========================================================== (80 characters) ===== _ / | _________ / | \ ____ | _____ __ _ ______ _ ___/ | | | \| |_ _| | \ | | | __ | | | __-- -__ | |__/| | | | | \ | | | |__| | | | <-------_____ \ | __ | | | | |\ \| | | __ | | | : 0 0 : --- | | \| _| |_ | | \ | | | | | | | |___ : ___/\ | | |_____| |_| \__| |_| |_| |_____| | `---__ _/ /___\ O O | |\ : | | \__ : ,` <________V__\ _________ \ ____ | ______ __ _ _______ ______ ______ __ __ | | \| | __ | | \ | | |__ __| | __ | | ____| \ \___/ / | |__/| | |__| | | | \ | | | | | |__| | | |____ \_ _/ | __ | | __ | | |\ \| | | | | __ | |____ | | | | | \| | | | | | | \ | | | | | | | | ____| | | | | | |_| |_| |_| \__| |_| |_| |_| |______| |_| ______ /___\ ___________________________________________________________________ -------------------------------------------------------------------------------- F I N A L F A N T A S Y I & I I - D A W N O F S O U L S F A Q / W A L K T H R O U G H = v1.0 = Copyright 2004-2006, Action (R Jackson) Email: actionjmanx (at) gmail (dot) com Version: 1.0 All rights reserved. The world lies shrouded in darkness The winds die... The seas rage... The earth decays... But the people believe in a prophecy, patiently awaiting its fulfillment. "When darkess veils the world, four Warriors of Light shall come." After a long journey, four young travelers did at last appear... ...and in the hand of each was clutched a crystal. The following sites may use this FAQ: [http://www.gamefaqs.com] ............................................ GameFAQs* [http://www.1up.com] ....................................................... 1UP [http://www.ign.com] ....................................................... IGN [http://www.neoseeker.com] ........................................... Neoseeker [http://www.supercheats.com] ...................................... Super Cheats If you see this FAQ anywhere else, please let me know at my email, which can be found above. *GameFAQs has affiliates that are allowed to use this FAQ freely. GameSpot is one of those affiliates, same with all of CNet. If you see this FAQ on a CNet site, don't bother telling me, since (technically) they are allowed to use it. ************************************************** * WARNING! READ BEFORE CONTINUING! * ************************************************** First off, this document will contain a lot of . And major ones at that. You have been warned. Do NOT email me about "You missed this chest [insert location here]". I already KNOW of all the chests, but due to the fact that FF1 has duplicate chests (explained in section [MKEY9]), my FAQ will lead you in the most efficient path that I see. If you follow my FAQ to the letter and STILL somehow find a chest, then you can email me about it (keep in mind that I'm 99.98% sure I have all the chests). Second, this FAQ covers FF1 ONLY. FF2 will not be covered in the least. There is a Final Fantasy II FAQ of mien that is seperate, and it's on GameFAQs as well (just scroll down). Last, if you have an email to send me, please be sure to put "FF1 Walkthrough" or something like that in the Subject line. I'll probably end up deleting it otherwise. And please include your screen name so I know who to give credit to, should I place new information inside. :) [ZRZJZAZCZKZSZOZNZ] ============================================================ : Latest Version Info ------------ Version 1.0 - Finally completed the main walkthrough. I intend to work on the other parts at a later date, hopefully very soon. 1.0 - Completed: January 31, 2007. Time: 10:12 PM. Size: 235k - Walkthrough section is laid out and finished - "Characters" section complete - "Travel Notes" section complete - blacksniper's guide included - Soul of Chaos not included yet - Bestiary not included yet - Appendices not included yet ============================================================ : Font Spacing Check ------------ Check please if the numbers and dots align. If not, then switch to a monospaced font to properly view this document. 1234567890 .......... The default Wordpad font (Courier New) is most suited for viewing this FAQ. However, I used Notepad, with the same font, while writing this FAQ. There's really no significant difference between the two when viewing this FAQ. ============================================================ : Keyword System ------------ A good friend of mine, Arctic (best known for his sweet FF7 FAQ), used the Keyword System in Version 1.1 of his FAQ and has used it ever since. Its sole purpose is to allow you (the user) to search for anything in this FAQ with the greatest of ease. [GRGJGAGCGKGSGOGNG] Utilizing the Find function (Ctrl+F) that can be used in both Notepad and Wordpad, the keyword system is used at the start of each chapter and subsection. When reading the Table of Contents, you'll see the following by a certain section: [Keyword] Press Ctrl+F and type in the following: ^[Keyword] And you'll immediately be brought to the corresponding section after you press Enter. Make sure you don't drop the ^ or you'll end up back in the Table of Contents. ============================================================ : Anti-Plagiarism Format ------------ It seems that nowdays you can take a quote from any magazine, stick it into any search engine and find the same article written by 4-5 different people. As far as I know, hardly any FAQ writers have implemented a working anti-plagiarism format in their FAQs. So yeah, I have added one. If you see something that looks completely out of place, it's probably an anti- plagiarism tag. Given, although the system I'm putting in this FAQ/Walk isn't foolproof, it's my own attempt at anti-plagiarism. I'm pretty sure someone will crack the code, but I'm planning on making it harder than hell for them to do so. ============================================================ : Table of Contents ------------ -> Final Fantasy Mechanics .................................... [MECH] -> Controls ................................................. [MCTL] -> Main Menu ................................................ [MMNU] -> Status Effects ........................................... [MSTA] -> Characters ................................................ [CHAR1] -> Warrior -> Knight ....................................... [CHARA] -> Thief -> Ninja .......................................... [CHARB] -> Monk -> Master .......................................... [CHARC] -> Red Mage -> Red Wizard .................................. [CHARD] -> White Mage -> White Wizard .............................. [CHARE] -> Black Mage -> Black Wizard .............................. [CHARF] -> Travel Notes .............................................. [NOTE1] (for any FF player) ^ -> Reading This Guide ......................................... [NOTE2] -> Walkthrough -> Rescue Mission .......................................... [RESC1] -> Cornelia .............................................. [RESC2] -> Castle Cornelia ....................................... [RESC3] -> Cornelia Area ......................................... [RESC4] -> Chaos Shrine .......................................... [RESC5] -> Castle Cornelia ....................................... [RESC6] -> Path to the Mystic Key .................................. [MKEY1] -> Matoya's Cave ......................................... [MKEY2] -> Pravoka Area .......................................... [MKEY3] -> Pravoka ............................................... [MKEY4] -> The Sea ............................................... [MKEY5] -> Elfheim ............................................... [MKEY6] -> Elfheim Area .......................................... [MKEY7] -> Western Keep .......................................... [MKEY8] -> Marsh Cave ............................................ [MKEY9] -> Western Keep .......................................... [MKEY0] -> Matoya's Cave ......................................... [MKEYA] -> Elven Castle .......................................... [MKEYB] -> Looting the Mystic Treasures ............................ [LOOT1] -> Castle Cornelia ....................................... [LOOT2] -> Chaos Shrine .......................................... [LOOT3] -> Western Keep .......................................... [LOOT4] -> Marsh Cave ............................................ [LOOT5] -> Relighting the Earth Crystal ............................ [ERTH1] -> Mt. Duergar ........................................... [ERTH2] -> Mt. Duergar Area ...................................... [ERTH3] -> Melmond ............................................... [ERTH4] -> Melmond Area .......................................... [ERTH5] -> Cavern of Earth ....................................... [ERTH6] -> Giant's Cave .......................................... [ERTH7] -> Sage's Cave ........................................... [ERTH8] -> Cavern of Earth ....................................... [ERTH9] -> Class Change Quest ...................................... [CHNG1] -> Crescent Lake ......................................... [CHNG2] -> Cave of Ice ........................................... [CHNG3] -> Ryukahn Desert ........................................ [CHNG4] -> Gaia .................................................. [CHNG5] -> The Cidatel of Trials ................................. [CHNG6] -> Dragon Caves .......................................... [CHNG7] -> Class Change Tactics .................................. [CHNG8] -> Relighting the Fire Crystal ............................. [FIRE1] -> Crescent Lake ......................................... [FIRE2] -> Crescent Lake Area .................................... [FIRE3] -> Mt. Gulg .............................................. [FIRE4] -> Relighting the Water Crystal ............................ [WATR1] -> Gaia .................................................. [WATR2] -> Caravan ............................................... [WATR3] -> Waterfall Cavern ...................................... [WATR4] -> Onrac ................................................. [WATR5] -> Gaia .................................................. [WATR6] -> Onrac ................................................. [WATR7] -> The Sunken Shrine ..................................... [WATR8] -> Relighting the Wind Crystal ............................. [WIND1] -> Melmond Graveyard ..................................... [WIND2] -> Lufenia Area .......................................... [WIND3] -> Lufenia ............................................... [WIND4] -> Mirage Tower .......................................... [WIND5] -> Flying Fortress ....................................... [WIND6] -> The Final Battle ........................................ [LAST1] -> Battle Preparations ................................... [LAST2] -> Chaos Shrine .......................................... [LAST3] -> Temple of Chaos ....................................... [LAST4] -> Epilogue .............................................. [LAST5] -> Soul of Chaos Dungeons ..................... (under construction) -> Earthgift Shrine ......................... (under construction) -> Hellfire Chasm ........................... (under construction) -> Lifespring Grotto ........................ (under construction) -> Whisperwind Cove ......................... (under construction) -> Frequently Asked Questions .................................. [FAQ] -> Secrets Quick Help .......................... (under construction) -> blacksniper's Guide-to-not-having-a-sucky-Monk/Master ..... [MONK1] -> Bestiary ..................................... (under construction) -> Appendix A: Equipment ........................ (under construction) -> Full Update History ........................................ [UPDT] -> Copyrights, Disclaimers, etc. .............................. [COPY] ============================================================ : Final Fantasy Mechanics ^[MECH] : ------------ ------------ This section will cover the basics of Final Fantasy. Use this guide if you don't want to scroll back to the Contents section: -> Final Fantasy Mechanics [MECH] <- (you are here) -> Controls [MCTL] -> Main Menu [MMNU] -> Status Effects [MSTA] Don't forget the carat ^ when you're using the Find Function! ------------ : Controls ^[MCTL] ------------ If you have the manual, you should RTFM. If you need to ask what it means, you shouldn't be asking in the first place. If you're using an emulator, shame on you. Pirating is bad, etc. At any rate, here's the controls. I'd like to use some ASCII, but if you can't figure out where these buttons are, you're probably too damn stupid to own a GBA anyways. -> D-Pad ........... Move character / Move cursor -> A Button ........ Confirm / Talk / Examine / Ride or Disembark Airship -> B Button ........ Cancel / Dash (Dash with control pad) -> L Button ........ Toggle between pages (where L and R buttons are shown) / Switch the displayed character -> R Button ........ Toggle between pages (where L and R buttons are shown) / Switch the displayed character -> Start ........... Open Main Menu / Pause or Resume battle -> Select .......... Press B and then Select to open up the World Map. ------------ : Main Menu ^[MMNU] ------------ This section will cover what you find in the Main Menu. Here's the basic layout of the Main Menu: _______________________________________________________________ | | | 1 -> | Cecil | -> Items | <- 2 | Lv. 1 Warrior | Magic | | HP 35/ 35 | Equipment | | MP 0/ 0 | Status | | | Formation | | Edge | Config | | Lv. 1 Thief | Save | | HP 30/ 30 |____________________| | MP 0/ 0 | | | | Gil 500 | <- 3 | Rosa | Time 00:01 | | Lv. 1 White Mage |____________________| | HP 33/ 33 | | | MP 10/ 10 | ^ ^ ^ ^ | | | | | | | | | | | | <- 4 | Vivi | v v v v | | Lv. 1 Thief ______|____________________| | HP 25/ 25 | | | MP 10/ 10 | Cornelia | <- 5 |___________________________________|___________________________| 1) Here's your team and their statistical data. 2) This is the list of Sub-Menus inside the Main Menu. I'll go over them very soon. 3) Here you'll see your Gil and your play time. 4) The crystals your characters possess can be seen here. It seems the light in them has diminished. 