______ _______ ____ ___ ___ ___
| ___| |__ __| | \ | | / _ \ | |
| |_ | | | \ | | / /_\ \ | |
| _| | | | \| | / /___\ \ | |____
| | __| |__ | |\ | / / \ \ | |
|__| |_______| |___| \_____| /_/ \_\ |________|
______ ___ ____ ___ _________ ___ ______ __ __
| ___| / _ \ | \ | | |___ ___| / _ \ | ____| \ \ / /
| |_ / /_\ \ | \ | | | | / /_\ \ \ \ \ \/ /
| _| / /___\ \ | \| | | | / /___\ \ \ \ \ /
| | / / \ \ | |\ | | | / / \ \ __\ \ | |
|__| / / \ \ |___| \_____| |_| /_/ \_\ |_____| |__|
_________
|___ ___|
| |
| |
___| |___
|_________|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Final Fantasy Dawn of Souls GameBoy Advance
Final Fantasy I FAQ/Walkthrough All Rights Reserved
Copyright 2005, Andrew Wygle, OnyxDragon15@gmail.com.
_____________________
/~1~ Table of Contents\
To find any section, use CTRL+F to search for ~#~, where # is the number of the
section you wish to locate.
~1~ - Table of Contents (this is it)
~2~ - Version History
~3~ - Disclaimer
~4~ - Introduction
~5~ - Basic Controls
~6~ - Story
~7~ - Walkthrough (it has its own table of contents)
~8~ - Game Mechanics*
~9~ - Town Charts*
~10~ - Secrets*
~11~ -Item and Magic Lists*
~12~ -Bestiary*
~13~ -Credits
NOTE! A * by a section means it is not yet complete.
___________________
/~2~ Version History\
Version 0.50 - Original version of the guide. Complete up to and including the
Lich battle. Several mistakes are likely, but will be fixed in the next update.
Version 0.75 - Second version. Changed a few details. Decided to add a section
on game mechanics. Complete up to the Citadel of Trials.
Version 0.85 - Complete through Kraken battle. Possible ideas for the future:
what monsters appear in each dungeon, contents of treasure chests, a section on
"Oohhh... a Magic Key....".
Version 1.00 - Walkthrough complete. Everything before it and almost nothing
after it are done as well.
_____________
/~3~ Diclaimer\
This FAQ is the sole property of me. If you wish to put this guide on your own
site, E-mail me asking for permission. I will probably grant it, but I want to
know who has this up at any given time. So far, the following sites have
permission to display this guide:
http://www.gamefaqs.com
If you see this guide anywhere not listed above, please E-mail me immediatly.
No one has permission to reproduce sections of the guide, or claim it as their
work. Personal and private use is fine, but anything else is prohibited by law.
I can and will take legal action if this copyright is violated. I do not own
the rights to this game, the names, or any other copyrighted or trademarked
things contained in this guide. Thank you for your time.
________________
/~4~ Introduction\
Hello, and welcome to my first FAQ. This is for the game Final Fantasy I in the
Dawn of Souls collection by Square-Enix. Since I wrote this guide, it will
reflect me quite a bit. When I look at the guides on this site, I usually just
do so to get a general idea of where to go, and figure out the rest as I go
along. So, that's what this FAQ is designed to do. If you want instructions
like "Walk three steps forward. Open chest. Get Black Robe.", look elsewhere.
However, there is still a wealth of useful information in this guide, so if you
need help, read on!
__________________
/~5~ Basic Controls\
In this game, the controls are as follows:
The "A" Button selects items on a menu, continues conversations, and talks to
people in town.
The "B" Button runs while in towns or dungeons and backs up in menus. When used
with Select, it opens up the world map.
The "R" and "L" buttons are used together to tell your party to run from battle
The "Start" Button brings up the main menu, also known as pausing.
The "Select" button is used with the "B" Button to bring up the world map.
NOTE!: None of my Overworld directions will make much sense without knowing how
to use the world map.
The "+" Control Pad is used to move your characters, and to move the cursor in
menus.
_________
/~6~ Story\
This is taken from the beginning of the game.
"The world lies shrouded in darkness.
The winds die...
The seas rage...
The earth decays...
But the people believe in an ancient prophecy.
And they patiently await its fulfillment.
'When darkness veils the world, four Warriors of Light shall come...'
And after a long journey, the four warriors did appear...
And in the hand of each was clutched a crystal..."
_______________
/~7~ Walkthrough\
Due to the largeness of this section, it will have its own table of contents,
as well as different search aids.
____________________
/-1- Table of Contents\
To find any section, search for -#-, where # is the number of the section.
-1- Table of Contents
-2- Cornelia, Garland and the Princess (Cornelia - Chaos Shrine)
-3- Pirates and Power (Cornelia - Pravoka)
-4- The Poisoned Prince (Pravoka - Marsh Cave)
-5- The Marsh Cave (Marsh Cave)
-6- Treachery and a Hag (Marsh Cave - Western Keep - Maytoya's Cave - Elfheim)
-7- A Big Boom (Elfheim - Cornelia - Melmond)
-8- The Earth Cave - Part One (Earth Cave)
-9- Rock Candy (Giant's Cave - Sage's Cave)
-10- The Earth Cave - Part Two (Earth Cave)
-11- Canoeing (Crescent Lake - Mount Gulg)
-12- Firefighting - Mount Gulg (Mount Gulg)
-13- Take to the Air (Ice Cave - Airship Desert)
-14- Fun with Flying (Lots 'O Places)*
-15- Power up! (Citadel of Trials - Dragon's Caves)*
-16- Desert Deceptions (Caravan)
-17- Gaia, Head of the Hawk (Gaia)
-18- Feind of Water - Sunken Shrine (Onrac - Sunken Shrine)
-19- Archaeology (Melmond - Waterfall Cavern)
-20- People of the Air (Lufenia)
-21- The Final Feind - Mirage Tower and Flying Fortress (Mirage Tower - Flying
Fortress)
-22- The Spiral of Chaos - Chaos Shrine (Chaos Shrine)
NOTE! A * by a section means it is optional.
______________________________________
/-2- Cornelia, Garland and the Princess\
As you begin the game, you appear on an alleyway with a castle at the top and
buildings on both sides. Walk into the castle to enter Castle Cornelia. The
king is up and to the left, or you can talk to a guard and he'll take you there
for more information about your quest.
