Geomancer Guide by Djibriel

Version: 1.1 | Updated: 08/29/10 | Printable Version

The Geomancer Guide for Final Fantasy V Advance
Version 1.1
Djibriel, Augustus 2010

"Did you ever stop to notice, All the blood we've shed before...
   Did you ever stop to notice, the crying Earth, the weeping shores?"

- Michael Jackson (1642-2009)


 1.0     Version History
 2.0     Introduction
 3.0     How !Gaia works
  3.1     !Gaia formulae
  3.2     !Gaia attack locations
  3.3     !Gaia attack effects
 4.0     Geomancer Challenge Game
 5.0     How to use Gaia
 6.0     Conclusion

No number: Disclaimer

 1.0 Version History

- Version 1.1  (08/30/2010)
      This is the first version that saw the light of day at GameFAQs. Helpful 
	  as ever, Samurai Goroh pointed out how the background images could improve
	  quality and clarity of the document. Links to these images were included,
	  hosted on my own site. Here's hoping they won't go dead... Anyway, go
	  thank Samurai Goroh for this update!

- Version 1.0  (08/30/2010)
      Initial Release

 2.0 Introduction

Final Fantasy V is a game of powerful warriors, epic wizards and people with
silly hats. If you are an intelligent person, you immediately recognize the
hidden potential of the last category. Reflect status renders magic useless,
all you have to do to avoid a sword is being someplace where the sword is not.
But who ever devised defenses against silly hats? Madness. Who installed
anti-Bell Materia in his armor? Folly. Ever turned to avoid leaves coming at
you? Of course you haven't, and this is why the Geomancer is the most powerful
unit in the game. It's like Sun Tzu wrote back in 500 b.C.:

"Victorious warriors win first and then go to war, while defeated warriors go to
war first and then seek to win. Also, use Geomancers."

Geomancers dress up like Santa Claus, chime Bells like Santa Claus and kill
everything in their path by turning pretty much everything they touch in
unblockable arrows of death. Like Santa Claus. Look around you. Do you see how
many things in the room you are occupying can be used to kill you? This is what
the Geomancer does. Had they existed today, they would used razor-sharp mirrors,
the electricity sockets coming out of the wall to electrocute you, your
computerscreen exploding.

Geomancers don't have eight reindeers; they have four horsemen of Apocalypse
to help them out. They appear at random: Death, Famine, War and Leaf Swirl.

Geomancers don't say "Yo-ho-ho". What is the point, if you just destroyed
the entire quiet little hamlet with an Earthquake and everybody has been
crushed under tons of bloody rubble?

Geomancers don't bring gifts to children. They bring destruction to children.

Do you see those hats? When a man walks down the street in a hat like that,
people know he's not afraid of anything.

This document is a testimony to their power.

 3.0 How !Gaia works

 3.0     How !Gaia works
  3.1     !Gaia formulae
  3.2     !Gaia attack locations
  3.3     !Gaia attack effects

 3.1 !Gaia formulae

!Gaia has the user execute attacks based on the landscape of the battle; this
can be identified through the background image. There are 34 different
backgrounds, and 34 different Gaia skillsets. Some Gaia skillsets are completely
identical, others have the same moves with other odds.

The moves the !Gaia command will call up are randomly determined, but which
moves are available at the time is fixed. When you use !Gaia, the game will
randomly determine a number between 0 and the level of the !Gaia user
(henceforth known as 'the caster').

If the result is anywhere between 0 to 10, Spell 1 is used.
If the result is anywhere between 11 to 20, Spell 2 is used.
If the result is anywhere between 21 to 50, Spell 3 is used.
If the result is anywhere between 51 to 99, Spell 4 is used.


- A caster of level 10 or lower will always use Spell 1
- A caster of level 50 has a solid 60 % chance of using Spell 3 and only a
  20 % chance of any of Spell 1 or 2.
- Spell 4 doesn't become available unless you grind; level 50 is in no way
  required to beat the game. The attacks Waterfall, Burning Sand and Bindweed
  are exclusive to casters exceeding level 50.

In general, the best !Gaia user has as high a Magic Power as possible and
boosts Fire, Poison, Wind, Earth and Water-elemental attacks. Water-
elemental attacks can only be boosted with an Elemental Power potion (!Mix).
Since this requires an extra action in-battle, a !Gaia user is optimally
equipped with either a Magus Rod or Rune Chime, both of which boost all relevant
elements except for Water.

The best !Gaia user is a Freelancer with a Rune Chime and Oracle mastered. Job
variations include a Summoner with a Magus Rod or a Geomancer with a Rune Chime
and !Summon 5 as a secondary ability.

!Gaia provokes the dreaded "React: physical" counters, and the game will not
recognize it as a 'Magic' spell. This means that !Gaia, despite its magical
nature, should not be used in the Fork Tower's Black Tower and provokes some
enemies into casting Protect or the like.

 3.2 !Gaia attack locations

In brackets behind every terrain are both difficult enemies found in that
location and, if needed, an explanation of the terrain.

- Grasslands of Butz' World and Planet R (Prototype)
   00 - 10  Gust
   11 - 20  Earthquake
   21 - 50  Wind Slash
   51 - 99  Twister

- Grasslands of Galuf's World (Kuza Beast)
   00 - 10  Twister
   11 - 20  Earthquake
   21 - 50  Wind Slash
   51 - 99  Twister

- Forests (Ramuh, Purobolos x 6, Catoblepas, Crystal x 4, Melusine, Calofisteri)
   00 - 10  Branch Arrow
   11 - 20  Leaf Swirl
   21 - 50  Branch Spear
   51 - 99  Bindweed

- Deserts (Dhorme Chimera, Sandworm, Sandcrawler, Landcrawler)
   00 - 10  Sandstorm
   11 - 20  Quicksand
   21 - 50  Desert Storm
   51 - 99  Burning Sands

- Swamps (World 2 only)
   00 - 10  Ignus Fatuus
   11 - 20  Bottomless Bog
   21 - 50  Poison Mist
   51 - 99  Bottomless Bog

- Beaches & Sunken Worus Tower (Prototype, Famed Mimic Gogo)
   00 - 10  Tsunami
   11 - 20  Phantom
   21 - 50  Whirlpool
   51 - 99  Big Wave

- Mountain Slopes (Northern Mountain, Drakenvale) (Magissa, Forza, Golem, Dragon
  Pod, Bahamut)
   00 - 10  Gust
   11 - 20  Earthquake
   21 - 50  Cave-In
   51 - 99  Twister

- Caves (Meteors, Great Sea Trench)(Siren, Skull Eater, Adamantoise, Manticore,
  Titan, Tyrannosaur, Gil Turtle, Antlion, Triton, Nereid, Phobos, Omega, Neo
   00 - 10  Ignus Fatuus
   11 - 20  Stalactite
   21 - 50  Wind Slash
   51 - 99  Cave-In

- Waterfalls Cave (Ghido's Cave submerged, Istory Falls)(Tonberry, Leviathan)
   00 - 10  Ignus Fatuus
   11 - 20  Stalactite
   21 - 50  Whirlpool
   51 - 99  Cave-In

- Stone architecture (Inhabited Castles, Semi-Overgrown Ruins, stone 
  architecture outside) (Wing Raptor, Jackanapes, Shiva, Gilgamesh 1, Gilgamesh
  2, Shield Dragon, Atomos, Odin, Wendigo, Azulmagia, Alte Roite/Jura Avis,
  Exdeath's Soul, Iron Giant, Catastrophe, Halicarnassus, Archeodemon)
   00 - 10  Gust
   11 - 20  Wind Slash
   21 - 50  Sonic Boom
   51 - 99  Twister

- Big Bridge, stone architecture outside with railing (Iron Claw, Abductor,
  Twin Tania)
   00 - 10  Gust
   11 - 20  Wind Slash
   21 - 99  Twister

- Karnak Kastle (omgonfire)
   00 - 10  Gust
   11 - 20  Wind Slash
   21 - 99  Sonic Boom

- Overgrown Ruins, Ronka Ruins inside and outside (Wind Shrine, Walse Tower,
  Barrier Tower inside, Island Shrine, Castle Bal, Fork Tower, Phoenix Tower)
  (Garula, Soul Cannon, Ghidra, Archeoaevis, Minotaur, Omniscient, Magic Urn,
  Grand Aevis)
   00 - 20  Wind Slash
   21 - 50  Sonic Boom
   51 - 99  Twister

- Phoenix Tower Wall (Bandercoeurl, Liquid Flame, Kuza Beast, Soul Cannon
   00 - 10  Wind Slash
   11 - 20  Twister
   21 - 50  Sonic Boom
   51 - 99  Twister

- Pyramid of Moore (Gargoyle x 2, Sekhmet, Mecha Head, Grand Mummy, Omega Mk.
   00 - 10  Ignus Fatuus
   11 - 20  Poison Mist
   21 - 50  Sonic Boom
   51 - 99  Cave-In

- Exdeath's Castle Transformed (Blue Dragon, Red Dragon, Yellow Dragon,
  Carbuncle, Gilgamesh 4, Exdeath)
   00 - 10  Gust
   11 - 20  Wind Slash
   21 - 99  Sonic Boom

- Fire-Powered Ship (Liquid Flame)
   00 - 10  Gust
   11 - 20  Earthquake
   21 - 99  Twister

- Shipwreck Graveyard & Library of the Ancients (Ifrit, Byblos, Apanda)
   00 - 50  Ignus Fatuus
   51 - 99  Sonic Boom

- Shipdeck (Ship Graveyard, Fire-Powered Ship, Airship) (Karlabos,
  Crayclaw, Gilgamesh 3, Enkidu, Stingray)
   00 - 10  Tsunami
   11 - 20  Whirlpool
   21 - 50  Big Wave
   51 - 99  Waterfall

- Interdimenional Rift Crystal Area (Crystal Dragon, King Behemoth, Gilgamesh 5,
  Necrophobe, Shinryu, Guardian)
   00 - 10  Wind Slash
   11 - 20  Sonic Boom
   21 - 99  Twister

- Final Exdeath battle, Psychadelic Anime Background (Exdeath, Neo-Exdeath, 
   00 - 99  Wind Slash

Here are are 34 (but actually 32) different background images used in FFVA. 
Number 0E is a never-used image that wasn't even updated in the transition
between SNES and GBA; if you should use a code to look at it, you'll notice how
Butz is standing in places where he shouldn't be able to stand. Number 20 is
just a duplicate of 0C, but the attacks are different. To my knowledge, 0C is
always used. 

