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    FAQ/Walkthrough by sco412

    Version: 2.2 | Updated: 08/21/06 | Search Guide | Bookmark Guide

    sco's FF2 Walkthrough [version 2.2]
    "In a far off land...
     A long peace has ended.
     The Palamecia Empire
     has summoned Hellspawn in
     hopes to rule the world...
     The people of Fynn fought
     bravely for their kingdom...
     And lost.
     Now four of Fynn's youth
     must flee to Altair,
     with the enemy just behind..."
    Table of Contents
    1. Introduction
    2. Pre-Adventuring Tips
     2A. Skills/Stats
     2B. Improving Stats
     2C. Weapon/Spell Skills
     2D. Boosting Stats
     2E. Stat Boosting Tricks/Tips
     2F. Combat
       a. Basics
       b. Fight
       c. Magic
       d. Item
       e. Run
       f. Rows
       g. Revivification
     2G. Status Ailments/Buffs
       a. Permanent Ailments
       b. Temporary Ailments
       c. Buffs
     2H. Character Weapons/Magic/Items
       a. Weapons
       b. Magic
       c. sco's Spell List
        1. White Magic
        2. Black Magic
       d. Items
     2I. INT/SOUL penalties
     2J. EVA% Significance
       a. Raises AGL
       b. Faster Turn in Battle
       c. RUN!!!
       d. Evade Physical Attacks
       e. Increasing EVA%
        1. Having High AGL
        2. Shields
        3. Weapons
        4. Equipment
     2K. Key Terms/Items
     2L. Menus/Translation
    3. Walkthrough
     I. The Beginning
      I-A. The Journey Begins
      I-B. Basic Training
      I-C. Head to Fynn
      I-D. Back to Altair
      I-E. Search for the Mythril (Semitt Falls)
      I-F. Returning with the Mythril
     II. The Warship
      II-A. Contact the Spy
      II-B. The Bafsk Sewers
      II-C. Report Back to Hilda
      II-D. Finding the Goddess's Bell
      II-E. Ice Cave
      II-F. The Kas'ion Ruins
      II-G. Destroying the Warship
      II-H. Back to Altair
     III. Striking Back at the Empire
      III-A. Traveling to Deist
      III-B. Deist Castle
      III-C. Deist Cave
      III-D. Back to Altair, again...
      III-E. To the Battle Arena
      III-F. Recapturing of Fynn
     IV. The Path to Ultima
      IV-A. Exploring Fynn
      IV-B. The Down-Below
      IV-C. Finding the Black Mask (Tiny Island)
      IV-D. The Mysidian Cave
      IV-E. Side-Tracked Straight Down (Leviathan)
      IV-F. The Mysidian Tower
     V. The Emperor's Final Stand
      V-A. Reporting Back to Fynn
      V-B. Inside the Eye (Cyclone)
      V-C. Celebrating the Emperor's Beat-Down
      V-D. Acquiring the Airship
      V-E. Castle Palamecia
     VI. Pandaemonium, the Forbidden Fortress
      VI-A. Return to Deist
      VI-B. Get Ya Weight Up
      VI-C. The Jade Passage
      VI-D. Pandaemonium
      VI-E. The Finale (The Final Battle)
    4. Secrets
     4A. Snowcraft Mini-Game
     4B. Chocobo
     4C. Normal Mode
     4D. Blood Sword
     4E. Waterfall Magic Shop
    5. Revisions/History
    6. Legal crap
    7. Thanks
    1. Introduction
      Final Fantasy II was the ACTUAL second installment in Square's very popular
    Final Fantasy series.  Commonly known as "FF2j", Final Fantasy II was
    originally released on the NES, a.k.a. "old nintendo", and never made it over
    to the U.S.  Because of this, and the fact that FF3 never made it here either,
    the FF2 that did make it to the U.S. on Super Nintendo is actually FF4.
    Eventually, however, the game was officially released to the U.S. in 2003, as
    Final Fantasy Origins.  Final Fantasy II was playable in the U.S. before then
    by getting the NES ROM, and playing it on an NES emulator.
      FF2 is a great game, with many original features.  From the way the heroes
    are developed, to key word feature, FF2 accomplished many things never seen
    before in an RPG at that time.  FF2 also had many “firsts" along with it.  It
    was the first Final Fantasy to have the Chocobo, and also the first to have
    an actual plot.  Many trademark enemies of the Final Fantasy series first
    made their appearance in this game.
      This is my very first walkthrough, and I picked one hell of a game to
    write/type one to.  I probably should've started with something like NES
    Gauntlet, or Pong.  Anyway, I decided on a FF2 walkthrough because of a
    number of reasons.  One, it's a pretty cool game, two, I have a site floating
    somewhere around, and a walkthrough is just about mandatory.  And three, while
    I've always been a huge fan of FF1, driving my nephew/cousin crazy playing it
    constantly through those long summer days with nothing to do, I was able to
    do the same thing with FF2.  Playing through the same game, multiple times,
    on three different systems can't be fun to watch, or hear about.  I always get
    the question "How can you do that over, and over, and over again?"  Heh, heh,
    heh, no 2P games for you!  Anyway, e-mail any questions, corrections, and
    pithy comments to sco@scoff2j.com.  Don't be too harsh though...
      There are, in fact, multiple "translations" for Final Fantasy II.  I chose
    to use the translation from the Playstation version for this walkthrough.
    A few things, however, may be little different.  I may have used abbreviations
    for spells from the NES version.  Also there are a couple of enemies that I
    refer to from the NES version.  It's basically the same, but not.  So don't
    hate, I've went through the game many times, so whatever stuck, sticks, got
    it, good?
      Moving on, there ARE spoilers in the walkthrough.  EVERYWHERE.  So if you
    don't want the plot to be ruined your first time through, don't read the
    walkthrough.  Repeat, if you don't want SPOILERS, DO NOT read the walkthrough.
    If you do need some help though, you can read the Pre-Adventuring Tips
    section for a few hints and tricks.
      Well, I hope you enjoy the walkthrough, and find a lot of useful and helpful
    information in it.  Again, e-mail me with any questions and the like.  Good
    luck with the game, and have fun I guess...
    2. Pre-Adventuring Tips
      Getting started in Final Fantasy II isn't hard at all.  Although, a few
    things set FF2 apart from most RPGs.  I'll start with the most complex stuff
    first(the stats), then move on to battles and stuff.  Once you get the basics,
    like anything, it's not so bad, and it makes the game flow so much better.
    The fact that the characters are developed, or "leveled", so differently from
    many "traditional" RPGs, may have turned a few gamers away from FF2.  In this
    Pre-Adventuring section, I'll attempt to break-down and explain various topics
    that should lead you to success, and hopefully help you better understand FF2
    and it's many functions.
     2A. Skills/Stats
      FF2 has it's own way of developing the 'heroes' in the game.  There are no
    experience levels, or even experience points.  Rather, how you fight in battle
    dictates how your characters will improve.  For example, if you use a lot of
    Magic in a fight, your magical abilities will improve, or if you always
    attack in a fight, your strength will increase, but magical abilities may
    begin to decline.
      All "raw stats" can be increased in battle, and some will decrease.  Raw
    Stats include Strength(STR), Agility(AGL), Vitality(VIT), Intelligence(INT),
    Soul(SOUL), and MagicPower(M.PWR).  Other stats that can increase in battle
    are Max HitPoints(MaxHP), Max MagicPoints(MaxMP), Evasion(EVA), and
    MagicDefense(M.DEF).  Modified Stats are those that depend on various factors,
    such as the Raw Stats themselves, weapons, armor, and other conditions.  They
    include Attack(ATK), Hit Percent(HIT%), Defense(DEF), Evasion Percent(EVA%),
    and Magic Defense(M.DEF).  Modified Stats cannot be increased in battle.
    Here's what all the stats do:
    Raw Stats:
      STR  - base damage output and accuracy of physical attacks
      AGL  - base evasion%
      VIT  - rate a character's MaxHP increases each time it goes up
      INT  - power and success rate of Black Magic
      SOUL - power and success rate of White Magic
      M.PWR- rate a character's MaxMP increases each time it goes up
    Modified Stats:
      ATK  - final damage output of physical attacks
      HIT% - number of and accuracy of attacks
      DEF  - amount of damage a character can absorb
      EVA% - chances a character has at avoiding physical attacks, and more
      M.DEF- defense against Magic and Special Attacks
     2B. Improving Stats
      Characters can improve their skills and stats in battle by attacking,
    using magic, or being attacked.  Below shows each stat, and how it is
    affected in battles.
      MaxHP- lose a lot of HP in a battle
      MaxMP- lose a lot of MP in a battle
      STR  - attacking a lot; decreases from excessive White Magic use
      AGL  - having a high EVA%
      VIT  - lose a lot of HP during the battle; decreases from Black Magic use
      INT  - cast many Black Magic spells; decreases from attacking a lot
      SOUL - cast many White Magic spells
      M.PWR- lose a lot of MP during a fight
      EVA  - be target of a lot of physical attacks
               **Only increases Evasion Count, not base percentage
      M.DEF- be target of a lot of spells
               **Only increases M. DEF Count, not base percentage
     2C. Weapon/Spell Skills
      Weapon and Spell skills also improve in battle.  Weapon skills can increase
    by attacking with a certain weapon type in battle.  The Shield skill also goes
    up if one is equipped while attacking.  The higher the weapon skill, the
    higher a characters Attack Count.  A higher Attack Count gives the fighter an
    extra 'hit' per attack, thus raising chances for the attack to succeed, and
    increasing damage output and chances for critical hits.  A higher shield level
    boosts the effectiveness of the shield wielded.  A shield with the evasion
    percentage of 15%, matched with a shield skill level of 3, becomes a shield
    with the evasion percentage of 45%.  Simple enough, yeah?
      Spell skills increase when a certain spell is used.  Once a new spell is
    learned, it starts a level 1.  Let's say someone learned FIRE, they would
    have FIRE 1.  After using it a buncha times, it becomes FIRE 2.  Each
    individual spell is leveled separately, but it's effectiveness increases with
    every level.  Most status ailment spells need to be greater-than or equal to
    the enemies M.DEF Count to work.  The spell won't always WORK, nor could it
    always MISS if this isn't the case, but it's a good general rule to go by.
      Weapon and Spell skills are MAXED OUT at level 16.  16... an impressive
    number, yeah?  Especially when you count 8 weapon types(including shields),
    40 spells, 3 main characters, and 6 side characters throughout the game.  Raw
    stats MAX OUT at 99(or A5), MaxHP at 9999, and MaxMP at 999.  That's a lot
    to build up, so your good friend 'sco here will give you some tips to boost
    those skills and stats real fast-like.
     2D. Boosting Stats
      Now, in this section, I'm going to explain how to boost stats up faster, and
    higher than normal.  FF2j can be an extremely hard game not using these
    "tricks", especially with the spells.  But if you've got the skillz, or
    patience, then going through the game "normally", is a fun challenge.  And I
    should maybe emphasize CHALLENGE.  Not that it can't be done, because it very
    well can, just if you get stuck, and don't want to spend time fighting battle
    after battle, then you can use these "tricks" to help speed up the process.
    Using these "tricks" also helps bring up skills and spells up to levels not
    "normally" reachable.
    Weapon Skills/STR -
      To build up weapon skills quickly, instead of attacking over, and over, and
      over, and over, and over, killing enemy, after enemy, after enemy, simply
      target the enemy, and when the next character steps up for commands, cancel
      back to first character and repeat the process.  Lost?  Here, checkout this
          Maria wants to increase her weapon skill...
           1.  Maria steps up to attack
           2.  Maria selects 'Fight'
           3.  Maria then selects her target
           4.  Guy steps up to attack
           5.  Hit the cancel button, Guy steps back, Maria steps up
           6.  Repeat steps 2-5 over, and over, and over, and over, and...
      You should get the picture now.  Each time you do that, you'll receive 1
      point toward your weapon skill.  Do it 100 times to increase your skill.
      Once you get a high skill level, you may need to do it more times, or find
      stronger foes with a higher rank.  Doing this trick will also increases the
      character's STR stat.
    Magic Skills/SOUL/INT -
      Building magic skills is essentially the same as weapon skills.  However,
      the process is a little longer, and there are just too many spells.  The
      process is easier, however, if the spell you wish to build up is the first
      one on the character's spell list.  Doing this trick with the spells raises
      the character's SPRT or INT, depending on what kind of spell is being used.
      Here's another example for the hell of it:
          Guy wants to increase his BREAK spell...
           1.  Guy steps up to attack
           2.  Guy selects 'Magic'
           3.  Guy chooses the BREAK spell on his spell list
           4.  Guy then selects a target
           5.  Josef steps up to attack
           6.  Hit the cancel button, Josef steps back, Guy steps up
           7.  Repeat steps 2-6
      Now, you may be thinking, "well, what if there is no fourth character?", or
      "what if the next character is dead?", or even "what about the fourth
      character?"  Well, the answers are simple.  If there's no fourth character,
      Guy's S.O.L., and can't do the trick, same with the fourth character, he/she
      can't do the trick.  If the next character is dead, asleep, paralyzed, or
      can't act for whatever reason, then if there's nobody left to act, then the
      'round' will be forced.  Long story short, you need another 'usable'
      character below you to do the trick.
    MaxHP/VIT -
      Simply beat the crap out of your own team.
    MaxMP/M.PWR -
      Have everyone cast spells on each other, or spells that won't kill the
      enemy.  The RASP and OSMOSE spells can be used to damage a characters MP,
      making it easier to build up.
    AGL/EVA Count -
      The easiest way to build AGL, is to equip a shield and wear light armor.
      Basically, you just need a really high EVA%.  The more EVA% you have, the
      better chance of an AGL boost.  You can also do this with dual-wielding.
      EVA Count will go up from time to time, but to really boost it up, kill off
      everyone in your group, then fight monsters that use only physical attacks.
      A high AGL, and a shield are recommended for this.  I believe that the
      higher the enemy's Attack Count, the higher your EVA Count can get.  Not too
      sure, just need some more testing with that one.
    M.DEF Count -
      Simply fight monsters that use high-leveled magic.  Sometimes they don't
      even have to use it to get a boost.  M.DEF levels from time to time, I've
      never really "intentionally" leveled it.
     2E. Stat Boosting Tricks/Tips
    SWAP trick -
      To build up your MaxHP, VIT, MaxMP, M.PWR, and possibly SPRT, all in one
      shot, use the SWAP trick.  Find or purchase the SWAP spell and level it a
      little, say 4 or 5.  Go over to the Altair area and battle the Goblins, or
      Hornets, or something weak like that.  Cast the SWAP spell on them to change
      stats.  Your HP will drop to around 6, and MP to 0.  Finish off the fight
      and reap the rewards.  You can do this over and over and Max out your HP
      fairly quickly, along with MP.  The only downside is that the Inn prices will
      eat your wallet, but near the end of the game, money shouldn't be an issue.
    Additional tips -
      Sometimes selecting 'Fight' 100 times, along with a target, can be a mind-
      numbing process.  And building up each and every spell like that can drive
      you crazy as well.  So I've come up with a few 'alternative' methods to
      build weapon and spell skills, while continuing on with the game almost
        Bulk Method - If I need to build up spells for three different party
                      members, choosing the spells 300 times is boring.  Instead,
                      of using it 100 times, use it 25-35 times per character.
                      This guarantees a Stat Boost, plus builds the spell.  Do
                      it for 3-4 battles to get an increased skill level and some
                      extra stats.
        Tiny Method - Instead of just picking a time to build skills, do it while
                      fighting all those monsters in the dungeons.  If I want to
                      build a weapon skill, every round I select a target 5-10
                      times before continuing.  Same with spells.  Maybe besides
                      selecting a spell every round, I'll select it 10-20 times
                      every time I use it, or if it's a boss, 20-50.  Doing it
                      this way breaks up the 100 uses, and makes it a little bit
                      less monotonous, all the while increasing chances for a
                      stat boost every battle.
      Heh... was all that clear?  Anyway, the only downside to this is as your
      skills become way higher than the enemies rank, it becomes harder to build
      up skills.  That's why you should seek out tougher enemies, or select the
      skill a couple of extra times.
     2F. Combat
    Now that you know the how to boost stats n' such, let's move on to the basics
    of combat.  You'll spend most of your time playing FF2j in dungeons, and in
    battles.  While treading the world map or exploring a dungeon, the party can
    be forced into random battles.  As I've mentioned before, how you battle is
    how your characters are developed, so let's learn how to fight, yeah?
    a. BASICS
      The battle system in FF2j is turn-based.  Each 'round' consists of you
    choosing the actions of your characters.  Once you're finished, your party
    and the enemies attack each other.  Each character's Agility determines when
    they'll attack in the round.  There are four actions each character can take
    in battle.  The four actions are FIGHT, MAGIC, ITEM, and RUN.  Your battle
    strategies will change, depending on the enemy being fought, and how you've
    developed your characters.  A balanced party is key in making your journey a
    lot easier.
    b. FIGHT
      This action makes a character use a normal physical attack with his/her
    equipped weapon(s).  You must first select a target to attack.  Once a target
    is selected, and the round has begun, the character will attack the chosen
    c. MAGIC
      Use this action to have a character cast a certain spell during a battle.
    First, you must choose the spell the character will use, then you must choose
    the target for the spell.  After the round has started, the character will
    use the chosen spell.  Spells are important for strategy in a fight.  Use them
    to heal the party, and to exploit enemy weaknesses.
    d. ITEM
      Items that are equipped in a character's inventory can be used in battles.
    Items can be used to restore HP and MP, cure status ailments, or even cast
    certain spells on the enemies.  A character can equip extra weapons into
    their inventory and swap them out in battle.  Some weapons can be used as
    items.  To use an item, first you must select the item in the inventory, then
    a target for the item's use.  Once the round begins, the character will use
    the item when his/her turn occurs.
    e. RUN
      Sometimes, there are situations that running from the battle is the best
    option.  You may not have the strength, or time for fighting.  Use the RUN
    command to escape from the battle.  Simply select RUN, and once the
    character's turn occurs in the round, he/she will attempt to escape.  Running
    from battle is based on the character's EVA%, the enemy being fought, and a
    little luck.  Many enemies won't allow you to escape, such as bosses.  The
    undead are also some pesky enemies that you can't run from.  Pick and choose
    your fights, it may not seem the most useful option at times, but sometimes
    it's the only thing between you and certain doom.
    f. ROWS
      In battle, there is a front-row and a back-row.  There must always be at
    least one party member in the front row at all times.  Party members in the
    back-row cannot be attacked by the enemies' physical attacks, but they can
    only attack with Magic or a Bow.  If you have any hardcore spell casters,
    keep them in the back-row, out of trouble.  Enemies have rows as well.  You
    cannot attack enemies that are in the back-row with physical attacks, until
    you have defeated the enemies in the front.  The first two rows are the
    enemies' front-row, anything behind that is the enemies' back-row.  Rows can
    be selected using the Formation Command in the menu.  On the NES version, use
    the SELECT button to assign rows.
      Note:  If playing the NES version, any party member that dies, is put into
             the back-row automatically.  Remember to put them back into
             correct formation after reviving them.
      Should a hero in your party happen to fall in battle(HP reaches 0), there
    are a number of ways to revive him/her.  You can use the Phoenix Down item,
    or the LIFE spell.  If you don't have either, you'll have to take them to
    a shrine in a village or town.  The shrine is usually the house with no sign
    on it.  The INN, and all of the shops have signs, the shrine does not.  Once
    inside the shrine, speak with the Goddess statue at the top of the room.  This
    will revive all KO'd party members with 1 HP. 
     2G. Status Ailments/Buffs
    There are a number of Status Ailments that can be inflicted on your party in
    Final Fantasy II.  Status Ailments can cause a character to be weakened in
    battle.  Status Buffs are conditions that improve a character's fighting
    ability.  Some ailments, and all buffs are removed after battle, but some
    conditions plague a character until cured.  Ailments that wear off after
    battle can be healed during a fight with the BASUNA spell or by using the
    Unicorn Horn item, I refer to these as "Temporary" ailments.  These ailments
    can also wear off during battles as well.  Ailments that continue after battle
    can be healed using the proper item or ESUNA spell, I refer to these as
    "Permanent" ailments.  A higher level of these spells are needed to heal more
    advanced conditions.  You can use status ailments and buffs to gain the
    advantage over the enemy in battle.
      ***Also NOTE that status ailments PREVENT your characters from gaining***
      ************stats after battle on the NES version!!!!!!!!!!**************
     Ailments   /  Cured By   /  Description
      Poison    - ESUNA  Lv.1 - damages the victim after every 'round'
                  Antidote      if not cured, damages victim with every step
      Blind     - ESUNA  Lv.1 - reduces the Hit% of the victim
      Amnesia   - ESUNA  Lv.2 - victim forgets spells and is unable to use them
      Curse     - ESUNA  Lv.3 - reduces the effectiveness of the victim's attacks
                  Cross         and spells
      Toad      - ESUNA  Lv.4 - the victim of this spell has lowered ATK and Hit%,
                                also, he/she cannot cast spells
                                Condition is similar to K.O.(trust me)
      Stone     - ESUNA  Lv.5 - the victim is turned into stone, and cannot act
                  Gold Needle   until cured, this condition is similar to K.O.
      K.O./Dead - LIFE   Lv.1 - a character is put into this condition, and cannot
                  Phoenix Down  act once their HP reaches 0.  If all party members
                                are put into this condition, the game is over...
     Ailment    /  Cured By   /  Description
      Venom     - BASUNA Lv.1 - a weak poison that damages the victim every round
      Sleep     - BASUNA Lv.2 - once asleep, the victim cannot act until awakened
      Mute      - BASUNA Lv.3 - the victim is silenced, and cannot cast spells
      Mini      - BASUNA Lv.4 - the victim is shrunk, reducing the effectiveness
                                of his/her attacks and defense
      Paralyze  - BASUNA Lv.5 - similar condition to Sleep, but a little stronger
      Confused  - BASUNA Lv.6 - the victim begins to attack his/her own team
    c. BUFFS
      Buff     /  Item Used   /  Description
      Blink    - N/A          - Increases  EVASION, easy to dodge attacks
      Safe     - N/A          - Increases DEFENSE, enemies' physical attacks do
                                less damage
      Shell    - Magiconch    - Increases M.DEFENSE, enemies' spells aren't as
                                effective, and do less damage
      Barrier  - N/A          - Boosts defense against enemies' special attacks
      Wall     - MythrilMirror- Can completely nullify enemies' black magic
      Berserk  - Bacchus' Wine- Increases ATK power, allowing more damage done by
                 Yoichi's Bow   physical attacks
      Haste    - Hermes       - Increases Attack Count, allowing more 'hits'
      Aura     - N/A          - Boosts attack against various enemies
     2H. Character Weapons/Magic/Items
      In FF2, any character can use any weapon, armor, and spell.  It also takes
    awhile to build up and MAX weapon and magic skills.  Therefore it's a smart
    move to decide 'who's using what' at the start of the game.
      Based off the starting stats, Guy leans a bit more toward STR, VIT, and
    HP, sacrificing AGI.  Maria has a lot more AGI, and INT, but lower HP and 
    STR.  While Frioniel is mostly balanced at the beginning.
    a. WEAPONS
      As I mentioned earlier, any character can use any of the equipment.  Guy
    starts with an Axe, Frioniel a Sword and Shield, and Maria a Bow.  I highly
    RECOMMEND that someone trains with the Sword, as the strongest weapon is a
    Sword.  It doesn't really matter WHO, if you want to switch it up and give
    Maria or Guy the Sword, it's quite okay.  Some people say that only Frioniel
    should use the Sword, or that Guy can only use Axes and Maria magic, but it
    doesn't really matter too much, it's whatever you want.  Lionheart has a
    decent Sword skill near the end of the game, but it'll be a pain to get it to
    Lvl 16, if even possible.  So if you want MAXIMUM damage, Frioniel, Maria, or
    Guy will have to use it.  If you wish to play through the game "normally"
    (without using tricks to build up skills and stats), then you don't need to
    train with the sword if you don't want to, because Lionheart does have a high
    skill level with it anyway.
      Also, I recommend that someone train BAREHANDED.  This skill is very often
    overlooked, but very powerful, especially at the beginning of the game.  The
    only downside is that you can't dual-wield or use a shield barehanded.  Every
    time you build up your Fist skill to the next level, your ATK increases
    with barehands.  If you plan on maxing out your skill level, then the Fists
    will easily be the 2nd most powerful weapon in the game.
