
    bedroom right of the room Hilda is in, and ask him about the Sunfire.
    Learn the term Goddess Bell.  Ask Hilda about the Goddess Bell.  Go back to
    Salamand and ask Josef about the Goddess Bell.
    
    Q. Where do I get the Sunfire?
    A. Kashuan Keep.  You need the Goddess Bell to get in, so you can get to
    Egil's Torch, so you can claim the Sunfire.  See the question above this
    one for details on how to get the Goddess Bell.
    
    Q. Where's the Snowcraft?
    A. Go back to Semitt Falls.  On the first floor, you'll see a blue crystal.
    Check the wall on the upper right-hand side of the little alcove said
    crystal is in, facing left.  You MUST have Josef in your party to get the
    Snowcraft (but you can't miss getting it, so don't worry).
    
    Q. Where's the Blood Sword in Fynn Castle?
    A. It was removed in this version, and replaced with a Power Staff.  The
    Blood Sword in Paul's house is still there, though.
    
    Q. How do I deal with the Doppelganger in Mysidia Cave?
    A. First you need the White Mask from Fynn Castle.  Put that on the Goddess
    Statue in Mysidia (it's downstairs on the island in the middle of town).
    Next, you need the Black Mask from the Tropical Island, which is situated
    in the middle of the ocean.  Put the Black Mask on the Doppelganger, and it
    will go away.
    
    Q. How do I get into Palamecia Castle?
    A. Land on the very top spire of the castle with the airship.  You need to
    talk to Paul first to do this.  Since the castle sticks up on the world map
    while flying, you need to try and land two tiles up from where the castle
    appears to be.  Just keep trying to land north of the castle, not south,
    east, or west of it.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    II. Walkthrough
    ==--
    
    Awakening in Altair					[WALTAIR]
    --==
    
     After the opening scenes end, you'll be pitted against 4 Black Knights.
    You're not supposed to be able to beat them (this should be very obvious
    very fast), so just select attack until your party is defeated.  This will
    take you to the next story scene.  Once the game gives you control, walk
    forward and talk to Hilda.  Use the Learn command to learn Wild Rose, and
    ask her about it.  You can also ask various other people in the area about
    Wild Rose, but they'll mostly just comment on your using it.  Head out of
    the Rebel Headquarters and into town.  Before you leave, though, search the
    store rooms for a chest with a Potion in it.
    
    Location: Altair
    Weapon Shop: Knife, Staff, Javelin, Broadsword
    Armor Shop: Buckler, Leather Cap, Clothes, Leather Gloves
    Magic Shop: Cure, Fire, Blizzard, Thunder
    Item Shop: Potion, Hi-Potion, Eye Drops, Antidote; Cross, Mallet,
    Maiden's Kiss, Gold Needle; Phoenix Down, Ether, Cottage, Elixir
    
     (NOTE: Item shops always carry the same items.  As such, you will only
    find an item shop listing here.  Also, merchants are listed from left to
    right, with a semi-colon between their items sold.)
    
     Now is the time to choose how you're going to develop your characters.
    FF2 lets you determine your method more or less entirely independently of
    any requirements.  That being said, there are a few good paths you can
    dedicate yourself to early on that will be beneficial later.  One important
    thing to decide is if you want to focus heavily on magic, heavily on
    fighting, or a mix of both.  If you plan to be a fighting team, then remove
    everybody's weapons; you'll want to get a good unarmed proficiency for the
    first part of the game.  If you plan to be magic-intensive, then go and get
    everybody a Cure Tome and use it on them, and also teach one of them (Maria
    is a good bet) one of the three elemental attack spells.  As you gain more
    money, come back and get more attack spell tomes, and try to eventually
    have each character able to use all 3 of the elemental basic attack spells
    (Fire, Blizzard, and Thunder).  If you want a good mix, still get yourself
    Cure tomes for everybody, but select a weapon at the shops for Maria.  The
    best weapons to focus on are swords, axes, spears, and staves.  And as a
    final note, always equip shields.  You cannot gain Agility with any sort of
    ease otherwise, and shields allow you to evade enemy attacks entirely.
    
    Map Area: Altair-Fynn region
    Enemies: Leg Eater, Hornet, Goblin
    
     Moving on, your first quest in the game (which is only vaguely alluded to)
    is to go back to Fynn and search for Leon, Maria's brother.  So walk north,
    but keep close to the river, and ignore the first bridge you see.  At the
    point where the river empties into the lake, you'll find a little
    hole-in-the-ground town called Gatrea.
    
    Location: Gatrea
    Weapon Shop: Javelin, Broadsword, Axe, Bow
    Armor Shop: Buckler, Leather Cap, Leather Armor, Leather Gloves
    
     Visit here to restock, heal up, and get any weapons or armor you feel you
    need.  You may also want to take this opportunity to build up some stats.
    See the Stat Raising section of the Gameplay Mechanics guide (lookup code
    [GSTATS]) for info on how stats are raised in this game.  Once you feel
    prepared, walk north and hug the shore of the lake, then head immediately
    south when you can to go down into Fynn.
    
    Location: Fynn
    Items: Potion x3, Ring
    Enemies: Leg Eater, Goblin, Hornet, Captain*
    Suggested HP: 50 to 100
    
     After you enter town, you'll be warned not to talk to the soldiers.  Doing
    that will cause you to get into battle with a (currently) very hard and
    often impossible battle with a Captain.  Instead, head straight north to
    the wall around town, and walk along the eastern edge of it, veering south
    when you can.  You'll find yourself near a Pub soon.  Go inside, and talk
    to the bartender.  Say Wild Rose, and he'll let you go downstairs.  After
    nabbing the three chests with Potions in them, go talk to the soldier in
    bed.  One cutscene later and one Ring richer, head all the way back to
    Altair and show Hilda the Ring (select Item and then select the Ring).
    Learn the term Mythril, and ask her about it.  Then, talk to the man
    clothed in white next to her (Minwu), and he will join you.  You'll also
    get the Canoe.  Minwu has some exceptional abilities that far outclass what
    you can access now, so you should have an easy time of it for a while.
    
     NOTE: If you wish to essentially cheat the game's difficulty and build up
    your characters to far greater stats than they're meant to have at this
    point, you can actually take on the Captains in Fynn now.  To do this,
    first walk into Altair and have Minwu repeatedly cast Teleport (don't heal
    him; Teleport cannot kill you) and re-enter town.  Do this until you have
    Teleport at level 3 or 4.  Heal up, save, and fight one of the guards.
    Have Minwu cast Teleport on him.  If it works, you'll get Gil and stat
    bonuses as though you'd fought him properly.  You can also get some decent
    equipment and spells from them, including invaluable Toad Tomes.  Repeated
    battles against them may well eventually pump you up to the point that you
    can take them on without resorting to Teleport.  This guide will assume you
    did not do this, and give instructions accordingly.
    
    
    The Search for Mythril					[WMYTHRIL]
    --==
    
     Canoe in hand, you can now cross the small lake north of Altair.  Do so,
    and head east to Paloom.
    
    Map Area: Paloom-Poft region
    Enemies: Leg Eater, Vampire Thorn, Hornet, Queen Bee, Goblin, Goblin Guard,
    Soldier
    
    Location: Paloom
    Weapon Shop: Dagger, Mace, Axe, Bow
    Armor Shop: Bronze Shield, Bronze Helm, Copper Cuirass, Bronze Gloves
    Magic Shop: Cure, Blink, Protect, Shell
    
     Stock up on equipment, and take the ferry to Poft if you want.  If you
    don't want to spend Gil on that, just walk north to Poft.
    
    Location: Poft
    Weapon Shop: Same as Paloom
    Armor Shop: Same as Paloom
    Magic Shop: Same as Paloom
    
     Again, this town is mostly for stocking up on things.  Exit town when you
    are ready, and go north to Salamand.
    
    Map Area: Salamand region
    Enemies: Vampire Thorn, Hornet, Queen Bee, Goblin, Goblin Guard, Soldier,
    Bigfoot, Sprinter
    
    Location: Salamand
    Weapon Shop: Mace, Longsword, Battle Axe, Longbow
    Armor Shop: Bronze Shield, Bronze Helm, Bronze Armor, Bronze Gloves
    Magic Shop: Life, Sap, Warp, Teleport
    
     Lots of towns all of a sudden, huh?  The main thing here is to find Josef
    (he lives in the northeast corner of town) and ask him about Mythril.  You
    don't have to do this, strictly speaking, but since you're already here,
    why not?  After you do, leave town and go west.  When you reach the point
    where the southern mountains break apart, walk south and ride the river
    east to the Semitt Falls mines.
    
    Location: Semitt Falls
    Enemies: Goblin, Goblin Guard, Sasquatch, Balloon, Soldier, Green Slime,
    Sprinter
    Items: 200 Gil, 400 Gil, Eye Drops, Potion, Hi-Potion, 200 Gil, 250 Gil,
    Fire Tome, Teleport Tome
    Suggested HP: 100 to 150
    
     This dungeon's layout is simple, but keep one thing in mind: some of the
    doors lead to entirely empty rooms, which have encounters every 1 to 3
    steps.  Not fun.  I'll never tell you to go into an empty room, so if you
    follow this guide, you'll never enter one.  But some dungeons have rare
    encounters that can only be found in these rooms, so bestiary collectors
    be aware.  From the entrance, head down and left, then down and left again
    at the fork.  Follow this path to a chest with 200 Gil in it.  Retrace to
    the fork, and take the right path, then go down and right to reach a chest
    with 400 Gil in it.  Go all the way left and down the stairs to B2.
    
     Down here, go up as far as you can to reach a chest with Eye Drops in it.
    Go back down a bit, and take the left path.  You'll want to detour in the
    upper watery area to a chest with a Potion in it.  Continue downwards,
    grabbing the Hi-Potion in the chest along the way, and enter the far left
    door to find the stairs to B3.  On that floor, head down all the way to a
    chest with 200 Gil in it.  Retrace your steps to the fork above this, and
    go left and down to some wooden bridges.  Grab the 250 Gil from the chest,
    then take the left door of the trio on the wall to the north.  In here, go
    talk to the man standing at the passage between the two sides of the room.
    Paul will get everybody out of there, so you can proceed down to B4.
    
     On this floor, cross the obvious bridge, and head into a niche with a Fire
    Tome chest.  Go left to the 4-way bridge intersection, and take the upper
    bridge.  Follow the narrow path to the stairs to B5.  On this floor, cross
    the huge bridge and go up around the area this leads to to find a chest
    with a Teleport Tome (careful, it's gaurded by a Land Turtle).  Retrace
    your steps across the big bridge, and go up.  Go into the left door, save
    if you don't feel confident, and talk to the man standing in there to begin
    the boss fight.
    
    BOSS: Sergeant
    Strategy: As you will quickly find out if you rely on weapons, this guy's
    armor is too tough for you to damage him.  If you chose to rely equally on
    magic and weapons, then now is the time for your magic to shine.  If you
    chose weapons over magic, then I hope you took my advice earlier about
    going unarmed for the early part of the game.  Heavy magic users will have
    no trouble at all, naturally.  Methods aside, Minwu will all but guarantee
    that you will survive because of his healing abilities, so at worst, this
    fight will just be really long.
    
     After you'be beaten the Sergeant, collect your Mythril and have Minwu use
    Teleport to escape this dungeon.  Heal up, head to Salamand to use the Inn
    and buy things, and then make your way all the way back to Fynn.  Talk to
    the blacksmith in the weapon shop (Tobul), and give him the Mythril via the
    Item command.  Two new merchants will appear, one in the weapons shop and
    one in the armor shop.  New merchants also appear in Paloom and Poft.
    
    Altair
    New Weapon Shop: Mythril Knife, Mythril Mace, Mythril Spear, Mythril Sword
    New Armor Shop: Mythril Shield, Mythril Helm, Mythril Armor, Mythril Gloves
    
    Paloom and Poft:
    New Weapon Shop: Mythril Spear, Mythril Sword, Mythril Axe, Mythril Bow
    
     Stock up as necessary, and then go talk to Hilda.  Learn the term
    Dreadnought and ask her about it.  Then head back to Poft (that's the north
    port town) and go into the Pub.  Learn from and ask Cid about the Airship.
    This will be helpful soon.  Anyway, once that's done, head northeast, east,
    and then south around the mountains to reach Bafsk.
    
    Map Area: Bafsk-Kashuan region
    Enemies: Soldier, Balloon, Sprinter, Goblin, Goblin Guard, Vampire Thorn,
    Zombie
    
    Location: Bafsk
    Weapon Shop: Dagger, Spear, Longsword, Longbow
    Armor Shop: Bronze Shield, Bronze Helm, Silver Cuirass, Bronze Gloves
    Magic Shop: Fear, Basuna, Esuna, Silence
    
     Be sure to get Esuna for at least one of your characters, as it can (by
    level 5) cure any persistent status ailments.  Everything sold here
    otherwise is either outstripped by the Mythril equipment, or generally not
    very useful.  Once you've got your party in good shape, go to the southwest
    part of town and talk to the soldier.  Ask about Wild Rose if you want, or
    just ask about the Dreadnought.  He'll let you through to the Bafsk Cave.
    
