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    Solo White Mage Walkthrough by Zzonkmiles

    Version: 1.00 | Updated: 09/28/06 | Search Guide | Bookmark Guide

    Solo White Mage Guide
    -by Zzonkmiles
    Copyright 2006 by Zzonkmiles (knozzmoeking AT hotmail DOT com)
    Version 1.00 (9-28-06)
    Note:  This FAQ was written using 10-point Courier font.  Each line of text
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    -----TABLE OF CONTENTS-----
    (Note:  You can copy and paste these sections into your browser's search
    string to make it easier to access the section you specifically want to
    Introduction, Ground Rules, and Preliminary Information
    Part 1:  Starting the Game
    Part 2:  Getting the Ship and Getting Stronger
    Part 3:  Managing the PNEOP
    Part 4:  Nightmare #1:  The Marsh Cave
    Part 5:  Getting the Mystic Key and Treasure Raiding
    Part 6:  Nightmare #2:  Melmond and the Earth Cave
    Part 7:  Crescent Lake and the Castle of Ordeals
    Part 8:  The Gurgu Volcano
    Part 9:  Nightmare #3:  The Ice Cave
    Part 10:  The Class Change and the Waterfall
    Part 11:  Onrac and the Sea Shrine
    Part 12:  Lefein and the Mirage Tower
    Part 13:  The Sky Castle
    Part 14:  The Temple of Fiends Revisited
    This guide is written to get you through Final Fantasy (tm) for the NES
    with one White Mage.  It is one of the three most difficult possible ways
    to beat the game (the other two nightmarishly difficult challenge quests
    being a solo Thief and a solo Black Mage).
    Is this quest for you?
    Simply put, a solo White Mage (hereafter, WM) is insanely difficult and
    will require a lot of luck, patience, and strategy.  A WM is a poor fighter
    (even worse than a Black Mage, because at least a BM is capable of
    inflicting multiple hits with a regular weapon far sooner than a WM can).
    In addition to this, the WM cannot equip much in the way of armor aside
    from bracelets.  The only offensive magic in the WM's arsenal is HARM
    spells (and later on FADE), thus meaning that he will have to rely on
    killing lots of undead enemies in order to level up.  This quest is
    recommended only for the most advanced players who are well familiar with
    this game and its mechanics.  It is a quest for people who don't mind
    battles that last 20+ rounds or lots of leveling up.
    These are some important issues to keep in mind if you are considering a
    solo WM quest or a solo quest in general:
    1.  Enemies that paralyze you are particularly dangerous.  3 Geists might
    not seem all that tough, but once you are paralyzed, you are pretty much
    dead.  A solo quest means only one character will be the target of each
    enemy attack.  So even if you overcome paralysis in one round, another
    enemy might paralyze you a second time two attacks later.
    2.  You should run away from every enemy you can when you are in a dungeon.
    Dungeons are NOT the place to try and gain experience points or gold.  Save
    your leveling up for the overworld.  In any dungeon, your goal is to
    conserve resources, make it to the end, and defeat the boss there.
    Obviously, there some enemies from which you cannot escape, so you should
    save your resources for these fights in particular, not that nice-looking
    group of 4 Green Ogres in the Earth Cave that will add 1200G to your
    3.  Raiding treasure chests is not as important, especially if it is
    guarded by a spiked square (monster square) or if you have to go too far
    out of your way to get it.  Granted, some items you can find in treasure
    chests may be worth a lot of money when sold, but it might not be worth it
    if you have to use an extra 10 heal potions and a few spell charges to get
    them.  Also keep in mind that the WM can't equip most of what you find in
    the treasure chests to begin with, and gold is not too much of a problem
    either because of all the leveling up involved and the fact that your money
    will generally be spent on potions and magic spells for only one person.
    4.  Learn how much damage an enemy can inflict with a critical hit.  Always
    try to keep your HP above this level in battle.  You'll be able to
    eliminate the threat from regular attacks by using the RUSE spell, but
    critical hits cannot be avoided.  More information about RUSE will be
    given later in the walkthrough.
    5.  Soft potions and the LIFE spell are useless.  Since this is a solo
    quest, if you are turned to stone, you are dead.  And you have no need to
    revive your other characters since this is a solo quest, right?  So save
    your money.
    6.  As with any solo quest, each level up is critical.  If only one of your
    five attributes increases when you level up, you might want to consider
    resetting and trying again.  It helps to save your game shortly before you
    know you're going to level up so as to avoid having to repeat tasks in an
    attempt to get the most out of each level up.  Strength, agility, and
    vitality are the three most important attributes you should look for when
    your level goes up.  It makes a tremendous difference, particularly in the
    earlier stages of this quest.  However, once you find items like the Mage
    Staff or Thor's Hammer later on, your strength rating becomes less
    important.  Of course, you could opt to make your quest more difficult by
    simply accepting whatever level-ups the game gives you and not try to cook
    your stats, so to speak.
    And finally, having said all that, it is important to state that when
    conducting a solo quest, there are a few important ground rules you should
    1.  Only the WM can carry weapons and armor you find.  It is considered
    cheating (and not a true solo) if you give something like a Heal Helmet to
    a dead character and then swap it out with something else so you can use it
    later on.  Your three dead warriors are not to serve as warehouses for
    items you want to use at selective times.
    2.  You can only save the game as the actual NES cartridge would allow you
    to.  This means you can only save your game at the local inn or by using a
    tent, cabin, or house.  It may be tempting to use an emulator save state in
    the middle of the Ice Cave, but that is considered cheating, unfortunately.
    3.  Only the WM is allowed to attack enemies and receive their resulting
    experience points.  Your other three characters cannot participate in any
    battle whatsoever, either as attackers, enablers, or as damage shields.
    These characters should be killed off in the first battle you encounter and
    should remain dead for the rest of the game.
    Are you ready?  Here we go!
    -----PART 1:  STARTING THE GAME-----
    Register four characters as you would with any regular team.  Make sure one
    of them is a WM, obviously.  While it doesn't particularly matter who your
    other three characters are, I recommend choosing three Black Mages because
    they are the easiest to kill off due to their poor HP.
    When the game begins, go to the weapon and armor shops in Coneria.  Buy
    your WM a Wooden Hammer and Cloth.  Buy Small Knives or Wooden Staffs for
    your BM, but do not buy them any armor.  The point is, you just want to
    give them something cheap that they can use as an item in battle.
    Remember, they are not allowed to attack anything.  As for magic, you
    should have enough gold leftover to buy CURE, HARM, and RUSE.  FOG is a
    nice spell to use because it's stackable, but the other three spells are
    much more important.  You will naturally need CURE to refill your HP.  HARM
     is the only attack spell available to you, and it affects all undead
    enemies.  And RUSE will make it much more difficult for enemies to attack
    you.  If you use RUSE twice, you will almost be completely protected from
    enemies' physical attacks.  (Sometimes you may need three RUSEs.)  If you
    are sufficiently protected by RUSE, only critical hits will damage you.
    Equip your WM's hammer and armor and then head outside.  Make sure your WM
    is in the back of your party so as to make it easier for your other three
    characters to be killed off in the first battle.  When you enter your first
    battle (usually against a group of Imps), have your WM cast RUSE twice and
    have your other three characters use their Small Knives or Wooden Staffs as
    items repeatedly.  This will effectively waste their turns in battle while
    the Imps slowly drain their HP.  Your RUSE-protected WM should not sustain
    any damage, unless an Imp lands a critical hit.  Remember, your other three
    characters CANNOT attack any of the Imps.  Once your other three warriors
    are defeated, you can let the WM finish the battle by trading blows with
    the Imps.  This is when your solo quest truly begins.
    Return to the Coneria Inn to save your game and replenish your spell
    charges.  And also, if you die, you don't want to have to go through the
    trouble of registering new characters and killing them off again, right?
    When you are finished, go back outside and fight Imps until you reach Level
    2 (L2).  It is not necessary to use RUSE when fighting only 3 Imps, but you
    might want to use it if you are fighting 5 of them.  (Get used to using
    double RUSEs at the start of almost every battle from now on unless you are
    sure you can kill the enemies fairly quickly.)  Remember, each stay at the
    Coneria Inn will set you back 30G, which is the value of 5 Imps.  So try to
    fight as long as you can before returning to the inn to recharge.  Also
    take care not to stray too far from Coneria because you are at your most
    vulnerable right now.
    Once you reach L2, you should trek northwest to the Temple of Fiends.  Run
    from all enemies you encounter in the field on the way there.  As for the
    temple, although there are some treasure chests to be found here, it is not
    in your best interest to try and fight your way to them.  The goal is to
    get to Garland without having to use any of your spell charges.  Run from
    any enemy you encounter so you can conserve your HP.
    When you enter the battle with Garland, cast RUSE twice and then just
    attack with your hammer.  That's about all you can do.  Garland can only
    use physical attacks, which should miss you almost every time.  However,
    if he lands a critical hit, then use your final L1 spell charge on CURE
    (assuming you have no heal potions) and then resume fighting.  This battle
    will take awhile, seeing that the WM is far from an offensive powerhouse,
    so be patient.  After Garland is defeated, talk to the captured princess
    and you'll be whisked back to Coneria Castle.  Talk to the princess and the
    king and you'll get the Lute as well as access to the main continent.  Save
    your game at the inn and get ready for your next challenge.
