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                     Final Fantasy II [Final Fantasy Origins]
                                Full FAQ/Guide
                                 Playstation
                          By: Cyril [Stephanie Nutter]
                              ereekairyn@yahoo.com
                                 Version: 1.1
                        Last Updated: November 8th, 2005
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

This is a guide to go over all of Final Fantasy II. Final Fantasy II tends to 
be the least popular Final Fantasy game released in the US because of its odd 
powering system. Once you get past the first odd few hours of it though, the 
game actually becomes quite fun and enjoyable.

*******************************************************************************

****                         Table of Contents                            *****

*******************************************************************************

                            1: Introduction
                            2: Basics
                                 Controls
                                 Main Menu
                                 Battle Screen
                                 Status Effects
                                 World Memory
                            3: Character Development
                                 Raising your stats
                                 A proper party
                                 Magic development
                            4: Characters
                            5: Walkthrough
                                Gaining their Trust
                                Fighting Back
                                New Power
                                Ice and Fire
                                Destroying Dread
                                Two Last Wishes
                                Freedom Fighting
                                White and Black
                                Seekers
                                Ultimate Magic
                                Devastation
                                Liberation
                                Finale
                            6: Boss Guide
                            7: Magic Guide
                            8: Collection Data
                                Bestiary
                                Item Collection
                            9: Weapons List
                           10: Armor List
                           11: Item List
                                Recovery
                                Combat
                           12: Key Items
                           13: Secrets
                           14: Miscellaneous

*******************************************************************************

****                            Introduction                              *****

*******************************************************************************

Welcome to my Final Fantasy II guide^^

Before you read this guide, there are a few things to note.  There -will- be 
spoilers in it, as it is a full FAQ.  If you accidentally look too far in the 
guide you might be spoiled by something that you did not mean to. 

I like to tell people not use my guides unless you are stuck at a particular 
part of the game.  Though you are free to use my guide for the whole of your 
game, its just a tidbit to keep you from being spoiled.

Also, I pray you, do not cheat and attack your own party members.  I find that 
very cheap in levelling up stats.  While it works, I prefer doing things the 
real way, as it is much more fun.  Its your choice, of course, but to me its 
not worth it. The game is far more challenging that way, also.


*******************************************************************************

****                                Basics                                *****

*******************************************************************************

This section is meant to go over the basics of Final Fantasy II.  If you have 
the game with no booklet, or if you need something cleared up, then this is 
the section to go to.  Note that these are the extreme basics, and I add them 
because everyone needs help sometimes. 

-------------------------------------------------------------------------------
                                    Controls
-------------------------------------------------------------------------------

The most basic aspect of Final Fantasy II is the controls. This section goes 
over eah control individually, so that you can know which screen which control 
does what on.

Note that you can not use Analog mode in this game.

===========================================
Directional Buttons
===========================================

------------------------------------
Field/Map Screen
------------------------------------

As you might assume, these move your character on the field screen.  Right 
button moves your character right, Left Button moves your character left.  The 
Up button moves your character upwards, and the Down button moves your 
character downwards.  

------------------------------------
Menu/Battle Screen
------------------------------------

Only the Up and Down Buttons are in effect on the Menu Screen. These buttons 
help you choose which option to go to.


===========================================
[X] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

The X button by default is your most pressed button.  This button allows you 
to talk to NPC (Non-playable characters) you find, confirm Memorizing in the 
World Memory system, buy items from item shops, and pretty much everything 
that allows you to progress in the game.

On the World Map, the X Button allows you to board vehicles.

------------------------------------
Menu/Battle Screen
------------------------------------

The X Button allows you to choose the selected command/item when on the Menu 
screen.


===========================================
[O] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

If you press the O Button while moving, it allows you to run.  Also, while on 
the world map screen, if you press this button at the same time as [Select] 
you can view the World Map.

------------------------------------
Menu/Battle Screen
------------------------------------

Allows you to cancel selected command.


===========================================
[Triangle] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

The Triangle button opens the Menu screen.

------------------------------------
Menu/Battle Screen
------------------------------------

No use.


===========================================
[Square] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

This is a shortcut to the Magic Menu from the field screen.  Very useful, 
learn to master this. 

------------------------------------
Menu/Battle Screen
------------------------------------

No use.


===========================================
[L1] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

This is a shortcut to the items from the field screen.  

------------------------------------
Menu/Battle Screen
------------------------------------

On the menu screen, scrolls left on magic/status menus.


===========================================
[L2] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

This is a shortcut to the equipment menu from the field screen.  

------------------------------------
Menu/Battle Screen
------------------------------------

No use.


===========================================
[R1] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

This is a shortcut to the status from the field screen.  

------------------------------------
Menu/Battle Screen
------------------------------------

On the Menu Screen, scrolls right on magic/status menus.


===========================================
[R2] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

This is a shortcut to the formation menu from the field screen.  

------------------------------------
Menu/Battle Screen
------------------------------------

No use.


===========================================
[Start] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

Opens the main menu screen. 

------------------------------------
Menu/Battle Screen
------------------------------------

No use.


===========================================
[Select] Button
===========================================

------------------------------------
Field/Map Screen
------------------------------------

Press at the same time as the [O] button, and you display the World Map.  This 
only occurs when you have gained a certain item.

------------------------------------
Menu/Battle Screen
------------------------------------

No use.

-------------------------------------------------------------------------------
                                  Main Menu
-------------------------------------------------------------------------------

You will spend a lot of your time in this game on the Main Menu screen.  It is 
very important to get to know the Main Menu, and what each command can do. 
This section goes over that briefly, and what each command does inside each 
menu (orz).  This takes forever to write!

===========================================
Items
===========================================

The items Menu displays all current items you have aquired thus far on your 
journey. There are two commands at the top of the screen, these are Use, and 
Sort.

------------------------------------
Use
------------------------------------

The Use Command allows you to Use items from your inventory. Only items such 
as Potions, or Tomes can be used by party members.  You can also check the 
description of each item through this command.  This is a very useful command, 
and be sure to check it often.

------------------------------------
Sort
------------------------------------

This command sorts your items for you.  This puts your Potions/healing items 
on top, and your weapons on the bottom.  This is somewhat annoying though, if 
you have a personal sorted job, as it resets your personal job and you have to 
resort it to your own preference. Use this command often though, to help clear 
your inventory of unwanted items.


===========================================
Magic
===========================================

The Magic menu shows you spells that a certain specific character has learned. 
Spells have a MP cost determined by level (see the Character Development 
section for more on spells). There are two commands on the Magic menu.

------------------------------------
Use
------------------------------------

This allows you to use magic.  Some magic can not be used in the menu screen. 
This magic is darkened to a grey. Spells like Cure, Life, and Esuna can be 
used on the Menu screen though.

------------------------------------
Drop/Discard
------------------------------------

You can only hold a certain number of spells at once.  When you find yourself 
close to the limit, or you have a spell that you think is rather useless (that 
you are not using at all) then you can discard it with this command.  
Hopefully you will not buy enough spells that this command is needed often.


===========================================
Equipment
===========================================

Equipment in Final Fantasy II is done a bit differently then other Final 
Fantasy games.  Because magic casters can not wear the best gear possible, or 
their stats will lower, you need to be very careful on their equipment 
choices. There are three commands in the equipment menu.

------------------------------------
Equip
------------------------------------

This command allows you to manually equip an item to a location on the 
selected characters body.  You can equip two weapons if you desire, or a 
weapon and a shield.  I suggest a weapon and a shield early in the game, and 
two weapons late in the game, so you can build evasion early on. 

------------------------------------
Strongest
------------------------------------

This is a bad, bad command.  Never use this.  This command gives the character 
the strongest gear in your arsenal.  But most of the time, the strongest is 
not always the best.  Sometimes, a stronger weapon may not be the weapon type 
that the character uses normally (such as an axe user given a sword), or it 
will give the wrong type of armor to a mage. 

------------------------------------
Best Defense
------------------------------------

Much like Strongest, this command gives you the best defense possible through 
armor.  Once again, on some characters this command is bad. You do not want to 
use this command on mage type characters. This command is fine on your strong 
man characters, though.


===========================================
Status 
===========================================

The status screen shows you the basic parameters of your party. This is an 
important screen to watch.  The stronger your characters are, the higher the 
numbers in their status screen will be.

Attack: Total physical attack power
Accuracy: Total percentage of hitting physically
Defense: Your defense versus physical attacks
Evasion: Your chance of evading a physical attack
Magic Defense: Lowers damage taken from magical attacks
Strength: Effects total attack power
Endurance: Lowers damage taken in combat
Spirit: Strengthens White Magic spells
Agility: Your speed/helps evasion
Intelligence: Strengthens Black Magic Spells
Magic: Lowers spell cast time

The bottom of the screen shows your current equipment, and the right shows 
your weapon mastery levels. These changce depending on the character and 
player.


===========================================
Formation
===========================================

The formation command allows you to move a character from the front row to the 
back, and from the back row to the front.  Characters in the back row take 
less damage physically, but do less damage physically.  Characters in the 
front row tke more damage physically, but do more.


===========================================
Keywords
===========================================

Keywords are part of the World Memory system.  This just shows a list of all 
of the Keywords you have learned up unto this point, and a brief description 
of them.


===========================================
Config (Configuration)
===========================================

This command allows you to change your in-game settings.  You can change your 
controls, your targeting, or pretty much anything you want.

------------------------------------
Auto-Target
------------------------------------

It is rather important to keep this on, especially if its your first time 
playing Final Fantasy II.  This allows you to attack a different monster once 
the monster you were attacking is defeated.  In the original version of the 
game, if you were attacking a monster that died, you would attack the empty 
space where he was after he died.  Its really your choice, but the game is 
easier with Auto-target on.

------------------------------------
Map
------------------------------------

This changes your view of the map as either a Globe or a Flat map. Your own 
preference dictates this.

------------------------------------
[O] Button Dash
------------------------------------

With this, you do not have to press the [O] button to run.  This is a very 
useful feature, though you tend to get into more random encounters.  I like to 
keep this on, as it saves time.

------------------------------------
Cursor
------------------------------------

There are two commands:

-Default-
-Memory-

Default brings your cursor back to the top of the command list each time you 
enter the menu screen or on each round of battle.  Memory leaves it where it 
was the last round of battle, or where you had it the last time you were on 
the Menu screen.  I like to keep this on Memory. 

------------------------------------
Sound Output
------------------------------------

Allows you to choose your sound mode, Stereo, or Mono.

------------------------------------
Controller
------------------------------------

Allows you to customize your control scheme.  Some people like to do this, 
again, a matter of preference. 

------------------------------------
Text Speed
------------------------------------

This adjusts the speed of text shown on screen.  Faster tends to be good on 
the field screen, while slower is better on the battle screen. Your choice 
though@@;

------------------------------------
Item Sorting
------------------------------------

This customizes the order that items are sorted in the Item Menu.  The default 
is healing (consumable) type first.

------------------------------------
Vibration
------------------------------------

This turns the vibration funtion of the analog controller on and off. 

------------------------------------
Window Color
------------------------------------

Changes the color of the windows in the game.  Fun to do, but sometimes takes 
a git of time to choose which one you like.

------------------------------------
Collection
------------------------------------

A new feature, this allows you to see everything you have collected in Final 
Fantasy II.  fun feature^^


===========================================
Memo File
===========================================

You must learn to use this file wisely in Final Fantasy II.  The Memo File 
saves a non-permanent file to your playstation, that deletes once the console 
is turned off or is loaded.  This is good to use right before you are fighting 
a boss, as it can be used anywhere. Use it often.

===========================================
Save Game
===========================================

You need a Memory Card and a open space to save your game. You can save on the 
World Map, but not in towns or Dungeons. Select a memory card to save to, and 
as long as there is an open space, there should be no problems. 

-------------------------------------------------------------------------------
                                 Battle Screen
-------------------------------------------------------------------------------

This section I am taking from my own Final Fantasy V&VI guide^^ (IGN.com 
Cyril_Rebirth)
With slight changes, of course (lol)

-----------------------------------------
Basics of Battle:
-----------------------------------------


--------------------------------
Enemy XXXXXXX | Firion 1000/1000
Enemy YYYYYYY | Maria  1500/1500
Enemy BBBBBBB | Gus    3000/3000
Enemy AAAAAAA | Leon   2000/2000
--------------------------------

 --------
|Attack  |
|Magic   |
|Equip   |
|Flee    |
 --------

  

Attack gives a normal attack, with your equipped weapon.  If you are in the 
back row, it will do half damage.  The magic command allows a character to use 
the spells they have learned. You can scroll between them with the direction 
buttons.  The Flee command allows you to run away from battles. 

----------------------------------------------------------
After you have the basics of battles down, you are ready to go into the 
advanced areas.  

The main thing you need to worry about in battles is HP.  Your characters, and 
your eneemies all sport a certain amount of HP.  Depending on your attack, you 
do a certain amoung of damage to the enemies (or allies) HP.

Lets say you attacked a Nymph.  The Nymph had 40 HP.  You have 30.  Your 
attack to him did 20 damage.  His attack to you did 10.  After one round you 
would have something like this:

Nymph: 20/40
You: 20/30

Obviously, if you did the same amount of damage each attack, you would win on 
the next turn.  Obviously, if the enemy was faster then you, he would be able 
to kill you, And the attacks dont always do the same amount of damage.  This 
is the basics of physical battles.  When your HP=0 you are dead (KO).

There are 2 ways to revive from KO (dead):  The Life Spell, or a Phoenix Down 
item.  

Cure Spells, and certain items restore HP.   Depending on the enemy, you may 
want to keep your parties HP over 70%.  

The defense and magic defense of a character determine the damage they take in 
battle.  Damage (the number of HP depleted when a character is attacked) is 
determined by how high your defense against the type of attack (Magical of 
physical) and the enemies attack strength.  There are certain types of spells 
that reduce damage, such as Shell, Protect, Blink, etc. 

To learn more about the battle system, go to Altair, and enter the Rebel 
Hideout where Firion first woke up.  The training center should answer all of 
your questions. 


-------------------------------------------------------------------------------
                               Status Effects
-------------------------------------------------------------------------------

Status effects are not as huge of part of Final Fantasy II as some other Final 
Fantasy games, but they are there nonetheless.  There are two types of statues 
effects, ones that wear off after battle, and ones that do not. 

===========================================
Status Effects that wear off after battle:
===========================================

The Basuna spell can cure all of these status effects.

--------------------
Venom
--------------------

The equivalent to the Poison status effect.  Every round of battle, your HP is 
drained by a small amount.

-------------------
Sleep
-------------------

One of the more annoying effects, your character is taking a nap and is unable 
to act for a few rounds until the effect wears off.  

-------------------
Mute
-------------------

Your character is silenced and can not cast magical spells.  Very annoying, 
fortunately, not common.

-------------------
Mini
-------------------

Makes your character very small, and yur character will have a hard time 
hitting enemies with physical attacks.

-------------------
Paralysis
-------------------

Probably the most common status effect, Parlysis stops a character from acting 
for a few rounds, depending on how long it lasts. Much like the Sleep status.

-------------------
Muddle
-------------------

This is also called Charm.  This status effect causes your character to attack 
other members of your party. Can be deadly.


===========================================
Status Effects that remain after battle:
===========================================

The Esuna spell can cure all of these status effects, as well as certain (I 
will name them) items.

-------------------
Poison
-------------------
Curable by: Antidote

Much like Venom, Poison drains HP every round of battle.  On the field screen 
you lose HP gradually by walking.

-------------------
Darkness
-------------------
Curable by: Eye Drops

Lowers your physical attack accuracy. Very bad for physical attack characters, 
such as Gus.

-------------------
Curse
-------------------
Curable by: Cross

Lowers the damage you do from all types of attacks, and makes you take double 
damage. Very very bad.

-------------------
Amnesia
-------------------
Curable by: Mallet

Stops you from casting spells.  This is bad if you only have one character 
with high level Esuna to cure this.  

-------------------
Toad
-------------------
Curable by: Maiden's Kiss

You lose the ability to cast spells, and your attack accuracy is reduced.  
Your damage is lowered as well.  Also very bad.

-------------------
Stone
-------------------
Curable by: Gold Needle

The game considers this the same as KO status.  If all 4 of your members are 
turned to stone, the game is over, be very careful! Stone is much like Sleep 
or Paralysis where you are unable to act, but it never wear off until cured. 


-------------------------------------------------------------------------------
                               World Memory
-------------------------------------------------------------------------------

The World Memory system is unique to Final Fantasy II. This system allows you 
to learn key terms and put them in your 'memory' for later use to 'ask' 
people.  You can learn information or advice later on by 'ask'ing people.

To use this system, you must first find a key term.  Key Terms appear in Red 
on the normal story screen.  After some text, you will be given the option 
to 'Memorize'.  After a little 'beep' sound, you have memorized the Key term, 
and can now ask anyone you want about it.  Some people will know nothing 
about, and only give you a "?".

This is a great way to learn some backstory on the game, as well as learn new 
destinations.  You can view key terms that you have learned in the Key Terms 
menu on the Menu screen. Try asking people different words, you never know who 
will know things.


*******************************************************************************

****                       Character Development                          *****

*******************************************************************************

A very important aspect of Final Fantasy II is how you decide to develop your 
characters magically and physically.  While raising your stats, sometimes 
other stats will be lowered, and those can be stats that you do not want to be 
lowered.  Such as a magic users Intelligence.  This section will go over how 
to properly level up a character, and raise a proper team.

-------------------------------------------------------------------------------
                             Raising your stats
-------------------------------------------------------------------------------

Certain actions raise stats of your party members.  This section goes over 
(briefly) how to raise the stats of your party members. 

Note: You can attack your party members physically to gain HP and Stamina, or 
use the Sap spell to gain MP, though this is very cheap, and not how you are 
truly supposed to play the game. 

Strength: Raised by physically attacking/wearing heavy armor
Endurance/Stamina: Losing HP, or taking physical damage in battle
Spirit: Raised by using White Magic such as Cure
Intelligence: Raised by using Black Magic such as Fire/Ice/Thunder/Scourge
Magic: Raised by casting spells in battle
Accuracy: Raised by physically attacking/gaining weapon levels
Evasion: Raised by being a target of physical attacks/gaining shield levels
Agility: Raised by being a target of physical attacks
Magic Defense: Raised by being a target of spells in battle

Note that by raising certain stats, that other stats go down.  That is by far 
the most annoying thing about this system. This table below comes from the 
booklet that comes with Final Fantasy Origins.

 --------------------------------------
|Increased Stat   |   Decreased Stat   |
 --------------------------------------
| Strength        |  Intelligence      |   
| Intelligence    | Endurance/Stamina  |
| Spirit          |  Strength          | 
 --------------------------------------

Through this system, that means that a White Magic user will have low 
Strength, and a Black Magic user will have low Endurance/Stamina (AKA 
defense).  Also, a physical attacker will have no skill with magic, since his 
strength raising lowers his Intelligence (Black Magic skill) and by trying to 
raise his White Magic skill (Spirit) you will lose Strength.  It is an odd 
balance, but you get used to it.


-------------------------------------------------------------------------------
                              A Proper Party
-------------------------------------------------------------------------------

The best party type in the game is debatable.  I highly suggest having your 
main White Magic (healer) caster separate from your Black Magic (damage) 
caster.  Since your White Magic caster probably wont be spending much time 
physically attacking in major fights, stats that raise strength wont matter as 
much.

I like this party best:

White Mage
Black Mage
Physical
Physical

Each person has their own choices, and some people like to have their White 
and Black mage as the same person, though I personally find that detrimental 
to the total damage capable in the party.  

As for who plays what role, I like Firion playing White Mage, and Maria 
playing Black Mage.  Firion tends to be quite fast, so his spells get off 
earlier in the round then the bosses attacks, which is -extremely- important 
for a healer. While Firion also has skill with physical attacks at the start 
of the game, they will lower significantly end-game.  But at that point, it 
does not matter as much because physical attacks are rather useless as it is, 
and you focus more on powering up one characters attacks rather then the party 
as a whole.

If you so choose to have your Black and White Mage on the same character, you 
can expect your battles to be a bit slower because your Black Mage will be 
unable to cast black magic as much as he/she normally would in battle.  That 
is bad in early battles where black magic is the only way to damage the 
bosses. This -Red- Mage character tends to be back row only, as he/she is far 
too weak to be front row, both in Endurance/Stamina and in physical Strength.


-------------------------------------------------------------------------------
                              Magic Development
-------------------------------------------------------------------------------

Magical development is much like stat development.  The more you cast a spell, 
the stronger the spell gets.  The spell gets experience each time it is cast 
in battle (or out, if it has the ability to be cast out of battle). When the 
experience reaches 100, the spell levels up.  Note that the higher levelled 
the spell gets, the slower you accumulate experience for it, and the harder it 
is to level.

Note that all spells cost the same base MP to cast at level 1.  That is 1 MP.  
As you slowly level them up, they become more and more expensive.  They MP 
cost per spell is the same as their level, so, a level 2 spell costs 2 MP, and 
a level 3 spell costs 3 MP.  So on, and so on, and so on.

Some spells are imperative to level up from the start. Cure is one of them. 
Protect is also very important, as is Life and Esuna. Thunder, Fire, and Ice 
(and perhaps Scourge) are other spells that will helps you from being levelled 
early on.  The earlier you obtain these spells the better you will do in the 
long run. 

Note: If you discard a spell, it starts at level 1, no matter what level it 
was when you discarded it originally.


*******************************************************************************

****                              Characters                              *****

*******************************************************************************

This section will introduce you to the -three- main characters of Final 
Fantasy II.  Any more then the three main characters will be added as 
spoilers, and I do not wish to add them here.  They will be shown in the 
Walkthrough when they come into your party.  There are 9 characters total.


===========================================
Firion
===========================================

Firion was orphaned by an unknown parent at a young age.  He was raised by 
Maria's parents, and considers them kin.  Firion is the leader of our quest.

Starting stats:

 --------------------------------------
| HP: 30    | MP: 5     | Right-Handed |
| ATK: 10   | ACC: 1-70 | DEF: 2       |
| EVA: 1-14 | MDF: 1-22 | STR: 10      |
| END: 10   | SPR: 10   | AGI: 10      |
| INT: 10   | Magic: 5  |              |
 --------------------------------------

1 in all weapon skill levels.

Starting gear:

Right Hand: Broadsword
Left Hand: Buckler
Body: Leather Armor


===========================================
Maria
===========================================

Maria is Firion's sweetheart, though she would never admit it.  She has a will 
of iron, and is quite determined to have things her way.  Though she is quiet, 
she is noble and has good intentions.

Starting stats:

 --------------------------------------
| HP: 20    | MP: 5     | Right-Handed |
| ATK: 3    | ACC: 1-55 | DEF: 1       |
| EVA: 1-10 | MDF: 1-20 | STR: 5       |
| END: 5    | SPR: 10   | AGI: 15      |
| INT: 15   | Magic: 5  |              |
 --------------------------------------

1 in all weapon skill levels.

Starting gear:

Right Hand: Bow
Body: Shirt

===========================================
Gus
===========================================

Gus is Final Fantasy II's strong man.  He is more then a little bit brutish, 
being unable to speak properly.  He can also speak to animals, a trait which 
may help you in the future.

Starting stats:

 --------------------------------------
| HP: 40    | MP: 5     | Right-Handed |
| ATK: 17   | ACC: 1-70 | DEF: 2       |
| EVA: 1-1  | MDF: 1-25 | STR: 15      |
| END: 15   | SPR: 10   | AGI: 5       |
| INT: 10   | Magic: 5  |              |
 --------------------------------------

1 in all weapon skill levels.

Starting Gear:

Right Hand: Axe
Body: Leather Armor

*******************************************************************************

****                             Walkthrough                              *****

*******************************************************************************

This is a walkthrough for the main game.  It will cover bosses, dungeons, and 
characters.  Use the control-F feature if you are having difficulty finding 
something.

I have my guide put into parts, to make your journey easier.  You can look in 
the Table of COntents at the top of the guide to see the different parts.  I 
have not named the parts according to the game areas/people, to avoid 
spoilers.  Yes my names may be corny, but so what@@;

Heres a quick rundown of what the words at the top of each section of my guide 
mean:

Party: Whos going to be in your party for that area. 
Shops: The types of shops in the area.
Keywords: Keywords you can learn in the area, if any.
Monsters: Monsters found in the area, if any.  
Bosses: Bosses founf in the area, if any.
Items: Items found, it any.



===============================================================================

====                      Part 1: Gaining their Trust                      ====

===============================================================================


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Altair                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: Wild Rose
Items: Potion

After the opening movie, you are caught in a desperate struggle for survival 
against 4 Black Knights.  This battle is not meant to be won, so allow 
yourself to die, and the game continues without issue.

When you awaken, you are one member short of your original party. You also 
awaken somewhere completely different. After a short scene, you go and talk to 
Princess Hilda. When you finally gain control, talk to Hilda again, and you 
are given the option to 'Memorize' the word Wild Rose.  This word allows you 
access to the rebel hideout at any time. 'Ask' Hilda about the Wild Rose and 
she will give you information about Leon.  Also, if you talk to Mindu, he will 
tell you your next destination: Fynn. 

Head down, and out of the throne room. Head to the right, and down, and into 
the first room on the right.  This is the King's room.  After each big event 
in the game, reture here to give the King news, or ask the kings advice.  He 
will gladly help you. Other then that, theres not much there.

Head back to the left, and go down the stairs into the center of the hideout.  
Head left again, and go up.  Open that chest to obtain a Potion. Head back 
down, and exit the hideout all the way to the bottom.

In the main town of Altair, theres a lot to do.  You have 400 gil on you, and 
you need to spend it to make it to Fynn.  First off, talk to the man right 
outside the Rebel Base, he should be in brown.  His name is Pavel.  Making 
friends with him now will help you in the future.  If you want, you can test 
out the World Memory system and ask him about the Wild Rose. Gordon, prince of 
Kas'ion is standing north of the rebel base, if you want to speal with him as 
well. He is another important character.  Either way, the goal is the same: 
its time to shop.

Shopping in Altair: Theres 4 shops in Altair.  While your party is severly 
undergearred for the journey ahead, you also need spells.  I suggest buying 
some Leather Gloves for your characters.  You should also have at least one 
character with access to the Cure Spell right from the start.  Remember that 
if you want, you can level outside the town a bit to earn money. After buying 
the Cure Scroll, and some Leather Gloves for your party, you shouldn't have 
much money left.  If you want to spend some time making money, I suggest 
buying the Fire spell next, or another Cure Scroll. 

When you're done shopping, head to the far left, and exit the town.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin

On the world map for the first time, rememebr that you can encounter enemies 
just from walking around.  Use this time to build up your characters as you 
desire, or make money.

Note: Right from the beginning of the game it is important to develop your 
mages.  You want a 'Black' and 'White' mage.  While they arent really under 
those titles, thats the type of magic they will prefer, and the role they will 
play throughout the game. Because Maria has the highest base Intelligence, she 
mages the best Black Mage.  Gus has the highest base Strength, so he makes a 
good physical attacker.  Firion tends to act first in battle, and since he 
doesnt have a role to play, makes the best White Mage.  Give him spells like 
Cure, Life, and protect first, since he will be best with them.  If you really 
want to go all out on it, give him a nice staff to use as well. 

When you're ready to continue, head north over the bridge above Altair. Follow 
the path north and west to a large forest. At the forest, continue north over 
a marsh into another forest, until you see a small  house.  This is Gatrea, 
our next stop.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Gatrea                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus
Shops: Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

There is not too much to do in Gatrea. Gatrea is mainly for healing your HP 
and MP after the walk up this far. There is also some new armor (the Leather 
Armor) at the armor shop if you can afford it. The weapon shop is right above 
the entrance, and the inn is somewhat to the west of the entrance.  The item 
shop is slightly to the west of the inn, and lastly, the Armor shop is in the 
far northeastern corner of the town.  

You might want to use the Inn in the city before heading out to Fynn. Other 
then that, there is nothing you must do, but it is nice to get to this town to 
know where it is in the future.

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin

Outside of Gatrea, head west over the bridge. After the bridge, continue west, 
following that 'lake' around north.  At the top, head east, then south when 
you can, and enter the town.  This your hometown, Fynn.

Note: On the world map sometimes you will notice an airship.  This is not 
really important at the moment, but if you walk directly below it, into its 
shadow, you will be brought into a random encounter.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                                Fynn                                   *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus
Monsters: Strangler, Hornet, Goblin, Loper, Captain
Bosses: None
Items: Potion, Potion, Potion, Ring

When you first enter Fynn, you will notice that it is under occupation by the 
Imperial Army.  If you talk to a soldier, the second lesson you will learn is 
that you will die an untimely death very very very quickly.  Keep away from 
the Soldiers at all costs, they overpower you completely at this point.

From the entrance, head north to the inn, and up past it (not talking to the 
soldiers). Continue up past the fountain, and past the armor shop. There is a 
small fence surrounding the outside of the town. Walk right outside it (but 
not too far, else you'll go onto the world map) and follow the path to the 
right.  When the path ends and theres a wall, head down, and enter the Pub at 
the end. In the Pub, talk to none of the Soldiers, but talk to the 
bartender. 'Ask' him about the 'Wild Rose' and he will move out of your way. 
Walk right and through the wall.

On this new screen, head down, right, and down again into a small room with 
three chests.  Open these chest for 3 Potions. Then, talk to the man on the 
bed. 'Ask' him about the 'Wild Rose' and after a scene, he will give you the 
Ring. The Ring allows you to view the World Map by pressing the Select and O 
buttons at the same time.

Now, head back up the pathway and back into the Pub.  Exit the Pub, and head 
out in any direction onto the World Map.  We need to get back to Hilda with 
this news. 

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin

On the world map, head down to clear the town area, then up to the tip of the 
lake.  Go west to the lakes western edge, then follow it south and then east.  
Cross over the bridge to reach Gatrea.

Note: You might want to stop at Gatrea to restore your MP and HP. It is not 
necessary, though. 

From Gatrea,head south through the forest, ignoring the bridge to the west.  
Continue through the forest to reach Altair once again. Enter Altair.

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Altair                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: Mythril, Dreadnought, Airship
Items: Canoe

Note: By the time you get back to Altair you probably have a bit of money.  
You should spend this money on spells for your Black Magic user. Fire and Ice 
should be the first sells you buy for him/her, but its also nice for your 
black mage to have access to Cure (in fact, I highly reccomend it).

Another Note: You can trigger a short message by showing the Ring you recieved 
from Scott to his brother Gordon. Gordon is still walking around moping above 
the Rebel hideout.

Head into the Rebel Hideout. In the hideout, head north, up the stairs, and 
through the door to the throne room. Talk to Hilda, and when she asks, choose 
the 'items' command, and show her the Ring you recieved from Scott. This will 
trigger a scene. When you regain control, talk to Hilda again, and 'Memorize' 
the word Mythril. Then 'Ask' Hilda about the 'Mythril'. Cancel out of your 
conversation with Hilda, and talk to Mindu. He gives you his Canoe, and joins 
your party. 

With Mindu in your party, talk to Hilda again, and she mentions the 
Dreadnought. 'Memorize' this word, and once again, ask her about it.  When 
asked about the Dreadnought, Hilda mentions yet another Key Term, the 
Airship. 'Memorize' this as well, and 'Ask' her about it. That is as much 
information as you are going to get from Hilda. Cancel out of your 
conversation and head south out of the Throne room. Continue south, and out of 
the Rebel Hideout.

Note: If you talk to the king at this point, he mentions Scott and Hilda.  He 
also has information about the Mythril, and mentions his lack of knowledge 
about the Dreadnought. Gordon also knows some about the Dreadnought, and 
Mythril.

When you're ready to move on, head out of Altair. 


===============================================================================

====                        Part 2: Fighting Back                          ====

===============================================================================


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier

Note: With your new member, Mindu, you have a lot of new things going on.  
While you might think it possible to shrink back fron levelling your main 
White magic user, do not.  In fact, try to use Mindu's magic as little as 
possible. All of his spells cost outrages amounts of MP, and it will cost you 
a lot to recover his MP at an Inn.  Continue levelling your white magic user 
as you normally were, using Mindu to physically attack instead.

Mindu's Starting Stats: 
 --------------------------------------
| HP: 175   | MP: 103   | Right-Handed |
| ATK: 9    | ACC: 1-80 | DEF: 5       |
| EVA: 1-17 | MDF: 2-50 | STR: 10      |
| END: 20   | SPR: 48   | AGI: 20      |
| INT: 16   | Magic: 40 |              |
 --------------------------------------

All weapons at level 1.

Right Hand: Staff
Body: Copper Plate
Items: Magniconch, Ether

From Altair, head north over the small bridge.  Continue north, and onto the 
small lake. With the Canoe, you can row over the lake now. On the lake head 
east, and land near the town to the east. This town is Paloom. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Paloom                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Mindu
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

Note: The large forest outside (to the northeast) of Paloom is a nice place to 
make money for some of the more expensive items and spells Paloom offers.  

Theres a lot of things to buy and do in Paloom. While the direct goal of the 
town is to buy a ship ticket to Poft, I suggest exploring the town a bit 
first.  The item shop is at the far south of the town, the inn just north of 
that. The weapon shop is on the north side of town, and the magic and armor 
shops are to the west of the weapon shop. 

Note: The spell Shield is incredibly important to buy.  You will use this 
spell for the rest of the game, so buy it now and level it early.  Blink is 
also nice, but normally you wont have time to cast it after you cast Shield. 
If you don't have money to choose between weapons and armor, buy armor over 
weapons at this point. 

When you're ready, theres a man near the entrance to Paloom who sells tickets 
to board the Ferry.  Buy one for 32 gil, and head out onto the World Map.

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier

On the world map, board the ship that is -right- below Paloom. You will go on 
a quick ship ride to Poft. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                                Poft                                   *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Mindu
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

Poft has much the same gear and spells that Paloom does. The Inn is slightly 
northwest of the entrance, the item shop is west of that, and the weapon shop 
to the far west of town.  The Armor shop is in the far northeast of the town, 
and the magic shop is in the far nothwest. If there was anything you forgot to 
pick up in Paloom, you can buy it in Poft now. 

Your goal is the Pub, which is directly west of the entrance.  In here, you 
find the airship master Cid, whom Hilda mentioned was once a White Knight of 
Fynn. If you ask him about the Dreadnought, he gets angry, calling it trash 
compared to his ship.  If you ask him about Airships he says you can ride his 
if you talk to the man behind him. Talk to the man to Cid's right, and choose 
Yes. Then you have to choose where to go. Choose the town of Salamand.

Note: You might notice the towns Bafsk, or Kas'ion on the airship list. 
Kas'ion is far too dangerous for you at this point. But you can go to Bafsk if 
you want to explore.  If you do have the money to explore Bafsk, I suggest 
buying the spell Esuna while you are there. Esuna is another spell you will 
need throughout the rest of the game, and you should start levelling it up now 
on your White Mage.

After a transaction with Cid's partner is made, head out of the Pub and town, 
and you will notice the airship is now in town.  Board the airship with the X 
Button. This takes you to Salamand.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             Salamand                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Mindu
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

The town of Salamand houses many expensive pieces of armor and weapons, 
probably well out of your price range for the moment. There are also some very 
useful spells, such as Life and Warp, which you will not be able to afford 
because they ar too costly (1500 gil :O!) Note that eventually 2-3 characters -
must- have access to the Life spell.

After doing your shopping (if you have any money, that is), head to the 
northeastern corner of the town.  There is a lady in red outside of a house.  
You can talk to her, but the house is your goal.  Enter the house, head up, 
and talk to the man in green inside. You can ask him about all of your Key 
Terms, but he pretty much disregards you until you mention Mythril. You then 
learn your next goal.

Now, there is two ways to get to Semitt falls.  One is to take the airship 
from Poft, but that costs money. To get to Poft, you need to head south and 
east from Salamand.  There will be a little hole in the mountains to go 
through, and Poft is through there. The second is to walk there. Walking takes 
longer, and is quite a bit harder, but its worth it in the long run.

When you're ready and prepared, exit the town.

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch

This path is walking directly to Semitt Falls, not going to Poft and taking 
the airship.  While they both lead to the same dungeon, walking there is 
cheaper, but it takes a bit longer.

From Salamand, walk all the way west until you read the ocean. From there, go 
south until there is a small stream. Once on the Canoe, head east on the 
stream.  When you can go no further east, go north a bit, and you should be 
able to disembark onto land.  There will be a tiny hole in the mountain that 
represents the mine that is Semmitt Falls.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                           Semitt Falls                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Mindu
Monsters: Soldier, Loper, Sasquatch, Green Slime, Balloon, Goblin, Goblin 
Guard, Zombie
Bosses: Spiketoise, Sergeant
Items: 10 gil, 200 gil, Eye Drops, Potion, Potion, 1 Gil, 50 Gil, Fire Scroll, 
Warp Scroll, Mythril

Note: This is your first real dungeon.  There are a few things to watch out 
for in dungeons.  You must save your MP as much as you can, because most of 
the time they are long, and many floors big. Also, in this particular dungeon, 
you do not want to use Mindu's magic to cure, you want to save his MP as best 
you can.

From the entrance, head down, and then left. You will notice a big blue -thing-
 on the floor.  Ignore this for now, as it does nothing. Continue left, and at 
the intersection, go left.  Follow this path as it twists upwards. Open the 
chest at the top for 10 gil. head back down the path to the first intersection 
once again.

At the intersection, follow the right path until yu reach a second 
intersection (orz). At this intersection go down until you reach a T. At this 
T, go right. Continue right until you get to a chest.  Open it up, and you 
will recieve 200 gil. Now, go all the way left (ignoring the intersection) and 
then down at the end, onto the next screen.

On this screen (B2), go right, and up. Continue up until you can not go up any 
more, and then go left into the crevice.  Open the chest here for some Eye 
Drops. Head back down, and go directly right.  Head up when you can, and open 
the chest here. This chest contains a Potion. From this chest, go all the way 
down to the bottom of the screen, and then right.  Open the chest ehre for 
another Potion.  Go up the screen, and you'll find multiple doors. Only the 
door on the far left will bring you down to the next level, the rest are trap 
rooms.

Note: Most dungeons have these 'trap' rooms.  There are doors through dungeons 
used as traps to try and lure you to treasure.  While some have treasure, many 
do not.  Each step you take in these trap rooms brings you into a random 
encounter. How do you know if you are in a trap room? well, the room is empty, 
and there are a lot, and lot of encounters.

On B3, head all the way down from the entrance, and open the chest.  This 
chest contains 1 Gil. HEad back up a bit, and go to the left.  At the 
intersection, head to the left, and then down.  Open the chest over the bridge 
and you will obtain 50 Gil. Head back up to the intersection, and go up, and 
then left.  Once again, go through the far left door, as the rest are trap 
rooms.

This room has quite a bit of people in it.  This is what you're looking for! 
Talk to everyone. Eventually, you will find your good friend Pavel the thief 
from Altair. You also learn that this place has some Mythril Ore ripe for the 
taking. With the slaves freed, head to the right, and down the stairs onto the 
next screen. 

On B4, head left, and up over the bridge.  Go all the way up, and open the 
chest. This chest contains a Fire Scroll.  Use it on someone who you plan to 
have as a magic user. Head back down, and go right.  There will be a 4 way 
intersection. At the intersection, go up, and follow this pathway all the way 
around to the right, and all the way down. 

On B5, head all the way across the bridge to the left, then go all the way up. 
At the top, go to the right, and follow the path until you reach a chest. Save 
a Memo file now, as you have reached your first monster-in-a-box boss :O!

============================================================================
FF2Boss# 1: Spiketoise
Location: Semitt Falls, B5
Party: Firion, Maria, Gus, Mindu
Status:
HP: 140         |  MP:  0          |  Attacks: 2     |
ATK: 35         |  ACC: 65%        |  DEF: 35        |
EVA: 0%         |  MDF: 2          |  RES: 50%       |
Treasures: Mythril Shield

This battle will be over quickly, but that does not mean it is not dangerous. 
The Spiketoise has extremely powerful physical attacks which can one hit a 
character. Cast Shield on the first round to lower the damage from his 
physical attacks. Even with Shield, the Spiketoise's physical attacks can do 
over 50 damage a hit to someone with good gear and high Endurance. 

Note that because of the Spiketoise's higher defense, it is rather difficult 
to take him down physically.  If your black mage has Ice (or Ice2) then this 
is the battle to use it. The Spiketoise has a definite weakness to Ice spells, 
and because of his powerful attacks, you want to kill him as fast as possible, 
before he can get any off on you. If you did use Ice enough to have Ice2, you 
might be able to 1-hit this boss, if, of course, your black mage is not one 
hit first.

If you do not have an Ice spell, this battle will be very difficult, and long 
and painful.  The Spiketoise is hard to damage physically, and will take 
little damage from physical attacks. 

One last note: Make sure Mindu always has his life spell ready, you never know 
when the boss will get lucky and get a strong critical attack in and one-hit a 
character.
============================================================================


Note: the Warp Scroll you get from the Spiketoise is a very good spell.  You 
should use it on Firion/Maria/Gus, but wait until after the next boss fight. 
This spell will allow you to leave dungeons quickly.

After the Spiketoise battle, head back to the right, and back down to the 
bridge. Go back over the long bridge, and at the intersection, head up. Go 
through the left door.  Before you talk to the soldier in here, save your game 
to a Memo File.

