Walkthrough by MHobbs / Dragon Fogel

Version: 4.0 | Updated: 06/05/01 | Printable Version

                              Final Fantasy V 
                        The Unofficial Walkthrough 
                                 Ver. 4.0
                    By: Matt Hobbs (YelseyKing@aol.com)
                   and Dragon Fogel (knearey@ualberta.ca)

Before you read this walkthrough, I would like to say that I am truly sorry
for not being able to help all those who sent me E-Mail regarding Final 
Fantasy V. Sometime in 1999, my emulator that I used to play the game died,
and I was unable to get it working again. Thus, why my walkthrough went no 
further than the Ancient Library. (Yes, I did write it, but decided not to 
send it in to GameFAQs.)   However, the good news... I *was* able to get a 
copy of Final Fantasy Anthology for Playstation...way back in January of 
2000. Unfortunately, I had various problems with the game, and since I had a
bunch of other games to play at the time, I decided to discontinue playing 
it... Recently, though, I started playing the game again, and decided to 
continue the walkthrough. Enjoy. :) 

1. Revision History
2. Walkthrough
3. Sub-quests
4. Character Classes
5. Weapons and Armor
6. Magic
7. Shopping List
8. Other Stuff
9. Credits

 1. Revision History

V 4.0 - I suppose this is what everyone's been waiting for, isn't it? Yes,
        the entire walkthrough is *finally* finished. If it looks like it 
        was written by two different people, that's because it *was*. To 
        save time (and a lot of it, too), Fogel and I decided to work on the
        walkthroughs for the second and third worlds simultaneously. The 
        result was that both were done in nearly half the time.
      - The sub-quests section is also complete. I'm not particularly happy
        with the Shinryu and Omega strategies, considering they were beaten
        using a level 50 team with all jobs mastered. Oh well. They'll do
        for now, and I'll try to put something a bit more...sane there next
      - I've added all the missing items to their respective lists, but 
        I used GameShark to get their stats, so I'm not sure where a few of
        them are found in the actual game. Without calling me a 'cheater' or
        anything stupid, I'd appreciate it if someone could clue me in as to
        their legit locations. Also, I doubt the stats I have for the Brave 
        Blade and the Chicken Knife are correct, since I ran away a few 
        times. If anyone knows their exact stats without any modifications,
        I'd love to hear from you.
      - The Magic list has also been updated. A *lot* more enemies that can
        use Blue Magic were added, and we've also confirmed the effects for 
        Speed and Quick. We're still missing the effects of Love Song and a
        few Mix effects, though.
      - The monster list is finished, but since it was started near the 
        start of the second world, some stats are still missing...mainly 
        those from Karnak, Walz Tower, and the Big Bridge. Also, most of the
        item data is still blank for now. (Contributions are welcome! ^_^)
      - A new trick concerting L.3 Flare was added to the "Other Stuff"
        section. The "Your Psychic Friend" bit, though, was moved to an
        assortment of third world sub-quests.
      - Some small changes were made to the "PSX-to-ROM Name List". I
        removed Azulmagia (since he's not a main villain), and added two
        area names. Also, I'm planning to start a list of bosses and spells
        there, if anyone cares to help.
      - A ton of various changes were made to pretty much everything else. 
        It'd take forever to list them all, though, considering many of them
        were very minor, such as typo fixes or small additions.

V 3.0 - *GASP*  The walkthrough has *finally* been updated! UNBELIEVABLE!!!!
      - Ok, I've beaten the game, but walkthrough segments take a bit of 
        time to write... The first world walkthrough is finished, and the
        second two worlds will come later.
      - Touched-up/rewrote all the areas in the walkthrough, and broke it
        into three parts, one for each world. Also, I added a lot of corny 
        "Chapter Titles" for no real reason. =P
      - You've probably noticed that the header of the FAQ has changed, and
        another name has been added... This is because Fogel, writer of one 
        of the best FF8 FAQs on GameFAQs, as well as a good friend of mine,
        has agreed to be co-writer. 
      - Names changed to match those from FFA. I'd have to say the majority
        of the ROM names sound better, but since this FAQ is based on FFA, 
        I'm using the "officially translated" ones.
      - Most of the lists are finished. There may be some missing info,
        though...bizarre skills with no apparent effect and such. :P
      - Since there're more sub-quests than I initially thought, I gave them
        their own section. 
      - Moved the "Other stuff" section to the bottom, in which I added a 
        "Level Multiples" charts, a PSX-to-ROM name conversion chart, a note
        about using Softs as weapons, and a note about a hidden cave in the
        third world.
      - An incomplete monster list has also been started. Contributions are

V 2.0 - Added to the walkthrough
      - 3 New side quests: Tycoon Castle, Walz Castle Basement, and Walz
        Castle Water Tower.

V 1.0 - First version, I'm not terribly far into the game yet, but I've 
        written all that I have so far.

 2. Walkthrough

%%%First World%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

--- "The Mysterious Meteorite" ---

The game begins at Tycoon Castle, where a young girl named Reina is talking
with her father, the king of Tycoon. It seems that the wind hasn't been 
quite normal lately, and the king is heading to the Wind Shrine to find out
the reason why. The two talk for a while, then the king climbs on his dragon
and flies off, telling Reina not to follow him. You'll then see various 
scenes of Faris, a pirate; Galuf, an old man in a cave; and Princess Reina 
again. Eventually, the scene will change to a forest where a man and a 
chocobo are resting around a campfire. At this point, an extremely 
pixellated meteor (yes, even in the PSX version) plummets from the sky and 
crashes near Tycoon Castle. Curious about the 'earthquake', the man jumps on
his chocobo and runs out of the forest towards the fallen meteor to 

- Tycoon Meteor -
Treasures: Phoenix Down 
You now have control of the man (whose name is just "?" for right now) on 
the world map. There are no random battles, as you're riding on the chocobo,
so just head for the meteor to the east. Once you arrive there, the man will
tell his chocobo, Boko, to wait at the entrance while he goes in alone. 
Follow the path until you come to two goblins who are holding Reina hostage.
The man surprises the goblins, and they attack him. This is an easy battle, 
as neither of the goblins have more than 20 HP, and they can't do more than 
3 or 4 damage to you. After beating them, Reina introduces herself to the 
man, who reveals that his name is Bartz. (Actually, you can rename him 
whatever you'd like at this point, but Bartz is the default, so I'll refer 
to him by that name.)

Reina then joins you, and the two then start to leave the meteor site, but 
stop when they hear a sound coming from the other side of the meteor, and 
decide to investigate. It's Galuf, the old man from the intro. However, he 
seems to have amnesia, and can't remember anything except his name... After 
talking for a while, Reina says she's leaving for the Wind Shrine, and Galuf
suddenly remembers that that's where he was headed, too, and asks her to let
him come along. She hesitates for a moment, but ultimately agrees, and the 
two of them head off, leaving Bartz alone. 

Before leaving the meteorite area, walk down and right through the trees 
just below where you met Galuf to find a Phoenix Down. Now leave the crater
and Bartz will automatically hop back on Boko, then you'll be back on the 
world map.

--- "The Silent Wind" ---

Well, it's not much fun being alone, so...why not follow Reina and Galuf?
After all, it's not like you've got anything better to do, right? :)

Head northwest to the narrow path in the mountains. Here, the scene will
change to that of a narrow valley, where you'll see Reina and Galuf being 
attacked by more goblins. Run through the valley, defeating the goblins 
along the way, and rescue your two friends-to-be. After this, there's a 
scene where Bartz decides to go to the Wind Shrine as well. He claims his
father's dying wish was for him to travel the world, but Galuf knows the 
truth. :)  Unfortunately, the meteor's shock has blocked the way leading to 
the village of Tule, but the travelers are determined to find a way through.

Back on the world map, head north. It seems a new cave has been formed in 
the mountains, so save your game, then enter. Once again, Bartz will tell 
Boko to wait outside while he and the others go in.

- Cliffside Cave -
Treasures: Leather Cap
Upon entering the cave, just keep heading forward until Bartz points out a 
healing spring. This is a good place to stop and fight some enemies to gain 
levels. The only things here are Steel Bats, and the crab-like Diablos, 
neither of which are much of a threat. Build your members up to level 3 or 4
(using the spring to heal when necessary), then enter the upper door. Here,
you'll fight Stropers (weird plant-like things), but they're not any more 
difficult than the other two enemies. Walk around the room, then climb the
stairs where you'll see a pirate flip a switch to open a door in the cliff. 
After he leaves, you can do the same. First, though, grab the Leather Cap 
from treasure chest on the left ledge. Now flip the switch, and open the 
cave, which leads deeper into the cave. As soon as you enter, Bartz will 
rush through the opening in the upper wall and you'll see a ship sailing 
into the cove... but the wind has stopped... How can a ship move without 
wind? Hmm... Worth investigating. After you re-enter the cave, continue 
through the cave to the left and enter the upper door. (By the way, don't 
bother with the lit cave opening Bartz ran through earlier, since it just
leads to that small mountainous dead end on the world map. You can save 
here, but otherwise, there's no reason to come out here.) 

You'll now be in a pirates' base, which means that strange ship you just saw
was a pirate ship... Since they need a ship to reach the Wind Shrine, Reina 
suggests that they ask the pirates to give them a ride on theirs. Bartz 
reminds her that these're pirates they're dealing with, and that he doubts
they'd agree to something like that. Galuf, however, has a 'better' idea...
Just steal the thing! Anyway, since there doesn't seem to be anyone around 
now (that's awake, anyhow), feel free to explore the base. There's another 
skull switch on the lower-left wall of the base, but it doesn't do anything 
for right now. There are also two 'houses' here, both of which are guarded 
by sleeping pirates, which you have no way of awakening. Just ignore these 
distractions, and cross the long wooden bridge on the right, which leads to 
the ship. Once onboard, you can climb down the stairs and look around if 
you'd like, but there's nothing of interest there, so just examine the 
ship's wheel at the far north end. 

Well, you've succeeded in stealing the ship...or so it seems... Try as he 
might, Bartz is ultimatly unable to get the ship to move. To make matters 
worse, the pirates pick this moment to return, and you end up captured by 
Faris, the captain. At this point, Reina, in hopes of persuading the pirates
to take her to the Wind Shrine, shows Faris a pendant, and reveals to the 
group that she is actually the princess of Tycoon. This doesn't faze the 
pirate captain much, though, as she decides that Reina would fetch a nice 
ransom. She then has you thrown in the brig!

After some dialogue, the scene changes to Faris, who has the same type of 
pendant as Reina... Having a sudden change of heart, Faris releases you, 
saying she decided to bring you to the Wind Shrine. Reina asks how they 
intend to get there, since the wind has stopped. Faris then shows the 
princess the secret of her "Windless Ship"...to everyone's surprise, it's 
actually being pulled by a huge water dragon hamed Hydra!  Faris then joins
the team, and you're returned to the world map, where you can now control 
the ship! Sail out of the small channel, and a pirate will stop you and ask 
if you want him to show you where the shrine is. If you want a guided tour, 
say yes, and you'll sail there automatically. Whether you agreed to this or 
not, before entering the Wind Shrine, sail west to the small village of Tule
to get some supplies.

- Tule -
Treasures: Tent x2, Tonic x2, 150 GP, 100 GP, Ether, LeatherShoes x2, 
           Phoenix Down x2

As soon as you enter the village, Faris and the pirates, true to their 
nature, run off into the pub. Faris will leave your party, but will rejoin 
when you leave.

Anyhow, the first thing you should do here is to talk to the old man 
wandering around near the entrance of town. He offers to take you to the 
Beginner's Hall, which, if you're a first time player, you should definitely
accept. (Actually, you could just walk here...it's the house on the far 
lower left corner of town.) Enter the house near where he 'drops you off', 
and talk to the woman at the desk; tell her you're a beginner, and she'll 
let you in. (If you tell her you're not, she'll kick you out. Literally. =P)
This place is something of a no-brainer. Talk to everyone for tips and info 
on most of the various gameplay features, and be sure to take the items 
(Tent, Tonic, Ether, Phoenix Down, and 100 GP) out of the barrels, boxes,
and jars. Upstairs, there are more people with more advice for you. The 
treasure chest here contains a monster, but it's just a single goblin. After
defeating it, you'll receive a pair of Leather Shoes that you should give to
Bartz. Ok, that's all that's here, so talk to the lady at the front desk 
again to leave. With that out of the way, feel free to explore the rest of 
the town. 

When you enter the weapon and armor shops, Faris momentarily rejoins, to
make sure she's not left out in the equipment upgrading process. :)  The 
leather equipment at the armor shop is pretty weak, but it's all you can get
for now, so you might as well outfit your team with it. Also, be sure to buy
enough Broadswords for everyone. (If you don't have enough money now, build
up a little bit and buy the rest.) Since your characters can currently equip
anything, there's little reason to buy the weaker Staffs and Wooden Rods 
now. There's also a magic shop in town, but since no one can use magic yet,
don't buy any of it unless you have some extra cash. If you'd like some 
treasures, there's 150 GP in a barrel to the right of the inn, and a Tent 
and Tonic are in some boxes near the bridge. Get the items, then cross the 
bridge and enter the house on the other side. Reina will explain that this 
house belongs to Zok, the man who built the waterway connecting the east and
west oceans, but he doesn't seem to be home, and there's nothing of interest
in his house, so just leave for now. Now, pick up a Phoenix Down and another
pair of Leather Shoes by examining the box and bush on either side of his 
house (you'll have to walk through the woods to get to them).  The only 
other thing to do here is visit the pub, so do so. Talk to all the pirates, 
then stand on the left side of the stage where the dancers are. They'll 
begin to dance, then jump off the stage when they're done, allowing you to 
reach (and play) the piano there. Since there's a nice reward later for 
doing this later on in the game, by all means, go play it! Finally, go 
upstairs, where you'll find Faris, asleep in one of the rooms. A quick peek 
in the captain's room drops some rather obvious hints that the mighty pirate
is actually a woman! 

Anyhow... After talking to everyone and taking everything, leave Tule, and 
Faris will rejoin you. From here, you have a choice of actions: You can
either head directly for the Wind Shrine, or you can return to the pirates'
cave to check on Boko. If you don't feel like going to the back to the cave
right now, just go down to the Wind Shrine section; if you want to look for 
Boko, check the sub-quests section ("Boko").

- Wind Shrine -
Treasures: Tonic x5, Tent, Leather Cap, Broadsword, Staff

When you feel you're ready, sail northeast to the Wind Shrine. Upon entering
the shrine, head for the left room and talk to the people there first. 
You'll learn that the King Tycoon went to the crystal room on the top floor,
but that he hasn't come down yet... You'll also learn that when the wind 
stopped, monsters effectively took over the shrine. When you regain control,
examine the pot at the bottom of the room and you'll be fully healed. Now 
talk to the man standing to the left of it to get five Tonics, then leave 
this room, head right, and enter the door. 

At this point, I suggest building your levels; you'll probably want to be on
about level 5-7 before moving on. Don't worry if you get hurt, though, since
you can go back downstairs and use the pot to heal anytime.  

But anyway, when you've had your fill of building up, go back down and heal,
then return to the second floor. Here, head left and take the chest to get a
Tent, then backtrack slightly and enter the door you just passed. This leads
to a small room with a column of light in it...this is a save point. Save 
your game, then go through the lower door.

In this next section, take the door on the right to collect a Leather Cap,
then take the left door to a winding room with two doors and a big 
eagle-type monster blocking another door. There's also a secret shortcut in 
the left wall below the door you can see from the entrance...take it if you
want. Anyway, before confronting the "eagle", examine the two side-rooms. 
The one on the right is empty, but the one on the left (near where the 
secret passage is) has a treasure box containing a Broadsword. Get the sword
(and equip it if you didn't buy enough at Tule), then 'talk' to the eagle; 
it will jump forth and attack you... It's not really an eagle, but rather 
the Wingrapter, an eagle-like dinosaur.

- Boss Battle -
Wingrapter - Lv: ??   HP: <500>   (Don't have Scan/Check yet)  

Well, if you've played just about any other Final Fantasy game, you'll 
probably already know its typical "First Boss" strategy. Well, it applies 
here as well. Basically, the boss can only be attacked when it's not in its
'defensive stance', or not only will your attack fail, but you'll get 
counterattacked. In this case, if Wingrapter's wings close, don't attack 
him. You should probably be strong enough to beat it before it even closes 
its wings, though, if you're on at least level 5 and have a Broadsword 
equipped on everyone. Just watch out for "Air Wing", which does about 40 
damage to the whole team... (Well, if you wanna get technical, it does 
damage equal to 25% of Max HP. Bleh.)

After beating this foul fowl (ok, unnecessarily bad joke =P), continue up 
through the door it was blocking and you'll come out in a room with vines 
all over the walls. Before entering the center door, push against the wall 
in the lower right corner and follow the invisible path to claim a staff. 
Now go in the door and you'll be at the room with the Wind Crystal. 
Unfortunately, though, it seems you're too a bit too late, as the crystal 
has already shattered, and King Tycoon is nowhere to be found... The 
following scene shows the four crystals lending their essences to Bartz and 
the group, then an image of King Tycoon appears and explains the power of 
the crystals, and tells you that you're the four "chosen warriors"; the 
keepers of the four essences. Reina doesn't understand, and asks her father 
what he means. He explains that a great evil is trying to return, and urges 
you to protect the other three crystals... After talking, the image vanishes
and the shards of the crystal grant you their powers...that is, they allow 
you to access the job system! You're given a set of basic jobs: Knight, 
Thief, Monk, Blue Mage, White Mage, and Black Mage, then you regain control.
You're finished here, so walk around to the back of the room and touch the 
swirly tile, which will warp you back to the beginning of the shrine.

This is is a good time to start using jobs. I suggest turning Bartz into a 
knight, Galuf into a monk, and the remaining two should alternate between
thieves and the various mages, but feel free to use whatever you'd like.

--- "To the Eastern Land" ---

Now leave the shrine, and return to Tule. Start by buying all the magic from
the shops here if you haven't already done so, and head for Zok's house; he 
is now home, so go talk to him. Reina will explain to the old man that they 
need the key to Torna Canal so they can pass through to eastern Walz in 
order to protect the crystal that lies therein. Unfortunately, Zok seems to 
have lost the key, but he insists that you stay at his house for the night. 
In the middle of the night, Bartz wakes up and walks outside and has a 
flashback about his late parents talking about the crystal. He then goes 
back inside and talks to Zok, who apparently had the Canal Key all along, 
but didn't want to give it to you out of fear for Reina's safety. Having 
seen her determination, however, he reconsiders, and decides to give you the
key. Leave town and board the ship again, there will be a short scene in
which Faris leaves her pirate crew, and you'll regain control. Before 
heading east to Torna Canal, however, there's something you might wanna do.
If you have a Blue Mage, you can learn Aero from the Mauldwin enemies at the
Wind Shrine, Gob Punch from the Goblins on the world map, and Red Feast from
the Steel Bats inside the first cave.

- Torna Canal -
Treasures: None

When you arrive at the Canal, use the key to open the gate, then fight the 
monsters for a while to build up your new jobs. After you've had your fill,
sail through the waterways until you come upon a whirlpool, which threatens
to suck your ship in! As you draw closer, you discover that the whirlpool
isn't natural... It was created by a giant scorpion monster called the 
Karl Boss...

- Boss Battle -
Karl Boss - Lv: 5   HP: 650    Weakness: Lightning

This is a pretty routine battle. If your monk has learned Store, use it for
a quick 200+ damage. Lightning and Fire magic also work well, so if you have
a Black Mage (or someone with Black magic), use them. In general, Karl Boss'
attacks are pretty weak, but watch out for its Tentacle attack, which can 
paralyze you, and Tail Screw, which reduces one member's HP to the single 
digits. Overall, though, you should win without too much trouble, and you'll
earn yourself a Tent when you win.

After defeating the thing, it gets its final revenge on you by pulling 
Hydra into its whirlpool! It then vanishes along with your sea serpent
friend, and without him to guide it, the ship then begins to drift... After
a few days, the ship finally comes to a halt at a rather unpleasant spot...
The graveyard of ships...

- Ship Graveyard -
Treasures: Flail, Tent, 990G, Phoenix Down x2, Antidote x2, Tonic, World Map

Unfortunately, there's no place to save your game here, but if you need to
restore your HP, you *can* rest in the bedroom on Faris's ship. Do so if
you get weak. As for enemies here, they're mostly undead, meaning Fire and
Cure magic is effective against them. The non-undead enemies (CrystSlugs and
LumbrBeasts) are also of little threat, and give you a *lot* more Exp and GP
than the enemies you've been fighting. In addition, the CrystSlugs sometimes
drop Elixirs!

Anyway, enough about general area features... Leave Faris's ship, and head 
down along the broken boards until you come to a rock. Press against it a 
few times and more rocks will appear in a chain below it. Jump across them 
to reach a chest containing a Flail; if you have a White Mage, equip it, 
then return and rest in Faris's ship again. Now go back to the wrecked ship 
and enter the door. Climb down the steps and go in the center door to get a
tent, then go down through the door on the right and climb down into the 
water on the left side. 

Navigating this next area is easy if you're using a console, but it's
extremely difficult if you're using an emulator. There's a transparent layer
of water over the screen in the next couple of areas...this is no big deal 
if you're using a console, but when using certain Emulators, all that 
appears is the water. I'm aware that most emulators have button functions 
that disable certain parts of the background, but unfortunately, if you 
disable the water, the ship itself also disappears, meaning you'll have to 
stumble around blindly in the darkness... For this such reason, I've
included two seperate walkthroughs for this area: A basic one for those 
playing the console version, and a step-by-step (literally) walkthrough of
the area for those playing the ROM.

PSX/SNES Version:
You'll now be in the hold of the wrecked ship. First, climb down the stairs
and examine the crate with the skull on it to get 990 GP, then go up until 
you see two doors. Take the upper one, then climb down the stairs and go 
under the wooden platform to get a Phoenix Down. Leave this room and take 
the lower door, then climb down the steps in front of you and go down the 
stairs in the corner of the room. In this next room, go right, then up to 
get a Tonic (yay), then go right and through the door (watch out for the
pitfall near it), and keep going until you reach a room with a few beds. 
<Note: Unless you're curious, or for some reason want a super-detailed 
walkthrough here, skip the next section and go straight to "Both Versions".>

Emulator Version:
Keep in mind before reading this, that this walkthrough leads to all the
treasures, as well as the end. And a big note here...do *not* count the
square you're standing on as a step, as if you do, the directions will come
out wrong, and you'll end up lost. Thus, when I say "down 1, left 3", it 
means press down once, and left three times. Anyway, with that out of the
way... From the stairs leading down into the water, take 6 steps down, 6 
steps left, and two steps down. You'll enter a staircase leading down to the
flooded hold of the wrecked ship, which is where it gets *really* dark. 
(Note: I don't feel like repeating the word 'steps' over and over again, so 
when I say "down 6, up 1" I mean go six steps down, and one step up.)  From 
the entrance to this room, go left 3, down 3, and left 3. Now face up, and 
press A. You'll get 990 Gil from a crate that you can't see. Now go left 1, 
up 3, left 1, up 5, right 1, up 5 more, and right 3. This puts you between
two doors, an upper one, and a lower one (Neither of which you can see). 
Head up 2, and you'll enter another room. This one is mostly above water, so
you should be able to see where you're going for the most part. Despite what
appearances would suggest, though, there *is* something in that dark water,
so walk down to the little staircase sticking out of the water on the left
side of the room. From here, go down 1, right 1, up 6, and right 1. You 
should be facing an invisible chest. Press A to get a FenixDown (Phoenix
Down), then follow the previous directions in reverse (left 1, down 6, left 
1, up 1, for the lazy) to get out of the water. Since that chest is all 
that's here, just leave the room and return to the darkness (ok, that 
sounded weird...).  Now go down 3 and enter the lower door. In this next 
room, go down 12, and right 3 to go down another staircase you can't see. Go
right 2, and up 5. At the end of this path, press A to get a Potion (yay), 
then go left 2 and up 5, and you're almost finished. This last room is only
partially underwater, so I'm not sure whether or not you're able to see 
where you're going... Anyway, go left 1, down 2, right 1, and down 6, and
you're finally at the exit! Just watch out for the pitfall directly left of
the exit...

Both Versions:
In the "Bedroom", the group will split up and talk for a while... During
the following scenes, your suspicions are confirmed, Faris *is* in fact, a 
woman! After drying off, the group will decide to rest. In the morning, go 
up into the room where Reina went to change her clothes earlier. There's a
save point here (which...I don't remember seeing in the ROM)...it's been a
while since you last saved, so do so, then keep going up the stairs until 
you reach the exit. Now cross the fallen mast, and instead of jumping on the
rocks, head down across the series of half-submerged wooden platforms. Now 
jump on the wrecked ship on the right and enter the door. On the floor is 
the World Map, a valuable special item that, for some unknown reason, 
functions in all three worlds. =P  Take the map, then go down the seaweed
covered staircase on the right, collect the three chests to get a Phoenix
Down and two Antidotes. There's nothing else in here, so leave the ship, and
jump across the rocks on the right side. There's a treasure chest on this
sunken ship, but when you open it, the rest of the ship rises out of the
water! (Wow...that's some chest! O_o)  Walk across the newly-risen ship and
jump across...yep, you guessed it...*more* rocks at the end! 

After the jump, you'll end up on a beach, where something rather odd 
happens... Bartz's mother...or rather, someone who appears to be her...
appears and puts Bartz in some sort of trance. The same thing happens to 
Reina and Faris when "King Tycoon" appears. Finally, a little girl calling 
Galuf "grandpa" shows up, but since Galuf has lost his memory, he doesn't 
remember who the girl is, and thus, isn't affected by her hypnosis. At this 
point, a strange woman calling herself the Siren appears and attempts to
steal the souls of Galuf's three unconcious friends... Galuf then wakes up 
his friends by shouting at them (and slapping them =P), which causes the
three illusionary family members dissappear. Disappointed by Galuf's 
actions, Siren attacks you.

- Boss Battle -
Siren - Lv: 2   HP: 900   Weakness: Fire (When undead)

No, that's not a typo. Siren really *is* on level 2. O_o   I'm not sure if
the low level has anything to do with it, but this is probably the easiest
boss battle you've fought so far. Siren almost never attacks, preferring to 
cast stat enhancing spells such as Protes and Haste on herself. She'll also 
occasionally waste her turns casting Scan on you. =P  As for a plan of 
attack...well, initially, magic doesn't really work very well on her, so
just stick with physical attacks. The entire battle pretty much changes 
after you do enough damage, though, when Siren becomes undead. In this
palette-shifted form, Siren stops wasting time with worthless spells, and 
attacks more often. She also has a higher defense, but is susceptable to 
fire and curative magic. Thus, adjust your strategy accordingly, and you 
should have no problem here. When you defeat Siren, you'll get 5 ABP and a 

After the battle, walk up through the crack in the cliffs and you'll be back
on the world map! The first thing you should do is save...it's been a while
since you've been able to do so. With this horrible place now just a memory,
head southwest to the town of Kerwin.

--- "Dragon Quest" ---

- Kerwin -
Treasures: Ice Rod, Antidote, 1000 GP

When you arrive at Kerwin, everyone is talking about either the wind having
stopped and ships being unable to sail, or the dragon that was seen on the
North Mountain. After you've spoken with everyone, buy some supplies and new
equipment at the stores. The only new weapon you can buy is the Long Sword,
so if you have a Knight or Blue Mage, buy some. As for armor, buy a Bronze
Helmet and Bronze Armor for your Knight (you should already have a Bronze
Shield from the battle with Siren), Bronze Plate for lesser fighting 
characters (Monks, Thieves), and Cotton Robes for the magic users. Finally,
there're two new spells for sale: Sleep (Black) and Protes (White). Buy them

Anyhow, with shopping done, search the town for treasures! You can find an 
antidote by searching the barrels in the lower section of town, and an Ice 
Rod can be found in a box behind the item shop also in the lower section of 
town. (You'll have to go through a hidden passageway between two sets of 
boxes to be able to reach it.) Finally, a quick 1000 GP can be found in a 
barrel in the pub. Walk through the wall below the two jars in the lower 
left corner of the room to find it. Oh, and speaking of the pub, there's 
also another piano there that you should play. After taking the items and 
talking to everyone, just leave town; there's nothing else here. Next stop?
The North Mountain!

- North Mountain -
Treasures: Phoenix Down, Soft, MythrilHelmt

>From Kerwin, head to the northeast through the woods until you come to the
mountain; enter it then go straight up and into the opening in the cliff 
wall. In this first section of the mountain, there're two things of note:
the first being the two chests in plain sight that contain a Soft and a 
Phoenix Down, and the other being the Blue Magic "Flash" that the 'Stones',
big headstones with faces, use. The only problem is, Stones don't start with
enough MP to use Flash, so you'll have to use an Ether on them before you 
can actually learn the spell. Sort of a waste if you ask me, since you can 
easily get it later, but it's there if you wanna learn it. Oh yeah, you can
sometimes steal SilvrGlasses from Stones...get a few if you can, since 
they're a bit better than LeatherShoes. Anyway, after getting these goodies 
(or not =P), exit through the lit passageway on the left side of the room, 
and you'll end up outside, on an upper ledge of the mountain. Continue up to
another small cave entrance, which is just a small tunnel leading to the 
other side of the mountain. Back outside, cross the bridge and go inside the
next tunnel, but be careful of the purple flowers. As someone in Kerwin 
said, these are poisonous, so if you step on one, your whole team will end 
up poisoned. The only thing in this cave is a save point, so save your game,
then take the south exit.

Here, head left for a little ways, and Reina will spot her father's headgear
and rush over to pick it up. No sooner does she take it, however, then she
gets shot by an arrow and poisoned, and the cliffs start to crack. To make
things worse, a female poacher named Magissa appears, claiming that she came
here for that dragon, but that the princess of Tycoon would be a much better
'trophy'. This angers Faris, who then attempts to jump across the crack, 
only to have it widen on her, making her fall in! Magissa taunts you, but
her humor is short-lived, as Faris actually manages to climb back up the 
cliff! She then throws a rope across the chasm so Bartz and Galuf can join 
in, and with the team back together, Magissa attacks.

- Boss Battle -
Magissa - Lv: 8   HP: 650
Faltzer - Lv: 8   HP: 850   <Shows up later>

This is a pretty ordinary battle, but Reina starts out poisoned, so cure her
immediately, then focus on Magissa. Since her Drain and Bolt spells hurt 
pretty bad, it'd be a good idea to have a second healer on hand just in 
case. Magissa also uses Aero from time to time; it's pretty tough to learn 
it here, but you should already have it. Anyway, after a few rounds of 
fighting (and assuming you didn't already defeat her), Magissa will call her
husband, Faltzer, into the battle. Now things start to get interesting... 
Keep attacking Magissa, who'll likely cast Regen on Faltzer (don't worry, it
only restores his HP by like 4 points), and she'll fall pretty quickly. Once
she's out of the way, attack Faltzer with everything you have. Like his 
wife, Faltzer has a powerful attack (Tackle) that really hurts you, so be 
sure to keep healing. Since Faltzer has no real weaknesses, just attack him 
physically, and he'll eventually fall as well. Upon winning, you'll receive 
6 ABP, a Whip, and a Power Drink. (The latter will only be obtained if you 
*didn't* defeat Magissa before she called Faltzer.)

After the battle, the first thing to do is equip the headgear that Reina
picked up a moment ago...it's a Mythril Helmet. Now climb up to the top of 
the mountain, where you'll find the injured dragon... Fortunately, there is 
some Dragon Grass growing nearby, so Reina goes over and picks it, even 
though it means crossing the poisonous purple flowers... Reina uses the 
precious herb to cure the dragon, then passes out. Thankful for what she did
for him, the dragon returns the favor and heals Reina, then allows the team 
to fly on his back! There's a rather amusing scene where Bartz shows a
"disinterest" in heights, then you gain control of the dragon! It can fly 
over land and water, but not mountains, so you can go back to anyplace 
you've been previously, plus two new areas: Walz, and Tycoon Castle. If you 
want to explore Tycoon, look down at the sub-quests section ("Quick Stop at
Tycoon"), but if you just want to continue the game, head south to Walz.

--- "Water Crystal Crisis" ---

- Walz Town -
Treasures: SilvrGlasses

When you arrive in Walz, head for the town first. There's not that much 
here, but talk to everyone and be sure to upgrade your equipment -- the Iron
Armor is a good buy for Knights, and the Kung-fu Suits are a good buy for
everyone else. Battle Axes are the only new weapon for sale here, but none 
of your current jobs can equip them, so don't bother buying one. Likewise, 
the magic shop here sells Time and Summon magics, but since you don't have a
Time Mage or a Summoner yet, there's no need to buy these, either. Aside 
from the stuff at the shops, the only item to find here is the SilvrGlasses
in the jar that's inside the lone house on the left side of town; take them,
then leave for the nearby castle.

- Walz Castle -
Treasures: Phoenix Down, Tent, 490 GP

Inside Walz Castle, head immediately for the throne room. Reina warns King 
Walz about the crystal, and urges him to stop using the machine to amplify 
its power out of fear that might shatter. The king, of course, refuses,
giving the old "There's no proof it'll happen again" speech. Before he can
even finish, however, the ground begins to shake, and another meteorite 
falls from the sky, crashing down east of Walz Tower! The king and several 
soldiers then rush off to investigate, leaving you alone in the castle. 

After they leave, feel free to explore the castle. There isn't a whole lot 
here, but you can get a Phoenix Down, a Tent, and 490 GP from the storage 
room, and there're two small side areas here: the basement, and the water 
tower. You're probably not strong enough to tackle either of these areas 
yet, but you can try if you'd like (see the sub-quests section; "Treasure of
Walz"). Oh, and *don't* release Lone Wolf from prison, or it'll return to
haunt you later... (Though releasing the other prisoner results in a rather
amusing scene. :) Besides these few things, though, there isn't much else to
do here now, so just leave and head for northern Walz Tower.

- Walz Tower -
Treasures: Silk Robe, Maiden'sKiss, SilvrArmBand, Ether

Once you arrive in Walz Tower, you'll learn from a couple wounded soldiers
that a normally tame monster called Garula (you might have seen him in Walz
Town) has gone berserk and is trying to destroy the crystal... After talking
to the soldiers, climb up the tower, which until the fourth floor, is very
linear. On the fourth floor, you'll find King Walz, who says he was attacked
by Garula, and begs you to save the crystal. Now, instead of going in the 
upper door, walk into the water on the left side of the room and climb the 
vine covered pillar. You'll end up in a room with a treasure chest 
containing a Silk Robe; get it, then jump back in the hole, and enter the
door. Use the save point in this room if you'd like, then take the nearby
treasure chest to get a Maiden'sKiss, and enter the next door. In this room,
you'll encounter groups of RicardMages and IceSoldiers, which are a fairly
easy to defeat, and are a good source of Exp and ABP (a group of three 
RicardMages, for example, is worth 3 ABP). In the next water-filled room, 
you'll fight "Y Burns" (can you say "mistranslation"? =P). They give a lot 
of Exp as well, and you can steal Mythril Knives from them; just watch out 
for their damaging Air Wing attack. Generally, the tower is again pretty
straightforward from here, so just keep going until you reach a water filled
room with three ivy-covered pillars in it. Like the one you encountered 
earlier here, you can climb these. Don't bother with the center pillar, 
since it just leads to an empty dead end, but be climb up the other two.
On the left, you'll find a chest containing a SilvrArmBand, and on the 
right, you'll find a chest containing an Ether, and the door leading to the
crystal room.

In the crystal room, you'll find a foreign-looking soldier trying 
unsuccessfully to protect the crystal from Garula. He's easily taken down by
the beast, however, which then turns and attacks you...

- Boss Battle -
Garula - Lv: 5   HP: 1200

Despite what his appearance may suggest, Garula isn't all that difficult.
He usually attacks several times in a row, though he doesn't do all that 
much damage unless he uses the Charge. This attack averages about 80 damage,
and slowly reduces HP. A barrage of normal attacks is all you really need to
do to defeat Garula, but if you wanna get cheap, you can exploit his one
major weakness...he can be turned into a frog! =P  If you've learned it, 
cast Toad Song on him (if it misses, just try again until it hits). If you
decide to do this, be sure to also cast Mute on him, which prevents him from
casting Toad on himself to reverse the effects. When you defeat Garula, 
you'll get 5 ABP and a Potion.

Despite that fact that you defeated Garula, the overworked crystal still 
shatters, and the orange-garbed guard who seems to know Galuf dies... Pick
up the pieces of the crystal to acquire a whole set of new jobs, which 
includes Summoner, Sorcerer, Red Mage, Time Mage, and Berserker. However, 
there is one piece you can't get. Don't worry about this, you'll be able to 
get it later. Once you've gotten all the accessable crystal shards, Walz 
Tower begins to sink and your characters are thrown in the ocean! All looks 
hopeless, but suddenly, out of nowhere, who should appear but your old 
friend Hydra! Hydra picks your team up and drops them off at a nearby 
beach, then, having used up the last of his strength, goes out to sea to

Return to Walz Castle and talk to everyone. You'll learn that a soldier 
from far off Karnak was found in the meteor near Walz Tower, and he claims
that he was warped there while investigating a similar meteor that fell near
Karnak Castle. Speaking of Karnak... The bedridden king tells you that this 
is the very location of the Fire Crystal, which is also in danger! Leave 
Walz and return to the meteorite crater near where the tower used to be, 
there's now a small opening -- enter it and pass through the small meteoric 
tunnel until you come to a warp tile. Touch it and sure enough, you'll be 
warped to another meteorite! Now head outside and proceed northwest to 

--- "The Dying Flame" ---

On your way to Karnak, try to learn the '????' Blue Magic from the Wild 
Dogs. They rarely use this, but even worse is that its name doesn't appear 
when they *do* use it. Since ???? does damage equal to the amount of HP the 
user has lost, my advice here is to turn all your members into Blue Mages, 
then just sit around, not attacking, until one of them uses an attack that 
looks slightly different, and seems to so nothing.  

Anyway, whether or not you learn this strange Blue Magic, proceed north 
until you come to a field, then turn left and go south through the forest to
find the town of Karnak. 

- Karnak -
Treasures: None 

When you arrive at Karnak, you'll find that there's surprisingly little to
fo here... Before shopping, talk to the people, and you'll learn that a man 
named Cid created the machines that amplified the power of the crystals.
They say that he tried to get the Queen of Karnak to shut off the one 
powering the Crystal of Fire, but she refused, and he was thrown in jail as
a result. You'll also hear from the townspeople that monsters are trying to 
get the crystal, including a strange werewolf, which was seen coming out of 
the nearby meteorite... The last thing of note that you'll hear from the
people is that people from the Ancient Library in the south kept coming up
to Karnak for the same reason as Cid: to get the queen to shut off the
crystal amplifier. She eventually got so sick of them, that she built a wall
west of the castle to keep them out...

Hmm...the only other things of note here are the piano at the pub (be sure
to play it), and the fact that the magic shop is temporarily closed. You'll
also notice that the items in the shop are mysteriously inexpensive... It'd
be great if you could buy all the stuff you need at these insanely low 
prices, but unfortunately, when you try to buy something (or even if you
cancel out of the window without buying anything) you'll be caught by some
soldiers and thrown in jail, being accused of being...a monster? Well, at
least you get to keep the one cheap item you bought. ^_^

- Karnak Castle -
Treasures: None (Actually, there're a bunch of chests here, but they're all
           blocked in one way or another.)

Well, you monsters, you're now you're in jail... There's not much you can do
to escape, so just wait until the old man in the next cell blows up the wall
next to you. He complains, saying that he used the last of his gunpowder, 
and only succeeded in blasting into another cell. =P  He then introduces
himself to you...he is the legendary Cid, and he explains to you pretty much
the same thing you heard about him back in town, but he goes into greater
detail. He says that he read in a book that the crystals used to be much 
more powerful than they are at present, and that he built the amplifier 
machines in order to emulate that power. Unfortunately, overpowering the
crystals only caused them to shatter, and when he realized this and tried to
get the queen to shut off the machine in the castle, she threw him in jail.
After talking for a while, the chancellor shows up and tells Cid that a 
crack has formed in the Crystal, then releases him, who refuses to do 
anything unless Bartz and crew are also set free. The chancellor reluctantly
agrees, and sets "the monsters" free. The chancellor tells you that they 
shut off the crystal amplifier machine, but the power of the crystal is 
still being drained! Cid then realizes that the fire-powered steamship 
outside must be draining the power, and rushes off to try and fix it. 

You'll now regain control. There are a few treasures in the prison, but you 
can't get them, as the Fire Crystal has been going nuts and is spewing fire 
everywhere, and the flames seem to be convieniently blocking your way. Leave
the dungeon and you'll be in Karnak Castle. All the treasures and most of 
the doors are being blocked by more flames, so ignore them and leave the 
castle. On your way out, you'll meet the werewolf everyone was talking 
about, but the guards set off a small explosion, scaring him off.

Back in Karnak City, you'll see that without the crystal, the item prices 
have skyrocketed! Oh well, it's good stuff, so be sure to buy new equipment
here. There's also one new item at the armor shop: Plumed Hats. Buy whatever
you need, then head to the Magic Shop, which is also opened now. The new 
Time Magic isn't all that special, but the new white and black magic is! 
The White Magic store has Cure2, Raise, and Muddle, and the Black Magic shop
has Fire2, Ice2, Bolt2, and Poison...buy them all! With this new magic, you
should be strong enough to defeat Shiva at Walz Castle ("Treasure of Walz"),
or you can just head for the Fire-powered Ship.

- Fire-Powered Ship -
Treasures: Cottage, Elixir x3, Phoenix Down, Thief'sGlove, MythrilGlove
           Green Beret, Moonring, World Map (if you didn't get it already)

As soon as you board the ship, Cid will greet you and tell you the situation
of things. He says that he was right, that the engine *is* still draining
the crystal's power. Unfortunately, monsters appeared in the machinery, and
they're unable to do anything at present, so he asks *you* to go down and 
stop the engine. When you regain control, enter the upper door on the ship, 
then climb down the stairs. You'll be in a high-tech looking room full of 
passages. There are monsters here, though none of them are very tough, and
you can learn a couple of low-level Blue Magics from some of them. You can 
learn Flash from the shadowy Cool Dust enemies if you didn't get it earlier 
-- they'll use it when they're alone. You can also learn Exploder from a 
Mottletrap by casting Bolt on it. To find a Mottletrap, just defeat a 
Defeater (that sounded weird ^_^), and it'll leave two Mottletraps in its

Anyhow... Start by going in the silver door (it looks like a box, but it's 
really a door) near the entrance to get a MythrilGlove, then take the ladder
to the upper level where a chest containing a Cottage lies in wait. If you'd
like a couple of Elixirs, go up the left ladder, and down the right 
staircase to get two. After getting the items, take the uppermost door, 
which leads to an elevator. Flip the switch, and the elevator will rise, 
bringing you to an upper part of the ship. As soon as it stops, exit and 
take the Phoenix Down from the nearby chest, and if you didn't already get 
the World Map in the Ship Graveyard, you'll find one by the chest. Head left 
through the next door; it's another elevator, this time, going down. After 
riding it, you'll come out on an upper ledge with a pipe line and a treasure 
chest that you can't get because the conveyor belt leading to it is running 
in the wrong direction; ignore it and go in the pipe. Follow it until you 
reach a ladder, then climb down it and keep going until you reach a room
with three doors and four pipes. Depending on which pipes/doors you enter, 
you'll get different results...

Pipe 1: Going in here just drops you back to the room you just came from. In
other words, there's no real reason to jump in this one.

Pipe 2: This is where you want to go, but be sure and collect the other 
treasures in the other pipes first. This pipe will bring you to a room with 
a staircase and a door. First, go up the staircase and flip the switch, then
go in the door that appears and grab the Moonring fron the chest. (Note: 
This item has no icon, and such weapons will be classified as 'other' 
weapons.) This is a fairly powerful weapon, but only Thieves (and Ninjas)
can equip it, so give it to your thief for a much needed attack power boost.
Now go back and enter the door you passed earlier; you'll be faced with two 
more doors. The one with the one-way conyevor belt leads back to the pipe 
room, so only take it if you missed something there. The other door leads to
a room with a save point. Save, then continue through the door behind it. 
(See below)

Pipe 3: This will drop you on the ledge with the treasure chest you saw 
earlier, but couldn't reach. Open the box to get a Thief'sGlove, which 
increases your chances of stealing something, plus gives you a nice defense 
boost; give this to your thief, if you have one. All in all, the item you
get here is nice, but you have a long walk back to the pipe room...

Pipe 4: Go in this pipe and you'll end up in a room with a door, a 
staircase, and a treasure chest you can't reach because of a conveyor belt.
Climb down the stairs and loop around in the pipes, eventually you'll come
out on the ledge with the treasure box you just saw, it's a Green Beret. 
Take it, then go in the door, which leads back to the room with the four

Door 1: This is where you came in. You can also leave via this door if you'd
like. ^_^

Door 2: This is where you come from if you jumped in pipe 4 and went in the

Door 3: You come out of here if you take the door with the conveyor belt in 
front of it after jumping in pipe 2.

After jumping in pipe 2 and passing through the save point room, you'll be
in a room full of switches and floating platforms. Start by flipping the 
first switch, which moves the platform you're standing on up to the next set
of switches. Pull the first one and it'll move a small platform over to a 
ledge with a treasure box on it; you can't reach it yet, but by doing this, 
you'll be able to shortly. Go down and flip the next switch, which extends
the platform you're on over to the left, creating a bridge. On the other 
side of the bridge, flip the two switches; one of them will break the bridge
you just crossed (you have to do this), and the other one will pull a small 
platform up so you can walk down to the lower switches. In order for either
of the switches here to be of any use, you *must* be standing on the wire 
platforms. The lower one will bring you back to the start of the room, the
upper one will bring you up to the ledge with the treasure chest and a door.
If you flipped the switch earlier, you can now take the treasure chest to
get an always needed Elixir. Take it, then go through the door to the ship's
engine room. Here, you'll meet the missing Queen Karnak, who seems to be 
controlled by someone or something... Whatever the case, she sics the Liquid
Flame on you...

- Boss Battle -
LiqudFlame - Lv: 19   HP: 3000   Weakness: Ice

This battle is pretty tough. Liquid Flame has three different forms, each
with its own set of attacks: A humanoid form, a tornado form, and a 'hand'
form. The humanoid is probably the most dangerous of the three, as its 
Blaze attack does damage equal to 25% of *max* HP to the whole team! Use 
Cure2 after this happens. The tornado form is rather weak...it has a high
evade rate, but low defense, and its Magneto spell isn't very dangerous 
(all it does is pull members that are in the back row up to the front row),
but it will cure itself by using Fire2. The hand also has a high evasion 
rate, and its attacks are also weak. Its "Shock" attack paralyzes you, and
it can cast Fire2, which does about 250 damage to one member. The Liquid 
Flame seems to change form everytime it's successfully attacked, so keep 
this in mind. All three forms are weak against ice, so use Ice 2, Shiva, and
the Sorcerer's Ice 2 Sword to inflict massive damage, and, as usual, Store 
also does a lot of damage if it connects. When you defeat the Liquid Flame,
you'll get 6 ABP, and a fire-related item which depends on which form it was
in when it fell: A Fire Rod if it was in humanoid form, a Fire Bow if it was
in tornado form, and a lowly Fire Skill if it was in hand form. 

After beating the flame, the queen tells you that she was being controlled 
by a demon, who is the *real* cause of the shattering crystals. She explains
that a demon is trying to resurrect himself by shattering all the crystals, 
then tells you to try and protect the Fire Crystal. The engine of the 
steamship has exploded, so go in the pipe behind it to get to the room where
the crystal is.

- Karnak Castle -
Treasures: 2000 GP x3, Elixir x6, Shuriken, LgtningSkill, HuntingKnife,
           Elf Cloak, Esna (White Magic), Ribbon

When you reach the crystal room, the werewolf that everyone in Karnak fears
shows up and greets Galuf; it seems that he's not your enemy at all, but is 
actually rather friendly. The werewolf explains a bit about the crystal, and
talks about a demon. As they talk, an obviously possessed soldier enters the
room, turns the amplifier machine to full power, babbles something about 
breaking some kind of seal, then disappears (I guess he dies), leaving the 
crystal to shatter! Bartz runs up and tries to shut off the machine, but 
it's no use...the guard has effectively jammed the switch, and it can't be 
stopped! Since the machine is now at full power, and is rapidly sucking the 
power from the crystal, there's no way to prevent it from shattering! The 
werewolf goes over to try and stop the machine manually, but fires burst out
and all hell breaks loose! Your team tries to save him, but fails when the 
room becomes completely engulfed in flames, and the floor beneath you 
collapses. No sooner do you fall through the floor than the crystal 
shatters, and the werewolf dies... To make matters worse, without the 
Crystal of Fire to power it, Karnak Castle begins to weaken, and will 
explode! You have 10 minutes to escape from the doomed castle before it is 
completely destroyed, but numerous treasures and monsters will *not* make 
escaping an easy task! Of course, if you're a coward, you can just escape 
from the castle, but brave warriors don't fear death, and will seek out the 
goodies, regardless of the danger.