    Your next task is to successfully make it from Coneria to Pravoka.  (Ignore
    raiding the treasures in Matoya's Cave for now.)  This is very, very
    difficult to accomplish.  The main threats to your progress are Wolves,
    which often appear in groups, and Mad Ponies, which appear in groups and
    can hit you multiple times.  Obviously, you should run from any enemy you
    encounter.  If you are finding it too difficult to make it to Pravoka, you
    might want to stay in the Coneria area for a little while and hack and
    slash your way to L4, which is when your WM will receive his next major HP
    Once you make it to Pravoka, immediately save your game at the inn.  Then
    go to the armor shop and buy some Gloves.  They only add 1 point to your
    armor rating, but that's better than what you have right now.  Now you
    should enter the battle with the Pirates.  Once again, the key here is to
    use your two RUSE spells immediately in order to nullify the Pirates'
    attacks.  If you are at L4, your HP should be in the low 80s, which should
    be enough to survive their initial onslaught while you are using RUSE,
    barring any critical hits.  Once you are fully protected, just pick off the
    Pirates one by one.  At L4, you have enough spell charges for 2 RUSE spells
    and 2 CURE spells.
    Save your game again and get ready to hack and slash some more.  The
    question now becomes where to gain levels.  The enemies in the sea are too
    difficult for you to fight at L4, so you might wish to fight a bit longer
    around Coneria or in the area right outside the Temple of Fiends, where
    Gray Imps are more commonly found.  The groups of Wolves and Mad Ponies
    around Pravoka are not worth the hassle.  Ogres are a dicey proposition,
    but it's high risk and high reward.  Once you get a bit stronger, you can
    try to kill Sharks in the ocean.  Sometimes the Sharks will appear with a
    Sahag or a Red Sahag.  These battles will be even longer.  In the event
    that you encounter this group, kill the Sahag first.  Don't bother fighting
    groups of Sahags or Kyzokus.  Immediately run away from Odd Eyes because of
    their tendency to paralyze you each round.  If an Odd Eye paralyzes you,
    you are pretty much dead meat, especially if it is coupled with a group of
    Your primary goal right now is to save up 1500G so you can buy HRM2 from
    Elfland.  Don't worry about L2 magic spells for now.  If you are feeling
    lucky, you can raid the two treasure chests in the Dwarf Cave.  That will
    make it much easier to reach your goal of 1500G.  Once you get this money,
    go to Elfland and buy HRM2.  (Also buy the Cap from the armor shop here or
    pilfer the one from the treasure chest in the Temple of Fiends.)  Aside
    from RUSE, HRM2 is your most important magic spell.  This spell will allow
    you to take down groups of Ghouls and Geists with confidence (that is,
    assuming they don't paralyze you first).  And more importantly, this spell
    will allow you to have a fighting chance with the famous peninsula
    northeast of Pravoka (PNEOP).
    -----PART 3:  MANAGING THE PNEOP-----
    Using the PNEOP will make leveling up and gaining gold much easier.
    However, the PNEOP is quite frustrating to take advantage of with a solo
    WM.  The only enemies you can fight are Zombulls, since they are
    susceptible to HARM magic, the only offensive magic you have.  You will
    have to use RUSE 3 times in order to prevent them from hitting you (barring
    critical hits).  This means you won't have enough spell charges of
    HARM/HRM2 to kill them easily.  So you can only kill MAYBE 2 Zombulls at a
    time.  Three might be too difficult at first.  And four will be impossible
    with such a limited supply of magic.  Count on using 3 HRM2 spells to bring
    down a Zombull, although sometimes only 2 spells are required.
    What about the other PNEOP enemies?
    Frost Wolves:  These are probably the next easiest things to kill,
    relatively speaking, but you probably won't survive their multiple FROST
    attacks in the first round.  MUTE will give you a fighting chance, but you
    probably don't have this spell yet because it's not a high priority right
    now.  Run away.
    Trolls:  HARM doesn't work on them and they hit multiple times, often for
    criticals.  They're also worth less gold and XP than Zombulls.  Not worth
    it, even if it's paired with Zombulls.  Unfortunately, you can't run from
    the Zombull/Troll group, so just let them kill you or reset the game if you
    meet them.
    Tyro:  If you can use RUSE enough times to defend against its attacks, you
    can TRY to defeat this enemy since it appears in isolation.  It's worth 3
    Zombulls in terms of XP, but it's not worth much gold.  It has a ton of HP
    too, so this battle might be too frustratingly long for it to be worth it.
    Wyvern:  These are worth even less gold than Tyro and have more HP than a
    Zombull.  Not worth it.
    Giant:  These are worth less gold and XP than a Zombull and have more HP.
    HARM won't work either.  Not worth it.
    All of these enemies can easily kill you, so it's best to use a tent and
    save your game near the PNEOP so you don't have to hike from Pravoka every
    time you are defeated.
    If you are able to defeat one or two Zombulls, immediately save your game
    with a tent and head back to Pravoka.  The next things you want to buy are
    MUTE and INVS.  You won't need to use MUTE anytime soon (unless you want to
    try your luck with Frost Wolves), but you WILL need INVS.  INVS is
    basically a poor man's RUSE.  So, one RUSE and maybe three INVS spells will
    offer roughly the same level of protection as two RUSE spells.  Another
    advantage of INVS is that it uses L2 spell charges, thus keeping your L1
    charges available for CURE and HARM.  Consider using RUSE and three INVS
    spells when fighting only one or two Zombulls.
    Right now you are in level-building and fundraising mode.  Whether you use
    the PNEOP, the ocean, or Ogres around Elfland is up to you.  Some may
    consider ignoring the PNEOP because of how easy it is to be defeated there
    and opt to fight other enemies the traditional way (with RUSE and your
    hammer) instead.  How and where you fight is up to you here.
    Here is a list of the things you want to buy, listed in order of
    1.  Copper Bracelet (the best armor you can equip until you get the Mystic
    2.  CUR2 (for obvious reasons)
    3.  75 Heal Potions (for the Marsh Cave)
    4.  25 Pure Potions (for the Marsh Cave)
    5.  15 Tents (use these for emergency saves if you are trapped in the
    wilderness and are not confident you can make it back to the inn without
    being defeated)
    6.  AFIR/AICE/ALIT (you won't use these spells for awhile, but you will
    certainly need them later)
    Total cost:  About 16,000G
    -----PART 4:  NIGHTMARE #1:  THE MARSH CAVE-----
    Once you've bought all these goodies and have reached about L13 or 14, you
    are ready to attempt the Marsh Cave.  This is the first area in which you
    realize how miserably difficult this solo quest is.  Almost every enemy in
    the cave can either poison you or paralyze you.  Paralysis is the worst
    thing that can happen to you because it will be almost impossible to
    recover from it.
    It will take a long time and many attempts to conquer this cave.
    Basically, this trek can be divided into four parts:
    1.  Successfully making it to the Wizards that guard the Crown.
    2.  Hoping only 2 Wizards are guarding it.  If there are 4 Wizards, start
    over.  MAYBE you can kill 3 Wizards, but it's very tough to survive the
    first two rounds, depending on when the WM uses RUSE in the battle.
    3.  Actually surviving the battle with the Wizards.  This fight will easily
    take more than 20 rounds.
    4.  Making it out of the cave alive.
    Needless to say, you should run from absolutely every enemy you encounter.
    You don't want to burn HARM spells on Bones and Shadows because they are
    not worth the gold or XP.  The only exception to this rule is if you
    encounter a group of Ghouls and Zombies.  If this happens, immediately cast
    HRM2 and hope that you can execute the spell before they attack and
    paralyze you.  You should keep your HP maxed out at all times because you
    never know when you'll be ambushed.
    Do not bother with claiming any of the treasure chests here.  Your goal is
    to get the Crown and get out as fast as you can.  Fundraising and level-
    building are to be done outside.  There are too many dangerous enemies here
    to make treasure hunting worth it.  If you want to raid the treasure
    chests, do so after you've successfully made it out alive with the Crown
    and grabbed the Mystic Key.
    Enemies you DON'T want to encounter:
    Ghouls/Zombies:  This is the most dangerous group of enemies you can meet
    in the Marsh Cave.  The Zombies themselves aren't much of a problem, but
    the Ghouls have the ability to paralyze you, and they often appear in
    groups of 2 or 3 (or even 4).  This enemy group will put an end to your
    Marsh Cave adventure fairly often.  They reside on the first two floors of
    the cave.
    Crawls/Bones/Red Bones:  This is the second most dangerous group you can
    run into.  Bones aren't too bad, but if the Crawl paralyzes you (a 95%
    certainty, given its ability to hit multiple times), you're finished.  This
    group is less dangerous than the Ghoul/Zombie group simply because you will
    only encounter 2 Crawls at most in battle, as opposed to up to 4 Ghouls.
    Still, encountering this enemy group also usually means the end of your
    adventure because the Bones will wail on you while you are immobilized.
    Other enemies to watch out for:
    Gargoyles and Scorpions:  They hit multiple times and they hit HARD.  If
    you are unable to run from them after two rounds, you are probably not
    going to survive the third.
    Muck:  These hit only once per attack, but they can pack a punch.  These
    can be dangerous in groups.
    Enemies you WANT to encounter:  Shadows, Arachnids, Scum, Werewolves, and
    Now, when you battle the Wizards (assuming only 2 or 3 are on the screen),
    you have to consider a few things.  First, do not waste your time with
    INVS.  You want to build your evade rating as quickly as possible.  So use
    RUSE twice before you begin your offense.  Secondly, a Wizard, like any
    other enemy, can only inflict damage with a critical hit if you are
    protected by a double RUSE.  A Wizard's critical hit will take around
    90-105DMG each time at your current level, so you want to keep your HP
    above twice this amount.  Even if you think you're safe with 175HP
    remaining, you can be killed with two consecutive critical hits.  In the
    event that you are hit by a critical, use your heal potions to replenish
    your HP and keep using them until your HP is at the safe level again (at
    least 210HP).  Try not to use CUR2 because you might need the HRM2 spells
    when you are fighting your way out of the cave.  Also, your WM's standard
    attacks will usually miss, as will the Wizards'.  You can have several
    consecutive rounds of nothing but misses on all sides.  But do not be
    inattentive and miss the fact that a Wizard actually landed a critical hit
    on you.  In other words, don't just start pushing the A-button robotically
    without monitoring your HP.