============================================================================
FF2Boss# 2: Sergeant
Location: Semitt Falls, B5
Party: Firion, Maria, Gus, Mindu
Status:
HP: 140         |  MP:  10         |  Attacks: 2     |
ATK: 35         |  ACC: 70%        |  DEF: 25        |
EVA: 30%        |  MDF: 3          |  RES: 50%       |
Treasures: Mythril Mail

In this battle, expect to be casting a lot of Cure and Life with Mindu.  Have 
Mindu be acting only as White Mage and curing every round.  On the first 
round, he should cast Shield on everyone, and from then on he should be 
healing. If you want, you can cast Blink as well, though I tend to not cast 
it. 

The Sergeant is very hard to damage physically, so you must rely on magic to 
damage him. Hopefully you have someone as a dedicated magic user at this 
point, and that that someone has been placed in the back row during this 
battle. Every round the magic user should be nuking the boss with spells, 
trying to reduce his HP in any way he/she can.  

The Sergeant's physical attack does well over 100 damage, so unless everyones 
in the back row, expect one hits.  The Sergeant also employs Arrows III, which 
does around 50 damage to a single character.  With this barrage it will be 
very difficult to keep people alive. If it is, you might just want to raise 
them from the dead, and not revover their HP after reviving them with the Life 
spell.

The Sergeant has no particular weaknesses to magic, so no elemental spell 
works better then any other.  Magic is really the only way to effectively 
damage him though, so without a strong magic user, expect this battle to be 
quite difficult.
============================================================================

After the battle, open the chest the Sergeant was guarding to obtain the 
Mythril.  Then, have someone cast the Warp spell to get out (either with your 
new scroll, or with Mindu).


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch

After your trip to Semitt falls your party is probably winded, but you still 
need to walk back to Salamand, and then to Altair to show Hilda your new 
prize.  To get back to Salamand, head west on the Canoe, until you reach the 
ocean.  Then go north a bit until you clear the mountains.  Then go all the 
way east until you reach Salamand.

Once you reach Salamand, heal at the Inn, and talk to Josef about the Mythril 
you found.  His daughter also thanks you for saving her. Note that at the 
moment you should not buy any new gear available to you in Salamand, as even 
better gear will be available in just a few moments. 

When you're done in Salamand, continue east on the world map, and then go 
south through the mountains, into Poft.  In Poft, talk to the man outside the 
pub. He will offer to take you on the ship back to Paloom for 32 gil.  Accept 
his offer, and exit town.  Hop on the ship, and go back to Paloom.  From 
Paloom, use the Canoe to go back over the lake to the west.  Then head south 
and enter Altair once again.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Altair                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Mindu
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

Head directly into the Rebels Hideout.  Continue north, and into the throne 
room to speak with Hilda.  Show her the Mythril from the 'item' menu, to 
trigger a scene. She tells you to give it to Tobul, the blacksmith of Altair. 
Cancel out of your conversation with Hilda, and head south out of the throne 
room. Head out of the rebel hideout.  In the main town, head into the weapons 
shop, and talk to the man with the red hat who is not behind the counter. Show 
him the Mythril from the 'items' menu, and a scene plays out.

Now you have access to Mythril equipment.  You need to buy it all though, 
which is very very costly. 

Note: Mythril gear is the best gear you can get at this point.  You might want 
to spend some time levelling to be able to afford it, or you might not.  You 
dont need to fully equip everyone, but some people do need Mythril gear. As 
monsters get harder you'll need better defense to defend against their 
attacks, even by a few points.  If you are on a limited budget, you should 
start with Mythril Helms, and then Gloves. Also note that the towns of Paloom 
and Poft have Mythril gear in their selection as well.

After bringing the Mythril to Tobul, head back into the throne room and talk 
to Hilda again. As her about the Dreadnought, and the time has finally come to 
destroy the Dreadnought! Prepare your party with what gear you can, and head 
out of Altair. 


===============================================================================

====                          Part 3: New Power                            ====

===============================================================================

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*=*=                             World Map                                 *=*=
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Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch

Note: Only stores in Paloom, Poft, and Altair have begun carrying Mythril 
gear. Paloom and Poft have the same gear, but they have a different weapon 
selection then Altair.

We have a long walk ahead of us. Our goal is Bafsk, which lays far to the 
north of Altair.

From Altair, head north over the birdge, and use the Canoe to paddle over the 
lake to the east.  Enter Paloom, and buy a ticket to Poft from the man near 
the entrance for 32 gil.

Note: You can also walk to Poft this point, since you are more then likely 
strong enough. If you want to walk to Poft, there is a small forest to the 
northeast of Paloom that follows the coast.  This is a long walk though, so be 
prepared.

Get on the boat to Poft, and at Poft you can either walk to Bafsk, or take the 
airship. To take the airship, enter Poft, and go into the Pub. Pay the man 
behind Cid 100 gil, and choose Bafsk. Exit the town and get on the airship, 
and it will take you to Bafsk. You can also walk.  Walking from Poft, head 
east, and walk north through the hole in the mountains. Follow the mountainins 
as they tilt east and then southeast, and then finally south. 

No matter how you got there, you want to enter Bafsk.

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*=*=                               Bafsk                                   *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Mindu
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

Note:  If you did not come here before and buy it, the spell Esuna is very 
important to have.  If you can afford it, buy it for the character you are 
developing as your white mage. I know all that Mythril gear is expensive, but 
this spell will last you the entire game, and is well worth the 800 gil cost. 
Also, the rest of the stores do not carry the Mythril equipment that the other 
stores in Paloom/Poft/Altair do. 

If you entered Bafsk earlier in the game, you will notice a difference in the 
people and attitude of the city. People are a bit more willing to talk now, 
because the Dark Knight is no longer watching their every move. One person 
also tells you that you need a Pass to enter the Dreadnought. How are we going 
to get that?

Note: Even though Bafsk is under Imperial occupation all shops are open to you.

If you want, you can talk to Borghen, but he'll just order you around. Head 
down to the very bottom of the town, and there is a small path between the 
houses to the west. Head between them, and talk to the soldier here. Here 
makes a tiny slip, and when given the option, choose to 'Ask' him about 
the 'Wild Rose' and the 'Dreadnought'.  Follow the rebel south and west, and 
go down the stairs behind the houses.


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*=*=                             Bafsk Cave                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Mindu
Monsters: Hornet, Goblin Guard, Strangler, Baloon, Bloodsucker, Soldier, Zombie
Bosses: None
Items: Long Sword

Compared to Semitt falls, this is quite the easy dungeon. You should work on 
levelling any magic you have in here for the dangers to come.

From the entrance, head west and north all the way.  Open the chest you find 
to obtain the Long Sword. Head back down a few steps, and go through the 
passage to the east.  Continue up, and west.  At the intersection, go down, 
and follow the path south, west, north, west, and then south again. 

Once out of the water, head a bit west, and then all the way south.  Open the 
chest here for a Longbow. From the Longbow, head east, south, and east up the 
stairs onto the next screen.

On B2, head all the way east, ignoring the first intersection. Then, follow 
the path all the way north. As it goes west, follow the twisting path 
southwest until you can go west no longer, and then go north. Talk to the man 
here to initiate a cutscene. Immediately enter the cave again from the world 
map.

Once in Bafsk Cave again, head east, from the direction Borghen came from. 
Theres a door on this side. Go through it. Theres a nice big treasure chest in 
here just waiting to be opened. Open that as well, and you opbtain the Pass.  
That is the item that one villager mentioned that you needed to enter the 
Dreadnought.

Now, there are two ways to exit this cave.  Inside the room with the pass you 
can go as far east as possible and there is a warp pad.  This brings you 
directly outside of Bafsk.  Or, you can walk out of the dungeon if you so 
desire. Either way, the goal is the same: to talk to Cid.


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*=*=                             World Map                                 *=*=
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Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch

Getting to Poft is only a short walk from Bafsk. From Bafsk, head north 
following the mountains, and then west, and then southwest as the mountains 
curl around. As you go south you will see Poft.


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*=*=                                Poft                                   *=*=
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Party: Firion, Maria, Gus, Mindu
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: Sunfire
Items: None

This is not the Poft you once know.  With the completion of the Dreadnought in 
Basfk, the world has become a different place, and many people have died. 

Cid is still alive, sitting in the bar. If you 'Ask' him about 
the 'Dreadnought' he says you need to blow up its engine to destroy it. Then, 
ask him about the 'Airship' and he mentions that all airhsips run on Sunfire, 
as does the Dreadnought.  'Memorize' Sunfire, and then 'Ask' Cid about 
the 'Sunfire'.  He tells you that controlling the Sunfire is difficult, and 
that we are going to have to take some precautions.

We need to get back to Altair to tell Hilda.


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*=*=                             World Map                                 *=*=
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Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch

Note: If you walked to Poft before, then the ship will not be at Poft to take 
you to Paloom. 

Once again, you can buy a ticket to Paloom for 32 gil, or you can walk there 
through the long forest to the west.  At Paloom use the Canoe to get over the 
small lake to the west. Head south over the bridge, and enter Altair once 
again.


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*=*=                               Altair                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Mindu
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: Goddess's Bell
Items: None

Altair has befallen much the same fate as Paloom and Poft from the 
Dreadnought. All the shops still have Clerks in them luckily.  Enter the Rebel 
Hideout. head immediatly into the throne room where Hilda resides.

Note: Before talking to Hilda in the Rebel Hideout, remove all of Mindu's 
equipment, as he is leaving the party. You are probably pretty scrapped for 
change, and you will want to sell his gear for your own money.

When you talk to Hilda, she has a shocking revelation for you, and explains 
what happened with Altair during the Dreadnought attack.  After Mindu leaves 
your party, 'Ask' Hilda about the 'Dreadnought' and then 'Sunfire', which you 
learned from Cid. This triggers a cutscene.

Before we head out, talk to the King.  His room is to the east of the throne 
room. The King is losing hope in the rebellion. If you 'Ask' him 
about 'Sunfire', he mentions that you need a Goddess's Bell.  'Memorize' 
Goddess's Bell, and then 'Ask' him about it. He knows not much more that can 
help. Mindu knows a bit about the Sunfire that can help, if you 'Ask' him as 
well. If you 'Ask' Mindu about the 'Godess's Bell' Mindu mentions that Gordon 
has disappeared, and he is the only one who knows where it would be.  Exit the 
Kings chambers and head back into the throne room and talk with Hilda. 'Ask' 
Hilda about the 'Goddess's Bell' and she mentions its hidden somewhere in the 
snow. She also mentions that Josef might be able to help you again.  

We need to travel, again, to Salamand.

Note: At this point you probably have a bit more money to buy gear.  I suggest 
before buying gear to finish off buying spells that you could not afford 
previously. You should have two characters with Cure, two characters with 
Esuna, and one character with access to every elemental spell. Shell and 
Shield are important as well to reduce damage from bosses attacks. Blink is 
nice, but not a requirement. You also need two Life spells eventually, but 
those are expensive for now. Save up!

Another Note: When buying armor, always buy armor for your healer character 
first.  Because your healer/white mage is keeping your party alive, he needs 
to be protected before all others. 


===============================================================================

====                         Part 4: Ice and Fire                          ====

===============================================================================

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*=*=                             World Map                                 *=*=
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Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch

Once again we need to travel to Salamand, but this time we are minus one party 
member, so the trip is a bit harder then it was before.  From Altair, head 
north to the little lake, and cross over the lake with the Canoe to get to 
Paloom.  From Paloom you can either take the Ferry for 32 gil to Poft, or you 
can walk through the long forest to the northeast.  

From Poft, there are yet again two ways to go to get to Salamand. You can 
walk, or take Cid's airship. Taking Cid's airships costs a pretty penny, 
though. Walking, head northwest through the hole in the mountains, all the way 
up to the snowcapped peaks.  Then go west, and you shall reach Salamand.


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*=*=                             Salamand                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

Note: If you can, buy a Life spell for your healer at this point. 

Taking Princess Hilda's advice, we need to talk to Josef. Josef's house, if 
you remember, is directly to the east of the place where you enter town. Talk 
to Josef, and 'Ask' him about the 'Goddess's Bell'. He mentions you can only 
get to the cavern that holds the bell with a Snowcraft. He mentions a blue 
rock on the first level of the mines. The mines are Semitt falls. Josef also 
joins your party.

Note: Josef joins your party with no weapons equipped.  Make sure to keep it 
that way.  He is far more powerful unarmed, as he is a Monk type fighter. He 
does has somewhat bad gear though, so if you have Mindu's gear left from 
before, you should give it to him, but if not don't worry. Josef has enough HP 
to survive with bad defense.

Josef's Starting Stats: 
 --------------------------------------
| HP: 235   | MP: 5     | Right-Handed |
| ATK: 28   | ACC: 2-99 | DEF: 4       |
| EVA: 1-13 | MDF: 2-32 | STR: 24      |
| END: 24   | SPR: 10   | AGI: 24      |
| INT: 10   | Magic: 10 |              |
 --------------------------------------

Unarmed skill at level 2. 

Equipment:

Head: Leather Cap
Body: Leather Armor
Hands: Leather Gloves
Items: Garlic, Potion

When you're ready, head out of Salamand.


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*=*=                             World Map                                 *=*=
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Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch

Now that you have four members again fights become easier. Our goal once 
again, is Semitt Falls. There are two ways to get there.  One is to go to Poft 
(southeast of Salamand) and take the airship there, and the other is to walk.  
Walking there, go west from Salamand, until you reach the ocean. Then head 
south onto the small creek. Use the Canoe to Canoe inland all the way east on 
the creek. At the end, head north a bit, and you should disembark.  Enter 
Semitt Falls.


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*=*=                           Semitt Falls                                *=*=
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Party: Firion, Maria, Gus, Josef
Monsters: Soldier, Loper, Sasquatch, Green Slime, Balloon, Goblin, Goblin 
Guard, Zombie
Bosses: None
Items: Snowcraft

At Semitt Falls, head south all the way and then west. You'll soon see 
the 'Blue rock' that Josef mentioned. Examining the rock does nothing, but if 
you examine the top right corner of the the wall right behind the rock, a 
scene plays out. Go through the newly opened hidden passage to the new room.

In this new room, head east and open the chest. You obtain a Snowcraft (how 
does it fit in the chest?). Now, head back out of the room, and out of Semitt 
Falls. 


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*=*=                             World Map                                 *=*=
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Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch, Yeti, Icicle

On the world map, your goal is to head into the Snow Cavern, but I suggest 
heading to Salamand first to rest at the Inn.

To get to the Snow Cavern from Salamand, head all the way west to the ocean 
like you would to get to Semitt, but go north instead of south. Follow the ice 
covered peaks as they tilt northwest, and you'll see a snowfield.  

Once you reach the snowfield, you're half there, but the enemies get harder 
now. Head directly east across the snowfield, following it as it goes somewhat 
southeast. Eventually you'll pass Salamand (which is below you) and enter a 
large open area.  The Snow Cavern is at the far eastern end of this open area, 
somewhat in the middle. Its in one of the little mountain formations.


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*=*=                             Snow Cavern                               *=*=
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Party: Firion, Maria, Gus, Josef
Monsters: Goblin, Goblin Guard, Zombie, Ghoul, Shadow, Baloon, Grenade, Yeti, 
Icicle, Floating Skull, Deadringers
Bosses: Adamantoise, Borghen 
Items: 100 Gil, 150 Gil, Notus, Battle Axe, Antidote, Mythril Mace, Potion, 
Ice Scroll, Potion, Mythril Spear, Mythril Shield, Ancient Sword, Silver 
Plate, Goddess's Bell

Note: The Deadringer monsters are the hardest monsters in this dungeon.  They 
hit the hardest, but they also drop the Battle Axe.  This can be sold for some 
decent Gil at any shop.

This is a long dungeon, so be prepared. Also, the Warp spell does not work 
here so you must walk out once you are in. You might want to leave halfway 
after you've gotten some treasures to go back to an Inn and heal, but if you 
think you can push it and do everything, go ahead. 

At the entrance, go west and walk up the long bridge. Continue west, going all 
the way.  Open the chest to the far west for 100 Gil. Head south until you 
reach an intersection, and at the intersection, go east.  Open the chest for 
150 gil.  Head back, and go south some more. At the bottom, go east and walk 
down the stairs onto B2.

On B2, head north, and then curve east, and then south. You can not access the 
chests yet.  Head down the stairs to B3. On B3, you have quite a few ways to 
go. First, head west, and north.  As the path curves west and then south, open 
the chest to obtain a Notus. Head back up north and east to where you first 
entered B3. From here, go south and east. At this next inersection, head 
north, and up the stairs back up to B2.

Note: The Notus you get here is very important for a boss later in this 
cavern. Make sure not to toss it or use it before you reach the specific boss.

Now you can reach the treasure chests of B2. Head south, and at the first 
intersection, head east. Open the chest here for a Battle Axe. Go back to that 
intersection and go south. Open the chest, and you recieve an Antidote. 
Continue west, and north when you can.  Open the chest, for a Mythril mcae and 
Monster-in-a-box. 

Note: This monster in a box is a lot of Grenades.  Grenades hit hard, but have 
a weakness to fire spells.  Cast fire on all of them at once, and attack them 
physically.  WIth two fire spells they should all die, but you might want to 
cast Shield on the first round to help lower the damage they can do.

Defeat the monster and you'll walk away with a nice new weapon.  Head back 
south, east, and north and back down to B3. 

On B3, head all the way south, and then all the way west. Go down the stairs 
at the end.

On B4, head north up to the very top of the screen, and open both chests to 
the east and west.  The eastern chest contains an Ice Scroll while the western 
chest contains a Potion. From the Ice Scroll chest, head directly south, and 
go all the way to the bottom of the screen. Head east, and north when toy 
can.  Open the chest to the east for a Mythril Spear. Continue all the way 
north and you'll reach the stairs down to B5.

On B5, start by going all the way west from the entrance, and then north at 
the end.  Open the chest here and you will recieve a Mythril Shield. Head back 
east, and at the intersection, head south.  At the next intersection, go west, 
and then south to the very southwest corner of the room. Open the chest here 
for an Ancient Sword. This is another Monster-in-a-box chest.  

Note:  The Ancient Sword has an additional effect of Curse when it hits an 
opponent.  Curse is a very strong ability against bosses and normal monsters 
alike, but it is not 100% occurance. Many people use this ancient sword quite 
often on bosses throughout the game, but I do not.  It is your choice whether 
to use it or not, but personally, I think waiting for the Curse effect on 
bosses makes things harder.

After getting the ancient sword, head all the way east, and into the little 
square area in the southeastern corner of B5. There is a door here. Go through 
this door.

This room has quite a few Beavers (!?) in it.  You wont understand a word they 
are saying, but if you talk to the Beaver who is standing still in the 
northwestern corner of the room, a short scene plays out. 'Ask' the Giant 
beaver about the 'Goddess's Bell' and he will, surprisingly, give you some 
good information. There is a secret passage in the top corner of the far 
eastern wall.  Go through this passage to reach B6. 

On B6, head all the way east as the path goes north, northeast, and south 
again. As the path ends, go south over the bridge, and go all the way west.  
At the end of the western path, go south, and go all the way east.  Before 
reaching the end of the eastern path though, save your game to a Memo file, as 
another boss awaits. Also, equip the Notus on your black magic user.  Open the 
chest in front of the stairs for a Silver Plate.  Talk to the large turtle on 
the stairs, and a battle starts.

============================================================================
FF2Boss# 3: Adamantoise
Location: Snow Cavern, B6
Party: Firion, Maria, Gus, Josef
Status:
HP: 450         |  MP:  0          |  Attacks: 2     |
ATK: 50         |  ACC: 75%        |  DEF: 60        |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Treasures: Diamond Shield

This battle will play out much like the Spiketoise battle in the Semitt Falls. 
The Adamantoise has extremely high defense, and is almost completely 
impervious to physical attacks.  Also like the Spiketoise, the Adamantoise has 
an extreme weakness towards Ice magic.

The Adamantoise has devasating physical attacks, but does not use magic.  He 
will easily one-hit weaker characters with his physical attacks, so before the 
battle you might want to put your black and white mages in the back row. On 
the first round, cast the Shield spell. Hopefully you spent some time 
levelling it to level 2 or so, but if not thats fine. After the first round 
you most likely wont have time to cast Shield because you'll be curing the 
damage from the Adamantoise's attacks. Expect people to die when Adamantoise's 
attacks get off in full force. 

if you found, kept, and equipped the Notus like I reccommended earlier, use it 
the first round.  This will easily be the strongest attack in your aresenal 
that you can employ against the Adamantoise.  This is a high level Ice spell 
(Ice 16) in the form of an item. This item alone should take off well over 75% 
of the Adamantoise's base HP, if not kill him in one hit.

Without the Notus item, you have to rely on magical attacks.  Ice works 
wonders against the Adamantoise. Even a level 1 Ice spell does more damage 
then a level 2-3 Fire or Thunder spell. You hopefully aquired the Ice Scroll 
from this dungeon, so you should have access to the spell.  Note that without 
the Ice spell or the Notus, you are in for a long, long, painful fight. I dont 
even suggest attempting it without the Ice spell. But with the Ice spell, even 
at level 1, the battle should not take more then 3-4 rounds because of the 
large amount of damage that it does.
============================================================================

After the battle, examine the little yellow object on the wall.  You will 
recieve the Goddess's Bell.  After you get this item, a new stairsway opens, 
and the door unlocks.  This stairway brings you instantly back to B1.  A nice 
shortcut, so that you do not have to walk all the way back up.  

Back on B1, head north to the very top of the screen.  Once again, save a Memo 
file.  We're not done yet! 

Note:  You -might- want to take off Josef's gear. He, like Mindu, will soon 
permanently be leaving your party. There is another, though easy, boss fight 
coming soon though.  You will not have a chance to remove his gear after that 
boss fight. It is your decision whether you feel you are strong enough to take 
an easy boss without any gear on Josef.

Talk to the man guarding the bridge, and after a short cutscene, you're forced 
into battle once again.

============================================================================
FF2Boss# 4: Borghen
Location: Snow Cavern, B1
Party: Firion, Maria, Gus, Josef
Status:
HP: 450         |  MP:  0          |  Attacks: 2     |
ATK: 50         |  ACC: 75%        |  DEF: 60        |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Treasures: None

The only hard thing about this battle is the long walk you faced to get here. 
After the Adamantoise battle, your party might be exhausted MP-wise as well sa 
HP-wise.  Luckily, Borghen does not hit too hard so you need not worry too 
much about that.

Borghen relies on physical attacks only, so cast the Shield spell on the first 
round. With the Shield spell cast, Borghens physical attacks should only do 
around 30-40 damage.  Blink too, if you can, to prevent as much damage as you 
can. Then cast black magic spells on him every round, and physically attack 
him. Borghen is quite a bit quicker then the Adamantoise was, so if you're 
worried about anyones HP make sure to cure them with your fastest character.

With the sheer strength of Josef's physical attacks, this battle should be 
over in 2-3 rounds, maximum.  It is not meant to be hard, rather, a 
premonition.  If you were strong enough to kill the Adamantoise, this battle 
will be quite easy.

PS: Remember to save some MP for the walk back to Salamand!
============================================================================

After the battle, watch a scene, and Josef leaves the party permanently.  Exit 
the Snow Cavern.


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*=*=                             World Map                                 *=*=
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Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier, 
Sasquatch, Yeti, Icicle

On the world map, you might have some trouble making it back to Salamand 
because you're weak from your journey through the Snow Cavern. From the Snow 
Cavern, head directly west as far as you can go, until you get off the 
Snowfields. Once off the Snowfields, head south until you clear the mountains, 
and then head east. You will reach Salamand.  Stay the night at the Inn and 
replenish any items that you need, and we need to continue on our way.

Note:  You should have quite a bit of money now.  Now is a good time to buy 
gear and spells that you missed.  Remember though, that each character can 
only hold 16 spells at a time.

From Salamand, head southeast through the hole in the mountains, and enter 
Poft. Enter the Pub, and talk to the man behind Cid.  Our goal this time, is 
Kas'ion. Pay the 400 gil to get lifed there.


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*=*=                          Castle Kas'ion                               *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gordon
Monsters:  Solider, Adamantoise, Spiketoise, Baloon, Mine, Ogre, Ogre Mage, 
Bloodsucker, Strangler, Queen Bee, Hornet Goblin Guard, Goblin Price, Zombie, 
Ghoul, Wraith, Ghast, Floating Skull
Bosses: Shrieker
Items: Cure Scroll, 300 Gil, Gold Shield, Mythril Axe, Werebane, Mythril 
Sword, Golden Mail, Mallet, Eye Drops, Antidote, Egil's Torch, Sunfire

Note:  You want to enter Castle Kas'ion at full HP and MP. You might have to 
exit a few times, so don't feel bad if you do.  To get back to Bafsk, there is 
a Chocobo forest directly beflore Kas'ion.  It is a little dent at the bottom 
of the forest, near the mountains. This will help you get back to Bafsk 
without encounters.

Another Note: On higher levels of this dungeon, expect to fight Spiketoise and 
Adamantoise as normal enemies.  But they are still exactly as strong as they 
were int he normal boss encounters in which you fought them before.  Treat 
them as bosses, and be very, very cautious. Also note the encounters with two 
Ogres/Ogre Mages.  The ogre mages like to use Ice 5 over and over on your 
entire party, weakeninng everyone considerably.  While these are good battles 
to raise your stats, they are also dangerous.

As you enter Kas'ion, head straight up and you'll see the Sunfire.  But no 
matter what you do, you can not get it.  If you talked to Mindu when you spoke 
with the King, he mentioned an Egils Torch.  Examine the door right above the 
Sunfire, and Show the door the 'Goddess's bell'.  This opens the door.  Go 
through it to get to 2F. On 2F, head up the stairs and talk to Gordon. Gordon 
then joins your party.

Gordon's Starting Stats: 
 --------------------------------------
| HP: 64    | MP: 5     | Right-Handed |
| ATK: 28   | ACC: 1-77 | DEF: 8       |
| EVA: 1-12 | MDF: 1-37 | STR: 22      |
| END: 22   | SPR: 22   | AGI: 22      |
| INT: 22   | Magic: 22 |              |
 --------------------------------------

All weapon skills at level 1.

Equipment:

Right Hand: Spear
Left Hand: Bronze Shield
Body: Bronze Mail
Hands: Bronze Gloves
Items: Potion, Potion

Note:  Gordon has nice stats.  All of his stats are at 22, which is quite 
high.  I suggest at the very least giving him a Cure spell, but you might want 
to give him an Ice spell as well, as it will help on some monsters in this 
dungeon. Note that Gordon joins your party multiple times throughout the game, 
so you should prepare to use him as such a member.   Be careful though, he 
enters your party with low HP.

On 2F, head east all the way, and then south.  Go down the stairs back onto 
1F. Back on 1F, head directly south, to the bottom of the screen. Open the 
chest here for a Cure Scroll. Head back north to the stairs, and then go all 
the way to the west. Head south, and then up the stairs to the east (when you 
see them). 

On 2F again, head south at the first intersection, and east at the second.  
Continue until you can go north, and follow the path all the way north. Open 
the chest for 300 Gil. Continue west until you can go no further, and then 
south. Go east, and then north up the stairs into 3F.

On 3F, head all the way west, and then south. When you reach an intersection, 
head east into the pillars.  After the third pillar, head south through the 
passage.  Go west, and there will be a chest. This chest contains a Gold 
Shield, and a Monster-in-a-box.  After defeating the Wererats, equip this to 
someone who has a shield immediately, as it helps protect against poison. Head 
back into the pillars.

Note: Now is a good time to Teleport out of the Castle, if you plan to make 
the journey through more then once.

Head east four more pillars, and head south through the second pathway. Go all 
the way east, and then all the way north when you can. Go up the stairs to 4F.

On 4F, head east, and down the first path south.  There will be a door to the 
east, go through it.  There are three chests in here.  Open these chests, and 
you will aquire a Mythril Axe, a Werebane, and a Mythril Sword. Exit the room, 
and on the main screen, head back north. At the top of the screen, head west, 
and then south when you can. Go up the stairs to the east.

On 5F, head east at the first inersection. At the next intersection, go down, 
and open the chest in the center. This is a Monster-in-a-box. These 4 Mines 
are quite strong, so use Shield immidiately.  The Golden Mail you get from it 
is great, though. Head to the east, and at the eastern wall, go all the way 
north. Go through the door on the eastern wall, and there are three chests in 
here. Open them to obtain a Mallet, Eye drops, and an Antidote. Exit this 
room.  Back on the main screen, head all the way south, and when you can, go 
west. Go all the way west, and down the stairs at the far southwestern corner 
of the room.

Quickly run through the small area of B4, and through the door.  In this room 
there is a strange Fire with eyes.  Before speaking with it, save to a memo 
file. 

============================================================================
FF2Boss# 5: Shrieker
Location: Castle Kas'ion, 4F
Party: Firion, Maria, Gus, Gordon
Status:
HP: 540         |  MP:  30         |  Attacks: 1     |
ATK: 35         |  ACC: 80%        |  DEF: 40        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Treasures: None

This is quite the odd boss fight.  The Shrieker attacks -primarily- with 
magical attacks. These attacks hit the entire party at once, so make sure more 
then one character knows the spell Cure.

Note: Shrieker absorbs all types of elemental spells, so do not cast them on 
him after you have started damaging the boss.

On the very first round, have someone cast Shell on all of your members. The 
Shrieker has access to all sorts of level 8 spells. Even with Shell, the 
Shrieker's spells will do around 50 HP damage to everyone in your party.  have 
someone healing every member at all times.  Something else that helps, if you 
still have it, is the Magiconch which Mindu had on him when he came into your 
party.  Use this on your lowest magic defense character, or the character you 
think is going to take the most damage from magical attacks (or of course, the 
character with lowest HP, if you desire).

Fortunately, the Shrieker only has enough MP to keep casting for a few rounds, 
and he runs out soon after.  As long as your Cure spell is decently levelled 
up (2-3) and you cast it on everyone every round, you should have no problem 
staying alive through this onslaught. 

When it runs out of MP, the Shrieker has no choice but to use physical attacks 
on your party. This is the easier part of the battle, and you should now cast 
Shield to help reduce the damage he can do to you. 

As you will notice instantly, the Shriker has extremely high defense versus 
physical attacks.  If you want, you can just take your time and whittle away 
at it, it is possible to beat him just by doing that, though it takes some 
patience.  The easier (although a bit cheap) way to beat the Shrieker is with 
the Ancient Sword you probably squired from the Snow Cavern. Equip this on 
someone, and have them physically attack every round.  Hopefully, this sword 
will Curse the boss with its Additional Effect. When Cursed, the boss has much 
weaker attacks, and it is easier to damage him physically. Note that the Curse 
effect might take a few turns to stick onto the boss though, as it is not 
100%. 
Even worse, the Ancient Sword has a somewhat bad hit percentage, making it 
difficult to even hit the boss.

Expect that, no matter how you decide to kill this boss, for it to take a 
while. 
============================================================================

After the battle, walk into the room the Shriker was protecting, and pick up 
the item in the chest, the Egil's Torch. Now, use the Warp spell to get out of 
the Castle. But immediately re-renter (remember to heal the caster of Warp!)

Now that we have the Egil's Torch, examine the Sunfire on the ground, and Use 
the Egil's Torch on it. You will (finally) aquire the Sunfire. Now we can 
finally go report back to Hilda.

Exit Castle Kas'ion, and watch a scene. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin, Goblin Guard, Bloodsucker, Loper, Soldier

From Castle Kas'ion, head directly south.  There is a tiny little square of 
forest that is well...not really a forest.  If you walk into it, you are 
brought into a tiny, secret area called the Chocobo forest.  In here, Boco the 
chocobo is walking about.  If you talk to him, he will bring you to the world 
map to ride him.

On the Chocobo, walk west, around the mountains, and then north.  Go east as 
they circle around, and then continue north, there will be a gap at the top, 
continue north through that, until you reach the ocean.  Here, go northwest, 
west, and north. You will reach Bafsk.  Pass up Bafsk, and and continue north, 
west, and then south to Poft. 

From Poft, go west, then south through that large forest which was how you 
walk to Poft from Paloom if you did not take the boat.  Continue all the way 
south and east until you reach the sea once again. Then, go west through 
another forest to reach the small lake near Paloom. You need to disembark the 
Chocobo here.  Paddle through the small lake, and cross the small bridge to 
the south to reach Altair. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Altair                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gordon
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

In Altair, immediately head to the rebel hideout. If you talk to anyone, they 
will explain the situation to you. If you talk to Mindu, he will tell you the 
motives behind the Princesses disappearance, and why she herself left the 
confines of the rebel hideout.

Heal up at the inn, and buy any remaining Mythril gear you need to get still. 
Theres a long road ahead. When you feel ready, head out of Altair, and onto 
our fateful journey. 



===============================================================================

====                       Part 5: Destroying Dread                        ====

===============================================================================

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin, Soldier, Ogre, Ogre Mage, Spiketoise, 
Warlock, Wererat, Deadringers, Phorusracos

There are two real ways to get to the Dreadnought.  Both are long, though one 
is a bit more difficult then the other. 

The first way is by walking. This is a long path, full of strong enemies.  
Head north of Altair, and cross over the first river.  You might want to 
follow the first river up north, to avoid encounters and to go more quickly 
north. Pass up Gatrea, and you'll reach Fynn. From Fynn, continue northwest 
over forests and marshalands.  The enemies get harder the farther northwest 
you head. Eventually, if you look at your menu screen, you will pass into 
Palamecia, the Empire.

Soon enough, you will see a row of trees, and the Dreadnought there. Note your 
stats before you enter the Dreadnought.  If you feel it is a bit low, then do 
not enter, and head back to Gatrea to rest, and try the journey again.  Or you 
can do the other way to get to the Dreadnought. . . 

Note: There are some particularly difficult battles on the way to the 
Dreadnought.  The three Spiketoise battle comes to mind.  There are also Ogre 
Mages to wear you down.  Also note the Warlocks, they drop nice spells for 
your party, even some you have not yet been capable of learning.

The second path to the Dreadnought is particularly less exciting then the 
first, but it is much easier and leaves you much more prepared for the battles 
within.  I actually prefer people enter this way, so that they do not have 
trouble later. The encounters on the way on this path are easier, so your 
party will not be as worn down by the time you get to the Dreadnought.

You need to make your way back to Kas'ion, which is past Poft, and south of 
Bafsk. Once you reach Kas'ion, head south into the Chocobo Forest, and get on 
your Chocobo.  Then, head east a bit, through that little path in the 
mountains that leads south. Continuing southeast you will eventually reach a 
desert.  At the very south end of that desert there is some more greenery.  
Continue southeast here, and you will reach the Dreadnought in a similar 
manner as walking. 

If you happen to have a Cottage, use it now.

-Very important Note-

The Warlocks drop the Berserk Scroll.  If you want the spell Berserk early (it 
is very very important for battles late in the game) you should kill Warlocks 
as much as you can to obtain it. This is a very important spell and levelling 
it is a must. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                          The Dreadnought                              *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gordon
Monsters:  Solider, Sergeant, Captain, Balloon, Mine, Shadow, Wraith, Ghoul, 
Ghast, Warlock, Werepanther, Wererat, Stunner, Helldiver
Bosses: Hill Gigas
Items: Crescent, 400 Gil, Potion, Potion, Shade Bow, Thief's Gloves

Note: The first thing you should note about this section is the Sergeants.  
While there is only one in the entire area, the Sergeant was a boss 
previously, and is still just as dangerous as he was before.  Talk to none of 
the soldiers wandering around on the first level, as they will attack you 
immediately, and are Captains. Even if you can defeat a captain, the battle 
will most definitely wear you down more then is safe. Also, the Warp spell 
does not work in this area, so once you're in you cant get out quickly. 

At the start, head up and talk to the guard.  If you talk to him about the 
Wild Rose he will recognize you as rebels, and attack you immediately.  This 
is a Captain battle, and will be difficult at this point.  That is NOT what 
you want.  Instead, show him the 'Pass' you got from Bafsk (you did, didn't 
you?) and he will pass, showing you quite a bit more respect then he did 
previously.

Note: Do not talk to any of the soldiers here, as you will be brought into a 
fight with a Captain.

Once you're clear, head all the way east, and you will see some stairs going 
down, guarded by two soldiers.  Just walk between the two soldiers, and go 
down the stairs. On this floor, take two steps down, so that you are at the 
same level as the treasure chest (no more) and then head all the way east.  
You should be able to walk through the wall near the treasure chest. Open the 
chest, and you'll have to fight a monster-in-a-box to obtain the Crescent.  
This is a rather rough fight, having three Warlocks and two Sergeants.  Take 
out the Warlocks first, because over time they damage your party more then the 
Sergeants. Cast Shell and Shield if you must. 

Note: The Crescent is a nice sword.  This sword can cast sleep on a foe, as an 
additional effect, much like the Ancient Sword Curses an enemy. Use this sword 
on tough foes that you are hitting hard and you are having trouble defeating.

Head back west, and up the stairs to the main room.  Back on 1F, head north, 
west, and up the stairs to the north. At the top, head west, and open the 
chest up here for 400 gil. Now, head all the way east, and at the 
intersection, head east some more, and down the stairs. Head north, up the 
enxt set of stairs, and go through the door. In the tiny room, go down the 
stairs to 2F.

On this part of 2F, head south, then east, and then south when you can.  At 
the first intersection, head east, and then south. At the next intersection go 
south, and open the chests for two Potions. Head back north all the way, until 
you reach the original intersection.  Head west all the way, and then south.  
At the intersection, continue west, and then south.  Open the chest for a 
Shade Bow. head back up to the previous intersection, an go south.  Continue 
south, and at the next intersection, go wesst.  Open the chest here for some 
Thief's Gloves.  This is nice armor, so equip them immediately. 

Head all the way east now, and examine the door to open Hilda and Cid's cell. 
Head north and talk to Hilda. Watch a scene. Talk to Cid, and both the 
Princess and he will leave the ship. Head out of the Cell, and go west, and 
when you can, go north. Head all the way north out of the twisting hallway, 
onto the original screen. 

Note: After rescuing Hilda and Cid, you can not exit the Dreadnought again.

On 1F again, head all the way south and up the stairs.  Continue west, and 
then at the very bottom of the screen, go all the way east.  There is a 
stairwell here, go down it. On 3F, head all the way south, then all the way 
west, and then all the way north. Go through the door at the end, and down the 
stairs.

On 4F, head south (not talking to soldiers) and then all the way to the east.  
Then go all the way to the north.  Before opening any of these chests though, 
save your game to a Memo file. These chests containa Main Gauche, a Trident, 
an Ice Shield, and a Titan's Helm.  But when you open the chest contining the 
Ice Shield, a boss attacks.

============================================================================
FF2Boss# 6: Hill Gigas
Location: The Dreadnought, 4F
Party: Firion, Maria, Gus, Gordon
Status:
HP: 750         |  MP:  0          |  Attacks: 3     |
ATK: 100        |  ACC: 80%        |  DEF: 60        |
EVA: 30%        |  MDF: 4          |  RES: 40%       |
Treasures: Giant's Helm, Giant's Gloves

Note: Sometimes the Hill Gigas has friends.  They are only a Warlock and a 
Soldier though.  Kill them quickly on the first round to make way to the Hill 
Gigas. 

This is a very difficult battle.  The Hill Gigas is powerful physically, and 
tends to attack quickly as well. If the Hill Gigas gets off a critical attack 
on someone without Protect, prepare for that character to die. On your first 
few rounds, cast Shield and Blink, but do not neglect curing, or Life spells. 

The goal of this battle is to debuff the Hill Gigas in the best way you can.  
If you have the Ancient Sword, you can try to Curse him, but that usually does 
not work.  The Sleep from the Crescent is a good way to stop the Hill Gigas, 
and it has a good chance of working.  Unfortunately it does not last more then 
a few rounds.  If you have the spell Blind, you can try inflicting Darkness on 
him, to lower his attack accuracy.  With Blind and Blink on, he wont be able 
to hit you at all. 

With the Hill Gigas's high defense, hitting him physically is somewhat 
difficult, but not impossible. He has no elemental weaknesses, so any spells 
work on him. If you got the Berserk spell from a Warlock previously, use it on 
your fighters to power up their attacks for a few rounds.

Note that even with Curse on, the Hill Gigas can still hit for over 100 damage 
a hit, and can critical for 300. Fortunately, the Hill Gigas has no area 
attacks.But that also means that he is capable of inflicting more damage each 
roound. 

You need to kill the Hill Gigas as quickly as you can.  This is a difficult 
battle, but need to get used to fighting the Gigas', as soon they become 
normal enemies.
============================================================================

After the battle, head south, and then west.  Go up the stairs and through the 
door. This is a small area on 3F, so just head west and through the door. Go 
down the stairs to the east.

5F is a bit -tricky-.  You need to walk in an exact way to avoid the guards. 
Follow this exactly, as if you do not, you might end up in an encounter with a 
Captain, that you can't win. You might want to save a Memo file before this.

Head exactly two steps east, then go all the way north. Go all the way west, 
then down to the bottom of the screen, but not the very bottom.  There are 
twosmaller rectangles at the bottom, go inbetween those two, until you hit 
another building, and then go south.  Now, head east, but stop before the last 
building.  Head north, until you hit the building, and then go east until you 
hit the wall again. Follow the wall all the way up to the northeastern corner, 
and then go west.  Stop just past the second building, and go south until you 
hit the building below you.  Then go east until you circle around this 
building, then south, and then west.  You're clear to go through the door to 
the Engine room.

Note:  If you missed any chests in the Dreadnought, you need to go back and 
get them now.  As once you set the monstrosity on fire, you cant come back 
later.