After the king yaks at you for a bit, he'll give you some money (500 Gil, I
think). Head back out of the castle, and walk into one of the buildings (it
doesn't matter which), and you will arrive in...
CORNELIA: CITY OF DREAMS
Equip your party as you see fit at the weapon, armor, and magic shops. I really
wouldn't buy any items at this point, because you don't have much cash. Once
you are fully equipped, it's time to set out on your mission. If you listened
to what the king had to say, you know you need to go to the Chaos Shrine. There
is a nifty trick to help with directions; hold the B button and hit Select to
bring up the world map. The Chaos Shrine is the yellow square in approximatly
the exact middle of the full map, or just NNW of Cornelia. Head there, killing
the occasional Goblin or six along the way. It looks like a broken-down old
palace of some kind.
CHAOS SHRINE
F1: 4 (6) Chests
From the entrance, walk straight upward and you will find your first boss.
-----------------------------
Garland, Knight of Cornelia.
HP: 212
Attack: 15
Accuracy: 27
Defense: 8
Agility: 6
Intelligence: 12
Evasion: 12
Magic Defense: 64
Drops: Gil 250, Exp. 130, Longsword.
-----------------------------
The practical upshot of all that is that he is a pushover. Just attacking, even
with your mages (although I wouldn't recommend it), will kill him with minimal
risk. Cast any spell you have, as he has no weakness or resistance. He should
go down in three or four turns.
Once Garland falls, you will be transported back to the King's room, where he
will thank you and Princess Sarah will give you a lute. I have no idea what the
point of this is, although some say it can "shatter the gateway of evil". In
any case, you will be back at Cornelia, so rest at the Inn and buy whatever you
need. Also, remember to save. I got almost 1/3 of the way through the game and
forgot to save once. When you are ready, you will be headed for Pravoka, the
next town on your journey, so cross the bridge to the north.
_____________________
/-3- Pirates and Power\
After a cutscene ending the prolouge, you should bring up the map again. See
that red dot just to the NEE of Cornelia? That's Pravoka. On your way, you may
want to stop at the cave to the north, where an old hag will complain that she
can't see anything. There are 3 chests in this cave. After this pit stop, you
will show up in...
PRAVOKA
Once here, purchase anything you need, rest at the inn, and then talk to a
pirate on the left side of the town; you can't miss him. Once you talk to him,
you will have a sort of "mini-boss" fight against 9 pirates.
---------------------------
Pirates, Minions of Bikke.
HP: 24
Attack: 10
Accuracy: 2
Defense: 0
Agility: 6
Intelligence: 3
Evasion: 12
Magic Defense: 35
Drop: Gil 40, EXP. 40, Leather Sheild.
---------------------------
Wimps. They will all die in one hit from properly equipped Warriors, Theives,
Monks, or Red Mages. Slaughter them.
Once you have beaten this pathetic fight, Bikke will have a convenient change
of heart and give you his pirate ship. At this point, you have two options. One
is to go the normal route, and one is to take a short side trip which will
power you up and make you insanely strong. If you want to do this, head to the
peninsula to the NE of Pravoka and walk back and forth on the top 2x2 square of
the peninsula. You will encounter monsters which are from far later parts of
the game and that will drop large amounts of EXP.
_______________________
/-4- The Poisoned Prince\
After that sidetrack, get in your new ship and sail SSW of Pravoka to a harbor
above the red dot of Elfhiem, about dead center and south on the map. Land and
walk south to the town of...
ELFHIEM
Equip yourself as needed. I especially recommend that you buy the Poisona and
Confuse spells at the Level 4 Magic shops. If you have no mages, buy plenty of
Antidotes. Once you are fully equipped, enter the castle and speak to the
people about the Elf Prince's illness. Leave and head west on the World Map to
the small yellow dot at the southwestern corner of this continent. Beware of
scorpions and the snakes which will poison you when they attack. If you are
poisoned and have no antidotes or Pheonix Downs, you might as well go back to
town right now. Head west to Marsh Cave.
__________________
/-5- The Marsh Cave\
MARSH CAVE
B1 - 0 Chests
B2 - # Chests
B3 - # Chests
From the entrance, there are two ways you can go, leading to two different sets
of stairs. The southern one will lead you to where you need to go, while the
northern leads to a few extra chests. Take the stairs at the bottom to go down
to Basement 2.
On this floor there are many chests containing large amounts of Gil, as well as
some wimpy weapons. Most or all of the chests are in the rooms scattered around
the area. All of the chests have a "required random" battle in front of them.
You can avoid some of them by opening the chests from the sides, but not all.
The stairs for this level are in the bottom right corner. You have to go into a
room and then back out of another door, which puts you right by the stairs.
This floor is a treasure hunter's paradise. There are about 12 rooms, all of
which have a treasure chest or two in them. The treasure you came here for, the
crown which can supposedly restore the Western Keep, is in the second room on
the third level, guarded by two Piscodemons.
-----------------
Piscodemons
HP: 84
Attack: 30
Accuracy: 21
Defense: 16
Agility: 33
Intelligence: 18
Evasion: 66
Magic Defense: 98
Drop: Gil 600, EXP 552.
Resistance: Fire, Ice, Stone, Paralysis, Poison, Darkness, Sleep, Silence,
Confusion, Mind
-----------------
Don't be intimidated by the huge resistance list. Cast Thunder spells and
physically attack them. They shouldn't be too difficult for you if you've been
training and running around. If you've been just following this guide, you
might have some problems, but not anything that you can't handle. After the
battle, take the Crown from the chest.
_______________________
/-6- Treachery and a Hag\
Leave the Marsh Cave, and say goodbye to the accursed place, then use a Tent or
Cottage if you need some healing. We aren't quite done yet. Head straight north
around some blocking mountains to the Western Keep. It's the red dot straight
above the Marsh Cave on the map.
WESTERN KEEP
I don't know why this broken-down wreck gets a red spot on the map. Anyway,
head up and to the left, then enter the throne room. Save, then talk to the old
man at the throne. He will take the crown, and then reveal that he is Astos,
the dark elf. A battle ensues.
---------------------
Astos, Dark Elf
HP: 420
Attack: 30
Accuracy: 42
Defense: 18
Agility: 39
Intelligence: 24
Evasion: 78
Magic Defense: 170
Drops: Gill 2000, EXP 2250, Mythril Sword.