    Location: Bafsk Cave
    Items: Longsword, Longbow, Pass
    Enemies: Zombie, Balloon, Vampire Thorn, Leg Eater, Hornet, Queen Bee
    Suggested HP: 150 to 200
    
     This is a very easy and straightforward dungeon.  Just go through it and
    pick up all of the items you want.  At the end, talk to the Dark Knight,
    and after the cutscene, go back into Bafsk Cave.  Down the right narrow
    path is a chest with a Pass in it.  Be sure to get this, as you'll probably
    want it later.  Take the teleporter at the far end to get back outside of
    Bafsk.  Be sure Minwu has good equipment and stats at this point if you
    plan to do Soul of Rebirth later, by the way.  Anyway, go to Poft and talk
    to Cid.  Ask him about the Airship and Sunfire topics, and about the
    Dreadnought.  Once you have done this, talk to Hilda, then go ask the king
    about the Sunfire, and then learn and ask about the Goddess Bell (the
    king's room is the first on the right in the Rebel HQ).  Ask Hilda about
    it.  And so opens your latest quest: to get the Goddess Bell!
    
    
    The Goddess Bell					[WGODDESS]
    --==
    
     Go back to Salamand, and talk to Josef.  Ask him about the Goddess Bell.
    He'll join your party.  Unfortunately, Josef starts out much weaker than
    Minwu was, so you'll want to power him up a bit.  Getting him some white
    magic spells (and possibly even an attack spell or two) is not frowned upon
    at all; quite otherwise, it may save you later.  Once you have everything
    in order, go to Semitt Falls again, and find the blue stone on the first
    floor.  Check the upper right portion of the wall near this stone, and
    Josef will unblock a hidden passage.  Enter this passage, and get the
    Snowcraft from the chest.  Once you have it, leave Semitt Falls and head
    north to the snowfields.  Go across the ice, and into the cave on the east
    side of it.
    
    Map Area: Snowfield region
    Enemies: Snowman, Icicle
    
     NOTE: Now that you have the Snowcraft, you can play the memory mini-game.
    Hold either A or B and tap the button you're not holding 22 times.  For
    details on how to win it easily, please see my Snowfield Minigame Guide,
    found at GameFAQs and on my site.
    
    Location: Snow Cavern
    Items: 300 Gil, 350 Gil, Antarctic Wind, Battle Axe, Antidote,
    Mythril Mace, Potion x2, Blizzard Tome, Mythril Spear, Mythril Shield,
    Ancient Sword, Silver Cuirass, Goddess Bell
    Enemies: Snowman, Icicle, Dead Head, Zombie, Ghoul, Grenade, Balloon,
    Goblin, Goblin Guard, Dual Heads
    Suggested HP: 200 to 250
    
     Not too hard to get through this place.  Start by ascending the stairway,
    then heading left (grabbing 300 Gil in the top left corner).  Head down
    from the chest, and get another one with 350 Gil in it.  Continue downwards
    and then right to reach the stairs.  On B2, take the obvious path around to
    the stairs to B3.  Here, venture up, left, and down to find a chest with an
    Antarctic Wind in it.  Head back towards the stairs, and go down this time.
    Take the path to the fork, and take the upper path to some stairs back up
    to B2.  Gather the items up here (a Battle Axe, an Antidote, and a Mythril
    Mace guarded by some Grenades), then return and take the downward path at
    the fork.  Follow this path all the way to the stairs to B4.
    
     At the first fork on this floor, head up and left to get a Potion from a
    chest.  Grab a Blizzard Tome from the chest just right of there.  Then head
    straight down to find a chest with a Potion in it, and loop right-up to
    find yet another chest, this one with a Mythril Spear in it.  Head up, and
    down the stairs to B5.  Go all the way left here, and up to a chest with a
    Mythril Shield in it.  Return to the area near the stairs, and go down to
    the lower left corner of this room to find the Ancient Sword (which is in
    a trap chest that makes you fight some Shadows and Ghouls).  Now, go back
    to the right, and enter the door on the lower rightmost wall.  Talk to the
    giant beaver standing at the top end of the room, and ask about the
    Goddess Bell.  Head over to the wall on the left, and push against it
    until you find the passage to B6.  From here, it's a straight walk up to
    the guardian of the Goddess Bell, the Adamantoise.  Grab the chest with the
    Silver Cuirass, then talk to the turtle to commence the boss fight (after
    saving, naturally).
    
    BOSS: Adamantoise
    Strategy: As with the Sergeant, you need to either focus on using fists or
    magic to do much to this bad boy.  The big difference is that Minwu isn't
    here to heal any longer, so you'll need a decent Cure level for one or more
    of your allies.
    
     After you've beaten that overgrown turtle, walk up and grab the Goddess
    Bell.  This will open the path back out of the cave.  Be sure Josef is well
    equipped and with good stats before you proceed, if you plan on playing
    Soul of Rebirth.  Head to the entrance, and talk to Borghen to fight him.
    I'd hardly call it a boss fight, though; if you can beat Adamantoise, then
    Borghen is not even remotely difficult.  After the fight is a short scene,
    and then you're back on your own.  Head on out of the snow cavern, and back
    to Poft.  You can visit Salamand to heal up if you need to, of course.  Get
    Cid to give you a ride to Kashuan (it's cheap, and much much faster than
    walking there).  Enter the keep.
    
    
    Kashuan Keep						[WKASHUAN]
    --==
    
    Location: Kashuan Keep
    Items: Cure Tome, 500 Gil, Golden Shield, Mythril Axe, Mythril Sword,
    Werebuster, Golden Armor, Mallet, Eye Drops, Antidote
    Enemies: Zombie, Dead Head, Soldier, Balloon, Leg Eater, Vampire Thorn,
    Hornet, Queen Bee, Goblin, Goblin Guard, Goblin Prince, Wererat, Ogre,
    Land Turtle, Adamantoise, Shadow, Ghoul, Ogre Mage, Wraith
    Suggested HP: 250 to 350
    
     Go up to the door into the keep and use the Goddess Bell.  Head in and
    talk to Gordon.  He has really mediocre stats, so you'll probably not have
    much use for him right now.  Still, a fourth target can be useful.  Anyway,
    make your way into the keep.  To this end, walk right and down the stairs
    back to 1F.  Go straight downwards to get a chest with a Cure Tome in it
    (might want to use that on Gordon), then go back up and loop around to the
    lower left corner and up the stairs.  On 2F, go down and then right.
    Follow the obvious path up to a chest with 500 Gil in it.  Continue left
    along the path, then down and right to reach the stairs to 3F.  Here, go
    down the sole path 'til you reach the fork, and take the second path down
    to find a chest with a Golden Shield in it (and some Wererats).  Backtrack
    and take the right downward path this time, all the way around to the
    stairs up.
    
     You'll be on 4F now.  Head left, and down as soon as you reach a fork.
    Enter the doorway that's closer to you to find 3 chests with a Mythril Axe,
    a Mythril Sword, and a Werebuster in them.  Return to the main 4F area, and
    continue left and then down to the stairs to 5F.  You'll want to take the
    right path at the very near fork, and then head down to the chest with the
    Golden Armor in it (and some Mines, be careful).  Visit the top-right room
    of this floor to find a Mallet, some Eye Drops, and an Antidote.  Go down
    from this room, and venture left when you reach the fork that has a door to
    the south.  Go all the way to the stairs back to 4F, and there, head into
    the room where Egil's Torch is stored.  Of course, there's a boss guarding
    the torch, a Red Soul.  Save, heal up, then fight it.
    
    BOSS: Red Soul
    Strategy: This fight will be much harder for magic-oriented players, as Red
    Soul absorbs all elemental magics.  His defense is pitiful, though; even
    weapons can beat this guy, though unarmed fighters are still recommended.
    If you focused heavily on magic, take some time before the fight to level
    up your unarmed skill for your characters, and then fight him.
    
     After taking down Red Soul, head into the room proper and get Egil's
    Torch.  Teleport out of here, then re-enter the keep.  Walk up to the flame
    in the middle of the entrance and use Egil's Torch on it.  That was easy,
    huh?  Head outside and watch a brief scene, then go straight south.
    There's a small clearing in the forest that has a Chocobo in it!  This bird
    lets you travel over land without encountering enemies, a real life-saver.
    Once you have it, head north, then west, then south until you reach the
    lake next to Paloom.  Disembark from the Chocobo (it will always go back to
    its forest, unfortunately), then cross the lake back to Altair.  Talk
    around town, and restock/heal as necessary.  Now you have a very long trek
    ahead of you: you need to go far north of Fynn, to the Dreadnought.  As
    before, stick close to Fynn's lake while going that way.  Once you're past
    Fynn, though, just keep going north and west until you reach the
    Dreadnought itself.
    
    
    Fall of the Dreadnought					[WDREADNOUGHT]
    --==
    
     NOTE: Don't go into the Dreadnought unless you are well-prepared and
    stocked up on items!  You cannot leave the Dreadnought until you have
    completed it!
    
    Map Area: Land Bridge region
    Enemies: Land Turtle, Phorusracos, Ogre, Magician, Soldier, Wererat,
    Ogre Mage, Dual Heads
    
    Location: Dreadnought
    Items: Sleep Blade, 600 Gil, Hi-Potion, Potion, Dark Bow, Thief's Gloves,
    Trident, Main Gauche, Ice Shield, Giant's Helm.
    Enemies: Ghast, Wraith, Ghoul, Shadow, Wererat, Stunner, Balloon, Mine,
    Werepanther
    Suggested HP: 350 to 500
    
     Notice the HP suggestions going up?  Yeah, enemies are getting harder.
    Anyway, show the pass to the guard to get onto the Dreadnought.  If you're
    pretty beefy, you can also say Wild Rose to him and beat a Captain enemy.
    Either way gets you in.  Go downstairs and walk against the right wall of
    the cell with the chest to get the Sleep Blade (and fight some Soldiers and
    a Sergeant).  Go back up to the previous floor, and up the stairway.  From
    here, go all the way left to find a chest with 600 Gil in it.  Go all the
    way right, then down and left at the small stairway.  Go up through the
    doorway, then down the stairs.  Follow the path to the 4-way intersection,
    and take the right path to reach two chests, with a Hi-Potion and a Potion
    in them.  Backtrack to the intersection, and head right.  Get the Dark Bow
    at the end of this path, then go down at the intersection and grab the
    Thief's Gloves.  Go free Hilda and Cid (you have to talk to Cid to do this)
    and then go back up to the previous floor.  This time, go all the way down
    and left, then right to the stairs.
    
     Loop all the way around to the stairs on this floor, and you'll be in a
    very wide area.  Head down, left, and then up to four chests.  They contain
    a Trident, a Main Gauche, an Ice Shield (guarded by a Hill Gigas, be wary),
    and a Giant's Helm.  These items in hand, head up the staircase in the
    middle of the room.  Go into the little room on this floor, and down yet
    another set of stairs.  On this floor, you just have to weave about the
    maze made by the Captains blocking various paths.  The course you take
    basically loops you all the way around the room and to the middle, where
    there's a door (which you should enter, of course).  This is the engine
    room.  Throw the Sunfire into the engine, and watch the long cinematics.
    Be sure to save afterwards! Unequip Gordon, and head into the king's
    bedroom.
    
     Your latest quest is upon you: go to Deist and recruit the aid of the
    Dragon Knights (Dragoons indeed...  Stupid 16-bit era mistranslations...).
    Go ask Gordon about the Dragoons and Wyverns if you want (you can wait
    until later to ask somebody in Deist if you wish).  Head back to Poft and
    talk to the new sailor. Then head out of town and get on the ship to the
    east.  After this, you'll be in a very easy fight with 8 Pirates.  Just
    attack them or use magic to beat them, and you'll get your latest fourth
    party member.  You'll also get the ship, so now you can pretty much go
    anywhere in the world!
    
    
    The Open Seas and Deist					[WDEIST]
    --==
    
     There's quite a bit you can do at this point.  If you want to go get the
    Black Mask, you can do that now.  It's on a small island in the middle of
    the ocean (you can see in on the Select + B map as a yellow dot in the
    middle of the bay).  See the A Mysidian Ordeal chapter for details on how
    to conquer this cave.  You can also visit Mysidia at this point, though it
    might be too hard for you right now.  This guide will assume you plan to go
    to Deist first.
    
    Map Area: Open Seas
    Enemies: Killer Fish, Helldiver, Sea Snake, Buccaneer
    
     From where the ship starts, head south until you reach the snowy mountains
    that border the snowfield.  Then head east for a bit, and south again.  The
    large island between Salamand and the land bridge that the Dreadnought was
    on is where Deist is.  Go on-shore, and enter the Dragon Knights' keep.
    
    Map Area: Deist region
    Enemies: Stalactite, Ogre, Ogre Mage, Shadow, Wraith, Ghoul, Ghast,
    Land Turtle, Hill Gigas
    
    Location: Deist
    Items: Cottage, Phoenix Down, Unicorn Horn, Stop Tome, Stun Tome,
    Curse Tome, Gold Needle, Sage's Wisdom, Saint's Spirit, Wing Sword, Mallet,
    Cross, Antidote, Eye Drops
    
     Talk to the boy twice, then head upstairs and talk to him and his mother.
    Be sure you learn the Wyverns and Dragoon terms now, if you didn't earlier.
    Raid the castle of its goods (be sure to check all the rooms, it's not like
    there's enemies here after all), then go north to the Wyvern's Cavern.
    Note that, if you've been using fists before now, this is a good time to
    start training in more conventional weapons like swords, axes, spears,
    and staves.
    