00: Overworld grasslands
01: Overworld forests
02: Overworld desert
03: Overworld marshlands
04: Overworld beaches
05: Shipwreck Graveyard
06: Caves
07: Waterfall caves
08: Overgrown ruins
09: Architecture outside
0A: Semi-overgrown ruins
0B: Inhabited castle
0C: Bridges
0D: Library of the Ancients
0F: Great Forest of Moore
10: Mountain slopes
11: Pyramids
12: Ronka Ruins outside
13: Roots
14: Exdeath's Castle
15: On deck
16: Fire-Powered Ship inside
17: Interdimensional Rift
18: Ronka Ruins inside
19: Shipwreck Graveyard decks
1A: Karnak Castle ablaze
1B: Phoenix Tower wall
1C: Final Exdeath battle
1D: Sunken Tower of Walse
1E: Sandworm battle
1F: Neo Exdeath battle
21: Overworld dark grasslands

And here are the corresponding attacks for those locations:

             Spell 1       Spell 2        Spell 3       Spell 4
Terrain 00   Gust          Earthquake     Wind Slash    Twister
Terrain 01   Branch Arrow  Leaf Swirl     Branch Spear  Bindweed
Terrain 02   Sandstorm     Quicksand      Desert Storm  Burning Sands
Terrain 03   Ignus Fatuus  Bottomless Bog Poison Mist   Bottomless Bog
Terrain 04   Tsunami       Phantom        Whirlpool     Big Wave
Terrain 05   Ignus Fatuus  Ignus Fatuus   Ignus Fatuus  Sonic Boom
Terrain 06   Ignus Fatuus  Stalactite     Wind Slash    Cave-in
Terrain 07   Ignus Fatuus  Stalactite     Whirlpool     Cave-in
Terrain 08   Wind Slash    Wind Slash     Sonic Boom    Twister
Terrain 09   Gust          Wind Slash     Sonic Boom    Twister
Terrain 0A   Gust          Wind Slash     Sonic Boom    Twister
Terrain 0B   Gust          Wind Slash     Sonic Boom    Twister
Terrain 0C   Gust          Wind Slash     Twister       Twister
Terrain 0D   Ignus Fatuus  Ignus Fatuus   Ignus Fatuus  Sonic Boom
Terrain 0E   Gust          Wind Slash     Twister       Twister
Terrain 0F   Branch Arrow  Leaf Swirl     Branch Spear  Bindweed
Terrain 10   Gust          Earthquake     Cave-in       Twister
Terrain 11   Ignus Fatuus  Poison Mist    Sonic Boom    Cave-in
Terrain 12   Wind Slash    Wind Slash     Sonic Boom    Twister
Terrain 13   Branch Arrow  Leaf Swirl     Branch Spear  Bindweed
Terrain 14   Gust          Wind Slash     Sonic Boom    Sonic Boom
Terrain 15   Tsunami       Whirlpool      Big Wave      Waterfall
Terrain 16   Gust          Earthquake     Twister       Twister
Terrain 17   Wind Slash    Sonic Boom     Twister       Twister
Terrain 18   Wind Slash    Wind Slash     Sonic Boom    Twister
Terrain 19   Tsunami       Whirlpool      Big Wave      Waterfall
Terrain 1A   Gust          Wind Slash     Sonic Boom    Sonic Boom
Terrain 1B   Wind Slash    Twister        Sonic Boom    Twister
Terrain 1C   Wind Slash    Wind Slash     Wind Slash    Wind Slash
Terrain 1D   Tsunami       Phantom        Whirlpool     Big Wave
Terrain 1E   Sandstorm     Quicksand      Desert Storm  Burning Sands
Terrain 1F   Wind Slash    Wind Slash     Wind Slash    Wind Slash
Terrain 20   Twister       Wind Slash     Sonic Boom    Twister
Terrain 21   Twister       Earthquake     Wind Slash    Twister

 3.3 !Gaia attack effects

Damage attacks are based off of the level and Magic Power of the !Gaia user.
If the attack is elemental, and the !Gaia user boosts that particular element,
a 50 % damage boost will be given. Note that Water-elemental attacks can only
be boosted by the Elemental Power attack (use !Mix to combine a Holy Water +
Eye Drops).

Physical attacks aren't really physical, as they use the caster's Magic Power
to calculate damage done. However, these attacks use the target's Defense, not
Magic Defense, to reduce damage.

Level-based damage attacks only feature level as a damage factor, not Magic
Power. Elemental boosts do apply. They tend to come out weakfish, though the
given status ailment will come in handy.

Random damage done by the Cave-In attack is randomly determined, and will be
the same (though random) for every caster at any point in the game.

Hit Rates are unaffected by Level, Magic Power or any other stat. "U" means
unblockable, but unblockable attacks may still miss if the target is immune to
a given status ailment or is otherwise protected from the attack.

Damage attacks:
Gust            ST   38  Air-elemental
Wind Slash      MT   90  Wind-elemental
Earthquake      MT   90  Earth-elemental, misses if Float
Desert Storm    MT   90  Earth-/Wind-elemental

Burning Sands   MT  150  Fire-/Air-elemental
Waterfall       ST  120  Water-elemental
Big Wave        MT   90/120
Tsunami         MT   38
Stalactite      ST  120

Physical attacks:
Branch Arrow    ST   53
Branch Spear    ST  150

Level-based damage attacks:
Ignus Fatuus    ST    U  Sets Confuse (50 %), Fire-elemental
Leaf Dance      MT    U  Sets Darkness (99 %), Wind-elemental
Sandstorm       MT    U  Sets Darkness (50 %), Earth-/Wind-elemental
Poison Mist     MT    U  Sets Poison (99 %), Poison-elemental

Random damage attacks:
Cave-In         ST    U  Hits four times

HP Effect attacks:
Sonic Boom      ST    U  Deals (75 % current HP) damage, misses if Heavy
Twister         ST  99%  Sets HP to (0..9), misses if Heavy
Whirlpool       ST  99%  Sets HP to (0..9), misses if Heavy

Status attacks:
Bindweed        MT    U  Sets Slow
Phantom         ST 100%  Sets Death
Bottomless Bog  MT    U  Destroys target, misses if Heavy
Quicksand       ST    U  Destroys target, misses if Heavy

Note that the attacks Quicksand and Wind Slash also appear as monster attacks
though these attacks are different, Earthquake and the "Quake" attack used by
the Gaia Bell are not the same attack and Twister and the monster attack
Hurricane are also two different attacks.

 4.0 Geomancer Challenge Game

"Harnessing the power of their surroundings, they easily avoid pits and floors
with damaging effects."

Strength:    28 (+ 04)
Agility:     26 (+ 02)
Vitality:    28 (+ 04)
Magic Power: 48 (+ 24)

Can equip: Knives, Bells, Hats, Robes, Armlets

Freelancer gains: Strength bonus, Agility bonus, Vitality bonus, Magic Power
 bonus, Find Pits, Light Step



 25 ABP !Gaia
 50 ABP  Find Pits
100 ABP  Light Step

!Gaia			25 ABP	Action ability
 Can produce up to four different attacks depending on the current background
and the level of the user.

Find Pits		50 ABP	Support ability
 Spots loose tiles in advance as opposed to tumbling down into them.

Light Step		100 ABP	Support ability
 Damage done by out-battle traps, spikes, poisonous flowers and lava are
nullified for the entire team. Statuses set are also circumvented.

In a Geomancer SCC, the Geomancer and/or the !Gaia command is not as good as
it could be. We can't steal, so no early Mage Mashers, Gaia Gear and the like.
We never get the awesome Magic Power of the Summoner or get to equip Rods to
boost the Fire element or use the Magus Rod.

Some observations:

- Geomancers have a hard time dealing with physical attacks
- Liquid Flame, Ifrit and Soul Cannon are the worst battles in existence.
- Crystal Guardians, Exdeath and Catastrophe take very specific preparations

- Geomancers equip Knives, Bells, Robes.
- Normal Bells (Diamond bell, Tinklebell) deal magical damage depending on the
  Geomancer's Magic Power and Agility. Even though they're 'magical', they work
  as poorly on Mini and Toad as normal weapons and dispel Confuse and Sleep as
  well. Bells do not function when "Mute" is in effect (versus Magic Urns).
- The Gaia Bell and Rune Chime function use the same formula as the Gaia Hammer
  and Rune Blade, respectively. This means that they may miss, work under Mute
  and use Strength and not Agility/Magic Power to power their hits. In
  addition, the Rune Chime's damage is cut in half when used from the Back Row.
  If the game designers are to be believed, these bells are used to whack people
  over the head with, which I must admit makes more sense than their sound
  being damaging.
- Knives may miss, deal physical damage depending on the Geomancer's Strength.
- Geomancers can protect against Flame- and Ice-elemental attacks (Flame Ring)
  and Water- and Fire-elemental attacks (Coral Ring).
- Geomancers can boost Wind and Earth-elemental attacks for most of their
  careers. At the very end, this includes Fire and Poison attacks as well due
  to the Rune Chime, which also gives them a fairly decent Bell option again due
  to the Rune formula.
- Geomancers can protect themselves against Darkness (Silver Glasses), Silence
  (Sage's Surplice), Confuse (Lamia's Tiara), Sleep, Paralyze, Stop and Slow
  (Hermes Sandals), Zombie and Old (Angel Ring)
- Geomancers are unaffected by Silence. Darkness does not stop the Diamond Bell
  from inflicting unblockable hits. Toad and Mini do not cause lack of !Gaia

- Geomancers have a secondary magical attack in the Gaia Bell's Earthquake-
  like attack, which is about 170 % as strong as !Gaia's Earthquake.
- Geomancers can attempt to Steal with the Thief Knife as soon as they get
  the Airship in the third World. Sadly, there is very little of value to
  gain this way.
- Geomancers can use the Death spell through the Assassin's Dagger.
- Geomancers can summon Golem, set Reflect with Carbuncle, set Petrify with
  Catoblepas and set Paralyze with Remora. One-time only.
- Geomancers can only heal through Regen status and the Item ability.

