========================================================== (80 characters) =====
_
/ |
_________ / |
\ ____ | _____ __ _ ______ _ ___/ |
| | \| |_ _| | \ | | | __ | | | __-- -__
| |__/| | | | | \ | | | |__| | | | <-------_____ \
| __ | | | | |\ \| | | __ | | | : 0 0 : ---
| | \| _| |_ | | \ | | | | | | | |___ : ___/\
| | |_____| |_| \__| |_| |_| |_____| | `---__ _/
/___\ O O |
|\ : |
| \__ : ,`
<________V__\
_________
\ ____ | ______ __ _ _______ ______ ______ __ __
| | \| | __ | | \ | | |__ __| | __ | | ____| \ \___/ /
| |__/| | |__| | | | \ | | | | | |__| | | |____ \_ _/
| __ | | __ | | |\ \| | | | | __ | |____ | | |
| | \| | | | | | | \ | | | | | | | | ____| | | |
| | |_| |_| |_| \__| |_| |_| |_| |______| |_|
______ /___\ ___________________________________________________________________
--------------------------------------------------------------------------------
F I N A L F A N T A S Y I & I I - D A W N O F S O U L S
F A Q / W A L K T H R O U G H = v1.0 =
Copyright 2004-2006, Action (R Jackson)
Email: actionjmanx (at) gmail (dot) com
Version: 1.0
All rights reserved.
The world lies
shrouded in darkness
The winds die...
The seas rage...
The earth decays...
But the people believe
in a prophecy, patiently
awaiting its fulfillment.
"When darkess veils the
world, four Warriors of Light
shall come."
After a long journey,
four young travelers
did at last appear...
...and in the hand of each
was clutched a crystal.
The following sites may use this FAQ:
[http://www.gamefaqs.com] ............................................ GameFAQs*
[http://www.1up.com] ....................................................... 1UP
[http://www.ign.com] ....................................................... IGN
[http://www.neoseeker.com] ........................................... Neoseeker
[http://www.supercheats.com] ...................................... Super Cheats
If you see this FAQ anywhere else, please let me know at my email, which can be
found above.
*GameFAQs has affiliates that are allowed to use this FAQ freely. GameSpot is
one of those affiliates, same with all of CNet. If you see this FAQ on a CNet
site, don't bother telling me, since (technically) they are allowed to use it.
**************************************************
* WARNING! READ BEFORE CONTINUING! *
**************************************************
First off, this document will contain a lot of <SPOILERS>. And major ones at
that. You have been warned.
Do NOT email me about "You missed this chest [insert location here]". I already
KNOW of all the chests, but due to the fact that FF1 has duplicate chests
(explained in section [MKEY9]), my FAQ will lead you in the most efficient path
that I see. If you follow my FAQ to the letter and STILL somehow find a chest,
then you can email me about it (keep in mind that I'm 99.98% sure I have all
the chests).
Second, this FAQ covers FF1 ONLY. FF2 will not be covered in the least. There
is a Final Fantasy II FAQ of mien that is seperate, and it's on GameFAQs as
well (just scroll down).
Last, if you have an email to send me, please be sure to put "FF1 Walkthrough"
or something like that in the Subject line. I'll probably end up deleting it
otherwise. And please include your screen name so I know who to give credit to,
should I place new information inside. :) [ZRZJZAZCZKZSZOZNZ]
============================================================
: Latest Version Info
------------
Version 1.0 - Finally completed the main walkthrough. I intend to work on the
other parts at a later date, hopefully very soon.
1.0 - Completed: January 31, 2007. Time: 10:12 PM. Size: 235k
- Walkthrough section is laid out and finished
- "Characters" section complete
- "Travel Notes" section complete
- blacksniper's guide included
- Soul of Chaos not included yet
- Bestiary not included yet
- Appendices not included yet
============================================================
: Font Spacing Check
------------
Check please if the numbers and dots align. If not, then switch to a monospaced
font to properly view this document.
1234567890
..........
The default Wordpad font (Courier New) is most suited for viewing this
FAQ. However, I used Notepad, with the same font, while writing this FAQ.
There's really no significant difference between the two when viewing this FAQ.
============================================================
: Keyword System
------------
A good friend of mine, Arctic (best known for his sweet FF7 FAQ), used the
Keyword System in Version 1.1 of his FAQ and has used it ever since. Its sole
purpose is to allow you (the user) to search for anything in this FAQ with the
greatest of ease. [GRGJGAGCGKGSGOGNG]
Utilizing the Find function (Ctrl+F) that can be used in both Notepad and
Wordpad, the keyword system is used at the start of each chapter and
subsection. When reading the Table of Contents, you'll see the following by
a certain section:
[Keyword]
Press Ctrl+F and type in the following:
^[Keyword]
And you'll immediately be brought to the corresponding section after you press
Enter. Make sure you don't drop the ^ or you'll end up back in the Table of
Contents.
============================================================
: Anti-Plagiarism Format
------------
It seems that nowdays you can take a quote from any magazine, stick it into any
search engine and find the same article written by 4-5 different people. As far
as I know, hardly any FAQ writers have implemented a working anti-plagiarism
format in their FAQs. So yeah, I have added one.
If you see something that looks completely out of place, it's probably an anti-
plagiarism tag. Given, although the system I'm putting in this FAQ/Walk isn't
foolproof, it's my own attempt at anti-plagiarism. I'm pretty sure someone will
crack the code, but I'm planning on making it harder than hell for them to do
so.
============================================================
: Table of Contents
------------
-> Final Fantasy Mechanics .................................... [MECH]
-> Controls ................................................. [MCTL]
-> Main Menu ................................................ [MMNU]
-> Status Effects ........................................... [MSTA]
-> Characters ................................................ [CHAR1]
-> Warrior -> Knight ....................................... [CHARA]
-> Thief -> Ninja .......................................... [CHARB]
-> Monk -> Master .......................................... [CHARC]
-> Red Mage -> Red Wizard .................................. [CHARD]
-> White Mage -> White Wizard .............................. [CHARE]
-> Black Mage -> Black Wizard .............................. [CHARF]
-> Travel Notes .............................................. [NOTE1]
(for any FF player) ^
-> Reading This Guide ......................................... [NOTE2]
-> Walkthrough
-> Rescue Mission .......................................... [RESC1]
-> Cornelia .............................................. [RESC2]
-> Castle Cornelia ....................................... [RESC3]
-> Cornelia Area ......................................... [RESC4]
-> Chaos Shrine .......................................... [RESC5]
-> Castle Cornelia ....................................... [RESC6]
-> Path to the Mystic Key .................................. [MKEY1]
-> Matoya's Cave ......................................... [MKEY2]
-> Pravoka Area .......................................... [MKEY3]
-> Pravoka ............................................... [MKEY4]
-> The Sea ............................................... [MKEY5]
-> Elfheim ............................................... [MKEY6]
-> Elfheim Area .......................................... [MKEY7]
-> Western Keep .......................................... [MKEY8]
-> Marsh Cave ............................................ [MKEY9]
-> Western Keep .......................................... [MKEY0]
-> Matoya's Cave ......................................... [MKEYA]
-> Elven Castle .......................................... [MKEYB]
-> Looting the Mystic Treasures ............................ [LOOT1]
-> Castle Cornelia ....................................... [LOOT2]
-> Chaos Shrine .......................................... [LOOT3]
-> Western Keep .......................................... [LOOT4]
-> Marsh Cave ............................................ [LOOT5]
-> Relighting the Earth Crystal ............................ [ERTH1]
-> Mt. Duergar ........................................... [ERTH2]
-> Mt. Duergar Area ...................................... [ERTH3]
-> Melmond ............................................... [ERTH4]
-> Melmond Area .......................................... [ERTH5]
-> Cavern of Earth ....................................... [ERTH6]
-> Giant's Cave .......................................... [ERTH7]
-> Sage's Cave ........................................... [ERTH8]
-> Cavern of Earth ....................................... [ERTH9]
-> Class Change Quest ...................................... [CHNG1]
-> Crescent Lake ......................................... [CHNG2]
-> Cave of Ice ........................................... [CHNG3]
-> Ryukahn Desert ........................................ [CHNG4]
-> Gaia .................................................. [CHNG5]
-> The Cidatel of Trials ................................. [CHNG6]
-> Dragon Caves .......................................... [CHNG7]
-> Class Change Tactics .................................. [CHNG8]
-> Relighting the Fire Crystal ............................. [FIRE1]
-> Crescent Lake ......................................... [FIRE2]
-> Crescent Lake Area .................................... [FIRE3]
-> Mt. Gulg .............................................. [FIRE4]
-> Relighting the Water Crystal ............................ [WATR1]
-> Gaia .................................................. [WATR2]
-> Caravan ............................................... [WATR3]
-> Waterfall Cavern ...................................... [WATR4]
-> Onrac ................................................. [WATR5]
-> Gaia .................................................. [WATR6]
-> Onrac ................................................. [WATR7]
-> The Sunken Shrine ..................................... [WATR8]
-> Relighting the Wind Crystal ............................. [WIND1]
-> Melmond Graveyard ..................................... [WIND2]
-> Lufenia Area .......................................... [WIND3]
-> Lufenia ............................................... [WIND4]
-> Mirage Tower .......................................... [WIND5]
-> Flying Fortress ....................................... [WIND6]
-> The Final Battle ........................................ [LAST1]
-> Battle Preparations ................................... [LAST2]
-> Chaos Shrine .......................................... [LAST3]
-> Temple of Chaos ....................................... [LAST4]
-> Epilogue .............................................. [LAST5]
-> Soul of Chaos Dungeons ..................... (under construction)
-> Earthgift Shrine ......................... (under construction)
-> Hellfire Chasm ........................... (under construction)
-> Lifespring Grotto ........................ (under construction)
-> Whisperwind Cove ......................... (under construction)
-> Frequently Asked Questions .................................. [FAQ]
-> Secrets Quick Help .......................... (under construction)
-> blacksniper's Guide-to-not-having-a-sucky-Monk/Master ..... [MONK1]
-> Bestiary ..................................... (under construction)
-> Appendix A: Equipment ........................ (under construction)
-> Full Update History ........................................ [UPDT]
-> Copyrights, Disclaimers, etc. .............................. [COPY]
============================================================
: Final Fantasy Mechanics ^[MECH] :
------------ ------------
This section will cover the basics of Final Fantasy. Use this guide if you
don't want to scroll back to the Contents section:
-> Final Fantasy Mechanics [MECH] <- (you are here)
-> Controls [MCTL]
-> Main Menu [MMNU]
-> Status Effects [MSTA]
Don't forget the carat ^ when you're using the Find Function!
------------
: Controls ^[MCTL]
------------
If you have the manual, you should RTFM. If you need to ask what it means, you
shouldn't be asking in the first place.
If you're using an emulator, shame on you. Pirating is bad, etc. At any rate,
here's the controls. I'd like to use some ASCII, but if you can't figure out
where these buttons are, you're probably too damn stupid to own a GBA anyways.
-> D-Pad ........... Move character / Move cursor
-> A Button ........ Confirm / Talk / Examine / Ride or Disembark Airship
-> B Button ........ Cancel / Dash (Dash with control pad)
-> L Button ........ Toggle between pages (where L and R buttons are shown) /
Switch the displayed character
-> R Button ........ Toggle between pages (where L and R buttons are shown) /
Switch the displayed character
-> Start ........... Open Main Menu / Pause or Resume battle
-> Select .......... Press B and then Select to open up the World Map.