Once you're in the engine room, examine the green glowing engine, and select 
the 'Sunfire' from the items menu.  A rather long scene plays out. 
Fortunately, you need not fight your way out the Dreadnought. Head into Altair.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Altair                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gordon
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: Dragoon, Wind Drake
Items: None

Immediately spend the night at the Inn to recover your HP and MP, as you will 
need it most likely. Enter the Rebel Hideout, and talk to people.  While they 
are all praise for the destruction of the Dreadnought, other things have 
worsened. 

Note: Remove Gordon's equipment at this point, if you desire.  You wont lose 
it if you don't because Gordon joins you again later in the game, but you 
might want it for another member of your party. 

Head into the King's Chambers, and watch a scene. At this point, Gordon leaves 
your party, and Mindu leaves Altair. Head into The throne room, and talk to 
Gordon, who now sits on the right throne.  Talking to him gives you the option 
to 'Memorize' 'Dragoons'.  Do such, and then 'Ask' Gordon about 
the 'Dragoons'.  He then tells you about the 'Wind Drakes'.  'Memorize' the 
term 'Wind Drake' and 'Ask' him about that as well.  Gordon tells you to find 
a boat in Paloom to take you to Deist. Note that you can talk to Hilda now in 
her room (which is below the kings chambers) but you wont get much other then 
a creepy smile. Exit the Rebel Hideout, and Altair once again.


===============================================================================

====                       Part 6: Two Last Wishes                         ====

===============================================================================

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Strangler, Hornet, Goblin, Buccaneer, Sea Serpent, Killer Fish, 
Helldiver

By this point, you probably do not need me to guide you to Paloom, but I will 
anyways^^;

Head north of Altair, cross the bridge, and get on the canoe to paddle across 
the lake to the east.  Enter Paloom.  Right near the entrance of Paloom there 
is a new NPC.  Talk to her, and she will tell you she is headed to Deist. Exit 
Paloom, and you will now notice a ship to the east of the town.  Save your 
game, and walk over to the ship. 

The first part of your voyage goes unhindered, but soon, a scene plays out and 
you're forced into battle.  This is not techically considered a boss fight by 
the game, and by no rights should it be.  The Pirates are easy, and have less 
then 50 HP each, though there are 8 of them.  You should try to take them out 
one at a time, since you should be able to kill at least 3 per round, the 
battle should not take longer then 3 round, or 4 if you are unlucky.

After the battle, watch a short scene, and Leila, the pirate whom you spoke to 
in Paloom will join your party. You now have your own ship, but you are also 
drifiting out in the middle of the ocean. We still need to get to Deist. 

Note: At this point, you can head to Mysida.  That is optional, and the 
enemies around it are strong enough to wipe out your party, but if you want, 
you can go there now. I will go over the events surrounding Mysidia later. If 
you do decide to go to Mysida, buy the Spell Holy for your White Mage.  This 
spell is very useful late in the game to damage bosses, and the earlier you 
start levelling it the better. 

From where you start on the ship, head south until you reach land, and then 
east for quite a while until you see a break in the land and can continue 
south. When you can go south no longer, go west a bit, circling around the 
peninsula, and then head east a bit more. Stop heading east once you reach a 
desert. From there, head directly south. Eventually, you'll reach the 
snowcapped mountains that were the north side of the Snowfields. When you 
reach that, head east some more until you reach the end of them, and then head 
south until you reach the Marshland that signifies Bafsk (you can also 
slightly see Bafsk on the left side of your screen).  From here, continue 
east, and you will see the island that holds Deist.

On this island, head north, and enter the first castle you see.

Leila's Starting Stats: 
 --------------------------------------
| HP: 150   | MP: 20    | Left-Handed  |
| ATK: 26   | ACC: 2-68 | DEF: 21      |
| EVA: 2-35 | MDF: 2-44 | STR: 18      |
| END: 18   | SPR: 10   | AGI: 36      |
| INT: 16   | Magic: 10 |              |
 --------------------------------------

Sword, Dagger, Bow at level 2. 

Equipment:

Right Hand: Dagger
Left Hand: Long Sword
Head: Golden hairpin
Body: Silver Plate
Items: Longbow

Note: Leila has interesting stats.  You -might- want to give her the Cure 
spell, because of her very high speed.  She tends to act first in battle, or 
close to first. She also has the Bolt spell at level 2, which will help you in 
the long run.  Always keep two weapons on her, as she is more meant to be a 
physical attacker then magical. Also note that Leila is left handed, so her 
strongest weapon should go into her left hand instead of her right. Lastly, 
Leila is going to be partied with you for some time longer then the other 
members who were in your party were, so expect to build her up as such.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                           Castle Deist                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Shops: None
Keywords: None
Items: Cottage, Curse Scoll, Stop Scroll, Stun Scroll, Unicorn Horn, Sage's 
Wisdom, Saint's Spirit, Wing Blade,  Gold Needle, Eye Drops, Antidote, Cross, 
Mallet, Phoenix Down

Deist is abandoned.  Fortunately, it is still considered a castle over a 
dungeon and there are no random encounters in here (unlike Kas'ion). 

From the entrance, head north and talk to the skittish boy. Follow him north 
and talk to him again. Head up the stairs.  On 2F, head west, and open the 
chest for a Cottage. Now head all the way east,and go down the stairs onto 1F. 
Head directly south, and then west at the bottom.  There are two doors, head 
through the left one.  In here are three chests, open them for a Curse Scroll, 
Stop Scroll, and a Stun Scroll. Exit the room.

Note: Now that you have the Curse scroll, you do not have to rely on the 
ancient sword to curse strong enemies/bosses anymore. Try to level the spell 
early by using it as much as you can, as it it useful on most bosses.  Though, 
the Ancient Sword tends to have a better hit rate. 

Continue west, and then south.  Open the last chest for a Unicorn Horn. Head 
back north, and then go all the way east.  Go all the way north, and once you 
reach the stairs, head all the way west. Go through the door at the end. There 
is a grand total of 8 (!) chests in this room.  They contain a Sage's Wisdom,  
Saint's Spirit, a Wing Blade, a Golden Needle, an Eye Drops, An Antidote, a 
Cross, and a Mallet. After opening all the chests exit the room. Head all the 
way back east and go back upstairs.

On 2F, head all the way south from the stairs, and then all the way west when 
possible.  Go down the stairs onto 1F.  Open the final chest here for a 
Phoenix Down.  Head back upstairs to 2F.  Go all the way east, then halfway 
north.  When you can, go west.  There will be two NPCs (non-playable 
characters).  Speak to the boy, and he mentions his mistake about Imperial 
Soldiers. You can 'Ask' him about 'Dragoons' and 'Wind Drakes' and he mentions 
that his father was a Dragoon. When you speak to his mother, she mentions that 
there is only one living Wind Drake left, and no one can understand it because 
there is no Pendant, which is how Dragoons speak to their Drakes.  When you 
ask her about the 'Dragoons' she mentions that they fought valianty, but the 
Empire only won because they poisoned the drinking water. Those bastards :O!

Head west, and north.  Go down the stairs onto 1F, and continue south until 
you exit Castle Deist.

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Hill Gigas, Ghast, Ghoul, Wraith, Shadow, Ogre, Ogre Mage, Silver

Note: If, at any time, you need to go to town and heal, the closest town if 
Bafsk.  It is directly west of Deist. You might want to buy a few Cottages 
from there to bring on your trip.  Also note, that from here on out the Hill 
Gigas become normal enemies.  Use spells like Blind, Curse, Shield, and Blink 
liberally.  Also, weapons such as the Ancient Sword, Crescent, and the Shade 
Bow work well against them. Be very careful and heal every round when fighting 
them.

From Castle Deist, head north through the twisting path in the mountains. 
There is a small cavern at the end. Be absilutely sure to save before 
entering. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             Deist Cavern                              *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Monsters: Deadringers, Ghast, Ghoul, Wraith, Shadow, Revenant, Gigantoad, 
Adamantoise, Spiketoise, Silver, Ogre, Ogre Mage, Ogre Chieftan, Howler
Bosses: None
Items: 30 Gil, Pendant

Fortunately, we do not have to go through this entire dungeon now. But just 
this small trip will give you a chance to prepare for the types of monsters 
you will meet and fight. The monsters you really need to be wary of only 
reside on the lowest levels of the dungeon, but be extremely cautious of the 
Hill Gigas, as they can be encountered everywhere. 

From the entrance, head directly east and open the chest for 30 gil.  Then 
head north all the way, and then east all the way. Head south and down the 
stairs onto B2. Examine the shining object on the ground, which ends up being 
a Dragoons corpse. You find the Pendant.  Head back up the stairs, go north, 
and then head all the way west. Exit the Cavern. 

Head south through the mountains once again into Castle Deist.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                           Castle Deist                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Shops: None
Keywords: None
Items: Dragon Egg

Head directly north onto 2F. From there head east and south, to talk to the 
mother and south. The World Memory system does not pop up this time. Head 
through the door to the right of the mother. In here, head north and talk to 
the Wind Drake. You learn what has to be done next as are the Drakes wishes.  
If you 'Ask' the Wind Drake about the 'Dragoons' he tells you immediately 
after the battle began a Dragoon named Gareth departed in search of the 
Ultimate spell, but knows not what became of him. If you 'Ask' him about 
the 'Wind Drake' he will give you the Dragon Egg as his last hope. 

Head south out of the Drakes room, north to the stairs, and to 1F.  On 1F head 
south and exit the castle once again. 

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Hill Gigas, Ghast, Ghoul, Wraith, Shadow, Ogre, Ogre Mage, Silver

Note:  This is an excellent time to go to Bafsk to spend the night at the Inn. 
You need full HP and MP to even think of attempting the Deist Cavern.  It is 
much longer then Kas'ion, which was the longest dungeon so far. Also, the 
enemies are extremely difficult on the lower levels and you should expect to 
have to warp out a few times before being able to actually finish the cavern. 
I would also suggest spending the time building up the spells Curse and Blind, 
though it is not required, it will make your trip a bit easier.

Another Note: Expect to have to exit the Deist Cavern at least once to go to 
Bafsk and heal.

Head up the twisting pathway through the mountains and enter the Deist Cavern 
once again.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             Deist Cavern                              *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Monsters: Deadringers, Ghast, Ghoul, Wraith, Shadow, Revenant, Gigantoad, 
Adamantoise, Spiketoise, Silver, Ogre, Ogre Mage, Ogre Chieftan, Howler
Bosses: ChimeraxRandom
Items: Potion, Mythril Mail, Mythril Helm, Mythril Gloves, Mythril Mirror, 
Mage's Staff, Mythril Shield, Acid Bottle

Note: One of the hardest battles in the Deist Cavern comes with two Hill Gigas 
at once.  You must put one to Sleep, Curse it, or blind it in some manner.  
Expect a lot of deaths in this fight. 

From the entrance, head south all the way, and then go all the way west.  
There is a set of stairs here.  Go down them. On B2, head east, and north 
slightly.  When you can, head south and open the chest to obtain a Potion. 
Head back north a tiny bit, and then go back west the way you came.  Head back 
onto B1. 

Back on B1, head a tiny bit north to clear the wall, then head all the way 
east. On the far eastern wall, there is a set of stairs, go down.  On B2, head 
north, sticking to the eastern wall. At the very top of the screen, head 
southwest, until you reach a four-way intersection.  Head up to the northwest, 
and open the chest for a Mythril Mail.  Head back to the intersection, and 
head south. At the bottom of this path, there is a chest.  Open it for a 
Mythril Helm. Head back to the intersection once again, and go down the 
western path.

Head east and then south at the first intersection. Go down the stairs into 
B3.  On B3, ignore the bridge to the west (you will fall through it) and head 
north, and west around the large rock formation.  While heading north again, 
open the first chest for some Mythril Gloves. Continue around the path to the 
east and open the second chest for a Mythril Mirror. Head back west, and south 
to the stairs.  Go up them back onto B2.

Back on B2, head east, and at the T, head south. Open the chest at the bottom, 
and you will recieve a Mage's Staff, as well as a Monster-in-a-box. This is an 
odd Monster-in-a-box, as the monsters only cure you, not damage you. Make sure 
to keep the monsters alive until you feel sufficiently healed. 

After the battle, head north all the way, and then follow the path as it 
curves west.  On the far western wall, go south, and down the stairs onto B3.  
On B3 again, head east, and open the chest for a Mythril Shield. Now, try to 
walk over that bridge, and you'll fall. On B4, head slightly east to clear the 
wall, and then head north all the way.  Go down the stairs onto B5.  On B5, 
head south all the way, and at the bottom of the screen, head all the way 
east.  At the far southeastern corners of this room, there is a total of 4 
chests.  Open them to recieve a Flame Bow, some Knight's Armor, a Saint's 
Spirit, and a Sage's Wisdom.  The Knight's Armor is a monster-in-a-box, which 
is a familiar Adamantoise enemy.

You need to Warp out of the Deist Cavern now. You should probably use a 
Cottage (or go to Bafsk) to heal your party, since you're out anyway. Make 
your way back to B3 where you fell down the bridge (where you opened the chest 
containing the Mythril Shield). To get there, head down the southeastern 
stairs on the first screen, and then on B2 head to the far eastern wall, and 
go down the stairs there.

On B3, follow the western wall as it twsists all the way north (Note that it 
is safe to cross the second bridge). At the top of the screen, head all the 
way east.  At the end, head south and down the stairs.

On B4, ead north, and all the way west until you reach a chest.  Open it, and 
you obtain an Acid Bottle.  Head south and down the stairs. On B5, head east, 
and then north. There will be 4 doors. Head through the third door to the left 
(second to the right). Or in simpler terms . . .

1 2 3 4

Go through door 3. 

Now, save to a Memo file. You might have to restart a couple of times.

============================================================================
FF2Boss# 7: Chimeras xRandom
Location: Deist Cavern, B5
Party: Firion, Maria, Gus, Leila
Status (each):
HP: 640         |  MP:  80         |  Attacks: 4     |
ATK: 60         |  ACC: 75%        |  DEF: 50        |
EVA: 50%        |  MDF: 3          |  RES: 50%       |
Treasures: None

The number of Chimeras you fight in this battle is random between 1-4. You 
obviously want as little as possible, so if you are unlucky enough to get 4, 
you might want to R1/R2/L1/L2/Start/Select soft reset to reload your memo file 
to try and fight less Chimeras. Remember though that if you load a memo file, 
your file is deleted, so make sure to resave it once you load it.  Ideally, 
you only want to fight 2 or so Chimeras at once, as then the battle will be 
somewhat laid back compared to fighting more.

On the first few rounds of battle, cast Shield, Shell, and Blink.  The Chimera 
attacks with physical attacks as well as Blaze, which hits every member for 
around 50 damage. The Chimera's physical attacks do over 100 per attack. 
During the first few rounds of battle when the battle is most difficult (every 
monster is still alive, and you're focusing on buffing your party) it is very 
important to keep your party healthy and at full HP at all times.  You do not 
want people to die at this point. 

You want to focus on one Chimera at a time.  Each Chimera you defeat makes the 
battle much easier to win.  With full buffs on your party, the Chimera's Blaze 
attack will not be nearly as powerful, so its only their physical attacks you 
need to really worry about.  Hopefully with Blink you can help reduce some 
damage that they can do.  You can also hope that they wil target more then one 
person per round, because if they focus their attacks on one person, that 
person will either be dead, or very close to death. 

Surprisingly, this is a rather laid back boss fight. As long as you can 
quickly control the number of Chimeras in the battle and kill them off in a 
few rounds each, then you should not have too much trouble with it.
============================================================================

After the battle, approach the Spring the Chimeras were guarding, and choose 
the Dragon Egg from the items menu. Now, Warp out of the Desit Cavern, as 
there is nothing left here to do. 

Head to Castle Deist.

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                            Castle Deist                               *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Shops: None
Keywords: None
Items: None

Head north and up the stairs onto 2F. On 2F, head west and south, and talk to 
the mother and son.  Unfortunately, the Wind Drakes fate has befallen him.  
There is nothing left to do in Castle Deist, as we have done what we promised 
to the King. Head out to the World Map.

===============================================================================

====                       Part 7: Freedom Fighting                        ====

===============================================================================

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Hill Gigas, Ghast, Ghoul, Wraith, Shadow, Ogre, Ogre Mage, Silver, 
Helldiver, Sea Serpent, Killer Fish

As you probably expect, we need to go to Altair. Its a long ship ride back, so 
you might want to stop in Bafsk to heal your party before you head out. Once 
on the boat, head west, and once you see land, go north.  Go north for a long 
time (you wrap around the world) until you hit land once again. Once you hit 
land, follow it up northwest past the desert until you can go through the 
small passageway shaped like. . .

  --
---
  --

From there, head west until you see a small break you can go through.  Instead 
of going through it, head north and land at Altair.

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Altair                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None
Boss: Lamia Queen

Spend the night at the inn before heading to the Rebel hideout.  If you talk 
to people in the rebel hideout, they mention the Princess acting strangely. If 
you speak to Gordon, he asks you to talk to Hilda for him, and see what the 
problem is.

Note: If Leila has anything you need -right now- on her, remove it, as she is 
leaving the party temporarily soon.  She will come back after a few events, so 
nothing is lost though. Note though, that there is a rather difficult battle 
coming up, and you risk making it even more difficult by removing gear from 
Leila.

Head into Hilda's chambers (which are below the chambers that once belonged to 
the king).  If you spoke to Hilda before in here, she only smiled at you, 
which was definitely abnormal. Now, you get to witness probably the best, and 
naughtiest scene in the game.

============================================================================
FF2Boss# 8: Lamia Queen
Location: Rebel's Hideout
Party: Firion, Maria, Gus, Leila
Status:
HP: 1290        |  MP:  370        |  Attacks: 8     |
ATK: 50         |  ACC: 95%        |  DEF: 50        |
EVA: 75%        |  MDF: 7          |  RES: 40%       |
Treasures: Gold Hairpin, Diamond Plate

The Lamia Queen poses a definite threat to your party.  She has strong 
physical attacks, as well as status altering magic which can be extremely 
detrimental, and can stop you from healing, reviving, or otherwise attacking 
her. 

The Lamia Queen's normal physical attack has an Additional Effect of sleep on 
your characters.  Much like the Crescent weapon, except with a much higher 
probability.  Her physical attack also does around 250 damage to a character, 
making it an event greater threat. The physical attack is mostly a threat when 
it is used on your healer or someone casting something important, like Cure, 
Life, Shield, Blink, etc.  Therefore, in this battle we must bake Blink a 
priorty over Shield, but Shield must still be cast on the second or third 
round to lower the damage the Lamia Queen is capable of doing.

Though it may seem like a waste of MP, the best way to make sure your 
important commands get off (Cure/Life/etc) is to cast them with multiple 
characters per round.

Note that the Lamia Queen is fast, and she will most definitely get the first 
attack every round. She also likes to cast Blink 16 on herself.  This makes 
her very hard to hit with physical attacks. She also likes to use Entice on 
all of your characters.  This is her version of 'Charm' and makes your 
characters attack each other. With strong physical attackers, this is very 
dangerous, as you have to worry about the Lamia Queens attacks as well as your 
own allies. Hopefully though, she will cast Entice 9 on someone who is 
Sleeping from her physical attack, so that you will not have to worry about 
the confusion. 

If the Lamia Queen gets Sleep off on multiple characters, and Blink on, this 
battle will most likely be very prolonged. You will be forced to rely mainly 
on magical attacks as an offense, which will not be as strong as they could 
be. If the battle is drawn out too long, you might even run out of MP. 

If the battle gets drawn out too long, you might want to soft reset and try 
again.

Note: The Diamond Plate from the Lamia Queen is a great piece of armor.  If 
you're trying to get good armor for this point, this you dont want to miss 
this piece, as you will use it for a long time.
============================================================================

After the batle, watch a scene.  At this point, Leila temporarily leaves your 
party and Gordon once again joins. Exit the Rebel Hideout, spend the night at 
the Inn, and leave Altair. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Helldiver, Sea Serpent, Killer Fish, Antlion, Sand Ray

Note: There are quite a few ways to get to Palamecia.  If you head directly 
east from Altair you can reach Kas'ion and take a Chocobo to the Coliseum, but 
you also miss the collection data that the desert monsters give you. I suggest 
going through the desert to help develop Gordon a bit more anyway, but its 
your choice.

Our goal is Palamecia.  Board the boat.  Head south so we can follow the land, 
and then east from Altair. When you can, continue south through the little 
passageway between the continents, and follow the eastern continent.  When you 
can, land on the continent. You should be near a forest, by the mountains 
(which are near a Desert).  This is Palamecia.

From where you land, head south to clear the mountains, and then head all the 
way east until you reach the other side of the desert. Continue northeast 
staying on the desert, until you reach a small forest. At the top of this 
forest there is a building. Enter it.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Coliseum                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gordon
Monsters: Sorcerer, Warlock, Wizard, Doom Petals, Chimera, Parasite, Specter, 
Splinter, Revenant, Deadheads, Deadringers, Captain
Bosses: Behemoth
Items: Cottage, Ether, Elixir, Antidote

Note: Be prepared for a boss battle as soon as you enter the Coliseum.  

Head north, and approach the Emperor. 

============================================================================
FF2Boss# 9: Behemoth
Location: Coliseum, 1F
Party: Firion, Maria, Gus, Gordon
Status:
HP: 1620        |  MP:  0          |  Attacks: 3     |
ATK: 85         |  ACC: 95%        |  DEF: 50        |
EVA: 40%        |  MDF: 4          |  RES: 50%       |
Treasures: None

A rather -normal- boss fight by any standard, the Behemoth uses physical 
attacks only.  Not that he needs any other attacks, as his physical attacks 
are strong enough as it is.

On the first rounds, cast Shield and Blink to protect your party from the 
damage that the Behemoth can do with his attacks. The Behemoth's attacks are 
powerful, but not amazingly so with Shield on. They should do around 250 with 
Shield. As long as you keep your HP over 300 at all times, he should be able 
to one-hit you.  The Behemoth is rather fast though. 

Any attacks work on the Behemoth.  He has somewhat high defense, but no higher 
then the Lamia Queen did when you fought her. Magic attacks work well, but 
there is no weakness to exploit. 

All in all, a much, much, much easier battle then the Lamia Queen, as long as 
you keep your party healthy.

Note: Unlike you might expect, the Behemoth does -not- have access to Meteor. 
============================================================================

Watch a scene.  

When you gain control, you find your party on floor B2 of the Coliseum. Head 
south and examine the door, and another scene will play, allowing your party 
to go free. Head north, until you reach a small building. Ignore the doors, 
and head all the way east. Head south a tiny bit, and at the intersection, go 
east.  Go through the door here.  There are three chests in this room.  You 
will obtain a Cottage, Ether, and an Elixir. Exit the room. 

Head south, and all the way down to the bottom of the screen.  Head all the 
way east until you hit the eastern wall. Then head north, and open the chest.  
This is a Monster-in-a-box that holds and Antidote.  There are 3 Deadheads and 
3 Deadringers.  While the item isnt worth much, you need it for your 
collection data. Head all the way south, and then all the way west, until you 
hit the path that was your cell.  Now, head all the way north around the rooms 
until you hit the north wall of this floor.  Head all the way east, and then 
south when you reach the wall.  Go a bit west, and through the door. Go up the 
stairs.

On B1, head north, and all the way east.  Now, head all the way south, and 
then a tiny bit west.  When there is a path to go north, go through it. Head 
all the way west, north, and then east. 

Note: You should unequip Gordon at this point, as he permanently leaves your 
party now and any gear on him is lost for good. 

At the far east of this area, you find Hilda's cell. Examine the door.  After 
a short scene, Gordon leaves your party. Now, you have to get out of here.  
Head all the way west, go a bit south, then go all the way east.  When you 
can, go a bit south, and head all the way west once again.  Go up the stairs 
into 1F.

On 1F, head north, and then east. When you see the stairs near the Emperors 
throne, go down them, and head south out of the Coliseum.

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Helldiver, Sea Serpent, Killer Fish, Antlion, Sand Ray

We need to, once again, head to Altair.  Remember though, now our party is 
three, and the trek across the desert might be a bit harder then it was the 
first time.

From the Coliseum, head southwest until you reach the forest to the south of 
the desert. Here, head directly to the west, and then north once you see the 
ocean.  Board your boat.  

On the ocean, follow Palamecia's coastline north and northwest until you reach 
the break between Mysidia and Palamecia.  Go between the continents, and then 
follow the Mysidian coastline west. When you reach the small break between 
Fynn and Mysidia's coastline, land north on Fynn's coastline, and enter 
Altair. 

When you enter, talk to the guard by the entrance, and you are told some 
rather shocking news. Stay the night at the Inn, and exit. Head d north of 
Altair, over the small bridge, through the forests to the northwest, until you 
see Gatrea.  Then head directly west. You see a new building that has been 
setup in the time you were gone.

This so called 'Camp' has little to do, except talk to Hilda and Gordon.  
Gordon asks you to infiltrate Castle Fynn, and that is exactly what you are 
going to do. Exit the camp, and head north, ove the lake, and into Fynn.  The 
Castle is right above the normal city.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                            Castle Fynn                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Monsters: Specter, Wraith, Revenant, Ghast, Warlock, Wizard, Sorcerer, 
Sergeant, Captain, Doom Petals, Deadheads, Splinter, Chimera, Rhyos
Bosses: Gottos
Key Terms: Mysidia, Mask, Ekmet Teloez, Ultima Scroll
Items: 1000 Gil, 2000 Gil, 1000 Gil, Break Scroll, Toad Scroll, Doom Scroll, 
Aura Scroll, Werebane, Potion, Titan's Gloves

Note: There are many items to find in Castle Fynn. You have the choice of 
finding them before or after you liberate the castle.  If you do it before, 
you have to worry about random encounters, but you also gain strength 
quickly.  There are many good scrolls to obtain in fighting some of the 
stronger monsters in Fynn. I suggest getting the items when you fight the 
random encounters, but you can also wait until its safe.  Remember that you 
can exit the castle at any time and go down and spend the night at the Inn at 
Gatrea whenever you desire. 

Another Note:  The caster type enemies in this area are particularly 
dangerous.  The stronger ones have the potential ability to kill your entire 
party in one attack, either with Break, or Death. I've seen it happen 
(multiple times, actually). Be very careful and kill off them first when in 
battle. Also expect hard battles such as 4 Chimeras. As long as you're careful 
and save to a memo file often you should be fine. 

From the entrance of Castle Fynn, head north, and talk to Leila.  She rejoins 
your party, with the gear she left with. Head east, and through the small path 
to the side. When you can, go north, and then follow the twisting pathway as 
it goes wes and then north again.  Open the two chests at the end for 1000 Gil 
and 2000 Gil. Head back south, and west into the main chamber of 1F. Here, 
head directly west, and before you reah the far western wall, go up when you 
can.  Follow the path as it curves east and north, and then west at the end.  
Open the chest here for 1000 Gil.  Head back east, and then south.  At the 
intersection, head west, and then head south some more.  At the bottom of the 
screen, head up the stairs. Head up the small set of stairs onto 3F.

On 3F, head all the way east, and go north when you can. Go through the door 
at the end. There are three chests in here. Open them for a Break Scroll, Doom 
Scroll, and Toad Scroll. Note that these are all rare spells.  Doom is hard to 
find anywhere else, and should be taught to the person you are using as your 
black mage immediately. Exit the room, and head back east to the staircase.  
There is nothing to do in the other room at the moment, so head back down to 
1F.

Back on 1F, head back north and east into the main hallway (now is a good time 
to spend the night at Gatrea's Inn by the way) head north onto 2F. 

On 2F, head north a bit, and then west when you can.  Go north and open the 
chest for a monster-in-a-box that holds an Aura Scroll.  This is a rather 
difficult battle with 2 Sorcerer's (who drop rare spells) and 4 Sergeants.  
Kill off the front two Sergeants as quickly as you can, and then target the 
Sorcerers. Cast Shell on the first round to protect from the Sorcerer's status 
spells. Note that before you open this chest you might want to save a Memo 
file to try to get some of the better spells the Sorcerers hold, such as Doom. 

After the battle, head down into the alcove below the one that holds the 
treasure chest. If you press towards the top wall in the lower alcove, you 
will find a hidden passage that allows you to reach the far western wall.  In 
this passage, head north, and open the chest here for a Werebane. Head back 
south through the passage, and go back through the hole in the wall. Go back 
into the main chamber, and head east.  Open the chest to the east, which 
contains a Potion, and a monster-in-a-box. This is a rather easy encounter 
with nothing to worry about. After opening the chest, walk directly to the 
east of the chest, and through the hidden all to the far eastern wall. On the 
far eastern wall, head directly south, and open a chest which contains some 
Giant's Gloves.  Equip these on a physical attacker immediately.  Head back 
north, through the hidden passage, and into the main chamber. 

Note: Now it is time to take on the boss of Fynn Castle.  Head back out to 
Gatrea to spend the night at the Inn. Then head back to 2F when you're ready 
to continue. 

Head north up the stairs on 2F to get to 3F.  On 3F, head north up the stairs 
to the 4F throne room. In the throne room, head north, and approach the right 
hand throne. Talk to the man to initiate battle. 

============================================================================
FF2Boss#10: Gottos
Location: Castle Fynn, 4F
Party: Firion, Maria, Gus, Leila
Status:
HP: 2000        |  MP:  80         |  Attacks: 6     |
ATK: 70         |  ACC: 90%        |  DEF: 60        |
EVA: 65%        |  MDF: 5          |  RES: 40%       |
Treasures: Haste Scroll, Bacchus's Wine, Ripper

Gottos, like most bosses, tends to prefer physical attacks over magical 
attacks.  Unfortunately, Gottos also likes to buff his physical attacks to the 
extremes.  With Haste and his own version of the Berserk spell, Gottos becomes 
a force to be reconed with. 

On the first round, as always, cast Shield, and if you wish, Blink. Gottos' 
normal physical attacks do over 250 damage without Shield, with none of his 
buffs on.  He is also very fast, and likes to go first every round. If you're 
lucky, you can get a Sleep off with the Crescent weapon (the Sleep spell is a 
bit low accuracy) to lower the damage that Gottos can do.  Curse does not hit 
as often, but it does sometimes. 

The only problem that can come about this battle is if Gottos decides to cast 
Haste or to buff his power up.  Haste raises the number of attacks he has, 
therefore giving him more chances to hit you.  And his own version of Berserk 
doubles or triples his attack power, making it extremely easy for him to one 
hit kill your characters.  With oth of those spells on, expect people to die 
every round. Because of this, raise them immediately, but you might not need 
to worry about curing them, since they are just going to die again the next 
round. 

As long as Gottos does not buff himself, this is a normal battle with an enemy 
with strong physical attacks. Just note that if you are having trouble 
breaking through Gottos' defense, the spell Berserk (which you can get from 
some of the mage type enemies in the Castle) will work wonders on raising your 
attack power.  Use this for the rest of the game.
============================================================================

Note: Theres no more monster encounters in Castle Fynn now, nor in Fynn city. 

After the battle, talk to Hilda, and she mentions Mindu, who went to Mysidia 
and never came back.  'Memorize' 'Mysidia' and 'Ask' her about it. She then 
tells you about a 'Mask'.  'Memorize' 'Mask' and then "Ask' her about that as 
well. She then tells you the word 'Ekmet Teloez'.  'Memorize' that as well, 
and then 'Ask' that. She knows nothing more.  Talk to Gordon, and 'Ask' about 
Mysidia.  He tells you about the 'Ultima Scroll'.  'Memorize' this. He knows 
little more about it though.  If you ask him about Ekmet Teloez, he tells you 
to talk to Pavel. If you 'Ask' Hilda about the 'Ultima Scroll' she knows a bit 
of legend about it. 

Head south, through the three floors of Castle Fynn, and onto the world map.  
Head into the main city of Fynn. 

===============================================================================

====                        Part 8: White and Black                        ====

===============================================================================

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                                 Fynn                                  *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

Note: At this point, both your spells and inventory lists are probably getting 
quite crowded. The most important Black Magic spells to keep are 
Ice/Fire/Thunder, and any black mage needs Drain and Osmose.  Poison is 
another spell to keep, because technically it is the fourth element, and it 
works well on a few bosses. You also should keep Doom,  since it is quite 
rare.  You will get Flare later on, so you need room for that as well. White 
Mages need Cure, Shield, Blink, Life, Esuna, Shell, Holy, Berserk, and Ultima. 
Any other spells are really of your own choosing.  Remember to sell off extra 
items and spell scrolls to shops.

Another Note:  Fynns shops have all sorts of new items.  I don't suggest 
buying too much just yet though.  Soon you will reach Mysidia (if you haven't 
gone there already) and you will have access to some even better weapons, 
armor, and spells. 

From the entrance of Fynn, head to the southwest corner of town. There is a 
house here that is open.  This is Pavels house. Talk to him, and 'Ask' him 
about 'Ekmet Teleoz'.  He tells you the secret door is in the upper right 
corner of the great hall of Castle Fynn. Exit Pavels house, and head back into 
Castle Fynn (after spending the night at the Inn, of course!)


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                        Castle Fynn Basement                           *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Monsters: Ogre Chiftan, Ogre Mage, Screamer, Specter, Wraith, Revenant, Ghast, 
Brain, Swapper, Parasite, Adamantoise, Stunner, Splinter, Killer Mantis, Rhyos
Bosses: None
Items: Gold Shield, Gold Plate, Golden Mail, Knife, Eye Drops, Shirt, Potion, 
Potion, Potion, Flame Shield, Silk Web, Blood Sword, Flame Mail, Backstabber, 
Orchalidagger, White Mask

While I have titles this area Castle Fynn basement, it is actually two parts -
Castle Fynn-, and the -Castle Fynn Basement-. 

From Castle Fynn entrance, head north through three stories into the throne 
room.  Head to the very top right corner of the throne room (northeastern) and 
the World Memory system pops up saying Nothing was found.  When 
you 'Ask' 'Ekmet Teloez' to this wall, a secret door appears. Cancel out, and 
walk through the wall. Head down through 3 steps of stairs all the way onto 
1F. On 1F, before going down the final set of stairs, press against the 
eastern wall. That is not a true wall, but a secret passage.  Head south, 
hugging the wall (do not go out too far, else you will be forced onto the 
world map) and when you see another passageway, hug the wall to the west, and 
eventually you can go into the wall.  Head south, and there is a door to the 
west.  Enter it, and there are three chests.  They contain a Gold Shield, a 
Gold Plate, and a Golden Mail.  Exit the room, and head back up the secret 
passage.  Head down the stairs into the Basement levels. 

Note: The basement levels are rather easy, but be careful with your MP.  You 
might want to bring a few Ethers along, because certain enemies drain your MP 
with their attacks. Otherwise, these levels are good for levelling your magic, 
but be careful of the Revenants. 

Another Note:  Be wary the Parasites, they drain your MP with their physical 
attacks.  Also, the Brains cast Swap, but they have quite a bit of MP. If you 
are low on MP, try and let them cast Swap on you, and you will get a complete 
refill for free with them.  But you want to wait until all other enemies are 
gone from battle before attempting this.  Note that this can only be done once 
a battle though.

On B1, head slightly west from your starting position, and then go south.  
Head all the way east, and open the chest here for a Knife.  Head back east, 
and go back north towards the stairs.  Head west, and then north. At the next 
intersection, head northwest and open the chest for some Eye Drops.  Head 
east, and when you can, go south, and follow the path southwest.  Open the 
chest at the end for a Shirt.  head back up to the intersection, and head 
east.  Go down the stairs.

On B2, head directly east from the stairs and north.  Open the chest here for 
a Potion.  Now head west, slightly south, and continue all the way west until 
you hit the western wall of this screen. Head south, and open the chest here 
for another Potion. Head back north, and a tiny bit east.  Go north when you 
can, and at the intersection, head west.  Follow the path north some more, and 
open the chest for a Maidens Kiss.  Head back south to the intersection, and 
then head west.  Head all the way west, and then all the way north.  Continue 
west, and then down the stairs onto B3.

On B3, head a bit east from the start, and then head directly south as far as 
you can go.  Continue a bit more east, and a bit more south and open the chest 
for -yet another- Potion.  Head back north a bit, until the intersection, and 
from there, turn west. Head west, then a tiny bit north, west some more, then 
go south until you reach the bottom of the screen. Continue west, and open the 
chest ehre for a Flame Shield. Head back east, and when you can go north, head 
all the way north until you reach the top of the screen.  From there, head 
west, and open the chest, which contains a Silk Web. From here, head south and 
go down the stairs to B4. 

On B4, follow the western wall until you reach the northern wall.  At the 
first intersection, go northeast, and open the chest here for a Blood Sword 
with a monster-in-a-box. This is a rather simple encounter with many undead.  
Take out the Revenants and the Specters first. Read the Note at the end of 
this section about this very important item.  Head back to the intersection, 
and head south, sollowing it southeast.  Soon you will reach a four way 
intersection.  Head north, and then there is yet another intersection. Go all 
the way to the east, and then follow this north, and open the chest here for a 
Flame Mail. Head back south, and west.  Go as far south as you can, and when 
you're at the bottom of the screen, go east until you can go no further.  
Here, head north and open the chest for a Backstabber.  Now head south onto 
B5. Almost done!

B5 is flooded. Head east until you reach dry land again, and then go north. At 
the intersection, go west, and then north again.  Save to a memo file, and 
open the chest here.  This chest holds an Orchalidagger, but is guarded by 
monsters muh like Chimeras, called Rhyos.  They are stronger, but if you treat 
them like the Chimera boss battle, you should have little trouble. After 
obtaining the Orchalidagger, continue north until you reach the top of the 
screen, and then head east.  There are quite a lot of doors here. You want to 
enter the fourth one on the left, or the second on the right.  The same one 
thats halfway down from the rest but not all the way . . . or in simpler form:

1 2 3 4
        5
          6

You want to enter door 5. 

On this floor, head straight up the stairs, and surpisingly, there is no 
monster guarding this chest.  Open it to obtain the White Mask. Continue north 
up the pathway, and step on the teleporter to be warped out of the basement 
levels and onto the world map.

Note: The Blood Sword you probably found in the Basement of Fynn Castle is a 
very very important item for the end-game of Final Fantasy II.  While some 
people opt not to use it, it makes things much easier against the hardest 
bosses in the game. Even though it looks rather worthless, do not toss it out. 
Even if you do not use it on any other boss, you might find its worth on two 
specific bosses I will not mention here. 

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Helldiver, Sea Serpent, Killer Fish, Vampirette, Mine, Bomb, Dark 
Flan, Red Mousse, Gigan Rhino, Werewolf, Wraith, Specter, Revenant, Killer 
Mantis,  Soldier, Cockatrice, Malboro, Parasite

Now it is time to head to Mysidia. Head south to Altair, where your boat is 
probably still parked.  There are a lot of ways to get to Mysidia, but our 
trip across the sea wont be too long.

Head on the boat, and head south.  There is a small area in-between the 
Mysidian continent and the Fynn continent that you can go between. Go west 
between that, following the souther Mysidian Continent. In this inlet, head 
all the way west until you hit some mountains. At the far western part of this 
inlet, land, and head south over the marsh.  Use the canoe to get over the 
lake (if you want, you can avoid random encouters this way as well). Continue 
directly south, and eventually you will see a small town by the mountains to 
the east.  This town is Mysidia.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                               Mysidia                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Shops: Magic, Item, Weapon/Armor, Inn, Sanctuary
Keywords: None
Items: None

Note:  Theres a lot of shopping to do in Mysidia. The magic shops are fully 
loaded, and have every magic spell you can buy in the game thus far, as well 
as some others.  Swap and Holy are nice, though Swap is a somewhat iffy spell 
you should only use on enemy types you know. Holy should be levelled on your 
white mage as soon as you can, as it is very useful end-game. Also, buy the 
best equipment for everyone, as there is quite a few upgrades.

Theres a few things you need to do in Mysidia, other then shop.  From the 
entrance, head south, and then west.  Follow the path to the very south of 
town, and then go all the way west.  Go through the door here.  This is what 
looks like an abandoned house.  In here, head to the top right corner of the 
room, examine the bookshelf, and the World memory system will come up. In 
here, you can look up the origins of quite a few things. 'Ask' the bookshelf 
about 'Mythril', 'Airships',  'Sunfire', 'Goddess's Bell', 'Dragoons', 'Wind 
Drake', 'Mysidia', 'Mask', and the 'Ultima Scroll'.  While only 'Mask' 
and 'Ultima Scroll' have any real relevence to your quest, the rest is 
interesting knowledge. The book tells you that you need a Black Mask to pass 
through yourself.  What the...? Exit this house, and head directly to the 
east. 

In the center of the town lays a small lake, with some stairs leading down.  
Go down the stairs.  In this so called -Hidden Altar-, head south and west all 
the way.  You will see a little white statue on a podium.  Examine the statue, 
and use the White Mask when you can. After this is done, head all the way east 
and back into Mysidia's main town.

Now, we have 1/2 of the Masks, but if you talk to the villagers of Mysidia we 
also need to get something clled the Crystal Rod to enter the tower which 
contains the Ultima Scroll. First things first, lets go get that second mask!


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies: Helldiver, Sea Serpent, Killer Fish, Vampirette, Mine, Bomb, Dark 
Flan, Red Mousse, Gigan Rhino, Werewolf, Wraith, Specter, Revenant, Killer 
Mantis,  Soldier, Cockatrice, Malboro, Parasite

Note:  Our next location is difficult to find.  You need to look at the map 
quite often and follow my directions exactly.

From Mysidia, head north over the inland lake, and board your boat.  On your 
boat, head directly east, through the passage between Fynn/Mysidia continents, 
and continue east (following the Mysidian continent) until you can go south 
through the straights. 