    Location: Deist Cavern
    Items: 230 Gil, Pendant, Mythril Armor, Mythril Helm, Mythril Gloves,
    Mythril Mirror, Knight's Armor, Saint's Spirit, Sage's Wisdom, Flame Bow,
    Ether, Mage's Staff, Mythril Shield, Acid Phial
    Enemies: Land Turtle, Stalagmite, Stalactite, Ogre, Ogre Mage, Ogre Chief,
    Hill Gigas, Revenant, Yellow Soul, Red Soul, Green Soul, Dual Heads,
    Adamantoise, Gigantoad
    Suggested HP: 500 to 750
    
     The enemies here are a step up in difficulty, so watch out!  Your goal
    right now is simple.  Just head east (grabbing the 230 Gil chest), and down
    the steps in the upper right part of the first floor.  Check the suit of
    armor to get a Pendant.  Now, get the heck out of here, and back to Deist.
    Talk to the Wyvern, ask it about Wyverns, and it will give you the last
    Wyvern Egg.  Now, go back to the Wyvern's Cavern.  This time, you'll be
    going all the way to the bottom.  There are two staircases down to take,
    one in each of the lower corners of the entrance floor.  For efficiency's
    sake, take the right one.  This takes you to a section of B2, which you
    should follow the path on.  There's an obvious chest near the top of this
    path that has Mythril Armor in it, and one down from that one that has a
    Mythril Helm in it.  There's also a staircase heading down a bit to the
    left of the lower chest.  Go down it, ignore the bridge for now, and go up
    a ways to find a chest with some Mythril Gloves in it.  Continue along this
    path to find a Mythril Mirror.  Now try to cross the bridge.  Whee!
    
     You'll land on B4, so go upwards from where you land to find some stairs
    down to B5.  Follow the lone path down here to find some treasures (some
    Knight's Armor guarded by Adamantoises, a Saint's Spirit, a Sage's Wisdom,
    and a Flame Bow).  Go back up to B4, and go to the fork near where you
    landed earlier.  Go right from here, and up to B3.  Go straight up to B2
    from here, grab the Ether, and go back up to B1.  Retrace your steps to
    just before those steps to the broken bridge, and instead continue left.
    Go down at the fork you quickly reach doing this, and get the Mage's Staff
    from the chest (which is guarded by harmless Green Souls).  Take the upper
    path at the fork this time, and follow it to the stairs down.  You're on B3
    again, but this time on the other side of that bridge.  Grab the Mythril
    Shield from the nearby chest, then walk up past the bridge (don't try to
    cross it again, it always breaks) and around to the stairs down.  Go up the
    obvious path, and grab the Acid Phial in the left corner of this new room.
    Then take the stairs down to B5.  The door you want here is the one on the
    middle-right (so the third door from the left).  Save, and talk to the
    Chimera to commence the fight.
    
    BOSS: Chimera (anywhere from 2 to 4 of them)
    Strategy: The only really dangerous thing these guys can do is use their
    Blaze attack, which is not too life-threatening.  Keep up on attacking in
    your preferred method (Blizzard works well for spells), and be sure to cure
    as necessary as well.
    
     After the boss, drop the egg into the spring.  At last, this quest is over
    and done with!  Save, teleport out of here, and head back to Altair.
    
    
    Temptation of the Princess				[WTEMPTATION]
    --==
    
     You may want to unequip Leila for what's coming, as she's going to leave
    your party for a little bit soon.  Or not, it's your choice.  Anyway, go
    visit the princess (her room is the lower right one in the Rebel HQ), and
    talk to her.  After an, ah, interesting scene, you'll be fighting yet
    another boss.
    
    BOSS: Queen Lamia
    Strategy: Now is when your abilities will either shine through or fail you.
    Queen Lamia can cause confusion and sleep status, and will try to often.
    Not a problem if your Magic Evasion count and percentage have gotten up
    to a decent number, but quite a problem otherwise.  Use your preferred
    attack method, and keep up on healing.  Note that this boss sometimes (very
    rarely) will drop a Ribbon, the best helmet in the game.
    
     After the fight, some story will commence, and Gordon will re-join you.
    Don't expect him to stay for long, though.  Anyway, you now need to go to
    Palamecia, to save the real princess.  Palamecia is easily identified on
    the Select + B map, as there's a very large desert bordering it.  Head
    south and around the jetties of land that stick out between Altair and the
    open seas, and head south along the east coastline until you find a good
    landing point, preferrably a spot where the southern mountains are close
    by.  Hoof it across the desert, and enter the Palamecia arena.  You'll have
    to fight a boss there.
    
    Map Area: Palamecia region
    Enemies: Wild Horn, Gigantoad, Poison Toad, Land Ray, Antlion, Chimera
    
    BOSS: Behemoth
    Strategy: Lots of bosses all of a sudden, huh?  Anyway, Behemoth is pretty
    well armored, but not so strong in the magic defense department.  Attack as
    preferred and keep up on healing.  If he's proving too tough, level your
    characters up for a bit before taking him on again.
    
     After the fight, you'll approach the Emperor.  Wuh-oh, that wasn't
    supposed to happen, was it?
    
    Location: Palamecia Prison
    Items: Antidote, Ether, Elixir, Cottage
    Enemies: Specter, Magician, Revenant, Parasite, Sorcerer, Wizard, Sergeant,
    Captain
    Suggested HP: 600 to 800
    
     Walk up to the grate and check it to continue.  After Paul springs you
    from prison, go about collecting stuff (there's a ridiculously well-guarded
    Antidote in the lower right corner, and a room in a cranny around the
    middle of the room with an Ether, an Elixir, and a Cottage), then go
    upstairs (the stairs up are in the far upper right corner).  Navigate your
    way to the prison cells, and unequip Gordon before even opening the door to
    the princess' cell; he's never re-joining your party.  Once that's done,
    then open the princess' cell, and make your way out of the arena.  Head
    back to Gatrea (remember that podunk town south of Fynn?), and heal up.
    Why not Altair?  Because Altair's empty, that's why!  Or almost so, anyway.
    Visit the little rebel camp near Gatrea if you want to, or just go straight
    up to Fynn Castle.
    
    Location: Fynn Castle
    Items: 2000 Gil, 1000 Gil, Break Tome, Death Tome, Toad Tome, 1000 Gil,
    Potion, Giant's Gloves, Aura Tome, Werebuster
    Enemies: Revenant, Specter, Death Flower, Dual Heads, Dual Deads,
    Stalactite, Stalagmite, Chimera, Brain, Parasite, Sorcerer, Wizard,
    Magician, Sergeant, Captain
    Suggested HP: 700 to 1000
    
     Leila's waiting for you right at the first set of stairs, so talk to her
    and get her to re-join.  Now you have a choice.  If you're pretty well
    powered-up, go up and fight the boss.  If not, wander about the castle and
    collect the items.  Either way is fine, as the items won't go anywhere if
    you decide to fight the boss first.  The enemies will, however.  Anyway,
    go right and up to find two chests (one with 2000 Gil, one with 1000 Gil).
    Go back to the center of the floor, and take the left path this time.  Go
    down at the fork, and up the stairs twice.  On 3F, go right and up to find
    a treasure room with a Break Tome, Death Tome, and Toad Tome.  Retrace your
    steps to 1F, and go up to the upper left corner of 1F to find 1000 Gil.
    Then take the central staircase.  On 2F, get the chest to the right with
    the Potion (which is guarded by various undead).  Walk into the wall just
    right of the chest, then go down to nab some Giant's Gloves.  Retrace your
    steps to the center of the room, then go left to the chest with the Aura
    Tome (also guarded, this time by Sorcerers and Sergeants).  Push along the
    lower left wall to find a secret area that has a chest with a Werebuster in
    it.  The rest of the treasures can't be gotten until a bit later, so just
    go up to the throne room, save, and talk to the guy in the right throne.
    
    BOSS: Gottos
    Strategy: Bosses, bosses, bosses...  And none of them particularly tough,
    either.  Not that I'm complaining.  Anyway, Gottos is generally easier to
    beat by using magic than weapons, but both will work.  Not very tough for
    the enemy commander, is he?
    
     After the fight, Fynn is reclaimed!  Talk to Hilda and learn everything
    she says to you (just keep asking her about things she brings up).  Then
    talk to Gordon and learn everything he mentions, as well as asking him all
    of the new questions.  The latest quest is to get the two Masks, the
    Crystal Rod, and eventually the Ultima Tome.  I'm sure why you can see this
    next section is titled...
    
    
    A Mysidian Ordeal					[WMYSIDIA]
    --==
    
    Location: Fynn Castle
    New Items: Golden Armor, Golden Shield, Gold Cuirass
    
     Okay, let's get started.  If you want, go ask Paul about Ekmet Teloess.
    It doesn't matter if you do or not, of course.  Go to the upper right wall
    of the throne room and press A along it until the game says you see nothing
    out of the ordinary.  Say the password, then enter.  When you reach the
    first floor, try to walk into the right wall to find a secret passage.
    Walk down, and try to walk through the same wall a bit further down.  This
    leads to a store room with some nice armor.  After you get that, go back to
    the path with the stairwells, and head into the basement.
    
    Location: Fynn Castle Basement
    Items: Knife, Eye Drops, Clothes, Ether, Potion, Maiden's Kiss, Hi-Potion,
    Flame Shield, Spider's Silk, Power Staff, Flame Armor, Betrayal Fang,
    Orichalcum
    Enemies: Ghast, Revenant, Wraith, Parasite, Changer, Brain, Green Soul,
    Ogre Mage, Ogre Chief, Adamantoise, Stalagmite
    Suggested HP: 850 to 1150
    
     As you can see, most of the items down here suck.  Go down and to the
    right to get the Knife, then back towards the stairs and up to the Eye
    Drops.  Go right, detouring at the path down to another chest, this one
    with Clothes in it.  Take the stairs in the upper right corner to B2.  Go
    right and up to find the Ether, then left to the Potion.  The upper left
    corner of the room has a Maiden's Kiss, and the stairs to B3 are in the
    upper right corner again.  On B3, head straight down for a Hi-Potion, then
    to the bottom left corner for a Flame Shield.  The top left corner has
    Spider's Silk in it, and the stairs are just down from that chest.  On B4,
    go up and far right to a chest with a Power Staff in it (guarded by tons of
    undead).  Shouldn't that be a Blood Sword?  Anyway, there's a chest with
    Flame Armor in the top right corner, and a Betrayal Fang in the bottom
    right corner.  The stairs are also in said corner.
    
     On B5, head far right, and then up to the chest with the Orichalcum in it
    (it's guarded by Rhyos enemies, beware).  Go up and take the fifth door
    from the left.  Open the chest and claim what you came down here for.
    Take the teleport pad behind the chest to get back outside the castle.
    White Mask in hand, now you need the Black Mask.  For those of you who are
    still on the open seas chapter, this is where you should be looking.  Head
    out into the middle of the ocean, and use the Select + B map to find the
    small cave in the middle of the ocean.  That's your goal.
    
    Location: Tropical Island
    Items: Eye Drops, Hi-Potion x2, Ether, Spider's Silk x2, Sleepgrass x3,
    Scourge Tome x2, Blind Tome x2, Garlic, Gaia Drum, Death Idol, 1000 Gil
    Item Shop: Potion, Antidote, Hi-Potion, Ether, Sleep Tome
    Weapon Shop: Demon Axe, Demon Spear, Ruby Cuirass, Gaia Drum	
    Enemies: Red Mousse, Yellow Jelly, Stunner, Wererat, Dual Heads,
    Dual Deads, Poison Toad, Wild Horn
    
     The island isn't particularly difficult to navigate, but it is rather
    twisted and confusing at times.  Start by going straight down and claiming
    some Eye Drops.  Then go up to the fork and up the middle upwards path to
    find a chest with a Hi-Potion in it.  Up the other fork of this path is yet
    another Hi-Potion.  Go back to the intersection, and go down the lower left
    path to find another chest, this one with an Ether in it.  Back at the fork
    area, take the leftmost upper path and go left and down to a chest with
    Spider's Silk in it.  Head back up and left, and go up at the fork you run
    into.  This will take you down to B2.
    
     On this floor, go to the top left corner to get some Sleepgrass.  Head
    down the stairs, grab the Spider's Silk from the chest, and go down the
    next set of stairs.  Head upwards and go up the set of stairs here to reach
    the natives' village.  There are some merchants here (as outlined above).
    They're dressed in pink, so that should help identify them.  Retrace your
    steps to B2, and visit the upper right corner of the floor to get a Scourge
    Tome.  Continue downwards, and grab yet another Scourge Tome, as well as a
    Blind Tome from a chest in the bottom right corner.  Go left, and grab,
    yes, another Blind Tome.  From here, just head up to the stairs down to B3.
    On B3, go straight down to find some Garlic, then go up and around to B4.
    
     Lots of choices here...  Take the stairs up in the lower left corner of
    this room for a Phoenix Down (guarded by many undead), then take the stairs
    in the lower right corner and follow the continuous path to 3 chests.  The
    chests have a Gaia Drum (guarded by Poison Toads and Wild Horns), and 2
    Sleepgrass.  Go back to B4 proper, and take the stairs on the upper left
    to find a Death Idol.  Finally, go to the stairs on the upper right (be
    sure to nab the 1000 Gil along the way), and get the Sleep Tome down here.
    Then just go into the wooden door, save, and talk to the monster to
    commence a required fight.
    
    BOSS: Big Horn (2 to 4 of them)
    Strategy: These are common enemies pretty soon, so they're not much of a
    challenge.  All they do is attack normally.  Yawn.  If you can't beat them,
    you need to upgrade your skills, and possibly your armor as well.
    
     After beating that pitiful excuse for a boss, pick up the Black Mask, and
    take the teleporter further in back to the world map.  Now you need to use
    these items, of course.  And to do that, you need to go to Mysidia.  This
    ancient town is located southwest of Altair (remember how I told you to
    avoid straying too far south or west early in the game?  That's why.),
    secluded by some mountains.  Use the Select + B map to help you find it, if
    necessary.  Just remember, it's not the location surrounded by a ring of
    mountains; that's Mysidia Cave, which comes later.
    