------------
: Main Menu ^[MMNU]
------------
This section will cover what you find in the Main Menu. Here's the basic layout
of the Main Menu:
_______________________________________________________________
| | |
1 -> | Cecil | -> Items | <- 2
| Lv. 1 Warrior | Magic |
| HP 35/ 35 | Equipment |
| MP 0/ 0 | Status |
| | Formation |
| Edge | Config |
| Lv. 1 Thief | Save |
| HP 30/ 30 |____________________|
| MP 0/ 0 | |
| | Gil 500 | <- 3
| Rosa | Time 00:01 |
| Lv. 1 White Mage |____________________|
| HP 33/ 33 | |
| MP 10/ 10 | ^ ^ ^ ^ |
| | | | | | | | | | | <- 4
| Vivi | v v v v |
| Lv. 1 Thief ______|____________________|
| HP 25/ 25 | |
| MP 10/ 10 | Cornelia | <- 5
|___________________________________|___________________________|
1) Here's your team and their statistical data.
2) This is the list of Sub-Menus inside the Main Menu. I'll go over them very
soon.
3) Here you'll see your Gil and your play time.
4) The crystals your characters possess can be seen here. It seems the light
in them has diminished.
5) You can see your location here.
Now I'll cover the Sub-Menus inside the Main Menu. They are:
- Items
- Magic
- Equipment
- Status
- Formation
- Config
- Save
------------
: Items
------------
In this menu, you'll see all the items you possess.
--------------------------------------------------------------
1 -> | -> Use Sort Key Items | Items |
|------------------------------------------------------------|
2 -> | -> Potion 14 Hi-Potion 20 |
| Sleeping Bag 1 Knife 2 |
| |
| |
| |
| |
| |
| |
| |
| |
| |
|------------------------------------------------------------|
3 -> | Restores 50 HP |
| |
--------------------------------------------------------------
1) This is the Item Submenu. If you USE an item, you can select an item to use
and a character to use it on (or all characters for certain items). If you
SORT your items, the game will automatically sort everything for you so
that you don't have to. Selecting KEY ITEMS will show all the Key Items
that you currently possess.
2) These are where your items are displayed. If you've selected the USE option,
you'll see a cursor in here, where you can select the item you want to USE.
3) This will describe the item that you've selected (as described in #2).
------------
: Magic
------------
Here you'll see all the magic any character possesses. You can also toss out
magic spells you don't want anymore. This is especially useful for a Red Mage.
--------------------------------------------------------------
1 -> | -> Use Discard | Magic |
|------------------------------------------------------------|
2 -> | Rosa Lv. 1 White Mage |
| [L] HP 33/ 33 [R] |
| MP 10/ 10 MP Cost 3 |
|____________________________________________________________|
| Lv.1 -> OCure ODia OBlink |
3 -> | Lv.2 |
| Lv.3 |
| Lv.4 |
| Lv.5 |
| Lv.6 |
| Lv.7 |
| Lv.8 |
|------------------------------------------------------------|
4 -> | Restores a little HP to one ally. |
--------------------------------------------------------------
1) Here you can either USE magic or DISCARD a magic spell. If you DISCARD a
spell, you'll have to either re-buy the spell to use it again, or fill
the slot with a different spell.
2) This shows your character's portrait, their name, their level, and their
HP/MP stats. It also shows how much MP the spell you have selected will
use. Pressing the L or R button will switch characters.
3) This shows the spells you have in the type of magic you select. Spells that
are grayed out cannot be used outside of battle.
4) When you have a spell selected, this area shows what effect the spell will
have.
------------
: Equipment
------------
You can view all the equipment you have on any given character.
--------------------------------------------------------------
1 -> | Equip Optimal Remove | Equipment |
|------------------------------------------------------------|
2 -> [L] [R]
| Cecil Lv. 1 WPN \ Knife |
| ___ Warrior SHD |
| | | HP 35/ 35 HLM |
| |___| MP 0/ 0 ARM V Clothes |
| GLV |
|------------------------------------------------------------|
3 -> | -> \ Staff | ATK 10 > 11 | <- 4
| \ Knife | ACC 28 > 18 |
| | DEF 1 > 1 |
| | EVA 59 > 59 |
| | |
|------------------------------------------------------------|
5 -> | A wooden staff. |
--------------------------------------------------------------
1) This is the Equipment Submenu. If you select EQUIP, you can choose what
equipment to put on a character. If you choose OPTIMAL, the game will
auto-matically choose the best equipment for your character, based upon
the highest defense. REMOVE will take off any piece of equipment you like.
2) Here you'll see your character's portrait, their level, class, current
equipment, and their attack power, defense and magic defense. Pressing the
L or R button will switch characters.
3) If you select a piece of equipment in #2, you'll see a cursor here which you
can use to select a new piece of equipment.
4) If you select a piece of equipment in #3, you'll see how it affects your
stats here. Stat increases are shown in yellow and stat decreases are shown
in gray.
5) If you select a piece of equipment in #3, you'll see a description of the
equipment here.
------------
: Status
------------
In here you will see a full statistical analysis of your character.
--------------------------------------------------------------
| ____ Cecil Warrior | |
1 -> | |____| | Status |
[L] Lv. 1 |____________[R]
| |
| HP 35/ 35 STR ... 10 | <- 3
| MP 0/ 0 |
| AGL ... 8 |
| Magic Level 0 |
| INT ... 1 |
| Current EXP 0 |
| STA ... 15 |
| Next Level 14 |
| LCK ... 8 |
2 -> | WPN \ Knife |
| SHD ATK ... 10 |
| HLM ACC ... 28 |
| ARM V Clothes DEF ... 1 |
| GLV EVA ... 59 |
| |
--------------------------------------------------------------
1) This section shows your character's name, class, level, HP and MP stats, as
well as their picture. Pressing the L or R button will switch characters.
2) This area shows what equipment your character has equipped.
3) This area shows all your character's stats, which influence that character's
performance in all aspects. Here's the lowdown on all of them:
-STR: Influences the effectiveness of physical attacks.
-AGL: Determines Accuracty and Evasion.
-INT: Effectiveness of all magic and items that mimic magic.
-STA: Manner by which HP increases. Also plays heavily on the Monk/Master's
performance.
-LCK: Luck plays a role in critical hits. With a LCK of 99, you'll almost
always get critical hits.
-ATK: This is your attack power, influenced by STR and the weapon equipped.
Combined they create the number you see when you attack in battle.
-ACC: Probability of hitting when attacking.
-DEF: This is your defensive power, influenced by all the armor you wear.
Combined they create the total defensive power on the character.
-EVA: Probability of evading an attack.
------------
: Formation
------------
Here you can change the order of your team. You'll want to place physical
fighters closer to the top since they'll be targeted more often. On any given
attack:
The first slot has a 50% (1/2) chance of being targeted.
The second slot has a 25% (1/4) chance of being targeted.
The third slot has a 12.5 (1/8) chance of being targeted.
The fourth slot has a 12.5 (1/8) chance of being targeted.
------------
: Config
------------
Here you can adjust the settings for the game.
--------------------------------------------------------------
| | |
| Configure Settings | Config |
| | |
|------------------------------------------------------------|
| |
| -> B Button Dash On Off |
| |
| Cursor Default Memory |
| |
| Message Speed 1 2 3 4 |
| |
| Window Color R 0 G 0 B 5 |
| |
| Bestiary |
|------------------------------------------------------------|
| | |
| Adjust B Button dash | (A) Confirm |
| settings. | (B) Back |
| | |
--------------------------------------------------------------
B Button Dsh.: This will toggle the B Button Dash. If this option is set to ON,
your character will always dash. If this option is set to OFF (the
default), your character will only dash when you hold down the B Button.
Cursor: This determines where your cursor will appear on the menu. If this is
set to DEFAULT, the cursor will always appear on the top. If this is set to
to MEMORY, the cursor will appear where you last had it.
Window Color: If you hate blue for some odd reason, you can change the color of
the window. Using the Red, Green and Blue colors, you can change each
color's settings from a level between 0 and 7. The color you choose will
follow to every window's colors.
Bestiary: Here you can check all the enemies you've defeated so far. Monsters
highlighted in yellow with [new] to the left of them are monsters that you
have not yet viewed in the Bestiary.
------------
: Save
------------
If you are at a Save Point or on the Overworld, you can save your game. Doing
so will save your progress (duh) so you can:
1) Go to sleep.
2) See #1 for details.
When you see the Game Over screen, you can reload your last save and not be
screwed.
------------
: Status Effects ^[MMNU]
------------
This section goes over the various status effects, what they do, and how to
fix them.
In case you don't know, Esuna is a White Magic spell.
Effect Effect Remedy
--------------------------------------------------------------------------------
Darkness Vision worsens, physical attacks more likely Blindna spell /
to miss Eye Drops
Paralysis Target cannot move, unable to act, drops None, let it wear
EVA to 0 off
Poison Poison gradually reduces HP Poisona spell /
Antidote
Silence Unable to use Magic Vox spell /
Echo Grass
Petrify Target is turned to stone, unable to act Stona spell /
Gold Needle
KO Target is knocked out and is unable to act Life spell /
until restored Phoenix Down
============================================================
: Characters ^[CHAR1] :
------------ ------------
At the Dawn of Souls Message Board, we get a lot of questions about "What's the
best team to start with?"
Depending on your own personal tastes, you can choose any four Warriors of
Light that you wish. There's no requirements whatsoever. As for names, you're
free to choose whatever names you wish. Name them after your best friends, your
favorite movie stars, even other Final Fantasy characters if you so wish.
New players should have a well balanced team with melee fighters and magicians.
New players will also want a White Mage on their team, as the White Mage is the
only class (other than the White Wizard) that can cast the Heal family of
spells, which heal your entire team, a must-have safeguard for those who
haven't played this game before.
Here's a few good starting teams:
Warrior, Thief, White Mage, Black Mage
Red Mage, Thief, White Mage, Black Mage
Thief, Monk, Red Mage, Red Mage
Thief, Red Mage, Red Mage, Black Mage
I highly recommend that you stray away from using four of the same class unless
you've played through the game a few times and KNOW what you're doing.
Especially four Warriors, it really limits your options when in battle. You
could get away with four Red Mages, but balance your team the first time
around.
Below you'll find dedicated sections for each character, their strengths and
weaknesses, and three ratings: Attack, Defense and Magic. When viewing these
ratings, a 1-star rating is low and a 5-star rating is high.
------------
: Warrior -> Knight ^[CHARA]
------------
The Warrior is no longer the massive tank that he used to be in the days of
olde. The Warrior still takes less damage than other classes due to the fact
that he can wear pretty much any armor equip the best weapons. However, the
Warrior and later the Knight will be easily out-damaged later in the game by
the Master or the Ninja. Also, once you reach the Soul of Chaos dungeons,
you'll find weapons and armor that will allow other classes to match the
Knight's defense.
After you Class Change, the Knight will gain the ability to use White Magic
Levels 1, 2 and 3. These spells are completely useless in combat when compared
to the spells that a Red or White Wizard will have at that point in the game.
Bottom line? The Warrior is powerful, but matched by other classes. The
Knight's magical abilities are terrible compared to that of other party
members.
Attack: *****
Defense: *****
Magic: **
------------
: Thief -> Ninja ^[CHARB]
------------
You'll find that the Thief can make a decent replacement for the Warrior, as
the Thief is nearly capable of matching the Warrior in terms of damage. The
Thief is also fast and can usually attack first. However, once you Class
Change, I've found that your Ninja can be slightly slower than the White
Wizard.
Once you Class Change, the Ninja becomes even more versatile than the Thief.
The Ninja can use Black Magic Levels 1, 2, 3 and 4, which includes the most
useful spells, Temper and Haste.
The Ninja could possibly replace a Black Mage due to the fact that Haste and
Temper are really the only two Black Magic spells you really need. However,
having a Ninja in place of a Black Mage requires you to complete the Class
Change sidequest.
Attack: ****
Defense: ****
Magic: ****
------------
: Monk -> Master ^[CHARC]
------------
The Monk is probably the biggest damage dealer in the entire squad. And here's
the best part: the Monk requires no equipment to do so! The Monk can easily
out-damage your Warrior while using nothing but his bare hands (as long as you
take off the equipment).
The Monk really requires no equipment, which saves on Gil that you can use for
other characters (spells, armor, etc.) Also, all the stuff that your Monk will
find useful isn't even bought in stores.