---------------------
This one will be tough if you haven't trained at all, but if you have, he's a
walk in the park. Just hammer him with everything you can scrape together, and
he will crack soon. Once he is gone, you will get the Crystal Eye. Leave the
keep, then head back to Elfheim to rest up and buy anything you couldn't afford
before.
Return to your boat and sail to Maytoya's Cave. If you haven't been there
before, it's the yellow dot between the Chaos Shrine and Pravoka. Return here
and give her the Crystal Eye. In gratitude... sort of... she will give you the
Zap Tonic. Return to Elfheim and give it to the sick prince, who will awaken
and give you the Mystic Key. This allows you to open some doors that were
previously locked.
______________
/-7- A Big Boom\
With your new Mystic Key, gather all the treasures from the treasure house in
the northeastern corner of the palace, then leave and return to Cornelia. There
is a door in the northeastern corner which contains three or four chests. One
of them will contain the key item Nitro Powder. Once you have this, it's time
to go and see the dwarves. They are the yellow dot just above the narrowest
part of the land surrounding this sea. To get there, land at the northwestern
most port you can reach, then head left and down.
Once you reach the dwarves' caves, head to the southernmost part of the cave
and talk to Nellik, a dwarf pacing about and talking about a canal. He will
take the nitro powder and blast a hole through that thin section of the sea,
which frees you to go explore the rest of the world. Return to your ship and
sail through the newly formed canal to the red dot just outside of the canal.
MELMOND
This ramshackle town used to be quite prosperous, but has recently been
attacked by a vampire. Coincidentally, he only appeared when the earth began to
decay. Equip yourself with the new magic and weapons available here, especially
Stona, then leave town and walk west onto the large arrow-shaped peninsula that
extends southward. On this peninsula, there is a cave. Heal up using a tent or
cottage if you feel you need it, then enter.
THE EARTH CAVE
BF1: 5 Chests
BF2: # Chests
From the entrance, it is important that you take the correct path. If you don't
you will begin to encounter "random" battles after every step. If this begins
to happen, take a different route. The stairs are easy to find if you go right
past the first turning down, then take the second. Go down the stairs.
On this floor, there are many different paths that you can take to the stairs.
They are in the bottom right-hand corner, just past the turning that takes you
to a group of three chests in a room. Make your way over to them as you see fit
and watch out for the Earth Elementals guarding the chests.
This is an aggrivating floor, simply because there are so many dead ends. You
will want to go right, up, left, down, and into the room, but look out for
the many dead ends along the way. Most don't even have chests down them. Also
beware of cockatrices and other monsters which will turn your party members to
stone. When you reach the end of this floor, you will encounter the vampire.
--------------------
Vampire, Earth Fiend
HP: 280
Attack: 76
Accuracy: 39
Defense: 26
Agility: 36
Intelligence: 26
Evasion: 72
Magic Defense: 75
Drops: Gil 2000, EXP 1200.
Weaknesses: Fire, Dia
Resistances: Quake, Ice, Stone, Paralysis, Poison, Darkness, Sleep, Silence,
Confusion, Mind, Death
--------------------
...you're joking, right? This guy is pathetic. I mean, seriously, 280 health?
Not like you should need advice after all that information, but simply cast
Fire type spells... if your black mage even needs to cast them, they should
finish this guy off. After that pathetic display, take the Star Ruby from the
chest behind where the vampire used to be. Now here's why I really, really hate
this dungeon; you get to go back through it to exit. Follow my directions in
reverse and you should be all right.
Once you have exited the Earth Cave, move back up the peninsula, then to the
left of it on the World Map. There is a cave called the Giant's Cave. Inside
there is a gray giant who won't let you pass until you give him the Star Ruby.
Once you do so, he will eat it! And after all your hard work! Oh well... make
your way through this tiny, two-floor cave to another part of the area. Walk a
short distance to arrive at the Sage's Cave. Talk to the sage and he will tell
you that the Vampire wasn't the Fiend of Earth at all. You had to know it...
He will then give you the Earth Rod. Trek back to the Earth Cave. This is the
last time, I promise.
EARTH CAVE - PART 2
Make your way back to the Vampire's room, then behind it to a stone slab. Press
A in front of it to remove it and continue down.
This floor's very tricky. Once you are out of the little alcove with the
stairs, take your first left and go down. From here, continue left to the
second turn downward, then take it. Move left again from here, then go up, left
and up, then left and up again, then one final time to reach the stairs.
Once you arrive on this floor, take the first turn up and follow it until you
can't go any farther, then go left to the first turn down and do the same, then
go left again and up to the room with the true Fiend of Earth, the Lich. Talk
to the ball on the floor to start the fight.
-----------------------
Lich, Fiend of Earth
HP: 1200
Attack: 40
Accuracy: 49
Defense: 40
Agility: 12
Intelligence: 30
Evasion: 24
Magic Defense: 120
Drops: Gil 3000, EXP 2200, Dry Ether
Weaknesses: Fire, Dia
Resistances: Ice, Stone, Paralysis, Poison, Darkness, Sleep, Silence, Confusion
Mind, Death
-----------------------
Now this is more like it. It's a challenging fight, especially if you haven't
trained much. Fire is your friend, as is Dia if you can pry your White Mage
away from healing for a turn or two. Stick it out; he will fall eventually.
When he does, you will restore the light to the Crystal. Note the puddle-like
space behind it, as it will transport you out of this God-forsaken place.
_____________
/-11- Canoeing\
With the Earth Feind vanquished, it's time to seek the source of the prophecy,
the sage Lukhan. He resides in the one remaining town that you can reach at
this point in the game. To reach it, sail south around the peninsula with the
Earth Cave, then to the west. Make landfall at the port to the north. On the
World Map, the town is the red dot below Pravoka.
CRESCENT LAKE
In this town, there are Level 6 Magic shops, containing Stun, which is useful.
There is nothing of real importance to be seen at a glance, but look a little
closer. If you can squeeze past the magic shops, there is a green path through
the forest. Follow it, and you will find twelve sages. As one of them says,
"Twelve sages are we, guided to this land by the stars and prophecy." Lukhan is
the only unique one. Speak to the sage to Lukhan's right, and he will give you
a canoe.
The point of this is so that you can travel on rivers. In addition, if you sail
your boat into a river's mouth, it will dock there and you can continue by
canoe. Simply walk into a river to use it.
With your new method of travel, leave the town and bring up the map again.