The following is the result of a single Geomancer SCC playthrough. I cheated
with items; I gave myself four Flame Rings and four Reflect Rings to avoid
over-leveling. These items are needed for a successful playthrough and will have
you grind for money in World 1 for the Flame Rings and fight 'til you get four
rare drops in the Barrier Tower in World 2.

These are the GameShark symbols of Power: upon game start, it'll give you all
Jobs. Turn everybody into a Geomancer upon team entry.


Now, everybody is Geomancer. Your whole team looks awesome! Just kidding, your
team looks like it's composed out of special children, the kind that loves you
unconditionally and has potential. Those kids, in a Russian winter.

The first fight features feather-capped foes. Their faces looks like they need
some Branch Arrow implants. Make it so, number one.

Your first dungeon is "Cave". The attack you'll use is Ignus Fatuus all the
time. Ignus Fatuus, meaning fool's light, is said to lead weary travelers
astray in swamps. Also, it burns the face off of bats and plants, apparently.
Damage output will be erratic since Ignus Fatuus' power is random, but it'll
one-shot everything it touches... for now.

Blah, blah, blah. Faris joins your team, equipped with a Knife. Raid Tule of its
measly measly contents; of notice are the two Leather Shoes and the fact you
can't buy any decent weapons for your Puffy Hat Clowns you call team members.
Buy three Leather Hats and put them on your head. The Goblin in the chest will
face GUST.

On the Overworld, you should learn that every diagonal tile near water will be
a beach background. Beaches are not mandatory to see, ever. It's fun! On the
shores, you'll use Tsunami attacks, which are surprisingly non-elemental for
the wavey looks of it.

Your first true dungeon is "Wind Shrine". You'll use Gust all the time with
!Gaia, befitting of this building's purpose. Moldwynds absorb Gust, so let
Faris take Front-Row seat and slay them with his Knife. Wing Raptor is too
easy, as Gust inflicts far more damage than you would have normally been able
to inflict. Wing Raptor's Defense form will not help it versus the mighty
power of Gust.

Upon the destruction of the Wind Crystal, you'll be awarded with so-called
"reliable" and "good-looking" Jobs. These are for schmucks and we shall ignore
them forever. At Zok's House, Bartz will recall his father, a powerful anti-
Ridiculous Hat advocate and a constant antagonist in our hero's mind.

You'll be On A Ship in the Torna Canal, something you'll be a lot in this
game. Faris will always go first due to his superior Agility and kill everything
with a Tsunami. Karlabos, the boss here, is easily washed away by repetitious
Tsunami summoning; counter Tail Screw attacks with Potions. No chance of
losing at all.

Ship Graveyard: Oh sweet purple skies, thine !Gaia attacks are like any others.
Tsunami attacks wash away all that is unholy outside. Inside, Ignus Fatuus
guide the way, not misleadingly, to victory. However, Calcruthl are immune to
it; Knife them, Potion them or run. Running is not a bad thing; the Chicken
Knife needs powering up anyway. Low-powered Ignus Fatuus attacks may Confuse
Undead Husks, chiming in the unfortunate era of non-fatal Ignus Fatuus

Talking about appearances: Faris is not a dude. I can't even begin to tell you
how many sexually aggressive cutscenes they removed between Japan and the

Not everything that glistens is gold in this world, and hardly any girls are
girls (especially on the internet). Faris is a dude, and Siren is a zombie.
The fight takes place in a cave. Ignus Fatuus deals decent damage and can
Confuse Siren. Undead Siren takes massive amounts of damage since she's now
weak to Fire-elemental attacks. Easy peasy lemon squeezy.

Carwen gets you Daggers! Get three, just for kicks. Upgrade equipment as well.

North Mountain! The first mountain! As a member of the Silly Hat Brigade, you
must appreciate the towering gigases of nature. See those purple flowers! Do
you SEE them? Remember how they Poison you? Well, as Geomancers, you're just
too cool to be Poisoned by flowers. You ignore their touch, so walk all over
their hostile little petals if you please. Confused Gaelicats may cast
Float on you. They have a notable amount of Magic Defense, so they won't go
down quickly. Headstones pose trouble; they're immune to both Gust and Ignus
Fatuus. Dagger in the petriface or run, your call.

Magissa and Forza team up on you. Use an Antidote to cure Lenna from her
ailment and !Gaia away. Gust is still a powerful attack; they have no chance.
In the cutscene, Lenna IS affected by the Poisonous plants. Just another example
about how every problem in life can be circumvented by being a Geomancer.
Except your Silly Hat problem, that'll stay with a vengeance.

Walse is boring as hell, and Castle Walse doesn't bode well for you. You can't
defeat Jackanapes as it'll absorb Gust. Take the Elven Mantle and 2000 Gil and
run from all battles. In a no-nonsense game, your level should be too low to
take a hit and live.

Tower of Walse features a new background: the overgrown ruined shrine. Oh My
God, you'll call out Wind Slash 100 % of the time (unless you reach past level
20), so every formation will fall quickly. Wyvern has a Mythril Knife, for
Geomancer SCC rules dictate you can't get them. Too baa-aad. Garula is a piece
of cake in the face of Wind Slash. Three dosages, tops. You get more Jobs to
disregard. Also, Syldra dies again. We don't need HER. Back in the day, we used
Gust attacks to bring bosses down and we LIKED it.

Tycoon Castle gives you nothing but a Diamond Bell. It's actually a
mistranslation! "Giyaman" comes from the Dutch word "diamant", true, but it's
the name for a Glass Bell, at the end of the line. Pro-Tip: glass bells don't
work. The Diamond Bell runs off of Magic Power, so Lenna uses it the best. Her
Chancellor, anyway. It's about as powerful as a Gust attack (which is starting
to get kinda sucky), but it's targetable.

Karnak, after all that legal jazz, offers you a full equipment upgrade. A very
boring equipment upgrade, though. Notice how the guys are wearing Silk Robes.
Try googling those. Anyway, buy a load of Potions for healing.

Inside of the Fire-Powered Ship, it's back to Gust. Luckily, the Crew Dust
and Poltergeist enemies are weak to the attack. Past level 11, you start to get
a shot at Earthquake, which is quite a bit more powerful, multi-target and
doesn't affect any target here.

Liquid Flame: 3000 HP

You're going to get a beatdown from Liquid Flame. A million times. He won't
stop 'til you cry. Do you remember your buddy "Gust"? It will just fan the
flame, brother. You have several options. First, there's the stabbing. Always
the stabbing as option B. Second, there's Earthquake. At level 11, that's a
slight shot. With every level you gain, your chance of Earthquake increase
(also your HP).

Very long fight. Stab the fire until it changes into a tornado. It will now
start the healing. Take your time with using Potions 'til your maxed out and
the blazing inferno lacks the MP to heal itself. Now, know that 33 % of this
monster is now helpless except for the fact it'll change out of that helpless
form as soon as you damage it. Start using !Gaia until you hit the Jackpot:
Earthquake. It'll deal 500 damage or so.... only one-sixth of what'll you'll
have to do. You stab the thing. Pray it changes into a tornado often. Whenever
it does, have all four with a full ATB bar while the Diamond Bell wielder
damages the thing.'s a bad day when a glass bell is the most powerful option you have.

Heal up with Potions whenever the tornado appears. Eventually, the hand will
run out of MP to use Fira as well, making the humanoid the only dangerous form
left. Since the hand has a lot of Magic Defense, the Diamond Bell will be
useless and Mythril Knives must suffice.

With access to emulators, you could of course fire off Earthquake after
Earthquake... but that'd be cheating, you naughty you.

Exploding Karnak features a Main Gauche, an Elven Mantle and a bunch of Elixirs
you will want to have. Ignore the other chests, as you don't have much time
and your kung fu (Gust, rare Wind Slash) is weak. The major threat (Gigas)
absorbs both. The Main Gauche and Elven Mantles will help you avoid physical
attacks, by the way. Gaia Gear and Mage Mashers are close, so close, but you
cannot steal. Poo.

NOTICE: The Elixirs are really handy; you'll want 16 full HP recovery items
before Soul Cannon, and you have two Hi-Potions and thus need 14 Elixirs.

The Iron Claw battle will feature a new background and a new attack: Twister!
Mostly just a high-level addition to the wind-themed locations, it features
as the most basic attack of this one. Rarely, Wind Slash will deal damage;
Twister will just drop the target's HP to a single digit. The Heavy nature
protects the target from this fallacy; none of the targets here have it. If
you Twister the Sergeant and finish him off, Iron Claw will never make an
appearance. Twister works on Iron Claw as well.

And finally, here we are. Legal Geomancers. I'll admit half the fun is gone
now that they are 'allowed', but insights now gained are doubly valuable since
they apply in a normal game as well.

What have we now? A targetable, non-elemental magical attack in the Diamond
Bell, a solid physical choice in the Main Gauche and two character 'stuck'
with the default choice for all four, the !Gaia command which starts to feature,
more and more, the second spell. Let's get to the Library, but not before
getting two extra Diamond Bells. Their damage is decent, higher than Gust and
Mythril Knives. Also restock on Potions and Phoenix Downs.

You'll pass the desert, which features the new attack Sandstorm (erratic low
damage plus 50 % Darkness status). The Dhorme Chimera here is very powerful
and you have no business overcoming difficult odds to defeat it.