    Map Area: Mysidia region
    Enemies: Brain, Red Mousse, Black Flan, Cockatrice, Bomb, Killer Mantis,
    Vampire Girl, Big Horn, Flying Ray, Imp, Werewolf, Ghost, Mine, Wraith,
    Specter
    
    Location: Mysidia
    Weapon Shop: Power Staff, Flame Lance, Ogrekiller, Ice Bow
    Armor Shop: Ice Shield, Knight's Armor, Thief's Gloves, Giant's Gloves
    Magic Shop: Fire, Thunder, Blizzard, Cure; Cure, Blink, Protect, Shell;
    Barrier, Wall, Swap, Holy; Life, Sap, Warp, Teleport; Fear, Basuna, Esuna,
    Silence
    
     Hoo boy, Mysidia sells lots of spells...  I suggest that, if you have any
    attack mages, you get them Holy.  A lot of enemies are weak against it, and
    it does great damage at high levels.  Actually, Holy's a good choice for
    even non-attack mages, since it's white magic.  That means that your Cure
    users will be able to do some real damage with it, once it's at a decent
    level.  In the southwest house of Mysidia is a bookshelf that you can ask
    about all sorts of stuff, and get some interesting backstory on FF2's
    world.  Once you've had your fill, go to the small stairwell in the middle
    of town, and down below.  Use the White Mask on the Goddess Statue.  Now,
    head to Mysidia Cave, which is nestled in some mountains directly east of
    Mysidia itself.
    
    Location: Mysidia Cave
    Items: Gold Hairpin, Black Garb, Flame Lance, Power Staff, Ice Bow,
    Ogrekiller, Potion x2, Phoenix Down, Bell of Silence, Gold Needle,
    Drain Tome x2, Mini Tome, Ether, Hi-Potion x2, Osmose Tome, Crystal Rod
    Enemies: Brain, Malboro, Parasite, Changer, Red Mousse, Black Flan,
    Cockatrice, Flying Ray, Yellow Jelly, Yellow Soul, Red Soul, Wraith,
    Specter, Ghast, Revenant, Rhyos, Wild Horn, Death Flower, Ghost
    Suggested HP: 1000 to 1250
    
     The enemies here may give you some trouble, so if it's getting too tough,
    back out and power up for a while.  Start by taking the stairway up nearby,
    and go over all the way to the left and down to get a Gold Hairpin.
    Retrace your steps towards the entrance, and go down at the intersection
    just before the stairway back to the way you came in.  Down in a little
    alcove, you'll find a chest with an indespensible Black Garb in it.  Now,
    go all the way to the lower left corner of the room, down a stairway, and
    over to the clone of your main character.  Use the Black Mask item on it,
    then proceed into the door behind it and down the stairs.  On B2, take the
    right fork all the way through the wall it leads to.  In this seemingly
    blocked-off area, go up and grab a Flame Lance.  Go back through the wall,
    and up, left, and down to find a chest with a Power Staff.  Make your way
    to the bottom left-hand corner of this floor, and go into the door in the
    alcove that occupies it.  Head down the stairs to B3.
    
     Head up the nearby stairway, then up-left.  In the top left corner is a
    chest which you can reach by walking into the wall two steps up from the
    intersection that leads to it.  The chest has an Ice Bow in it.  Head
    towards the top-right corner, and when you reach a wall blocking your
    progress, head downwards.  Take a right at the intersection you reach, and
    go down to the lower area of this floor.  There's a chest very close by
    with an Ogrekiller in it (and some Bombs, be careful).  Go all the way
    left, then up until you reach a wall.  Enter the nearby door.  On B4,
    follow the obvious path until you reach a stairway, which you should go up.
    Take the left path all the way to its end, and go down the stairs to find a
    chest with a Potion in it.  Continue downwards and enter the middle door
    for a Phoenix Down, Bell of Silence, and a Gold Needle.  Exit the room, go
    down to the wall, then right and down again into another doorway.  Head
    down to B5.
    
     Right off the bat, go grab the Drain Tome from the nearby chest (guarded
    by Ghosts), then go down and right to reach a stairway.  Go and right, then
    up along this wall.  Where the grass meets the water in the area with the
    chest, walk into the wall and go grab the chest (it has a Mini Tome in it).
    Go up and then left to find 4 chests, with a Potion, Ether, and 2
    Hi-Potions in them.  Retrace your steps back through the fake wall, and
    continue upwards and then left.  Once you hit a wall, head down into an
    alcove area, then left and up through a door.  At last, you're in the room
    you need to be in.  Open the chest in the middle to get the Crystal Rod.
    The other two have a Drain Tome and an Osmose Tome.  Once you have
    everything, teleport out of the cave and head back to your ship.
    
     See the ring-shaped area of land north of Mysidia?  That's your goal.
    But before you go there, unequip Leila entirely; she's going bye-bye pretty
    soon.  Once that's handled, sail into the ring.
    
    Location: Leviathan
    Items: Twist Headband, Power Vest, Power Armlet, Gaia Blade, Diamond Shield
    Enemies: Bolt Fish, Sea Dragon, Manta Ray
    Suggested HP: 1200 to 1500
    
     Whoops!  Welcome to the Leviathan.  So close, eh?  Fortunately, this is a
    very easy "dungeon".  Go forward, grab the Twist Headband and Power vest
    along the way, and enter the bone door (eww) to reach the little pseudo-
    town that populates Leviathan's mouth.  Go get the Power Armlet from the
    second northern room, then go to where there's a Dragon Knight blocking the
    way further in.  Show the Crystal Rod to him.  He'll join your party!
    Richard (or Ricard, due to space limitations) starts out a bit weak, but
    still a lot stronger than any other character starts out.  Equip him as
    best you can, then head into the last part of the Leviathan (yep, short
    dungeon).  Go up first to get the Gaia Blade (a fairly decent sword for
    this point), and down to get the Diamond Shield (a fairly decent shield for
    this point, guarded by Red Souls).  Then go fight the Roundworm.
    
    BOSS: Roundworm
    Strategy: What strategy?  This guy's not even remotely challenging.  If
    you're having trouble with the Roundworm, then you seriously need to take
    some time and level up.
    
     Get on the ship to leave Leviathan for good.  Head to the island in the
    ring, and press A in front of the tower to unseal it.
    
    
    The Crystal Tower					[WTOWER]
    --==
    
    NOTE: If you plan to get a full bestiary, you MUST have the Land Ray and
    Phorusracos enemies before finishing the tower.  You can find Land Rays out
    near Palamecia, and Phorusracos on the land bridge between Fynn and
    Palamecia.  Once the tower is complete, all random encounters on the world
    map will be changed.
    
    Location: Mysidian Tower
    Items: Staff x2, White Robe, Flame Shield, Flame Armor, Flame Sword,
    Flame Lance, Ice Shield, Ice Lance, Ice Gloves, Ice Armor, Ice Brand,
    Elixir, Wizard's Staff, Spider's Silk, Hermes' Shoes, Unicorn Horn,
    Flare Tome, Hourglass, Cross, Ultima Tome
    Enemies: Malboro Terra, Death Flower, Imp, Basilisk, Vampire Girl,
    Killer Mantis, Chimera, Specter, Revenant, Devil's Bloom, Ghast, Wraith,
    Ice Lizard
    Suggested HP: 1250 to 1750
    
     Holy crap, is this tower ever big.  There are a lot of walls that aren't
    solid, as well.  To start, go up to the top of the area and get the two
    Staff items.  Not very good, huh?  Push along the wall of the west Staff
    chest where you can see another chest, and you'll find a passage to it.
    That chest has the White Robe in it.  After this, head up to the next floor
    of the tower.  Major tone change here.  Head left and up, and push along
    the walls to find a hidden passage to one of the chests.  Follow this path
    downwards to get the other chests, and then right to reach the stairs up to
    the next floor.  Here, take the furthest left door.  Now there's a quirk
    about this area: encounters are massive, but only when you're not in the
    lava pools.  So first, waltz over to the right side of the room to get the
    Flame Sword.  Then, head up to the next level and get the two chests on
    either side of the main path.  These items in hand, go into the next room
    and face off the Fire Gigas.
    
    BOSS: Fire Gigas
    Strategy: Eek.  This is the first of the Gigas of Mysidia's tower.  He's
    weak against ice (go figure, huh?), and the Ogrekiller axe can do decent
    damage as well.  As long as you don't skimp on healing, and keep attacking
    him, you should do fine.
    
     This boss out of the way, head up the stairs to the fourth floor.  Take a
    slight detour up to the fifth floor (careful, encounter rates are high up
    there), and pick up an Ice Lance.  Back downstairs, get the Ice Shield from
    the chest (if you didn't before), then loop around downwards, grabbing some
    Ice Gloves along the way.  There's a chest with some Ice Armor on the right
    side of the floor.  Noticing a theme here?  Take the stairs on the right
    side of this floor up to the next.  Up here, keep to the ice; 1 damage per
    step is nothing, and you don't get encounters on it.  Grab the chest along
    the path with the Ice Brand in it, then head up through the door.  Here,
    you must fight Ice Gigas.
    
    BOSS: Ice Gigas
    Strategy: Like before, but this time you use fire on him.  Ogrekiller is
    still a viable option, but his defense is higher than before.  Might want
    to stick to the magic.
    
     Now, on to floor six!  Up here, head right and get the chest with the
    Elixir in it, then backtrack and head downwards along the rightmost path
    (the left one just leads to a dead end).  Make your way right, then down
    when you reach the rightmost wall.  Go all the way down, then left.  At the
    midpoint of this bridge is a path up; go that way and get the Wizard's
    Staff.  After that, go back down and the rest of the way left, and into the
    door.  Go up the stairs to reach floor seven.  Here, head straight right
    and then down when you spot the chest to get Spider's Silk.  Make your way
    upwards, grabbing the chest with the Hermes' Shoes in the upper right
    corner.  Head straight left from this chest to find a Unicorn Horn.  From
    there, continue all the way left, and enter the door.  Here, you fight the
    Thunder Gigas.
    
    BOSS: Thunder Gigas
    Strategy: Aren't you glad this is the last one?  Use Holy on him, since he
    is pretty much immune to everything else.  If you have Scourge, use that
    instead; he's weak against poison.  Ogrekiller axes practically don't even
    dent this guy, so weapons-heavy players may be in trouble against this
    particular enemy.
    
     That bad boy down, continue upwards.  Go all the way up, and grab the
    chest with the Flare Tome (it's guarded by some Gottos and a Devil's Bloom,
    so be careful).  Then take the left fork directly below this chest.  Head
    up to the ninth floor of this infernal tower.  Up here, go up through the
    water to reach a chest with an Hourglass in it.  Straight left from the
    stairs is a chest with a Cross in it.  From this chest, head up and then
    right across the upper level of water.  Grab the chest with a Black Robe in
    it (WATCH OUT!  A White Dragon guards this!), then enter the second door in
    the little alcove below the chest.  Head up to the tenth floor.
    
     Go up and talk to Minwu, then watch.  Now, go into the chamber, and talk
    to the four blue orbs.  Each gives a stat boost to a random character, so
    why not?  Once you have talked to all four, talk to the golden orb to
    obtain the Ultima Tome.  A tip on who to teach this to: Ultima's power is
    based off of the caster's overall abilities, not just Ultima's level.  So
    give it to whomever has the best magic levels and weapon skills.  Do NOT
    give it to Richard!  Once all is in order, teleport out of the tower and
    head back to Fynn.  As you pass the various towns, you'll see that many
    have been destroyed.  Uh oh, that can't be good.
    
    
    The Cyclone						[WCYCLONE]
    --==
    
     There are new encounters on the world map now.
    
    Map Area: Open Seas
    Enemies: Bolt Fish, Sea Dragon, Manta Ray
    
    Map Area: Western World region (Fynn to Bafsk)
    Enemies: Sergeant, Captain, Sorcerer, Big Horn, Hill Gigas, Werepanther,
    Bomb
    
    Map Area: Eastern World region (Bafsk, Kashuan, Palamecia)
    Enemies: Land Worm, Scissorjaws, Devil's Bloom, Malboro Terra,
    Imperial Shadow
    
    Map Area: Mysidia region
    Enemies: Salamander, Mega Parasite, Killer Mantis, Mantis King, Pit Fiend,
    Vampire Girl, Ghost, Bomb, Big Horn, Flying Ray
    
    Location: Fynn
    Items: Wyvern, Ruby Cuirass, Black Garb, Thief's Gloves, Gold Cuirass,
    Gold Hairpin, Elixir, Silver Cuirass, Blood Sword
    
     Go and talk to Hilda.  Learn the term Cyclone, and ask her about it.  Go
    to the third floor via the second staircase on the first floor, and use the
    Pendant on the mirror.  This will get you the Wyvern.  Head into town, and
    ask Paul about the Cyclone.  Then go check the right wall of his bedroom to
    find a secret passage with tons of goodies.  Amongst them is the much-loved
    Blood Sword, which does damage based off of its target's HP.  Make SURE you
    do this before proceeding to the next dungeon.  All this nice stuff in
    hand, save and go walk into the Cyclone.
    