There are two yellow dots in the system of rivers immediatly west and north of
this town. The one you want, the one with the Feind of Fire, is the lower one.
Use the map to navigate the complex system of rivers and arrive at Mount Gulg.
_____________________________
/-12- Firefighting - Mount Gulg\
MOUNT GULG
BF1 - 0 Chests
BF2 - 12 Chests
BF3 - 0 Chests
BF4 - # Chests
BF3.2 - 0 Chests
BF4.2 - # Chests
BF5 - # Chests
This dungeon introduces a new method for the monsters to deliver pain. This is
in the form of floor tiles that damage you. The lava on the floor deals one
damage every time you step, so take the shortest possible paths over it. You
cannot die from walking on it, but it will bring you down to one health.
The first floor is roughly circular. The stairs to the next are in the up-left
corner. Quite a boring floor, really...
This is more like it. This floor is HUGE. Absolutly, mind-bogglingly, huge. For
you lazy people, the good news is that the stairs are straight to the left, you
don't even need to enter the door. There are a bunch of chests scattered around
the large room, so go exploring, then go down.
On this floor, you are going to get hurt. Accept it, and move on. However, it
IS remarkably straightforward. Just head to the right. There are no turnoffs,
no chests, nothing of any importance. Just go down the stairs.
Another quite painful floor, even more so than the last. To reach the stairs,
go straight down until you can see the wall, then straight right.
This one will give you some headaches, what with the lava and the maze-like
appearance. What's more, taking the wrong turn isn't even rewarded with a chest
or anything, just a dead end. To reach the stairs, go left until you can turn
down, then all the way down, then all the way left again.
Another floor with a lot of extraneous chests. All the rooms are decoys, if you
choose to avoid them. To reach the stairs quickly, do not enter any rooms and
go down by any means possible. You do have to move left and right to get to
some of the down moving passages, but not too far.
The final floor. From the entrance, simply move through the down-left passage
as far as it extends. There is a room at the end with the Fire Crystal, and
naturally the Feind of Fire, Marilith.
------------------------
Marilith, Feind of Fire
HP: 1440
Attack: 40
Accuracy: 63
Defense: 50
Agility: 24
Intelligence: 32
Evasion: 48
Magic Defense: 183
Drops: Gil 3000, EXP 2475, Golden Apple
Weaknesses: Paralysis, Darkness, Sleep, Silence, Confusion, Mind
Resistances: Fire, Lightning, Stone, Poison
------------------------
A boss weak to status ailments?! You can tell this game was made a long time
ago. Get her Confused, and this fight is a peice of cake. The only downside is
that she has no elemental weaknesses, but that hardly matters. Once she is
defeated, step into the teleporter and leave the dungeon.
____________________
/-13- Take to the Air\
That was fun, wasn't it? We aren't done yet, however. Use a Tent or Cabin if
you wish, then get back into your canoe and head north. The other yellow dot
you can see on your map is your target. On your way through the maze of rivers,
you may encounter another cave that isn't marked on your map. This is the
Hellfire Chasm, a Soul of Chaos dungeon, and far in the future for you. Keep
going until you reach the cave.
ICE CAVE
BF1 - 5 chests
BF2 - 2 chests
BF3 - 8 chests
This dungeon is EXTREMELY annoying. The main problem is that parts of the
floors are completely separated from the other parts. This makes a 3F dungeon
take as long as an 6F dungeon. Another problem is the trap lying in wait for
you on BF1 - a set of stairs that will cause you to leave the dungeon. They are
placed so that it is a simple matter to take them by accident before getting
the Levistone that we came here to get, thus forcing you to do the whole
dungeon again. With that in mind, follow my instructions exactly and you will
get out just fine.
From the entrance, head right until you hit the wall, then go down and left to
a flight of stairs. It's the only thing you can do from there, so don't worry
about missing anything past the stairs.
This room is square, with a big hollow middle you can't enter. Go down and left
or down and right from your starting place in the upper right-hand corner to
reach the stairs in the lower left-hand corner. Again, don't worry about
missing any chests or anything, as there are none in this area.
This room is tiny. You can see the stairs, so take them back to BF2.
This room looks like a "C". Walk around down and left, then down and right to
the door to the center area. The large rock in the middle is the point of this
dungeon, but you can't reach it yet. Grab the two treasure chests, then drop
down with any of the cracks in the floor.
You emerge in a tiny room on BF3. Exit and go down to the spikey floor. Take
the right path to a three-way intersection, where you should take the bottom
path. At the fork, take the right path to the stairs. This is the first room
with missable chests, so feel free to explore.
Those stairs are really long, because now you're back in BF1. Leave the room
you start in and take the exit door just below you. From there, head right to a
fork and take the bottom path, which turns right quickly. Take the door there.
DO NOT take the stairs past that door, as they will return you to the outside.
Instead, fall down the only crack in the floor of that room.
The crack drops you right in front of that rock you saw before. This will
trigger a boss fight with this guy.
-----------------------------
Evil Eye, Levistone guardian
HP: 162
Attack: 30
Accuracy: 42
Defense: 30
Agility: 6
Intelligence: 20
Evasion: 12
Magic Defense: 92
Drops: Gil 3225, EXP 3225
Resistance: Quake
-----------------------------
This guy is a pushover. 162 health? Come on. If you can't beat this guy, you
are in serious trouble for the future. Hit him with full power attacks and he
will die in one to two hits. This leaves your path to the rock (the Levistone)
open. Grab it, then leave the dungeon.
We still aren't quite done with this section. Don't you want to know what all
that was for? Use a Sleeping Bag if you think you need healing for the sole
purpose of the random battles, because we aren't going to a dungeon. Pull up
your map. Do you see the red dot for Crescent Lake? Good. Do you see the desert
directly beneath that dot? Good. Head there. Navigate the mave of rivers in
reverse, then take the lower river to that desert. You should enter it, where a
cutscene will play where you use the levistone to pull an airship out of the
desert. Congratulations! You can now fly almost anywhere on the map without
fear of random battles. Your only worry now is landing the airship. You can
land on any patch of grassland. The blue water-type land is marsh, and is not
available for landing. Neither are the forests. You land by pressing A.