5) You can see your location here. Now I'll cover the Sub-Menus inside the Main Menu. They are: - Items - Magic - Equipment - Status - Formation - Config - Save ------------ : Items ------------ In this menu, you'll see all the items you possess. -------------------------------------------------------------- 1 -> | -> Use Sort Key Items | Items | |------------------------------------------------------------| 2 -> | -> Potion 14 Hi-Potion 20 | | Sleeping Bag 1 Knife 2 | | | | | | | | | | | | | | | | | | | |------------------------------------------------------------| 3 -> | Restores 50 HP | | | -------------------------------------------------------------- 1) This is the Item Submenu. If you USE an item, you can select an item to use and a character to use it on (or all characters for certain items). If you SORT your items, the game will automatically sort everything for you so that you don't have to. Selecting KEY ITEMS will show all the Key Items that you currently possess. 2) These are where your items are displayed. If you've selected the USE option, you'll see a cursor in here, where you can select the item you want to USE. 3) This will describe the item that you've selected (as described in #2). ------------ : Magic ------------ Here you'll see all the magic any character possesses. You can also toss out magic spells you don't want anymore. This is especially useful for a Red Mage. -------------------------------------------------------------- 1 -> | -> Use Discard | Magic | |------------------------------------------------------------| 2 -> | Rosa Lv. 1 White Mage | | [L] HP 33/ 33 [R] | | MP 10/ 10 MP Cost 3 | |____________________________________________________________| | Lv.1 -> OCure ODia OBlink | 3 -> | Lv.2 | | Lv.3 | | Lv.4 | | Lv.5 | | Lv.6 | | Lv.7 | | Lv.8 | |------------------------------------------------------------| 4 -> | Restores a little HP to one ally. | -------------------------------------------------------------- 1) Here you can either USE magic or DISCARD a magic spell. If you DISCARD a spell, you'll have to either re-buy the spell to use it again, or fill the slot with a different spell. 2) This shows your character's portrait, their name, their level, and their HP/MP stats. It also shows how much MP the spell you have selected will use. Pressing the L or R button will switch characters. 3) This shows the spells you have in the type of magic you select. Spells that are grayed out cannot be used outside of battle. 4) When you have a spell selected, this area shows what effect the spell will have. ------------ : Equipment ------------ You can view all the equipment you have on any given character. -------------------------------------------------------------- 1 -> | Equip Optimal Remove | Equipment | |------------------------------------------------------------| 2 -> [L] [R] | Cecil Lv. 1 WPN \ Knife | | ___ Warrior SHD | | | | HP 35/ 35 HLM | | |___| MP 0/ 0 ARM V Clothes | | GLV | |------------------------------------------------------------| 3 -> | -> \ Staff | ATK 10 > 11 | <- 4 | \ Knife | ACC 28 > 18 | | | DEF 1 > 1 | | | EVA 59 > 59 | | | | |------------------------------------------------------------| 5 -> | A wooden staff. | -------------------------------------------------------------- 1) This is the Equipment Submenu. If you select EQUIP, you can choose what equipment to put on a character. If you choose OPTIMAL, the game will auto-matically choose the best equipment for your character, based upon the highest defense. REMOVE will take off any piece of equipment you like. 2) Here you'll see your character's portrait, their level, class, current equipment, and their attack power, defense and magic defense. Pressing the L or R button will switch characters. 3) If you select a piece of equipment in #2, you'll see a cursor here which you can use to select a new piece of equipment. 4) If you select a piece of equipment in #3, you'll see how it affects your stats here. Stat increases are shown in yellow and stat decreases are shown in gray. 5) If you select a piece of equipment in #3, you'll see a description of the equipment here. ------------ : Status ------------ In here you will see a full statistical analysis of your character. -------------------------------------------------------------- | ____ Cecil Warrior | | 1 -> | |____| | Status | [L] Lv. 1 |____________[R] | | | HP 35/ 35 STR ... 10 | <- 3 | MP 0/ 0 | | AGL ... 8 | | Magic Level 0 | | INT ... 1 | | Current EXP 0 | | STA ... 15 | | Next Level 14 | | LCK ... 8 | 2 -> | WPN \ Knife | | SHD ATK ... 10 | | HLM ACC ... 28 | | ARM V Clothes DEF ... 1 | | GLV EVA ... 59 | | | -------------------------------------------------------------- 1) This section shows your character's name, class, level, HP and MP stats, as well as their picture. Pressing the L or R button will switch characters. 2) This area shows what equipment your character has equipped. 3) This area shows all your character's stats, which influence that character's performance in all aspects. Here's the lowdown on all of them: -STR: Influences the effectiveness of physical attacks. -AGL: Determines Accuracty and Evasion. -INT: Effectiveness of all magic and items that mimic magic. -STA: Manner by which HP increases. Also plays heavily on the Monk/Master's performance. -LCK: Luck plays a role in critical hits. With a LCK of 99, you'll almost always get critical hits. -ATK: This is your attack power, influenced by STR and the weapon equipped. Combined they create the number you see when you attack in battle. -ACC: Probability of hitting when attacking. -DEF: This is your defensive power, influenced by all the armor you wear. Combined they create the total defensive power on the character. -EVA: Probability of evading an attack. ------------ : Formation ------------ Here you can change the order of your team. You'll want to place physical fighters closer to the top since they'll be targeted more often. On any given attack: The first slot has a 50% (1/2) chance of being targeted. The second slot has a 25% (1/4) chance of being targeted. The third slot has a 12.5 (1/8) chance of being targeted. The fourth slot has a 12.5 (1/8) chance of being targeted. ------------ : Config ------------ Here you can adjust the settings for the game. -------------------------------------------------------------- | | | | Configure Settings | Config | | | | |------------------------------------------------------------| | | | -> B Button Dash On Off | | | | Cursor Default Memory | | | | Message Speed 1 2 3 4 | | | | Window Color R 0 G 0 B 5 | | | | Bestiary | |------------------------------------------------------------| | | | | Adjust B Button dash | (A) Confirm | | settings. | (B) Back | | | | -------------------------------------------------------------- B Button Dsh.: This will toggle the B Button Dash. If this option is set to ON, your character will always dash. If this option is set to OFF (the default), your character will only dash when you hold down the B Button. Cursor: This determines where your cursor will appear on the menu. If this is set to DEFAULT, the cursor will always appear on the top. If this is set to to MEMORY, the cursor will appear where you last had it. Window Color: If you hate blue for some odd reason, you can change the color of the window. Using the Red, Green and Blue colors, you can change each color's settings from a level between 0 and 7. The color you choose will follow to every window's colors. Bestiary: Here you can check all the enemies you've defeated so far. Monsters highlighted in yellow with [new] to the left of them are monsters that you have not yet viewed in the Bestiary. ------------ : Save ------------ If you are at a Save Point or on the Overworld, you can save your game. Doing so will save your progress (duh) so you can: 1) Go to sleep. 2) See #1 for details. When you see the Game Over screen, you can reload your last save and not be screwed. ------------ : Status Effects ^[MMNU] ------------ This section goes over the various status effects, what they do, and how to fix them. In case you don't know, Esuna is a White Magic spell. Effect Effect Remedy -------------------------------------------------------------------------------- Darkness Vision worsens, physical attacks more likely Blindna spell / to miss Eye Drops Paralysis Target cannot move, unable to act, drops None, let it wear EVA to 0 off Poison Poison gradually reduces HP Poisona spell / Antidote Silence Unable to use Magic Vox spell / Echo Grass Petrify Target is turned to stone, unable to act Stona spell / Gold Needle KO Target is knocked out and is unable to act Life spell / until restored Phoenix Down ============================================================ : Characters ^[CHAR1] : ------------ ------------ At the Dawn of Souls Message Board, we get a lot of questions about "What's the best team to start with?" Depending on your own personal tastes, you can choose any four Warriors of Light that you wish. There's no requirements whatsoever. As for names, you're free to choose whatever names you wish. Name them after your best friends, your favorite movie stars, even other Final Fantasy characters if you so wish. New players should have a well balanced team with melee fighters and magicians. New players will also want a White Mage on their team, as the White Mage is the only class (other than the White Wizard) that can cast the Heal family of spells, which heal your entire team, a must-have safeguard for those who haven't played this game before. Here's a few good starting teams: Warrior, Thief, White Mage, Black Mage Red Mage, Thief, White Mage, Black Mage Thief, Monk, Red Mage, Red Mage Thief, Red Mage, Red Mage, Black Mage I highly recommend that you stray away from using four of the same class unless you've played through the game a few times and KNOW what you're doing. Especially four Warriors, it really limits your options when in battle. You could get away with four Red Mages, but balance your team the first time around. Below you'll find dedicated sections for each character, their strengths and weaknesses, and three ratings: Attack, Defense and Magic. When viewing these ratings, a 1-star rating is low and a 5-star rating is high. ------------ : Warrior -> Knight ^[CHARA] ------------ The Warrior is no longer the massive tank that he used to be in the days of olde. The Warrior still takes less damage than other classes due to the fact that he can wear pretty much any armor equip the best weapons. However, the Warrior and later the Knight will be easily out-damaged later in the game by the Master or the Ninja. Also, once you reach the Soul of Chaos dungeons, you'll find weapons and armor that will allow other classes to match the Knight's defense. After you Class Change, the Knight will gain the ability to use White Magic Levels 1, 2 and 3. These spells are completely useless in combat when compared to the spells that a Red or White Wizard will have at that point in the game. Bottom line? The Warrior is powerful, but matched by other classes. The Knight's magical abilities are terrible compared to that of other party members. Attack: ***** Defense: ***** Magic: ** ------------ : Thief -> Ninja ^[CHARB] ------------ You'll find that the Thief can make a decent replacement for the Warrior, as the Thief is nearly capable of matching the Warrior in terms of damage. The Thief is also fast and can usually attack first. However, once you Class Change, I've found that your Ninja can be slightly slower than the White Wizard. Once you Class Change, the Ninja becomes even more versatile than the Thief. The Ninja can use Black Magic Levels 1, 2, 3 and 4, which includes the most useful spells, Temper and Haste. The Ninja could possibly replace a Black Mage due to the fact that Haste and Temper are really the only two Black Magic spells you really need. However, having a Ninja in place of a Black Mage requires you to complete the Class Change sidequest. Attack: **** Defense: **** Magic: **** ------------ : Monk -> Master ^[CHARC] ------------ The Monk is probably the biggest damage dealer in the entire squad. And here's the best part: the Monk requires no equipment to do so! The Monk can easily out-damage your Warrior while using nothing but his bare hands (as long as you take off the equipment). The Monk really requires no equipment, which saves on Gil that you can use for other characters (spells, armor, etc.) Also, all the stuff that your Monk will find useful isn't even bought in stores. However, this massive power surge comes at a price. The Monk gains no Magic Defense, which means your Monk will succumb to monsters that cast spells. The Master will gain MDEF, but it also requires you to complete the Class Change sidequest. In addition, the Monk cannot learn spells, nor can the Master. This forces your Monk/Master to be a physical fighter ONLY. Attack: ***** Defense: **** Magic: N/A ------------ : White Mage -> White Wizard ^[CHARC] ------------ The White Mage is easily the greatest healer on your team. The White Mage and White Wizard are the only two classes that can case the Heal family of spells, which heal your entire party at once. The White Mage is an essential for any new player. The Heal spells alone are a large safeguard for new players so that they aren't easily defeated in battle. When the White Mage Class Changes, he'll turn into the White Wizard, who can (eventually) cast ALL White Magic spells, given that his level supports it. However, the White Mage/Wizard is not a physical fighter and cannot deal out massive physical damage. In addition, Holy, the high-level attack spell, can't really compare to a well placed physical attack from a Knight, Ninja or Master. Attack: ** Defense: *** Magic: ***** ------------ : Black Mage -> Black Wizard ^[CHARC] ------------ The Black Mage is the primary spell attacker on your team. The Black Mage can easily shorten a fight by casting Fira, which targets all enemies, early on in the game. Also, the Black Mage can cast Temper and Haste before anyone else. After Class Changing, the Black Mage turns into the Black Wizard, who can cast ALL Black Magic, given that his level supports it. The Black Mage (and Wizard) are horrible physical fighters who will do terrible damage compared to your