However, this massive power surge comes at a price. The Monk gains no Magic
Defense, which means your Monk will succumb to monsters that cast spells. The
Master will gain MDEF, but it also requires you to complete the Class Change
sidequest. In addition, the Monk cannot learn spells, nor can the Master. This
forces your Monk/Master to be a physical fighter ONLY.
Attack: *****
Defense: ****
Magic: N/A
------------
: White Mage -> White Wizard ^[CHARC]
------------
The White Mage is easily the greatest healer on your team. The White Mage and
White Wizard are the only two classes that can case the Heal family of spells,
which heal your entire party at once.
The White Mage is an essential for any new player. The Heal spells alone are a
large safeguard for new players so that they aren't easily defeated in battle.
When the White Mage Class Changes, he'll turn into the White Wizard, who can
(eventually) cast ALL White Magic spells, given that his level supports it.
However, the White Mage/Wizard is not a physical fighter and cannot deal out
massive physical damage. In addition, Holy, the high-level attack spell, can't
really compare to a well placed physical attack from a Knight, Ninja or Master.
Attack: **
Defense: ***
Magic: *****
------------
: Black Mage -> Black Wizard ^[CHARC]
------------
The Black Mage is the primary spell attacker on your team. The Black Mage can
easily shorten a fight by casting Fira, which targets all enemies, early on in
the game. Also, the Black Mage can cast Temper and Haste before anyone else.
After Class Changing, the Black Mage turns into the Black Wizard, who can cast
ALL Black Magic, given that his level supports it.
The Black Mage (and Wizard) are horrible physical fighters who will do terrible
damage compared to your other teammates. Also, Flare (the highest level attack
spell) is hardly useful and it easily outshined by a well placed physical
attack from a Knight, Ninja or Master.
Attack: *
Defense: **
Magic: *****
------------
: Red Mage -> Red Wizard ^[CHARC]
------------
The Red Mage is what you'd get if you crossed a Warrior with a Black Mage. The
Red Mage can do fairly decent damage when attacking physically. In addition,
the Red Mage can also cast White AND Black Magic. Many gamers disagree about
whether the Red Mage excels at everything or plain and simply sucks more than
everyone else.
I personally say the Red Mage is good at everything, but not quite great at
everything. The Red Mage can literally replace almost any member of your team.
The Red Mage can wear more armor than any mage (resulting in better defense)
and cast more spells than any fighter class right off the bat (which means your
Red Mage can cure a teammate right away as well).
The Red Mage is probably most suited to replace a Thief or Black Mage. The Red
Mage can use swords, which makes it comparable to a Thief, and the Red Mage can
cast useful Black Magic spells such as Haste and Temper. In addition, the Red
Mage can also use Cure, Cura and Curaga, none of which the Black Mage can do.
The Red Mage is not without his downsides, however. The Heal family of spells
is forbidden to the Red Mage and the Red Wizard, which means that you'll be
hard pressed to put a Red Mage in place of a White Mage. In addition, the Red
Wizard is extremely limited in the Level 7 spells he can use and has absolutely
no access to any of the Level 8 spells. In addition, the Red Mage/Wizard will
continually lag behind the harder hitters of your team.
All in all, you can easily substitute a Red Mage for a Thief or Black Mage. New
players won't want to try putting a Red Mage in place of a White Mage. That's a
challenge better saved for the second or third time through the game.
Attack: ****
Defense: ****
Magic: ***
============================================================
: Travel Notes ^[NOTE1] :
------------ ------------
In case you're new to the Final Fantasy world, there are a few things you
should ALWAYS be aware of. As a matter of fact, I'm so confident in these notes,
I'm going to say they apply to just about every Final Fantasy game in existance.
1. SAVE!!!!! I cannot emphasize this enough. Save early, safe often, SAVE
BEFORE ENTERING A BIG BATTLE. AND FOR THE LOVE OF GOD (Buddah, Allah, or
whomever you choose to worship), SAVE ON DIFFERENT FILES!! Through the
process of saving, you'll save yourself a LOT of headache and a LOT of lost
time (like your entire game if you save on one file and somehow royally
mess it up). Whether you save at a Save Sphere (FFX) or at an Inn (FF1),
you should save whenever you can. In FF1 Dawn of Souls, you can save pretty
much anywhere (not just Inns). You'll most likely want to save before
entering that scary-looking dungeon or talking to that boss that's 30
pixels taller than you. Trust me on this, even the BEST FF players can mess
up every once in a while and lose their entire party. Also, you have three
save slots ... USE THEM! I can't tell you how many emails I get (FF2 moreso
than others) about users who have royally ****ed up their game because they
neglected to save on multiple files. And if you really need a prime example
of how you should save on different files, go play a Suikoden game.
2. TALK TO EVERYONE!! They'll (usually) give you clues as to where you should
go, who to talk to, etc. Plus, some of them even blurt out funny quotes,
like the infamous "This guy are sick", or perhaps they'll provide clues to
hidden treasures. Who knows? All you gotta do is talk to them.
3. LEVEL UP!! Unless you're doing a low-level game, you (probably) want to make
your characters more powerful than the guys they fight. It's not smart to
take your 500 HP characters into a battle against an enemy with 900,000 HP
and an attack of 30,000, and it doesn't matter how high your evasion is.
To do this, just fight the majority of your battles instead of running away
all the time. If you find yourself getting your ass handed to you each and
every battle, then yeah, you might want to backtrack and beat up weaker
enemies until you level up a few levels.
4. CURE IS YOUR BEST FRIEND! Seriously here, Cure/Cura/Curaga/Curaja will most
likely be used more than all your other spells combined. Once you learn the
higher-level Cure spell, you'll probably want to put it close to the top of
your magic list. [YRTJEASECKXSXOVNNB]
5. MAKE SURE YOU'RE PREPARED!! Bring along plenty of Potions, Tents, Cottages,
whatever it is that toots your horn, but going in empty-handed is just
plain stupid.
============================================================
: Reading This Guide ^[NOTE2] :
------------ ------------
You'll notice that this guide looks significantly different than my other
guides (in terms of shopping and whatnot). That's because Final Fantasy works
in different ways. Take a look at the typical Weapon Shop:
Weapon Shop
Item Cost ATK ACC Class
--------------------------------------------------------------------------------
Nunchaku 8 12 0 Ni, Mo, Ma
Knife 4 5 10 Wa, Kn, Th, Ni, RM, RW, BM, BW
Staff 4 6 0 Wa, Kn, Ni, Mo, Ma, RM, RW, WM, WW,
BM, BW
Rapier 8 9 5 Wa, Kn, Th, Ni, RM, RW
Hammer 8 9 0 Wa, Kn, Ni, WM, WW
Each weapon will come with these kinds of stats. The name will go under "Item",
the cost will be displayed, ATK represents how powerful the weapon is, ACC will
tell you how accurate the weapon will be and all the classes that can use it
will be displayed under "Class". For reference, here's what all the symbols
mean:
Wa - Warrior Th - Thief Mo - Monk RM - Red Mage
Kn - Knight Ni - Ninja Ma - Master RW - Red Wizard
WM - White Mage BM - Black Mage
WW - White Wizard BW - Black Wizard
The Staff can be used by all classes except the Thief. The reason it's on two
lines is because the text would've gone beyond the GameFAQs 80-character limit
(I know it would've been easier to simply put "All except Th, but I'm using
this as an example should it ever occur).
Armor shops work somewhat differently:
Armor Shop
Item Cost DEF WGT Class
--------------------------------------------------------------------------------
Clothes 8 1 2 All
Leather Armor 40 4 8 Wa, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail 65 15 15 Wa, Kn, Ni, RM, RW
The name, cost and class all fall under the same categories. The only real
difference is the DEF (representing Defense) and WGT (how much the item weighs,
which will affect your character's performance). At any rate, it's simple to
figure out.
Magic shops look fairly different:
White Magic - Level 1
Spell Cost Class Effect
--------------------------------------------------------------------------------
Cure 50 WM, RM, Kn, WW, RW Restores a little HP to one ally
Dia 50 WM, WW Deals damage to all undead foes
Protect 50 WM, RM, Kn, WW, RW Raises one ally's defense
Blink 50 WM, Kn, WW, RW Raises caster's evasion
From this, you can see that it's a Level 1 White Magic shop. Everything here
should be familiar by now, except for the "Effect", which entails the effect a
given spell will have after you cast it. Black Magic shops work in the same
fashion.
============================================================
: Walkthrough - Rescue Mission ^[RESC1] :
------------ ------------
Lukahn's prophecy foretold of a time when four Warriors of Light would come to
save the world from darkness. You should know by now that characters you have
just selected ARE those four warriors. On top of all that, the Warriors of
Light must follow their destiny to bring the light back to all four Crystals.
Now then, hopefully you're on the same page on the game, so let's get to it.
------------
: Rescue Mission - Cornelia ^[RESC2]
------------
Cornelia is that city that lies just north of where you appear. Since your
team is equipped with ... well ... crap, you should go inside and get them
some better working equipment.
One thing you should know about Cornelia. The dancer girl in the middle of
town can guide you along the way. If you're ever stuck (and without access
to my nifty guide), just talk to her and she'll hint at where you need to
go next.
Shop List:
Inn/Sanctuary Item Shop
Item Cost Item Cost
--------------------------- ---------------------------
Inn 30 Potion 40
Sanctuary 40 Antidote 50
Phoenix Down 500
Sleeping Bag 50
Weapon Shop
Item Cost ATK ACC Class
--------------------------------------------------------------------------------
Nunchaku 8 12 0 Ni, Mo, Ma
Knife 4 5 10 Wa, Kn, Th, Ni, RM, RW, BM, BW
Staff 4 6 0 Wa, Kn, Ni, Mo, Ma, RM, RW, WM, WW,
BM, BW
Rapier 8 9 5 Wa, Kn, Th, Ni, RM, RW
Hammer 8 9 0 Wa, Kn, Ni, WM, WW
Armor Shop
Item Cost DEF WGT Class
--------------------------------------------------------------------------------
Clothes 8 1 2 All
Leather Armor 40 4 8 Wa, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail 65 15 15 Wa, Kn, Ni, RM, RW
White Magic - Level 1
Spell Cost Class Effect
--------------------------------------------------------------------------------
Cure 50 WM, RM, Kn, WW, RW Restores a little HP to one ally
Dia 50 WM, WW Deals damage to all undead foes
Protect 50 WM, RM, Kn, WW, RW Raises one ally's defense
Blink 50 WM, Kn, WW, RW Raises caster's evasion
Black Magic - Level 1
Spell Cost Class Effect
--------------------------------------------------------------------------------
Fire 50 BM, RM, Ni, BW, RW Deals fire damage to one foe
Sleep 50 BM, RM, Ni, BW, RW Puts all foes to sleep
Focus 50 BM, RM, Ni, BW, RW Lowers one foe's evasion
Thunder 50 BM, RM, Ni, BW, RW Deals lightning damage to one foe
The very first thing you'll want to do is buy some better weaponry for your
team. Considering you start out with 500 Gil, you have a lot of cash to play
with. Warriors, Thieves and Red Mages will all want the Rapier. If you REALLY
want a Hammer for your White Mage, go for it. If you have a White Mage and a
Black Mage, just put the Staff that your White Mage has onto the Black Mage.
For armor, the Chain Mail is a very good choice, but it's rather spendy (not
to mention you'll still want spells), so if you have a Warrior and a Red Mage
in your party, get the Chain Mail for your strongest member only (the Warrior).
Once you're done purchasing weapons and armor (and equipping your team
properly), sell off your old stuff. It won't equal to much Gil, but you're
basically holding on to worthless items for nothing.
For White Magic, Cure is a must. Period. If you're going to get one White
spell, make it Cure. After that, get Protect and Blink. I don't think there are
enough undead enemies in the game to make the Dia family worthwhile at all.
Besides, Fire works just as well.