      Other than that, just pick you favorite weapons with whomever.  Just be sure
    to consider the INT/SOUL penalties of the weapons.  Bows can be used in the
    back row effectively(which may seem useful to a mage), but cripple the
    INT/SOUL of whoever wields them by 70.  Knives have great Hit% and a low
    INT/SOUL penalty.  Spears and Staves/Maces are fun.  Staves have a low
    INT/SOUL penalty, however Maces have one of 20(with certain exceptions).
    Anyway, you can even mix it up and duel-wield some unique pairs.  Also, while
    duel-wielding, both weapons level up.  And if duel-wielding the same weapon
    type, it level's twice as fast.  Here are the strongest weapons for each type,
    and their stats:
    1) Sword - Masamune(150-ATK; 90%-HIT; INT/SOUL -0)
    2) Fists - (Based on STR and Skill Lvl; INT/SOUL -0)
    3) Axe   - Rune Axe(95-ATK; 60%-HIT; INT/SOUL -50)
    4) Bow   - Yoichi's Bow(90-ATK; 75%-HIT; INT/SOUL -70)
    5) Staff - Diamond Mace(90-ATK; 75%-HIT; INT/SOUL -5)
    6) Spear - Holy Lance(90-ATK; 70%-HIT; INT/SOUL -40)
    7) Knife - Cat Claws(86-ATK; 80%-HIT; INT/SOUL -5)
    I'll get into more depth on INT/SOUL penalties later.
    b. MAGIC
      As for Magic, anyone can have any spell, and it's up to you who gets what.
    Maria starts with higher INT, but not that much higher than Frioniel and
    Guy.  Some say to just stick Maria with Magic and put her in the back row.
    But Magic is more used as a strategic skill, rather than an all out 
    offensive skill.  Although, if you've been slacking a little, then many
    bosses and a few enemies WILL require offensive magic.
      FIRE, ICE, BOLT, ESUNA, and CURE are absolute MUSTs.  FIRE, ICE, and BOLT
    are the main elemental spells, and can deal high damage to multiple foes.
    ESUNA heals all status ailments after reaching LVL 6.  And CURE for the
    obvious reasons.  You may want 2 or even 3 characters with this spell.
      LIFE, EXIT, SWAP, BERSERK, and POISON are other really useful spells. LIFE
    to revive KO'ed allies, EXIT to escape from dungeons in tight situations,
    SWAP for the easy stat boosting trick, BERSERK for a high damage boost, and 
    POISON is another 'elemental' spell.
      Buffs are often times underestimated.  Buff spells such as SAFE, SHELL,
    HASTE, WALL, etc. can make a lot of fights easier.  SAFE and SHELL can be
    used to lower the damage of the enemies' physical, and magic attacks
    respectively.  A high leveled WALL can completely nullify the enemies' black
    magic.  Use HASTE and BERSERK to buff your attacks, helping to deal more
    damage to the enemy.
      Don't underestimate status ailment spells either.  You'll have to build
    them up at first, but spells such as CURSE, SLEEP, MUTE, BLIND, etc. can
    come in handy.  Use CURSE and BLIND to weaken a hard-hitting opponent, and
    MUTE to stop those annoying mages from casting.  Spells like STUN, STOP, and
    SLEEP can stop an enemy from attacking, other spells like DOOM, MINI, TOAD,
    and BREAK can instantly kill an enemy, taking them out of the fight
    c. sco's Spell List
      I'm gonna attempt to breakdown every spell in FF2j here, and give MY opinion
    on them.  I'll tell ya whether or not these spells are worth getting, building
    up, and even using.  So here goes...
     1. White Magic
      CURE - Maybe THE MOST important spell in FF2j.  You don't really have to TRY
             and build this one up, as you'll be needing to recover HP constantly.
             Try to have two or even three party members using this spell, you'll
             need it.  Also, don't forget to increase the MP of your main healer.
             This spell is actually useful offensively when battling those
             annoying undead monsters.  ---10/10
      LIFE - Another important spell.  This revives dead allies, a useful ability.
             You really don't NEED to build this spell up, though, if you do, the
             HP a character is revived with, is closer to his or her MaxHP.  I
             typically don't spend time building it up, however, when a bunch of
             people start falling over...  ---8/10
      ESUNA - A pretty good spell overall.  This spell heals Permanent status
              ailments.  The more you build it up, the more ailments it recovers,
              and the higher chance you have in healing those ailments while in
              battle.  Once it reaches Lv5, ESUNA can heal all status ailments,
              which can help lighten your inventory.  Usually, you only need one
              or two characters with this spell.  ---8/10
      BASUNA - Not an entirely useful spell.  This spell heals Temporary status
               ailments.  As with ESUNA, higher the level, the more ailments it
               heals, and with better chances.  However, Temporary status ailments
               USUALLY wear off after a round or two, and there is only a CHANCE
               that the ailment will be healed.  Most times you can wait it out
               or defeat the enemy completely.  A Unicorn Horn is better to keep
               handy.  ---4/10
      BLINK - A VERY useful spell indeed.  This spell increases your Evade%,
              causing enemy attacks to miss.  BLINK, combined with BLIND, cripples
              those hard hitting monsters completely.  At first, the spell isn't
              too reliable, often times missing, but the higher you build it up,
              the better chance it has to work.  Once at Lv6, this spell is
              pretty reliable.  This spell truly shines when fighting those hard
              hitting enemies, such as the Hill Gigas.  ---9/10
      SAFE - Not as useful as BLINK, but useful nonetheless.  SAFE increases the
             DEF of the target, weakening the attacks of the enemies.  The more
             you build this spell up, the more reliable it becomes, and seems to
             get more effective.  A good spell to backup BLINK with for those
             enemies with a high Hit%.  ---7/10
      SHELL - I don't find this spell useful at all.  It supposedly increases
              your M.DEF, but it's hardly noticeable.  You're better off casting
              a CURE spell to offset the damage...  ---3/10
      BARRIER - This spell stinks too.  It boosts defense against special attacks,
                but... why?  To be honest I never really picked this up to use
                it.  It just doesn't sound too useful.  ---1/10
      WALL - This is an iffy spell.  WALL can completely nullify the enemies
             Black Magic, however, it's got to be at a really high level to do
             so.  Unless you're lucky, by the time you get this, the enemies will
             be using level 8 or higher spells, which means you have to build
             WALL up really high, really quick for it to be useful.  To be honest,
             a Mythril Mirror works better...  ---3/10
      EXIT - A handy spell EXIT is.  This instantly teleports you outside of a
             dungeon in exchange for HP, however, you cannot EXIT out of every
             single dungeon.  Still a useful spell, you can use this in battle to
             instantly kill enemies, though it doesn't work all that well.  At
             higher levels, EXIT uses less HP when escaping, and has a better
             chance at killing foes.  I usually keep this at level 1 though...
             EXIT is Matter elemental.  ---8/10
      DISPEL - Okay, I figured out what this spell exactly does.  DISPEL does in
               fact lower the defense of elemental attacks.  This can be useful in
               conjunction with status ailment spells and instant-death spells.
               There's one catch though, DISPEL is broken in the NES version.
      MUTE - This spell has potential, but just falls short.  You can use this
             spell to stop casters from casting.  Maybe it's my luck, but MUTE
             just seems to only work on monsters that don't cast.  You'll need to
             build it up pretty good to be effective though, especially if you
             want it to work on those Wizard-type enemies.  Just not worth the
             trouble if you ask me, however that Mute Bell came in handy a time
             or two, so who knows...  MUTE is Body elemental.  ---4/10
      FOG - A little better than MUTE, partly because it causes a Permanent status
            ailment.  It does seem to work a little better for me, but the spell
            is just found to late to be useful.  You can, however, work with it
            and build it up, but why bother?  FOG is Mind elemental.  ---4/10
      FEAR - This is supposed to scare enemies and cause them to flee.  Note that
             I said SUPPOSED to.  What it really does is lower the morale stat of
             the enemy.  I don't see the point in this spell, it sucks and doesn't
             work.  Well, technically it does, however, "Feared" enemies still
             stick around and fight.  Don't bother with this spell, it sucks,
             hard.  FEAR is Mind elemental.  ---0/10
      SLOW - This spell has potential also, the only problem is, it rarely works.
             SLOW reduces the enemies ATK Count really low, which is a great
             effect.  It just hardly ever seems to work when you'd want it too.
             Maybe you gotta build it up really, really, high, but the price isn't
             worth the effect, there are better spells...   SLOW is Body
             elemental.  ---2/10
      MINI - Now this is a fun spell to use.  It's an instant-death spell for
             White Mages.  MINI isn't at the top of the list, more like somewhere
             in the middle.  You get it rather late in the game, and you need it
             to be at a high level to be effective, but it's fun to shrink the
             Thunder Gigas down in the Mysidian Tower...  MINI is Matter
             elemental.  ---5/10
      SWAP - A useful and strategic spell when used properly.  You can use this
             spell against weak foes to build up your stats after battle.  What
             SWAP does is "swap" HP and MP between the caster and the target.
             It needs to be rather high to be reliable, but SWAP can really turn
             the tide in a heated fight.  Another mid-line spell.  SWAP is Matter
             elemental.  ---6/10
      RASP - This reduces the targets MP.  Very useful against those annoying
             mages.  Also you can use this on your party to help raise their MP
             after battle.  It has it's place.  RASP is Mind elemental.  ---5/10
      HOLY - Not exactly the best spell, but a decent one.  It's an offensive
             spell for a "White Mage".  You might think that it destroys the
             undead, but in fact, it does it's regular damage to them.  HOLY
             is a non-elemental spell, which makes it really useful against those
             strong monsters, resistant to everything.  HOLY does have it's place,
             and is useful in the Final Battle.  ---8/10
      ULTIMA - This spell is ALL hype.  They claim it's the "ultimate" spell, but
               it isn't.  ULTIMA's damage is supposed to be based on your entire
               party's total stats, but uh, I don't think it is.  On the NES
               version, ULTIMA mostly does only 1 point of damage, massive, eh?
               It's more like a watered-down FLARE, but sometimes seems to have
               a random damage "boost" every now and then.  A weird spell...
               NES/ version  ---2/10
     2. Black Magic
      FIRE - FIRE is an elemental spell, and very useful.  This causes Fire damage
             to the target, and the more you build it up, the more powerful it
             becomes.  Many enemies are weak against FIRE, and the undead loathes
             it.  This is a must-have spell for your arsenal.  ---9/10
      BOLT - Another elemental spell, this causes Thunderbolt damage to the
             target.  Level this spell up for more damage.  BOLT works well on
             water-based enemies, machines, and poison-based enemies.  You'll
             need this, so pick it up from the start.  ---9/10
      ICE - This inflicts Ice damage to it's target.  Many foes are weak against
            ICE, which makes it useful from the start.  It's damage increases
            with each level.  ---9/10
      POISON - POISON is actually an elemental spell.  You may find it late in
               the game, however, so you must spend extra time to catch this one
               up with your other spells.  POISON is a little bit stronger than
               the other elemental spells, but only a select few enemies are
               weak against it.  With this said, POISON is still a useful spell,
               with place in any Black Mage's spell book.  ---8/10
      FLARE - This is THE spell.  It's probably the most powerful offensive magic
              in the game.  It's non-elemental though, which means no enemy is
              weak against it, but no enemy is strong against it either.  You
              find this spell really late in the game, so be sure to take a lot
              of extra time to level it up.  Once built up, this spell definitely
              makes it's mark in the Final Battle.  ---9/10
      DRAIN - Not incredibly useful, though, it does have it's moments.  This
              spell steals the target's HP, and gives it to the caster.  Like with
              all the other offensive spells, the more you build it up, the more
              damage it does, thus, the more HP drained.  The only problem is that
              the damage is really low.  Oh, and DO NOT use this on an undead
              enemy...  ---2/10
      OSMOSE - A great spell OSMOSE it.  This spell is similar to DRAIN, but
               instead of absorbing HP, OSMOSE absorbs MP!  The amount absorbed
               is decent, even at Lv1.  This spell can save you thousands of Gil,
               and make those annoying mage enemies to quit casting.  Build this
               spell up to absorb insane amounts of MP, but still don't cast this
               on the undead...  ---8/10
      BLIND - This spell blinds it's target, lowering their Hit%.  This spell
              combined with BLINK creates an unbeatable combination.  If you find
              this spell early on, start leveling it immediately.  The higher
              level it's on, the better chance it has to blind the target.  BLIND
              is a Body elemental spell.  ---8/10
      CURSE - Another useful status ailment spell.  CURSE lowers the damage output
              of it's victim.  The ATK and magic damage of whoever is cursed is
              greatly lowered.  CURSE works on more opponents than most think, if
              fact, all status ailments work a lot of opponents.  The only problem
              is that the spells have to be build up so high to break the
              opponents M.DEF.  CURSE is Mind elemental.  ---8/10
      CONFUSE - This spell confuses the target into attacking it's own group.  The
                spell COULD be useful, but by the time you can acquire it, you
                may not feel like building it up.  CONFUSE is a Temporary ailment
                also, which means that it could wear off in a round or two.
                CONFUSE is Mind elemental.  ---3/10
      SLEEP - Although a Temporary ailment, SLEEP has it's uses.  It seems very
              effective on the bigger, hard-hitting enemies, giving you a chance
              to buff or heal your team.  SLEEP is also Mind elemental.  ---5/10
      STUN - This spell paralyzes the target.  Some enemies seem to stay stunned
             forever, but some just don't.  Technically the same as SLEEP.  STUN
             is Body elemental.  ---4/10
      STOP - STOP is the same as STUN.  It does SEEM to work more often, but
             generally, the same as STUN, maybe because it's a Matter elemental
             spell.  ---5/10
      TOAD - This spell turns the target into a frog.  It instantly kills an
             enemy if you use it on them.  A very fun spell to use.  You gotta
             build it up high though, but that's with most instant-death spells
             anyway.  If you get this one to Lv16, all the cards in the hidden
             Snow Sled matching game turn into frogs.  The prizes you get become
             outstanding...  TOAD is Matter elemental.  ---6/10
      BREAK - A semi-useful spell, this instantly kills the enemy by turning them
              into stone.  The higher level it's on, the higher success rate you
              will have.  It's nothing to rely on, like most instant-death spells.
              BREAK is also Matter elemental.  ---4/10
      DOOM - DOOM causes the target to drop dead.  Not much else to say, just
             your average, everyday instant-death spell.  Of course, it is Death
             elemental, oh, and you don't want to use it on the undead...  ---5/10
      BANISH - This spell warps you to the previous level in a dungeon.  Useful
               if you happen to need to go back a floor or two.  You can also use
               this spell against enemies for an instant-death effect.  The more
               you build BANISH up, the higher chance it has to kill enemies, and
               the more floors in a dungeon you'll warp back.  If build up enough,
               BANISH can become more like EXIT.  If you only want to warp back
               1 level though, you'll have to keep this spell at lv1.  BANISH is
               Matter elemental.  ---6/10
      BERSERK - An offensive buff, and a great one indeed.  This spell increases
                the ATK of the target.  The Yoichi's Bow gives a similar effect,
                but only at level 3.  If you want maximum damage build this spell
                up.  Using BERSERK, you can easily break through the enemies' DEF.
                If you find this spell early on, build it up, as it will make the
                game A LOT easier.  ---9/10
      HASTE - HASTE is really only a useful spell if you find it early on.  The
              Masamune casts HASTE 11 on all members, so if you discover it late
              in the game, why waste time building it up?  What HASTE does is
              increase the target's ATK count, giving them more "hits" per
              attack.  If you find it early, use it, it'll help.  ---7/10
      AURA - This boosts damage against various foes by giving elemental
             properties to your attacks.  The higher level that Aura reaches,
             the more elements you receive.  Unfortunately, this spell is broken
             in the NES version, which explains why I didn't know what the f^%!
             it did.  ---3/10
    d. ITEMS
      As you explore various dungeons and slay monsters in FF2, you'll
    undoubtedly find items that have spell effects when used in battle.  Use
    these items when you find them, instead of saving them for later.  Chances
    are, you'll forget about them and they'll wind up taking space in your
    inventory.  You'll have to equip the items in your character's inventory to
    use them in battle, the same applies for regular items such as Potions.  Most
    of the Magic Items cast spells on the enemies, such as FIRE or SLOW.  And
    many of them can be used multiple times.  A few weapons also can be used as
    items in battle to cast various spells.  Here is list of weapons that can be
    used as items:
    1)Mage's Staff - Bolt  Lv 5 (All enemies)
    2)Spellbinder  - PoisonLv16 (Random Target)
    3)Thunder Spear- Bolt  Lv16 (All enemies) *Only one use*
    4)Holy Lance   - Holy  Lv 8 (All enemies) *Only one use*
    5)Rune Axe     - Fog   Lv 6 (All enemies)
    6)Yoichi's Bow - BersrkLv 3 (All allies)
    7)Masamune     - Haste Lv11 (All allies)
      Also, magic spells can be used as items in battle if equipped in your
    character's inventory, rather than used and learned.  The spell is cast as
    a Lv 8 spell, and targeted against all enemies, or allies, depending on the
    spell used.  This is a more expensive way to use magic, but doing so will
    allow you to use the spell instantly without learning it.  Also, I think that
    a character's INT isn't factored into the spells when used this way.  The
    damage done is a bit low, so there's reason to believe that the INT used is
    low maybe like 1, or maybe 3...  Anyway, the same goes for the Magic Items
    used as well.  Here's a list of the many Magic Items, and the spells they
    cast in battle:
    Garlic       - Undead Damage    Mute Bell     - MUTE
    Hellfire     - FIRE             Thanatos*     - FEAR
    South Wind   - ICE              Hourglass     - STOP
    Acid Bottle  - POISON           Unicorn Horn  - BASUNA
    Gaia Drum*   - QUAKE            Magiconch     - SHELL
    Zephyr Flute*- TORNADO          Mythril Mirror- WALL
    Slumber Stalk- SLEEP            Hermes        - HASTE
    Silk Web     - SLOW             Sage's Wisdom - Boosts INT
    Backstabber  - CONFUSE          Saint's Spirit- Boosts SPRT
    Bacchus' Wine- BERSERK
    * - Multiple uses
     2I. INT/SOUL Penalties
    Often times, I've heard questions and comments about why Magic in FF2j can
    just plain suck.  While this may or may not be true, there is, however, a good
    explanation for this generalization.  The equipment the caster wears plays a
    MAJOR role in his/her casting ability.  You see, each piece of equipment has
    an INT/SOUL penalty attached to it, and although you can't see it on the
    status menu, it is there.
    For example, let's say Frioniel has a SOUL of 53.  He equips a Mythril
    Mace(-20 SOUL), a Buckler(-70 SOUL), a Bronze Helm(-8 SOUL), a Bronze
    Mail(-20 SOUL), and some Mythril Gloves(-24 SOUL).  This leaves Frioniel with
    a grand total of -89 SOUL.  Not good, and if you look at the status screen,
    it still says that Frioniel has a SOUL of 53.
    Don't believe me?  Try it out.  I didn't believe it at first either, so I
    tried it, and here are my results:
      Maria with INT of 99 and Lvl 16 ICE, fully decked out in Genji Gear,
      complete with Excalibur and a Rune Axe, did around 800-900 damage to a
      Sergeant. Next battle, same stats, only this time Maria is barehanded with
      only the Black Robe, ICE 16 did around 1600-1750 damage to a Sergeant.
    That's almost a 100% increase in damage, yeah?  The biggest downside is that
    your true INT/SOUL doesn't appear on the status screen(very, very, EVIL), so
    you don't really know what your true INT/SOUL is.  That's what this
    walkthrough is for though.  I got the INT/SOUL penalties for each piece of
    equipment.  Once you see the numbers, you may realize why Magic "can just
    plain suck":
    NOTE: INT/SOUL penalties are removed from weapons and shields in the PSX
          version.  The penalties still exist on armor though.
      Fists: -0 INT/SOUL(duh)
      ALL Knives: -5 INT/SOUL
      Bloodsword: -100 INT/SOUL
      Excalibur: -30 INT/SOUL
      Masamune: -0 INT/SOUL
      ALL other Swords: -50 INT/SOUL
      Mace: -20 INT/SOUL
      Mythril Mace: -20 INT/SOUL
      Werebane: -20 INT/SOUL
      Power Staff: -20 INT/SOUL
      ALL other Staves: -5 INT/SOUL
      ALL Axes: -50 INT/SOUL
      ALL Spears: -40 INT/SOUL
      ALL Bows: -70 INT/SOUL
      ALL Shields: -70 INT/SOUL
      Leather Cap: -2 INT/SOUL
      Bronze Helm: -8 INT/SOUL
      Mythril Helm: -8 INT/SOUL
      Giant Helm: -24 INT/SOUL
      Flame Helm: -26 INT/SOUL
      Diamond Helm: -34 INT/SOUL
      Genji Helm: -60 INT/SOUL
      Gold Hairpin: -0 INT/SOUL
      Headband: -2 INT/SOUL
      Ribbon:  -0 INT/SOUL
      Clothes: -2 INT/SOUL
      Leather Armor: -4 INT/SOUL
      Bronze Mail: -20 INT/SOUL
      Mythril Mail: -20 INT/SOUL
      Golden Mail: -20 INT/SOUL
      Knight's Armor: -44 INT/SOUL
      Flame Mail: -58 INT/SOUL
      Ice Mail: -72 INT/SOUL
      Diamond Mail: -86 INT/SOUL
      Dragon Mail: -50 INT/SOUL
      Genji Armor:  -100 INT/SOUL
      Copper Plate: -1 INT/SOUL
      Silver Plate: -1 INT/SOUL
      Gold Plate: -1 INT/SOUL
      Ruby Plate:  -1 INT/SOUL
      Diamond Plate: -1 INT/SOUL
      Black Outfit: -1 INT/SOUL
      Power Sash: -1 INT/SOUL
      White Robe: -0 INT/SOUL
      Black Robe: -0 INT/SOUL
      Leather Gloves: -4 INT/SOUL
      Bronze Gloves: -24 INT/SOUL
      Mythril Gloves: -24 INT/SOUL
      Thief's Gloves: -40 INT/SOUL
      Giant Gloves: -60 INT/SOUL
      Ice Gloves: -80 INT/SOUL
      Diamond Gloves: -100 INT/SOUL
      Genji Gloves: -100 INT/SOUL
      Power Armlet: -2 INT/SOUL
      Protect Ring: -0 INT/SOUL
    It's easy to see why people think magic sucks when a lot of them equip their
    caster with a bow(having -70 INT/SOUL), along with other equipment.  Bows,
    shields, swords, gloves, etc. can cripple a "mage's" effectiveness.  I hope
    this clears up A LOT of confusion about how a "mage" character is very
    dependant on the equipment he/she uses.
     2J. EVA% Significance
    EVA%, or Evasion %, is one of, if not, the most important stats in FF2j.  Not
    only does it help characters evade or dodge physical attacks, but it also does
    other things, like help raise AGL.  The signifcance of EVA% has been stressed
    in many forums and such, and in this section, we'll look at what you can gain
    with a high EVA%, and how to achieve it.
    a. Raises AGL
      I've already mentioned it a couple of time in the walkthrough, but having a
    high EVA% increases AGL.  The higher the character's EVA%, the more often, or
    better chance, he/she has in getting an AGL boost.  The best part though, is
    that when you get an AGL boost, you also boost your EVA%.
    b. Faster Turn in Battle
      That's right, I've confirmed it.  The higher a character's EVA%, the sooner
    his/her turn will be in battle.  AGL doesn't DIRECTLY affect it.  When a
    character's turn is determined by his/her EVA%.
    c. RUN!!!
      It's fact now, character's with a higher EVA% just seem to escape better
    than those that don't.
    d. Evade Physical Attacks
      Duh, that's what EVA% literally does, help you EVADE attacks.  But what
    makes it so special here, is that EVA% becomes way better than raw DEF around
    the mid-end game scene.  Most end-game enemies can easily "break" the DEF
    cap of normal armor, and with multiple hits, the damage can start adding up.
    With a high EVA%, you can dodge the attacks all together, plus avoid those
    nasty status ailments some enemies can drop on ya.
    e. Increasing EVA%
     1. Having High AGL - a character's AGL determines his/her base EVA%.  Every
                          point of AGL adds 1% to a character's EVA%.  So if
                          Frioniel has an AGL 0f 28, then his base EVA% is 28%.
                          But, to raise AGL you need a high EVA%, so...