other teammates. Also, Flare (the highest level attack spell) is hardly useful and it easily outshined by a well placed physical attack from a Knight, Ninja or Master. Attack: * Defense: ** Magic: ***** ------------ : Red Mage -> Red Wizard ^[CHARC] ------------ The Red Mage is what you'd get if you crossed a Warrior with a Black Mage. The Red Mage can do fairly decent damage when attacking physically. In addition, the Red Mage can also cast White AND Black Magic. Many gamers disagree about whether the Red Mage excels at everything or plain and simply sucks more than everyone else. I personally say the Red Mage is good at everything, but not quite great at everything. The Red Mage can literally replace almost any member of your team. The Red Mage can wear more armor than any mage (resulting in better defense) and cast more spells than any fighter class right off the bat (which means your Red Mage can cure a teammate right away as well). The Red Mage is probably most suited to replace a Thief or Black Mage. The Red Mage can use swords, which makes it comparable to a Thief, and the Red Mage can cast useful Black Magic spells such as Haste and Temper. In addition, the Red Mage can also use Cure, Cura and Curaga, none of which the Black Mage can do. The Red Mage is not without his downsides, however. The Heal family of spells is forbidden to the Red Mage and the Red Wizard, which means that you'll be hard pressed to put a Red Mage in place of a White Mage. In addition, the Red Wizard is extremely limited in the Level 7 spells he can use and has absolutely no access to any of the Level 8 spells. In addition, the Red Mage/Wizard will continually lag behind the harder hitters of your team. All in all, you can easily substitute a Red Mage for a Thief or Black Mage. New players won't want to try putting a Red Mage in place of a White Mage. That's a challenge better saved for the second or third time through the game. Attack: **** Defense: **** Magic: *** ============================================================ : Travel Notes ^[NOTE1] : ------------ ------------ In case you're new to the Final Fantasy world, there are a few things you should ALWAYS be aware of. As a matter of fact, I'm so confident in these notes, I'm going to say they apply to just about every Final Fantasy game in existance. 1. SAVE!!!!! I cannot emphasize this enough. Save early, safe often, SAVE BEFORE ENTERING A BIG BATTLE. AND FOR THE LOVE OF GOD (Buddah, Allah, or whomever you choose to worship), SAVE ON DIFFERENT FILES!! Through the process of saving, you'll save yourself a LOT of headache and a LOT of lost time (like your entire game if you save on one file and somehow royally mess it up). Whether you save at a Save Sphere (FFX) or at an Inn (FF1), you should save whenever you can. In FF1 Dawn of Souls, you can save pretty much anywhere (not just Inns). You'll most likely want to save before entering that scary-looking dungeon or talking to that boss that's 30 pixels taller than you. Trust me on this, even the BEST FF players can mess up every once in a while and lose their entire party. Also, you have three save slots ... USE THEM! I can't tell you how many emails I get (FF2 moreso than others) about users who have royally ****ed up their game because they neglected to save on multiple files. And if you really need a prime example of how you should save on different files, go play a Suikoden game. 2. TALK TO EVERYONE!! They'll (usually) give you clues as to where you should go, who to talk to, etc. Plus, some of them even blurt out funny quotes, like the infamous "This guy are sick", or perhaps they'll provide clues to hidden treasures. Who knows? All you gotta do is talk to them. 3. LEVEL UP!! Unless you're doing a low-level game, you (probably) want to make your characters more powerful than the guys they fight. It's not smart to take your 500 HP characters into a battle against an enemy with 900,000 HP and an attack of 30,000, and it doesn't matter how high your evasion is. To do this, just fight the majority of your battles instead of running away all the time. If you find yourself getting your ass handed to you each and every battle, then yeah, you might want to backtrack and beat up weaker enemies until you level up a few levels. 4. CURE IS YOUR BEST FRIEND! Seriously here, Cure/Cura/Curaga/Curaja will most likely be used more than all your other spells combined. Once you learn the higher-level Cure spell, you'll probably want to put it close to the top of your magic list. [YRTJEASECKXSXOVNNB] 5. MAKE SURE YOU'RE PREPARED!! Bring along plenty of Potions, Tents, Cottages, whatever it is that toots your horn, but going in empty-handed is just plain stupid. ============================================================ : Reading This Guide ^[NOTE2] : ------------ ------------ You'll notice that this guide looks significantly different than my other guides (in terms of shopping and whatnot). That's because Final Fantasy works in different ways. Take a look at the typical Weapon Shop: Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Nunchaku 8 12 0 Ni, Mo, Ma Knife 4 5 10 Wa, Kn, Th, Ni, RM, RW, BM, BW Staff 4 6 0 Wa, Kn, Ni, Mo, Ma, RM, RW, WM, WW, BM, BW Rapier 8 9 5 Wa, Kn, Th, Ni, RM, RW Hammer 8 9 0 Wa, Kn, Ni, WM, WW Each weapon will come with these kinds of stats. The name will go under "Item", the cost will be displayed, ATK represents how powerful the weapon is, ACC will tell you how accurate the weapon will be and all the classes that can use it will be displayed under "Class". For reference, here's what all the symbols mean: Wa - Warrior Th - Thief Mo - Monk RM - Red Mage Kn - Knight Ni - Ninja Ma - Master RW - Red Wizard WM - White Mage BM - Black Mage WW - White Wizard BW - Black Wizard The Staff can be used by all classes except the Thief. The reason it's on two lines is because the text would've gone beyond the GameFAQs 80-character limit (I know it would've been easier to simply put "All except Th, but I'm using this as an example should it ever occur). Armor shops work somewhat differently: Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Clothes 8 1 2 All Leather Armor 40 4 8 Wa, Kn, Th, Ni, Mo, Ma, RM, RW Chain Mail 65 15 15 Wa, Kn, Ni, RM, RW The name, cost and class all fall under the same categories. The only real difference is the DEF (representing Defense) and WGT (how much the item weighs, which will affect your character's performance). At any rate, it's simple to figure out. Magic shops look fairly different: White Magic - Level 1 Spell Cost Class Effect -------------------------------------------------------------------------------- Cure 50 WM, RM, Kn, WW, RW Restores a little HP to one ally Dia 50 WM, WW Deals damage to all undead foes Protect 50 WM, RM, Kn, WW, RW Raises one ally's defense Blink 50 WM, Kn, WW, RW Raises caster's evasion From this, you can see that it's a Level 1 White Magic shop. Everything here should be familiar by now, except for the "Effect", which entails the effect a given spell will have after you cast it. Black Magic shops work in the same fashion. ============================================================ : Walkthrough - Rescue Mission ^[RESC1] : ------------ ------------ Lukahn's prophecy foretold of a time when four Warriors of Light would come to save the world from darkness. You should know by now that characters you have just selected ARE those four warriors. On top of all that, the Warriors of Light must follow their destiny to bring the light back to all four Crystals. Now then, hopefully you're on the same page on the game, so let's get to it. ------------ : Rescue Mission - Cornelia ^[RESC2] ------------ Cornelia is that city that lies just north of where you appear. Since your team is equipped with ... well ... crap, you should go inside and get them some better working equipment. One thing you should know about Cornelia. The dancer girl in the middle of town can guide you along the way. If you're ever stuck (and without access to my nifty guide), just talk to her and she'll hint at where you need to go next. Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 30 Potion 40 Sanctuary 40 Antidote 50 Phoenix Down 500 Sleeping Bag 50 Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Nunchaku 8 12 0 Ni, Mo, Ma Knife 4 5 10 Wa, Kn, Th, Ni, RM, RW, BM, BW Staff 4 6 0 Wa, Kn, Ni, Mo, Ma, RM, RW, WM, WW, BM, BW Rapier 8 9 5 Wa, Kn, Th, Ni, RM, RW Hammer 8 9 0 Wa, Kn, Ni, WM, WW Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Clothes 8 1 2 All Leather Armor 40 4 8 Wa, Kn, Th, Ni, Mo, Ma, RM, RW Chain Mail 65 15 15 Wa, Kn, Ni, RM, RW White Magic - Level 1 Spell Cost Class Effect -------------------------------------------------------------------------------- Cure 50 WM, RM, Kn, WW, RW Restores a little HP to one ally Dia 50 WM, WW Deals damage to all undead foes Protect 50 WM, RM, Kn, WW, RW Raises one ally's defense Blink 50 WM, Kn, WW, RW Raises caster's evasion Black Magic - Level 1 Spell Cost Class Effect -------------------------------------------------------------------------------- Fire 50 BM, RM, Ni, BW, RW Deals fire damage to one foe Sleep 50 BM, RM, Ni, BW, RW Puts all foes to sleep Focus 50 BM, RM, Ni, BW, RW Lowers one foe's evasion Thunder 50 BM, RM, Ni, BW, RW Deals lightning damage to one foe The very first thing you'll want to do is buy some better weaponry for your team. Considering you start out with 500 Gil, you have a lot of cash to play with. Warriors, Thieves and Red Mages will all want the Rapier. If you REALLY want a Hammer for your White Mage, go for it. If you have a White Mage and a Black Mage, just put the Staff that your White Mage has onto the Black Mage. For armor, the Chain Mail is a very good choice, but it's rather spendy (not to mention you'll still want spells), so if you have a Warrior and a Red Mage in your party, get the Chain Mail for your strongest member only (the Warrior). Once you're done purchasing weapons and armor (and equipping your team properly), sell off your old stuff. It won't equal to much Gil, but you're basically holding on to worthless items for nothing. For White Magic, Cure is a must. Period. If you're going to get one White spell, make it Cure. After that, get Protect and Blink. I don't think there are enough undead enemies in the game to make the Dia family worthwhile at all. Besides, Fire works just as well. In the Black Magic department, I prefer Fire; it's a good spell that does some nice damage this early on. After Fire, Thunder is another great elemential spell. For your third spell, I suggest Sleep, since it targets everyone and could buy you some valuable time if you're in a pinch. Don't worry about items for now. Besides, you probably won't have enough Gil leftover (after weapons, armor and spells) to get much of anything. Once you're done, attempt to head outside and talk to one of the guards. They'll recognize you (more like your Crystals) and bring you to the King. ------------ : Rescue Mission - Castle Cornelia ^[RESC3] ------------ Items obtained Equipment obtained ---------------- -------------------- N/A N/A Watch a scene as the King charges you with rescuing his daughter, Sarah. And it really doesn't matter if you want to or not ... you're doing it because that's the only way to advance the story. Not to mention you're basically stuck on Cornelia until the bridge is fixed. :) Don't worry about any of the treasures in Castle Cornelia. They're all blocked off until later. To exit Castle Cornelia, simply head south until you hit the first floor. Keep going south to exit the castle. ------------ : Rescue Mission - Cornelia Area ^[RESC4] ------------ This section covers monsters found in the Cornelia area. Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Black Widow 28 10 0 8 30 --- Crazy Horse 64 10 2 15 63 --- Gigas Worm 56 17 8 15 63 Fire Goblin 8 4 4 6 6 --- Goblin Guard 16 8 6 18 18 --- Skeleton 10 10 0 3 9 Fire, Dia Wolf 20 8 0 6 24 --- ------------ : Rescue Mission - Chaos Shrine ^[RESC5] ------------ The Chaos Shrine is north of Cornelia. You'll pass a cave on the way, but that place is irrelevant for now (you can't get inside anyways). The Chaos Shrine is a set of ruins north of the cave you'll pass. Items obtained Equipment obtained ---------------- -------------------- Potion Leather Cap Tent Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Black Widow 28 10 0 8 30 --- Crazy Horse 64 10 2 15 63 --- Ghoul 48 8 6 50 93 Fire, Dia Gigas Worm 56 17 8 15 63 Fire Goblin 8 4 4 6 6 --- Goblin Guard 16 8 6 18 18 --- Skeleton 10 10 0 3 9 Fire, Dia Warg Wolf 72 14 0 22 93 --- Werewolf 68 14 6 67 135 --- Wolf 20 8 0 6 24 --- Zombie 20 10 0 12 24 Fire, Dia Garland is actually due north of where you enter this area. You can simply bypass the treasures if you want. If you want the treasures, read on. Otherwise, head north and skip to the boss section. For the first treasure, head north two steps from the entrance and start heading west. The room in the far southwest corner holds a LEATHER CAP. From here, head to the for northwest corner for a POTION and a TENT. Don't worry about the chests in the northeast and southeast corners; they're blocked off for now. In the center of the Chaos Shrine, you'll find Garland. Talk to him to initiate a battle (and to see "I, Garland, will knock you all down!!"): ======================================================= : Boss - Garland # 012 : :-----------------------------------------------------: : HP 212 : Weakness : : Attack 15 : None : : Accuracy 27 : : : Defense 8 : Resistance : : Agility 6 : None : : Intelligence 12 : : : Evasion 12 : Treasure : : Magic Defense 64 : Longsword : : : : : Gil 250 : : : EXP 130 : : : : : ======================================================= Garland isn't hard; you can beat him at Level 1. Just attack with your fighters and cast attack magic with your mages. If you have a Red Mage with Cure (if you have a Red Mage at all, he should have Cure), don't have him cast attack magic; just have him attack normally. After a few rounds of attacks (and a little bit of luck), Garland won't attack the same character two rounds in a row (he never did for me). If this is the case, Garland will go down with few problems. NOTE: If you want the Longsword that Garland drops, you'll probably have to restart and fight him a few times. The Longsword is a fairly rare drop, but it's definitely worth it (you save 1200 Gil later on). After defeating Garland, you'll automatically head back to Castle Cornelia with Princess Sarah. ------------ : Rescue Mission - Castle Cornelia ^[RESC6] ------------ Items obtained Equipment obtained ---------------- -------------------- *Lute N/A Watch the King as he recites all of Lukahn's prophecy. He'll also repair the bridge, as he promised. Before you go (or rather, before they let you leave), talk to Sarah and she'll give you the LUTE key item. Exit the castle and watch the scene of the bridge being rebuilt. You can go into Cornelia and rest up if the battle with Garland left you weary. Otherwise, head over the bridge and watch. ============================================================ : Path to the Mystic Key ^[MKEY1] : ------------ ------------ Good to see you survived that loooooooong and boring introduction. Even though it's technically important to the story. Once you've crossed the bridge, the time has come for you to gain an important item in your quest: the Mystic Key. Remember those locked doors you continually find (that is, if you didn't read my directions and tried to open them anyways)? Getting the Mystic Key will allow you to open all those doors; so let's go get it, shall we? ------------ : Path to the Mystic Key - Matoya's Cave ^[MKEY2] ------------ Matoya's Cave is located due north of Cornelia. It's located on the far northern penninsula. Items obtained Equipment obtained ---------------- -------------------- Potion (x2) N/A Antidote Matoya's Cave is optional right now, but you may want to visit Matoya anyways because you'll be coming back later, so knowing her location will be helpful. In addition, you do get two POTIONs and an ANTIDOTE. Before you leave, talk to the brooms and one of them will tell you "Tceles Nottob B". In case you haven't figured it out, "B Button Select" will allow you to see the map. ------------ : Path to the Mystic Key - Pravoka Area ^[MKEY3] ------------ This section covers monsters found in the Pravoka area. Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Crazy Horse 64 10 2 15 63 --- Gigas Worm 56 17 8 15 63 Fire Goblin 8 4 4 6 6 --- Goblin Guard 16 8 6 18 18 --- Lizard 92 18 12 50 153 --- Ogre 100 18 10 195 195 --- Warg Wolf 72 14 0 22 93 --- Wolf 20 8 0 6 24 --- ------------ : Path to the Mystic Key - Pravoka ^[MKEY4] ------------ Pravoka is far to the east from Cornelia. It's pretty much a straight shot, so just keep going east and you'll eventually reach Pravoka. Once you hit the far eastern shore, head slightly south if you can't see Pravoka right away. It's a long walk, so buy some extra Potions if you can afford them. Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 50 Potion 40 Sanctuary 80 Ether 150 Antidote 50 Eye Drops 50 Phoenix Down 500 Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Hammer 8 9 0 Wa, Kn, Ni, WM, WW Broadsword 450 15 10 Wa, Kn, Ni, RM, RW Battle Axe 450 16 5 Wa, Kn, Ni Scimitar 160 10 10 Wa, Kn, Th, Ni, RM, RW Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Leather Armor 40 4 8 Wa, Kn, Th, Ni, Mo, Ma, RM, RW Chain Mail 65 15 15 Wa, Kn, Ni, RM, RW Iron Armor 640 24 23 Wa, Kn, Ni Leather Shield 12 2 0 Wa, Kn, Ni Leather Gloves 50 1 1 All White Magic - Level 2 Spell Cost Class Effect -------------------------------------------------------------------------------- Blindna 250 WM, RM, Kn, WW, RW Cures darkness Silence 250 WM, RM, Kn, WW, RW Prevents all foes from casting spells NulShock 250 WM, RM, Kn, WW, RW Reduces lightning damage by half Invis 250 WM, RM, Kn, WW, RW Raises one ally's evasion Black Magic - Level 2 Spell Cost Class Effect -------------------------------------------------------------------------------- Blizzard 250 BM, RM, Ni, BW, RW Deals ice damage to one foe Dark 250 BM, RM, Ni, BW, RW Blinds all foes with darkness Temper 250 BM, RM, Ni, BW, RW Raises one ally's attack Slow 250 BM, RM, Ni, BW, RW Reduces all foes' number of attacks Before you face off against the enemy here, you might want to buy some spells. White Mages should definitely get Invis. Other than Invis, the choice of spells is entirely up to you, since all of them have their advantages. I tend to get Blindna due to the fact that it cures Darkness; I also get NulShock to fend off the Lightning-based attacks that you'll find later (definitely get Nulshock if you plan to do a Lv. 11 Class Change, which we'll get to later). For Black Mages, Temper is a MUST. Actually, scratch that. Temper is tied for THE most useful Black Magic spell in the game (along with Haste). GET TEMPER. After that, I like to get Blizzard (to complete the whole elemential family). Once you have Temper and Blizzard, the final choice is up to you (just for reference, I go with Dark, but it's really your choice). For Red Mages, the choice is easy: Invis, Temper and whatever else your heart desires. Or get nothing if you don't have the cash. If you've got Gil burning a hole in your pocket and want to get a new weapon, go for the Broadsword over the Battle Axe. The Battle Axe gives up too much Accuracy for the 1 point of Attack you gain. The Scimitar is also a good buy if your Thief isn't hitting that hard. There's tons of new armor available to you. For a whopping 640 Gil, you can buy the Iron Armor for your Warrior, which has a rather large defense boost, but it's rather costly. You SHOULD probably buy some Leather Gloves for all your characters, but keep in mind that the spells should take precedence over armor (yes, the spells are THAT useful, especially Temper). In the far northwest corner of Pravoka, you'll find a hurly-burly gang of pirates looking for a fight. Pay special attention to what Bikke says you must have in order to face him. :) ======================================================= : Mini Boss - Pirate # 017 : :-----------------------------------------------------: : HP 24 : Weakness : : Attack 10 : None : : Accuracy 2 : : : Defense 0 : Resistance : : Agility 6 : None : : Intelligence 3 : : : Evasion 12 : Treasure : : Magic Defense 35 : Leather Shield : : : : : Gil 40 : : : EXP 40 : : : : : ======================================================= The stats given here are for one single pirate. The number you face is the only real danger (I faced nine every time, but I think you can face less). At any rate, THIS battle is where the Sleep spell really shines. Cast it and it COULD put all nine pirates to sleep. It probably won't, so pick off all the pirates who are still awake. Hit them hard and cast the fiercest spells you have (or keep putting them to Sleep, that works too). Cure as needed. You can easily beat these guys at Level 2, and you can also beat them using nothing but Level 1 magic as well. All you need is a battle plan and a pinch of luck. :) Well, those nasty pirates thought they'd make you taste cold steel, but it was them who walked the plank in the end. Bikke will surrender and give you his ship. ------------ : Path to the Mystic Key - The Sea ^[MKEY5] ------------ This section covers monsters found while at sea. Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Bigeyes 10 4 0 10 42 Lightning Buccaneer 50 14 6 120 60 --- Sahagin 28 10 4 30 30 Lightning Sahagin Chief 64 15 8 105 105 Lightning Shark 120 22 0 66 267 Lightning ------------ : Path to the Mystic Key - Elfheim ^[MKEY6] ------------ The easiest way to get to Elfheim is to head straight west from Pravoka until you hit Cornelia. From Cornelia, go straight south and you'll pretty much hit Elfheim. Land the ship at the dock and head into town. Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 100 Potion 40 Sanctuary 200 Antidote 50 Gold Needle 500 Echo Grass 50 Tent 160 Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Iron Nunchaku 160 16 0 Ni, Mo, Ma Dagger 140 7 10 Wa, Kn, Th, Ni, RM, RW, BM, BW Crosier 160 14 0 Wa, Kn, Ni, Mo, Ma Saber 360 13 5 Wa, Kn, Th, Ni, RM, RW Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Iron Armor 640 24 23 Wa, Kn, Ni Copper Armlet 800 4 1 All Iron Shield 80 4 0 Wa, Kn, Ni Leather Cap 65 1 1 All Helm 80 3 3 Wa, Kn, Ni White Magic - Level 3 Spell Cost Class Effect -------------------------------------------------------------------------------- Cura 1000 WM, RM, Kn, WW, RW Restores HP to one ally Diara 1000 WM, WW Deals damage to all undead foes NulBlaze 1000 WM, RM, Kn, WW, RW Reduces fire damage by half Heal 1000 WM, WW Restores a little HP to entire party Black Magic - Level 3 Spell Cost Class Effect -------------------------------------------------------------------------------- Fira 1000 BM, RM, Ni, BW, RW Deals fire damage to all foes Hold 1000 BM, RM, Ni, BW, RW Paralyzes one foe Thundara 1000 BM, RM, Ni, BW, RW Deals lightning damage to all foes Focara 1000 BM, RM, Ni, BW, RW Lowers evasion of all foes White Magic - Level 4 Spell Cost Class Effect -------------------------------------------------------------------------------- Poisona 2500 WM, RM, Kn, WW, RW Cures poison Fear 2500 WM, WW Drives all foes away in terror NulFrost 2500 WM, RM, Kn, WW, RW Reduces ice damage by half Vox 2500 WM, WW, RW Cures silence Black Magic - Level 4 Spell Cost Class Effect -------------------------------------------------------------------------------- Sleepra 2500 BM, RM, Ni, BW, RW Puts one foe to sleep Haste 2500 BM, RM, Ni, BW, RW Doubles one ally's number of attacks Confuse 2500 BM, RM, Ni, BW, RW Causes foes to turn on each other Blizzara 2500 BM, RM, Ni, BW, RW Deals ice damage to all foes There's a TON of stuff in Elfheim. Too bad it's all so damn expensive. Also, if you get a "Your magic level is too low" error, just go level up some more and you'll eventually gain the ability to learn a spell. First off ... magic. It's costly, but worth every Gil at these levels. Cura and Heal are both excellent spells and I'll usually take NulBlaze over Diara. Poisonia is probably the first Lv. 4 spell you'll want to get, since the area around Elfheim has a lot of monsters that can inflict Poison. After that, get Vox and NulFrost (Fear isn't that great at all). In the Black Magic department, Fira is a really nice spell to have, as is Thundara; the third slot is up to you. HASTE IS A MUST-HAVE, so get it as soon as you can (it'll make your world-saving business much easier). Blizzara is also a great spell to have. I like Confuse over Sleepra, but neither one can hold a light to Haste. :) Once you have the magic you want, you can burn the rest of your Gil on Copper Armlets and Leather Caps for everyone who isn't a Warrior (they need to survive too, ya know?). If you have the extra Gil, boost up your main fighter's defense. Everything in Elfheim's Weapon Shop ... well ... sucks. The only thing worth noting is the Dagger, which is a better weapon for your Black Mage. All the other weapons are crap compared to the Broadsword back in Pravoka. The only advantage Elfheim's weapons have is that they're cheaper. I really suggest going back to Pravoka if you want better weaponry. ------------ : Path to the Mystic Key - Elfheim Area ^[MKEY7] ------------ This section covers monsters found in the Elfheim area. This section also covers monsters found in the Western Keep area. Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Cobra 56 6 6 50 123 --- Ghast 56 8 10 117 117 Fire, Dia Gigas Worm 56 17 8 15 63 Fire Goblin 8 4 4 6 6 --- Goblin Guard 16 8 6 18 18 --- Ogre 100 18 10 195 195 --- Ogre Chief 132 23 14 300 282 --- Scorpion 84 22 10 70 255 --- Warg Wolf 72 14 0 22 93 --- Werewolf 68 14 6 67 135 --- Wolf 20 8 0 6 24 --- ------------ : Path to the Mystic Key - Western Keep ^[MKEY8] ------------ The path to the Western Keep is somewhat difficult to explain. Start by heading west from Elfheim. Once you hit mountains and can't go any farther west, head northwest until you hit a small body of water. Circle around the water and keep going north until you find the Western Keep. It looks like a ruined castle (mostly because it is). If you need help, consult the minimap by pressing (and holding) B and then pressing SELECT. This area is technically optional, but keep in mind that you'll be coming back here regardless. You might as well know where it is. The king of this castle says that Astos tricked him and he lost his crown. He asks you to get it for him, so let's get to it. ------------ : Path to the Mystic Key - Marsh Cave ^[MKEY9] ------------ The Marsh Cave is directly south of the Western Keep. Just keep heading south and west and you'll eventually find yourself in a swamp-type area. At the far southern end of this area is a hole which is the entrance to the Marsh Cave. The Marsh Cave brings about a new concept as well: duplicate chests. There are multiple chests that all contain the same item. Once you open one chest with the item, all of that item's duplicate chests will empty as well, so you can't get multiple broadswords (as cool as that would be). Items that have duplicate chests will have a (DC) symbol by them. Items obtained Equipment obtained ---------------- -------------------- Phoenix Down Dagger Cottage Broadsword 1980 Gil (total) Copper Armlet *Crown Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Bloodbones 144 26 12 378 378 Fire, Dia Crawler 84 1 8 200 186 --- Gargoyle 80 12 8 80 132 --- Ghoul 48 8 6 50 93 Fire, Dia Gray Ooze 76 30 7 70 255 Lightning Green Slime 24 1 255 20 84 Fire, Ice Shadow 50 10 0 45 90 Fire, Dia Skeleton 10 10 0 3 9 Fire, Dia Tarantula 64 5 12 50 141 --- Warg Wolf 72 14 0 22 93 --- Werewolf 68 14 6 67 135 --- Zombie 20 10 0 12 24 Fire, Dia If you want to skip to the bosses, skip ahead to the first *CONTINUE* marker. = B1 = From the entrance, follow the path north to the next floor. = B2 = In the far northeast corner from the stairs, you'll find a DAGGER. In the far northwest corner from the stairs, you'll find 680 GIL (DC). In the far southwest corner from the stairs, you'll find a BROADSWORD (DC) and 620 GIL. Return to the stairs and head back upstairs. = B1 = *CONTINUE* Back at the entrance to the Marsh Cave, head south. When you reach an intersection, go south to the next floor. = B2 = If you want to get the chests in this area, go for it, but keep in mind that if you didn't skip anything, you'll already have all the treasures that you can