At the bottom, head east until the forest -first- touches the water. Note that 
you'll see the forst before it touches the water, but you want to keep going 
east until you reach the area where it first touches water.  From there, head 
directly south, and as you are going south (for quite a while) you will 
eventually see a tiny bit of land on the left side of your screen.  Head west 
onto this bit of land, and land on the island. This is Tropical Island, the 
small island at the very bottom of the World Map. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                            Tropical Island                            *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Monsters: Deadheads, Deadringers, Red Mousse, Yellow Jelly, Stunner, Wererat, 
Shadow, Wraith, Ghast, Ghoul, Poison Toad, Wild Horn, Swapper
Bosses: Gigan Rhino
Items: Eye Drops, Hi-Potion, Hi-Potion, Ether, Silk Web, Slumber Stalk, Silk 
Web, Poison Scroll, Blind Scroll, Poison Scroll, Blind Scroll, Garlic, Phoenix 
Down, Slumber Stalk, Slumber Stalk, Gaia Drum, 1000 Gil, Thanatos, Sleep 
Scroll, Black Mask
Shops: Weapon

Note:  This is a nice area to level any low level magic you might have.  The 
Red Mousse and Yellow Jellies are weak to magic only, as they have a massive 
210 physical defense.  The rest of the enemies are slightly weaker then the 
enemies you fought in the Deist Cavern, so you should not have too much 
trouble with them.  Some spells worth levelling are Holy, Swap, and Poison (if 
you have it at this point, though you will get a few of them from chests in 
this dungeon). 

From the entrance, head south, following the eastern wall.  At the very bottom 
of the screen, head a bit east and open the chest for some Eye Drops. Head 
slightly north, and at the intersection, continue north. Head west at the next 
intersection, and north.  Open the chest here for a Hi-Potion.  Head back 
southeast, and back at the intersection, continue north.  Follow the path as 
it twists northwest, and open the chest at the end for another Hi-Potion. Head 
back southeast, and south until you reach the first intersection once again. 
Here, head east, and when you can, go south. At the bottom of the screen, head 
all the way east and open the chest for an Ether.  Head back west and north to 
the intersection. Here, continue northwest, until you reach a three way 
intersection.  Head southwest here, and open the chest down this path for a 
Silk Web.  Head back northeast to the intersection, and then go north, 
northwest, and at the very top of the screen, south, following it southeast, 
and southwest. Head into B2. 

On B2, head south the clear the wall, and then north.  At the very top of the 
screen, head west and open the chest for a Slumber Stalk. Head down the stairs 
near the Slumber Stalk. Here, head south, east, and then west into the small 
alcove.  Open the chest for another Silk Web. Head back east, north, and west 
back to B2. 

Note:  If you choose to, you can go further down this path.  All that is there 
are some rather friendly . . . natives?  There is a weapon shop there, but the 
weapon inventory is not nearly as good as that in Mysidia. 

From the Slumber Stalk chest, head east, and south, all the way until you 
reach the eastern wall.  Open the chest here for a Poison Scroll.  From here, 
head directly south, and then east, following the wall until you reach the 
bottom of the screen.  Open the chest here for a Blind Scroll. Head a bit 
north, and then go west. Head into the alcove to the west and open the chest 
for another Poison Scroll.  Now, head as far south as this room allows, and 
follow the southern wall west.  When you can, head north a bit, and then head 
west some more.  Go south, and open the chest for -another- Blind Scroll. Head 
all the way north from here, and then all the way west.  Go down the stairs to 
B3.

On B3, head directly south, and open the chest for a Garlic. Now, head a bit 
east, and head all the way north up the screen until you reach the top. Here, 
head most of the way west, and when you can, go south.  Go down the stairs to 
B4.

Theres a lot to do on this floor.  First off, head directly south and a bit 
east of the entrance to B4, and go up the stairs here.  On B3 again, head west 
and north.  Open the chest for a Phoenix Down and a monster-in-a-box.  This is 
an easy encounter with many undead. Head back south and west back to B4. Here, 
head directly east, and a bit north to get over the wall.  Head south to the 
very bottom of the screen (the very very southeast corner) and head up the 
stairs here. On B3 (again) head west, north, and northwest to the stairs at 
the very top of the screen.   Now we are at a small corner of B4. Here, head 
south, hugging the western wall, until you reach the bottom of the screen. Go 
down the stairs here.  On B5, head south to the very bottom of the screen, and 
then head all the way west. There are three chests here.  They contain two 
Slumber Stalks and a Gaia Drum. The Gaia Drum is a monster-in-a-box with a 
Poison Frog and a Wild Horn. Head all the way back east and north onto B4 
again. Head back north onto B3, and on B3 head south back down to B4. 

Back in the large room on B4, head north and west, and then head north until 
you reach the very top of the screen. Head a bit east and open the chest here 
for 1000 Gil.  Now, head a bit south ad all the way west.  Go down the stairs 
at the northwestern corner of the large room. Open the chest in this small 
area for a Thanatos.  Head back up the stairs. Back on B4, head a bit south, 
and head all the way east now.  At the far northeastern corner, go down the 
stairs. 

On B5, head a bit east and open the chest for a Sleep Scroll. Now, head south 
until the wall makes it so you cant move, and head west.  You'll see a little 
rock formation in the muddle of the area.  Theres a door in it.  Save a Memo 
File and enter the door.

There is one final chest in this room, with an obvious boss guarding it. When 
you're ready, talk to the boss to initiate battle.

============================================================================
FF2Boss#11: Gigan Rhino
Location: Tropical Island, 5F
Party: Firion, Maria, Gus, Leila
Status:
HP: 1140        |  MP:  0          |  Attacks: 4     |
ATK: 50         |  ACC: 85%        |  DEF: 50        |
EVA: 60%        |  MDF: 6          |  RES: 30%       |
Treasures: None

You may have fought some of these monsters outside of Mysidia.  The Gigan 
Rhino, like their Wild Horn Breathen, prefer strong physical attacks over 
magical attacks.  He has rather low defense for a boss at this point of the 
game as well.

If you are fighting this monster in the true order of the game (after 
obtaining the White Mask, and trying to obtain the Crystal Rod) this battle 
will seem nothing more then a battle with a normal monster to you. 

The only time this battle is difficult is if you are doing it before you 
really should be.  The earliest time you can fight this boss is before Deist 
Cavern.  At that point this boss will be quite difficult.  Spells like Shield 
and Blink should be kept on all characters to prevent the Gigan Rhino from 
damaging your party, as his attacks will be quite powerful.

The Gigan Rhino has rather high magic defense, so spells do not work too well 
on the Gigan Rhino.  He also has no elemental weakness for you to exploit to 
do more damage.  Try to Blind or Curse him to stop his attacks from hitting or 
doing as much damage. 
============================================================================

After the battle, open the chest the Gigan Rhino was protecting to obtain the 
Black Mask.

Now we are ready to get the Crystal Rod. Head to Mysidia to sell your spare 
items, buy new ones (especially Ethers!) and spend the night at the Inn. 


===============================================================================

====                             Part 9: Seekers                           ====

===============================================================================


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies:  Vampirette, Mine, Bomb, Dark Flan, Red Mousse, Gigan Rhino, 
Werewolf, Wraith, Specter, Revenant, Killer Mantis,  Soldier, Cockatrice, 
Malboro, Parasite

Theres a bit of a walk from Mysidia to get to our next destination. From 
Mysidia, head north, and east, following the mountain range to the east.  Once 
you reach the marshlands, head directly east until the mountain range ends, 
and then head south. Head west through the small path in the mountain range, 
and south when you reach the rather open area. There is a small cave in the 
center of this area.  Head into it. 

Note: You might find it easier to reach the Mysidian Cavern from Altair (you 
just head south to reach the eastern end of the mountain range) so it might be 
better to park your boat up there, if you desire to. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                           Mysidian Cavern                             *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leila
Monsters: Brain, Swapper, Wraith, Revenant, Ghost, Ghast, Specter, Red Mousse, 
Yellow Jelly, Dark Flan, Malboro, Cockatrice, Howler, Shrieker, Doom Petals, 
Rhyos, Parasite, Winged Ray
Bosses: None
Items: Golden Hairpin, Ninja Suit, Power Staff, Flame Lance, Ice Bow, 
Ogrekiller, Phoenix Down, Golden Needle, Mute Bell, Potion, Drain Scroll, Mini 
Scroll, Potion, Potion, Potion, Potion

Note: The Cockatrice can Stone your party with their physical attacks.  Be 
very careful. Also note the 5 Dark Flan battle can tear through your MP 
reserves quickly, so bring quite a few Ethers into this dungeon.

This is a rather annoying dungeon filled with odd pathways that are often hard 
to see, and many, many intersections.

From the entrance, head west, and up the stairs to the north. Continue west, 
and at the intersection, continue west. When you can, go down the stairsto the 
south, and open the Chest here for a Golden Hairpin.  Head back up the stairs 
to the north, and head east. At the intersection, head south, and at the 4-way 
intersection, head east, and directly down the stairs.  Open the chest here 
for a Ninja suit. Head back up the stairs, and go all the way west, then 
south, and then west and south again.  When you can, go down the stairs.  Head 
east here, and you'll find the Doppelganger mentioned in the Mysidian notes.  
When the World memory comes up, use the Black Mask on him, and he disappears. 
Head through the door to the east. 

On B2, head north up the stairs, and continue north until the top of the 
screen.  Up here, head east, and when you can, go south down the stairs. Open 
the chest to the east for a Power Staff. Head back up the stairs, and continue 
east, and then go south. You will see a chest that seems unreachable. On the 
eastern pathway, you will notice little 'blocks' that make up the wall.  On 
the middle level pathway (the pathway that is inbetween the wall and the 
farther path) press through the third block from the top.  You will be in the 
chest area now.  Head north and open the chest for a Flame Lance.  Head back 
down through the secret passage. Head all the way west, and then north a bit, 
the continue west, and then gouth. At the western wall, go down the stairs to 
the lower level.  Here, go south, and east, through the door to B3. 

On B3, head west through the water and up the stairs.   From here, go west, 
and south, and west.  Here seems another chest you will unable to get, or so 
it seems.  The secret wall on this one is slightly north of the large 'block' 
that you hit when coming from the east.  Open the chest for an Ice Bow.  Head 
back east, and when you can, go south.  Continue east at the intersection, 
then north, and east until you hit the eastern wall.  Here, head south and 
down the stairs.  On this lower level, head west, and north and open the chest 
for an Ogrekiller. This is a monster-in-a-box with two Bombs, which were 
normal enemies outside of Mysidia.  Use Fire attacks to quickly kill them. 
From here, head south until you hit the bottom of the screen, then all the way 
to the western corner of the map. Head north then, and then east when you can, 
continuing north. Go through the door at the end.

On B4, head west, and all the way south.  At the bottom of the screen, head 
east about halfway and go north, and up the stairs you see.   Up here, head 
north, and then west, continuing north.  When you can, go east, and then north 
again.  At the top of the screen, head down the stairs, and open the chest, 
which contains a Potion. Head south following the western wall, and you soon 
see three doors.  Go through the middle one, and there are three chests.  
These contain a Phoenix Down, a Mute Bell, and a Golden Needle. Exit the room, 
head south and east all the way until you reach the bottom of the screen, and 
go through the door here. 

On B5 (almost done!)  head directly east and north, and open that chest for 
the useful Drain Scroll, which should be used on a Black Mage immediately if 
he/she does not have it already. This is a monster-in-a-box with 5 Ghosts 
though, and the Ghosts are very strong undead who drain your HP quite a bit, 
and use devasatating level 16 spells. From the Drain Scroll, head all the way 
south until you reach the bottom of the screen, and then east.  Go up the 
stairs here. From here, head east until you hit the wall, and go north.  Press 
against the western wall (while you're on the eastern wall) and when you're 
above the first large 'brick' you will be able to go through the rocks. Head 
south and open the chest here for a Mini Scroll. Head all the way north, and 
then west.  There are four chests here, each continaing a Potion (wtf?).  head 
back east and south, and go back through the hidden passage. From here, head 
all the way north, and then all the way west.  At the western corner, head all 
the way south, and go down the stairs at the bottom of the screen. Here, 
continue west, and head all the way north up the screen, and go through the 
door at the top. 

This is the last room!  Open the three chests in here for another Drain Scoll, 
an Osmose Scoll (use this on your Black Mage as well) and the Crystal Rod. 
Finally! Use the Warp spell to get out of this dungeon, as its a huge walk.  


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies:  Vampirette, Mine, Bomb, Dark Flan, Red Mousse, Gigan Rhino, 
Werewolf, Wraith, Specter, Revenant, Killer Mantis,  Soldier, Cockatrice, 
Malboro, Parasite

Head back to Mysidia or your boat (whichever is closer).  You have a few 
things to do.  First of all, you need to clear your inventory, which is 
probably bursting at its seams at the moment. Next, you need to make it back 
to Altair.  You probably know the path to, and through the straights by heart 
now.

Once you reach Altair, spend the night at the Inn one last time, and then head 
through the small pathway between the continents of Mysidia and Fynn.

Note: Now is a great time to remove Leilas equipment, since she will be 
leaving your party permanently in a few moments.

In here, head west, and when you hit a mountan range, head a bit south, and 
when you can, go north into it. With ther Crystal Rod in your possession, a 
Whirpool sweeps your ship in.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                              Leviathan                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus
Monsters: Boltfish, Manta Ray, Sea Dragon, Shrieker
Bosses: Barrel Worm
Items: Headband, Power Sash, Power Armlet, Terra Sword, Diamond Shield

Note: The beginning of this area is somewhat difficult. Note that while Manta 
Rays and Sea Dragons are weak to Bolt spells, the Bolt Fish actually absorbs 
them. Use your magic accordingly. 

Another Note: Theres a 'water' like substance on a few of the levels of this 
dungeon. This is not actually water, but something like stomach acid.  Stay 
out of this as much as you can, but you have to enter it at times. 

When you wake up, your party finds Leila missing. From where you gain control, 
head west, north through the acid, southwest to the bottom of the screen, west 
through some more acid, and then north.  Open the chest here for a Headband. 
From here, head east, northeast, through some more acid (watch your HP!) and 
north once you reach the eastern wall.  Open the chest up here for a Power 
Sash. From here, head west, southwest and head north through the final pit of 
acid on this screen.  Go through the 'door'.

In the 'Stomach',  there are no random battles.  Head north through the first 
acid pool. Now head directly west, and talk to the man in blue/purple.  The 
World Memory system pops up. Show him the 'Crystal Rod' and Gareth joins your 
party. From Gareth, head directly north, circling around the table, and open 
the chest up here for a Power Armlet.  head back south, and head all the way 
west.  At the far western 'wall' head north, and through the 'door'.

Gareth's Starting Stats: 
 --------------------------------------
| HP: 549   | MP: 5     | Right-Handed |
| ATK: 57   | ACC: 8-99 | DEF: 43      |
| EVA: 2-21 | MDF: 2-48 | STR: 60      |
| END: 32   | SPR: 26   | AGI: 26      |
| INT: 16   | Magic: 5  |              |
 --------------------------------------

Level 8 Sword Skill, level 5 Shield

Equipment:
Right Hand: Wing Blade
Left Hand: Gold Shield
Head: Titan's Helm
Body: Knight's Armor
Hands: Titan's Gloves

Note: Gareth's stats make him a physical attack before anything else.  Give 
him two weapons and take off that shield immediately. If you are willing to 
spend the time, Gareth has decent Spirit, meaning that he can cast White Magic 
well, so you might want to give him a Cure spell.


In the 'Mouth', head north and west.  There is purple water (Saliva, ew) here, 
but it damages you just the same as the yellow water. Head over the first bit 
of water onto the 'land', and then head into the second bit.  Head north from 
here, and at the very top of the screen, head east and open the chest.  You 
obtain a Terra Sword. Head back a bit west, and south.  Back in the 
purple 'water', head south all the way until you hit the bottom of the screen, 
and then head east. Open the chest here for a Diamond Shield. This is a 
monster-in-a-box. Its 4 Shriekers.  Just cast Shell at the start and pummel 
away with physical attacks, as elemental spells heal them. From this chest, 
head all the way west, then north.  Halfway up the screen, you see a weird 
blue worm to your west. Save a Memo file and prepare your party before talking 
to this monster.

Note: before engaging this monster make sure that you have every chest in the 
area, as once you leave, you can not come back.

============================================================================
FF2Boss#12: Barrel Worm
Location: Leviathan Mouth
Party: Firion, Maria, Gus, Gareth
Status:
HP: 2000        |  MP:  0          |  Attacks: 6     |
ATK: 120        |  ACC: 95%        |  DEF: 100       |
EVA: 10%        |  MDF: 4          |  RES: 50%       |
Treasures: None

The Barrel Worm predominantly uses physical attacks.  They are very powerful 
(120 attack power :O), so cast Shield on the first round, followed by Blink on 
the second. Make sure to keep everyone at full HP at -all- times, because the 
Barrel Worms physical attacks can do well over 500 damage a hit. The Barrel 
Worm uses no magic, so you wont have any rounds to lower the damage the boss 
is capable of doing. Fortunately, the boss is quite slow so you will have 
plenty of time to heal in-between his attacks.

The Barrel Worm is somewhat difficult to damage with both physical and magical 
attacks, but physical attacks especially.  If you have the Berserk spell, then 
you must use it in full in this battle to break the bosses 100 (!) defense. 
Gareth will have a difficult time damaging the boss usually because you have 
not had the time spent levelling his skills and abilities. Any type of magic 
works well, since the boss has no strengths or weaknesses.

Note that because this boss is so powerful, you might be having trouble 
keeping some characters alive, because they keep getting 1-hit even by just 
the normal physical attack. At this point, you might just want to cast Life on 
them and not worry about healing them every round because they are just going 
to die again at full HP.  The Barrel Wormd attacks are quite powerful, and 
this tends to happens mostly with a lesser developed character like Gareth.

There is a -cheap- way to win this battle.  Using the Blood Sword, you can do 
massive amounts of damage to the Barrel Worm, but I do not suggest doing 
this.  The Blood Sword I only reccomend using in 2 battles in the game, and 
since this battle is not rediculously difficult, using it here becomes very 
cheap. 
============================================================================

After the battle board the ship, completely ignoring the rest of the people on 
the Leviathan -_-;;.

Head into the little cove and land on the small island in the center of the 
mountains.  Here, use the 'Crystal Rod' and you will enter the Tower.


===============================================================================

====                       Part 10: Ultimate Magic                         ====

===============================================================================

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                           Mysidian Tower                              *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gareth
Monsters: Ghast, Ghost, Wraith, Revenant, Specter, Vampirette, Imp, Shriker, 
Gottos, Mezzo Malboro, Gigan Rhino, Dark Flan, Bomb, Chimera, Basilisk, Doom 
Petals, Evil Bud, Hill Gigas, Werewolf, Winged Ray, Killer Mantis
Bosses: Fire Gigas, Ice Gigas, Thunder Gigas, White Dragon
Items: Staff, Staff, White Robe, Staff, Flame Bow, Flame Lance, Flame Shield, 
Flame Sword, Flame Helm, Flame Mail, Ice Shield, Ice Lance, Ice Gloves, Ice 
Mail, Ice Brand, Potion, Spellbinder, Silk Web, Hermes, Unicorn's Horn, Flare 
Scroll, Hourglass, Cross, Black Robe, Ultima Scroll

Note: This is one of the hardest dungeons in the game.  You will most probably 
not be able to make it up to the top on one round.  There is at least 4 
bosses, and each more powerful then the last.  Every time you enter here come 
with a whole lot of Ethers and inventory space, as you never know what you're 
going to come upon next. 

Another Note: The Imps are by far the most dangerous enemies in the Mysidian 
Tower.  While not directly dangerous, they cast Muddle 16, which has an 
extremely high hit rate on all of your characters.  This causes your 
characters to attack each other, and most likely kill each other.  Very very 
bad.

From the entrance, head east all the way, and north following the wall.  Open 
the chest for a Staff. From here, head back south and west to the entrance, 
and then head all the way west. Head north when you can, and continue 
following the western wall.  In the northwestern corner is another Staff (-_-
?). Head south a bit, and east when you can.  When you can, go north, and 
you'll see some stairs to the east.  Ignore them for now, and circle around 
them to the south.  Head north through the small pillars, and press against 
the wall into the room with the treasure chest.  Open the chest for a White 
Robe, an extremely nice item for any White Mage. If your White Mage has a 
Diamond Shield and some Thief's Gloves, his evasion might well be raised to 
99% with this on.  Head back out of this little room and head east. Head north 
and open that last chest for yet -another Staff. -_-;;.  Head back southwest, 
and through the pillars.  Go up the stairs to 2F. 

Note: There are elemental levels of this dungeon.  They give you elemental 
armor types, some of which may be a bit outdated.  Keep this anyway, you need 
it for some specific boss fights in this dungeon, you can toss it after.

On 2F, head directly north, and there are two paths.  Head directly east, and 
at the end, go north, then west, and then north again.  At the end of this 
short path are two chests, which contain a Flame Bow and a Flame Lance. Head 
back south, east, south, and west until you hit the stairs again.  From the 
stairs, head a tiny bit (just enough to clear the stairs) bit west, and then 
all the way south.  From there, follow the twisting path until you hit the far 
western wall.  Head all the way north from here, and then northeast.  Open the 
chest at the top for a Flame Shield.  Now head all the way back to the south, 
until you hit the southwestern corner, and then head southeast, and then all 
the way east.  Go up the stairs at the end to reach 3F. 

At 3F, you will immediately note all the lava.  When you walk on the lava, 
there are no random encounters, but there are more random encounters then 
normal on the regular ground of this level. From when you start, head directly 
west, through the lava, ignoring the first two doors.  At the far western end 
of this area, there are another two doors.

Note: If you go through the door at this point, you will be unable to walk 
back, and be forced to use spells such as Warp or Banish to get out of the 
Mysidian Tower. 

Go through the far western door. You are still on 3F, but on the upper level. 
From where you begin, head east all the way until you reach the far eastern 
side of the screen.  Open the chest over here for a Flame Sword.  Head back to 
the west halfway across the screen, and go onto the normal ground.  Go up the 
stairs to the north, and on the upper level, head to the west.  At the far 
western wall, head north to the northwestern corner, and open the chest for a 
Flame Helm. Head a bit south, and then all the way across the screen to the 
east to open the chest in the northeastern corner of the room for a Flame 
Mail.  Head a bit west from here and go through the door at the center of the 
chamber.

Note: If you have Flame type weapons on any of your real physical attackers at 
this point, you -may- want to unequip them, since the boss right now is Fire 
based and fire type attacks do not work as well on him.

In this small room, there is a mage guarding the pathway upwards. Before you 
speak to him save a memo file and prepare your party. 

============================================================================
FF2Boss#13: Fire Gigas
Location: Mysidian Tower, 3F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 1800        |  MP:  240        |  Attacks: 6     |
ATK: 100        |  ACC: 95%        |  DEF: 100       |
EVA: 40%        |  MDF: 4          |  RES: 50%       |
Treasures: None

As one might expect by his name, the Fire Gigas absorbs fire elemental magics, 
and is weak to Ice.  He also likes to use Fire elemental spell types along 
with his extremely strong physical attacks. 

Of the three Gigas battles in the tower, this is by far the easiest but you 
need to be extremely cautious to prevent deaths.  Treat this battle much like 
you treated the Hill Gigas boss way back in the Dreadnought. Shield and Blink 
are a must at all times, and if you can, try to Blind the boss to lower its 
hit percentage. 

It is quite difficult to damage the boss with physical attacks because of the 
Fire Gigas's high defense.  Fortunately, Ice spells work very well.  If more 
then one person has Ice levelled, thats even better for you, but you can win 
with only one person levelled. The only weapon that can really damage the Hill 
Gigas effectively are the Ogrekillers.  Technically, Gigas are considered 
Ogres, so the Ogrekiller has a damage bonus on these monster types, as long as 
someone has axe levelled. You can, of course, use the Blood Sword, but thats 
somewhat cheap. 

A good casting of any powered Ice spell should do well over 400 damage to the 
Fire Gigas, and the Ogrekillers (with someone who has their weapons levelled) 
should do a good 300 a swing. That is the quickest and most efficent route to 
defeating the Fire Gigas.  If no one has Axe levelled, you need to rely on Ice 
spells only. You can also cast Berserk on your characters to power up their 
attacks.  Berserk will be relied on quite a bit from here on out if you want 
to damage enemies physically.

Make sure to heal every round, as the 100 attack power from the Fire Gigas is 
quite high.  As long as your HP dont drop anmd you are capable of keeping 
everyone at max, this battle shouldn't be too difficult.
============================================================================

Head up the stairs to 4F.

Note:  This is a good time to warp out of the Tower if you plan to do so.  You 
really -should- Warp out once or twice as this Tower becomes more and more 
dangerous as you go farther and farther up. Every time you warp out, bring 
more and more Ethers, Elixirs, and Hi-Potions. Note that that you do NOT have 
to fight the tower guardians (the Gigas) each time you exit, so the path 
becomes easier each time you exit.

4F ends the Fire element, and starts the Ice element.  The spikes on the Ice 
floors are much the same as the lava on the fire floors.  You will get into no 
encounters on the spikes, but you will also take damage.  From the entrance, 
head all the way north, and then all the way west.  Open the chest slightly 
south of you for an Ice Shield.  Head directly south from here, and circle 
around the wall to the east.  Go up the stairs here.  This is a small portion 
of 5F.  Head directly south, following the western wall. Open the chest near 
the bottom for an Ice Lance.  Head back north and back down to 4F. Back on 4F, 
head to the western wall, and head all the way south. Head a bit east, and 
open the chest to the north for some Ice Gloves. Now, head back to the western 
wall, and head all the way north, to where you opened that chest which 
contained the Ice Shield.  Stand to the east of that, and walk all the way 
east; there is a secret passage through the wall here. Once on the other side 
of this wall, head directly south, and then west a bit.  Open the chest for an 
Ice Armor, and head back south, east, and all the way north.  At the 
northeastern corner of this floor is the stairs to 5F. 

5F, fortunately, is not too big. Head north all the way until you hit the top 
of the screen, and then go east, following the eastern wall. About halfway 
down the screen, when you are off the ice spikes, there is a piece of wall 
that is only one layer thin.  Press east into that, and you will find that it 
is a shortcut through about half of 5F. Head directly east from here and 
obtain an Ice Brand. From here, head a tiny bit east, and then north up two 
sets of stairs.  Go through the center door at the top. 

Here is yet another boss screen. Before you start this boss, equip weapons 
like the Flame Lance and the Flame Sword to characters. The Ogrekiller once 
again works well.  You also might want the Flame Shield (it protects vs Ice 
magic) on characters that use Shields. The Fire Bow works too, if you have a 
Bow user.

============================================================================
FF2Boss#14: Ice Gigas
Location: Mysidian Tower, 5F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 2000        |  MP:  140        |  Attacks: 7     |
ATK: 120        |  ACC: 95%        |  DEF: 120       |
EVA: 50%        |  MDF: 4          |  RES: 50%       |
Treasures: Ice Brand, Stop Scroll, Notus

Quite opposite of the Fire Gigas, the Ice Gigas is weak to Fire magic and 
absorbs Ice Magic. Like the Fire Gigas though, he has very high attack and 
defense stats, so you need to keep your HP high at all times.

As with before, Shield and Blink are imperative to cast on the first rounds of 
battle. The Ice Gigas tends to use a bit more magic then his Fire breathen, 
but its not nearly as strong as his physical attacks.  You might want to cast 
Shell to help reduce that damage, though.

Fire spells are the best way to take down this monstrosity.  They should do 
over 400 per casting dependant on the spell level. Once again, the Ogrekiller 
axes work well on harming the guardian, but because this pne has slightly 
higher defense then the Fire Gigas, it wont do as much damage as it did 
previously. Also again, you can cheat with the Blood Sword, but I dont 
reccomend it.  Weapons like the Flame Lance, the Flame Sword, and other Flame 
gear help deal extra damage to the foe, and you might want to wear gear that 
protects versus Ice to lower the damage you take. 

This is the point in the game that levelling Berserk becomes quite useful in 
dealing damage physically. If you have the spell from Fynn, or from the mages 
outside the Dreadnought, then you should use it at every opportunity to level 
its power. Even better if two characters have it and have it levelled.
============================================================================

After the battle, continue north onto 6F.

Note: This is yet another good time to head out onto the World Map with the 
Warp spell. It just gets harder from here on out, so make sure you're prepared 
to go further before you do! 

PS: Remember to use Osmose effectively.

On 6F ends the Ice elemental section of the tower and starts the thunder 
elemental section.  From where you enter, head north to the top of the screen, 
and all the way east.  Open the chest here for a Potion. Head back to the 
west, and go south when you can.  When you can, go east, and follow the path 
east until the end of the path.  Head all the way south, then west, and then 
continue south until you hit the bottom of the screen.  From here, head west 
until you can go north, and follow the path north and then west some more.  
Open the chest for a Spellbinder.  Head back east and south to the bottom of 
the screen.  Continue west, northwest, and north through the door. Head up the 
stairs.

7F is a large room. head directly east from your starting point, and then 
south to open that chest, which contains a Silk Web. Continue all the way east 
until you hit the eastern wall (ignoring the doors) and then head all the way 
north.  Open the chest here for a Hermes. From here, head west past two 
pillars, and open the chest to the north, which contains a Unicorns Horn. From 
here, head all the way west until you hit the wall, and head a bit south and 
go through the door on the western wall. 

Save a Memo file now before you talk to the Mage.  This is by -far- the 
hardest Guardian battle yet, and you may need to retry a couple of times if 
things go badly. 

============================================================================
FF2Boss#15: Thunder Gigas
Location: Mysidian Tower, 7F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 2500        |  MP:  370        |  Attacks: 8     |
ATK: 150        |  ACC: 95%        |  DEF: 150       |
EVA: 60%        |  MDF: 4          |  RES: 50%       |
Treasures: None

From what you learned from the other Gigas, this one absorbs Thunder spells.  
What you might not know, is that Poison is the secret fourth element, which is 
opposing to Thunder, and therefore this Gigas is weak to Poison spells.  That 
is an issue, because Poison is not a spell you buy in this game, it is only 
dropped, or comes from chests.  Most likely you either do not have it learned, 
or it is not levelled, if either one is true, this battle may be long and 
painful. 

Unlike the Ice Gigas, theres no special gear for this battle, other then the 
Diamond gear (which you would probably have equipped normally, because its the 
best gear available at the moment). You still want the Ogrekiller equipped, as 
that is one of the only weapon types that can effectively damage this boss. 
Poison spells work well on the Thunder Gigas, and if you still have the Acid 
Bottle from the Deist Cavern, you can do a good 500 damage with that right 
from the start. Even with the Ogrekiller you will hardly be able to damage 
this boss. This is where the Berserk spell comes in very very handy to power 
up your physical attacks.  

Now...this is a frightening battle.  The Thunder Gigas's physical attacks will 
do voer 1000 damage to a single character (it will 1 hit most characters, and 
put the rest in killing range).  He is also very very quick, and tends to act 
before your party members every round.  Fortunately, the Thunder Gigas likes 
to use Thunderbolt 12 often, which only does around 200 (only orz). If your 
characters seem to be one-hit constantly, you might not want to cure them 
after you revive them, but just keep them alive for their actions. Thats your 
choice though, as it all depends on your strength and your strategy. 

If you can, try to Blind or Curse the Thunder Gigas to lower its attack power, 
but even weakened it is still very powerful.  Just be absolutely sure that 
your White Mage is curing and reviving (someone will most likely be dead every 
round, or every other round no matter how powerful your party or your gear is) 
all the time, and you should survive.  Just make sure to watch that MP!
============================================================================

Head up the stairs onto 8F.

Note:  This is the last time I suggest Warping out.  You're high in the Tower 
now, and really shouldn't warp out from here on out.  Use Osmose when you need 
MP, but remember that using it on Undead will damage your MP and heal theirs. 

8F is easy, fortunately.  Head a bit east, and head all the way north through 
the main passage, until you hit the very top of the screen.  There is a chest 
here, that is also a Monster-in-a-box.  This is a with with an Evit Bud and 
two Gottos.  Cast Shield immediately, and kill off the Evil Bud first, before 
it can Confuse your characters with its attacks. For winning this battle you 
recieve the Flare Scroll, which should be used on a Black Mage immediately.  
Also, be sure to level it as soon as possible. From here, head west a bit, and 
south one level. Head all the way east through the pathway, and go through the 
door at the end.  Head up the stairs to 9F.

On 9F (the last -real- floor), head north, and east from your starting point.  
Open the chest as far northeast that you can go for an Hourglass.  No, head 
back southwest to the stairs, and head as far west as you can go.  Open the 
chest here for a Cross. Head a bit north around the wall, and head all the way 
to the western wall.  Head north up the stairs, and to the very top of the 
screen.  Go all the way east from here, and open the chest for a Black Robe. 
This is a nice piece of armor for a Black Mage. Unfortunately this is a 
monster-in-a-box. . .

============================================================================
FF2Boss#16: White Dragon
Location: Mysidian Tower, 9F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 2500        |  MP:  140        |  Attacks: 6     |
ATK: 150        |  ACC: 95%        |  DEF: 120       |
EVA: 75%        |  MDF: 5          |  RES: 50%       |
Treasures: None

In some ways, this battle is easier and harder then the battle with the the 
Thunder Gigas.  The White Dragon is based off Ice, and is weak to Fire 
Magics.  Ice weapons such as Flame Lances work well against the White Dragon. 

The White Dragon has two main attacks, his extremely powerful physical attack, 
and Icestorm, which hits all members for around 100-200 damage. The physical 
attacks are your main concern, so Shield is your first priorty, followed by 
Blink and then Shell. 

Like in the Thunder Gigas battle, you will find it quite difficult to damage 
this boss physically. At least, without the Berserk spell.  Fire spells work 
well though, and do over 500-600 damage per casting.  That is, if you can keep 
your mage alive. Flame Lances, even with no Berserk, should do over 100 per 
hit, which is quite a bit more then any other weapon at this point. The Flame 
Sword is helpful as well, it being fire elemental.

Also like the Thunder Gigas battle, expect many, many deaths.  If you are 
having trouble keeping characters alive, let them stay close to death right 
after you revived them, just so they can take their actions every round, so 
that the Dragon will maybe murder them the next round.  But remember that the 
Dragon does have Icestorm, which can damage every member of your party, so 
having more then one character in critical HP range is a bad idea.

As long as you have the MP to heal every round (you'll need it) then you 
should be able to survive this battle.
============================================================================

From the Black Robe, head southwest until you reach the wall between the upper 
and lower level.  From here, head directly east, and there will be 4 doors.  
Go through the second on the lef (third on the right) or . . .

1 2 3 4 

Go through number 2. Head up the stairs, to 10F. Yay, the hard parts done! 
Head straight from the entrance of 10F, and talk to Mindu.  Watch a scene. 
When you can, head north and through the door.

In this room, there are 4 'Globes' and the Ultima Scroll in the center.  
Before picking up the Ultima Scroll, examine the 4 'Globes' around the room.  
After doing this, examine the Ultima Scroll, and you will recieve the Ultimate 
magic, finally.  Teach this to a White Magic user (the spell is based off 
Spirit, NOT Intelligence, therefore a White Magic user is the logical person 
to teach the spell to) and head through the teleporter that appears once you 
examine the 'Globe' that contained the Ultima Scroll.

You are now out of the Tower, and be glad you never have to go back.


===============================================================================

====                         Part 11: Devastation                          ====

===============================================================================

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies:  Boltfish, Manta Ray, Sea Dragon, Bomb, Captain, Hill Gigas, 
Sergeant, Sorcerer, Werepanther
Keywords: Cyclone
Items: Wind Drake, Thief's Gloves, Gold Plate, Ruby Plate, Ninja Suit, Elixir, 
Gold Hairpin, Silver Plate, Blood Sword

Note: Now that you have the Ultima Scroll, the enemies in all areas of the 
world map are much stronger. You might be a bit surprised to find the enemies 
around Altair that were once pitifully weak Goblins more frightening foes. 

From the Mysidian Tower, hop on board your boat, and head south out of the 
mountain range.  Head directly west, until you reach the Mysidia/Fynn 
continent line, and land at Altair.  You will notice, oddly, that you can not 
enter Altair.  Head north, and walk to Fynn. On the way north, you will notice 
that you can not enter Gatrea either . . .

When you reach Fynn, start by entering the town, clearing your inventory, and 
buying some more Ethers/Elixirs/Hi-Potions to replaced those you used in the 
Mysidian Tower. After preparing your party, head into the castle, and head up 
the three floors into the throne room.  

In the throne room, you find Leila alive and well.  Unfortunately, she will 
never rejoin your party;;.  Talk to Gordon and he tells you about a 'Cyclone' 
you might have seen north of Fynn.  'Memorize' this word, and 'Ask' about it.  
He says we can not get inside the Cyclone from the ground. Hilda says that the 
Emperor is controlling the Cyclone.

From the throne room, head down to 1F (but do not exit the castle!).  When you 
can, head all the way west until you hit the western wall. Then go south, and 
up the stairs here. Head up to 3F.  Go a bit west, and north all the way, and 
through the door at the top here.  Continue north up three sets of stairs, and 
you'll see a large mirror in this room.  When you examine it, the World Memory 
system comes up.  Use the Pendant from the items menu (that you got from the 
Deist Cavern)  and you will summon the Wind Drake.  You recieve this as a key 
item.  Head back south doesn the stairs two floors to 1F, and finally exit the 
castle.

Enter the city Fynn, and head to the southwestern corner of the town and talk 
to Pavel. 'Ask' him about the 'Cyclone'. He tells you about a hidden area of 
treasure inside of his house. If you head down by the bed (at the southeastern 
corner of the house) and press against the wall, you'll find the secret 
passage.  The items in the chest are Thief's Gloves, a Gold Plate, a Ruby 
Plate, a Ninja Suit (yay!), Elixir, Golden Hairpin, a Silver Plate, and the 
second Blood Sword of the game. Some of these are really bad items, but the 
Ninja suit and Blood Sword should be kept. 

Head out of Pavel's house, and prepare your inventory for the Cyclone. When 
you're ready, head onto the World Map.  Walk into the Cyclone (which is just 
north of Fynn).


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             The Cyclone                               *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gareth
Monsters: Captain, General, Royal Guard, Gottos, Cockatrice, Hill Gigas, Bomb, 
Hecteyes, Lamia, Mezzo Malboro, Succubus, Vampirette, Wizard, Wood Golem 
Bosses: Green Dragon, Emperor
Items: Ripper, Venom Axe, Diamond Helm, Diamond Gloves, Defender, Diamond 
Mail, Zephyr's Flute

Note: Like the Dreadnought, once you finish this locale, you can never go 
back, so make sure get all of the items the first time through.  

When you gain control, head all the way east until you hit the eastern wall.  
Head north, and go up the stairs you see.  On 2F, head west and northwest to 
open that chest for a Ripper. From here, head all the way south until you hit 
the bottom of the screen, and then go as far west as you can.  From here 
continue northeast, and go up the stairs to 3F. On 3F, you will see some shiny 
floors.  be careful, these damage you as the stomach acid in the Leviathan 
did, and the lava/ice shards did in the Mysidian Tower.  Head all the way 
south from the entrance, and then all the way west. Open the chest here for a 
Venom Axe.  Head back east across the dangerous floors, and all the way north. 
Go back down to 2F.  Back on 2F, head southwest, to the bottom of the screen, 
then head all the way east, and then all the way north.  Go down the stairs to 
1F.

Back on 1F, head all the way west, and go up the second set of stairs.  On 2F, 
head west, and southwest and go up the second set of stairs to reach 3F. On 
3F, head directly west until you hit the wall, and then a tiny bit south.  Go 
up the first set of stairs that you see. On 4F, Head directly north, and then 
all the way east.  Head southeast and open a chest for the Diamond Helm.  Head 
back northwest, and then head all the way west.  Head southwest and open the 
chest for some Diamond Gloves. Head back northeast, and when you can, go back 
south and down the stairs back to 3F. 

Back on 3F, head directly south until you hit the bottom of the screen, and 
then head east, and go up the stairs to reach 4F again.  On 4F, head all the 
way east until you hit the wall.  There are two sets of stairs here. Head up 
the left set.  On 5F, you'll immediately notice more lightning floors below 
you.  Ignore them, we are not going that way. From the entrance, head directly 
west, following the western wall as it goes southwest, and south.  When you 
see the lightning floors, ignore them, and continue south and southeast.  Open 
the chest here for a Defender. From here, head south to the bottom of the 
screen, and then all the way west.  Continue northwest, and open the chest 
here for a Diamond Mail. This is a Monster-in-a-box with two Generals.  Use 
Shield and Blink to lower the damage they can do to your party quickly, and 
take them out as fast as you can.  This is quite a difficult battle. Head back 
southeast, and follow the western wall back north (once again, ignore the 
lightning floor, there is nothing over there) and then all the way west, and 
back down to 4F.

Once back on 4F, head east and up the stairs to the right. On 5F again, head 
north, and northwest up the stairs to 6F.  On 6F, head all the way north until 
you hit the very top of the screen, and then go northeast, and then head east 
until you hit the eastern side of the screen.  You'll see the stairs from 
here.  Before you open the chest by them, save to the Memo File.  When you 
open the chest, you obtain a Zephyr's Flute, but it is also a monster-in-a-box 
with a Green Dragon.