    Location: Cyclone
    Items: Ripper, Poison Axe, Diamond Gloves, Diamond Helm, Defender,
    Diamond Armor, Wind Flute
    Enemies: Devil's Bloom, Gottos, Wood Golem, Royal Guard, Captain, Lamia,
    Eyemoeba, Malboro Terra, Vampire Girl, Vampire Lady, Cockatrice
    Suggested HP: 1500 to 2000
    
     Welcome to the weirdest dungeon yet!  A castle in a tornado...  Anyway,
    best to get moving.  Head up the first staircase you see, and on the next
    floor, grab the Ripper from the nearby chest.  Head downwards, then left,
    then up to reach a staircase.  Head down across the electrified floors, and
    left to reach a chest with a Poison Axe inside.  Backtrack to the first
    floor, and go up the left staircase, and up again.  From here, head up the
    first staircase you see.  Get the Diamond Gloves and Helm from the two
    chests, then head back to the previous floor.  Head down, and then up the
    staircase you come to.  On the next floor, head right and take the first
    staircase.  There are two chests in the southern part of this area, and
    grab the Defender and Diamond Armor (the latter is guarded by a General).
    Ignore the electrified floor area (it leads to a dead end area), and head
    back to the previous floor.  Head up the second staircase this time.  On
    the next floor, go up again.  On 6F, go south along the loop, and grab the
    chest with the Wind Flute (but be careful, it's guarded by a Green
    Dragon!).  Head up to the next floor.
    
     This is it, the top floor.  As you approach the Emperor, you'll have to
    fight 2 groups of Royal Guards.  They're random encounters in this dungeon,
    so they should pose no threat whatsoever.  Once the groups are down, you'll
    be up against the Emperor himself.
    
    BOSS: Emperor, Wood Golem, Royal Guard x2
    Strategy: Well, this should be obvious, but you have to take out the three
    guys in front of the Emperor first.  Dispose of the knights first (they're
    the easiest enemies in this encounter!), and then work on the Golem.  He's
    got a lot of defense, so magic works well.  Then it's on to the Emperor,
    who (for all his posturing) is a total pushover.
    
     With the Emperor down, all is well again in the world!  Watch the scenes,
    and...  Well, you'll see.
    
    
    To Palamecia						[WPALAMECIA]
    --==
    
     Talk to the princess and learn Palamecia, then go to Paul's house.  Talk
    to Cid, who is in front of Paul's bedroom.  He will give you his airship.
    Good deal!  Talk to Paul and ask him about Palamecia, then head out of Fynn
    and over to Poft.  The airship is yours!  Not that it's very handy any
    longer, since you've been everywhere in the world, but hey.  At least you
    can get where you're going with no random encounters now!  Anyway, go to
    Palamecia in your new flying boat (remember that arena you saved Hilda from
    earlier?), and land on the very top spire of the castle in the mountains.
    This will put you inside Palamecia Castle.  This can be tricky; try to land
    two tiles above where the castle appears to be on the map.  Just keep
    trying until you succeed.  Note that you cannot warp or teleport out of
    Palamecia Castle, so be sure you're ready when you go in.
    
    Location: Palamecia Castle
    Items: Diamond Cuirass, Hourglass, Garlic, Ether, Buckler, Thunder Spear,
    Saint's Spirit, Sleepgrass, Mage's Staff, Healing Staff, Wizard's Staff,
    Sun Blade, Elixir x3, Hellfire, Wind Flute
    Enemies: Eyemoeba, General, Death Flower, Vampire Girl, Stone Golem,
    Gottos, Skull, Killer Mantis, Lamia, Cockatrice, Flying Ray, Wizard,
    Wooden Golem, Black Knight
    Suggested HP: 1750 to 2250
    
     Don't let your starting floor fool you; you won't be on 7F for long.  Head
    up into the door, and forward.  Whee, down we go!  From where you land, go
    down, and pick up a Diamond Cuirass.  Go back up, and right this time.
    Take the far right downward passage, and the nearby stairs.  From here, go
    left, and then downwards to get an Hourglass.  Backtrack to floor 1.  This
    time, go all the way down, and then left to a chest with some Garlic in it.
    Go back right, and take the fork upwards and up another staircase.  From
    here, head right, and down to find a chest with an Ether in it.  Now go up
    to get a Buckler (The heezy?  What is this, Fynn Castle?), and loop around
    the area left, down, and then right to reach the stairs up.  On 3F, head
    straight up to the intersection, and then left for a chest with a Thunder
    Spear in it (and the Imperial Shadow, be careful!).  Head back up to the
    fork, and take the right path this time.  At the junction, head down, and
    then up the stairs at the end of this hall.
    
     On 4F, head upwards, then take the first path down for a Saint's Spirit.
    Head back up to the path, and go left for some Sleepgrass.  Take the path
    up, and at the fork, go left.  Follow this path to its end, and enter the
    room to find a Mage's Staff, Healing Staff, and Wizard's Staff.  Go back to
    the fork and head down the right path to the stairs up.  On 5F, take the
    stairs to the left, and get the Sun Blade (which is guarded by some Couerls
    and a Lamia Queen).  Loop around to reach some stairs to 7F.  Up here, go
    left and down, and into a room with 3 Elixirs.  Back out of the room, and
    backtrack to 5F, then go down and loop around left and up to reach some
    stairs up.  Take the obvious path to the stairs up to 7F.  The path to 8F
    is obvious as well.  Up here, go all the way left, and up to reach a
    Hellfire and Wind Flute.  Then just walk back around to the throne.  Talk
    to Leon, and some cutscenes will commence.  Just watch, and once they're
    over, check the next section of the walkthrough.
    
    
    Jade Passage						[WJADE]
    --==
    
     So, this is it.  Talk to Hilda and learn the term Jade Passage, then ask
    everybody in the throne room about it.  Now you have your absolute last
    fourth character, as well.  Leon has decent stats at best.  To be honest,
    he's pretty under-powered.  Now is a good (and indeed, wise) time to power
    everybody up, and boost their HP and MP.  A good target for those is about
    3500 HP and 350 MP.  That will allow you to complete the coming areas
    comfortably, but not so easily that you're breezing through them like they
    aren't there.  Train everybody up to max level in Cure, and make sure all
    of them can use Life, Esuna, and at least one attack spell (which should be
    level 8 or greater).  I know, it's a lot of work, but it's worth the
    trouble to be prepared for these dungeons.
    
     Once you've prepared and feel ready, go down to the long jetty that sticks
    out from the Mysidia portion of the continent.  There is a pit near the end
    of it that's opened up.  That's the entrance to Jade.
    
    Location: The Jade Passage
    Items: Hellfire x2, Diamond Mace, Antarctic Wind, Cat Claws, Rune Axe,
    Betrayal Fang, Aegis Shield, Dragon Armor, Holy Lance, Yoichi's Bow,
    Hi-Potion, Protect Ring, Elixir
    Enemies: Great Molboro, White Dragon, Abyss Worm, Pit Fiend, Salamander,
    Mega Parasite, Ice Lizard, Hecteyes, Chimera Sphinx, Killer Mantis,
    Vampire Lady
    Magic Shop: Death, Berserk, Haste, Flare
    Suggested HP: 3500 or more
    
     Welcome to the road to hell!  At least it's paved with good intentions...
    Head down to grab a Hellfire, then go to the top-right corner of the area
    for a Diamond Mace.  The exit to the next floor is in the bottom-right
    corner.  On B2, go upwards for another Hellfire, then right and down to
    find a chest with an Antarctic Wind in it.  Continue downwards to the
    bottom of the room, grab the Cat Claws (guarded by a Blue Dragon, watch
    out), then swing right and up at the right corner.  The exit to the next
    floor is through the door on the top right wall.  On B3, go down the
    obvious path.  Be sure to grab the Rune Axe near the midpoint (guarded by a
    King Behemoth).  There's a merchant hanging out behind the waterfall at the
    bottom, who sells some pretty potent spells.  The path to the next floor is
    through the third (righthand) door.
    
     On B4, head up for a Betrayal Fang, and visit the room on the topmost wall
    for a room with an Aegis Shield, Dragon Armor, and a Holy Lance.  Yoichi's
    Bow is in the top right corner of the main B4 room (and guarded by a fairly
    potent Red Dragon).  The stairs down are in the bottom left corner.  From
    the start of B5, just loop around the area, grabbing the chests with the
    Hi-Potion, Protect Ring, and Elixir in them.  The stairs to the next floor
    are obvious.  On B6, follow the lone corridor.  Step onto the teleport pad,
    and welcome to...
    
    
    Pandaemonium						[WPANDAEMONIUM]
    --==
    
    Location: Pandaemonium, Castle of Hell
    Items: Ether, Elixir, Genji Armor, Genji Helm, Genji Gloves, Ribbon,
    Masamune, Sage's Wisdom, Hellfire, Acid Phial
    Enemies: Death Rider, Mantis Devil, Couerl, Lamia, Lamia Queen, Bomb,
    Fire Gigas, Devil's Bloom, Beast Demon, Devil Wolf, Mythril Golem,
    Roundworm, Blue Dragon, Ice Gigas, King Behemoth, Thunder Gigas, Iron Giant
    Suggested HP: 3500 or more
    
     Here we are, the last of the last.  Pandaemonium is a HUGE place, so you
    will be wanting all that MP I suggested you get.  Let's get cracking.  Go
    downwards, then hang a right to the very end of the pseudo-hall.  Go up the
    stairs, and then down and around via the many small staircases to the
    stairs up.  On 2F, head downwards, and then up the stairs all the way up to
    the chest with the Ether.  Continue left and down a separate stairway, and
    follow the only path available until you reach the teleport pad.  Step on
    it to go to 3F.  Here, head down and grab the chest with the Elixir in it.
    Backtrack to the teleporter, and go up and then down some stairs to the
    right.  This will take you to a fork of sorts, which you should go right
    and down at.  Continue downwards and take the teleport pad.
    
     On 4F, you have 4 paths to choose from.  Take the far right door first,
    and make your way straight up to a chest with Genji Armor in it (guarded by
    Beelzebub).  The others can be in pretty much any order, but save the
    middle-right door for last.  The treasures in each area are: left side has
    Genji Gloves (guarded by Zombie Borghen), left-middle has a Genji Helm
    (guarded by Tiamat), and right-middle has a Ribbon (guarded by Astaroth).
    There's also a hidden path through the wall on the right side of the left
    door area (there are walk-through walls all along the path to this area),
    which leads to a chest with a very powerful Masamune katana in it.  Give
    this blade to your best sword user, obviously.  Once you have everything,
    take the teleporter in the middle-right door area, to a narrow straight on
    4F.  Walk up and around to the teleporter to 7F.
    
     Here, walk left a bit and then up to find a chest with a Sage's Wisdom in
    it.  Continue left and up some stairs, then right and down when you reach a
    wide stairway.  Continue along the very obvious path to the 8F teleporter.
    Here, there are chests in the bottom-right and top-left corners, containing
    a Hellfire and Acid Phial, respectively.  The teleporter to 9F is in the
    top-right corner, naturally.  9F can hardly be called a floor.  Just go
    down to almost the edge of the platform, then hang a left to the 10F
    teleport pad.  This is it.  Emperor Palamecia awaits just ahead.  And the
    entire floor is laden with former bosses, too.  Talk to the Emperor to
    commence the final battle.
    
    BOSS: Emperor
    Strategy: This guy again?  He's not so hard now, though.  Using your Blood
    Sword, if you have decent proficiency with swords, you can beat him in 2 to
    4 rounds with that alone.  Otherwise, you'll be wanting to use your best
    attack magic and weapons.  The only weapons (besides the Blood Sword) that
    will do decent damage to him, though, are Masamune and Excalibur.  Magic is
    the other viable option: Holy, Flare, and Ultima in particular are most
    effective.  Keep at it, and heal when necessary.
    
     Congratulations!  You've won FF2!  Enjoy the ending.
    
    
    Soul of Rebirth						[WREBIRTH]
    --==
    
     NOTE: You cannot participate in the Soul of Rebirth until you've won the
    main game.  Soul of Rebirth uses three of the characters from the main
    game, so the more powerful those three are when you lose them, the better
    you'll do in SoR.
    
     Soul of Rebirth begins outside the Unknown Cave.  Step into it and help
    Gordon's brother Scott beat up some Death Knights.  Now begins the first
    "dungeon" of Soul of Rebirth.
    
    Location: Unknown Cave
    Items: 
    Enemies: Giga Parasite, Soul Eater, Pyrolisk, Flan Princess, Death Knight,
    Miss Vamp, Bigfoot, Gil Snapper, Sea Serpent, Death Horn, Gigas Worm,
    Glasya Labolas, Blood Bones, Warg Wolf
    Suggested HP: 1000 or more
    
     If this place seems familiar, that's because it's the exact reverse of the
    Jade Passage.  Fortunately, the enemies are much easier.
    
    ...
    
    BOSS: Roundworm
    Strategy: Again, what strategy?  If anything, Roundworm is even easier in
    this form than he was when you first fought him.  Just attack and heal as
    necessary, and you'll win.
    
    ...
    
    Location: Machanon
    Weapon Shop: Knife, Bow, Mythril Knife, Ice Bow; Staff, Javelin,
    Power Staff, Flame Lance; Broadsword, Axe, Wing Sword, Ogrekiller
    Armor Shop: Mythril Shield, Mythril Helm, Mythril Armor, Mythril Gloves;
    Buckler, Leather Cap, Clothes, Leather Gloves; Ice Shield, Giant's Helm,
    Knight's Armor, Giant's Gloves
    Magic Shop: Blink, Protect, Shell, Basuna; Cure, Fire, Thunder, Blizzard;
    Esuna, Life, Sap, Mini
    
     Welcome to Machanon, the land of paradise!  But there's trouble in
    paradise, from the sounds of it.  Go into the pub and talk to Cid for the
    full story.  Shop around town and improve your armaments as necessary, and
    then go take the far right teleporter.  In here, just go forward until you
    reach the room with Ultima.  Get the four blue orbs, but hold off on
    checking the gold orb.  Unless your party is already uber-beefy (ie. over
    3000 HP and with high-level spells), you don't want to be touching that
    gold orb.  Head back to the Unknown Cave and train your characters up for
    a bit.  Target HP is, as said, 3000.  Target MP is 300, but you can skimp
    on that if you want (but not for Minwu; try to get Minwu up to max, if you
    can manage it).  Also, train a few of your characters in Flare and/or Holy,
    as it will prove invaluable.  Once you're set, go back to the left shrine,
    save, and check the gold orb.
    