The Library will have you use Ignus Fatuus all the time. All targets here are
weak to the attack, but it's still random in damage output. The Confuse status
will never apply as all targets are immune. You can run away on occasion if
you want. Be careful with Levels 10, 15, 20, etc... Page 64 will eat them
alive with Level 5 Death.

Ifrit: 3000 HP

Ifrit is a bore. The fiend will absorb Ignus Fatuus, but Confuse may still
be set. You'll have to chime him into submission. His Magic Defense is
respectable; the Main Gauche will be your main damage dealer, though due to
Ifrit's Evasion it may miss. Bells never miss. Blaze deals (max HP/4) damage,
which is bad news. Try to keep up. You can re-direct his attention by Confusing
him for a short while, but every Firaga will undo over 1100 HP worth of your
effort, so this is a dangerous tactic. Bleh, books are good for nothing but
useless phantoms, it's proven once again.

Byblos: 3600 HP

The first real boss, though due to the restricted nature of our game, we've
run into a fair deal of (mostly Fire-elemental) trouble already. Byblos is weak
to Ignus Fatuus, though immune to the Confuse part. His counters, Toad and
Protect, do nothing to prevent Ignus Fatuus from burning through his HP.
Dischord is annoying as it'll reduce damage done. When it's close to the end,
it'll start to cast Drain, but due to Silk Robes you're well protected and Ignus
Fatuus out-damages the healing done by Drain. Not a difficult fight at all.

First stop: Jachol! Using !Gaia on the Fire-Powered Ship is boring, since
Tsunami is MT and weak and Whirlpool is ST and doesn't kill anything ever.
SEE, though, how the mighty Sea Ibis falls before the Tsunami. Jachol houses
Sage's Surplice (boosts your Defenses) and Mage Mashers, which boost your Magic
Power by 1. You can entertain yourself in the Jachol Cave if you like, but
there's nothing for you there. You can easily kill Skull Eaters though:
Stalactite kills them, high-powered Ignus Fatuus kills them and they fall to
Confuse 50 % of the time as well.

Istory houses everything and nothing. The Flame, Coral and Angel Rings offer
all kinds of protection against all sorts of things, but you are underpaid
for this kind of expense. Ramuh is useless to you. Crescent is very boring as
well, so just catch a Black Chocobo and get out. Lix is useful for mass amounts
of Potions for half price. Why oh why no Phoenix Downs though?

Sandworm: 3000 HP

It seems that Cid 'nd Mid are Geomancers, as well as the rest of the sane
world. They wield Bells, apparently! Seriously though, the Sandworm sucks. !Gaia
is useless; Sandstorm is weak and provokes two Gravity counterspells, Quicksand
just fails to perform since the Sandworm is a Heavy target. Bells to call the
Sandworm, Bells to kill the Sandworm. Luckily though, the Sandworm has crap
for Magic Defense. Keep using Potions to counter the effects of the Sandworm's
Quicksand attack (different from !Gaia's Quicksand, luckily) and you should be

In the Desert of the Shifting Sands, !Gaia'll summon weak Sandstorms and kill
a single target with Quicksand. Though long, battles aren't dangerous;
Sandstorm sets Darkness, and the enemies aren't very powerful. As a side note,
this is the moment in a no-nonsense playthrough I find myself having mastered
Geomancer; level 15. As a Geomancer, I have learned nothing I could not already

Cray Claw: 2000 HP

Annoying battle since Tsunami is so weak, Whirlpool doesn't work and Cray Claw
has decent Defense and Magic Defense. Diamond Bells may deal 0 damage on lesser
hits. On the other hand, Cray Claw is not very dangerous as all its attacks
are single-target. In the Back Row, counter every Tail Screw with two Potions,
keep at it with Diamond Bells or !Gaia (Tsunami beats the Bell, but every
Whirlpool is a wasted turn). You'll win at the end, but it'll go down a lot
smoother if the bastard keeps his Slimer attacks to itself. Elven Mantles help
avoid Tail Screw and Slimer from landing.

NOTICE: From now on, you can train anywhere on the Overworld Map. Do so on
Crescent Island; the encounters are decent in Exp., the Earthquake attack
just murders the enemies here and the rare Death Sickle drop is nice for

Adamantoise: 2000 HP

Much better! Elven Mantles and Main Gauche avoid physicals. Stalactite and
Ignus Fatuus are reduced in potency by Adamantoise's inherent Shell, but it's
cool. Stalactite's pretty powerful and Adamantois's attacks are all ST. No

The small cannons aren't that big of a deal, since you can heal between fights.
Keep Knives equipped so you can use low-powered blows to snap characters out
of Confuse. Geomancers will use the acceptable Wind Slash every time.

For the Soul Cannon, you will need a lot of Elixirs. These are dropped by
Moldwynd, Undead Husks, Calcruth and Zu enemies. Moldwynds come in three and
don't inflate your level needlessly.

Soul Cannon: 12500 HP

Immune to Wind. This sucks BALLS. The "Valiant Attack" special Aging Missiles
will make your life hard; if you're lucky, one character will gradually grow
useless over the course of the battle. If you're unlucky, more will.

Your first round should consist out of a fatal mob-stabbing of one of the
Launchers before it gets a missile out there. With "mob-stabbing" I mean a
single Main Gauche and three D. Bells, but mob-stabbing sound more aggressive
and I really hate this fight. The second round should consist out of the
destruction of the second. Your level needs to be sufficient in order to do
this. Level 17 and beyond should be fine. The second Launcher has a 33 %
chance of not doing anything. These are the fights you will need; one
character becoming useless over the progress of the fight will make it so
much harder. Reset until you manage to avoid all Valiant Attacks.

Wave Cannon deals (max HP / 2) damage. The ensuing Sap status removes around 100
HP as well. You will need full HP recovery items to heal up between Wave Cannon
attacks; Hi-Potions and Elixirs are these. Phoenix Downs can also be used to
revive a character killed by Wave Cannon to have it attack as often as possible
before it gets put down again. Use the two girls to revive the boys for optimum
turn flow.

I managed to defeat Soul Cannon with 14 Elixirs, 2 Hi-Potions, 7 Phoenix Downs
and at level 18. I had two characters down at the end of the fight and
could not have taken another Wave Cannon shot. I used four Diamond Bells.

When done, you get two Hi-Potions back. Restock on Phoenix Downs if necessary.

Now is the time to get 200.000 Gil for four Flame Rings. You will need them.
This is very horrible. Five dogs near Karnak get you 600 GP. Crescent enemies
at Crescent Island drop Death Sickles which sell for a hefty price. I don't
know what to tell ya.

Ronka Ruins! Every character of level 20 and below will just use the awesome
Wind Slash. A rare Sonic Boom may appear past level 20. Two Wind Slashes kills
every opponent that doesn't absorb the attack. Enchanted Fans absorb Wind Slash;
Diamond Bells or running helps here. Luckily it has 0 Magic Defense, making Bell
hits quite decent. Run from Ghidras, as they absorb Wind Slash and use powerful
attacks. If you must defeat one, Sonic Boom works on it so past level 20 you
have a shot at dealing a massive amount of damage one time. Ra Mages rarely drop

Archeoaevis: 8900 HP (sorta)

Enter with all in Front Row, Knives equipped. Wind Slash are the standard.
If you're past level 20, you may use Sonic Boom, which is a wasted effort.

First two hits will land super-effective, all other hits will hit normally
until he dies and revives. In the meantime, the winged snake will use very
few attack since  it'll be busy changing its elements when it hits certain
HP benchmarks. Now, the fiend absorbs your Wind Slash attacks and becomes a
lot more difficult to deal with.

This last form has 2500 HP and has crazy Magic Defense, meaning that Bells
are useless. Mob-stabbing time. You have a single Main Gauche and three Mage
Mashers; but them to good use. When Mealstrom appears, you're in bad shape.
Elven Mantles may help avoid the attack. This fight is much more doable than
the Soul Cannon one, but you've expanded most of your resources so healing
will probably be difficult. You have gained three Hi-Potions between Soul
Cannon and Archeoaevis, so you could use those. !Tusk sets Confuse, so that

When all four Crystals have shattered and Exdeath is revived, there is nothing
to worry about because you can avoid trapfalls. The trapfalls of despair, that
is. King Alexander Tycoon dies, which is fairly logical as he is the only being
not capable of turning into a Geomancer and thus genetically inferior to the
other PCs.

Exdeath is a very powerful and evil Geomancer who instead of summoning Gusts
uses his !Gaia ability to sink islands, burn forests and gain terrain mastery
over the "Void". As a tree, he himself can launch Branch Spears in every
setting, often using this attack in cutscenes to how how awesome he is.

Titan: 2500 HP

If only we had the Gaia Gear we'd be so entitled to due to our Geomancer
heritage! Never mind, we can use Ignus Fatuus to Confuse a Gealicat to set
Float on us at North Mountain. The attack must be weak enough to let the thing
survive, and still has only a 50 % chance of setting the status, so keep
trying. Earth Shaker is not strong enough to kill a level 20 full HP Geomancer
anyway. As for offense, you now should have about a 50/50 shot between the two
attacks. Stalactite is powerful, Ignus Fatuus is not. If you're past level 20,
the rare Wind Slash will also deliver.

Manticore: 3300 HP

This guy has powerful MT attacks, so you'll have to hope for a few Stalactites
in a row and a few physicals from his side. If you get unlucky, he'll eat you
for breakfast, lunch and dinner no problem. If you get lucky...well, let's face
it, if you got lucky more often you probably wouldn't be doing a Geomancer

Purobolos: 1500 HP (x 6)

This fight will make you realize the futility of life. It sucks that bad.
Your terrain is the Forest, which features Branch Arrow (ST) and Leaf Swirl
(erratic MT damage plus 50 % Darkness). The Darkness helps versus the physicals,
but these guys will cast MT Arise upon defeat and may use Self-Destruct every
second turn for great amounts of damage. I advise you to use !Gaia until the
first one dies. Hopefully, many Leaf Swirls have reduced the HP of the others
quite a bit. Now, you can either wait and take your chances with hopefully
weak Self-Destruct attacks or take your chances with Mage Mashers, which may
set Silence. I chose the former, used some Phoenix Downs to counteract fatal
Self-Destruct attacks and won the day.