     2. Shields - The easiest way to boost EVA% is to equip a shield.  Each shield
                  has a small EVA% bonus, and that bonus is multiplied by a
                  character's skill level with the shield plus one.  Let's say
                  Lionheart has a shield with an EVA% of 9%, and Lionheart also
                  has a shield skill level of 5.  Then that shield gives him a
                  total EVA% bonus of 54%.  Nice, yeah?
     3. Weapons - Weapons work the same way as shields, but usually give a lower
                  EVA% bonus.  However, the Main Gauche and Defender offer great
                  bonuses to help increase a character's EVA%.
                  So the EVA% formula for weapons and shields would be:
                  --'Total EVA% bonus'=('EVA% bonus')*('skill level' + 1) 
     4. Equipment - Most armor lowers your EVA%, and the Genji 'Gear' crushes it.
                    The key here is to equip "light" armor, such as robes, hats,
                    breastplates, rings, etc.  Another plus to equiping "light"
                    armor, is that it generally has a low INT/SOUL penalty,
                    helping your casters... well, cast.  You can check the status
                    screen to help you determine if your is too heavy or not.
     2K. Key Terms/Items
    Progressing through FF2 requires you to learn certain words called KEY TERMS,
    and finding KEY ITEMS.  These terms and items are necessary to advance the
    story.  Certain terms must be spoken to certain NPCs(non-playable characters)
    to gain hints on your next destination, or to continue with the story.  Key
    items are those that are essential to your mission.  Sometimes you have to
    give the items to an NPC, other times, you must use the items in a certain
    location or on an object.  Here's a list of the key terms and items you will
    encounter in your journey:
    Key Terms:                 Key Items:
     Wild Rose                  Ring
     Mythril                    Canoe
     Airship                    Mythril
     Dreadnought                Pass
     Goddess's Bell             Snowcraft
     Sunfire                    Goddess's Bell
     Dragoons                   Egil's Torch
     Hiryuu                     Sunfire
     Mysidia                    Pendant
     Ultima                     Dragon Egg
     Mask                       White Mask
     Ekume                      Black Mask
     Cyclone                    Crystal Rod
     Palamecia                  Hiryuu
     Jade Passage
     2L. Menus/Translation
    If you're playing a version of FF2 on an emulator, there are a few chances,
    especially if you have the WSC version, that the game may be in Japanese.
    If this just so happens to be the case, the first thing you should do is go
    to my site(www.scoff2j.com) and download the translation patch and patcher for
    your ROM(s).  They're in the downloads section.  If for whatever reason you
    can't get to the site, can't get the patch the ROM, or just don't want to,
    here's the translation of the game's basic menus:
    WSC - Main Menu
    NES - Main Menu
      Item  -  Magic  -  Equip  -  Stats  -  Save
        This brings you to your everyday item menu.  From here you can access all
        of your items for use, such as to restore HP/MP, heal status ailments,
        learn new spells using spell books, etc.  You can also sort your entire
        inventory from here and discard unwanted items.
         NES version - you can only hold 32 items, and must sort them manually
         WSC/PS version - you can hold up to 63 items and are given the "Sort"
                          option located at the top of the screen to arrange
                          items automatically
        Select the Magic option, then select the character whose spells you wish
        to use/view.  This brings you to a character's spell list.  From here you
        can use or look at the spells a character has.  You can view the current
        skill level of each spell.  You can also arrange the spells or even
        choose to forget them.  Once a spell is forgotten, it is discarded from
        the character's spell list.  If you wish to learn it again, it will start
        from Lv. 1.  Each character can only learn up to 16 spells at once.
        This option brings to the selected character's equipment screen.  From
        here you can view or change a character's weapons, armor, and personal
        inventory.  Each character can equip a weapon or shield in each hand, a
        helmet, armor, gloves, and any two items for their personal inventory.
        Items equipped in a character's inventory can be used in battle by that
        character only.
        WSC/PS versions - you are given three options at the top of the screen.
                          Equip:  Manually Equip a character
                          Strongest: Equips a character with the best equipment
                                     in your inventory
                          Best Defense:  Equips a character with the best armor
                                         in your inventory
        After choosing this option from the main menu, you must select a character
        whose status you wish to view.  From a character's status screen you can
        look at much information about a character.  You can view a character's
        Raw Stats, Modified Stats, Weapon Skill Levels, etc.
        WSC/PS versions - a character's primary hand, and equipment list also
                          appear on the status screen
        Use this option to put a character in the front-row or back-row.  One
        character must be in the front-row at all times.
        NES version - you cannot access rows from the main menu.  Instead, press
                      the SELECT but to change the party's rows.
        This option simply takes you to a list of the Key Terms you've learned.
        You can read a little bit about them if you can read Japanese.  Not
        terribly useful...
        Change different options about the game.  Here's each option:
          Target Mode:  Normal  -  Classic
          Mini Map   :  Globe  -  Plain
          Dash Mode  :  Normal  -  Classic
          Sound      :  Stereo - Mono
          Functions  :  Default - Custom  (Sets buttons for quick menu options)
          Msg. Speed :  1 - 2 - 3 - 4
          B.G. Color :  R? - G? - B?
          Sort Order :  (Order of Items)
      Quit(WSC version):
        Creates a "Quick Save" that is deleted upon loading it.  This allows you
        to save anywhere, except battle, if stressed for time.  However, once you
        load the data, it is erased.  So if you die, you'll have to start back
        at the area that last SAVED the game.
        PS version - the "Quick Save" isn't deleted when loaded.  But, once you
                     turn off, or reset the PS, the "Quick Save" is then deleted
        Saves your progress for later use.  If you turn the game off, or die, you
        can start back at the point in which you saved.  You can only save on the
        world map though.  You must select a "save file" to save your current
        progress to.
    WSC - Battle Menu
    NES - Battle Menu
    **You can checkout the Breakdown on the Battle Menu in the 'Combat' section**
    3. Walkthrough
    **At the beginning of each section, I have put HP, MP, and skill level
      indicators for reference, since there are no experience levels in FF2.
      The indicators are in this format: (HP:????  WPN:??  MP:???  SPL:??)
      HP is for the average MaxHP your party should have.  WPN is the general
      weapon skill level everyone should be at with his or her main weapon.  MP
      is for MaxMP, and SPL is the spell level for your most used spells.  The
      indicators are meant to be a simple guide to the party's strength, so use
      them liberally.
    **I went through this walkthrough without using the quick stat boosting tricks
      --a.k.a.--beating the crap out of your own team.  Not using these tricks
      helps pin-point what your strength should be at, if not the minimum, for
      each area and boss.  Spell Leveling and the such was done, but legit.  Not
      everyone has the patience for this, so if you wish you build skills/spells
      up faster(especially status ailment and buff spells) for an area, use the
      tricks in the Pre-Adventuring Tips section.  It took A LOT of time between
      dungeons to build certain spells, but it can be done, simply by using them
      over, and over, and over, and over, and over...
    **Going through the game like this greatly reduces the effectiveness of status
      ailment spells.  Add a level or two to the Spell Level indicator for these
      to be useful, add three or four to be reliable.
    **Before each dungeon, I show the gear and spells I currently had.  Just
      because some characters don't have shields equipped, doesn't mean I didn't
      use them throughout the game.  Shields are key in reducing damage, and
      increasing AGL at certain points, however, they also reduce ATK power, and
      greatly reduce the efficiency of magic.  Keep one handy in your inventory
      just in case.  Also, remember to unequip it before casting.
    I. The Beginning
     I-A. The Journey Begins  (HP: N/A  WPN:N/A  MP:N/A  SPL:N/A)
      As the game begins, the party is instantly attacked by 4 Black Knights.  
    There is no hope to win this fight, as the party is wiped out quick. Frioniel
    is shown in a room with Hilda and Ming-wu, who help him recover from his
    injuries. As Frioniel awakens, he wonders where his friends have gone.  Just
    outside, he finds Maria and Guy, but Lionheart is missing...
      The three head into the main chamber to speak with Hilda, and tell her that
    they wish to join the rebellion.  She tells them the rebel’s password,
    WILD ROSE, and hints that Maria's brother may be held captive at Fynn.  Hilda
    allows the party to reside in Altair as long as they wish.  Once you gain
    control over you characters, speak with Hilda again to learn "WILD ROSE".
    Also, before leaving the rebels' base, remember to grab a Potion from the
    single chest inside.  Walk around, talk with some people, and see what's
    happenin'.  After you're finished with everything, head into the village.
      Inside the village, you'll find many colorful characters.  There's Gordon,
    the Prince of Kas'ion, who's kingdom was destroyed.  His confidence is shot,
    as he chickened out and fled Fynn as it was attacked too.  Then there is Paul,
    a master thief from Fynn who makes his living stealing from the Empire.
    You can meet Toboul in the weapon shop, but he won't reveal himself unless you
    speak the password.  But instead of just walking around, wasting time, you
    should be figuring out your party's setup.
     Character Stats/Equipment/Spells
        For my setup, I equipped Frioniel with a Spear/Shield combo.  I gave Guy
      a Knife, and equipped Maria with a Staff.  I put Maria in the front row,
      and also kept guy in the front for now.   Since I found out about the
      INT/SOUL penalties, I went through FF2 again with them in mind.  This
      allowed me to create some equipment combinations well suited for 'mage'-type
      characters.  This is also the reason behind buying a Staff and Knife.  
      However, buying the Staff, Javelin, and Knife requires you to sell off old
      gear you don't need, which in turn can deplete GIL, that can be used for
      spells.  Equip your characters however you wish, just be sure it's something
      effective, unlike everyone with the same weapon.  Also give everyone
      "secondary" weapons.  This'll help keep new, stronger weapons in your hands
      as you find them.  I let Frioniel use his Fists for a secondary weapon,
      Maria used a Sword, and Guy the Bow.  Unique setup still, yeah?
        For Spells, I usually give everyone a particular elemental spell, but this
      time I made 'Black Mage'(Guy) and 'White Mage'(Maria) combos.  I usually try
      and keep my MAIN buffs/debuffs between different characters, that way the
      squad can buff themselves or debuff the enemy in one or two rounds.  Mix 'n
      match your spells, or do whatever you wish.  Whatever floats your boat, but
      again, just make sure it's effective.  Also, be attentive to INT/SOUL
      penalties on ALL equipment.  Heavy casters should wear 'lighter' armor, and
      have at least one, Primary or Secondary, weapon that wields a low penalty,
      such a Knife, Staff, or Barehands.  This way you can switch between weapons
      when using spells for maximum efficiency.
    Okay, enough BS, back to the walkthrough...
     I-B. Basic Training  (HP:  30  WPN: 1  MP: 5  SPL: 1)
      While in Altair, be sure to check out the Weapons and Armor Shops for gear,
    and equip your party to your needs.  Also the first thing you should get is
    the CURE spell from the Magic Shop.  CURE is a vital spell in FF2.
      Once you're out in the wilderness, outside Altair, your first concern should
    be to build up your party.  Just battle the small creatures around the
    villages, but be careful not to wander to far, or you may get squashed by an
    Ogre or something...
      Build your HP to around 30-60, and you weapon skills to 2.  If you have GIL,
    try to get the CURE spell as soon as possible.  Try to get your MP up to 10
    or so with whoever has the spell.  After your party is built somewhere around
    there, you'll be more than ready for the first mission.
     I-C. Head to Fynn  (HP:  40  WPN: 2  MP:  5  SPL: 1)
      After you are prepared, you should head to Fynn.  From Altair, just follow
    the river north and travel around the lake.  You cannot enter the castle yet,
    so go ahead and enter the town.
      Upon entering, you'll notice there aren't people roaming the city, but 
    instead there are guards.  It would be smart NOT to speak to the guards,
    because they'll try to kill you.  Talking to one begins a fight with a
    Captain, who'll promptly lay the smackdown on your party under normal
    conditions.  Also you'll notice that monsters roam the city, attacking the
    group at random.  You can enter the shops and such, but there are no
    shopkeepers in them.
      Head all the way to northern part of the city, right before the exit. You're
    able to walk above and around the trees, leading around the city to the pub.
    Inside the pub, avoid the guards and speak to the man around the bar.  Tell
    him the rebels password, "WILD ROSE" and he'll show you a secret passage to
    an injured soldier.  Grab the Potions from the 3 chests, then talk with the
    soldier.  Say "WILD ROSE" and discover it is Scott, Gordon's brother.  He
    tells you that Borghen is the traitor and gives you the 'Ring'.  With news of
    Scott's death and no information about Maria's brother, the party should head
    back to Altair.  With the newly acquired 'Ring', you can view a Map of the
    world by pressing Select+B while on the world map.
     I-D. Back to Altair  (HP:  40  WPN: 2  MP: 10  SPL: 1)
      Return to Altair and show Hilda the 'Ring'.  She tells you to keep the
    'Ring', and that she needs your help to obtain some "MITHRIL" to make
    equipment with.  Hilda requests that you go to Salamand with Ming-wu, and
    speak with Josef about where to get some 'Mythril' ore.  Speak to Ming-wu, and
    he will join the party to help search for 'Mythril' and he'll give you his
      Ming-wu is a White Mage who joins the party with a great array of spells,
    and a decent amount of MP.  He's equipped with a Staff, and some Copper Armor.
    Since he has 175HP, trade his armor with another party member, as his HP is
    most likely greater than anyone in the party.  Ming-wu has no skills in any 
    weapon, so sticking him with the Staff is usually the best option.
     I-E. Search for the Mythril  (HP:  70  WPN: 3  MP: 15  SPL: 1)
       Head northeast from Altair and cross the lake, this will lead you to
    Paloom. Nothing much to buy here, a few White Magic spells, and some slightly
    better equipment.  It's better just to save your Gil for now.  You have a
    choice to buy a ticket to take a ship to Poft for 32Gil or walk to Poft.  I
    recommend to just walk to Poft for now, especially if you're low on Gil.
      Start heading north from Paloom, and just follow the coast to Poft.  In
    Poft, head to the Pub and talk to Cid.  He tells you about his "AIRSHIP" and
    that he'll give you a ride somewhere for some Gil.  Talk to Cid's apprentice
    to get a ride to Bafsk, Salamand, Semitt Falls, or Kas'ion.
      From Poft, head just northwest to Salamand.  Upon entering, discover that
    the townsmen have been enslaved by the Empire.  Speak with Josef to find out
    that they have been taken to Semitt Falls to search for Mythril, along with
    his daughter.
      Check out the gear at the shops.  By now, I would just recommend to have 
    a Bronze Helmet or something.  Equipped, Frioniel had Leather Armor and Bronze
    Helm.  Maria had Leather Armor and Leather Glove.  And Guy had just Ming-wu's
    Copper Armor, while Ming-wu only had the Clothes.  For weapons, just save your
    Gil, there is really no need to upgrade yet.  The only NEEDed spells for now
    are just Cure and maybe Ice.
      From Salamand, start heading directly west.  Keep west until you reach the
    ocean and see a river.  Follow the river into the lake and you should see the
    entrance to the Semitt Falls cave.  For an easy way to the Semitt Falls, head
    back to Poft and pay Cid to fly you there.  Here's my gear/spells before
    entering the Semitt Falls:
             Right: Javelin         Spells: Bolt  Lv 1
             Left : Buckler
             Head : Bronze Helm
             Armor: Leather Armor
             Glove: N/A
             Right: Staff           Spells: Cure  Lv 1
             Left : N/A
             Head : N/A
             Armor: Leather Armor
             Glove: Leather Glove
             Right: Knife           Spells: Ice  Lv 1
             Left : N/A
             Head : N/A
             Armor: Copper Plate
             Glove: N/A
             Right: Staff           Spells: Default Spells
             Left : N/A
             Head : N/A
             Armor: Clothes
             Glove: N/A
      Upon entering, head to the northwest corner to find 10Gil in a chest, and
    the southeast corner for 200Gil.  Head to the southwest corner to the stairs
    to B2.
      The northwest corner of B2 holds Eyedrops.  Go east for a chest with a
    Potion inside.  Now go to the southeast corner for another Potion.  Just north
    from there are 4 doors, choose the first one on the left.  Going into the
    wrong door takes you to an empty room with a high chance of random encounters.
      Once on B3, go directly south for a chest with a King's Ransom worth of Gil!
    After rejoicing, travel west and across the bridge for 50 more Gil!  There is
    nothing more to the south across the bridge, so head back across and go north
    above the bridge.  There are 3 doors, again choose the one on the left.
      Inside you'll see the townsmen of Salamand, along with Nellie, Josef's
    daughter.  Speak with Paul and he'll tell you that he will rescue the
    Townsmen, and asks you to find some Mythril hidden deeper inside the mine.
      After Paul escapes with everyone, you're about halfway through the dungeon.
    If your party is in bad shape, now is the best chance to escape Semitt Falls
    and resupply the group.  If the party is doing well, (which they should if you
    even remotely read this walkthrough) then continue downward.
      On B4, head north across the bridge and open the chest for the FIRE Spell.
    Go east to the bridge intersection and take the northern bridge.  Follow
    along and descend the stairs to B5.
      Walk across the bridge and around to the chest.  DO NOT open it yet.  Heal
    the party first and prep up for a fight.  Upon opening the chest, you'll
    receive the EXIT Spell, but also be attacked by a Spiketoise.  The Spiketoise
    has a high defense and can pack a punch.  If you've followed the walkthrough,
    you should have the ICE spell, at least at level 2.  If not, cast any other
    damage spell and cast SAFE and/or BLINK with Ming-wu.  Spiketoise isn't too
    tough, but can be deadly if you're unprepared.  Claim your prize, and go back
    across the bridge.  Go north from the bridge and choose the door on the left
    yet once more.
      Inside, you'll see a guard, and behind him a chest.  If you want that chest,
    you're gonna have to slap that guard around a little bit...  Heal up then
    talk to him.
       HP: 140   MP: 10
      ATK: 35  HIT%: 2-70%
      DEF: 25  EVA%: 1-30%  M.DEF: 3-50%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      TYPE: none
      This guy is very similar to the Spiketoise, except he has no elemental
    weakness.  Cast SAFE and BLINK with Ming-wu and focus on keeping the party
    alive.  If you have spells, cast them.  If you bought better weapons, or have
    someone using Fists, you'll have a better chance to damage him.  All in all,
    the Sergeant is a pushover, however, if you came in ill-prepared and cannot
    damage him you'll be thrashed...
    After takin' out the Sergeant, grab the Mythril from the chest and escape the
     I-F. Returning with the Mythril  (HP: 100  WPN: 3  MP: 15  SPL: 1)
      With the Mythril, it's time to head back to Altair.  First stop by Salamand
    and recover.  Head back to Poft, if you sailed to Poft before, you can sail
    back to Paloom, if not, then you'll have to walk all the way back.
      Once back in Altair, Hilda tells you about the "DREADNOUGHT" and tells you
    to take the 'Mythril' to Toboul, the Blacksmith.  Find Toboul at the Weapon
    Shop and hand him the 'Mythril'.  He quickly makes equipment for the
    resistance.  Some new gear is available at the shops in Altair, Paloom, and
    Poft now!
      Speaking back with Hilda, she tells you to meet with a spy in Bafsk.  You
    have to stop the "DREADNOUGHT" before it is completed!
    II. The Warship
     II-A. Contact the Spy  (HP: 110  WPN: 3  MP: 20  SPL: 1)
      After buying some new gear at Altair, head back to Poft.  From Poft, either
    pay Cid to fly you to Bafsk, or travel east on foot.  Once in Bafsk replenish
    the party, check out some more 'affordable' gear, and look at some new spells.
    After you're done taking your tour of Bafsk, head south and speak with the
    soldier blocking a path.  Tell him "WILD ROSE" and discover that he is the
    spy.  Tell him you're here to see the "DREADNOUGHT" and he'll let you pass
    into the sewers.
     II-B. The Bafsk Sewers  (HP: 120  WPN: 3  MP: 25  SPL: 2)
      Here's my gear/spells into the Bafsk Sewers...
             Right: Spear           Spells: Bolt  Lv 2
             Left : Bronze Shield
             Head : Bronze Helm
             Armor: Leather Armor
             Glove: Mythril Glove
             Right: Staff           Spells: Cure  Lv 2
             Left : N/A                     Exit  Lv 1
             Head : Leather Cap
             Armor: Leather Armor
             Glove: Leather Glove
             Right: Knife           Spells: Fire  Lv 2
             Left : N/A                     Ice   Lv 2
             Head : Leather Cap
             Armor: Copper Plate
             Glove: Leather Glove
             Right: Staff           Spells: Default Spells
             Left : N/A
             Head : N/A
             Armor: Clothes
             Glove: N/A
      After entering the sewers, follow the water north to a chest with a Long
    Sword inside.  Continue following the stream to the southwestern corner of
    the room.  Grab a Long Bow from the chest before heading up the stairs.
      On 1F, head east from the steps and follow the winding path until you meet
    up with the Dark Knight, the Emperor's right-hand man.  He tells you that the
    Warship is complete and retreats to it, followed closely by Borghen.  The
    party heads out the cave only to see the Dreadnought take off.
      Head back inside and check out the room off to the right.  Take the 'Pass'
    from the chest and use the teleporter on the east side of the room to exit
    the cave.  The party now needs to return to Altair and report back to Hilda.
     II-C. Report Back to Hilda  (HP: 130  WPN: 4  MP: 25  SPL: 2)
      On your way back to Altair, stop by Poft and learn of the Dreadnought's
    devastation.  Speak with Cid inside the pub.  Ask about his "AIRSHIP" and he
    will tell you about the "SUNFIRE".  This should give you some insight on how
    to stop the Dreadnought.
      Upon returning to Altair, speak with Hilda and learn that the King's
    condition worsens.  Ming-wu stays behind to help the King, the party must find
    a way to stop the Dreadnought.  Ask the King about the "SUNFIRE" to learn
    that it is in Kas'ion.  The only way to carry the 'Sunfire' is with 'Egil's
    Torch', hidden deep in Kas'ion.  But Kas'ion was sealed by Scott, and only
    the 'Goddess's Bell' can open the gates.  Ask Hilda about the "GODDESS'S
    BELL" and she'll hint that Josef of Salamand may know something of it.
     II-D. Finding the Goddess's Bell  (HP: 130  WPN: 4  MP: 25  SPL: 2)
      Return all the way back to Salamand and speak with Josef.  Inquire about
    the "GODDESS'S BELL" and he will tell you that it's hidden inside the Ice Cave
    in the northern snowfield.  The only way to navigate the snowfield is with
    the 'Snowcraft', which Josef has conveniently hidden in the Semitt Falls.
    Josef joins the party to help with the search for the 'Goddess's Bell'.
      Go back to Semitt Falls.  On B1 head west until you see a blue stone.
    That's Josef's mark.  Search the wall northeast of it to reveal a passage.
    Grab the 'Snowcraft' from the chest and you're done, time to leave.
      Now's a good opportunity to strengthen the team and make your preparations
    before the next dungeon.  Once you're finished, follow the mountains west of
    Salamand, and continue following them north until you reach the entrance to
    the snowfield.  The Ice Cave is on the eastern side of the field.
      The recommended spells are CURE, FIRE, and ICE.  ESUNA would is also very
    useful for healing the status ailments, i.e. Blind.  As for armor, any Mythril
    gear is a plus.  The enemies in the Ice Cave can pack a punch, so a decent
    armor for the group will help.  With weapons, if you're still carrying around
    a Bronze Sword, you may be in trouble.  Fists are very useful here, since Gil
    may be tight.  Again, any Mythril stuff will help.  If no one is using a
    shield, remember to equip one to build up AGILITY faster.  If all party
    members have been using one, you should be okay.
     II-E. Ice Cave  (HP: 140  WPN: 4  MP: 30  SPL: 2)
      Here's my gear/spells into the Ice Cave...
             Right: Spear           Spells: Bolt  Lv 2
             Left : Bronze Shield
             Head : Bronze Helm
             Armor: Leather Armor
             Glove: Mythril Glove
             Right: Staff           Spells: Cure  Lv 2
             Left : N/A                     Blink Lv 1
             Head : Leather Cap             Exit  Lv 1
             Armor: Leather Armor
             Glove: Leather Glove
             Right: Knife           Spells: Fire  Lv 2
             Left : N/A                     Ice   Lv 2
             Head : Leather Cap
             Armor: Copper Plate
             Glove: Leather Glove
             Right: N/A             Spells: N/A
             Left : N/A
             Head : Leather Cap
             Armor: Leather Armor
             Glove: Leather Glove
      Note, that you cannot EXIT out of the Ice Cave.  If you begin to run into
    trouble, start out with enough strength to WALK to the exit, AND through the
    snowfield, AND back to Salamand.  Okay, now that we've been warned, upon
    entering the cave, climb the stairs, and travel west.  Open the chest on the
    northwest corner for 100Gil.  Continue south and grab another chest for 150
    more Gil.  Descend the stairs to B2.