_____________________
/ -14- Fun with Flying\
Now that we have this amazing ability, we should make the most of it. Any and
all remaining red dots on the map should be towns filled with good armor,
weapons, and most importantly, magic. My personal favorites are the level 5
black magic spell Teleport, which sends you back one floor on a dungeon, which
you will recieve in Melmond (you've been there before), and the level 6 white
magic spell Exit, which makes you exit a dungeon immediatly, which you will
get in Crescent Lake (you've been there before too). The other towns are Onrac,
the town on the northwestern continent, Gaia, the northernmost town which looks
like it's on the head of some kind of bird, and Lufenia, on the right wing of
the bird. You may have some trouble landing to get to Lufenia. The only way to
get down on the wing of the bird is to land right next to the mountains that
are on the left border of the wing, towards the top where the forest doesn't
quite meet the mountains. Then you must walk aaalll the way back to Lufenia
from there. It's worth it, however - Lufenia has level 8 magic including the
attack spell Flare (black) and Full-Life (white). The first problem is that
you need to have class changed a White or Black Mage to learn them. Red Mages
don't work. The second problem is that Lufenians speak a strange language which
you cannot speak at this point in the game. You should buy Flare and Full-life
when you are forced to return to Lufenia later on.
Once you are fully stocked and confident in your ability to
proceed, trek over to the giant desert on the Lufenian continent. Or, if you
want to change your class, head to the chain of islands between Onrac and the
Lufenian continent.
______________
/-15- Power up!\
More specifically, you want the uppermost of the two islands with more than one
cavern on them, and the lowermost cavern. It can be difficult to land an
airship on this island. You want to land on the very southern tip of the island
between the sea and the swamp. Enter this cavern and walk down to a flight of
stairs, then go up, enter the room you find, and keep going up until you meet a
large purple dragon. Speak to him. He will tell you that if you want his power,
you should go to the Citadel of Trials. Leave the cave and board your airship.
The Citadel of Trials is located on the left wing of the bird continent. It's a
tangled mess, so landing isn't easy. The closest landing point is in the bird's
armpit, so to speak, above the prong of ocean that defines the "wing" part of
the continent. Land here, then make your way on foot and by canoe to the
Citadel, the yellow dot due west of you.
CITADEL OF TRIALS
F1 - 0 Chests
BF1 - 1 Chest
BF2 - 9 Chests
The first floor is big, square, and empty, including random battles. Walk to
the room in the upper left corner. See the throne? Walk onto it to be
transported to the next level.
This floor is horribly annoying and complicated without a guide. Instead of
step - by - step directions, I'll just do this floor by the little "rooms" with
teleporters in them, talking about which you should take. In the first room,
there is only one teleporter, so take it.
Only one teleporter here, too. Take it.
There are two here, stacked on top of each other. Take the bottom one - the top
one sends you back to the last room.
Again, only one teleporter. You know what to do.
Two more here. Take the bottom one again, the top sends you backwards.
Just one here... do I need to say it?
Two here, set staggered on the horizontal. Take the one on the right to
continue onward.
Here's the hardest part. This room has 4 teleporters, as well as the floor's
only chest. That's in a room at the top right of this section. The transporter
you want is the third one in the room. The first sends you back, the second
sends you back farther, and the last one sends you on a wild goose chase back
to the beginning.
Congratulations! You beat this evil floor! Take the stairs to the next level.
This floor is very linear, with no turnoffs. Just a long corridor with some
rooms containing treasure chests scattered along its length. Walk all the way
to the final room and grab... a Rat Tail?! Apparently symbols of courage come
in many forms. At any rate, you have a choice now. If you'd like, you can cast
Exit or use an Emergency Exit to avoid fighting the boss coming up, or you can
step on the space in front of the throne and trigger a battle with...
--------------------------------
Dragon Zombie, Citadel Guardian.
HP: 268
Attack: 56
Accuracy: 67
Defense: 30
Agility: 12
Intelligence: 26
Evasion: 24
Magic Defense: 135
Drops: Gil 999, EXP 2331, Megalixer
Weaknesses: Fire, Dia
Resistances: Quake, Ice, Stone, Paralysis, Poison, Darkness, Sleep, Silence,
Confusion, Mind, Death
--------------------------------
It's pretty easy, but most boss fights in this game are. Cast Fire with a Black
or Red Mage, and Dia with a white if you don't need it for healing. It should
go down with minimal problems. Once it's defeated, step on the throne and you
are sent back to the first floor. Walk out the door and make your way back to
your airship.
From your airship, fly back to the cave of the Dragon King and give him the Rat
Tail. He will upgrade all your classes. Warriors become Knights, Theifs become
Ninjas, Mages become Wizards of their respective colors, and Monks become
Masters. Knights can cast White Magic up to level 3 (not including Dia), Ninjas
can cast Black Magic up to level 4, and some new spells become available to the
Wizards that weren't available to the Mages (such as Holy and Flare). In
addition, your stats will increase by more every time you level up. This is
extremely useful throughout the game.
______________________
/-16- Desert Deceptions\
Now that you've class changed, it's probably time for you to level up some,
right? Right, but not for that reason. The next thing you need to do requires
you having 40,000 Gil. If you do not have that much money, you will need to get
into quite a few fights with random monsters, preferably around Lufenia or Gaia
as they are the farthest places you can go at the moment. Once you have gotten
enough Gil, head to the continent with Onrac on it (northwest).You should see
the desert (not the gigantic one on the northeast continent, the small one).
Land your airship at the southwest corner of the swamp south of the desert,
then walk there. Head to the northen edge. See that little circle of desert not
connected to the rest, next to the forest? Walk to the exact middle of it and
you will find a Caravan. Inside there is a strange little man in stereotypical
desert clothes. Talk to him, and you will see that this is actually a shop. He
sells items which temporarily increase certain stats, but what you really want
is the Bottled Faerie, which costs, as I said before, 40,000 Gil. Buy it, then
begin the trek back to your airship. Once there, fly to...
___________________________
/-17- Gaia, Head of the Hawk\
If you didn't read the first optional section, Gaia is on the northeast
continent, which is referred to as the "hawk" ingame, and does indeed look like
some kind of bird. Gaia is on the "head" of the hawk, and the most convenient
airship landing place is, for once, right in front of the town. Once you enter,
the bottled faerie escapes and flees.
Gaia is a very large town. The magic shops are right by the entrance, and the
item shop is in the top left corner. Behind it is a tiny path which leads to
the church. To the right of the church is a gap in the trees which leads to an
alternate exit (to the east) and an oasis (to the north) where the faerie has
decided to live. Talk to her and she will give you a bottle of something called
"Oxyale". Once you have this, leave the town and go back to the northwestern
continent, then enter Onrac.