I loved how Cid 'nd Mid got all excited about seeing some Bombs explode in our
faces while we really weren't doing anything.

You beat World 1! Make sure you got the second Elven Mantle. For my playthrough
I was level 20, had not yet seen a Spell 3 appear.

The new world houses swamplands, which are unique to this world. They are
black on the Overworld Map and will have a Geomancer use Bottomless Swamp as
Spell 2, which instantly destroys any non-Heavy target. Pao enemies fall to
every attack, so use a Tent. Give Bartz the Elven Mantle and Main Gauche for
increased durability. Also note that the Grasslands give a different background
and different attacks: instead of Gust as Spell 1, it'll feature Twister, which
reduces a non-Heavy target's HP to a single digit. Forest and beaches are the
same. Farm some Tents, then go sleep.

Abductor: 1500 HP

Hope that Hurricane doesn't hit or appear. Branch Spear is very powerful, but
rare. Leaf Swirl's Darkness may get set. The Diamond Bell is a more consistent
damage output than !Gaia. Heal if you must win.

Solo Geomancer Galuf to the rescue; Wind Slash kills all. Gilgamesh is too
easy; you'll easily outmuscle the guy. A rare Sonic Boom that may appear will
hit, do massive amounts of damage and force Gilgamesh to retreat instantly.
Shell Bears may drop Hi-Potions.

Big Bridge features the same Gust/Wind Slash/Sonic Boom routine as the castle.
Wind Slash is the best, you'll easily plow through the encounters here. The
Little Chariots may drop Hi-Potions.

Gilgamesh 2: 6500 HP (2500 HP)

Difficult fight! Sonic Boom won't work anymore, and due to his fair Magic
Defense your normal damaging attacks aren't very hot. You'll easily pound
him into his buffing state, though. Silence (through Mage Mashers) no longer
work on Gilgamesh 2, so too bad.

When he casts Haste, Protect and Shell your life becomes more miserable. Your
attacks start doing less than half damage and he starts double-turning you.
Jump is easily his most dangerous attack; normal physicals can be blocked,
Electrocute is very weak. You should still be able to just pound on him, and
revive/heal when needed. All of his attacks are ST after his buffing.

Gilgamesh, by the way, is also a Geomancer! He uses Wind Slash and looks
ridiculous. I just love picturing this fight, the colorful bad-talking samurai
getting thrown around by all kinds of storms inside that little hall you're
fighting in.

Walk over the marshes to Regole, where you can buy interesting things! In
the meantime, Fairy Orcs may drop Hi-Potions, and confused Fairy Orcs may
heal you.

Regole gives you Orichalcum Dirks, which are more powerful physical weapons
for your Geomancers. You'll still want to stick to Mage Mashers for the Magic
Power boost, but they may be useful later. Wizard's Hats and Gaia Gear boost
your defenses. Gaia Gear boosts Earth-elemental attacks (Earthquake on the
Grasslands) by 50 %. The Item Shop gives out Hi-Potions for only 360 Gil
a unit! Get 20 or so.

Continue. Walk on the grasslands south of Regole. If you meet a Kuza Beast,
Twister will bring it down to a few HP.

You meet a Moogle, a reclusive being that lives in the forest. Sounds like a
race of tiny Geomancers to me. This waterey cave may feature Stalactite and
Ignus Fatuus, both of which are ST and not powerful enough to kill anything in
a single shot. I run a lot here. Lesser Lopros is weak to Ignus Fatuus; weak
to Fire and it sets the Confuse status.

Tyrannosaur: 5000 HP

Geomancers also harness the power of items, so a Phoenix Down is all this
takes. Ignus Fatuus also hits a weakness, Stalactite is decent, the rare
Wind Slash also damages sufficiently. Tyrannosaur has a specific counter to
Wind-elemental attacks (Poison Breath), but the omni-counter to the !Gaia
command takes precedence over the Wind-elemental nature so the counter isn't
employed. Note how this battle does not take place in a watery cave background
but a normal cave background.

!Gaia may be countered by a physical, !Critical attack or ???, which deals
(full HP - current HP) damage and probably kills a character. Elven Mantles
help avoid the attack.

There is a powerful creature in the desert called the Sandcrawler. Run from it
(kill Cactus enemies if necessary before running). The Cactus enemies will get
you in trouble as they are immune to Quicksand. Sandstorm isn't very damaging.
Desert Storm may appear if you're level 21 or beyond; it'll deal great amounts
of damage. Note that both Sandstorm and Desert Storm is boosted by your Gaia
Gear. Darkness from Sandstorm helps you out as well.

From the Moogles, you get a Dancing Dagger and a third Elven Mantle. The Dancing
Dagger has a 50 % chance of using !Dance instead of the normal physical,
picking either a HP draining move, an MP draining move (useless), an ST Confuse
setting attack or a powerful physical attack. The Geomancer wielding it can
now Confuse in any situation, but the chance is slim. I understand that "true"
SCC rules dictate that this is illegal, but I think that' stoopid.

Castle Bal, etcetera. You walk over to Drakenvale (stay in the swamps) and
face Kelgar, who easily falls for your Geomancer prowess. It seems the original
Dawn Warriors were Geomancers as well, bad-asses as they were. They must've
been, sealing Exdeath below the ground they opened up for him. Buy 10 Antidotes
to cure after Poison Eagles and Poison Breath attacks.

Drakenvale is EASY. You've seen caves before and you've seen slopes before,
but now that you're past level 20, you'll notice that Spell 3 on the slopes
is Cave-In, arguably the most powerful !Gaia attack there is. It operates
completely independent of your level or magic power and deals great amounts
of damage. The MT Earthquake attack is boosted by your Gaia Gear. Inside of
the caves, your attacks are not as damaging, but Ignus Fatuus Confuses Bone
Dragons so it's not all bad.

Allow yourself to fall where you need to fall to proceed; as Geomancers,
sometimes you are just TOO GOOD. You find a Hypno Crown somewhere along the
way; the !Control boost is wasted on you, but the defense increase is nice.
The Wind Slash katana cannot be equipped by you, which is too bad; it boosts
Wind-elemental attacks.

The Golem fight is a bad fight, since !Gaia also targets the Golem you want to
save. Use Hi-Potions if you must win; they damage the undead dinosaurs for 500
damage and can heal the Golem.

Dragon Pod: 12000 HP

EASY! Earthquake takes care of the small flowers; Cave-In and Earthquake both
target the Dragon Pod. Evasion is great, so Elven Mantles and Main Gauche ON.
Gust will do nothing to Dragon Pod, but you'll easily win this just by using
!Gaia and see what happens.

I suggest you walk down, as Dragon Fangs sell for a hefty sum and you could
use the Experience. Not like you're legally allowed to use Teleport anyway.
Later, you get the mission of seeking out Sage Ghido, an ancient turtle

Exdeath uses !Gaia to sink an island. Why can't we do that?

On Xezat's ship, !Gaia easily takes the Gobbldegooks out. Note that Big Wave
is, like Tsunami, non-elemental. Whirlpool works on the Gobbledygooks.

Gilgamesh 3: 8888 HP
Enkidu: 4000 HP

!Gaia really blows in this battle. Tsunami is very weak, Whirlpool doesn't
work on Gilgamesh, Big Wave isn't even that hot and pretty rare. Luckily,
Gilgamesh' attacks aren't too difficult to handle now that we have Hi-Potions.
Use the Dancing Dagger and three Diamond Bells to stab Gilgamesh until he
calls Enkidu. Hit Enkidu with Whirlpool and stab it quickly, then finish off
Gilgamesh. A very easy battle, just a very long one.

After the battle, get some rest and enter the Barrier Tower.

In the Barrier Tower, you will get Gust, Wind Slash and the increasingly less
rare Sonic Boom as Spell 3. There are a few things of interest here. The Yellow
Dragons from chests are vulnerable to Sonic Boom. Reflect Knights rarely drop
Reflect Rings; get four of them. The Yellow Dragon may rarely drop a Coral Ring;
could yourself lucky if you get one. Ziggurat Gigas enemies absorb Wind; run
from them.


Atomos: 19997 HP

This is a tough fight, since Atomos has decent Magic Defense. Sonic Boom
doesn't work and Gust is nigh-useless. A Dancing Dagger participant isn't a
bad idea. Have one man down at any given time. Use Phoenix Downs on every
character that gets too close and let another character get dragged towards
Atomos. Eventually, you'll have done enough damage; this should be before he
starts eating your team. I accomplished this task without Wormhole-appearances
at level 23.

And thus, old Geomancer Xezat of Ice (terrain mastery of snowfields) bites the
dust. Let's get to Moore.


This is the most Geomancer-friendly town in existence. There's a great
shopping list for you here. 4 Air Knives, which boost all your Wind-elemental
attacks (the very many) by 50 %. Luminous Robes, Sage's Miters and a single
Diamond Armlet for that one schmuck you denied an Elven Mantle. Also find
that second Main Gauche.

Remember that now we no longer boost Earthquake unless we specifically change
into Gaia Gear. Also note that we now have to choose between boosting Wind
and Main Gauche evasion / Diamond Bells precision action. Let's stick with
the Air Knives and Luminous Robes for now, as we have no Earth-elemental
attacks where we're going: Ghido's Cave. Complete it, it's easy. The Metamorpha
is weak to Wind, but watch out for the Dark Aspic's Vampire attacks.

If you want to defeat Catoblepas, buy 10 Gold Needles or so.

Catoblepas: 5000 HP

If you must face him, he's in the Forest. There are no elemental attacks here,
so equip Main Gauche and Mage Mashers. Pray for a few Branch Spears and you're
done. Leaf Swirl's Darkness works. There really is no need to get him.

