FINAL FANTASY I&II: Dawn of Souls
Final Fantasy FAQ/Walkthrough =v2.0=
Copyright 2007, Shady_Knight (A Mercier)
Email: macalexdude@hotmail.com
version 2.0
======================================================================
GameFAQs and his affiliates are the only ones to use this FAQ. If you
see this FAQ anywhere else, let me know it by sending me an e-mail, it
is right above. If you want to use it for your own site, email me
and I'll see if you can.
The following sites have my permission to use this guide:
neoseeker.com
supercheats
WARNING! READ BEFORE GOING ANY FURTHER!
Ok, first, this guide is infested with SPOILERS! And major ones too.
Use this guide only if you already know about the game or if you're
really desperate. You have been warned.
Second, this FAQ is about FF1 ONLY, I'll make a FF2 FAQ eventually.
Last, if you have to e-mail me about this FAQ, make a title like:
=Final Fantasy 1 FAQ=
I won't answer to any e-mails about this guide without a similar title
than the one above or anonymous e-mails, give me your screen name so
I can give you credits.
======================================================================
Version history.
version 1.0: The FAQ is born, it covers up most about the quest.
Additional appendixes are on their way.
version 1.1: Made some corrections and neoseeker.com can now use
this guide.
version 2.0: Finished the Bestiary section and supercheats can now use
the FAQ.
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Table of Contents
1. Story
2. Introduction
3. Game Mechanics
3.1. Controls
3.2. Main Menu
3.3. Battle System
3.4. Status Ailments
4. The Warriors of Light
4.1. Fighter/Knight
4.2. Thief/Ninja
4.3. Monk/Master
4.4. White Mage/White Wizard
4.5. Black Mage/Black Wizard
4.6. Red Mage/Red Wizard
5. Tips for first time players and veterans alike
6. How to read this guide
7. Walkthrough
7.1. This is a rescue mission
7.1.1. Cornelia
7.1.2. Castle Cornelia
7.1.3. Cornelia area
7.1.4. Chaos Shrine
7.1.5. Castle Cornelia again
7.2. If I had a key that opened any door, my life would be complete
7.2.1. Matoya's Cave
7.2.2. Pravoka area
7.2.3. Pravoka
7.2.4. Aldean Sea
7.2.5. Elfheim
7.2.6. Elfeim area
7.2.7. Western Keep
7.2.8. Marsh Cave
7.2.9. Western Keep again
7.2.10. Matoya's Cave again
7.2.11. Elven Castle
7.3. Pillaging... err, treasure hunting 101
7.3.1. Castle Cornelia
7.3.2. Chaos Shrine
7.3.3. Western Keep
7.3.4. Marsh Cave
7.4. We don't need nukes anymore, the earth is rotting on his own now
7.4.1. Mt. Duergar
7.4.2. Mt. Duergar area
7.4.3. Melmond
7.4.4. Melmond area
7.4.5. Cavern of Earth
7.4.6. Giant's Cave
7.4.7. Sage's Cave
7.4.8. Cavern of Earth revisited
7.5. I had a change of heart, and class
7.5.1. Crescent Lake
7.5.2. Cavern of Ice
7.5.3. Ryukahn Desert
7.5.4. Gaia
7.5.5. Dragon Caves
7.5.6. The Citadel of Trials
7.5.7. Dragon Caves again
7.5.8. Buffing our Warriors, sorta
7.6. This is gonna be HOT
7.6.1. Crescent Lake
7.6.2. Crescent Lake area
7.6.3. Mt. Gulg
7.7. Let's have some beer... oxyale
7.7.1. Gaia
7.7.2. Caravan
7.7.3. Onrac
7.7.4. Waterfall Cavern
7.7.5. Gaia again
7.7.6. Onrac again
7.7.7. Sunken Shrine
7.8. I could fly, so very high, in a Flying Fortress
7.8.1. Gaia one last time
7.8.2. Melmond revisited
7.8.3. Lufenia area
7.8.4. Lufenia
7.8.5. Mirage Tower
7.8.6. Flying Fortress
7.9. Back to the Past
7.9.1. Crescent Lake revisited
7.9.2. Buffing our Warriors, a lot
7.9.3. Chaos Shrine revisited
7.9.4. Temple of Chaos
7.9.5. Epilogue
8. Soul of Chaos Dungeons
8.1. Earthgift Shrine
8.2. Hellfire Chasm
8.3. Lifespring Grotto
8.4. Whisperwind Cove
9. Frequently Asked Questions
10. Secret tips and tricks
11. Bestiary
12. Equipment
12.1. Weapons
12.2. Body Armors
12.3. Shields
12.4. Headgears
12.5. Arm Gears
13. Magic
13.1. White Magic
13.2. Black Magic
14. Special Thanks
15. Copyright, Disclaimer, etc.
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1. Story
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The world lies
shrouded in darkness.
The winds die...
The seas rage...
The earth decays...
But the people believe
in a prophecy, patiently
awaiting it's fulfillment.
"When darkness 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.
======================================================================
2. Introduction
======================================================================
So, greetings to all of you. I'm Shady_Knight, this is the first FAQ
I made for GameFAQs so I hope you enjoy it. I decided to make a
guide about Final Fantasy I&II: Dawn of Souls because I played and
loved the FF games back from the days of NES to the days of GBA and
DS. I think that this game is one of the greatest that exist as it
is both innovative and classical. You'll find pretty much everything
you need to know about Final Fantasy in this guide, but your free to
point me out anything that I missed.
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3. Game Mechanics
======================================================================
This part is for any first time players who wants to know how the game
works. It can't hurt to review the system of the game even for
seasoned players.
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3.1. Controls
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D-pad - Move character/Move cursor
A button - Confirm/Talk to NPCs/Examine stuff/Take off or land airship
B button - Cancel/ Dash(with D-pad, does not work on the overworld)
R button - Toggle between pages (only in menus when R icon is shown)
L button - Toggle between pages (only in menus when L icon is shown)
Start - Open Main Menu/Pause or resume battle(in-battles only)
Select - Nothing on its own, but hold B then press Select to view the
World Map
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3.2. Main Menu
======================================================================
When pressing the Start button, you will open the Main Menu. On the
left, there's your Warriors with some statistics about them, mainly
HP, MP and Status. On the right, you'll find the sub-menus, I'll get
to them very soon. Below the sub-menus, you'll find the amount of
Gils you have and your playtime, if you've got like 200,000 Gils
with a playtime of 360:35 and the bridge north of Cornelia is still
not repaired, something is not right. Below that you'll find the four
Crystals, your job is to light them again, you can see which ones you
restored and whose next to revive. And below that is your current
location.
Now for the sub-menus. you got seven menus to choose from. You got:
Items, Magic, Equipment, Status, Formation, Config and Save.
In the Items menu, you got at the top: Use, Sort and Key Items.
Use, as is name implies, let's you use one items.
Sort let you sort your items in order, so it will be easier to find
back your stuff.
Key Items shows the items that will be needed to progress in the game
as well as a slight description of them.
In the middle, you got your items, their descriptions are at the
bottom.
In the Magic menu, you'll find all your spells. At the top is Use
and Discard. Use let's you use a spell, not all spells are usable out
of battles. Discard let your guy forget one spell so he/she can learn
another one since you're restricted at three spells per level of
magic. Below you'll find your spellcaster with some stats as well as
the MP cost of the spell. In the big middle space are your spells,
those in gray means you can't use them. At the bottom is the
description of the spell.
In the Equipment menu, you got Equip which allows you to, well, equip
your guy. Optimal automatically equip your guy with the best
equipment you have based on attack power and defense, equipment with
special effects like Ribbon will not be equiped with Optimal. Remove
will let you take off any piece of equipment you want. You'll also
see your guy with the usual stats and his current equipment.
Selecting a piece of equipment your guy has on will take you to the
other pieces of equipment your guy can uses. Next to it are the stats
it affects, stats in yellow means an increase in the stats and those
in gray a decrease. As usual, you'll find the equipment's description
at the bottom.
The Status menu shows you about your guy's status. You'll see it's
picture and equipment. You'll also find the total EXP he obtained as
well as how much he must obtain to level up. You'll also find your
guy's stats, the stats and their effects are as follow:
STR:Influence the power of physical attacks.
AGL:Determines the accuracy and evasion.
INT:How effective spells and items that mimic magic are.
STA:Manner how HP increases, plays heavily on Monk/Master's
performance.
LCK:Plays with critical hits, the higher, the more likely you'll do
critical damage.
ATK:Attack power, influenced by STR and your weapons, when combined,
they do the damage you deal in your next attack
ACC:Chances of hitting your target.
DEF:Defense power, influenced by your armors, when combined, they
determine how much damage you'll take.
EVA:Chances of evading the next attack.
Formation let's you change the order of your team, the top one has
a 1/2 chance of being of being the target, the second to top has a
1/4 chance of being the target and the bottom ones has a 1/8 chance
of being the target. Fighters should be placed on top while mages
should stray from being hit by hiding at the bottom of the line.
Config lets you configure the settings of the game.
B button Dash ON will make your guys always dash(except on the
overworld) OFF will make you dash only if you hold on the B button.
Cursor settings will determine where your cursor appear. Default
will make it always appear on top while Memory will make it appear
where you had it for the last time.
Message speed is how fast the text appear when someone's speaking.
1 being the slowest while 4 being the fastest.
Window color will let you change the color of windows throughout
the game so if you're tired of blue, change color.
Bestiary let you see infos about the enemies you found, those with
New next to it's name are the ones you did not read about yet.
Save let you, well, save. You can save anytime and anywhere.
If you were to face a Game Over, you will start from where you last
saved.
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3.3. Battle System
======================================================================
Now this is important, you will now learn how to fight in FF1.
First of all, as you walk around the overworld, your guy will suddenly
stop and the screen will turn white, then you will fight some
monsters. This is a Random Encounter. Your guys appears on the right
while enemies appears on the left. Your goal is to kill all enemies
while avoiding getting all your guys killed. Sound simple, let's see
some elements of fighting. Your HP (Health Points or Hit Points) are
what your guy need to fight. If his HP reaches zero, your guy will
be wounded and you can't use him for the rest of the fight and he
won't recieve any experience after the fight. It's better to keep all
your guys alive all the time. MP (Mana Points or Magic Points) are
what your mages need to cast their spells, if your MP reaches zero or
are too low to cast any spell at all, your mage will now have serious
difficulties helping in the fight. Higher leveled spells usually
requires more MP to use. Now for your battle commands, you got:
Attack, Magic, Items, Equip and Flee.
Attack let's you execute a physical attack to harm the enemies. As
you level up and depending on which weapon you use, you will be able
to strike your enemies multiple times, increasing damages.
Magic let you use your spells in battle, pretty much self explanatory.
Items let you use items such as potions and antidotes, but some pieces
of equipment will have some special effects while used as an item.
Equip let you change the equipment your guy has on him.
It's effective if you got weapons that are particularly powerful
against some type of enemies.
Flee let you run from the battle. When you think you're losing, don't
think twice, flee. It does not always work, but the Thief/Ninja has
a high chance of fleeing successfully.
Fighting is the primary source of money and the only way to gain EXP.
As you fight, you will level up and your guys will become stronger.
At the start of the battle, you may see Preemptive Strike or Ambushed
on top. If it's Preemptive Strike, you will be able to strike first
without the enemies attacking you on that turn. If it's Ambushed,
the enemies will strike you first for a whole turn.
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3.4. Status Ailments
======================================================================
During your journey, you will be affected by Status Ailments that will
make fights more difficult. Here are the main status ailments, their
effects and how you can get rid of them.