============================================================================
FF2Boss#17: Green Dragon
Location: The Cyclone, 6F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 3000        |  MP:  190        |  Attacks: 7     |
ATK: 150        |  ACC: 100%       |  DEF: 150       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Treasures: Diamond Helm, Healing Staff, Gaia Drum

Much like the battle with the White Dragon, the Green Dragon is an elemental.  
As you -might- expect, the Green Dragon is a Poison elemental, and is 
therefore weak towards Lightning based attacks. 

The Green Dragon has two main forms of attack.  His area attack, which is 
magic and poison based (Toxin 16), and his physical atack. Toxin 16 does 
around 100-200 to all members of your party. Because his physical attack power 
is rediculously high (150 :O!!!) expect a lot of characters to be 1-hit killed 
in this battle. Shield and Blink are a must as soon as you can, and you might 
want to cast Shell to help reduce the damage that the Green Dragon does from 
his magical assaults. 

Because the Green Dragon has high defense (150) it is hard to damage him 
physically.  Even with the best weapons available at this point (not counting 
the Blood Sword, you cheater!) breaking that defense is difficult. Berserk is 
a must on physical attackers.  The Bolt spell, luckily, is powerful enough so 
that you do not need to worry too much about physical attacks.  A high powered 
Bolt spell should do over 500 damage per casting, depending on your 
Intelligence and spell level it may do more, or less.  I've found it usually 
does around 600 damage with a level 5 Bolt Spell. That alone is enough to 
usually end the battle in a few rounds.

Have your healer working every round.  Even if you got lucky and the Green 
Dragon used his AOE last round, have your healer curing.  You dont want to get 
unlucky and have more then one character die in this battle, as at that point 
is is hard to recover.  But remember, if you find it too difficult to keep one 
person alive because they keep getting 1-hit, you might want to just revive 
them with the Life spell and let them stay in the Critical range so that they 
can act every round, even if they may die the next. 

As long as you keep your black mage alive, you should have no problem with 
this battle.
============================================================================

After the battle, head up the stairs to 7F. 

On 7F, there is a large red carpet.  Save a Memo file, and walk up the carpet 
to the north. As you approach the Emperor, you're forced into two battles. 
Both are with Royal Guards.  Do not spend too much MP during these battles, if 
you can help it.  You still have a boss to fight after these!

============================================================================
FF2Boss#18: The Emperor, Royal Guardx2, Wood Golem
Location: The Cyclone, 7F
Party: Firion, Maria, Gus, Gareth
Status (Emperor):
HP: 1290        |  MP:  190        |  Attacks: 6     |
ATK: 70         |  ACC: 80%        |  DEF: 50        |
EVA: 65%        |  MDF: 4          |  RES: 40%       |
Treasures: Elixir

The battle with The Emperor starts off with him having three friends to back 
him up.  The largest threat of these is the Wood Golem, which is much 
impervious to physical attacks, and is only weak to Fire type magic. He also 
has the strongest attacks out of all of the enemies on the screen. 

Strangely enough, there is a delicate, exact order of how to do things in this 
battle for the first two-three rounds. On the first round, your White mage 
needs to cast Shield, and your Black Mage needs to cast Fire on the Wood 
Golem.  Have your two physical attackers (most likely Gus and Gareth, but 
maybe not) attack one of the two Royal Guards to kill it off in the first 
round. On the second round, have the Black Mage cast Fire on the Wood Golem 
again, which will (hopefully) kill it off.  Have your physical attackers kill 
off the other Royal Guard, and your White Mage cast Shell on your party this 
round. Your White Mage might need to spend the second round curing, and thats 
OK, but you need to cast Shell soon after, to lower the damage from The 
Emperor's magical assault. 

On the third round, if there are any normal enemies left, kill them off as 
quickly as possible, and finish any buffs you might need.  Spend some time 
curing your party, as the hard part is over (oddly). 

The Emperor himself is not too much of a threat. Magical attacks are pretty 
much useless on him, though he has surprisingly low physical defense (only 50) 
for a boss at this point in the game.  As long as you keep Shell up, the 
Emperor's spells will do less them 50 to your entire party at once, which 
shouldn't even need curing. Of course, you can stop him from damaging your 
party at all with magic by using the Osmose spell, but that might take a few 
rounds to drain his MP. This also tends to cause the Emperor to heal himself 
with items, which is bad. 

As long as you have a strong physical assault (you should at this point, to 
make it this far) this battle should be over in less then 5 rounds. The only 
hard part of the battle is when the normal enemies at the start are there.  
Odd, eh?
============================================================================


===============================================================================

====                          Part 12: Liberation                          ====

===============================================================================

*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                            Castle Fynn                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gareth
Shops: None
Keywords: Palamecia
Items: Airship

You are automatically returned to Castle Fynn. Watch a short scene here, and 
your celebration is cut short, as the Emperor's Right-hand man, the Dark 
Knight, Leon, Maria's brother, proclaims himself Emperor of Palamecia.  It 
seems we need to finally go to Palamecia and destroy the final source, once 
and for all!

When you gain control, talk to Hilda.  She tells you that Leon is in Palamecia 
itself, the impenetrable fortress.  'Memorize' 'Palamecia', and 'Ask' Hilda 
about it. She tells you that you can not reach it on foot. If you 'Ask' Gordon 
about Palamecia, he tells you that Pavel knows a way into the fortress.  Head 
south through the 4 floors of Castle Fynn and exit the castle.

Enter Fynn town, and head to the southwestern corner, and enter Pavel's house. 
If you talk to Pavel, nothing happens, but you notice Cid is in here.  Talk to 
Cid, and watch a scene. You obtain the Airship at this point.  After this, 
talk to Pavel, and the World Memory system pops up.  He tells you he got into 
Palamecia by gliding onto the roof with a kite. He tells us to take the 
airship to Palamecia and land on top of it. Exit Pavels house, and Fynn.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Enemies:  Boltfish, Manta Ray, Sea Dragon, Bomb, Captain, Hill Gigas, 
Sergeant, Sorcerer, Werepanther

Even though Cid gave us his ship, its not right outside of Fynn.  We need to 
go get it out of Poft. Head back down south to Altair and board your boat. 
Follow the coastline of Fynn up north and northeast.  If you look at the World 
Map at this point (Select+O) the red dot also signifies Poft.  When you reach 
Poft, board your airship, which can be used to fly anywhere.

Note: Now is a good time to fill your Bestiary a bit.  While you can not fully 
complete it yet, you should run around the deserts, forests, and other areas 
to get new enemy encounters that you might not have had before.

Another Note: If you want some fun information, go to Mysidia, and the library 
there. You can ask your new key words to the library and see some interesting 
facts. Cyclone doesn't work, but Palamecia does.  You can do this with your 
last keywords as well, which you recieve after defeating the next dungeon. 

Palamecia is right above the Coliseum.  It is in the far east of the world, at 
the large desert.  You have to land your airship -directly- on top of it.  
This is a very annoying and difficult thing to do.  If you're having trouble, 
fly a bit south, and start from there.  


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                          Castle Palamecia                             *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Gareth
Monsters: Captain, General, Black Knight, Gottos, Cockatrice, Hecteyes, Lamia, 
Lamia Queen, Vampirette, Wizard, Wood Golem, Stone Golem, Winged Ray, Fallen 
Emperor, Coeurl, Deathmask, Doom Petals
Bosses: None
Items: Diamond Plate, Hourglass, Garlic, Knife, Buckler, Thunder Spear, 
Saint's Spirit, Slumber Stalk, Mage's Staff, Spellbinder, Healing Staff, 
SunBlade, Hellfire, Zephyr's Flute

Note: This is an extremely nasty set of monsters.  The Generals hit very hard, 
the Coeurls tend to 1-hit your characters, and the Fallen Emperors are like 
fighting bosses each time you fight them. Keep as healthy as you can as you 
proceed through this dungeon.

Another Note: Once you enter Castle Palamecia, you can not exit.  Warp doesnt 
work.  

Last Note: If you're really strong, you can try and fight a few Generals.  
They drop very good gear, including Dragon Mail (the best armor other then the 
Genji gear) and Rune Axe's, which is one of the best weapons in the game.  Be 
careful with the Generals though, as they are very strong. 

You start on 7F of the castle.  Head directly north to reach the top of the 
screen, and go through the door to the east.  In here, continue north and try 
to examine the dragon emblem on the wall. You will fall through a trap door. 
Now you're on 1F. orz.

We have to climb all the way back up now.  Head directly south of your 
starting position, and open the chest to the east for a Diamond Plate.  Head 
back west and north to where you began, and from there, head all the way east. 
At the far eastern wall, go south, and when you first can, go west, and go up 
the stairs here.  On 2F, head west and southwest.  Open the chest for an 
Hourglass. Head back northeast and east, and go back to 1F.  Go back to the 
eastern wall, and continue south until you hit the bottom of the screen. Now 
head all the way west until you hit the western wall (ignoring the pathway 
north) and open the chest here got a Garlic.  Head back east most of the way, 
and head up that pathway north.  Go up the stairs to 2F. 

On 2F, head directly east until you hit the eastern wall.  Then head all the 
way south, and open the chest here for a Knife.  Now head all the way north to 
the top of the screen, and open the chest for a Buckler.  From here, head all 
the way west until you reach the western wall, and then all the way south 
until you can go east.  Go up the stairs to 3F. 

3F starts off rather open. Head directly north through the sets of pillars, 
until you hit the northern wall.  Up here, head all the way west, and then all 
the way south.  Open the chest here for a Thunder Spear.  You need to fight a 
difficult battle with a Fallen Emperor that is a monster-in-a-box to obtain 
it, though.  When you're done, head all the way north until you hit the wall, 
and then all the way east.  Head all the way south, and go up the stairs.

On 4F, head all the way north, and then head west.  Ignore the first path 
south, and go south at the second.  Open the chest here for a Saint's Spirit. 
Head back north, and then head west.  Open the second chest for a Slumber 
Stalk.  Head back east, and go north when you can. At the top of the screen, 
head all the way west, and then southwest, and south to the bottom of the 
screen.  Head east here, and go through the door.  There are three chests in 
here, each which contain a different staff: Mage's Staff, Spellbinder, and a 
Healing Staff.  Exit the room. 

Note: The Healing Staff is an odd weapon.  It heals whomever you "attack" with 
it.  If you attack your own party members you can recover HP at no MP cost.  
But remember that if you have 2 weapons equipped with this, it is rather 
worthless, so have a shield equipped along with the Staff. 

Head back west, and north, northeast, and at the top of the screen, head all 
the way east.  Go up the stairs to 5F. 

On 5F, head west when you can, south, and up the stairs.   Here on 6F, head 
north, and east, and south when you can. Open the chest to the west for a 
SunBlade. This is a monster-in-a-box with a Lamia Queen and some friends.  Not 
nearly as difficult as when you first encountered them, the Lamia Queens drop 
some nice items.  From here, head south, east, and north. Go up the stairs to 
reach 7F. On 7F, head all the way east until you hit the eastern wall, and 
then go south when you can.  Go through the door to the west, and there are 
three chests here.  Open them each for 3 Elixirs. Exit the room.  Head back 
north to the top of the screen, and go east, and back down to 6F.  

Back on 6F, head all the way south, west, and head back north, and west, and 
back down to 5F. From here, head east, and south all the way to the bottom of 
the screen. Go all the way west, and then all the way north, and up the stairs 
to 6F. 

On 6F, head north and east, making something of a circle around the stairs.  
Head south until you hit the bottom of the screen, and when all the way east.  
Go up the stairs here, and up to 7F again. 

Finally, back where we started!  From where you start, head directly north  
and up the stairs to 8F. 

Now, we need to hug the wall in this room, as if we approach the throne room 
too quickly we miss the items in this room. Head all the way south to the 
bottom of the screen, and, hugging the southern wall, head all the way west. 
At the western wall, head all the way north, and open the chests at the end.  
You recieve a Hellfire and a Zephyr's Flute. Head all the way south from here, 
and back east a bit.  When you see the red carpet, start heading north.

Note: Take off all of Gareth's equipment at this point.  He will be leaving 
your party the moment you speak to the new Emperor. 

When you speak to Leon, watch a scene, and you automatically exit Palamecia, 
and are brought back to Castle Fynn Throne Room.  Watch another scene here. 


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                            Castle Fynn                                *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leon
Shops: None
Keywords: Jade Passage
Items: None

When you gain control, immediately go into the Menu and check on Leons 
status.  You might have some better gear for him, and you also should work on 
what weapon types he will use.  Sword/Lances/Axes are best for him, since 
those tend to be the best weapon types.  I like to have him use Lances and 
Axes normally, but you should have Sword levelled in case youy need to use the 
Blood Sword in boss battles.  

Note that Leon is the final character who will join your party. 

Leon's Starting Stats: 
 --------------------------------------
| HP: 1098  | MP: 5     | Left-Handed  |
| ATK: 158  | ACC: 9-99 | DEF: 85      |
| EVA: 3-0  | MDF: 3-69 | STR: 53      |
| END: 46   | SPR: 16   | AGI: 45      |
| INT: 36   | Magic:32  |              |
 --------------------------------------

Weapon Skills:
Level 2 Hand-2-Hand, Level 5 Dagger, Level 8 Sword, Level 6 Staff, Level 9 
Axe, Level 7 Lance, Level 4 Bow, Level 3 Shield

Equipment:
Right Hand: Flame Sword
Left Hand: Venom Axe
Head: Diamond Helm
Body: Diamond Mail
Hands: Diamond Gloves

Leon is, quite obviously, a physical attacker by base.  Though he can be used 
to cast Black Magic, because he has decent Intelligence.  I highly suggest 
using him as an attacker type only though.

After you've prepared Leon, head back into the Throne room, and talk to 
Hilda.  She tells you about something called a 'Tide of Doom', and tells you 
the Keyword, Jade Passage.  'Memorize' this word, and 'Ask' it to her.  She 
tells you the Jade Passage is in Mysidia. If you 'Ask' Gordon about it, he 
tells you that its a small lake in Mysidia. 

Exit Castle Fynn.


===============================================================================

====                           Part 13: Finale                             ====

===============================================================================


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                             World Map                                 *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Items: Excalibur

Fortunately, our airship is right outside of Fynn waiting for us. After you're 
prepared your party in Fynn town, theres only one thing left to do before we 
head off to the Jade Passage.  

Hop on your airship, and fly to Deist, which is in the northeast corner of the 
world map, directly east of Bafsk. Head up to the second floor, head east, and 
south, and talk to the mother and son.  After talking to both of them, 'Ask' 
the mother about 'Dragoons' and she gives you the awesome sword Excalibur.  
Equip this on a physical attacker immediately, as it is very powerful. 

Note: In case you're trying to get every item in the game in your Collection 
Data, you should have exactly 90% by now.  If you missed items in Castle 
Palamecia, Cyclone, or the Dreadnought it is impossible to go back and get 
them.  Everything else you should go get before attempting to takle the Jade 
Passage.

When you feel suffieciently ready to take on two of the hardest dungeons in 
the game, filled with a total of 9 bosses between them, head to Mysidia town.  
From Mysidia town, head northeast, following the continent to what used to be 
the straights you had to pass through on the boat to get between Altair and 
places such as Deist and the Tropical Island.  On the Mysidian straight, 
you'll find a new lake as appeared, if you walk into the lake, you'll enter 
the Jade Passage.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                          The Jade Passage                             *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leon
Shops: Magic
Monsters: Green Dragon, White Dragon, Salamander, Frost Lizard, Pit Fiend, 
Lifesucker, Gazer, Maximus, Scissorjaws, Succubus, Great Malboro, Abyss Worm
Bosses: Blue Dragon, King Behemoth, Red Dragon
Items: Diamond Mace, Hellfire, Hellfire, Notus, Cat's Claws, Rune Axe, 
Backstabber, Aegis Shield, Dragon Mail, Holy Lance, Yoichi's Bow, Hi-Potion, 
Protect Ring, Hi-Potion

Note: You must be absolutely prepared to take on both the Jade Passage and the 
final dungeon in one round.  I like to start by taking on the Jade Passage and 
all its bosses first, and then Warping out, healing, restocking, and then 
going back in to the final dungeon.  Expect a LOT of deaths in normal random 
battles in the Jade Passage.  The enemies are some of the hardest in the game, 
and they like to use multiple status effects, including Muddle, Stone, Sleep, 
Mini, and Paralyze. You will also be fighting boss encounters as normal 
enemies from here on out, so be careful and heal after every battle. 

Another Note: Leon, while powerful, is probably quite behind in your party.  
He probably has low HP compared to your other members, and even lower 
Endurance. He will take damage quickly, so make sure to watch out for him, and 
try to build him up before going too far in. 

After a quick scene, head south and enter the passage itself.   From the 
entrance, head south, and east until you hit the eastern wall.  Head south, 
and through that tiny passage, and open the chest for a Diamond Mace.  Head 
back to the west until you hit the western wall, and then head all the way 
south.  Open the chest to the west for a Hellfire. Now head all the way east, 
and you'll see a door in the northern wall.  Go through it. Head down the 
stairs to B2. 

On B2, head east, and north up the screem, but follow the western wall. Open 
the chest at the top for -another- Hellfire. From here, head south a bit, and 
then east until you hit another chest.  Open it for a Notus.  Head soutwest 
until you reach the southwest part of this section of the room (I hope you 
understand that . . .I dont) and there is a chest.  Save to a Memo file before 
opening this chest. When you open it, you recieve a Cat's Claws, and also a 
nasty monster-in-a-box as a present. 

============================================================================
FF2Boss#19: Blue Dragon
Location: Jade Passage, B2
Party: Firion, Maria, Gus, Leon
Status:
HP: 3500        |  MP:  240        |  Attacks: 8     |
ATK: 180        |  ACC: 100%       |  DEF: 150       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Treasures: Dragon Mail, Holy Lance, Dragon Shield

Like the other Dragons, this Dragon is an elemental.  As you may have 
expected, (or may not) the Blue Dragon is a Thunder Elemental.  This battle, 
like the Thunder Gigas battle, poses the same problem that you may or may not 
have the Poison spell, and have it levelled up.  Hopefully, you learned your 
lesson from the Thunder Gigas, and have it at this point. 

The Blue Dragon has an incredible 180 attack power.  That means lots of 1-hit 
kills on weaker characters, especially Leon. A good critical attack on Leon 
with is base gear will probably do around 2000 damage. The Blue Dragon also 
has Thunderbolt 16, which does around 100 to all members of your party. Shield 
and Blink should be cast immediately, but make sure that you prioritize 
healing over the casting of buffs. If you have the time, cast Shell on your 
party as well. Your White Mage should heal every round, no matter what. If no 
one specially needs healing, have him/her cast Cure on all the members of your 
party so that you can at least reduce the damage you recieve that round. 

Because of the bosses 150 defense, it is hard to damage it with physical 
attacks.  Even with some of the best weapons possible it is difficult to break 
that defense quickly. Berserk and Haste to power up your attacks work well, 
though once again, sometimes it is difficult to get it cast because your 
characters are doing other things. The spell Poison does good damage, even at 
lower levels. If you happen to have a Rune Axe or two from the Generals in the 
Cyclone/Palamecia those can break the defense of the Blue Dragon, as can the 
Excalibur.  Venom Axes do a bit of extra damage to the Blue Dragon, because 
they are, as their descriptions say 'dipped in poison' but they wont do too 
much more then a normal weapon. Of course, you could always cheat with the 
Blood Sword if you are still having trouble, but I dont really suggest that.  

As long as your healer doesnt die, this battle should be quickly winable.  
Keep up the curing every round, but try not to squander -too- much MP.

Note: If you're having trouble keeping Leon alive in this battle, you might 
want to just revive him after death, but not cure him.  As long as he has 
enough HP to survive the Thunderbolt 16, he should be OK, but the Blue Dragon 
tends to target people he 1-hits the easiest.
============================================================================

After the battle, head east, and north when you can.  Continue east until you 
hit the eastern wall, and head all the way north.  Go through the door at the 
top of the screen.  Head down the stairs to B3.

On B3, head east, and down the stairs. Continue west, down these stairs, and 
head east, continuing east over the waterfall (you take damage as you walk 
over the water).  As far east as you can go, head north up two sets of stairs, 
and then east at the top of the screen.  When you can, go south down the 
stairs, and then east some more, and sotuh down some more stairs. At the 
bottom of this level, head west, and north up the next set of stairs you see.  
Save to a memo file and open the chest up here.  You obtain a nice Rune Axe, 
but another nasty surprise, a monster-in-a-box.

============================================================================
FF2Boss#20: King Behemoth
Location: Jade Passage, B3
Party: Firion, Maria, Gus, Leon
Status:
HP: 5000        |  MP:  0          |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 120       |
EVA: 50%        |  MDF: 8          |  RES: 30%       |
Treasures: Yoichi's Bow, Power Sash

Much like the other Behemoth battle, the King Behemoth prefers to use only 
physical attacks as his main form of offense.  Fortunately, his attack power 
is only 150, down from the 180 of the Blue Dragon.  150 is still high though, 
so you need to be cautious. Fortunately, he has a low defense, only 120, so it 
should be easier to damage him with physical attacks then a normal boss battle.

Because the King Behemoth only uses physical attacks, his attacks are 
unreleneting, and in a way, even though weaker, more dangerous then the Dragon 
who is more powerful then he.  Blink and Shield are a must in this battle to 
stop the King Behemoth from damaging you as much.  Cure every round after an 
attack, so that no one dies.

There is no specific elemental weakness to exploit in this battle, so any 
strong magic works.  At this point I tend to prefer spells like Flare and Holy 
over elemental spells, since they can damage bosses with elemental resistances 
better then other types.  Attacks powered up with the Berserk spell work well, 
if you have time to cast it. 

Because of the bosses high HP, the battle may take a few rounds longer then 
normal, even though he has lower defense.  Remember that you can always Warp 
out of the Jade Passage after the batle if you need to, so focus on powering 
up your attacks, and you should be fine.
============================================================================

After the battle, head back down the stairs, and continue west across the 
screen.  At the far western end of the screen, head south down the stairs, and 
continue east.  

Note:  If you walk behind the bottom of the Waterfall, and press the X button, 
there is a spell Merchant.  The spells he carries are all rare and powerful, 
but also very expensive. Buy a few Haste and Berserk Scrolls for your 
characters who do not have them, and maybe an extra Flare spell. 

There are three doors at the eastern end of this room.  Go through the far 
eastern one.  Go down the stairs. 

On B4, head east (but not north) until you hit a wall (it wont take long).  
Then head north from here.  Open the chest for a Backstabber. Continue north 
to the top of the screen, and head east.  Go through the first door you see.  
there are three chests in here.  They contain very useful items: a Dragon 
Mail, an Aegis Shield, and a Holy Lance. Exit the room, and continue east 
following the northern wall. Save to a Memo File. There is a chest near the 
eastern wall, which contains a useful Yoichi's Bow.

============================================================================
FF2Boss#21: Red Dragon
Location: Jade Passage, B4
Party: Firion, Maria, Gus, Leon
Status:
HP: 5000        |  MP:  450        |  Attacks: 8     |
ATK: 180        |  ACC: 100%       |  DEF: 180       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Treasures: Hermes

The hardest of all Dragon-in-a-box's, the Red Dragon has 180 attack and 180 
defense.  Even with the best weapons possible at this point, breaking 180 
defense is very very very difficult. You pretty much must have Berserk to 
damage the boss physically. Fortunately, the boss is weak to Ice type spells, 
which you will probably be using as your primary form of offense.  Remember 
that he absorbs fire magic, so do not use any on him.

Try to treat this battle much like you did the Blue Dragon.  Shield and Blink 
the first rounds, but always remember to cure, even if it means neglecting 
your buffing duties. With 180 attack power, the Red Dragon is capable of 
easily 1-hitting weaker characters, or less developed characters like Leon.  
If you are having trouble keeping a specific character alive, you might want 
to just revive them with the Life spell, and not worry about curing them, 
since they will probably have enough HP to live through the Red Dragon's area 
attacks. A nice critical off the Red Dragon will probably do around 2000 
damage. The Red Dragon also has the area attack Blaze 16, which does around 
100 to all members of your party. 

Ice spells are your best form of offense on the boss.  Keep your Black Mage 
alive as best you can so he/she can keep casting Ice every round.  Berserked 
up physical attacks work, but it takes a few rounds of Berserk to even make 
your attacks strong enough to break defense this high. If you have the time to 
cast that, thats fine, but magical attacks will still be faster as an assault. 

Once again, as long as someone is curing every round the battle should not be -
too- difficult, and you only need to really worry about the 1-hits.  Expect 
this battle to take a bit longer then the other battles previously, and it 
will probably cost quite a bit of MP and items to keep everyone alive.
============================================================================

Note: Now is a good time to warp out of the Jade Passage, since you've killed 
all the bosses.  Of course, you might want to head all the way into the final, 
final dungeon before warping out, so that you can start opening chests there. 

From the Yoichi's Bow chest, head directly south, and you'll see a door on the 
eastern wall. Go through it and down the stairs to B5. 

On B5, head east as far as you can, and then north, west, and then north.  
Open the chest for a Hi-Potion. Continue north and east, and open the chest 
here for a Protect Ring. Head south from here, then east all the way, and open 
the other chest for another Hi-Potion. Head all the way south from here, and 
then east some more and go through the door. Go down the stairs to B6.

On B6, the Jade Passage's final floor, head all the way south, and then all 
the way east. head northeast up three sets of stairs, and northwest up two 
more.  Go through the teleporter at the end.


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
*=*=                            Pandaemonium                               *=*=
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

Party: Firion, Maria, Gus, Leon
Monsters: Lamia, Lamia Queen, Fire Gigas, Ice Gigas, Thunder Gigas, Red 
Dragon, Blue Dragon, King Behemoth, Barrel Worm, Mythril Golem, Fenrir, Evil 
Bud, Bomb, Coeurl, Blood Fiend, Death Rider, Frost Lizard, Great Malboro
Bosses: Zombie Borghen, Tiamat, Beelzebub, Astaroth, Iron Giant, Final Boss
Items: Ether, Eye Drops, Genji Gloves, Masamune, Genji Armor, Ribbon, Sage's 
Wisdom, Hellfire, Acid Bottle

Note: Spend a few minutes looking at that monster list.  Good.  Now spend a 
few more minutes looking at it.  Good.  See that list?  Pretty much every 
monster on there is a boss, or teamed up with one.  Monsters such as the Death 
Rider (especially these :X), Coeurl, and the Mythril Golem are all extremely 
powerful in their own way as well.  Kep your party as healed as you can at all 
times.  Also, remember that you can warp out whenever you wish, but you have 
to traverse the Jade Passage to get back into the Pandaemonium. 

PS: Use Osmose.  Its your friend.

From the entrance, head all the way south.  Follow the southern wall east all 
the way, and then northeast. Go up the stairs at the eastern wall. From here, 
head southwest, and down the stairs to the south. Go west, and up the stairs 
to the north.  Continue north, and then west when you can.  Go south until you 
hit the bottom of the area, and then east, and then go up the stairs to the 
north. Head into 2F. 

On 2F, head all the wat south from the entrance, and then west.  Go north and 
you can, all the way, and open the chest here for an Ether. From here, head 
southwest, and down the stairs to the south. Continue west, and up the stairs 
to the north. Continue all the way north, and through the teleporter at the 
top of the screen. 

On 3F, head directly south from your starting position, and then southeast, 
and then all the way east. Open the chest to the north for some Eye Drops. 
Head back south, and west, and north to your starting position.  From here, 
head north to the top of the screen, and then all the way east.  Go south, and 
then west, and south again.  Head east, and run through the wall, which is 
actually a shortcut through the level.  Continue south, and go east, and 
through the teleporter to 4F.  

4F starts the boss levels.  All bosses except the final boss in this dungeon 
are optional, but they are all monster-in-a-boxes. 

On 4F, there are four doors.  We'll start with the far left door. Go through 
it.

On 5F, head northeast, and south through the archway.  Head east, and north up 
the path, and at the intersection, go east.  Head straight up from the 
archway, and at the top, head directly west. There should be a hidden passage 
here (if you are in the right place).  On the western wall, continue north, 
and when you're directly west of the treasure chest, press against the eastern 
wall.  The wall gives way and you can enter the little room.  Save a Memo 
File, and open that chest.

============================================================================
FF2Boss#22: Zombie Borghen
Location: Pandaemonium, 5F
Party: Firion, Maria, Gus, Leon
Status:
HP: 2500        |  MP:  370        |  Attacks: 6     |
ATK: 120        |  ACC: 95%        |  DEF: 120       |
EVA: 60%        |  MDF: 10         |  RES: 100%      |
Treasures: 

Remember him?  He was rather easy to beat way back when in the Snow Cavern.  
Well, he has not improved his skills much since then. Like beforfe he uses 
only physical attacks, and no magic.  Also note, that he is technically 
undead, so spells like Drain, Osmose, and the Blood Sword have the opposite 
effect, and will damage the member who uses them.  That also means that he is 
weak to Fire type spells. 

There are a few ways to go about winning this battle.  Fire spells work well, 
as do physical attacks, but physical atacks are slightly weakened by the 120 
defense. Fortunately, you shouldn't need to worry too much about Berserk 
because 120 is breakable with your current gear. Fortunately a good Fire 
casting should do well over 700 damage per, and with a physical assault and 
Borghens 2500 HP . . . you figure it out.

If you have a Healing Staff, you can have some fun with Borghen.  Because he 
is undead, he takes damage from curative spells. While it wont do as much as 
some attacks, it is damage every round.  The battle is easy enough that you 
can have a bit of fun with it.

You probably wont need to worry about Shield or Blink in this battle, just go 
all out on the first round, and Borghen should fall in 2-3 rounds.  The only 
ability of Borghens that you have to worry about is Flare 16, which all bosses 
from now until the end of the game have.  Flare 16 does around 800 damage to a 
single character.
============================================================================

After the battle, equip your new Genji Gloves, as they have some of the best 
stats in the game. From the chest, head south through the archway, and 
southeast.  Head north through the next archway,and continue north through yet 
another archway. 

Note: You can fight an Iron Giant from here on until you get the weapon 
Masamune. This is a boss in a random encounter, and is quite difficult.  You 
are forewarned, and you do not want to be cought off guard!  See the strategy 
later for an Iron Giant battle.

At the very top of the sceen, head directly east (not going south, just east) 
and walk through the wall.  Continue going east until you walk through a 
second wall, and then circle around the statue (?) to the south. Press against 
the eastern wall here, and you should find a secret room.  In this secret room 
are some rather rough encounters, (Fire Gigas, Red Dragon, Barrel Worms) but 
there's also a chest.  Open the chest for the Ultimate Weapon, the Masamune. 
Exit this secret room, circle the statue again, and head back west through the 
two walls. 

Note:  You can always use Banish to get back to 4F, if you so choose.

Head back to the chest where you got the Genji gloves, and walk through the 
hidden passage on the western wall.  Head back south all the way, and walk 
through the secret passage on the eastern wall this time. Head south, and 
through the two archways to the bottom of the screen. Continue east, north 
through another archway, east some more, and back through the door to 4F.

Back on 4F, we have 4 doors to choose from.  Having gone through one of them, 
we are down to three. Lets start by going to the door just one right of the 
one we just came out of (the second door on the left).

Back on 5F, head directly west, and north when you can. Stay against the 
western wall on this screen, and when you're under an archway (thats on the 
other side of the wall) press west through the secret hole in the wall. 
Continue west, and north through the next archway.  Save to a Memo File, and 
open that chest.  You recieve a Genji Helm, but are also forced into a nasty 
battle with the Queen of Dragons.

============================================================================
FF2Boss#23: Tiamat
Location: Pandaemonium, 5F
Party: Firion, Maria, Gus, Leon
Status:
HP: 5000        |  MP:  450        |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Treasures: Elixir

Tiamat, the queen of Dragons (in this game), has an extreme 180 defense, 
making it very hard to damage her physically. She also has the ability to 
abrosb most every type of elemental spell (Poison, Fire, Ice, Lightning) so 
dont cast those on her. 

While Tiamat has an attack power of 150 (which is high) she tends to prefer 
using the spells of her lower Dragon breathen, such as Icestorm 16, Blaze 16, 
Toxin 16, and Thundebolt 16.  These attacks are more of an annoyance then 
anything, doing from 100-200 to all members, so cast Shell on the first round, 
instead of Shield.  The battle will be very easy as long as she sticks to her 
magical attacks, but when she starts using her physical attacks along with 
them is when it gets harder. Her physical attacks will do  over 1000 a hit, 
so, as always, keep everyone at full HP. 

The only offensive spells you should cast on Tiamat are Flare, Ultima, and 
Holy.  Drain is nice as well, but not powerful unless you have it powered up 
rather high.  Because Tiamat is so hard to damage normally, and elemental 
spells heal her, casting an elemental spell will only frustrate you.  This 
battle does not have too much damage to you, it is easy to power your physical 
fighters' attacks up with Berserk and Haste to raise the damage they are 
capable of doing, and so that they can hopefully break through Tiamat's 180 
defense.

Note:  This is a decent battle to play around and level your magic in.

This battle might take a while.  But have some fun with it, and experiment a 
bit.  Every boss from here on out will have at least a defense of 180, and see 
what strategy you like best on breaking it.
============================================================================

After the battle, equip your new gear, and head back south, and east through 
the hidden passageway. Continue south, and go west through the archway.  Head 
east, and back through the door to 4F.

Back on 4F, we have two more doors to go through.  Lets go through the far 
right door now (skipping the third door on the left for now).  The far right 
door contains an easier boss then the one on the third door to the left, and 
also the third door on the left continues farther into the dungeon, which we 
do not want at the moment.  

You are on 6F now.  Head all the way east from the entrance, and at trhe 
eastern wall, head all the way north.  Before opening that chest, save to a 
Memo File.  the chest contains a Genji Armor, as well as the demon, Beelzebub.

============================================================================
FF2Boss#24: Beelzebub
Location: Pandaemonium, 6F
Party: Firion, Maria, Gus, Leon
Status:
HP: 5000        |  MP:  450        |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Treasures: 

Interesting Note: Beelzebub's stats are the exact same as Tiamat's.

Beelzebub tends to prefer attacking with magical attacks, such as Flare 16, 
over his physical attacks.  Flare 16 is just as dangerous in a way, especially 
if you kept your magic users in the back row for the entirety of the game.  If 
you did this, they will most likely get 1-hit by the spell, as it can do as 
much as 1000 damage to a character.

Instead of Shield on the first round, cast Shell, though Shield is your next 
round spell.  Blink is not completely necessary, but you can use it if you 
desire. The Beezlebub can cast status altering effects, such as Muddle and 
Paralyze on your party, making the battle more of a pain then anything else.  
Muddle is extremely dangerous, as you may or may not have found out the hard 
way in the past.  If someone gets Muddle'd, you can A: Cast a high level 
Basuna spell on them (if its levelled, it probably isn't) B: Use a Unicorn 
Horn on them, or C: Kill them off yourself, and revive them the nect round. 
Either way, you dont want to have the Muddle'd characters slaughter important 
party members, especially if they are your physical attackers.

Like all the other strong bosses in this dungeon, Beelzebub has a high defense 
of 180. its hard to break with normal physical attacks, but powered up with a 
few rounds of Berserk, you should be OK. Note that the boss can Dispel your 
characters though.  Beelzebub absorbs Fire type spells, and is resistant to 
Blizzard, so if you want to use elemental spells, focus on Thunder instead of 
either of those. Flare is still preferred though.

If Beelzebub seems to be casting Muddle more often then not, and you're 
getting annoyed at it, you can always Osmose his MP away.  But be careful of 
this, as then he will rely on his physical attacks only, which can do around 
1000 damage to a single character.  You have to decide which is a worse fate: 
a physical attacking Beezlebub, or a dual-wielding Muddle'd physical 
attacker.  Most likely the Beelzebub is preferable, as your physical attackers 
at this point should have over 200 attack.

The only other big threat Beezlebub poses, is, like the Lamia Queen battle, is 
when he uses Stun 16 on a character who was going to do something important, 
such as cast a Cure spell or Life spell. If he gets something like this off, 
then things can get really bad really quickly.  
============================================================================

After the battle with Beezlebub, head back all the way south, and then west, 
and through the door back to 4F. On 4F, theres only one more door left to go, 
and thats the third door on the left (second door on the right).  This door 
brings you once again to 6F.

Back on 6F, head north through the archway, east, and south through another 
archway. Continue east, and head north through a third archway, and head 
immediately west. Follow the western wall north, until you're about right 
below the next archway, and then press west through the secret path in the 
wall. You're now in the area with the chest, and I can not stress it enough 
how much to save to a Memo File now. The chest contains a Ribbon, and the 
nastiest optional boss in the Pandaemonium, Astaroth.

============================================================================
FF2Boss#25: Astaroth
Location: Pandaemonium, 6F
Party: Firion, Maria, Gus, Leon
Status:
HP: 7000        |  MP:  540        |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Treasures: White Robe

I would argue that this is the hardest battle in the game, worse then the 
final boss himself (which, without Blood Swords can be pretty nasty).  This is 
also one of the two battles that I do not condone actually using a Blood Sword 
in, because it is such a pain in the ass otherwise, but it is possible to win 
without.

Astaroth has an ability you probably noticed from many undead throughout the 
game, as well as the Death Riders in this dungeon.  His physical attacks have 
something of an Additional Effect, Drain on them. Therefore whenever he 
attacks you, he gains quite a bit of life back in the process. Unfortunately, 
Astaroth's physical attacks do quite a bit more damage then his attack power 
would show, and he drains about 80% of the damage back from the attack to his 
health. 

Note that it doesnt really matter about keeping someone alive and in the 
critical range in this battle, as even if he physically atacks them, Astaroth 
will still gain the same amount of HP back as he would as if the character was 
at full HP.  He cheats like that.

This battle is a bit of luck, and a bit of power.  If Astaroth uses magic 
constantly, you should be fine.  Even though he has the powerful Flare 16, 
which still does around 800 damage to a single member, that is his most 
powerful magical spell.  Note that he also does have Doom 16 and Drain 16, but 
his direct Drain spell does not drain nearly as much as his physical attacks. 
I dont know how much to stress this in this battle:

Do not cast Osmose on Astaroth!  If he runs out of MP he will be forced to use 
only physical attacks, and that will be very very bad. 

To keep your party alive during the brutality of Astaroth's physical attacks, 
make sure someone is curing every single round. Note that you might need to 
equip and use a few MP healing items during this battle, as because of your 
damaging Astaroth, and him healing all that damage back in anattack or two, 
the battle will take a long, long time. Of course, using the Blood Swords 
helps quite a bit.

If you are still having trouble, you might want to reset.  Sometimes Astaroth 
uses magic often and rarely physical attacks, and sometimes he uses physical 
attacks often and rarely magic.  If all depends on the AI, and if you get 
unlucky, its often better to do the soft reset and load from your last Memo 
File.
============================================================================

Note: Before you go any further theres on real optional boss to fight in the 
Pandaemonium, the Iron Giant.  This battle is initiated from random encounters 
on higher levels of the Pandaemonium, and sometimes it takes quite a while to 
find him.  Most of the time you will run into him when you least expect it. . .

============================================================================
FF2Boss#26: Iron Giant
Location: Pandaemonium, 5F
Party: Firion, Maria, Gus, Leon
Status:
HP: 3500        |  MP:  240        |  Attacks: 12    |
ATK: 180        |  ACC: 100%       |  DEF: 180       |
EVA: 0%         |  MDF: 14         |  RES: 100%      |
Treasures: Genji Helm

There are a few places in Pandaemonium I have found where you can encounter 
the Iron Giant. Its found in a rare random encounter, but I tend to find it 
the most on the pathway to and from the Masamune.

The Iron Giant prefers physical attacks over magical attacks, and he has an 
attack power of 180 (the same as the stronger Dragons) so he is extremely 
strong.  Shield and Blink are a must to lower the damage you take. Remember 
that if one character is having trouble staying alive because he/she is being 
one-hit all the time, you can just revive them and not cure them after doing 
that. Other then his physical attacks he also uses magical spells that are at 
level 16, such as Toxin 16, that do from 100-200 damage to all members of your 
party. If you are trying to keep dead members that are 1-hit at critical 
range, make sure they stay over the point that they will be killed by the 
bosses magic.

The Iron Giant has 180 physical defense and a very high magical defense of 
14.  He will be hard, but not impossible to damage with physical attacks 
without Berserk. Bolt and Ice magic works well on the Iron Giant, and thats my 
preferred method of attack. Note that you can also use Blood Swords, but the 
battle really doesnt need them. 

Have someone healing every round, even if no one needs it.  This is another 
one of those battles where characters will get one hit often and a lot of Life 
spells will be needed. Just a normal physical attack from the Iron Giant, with 
a high level Shield spell, should do well over 1800 damage :O!

Really, the worst part of this battle is that its somewhat unpredictable when 
you're going to fight it.  You might have to fight it after fighting a few 
normal random encounters, or you might have to wait through 50.  You might 
also fight him when you don't actually want to, and that tends to be the worst.
============================================================================

When you are ready to proceed past 6F to the end of Pandaemonium, you must be 
at your strongest.  From Astaroth's Ribbon chest, head directly west, and then 
a tiny bit north, and press west against the wall, and there is a hidden 
passage. Once through the wall, go directly south, through the thin hallway, 
and near the bottom, press west against the wall again.  Continue all the way 
to the western wall, and there is a teleporter to the north.  Go through it, 
and you are back on 4F.

On 4F again, temporarily, head all the way north to the top of the screen, and 
then all the way east.  At the eastern wall, there is a teleporter to the 
north, go through it to reach 7F.