The Forest of Moore kind of sucks. Branch Spear is the only decent attack
and it's ST. At level 25, you only have a 20 % shot at seeing it. Leaf Swirl
is boosted by Air Knives, sets Darkness and kills Galajelly's easily. All other
ones will probably be slowly stabbed to death by flying branches of various
kinds. Battles aren't very dangerous, but they are slow.

Crystal Guardians: 7777 HP (x 4)

Wind   -   Water

Aw, man. Phantom, Twister, Whirlpool all would've made this battle so easy.

Use !Gaia until you've gotten a few Leaf Swirls to set Darkness on all (most)
targets. Then, pound on the Fire one until it starts casting powerful Firaga
spells on your characters. With Flame Rings, you are now fully healed every
turn, and thus can take every powerful MT spell.... but only ONE. Now, mob-
stab the Earth and Water crystals, switch from Air Knives to Orichalcum Knives
and kill the Wind crystal, which will be tedious due to Back Row. Finish off the
Fire one, you're done.

Versus Exdeath, just use !Gaia. Ever heard about fighting fire with fire?
You're now fighting trees with trees.

There is a long cutscene, and we get Krile in exchange for Galuf. Krile has
more Agility and Magic Power and is a superior Geomancer to Galuf in all
relevant respects, so don't mourn the old man.

Gil Turtle is impossible for you. There is no way to set Float for a Geomancer,
which is needed to survive the final Earthquake attack.

Restock on Hi-Potions and Phoenix Downs if necessary.

In Exdeath's Castle, keep Air Knives on, run from Blue Dragons and rain every
chest. It's very easy. Even when the illusion is dispelled and the background
changes, you won't use other attacks. Laugh, as you are doing the only SCC that
circumvents walking on sunshine, I mean, lava. It's nice leveling here; Magic
Dragons give loads of Exp., are weak to Wind and Wind Slash appears often.On the
dragon-infested area's, equip the four Flame Rings to counter Atomic Ray and
Frost. Sonic Boom works on Yellow Dragons still.

A note about your level here; the more you level, the more HP and power behind
Wind Slash (and Gust) you get, which is good. However, chances of Sonic Boom
also increase, which translates into more wasted turns versus bosses. Take

Carbuncle: 15000 HP

Wait until he has cast three spells, then quickly unleash !Gaia wrath. He is
weak to Wind and Sonic Boom works now. Normally, he takes little damage and
Sonic Boom doesn't work. Pray you don't bring him to his knees and then let
him slip into offensive action again; he'll kill you with spells.

Gilgamesh 4:

Gilgamesh 4 is not something to worry about, though !Gaia's Sonic Boom will
always miss. He'll double-turn you, so keep healing. You can also ignore him;
taking him into the Rift with you gets you nothing but a scripted fight with
Necrophobia. When you do fight him, note that you've won the fight when he
starts talking.

Exdeath: 32768 HP

A good fight, not too tough even. Normal parties would have you buff up to keep
up with his massive array of MT attacks, but no such luxury for you. In
addition, your offense is unreliable. Equip Reflect Rings! Luckily, you can
keep up with him and can use Phoenix Downs/Hi-Potions for every attack he uses.
Always keep at least two characters at 600 HP or beyond in case he uses an MT
attack. Level 3 Flare will bounce off (4 times!) for a lot of damage if you're
lucky. When Reverse Polarity makes an appearance, get back to the Back Row as !
Vacuum Wave just murders you in the Front Row. Eventually he'll start casting
Fira-/Blizza-/Thundaga which'll bounce off. Keep healing with Hi-Potions, he'll
take himself down in the end.

We just beat World 2! World 3 is awesome in a bit, but for now we just lose
Lenna and Faris.

Antlion: 8100 HP

Easy. Stalactite and Wind Slash are powerful attacks versus the single opponent.
Main Gauches and Elven Mantles help avoid the attacks.

At Ghido's place, Exdeath shows you why he is the superior Geomancer. He IS
trees, he doesn't just use them for murder like you do.

Travel from the Library to Moore; equip Gaia Gear and Air Knives along the
way to boost the elemental attacks you use. Elm Gigas absorbs Wind Slash and
Floats above Earthquake, so that's a bad opponent. Desert Storm is Spell 3
in the Desert; it's Earth-/Wind-elemental and fairly powerful.

Get the Chicken Knife, which is a powerful physical weapon for a single
character. Spend time running from now on until you have a 128 Base Power Knife,
it'll do you some good. Get that character in the Front Row and give him an
Elven Mantle for sure.


You must take them out simultaneously, which is a pain. !Gaia isn't very good;
you can Poison them with Poison Mist but the damage is pitiful. In addition,
Ignus Fatuus can't Confuse them. Sonic Boom doesn't work.

In the Pyramid of Moore, !Gaia really blows. Ignus Fatuus and Poison Mist are
erratic in damage output and Sonic Boom doesn't kill anything ever. At least
you have the Chicken Knife now. Air Knives boost nothing here, so Main Gauche
it is. The Damned (from chests) are healed by Poison Mist. The Aspis have very
high Magic Defense, so Knives are the way to go. The undead dragons takes ages
to defeat with Hi-Potions. I suggest that you run from everything in the Pyramid
of Moore, open no guarded chests and get the tablet at the end. Note that the
many poisonous spikes in the Pyramid have no meaning for you.

You get a White Robe and Black Robe from guarded chests, which are better for
you than Luminous Robes. You also get a lot of Gil, a few Elixirs and a Protect
Ring from unguarded ones.

Lamia Queens may drop a Lamia's Tiara rarely, which has great Magic Defense,
protects against Confuse and replaces the random random Temptation Tango on the
Dancing Dagger with a Swords Dance attack. Not really necessary. There is no
boss in the Pyramid, luckily.

The Mecha Heads are vulnerable to Sonic Boom; you can't run from them, so
this is the key to their defeat. After two Sonic Booms, I suggest you mob-stab
until they're dead. Their Defenses are very high; avoid as many as possible.

The Mummies are also vulnerable to Sonic Boom, and Ignus Fatuus hits a weakness.

Melusine: 20000 HP

Sucks. The disrobed damsel has four forms. All take no damage for Leaf Swirl
(though Darkness will be set) and only one out of four has 0 Defense; the others
have a LOT, so Branch Arrow will do nothing and Branch Spear is heavily gimped.
Diamond Bells hit 0 Magic Defense, except on the one with 0 Defense (!Gaia).
Equip Diamond Bells and Reflect Rings.

When Barrier Change is seen (after she's hit by her own spells), look at
the damage done by the Bells. If it's 0, she has now 0 Defense and it's time
to switch over to !Gaia until she uses Barrier Change again. The Chicken Knife
is also a great option, if it's powered up sufficiently. Easy fight, takes
a long time.

Get to the Sealed Castle, and take the Gaia Bell and Assassin's Dagger. The
other weapons are useless to you.

The Assassin's Dagger has a 25 % shot at casting Death, which is sweet.

The Gaia Bell uses the Gaia Hammer damage formula, uses Strength and may thus
come out weaker than the Diamond Bell. It's a non-elemental Bell with a 25 % of
casting a powerful MT Earth-elemental attack. It inherently boosts Earth-
elemental attacks; it doesn't stack with Gaia Gear. It eh... as THE legendary
weapon for a Geomancer SCC, it really blows. 25 % isn't often, and the normal
hit is just pitiful.

Get to the Phantom Village. Find the Thief Knife and buy four Circlets, Black
Robes and four Lamia's Tiaras. You should also get four Hermes Sandals. You are
now equipped with the equipment you'll use to tackle the rest of the game,
barring a few elemental Rings here and there.

Dancing Dagger (Shadow Dancer, Island Shrine)

Get the Magic Lamp; you can now Summon Bahamut, Leviathan, Odin (instant Death
versus non-Heavy targets), Syldra (powerful), Carbuncle, Golem (useful versus
physical attacks) and a lot of crap until you recharge again.

*** Intermission ***

Obtaining the other three tablets, the conquest of the Black and White Tower
of Flare and Holy, ascending Phoenix Tower and obtaining the Mime crystal shard
are all very useless. You obtain nothing to boost a Geomancer but, I guess,
Elixirs and Gil. Fighting at the Ronka Ruins locations for an extended period
of time will get you more Elixirs, more Gil and random Rune Chime drops.

Island Shrine: Check your level. If your party is divisible by 3 or 5, use
Reflect Rings for sure, as Level 5 Death and Level 3 Flare will be used often by
Executor opponents. I was level 30 here :/ (I had done Interdimensional Rift
first). Equip Air-boosting equipment (Air Knife, Rune Chime).

Gargoyles :( Easier here since !Gaia is better; Sonic Boom will fail, Wind
Slash hits all for decent damage, only Gust may put thing out of context.
Magic Lamp helps, but isn't really needed.

The pitfalls here are no problem. Tot Aevis takes forever, Sonic Boom doesn't
work, absorbs other !Gaia attacks. Run. Pantera will self-terminate upon
Illusion! in the Advance game. Covert is a Geomancer-in-a-box, using Wind Slash
at being badass. It's a slugfest. Mecha Head in the chest falls to Sonic Boom
and Wind-elemental assault. Every enemy here, in fact, is vulnerable to Sonic
Boom. Except that Tot Aevis, he'll mess your day up.

Wendigo: 20000 HP

Sonic Boom will hit the dud targets and do nothing. Wind Slash will definitely
hit the 'correct' Wendigo without provoking a counter-attack, so all you have
to do is survive the physical attacks and Mind Blast. The Paralyze part of Mind
Blast will not work when you have Hermes Sandals equipped; truly the best thing
since sliced bread. Equip Lamia's Tiara versus Confuse spells. The closer your
casters are to level 20, the shorter this battle will be. Easy.

Split Towers: One goes to the left (Magic), three go to the right (physical).

Black Tower: !Gaia counts as non-Magic, will be punishes severely. Don't fight
any enemies until you reach Omniscient.