Darkness, reduce accuracy drastically, cured with eye drops/Blindna
Paralysis, can't move for some time, wear off after some time
Poison, takes damage each turn, linger after battle, cured with
antidote/Poisona
Silence, can't use spells, cured with echo grass/Vox
Sleep, can't do anything for some time, wear off after some time or
being hit physically
Stone, can't enter commands, if eveyone is Stoned it's Game Over,
cured with Gold Needle/Stona
Critical, very low hp, cured by using healing means
KO'd, can't enter commands, if everyone is KO'd it's Game Over,
cured with Phoenix Down/Life spells
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4. The Warriors of Light
======================================================================
This is probably the most important part of the game, choosing your
team. New players should have a balanced team while veterans can use
any team at all since they KNOW what they're doing. A good starting
team is one both strong physically and magically. You should have
at least one Fighter for defense and power, one White Mage for healing
and on Black Mage for spells of mass destruction. Your fourth dude
must be able to help in some other way. The Thief is now quite
powerful and let you run away quickly, Monk hit hard and is pretty
innexpensive, Red Mage is profecient in everything so he's a good
supportive character. My personal favorite party is Fighter, Thief,
White Mage, Black Mage. It's better to stay away from four of the
same class, especially four Fighters or Monks since you'll be very
limited in your battle options. You can get away with four Red Mages
but it's not recommended. Let's analyse the characters more details
shall we.
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4.1. Fighter/Knight
======================================================================
I know its real name is Warrior, but I find it to be too general. You
are the four WARRIORS of Light and one of your guys class is Warrior.
you will then put four Warriors who will get killed because parties of
four of the same class sucks. Anyway, veterans must be eager to use
their favorite meat shield... err, tank again. Well, I hate to break
it to you, but he's no longer the one man army that he used to be in
the days of 8-bit. He still take less damage that most classes since
he can equip most armors and some of the best weapons found in the
game, but some pieces of armor found in the Soul of Chaos Dungeons can
allow other classes to match him in defense. If you want to revive
the Massive Tank of Yore, give him all the best stuff, especially
Hero's Shield since he won't need the Ribbon anymore with its crappy
defenses and the Ultima Weapon. After the Class Change, the Fighter
will turn into the Knight who can equip more stuff and his more
powerful. The Knight can also uses up to level 3 of white magic,
adding some more healing support. However, his magic his pretty
terrible compared to the spells a White/Red Wizard will have at this
point of the game, and they are not very effective either, but some
supportive spells won't hurt.
======================================================================
4.2. Thief/Ninja
======================================================================
The Thief got some major enhancements since his first appearance on
the NES. Right at the start, he can attack twice, making a bit more
powerful than the Fighter. However, by the moment you reach Pravoka,
the Fighter will get better weapons, rendering the Thief a bit less
effective. The Thief his fast, making him often attack first, he also
let you sneak up on the enemy slightly more often and will almost
always flee succesfully, making him useful in dangerous fights such as
Cockatrice when in the Cavern of Earth or Mindflayer in the Cavern of
Ice. Once you Class Change, your Thief will becomes a Ninja, becoming
very versatile too. The Ninja seems to be a bit slower than the
Thief. The Ninja is capable of using up to level 4 of black magic,
including the always useful Haste and Temper. The Ninja could replace
a Black Mage since the Temper/Haste combo can cut considerably the
lenght of fights, but this forces you to complete the Class Change
sidequest. Besides, Haste and Temper are not the only useful spells
that exist.
======================================================================
4.3. Monk/Master
======================================================================
The Monk his the brawn of the team (but not the brain, just look at
his INT stat). He's perhaps the strongest damage dealer of the gang
and what's more, he don't need any equipment to do so. He can
mutilate your enemies with nothing more than his bare hands and can
easily out-damage a Fighter as long has he got no equipment. Since
the Monk don't require any equipment, it makes you save money which
will be useful for your other guys. Not to mention that any stuff
useful for your Monk aren't bought in stores. This is not without
drawbacks, the Monk gains no magic defense at all, rendering him
helpless versus enemies who mastered the arcane. Though when he
Class Change to Master he'll gain MDEF, but this once again forces
you to do the sidequest and the Master is the only class who'll never
max his MDEF, even if you make him Class Change at level 1. Also,
Neither the Monk, nor the Master can use magic, making them physical
fighters only. Also, Monk and Master's STA are everything for them,
so with high STA (above 80), just give him a ribbon and he'll kill
almost everything.
======================================================================
4.4. White Mage/White Wizard
======================================================================
The White Mage is easily the number one healer of the troupe. She's
the only one to have access to the Heal spells, which heals the entire
party. In addition to healing, the White Mage is proficient at
fighting undeads with her Dia spells. The White Mage is vital for
novices and even veterans keep using her to heal wounds, especially
against the two last bosses in Lifespring Grotto. After the Class
Change, White Mage becomes White Wizard who can uses all spells of
white magic(though she's still restricted to three spells per level).
Has you may know, the White Mage isn't a physical fighter and cannot
dish out massive physical damages(though she wield a badass hammer for
some reasons). Holy, a high-level attack spell isn't really that much
compared to a well placed physical attack from a Knight, Ninja or
Master, but aginst packs of monsters, Holy rocks.
======================================================================
4.5. Black Mage/Black Wizard
======================================================================
The Black Mage is my personal favorite class and the reason is
obvious. He's the primary spell attacker of the team and can shorten
fights early on with Fira and Thundara which target all enemies. This
guy can also use the dreaded Temper-Haste combo, making him a killing
machine. After the Class Change, he becomes a Black Wizard who can
use all, but still restricted to three per level, black magic spells.
However, the Black Mage has the worst HP of the gang, hiding him in
the bottom can save his life. He is also a poor physical fighter,
dealing sucky damage compared to other teamates (though that knife of
his looks very sharp and deadly). The elemental attacks of the Black
Mage can deal great damages to monsters weak against a certain
element. Also, the Black Wizard has a nice array of instant death
spells. His most deadly spell, Flare, will considerably shorten
fights.
======================================================================
4.6. Red Mage/Red Wizard
======================================================================
The Red Mage is some kind of cross between Fighter, White Mage and
Black Mage. The Red Mage can do decent damages when physically
attacking. He can also cast white AND black magic. Gamers debates
whether the Red Mage is teh HaXXoR of the Warriors of Light or if he's
completely useless. I say the Red Mage is OK at everything, but isn't
a master of anything. He can replace almost any member of the team.
He can equip more armors than the other mages, giving him better
defenses and can cast more spells than any other fighting classes,
allowing him to heal right at the start. He seems most suited to
replace a Thief of Black Mage, he can use swords, making him on par
with Thief and can cast the Cure spells, which no Black Mages can.
He can also use the wicked Temper-Haste combo. However, though he
seems to be the shiniest star of the gang, he still got his drawbacks.
The Heal spells are forbidden to him, meaning you'll have a hard time
healing with a Red Mage instead of a White Mage. His Class Change,
the Red Wizard, is very limited in choice of the level 7 of spells and
he got no access to any of the level 8 spells. He can only wear light
armors, so he can't benefit from the same protection the Fighter
have. He also continually lag behind the harder hitters of the team.
Also, the Red mage is probably the most expensive character of the
troupe, being able to use strong swords, pretty expensive armors and
using spells of both white and black magic cost a lot. At the very
beggining of the game, he's easily the best character of the gang, but
when you reach Pravoka, his usefulness start to witter. Conclusion,
the Red Mage is better used as a support guy for beginners and can be
used as an element of challenge for seasoned players.
======================================================================
5. Tips for first time players and veterans alike
======================================================================
If you are new to the Final Fantasy universe, here are some tips that
will make your journey less painful, provided by a veteran of the NES
Final Fantasy. You should always remember them as they are vital to
newcomers and veterans alike. Even if you played FF dozen of times,
it can't hurt to review.
1. SAVE! Save before entering a town, save after getting an item,
save after a fight, save before fighting a freak that's 30 pixels
taller than you, just SAVE! It's easy to lose track of time and just
one mistake can send you to Hell. Saving will save you a LOT of pain
and a LOT of lost time. And to make things easier, SAVE ON DIFFERENT
FILES! You got three files, use them. I use one for my main game,
one before entering a dungeon and one before attempting a Soul of
Chaos Dungeon. Believe me, even experts can **** up once in a while
and sending their whole party to blood ville.
2. TALK TO EVERYONE! Except at some points in FF2 but that's another
story, talk to any NPC you see. They may provide some clues to your
next destination. Some may even blurt out funny quotes, or tell you
about some hidden treasure. Also, talk to NPC multiple times in the
game, NPCs that said useless things in the beginning may reveal some
key information later in the game. Who knows what they'll say, just
socialize with them.
3. LEVEL UP! Unless you wanna do a low level game (or in FF1 case,
the Class Change at level 11) you want to make your guys stronger than
the ones you fight. Sending your 500 HP guys against someone with
900000 Hp and hit for about 30000 is plain retarded, no matter how
high your evasion is. To do this, finish the majority of your fights
instead of fleeing all the time. If you get your ass handed in to you
every battle, then yeah, backtrack and mutilate weaker enemies until
you're strong enough. Power leveling help too.
4. CURE IS YOUR BEST BUDDY! Seriously, Cure/Cura/Curaga/Curaja will
most likely be the most used spell in the game, surpassing every other
spells combined in term of being used the most. Playing whithout Cure
is suicide.
5. BE PREPARED! Before entering that scary dungeon that inhabit an
evil god or something, make sure you are prepared. Bring plenty of
potions, antidotes, tents, you never know what will happen. It may
hurt your wallet, but better prevent than heal.
======================================================================
6. How to read this guide
======================================================================
In terms of shopping, Final Fantasy works on it's own way. Each time
you reach a town, you will see the following in the Walkthrough. Lets
have a look at a typical Weapon shop.
Weapon Shop
Item Cost ATK ACC Class
----------------------------------------------------------------------
Nunchaku 8 12 0 Ni, Mo, Ma
Knife 4 5 10 Ft, Kn, Th, Ni, RM, RW, BM, BW
Staff 4 6 0 Ft, Kn, Ni, Mo, Ma, RM, RW, WM, WW,
BM, BW
Rapier 8 9 5 Ft, Kn, Th, Ni, RM, RW
Hammer 8 9 0 Ft, Kn, Ni, WM, WW
Each weapons will come in these sets of stats. The name goes under
"Item", the cost will be displayed, ATK, how powerful the weapon is,
ACC, how accurate the weapon and all the classes who can use the
weapon will be displayed under "Class". Here are what the symbol
means:
Ft=Fighter Th=Thief Mo=Monk RM=Red Mage WM=White Mage BM=Black Mage
Kn=Knight Ni=Ninja Ma=Master RW=Red Wizard WW=White Wizard
BW= Black Wizard
Armor Shops works somewhat differently:
Armor Shop
Item Cost DEF WGT Class
----------------------------------------------------------------------
Clothes 8 1 2 All
Leather Armor 40 4 8 Ft, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail 65 15 15 Ft, Kn, Ni, RM, RW
The name, cost and class is all the same. The real difference is DEF
(Defense) and WGT(Weight, affecting your character's performance).
It's self explanatory.
Magic Shops look kinda different:
Black Magic - Level 1
Spell Cost Class Effect
----------------------------------------------------------------------
Fire 50 BM, BW, Ni, RM, RW Deals fire damage to one foe
Sleep 50 BM, BW, Ni, RM, RW Puts all foes to sleep
Focus 50 BM, BW, Ni, RM, RW Lowers one foe's evasion
Thunder 50 BM, BW, Ni, RM, RW Deals lightning damage to one foe
As you can see, this is a typical level 1 Black Magic Shop. You
should be familiar with everything except "Effect", which entails the
effect or the given spell when you cast it. White Magic shop works
the same way.