In the Black Magic department, I prefer Fire; it's a good spell that does some
nice damage this early on. After Fire, Thunder is another great elemential
spell. For your third spell, I suggest Sleep, since it targets everyone and
could buy you some valuable time if you're in a pinch.
Don't worry about items for now. Besides, you probably won't have enough Gil
leftover (after weapons, armor and spells) to get much of anything.
Once you're done, attempt to head outside and talk to one of the guards.
They'll recognize you (more like your Crystals) and bring you to the King.
------------
: Rescue Mission - Castle Cornelia ^[RESC3]
------------
Items obtained Equipment obtained
---------------- --------------------
N/A N/A
Watch a scene as the King charges you with rescuing his daughter, Sarah. And it
really doesn't matter if you want to or not ... you're doing it because that's
the only way to advance the story. Not to mention you're basically stuck on
Cornelia until the bridge is fixed. :)
Don't worry about any of the treasures in Castle Cornelia. They're all blocked
off until later.
To exit Castle Cornelia, simply head south until you hit the first floor. Keep
going south to exit the castle.
------------
: Rescue Mission - Cornelia Area ^[RESC4]
------------
This section covers monsters found in the Cornelia area.
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Black Widow 28 10 0 8 30 ---
Crazy Horse 64 10 2 15 63 ---
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 ---
Goblin Guard 16 8 6 18 18 ---
Skeleton 10 10 0 3 9 Fire, Dia
Wolf 20 8 0 6 24 ---
------------
: Rescue Mission - Chaos Shrine ^[RESC5]
------------
The Chaos Shrine is north of Cornelia. You'll pass a cave on the way, but that
place is irrelevant for now (you can't get inside anyways). The Chaos Shrine is
a set of ruins north of the cave you'll pass.
Items obtained Equipment obtained
---------------- --------------------
Potion Leather Cap
Tent
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Black Widow 28 10 0 8 30 ---
Crazy Horse 64 10 2 15 63 ---
Ghoul 48 8 6 50 93 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 ---
Goblin Guard 16 8 6 18 18 ---
Skeleton 10 10 0 3 9 Fire, Dia
Warg Wolf 72 14 0 22 93 ---
Werewolf 68 14 6 67 135 ---
Wolf 20 8 0 6 24 ---
Zombie 20 10 0 12 24 Fire, Dia
Garland is actually due north of where you enter this area. You can simply
bypass the treasures if you want. If you want the treasures, read on.
Otherwise, head north and skip to the boss section.
For the first treasure, head north two steps from the entrance and start
heading west. The room in the far southwest corner holds a LEATHER CAP. From
here, head to the for northwest corner for a POTION and a TENT. Don't worry
about the chests in the northeast and southeast corners; they're blocked off
for now.
In the center of the Chaos Shrine, you'll find Garland. Talk to him to initiate
a battle (and to see "I, Garland, will knock you all down!!"):
=======================================================
: Boss - Garland # 012 :
:-----------------------------------------------------:
: HP 212 : Weakness :
: Attack 15 : None :
: Accuracy 27 : :
: Defense 8 : Resistance :
: Agility 6 : None :
: Intelligence 12 : :
: Evasion 12 : Treasure :
: Magic Defense 64 : Longsword :
: : :
: Gil 250 : :
: EXP 130 : :
: : :
=======================================================
Garland isn't hard; you can beat him at Level 1. Just attack with your fighters
and cast attack magic with your mages. If you have a Red Mage with Cure (if you
have a Red Mage at all, he should have Cure), don't have him cast attack magic;
just have him attack normally.
After a few rounds of attacks (and a little bit of luck), Garland won't attack
the same character two rounds in a row (he never did for me). If this is the
case, Garland will go down with few problems.
NOTE: If you want the Longsword that Garland drops, you'll probably have to
restart and fight him a few times. The Longsword is a fairly rare drop, but
it's definitely worth it (you save 1200 Gil later on).
After defeating Garland, you'll automatically head back to Castle Cornelia with
Princess Sarah.
------------
: Rescue Mission - Castle Cornelia ^[RESC6]
------------
Items obtained Equipment obtained
---------------- --------------------
*Lute N/A
Watch the King as he recites all of Lukahn's prophecy. He'll also repair the
bridge, as he promised. Before you go (or rather, before they let you leave),
talk to Sarah and she'll give you the LUTE key item. Exit the castle and watch
the scene of the bridge being rebuilt.
You can go into Cornelia and rest up if the battle with Garland left you weary.
Otherwise, head over the bridge and watch.
============================================================
: Path to the Mystic Key ^[MKEY1] :
------------ ------------
Good to see you survived that loooooooong and boring introduction. Even though
it's technically important to the story. Once you've crossed the bridge, the
time has come for you to gain an important item in your quest: the Mystic Key.
Remember those locked doors you continually find (that is, if you didn't read
my directions and tried to open them anyways)? Getting the Mystic Key will
allow you to open all those doors; so let's go get it, shall we?
------------
: Path to the Mystic Key - Matoya's Cave ^[MKEY2]
------------
Matoya's Cave is located due north of Cornelia. It's located on the far
northern penninsula.
Items obtained Equipment obtained
---------------- --------------------
Potion (x2) N/A
Antidote
Matoya's Cave is optional right now, but you may want to visit Matoya anyways
because you'll be coming back later, so knowing her location will be helpful.
In addition, you do get two POTIONs and an ANTIDOTE.
Before you leave, talk to the brooms and one of them will tell you "Tceles
Nottob B". In case you haven't figured it out, "B Button Select" will allow you
to see the map.
------------
: Path to the Mystic Key - Pravoka Area ^[MKEY3]
------------
This section covers monsters found in the Pravoka area.
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Crazy Horse 64 10 2 15 63 ---
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 ---
Goblin Guard 16 8 6 18 18 ---
Lizard 92 18 12 50 153 ---
Ogre 100 18 10 195 195 ---
Warg Wolf 72 14 0 22 93 ---
Wolf 20 8 0 6 24 ---
------------
: Path to the Mystic Key - Pravoka ^[MKEY4]
------------
Pravoka is far to the east from Cornelia. It's pretty much a straight shot, so
just keep going east and you'll eventually reach Pravoka. Once you hit the far
eastern shore, head slightly south if you can't see Pravoka right away. It's a
long walk, so buy some extra Potions if you can afford them.
Shop List:
Inn/Sanctuary Item Shop
Item Cost Item Cost
--------------------------- ---------------------------
Inn 50 Potion 40
Sanctuary 80 Ether 150
Antidote 50
Eye Drops 50
Phoenix Down 500
Weapon Shop
Item Cost ATK ACC Class
--------------------------------------------------------------------------------
Hammer 8 9 0 Wa, Kn, Ni, WM, WW
Broadsword 450 15 10 Wa, Kn, Ni, RM, RW
Battle Axe 450 16 5 Wa, Kn, Ni
Scimitar 160 10 10 Wa, Kn, Th, Ni, RM, RW
Armor Shop
Item Cost DEF WGT Class
--------------------------------------------------------------------------------
Leather Armor 40 4 8 Wa, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail 65 15 15 Wa, Kn, Ni, RM, RW
Iron Armor 640 24 23 Wa, Kn, Ni
Leather Shield 12 2 0 Wa, Kn, Ni
Leather Gloves 50 1 1 All
White Magic - Level 2
Spell Cost Class Effect
--------------------------------------------------------------------------------
Blindna 250 WM, RM, Kn, WW, RW Cures darkness
Silence 250 WM, RM, Kn, WW, RW Prevents all foes from casting spells
NulShock 250 WM, RM, Kn, WW, RW Reduces lightning damage by half
Invis 250 WM, RM, Kn, WW, RW Raises one ally's evasion
Black Magic - Level 2
Spell Cost Class Effect
--------------------------------------------------------------------------------
Blizzard 250 BM, RM, Ni, BW, RW Deals ice damage to one foe
Dark 250 BM, RM, Ni, BW, RW Blinds all foes with darkness
Temper 250 BM, RM, Ni, BW, RW Raises one ally's attack
Slow 250 BM, RM, Ni, BW, RW Reduces all foes' number of attacks
Before you face off against the enemy here, you might want to buy some spells.
White Mages should definitely get Invis. Other than Invis, the choice of spells
is entirely up to you, since all of them have their advantages. I tend to get
Blindna due to the fact that it cures Darkness; I also get NulShock to fend off
the Lightning-based attacks that you'll find later (definitely get Nulshock if
you plan to do a Lv. 11 Class Change, which we'll get to later).
For Black Mages, Temper is a MUST. Actually, scratch that. Temper is tied for
THE most useful Black Magic spell in the game (along with Haste). GET TEMPER.
After that, I like to get Blizzard (to complete the whole elemential family).
Once you have Temper and Blizzard, the final choice is up to you (just for
reference, I go with Dark, but it's really your choice).
For Red Mages, the choice is easy: Invis, Temper and whatever else your heart
desires. Or get nothing if you don't have the cash.
If you've got Gil burning a hole in your pocket and want to get a new weapon,
go for the Broadsword over the Battle Axe. The Battle Axe gives up too much
Accuracy for the 1 point of Attack you gain. The Scimitar is also a good buy if
your Thief isn't hitting that hard.
There's tons of new armor available to you. For a whopping 640 Gil, you can buy
the Iron Armor for your Warrior, which has a rather large defense boost, but
it's rather costly. You SHOULD probably buy some Leather Gloves for all your
characters, but keep in mind that the spells should take precedence over armor
(yes, the spells are THAT useful, especially Temper).
In the far northwest corner of Pravoka, you'll find a hurly-burly gang of
pirates looking for a fight. Pay special attention to what Bikke says you must
have in order to face him. :)
=======================================================
: Mini Boss - Pirate # 017 :
:-----------------------------------------------------:
: HP 24 : Weakness :
: Attack 10 : None :
: Accuracy 2 : :
: Defense 0 : Resistance :
: Agility 6 : None :
: Intelligence 3 : :
: Evasion 12 : Treasure :
: Magic Defense 35 : Leather Shield :
: : :
: Gil 40 : :
: EXP 40 : :
: : :
=======================================================
The stats given here are for one single pirate. The number you face is the only
real danger (I faced nine every time, but I think you can face less).
At any rate, THIS battle is where the Sleep spell really shines. Cast it and
it COULD put all nine pirates to sleep. It probably won't, so pick off all the
pirates who are still awake. Hit them hard and cast the fiercest spells you
have (or keep putting them to Sleep, that works too). Cure as needed. You can
easily beat these guys at Level 2, and you can also beat them using nothing but
Level 1 magic as well. All you need is a battle plan and a pinch of luck. :)
Well, those nasty pirates thought they'd make you taste cold steel, but it was
them who walked the plank in the end. Bikke will surrender and give you his
ship.
------------
: Path to the Mystic Key - The Sea ^[MKEY5]
------------
This section covers monsters found while at sea.
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Bigeyes 10 4 0 10 42 Lightning
Buccaneer 50 14 6 120 60 ---
Sahagin 28 10 4 30 30 Lightning
Sahagin Chief 64 15 8 105 105 Lightning
Shark 120 22 0 66 267 Lightning
------------
: Path to the Mystic Key - Elfheim ^[MKEY6]
------------
The easiest way to get to Elfheim is to head straight west from Pravoka until
you hit Cornelia. From Cornelia, go straight south and you'll pretty much hit
Elfheim. Land the ship at the dock and head into town.