White Tower: Back Row! Circlets rather than Lamia's Tiara. Elven Capes helps
avoid physical attacks, but Hermes Sandals helps kill thing faster.

Minotaur: 19850 HP

With Hermes Sandals, you outspeed him, so outheal him. It's very simple.

Omniscient: 16999 HP

Equip Reflect Rings! !Gaia and !Attack urges Omniscient to counter with a Reset
spell. When Omniscient successfully casts either Silence or Stop on himself, use
!Gaia IMMEDIATELY after. It'll damage him quite a bit with Wind Slash hopefully.
Silence/Stop wears off before his next turn, you see. Magic Lamp may also help
for consistent damage output early on. Note that between Leviathan and Syldra,
you'll need to *clear* the Lamp as Odin'll just be a wasted turn. A failed
Zantetsuken does not provoke a counter. After a while, he'll start casting more
powerful spells on you, damaging himself more.

You may find the opponent going in an AI loop, using the same set of moves
over and over again. If this will hurt Omniscient more than it'll heal him,
this is a problem that'll solve itself. If not, have him cast Return.

With two characters, have one attack the other with a Mage Masher. The Silence
spell will bounce off to the competition, who will respond with Return only
if the spell hits (in which case it'll do nothing). When Slowed, Omniscient
could even been double-teamed; set Silence, use !Gaia once.

Great Trench: The enemies here take sufficient damage to most likely die
in eight !Gaia attempts. The more Wind Slash attacks the merrier. There is
little to say here. The skeletons are your biggest problem, but Ignus Fatuus
confuses them. You can walk over the lava no problem.

In the white lake, you can recharge the Magic Lamp in a corner on the southern

Gargoyles now in caves! Stalactite and Ignus Fatuus are ST. Only attack if
at least two other characters are ready to focus on the other if necessary.
Easy win.

Triton/Nereid/Phobos: 13333 HP (x 3)

You can summon Odin from the Magic Lamp and win instantly. If you choose the
hard way, things are tougher. All three can be Confused (though the red one
absorbs the Ignus Fatuus attack), but you must kill them all in a single hit
or they'll revive themselves. Use Elixirs on all three, then use four !Gaia
attacks in quick succession. Large chance of success.

On the way out, recharge the Magic Lamp to Bahamut. Speaking of Bahamut...

Bahamut: 40000 HP

This is the BEST terrain for a boss battle. Cave-in deals major damage, though
Gust is useless and Earthquake will miss. You have a solid 1/3 shot at Cave-in
at level 30, and it increases between 30 and 50. There are two strategies;
Hermes Sandals gives you a very solid shot at defeating Bahamut with quick
violence. Reflect Rings bounces off Atomic Ray and Mega Flare. Cave-in does
somewhere near 4000 damage on most occasions, may be more or less depending
on your luck.

Istory Falls:

Make sure you have four Coral Rings by this point. You can find one in a chest
in the Interdimensinal Rift; the other three will have to be bought.

Gargoyles in a watery cave suck the most. Try to keep your damage equally
spread with !Attack after !Gaia has split their current HP apart too much.
Luckily, they pose little threat now.

Istory Falls takes Spell 1 and Spell 2 from normal caves, but takes it's
redemption Wind Slash and makes it into the Whirlpool sad state of affairs.
!Gaia releases no MT damage, and Stalactite as best attack isn't too hot.
Since !Gaia sucks so bad, I advice Front Row and physical attacks; you have a
Chicken Knife, a Thief Knife, a Dancing Dagger and a Gaia Bell.

Nothing here is immune to Whirlpool, but it's hardly unblockable and the
enemies here such as Steel Fist, Alchymia and Tonberry all have considerable
amounts of Magic Evasion so it may be a while before it actually connects.

Past the first Save Point, you get into a normal cave for a bit, which is
better for !Gaia. Note that the large spikes coming out of the ground will even
hit Geomancers.

Leviathan: 40000 HP

Surprisingly difficult battle. !Gaia sucks again. Whirlpool obviously doesn't
work against Leviathan, Ignus Fatuus is nullified and can't set Confuse and
Stalactite is pretty rare. Equip Coral Rings and get to the Front Row.
Leviathan's physicals will slay you, but those are ST and thus manageable.
Tidal Wave will heal you; the non-elemental Aqua Breath will not. This is a
long and costly battle. Magic Lamp helps, though Leviathan will heal itself.

Now, cash in your three tablets for nine Legendary Pieces of Useless Junk You
Can't Even Sell and the portal opens up to the new Advance Jobs. You can't

Phoenix Tower:

Wall battles actually have a different attack set! It sucks. Every attack but
Spell 1 fails on Heavy targets, which all these critters are.

Magic Pot: You cannot hope to defeat it. This battle is Mute, so Bells do not
work. Wind Slash deals no damage, the other attacks fail to deliver. With
Knives, you cannot damage it enough. Elixirs can make the battle end; the 100
ABP is useless for you.

Wall battles must not rely on !Gaia, so use Gaia Bell/Chicken Knife/Thief Knife
and Dancing Dagger. With Elven Mantles, you outspeed and outheal the opponents.
Random battles are far easier when you're boosting Wind, so make sure to
switch all the time, bothersome as though that may be. What are you doing here
anyway? Phoenix is useless to you.

Sunken Tower features beach attacks! Mandatory Phantom for the first time.
Phantom is interesting in that it sets Death and checks for Death immunity
rather than destroying a target and checking for a Heavy nature. There is an
important difference.

Most enemies are weak here except for Jackanapes and Prototype, both of which
were considerable hindrances earlier in the game. Jackanapes is easily Belled
to death. The Dhorme Chimera is immune to Phantom, as are the other two powerful
monsters. Run from Prototypes, you're on the clock.

Gogo: ?

Like Omega and Shinryu, no chance in hell Geomancers can take this bad boy
down. They are simply not powerful enough in offense and lack special abilities
that help them overcome this weakness. Phantom and Whirlpool will obviously
miss; Tsunami will provoke nastiness. Let the timer run out and win. Get back
to the Sub. We're done here, let's get to end-game.

*** Interdimensional Rift ***

Buy a lot of Phoenix Downs, Hi-Potions, a few Gold Needles.

Dive into the Interdimensional Rift and reach the Ronka Ruins-like location.
In the desert, I advise Gaia Gear to boost the attacks. Quicksand takes care
of Landcrawlers, which absorb other attacks. Combined Darkness from Sandstorm
and the fairly powerful Desert Storm will take things down no problem.
Burning Sands makes everything even easier, if you got your PCs past level 50.

It's good leveling in the ruins, as Spell 1 and Spell 2 are Wind Slash. Equip
Air Knives. The Baldanders rarely drop Rune Chimes, your ultimate weapon. Make
sure you have four Hermes Sandals before you continue. You should now be able to
fire off eight !Gaia attacks before the enemy even moves, all elemental ones

Rune Chimes use the Rune Blade damage formula (depends on Strength) are NOT Back
Row OK, work with Mute and boost all elemental attacks you use except Waterfall
and Leviathan's Tsunami.

The Forest blows. The creature here have a lot of Defense (except the Moss
Fungus) so the Branch attacks aren't too powerful. You have no alternative.

Calofisteri: 18000 HP

Another naked chick in the forest, but this one is blue.

Has a lot of Defense, and you use physical attacks in the forest. Branch Arrow
is useless. Leaf Swirl can deal 0 damage on weaker hits as well. Bindweed
may set Slow. Bells are probably more powerful, but !Attack provokes a Drain
counter, which is bad. Long battle, but Stop doesn't work due to Hermes Sandals
and Drain isn't very strong and misses often. Branch Spear and Gaia Bell's
Earthquake are your hardest hitters. Calofisteri can Reflect a character, than
cast Protect and/or Shell. Old may also appear. This sucks, but there's nothing
you can do.

Omega: 55530 HP

Don't think so. Stalactite deals no damage, as do Bells. Wind Slash and Ignus
Fatuus heal the mad machine. I have no data on Cave-in, but I theorize it won't
get you past the thing as it'll do 0 damage or just not enough.

Apanda: 22000 HP

Ignus Fatuus all the time, which is boosted by Rune Chimes. It counters these
attack with Drain or Protect, however, it he is more potent with it than
Calofisteri. Equip Lamia's Tiaras to protect against Confuse, and keep up with
healing and reviving. Magic Hammer and Web are wasted turns on his part, and
Dischord is just annoying. His most powerful attack is Wind Slash, which deals
around 450 damage to a team of Black Robe Geomancers. Very doable.

The Bridge features powerful opponents and !Gaia isn't kind to you, so just

Azulmagia: 27900 HP

Crazy Magic Defense as well as Heavy, so Bells, Gust and Sonic Boom are
completely out. Wind Slash is weak. Chicken Knife, Gaia Bell, Thief Knife and
Dancing Dagger (+ Lamia's Tiara) was my offense; Reflect Rings for defense. Mind
Blast will be Reflected, as will Dark Spark, Off-Guard, Level # etc. If the
reflected spells hit, the fight will become easier and easier. My performance
notable increased after he hit himself with both Dark Spark and Off-Guard, but
that probably shouldn't be surprising.

I got Level 2 Old to work, after which he became increasingly useless :p

Alto Roite / Jura Aevis:

Alte Roite has a lot of Magic Defense and is Heavy. Sonic Boom works on Jura
Aevis. Why are you fighting these?

Catastrophe: 19997 HP

No Float :( He murders you.

This is bad. Get OUT OF THE RIFT. Make sure to have the Magic Lamp at full
potential (for the Necrophobe fight), find a Stingray south of Phoenix Tower and
use the Dancing Dagger without a Lamia's Tiara until you've used Tempting
Tango on the thing. When it uses Mighty Guard, run away. You now have Float.
All you have to do now is return to Catastrophe and don't use Tents/Cottages
and healing pots in the process. Good luck with that! Restock on Phoenix Downs
and Hi-Potions while you're at it. Everybody who gets killed between Stingray
and Catastrophe will lose the Float status.