___________________________________
/-18- Fiend of Water - Sunken Shrine\
You should DEFINITLY stay at the Inn in Onrac. To get there, go right and down
from the entrance, following the path. You will cross a bridge, then go left to
another bridge which places you right in front of the Inn. Once you are rested,
recross the bridge and go right. There will be a man and a little barrel/sub.
Talk to the guy and he will let you use his sub to go down to the Sunken
Shrine, the domain of the Fiend of Water, Kraken.
SUNKEN SHRINE
1F - # Chests
2F - # Chests
3F - # Chests
4F - # Chests
5F - # Chests
You start off on 3F, which gives you a choice. The mermaids live on 5F with an
entire floor devoid of monsters and many treasure chests. Due to the contents
of one of these chests, you need to go here eventually. I prefer to do it first
and get the Kraken, who lives on 1F, later. If you disagree, skip ahead to the
5th paragraph of this section, and do the rest later.
As I said, you begin on 3F. From the entrance, walk straight up between the
rows of columns until you hit a wall. From here, go right and up to the stairs
to 4F.
The stairs on this floor are at the bottom right, but several paths have been
washed away. From the stairs, head down until you reach a washed-out bridge,
then go left to the four-way intersection. Go down again, then left past the
door (which has a chest in it), then down, then right, past another door (which
has another chest in it) to the stairs.
This floor is enemy free, which is a relief if you're having trouble. Explore
all you want, then head to the room to the far up-left of the large area you
start in. Behind it is a small path which will lead to another room. This room
has three chests in it, two of which contain Diamond equipment and one of which
contains a Rosetta Stone. This is what you came to get, so return to 3F by the
quickest way you can. You can cast Exit, but if you do you will appear outside
Onrac and have to walk back to the barrel and enter it again. The alternative
is faster, but has more monsters and doesn't give a chance to heal. Do whatever
you want with that in mind.
Back on 3F, you want to walk straight up again, but this time go left and up to
stairs leading down to 2F.
On this floor, the stairs are in the upper-right corner. To get there, make a
U-turn by going left, up, and right. This will take you to the stairs, which
lead back up to 3F.
This is a tiny room with two sets of stairs. Take the other one and you arrive
back on 4F.
This floor is square with an empty room in the middle. Take the stairs on the
bottom-right and you're back in 3F.
Enter the door just above you, walk down through the room, exit and there are
the stairs to 2F. Just one more to go....
Head left to the two rows of columns. Follow them up to the room, then go left
and up to a wall. From there, go left to the stairs down to 1F.
From the stairs, walk left to be up against the wall, then hold up and you will
end up in a hallway-like room. Go left through it and exit through the door,
then go down until you hit the top of a room. Walk left and you will hit
another room. Follow the path downward and left to the door into this large
room filled with ponds and broken walls. Walking each direction until you hit
something, go up, right, up, left, and down to the door. The Kraken is actually
directly above you at this point, but you'll have to go around the room you
just came out of to get to it. It is in the little room you encounter in the
hallway above that large room.
----------------------------------------
Kraken, Fiend of Water
HP: 1800
Attack: 50
Accuracy: 90
Defense: 60
Agility: 42
Intelligence: 32
Evasion: 84
Magic Defense: 160
Drops: 5000 Gil, 4245 EXP, Kikuichimonji
Weakness: Lightning
Resistances: Quake, Fire
----------------------------------------
He's fairly difficult, as are all the Fiends, but as long as your party has
class changed you shouldn't have any real problems. If not, you may be in
trouble if you don't have a White or Red Mage. Have a Black Mage or Wizard cast
Thundaga. Any Ninjas should cast Haste and Temper on the attackers, and use the
Giant's Gloves from the Citadel of Trials to cast Saber on the attackers also.
(itself included). Knights may cast Protect if you wish, but I'd just have them
attack. Masters and Monks should attack, as should Warriors or Theifs. Once he
falls, restore the Crystal to grace and take the puddle of light behind it out
of the Sunken Shrine.
________________
/-19- Archaeology\
You appear just outside of Onrac. Enter and heal if you need to, which you
should after that place. Then walk to the river to the west. We are going to
the yellow dot on the map above Onrac. Getting there is fairly straightforward;
simply go north on the river. You will come to a waterfall, which is the yellow
dot.
WATERFALL CAVERN
1F - 6 Chests
There are monsters in here, but nothing really dangerous, and it's fairly
short, though there are numerous dead ends. You are trying to get to the bottom
left corner of the Cavern. To do this, go up to the intersection with the bat,
then left to another intersection, where you will head up and left. At another
three-way intersection, go left and down. This path will loop around and be
heading left and up. Stay on it until you get to another three-way intersection
where this path ends. Here, take the path going nearly straight down and stay
to the left at any forks until it curves around to the right, where you will
find a room with the six chests and a robot that looks like a mummy. Talk to it
and it will give you the Warp Cube. Take the stuff from the chests and use Exit
to leave.
Make your way back to the airship and take off for Melmond. You now have two of
the three items you need to take on the final Fiend, but to get the other you
need to be able to speak Lufenian. Once in Melmond, head to the area with grave
stones in the top right corner, to the right of the armor shop. Talk to the man
there and he will teach you Lufenian, with the help of the Rosetta Stone. After
that, you obviously need to go to Lufenia.
______________________
/-20- People of the Air\
If you read my section on "Fun with Flying", you already know how to get to the
ancient town of Lufenia. If not, press CTRL + F and type in -14- to get there.
Once you arrive in Lufenia, you can finally buy Flare and Full-Life, the
ultimate magic spells. To get to these hidden shops, walk to the upper-right
corner of the walled town. See that tiny gap in the wall? Walk through it and
hold right, and soon a shop will appear with these two spells. They cost 40,000
Gil each, but they're well worth it. Once you've got the spells, return to the
walled portion and head south to the docks. There is one stationary Lufenian in
the bottom-left corner. Speak to him and he will give you the Chime, the final
item you need to finish the last Fiend. Trek back to your airship and fly to
the giant desert in the center of the Lufenian continent. See that tower? Now,
with the help of the Chime, you can enter it and reach the Mirage Tower,
gateway to the Flying Fortress, lair of Tiamat, Fiend of Wind. Set the ship
down on the other side of the mountains separating Lufenia from the rest of the
continent, then walk left and enter the Mirage Tower. Use a Cottage and save,
because this is really two of the most difficult dungeons in the game.