======================================================================
7. Walkthrough
======================================================================
This is it, the Walkthrough to getting through this game without
making it too messy. If you follow it closely, you should do fine.
This walkthrough will cover this party:
Fighter/Thief/White Mage/Black Mage. This is the party I always use
and it's a VERY good party. Before going to another section of the
walkthrough, I'll put a resume of what you must do.
======================================================================
7.1. This is a rescue mission
======================================================================
Some geezer called Lukahn foretold a prophecy that Warriors of Light
would come to save the world from evil and bla bla bla. If you got
an intelligence, you should be aware that the four dudes you selected
are those Warriors of Light, hopefully, you probably gave them twisted
names just for sheer bliss. Their job is either to fend off the
darkness and restore light to the four Crystals or dying and rotting
miserably. If you're competent enough, the later will be avoided.
You will meet the King of Cornelia who will send you to rescue his
daughter Sarah from Garland, succeeding in this task will make that
bridge north of Cornelia be repaired, allowing you to start your
journey.
======================================================================
7.1.1. Cornelia
======================================================================
Watch the intro, once it's over, you get to the job. Your guys will
appear just south of a town. Typically, you'll want to go in. You
may have noticed that your guys are equiped with crap, so let's give
them better stuff. One thing you should know about Cornelia is the
dancing girl in the middle of town. If you get stuck in the game and
can't access my 1337 guide, talk to her and she'll hint you about
where you should go.
Shops:
Inn/Sanctuary Item Shop
Building 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 Ft, Kn, Th, Ni, RM, RW, BM, BW
Staff 4 6 0 All but Th
Rapier 8 9 5 Ft, Kn, Th, Ni, RM, RW
Hammer 8 9 0 Ft, Kn, Ni, WM, WW
Armor Shop
Item Cost DEF WGT Class
----------------------------------------------------------------------
Clothes 8 1 2 All
Leather Armor 40 4 8 Ft, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail 65 15 15 Ft, Kn, Ni, RM, RW
White Magic - Level 1
Spell Cost Class Effect
----------------------------------------------------------------------
Cure 50 WM, WW, RM, RW, Kn Restores a little HP to one ally
Dia 50 WM, WW Deals damage to all undead foes
Protect 50 WM, WW, RM, RW, Kn Raises one ally's defense
Blink 50 WM, WW, RW, Kn Raise's caster's evasion
Black Magic - Level 1
Spell Cost Class Effect
----------------------------------------------------------------------
Fire 50 BM, BW, Ni, RM, RW Deals fire damage to one foe
Sleep 50 BM, BW, Ni, RM, RW Puts all foes to sleep
Focus 50 BM, BW, Ni, RM, RW Lowers one foe's evasion
Thunder 50 BM, BW, Ni, RM, RW Deals lightning damage to one foe
The first thing you'll want to do is equip your guys with better
stuff. You start with 500 gil so you should have enough to equip your
guys to the best of their abilities. Your Fighter and Thief will want
a Rapier, your White Mage a Hammer and your Black Mage is fine with
his Knife. For your armors, give your Fighter a Chain Mail and your
Thief a Leather Armor. Now that you're done with weapons and armors,
sell your old stuff, you're holding crap for nothing and you'll get
back some Gils. For White Magic, Cure is a must, get Dia and Protect
as well, we'll get something better with Blink MUCH later on.
For Black Magic, Fire and Thunder are a must, Sleep is less crappy
than Focus so get it. If it's your first time playing FF, you should
go to the Inn and talk to the four geezers who will tell you about
basic elements of the game. Now, try to leave the town and talk to
one of the guard, they will reconize you, well, they more reconize
your crystals, and will bring you to the King.
======================================================================
7.1.2. Castle Cornelia
======================================================================
The King will aknowledges you as the four Warroirs of Light thanks to
your Crystals. But the Chancellor think you are not the real thing.
INFIDEL! BURN HIM! Yet the King still think you are the men. He then
ask you to save his daughter Sarah. Apparantly, Garland, a knight in
the king's service has kidnapped her and has taken refuge to the Chaos
Shrine. They did tried to save her, but Garland is their best
swordsman. If you succeed in rescuing her, the King will make the
bridge to the north as good as new. Now, simply go south and you'll
exit the castle.
======================================================================
7.1.3. Cornelia area
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Black Widow 28 10 0 8 30 none
Crazy Horse 64 10 2 15 63 none
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 none
Goblin Guard 16 8 6 18 18 none
Skeleton 10 10 0 3 9 Fire, Dia
Wolf 20 8 0 6 24 none
Simply wander around fighting and leveling, once you reach level 3,
head west and north and you'll reach the Chaos Shrine. You may want
to get a Sleeping Bag at the Item Shop, you'll see why. Along the
way, you'll come across a cave, this is the Earthgift Shrine, but you
can't do anything there for now.
======================================================================
7.1.4. Chaos Shrine
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Black Widow 28 10 0 8 30 none
Crazy Horse 64 10 2 15 63 none
Ghoul 48 8 6 50 93 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 none
Goblin Guard 16 8 6 18 18 none
Skeleton 10 10 0 3 9 Fire, Dia
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wolf 20 8 0 6 24 none
Skeleton 10 10 0 3 9 Fire, Dia
Garland is just directly north of you, but before you go kick him
right in the shin, take your time to explore the shrine. The doors to
right are locked, we'll get to them later. Head west near from where
you start and go in the first room in the southwest corner for a
LEATHER CAP, give it to your Fighter. Now, exit and head north, go in
the room in the northwest corner for a POTION and a TENT. Take your
time leveling there, you should reach level 6 quite easily. Once you
reach level 6, leave the shrine and use you Sleeping Bag, the Tent
will be more useful later. Once you're ready, just head straight
north. Just talk to Garland to initiate the fight and his quote:
"I, Garland, will knock you all down!!"
===================================================
Boss: Garland
---------------------------------------------------
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|
===================================================
THIS guy is Cornelia's best swordsman? I wonder what does the worst
one look like. This guy is easy, you can beat him even at level 1.
Just have your Fighter and Thief attack, your Black Mage use Fire or
Thunder and your White Mage Cure. Garland got a cheap habit of
attacking the same guy over and over for a few rounds. He should go
down in no time. If you want that Longsword, save before fighting him
and beat him up until you get it, it will save some money later on and
make your Fighter a lot more powerful.
Once your done mutilating Garland, you will be sent back to the castle
with Princess Sarah.
======================================================================
7.1.5. Castle Cornelia again
======================================================================
Items obtained
--------------
Lute
Hear the King as he recite the prophecy fully, notice the "IF" in the
prophecy. How dare that old geezer says "if" in it. If we ever meet
that guy, I'll beat the day light out of him. As promised, the King
will have the bridge rebuilt. Now, before they let you leave, talk to
Sarah to get the Lute Key Item, it'll be needed eventually. Exit the
castle and watch those guys repair the bridge, those dudes could
rivalize the carpenters in The Legend of Zelda. Anyway, you can go
back to Cornelia to rest up a bit, then you just go cross the bridge.
======================================================================
7.2. If I had a key that opened any door, my life would be complete
======================================================================
The elven kigdom holds a mystical item known as the Mystic Key (very
original name). To continue their journey, the four Warriors must
visit the kingdom of Elfheim and obtain the key. However, they first
need a ship to reach Elfheim. Once in the Elven Castle, the Warriors
learn that the elf prince has been cursed to sleep forever by Astos,
King of the dark elves, to awake the prince, they must find a cure
that only the witch Matoya possess. Someone stole her crystal eye,
reducing the great witch to a blind old hag. The Warriors must enter
the Marsh Cave and find the Crown that the King of the Western
Keep lost there. But Astos may be closer than you think...
======================================================================
7.2.1. Matoya's Cave
======================================================================
So, you survived that long and boring intro, must be thanks to Nobuo
Uematsu's awesome music, you are a God Uematsu, a God! Anyway, head
due north of Cornelia and you'll reach Matoya's Cave.
Items obtained
--------------
Potion x2
Antidote
Visiting Matoya right now is optional, but you can't miss an
opportunity to get treasures. If you talk to the broom, it will say
something backwards, what it means is to press the B button and Select
to see the World Map. If you go in the next room, you'll see Matoya,
who can't see you. She won't mind if we take her stuff. Exit the
cave.
======================================================================
7.2.2. Pravoka area
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Crazy Horse 64 10 2 15 63 none
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 none
Goblin Guard 16 8 6 18 18 none
Lizard 92 18 12 50 153 none
Ogre 100 18 10 195 195 none
Warg Wolf 72 14 0 22 93 none
Wolf 20 8 0 6 24 none
Pravoka lies to the far east of Cornelia. It's pretty much a straight
walk, so you won't have much trouble finding it. When you hit a
shore, head south and you'll find Pravoka.
======================================================================
7.2.3. Pravoka
======================================================================
Shops:
Inn/Sanctuary Item Shop
Building 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 Ft, Kn, Ni, WM, WW
Broadsword 450 15 10 Ft, Kn, Ni, RM, RW
Battle Axe 450 16 5 Ft, Kn, Ni
Scimitar 160 10 10 Ft, Kn, Th, Ni, RM, RW
Armor Shop
Item Cost DEF WGT Class
----------------------------------------------------------------------
Leather Armor 40 4 8 Ft, Kn, Th, Ni, Mo, Ma, RM, RW
Chain Mail 65 15 15 Ft, Kn, Ni, RM, RW
Iron Armor 640 24 23 Ft, Kn, Ni
Leather Shield 12 2 0 Ft, Kn, Ni
Leather Gloves 50 1 1 All
White Magic - Level 2
Spell Cost Class Effect
----------------------------------------------------------------------
Blindna 250 WM, WW, RM, RW, Kn Cures darkness
Silence 250 WM, WW, RM, RW, Kn Prevents all foes from casting
spells
NulShock 250 WM, WW, RM, RW, Kn Reduce lightning damage by half
Invis 250 WM, WW, RM, RW, Kn Raise's one ally's evasion
Black Magic - Level 2
Spell Cost Class Effect
----------------------------------------------------------------------
Blizzard 250 BM, BW, Ni, RM, RW Deal ice damage to one foe
Dark 250 BM, BW, Ni, RM, RW Blinds all foes with darkness
Temper 250 BM, BW, Ni, RM, RW Raises one ally's attack
Slow 250 BM, BW, Ni, RM, RW Reduces all foe's number of
attacks
You'll notice that things are more expensive here, but more powerful.
If you didn't got the Longsword from Garland, get your Fighter a
Broadsword and your Thief a Scimitar. For armors, get everyone
Leather Gloves and a Leather Shield for your Fighter. If you can
afford it, buy him an Iron Armor too. For White Magic, get Invis and
NulShock get Blindna for now (we'll make a tactical use of Discard
quite soon). As for Black Magic, Blizzard and Slow are what you'll
want. Get Temper too, if you want to go through tough fights later
on, this spell is MANDATORY! (well, not really, you can still finish
the game without it, but it is part of a combo of spells so wicked,
that you can get addicted to it). If you're ever short on cash, fight
monsters southeast of Pravoka, they are a bit tougher than those you
fought to reach Pravoka, but you should handle them. Do NOT go to the
northen peninsula, especially at the peak of it. You're gonna suffer
if you go there, I warned you. When you are ready, talk to the pirate
in the northwest corner of town to start another fight.
===================================================
Mini Boss: Pirate
---------------------------------------------------
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|
===================================================
Those are the stats for only one of them, you face 9 pirates at once.
The only thing that makes them dangerous are their number(they are
dangerous only for low-level games). Whatever, Sleep work wonder here
so use to put most pirates to sleep then just attack until they all
dies. This fight is even easier than Garland's.