You start the escape in a room with a save point, save if you want (do 
*not* use your main save, though, or you may end up being trapped here), 
then quickly run to the previous room and examine the jar to restore HP & 
MP. After being healed, run to the right and climb the stairs to return to 
the prison where you and Cid were held earlier. The fires are all out now, 
so you can collect the treasures in the other cells. The one on the left 
contains 2000 GP, while the other one holds an Elixir. (Note: All the 
treasure chests except for the ones containing 2000 GP contain monsters, and
you'll win the afformentioned item after the battle. You will occasionally 
fight Gigas enemies here- they can use both Aero and Aero 2, which are Blue 
Magics, and when defeated, they *always* drop useful Giant Drinks.) Take the
right staircase up to the next floor. There're two more chests here, one 
contains a Shuriken, and the other contains a Ribbon. Be sure to, at the 
very least, get the latter! There are no treasures on the next two floors,
so just rush through them to the main room. Here, enter the nearby door and
you'll be in a room with several treasure boxes. Two of them contain 
monsters and Elixirs, while the other one holds 2000 GP. Take the items, 
then climb the upper staircase, which leads to a treasure chest containing a
valuable Elf Cloak. After getting it, return to the treasure room and take 
the lower door, which is just a quicker route to the next treasure room. 
This room has three Elixirs, 2000 GP, and a staircase leading to a treasure
room, which contains a HuntingKnife. Whether or not you want to risk getting
these items, go back to the main room of the castle and head down. (There is
absolutely nothing in the throne room, so ignore it.) There are two treasure
boxes here containing a Lightning Skill item and the valuable Esna spell; 
collect them both (or at least Esna), then rush outside, where you'll be 

- Boss Battle -
Sergeant - Lv: ??   HP: 1000
Karnak   - Lv: 19   HP: 140
Karnak   - Lv: 19   HP: 140
Karnak   - Lv: 19   HP: 140

This seems exactly like an ordinary battle...that is, until you realize that
this isn't an ordinary sergeant... After inflicting about 500 damage to him,
he'll reveal his true form, a multi-limbed demon called Iron Claw...

- Boss Battle -
Iron Claw - Lv: ??   HP: 1000

Yes, this is actually the same battle, and it's fairly easy, although I hope 
you have more than a minute remaining. Iron Claw uses the Doom Claw skill on
you a lot, which lowers your HP to single digits, plus paralyzes you as 
well! You can (and should) learn this, though, as it's one of the Blue 
Magics. (And you won't get another chance at it until much later.) Besides 
that one spell, there is nothing in this battle that you haven't seen many 
times before, so just hurry up and beat this loser before you run out of 

After beating Iron Claw, quickly escape from the castle. No matter how much
time you had left on the clock, the castle will explode, taking out part of
the wall to the west of the castle as well. After the explosion, you'll end 
up in a field south of Karnak, where three pieces of the fire crystal will
come down and lend you their powers. You can now use the Ninja, Trainer, and
Geomancer jobs. Before moving on, though, return to Karnak.

- Karnak -
Treasures: Fire Rod

Back in town, the fires that once burned here are all gone, and the people 
are devastated by the loss of the crystal and the castle. The queen managed
to survive the explosion, and is resting at the inn, but she seems to be out
of it, and doesn't say anything important. You're also told by some people 
at the Pub that Cid returned to the Fire-powered ship. Before leaving town,
there's something of note you might wanna investigate. You might've noticed
earlier that there was a staircase north of the inn that was blocked by
flames. Well, since they're gone, you can climb up it and explore the top of
the wall around town. You can get a Fire Rod by checking the lone barrel at
the end of the left path, but that's...about it. Get it if you want, then
return to the Fire-powered ship. 

Here, you'll find a very depressed Cid. He talks for a moment about how it's
all his fault that the crystals shattered, then retreats. You can find him
back in Karnak, on the second floor of the pub, but he just tells you to
leave him alone... Since there's not much you can do to cheer him up, just
do as he says... There's nothing more to do in Karnak, and since the wall 
leading to the Ancient Library has been destroyed, I guess it's time to move

--- "Knowledge and Mystery" ---

>From Karnak, head to the southeast. I urge you not to go through the desert,
as the Quadrharpies there are *very* strong. They can cast Aqua Rake, which
your Blue Mage can learn, but it does a lot of damage, and can wipe you out
if you're not strong enough. Go around the desert, then head southwest until
you find a small forest with a shrine in it. This is the Ancient Library, 
but instead of going in, fight around in the forest for a bit, as the 
Mithril Dragons (yes, they spelled it correctly here...don't ask why) can
use Pep Up, a Blue Magic. Since it's a healing spell, they obviously won't
cast it on you willingly...you'll have to control or confuse them. =P  
Anyway, once you have this skill, head inside the library.

- Ancient Library -
Treasures: Ether, Phoenix Down, Ninja Suit, Ifrit (Summon Magic)

The first thing to do here is talk to everyone. You'll learn that Cid's 
grandson, Mid, has gone to the basement to look for something, but hasn't 
returned yet. They wouldn't really be worried, though, if it weren't for the
fact that many of the books down there are possessed by monsters, so they 
ask you to go down and search for him. 

Before going down, though, go upstairs and examine the pot to restore your 
HP, MP, and status. If you'd like, you can also go up to the roof and fight 
a possessed book, but it's not necessary, since you don't get anything for
doing so. When you decide to go down to the basement, you'll have to go 
through a series of strange puzzles, and fight some rather bizarre enemies. 
There're several Blue Magics you can learn here, as well. First, 'Page 32'
can use Aero 2, which you can learn if you missed it back at Karnak. Second,
'Page 256' uses Moon Flute, and if you use the Cntrl command, you can make 
them use Guard-Off. Finally, the Page 64 enemies use L.5 Doom. The biggest
problem with learning this skill, though, is that unlike in FF6 and FF7, you
have to get *hit* (and killed) by it in order to learn it... Since all of 
your team members are probably on the same level (and will consequently all 
get killed by the spell), this is rather difficult to do...well, unless you 
go about it the right way. Kill off a character whose level is a multiple of
5 (probably 15 at this point), then build up the rest of your characters 
until they gain a level. (If you're picky about keeping your characters 
close, wait until they're close to gaining a level anyways.) Now revive your
last character, make him/her a Blue Mage or equip the Learning ability, 
fight a Page 64, let it cast the spell, and proceed to win the battle. 
Ta-da! Trust me, it's a lot less complicated than I just made it sound, and 
learning this spell will be a *big* help later on...

Anyway, you won't fight any enemies in the first room, but there's a puzzle
of sorts here. Start by just walk straight up to the first bookshelf, and 
it'll slide away, allowing you to pass. Now walk over to the left and step 
in the small opening in the bookshelf, and the first bookshelf will slide 
back into its original position, creating a small passage that you can walk
under on the right side of the room. Go under the small holes and climb the 
staircase up to the top of the shelves. Walk to the right and keep following
the narrow path until you reach the edge, and the same bookshelf will slide 
over again, creating a 'bridge' you can walk on. Go to the right, but before
climbing down the staircase, walk to the far end of the platform -- the 
bookshelf will slide over one last time, allowing you to pass. Now go 
downstairs and examine the loose brick on the floor, a secret passage 
leading further down will appear. 

This lower floor is dark, and you can only see a short distance around you,
but it's not a very big area, so it's not a problem. Head right to get a 
chest containing an Ether, then go through the south exit. Here, go down the
ladder and through the next door, where you'll be blocked by a sentient 
bookshelf. O_o  Since there's no way to get by it now, leave this room, and 
climb the ladder next to it. Though it appears to lead nowhere, examine the
shelf at the top, and a secret passage will appear -- go through it and 
walk along the top of the shelves to reach a small empty room with just a 
book in it. When you go to read it, however, it bursts into flames, and 
Ifrit pops out of it, saying that he'll only answer the call of those who 
can defeat him in battle...

- Boss Battle -
Ifrit - Lv: 22   HP: 3000   Weakness: Water, Ice

A rather uneventful battle. Ifrit only has two attacks: Fire2, which hits
one member for 250-350 damage, and Blaze, which is the same thing Liquid 
Flame used. Ifrit is weak against water, so Aqua Rake is effective against 
him, doing about 500 damage, but it's hardly worth the ludicrous casting 
cost, especially since he has a much bigger weakness: Ice. Both the Black 
and Magic Sword versions of Ice2 do upwards of 700 damage to him, and are 
considerably cheaper, too! Overall, he's not that difficult to beat, and
when you win, you'll get 5 ABP, a Fire Skill, and the Ifrit summon spell.

With Ifrit as an ally, return to the previous room where that bookshelf 
blocked your way. Seeing that Ifrit is with you, though, it moves aside and
allows you to pass. Before proceeding forward, though, pass under the 
bookshelf on the left (the one with the ladder behind it), and grab the
chest from the balcony to get a Ninja Suit. Equip it, then go back and enter
the upper door. This next room is also dark, but it doesn't make navigating 
any more difficult. Climb down the ladder, then turn left at the fork 
(there's no reason to go right, since it just leads to a dead end), and 
you'll come to another fork. Go south first to get a Phoenix Down from the
chest, then go right and through the door. Right next to the door you come
out of is another door, which leads to a miniature version of the "Puzzle"
room from the beginning of the basement. All you have to do here, though,
is stand in front of the upper bookshelf, which causes to slide away, then
climb up the small ladder and search the shelf behind it, which causes the
shelf you just moved to slide back. Now, on the other side of the room,
ignore that obvious door (which leads to a dead end balcony), and climb the
small ladder near it. Examine the shelf at the top, and a possessed book
jumps out. After defeating it, a secret passage will appear where it was,
leading to a room with a save point; save your game, then take the right
exit. Enter the only door in this next area, and you'll finally find Mid.
Unfortunately, before you can actually reach him, the king of all possessed
book monsters (or something like that) jumps out and attacks. Oh well, we
needed another boss battle here. ^_^

- Boss Battle -
Biblos - Lv: 24   HP: 3600   Weakness: Holy, Fire

Argh! This is one hell of an annoying battle! First off, Biblos starts the
battle by casting Protes, rendering physical attacks nearly useless. Second,
he absorbs all elements except Holy (which you don't have yet) and Fire.
Finally, he has a whole mess of annoying attacks, including a low hit-rate,
rarely used, hard to find, and single targetting blue magic (MagHammer). 
This reduces MP cost by 1/2, but he rarely uses it...still, this is the only
place you'll be able to get it for a while. His other attacks include "Wind
Slash", which does about 250+ damage to the entire team; "Thread", which
causes Slow status on one member; and the rarely used "Dischord", which 
drops the target's level by 1/2. Fortunately, this has a very low hit-rate.
Oh, and for those who've played FF6...No, this isn't a Blue Magic, and it 
can't be learned, so don't waste time trying. Anyway, as for attacks to use
against it...well, you don't have much of a choice here... You don't have 
any Holy magic yet, so stick with Fire2, which does ~700 damage. (Fire2 
Sword and Ifrit don't work as well, though...)  This works fine, but as the
Biblos starts to lose HP, he'll counter with Drain (~300 damage) when hit
with magic. After this happens, you seem to be screwed, but you actually 
still have a trump card left...Poison. Yes, Biblos *can* be poisoned, and it
does like 300 damage to him everytime it takes effect. The best part is that
he won't counter with Drain when losing HP, so just sit around for a while, 
healing when necessary, and the Biblos will eventually just die on its own!
When you win, you'll get 7 ABP and a Hard Body (chemist item).

After the battle, talk to Mid, who apparently didn't even realize you were
fighting behind him... (Talk about being out of it!) Before you even get to
say much, Mid tells you that he's finished down here, and opens up a secret 
passage leading back to the second floor of the library. When he emerges 
from it, all the scholars are surprised by his sudden appearance, and thank 
you for finding Mid (who apparently didn't even realize you were looking for
him =P). Mid acknowledges you, but is rather preoccupied with a book he 
found that has something amazing in it...a way to repair the Fire-powered
Ship! (How'd he even know it was out of commission? Guess news travels fast 
here...) He says that Cid could easily put these plans into effect, since 
nothing ever stumps him. Faris, however, tells Mid that he must be talking 
about the old Cid, since the one they met seems to be making a habit out of 
being stumped. Shocked to hear this, Mid runs off to have a word with him. 
Might as well follow him. 

--- "The New Ship" ---

Back at Karnak, pay another visit to Cid. It seems Mid hasn't arrived yet,
and Cid just gives you the brush-off once again. As you're about to leave,
however, Mid shows up and smacks some sense into the old fool, lecturing him
about not giving up just because of one failure. Cid realizes that his
grandson is right, and regains his confidence. Mid then pulls out the book
on repairing the Fire-powered Ship and shows it to Cid, and the two of them 
rush off to make the repairs.

Back onboard the ship, you'll be met by Cid and Mid, who suggest that you go
below and get some rest while they finish up the repairs. Bartz agrees, and
automatically goes below deck. Almost immediately after entering, Galuf 
complains that his head hurts again, then, remembering the exchange between
Cid and Mid back in town, has flashbacks of similar events between him and 
his granddaughter, Krile. (Who's actually the girl Siren created an illusion
of back at the Ship Graveyard, if you'll remember. =P)  The others ask Galuf
if he's alright, and he says that he is, and that he suddenly remembered 
something important...that he's not from this planet! Obviously, Bartz, 
Reina, and Farisare shocked at hearing this, but after it wears off, Galuf
continues, saying he also remembered why he came here. He says that he 
doesn't remember all the details, but through a series of flashbacks, 
explains what he *does* remember. Thirty years ago, he and three others came
here by meteorite, and used the power of the crystals to seal away the evil 
Black Mage, X-Death. He goes on to say that if all the crystals shatter, 
that X-Death will revive... Fortunately, one crystal still remains, and if
they can protect it... After Galuf finishes talking, you'll regain control.
Now head back above deck, where you'll find both Cid and Mid catching a few
Z's. =P  When you wake Cid up, he says that the ship's as good as new, and
that you can use it to find and protect the Crystal of Earth. With that, he
leaves for the Ancient Library along with Mid, and you gain control of the
Fire-powered Ship! Once again, the oceans are yours for exploration!

There's a lot you can do now, including two sub-quests ("Wizard of Thunder",
and "Jacohl Cave"), but watch out, as unlike the safe waters of the inner 
sea, there *are* monsters in the waters of the outer sea. Explore the ocean
if you'd like, but ultimately, you'll want to head south to Jacohl Town, 
which the southernmost dot on the left side of the world map.

- Jacohl -
Treasures: None

Wow. There's a whole lotta nothing in this town, and I'm not even sure if
you have to come here... Heck, I don't even think the *game* knows what the
point of this town is, as it can't seem to get the name straight. I've seen 
it called both "Jacohl" and "Jachol" at different times. I'll just use the 
spelling I prefer. =P  

Anyway, aside from the piano at the pub, and some good items for sale at the
shops, there's nothing to do here. There's a lot of talk of Jacohl Cave, 
which you can explore later (see sub-quests; "Jacohl Cave"), and of Crescent
Town in the far east. 

Since it's obvious the Crystal of Earth isn't in this remote hamlet, let's 
see if it might be at this Crescent Town. To get there, return to the ship
and just sail to the east until you find a crescent-shaped island with a 
town on it. Not too difficult to guess what this is. =P

Before entering, though, and assuming you don't mind fighting a few random
battles, there're a few things you can get here. First, the pirate/hunchback
things called "Crescents" occasionally drop Death Sickles. Since items are 
dropped fairly reliably in FF5, it shouldn't take long to get one, either. 
While not the greatest Axe available, Death Sickles randomly cast Doom while
attacking, and have a pretty good attack power. Also, you can learn Blue 
Magic "Black Shock" from the BlackFlames, though you'd already know this if
you did the Easterly sub-quest. Anyway, after getting the goodies (or not),
enter the town.

- Crescent Town -
Treasures: Str. Song (Song)

As soon as you enter, the village gets rocked by a violent earthquake. As 
the townspeople run around in a panic, Bartz notices something happening 
outside... Try to leave town, and there'll be a scene in which a whirlpool
appears, sinking your ship! Since you're stranded here (and consequently 
have nothing better to do), you might as well have a look around... In the 
house at the southeast corner of town is another piano, and a bard who'll 
teach you Str. Song if you talk to him. Several people in town are also 
talking about a Black Chocobo having been seen in the forest to the south.
Black Chocobos can supposedly fly...... Hmm...worth investigating.

Leave town, and head for the small circular forest in the immediate south.
There, you'll find the chocobo everyone was talking about, and Bartz 
decides to catch it! It runs faster than you do, but it's actually not that
hard to catch. When Bartz commands the chocobo to fly, however, it tries,
but ends up crashing back in the forest, and the reason for this is soon
apparent, as it coughs up two crystal shards. =P   Bartz then picks up the
shards, which grant you the Bard and Hunter jobs, then jumps back on the
chocobo for another try at getting it to fly. This time, he succeeds, and
you gain control of the flying bird! It's pretty much the same as the flying
dragon, except it can fly over low mountains, and can only land in forests.
With it, you can easily reach Easterly if you decided not to bother going 
there by ship, and you can also do one new sub-quest ("Hometown Memories").

When you're ready to move on, return to the Ancient Library, where you'll be
greeted by Cid and Mid. Bartz tells them that the Fire-powered Ship sank, 
but they don't seem too concerned, especially since they have some good 
news. It seems that King Tycoon was found! According to local reports, he 
was sighted in Karnak, then headed southwest through the Desert Sand Tides,
a strange place where sand currents flow like water, towards the "Town of 
Ruin" (Gorn, actually). When asked how the king made it through, Cid 
explains that those who saw him said he was floating... Though the group 
doesn't have an immediate way of getting past this area, they decide to
follow him through the tides anyway... 

--- "Shifting Sands and Ancient Ruins" ---

Now leave the library and head along the narrow trail to the west. At the
end, you come across a huge desert...this is the Desert of Sand Tides; 

- Sand Tides -
Treasures: None

You can try to move forward all you want, but ultimately, the currents of 
the shifting sands just shove you back. After trying once, Cid and Mid 
arrive and urge you not to give up, as they have a plan for how to get 
through. It's a risky one, but it's a plan nonetheless. If they were to call
one of the giant sandworms that live here, then kill it, it should form a
bridge across the sand. They then ask if you're willing to try this; if you 
aren't, say no, and go back and stock up or whatever. Otherwise, say yes, 
the scientist duo uses a bell to call a sandworm. As it approaches, Bartz
and the team attack!

- Boss Battle -
Sandworm - Lv: 18   HP: 3000   Weakness: Water

This is probably the easiest battle in the entire game if you learned Aqua
Rake, as it does about 4500 damage to the worm, killing it instantly. If you
don't have this spell, however, it'll take a while longer. The Sandworm 
peridocally pops in and out of three holes, and if it changes its position
before you attack, you'll swing at empty air. Just time your attacks, and
use Ice2 and other magic, and it should fall fairly easily. You'll get 5ABP
when you win, but for the first time, no cheap item. =P 

After the worm goes down, it'll die in a position which conveniently lets
you enter the desert. There're actually many ways of getting through the
Sand Tides, and there're probably easier ways than what I have, but here's 
one way of handling this place. 

Walk all the way to the end of the bridge, and step into the currents on the
right. When you stop, walk (avoiding all currents) to the left, then down,
and to the left again until you see a long stream running down. Step into 
it, and you'll be swept onto a one-square "island" with a cactus on it. From
here, cross over the one-square current to the right, then continue to the
right and stop at the currents. Now turn and go south, where you'll find a 
long, narrow stream heading down. Ride it, and at the end, head left and 
step into the south-moving currents once again...just a little further, and 
you'll be finished! Walk left a little ways, until you spot three one-square
currents leading down. Step on any of them, and you'll be pulled to the 
right, towards the exit. Walk south a bit, and...voila, you're outta here!

Back on the world map, head south until you reach a small town. This is 
Gorn, where King Tycoon was supposedly headed...

- Gorn -
Treasures: None

Hmm...this town is sorta...dead, and there doesn't seem to be anyone around.
However, when you start to walk up the stairs in the center of town, King 
Tycoon appears and runs off! There seems to be no pattern in where he runs 
to, so just keep chasing him around until he eventually ends up inside the 
house on the hill. When you approach him, both Reina and Faris will call out
to him ("Father"...), but before you can actually reach the King, a pit 
opens below the team and swallows them!

After the fall, the group ends up in some strange ruins, seperated from
Galuf. (Actually, he just landed in a walled-off section of the same room,
but they don't know that. ;)  Having heard Faris call King Tycoon "Father", 
Reina realizes that Faris really *is* her lost sister; Faris admits this, 
and apologizes for not doing so sooner. After their 'reunion', Bartz notices 
that Galuf is missing. Figuring they'll meet up with him later, the group
starts to walk out. (Check out Galuf's actions at hearing this. =P)  The old
man then jumps in a hole below him, and climbs out through another one right
below your team. He rants at you for trying to leave him behind, then 
rejoins. =P

Back in control, leave this room through the only door here, and keep going
until you reach a room with a suspicious square tile on the floor. When you
step on it, your team is teleported far across the ocean, eventually ending
up under Crescent Island! During this time, there's also a short scene in
which Cid and Mid return the Black Chocobo to the nearby forest.

- Underground Ruins -
Treasures: Shuriken x2, Mini (White Magic)

No sooner do you materialize, then the device you used overloads (most 
likely from age and lack of use) and breaks apart. The group manages to make
their way out of the room before it completely collapses, but are left with
no way back... The only option now is to find another way out. Start the
search by climbing up the stairs, and making your way into the big opened
room with the statues in it. Here, take the lower door, which leads to 
something that would appear to be living quarters. The room on the right is
a lab of sorts, the room in the middle is a bedroom (which you can rest in),
and the room on the left is a library. You'll probably also notice a small
room with three chests hovering below the bedroom. There's a switch in the
left room that opens it, but it doesn't seem to work at first. There are 
actually two ways to use it:

The hard way: A note below the switch directs you to the flowers in the 
middle room. Examine the far right section of the flowerbed, and you'll 
receive another note, which mentions a paper in the left room. This said 
paper initially makes Bartz think this is a waste of time, but then he finds 
*another* note. This one just says "Check the urn". ...Yeah, this is getting 
old, but follow the directions, anyhow. The urn the note means is the one on
the far right in the left room. Check it, and a surprised frog jumps out, 
runs into a bookshelf and knocks a book off it, then disappears out the 
door. From the book, you'll be told to go six steps down, four steps right, 
and pull. These instructions lead you...back to the switch where you 
started. Pull it and the wall opens. 

The easy way: When you first examine the switch, it asks if you want to push
it. Say "No". Then you get a message asking if you want to pull it. Say 
"Yes". The wall opens without all that running around. =P

Grab the three chests to get two Shurikens and the Mini spell, then return 
to the previous room. The upper door here is locked; the switch next to it 
will open it, but it also does something else... When you press it, the 
scene shifts to the Chocobo Forest, which begins to shake. A hole then opens
in the ground, swallowing Cid and Mid. =P  The scene then shifts back to the
team, and the locked door opens. The room above it has a save point in it. 
Save, then continue up, and down the long staircase, where you'll find...the
Fire-powered Ship! Yep, it was actually dragged down here during the earlier
earthquake. =P  You can't actually use it, though, so cross over it, and 
you'll come across a second ship. This one, with propellors on it! As soon
as you board it, Cid and Mid arrive, and are absolutely astounded by this
craft. Realizing what this is, they run downstairs to get a look at the 
mechanisms...follow them. In the lowest room of the ship, you'll find the
two messing with the machinery. They explain that it's an ancient airship,
and after they get it working, everyone returns to the deck for grand 

Before they can move, however, something goes terribly wrong...something
seems to be pulling the ship back down! Bartz walks over to the side of the
ship to take a look, and discovers that a monster is actually hanging from
it! Fight time!

- Boss Battle -
Clay Claw - Lv: 43   HP: 2000   Weakness: Lightning

Don't be intimidated by the higher than normal level -- this palette swap
of Karl Boss is easy. Sure, it has that annoying "Tail Screw" attack, but
given its major weakness to lightning and very low HP, it probably won't 
even be able to use it. Just use Bolt 2, Ramuh, or attack it using the Coral
Sword or Lightning Bow; all do over 700 damage. Three hits, and bye-bye Clay
Claw! Note that if you don't have any magic users in this battle, nor did 
you buy any lightning-elemental equipment, you can still win this battle via
lightning. How? Simple. If you have someone with the Steal/Mug skill, you
can steal a Coral Sword! Anyway, when you win, you'll get 5 ABP and an Ice 

With the beast dead, Bartz lands the airship back in the ruins. It sustained
some minor damage during the battle, but Cid and Mid quickly patch it up 
using parts from the now defunct Fire-powered Ship. The two of them then
leave, saying they plan to use the materials in the ruins to continue their
search for the Earth Crystal. After they leave, Bartz takes control of the
wheel, and *you* gain control of the airship! This is truly the ultimate in
transportation! In addition to having a new view of the world while riding
it, you're now able to pass over even the tallest mountains! Furthermore,
compared to previous vehicles, this thing is blazingly fast! It can also
land on either plains or water (it turns into a normal ship if you do this).
With the airship, there's simply *no* place you can't get to! Well...except 
for one enigmatic location... West of Tycoon lies a small island with a 
temple on it. A temple completely surrounded by mountains. None of your 
vehicles will get you inside, but don't worry, as you'll be able to visit
this place much later on.

This is a great opportunity to go back and build levels, finish sub-quests
(this makes the Jacohl Cave sub-quest a breeze, as you can bypass the 
puzzles if you land in the mountains), and pick up missed Blue Magic. When
you feel you're ready, head back to Gorn. Before you arrive, though, you'll
witness a strange scene... The town itself explodes, and a *huge* building
rises up out of it and begins flying in the air! 

To find out just what this is, return to the underground ruins. As soon as
you try to leave the ship, you'll be stopped by Cid and Mid. Bartz starts to
tell them about what just happened at Gorn, but they say they already know,
as they saw it happen through their telescope. Cid then pulls out a book, 
and explains to you just what those ruins are... It seems that those're 
ruins from the ancient Ronka civilization, and that the Crystal of Earth is
inside! What's more, he says that it's what's being used to make them fly!
Apparently, the flying machine there was disabled because cracks started to 
form in the crystal, but Cid says that someone must've restarted it... Reina
and Faris consider for a moment that it might've been King Tycoon, but 
quickly dismiss this theory, and Bartz asks the scientists how they can 
reach the ruins. Without a moment's hesitation, Mid responds, saying they
need Adamantite to allow the airship to fly that high. Fortunately, it just
so happens that Galuf knows where to get some -- the meteorite he used to 
get here! The others question just how Galuf, an amnesiac, knew that, but 
decide not to debate it, and fly off to get the mineral. 

- Tycoon Meteor -
Treasures: Adamantite (Story Item)

Back at the old meteor site, head straight for the meteorite, and examine 
the front of it. Galuf walks over and messes with something on the side of 
it, and a passage opens. 

Inside, all you have to do is take the blue stone, the Adamantite, off the
back wall. Wow, that was easy. However, the story gods intervene, and you're
attacked on the way out...

- Boss Battle -
Adamantaim - Lv: 20   HP: 2000   Weakness: Ice

Since this boss has a high evade rate, high defense, and attacks twice, 
you'd almost think it was difficult. And if you said that, you'd be wrong.
Notice his level? Yes, it's a multiple of five. Can you say "L.5 Doom"? =P
However, if you don't have the spell, it's still easy to win -- use Ice2 for
about 600 damage. It's not quite as fast, but it gets the job done. Victory
earns you 5 ABP and a Turtle Shell.

Once the stupid turtle is out of the way, return to the underground ruins,
and Cid and Mid will use the Adamantite to enhance your airship. After 
resting, you'll be told that you can increase altitude by pressing the X 
button during flight, then pressing "up" when the arrows appear. However, 
Cid warns you that getting inside the elusive ruins won't be easy, as 
they're protected by powerful cannons. Nevertheless, if you hope to protect
the Earth Crystal, you'll have to get rid of them...

Back in the air, follow Mid's directions to reach the ruins. As Cid said,
before you can actually enter, the cannons must be dealt with. Fortunately,
there aren't all that many -- just two on each side of the ruins, for a 
total of four. Also, despite the warnings, they're not *that* dangerous...

- Boss Battle -
Rocket Gun - Lv: 23   HP: 2500   Weakness: Lightning
FlameThrow - Lv: 22   HP: 2400   Weakness: Lightning

This isn't actually one fixed battle, I just classified the enemies together
because they're so similar. When you attack each cannon, you'll fight either
two Rocket Guns, or two FlameThrowers. Flame Throwers are easy to defeat, as
their only attack seems to be Burn Ray (a Blue Magic), which does a measley
200 or so damage to a single member. Rocket Guns are a bit more dangerous, 
since their chief attack is Missile (another Blue Magic), which takes 3/4 of
your HP away. They'll also occasionally use Rocket Punch, which does a bit
less damage (about 1/3 HP), but causes Confusion. Since both types of 
cannons are weak against Lightning, hit them with Bolt2, Ramuh, Lightning
Skills, and Lightning-based weapons. Overall, these battles aren't really 
that difficult at all.

Once all four cannons are out of commission, the "Main Gun" emerges from the
front of the ruins... You're probably beat up from fighting the lesser 
cannons, so go back and rest, then return and attack!

- Boss Battle -
Soul Gun - Lv: 36   HP: <9000>   Weakness: Lightning
Launcher - Lv: 50   HP: <1500>
Launcher - Lv: 50   HP: <1500>

Ugh. This is an annoying battle. Initially, the main gun doesn't do anything
except "charge up", while the two launchers shoot missiles at you. These cut
your HP in half, and cause Old status. Since neither of the launchers have 
more than 2000 HP, it's best to deal with them early on. This is easily 
accomplished by using L.5 Doom. After they're gone, blast the main gun with
your most powerful lightning attacks, and hope you destroy it before it
finishes charging. If it succeeds in doing so, it'll fry you with "Beam 
Cannon", a devastating attack capable of doing over 500 damage to the entire
team! Fortunately, after using it, it takes a few more rounds for the main
gun to charge back up, in which time, you should be able to finish it off. 
There's no way to know exactly how much HP it has, but I estimate it's about
9000. (Note: From here on, whenever you see an enemy's HP in <brackets>, it
means that it showed up as "????" when scanned, and what I have is a rough
estimate.) When you win (and it may take a while), you'll get 7 ABP, a Dark 
Matter, and two Potions.

After scrapping the cannon, all that remains where it once was is a huge 
hole, which you can now use to *finally* get inside the ruins! Fly in it,
then get off the ship, and you'll be at the entrance to the Ronka Ruins...

- Ronka Ruins -
Treasures: Potion, Phoenix Down, Elixir, Gold Armor, Gold Shield, 5000 GP,
           Shuriken, AncientSword, Moonring, Power Wrist, Ether, Cottage

Once inside, start by going down through the door, then loop around the path
and go down the stairs. In this next room (as well as most of the ruins in
general), there're "invisible bridges" over the holes. You can try to find
these on your own, or you can use a Thief (or the "Secret" ability), which
allows you to see them. Anyway, head all the way to the right, then cross 
the bridge leading to the lower platform; grab the chest here to get a 
strong suit of Gold Armor, then go down the nearby staircase. This is where
the ruins start to become something of a maze... 

Before going anywhere, though, there're two vital Blue Magics here that I 
*strongly* urge you take the time to get! First off, it's important that you
have the Trainer's "Control" ability, as you'll need it to get both of them.
In other words, if you don't know it, learn it! The first of these spells is
Blow Fish, which is learned from Lamias. They never actually use it on you,
but you can force them to if you control them; just make sure you revive the
victim before the end of the battle, as they'll likely get killed by it. 
(That, or just heal them, if they somehow had more than 1000 HP.) The other 
Blue Magic here is White Wind. The Fan Wizards use it, but since it's a 
healing spell, you have to control these guys, too, to get them to cast it 
on you. Now you're probably wondering why these spells are so valuable... 
Well, I'll tell you. White Wind restores the HP of all allies equal to the
current HP of the user, so if the user has high HP, it guarantees full 
healing for the entire team! As for Blow Fish, its fixed 1000 damage may not
seem like much in the grand scheme of things, but it *can't be blocked*! 
Yes, this spell can even take out super-armored enemies (like Harpies and 
SkullEaters) in one hit! If you miss either of these spells, I can almost 
assure you that you'll end up struggling later on, so by all means, take the
time to learn them! 

After learning both spells, head left across the small hidden bridge, then 
continue in the same direction until you come across four narrow walkways. 
Skip the first and third ones (which lead to dead ends), take the second one
to get a chest containing an Elixir, then take the fourth one to reach the 
other side of the chasm. Walk to the right a bit, and you'll see two flights
of stairs. Don't take the upper one yet, but feel free to go up the ones in 
the lower wall, which leads to small room with just a Save Point in it. Save
if you'd like, then leave and continue to the right. Along the way, grab the
chest to get a Phoenix Down, then proceed down the long, narrow path, and go
down the stairs at the end. Go up the other staircase in the small room you 
end up in, then follow the path around the room, and pick up the Gold Shield
from the chest at the end. Once you have it, backtrack to the stairs I told 
you to skip a moment ago, and take them up to the next floor. Now pass 
through the series of small rooms this leads to, then, in the first one you 
come to where you can't immediately see the next staircase, head right and 
through the door, then up the stairs in this room. Now go straight up and 
get the Potion from the chest, then bypass the lower door and go down the 
stairs, which eventually leads to a treasure room. In the direct center of 
this small room, as well as the space to the immedate right of it, you'll 
find a hidden pitfall. Avoid these by going around to the left, and claim 
the chests to get 5000 GP, a Shuriken, an AncientSword, another Moonring, 
and a Power Wrist. Equip the new goodies if you can, then return downstairs 
and go in the door directly next to the stairs. Just go south here, and 
climb down the stairs. Ignore the pitfall in the next room, since it seems 
to have no real use, and loop around to the left to the next staircase. Man,
this place is monotonous. ^_^

Before doing anything else, take the lower staircase to reach another save
point; save, then go through the door and up the stairs in the previous 
room. Now walk down through the door and down the steps to get two chests 
containing an Ether and a Cottage. There's also a Blue Magic you can pick up
here, though not quite as essential as Blow Fish or White Wind. Aquaus, 
those nasty dark blue hydras, use L.4 Quarter when you kill them. Pick this
up if you can, but it's not necessary to build levels if you're unaffected 
by it. After getting these things, go back upstairs, enter the door next to 
the staircase, and flip the switch on the wall to make the final staircase 
appear. Yes, you're *finally* at the end! ...Well, almost. In this garden 
area, you'll find the missing King Tycoon confronting a strange winged snake
monster. Though Reina and Faris are overjoyed at seeing their father, the 
feeling doesn't seem to be mutual, as he just orders you to defeat the 
monster blocking the path...

- Boss Battle -
Archeoavis - Lv: 21-24   HP: <7500>   Weakness: Wind (Changes randomly)

Ok...this is a weird battle. First, Archeoavis can change his weak point at
will. It starts out as Wind, but almost immediately changes. His level seems
to fluctuate randomly, as well -- it starts at level 21, but I've seen it go 
as high as level 24. Anyway, on to the actual battle... This weird serpent 
has a lot of powerful attacks, which include Air Wing and Blaze -- two 
attacks you've likely already had the 'pleasure' of being pelted with -- as 
well as an alternate version of Blaze (same name, different animation). This
new "dark" version still hits the entire team, but it seems to cause even 
more damage than the original, and it also slowly reduces their HP... Since 
Archeoavis's weakness changes so frequently, casting spells is generally a 
waste of time, though I suggest trying to sneak in an Aero 2 early on if you
can, to do a quick 1000+ damage. Other than that, just use Monks or 
Berserkers, and attack physically. After the serpent goes down, for no 
reason I can see other than to make an already annoying battle even moreso,
it gets revived by the power of the Earth Crystal!

- Boss Battle -
Archeoavis - Lv: 20   HP: <3000>   

Fortunately, this second stage of the battle is considerably easier. You can
beat up the "reborn" Archeoavis normally, or you can get cheap and just blow
it away in one hit with L.5 Doom. =P  Either way, once you defeat it, it'll 
(thankfully) stay dead, and you'll get 10 ABP and a Hero Drink. 

After the guardian of the ruins is out of the picture, King Tycoon runs 
right past you into the Crystal Room, laughing the whole time. Inside, as 
the king messes with the crystal machine, it becomes quite apparent that 
he's being controlled... Bartz and Galuf step forward to try and stop him, 
but Reina and Faris run in front of them, refusing to let them hurt their 
father. Bartz orders the girls to get out of his way, but they again refuse.
At this point, the possessed king turns around, walks towards you, and 
threatens to kill you. The rather shallow threat is cut short, however, when
the ground begins to shake, and *another* meteor plummets to Earth! 
Immediately afterwards, the wall in back blows opened, and Galuf's 
granddaughter Krile runs in and fires a bolt at King Tycoon, knocking him 
back. She then runs over to Galuf, who upon seeing the child, completely 
regains his memory! As Reina and Faris run over to the injured king, Krile 
tells them he should be fine, as she just used a weak spell on him. As Krile
finishes speaking, King Tycoon wakes up, and is overjoyed to see Faris, his
lost daughter. The reunion ends abruptly, however, when the sound of 
shattering crystal is heard; yes, the poor overworked Earth Crystal finally
explodes, and with all four crystals gone, the seal is broken... 
The scene shifts to the "Sealed Forest" on the world map, which begins 
erupting with lightning. As the fireworks end, a ball of light slowly rises 
out of the woods and flies off... 

Back at the ruins, the ball of light appears atop the machine, and 
materializes into a mysterious caped man -- the evil Black Mage: X-Death.
It was a valiant effort on your part, but alas, his revival attempt was 
successful... After laughing in Galuf's face, X-Death commands the crystal 
shards to destroy you! Bartz tries to go against the evil mage, but only 
succeeds in getting blasted back. X-Death laughs at his feeble attempts, 
then mocks Galuf, saying that the crystals of this world are gone, and that 
his world is next. That said, he disappears, and the possessed shards once 
again prepare to attack. Sick of this abuse, and wanting to protect the 
others, King Tycoon then steps forward and begins to 'duel' with the shards!
Though he takes quite a beating, the king urges you to stay back as he 
continues this strange psychic battle. Eventually, he manages to defeat the
crystal shards, but unfortunately, the 'battle' has taken a great toll on 
him... He collapses, and realizing his end is near, apologizes to Faris for
never being there for her, then asks Bartz to take care of his daughters.
Sadly, despite the pleas from Reina and Faris, the brave King Tycoon passes 
away... Afterwards, the crystal shards begin to sparkle, then float over to 
Reina, and grant the team their last ounce of power... Samurai, Lancer, 
Dancer, Chemist... 

Following the tragic scene, the ground begin to shake once again...without 
the crystal to power them, the ruins are beginning to fall apart! After a 
close escape, the ruins crash to the ground and explode, and the team 
regroups aboard the airship. Reina and Faris mourn for their father, and 
Bartz confronts a worried Galuf. He asks the old man what's wrong, and Galuf
simply says that they gotta make their move now. Bartz is confused, but
Galuf fills him in... He explains that X-Death is an evil Black Mage from 
his home planet that came to here 30 years ago to destroy the crystals. 
Galuf continues, saying that he and three other "Dawn Warriors" used their 
power to trap X-Death here, and they thought everything was fine...until
recently, that is, when Galuf realized that something strange was happening 
to the crystals, and traveled to this world by meteorite. He says that he
was too late, though, as X-Death succeeded in destroying the crystals, and 
has headed back to the other world. Bartz hangs his head in shame, and asks
Galuf if this is all because they overused the power of the crystals. Galuf 
says that it's really the Dawn Warriors' fault, as they're the ones who 
sealed him here, instead of returning him to their planet, as he begged...

After the conversation, the scene fades to Krile's meteorite, where Galuf 
says he and his granddaughter are following X-Death back to their world. He
bids his friends farewell and starts to walk away, when he's stopped by 
Bartz, who announces matter-of-factly that they're going with him. Galuf 
sternly declines, as this is the last meteorite, and if they went, they
could never return home! He and Krile then step inside the meteorite, and 
the two of them disappear into the sky in a flash of light...

Regaining control of the airship, just land. As soon as you do so, Faris
and Reina walk over to Bartz. After discussing the recent events, the
three of them agree that Galuf is one of the team, and that they should go 
help their friend in his battle against X-Death. Unfortunately, there's 
still that little problem of how to reach Galuf's home planet, since the 
meteors no longer have enough power... With only one option left, Bartz and 
the crew decide to seek help from Cid.

--- "Last Minute Details" ---

If you return to the underground ruins, you'll find the place deserted --
Cid and Mid aren't even there, and I don't believe the game gives you any
clues as to their whereabouts, either. You can wander around the world 
aimlessly until you happen to find them, or you can just go to the Tycoon 
Meteorite site, which is where they currently are. =P

- Tycoon Meteorite -
Treasures: None

Outside the meteor, you'll see the Black Chocobo. Since this bird seemed to
be Cid and Mid's main mode of transportation, it would stand to reason that
they're nearby. Go inside the rock, and you'll find the two. Bartz asks them
what they're doing, and Mid explains that the adamantite was emitting 
abnormal levels of power. Cid finishes, saying that they just wanted to 
return the stone to where they found it. He then pulls it out and shoves it 
across the floor, but upon crossing the warp tile, there's a strange 
reaction, and the tile begins absorbing power from the adamantite! Realizing
that this could be used to their advantage, Reina asks Cid if they could use
the stone's power to help them get to Galuf's home world. Mid tells her 
there's not enough adamantite left to completely repower one meteor, but if 
they could power up all four of them a little bit, then maybe... 

With that, everyone exits the meteor, and the scientist duo mounts the 
chocobo, and flies off in the direction of the next meteorite: Karnak.

- Karnak Meteor -
Treasures: Titan (Summon Magic)

At this next meteor site, just talk to Cid. He and Mid step inside, but 
quickly retreat, exclaiming that it's become a den of monsters! They leave 
it up to you to clear the place, and just wait by the entrance. Fortunately,
I don't believe there're any random battles inside, so make your way back to
the warp tile, where you'll find something sitting on it! Upon closer
examination, you'll find that it's actually a monster called Titan, which
promptly attacks.

- Boss Battle -
Titan - Lv: 1   HP: 2500

Easy, even with only three members. Titan doesn't seem to have any special 
attacks; the worst he can do is about 200 damage with "Critical". Whoopee. 
Just use whatever you want on him, but keep your HP up, as when his HP hits
0, Titan uses Earth Shaker, doing ~450 damage to the entire team. Oh well,
no big deal. When you win, you'll get 5 ABP, a Potion, and the powerful 
Titan summon spell. 

With Titan out of the way, Cid and Mid are free to power up the meteor, and
upon finishing, they fly off to the next site: Walz.

- Walz Meteorite -
Treasures: None

Here, all you have to do is talk to Cid and Mid, and they'll enter and power
up the meteorite. That's it. ...Or so it seems. Just as you're about to 
leave, you're ambushed by strange bomb-like creatures...

- Boss Battle -
Byurobolos (x6) - Lv: 22   HP: 1500 

Well, I suppose I should warn you. From this point on, FF5 is full of trick 
battles, and this is the first of many. It seems ordinary enough, until you 
defeat one of the Byurobolos, and it casts Arise, which revives *all* the 
others you've killed! There're many strategies here, but the one I prefer is
simply to kill them all at once. This can be accomplished rather easily by 
using Aqua Rake, Water Skills, or the Samurai's $toss. Just watch out, as if
a full-strength Byurobolos uses Exploder on you, you'll die unless you're on
an obscene level. (I was on level 31, and they still killed me. :-/)  When 
you defeat them all, you'll get 5 ABP, and...that's it. No cheap treasure 
this time. =P

This meteor is officially finished, so everyone now heads for the final 
location: Gorn.

- Gorn Meteorite -
Treasures: None

At this final meteor site, Cid and Mid enter, but they don't come back out.
Upon investigating, you'll find that something has captured them! When it
spots you, though, it releases the scientists, deciding that heroes would
taste better. Or something. ^_^

- Boss Battle -
KimaBrain - Lv: 19   HP: 3300

Are you getting sick of these pointless filler battles? Well, this is the 
last one, thankfully, but it's also the hardest. KimaBrain's chief attack is
Aqua Rake, which isn't that damaging anymore, but is still annoying. It also
occasionally uses the "dark" version of Blaze. If you'd like, you can steal
a Dragon Fang from this mutant, but other than that, there's nothing 
particularly special about this battle. Just use physical attacks, magic, or
whatever, and you'll eventually win. When you do, you'll get 6 ABP and a
Phoenix Down.

Ok, you're *finally* done powering up the meteorites... Cid shows you a map,
and explains that a warp point leading to Galuf's world was created at the
point where the path of the four meteors intersect: the bird-shaped 
peninsula in the center of the world. Bartz and the others thank the 
scientists for all their help, then head off...

I may as well warn you now, once you leave this world, you won't be 
returning for a *long* time. Furthermore, you'll never have access to Walz,
Easterly, or Rikks again. With this in mind, I've made up a checklist of 
various things to do before jumping into that portal...

- Did you get Shiva from Walz Tower?
- Did you get the Elf Cloak, 2000 GP, and Speed magic from Walz Basement?
- Did you get all the treasures in Tycoon Castle?
- Did you get Ramuh from Easterly Forest?
- Did you get Mini from the underground ruins?
- Did you get Toad from Easterly Village?
- Did you learn TemptSong at Rikks?
- Did you learn Str. Song at Crescent Town?
- Did you learn Love Song at Easterly?
- Did you stock up on the cheaper items at Rikks?
- Did you learn all the possible Blue Magic?
- Have you seen all the scenes at Rikks?

Also, there are some useful items sold in the shops here that aren't 
available in the second world, so stock up now. At the very least, get four
of each elemental rod before you go to the second world; they'll increase 
the damage done by elemental spells. It may seem a bit excessive to get four
of each, but hey... you never know when you'll want to mess around with a 
team of four Black Mages. =P  It might also be a good idea to get four of 
each elemental bow, but this isn't as important as the rods. And don't worry
about the rings sold in Easterly; while they won't be sold in the second 
world, you'll be able to get by without them, and you'll have another chance
to get them later, so don't feel pressed to get the huge amounts of money 
needed for them right now. =P  Other than that, buy whatever you feel you'll

If you're done with everything, head into the portal. Bartz, Reina, and 
Faris say their goodbyes, then fearlessly jump into the portal, which throws
them into space... Farewell, Earth...

%%%Second World%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

--- "A Strange New World" ---

Following a brief flight, Bartz, Reina, and Faris find themselves alone on a
tiny island in the middle of the ocean... It doesn't seem like there's a 
whole lot to do here, but every few minutes, you'll be stopped by Reina, who
suggests you rest in the tent. Since you've nothing better to do...why not?
Of course, if you don't *have* a tent, you can get one by defeating a Pao, 
the only enemy on the island. Anyway, use the tent, and your team'll gather 
around the campfire for a late night conversation. After a few moments of 
silence, Faris says she has a question for Reina, and asks her why she 
risked her life back on the North Mountain to save the dragon. Reina asks 
her sister if she remembers their mother, to which Faris says she remembers 
bits here and there. Reina explains that whenever she sees ths dragon, that 
it reminded her of their mother. Faris asks Reina what she means, but before
she can give an answer, a winged demon swoops down from above, grabs the 
girls, then flies away. It returns a moment later to claim the last 
remaining member of the group...

- Boss Battle -
Abductor - HP: 22   HP: 1500

You may only have Bartz here, but it's not that difficult of a battle. The
Abductor has a nasty attack called "Hurricane" that drops your HP down to
single digits, but its attacks are otherwise relatively mild. If you're
feeling either lucky or insane, you can try to steal an Earth Robe, though 
it's not necessary, since you can buy these fairly soon, anyhow. Note that 
you don't *have* to win this battle, since the outcome is essentially the 
same if you lose, but if you do, you'll get...uhh...1 ABP and an Ether. Yay?

If you lost the battle, all that happens is Bartz gets knocked out, then 
wakes up in a prison alongside his friends. If you won, the following scene
is a bit more detailed. You'll be back in the forest with a chest in place 
of the monster, but it doesn't contain treasure -- it contains gas, which 
knocks Bartz out. He then wakes up in a prison alongside his friends. Gee, 
that certainly was useful. ^_^

After awakening in the dungeon, the group quickly discovers where they've 
been taken... X-Death's Castle! X-Death walks up and 'greets' the group, but
is interrupted when one of his lackeys runs in with news that Galuf and his
troops have already arrived at the Big Bridge. X-Death takes the news in
stride, and just orders the underling to "prepare the giant mirror". The
lackey runs out, and after it returns with the mirror, X-Death turns to his 
prisoners and exclaims that they're gonna help him "defeat" Galuf...

Meanwhile, at the Big Bridge, Galuf, Krile, and a bunch of soldiers are 
preparing to strike. They're stopped cold, however, when reflections of 
Bartz, Reina, and Faris appear in the sky, and X-Death's projected voice 
tells them to get back or their friends die. Galuf takes the threat very
seriously and orders his troops back. Back at the castle, X-Death orders
a strange ninja named Gilgamesh to watch over you, then leaves. Galuf tells 
Krile he needs to borrow her dragon, then jumps on it and flies off towards 
the castle, landing on the roof. 

- X-Death's Castle -
Treasures: None

After climbing down into the castle, Galuf immediately grabs the stolen 
crystal shards (which you never actually *see* get taken) from the nearby
chest, and you *finally* regain control! 

There's actually not a whole lot to say here. The two front doors are 
locked, but a Save Point and a pair of healing springs can be found by going
through the door in the back. Heal/Save if you want to, then go downstairs.
This place is completely linear, but there *are* monsters here. Turn Galuf
into a monk and give him White Magic or Chakra as a second command, though,
and he should be fine. When you reach the dungeon, you'll be "caught" by 

- Boss Battle -
Gilgamesh - Lv: 26   HP: <2500>

Surprisingly, Gilgamesh is a major wuss! I don't think he has any special
attacks, and if you changed Galuf into a monk as I recommended earlier, 
you'll be able to take out this cocky ninja in two or three hits. After 
doing enough damage to him, Gilgamesh runs away. =P

With the "guard" gone, Galuf frees his friends, and after a brief exchange 
of dialogue, rejoins the team. There's nothing else here, so just make your 
way back to the entrance. The lower of the two doors in the first room --
the one that leads outside -- is now unlocked. The upper one can't be opened
until quite a bit later, though, so ignore it and go outside.

Once you leave the castle, you'll have a chance to learn Doom Claw and Black
Shock if you didn't already; wander around here in the plains until you 
fight a shadowy thing called a "Blockhead". They sometimes use Black Shock,
and if you control them, you can make them use Doom Claw on you. The 
tree stump-like enemies called Trents also use Doom Claw occasionally, but 
since it's not available for use by the control command, learn it from 
Blockheads instead. Other than that, there's not really anything to do here,
so just head to the bridge. Save before you go in.