Shop List:
Inn/Sanctuary Item Shop
Item Cost Item Cost
--------------------------- ---------------------------
Inn 100 Potion 40
Sanctuary 200 Antidote 50
Gold Needle 500
Echo Grass 50
Tent 160
Weapon Shop
Item Cost ATK ACC Class
--------------------------------------------------------------------------------
Iron Nunchaku 160 16 0 Ni, Mo, Ma
Dagger 140 7 10 Wa, Kn, Th, Ni, RM, RW, BM, BW
Crosier 160 14 0 Wa, Kn, Ni, Mo, Ma
Saber 360 13 5 Wa, Kn, Th, Ni, RM, RW
Armor Shop
Item Cost DEF WGT Class
--------------------------------------------------------------------------------
Iron Armor 640 24 23 Wa, Kn, Ni
Copper Armlet 800 4 1 All
Iron Shield 80 4 0 Wa, Kn, Ni
Leather Cap 65 1 1 All
Helm 80 3 3 Wa, Kn, Ni
White Magic - Level 3
Spell Cost Class Effect
--------------------------------------------------------------------------------
Cura 1000 WM, RM, Kn, WW, RW Restores HP to one ally
Diara 1000 WM, WW Deals damage to all undead foes
NulBlaze 1000 WM, RM, Kn, WW, RW Reduces fire damage by half
Heal 1000 WM, WW Restores a little HP to entire party
Black Magic - Level 3
Spell Cost Class Effect
--------------------------------------------------------------------------------
Fira 1000 BM, RM, Ni, BW, RW Deals fire damage to all foes
Hold 1000 BM, RM, Ni, BW, RW Paralyzes one foe
Thundara 1000 BM, RM, Ni, BW, RW Deals lightning damage to all foes
Focara 1000 BM, RM, Ni, BW, RW Lowers evasion of all foes
White Magic - Level 4
Spell Cost Class Effect
--------------------------------------------------------------------------------
Poisona 2500 WM, RM, Kn, WW, RW Cures poison
Fear 2500 WM, WW Drives all foes away in terror
NulFrost 2500 WM, RM, Kn, WW, RW Reduces ice damage by half
Vox 2500 WM, WW, RW Cures silence
Black Magic - Level 4
Spell Cost Class Effect
--------------------------------------------------------------------------------
Sleepra 2500 BM, RM, Ni, BW, RW Puts one foe to sleep
Haste 2500 BM, RM, Ni, BW, RW Doubles one ally's number of attacks
Confuse 2500 BM, RM, Ni, BW, RW Causes foes to turn on each other
Blizzara 2500 BM, RM, Ni, BW, RW Deals ice damage to all foes
There's a TON of stuff in Elfheim. Too bad it's all so damn expensive. Also, if
you get a "Your magic level is too low" error, just go level up some more and
you'll eventually gain the ability to learn a spell.
First off ... magic. It's costly, but worth every Gil at these levels. Cura and
Heal are both excellent spells and I'll usually take NulBlaze over Diara.
Poisonia is probably the first Lv. 4 spell you'll want to get, since the area
around Elfheim has a lot of monsters that can inflict Poison. After that, get
Vox and NulFrost (Fear isn't that great at all).
In the Black Magic department, Fira is a really nice spell to have, as is
Thundara; the third slot is up to you. HASTE IS A MUST-HAVE, so get it as soon
as you can (it'll make your world-saving business much easier). Blizzara is
also a great spell to have. I like Confuse over Sleepra, but neither one can
hold a light to Haste. :)
Once you have the magic you want, you can burn the rest of your Gil on Copper
Armlets and Leather Caps for everyone who isn't a Warrior (they need to survive
too, ya know?). If you have the extra Gil, boost up your main fighter's
defense.
Everything in Elfheim's Weapon Shop ... well ... sucks. The only thing worth
noting is the Dagger, which is a better weapon for your Black Mage. All the
other weapons are crap compared to the Broadsword back in Pravoka. The only
advantage Elfheim's weapons have is that they're cheaper. I really suggest
going back to Pravoka if you want better weaponry.
------------
: Path to the Mystic Key - Elfheim Area ^[MKEY7]
------------
This section covers monsters found in the Elfheim area. This section also
covers monsters found in the Western Keep area.
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Cobra 56 6 6 50 123 ---
Ghast 56 8 10 117 117 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 ---
Goblin Guard 16 8 6 18 18 ---
Ogre 100 18 10 195 195 ---
Ogre Chief 132 23 14 300 282 ---
Scorpion 84 22 10 70 255 ---
Warg Wolf 72 14 0 22 93 ---
Werewolf 68 14 6 67 135 ---
Wolf 20 8 0 6 24 ---
------------
: Path to the Mystic Key - Western Keep ^[MKEY8]
------------
The path to the Western Keep is somewhat difficult to explain. Start by heading
west from Elfheim. Once you hit mountains and can't go any farther west, head
northwest until you hit a small body of water. Circle around the water and keep
going north until you find the Western Keep. It looks like a ruined castle
(mostly because it is).
If you need help, consult the minimap by pressing (and holding) B and then
pressing SELECT. This area is technically optional, but keep in mind that
you'll be coming back here regardless. You might as well know where it is.
The king of this castle says that Astos tricked him and he lost his crown. He
asks you to get it for him, so let's get to it.
------------
: Path to the Mystic Key - Marsh Cave ^[MKEY9]
------------
The Marsh Cave is directly south of the Western Keep. Just keep heading south
and west and you'll eventually find yourself in a swamp-type area. At the far
southern end of this area is a hole which is the entrance to the Marsh Cave.
The Marsh Cave brings about a new concept as well: duplicate chests. There are
multiple chests that all contain the same item. Once you open one chest with
the item, all of that item's duplicate chests will empty as well, so you can't
get multiple broadswords (as cool as that would be).
Items that have duplicate chests will have a (DC) symbol by them.
Items obtained Equipment obtained
---------------- --------------------
Phoenix Down Dagger
Cottage Broadsword
1980 Gil (total) Copper Armlet
*Crown
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Bloodbones 144 26 12 378 378 Fire, Dia
Crawler 84 1 8 200 186 ---
Gargoyle 80 12 8 80 132 ---
Ghoul 48 8 6 50 93 Fire, Dia
Gray Ooze 76 30 7 70 255 Lightning
Green Slime 24 1 255 20 84 Fire, Ice
Shadow 50 10 0 45 90 Fire, Dia
Skeleton 10 10 0 3 9 Fire, Dia
Tarantula 64 5 12 50 141 ---
Warg Wolf 72 14 0 22 93 ---
Werewolf 68 14 6 67 135 ---
Zombie 20 10 0 12 24 Fire, Dia
If you want to skip to the bosses, skip ahead to the first *CONTINUE* marker.
= B1 =
From the entrance, follow the path north to the next floor.
= B2 =
In the far northeast corner from the stairs, you'll find a DAGGER. In the far
northwest corner from the stairs, you'll find 680 GIL (DC). In the far
southwest corner from the stairs, you'll find a BROADSWORD (DC) and 620 GIL.
Return to the stairs and head back upstairs.
= B1 = *CONTINUE*
Back at the entrance to the Marsh Cave, head south. When you reach an
intersection, go south to the next floor.
= B2 =
If you want to get the chests in this area, go for it, but keep in mind that
if you didn't skip anything, you'll already have all the treasures that you
can find here.
Head all the way south of this area. When you hit the wall, start heading east
and you'll see a doorway slightly northeast. Go into it and out the other door
(there's only one). Head down to the next floor.
= B3 =
This area is set up like a 4x4 set, like so:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Rooms 13-16 are cut off for now (there's nothing in room 15 anyways). Room 4
has 295 GIL. Room 5 has a COPPER ARMLET. Room 6 has a COTTAGE and a PHOENIX
DOWN (DC). Room 11 has 385 GIL.
Room 10 is where you want to be. Beware though! Before you reach the chest,
you'll be forced into a battle with:
=======================================================
: Boss - Piscodemon # 032 :
:-----------------------------------------------------:
: HP 84 : Weakness :
: Attack 30 : None :
: Accuracy 21 : :
: Defense 16 : Resistance :
: Agility 33 : Fire Ice :
: Intelligence 18 : Stone Paralysis :
: Evasion 66 : Poison Darkness :
: Magic Defense 98 : Sleep Silence :
: : Confusion Mind :
: Gil 300 : :
: EXP 276 : Treasure :
: : None :
: : :
=======================================================
The Piscodemon alone isn't much trouble. The bad thing is that the Piscodemon
ALWAYS comes with buddies to back him up. You can face two, or you can face up
to four.
The easiest way to beat the Piscodemons is to attack them with a character who
has had Temper cast on them. If you have two characters who can cast Black
Magic, have that character use their highest-level Thunder spell on the enemy.
Since the Piscodemons are resistant to Fire and Ice, Thunder will do more
damage, even though the Piscodemons aren't weak to Thunder.
Once you kick the crap out of them, MAKE SURE YOU DON'T STEP OFF THE SQUARE
YOU'RE ON. Doing so will force you into another battle once you re-step on that
square. Take the CROWN and be on your way. I'll meet you back at the Western
Keep.
------------
: Path to the Mystic Key - Western Keep ^[MKEY0]
------------
You may or may not want to go back to Elfheim and rest/recover/buy new stuff
BECAUSE THERE'S A BOSS BATTLE COMING ... just thought I'd give you all a little
heads up. Oh, and Phoenix Downs are especially good to have.
Items obtained Equipment obtained
---------------- --------------------
*Crystal Eye N/A
Talk to the king ... and prepare to face:
=======================================================
: Boss - Astos # 033 :
:-----------------------------------------------------:
: HP 420 : Weakness :
: Attack 30 : None :
: Accuracy 42 : :
: Defense 18 : Resistance :
: Agility 39 : None :
: Intelligence 24 : :
: Evasion 78 : Treasure :
: Magic Defense 170 : Mythril Sword :
: : :
: Gil 2000 : :
: EXP 2250 : :
: : :
=======================================================
Astos? Mo' like yo' ass is toast! - Black Mage 8-Bit Theater
You saw that coming, I know it.
Astos has this particularly nasty spell called Death (you can learn it later).
It's an instant KO spell to one of your teammates, which is why I mentioned
buying a few Phoenix Downs earlier.
Astos can also cast Haste on himself and Slowra on your team. Once in a great
while, he'll also cast Fira, a devastating spell if your HP is below 100 (and
especially if you're playing a low-level game). I also had Astos cast Thundara
on me on the next turn ... not a good deal.
To bring down this so-called king, try using Temper and Haste on your frontline
fighter to allow them to dish out some nice damage. White Mages should have the
ever-useful Heal spell by now (unless you're doing a low-level game), so they
should make use of it, as well as Protect, Invis and Cura, if need be.
I had a Thief along, and most of what he did was use Potions on characters that
needed them, as well as using Phoenix Downs on those who need it. The Thief
isn't able to do a whole lot at this point, but don't worry, his time of kick-
assery will come.
Once you bring down Astos, you'll gain the CRYSTAL EYE. Head back to Cornelia
and get ready for a hike.
------------
: Path to the Mystic Key - Matoya's Cave ^[MKEYA]
------------
In case you're just joining us (or forgot where this place is) ... Matoya's
Cave is to the far north of Cornelia, across the bridge.
Items obtained Equipment obtained
---------------- --------------------
Potion (x2) N/A
Antidote
*Jolt Tonic
Talk to Matoya and she'll take back her CRYSTAL EYE and give you the JOLT TONIC
in return. It can awaken pretty much anyone, so let's take it to Elven Castle.
Also, if you haven't looted this place ... do so now.
------------
: Path to the Mystic Key - Elven Castle ^[MKEYB]
------------
There's no reason for me to tell you where the Elven Castle is ... if you can't
figure out that it's to the north of Elfheim, then you shouldn't be playing
this game ... let alone reading this FAQ.
Items obtained Equipment obtained
---------------- --------------------
1500 Gil (total) Mythril Hammer
*Mystic Key Bronze Gloves
Talk to the Healer beside the Prince's bed. He'll awaken and give you the
legendary MYSTIC KEY. But that's not all there is here. Head outside the castle
but don't leave this area yet. Circle around to the northeastern side and
you'll find an area you couldn't access before. With the Mystic Key in hand,
open up the door to find a MYTHRIL HAMMER, BRONZE GLOVES and 1500 GIL. Sweet.