    Once the Wizards have been defeated, grab the Crown (double check to make
    sure!) and then do your best to make it out alive.  Again, don't worry
    about the treasure chests.  Try to take the most efficient path to the exit
    that you possibly can.  You want to take the fewest possible steps to the
    exit because that will give your enemies the fewest possible chances to
    attack you.
    Again, this is a very, very difficult dungeon to complete.  If you find
    yourself struggling, then by all means, leave the cave and go raise your
    levels some more.  Your armor rating of 6 will not change (Copper Bracelet,
    Cap, and Gloves), but your max HP, strength, and agility can change with an
    extra level up or two.
    Once you've made it out of the cave with the Crown, it's time to battle
    Once you make it out of the Marsh Cave, immediately save the game with a
    Tent.  The next thing you want to do is hike north to the Northwest Castle.
    Use another tent outside the castle to save your game and then enter the
    fight with Astos.  If you have at least two L1 spell charges and one L2
    charge, you should be able to battle Astos without saving at the Elfland
    Inn first.
    You should use MUTE in the first round.  If it doesn't work, try it again
    in the next round.  There is a strong possibility Astos will successfully
    RUB (kill) you in the first round, so if that happens, just start over from
    where you last saved (outside the castle) and try to use MUTE again.  Once
    it works, cast your two RUSE spells and patiently hack and slash.  Astos is
    very difficult for your WM to hit, so you will have to rely on critical
    hits to damage him.  He won't kill you once his magic has been taken away
    with MUTE.  So patience is all you need here.
    Once Astos is defeated, take the Crystal to Matoya's Cave and then use
    Matoya's Herb on the Price in Elfland Castle.  Once you get the key,
    immediately raid the treasure room in the castle to find the Silver Hammer,
    an upgrade that will take the place of the Wooden Hammer you bought in
    Now that you have the key, you can raid the treasure boxes in the Marsh
    Cave, the Northwest Castle, Coneria Castle, and the Temple of Fiends.  The
    most important treasures are the Were, Dragon, and Rune Swords, which can
    be sold for lots of money; the Silver Bracelet, which is a major armor
    upgrade; the Power Staff, which can be sold for lots of cash; and the TNT,
    which you need to progress to the next part of the game.
    Points to remember about treasure raiding:
    1.  If you do decide to get the Silver Bracelet, head back to the bottom
    floor of the Marsh Cave and claim the treasure in the lower left corner.
    To avoid the spiked squares in that room, once you go through the door,
    walk up to the top wall, walk over two spaces to the right, walk down to
    the bottom wall, and approach the chest from the bottom left.  The other
    chests in the locked rooms are not worth it, as they are guarded by spiked
    squares.  Even though you might be sick of the Marsh Cave, it is highly
    recommended that you go back in there to claim the Silver Bracelet.
    2.  The Northwest Castle's treasure room has spiked squares.  One of these
    squares presents you with a Mummy encounter.  Mummies are worth 300XP each
    and are much easier to kill than Zombulls.  Consider using this as a safer
    alternative to the PNEOP if you are looking for extra cash and experience
    points without all the hassles of being thrashed by Trolls and Frost
    3.  Even though this is a solo quest, the treasures in the Dwarves' Cave
    and Coneria Castle are so numerous that it will be impossible for your lone
    WM to carry everything on one trip.  So by all means, let your dead
    characters carry the extra items you can't carry.  Item storage in this
    case is different from giving a dead character an item that you want to use
    later.  So for the sake of convenience in this particular case, just grab
    all the treasures and leave.
    After you've given the dwarf the TNT, you will have access to Melmond and
    the Earth Cave, your next source of misery.  Make sure you have 99 heal
    potions and about 30 pure potions before you reach Melmond, as there's no
    item shop there.  You should be at about L15 and have the following magic
    spells:  CURE, HARM, RUSE, ALIT, MUTE, INVS, HRM2, CUR2, AFIR, and AICE.
    Your equipped weapons and armor should be the Silver Hammer, Silver
    Bracelet, Cap, and Gloves.  If you don't have the Silver Bracelet, you can
    buy it in Melmond for 5000G.
    You will be able to buy some useful magic spells in Melmond.  CUR3 and HRM3
    are must haves.  HEL2 is not useful in this solo quest despite its
    beneficial bug because you only need to heal one character, as opposed to
    four.  Thus, CUR3 is more effective in this regard.  As for the LIFE spell,
    it's useless, unless you decide you don't want to continue this solo quest,
    which is totally understandable.
    You can reach the Earth Cave by following the coastline to the west then
    south.  Pitch a tent outside the cave's entrance and get ready for your
    next major task.
    The Earth Cave is just as difficult as the Marsh Cave, or perhaps even more
    difficult.  The Earth Cave has 5 floors, most of which are very long.
    Because of the nature of this quest, you will have to do a bit of
    backtracking.  There are more enemy combinations to fear in this cave than
    in the Marsh Cave as well.  Your quest is as follows:
    1.  Make it to the Vampire and kill him.
    2.  Make it out of the Earth Cave alive.
    3.  Get through the Titan's Tunnel and make it to Sarda's Cave.
    4.  Go back to the Earth Cave and make it to Lich.
    5.  Kill Lich.
    Enemies you DON'T want to encounter:
    Specters/Geists:  You will find these enemies on the 3rd floor and below.
    They can appear in groups as large as 9, thus meaning that paralysis will
    almost always result in death.  It's best not to take any chances with
    running from these.  Just cast HRM2 and hope your attack occurs early in
    the battle round.
    Geists/Ghouls:  These enemies appear in the overworld and are just as
    dangerous as the Specter/Geist group for the same reason.  Remember this
    when you are hiking to Sarda's Cave.  Use tents regularly to save your
    Wizards:  These begin to appear on the 3rd floor and appear in groups of up
    to 4.  The problem is, even with your Silver Bracelet, they still hit hard
    and you can't run from them.  Fortunately, the Silver Hammer will make
    fighting them a bit easier, but it's still very tough and will take a long
    time to bring them down.  Sometimes you will encounter Wizards in
    consecutive battles, which is extremely frustrating.
    Coctrices:  These pests don't look all that intimidating, but they can
    randomly petrify you, thus putting a quick end to your adventure.  Run
    Images:  While not as lethal as the Specter/Geist group because of their
    smaller numbers and inability to score multiple hits, a group of Images
    still has the potential to paralyze you.  These appear in groups of up to
    6.  Run if you're feeling lucky.  Otherwise, just use HRM2 and pray for
    good timing.
    Other enemies to watch out for:
    Giants and Trolls:  You'll never face more than two of these at a time in
    this cave, but they still hit harder than any enemy you've met so far.
    Earth:  This enemy guards several treasure chests in the Earth Cave.  Avoid
    him at all costs, for obvious reasons.  You should not encounter this enemy
    at all unless you mistakenly touch a spiked square.
    Enemies you WANT to encounter:  Asps, Cobras, Gargoyles, Arachnids, Green
    Ogres, Oozes, and Werewolves/Gray Wolves
    Do not bother with collecting any treasures on the first two floors because
    of the spiked squares.  The only exception is the Coral Sword in the upper
    right corner of the second floor.  Sell that for cash.  As for the third
    floor, the treasure box in the upper center of the floor about one-third of
    the way to the Vampire can be accessed by approaching it from the right
    side.  If you try and approach it from below, you'll be greeted by a spiked
    square featuring an Earth.
    You should have 1 or 2 level 5 magic charges now, which you should save for
    HRM3 to use on the Vampire.  One HRM3 should be enough to kill the Vampire,
    but if that's insufficient, finish him off with HRM2.  Don't bother with
    trying to heal yourself when fighting him because he hits hard and doesn't
    have so much HP.  Because offense is more important than defense in this
    fight, don't worry about RUSE either.  Once the Vampire is vanquished,
    claim the Ruby in the treasure room he was guarding and then make a hasty
    Remember that the third floor is when the enemy groups become dangerous
    (Wizards, Coctrices, Specters/Geists), so take extra care to conserve your
    resources and find the most efficient path to the exit.  In the event that
    a bat is blocking the way, wait for it to move out of the way, as opposed
    to trying to detour around it.  Remember, you want to minimize the amount
    of enemies you encounter.  You never know if that Coctrice ambush will
    happen three steps away from the staircase or something similarly cruel.
    Immediately save your game once you get back outside.  Return to Melmond to
    replenish your magic or simply use a house.  Then travel through the
    Titan's Tunnel to the northwest and head south to Sarda's Cave.  Remember
    to use your tent to save periodically as you walk to and from the cave
    because of all the undead enemies lurking here.  After getting the Rod from
    Sarda, go back to Coneria to replenish your potion supply and then return
    to the Earth Cave for the final assault.
    When you go back to the Earth Cave to take on Lich, do not worry about any
    of the treasures at all.  Simply take the quickest route to the stairs.
    You will likely encounter the Image group or the Specter/Geist group at
    least once or twice, so luck will play a major role in being able to make
    it to Lich.  As for Wizards, if you get sick of encountering them after 15
    attempts to get through the cave, it's perfectly understandable if you want
    to reset the game.
    When you finally reach Lich, immediately use RUSE twice.  He will probably
    blast you in the first round with ICE2, but don't worry about that for now.