- Big Bridge -
Treasures: None

On the bridge, pass through the first small room, and Galuf warns you that
it's gonna be all monsters from here on. He's right, too -- as you run 
across the bridge, you'll be constantly attacked. Fortunately, all the 
monsters here are simple, so just keep going until you reach the building in
the center. As you try to leave through the back, you'll be stopped by
Gilgamesh, who says he was waiting for you.

- Boss Battle -
Gilgamesh - Lv: 28   HP: <5000>

Gilgamesh is a bit stronger this time, but he's...well...still a wuss. He
still only uses weak physical attacks, so there's little actual danger. The
only thing you should know about this battle is that L.4 Quarter will hit,
but it does 0 damage, so don't waste a turn trying it. Other than that, just
keep attacking him with whatever you want (and Steal a Hero Drink if you'd
like). Eventually, he'll start to ramble on about how you're "so much 
stronger than he is", while casting Haste and Protes on himself, then says 
he was lying, and uses Jump on you. Pathetic. ^_^  After this, just keep 
attacking until he again runs off.

After beating Gilgamesh for the second time, keep running across the bridge
(fighting more wussy monsters along the way), until you catch up with Krile.
As soon as you see her, though, she warns you about "the barrier", and as if
on cue, a barrier appears around X-Death's Castle. To make things worse, the
initial force of it is so overwhelming, that it sends Bartz, Galuf, Reina, 
and Faris flying into the air! After the power fluctuation ends, Krile steps
outside to look for her grandfather, but finds no one...

Meanwhile, the group lands on a small hill far away from civilization. Galuf
immediately realizes that they're in "Guroceana", or literally the middle of
nowhere, and curses their luck at ending up in such a remote location. Bartz
apologizes for showing up here, since if it weren't for them, Galuf's attack
on X-Death would've gone better... The group (minus Galuf) then jumps down 
and walks away, and are followed by Galuf, who says he's glad to see you

Back on the world map, you're...well...in the middle of nowhere, on a barren
peninsula far north of X-Death's castle. As Galuf noted, there's a whole lot
of nothing around here, so just head right until you reach a small town in 
the forest.

- Lugor Bordertown -
Treasures: 100 GP x??

Well, this little country village doesn't really have all that much to 
offer in the way of treasures, but there's a bunch of good stuff for sale. 
The stores sell powerful new weapons and armor, the item shops sell Potions
and Chemist items, and the Magic Shops sell level 4 White, Black, and Time 
magic. The Earth Robes are a good buy, since they'll increase the damage 
done by Titan. Which is pretty good to begin with. =P  Buy what you can 
afford, then head for the pub. Inside, through a long secret passage in the 
left wall, you can reach a small room with a piano in it. Also, if you're 
desperate for money, you can dance on the stage, which earns you 100 GP each 
time you do. =P  It's also worth mentioning that there's a little girl in 
the armor shop who lost her ribbon; while this has no real point now, it 
will later, so remember her location. Finally, if you stay at the inn (which
is free the first time you visit), there'll be a fairly pointless scene 
where Bartz again apologizes to Galuf for ruining the attack on X-Death's 
Castle. Galuf tells him to stop apologizing, since if it weren't for them, 
he'd probably have ended up getting killed, anyway. After the scene ends, 
you're pretty much finished here, so just leave and head further south.

Along the way, you'll pass by an old castle surrounded by water. If you 
talked to everyone in Lugor, you'll know that this Kuza Castle. It's best to
heed their warning and stay away from this place, but if you have the Cntrl
command, go ahead and enter. Inside, you'll encounter mostly Shield Dragons.
They have a massive amount of HP, powerful attacks (that can also confuse 
you), inherent Reflect status, and tend to run away when their HP gets low, 
but they're still easily defeated. How? Control them! Once one is under your
control, force it to repeatedly cast Blaze on itself, while the rest of the
team defends. After five hits with their own attack, the Shield Dragons die,
and you'll get an incredible 2500 Exp! Definitely a great place to gain 
levels, but it's still a bit dangerous... Anyway, you can also find the 
twelve legendary weapons (more about these later) on the top floor of the
castle, but they're protected by magical seals, so you can't take them now.
Thus, aside from gaining Exp, there's not a whole lot to do here... Just
leave here, and continue south. 

When you run out of land, head east, then north until you come upon a small
forest surrounded by mountains. When you try to pass through it, you'll 
enter an area inside it, where you'll find a strange creature near one of 
the trees. If you've played FF3, FF6, or FF9, you should know what this 
little guy is...a moogle! When you try to approach it, though, it quickly 
runs off, and in its haste, steps on some weak ground and falls in a hole. 
Deciding to help the cute little winged teddy bear, Bartz and the others 
jump in after it, and land in a large underground waterway...
- Waterway Cave -
Treasures: 4400 GP, Phoenix Down

This is a really annoying area, where you'll end up getting carried from 
place to place by currents. Also, like the Sand Tides back in the first 
world, you'll actually be forced to fight random battles while being dragged

Anyway, you don't exactly have much choice as of where to go from here, so
just step into the water, and you'll be swept east to a small ledge. Step 
off it, and you'll be swept east again to another ledge. Before going back
in the water, walk over and grab the chest for 4400 GP. It doesn't matter
where you re-enter the water, since both paths take you to pretty much the
same place, and there aren't any chests along either one. After riding these
currents, you'll end up on a narrow cliffside with a chest on it. Grab it to
get a Phoenix Down, then head right and up the steps, where you'll find the
moogle being assaulted by a skeletal monster...

- Boss Battle -
Tyrasaurus - Lv: 29   HP: 5000   Weakness: Fire

This thing can be a real pain. While its physical attack and PoisonBreath
aren't that bad, it can use Blue Magic "????" on you, which given the amount
of HP it has, can prove lethal... Fortunately, it's weak against fire, so 
use Fire2, Ifrit, Fire Skills, and other fire-related attacks for quite a
bit of damage. If you'd like, you can also steal a Gold Shield from 
Tyrasaurus, but if you're gonna try for it, do it before you start 
attacking, so you won't get slaughtered by ????. When you win, you'll get 9 
ABP, but no treasure.

Though you protected it from the monster, the scared little moogle runs away
from you. Reina walks over and assures it that they're not gonna it, then
the moogle dashes outside the cave and runs erratically across the world 
map, eventually disappearing into a large forest.

Back on the world map, follow the moogle! While you don't have to do 
everything he just did, try not to cross the desert. There're powerful 
monsters in it that have five-digit HP, and are capable of using an attack
(Maelstrom) that reduces the entire team's HP to single digits. Needless to
say, defeating a monster like this would take forever at this point, so just
walk along the plains and forests to avoid them. When you reach the forest
where the moogle disappeared, keep walking around it until you get pulled 
into another area: the Moogle Village!

- Moogle Village -
Treasures: 1 GP, 10000 GP, Ether, Phoenix Down, Cottage, Dancing Dirk,
           Elf Cloak

As soon as you enter the village, the timid moogles notice you and scatter.
You can try to find them, but they'll just run away if you do... Also, all
the small treehouses are locked for right now. Just head to the east side of
the forest, and you'll find a moogle cowering behind the treehouse. This is 
actually the one you just saved, and after talking to it, it realizes who 
you are and calls all the other moogles back (saying you're a friend, I 
guess), then runs inside the nearby treehouse. Since the moogles now know 
you're not a threat, they give you free run of the village. While they're
not much for conversation ("Kupo!"), the moogles *do* have an assortment of 
useful treasures lying around. In the house your moogle friend ran inside, 
there're six chests which he'll let you take. Open them all to get a Phoenix
Down, an Ether, a Cottage, 10000 GP, 1 GP (uh...yay?), and a Dancing Dirk. 
This is a weird weapon that randomly activates the "Dance" command when 
attacking. O_o  Now go back to the west side of town and enter the two 
houses here. In the one on the left, you'll find a silent moogle and a 
locked chest, while in the one on the right, you'll find a moogle costume. 
If you wear this, then talk to the silent moogle in the previous house, 
it'll mistake you for a girl moogle, and offers you the contents of the 
locked chest, an Elf Cloak, as a token of its affection!

After getting all the chests here, head back over to the treehouse with the
six chests in it, and you'll find the moogle standing outside it. Talk to
him, and he jumps on the tree and starts acting weird. Meanwhile, at a 
distant castle, Krile is wandering around wondering what to do, and a moogle
runs up behind her, Kupoing like crazy. Krile then immediately runs upstairs 
to a tower where her dragon is resting, and tells the soldier that her 
grandfather is in Moogle Village. The soldier is confused, but Krile 
explains that moogles are telepathic, and can communicate with each other
over great distances. She then stops, realizing the dragon is injured, and
wonders aloud how she's gonna get there. The dragon "speaks", and allows her
to fly on it once more... Krile mounts the dragon and flies off...

Back at Moogle Village, the moogles all appear to be doing some strange
dance, while Krile flies overhead looking for the village. Through 
telepathy, the moogles inform her that the entrance is near "the nose", and
an outline of a moogle's face appears over the forest. Now easily able to
locate the village, Krile lands, and is met by a very surprised Galuf, who
asks her how she knew where they were. Krile explains simply that the 
moogles told her, and says that they'd better return to the castle quickly.
Everyone jumps on the dragon, while the moogles wave goodbye as it flies 
off. :)

--- "Dragon Quest 2" ---

- Val Castle -
Treasures: Hero Drink, Telepo (Time Magic), RegalCutlass, Angel Robe,
           Lamia's Harp

The dragon lands in the courtyard of Val Castle, Galuf and Krile's home. The
team dismounts, and after a brief bit of dialogue, Krile flies off to let 
the dragon rest. As she disappears from view, a group of soldiers run over 
to welcome back their king... Galuf! 

The scene then fades to the throne room, where Galuf asks his soldiers about
X-Death's activity, and the status of the troops. They say that X-Death 
hasn't made a move since the barrier went up, but that they lost a 
considerable amount of troops in the battles against him and Gilgamesh...
After the status report, Bartz walks over to the throne and asks Galuf if 
he's really a king. Galuf dismisses the soldiers, then turns to Bartz and
asks him if he's surprised. Bartz admits that he is, and jokingly asks the
old man if he should call him "King Galuf" from now on. Galuf laughs, and 
says it's not necessary, since before they knew he was king of Val Castle, 
they just knew him as their friend: Galuf. After a bit more talk, Galuf 
rejoins the team, and you regain control.

Still in the throne room, the first thing to do is grab the Hero Drink from
the chest on the left, and the valuable Telepo spell from the hidden chest
below it. Once you have them, head upstairs to the dragon tower, where 
you'll find a very despondant Krile. She explains that the dragon is dying,
since even though it was badly injured, it still tried to fly... Feeling 
somewhat guilty about it having nearly killed itself to help them, Faris 
queries about how they can help the dragon. Reina says that Dragon Grass 
could cure it, but that she's not sure if there's any on this world. Galuf 
tells her that some might grow in the Valley of Dragons, but that no one has
ever returned alive... Of course, Bartz isn't one to let something 
insignificant like that stop him, and readily agrees to go! With your new
mission, leave the castle interior and head out to the courtyard.

First off, go into the pool of water below the shops on the west side of the
castle, and you'll get sucked into the moat. From here, go all the way 
around to the other side and search to find a "Great Sword" (actually a 
RegalCutlass). This is a nice, strong weapon, so equip it on anyone you're
using as a Knight or Sorceror, then head back to where you got sucked into 
the moat and hit the switch to go back to the pool. Now, go into the shop 
itself. With the exception of the Gauntlet at the armor shop, the stuff sold
here is exactly the same as in Lugor. Buy whatever you missed earlier, then 
head up the stairs to the roof. Head straight east, and you'll go down a 
second set of stairs hidden behind the turret. Go downstairs again here, and 
you'll be in a small room behind the Weapon and Armor shops. Open the chest
for an Angel Robe, which only Chemists (and Travellers) can equip, then go 
to the south wall. One of the sections (the one with the small switch on it)
moves aside when you touch it. Go through, then head to the counter. The 
merchants get annoyed with you, and one of them gives you a Lamia's Harp to 
get you to go away. =P

That's it for the treasures, but don't leave the castle yet! Instead, head 
for the basement in the east wing of the castle. The RockStatue enemies here
are a *great* way to get ABP and money; they're worth over 500 GP each! If 
you fight two of them at once, you'll get 4 ABP, and if you fight five of 
them, you'll get 8 ABP. They're easy to kill, too; just cast L.5 Doom on 
them. ^_^  If you don't have L.5 Doom, load up on Softs at the item store; 
using a Soft on one of these things kills it. This obviously isn't as fast 
as L.5 Doom, since you have to kill them individually instead of all at 
once, but it's still a *lot* faster than trying to kill them normally. If 
you *do* have L.5 Doom, start by getting everyone to learn the "Blue" 
command who doesn't have it already; once that's done, give it to everyone 
as their secondary command. Now start building up until you have enough 
abilities to satisfy you; you won't be able to come back here for a while 
once you leave, but it's not *that* long, so you don't have to overdo it.
Also, you can sometimes steal Double Lances from them, which are good
weapons for Ninjas and Thieves; actually, for a "rare" steal, they don't
take too long to get.

Leave the castle; the guards warn you that you won't be able to come back 
once you leave, and ask if you're sure you want to go. If you still want to
build up in the basement or do anything else here, say No; otherwise, say 
Yes. Once you do, you'll be thrust outside...and immediately attacked by an
Abductor. It's stronger than the one you fought earlier, but still easily 
beaten, so I won't bother giving a strategy for it. ^_^  From here, you can 
go north to a town, or northeast to find a cave; see the Gilgame's Hoard 
subquest for details on the cave, though you really don't stand a chance at
it right now. So head to the town unless you're insane. =P

- Kelb Village -
Treasures: Tonic x8, KornagoGourd, Requiem (Song)

Once at the village, Galuf mentions that the Valley of Dragons should be 
just beyond the north gate, and you regain control. Strangely, with the 
exception of a few sheep, the village seems completely deserted, and all the
shops are locked... What's more, the gate at the north end of town is *also*
locked... With no other choice, Galuf says that they'd better ask Kelga for 
some assistance. Well, you're not gonna get anywhere without opening that 
gate, so you'd might as well visit this Kelga person. He lives in the large 
house hear the center of town, which by coincidence, happens to be the only 
one that's not locked. =P   Inside, you'll find another deserted house, and
the back door is also locked. When you start to leave, however, a voice 
orders you to freeze, and three werewolves 'drop in'. Bartz prepares to
attack, but Galuf stops him, saying they're not their enemies. At this 
point, a regal-looking werewolf walks in from the back door, and is greeted
by Galuf, who introduces him as Kelga, one of the Dawn Warriors! Kelga then
notices the team, and asks who they are. Galuf explains that they're from 
the planet X-Death was sealed on. Kelga takes this the wrong way -- 
mistaking you for X-Death's henchmen, he bitches you out for breaking the 
crystals and freeing the black mage. Galuf tries to set things straight, but
the stubborn warrior just knocks him aside, and challenges Bartz to a duel. 
As the duel begins, the other werewolves leave, and Reina and Faris join
Bartz, only to be told by him that he'll take care of this one himself. The
girls back off, and Kelga starts off with his special "Pine Attack". It has
no effect on Bartz, though, as he easily counters it and knocks Kelga back
through the door before an actual battle even begins. =P

The scene then fades to Kelga's bedroom, as Galuf gives the injured werewolf
an earful. Kelga seems to ignore the criticism, and just whines about how 
Bartz stopped his attack. Bartz just shrugs, and says he learned it from his
father. Galuf and Kelga ask what his father's name is, and facefault at the
answer: Drogan. When asked what the surprise is all about, Kelga explains 
that Drogan, along with himself, Galuf, and another man named Zeza, was one
of the Dawn Warriors! 

A flashback is now shown of the Dawn Warriors on Earth, gathered around a 
defeated X-Death. Unable to kill him, they assume he's immortal, and plan to
seal him here. Drogan, however, is against it, as X-Death is a 'criminal'
from their home planet, and shouldn't be sealed here. The others convince 
him that there's no choice now, and he reluctantly agrees. A scene is then 
shown of the crystals creating a magic seal in the forest near Tule, and 
X-Death disappears. Afterwards, the scene fades to inside a meteorite, which
the Dawn Warriors are using to return home. Galuf asks Drogan if he's really
going to stay on this planet, and Drogan says that he is. Galuf asks him 
why, but he leaves without giving a reason... With that, the flashback ends,
and the scene returns to Kelga's bedroom. Kelga now apologizes for his 
earlier actions, and agrees to open the gate for you.

After the long sequence of events is over, the villagers come out of hiding.
The streets are bustling with activity, and all the shops are now opened. 
The magic shop just sells the same old stuff you've been seeing since Lugor,
but there're *two* Weapon and Armor shops here! The first set just sell the 
stuff from Val and Lugor, but the second set sell new equipment. It's mainly
for Monks and Ninjas, but it's strong, so if you're using either job, buy 
it! You can buy Shurikens and Skills here, too. Before leaving, there're a 
couple other things you can get. First off, you can learn the useful 
"Requiem" song by talking to the werewolves to the right of the north gate. 
Second, if you're too cheap to stay at the inn, sit at the left side of the 
table in the back room of the inn, and the werewolf there will prepare you 
a free HP/MP restoring meal. He'll then throw in 8 free Tonics for dessert. 
I think you can do this as many times as you'd like, too. Finally, if you 
check the well, an old man will pop out and start begging you for a frog. 
No, casting Toad on yourself won't impress him, so go outside and catch a 
Kornago (one of the ugly orange frogs). This is a bit hard to do, since they 
run away when their HP gets low; try controlling one, then casting Demi on 
it a few times. =P  When you finally catch one, bring it to the old guy, and
he says that he'll give you a "pot" in exchange for the Kornago and 10000GP.
Yeesh. Well, if you decide to make the trade, he'll give you a KornagoGourd,
an accessory that increases the success rate of the Catch command. 

After getting everything in town, exit through the north gate, and head 
north through the forest until you reach a mountain. This is the feared 
Valley of Dragons...

- Valley of Dragons -
Treasures: 5000 GP, 7000 GP, Phoenix Down, Cottage, Coronet, Wind Sword,
           Bonemail, Golem (Summon Magic)

Most of the enemies here are pretty weak; however, the PoisnEagles have a 
high evade rate. Try using the Aim command to kill them easily. Also, 
DrgnZombies and Skelesaurs have high HP; however, they're also undead, so 
the Requiem song does quite a bit of damage to them and doesn't cost 
anything to use. The DrgnZombies always drop Dragon Fangs, too; keep this in
mind if you like the Mix command. =P Also, if you missed MagHammer earlier, 
you can learn it from the Drippys here. Control them, then just have them 
use it on you. =P  The only other enemy of note is "????", a strange stone 
robot that attacks you once and then immediately runs away. If you get the 
first strike on one, you might be able to kill it, but it just runs away, 

As for the dungeon itself, the path is fairly straightforward. On the first 
screen, go into the first cave entrance you see for a chest with 5000 GP. 
Then go back out and continue along until you find another cave entrance. 
Go through the passage inside, and you'll come out on another part of the 
mountain. There's nothing here except another cave entrance, so go in. 
You'll soon see a chest; open it for a cottage, then continue along the 
path. You'll be back on the mountain; follow the extremely straightforward 
path to another cave. Go through it, and you'll be on the mountain yet 
again. There are two things of note here: First, if you examine the pile of 
bones that's directly below a rock, you'll get the Bonemail. This is 
powerful armor, but it has the unfortunate side effect of making the wearer 
undead. What's worse, it usually gets optimum-equipped when you change 
jobs... =P  Unless you want to be thorough, don't bother getting it, as it's
just a nuisance. You can't even sell it for much. The other thing of note is
that you can get the Golem summon spell now. Remember that annoying "stone 
robot" that kept attacking you and running away? Well, in this area, you'll 
also randomly encounter him, only in a different sort of scenario...

- Boss Battle -
DrgnZombie - Lv: 37   HP: 4000   Weakness: Fire
Skelesaur  - Lv: 37   HP: 3000   Weakness: Fire
Golem      - Lv: 3    HP: 2500   <He's an ally! Don't attack him!>

This is a weird battle. Initially, it appears Golem found some help and is
trying to kill you, but you'll soon learn that it's almost completely the
opposite, as the monsters turn and attack Golem! Despite that he probably 
annoyed you throughout the entire trip here, protect him...you'll see why in
a moment. First off, don't use Ifrit, Fire Skills, or anything else that 
hits all enemies, since they'll damage Golem, too -- stick with Fire2 and 
Burn Ray. The Requiem song, if you learned it back in Kelb, is also useful 
here, since it hits both monsters, yet won't hurt Golem.

If you defeat both monsters without killing Golem, you'll get the useful 
Golem summon. If you did kill him, don't worry, you can just fight this
battle again. =P  You can skip this for now if you want, but it'll make the 
boss much easier...

Anyways, keep going until you come to yet another cave. There doesn't seem
to be anything in here except a stone door that won't open and a switch you
can't get to, but if you wander around in the upper-right area, you'll find
a hole. =P  Open the nearby chest for a Phoenix Down, then go through the
metal door to the left. This leads to the switch, which opens up a passage
outside the cave. Go back to the room where you fell in, climb the stairs,
and go through the doorway; you'll come out of the door that wouldn't open.
(It still won't; it's a one-way door. =P) Go back out and go along the new 
passage to find another cave. Don't worry, this is the last one here. =P
Inside the cave, there are passages to the left and right; the left path 
leads to chests containing a Coronet and Wind Sword. The right path leads
on. After following it a short distance, you'll find a chest with 7000 GP.
Shortly after, there's a small doorway in the south wall; go through it to
find a Save Point. Use it, then go back and continue along the path; you'll
be back out on the mountain soon enough. The path is, as usual, fairly
straightforward. At the end of it, the party will approach the Dragon Grass.
Reina will try to pick it... But suddenly, it grows and tosses her aside. 
The party realizes that the grass must have mutated into a monster, which 
is probably what killed off the Dragons. Since you need to get that grass,
you'll have to fight it...

- Boss Battle -
Drgn Grass     - Lv: 33   HP: 12000
Drgn Bulb (x5) - Lv: 31   HP: 100     <Appears Randomly>

The Dragon Grass doesn't seem to do anything except make Dragon Bulbs grow.
The Bulbs, however, are *extremely* annoying; though their "Dust" attacks 
don't do much damage, they cause various status changes, including Blind, 
Poison, Aging, and Charm. If you've got Golem, use it right away, and it'll 
block all of the Dust attacks, making this fight much easier. If you *don't*
have Golem, it might be a good idea to bring a Dancer with a Ribbon into the
battle and use him/her to restore status for the other characters with Esna,
or the "Recvr" command if you have it. Aside from the status changes, 
there's nothing difficult about this battle; so use group attacks often to 
kill the bulbs while still causing some damage to the main plant. Titan 
works well here. Winning this battle gets you 10 ABP and an Elixir, and 
possibly some Phoenix Downs.

After defeating the mutant grass, it returns to normal, and Reina 
immediately picks it. Well, you have what you came here for, but make sure
to get the Golem summon before leaving if you don't already have it. Once 
you do, walk or teleport out of the mountains, and return to Val. 

At the gate, Galuf announces his return, but is declined entrance, as the 
soldiers believe it's just one of X-Death's tricks. Being left with no other
alternative, Galuf decides to use his 'secret weapon'...he jumps in the 
moat! Nah, he's not losing it; remember when you came down here earlier? 
Yep, he intends to get back inside by way of the drain! =P  Reina and Faris
immediately jump in after the old man, and after a moment's hesitation, so
does Bartz. When you regain control, walk around to the left and pull the 
switch, which literally sucks you back inside. First thing you should do now
is talk to the gate guards. They apologize for not trusting you, and open
the gate, which you can now use to freely get in and out of the castle. 
Anyway, with this out of the way, head back to the dragon tower. The 
soldiers along the way tell you that Krile began to feel sick and went to 
her bedroom to rest, so before actually going up to heal the dragon, pay her
a visit. The girl seems to be somewhat out of it, though, as she starts 
babbling something about how "Gill is calling", and tells you to "hurry to 
where Gill is". A rather confused Bartz asks who Gill is, and Galuf explains
that he's a 700 year old sage who forsaw the crystals shattering... He 
continues, saying that Sage Gill might know of something that can help them 
defeat X-Death. Krile starts babbling about how she "must visit Gill", and 
Galuf agrees to go instead, then tells Krile that they managed to get the 
Dragon Grass. Excited at this, she urges you to hurry upstairs and cure the
dragon! Before leaving, Bartz asks Galuf where exactly they can find Gill, 
and is told that the old sage lives in a cave on a small island across the 
ocean to the northwest of the Valley of Dragons.

After all the talk is finished, head upstairs to the tower. There, Reina 
immediately tries to feed the Dragon Grass to the injured dragon, but it
refuses to eat it. Bartz says he isn't surprised, since it's what caused 
them to go extinct, but Reina's determination is too strong, since if the
dragon doesn't eat the grass, it'll die. In desperation, and despite the 
fact that it's poisonous to humans, she takes a bite of the Dragon Grass to
prove that it's safe. Seeing that there's nothing wrong with the grass, the
the dragon eats the rest of it and completely recovers. At this moment, 
Krile runs up to the tower and gives Reina some medicine to cure the poison,
and after everyone finishes repremanding Reina for that stupid move, Krile 
collapses. Everyone (except Bartz) panics, but she insists that she's 
alright, and gets back up. Galuf tells Krile to go back in and rest, and she 
thanks you for helping the dragon, wishes you good luck, then waves goodbye 
as the team mounts the dragon and flies off.

--- "Twilight of the Dawn Warriors" ---

Well, now that you have the dragon, you're back in the air! Ok, so it's the
same type of dragon you had way back at Walz, meaning you can't fly over
mountains, but hey, at least you can fly! The only way off the Val continent
is through a small opening east of the Valley of Dragons. If you continue 
north from here, you'll find Gill's cave, but before you enter, do a bit of
world exploration! You can return to everyplace you've previously been, 
except X-Death's Castle, which is surrounded by a forcefield. There's also
one new location you can reach: Surgate Castle, which I'll get to in a 
minute. There's still, however, some land you can't reach...mainly, the two
forests in the west that're enclosed by mountains. You'll be able to the
areas beyond them a bit later, but for now, don't worry about them. Finally,
much like that mysterious temple in the first world, there're two weird 
towers completely surrounded by mountains. One is just south of the huge
desert near Lugor, and another is on a small island in the southeast, near 
where Crescent Town is in the first world. These *do* play a part in the 
game, but trying to get inside them now will earn you little more than a 
headache, so just ignore them. =P

Just head for Gill's island. As soon as you try to enter, however, the 
ground begins to shake, and the entire island sinks into the ocean! 
Afterwards, in a sinister looking castle, X-Death gloats, saying that this
is what happens to those who defy him. 

You're then returned to the world map, hovering just over where the island
once was. Since it's obvious that you're not gonna be able to meet with the
sage, you're gonna have to find something else to do. Pay a visit to Kelga,
and...well, this conversation is so messed up, that it's hard to summarize.
Here's everything that's said, exactly how it appears from the game:

[Begin Conversation]
Kelga: "No Gill island?" 
Is X-Death to be blamed
for this too?

Kelga: "Most likely.
He knows this will
be his last battle

Attack his castle!"
Kelga: "Impossible. You
saw the barrier, nothing
can get past it!

(There's a brief pause and a blank box; it looks as though some dialogue was

......I@That's it!"
Kelga: "We've got Zeza!
He said he was taking 
his fleet to destroy
the barrier tower!"

Galuf: That right?
He a friend of yours?"
Galuf: Zeza is one of the 
Four Dawn Warriors. His
castle is north of
Dragon valley!"
[End Conversation]

I...have no idea why this conversation is so screwed up. My best guess is
those 'out of place' lines ("Is X-Death to be blamed for this?" "Attack his
castle!", and "He a friend of yours?") are Bartz or Reina talking, but that 
they forgot to include their names beforehand. As for the "......I@That's 
it!" line...Well, I have no idea. Looks like some screwed up code. For the 
record, A similar 'conversation goof' happens in the Beginner's Hall at 
Narshe on the FF Anthology version of FF6.

Anyway, from what I'm able to pick out of this conversation is that you're
supposed to go to Zeza's castle, Surgate. I mentioned this just a moment 
ago, so pay it a visit.

- Surgate Castle -
Treasures: 5000GP, Float (Time Magic), Song of Speed (Song)

When you try to open the gates, you're stopped by some guards who demand 
that you identify yourselves. Before anything else is said, however, another
soldier shows up, tells the two gate guards that that's Galuf, King of Val, 
then escorts you inside. He informs you about Zeza's fleet having left to 
attack X-Death's castle, then says you can take anything you need from the 

After regaining control, you're given free run of the castle! There's not a 
whole lot here, but loot the place anyhow. Start by taking the staircase on
the right side of the room, which leads to the shopping area. The armor, 
magic, and item shops don't carry anything new, but Knights, Samurai, 
Berserkers, and Lancers might appreciate the new weapons you can buy here!
When you're done here, go back upstairs, and head down the staircase on the
lower left, which leads to Zeza's bedroom. Here, examine the red book laying
on the desk to learn the Song of Speed, then go back upstairs and take the
staircase just above you. This leads outside, then to a library. Some of the
scholars here are examining a really old book of which half is missing. Hmm.
Wasn't there a similar book at the Ancient Library back home...? Well, 
there's nothing you can do with this book, so go upstairs to the other part
of the library. The old lady here grumbles about people not returning books
to the shelves...do her a favor and clean the place up. Simply examine the
three books on the table, and return them to the correct shelves. "Weird
Ronka" goes on the "W-X" shelf, "Register of Monsters" goes on the "R-S"
shelf, and the "Forbidden Book" goes on the "D-F" shelf. Note that you can
only carry one book at a time, so just pick up another once you've returned
one to the shelves. When you're finished putting the books away, talk to the
old lady again. She thanks you for saving her some work, says she's going to
her room, then walks up and opens a secret door on the north wall and 
leaves. Follow her, and you'll end up in another room of the library. 
There's a book on the table here that says something about giving a lance to
a mage, but I'm not entirely sure what it means. Go downstairs and grab the
only chest here to get 5000GP, then take the south door to go to the outer
courtyard. Head left under the bridge, and enter the building, which is 
another small storeroom. The chest here contains the odd Float spell. Get 
it, then leave the castle. You've found everything.

Now, to actually continue, fly a little east of X-Death's castle until you 
see a bunch of ships in the water. This is Zeza's fleet. You can land on 
the largest ship, so do so. Though it'd be a good idea to save first.

- Zeza's Ship -
Treasures: Genji Glove

When you land on the ship, you'll be greeted by Zeza, an old friend of 
Galuf's. After some brief introductions, Galuf will ask if Zeza can get the 
party inside X-Death's castle. Zeza laughs and says you're halfway in 
already, then you regain control. If you talk to the soldiers, you'll get a 
clue about what Zeza's planning; when you talk to him, he tells you to get 
some rest. Since there's nothing else to do, you might as well. Go down the 
stairs on the deck, then go down another set of stairs. There are two rooms 
you can enter here; there's not really anything to do in the room on the 
left just now, so do what the soldier tells you and go in the room on the 
right. Choose to rest.

You'll be woken up suddenly; the ship is under attack! Go above deck and 
talk to Zeza, and several monsters will appear. Zeza will start fighting 
one, and their battle will carry onto another ship. When you regain control,
you can fight the monsters wandering around; they're Gobbldigoos, and 
they're very easy. Note that if for some reason you haven't learned GobPunch
yet, this is a good chance to do so. Fight or ignore them as you see fit; 
just head towards the front of the ship. You'll *have* to fight a Gobbldigoo
now; after you beat it, you'll get a quick look at how Zeza's doing. Keep 
going forward, and you'll run into your old pal, Gilgamesh. No, I don't 
really know what he's doing here, either. =P

- Boss Battle -
Gilgamesh - Lv: 31   HP: 8888
Enkidoh   - Lv: 29   HP: 4000   <Shows up later>

The single most important thing to do here is to steal from Gilgamesh. He 
has the Genji Glove, the best gauntlet in the game! Furthermore, this is the
only place you can get it! If you miss it, you're screwed. Anyhow, Gilgamesh
is a bit tougher here, if just for the fact that he can use the annoying 
Missile spell, and the even more annoying Doom Claw. (Both are Blue Spells, 
so you might want to learn them if you haven't already.) The rest of his 
attacks are fairly weak, however, so it's nothing you can't handle. After a 
while (I'm not sure whether it has to do with the time, or how much damage 
you've done to Gilgamesh), Gilgamesh will summon Enkidoh, a palette-swapped 
version of the Abductors you fought earlier. It immediately uses White Wind,
which will probably heal all the damage you did to Gilgamesh. Blah. After 
this happens, focus all your attacks on Enkidoh, and don't bother with 
Gilgamesh until the irritating green demon is out of the way. Be careful, 
though; Enkidoh knows Red Feast, which may very well kill a character if 
you've done a lot of damage to him. When he goes down, the battle will be 
easy again. Just defeat Gilgamesh. You won't get any ABP for winning, but 
you'll get a Gold Shield.

After you beat Gilgamesh, he tries to drag you into the ocean with him, but
you grab onto the ship and he's the only one who falls in. =P  He'll drift
away, but you'll start to lose your grip... Just as you fall, though, the
Dragon saves you. It drops you back on the deck. Zeza gets back on the ship
and goes below deck; follow him. Go to the third level of the ship, where
the beds are; use them if you want, but to continue, go into the room on
the *left* (where there was nothing before). Talk to Zeza, and he tells you
to go to the other side of the box. (You'll understand when you see it. =P)
Do so, and examine the box; you and Zeza will open up the box, revealing a 
passage. You'll automatically enter, emerging in a small room. Talk to Zeza
and you'll see that you're in a submarine! Zeza explains that you're going 
into the barrier tower through an undersea tunnel, and automatically takes
you there. When you arrive, leave the submarine and talk to Zeza. He'll blow
a hole in the wall, allowing you to enter the actual tower.

Note: If you go back in the sub and examine the steering wheel, Zeza will
offer to take you back. You can also go to the room down below to rest.
Keep this in mind if you have trouble.

- Barrier Tower -
Treasures: 9000 GP, 18000 GP, Blood Sword, HairOrnament

Soon after entering the actual tower, Zeza will explain what you're supposed
to do. He'll go down below to the power room, while you climb to the antenna
at the top of the tower. When he cuts the power, you'll destroy the antenna.
He gives you the "Whisper Grass", a sort of walkie-talkie, so you can 
contact him when you reach the top. He then leaves. You can follow him if 
you want, but you won't get very far. =P

Also, you can get a new Blue Magic spell here, as well as an old one you may
have missed. The Traveler enemies use Time Slip (you can control them and 
have them use it on you) and the Neons will often use Flash as a 

Anyways, go up the stairs to find a Save Point. (There's a little alcove 
that looks like a door in the room you come in, but there's nothing there.) 
In the next room are two chests. The near one has 9000 G, while the far one 
is a monster-in-a-box. Usually, it has a Red Dragon, but you might end up 
fighting two Yellow Dragons instead.

- Battle -
Red Dragon - Lv: 30   HP: 7500   Weakness: Water, Earth, Ice

This battle is weird. For some odd reason, the Red Dragon is considered 
undead. For this reason, despite that it *will* hit, L.5 Doom doesn't work.
And don't even bother trying to use Phoenix Downs or Life magic for an easy 
kill; they don't work either. Anyway...on the first round of the battle, the
Red Dragon usually uses Atomic Ray, which does about 700 damage to the 
entire team! Heal up immediately, because it may use it again! The dragon's
"Critical" is strong, too, doing about 700 damage to one member. Since you 
can't take the easy way out, you'll just have to stick with normal attacks. 
In all honesty, Ice attacks like Shiva and Ice 2 aren't all that effective
(maybe it's because they're so outdated...), so try Requiem (since the 
dragon is undead), Titan, Water Skills, and $toss. Incidentally, you can
Control the dragon; it has L.3 Flare (a Blue spell) in its command list, but
unfortunately, you can't target yourself with it, only the Dragon. To get
around this, you have to give it Reflect status; then when it casts L.3 
Flare, the spell gets reflected to you, and you'll learn it if your level is
a multiple of 3. =P (Reflect works a little strangely with the Level spells
in this game... If a character with Reflect is targeted by the spell, it
bounces whether or not that character is at an appropriate level. However,
it only hits the target it gets reflected to if *their* level is 
appropriate. With that out of the way, be warned that L.3 Flare *will* kill 
whoever it hits at this point.) If you're going to try this, make sure all 
four characters are either Blue Mages/have Learn (making them all Blue Mages
is easier =P) and that their levels are all multiples of 3, since the spell 
reflects to one of your characters at random. Unfortunately, you don't have 
the Reflect spell yet. But there *is* still a way to learn L.3 Flare here. 
Give someone the Mix command, and have them mix Dragon Fang + Phoenix Down, 
then use it on the dragon. The resulting effect, "Dragon Armor", gives it 
Reflect status. Now you can learn the spell. =P  Also, you might want to try
to steal from it; usually, you'll get a Potion, but sometimes you can steal 
a Fire Ring. This seems to be extremely rare, though; I've stolen a Fire 
Ring *once* in about 50 tries. =P  If you *really* want to get one, you'll 
need a *lot* of patience. If you steal a Potion, either escape the battle 
and check the chest again, or cast Return. Either way, you can try again, 
but don't expect your luck to be much better. Sure is a lot to say for one 
enemy, isn't it? =P

- Battle -
YellowDrgn (x2) - Lv: 38   HP: 8500

You won't be able to learn L.3 Flare or steal a Fire Ring if you get this 
battle, but you get more Exp, GP, and ABP than from the Red Dragon. It's 
really rare, though; you might as well be trying for the Fire Ring. =P 
Anyways, these guys aren't undead, and absorb lightning. They also have a 
ton of HP. There isn't a lot to say about them, just kill them. =P Try using
the Earth command; you might get Sonic Boom, which will do a lot of damage 
to whichever dragon it hits.

After either fight, you'll get a Blood Sword from the chest. This is a 
strong weapon that also drains HP, but it has a very low hit rate, so I 
don't recommend using it. Go south from the 9000 GP chest and you'll be on 
the outside of the tower. 

>From here on, watch for a new enemy, the LvlTripper; it uses L.4 Quarter 
fairly often, so try to learn this spell if you haven't already. You can 
also make it cast L.2 Old and L.5 Doom if you control it, but as with the 
Red Dragon, you can't cast these spells on your party. However, you can 
learn them using the same trick as for L.3 Flare: Use Mix with a Phoenix 
Down and Dragon Fang to give them Reflect status. =P  The spell bounces
back to one of your characters, who will learn it if they're at an 
appropriate level. This is a good way to learn L.5 Doom if you missed it.

Anyways, head up the stairs on the left and go through the door. You're in a
small room with nothing in it but some stairs. At the top of the stairs is a
door, which leads to the outside of the tower again. Take the stairs on the 
right and go in the next door. There's a chest with 18000 GP in here; other 
than that, it's pretty much the same as the last one. Take the stairs, go 
through the door, you're outside the tower again. Now take the stairs on the
left, and go in the next door. Just before you do, Zeza will contact you and
say that he's almost ready. Go through the door; it's another boring room. 
Climb the stairs and go through the door at the top, again.

You're outside, again, but this time there are stairs on both sides. The one
on the right leads to a Save Point, and goes further up the tower. The one 
on the left leads to a small room with a chest. It's a monster chest, and 
again, you might fight a Red Dragon or two Yellow Dragons. After winning, 
you'll get a Hair Ornament, a useful helmet for magic-users. It has 0 
defense, but it halves the MP cost of all spells! If you're using someone in
a mage class, give this to them right away. Anyways, go to the Save Point 
room, save, and head out the door. Yeah, you're outside again, but this is 
the last time. =P  Climb up a bit more, and you'll be at the top! As you
attempt to destroy the antenna, however, the screen goes dark, and an 
ominous voice says that you'll never leave here alive...

- Boss Battle -
Atomos - Lv: 41   HP: 19997

This battle is, quite simply, insane. =P  Atomos will cast Comet on a 
character (sometimes twice) and often kill them, and will slowly suck dead 
characters towards it. And in case you're wondering... No, you can't just 
use Mix to give everyone Reflect, you'll *still* get hit by the comet. =P
Anyways, once Atomos sucks in the dead character, they're gone for the rest 
of the battle. You have two choices here; you can either try desperately to 
revive dead characters ASAP, or you can "sacrifice" a character; let them 
stay down while Atomos sucks them in, and he'll be much less dangerous. The 
latter method is easier, but the fight's still tough. The best attacks to 
damage him with are $toss and Titan (with Earth Robes equipped), especially 
if you want to keep all your characters alive; try to make sure that 
everyone can use one of those abilities. You might also want to cast Shell 
if you get the chance. Other than that, there's not a lot to say about this 
fight... Atomos has an obscene amount of HP, and no real strengths or 
weaknesses. You'll get 12 ABP and a Dark Matter for winning, which is kind 
of a rip-off considering how hard this guy is. =P

After beating Atomos, the antenna will blow up. Now there's a fairly long
story scene; I won't bore you with the details, but basically, Zeza is
trapped in the power room. He says the tower's about to explode, and that
he'll meet you at the sub. You'll escape on the Dragon, despite Galuf's
protests about leaving Zeza behind; then the tower explodes, and X-Death's 
barrier goes down.

The scene shifts to the submarine dock; Galuf is waiting. Talk to him a few
times, and he'll eventually decide to leave. (Note: There's a small glitch
in this part; if you had Galuf leading the party when you fought Atomos, the
party will use his sprite, even though he's standing off by himself. So it
looks like there's two of him. =P  The party's sprite will change if you go
to the menu and return, though.) The scene shifts inside the sub; Bartz and 
Faris will decide to use it to go to Gill's cave. After a little more 
dialogue, you'll be in control of the sub!

Note: Although the barrier is down, you still can't enter X-Death's castle 
yet. The door leading upstairs is locked.

--- "The Underwater Sage" ---

If you use the world map while underwater, you'll see three blinking dots. 
The one in the northwest leads to an underwater cave where you can do a 
simple sub-quest ("Female Chocobos and Summoned Monsters"). The southwest
one leads to a dead end, but if you surface, you'll be near a village where
you can buy powerful new equipment and spells (I'll cover this place later,
but I recommend coming here as soon as possible). Finally, the dot that's 
a little northeast from the continent Val Castle is on is Gill's Cave, your 
next destination. 

- Gill's Cave -
Treasures: None

Dock the submarine and follow the path. There are two kinds of enemies here:
Radiators, which can probably be killed with one hit from Ifrit if your 
levels are average; and Metamorphas, which change into various other 
monsters, use one attack, and change back, then repeat the pattern. Some of 
the monsters I've seen are Ghilacats, Elf Toads, Y Burns, Fan Wizards, and 
DrgnZombies, as well as Ifrit and Ramuh. O_o (They can probably turn into 
Shiva, too. =P) Note that these monsters are *not* the same as when you 
fight them elsewhere; they're at different levels, don't have the same 
attributes, (Fan Wizards don't absorb wind, and DrgnZombies aren't undead, 
for instance) and probably inherit the Metamorpha's HP. (I can't tell, 
because they have ????/???? HP when you scan them.) These things have a 
whopping 7000 HP, and only give up 3 ABP when you beat them, so you might 
want to run. However, you *can* pick up some Blue Magic here by waiting for 
them to turn into certain monsters; Elf Toads use Toad Song (in case you 
missed it) and Fan Wizards use Aero 3, which you haven't had a chance to 
learn yet. Speaking of Blue Magic, the Radiators can use Red Feast. 
Anyways... The easiest ways to beat the Metamorphas are 1) Learn Aero 3 and
cast it on them before they change, since they're weak against wind; 2) Wait
for them to change into something fairly weak, then use an instant-death 
move. =P

Anyways... You'll soon come to a room with four empty treasure chests, one 
full chest, and four suspicious-looking sections of wall. =P  Open the chest
in the center; Bartz will find a big stone in it, and you'll be given the 
choice to take the stone. Do so, and the door you came in through will 
close. This should give you some idea of how this part works; put the stone 
in one of the chests, and a door will open. The center chest just opens the 
door you came in through, so there's not much reason to bother with it right
now. =P  The upper-right and lower-right chests open up dead ends, so ignore
those, too. Instead, put the rock in the upper-left chest and go through to 
find a switch. Use it, and a path will open up. Now go back, get the rock 
out of the upper-left chest, and put it in the lower-left chest. Go through 
the door that opens up and follow the path to the next floor.

On the next floor, go to the lower-left to find a path; it'll be invisible
until you get near it. Follow the path to a switch, which will make a 
staircase appear. Go down the stairs to the next floor. From here, the path 
isn't too complicated; there's a few more "hidden" paths like the one on the
previous floor, but they're not hard to find. Just keep going until you 
reach a pond. Examine it, and you'll see a turtle, then you'll be given a 
choice to jump in the pond. Do so, and you'll emerge in another pond. Go up 
and you'll meet Sage Gill.

Sage Gill tells you that X-Death is looking for something in Moore Forest, 
just west of Surgate Castle. He explains that X-Death was originally a tree 
in Moore Forest, transformed by evil spirits, then gives you the "Elder's 
Branch", which you'll need to get in. That's all there is here, so just cast
Telepo to leave.

--- "Into the Forest" ---

- Moore Village -
Treasures: HuntingKnife

The most notable thing here are the shops; the armor is great, the weapons 
aren't bad, and you can buy Level 5 spells. Other than shopping, the only 
things to do here are play the piano (if you've played all the other ones so
far, you'll get the message "Just a little bit more, and I'll be Piano 
Master!") and get the HuntingKnife in the upper barrel on the left side of 
the pub. There's a locked door on the southwest side of town, but you can't 
do anything with it. Yet. The people here will also give you some hints 
about getting through the forest to the east, which is your next 

- Moore Forest -
Treasures: 2500 GP, 4900 GP, 9500 GP, Ether, Phoenix Down, Cottage, Elixir,
           Giant Drink, Ash, Mace, Aegis Shield/Flame Shield, Flame Saber

Go into the forest; the Elder's Branch will let you in. Unless, of course, 
you haven't gotten it from Gill yet. =P  At any rate, there are some new 
enemies here... The GalacJellies are somewhat annoying, as they have a high
evade rate and resist or absorb most elements. However they also have very 
low HP; use Aim, Critt or Earth to kill them easily. Another enemy of note 
is the MiniMage; you can learn a new Blue Magic, Little Song, from them. 
It's not in their Control list, so you'll just have to wait for them to use
it on you. There's nothing too special about the other enemies, except that 
they may take a little while to kill. =P  The encounter rate seems a little 
high, though, so this place can get annoying.

Anyways... A little north from the entrance is a chest with 2500 GP. On the 
east side of this area, there's a tree with a knothole in it; just beside it
is a chest with an Ether. Get the chest, then examine the knothole (someone 
in town gives you a clue about this) and a passage will appear. Go through 
it to emerge in another section of the forest.

This area is quite big, and extremely empty. Head north for a while to find 
a chest with 4900 GP, then go east and north a bit to find two tree with a 
chest between them. Open the chest for a Phoenix Down. Now go back south and
make your way to the east side of this area to find a chest with 9500 GP. 
Get it, then backtrack to the west a little bit to find another tree with a 
knothole. Again, examine the knothole to reveal a passage. That's all there 
is in this area, despite its size, so just go through the passage to reach 
another section of forest. Thankfully, we're almost done. =P

When you emerge from the passage, there's a treasure to the west; you'll 
probably see it right away. It's a Cottage. Get it, then go east until you 
see another chest, which has a Giant Drink. Go north a bit, and you'll see a
weird yellow ring, which is actually a Save Point. Use it, then go north and
west a bit to find a chest with an Elixir, then go a little further north 
for another chest with a Mace. Go back to the save point and save. Then go 
back to where the Mace was and follow the path to the west; suddenly, the 
forest will burst into flames! When you regain control, try to make your way
around the flames towards the tree just north of you; then walk across the 
tree's roots to find a chest with an Aegis Shield. However, you might want 
to leave this alone... you'll see why in a minute. Anyways, wander around 
for a while until a Moogle pops out of a hole. Go into the hole after it...
well, *fall* into, actually. =P  When you hit the bottom, you'll find a 
healing spring; however, a Moogle is blocking the exit. Wait a little bit,
and the Moogle will eventually move out of the way. Now go out to emerge 
from the hole. If you didn't get the Aegis Shield before falling down the 
hole, examine the chest it was in for a Flame Shield; otherwise, the chest 
will be empty. I'll leave it up to you to decide which shield you want. 

Note that the path you came here through is blocked off; in a way, this is 
a good thing, since you don't have to worry about whether you missed getting
anything special from the other chests. =P  Anyways, head west a little bit
and you'll come to a clearing. There's a chest by one of the trees with Ash
in it; this item is completely useless. It can be thrown, but the damage it
does is pathetic. =P  On the west side of the clearing is a chest with a 
Flame Saber. If you take the south exit, you'll be on the world map; take 
this opportunity to save. To continue, though, you'll have to go north from
the clearing; it looks like you're at a dead end, but the Elder's Branch 
will open up a path for you... Cast Float on your team, then go through 
the path and go inside the tree. When you do, four crystalline monsters 
will attack you...

- Boss Battle -
<Fire Crystal>  - Lv: 77   HP: 7777
<Wind Crystal>  - Lv: 77   HP: 7777
<Earth Crystal> - Lv: 77   HP: 7777
<Water Crystal> - Lv: 77   HP: 7777 

(Note: None of these monsters actually have names. The Fire Crystal is the 
one on the top, the Earth Crystal is the one at the bottom, the Wind Crystal
is the one on the left, and the Water Crystal is the one on the right.)