============================================================
: Looting the Mystic Treasures ^[LOOT1] :
------------ ------------
Kicking some evil elven ass will net you a great prize: the Mystic Key. It will
open all those locked doors that say they are "bound by the mystic key". Since
you need to obtain a quest item via the Mystic Key, getting it was pretty much
a requirement. Also, there's tons of other treasures for you to nab while
you're at it. Remember, you only need to return to Castle Cornelia and obtain
the Nitro Powder; everything else is optional. At any rate, if you're ready to
go, so am I, so let's get moving.
------------
: Looting the Mystic Treasures - Castle Cornelia ^[LOOT2]
------------
If you need help finding Castle Cornelia, use the world map by pressing B and
SELECT.
Items obtained Equipment obtained
---------------- --------------------
Tent Iron Armor
Cottage Saber
*Nitro Powder Mythril Knife
To get to the treasure area, you need to circle around the inner castle wall
(not the outer one, since you can't circle around it anyways). Once you circle
around, you'll see an opening in the northern side, which you should enter.
Follow the path to the two treasure rooms. The six treasures you find in the
two rooms are as follows: IRON ARMOR, TENT, NITRO POWDER (the required item),
and in the second room you'll find a COTTAGE, SABER, and a MYTHRIL KNIFE.
Technically, you only need to get the Nitro Powder ... but it's kinda stupid to
not get all the items. I mean ... they're right there.
At any rate, you can skip ahead to the next section, or you can read on and get
the other treasures available.
------------
: Looting the Mystic Treasures - Chaos Shrine ^[LOOT3]
------------
If you need help finding the Chaos Shrine, use the world map by pressing B and
SELECT.
Items obtained Equipment obtained
---------------- --------------------
Gold Needle Werebuster
Rune Blade
If you haven't gotten the chests in the northwest and southwest corners, do
so now. In the northeast corner, you'll find a WEREBUSTER and a GOLD NEEDLE.
Keep in mind that there's an encounter square in front of the Werebuster that
houses Gargoyles. There's also a RUNE BLADE in the southeast corner with an
encounter square in front of it (it houses Gargoyles as well).
------------
: Looting the Mystic Treasures - Western Keep ^[LOOT4]
------------
If you need help finding the Western Keep, use the world map by pressing B and
SELECT.
Items obtained Equipment obtained
---------------- --------------------
N/A Power Staff
Falchion
Steel Gloves
There are three chests in here. To get to them, perform a counter-clockwise
circle from the entrance around the area where you fought Astos. Eventually you
will reach a door that houses a POWER STAFF, FALCHION and STEEL GLOVES. Each
chest has an encounter square right to the south of it. You can fight the
monsters for EXP and Gil, or you can avoid them by opening the chests from a
side other than the south.
------------
: Looting the Mystic Treasures - Marsh Cave ^[LOOT5]
------------
If you need help finding the Marsh Cave, use the world map by pressing B and
SELECT.
Items obtained Equipment obtained
---------------- --------------------
Antidote Silver Armlet
1020 Gil (total)
In the area where you found the Crown, you'll find four doors that you couldn't
open previously. Here's the floor layout, in case you forgot:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Room 13 has two encounter squares; one is to the east of where you enter, the
other is north of the chest. In short, after the door closes behind you, take
two steps north, two steps east, two steps south and then two steps east. This
path avoids all the encounter squares and puts you right in front of the SILVER
ARMLET.
Room 14 is easier, but there are two encounter squares here as well; one to the
west of the chest and one to the south. You'll want to open the chest from the
east side to get the ANTIDOTE without any trouble.
Room 15 is empty. Skip it.
Room 16 has one chest and you can ONLY open it from the south. Too bad you're
forced into a fight with more Piscodemons to obtain the 1020 GIL.
============================================================
: Relighting the Earth Crystal ^[ERTH1] :
------------ ------------
Lighting up the Earth Crystal is the next step you should take. Under any other
circumstances, I'd tell you to do the Class Change sidequest ... unfortunately,
it's unavailable. Side quests aside, Lich should be your next target.
Everything else (well, most of everything else) will be unlocked after you
defeat him (including the Class Change sidequest). Right now, you should have
the Nitro Powder from Castle Cornelia. If you don't, go get it now (see section
[LOOT2] if you need) and I'll see you back here ...
Now that you have the Nitro Powder, you're set to go. At any rate, let's get
moving, shall we?
------------
: Relighting the Earth Crystal - Mt. Duergar ^[ERTH2]
------------
Mt. Duergar is west of Cornelia. However, in your ship, you have to land at a
port and the nearest port is northwest of Cornelia. After landing, head
southwest and you'll find a cave in the mountains. That's Mt. Duergar, so head
on in.
Items obtained Equipment obtained
---------------- --------------------
Potion Great Helm
Ether Wyrmkiller
Tent Mythril Mail
1600 Gil (total)
It seems that a dwarf named Nerrick is looking for the legendary Nitro Powder.
He wants it to finish the canal he's working on. Since you have it and he wants
it, you should give it to him out of the goodness of your heart. And if there
is no goodness in your heart, you should give it to him anyways because it's
the only way to advance the story and reach Lich. :)
There are two rooms in here to open. Just north of where you enter you can find
575 GIL and 450 GIL. Far to the south you'll find a room with the following
items: TENT, GREAT HELM, WYRMKILLER, ETHER, POTION, MYTHRIL MAIL, 575 GIL, and
a COTTAGE. Just east of this room is Nerrick. Talk to him and you'll
automatically give him the Nitro Powder. Watch the scene and then exit Mt.
Duergar, head back to your ship and head through the newly-created canal. Oh,
and when you exit the canal, skip the whirlpool outside (you can't access it
right now anyways.
------------
: Relighting the Earth Crystal - Mt. Duergar Area ^[ERTH3]
------------
This section covers monsters found in the Mt. Duergar area.
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Cobra 56 6 6 50 123 ---
Gigas Worm 56 17 8 15 63 Fire
Ogre 100 18 10 195 195 ---
Ogre Chief 132 23 14 300 282 ---
Tarantula 64 5 12 50 141 ---
Warg Wolf 72 14 0 22 93 ---
Wolf 20 8 0 6 24 ---
------------
: Relighting the Earth Crystal - Melmond ^[ERTH4]
------------
Melmond is due west of the canal. There's also a port sitting right next to it,
so dock the ship and head out.
Shop List:
Inn/Sanctuary Item Shop
Item Cost Item Cost
--------------------------- ---------------------------
Inn 100 N/A
Sanctuary N/A
Weapon Shop
Item Cost ATK ACC Class
--------------------------------------------------------------------------------
Crosier 160 14 0 Wa, Kn, Ni, Mo, Ma
Saber 360 13 5 Wa, Kn, Th, Ni, RM, RW
Longsword 1200 20 10 Wa, Kn, Ni, RM, RW
Falchion 360 15 10 Wa, Kn, Th, Ni, RM, RW
Armor Shop
Item Cost DEF WGT Class
--------------------------------------------------------------------------------
Knight's Armor 36000 34 33 Wa, Kn
Silver Armlet 4000 15 1 All
Great Helm 360 5 5 Wa, Kn, Ni
Bronze Gloves 160 2 3 Wa, Kn, Ni
Steel Gloves 600 4 5 Wa, Kn, Ni
White Magic - Level 5
Spell Cost Class Effect
--------------------------------------------------------------------------------
Curaga 4000 WM, RM, WW, RW Restores a lot of HP to one ally
Life 4000 WM, WW, RW Revives one KO'd ally
Diaga 4000 WM, WW Deals damage to all undead foes
Healara 4000 WM, WW Restores HP to entire party
Black Magic - Level 5
Spell Cost Class Effect
--------------------------------------------------------------------------------
Firaga 4000 BM, RM, BW, RW Deals fire damage to all foes
Scourge 4000 BM, BW, RW Instantly kills all foes
Teleport 4000 BW, RW Transports party to previous floor
Slowra 4000 BM, RM, BW, RW Reduces one foe's number of attacks
If you've obtained all the treasures using the Mystic Key, a lot of these items
for purchase won't really raise your defense that much. Examples are the Steel
Gloves and the Great Helm. The Knight's Armor IS a significant step from its
nearest counterpart (that you can get right now), the Mythril Mail.
The spells here are great. Unfortunately, it's possible that your characters
might not be at a sufficient level to use them. At any rate, feel free to drop
Diaga from your White Mage's books and learn the other three.
Your Black Mages should probably save a slot for Teleport if you plan on doing
the Class Change Quest. You should get Firaga and Scourge otherwise (you could
swap out Scourge for Slowra if you like, since they're both fairly decent
spells).
You'll meet a man named Dr. Unne in the northeast corner of town. Remember him
since you'll have to come visit him later in the game.
In addition, if you *gasp* TALK to the people in town, you'll find out about a
nasty vampire that destroyed Melmond's church and left Melmond itself in
shambles. You'll also learn about Sadda, a wise man who knows much and also
possesses an item called the Earth Rod. Unfortunately, Sadda's path is blocked
by a giant who eats rocks and the only rock that will get the giant to move is
in the Cavern of Earth. You should head that way now.
------------
: Relighting the Earth Crystal - Melmond Area ^[ERTH5]
------------
This section covers monsters found in the Melmond area.
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Black Widow 28 10 0 8 30 ---
Cobra 56 6 6 50 123 ---
Ghast 56 8 10 117 117 Fire, Dia
Ghoul 48 8 6 50 93 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Hyenadon 120 22 4 72 288 ---
Lesser Tiger 132 22 8 108 438 ---
Ogre 100 18 10 195 195 ---
Ogre Chief 132 23 14 300 282 ---
Shadow 50 10 0 45 90 Fire, Dia
Tarantula 64 5 12 50 141 ---
Warg Wolf 72 14 0 22 93 ---
Wolf 20 8 0 6 24 ---
------------
: Relighting the Earth Crystal - Cavern of Earth ^[ERTH6]
------------
The Cavern of Earth is a tricky place to find. You first have to head southwest
from Melmond and look for a small path leading to the southeast. Follow that
path and you'll reach a cave. This is the Cavern of Earth.
Items obtained Equipment obtained
---------------- --------------------
Potion Leather Shield
Antidote Coral Sword
Gold Needle
Sleeping Bag
Tent
10495 Gil (total)
*Star Ruby
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Anaconda 80 22 10 50 165 ---
Black Widow 28 10 0 8 30 ---
Cobra 56 6 6 50 123 ---
Cockatrice 50 1 4 200 186 ---
Earth Elemential 288 66 20 768 1536 Fire
Gargoyle 80 12 8 80 132 ---
Ghast 56 8 10 117 117 Fire, Dia
Hill Gigas 240 38 12 879 879 ---
Lizard 92 18 12 50 153 ---
Minotaur 164 22 4 489 489 ---
Mummy 80 30 20 300 300 Fire, Dia
Ochre Jelly 76 32 6 70 252 Fire, Ice
Ogre 100 18 10 195 195 ---
Ogre Chief 132 23 14 300 282 ---
Piscodemon 84 30 16 300 276 ---
Tarantula 64 5 12 50 141 ---
Troll 184 24 12 621 621 Fire
Warg Wolf 72 14 0 22 93 ---
Werewolf 68 14 6 67 135 ---
Wight 52 20 12 150 150 Fire, Dia
Wraith 86 22 4 231 231 Fire, Dia
HALL OF TITANS:
The area west of the entrance is called the "Hall of Titans". There are tons of
strong monsters in there; you should avoid it unless you have saved your game
beforehand and are looking for easy level ups.
= B1 =
From the entrance, head north and follow the path for 1975 GIL. Return to the
entrance and start heading east. You'll reach an intersection where you can go
either east or south. Go south and the path will split again. Head east and
follow the path until you reach a room with 795 GIL and an ANTIDOTE (beware of
the encounter square north and east of the chests; open them from the south
and west instead). Return to the east-west intersection and go west, skip the
first path south and take the second; you'll take a path leading to a room with
a POTION and 800 GIL (there is another encounter square south of the Potion,
which is the right chest). Grab the chests, return to the east-south
intersection and head east to find the stairs to the next floor.