After ye sent these scurvy dogs to Davy Jones' Locker, Bikke'll give ye
his ship, arr.
======================================================================
7.2.4. Aldean Sea
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Bigeyes 10 4 0 10 42 Lightning
Buccaneer 50 14 6 120 60 none
Sahagin 28 10 4 30 30 Lightning
Sahagin Chief 64 15 8 105 105 Lightning
Shark 120 22 0 66 267 Lightning
Naturally, monsters that live in the sea(Bucanners aren't sea creatures
in case you didn't notice) are weak versus Thunder, so don't hesitate
to use it. Before you leave, remember this, you can land your ship
only at ports(those white thingies near where your ship is). An easy
way to reach Elfheim is to head west from Pravoka then south when you
reach Cornelia. Land your at the port then head south.
======================================================================
7.2.5. Elfheim
======================================================================
Shops:
Inn/Sanctuary Item Shop
Building 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 Ft, Kn, Th, Ni, RM, RW, BM, BW
Crosier 160 14 0 Ft, Kn, Ni, Mo, Ma
Saber 360 13 5 Ft, Kn, Th, Ni, RM, RW
Armor Shop
Item Cost DEF WGT Class
----------------------------------------------------------------------
Iron Armor 640 24 23 Ft, Kn, Ni
Copper Armlet 800 4 1 All
Iron Shield 80 4 0 Ft, Kn, Ni
Leather Cap 65 1 1 All
Helm 80 3 3 Ft, Kn, Ni
White Magic - Level 3
Spell Cost Class Effect
----------------------------------------------------------------------
Cura 1000 WM, WW, RM, RW, Kn Restores HP to one ally
Diara 1000 WM, WW Deals damage to all undead foes
NulBlaze 1000 WM, WW, RM, RW, Kn Reduce 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, BW, Ni, RM, RW Deals fire damage to all foes
Hold 1000 BM, BW, Ni, RM, RW Paralyzes one foe
Thundara 1000 BM, BW, Ni, RM, RW Deal lightning damage to all foes
Focara 1000 BM, BW, Ni, RM, RW Lowers evasion of all foes
White Magic - Level 4
Spell Cost Class Effect
----------------------------------------------------------------------
Poisona 2500 WM, WW, RM, RW Cures poison
Fear 2500 WM, WW Drives all foes away in terror
NulFrost 2500 WM, WW, RM, RW Reduce ice damage by half
Vox 2500 WM, WW, RW Cures Silence
Black Magic - Level 4
Spell Cost Class Effect
----------------------------------------------------------------------
Sleepra 2500 BM, BW, Ni, RM, RW Put one foe to sleep
Haste 2500 BM, BW, Ni, RM, RW Double one ally's number of
attacks
Confuse 2500 BM, BW, Ni, RM, RW Causes foes to turn on each other
Blizzara 2500 BM, BW, Ni, RM, RW Deals ice damage to all foes
Elfheim is EXPENSIVE with a capital everything. It's certain you
won't have enough Gil so lets first by a Dagger for your Black Mage
and a Saber to your Thief. Next, get an Iron Shield for your Fighter
an Helm for him too and a two Leather Cap for your other guys (just
give the one your Fighter had to one of your guys). IF you have
enough money, by two Copper Armlet for your mages. Now your most
likely broke. So return to the area east of Pravoka to build up your
cash again. Once you have 3000 Gil, go buy spells for your Black Mage
at the level 3 Magic Shop. Get Fira and Thundara since they target
all enemies and packs a punch. For the third spell, get Hold since
it can save you some bruises against packs of enemies even though it
target just one. Now that you're broke again, go back to the usual
spot, but this time, go to the peak of the peninsula. The monsters
found at the peak of the peninsula are monsters you normally find
later in the game and gives lots of Gil and EXP. Now that you have
Fira and Thundara, you stand a chance against most monsters there.
Again, once you have 3000 Gil again, go buy spells for your White Mage
at the level 3 Magic Shop. Cura, NulBlaze and Diara are your spells
here, Heal just doesn't heal enough even though it heals the whole
party. Return to the peninsula and fight until you have 7500 Gil, it
may take some time but it will be worth it. With those 7500 Gil, go
to the other Black Magic Shop and buy Blizzara, Confuse and Haste.
With Haste, you can now execute the dreaded Temper/Haste combo. But
at this point of the game, it doesn't do much. Hunt back again 7500
Gil and go get the spells for your White Mage. The spells she'll want
are Poisona, NulFrost and Vox. Now, before we continue on, have at
least 20 potions, 10 antidotes and eye drops, 5 tents and
phoenix downs, can't go explore the unexplored without being prepared.
If you want, go to the Elven Castle to get the situation. Once you're
ready, go to the next step.
======================================================================
7.2.6. Elfeim area
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Cobra 56 6 6 50 123 none
Ghast 56 8 10 117 117 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 none
Goblin Guard 16 8 6 18 18 none
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Scorpion 84 22 10 70 255 none
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wolf 20 8 0 6 24 none
To reach the Western Keep, start by heading west of Elfheim, once you
reaches some mountains that stops you from going west, head north
until you see water, follow it to the west and north and you should
find the keep. Going there is not necesary, but it's better to know
where it is since you will come back. The king will say that Astos
tricked him and made the castle fall in ruins. He says that if you
can find his crown in the Marsh Cave, he may be able to restore the
castle. Hmm... something's not right, how could a simple crown let
you restore such a mess ? At least you got another sidequest.
======================================================================
7.2.8. Marsh Cave
======================================================================
The Marsh Cave lies south of the Western Keep. When you reach a swamp
area, continue southt until you see a hole, that's the entrance.
The Marsh Cave is the first REAL dungeon that you'll find, so for
better safety, save on another file before entering. The Marsh Cave
also as a new concept: duplicate chests(thanks to Action for pointing
it out). There are multiple chest containing the same item. Once you
open one, all chests containing the same item will be empty too. So
you can't have multiple Broadswords(as neat as it would be). Items that
have duplicate chests will have a * next to them.
Items obtianed Equipment obtained
-------------- ------------------
Phoenix Down Dagger
Cottage Broadsord
1980 Gil(total) Copper Armlet
Crown
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Bloodbones 144 26 12 378 378 Fire, Dia
Crawler 84 1 8 200 186 none
Gargoyle 80 12 8 80 132 none
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
Scorpion 84 22 10 70 255 none
Skeleton 10 10 0 3 9 Fire, Dia
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Skeleton 10 10 0 3 9 Fire, Dia
Be sure to use a Tent before going in the cave.
B1:
Follow the path to the north to the next floor.
B2:
Go in the far northeast corner starting from the stairs for a DAGGER.
In the northwest corner still starting from the stairs, you'll find
680 GIL*. Always from the stairs, go to the southwest corner for a
BROADSWORD* and 620 GIL. Go back upstairs.
B1:
Once you're back at the entrance of the cave, head south. When you
reach the intersection, head south to the next floor.
B2:
If you did the previous step in B2, all the chests will be empty.
Anyway, go all the way south of this place. The moment you hit a wall
go east and you'll see a door way eventually. Go in and out through
the other door to the last floor.
B3:
The area is like a 4x4 set looking like this:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Rooms 13-16 are cut off(with 15 being empty). Room 4 has 295 GIL.
Room 5 has a Copper Armlet. Room 6 has a COTTAGE and PHOENIX DOWN*.
Room 11 has 385 GIL.
Room 10 has what you seek. But before you reach the chest, you will
have a forced fight with:
===================================================
Mini Boss: Piscodemon
---------------------------------------------------
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 360|
EXP 276|Treasure
|None
===================================================
Sometimes, a Guardian will be in front of the chest containing usually
an important item. The Piscodemon alone isn't too much, but he's
NEVER alone. You can face a minimum of two and a maximum of four.
Have your Fighter and Thief attack while your White Mage heals. Your
Black Mage should keep using Thundara since they are resistant to Fire
and Ice even though they aren't weak to Thunder.
After you win, DON'T step off where you are standing, doing so will
forces you return to the square and fight them again. Get the Crown
from the chest then leave the Marsh Cave.
======================================================================
7.2.9. Western Keep again
======================================================================
Before going back to the Western Keep, return to Elfheim to sell your
treasures. Then, return to Pravoka and buy Silence for your
White Mage(after Discarding Blindna). Return to the Western Keep(use
a tent first), talk to king and be ready to fight:
===================================================
Boss: Astos
---------------------------------------------------
HP 420|Weakness
Attack 30|none
Accuracy 42|
Defense 18|Resistance
Agility 39|none
Intelligence 24|
Evasion 78|
Magic Defense 170|
|
Gil 2000|
EXP 2250|Treasure
|Mythril Sword
===================================================
You probably expected this, only him could live alone in an ruined
castle with no guards or subjects. Whatever, Astos has a really
deadly spell called Death(which your Black Mage can learn later), as
its name implies, it instantly kill a character, so phoenix downs
comes in handy. Astos can also cast Hast and Slowra, to make matter
worse, he's also got Fira and Thundara wich will hit hard on your
guys. Have your White Mage cast Silence so that Astos don't uses his
spells. If you're lucky, it will work before Astos uses Death. Have
your Black Mage use Haste on your Fighter and Thief. If someone dies
from Death, use a phoenix down right away. Obtaining his Mythril
Sword his tempting, but fighting Astos over and over would simply be
too dangerous to be worth it.
After Astos' ass is toast, you get the Crystal Eye.
======================================================================
7.2.10. Matoya's Cave again
======================================================================
If you remember where Matoya's Cave is, you can reach by ship, just go
beneath the bridge of Cornelia and you should reach the port near the
cave to the north. Talk to Matoya to give her back the Crystal Eye
and will give you the Jolt Tonic which can awake pretty much anyone.
If you talk to her again, she won't be as nice as before.
======================================================================
7.2.11. Elven Castle
======================================================================
If you don't know where the Elven Castle is, you should not even be
playing the game.
Items obtained Equipment obtained
-------------- ------------------
1500 Gil Mythril Hammer
Mystic Key Bronze Gloves
Talk to the healer next to the prince(you should know who's the prince
if you read about the scenario). He'll awaken(yet he stays in bed for
the rest of the game)and gives you the mystical Mystic Key. But it's
not over yet, go outside the castle without leaving the area. Circle
around to the northest and you'll find a place with another locked
door. Now that you have the Mystic Key, you can go in. Inside you'll
find a MYTHRIL HAMMER(about time your White Mage get a new weapon),
BRONZE GLOVES for your Fighter and 1500 GIL. Friggin' Sweet.
======================================================================
7.3. Pillaging... err, treasure hunting 101
======================================================================
Now that the Warriors has the Mystic Key in hand. The time has come
to discover what secret those locked door hold. As the Warriors need
to head farther to the west, one of those sealed doors might hold an
item that will allow them to reach their destination.
======================================================================
7.3.1. Castle Cornelia
======================================================================
If you have trouble finding Cornelia Castle, you must have no memory
at all since we passed in front of it, many times.
Items obtained Equipment obtained
-------------- ------------------
Tent Iron Armor
Cottage Saber
Nitro Powder Mythril Knife
To reach the treasure room, circle around the inner castle wall(you
can't circle outside). Once you circle around, you'll see an opening
in the northen side that you should enter. Follow the path to not one
but TWO treasure rooms. The treasure you'll find are IRON ARMOR,
TENT, Nitro Powder. In the other room you'll get COTTAGE, SABER and
a MYTHRIL KNIFE for your Black Mage. The only item you really need
is the Nitro Powder, but it would be stupid not to take the other
items too, they are asking to be picked. In any case, the rest is
optional but you can get some juicy items there.