      Nothing much here on B2.  Follow the path and skip the door, there is
    nothing in there anyway.
      Once on B3 head north and around the wall for a South Wind, an item that may
    come in handy.  Return to the stairs, and from there head south and follow the
    path east.  When you reach the fork, go north if you're interested in treasure
    hunting.  Go south to continue deeper into the Ice Cave.
      Assuming you wish to be quite the treasure hunter(like me), or just like
    exploring EVERYTHING, then heading north led you to some stairs back up to B2.
    Just stay along the path and you should run into the first chest at the
    southeast corner of the room.  It contains a Battle Axe.  The second chest is
    at the southern part of the area and has an Antidote inside.  Stay on the path
    and you'll reach the last chest with a Mythril Mace inside.  BEWARE, guarding
    the chest are Grenades.  This should be an easy fight, just thought I'd let
    you know about it though.  Retrace your steps back to B3.  Head south until
    you reach the fork.  Obviously, keep heading south at the fork because it's
    the only path you haven't chosen.  Use this point to check your party's
    condition.  If you're not doing so good, and have used up all you resources
    already, head back now.  If you're stomping and destroying everything in
    sight, then by all means, proceed.
      The path should take you to the southwest corner of B3 and down to B4.  The
    northwest corner of B4 holds a Potion inside a chest.  Directly east of that
    chest is another with the ICE spell inside.  If nobody has it(shame on you if
    they don't) give it to someone as it will definitely come in handy.  Make your
    way directly south from there to discover another chest with a Potion.  Go
    northeast towards a chest with a Mythril Spear.  Continue north to the
    northeast corner of B4.  Bypass the door on the way, as it is an empty room
    as well.  Go down the steps to B5.
      From the steps, go directly west.  This should lead you to a chest in the
    northwest corner of the room, along with a door below it.  The chest contains
    a Mythril Shield, and the door, you guessed it, nothing.  Make your way to
    the southwest corner of B5 to find the Ancient Sword.  It's guarded by a few
    undead creatures, but nothing you can't handle.  The Ancient Sword has a
    ridiculously low Hit%, but has the ability to Curse opponents, thus reducing
    the effectiveness of their attacks.  From here, head to the southeast corner
    of the room to find a door.  This is the door you want to enter.  So go
      Inside you'll see a buncha weird beaver-like creatures.  Talking to the
    roaming ones does no good, as they just make noise.  Speak with the 'leader',
    who is standing in the corner of the room, Guy can understand him.  Have Guy
    ask him about the "GODDESS'S BELL" and he will reveal a passage beyond the
    wall to the right.  Walk east to discover that you can actually walk through
    the wall... WOW!
      Follow the winding path down and around until you stumble upon a turtle.
    Grab the chest to get a suit of Silver Armor.  If by now Bells and Whistles
    aren't going off saying...  "BOSS FIGHT" then you may need some help,
    seriously...  Prep Up and take the Goddess's Bell's "Guardian" head on.
       HP: 450   MP:  0
      ATK: 50  HIT%: 2-75%
      DEF: 60  EVA%: 0-00%  M.DEF: 1-50%
      STRENGTHS: none
      ABSORBS: none
      SKILLS: none
      This fight SHOULD be insanely easy.  If you picked up the South Wind on B3
    (which you should have) or if you have the ICE spell(hopefully you do), then
    the battle will go rather smoothly.  If you do not have either of these, then
    you: A)really hate Ice  or  B)haven't been reading the walkthrough and need
    to KILL YOSELF!!!!!!!!  Either way, just keep your party at full health,
    'cuz this guy hits hard.  Also, Adamantoise has high defense, so unless you
    have high-tier weapons or high-level fists, physical attacks won't do much.
    Keep your HP in the high 100s if possible and keep blasting it with ICE
    and/or any other spells.  Whack him with the Ancient Sword you found earlier,
    and if you're lucky, it'll Curse the Adamantoise, thus weakening his attacks.
    If you've built them up, SAFE or BLINK are handy too, but at low levels they
    tend to be unreliable.
      After slaying the Adamantoise, head up the stairs and through the door.
    This will take you back to B1.  From there, head north to exit the cave.
    Before you exit the cave, you'll see Borghen waiting for you.  If you're an
    equipment Hog, you can unequip Josef now, because he's about to leave the
    party.  Speak with Borghen and he will try to kill you.
       HP: 240   MP: 20
      ATK: 25  HIT%: 1-75%
      DEF: 17  EVA%: 1-40%  M.DEF: 3-50%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      TYPE: none
      Borghen is a pushover, especially when compared to Adamantoise.  Just use
    physical attacks, why waste MP on him?  This fight is just a waste of time.
    If you're really lucky, he may drop a Mythril Dagger.
      After laying the smackdown on Borghen, he triggers a sneaky trap, causing a
    boulder to roll down the stairs after you India Jones style.  Josef braves
    the giant rock and holds it long enough for you to escape it's path.  Watch
    Josef get squished and then leave the cave.  Travel back to Salamand to rest
    up.  With the 'Goddess's Bell' in hand, you can now enter the gates of Kas'ion
    to acquire the 'Sunfire'.  
      You can either return to Poft and support Cid by paying him a little Gil to
    fly you to Kas'ion: the easy way, or go on a lonnnnnnnnng hike: the hard way.
    Personally, I'd rather just fly there, it's A LOT faster, plus, you can't get
    lost.  But if you wish to walk, head east from Salamand until you see the
    ocean, then go south 'till you get to Bafsk.  From there travel southeast
    'till you run into some mountains, then follow them east a little.  You should
    see a break in the mountain range leading into a dense forest region.  Go
    southwest into the forest and you should see Kas'ion surrounded by a small
    mountain range and a lake.
      Kas'ion can be a really tough dungeon.  And by really tough, I mean really
    really hard.  Be sure to stock up on Potions to save your MP throughout the
    dungeon.  EXIT, CURE, and LIFE are your friends here.  If you find yourself
    getting stomped, EXIT out, instead of continuing on and dying.
     II-F. The Kas'ion Ruins  (HP: 160  WPN: 4  MP: 35  SPL: 2)
      Here's my gear/spells into Kas'ion...
             Right: Mythril Spear   Spells: Bolt  Lv 2
             Left : Mythril Shield          Safe  Lv 1
             Head : Mythril Helm
             Armor: Mythril Mail
             Glove: Mythril Glove
             Right: Mythril Mace    Spells: Cure  Lv 2
             Left : N/A                     Life  Lv 1
             Head : Leather Cap             Esuna Lv 1
             Armor: Silver Plate            Blink Lv 1
             Glove: Leather Glove           Exit  Lv 1
             Right: Knife           Spells: Fire  Lv 2
             Left : N/A                     Ice   Lv 2
             Head : Leather Helm
             Armor: Copper Plate
             Glove: Leather Glove
      Entering Kas'ion, head up.  Bypass the big Flame in the room.  It is the
    'Sunfire', but you can't grab it without 'Egil's Torch', which is hidden deep
    inside the ruins.  Anyway, head up to the locked door and use the 'Goddess's
    Bell'.  This unlocks the door, so go inside.
      Just through the door you find Gordon waiting.  He had access through the
    door, but was unable to compete with the monsters inside.  He joins up with
    the party, and after seeing his stats, you can see why the monsters were to
    strong for him.  Actually, he has some decent stats as far as STR, AGI, INT,
    etc., etc. are concerned.  But he has low HP(64), no weapon skills, and no
    spells.  He starts with a Spear, and a Bronze Shield, Glove, and Armor.  I
    usually just keep him with the spear, since he's not a permanent member, but
    give him whatever your fancy.  Sometimes I give him a sword.  If you want to
    build him up a little before continuing on, it may be a good idea.
      Okay, back to the dungeon.  Go east and descend the steps.  This'll take
    you to 1F.  From the steps, go south, this'll take you to a chest with the
    CURE spell.  Head back to the steps, and this time go west.  On the north-
    western corner you'll see a door, ignore it and head south.  Go up the steps
    to 2F.
      Once there take the fork south, then east, to the southeast corner.  Go
    north to the northeastern corner and open a chest for 300Gil.  Go west and
    around to the stairs.
      Now on 3F, proceed to the west.  From the corner, move south, this will
    lead you into an open room.  Take the second path from the left downward,
    then go back west to a chest in the southwest corner of 3F with some
    Monsters(Wererats) and a Gold Shield.  Move back north to the open room and
    go east.  Take the eastern passage south and curve around back to the
    northeastern corner to reach the stairs.
      From the 4F stairway travel west until you reach a fork, from there, go
    south and enter the first door you see.  Inside the room will be three
    chests.  From left to right, the chests contain:  a Mythril Axe, a Werebane
    Mace, and a Mythril Sword.  Exit the room and go back north, head westward
    to the northwest corner, then south.  You should see the stairs from there.
    Ignore all other doors on this floor, because they are empty.  Ascend the
    steps to 5F.
      You'll be greeted with a fork upon entering 5F.  Go east, the other way
    leads you to an empty room.  Moving eastward should bring you to a 3-way.
    Take the road straight down to a guarded chest.  Upon opening, a few
    Mines attack.  A decent level BOLT and FIRE will take 'em out.  Your
    reward, Gold Armor.  Move east from there until the next 3-way, then go
    north.  This should bring you to the northeast corner with a door.  Go
    inside for some treasure.  From left to right:  a Mallet, an
    Antidote, and some Eyedrops.  Nice treasure, eh?  Exit the room and make
    your way to the southwest corner of 5F.  The southeast corner has a door,
    but it's empty, so don't waste your time in there, unless you don't believe
    me.  Anyway, once at the southwest corner you'll see stairs going down.  So
    go down them.
      Back on 4F, there's only a small room with a door.  Inside, you'll see a
    chest with a fireball-looking thing in front of it.  That's the boss.  Make
    sure you're healed up for this one.
    BOSS FIGHT:  REDSOUL(a.k.a. Shrieker)
       HP: 540   MP: 30
      ATK: 35  HIT%: 1-80%
      DEF: 40  EVA%: 1-60%  M.DEF: 4-40%
      WEAKNESSES: none
      STRENGTHS: none
      The RedSoul isn't too tough, but if you're caught off guard, you could be
    toast.  First off, magic doesn't hurt this guy, it heals him, and any, I
    repeat ANY spell will heal him.  Second, all he does is cast Lv8 spells all
    over your party, every single round, that is until he runs out of MP.  You can
    stay defensive until this occurs, or you can go all out and crush him ASAP.
    The SHELL spell helps, a little.  A lowly level 1 or 2 SHELL can't stand up
    to the RedSoul's Lv8 spells.  Using a SHELL spell as an item doesn't help that
    much either, so when I stay on defense, I just throw a lot of CURE spells now
    and then, along with some Potions.  If you can't damage him with physical
    attacks that well, then you'll be fighting awhile, there's no other way to
    beat him.  A high-lvl Fist or a few good smacks with a Mythril Axe or Werebane
    will take the fight out of 'em.  Try to Curse the RedSoul with the Ancient
    Sword to weaken his attacks.  After beating the RedSoul, claim your prize,
    'Egil’s Torch'.
      From here, you can EXIT out, or travel all the way back through the castle.
    But either way, return back to the main chamber on 1F.  Walk up to the
    Sunfire and use the 'Egil’s Torch'.  You've now acquired the 'Sunfire'.
      Exiting the Kas'ion Ruins, you see Cid's Airship being chased by the
    Warship.  Return to Altair to report and find out what's going on.
    HINT:  For an easy route back to Altair, move DIRECTLY SOUTH of Kas'ion.
           You'll wind up in the Chocobo Forest, grab one and leave the forest,
           it should be waiting for you just outside.
      Once back inside Altair find out that Hilda went on Cid's Airship to meet
    you at Kas'ion, and that they were captured by the Dreadnought.  Speak with
    various people to find out that the Dreadnought is being refueled and
    repaired in a field northwest of Fynn.  Rest and resupply your soldiers, then
    move out in that direction.
      Traveling northwest of Fynn you'll meet up with some stronger foes.  Use
    this as an opportunity to strengthen the team, especially Gordon.  Once
    you're ready, go inside, but remember to save, many things can go wrong
    inside the Warship, like running out of MP.  Don't forget to bring along some
    Ether just in case.  Like the Ice Cave, there is no warping to the outside.
     II-G. Destroying the Warship  (HP: 250  WPN: 5  MP: 55  SPL: 3)
      Here's my gear/spells into the Warship...
             Right: Mythril Spear   Spells: Bolt  Lv 3
             Left : Gold Shield             Cure  Lv 2
             Head : Mythril Helm            Safe  Lv 2
             Armor: Mythril Mail
             Glove: Mythril Glove
             Right: Werebane        Spells: Cure  Lv 3    Exit  Lv 1
             Left : N/A                     Life  Lv 1
             Head : Leather Cap             Esuna Lv 2
             Armor: Silver Plate            Blink Lv 1
             Glove: Leather Glove           Rasp  Lv 1
             Right: Mythril Knife   Spells: Fire  Lv 3
             Left : N/A                     Ice   Lv 3
             Head : Leather Cap
             Armor: Silver Plate
             Glove: Leather Glove
             Right: Mythril Sword   Spells: Cure  Lv 1
             Left : Mythril Shield
             Head : Mythril Helm
             Armor: Golden Mail
             Glove: Bronze Glove
      Okay, now that you're ready for the Warship, head inside and give the guard
    the 'Pass' you acquired in the Bafsk Sewers, without saying "WILD ROSE".
    Trust me, he won't like you if you say that...  Don't speak with any other
    guards because they won't be as dumb as that one was.  Move east until you see
    steps going down.
      This'll take you to 2F.  All that is on this floor is a chest locked behind
    bars.  To reach it, you must walk through a hidden passage DIRECTLY west of
    the chest.  The chest is guarded by some Soldier and Mage type enemies.
    Dispatch them to receive the Sleep Sword.  Now climb the stairs back to 1F.
      Now head west, up the steps and go west.  Ignoring the doors, you should
    see a chest, grab it for 400 Gil.  Now head east from the chest.  Follow
    along until you reach a fork.  Take the fork east and down the steps.  This
    should take you around and up some steps to a door.  Enter it.  Inside is a
    small room with steps going down.
      This takes you to another part of 2F, follow the path south until you're
    at a fork, go west, and at the second fork, go west again.  This should lead
    you to a chest with the Shade Bow inside.  Now get back to the second fork,
    but this time go south.  This'll take you to yet another 3-way.  To the left,
    a chest with the Thief Glove, and to the right, a cell with Hilda and Cid.
    Speak with Cid, who tells you that he'll help Hilda escape, while you destroy
    the Dreadnought by throwing the 'Sunfire' into the engine.  Now head all the
    way back to the first fork, and go east.  You'll reach two chests, both only
    with Potions inside.  Make your way back to the steps to 1F.
      Retrace your steps back to the 3-way, and go south, because it's the only
    way you haven't been yet.  Follow along and go down a flight of steps, then
    go back east to find some more steps downward to 3F.
      This'll take you to a large room, with guards walking below.  Walk ALL the
    way around and enter the door.  Inside go down the steps to 4F.
      On 4F, walk ALL the way back around to the east side of the room.  Skip the
    steps and make your way northeast, avoiding the guards.  On the northeast
    part of the room lies four chests.  From left to right:  The Trident, the
    Main Gauche, GUARDED(HillGigas-a mean bastard) an Ice Shield, and a Giant's
       HP: 750   MP:  0
      ATK:100  HIT%: 3-80%
      DEF: 60  EVA%: 1-30%  M.DEF: 4-40%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      SKILLS: none
      Remember to Rejuvenate your party before the Hill Gigas fight.  He has lots
    of ATK, DEF, and HP.  If you're not careful, he could knock a party member out
    in one hit.  Buff your party up with SAFE and BLINK, you'll need all the
    defense you can get.  Use the Shade Bow, Sleep Sword, and Ancient Sword,
    and pray that the status ailment effects work.  If you found the BERSERK spell
    from a monster drop, use it to boost your ATK power, other than that, use
    magic to wear the giant down, but be sure to keep him asleep using the
    Sleep Sword.  You don't actually have to damage the HillGigas to put him
    to sleep.  For good results, have whoever is using swords to dual-wield the
    Ancient Sword and the Sleep Sword.
      If you managed to survive the HillGigas, go back and climb the set of center
    stairs.  This will take you to the center of 3F.  Go inside the door and down
    those stairs.
      Now you're on 5F, the tricky part.  Okay first off, you should notice that
    there are a buncha ways to go.  Next, you should see that there are guards
    blocking certain ways.  They won't do anything to you unless you talk to them.
    So don't unless you want to fight them.  Even if you're strong enough to
    defeat one, when you return from battle, he'll still be right there, so
    fighting isn't an option here.  So now you're thinking, "how the heck am I
    supposed to get through here if the guards are in the way?"  Well, that's
    what the walkthrough is for, I'm here to tell you.  But you'll have to read
      Okay, here goes.  From the stairs, take a couple of steps to the right, and
    you'll be at the 1st fork, go north. All the way up.  Once you're at the top,
    move west, then south.  Walk by the guard, that's the 1st fork, now take
    either the 2nd or 3rd fork east, then south all the way to the bottom.  Now
    go east, passing the 1st, 2nd, and 3rd forks, and taking the 4th one north.
    There should be a guard just to your left, now head east and go north again
    at the fork.  While going north, pass the 1st fork(there should be a guard a
    few steps to the left blocking the way), and make it all the way to the
    northeast corner of 5F.  Head west and take the 2nd fork you see(should be
    your only option) south.  Then east, then south again.  Go all the way south
    you can, then west.  From here you should see a door.  You made it.  Inside
    is the engine room.
      Walk up to the engine and throw the 'Sunfire' inside.  Shortly after,
    everything starts shaking and blowing up.  The Dark Knight curses you and
    Maria hears a familiar voice.  With no time to spare, however, the party must
    escape before they are toasted and blown to bits...
     II-H. Back to Altair  (HP: 300  WPN: 5  MP: 55  SPL: 3)
      Back at Altair, you should unequip Gordon of any useful gear.  Head to the
    King's bedroom, his condition is getting worse.  Hearing of Gordon's recent
    accomplishment's, the King asks Gordon to help lead the rebellion.  He asks
    Ming-wu to find the Forbidden Spell, Ultima.  And finally asks your party to
    travel to Deist and ask the Dragoons for help.  With his final path set, the
    King passes on.
      Hilda is broken up about her father's death, so Gordon is in charge for now.
    Go into the main room and speak with him.  Gordon will tell you about Deist,
    the "DRAGOONS", and the "HIRYUU".  Talk to the other people to find out that
    Deist is located on a far off island.  So to get there, you'll need a ship.
    Use this information and head to Paloom.
    III.  Striking Back at the Empire
     III-A. Traveling to Deist  (HP: 300  WPN: 5  MP: 55  SPL: 3)
      After destroying the Dreadnought, your party may be fatigued, and weighed
    down with all the loot looted!  Reorganize and sell of what you don't need.
    If you were lucky, you may have picked up various Spells from defeated
    enemies.  Replenish your team and supplies, then depart towards Paloom.
      Upon entering, you should see a woman next to the boat-ride guy.  Speak
    with her.  She offers a ride to Deist, how convenient.  Maria doesn't trust
    her, but who listens to her anyway, right?  Okay, it is a LITTLE suspicious,
    but why pass up such an opportunity?  She tells you that she'll be waiting
    outside of town.  Take care of any business you may have, then leave.
      You should spot a ship a little east of Paloom.  Get onboard.  After sailing
    a lil' ways, you'll be taken to a scene onboard where Leila gets her crew to
    attack.  Bad news, eh?
       HP:  45   MP:  0
      ATK: 17  HIT%: 1-60%
      DEF:  4  EVA%: 1-30%  M.DEF: 2-40%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      TYPE: none
      SKILLS: none
      Actually, I don't think it's possible to lose to these guys.  If you've
    made it this far, then these chumps are nothing.  Wipe them out and move on.
    Mad that you defeated her crew, she accepts defeat.  Afterwards, you ask her
    to join the rebellion.  Why not, yeah?  So Leila and her crew join your group
    and you get a ship.  Don't worry though, the pirates won't be used for
      Leila starts with low HP and MP.  Her stats are average at best, except for
    AGL, which is very high.  She has some weapons skills in the Sword and Knife,
    and starts with the BOLT spell.  Leila has some decent gear, 'cept maybe the
    weapons.  I still keep her with the Sword/Knife, as it's my favorite combo
    anyway.  Hmmm...
      Anyway, now that you got a ship, it's fun time.  Well not really.  You can
    go pretty much anywhere now though.  The ship can dock anywhere in this
    Final Fantasy, unlike the first one.
      Okay, to get to Deist(the real reason you're here), start by sailing south-
    east of where you are.  There should be a small channel around a peninsula
    at the southeast corner of the sea.  From there, keep south.  After aways,
    follow the sea southeast some more.  You should run straight into the island.
    If you're lost, use the map(select+B on NES), it's the big island almost
    directly west of Fynn Castle.  Once you reach the island, find Deist Castle,
    that's where you want to be next.
      Take this moment to really beef up your party, especially if you got your
    butt kicked in the Warship.  Build up Leila's HP, and try to bring up 
    everyone's AGL, if needed.  Attacking first and strategic escapes will be
    very useful now, although running isn't an option for some battles(bosses,
    undead, annoying baddies, etc.).  Regardless, now is the time to build up
    everyone's HP, MP, weapon/spell skills and the such if you've been slacking
    up 'till now.
     III-B. Deist Castle  (HP: 320  WPN: 5  MP: 60  SPL: 3)
      Once entering Deist Castle, you should see a boy.  Upon talking to him, he
    runs off.  Treading further, you see him again, and he runs up the stairs.
    Follow him up.  You'll see a chest with a Cottage inside in the northwest
    corner.  Now head south from the steps and speak with the boy and his mother.
      They tell you that all the Dragoons are dead, and only one Hiryuu remains.
    To speak with it, however, you're gonna have to find a 'Pendant' used by the
    Dragoons to understand the Hiryuu.  The mother hints that one is hidden
    nearby, maybe in the Deist Cave perhaps?
      Explore the empty castle for treasure.  Along with the Cottage you should
    have found earlier, you'll find:  a PhoenixDown; a UnicornHorn; the STUN
    spell; the STOP spell; the CURSE spell; a GoldNeedle; a Sage's Wisdom; an
    Antidote; some Eyedrops; a Cross; a Saint’s Spirit; a Mallet; and a
    WingedSword.  Nifty, yeah?  After the looting, exit the castle and head north
    to find the Deist Cave.
     III-C. Deist Cave   (HP: 350  WPN: 6  MP: 70  SPL: 3)
      As soon as you enter the cave, head east.  There should be a chest with
    30Gil inside, take it.  Take a few steps north, then keep east again.  This
    with lead you down to some stairs.
      On B2, you'll be in a small room with an object.  Search the object to find
    the 'Pendant'.  See that wasn't so hard...  Unless you got thrashed by a
    couple of HillGigas's or something.  Regardless, take the 'Pendant' and get
    out, quick.  Don't worry, you'll be back soon enough, trust me.
      Take the 'Pendant' and speak with the last Hiryuu.  Ask him about the
    "HIRYUU" and he'll give you an 'Egg'.  He wants you to submerge the 'Egg'
    into the Pool of Life located at the bottom of the Deist Cave.  See, told ya
    you'd be back in the cave.
      If you had a lot of trouble just getting the 'Pendant', you're gonna need
    to build up some more, or change tactics.  If you've been keeping up with
    spells, you'll have a decent leveled FIRE, very useful against the Undead
    monsters.  For the HillGigas's and other hard-hitting enemies, the SAFE and
    BLINK spells are useful to possess.  Use the CURSE spell to weaken foes,
    although you'll need to bring it to a higher level.  BLIND and SLEEP are also
    handy at higher levels, if you found them that is.  If not, make use of the
    Ancient Sword, Crescent Sword, and Shade Bow for these effects.  Remember to
    bring along some Ether to sustain your MP though.  Unless you're super-strong,
    'hack-n-slash' isn't going to cut it here.
      Here's my gear/spells into the Deist Cave...