These guys are almost as annoying as Atomos, if you don't do this the right
way. At first, they'll just use physical attacks, which can be easily dealt
with by summoning Golem. When one of them gets low on HP, however, it starts
using a powerful spell of its element. Cast Shell on all your party members 
before you begin actually attacking, so you'll be in less danger. Note that
Fire, Water, Wind, and Earth are the *only* elements that will have any 
effect on them, and each of the crystals absorbs its own element. So don't 
bother with Ice, Bolt, or Bio spells. Focus on one crystal at a time; if you
get two or three of them casting spells on you at once, this will be 
*really* hard. If you only have one doing it, though, things get much 
easier. The Water Crystal will use Aqua Rake when it gets weak, and the Wind
Crystal will use Aero 3; if you don't have these spells, use a Blue Mage in 
this fight for a good chance to learn them. If you know all the spells, 
however, and are just looking for an easy victory, just use $toss. Two of
these will kill all four enemies. =P  You'll get a nice 15 ABP when you 
defeat them all.

After the battle, X-Death appears and said that you just did him a favor by
destroying the seals on the crystals! He takes control of the crystals and
uses their power to bind you.

The scene shifts to Val Castle; Krile senses that the party is in danger, 
and gets on the dragon to save them. Back in the forest, X-Death gloats over
you, then gets knocked out by something. Krile walks in and tries to help 
Galuf...but then X-Death appears and traps her in a strange field. After 
playing around with the field for a while, he resumes zapping your party 
with the crystals. However, after what happened to Krile, Galuf gets 
determined, and starts fighting back, shattering the crystal in the attempt.
He saves Krile from the field, which engulfs him, but that doesn't stop him.
Then he attacks X-Death.

- Boss Battle -
X-Death - Lv: 63   HP: <10000>

X-Death uses lots of powerful spells, but you can't possibly lose this 
battle, as Galuf keeps fighting even when he has 0 HP. =P  Keep hitting him;
after about 10000 damage, he gets angry and blasts you with Flare, Holy, and
Meteo. After this, every hit will result in some more conversation until the
battle ends. If you have it, L.3 Flare is a good way to do the first 10000 
damage quickly. =P

After being defeated, X-Death takes the crystals and retreats. Bartz, Faris,
Reina, and Krile recover, and turn to Galuf, who's on the verge of death
after fighting so hard. They try to help him, but nothing works, and he
passes away... Krile is upset. You'll regain control, but you can't leave;
just wait around until Krile says she hears Galuf's voice. There will be a
short scene in which she talks to his spirit, then she'll inherit all the
abilities Galuf learned and take his place in the party. You'll 
automatically get on the dragon and fly out.

Krile now has all of Galuf's abilities, and whatever he had equipped is in
your inventory. Krile starts as a Traveler with no equipment, so fix that
situation. =P

--- "Showdown with X-Death" ---

You're about to go to X-Death's Castle, but you'd better be ready. Build up
your jobs in the basement of Val Castle if you need to, buy whatever you
think you'll need, and finish up the sidequests if you haven't already. This 
is a big area, so stock up and prepare for a long trip, then head back to...

- X-Death's Castle -
Treasures: Ether x2, Elixir x2, 9900 GP, 8000 GP, DiamndShield, Ice Shield, 
           Partisan, Gale Bow, Blizzard, Kotetsu, Double Lance, Wall Ring, 
           MagiShuriken, Genji Helmet, Excalipur, Carbuncle (Summon Magic)

The locked door is now unlocked, so you can go through... don't mind the 
wounded soldiers, just go through and up the stairs. But take a detour to
use the healing fountain if you need it.

Starting on the second floor, you'll meet some new enemies. I'm not sure 
just when all of them start appearing, so I'll cover them all now. The 
Blind Wolves, Twinlizards, Magic Drgns, BlakWarloks, and Red Dragons can
all be affected by L.3 Flare if you have it. AdamnGolems can't be hit by
L.3 Flare, but they can be destroyed instantly by using Softs on them. Titan
will be useful on most of the other enemies, especiallly RflecMages. If you 
encounter the A Rage enemy, though, kill it first; it uses Arise on any 
other dead enemies when you kill it. You can also control it and have it 
use White Wind on you to learn the spell if you haven't already. (Or just
for some cheap healing =P)  You can learn L.3 Flare by Controlling a Red 
Dragon, casting Reflect on it, and having it use the spell on itself; the
spell will bounce and hit one of your party members if he/she is at a level 
that's a multiple of 3. They only appear on the higher floors and the
basement prison after the castle's "transformation", though. You can also 
learn L.2 Old and Aero 3 from Magic Dragons. One *extremely* nasty battle
that you may see on the higher floors is against three Blue Dragons; you'll
only see one, but there's really three of them. They'll do *serious* damage
to your team, and what's more, you can only hit one at a time. If you manage
to defeat them, though, you'll get 15 ABP, which is the most you've gotten 
from any non-boss encounter up to this point. =P This battle is pretty rare,
though, so just hope you don't get it. =P  That covers most of the enemies, 
but be warned: The encounter rate gets high in here, and the battles can be 
pretty tough. If you thought Moore Forest was bad, this place is a lot 
worse. =P
Anyways, on the second floor, ignore the stairs going up for now. Instead, 
go around the wall to the south to find two chests containing an Ether and a
Diamond Shield. Then go upstairs; you'll soon come to a dead end. Turn 
around and leave; Bartz will comment, then Krile will run back. You'll 
follow her, and she'll say it's an illusion. The scene shifts to Kelb; 
Kelga, surrounded by his followers, is getting weaker. He sees Galuf's 
spirit, who apparently fills him in on what's happening with your party. 
Kelga dies, but uses the last of his strength to dispel the illusion... Back
at the castle, you'll see the results. Ugly place, isn't it? =P  A stairway 
just appeared, so use it. (Note: After the illusion is dispelled, the 
*entire* castle changes, lower floors included. The healing springs no 
longer work (as they're now lava), and if you'd like to find a Red Dragon a
bit earlier, they now appear in the very bottom floor, where you were held 
prisoner when you first arrived here.)

The path is pretty linear here, with only one detour. When you see a chest, 
go towards it; you'll notice it's blocked by a wall. There's a very 
suspicious gray thing on the wall just to the west, so examine it. It's a 
switch, which takes the wall down. Now you can get the chest, an Ice Shield.
Go back to the path, which will eventually take you upstairs.

The path in this room is very linear here, too. Get the chest at the end
(Ether), then go through the door. This room has a path along the outside, 
and a small stairway leading into the lava; change one of your characters 
into a Geomancer and the lava can't hurt you, so go into it. Head left, then
go straight down at your first chance. You'll see a chest in the wall; if 
you've got a Thief or the Secret ability, you should see how to get it, but 
if you'd rather not set those, just head straight into the wall when you're 
lined up with the chest. It has a Gale Bow. Now get out of the lava and go 
around. You can now get to the stairs, and a chest with an Elixir. Get it, 
then go upstairs.

Here, there's a tile that looks like a skull, and a small bridge that 
doesn't go anywhere at the moment. Step on the skull tile, and the bridge
starts moving. You can stop the bridge with the X button (or, if you're 
using an emulator, whatever button you're using for "confirm") to get to the
chests and the stairs. The left chest has a Blizzard sword, while the right 
has a Kotetsu katana. The stairs are the way ahead. Be warned, if you stop 
the bridge at the wrong place, you'll be attacked, sometimes by a Harpy. Get
the chests, then go upstairs to find a Save Point. Use it, and continue to 
the next room. 

First, head east; you'll see a chest in the wall. The secret passage is 
better-hidden than the last one was, so you might want to use Secret or a 
Thief for this one. It has an Elixir. Follow the path all the way to the 
west to find a chest with 9900 GP, then backtrack and go along the path over
the lava. Go through the door at the end and you'll be on a short stairway. 
There's nowhere to go but up; on the next floor is a short path leading to 
another staircase going down. Hmm... That was pointless. =P  You'll probably
notice the green summon orb on a nearby platform; you'll be able to get 
there soon enough. 

Go down the new staircase; this room is filled with lava, so make sure you 
have a Geomancer. You'll see a staircase blocked off by walls; ignore this 
for now and go all the way to the east and up the stairs for a chest with 
8000 GP. Go back down; there's only one other stairway you can reach right 
now, so go up it. You'll see the summon orb again, but you still can't reach 
it. So, go east. You'll step on a skull tile, which makes a path leading to 
another stairway disappear. Don't worry about this right now. Keep your 
Geomancer for this part; the platform you're on has a ton of hidden holes
under skull tiles, and the Geomancer will stop you from falling in when you 
find one. The chest on the east side has a Double Lance. The skull tile on 
the south side makes the path reappear; just be sure not to step on the 
first skull tile again when you go over there. =P  Go down to find a save 
point, then go back upstairs and make your way to the skull tile on the 
north side. When you step on it, you'll be teleported right in front of 
the summon orb. Examine it, and as usual, fight the summon monster to get 

- Boss Battle -
Carbuncle - Lv: 1   HP: 15000   Weakness: All 

He has inherent reflect status, but the fight's not too hard despite this; 
use Summons, physical attacks, or spells reflected off your own party 
members to get around it. After a while, Carbuncle's reflect status goes 
down, and it becomes weak to *all* elements. At this point, you should 
easily be able to finish him off, but if for some reason you don't, the
reflect status goes back up again, and Carbuncle starts casting nasty spells
like Doom and X-zone on you. You can steal a Wall Ring from Carbuncle, and 
when you win, you'll get 11 ABP and the Carbuncle summon spell.

After beating Carbuncle, go down the stairs. You're now between those walls 
that blocked off a staircase in the lava room. Step on the skull tile and 
you'll warp to another spot in this room. Now make your way back to the 
skull tile-filled platform and the save point below it. Save, then go on to 
the next room. Make sure you have someone who can steal.

There's nothing in this room except an empty chest in the middle. Ignore it
for now, and take the staircase on the right, which leads to a room with two
chests that contain a MagiShuriken and a Partisan. Collect them both, then 
go back downstairs. Normally, nothing special happens if you go up the 
stairs in the center, but if you tried to take the empty chest, Gilgamesh 
will make another appearance. =P

- Boss Battle -
Gilgamesh - Lv: 53/67   HP: <15000>

Gilgamesh uses Little Song, Toad Song, and Flash, so try to learn them if 
you haven't already. His physical attacks do around 400-500 damage, but 
that's easily healed. Careful, though; he can use Hurricane to knock a 
character into single-digit HP. Still, pretty easy. What else did you expect
from Gilgamesh? =P  After a while, he'll transform; however, he's actually 
*weaker* after this. =P  His physical attacks do only 30-50 damage, and I 
haven't seen him do anything else. =P  Once he transforms, start stealing to
get the Genji Helmet, the best helmet in the game. Eventually, X-Death gets
sick of his imcompetent flunky and casts X-Zone on him. =P  When this 
happens, the battle ends. When you win, you won't get anything except the 
Excalipur sword, which does 1 damage with every attack. However, it has a 
high attack power, and thus usually gets optimum-equipped. Bah. =P  You can 
throw it to do a lot of damage, though, so you may want to hold onto it.

Once you win, go back to the save point and use it, then go through the door
where Gilgamesh stopped you. From here on, there's nothing of note until 
X-Death; however, once you defeat him, you won't be able to return to
the second world. There isn't as much here that's as important to get as
in the first world, since you'll be able to return here soon enough, but 
there *are* a few things you won't be able to get once you leave... Here's 
the final checklist for the second world:

- Did you get Shoat from the north forest?
- Did you get Carbuncle from X-Death's Castle?
- Did you get all the treasures in Moogle Village?

Don't worry about shopping too much this time; you'll be able to get back to
all the shops soon enough. Once you're ready, go and face X-Death.

When you meet X-Death, he gives the typical villain speech about how you'll
never be able to stop his plans, etc. =P  Then the fight begins.

- Boss Battle -
X-Death - Lv: 66   HP: 32768   Weakness: Holy

X-Death often casts Condemned at the start of the battle. If you want to 
learn it, I recommend bringing a Blue Mage and someone with Time Magic. If
X-Death doesn't cast Condemned on your Blue Mage at the start, cast Return
and try again until he does. =P  As for the actual battle, X-Death has some
*very* strong attacks. However, if you cast Float, Golem, and Carbuncle, 
you'll be defended from his worst ones. With Reflect up, you'll have to rely
on items and White Wind for healing, but he probably won't be able to even 
*hit* you most of the time. For actually damaging him, L.3 Flare is probably
the best attack available; still, it's not too big a deal if you don't have 
it. Just use whatever you can; long-range attacks are best, though, since he 
can use Rev.Polarity and switch what row everyone's in. If you're at a 
decent level, this shouldn't be too hard. You won't get anything from this 
battle, unless you happen to learn some Blue Magic here.

After the battle, the crystals suddenly shatter, then the screen distorts 
and fades...

%%%Third World%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
(Note: Please forgive my sloppy story summaries here. I didn't take notes as
I did in the past two worlds, so stuff may be inaccurate. Feel free to mail
me and correct any mistakes I may have made.) 

--- "Celebration at Tycoon" ---

After the screen fades back in, your team ends up in a field. After
everyone wakes up, Reina and Faris notice something strange in the north...
Tycoon Castle! Apparently, you've somehow returned to your world... Sorta. 

Back on the world map, you'll immediately notice that things have changed
somewhat... If you check the square-button world map, you should notice that
the landmass has increased. Well, we'll worry about that later. For now, 
just head north to Tycoon Castle.

- Tycoon Castle -
Treasures: None (But you can pick up some you may have missed earlier)

Upon entering the castle, head straight inside, and you'll be greeted by the
chancellor, who is overjoyed to see both princesses safe. Faris is a bit 
confused, but the chancellor clears things up... Faris really *is* Reina's
lost sister! (But I absolutely refuse to use that god-awful name they gave
her in the PSX version. ^_^)  He then says that a banquet to celebrate their
return is currently being prepared, and invites Bartz and Krile to join in.

A bit later, as the celebration begins, Reina takes her place on the throne,
and the chancellor pulls a reluctant Faris out of one of the bedrooms...and
she's wearing a dress! =P  Bartz shows his obvious 'interest' in her, then
a bunch of people in the room start dancing, and Krile walks out to the 
balcony. Ok, that was actually sorta hard to summarize, but story stuff 
isn't that important in FAQs. Anyway, you'll now regain control, but Bartz 
is alone... Start by following Krile out to the balcony, where a short
conversation follows. She says that she feels somewhat anxious, as if her 
grandfather's spirit was telling her that they have to hurry and stop 
X-Death *now*. She shrugs it off, however, and rejoins. After this, start to
leave the throne room. As you do, Krile steps forward and asks what they're 
gonna do about Reina and Faris, and Bartz says that they've got no choice 
but to leave them here for now.

Before leaving the castle, there're a couple little scenes you can see that
explain a bit about Faris. First, go to the east tower and talk to old lady
Jenica to see a cute little scene involving Reina and Faris as children. 
Afterwards, return to the king's bedroom and read the diary on the table to
see another flashback of Faris as a child. She sure has changed since then.
If there're any other flashbacks here, I haven't yet seen them... Anyhow, if
you missed any of the chests in the castle earlier, get them now (though you
can't enter the west tower, so if you missed any of the items inside it, 
you're screwed now), then leave the castle. When you start to walk out the 
gate, though, a soldier runs up and bowls Bartz and Krile over, then runs 
inside, saying he has to tell everyone that the bridge to the west was 
finished. At hearing this, Bartz begins to wonder if Boko is still in the 
Pirates' Cave, and Krile asks "What's a Boko?". Bartz tells her that it's 
his prized chocobo, but Krile starts to tease him about how he can barely 
ride a dragon, so there's no way he could ride a chocobo! The two of them 
then have a little mock fight, and afterwards, you regain control.

There aren't any monsters on the world map for the time being, so just head
west across the new bridge until you come to the Pirates' Cave. As soon as
you try to enter, you'll be met by your old friend Boko, as well as a female 
chocobo named Koko. Yep, not only has Boko completely recovered, but he's
found himself a wife! After all the introductions (via Krile's amazing 
chocobo language skills), Boko tells Koko to take care of herself and their
coming child (yep, Boko's gonna be a father, too =P), then gladly 'rejoins'

Being able to ride Boko allows you to explore the world a bit more. Boko is
just an ordinary yellow chocobo with no special abilities, but riding him is
faster than walking, he can cross shallow rivers, and you won't encounter 
any monsters while riding him. Head north along the new road (which is 
actually part of the Guroceana wilderness from the second world) until you 
hit a small village, Tule. You can enter and talk to the people if you'd 
like, and the woman at the front desk of the beginner's hall will now tell 
you about the wonders of the "Traveler" and "Mime" jobs (er...you don't have
the latter yet, do you? =P) if you tell her you're not a beginner, but 
there's nothing overly important here, so you can skip it without missing 
much. From Tule, head west across the lakes, and upon trying to pass through
a narrow path between the cliffs, you'll be pulled into a small area.

- Tule Canyon -
Treasures: None

The only thing to do here is head south. After a bit, the ground will begin
to shake, then ultimately gives way, dropping Bartz, Krile, and Boko down to
a small underground cave. After hitting the ground, Bartz and Krile start
getting into an argument over whose fault it was they ended up here, but 
it's cut a bit short when a pair of pincers pop out of the ground...

- Boss Battle -
Antolyon - Lv: 34   HP: 8100   Weakness: Water

Honestly, couldn't they have gotten this name right? It's supposed to be 
"Antlion". ^_^  Oh well, whatever. This battle would be easy if you had your
entire team, but since it's just Bartz and Krile, it's kinda tough. Physical
attacks don't seem very effective, so stick with Ice3 and Aqua Rake. After
the antlion takes about 6000 damage, it'll run away, and you'll get 5ABP.

After chasing off the monster, Bartz grumbles about falling in a monster's
nest, then you regain control. After a couple seconds, a rope is lowered 
into the pit, but everytime you try to grab it, it gets pulled up a little
bit. After an amusing scene where Bartz tries a bunch of things to try and
grab it, the person at the other end decides that she's had enough fun, and
allows Bartz and his friends to climb up. ^_^  At the top, you'll be met by
none other than Faris. Yup, she was the one toying with you. Anyway, after
she chews you out for leaving her behind, she explains that being a princess
isn't a life she cares to lead, then rejoins your party. Just before 
leaving, Krile mentions having been pricked by a thorn...

After you're finished here, you'll automatically be returned to the world 
map. Just keep heading west from here (you might notice your airship sitting
on the bird-shaped peninsula, but there's no way to get to it just yet), and
you'll eventually come across a cave in the mountains. Enter.

- New Cave -
Treasures: None

This should seem familiar... Very soon after you enter this small cave, 
you'll find...Sage Gill! After Bartz flips him over (he was laying on his
back =P), Gill laughs, and says that the shock of the two worlds melding
together must've flipped him over, and that he can't do a thing when that
happens! At this, Bartz realizes that X-Death wasn't lying after all... Gill
is also amazed by this, and explains that the legends were true...the two 
worlds really *were* one. He then tells you the legend of how 1000 years 
ago, a demon called Enuo controlled the power of the Void...the power of 
"Nothingness". After a long battle, the people were eventually able to 
defeat Enuo using the power of the 12 sealed weapons, but they were unable 
to destroy the Void. As a desperate last resort, the people split the 
crystals in two in an attempt to seal the void, which resulted in the planet
being split in two as well, and the power of the Void ended up sealed in a 
dimension called the "N-Zone", trapped between the two worlds. (Yes, this
summary seems hurried...but this really is pretty much all Gill says about
the old legend.)

Bartz starts to mention something about the crystals having been destroyed,
but before he can finish, Krile collapses in pain, mumbling something about 
the thorns. Suddenly, some splinters of wood rise from Krile, which float to
the center of the room, then transform into...X-Death! (Hey, he *was* a 
tree...so I guess he can transform into wood at will. It's not really 
explained that well, though.) X-Death starts laughing about how his real 
goal is to control the power of the Void, which is why he merged the two 
worlds together in the first place! He basically says that he intends to
succeed where Euno failed, and with the two worlds reunited as one once 
again, the N-Zone is also trying to return. To demonstrate his new power,
X-Death begins by sucking Tycoon Castle into the Void! A brief scene shows
of the chaos there as Reina tries to escape, and a short while later, the 
entire castle collapses into an ominous black hole... Bartz and the team,
highly ticked off at what he just did, and very worried about Reina, start 
threatening X-Death, but he just effortlessly blows them back across the 
room with a bolt of lightning as they try to step forward. He then continues
to gloat about his new power, and blows Bartz and the group back yet again 
as they try a second time to attack him. At this point, Gill has apparently
had enough of the arrogant mage, and literally throws himself at X-Death,
knocking him back. =P  He and X-Death begin to duel, but after a while, 
deciding that it's a waste of time to fight with a reptile, X-Death uses
the power of the Void to cause a weird gravity reaction, which sends your 
team flying... X-Death laughs again, and the scene fades.

--- "Secret in the Desert" ---

A short while later, your team awakens in a field, and Gill asks Bartz what
the building in the south is. Bartz takes a look, and tells him that it's 
the Ancient Library. Gill gets excited at this, saying that the library was
in the other world all along, and now that they can put the two halves of 
the Sealed Book together, they just might have a chance at defeating 
X-Death. He takes off ahead, and you're automatically brought to the 

- Ancient Library -
Treasures: MP Song (Song)

Upon entering, Gill is greeted by scholars from Surgate Castle, and everyone
enters the "study area" in the back to discuss their next move. Gill turns
the staircase into a table by flipping a switch, and after everyone sits 
down, two scholars reunite the two halves of the sealed book, which Gill 
proceeds to read. It mentions the 12 legendary weapons sealed in Kuza
Castle, and that the key to breaking the seals lies in four hidden 
lithographs. It then gives clues as to the whereabouts of them...

- "With the spirit of the past, one is protected by the earth."
- "In an island temple, one is protected by wind."
- "In a place deeper than the ocean floor, one is protected by flame."
- "Behind the place where the water falls, one is protected by water."

After revealing the clues, the book also reveals that "their servants" were
also sealed up, and that when the lithographs are moved, their power will
be released... Finally, it says to "throw this book into the gate, and the
way to the seal will be shown to you", meaning you need the book itself to
break the seals at the locations where the lithographs are hidden. Gill and
the scholars immediately realize that the first of the clues likely refers 
to the pyramid in the nearby desert. Bartz and the others agree to look for 
it, Gill gives them the Sealed Book, and you'll regain control. 

The first thing you should do here is go up to the roof, where one of the
scholars will teach you "MP Song". I might as well warn you... You won't be 
able to return to the library after completing the pyramid, so get this as
soon as possible. Also, if you missed anything in the basement, get it now.
Finally, if you'd like to read the Sealed Book again, you can do so by 
talking to either Gill or the scholar in purple sitting at the table in the
lower right corner of the room. Anyway, when you're ready, head out to the 
west. (Though should the need arise, you can buy supplies at Surgate, which 
is now located immediately north of the library.) Isn't that new world map
music just...depressingly cool? ;)

Before you actually reach the desert, you'll come across a small circular 
patch of trees in the middle of the road, which is pretty much all that's
left of Moore Forest. Here, you'll find the Elder's Tree, and there'll be a
bit of dialogue in which the team reminisces about all the lives that have
been lost... Now leave the forest via the the path on the left, and continue
towards the desert. There's another short scene when you first enter, in 
which Bartz and the others comment on how the Sand Tides have completely 
stopped, and that without the crystal the Earth is beginning to weaken...
Afterwards, you're returned to the world map. Since the Sand Tides have 
stopped flowing, you can now just walk across the desert, which is, of 
course, where you'll find the pyramid. (You can also walk across the desert
if you'd like, and you'll find Moore Village on the other side. But there's
no real need to go there just yet.)

- Pyramid -
Treasures: Dark Matter x7, Elixir x4, 8000 GP, 9000 GP, 10000 GP, 12000 GP,
           Ice Shield, Flame Shield, Ribbon, HairOrnament, Protect Ring,
           Hex Ring, Thornlet, Crystalmail, White Robe, Black Robe, 
           BlackCostume, Earth Hammer, Cottage

Ok, you're here, but you're not exactly inside yet. Walk up and examine the
door, and the Sealed Book will react. The two gargoyle statues on either 
side of the door then come to life and attack!

- Boss Battle -
Gargoyle (x2) - Lv: 33   HP: 5000

These demons are *really* irritating. They're easy enough to defeat, and use
only moderate strength physical attacks, but if you kill one, it just comes
back to life with full HP! The only way to you can win is to defeat both
Gargoyles at once. This can be accomplished easily by using spells like the
third level black magics, Aero3, Aqua Rake, or just $toss. You'll only get
10 ABP for your reward, though...

After you've defeated the gargoyles, the pyramid door will open. Step

This has to be one of the biggest areas in the game. There're a total of 28
chests here, and more than half of them also contain monsters. Definitely 
not a place you'd want to try and explore fully with only three characters.
For this such reason, I've included two walkthroughs here: a "quick run", 
which skips all treasures and side paths (which I recommend using for your 
first trip through), and a detailed walkthrough leading to all the treasure
chests, for once Reina rejoins.

Quick Runthrough:
>From the entrance, head left, enter the door, and head up the stairs to the 
next room. Here, go down, and the doors will close behind you, trapping you 
in a room with a pair of snakes that you have little choice but to fight. 
Once they're dead, flip all three switches to open the three doors, then go 
up the next staircase. Ignore the three chests here (all contain monsters), 
and go up the stairs on the right side of the room. Just be careful, as the 
staircase will occasionally change to a "slide", which dumps you down to the
spikes below. This next area is a small maze filled with sand and robots. If
you can, try to avoid the robots, though they can be killed instantly by the
Sorcerer's Bolt3 sword, should you get caught by one of them. Ignoring the
rest of the distractions here, examine the coffin on the left side of the 
room. It'll open, but a mummy jumps out, which you have to fight in order to
proceed. In typical RPG fashion, you'll end up fighting three of them,
but Fire3 will blow them all away. After they're out of the way, walk 
through the passage behind the coffin and ascend the stairs. Use the save 
point in this next room if you'd like, then move on. Go down the path to the
right, ignoring the secret passages, and climb the stairs here to reach a
room with three "sand waterfalls". Press the buttons near them to shut them 
off, then climb the stairs in the lower part of the room. In the next area, 
climb the stairs in the center of the room, and maneuvering your way through
the room with the moving holes, go down the stairs to the left. (Note: Even
though this is a quick runthrough, you might wanna go for the chests in this
room -- none have monsters in them, and they contain a Protect Ring, Ribbon,
and HairOrnament) Finally, carefully climb the stairs here, and go through 
the door, which leads to an altar with the Lithograph on it. Well, that's 
the quick way through the pyramid, but since there's so much treasure here, 
you're definitely gonna want to return here once your team is back together.
For now, though, just skip to the paragraph beginning with "After taking the

Detailed Walkthrough:
I hope you've got a good hour or two to spare, because this place takes a 
*long* time to fully explore. Before I actually get started, I'd like to 
note that the enemies here are, for the most part, undead. For this reason,
L.5 Doom won't work on the large number of Level 35/40 enemies here, but 
Requiem (and the Excalibur) are very effective. Anyway, start by heading all
the way to the left, bypassing the door for the moment, then heading up 
until you come across three switches and a field of spikes. Press the 
switches on the left and right (ignore the one in the middle), which forms a
safe path through the spikes. (Note that you *can* walk over spikes, but if 
you do, you'll take damage, and your entire team will get poisoned.) Now 
head down and right, but along the way, you'll find a weird "sand waterfall"
(which I'll refer to as a "sandfall", since you'll encounter more of these 
later) blocking your path. If you step into it, you'll automatically be 
pulled down the pit near it into a basement. Since there's no way around it
for the moment, just jump in. When you land, immediately grab the chest. It
contains monsters, but when you defeat them, you'll get an Ice Shield. After
getting it, head up a climb the stairs to get back to the main room, except 
on the other side of that sandfall. Make your way down the long hall, and 
climb up the nearby staircase, which leads to what appears to be a series of
tiny rooms. Using the thief's "Secret" ability reveals some small secret 
passages connecting the rooms, so make your way through here, and go down 
the stairs. You'll now be in a small enclosed area with a single coffin in 
it. Open it, and you'll be ambushed by the king of all mummies!

- Boss Battle -
GrandMummy - Lv: ??   HP: 6000   Weakness: Fire

Heh. This isn't really much of a boss battle, but the GrandMummy is a unique
enemy, so... All you really need to do here is cast Fire3, which does about
5500 damage, then use a decent strength physical attack to finish it off. 
You'll get 5 ABP and a Potion for your 'hard-earned victory'. =P

Once you've defeated the mummy, enter the coffin behind it and take the 
chest to get a Hex Ring, a cursed accessory with extremely high defense, but
with the side effect of putting the wearer in permanent "Condemned" status.
Like the Bonemail, this also frequently gets auto-equipped when changing 
jobs, etc. In fact, you might not wanna bother taking it at all. ^_^  Ok,
you've got everything on this side of the pyramid, so return to the entrance
now. (You can flip the switch near the sandfall to shut it off, BTW.) 

Ok, now go in the door nearest to the entrance and climb the stairs behind 
it. You'll end up in a room with three doors, all of which close once you
enter the hall with the switches. Defeat the snakes that pop out, then use
the switches to reopen the doors: the one on the left opens the lower door,
the one in the middle opens the upper door, and the one on the right opens 
the central door. Continue up the stairs, and open the three chests directly
above you. They contain, from left to right, a Flame Shield, a Dark Matter, 
and a White Robe. All have monsters in them, as well. After getting them, 
climb the stairs on the right side of the room, but watch out, as every so 
often, the steps leading to the staircase will change into a slide, which 
causes you to slide down to some spikes below. Ouch. ^_^ 

In this next room, which is a small maze filled with sand and robots, smash
or avoid the robots as you see fit (Bolt3 does about 5000 damage, and Bolt3
Sword kills them instantly), and grab the two chests on the side altars to
get two Elixirs (one from each chest), then check the coffin on the ledge
between them. You'll get attacked by three generic mummies, which can be
taken out easily with Fire3, and can be instantly killed by Fire3 Sword. 
Once they've been defeated, take the chest in the back to get a Thornlet. 
Like the Bonemail and Hex Ring, this helmet has high defense, but it slowly 
decreases your HP, and also gets auto-equipped often. Bah. Anyway, whether 
or not you want this, go to the lower left side of the room and flip the 
switch to lower the spikes (watch out...it also releases a pair of snakes), 
and grab the chest at the end of the path where they once were to find 
monsters and a powerful Black Robe. Give this to a mage as soon as possible;
it's really good. You're done with this room, so examine the coffin above it
to fight three more mummies, then take the staircase behind it to reach a 
small room with a save point in it. Save, then proceed forward.

Wow... This is long. And you're not even half done. O_o  In this hallway, 
head left and through the door to find a pair of chests containing monsters,
which give up Crystalmail and Dark Matter when defeated. Get both items, 
then head back out to the hall and head right. There's a door at the top of
the right hallway, but it's locked from the other side, so don't worry about
it for right now. At the *bottom* of the hallway, there's a secret passage
leading to two small rooms. The lower one is empty, but the upper one has a
chest containing monsters and a BlackCostume. Now head back to the left, and
climb up the lower staircase. Oh, one odd thing about this room is that
occasionally, you'll encounter the "Bludgeoner", a mini-boss of sorts, in 
random battles.

- Boss Battle -
Bludgeoner - Lv: 41   HP: 6000

Like the GrandMummy, the Bludgeoner is more of a unique enemy than an actual
boss. It has low HP and no real strengths, so just beat it to death with
physical attacks and magic. You won't actually get anything for winning, 
(well, you get small amounts of Exp and GP, and 7 ABP =P) but before dying, 
the Bludgeoner says that you'll "never defeat his brother in the tower". Um,

This next room has three sandfalls in it, all of which can be deactivated by
flipping the switches next to them. Before doing this, though, let yourself
be pulled down the first one, and you'll reach a previously inaccessable 
room containing a chest with monsters and a Dark Matter. The secret passage
to the left leads back to that locked door you just passed a short while 
ago, so just make your way back to the room with the sandfalls. Don't bother
falling down the other two, since they just lead to an empty room and a room
with a chest you should've already gotten anyhow. (The rooms that the lower
secret passage in the previous hallway lead to.) Instead, enter the door on
the right side of the room. The room behind the door has four chests in it, 
which are blocked by a wall with two switches. Pressing the one on the right
causes you to fall back to the room where you just found the Dark Matter, 
whereas the one on the right causes the wall to slide back, allowing you to
get the chests. On the left, both chests contain monsters and Dark Matter, 
and on the right, the chests contain 8000 GP and 9000 GP, respectively. No
monsters in these. =P  Phew. You're now finished in the sandfall room, so
head down and enter the staircase at the bottom of said room. 

You're almost at the end... Have patience. Start by going up the staircase
in the center of the room, which leads to a room with three chests and some
moving pits. Actually, the pits don't really move...the room just alternates
between two 'phases'. It's hard to explain...you'll understand when you see
it. Basically, the best way to deal with this room is to look for tiles that
*don't* turn into holes in either phase, then use that opportunity to grab 
the chests and cross over to the two staircases. The chests here contain 
three very valuable items: a Ribbon, a HairOrnament, and a Protect Ring, and
surprisingly, none of them have monsters inside! Before going down either 
staircase, however, let yourself fall down any of the pits, and you'll land 
in an sealed room with a chest containing an Elixir. After getting it, go 
through the upper door, and head right through the secret passage to get two
chests containing 10000 GP and a Cottage, then head back to the left. A 
chest in another secret passage this way holds monsters and an Earth Hammer,
whereas another secret passage nearby leads back to the area just below the 
room with the moving pits. Climb back up to the room in question, and first,
take the stairs on the right. One chest here contains a large sum of money
(12000 GP, to be exact), and another contains monsters and a Dark Matter.
After getting them, return once again to the pit room, and this time, go 
left. The chests here contain an Elixir and another Dark Matter (with...yep,
yoy guess it, monsters). But these're the last of the chests here! Yaaay! 
Head up the staircase here, and you'll find the Lithograph on an altar in 
the next room. Yes, you're *finally* done with the entire pyramid! =P

After taking the lithograph, the floor begins to rise up, and you'll end up
outside, on the very top of the pyramid. As soon as you arrive here, the 
ground begins to shake, and you're shown a scene of the bird-shaped 
peninsula sinking into the ocean, and a dragon rising from up from where it
once was... This is Bahamut, King of the Dragons... He flies to the pyramid,
but instead of attacking you, he merely states that he'll be waiting for you
on the North Mountains, then flies off. After he's gone, Faris notices 
something in the distance...a ship! There's a short scene of a ship sailing
up and docking on the shore near Surgate, and back at the pyramid, you 
regain control.

You're done here (for now), so just leave, and head back towards the Ancient
Library. Along the way, you'll pass through the Elder Tree's Forest again,
where you'll be stopped by a flying dragon, which lands, deposits an 
unconscious Reina on the ground, then flies off. Your team immediately runs
over to see if Reina is all right, but as soon as you approach her, she
stands up and states that "this body is mine"! Someone (I have no idea who)
then shouts that Reina is possessed by Mellusion, one of the demons that was
sealed in the N-Zone! To make matters worse, your old buddy X-Death also 
picks this moment to show up for his usual round of taunts. His first order
of business is to "cook that turtle", which he does...by sucking the entire
Ancient Library into the Void! (See why I told you to get MP Song as soon as
possible? ;) X-Death then orders Mellusion to kill you, and taunts you about
having to fight your friend. Fortunately, the little dragon returns and 
apparently sacrifices itself, which causes the demon to leave Reina's body.
Seeing an opportunity, Bartz and the others attack!

- Boss Battle -
Mellusion - Lv: 29   HP: 20000   Weakness: Fire (At beginning of battle)

Mellusion is immune to physical attacks (even $toss does 0 damage) as well 
as any elements other than Fire, Ice, and Lightning. She'll be weak against 
one of these, and absorb the other two; when she uses WallChange, her 
weakness shifts. There are essentially two ways to win here. Either scan her
whenever she does WallChange, then cast a spell of the appropriate element 
(Fire 3, Ice 3, and Bolt 3 are your best options right now); or cast 
non-elemental spells, like Comet and Blow Fish. Defeat her for 20 ABP.

Once Mellusion is dead, X-Death disappears. Reina then wakes up, babbles 
something about "the darkness consuming her", then rejoins your party. 
You're then automatically returned to the world map. Oh, and you might wanna
consider doing something about Reina, who rejoins the party dead. ^_^

Well, since you've got noplace left to report to, you're gonna have to find
something else to do, so you might as well head for the ship that docked 
near Surgate -- it belongs to you, anyway. =P  As soon as you board it, 
the ship takes flight, and the team begins talking about X-Death and the 12 
sealed weapons, among other things. Meanwhile, in the heart of the N-Zone,
X-Death is having fun with his new little toy, and decides to test it 
further. He sucks Walz and Easterly in the Void, and the scene shifts back
to the airship, where Bartz screams for him to stop. If anything, though,
X-Death just gets more heartless, as his next two targets are Moogle Village
and Rikks, Bartz's hometown! At this, Bartz completely loses it, and starts
flying the airship across the world at super speed for no particular reason.
After a moment, his friends are able to calm him down... Thankfully, X-Death
doesn't suck anything else into the Void, so the world is safe... But for
how long...?   You now regain control of the airship...

--- "The Land Unknown" ---

...Ugh. Why'd they have to add that irritating propellor sound? ^_^  Anyway,
now that you have the airship, you've got pretty much the full run of the
world. You still can't get to a couple places, though (such as the huge 
desert on the east side of the world and the cave near Easterly, neither of
which have anyplace to land), and your submarine seems to have mysteriously 
vanished, so there's no more underwater travel. For a while, anyway. 
Finally, your dragon and black chocobo have also vanished, but you can get
them both back really easily. Now down to the...err...good stuff. I guess.
Most of the areas from the previous two worlds are still here, but there're 
a few that aren't. Here's the lowdown of what's no longer accessable, not 
counting areas that were already destroyed:

- As you already know, Tycoon Castle, the Ancient Library, Walz, Easterly 
  Village, Rikks, and Moogle Village were all sucked into the void. Nothing 
  remains of them except huge black holes where they once were.
- X-Death's Castle is gone, but the N-Zone entrance is pretty close to where
  it used to be.
- The caves connecting Val and the Big Bridge seem to have mysteriously
  vanished. Too bad, too, since the "Gilgame's Hoard" sub-quest would've
  been a lot easier in the third world.
- The little tunnel near Lugor where you rescued the moogle in the second 
  world is gone, as is the small forest where you first met the moogle. 
  Actually, the forest is still there, you just can't enter it.
- What remained of Moore Forest is now gone; all that's left is a small
  forest west of the desert where the Elder's Tree is.
- The Sand Tides have stopped flowing, so there's no more need to enter. You
  can now just walk through the desert.
- Speaking of the desert, the Ship Graveyard has been covered by the one in
  the northeast. Good riddance, I say.
- The north entrance to Jacohl Cave (the one in the mountains) was covered 
  up by Val Castle. Actually, this is to your benefit... (See the "Cave to
  the Locked Basement" sub-quest.)
- The underground ruins where you found the airship are covered up by the
  appearance of a tower from the second world. You can open it again later,
- Both chocobo forests (the one near Crescent Town, and the one on the 
  forest island north of Moore Village) are gone without a trace.
- The Big Bridge, while still in existance, can't actually be entered 
  anymore. In fact, it doesn't really even connect to anything now.
- All the meteorites are now gone. They're not needed, anyhow.

Ok, now for some exploration. From here, pretty much everything is a 
sub-quest, but I'm considering the quests to find the other three 
lithographs (and the 12 sealed weapons) to be mandatory, which is why 
they're listed in the main walkthrough. If you want to beat the game right
now, be my guest -- you can enter the N-Zone at any time by flying over the
"Void Hole" where Tycoon Castle once was, but you'll probably, to quote a
friend of mine, "get your ass handed to you" if you try it at this early
stage. ^_^  

If you'd like to gather some assorted items and spells, see the "Odds and
Ends" sub-quest. There're two other sub-quests you can also do right now
("Mirages", and "Cave to the Locked Basement"), and with Reina back on the
team, you'll probably want to loot the pyramid, but ultimately, you're gonna
want to head for Kuza Castle, which is located in the place where X-Death 
was sealed in the first world. 

- Kuza Castle -
Treasures: Excalibur, Assassin, Sasuke, Holy Lance, Rune Axe, Masamune,
           Yoichi's Bow, Fire Bute, Sage Staff, Magus Rod, Apollo Harp,
           Earth Bell

When you enter, you'll find the group of scholars at the entrance hall,
which are the same ones you met *waaaay* back at the Wind Shrine. Most will
give you clues as to where the other Lithographs are found, one will bring
out a jar of healing water he brought from the shrine (which you can use to
restore HP and MP), and the head scholar in the center of the room will read
you the Sealed Book if you ask him to. 

Head upstairs, through the halls, and you'll eventually reach the room where
the 12 sealed weapons are...well...sealed! Place the Lithograph on the 
glowing altar, and you'll be told that you can unseal three of the weapons
for each Lithograph you bring here. There're four total, meaning you'll
eventually be able to get all the items here. Have a look at all the sealed
weapons (which are listed above), then take the three that you like. I
suggest that the first ones you take be Excalibur, Masamune, and either the
Assassin Knife or the Holy Lance, but it's up to you. (Note that "Apolon
Harp" is really the Apollo Harp, and "Ninja Blade" is really the Sasuke 
Knife...wonderful translation, no? Oh, and for the...ehem..."lazy", the Fire
Bute is a whip. ^_^) After you've picked out your three weapons, the 
Lithograph shatters, and you're finished here for the time being. As you
start to leave, there'll be a short scene at the N-Zone, where X-Death sends
his monsters out to try and stop you from claiming the 12 sealed weapons. 
(...Why bother? If I were him, I'd just suck Kuza Castle into the Void and 
be done with it. But I suppose that'd be too easy. =P)

One last thing of note is that if you came here in the second world, you may
notice a bizarre new enemy here. It's not a mini-boss (since you can 
enounter them as random enemies), but it's...a palette swap of X-Death!
It's called an "X-DethSoul"; I'm not too sure if there's anything special
about them,  but they always drop Dark Matter when defeated, and for some 
reason, the background music of Kuza Castle continues to plays when you 
fight them. *shrug*  Just leave the castle.

--- "The Forgotten Temple" ---

Back on the world map, your next mission is to find the second lithograph.
Your only clue to its whereabouts are in the Sealed Book, but it shouldn't
be too overly difficult to find. The clue states that it's "on an island 
temple", right? Well, remember back in the first world, there was a temple 
on an island completely surrounded by mountains with no possible way in? 
That's where the Lithograph is. Luckily for you, the Big Bridge happened to 
appear right over that very island, which gives you a way to enter. 

- Island Shrine -
Treasures: 12000 GP, 9000 GP, Ether x2, Elixir, Razor Ring, Protect Ring,
           CrystalHelmt, Beast Killer, Circlet, Dragon Fang, Dark Matter

Ugh. This place is almost as annoying as the pyramid. It's not that it's 
particularly big, or that it's designed as a maze, it just has some 
incredibly annoying monsters in it. The purple-robed Druids can use all four
of the L.# spells. This can be beneficial if you haven't learn them yet, but
since this is *all* they use, they can mess you up pretty badly. The giant
birds called "Tote Avis" are also noteworthy, as they have over 30,000 HP 
(not a typo), and no weaknesses. If you encounter them, you're probably 
better off running away. The one good thing about them is that you can steal
Ab Splitters from them, which are fairly strong bows (though not as strong 
as Yoichi's Bow). The other enemies here are pretty ordinary, but those two 
are enough to make this place a chore. ^_^

Anyhow, at the entrance, walk up and examine the door. As with the pyramid,
the Sealed Book reacts, and the two nearby gargoyle statues rise and attack
you. They're the same as the ones you fought at the pyramid, so it's not 
necessary to give a strategy here. After you defeat them, the door opens, 
and you're granted entrance. 

Head up through the door, and in the next room, follow a secret passage up 
through the wall on the right to reach a hidden chest containing 12000 GP. 
After getting it, go back the way you just came, go down the stairs to the 
left, and stand in front of the tube, which sucks you through a series of 
pipes until you eventually come out in a doorless room with two switches. 
The switches here, when flipped, change the vacuum currents of the tube you 
came out of. Or something like that. Whatever the case, there're four 
different places you can end up, depending on the positions of the two
switches. Needless to say, you won't get very far if neither of the switches
are flipped, as this just causes you to get sucked back to the room you just
came from. If both switches are flipped, you'll end up in a room with a 
chest containing 9000 GP. If only the right switch is flipped, the tube 
spits you out in a room with another chest, this one containing an Elixir. 
Finally, if only the left switch is flipped, you'll be sent to a room with a
chest and a door. The door leads further in, while the chest contains...
monsters. Even better, it's a mini-boss! Yay! =P

- Boss Battle -
Invisible - Lv: 52   HP: 7000

A pretty normal battle. After a while, he splits into two; both attack, but
only one can be hit at a time. Still, not too tough; just stay healed and
use whatever attacks suit you. You win 5ABP and no items.

- Boss Battle -
Pantera - Lv: 42   HP: 18000   Weakness: Fire

Once in a while, you'll fight this thing instead of Invisible. It's much
tougher; it splits into three images early on in the battle, and they keep 
hitting you with Blaster, which can paralyze or kill you. Only one of them 
is the real one, and the other two can't be damaged; however, the real one 
will stay in the same place throughout the battle. Don't waste time here; 
use a group attack to locate the real one, then blast it with Fire 3. You 
get 5 ABP and no items; nothing more than you'd get from Invisible. Since 
this fight is much harder, I recommend just running away and checking the 
chest again to fight Invisible instead.

After defeating either enemy, you'll get the contents of the chest: a Razor 
Ring, the second of only two "icon-less" thief/ninja weapons. It's basically
a greatly upgraded version of the Moonring, so if you have any Thieves or 
Ninjas in your team, be sure to give this to them.

Ok, enough talk about a single treasure. Head through the door, which leads
to the usual 'small room with a save point'. Save if you'd like, then 
proceed forward, and you'll end up in a big wide-opened room. There're three
chests here: The one directly above the entrance contains monsters and a
Protect Ring, the one on the right side of the room (through a secret 
passage) contains a CrystalHelmt, and the easy-to-get one on the left side 
of the room only contains an Ether. Take them, then go around to the upper 
left and take the staircase. There's a secret passage on the right side of
this room that leads directly to the staircase, but unfortunately, you can't
actually *use* it, since there's a hidden pit directly in front of it that 
drops you down to an out-of-the-way place on the previous floor. Just ignore
it, and enter the nearby door, in which you'll find a single chest that has
the Beast Killer, a strong whip, inside it. After claiming the treasure, go
back out and walk around the left side of the narrow room. There's actually 
nothing at all on down the right hall, so just go up the stairs when you 
reach them. 

The room you end up in is empty, but the one that follows it has a couple 
chests in it. The one on the left has another Ether inside it, while the one
on the right contains a Dragon Fang. Both chests have hidden pits on the
space directly below them, so if you want them, take them from above or from
the side. And don't bother with the two staircases on either side of the 
room, as all they're for is a way out of an empty room you end up in if you
fall in one of the pits near the chests. Just go up through the door in the 
center. After another small save point room, you'll be in the room where the
lithograph is (though you could probably have figured that one out,
considering the change in music. =P)

Instead of just rushing in the central room, however, check the corridors on
the sides of it to find chests containing a Dark Matter and a Circlet, 
respectively. Once you've gotten them, go up through the door, and you'll
find the Lithograph sitting on an alter. When you go to take it, though, one
of X-Death's servants appears to make things more difficult for you.

- Boss Battle -
Stoker - Lv: 7   HP: 20000

Depending on your luck, this battle could be very easy, or very hard. Yes,
there *are* four Stokers here, and at first, all are valid targets. However,
after any of them are hit once, the battle changes, and only one of them 
will take damage. Furthermore, this one vulnerable target changes *very* 
frequently...we're talking it'll sometimes change three times in a row, 
before you can even *move*! =P (You'll know when it does this when one of 
them 'flashes', but no attack follows.) So basically, you only have two 
choices: you can either use physical attacks and hope you hit the right 
target, or you can try mass attacks, which guarantee a hit. The choice 
sounds obvious, but watch out, as if hit with the latter, Stoker counters 
with the "Dark" Blaze, sometimes 2-4 times successively. While it only does 
250 or so damage per hit, this can quickly add up, especially considering it
also slowly decreases your HP. If you intend to fight Stoker this way, I 
suggest casting Shell on all allies first (or better, just cast Guardian if 
you know it). As for the others of the Stokers' attacks...well, it doesn't 
have that many, and they aren't that strong at all. Its only noteworthy 
attack is Mind Blast, and only for the reason that your Blue Mages can learn
it, since it isn't that damaging, either. The last thing of note here is 
that you can steal a Dark Matter from each of the Stokers, and it's fairly 
easy to do so. It may take a while, but since all four Stokers share the 
same HP, you'll eventually defeat it, and earn 20 ABP for your troubles.

Once this demon is out of the way, you're free to take the lithograph. Upon
doing so, however, there's a reaction. The scene shifts over to Fork Tower,
(the southern tower from the second world that ended up outside Crescent
Town when the worlds merged) and the barrier surrounding the entrance drops.
You're then told that powerful white and black magics exist there, but that 
you must take them at the same time, or they'll explode. (Actually, I think 
they meant "or the *tower* will explode". Love this translation. =P) 
Whatever the case, you'll get the second lithograph after the dialogue ends.
There's nothing else you need here, so use Telepo to escape, claim your 
three sealed weapons from Kuza Castle, then head for that tower!

--- "Seperation and Reunion" ---

Fork Tower is a strange place. Without any actual info, you may not make it 
very far, so it'd probably be a good idea to go clue hunting at the nearby 
Crescent Town first. 