======================================================================
7.3.2. Chaos Shrine
======================================================================
You should know where the Chaos Shrine is so why should I tell you ?
Items obtained Equipment obtained
-------------- ------------------
Gold Needle Werebuster
Rune Blade
In the southeast corner, there is a RUNE BLADE guarded by some
Gargoyles, nothing you can't handle. In the northeast corner, you'll
find a WEREBUSTER(guarded by Gargoyles too) and a GOLD NEEDLE(you'll
have to go face the Gargoyles again to leave the room). That's all
there is to get here. Don't forget to give the Rune Blade to your
Thief.
======================================================================
7.3.3. Western Keep
======================================================================
This will be a pretty long trek to get from the Chaos Shrine to the
Western Keep.
Items obtained Equipment obtained
-------------- ------------------
Nope Power Staff
Falchion
Steel Gloves
To reach the treasure room, circle the area counter-clockwise from the
entrance around the area where you killed Astos. There are three
chests, each guarded by monsters. The middle one is guarded by
Wraiths and the other two by Mummies. You can avoid the fights by
opening the chest from the side. What you get in the middle is a
FALCHION. To the right, STEEL GLOVES. And to the left, POWER STAFF.
======================================================================
7.3.4. Marsh Cave
======================================================================
The last place to loot, with some good stuff.
Items obtained Equipment obtained
-------------- ------------------
Antidote Silver Armlet
1020 Gil
Go in the area where you got the Crown, you'll find the locked doors
at the bottom. Since I feel a bit generous today, here's the 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(encounter squares are when you are
forced to fight monsters that are not in front of a chest); one is
east of where you enter (Picodemons) and the other north of the
chest(Anacondas). Unless you are doing a low level game, you may
want to fight them all. The chest contain a SILVER ARMLET for your
Thief.
Room 14 has two encounter squares too; one west of the chest
(Piscodemons) and one to the south(Anacondas). Fight them if you
want, the chest holds an ANTIDOTE.
Room 15 is empty.
Room 16 as a lone chest that you can only open from one way which is
being guarded by Piscodemons. You get 1020 Gil from the chest.
======================================================================
7.4. We don't need nukes anymore, the earth is rotting on his own now
======================================================================
With the Nitro Powder and the help of the Dwarf Nerrick, The Warriors
of Light are now able to create a canal to allow them to reach
Melmond. Upon arrival, they notice that the earth is decaying and
that the town is devastated. They learned that a Vampire appeared in
the Cavern of Earth ever since the earth started to witter. They go
to the Cavern of Earth and defeats the Vampire, but the Earth Crystal
still doesn't light. They decide to visit Sage Sadda for advice.
They Manage to bribe the Giant in the Giant's Cave with a Star Ruby
found in the Cavern of Earth. The Sage tells the Warriors that the
source of the earth decaying is very deep in the Cavern of Earth. He
then entrust the Warriors with the Earth Rod which they will need to
reach the source. Using the rod's powers, the Warriors uncovers a
secret passage where they fought the Vampire. At the deepest reach of
the cavern, they find the cause of the earth decaying, Lich, Fiend of
the Earth. After defeating the fiend, the Earth Crystal shines again
and the earth start returning to normal.
======================================================================
7.4.1. Mt. Duergar
======================================================================
Mt. Duergar is west of Cornelia, but the port is northwest. But first
you should rest at Cornelia, those fighting for treasure must have
worn you out. Take your time to sell any treasure that won't serve
you for good money. Once you land the ship near Mt. Duergar, head
southwest and enter the cave.
Items obtained Equipment obtained
-------------- ------------------
Potion Great Helm
Ether Wyrmkiller
Tent Mythril Mail
1600 Gil (total)
A Dwarf named Nerrick needs Nitro Powder to finish his canal. To
advance in the story, you'll have to give it to him.
In the room above you, you'll get 575 GIL and 450 GIL. In the room
the the west, you'll find Smyth, he'll be very useful later. Far to
the south, there is a room with the following items: TENT, GREAT HELM,
WYRMKILLER, ETHER, POTION, MYTHRIL MAIL, 575 GIL and a COTTAGE. The
Mythril Mail is useful if you have a Red Mage. Wyrmkiller goes well
with Thief. Nerrick is just east of the room talk to him and watch
the scene(very nice graphics I must say). Exit the place, but you
will come back later.
======================================================================
7.4.2. Mt. Duergar area
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Cobra 56 6 6 50 123 none
Gigas Worm 56 17 8 15 63 Fire
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
Wolf 20 8 0 6 24 none
Just return to your ship and go through the newly created canal. The
whirlpool nearby lead to the Lifespring Grotto, but like the
Earthgift Shrine, you can't do anything there for now. Melmond is due
west of the canal, with a port right next to it.
======================================================================
7.4.3. Melmond
======================================================================
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn 100 N/A
Sanctuary N/A
Weapon Shop
Item Cost ATK ACC Class
----------------------------------------------------------------------
Crosier 160 14 0 Ft, Kn, Ni, Mo, Ma
Saber 360 13 5 Ft, Kn, Th, Ni, RM, RW
Longsword 1200 20 10 Ft, Kn, Ni, RM, RW
Falchion 360 15 10 Ft, Kn, Th, Ni, RM, RW
Armor Shop
Item Cost DEF WGT Class
----------------------------------------------------------------------
Knight's Armor 36000 34 33 Ft, Kn
Silver Armlet 4000 15 1 All
Great Helm 360 5 5 Ft, Kn, Ni
Bronze Gloves 160 2 3 Ft, Kn, Ni
Steel Gloves 600 4 5 Ft, Kn, Ni
White Magic - Level 5
Spell Cost Class Effect
----------------------------------------------------------------------
Curaga 4000 WM, WW, RM, 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, BW, RM, 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, BW, RM, RW Reduces one foe's number of
attacks
Maybe it's because of its state, but Melmond is really expensive. But
you should have gotten a lot of items thanks to the Mystic Key. The
Item Shop and the Sanctuary as been destroyed by the Vampire so try to
conserve your health here. Get a Longsword for your Fighter if you
didn't got Garland's. For armors, Knight's Armor for Fighter and
Silver Armlets for the two mages. Chances that you are now broke, go
to the peninsula north of Pravoka and hunt for 50000 Gil(it's gonna be
helpful soon enough). Once you're rich again, it's time get some
magic. For White Mages, get Curaga, Healara and Diaga. Life is no
longer as useful as during NES day with the arrival of phoenix downs.
Black Mages will want Firaga, Scourge and Slowra, Teleport can't
compare to Exit. If you talk to the peoples, you'll learn that a
vampire has destroyed the church, and left Melmond like that. You'll
also learn about Sadda, you'll go meet him soon. The vampire is
hiding in the Cavern of Earth so this is your next stop.
======================================================================
7.4.4. Melmond area
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Black Widow 28 10 0 8 30 none
Cobra 56 6 6 50 123 none
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 none
Lesser Tiger 132 22 8 108 438 none
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Shadow 50 10 0 45 90 Fire, Dia
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
Wolf 20 8 0 6 24 none
To reach the Cavern of Earth head south following the line of swamp.
Then continue south and southeast within the mountain range and you'll
find the cave. Save on two files again and enter.
======================================================================
7.4.5. Cavern of Earth
======================================================================
Items obtained Equipment obtained
-------------- ------------------
Potion Leather Shield
Antidote Coral Sword
Gold Needle
Sleeping Bag
Tent
10495 Gil(total)
Star Ruby
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Anaconda 80 22 10 50 165 none
Black Widow 28 10 0 8 30 none
Cobra 56 6 6 50 123 none
Cockatrice 50 1 4 200 186 none
Earth Elemental 288 66 20 768 1539 Fire
Gargoyle 80 12 8 80 132 none
Ghast 56 8 10 117 117 Fire, Dia
Hill Gigas 240 38 12 879 879 none
Lizard 92 18 12 50 153 none
Minotaur 164 22 4 489 489 none
Mummy 80 30 20 300 300 Fire, Dia
Ochre Jelly 76 32 6 70 252 Fire, Ice
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Piscodemon 84 30 16 300 276 none
Tarantula 64 5 12 50 141 none
Troll 184 24 12 621 621 Fire
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wight 52 20 12 150 150 Fire, Dia
Wraith 86 22 4 231 231 Fire, Dia
You now have a nice plethora of monsters here. To the west of the
entrance is the Hall of Giants, a place where you fight Hill Gigas
each step you take, good for making money and power leveling.
B1:
From where you start, head north and follow the path for 1975 GIL.(it
has an encounter sqaure to it's right with an Earth Elemental) Back to
the entrance, go east. When you reach an intersection, go south until
the path split again, go east and follow the path until you reach a
room with 795 GIL and an ANTIDOTE(there are an encounter square north
and east of the chests). Return to the last intersection and go west.
Skip the first path going south and take the second. you'll reach a
room with a POTION and 880 GIL(there's an encounter square south of
the potion). Return to the entrance and head all the way east the
reach the next floor.
B2:
From the entrance, go south, then northeast then southeast. Continue
south until you can go east and as soon as you can head south, go
south. follow the path to a room with 5000 GIL, a LEATHER SHIELD and
575 GIL(there's an encounter with an Earth Elemental the moment you
enter and leave the room). Return to the last intersection and head
east. Once you hit the wall, go north, then east and north for a
CORAL SWORD for your Thief, a TENT and 330 GIL. Now head all the way
south and follow the path to the next floor.
B3:
Be careful of the encounters on this floor, you will find the
Piscodemons again and the dreaded Cockatrice, those things can petrify
your guys with their physical attack so you should run away from them
unless you got a Preemptive Strike.
Start heading east and take the second path going north for a SLEEPING
BAG. Exit and start heading north. You'll run into a west-north
intersection. Head north and south at the next intersection following
the path for a GOLD NEEDLE inside a room(with an encounter square to
the south of the chest). Go back to the west-north intersection and
go in the nearby room with a chest with 3400 GIL(and an encounter to
the south of the chest). Continue west and follow the path. At the
south-east intersection, go east and into the room for a chest(guarded
to its south) containing 1020 GIL. Leave the room and head south and
you'll reach another room, heal if you and talk to the vampire to
fight him.
===================================================
Boss: Vampire
---------------------------------------------------
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 74|Sleep Silence
|Confusion Mind
|Death
Gil 2000|
EXP 1200|Treasure
|none
===================================================
This fight is so easy, just Attack with your Fighter and Thief,
White Mage cast Diaga and Black Mage Firaga.
After he dies, get the Star Ruby from the chest and leave the
Cavern of Earth.
======================================================================
7.4.6. Giant's Cave
======================================================================
Return to Melmond since you must be exhausted after all those fights.
To reach the Giant's Cave head the southwest from Melmond. You
should reach the cave.
Items obtained Equipment obtained
-------------- ------------------
1070 Gil(total) Mythril Helm
Great Axe
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Lesser Tiger 132 22 8 108 438 none
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
There's only one path, follow it to find the rock dude. Talk to him,
he'll eat the Satr Ruby and let you pass. You'll see the stairs to
the north but go south to reach a room with a MYTHRIL HELM for your
Fighter, 450 GIL, 620 GIL and a GREAT AXE. Now exit to the north.
======================================================================
7.4.7. Sage's Cave
======================================================================
There's only one path to the Sage's Cave so just follow it.
Items obtained
--------------
Earth Rod
Follow the path to the second door, the first one leads to nothing.
In the room, continue following the path and you'll meet Sadda.
He'll explain the situation further and gives you the Earth Rod. He
tells you to use it behind the Vampire's chamber. Before you go back
to the Cavern of Earth, return to Melmond and sell all your junk.
=====================================================================
7.4.8. Cavern of Earth revisited
=====================================================================
You should know how to reach the Cavern of Earth and why should I say
it again when you can scroll up to find the answer.