On 7F, head northwest, and open the chest for a Sage's Wisdom.  From here, 
head southwest, and all the way west, and up the stairs to the north.  
Continue north to the top of the screen, and head all the way east until you 
hit the northeastern corner of the room.  From here, head directly south, and 
go all the way south until you can go south no longer. Continue all the way to 
the western side of the screen, and go through the teleporter to 8F.

8F is a bit more complex then 7F was. From the entrance, head all the way 
east, north up some stairs, east, south down the stairs, and east some more.  
At the southeastern corner of this room contains a chest which holds a 
Hellfire. From here, head a bit west, and then north up the stairs you see.  
Continue west, and north up another set of stairs, and then go east at the 
intersection.  Go north at the stairs, and continue north, but ignore the 
teleporter for now. Thats right, ignore it.  From the teleporter, head west, 
and near the top of the screen, press against the western wall, and there is a 
secret passage.  Open the last, and final (yay), chest in the game. This chest 
contains an Acid Bottle. Head back east through the secret passage, and 
through the teleporter up to 9F. 

9F is a large open area. To get to the teleporter to 10F, you want to head all 
the way south from where you appear, and then all the way west.  At the 
southwestern corner of 9F is the teleporter to the next level.

10F is the final floor!  There are still random encounters on 10F, but nothing 
else of interest.  Do not spend time wandering around and exploring 10F, but 
rather, heal up from where you appear (MP and HP) and hear directly north.  
Talk to the monster on the throne, and the final battle begins.

============================================================================
FF2Boss#27: Final Boss
Location: Pandaemonium, 10F
Party: Firion, Maria, Gus, Leon
Status:
HP: 10000       |  MP:  540        |  Attacks:  8    |
ATK: 180        |  ACC: 100%       |  DEF: 210       |
EVA: 80%        |  MDF: 16         |  RES: 70%       |
Treasures: None

I have not named the boss in the final battle to avoid spoilers.  Though 
theres not a whole lot to spoil in the game, I still feel it right to do this. 
I will hereby call the boss in this battle the 'Final Boss'.

The first thing to look at is this bosses stats.  He has a massive amount of 
HP, and extremely high defense and attack power.  he also has the ability to 
abrosb life from you with his physical attacks, the same as Astaroth.  To know 
if you are prepared for this battle or not, you should see how well you did 
with Astaroth, and from there, you can go on to this battle.

The Final Boss has a wide array of attacks to choose from.  He likes to use 
magic such as Blind 16, Curse 16, and Slow 16.  Hopefully your Esuna is 
levelled! Fortunately, he tends to prefer these type of atacks over all 
others, making it so he does less damage to you, but more inderect damage.  
Unfortunately, all of these status effects tend to be worst if you rely on 
physical attacks a lot.

Shield and Blink are a -must- in this battle, to lower the amount of damage 
the Final Boss can absorb with his physical attacks. Shell is another spell 
that helps, but it might be an afterthought once the battle gets going to the 
third round or after.  His magical attacks (Starfall 10 and Flare 16) are much 
weaker then his physical attacks, though they can cause some trouble.  Flare 
16 you are probably used to by now, but Starfall 10 is entirely new.  This 
attack hits all members of your party for around 300 damage. Ouch. 

Note:  If you are being annoyed by a certain status effect and are unable to 
cure it, you can always kill off the party member afflicted, and revive them. 
When they are revived, it will be gone. 

The only way you are going to decently damage the Final Boss with physical 
attacks to break through his life absorbing ability is A: with the Blood 
Swords, or B: With massive amounts of Berserk cast.  You may need to cast 
Berserk two or three rounds in a row before you can break the Final Bosses 
defense well.  After a few rounds of Berserking, your attacks will be very 
strong, and capable of breaking a defense of 210. Just remember that the Final 
Boss has the ability to cast Dispel 16, and while it does not hit often, it 
does hit, and it can be extremely annoying. 

For a magical assault, you must use non-elemental magical spells only.  No 
Osmose, as you want him to cast on you. Holy, Flare, and Ultima work well, as 
long as they are around level 6-7, but that takes quite a while to power them 
up.  If you really want to, you can cheat a bit on levelling them, you 
probably figured it out by now, but if you haven't, look in the Secrets 
section for more information on cheating on levelling up your magical spells.

Like Astaroth, this battle should be rather easy as long as the Final Boss 
shys away from his physical attacks and remains casting every round.  But if 
he starts using physical attacks over and over again, that is when it becomes 
hard to damage the boss.  If he starts doing this, it might be time to pull 
out those Blood Swords if you haven't been using them before.
============================================================================

After defeating the Final Boss, watch the ending, but don;t turn the game 
off.  If you save the game after the Credits, the Normal Mode (you have been 
playing on Easy Mode) is unlocked.

Note:  If you really liked this game (not many do) go pick up Final Fantasy 
1&2: Dawn of the Souls. It has a neat end-game quest once you've beaten the 
game, called Soul of Rebirth.  This game places you in the shoes of Mindu, 
after he has died.  He meets up with Scott (Gordon's brother who died at the 
very beginning of the game), Josef, and Gareth (called Ricard in Dawn of the 
Souls). Cid's there too. You get an extra ending to this normal ending, and a 
nice little challenge.  Its a fun little bonus if you enjoyed the game.


*******************************************************************************

****                             Boss Guide                               *****

*******************************************************************************

This section goes over the bosses in the game, one by one.  It is much the 
same as what I wrote down in my main guide, but some people like to just have 
information on the bosses, and thus, I have this section.

To find a specific boss, type in the name below in the control-F feature, and 
there should be two that come up.  The first is in the normal guide (in case 
you want to look there) and the second is from here.  

There are 27 bosses total in Final Fantasy 2.

FF2Boss# 1: Spiketoise
FF2Boss# 2: Sergeant
FF2Boss# 3: Adamantoise
FF2Boss# 4: Borghen
FF2Boss# 5: Shrieker
FF2Boss# 6: Hill Gigas
FF2Boss# 7: Chimeras xRandom
FF2Boss# 8: Lamia Queen
FF2Boss# 9: Behemoth
FF2Boss#10: Gottos
FF2Boss#11: Gigan Rhino
FF2Boss#12: Barrel Worm
FF2Boss#13: Fire Gigas
FF2Boss#14: Ice Gigas
FF2Boss#15: Thunder Gigas
FF2Boss#16: White Dragon
FF2Boss#17: Green Dragon
FF2Boss#18: The Emperor, Royal Guardx2, Wood Golem
FF2Boss#19: Blue Dragon
FF2Boss#20: King Behemoth
FF2Boss#21: Red Dragon
FF2Boss#22: Zombie Borghen
FF2Boss#23: Tiamat
FF2Boss#24: Beelzebub
FF2Boss#25: Astaroth
FF2Boss#26: Iron Giant
FF2Boss#27: Final Boss


============================================================================
FF2Boss# 1: Spiketoise
Location: Semitt Falls, B5
Party: Firion, Maria, Gus, Mindu
Status:
HP: 140         |  MP:  0          |  Attacks: 2     |
ATK: 35         |  ACC: 65%        |  DEF: 35        |
EVA: 0%         |  MDF: 2          |  RES: 50%       |
Treasures: Mythril Shield

This battle will be over quickly, but that does not mean it is not dangerous. 
The Spiketoise has extremely powerful physical attacks which can one hit a 
character. Cast Shield on the first round to lower the damage from his 
physical attacks. Even with Shield, the Spiketoise's physical attacks can do 
over 50 damage a hit to someone with good gear and high Endurance. 

Note that because of the Spiketoise's higher defense, it is rather difficult 
to take him down physically.  If your black mage has Ice (or Ice2) then this 
is the battle to use it. The Spiketoise has a definite weakness to Ice spells, 
and because of his powerful attacks, you want to kill him as fast as possible, 
before he can get any off on you. If you did use Ice enough to have Ice2, you 
might be able to 1-hit this boss, if, of course, your black mage is not one 
hit first.

If you do not have an Ice spell, this battle will be very difficult, and long 
and painful.  The Spiketoise is hard to damage physically, and will take 
little damage from physical attacks. 

One last note: Make sure Mindu always has his life spell ready, you never know 
when the boss will get lucky and get a strong critical attack in and one-hit a 
character.
============================================================================

============================================================================
FF2Boss# 2: Sergeant
Location: Semitt Falls, B5
Party: Firion, Maria, Gus, Mindu
Status:
HP: 140         |  MP:  10         |  Attacks: 2     |
ATK: 35         |  ACC: 70%        |  DEF: 25        |
EVA: 30%        |  MDF: 3          |  RES: 50%       |
Treasures: Mythril Mail

In this battle, expect to be casting a lot of Cure and Life with Mindu.  Have 
Mindu be acting only as White Mage and curing every round.  On the first 
round, he should cast Shield on everyone, and from then on he should be 
healing. If you want, you can cast Blink as well, though I tend to not cast 
it. 

The Sergeant is very hard to damage physically, so you must rely on magic to 
damage him. Hopefully you have someone as a dedicated magic user at this 
point, and that that someone has been placed in the back row during this 
battle. Every round the magic user should be nuking the boss with spells, 
trying to reduce his HP in any way he/she can.  

The Sergeant's physical attack does well over 100 damage, so unless everyones 
in the back row, expect one hits.  The Sergeant also employs Arrows III, which 
does around 50 damage to a single character.  With this barrage it will be 
very difficult to keep people alive. If it is, you might just want to raise 
them from the dead, and not revover their HP after reviving them with the Life 
spell.

The Sergeant has no particular weaknesses to magic, so no elemental spell 
works better then any other.  Magic is really the only way to effectively 
damage him though, so without a strong magic user, expect this battle to be 
quite difficult.
============================================================================

============================================================================
FF2Boss# 3: Adamantoise
Location: Snow Cavern, B6
Party: Firion, Maria, Gus, Josef
Status:
HP: 450         |  MP:  0          |  Attacks: 2     |
ATK: 50         |  ACC: 75%        |  DEF: 60        |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Treasures: Diamond Shield

This battle will play out much like the Spiketoise battle in the Semitt Falls. 
The Adamantoise has extremely high defense, and is almost completely 
impervious to physical attacks.  Also like the Spiketoise, the Adamantoise has 
an extreme weakness towards Ice magic.

The Adamantoise has devasating physical attacks, but does not use magic.  He 
will easily one-hit weaker characters with his physical attacks, so before the 
battle you might want to put your black and white mages in the back row. On 
the first round, cast the Shield spell. Hopefully you spent some time 
levelling it to level 2 or so, but if not thats fine. After the first round 
you most likely wont have time to cast Shield because you'll be curing the 
damage from the Adamantoise's attacks. Expect people to die when Adamantoise's 
attacks get off in full force. 

if you found, kept, and equipped the Notus like I reccommended earlier, use it 
the first round.  This will easily be the strongest attack in your aresenal 
that you can employ against the Adamantoise.  This is a high level Ice spell 
(Ice 16) in the form of an item. This item alone should take off well over 75% 
of the Adamantoise's base HP, if not kill him in one hit.

Without the Notus item, you have to rely on magical attacks.  Ice works 
wonders against the Adamantoise. Even a level 1 Ice spell does more damage 
then a level 2-3 Fire or Thunder spell. You hopefully aquired the Ice Scroll 
from this dungeon, so you should have access to the spell.  Note that without 
the Ice spell or the Notus, you are in for a long, long, painful fight. I dont 
even suggest attempting it without the Ice spell. But with the Ice spell, even 
at level 1, the battle should not take more then 3-4 rounds because of the 
large amount of damage that it does.
============================================================================

============================================================================
FF2Boss# 4: Borghen
Location: Snow Cavern, B1
Party: Firion, Maria, Gus, Josef
Status:
HP: 450         |  MP:  0          |  Attacks: 2     |
ATK: 50         |  ACC: 75%        |  DEF: 60        |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Treasures: None

The only hard thing about this battle is the long walk you faced to get here. 
After the Adamantoise battle, your party might be exhausted MP-wise as well sa 
HP-wise.  Luckily, Borghen does not hit too hard so you need not worry too 
much about that.

Borghen relies on physical attacks only, so cast the Shield spell on the first 
round. With the Shield spell cast, Borghens physical attacks should only do 
around 30-40 damage.  Blink too, if you can, to prevent as much damage as you 
can. Then cast black magic spells on him every round, and physically attack 
him. Borghen is quite a bit quicker then the Adamantoise was, so if you're 
worried about anyones HP make sure to cure them with your fastest character.

With the sheer strength of Josef's physical attacks, this battle should be 
over in 2-3 rounds, maximum.  It is not meant to be hard, rather, a 
premonition.  If you were strong enough to kill the Adamantoise, this battle 
will be quite easy.

PS: Remember to save some MP for the walk back to Salamand!
============================================================================

============================================================================
FF2Boss# 5: Shrieker
Location: Castle Kas'ion, 4F
Party: Firion, Maria, Gus, Gordon
Status:
HP: 540         |  MP:  30         |  Attacks: 1     |
ATK: 35         |  ACC: 80%        |  DEF: 40        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Treasures: None

This is quite the odd boss fight.  The Shrieker attacks -primarily- with 
magical attacks. These attacks hit the entire party at once, so make sure more 
then one character knows the spell Cure.

Note: Shrieker absorbs all types of elemental spells, so do not cast them on 
him after you have started damaging the boss.

On the very first round, have someone cast Shell on all of your members. The 
Shrieker has access to all sorts of level 8 spells. Even with Shell, the 
Shrieker's spells will do around 50 HP damage to everyone in your party.  have 
someone healing every member at all times.  Something else that helps, if you 
still have it, is the Magiconch which Mindu had on him when he came into your 
party.  Use this on your lowest magic defense character, or the character you 
think is going to take the most damage from magical attacks (or of course, the 
character with lowest HP, if you desire).

Fortunately, the Shrieker only has enough MP to keep casting for a few rounds, 
and he runs out soon after.  As long as your Cure spell is decently levelled 
up (2-3) and you cast it on everyone every round, you should have no problem 
staying alive through this onslaught. 

When it runs out of MP, the Shrieker has no choice but to use physical attacks 
on your party. This is the easier part of the battle, and you should now cast 
Shield to help reduce the damage he can do to you. 

As you will notice instantly, the Shriker has extremely high defense versus 
physical attacks.  If you want, you can just take your time and whittle away 
at it, it is possible to beat him just by doing that, though it takes some 
patience.  The easier (although a bit cheap) way to beat the Shrieker is with 
the Ancient Sword you probably squired from the Snow Cavern. Equip this on 
someone, and have them physically attack every round.  Hopefully, this sword 
will Curse the boss with its Additional Effect. When Cursed, the boss has much 
weaker attacks, and it is easier to damage him physically. Note that the Curse 
effect might take a few turns to stick onto the boss though, as it is not 
100%. 
Even worse, the Ancient Sword has a somewhat bad hit percentage, making it 
difficult to even hit the boss.

Expect that, no matter how you decide to kill this boss, for it to take a 
while. 
============================================================================

============================================================================
FF2Boss# 6: Hill Gigas
Location: The Dreadnought, 4F
Party: Firion, Maria, Gus, Gordon
Status:
HP: 750         |  MP:  0          |  Attacks: 3     |
ATK: 100        |  ACC: 80%        |  DEF: 60        |
EVA: 30%        |  MDF: 4          |  RES: 40%       |
Treasures: Giant's Helm, Giant's Gloves

Note: Sometimes the Hill Gigas has friends.  They are only a Warlock and a 
Soldier though.  Kill them quickly on the first round to make way to the Hill 
Gigas. 

This is a very difficult battle.  The Hill Gigas is powerful physically, and 
tends to attack quickly as well. If the Hill Gigas gets off a critical attack 
on someone without Protect, prepare for that character to die. On your first 
few rounds, cast Shield and Blink, but do not neglect curing, or Life spells. 

The goal of this battle is to debuff the Hill Gigas in the best way you can.  
If you have the Ancient Sword, you can try to Curse him, but that usually does 
not work.  The Sleep from the Crescent is a good way to stop the Hill Gigas, 
and it has a good chance of working.  Unfortunately it does not last more then 
a few rounds.  If you have the spell Blind, you can try inflicting Darkness on 
him, to lower his attack accuracy.  With Blind and Blink on, he wont be able 
to hit you at all. 

With the Hill Gigas's high defense, hitting him physically is somewhat 
difficult, but not impossible. He has no elemental weaknesses, so any spells 
work on him. If you got the Berserk spell from a Warlock previously, use it on 
your fighters to power up their attacks for a few rounds.

Note that even with Curse on, the Hill Gigas can still hit for over 100 damage 
a hit, and can critical for 300. Fortunately, the Hill Gigas has no area 
attacks.But that also means that he is capable of inflicting more damage each 
roound. 

You need to kill the Hill Gigas as quickly as you can.  This is a difficult 
battle, but need to get used to fighting the Gigas', as soon they become 
normal enemies.
============================================================================

============================================================================
FF2Boss# 7: Chimeras xRandom
Location: Deist Cavern, B5
Party: Firion, Maria, Gus, Leila
Status (each):
HP: 640         |  MP:  80         |  Attacks: 4     |
ATK: 60         |  ACC: 75%        |  DEF: 50        |
EVA: 50%        |  MDF: 3          |  RES: 50%       |
Treasures: None

The number of Chimeras you fight in this battle is random between 1-4. You 
obviously want as little as possible, so if you are unlucky enough to get 4, 
you might want to R1/R2/L1/L2/Start/Select soft reset to reload your memo file 
to try and fight less Chimeras. Remember though that if you load a memo file, 
your file is deleted, so make sure to resave it once you load it.  Ideally, 
you only want to fight 2 or so Chimeras at once, as then the battle will be 
somewhat laid back compared to fighting more.

On the first few rounds of battle, cast Shield, Shell, and Blink.  The Chimera 
attacks with physical attacks as well as Blaze, which hits every member for 
around 50 damage. The Chimera's physical attacks do over 100 per attack. 
During the first few rounds of battle when the battle is most difficult (every 
monster is still alive, and you're focusing on buffing your party) it is very 
important to keep your party healthy and at full HP at all times.  You do not 
want people to die at this point. 

You want to focus on one Chimera at a time.  Each Chimera you defeat makes the 
battle much easier to win.  With full buffs on your party, the Chimera's Blaze 
attack will not be nearly as powerful, so its only their physical attacks you 
need to really worry about.  Hopefully with Blink you can help reduce some 
damage that they can do.  You can also hope that they wil target more then one 
person per round, because if they focus their attacks on one person, that 
person will either be dead, or very close to death. 

Surprisingly, this is a rather laid back boss fight. As long as you can 
quickly control the number of Chimeras in the battle and kill them off in a 
few rounds each, then you should not have too much trouble with it.
============================================================================

============================================================================
FF2Boss# 8: Lamia Queen
Location: Rebel's Hideout
Party: Firion, Maria, Gus, Leila
Status:
HP: 1290        |  MP:  370        |  Attacks: 8     |
ATK: 50         |  ACC: 95%        |  DEF: 50        |
EVA: 75%        |  MDF: 7          |  RES: 40%       |
Treasures: Gold Hairpin, Diamond Plate

The Lamia Queen poses a definite threat to your party.  She has strong 
physical attacks, as well as status altering magic which can be extremely 
detrimental, and can stop you from healing, reviving, or otherwise attacking 
her. 

The Lamia Queen's normal physical attack has an Additional Effect of sleep on 
your characters.  Much like the Crescent weapon, except with a much higher 
probability.  Her physical attack also does around 250 damage to a character, 
making it an event greater threat. The physical attack is mostly a threat when 
it is used on your healer or someone casting something important, like Cure, 
Life, Shield, Blink, etc.  Therefore, in this battle we must bake Blink a 
priorty over Shield, but Shield must still be cast on the second or third 
round to lower the damage the Lamia Queen is capable of doing.

Though it may seem like a waste of MP, the best way to make sure your 
important commands get off (Cure/Life/etc) is to cast them with multiple 
characters per round.

Note that the Lamia Queen is fast, and she will most definitely get the first 
attack every round. She also likes to cast Blink 16 on herself.  This makes 
her very hard to hit with physical attacks. She also likes to use Entice on 
all of your characters.  This is her version of 'Charm' and makes your 
characters attack each other. With strong physical attackers, this is very 
dangerous, as you have to worry about the Lamia Queens attacks as well as your 
own allies. Hopefully though, she will cast Entice 9 on someone who is 
Sleeping from her physical attack, so that you will not have to worry about 
the confusion. 

If the Lamia Queen gets Sleep off on multiple characters, and Blink on, this 
battle will most likely be very prolonged. You will be forced to rely mainly 
on magical attacks as an offense, which will not be as strong as they could 
be. If the battle is drawn out too long, you might even run out of MP. 

If the battle gets drawn out too long, you might want to soft reset and try 
again.

Note: The Diamond Plate from the Lamia Queen is a great piece of armor.  If 
you're trying to get good armor for this point, this you dont want to miss 
this piece, as you will use it for a long time.
============================================================================

============================================================================
FF2Boss# 9: Behemoth
Location: Coliseum, 1F
Party: Firion, Maria, Gus, Gordon
Status:
HP: 1620        |  MP:  0          |  Attacks: 3     |
ATK: 85         |  ACC: 95%        |  DEF: 50        |
EVA: 40%        |  MDF: 4          |  RES: 50%       |
Treasures: None

A rather -normal- boss fight by any standard, the Behemoth uses physical 
attacks only.  Not that he needs any other attacks, as his physical attacks 
are strong enough as it is.

On the first rounds, cast Shield and Blink to protect your party from the 
damage that the Behemoth can do with his attacks. The Behemoth's attacks are 
powerful, but not amazingly so with Shield on. They should do around 250 with 
Shield. As long as you keep your HP over 300 at all times, he should be able 
to one-hit you.  The Behemoth is rather fast though. 

Any attacks work on the Behemoth.  He has somewhat high defense, but no higher 
then the Lamia Queen did when you fought her. Magic attacks work well, but 
there is no weakness to exploit. 

All in all, a much, much, much easier battle then the Lamia Queen, as long as 
you keep your party healthy.

Note: Unlike you might expect, the Behemoth does -not- have access to Meteor. 
============================================================================

============================================================================
FF2Boss#10: Gottos
Location: Castle Fynn, 4F
Party: Firion, Maria, Gus, Leila
Status:
HP: 2000        |  MP:  80         |  Attacks: 6     |
ATK: 70         |  ACC: 90%        |  DEF: 60        |
EVA: 65%        |  MDF: 5          |  RES: 40%       |
Treasures: Haste Scroll, Bacchus's Wine, Ripper

Gottos, like most bosses, tends to prefer physical attacks over magical 
attacks.  Unfortunately, Gottos also likes to buff his physical attacks to the 
extremes.  With Haste and his own version of the Berserk spell, Gottos becomes 
a force to be reconed with. 

On the first round, as always, cast Shield, and if you wish, Blink. Gottos' 
normal physical attacks do over 250 damage without Shield, with none of his 
buffs on.  He is also very fast, and likes to go first every round. If you're 
lucky, you can get a Sleep off with the Crescent weapon (the Sleep spell is a 
bit low accuracy) to lower the damage that Gottos can do.  Curse does not hit 
as often, but it does sometimes. 

The only problem that can come about this battle is if Gottos decides to cast 
Haste or to buff his power up.  Haste raises the number of attacks he has, 
therefore giving him more chances to hit you.  And his own version of Berserk 
doubles or triples his attack power, making it extremely easy for him to one 
hit kill your characters.  With oth of those spells on, expect people to die 
every round. Because of this, raise them immediately, but you might not need 
to worry about curing them, since they are just going to die again the next 
round. 

As long as Gottos does not buff himself, this is a normal battle with an enemy 
with strong physical attacks. Just note that if you are having trouble 
breaking through Gottos' defense, the spell Berserk (which you can get from 
some of the mage type enemies in the Castle) will work wonders on raising your 
attack power.  Use this for the rest of the game.
============================================================================

============================================================================
FF2Boss#11: Gigan Rhino
Location: Tropical Island, 5F
Party: Firion, Maria, Gus, Leila
Status:
HP: 1140        |  MP:  0          |  Attacks: 4     |
ATK: 50         |  ACC: 85%        |  DEF: 50        |
EVA: 60%        |  MDF: 6          |  RES: 30%       |
Treasures: None

You may have fought some of these monsters outside of Mysidia.  The Gigan 
Rhino, like their Wild Horn Breathen, prefer strong physical attacks over 
magical attacks.  He has rather low defense for a boss at this point of the 
game as well.

If you are fighting this monster in the true order of the game (after 
obtaining the White Mask, and trying to obtain the Crystal Rod) this battle 
will seem nothing more then a battle with a normal monster to you. 

The only time this battle is difficult is if you are doing it before you 
really should be.  The earliest time you can fight this boss is before Deist 
Cavern.  At that point this boss will be quite difficult.  Spells like Shield 
and Blink should be kept on all characters to prevent the Gigan Rhino from 
damaging your party, as his attacks will be quite powerful.

The Gigan Rhino has rather high magic defense, so spells do not work too well 
on the Gigan Rhino.  He also has no elemental weakness for you to exploit to 
do more damage.  Try to Blind or Curse him to stop his attacks from hitting or 
doing as much damage. 
============================================================================

============================================================================
FF2Boss#12: Barrel Worm
Location: Leviathan Mouth
Party: Firion, Maria, Gus, Gareth
Status:
HP: 2000        |  MP:  0          |  Attacks: 6     |
ATK: 120        |  ACC: 95%        |  DEF: 100       |
EVA: 10%        |  MDF: 4          |  RES: 50%       |
Treasures: None

The Barrel Worm predominantly uses physical attacks.  They are very powerful 
(120 attack power :O), so cast Shield on the first round, followed by Blink on 
the second. Make sure to keep everyone at full HP at -all- times, because the 
Barrel Worms physical attacks can do well over 500 damage a hit. The Barrel 
Worm uses no magic, so you wont have any rounds to lower the damage the boss 
is capable of doing. Fortunately, the boss is quite slow so you will have 
plenty of time to heal in-between his attacks.

The Barrel Worm is somewhat difficult to damage with both physical and magical 
attacks, but physical attacks especially.  If you have the Berserk spell, then 
you must use it in full in this battle to break the bosses 100 (!) defense. 
Gareth will have a difficult time damaging the boss usually because you have 
not had the time spent levelling his skills and abilities. Any type of magic 
works well, since the boss has no strengths or weaknesses.

Note that because this boss is so powerful, you might be having trouble 
keeping some characters alive, because they keep getting 1-hit even by just 
the normal physical attack. At this point, you might just want to cast Life on 
them and not worry about healing them every round because they are just going 
to die again at full HP.  The Barrel Wormd attacks are quite powerful, and 
this tends to happens mostly with a lesser developed character like Gareth.

There is a -cheap- way to win this battle.  Using the Blood Sword, you can do 
massive amounts of damage to the Barrel Worm, but I do not suggest doing 
this.  The Blood Sword I only reccomend using in 2 battles in the game, and 
since this battle is not rediculously difficult, using it here becomes very 
cheap. 
============================================================================

============================================================================
FF2Boss#13: Fire Gigas
Location: Mysidian Tower, 3F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 1800        |  MP:  240        |  Attacks: 6     |
ATK: 100        |  ACC: 95%        |  DEF: 100       |
EVA: 40%        |  MDF: 4          |  RES: 50%       |
Treasures: None

As one might expect by his name, the Fire Gigas absorbs fire elemental magics, 
and is weak to Ice.  He also likes to use Fire elemental spell types along 
with his extremely strong physical attacks. 

Of the three Gigas battles in the tower, this is by far the easiest but you 
need to be extremely cautious to prevent deaths.  Treat this battle much like 
you treated the Hill Gigas boss way back in the Dreadnought. Shield and Blink 
are a must at all times, and if you can, try to Blind the boss to lower its 
hit percentage. 

It is quite difficult to damage the boss with physical attacks because of the 
Fire Gigas's high defense.  Fortunately, Ice spells work very well.  If more 
then one person has Ice levelled, thats even better for you, but you can win 
with only one person levelled. The only weapon that can really damage the Hill 
Gigas effectively are the Ogrekillers.  Technically, Gigas are considered 
Ogres, so the Ogrekiller has a damage bonus on these monster types, as long as 
someone has axe levelled. You can, of course, use the Blood Sword, but thats 
somewhat cheap. 

A good casting of any powered Ice spell should do well over 400 damage to the 
Fire Gigas, and the Ogrekillers (with someone who has their weapons levelled) 
should do a good 300 a swing. That is the quickest and most efficent route to 
defeating the Fire Gigas.  If no one has Axe levelled, you need to rely on Ice 
spells only. You can also cast Berserk on your characters to power up their 
attacks.  Berserk will be relied on quite a bit from here on out if you want 
to damage enemies physically.

Make sure to heal every round, as the 100 attack power from the Fire Gigas is 
quite high.  As long as your HP dont drop anmd you are capable of keeping 
everyone at max, this battle shouldn't be too difficult.
============================================================================

============================================================================
FF2Boss#14: Ice Gigas
Location: Mysidian Tower, 5F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 2000        |  MP:  140        |  Attacks: 7     |
ATK: 120        |  ACC: 95%        |  DEF: 120       |
EVA: 50%        |  MDF: 4          |  RES: 50%       |
Treasures: Ice Brand, Stop Scroll, Notus

Quite opposite of the Fire Gigas, the Ice Gigas is weak to Fire magic and 
absorbs Ice Magic. Like the Fire Gigas though, he has very high attack and 
defense stats, so you need to keep your HP high at all times.

As with before, Shield and Blink are imperative to cast on the first rounds of 
battle. The Ice Gigas tends to use a bit more magic then his Fire breathen, 
but its not nearly as strong as his physical attacks.  You might want to cast 
Shell to help reduce that damage, though.

Fire spells are the best way to take down this monstrosity.  They should do 
over 400 per casting dependant on the spell level. Once again, the Ogrekiller 
axes work well on harming the guardian, but because this pne has slightly 
higher defense then the Fire Gigas, it wont do as much damage as it did 
previously. Also again, you can cheat with the Blood Sword, but I dont 
reccomend it.  Weapons like the Flame Lance, the Flame Sword, and other Flame 
gear help deal extra damage to the foe, and you might want to wear gear that 
protects versus Ice to lower the damage you take. 

This is the point in the game that levelling Berserk becomes quite useful in 
dealing damage physically. If you have the spell from Fynn, or from the mages 
outside the Dreadnought, then you should use it at every opportunity to level 
its power. Even better if two characters have it and have it levelled.
============================================================================

============================================================================
FF2Boss#15: Thunder Gigas
Location: Mysidian Tower, 7F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 2500        |  MP:  370        |  Attacks: 8     |
ATK: 150        |  ACC: 95%        |  DEF: 150       |
EVA: 60%        |  MDF: 4          |  RES: 50%       |
Treasures: None

From what you learned from the other Gigas, this one absorbs Thunder spells.  
What you might not know, is that Poison is the secret fourth element, which is 
opposing to Thunder, and therefore this Gigas is weak to Poison spells.  That 
is an issue, because Poison is not a spell you buy in this game, it is only 
dropped, or comes from chests.  Most likely you either do not have it learned, 
or it is not levelled, if either one is true, this battle may be long and 
painful. 

Unlike the Ice Gigas, theres no special gear for this battle, other then the 
Diamond gear (which you would probably have equipped normally, because its the 
best gear available at the moment). You still want the Ogrekiller equipped, as 
that is one of the only weapon types that can effectively damage this boss. 
Poison spells work well on the Thunder Gigas, and if you still have the Acid 
Bottle from the Deist Cavern, you can do a good 500 damage with that right 
from the start. Even with the Ogrekiller you will hardly be able to damage 
this boss. This is where the Berserk spell comes in very very handy to power 
up your physical attacks.  

Now...this is a frightening battle.  The Thunder Gigas's physical attacks will 
do voer 1000 damage to a single character (it will 1 hit most characters, and 
put the rest in killing range).  He is also very very quick, and tends to act 
before your party members every round.  Fortunately, the Thunder Gigas likes 
to use Thunderbolt 12 often, which only does around 200 (only, orz).  If your 
characters seem to be one-hit constantly, you might not want to cure them 
after you revive them, but just keep them alive for their actions. Thats your 
choice though, as it all depends on your strength and your strategy. 

If you can, try to Blind or Curse the Thunder Gigas to lower its attack power, 
but even weakened it is still very powerful.  Just be absolutely sure that 
your White Mage is curing and reviving (someone will most likely be dead every 
round, or every other round no matter how powerful your party or your gear is) 
all the time, and you should survive.  Just make sure to watch that MP!
============================================================================

============================================================================
FF2Boss#16: White Dragon
Location: Mysidian Tower, 9F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 2500        |  MP:  140        |  Attacks: 6     |
ATK: 150        |  ACC: 95%        |  DEF: 120       |
EVA: 75%        |  MDF: 5          |  RES: 50%       |
Treasures: None

In some ways, this battle is easier and harder then the battle with the the 
Thunder Gigas.  The White Dragon is based off Ice, and is weak to Fire 
Magics.  Ice weapons such as Flame Lances work well against the White Dragon. 

The White Dragon has two main attacks, his extremely powerful physical attack, 
and Icestorm, which hits all members for around 100-200 damage. The physical 
attacks are your main concern, so Shield is your first priorty, followed by 
Blink and then Shell. 

Like in the Thunder Gigas battle, you will find it quite difficult to damage 
this boss physically. At least, without the Berserk spell.  Fire spells work 
well though, and do over 500-600 damage per casting.  That is, if you can keep 
your mage alive. Flame Lances, even with no Berserk, should do over 100 per 
hit, which is quite a bit more then any other weapon at this point. The Flame 
Sword is helpful as well, it being fire elemental.

Also like the Thunder Gigas battle, expect many, many deaths.  If you are 
having trouble keeping characters alive, let them stay close to death right 
after you revived them, just so they can take their actions every round, so 
that the Dragon will maybe murder them the next round.  But remember that the 
Dragon does have Icestorm, which can damage every member of your party, so 
having more then one character in critical HP range is a bad idea.

As long as you have the MP to heal every round (you'll need it) then you 
should be able to survive this battle.
============================================================================

============================================================================
FF2Boss#17: Green Dragon
Location: The Cyclone, 6F
Party: Firion, Maria, Gus, Gareth
Status:
HP: 3000        |  MP:  190        |  Attacks: 7     |
ATK: 150        |  ACC: 100%       |  DEF: 150       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Treasures: Diamond Helm, Healing Staff, Gaia Drum

Much like the battle with the White Dragon, the Green Dragon is an elemental.  
As you -might- expect, the Green Dragon is a Poison elemental, and is 
therefore weak towards Lightning based attacks. 

The Green Dragon has two main forms of attack.  His area attack, which is 
magic and poison based (Toxin 16), and his physical atack. Toxin 16 does 
around 100-200 to all members of your party. Because his physical attack power 
is rediculously high (150 :O!!!) expect a lot of characters to be 1-hit killed 
in this battle. Shield and Blink are a must as soon as you can, and you might 
want to cast Shell to help reduce the damage that the Green Dragon does from 
his magical assaults. 

Because the Green Dragon has high defense (150) it is hard to damage him 
physically.  Even with the best weapons available at this point (not counting 
the Blood Sword, you cheater!) breaking that defense is difficult. Berserk is 
a must on physical attackers.  The Bolt spell, luckily, is powerful enough so 
that you do not need to worry too much about physical attacks.  A high powered 
Bolt spell should do over 500 damage per casting, depending on your 
Intelligence and spell level it may do more, or less.  I've found it usually 
does around 600 damage with a level 5 Bolt Spell. That alone is enough to 
usually end the battle in a few rounds.

Have your healer working every round.  Even if you got lucky and the Green 
Dragon used his AOE last round, have your healer curing.  You dont want to get 
unlucky and have more then one character die in this battle, as at that point 
is is hard to recover.  But remember, if you find it too difficult to keep one 
person alive because they keep getting 1-hit, you might want to just revive 
them with the Life spell and let them stay in the Critical range so that they 
can act every round, even if they may die the next. 

As long as you keep your black mage alive, you should have no problem with 
this battle.
============================================================================

============================================================================
FF2Boss#18: The Emperor, Royal Guardx2, Wood Golem
Location: The Cyclone, 7F
Party: Firion, Maria, Gus, Gareth
Status (Emperor):
HP: 1290        |  MP:  190        |  Attacks: 6     |
ATK: 70         |  ACC: 80%        |  DEF: 50        |
EVA: 65%        |  MDF: 4          |  RES: 40%       |
Treasures: Elixir

The battle with The Emperor starts off with him having three friends to back 
him up.  The largest threat of these is the Wood Golem, which is much 
impervious to physical attacks, and is only weak to Fire type magic. He also 
has the strongest attacks out of all of the enemies on the screen. 

Strangely enough, there is a delicate, exact order of how to do things in this 
battle for the first two-three rounds. On the first round, your White mage 
needs to cast Shield, and your Black Mage needs to cast Fire on the Wood 
Golem.  Have your two physical attackers (most likely Gus and Gareth, but 
maybe not) attack one of the two Royal Guards to kill it off in the first 
round. On the second round, have the Black Mage cast Fire on the Wood Golem 
again, which will (hopefully) kill it off.  Have your physical attackers kill 
off the other Royal Guard, and your White Mage cast Shell on your party this 
round. Your White Mage might need to spend the second round curing, and thats 
OK, but you need to cast Shell soon after, to lower the damage from The 
Emperor's magical assault. 

On the third round, if there are any normal enemies left, kill them off as 
quickly as possible, and finish any buffs you might need.  Spend some time 
curing your party, as the hard part is over (oddly). 

The Emperor himself is not too much of a threat. Magical attacks are pretty 
much useless on him, though he has surprisingly low physical defense (only 50) 
for a boss at this point in the game.  As long as you keep Shell up, the 
Emperor's spells will do less them 50 to your entire party at once, which 
shouldn't even need curing. Of course, you can stop him from damaging your 
party at all with magic by using the Osmose spell, but that might take a few 
rounds to drain his MP. This also tends to cause the Emperor to heal himself 
with items, which is bad. 

As long as you have a strong physical assault (you should at this point, to 
make it this far) this battle should be over in less then 5 rounds. The only 
hard part of the battle is when the normal enemies at the start are there.  
Odd, eh?
============================================================================

============================================================================
FF2Boss#19: Blue Dragon
Location: Jade Passage, B2
Party: Firion, Maria, Gus, Leon
Status:
HP: 3500        |  MP:  240        |  Attacks: 8     |
ATK: 180        |  ACC: 100%       |  DEF: 150       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Treasures: Dragon Mail, Holy Lance, Dragon Shield

Like the other Dragons, this Dragon is an elemental.  As you may have 
expected, (or may not) the Blue Dragon is a Thunder Elemental.  This battle, 
like the Thunder Gigas battle, poses the same problem that you may or may not 
have the Poison spell, and have it levelled up.  Hopefully, you learned your 
lesson from the Thunder Gigas, and have it at this point. 

The Blue Dragon has an incredible 180 attack power.  That means lots of 1-hit 
kills on weaker characters, especially Leon. A good critical attack on Leon 
with is base gear will probably do around 2000 damage. The Blue Dragon also 
has Thunderbolt 16, which does around 100 to all members of your party. Shield 
and Blink should be cast immediately, but make sure that you prioritize 
healing over the casting of buffs. If you have the time, cast Shell on your 
party as well. Your White Mage should heal every round, no matter what. If no 
one specially needs healing, have him/her cast Cure on all the members of your 
party so that you can at least reduce the damage you recieve that round. 

Because of the bosses 150 defense, it is hard to damage it with physical 
attacks.  Even with some of the best weapons possible it is difficult to break 
that defense quickly. Berserk and Haste to power up your attacks work well, 
though once again, sometimes it is difficult to get it cast because your 
characters are doing other things. The spell Poison does good damage, even at 
lower levels. If you happen to have a Rune Axe or two from the Generals in the 
Cyclone/Palamecia those can break the defense of the Blue Dragon, as can the 
Excalibur.  Venom Axes do a bit of extra damage to the Blue Dragon, because 
they are, as their descriptions say 'dipped in poison' but they wont do too 
much more then a normal weapon. Of course, you could always cheat with the 
Blood Sword if you are still having trouble, but I dont really suggest that.  

As long as your healer doesnt die, this battle should be quickly winable.  
Keep up the curing every round, but try not to squander -too- much MP.

Note: If you're having trouble keeping Leon alive in this battle, you might 
want to just revive him after death, but not cure him.  As long as he has 
enough HP to survive the Thunderbolt 16, he should be OK, but the Blue Dragon 
tends to target people he 1-hits the easiest.
============================================================================


============================================================================
FF2Boss#20: King Behemoth
Location: Jade Passage, B3
Party: Firion, Maria, Gus, Leon
Status:
HP: 5000        |  MP:  0          |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 120       |
EVA: 50%        |  MDF: 8          |  RES: 30%       |
Treasures: Yoichi's Bow, Power Sash

Much like the other Behemoth battle, the King Behemoth prefers to use only 
physical attacks as his main form of offense.  Fortunately, his attack power 
is only 150, down from the 180 of the Blue Dragon.  150 is still high though, 
so you need to be cautious. Fortunately, he has a low defense, only 120, so it 
should be easier to damage him with physical attacks then a normal boss battle.

Because the King Behemoth only uses physical attacks, his attacks are 
unreleneting, and in a way, even though weaker, more dangerous then the Dragon 
who is more powerful then he.  Blink and Shield are a must in this battle to 
stop the King Behemoth from damaging you as much.  Cure every round after an 
attack, so that no one dies.