= B2 =
This floor is rather confusing, so listen up carefully. The entire floor is
seperated into "rooms" per se. The rooms themselves are (I think) easy to see
and I'll try my best to help you out along the way. If you get stuck, you can
cast Teleport (Black Magic Level 5 spell) and try again.
From the entrance, head south into the next room, then northeast and then
immediately southeast. Go south into the next room (it's a long room) and head
south into a tiny room. From here, head east, slightly past the rocks and then
start heading south. It's a straight shot, so follow the path and WATCH OUT for
the encounter square just inside the room (it's an Earth Elemential). Inside
the room, you'll find 5000 GIL, a LEATHER SHIELD and 575 GIL. Return to the
area just past the rocks and head east. Once you hit the wall, go north one
room, east one room and then north into the sealed room to find a CORAL SWORD,
a TENT and 330 GIL. Head to the last intersection and head south, following the
path until you reach the next floor.
= B3 =
Think of this floor as a large spiral clock. You start at the bottom of 6
o'clock and your goal is slightly above where you start. Thing is, you have to
go counter-clockwise around this floor to reach your destination.
From the entrance, go east; once you have the option to go north, head a little
farther east and go inside the room to find a SLEEPING BAG. Exit this room and
start heading north. You'll eventually run into a west-north intersection. Go
north and south at the next intersection to find a path with a GOLD NEEDLE
inside a room at the end (be careful since there's an encounter square to the
south of the chest). Return to the west-north path and go west. Once you're at
about 9 o'clock on the floor, you'll find a room with 1020 GIL in it (there's
an encounter square just to the south of it). Head outside of the room and go
south and you'll eventually run into another room. Heal up and get ready for:
=======================================================
: Boss - Vampire # 046 :
:-----------------------------------------------------:
: HP 280 : Weakness :
: Attack 76 : Fire Dia :
: Accuracy 39 : :
: Defense 26 : Resistance :
: Agility 36 : Quake Ice :
: Intelligence 26 : Stone Paralysis :
: Evasion 72 : Poison Darkness :
: Magic Defense 75 : Sleep Silence :
: : Confusion Mind :
: Gil 2000 : Death :
: EXP 1200 : :
: : Treasure :
: : None :
: : :
=======================================================
The Vampire will die off easily if you have Fira or Diaga. Personally, I don't
use the Dia spells that much, so Fira was the best way to go. I found that the
easiest thing to do was to have my Black/Red Mage cast Fira while the other
three teammates healed with Cura and Potions.
The Vampire mainly uses a physical attack, which really hurts, even if you have
the Knight's Armor equipped. The Vampire will also heal itself after each
round. The amount it heals itself for isn't comparable to Fira or Diaga, but it
will add up if you leave the Vampire alone for too long. Also, the Vampire can
hit your characters with Paralysis.
Overall, the Vampire isn't too hard at all. Take it down and grab the Star Ruby
that's sitting northwest of it. Cast Teleport or walk out, it's time to visit
an old man. Besides, you need the Earth Rod to get lower in the dungeon.
------------
: Relighting the Earth Crystal - Giant's Cave ^[ERTH7]
------------
The Giant's Cave is west of Melmond and the Cavern of Earth. From the Cavern
of Earth, just head back across the land path and keep going southwest. You'll
run into a cave; that's where you need to be.
Items obtained Equipment obtained
---------------- --------------------
1070 Gil (total) Mythril Helm
Great Axe
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Lesser Tiger 132 22 8 108 438 ---
Ogre 100 18 10 195 195 ---
Ogre Chief 132 23 14 300 282 ---
Tarantula 64 5 12 50 141 ---
Warg Wolf 72 14 0 22 93 ---
There's really only one path to follow, so follow it. You'll find the rock
monster; talk to him and you'll feed him the Star Ruby. After you do, you'll
see the stairs to the north, but head south for now and you'll find a room with
a MYTHRIL HELM, 450 GIL, 620 GIL and a GREAT AXE. Now exit to the north.
------------
: Relighting the Earth Crystal - Sage's Cave ^[ERTH8]
------------
There's one path to the Sage's Cave, so follow it and you'll see the Sage's
Cave on the far southern end of the landmass.
Items obtained Equipment obtained
---------------- --------------------
*Earth Rod N/A
Follow the path and enter the second door you'll see. You'll find Sadda in here
and he'll explain the situation further. He'll also give you the EARTH ROD and
tell you where to use it.
------------
: Relighting the Earth Crystal - Cavern of Earth ^[ERTH9]
------------
If you need help finding the Cavern of Earth, use the world map by pressing B
and SELECT.
Items obtained Equipment obtained
---------------- --------------------
Tent Staff
13075 Gil Mythril Shield
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Anaconda 80 22 10 50 165 ---
Black Widow 28 10 0 8 30 ---
Cobra 56 6 6 50 123 ---
Cockatrice 50 1 4 200 186 ---
Earth Elemential 288 66 20 768 1536 Fire
Gargoyle 80 12 8 80 132 ---
Ghast 56 8 10 117 117 Fire, Dia
*Goblin Guard 16 8 6 18 18 ---
Hill Gigas 240 38 12 879 879 ---
*Hyenadon 120 22 4 72 288 ---
Lizard 92 18 12 50 153 ---
Minotaur 164 22 4 489 489 ---
Mummy 80 30 20 300 300 Fire, Dia
Ochre Jelly 76 32 6 70 252 Fire, Ice
Ogre 100 18 10 195 195 ---
Ogre Chief 132 23 14 300 282 ---
*Ogre Mage 144 23 10 723 723 ---
Piscodemon 84 30 16 300 276 ---
Sphinx 228 23 12 1160 1160 ---
Tarantula 64 5 12 50 141 ---
Troll 184 24 12 621 621 Fire
Warg Wolf 72 14 0 22 93 ---
Werewolf 68 14 6 67 135 ---
Wight 52 20 12 150 150 Fire, Dia
Wraith 86 22 4 231 231 Fire, Dia
Monsters I didn't see on the first three floors are denoted with the * marker.
Hopefully you remember the way to the Vampire. If not ... well, I was planning
on telling you the shorter route anyways.
= B1 =
Head east and follow the path and you'll eventually reach the next floor.
= B2 =
Head south into the next room, then north one room, then south three rooms (you
will end up in the small room with a south-east intersection). Start heading
east past the rocks and head south when you can't go east any longer. You'll
end up on the next floor.
= B3 =
Take the east path continue counter-clockwise in the same path you took before.
When you re-enter the Vampire's lair, take the east door out and follow the
path until you see the gray rock. Talk to it and you'll use the Earth Rod and
descend to the next floor.
= B4 =
This area is split off into "rooms" as well. From where you enter, head west
and then north into a large open area. Remember this area because if you go get
the treasures I'm about to lead you to, you'll come back here.
Head north and follow the path around (there is only one path) until you
reach a room with tons of encounter squares and 5450 GIL, 1445 GIL, 1520 GIL,
a STAFF and 3400 GIL. Head back to the large open area.
From the large open area, head west and then south. From this room, go all the
way west and then north. Keep heading northwest (you'll go through multiple
rooms in the process) and once you can't go any farther northwest, head south
two rooms and then you'll be able to head farther northeast. Don't do so quite
yet. Instead, head south and follow the path into a room with a TENT, 1250 GIL
and a MYTHRIL SHIELD. Return to the previous intersection and head northwest
and head to the next floor.
= B5 =
Well, I hope you got here okay. If not ... well ... you probably wouldn't be
reading this right now, would you? :)
*ahem* Anyways, there's only one thing to do on this floor. Circle around and
make your way to the northeast. You're pretty much on a straight path, so keep
following the path and you'll eventually run into a room. HEAL AND SAVE, then
talk to the orb in the middle of the room and get ready for a fight:
=======================================================
: Boss - Lich # 049 :
:-----------------------------------------------------:
: HP 1200 : Weakness :
: Attack 40 : Fire Dia :
: Accuracy 49 : :
: Defense 40 : Resistance :
: Agility 12 : Quake Ice :
: Intelligence 30 : Stone Paralysis :
: Evasion 24 : Poison Darkness :
: Magic Defense 120 : Sleep Silence :
: : Confusion Mind :
: Gil 3000 : Death :
: EXP 2200 : :
: : Treasure :
: : Dry Ether :
: : :
=======================================================
For the record, Lich is male. "I am he who feeds on the power of earth." Just
to prevent any unneccessary emails.
One more thing ... if you've been using blacksniper's Lv. 11 Class Change
Guide (or have been playing the 15 puzzle game), you might have some Red, White
or Blue Curtains. USE THEM (I really can't stress this enough) as well as any
Red Fangs you might have. They'll help ... a lot.
Lich may not seem like a powerful foe, but believe me, he is. He can paralyze
any of your characters with his physical attack, or cast Blizzara and/or
Thundara, which can instantly KO lower level characters. I've also had Lich
cast Sleepra on my team, which can be rather debilitating in itself. Lich can
cast Haste as well, which makes his physical attack that much more deadly.
Lich is weak against Fire and Dia spells; you should use this weakness to your
advantage. There's two methods to taking down Lich. First, equip the Rune Blade
on your primary fighter (since it deals extra damage to spellcasters) and then
cast Haste on them, then continually cast Temper on them. You should Cure (or
Heal) as necessary and try to keep your team at optimal health.
The second is to have a character with Black Magic casting Fire/Fira on Lich
while the other three keep the primary spellcaster alive (and themselves as
well). I used this at the lowest level (which is 8) and it worked fairly well,
although I had a major problem with Lich casting -ra level spells on me
(Blizzara and Sleepra are particular nusiances since I didn't have NulFrost at
the time).
The choice of how to fight this battle is entirely up to you. I recommend the
Haste/Temper/Rune Blade method if your levels are higher, but if you have your
own method, feel free to use it.
Once you beat Lich, you'll see the Earthgift Shrine open up (and I very highly
suggest you wait to attempt it since it'll probably pwn you at your levels). In
addition, you'll see a teleporter behind the Crystal, so step on it and take a
free ride to Go ... I mean, the outside of the dungeon.
============================================================
: Class Change Quest ^[CHNG1] :
------------ ------------
Sweet, so you've finally taken down Lich. Advancing the story would send you
straight to the next Fiend, which would be Marilith. Great, right? If you
couldn't do anything else, I'd definitely tell you to head in Marilith's
direction. Remember though, you're the Light Warriors and you're going to need
some more power if you want to really whoop some ass. In any case, the Class
Change Quest is completely optional, but I highly suggest you do it since your
characters will definitely benefit from it in the long run.
------------
: Class Change Quest - Crescent Lake ^[CHNG2]
------------
To get to Crescent Lake, head south of Melmond and hang a west once you reach
the southern tip of the continent (y'know, the one that the Cavern of Earth is
on). Keep going west until you hit another landmass and then jag south a bit to
find a dock. Dock the ship and head southwest, around the southern end of the
crescent-shaped lake and you'll hit Crescent Lake (I think you can figure out
just WHY they named their town "Crescent Lake"). Head on inside.