Items obtained Equipment obtained
-------------- ------------------
Tent Staff
13075 Gil(total) Mythril Shield
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Anaconda 80 22 10 50 165 none
Black Widow 28 10 0 8 30 none
Cobra 56 6 6 50 123 none
Cockatrice 50 1 4 200 186 none
Earth Elemental 288 66 20 768 1539 Fire
Gargoyle 80 12 8 80 132 none
Ghast 56 8 10 117 117 Fire, Dia
*Goblin Guard 16 8 6 18 18 none
Hill Gigas 240 38 12 879 879 none
*Hyenadon 120 22 4 72 288 none
Lizard 92 18 12 50 153 none
Minotaur 164 22 4 489 489 none
Mummy 80 30 20 300 300 Fire, Dia
Ochre Jelly 76 32 6 70 252 Fire, Ice
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
*Ogre Mage 144 23 10 723 723 none
Piscodemon 84 30 16 300 276 none
*Sphinx 228 23 12 1160 1600 none
Tarantula 64 5 12 50 141 none
Troll 184 24 12 621 621 Fire
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wight 52 20 12 150 150 Fire, Dia
Wraith 86 22 4 231 231 Fire, Dia
*Cannot be found on the first three floors.
You should know the path to the Vampire's chamber by know and you can
scroll back up to read it again.
When you reach it, go through the other door and follow the path
until you see a gray slab. Talk to hit and the Earth Rod will make
it disappear, revealing stairs, go down.
B4:
From the start, head west and north into a large open area that we'll
call the Hall. Head north and follow the path until you reach a room
with tons of encounter squares(oh joy) and 5450 GIL, 1445 GIL,
1520 GIL, a STAFF and 3400 GIL. Return to the Hall.
From there, go west and then south. Go all the way west and keep
going northwest. When you can't go northwsert anymore, go south
all the way and follow the path to a room with a TENT, 1250 GIL and
a MYTHRIL SHIELD for your Fighter(the first chest is guarded from the
right, the other two from below). Backtrack until you can go west
and follow the path going north to the last floor.
B5:
All you have to do is to follow the path to the northeast, it's
pretty much a straight path so just keep going and you'll reach a
room. Heal and Save, then talk to the orb to fight:
===================================================
Boss: Lich
---------------------------------------------------
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
|Death
Gil 3000|
EXP 2200|Treasure
|Dry Ether
===================================================
In case you didn't know, Lich is male, so don't send me unwanted
e-mails.
Lich is one nasty opponent, he can cast Blizzara and Thundaga which
can KO lower level characters. His physical attack paralyzes and can
cast Sleepra on the team. He can also cast Haste on himself making
his attacks more deadly. Lich is undead, so Firaga, Diaga works
wonder here. Have your Fighter and Thief attack, your White Mage use
Diaga or Cura/Curaga and your Black Mage Firaga.
Once Lich is dead, you'll restore light to the Earth Crystal and the
Earthgift Shrine will know be opened. But you should wait until you
kill all the Fiends before going there. There is a teleporter behind
the crystal, step on it and you'll be sent outside the dungeon.
=====================================================================
7.5. I had a change of heart, and class
=====================================================================
The Warriors triumphed over the Fiend Lich and relighted the Earth
Crystal. They now venture to Crescent Lake where they meet Sage
Lukhann who offers the Warriors a Canoe. Using the Canoe, the
Warriors travels to the Cavern of Ice in search of the Levistone.
After finding the Levistone through hazardous challenges inside the
cave, they use it to reawaken the legendary Airship. Using the
Airship, the Warriors goes to Dragon Caves and meet the King of
Dragons, Bahamut. Bahamut promises the Warriors great powers if they
can find him the Rat Tail inside the Citadel of Trials. After
overcoming the trials, the Warriors retrieve the Rat Tail and return
it to Bahamut. The Dragon King keep his promise and grants the
Warriors with the Class Change.
=====================================================================
7.5.1. Crescent Lake
=====================================================================
Besides going to Crescent Lake, this part is optional, but doing it
now will make your guys stronger already and you will benefit from it
in the long run. And also one of the hardest dungeon in the game
will be done already. To reach Crescent Lake, in your ship, head
south, staying close to the land and once you reach the tip of the
continent, head west. Eventually, you should see another landmass,
jag south and you should see the dock. Dock and head southwest
around the southern end of the crescent-shaped laked and you'll reach
Crescent Lake.
Items obtained
--------------
Canoe
Shops:
Inn/Sanctuary Item Shop
Building 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 14 0 Ft, Kn, Th, Ni, RM, RW, BM, BW
Mythril Sword 3200 13 5 Ft, Kn, Ni, RM, RW
Mythril Hammer 2000 20 10 Ft, Kn, Ni, RM, RW
Mythril Axe 3600 15 10 Ft, Kn, Ni,
Armor Shop
Item Cost DEF WGT Class
---------------------------------------------------------------------
Mythril Mail 6000 34 33 Ft, Kn, Ni, RM, RW
Mythril Shield 2000 15 1 Ft, Kn, Ni
Buckler 2000 5 5 Ft, Kn, Th, Ni, RM, RW
Mythril Helm 2000 2 3 Ft, Kn, Ni
Mythril Gloves 2000 4 5 Ft, 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, RW Instantly kills one foe
Quake 13000 BW, RW Calls an earthquake to swallow foes
Stun 13000 BM, BW, RW Paralyzes one foe
Crescent Lake has a lot of goodies and the monsters outside are good
for making money. Get your Fighter a Mythril Sword, that's all for
weapons. For armors, Fighter will want Mythril Gloves and Thief a
Buckler. In the magic department, White Mages will want Invisira
and Protera. Keep one slot open for Exit after you Class Change
(notice the new sprite of the vendor). Black Mages will want
Thundaga, Death and Quake(instant death is funny). Before talking to
the sages, be sure to have 20 Hi-Potions, 20 Ether, 20 Phoenix Downs
and 10 Tents. On the far east side of town, you'll find 12 sages.
Lukhan is the one in blue, talk to the guy to his right and he'll
give you a Canoe.
=====================================================================
7.5.2. Cavern of Ice
=====================================================================
To find the Cavern of Ice, head north from where you docked your
ship, you should find a river there, "dock" your ship there and you
board your new Canoe. Follow the river until you see a south/north
break in the path. Go north and east at the next intersection.
Follow the path and go through the bottom path and head west at the
next intersection (Going south leads to the Whisperwind Cove which
may have guessed, you can't do a thing there). Follow the path and
you'll reach the Cavern of Ice, use a Cottage before entering and
save on two files as well.
Items obtained Equipment obtained
-------------- ------------------
Ether Clothes
Sleeping Bag Flame Sword
60284 Gil (total) Ice Armor
Levistone Mythril Gloves
Ice Shield
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Bloodbones 144 26 12 378 378 Fire, Dia
Cockatrice 50 1 4 200 186 none
Dark Wizard 105 26 40 1095 1095 none
Ghast 56 8 10 117 117 Fire, Dia
Ice Gigas 336 60 16 1752 1752 Fire
Mindflayer 112 1 12 999 822 none
Mummy 80 30 20 300 300 Fire, Dia
Piscodemon 84 30 16 300 276 none
Remorazz 320 73 24 1000 2244 none
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
Those are the monsters you should flee from: Dark Wizard, they got
Scourge, Mindflayer, their physical attack has Death effect and
Cockatrice, they come in big number.
B1:
Follow the path(it's quite long) and take the first set of stairs.
B2:
Circle around to the southern stairs.
B3:
Take the next stairs(why do I even say that?).
B2:
Follow the path into the room, DON'T step on the cracked ice just
now, navigate to the right chest(with an encounter) to net you
CLOTHES(lame). Make your way to the left chest and pick up a FLAME
SWORD, equip it right away to your Fighter. Now you can step on the
cracked ice.
B3:
Note: you take damage when you step on ice spikes.
Head south(you have to go through a mandatory encounter with lots of
undeads). Head west on the ice spikes into a room(there's an
encounter square with White Dragons) for an ICE ARMOR and MYTHRIL
GLOVES. Go back at the intersection and head south and take the
eastmost path until you reach another treasure room with 7900 GIL,
9900 GIL, 5454 GIL, 5000 GIL, 180 GIL and 12350 GIL(cha-ching).
There's an encounter square betwwen the right-most chests. Go back
at the last intersection and go east, follow the path to the stairs.
B1:
Go into the room and circle around to the chest containing an ETHER.
Go out of the room and south through the door for 10000 GIL. Go
around the wall heading southeast and into another room. Before you
go step on the crack, nab 9500 GIL, a SLEEPING BAG and an ICE SHIELD
from the chests. You can go step on the crack now.
B2:
The Levistone is dead ahead, but save before getting it because it is
guarded by:
===================================================
Boss: Evil Eye
---------------------------------------------------
HP 162|Weakness
Attack 30|none
Accuracy 42|
Defense 30|Resistance
Agility 6|Quake
Intelligence 20|
Evasion 12|
Magic Defense 92|
|
|
Gil 3225|
EXP 3225|Treasure
|none
===================================================
At first glance, this guy looks like a pushover. However, he's far
from being harmless. He can cast Thundara, Gaze(a petrifying version
of it), Hold, Silence(on the whole gang), slow and the two most
dangerous, Kill and Death. You sould take this guy out as fast as
you can to keep all your guys alive. He should die easily from the
Flame Sword if you have a high enough level.
Once you kill the big eye, step on the cracked ice.
B3:
Head out of the room, south at the first intersection, take the
eastmost path, south at the intersection and then east at the other
intersection.
B1: Instead of going southeast, go northeast this time to the stairs
of freedom(you made it out alive). Now head back to your ship.
=====================================================================
7.5.3. Ryukahn Desert
=====================================================================
Ryukahn Desert is to the south of Crescent Lake, so go there. You
should see the desert and a river passage to the east. Go in the
river then walk in the grass. Enter the desrt, watch the kewl scene
and get your sexy new Airship.
=====================================================================
7.5.4. Gaia
=====================================================================
Gaia lies directly south of where you board the airship. It's inside
a mountain range.
Shops:
Inn/Sanctuary Item Shop
Building 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 BM, BW, RW 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 kill one foe
Gaia as really neat stuff at really high price. The spells here are
not the only spells of each level. The only spell you can buy for
now is Blizzaga for your Black Mage but chances your level is too low
to buy it. What you really want is in the Armor Shop. Get everyone
a Protect Ring, it gives good defense and protects from Death, but
not from Quake or petrification. If you have the cash, give your
Thief, White Mage and Black Mage a Ruby Armlet. You may possibly
be broke now, but we'll get treasures quite soon.
=====================================================================
7.5.5. Dragon Caves
=====================================================================
Items obtained
--------------
X-Potion
Dry Ether
Elixir
Gold Needle
Tent
Cottage
19975 Gil(total)
The Dragon Caves are east of Gaia. You should go through another
continent and then you should see islands with holes, it's the Dragon
Caves. The bottom hole of the "swamp island" lead to the
Hellfire Chasm, which you can do nothing there. In the bottom hole
of the island with trees in the center of the island, follow the path
and go in the room. Meet thy King of Dragons, Bahamut. He tells you
to return to him with a token of your courage. We're going to do
that soon enough. Exit the place and go in the top hole this time.
Talk to the dragons and they'll mention the Citadel of Trials, that's
your next stop, but let's go get some treasures first.
Go in the hole surrounded by trees. Enter the nearby room for 2000
GIL, 2750 GIL and 1455 GIL. Go in the room at the west corner and
get 1520 GIL, 2750 GIL, 9500 GIL and an X-Potion. Leave the place
and go down the top hole of the island with swamps. Circle around
and go in the room for an ELIXIR, a COTTAGE and 500 GIL.