- Crescent Town -
Treasures: None

There's not much going on around here now, but a couple old ladies tell you 
about some old legends about tower; they might be more helpful if their
dialogue was properly translated, though. One mentions that "the tower on 
the right is the tower of power", and that "no amount of strength can save
you". Another one mentions that the tower on the *left* is the "tower of
power", and that "no amount of magic can save you". These're clues to the
tower, but I think the first "tower of power" should've been the "tower of  
magic". You'll see why in a minute. 

In addition to those 'helpful' old ladies, there's someone else of note 
here. Somewhere around the east side of town, you'll find your old friend 
Mid, who appears to be running around in a panic. Talking to him reveals 
that the tower appeared right over the entrance to the ruins, and as a 
result, Cid is trapped underground! You'll be remedying that problem soon 
enough, though, so don't worry about it. Just head for the tower.

- Fork Tower -
Treasures: Ether, Potion, Wonder Wand, Defender, Holy (White Magic), 
           Flare (Black Magic)

If you tried to come here before completing the Island Shrine, you were
stopped cold by a forcefield. Now that it's gone, you're free to enter and
search for the powerful white and black magics said to have been sealed 
here. Head straight up towards the two portals, and your team, knowing full 
well that the results will be disastrous if the two spells aren't taken at
the same time, decide to split up. Keeping in mind what the two ladies at
Crescent Town said, send two magic users through the portal on the left, and
two fighters through the portal on the right. Once all your characters have
been assigned a path, the game switches to the team that went left. 

This tower is really linear, and both sides are symmetrical, so you should
have no trouble getting through here. Heck, it's not too hard to get through
either tower with only a single character. =P  On the "Magic" side, the 
enemies, as you'd expect, should *only* be attacked with magic. Physical 
attacks will damage them, but most will counter with Meteo, which will 
almost certainly kill you. Anyhow, climb up the tower, collecting the chests
along the way to get an Ether and a Wonder Wand, and at the top, the scene 
will switch to those who went to the right.

You should be familiar with this path...it's exactly the same as the one you
just went through, only a different color, and it's reversed. As you'd 
figure, the enemies here are also the opposite. Only physical attacks should
be used against them, as they'll counter spells with four strong physical 
attacks. Though it's nothing compared to the damage of Meteo, it's still 
best not to screw around here. Along the way, you'll find chests containing
a Potion, and a Defender (nice strong sword!), and once you reach the top, 
there'll be a brief conversation between the two teams regarding the timing.
The right team goes up to take the magic, and they, of course, get attacked.

- Boss Battle -
Minitaurus - Lv: ??   HP: 19850

I guess this guy is the Bludgeoner's "Brother in the tower". Anyways, this 
battle is harder than it seems. The Minotaur's attacks are strong (500 to 
600 damage worth), and you're unable to use magic here *at all*, meaning 
you're stuck using lousy non-magical healing methods (like Potions). Also, 
if you've got someone equipped with the Excalibur, swap it with the Defender
you just found. The Minotaur absorbs holy attacks, and the Excalibur (which 
is Holy elemental) will actually heal it! Other than that, there's not a 
whole lot to say here... Just keep attacking, and try to stay alive. Or, you
can beat him the cheap way: Change into a Knight with the Counter ability,
or a Monk with Guard, and just keep using Guard for the whole battle. Since
he only uses physical attacks, you won't take any damage, and you'll counter
his attacks. =P  Be careful, though, since countering takes you out of Guard
status, so if he hits you again before your turn, you'll take damage. This 
is rare, though, and it shouldn't be a problem if you equip a Protect Ring; 
if it happens a second time, you'll have regenerated enough to survive. With
this setup, you can beat him with a single character! =P  At the end of the 
battle, Minitaurus will try casting Holy on you, but he doesn't have enough
MP. =P  You'll get 20 ABP for winning. 

After the battle, you'll obtain Holy, the ultimate white magic, and the 
scene will shift to the team on the left, who, upon trying to take the magic
on that side, *also* gets attacked.

- Boss Battle -
Omniscient - Lv: 53   HP: 16999   Weakness: Wind

Contrary to the previous battle, this one is actually *easier* than it 
seems. Magic doesn't seem to do much damage to Omniscient, but the reason 
for that is simply because he starts the battle in "Shell" status. Dispel
will fix this. ^_^  With his defense back to normal, blast him with Aero3, 
as his weakness is wind; Fire3, Ice3, and Bolt3 are also effective. Another
reason this battle is so easy is because Omniscient won't actually start 
attacking for several rounds. Usually, he'll just cast status enhancing 
spells on himself, which can all be removed with Dispel. The only things to
watch out for are that after he's done pumping himself up, Omniscient *will*
start using powerful attack spells on you. And at the end of the battle, he
casts Flare, which, unlike the Minitaurus's attempt at Holy, *does* work. It
does 2000+ damage (if the target isn't protected by Shell), so it just might
kill the one it hits... Again, you'll get 20 ABP for winning. 

When the wizard is dead, you'll receive Flare, the ultimate Black Magic, and
the tower will quietly disappear...

Back on the world map, Fork Tower and the little desert it was sitting in
are both gone, allowing you to enter the underground ruins again. Board your
airship and head down there. When you arrive, take the staircase in the
center of the main room, and you'll find Cid, who appears to be "going for a
spin" on one of the wheel devices. =P  Bartz gets the old man down off of 
it, and a moment later, Mid runs in. Cid then announces that he found a book
with some new technology in it...how to convert an airship into a submarine!
Bartz gives them the thumbs up on this project, and the two scientists rush
off to do their job. There's another of those "Ten Cids and Mids are working
on the airship in fast motion" scenes, and a bit later, Mid walks up on the
deck and announces to Krile (who's currently the only one here) that they're
just about done. There's a bit of dialogue between the two, where Mid says 
that Cid believes it's his fault that the world is the way it is, and that 
he wants to make things right by using his inventions for peace. They talk a
bit more, then Cid and the others show up, and Cid tells them that he's 
finished with the upgrade. He then explains the controls of the airship/sub 
transformation, which is pretty much the same as when you travelled to Ronka
Ruins back in the first world. The only difference being that the up/down 
arrows appear when you press the X button on the ocean, rather than in the 
air. Afterwards, he wishes you luck, and the airship takes off, accompanied 
by some heroic music. 

--- "The Ocean Floor" ---

Now that you have the Submarine back, you'll have access to several more
areas. First off, the Great Sea Trench, which is the lone dot in the middle
of the ocean on the far east side of the world. (You may have seen it in the
second world, but were unable to enter it.) This is where the third 
lithograph is, but you might wanna put that off for a second. Other areas 
you can go include Walz Tower (See "The Lost Shard" in the sub-quests 
section), an undersea cave near Karnak (which is mentioned in the "Odds and 
Ends" sub-quest), and a cave in the north that you should just ignore for 
the time being. When you've had your fill of undersea exploration, head for 
the Great Sea Trench.

- Great Sea Trench -
Treasures: Ether, Phoenix Down, Water Skill, Dragon Fang, Fire Ring,
           KaisrKnuckle, Meteo (Time Magic)

A little ways inside the cave, you'll come to the usual sight: A door with
two gargoyles in front of it that attack when you try to pass. Defeat them,
and the Sealed Book will open the door for you.  

Compared to the Pyramid and the Island Shrine, the Great Sea Trench is 
actually fairly short, but the "Unknown" monsters here are quite annoying. 
For one thing, they're all pretty resistant to physical attacks, meaning 
you'll have little choice but to stick with magic. Holy is effective against
them, as is Requiem (they're all undead). Also, under no circumstances 
should you *ever* use physical attacks against one of the drooling pink
demons! They'll counter with "Possess", which kills them, but also removes 
the attacker from battle, preventing him/her from gaining Exp or ABP! Should
you encounter a group of them, try using Water Skills plus any third level 
attack spells to wipe them all out. A little ways in, you'll also encounter
enemies that appear to be hanging skeletons. These things can use Condemned,
one of the Blue Magics, so pick it up if you missed it earlier. They also
have high HP and the same annoying defense, but can be killed with a single
casting of Holy. 

Anyway, from the entrance, head all the way to the right until you come to a
fork in the road. Head south a little ways to get a chest containing a Water
Skill, then continue to the right and go down the staircase, which leads to
a small room with a save point in it. Save if you'd like, then go on to the 
next room below. Here, flip the nearby skull switch to make a bridge appear 
over the lava, then cross over and proceed to the right. The skull switch 
here actually *breaks* the bridge above it, so don't push it, or you'll end 
up having to go all the way around the room. There's nothing over there 
anyway, so just cross the bridge and go up the stairs.

This next room has a bunch of skull switches in it, but all except one of 
them, the one in the upper right corner of the room, cause pits to appear
below you when pressed. The lone exception causes a bridge to appear in the
upper left corner of the room, which leads to a chest containing a valuable
Fire Ring. After you get it, you have two options for reaching the floor 
below. The first is to take the staircase in the lower right corner of the 
room, but this puts you on a cliff near a river of lava, which you have no
choice but to walk across. (You'll take *massive* damage, but it can be 
negated with a Geomancer or his Antitrap ability.) The other choice is to 
flip one of the "pit" switches, which also dump you to the floor below. The 
two on the right side of the room drop you into little pools of lava, but 
the two on the left don't. Press either of them, and you won't have to set 
foot in the lava at all. 

Whatever you decide to do, in the room you end up in, grab the chest at the
top of the room to get a Dragon Fang, then go down the staircase below it
and to the right. Even if you were able to avoid having to walk in the lava
a bit ago, you'll have no choice here, as the entire room is filled with it.
Give someone the Antitrap ability (or put a Geomancer in your team), and 
trek out into it. There's a chest on a ledge in the lower part of the room
containing an Ether, but where you really want to go is up the steps to the
right. Cross over the raised platform, and you'll have to walk down through
more lava. At the fork, going left gets you a chest containing a Phoenix 
Down, while going right leads you to the next staircase. 

Well, well! This's a surprise! Instead of another annoying enemy and lava
filled battlefield, you seem to have entered a small underground village...
the village of the dwarves! There's a save point in the center of the room,
a shop selling powerful weapons and armor in the room on the right (which is
pretty much the same stuff sold at Mirage Village, minus a few things; talk 
to the merchant from the front or back to buy armor, and from the sides to 
buy weapons), and some dwarves in the room on the left that will inform you 
about the white water spring, which will allow you to recharge your Magic 
Lamp! Also, if you go down the long tunnel to the left, you'll find a dwarf 
who mentions that there seems to be something strange just above him. You're
then shown a shot of the world map (the item), and the "location marker" is 
all the way over on the long, thin continent west of Crescent Town. This is 
actually a clue to find Mirage Village. (Though you've probably already been
there if you're following this FAQ. =P) When you're done here, exit through
the stairs in the central part of the village, and you'll end up in a spring
with white water. This is what those dwarves mentioned just a second ago. If
your Magic Lamp's power has been used up, stepping in these waters will
recharge it instantly! Whether you need this feature or not, though, you'll
have to enter the water, as the cave leading deeper underground is behind 
the small waterfall here.

You're almost at the end now, but there's still one more lava-filled room to
deal with. As if that and the monsters weren't bad enough already, this one 
also seems to be a *puzzle* room! The chest on the ledge just right of where
you came in opens the door next to it, but since the room behind it is 
filled with lava, you just end up getting pushed back by doing this. To the
right of this place is another chest, which is behind a closed door that can
be opened by flipping the skull switch on the cliff on the far right side of
the room. It contains KaisrKnuckles, an accessory which increases your hit
rate. After getting it, head straight down, and flip the skull switches in
this order: lower-left, upper-left, lower-right. This causes the lava behind
the door near the chest to drain. After doing this, you can open the door 
without being pushed back, allowing you to enter the room with the 
lithograph in it.

In the lithograph room, you won't even get a chance to *touch* the artifact
before more of X-Death's henchmen show up...

- Boss Battle -
Triton  - Lv: 37   HP: 13333   Weakness: Ice
Nergade - Lv: 20   HP: 13333   Weakness: Fire
Phobos  - Lv: 39   HP: 13333   Weakness: Earth

Think of this as a variant of the now-familiar Gargoyle battle. If you don't
kill all three of the monsters at the same time, the dead ones will revive 
at full HP. What's more, when they do, they'll use "Delta Attack" to turn a
character to stone. Moral of the story: Kill them all at once. Requiem is 
*extremely* useful here; if you give two or three characters the Sing 
ability, you'll defeat them very quickly. Be careful, though; they have some
powerful spells. Cast Guardian to make things easier. You'll get the usual 
20 ABP for winning.

Following the battle, you'll obtain the third lithograph, as well as Meteo, 
the ultimate Time Magic (which the game mistakenly refers to as a monster). 
Unless you have some unknown reasons for staying here, I suggest you leave
as soon as possible. Isn't Telepo great? ^_^  

--- "Behind the Falls" ---

The Sealed Book's clue to the location of the last lithograph should be very
obvious: it's at Easterly Falls. The way of actually *getting* there, 
though, isn't quite so clear, as neither the airship nor the black chocobo 
have any room to land in the small desert near the falls. So what do you do?
Well, a bit ago, when you first got the submarine back, I mentioned an
undersea cave in the north that I suggested you just ignore. It's the same 
cave from a the second world which used to lead to the Chocobo Forest, only 
now it leads up to the desert next to Easterly Falls. Since it was just used
for a sub-quest back then, though, you may not have actually come here. It's
just a small tunnel with no chests or anything in it that leads directly to 
the surface. The monsters here are fairly strong, but they really shouldn't 
be anything you can't handle. Anyway, once you're back on the world map, 
walk behind the falls to enter the last of the lithograph sites.

- Easterly Falls -
Treasures: Ether, Phoenix Down, Turtle Shell, Giant Drink, 12000 GP,  
           Air Lancet, Rune Edge, Wall Ring, MagiShuriken, Double Ax,
           Protect Ring, Aegis Shield, Enchanter, Artemis, Leviathan(Summon)

This time, the entrance is right in front of you. By now, you should know 
the routine: Defeat the pair of gargoyles, and the door will open with the
help of the Sealed Book. Go inside.

In my opinion, this is probably the least annoying of the four lithograph
sites. It's long, sure, but there're no weird puzzles here, and the enemies,
with one exception, are all fairly simple to beat. Just about everything 
here is weak to Bolt, so a Black Mage with Bolt3 or a Ninja with Lightning 
Skills will be able to make short work of the enemies. The Mercury Bats have
a high evade rate, but their HP is so low that a single Fire/Water/Lightning
Skill or a third level spell will instantly kill them. They can also use Red
Feast, but I see no real reason why you shouldn't already know this skill. 
=P  The only enemy I can envision anyone having trouble with are Tonberries 
(which are called "Dinglberries" in this game, for some odd reason O_o). 
They have just under 40,000 HP, and after a while, they'll start using 
ridiculously powerful attacks which can kill a Monk at full HP in one hit. 
Furthermore, physical attacks tend to be a bit unreliable against them. The 
best thing to do if you meet one of these things is just to run away. Either
that, or try Odin, which *can* kill them. =P They may drop Mirage Vests when
you beat them.

But enough about the monsters. From the entrance, climb up the steps just
above you, then jump down either of the small waterfalls to get to the ledge
below. (Note that you can jump into *any* of the waterfalls here in order to
reach lower ledges, but of course, it's a one-way trip.) Now head left a 
little ways, then climb up all the steps to reach a chest containing a 
Turtle Shell. After getting it, climb back down and go left, up, then down a
waterfall to get the other chest in the immediate area, which holds an 
Ether. There's no reason to go back to the left, as the long flight of steps
there just leads to a dead end, so climb the stairs on the far right 
instead. There's a door here, but skip it for a second and go over to the 
right to grab the Air Lancet from the chest at the bottom of the staircase. 
Once you get it, backtrack and enter the door you just passed. (Oh yeah...
If you want to leave the cave, the waterfalls around here will lead almost 
directly back to the entrance.) 

It doesn't matter which route you take in this narrow passageway, but I 
suggest going right first. The chest on the hill near there contains a Giant
Drink, and by going through a secret passage just below the hill (which you 
can see as you approach it), you can find a hidden chest containing a Rune 
Edge. After getting both items, go back through the door you just came from,
(ignoring the steps on the left for now) and this time, take left staircase,
which leads to what seems to be a dead end. Walk down a little bit, though,
and you'll see a secret passage going down through the rock towards a 
waterfall. Ride it down to a small lake, then walk left and get out of the 
water. (Note that there's a flight of steps leading to higher ground on the 
right side of the room, but this path just takes you back to the steps I 
told you to ignore a second ago. In other words, it leads right back to the
chests where the Giant Drink and Rune Edge were.) Back on dry land, walk up
along the narrow path until you come across a skull switch and a chest
blocked by a waterfall. Pressing the switch causes the waterfall to stop,
but it restarts again after only two seconds. The only way to get past it in
that time is to use the thief's "Dash", which will get you to the chest with
time to spare. Open it quickly to get a Protect Ring, then run back to the 
left before the waterfall restarts (or just let it sweep you back down to 
the lake below and work your way back to land) and climb down the lower 
staircase to the next room.

This gets a bit less complex here. Start by heading left until you hit a 
fork in the road, go up to get a Phoenix Down from the chest, then go down 
until you reach a second set of crossroads. Going down the lower left path 
leads to a chest containing a Wall Ring, while the one on the right leads to
a staircase leading to one of those very familiar tiny save point rooms. One 
thing of note is that you may have seen another chest on a distant peninsula
when you picked up the Wall Ring. You can't reach it from this room, but 
you'll be able to get it in a little while, so don't worry about it. Save
your game if you'd like, then continue on.

This next section is, for some reason, darker than the other rooms. It 
shouldn't make exploration any more difficult, though -- it isn't *that* 
dark here, and there's a ring of light around your character. (In fact, if
the "dark room" bug still exists in emulators, you might not even notice the
difference if you're playing the ROM.) Anyway, head down until you come to a
cave entrance just next to the edge of the cliff. It leads to a small room
with a single chest in it that holds the "Artemis" (Yes, just "Artemis"), 
the best bow in the game. Its power exceeds even that of Yoichi's Bow...be 
sure to get it! Leave the room, and head left after climbing down the cliff.
Be careful of the hidden pitfall just below the long narrow hall to the 
north though. Use Findhole to locate it, then just walk around it. At the
end of this path, you'll come out near the chest you saw earlier, but 
couldn't reach. It contains the Enchanter, a good sword. Get it, then go all
the way back down and grab the 12000 GP from the chest at the very bottom of
the room. After getting all three chests in this area, either climb down the
staircase near the room where you found the Artemis Bow, or jump down the

Whatever you decided to do, you'll end up in a big empty room with a three
more chests in it. Take the two upper chests to get a MagiShuriken and an 
Aegis Shield, but *only* try to get them from the front, as when they're 
opened, spikes pop out of the ground above and on both sides of them, and 
you'll take damage if you get impaled by one. The skull switches near the 
chests will momentarily make the spikes pop up, though, so you can clearly 
see which sides to avoid. ^_^  Speaking of spikes and switches, notice that 
the lower chest is completely surrounded by spikes? Well, you can lower them
by flipping the skull switch near the chest, but this also causes two holes 
to appear in the floor where they were. Grab the chest from the right side 
to get a Double Ax, then jump in either of the holes to get to the 
lithograph room.

Here, walk around the "donut-shaped" platform, and climb down the steps to
get the lithograph. No, you won't get attacked...yet. Start to climb up the
long staircase above the altar, though, and you'll be stopped by yet another
of X-Death's monsters. Before it gets a chance to attack you, though, the
waterfall behind the demon will part. The sea serpent Leviathan then swims
out and kills it for you. =P  At this point, you'll regain control. You can
leave now if you want, but go up and talk to Leviathan first. He'll say that
he's willing to answer the call of the ones who can defeat him, then 
challenges you to a fight. 

- Boss Battle -
Leviathan - Lv: 37   HP: 40000   Weakness: Bolt

This battle could be considered a breather after the weird stuff you've been
fighting. There's no special tricks here, and Leviathan only seems able to
do two things: Attack physically for about 800 damage, or use "Tidal wave"
for 800 or so damage to the entire team. Careful, though, as he frequently
takes two turns in a row. As for what you should do...just cast Bolt3, or
have your Sorcerers use Bolt3 Sword. These attacks do more than 5000 damage,
so it shouldn't take many of these to defeat Leviathan. If you'd like, you
can also steal an Elixir from Leviathan. When you win, you'll get a Wall 
Ring (the first "boss treasure" in quite some time) and 20 ABP. Also, having
defeated Leviathan, he'll keep his promise, and you'll get the Leviathan 
summon spell!

Well, that's it for this place. Walk around the larger "donut-shaped"
platform, and jump in the waterfall you come to at the end of it to return
to the world map. 

--- "Final Battle" ---

You should now have lithographs, so return to Kuza Castle and get the 
remainder of the 12 sealed weapons. You should have gained several levels
over the past few areas, and with all the new weapons and spells you have,
you should be ready to settle things with X-Death once and for all! Of 
course, should you desire to make your team even more powerful, you can pay
a visit to Mirage Village to buy some of the best weapons, armor, and spells
in the game, and the Black Chocobo can help you get the last two summon 
spells from the areas in the northeastern desert. (Sub-quests "The Eternal 
Phoenix's Flame", and "King of the Dragons".) Also, if you haven't finished
any of the other third world sub-quests, do it now. 

Once you've done everything, and when you feel you're ready, fly over the
black hole where Tycoon Castle was. There'll be a Void reaction, and you'll
be sucked into the N-Zone. I hope you're ready, because this place is 
brutal! (Contrary to popular belief, though, you *can* leave here. Just 
examine the airship's wheel, or cast Telepo.)

- N-Zone -
Treasures: Ether, Cottage, Elixir x2, Dragon Fang, Dark Matter, Blood Sword,
           Thor'sHammer, Enchanter, Power Rod, Coral Ring, Winged Shoes, 
           Ribbon, Red Shoes, Prism Dress, Man-eater, Omega Badge

Being the final dungeon, it should come as no surprise that this place is
huge. Strangely, though, it doesn't seem all that "evil". In fact, it just
seems to be made up of a bunch of areas that're similiar to those which have
either been sucked into the Void, or are in some other way off limits. I
dunno if it's intentional or not, but that's how it ended up. ^_^  Each 
'section' also has its own monsters, which I'll describe when I get to them.

- Area 1: "Sand Tides"
The first part of the N-Zone appears to be a mixture of the Sand Tides and 
beach where Hydra dropped you off just before dying back at Walz. There's
nothing too special or difficult about this place, though. The enemies here 
are all easy, so consider it a warmup. The Centipeelrs and Landsquids can 
be dealt with easily by use of L.3 Flare, which will wipe out an entire 
group of either foe. The Landcrawlrs have a lot of HP (22000 to be exact) 
and can use Maelstrom, but there're several simple ways of dealing with 
them. If you don't mind the high casting cost, use Aqua Rake. It does over
8000 (!) damage, so three hits with this will kill it. If you decide you'd
rather save MP, though, Condemned will also work. (Of course, you'll have to
be patient...) Finally, if you're lucky, you might be able to steal a 
Defender from a Landcrawlr. That's pretty much it for the enemies here.

Like the monsters, the navigation here is also pretty simple. The currents 
of the shifting sand are little more than conveyor belts here, and will 
usually pull you in the right direction. There're no chests here, either, so
all you need to do is make your way to the door at the end. When you try to 
open it, a bunch of monsters will appear and talk about how they've been 
sealed in the N-Zone for centuries. Despite how they may talk, though, none
of them actually attacks you -- they all just disappear. Just go through the
door, and you'll end up in an area that resembles nothing less than the 
Ronka Ruins.

- Area 2: "Ronka Ruins"
The difficulty of the monsters starts to pick up here, but they're still
easy enough to handle, and you can pick up several Blue Magics you may have
missed. The DethDealers use Roulette, the Cycloskulls use Aero 3, the 
LevelChekrs use all the L.# spells, and the Grenades use Exploder. You can 
also occasionally win "Rune Chimes" (a decent bell) from the Cycloskulls. No 
special tricks are needed to defeat the monsters here; just use physical
attacks and spells, and if you meet an Aquaus, remember that it has inherent
reflect status and uses L.4 Quarter when it dies. ^_^

You'll start this section in a small room with nothing but a couple of
chains in it, which act as a ladder. Climb down them, and you'll come to a
room with four chests in it. The two upper ones contain an Ether and a 
Cottage, while the two lower ones contain an Elixir and a Dark Matter. 
Nothing too special, but get them if you want, then exit through the door at
the bottom of the room. In the next room, climb down the two pairs of 
chains, then head right until you come to three more pairs of chains leading
back up. The one on the left leads further on, the one on the right leads to
a chest containing another Elixir, and the one in the middle leads to 
absolutely nothing. The chest on the far right platform in the following
room contains a Blood Sword, and that's pretty much it for this section. Go
up through the door in the middle of the room, then down the chains in the
small room it leads to. You'll end up someplace really weird after this...

- Area 3: "Mirage Village"
Perhaps you'll remember a door in Mirage Village that turned the screen 
blue, then just closed again? That's where you'll end up after passing 
through the Ronka Ruins. O_o  No, it's not a convenient shortcut back to the
surface, but it *does* seem to be the 'true form' of the village. As some of
the people mentioned when you were there in the real world earlier, time
stood still here while in the N-Zone. And sure enough, it does. You're 
unable to talk to any of the people here (or play the piano), and the only 
thing that functions at all is the healing pot in the basement. Use it if 
necessary, then just leave the village. There are no monsters or treasures
here, so this is a very short area. 

- Area 4: "Moore Forest"
Argh! You seem to have ended up in a twisted version of Moore Forest! And 
just like in Moore Forest, the enemies here are quite annoying, and show up
all too frequently. L.3 Flare is effective enough against the Jestrexes and 
the mushroom-like MossFungi. It doesn't work against the WhiteFlames, 
though; try Odin to kill them quickly. Also, they can use White Wind, which 
you can learn if you control them.

>From the entrance, walk to the right, then go up and right again when you 
reach the tree to get a chest containing a Dragon Fang. After taking it, 
head left, up, then right to reach a very big, and very confusing, grove of 
trees. Because it's so wide-opened, it's kinda hard to give the *exact* 
locations of the three chests here, but I'll try. The one located somewhere 
on the west edge of the grove contains a Ribbon, the one in the little 
"indent" in the south (where a single tree is) contains an Enchanter (a good
sword), and the one near southeastern corner contains a Power Rod. A little 
ways to the southeast of this chest, you should be able to see a path that
leads to a lone tree with a small hole in it. If you remember what you did 
in Moore Forest, you should have no problem here. Examine the hole, and a 
passage will open below the tree. However, as you try to enter it, the first
of the monsters that taunted you upon your arrival will show up and attack. 

- Boss Battle -
WoodSprite - Lv: 68   HP: 18000

There must be some sort of trick to this battle, but I haven't been able to
figure out just what it is yet. When attacked physically, the Wood Sprite 
counters with Drain, restoring between 500 and 600 HP. Spells are effective,
but if you cast any on her, she'll cast Reflect on herself. Since you're
screwed either way, your best bet is to try and get creative here. One way 
to handle this is to use non-reflectable spells, such as Comet and Meteo, 
another way would be to use summons, and the third way would be to bounce 
spells off of your own reflect-protected team members. =P  Or you could have
someone physically attack with the Bonemail equipped, so that her Drain 
spell is reversed... =P  You can also try using Dispel to get rid of Wood
Sprite's Reflect, but she'll probably just cast it again. Ultimately, this 
battle will probably proceed very slowly, but since I don't think the Wood
Sprite has any particularly nasty surprises, just stay healthy and you 
should eventually win. Your only reward, though, is 20 ABP.

After the battle, proceed through the new opening, and you'll end up in a 
dark cave.

- Area 5: "Waterway Cave"
As far as the enemies here go, they're pretty annoying. Well, the Shoat 
palette swaps called "Sybaritics" are, anyhow. They have a good amount of 
HP, an annoyingly high evade rate, and like to use Demon Eye to petrify you.
They can be defeated with magic, though. The odd-looking "Ocolus", the
Gremalkins, and the gold "Drgn Grands" are much less dangerous, and can be 
dealt with by normal means. These seem to be the only enemies in this part 
of the N-Zone, so that's about all I have to say.

Unlike the last area, this cave is very linear, with only one small side 
path. Climb down the two flights of steps at the entrance, then head all the
way across the narrow ledge to reach a door. Enter it, and you'll be in a
small room with a chest on a raised ledge near the center. Open it to get a
valuable (and expensive) Coral Ring, then take the exit on the right, which
leads to a small room with a save point in it. You're *definitely* gonna 
want to save here, as you'll soon come across a robot that you *don't* want 
to mess with! Yes, that little MechaHead-like robot wandering around this 
part of the cave is Omega, one of this game's two optional super-bosses, and
there's literally a 200% chance that you'll be completely torn apart if you 
get pulled into battle with him now. Beating this guy is a sub-quest in 
itself, so the strategy will be listed there instead. (See "The Ultimate 
Battles".) You'll win the Omega Badge, a useless decoration, if you can 
defeat him, but that just ain't gonna happen now, so carefully avoid him and
continue into the cave entrance on the right, and up through the door.

- Area 6: "Ancient Library"
I'm not sure why I'm classifying this as a seperate area...it's just one 
room, and there're no monsters or treasures here. If you'd like, you can 
read the two books in the back of the room. One mentions something about
"Gigaflare", which I don't fully understand, and the other talks about Omega
and Shinryu, the game's two optional super-bosses. (Though Shinryu is 
mistakenly called "Dragon Lord" here.) When you're ready to move on, check
the book on the table. The room will grow dark, and a voice will ring out,
telling you that you've activated the "dimensional shift". You'll then be

- Boss Battle -
Apprehendr - Lv: 59   HP: 22200   Weakness: Fire

This guy is more annoying than dangerous. He can cast Mag Hammer to cut your
MP in half, and he frequently counters with Drain (which only did about 150
damage to me) or Toad. He may also counter by casting Protes on himself, so
either Dispel it or stick to magic; Fire 3 is especially effective. The 
fight shouldn't be too hard, just heal the Toad status when he hits you with
it. It has a tendency to fail, though, and he has low HP for a boss, so this
shouldn't be too much of a problem. =P  You'll get 16 ABP and an Ash for
winning, and you can steal another Ash from him during the battle. Um... 
yay. ^_^

Once the battle is over, step outside the library room, and you'll be on 
some weird 'floating castle'. Or something. (By the way, if you want to go
back to the cave at this point, just check the book on the table again and
leave through the door. It acts as a 'switch', which affects where you'll
end up when you leave the room.)

- Area 7: "Suspended Towers"
Only two enemies here. One easy, one annoying. The DragonAvises can use Air
Wing, and have 7000 HP, but they can be defeated through normal means. You
can rarely steal Artemis Bows from them. The Ninjas, on the other hand, have
a nice high evade rate, as well as 5000 HP. Magic works, but not too well,
so you'll have to use at least three spells to kill them. Blah. ^_^  You 
might like to give somebody Aim to make them a bit easier.

This place might look intimidating if you can't see secret passages, but if
you can, you'll see that it's a pushover. Completely linear. Zig-zag across
the ledges here, and at the end, you'll arrive at a...rather unusual castle.

- Area 8: "Dimensional Castle"
Lotsa monsters here. At least, compared to the past few areas. =P  The
SwrdDancers and Death Claws are easy enough to defeat (and the latter uses
Doom Claw), but you might have a bit of trouble with the Iron Giants. They
have quite a bit of HP and no readily exploitable weaknesses. They're worth 
defeating, though, as they give 2500 Exp, which ties with the ShieldDrgns 
back at Kuza Castle for the most experience given by a single enemy. On the
roof, you'll fight more Ninjas, as well as Furies. They like to cast Doom on
you, but ironically, they themselves can be killed with Doom. Or more 
accurately, L.5 Doom. Finally, if you encounter an enemy called "Yojimbo", 
steal from it. Usually you'll just get a Cottage, but if you're persistant 
or lucky, you may able to steal a Strato, the strongest katana in the game,
from it. (But IMO, Masamune is still better because of its special effect.)

Hmm... For such a small castle, this place is surprisingly big (that didn't
make sense, did it?), and it's home to a whole bunch of X-Death's more 
powerful minions. Start your trek through this demon's nest by taking the
lower doors on both the left and right halls, which both lead to small 
towers containing a single chest. The tower on the left holds Thor'sHammer,
the best axe in the game, while the one on the right has a pair of Winged 
Shoes in it. (You can just ignore the two upper doors on the side halls,
though, as they both lead to empty dead ends.) The staircase in the center
of the room can be ignored as well, since the door at the top is locked from 
the other side. Go down the stairs in the back, and you'll end up in a 

There're lots of people here, but they're all a bunch of phonies. Before
trying to pick fights, though, go over to the cell on the lower left and 
talk to the guy who looks like a more exotically dressed X-Death. He'll ask
you if you're the ones who possess the crystal shards, and if you say yes,
he'll decide that "you must die".

- Boss Battle -
Azulmagia - Lv: 57   HP: 27900   Weakness: Poison

He uses pretty much every Blue Magic, so if you've missed any, you can try
to get them here. Well, I don't think you can get White Wind, but you can
learn Guardian by casting Reflect on him before he uses it; then it gets 
reflected to one of your characters, and you'll learn it. =P  Besides 
learning Blue Magic, you can also steal from him; most of the time, you'll
get an Elixir, but once in a while, you'll get a Giant's Glove. If you want
this, bring someone with Time Magic and cast Return if you steal an Elixir; 
it shouldn't take too many tries. Anyways, for actually damaging him, don't 
cast any Aero spells; they won't do any damage. Try Bio Sword or any of the 
big-damage attacks. Use Dispel if he casts Guardian. Speaking of which, if 
you already *have* Guardian, use it! Haste 2 is good, as well. Try to kill 
him quickly; you don't want him to use White Wind and heal up most of the 
damage you did to him, now do you? =P  Also, if you use any of your Blue 
Magic on him, he'll "learn" it and will start using it in the battle. If 
you're getting desperate, you can try to take advantage of this by using 
Exploder on him and letting him learn it; when he uses it in you, he'll blow
himself up, and you'll win. =P  Other than that little trick, there's not 
much to say about this battle... You'll get 22 ABP when you beat him.

After Azulmagia is defeated, there'll be a flash of light, then a save 
point appears where he once stood. Save your game, then head right. See 
those old men running around the cells with the chests in them? Predictably,
they're monsters. And unfortunately, if you want the chests they're 
guarding, you'll probably have to defeat them all...

- Boss Battle -
Alte Roit - Lv: 58   HP: 6000
JuraAvis  - Lv: 61   HP: 15000  <Replaces Alte Roit when his HP hits 0>

Kill Alte Roit fast; he can use Encircle to remove a character from the 
battle. Cast Return when this happens. (Or reset if he used it on your Time
Mage =P) After he transforms into JuraAvis, use Odin; even though he's a 
boss, VengSwrd works on him. O_o There's not really much strategy here, just
keep hitting him. Alte Roit just has a Tonic to steal, while JuraAvis has a 
Turtle Shell. Although this is nice, there are easier ways to get them, so 
don't worry about stealing, just end this quickly. You'll get 11 ABP and a 
Dragon Fang for each one of these guys you defeat, so try to get them all.

Once the wizards are all out of the way (or if you can find a way around 
them), take the two chests to get a Prism Dress and Red Shoes, some Dancer-
exclusive equipment that, in addition to having high defense, increases the 
chance of Sword Dance being the selected attack when using the "Dance" 
command. If you decide that this stuff isn't worth the trouble to get, 
though, you can skip it. (You might already have these items anyway.)

When you're finished playing around here, head over to the cell on the upper
right and try to free the woman inside. Before you can do much, though, a 
weird eyeball thingy appears and shoves you back against a wall before 
finally pulling you into battle.

- Boss Battle -
Catastroph - Lv: 71   HP: 19997

This guy has three main attacks: Evil Eye, which petrifies a character;
Earthshaker, which does about 900 damage to everyone on the ground; and 
Gravity 100, which dispels Float status on all your characters. He'll
*always* use Gravity 100 while you're floating... which means that you can
have a very easy battle just by recasting Float whenever he dispels it, and
thereby making him waste all his turns. =P  If you'd rather do this the hard
way, cast Guardian and Haste 2, then hit him hard. Heal whenever he uses
Earthshaker, and use a Soft or Esna on whoever gets hit by Evil Eye. It 
shouldn't be too hard to win. You can steal an Elixir from him, (if he has 
anything rare to steal, I couldn't get it, and believe me, I tried =P) and 
you'll get 21 ABP and a Soft for defeating him.

Upon winning, return to the prison cell, and the woman will run up and thank
you, then gives you a kiss and runs off. Go up the stairs in the cell she 
was in, which eventually leads to an upper "balcony" outside the castle.
Before going through the door leading back inside, though, go all the way to
the left and climb down the stairs to get the Man-eater, a strong dagger
that I believe does extra damage to human(oid) enemies. Once you have it,
backtrack to the door you just passed and enter it. In the center of this
room, you'll find a staircase leading down to the other side of the locked
door near the entrance. Flip the switch and it'll open, but unfortunately,
I think it just closes and locks again if you leave the room. In other 
words, there's no real need to open it. Instead, go up to the throne room,
and try to go through the left door. The first time, you'll just be pushed
back to the throne, but when you try it again, that woman you just 'rescued'
walks in. She says something about how she gave you her "Kiss of Death", 
then reveals her true form: a very badly-dressed man. O_o  Claiming to be 
"Harikalnasson", the king of this castle, he/she/it attacks you. 

- Boss Battle -
Halycanos - Lv: 97   HP: 33333

Oooh...this is an interesting battle. On the very first turn, Halycanos will
turn your entire team into frogs, simply by laughing. O_o  You can avoid
this, though, by turning your team into frogs before the battle. In this 
case, you'll be turned back into humans by his laugh instead. =P  For some
odd reason, though, the "frog laugh" only seems to affect Bartz, Krile, and
Reina, not Faris... *shrug*  After this, Halycanos will probably use Rev. 
Polarity, followed by a lot of weak physical attacks and support magic such
as Haste, Shell, and Dispel. No big deal. If he casts Holy, though, you 
*will* die. It does well over 9000 damage, and I highly doubt anyone in your
team has anywhere near that much HP. =P  As for actual attacks, stick with 
the basics: Physical attacks, Holy/Flare/Meteo, etc. Don't use Summons; he
uses a *very* strong attack if you do. Other than that, no special 
strategies are needed here, though you'll probably want to put your team 
members back in their proper rows after Rev. Polarity is cast. If you'd 
like, you can also steal a Lumino-Staff from Halycanos, and when he's 
defeated, you'll win 20 ABP and possibly an Elf Cloak.

With the...uhh..."king" out of the way, you're free to go through the door.
You may want to go back and save first, though, as the next battle may prove
hard... Climb up the stairs behind the door, and you'll come out on the
roof, where yet *another* monster is waiting for you... It warns you that 
beyond here is where the power of the Void is kept, and that you'll go no 

- Boss Battle -
Twin Tania - Lv: 39   HP: 50000   Weakness: Water, Holy

Although he's not too hard, Twin Tania *does* have a good chance of killing 
you if you're not careful. Cast Guardian and Haste 2 ASAP; (notice how I 
always suggest this? =P)  he can do a *lot* of damage with Tidal Wave and 
Megaflare if you don't. His other attacks aren't too strong, but he can stun
your whole party with Mind Blast. (I don't know if you can learn it here,
though, since it's not quite the same as the Blue Magic.) Stay healthy; 
sometimes he'll use Tidal Wave or Mega Flare *twice* before you get a chance
to heal. If you don't have Guardian up, this will be *deadly*. Offensively,
use Holy or Holy Sword for a lot of damage, as well as attacks with 
Excalibur or the Holy Lance. When he gets low on HP, he'll start charging up
Giga Flare; at this point, hit him *hard* and you should kill him before he 
unleashes the spell. You'll get 24 ABP for winning. You can steal a Phoenix 
Down from him; I don't know if he has anything rare to steal, because I 
tried 10 times and only got Phoenix Downs. I'd say, don't bother with 
stealing, because you've got to worry about surviving.

After the battle, Twin Tania will float back and disappear from this world,
leaving a long staircase in his place. Climb up it and stand atop the tower.
You'll be warped to the final section of the N-Zone... "The Void".

- N-Zone: "The Void" -
Treasures: MagiShuriken x3, Elixir, Genji Shield, Genji Armor, Dragon Badge,

Technically, this place is so small it shouldn't deserve its own section.
However, it's so radically different from the rest of the N-Zone that I 
figured it figured I'd give it some extra attention. =P  

Anyway, aside from the change in music and scenery, you'll also find that
Telepo no longer works here. It doesn't mean you can't leave...just step on
the tile you ended up on when you warped here, and you'll return to the
Dimensional Castle, where Telepo *does* work. As for the enemies here...
Well, they're all-powerful, basically. Not to mention very annoying. The
Necromancers like to turn you into zombies, the Crystelles absorb most
elements, despite only having 3 HP, the gargoyle-like Belfagels have lots of
HP and no weakensses, and the Mind Flares (...Please...What's wrong with 
"Mind Flayer", anyway? Stupid translators.) repeatedly use Mind Blast on 
you. (Though you can learn it if you missed it earlier.) The Maximus and 
BehemoKings have a ton of HP, and the latter will counter magic with Meteo. 
Ouch. The best way to deal with these things is to summon Odin, which will 
usually kill them both instantly with VengSwrd. Just be aware that there 
*is* a slight risk involved there, as Odin may use Javelin instead, and if 
it hits a BehemoKing...you get hit back with Meteo. ^_^  A bit later on in 
here, you'll encounter Crystal Dragons. They're strong, but what makes them 
noteworthy is that you can occasionally steal Dragon Lances, the best spears
in the game, from them. The last of the enemies here, the Movers, can only 
be found in the very last area, and are very rarely seen. They have a lot of
HP, and will try to run before you can defeat them, but if you can, you'll 
earn an incredible 150000 GP and 199 ABP! Speaking of ABP, this is probably 
the best place in the game to build up your jobs, as the average battle here
yields between 20 and 35 ABP. (Not to mention the occasional appearance of 
the Movers. =P)

Anyhow, this place, as I said, is pretty small. Climb down the steps and
open the chest to get a MagiShuriken, then loop around to the left and go up
the stairs, where you'll find an old 'friend' blocking the portal. 
Gilgamesh. ^_^

- Boss Battle -
Gilgamesh - Lv: 59   HP: <15000>

Unfortunately, it doesn't play Gilgamesh's cool battle theme here. Bah. 
Anyway, this battle is easy...but then, battles with this guy always are. =P  
Gilgamesh's physical attack is actually pretty strong here, but on the other
hand, it's all I've seen him use, so if you're worried about it, just use
Protes or Guardian. Other than that, there's nothing special about this 
battle except that you can steal the best shield in the game, the Genji 
Shield, from him. After you've dealt between 12,000 and 15,000 damage to
Gilgamesh, he'll start rambling on about nothing in particular, and when he
finishes, the battle automatically ends. No rewards.

When the battle is over, Gilgamesh will just walk away, leaving you to 
enter the portal. Do so, then head up and right, down the stairs to grab a
chest containing another MagiShuriken, then down the second set of stairs 
and under the ledge to a small set of crossroads. First, grab the chest from
the lower path to get an Elixir, then enter the portal. Here, just head up,
but for heaven's sake...do *NOT* open the chest at the bottom of the steps!!
This is where you'll find Shinryu, the game's other optional super-boss, and
like Omega, he'll tear you apart with incredible ease now. You'll get 
Ragnarok (the best sword in the game), and the Dragon Seal, a useless 
decoration, if you win, but again, that ain't happening now, so just ignore 
the chest. =P (When you *are* ready for the battle, though, the strategy for
it can be found in the "Ultimate Battles" sub-quest.) The chest above this 
is safe to open, though, and contains a MagiShuriken. After getting it, head
right and through the portal, and you'll be in the very last area of the 
game. Pass by the steps for right now, though, and examine the sparkle of 
light on the far left platform. A monster appears and attacks.

- Boss Battle -
Necrophobe   - Lv: 66   HP: 44044    Weakness: All
Barrier (x4) - Lv: ??   HP: <10000>  (Scan/Check/View don't work)
Gilgamesh    - Lv: 93   HP: ????     <Shows up later>

This is a very annoying battle for two reasons. The first is that Necrophobe
can't be hurt at all if the even one of the four barrier devices surrounding
him are up. Even worse is that they all have inherent reflect status. Your
best bet is just to use Bahamut and $toss to wipe them all out at once. The
other reason this battle is annoying is because of what the four barriers
actually *do*. Basically, they like to cast Holy, Flare, and the third level
elemental spells on themselves, which then bounce off and hit your team 
instead. These attacks, especially Holy and Flare, *hurt*, and with four
enemies throwing them at you all at once, your team can get pretty messed 
up. Guardian is *definitely* a lifesaver here, and Haste2 is useful for 
cutting down on the massive speed advantage the barriers seem to have. Once
all four barriers are destroyed, the battle is by far easier. Necrophobe
starts off the actual fight by using his 'full power' on you... Flash. =P
Needless to say, this isn't anything to worry about. =P  He doesn't seem to
have very many other attacks, and is weak to all elements. Just use whatever
(and steal an Elixir from him if you'd like), and once his HP drops to below
10000, something weird happens... Gilgamesh shows up, accompanied by his 
cool theme music! =P  However, instead of fighting you, he turns around and
starts fighting *Necrophobe* instead. =P  After this happens, Necrophobe can
no longer be damaged (but he no longer attacks you, either, choosing to 
focus on Gilgamesh instead), and Gilgamesh casts Cure3 on himself after most
of his lines of dialogue, so you can't kill him, either. Be sure to steal
the Genji Armor from him, though -- it's the best armor in the game. After 
blabbing for a while longer, Gilgamesh decides to "end this", then uses 
Exploder on Necrophobe. Necrophobe dies, Gilgamesh dies, and the battle 
ends. You don't get anything for winning, though. =P

After the battle, there'll be a lot of ground shaking, then a save point 
will appear on the small platform. Heal up, save your game, and make 
whatever other last minute preperations you'd like, because at the top of 
the staircase in the center of this room, you'll find a portal that leads to
where X-Death waits... I won't go into detail about what happens here, but 
let's just say that it involves the Void, and a lot of cool (and not so 
cool) stuff happens. When all the dialogue ends, you'll briefly regain 
control. You can leave if you want (in which case, "time flows backwards", 
and everything that happened in the previous scene is undone), but you've 
come too far to run away now! For the sake of the entire world, X-Death must
be defeated! Go for it!

- Boss Battle -
X-Death - Lv: 77   HP: 49001

Surprisingly, this battle isn't all that tough. X-Death can use Holy and 
Flare, and his physical attack is strong, but they all only hit one person, 
so they're bearable, and can be protected against by Guardian. However, 
there *is* one particularly nasty attack to watch out for: WhiteBall. This 
spell kills *and* petrifies a team member, and has a high success rate. If 
you have Redx2, though, you can treat this in one turn by using Arise, 
followed by Esna. Or you can protect against the petrification part by using
Ribbons. Anyway, since this *is* the final battle, and consequently, ABP
doesn't matter at all, I suggest that you change all your team members back 
to Travelers. Even if you haven't mastered that many jobs, the simple fact 
that they can use two commands and can equip anything will make them more 
useful than pretty much anything else here. Anyway, start out with the usual
routine: Guardian and Haste2. It's also a good idea to give yourself an edge
by doubling everyone's max HP through the use of Giant Drinks, or even 
better, the "Giant Drink" Mix combo (Elixir + Dragon Fang). After this, just
use your best attacks, since X-Death doesn't seem to have any special 
defenses, and once X-Death's HP hits 0, there'll be a violent Void reaction,
and he disappears, only to be replaced immediately by his "Ultimate Form"...

- Boss Battle -
Neo X-Deth <Top>         - Lv: 81   HP: 50000
Neo X-Deth <Lower Right> - Lv: 67   HP: 55000
Neo X-Deth <Center>      - Lv: 83   HP: 55000
Neo X-Deth <Lower Left>  - Lv: 86   HP: 60000

Nope, I'm afraid there's no break between the two battles. In several ways,
though, that's a good thing, since Guardian, Haste, and Giant Drinks will
still be in effect. If you need your HP and MP restored, just use Elixirs; 
it's the final battle, so who cares if you use up all your items? =P Anyway,
X-Death's final form is a good deal more difficult to beat than that silly
tree. ^_^  First off, there are now four targets, each with a ridiculous 
amount of HP, and there also seem to be several "dummy targets", which can't
be damaged (or targetted normally, for that matter). They don't do anything,
but they're annoying for the simple reason that they absorb hits by 'random 
target' attacks such as Meteo and Sshot. In other words, use them if you'd 
like, but expect to hit nothing sometimes. ^_^  I'm not really sure whether
all four targets can attack seperately, but if they do, they all have the 
same attacks...Which are *powerful*. For starters, "VacWave" does about 2000
damage, and it's frequently used twice in a row! Other attacks include 
Fire3, Flare, Holy, Meteo, and two more attacks: UltraGust and Grandcross. 
UltraGust (which...is supposed to be "Almagest") does about 1600 damage to 
the entire team, and Grandcross is just...ugh...annoying. It does no damage,
but causes random status ailments to your entire team. Stone, Zombie, Frog,
Silence...you name it. ^_^  Finally, X-Death can also use Dispel to cancel 
the effects of Haste and Guardian. Re-cast the spells immediately if this 
happens! To defeat this miscellaneous being, stick with the basics. Bahamut,
level 3 attack spells, $toss, Holy, Flare, Sword Magic, and physical attacks
with 2-swords are probably your best bet here. The only one of the parts 
that has any sort of special defense is the one in the far back, which seems
to resist physical attacks. Thus, your best bet with this one is simply to 
stick with magic. This battle will probably take a long time to win, even 
with a very strong team, but if you stay healthy, you'll eventually win.