    BOSS: Ultima Weapon
    Strategy: Mmm gulp?  This guy is actually not so tough if you have high HP
    and Minwu has high MP.  Have everybody use their best spells, while Minwu
    keeps everybody alive with Cure lv. 16.  If Minwu's MP drops below 50, give
    him an Elixir (you can buy them for 50,000 Gil at the item shop).
    Depending greatly on how much time you spent leveling up, Ultima Weapon
    will go down either very quickly or very slowly.
    
     Once Ultima is down, you get the Ultima Tome!  Give this to Minwu, and
    take off one of his useless spells (I suggest ditching Fear or Teleport).
    Apparently, only Minwu can learn it anyway, so it's not like you have a
    hell of a lot of choice in the matter.  Level up Ultima a bit, then go take
    the teleporter on the far north side of town to reach the Unknown Castle.
    
    Location: Unknown Castle
    Items: 
    Enemies: Beast Devil, Lil Murderer, Purobolos, Dark Soul, Mother Brain,
    Mini Satana, Dark Magician, Chimera Brain, Lamia Matriarch, Cait Sith,
    Twin Heads, Catoblepas, Orukat, Malboro Menace, Chaos Rider, Gold Golem,
    Black Dragon, Dark Behemoth, Steel Giant, Black Knight
    Suggested HP: 3000 or more
    
     Looks familiar, yes?  This is a reverse Pandaemonium.  The enemies here
    are very annoying, so if your Agility is low, you'll be in for it something
    awful.
    
    ...
    
    BOSS: Emperor
    Strategy: Okay, he's definitely not as easy this time.  That being said, he
    is still a push-over.  Minwu should use Ultima frequently, pausing only to
    cast Cure lv. 16 when needed (which won't be often).  If you have any other
    characters who are potent in Cure, let them relieve Minwu of curing duties
    so he can focus entirely on Ultima casting.  The Emperor takes a while to
    beat, but he won't pose much of a threat as long as you keep up on healing.
    
     With the Emperor defeated, the second ending of FF2 will play out.  Watch
    and enjoy!
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    III. Gameplay Mechanics
    ==--
    
    Stat Leveling Mechanics					[GSTATS]
    --==
    
     These are the mechanics for how stats raise.  The more rounds a battle
    lasts, the more likely you are to get a stat boost.  HP and MP are the only
    stats that are a total exception to this rule.  Your chances for those
    range from 1-in-2 to 1-in-64, depending on how much damage is taken or MP
    is used during a round of combat; the more damage taken or MP used,
    the better.
    
    HP: Lose HP in battle; 1-in-2 to 1-in-64 chance, depends on HP lost
    MP: Lose MP in battle; 1-in-2 to 1-in-64 chance, depends on MP lost
    Strength: Select Attack; 1-in-16 chance
    Intelligence: Use a black magic spell; 1-in-16 chance
    Spirit: Use a white magic spell; 1-in-16 chance
    Magic: Use any spell; 1-in-16 chance
    Stamina: Get hit by physical attacks; 1-in-16 chance
    Agility: Be targetted by and evade enemies' attacks; 1-in-16 chance
    Evasion: Be targetted by enemies' physical attacks; goes up every 64
    Magic Evasion: Be targetted by enemies' magical attacks; goes up every 64
    
     What the stats do is listed below:
    
    HP: Pretty obvious, lets you survive enemy attacks
    MP: Also obvious, lets you cast spells
    Strength: Ups attack power and critical hit rates
    Intelligence: Ups power of black magic spells
    Spirit: Ups power of white magic spells
    Magic: Decides how much MP you get when MP goes up
    Stamina: Decides how much HP you get when HP goes up
    Agility: Determines battle order, influences evasion percentages, decides
    how often you get ambushed and pre-emptive strikes
    Evasion: How many physical attacks you can avoid at once
    Magic Evasion: How many magical attacks you can avoid at once
    
     The following is a key for the abbreviations used in the equations below.
    
    Universal Key:
    STR = Strength
    AGI = Agility
    SPI = Spirit
    INT = Intelligence
    STA = Stamina
    MAG = Magic
    ACC = Accuracy percentage
    EVA = Evasion percentage
    MEV = Magic evasion percentage
    WGT = Equipment Weight
    WAT = Weapon attack power
    WAC = Weapon base accuracy
    WEV = Weapon base evasion
    SEV = Shield base evasion
    WLV = Weapon skill level
    SLV = Shield skill level
    MLV = Magic spell level
    SBD = Spell base damage
    ATT = Attack
    DEF = Defense
    AEP = Armor evasion penalty
    AME = Armor Magic Evasion percent bonus
    RNK = Rank of first target
    ACT = Number of attacks after first attack
    EXP = Experience
    DAM = Damage
    CHA = Chance of hitting
    ASL = All spell/skill levels
    
     Accuracy percentage works like this:
    
    ACC = WAC + STR
    
     Evasion percentage works like this:
    
    EVA = (AGL + WEV + (WEV * WLV) + SEV + (SEV * SLV)) - AEP
    
     Obviously, weapon and shield evasion bonuses do not take place if you do
    not equip a weapon/shield.  And also obviously, equipping a second weapon
    or shield means that the weapon/shield calculation is done twice, once per
    weapon/shield.  You can find the armor evasion penalties in Appendix A.  If
    evasion goes over 99, you won't see any benefit from it, but it will still
    factor into certain equations.
    
     Magic evasion works like this:
    
    MEV = ((STA + MAG) / 2) + AME + 15
    
     There is a hidden stat, equipment weight.  This stat is different for each
    piece of armor, and can be found in Appendix A.  Weapons and shields do not
    have equipment weight.  Equipment weight cannot exceed 255, even if it
    would due to lots of heavy armor.
    
     Here's how equipment weight influences your Agility:
    
    AGI = (STR + AGI + EVA) - WGT
    
     Evasion can exceed 99 in memory, so you won't necessarily get an exact
    number from this equation.  Also, AGI cannot exceed its initial value, nor
    can it go below 0.  AGI changes are not apparent except in battle.
    
     Before I discuss attack power, I think it's appropriate to point out that
    each character has a dominant hand, usually their right.  This is the hand
    that does more damage with a weapon in it.  The passive hand is always
    weaker, and thus, the best hand to put a shield in.  You can find out which
    is their dominant hand in the status screen, beneath their HP and MP.
    
     Attack power works like this:
    
    Dominant Hand Attack Power (one weapon):
    ATT = WAT + (STR / 2)
    
    Dominant Hand Attack Power (two weapons or weapon/shield):
    ATT = WAT + (STR / 4)
    
    Passive Hand Attack Power (one weapon):
    ATT = WAT + (STR / 4)
    
    Passive Hand Attack Power (two weapons or weapon/shield):
    ATT = WAT + (STR / 16)
    
    Unarmed (no shield):
    ATT = (8 * WLV) + (STR / 2)
    
    Unarmed (w/shield in passive hand):
    ATT = (8 * WLV) + (STR / 4)
    
    Unarmed (w/shield in dominant hand):
    ATT = (8 * WLV) + (STR / 8)
    
     Any fractions that result in these equations are rounded down.
    
     Defense power is straightforward, and equals helmet + armor + gloves.  No
    stats influence defense at all.
    
    
    Weapons Mechanics					[GWEAPONS]
    --==
    
     There are 8 weapon classes: Unarmed, Knife, Sword, Staff, Axe, Spear, Bow,
    and Shield.  Each has their own experience, level and weapons, but all
    follow the same rules for leveling up.
    
     The amount of experience needed to level up a weapon depends on what its
    current level is.  The table below outlines this.  Note that the second
    half of the table is only used for spells, which also follow these
    experience rules.
    
    Level	Experience	Menu Uses	Total MP Needed
    1	20		10		10
    2	25		13		26
    3	25		13		39
    4	30		15		60
    5	35		18		90
    6	40		20		120
    7	45		23		161
    8	50		25		200
    9	60		30		270
    10	70		35		350
    11	80		40		440
    12	90		45		540
    13	90		45		585
    14	100		50		650
    15	100		50		700
    16	99*		50		750
    
    * You cannot gain any levels above 16.  You can, however, max out
    experience at level 16.
    
    
     The experience earned in battle works like this:
    
    EXP = (10 + RNK + ACT) - WLV
    If (RNK + ACT) < WLV then EXP = 0
    
     Allies are always rank 2 when targetting with any weapon or spell.
    Finishing a battle with two of the same weapon class will double the amount
    of experience that weapon skill earns after the battle.  The maximum
    experience you can earn in one battle is 100 per hand.  You can earn a
    maximum of 1 level per weapon type equipped, and 2 levels if you have 2
    weapons of the same type equipped.
    
     Weapon damage works as so:
    
    DAM = (ATT - DEF) * WLV
    
     It is possible for this equation to result in 0 if the target's defense
    exceeds the attacker's attack power.  Critical hits up ATT by 50%, or up
    hits done by 100%.  A +/- 25% effect also takes place with ATT in this
    equation, so you can hit for more or less damage depending on luck.
    
    
    Spell Mechanics						[GSPELLS]
    --==
    
     Like weapons, spells gain experience and levels as you use them.  They
    follow the same experience curve as skills, as well.  For spells that you
    can use in the menu, the second half of the experience table above outlines
    how much MP and how many repititions it would take to get them from one
    level to the next.  In battle, spells gain experience differently, though.
    
     This is how it works in battle:
    
    EXP = (4 + RNK + (ACT * 2)) - MLV
    
     Note that, if you target all enemies with a spell, the highest-ranking one
    will determine the first enemy experience gained.  Number of targets has no
    influence on spell levels.  All allies count as rank 2.
    
     White magic spell damage is calculated as so:
    
    DAM = SBD + (SPR * 1.5) * SLV
    
     And black magic spell damage:
    
    DAM = SBD + (INT * 1.5) * SLV
    
     For both of these equations, if SPR or INT / 8 is less than 0, then the
    number is multiplied by 1 instead.  You can find spell base damage values
    in Appendix B.
    
     All damage can be increased or decreased in power by as much as 25%.  Note
    that for each spell level, there is a possibility of a spell level being a
    critical hit.  When this happens, the spell behaves as though you have an
    additional spell level.
    
     One special case exists, as well.  Ultima's power works like this:
    
    DAM = (SBD + ASL) * SLV
    
     For all damage-based spells, when targetting all enemies/allies, the
    following equation takes place:
    
    DAM = DAM / 4
    
     Statistical spells are much simpler:
    
    CHA = INT or SPR
    
     INT is used for black magic, SPR for white.  Spell level determines how
    many times a spell is attempted to be layered onto the target.  The maximum
    number of layers for any spell effect is 16.
    
     For status effects like Toad, Death, Break, Silence, Teleport, and Warp
    (ie. status effects that either work or don't work), this calculation is
    used instead of the above:
    
    CHA = INT or SPR / 2
    
     Multiple levels of these spells will instead add another chance for the
    spell to work on the enemy.
    
     For all chance-based spells, when targetting all enemies/allies, the
    following equation takes place:
    
    CHA = CHA / 4
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Appendicies
    ==--
    
     These are all of the bits and pieces of information that really don't
    belong anywhere else.
    
    
    Appendix A: Equipment					[APPENDIXA]
    --==
    
     Here you will find a list of all of the equipment in the game.
    