Now in the hole on the far west island, go down, circle around the
wall and go in the room with chests containing a DRY ETHER and a
GOLD NEEDLE. Exit the room and head north in the other room for a
TENT. Now, the time has come to get our token of courage, head back
to the airship.
=====================================================================
7.5.6. The Citadel of Trials
=====================================================================
The Citadel of Trials is east of the Cardian Islands(the islands with
holes). However, there is no place to land the airship nearby,
follow the path of land and you should find a place to land. Your
first trial is to reach the citadel. The monsters around are quite
strong. The desert is particularly dangerous, if you find a Sand
Worm there, kill it ASAP, it can cast Quake which kill the whole
party instantly and the Protect Rings don't protect from Quake.
Once you reach the citadel, use a tent or cottage and save, enter.
Items obtained Equipment obtained
-------------- ------------------
Cottage Gauntlets
8795 Gil(total) Healing Staff
Rat's Tail Ruby Armlet
Ice Brand
Steel Gloves
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Clay Golem 176 64 7 800 1257 none
Horned Devil 94 10 32 387 387 none
King Mummy 188 43 24 1000 984 Fire, Dia
Medusa 68 20 10 699 699 none
Mindflayer 112 1 12 999 822 none
Minotaur Zombie 224 40 14 1050 1050 Fire, Dia
Mummy 80 30 20 300 300 Fire, Dia
Nightmare 200 30 24 700 1272 Ice
Rakshasa 110 20 30 800 603 none
This place isn't called the Citadel of Trials for nothing. The
monsters here are tough, you should be particularly careful with
Medusa, they can petrify you so kill them quick or run.
1F:
Talk to the old man and he grants you permission, go to the northwest
corner and walk into the chair, let the trials begin.
2F:
Head south out of the room and you'll see many teleporters. The
first trial is to get in the teleporters and find your way to the
next floor without losing to any encounters. The first two
teleporters are easy, you got only one choice. Now you have two
teleporters, take the bottom one. Take the only one fourth
teleporter and take the bottom one next. Take the next one, then the
rightmost one. Now head east and enter the room to step on an
encounter square with Clay Golem. Open the chest for Gauntlets*, it
can cast Thundara when used as an item, but I find it rather useless.
Get out and take the leftmost path going down to the final
teleporter. Take the bottom one and go up the stairs.
3F:
Go north and prepare to fight Nightmares. The monsters here are
tough, so much for the second trial. After the fight, open the chest
for a HEALING STAFF, this handy item cast Heal when used as an item.
Now head west(fighting the Nightmares again) and get a RUBY ARMLET,
ICE BRAND(keep the Flame Sword for now, you'll need it) and STEEL
GLOVES. Now head south and pick up the COTTAGE, 1455 GIL and 7340
GIL. Head east and get the Rat's Tail from the chest, get in front
of the throne and face:
===================================================
Boss: Dragon Zombie
---------------------------------------------------
HP 268|Weakness
Attack 56|Fire, Dia
Accuracy 67|
Defense 30|Resistance
Agility 12|Quake Ice
Intelligence 26|Stone Paralysis
Evasion 24|Poison Darkness
Magic Defense 135|Sleep Silence
|Confusion Mind
|Death
Gil 999|
EXP 2331|Treasure
|Megalixer
===================================================
It is possible to avoid fighting the Dragon Zombie, you have to use
an Emergency Exit that can be won through the 15 Puzzle minigame on
the ship. Exit would work to, but you need a Wizard to use it.
Anyway, the only thing I think they can do is attack. Just attack
with your Fighter and Thief, Diaga with White Mage and Firaga with
Black Mage, lame for the final trial.
After you win, step on the throne and exit this place, now you got
to walk all the way back to your airship, this should be the real
final challenge. Don't forget to equip the Ice Brand to your
Fighter.
=====================================================================
7.5.7. Dragon Caves again
=====================================================================
Return through the bottom hole of the island with trees in the middle
and go talk to Bahamut, he'll acknowledge your strength and courage
and gives you titles befiting you valor, in other words, you Class
Change, Your Fighter is now a Knight, Thief becomes a Ninja,
White Mage a White Wizard and Black Mage a Black Wizard.
=====================================================================
7.5.8. Buffing our Warriors, sorta
=====================================================================
First you should go to Crescent Lake and buy some stuff for your
Ninja. Give him first the Flame Sword, buy him a Mythril Shield and
Mythril Helm, while you're here, buy Exit for your White Wizard.
Next, go to Gaia and buy the Black Wizard a Cat Claws
Now you should go gain some levels so your Knight and Ninja gets some
MP, level 39 should be enough. The best place to train and gain
money is still the peninsula of Pravoka. Once you reach level 39, go
to Cornelia and rest in the inn. It's time to buy spells for your
Knight and Ninja. Knight can get Cure, Protect and Blink. Ninja
will want Fire, Thunder and Sleep. Now go to Pravoka and give Invis,
Blindna and NulShock to your Knight. Ninja will benefit from
Blizzard, Temper and Dark. Now go to Elfheim and give your Knight
Cura and NulBlaze. Ninja will get Fira, Thundara and Focara. Ninja
can also get Blizzara, Haste and Confuse. Now head back to Gaia and
buy Blizzaga and Break for your Black Wizard. White Wizard will need
Curaja and Diaja. At level 39, you can use the level 8 spells, but
we don't need them yet, so pass on. Your team should now be stronger
than ever. Let's now get back to the main quest.
=====================================================================
7.6. This is gonna be HOT
=====================================================================
With their new powers, the Warriors of Light learned that the defeat
of Lich caught the attention of Marilith, The Fiend of Fire.
Malirith now awakened while she was supposed to sleep for another 200
years, awakening the volcano Mt. Gulg with her. The Warriors must go
to Mt. Gulg and take down Marilith or else the world will become a
giant BBQ where peoples are the meat.
=====================================================================
7.6.1. Crescent Lake
=====================================================================
You've been there before, just stock up on plenty of Hi-Potions,
Ethers, Phoenix Downs and Tents. Now you can go get Marilith.
=====================================================================
7.6.2. Crescent Lake area
=====================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Anaconda 80 22 10 50 165 none
Ankheg 222 39 20 300 1194 none
Ghast 56 8 10 117 117 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Goblin Guard 16 8 6 18 18 none
Hill Gigas 240 38 12 879 879 none
Minotaur 164 22 4 489 489 none
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Scorpion 84 22 10 70 255 none
Tarantula 64 5 12 50 141 none
Troll 184 24 12 621 621 Fire
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wolf 20 8 0 6 24 none
With the airship, reaching Mt, Gulg is a snap, but let's do it with
the canoe to fight and gain experience along the way. Follow the
lake and along the river. Take the first going west then head north.
At the intersection, go east, then north, west, north and finally,
all the way east. Rest in a tent or cottage and save on two files.
Let's go in the volcano(hey it rimes).
=====================================================================
7.6.3. Mt. Gulg
=====================================================================
Items obtained Equipment obtained
-------------- ------------------
Hi-Potion Mythril Helm x2
Antidote x2 Great Sword
Gold Needle Mythril Gloves
Phoenix Down Mythril Shield
Tent Mythril Axe
Cottage Flame Shield
30070 Gil(total) Ice Brand
Staff
Flame Mail
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Ankheg 222 39 20 300 1194 none
Fire Elemental 276 50 20 800 1620 Ice
Fire Gigas 300 73 20 1506 1506 Ice
Fire Hydra 182 20 14 400 1215 Ice
Fire Lizard 296 31 18 1200 2472 Ice
Gray Ooze 76 30 7 70 255 Lightning
Hellhound 192 30 8 600 1182 Ice
Hill Gigas 240 38 12 879 879 none
Horned Devil 94 10 32 387 387 none
Hyenadon 120 22 4 72 288 none
Lava Worm 280 50 31 400 1671 Ice
Lizard 92 18 12 50 153 none
Minotaur 164 22 4 489 489 none
Ogre Chief 132 23 14 300 282 none
Ogre Mage 144 23 10 723 723 none
Pyrolisk 44 20 4 500 423 Ice
Red Dragon 248 75 30 4000 2904 Ice, Stone, Poison
Scorpion 84 22 10 70 255 none
Sphinx 228 23 12 1160 1600 none
Lava takes one HP each time you take a step on it. But you can't
encounter monsters on it.
B1:
Head straight west and north to the next floor. you have to cross
the lava.
B2:
Go in the door, follow the path and take the first path west. Follow
the path for a MYTHRIL HELM.(an encounter square is south of it). Go
south and you'll get 1520 GIL. Backtrack to the Mythril Helm and go
north. At the split, take the left path for a GREAT SWORD.
Backtrack to the split and take the right path for 4150 GIL. Keep
following the path until you can't go west anymore, head south then
circle around to get 795 GIL and 750 GIL. Head southwest all the way
then follow the east path. You should come to a place with lots of
chest, they contain: MYTHRIL GLOVES, 1760 GIL, MYTHRIL HELM, 1520
GIL, MYTHRIL SHIELD, 1455 GIL, MYTHRIL AXE, HI-POTION, TENT, 1975
GIL, ANTIDOTE and a PHOENIX DOWN. Backtrack until you see a path
going east, take it and go south all the way. You come to a door and
back to the lava room, head west and down the stairs.
B3:
It may look complicated, but you just have to head east.
B4:
Head southeast, that's all.
B3:
Go south until you hit a rock, head west until you reach another big
rock, go arond it and go south until you hit the line of rock, head
west to the next floor.
B4:
It is a bit complicated so lissen up.
Take the nearby door for 2750 GIL and a GOLD NEEDLE*. Go out of the
room and start heading west, on ce you reach an intersection, take
the first door for 1760 GIL. Once out of the room, follow the
western path and go in another room for 7340 GIL, a FLAME SHIELD,
ICE BRAND* for your Ninja, ANTIDOTE and 880 GIL. Head back to the
previous intersection and head south. Take the first door you reach
for 10 GIL and 155 GIL(better than nothing). Now take the eastern
path for another room with a COTTAGE and 2000 GIL(the Ice Brand could
have been here if you didn't picked it up). Backtrack to the last
intersection and head south, enter the room for a STAFF and 1250 GIL.
Follow the path south for the stairs.
B5:
The area is divided in a 3x3 grid looking like that:
1 2 3
4 5 6
7 8 9
You start in 5. 3, 6 and 9 would have the Gold Needle if you didn't
take it. 4 contains the FLAME MAIL for your Ninja. 7 has the orb,
heal and save, and talk to it to face:
===================================================
Boss: Marilith
---------------------------------------------------
HP 1440|Weakness
Attack 40|Paralysis Darkness
Accuracy 63|Sleep Silence
Defense 50|Confusion Mind
Agility 24|
Intelligence 43|Resistance
Evasion 48|Fire Lightning
Magic Defense 183|Stone Poison
|
|
Gil 3000|
EXP 2475|Treasure
|Golden Apple
===================================================
The strangest part is that even though she's the Fiend of Fire, she
isn't weak against Ice. She hits hard, so have your White Wizard use
Invisira. Your Knight should begin by casting NulBlaze. Your Ninja
should Haste himself and your Black Wizard Haste your Knight. The
second, White Wizard use Invisira again, your Knight Cura one someone
she may have hit, your Ninja Temper himself if he have enough MP and
your Black Wizard Temper your Knight. Now have your Knight and Ninja
attack, White Wizard heal and Black Wizard use Blizzaga.
After that, you relight the Fire Crystal and open up the
Hellfire Chasm, step on the teleporter to get out. Now canoe your
way back to the airship and rest up in Crescent Lake, take also that
time to sell all your junk.