_______________________________________________________
/-21- The Final Fiend - Mirage Tower and Flying Fortress\
MIRAGE TOWER
F1 - 8 Chests
F2 - # Chests
F3 - 0 Chests
To get to the stairs on 1F, enter the door immediatly above the entrance, then
exit the door to the left. There are 8 chests in the middle of the room if you
want them.
This floor is a giant spiral with a few branches. Take the inner branch at the
first split, then double back at the second and find the stairs next to another
mummy/robot.
This floor is a hexagon with a room in the middle. This room has a warp in the
center, along with another mummybot. Take the warp to...
FLYING FORTRESS
1F - 10 Chests
2F - 9 Chests
3F - 14 Chests
4F - 0 Chests
5F - 0 Chests
On this floor, you start out in the center and there are "spokes" sticking out
from the area you appear in. You wander around the spokes until you find the
warp to the next floor. Many floors in this dungeon follow that pattern. In
this case, the warp is on the spoke above you.
In this case, you start on the uppermost spoke, and the "hub" is below you. The
warp is on the bottom spoke.
On this floor, there is a little bubble thing which is actually an observation
window. Look at it and it shows that the Chaos Shrine is the focus of all four
of the forces that the Fiends controlled. That's where you need to go once you
defeat Tiamat. The warp is to the left, then down and right. Below the window
there are some computers that say "Analyzing Tiamat. No known weakness" over
and over, but they don't do anything.
This floor loops infinitly in all directions. There are several ways to get
past this floor, but the simplest is to go up two squares (meaning the four-way
intersections, not the steps you take) and then hold right. You will find the
warp to 5F.
On this floor, you should save, since there is an optional boss named Death
Machine which you have a 1/64 chance of encountering on this floor. If you find
him, simply attack all out: he's got 2000 HP, but.... Simply walk up to fight
Tiamat.
--------------------------
Tiamat, Fiend of Wind
HP: 2400
Attack: 53
Accuracy: 80
Defense: 80
Agility: 36
Intelligence: 45
Evasion: 72
Magic Defense: 200
Drops: 6000 Gil, 5496 EXP
Weaknesses: Stone, Poison
Resistances: Quake, Fire, Lightning, Ice
---------------------------
Tiamat can be a pain in the rear, no doubt about it. White Mages or Wizards
should cast NulAll on each member of the party, as well as NulShock. Black
Mages should cast Blizzaga, if only because it's the strongest spell they've
got. Black Wizards should cast Flare. Overall, magic isn't very effective, so
power up attackers with Haste, Saber, and Temper. All other classes should just
attack. If you got one from the monsters you were fighting on your way here,
use a Cockatrice Claw on Tiamat and she should be turned to stone, which makes
this fight CAKE.
Now that Tiamat is done, step into the pool of light to leave the Mirage Tower
and Flying Fortress Climb in the Airship and fly to Pravoka, where you will
need to prepare for the final challenge. Enter the town and head to the Item
Shop. There, buy 99 Ethers, or as many as you can afford. If you don't have a
White Mage, Red Mage, or White Wizard, also buy as many Potions, Hi-Potions,
and Phoenix Downs as you can afford. Then, head to the Chaos Shrine. You can
land right in front of it.
_______________________________________
/-22- The Spiral of Chaos - Chaos Shrine\
CHAOS SHRINE - TIME WARP
1F - 0 Chests
2F - 0 Chests
3F - 0 Chests
BF1 - 0 Chests
BF2 - 0 Chests
BF3 - 0 Chests
BF4 - 0 Chests
BF5 - 0 Chests
Welcome to the longest and hardest dungeon in the regular game. You will trek
up, down, and all around this place, and your reward at the end will be to face
a boss with 20,000 health. Sounds like fun, no? Let's get started.
You've been to this floor before, way back when you fought Garland. Simply walk
up past where he was and step on the Black Crystal in the floor to be sent back
in time to the REAL Chaos Shrine. If you want a laugh, talk to the five bats...
I mean Lufenian warriors to learn a bit about what's going on.
Here's the REAL Chaos Shrine F1. Walk down out of the room you start in and go
right at the fork. You'll find the stairs in what looks like the base of a
tower. Most of the floors of the Chaos Shrine have the same outline.
You appear in a self-contained section of F2 with a room you can't get into and
some stairs up. Take them.
Walk down from the northeast tower you start in to the southwest tower. From
there, walk right until you see two rows of columns above you and an indent in
the wall below you. Walk up from there and there is a door. When you enter it,
you will encounter the first of this dungeon's mandatory random battles. This
one is just to ease you in to the system. The miniboss is called Death Eye.
-------------------------------
Death Eye, First Chaos Guardian
HP: 360
Attack: 120
Accuracy: 150
Defense: 60
Agility: 12
Intelligence: 35
Evasion: 24
Magic Defense: 160
Drops: 1 Gil, 1 EXP, Elixir.
Weaknesses: Fire, Dia.
Resistances: Quake, Ice, Stone, Paralysis, Poison, Darkness, Sleep, Silence,
Confusion, Mind, Death.
-------------------------------
He's really quite simple. He should die in roughly two to three physical hits,
or one to two magic attacks from Firaga or Diaga. Take him out, then walk up to
the ladder that leads back down to F2.
This is exactly the opposite of F3. Walk down to the wall, then follow the
outer ring around to the northwest tower. Take the stairs down to 1F.
On this floor, simply follow the outer ring to the left and the stairs are in
the northwest tower again.
Take note: From this point onward every floor has a boss on it, and BF1-4 don't
show the bosses - they are mandatory random battles. Now is the time to heal
using either white magic or Potions, then use all those Ethers I had you buy.
Also, the layout of the Chaos Shrine changes underground - you still have the
general shape to go by, but the innards are vastly different. With that said,
head around the outer ring (at least that's still the same) to the southeastern
tower. The stairs are surrounded by pillars, making you pick one of four ways
to reach them. It doesn't matter which you pick - they all have a vastly pumped
up Lich in from of them.
-----------------------------
Lich, Second Chaos Guardian
HP: 2800
Attack: 50
Accuracy: 64
Defense: 80
Agility: 24
Intelligence: 34
Evasion: 48
Magic Defense: 140
Drops: 1 Gil, 2000 EXP.