Once Neo X-Death is dead, you've beaten the game! I won't spoil the ending, 
but let's just say it's very good. Well, in my opinion, anyway. ;)  Also, if
you're playing the PSX version, leave the game on for a couple seconds at 
the "The End" screen, and you'll see a bonus FMV. (Which includes the FMV 
version of X-Death, some cute FMV moogles, and some very cool music. =P)

(Random question, though... Does anyone know what the heck Faris uses in 
that "Final Stats" part of the ending? Looks like she throws a dragon or 
something. O_o)

But...just because you've beaten X-Death doesn't mean you're completely
finished! If you're up to the challenge, you can try defeating Shinryu and
Omega now. You may actually stand a chance with all the job-building you've
probably done in the final areas. ^_^  If you don't care to do this, though,
then take a break. You've earned it.  Congratulations, heroes. :)

 3. Sub-quests
This is a section devoted to non-essential side-areas. You don't *need* to
visit any of these places or do any of the things here, but the rewards 
usually make that worthwhile. Mostly, the reason for these is to obtain 
valuable items and spells, but some sub-quests exist solely for the purposes
of character development, whereas others are just for fun. But one word of
note... With one lone exception (Jacohl Cave), the sub-quests here can 
*only* be done in the respective world they're listed under. For this 
reason, I suggest doing them as soon as possible.

%%%First World%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

--- "Boko" ---

- Cliffside Cave -
Treasures: Tent, Ether, 300 GP, Tonic x5

So you decided to go back to find Boko, eh? Well, head back to cave where 
you left him earlier. He doesn't seem to be around, but Bartz spots Boko's 
footprints leading into the cave, and decides to go after him. Just make 
your way back to the pirates' base, and enter the buildings, which are no 
longer blocked. In the one on the left, you'll find a blocked cave leading 
to three treasure chests. To get these, go back and flip the switch near the
entrance to the base that didn't do anything when you were here before. The 
door in the room with the treasures will open, allowing you to get them: a 
Tent, an Ether, and 300 GP. Also, if you've gotten the Canal Key from Zok, 
and Faris has left the pirate crew, talk to the people in the main area, and
one of them will give you five tonics (though there's no message indicating 
so). Finally, in the house on the right, you'll find Boko, who, sadly, is 
injured... There's an old man caring for him, however, and he says the Boko
will fully recover if he can just rest for a while. Since there's nothing 
else to do here, bid your chocobo friend farewell for now... You'll meet 

--- "Quick Stop at Tycoon" ---

- Tycoon Castle -
Treasures: Potion, Phoenix Down x2, Elixir x2, Cottage x3, Ether x2, 
           Maiden'sKiss, Healing Staff, Monster Bell, Katana, Shuriken

This is a simple sub-quest you can do this anytime after getting the dragon.
If you'd like to return to Tycoon Castle, head back to the place where you 
first met Galuf and Reina at the beginning of the game; the meteor crater
near the cliffside cave. Now that you have the dragon, you can fly over it 
and reach the castle. Once there, talk to the guard and he'll raise the 
gate. Now go into the castle courtyard and enter the big double door, you'll
meet the chancellor inside. He talks to the group for a while, then tells 
you to rest for the night. You later see a scene where Reina has suspicions
that Faris may be her lost sister, Salsa. (..."Salsa"? What kind of a name 
is *that*?! Her name was Sarisa in the ROM...)  In the morning, leave the 
bedroom and climb down the stairs. Search the jars to get a Potion, then 
exit the room and go right and climb up to the tower where an Elixir, a 
Phoenix Down, a Cottage, and an Ether can be found in the jars and barrels. 
Also, if you talk to the old woman there, she'll tell you a little bit about
Princess...uh...Faris. (I will *not* say that name again! ^_^) Leave here 
and go in the center door in the main room. Don't bother going in either the
left door, as it only leads to the bedrooms, or either of the lower doors in
the center of the room, as they just lead out to a balcony. Neither of these
places have anything of interest in them. Instead, go in the right door and 
climb up the stairs. On the 4th floor, there are pots that contain a Phoenix
Down, an Elixir, a Maiden'sKiss, and an Ether. Above the fifth floor is the 
dragon's tower, but it doesn't contain anything, so skip it and go back 
downstairs. Now leave the castle and go back to the courtyard. Head left and
go to the tower which was previous blocked, and press the switch inside to 
open a passage in the wall. Follow the hidden path to a room with a bunch of
treasures and the chancellor. Talk to the chancellor to get the weird 
Healing Staff, then take the treasures to get a Katana, a Monster Bell, and 
a Shuriken. Finally, check the wall near the pillar on the right side of the
courtyard to find a secret passage leading to a small storeroom full of 
chests, jars, and barrels. The chests both contain Cottages, though 
surprisingly, the jars and barrels are all empty. Also, for some strange 
reason, if you leave and return, the chests here closed; if you open them, 
though, you'll just be told that they're empty... *shrug*

Anyway, after getting all the items and talking to everyone, leave and 
continue with your quest. After all, treasures and info are really all that
you'll find here. =P

--- "Treasure of Walz" ---

- Walz Basement -
Treasures: Elf Cloak, 1000 GP x2, Speed (Time Magic)

This is a really small area, but it is inhabited by Harpies, seemingly
invincible gargoyle-like monsters. Since you seem unable to defeat them by
normal means, you pretty much *have* to run away. To make this quicker, just
give someone the Thief's 'Flee' skill, or the Ninja's 'Dustb' skill. To get 
to the basement, first go to Walz Castle (obviously), then go down the 
staircase in the first room, and go through two doors leading to another 
staircase. When you arrive in the basement, head over and enter the door on 
the right. Check the jars to get 2000 GP (1000 GP in two jars), and the Time
Magic "Speed", which doesn't seem to do much of anything. Now go up the path
to the left and get the valuable Elf Cloak from the treasure box there...and
be sure to equip it! Fortunately, that's all that's in the basement in terms
of treasure, so just get out of there! Well, unless you're one of those
perfectionists who just *has* to have everything as early on as possibly,
you can also learn Moon Flute from the Harpies...but it's difficult...

- Battle -
Harpy - Lv: 20   HP: 666

As I said, these guys're near invincible, but they aren't *completely*
invincible. For one thing, Blow Fish kills them instantly, as does L.5 Doom. 
If you'd like to try your hand at defeating them before getting either, 
however, it's considerably more difficult. First of all, you'll probably 
need to be on a decent level (20 or so), and you'll need to make a team of 
four monks (make sure one of them has the "Learning" ability, obviously). 
Since you usually end up in back attacks in this battle, start out by having
everyone move to the front row, then simply defend until it uses Moon Flute.
In your berserked state, your attacks should actually be able to damage the 
harpy, and you should defeat it with relative ease, picking up Moon Flute in
the process. Of course, since there're easier ways to learn this skill, I 
don't recommend even trying this. Also, despite what you may think, these 
enemies are *not* very useful for building up. When defeated, they give no 
Exp, no ABP, and only 1 GP. Have fun. =P

- Walz Castle Water Tower -
Treasures: Shiva (Summon Magic) 

This is a rather uneventful little area, but you can pick up a few things
here. First off, you can learn Toad Song, which will come in handy a bit 
later, from the Elf Toads -- they use it if they're alone. Another thing of
note is that you can steal Mythril Swords from the Ice Soldiers. If you're
using Knights or Blue Mages, be sure to swipe a few.

Anyway, as for actual navigation...well, there's really not much to say, as
the first three floors are completely empty...one of those towers where 
every floor looks the same, and all you do is climb up the stairs. Yay. On 
the fourth floor, you'll see a glowing green orb on an altar. This is 
actually the essence of the Ice Queen, Shiva. Walk around the small 
platforms here to reach the 'orb', and when you examine it, you'll be 
challenged to a fight. While you *can* defeat Shiva as soon as you arrive at
Walz, it's quite pointless (you don't even have a Summoner!), and rather
difficult, so I strongly suggest against trying until you return from Karnak
with Fire2, a better set of jobs, and a Summoner who can actually make use 
of this spell. ^_^  Still, if you wanna fight her early on...

- Boss Battle -
Shiva      - Lv: 11   HP: 1500   Weakness: Fire
IceComandr - Lv: 4    HP: 600    Weakness: Fire
IceComandr - Lv: 4    HP: 600    Weakness: Fire
IceComandr - Lv: 4    HP: 600    Weakness: Fire

If you did as I suggested and waited until you got Fire2, this should be 
easy. Just have your mages cast it on all the enemies, and you'll clean up.
If you don't have it, though, things are gonna get interesting... The best 
way to kill Shiva this early is to make all your characters Knights with 
Black Magic. Put everyone in the back row so the soldiers don't damage you
as much. Don't bother healing; just cast Fire on Shiva every turn and ignore
the soldiers. If you go all out, you *should* be able to kill her (it takes 
about 10 hits unless you're at a ridiculous level) before any of your 
characters are in serious danger. At this point, use a few Tonics to heal 
some of the damage you've taken, and then finish off the soldiers with 
either Fire spells or regular attacks. Congratulations; you've just beaten 
Shiva before getting the second set of jobs, and you don't really have 
anything to show for it. =P

Once you defeat her, you'll get the Shiva spell. Now instead of climbing all
the way back down the tower, take the door just below the altar for a quick 
exit. And... that's it.

--- "Wizard of Thunder" ---

By now, you've probably noticed a lone dot in the northwest part of the 
world map... Well, now that you have a way of crossing the ocean, you can
find out just what it is. To reach it by ship, sail south from Jacohl until
you reach the end of the continent, then sail around it and head back north.
Eventually, you'll come to said location: Easterly Village. (If you have the
Black Chocobo or the Airship, though, just fly here. =P)

- Easterly Village -
Treasures: Toad (Black Magic), Love Song (Song), Ramuh (Summon Magic)

To be truthful, there's surprisingly little in this village. The armor shop
sells special magic rings that block certain elements and status ailments, 
but at 50000 GP each, it's highly unlikely you can afford them now... The
*real* reason to come all the way to this remote village is that there're
three new spells you can get here. They're all somewhat hidden, but the 
people in town give you clues to finding them if you're paying attention. 
The little girl wandering around near the armor shop says she found 
something cool near the flowerbed, which is actually a clue to finding the
first of the spells. The flowerbed she's talking about, the one behind the
armor shop, however, doesn't seem to have anything to examine... Don't give 
up, though, as if you walk around it for a while, a frog will eventually 
jump out and run off, dropping the Toad spell in the process. =P   After 
getting the spell, head over to the east side of town. The old woman near 
the magic shop mentions a monster disguised as an old man living in the 
nearby forests. This is a clue to finding another spell, but you'll have to 
leave town to find it, and you're not finished here yet. Anyway, head north 
to the sheep pen and talk to the girl there. She warns you not to bother the
sheep in the upper left corner of the pen, but since she's actually given 
you a clue to the last spell here, don't heed her warning. If you talk to 
this particular sheep from behind, it'll kick you over the fence, where you
can learn Love Song from the minstrel. 

Well, that's everything that you can find *in* the town, but there's still
something else here... Remember the old woman who mentioned a monster 
disguised as an old man that lives in the forest? Well, that's not a rumor.
Wander around the forest outside of town for a while, and eventually, you'll
be attacked by this "monster"...Ramuh!

- Boss Battle -
Ramuh - Lv: 21   HP: 4000

There's nothing too overly special about this battle. Ramuh will probably 
open with Flash, and he can use Bolt2, which does about 350 damage to a 
single character, and Shock, which is different from Liquid Flame's attack;
this one hits a single character for moderate lightning damage. He can also 
use Thunder, which is basically a lightning-elemental version of Blaze, but 
it's pretty rare. Now for your strategy. Well, even though the game doesn't
specifically say so, Ramuh seems weak against water, so use Aqua Rake (if 
you have it) for about 700 damage. Aside from that, though, just attack 
physically. If you wanna get really cheap here, wait until you're on level
21 before fighting him (which I was at the time), and use Gob Punch on him 
for 4500+ damage. There, you just beat Ramuh in one hit. =P  When you win, 
you'll get 3 ABP, and a "Ramuh" item. Use this on the sub-screen to learn 
the Summon spell of the same name.

Now that you have Ramuh, you've gotten all the spells from this area.
However, I think it worth mentioning that this area is a *great* place to 
gain Exp and ABP. On the plains, you'll fight groups of five BlackFlames.
These guys yield 800+ GP, 300+ Exp, and 3 ABP. Furthermore, they're *really*
easy to defeat -- just use your new Ramuh summon on them, and bang, they're 
all dead! Oh yeah, you can also learn Blue Magic "Black Shock" from 
BlackFlames. In the forests, you'll mostly fight single Mithril Dragons. 
These guys aren't worth much, but occasionally, you'll come across a group 
of five dinosaur-like MiniDragons. While they're somewhat difficult to 
defeat, you'll get 1125 Exp if you win! They have a high evade rate, high 
defense, and resist most magic, though, but cast Aqua Rake twice, and you 
should be able to wipe them out. 

--- "Hometown Memories" ---

You may or may not have seen it while you were there early on, but there's
a small forested village north of the Wind Shrine that's completely 
surrounded by mountains. Now that you have the Black Chocobo, you can reach
this elusive location: Bartz's hometown, Rikks.

- Rikks -
Treasures: TemptSong (Song)

As far as items go, there isn't much to offer in this small village. The 
real purpose of coming here is to learn some background info on Bartz. Talk
to the guy who looks like a scholar in the center of town, and there'll be
a short flashback explaining Bartz's fear of heights. Examining the music 
box in Bartz's former house (the one on the far left above the inn) leads to
another flashback, this one of the death of Stella, Bartz's mother. After
seeing it, talk to the bard who now lives there, and he'll teach you 
TemptSong. Finally, staying at the inn (which is free) results in another
scene, where Bartz and Faris talk about Drogan and Stella (Bartz's parents).
The only other things of note in this town are that it's the only place in
the first world that sells Shurikens and "Skills", and that the item shop's 
prices are half that of normal. Stock up while you have the chance, since 
you won't always have access to the village.

--- "Jacohl Cave" ---

The reward for this sub-quest isn't all that great, but it's easy enough to
get. Anytime after getting the Fire-powered Ship, you can reach a small cave
by heading north from Jacohl; the aptly-named Jacohl Cave. =P

- Jacohl Cave -
Treasures: Tent, Shuriken, Shock Whip

The cave itself is pretty small, but there're a few weird puzzles here...
First, head down and flip the lower skull switch, which moves the wall to 
the left aside. It also seals the entrance to the cave, but if you wanna
leave, flip the switch near the door to re-open it and return the wall to 
its original position. Anyhow, with the wall out of the way, you can 
proceed to the south, where you'll come across a wall covered with skull
switches. You've probably noticed that none of them seem to do anything...
That's because all but one of the switches is an illusion. =P   To find out
which is the real one, stand in the hall for a couple seconds, and all but
that one will disappear; its location changes everytime you enter, though,
so I can't tell you which one it is. After locating the real switch, flip 
it, and the wall will slide back to the left, allowing you to reach the door
on the right. (Just for the record, should you desire to leave the cave at 
this point, flip the skull switch *on* the sliding wall and it'll move 
over.) It's locked, but can be opened by flipping the switch hidden inside 
the opened chest next to it.

In the next room, ignore that opened chest, and continue up until you reach
a fork in the road. Head left first, which branches off to two more paths,
each containing a chest (Tent in the lower one, Shuriken in the upper one). 
After getting both of them, return to the crossroad and head north, then
south again when the path allows it. The chest here contains a powerful 
Shock Whip, but if you released Lone Wolf from Walz Castle's prison, all 
that'll be here is a note saying the treasure "was taken by Lone Wolf, the
pickpocket"... Also, this is another one of those weird chests that closes 
if you leave the room, and is "empty" if you re-open it. Well, you've 
cleared out the cave, so you can just leave if you'd like. I think it worth 
mentioning, though, that if you head north from the chest with the Shock
Whip, you'll come to a cliff which you can climb. While it just leads to a
dead end in the mountains now, it'll be important much later on, so 
remember this.

Aside from the few chests, it's also noteworthy that this is a decent place
to gain ABP in the first world. The Nut Eaters are really easy to defeat, 
and give 2 ABP. The SkullEaters are dangerous, though...they usually run
away immediately, and you still gain 5 ABP, but if they attack, expect to
lose more than 1000 HP. Also, they have a high defense, and only "Earth" and
"Critt" attacks seem to damage them. (Well, Blow Fish does, too.) You can 
also Control/Confuse them and make them attack themselves, or give everyone 
the Guard ability and just use it until they run away. =P

%%%Second World%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

--- "Female Chocobos and Summon Monsters" ---

Just a simple little sub-quest you can do anytime after getting the 
submarine. While underwater, check the map, and head for the dot furthest to
the northwest, which is a small cave. 

- Undersea Tunnel -
Treasures: None

This is just a small tunnel leading to the surface. The path is straight-
forward, and there're no chests or anything. Just make your way to the exit
on the right side of the cave. Oh, and watch out for the monsters here --
they're quite strong.

Anyway, after exiting the cave, you'll be back outside on the world map, in 
that small forested area in the northwest, which is surrounded completely by
mountains. You may have seen place before while flying around on the dragon,
but previously, there was no way in. Since you're here now, you might as 
well have a look around! The small circular forest in the immediate south is
home to a chocobo, but unfortunately, it's a female, which Bartz says you're
unable to ride. Bah. Like a lot of "useless" stuff in this game, this bird 
has its role, but you can't do anything with it now.

Well, this may have seemed like a waste of time so far, but there *is* a 
better reason for coming here. Remember Ramuh? Yep. Same story here. Wander 
around the forest, and eventually, you'll get attacked by a strange "cyclops
bull" called Shoat...

- Boss Battle -
Shoat - Lv: 38   HP: 5000

This is a pretty easy battle overall. Shoat's only attacks appear to be a
physical attack, which does ~200 damage, and Drain, which does about 500 
damage. Since he has no strengths and fairly low HP, anything will work on
him, but watch out, as when he's attacked physically, Shoat will counter 
with Demon Eye, which has a high chance of petrifying the target. This can
be remedied by carrying a bunch of Softs, but if you're worried about it,
you might wanna bring a Dancer in this battle, equipped with a Ribbon. 
Anyhow, when you win, you'll get 3 ABP, and the "Shoat" item, which like the
"Ramuh" and "Golem" items, permanently teaches you the respective summon 
spell when used as an item.

After defeating Shoat, you're done here. Head back through the tunnel, and
move on.

--- "Gilgame's Hoard" ---

This side quest is *very* annoying, and all you get out of it is money, so
feel free to skip it. If you're feeling foolhardy though, go ahead and 
try... Make sure you have Float, though.

Go into the cave near the Big Bridge. The enemies here have the powerful 
Earthquake spell; cast Float before you come in so it can't harm you. 
Anyways, the straightforward path in the cave just connects the two 
entrances, but there's a slightly hidden side route near the West entrance. 
If you follow this route, you'll come to a doorway; now comes the annoying 
part. Once you go through that doorway, every step you take will give you 
money. The first step gives you 10 GP, (whoopee...) then 20, then 40, then 
80, and so on, doubling each step up to 40960 on the last step. (That's 
81910 GP in total. =P) Okay, that part's not annoying. What *is* annoying is
that every few steps, you'll have to fight a *very* strong monster called 
Gilgame! (Hence the name of this side quest. =P)

- Boss Battle -
Gilgame - Lv: 51   HP: 32768   Weakness: Ice

Just looking at this guy's HP should give you a hint about how long this 
fight is going to take, especially with his high defense and evade. The 
fact that he does *strong* damage with every hit and his "Turtle" 
counterattack hits twice (and can cause Poison and Blind) doesn't help,
either. What's more, the usually powerful $toss won't hurt him at all. (Not 
that it'd really be worth it, since the only reason to come here is for 
money... =P) The fastest way to kill them is to bring someone with the 
Summon command and have them cast Golem; while Gilgame hits so many times 
that Golem will usually be gone within two rounds, this saves a *lot* of 
time because you don't have to worry about healing. It's a good idea to cast
Protes on everyone; I don't know if this will make Golem last any longer, 
but at least it means you won't take as much damage if Gilgame hits you 
while it's down. Haste2 is a good idea, as well. To damage him, the best 
method I've found is to cast Ice 3 with an Ice Rod equipped; this will do 
around 3500 damage if your levels are in the mid-30s, which means you can 
kill it in 10 hits. This probably goes without saying, but be sure that your
main magic user has a HairOrnament. When Gilgame dies, he uses Earthquake, 
which will almost definitely kill you unless you're floating. If anyone dies
in the battle, be sure to re-cast Float after reviving them. Defeating 
Gilgame gives you 5 ABP and 5000 GP, and the satisfaction of beating the 
damn thing! Of course, the last part is short-lived, as you'll fight another
one a few steps later... Bleah. =P

After beating a Gilgame, be sure to heal up for the next one. And once you 
get the 40960 GP, cast Telepo and get out of there; there's one more step
afterwards, but there's no GP on it, and you *still* might fight Gilgame.
(Believe me, I found this out the hard way. =P)  Expect to fight 3 or 4 of
them, though if you're *really* lucky, you might get away with only two
battles. However, it takes around 8-10 Ethers to recover your MP after
beating one, so you probably won't be showing a profit after this. =P  In
other words, this sidequest isn't very rewarding; the only reason to do it
is if you want a challenge or you want to be thorough.

%%%Third World%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

--- "Odds and Ends" ---

There're a lot of assorted little things you can do in the third world once
you have the airship. None of these are major enough to deserve their own
section, so I'm just summarizing them here.

- You'll probably have noticed that neither of your dragons are around. If
  you want one, simply return to the dragon tower at Val Castle talk to the
  dragon. You'll be asked if you want to ride it. Say yes. There, you just 
  got your dragon back. =P  Of course, the airship, black chocobo, and even
  Boko are better than a dragon at this point, but it's there if you want 
  it. =P

- Return to Crescent Town and play the piano at the bard's house. If you've
  played all the pianos in the first and second worlds, the bard will teach
  you Power Song. If you've played *all* the pianos around the world, which
  includes the one in Mirage Town (see the "Mirages" sub-quest), the bard 
  will also teach you LVL Song. So where *are* all the pianos? They're all
  noted in the FAQ, and none of the towns that get sucked into the Void have
  a piano in them, but if you don't feel like searching for them, here's a
  quick rundown of where they all are: Tule, Kerwin, Karnak, Jacohl, 
  Crescent Town, Lugor, Moore Village, and Mirage Village. 

- Remember that little girl in Lugor Bordertown that said she lost her 
  ribbon? Apparently, she's since found it, and will give it to you if you
  talk to her from behind the counter. Yes, it's a Ribbon.

- If you return to the Pirates' Cave, there'll be a short scene where the
  spirit of Faris's old friend Hydra shows up. After a bit of dialogue, he
  disappears, and you get the powerful Hydra summon spell, courtesy of 
  Krile's amazing sea serpent language skills. ^_^

- With Boko's help, you can get a neat item from Easterly Falls, but it 
  takes a bit of running around. From Gill's Cave, which is where you more
  than likely left him, ride Boko back towards Tule, up past Kuza Castle and
  Lugor Bordertown, across the plains to the west, and into the northern
  part of the Karnak Region (if there's a small square-shaped lake with 
  rivers leading into the ocean nearby, you're in the right place). Here,
  walk through the winding mountain rivers, and you'll eventually come to 
  the top of Easterly Falls. Walk to the center of the falls to enter a 
  small hidden area, which is basically just a close-up of the top of the 
  falls. Here, examine the waterfall directly below you, and you'll get the 
  Magic Lamp. When used in battle, it uses a summon spell; first it summons
  Bahamut, then the summon cast gets progressively weaker each time you use
  it. Recharge it, and it starts back at Bahamut. See "The Great Sea Trench"
  for how to recharge it. Also, once you have the lamp, the falls will act
  as a healing spring.

- Are you a brave warrior who fights every battle, or are you a coward who
  escapes a lot? Well, in this case, it doesn't matter, as both of you types
  can profit from this. Remember that locked door at Moore Village? It's now
  opened, and going through the small house leads to an invisible path in 
  the surrounding forest. Not even the thief's "Secret" ability will let you
  see the actual path here, so just feel your way around, and eventually 
  you'll come to a small clearing (which is also invisible, and appears when
  you enter it). Here, an old man tells you that you can take one of the two
  nearby boxes: The one on the left if you're brave, and the one on the 
  right if you're a coward. Taking the box on the left gets you the Brave
  Blade, which is an incredibly powerful sword, but decreases in power every
  time you run from battle. Taking the box on the right gets you the Chicken
  Knife, a weak dagger with the exact opposite effect of the Brave Blade: it
  gets *stronger* as you run away. Either way, though, you're only allowed
  to take one item, then the clearing disappears. So what should you take?
  Well, if you haven't run very much (or at all), take the Brave Blade. It
  should be stronger than Excalibur and possibly even Ragnarok. If you 
  prefer to run from battles, though, take the Chicken Knife. It's really a
  matter of preference.

- Even if you managed to get most of the Blue Magic, you probably still have
  a blank spot at the bottom of your list of spells. That's because only one
  enemy can use this elusive skill, and it's well-hidden. Begin your search
  by flying to the ocean north of where Walz was, and landing on the water.
  There're a lot of different types of enemies here, but the one that can 
  use the spell you're looking for can only be found in the northeastern tip
  of the ocean, where the mountains are. Usually, you'll fight wussy first 
  world sea monsters here (Fins, Cybis, Thunderpit, etc.), but after a while
  (and it probably *will* take a while, as it's pretty rare), you should 
  come across a Stingray. If you control this monster, you can force it to
  cast "Guardian" (aka Big Guard or Mighty Guard) on your team, which your
  Blue Mages can learn afterwards! If you've played any other recent Final 
  Fantasy game, you should know the value of this spell. It casts Protes, 
  Shell, and Float on your entire team, and I can pretty much guarantee that
  it *will* save your life many times! Be sure to get this spell as soon as 

- Well, this really isn't a sub-quest, but I didn't know where else to put
  it, since it doesn't fit in with the "other stuff" section. Once you have
  the submarine, you can find a small underwater cave near the hook-shaped 
  peninsula south of Karnak. Inside, you'll meet a strange old man who says 
  he's "your psychic friend", and that he knows know why you're on this 
  journey. He then asks if you'd like to hear what he knows about you. Say
  Yes, and a box will appear showing the number of battles you've fought, 
  the number of monsters you've defeated, the average Exp. per character, 
  the number of treasures you've found, and the number of times you've saved
  your game. Of course, this is all trivial info, but it's sorta interesting
  nonetheless. ;)  

--- "Mirages" ---

When the two worlds split 1000 years ago, a town was trapped in the N-Zone.
Since this realm of ancient demons has returned to the real world, so too
has this town. However, it's not actually on the world map, and you find it 
in a very weird way. Head for the small lone forest at about the middle of 
the long, thin strip of land near the southern part of the world (it's far 
to the east of Crescent Town, to be exact), and wander around for a bit, as 
if trying to fight random battles. After a while (it shouldn't take very 
long), you'll be pulled into what appears to be a random battle, but will 
instead end up in the town! (This is *very* obvious on the PSX version. The
battle scene changer was changed to a swirling effect, but the effect shown
when you enter Mirage Village was left as the battle scene changer from the
original SNES version. If that made any sense.)

- Mirage Village -
Treasures: Thief Knife, Mirage Vest

So what exactly is *in* this strange town? Well, there're a couple useful
items you can pick up, but the real purpose of coming here is probably the
the shops, which sell some of the best weapons, items, and spells in the 
entire game! In each of them, there're actually two shopkeepers, both of who
sell different items. The first set of shops are in plain sight, but the 
second ones generally take a bit of searching to find. Here's a rundown of
what's available:

* Item Shop:
Both item shops are actually located in the same place: the second floor of
the inn. No need for any searching here. The items sold here are common, but
it's worth mentioning that you can buy Elixirs here. Of course, at 50000 GP
each, you probably won't go crazy buying them, but they're here if you need

* Weapon Shop:
The main weapon shop sells powerful equipment. There's nothing especially
worth commenting on, but you may find some of it useful. The secret weapon
shop is fairly easy to find, but I'll cover exactly where it is in a second.
You can buy ninja items here, including MagiShurikens and Double Lances. 

* Armor Shop:
The Crystal stuff sold in the main shop is the best buyable equipment in the
game, and the assorted robes are great for mages. The secret store is a bit
tricky to find. There's a secret passage in this room, but it's a dead end,
so just ignore it. Instead, examine the lone crate in this room, which 
causes part of the shop counter to slide back. Go behind it, and follow the
secret passage through to the next shop, which sells expensive accessories
that stop certain elements and status ailments. (The same stuff sold at
Easterly Village.)

* Magic Shop:
If you missed any of the low-level magic scattered throughout the game, such
as the summon spells sold at Walz, you can buy them at the main shop. The
secret shop, which can be found by walking around to the back of the left
side of the building, sells some of the highest-level spells for each of the
three basic catagories. Truth be known, though, of these, Arise is the only
one I've gotten much use out of, but if you've got the cash, you may as well
buy them all. 

Ok, that's it for the shops, but there's still some stuff here. If you go 
into the pub, you'll notice a door behind the counter; it's an alternate
entrance. You can get into it from the north side of the pub. (Obviously,
you won't be able to see it, but it's easy enough to find.) Aside from the
shops, all the hidden stuff in the village is found through this door, so
go through it!

For starters, see that line of barrels near the counter? Check the second
barrel from the bottom for a Thief Knife, a cool weapon that lets you 
randomly steal while attacking. Now go downstairs. A guy here says he'll 
give you something good if you go around the world by Chocobo. To do this,
go back to where you left Boko, head off in one direction, and keep going 
until you get back to your starting point. Now go back to the guy in Mirage.
He'll be surprised that you actually did it, and gives you a Mirage Vest. If
you talk to him after this, he gives you a clue about the Magic Lamp.

There's still more, though. Go past this guy and you'll be outside again.
Keep going to reach the entrance to another building. There's a healing
pot inside; just past it is a staircase. At the bottom is a door, but when 
you open it, the screen just turns blue for a second, then the door closes
again. Ignore this, and go past the door to the right side. Go up the 
stairs to find the second weapon shop.

Go back downstairs, and head left. Instead of going back up the way you 
came, though, keep going left into the wall. You'll see another stairway,
but just ignore it for now and go left into the wall again. You'll find a 
piano! This is the last one, so you should be Piano Master now. If not, go 
back to the other towns and find the one you missed. Anyways, remember that 
staircase I told you to ignore a minute ago? Go up it to find your Black 
Chocobo! Talk to it, and you'll fly out of the village. That's it!

With your Black Chocobo, you're now able to reach the desert in the 
northeast. It may be a bit early, but there're two sub-quests there you can
try at any point. ("The Eternal Phoenix's Flame", and "King of the Dragons")

--- "Cave to the Locked Basement" ---

Remember Jacohl Cave back in the first world? The north exit seemed to lead
nowhere. Remember the basement of Val Castle? There was no way to open that
locked door. Now that the two worlds have merged, both of these "pointless" 
areas have a use. 

To start this quest, go to Jacohl Cave, which is now just west of Val. I've 
already done a walkthrough of this area back in the first world, so it'd be
sorta pointless to do another one. See the "Jacohl Cave" subquest (above) if
you need any help here. Just head for the north cliffside exit, and climb 
up. Since the exit on the world map was covered up by Val Castle, you'll 
come out in a different place...behind the door in the locked basement! 

- Val's Basement -
Treasures: Odin (Summon Magic)

This place is in pretty bad shape...the pillars have fallen over, and
there're numerous cracks in the ground. In other words, the state of 
disrepair has caused this place to conveniently become a maze. Fun. ^_^ 
Thankfully, it's easy enough to find yout way through here, so I won't
bother saying much else. Before doing any actual exploration here, however, 
I suggest going upstairs and saving your game. (Don't worry about the door. 
You can unlock it from behind, and once it's opened, it stays that way for 
the rest of the game.) 

Anyway, at the far north end of the basement maze, you'll come across a now
familiar sight: a green "Summon Orb". Examine it; the summon monster speaks,
asking if you want to challenge him, and that he'll give you only one minute
to defeat him if you accept. Say yes, and you'll be asked you if you're 
really sure about this. Say yes again, and you'll enter battle. 

- Boss Battle -
Odin - Lv: 2   HP: 17000

The toughest thing about this battle is that you have only one minute to 
win. There's not much to say here, other than to use your most powerful 
attacks and keep hitting him; $toss is extremely good here. A note: You can 
steal a Protect Ring from Odin, but this is *very* hard due to the time 
limit. If you're going to try this, you will *definitely* want everyone to 
have $toss so you have enough time to kill him after stealing. Also, set the
battle and message speeds to the fastest settings to save time. If you don't 
steal successfully by the 30-second mark or so, you might as well give up. 
If you *really* want it, reset and try again; otherwise, just $toss him to 

It might take a couple of tries, but when you emerge victorious, you'll 
receive the powerful "Odin" summon spell. This particular version of the 
familiar Final Fantasy Eidolon/Esper/GF/Whatever seems to have a slightly
different effect. Its main attack, VengSwrd, instantly kills all enemies,
but if the enemy is immune to instant death, Odin will instead use Javelin,
a non-elemental attack against a single enemy. This sounds like the version 
used in FF7, but I've noticed that on rare occasions, Odin will sometimes 
use Javelin even if he *can* kill the enemies with VengSwrd. I'm really not 
sure why this happens, but don't worry, I've never seen him attempt to use
VengSwrd on a boss. ^_^

Anyhow, after you've gotten the Odin spell, you're finished here (unless you
want to build up more ABP fighting the RockStatues down here), so head out.

--- "The Lost Shard" ---

Do you remember a long time ago, when the Water Crystal shattered, there was
one shard that you had to leave behind because you couldn't reach it? Well, 
now that you have the submarine, you can go back and claim it! While 
underwater, check the world map, and you should see a dot in the sea north 
of where Walz used to be. This is where Walz Tower, which is still fully
intact, ended up after it sank. Sail over it to enter. 

- Walz Tower -
Treasures: None

Since the tower is completely filled with water, you obviously can't stay
here forever. Upon entering, Bartz will freak out and start gasping for 
breath, then says that he can only stay down here for about seven minutes or
so. (Seven minutes? O_o  Most people can't stay underwater for more than 
*one* minute! He must have some powerful lungs. =P) With that, a timer 
appears for the said amount of time, and you'll regain control. Unlike the 
last major timed area (Karnak Castle), you *can* take advantage of a thief's
extra running speed here, so having one in the team will help out here. Just
be careful, as there *are* monsters here. They appear to be nameless 
'shadows' of various enemies you've encountered here and there. They're not
that difficult, though; they mainly seem to be here to learn Blue Magic 
from. If you've missed any Blue spells, take advantage of this. =P

Anyway, aside from the fact that you start at the *top* this time, Walz 
Tower is exactly the same as it was when you first came here. It's fairly
linear, and there aren't any treasures here, so just head straight down. 
Along the way, you'll see a closed chest that you can reach by climbing up 
the hard-to-see vine on the pillar in the room below it. There's no treasure 
inside, but it you open it, your air will be replenished, and the timer will
reset to seven minutes. At the very bottom of the tower, where the entrance
used to be, you'll find the missing crystal shard. Of course, just allowing
you to take it and run would be no fun, so as you go to pick it up, a voice 
speaks out. It says that the crystal shard gives him great power, then asks
you if you're willing to challenge him for it. It'd be a waste of time to
have come all the way down here just to run away, so accept the challenge.

- Boss Battle -
Gogo - Lv: 77   HP: ????   Weakness: Water

You'll need a couple minutes to spare on your timer, but this battle is 
easy. At the start of the fight, Gogo (and yes, this *does* seem to be the
same character from FF6) says that he'll mimic all your moves, and that if 
you want to beat him, you'll have to mimic *his* moves. This may sound like 
a game of Simon Says, but the thing is...Gogo doesn't *do* anything! 
Therefore, to complete this challenge, you have to do the same thing he 
does... Absolutely nothing! =P  After a couple minutes, Gogo says you 
succeeded, then casts X-zone on himself. You win the battle, earning a 
whopping 50 ABP in the process!

Following the "battle", the crystal shard will *finally* come into your
possession, and with it, you'll be able to use the Mime job. Time is still
ticking away, however, so hurry up and get out of that tower! Telepo works,
so use it for a quick exit. =P

--- "The Eternal Phoenix's Flame" ---

Once you have the Black Chocobo, fly straight south from Mirage Village. 
You'll soon come to a vast desert, with a patch of forest in it. Land in the
forest, then make your way to the southwestern corner to find a tower. The 
enemies in the desert are rather strong; they're the same as the enemies in 
the first section of the N-Zone, though, so the same strategies will work 

- Phoenix Tower -
Treasures: Phoenix Down x4, 5000 GP, 10000 GP, 15000 GP, 20000 GP, 25000 GP,
           Ab Splitter, Phoenix (Summon Magic)

When you enter the tower, you might be stumped; it looks like there's no way
up. There is, though; walk up to the wall just above the entrance, go left a
space, and examine the wall in front of you to reveal a stairway. You can 
also try examining the wall on the right, but if you do, you'll be dragged 
into a fight with a strong enemy, and you won't be able to run away. This is
the general pattern for most of the floors of this tower; there are two 
sections of wall to examine, and if you examine the wrong one, you'll get 
into a fight. I'll split the tower up into groups of five floors; on every 
fifth floor is a treasure room, which I'll get to in a minute.

But first... The enemies. They're not all that difficult, but they're 
noteworthy for two reasons. First, you can learn several Blue Magics from
them; if you control the Disablers or Sherries, in fact, three of their
commands are Blue Magics. =P  Also, the Serpentinas will cast Roulette, but
it's not in their Control list, so you'll have to wait for them to use it
(and hope it hits someone with Learning). The second thing to note about the 
enemies is that you can steal some *very* good items from them. The 
Disablers have Wall Rings and Ribbons, the Sherries have Red Shoes and Elf
Cloaks, and the Serpentinas have Prism Dresses and Coral Rings. That's about
all there is to say about the enemies, so let's get back to the tower. =P

Floors 1-5: I covered the first floor a minute ago, and the stairs are 
clearly visible on the second, so there's nothing to say. =P  On the third
floor, examine the left section of the wall to go up without fighting; on
the fourth floor, take the right side. On the fifth floor is the first 
treasure room; there's two pots here. The pot on the left has 5000 GP, while
the pot on the right conatins a monster: Magic Pot. It keeps asking for 
Elixirs; keep giving them to it until it escapes. When it does, you'll get a
*very* nice 100 ABP. Then you'll get the treasure from the pot: a Phoenix 
Down. Joy. =P  As you can probably tell, the ABP is a bigger deal than the 
treasure. =P  Incidentally, the Magic Pots are *extremely* hard to steal 
from, and all you get from doing so is a Potion, so... don't bother. =P  Go 

Floors 6-10: The stairs on floor 6 are clearly visible, so go up. On floor 
7, the left side takes you upstairs without a fight; on floor 8, take the 
left side again, and take the right side on floor 9. The tower sticks to 
this pattern until floor 20, so remember it. =P  The tenth floor is another 
treasure room, with the same layout as Floor 5; the pot on the left side has
10000 GP, and the pot on the right is another Magic Pot. Defeat it, and 
you'll get a Phoenix Down.

Floors 11-15: Floors 11-14 are exactly the same as 6-9. Floor 15 is another
treasure room. This time, the *left* pot contains the Magic Pot (and a 
Phoenix Down), while the one on the right has 15000 GP. Go upstairs.

Floors 16-20: Floors 16-19 are the same as 6-9 and 11-14. Floor 20 is...
yep, you guessed it, another treasure room. The Magic Pot and Phoenix Down
are back on the right, and the pot to the left contains 20000 GP. Noticing a
trend yet? =P  Go up.

Floors 21-25: Okay... on Floor 22, the *right* side is the way to go. Other
than that, 21-24 are just like the other sets of intermediate floors, and
Floor 25 is another treasure room, with 25000 GP in the pot on the right, 
and a Magic Pot on the left. This time, though, you'll win an Ab Splitter, a
decent bow, from it. Time to go up some more...

Floors 26-30: Take the left wall on Floor 26, left on 27, right on 28.
On Floor 29, there's another wall. Examine the very center of it to find a
stairway leading to Floor 30... Be warned, you may still get attacked when
you open it. Surprisingly, Floor 30 *isn't* a treasure room, but the top of
the tower!

At the top of the tower, find a dragon, and after a long flashback to 
Reina's youth, you'll get the Phoenix summon, courtesy of Krile's amazing 
dragon language skills (has this become a running gag yet? =P) When prompted
with the question during the flashback, it doesn't matter what you answer; 
you'll get Phoenix either way. You're restored to full now, but even so...
get the heck out of there! =P

--- "King of the Dragons" ---

There's more to the big desert than just the Phoenix Tower. In the northern
section, you'll find a mountain; however, it's a *long* walk from the
forest. You may want to use a few Tents/Cottages on the way. Anyways, this
is North Mountain, where you got your dragon waaaaaayyyy back in the first 

- North Mountain -
Treasures: Bahamut (Summon Magic)

The layout of the mountain hasn't changed at all, and neither have the
enemies. So you shouldn't have any trouble getting through here. =P Use the
Save Point when you get to it, and you'll reach the top of the mountain
shortly after. Bahamut appears, and challenges you to a fight.

- Boss Battle -
Bahamut - Lv: 99   HP: 40000

This guy is *tough*. At the start of the battle, cast Guardian to cut down
on the damage done by Mega Flare. Even with Shell up, Mega Flare will 
*still* hit your team for over 1000 damage, so you'd better have someone 
with Cure 3. Haste 2 will be important, as well; if you don't have it up, 
you might get hit by a second Mega Flare before you get a chance to heal. 
Offensively, use whatever you've got! Holy, Flare, Meteo, L.3 Flare, Flare 
Sword, Odin, $toss, Jump, Store and Throw are all very good attacks here. 
Basically, just hit him with all your big attacks! On a side note, he can 
use Aqua Rake, but you probably already have it, and there are easier ways 
to learn it if you don't. =P  As long as you can use Guardian, Haste 2, and 
Cure 3, you should be fine. If you *don't* have any of those spells, get 
them. =P  When you defeat Bahamut, you'll get 25 ABP, and possibly a Dragon
Fang; you can also steal a Dragon Fang during the battle. However, these are
easy enough to get at Dragon Valley, so don't make a big fuss over getting 
them here. =P

After you defeat Bahamut, you'll get him as a summon spell. And a very good
one, at that. =P  That's it for this place, so just teleport out (yeah, it's
easy, but why waste time? =P) and make your way back through the desert to 
your Chocobo so you can get the heck out of here.

--- "The Ultimate Battles" ---

Are you ready for a challenge? If you answered 'yes' to that question, then
you might just be ready to take on Omega and Shinryu, FF5's two optional
bosses. These two are far stronger than Neo X-Death, and will easily kill an
unprepared team. In order to stand a chance against them, you'll probably
need the following:

- Very high levels (at least 48). It's essential that your max HP at least
  exceeds 3000, and you won't have time to use Giant Drinks.
- As many jobs mastered as possible. If you have the time and patience, you
  may want to master them all. If not, at *least* have everyone master the 
  Ninja job so you can equip two weapons. When you're satisfied, turn your 
  characters into either Travelers or Mimes in order to take advantage of 
  their high stats, their (or rather, the Traveler's) ability to equip 
  anything, and the fact that they can set more than one command. 
- The Guardian spell. If you don't have it, you'll literally have no chance
  of victory. Haste2 is also *extremely* useful.
- The Sorcerer's Bolt3 Sword. Make sure the same person also has 2-swords 
  and Sshot. (In other words, have the same person master Sorcerer, Ninja, 
  and Hunter.) This is only necessary for Omega, however.
- Four Coral Rings. Shinryu opens with an obscenely powerful Tidal Wave that
  does over 7000 damage to your entire team. These will let you survive it.
  You can buy them in Mirage Village for 50000 GP each.
- As many Dragon Lances as you can get. While not *essential*, these weapons
  do about 5000 damage per hit to Shinryu, which helps greatly. You can 
  steal them from Crystal Dragons sometimes.

A good general setup for fighting Omega is to give one person Sword Magic, 
Sshot, and have him/her equip the Brave Blade and the Excalibur. Another 
person should have Blue Magic and the Masamune, so you'll move first, and
can cast Guardian right off. The third person should have Time Magic. 
Considering how fast Omega is, Haste2 is *very* useful. Return also helps in
case you need to start over, since you can't run from this battle. The last 
character should have White Magic (at level 6), as well as Redx2. (Yes, that
means you'll have to master a Red Mage.) 

Against Shinryu, ditch the Excalibur and Holy Lance in favor of Dragon 
Lances. Shinryu absorbs Holy attacks, so those weapons will do little good,
while the Dragon Lances do *more* damage to him. Otherwise, the same basic
setup also applies. Shinryu is *far* stronger than Omega, however, so you
may want to consider using an extra healer. Jump is also a nice alternative,
since most of the fighting will probably be done with spears. You can run
from Shinryu, so you won't need Return, but keep the time magic anyway, just
for Haste2 and possibly Meteo. Also, you'll *need* to equip those Coral 
Rings, or you more than likely won't survive Shinryu's first attack.

Anyway, after the preperations have been made...it's time to fight! Omega is
the little robot that looks like a MechaHead wandering around the cliff just
outside the save point room in the "Dark Cave" section of the N-Zone. Walk 
into him, and the battle begins.

- Boss Battle -
Omega - Lv: 119   HP: <60000>   Weakness: Bolt

Don't let the normal battle music fool you -- this 'bot is no lightweight.
For his very first attack, Omega will probably either use Beam Cannon for 
about 1800 damage to your entire team (and this ignores defense, including 
Guardian) or Delta Attack, which petrifies a character (and which I've never
seen fail). If he petrifies anyone except the one with Time Magic, you might
just wanna cast Return. Surprisingly, the damage you take from Beam Cannon 
isn't as bad as being petrified here. ^_^  Omega's other attacks consist of
Atomic Ray, which does about 2600 damage to your entire team (halved by 
Shell), Burn Ray, which does about 1400 damage to one member (also halved by
Shell), Missile (you know what this does), Rainbow Wind, which causes Blind
and Silence to one member (big deal), and, of course, what optional super
boss would be complete without the obligatory single-digit HP attack? Yep, 
Omega can use Maelstrom. He may have other attacks, but these're all I've 
seen. Once you get a chance to move, cast Guardian, Haste2, and use Bolt3 
Sword. After this, you're pretty much set. Omega has inherent reflect status
and absurd defense, so most attacks will either do 0 damage to him or heal 
him. Don't waste time having anyone else attack, just stall for time until 
your "Sword Mage's" next turn comes up, and have him/her unleash Sshot. Each
attack should do between 5000 and 7000 damage, though despite what it may 
seem, this isn't *quite* enough to kill Omega. After the attack sequence 
ends, Omega counters four times by using either Rocket Punch (reduces HP by 
1/3, causes confusion), Mustard Bomb (does damage equal to 1/4 of one 
character's max HP), or Encircle (blows a character out of the battle). If 
he uses the latter on the one with Sshot, you might as well just reset or 
cast Return, because you're probably not gonna win without him/her. If you 
manage to survive the onslaught of counters, a second Sshot will kill Omega.
Your rewards are 50000 GP, 100 ABP, and the Omega Badge, which does little 
more than show that you beat Omega. You also get the satisfaction of knowing
you killed an incredibly powerful monster that even those who sealed Enuo 
couldn't defeat. ^_^

Now for Shinryu... He's a "monster-in-a-box" in a chest near the end of the
crystalline section of the N-Zone. It's directly at the bottom of a flight
of steps. Open it to begin the battle.

- Boss Battle -
Shinryu - Lv: 97   HP: <55000>

Unlike Omega, there's no real "trick" to beating Shinryu...he's just damn 
strong, and you'll have to be stronger! On the first turn, Shinryu uses 
Tidal Wave. This does 7000+ damage to the entire team, though with the Coral
Rings equipped, it *heals* you instead! After this, cast Guardian and Haste2
immediately. Truthfully, I'd hate to see what kind of damage Shinryu does if
you're *not* protected. His Blizzard spell did 2800+ damage to my entire 
team *with* Guardian in effect, so I'm willing to wager that it'd kill an 
unprotected team outright. Shinryu's physical attack is also incredibly 
powerful, having done 2500+ damage to a heavily-armored character who had 
Protect status. He can also use Roulette, which...well...sucks. (And no, he 
can't kill himself with it. ^_^) This is all I've seen him use, but I'm sure
he has other attacks. As for what *you* should do... Just go all out. Use 
Flare, Sshot, Flare Sword, Meteo, Bahamut, whatever. Just avoid Holy 
attacks, which Shinryu absorbs. A character with a mastered white magic 
command, Redx2, and a HairOrnament will be able to take care of most of your
healing, but it's best to keep a second healer on hand in case Shinryu kills
your main one, and Phoenix Downs just aren't gonna cut it, as Shinryu will
probably kill him/her again almost immediately. This battle will take a 
while, but eventually, Shinryu will fall. You won't get any money here, but 
you'll get 100 ABP and the Dragon Seal, which like the Omega Badge, is just 
to prove that you beat Shinryu. Of course, the rewards here are much better,
as you'll obtain Ragnarok, the ultimate sword, from the chest Shinryu was in
after the battle.

If you successfully beat both Shinryu and Omega, then I can pretty much
guarantee that X-Death won't stand a chance against you. ^_^  

(Note: As I said above, these battles were fought using a team that was on
level 50 and had all jobs mastered. If anyone has beaten them with a more
reasonable team, please let me know. Also, since the battles were over 
pretty quickly for me, I'd appreciate it if someone could tell me if 
there're any attacks they can do that I'm unaware of.)