There is no specific elemental weakness to exploit in this battle, so any 
strong magic works.  At this point I tend to prefer spells like Flare and Holy 
over elemental spells, since they can damage bosses with elemental resistances 
better then other types.  Attacks powered up with the Berserk spell work well, 
if you have time to cast it. 

Because of the bosses high HP, the battle may take a few rounds longer then 
normal, even though he has lower defense.  Remember that you can always Warp 
out of the Jade Passage after the batle if you need to, so focus on powering 
up your attacks, and you should be fine.
============================================================================

============================================================================
FF2Boss#21: Red Dragon
Location: Jade Passage, B4
Party: Firion, Maria, Gus, Leon
Status:
HP: 5000        |  MP:  450        |  Attacks: 8     |
ATK: 180        |  ACC: 100%       |  DEF: 180       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Treasures: Hermes

The hardest of all Dragon-in-a-box's, the Red Dragon has 180 attack and 180 
defense.  Even with the best weapons possible at this point, breaking 180 
defense is very very very difficult. You pretty much must have Berserk to 
damage the boss physically. Fortunately, the boss is weak to Ice type spells, 
which you will probably be using as your primary form of offense.  Remember 
that he absorbs fire magic, so do not use any on him.

Try to treat this battle much like you did the Blue Dragon.  Shield and Blink 
the first rounds, but always remember to cure, even if it means neglecting 
your buffing duties. With 180 attack power, the Red Dragon is capable of 
easily 1-hitting weaker characters, or less developed characters like Leon.  
If you are having trouble keeping a specific character alive, you might want 
to just revive them with the Life spell, and not worry about curing them, 
since they will probably have enough HP to live through the Red Dragon's area 
attacks. A nice critical off the Red Dragon will probably do around 2000 
damage. The Red Dragon also has the area attack Blaze 16, which does around 
100 to all members of your party. 

Ice spells are your best form of offense on the boss.  Keep your Black Mage 
alive as best you can so he/she can keep casting Ice every round.  Berserked 
up physical attacks work, but it takes a few rounds of Berserk to even make 
your attacks strong enough to break defense this high. If you have the time to 
cast that, thats fine, but magical attacks will still be faster as an assault. 

Once again, as long as someone is curing every round the battle should not be -
too- difficult, and you only need to really worry about the 1-hits.  Expect 
this battle to take a bit longer then the other battles previously, and it 
will probably cost quite a bit of MP and items to keep everyone alive.
============================================================================

============================================================================
FF2Boss#22: Zombie Borghen
Location: Pandaemonium, 5F
Party: Firion, Maria, Gus, Leon
Status:
HP: 2500        |  MP:  370        |  Attacks: 6     |
ATK: 120        |  ACC: 95%        |  DEF: 120       |
EVA: 60%        |  MDF: 10         |  RES: 100%      |
Treasures: 

Remember him?  He was rather easy to beat way back when in the Snow Cavern.  
Well, he has not improved his skills much since then. Like beforfe he uses 
only physical attacks, and no magic.  Also note, that he is technically 
undead, so spells like Drain, Osmose, and the Blood Sword have the opposite 
effect, and will damage the member who uses them.  That also means that he is 
weak to Fire type spells. 

There are a few ways to go about winning this battle.  Fire spells work well, 
as do physical attacks, but physical atacks are slightly weakened by the 120 
defense. Fortunately, you shouldn't need to worry too much about Berserk 
because 120 is breakable with your current gear. Fortunately a good Fire 
casting should do well over 700 damage per, and with a physical assault and 
Borghens 2500 HP . . . you figure it out.

If you have a Healing Staff, you can have some fun with Borghen.  Because he 
is undead, he takes damage from curative spells. While it wont do as much as 
some attacks, it is damage every round.  The battle is easy enough that you 
can have a bit of fun with it.

You probably wont need to worry about Shield or Blink in this battle, just go 
all out on the first round, and Borghen should fall in 2-3 rounds.  The only 
ability of Borghens that you have to worry about is Flare 16, which all bosses 
from now until the end of the game have.  Flare 16 does around 800 damage to a 
single character.
============================================================================

============================================================================
FF2Boss#23: Tiamat
Location: Pandaemonium, 5F
Party: Firion, Maria, Gus, Leon
Status:
HP: 5000        |  MP:  450        |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Treasures: Elixir

Tiamat, the queen of Dragons (in this game), has an extreme 180 defense, 
making it very hard to damage her physically. She also has the ability to 
abrosb most every type of elemental spell (Poison, Fire, Ice, Lightning) so 
dont cast those on her. 

While Tiamat has an attack power of 150 (which is high) she tends to prefer 
using the spells of her lower Dragon breathen, such as Icestorm 16, Blaze 16, 
Toxin 16, and Thundebolt 16.  These attacks are more of an annoyance then 
anything, doing from 100-200 to all members, so cast Shell on the first round, 
instead of Shield.  The battle will be very easy as long as she sticks to her 
magical attacks, but when she starts using her physical attacks along with 
them is when it gets harder. Her physical attacks will do  over 1000 a hit, 
so, as always, keep everyone at full HP. 

The only offensive spells you should cast on Tiamat are Flare, Ultima, and 
Holy.  Drain is nice as well, but not powerful unless you have it powered up 
rather high.  Because Tiamat is so hard to damage normally, and elemental 
spells heal her, casting an elemental spell will only frustrate you.  This 
battle does not have too much damage to you, it is easy to power your physical 
fighters' attacks up with Berserk and Haste to raise the damage they are 
capable of doing, and so that they can hopefully break through Tiamat's 180 
defense.

Note:  This is a decent battle to play around and level your magic in.

This battle might take a while.  But have some fun with it, and experiment a 
bit.  Every boss from here on out will have at least a defense of 180, and see 
what strategy you like best on breaking it.
============================================================================

============================================================================
FF2Boss#24: Beelzebub
Location: Pandaemonium, 6F
Party: Firion, Maria, Gus, Leon
Status:
HP: 5000        |  MP:  450        |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Treasures: 

Interesting Note: Beelzebub's stats are the exact same as Tiamat's.

Beelzebub tends to prefer attacking with magical attacks, such as Flare 16, 
over his physical attacks.  Flare 16 is just as dangerous in a way, especially 
if you kept your magic users in the back row for the entirety of the game.  If 
you did this, they will most likely get 1-hit by the spell, as it can do as 
much as 1000 damage to a character.

Instead of Shield on the first round, cast Shell, though Shield is your next 
round spell.  Blink is not completely necessary, but you can use it if you 
desire. The Beezlebub can cast status altering effects, such as Muddle and 
Paralyze on your party, making the battle more of a pain then anything else.  
Muddle is extremely dangerous, as you may or may not have found out the hard 
way in the past.  If someone gets Muddle'd, you can A: Cast a high level 
Basuna spell on them (if its levelled, it probably isn't) B: Use a Unicorn 
Horn on them, or C: Kill them off yourself, and revive them the nect round. 
Either way, you dont want to have the Muddle'd characters slaughter important 
party members, especially if they are your physical attackers.

Like all the other strong bosses in this dungeon, Beelzebub has a high defense 
of 180. its hard to break with normal physical attacks, but powered up with a 
few rounds of Berserk, you should be OK. Note that the boss can Dispel your 
characters though.  Beelzebub absorbs Fire type spells, and is resistant to 
Blizzard, so if you want to use elemental spells, focus on Thunder instead of 
either of those. Flare is still preferred though.

If Beelzebub seems to be casting Muddle more often then not, and you're 
getting annoyed at it, you can always Osmose his MP away.  But be careful of 
this, as then he will rely on his physical attacks only, which can do around 
1000 damage to a single character.  You have to decide which is a worse fate: 
a physical attacking Beezlebub, or a dual-wielding Muddle'd physical 
attacker.  Most likely the Beelzebub is preferable, as your physical attackers 
at this point should have over 200 attack.

The only other big threat Beezlebub poses, is, like the Lamia Queen battle, is 
when he uses Stun 16 on a character who was going to do something important, 
such as cast a Cure spell or Life spell. If he gets something like this off, 
then things can get really bad really quickly.  
============================================================================

============================================================================
FF2Boss#25: Astaroth
Location: Pandaemonium, 6F
Party: Firion, Maria, Gus, Leon
Status:
HP: 7000        |  MP:  540        |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Treasures: White Robe

I would argue that this is the hardest battle in the game, worse then the 
final boss himself (which, without Blood Swords can be pretty nasty).  This is 
also one of the two battles that I do not condone actually using a Blood Sword 
in, because it is such a pain in the ass otherwise, but it is possible to win 
without.

Astaroth has an ability you probably noticed from many undead throughout the 
game, as well as the Death Riders in this dungeon.  His physical attacks have 
something of an Additional Effect, Drain on them. Therefore whenever he 
attacks you, he gains quite a bit of life back in the process. Unfortunately, 
Astaroth's physical attacks do quite a bit more damage then his attack power 
would show, and he drains about 80% of the damage back from the attack to his 
health. 

Note that it doesnt really matter about keeping someone alive and in the 
critical range in this battle, as even if he physically atacks them, Astaroth 
will still gain the same amount of HP back as he would as if the character was 
at full HP.  He cheats like that.

This battle is a bit of luck, and a bit of power.  If Astaroth uses magic 
constantly, you should be fine.  Even though he has the powerful Flare 16, 
which still does around 800 damage to a single member, that is his most 
powerful magical spell.  Note that he also does have Doom 16 and Drain 16, but 
his direct Drain spell does not drain nearly as much as his physical attacks. 
I dont know how much to stress this in this battle:

Do not cast Osmose on Astaroth!  If he runs out of MP he will be forced to use 
only physical attacks, and that will be very very bad. 

To keep your party alive during the brutality of Astaroth's physical attacks, 
make sure someone is curing every single round. Note that you might need to 
equip and use a few MP healing items during this battle, as because of your 
damaging Astaroth, and him healing all that damage back in anattack or two, 
the battle will take a long, long time. Of course, using the Blood Swords 
helps quite a bit.

If you are still having trouble, you might want to reset.  Sometimes Astaroth 
uses magic often and rarely physical attacks, and sometimes he uses physical 
attacks often and rarely magic.  If all depends on the AI, and if you get 
unlucky, its often better to do the soft reset and load from your last Memo 
File.
============================================================================

============================================================================
FF2Boss#26: Iron Giant
Location: Pandaemonium, 5F
Party: Firion, Maria, Gus, Leon
Status:
HP: 3500        |  MP:  240        |  Attacks: 12    |
ATK: 180        |  ACC: 100%       |  DEF: 180       |
EVA: 0%         |  MDF: 14         |  RES: 100%      |
Treasures: Genji Helm

There are a few places in Pandaemonium I have found where you can encounter 
the Iron Giant. Its found in a rare random encounter, but I tend to find it 
the most on the pathway to and from the Masamune.

The Iron Giant prefers physical attacks over magical attacks, and he has an 
attack power of 180 (the same as the stronger Dragons) so he is extremely 
strong.  Shield and Blink are a must to lower the damage you take. Remember 
that if one character is having trouble staying alive because he/she is being 
one-hit all the time, you can just revive them and not cure them after doing 
that. Other then his physical attacks he also uses magical spells that are at 
level 16, such as Toxin 16, that do from 100-200 damage to all members of your 
party. If you are trying to keep dead members that are 1-hit at critical 
range, make sure they stay over the point that they will be killed by the 
bosses magic.

The Iron Giant has 180 physical defense and a very high magical defense of 
14.  He will be hard, but not impossible to damage with physical attacks 
without Berserk. Bolt and Ice magic works well on the Iron Giant, and thats my 
preferred method of attack. Note that you can also use Blood Swords, but the 
battle really doesnt need them. 

Have someone healing every round, even if no one needs it.  This is another 
one of those battles where characters will get one hit often and a lot of Life 
spells will be needed. Just a normal physical attack from the Iron Giant, with 
a high level Shield spell, should do well over 1800 damage :O!

Really, the worst part of this battle is that its somewhat unpredictable when 
you're going to fight it.  You might have to fight it after fighting a few 
normal random encounters, or you might have to wait through 50.  You might 
also fight him when you don't actually want to, and that tends to be the worst.
============================================================================

============================================================================
FF2Boss#27: Final Boss
Location: Pandaemonium, 10F
Party: Firion, Maria, Gus, Leon
Status:
HP: 10000       |  MP:  540        |  Attacks:  8    |
ATK: 180        |  ACC: 100%       |  DEF: 210       |
EVA: 80%        |  MDF: 16         |  RES: 70%       |
Treasures: None

I have not named the boss in the final battle to avoid spoilers.  Though 
theres not a whole lot to spoil in the game, I still feel it right to do this. 
I will hereby call the boss in this battle the 'Final Boss'.

The first thing to look at is this bosses stats.  He has a massive amount of 
HP, and extremely high defense and attack power.  he also has the ability to 
abrosb life from you with his physical attacks, the same as Astaroth.  To know 
if you are prepared for this battle or not, you should see how well you did 
with Astaroth, and from there, you can go on to this battle.

The Final Boss has a wide array of attacks to choose from.  He likes to use 
magic such as Blind 16, Curse 16, and Slow 16.  Hopefully your Esuna is 
levelled! Fortunately, he tends to prefer these type of atacks over all 
others, making it so he does less damage to you, but more inderect damage.  
Unfortunately, all of these status effects tend to be worst if you rely on 
physical attacks a lot.

Shield and Blink are a -must- in this battle, to lower the amount of damage 
the Final Boss can absorb with his physical attacks. Shell is another spell 
that helps, but it might be an afterthought once the battle gets going to the 
third round or after.  His magical attacks (Starfall 10 and Flare 16) are much 
weaker then his physical attacks, though they can cause some trouble.  Flare 
16 you are probably used to by now, but Starfall 10 is entirely new.  This 
attack hits all members of your party for around 300 damage. Ouch. 

Note:  If you are being annoyed by a certain status effect and are unable to 
cure it, you can always kill off the party member afflicted, and revive them. 
When they are revived, it will be gone. 

The only way you are going to decently damage the Final Boss with physical 
attacks to break through his life absorbing ability is A: with the Blood 
Swords, or B: With massive amounts of Berserk cast.  You may need to cast 
Berserk two or three rounds in a row before you can break the Final Bosses 
defense well.  After a few rounds of Berserking, your attacks will be very 
strong, and capable of breaking a defense of 210. Just remember that the Final 
Boss has the ability to cast Dispel 16, and while it does not hit often, it 
does hit, and it can be extremely annoying. 

For a magical assault, you must use non-elemental magical spells only.  No 
Osmose, as you want him to cast on you. Holy, Flare, and Ultima work well, as 
long as they are around level 6-7, but that takes quite a while to power them 
up.  If you really want to, you can cheat a bit on levelling them. You 
probably figured it out by now, but if you haven't, look in the Secrets 
section for more information on cheating on levelling up your magical spells.

Like Astaroth, this battle should be rather easy as long as the Final Boss 
shys away from his physical attacks and remains casting every round.  But if 
he starts using physical attacks over and over again, that is when it becomes 
hard to damage the boss.  If he starts doing this, it might be time to pull 
out those Blood Swords if you haven't been using them before.
============================================================================


*******************************************************************************

****                            Magic Guide                               *****

*******************************************************************************

This section is a guide to the magical spells in Final Fantasy II.  It will go 
over what spells do what, if they are white or black magic, and the effects of 
levelling up the spell. 

Spell: Spell Name
Type: The Type of spell, there is Black (assault), White (assist), and Debuff
Effect: The effect of the spell
Level-up Effect: The effect when you level up the spell. 

Note: White Magic spells are based off the Spirit stat, and Black magic spells 
are based off the Intelligence stat.  Characters with higher stats in these 
tend to use this type of magic better then those who do not. 

---------------------------------------------

Spell: Fire
Type: Black
Effect: Fire Damage on one/all opponents
Level-Up Effect: Higher amount of damage inflicted unto the enemy.
---------------------------------------------

Spell: Ice
Type: Black
Effect: Ice Damage on one/all opponents
Level-Up Effect: Higher amount of damage inflicted unto the enemy.
---------------------------------------------

Spell: Bolt
Type: Black
Effect: Thunder Damage on one/all opponents
Level-Up Effect: Higher amount of damage inflicted unto the enemy.
---------------------------------------------

Spell: Cure
Type: White
Effect: Heals the HP of one/all allies.
Level-Up Effect: More HP restored per casting.
---------------------------------------------

Spell: Blink
Type: White
Effect: Raises an ally/allies evasion.
Level-Up Effect: Higher chance of hitting your member(s).
---------------------------------------------

Spell: Shield
Type: White
Effect: Raises an ally/allies physical defense.
Level-Up Effect: Greater amount of defense raised, higher chance of hitting 
your party member(s).
---------------------------------------------

Spell: Shell
Type: White
Effect: Raises an ally/allies magical defense.
Level-Up Effect: Greater amount of magical defense raised, higher chance of 
hitting party member(s).
---------------------------------------------

Spell: Life
Type: White
Effect: Revives an ally/allies from KO status.
Level-Up Effect: More HP recovered when Revived.
---------------------------------------------

Spell: Faze
Type: White
Effect: Reduces a targets MP.
Level-Up Effect: Greater chance of hitting enemy/ally, more MP reduced. 
---------------------------------------------

Spell: Banish
Type: White
Effect: Warps you to the previous level of the dungeon, or, in battle, removes 
enemy from battle.
Level-Up Effect:  Higher chance of removing the enemy from battle.
---------------------------------------------

Spell: Warp 
Type: Black
Effect: Warps your party out of the dungeon completely (reducing casters max 
HP to critical range) or can warp a target out of a fight.
Level-Up Effect:  Higher chance of warping target from the fight.
---------------------------------------------

Spell: Fear
Type: Paralyze
Effect: Removes target from the battlefield. 
Level-Up Effect:  Higher chance of removing foes from the fight. 
---------------------------------------------

Spell: Basuna
Type: White
Effect:  Cures temporary status ailments.
Level-Up Effect:  More status ailments capable of being cured, higher chance 
of hitting a party member.
---------------------------------------------

Spell: Esuna
Type: White
Effect:  Cures permanent status ailments.
Level-Up Effect:  More status ailments capable of being cured, higher chance 
of hitting a party member.
---------------------------------------------

Spell: Silence
Type: Paralyze
Effect: Stops target from casting spells.
Level-Up Effect: Higher chance of hitting opponent(s).
---------------------------------------------

Spell: Dispel
Type: Debuff
Effect: Removes a beneficial magical effect from the target. 
Level-Up Effect: Higher chance of hitting opponent(s).
---------------------------------------------

Spell: Mini
Type: Debuff
Effect: Causes the target to become 'small' lowering his attack power and 
accuracy.
Level-Up Effect: Greater chance of hitting an opponent.
---------------------------------------------

Spell: Fog
Type: Debuff
Effect: Causes Amnesia to the target(s).
Level-Up Effect: Greater chance of hitting an opponent.
---------------------------------------------

Spell: Slow
Type: Paralyze
Effect: Lowers the number of attacks-per-round your characters get, 
effectively lowering your accuracy and damage.
Level-Up Effect: Greater chance of hitting an opponent.
---------------------------------------------

Spell: Barrier
Type: White
Effect: Raises an ally/allies special attack resistance.
Level-Up Effect: Higher chance of hitting a party member.
---------------------------------------------

Spell: Wall
Type: White
Effect: Reflects magical attacks from ally/allies.
Level-Up Effect: Higher chance of hitting a party member.
---------------------------------------------

Spell: Swap
Type: Black
Effect: Switches characters HP and MP with the selected target/foe.
Level-Up Effect: Higher chance of hitting target/foe.
---------------------------------------------

Spell: Holy
Type: White
Effect: Non-Elemental damage to an enemy/enemies.
Level-Up Effect: More damage done to the enemy/enemies.
---------------------------------------------

Spell: Ultima
Type: White
Effect: Non-Elemental damage to an enemy/enemies.
Level-Up Effect: More damage done to the enemy/enemies.
---------------------------------------------

Spell: Poison
Type: Black
Effect: Poison damage on one/all opponents.
Level-Up Effect: Higher amount of damage inflicted unto the enemy.
---------------------------------------------

Spell: Blind
Type: Paralyze
Effect: Lowers targets physical attack accuracy.
Level-Up Effect: Higher chance of hitting an opponent.
---------------------------------------------

Spell: Berserk
Type: Black
Effect: Raises targets physical attack power.
Level-Up Effect: Higher chance of hitting target, raises the amount of attack 
power raised.
---------------------------------------------

Spell: Aura
Type: White
Effect: Boosts attack versus various foes.
Level-Up Effect: Greater chance of hitting target.
---------------------------------------------

Spell: Muddle
Type: Debuff
Effect: Causes Confuse status on an enemy/enemies.
Level-Up Effect: Higher chance of hitting an opponent(s).
---------------------------------------------

Spell: Break
Type: Debuff
Effect: Turns target to Stone, effectively instantly killing them.
Level-Up Effect:  Higher chance of hitting an opponent.
---------------------------------------------

Spell: Doom
Type: Black
Effect: Instantly kills an enemy/enemies.
Level-Up Effect: Higher chance of hitting an opponent.
---------------------------------------------

Spell: Curse
Type: Black
Effect: Causes an ancient Curse to be placed on an enemy, causing the foe to 
deal much less damage then they do normally, and to take twice as much damage.
Level-Up Effect:  Higher chance of hitting opponent(s).
---------------------------------------------

Spell: Drain
Type: Black
Effect: Absorbs targets HP, healing your own and damging the foe. Opposite 
effect on undead.
Level-Up Effect: Higher amount of HP drained and greater amount of damage done 
on foe(s).
---------------------------------------------

Spell: Osmose
Type: Black
Effect: Absorbs targets MP, healing your own and damging the foes. Opposite 
effect on undead.
Level-Up Effect: Higher amount of MP drained and greater amount of damage done 
on foes.
---------------------------------------------

Spell: Flare
Type: Black
Effect: Non-Elemental damage to an enemy/enemies.
Level-Up Effect: More damage done to the enemy/enemies.
---------------------------------------------

Spell: Haste
Type: Black
Effect: Raises targets number of attacks. 
Level-Up Effect: Higher chance of hitting target, more attacks added. 
---------------------------------------------

Spell: Sleep
Type: Debuff
Effect: Puts target to sleep, causes them to be unable to act for a certain 
number of rounds.
Level-Up Effect:  Higher chance of hitting opponent(s).
---------------------------------------------

Spell: Stop
Type: Debuff
Effect:  Causes a stronger form of Paralysis.
Level-Up Effect:  Higher chance of hitting opponent(s).
---------------------------------------------

Spell: Stun
Type: Paralyze
Effect:  Causes the Paralysis status, which stops a for from acting.
Level-Up Effect:  Higher chance of hitting opponent(s).
---------------------------------------------

Spell: Toad
Type: Debuff
Effect:  Turns a target into a frog (toad), causing them to be unable to cast 
magic, and geartly lowering their ability to deal damage to you.
Level-Up Effect:  Higher chance of hitting opponent(s).
---------------------------------------------


*******************************************************************************

****                          Collection Data                             *****

*******************************************************************************

Collection Data can be accessed in your game via the Configuration menu.  You 
can see the Bestiary, the pictures, and the total amount of items found in the 
game. 

============================================================================
                                Bestiary
============================================================================

The Bestiary goes over every foe in the game, boss and normal enemy alike.  It 
tells you their status and their weaknesses.  If you are looking for 
information on a certain foe, look here.  This is in the order that you find 
the enemies in the Bestiary, not alphabetical.

------------------------------------------------------
Number: 1               |   Monster: Strangler       |
HP: 6           |  MP: 0           |  Attacks: 1     |
ATK: 4          |  ACC: 60%        |  DEF: 0         |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 2               |   Monster: Bloodsucker     |
HP: 20          |  MP: 0           |  Attacks: 1     |
ATK: 4          |  ACC: 60%        |  DEF: 0         |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 3               |   Monster: Hornet          |
HP: 6           |  MP: 0           |  Attacks: 1     |
ATK: 4          |  ACC: 50%        |  DEF: 0         |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 4               |   Monster: Queen Bee       |
HP: 30          |  MP: 0           |  Attacks: 1     |
ATK: 9          |  ACC: 50%        |  DEF: 4         |
EVA: 10%        |  MDF: 1          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 5               |   Monster: Yeti            |
HP: 45          |  MP: 0           |  Attacks: 1     |
ATK: 9          |  ACC: 60%        |  DEF: 4         |
EVA: 20%        |  MDF: 2          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 6               |   Monster: Sasquatch       |
HP: 20          |  MP: 0           |  Attacks: 1     |
ATK: 4          |  ACC: 50%        |  DEF: 0         |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 7               |   Monster: Icicle          |
HP: 60          |  MP: 0           |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 17        |
EVA: 0%         |  MDF: 2          |  RES: 40%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 8               |   Monster: Silver          |
HP: 240         |  MP: 0           |  Attacks: 2     |
ATK: 35         |  ACC: 70%        |  DEF: 35        |
EVA: 30%        |  MDF: 3          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 9              |   Monster: Splinter         |
HP: 240         |  MP: 0           |  Attacks: 8     |
ATK: 40         |  ACC: 70%        |  DEF: 40        |
EVA: 30%        |  MDF: 3          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 10              |   Monster: Loper           |
HP: 30          |  MP: 0           |  Attacks: 1     |
ATK: 9          |  ACC: 50%        |  DEF: 0         |
EVA: 40%        |  MDF: 1          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 11              |   Monster: Phorusracos     |
HP: 140         |  MP: 0           |  Attacks: 2     |
ATK: 35         |  ACC: 65%        |  DEF: 25        |
EVA: 30%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 12              |   Monster: Adamantoise     |
HP: 450         |  MP: 0           |  Attacks: 2     |
ATK: 50         |  ACC: 75%        |  DEF: 60        |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 13              |   Monster: Spiketoise      |
HP: 140         |  MP: 0           |  Attacks: 2     |
ATK: 35         |  ACC: 65%        |  DEF: 35        |
EVA: 0%         |  MDF: 2          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 14              |   Monster: Ogre            |
HP: 100         |  MP: 0           |  Attacks: 1     |
ATK: 25         |  ACC: 65%        |  DEF: 17        |
EVA: 20%        |  MDF: 2          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 15              |   Monster: Ogre Mage       |
HP: 140         |  MP: 30          |  Attacks: 2     |
ATK: 25         |  ACC: 65%        |  DEF: 17        |
EVA: 40%        |  MDF: 3          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 16              |   Monster: Ogre Chieftan   |
HP: 300         |  MP: 0           |  Attacks: 3     |
ATK: 40         |  ACC: 70%        |  DEF: 35        |
EVA: 40%        |  MDF: 3          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 17              |   Monster:  Deadringers    |
HP: 80          |  MP: 0           |  Attacks: 2     |
ATK: 25         |  ACC: 50%        |  DEF: 17        |
EVA: 20%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 18              |   Monster: Deadheads       |
HP: 300         |  MP: 0           |  Attacks: 5     |
ATK: 40         |  ACC: 65%        |  DEF: 25        |
EVA: 50%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 19              |   Monster: Wererat         |
HP: 60          |  MP: 0           |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 4         |
EVA: 20%        |  MDF: 2          |  RES: 40%       |
Defense Count: 2                                     |
------------------------------------------------------

------------------------------------------------------
Number: 20              |   Monster: Stunner         |
HP: 100         |  MP: 0           |  Attacks: 2     |
ATK: 17         |  ACC: 65%        |  DEF: 17        |
EVA: 30%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 21              |   Monster: Floating Skull  |
HP: 45          |  MP: 0           |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 9         |
EVA: 20%        |  MDF: 2          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 22              |   Monster: Deathmask       |
HP: 640         |  MP: 300         |  Attacks: 6     |
ATK: 50         |  ACC: 75%        |  DEF: 40        |
EVA: 65%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 23              |   Monster: Zombie          |
HP: 30          |  MP: 0           |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 0         |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 24              |   Monster: Ghoul           |
HP: 60          |  MP: 0           |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 4         |
EVA: 20%        |  MDF: 2          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 25              |   Monster: Ghast           |
HP: 100         |  MP: 30          |  Attacks: 2     |
ATK: 25         |  ACC: 60%        |  DEF: 9         |
EVA: 30%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 26              |   Monster: Revenant        |
HP: 240         |  MP: 0           |  Attacks: 3     |
ATK: 40         |  ACC: 70%        |  DEF: 25        |
EVA: 40%        |  MDF: 2          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 27              |   Monster: Shadow          |
HP: 45          |  MP: 0           |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 9         |
EVA: 20%        |  MDF: 2          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 28              |   Monster: Wraith          |
HP: 60          |  MP: 0           |  Attacks: 1     |
ATK: 9          |  ACC: 65%        |  DEF: 9         |
EVA: 20%        |  MDF: 2          |  RES: 50%       |
Defense Count: 2                                     |
------------------------------------------------------

------------------------------------------------------
Number: 29              |   Monster: Specter         |
HP: 300         |  MP: 100         |  Attacks: 3     |
ATK: 25         |  ACC: 75%        |  DEF: 25        |
EVA: 40%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 30              |   Monster: Ghost           |
HP: 540         |  MP: 140         |  Attacks: 5     |
ATK: 35         |  ACC: 75%        |  DEF: 35        |
EVA: 60%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 31              |   Monster: Antlion         |
HP: 370         |  MP: 0           |  Attacks: 3     |
ATK: 50         |  ACC: 75%        |  DEF: 40        |
EVA: 50%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 32              |   Monster: Scissorjaws     |
HP: 870         |  MP: 0           |  Attacks: 6     |
ATK: 70         |  ACC: 80%        |  DEF: 60        |
EVA: 70%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 33              |   Monster: Gottos          |
HP: 2000        |  MP: 80          |  Attacks: 6     |
ATK: 70         |  ACC: 90%        |  DEF: 60        |
EVA: 65%        |  MDF: 5          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 34              |   Monster: Blood Fiend     |
HP: 1000        |  MP: 140         |  Attacks: 6     |
ATK: 70         |  ACC: 80%        |  DEF: 60        |
EVA: 75%        |  MDF: 6          |  RES: 60%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 35              |   Monster: Chimera         |
HP: 640         |  MP: 80          |  Attacks: 4     |
ATK: 60         |  ACC: 75%        |  DEF: 50        |
EVA: 50%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 36              |   Monster: Rhyos           |
HP: 750         |  MP: 140         |  Attacks: 5     |
ATK: 60         |  ACC: 80%        |  DEF: 50        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 37              |   Monster: Maximus         |
HP: 1140        |  MP: 370         |  Attacks: 6     |
ATK: 85         |  ACC: 90%        |  DEF: 70        |
EVA: 70%        |  MDF: 5          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 38              |   Monster: Doom Petals     |
HP: 540         |  MP: 0           |  Attacks: 4     |
ATK: 40         |  ACC: 80%        |  DEF: 40        |
EVA: 0%         |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 39              |   Monster: Evil Bud        |
HP: 1140        |  MP: 0           |  Attacks: 6     |
ATK: 70         |  ACC: 85%        |  DEF: 70        |
EVA: 65%        |  MDF: 5          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 40              |   Monster: Killer Fish     |
HP: 100         |  MP: 0           |  Attacks: 2     |
ATK: 25         |  ACC: 65%        |  DEF: 17        |
EVA: 30%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 41              |   Monster: Boltfish        |
HP: 540         |  MP: 80          |  Attacks: 4     |
ATK: 60         |  ACC: 80%        |  DEF: 50        |
EVA: 50%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 42              |   Monster: Helldiver       |
HP: 140         |  MP: 0           |  Attacks: 2     |
ATK: 35         |  ACC: 65%        |  DEF: 17        |
EVA: 50%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 43              |   Monster: Cockatrice      |
HP: 370         |  MP: 0           |  Attacks: 4     |
ATK: 35         |  ACC: 70%        |  DEF: 40        |
EVA: 50%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 44              |   Monster: Pirate          |
HP: 45          |  MP: 0           |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 4         |
EVA: 30%        |  MDF: 2          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 45              |   Monster: Buccaneer       |
HP: 80          |  MP: 0           |  Attacks: 2     |
ATK: 25         |  ACC: 65%        |  DEF: 17        |
EVA: 40%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 46              |   Monster: Borghen         |
HP: 240         |  MP: 20          |  Attacks: 1     |
ATK: 25         |  ACC: 75%        |  DEF: 17        |
EVA: 40%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 47              |   Monster: Zombie Borghen  |
HP: 2500        |  MP: 370         |  Attacks: 6     |
ATK: 120        |  ACC: 95%        |  DEF: 120       |
EVA: 60%        |  MDF: 10         |  RES: 100%      |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 48              |   Monster: Gigan Rhino     |
HP: 1140        |  MP: 0           |  Attacks: 4     |
ATK: 50         |  ACC: 85%        |  DEF: 50        |
EVA: 60%        |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 49              |   Monster:  Wild Horn      |
HP: 300         |  MP: 0           |  Attacks: 3     |
ATK: 40         |  ACC: 85%        |  DEF: 35        |
EVA: 30%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 50              |   Monster: Poison Toad     |
HP: 300         |  MP: 0           |  Attacks: 3     |
ATK: 35         |  ACC: 70%        |  DEF: 35        |
EVA: 20%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 51              |   Monster: Gigantoad       |
HP: 450         |  MP: 0           |  Attacks: 4     |
ATK: 40         |  ACC: 75%        |  DEF: 40        |
EVA: 50%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 52              |   Monster: Sea Serpent     |
HP: 300         |  MP: 0           |  Attacks: 3     |
ATK: 40         |  ACC: 75%        |  DEF: 40        |
EVA: 40%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 53              |   Monster: Sea Dragon      |
HP: 870         |  MP: 80          |  Attacks: 5     |
ATK: 70         |  ACC: 80%        |  DEF: 80        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 54              |   Monster: Sand Ray        |
HP: 450         |  MP: 0           |  Attacks: 4     |
ATK: 40         |  ACC: 75%        |  DEF: 40        |
EVA: 50%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 55              |   Monster: Manta Ray       |
HP: 870         |  MP: 0           |  Attacks: 5     |
ATK: 70         |  ACC: 80%        |  DEF: 60        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 56              |   Monster: Winged Ray      |
HP: 750         |  MP: 0           |  Attacks: 6     |
ATK: 60         |  ACC: 80%        |  DEF: 50        |
EVA: 65%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 57              |   Monster: Swapper         |
HP: 140         |  MP: 80          |  Attacks: 2     |
ATK: 35         |  ACC: 70%        |  DEF: 25        |
EVA: 50%        |  MDF: 3          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 58              |   Monster: Brain           |
HP: 240         |  MP: 100         |  Attacks: 4     |
ATK: 40         |  ACC: 75%        |  DEF: 35        |
EVA: 60%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 59              |   Monster: Parasite        |
HP: 300         |  MP: 0           |  Attacks: 3     |
ATK: 35         |  ACC: 70%        |  DEF: 40        |
EVA: 40%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 60              |   Monster: Lifesucker      |
HP: 750         |  MP: 300         |  Attacks: 6     |
ATK: 40         |  ACC: 75%        |  DEF: 50        |
EVA: 65%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 61              |   Monster: Werewolf        |
HP: 540         |  MP: 0           |  Attacks: 4     |
ATK: 50         |  ACC: 80%        |  DEF: 50        |
EVA: 50%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 62              |   Monster: Fenrir          |
HP: 870         |  MP: 300         |  Attacks: 8     |
ATK: 70         |  ACC: 80%        |  DEF: 50        |
EVA: 75%        |  MDF: 6          |  RES: 60%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 63              |   Monster: Imp             |
HP: 300         |  MP: 100         |  Attacks: 4     |
ATK: 35         |  ACC: 70%        |  DEF: 35        |
EVA: 50%        |  MDF: 3          |  RES: 100%      |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 64              |   Monster: Pit Fiend       |
HP: 750         |  MP: 300         |  Attacks: 8     |
ATK: 60         |  ACC: 80%        |  DEF: 50        |
EVA: 65%        |  MDF: 6          |  RES: 60%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 65              |   Monster: Malboro         |
HP: 750         |  MP: 0           |  Attacks: 5     |
ATK: 50         |  ACC: 80%        |  DEF: 50        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 66              |   Monster: Mezzo Malboro   |
HP: 1000        |  MP: 0           |  Attacks: 7     |
ATK: 60         |  ACC: 80%        |  DEF: 60        |
EVA: 65%        |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 67              |   Monster: Great Malboro   |
HP: 1290        |  MP: 0           |  Attacks: 8     |
ATK: 85         |  ACC: 85%        |  DEF: 85        |
EVA: 70%        |  MDF: 5          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 68              |   Monster: Basilisk        |
HP: 750         |  MP: 140         |  Attacks: 6     |
ATK: 70         |  ACC: 80%        |  DEF: 50        |
EVA: 65%        |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 69              |   Monster: Salamander      |
HP: 1290        |  MP: 300         |  Attacks: 8     |
ATK: 100        |  ACC: 90%        |  DEF: 85        |
EVA: 70%        |  MDF: 5          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------