Weakness: Dia
Resistances: Ice, Stone, Paralysis, Poison, Darkness, Sleep, Silence, Confusion
Mind, Death.
-----------------------------
The strategies from last time should serve you well. It's possible to kill him
with Quake if you've got it, but it might take awhile. You might be better
served by casting Flare with a Black Wizard, Holy with a White Wizard or Mage,
and Thundaga with a Black Mage. Attack with attacking classes such as Theifs,
Warriors, Monks, and their upgraded classes. Once he dies, take the stairs. DO
NOT back up, because he'll be there again if you do. Heal up if you need to.
OK this floor is very annoying. You can see the stairs you need to take
when you start, but you CAN'T... GET... TO... THEM! To get there, you need to
take the long way around. Go out to the left, then up until you see a door.
Take it, then go up above the first block next to you and go right until there
is a passage downward that is three spaces wide. Take it and exit the room.
Then reverse what you did to get to the room and you should see the stairs. The
second Marilith lies in wait for you...
-------------------------------
Marilith, Third Chaos Guardian
HP: 3200
Attack: 60
Accuracy: 63
Defense: 80
Agility: 30
Intelligence: 41
Evasion: 60
Magic Defense: 183
Drops: 1 Gil, 2000 EXP.
Weakness: None.
Resistances: Fire, Lightning, Ice, Stone, Poison.
--------------------------------
They removed her weaknesses to status ailments, so this version is definitly
harder. Any status ailment that's not on her resistance list WILL affect her,
but it may take a loooong time. You'd be better off just crushing her with the
same magic spells as the Lich fight, as well as physical attacks. If your Black
Mage never class changed, or if you have a Red Mage, don't bother casting the
normal magic attacks (Firaga, Thundaga, and Blizzaga). Instead, focus on using
Haste, Temper, and the Giant's Gloves on your physical attackers. Once she dies
you should heal and take the stairs to Kraken's floor.
Go through the little connector room to your right, then enter the larger room
below that. Walk through this room as well, then enter the room above the exit.
Walk right until you see the three grave stones, then go down to the wall. Head
right to the stairs and Kraken.
--------------------------------
Kraken, Fourth Chaos Guardian
HP: 3600
Attack: 60
Accuracy: 114
Defense: 80
Agility: 49
Intelligence: 41
Evasion: 98
Magic Defense: 200
Drops: 1 Gil, 2000 EXP, Eye Drops.
Weakness: None.
Resistances: Quake, Fire.
--------------------------------
The same strategies apply. Death will work eventually, but it's not really
worth it. Just pound him... if you had no trouble with Marilith this guy's only
a little tougher. Kill, heal, and head onward and downward.
This floor is sort of like a double snake. Follow the forks in this order after
going right from the start: right (Tiamat is here! Beware!) and up. Other than
that, follow the path. It's really quite straightforward. You hit Tiamat after
the first fork.
-----------------------------
Tiamat, Fifth Chaos Guardian
HP: 5500
Attack: 75
Accuracy: 85
Defense: 90
Agility: 45
Intelligence: 38
Evasion: 90
Magic Defense: 200
Drops: 1 Gil, 2000 EXP, Rune Staff.
Weaknesses: None.
Resistance: Quake, Fire, Lightning, Ice.
------------------------------
Similar strategies apply, with one exception. If you have a White Mage that you
don't need to heal at any given moment, have them cast (in this order) NulShock
NulFrost NulBlaze and NulAll. Be sure to cast NulAll on everyone, not just once
since it targets only one person. Then enhance the attackers and pound on her.
With 200 Magic Defense, spells probably aren't a good idea. Kill, heal, and go
on. The final floor (and the final boss) await you.
The last boss is in the room directly under you when you start. Make your way
into it and you will see... GARLAND?! Yes, that's right, the wimp from the very
beginning of the game has come to finish your two out of three. Talk to him to
start the fight. I recommend reading the things he says, but I am not
responsible for any time-travel-related headaches.
-----------------------------
Chaos, Lord of Discord
HP: 20,000 (Yikes!)
Attack: 170
Accuracy: 200
Defense: 100
Agility: 500
Intelligence: 40
Evasion: 100
Magic Defense: 200
Drops: 0 Gil, 0 EXP.
Weakness: None (Oh, yeah, like you expected one?)
Resistance: Quake, Fire, Lightning, Ice, Time, Stone, Paralysis, Poison, Dark,
Sleep, Silence, Confusion, Mind, Death.
-----------------------------
Wow. That's a lot of... well, everything. Despite having awesomly high stats,
Chaos is not unbeatable. He is INSANELY hard, however. Most annoying is his
ability to use Curaja and recover 9,999 health. Needless to say, this can wreck
all your hard work, and you can't even silence him. To beat him, you must
IMMEDIATLY cast Haste and Temper on all your attackers, and have them use the
Giant's Gloves to give themselves Saber. White Mages, when they can be pried
from healing, must cast NulAll on everyone, then NulBlaze, NulFrost, and
NulShock. Next, White Mages should cast Protect to offset the incredible amount
of damage Chaos can do. Keep all your people healed to as near full health as
possible, and remember to re-cast all the beneficial spells on anyone who dies.
After that, it's merely a waiting game. Keep after him until he forgets to heal
and finally, FINALLY dies. Then watch the credits and save your "Game Clear"
data. Congratulations. You've just beaten Final Fantasy I.
__________________
/~8~ Game Mechanics\
Coming as soon as I figure them out.
_______________
/~9~ Town Charts\
This will contain charts on the shops in each town. Coming soon.
____________
/~10~ Secrets\
This will contain info on secrets such as the Peninsula of Power and the ship
minigame, and this, too, is coming soon.
_________________________
/~11~ Item and Magic Lists\
Coming once Death Machine decides to drop me a Genji Armor already!
_____________
/~12~ Bestiary\
Coming once I get all the monsters in it.
____________
/~13~ Credits\
CJayC for making Gamefaqs.
Square-Enix for making Dawn of Souls.
Square for making FFI in the first place.
Me for taking the time to write this guide (what, I don't get any limelight?).
Various members of the Dawn of Souls board at GameFaqs who were helpful.
You, for reading this.
There you have it, my first guide for GameFAQs. If you have suggestions,
questions, or comments, let me know via E-mail at onyxdragon15@gmail.com.