             Right: Trident         Spells: Bolt  Lv 3
             Left : Ice Shield              Stop  Lv 2
             Head : Giant's Helm            Cure  Lv 2
             Armor: Golden Mail             Safe  Lv 2
             Glove: Mythril Glove
             Right: Werebane        Spells: Cure  Lv 4    Exit  Lv 1
             Left : N/A                     Life  Lv 1
             Head : Leather Cap             Esuna Lv 2
             Armor: Silver Plate            Blink Lv 2
             Glove: Leather Glove           Rasp  Lv 2
             Right: Main Gauche     Spells: Fire  Lv 4
             Left : N/A                     Ice   Lv 4
             Head : Leather Cap             Curse Lv 2
             Armor: Silver Plate
             Glove: Leather Glove
             Right: Mythril Knife   Spells: Bolt  Lv 2
             Left : Winged Sword            Stun  Lv 2
             Head : Gold Hairpin
             Armor: Silver Plate
             Glove: Thief's Glove
      Alright, when you're ready, get back into the Deist Cave.  On B1, make
    your way to the southeast corner of the room.  Take the stairs down to B2.
      Follow along and at the fork, take the first path down to nab a chest with
    a Mythril Helmet.  Then take the fork up for Mythril Armor.  If you'd like to
    nab all the treasure, head south down into the next downward path, and down 
    the steps to B3.
      From here, go north.  Ignore the bridge for now and just go north.  You
    should spot a chest with a Mythril Glove inside, take it.  Keep going around
    and you'll run into another chest with a MythrilMirror inside.  Now go back to
    the stairs, you should see a bridge to the left.  It looks funny, but take it
    anyway.  It should break just as you're about to cross it entirely.  You'll
    fall to B4.
      On B4, make your way to the northwest part of the floor, and go down the
    steps to B5.  Rather straightforward here, walk along to the east side of B5
    and you'll see lots of treasure.  The chest in the southeast corner holds a
    few Adamantoises and some Knight Armor.  There are 3 more chests above it.
    The top-left chest contains a Flame Bow.  The top-right chest holds an
    Sage’s Wisdom, and the bottom-right one has a Saint's Spirit.  Now head back
    to B4.  From there go to the southeastern part of the room.  There should be
    some stairs, take them up to B3.
      Small room here, walk along and take the stairs up to B2.  On B2, head west,
    and take the first fork south for a chest with a Potion inside.  Go back,
    and keep heading west.  Take the steps up.
      You're now on the southwest corner of B1.  Take the opportunity to exit and
    recover if you need to.  If you're still in good shape, continue on.  Okay,
    now get back to B2, taking the southeast stairway.  Return to the fork, but
    now keep heading west.  This should take you to yet another fork.  Go south
    to find a chest with a Mage's Staff inside.  The chest is guarded by
    screamers, but don't worry, if you stand around long enough, they'll actually
    heal your party.  Move back north and keep north, the cave will curve around
    and take you back south, where some stairs are.  Go down them.
      You should now be on B3.  Go east and you'll see a chest.  Open it for a
    Mythril Shield.  Now, go north and pass the bridge.  DO NOT cross it, unless
    you want to fall down, again.  Keep going north and cross the small bridge
    lying vertical.  Follow the path east, and south once you reach the northeast
    corner of B3.  This'll lead you to some more steps downward.
      Now on B4, you should go west.  You should see a chest in the corner of the
    room.  An AcidBottle is inside.  Other than that, take the steps to the south
    to B5.
      On B5, head northeast from the steps and you'll encounter 4 doors.  If you
    guessed that's there's only 1 correct door to enter, you guessed right.  Pick
    the 3rd door from the left to continue onward.  The others just lead to empty
    rooms.  After going through the door, you'll notice a 'lil monster just
    standing around, not doing much.  Wonder what it's doing way down here?  Let's
    ask it, but be sure to heal up first...
    BOSS FIGHT:  CHIMERA x(?)3-4
       HP: 640   MP: 80
      ATK: 60  HIT%: 4-75%
      DEF: 50  EVA%: 1-50%  M.DEF: 3-50%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      As Greek mythical beasts, the Chimeras aren't all that tough, though they
    love using their flame attack, BLAZE, and can hit rather hard.  BLAZE does a
    modest amount of damage to the party, and if all the Chimeras use it, it can
    get annoying.  Equip the Ice Shield to decrease the effectiveness of BLAZE.
    Keep your party healthy using CURE, and take 'em down one by one.  SAFE and
    BLINK can help protect your party, as usual, but most offensive spells are
    useless, as physical attacks should be enough to bring these monsters down.
      After defeating the Chimeras, walk up to the Spring of Life and drop the 
    'Egg' that the Hiryuu gave you inside.  Nothing happens...  Well, you did what
    you were supposed to do, so head back to Deist Castle.  Use the EXIT spell if
    you have it, it's quicker.
      Upon returning to Deist, you'll find out that the Hiryuu died.  What a waste
    of time that was.  No Dragoons, no Hiryuu, no support for the Rebels.  Hey, at
    least you got a ship out of it all.  So sail back to Altair and see what
    Gordon's got cookin'.
     III-D. Back to Altair, again...  (HP: 420  WPN: 6  MP: 85  SPL: 3)
      Take a moment, now returned to Altair, to recover and resupply/get rid of
    some stuff.  After you're done, enter the rebels’ base and speak with Gordon.
    He(and everyone else if you spoke with them) thinks that there is something
    wrong with Hilda.  Gordon asks you to speak with her.  Be sure to unequip
    Leila of any IMPORTANT items you may want to keep.
      Enter Hilda's room and talk with her, she seems to want to speak with
    Frioniel, alone.  Hilda wants Frioniel, and wants him now.  Frioniel thinks
    this is a bit odd, but figures, "Ah, why not?"  But before he can get some hot
    princess action, Hilda turns into a monster.  Frioniel sure is a freak...
    Anyway, the party rushes back into the room and a battle ensues.
       HP:1290   MP:370
      ATK: 50  HIT%: 8-95%
      DEF: 50  EVA%: 2-75%  M.DEF: 7-40%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      Don't waste time with the Lamia Queen.  She can charm/confuse your allies
    with her CHARM skill, turning them against you.  Casting SAFE and BLINK is a
    good idea to protect you from her physical attacks, and your own.  She has a
    high Hit Count and Hit%, so she can hit hard.  The Lamia Queen isn't weak
    against any particular spells, and with her M.DEF so high, status ailments
    will be tricky to pull off, so stick with attacking.  She'll cast a level 16
    BLINK sometimes, which can be annoying IF your attacks start missing, this'll
    force you to use spells...  The Sage's Wisdom can come in handy to give your
    Black Magic more "umph".  Also her attacks can sometimes cause SLEEP.  Knock
    her down quickly, or you may be quick to dispatch your own squad.
      After defeating the Lamia Queen, everyone begins to wonder where Hilda
    could really be.  Just then, a guard busts in and informs you that Hilda is
    being held captive at the Coliseum in Palamecia.  Great timing...  Gordon
    joins the party to once again save Hilda, and leaves Leila in charge of the
    rebel army.
     III-E. To the Battle Arena  (HP: 475  WPN: 6  MP:100  SPL: 4)
      The Coliseum is located by Palamecia castle.  There are many ways to get
    there.  The easiest is to go back to Kas'ion Castle, catch a Chocobo in the
    forest to the south.  From there ride east a little, then south into the large
    desert.  Stay on the eastern side of the desert and keep going south.  Find
    the mountain range and follow it and you should see the Coliseum.  It's the
    tiny building below the castle on top of the mountains.  The monsters around
    Palamecia can thrash you if you're not prepared.  Bring a Cottage or two along
    in case you need to replenish your group before and after the Coliseum.  You
    cannot EXIT out of this dungeon either, so bring in enough supplies to cure
    various status ailments if your ESUNA isn't too high.(Gold Needles*HINT HINT*)
      Here's my gear/spells into the Palamecia Coliseum...
             Right: Trident         Spells: Bolt  Lv 4
             Left : Ice Shield              Stop  Lv 3
             Head : Giant's Helm            Cure  Lv 3
             Armor: Knight's Armor          Safe  Lv 3
             Glove: Thief's Glove
             Right: Mage's Staff    Spells: Cure  Lv 4    Exit  Lv 1
             Left : N/A                     Life  Lv 1
             Head : Gold Hairpin            Esuna Lv 3
             Armor: Silver Plate            Blink Lv 3
             Glove: Leather Glove           Rasp  Lv 3
             Right: Main Gauche     Spells: Fire  Lv 4
             Left : N/A                     Ice   Lv 4
             Head : Leather Cap             Curse Lv 3
             Armor: Silver Plate
             Glove: Leather Glove
             Right: Wing Blade      Spells: Cure  Lv 2
             Left : Mythril Shield
             Head : Mythril Helm
             Armor: Mythril Mail
             Glove: Mythril Glove
      Okay, anybody with half a brain would expect this to be a trap, so keep the
    party in full health.  Enter the Coliseum and march toward the Emperor.  Upon
    reaching him, you become trapped inside and the Emperor tells you to fight.
    A large monster comes out the gate and charges at you.
       HP:1620   MP:  0
      ATK: 85  HIT%: 3-95%
      DEF: 50  EVA%: 1-40%  M.DEF: 4-50%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      SKILLS: none
      The Behemoth has a simple attack strategy:  HIT HARD.  If possible, start
    the battle off with SAFE and BLINK.  The Behemoth has a lot of HP, and not a
    lot of weaknesses.  Try the SLEEP spell if you have it, and it's a high level.
    CURSE and BLIND come in handy to cripple the beast's offensive powers.  If you
    picked up the BERSERK spell, use it to boost your fighter's ATK power.  Other
    than that, keep up with your HP, and wear the monster down.  It can only hit
    one of you, after all.
      After slaying the beast, you charge the Emperor, only to be caught in a
    trap.  The guards surround you, and stupidly throw you in jail.  After stewing
    for awhile, Paul comes to your rescue, evening the score from Semitt Falls.
    After leaving the cell(How could they not see that coming?), start following
    Paul east.  Ignore the door an continue following the water.  You should be
    led to a chest with  an Antidote, guarded by some monsters.  Now, retrace your
    steps back, follow the water north.  You'll see a few doors ahead, make your
    way past them all, they're all empty, and into the door on the far east(almost
    just west of the chest with the Antidote inside).  Inside will be three
    chests, containing (from left to right) an Ether, an Elixir, an a Cottage.
    Leave the room and go north.  Now enter the small room in the northeastern
    corner.  Climb the steps to B1.
      Rather straightforward here.  Just walk along all the way around the jail
    cells, you'll eventually see Hilda in one.  Keep walking until you're at the
    southeast corner of B1.  Then take the small slit up and ALL the way back
    around to Hilda's cell.
      Unequip Gordon here, because upon releasing Hilda, he takes off with her
    ahead of the party.  Hightail it outta there, by getting to the southwest
    corner of B1.  The stairs there take you to 1F, where you are safe.  From
    there, just exit the Coliseum.  See, simple as pie...
      Guess your next step.  If you guessed "head back to Altair", you win.  You
    can take the long way and go walk all the way south, or head north toward
    Kas'ion and grab a chocobo in the forest there.  If you sailed near the
    Coliseum, you may want to grab your ship...  Once back in Altair, you'll see
    a guard.  He tells you that the Rebels have gathered their forces and are
    ready to retake Fynn.  Leila sure was busy!  If you didn't notice it earlier,
    there is now a small tent just south of Fynn.  Go there, after you recover
    and resupply of course.
     III-F. Recapturing of Fynn  (HP: 525  WPN: 7  MP:120  SPL: 4)
      There isn't much to do at the Rebels' camp.  Gordon and Hilda ask you for
    help in the raid on Fynn.  Lucky you.  Exit the camp and march north to the
    castle of Fynn.
      Once inside the castle, go straight up.  You'll meet up with Leila, who'll
    join the party once again.  Hook her up with some decent gear, and continue
    onward, up the stairs to 2F.  You can hang around the entrance and fight
    monsters to strengthen your team if needed.  When you're ready, head up to
      Beware of the Wizards and Sorcerers inside the castle.  They can tear your
    group to shreds with status ailment spells, and pop you off instantly with
    the DEATH spell.  If you happen to run into to them, take them out first.
    Their HP is low, so single out the casters in the back row with damage spells,
    or try and cast MUTE on them.  They have a decent M.DEF though, so unless you
    focused on the MUTE spell, and got it to level 4 or 5, it may not be all that
      Ignore all the goodies you see for now, and keep going north, ascend the
    steps to 3F.  Then up some more steps to the 4F throne room.  Keep on going
    up and eventually you'll see Gottos sitting on one of the thrones.  Walk
    straight up to him, and lay the smackdown on his monkey-ass.
       HP:2000   MP: 80
      ATK: 70  HIT%: 6-90%
      DEF: 60  EVA%: 1-65%  M.DEF: 5-40%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      TYPE: none
      Gottos isn't really tough at all.  Although, if you allow himself to buff,
    with spells like HASTE and BERSERK, he can hit pretty hard.  Try the STOP
    or CURSE spells to counteract this.  Also, SLEEP can work well.  Just pound
    him into the ground with heavy hits and/or magic.  This guy shouldn't be a
    problem at all.  If you do have trouble, fall back on the BLINK/BLIND
    combination, it's flawless.  You may not have the BLIND spell yet, use the
    Shade Bow instead.  Gottos has a M.DEF count of 5, so your spells will have to
    be a little high to be effective.
      After removing Gottos, Fynn will be regained.  Easy, wasn't it?  Go ahead
    and speak with Hilda and Gordon.  Both are worried about Ming-wu, and want you
    to travel to "MYSIDIA" and help him find "ULTIMA".  However before you leave,
    you'll need two "MASKS", one of which is hidden in the catacombs underneath
    Fynn.  Hilda knows the secret word "EKUME" which can unseal the doorway.
    Maybe Paul might know where it is, yeah?  But before we head into town, let's
    grab all the treasure we skipped previously.
      Go back down the steps, all the way back to 2F.  From there, grab the chest
    to the east.  There's only a Potion inside, but some monsters want it.  So
    fight them off.  Go DIRECTLY east from that chest to walk through a secret
    passage in the wall.  Go south to find a chest with some Giant's Gloves.
    Double back to the steps, but now go west.  Take the chest for the AURA spell,
    and be greeted by some more monsters.  Go DIRECTLY south from this chest and
    into the small chamber below.  There should be another secret passage in the
    wall going west.  Find it, and go north to reach a chest with a Werebane.
    Get back to the steps to 1F.  From the steps go east, you'll be led into a
    little chamber with two chests.  One with 2000Gil, the other with 1000Gil.
    Head back to the stairs, and go west, make your way to the northwest part of
    1F for a chest with another 1000Gil.  Now get to the southwest corner of 1F,
    and go up the steps.  Then on 2F, climb the steps to 3F.  From here follow
    the hallway east, to reach a door on the northeast corner.  Go inside for
    three chests.  From left to right, they contain:  the BREAK spell, the DEATH
    spell, and the TOAD spell.
      That's it for the treasure in Castle Fynn(for now), so feel free to explore.
    Not much left to checkout except for the room with the big Mirror.  Now that
    you've saved Fynn, the town is free.  Now you can roam without being attacked,
    but most importantly, now you can buy stuff.  So spend some Gil, upgrade your
    gear and spells.  Then checkout Paul's house on the southwest corner of town.
    He'll tell you to check out the upper-right corner.  Let's try the throne
    room.  *wink* *wink*  Make sure you're ready and prepped up first though.
    IV. The Path to Ultima
     IV-A. Exploring Fynn  (HP: 550  WPN: 7  MP: 120  SPL: 4)
      After speaking with Paul, and gettin' re-upped, go back into Castle Fynn.
    Head all the way back up to the throne room and check out the wall in the
    northeast corner.  Say the password "EKUME" and a passage should open up.
    Go through and down the stairs until you are on 1F.  Now before you descend
    the stairs, check out the walls to the east.  You should be able to pass
    through yet another secret passage.  Staying close to the castle, go south
    into the chamber below via another passage.  There's a room there, and inside
    are three chests.  Containing some Gold Mail, a Gold Shield, and a Gold Plate.
    Get back to the stairs and continue downward.
     IV-B. The Down-Below  (HP: 550  WPN: 7  MP:120  SPL: 4)
      Here's my gear/spells into the Fynn Catacombs...
             Right: Trident         Spells: Bolt  Lv 4
             Left : Ice Shield              Stop  Lv 3
             Head : Giant's Helm            Aura  Lv 1
             Armor: Knight's Armor          Cure  Lv 3
             Glove: Giant's Glove           Safe  Lv 3
             Right: Mage's Staff    Spells: Cure  Lv 5    Rasp  Lv 3
             Left : N/A                     Life  Lv 1    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 3
             Armor: Gold Plate              Blink Lv 3
             Glove: Leather Glove           Mini  Lv 1
             Right: Main Gauche     Spells: Fire  Lv 5
             Left : N/A                     Ice   Lv 5
             Head : Leather Cap             Curse Lv 3
             Armor: Gold Plate              Doom  Lv 1
             Glove: Leather Glove
             Right: Mythril Knife   Spells: Bolt  Lv 3
             Left : Wing Blade              Stun  Lv 2
             Head : Giant's Helm            Break Lv 1
             Armor: Gold Armor              Toad  Lv 1
             Glove: Thief's Glove
      From the B1 to F1 steps, go southeast.  This'll take you to the southeast
    corner of B1 and a chest containing a Knife.  Lucky you.  Go back to the
    steps, ignore the door to the southwest, it only leads to an empty room.
    From the steps, go west, and get to the northwest corner for a chest with some
    Eyedrops.  From there, go east, and at the fork, go south to find a chest with
    a Shirt, keep east at the fork to reach the stairs.
      Once on B2, you should see a chest northeast from you.  It holds a Potion.
    Head west, and in the southwest corner of B2 is another chest with a Potion.
    Go northeast(ignoring the door directly north).  At the fork, go west to
    reach the northwest corner with a chest that has a Maiden's Kiss inside.  Go
    back to the fork and go east.  Make your way to the northeast corner of B2 to
    find the stairs to B3.
      Go south, and make your way to the southeast corner of the B3 to discover
    a chest with yet another Potion.  Bypass all doors you come across, trust me.
    Head west and travel to the southwest corner with a chest that has a 
    Flame Shield.  From here, move northward, towards the northwest corner to
    reach a chest with a Silk Web, and the stairs.
      Now on B4, go north.  Once at the northwest corner, go directly east for a
    chest guarded by some undead minions.  The chest contains the Blood Sword, a
    very unique weapon.  Although the sword wields an amazing 0 ATK power, it is
    really strong against certain monsters.  Also, it drains the health from
    enemies, but beware, against the undead it is useless, as it with steal your
    HP and heal the undead.  Go back, and go south at the fork.  Follow along to
    the next fork and go north.  Get to the northeast corner(still ignoring doors)
    to find a chest with some Flame Armor.  Go south from there towards the
    southeast corner and you should see a chest and the stairs.  Grab the chest
    for a Backstabber, then descend the steps.
      From the B5 stairs, go east.  All the way east.  As you start to go north
    at the fork, you may notice a chest towards the northwest.  Nab it for the
    Orichalcon.  Unfortunately for you, it's guarded by Rhyos, the unstoppable.
    Actually, they're pretty easy.  But beware, because they can turn your entire
    team to stone, or at least a few members, with their BAD BREATH attack, so be
    sure to have some Gold Needles or a Lv 5 ESUNA spell handy, just in case.
    Okay, go north from the chest, and east at the fork.  You'll run into a bunch
    of doors.  Choose the 2nd door from the right, the others are empty.  Go north
    inside the room to find a lonesome little treasure box.  Inside is the
    'White Mask'!  Wow!  Now continue up to a teleporter to exit the dungeon.
      Okay, with the 'White Mask' in your possession, there's really nothing more
    in Fynn now.  Your next objective is to find Ming-wu and help him find ULTIMA.
    After recovering and resupplying in the village, it's time to travel to
      There are a few ways to get to Mysidia, the quickest being your ship.  If
    you have the ship docked on what I call the 'Fynn Side', that being in the
    sea to the left of Fynn on the map, then set sail south, following the coast
    until you cannot go south any more.  Head southeast from there and you should
    run into Mysidia.  If your ship is docked on the 'Altair Side' or in the sea
    to the right of Fynn, then sail southwest of Altair, between the two
    peninsulas, and continue southwest.  You should meet with a mountain range,
    you'll want to dock on the eastside of it, as it's closer.  From there,
    follow the mountain range below that one and you'll reach Mysidia.  If you
    docked your ship far, far away, or just want to go on a hike, then travel
    south/southwest of Fynn.  You'll know you're on the right track if you begin
    to battle stronger monsters.  Just keep south and you'll make it.
      Also, speaking of the enemies, if you haven't noticed yet, their means of
    attack have varied greatly.  Though smash 'n bash tactics may still work, a
    strategic attack is still best.  For a lot of the spells to be reliable,
    they'll need to be at higher levels.  If you've found the BERSERK spell, it's
    buff will greatly heighten the effectiveness of the "smash 'n bash" stuff.
    Also, spells like BLIND and SLEEP can help render enemies useless.  I haven't
    included them in the walkthrough yet, because they haven't been officially
    found, but can be found through various monster drops.  If you have them,
    by all means, build them up and use them.  Remember, if you turn an enemy
    into a frog using the TOAD spell, they're knocked out of the fight.  Also,
    when you find them, use those weird battle items you find or enemies drop.
    They're usually high-level spells, and helpful if you know what they do.
    Unless you're super-strong, a small buff or status ailment may be the edge
    you need to win the fight.  Since we're on the way to Mysidia, I'll get into
    spells later.
     IV-C. Finding the Black Mask  (HP: 625  WPN: 8  MP:130  SPL: 4)
      As you figured, Mysidia is full of mages and magic, but they also have some
    excellent gear.  Check out the Weapons and Armor shops to upgrade your party.
    Most notable is the Ogreslayer Axe, a must buy.
      Mysidia also has mountains of spells for your team to learn.  The newer
    spells being BARRIER, WALL, SWAP, and HOLY.  BARRIER is kind of useless, sort
    of like WALL, you're better off using a MythrilMirror instead.  The effort
    that must be put into it isn't worth the effect it gives.  SWAP is great if
    you want to do the easy build up trick, or to use it strategically against
    foes.  HOLY is a White Mage's attack spell, which means it's power is based
    on the user's Spirit Attribute.  It's damage is okay, but not so much more
    than the elemental spells.  I don't think anything is actually weak against
    it.  FIRE works much better on the undead.  But, HOLY can come in handy when
    fighting monsters that have no weakness.  Since it's the first "non-elemental"
    spell you can acquire, you have more time to build it up and make it powerful.
    It may be worth picking up though, as it can be used on the final boss.
      Anyway, as you walk around Mysidia, you'll gather information by speaking to
    the various mages.  You'll learn that Ming-wu has already passed through.  
    Also, you'll find out that ULTIMA is locked away in the Mysidian Tower.  To
    enter the tower, however, you'll need a 'Crystal Rod', and to get that you'll
    need two masks.  One of which you already should have, the 'White Mask'.  The
    other is the 'Black Mask', which is located on a small island in the sea.
    Once you have both masks, can you enter the Mysidian Cave to get the 'Crystal
    Rod'.  Well, it seems you have some work to do, so let's get crackin'.
      To find the tiny island, you may need to use your map.  It's the little
    spec in the sea southeast of Mysidia.  On your map, it's almost DIRECTLY
    south of Paloom, although you'll have to sail around the big peninsula to
    reach it.  Chart your own path to the tiny island, because it is your next
      Here's my gear/spells into the Tiny Island...
             Right: Trident         Spells: Bolt  Lv 4
             Left : Ice Shield              Stop  Lv 3
             Head : Giant's Helm            Aura  Lv 2
             Armor: Flame Mail              Cure  Lv 4
             Glove: Giant's Glove           Safe  Lv 3
             Right: Mage's Staff    Spells: Cure  Lv 5    Rasp  Lv 3
             Left : N/A                     Life  Lv 1    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 4    Holy  Lv 1
             Armor: Gold Plate              Blink Lv 3
             Glove: Leather Glove           Mini  Lv 2
             Right: Orichalcon      Spells: Fire  Lv 5
             Left : N/A                     Ice   Lv 5
             Head : Leather Cap             Curse Lv 3
             Armor: Gold Plate              Doom  Lv 2
             Glove: Leather Glove
             Right: Main Gauche     Spells: Bolt  Lv 3
             Left : Wing Blade              Stun  Lv 2
             Head : Giant's Helm            Break Lv 1
             Armor: Knight's Armor          Toad  Lv 1
             Glove: Thief's Glove
      The monsters in the cave here aren't all that tough.  In fact, it's open
    season with magic spells here.  If your spells need to be, or you just want
    to upgrade them, this is a great spot to do so.  You can also RUN from most of
    the enemies in this cave too, so if you're in a hurry...