find here. Head all the way south of this area. When you hit the wall, start heading east and you'll see a doorway slightly northeast. Go into it and out the other door (there's only one). Head down to the next floor. = B3 = This area is set up like a 4x4 set, like so: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Rooms 13-16 are cut off for now (there's nothing in room 15 anyways). Room 4 has 295 GIL. Room 5 has a COPPER ARMLET. Room 6 has a COTTAGE and a PHOENIX DOWN (DC). Room 11 has 385 GIL. Room 10 is where you want to be. Beware though! Before you reach the chest, you'll be forced into a battle with: ======================================================= : Boss - Piscodemon # 032 : :-----------------------------------------------------: : HP 84 : Weakness : : Attack 30 : None : : Accuracy 21 : : : Defense 16 : Resistance : : Agility 33 : Fire Ice : : Intelligence 18 : Stone Paralysis : : Evasion 66 : Poison Darkness : : Magic Defense 98 : Sleep Silence : : : Confusion Mind : : Gil 300 : : : EXP 276 : Treasure : : : None : : : : ======================================================= The Piscodemon alone isn't much trouble. The bad thing is that the Piscodemon ALWAYS comes with buddies to back him up. You can face two, or you can face up to four. The easiest way to beat the Piscodemons is to attack them with a character who has had Temper cast on them. If you have two characters who can cast Black Magic, have that character use their highest-level Thunder spell on the enemy. Since the Piscodemons are resistant to Fire and Ice, Thunder will do more damage, even though the Piscodemons aren't weak to Thunder. Once you kick the crap out of them, MAKE SURE YOU DON'T STEP OFF THE SQUARE YOU'RE ON. Doing so will force you into another battle once you re-step on that square. Take the CROWN and be on your way. I'll meet you back at the Western Keep. ------------ : Path to the Mystic Key - Western Keep ^[MKEY0] ------------ You may or may not want to go back to Elfheim and rest/recover/buy new stuff BECAUSE THERE'S A BOSS BATTLE COMING ... just thought I'd give you all a little heads up. Oh, and Phoenix Downs are especially good to have. Items obtained Equipment obtained ---------------- -------------------- *Crystal Eye N/A Talk to the king ... and prepare to face: ======================================================= : Boss - Astos # 033 : :-----------------------------------------------------: : HP 420 : Weakness : : Attack 30 : None : : Accuracy 42 : : : Defense 18 : Resistance : : Agility 39 : None : : Intelligence 24 : : : Evasion 78 : Treasure : : Magic Defense 170 : Mythril Sword : : : : : Gil 2000 : : : EXP 2250 : : : : : ======================================================= Astos? Mo' like yo' ass is toast! - Black Mage 8-Bit Theater You saw that coming, I know it. Astos has this particularly nasty spell called Death (you can learn it later). It's an instant KO spell to one of your teammates, which is why I mentioned buying a few Phoenix Downs earlier. Astos can also cast Haste on himself and Slowra on your team. Once in a great while, he'll also cast Fira, a devastating spell if your HP is below 100 (and especially if you're playing a low-level game). I also had Astos cast Thundara on me on the next turn ... not a good deal. To bring down this so-called king, try using Temper and Haste on your frontline fighter to allow them to dish out some nice damage. White Mages should have the ever-useful Heal spell by now (unless you're doing a low-level game), so they should make use of it, as well as Protect, Invis and Cura, if need be. I had a Thief along, and most of what he did was use Potions on characters that needed them, as well as using Phoenix Downs on those who need it. The Thief isn't able to do a whole lot at this point, but don't worry, his time of kick- assery will come. Once you bring down Astos, you'll gain the CRYSTAL EYE. Head back to Cornelia and get ready for a hike. ------------ : Path to the Mystic Key - Matoya's Cave ^[MKEYA] ------------ In case you're just joining us (or forgot where this place is) ... Matoya's Cave is to the far north of Cornelia, across the bridge. Items obtained Equipment obtained ---------------- -------------------- Potion (x2) N/A Antidote *Jolt Tonic Talk to Matoya and she'll take back her CRYSTAL EYE and give you the JOLT TONIC in return. It can awaken pretty much anyone, so let's take it to Elven Castle. Also, if you haven't looted this place ... do so now. ------------ : Path to the Mystic Key - Elven Castle ^[MKEYB] ------------ There's no reason for me to tell you where the Elven Castle is ... if you can't figure out that it's to the north of Elfheim, then you shouldn't be playing this game ... let alone reading this FAQ. Items obtained Equipment obtained ---------------- -------------------- 1500 Gil (total) Mythril Hammer *Mystic Key Bronze Gloves Talk to the Healer beside the Prince's bed. He'll awaken and give you the legendary MYSTIC KEY. But that's not all there is here. Head outside the castle but don't leave this area yet. Circle around to the northeastern side and you'll find an area you couldn't access before. With the Mystic Key in hand, open up the door to find a MYTHRIL HAMMER, BRONZE GLOVES and 1500 GIL. Sweet. ============================================================ : Looting the Mystic Treasures ^[LOOT1] : ------------ ------------ Kicking some evil elven ass will net you a great prize: the Mystic Key. It will open all those locked doors that say they are "bound by the mystic key". Since you need to obtain a quest item via the Mystic Key, getting it was pretty much a requirement. Also, there's tons of other treasures for you to nab while you're at it. Remember, you only need to return to Castle Cornelia and obtain the Nitro Powder; everything else is optional. At any rate, if you're ready to go, so am I, so let's get moving. ------------ : Looting the Mystic Treasures - Castle Cornelia ^[LOOT2] ------------ If you need help finding Castle Cornelia, use the world map by pressing B and SELECT. Items obtained Equipment obtained ---------------- -------------------- Tent Iron Armor Cottage Saber *Nitro Powder Mythril Knife To get to the treasure area, you need to circle around the inner castle wall (not the outer one, since you can't circle around it anyways). Once you circle around, you'll see an opening in the northern side, which you should enter. Follow the path to the two treasure rooms. The six treasures you find in the two rooms are as follows: IRON ARMOR, TENT, NITRO POWDER (the required item), and in the second room you'll find a COTTAGE, SABER, and a MYTHRIL KNIFE. Technically, you only need to get the Nitro Powder ... but it's kinda stupid to not get all the items. I mean ... they're right there. At any rate, you can skip ahead to the next section, or you can read on and get the other treasures available. ------------ : Looting the Mystic Treasures - Chaos Shrine ^[LOOT3] ------------ If you need help finding the Chaos Shrine, use the world map by pressing B and SELECT. Items obtained Equipment obtained ---------------- -------------------- Gold Needle Werebuster Rune Blade If you haven't gotten the chests in the northwest and southwest corners, do so now. In the northeast corner, you'll find a WEREBUSTER and a GOLD NEEDLE. Keep in mind that there's an encounter square in front of the Werebuster that houses Gargoyles. There's also a RUNE BLADE in the southeast corner with an encounter square in front of it (it houses Gargoyles as well). ------------ : Looting the Mystic Treasures - Western Keep ^[LOOT4] ------------ If you need help finding the Western Keep, use the world map by pressing B and SELECT. Items obtained Equipment obtained ---------------- -------------------- N/A Power Staff Falchion Steel Gloves There are three chests in here. To get to them, perform a counter-clockwise circle from the entrance around the area where you fought Astos. Eventually you will reach a door that houses a POWER STAFF, FALCHION and STEEL GLOVES. Each chest has an encounter square right to the south of it. You can fight the monsters for EXP and Gil, or you can avoid them by opening the chests from a side other than the south. ------------ : Looting the Mystic Treasures - Marsh Cave ^[LOOT5] ------------ If you need help finding the Marsh Cave, use the world map by pressing B and SELECT. Items obtained Equipment obtained ---------------- -------------------- Antidote Silver Armlet 1020 Gil (total) In the area where you found the Crown, you'll find four doors that you couldn't open previously. Here's the floor layout, in case you forgot: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Room 13 has two encounter squares; one is to the east of where you enter, the other is north of the chest. In short, after the door closes behind you, take two steps north, two steps east, two steps south and then two steps east. This path avoids all the encounter squares and puts you right in front of the SILVER ARMLET. Room 14 is easier, but there are two encounter squares here as well; one to the west of the chest and one to the south. You'll want to open the chest from the east side to get the ANTIDOTE without any trouble. Room 15 is empty. Skip it. Room 16 has one chest and you can ONLY open it from the south. Too bad you're forced into a fight with more Piscodemons to obtain the 1020 GIL. ============================================================ : Relighting the Earth Crystal ^[ERTH1] : ------------ ------------ Lighting up the Earth Crystal is the next step you should take. Under any other circumstances, I'd tell you to do the Class Change sidequest ... unfortunately, it's unavailable. Side quests aside, Lich should be your next target. Everything else (well, most of everything else) will be unlocked after you defeat him (including the Class Change sidequest). Right now, you should have the Nitro Powder from Castle Cornelia. If you don't, go get it now (see section [LOOT2] if you need) and I'll see you back here ... Now that you have the Nitro Powder, you're set to go. At any rate, let's get moving, shall we? ------------ : Relighting the Earth Crystal - Mt. Duergar ^[ERTH2] ------------ Mt. Duergar is west of Cornelia. However, in your ship, you have to land at a port and the nearest port is northwest of Cornelia. After landing, head southwest and you'll find a cave in the mountains. That's Mt. Duergar, so head on in. Items obtained Equipment obtained ---------------- -------------------- Potion Great Helm Ether Wyrmkiller Tent Mythril Mail 1600 Gil (total) It seems that a dwarf named Nerrick is looking for the legendary Nitro Powder. He wants it to finish the canal he's working on. Since you have it and he wants it, you should give it to him out of the goodness of your heart. And if there is no goodness in your heart, you should give it to him anyways because it's the only way to advance the story and reach Lich. :) There are two rooms in here to open. Just north of where you enter you can find 575 GIL and 450 GIL. Far to the south you'll find a room with the following items: TENT, GREAT HELM, WYRMKILLER, ETHER, POTION, MYTHRIL MAIL, 575 GIL, and a COTTAGE. Just east of this room is Nerrick. Talk to him and you'll automatically give him the Nitro Powder. Watch the scene and then exit Mt. Duergar, head back to your ship and head through the newly-created canal. Oh, and when you exit the canal, skip the whirlpool outside (you can't access it right now anyways. ------------ : Relighting the Earth Crystal - Mt. Duergar Area ^[ERTH3] ------------ This section covers monsters found in the Mt. Duergar area. Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Cobra 56 6 6 50 123 --- Gigas Worm 56 17 8 15 63 Fire Ogre 100 18 10 195 195 --- Ogre Chief 132 23 14 300 282 --- Tarantula 64 5 12 50 141 --- Warg Wolf 72 14 0 22 93 --- Wolf 20 8 0 6 24 --- ------------ : Relighting the Earth Crystal - Melmond ^[ERTH4] ------------ Melmond is due west of the canal. There's also a port sitting right next to it, so dock the ship and head out. Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 100 N/A Sanctuary N/A Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Crosier 160 14 0 Wa, Kn, Ni, Mo, Ma Saber 360 13 5 Wa, Kn, Th, Ni, RM, RW Longsword 1200 20 10 Wa, Kn, Ni, RM, RW Falchion 360 15 10 Wa, Kn, Th, Ni, RM, RW Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Knight's Armor 36000 34 33 Wa, Kn Silver Armlet 4000 15 1 All Great Helm 360 5 5 Wa, Kn, Ni Bronze Gloves 160 2 3 Wa, Kn, Ni Steel Gloves 600 4 5 Wa, Kn, Ni White Magic - Level 5 Spell Cost Class Effect -------------------------------------------------------------------------------- Curaga 4000 WM, RM, WW, RW Restores a lot of HP to one ally Life 4000 WM, WW, RW Revives one KO'd ally Diaga 4000 WM, WW Deals damage to all undead foes Healara 4000 WM, WW Restores HP to entire party Black Magic - Level 5 Spell Cost Class Effect -------------------------------------------------------------------------------- Firaga 4000 BM, RM, BW, RW Deals fire damage to all foes Scourge 4000 BM, BW, RW Instantly kills all foes Teleport 4000 BW, RW Transports party to previous floor Slowra 4000 BM, RM, BW, RW Reduces one foe's number of attacks If you've obtained all the treasures using the Mystic Key, a lot of these items for purchase won't really raise your defense that much. Examples are the Steel Gloves and the Great Helm. The Knight's Armor IS a significant step from its nearest counterpart (that you can get right now), the Mythril Mail. The spells here are great. Unfortunately, it's possible that your characters might not be at a sufficient level to use them. At any rate, feel free to drop Diaga from your White Mage's books and learn the other three. Your Black Mages should probably save a slot for Teleport if you plan on doing the Class Change Quest. You should get Firaga and Scourge otherwise (you could swap out Scourge for Slowra if you like, since they're both fairly decent spells). You'll meet a man named Dr. Unne in the northeast corner of town. Remember him since you'll have to come visit him later in the game. In addition, if you *gasp* TALK to the people in town, you'll find out about a nasty vampire that destroyed Melmond's church and left Melmond itself in shambles. You'll also learn about Sadda, a wise man who knows much and also possesses an item called the Earth Rod. Unfortunately, Sadda's path is blocked by a giant who eats rocks and the only rock that will get the giant to move is in the Cavern of Earth. You should head that way now. ------------ : Relighting the Earth Crystal - Melmond Area ^[ERTH5] ------------ This section covers monsters found in the Melmond area. Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Black Widow 28 10 0 8 30 --- Cobra 56 6 6 50 123 --- Ghast 56 8 10 117 117 Fire, Dia Ghoul 48 8 6 50 93 Fire, Dia Gigas Worm 56 17 8 15 63 Fire Hyenadon 120 22 4 72 288 --- Lesser Tiger 132 22 8 108 438 --- Ogre 100 18 10 195 195 --- Ogre Chief 132 23 14 300 282 --- Shadow 50 10 0 45 90 Fire, Dia Tarantula 64 5 12 50 141 --- Warg Wolf 72 14 0 22 93 --- Wolf 20 8 0 6 24 --- ------------ : Relighting the Earth Crystal - Cavern of Earth ^[ERTH6] ------------ The Cavern of Earth is a tricky place to find. You first have to head southwest from Melmond and look for a small path leading to the southeast. Follow that path and you'll reach a cave. This is the Cavern of Earth. Items obtained Equipment obtained ---------------- -------------------- Potion Leather Shield Antidote Coral Sword Gold Needle Sleeping Bag Tent 10495 Gil (total) *Star Ruby Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Anaconda 80 22 10 50 165 --- Black Widow 28 10 0 8 30 --- Cobra 56 6 6 50 123 --- Cockatrice 50 1 4 200 186 --- Earth Elemential 288 66 20 768 1536 Fire Gargoyle 80 12 8 80 132 --- Ghast 56 8 10 117 117 Fire, Dia Hill Gigas 240 38 12 879 879 --- Lizard 92 18 12 50 153 --- Minotaur 164 22 4 489 489 --- Mummy 80 30 20 300 300 Fire, Dia Ochre Jelly 76 32 6 70 252 Fire, Ice Ogre 100 18 10 195 195 --- Ogre Chief 132 23 14 300 282 --- Piscodemon 84 30 16 300 276 --- Tarantula 64 5 12 50 141 --- Troll 184 24 12 621 621 Fire Warg Wolf 72 14 0 22 93 --- Werewolf 68 14 6 67 135 --- Wight 52 20 12 150 150 Fire, Dia Wraith 86 22 4 231 231 Fire, Dia HALL OF TITANS: The area west of the entrance is called the "Hall of Titans". There are tons of strong monsters in there; you should avoid it unless you have saved your game beforehand and are looking for easy level ups. = B1 = From the entrance, head north and follow the path for 1975 GIL. Return to the entrance and start heading east. You'll reach an intersection where you can go either east or south. Go south and the path will split again. Head east and follow the path until you reach a room with 795 GIL and an ANTIDOTE (beware of the encounter square north and east of the chests; open them from the south and west instead). Return to the east-west intersection and go west, skip the first path south and take the second; you'll take a path leading to a room with a POTION and 800 GIL (there is another encounter square south of the Potion, which is the right chest). Grab the chests, return to the east-south intersection and head east to find the stairs to the next floor. = B2 = This floor is rather confusing, so listen up carefully. The entire floor is seperated into "rooms" per se. The rooms themselves are (I think) easy to see and I'll try my best to help you out along the way. If you get stuck, you can cast Teleport (Black Magic Level 5 spell) and try again. From the entrance, head south into the next room, then northeast and then immediately southeast. Go south into the next room (it's a long room) and head south into a tiny room. From here, head east, slightly past the rocks and then start heading south. It's a straight shot, so follow the path and WATCH OUT for the encounter square just inside the room (it's an Earth Elemential). Inside the room, you'll find 5000 GIL, a LEATHER SHIELD and 575 GIL. Return to the area just past the rocks and head east. Once you hit the wall, go north one room, east one room and then north into the sealed room to find a CORAL SWORD, a TENT and 330 GIL. Head to the last intersection and head south, following the path until you reach the next floor. = B3 = Think of this floor as a large spiral clock. You start at the bottom of 6 o'clock and your goal is slightly above where you start. Thing is, you have to go counter-clockwise around this floor to reach your destination. From the entrance, go east; once you have the option to go north, head a little farther east and go inside the room to find a SLEEPING BAG. Exit this room and start heading north. You'll eventually run into a west-north intersection. Go north and south at the next intersection to find a path with a GOLD NEEDLE inside a room at the end (be careful since there's an encounter square to the south of the chest). Return to the west-north path and go west. Once you're at about 9 o'clock on the floor, you'll find a room with 1020 GIL in it (there's an encounter square just to the south of it). Head outside of the room and go south and you'll eventually run into another room. Heal up and get ready for: ======================================================= : Boss - Vampire # 046 : :-----------------------------------------------------: : HP 280 : Weakness : : Attack 76 : Fire Dia : : Accuracy 39 : : : Defense 26 : Resistance : : Agility 36 : Quake Ice : : Intelligence 26 : Stone Paralysis : : Evasion 72 : Poison Darkness : : Magic Defense 75 : Sleep Silence : : : Confusion Mind : : Gil 2000 : Death : : EXP 1200 : : : : Treasure : : : None : : : : ======================================================= The Vampire will die off easily if you have Fira or Diaga. Personally, I don't use the Dia spells that much, so Fira was the best way to go. I found that the easiest thing to do was to have my Black/Red Mage cast Fira while the other three teammates healed with Cura and Potions. The Vampire mainly uses a physical attack, which really hurts, even if you have the Knight's Armor equipped. The Vampire will also heal itself after each round. The amount it heals itself for isn't comparable to Fira or Diaga, but it will add up if you leave the Vampire alone for too long. Also, the Vampire can hit your characters with Paralysis. Overall, the Vampire isn't too hard at all. Take it down and grab the Star Ruby that's sitting northwest of it. Cast Teleport or walk out, it's time to visit an old man. Besides, you need the Earth Rod to get lower in the dungeon. ------------ : Relighting the Earth Crystal - Giant's Cave ^[ERTH7] ------------ The Giant's Cave is west of Melmond and the Cavern of Earth. From the Cavern of Earth, just head back across the land path and keep going southwest. You'll run into a cave; that's where you need to be. Items obtained Equipment obtained ---------------- -------------------- 1070 Gil (total) Mythril Helm Great Axe Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Lesser Tiger 132 22 8 108 438 --- Ogre 100 18 10 195 195 --- Ogre Chief 132 23 14 300 282 --- Tarantula 64 5 12 50 141 --- Warg Wolf 72 14 0 22 93 --- There's really only one path to follow, so follow it. You'll find the rock monster; talk to him and you'll feed him the Star Ruby. After you do, you'll see the stairs to the north, but head south for now and you'll find a room with a MYTHRIL HELM, 450 GIL, 620 GIL and a GREAT AXE. Now exit to the north. ------------ : Relighting the Earth Crystal - Sage's Cave ^[ERTH8] ------------ There's one path to the Sage's Cave, so follow it and you'll see the Sage's Cave on the far southern end of the landmass. Items obtained Equipment obtained ---------------- -------------------- *Earth Rod N/A Follow the path and enter the second door you'll see. You'll find Sadda in here and he'll explain the situation further. He'll also give you the EARTH ROD and tell you where to use it. ------------ : Relighting the Earth Crystal - Cavern of Earth ^[ERTH9] ------------ If you need help finding the Cavern of Earth, use the world map by pressing B and SELECT. Items obtained Equipment obtained ---------------- -------------------- Tent Staff 13075 Gil Mythril Shield Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Anaconda 80 22 10 50 165 --- Black Widow 28 10 0 8 30 --- Cobra 56 6 6 50 123 --- Cockatrice 50 1 4 200 186 --- Earth Elemential 288 66 20 768 1536 Fire Gargoyle 80 12 8 80 132 --- Ghast 56 8 10 117 117 Fire, Dia *Goblin Guard 16 8 6 18 18 --- Hill Gigas 240 38 12 879 879 --- *Hyenadon 120 22 4 72 288 --- Lizard 92 18 12 50 153 --- Minotaur 164 22 4 489 489 --- Mummy 80 30 20 300 300 Fire, Dia Ochre Jelly 76 32 6 70 252 Fire, Ice Ogre 100 18 10 195 195 --- Ogre Chief 132 23 14 300 282 --- *Ogre Mage 144 23 10 723 723 --- Piscodemon 84 30 16 300 276 --- Sphinx 228 23 12 1160 1160 --- Tarantula 64 5 12 50 141 --- Troll 184 24 12 621 621 Fire Warg Wolf 72 14 0 22 93 --- Werewolf 68 14 6 67 135 --- Wight 52 20 12 150 150 Fire, Dia Wraith 86 22 4 231 231 Fire, Dia Monsters I didn't see on the first three floors are denoted with the * marker. Hopefully you remember the way to the Vampire. If not ... well, I was planning on telling you the shorter route anyways. = B1 = Head east and follow the path and you'll eventually reach the next floor. = B2 = Head south into the next room, then north one room, then south three rooms (you will end up in the small room with a south-east intersection). Start heading east past the rocks and head south when you can't go east any longer. You'll end up on the next floor. = B3 = Take the east path continue counter-clockwise in the same path you took before. When you re-enter the Vampire's lair, take the east door out and follow the path until you see the gray rock. Talk to it and you'll use the Earth Rod and descend to the next floor. = B4 = This area is split off into "rooms" as well. From where you enter, head west and then north into a large open area. Remember this area because if you go get the treasures I'm about to lead you to, you'll come back here. Head north and follow the path around (there is only one path) until you reach a room with tons of encounter squares and 5450 GIL, 1445 GIL, 1520 GIL, a STAFF and 3400 GIL. Head back to the large open area. From the large open area, head west and then south. From this room, go all the way west and then north. Keep heading northwest (you'll go through multiple rooms in the process) and once you can't go any farther northwest, head south two rooms and then you'll be able to head farther northeast. Don't do so quite yet. Instead, head south and follow the path into a room with a TENT, 1250 GIL and a MYTHRIL SHIELD. Return to the previous intersection and head northwest and head to the next floor. = B5 = Well, I hope you got here okay. If not ... well ... you probably wouldn't be reading this right now, would you? :) *ahem* Anyways, there's only one thing to do on this floor. Circle around and make your way to the northeast. You're pretty much on a straight path, so keep following the path and you'll eventually run into a room. HEAL AND SAVE, then talk to the orb in the middle of the room and get ready for a fight: ======================================================= : Boss - Lich # 049 : :-----------------------------------------------------: : HP 1200 : Weakness : : Attack 40 : Fire Dia : : Accuracy 49 : : : Defense 40 : Resistance : : Agility 12 : Quake Ice : : Intelligence 30 : Stone Paralysis : : Evasion 24 : Poison Darkness : : Magic Defense 120 : Sleep Silence : : : Confusion Mind : : Gil 3000 : Death : : EXP 2200 : : : : Treasure : : : Dry Ether : : : : ======================================================= For the record, Lich is male. "I am he who feeds on the power of earth." Just to prevent any unneccessary emails. One more thing ... if you've been using blacksniper's Lv. 11 Class Change Guide (or have been playing the 15 puzzle game), you might have some Red, White or Blue Curtains. USE THEM (I really can't stress this enough) as well as any Red Fangs you might have. They'll help ... a lot. Lich may not seem like a powerful foe, but believe me, he is. He can paralyze any of your characters with his physical attack, or cast Blizzara and/or Thundara, which can instantly KO lower level characters. I've also had Lich cast Sleepra on my team, which can be rather debilitating in itself. Lich can cast Haste as well, which makes his physical attack that much more deadly. Lich is weak against Fire and Dia spells; you should use this weakness to your advantage. There's two methods to taking down Lich. First, equip the Rune Blade on your primary fighter (since it deals extra damage to spellcasters) and then cast Haste on them, then continually cast Temper on them. You should Cure (or Heal) as necessary and try to keep your team at optimal health. The second is to have a character with Black Magic casting Fire/Fira on Lich while the other three keep the primary spellcaster alive (and themselves as well). I used this at the lowest level (which is 8) and it worked fairly well, although I had a major problem with Lich casting -ra level spells on me (Blizzara and Sleepra are particular nusiances since I didn't have NulFrost at the time). The choice of how to fight this battle is entirely up to you. I recommend the Haste/Temper/Rune Blade method if your levels are higher, but if you have your own method, feel free to use it. Once you beat Lich, you'll see the Earthgift Shrine open up (and I very highly suggest you wait to attempt it since it'll probably pwn you at your levels). In addition, you'll see a teleporter behind the Crystal, so step on it and take a free ride to Go ... I mean, the outside of the dungeon. ============================================================ : Class Change Quest ^[CHNG1] : ------------ ------------ Sweet, so you've finally taken down Lich. Advancing the story would send you straight to the next Fiend, which would be Marilith. Great, right? If you couldn't do anything else, I'd definitely tell you to head in Marilith's direction. Remember though, you're the Light Warriors and you're going to need some more power if you want to really whoop some ass. In any case, the Class Change Quest is completely optional, but I highly suggest you do it since your characters will definitely benefit from it in the long run. ------------ : Class Change Quest - Crescent Lake ^[CHNG2] ------------ To get to Crescent Lake, head south of Melmond and hang a west once you reach