Items obtained Equipment obtained
---------------- --------------------
*Canoe N/A
Shop List:
Inn/Sanctuary Item Shop
Item Cost Item Cost
--------------------------- ---------------------------
Inn 200 Potion 40
Sanctuary 400 Hi-Potion 150
Ether 150
Phoenix Down 500
Tent 160
Weapon Shop
Item Cost ATK ACC Class
--------------------------------------------------------------------------------
Mythril Knife 640 10 15 Wa, Kn, Th, Ni, RM, RW, BM, BW
Mythril Sword 3200 23 15 Wa, Kn, Ni, RM, RW
Mythril Hammer 2000 12 5 Wa, Kn, Ni, WM, WW
Mythril Axe 3600 25 10 Wa, Kn, Ni
Armor Shop
Item Cost DEF WGT Class
--------------------------------------------------------------------------------
Mythril Mail 6000 18 8 Wa, Kn, Ni, RM, RW
Mythril Shield 2000 8 0 Wa, Kn, Ni
Buckler 2000 2 0 Wa, Kn, Th, Ni, RM, RW
Mythril Helm 2000 6 3 Wa, Kn, Ni
Mythril Gloves 2000 6 3 Wa, Kn, Ni, RW
White Magic - Level 6
Spell Cost Class Effect
--------------------------------------------------------------------------------
Stona 13000 WM, WW Cures stone
Exit 13000 WW, RW Transports party out of dungeons
Protera 13000 WM, WW, RW Raises party's defense
Invisira 13000 WM, WW, RW Raises party's evasion
Black Magic - Level 6
Spell Cost Class Effect
--------------------------------------------------------------------------------
Thundaga 13000 BM, BW, RW Deals lightning damage to all foes
Death 13000 BM, BW Instantly kills one foe
Quake 13000 BM, BW Calls an earthquake to swallow foes
Stun 13000 BM, BW Paralyzes one foe
Crescent Lake is filled with goodies galore ... given you have the cash to buy
it all in the first place. I'd get a Mythril Sword over the Mythril Axe for
your Warrior. Even though the Mythril Axe has a higher ATK, the ACC loss will
outweigh its higher ATK, not to mention it's 400 more Gil. However, you'll be
getting a much better weapon along the way while Class Changing. It's entirely
up to you if you want to get it or not.
If you have the cash, you can easily get some better armor for your Warrior
and Red Mage.
White Mages have some nice spells, but you should leave Stona out for now. For
the price of 13000 Gil, you can get 26 Gold Needles. Exit is a no-no for now,
but don't worry, you can come back and get it later.
Black Mages should probably drop Stun first. Why paralyze a foe when you can
use Death to kill them outright (for the record, Death isn't that great of a
spell either, nor is Quake). Thundaga is the only spell you should get if
you're pressed for cash at all.
Red Mages have it easy. You can't get any new spells. Too bad.
On the far east side of town, you'll find the 12 sages. Talk to the one north-
east of Lukahn (Lukahn is dressed in blue) and he'll give you a Canoe. That's
all you really need here, so head out.
------------
: Class Change Quest - Cavern of Ice ^[CHNG3]
------------
MAKE SURE YOU HAVE ENOUGH POTIONS, HI-POTIONS AND ETHERS TO SURVIVE.
The Cavern of Ice is a tricky place to find. Directly north of where you docked
your ship you'll find a lake with another dock. Actually, you don't have to
dock the ship, just try and "land" on the river and you'll automatically board
your nifty new Canoe.
Once you're on the Canoe, head west until you see north-south break in the
path. Head north and then east at the next intersection. Follow the path and
go west at the north-west intersection. Head west yet again at the next inter-
section (going south leads you to the Whisperwind Cove, which is locked right
now) and you'll eventually hit land. There's a cave on this land; this is the
Cavern of Ice. Head on inside.
Items obtained Equipment obtained
---------------- --------------------
Ether Clothes
Sleeping Bag Flame Sword
60284 Gil (total) Ice Armor
*Levistone Mythril Glvoes
Ice Shield
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Bloodbones 114 26 12 378 378 Fire, Dia
Cockatrice 50 1 4 200 186 ---
Dark Wizard 105 26 40 1095 1095 ---
Ghast 56 8 10 117 117 Fire, Dia
Ice Gigas 336 60 16 1752 1752 Fire
Mindflayer 112 1 12 999 822 ---
Mummy 80 30 20 300 300 Fire, Dia
Piscodemon 84 32 16 300 276 ---
Remorazz 320 73 24 1000 2244 ---
Specter 114 40 12 432 432 Fire, Dia
White Dragon 200 53 8 2000 1701 Fire, Lightning
Wight 52 20 12 150 150 Fire, Dia
Winter Wolf 92 25 0 200 402 Fire
Wraith 86 22 4 231 231 Fire, Dia
I'm planning on leading you to every treasure, but you don't have to get them
if you don't want to.
= B1 =
Follow the path east and circle around, then take the first set of stairs that
you encounter (it's really the only thing you can do anyways).
= B2 =
Go to the southwestern corner and take the stairs.
= B3 =
Take the next set of stairs (I think it should be obvious how to get there).
= B2 =
Follow the path and enter the door. DO NOT step on the cracked floor yet.
Carefully navigate your way to the right chest (there's an encounter square to
the right of the chest) and pick up the CLOTHES. Navigate your way to the left
chest and pick up the FLAME SWORD. You should equip it right away to get the
best effect. Besides, it's much better than the Mythril Sword or Axe. NOW you
can step on a cracked floor and head on down.
= B3 =
NOTE: YOU TAKE DAMAGE FROM STEPPING ON THE CRACKED ICE.
Head south (there's an encounter square to the south of you) and outside of the
room. From here, you can go south, east or west. Head west (over the cracked
ice) and into the door (there's an encounter square with White Dragons on it)
for a set of ICE ARMOR and MYTHRIL GLOVES. Head outside and back to the inter-
section you were just at.
NOTE: White Dragons are particularly dangerous. They can cast Icestorm, which
can easily cause well over 100-150 damage. You have been warned.
Head south at the intersection and then jag to the east. Keep heading south
(past the cracked ice to the west) and keep heading south until you reach an
east-west intersection. Head west and follow the path until you reach a
treasure room with 7900 GIL, 9900 GIL, 5454 GIL, 5000 GIL, 180 GIL and 12350
GIL. There's an encounter square between the right-most chests, just so you
know. Head back to the east-west intersection and head east, following the path
until you reach a set of stairs.
NOTE: The Winter Wolf can cast Icestorm as well, but their attack isn't as
powerful. However, there ARE six of them, so keep your guard up.
= B1 =
Head north and around and pick up the ETHER. Go outside and circle around to
the room south of the door to pick up 10000 GIL. Head southeast (around the
wall) and into the southeastern room. Before you step on the cracked floor, nab
the 9500 GIL, SLEEPING BAG and ICE SHIELD from the chests. Step on the floor
when you're ready.
= B2 =
You can see the Levistone right before your eyes, but before you can get it,
you have to face:
=======================================================
: Boss - Evil Eye # 075 :
:-----------------------------------------------------:
: HP 162 : Weakness :
: Attack 30 : None :
: Accuracy 42 : :
: Defense 30 : Resistance :
: Agility 6 : Quake :
: Intelligence 20 : :
: Evasion 12 : Treasure :
: Magic Defense 92 : None :
: : :
: Gil 3225 : :
: EXP 3225 : :
: : :
=======================================================
Evil Eye is pathetically easy. Seriously, with the Flame Sword equipped and my
characters at Level 10, you can kill the Evil Eye in one shot (if you manage to
get a critical hit on it; I also had Temper on my Warrior at the time as well).
Which is good, considering the Evil Eye can cast some nasty spells. Thundara,
Gaze (which can petrify a character), Hold, Silence (on your entire team),
Slow, even Kill and Death. Take out the Evil Eye quickly to avoid all this.
Once you've won, grab the LEVISTONE and drop down any cracked floor. If you
have an Emergency Exit, you can skip the rest of this section (it casts Exit,
and you can't get the spell Exit until you have a White Wizard).
= B3 =
This should look familiar to you since you have been here before.
Head south through the door, south at the south-east-west intersection, jag to
the east, south at the next south-east-west intersection and then east at the
east-west intersection. Head to the next floor.
= B1 =
Instead of going to the southeast corner to enter the door, go northeast and
you'll find a set of stairs. Take them to exit, then head back to your ship.
------------
: Class Change Quest - Ryukahn Desert ^[CHNG4]
------------
Ryukahn Desert is south of Crescent Lake, so head in that direction. You should
see the desert (use the map if you're lost) and you'll see an ocean-river
passage just to the east of the desert. Go onto the river, then walk west onto
the grass. Then enter Ryukahn Desert.
Items obtained Equipment obtained
---------------- --------------------
*Airship N/A
Need I say more? Watch the scene and you'll have a VERY sexy new airship. The
world is now at your fingertips! How cool is that?
------------
: Class Change Quest - Gaia ^[CHNG5]
------------
Gaia is directly south of where you boarded your airship. It's enclosed by
mountains.
Items obtained Equipment obtained
---------------- --------------------
N/A N/A
Shop List:
Inn/Sanctuary Item Shop
Item Cost Item Cost
--------------------------- ---------------------------
Inn 500 Hi-Potion 150
Sanctuary 750 Ether 150
Phoenix Down 500
Tent 160
Cottage 2000
Weapon Shop
Item Cost ATK ACC Class
--------------------------------------------------------------------------------
Cat Claws 52000 22 35 Kn, Ni, RW, BW
Armor Shop
Item Cost DEF WGT Class
--------------------------------------------------------------------------------
Ruby Armlet 40000 24 1 All
Protect Ring 16000 8 1 All
White Magic - Level 7
Spell Cost Class Effect
--------------------------------------------------------------------------------
Curaja 30000 WW Fully restores one ally's HP
Diaja 30000 WW Deals damage to all undead foes
Black Magic - Level 7
Spell Cost Class Effect
--------------------------------------------------------------------------------
Blizzaga 30000 BW Deals ice damage to all foes
Break 30000 BW Petrifies one foe
White Magic - Level 8
Spell Cost Class Effect
--------------------------------------------------------------------------------
Holy 40000 WW Damages all foes with holy light
NulAll 40000 WW Reduces damage from spells by half
Dispel 40000 WW Negates one foe's magical defenses
Black Magic - Level 8
Spell Cost Class Effect
--------------------------------------------------------------------------------
Stop 40000 BW Stops time and paralyzes all foes
Warp 40000 BW Banishes foes to another dimension
Kill 40000 BW Instantly kills one foe
Gaia is on a continent known as "The Hawk". Gaia is considered to be the "Eye
of the Hawk" since it's located in that position. In addition, you learn about
an ancient city to the south known as the "Wing of the Hawk", but that's
another section for another time. You'll also come back to Gaia later, so now
you know where it is AND you can access it on your Map.
The biggest reason I have you come here was because of the Level 7 and 8 Magic
Shops you'll find here (not to mention the great equipment you can purchase).
However, keep in mind that the Level 8 spells offered in Gaia are NOT all the
Level 8 spells available, so when you can actually buy these spells, don't use
all your spell slots on them.
IF YOU HAVE THE CASH ... both of the items sold in the Armor Shop totally rock!
Seriously! Not only can everyone equip them, but the Protect Ring guards
against instant-Death attacks and the Ruby Armlet is one of the better pieces
of armor in the game. If you only have the Gil for one set, I suggest you get
it for your weakest character.
At any rate, there's not much to do here, so do whatever you can and head out.
------------
: Class Change Quest - The Cidatel of Trials ^[CHNG6]
------------
There's two ways two reach the Cidatel of Trials. The first way involves the
airship, the second requires your ship and canoe.
By way of airship, head directly west of Gaia and you'll run into a river-ocean
section. Head slightly south of there and you'll see the Cidatel of Trials. If
you wanted to use the ship/canoe method, this is how you'd do it.
If you're planning on using the airship, there's no flat land nearby to land
on. If you head back east, you'll see a small desert with a small patch of land
southeast of there that you can land. You COULD land northwest of the Cidatel,
but I think that path is slightly longer than what I just described to you.
At any rate, you know where the Cidatel is, so head on over.
Items obtained Equipment obtained
---------------- --------------------
Cottage Gauntlets
8795 Gil (total) Healing Staff
*Rat's Tail Ruby Armlet
Ice Brand
Steel Gloves
Monsters encountered
Monster HP ATK DEF Gil EXP Weakness
--------------------------------------------------------------------------------
Clay Golem 176 64 7 800 1257 ---
Horned Devil 94 10 32 387 387 ---
King Mummy 188 43 24 1000 984 Fire, Dia
Medusa 68 20 10 699 699 ---
Mindflayer 112 1 12 999 822 ---
Minotaur Zo