 4. Character Classes
A few words before I start. The job system in FF5 is similar to that of FFT,
but there are many differences also. Instead of gaining JP to buy abilities,
you win ABP (Ability Points) after battles, and you need a certain amount to
gain a job level. Every time you gain a job level, you'll learn a new skill;
these are either Commands (which are denoted by a "!" before the name), or 
Support Abilities. Commands are basic skills that can be selected in battle,
and have a direct effect, such as the Knight's "Guard" and the Thief's 
"Steal" skills. Support abilities are indirect abilities that take effect 
automatically upon setting them. Examples are the Knight's "EqShield", and
the Monk's "HP+10%". Note that a number of jobs have certain support 
abilities inherently, without having to equip them; for instance, a Chemist
will always have the "Medicine" ability, and a Thief will always have Dash. 
These are listed as "Innate Abilities" in the job descriptions below. Each 
job can have one special ability from another job, be it a command, or a 
support ability. The exceptions to this rule are the Traveler, which can 
have two commands, and the Mime, which can use three, but doesn't have the 
default Fight and Item commands. The innate abilities of a mastered job are 
automatically transferred to these two jobs, so these aren't necessary, and 
since Travelers (not Mimes) can equip anything, giving them "EqSword" would 
be kinda useless.

Where obtained: Start with
Innate Skills: All the innate skills of whatever jobs the character has
Can Equip: All

Job Command:
None (Has two free ability slots)

- Job Abilities -

Actually, for a job with no abilities, the Traveler (or 'Bare' as the game 
calls it) isn't really all that bad. Sure, it has no job skills, but because
of that, the traveler can use *two* commands/abilities instead of the usual 
one skill limit. Also, they can equip *anything*! Furthermore, most inherent
job abilities (such as 2-swords and Dash) are automatically passed on to 
this class after the job that possesses these abilities is mastered, making 
them even better. In short, later on in the game, after you've gotten all 
the abilities you want, it's a good idea to revert to this job.

Where obtained: Wind Shrine
Innate Skills: Cover
Can Equip: Swords, Daggers, Shields, Heavy Armor/Helmets

Job Command:
Guard - Reduces damage of physical attacks to 0

- Job Abilities -
               Lv   ABP  Effect
Cover           1    10  Protects near-death allies
!Guard          2    30  Reduces damage of physical attacks to 0
2-handed        3    50  Use weapon in both hands for more damage
EqShield        4   100  Can equip shields regardless of job
EqArmor         5   150  Can equip heavy armor regardless of job
EqSword         6   350  Can equip swords regardless of job

Knights are a pretty basic job. They can equip heavy weapons and armor, have
lots of HP, and have a high defense. The ability to protect weak allies can 
be useful, and their command (Guard) can be quite cheap if used in 
conjunction with a Monk, but I can think of many better jobs than this one. 
They're much better once weapons like Excalibur become available, though,
especially if given Sshot. As far as abilities go, 2-handed is pretty
useful; it doesn't take that long to get (especially compared to 2-swords) 
and is nice for making a strong fighter. Stick this on a Berserker for some 
truly nasty damage. =P

Where obtained: Wind Shrine
Innate Skills: Secret, Dash, Caution
Can Equip: Daggers, Misc. Weapons, Light Armor/Hats

Job Command:
Steal - Steals item from enemy

- Job Abilities -
               Lv   ABP  Effect
Secret          1    10  See hidden passageways
!Flee           2    20  Run away from battles, doesn't work on bosses
Dash            3    30  Run in towns, etc. while holding the circle button
!Steal          4    50  Steals item from enemy
Caution         5    75  Prevents back attacks
!Mug            6   150  Steals item while attacking
Footwork        7   300  Make speed the same as a thief's

Thieves have very high speed, and can steal items from enemies, which can
get you some really good items earlier than normal, and is the only way to 
get others. However, thieves have low HP and defense, meaning they usually 
get killed easily, and they're also fairly weak attackers (unless given the 
Double Lance). Still, given the fact that they have several inherent 
abilities that you'll most likely want to use anyway (Steal, Dash, Secret), 
I suggest using these for as long as possible.

Where obtained: Wind Shrine
Innate skills: Barehand, Counter
Can Equip: Light Armor/Hats

Job Command:
Kick - Physical attack on all enemies

- Job Abilities -
               Lv   ABP  Effect
!Store          1    15  Doubles attack power for the next hit
Barehand        2    30  Fight unarmed as well as a monk
!Chkra          3    45  Restores users HP, Cures Poison and Darkness
Counter         4    60  Automatically counterattacks when hit 
HP+10%          5   100  Raises Max HP by 10%
HP+20%          6   150  Raises Max HP by 20%
HP+30%          7   300  Raises Max HP by 30%

Well, early on, Monks are really good. They have high HP, powerful attacks
(despite being unarmed), and can attack twice. What's more, they get 
criticals fairly often. =P  Their "Kick" ability is useful for clearing out 
large groups of weak enemies, and the "Store" command they gain later is 
*really* powerful. They also get useful Max HP boosting skills. After all I 
just said, you're probably why I said they're good "early on". Well, that's 
because of the fact that they really don't get a whole lot stronger later 
on, doing only about 700+ damage per punch. Sure, most other jobs do about 
1200 damage compared to their total 1400+, but given that Monks seem to have
a naturally low hit rate, you'll probably end up almost always having at 
least one of their punches miss... Store's usefulness diminishes because of 
this same fact, and it's annoying to waste a round charging up only to have 
one or both attacks miss... 

%%%Blue Mage%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Where obtained: Wind Shrine
Innate Skills: Learning
Can Equip: Swords, Daggers, Rods, Shields, Light-to-Moderate Armor/Helmets

Job Command:
Blue - Uses any learned Blue Magics

- Job Abilities -
               Lv   ABP  Effect
!Check          1    10  See enemy's HP and weakness(es)
Learning        2    20  Able to learn Blue Magic even if not a Blue Mage
!Blue           3    70  Use all Blue Magic
!View           4   250  See enemy's Level, HP, weakness(es), and condition

Remember Strago in FF6 and Enemy Skill Materia in FF7? These guys work 
pretty much the same way, the only difference being that the spell has to 
take effect in order for it to be learned. (That is, an enemy using it on 
you isn't enough if it misses.)  Basically, there're a number of spells and 
attacks that are used by the enemies, and if a Blue Mage (or someone with 
the "Learning" ability) gets hit by one of these such spells, they'll learn
it after battle, and will be able to use it at any time. Besides being good 
magic users, Blue Mages also have a fairly high defense and can equip 
some swords. Their HP is surprisingly low, however...even moreso than most
other mages. Try to get them to Level 3 for the Blue ability as soon as you 
can so you can use it with better jobs.

%%%White Mage%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Where obtained: Wind Shrine
Innate Skills: None
Can Equip: Staffs, Light Armor/Hats

Job Command:
White - Can use all White Magic

- Job Abilities -
               Lv   ABP  Effect
!White          1    10  Use Level 1 White Magic regardless of job
!White          2    20  Use Level 2 White Magic regardless of job
!White          3    30  Use Level 3 White Magic regardless of job
!White          4    50  Use Level 4 White Magic regardless of job
!White          5    70  Use Level 5 White Magic regardless of job
!White          6   100  Use Level 6 White Magic regardless of job
MP+10%          7   300  Raises Max MP by 10%

There's not really a kind way to put this, but White Mages are almost 
totally useless in the first world. Sure, they're healers, but neither Cure
or Cure2 really restore enough HP to make them particularly helpful. Their
attack and defense also sucks, so it's not like you're getting a "fighter
that can heal", either. About the only good thing about them then is Raise,
since Phoenix Downs cost so much. Now, in the second world, when Cure3 
becomes available, *that's* when to start using them! Believe me, this spell
is absolutely essential to beating the game! In the third world, they get
even better; Arise, Holy, and Dispel are all great spells, and will all make
life a *lot* easier. Of course, since your White Mages are gonna be cranking
out healing spells like crazy, you might wanna give them Hair Ornaments to 
lower the MP consumption. 

%%%Black Mage%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Where obtained: Wind Shrine
Innate Skills: None
Can Equip: Rods, Daggers, Light Armor/Hats

Job Command:
Black - Can use all Black Magic

- Job Abilities -
               Lv   ABP  Effect
!Black          1    10  Use Level 1 Black Magic regardless of job
!Black          2    20  Use Level 2 Black Magic regardless of job
!Black          3    30  Use Level 3 Black Magic regardless of job
!Black          4    50  Use Level 4 Black Magic regardless of job
!Black          5    70  Use Level 5 Black Magic regardless of job
!Black          6   100  Use Level 6 Black Magic regardless of job
MP+30%          7   450  Raises Max MP by 30%

This job is just what you'd expect, the typical obscured-face Final Fantasy 
black mage you've come to know and love. Black Mages are fairly weak 
attackers, have low defense, and have only moderate HP. Eh, nothing 
unexpected. Their real purpose, of course, is that they can use black magic,
which consists mainly of attack spells. Generally, attack magic is very 
useful against bosses, but not really all that effective in normal battles.
They become considerably better in the second world, however, when Fire3, 
Ice3, and Bolt3 become available, allowing them to do *real* damage in 
normal battles! Flare, obtained in the third world, just makes them 
stronger. As with White Mages, you're gonna be using a lot of MP with this 
job, so a Hair Ornament is extremely useful. 

%%%Time Mage%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Where obtained: Walz Tower
Innate Skills: None
Can Equip: Daggers, Rods, Staffs, Light Armor/Hats

Job Command:
Time - Can use all Time Magic

- Job Abilities -
               Lv   ABP  Effect
!Time           1    10  Use Level 1 Time Magic regardless of job
!Time           2    20  Use Level 2 Time Magic regardless of job
!Time           3    30  Use Level 3 Time Magic regardless of job
!Time           4    50  Use Level 4 Time Magic regardless of job
!Time           5    70  Use Level 5 Time Magic regardless of job
!Time           6   100  Use Level 6 Time Magic regardless of job
EqRod           7   250  Can equip rods regardless of job

Like the White Mages, these guys don't start to really prove their worth 
until the second world, when they get Haste 2 and other good spells. The 
best thing about them is that most Time spells have low MP costs; Comet, for
instance, is a pretty good attack spell for only 7 MP. However, Time Magic 
alone isn't very versatile, so you'll probably want to give them another set
of spells for their secondary ability. Or give Time Magic to a different 
class. =P

%%%Red Mage%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Where obtained: Walz Tower
Innate Skills: None
Can Equip: Daggers, Rods, Swords, Staffs, Moderate Armor/Helmets

Job Command:
Red - Uses both White and Black Magic up to level 3

- Job Abilities -
               Lv   ABP  Effect
!Red            1    20  Use Level 1 White and Black magic in any job
!Red            2    40  Use Level 2 White and Black magic in any job
!Red            3   100  Use Level 3 White and Black magic in any job
!Redx2          4   999  Use two spells in one turn (Red and paired skills)

In the first world, you're probably better off using a Red Mage instead of a
Black or White Mage, since the only available spell above Level 3 is Esna. 
They're okay at both magic and fighting, but not that great at either. In 
the second world, they become somewhat less useful, since the White and 
Black mages get access to better spells. And in the third world, you should 
probably *only* use them to put a dent in the 999 ABP needed to go from 
Level 3 to Level 4.

Where obtained: Walz Tower
Innate Skills: None
Can Equip: Rods, Daggers, Light Armor/Hats

Job Command:
Summn - Can use all Summon spells

- Job Abilities -
               Lv   ABP  Effect
!Summn          1    15  Use Level 1 Summon Magic regardless of job
!Summn          2    30  Use Level 2 Summon Magic regardless of job
!Summn          3    45  Use Level 3 Summon Magic regardless of job
!Summn          4    60  Use Level 4 Summon Magic regardless of job
!Summn          5   100  Use Level 5 Summon Magic regardless of job
!Call           6   500  Summon a random monster without MP

Yet another job that improves with time. Early on, there aren't that many
summon spells, so this job is basically a poor man's Black Mage. Later on,
however, summons like Phoenix, Odin, and Bahamut become available, which
turn these guys into powerhouses. Titan is also useful when you first get
it, and Golem will likely save you a lot of trouble later on. Also, despite
its randomness, the Call skill is useful once you get it due to the fact
that it doesn't cost MP to use. It usually just calls weak monsters like
Chocobo, Remora, Shiva, and others, but hey, you might just end up summoning
Bahamut for free! One of the better magic using jobs, overall, but it takes
quite a while to master.

Where obtained: Walz Tower
Innate Skills: Magiwall
Can Equip: Daggers, Swords, Shields, Heavy Armor/Helmets

Job Command:
Sword - Infuses Sword with various magic powers

- Job Abilities -
               Lv   ABP  Effect
Magiwall        1    10  Puts up a Magic Barrier when near death
!Sword          2    20  Use Level 1 Magic Sword regardless of job
!Sword          3    30  Use Level 2 Magic Sword regardless of job
!Sword          4    50  Use Level 3 Magic Sword regardless of job
!Sword          5    70  Use Level 4 Magic Sword regardless of job
!Sword          6   100  Use Level 5 Magic Sword regardless of job
!Sword          7   400  Use Level 6 Magic Sword regardless of job

This is one of the better jobs; they're good at both fighting *and* magic.
Their Sword Magic isn't that useful in most battles, but if you're fighting
a boss that's weak against an element they can use, a team of four Sorcerors
will make short work of it. Couple it with 2-handed or 2-swords for some
particularly evil attacks. Alternatively, give them some kind of magic as
a secondary to take advantage of their skills with it. Sword Magic isn't
that great a command in most other jobs, though, so you don't get much out
of building up ABP with them... Still, once you've got a strong Traveller,
you might want to stick this on them to get Sword Magic *and* a bunch of
nice inherent abilities... ^_^

Where obtained: Walz Tower
Innate Skills: None (Though uncontrollable, they're not actually in 
               "Berserk" status, so they don't have the Berserk ability.)
Can Equip: Daggers, Axes, Shields, Heavy Armor/Helmets

Job Command:
None, he's always berserk and can only use physical attacks.

- Job Abilities -
               Lv   ABP  Effect
Berserk         1   100  Always berserk
EqAxe           2   400  Can equip axes regardless of job

There's really not a whole lot to say about these guys, as they really only
have one purpose: Brute strength. Since you can't control them, all they do
is attack physically; but to that end, they're great. They seem to do a lot
more damage than other fighting classes, and if given 2-swords, 2-handed, or
Barefist, their damage total just increases. Still, I highly advise against 
using this job against bosses... But using a team of 4 of these for random
battles can be fun. =P  Oh, and don't worry -- the Berserk ability is *not* 
automatically transferred to Travelers and Mimes. ;)

Where obtained: After escaping from Karnak Castle
Innate Skills: Firstatk, 2-swords
Can Equip: Daggers, Misc. Weapons, Light-to-Moderate Armor/Helmets

Job Command:
Throw - Throws weapons/ninja items at enemy

- Job Abilities -
               Lv   ABP  Effect
!Dustb          1    10  Runs away from enemies, doesn't work on bosses
!Twin           2    30  Creates illusions of user to stop physical attacks
Firstatk        3    50  Higher chance of pre-emptive attacks
!Throw          4   150  Throw weapons/ninja items at enemy
2-swords        5   450  Equip a weapon in each hand

Finally! A fighter class with a useful command! The "Throw" command is quite
damaging, and throwing "Skills" is a rather effective way to damage a group 
of enemies. Also, they're fast, can equip two weapons, and having one in the
party raises your chances of surprising the enemy. This class is definitely
worth mastering for the Throw and 2-swords abilities. Store makes a nice 
secondary ability for them. Or give them Sshot for 8 attacks. =P

Where obtained: After escaping from Karnak Castle
Innate Skills: Findhole, Antitrap
Can Equip: Daggers, Bells, Light-to-moderate Armor/Hats

Job Command:
Earth - Uses various attacks based on location

- Job Abilities -
               Lv   ABP  Effect
!Earth          1    25  Uses various elemental attacks based on location
Findhole        2    50  Able to reveal hidden pits
Antitrap        3   100  Take no damage from traps/lava

These funny looking characters are pretty useless in battle. Their "Earth"
command is nice early on since it's free, but it's not that hard to learn, 
so you may as well just learn it and pass it off to another job. The only
real use Geomancers have is that they can spot pitfalls, and they don't take
damage from lava or spikes. Since there're few enough areas with these 
obstacles, you're pretty much safe in not using them unless you need to. 
That's about all I have to say here. 

Where obtained: After Escaping from Karnak Castle
Innate Skills: None
Can Equip: Daggers, Whips, Light Armor/Hats

Job Command:
Catch - Catch weakened monsters.
Free - Release caught monster to fight for your team.

- Job Abilities -
               Lv   ABP  Effect
!Tame           1    10  Paralyzes demons/monsters
!Cntrl          2    50  Control actions of monsters
EqWhip          3   100  Can equip whips regardless of job
!Catch          4   300  Catch weakened monster

If you can get around how silly these guys look, they make decent fighters.
They're obviously not as strong as Knights or other main fighting classes,
but they're acceptable overall. Their whips can also randomly paralyze 
enemies, which is nice. What really makes these guys valuable, however, is
the "Cntrl" (Control) command, since this makes learning Blue Magic a 
breeze, and is sometimes the *only* way to get certain spells! (Like White
Wind and Guardian.) If you're a Pokémon fan, you might also enjoy the Catch
command, which works basically the same way that game does. (Weaken enemies,
then catch them.) The main difference is that when freed, rather than 
fighting for you, monsters attack the enemies once (like Summon spells),
then disappear, and you'll have to catch something else. Oh well. 

Where obtained: Black Chocobo Forest
Innate Skills: None
Can Equip: Bows, Daggers, Light Armor/Hats

Job Command:
Aim - Physical attack with increased hit rate

- Job Abilities -
               Lv   ABP  Effect
!Critt          1    15  Summons animals; Effects vary
!Aim            2    45  Physical attack with increased hit rate
EqBow           3   135  Can equip bows regardless of job
!Sshot          4   405  Attack four times

Hunters are a lot better than you'd first expect, since FF5 is about the 
only straight RPG where bows actually do good damage. True, they have a 
rather low hit rate, but this is almost completely offset by the "Aim" 
command. Furthermore, while somewhat expensive to learn, Sshot is one of the
best commands in the game. Generally, it allows four random half-strength
attacks -- while not that wonderful against multiple enemies, it works great
against bosses.

Where obtained: Black Chocobo Forest
Innate Skills: None
Can Equip: Harps, Daggers, Light Armor/Hats

Job Command:
Sing - Sing songs with various magical effects

- Job Abilities -
               Lv   ABP  Effect
!Hide           1    25  Hide from attacks
EqHarp          2    50  Can equip harps regardless of job
!Sing           3   100  Sing songs with various magical effects

Bards are *weak*. Their Sing command is pretty useful, but their HP is very 
low... It's probably best to master this job as soon as possible so you can 
use Sing without having to suffer the Bard's horrible stats. Fortunately, 
this ties with Geomancer as the cheapest job to master, at only 175 ABP in 
all, so it doesn't take very long.

Where obtained: Ronka Ruins
Innate Skills: Swrdgrab
Can Equip: Katanas, Daggers, Shields, Heavy Armor/Helmets

Job Command:
$toss - Throw money at all enemies

- Job Abilities -
               Lv   ABP  Effect
!Sslap          1    10  Physical attack, can paralyze
!$toss          2    30  Throw money at all enemies
Swrdgrab        3    60  Randomly evade attacks
EqKatana        4   180  Can equip katanas regardless of job
!Fdraw          5   540  Instantly kills enemies, has a short charge time

This is one of the better fighting classes. $toss is a very useful, albeit 
expensive, ability; if you're having trouble with a boss, try this move out 
for a quick victory. Their inherent Swrdgrab is nice, too; give a Samurai a 
good shield and an Elf Cloak, and your evade is about as good as it can get.
Fdraw is also a nice command for clearing out large groups of enemies, but
since it takes a while to charge up for, you probably won't go crazy using
it... Finally, Samurai seem to have a much higher than normal chance of 
scoring critical hits, especially with Sshot. 

Where obtained: Ronka Ruins
Innate Skills: Medicine
Can Equip: Daggers, Staffs, Light Armor/Hats

Job Command:
Drink - Drink various special medicines

- Job Abilities -
               Lv   ABP  Effect
Medicine        1    15  Items heal double normal amount
!Mix            2    30  Combine two items to create a new one  
!Drink          3    45  Allows user to drink Chemist-only potions
!Recvr          4   135  Heal most status ailments for all allies
!Rvive          5   405  Revives all dead allies

These guys are interesting, to say the least. They're not particularly
effective as either fighters or magic users, but they have a nice set of
commands. The 'Drink' command isn't that great, since the "Chemist Potions" 
generally only duplicate the effects of low-level spells, but the other 
three commands are quite useful. 'Mix' is a bit unpredictable, since you
don't know what effects the items will have until you mix them, but you can
create some powerful attack magic and useful support magic with it, and it
only requires the use of some fairly common items. 'Recvr' and 'Rvive' are
also useful for saving MP, and they affect the entire team, making them
great in boss battles. The biggest downside to this job is that...well, as I
said, they're pretty lousy at fighting and magic, so the only real reason to
use them is to gain ABP and learn their commands. =P

Where obtained: Ronka Ruins
Innate Skills: None
Can Equip: Spears, Daggers, Shields, Heavy Armor/Helmets

Job Command:
Jump - Skip a round of fight, but deliver double damage the next round

- Job Abilities -
               Lv   ABP  Effect
!Jump           1    50  Skip round; double damage next round
!Lance          2   150  Drain HP and MP
EqLance         3   400  Can equip spears regardless of job

Lancers are one of the better classes. They're good fighters, and if you've
played some of the other FF games, you may already know how useful the Jump
command is. It's not so great in the other jobs, though, as it does more
damage with a spear; still, it's better than Store, since you can't be 
damaged in midair. They're probably one of the best jobs to turn into a pure
fighter; their main command is quite strong and doesn't cost anything to 
use, so you can probably get away with giving them a support ability like 
"2-handed" instead of a second command. Other than that... well, they're 
just another fighting class.

Where obtained: Ronka Ruins
Innate Skills: None
Can Equip: Daggers, Light Armor/Hats, Ribbons  

Job Command:
Dance - Random; either confuses enemy, drains HP or MP, or attacks

- Job Abilities -
               Lv   ABP  Effect
!Flirt          1    25  Incapacitates enemy for a single turn
!Dance          2    50  Random effects, usually weak ones  
EqRibbon        3   325  Can equip ribbons regardless of job

...Ick. This is one of the worst jobs in the game. Their attack, defense, 
and HP are all below average, and their abilities (except EqRibbon) are all
kinda useless. Basically, the Dance command consists of four attacks chosen
completely at random. "Sword Dance" is really strong (though it's pretty 
rare), and "Wonderwaltz" is an effective way of restoring MP, but the other 
two dances are pretty near useless. If you insist upon using this job (or
the Dance command), I suggest giving them the Prism Dress and Red Shoes, as
they increase the chances of Sword Dance being used. Truthfully, about the
only useful feature Dancers have is that they can equip Ribbons, but...big 
deal. So can Travelers, and they don't suck. I don't recommend using Dancers
unless you're just building them up. 

Where obtained: Walz Tower (Third World)
Innate Skills: All the innate skills of whatever jobs the character has 
Can Equip: Daggers, Rods, Staffs, Misc. Weapons, Shields,Moderate Armor/Hats

Job Command:
Mimic - Mimics last action
(Note: Mimic is the only command they have; they don't have Fight or Item.
So you can give them up to three abilities; Fight and Item can be set
separately, as well.)

- Job Abilities -
               Lv   ABP  Effect
!Mimic          1   999  Mimic last action

This is a most unusual job. Its command (Mimic) has potential, but its
problems prevent it from being very useful... First off, mimicked abilities 
aren't as strong as they'd be if you actually used them, and still seem to 
cost MP/use items. Also, unlike in FF6 and FF7, it can also mimic characters
who defend; this is especially bad, considering you can't skip a character's
turn. Furthermore, if a Mime's turn comes up first, nothing happens if you 
select the Mimic command...also a problem, since it replaces "Fight", and 
there's a good chance you might accidentally select it and waste your turn.
Still, the lousy job command is easily overshadowed by the good points of 
this job... That is, it doesn't have the default Fight and Item commands, 
and because of this, you can set up to *three* commands! Also, like the 
Traveler, certain support abilities are automatically transferred to this 
job once they're learned! Definitely one of the better jobs available; 
you'll probably want to use at least one of these once you've mastered 
several others.

 5. Weapons and Armor

- If your character is in the normal class that they start with (Traveler),
  they can equip anything. Also, if you have both hands unequipped, you'll
  punch the enemy twice.
- Some weapons do the same damage from the back row as they would in the
  front. These include Bows, Bells, Whips, Rods, and special thief/ninja
  weapons such as the Moonring.
- Bows and Harps require two hands to use.
- All (non-elemental) whips randomly paralyze enemies. 
- A * next to the price of the item means you can buy it for that price,
  but can't sell it for the same price.
- A [?] in the "Other" column means the item's stats were obtained using
  GameShark. This doesn't mean these items don't exist, it just means we 
  haven't been able to locate them "honestly" as of yet. They've been 
  included for completeness' sake, as well as in the hopes that someone will
  let us know where they are. ^_^

              ATK  Price  Other
Saber           0    100  [?] For throwing only; Can't equip
Knife           7    150
ChickenKnife   12      2  Speed +5, Power increases as you run away
Dirk           14    300
MythrilKnife   23    450
Ninja Knife    29    600  Speed +1
Mage Slasher   31    900  Random "Mute", Mag. Pwr +1
HuntingKnife   36   2600
HalcyonBlade   41   3400
Cluster        46   5100  Speed +1
Dancing Dirk   51   5800  Random "Dance", Mag. Pwr +1, Speed +1
Air Lancet     56   6800  Wind elemental
Thief Knife    66   6800  Random "Mug", Speed +1
Assassin       81  20000  Random "Doom", Speed +1
Man-eater      89      2  Speed, Vigor, Stamina, and Mag. Pwr +2
Sasuke         99  20000  Speed +1

              ATK  Price  Other
Broadsword     15    280
Long Sword     22    480
MythrilSword   31    880
Coral Sword    37   2800  Lightning elemental
AncientSword   43   4200  Random "Old"
Half Moon      49   5600  Random "Sleep"
Rune Edge      50  19000  Uses MP for Critical Hits
RegalCutlass   57   8400
Flame Saber    63  10000  Fire elemental
Blizzard       65  11000  Ice elemental
Blood Sword    84  16000  Drains HP, Mag. Pwr +5
Defender       99  11000
Excalipur     100      2  Always does 1 damage; Atk power isn't really 100
Enchanter     102  20000  Mag. Pwr +3
Excalibur     110     10  Holy elemental, Vigor +5
Brave Blade   125  30000  Vigor +5, Power decreases as you run away
Ragnarok      140     10

              ATK  Price  Other
Spear          25    100  [?] Speed +1
Mythril Pike   30    790
Trident        38   2700  Lightning elemental
Wind Lance     44   5400  Wind elemental
Short Spear    54   8100
Javelin        55    100  [?] Vigor +1
Double Lance   61  10800  Attacks twice (Ninja/Thief/Mime only)
Partisan       62  10200
Holy Lance    109     10  Holy elemental, Vigor +3
Dragon Lance  119  30000  Does extra damage to dragons

              ATK  Price  Other
Battle Ax      23    650
MythrilHammr   28   1050
Cleaver        33   3200
War Hammer     38   6400
Death Sickle   43   5900  Random "Doom"
Poison Ax      48   9600
Earth Hammer   58  12800
Rune Ax        71     10  Uses MP for Critical Hits
Thor'sHammer   81     10
Double Ax      91  40000

              ATK  Price  Other
Katana         42   5800
Wind Sword     44    100  Wind elemental
Bizen'sPride   51   8800
Kotetsu        58  11800
Ichimonji      87  14800
MonsterKillr   97     10  [?]
Masamune      107     10  User always moves first
Strato        117     10

              ATK  Price  Other 
Wonder Wand     0  10000  Mag. Pwr +2
Wooden Rod      8    200  Mag. Pwr +1
Ice Rod        16    750  Ice Elemental, Strengthens Ice
Fire Rod       16    750  Fire Elemental, Strengthens Fire
LightningRod   16    750  Lightning Elemental, Strengthens Lightning
Power Rod      30   3000  Mag. Pwr +3
Poison Rod     32   1500
Magus Rod      40  20000  Fire, Spirit, Lightning, Poison, & Earth power up

              ATK  Price  Other
HealingStaff    0    900  Mag. Pwr +2, Restores HP of whoever it hits
Power Staff     0   1800  Vigor +5
Staff           6    200
Flail          13    780  Same damage from the back row
MythrilStaff   19    500  [?]
Lumino-Staff   45   2700  Mag. Pwr +2
Mace           50   7800
Sage Staff     53  20000  Holy power up
Judge-Staff    60  30000  [?] Mag. Pwr +3

              ATK  Price  Other
Magic Bow       0  10000
Silver Bow     38   1500
Ice Bow        39   2500  Ice elemental
Fire Bow       39   2500  Fire elemental
LightningBow   39   2500  Lightning elemental
Dark Bow       43   3800  Random "Blind" (though no animation is shown)
Crossbow       49   5000
Elfin Bow      56   7500
Gale Bow       69   8500  Wind elemental
Ab Splitter    91  20000
Yoichi's Bow  101     10
Artemis       111     10

              ATK  Price  Other
Silver Harp    15    800
Dream Harp     25   1600
Lamia's Harp   35   3200
Apollo Harp    45     10

              ATK  Price  Other
Whip           26   1100
Shock Whip     42   2200  Random "Bolt", Lightning elemental
Chain Whip     52   3300
Beast Killer   72  15000
Fire Bute      82  20000  Random "Fire3", Fire elemental
Dragon Beard   92   4400  [?]

              ATK  Price  Other
Monster Bell   24    500
Earth Bell     35   9000
Rune Chime     45     10
Tinkerbell     55   1500

%%%%Other%%(Has no icon; Thief/Ninja weapons)%%%%%%
              ATK  Price  Other
Moonring       32   1100
Razor Ring     71  11000

              DEF  MDEF  WGT  Price  Other
LeatherArmor    1    1    2      80
Cotton Robe     2    4    2     300
Bronze Plate    3    2    4     350
Bronze Armor    4    2    8     400
Silk Robe       4    5    2     500
Kung-fu Suit    5    2    3     450  Vigor +1    
Iron Armor      6    2    8     500
Poet Robe       6    8    2    1000
Silver Plate    7    2    4     600
Earth Robe      8   10    2    2000  Strengthens Earth element
Ninja Suit      9    2    3    3000  Speed +2
MythrilArmor    9    2    8     700
Angel Robe     10   11    2    3000  Stamina +5, Chemist only
Power Tasuki   11    0    0    4500  Vigor +3
LuminousRobe   11   12    2    4000  Mag. Pwr +2
Gold Armor     12    2    8    4000
DiamondPlate   13    2    4    6000
Mirage Vest    14    4    3     100  Creates illusions of wearer
Black Robe     14   14    2    8000  Mag. Pwr +5
White Robe     14   14    2    8000  Mag. Pwr +3, Stamina +3
DiamondArmor   15    2    8    8000
BlackCostume   17    2    3    9000  Vigor +1, Speed +1
Prism Dress    18    3    3    5800  Raises chance of getting "Sword Dance" 
Crystalmail    20    2    8   12000
Genji Armor    22    2    9   30000
Bonemail       30    5    3       2  Wearer is undead, Stamina -5

              DEF  Evade WGT  Price  Other
LetherShield    0   10%   2      90
BronzeShield    1   15%   5     290
Iron Shield     2   20%   5     390
MythrlShield    3   25%   5     590
Gold Shield     4   30%   5    3000
Aegis Shield    5   33%   4    4500
DiamndShield    6   35%   5    6000
Ice Shield      7   40%   5   40000  MDef +5, Resists Fire
Flame Shield    7   40%   5   40000  MDef +5, Resists Ice
CrystlShield    8   45%   5    9000
Genji Shield    9   50%   6   20000  MDef +1
Blood Shield   15    1%   5       2  [?] MDef +5 (Probably somehow cursed)

              DEF  MDEF  WGT  Price  Other
HairOrnament    0    2    2   30000  Reduces MP cost of all spells by 1/2
Leather Cap     1    1    1      50
Plumed Hat      2    2    2     350
BronzeHelmet    2    2    4     250
Green Beret     3    2    2    2500  Vigor +1, Speed +1
Lamia'sTiara    3    7    2    2500  Mag. Pwr +3
Wizard Hat      4    2    2    1500  Mag. Pwr +1
Iron Helmet     4    2    4     350
Coronet         5    4    8   75000  Mag. Pwr +1, "Control" success rate up
RopeHeadband    6    0    2    3500  Vigor +3
Poet Cap        6    2    2    3000
MythrilHelmt    6    2    4     550
Gold Helmet     8    2    4    3500
Tiger Mask      9    2    2    5000
Circlet        10    2    2    4500  Mag. Pwr +3
DiamondHelmt   10    2    4    7000
Black Hood     12    2    0    6500
Ribbon         12    2    2       2  Vigor, Speed, Stamina, and Mag. Pwr +5,
                                     Stops most status ailments
CrystalHelmt   13    2    4   10500
Genji Helmet   15    2    5   25000
Thornlet       20    5    4       2  Mag. Pwr -5, Gradually decreases HP

              DEF  MDEF  WGT  Price  Other
KornagoGourd    0    0   15   10000  "Catch" success rate up
Wall Ring       0    0    1   20000  Automatic "Reflect"
Winged Shoes    0    3    1   50000  Automatic "Float"
Elf Cloak       0    3    1    4000  Mag. Pwr & Speed +1, Can evade attacks
LeatherShoes    1    1    1      70
SilvrGlasses    1    1    1     250  Stops Blind
SilvrArmBand    2    3    3     500
Power Wrist     3    0    0    2500  Vigor +3
MythrilGlove    3    0    5     600
Thief'sGlove    4    0    1    3000  Speed +1, "Steal" success rate up
DimndArmBand    4    5    3    4000
Fire Ring       5    5    1   50000  Absorbs Fire, Stops Ice, Weak vs. Water
Coral Ring      5    5    1   50000  Absorbs Water, Stops Fire, Weak vs.Bolt
Angel Ring      5   10    1   50000  Stops "Zombie" and "Old" status
Gauntlet        6    1    5    3000
KaisrKnuckle    8    0    1   15000  Raises hit rate, Vigor +5
Giant'sGlove    9    1   10    5000  Vigor +5, Stamina +5, Mag -5, Speed -5
Protect Ring   10   10    1   30000  Automatic "Regen"
Red Shoes      11    2    1    9800  Raises chance of getting "Sword Dance" 
Genji Glove    12    1    6   15000
Hex Ring       25    5    1       2  Causes Condemn on wearer

              Price  Effect
Tonic            40  Restores 50 HP
Potion          360  Restores 500 HP
Ether          1500  Restores 40 MP
Elixir        50000* Restores HP and MP to full
Phoenix Down   1000  Revives unconcious ally with minimal HP
Tent            250  Restores some HP and MP; World map/Save Points only
Cottage         600  Restores full HP and MP; World map/Save Points only
Eye Drop         20  Cures Blind status
Antidote         30  Cures Poison status
Cornucopia       50  Cures Mini status
Maiden'sKiss     60  Cures Toad status
Holy Water      150  Cures Zombie status
Soft            150  Cures Petrify status
Magic Lamp    10000  Summons monster; The monster gets weaker with use
Turtle Shell    150  Ingredient for the Chemist's 'Mix' command
Dragon Fang    5000  Ingredient for the Chemist's 'Mix' command
Dark Matter      10  Ingredient for the Chemist's 'Mix' command
Ramuh            --  Use to learn Summon Magic "Ramuh"
Golem            --  Use to learn Summon Magic "Golem"
Shoat            --  Use to learn Summon Magic "Shoat"
Dragon Seal      --  Proof of your victory over Shinryu
Omega Badge      --  Proof of your victory over Omega
Ash               2  Can be thrown, but doesn't do much damage

%%%%Ninja Items%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
              Price  Effect
Shuriken       2500* Hits one enemy
MagiShuriken  25000* Hits one enemy
Fire Skill      200  Fire attack on all enemies
Water Skill     200  Water attack on all enemies
LgtningSkill    200  Lightning attack on all enemies

%%%%Chemist Potions%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
              Price  Effect
Hard Body       110  Raises Defense Power during battle
Power Drink     110  Raises Attack Power during battle
Speed Drink     110  Raises Speed during battle
Giant Drink     110  Doubles Max HP during battle (and only during battle)
Hero Drink      110  Raises all stats during battle

%%%%Special Items%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Momento         Momento of Bartz's father...
Pendant         The pendant belonging to Reina
Pendant         The pendant belonging to Faris
Canal Key       Opens the watergate at Torna Canal
World Map       View a map of the world by pressing the square button
Adamantite      Powers up the airship, enabling it to reach Ronka Ruins
Dragon Grass    A rare herb used to instantly heal Krile's dragon
Whisper Grass   Used to communicate with Zeza in the Barrier Tower
Elder'sBranch   Allows entrance to Moore Forest
Bracelet        A momento of Galuf; transfers his power to Krile
Sealed Book     Reveals location of the four Lithographs
Lithograph 1    The first magical Lithograph
Lithograph 2    The second magical Lithograph
Lithograph 3    The third magical Lithograph
Lithograph 4    The fourth magical Lithograph

 6. Magic/Skills

Used by: White Mage

        Lv   MP  Effect
Cure     1    4  Restores HP
Scan     1    1  Shows enemy's HP, Level, and weakness(es)
Antdot   1    2  Cures Poison
Mute     2    2  Causes Silence status
Protes   2    3  Raises defense
Mini     2    5  Shrinks an enemy/Cures Mini status
Cure2    3    9  Restores HP (3x Cure)
Raise    3   29  Revives dead ally with minimal HP
Muddle   3    4  Confuses enemy
Blink    4    6  Creates illusions of ally
Shell    4    5  Raises magic defense
Esna     4   10  Cures most abnormal status
Cure3    5   27  Restores HP (7x Cure)
Rflect   5   15  Puts a magic-reflective barrier over ally
Bersrk   5    8  Berserks ally; unable to control, but attack power doubles
Arise    6   50  Revives dead ally with full HP
Holy     6   20  Powerful Holy elemental attack
Dispel   6   12  Cancels positive status

Used by: Black Mage

        Lv   MP  Effect
Fire     1    4  Fire attack
Ice      1    4  Ice attack
Bolt     1    4  Lightning attack
Poison   2    2  Poisons enemy
Sleep    2    3  Puts enemy to sleep
Toad     2    8  Turns enemy into a frog/Cures Toad status
Fire2    3   10  Fire attack (3x Fire)
Ice2     3   10  Ice attack (3x Ice)
Bolt2    3   10  Lightning attack (3x Bolt)
Drain    4   13  Drains HP to caster
Break    4   15  Petrifies enemy
Bio      4   16  Poison attack, gradually decreases HP
Fire3    5   25  Fire attack (7x Fire)
Ice3     5   25  Ice attack (7x Ice)
Bolt3    5   25  Lightning attack (7x Bolt)
Flare    6   39  Extreme non-elemental attack
Doom     6   29  Instantly kills enemy
Asper    6    1  Drains MP to caster

Used by: Time Mage

        Lv   MP  Effect
Speed    1    1  Raises speed stat (Does *not* cause "Haste" status!)
Slow     1    3  Lowers speed
Regen    1    3  Restores HP every round of fight
Mute     2    3  Causes Silence status
Haste    2    5  Raises speed
Float    2   10  Avoid ground attacks
Demi     3    9  Lowers enemy's HP by 1/2
Stop     3    8  Stops enemy
Telepo   3   15  Escape from dungeons
Comet    4    7  Non-elemental attack
Slow2    4    9  Lowers all enemies' speed
Return   4    1  Restarts battle
Demi2    5   18  Lowers enemy's HP by 3/4
Haste2   5   15  Raises all allies' speed
Old      5    4  Causes enemy to age, reducing stats significantly
Meteo    6   42  Four random non-elemental attacks
Quick    6   77  Allows two commands
X-zone   6   20  Sends enemy to the N-zone (Instant Death)

Used by: Summoner

        Lv   MP  Effect
Chocobo  1    4  "Choco Kick" - Physical attack
Sylph    1    8  "WhispWnd" - Drains HP and gives it to all allies
Remora   1    2  "Flying Piranh" - Paralyzes enemy & slowly reduces their HP
Shiva    2   10  "Diamond Dust" - Ice attack on all enemies
Ramuh    2   12  "JudgeBlt" - Lightning attack on all enemies
Ifrit    2   11  "HellFire" - Fire attack on all enemies
Titan    3   25  "Erth Fury" - Earth attack on all enemies
Golem    3   18  "Erth Wall" - Protects allies from physical attacks
Shoat    3   33  "DemonEye" - Petrifies enemy
Carbuncl 4   45  "RubyFlsh" - Casts Reflect on all allies
Hydra    4   32  "Thunder" - Lightning/Ice attack on all enemies
Odin     4   48  "VengSwrd" - Instantly kills all enemies;
                 "Javelin" - Physical attack against a single enemy
Phoenix  5   99  "FenixFlm" - Revives ally and attacks all enemies
Leviatha 5   39  "Tidal wave" - Water attack on all enemies
Bahamut  5   66  "MegFlare" - Non-elemental attack on all enemies

Used by: Sorcerer

        Lv   MP  Effect
Fire     1    2  Allows Sword to attack with Fire
Ice      1    2  Allows Sword to attack with Ice
Bolt     1    2  Allows Sword to attack with Lightning
Poison   2    1  Allows Sword to Poison enemies
Mute     2    1  Allows Sword to Silence enemies
Sleep    2    2  Allows Sword to put enemy to Sleep
Fire2    3    5  Allows Sword to attack with Fire (Stronger)
Ice2     3    5  Allows Sword to attack with Ice (Stronger)
Bolt2    3    5  Allows Sword to attack with Lightning (Stronger)
Drain    4    6  Allows Sword to drain HP
Break    4    8  Allows Sword to Petrify enemies
Bio      4    3  Allows Sword to attack with Poison and slowly decrease HP
Fire3    5   15  Allows Sword to attack with Fire (Strongest)
Ice3     5   15  Allows Sword to attack with Ice (Strongest)
Bolt3    5   15  Allows Sword to attack with Lightning (Strongest)
Holy     6   10  Allows Sword to attack with Holy element
Flare    6   30  Allows Sword to attack with extreme non-elemental power
Asper    6    1  Allows Sword to drain MP

Used by: Blue Mage

               MP  Effect
????            3  Less HP = More damage
Aero            4  Wind Attack
Aero 2         10  Wind Attack (3x)
Aero 3         24  Wind Attack (6x)
Aqua Rake      38  Water Attack on all enemies
Black Shock    27  Lower's level by 1/2
Blow Fish      25  1000 damage; unblockable
Burn Ray        5  Basic fire attack
Condemned      10  Begins a countdown to doom...
Doom Claw      21  Reduces HP to single digits, causes paralysis
Exploder        1  Current HP = Damage to enemy; Kills user
Flash           7  Blinds all enemies
Gob Punch       0  Does extra damage if user's level is the same as target's
Guard-Off      19  Decreases defense
Guardian       72  Casts Protes, Shell, and Float on all allies
L.2 Old        11  Casts "Old" on enemies with a level multiple of 2
L.3 Flare      18  Casts "Flare" on enemies with a level multiple of 3
L.4 Quarter     9  Casts "Demi2" on enemies with a level multiple of 4
L.5 Doom       22  Casts "Doom" on enemies with a level multiple of 5
Little Song     5  Shrinks target (Same effect as "Mini")
MagHammer       3  Cuts MP in half
Mind Blast      6  Paralyzes enemy and slowly drains its HP
Missile         7  Cuts one enemy's HP by 3/4
Moon Flute      3  Causes Berserk status on all allies
Pep Up         13  Restores one ally's HP to full; Kills user
Red Feast       2  Drains HP; damage = (max HP - current HP)/2
Roulette        1  Randomly kills one enemy or ally
Time Slip       9  Causes Sleep and Old
Toad Song       5  Turns an enemy into a frog
WhiteWind      28  Restores all allies' HP; User's current HP = HP restored

--- Learned From ---
(Note: Azulmagia, the warlock boss in the N-Zone, can use all blue magic;
he doesn't need to be listed seperately here. Also, I'm not listing bosses
that can use "healing" spells. They won't use them on you, so there's no 
point in mentioning them.)
????           Wild Dog, Kuzer, Tyrasaurus
Aero           Magissa, Mauldwin, Gigas, Bewitchin
Aero 2         Gigas, Page 32, Fan Wizard, Enkidoh
Aero 3         Metamorpha, Magic Drgn, <Wind Crystal>, Cycloskull, Neogigas,
Aqua Rake      Quadrharpy, KimaBrain, <Water Crystal>, Bahamut
Black Shock    BlackFlame, Blockhead, Shadow
Blow Fish      Lamia, Cactus, Bewitchin, Hedgehog, Disabler
Burn Ray       FlameThrow, MechaHead, Omega
Condemned      X-Death, Unknown
Doom Claw      Iron Claw, Trent, Blockhead, Gilgamesh, Death Claw
Exploder       Mottletrap, Bomb, Byurobolos, Grenade
Flash          Stones, Cool Dust, Ramuh, Neon, Gilgamesh, Necrophobe,
Gob Punch      Goblin, BlakGoblin, Gobbldigoo, Fins, Armon
Guard-Off      Page 256, Shadow, Nile
Guardian       Stingray
L.2 Old        Magic Drgn, LvlTripper, Druid, LevelChekr
L.3 Flare      Red Dragon, Druid, Subterran
L.4 Quarter    Aquaus, LvlTripper, Druid, LevelChekr
L.5 Doom       Page 64, LvlTripper, Druid, LevelChekr
Little Song    MiniMage, Gilgamesh, Disabler, Sherry, Bewitchin
MagHammer      Biblos, Drippy, Apprehendr
Mind Blast     Stoker, Twin Tania, Mind Flare
Missile        Rocket Gun, Soul Gun, SoulCannon, Gilgamesh, MechaHead, 
               Prototype, Omega
Moon Flute     Harpy, Page 256, Bewitchin
Pep Up         MithrlDrgn, Verminator
Red Feast      Steel Bat, Mercury Bat, BloodSlime, Radiator, Bald Money,
               Enkidoh, Shadow
Roulette       Serpentina, DethDealer, Shinryu
Time Slip      Traveler, Sherry
Toad Song      Elf Toad, Archeotoad, Kornago, Metamorpha, Gilgamesh, 
               Disabler, Jestrex
WhiteWind      Fan Wizard, A Rage, WhiteFlame

- You fight Gilgamesh several times. Only on Zeza's ship can he use Missile
  and Doom Claw, and only in X-Death's Castle can he use Little Song,
  Toad Song, and Flash.
- X-Death only uses Condemned when you fight him at his castle in the second
- Only the Red Dragons in X-Death's Castle and the Barrier Tower can use L.3
  Flare. Not the "Toad" dragons at Easterly Falls.
- Metamorphas will only use the listed Blue spells when they turn into 
  certain enemies; they use Toad Song when they turn into Elf Toads, and 
  Aero 3 when they turn into Fan Wizards.
- Subterrans appear as random enemies in the northern part of the second 
  world, but only the ones in the pyramid can use L.3 Flare.
- There are two enemies called "Druid". One is red, one is purple. Of the 
  two, only the purple variety can use all the L.# spells.
- The only one of the four "Unknown" enemies that can use Condemned is the
  one that looks like a skeleton hanging from the ceiling.