Return to Catastrophe, equipped with at least one Reflect Ring. 100 Gs will be
the only thing he uses, and it doesn't do anything to you. You can have the
other three characters with Hermes Sandals, he'll use 100 Gs. His defenses are
pretty decent, so that's another long fight. Sonic Boom fails, obviously, so
pray for a lot of Wind Slashes.

Halicarnassus: 33333 HP

First Ribbit turns you to Frogs, but !Gaia still works. Second Ribbit turns
you back. Reverse Polarity should be countered by changing your Row, as its
physical attacks only his guy uses (on Geomancers). He may cast Shell on
himself, which blows. Haste also worsens your condition. The Holy spell he
will use after a while will kill a non-Reflective character and will be followed
by another Ribbit attack, which toggles Frog (cured? You're Frog again. Frog?
Cured again!)

Twin Tania: 50000 HP

Equip four Flame Rings to protect against Atomic Ray and Icestorm. Keep healing
until Twin Tania is charging up for Giga Flare. Use the Magic Lamp to summon
Odin for a quick kill. !Gaia's Twister and Sonic Boom attacks are lethal as

An alternate strategy can be used if you a) feel the Magic Lamp is cheating or
b) want to have a shot at that rare Tinklebell. Equip Coral Rings. Every attack
will have a 33 % shot at having Twin Tania counter with Tidal Wave, which
heals your party back to full. Coral Rings negate Atomic Ray as well.

!Gaia is not very good here; Spell 1 (Twister) and Spell 2 (Sonic Boom) will
miss unless Twin Tania is charging for Giga Flare. After every third turn,
he'll use Mind Blast (MT), Wind Slash, Wind Slash, and then Twin Tania will
change into Twin Tania the second, which is vulnerable to Sonic Boom/Twister and
will NOT drop a Tinklebell. Giga Flare deals over 3000 damage and cannot be
avoided by Geomancers at all. For a Tinklebell, you must kill Twin Tania
in six turns or have over 3000 HP, which is leveling beyond madness. GBA
Twin Tania 2 is immune to Confuse, so Tempting Tango doesn't work either.

The Tinklebell, if you somehow got one, is like the Diamond Bell only much

Get out now, recharge the Magic Lamp

Interdimensional Rift:

The enemies here are all very powerful. You must not attempt to fight those
that are Heavy as Spell 2, 3 and 4 are Sonic boom and two times Twister.
Belphegor absorbs Earth-elemental attacks (Gaia Bell), Crystalle absorbs all
elements but has only 3 HP, Necromancer is immune to Earth, Crystal Dragon
absorbs Wind.

In the end, it is "safe" to fight King Behemoths, Necromancers, Gorgimera's,
Belphegors and Crystelles and it is NOT safe to try and fight Mindflayers,
Movers and Crystal Dragons.

Gilgamesh 5:
You need to deal 7000 damage for him to end the fight. His physical barrage
is relentless and !Gaia isn't to kind to you. Three Rune Chimes and a Gaia Bell
will last you through the fight. Don't take Front Row, he'll eat you alive.
With Hermes Sandals you outspeed and thus outheal him.

Shinryu: 55500 HP

Haha, no. Coral Rings can absorb the initial Tidal Wave, but !Gaia is useless
and there is no way to even consider Belling this thing.

Necrophobe: 44044 HP
Barrier: 8800 HP (x 4)

Reflected Flare and Holy spells must not kill you in a single shot for you to
stand a chance in this fight. You'll want a fully charged Magic Lamp for this
battle as well. Summon Bahamut, Leviathan, (Odin) and Syldra. Continue down to
Golem and then use !Gaia. Pray for a few Wind Slashes so you can end the
Barriers quickly. Catoblepas has a fair chance of taking one of the out.

When the Barriers are destroyed, Necrophobe can be damaged. He is weak to
Wind Slash now. Golem will absorb a few hits, and Hermes Sandals will make you
outheal him. Easy battle from this point on. When Gilgamesh shows up, Necrophobe
becomes immune again.

I toyed around with Assassin's Dagger and Mage Mashers on Reflective characters
to Silence/kill the Barrier, but the chances are really slim of it working it
all and you lose Haste status for it. Also, the Silence status is removed after
a single round. Catoblepas can take out a single Barrier.

Final Battle. Rune Chime/Air Knife, Lamia's Tiara, Black Robe, Hermes Sandals


You lack Ribbons. White Hole means two turns using Phoenix Down, Gold Needle.
In may miss versus Magic Evasion; pray it does. In the upside, !Gaia will
produce Wind Slash all the time. Save your Magic Lamp for later. Exdeath has no
MT attacks; use Phoenix Downs, nothing else.

When Meteor shows up, you're almost there. Also, it'll really hurt you, possible
killing 75 % of your time (or all, if you're really boned). If you manage to
get past it by speed-rezzing, you're good to go versus the true final boss.


Almagest is your biggest problem. It deals around 1700 damage with Hermes
Sandals, and Magic Defense doesn't really matter. It's Holy-elemental, you
can't defend from it. You'll have to level until your Geomancers have that
kind of HP, and then be at full HP when Almagest comes around (at the end of
its shaking, would be when).

The red dragon-like part is the most dangerous one; focus on that one. Your
attacks are MT, this is a good thing. At all times must you be able to have
three character alive and of those three characters two must have over .. HP.
This way, you can survive any attack that Neo Exdeath uses. Almagest deals
over 1600 damage.

Start your battle with four dosages of the Magic Lamp; Odin will kill the
bottom-left part, resulting in a sweet animation. Bahamut, Leviathan and
Syldra deal major damage; Golem may be useful as well later on.

 5.0 How to use Gaia

"Please, sir, could I have some MORE..."

!Gaia's effectiveness is tied to three facets of its casters. There's level, the
caster's Magic Power, and in some cases elemental up.

The Summoner is best used as a base Job for the !Gaia ability. Its Magic Power
is second only to the Oracle, but it can equip Knives and Rods as well, meaning
that all elemental attacks except for Big Wave can be boosted. Black Mages
and Blue Mages work similarly well, though the Summoner stands above all.

High Magic Power is as simple as turning into a Summoner or mastering the Job
and turning into a Freelancer/Mime. EASY! But how do we boost the elements?

Wind: Air Knife, Wind Slash, Magus Rod, Rune Chime
Earth: Gaia Hammer, Gaia Bell, Magus Rod, Rune Chime, Gaia Gear
Fire: Flame Rod, Magus Rod, Rune Chime
Poison: Poison Rod, Magus Rod, Rune Chime

The Gaia Gear can be obtained (through thievery) just prior of getting access
to !Gaia itself. Boosting the Earth-elemental is important on the Overworld
Map, as Earthquake features on the grasslands and desert attacks are always
(partly) Earth-elemental.

The Flame Rod can be used for a small part of the !Gaia lifeline to boost
Ignus Fatuus (and, in theory, Heat Sand). This is recommended when using
!Gaia in the Library of the Ancients, as everything here is weak to Fire and
you won't be seeing anything else unless you increased your level past 50
(in which case you should consider a girlfriend).

A big boost for !Gaia users comes in the form of the Air Knife, purchasable in
the village of Moore. Most every location that's inside of a building features
Wind-elemental attacks. Wind Slash is easily the most popular attack !Gaia
performs. It's also the attack that will be used 100 % of the time during the
final battle, so boosting it is a great asset.

When you get the first Tablet, you'll want to choose the Gaia Bell and the
Magus Rod for maximum !Gaia potential; the former increases Earth-elemental
attacks and is a decent weapon for Geomancers; the Magus Rod increases all
elements except for Holy (not used) and Water (never boosted).

Finally, in the Ronka Ruins-like part of the Interdimensional Rift ultra-
dungeon, the enemy called 'Baldanders will rarely (5/128) drop a Rune Chime,
which boosts all the elements the Magus Rod does, can be equipped by Geomancers
themselves and packs a hefty punch when used as a weapon, making it the ideal
weapon of choice for any mage... including every !Gaia user!

The Gaia Hammer can be used to boost Earth-elemental attacks, though Equip Axes/
Hammers is a suboptimal choice for a Geomancer. !Gaia on a Berserker won't work
for obvious reasons. In a similar vein, you can use the Wind Slash Katana to
increase Wind-elemental attacks in power before you get the Air Knife, but
only a Freelancer would be able to utilize this function; a Samurai with !Gaia
or Geomancer with equip Katana would lack the Magic Power for truly great

In the rare cases you don't care about elemental attacks at all, you can always
increase Magic Power. Geomancers are stuck with a Dancing Dagger, Circlet or
Lamia's Tiara, Black Robe and/or Elven Mantle or Crystal Orb for a maximum boost
of 14 Magic Power. Freelancers have more options; two Blood Swords, a Ribbon,
a Black Robe and a Crystal Orb boosts Magic Power by 25, though leaves the !Gaia
user with questionable defenses and lack of Hermes Sandals.

Elemental boosts can be safely ignored in Forests, Beaches, the Sunken Walse
Tower, Waterfall Caves and on deck, where attacks are non-elemental but still
depend on your Magic Power.

 6.0 Conclusion

Time to wrap this baby up. !Gaia can really dish it out with:

- Earthquake on the grasslands on World 1
- Ignus Fatuus versus the Pages in the Library,
- Stalactite versus Skull Eaters,
- Wind Slash versus formations in the Ronka Ruins,
- Bottomless Bog versus everything,
- Twister versus Kuza Beasts,
- Cave-In versus Dragon Pod,
- Cave-In versus Bahamut.

In all other instances, minus ten points for efficiency but plus a million for
silly hats.

Disclaimer and legal necessities

This was written in 2010, by Djibriel, and is copyrighted by me.

You are unauthorised to present this document, partly or whole, as written
by somebody else as the authors of the respective bodies of text. You are
unauthorised to change anything in this document for any other purpose
then personal use without my explicit permission.
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All rights reserved.