=====================================================================
7.7. Let's have some beer... oxyale
=====================================================================
The Warriors of Light triumphed over Marilith and have lit another
crystal. But now, they must travel to the northland where the two
remaining Fiend laid waste hundreds of years ago. They first travel
to Gaia where they learn about a faerie being bottled and sold to a
Caravan. They travel to the nearby desert and buy the faerie. They
then travel to Onrac where they learn about a robot who crashed in
the Waterfall Cavern. Venturing in the cavern, they find the robot
who gives the Warriors a Warp Cube. The Warriors return to Gaia
where they free the faerie. The faerie rewards the Warriors with
Oxyale, allowing them to breathe underwater. Back to Onrac, they
take a submarine leading to the Sunken Shrine. There they rescue the
mermaids and finds a Rosetta Stone. At the bottom level of the
shrine, they confront Kraken, Fiend of Water and defeats him.
=====================================================================
7.7.1. Gaia
=====================================================================
You can always refer to the last section about Gaia for the shopping
list. Take anything that you couldn't get last time. Don't buy the
level 8 spells now, we'll need money for later. Now leave the town.
=====================================================================
7.7.2. Caravan
=====================================================================
You need 40000 Gil before you do this. If you don't have them, fight
to get them.
To reach the Caravan, follow what I say closely.
From Gaia, head east until you reach another continent. Head south
until you see a desert, the Caravan is there even though you can't
see it. Land the airship in a tiny green patch southeast of the
desert. The Caravan is in the separate patch of the desert with a
forest next to it.
Items obtained
--------------
Bottled Faerie
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn N/A Bottled Faerie 40000
Sanctuary N/A
You got only ONE thing to do, buy that faerie, that guy's hard in
business. If you talk to him again, he'll have a new selection of
products for sale
Item Shop
Item Cost
--------------------
Giant's Tonic 1500
Faerie Tonic 1500
Strength Drink 1000
Protect Drink 1000
Speed Drink 1000
All those new items are temporary stat boosters that works only in
battles. Buy some if you want, I find them useless IMO. Normally
you're supposed to get back to Gaia, but let's get rid of some things
first shall we.
=====================================================================
7.7.3. Onrac
=====================================================================
To get to Onrac, land your airship south of the lake then head east
to find a town.
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn 300 Hi-Potion 150
Sanctuary 750 Ether 150
Remedy 1500
Gold Needle 500
Cottage 2000
White Magic - Level 7
Spell Cost Class Effect
---------------------------------------------------------------------
NulDeath 30000 WM, WW, RW Enhances party's defense against
death
Healaga 30000 WM, WW Restores a lot of HP to entire
party
Black Magic - Level 7
Spell Cost Class Effect
---------------------------------------------------------------------
Saber 30000 BM, BW Raises caster's attack and
accuracy
Blind 30000 BM, BW Blinds one foe with darkness
If I was to describe Onrac in one word, it would be "hole". This
place is expensive, have no weapon or armor shop and sell crappy
spells. White Wizard will get Healaga, the only worthy spell here.
Black Wizard has the choice between having a stronger Temper, but
works only on himself, or blinding one opponent. Get Saber.
Remedies at the item shop can cure any ailments, so you may sell your
old junk and buy some. NulDeath will be useful in the Soul of Chaos.
The reason why you're here is cause you'll be back, in the southeast
part of town, you'll see a barrel that has been made into a submarine
(how can the barrel sink in the first place, and resist to the
pressure?). You need the Oxyale to proceed so leave the town.
=====================================================================
7.7.4. Waterfall Cavern
=====================================================================
To reach the Waterfall Cavern, follow the river in your Canoe and go
straight in the waterfall.
Items obtained Equipment obtained
-------------- ------------------
24480 Gil(total) Wizard's Staff
Warp Cube Ribbon
Defender
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Clay Golem 176 64 7 800 1257 none
Cockatrice 50 1 4 200 186 none
Green Dragon 354 72 16 5000 4068 Ice
King Mummy 188 43 24 1000 984 Fire, Dia
Mummy 80 30 20 300 300 Fire, Dia
Nightmare 200 30 24 700 1272 Ice
Pyrolisk 44 20 4 500 423 Ice
You got to deal with only one floor. The Green Dragon is rare, but
powerful.
Head north until you can go west, go west, ignore the south path and
continue. Once you reach five breaks in your path(counting the one
you took to get there makes five), go northwest and you'll come to
another intersection, head south. Enter the room(you got an
encounter the moment you enter) and loot the place, you got:
WIZARD'S STAFF, RIBBON(it protects from everything so give it to your
White Wizard), 13450 GIL, 6400 GIL, 5000 GIL and a DEFENDER for your
Knight. Talk to the robot and he'll give you the Warp Cube, cast
Exit.
=====================================================================
7.7.5. Gaia again
=====================================================================
Items obtained
--------------
Oxyale
The moment you enter Gaia, the faerie will fly off. Head to the
Sanctuary and go east, you'll come up to a spring. Talk to the
faerie and she'll give you Oxyale. Now time to return to Onrac.
=====================================================================
7.7.6. Onrac again
=====================================================================
Before going to the barrel... err, submarine, rest in the Inn. Talk
to the lady in front of the submarine, she'll ask you to rescue
the mermaids and she'll float and vanish, weird. Save on two files
and talk to the barrel(why don't they have a real submarine like in
the original on NES instead of that puny barrel) and choose yes.
Watch the scene(ahh, the graphics, so good).
=====================================================================
7.7.7. Sunken Shrine
=====================================================================
Items obtained Equipment obtained
-------------- ------------------
Antidote Diamond Armor
99150 Gil(total) Light Axe x2
Rosetta Stone Mage's Staff
Diamond Armlet
Diamond Shield
Diamond Helm
Diamond Gloves
Giant's Gloves
Ribbon
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Deepeyes 304 30 16 3591 3591 Lightning
Ghost 180 93 30 990 990 Fire, Dia
Sahagin Chief 64 15 8 105 105 Lightning
Sahagin Prince 204 47 20 882 882 Lightning
Sea Scorpion 148 35 18 300 639 Lightning
Sea Snake 224 35 12 600 957 Lightning
Sea Troll 216 40 20 852 852 Lightning
Shark 120 22 0 66 267 Lightning
Water Elemental 300 69 20 800 1962 Ice
Water Naga 356 9 8 2355 2355 Lightning
White Shark 344 50 8 600 2361 Lightning
You have two tasks here. One, kill Kraken. Two, find the Rosetta
Stone. I'll guide you to the Rosetta Stone first, then to Kraken.
F3:
Start going north, when you reach the first intersection, go east
and through the door for 2000 GIL. Now go all the way west, then
north and in the room to nab 9900 GIL. Now return to the pillars and
go all the way north. When you can't go north anymore, head east for
some stairs.
F4:
Head south all the way and west all the way. Follow the wall to the
north and you'll see a door, nab 20 GIL inside. Out of the room,
then head northwest, the northeast in the room that houses a DIAMOND
AROMR for your Knight. Back track to where you got 20 Gil and head
far southwest for a LIGHT AXE. Get out and head east for another
room with a MAGE'S STAFF. Continue east for 12350 GIL. The stairs
are nearby so take them.
F5:
This room is free of monsters, but there's mermaids there, all of
them have something to say. This place is like a 4x4 grid:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
You start at 14, there's just the stairs.
Room 10 has 9000 GIL, 1760 GIL and a DIAMOND ARMLET for your White
Wizard. Head nothwest of room 10 and you'll find a path to the other
rooms. Room 2 has 2750 GIL, room 3 10000 GIL and 10 GIL, room 7 has
4150 GIL, room 8 holds 5000 GIL, room 15 has an ANTIDOTE and room 16
has a DIAMOND SHIELD for your Knight. Go northwest of room 1 and
you'll find a path that will take you around the map and to room 4
containing a DIAMOND HELM for your Knight, DIAMONG GLOVES(your Knight
is vulnerable to death without Protect Ring, but keep the gloves,
we'll be able to wear them during the Soul of Chaos) and the Rosetta
Stone. Now cast Exit and heal at the Inn. Return to the shrine.
F3:
Go northeast instead of northeast and down the stairs.
F2:
Go a bit west then far north. Take the stairs at the northeast
corner.
F3:
Take the next stairs.
F4:
Go southeast and take the stairs.
F3:
Go in the room and take 110 GIL and 450 GIL. Head south to the next
floor.
F2:
Go west until you come across a four way intersection. Head south
then east in a room for 7690 GIL and 8135 GIL. Exit the room then go
far west to a room with 5450 GIL, 385 GIL and GIANT'S GLOVES(keep the
gloves whatever you do). Leave the room and make your way north for
another room containing another LIGHT AXE. Go all the way east to
again a room with a RIBBON(Black Wizard want it), 9900 GIL, 7340 GIL,
2750 GIL. Exit the room and go a bit west, then north and west to
the stairs.
1F:
Go north all the way through the door and go west through another
door. Head south and take the first path heading west. Follow the
path to a room, head north, west and south through another door.
Follow the path to the last room with the Water Crystal, heal and
save and talk to the orb to fight:
===================================================
Boss: Kraken
---------------------------------------------------
HP 1800|Weakness
Attack 50|Lightning
Accuracy 93|
Defense 60|
Agility 42|
Intelligence 32|Resistance
Evasion 84|Quake, Fire
Magic Defense 160|
|
|
Gil 5000|
EXP 4245|Treasure
|Kikuichimonji
===================================================
Krakens weak point is Lightning so Thundaga is your friend. Have
your Knight Blink himself, your Ninja use Haste and your Black Wizard
Haste your Knight, your White Wizard shall use Invisira. On the
second turn, your Knight shall use the Giant's Gloves to cast Saber,
your White Wizard use Healaga and your Black Wizard Thundaga, your
Ninja will have to use Temper on himself. Keep attacking with your
Knight and Ninja, White Wizard heal and Black Wizard use Thundaga.
After you turn Kraken into sushi, you will light the Water Crystal
and open the Lifespring Grotto. Step on the warp.
=====================================================================
7.8. I could fly, so very high, in a Flying Fortress
=====================================================================
Having defeated all but one Fiend and lit three of the Crystals, the
Warriors must now take down Tiamat, Fiend of Wind. Returning to
Melmond with the Rosetta Stone, the Warriors meet Dr. Unne who, with
the Rosetta Stone, teaches the Warriors the Lufenian language.
Venturing to Lufenia, they learn that Tiamat is in the Flying
Fortress, a mechanical castle up above the clouds. They obtain the
Chime needed to enter the Mirage Tower, at the top of the tower, they
use The Warp Cube to, well, warp to the Flying Fortress. At the top,
they confront and defeat Tiamat and light the Wind Crystal. But is
there anything more dangerous than the Fiend inside the castle ?
=====================================================================
7.8.1. Gaia one last time
=====================================================================
The only reason we're back here is to buy your level 8 spells.
White Wizard will get Holy and NulAll. Black Wizard will take Kill
and Warp. Now leave the place, the best level 8 spells are going to
be ours soon.
=====================================================================
7.8.2. Melmond revisited
=====================================================================
In the northeast corner of Melmond, talk to Dr. Unne. He'll take the
Rosetta Stone and teach you the Lufenian. Now that you know how to
speak Lufenian, let's go to Lufenia(simply logical).
=====================================================================
7.8.3. Lufenia area
=====================================================================
To reach Lufenia, go to Gaia. Now head south and you should see a
lake, land the airship on the northwest patch of land, this is the
closest you may be.
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Allosaurus 480 65 10 502 3387 none
Baretta 256 60 38 300 1428 none
Desert Baretta 352 98 48 1 2610