      Okay, on B1, go straight down, ALL the way down.  You'll see a chest with
    some Eyedrops inside.  Go north, after grabbing the chest, on the other side
    from which you came down from.  This'll lead you to two chests with Hi-Potions
    in each.  Go back south, now this time head west at the fork, then south at
    the next for a chest with an Ether inside.  Go back to the fork and continue
    north.  At the next fork, keep west for a chest with a Silk Web, and go north
    to be led to the steps.
      Once on B2, make your way to the northwest corner.  Open the chest for some
    Slumber Stalk, then head down the stairs just below you.
      Now on B3, just go south and you should see a chest, inside is another Silk
    Web.  Just below that is the steps to B4.  On B4, simply head north, you'll
    soon discover steps that leads into a strange village.
      The village is full of weird masked-people.  If you're playing the NES
    version, they sorta look like the ShyGuys from Super Mario Bros. 2.  Hmmm,
    that's just what the remind me of...  I wonder if...  nah...
    Anyway, there's not really much to do here, there's a couple shops, and the
    crazy shyguys to talk with.  The shops don't offer much, as your gear is
    possibly better.  Notable though, is the Gaia Drum sold at the shop.  It
    unleashes the unique QUAKE spell, not all-powerful, but interesting
    nonetheless.  The shop also sells the Demon Axe and Demon Spear, and is the
    only place to buy and acquire these two items.
      Okay, retrace your steps back to B2.  From the steps there, go east.  You
    should see a chest in the northeast corner.  It contains the POISON spell.
    From there, head south, to the southeast corner of B2.  There you'll find the
    BLIND spell.  Come out of the corner, and go west.  You'll discover a chest
    with another POISON spell inside.  Go down an around, at the fork there, go
    southwest for another BLIND spell, and north/northeast to reach the steps.
    Go down to B3.
      Go straight down to find a chest in the southern corner with Garlic inside.
    From there go all the way north and back around to find the stairs to B4.
    Rather simple, yeah?
      From the steps, go south.  You should see another set of steps leading back
    up to B3.  Take them to reach another part of B3 that holds a chest.  Inside
    is a bunch of undead guarding a Phoenix Down.  Go back down to B4, and from
    those stairs, head directly east.  You'll find more stairs going up to B3,
    take them and head north to go down another set of steps back to B4.  Go
    south from there and down some steps to B5.  Follow along west to find three
    chests.  The top-left is guarded, and contains a Gaia Drum.  The other two
    both contain Slumber Stalk.  Return all the way back to B4, then B3, and back
    down to B4.  Now at the southeast corner of B4, make your way to the northwest
    corner.  Descend the steps to B5 to find a small room with a chest.  Inside
    is a Thanatos.  Go back to B4, and head east.  You should see a chest at the
    northern part of the room.  Grab it for 1000Gil, and continue east.  Take the
    stairs down to B5.
      There should be a chest just southeast of you.  It holds the SLEEP spell.
    Go west/southwest from there to stumble upon a room.  Wonder what’s inside...
    Why not go in...? because inside there's a big mean rhino looking thing, and
    behind it, a chest.  Maybe we should just leave, and not disturb that big
    rhino, he looks like he's really, really mad, and could easily smush us...
    yeah, right...
       HP:1140   MP:  0
      ATK: 50  HIT%: 4-85%
      DEF: 50  EVA%: 1-60%  M.DEF: 6-30%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      TYPE: none
      SKILLS: none
      You may or may not have encountered the Gigan Rhino already.  Either or,
    the Gigan Rhino isn't really a challenge.  Just hack 'n slash this guy.  If
    you're not doing a lot of damage, and he's hitting hard, try BLINK and SAFE
    to buff the party's defenses.  It's an all-you-can-cast fest with status
    ailments spells on this "boss", as long as their around level 6 or so.  You
    probably don't need them though, but it can be fun to CURSE or STUN the Gigan
    Rhino.  You can even kill him with BREAK, MINI, etc. if you've built them high
    enough.  I think the most important factor in this battle is to just have fun.
      Once you've offed the boss, nab the treasure box for the 'Black Mask'.
    After that, you're task is complete here.  Go north to use a teleporter to
    warp out, or just walk out if you wish to build up spells or whatever some
    more.  Once you've left the cave, sail back to Mysidia.
      Back at Mysidia, rest up and recover.  I spent some time building up a few
    of the newer spells I acquired here.  If you're getting your butt kicked,
    take some time to strengthen your entire party.  After taking care of all your
    business, go to the southern part of Mysidia.  Go down the stairs on the
    small island in the lake.  You'll find the Goddess Statue down there.  If you
    haven't already done so, place the 'White Mask' on the statue.  Hmmm...
    Nothing happened...  or so you think.  Mwu-hahahahahahahahahaha.
     IV-D. The Mysidian Cave  (HP: 650  WPN: 8  MP:150  SPL: 5)
      After placing the 'White Mask', and the 'Black Mask' in your possession,
    you're ready to enter the Mysidian Cave, in search of the 'Crystal Rod'.  On
    your map, the Mysidian Cave is just southeast of Mysidia, surrounded by a
    mountain range.  Hike east of Mysidia, following the mountains until they
    stop.  Go around and head back west.  After you leave the forests heading
    west, go south and you should see the cave.  It's a long hike, so you may
    want to bring along a cottage or two.  Be sure to bring along some Gold
    Needles, in case someone is petrified.
      Here's my gear/spells into the Mysidian Cave...
             Right: Demon Spear     Spells: Bolt  Lv 5
             Left : Ice Shield              Stop  Lv 4
             Head : Giant's Helm            Aura  Lv 2
             Armor: Flame Mail              Cure  Lv 4
             Glove: Giant's Glove           Safe  Lv 4
             Right: Mage's Staff    Spells: Cure  Lv 5    Rasp  Lv 4
             Left : N/A                     Life  Lv 1    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 5    Holy  Lv 3
             Armor: Gold Plate              Blink Lv 4
             Glove: Leather Glove           Mini  Lv 3
             Right: Orichalcon      Spells: Fire  Lv 5    Curse Lv 4
             Left : N/A                     Ice   Lv 5    Doom  Lv 3
             Head : Leather Cap             PoisonLv 2
             Armor: Gold Plate              Blind Lv 2
             Glove: Leather Glove           Sleep Lv 2
             Right: Main Gauche     Spells: Bolt  Lv 3
             Left : Wing Blade              Blind Lv 1
             Head : Giant's Helm            Stun  Lv 2
             Armor: Knight's Armor          Break Lv 1
             Glove: Thief's Glove           Toad  Lv 1
      From the entrance, climb the stairs to the upper-level just to your left.
    Stay westward at the first fork.  Climb down the stairs when you reach them,
    and grab the chest just below them.  It holds a Gold Hairpin.  Climb back up
    the stairs, ignoring the door, it's empty.  Head back east to the very first
    fork, and take it south and the next east.  Climb down the stairs to reach
    the chest below.  It contains a Black Outfit.  Go back up, and head west,
    taking the fourway west also.  Follow the winding path, passing up the first
    set of steps.  As you head south, go down the steps DIRECTLY in front of you.
    This'll take you to the Doppelganger.  Since you placed the 'White Mask' on
    the statue in Mysidia, the Doppelganger cannot move.  Place the 'Black Mask'
    on him and he'll die.  Enter the doorway behind him.  Just for the curious
    though, if you didn't place the 'White Mask', the Doppelganger will move and
    you'll be unable to place the 'Black Mask' on him.  Moving on, descend the
    stairs to B2.
      Go straight up from the steps on B2.  As you take the corner and start east,
    take the steps to get to the chest below.  It has a Power Staff inside.
    Ignore the door and, go back up the stairs.  Continue east.  See, that chest
    to the east?  Want it?  Of course you do.  As the path turns south, follow it
    ALL the way down.  Once you can't go further, turn east and keep walking.
    You'll walk through the wall, leading you to the chest for a Flame Lance.  Go
    back through the wall and go all the way west.  Take the fork south, and the
    next one back west.  Use the stairs to your left to reach the door below.  Go
    inside to find the stairs to B3.
      On B3, climb the stairs to the upper-level and go west.  At the first fork,
    continue west.  See that door down there?  That's where you want to go, but
    first, I'm gonna lead you to a treasure box.  Walk all the way to the left.
    To reach the chest in the top-left corner, walk through one of the walls a
    couple of steps above you.  You'll receive the Ice Bow.  Go back east, and
    south at that fork.  Take the next fork east.  Follow along the path, and
    continue east at the third fork.  This'll take you to some steps leading to
    the lower-level.  The chest you see is guarded, grab it for an Ogreslayer.
    Then head west.  Pass the first door you see, and keep going west, then north
    as the path goes up.  Go inside the door at the end to find the steps to the
    next floor.
      Now on B4, go west, then south, and as you head east, take the steps you
    see to the upper-level, and go west at the top.  Follow along the path for
    awhile, and go down the steps.  Grab the chest for a Potion.  Go southwest
    from there to find three doors.  Go inside the center door to find three
    chests.  From left to right they hold: a Phoenix Down, a Mute Bell, and a
    Gold Needle.  Exit the room and go southeast to reach the room with the
    steps down to B5.
      Take the chest to the right of the stairs for the DRAIN spell.  Careful
    though, it is guarded.  Make your way to the southeast corner to get up some
    stairs to the upper-level.  Walk along the eastern wall.  If you want to reach
    the chests over there, you have to find another wall to walk through.  Check
    the walls to the left to find it.  About halfway up, you should be able to
    find the passage.  Grab the chest just southwest of you to find the MINI
    spell.  Go north from there to find four more chests, containing from left to
    right: a Potion, another Potion, a third Potion, and one more Potion.  Nice
    treasure, eh?  Go back through the wall, and go north.  Follow the path up,
    then all the way west.  Then go south, all the way.  Go down the steps to the
    lower-level, and double back all the way north.  Go inside the room to
    discover three chests, containing the DRAIN spell, the OSMOSE spell(a mage's
    best friend), and the 'Crystal Rod'.  Now that you have the 'Crystal Rod', you
    can use the EXIT spell to exit the cave, or you could just walk all the way
    back out.
      Get back to Mysidia and recover and resupply the troops.  After you're all
    rested up, SAIL back to Altair, your next destination is near there.  Note
    that I used SAIL, because your next stop is the Mysidian Tower, on an island
    to the west of Altair.  You'll need your ship docked around that area.  If you
    had your ship set just northeast of Mysidia, then you should be okay.  Oh,
    yeah, and now is a good time to unequip Leila, unfortunately...  So now, with
    your new and shiny 'Crystal Rod', you can now enter the Mysidian Tower and
    unseal the "ultimate" spell...  ULTIMA.
     IV-E. Side-Tracked Straight Down  (HP: 650  WPN: 8  MP:150  SPL: 5)
      Just before you reach the Mysidian Tower, a whirlpool created by Leviathan
    sucks you and your ship underwater.  Then Leviathan swallows everyone.  The
    party finds themselves actually inside Leviathan's stomach.  MMMMmmmmmmmm, 
    heroes...  Leila is M.I.A. now, but the party must move forward regardless,
    and search for a way out.
      Here's my gear/spells into Leviathan...
             Right: Flame Lance     Spells: Bolt  Lv 5
             Left : Ice Shield              Stop  Lv 4
             Head : Giant's Helm            Aura  Lv 3
             Armor: Flame Mail              Cure  Lv 5
             Glove: Giant's Glove           Safe  Lv 4
             Right: Power Staff     Spells: Cure  Lv 5    Rasp  Lv 4
             Left : N/A                     Life  Lv 1    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 5    Holy  Lv 4
             Armor: Gold Plate              Blink Lv 4
             Glove: Leather Glove           Mini  Lv 3
             Right: Orichalcon      Spells: Fire  Lv 6    Blind Lv 3
             Left : N/A                     Ice   Lv 5    Curse Lv 5
             Head : Gold Hairpin            PoisonLv 3    Sleep Lv 3
             Armor: Black Outfit            Drain Lv 1    Doom  Lv 4
             Glove: Leather Glove           OsmoseLv 1
      You start in Leviathan's Intestines.  It pretty straight-forward here.  Just
    follow along and collect the treasure you see.  You should first find the
    Headband, and then the Power Sash.  Take note, that as you step inside the
    yellow watery stuff, the party takes damage.  But also notice that as you wade
    through the goo, you won't encounter any battles.  Eventually, you'll head
    up into Leviathan's Stomach.
      There are no monsters here, in fact, there are actually people!  One of such
    importance is a Knight who is in the center of the room, blocking your way to
    the other side.  Above him, is a chest, go up and grab it for a Power Armlet,
    then speak with him.  Ask him various things to find out that he was also
    searching for ULTIMA.  Show him your 'Crystal Rod', and he'll reveal his name,
    and that he is a Dragoon.  Richard joins your party to help unseal ULTIMA.
    Although he's not as cool as Leila, he's still okay.  You're stuck with him
    for awhile now, so may as well make the best of things, yeah?  He tells you of
    a ship stuck in Leviathan's mouth.  Head to the northwest corner of this
    floor to reach the mouth.
      Once in the mouth, go a little to the northwest of the steps to see a chest.
    Open it to receive the Terra Sword.  From the chest, go all the way south to
    discover another chest.  It contains a Diamond Shield and some Shriekers.
    Now head to the western side of the mouth to find your ship and some ugly
    worm thing in front of it.
       HP:2000   MP:  0
      ATK:120  HIT%: 6-95%
      DEF:100  EVA%: 1-10%  M.DEF: 4-50%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      SKILLS: none
      The Barrel Worm can hit really, really, hard, but that's about it.  Keep
    your party protected, especially Richard, since unless you built him up, may
    have lower HP than the rest of your party should.  Throwdown some SLEEP,
    CURSE, or BLIND spells to cripple the worm's massive attacks.  BLINK and BLIND
    are, as always, the perfect combination here.  Just keep smacking him, and he
    should die soon.
      Jump back onto your ship and head back to Altair to recover.  You won't have
    to worry about Leviathan anymore, so it's safe to go back.  Once you recover,
    take a chance to look at your party's stats.  If you had a tough time in
    Leviathan, then you will suck in the Mysidian Tower.  So get to building up.
    But, if you've been following this walkthrough, then your spell and weapon
    skills should be pretty good.  Bring your spells up to around 5, 6, or even 7.
    If your team is attacking dead last, then you definitely need to raise
    Agility.  Somewhere around 25-40 is pretty good.  Also, MP needs to be high,
    especially for those with the CURE spell.  Once you're ready, enter the
    Mysidian Tower.  Be sure to bring along some Elixirs and Phoenix Downs in case
    something goes wrong(trust me, it can happen).
    ******************************BESTIARY NOTE***********************************
    If you're looking to fill out you're bestiary, be sure to fight these monsters
    before ascending the Mysidian Tower:
      -Queen Bee   - (Salamand Region)
      -Phorusracos - (Northwest of Fynn, around the Warship site)
      -Antlion     - (Palamecia desert region)
      -Sand Ray    - (Palamecia desert region)
      -Dive Eagle  - (Sea)
      -Killer Fish - (Sea)
      -Sea Snake   - (Sea)
      -Buccaneer   - (Sea)
     IV-F. The Mysidian Tower  (HP: 715  WPN: 8  MP:150  SPL: 5)
      Here's my gear/spells into the Mysidian Tower...
             Right: Flame Lance     Spells: Bolt  Lv 5
             Left : Ice Shield              Stop  Lv 5
             Head : Giant's Helm            Aura  Lv 3
             Armor: Flame Mail              Cure  Lv 5
             Glove: Giant's Glove           Safe  Lv 5
             Right: Power Staff     Spells: Cure  Lv 6    Rasp  Lv 5
             Left : N/A                     Life  Lv 1    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 5    Holy  Lv 5
             Armor: Power Sash              Blink Lv 5
             Glove: Power Armlet            Mini  Lv 4
             Right: Orichalcon      Spells: Fire  Lv 6    Blind Lv 4
             Left : N/A                     Ice   Lv 6    Curse Lv 5
             Head : Twist Headband          PoisonLv 4    Sleep Lv 4
             Armor: Black Outfit            Drain Lv 1    Doom  Lv 4
             Glove: Leather Glove           OsmoseLv 1
             Right: Terra Sword     Spells: Cure  Lv 2
             Left : Diamond Shield          Life  Lv 1
             Head : Titan's Helm
             Armor: Knight's Armor
             Glove: Titan's Glove
      Use your 'Crystal Rod' and enter the Mysidian Tower.  Once inside, go to
    the right.  On the right side of 1F, there should be a chest with a Staff
    inside.  Next, head to the northeast corner and take that chest for another
    Staff.  From there go straight down, all the way down until you hit the wall.
    Then go directly left and through the wall to reach the next chest.  It holds
    the White Robe, which boosts SPRT slightly. Come back out and head south
    towards the stairs.  If you want the last chest on 1F, go west toward the
    leftside of the floor.  There'll be a chest at the top with another Staff
    inside.  Go back to the stairs and head up to 2F.
      Go straight up from the steps, then go right.  Follow through the path and
    spot two chests in the top right corner.  One has a Flame Bow inside, the
    other holds a Flame Lance.  As you start to go down heading back, take only
    a couple of steps down, then walkthrough the wall to the left.  At the fork,
    head up, but ignore the door.  As you walk along the winding path, notice that
    chest?  Check the walls on the left to find another passage(It should be about
    halfway down).  Double-back up to reach the chest.  Inside is a Flame Shield.
    Now go ALL the way down, following the western edge of 2F.  Once in the
    southwest corner, follow the southern edge east, to the southeast corner of 2F
    to find the stairs to 3F.
      On 3F, go west, walking through the fire.  Skip all the doors along the way,
    if you want to check them out you can.  There's nothin' in 'em though.  The
    door you want to go in is all the way to the left.  Go in the door and you'll
    be taken to the northwest corner of 3F.  From there head east, passing the
    stairs you see.  All the way east lies a chest with a Flame Sword in it.  Get
    back and go up the steps you passed by.  Before going into the door, check
    out the east and west corners for some chests.  In the top right corner is
    Flame Mail, and the top left, a Flame Helm.  Go through the door now.  A
    small Black Mage is standing in front of some steps.  Speak with him to see
    what he's doing here.
       HP:1800   MP:240
      ATK:100  HIT%: 6-95%
      DEF:100  EVA%: 1-40%  M.DEF: 4-50%
      STRENGTHS: none
      Apparently he wants to smash you, because he changes into a FireGigas.
    Using FIRE on this guy is a bad idea, unless you want to heal him.  Blast him
    with ICE and smack him around.  He's not really that tough, though if you let
    him slap you a few times, you'll feel it...  If your ICE is at a high level,
    you shouldn't have anything to worry about.  Use SAFE, BLINK, and BLIND to
    disable his damaging physical attacks.  His M.DEF is rather low, but his
    evade is lower, so if you can't seem to cast BLIND effectively, bring out the
    Shade Bow.  If you focus mostly on offense, then this flaming giant should
    go down quickly.  If you're super lucky, he may drop the CONFUSE spell.  After
    taking out the FireGigas, head up the stairs to 4F.
      From the stairs(if you're in a hurry, check out the eastern wall to find a
    hidden wall that leads to the 5F stairs), go west to find a chest with an Ice 
    Shield.  Go down and head up the steps to the 5F.  From there go straight
    down to get a chest with an Ice Lance.  Go back down the steps to 4F.
    Continue south and grab the chest for the Ice Glove.  Go east from the chest,
    as you start to head north, double-back west.  Grab the chest in around the
    center of 4F, just below the 4F steps, for the Ice Mail.  From there, go
    northeast to the 5F stairs.
      Follow along through the ice and the winding path.  Eventually you'll see
    a chest with the Ice Brand inside.  Continue onward toward the door.  Inside
    there you'll find another 'lil Black Mage.  Seeing all the ice around, you
    guessed it.  He turns into an IceGigas.
       HP:2000   MP:140
      ATK:120  HIT%: 7-95%
      DEF:120  EVA%: 1-50%  M.DEF: 4-50%
      STRENGTHS: none
      Same strategy as before really, except use FIRE and not ICE.  Use the Flame
    weapons and armor you acquired to your advantage, although he can absorb a lot
    of physical damage.  He's only slightly tougher than his Fire counterpart, so
    you shouldn't have too much trouble.  When you're done here, head up to 6F.
      From the steps, go all the way east to open a chest with a Potion.  Go back,
    and then south across the bridge.  Then head back east, and at the four-way,
    keep going east.  At the three-way here, ignore the doors and go south.
    Follow along the bottom of 6F, and at the fork go up for a chest with the
    Spellbinder.  Head towards the door to the left(you'll have to walk back
    around), and up the stairs to 7F.
      Go east as soon as you enter, you'll see a chest with a Silk Web inside.
    Now make your way to the northeast corner of 7F(ignoring the doors).  In the
    corner is a chest with a Hermes inside.  Now start heading west.  Get the
    chest you see for a Unicorn Horn.  Continue west, you should see a door on
    the western wall.  Go inside.  Yet another Black Mage blocks your path.  This
    time, however, he turns into a ThunderGigas.  Make sure your crew is healed
    up for this one.
       HP:2500   MP:370
      ATK:150  HIT%: 8-95%
      DEF:150  EVA%: 1-60%  M.DEF: 4-50%
      STRENGTHS: none
      The ThunderGigas is actually pretty tough.  He has a lot more HP than the
    other two jabronis, and can do way more damage.  If you built up the POISON
    spell, it'll be your best friend here.  If you're a risk taker, you can use
    that Spellbinder staff you just found for a chance to nail him with a level
    16 POISON.  The target is randomly chosen, so beware, there's four of you and
    one of him.  Now's a great time to use those SlumberStalks, AcidBottles, etc.
    Cast the usual buffs/debuffs as needed, the BLINK/BLIND combo will save your
    @$$ here.  This doesn't put him out of the fight yet, as he can use his
    BOULDERS 9 attack, and THUNDERBOLT 12, on top of getting lucky and
    occasionally landing a strike.  CURSE him to eliminate his offensive
    capabilities.  Just beat on him, and POISON him long enough, and he'll die...
      Now on 8F, head up, all the way up.  To the east is a chest with the FLARE
    spell, guarded by a few thugs.  FLARE is maybe the strongest spell by a hair,
    but it is non-elemental.  Which means that there are no enemies strong against
    it, but nor are there any weak against it either, very useful...  Go through
    the door just below the chest.  Go up those stairs in there to 9F.
      Walk north from the steps to find a chest with an Hourglass inside.  Make
    your way to the southwest corner for a chest that has a Cross in it.  Now go
    northwest.  Climb the stairs to the upper level of 9F.  Go to the northeast
    corner.  There's a chest there with a Black Robe inside guarded by a White 
       HP:2500   MP:140
      ATK:150  HIT%: 6-95%
      DEF:120  EVA%: 1-75%  M.DEF: 5-50%
      STRENGTHS: none
      The WhiteDragon can be pretty tough, but his weakness is FIRE.  Blast him
    with that a bunch of times, and if you've built it up, and he should go down
    quickly.  The White Dragon uses his SNOWSTORM 16 ability a lot, which does
    around 150 points of damage to each party member, so be sure to equip that
    ice-resistant equipment.  Have a decent leveled CURE spell handy to counteract
    this ability when the damage starts stacking.  The WhiteDragon can also hit
    hard, so use SAFE and BLINK if you think you need to.  Keep the heat on him,
    and he should die before you do.
      Just below the chest(a little to the southeast really) are four doors.  Take
    the 2nd one from the left.  Go up the stairs to the 10F.
      Go up and you'll see Ming-wu.  Wonder how he got there so fast...?  Ah,
    anyway, see what he's up too.  He informs you that there is a seal on the
    door, and that he's going to focus all of his energy to blast it away.  Hmmmm,
    makes for a good show, so sit back and watch.  He blasts the door DBZ style,
    and then falls over for naptime.  I bet he could use a CURE spell, or even a
    LIFE spell now, but too bad, he's the big-bad white mage, not us, so screw it.
    That would take too much time, plus he'd just slow everyone down.  So
    continue on through the door he opened for you.