    Weapons:
    
    Name: Hands		Class: Unarmed	Price: 
    Attack: 8		Accuracy: 80	Evasion: 0
    Special: Attack power goes up by 8 per Unarmed skill level
    
    Name: Knife		Class: Knife	Price: 
    Attack: 3		Accuracy: 75	Evasion: 1
    Special: None
    
    Name: Dagger		Class: Knife	Price: 
    Attack: 7		Accuracy: 65	Evasion: 1
    Special: None
    
    Name: Mythril Knife	Class: Knife	Price: 
    Attack: 14		Accuracy: 67	Evasion: 1
    Special: None
    
    Name: Main Gauche	Class: Knife	Price: 
    Attack: 32		Accuracy: 70	Evasion: 5
    Special: None
    
    Name: Orichalcum	Class: Knife	Price: 
    Attack: 50		Accuracy: 72	Evasion: 1
    Special: None
    
    Name: Ripper		Class: Knife	Price: 
    Attack: 69		Accuracy: 75	Evasion: 1
    Special: Does up to (20 * hits landed) in extra damage
    
    Name: Cat Claws		Class: Knife	Price: 
    Attack: 86		Accuracy: 80	Evasion: 1
    Special: None
    
    Name: Staff		Class: Staff	Price: 
    Attack: 4		Accuracy: 70	Evasion: 1
    Special: None
    
    Name: Mace		Class: Staff	Price: 
    Attack: 9		Accuracy: 60	Evasion: 1
    Special: None
    
    Name: Mythril Mace	Class: Staff	Price: 
    Attack: 16		Accuracy: 60	Evasion: 1
    Special: None
    
    Name: Werebuster	Class: Staff	Price: 
    Attack: 28		Accuracy: 62	Evasion: 1
    Special: Deals additional damage to were enemies
    
    Name: Mage's Staff	Class: Staff	Price: 
    Attack: 40		Accuracy: 64	Evasion: 1
    Special: Thunder-elemental, gives holder resistance to thunder; Casts
    Thunder Lv. 5 when used as an item
    
    Name: Power Staff	Class: Staff	Price: 
    Attack: 53		Accuracy: 66	Evasion: 1
    Special: None
    
    Name: Wizard's Staff	Class: Staff	Price: 
    Attack: 64		Accuracy: 68	Evasion: 1
    Special: Poioson-elemental, gives holder resistance to poison; Casts
    Scourge Lv. 16 when used as an item
    
    Name: Healing Staff	Class: Staff	Price: 
    Attack: 78		Accuracy: 70	Evasion: 1
    Special: Causes healing instead of damage to target
    
    Name: Diamond Mace	Class: Staff	Price: 
    Attack: 90		Accuracy: 75	Evasion: 1
    Special: None
    
    Name: Javelin		Class: Spear	Price: 
    Attack: 6		Accuracy: 65	Evasion: 1
    Special: None
    
    Name: Spear		Class: Spear	Price: 
    Attack: 11		Accuracy: 55	Evasion: 1
    Special: None
    
    Name: Mythril Spear	Class: Spear	Price: 
    Attack: 18		Accuracy: 55	Evasion: 1
    Special: None
    
    Name: Trident		Class: Spear	Price: 
    Attack: 30		Accuracy: 57	Evasion: 1
    Special: None
    
    Name: Demon Spear	Class: Spear	Price: 
    Attack: 42		Accuracy: 60	Evasion: 1
    Special: None
    
    Name: Flame Lance	Class: Spear	Price: 
    Attack: 54		Accuracy: 62	Evasion: 1
    Special: Fire-elemental, gives wielder resistance to fire
    
    Name: Ice Lance		Class: Spear	Price: 
    Attack: 66		Accuracy: 65	Evasion: 1
    Special: Ice-elemental, gives wielder resistance to ice
    
    Name: Thunder Spear	Class: Spear	Price: 
    Attack: 78		Accuracy: 67	Evasion: 1
    Special: Thunder-elemental, gives wielder resistance to thunder; Casts
    Thunderbolt Lv. 16 when used as an item
    
    Name: Holy Lance	Class: Spear	Price: 
    Attack: 90		Accuracy: 70	Evasion: 1
    Special: Holy-elemental; Casts Holy Lv. 8 when used as an item
    
    Name: Broadsword	Class: Sword	Price: 50 Gil
    Attack: 8		Accuracy: 60	Evasion: 1
    Special: None
    
    Name: Longsword		Class: Sword	Price: 
    Attack: 13		Accuracy: 50	Evasion: 1
    Special: None
    
    Name: Mythril Sword	Class: Sword	Price: 
    Attack: 20		Accuracy: 50	Evasion: 1
    Special: None
    
    Name: Ancient Sword	Class: Sword	Price: 
    Attack: 25		Accuracy: 10	Evasion: 1
    Special: Attempts to curse target when it hits
    
    Name: Sleep Blade	Class: Sword	Price: 
    Attack: 30		Accuracy: 10	Evasion: 1
    Special: Attempts to put its target to sleep when it hits
    
    Name: Wing Sword	Class: Sword	Price: 
    Attack: 42		Accuracy: 56	Evasion: 1
    Special: None
    
    Name: Blood Sword	Class: Sword	Price: 
    Attack: 0		Accuracy: 0	Evasion: 0
    Special: Deals 1/16th of target's maximum HP in damage per hit, and absorbs
    that damage as HP; reverse effect against undead
    
    Name: Gaia Blade	Class: Sword	Price: 
    Attack: 52		Accuracy: 58	Evasion: 1
    Special: None
    
    Name: Flame Sword	Class: Sword	Price: 
    Attack: 63		Accuracy: 60	Evasion: 1
    Special: Fire-elemental, gives holder resistance to fire
    
    Name: Ice Brand		Class: Sword	Price: 
    Attack: 72		Accuracy: 62	Evasion: 1
    Special: Ice-elemental, gives holder resistance to ice
    
    Name: Defender		Class: Sword	Price: 
    Attack: 78		Accuracy: 64	Evasion: 8
    Special: None
    
    Name: Sun Blade		Class: Sword	Price: 
    Attack: 83		Accuracy: 65	Evasion: 1
    Special: None
    
    Name: Excalibur		Class: Sword	Price: 
    Attack: 100		Accuracy: 75	Evasion: 1
    Special: Gives holder resistance to all status ailments and elements
    
    Name: Masamune		Class: Sword	Price: 
    Attack: 150		Accuracy: 90	Evasion: 2
    Special: Casts Haste Lv. 11 when used as an item
    
    Name: Axe		Class: Axe	Price: 
    Attack: 10		Accuracy: 55	Evasion: 1
    Special: None
    
    Name: Battle Axe	Class: Axe	Price: 
    Attack: 15		Accuracy: 45	Evasion: 1
    Special: None
    
    Name: Mythril Axe	Class: Axe	Price: 
    Attack: 22		Accuracy: 45	Evasion: 1
    Special: None
    
    Name: Demon Axe		Class: Axe	Price: 
    Attack: 27		Accuracy: 45	Evasion: 1
    Special: None
    
    Name: Ogrekiller	Class: Axe	Price: 
    Attack: 58		Accuracy: 50	Evasion: 1
    Special: Bonus damage to giants
    
    Name: Poison Axe	Class: Axe	Price: 
    Attack: 76		Accuracy: 55	Evasion: 1
    Special: Causes Poison status to target; poison-elemental, gives holder
    resistance to poison-elemental attacks
    
    Name: Rune Axe		Class: Axe	Price: 
    Attack: 95		Accuracy: 60	Evasion: 1
    Special: Bonus damage to wizards; casts Fog Lv. 6 when used as an item
    
    Name: Bow		Class: Bow	Price: 
    Attack: 1		Accuracy: 50	Evasion: 0
    Special: None
    
    Name: Longbow		Class: Bow	Price: 
    Attack: 5		Accuracy: 40	Evasion: 0
    Special: None
    
    Name: Mythril Bow	Class: Bow	Price: 
    Attack: 13		Accuracy: 40	Evasion: 0
    Special: None
    
    Name: Dark Bow		Class: Bow	Price: 
    Attack: 25		Accuracy: 0	Evasion: 0
    Special: Attempts to blind target when it hits
    
    Name: Flame Bow		Class: Bow	Price: 
    Attack: 42		Accuracy: 47	Evasion: 0
    Special: Fire-elemental, gives holder resistance to fire
    
    Name: Ice Bow		Class: Bow	Price: 
    Attack: 56		Accuracy: 50	Evasion: 0
    Special: Ice-elemental, gives holder resistance to ice
    
    Name: Killer Bow	Class: Bow	Price: 
    Attack: 0		Accuracy: 0	Evasion: 0
    Special: Dummied item; can kill its target instantly regardless of damage
    
    Name: Yoichi's Bow	Class: Bow	Price: 
    Attack: 90		Accuracy: 75	Evasion: 0
    Special: Casts Berserk Lv. 3 when used as an item
    
    Shields:
    
    Name: Buckler		Price: 50 Gil
    Evasion: 4
    Special: None
    
    Name: Bronze Shield	Price: 
    Evasion: 5
    Special: None
    
    Name: Mythril Shield	Price: 
    Evasion: 6
    Special: None
    
    Name: Golden Shield	Price: 
    Evasion: 7
    Special: Gives holder resistance to poison-elemental attacks
    
    Name: Ice Shield	Price: 
    Evasion: 7
    Special: Gives holder resistance to ice
    
    Name: Flame Shield	Price: 
    Evasion: 7
    Special: Gives holder resistance to fire
    
    Name: Diamond Shield	Price: 
    Evasion: 7
    Special: Gives holder resistance to thunder
    
    Name: Dragon Shield	Price: 
    Evasion: 9
    Special: Gives holder resistance to all elemental attacks
    
    Name: Aegis Shield	Price: 
    Evasion: 10
    Special: Gives holder resistance to all status ailments
    
    Helmets:
    
    Name: Leather Cap		Price: 
    Defense: 1	Evasion: -2	Magic Evasion: 0	Weight: 2
    Special: None
    
    Name: Bronze Helm		Price: 
    Defense: 2	Evasion: -5	Magic Evasion: 0	Weight: 8
    Special: None
    
    Name: Mythril Helm		Price: 
    Defense: 4	Evasion: -5	Magic Evasion: 5	Weight: 8
    Special: None
    
    Name: Giant's Helm		Price: 
    Defense: 6	Evasion: -13	Magic Evasion: 5	Weight: 24
    Special: Strength +10
    
    Name: Flame Helm		Price: 
    Defense: 13	Evasion: -14	Magic Evasion: 5	Weight: 26
    Special: Gives wearer resistance to ice
    
    Name: Diamond Helm		Price: 
    Defense: 17	Evasion: -18	Magic Evasion: 5	Weight: 34
    Special: Gives wearer resistance to thunder
    
    Name: Genji Helm		Price: 
    Defense: 30	Evasion: -31	Magic Evasion: 10	Weight: 60
    Special: Gives wearer resistance to ?
    
    Name: Twist Headband		Price: 
    Defense: 12	Evasion: -2	Magic Evasion: 5	Weight: 2
    Special: Gives wearer resistance to ?; Strength +10
    
    Name: Gold Hairpin		Price: 
    Defense: 11	Evasion: -2	Magic Evasion: 10	Weight: 0
    Special: Gives wearer resistance to ?; Agility +10
    
    Name: Ribbon			Price: 
    Defense: 10	Evasion: 0	Magic Evasion: 21	Weight: 0
    Special: Gives wearer resistance to all status conditions
    
    Armor:
    
    Name: Clothes			Price: 
    Defense: 1	Evasion: -5	Magic Evasion: 0	Weight: 2
    Special: None
    
    Name: Leather Armor		Price: 
    Defense: 2	Evasion: -10	Magic Evasion: 0	Weight: 4
    Special: None
    
    Name: Bronze Armor		Price: 
    Defense: 5	Evasion: -14	Magic Evasion: 0	Weight: 20
    Special: None
    
    Name: Mythril Armor		Price: 
    Defense: 10	Evasion: -14	Magic Evasion: 5	Weight: 20
    Special: None
    
    Name: Golden Armor		Price: 
    Defense: 15	Evasion: -19	Magic Evasion: 5	Weight: 30
    Special: Gives wearer resistance to poison-elemental attacks
    
    Name: Knight's Armor		Price: 
    Defense: 22	Evasion: -24	Magic Evasion: 5	Weight: 44
    Special: None
    
    Name: Flame Armor		Price: 
    Defense: 29	Evasion: -33	Magic Evasion: 5	Weight: 58
    Special: Gives wearer resistance to ice
    
    Name: Ice Armor			Price: 
    Defense: 36	Evasion: -40	Magic Evasion: 5	Weight: 72
    Special: Gives wearer resistance to fire
    
    Name: Diamond Armor		Price: 
    Defense: 43	Evasion: -47	Magic Evasion: 5	Weight: 86
    Special: Gives wearer resistance to thunder
    
    Name: Dragon Armor		Price: 
    Defense: 50	Evasion: -54	Magic Evasion: 5	Weight: 50
    Special: Gives wearer resistance to all elements
    
    Name: Genji Armor		Price: 
    Defense: 75	Evasion: -79	Magic Evasion: 10	Weight: 100
    Special: Gives wearer resistance to ?
    
    Name: Copper Cuirass		Price: 
    Defense: 5	Evasion: -5	Magic Evasion: 5	Weight: 1
    Special: None
    
    Name: Silver Cuirass		Price: 
    Defense: 10	Evasion: -5	Magic Evasion: 5	Weight: 1
    Special: None
    
    Name: Ruby Cuirass		Price: 
    Defense: 15	Evasion: -5	Magic Evasion: 5	Weight: 1
    Special: None
    
    Name: Gold Cuirass		Price: 
    Defense: 22	Evasion: -5	Magic Evasion: 5	Weight: 1
    Special: None
    
    Name: Diamond Cuirass		Price: 
    Defense: 43	Evasion: -5	Magic Evasion: 5	Weight: 1
    Special: None
    
    Name: White Robe		Price: 
    Defense: 30	Evasion: -5	Magic Evasion: 21	Weight: 0
    Special: Spirit +10; gives wearer resistance to all status ailments
    
    Name: Black Robe		Price: 
    Defense: 35	Evasion: -5	Magic Evasion: 21	Weight: 0
    Special: Intelligence +10; gives wearer resistance to all elements
    
    Name: Power Vest		Price: 
    Defense: 25	Evasion: -5	Magic Evasion: 5	Weight: 1
    Special: Strength +10
    
    Name: Black Garb		Price: 
    Defense: 40	Evasion: 0	Magic Evasion: 5	Weight: 1
    Special: Agility +10
    
    Gloves:
    
    Name: Leather Gloves		Price: 
    Defense: 1	Evasion: -3	Magic Evasion: 0	Weight: 4
    Special: None
    
    Name: Bronze Gloves		Price: 
    Defense: 3	Evasion: -8	Magic Evasion: 0	Weight: 24
    Special: None
    
    Name: Mythril Gloves		Price: 
    Defense: 6	Evasion: -8	Magic Evasion: 5	Weight: 24
    Special: None
    
    Name: Thief's Gloves		Price: 
    Defense: 15	Evasion: -3	Magic Evasion: 5	Weight: 40
    Special: Agility +10
    
    Name: Giant's Gloves		Price: 
    Defense: 15	Evasion: -17	Magic Evasion: 5	Weight: 60
    Special: Strength +10
    
    Name: Ice Gloves		Price: 
    Defense: 20	Evasion: -22	Magic Evasion: 5	Weight: 80
    Special: Gives wearer resistance to fire
    
    Name: Diamond Gloves		Price: 
    Defense: 25	Evasion: -27	Magic Evasion: 5	Weight: 100
    Special: Gives wearer resistance to thunder
    
    Name: Genji Gloves		Price: 
    Defense: 45	Evasion: -47	Magic Evasion: 10	Weight: 100
    Special: Gives wearer resistance to ?
    