    After casting RUSE twice, you should cast ALIT, AFIR, and AICE, in that
    order.  His ICE2, LIT2, and FIR2 spells will take less than 50DMG each if
    you protect yourself with the aforementioned anti-elemental spells.  Keep
    your HP above 150 just in case he lands a critical hit.  Once you have been
    completely protected by your magic barriers, unleash the wrath of your HRM3
    and HRM2 spells.  The key to winning this battle is to focus on defense
    before you focus on offense.  Remember, if you fail, you'll have to deal
    with going through all those floors again.  Play it safe.
    After destroying Lich, you should sail to Crescent Lake on the other side
    of the world.  The fastest way to get there is to sail south of Melmond and
    then sail west once you pass the peninsula where the Earth Cave is.
    The enemies in the Crescent Lake area are significantly stronger than any
    you've encountered so far.  The main threats are Pedes, which appear in
    groups of up to 4 and hit very hard.  Fortunately, you can run away from
    these and any other enemy in the area.
    When you reach Crescent Lake, replenish your potion supply and talk to the
    sage to get the canoe.  The only level 6 magic spell worth buying is FOG2,
    and even that is not particularly useful in this solo quest because of
    RUSE.  After the class change, you'll want to buy EXIT, of course.  Don't
    worry about INV2 because RUSE outranks that.
    Now that you have the canoe, you have a choice of three places to go:  the
    Gurgu Volcano, the Ice Cave, and the Castle of Ordeals.  You don't have
    enough firepower to handle either the Ice Cave or the volcano right now, so
    it would be in your best interest to forget about both of these places for
    now and head for the Castle of Ordeals, even though you don't have the
    To reach the Castle of Ordeals, sail south and west from Crescent Lake.  If
    you're having trouble finding the Castle of Ordeals, simply sail due south
    until you reach the northern continent and then follow the coast west.
    Even though there are no ports in this part of the world map, the canoe
    will let you dock your ship at the mouth of the small river north of the
    You should be at L18 or so now with the same weapons and armor that you
    were using in the Earth Cave.  The Castle of Ordeals is much shorter than
    the Earth Cave, but the enemies are much more dangerous.  However, the
    treasures you can find here will make regular fighting so much easier.
    Enemies you DON'T want to encounter:
    Red Gargoyles or Mancats:  If you encounter these enemies, there's a very
    good chance that they will blast you with FIR2.  This alone is not too bad,
    but when multiplied by six or seven, you're looking at a bloodbath in the
    making.  Run immediately.
    Sorcerers:  Do not stick around and do battle with this enemy under any
    circumstances whatsoever.
    Medusas:  They appear in large groups and can petrify you with their GLANCE
    attack.  Run.
    Other enemies to watch out for:
    Zombulls:  Normally, these would be the ideal enemies to fight.  However,
    that's only true when you are in level-up mode.  The problem with these
    enemies now is the fact that you can't run away from them, thus meaning
    that some of your magic charges will automatically be burned in the process
    of killing these.
    Enemies you WANT to encounter:  Unfortunately, every enemy in here is one
    that must be taken seriously.  MudGols and Nitemares are probably the
    easiest of them all, but that's not saying much.
    Fortunately for you, you won't encounter too many enemies as you progress
    through the castle because of the close proximity of the warp gates on the
    second floor.  You'll probably only encounter three or four battles as you
    walk from pillar to pillar.  (Remember to take the lower pillar in each
    instance where you have to choose between two of them!)  The first treasure
    chest you encounter is guarded by a spiked square, but you can run from the
    MudGols that appear there.  This treasure box contains the Zeus Gauntlet,
    which is one of the three the most important items you will ever put your
    hands on in this solo quest (along with the Masmune and Ribbon).  The Zeus
    Gauntlet will give you mass offensive capabilities that will allow you to
    fight all enemies from now on, not just undeads.  This item is particularly
    useful against enemies that are weak against LIT.  In fact, this gauntlet
    will render your trusty Silver Hammer obsolete.  Your days of battles that
    last 15 or 20 rounds are now officially over.
    On the top floor, you will find a Nitemare or two guarding the doorway.
    Run from them because they can hit hard.  The Heal Staff is in the treasure
    box near this spiked square.  Use this to help conserve your magic and heal
    potions.  Follow the corridor to the left and you will find the Gold
    Bracelet, which you should equip immediately.  This armor will increase
    your absorb by 24 points.  The Ice Sword you find here can be sold for
    Follow the corridor counter-clockwise and you will find the Tail in the
    final treasure box near the throne.  Zombie Dragons guard the exit.  Even
    though Zombie Dragons are the weakest of the five dragons in the game, you
    should still take them seriously because of their ability to paralyze you.
    Use two or three RUSE spells to neutralize their offense and then use CUR3
    to keep your HP above 200 just in case they land a critical.  Two or three
    HRM3 spells should wipe them out.  If not, then use HRM2 or the Zeus
    Gauntlet to finish them off.
    Exit the castle and immediately save your game when you get outside.  Then
    make the quick trek back to your canoe and then return to Crescent Lake to
    replenish your potion supply.
    -----PART 8:  THE GURGU VOLCANO-----
    You can access the volcano via canoe and sailing northwest from Crescent
    Lake.  Although many people prefer to tackle the volcano last (or at least
    after they get the airship), you are capable of completing it at about L20
    with the Zeus Gauntlet and Gold Bracelet.
    The volcano is a large place filled with dangerous enemies, many of which
    have special fire attacks.  However, you can run from almost every enemy
    here and you can avoid enemy encounters altogether by walking on the lava,
    which will drain you of 1HP per step.  There are lots of treasures here,
    but you won't need any of them.
    Enemies you DON'T want to encounter:
    Red Gargoyles:  As mentioned in the Castle of Ordeals section, these
    enemies appear in large groups and are likely to use FIR2 on their first
    attack.  Run immediately and pray that they don't burn you too many times
    before you escape.
    Red Dragons:  Unlike Zombie Dragons, Red Dragons are extremely dangerous
    due to their potent natural offense and their BLAZE ability, which can
    easily drain you of 250HP.  You probably won't encounter this enemy
    anywhere except on the bottom floor, but even that is rare.  Don't even
    THINK about fighting this.  Run.
    Other enemies to watch out for:
    Red Giants:  These guys hit HARD.  Run.
    Perilisks:  Although not as lethal as Coctrices, a Perilisk still has the
    ability to kill you with its SQUINT attack.  However, their low HP makes
    them fairly easy to kill with the Zeus Gauntlet.  Approach with caution.
    Red Hydras:  The main threat from this foe is its CREMATE ability.  This is
    about as strong as FIR2, so you are better off leaving these enemies alone.
    Fire:  You probably won't encounter this enemy anywhere except on the
    bottom floor.  It also guards some chests, but again, you probably won't do
    much in the way of treasure hunting.  Fortunately for you, Fire does not
    hit as hard as Earth and has slightly less HP.  However, you can't run from
    it and it is weak against ICE, a spell you don't have access to (unless you
    tackle this dungeon after you get the Black Shirt from the Sky Castle).  So
    the Zeus Gauntlet is the only thing you can use.
    Enemies you WANT to encounter:  Cerebuses, Wizard Ogres, Bulls, Muck,
    Giants/Iguanas, Agamas
    In the volcano, it is advisable to walk on the lava as much as you can.  It
    may drain you of many heal potions, but that's better than being ambushed
    by seven Red Gargoyles or two Red Giants.  Remember this as you proceed
    through the first half of the volcano.
    The first few floors are easy enough for veterans to navigate.  When you
    reach the next to last floor with all the divergent paths and treasure
    boxes, you won't be able to hide from the enemies by walking on the lava
    anymore.  Run from all enemies you encounter and take the stairs at the
    southern end of the passage.  On the final floor, walk to the left and then
    walk down through the lava to Kary's room.  The enemies that appear on the
    bottom floor are particularly dangerous, so you want to minimize your
    encounters here.
    When you enter the battle with Kary, start off by casting RUSE three times
    because she can score multiple hits that might still pierce a double RUSE
    barrier.  Once you are protected by RUSE, you should cast AFIR and MUTE.
    MUTE is surprisingly effective, so keep trying even if it is not effective
    at first.  Once Kary is MUTEd, her offense will be completely neutralized,
    save for her ability to inflict criticals.  Now is when you can slowly
    punish her with the Zeus Gauntlet.  The entire battle may take about 20
    rounds, but once you are protected by RUSE and her magic is contained, you
    should have little difficulty defeating her.
    -----PART 9:  NIGHTMARE #3:  THE ICE CAVE-----
    This is it.  This is the single most maddeningly difficult part of the
    entire game.  This is the place that will make you wonder if completing
    this solo quest is even worth it anymore.  The Ice Cave is bad enough with
    four warriors, so you can only imagine how it must be with only one.
    Almost every enemy in here is capable of killing you instantly, paralyzing
    you, or inflicting mass damage in the form of physical attacks, special
    attacks, or magic spells.  And your WM will be the recipient of all these
    lovely gestures.  You can count on attempting this cave about 50 times
    before you finally make it out alive.
    Enemies you DON'T want to encounter:
    Sorcerers:  The single most lethal enemy in the game will make short work
    of your solo WM.  All physical attacks will be directed towards your lone
    character, thus making the threat of instant death even more likely than in
    a regular game with four warriors.  It goes without saying that you should
    not even think for a second about fighting these.
    Mages:  Not to be outdone, Mages are basically Sorcerers that can use
    magic.  Their devastating magic cycle starts with RUB.  If you manage to
    survive that, you'll have to contend with LIT3 and other nasty HP-draining
    spells.  And to further complicate matters, Mages are more likely to ambush
    you than Sorcerers are.  Run immediately.