      Inside are five pedestals, grab the four around the center one to increase
    your STR, AGL, INT, and SOUL.  The orb in the center gives you the ULTIMA
    spell.  Yay.  Now you have the 'ultimate' spell.  ULTIMA is white magic, and
    most definitely not the strongest spell there is.  You can build it all the
    way to 16, and it's still not very strong.  Not as stronger than FLARE, but
    close to it.  I've heard that the damage is based on your entire party's
    total stats.  I'm not to sure on it though.  But, if you're playing the NES
    version, then ULTIMA does somewhere around 1 damage.  Some ultimate spell,
    yeah?  It is a non-elemental spell, so it can come in handy against enemies
    with high defense and no weakness.  If you want to build it up, have at it.  I
    won't stop you.  Back to matters at hand, now that you do have ULTIMA, and
    found Ming-wu, well, sorta, it's time  to...  you guessed it:  Go back to Fynn
    and speak with Hilda.
    V. The Emperor's Final Stand
     V-A. Reporting Back to Fynn  (HP: 850  WPN: 8  MP:175  SPL: 5)
      If your party is in bad shape, use a Cottage.  There's something different
    about the overworld now...  Stronger foes and angry soldiers now roam about
    looking to rough ya up.  You'll also notice as you pass by Altair and Gatrea,
    that they've been demolished.  You can't enter the towns anymore, nor the
    cities of Paloom and Poft.  Head to Fynn to find out what's going on.
      After reaching Fynn, in case you didn't notice, there's a huge cyclone just
    behind it.  Hilda and Gordon, will tell you about the "CYCLONE" conjured up
    by the Emperor.  There's no way to enter it on foot...  Ask Hilda about the
    "HIRYUU" and she'll say something about the 'Pendant', Dragoon, and the
    'Hiryuu'.  You have a Dragoon and a 'Pendant', but no 'Hiryuu'.  Make your
    way to the big mirror room and use the 'Pendant' at the mirror.  An image of
    the egg you placed in the Life Spring hatches into a 'Hiryuu'.  The 'Hiryuu'
    then flies into the castle and is united with Richard.  With the 'Hiryuu' now
    in your possession, walk up to the Cyclone to fly inside.  In case you're
    wondering, if you speak with various mages in Mysidia, they tell you to use
    the 'Pendant' on the big mirror in Fynn.  Anyone who's played an old-school
    RPG knows that talking to the "towns people" will provide important clues to
    figure out where to go, and what to do next.  Yeah, anyway...
      Before charging in head first, however, return to the city of Fynn and
    resupply the party.  Check out Paul's house, and let him know that you're
    planning to take on the "CYCLONE".  He'll tell you about a secret passage in
    his house beside the bed.  It's his secret stash!  There are eight chests.
    Inside them are:  a Ninja Suit, a Ruby Plate, a Thief Glove, a Gold Plate,
    an Elixir, a Gold Hairpin, a Silver Plate, an another Blood Sword.  Not all
    of the treasures there may be useful, so just sell of what you don't need for
    some extra cash.  Take some time to build up a few spells, and when you're
    fully prepared, fly into the Cyclone.
     V-B. Inside the Eye  (HP: 850  WPN: 8  MP:175  SPL: 6)
      Here's my gear/spells into the Cyclone...
             Right: Ice Lance       Spells: Bolt  Lv 6    UltimaLv 2
             Left : Ice Shield              Stop  Lv 5
             Head : Giant's Helm            Aura  Lv 3
             Armor: Ice Mail                Cure  Lv 5
             Glove: Ice Glove               Safe  Lv 5
             Right: Spellbinder     Spells: Cure  Lv 6    Rasp  Lv 5
             Left : N/A                     Life  Lv 2    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 5    Holy  Lv 5
             Armor: White Robe              Blink Lv 5
             Glove: Power Armlet            Mini  Lv 5
             Right: Orichalcon      Spells: Fire  Lv 6    OsmoseLv 1
             Left : N/A                     Ice   Lv 6    Blind Lv 5
             Head : Twist Headband          PoisonLv 5    Curse Lv 6
             Armor: Black Robe              Flare Lv 3    Sleep Lv 5
             Glove: Leather Glove           Drain Lv 1    Doom  Lv 5
             Right: Ice Brand       Spells: Cure  Lv 2
             Left : Diamond Shield          Life  Lv 1
             Head : Flame Helm
             Armor: Flame Mail
             Glove: Giant's Glove
      The Cyclone is a just a cover for the tower inside.  The enemies that dwell
    throughout can be pretty tough.  If your party's health and magic start to
    become exhausted, use the EXIT spell to exit and resupply.  If you don't have
    the EXIT or BANISH spell, then well, you're stuck.  The Cyclone also has many
    treasures.  Be sure to collect them all before you complete it.  You cannot
    return afterwards.
      Head to the northeast corner of 1F, and climb the steps.  Grab the chest
    just to your northwest once on 2F for the Ripper.  Go south from there and
    around to climb the stairs to 3F.  Follow along and around to grab the Venom
    Axe inside the chest.  Now head all the way back to 1F.  Go west from those
    1F steps to climb another set of steps to the 2F.
      Not much on 2F here except to climb to 3F.  Now on 3F, go west and ascend
    the first steps to 4F.  From here, go all the way north, go to the left to
    find a chest with a Diamond Glove, head to the right for a Diamond Helmet.
    Head back down the steps to 3F, and continue south from there.  You should
    reach another set of stairs to 4F.
      Go east from the stairs.  You'll come upon two sets of steps, leading to
    5F.  Take the first one on the left.  Walk along to the southern part of 5F.
    The first chest on the right has the Defender in it.  Go further south from
    there, and walk along the bottom to reach another chest.  It is guarded by
    some Generals, and holds Diamond Mail.  Make your way back to the steps
    leading down to 4F.  Ignore the stairs east, past the damaging tiles, they
    only lead to four doors on the 6F with nothing in them.  Now back on 4F, take
    the second set of steps to the right.
      Now back on 5F, just go north to reach some steps to 6F.  You can go north,
    or east from here.  Simply make your way to the northeast corner of this
    floor.  The steps are there, along with a chest with a Zephyr Flute inside.
    Beware though, the chest is guarded by a big mean Green Dragon.
       HP:3000   MP:190
      ATK:150  HIT%: 7-100%
      DEF:150  EVA%: 1-75%  M.DEF: 8-40%
      STRENGTHS: none
      Just as you might think, the Green Dragon can be pretty tough.  First of
    all, he absorbs POISON spells.  Therefore, his weakness is BOLT.  Blast him
    with a lot of those, and keep you party in top shape.  The Green Dragon loves
    to use it's POISONMIST attack on your team, and also smush you with attacks.
    It has high defense, so if need be, use buffs/debuffs, such as SAFE, BLINK,
    CURSE, BLIND, SLEEP, etc.  His M.DEF is really high, so unless you've really
    beefed up your spells, you may have to rely on buffs, CURE, and offensive
    spells.  If his POISONMIST is picking you apart, use RASP and OSMOSE to wipe
    out the Green Dragon's MP.  Keep your party healed, and just pick the dragon
    apart with BOLT spells.  The Mage's Staff can also help a little here.
      After slaying the Green Dragon, head up to 7F.  Recover your party at this
    point, then go up to face the Emperor.  Before your second meeting with the
    Emperor, he calls some cronies to try an knock you off.  Wipe out the two
    teams of Royal Guards, and prepare yourself for the Emperor.  There's no
    resting between battles, so make your group is in good condition before
    killing the last guard.
       HP:1290   MP:190
      ATK: 70  HIT%: 6-80%
      DEF: 50  EVA%: 1-65%  M.DEF: 4-40%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      TYPE: none
      The Emperor won't fight you alone... smart guy...  He'll also have two Royal
    Guards and a Wood Golem with him.  He has a lot of spells, a favorite being
    HASTE.  His pawns can do some damage if he uses this, so take them out first.
    Wood Golems can put you to sleep if they hit you, so blast 'em with FIRE to
    take them out quick, physical attacks are almost useless.  The Royal Guards
    can poison you, but are pushovers.  The Emperor has a bunch of spells at his
    disposal, but he is only a man.  If you have them, cast the SILENCE or FOG
    spells to stop his magic, or use RASP and OSMOSE to drain away his MP.  Now
    is an excellent time to use all those battle items you've acquired.  The
    Backstabber can be used to confuse those stupid Royal Guards.  An Hourglass
    can actually STUN all the enemies, including the Emperor.  The Slumber Stalk
    works well to put him to sleep.  In fact, the Emperor's M.DEF is rather low,
    so cast whatever on him.  The usual buffs/debuffs apply here, but may not be
    needed.  WALL and SHELL could come in handy.  Just bash the Emperor's head in
    with physical attacks until he dies, not too difficult.
     V-C. Celebrating the Emperor's Beat-Down  (HP: 900  WPN: 8  MP:190  SPL: 6)
      Right after stomping the crap outta the Emperor, everyone returns to Fynn to
    tell the tale, and share the news.  Everyone starts singing and dancing, lala-
    lalalala.  Ah, you know this isn't the end of the game from how easy the
    Emperor was.  A guard rushes in and tells everyone that the Dark Knight has
    taken over and has become the 'new' Emperor.  Great, as if that wasn't enough,
    the Dark Knight turns out to be Lionheart, Maria's brother.  You knew it all
    along didn't you.  You know you did.  Hilda informs you that there is only one
    place he could be, Castle Palamecia.  The problem is, Castle Palamecia is
    located in the mountains, above the Coliseum.  There's no way to reach it on
    foot, so you'll have to find other means...  Paul may know a way to get into
    the castle.
     V-D. Acquiring the Airship  (HP: 900  WPN: 8  MP:190  SPL: 6)
      You'll find Cid at Paul's house, injured from the Cyclone.  He knows that
    he's done for, but his Airship is okay.  He lends you his Airship to fly into
    Palamecia Castle, and stop the Dark Knight.  Before he dies, Cid tells you
    that his Airship is at Poft, in perfect condition.  Make your way to Poft and
    grab the airship.  There's good news and bad news to this.  The good news is
    that you can go anywhere you want, easily.  The bad news it, you've pretty
    much been everywhere already, so the only place left is Castle Palamecia.
    The airship is badass though, so feel free to fly around for awhile if that's
    your thing.
     V-E. Castle Palamecia  (HP: 900  WPN: 8  MP:190  SPL: 6)
      Now that you have Cid's airship, you're free to go ahead and fly to Castle
    Palamecia and face the Dark Knight.  But before you go, get ya crew's stats
    up a little.  Weapon skills, Magic skills, HP, MP, raw stats, everything.  If
    you're still getting whooped by enemies, then you definitely need to do this.
    Also, make sure to resupply.  Elixirs are way more handy than Ethers, and can
    save space in your inventory.  Expensive, yes, but you should have the cash
    to spare, so spend it.  Once you're ready, get in the airship and fly towards
    the coliseum.  Land on the top of that castle just above it.
      Here's my gear/spells into Castle Palamecia...
             Right: Ice Lance       Spells: Bolt  Lv 6    UltimaLv 3
             Left : Ice Shield              Stop  Lv 6
             Head : Diamond Helm            Aura  Lv 3
             Armor: Ice Mail                Cure  Lv 5
             Glove: Ice Glove               Safe  Lv 6
             Right: Spellbinder     Spells: Cure  Lv 6    Rasp  Lv 5
             Left : N/A                     Life  Lv 2    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 6    Holy  Lv 6
             Armor: White Robe              Blink Lv 6
             Glove: Power Armlet            Mini  Lv 5
             Right: Ripper          Spells: Fire  Lv 7    OsmoseLv 1
             Left : N/A                     Ice   Lv 6    Blind Lv 6
             Head : Twist Headband          PoisonLv 6    Curse Lv 6
             Armor: Black Robe              Flare Lv 4    Sleep Lv 5
             Glove: Leather Glove           Drain Lv 1    Doom  Lv 6
             Right: Defender        Spells: Cure  Lv 3
             Left : Diamond Shield          Life  Lv 1
             Head : Flame Helm
             Armor: Diamond Mail
             Glove: Diamond Glove
      Entering the castle takes you to 7F.  Take note, if you run into trouble, 
    and have to EXIT out, your airship will be located at Fynn.  The best way to
    reach it, would be to head northwest and grab a Chocobo.  Be careful though,
    as the enemies outside can be deadly, so if you must EXIT, save enough
    strength to travel to the Chocobo Forest.  If you're playing the PSX version,
    you cannot EXIT out...
      Okay, head north from the entrance point, and enter the door.  Once inside,
    go DIRECTLY north, you'll fall into a pit and be taken to 1F.  Go south from
    there and you should eventually see a chest to the right.  Grab it for a
    Diamond Plate.  Ignore the door below, and head back to the northwest corner.
    Go ALL the way east from there.  From the northeast corner, start going south,
    take the fork to the left to reach a set of steps.  Now on 2F, just head west
    to get a chest with an Hourglass inside.  Go back to 1F, and continue to the
    south east corner.  Start heading west.  Keep west at the fork to reach a
    chest with some Garlic, take the fork north to reach some more steps to 2F.
      As you head east from the 2F steps, take the three-way south to find a chest
    in the southeast corner with a Knife inside.  Head to the northeast corner for
    a chest with a Buckler inside.  Head west from there and walk all the way
    around to the southwest corner.  Go east to reach the steps to 3F.
      Walk ALL the way north from the stairs.  Go west at the three-way and around
    to the southwest corner.  There's a chest there holding the Thunder Spear, and
    a sneaky monster.
       HP:3000   MP:240
      ATK:120  HIT%: 8-100%
      DEF:120  EVA%: 1-80%  M.DEF: 8-30%
      WEAKNESSES: none
      The Fallen Emperor is way tougher than his former self.  Although he is
    undead, he has no weakness.  He has plenty of strengths though, along with
    a high DEF, and deadly ATK.  The only strategy here is to survive.  The Fallen
    Emperor loves casting DOOM, so if your M.DEF isn't high, you may find it
    difficult to beat him.  Wear him down with physical attacks and high leveled
    offensive spells.  Once you beat him, go back to the three-way, and continue
    east to reach the steps to 4F.
      As you go north from the steps, make a U-Turn back south.  You should see
    a chest.  Take it for a Saint's Spirit.  Then go north again.  At the
    intersection, go left for another chest.  This one has a Slumber Stalk inside.
    Go back to the intersection, and take it north.  Now at a three-way, go west.
    This should lead you to the southwest corner.  To the right is a door, and
    inside that door, three chests.  From left to right they contain: a Mage's
    Staff, the Healing Staff, and a Spellbinder.  The Healing Staff is a fun toy
    to play with, especially against the undead...  Backtrack to the three-way,
    and take it east, to the northeast corner.  Ascend the stairs.
      Now on 5F, head west.  Take the steps to 6F.  There's a chest below the
    stairs.  Make your way to it for the Sunblade, careful though, because it is
    guarded by monsters.  Continue south from the Sunblade, walk around to the
    northeast corner for steps leading to the 7F.  Climb the steps, then head
    west.  Take the fork south(the only logical way to go) until you see a door.
    Go inside and find three chests, each containing Elixirs, yay!  Now go back
    and return to 5F.  Walk east from the 5F stairs, then go south.  This'll take
    you all around 5F, ending in the northwest corner with more stairs to 6F.  Go
    up them.
      Not much to do here, go south from the steps, and make your way to the
    southeast corner.  Climb the stairs there to 7F.  Once there, just head north,
    and climb those steps to 8F. 
      On 8F now, go down, to the southeast corner, and then west, ALL the way to
    the southwest corner.  Head up to the northwest corner for two chests.  One
    has a Hellfire, the other a Zephyr Flute.  Return back south.  At the
    intersection, in the center of 8F.  Start to head north.  At this point you
    should unequip Richard of useful equipment, 'cuz somethin's about to go down.
    Make your way north now, up the small set of stairs, and across the pretty
    red rug.  At the top of 8F, sitting on the throne, you see the Dark Knight,
    Lionheart.  He looks a little lonely, so chat with him for a second.
      Lionheart was expecting you, but isn't quite in the mood for a reunion.  He
    likes his throne, and doesn't want to hear his sister tell him to give it up.
    Amidst the commotion, the Emperor pops-in outta nowhere to reclaim his throne.
    Lionheart doesn't like the idea, and challenges the undead Emperor.  The
    Emperor reveals that he's not interested in the petty throne, and lays out his
    grand scheme to make the world a living hell, you being his first victims.
    Great.  Before that happens though Richard tells you to ride his Hiryuu out
    while he battles the Emperor.  He doesn't stand much of a chance(especially
    if you took his gear), but it's the best shot you have at escaping.  The
    Hiryuu picks everyone up and flies them to safety.
      Back at Fynn you debrief Hilda on the situation.  The Emperor has risen from
    the dead to wreck havoc, and the last Dragoon is dead.  Maria tries to
    convince Lionheart to join the party and help defeat the Emperor.  Lionheart,
    although, dispirited, joins the group.  Go to the throne room in Fynn, and
    speak with Hilda.  She'll inform you that the Emperor has risen Pandaemonium,
    an ancient demon castle, in place of Castle Palamecia.  Learn about the "JADE
    PASSAGE" from her, the only way into Pandaemonium.
    VI. Pandaemonium, the Forbidden Fortress
     VI-A. Return to Deist  (HP:1000  WPN: 8  MP:190  SPL: 6)
      It's not necessary to go back to Deist, but it is beneficial.  After
    recovering, get into your airship(which should be just outside of Fynn) and
    fly to Deist, to pay Richard's wife and son a visit.  Tell them of Richard's
    sacrifice, and mention "DRAGOONS" to her.  She'll decide to move on to another
    village and leave Deist behind them.  Before she goes, she gives you a sword
    prized by the Dragoons:  Excalibur.
     VI-B. Get Ya Weight Up  (HP:1100  WPN: 8  MP:190  SPL: 6)
      Unless you've been stomping absolutely everything you've come across, you're
    gonna have to build up your squad, especially Lionheart.  Lionheart has no
    spells, and very low MP, but decent stats.  Also, he has pretty good weapon
    skills, the axe and sword being his highest skills.  Take this time to build
    up his HP, your HP, and spells.  Also, don't forget your raw stats, if they
    are low.  Bring plenty of Elixirs, and other healing items into the Jade
     VI-C. The Jade Passage  (HP:1300  WPN: 9  MP:200  SPL: 6)
      When you feel fully prepared, head to the Jade Passage.  It's located on the
    long peninsula far to the east of Mysidia.  You could also fly southeast from
    Altair, or southwest from Kas'ion.  The Jade Passage is a portal that leads
    into hell, so you can bet that the monsters won't be too friendly there.
      Here's my gear/spells into the Jade Passage...
             Right: Thunder Spear   Spells: Bolt  Lv 6    UltimaLv 5
             Left : Diamond Shield          Stop  Lv 6
             Head : Diamond Helm            Aura  Lv 3
             Armor: Diamond Mail            Cure  Lv 6
             Glove: Diamond Glove           Safe  Lv 6
             Right: Spellbinder     Spells: Cure  Lv 7    Rasp  Lv 5
             Left : N/A                     Life  Lv 2    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 6    Holy  Lv 6
             Armor: White Robe              Blink Lv 6
             Glove: Power Armlet            Mini  Lv 5
             Right: Ripper          Spells: Fire  Lv 7    OsmoseLv 1
             Left : N/A                     Ice   Lv 7    Blind Lv 6
             Head : Twist Headband          PoisonLv 6    Curse Lv 6
             Armor: Black Robe              Flare Lv 6    Sleep Lv 6
             Glove: Leather Glove           Drain Lv 1    Doom  Lv 6
             Right: Orichalcon      Spells: Cure  Lv 4
             Left : Excalibur               Life  Lv 1
             Head : Diamond Helm            Esuna Lv 2
             Armor: Black Outfit            BasunaLv 1
             Glove: Thief's Glove
      Once you enter the Jade Passage, go east.  Follow the water eastward.
    Before the water ends, you should see a chest.  Take it for the Diamond Mace,
    the strongest Cane/Mace weapon.  Follow the river back west, ignoring the
    door to the north.  Once back near the entrance, make your way to the
    southwest corner of this floor for another chest.  Inside this one is a
    Hellfire.  Take it, then go straight east.  ALL the way.  There'll be a door
    on the east side, go inside it to find the stairs leading down to the next
      Now on B2, ignore the door just southeast of you, and head north.  Go to
    the northwest corner for another Hellfire.  Follow the river east.  As it
    turns south, there'll be a chest to the right of it.  Grab it for a South
    Wind.  Head southwest from there, and keep southwest until you see a chest.
    It's guarded by a Blue Dragon, but inside it holds the Cat Claws.
       HP:3500   MP:240
      ATK:180  HIT%: 8-100%
      DEF:150  EVA%: 1-75%  M.DEF: 8-40%
      STRENGTHS: none
      The Blue Dragon loves BOLT, so use POISON attacks.  Use the same strategy
    from the other dragons.  Keep your team buffed and in top shape.  If you're
    POISON is at a decent level, the dragon should fall quickly, if not, well,
    then you're in for a fight...
      From the chest, go east.  Ignore the door in the southeast corner, and
    proceed to the one in the northeast corner.  Go inside the door there to find
    the steps to B3.
      B3 is a long, winding path, with a waterfall splitting it into two sides.
    You'll have to cut through the waterfall a couple of times, and it will
    damage your party a little.  There are a buncha doors along the way, but they
    are all empty, except for the one in the southeast corner of B3.  That's your
    goal.  Follow the winding path from the northwest corner, down to the
    southeast corner.  Along the way, you may spot a chest.  Inside is the Rune
    Axe, but if you try to take it, you'll be attacked by the King Behemoth.
       HP:5000   MP:  0
      ATK:150  HIT%: 8-100%
      DEF:120  EVA%: 1-50%  M.DEF: 8-30%
      WEAKNESSES: none
      STRENGTHS: none
      ABSORBS: none
      SKILLS: none
      He can be a tough fight, due to his lack of a weakness, and the fact that
    he hits very hard.  In fact, that's his strategy, hit you hard.  Use this to
    your advantage and rely on debuffing spells such as CURSE, BLIND, and SLEEP.
    Your spells will have to be pretty high, but if you've taken the time to
    build them up, it'll come in handy.  I found that the Shade Bow and Ancient
    Sword worked well in afflicting the beast with BLIND and CURSE.  Once you take
    away it's offensive power, it's just a matter of time before the King
    Behemoth is dethroned.
      Also, along the way, at the very bottom, behind the waterfall, is a hidden
    magic shop.  No one knows who the vendor is.  Some believe it to be Ming-wu.
    Others believe it to be a banished Mysidian Mage, perhaps from FF1.  I've
    even heard rumors of it being Yojimbo, believe it or not.  Oh, it's true.
    Regardless of who it is, this guy or gal is pushing some unique spells, which
    if you haven't been lucky enough to get a hold of via monster drops, you can
    get here.  Up for sale is the DOOM, BERSERK, HASTE, and FLARE spells.
    He/She requires a pretty penny for the spells, but it should be nothing you
    can't handle.  But what they're gonna do with the cash down in a pit infested
    with monsters is their business.  I couldn't tell you... renovating...?
    eh, now moving on...  Continue to the southeast corner.  There'll be three
    doors.  Take the one all the way on the right.  Go down those steps to B4.
      Start by heading north from the steps.  You should see a chest to your right
    eventually.  Grab it for a Backstabber, then continue north.  Once you cannot
    go north anymore, start to go east, and go inside the door at the top of B4.
    Inside are three chests, containing from left to right: the Aegis Shield,
    the Dragon Armor, and the Holy Lance.  Exit the room and continue heading
    east, toward the northeast corner of B4.  Grab the chest there for the Yoichi
    Bow, and a Red Dragon.
       HP:5000   MP:450
      ATK:180  HIT%: 8-100%
      DEF:180  EVA%: 1-75%  M.DEF: 8-40%
      STRENGTHS: none
      These guys just keep getting tougher and tougher.  The Red Dragon is the
    strongest of all the dragons, but don't let that scare you.  The same gameplan
    should still work.  Blast this guy with ICE and keep the party in good health.
    If you can, try to CURSE it, among other ailments.  The Red Dragon hits hard,
    so beware.
      Once you're done, head south from the chest, and go inside the door along
    the eastern wall.  Descend the stairs, and tread deeper into the cave.
      Now on B5, the path is rather straight-forward.  On the wall by the steps
    is a sign saying something about the gates of Hell, so you know you're close.