the southern tip of the continent (y'know, the one that the Cavern of Earth is on). Keep going west until you hit another landmass and then jag south a bit to find a dock. Dock the ship and head southwest, around the southern end of the crescent-shaped lake and you'll hit Crescent Lake (I think you can figure out just WHY they named their town "Crescent Lake"). Head on inside. Items obtained Equipment obtained ---------------- -------------------- *Canoe N/A Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 200 Potion 40 Sanctuary 400 Hi-Potion 150 Ether 150 Phoenix Down 500 Tent 160 Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Mythril Knife 640 10 15 Wa, Kn, Th, Ni, RM, RW, BM, BW Mythril Sword 3200 23 15 Wa, Kn, Ni, RM, RW Mythril Hammer 2000 12 5 Wa, Kn, Ni, WM, WW Mythril Axe 3600 25 10 Wa, Kn, Ni Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Mythril Mail 6000 18 8 Wa, Kn, Ni, RM, RW Mythril Shield 2000 8 0 Wa, Kn, Ni Buckler 2000 2 0 Wa, Kn, Th, Ni, RM, RW Mythril Helm 2000 6 3 Wa, Kn, Ni Mythril Gloves 2000 6 3 Wa, Kn, Ni, RW White Magic - Level 6 Spell Cost Class Effect -------------------------------------------------------------------------------- Stona 13000 WM, WW Cures stone Exit 13000 WW, RW Transports party out of dungeons Protera 13000 WM, WW, RW Raises party's defense Invisira 13000 WM, WW, RW Raises party's evasion Black Magic - Level 6 Spell Cost Class Effect -------------------------------------------------------------------------------- Thundaga 13000 BM, BW, RW Deals lightning damage to all foes Death 13000 BM, BW Instantly kills one foe Quake 13000 BM, BW Calls an earthquake to swallow foes Stun 13000 BM, BW Paralyzes one foe Crescent Lake is filled with goodies galore ... given you have the cash to buy it all in the first place. I'd get a Mythril Sword over the Mythril Axe for your Warrior. Even though the Mythril Axe has a higher ATK, the ACC loss will outweigh its higher ATK, not to mention it's 400 more Gil. However, you'll be getting a much better weapon along the way while Class Changing. It's entirely up to you if you want to get it or not. If you have the cash, you can easily get some better armor for your Warrior and Red Mage. White Mages have some nice spells, but you should leave Stona out for now. For the price of 13000 Gil, you can get 26 Gold Needles. Exit is a no-no for now, but don't worry, you can come back and get it later. Black Mages should probably drop Stun first. Why paralyze a foe when you can use Death to kill them outright (for the record, Death isn't that great of a spell either, nor is Quake). Thundaga is the only spell you should get if you're pressed for cash at all. Red Mages have it easy. You can't get any new spells. Too bad. On the far east side of town, you'll find the 12 sages. Talk to the one north- east of Lukahn (Lukahn is dressed in blue) and he'll give you a Canoe. That's all you really need here, so head out. ------------ : Class Change Quest - Cavern of Ice ^[CHNG3] ------------ MAKE SURE YOU HAVE ENOUGH POTIONS, HI-POTIONS AND ETHERS TO SURVIVE. The Cavern of Ice is a tricky place to find. Directly north of where you docked your ship you'll find a lake with another dock. Actually, you don't have to dock the ship, just try and "land" on the river and you'll automatically board your nifty new Canoe. Once you're on the Canoe, head west until you see north-south break in the path. Head north and then east at the next intersection. Follow the path and go west at the north-west intersection. Head west yet again at the next inter- section (going south leads you to the Whisperwind Cove, which is locked right now) and you'll eventually hit land. There's a cave on this land; this is the Cavern of Ice. Head on inside. Items obtained Equipment obtained ---------------- -------------------- Ether Clothes Sleeping Bag Flame Sword 60284 Gil (total) Ice Armor *Levistone Mythril Glvoes Ice Shield Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Bloodbones 114 26 12 378 378 Fire, Dia Cockatrice 50 1 4 200 186 --- Dark Wizard 105 26 40 1095 1095 --- Ghast 56 8 10 117 117 Fire, Dia Ice Gigas 336 60 16 1752 1752 Fire Mindflayer 112 1 12 999 822 --- Mummy 80 30 20 300 300 Fire, Dia Piscodemon 84 32 16 300 276 --- Remorazz 320 73 24 1000 2244 --- Specter 114 40 12 432 432 Fire, Dia White Dragon 200 53 8 2000 1701 Fire, Lightning Wight 52 20 12 150 150 Fire, Dia Winter Wolf 92 25 0 200 402 Fire Wraith 86 22 4 231 231 Fire, Dia I'm planning on leading you to every treasure, but you don't have to get them if you don't want to. = B1 = Follow the path east and circle around, then take the first set of stairs that you encounter (it's really the only thing you can do anyways). = B2 = Go to the southwestern corner and take the stairs. = B3 = Take the next set of stairs (I think it should be obvious how to get there). = B2 = Follow the path and enter the door. DO NOT step on the cracked floor yet. Carefully navigate your way to the right chest (there's an encounter square to the right of the chest) and pick up the CLOTHES. Navigate your way to the left chest and pick up the FLAME SWORD. You should equip it right away to get the best effect. Besides, it's much better than the Mythril Sword or Axe. NOW you can step on a cracked floor and head on down. = B3 = NOTE: YOU TAKE DAMAGE FROM STEPPING ON THE CRACKED ICE. Head south (there's an encounter square to the south of you) and outside of the room. From here, you can go south, east or west. Head west (over the cracked ice) and into the door (there's an encounter square with White Dragons on it) for a set of ICE ARMOR and MYTHRIL GLOVES. Head outside and back to the inter- section you were just at. NOTE: White Dragons are particularly dangerous. They can cast Icestorm, which can easily cause well over 100-150 damage. You have been warned. Head south at the intersection and then jag to the east. Keep heading south (past the cracked ice to the west) and keep heading south until you reach an east-west intersection. Head west and follow the path until you reach a treasure room with 7900 GIL, 9900 GIL, 5454 GIL, 5000 GIL, 180 GIL and 12350 GIL. There's an encounter square between the right-most chests, just so you know. Head back to the east-west intersection and head east, following the path until you reach a set of stairs. NOTE: The Winter Wolf can cast Icestorm as well, but their attack isn't as powerful. However, there ARE six of them, so keep your guard up. = B1 = Head north and around and pick up the ETHER. Go outside and circle around to the room south of the door to pick up 10000 GIL. Head southeast (around the wall) and into the southeastern room. Before you step on the cracked floor, nab the 9500 GIL, SLEEPING BAG and ICE SHIELD from the chests. Step on the floor when you're ready. = B2 = You can see the Levistone right before your eyes, but before you can get it, you have to face: ======================================================= : Boss - Evil Eye # 075 : :-----------------------------------------------------: : HP 162 : Weakness : : Attack 30 : None : : Accuracy 42 : : : Defense 30 : Resistance : : Agility 6 : Quake : : Intelligence 20 : : : Evasion 12 : Treasure : : Magic Defense 92 : None : : : : : Gil 3225 : : : EXP 3225 : : : : : ======================================================= Evil Eye is pathetically easy. Seriously, with the Flame Sword equipped and my characters at Level 10, you can kill the Evil Eye in one shot (if you manage to get a critical hit on it; I also had Temper on my Warrior at the time as well). Which is good, considering the Evil Eye can cast some nasty spells. Thundara, Gaze (which can petrify a character), Hold, Silence (on your entire team), Slow, even Kill and Death. Take out the Evil Eye quickly to avoid all this. Once you've won, grab the LEVISTONE and drop down any cracked floor. If you have an Emergency Exit, you can skip the rest of this section (it casts Exit, and you can't get the spell Exit until you have a White Wizard). = B3 = This should look familiar to you since you have been here before. Head south through the door, south at the south-east-west intersection, jag to the east, south at the next south-east-west intersection and then east at the east-west intersection. Head to the next floor. = B1 = Instead of going to the southeast corner to enter the door, go northeast and you'll find a set of stairs. Take them to exit, then head back to your ship. ------------ : Class Change Quest - Ryukahn Desert ^[CHNG4] ------------ Ryukahn Desert is south of Crescent Lake, so head in that direction. You should see the desert (use the map if you're lost) and you'll see an ocean-river passage just to the east of the desert. Go onto the river, then walk west onto the grass. Then enter Ryukahn Desert. Items obtained Equipment obtained ---------------- -------------------- *Airship N/A Need I say more? Watch the scene and you'll have a VERY sexy new airship. The world is now at your fingertips! How cool is that? ------------ : Class Change Quest - Gaia ^[CHNG5] ------------ Gaia is directly south of where you boarded your airship. It's enclosed by mountains. Items obtained Equipment obtained ---------------- -------------------- N/A N/A Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 500 Hi-Potion 150 Sanctuary 750 Ether 150 Phoenix Down 500 Tent 160 Cottage 2000 Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Cat Claws 52000 22 35 Kn, Ni, RW, BW Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Ruby Armlet 40000 24 1 All Protect Ring 16000 8 1 All White Magic - Level 7 Spell Cost Class Effect -------------------------------------------------------------------------------- Curaja 30000 WW Fully restores one ally's HP Diaja 30000 WW Deals damage to all undead foes Black Magic - Level 7 Spell Cost Class Effect -------------------------------------------------------------------------------- Blizzaga 30000 BW Deals ice damage to all foes Break 30000 BW Petrifies one foe White Magic - Level 8 Spell Cost Class Effect -------------------------------------------------------------------------------- Holy 40000 WW Damages all foes with holy light NulAll 40000 WW Reduces damage from spells by half Dispel 40000 WW Negates one foe's magical defenses Black Magic - Level 8 Spell Cost Class Effect -------------------------------------------------------------------------------- Stop 40000 BW Stops time and paralyzes all foes Warp 40000 BW Banishes foes to another dimension Kill 40000 BW Instantly kills one foe Gaia is on a continent known as "The Hawk". Gaia is considered to be the "Eye of the Hawk" since it's located in that position. In addition, you learn about an ancient city to the south known as the "Wing of the Hawk", but that's another section for another time. You'll also come back to Gaia later, so now you know where it is AND you can access it on your Map. The biggest reason I have you come here was because of the Level 7 and 8 Magic Shops you'll find here (not to mention the great equipment you can purchase). However, keep in mind that the Level 8 spells offered in Gaia are NOT all the Level 8 spells available, so when you can actually buy these spells, don't use all your spell slots on them. IF YOU HAVE THE CASH ... both of the items sold in the Armor Shop totally rock! Seriously! Not only can everyone equip them, but the Protect Ring guards against instant-Death attacks and the Ruby Armlet is one of the better pieces of armor in the game. If you only have the Gil for one set, I suggest you get it for your weakest character. At any rate, there's not much to do here, so do whatever you can and head out. ------------ : Class Change Quest - The Cidatel of Trials ^[CHNG6] ------------ There's two ways two reach the Cidatel of Trials. The first way involves the airship, the second requires your ship and canoe. By way of airship, head directly west of Gaia and you'll run into a river-ocean section. Head slightly south of there and you'll see the Cidatel of Trials. If you wanted to use the ship/canoe method, this is how you'd do it. If you're planning on using the airship, there's no flat land nearby to land on. If you head back east, you'll see a small desert with a small patch of land southeast of there that you can land. You COULD land northwest of the Cidatel, but I think that path is slightly longer than what I just described to you. At any rate, you know where the Cidatel is, so head on over. Items obtained Equipment obtained ---------------- -------------------- Cottage Gauntlets 8795 Gil (total) Healing Staff *Rat's Tail Ruby Armlet Ice Brand Steel Gloves Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Clay Golem 176 64 7 800 1257 --- Horned Devil 94 10 32 387 387 --- King Mummy 188 43 24 1000 984 Fire, Dia Medusa 68 20 10 699 699 --- Mindflayer 112 1 12 999 822 --- Minotaur Zombie 224 40 14 1050 1050 Fire, Dia Mummy 80 30 20 300 300 Fire, Dia Nightmare 200 30 24 700 1272 Ice Rakshasa 110 20 30 800 603 --- The Cidatel of Trials is short but dangerous. Be warned. = 1F = Walk north and talk to the dwarf. After he grants you permission, head to the northwest corner and walk into the chair to begin the trial. = 2F = Head south and you'll find a series of teleporters. The first two are easy since you only have one choice. In the third room, take the bottom teleporter. Take the fourth teleporter. Take the bottom teleporter. Take the sixth teleporter. Take the right teleporter. Head east and enter the door to step on an encounter square and then nab the GAUNTLETS (DC). Step outside and take two steps west, then head directly south and take that teleporter. Take the stairs. = 3F = Head north and prepare for a fight with Nightmares. After the battle, pick up the HEALING STAFF from the chest and then head west, where you'll find a RUBY ARMLET, ICE BRAND and STEEL GLOVES. Go south and pick up the COTTAGE, 1455 GIL, and 7340 GIL (and the Gauntlets if you didn't pick them up earlier). Go east and pick up the RAT'S TAIL from the chest. Now step in front of the throne and get ready: ======================================================= : Boss - Dragon Zombie # 075 : :-----------------------------------------------------: : HP 268 : Weakness : : Attack 56 : Fire Dia : : Accuracy 67 : : : Defense 30 : Resistance : : Agility 