    Wraiths, Images, Specters, and Geists:  The Ice Cave is crawling with
    undeads.  As you know by now, being paralyzed is the worst possible thing
    that can happen to you in this solo quest.  In the Ice Cave, it is common
    to face up to 9 undeads at a time.  Wraiths in particular hit quite hard,
    so they can finish you off quickly once you are stunned.  If you face a
    large group of undeads and you're pretty deep in the cave, don't take any
    chances with running because the penalty for not being able to do so is too
    great.  Use HRM2 to get rid of them.  HRM3 is a heavy duty spell that
    should only be used when large groups of Wraiths are on the screen.
    Other enemies to watch out for:
    Frost Giants:  You cannot run from these enemies.  Frost Giants have a lot
    of HP and hit quite hard.  These enemies will often be paired with Frost
    Wolves, thus setting up a dilemma.  Using RUSE to protect you from the
    Frost Giants will leave you vulnerable to the Frost Wolves' FROST attack.
    Focusing on killing the wolves leaves you open to being pounded for
    potentially over 100DMG by the giant.  The best strategy is to protect
    yourself with RUSE first before using the Zeus Gauntlet to kill the wolves.
    The reason for this is that a Frost Giant's physical attacks are
    guaranteed.  A Frost Wolf's FROST attack is not.
    Coctrices:  These deadly birds are roaming around on the top floor of the
    Ice Cave too.  They team up with Mummies, which can put you to sleep and
    make you more vulnerable to being stoned.  Run.
    Great Pedes:  They have a ton of HP and hit HARD.  Run.
    Frost Dragons:  This dragon appears as a regular enemy (sometimes in pairs)
    and can attack you in pairs.  Its BLIZZARD attack is nothing to sneeze at,
    so don't stick around if you have the misfortune of running into these.
    Wizards:  Now that you have the Zeus Gauntlet, killing these guys should be
    MUCH easier.  However, these enemies will now attack you in groups of up to
    7.  Since you can't run, you'll basically have to fight a war of attrition
    this time because there are too many of them to make RUSE a viable
    strategy.  So blast away with the Zeus Gauntlet and hope that they don't
    all attack you first.
    Enemies you WANT to encounter:
    Red Bones:  These are the easiest enemies you can fight in the Ice Cave.
    They don't hit too hard and they have no special abilities.  Sing praises
    to the Final Fantasy gods if you run into these enemies.  (Then run away.)
    It cannot be stressed enough that you should not engage in any treasure
    hunting here.  The enemies are far too dangerous, so take the shortest
    route to the staircase on every floor.  Do not attempt to fight anything
    except enemies you cannot run from (e.g., Frost Giants, Wizards).
    There are 3 battles in particular that you MUST deal with as you progress
    through this cave:
    1.  The small room with the undead spiked square on the bottom floor.
    2.  The Eye guarding the Floater.
    3.  The undead spiked square again.
    Dealing with the undead spiked square requires a lot of luck.  If you are
    lucky, they will not place 9 enemies on the screen.  (One time I was lucky
    enough to find a lone Wraith.)  Another good battle for you would be one
    that has no Geists or Wraiths at all because Wraiths hit very hard and
    Geists are more likely to paralyze you than other undeads because of their
    multiple-hit ability.  You may even be blessed with a chance to strike
    first option.  Running is not guaranteed, so you would be advised to use
    HRM3 to take the enemies out quickly.  Remember, you'll have to deal with
    this enemy group twice.
    As you already know, the Eye can single-handedly put an end to your quest
    with its GLANCE or XXXX ability.  You are not strong enough to kill the Eye
    in one hit, so you should focus on defense instead of offense.  RUSE is not
    important.  Instead, use MUTE and hope that your battle turn comes first.
    A successful MUTE would mean that the battle is yours to win.  If it is not
    effective, you can only hope that the Eye attempts a physical hit or that
    its magic spells are ineffective.  If MUTE does not work in the first
    round, try it again in the second.  Finish the Eye off with the Zeus
    Gauntlet once it's MUTEd, grab the Floater, and then fall down the hole to
    the small room with the undeads and fight your way out of the cave.
    Another point to remember is that the bottom floor (with the undead spiked
    square) is the most dangerous part of the Ice Cave, as Sorcerers, Mages,
    Frost Giants, Frost Dragons, and Great Pedes lurk there.  If you can make
    it to the staircase in the bottom right corner, your chances of survival
    will increase significantly, as undeads, Wizards, and Coctrices roam the
    top floor.  But don't breathe any sighs of relief until you actually reach
    the staircase leading outside and save the game with a tent.
    Good luck.
    Now that you have completed the Ice Cave, the rest of the game should go
    much more smoothly.  Take the Floater to the desert south of Crescent Lake
    and use it as an item there to get the airship.  Then save your game at
    Coneria and stock up on potions there.
    The next thing to do is to get the class change.  For an added challenge,
    you can continue the game as a White Mage, but here are some things to
    1.  The White Mage cannot use level 8 magic.  The most important spell you
    can learn is FADE, which is a mass damage spell.  You will need this spell
    when you fight Chaos.
    2.  EXIT can only be used by the White Wizard.  The Sea Shrine and Sky
    Castle aren't too tough, but the Temple of Fiends Revisited is a nightmare
    for such a weak character.  If you don't have EXIT, that means you must
    grab the Masmune and kill Chaos in one trip.
    3.  The White Mage cannot equip Thor's Hammer.  Thor's Hammer, the
    strongest weapon available to you aside from the Masmune, has the same
    effect as the Zeus Gauntlet, but it has the advantage of being a weapon.
    Your armor slots will be more precious as you finish out the game.
    This FAQ will assume that you opted for the class change.
    Fly north to the Cardia Islands, raid the treasures there and get the class
    change.  Then immediately fly to Crescent Lake and buy EXIT.  After that,
    fly to the northwestern continent west of the Cardia Islands.  A bug in the
    game will allow you to land your airship on the small patch of desert there
    that hides the oasis.  Plunk down 50,000G to buy the bottle, then fly
    westward to Gaia (the town surrounded by mountains on the northeastern
    continent) to buy the ProRing.  Even though you can find ProRings in
    treasure chests, you might as well buy this armor now because you won't be
    doing much more with your money.  The ProRing will protect you from
    RUB/XXXX attacks, but it won't protect you from Sorcerers.
    Also in Gaia, be sure to buy CUR4 and HRM4.  Then follow the sidewalk to
    the west, then north and east to the spring where the fairy is waiting.
    She will give you the Oxyale, which you'll need to enter the Sea Shrine.
    Don't worry about the Sea Shrine just yet though.  For now, you want to
    make a detour and take on the Waterfall first because it's not too
    difficult and you can get some useful items there.
    Fly back to the northwestern continent and land your airship as close to
    the river as you can.  Then follow the river east then north.  Save your
    game at Onrac if you wish, then continue paddling up the river.  The
    enemies in the river here are very dangerous, especially Frost Gators.
    They are capable of multiple hits and have high attack power.  You may need
    to use several cabins and houses to replenish your HP and magic here.  Be
    sure to save your game outside the Waterfall.
    The Waterfall itself is a brief dungeon filled with enemies that are tough,
    but not particularly lethal.  However, you can run from almost everything
    in here.
    Enemies you DON'T want to encounter:
    Gas Dragons:  These are the worst dragons in all of Final Fantasy because
    the only defenses you have against their POISON attack are WALL (which you
    can't use yet), Dragon Armor (which you can't equip), and Ribbons (which
    you don't have yet).  Fortunately, your chances of encountering this beast
    are very, very small.  But if you do meet it, remember that you cannot run
    away.  Use RUSE and the Zeus Gauntlet, mixed with CUR3 or CUR4 when your HP
    gets too low (below 150).  POISON can take up to about 250DMG from an
    un-Ribboned warrior.  Good luck.
    Other enemies to watch out for:
    Wizard Mummies:  These enemies are not too hard, but they are powerful and
    they have the ability to put you to sleep.  This can be lethal if there are
    9 Wizard Mummies and Mummies on the screen.  Use HRM3 and the Zeus Gauntlet
    to finish them off.
    Enemies you WANT to encounter:
    Nitemares:  They can hit you hard and are surprisingly resistant to
    physical attacks, but you can easily run from them.
    Perilisks:  Now that you have the ProRing equipped, they will be unable to
    kill you with their SQUINT attack.  Use the Zeus Gauntlet on them for easy
    gold and XP.
    When you finally reach the room with the robot, you fill find the entrance
    is blocked by a spiked square containing a mixture of Wizard Mummies,
    Mummies, Coctrices, and Perilisks.  Coctrices are the worst of the four for
    reasons you should already know by now.  If there are Coctrices, use the
    Zeus Gauntlet to kill them in the first round before using HRM2 on the
    mummies.  If there are no Coctrices, use HRM3 to deal with the mummies.
    Perilisks should be your final priority since they pose no threat.
    Once you beat these enemies (or run from them), you'll be able to raid the
    treasure chests.  These treasures are quite useful.  One of them contains
    a Ribbon, which you should immediately equip.  This wonderful piece of
    armor will protect you from every spell out there except NUKE, XFER and
    SLO2.  Another good treasure is the Wizard Staff, which casts CONF in
    battle.  While you probably won't use this item too often, it can come in
    handy as an alternative to RUSE.  The final treasure of note is the Defense
    Sword.  Even though you can't equip this powerful sword, you can still use
    it as an item in battle.  It has the same effect as RUSE, thus meaning you
    can use it as many times as you'd like.