    At least now you're sure that you didn't take a wrong turn, good thing that
    message was there, yeah?  Heh, anyway, continue by following along the path,
    and eventually you'll spot a chest.  Grab it for a Hi-Potion.  Close to that
    chest, is another chest to the northeast.  Inside is a Protect Ring.  Ignore
    the door next to this chest, though, unless you enjoy looking at empty rooms.
    Continue along the path, and you'll spot another chest, with another
    Hi-Potion.  Follow the path south, until you see the door at the end of it.
    Go inside to and down the stairs to B6.
      Another easy floor to navigate.  Just follow the path on B6 around, and
    climb up a few steps until you see a small rectangular room.  There's a
    teleporter in that room that will take you to Pandaemonium.
     VI-D. Pandaemonium  (HP:1500  WPN: 9  MP:200  SPL: 7)
      If you got your ass whooped, and barely made it here, then EXIT out,
    quickly.  You're HP should have boosted quite a bit in the Jade Passage.  If
    it didn't, then you probably didn't wind up fighting all those annoying Abyss
    Worms.  Anyway, if you had trouble getting this far, then escape, return to
    town, restock your crew, and build up a little more.
      Here's my gear/spells into Pandaemonium...
             Right: Holy Lance      Spells: Bolt  Lv 7    Safe  Lv 6
             Left : Aegis Shield            Stop  Lv 6    UltimaLv 6
             Head : Diamond Helm            BersrkLv 2
             Armor: Dragon Armor            Aura  Lv 3
             Glove: Diamond Glove           Cure  Lv 7
             Right: Diamond Mace    Spells: Cure  Lv 8    Rasp  Lv 5
             Left : N/A                     Life  Lv 2    Exit  Lv 1
             Head : Gold Hairpin            Esuna Lv 6    Holy  Lv 7
             Armor: White Robe              Blink Lv 6
             Glove: Power Armlet            Mini  Lv 5
             Right: CatClaw         Spells: Fire  Lv 8    OsmoseLv 2
             Left : N/A                     Ice   Lv 7    Blind Lv 6
             Head : Twist Headband          PoisonLv 7    Curse Lv 7
             Armor: Black Robe              Flare Lv 7    Sleep Lv 6
             Glove: Protect Ring            Drain Lv 1    Doom  Lv 6
             Right: Ripper          Spells: Cure  Lv 5
             Left : Excalibur               Life  Lv 1
             Head : Diamond Helm            Esuna Lv 2
             Armor: Black Outfit            BasunaLv 1
             Glove: Thief's Glove
      Pandaemonium is full of monsters, dead-ends, rooms, floors, steps,
    teleporters, secret passages, and of course my favorite:  Treasure!  All of 
    the good stuff is guarded by big mean Bosses.  But don't worry, that's what
    I'm here for.  Of course, now that you're in Pandaemonium, you cannot leave,
    unless you have the EXIT or BANISH spells.
      On 1F, start by heading south, and walking all the way around to the
    southeast corner.  Then up the long set of steps.  From those steps, head
    west and around the winding path to find and reach the steps to 2F.
      Head south from the steps, then make a U-Turn back north.  All the way
    north lies a chest with an Ether inside.  Go south from that chest, and down
    a set of steps on the left.  Double-back north once again, at the top of 2F
    are two pillars with a teleporter in the center.  Use the teleporter to get
    to 3F.  Notice, that once you enter the teleporter, you can't go back...
      Go south from the entrance point, then a little east for a chest with some
    Eyedrops inside.  Return to the entrance point, the go north.  Turn east as
    you hit the top of 3F.  Then as you turn south, go west.  This will lead to
    what appears to be a dead-end, but it's not.  Walk through the wall, and
    continue south.  This made your path to the teleporter a lot quicker.
      Now on 4F, go north.  There'll be four doors.  Choose the one all the way
    on the left first.  Now on 5F, follow the path.  You should pass through a
    few 'tunnels' along the way.  As you pass the third one, continue north until
    you hit the wall.  From there, go west to find a hidden passage.  This'll
    take you north, to a small room with a chest.  Inside are the Genji Gloves,
    but don't think receiving them will be that easy.
    TOUGH(well, not really) FIGHT:  ZOMBIE BORGHEN
       HP:2500   MP:370
      ATK:120  HIT%: 6-95%
      DEF:120  EVA%: 1-60%  M.DEF:10-100%
      It seems that Borghen has come back for revenge.  But wait, he looks
    different.  Borghen has turned into a... a...  a Zombie!  Set Zombie Borghen
    on FIRE, and slap him around like before.  If someone is using Canes/Maces,
    equip the Heal Staff for major damage.  Really, if you're here, and lose to
    this guy, then there really is no helping you...
      Go south from the chest and through the first tunnel.  Take the second
    tunnel north.  This should take you to the top of 5F, and east of the chest
    you took.  Continue east, and STAY east.  You can walk through both walls that
    block your path along the way.  You should bump into a pillar.  Walk around
    it, but stay below it.  Check out the wall east of the pillar to be taken to a
    hidden room with some nice treasure.  Inside the room is the Masamune, the
    most powerful weapon in the game.  The chest itself isn't guarded, but the
    room is filled with random encounters with some rather strong foes.  This room
    makes for a great place to build up your squad and find some unique treasure
    from monster drops.  Retrace your steps back to 4F, the floor with the four
      Take the next door on the right to enter another part of 5F.  Head west
    from the door, and through the tunnel.  Climb the small set of stairs, and
    check out the wall to the west.  In the corner should be a secret passage,
    go through it to the west, and then through the tunnel north to be taken to
    a chest with the Genji Helm inside.  This chest is guarded by Tiamat.
       HP:5000   MP:450
      ATK:150  HIT%: 8-100%
      DEF:180  EVA%: 1-80%  M.DEF: 8-70%
      Tiamat absorbs all elemental spells.  So only HOLY, FLARE, and ULTIMA can
    hurt him.  On top of that Tiamat has a variety of spells to cast on your
    party, and can hit hard.  Buff your attacks with BERSERK and HASTE.  If need
    be, use Yoichi's Bow for BERSERK 3 and the Masamune for HASTE 11.  If you can,
    try to use BLIND on him to reduce his Hit%.  He has a weakness to the STUN
    spell, so nail him with that if you've got it built up.  Wear him down, and
    stay healthy.  Keep your HP up, and you should win.
      After you've taken down Tiamat, you can go back.  There's nothing else here,
    so you might as well go back to 4F, you know, the room with the four door.
    You've been there before, yeah?
      Once back on 4F, take the door ALL the way to the RIGHT.  This'll take you
    to a portion of 6F, along the eastern wall.  Follow it all the way up until
    you see the chest.  Grab it for the Genji Armor, and to challenge Beelzebub.
       HP:5000   MP:450
      ATK:150  HIT%: 8-100%
      DEF:180  EVA%: 1-80%  M.DEF: 8-70%
      WEAKNESSES: none
      Beelzebub is strong against ICE, and absorbs FIRE.  His defense is rather
    high also.  Buff your attacks and go to work.  High level POISON, FLARE, HOLY,
    and ULTIMA work pretty good.  He likes to Paralyze characters, so a decent
    leveled BASUNA can come in handy.  Go all out offense, and take 'em out quick,
    just be sure to keep your HP in check.  Once finished, return to 4F, and into
    the final door(the next one to your left).
      Follow the path, and go through the first three tunnels.  As you approach
    the fourth, turn west before going under.  The wall is a secret passage that
    will cut a lot of steps.  It will also get you to the chest a lot faster.
    Open it up for a Ribbon, and to unleash Astaroth.
       HP:7000   MP:540
      ATK:150  HIT%: 8-100%
      DEF:180  EVA%: 1-80%  M.DEF: 8-70%
      WEAKNESSES: none
      ABSORBS: none
      This battle can be a walk in the park, or a nightmare.  Astaroth is
    resistant to most elemental attacks.  Again, POISON, HOLY, FLARE, and ULTIMA
    are your friends.  Other than that, you'll have to use the Masamune to break
    his DEF, unless you use the BERSERK spell.  Watch out for Astaroth's physical
    attack though, if he connects, he'll recover a lot of HP.  Use SAFE and BLINK
    to protect yourself.  If Astaroth stupidly cast his spells, then you'll have a
    good chance of an easy victory.  However, if he's set on bashing your head in,
    then you'll have a fight on your hands.  If you seem to be having a hard time
    with him, nail him with the Blood Sword a few times for a quick kill.
      Continue westward from the chest.  You can walk through one of the walls
    just west of the chest.  From there make your way to the southwest corner to
    find the teleporter.  Yet another hidden passage is located in the wall
    northeast from the teleporter.  It should save you a couple of steps.
      Now you should be back on 4F, but at the upper level.  Travel north, then
    east to find the next teleporter, and to reach 7F.  Go west, and grab the
    chest above you to receive a Sage's Wisdom.  Continue west and climb the
    stairs.  Walk along back east, then south, and finally back west to the
    southwest corner and the teleporter to 8F.
      Really a simple floor here.  You start in the southwest corner.  The
    southeast corner holds a chest with a Hellfire inside.  The northwest corner
    has a chest that contains an Acid Bottle.  And the northeast corner is where
    the teleporter lies.  Grab the chests and hit the teleporter to reach 9F.
      Yet another easy floor.  Just go southwest into the corner.  That's where
    the teleporter is.  Take it to 10F, and where the Emperor is located.  The
    time for the final battle is at hand, or is it...?
     VI-E. The Finale  (HP:1750  WPN:10  MP:225  SPL: 7)
      If you made it this far, and are in pretty good shape, then that would be
    a good sign.  If you barely made it, are outta MP, Elixirs 'n stuff, and
    desperately need to escape, do so with the EXIT spell.  Now that you have all
    the treasures in Pandaemonium, navigating should be easier the next time
      Before heading into the final battle, you may want to increase the party's
    HP and skills.  Doing so will make the journey back to the Emperor easier and
    leaving you more HP and MP.  Also, finding superior gear in Pandaemonium from
    monster drops is a good idea.
      If you haven't faced him already, a rare monster appears in the first few
    floors of Pandaemonium.  The Iron Giant drops all of the Genji gear, the
    Aegis Shield, and the Excalibur, but he only drops one item at a time, and an
    item drop isn't guaranteed.  Still, if you want to max-out your party on
    defense, hunt down the Iron Giant in Pandaemonium.  Sometimes it may take
    forever just to find one, other times they just keep popping up.  Be patient,
    as the rewards can be great.  The Genji gear has the most Defensive
    protection, but also kills your Evade Percentage, however, if you have a
    Shield and wield it at a high level, it shouldn't even phase your Evasion.
      When you get ready, head all the way back to Pandaemonium.  You'll have to
    travel through the Jade Passage again, but it shouldn't be a problem any
    longer.  Tread Pandaemonium again, and make your way to 10F to confront the
    Emperor, and the final battle.
      Here's my gear/spells before facing the Emperor...
             Right: Holy Lance      Spells: Bolt  Lv 7    Safe  Lv 6
             Left : Aegis Shield            Stop  Lv 6    UltimaLv 7
             Head : Diamond Helm            BersrkLv 4
             Armor: Genji Armor             Aura  Lv 4
             Glove: Genji Glove             Cure  Lv 7
             Right: Diamond Mace    Spells: Cure  Lv 9    Rasp  Lv 5
             Left : N/A                     Life  Lv 2    Exit  Lv 1
             Head : Ribbon                  Esuna Lv 6    Holy  Lv 7
             Armor: White Robe              Blink Lv 6
             Glove: Power Armlet            Mini  Lv 6
             Right: CatClaw         Spells: Fire  Lv 8    OsmoseLv 2
             Left : N/A                     Ice   Lv 7    Blind Lv 7
             Head : Twist Headband          PoisonLv 7    Curse Lv 7
             Armor: Black Robe              Flare Lv 8    Sleep Lv 6
             Glove: Protect Ring            Drain Lv 1    Doom  Lv 6
             Right: Ripper          Spells: Cure  Lv 5
             Left : Masamune                Life  Lv 1
             Head : Genji Helm              Esuna Lv 2
             Armor: Dragon Armor            BasunaLv 1
             Glove: Thief's Glove
      When finally reaching the Emperor, everyone’s HP was at around 1000-2000.
    Carry enough Elixirs to fully rejuvenate the squad, and have a few extras for
    the battle itself.  When you're ready, walk north from the entrance point on
    10F, and speak with the Emperor, who is awaiting your company at the top of
    the room.  The Emperor runs his mouth for a bit, then the battle ensues...
       HP:10000  MP:540
      ATK:180  HIT%: 8-100%
      DEF:210  EVA%: 1-80%  M.DEF:16-70%
      WEAKNESSES: none
      The Emperor has many attacks to hit you with.  Some of his favorites being
    METEO(Starfall), FLARE, SLOW, BLIND, CURSE and his physical attack.  Beware of
    his physical attack.  It does an insane amount of damage, and heals him in the
    process.  If you're not careful, he can take you out in one hit.  Occasionally,
    he uses DISPEL, reducing your special defenses, which in turn increases the
    potency of his spells.  However, in the NES version, DISPEL doesn't work, so
    if you're playing the NES version, then lucky you.  SLOW will override HASTE,
    and make the victim's attacks next-to useless.  Keep your HP high, and protect
    yourself from his attacks using SAFE and BLINK.  SHELL, BARRIER, and WALL may
    not be as useful, his spells are at level 16, but aren't all that threatening
    anyway...  not when compared to his physical attack.  METEO damages the entire
    party for about 250 points, and his FLARE spell causes about 600-700 damage to
    a single character.
      The Emperor's defenses are second to none.  He has resistance to just about
    everything, and absorbs the rest.  Regular weapons aren't particularly
    useful, as his Defense is just to high.  Cast HASTE and BERSERK on whoever
    wields the Masamune, or if they're at high levels, the entire party.  Remember,
    whoever does have the Masamune can cast HASTE by using the item in battle.
    Lv16 Fists do well against the Emperor as well, if you can get them that high.
    HASTE gives you higher attack counts, giving you a better chance to 'Critical
    Hit' through the Emperor's high defense.  Since he is resistant to everything,
    only non-elemental spells such as HOLY, FLARE, and ULTIMA will be truly
    effective.  If you've worked hard, and got those three spells built up to
    around 7 or 8, they'll serve you well, inflicting anywhere from 250-600 points
    of damage.  Combine these spells with Sage's Wisdom and Saint's Spirit for a
    little extra damage.
      Keep any fighters 100% by nulling the Emperor's BLIND and SLOW spells 
    immediately.  Also, be sure to heal any character who is CURSED.  A cursed
    member's offensive and defensive capabilities are reduced, making them a
    perfect target for the Emperor's almighty attack.  Speaking of that attack,
    you may want to have a couple of characters with the LIFE spell handy...  Stay
    on the offensive, but always try to keep everyone close to full HP.  If you're
    lucky, he may just continually cast spells.  If you're not, then he'll just
    keep smashing your squad until they're squish.
                              ***EASY WAY***
      The Emperor does, in fact, have a weakness:  The Blood Sword.  It may seem
    weak and dumb at first glance, but this thing just slices and dices the
    Emperor to bits, and heals whoever wields it.  You can actually kill him in
    one single hit with this, and there are two Blood Swords in the game.  The
    first is found in B4 of the Castle Fynn Sewers, the other is located in Paul's
    stash.  The second one is only obtainable by talking with Paul BEFORE you
    enter the Cyclone.  If you get smashed by the Emperor, and are using this
    sword, then, my friend, you suck.
      Anyway, after stomping the hell outta the Emperor, again...  Serenity is
    restored and everything is A-OK.  Good job, you just won Final Fantasy II.
    Now sit back, enjoy the ending, and watch the credits roll.  See.  That wasn't
    so hard, now was it?
    4. Secrets
    4A. Snowcraft Mini-Game (WSC, PS, and GBA versions only)
        Like FF1, there is a mini-game in FF2.  Hop aboard your snowcraft and
      hold down the A button(accept), and press the B button(cancel) 22
      times.  This will take you to a card matching game.  This is sorta like
      the matching game from Super Mario 3.  Match up the characters on the cards
      and earn prizes for winning.  The fewer times you 'miss' a match, the better
      your prizes you win.  The cards aren't shown to you at the beginning though,
      so you have to be psychic, or just be really good at guessing.
        Your prizes(as far as the WSC and PS versions are concerned) are based on
      your number of misses, and the time taken.  If you can beat the clock for
      a set number of misses, then you get the full prize, however, if you don't
      get the best time, you only get a portion of the prize.  It's pretty much
      impossible to not get the best time at first, as the time to beat is
      99 hours and 59 minutes.
        If you have built the TOAD spell up to 16, all the characters turn into
      frogs.  Now, I'm sure you may be thinking "so what".  But get this, once
      you do this, you can earn some killer prizes.  I'm talking Aegis Shield,
      along with some Genji gear.  Definitely worth checking out.
        The prizes vary from the GBA, and PS/WSC versions of FF2.  Below I've
      listed the prizes from each version.  For the Playstation and WSC versions,
      the bottom prize for each miss is what you receive for not getting the best
      time.  The rewards listed for the GBA version are straight from the official
      strategy guide, I've not played the GBA version yet, so...  Here are the
      list of prizes for each version:
    PS & WSC       Regular                          TOAD lv.16
    Misses - 0 - 40,000Gil;Elixer;PhoenixDown   - 10,000Gil;AegisShield
                 24,000Gil;Elixer               - 8,000Gil;Hermes;UnicornHorn
           - 1 - 12,000Gil;PhoenixDown;Cottage  - 5,000Gil;Ribbon
                 6,000Gil;PhoenixDown           - 3,000Gil;Bacchus'Wine;M.Mirror
           - 2 - 3,000Gil;GoldNeedle;Ether      - 2,000Gil;GenjiHelm
                 2,000Gil;Ether                 - 1,500Gil;Magiconch;GaiaDrum
           - 3 - 1,000Gil;Hi-Potion;Maiden'sKiss- 1,000Gil;GenjiArmor
                 600Gil;Hi-Potion               - 600Gil;Saint'sSpirit;Hourglass
           - 4 - 300Gil;Hi-Potion;Antidote      - 400Gil;GenjiGlove
                 200Gil;Potion                  - 300Gil;Sage'sWisdom;Hellfire
           - 5+- 100Gil                         - 200Gil
    GBA             Regular                        TOAD lv.16
    Misses - 0 - 20,000Gil;Elixer;Cottage     - 40,000Gil;Masamune
           - 1 - 15,000Gil;Elixer             - 25,000Gil;AegisShield
           - 2 - 10,000Gil;PhoenixDown;Cottage- 10,000Gil;GenjiArmor
           - 3 - 5,000Gil;PhoenixDown         - 5,000Gil;GenjiGloves
           - 4 - 2,500Gil;GoldNeedle;Ether    - 2,500Gil;GenjiHelm
           - 5 - 1,500Gil;Ether               - 1,500Gil;Hermes
           - 6 - 500Gil;GoldNeedle            - 1,000Gil;Sage'sWisdom
           - 7 - 300Gil;Hi-Potion;Antidote    - 500Gil;Saint'sSpirit
           - 8 - 200Gil;Hi-Potion             - 300Gil;Bacchus'Wine
           - 9 - 100Gil;Potion;Antidote       - 200Gil;Conch Shell
           -10 - Potion                       - 100Gil
    4B. Chocobo
        The Chocobo made it's first appearance in FF2j.  There is only one Chocobo
      Forest in the game, and it's located directly south of Kas'ion.  The forest
      is more hidden on the NES version, but on the other versions you can tell
      where it is by an open patch in the forest.  Once inside the forest, find
      and 'catch' the 'lil chocobo running around, then just head out of the
      forest and the chocobo will be waiting for you.
        The chocobo is like any other regular chocobo.  You can pretty much ride
      it wherever you can walk.  Your restrictions being mountains, water, the
      snow, etc.  While riding the chocobo, you encounter no random battles, which
      makes it useful at certain parts of the game.
    4C. Normal Mode (WSC and PS versions only)
        Once you complete the game, you have the option to save your completed
      data(PS).  Upon doing so, you open up the ability to play Normal Mode.  This
      puts the game at it's original difficulty.  Auto-target and dash are turned
      off, plus your weapon and spell skills level-up a little slower, like
      intended.  Good stuff, you haven't beat the game until you beat it in this
    4D. Blood Sword
        At first glance, this may seem to be the weakest weapon in the game.  And
      in many situations, it is.  The Blood Sword has 0 ATK power, and if used on
      the undead, it absorbs your health and gives it to the monster.  Although if
      used on regular monsters, it absorbs the damage done, and heals whoever
      wields it.  A handy feature, but because of it's low ATK, it's not always
      a reliable source to use for healing.
        What really makes this sword shine though, is that certain monsters have
      a hidden weakness against the Blood Sword.  Most notable are the Mythril
      Golem, Astaroth, and the Final Boss himself.  Not only does it slice 'n dice
      these guys to bits, but you absorb a bunch of the damage done, nice side
        I've mentioned this all before, but there are only two Blood Swords in the
      game.  The first is found in Fynn's Down Below, at B4.  The other is located
      in Paul's stash, and the only way to gain access to that is to speak with
      Paul BEFORE you enter the Cyclone.  Tell him that you plan on entering the
      "CYCLONE" and he'll let you have his loot.  In one of the chests is the
      Blood Sword.
    4E. Waterfall Magic Shop
        At the bottom of B3 in the Jade Passage(the room with all the waterfalls),
      there is a secret magic shop in the big waterfall.  No one knows who the
      shop keeper is, and rumors have popped up here and there on who it could
      actually be.  But whoever it is, is hustlin' some rare spells, on the spot.
      I'm talkin' DOOM, BERSERK, HASTE, and FLARE.  That's right, FLARE.  You'll
      need a heavy wallet, 'cuz what's being pushed is the real deal.  Don't ask
      questions, just get down to B3 in the Jade Passage, at the bottom, behind
      the waterfall.
    5. Revisions/History
    Version 1.0 --- [01/19/2006]
    Version 1.1 --- [02/07/2006]
     - Updated the "Thanks" section, forgot a few peeps, heh...
     - Added the "Secrets" section
     - corrected numerous spelling errors
    Version 2.0 --- [04/27/2006]
     - Added info. about INT/SOUL Penalties
     - edited equipment due to penalties
     - corrected/added info. about spells
     - corrected status ailment info.
     - edited/corrected boss tactics and stats
     - corrected more spelling errors
    Version 2.1 --- [08/14/2006]
     - corrected info. about AGL and Evasion
      - EVA% helps raise AGL
      - RUN deals with EVA%
     - Added "EVA% Significance" section
     - Toad condition is similar to K.O.
     - corrected some more spelling errors
    Version 2.2 --- [08/21/2006]
     - corrected the EVA% formula from weapon/shield bonuses
     - corrected some info. in the "INT/SOUL penalties" section
    6. Legal crap
    This walkthrough is copyright (c) 2006 to 'sco
    This may be not be reproduced under any circumstances except for personal,
    private use.
    --If you want to print it out only to ball it up and throw it at people,
      or light it on fire and throw it at people, or just light it on fire, or
      whatever, go ahead.
    It may not be placed on any web site or otherwise distributed publicly without
    advance written permission.
    --Honestly, I can't physical stop you, but be courteous and let me know what
      you're gonna do and why.
    --Currently only for use on my site and GameFAQs
    Anyway, do what you do, tear it up, save it and delete it, read it, use your
    imagination...  If you just so happen to read it, gimme some feedback on it.
    Any tips, corrections, and what not, will be greatly appreciated.
    E-mail me at sco@scoff2j.com
      This is by no means an official strategy guide, although I did use a tid-bit
      of facts from the PSX handbook, and Dawn of Souls Strategy Guide.  Mostly
      status ailment stuff and enemy strengths/immunities.  Also used for info.
      on the Snowcraft Mini-game.
    7. Thanks
    Square - providing this great RPG, and many fly ones afterwards
    NEO Demiforce - for translating the NES version of FF2j
    RPGOne - making the translation patch for the WSC version of FF2j
    Final Fantasy Classics - a killer FF1 site, that inspired my FF2 site, which
                             in turn inspired this walkthrough
    FCE Ultra, NESticle, WSCamp, & Cygne - Couldn't play the ROMs without these
                                           programs, so thanks to these guys
    silktail - corrected some INT/SOUL penalty errors, and informed me about
               the "+1" in the EVA% formula from weapons and shields
    The People - I gotta thank all the people who send me e-mails 'n stuff about
                 my site, a great source of motivation, thanks for the support
    You - you're reading the thing, so... thanks

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