    Name: Protect Ring		Price: 
    Defense: 18	Evasion: -3	Magic Evasion: 21	Weight: 0
    Special: Gives wearer resistance to instant death
    
    Name: Power Armlet		Price: 
    Defense: 19	Evasion: -3	Magic Evasion: 5	Weight: 2
    Special: Strength +10
    
    Special Equipment (SoR only):
    
    Name: Wild Rose		Class: Sword
    Attack: 100		Accuracy: 99	Evasion: 17
    Special: Strength +99, Intelligence +99; can only be equipped by Scott
    
    Name: Stardust Rod	Class: Staff
    Attack: 90		Accuracy: 99	Evasion: 17
    Special: Spirit +99, Intelligence +99, Magic +99; can only be equipped by
    Minwu
    
    Name: Wyvern Lance	Class: Spear
    Attack: 100		Accuracy: 99	Evasion: 17
    Special: Strength +99, Agility +99; can only be equipped by Richard
    
    Name: Bracers			Class: Armwear
    Defense: 30	Evasion: -5	Magic Evasion: 5	Weight: 80
    Special: Strength +99, Stamina +99; can only be equipped by Josef
    
    
    Appendix B: Spells					[APPENDIXB]
    --==
    
     Here is a listing of all the spells, how they work, and how you can get
    your hands on them.  Enemies and locations marked with * are in Soul of
    Rebirth only.
    
    Spell: Fire		Type: Black	Price: 100 Gil
    Base Damage: 16
    Effect: Deals fire-elemental damage
    Level-Up Effect: Increased damage amounts
    Found: Buy in Altair, Mysidia, Machanon*; find in Semitt Falls
    Dropped: Magician, Dark Magician*
    
    Spell: Thunder		Type: Black	Price: 100 Gil
    Base Damage: 16
    Effect: Deals thunder-elemental damage
    Level-Up Effect: Increased damage amounts
    Found: Buy in Altair, Mysidia, Machanon*
    Dropped: Magician, Dark Magician*
    
    Spell: Blizzard		Type: Black	Price: 100 Gil
    Base Damage: 16
    Effect: Deals blizzard-elemental damage
    Level-Up Effect: Increased damage amounts
    Found: Buy in Altair, Mysidia, Machanon*; find in Ice Cavern
    Dropped: Ogre Mage, Vampire Lady, Miss Vamp*, Dark Soul*
    
    Spell: Scourge		Type: Black	Price: N/A
    Base Damage: 16
    Effect: Deals poison-elemental damage
    Level-Up Effect: Increased damage amounts
    Found: Found on Tropical Island
    Dropped: Magician, Dark Magician*
    
    Spell: Drain		Type: Black	Price: N/A
    Base Damage: 8
    Effect: Steals HP from target(s)
    Level-Up Effect: Increased HP stolen
    Found: Found in Mysidia Cave
    Dropped: Sorcerer, Wizard
    
    Spell: Asper (Osmose)	Type: Black	Price: N/A
    Base Damage: 8
    Effect: Steals MP from target(s)
    Level-Up Effect: Increased MP stolen
    Found: Found in Mysidia Cave
    Dropped: Wizard
    
    Spell: Flare		Type: Black	Price: 50,000 Gil
    Base Damage: 32
    Effect: Deals non-elemental damage
    Level-Up Effect: Increased damage amounts
    Found: Found in Mysidia Tower, buy in Jade Passage
    Dropped: Wizard, Thunder Gigas, Tiamat, Li'l Murderer*, Yamanato Orochi*
    
    Spell: Sleep		Type: Black	Price: N/A
    Base Accuracy: 50
    Effect: Puts target(s) to sleep
    Level-Up Effect: Increased success rate
    Found: Found on Tropical Island
    Dropped: Ogre Mage, Dark Soul*
    
    Spell: Stun		Type: Black	Price: N/A
    Base Accuracy: 25
    Effect: Causes target(s) to be stunned for a round
    Level-Up Effect: Increased success rate
    Found: Found in Deist Castle
    Dropped: Royal Guard, Magician, Death Knight, Dark Magician*
    
    Spell: Stop		Type: Black	Price: N/A
    Base Accuracy: 50
    Effect: Causes target(s) to be stunned for multiple rounds
    Level-Up Effect: Increased success rate
    Found: Found in Deist Castle
    Dropped: Ice Gigas
    
    Spell: Confuse		Type: Black	Price: N/A
    Base Accuracy: 50
    Effect: Causes target(s) to attack their allies
    Level-Up Effect: Increased success rate
    Found: Nowhere
    Dropped: Fire Gigas, Thunder Gigas, Li'l Murderer, Twin Heads*
    
    Spell: Blind		Type: Black	Price: N/A
    Base Accuracy: 25
    Effect: Causes target(s) to be blinded, lowering attack accuracy
    Level-Up Effect: Increased success rate
    Found: Found on Tropical Island
    Dropped: Ogre Mage, Dark Soul*
    
    Spell: Curse		Type: Black	Price: N/A
    Base Accuracy: 25
    Effect: Causes target(s) to be cursed, lowering all parameters
    Level-Up Effect: Increased success rate
    Found: Found in Deist Castle
    Dropped: Captain, Purobolos*, Mini Satana*
    
    Spell: Toad		Type: Black	Price: N/A
    Base Accuracy: 25
    Effect: Causes target(s) to become toads, and flee the battle
    Level-Up Effect: Increased success rate
    Found: Found in Fynn Castle
    Dropped: Captain, Sorcerer, Purobolos*, Mini Satana*
    
    Spell: Break		Type: Black	Price: N/A
    Base Accuracy: 25
    Effect: Causes target(s) to become stone, and unable to fight
    Level-Up Effect: Increased success rate
    Found: Found in Fynn Castle
    Dropped: None
    
    Spell: Death		Type: Black	Price: N/A
    Base Accuracy: 25
    Effect: Causes target(s) to die instantly
    Level-Up Effect: Increased success rate
    Found: Buy in Jade Passage; found in Fynn Castle
    Dropped: Sorcerer
    
    Spell: Warp		Type: White	Price: 1,000 Gil
    Base Accuracy: 25
    Effect: Causes target(s) to be removed from battle
    Level-Up Effect: Increased success rate
    Found: Buy in Salamand, Mysidia
    Dropped: Ogre Mage, Royal Guard, Wizard, Death Knight*, Dark Soul*
    
    Spell: Berserk		Type: White	Price: N/A
    Base Accuracy: 50
    Effect: Ups target's attack power
    Level-Up Effect: Increased effect of spell
    Found: Buy in Jade Passage
    Dropped: Magician, Dark Magician*
    
    Spell: Haste		Type: White	Price: ?
    Base Accuracy: 50
    Effect: Ups target's attack count
    Level-Up Effect: Increased effect of spell
    Found: Buy in Jade Passage
    Dropped: Gottos, Sorcerer
    
    Spell: Aura		Type: White	Price: ?
    Base Accuracy: 50
    Effect: Increased damage of all attack methods
    Level-Up Effect: Increased effect of spell
    Found: Found in Fynn Castle
    Dropped: Sorcerer
    
    Spell: Cure		Type: White	Price: 100 Gil
    Base Damage: 32
    Effect: Restores HP
    Level-Up Effect: Increased restoration amounts
    Found: Buy in Altair, Paloom, Poft, Mysidia, Machanon*; found in Kashuon
     Keep
    Dropped: None
    
    Spell: Raise (Life)	Type: White	Price: 1,000 Gil
    Base Effect: 1/64th HP recovered
    Effect: Restores target to life
    Level-Up Effect: Increased restoration amounts
    Found: Buy in Salamand, Mysidia, Machanon*
    Dropped: Tiamat, Yamanato Orochi*
    
    Spell: Basuna		Type: White	Price: 600 Gil
    Effect: Removes temporary status ailments
    Level-Up Effect: Increased success, increased status ailment curing powers
    Found: Buy in Bafsk, Mysidia, Machanon*
    Dropped: None
    
    Spell: Esuna		Type: White	Price: 600 Gil
    Effect: Removes lasting status ailments
    Level-Up Effect: Increased success, increased status ailment curing powers
    Found: Buy in Bafsk, Mysidia, Machanon*
    Dropped: None
    
    Spell: Barrier		Type: White	Price: 5,000 Gil
    Base Accuracy: 25
    Effect: Ups Magic Evasion percentage
    Level-Up Effect: Increased effect of spell
    Found: Buy in Mysidia
    Dropped: None
    
    Spell: Blink		Type: White	Price: 300 Gil
    Base Accuracy: 50
    Effect: Ups Evasion percentage
    Level-Up Effect: Increased effect of spell
    Found: Buy in Paloom, Poft, Mysidia, Machanon*
    Dropped: Ogre Mage, Dark Soul*
    
    Spell: Protect		Type: White	Price: 300 Gil
    Base Accuracy: 50
    Effect: Ups Defense
    Level-Up Effect: Increased effect of spell
    Found: Buy in Paloom, Poft, Mysidia, Machanon*
    Dropped: None
    
    Spell: Shell		Type: White	Price: 300 Gil
    Base Accuracy: 50
    Effect: Ups Magic Defense count
    Level-Up Effect: Increased effect of spell
    Found: Buy in Paloom, Poft, Mysidia, Machanon*
    Dropped: None
    
    Spell: Wall		Type: White	Price: 5,000 Gil
    Base Accuracy: 25
    Effect: Ups Magic Defense count; also allows for complete magic evasion
    Level-Up Effect: Increased effect of spell
    Found: Buy in Mysidia
    Dropped: None
    
    Spell: Dispel		Type: White	Price: N/A
    Base Accuracy: 25
    Effect: Removes Barrier, Protect, Shell, and Wall
    Level-Up Effect: Increased success rate and effect
    Found: Nowhere; only Minwu has it
    Dropped: None
    
    Spell: Mini		Type: White	Price: 2,000 Gil
    Base Accuracy: 25
    Effect: Shrinks target, reducing their attack power
    Level-Up Effect: Increased success rate
    Found: Mysidia Cave; Buy in Machanon*
    Dropped: None
    
    Spell: Silence		Type: White	Price: 600 Gil
    Base Accuracy: 25
    Effect: Removes the target's ability to use magic
    Level-Up Effect: Increased success rate
    Found: Buy in Bafsk
    Dropped: None
    
    Spell: Sap		Type: White	Price: 1,000 Gil
    Base Accuracy: 25
    Effect: Removes from 50% to 90% of the target's MP
    Level-Up Effect: Increased success rate
    Found: Buy in Salamand, Mysidia, Machanon*
    Dropped: None
    
    Spell: Fog		Type: White	Price: N/A
    Base Accuracy: 25
    Effect: Causes target(s) to no longer be able to use magic or skills
    Level-Up Effect: Increased success rate
    Found: Nowhere; only Minwu gets it
    Dropped: None
    
    Spell: Slow		Type: White	Price: N/A
    Base Accuracy: 25
    Effect: Reduces the attack count of the target(s)
    Level-Up Effect: Increased effect of spell
    Found: Nowhere; only Minwu gets it
    Dropped: None
    
    Spell: Swap		Type: White	Price: 1,000 Gil
    Base Accuracy: 25
    Effect: Exchanges the HP and MP values of target and caster
    Level-Up Effect: Increased success rate
    Found: Buy in Salamand, Mysidia
    Dropped: None
    
    Spell: Fear		Type: White	Price: 600 Gil
    Base Accuracy: 25
    Effect: Increases chance of target(s) fleeing the battle
    Level-Up Effect: Increased success rate
    Found: Buy in Bafsk, Mysidia
    Dropped: None
    
    Spell: Holy		Type: White	Price: 20,000 Gil
    Base Damage: 24
    Effect: Deals holy-elemental damage
    Level-Up Effect: Increased damage amounts
    Found: Buy in Mysidia, Jade Passage
    Dropped: Tiamat, Yamanato Orochi*
    
    Spell: Teleport		Type: White	Price: 1,000 Gil
    Base Accuracy: 50
    Effect: Causes target(s) to be removed from battle
    Level-Up Effect: Increased success rate
    Found: Buy in Salamand, Mysidia; found in Semitt Falls
    Dropped: None
    
    Spell: Ultima		Type: White	Price: N/A
    Base Damage: 96
    Effect: Deals non-elemental damage based off of caster's skill/spell levels
    Level-Up Effect: Increased damage amounts
    Found: Obtained during the story; defeat Ultima Weapon in Soul of Rebirth
    Dropped: None
    
    
    Appendix C: Items
    --==
    
     This is a list of all the other types of items: how much they cost, where
    to find them, and what they do.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    IV. Conclusion
    ==--
    
    Special Thanks To					[CTHANKSTO]
    --==
    
     These are the people who helped me out along the way.
    
    * silktail - Brought a few mechanics to my attention.
    * thriceborn phoenix - Helped me out with equipment weight calculations.
    Also pointed a few errors out to me.
    
    
    Afterword						[CAFTERWORD]
    --==
    
     FF2, even after well over a decade of existing, has still never fully been
    understood.  This guide is my own attempt towards that end, and I hope it
    proves useful to somebody besides myself.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Copyright 2005 Sky Render

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