    Your inventory should now look like this:
    Level:  low 20s
    Weapons:  Silver Hammer (equipped), Wizard Staff, Defense, Heal Staff
    Armor:  Gold Bracelet (equipped), Ribbon (equipped), ProRing (equipped),
    Zeus Gauntlet
    FOG2, EXIT; CUR4, HRM4
    Be sure to talk to the robot wandering around the room.  It will give you
    the Cube, which you'll need later on.  Once you've taken care of everything
    here (getting the Cube and raiding the treasure), use EXIT to leave the
    Waterfall.  You can fight your way out if you wish, but you never know
    exactly what the spiked square will bring you (a Coctrice ambush), nor do
    you know if a Gas Dragon will make an appearance.  Play it safe.  Use EXIT
    and then save your game with another cabin outside.
    Now it's time to revive the third orb, that of the water.  Thus, the next
    dungeon on your agenda should be the Sea Shrine.
    -----PART 11:  ONRAC AND THE SEA SHRINE-----
    To access the Sea Shrine, go to Onrac by sailing south from the Waterfall
    via the canoe and walking east to the coast.  There is nothing you need to
    buy in this town.  Save your game at the inn and talk to the woman next to
    the submarine in the southeastern corner of the town.  She will not let you
    access the submarine unless you have Oxyale, which you should have already
    taken care of.
    The Sea Shrine is a large dungeon packed with enemies that are weak against
    lightning.  Armed with the Zeus Gauntlet, it should be a breeze to deal
    with these guys.  However, there are some enemies in here that are weak
    against other types of magic, so you should tread carefully.  At the end of
    the shrine lies Kraken, perhaps the most dangerous of the four fiends.  You
    should plan on making 2 trips through the Sea Shrine.  The first trip is to
    raid the treasures on the upper floors and to get the Slab.  The second
    trip is to defeat Kraken.
    Enemies you DON'T want to encounter:
    Ghosts:  GHOSTS ARE EXTREMELY DANGEROUS.  Only 4 enemies hit harder than
    they do (T-Rex, Sentry, Phantom, and WarMech), but those enemies are either
    fought once (Phantom) or are otherwise rarely encountered.  Ghosts,
    however, are quite common and you can't run from them.  To further
    complicate matters, they can attack in groups of up to 5.  If you are
    unfortunate enough to run into them, use RUSE twice (via the Defense Sword)
    and hope you survive their initial onslaught.  Then use HRM3.  These
    enemies are likely to put an end to your adventure a few times.  Their
    ability to stun you only adds insult to injury.
    Water:  Water is probably the toughest of the four elemental enemies.  They
    hit the hardest and you can't run from them.  It is also worth noting that
    they are weak against ICE, which you can't use yet.  So you'll have to rely
    on the Zeus Gauntlet, but do so after protecting yourself with RUSE first.
    Other enemies to watch out for:
    Lobsters:  They appear in large groups, are capable of scoring multiple
    hits and tend to land criticals as well.  They are susceptible to CONF,
    although finishing them off quickly with the Zeus Gauntlet may be a better
    Enemies you WANT to encounter:
    Wizard Sahags/Red Sahags:  Sometimes Wizard Sahags appear with Gray Sharks,
    which are much tougher.  But other times they appear with Red Sahags, which
    you've encountered numerous times in the open ocean.  The Zeus Gauntlet
    will make short work of these enemies in about two rounds.
    Sea Snakes/Sea Trolls:  They don't hit too hard, rarely land criticals, and
    are easy to run from.  But again, because you have the Zeus Gauntlet, you
    might as well fry them and rake in the XP.
    When you enter the Sea Shrine, follow the path north and then take the
    stairs on the right.  Those will lead to the floor containing the Mage
    Staff and a Light Axe, two very useful weapons.  The Mage Staff casts FIR2
    in battle, which will make dealing with undeads a breeze.  The Light Axe
    casts HRM2, which is also useful against undeads.  However, the Mage Staff
    might be more useful than the Light Axe because enemies that are weak
    against HARM are also weak against FIRE, and FIR2 is a stronger spell than
    HRM2.  Also, there are more enemies that are weak against FIRE than those
    that are weak against HARM.  Throw the Silver Hammer away (you won't be
    using physical attacks on anything anymore) and fill that weapon slot with
    the Mage Staff.
    The top floor is the mermaids' floor.  You will find many treasure boxes
    here containing gold, potions, and expensive armor that you can't really
    use.  However, one of these treasures is the Opal Bracelet, which you
    should equip immediately.  This is the strongest armor your White Wizard
    can equip, so throw the Gold Bracelet away (or sell it if you are somehow
    hurting for cash).  Follow the passage to the northwest and it will lead to
    the northeastern part of the room where there's a room containing a chest
    with the Slab.
    When you first enter the Sea Shrine, it is advisable to raid the treasure
    on the mermaids' floor first before grabbing the Mage Staff and Light Axe
    on the floor before it.  The reason for this is that the Opal Bracelet's
    high defensive power will help protect you in the event that you run into
    Ghosts or are ambushed by Gray Sharks.  Either way, once you've raided all
    these treasures and gotten the Slab, use EXIT (or hike out if you did not
    get the class change) and save your game at the Onrac Inn.
    Once you've saved and recovered your HP, go back in the Sea Shrine and head
    down to Kraken's floor.  You don't need to do anymore treasure hunting.
    There's another Light Axe and Ribbon to find here, but you won't need them
    since this is a solo quest and you have these items already.
    Kraken is tough.  The main problem with him is his sheer power.  He has
    many tentacles, which means you can hit you MANY times per attack.  One
    physical attack from Kraken has the potential to kill you even if you have
    maximum HP.  Use RUSE 3 times at the start of the battle and hope that he
    wastes his turns using INK.  Once you are protected by RUSE, use the Zeus
    Gauntlet to waste him.  If you can survive the first 3 rounds or so, this
    battle is easy.  But if he lands a physical attack before you can use RUSE,
    you might as well be prepared to die.
    Once Kraken is defeated, you should paddle back to your airship and fly
    south to Melmond.  Bring the Slab to Dr. Unne in the northeastern part of
    the village so you can learn the Lefeinish language.  You won't be able to
    talk to the townspeople in Lefein unless you can understand this language.
    Sell all your excess armor (the opal equipment that you can't equip) or
    throw it away and then fly to the northeastern continent.  There is a
    fairly large pond there surrounded by a forest south of Gaia.  Land your
    airship on the small patch of grass in the northwestern part of the forest
    and then make the long and lonely trek east and south to Lefein.  Here you
    will find the same enemies that once terrorized you when you were leveling
    up using the PNEOP so long ago.  But now that you have the Mage Staff and
    much more HP, battling these guys should be easy now.
    In Lefein, follow the sidewalk north and then take a right.  Then go south
    before the breach in the wall and talk to the guy in the lower left corner.
    He will give you the Chime that you need to enter the Mirage Tower.  Don't
    worry about the magic shop here because you won't be needing LIF2.  Once
    outside of the town, hike back up to your airship, fly back to Gaia, and
    buy FADE from the L8 magic shop.  FADE is your most powerful offensive
    spell, capable of doing 80-320DMG to all enemies.  This spell will be
    immensely useful when you enter the Temple of Fiends Revisited and fight
    large groups of powerful enemies.  If you have the gold, also buy WALL.
    Even though you have the Ribbon, there are some enemies that can use XFER.
    You probably won't need to use WALL, but it's a nice spell to have, just in
    Save the game at the Gain Inn and then fly southwest to the large desert.
    Land on the small patch of grass along the eastern edge of the desert and
    then walk west by northwest to reach the Mirage Tower.
    The Mirage Tower has 3 floors and a lot of treasure chests.  The treasure
    chests in here contain several very useful items, including Thor's Hammer,
    which is the strongest weapon your White Wizard can equip (aside from the
    Masmune).  If you were playing a regular game, you could also take
    advantage of the Sun Sword, Heal Helmet, Aegis Shield, and Dragon Armor
    that can be found here.  But for your purposes, ignore those items because
    you won't be needing them.
    Enemies you DON'T want to encounter:
    Blue Dragons:  These are the second most dangerous dragons you will
    encounter in Final Fantasy.  In addition to being unable to run from them,
    they have the most hit points and the highest attack rating.  But
    fortunately, they only appear one at a time and are very rare.  Granted,
    one of these dragons is on an unavoidable spiked square, so when you meet
    it, protect yourself with RUSE before using the Mage Staff as an item to
    defeat him.  You also might have the misfortune of meeting this enemy as a
    random enemy on the top floor of the tower.
    Other enemies to watch out for:
    Vampires:  You first met the Vampire in the Earth Cave.  Now they appear in
    much larger groups.  Use RUSE, of course, because they can still hit pretty
    hard.  The Mage Staff is more effective than the Light Axe, so blast away
    with that and rake in the XP.
    Wizard Mummies/Mummies/Coctrices/Perilisks:  This enemy group could also be
    found in the Waterfall.  The main threat comes from the Mummies who will
    put you to sleep and the Coctrices that will randomly petrify you.  You can
    run from these or opt to kill them off with the Mage Staff.  Again,
    Perilisks are not a threat to you if you have the Ribbon and ProRing
    equipped, so don't worry about the Mage Staff being ineffective on an enemy
    that is strong against FIRE.
    Catmen:  These annoying enemies are poisonous and tend to score multiple
    hits, which can drain your HP if you are not careful.  You can run from
    them, or you can use the Wizard Staff to confuse them before punishing them
    with the Mage Staff.
    Enemies you WANT to encounter:
    Cerebuses:  They don't hit so hard and their SCORCH attack is the weakest
    of all FIRE-based attacks.