------------------------------------------------------
Number: 70              |   Monster: Frost Lizard    |
HP: 1000        |  MP: 190         |  Attacks: 7     |
ATK: 85         |  ACC: 85%        |  DEF: 70        |
EVA: 65%        |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 71              |   Monster: Hecteyes        |
HP: 1140        |  MP: 0           |  Attacks: 6     |
ATK: 100        |  ACC: 75%        |  DEF: 60        |
EVA: 0%         |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 72              |   Monster: Gazer           |
HP: 1140        |  MP: 300         |  Attacks: 7     |
ATK: 85         |  ACC: 90%        |  DEF: 70        |
EVA: 70%        |  MDF: 5          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 73              |   Monster: Barrel Worm     |
HP: 2000        |  MP: 0           |  Attacks: 6     |
ATK: 120        |  ACC: 95%        |  DEF: 100       |
EVA: 10%        |  MDF: 4          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 74              |   Monster: Sand Worm       |
HP: 1290        |  MP: 190         |  Attacks: 7     |
ATK: 100        |  ACC: 85%        |  DEF: 40        |
EVA: 70%        |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 75              |   Monster: Abyss Worm      |
HP: 1290        |  MP: 370         |  Attacks: 8     |
ATK: 150        |  ACC: 90%        |  DEF: 85        |
EVA: 70%        |  MDF: 5          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 76              |   Monster: Green Slime     |
HP: 10          |  MP: 6           |  Attacks: 1     |
ATK: 4          |  ACC: 50%        |  DEF: 210       |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 77              |   Monster: Yellow Jelly    |
HP: 45          |  MP: 6           |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 210       |
EVA: 0%         |  MDF: 2          |  RES: 40%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 78              |   Monster: Red Mousse      |
HP: 100         |  MP: 45          |  Attacks: 2     |
ATK: 25         |  ACC: 65%        |  DEF: 210       |
EVA: 0%         |  MDF: 2          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 79              |   Monster: Dark Flan       |
HP: 370         |  MP: 80          |  Attacks: 4     |
ATK: 40         |  ACC: 80%        |  DEF: 210       |
EVA: 0%         |  MDF: 3          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 80              |   Monster: Shrieker        |
HP: 540         |  MP: 30          |  Attacks: 1     |
ATK: 35         |  ACC: 80%        |  DEF: 40        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 81              |   Monster: Screamer        |
HP: 6           |  MP: 60          |  Attacks: 1     |
ATK: 25         |  ACC: 70%        |  DEF: 17        |
EVA: 40%        |  MDF: 3          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 82              |   Monster: Howler          |
HP: 20          |  MP: 80          |  Attacks: 1     |
ATK: 35         |  ACC: 70%        |  DEF: 25        |
EVA: 40%        |  MDF: 3          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 83              |   Monster: Vampirette      |
HP: 540         |  MP: 100         |  Attacks: 5     |
ATK: 40         |  ACC: 80%        |  DEF: 50        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 84              |   Monster: Succubus        |
HP: 1140        |  MP: 140         |  Attacks: 6     |
ATK: 85         |  ACC: 85%        |  DEF: 85        |
EVA: 70%        |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 85              |   Monster: Emperor         |
HP: 1290        |  MP: 190         |  Attacks: 6     |
ATK: 70         |  ACC: 80%        |  DEF: 50        |
EVA: 65%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 86              |   Monster: Fallen Emperor  |
HP: 3000        |  MP: 240         |  Attacks: 8     |
ATK: 120        |  ACC: 100%       |  DEF: 120       |
EVA: 80%        |  MDF: 8          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 87              |   Monster: Kiler Mantis    |
HP: 750         |  MP: 0           |  Attacks: 5     |
ATK: 60         |  ACC: 75%        |  DEF: 50        |
EVA: 60%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 88              |   Monster: Mantis King     |
HP: 1140        |  MP: 0           |  Attacks: 7     |
ATK: 85         |  ACC: 80%        |  DEF: 70        |
EVA: 70%        |  MDF: 2          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 89              |   Monster: Mantis Devil    |
HP: 1290        |  MP: 370         |  Attacks: 8     |
ATK: 85         |  ACC: 85%        |  DEF: 85        |
EVA: 75%        |  MDF: 5          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 90              |   Monster: Royal Guard     |
HP: 870         |  MP: 0           |  Attacks: 6     |
ATK: 60         |  ACC: 75%        |  DEF: 60        |
EVA: 65%        |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 91              |   Monster: Black Knight    |
HP: 1140        |  MP: 0           |  Attacks: 7     |
ATK: 85         |  ACC: 80%        |  DEF: 85        |
EVA: 70%        |  MDF: 5          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 92              |   Monster: Death Rider     |
HP: 1290        |  MP: 0           |  Attacks: 8     |
ATK: 120        |  ACC: 85%        |  DEF: 120       |
EVA: 70%        |  MDF: 5          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 93              |   Monster: Wood Golem      |
HP: 1620        |  MP: 0           |  Attacks: 6     |
ATK: 100        |  ACC: 95%        |  DEF: 120       |
EVA: 50%        |  MDF: 14         |  RES: 100%      |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 94              |   Monster: Stone Golem     |
HP: 1800        |  MP: 240         |  Attacks: 7     |
ATK: 120        |  ACC: 95%        |  DEF: 150       |
EVA: 50%        |  MDF: 14         |  RES: 100%      |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 95              |   Monster: Mythril Golem   |
HP: 2000        |  MP: 0           |  Attacks: 8     |
ATK: 150        |  ACC: 95%        |  DEF: 180       |
EVA: 50%        |  MDF: 14         |  RES: 100%      |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 96              |   Monster: Goblin          |
HP: 6           |  MP: 0           |  Attacks: 1     |
ATK: 4          |  ACC: 50%        |  DEF: 0         |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 97              |   Monster: Goblin Guard    |
HP: 10          |  MP: 6           |  Attacks: 1     |
ATK: 4          |  ACC: 50%        |  DEF: 0         |
EVA: 10%        |  MDF: 1          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 98              |   Monster: Goblin Prince   |
HP: 30          |  MP: 10          |  Attacks: 1     |
ATK: 9          |  ACC: 60%        |  DEF: 4         |
EVA: 10%        |  MDF: 2          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 99              |   Monster: Balloon         |
HP: 20          |  MP: 10          |  Attacks: 1     |
ATK: 9          |  ACC: 50%        |  DEF: 0         |
EVA: 0%         |  MDF: 1          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 100             |   Monster: Grenade         |
HP: 60          |  MP: 10          |  Attacks: 1     |
ATK: 25         |  ACC: 65%        |  DEF: 17        |
EVA: 0%         |  MDF: 2          |  RES: 50%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 101             |   Monster: Mine            |
HP: 190         |  MP: 30          |  Attacks: 2     |
ATK: 35         |  ACC: 70%        |  DEF: 25        |
EVA: 0%         |  MDF: 3          |  RES: 40%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 102             |   Monster: Bomb            |
HP: 640         |  MP: 140         |  Attacks: 5     |
ATK: 60         |  ACC: 80%        |  DEF: 50        |
EVA: 0%         |  MDF: 4          |  RES: 40%       |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 103             |   Monster: Soldier         |
HP: 45          |  MP: 10          |  Attacks: 1     |
ATK: 17         |  ACC: 60%        |  DEF: 9         |
EVA: 10%        |  MDF: 2          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 104             |   Monster: Sergeant        |
HP: 140         |  MP: 10          |  Attacks: 2     |
ATK: 35         |  ACC: 70%        |  DEF: 25        |
EVA: 30%        |  MDF: 3          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 105             |   Monster: Captain         |
HP: 750         |  MP: 30          |  Attacks: 6     |
ATK: 60         |  ACC: 80%        |  DEF: 50        |
EVA: 60%        |  MDF: 4          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 106             |   Monster: General         |
HP: 1800        |  MP: 0           |  Attacks: 10    |
ATK: 120        |  ACC: 95%        |  DEF: 100       |
EVA: 75%        |  MDF: 4          |  RES: 60%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 107             |   Monster: Warlock         |
HP: 80          |  MP: 30          |  Attacks: 1     |
ATK: 17         |  ACC: 65%        |  DEF: 9         |
EVA: 20%        |  MDF: 3          |  RES: 60%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 108             |   Monster: Sorcerer        |
HP: 140         |  MP: 60          |  Attacks: 1     |
ATK: 25         |  ACC: 70%        |  DEF: 17        |
EVA: 50%        |  MDF: 3          |  RES: 60%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 109             |   Monster: Wizard          |
HP: 540         |  MP: 190         |  Attacks: 1     |
ATK: 40         |  ACC: 75%        |  DEF: 35        |
EVA: 70%        |  MDF: 4          |  RES: 60%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 110             |   Monster: Werepanther     |
HP: 190         |  MP: 0           |  Attacks: 2     |
ATK: 35         |  ACC: 70%        |  DEF: 25        |
EVA: 30%        |  MDF: 3          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 111             |   Monster: Coeurl          |
HP: 1000        |  MP: 300         |  Attacks: 7     |
ATK: 40         |  ACC: 75%        |  DEF: 60        |
EVA: 70%        |  MDF: 5          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 112             |   Monster: Lamia           |
HP: 1000        |  MP: 60          |  Attacks: 6     |
ATK: 70         |  ACC: 85%        |  DEF: 70        |
EVA: 65%        |  MDF: 6          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 113             |   Monster: Lamia Queen     |
HP: 1290        |  MP: 370         |  Attacks: 8     |
ATK: 50         |  ACC: 95%        |  DEF: 50        |
EVA: 75%        |  MDF: 7          |  RES: 40%       |
Defense Count: 2                                     |
------------------------------------------------------

------------------------------------------------------
Number: 114             |   Monster: Hill Gigas      |
HP: 750         |  MP: 0           |  Attacks: 3     |
ATK: 100        |  ACC: 80%        |  DEF: 60        |
EVA: 30%        |  MDF: 4          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 115             |   Monster: Fire Gigas      |
HP: 1800        |  MP: 240         |  Attacks: 6     |
ATK: 100        |  ACC: 95%        |  DEF: 100       |
EVA: 40%        |  MDF: 4          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 116             |   Monster:  Ice Gigas      |
HP: 2000        |  MP: 140         |  Attacks: 7     |
ATK: 120        |  ACC: 95%        |  DEF: 120       |
EVA: 50%        |  MDF: 4          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 117             |   Monster: Thunder Gigas   |
HP: 2500        |  MP: 370         |  Attacks: 8     |
ATK: 150        |  ACC: 95%        |  DEF: 150       |
EVA: 60%        |  MDF: 4          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 118             |   Monster: Behemoth        |
HP: 1620        |  MP: 0           |  Attacks: 3     |
ATK: 85         |  ACC: 95%        |  DEF: 50        |
EVA: 40%        |  MDF: 4          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 119             |   Monster: King Behemoth   |
HP: 5000        |  MP: 0           |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 120       |
EVA: 50%        |  MDF: 8          |  RES: 30%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 120             |   Monster: White Dragon    |
HP: 2500        |  MP: 140         |  Attacks: 6     |
ATK: 150        |  ACC: 95%        |  DEF: 120       |
EVA: 75%        |  MDF: 5          |  RES: 50%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 121             |   Monster: Green Dragon    |
HP: 3000        |  MP: 190         |  Attacks: 7     |
ATK: 150        |  ACC: 100%       |  DEF: 150       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 122             |   Monster:  Blue Dragon    |
HP: 3500        |  MP: 240         |  Attacks: 8     |
ATK: 180        |  ACC: 100%       |  DEF: 150       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 123             |   Monster: Red Dragon      |
HP: 5000        |  MP: 450         |  Attacks: 8     |
ATK: 180        |  ACC: 100%       |  DEF: 180       |
EVA: 75%        |  MDF: 8          |  RES: 40%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 124             |   Monster: Iron Giant      |
HP: 3500        |  MP: 240         |  Attacks: 12    |
ATK: 180        |  ACC: 100%       |  DEF: 180       |
EVA: 0%         |  MDF: 14         |  RES: 100%      |
Defense Count: 0                                     |
------------------------------------------------------

------------------------------------------------------
Number: 125             |   Monster: Tiamat          |
HP: 5000        |  MP: 450         |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 126             |   Monster: Beelzebub       |
HP: 5000        |  MP: 450         |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 127             |   Monster: Astaroth        |
HP: 7000        |  MP: 540         |  Attacks: 8     |
ATK: 150        |  ACC: 100%       |  DEF: 180       |
EVA: 80%        |  MDF: 8          |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------

------------------------------------------------------
Number: 128             |   Monster: Final Boss      |
HP: 10000       |  MP: 540         |  Attacks: 8     |
ATK: 180        |  ACC: 100%       |  DEF: 210       |
EVA: 80%        |  MDF: 16         |  RES: 70%       |
Defense Count: 1                                     |
------------------------------------------------------


============================================================================
                               Item Collection
============================================================================

The Item Collection goes over every item found in chests in the game. There 
ARE spoilers in this section, as to what areas you go to and whatnot.  You 
have been forewarned. 

Note that some items in some locations you can not get at your initial visit. 
If this seems so, you need to wait until later in the game. 

------------------------------------------------------
Altair:  2/2
Canoe, Potion
------------------------------------------------------
Castle Fynn: 28/28
White Mask, Wind Drake, Potion, Potion, Potion, Potion, Maiden's Kiss, Eye 
Drops, Silk Web, Backstabber, Knife, Orchalidagger, Werebane, Blood Sword, 
Gold Shield, Flame Sword, Shirt, Golden Mail, Flame Mail, Gold Plate, Titans 
Gloves, Toad Scroll, Break Scroll, Doom Scroll, Aura Scroll, 1000 Gil, 1000 
Gil, 2000 Gil
------------------------------------------------------
Fynn: 12/12
Ring, Potion, Potion, Potion, Elixir, Blood Sword, Golden Hairpin, Silver 
Plate, Ruby Plate, Gold Plate, Ninja Suit, Thief's Gloves
------------------------------------------------------
Semitt Falls: 11/11
Mythril, Snowcraft, Potion, Potion, Eye Drops, Fire Scroll, Warp Scroll, 1 
Gil, 10 Gil, 50 Gil, 200 Gil
------------------------------------------------------
Bafsk Cave: 3/3
Pass, Long Sword, Longbow
------------------------------------------------------
Snow Cavern: 14/14
Goddess's Bell, Potion, Potion, Antidote, Notus, Mythril Mace, Mythril Spear, 
Ancient Sword, Battle Axe, Mythril Shield, Silver Plate, Ice Scroll, 100 Gil, 
150 Gil
------------------------------------------------------
Castle Kas'ion: 12/12
Egil's Torch, Sunfire, Antidote, Mallet, Eye Drops, Werebane, Mythril Sword, 
Mythril Axe, Gold Shield, Golden Mail, Cure Scroll, 300 Gil
------------------------------------------------------
Castle Deist: 16/16
Dragon Egg, Antidote, Gold Needle, Cross, Mallet, Eye Drops, Phoenix Down, 
Cottage, Unicorn Horn, Sage's Wisdom, Saint's Spirit, Wing Blade, Excalibur, 
Stun Scroll, Stop Scroll, Curse Scroll
------------------------------------------------------
Deist Cavern: 14/14
Pendant, Potion, Sage's Wisdom, Saint's Spirit, Acid Bottle, Mythril Mirror, 
Mage's Staff, Flame Bow, Mythril Shield, Mythril Helm, Mythril Mail, Knight's 
Armor, Mythril Gloves, 30 Gil
------------------------------------------------------
Coliseum: 4/4
Antidote, Elixir, Ether, Cottage
------------------------------------------------------
Dreadnought: 10/10
Potion, Potion, Main Gauche, Trident, Crescent, Shade Bow, Ice Shield, Titan's 
Helm, Thief's Gloves, 400 Gil
------------------------------------------------------
Mysidian Cave: 19/19
Crystal Rod, Potion, Potion, Potion, Potion, Potion, Golden Needle, Phoenix 
Down, Mute Bell, Power Staff, Flame Lance, Ogrekiller, Ice Bow, Golden 
Hairpin, Ninja Suit, Drain Scroll, Drain Scroll, Osmose Scroll, Mini Scroll
------------------------------------------------------
Tropical Island: 20/20
Black Mask, Eye Drops, Phoenix Down, Ether, Hi-Potion, Hi-Potion, Gaia Drum, 
Garlic, Silk Web, Silk Web, Thanatos, Slumber Stalk, Slumber Stalk, Slumber 
Stalk, Poison Scroll, Poison Scroll, Sleep Scroll, Blind Scroll, Blind Scroll, 
1000 Gil
------------------------------------------------------
Leviathan: 5/5
Terra Sword, Diamond Shield, Headband, Power Sash, Power Armlet
------------------------------------------------------
Mysidian Tower: 25/25
Potion, Cross, Unicorn Horn, Hermes, Silk Web, Hourglass, Staff, Staff, Staff, 
Spellbinder, Flame Lance, Ice Lance, Flame Sword, Ice Brand, Flame Bow, Ice 
Shield, Flame Shield, Flame Helm, Flame Mail, Ice Mail, White Robe, Black 
Robe, Ice Gloves, Flare Scroll, Ultima Scroll
------------------------------------------------------
Cyclone: 7/7
Zephyr's Flute, Ripper, Defender, Venom Axe, Diamond Helm, Diamond Mail, 
Diamond Gloves
------------------------------------------------------
Castle Palamecia: 17/17
Elixir, Elixir, Elixir, Zephyr's Flute, Garlic, Saint's Spirit, Hourglass, 
Slumber Stalk, Hellfire, Knife, Mage's Staff, Spellbinder, Healing Staff, 
Thunder Spear, SunBlade, Buckler, Diamond Plate
------------------------------------------------------
Jade Passage: 14/14
Hi-Potion, Hi-Potion, Notus, Backstabber, Hellfire, Hellfire, Cat's Claws, 
Diamond Mace, Holy Lance, Rune Axe, Yoichi's Bow, Aegis Shield, Dragon Mail, 
Protect Ring
------------------------------------------------------
Pandaemonium: 10/10
Eye Drops, Ether, Sage's Wisdom, Acid Bottle, Hellfire, Masamune, Genji Helm, 
Ribbon, Genji Armor, Genji Gloves
------------------------------------------------------


*******************************************************************************

****                           Weapons List                               *****

*******************************************************************************

I am really not too sure how many people read Weapons and Armor listings. But 
this is mainly to go over all of the weapons in the game, their stats, and 
other information.

There are 6 (six) families of weapons in the game: Axes, Bows, Knives, Spears, 
Staves, and Swords. 

There are a few stats I will be putting on this section:

Attack: Attack value of the weapon in question.
Accuracy:  The Accuracy of the weapon in question.
Description: if there is any description or notes on the weapon in-game.

At the end of each weapons section I will go over -briefly- where you can 
obtain the weapons.  There are usually multiple locales to obtain certain 
weapons, so I will go over the most common.

++++++++++++++++++++++++++++++++++++++++++++++++++
Axes:
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:               Attack:              Accuracy:      Description:  
--------------------------------------------------------------------------
Axe             |       10         |       55%       |    None           |
--------------------------------------------------------------------------
Battle Axe      |       15         |       45%       |    None           |
--------------------------------------------------------------------------
Mythril Axe     |       22         |       45%       |    None           |
--------------------------------------------------------------------------
Demon Axe       |       27         |       45%       |    None           |
--------------------------------------------------------------------------
Ogrekiller      |       58         |       50%       | Effective vs Ogre |
--------------------------------------------------------------------------
Venom Axe       |       76         |       55%       | Inflicts Poison   |
--------------------------------------------------------------------------
Rune Axe*       |       95         |       60%       | Effective vs Magic|
--------------------------------------------------------------------------

*Use the Rune Axe in battle to cast Fog 6.

============
Axe:  You start the game with one in your posession.  Buy in Altair.
Battle Axe: Dropped from Deadringers, Buy.
Mythril Axe: Buy From shops after a certain event.
Demon Axe: Buy from Tropical Island Weapon Shop.
Ogrekiller: Buy in Mysidia.
Venom Axe: Found in chest in the Cyclone, dropped from monsters as well.
Rune Axe: Dropped from General's in Castle Palamecia. From a Chest guarded by 
a King Behemoth in the Jade Passage.


++++++++++++++++++++++++++++++++++++++++++++++++++
Bows:
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:               Attack:              Accuracy:      Description:  
--------------------------------------------------------------------------
Bow             |       1          |       50%       |    None           |
--------------------------------------------------------------------------
Longbow         |       5          |       40%       |    None           |
--------------------------------------------------------------------------
Mythril Bow     |       13         |       40%       |    None           |
--------------------------------------------------------------------------
Shade Bow       |       25         |        0%       |  Inflicts Blind   |
--------------------------------------------------------------------------
Flame Bow       |       42         |       47%       |    Fire Damage    |
--------------------------------------------------------------------------
Ice Bow         |       56         |       50%       |    Ice Damage     |
--------------------------------------------------------------------------
Yoichi's Bow*   |       90         |       75%       |      None         |
--------------------------------------------------------------------------

*Use Yoichi's Bow in battle to cast the spell Berserk 3.

============
Bow: You start the game with one. Buy in Altair weapon shop.
Longbow: Found in Bafsk Cave.
Mythril Bow: Bought from shops after a certain event.
Shade Bow: Found inside a chest in the Dreadnought.
Flame Bow: Dropped from Captains in Fynn, also from chests.
Ice Bow: Bought in Mysidia, also from a Chest in the Mysidian Cavern.
Yoichi's Bow: Rare Drop off some of the Dragon's, also from a chest guarded by 
the Red Dragon in the Jade Passage.


++++++++++++++++++++++++++++++++++++++++++++++++++
Knives:
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:               Attack:              Accuracy:      Description:  
--------------------------------------------------------------------------
Knife           |       3          |       75%       |    None           |
--------------------------------------------------------------------------
Dagger          |       7          |       65%       |    None           |
--------------------------------------------------------------------------
Mythril Knife   |       14         |       67%       |    None           |
--------------------------------------------------------------------------
Main Gauche     |       32         |       70%       |   Raises Evasion  |
--------------------------------------------------------------------------
Orchalidagger   |       50         |       72%       |    None           |
--------------------------------------------------------------------------
Ripper          |       69         |       75%       |   Two Attacks     |
--------------------------------------------------------------------------
Cat's Claws     |       86         |       80%       |    None           |
--------------------------------------------------------------------------

============
Knife: Buy in Altair.
Dagger: Bought from a shop.
Mythril Knife: Bought from certain shops after an event has passed.
Main Gauche: Inside a chest in the Dreadnought.
Orchalidagger: Inside a chest on the lowest level of the basement of Castle 
Fynn.
Ripper: Dropped from the Gottos boss in Castle Fynn.  Also from a chest in the 
Cyclone.
Cat's Claws: From a chest guarded by the Blue Dragon in the Jade Passage.


++++++++++++++++++++++++++++++++++++++++++++++++++
Spears:
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:               Attack:              Accuracy:      Description:  
--------------------------------------------------------------------------
Javelin         |       6          |       65%       |    None           |
--------------------------------------------------------------------------
Spear           |       11         |       55%       |    None           |
--------------------------------------------------------------------------
Mythril Spear   |       18         |       55%       |    None           |
--------------------------------------------------------------------------
Trident         |       30         |       57%       |    None           |
--------------------------------------------------------------------------
Demon Spear     |       42         |       60%       |    None           |
--------------------------------------------------------------------------
Flame Lance     |       54         |       62%       |   Fire Damage     |
--------------------------------------------------------------------------
Ice lance       |       66         |       65%       |   Ice Damage      |
--------------------------------------------------------------------------
Thunder Spear*  |       78         |       67%       |   Bolt Damage     |
--------------------------------------------------------------------------
Holy Lance**    |       90         |       70%       |   Holy Damage     |
--------------------------------------------------------------------------

*The Thunder Spear casts Bolt 16 when used in battle.

**The Holy Lance casts Holy when used in battle.  You may lose the lance after 
using it, though.

============
Javelin: Buy from Shop.
Spear: Gordon starts with this (I think).
Mythril Spear: Possible to buy from shops after a certain event passes.
Trident: From a chest in the Dreadnought.
Demon Spear: Buy from the Weapon Shop on the Tropical Island.
Flame Lance: Buy from Mysidia, also from a chest in the Mysidian Cavern.
Ice Lance: From a chest in the Mysidian Tower.
Thunder Spear: From a Chest in the Cyclone, guarded by a Fallen Emperor.
Holy Lance: From a chest in the Jade Passage.


++++++++++++++++++++++++++++++++++++++++++++++++++
Staves:
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:               Attack:              Accuracy:      Description:  
-------------------------------------------------------------------------- 
Staff           |       4          |       70%       |    None           |
--------------------------------------------------------------------------
Mace            |       9          |       60%       |    None           |
--------------------------------------------------------------------------
Mythril Mace    |       16         |       60%       |    None           |
--------------------------------------------------------------------------
Werebane        |       28         |       62%       | Effective vs Were |
--------------------------------------------------------------------------
Mage's Staff*   |       40         |       64%       |   Thunder Damage  |
--------------------------------------------------------------------------
Power Staff     |       53         |       66%       |    None           |
--------------------------------------------------------------------------
Spellbinder**   |       64         |       68%       |   Poison Damage   |
--------------------------------------------------------------------------
Healing Staff   |        0         |       70%       |  Heals Target     |
--------------------------------------------------------------------------
Diamond Mace    |       90         |       75%       |    None           |
--------------------------------------------------------------------------

*The Mage's Staff casts Bolt 5 when used in battle.

**The Spellbinder casts Venom 16 when used in battle.  The target is random, 
so it might be used on your party members instead of an enemy.

============
Staff: Mindu comes with this equipped.  Buy from shop.
Mace: Buy from shop.
Mythril Mace: Can buy from shops after a certain event has passed. Also from a 
chest in the Snow Cavern.
Werebane: Can not buy.  From chests in Castle Kas'ion and Castle Fynn.
Mage's Staff: From chests in Deist Cavern and Castle Palamecia.
Power Staff: From a chest in the Mysidian Cavern.
Spellbinder: From a chest in the Mysidian Tower, and Castle Palamecia.
Healing Staff: Rare Item.  From a chest in Castle Palamecia.
Diamond Mace: From a Chest in the Jade Passage.

++++++++++++++++++++++++++++++++++++++++++++++++++
Swords:
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:               Attack:              Accuracy:      Description:  
--------------------------------------------------------------------------
BroadSword      |       8          |       60%       |    None           |
--------------------------------------------------------------------------
Long Sword      |       13         |       50%       |    None           |
--------------------------------------------------------------------------
Mythril Sword   |       20         |       50%       |    None           |
--------------------------------------------------------------------------
Ancient Sword   |       25         |       10%       |   Inflicts Curse  |
--------------------------------------------------------------------------
Crescent        |       30         |       10%       |   Inflicts Sleep  |
--------------------------------------------------------------------------
Wing Blade      |       42         |       56%       |    None           |
--------------------------------------------------------------------------
Blood Sword     |        0         |        0%       |    Absorbs HP     |
--------------------------------------------------------------------------
Terra Sword     |       52         |       58%       |    None           |
--------------------------------------------------------------------------
Flame Sword     |       63         |       60%       |   Fire Damage     |
--------------------------------------------------------------------------
Ice Brand       |       72         |       62%       |   Ice Damage      |
--------------------------------------------------------------------------
Defender        |       78         |       64%       |   Raises Evasion  |
--------------------------------------------------------------------------
SunBlade        |       83         |       65%       |Effective vs Undead|
--------------------------------------------------------------------------
Excalibur       |      100         |       75%       |    None           |
--------------------------------------------------------------------------
Masamune        |      150         |       90%       |  Ultimate Weapon  |
--------------------------------------------------------------------------

============
BroadSword: The game starts you with one, can be bought in Altair.
Long Sword: Found in a chest in Bafsk Cave. Can be bought from a shop.
Mythril Sword: Can be bought from Shops after a certain event in the game.
Ancient Sword: From a Chest in the Snow Cavern.
Crescent: From a chest in the Dreadnought.
Wing Blade: From a chest in Castle Deist. Can be bought from Fynn.
Blood Sword: Rare item.  One is found in the Basement levels of Castle Fynn, 
the other is found in Pavel's house.
Terra Sword: Rare Item: From the Mouth of the Leviathan, in a chest.
Flame Sword: From a chest in the Mysidian Tower.
Ice Brand: From a chest in the Mysidian Tower.
Defender: From a chest in the Cyclone.
SunBlade: From a chest in Castle Palamecia.
Excalibur: After finishing Castle Palamecia, talk to the mother and son in 
Castle Deist.  'Ask' about the 'Dragoons'.
Masamune: From a chest in the Pandaemonium.


*******************************************************************************

****                            Armor List                                *****

*******************************************************************************

This is a list for all of the armor in Final Fantasy II. The Armor list is in 
four parts:

Shields
Head
Body
Hands (Accessory)

This section will look much like the Weapons List sections, with a few changes.

Name: Armor Name
Defense: The amount of defense added when this item is equipped.
Weight: The amount of weight added when this item is equipped.
Description: Any special effects added by the armor.

++++++++++++++++++++++++++++++++++++++++++++++++++
Shields:
++++++++++++++++++++++++++++++++++++++++++++++++++

Note: Shields are different then normal armors.  Instead of giving defense, 
they give a stat called 'Block'.  This is much like the monsters Defense 
Count.  The higher the Block, the better the Shield.  Also, the Rate% 
specifies how much of a percentage there will be to block physical attacks 
with your shield.

Name:                  Block:             Rate:           Description:  
--------------------------------------------------------------------------
Buckler         |        1         |        4%       |    None           |
--------------------------------------------------------------------------
Bronze Shield   |        2         |        5%       |    None           |
--------------------------------------------------------------------------
Mythril Shield  |        3         |        6%       |    None           |
--------------------------------------------------------------------------
Gold Shield     |        4         |        7%       |Resistant vs Poison|
--------------------------------------------------------------------------
Ice Shield      |        4         |        7%       |  Resistant vs Ice |
--------------------------------------------------------------------------
Flame Shield    |        4         |        7%       | Resistant vs Fire |
--------------------------------------------------------------------------
Dragon Shield   |        5         |        9%       | Strong vs Elements|
--------------------------------------------------------------------------
Aegis Shield    |        6         |       10%       | Resist S. Attacks |
--------------------------------------------------------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++
Head Armor:
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:                Defense:              Weight:         Description:  
-------------------------------------------------------------------------- 
Leather Cap     |       1          |        2        |    None           |
--------------------------------------------------------------------------
Bronze Helm     |       2          |        5        |    None           |
--------------------------------------------------------------------------
Mythril Helm    |       4          |        5        |    None           |
--------------------------------------------------------------------------
Titan's Helm    |       6          |       13        |   Strength+10     |
--------------------------------------------------------------------------
Ribbon          |       10         |        0        | Resist S. Attacks |
--------------------------------------------------------------------------
Gold Hairpin    |       11         |        2        | Resist Lightning  |
--------------------------------------------------------------------------
Headband        |       12         |        2        |   Raises Attack   |
--------------------------------------------------------------------------
Flame Helm      |       13         |       14        |    Resist Ice     |
--------------------------------------------------------------------------
Diamond Helm    |       17         |       18        | Resist Lightning  |
--------------------------------------------------------------------------
Genji Helm      |       30         |       31        |    None           |
--------------------------------------------------------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++
Body Armor:
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:                Defense:              Weight:         Description:  
-------------------------------------------------------------------------- 
Shirt           |       1          |        5        |    None           |
--------------------------------------------------------------------------
Leather Armor   |       2          |        6        |    None           |
--------------------------------------------------------------------------
Copper Plate    |       5          |        5        |    None           |
--------------------------------------------------------------------------
Bronze Mail     |       5          |       14        |    None           |
--------------------------------------------------------------------------
Silver Plate    |       10         |        5        |    None           |
--------------------------------------------------------------------------
Mythril Mail    |       10         |       14        |    None           |
--------------------------------------------------------------------------
Ruby Plate      |       15         |        5        |    None           |
--------------------------------------------------------------------------
Golden Mail     |       15         |       19        |Resistant vs Poison|
--------------------------------------------------------------------------
Golden Plate    |       22         |        5        |    None           |
--------------------------------------------------------------------------
Knight's Armor  |       22         |       26        |    None           |
--------------------------------------------------------------------------
Power Sash      |       25         |        5        |   Strength+10     |
--------------------------------------------------------------------------
Flame Mail      |       29         |       33        | Resistant vs Fire |
--------------------------------------------------------------------------
White Robe      |       30         |        5        |    Spirit+10      |
--------------------------------------------------------------------------
Black Robe      |       35         |       19        |  Intelligence+10  |
--------------------------------------------------------------------------
Ice Mail        |       36         |       40        |  Resistant vs Ice |
--------------------------------------------------------------------------
Ninja Suit      |       40         |        0        |   Agility+10      |
--------------------------------------------------------------------------
Diamond Mail    |       43         |       47        |Resistant vs Thunder|
--------------------------------------------------------------------------
Diamond Plate   |       43         |        5        |    None           |
--------------------------------------------------------------------------
Dragon Mail     |       50         |       54        |ResistantvsElements|
--------------------------------------------------------------------------
Genji Armor     |       75         |       79        |    None           |
--------------------------------------------------------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++
Hand Armor (Accessories):
++++++++++++++++++++++++++++++++++++++++++++++++++

Name:                Defense:              Weight:         Description:  
-------------------------------------------------------------------------- 
Leather Gloves  |       1          |        3        |    None           |
--------------------------------------------------------------------------
Bronze Gloves   |       3          |        8        |    None           |
--------------------------------------------------------------------------
Mythril Gloves  |       6          |        8        |    None           |
--------------------------------------------------------------------------
Thief's Gloves  |      15          |        3        |   Agility+10      |
--------------------------------------------------------------------------
Titan's Gloves  |      15          |       17        |   Strength+10     |
--------------------------------------------------------------------------
Protect Ring    |      18          |        3        | Guard vs InstantKO|
--------------------------------------------------------------------------
Power Armlet    |      19          |        3        |   Strength+10     |
--------------------------------------------------------------------------
Ice Gloves      |      20          |       22        |    Resist Ice     |
--------------------------------------------------------------------------
Diamond Gloves  |      25          |       27        | Resist Lightning  |
--------------------------------------------------------------------------
Genji Gloves    |      45          |       47        |    None           |
--------------------------------------------------------------------------


*******************************************************************************

****                            Items List                                *****

*******************************************************************************

This is an items list for the main items in the game.  I have it separated 
into two parts:

Recovery
Combat

Recovery items are items used to recover HP, MP, and your status.  Combat 
items come in two forms: Buff and Atack. Buffing items strengthen your party 
members, while Attack items attack your enemies (either directly, or 
indirectly).

Item: Item Name
Type: Item Type
Effect: Effect of Item

===================================================
---------------------------------
Item: Potion
Type: Recovery
Effect: Recovers a small amount of HP to a single party member.
---------------------------------
Item: Hi-Potion
Type: Recovery
Effect: Recovers a medium amount of HP to a single party member.
---------------------------------
Item: Ether
Type: Recovery
Effect: Recovers a small amount of MP to a single party member.
---------------------------------
Item: Phoenix Down
Type: Recovery
Effect: Revives a party member from KO status. 
---------------------------------
Item: Elixir
Type: Recovery
Effect: Fully Restores party members HP and MP.
---------------------------------
Item: Cottage
Type: Recovery
Effect: On the World Map only. Fully recovers HP and MP.
---------------------------------
Item: Antidote
Type: Recovery
Effect: Heals party member from the Poison/Venom status.
---------------------------------
Item: Cross
Type: Recovery
Effect: Heals party member from the Cursed status.
---------------------------------
Item: Golden Needle
Type: Recovery
Effect: Heals party member from the Stone (Petrified) status. 
---------------------------------
Item: Maiden's Kiss
Type: Recovery
Effect: Heals party member from the Toad status.
---------------------------------
Item: Mallet
Type: Recovery
Effect: Heals party member from the Amnesia status.

===================================================

---------------------------------
Item: Saint's Spirit
Type: Buff
Effect: Maximizes your Spirit in battle.
---------------------------------
Item: Sage's Wisdom
Type: Buff
Effect: Maximizes your Intelligence in battle.
---------------------------------
Item: Bacchus's Wine
Type: Buff
Effect: Raises your attack power, but lowers your evasion.
---------------------------------
Item: Hermes
Type: Buff
Effect: Casts Haste on a party member.
---------------------------------
Item: Unicorn Horn
Type: Buff
Effect: Horn with the Basuna effect (casts Basuna on a party member).
---------------------------------
Item: Mythril Mirror
Type: Buff
Effect: Casts Wall on your party members.
---------------------------------
Item: Magiconch
Type: Buff
Effect: Casts Shell on your party members.
---------------------------------
Item: Acid Bottle
Type: Attack
Effect: A strong poison attack on enemies.
---------------------------------
Item: Backstabber
Type: Attack
Effect: Causes Muddle effect on enemies.
---------------------------------
Item: Gaia Drum
Type: Attack
Effect: Uses an Earthquake on all enemies.
---------------------------------
Item: Garlic
Type: Attack
Effect: Deals damage to Undead type enemies.
---------------------------------
Item: Hellfire
Type: Attack
Effect: A Fire elemental attack on enemies.
---------------------------------
Item: Hourglass
Type: Attack
Effect: Causes Stop effect on enemies.
---------------------------------
Item: Mute Bell
Type: Attack
Effect: Causes Silence effect on enemies.
---------------------------------
Item: Notus
Type: Attack
Effect: An Ice elemental attack on enemies.
---------------------------------
Item: Silk Web
Type: Attack
Effect: Causes Slow effect on enemies.
---------------------------------
Item: Slumber Stalk
Type: Attack
Effect: Causes Sleep effect on enemies.
---------------------------------
Item: Thanatos
Type: Attack
Effect: Causes Fear effect on enemies.
---------------------------------
Item: Zephyr's Flute
Type: Attack
Effect: Calls a Wind attack on all enemies.

*******************************************************************************

****                             Key Items                                *****

*******************************************************************************

Key items are required items to get through the game.  This section is not 
truly needed because these items are items you can not discard and will use 
throughout the game, but I have it here just because everyone gets picky and 
demands I put everything in the guide. XD

Item:  The name of the item.
Description: a minor (in my own words, not the words of the game) description 
of the item.
Obtain: Where you obtain the item.


----------------------------------------------------------------------
Item: Ring
Description: Scott's Ring.  Allows you to view to world map by pressing the 
[Select] and O button at the same time.
Obtain: From Scott in Fynn Town, at the very beginning of the game.
----------------------------------------------------------------------
Item: Canoe
Description: This Canoe allows you to travel over rivers and lakes.
Obtain: From Mindu, when he joins your party in Altair.
----------------------------------------------------------------------
Item: Mythril
Description: The Legendary metal used for forging.
Obtain: From Semitt Falls, after defeating the boss.
----------------------------------------------------------------------
Item: Pass
Description: Allows you to board the Dreadnought.
Obtain: From a chest in the back room of the Bafsk Cave.
----------------------------------------------------------------------
Item: Snowcraft
Description: Craft that allows travel over Snow and Ice fields.
Obtain: From a chest in the hidden room of Semitt Falls.  Must have Josef in 
your party.
----------------------------------------------------------------------
Item: Goddess's Bell
Description: Used to open the door and go further into Castle Kas'ion.
Obtain: After defeating the boss in the Snow Cavern, check the wall.
----------------------------------------------------------------------
Item: Egil's Torch
Description: A Torch used to pass and hold the Sunfire from place to place.
Obtain: After defeating the boss at Castle Kas'ion, check the chest. 
----------------------------------------------------------------------
Item: Sunfire
Description: Undying flame, used to power airships.
Obtain: After getting the Goddess's Bell and Egil's Torch, examine the fire at 
the entrance of Castle Kas'ion.
----------------------------------------------------------------------
Item: Pendant
Description: Used to speak with Wind Drakes, proof of membership among 
Dragoons.
Obtain: From the entrance of Deist Cavern, head all the way east and down the 
stairs.  Examine the corpse, and he holds the Pendant.
----------------------------------------------------------------------
Item: Dragon's Egg
Description: The Egg of a Wind Drake.
Obtain:  After getting the Pendant, head back to Castle Deist, and talk to the 
Wind Drake.  He (she? I assume) gives you the Dragon's Egg.
----------------------------------------------------------------------
Item: White Mask
Description: A mask used to cover a goddesses face. Said to be ancient.
Obtain: From the chest at the end of Castle Fynn Basement.
----------------------------------------------------------------------
Item: Black Mask
Description: A mask used to protect yourself from evil.
Obtain: From a chest after the boss at the depths of the Tropical Island.
----------------------------------------------------------------------
Item: Crystal Rod
Description: Used to open a pathway to the Mysidian Tower.
Obtain: From a chest at the end of the Mysidian Cave.
----------------------------------------------------------------------
Item: Wind Drake
Description: The Last Wind Drake, hatched from the Egg you saved. ^^ Cute.
Obtain: To enter the Cyclone, you need this Wind Drake.  After the Mysidian 
Tower, talk to Gordon and he mentions that you need Wings to enter the 
Cyclone.  Head up to 2F Castle Fynn, and use the Pendant at Mirror there.
----------------------------------------------------------------------

*******************************************************************************

****                               Secrets                                *****

*******************************************************************************

Theres a few secrets in Final Fantasy II, but they aren't that big.  Theres 
one huge 'glitch' type thing that helps you level your magic without using 
your MP at all, and theres a mini game you can play.  Sadly, theres no hidden 
dungeons or characters to revive. 

------------------------------------------------------
Glitches:
------------------------------------------------------

If you want to level a particular spell quickly, but dont want to fight 
battles over and over, or are stuck in the middle of a dungeon you can not get 
out of (The Dreadnought, the Cyclone, etc) this is a nice trick to help beat a 
boss, or do whatever you find necessary.

First, you need to choose the spell(s) you want to level.  The character needs 
to know the spell, and have access to it in battle.  The character must also 
have the MP to cast it in the first place.  

To get this 'glitch' to work, you need to select the spell from the magic 
Menu, and have your character start 'chanting' it.  You see the characters 
lips moving on screen.  Now, press the O button (default) and cancel that 
characters actions. Every time you choose that characters actions, and 
they 'chant' the spell, you get spell experience for it.  It helps to have 
your settings on 'Memory' for this trick.  You know this trick works because, 
if you have two spells, such as Ice and Fire, and their experience looks like 
this:

Fire: 98
Ice: 54

And if you select Fire one round of battle, but cancel it out before you input 
all of your commands, and then select Ice for the rest of the battle (ignoring 
the Fire spell completely) your Fire spell will still level up at the end of 
the battle, even though you never actually cast it on the enemies. 

------------------------------------------------------
Mini-Games
------------------------------------------------------

Theres a mini-game you can play while you are on the Snowcraft.  If you hold 
down the X Button and press the O Button around 20 times, the mini game starts 
up.  

There are a lot of rewards for this game, such as an Elixir, quite a bit of 
Gil, and higher level Potions.  

You can do this quest as soon as you get the Snowcraft.


------------------------------------------------------
Chocobo!
------------------------------------------------------

I put this information in the main guide, but I put it here as well because 
its something of a cute tidbit.  The Chocobo forest is located directly south 
of Castle Kas'ion. Its a tiny little area in the large forest that is not a 
forest (it is very tiny, hardly noticable). 

You run twice as fast as you normally do while on a chocobo, and you do not 
run into random encounters.  Sadly, Chocobos only work on the world map.


------------------------------------------------------
Normal Mode
------------------------------------------------------

On your first playthrough of Final Fantasy II, you are playing the 'Easy 
Mode'.  To play Normal Mode, you need to beat the game once, and save the 
Cleared Data to your Memory Card. There will be a little star by your Time 
Played on the Save File. The Normal mode is quite a bit harder then the Easy 
Mode, and your settings are different by default.  

Some Noticable differences: Auto-target is always off.  If you attack a 
monster with all of your characters one round, and it is defeated with the 
first attack, then all of your characters will attack the empty space that the 
monster once inhabited.  

You can also not Dash (run, which you do by pressing the O button) and you can 
not change the World Map to Flat. Unfortunately. 


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Soul of Rebirth
------------------------------------------------------

I mentioned this at the end of the main guide.  This has absolutely nothing to 
do with [Final Fantasy Origins] but it has everything to do with Final Fantasy 
2.  In Final Fantasy 1&2: Dawn of Souls, there is a little after game story 
that you can play called Soul of Rebirth.  This story places you in the shoes 
of Mindu, as he fights in the Underworld with Josef, Scott, and Gareth.  

Its a nice little bonus for fans of Final Fantasy II, and if you liked this 
game at all I suggest playing it.


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****                           Miscellaneous                              *****

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Thanks for reading; Because probably very few people read this section unless 
you wish to contact me, I want to be random and say, I love Mysidian Tower 
theme :O!

This guide is meant for home use only, and must not be sold in any way, shape 
or form.  You may print it off to use yourself, though if you want to use the 
guide on your website, please email me at ereekairyn@yahoo.com.  I am busy 
in real life, and have a problem replying at times, so be a bit patient ^^;;;.

Note that every so often I do look for sites that have been stealing my FAQs 
and I do ask that you take them down if I catch you.  It is against the law to 
do this, and I am asking you nicely to not do such. 

------------------------------------------------------
Contributors/Thanks
------------------------------------------------------

I used information from the little booklet that came from the game to write 
the basics section of this guide.  Mainly for the status effects section, 
because even I wasn't positive on that, having played the game 2-3 times @@;.

Also, I took the weapons and armor stats from the official strategy guide. 
Since I have gotten every item from these lists myself in the game, I know 
they exist, so you do not have to worry about them being fake items.

------------------------------------------------------
Version Information
------------------------------------------------------

Version 1.1, November 8th, 2005: Finished Weapons, Armor, Key Items, and Item 
lists. Decided I was going to make a Key Term List and Shop Inventory 
list...eventually.
Version 1.0, November 1st, 2005: Finished Bestiary, and Item Collection which 
was everything I had left to do. Oh and Secrets section too (that was 
somerthing of an afterthought lol).

Copyright 2005 Stephanie Nutter