Used by: Bard

Power Song     Increases attack power
Speed Song     Increases Speed
Str. Song      Puts party in "Regen" status
MP Song        Restores MP
LVL Song       Raises all allies' Level
Requiem        Holy attack on undead enemies
Love Song      ????
TemptSong      Confuses all enemies

Used by: Dancer

Temptango      Confuses enemy
Wonderwaltz    Drains a small amount of MP
Jitterbug      Drains a small amount of HP
Sword Dance    Physical attack at 4x strength

Used by: Geomancer

Key: 1 = Outside, 2 = Forest, 3 = Cave, 4 = Desert, 5 = Building, 
     6 = Ship, 7 = Beach, 8 = Wasteland, 9 = Mountain

               Used   Effect
Big Wave       6      Water Attack on all enemies
Branch Arrow   2      Physical Attack
Branch Spear   2      Physical Attack
Desert Storm   4      Wind Attack on all enemies
Dust           4      Wind Attack on all enemies
Earthquake     1      Earth attack on all enemies
Ghibli         7      Instant Death
Gust           15     Wind Attack
Poison Mist    8      Poison Attack on all enemies
Quicksand      4      Instant Death
Rage           2      Wind (?) Attack on all enemies
Sonic Boom     1      Lowers enemy's HP by 3/4
Stalactite     3      Physical Attack
Stalagmite     9      Physical Attack
Tornado        5      Wind Attack
Tsunami        7      Water Attack on all enemies
Whirlpool      6      Water Attack on all enemies
Will o' Wisp   3      Fire Attack
Wind Slash     15     Wind Attack on all enemies
Used by: Hunter

Bee Swarm        Attack all enemies
Lagomorph        Does Nothing 
Nightingale      Restores HP for all allies
Squirrel         Attack one enemy
Tree Squirrel    Distracts enemies

Used by: Chemist

Note: If a normal item is listed (without a note afterward), it's the same
      as the normal item effect. If an item has a (2) after it, it means 
      it's a different effect with the same name. And yes, "Elixer" is a 
      game typo, not one on my part. ^^

| Item 1       |+| Item 2       |=| Combo Effect     |
| Tonic        |+| Tonic        |=| Tonic (2)        |
| Tonic        |+| Potion       |=| Lifewater        |
| Tonic        |+| Ether        |=| X-Potion         |
| Tonic        |+| Phoenix Down |=| Resurrection     |
| Tonic        |+| Elixir       |=| Elixir           |
| Tonic        |+| Antidote     |=| Neutralize       |
| Tonic        |+| Eye Drop     |=| Eyedrop          |
| Tonic        |+| Holy Water   |=| Tonic (2)        |
| Tonic        |+| Maiden'sKiss |=| Maiden'sKiss (2) |
| Tonic        |+| Turtle Shell |=| Tincture         |
| Tonic        |+| Dragon Fang  |=| Dragon Power     |
| Tonic        |+| Dark Matter  |=| Dark Potion      |
| Potion       |+| Potion       |=| Potion (2)       |
| Potion       |+| Ether        |=| Half-Elixer      |
| Potion       |+| Phoenix Down |=| Resurrection     |
| Potion       |+| Elixir       |=| Elixir           |
| Potion       |+| Antidote     |=| Neutralize       |
| Potion       |+| Eye Drop     |=| Eyedrop          |
| Potion       |+| Holy Water   |=| Potion (2)       |
| Potion       |+| Maiden'sKiss |=| Maiden'sKiss (2) |
| Potion       |+| Turtle Shell |=| Dry Tincture     |
| Potion       |+| Dragon Fang  |=| Dragon Power     | 
| Potion       |+| Dark Matter  |=| Dark Potion      |  
| Ether        |+| Ether        |=| Tincture         |
| Ether        |+| Phoenix Down |=| Reincarnation    |
| Ether        |+| Elixir       |=| Elixir           |
| Ether        |+| Antidote     |=| ResistPoison     |
| Ether        |+| Eye Drop     |=| Resist Fire      |
| Ether        |+| Holy Water   |=| Tincture         |
| Ether        |+| Maiden'sKiss |=| Maiden'sKiss (2) |
| Ether        |+| Turtle Shell |=| X-Potion         |
| Ether        |+| Dragon Fang  |=| DragonShield     |
| Ether        |+| Dark Matter  |=| DarkTincture     |
| Phoenix Down |+| Phoenix Down |=| Phoenix Down (2) |
| Phoenix Down |+| Elixir       |=| Reincarnation    |
| Phoenix Down |+| Antidote     |=| Resist Ice       |
| Phoenix Down |+| Eye Drop     |=| Resist Bolt      |
| Phoenix Down |+| Holy Water   |=| Lifeshield       |
| Phoenix Down |+| Maiden'sKiss |=| Lifekiss         |
| Phoenix Down |+| Turtle Shell |=| Remedy           |
| Phoenix Down |+| Dragon Fang  |=| Dragon Armor     |
| Phoenix Down |+| Dark Matter  |=| Doom Potion      |
| Elixir       |+| Elixir       |=| Elixir           |
| Elixir       |+| Antidote     |=| Elixir           |
| Elixir       |+| Eye Drop     |=| Elixir           |
| Elixir       |+| Holy Water   |=| Elixir           |
| Elixir       |+| Maiden'sKiss |=| Lilith Kiss      |
| Elixir       |+| Turtle Shell |=| Dud Potion       |
| Elixir       |+| Dragon Fang  |=| Giant Drink      |
| Elixir       |+| Dark Matter  |=| Dark Elixer      |
| Antidote     |+| Antidote     |=| Antidote         |
| Antidote     |+| Eye Drop     |=| Tonic (3)        |
| Antidote     |+| Holy Water   |=| Samson Might     |
| Antidote     |+| Maiden'sKiss |=| Float            |
| Antidote     |+| Turtle Shell |=| Turtle Shell     |
| Antidote     |+| Dragon Fang  |=| PoisonBreath     |
| Antidote     |+| Dark Matter  |=| Poison           |
| Eye Drop     |+| Eye Drop     |=| Eye Drop         |
| Eye Drop     |+| Holy Water   |=| ElementMight     |
| Eye Drop     |+| Maiden'sKiss |=| Lamia Kiss       |
| Eye Drop     |+| Turtle Shell |=| Haste Water      |
| Eye Drop     |+| Dragon Fang  |=| Gloom Sigh       |
| Eye Drop     |+| Dark Matter  |=| Gloom Gas        |
| Holy Water   |+| Holy Water   |=| Holy Water (2)   |
| Holy Water   |+| Maiden'sKiss |=| Blessed Kiss     |
| Holy Water   |+| Turtle Shell |=| Bacchus Wine     |
| Holy Water   |+| Dragon Fang  |=| Hoary Breath     |
| Holy Water   |+| Dark Matter  |=| Dud Potion (2)   |
| Maiden'sKiss |+| Maiden'sKiss |=| Maiden'sKiss (2) |
| Maiden'sKiss |+| Turtle Shell |=| Drain Kiss       |
| Maiden'sKiss |+| Dragon Fang  |=| Dragon Kiss      |
| Maiden'sKiss |+| Dark Matter  |=| Toad Kiss        |
| Turtle Shell |+| Turtle Shell |=| Preventive       |
| Turtle Shell |+| Dragon Fang  |=| Dud Potion (3)   |
| Turtle Shell |+| Dark Matter  |=| Explosive        |
| Dragon Fang  |+| Dragon Fang  |=| DragonBreath     |
| Dragon Fang  |+| Dark Matter  |=| Dark Breath      |
| Dark Matter  |+| Dark Matter  |=| Shadowflare      |

--- Alchemy Effects ---

Bacchus Wine      Gives "Berserk" status
Blessed Kiss      Gives "Haste", "Image", and "Berserk" status
Dark Breath       Dark/Fire attack
Dark Elixer       Reduces HP to single digits
Dark Potion       Does 666 damage
DarkTincture      ????
Doom Potion       Instant Death
Dragon Armor      Gives "Reflect" and "Protect" status
Dragon Kiss       ????
Dragon Power      Increases Level by 20 during battle
DragonBreath      Fire attack
DragonShield      Become resistant to Fire, Ice, and Lightning
Drain Kiss        Drains HP to user
Dry Tincture      Restores 160 MP
Dud Potion        Causes Slip
Dud Potion (2)    Causes Poison
Dud Potion (3)    Causes Confuse
ElementMight      Raises power of elemental attacks by 50-75%
Explosive         Damage = Current HP; Kills user
Eyedrop           Restores HP and cures Blind
Float             Gives "Float" status
Giant Drink       Doubles Max HP during battle
Gloom Gas         Causes Blind
Gloom Sigh        Causes Blind and Confuse
Half-Elixer       ????
Haste Water       Gives "Haste" status
Hoary Breath      Holy/Wind attack
Holy Water (2)    Restores 1/8 HP and cures Zombie
Lamia Kiss        Causes Confuse
Lifekiss          Revives dead ally with 1/2 HP
Lifeshield        Become immune to instant death
Lifewater         Gives "Regen" status
Lilith Kiss       Drains MP to user
Maiden'sKiss (2)  Restores HP and cures Toad
Neutralize        Restores HP and cures Poison
Phoenix Down (2)  Revives dead ally with 1/4 HP
Poison            Causes Poison
PoisonBreath      Poison attack
Potion (2)        Restores 900 HP
Preventive        Gives "Protect" status
Reincarnation     Revives dead ally with full HP
Remedy            Cures all status ailments
Resist Bolt       Become resistant to Lightning
Resist Fire       Become resistant to Fire
Resist Ice        Become resistant to Ice
ResistPoison      Become resistant to Poison and poison-based attacks
Resurrection      Revives dead ally with full HP
Samson Might      Increases Level by 10 during battle
Shadowflare       Dark attack
Tincture          Restores 80 MP
Toad Kiss         Causes Frog
Tonic (2)         Restores 90 HP
Tonic (3)         ????
Turtle Shell      Decreases defense
X-Potion          Fully restores HP

 7. Monster List

- If an enemy's HP is in <Brackets>, it means it showed up as ???? when 
  scanned, and the figure I have is a rough estimate. (The exception being
  for Wingrapter, who you're unable to scan at all.)
- A '??' in the level column could mean one of four things: 1) The enemy 
  has inherent reflect, and we had to use the Check command (which doesn't 
  show level) to obtain its stats. 2) The enemy's level didn't show up when
  scanned. (If you scan Iron Claw or GrandMummy, no number is listed after
  "Level".) 3) The enemy's level changes during battle. 4) We just missed 
  scanning the enemy altogether. (Such is the case for the Karnak, Walz 
  Tower, and Big Bridge enemies. This list wasn't started until a little 
  ways into the second world.) Such enemies will likely also have ???? for 
  their HP.
- We haven't got all the Undead/Stone enemies listed as such yet... We'll
  try to get them all listed in the next version.
- The Steal/Rare Steal/Won columns are *FAR* from complete. In fact, we've
  barely spent any time stealing. Feel free to let us know of any equipment
  or good items you've won/stolen from any of the enemies here.
- There are four enemies called "Unknown", and the numbers after their names
  are simply to indicate which is which: "1" seems to be a weird red plant-
  like thing, "2" looks like a mutated snake, "3" looks like a squatting 
  pink demon with slime coming out of its mouth (eww...), and "4" is a 
  skeleton hanging from the ceiling.
- There're two "Hypnots". The first is a normal enemy in X-Death's castle.
  The second one is an enemy that pops out of the walls at Phoenix Tower. 
  (Also, "SoulCannon" and "LiquiFlame" are *similar* to the bosses with 
  close names, but have different stats.)
- No, you don't fight Neo X-Death four times, he just has four target 
  points. "1" is the one at the top, "2" is the one on the lower right, "3"
  is the one in the center, and "4" is the one on the lower left.
- "Dragon Frog" is the little frog that accompanies Alcumias in Easterly
  Falls. Initially, they have no names. After a couple rounds, though, they
  turn into Red Dragons with the same stats.

Element abbreviations:

F = Fire   I = Ice     B = Bolt   E = Earth 
A = Wind   W = Water   H = Holy   P = Poison   
All = All elements     U = Undead (Cure spells damage)
S = Stone (Can be killed by softs)

() - Indicates that weakness changes.
V = Varies
--- Normal Enemies ---
               Lv     HP   Weak   Steal         Rare Steal    Win 
<Dragon Frog>  44   7500   U      
A Rage         34   1050
Acrophis       30    900   B
Adamngolem     37   3650   BS
Alcumia        47   4500
Aquagel        46   3300   B
Aquaus         26   3000          Crossbow
Aquazone       31    800   B
Archeosaur     35   9960   EFU
Archeotoad     25    800   I
Armon          25   1500   B
Auspices       35   1280   IU     Antidote      Potion        Antidote
Bald Money     35   1300
Baretta        41   1000   I
BehemoKing     82  18000   W      Phoenix Down  Blood Sword   Double Lance
Belfagel       55   6000          Moonring      Razor Ring    Ice Shield
Berserker      44   2140                                      Death Sickle
Bewitchin      42   2000
Big Horn        8     90
BigButrfly     29   9000
BioSoldier     18    540
BlackFlame     22    220   W      Speed Drink
BlakGoblin      7     20
BlakWarlok     36   1999   H                                  Lumino-Staff
Blind Wolf     33    900   F
Blizzard       45   2300   F
Blockhead      26    600   B
BloodSlime     29    600   F
BlueDragon     38   6900
Bomb           21    440
BrandLamia     38   2100   IU     Maiden'sKiss  Thornlet
Cactus         29   1000   W
Centipeelr     48   2780   I      Tonic
Cockataur      12    100
Cool Dust      17    240   WAI
Corbett        29   2800   B
Corral         46   2150   B
Cowpoke        37   2200
Crescent       22    580                                      Death Sickle
Crystelle      52      3          Ether         CrystlShield  CrystalHelmt
CrystlDrgn     62  17500          Elixir        Dragon Lance  Crystalmail
CrystSlugs     10     75   B
Cure Beast     34   1000
Cybis          19     25
Cycloskull     48   3000          Turtle Shell  Angel Ring    Rune Chime
Death Claw     51   4000   W      Hero Drink    Thor'sHammer  Soft
DeemMaster     43   2600
Defeater       18    260   I
DethDealer     63   3000          Holy Water    Poet Cap
Devourer       28   1000
Diablo          3     16   I
Dinglberry     46  39393                                      Mirage Vest
Disabler       49   3800          Wall Ring     Ribbon        Wall Ring
Doublizard     21    700   I
DragonAvis     49   7000   W      Trident       Artemis       Dragon Fang
Drgn Great     51  10000   W      Dragon Fang   Power Drink
DrgnZombie     24   4590   FU                                 Dragon Fang
Drippy         32    900   P
Druid [Purple] 42   2000
Druid [Red]    44   2200
DualKnight     44   2140
Elf Toad       13    160   I
Fall Guard     47   4000                                      KaisrKnuckle
Fan Wizard     24   1000
Ferry Walk     28   1000
Fins           20    550   B
Flare          44   3000
Freeziabat     32   2300   F
Fury           50   5000   W      Wall Ring     Hex Ring      Black Robe
Galacjelly     34     75
Gatlings        7     80
Ghilacat       12    100
Gigas          ??   ????                                      Giant Drink
Glastos        15    250   I                                  Turtle Shell
GloomWidow     42   1820   W
Gobbldigoo     24   1200
Goblin          6     16
Gravidead      34   1800
Grenade        47   3000          Potion        Flame Shield  Potion
Grimalkin      32    500   F
Groundpede     24   1450   E
Harpy          20    666
Hedgehog       37   1000
Hypnot [1]     37   2600   F
Hypnot [2]     63   8000   F
Hyudra         25   2000
IceSoldier     13    160   F      MythrilSword
Imp            52   1000
Iron           44   2140
Iron Dress     44   2200   I
Iron Giant     61  18000   W      Iron Helmet   Iron Armor    Giant Drink
Jestrex        48   2580   P      Speed Drink   Power Rod
Karnak         19    140
Killer Bee      1     20
Kornago        31   1000   I
Kuzer          63  10000
La Mage        19    760
Lamia          24    900   I
Landcrawlr     48  22000   W      AncientSword  Defender
Landsquid      48   2780
LandTurtle     34   1300   I                                  Turtle Shell
Landwort       14    180
LevelChekr     54   5000          Tonic         Ether
LilChariot     ??   ????
LiquiFlame     63   9000   WI
LumbrBeast     11    130   AB
LvlTripper     34   1300   B
Magic Pot      91  65255          Potion
MagicDrgn      36   2900   AP
Magnites       33   1200   B      <Nothing>     <Nothing>
Mamon          35   1700   F
Mauldwin        1     20
Maximus        51  10000   W      Potion        Aegis Shield  Circlet
MechaHead      37   7210   W
MercuryBat     46    500
Metamorpha     43   7000   WA     Staff         Potion
Mind Flare     53   4700          Green Beret   HuntingKnife  White Robe
MiniDragon     22   1000
MiniMage       11   1100
MithrlDrgn     16    600
Mog Eater      23   1000   B
Money Mage      5     20
MossFungus     48   5000   W      Potion        Air Lancet    Antidote
MotorDrive     38   3300   FIB
Mottletrap     17    240   B
Mover          52  10000   F      Fire Skill    Water Skill   LgtningSkill
Mummy          27   1900   FU
Necromancr     54   6900   U      Holy Water    Bonemail      Holy Water
Neogigas       39   4170
Neon           33   1200
Nile           28   1200   B      <Nothing>     <Nothing>
Ninja          52   5000          Shuriken      Ichimonji
Nut Eater       1     20
Oculus         49   2100   WE     Dark Matter   Soft          Phoenix Down
Page 32        19    480   F
Page 64        20    500   F
Page 128       20    700   F
Page 256       21    900   F
Pao            27    500
PoisnEagle     32    100
Poltrgeist     17    240   WA
Prototype      23   5000
PsychoHeds     11     90
Pyramidia      41   2200   B      Power Drink
Python         39   1800   I
Quadrharpy     23   1000          Trident
Radiator       40    900   F
Red Dragon     30   7500   WIEU   Potion        Fire Ring
Red Harpy      43   1900
RflecKnght     ??   1600          War Hammer
RflecMage      ??   1300
RicardMage     10    100
Ridicule       31   1380   B
RockCutter     11    120   F
RockStatue     45   3300   BS     Potion        Double Lance  Soft
RonkaKnigt     24    860
Sand Bear      24   1000   W
Sandboil       23    420   W
Sandcrawlr     29  15000   W
SandKiller     23    620   W
Sargeant       ??   ????
Sea Devil      30   5000   B
Serpentina     49   3900          Prism Dress   Coral Ring    Lamia's Harp
ShadeDancr     43   4480          Power Wrist
Shadow         40   1000
Shell Bear     27    380
Sherry         49   4000          Red Shoes     Elf Cloak     Winged Shoes
ShieldDrgn     29  19999
Skelesaur      32   2590   F
Skeleton       10     70   HFU
SkullEater     32      1
Sleepy         36   1600
Slownin        43   2400          Katana        Ice Shield
Slug           42   1820   F
Sorcerer       ??   ????
SoulCannon     61  10000   B
Spizzoner      39   2300
Steel Bat       2     20
Stingray       93  30000          Dark Matter
StonedMask     24    450   B
StoneGolem     22   1000   BS
Stones         12     50   B      SilvrGlasses
Stray Cat       2     20
Stroper         3     20
Subterran      27   1000
SwrdDancer     48   3000          MythrilHelmt  Enchanter     Blizzard
Sybaritic      52   3200   W      Turtle Shell  Flame Saber   Elixir
T-wrecks       45   2300
Tarantula      27    200   I
Tattoo          8    100   WI
The Damned     44   1980
Thunderpit     21    600                                      LgtningSkill
Tiny Mage      43   1540
Tote Avis      47  33090          Ab Splitter
Traveler       33   1400
Trent          26    700   F
TwinLizard     33   1500   I
Ultragigas     34   2420
Unknown [1]    41   2500   HU
Unknown [2]    46   2500   HU
Unknown [3]    47   3500   WHU
Unknown [4]    47   6500   HU
Verminator     27   1000
Water Bus      26    600   B
Weresnake      31    900   I
WhiteFlame     49   1600          Eye Drop      Elixir
Whitesnake      4     25   I
Wild Dog       15     95   F
WingKiller     ??   ????
X-DethSoul      1 <15000>  H      <Nothing>     <Nothing>     Dark Matter
Y Burn         ??   ????          MythrilKnife
YellowDrgn     38   8500
Yojimbo        52   3960          Cottage       Strato
Zefa Zone      53   3780          Tonic         Elixir
Zuu            15    850

--- Bosses/Special Monsters ---
               Lv     HP   Weak   Steal         Rare          Win
<Earth Cryst.> 77   7777
<Fire Crystal> 77   7777
<Water Cryst.> 77   7777
<Wind Crystal> 77   7777
Abductor [1]   22   1500          Earth Robe
Abductor [2]   29   2500
Adamantaim     20   2000   I
Alte Roit      58   6000
Antolyon       34   8100   W
Apprehendr     59  22200   F      Ash                         Ash
Archeoavis [1] ??  <7500>  A(V)
Archeoavis [2] 20  <3000>
Atomos         41  19997
Azulmagia      57  27900   P      Elixir        Giant'sGlove
Bahamut        99  40000          Dragon Fang                 Dragon Fang      
Barrier        ?? <10000>
Biblos         24   3600   HF
Bludgeoner     41   6000
Byurobolos     22   1500
Carbuncle       1  15000   All    Wall Ring
Catastroph     71  19997                                      Soft
Clay Claw      43   2000   B      Coral Sword
Drgn Bulb      31    100
Drgn Grass     33  12000
Enkidoh        29   4000
Faltzer         8    850
FlameThrow     22   2400   B
Gargoyle       33   5000
Garula          5   1200
Gilgame        51  32768   IU
Gilgamesh [1]  26  <2500>
Gilgamesh [2]  28  <5000>
Gilgamesh [3]  31   8888          Genji Glove
Gilgamesh [4]  ?? <15000>         Genji Helmet                Excalipur
Gilgamesh [5]  59 <15000>         Genji Shield
Gilgamesh [6]  93   ????          Genji Armor
Gogo           77   ????   W
Golem           3   2500
GrandMummy     ??   6000   FU
Halycanos      97  33333          Lumino-Staff                Elf Cloak
IceComandr      4    600   F
Ifrit          22   3000   WI
Invisible      52   7000
Iron Claw      ??   1000
JuraAvis       61  15000
Karl Boss       5    650   B
KimaBrain      19   3300
Launcher       50  <1500>
Leviathan      37  40000   B
LiqudFlame     19   3000   I                                  Fire Bow
Magissa         8    650
Mellusion      29  20000   F(V)
Minitaurus     ??  19850 
Necrophobe     66  44044   All
Neo X-Deth [1] 81  50000
Neo X-Deth [2] 67  55000
Neo X-Deth [3] 83  55000
Neo X-Deth [4] 86  60000
Nergade        20  13333   FU
Odin            2  17000          Protect Ring
Omega         119 <60000>  B      <Nothing>     <Nothing>     Omega Badge
Omniscient     53  16999   A
Pantera        42  18000   F
Phobos         39  13333   EU
Ramuh          21   4000
Rocket Gun     23   2500   B
Sandworm       18   3000   W
Shinryu        97 <55000>                                     Dragon Seal
Shiva          11   1500   F
Shoat          38   5000
Siren           2    900   F(U)
Soul Gun       36  <9000>  B
Stoker          7  20000          Dark Matter
Titan           1   2500
Triton         37  13333   IU
Twin Tania     39  50000   WH
Tyrasaurus     29   5000   F
Wingrapter     ??   <500>
WoodSprite     68  18000
X-Death [1]    63 <10000>
X-Death [2]    66  32768   H
X-Death [3]    77  49001

*No, you're not seeing a typo. Omega really *is* on level 119. O_o

 8. Shopping List

(Itm) - Item         (Chm) - Chemist Item (Nin) - Ninja Item (Swd) - Sword
(Knf) - Knife        (Axe) - Axe          (Rod) - Rod        (Stf) - Staff
(Spr) - Spear        (Whp) - Whip         (Ktn) - Katana     (Bow) - Bow  
(Hrp) - Harp         (Bll) - Bell         (Etc) - Other      (Arm) - Armor
(Shd) - Shield       (Hmt) - Helmet       (Acc) - Accessory   
(Wht) - White Magic  (Blk) - Black Magic  (Tme) - Time Magic (Smn) - Summon 

%%%Tule Village%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 10 GP

Item Shop:   Tonic         (Itm)     40 GP   Tent           (Itm)   250 GP

Weapon Shop: Broadsword    (Swd)    280 GP   Wooden Rod     (Rod)   200 GP
             Staff         (Stf)    200 GP

Armor Shop:  LetherShield  (Shd)     90 GP   Leather Cap    (Hmt)    50 GP
             LeatherArmor  (Arm)     80 GP

Magic Shop:  Fire          (Blk)    150 GP   Ice            (Blk)   150 GP
             Bolt          (Blk)    150 GP   Cure           (Wht)   180 GP
             Scan          (Wht)     80 GP   Antdot         (Wht)    90 GP


Inn: 10 GP

Item Shop:   Tonic         (Itm)     40 GP   Antidote       (Itm)    30 GP
             Eye Drop      (Itm)     20 GP   Maiden'sKiss   (Itm)    60 GP
             Cornucopia    (Itm)     50 GP   Soft           (Itm)   150 GP
             Phoenix Down  (Itm)   1000 GP   Tent           (Itm)   250 GP

Weapon Shop: Dirk          (Knf)    300 GP   Long Sword     (Swd)   480 GP
             Wooden Rod    (Rod)    200 GP   Staff          (Stf)   200 GP

Armor Shop:  BronzeShield  (Shd)    290 GP   BronzeHelmet   (Hmt)   250 GP
             Bronze Armor  (Arm)    400 GP   Bronze Plate   (Arm)   350 GP
             Cotton Robe   (Arm)    300 GP

Magic Shop:  Fire          (Blk)    150 GP   Ice            (Blk)   150 GP
             Bolt          (Blk)    150 GP   Sleep          (Blk)   300 GP
             Cure          (Wht)    180 GP   Antdot         (Wht)    90 GP
             Mute          (Wht)    280 GP   Protes         (Wht)   280 GP

%%%Walz Village%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 20 GP

Item Shop:   Tonic         (Itm)     40 GP   Antidote       (Itm)    30 GP
             Eye Drop      (Itm)     20 GP   Maiden'sKiss   (Itm)    60 GP
             Cornucopia    (Itm)     50 GP   Soft           (Itm)   150 GP
             Phoenix Down  (Itm)   1000 GP   Tent           (Itm)   250 GP

Weapon Shop: Battle Ax     (Axe)    650 GP   Long Sword     (Swd)   480 GP
             Dirk          (Knf)    300 GP   

Armor Shop:  Iron Shield   (Shd)    390 GP   Iron Helmet    (Hmt)   350 GP
             Iron Armor    (Arm)    500 GP   Kung-fu Suit   (Arm)   450 GP
             Cotton Robe   (Arm)    300 GP

Magic Shop:  Slow          (Tme)     80 GP   Regen          (Tme)   100 GP
             Mute          (Tme)    320 GP   Haste          (Tme)   320 GP
             Chocobo       (Smn)    300 GP   Sylph          (Smn)   350 GP
             Remora        (Smn)    250 GP

%%%Karnak Village%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
(Note: The first time you come here, the prices are *much* lower, but you 
 can only buy one item.)

Inn: 20 GP

Item Shop:   Tonic         (Itm)     40 GP   Antidote       (Itm)    30 GP
             Eye Drop      (Itm)     20 GP   Maiden'sKiss   (Itm)    60 GP
             Cornucopia    (Itm)     50 GP   Soft           (Itm)   150 GP
             Phoenix Down  (Itm)   1000 GP   Tent           (Itm)   250 GP

Weapon Shop: MythrilKnife  (Knf)    450 GP   MythrilSword   (Swd)   880 GP
(1)          MythrilHammr  (Axe)   1050 GP   Ice Rod        (Rod)   750 GP
             Fire Rod      (Rod)    750 GP   LightningRod   (Rod)   750 GP
             Flail         (Stf)    780 GP

Weapon Shop: Mythril Pike  (Spr)    790 GP   Ninja Knife    (Knf)   600 GP
(2)          Whip          (Whp)   1100 GP   Monster Bell   (Bll)   500 GP

(Note: This shop only appears after completing the Ancient Library.)

Armor Shop:  MythrlShield  (Shd)    590 GP   MythrilHelmt   (Hmt)   550 GP
            *Plumed Hat    (Hmt)    350 GP   MythrilArmor   (Arm)   700 GP
             Silver Plate  (Arm)    600 GP   Silk Robe      (Arm)   500 GP
             MythrilGlove  (Acc)    600 GP   SilvrArmBand   (Acc)   500 GP

(Note: The Plumed Hat isn't available when you first arrive at Karnak and
prices are lower.)

White Shop:  Cure2         (Wht)    620 GP   Raise          (Wht)   700 GP
             Muddle        (Wht)    650 GP   Mute           (Wht)   280 GP
             Protes        (Wht)    280 GP   Cure           (Wht)   180 GP
             Scan          (Wht)     80 GP   Antdot         (Wht)    90 GP

Black Shop:  Fire2         (Blk)    600 GP   Ice2           (Blk)   600 GP
             Bolt2         (Blk)    600 GP   Poison         (Blk)   290 GP
             Sleep         (Blk)    300 GP   Fire           (Blk)   150 GP
             Ice           (Blk)    150 GP   Bolt           (Blk)   150 GP

Time Shop:   Demi          (Tme)    620 GP   Stop           (Tme)   580 GP
             Haste         (Tme)    320 GP   Mute           (Tme)   320 GP
             Slow          (Tme)     80 GP   Regen          (Tme)   100 GP
%%%Jacohl Village%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 30 GP

Item Shop:   Tonic         (Itm)     40 GP   Antidote       (Itm)    30 GP
             Eye Drop      (Itm)     20 GP   Maiden'sKiss   (Itm)    60 GP
             Cornucopia    (Itm)     50 GP   Soft           (Itm)   150 GP
             Phoenix Down  (Itm)   1000 GP   Tent           (Itm)   250 GP

Weapon Shop: Cleaver       (Axe)   3200 GP   Coral Sword    (Swd)  2800 GP
             Mage Slasher  (Knf)    900 GP   Trident        (Spr)  2700 GP
             Katana        (Ktn)   5800 GP   Silver Bow     (Bow)  1500 GP

Armor Shop:  Green Beret   (Hmt)   2500 GP   Ninja Suit     (Arm)  3000 GP
             Poet Robe     (Arm)   1000 GP

Magic Shop:  Cure2         (Wht)    620 GP   Raise          (Wht)   700 GP
             Muddle        (Wht)    650 GP   Mute           (Wht)   280 GP
             Protes        (Wht)    280 GP   Cure           (Wht)   180 GP
             Scan          (Wht)     80 GP   Antdot         (Wht)    90 GP

%%%Crescent Town%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 30 GP

Item Shop:   Tonic         (Itm)     40 GP   Antidote       (Itm)    30 GP
             Eye Drop      (Itm)     20 GP   Maiden'sKiss   (Itm)    60 GP
             Cornucopia    (Itm)     50 GP   Soft           (Itm)   150 GP
             Phoenix Down  (Itm)   1000 GP   Tent           (Itm)   250 GP

Weapon Shop: Fire Bow      (Bow)   2500 GP   Ice Bow        (Bow)  2500 GP
             LightningBow  (Bow)   2500 GP   Silver Harp    (Hrp)   800 GP

Armor Shop:  Plumed Hat    (Hmt)    350 GP   Poet Robe      (Arm)  1000 GP

Magic Shop:  Fire2         (Blk)    600 GP   Ice2           (Blk)   600 GP
             Bolt2         (Blk)    600 GP   Poison         (Blk)   290 GP
             Sleep         (Blk)    300 GP   Fire           (Blk)   150 GP
             Ice           (Blk)    150 GP   Bolt           (Blk)   150 GP


Inn: Free

Item Shop:   Ether         (Itm)    750 GP   Tonic          (Itm)    20 GP
             Antidote      (Itm)     15 GP   Eye Drop       (Itm)    10 GP
             Maiden'sKiss  (Itm)     30 GP   Cornucopia     (Itm)    25 GP
             Soft          (Itm)     75 GP   Tent           (Itm)   125 GP

(Note: These are half the normal price, so once you can get here, stock up!)

Weapon Shop: Ninja Knife   (Knf)    600 GP   Shuriken       (Nin)  2500 GP
             Fire Skill    (Nin)    200 GP   Water Skill    (Nin)   200 GP
             LgtningSkill  (Nin)    200 GP

Armor Shop:  Green Beret   (Hmt)   2500 GP   Ninja Suit     (Arm)  3000 GP

Magic Shop:  Esna          (Wht)   3000 GP

%%%Easterly Village%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 30 GP

Item Shop:   Tonic         (Itm)     40 GP   Antidote       (Itm)    30 GP
             Eye Drop      (Itm)     20 GP   Maiden'sKiss   (Itm)    60 GP
             Cornucopia    (Itm)     50 GP   Soft           (Itm)   150 GP
             Phoenix Down  (Itm)   1000 GP   Tent           (Itm)   250 GP

Armor Shop:  Fire Ring     (Acc)  50000 GP   Coral Ring     (Acc) 50000 GP
             Angel Ring    (Acc)  50000 GP

Magic Shop:  Demi          (Tme)    620 GP   Stop           (Tme)   580 GP
             Haste         (Tme)    320 GP   Mute           (Tme)   320 GP
             Slow          (Tme)     80 GP   Regen          (Tme)   100 GP

%%%Lugor Bordertown%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 40 GP

Item Shop:   Potion        (Itm)    360 GP   Tonic          (Itm)    40 GP
(1)          Phoenix Down  (Itm)   1000 GP   Soft           (Itm)   150 GP
             Maiden'sKiss  (Itm)     60 GP   Cornucopia     (Itm)    50 GP
             Eye Drop      (Itm)     20 GP   Antidote       (Itm)    30 GP

Item Shop:   Ether         (Itm)   1500 GP   Holy Water     (Itm)   150 GP
(2)          Cottage       (Itm)    600 GP   Giant Drink    (Chm)   110 GP
             Power Drink   (Chm)    110 GP   Speed Drink    (Chm)   110 GP
             Hard Body     (Chm)    110 GP   Hero Drink     (Chm)   110 GP

Weapon Shop: HalcyonBlade  (Knf)   3400 GP   War Hammer     (Axe)  6400 GP
             Katana        (Ktn)   5800 GP   Half Moon      (Swd)  5600 GP
             Wind Lance    (Spr)   5400 GP   Dark Bow       (Bow)  3000 GP
             Dream Harp    (Hrp)   1600 GP   Chain Whip     (Whp)  3300 GP

Armor Shop:  Gold Shield   (Shd)   3000 GP   Gold Helmet    (Hmt)  3500 GP
             Green Beret   (Hmt)   2500 GP   Wizard Hat     (Hmt)  1500 GP
             Gold Armor    (Arm)   4000 GP   Ninja Suit     (Arm)  3000 GP
             Earth Robe    (Arm)   2000 GP

White Shop:  Blink         (Wht)   3000 GP   Esna           (Wht)  3000 GP
             Shell         (Wht)   3000 GP

Black Shop:  Drain         (Blk)   3000 GP   Break          (Blk)  3000 GP
             Bio           (Blk)   3000 GP

Time Shop:   Comet         (Tme)   3000 GP   Slow2          (Tme)  3000 GP
             Return        (Tme)   3000 GP

%%%Val Castle%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 50 GP

Item Shop:   Potion        (Itm)    360 GP   Tonic          (Itm)    40 GP
(1)          Phoenix Down  (Itm)   1000 GP   Soft           (Itm)   150 GP
             Maiden'sKiss  (Itm)     60 GP   Cornucopia     (Itm)    50 GP
             Eye Drop      (Itm)     20 GP   Antidote       (Itm)    30 GP

Item Shop:   Ether         (Itm)   1500 GP   Holy Water     (Itm)   150 GP
(2)          Cottage       (Itm)    600 GP   Giant Drink    (Chm)   110 GP
             Power Drink   (Chm)    110 GP   Speed Drink    (Chm)   110 GP
             Hard Body     (Chm)    110 GP   Hero Drink     (Chm)   110 GP

Weapon Shop: HalcyonBlade  (Knf)   3400 GP   War Hammer     (Axe)  6400 GP
             Katana        (Ktn)   5800 GP   Half Moon      (Swd)  5600 GP
             Wind Lance    (Spr)   5400 GP   Dark Bow       (Bow)  3000 GP
             Dream Harp    (Hrp)   1600 GP   Chain Whip     (Whp)  3300 GP

Armor Shop:  Gold Shield   (Shd)   3000 GP   Gold Helmet    (Hmt)  3500 GP
             Green Beret   (Hmt)   2500 GP   Wizard Hat     (Hmt)  1500 GP
             Gold Armor    (Arm)   4000 GP   Ninja Suit     (Arm)  3000 GP
             Earth Robe    (Arm)   2000 GP   Gauntlet       (Acc)  4000 GP

White Shop:  Blink         (Wht)   3000 GP   Esna           (Wht)  3000 GP
             Shell         (Wht)   3000 GP

Black Shop:  Drain         (Blk)   3000 GP   Break          (Blk)  3000 GP
             Bio           (Blk)   3000 GP

Time Shop:   Comet         (Tme)   3000 GP   Slow2          (Tme)  3000 GP
             Return        (Tme)   3000 GP

%%%Kelb Village%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 60 GP

Item Shop:   Potion        (Itm)    360 GP   Tonic          (Itm)    40 GP
(1)          Phoenix Down  (Itm)   1000 GP   Soft           (Itm)   150 GP
             Maiden'sKiss  (Itm)     60 GP   Cornucopia     (Itm)    50 GP
             Eye Drop      (Itm)     20 GP   Antidote       (Itm)    30 GP

Item Shop:   Ether         (Itm)   1500 GP   Holy Water     (Itm)   150 GP
(2)          Cottage       (Itm)    600 GP   Giant Drink    (Chm)   110 GP
             Power Drink   (Chm)    110 GP   Speed Drink    (Chm)   110 GP
             Hard Body     (Chm)    110 GP   Hero Drink     (Chm)   110 GP

Weapon Shop: Cluster       (Knf)   5100 GP   Crossbow       (Bow)  5000 GP
(1)          Poison Rod    (Rod)   1500 GP   Shuriken       (Nin)  2500 GP
             Fire Skill    (Nin)    200 GP   Water Skill    (Nin)   200 GP
             LgtningSkill  (Nin)    200 GP

Weapon Shop: HalcyonBlade  (Knf)   3400 GP   War Hammer     (Axe)  6400 GP
(2)          Katana        (Ktn)   5800 GP   Half Moon      (Swd)  5600 GP
             Wind Lance    (Spr)   5400 GP   Dark Bow       (Bow)  3000 GP
             Dream Harp    (Hrp)   1600 GP   Chain Whip     (Whp)  3300 GP

Armor Shop:  RopeHeadband  (Hmt)   3500 GP   Power Tasuki   (Arm)  4500 GP
(1)          Power Wrist   (Acc)   2500 GP

Armor Shop:  Gold Shield   (Shd)   3000 GP   Gold Helmet    (Hmt)  3500 GP
(2)          Green Beret   (Hmt)   2500 GP   Wizard Hat     (Hmt)  1500 GP
             Gold Armor    (Arm)   4000 GP   Ninja Suit     (Arm)  3000 GP
             Earth Robe    (Arm)   2000 GP   Gauntlet       (Acc)  4000 GP

White Shop:  Blink         (Wht)   3000 GP   Esna           (Wht)  3000 GP
             Shell         (Wht)   3000 GP

Black Shop:  Drain         (Blk)   3000 GP   Break          (Blk)  3000 GP
             Bio           (Blk)   3000 GP

Time Shop:   Comet         (Tme)   3000 GP   Slow2          (Tme)  3000 GP
             Return        (Tme)   3000 GP

%%%Surgate Castle%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 60 GP

Item Shop:   Potion        (Itm)    360 GP   Tonic          (Itm)    40 GP
(1)          Phoenix Down  (Itm)   1000 GP   Soft           (Itm)   150 GP
             Maiden'sKiss  (Itm)     60 GP   Cornucopia     (Itm)    50 GP
             Eye Drop      (Itm)     20 GP   Antidote       (Itm)    30 GP

Item Shop:   Ether         (Itm)   1500 GP   Holy Water     (Itm)   150 GP
(2)          Cottage       (Itm)    600 GP   Giant Drink    (Chm)   110 GP
             Power Drink   (Chm)    110 GP   Speed Drink    (Chm)   110 GP
             Hard Body     (Chm)    110 GP   Hero Drink     (Chm)   110 GP

Weapon Shop: RegalCutlass  (Swd)   8400 GP   Short Spear    (Spr)  8100 GP
             Bizen'sPride  (Ktn)   8800 GP   Poison Ax      (Axe)  9600 GP

Armor Shop:  Gold Shield   (Shd)   3000 GP   Gold Helmet    (Hmt)  3500 GP
             RopeHeadband  (Hmt)   3500 GP   Wizard Hat     (Hmt)  1500 GP
             Gold Armor    (Arm)   4000 GP   Power Tasuki   (Arm)  4500 GP
             Earth Robe    (Arm)   2000 GP   Gauntlet       (Acc)  4000 GP

White Shop:  Blink         (Wht)   3000 GP   Esna           (Wht)  3000 GP
             Shell         (Wht)   3000 GP

Black Shop:  Drain         (Blk)   3000 GP   Break          (Blk)  3000 GP
             Bio           (Blk)   3000 GP

Time Shop:   Comet         (Tme)   3000 GP   Slow2          (Tme)  3000 GP
             Return        (Tme)   3000 GP

%%%Moore Village%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 70 GP

Item Shop:   Potion        (Itm)    360 GP   Tonic          (Itm)    40 GP
(1)          Phoenix Down  (Itm)   1000 GP   Soft           (Itm)   150 GP
             Maiden'sKiss  (Itm)     60 GP   Cornucopia     (Itm)    50 GP
             Eye Drop      (Itm)     20 GP   Antidote       (Itm)    30 GP

Item Shop:   Ether         (Itm)   1500 GP   Holy Water     (Itm)   150 GP
(2)          Cottage       (Itm)    600 GP   Giant Drink    (Chm)   110 GP
             Power Drink   (Chm)    110 GP   Speed Drink    (Chm)   110 GP
             Hard Body     (Chm)    110 GP   Hero Drink     (Chm)   110 GP

Weapon Shop: Air Lancet    (Knf)   6800 GP   Elfin Bow      (Bow)  7500 GP

Armor Shop:  DiamndShield  (Shd)   6000 GP   DiamondHelmt   (Hmt)  7000 GP
             Tiger Mask    (Hmt)   5000 GP   Poet Cap       (Hmt)  3000 GP
             DiamondArmor  (Arm)   8000 GP   DiamondPlate   (Arm)  6000 GP
             LuminousRobe  (Arm)   4000 GP   DimndArmBand   (Acc)  4000 GP

White Shop:  Cure3         (Wht)   6000 GP   Rflect         (Wht)  6000 GP
             Bersrk        (Wht)   6000 GP   Blink          (Wht)  3000 GP
             Esna          (Wht)   3000 GP   Shell          (Wht)  3000 GP

Black Shop:  Fire3         (Blk)   6000 GP   Ice3           (Blk)  6000 GP
             Bolt3         (Blk)   6000 GP   Drain          (Blk)  3000 GP
             Break         (Blk)   3000 GP   Bio            (Blk)  3000 GP

Time Shop:   Demi2         (Tme)   6000 GP   Haste2         (Tme)  6000 GP
             Old           (Tme)   6000 GP   Comet          (Tme)  3000 GP
             Slow2         (Tme)   3000 GP   Return         (Tme)  3000 GP

%%%Dwarf Village%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Weapon Shop: Earth Hammer  (Axe)  12800 GP   Mace           (Stf)  7800 GP
             Magic Bow     (Bow)  10000 GP   Ichimonji      (Ktn) 14800 GP 

Armor Shop:  CrystlShield  (Shd)   9000 GP   CrystalHelmt   (Hmt) 10500 GP
             Black Hood    (Hmt)   6500 GP   Circlet        (Hmt)  4500 GP
             Crystalmail   (Arm)  12000 GP   BlackCostume   (Arm)  9000 GP
             Black Robe    (Arm)   8000 GP   White Robe     (Arm)  8000 GP

%%%Mirage Town%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Inn: 70 GP

Item Shop:   Potion        (Itm)    360 GP   Tonic          (Itm)    40 GP
(1)          Phoenix Down  (Itm)   1000 GP   Soft           (Itm)   150 GP
             Maiden'sKiss  (Itm)     60 GP   Cornucopia     (Itm)    50 GP
             Eye Drop      (Itm)     20 GP   Antidote       (Itm)    30 GP

Item Shop:   Elixir        (Itm)  50000 GP   Ether          (Itm)  1500 GP
(2)          Holy Water    (Itm)    150 GP   Giant Drink    (Chm)   110 GP
             Power Drink   (Chm)    110 GP   Speed Drink    (Chm)   110 GP
             Hard Body     (Chm)    110 GP   Hero Drink     (Chm)   110 GP

Weapon Shop: Flame Saber   (Swd)  10000 GP   Blizzard       (Swd) 11000 GP
(1)          Earth Hammer  (Axe)  12800 GP   Mace           (Stf)  7800 GP
             Magic Bow     (Bow)  10000 GP   Ichimonji      (Ktn) 14800 GP
             Partisan      (Spr)  10200 GP

Weapon Shop: MagiShuriken  (Nin)  25000 GP   Shuriken       (Nin)  2500 GP
(2)          Double Lance  (Spr)  10800 GP   Moonring       (Etc)  1100 GP
             Fire Skill    (Nin)    200 GP   Water Skill    (Nin)   200 GP
             LgtningSkill  (Nin)    200 GP

Armor Shop:  CrystlShield  (Shd)   9000 GP   CrystalHelmt   (Hmt) 10500 GP
(1)          Black Hood    (Hmt)   6500 GP   Circlet        (Hmt)  4500 GP
             Crystalmail   (Arm)  12000 GP   BlackCostume   (Arm)  9000 GP
             Black Robe    (Arm)   8000 GP   White Robe     (Arm)  8000 GP

Armor Shop:  Winged Shoes  (Acc)  50000 GP   Angel Ring     (Acc) 50000 GP
(2)          Fire Ring     (Acc)  50000 GP   Coral Ring     (Acc) 50000 GP
             Lamia'sTiara  (Hmt)   2500 GP   Angel Robe     (Arm)  3000 GP

Magic Shop:  Mini          (Wht)    300 GP   Toad           (Blk)   300 GP
(1)          Speed         (Tme)     30 GP   Float          (Tme)   300 GP
             Telepo        (Tme)    600 GP   Chocobo        (Smn)   300 GP
             Sylph         (Smn)    350 GP   Remora         (Smn)   250 GP

Magic Shop:  Arise         (Wht)  10000 GP   Dispel         (Wht) 10000 GP
(2)          Doom          (Blk)  10000 GP   Asper          (Blk) 10000 GP
             Quick         (Tme)  10000 GP   X-zone         (Tme) 10000 GP

 9. Other Stuff

--- Softs...as weapons? ---

Did you know that you could use Softs, the petrify-curing items, to attack?
Yes, as far-fetched as this may sound, using Softs on enemies made of stone
actually kills them instantly! Given that stone-based enemies tend to have 
high HP and defense, this trick will save you a lot of time later on. So 
far, the enemies I've found that this particular trick will work on are 
Stone Golems (outside Easterly and Crescent Town), Adamant Golems (in 
X-Death's Castle), and Rock Statues (in Val Castle Basement).

--- Level Multiples ---

Here's something for those people out there who like the effect of L.3 Flare
and L.4 Quarter, but are too lazy to bother trying to figure out if the 
enemy's level is a multiple of 3 or 4. This is a list which simply consists 
of all the levels these spells will affect. Note that I didn't include 
levels for L.2 Old and L.5 Doom...this is because they're really obvious. 
L.2 Old works on any enemy who's on an even-numbered level, and L.5 Doom 
works on any enemy whose level ends with 0 or 5. With that said, here's the 

- L.3 Flare -           - L.4 Quarter -
 3   6   9  12  15       4   8  12  16  20 
18  21  24  27  30      24  28  32  36  40 
33  36  39  42  45      44  48  52  56  60 
48  51  54  57  60      64  68  72  76  80
63  66  69  72  75      84  88  92  96
78  81  84  87  90
93  96  99

--- L.3 Flare Again ---

You can use the "Samson Might" and "Dragon Power" Mix effects quite 
effectively in conjunction with L.3 Flare. First, scan an enemy or check its
level in the monster list. If its level is a multiple of 3, you don't have 
to do anything special. If it's one less than a multiple of 3, use 
SamsonMight on it. Now its level is a multiple of three. If it's one more 
than a multiple of 3, use Dragon Power. Now with a little work, you can hit
pretty much any enemy with L.3 Flare. =P

--- PSX/ROM Name Conversion Chart ---

Well, it should be quite obvious that the fan-translated ROM and the 
officially translated PSX version have different names. Even though this FAQ
is based on the PSX version, though, I want people playing the ROM version 
to be able to use it, as well. For this reason, I've included this chart
detailing the name differences. Please note, however, that I have no plans
at present to include items, spells (other than Blue Magic), and random 
enemies. I could lie and say that it'd take up a lot of space, but the real
reason I'm not doing this, is simply because I no longer have the ROM from
which to compare names, nor do I know anyone who has both the PSX and 
ROM versions. :P   Anyway, here're the lists.

- Characters -                   - Areas -

| PSX         | ROM         |    | PSX         | ROM         |
|-------------|-------------|    |-------------|-------------|
| Bartz       | Butz        |    | Tycoon      | <Same>      |
| Reina       | Lenna       |    | Tule        | <Same>      |
| Galuf       | <Same>      |    | Kerwin      | Carwen      |
| Faris       | <Same>      |    | Walz        | Worus       |
| Krile*      | Cara*       |    | Karnak      | <Same>      |
|-------------|-------------|    | Jacohl      | Jacole      |
| X-Death     | Exdeath     |    | Crescent    | <Same>      |
| Gilgamesh   | <Same>      |    | Easterly    | Istory      |
| Enuo        |             |    | Rikks       | Lix         |
|-------------|-------------|    | Gorn        |             |
| Boko        | Boco        |    |-------------|-------------|
| Hydra       | Syldra      |    | Lugor       | Rugor       |
| Dragon**    | Hiryuu**    |    | Val         | Bal         |
| Drogan      | Dorgan      |    | Kelb        | <Same>      |
| Kelga       | Kelgar      |    | Surgate     | <Same>      |
| Zeza        | <Same>      |    | Moore       | Mua         |
| Stella      | <Same>      |    |-------------|-------------|
| Gill        | Ghido       |    | Mirage      | <Same>      |
| Koko        | Coco        |    | Kuza        | Koozer      |
| Cid         | <Same>      |    |---------------------------|
| Mid         | <Same>      |    | Ronka Ruins | Lonka Ruins |
| King Tycoon | <Same>      |    | N-Zone      | Cleft of    |
| Salsa       | Sarisa      |    |             | Dimension   |
\---------------------------/    \---------------------------/    

*I have no clue where either "Krile" *or* "Cara" came from. Her original 
 name is "Kururu", or something like that. ^_^
**Dragon refers to the flying dragons you get at the North Mountain and Val.

 10. Credits

Thanks to:

- Grailus (ragnarosen@aol.com) for the effects of Tame, Flirt, View, and
  Sslap, and for most of the ROM names.
- Ron Glenn (rglenn@hiwaay.net) for his Blue Magic list. I'd never have been
  able to find them all without his help. :)  Also, for various obscure
  spell effects.
- Seigfried (seigfried@nervhq.org) for various item/spell effects, and 
  assorted addendums. 
- Hassan (galuf@optonline.net) for the bit about turning your characters 
  into frogs before the battle with Halycanos, and for the quick way of 
  defeating the four crystals in Moore Forest. 

That's it. If you have a contribution or question (*please* make sure it's
*NOT* listed here first!) feel free to mail either Matt (YelseyKing@aol.com)
of Fogel (knearey@ualberta.ca), preferrably using a something along the 
lines of "FF5 FAQ" in the subject line. (If you just use "Hi" or "Need Help"
as your subject line, your mail will probably be deleted. Yes, I have gotten
porno spam with "Need Help" as the subject line before.)

This FAQ ©1999-2001 Matt Hobbs/Kenneth Nearey
Final Fantasy V ©1992-1999 Square