    Remember, the Blue Dragon guards the teleport room on the third floor of
    the tower.  Once you defeat it using the strategy listed above, you will
    have access to the Sky Castle, provided that you already got the Cube from
    the robot in the Waterfall.
    -----PART 13:  THE SKY CASTLE-----
    The Sky Castle is much larger than the Mirage Tower.  There are many
    treasure boxes here too.  Normally, most of your time in the castle will be
    spent raiding treasure, although almost none of this treasure will be
    useful for your solo White Wizard.  There are several highly annoying or
    lethal enemy groups you will encounter here, so take care not to
    overestimate your ability to survive.
    Enemies you DON'T want to encounter:
    WarMech:  This is the single most dangerous enemy in the game.  It patrols
    the narrow corridor leading to Tiamat's lair.  If you have the misfortune
    of running into it, you probably won't survive longer than 2 rounds because
    of his NUCLEAR ability and his ability to hit you multiple times.  Oh, and
    he can ambush you too.  Your solo White Wizard will NOT beat WarMech, so
    run immediately and hope that he doesn't kill you before you get a chance
    to flee.
    MudGols/Sorcerers:  This group can be found on the final two floors of the
    castle.  The MudGols hit hard, but their main threat is their FAST spell,
    which they'll use on their Sorcerer friends.  A Sorcerer boosted by FAST
    will be twice as likely to kill you as an unboosted one.  Do not attempt to
    fight this enemy group under any circumstances whatsoever.
    Other enemies to watch out for:
    Sentries:  Think of a Sentry as being as powerful as a Ghost with more than
    double the HP.  You should use ICE against it, but you won't have access to
    this spell until you find the Black Shirt.  Being paralyzed by a Sentry
    could be fatal, so either run away or use RUSE immediately.  They are worth
    a boatload of XP, however, so you might want to think twice before you
    decide to flee.
    Wizard Vampires:  Wizard Vampires have about 50% more HP than Ghosts, but
    they hit just as hard.  Fortunately, their magic ability is nothing to
    worry about.  Take them out with the Mage Staff and rake in the XP.
    Evilmen:  Do not underestimate these guys.  Any enemy that includes NUKE in
    its spell cycle must be taken seriously.  They are not weak against any
    magic, so you will have to use Thor's Hammer or the Mage Staff repeatedly
    to kill them.  You can also run from them.
    Mancats:  These clowns from the Castle of Ordeals are back and appear in
    larger groups.  Fortunately, your Ribbon will greatly minimize the damage
    you suffer from 6 or 7 blasts of FIR2, but it will still take a major toll
    on your HP.
    Naocho:  These enemies can be found on the final two floors.  They are
    poisonous and hit hard.  In addition to this, they can score multiple hits.
    Be very careful in the event that they start racking up the criticals.
    Watch your HP or run away.
    RockGols:  They hit harder than MudGols and have more HP.  Don't take any
    chances.  Run away.
    Enemies you WANT to encounter:
    Gray Nagas:  Perhaps the easiest 3000+XP you'll ever earn.  The challenge
    is simply staying awake long enough to deal 400HP worth of damage before
    they die.
    Manticores:  Their main attack is a STINGER attack, which will attempt to
    poison you.  The Ribbon will completely nullify this.  Use the Bane Sword
    and happily take the XP they offer.
    Eyes:  Now that you have the Ribbon and ProRing, these guys are easy.  Take
    their 3000+XP and smile.
    Fighters:  These are easy simply because they have no offensive spells
    whatsoever to attack you with.  In addition, they don't have enough HP to
    survive more than a few rounds before they are defeated.  Think of these as
    another 3000+XP just waiting to be collected.
    As stated earlier, the Sky Castle is chock full of goodies.  The important
    treasures are as follows:
    The Bane Sword is in the southern treasure room on the first floor.  This
    weapon casts BANE in battle, which is a poison gas that can instantly kill
    a group of enemies.  It is fairly effective even on enemies you meet at
    this late stage of the game, so it's worth keeping in your inventory.
    The Black Shirt is on the second floor.  It casts ICE2 in battle, which is
    very useful.  By all means, add this to your inventory.
    The White Shirt is located in the treasure chest next to the Black Shirt.
    However, you should ignore this armor because the Opal Bracelet offers more
    protection and the Defense Sword can cast RUSE, which is more powerful than
    the White Shirt's INV2.
    The Adamant is in the lower left corner of the second floor, but you don't
    need it because you cannot equip Excalibur.
    The ProCape is on the third floor in the treasure room on the far right.
    This armor offers no special properties, but your White Wizard can equip
    it.  If you have the Opal Bracelet, ProRing, ProCape, and Ribbon equipped,
    your armor rating will be at its maximum of 51.  If you opt to keep the
    Black Shirt instead of the ProCape, your armor rating will be 43.  It is up
    to you to decide which is more important to you.  Keeping the Black Shirt
    is probably a better idea because your armor rating is not so important
    once you have sufficiently protected yourself with RUSE.  (Remember, you
    cannot use your three dead characters as backpacks or extra storage space!)
    Also remember that you can claim another ProCape in the Temple of Fiends.
    Use EXIT and save your game once you've raided the necessary treasure
    chests because there are several lethal enemies guarding the final two
    floors before Tiamat's lair, particularly WarMech and the MudGol/Sorcerer
    Return to the Sky Castle and go to the 4th floor.  This floor has repeating
    corridors.  To proceed, go up two intersections and then go left two
    intersections.  (You could also go down two intersections and then right
    two intersections.  It doesn't matter.)  On the final floor, run from all
    enemies and keep your HP maxed out in case you have the misfortune of
    meeting WarMech.  In the event that you do stumble upon him, run
    immediately and hope that he doesn't kill you first.  Keep in mind that it
    is possible to encounter him more than once as you walk through the long
    corridor to Tiamat's lair.  Again, keep your HP maxed out at all times.
    When you reach Tiamat, protect yourself with RUSE three times and then spam
    the Mage Staff/Black Shirt/Thor's Hammer.  His magic spells are powerful,
    but significantly weakened by your Ribbon.  He has 1000HP, so it will be a
    long and painfully slow battle.  You'll have to use CUR4 several times to
    recover your HP.  Try to keep your HP above 100 at all times because his
    magic spells will take roughly 50-75% of that amount per use.  If you're
    feeling lucky, you can also spam the Bane Sword once you are protected by
    Once Tiamat has been defeated, revive the final orb behind the throne,
    escape, and save the game.  Now it's time to head back to Coneria for your
    final item check.
    Once you've flown back to Coneria, stock up on Heal Potions and Pure
    Potions (about 30 of the latter should suffice).  Now check your weapon and
    armor screens.  You should have the following items equipped and in your
    Weapons:  Thor's Hammer (equipped), Mage Staff, Defense Sword, Bane Sword
    Armor:  Opal Bracelet, Ribbon, ProRing, ProCape OR Black Shirt
    Level:  Mid to upper 20s
    Level 7 Magic:  CUR4, HRM4
    Level 8 Magic:  FADE, WALL
    Keep in mind that there is no room in your inventory for the Heal Staff or
    Heal Helmet.  The Bane Sword and other weapons are more useful at this
    point.  You are going to have to do A LOT of leveling up in the TOFR in
    order to stand a chance against Chaos.  You can accomplish this by fighting
    the enemies on the first three floors of the temple.  Use your CURE spells
    to recover HP and use EXIT once these spells have all been tapped out.  Fly
    back to Coneria, save at the inn, and then reenter the temple and try
    There are many enemies in the TOFR that you cannot run from.  Some enemy
    groups will make mincemeat out of your White Wizard, despite your
    impressive inventory.  Your inability to mount a potent offense (aside from
    FADE) will be your biggest hurdle.  And this is complicated by the fact
    that you will have too few L8 spell charges to be able to take advantage of
    these spells as often as you'd like.  Fortunately for you, leveling up in
    the TOFR is easy because the enemies are worth so much XP.
    You basically have three goals to accomplish in the TOFR:
    1.  Gain enough levels to be able to use L7 and L8 magic at least 8 times
    (in other words, you need to be at about L48 to handle Chaos).
    2.  Find the Masmune.  Level-building is much easier if you have this
    equipped.  EXIT immediately after you find this.
    3.  Defeat Chaos, which of course, is easier said than done.
    How to deal with certain enemy groups:
    1st Floor
    Worms:  Worms are the best enemies you can fight here because they have no
    special attacks, unlike the Frost Dragons and Chimeras.  If there's only
    one Worm, use RUSE and then attack directly with Thor's Hammer.  You can
    finally do 2-hit damage by now and occasionally inflict over 100DMG with a
    critical.  If there are two Worms, use RUSE and then attack both with the
    Black Shirt.  Remember that you cannot run from these enemies.
    Frost Dragons:  Run away.
    Chimeras:  Spam the Black Shirt or run away.
    2nd Floor
    Frost Giants/Frost Wolves:  Use the Mage Staff in the first round.  Don't
    worry about RUSE because the possibility of being blasted by six FROST
    attacks is not worth it.  You can use RUSE once or twice after beating the
    Frost Wolves before using the Mage Staff again on the giants.
    Zombie Dragons:  Use RUSE twice and then spam the Mage Staff.  You cannot
    run from these.
    Chimeras/Jimeras:  Spam the Black Shirt (or FADE) and rake in the XP.
    3rd Floor:
    Gas Dragons:  Gas Dragons are the worst enemies you will encounter in the
    TOFR.  They have a lot of HP, hit hard, have a terrible POISON gas attack,
    and have a high magic defense.  If your level is below 30, you might not
    survive a battle with 3 or 4 of these because 4 POISON attacks will drain
    you of about 250HP even if you have the Ribbon equipped.  In the event that
    you do encounter them, use RUSE in the first round and then CUR4 in the
    second if your HP is below 200.  Then use RUSE again.  Finally, use the
    Black Shirt (or FADE) to kill them, interrupting with CUR4 when necessary.
    You can't defend against their POISON attack, but you can at least nullify
    their physical hits with RUSE.  These dragons are very tough to kill
    without the Masmune, but fortunately they are worth a ton of XP.  In fact,
    killing 8 Gas Dragons will give you enough XP for a level up.  So fighting
    these is a high risk, high reward proposition.
    Badmen:  Run away.
    Phantom:  Use RUSE twice and then spam the Mage Staff.  This enemy is
    extremely dangerous and powerful.  Being on the receiving end of a Phantom
    critical hit can be fatal.
    1st Basement
    Earth:  Use RUSE twice and then spam the Mage Staff.  These hit hard and
    will take a few rounds to be defeated.
    MudGols/RockGols:  Run away.
    Green Medusas:  These are dangerous because of their ability to paralyze
    you.  You are best off using the Mage Staff immediately to pick off as many
    of them as you can.
    LICH2:  Do not attempt Lich2 unless you have at least 400HP.  There is no
    way to avoid his NUKE spell.  Don't waste time with CUR4.  Use HRM4 and
    HRM3 instead.  Keep a record of how much damage your spells inflict.  He
    has 500HP.  Once he goes through his spell cycle (STOP, ZAP!, XXXX), he
    will use NUKE yet again.  Your HARM spells should kill him before he has a
    chance to use a second NUKE.
    2nd Basement
    Gray Worms:  Run away.
    Fire:  Use RUSE twice and then spam the Black Shirt.
    Red Giants/Agamas:  If you opted to keep the Heal Staff in lieu of the Bane
    Sword, you can use this battle to recover your HP after the terrible battle
    with Lich.  Kill the Red Giant first (using the Black Shirt and physical
    attacks with Thor's Hammer), then kill off all but one Agama.  Then keep
    spamming the Heal Staff until you are satisfied before dealing the final
    Agama his death blow.
    Red Dragons:  These are very rare, but if you do meet them, use RUSE twice
    and spam the Black Shirt.  Use CUR4 as necessary.
    KARY2:  Use RUSE 3 times and then use FADE.  You want to keep 3 or 4 FADE
    charges left over for the next fiend.  If you don't have enough FADE
    charges even when your magic levels are maxed out, your level is not high
    enough.  Kary2 has a propensity to land criticals, so you don't want to
    engage in a 30 round battle using the Black Shirt and taking 30DMG every
    time.  Her magic spells primarily consist of RUB and FIR3, which are no
    problem for you now.
    3rd Basement
    Water:  Use RUSE twice and spam the Black Shirt.  These enemies hit hard,
    so you might only be able to use RUSE once before being forced to use CUR4.
    Take these enemies seriously and don't get creative.  Use what works:  the
    Black Shirt.  If you opted for the ProCape in lieu of the Black Shirt, you
    will have to rely on Thor's Hammer, which is considerably less effective.
    Gray Sharks/Wizard Sahags:  Use the Bane Sword to eliminate as many Sahags
    as you can before taking out the sharks with Thor's Hammer.
    Sea Trolls/Sea Snakes/Lobsters:  Use Thor's Hammer or the Bane Sword
    immediately.  You can also run, but this should be an easy group of enemies
    for you to kill.
    KRAKEN2:  He means business this time.  His attacks are more powerful and
    he can score even more multiple hits than when you first met him in the Sea
    Shrine.  If he uses a physical attack before you can protect yourself with
    at least two RUSEs, you are dead.  Ideally, you want to use RUSE three
    times, but you might have to interrupt this so you can use CUR4.  Do not
    bother with FOG2.  Once you are protected, unload on him with your
    remaining FADE charges.  Thor's Hammer is not so effective on Kraken2 this
    time around, but that will be all you can rely on once you run out of FADE
    4th Basement
    Worms:  Worms are exceptionally dangerous now because they appear in larger
    groups.  Use RUSE immediately, and use it twice.  You will note that Worms
    have a high chance of getting critical hits, so you will have to monitor
    them closely.  Use the Black Shirt, as this is the most powerful offensive
    weapon available to you now.
    Nitemares/Evilmen:  Run away.
    Sorcerers:  RUN AWAY IMMEDIATELY.  As your level increases, you may notice
    more and more Sorcerers running away from you, but that doesn't matter.
    Wizard Vampires/Vampires:  Use RUSE once, then CUR4 if necessary, and then
    spam the Mage Staff.  Two doses of this staff should kill the regular
    Vampires.  Maybe 4 blasts are needed to kill the Wizard Vampires.
    IronGols:  These are extremely rare enemies, but you don't have the
    firepower to handle them.  They are resistant to all magic and have a
    strong natural defense too, so it's not worth it.  Run away.
    Air:  Run away.
    The Masmune is in the lower right corner of the room.  You will have to
    walk through the zigzagging corridor in the southeast to reach it.  Once
    you grab the Masmune, immediately EXIT and save your game.
    Once you have the Masmune, fighting enemies becomes MUCH easier.  You'll be
    able to use items such as the Black Shirt or Mage Staff as supplementary
    weapons to finish off weakened enemies.  You will also be able to conserve
    your L7 spell charges (HRM4/CUR4) and L8 spell charges (FADE) by attacking
    the fiends directly.  Gas Dragons, Worms, and elemental enemies will also
    become much easier to defeat.  As for your inventory, the Masmune should
    replace Thor's Hammer.  The Mage Staff, Defense, and the Bane Sword/Heal
    Staff are more important.
    Once you've saved your game, go back to the TOFR and keep raising levels.
    You might as well wait until you reach L50, although you could probably
    handle things at L45 or so.  The amount of L8 magic spells available to you
    will determine how likely you are to succeed against Chaos.  Eight L8
    spells should be enough.
    When you are ready, go back to the 4th Basement of the TOFR and do battle
    with Tiamat2.  On your way there, do not use L8 magic under any
    circumstances, and limit your L7 magic use to battles in which your HP is
    so low that you are on the verge of being killed.  You MUST conserve these
    spell charges.  Your Masmune should replace FADE as a strategy when
    fighting the Fiends.
    Regarding Tiamat2, he is much tougher than his first incarnation (mainly
    because he hits much harder now), and you can't use the Bane Sword either.
    Use RUSE three times and then just attack with the Masmune.  Some of your
    hits will be lousy, but you'll land a few criticals as well.  Keep in mind
    that his physical attacks are worse than any magic attack he has, thanks to
    your Ribbon.  Try to use CUR3 to heal yourself instead of CUR4.
    Chaos lurks in the 5th and final basement.  As you know, he has all sorts
    of devastating spells.  But as a White Wizard, you can give yourself many
    chances to succeed by using CUR4.  There are three spells in particular
    that you need to be concerned about, however:
    CUR4:  This spell will essentially reset the battle.  Your goal is to
    inflict 2000DMG before he has a chance to use this spell.
    NUKE:  Keep your HP above 400 at all times and have your CUR4 ready to go
    when he's about to use this dreaded spell.  This spell always follows ICE2
    and FAST in his magic cycle.
    SLO2:  This is the worst possible spell Chaos can use if you are a solo
    White Mage/Wizard.  If it is effective, you will no longer be able to rely
    on the Masmune and will instead have to resort to using FADE.  Your chances
    of beating Chaos will take a nosedive if this spell is effective.  (A
    Black/Red Wizard or Ninja would be immensely helpful for countering this,
    but alas...)
    When you enter the battle with Chaos, use RUSE three times and then attack,
    attack, attack with the Masmune.  Do not bother with healing yourself until
    Chaos gets close to using NUKE.  Observe the progression of his spell cycle
    and get ready to heal yourself once he uses ICE2.  The spell that follows
    ICE2 is FAST, which is followed by NUKE.  Before he uses NUKE, make sure
    you have at least 400HP, so use CUR3 or CUR4 as necessary.
    If Chaos neutralizes your offense with SLO2, you will have to rely on FADE
    and FADE only, which offers mixed results against Chaos.  His magic defense
    is very high, thus making FADE a bit less effective than it would be on a
    regular enemy.  However, that's all you have to work with, and occasionally
    it will take more than 250DMG.  Once all of your FADE charges are gone, you
    will have to revert to your weak Masmune or the Black Shirt.  Of course,
    you probably won't win the battle at all if things reach this point because
    his CUR4 will effectively ruin everything.  You basically want to hope
    Chaos relies on physical attacks or skill-based attacks, such as INFERNO or
    TORNADO.  His regular magic spells are the ones you DON'T want to see.  To
    put it another way, a successful SLO2 followed by CUR4 will reduce your
    chances of victory significantly.  However, each physical attack he
    executes (before SLO2 is effective) is one more round in which you can
    slash him with your Masmune without penalty.
    Although it may take a few tries, if you manage to survive and deal 2000HP
    worth of damage to Chaos, you will have successfully completed one of the
    most difficult challenges you could attempt in Final Fantasy.  Consider
    yourself an elite player.  Now sit back and enjoy the ending of the game.
    This solo White Mage quest was completed by Zzonkmiles and this FAQ is
    based entirely on my own experiences with the game.  All of the strategies
    and information contained in this FAQ are the result of my own original
    experiences and research.  Any similarities with other FAQs of this nature
    are coincidental and have nothing to do with plagiarism.
    Please forward all questions, comments, corrections, and/or suggestions to
    knozzmoeking AT hotmail DOT com.  Thank you.
    Final Fantasy is a registered trademark of Square, Inc.
    Copyright 2006 by Zzonkmiles.  All rights reserved.

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