12 : Quake Ice : : Intelligence 26 : Stone Paralysis : : Evasion 24 : Poison Darkness : : Magic Defense 135 : Sleep Silence : : : Confusion Mind : : Gil 999 : Death : : EXP 2331 : : : : Treasure : : : Megalixer : : : : ======================================================= Believe it or not ... the Dragon Zombie is actually optional. If you have an Emergency Exit item (obtained via the 15 puzzle minigame while on your ship), you can use it and escape the battle with the greatest of ease. The Exit spell WOULD work just as well, but you can't obtain it until you have a White Wizard anyways. :) If you're still reading this, I can assume that you don't have an Emergency Exit. Well, to be honest, the only thing the Dragon Zombie ever did to me was simply attack. And it didn't do much at all for damage. Buff up your frontline fighter and have them attack. The Dragon Zombie will die off in no time. Step on the throne. = 1F = Exit and head back to your ship. ------------ : Class Change Quest - Dragon Caves ^[CHNG7] ------------ The Dragon Caves are west of the Cidatel of Trials. You should probably explore them all anyways since there's free treasures hidden in most of them. Also, you'll see the Hellfire Chasm (which is closed off for now, but at least you know where it is). Once you find a long path going south, that's where you need to be. Follow the path and you'll eventually run into Bahamut, the Dragon King. Items obtained Equipment obtained ---------------- -------------------- X-Potion N/A Dry Ether Elixer Gold Needle Tent Cottage 19975 Gil (total) Talk to Bahamut and he'll acknowledge your courage and bestow fitting titles to such brave warriors. Go outside and gain a few levels so that your characters can gain some MP. Then you can move on to the next section and update all your spells. ------------ : Class Change Quest - Class Change Tactics ^[CHNG8] ------------ Items obtained Equipment obtained ---------------- -------------------- N/A N/A Knights should head back to Cornelia to pick up Cure, Protect and Blink (Dia is off limits). In Pravoka, I suggest getting Invis, NulShock and Silence (or Blindna if you put Silence on a White/Red Mage). In Elfheim, Knights can only obtain Cura and and NulBlaze. Ninjas should get Fire and Thunder (if you want to fill the third spell slot, get Sleep) from Cornelia. Blizzard and Temper (for sure Temper) in Pravoka and Dark if you want to stick in a third spell. In Elfheim, get Fira, Thundara and whatever spell you feel like (I had Focara on my Black Mage) for Level 3 spells. However, you MUST GET HASTE for a Ninja, and then I usually get Confuse and Blizzara . If you have a Black Mage, you now have two characters who can cast Temper and Haste, which is a definite advantage to your team. There's really not much for a Master to do. All they get is a shiny new sprite and some different level up stats. White Wizards should head over to Crescent Lake to pick up Exit. Black Wizards should head over to Melmond to get Teleport, which is a great compliment to Exit (or replacement if you have no White Wizard). Red Wizards get a major spell addition. They can learn Life, Scourge and Teleport in Melmond. In Crescent Lake, they can learn Exit, Invisira, Protera and Thundaga. If your levels are sufficient, you can head to Gaia to pick up the Level 7 spells available, but I'll be getting to that later. For the record, almost everyone can equip better armor. ============================================================ : Relighting the Fire Crystal ^[FIRE1] : ------------ ------------ NOTE: FROM HERE ON OUT, I WILL WRITE THIS FAQ AS IF YOU HAVE UNDERTAKEN THE CLASS CHANGE QUEST (like I said you should). Meeting with Bahamut and obtaining some new skills will definitely come in handy with the last Crystals you have to relight. In all reality, you could go light the Crystals in any order; however, the easiest way to do it is Fire, Water, Wind (besides, you have to go to the Sunken Shrine before you can even attempt the Wind Crystal). At any rate, you should head back to Crescent Lake to rest and reload before attempting to take on Marilith. Killing Marilith is no easy task (Mt. Gulg is a pretty long dungeon), but with enough restorative items along, it'll be a snap. If you don't have enough Gil for tons (well, at least 15-20) of Potions, Hi-Potions and Ethers, go fight some battles and get some Gil to do so. So without further ado, let's go fight Marilith, shall we? ------------ : Relighting the Fire Crystal - Crescent Lake ^[FIRE2] ------------ To get to Crescent Lake, head south of Melmond and hang a west once you reach the southern tip of the continent (y'know, the one that the Cavern of Earth is on). Keep going west until you hit another landmass and then jag south a bit to find a dock. Dock the ship and head southwest, around the southern end of the crescent-shaped lake and you'll hit Crescent Lake (I think you can figure out just WHY they named their town "Crescent Lake"). Head on inside. Items obtained Equipment obtained ---------------- -------------------- N/A N/A Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 200 Potion 40 Sanctuary 400 Hi-Potion 150 Ether 150 Phoenix Down 500 Tent 160 Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Mythril Knife 640 10 15 Wa, Kn, Th, Ni, RM, RW, BM, BW Mythril Sword 3200 23 15 Wa, Kn, Ni, RM, RW Mythril Hammer 2000 12 5 Wa, Kn, Ni, WM, WW Mythril Axe 3600 25 10 Wa, Kn, Ni Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Mythril Mail 6000 18 8 Wa, Kn, Ni, RM, RW Mythril Shield 2000 8 0 Wa, Kn, Ni Buckler 2000 2 0 Wa, Kn, Th, Ni, RM, RW Mythril Helm 2000 6 3 Wa, Kn, Ni Mythril Gloves 2000 6 3 Wa, Kn, Ni, RW White Magic - Level 6 Spell Cost Class Effect -------------------------------------------------------------------------------- Stona 13000 WM, WW Cures stone Exit 13000 WW, RW Transports party out of dungeons Protera 13000 WM, WW, RW Raises party's defense Invisira 13000 WM, WW, RW Raises party's evasion Black Magic - Level 6 Spell Cost Class Effect -------------------------------------------------------------------------------- Thundaga 13000 BM, BW, RW Deals lightning damage to all foes Death 13000 BM, BW Instantly kills one foe Quake 13000 BM, BW Calls an earthquake to swallow foes Stun 13000 BM, BW Paralyzes one foe You've been here before, so nothing here should be new. You can pick up Exit for your White Wizard if you haven't done so already, as well as any new spells for your Red Wizard. None of the equipment here should be new. However, check out the Item Shop. Everything you need to fight Marilith is right here, with the lone exception of the Cottage, but Tents do the job just fine. Stock up and head out. ------------ : Relighting the Fire Crystal - Crescent Lake Area ^[FIRE3] ------------ This section covers monsters found in the Crescent Lake area. It also includes the Mt. Gulg area. Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Anaconda 80 22 10 50 165 --- Ankheg 222 39 20 300 1194 --- Ghast 56 8 10 117 117 Fire, Dia Gigas Worm 56 17 8 15 63 Fire Goblin Guard 16 8 6 18 18 --- Hill Gigas 240 38 12 879 879 --- Minotaur 164 22 4 489 489 --- Ogre 100 18 10 195 195 --- Ogre Chief 132 23 14 300 282 --- Scorpion 84 22 10 70 255 --- Tarantula 64 5 12 50 141 --- Troll 184 24 12 621 621 Fire Warg Wolf 72 14 0 22 93 --- Werewolf 68 14 6 67 135 --- Wolf 20 8 0 6 24 --- ------------ : Relighting the Fire Crystal - Mt. Gulg ^[FIRE4] ------------ With the airsip, reaching Mt. Gulg is a complete snap. From Crescent Lake, head north until you hit mountains, then go west. You'll pass by the entrance to Mt. Gulg. If you do it just right, you can land right on Mt. Gulg's doorstep. At any rate, just head on inside. Items obtained Equipment obtained ---------------- -------------------- Hi-Potion Mythril Helm (x2) Antidote (x2) Great Sword Gold Needle Mythril Gloves Phoenix Down Mythril Shield Tent Mythril Axe Cottage Flame Shield 30070 Gil (total) Ice Brand Staff Flame Mail Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Ankheg 222 39 20 300 1194 --- Fire Elemential 276 50 20 800 1620 Ice Fire Gigas 300 73 20 1506 1506 Ice Fire Hydra 182 20 14 400 1215 Ice Fire Lizard 296 31 18 1200 2472 Ice Gray Ooze 76 30 7 70 255 Lightning Hellhound 192 30 8 600 1182 Ice Hill Gigas 240 38 12 879 879 --- Horned Devil 94 10 32 387 387 --- Hyenadon 120 22 4 72 288 --- Lava Worm 280 50 31 400 1671 Ice Lizard 92 18 12 50 153 --- Minotaur 164 22 4 489 489 --- Ogre Chief 132 23 14 300 282 --- Ogre Mage 144 23 10 723 723 --- Pyrolisk 44 20 4 500 423 Ice Red Dragon 248 75 30 4000 2904 Ice, Stone, Poison Scorpion 84 22 10 70 255 --- Sphinx 228 23 12 1160 1160 --- There's hot lava in Mt. Gulg (duh) that slaps your team's HP by 1 for each step you take. However, there's a slight advantage; standing in the lava guarantees that you won't enter any random encounters. Take it or leave it, the choice is up to you. I'll lead you to all the treasures in Mt. Gulg. If you don't want any of the treasures, you're on your own to find the proper exits unless I'm feeling nice and the floor is convinient. = B1 = From the entrance, head straight west and then north to reach the next floor. You have to walk across lava to get there. = B2 = The exit is directly west, but head north and into the door. Follow the path and take the first path west Follow the path and pick up the MYTHRIL HELM (there's an encounter square south of the chest). From there, go south and you'll hit a chest with 1520 GIL. Head back to the Mythril Helm and you'll see a path going north, so go there. When it splits, take the left path for a GREAT SWORD (with an encounter square). Head back to the split and take the right path to find 4150 GIL. Keep following the path until you can't head west anymore. Head south, then circle around to pick up the two chests, containing 795 GIL and 750 GIL. Head southwest and when you can't go any farther, follow the east path and you'll hit a large room with chests. In it you'll find: MYTHRIL GLOVES, 1760 GIL, MYTHRIL HELM, 1520 GIL, MYTHRIL SHIELD, 1455 GIL, MYTHRIL AXE, HI-POTION, TENT, 1975 GIL, ANTIDOTE and a PHOENIX DOWN. From this room, backtrack until you reach an area where there's three paths going east. The top one leads to the two Gil chests, the bottom one leads to the treasure room you were just in. Take the middle one and once you start going south, go straight south and outside a door. Once you're back in the lava area, go straight west and down to the next floor. = B3 = This floor looks complicated, but it's not. There's one large path to follow, so head east and follow it until you reach the next floor. = B4 = You start in the northwest corner and need to be in the southeast. Do so. = B3 = Think of this floor as divided into sections. Head straight south until you're stopped, then head west one section. After you hit another large rock, go around it and head south one section, then all the way west to the next floor. = B4 = Listen up ... this floor seems complicated ... and it sorta is. So read carefully. From the entrance, take the first door for 2750 GIL and a GOLD NEEDLE (DS). Head outside and start heading west. Once you hit a south-west intersection, go west and take the first door for 1760 GIL. Farther down the west path you'll find another room with 7340 GIL, FLAME SHIELD, ICE BRAND (DS), ANTIDOTE, and 880 GIL. Equip the Ice Brand immediately for its icy benefits against the fiery monsters in Mt. Gulg. Head back to the south-west intersection and start going south. Eventually you'll hit a south-east intersection. Take the door for 10 GIL and 155 Gil, then go east and you'll find another room with a COTTAGE and 2000 GIL (and the Ice Brand if you didn't get it earlier). Backtrack to the south-east intersection and go south, entering the next door to find a STAFF and 1250 GIL. Once you've picked up those treasures, follow the path south and proceed to the next floor. = B5 = Think of this area as a set of 3x3 squares: 1 2 3 4 5 6 7 8 9 You start in square 5. Squares 3, 6 and 9 would contain a Gold Needle if you didn't get it before (it's the same Gold Needle). Square 4 contains FLAME MAIL. Square 7 houses a red orb and the Fire Crystal behind it. HEAL UP BEFORE YOU TALK TO THE RED ORB and prepare to face: ======================================================= : Boss - Marilith # 067 : :-----------------------------------------------------: : HP 1440 : Weakness : : Attack 40 : Paralysis Darkness : : Accuracy 63 : Sleep Silence : : Defense 50 : Confusion Mind : : Agility 24 : : : Intelligence 43 : Resistance : : Evasion 48 : Fire Lightning : : Magic Defense 183 : Stone Poison : : : : : Gil 3000 : Treasure : : EXP 2475 : Golden Apple : : : : ======================================================= Perhaps it's just me ... but I always found it weird how Marilith is NOT weak to Ice. It really doesn't matter since you can still inflict tons of status effects on her. Try casting Silence on her to nullify her Fira attacks. Or you could try casting Sleep on her to stop her attacks, or cast Darkness on her to make her physical attacks miss more often. Cast NulBlaze to halve the damage that Marilith's Fira spell causes (and NulBlaze is the only one you really have to worry about). I also had Marilith cast Dark on me, which only worked on one character (my Knight). Temper and Haste your frontline fighter. I found that it's the easiest way to go. Then keep casting Temper on your frontline fighter. You'll easily whittle away Marilith's 1440 HP and take her down. My Knight (equipped with the Ice Brand) was doing 350-400 damage with a few Temper spells on him. After Marilith dies, relight the Fire Crystal (well, you do so automatically) and watch the Hellfire Chasm open up. Step on the teleporter behind the Crystal to exit. ============================================================ : Relighting the Water Crystal ^[WATR1] : ------------ ------------ Well, with two Fiends down, there's only two left. Interestingly enough, you can't really go after Tiamat (the Fiend of Wind) until you gain an item found in The Sunken Shrine (guarded by Kraken, the Fiend of Water). Luckily, you need to kill them both off anyways, so the logical course of action is to simply go after Kraken first. However, Marilith probably left your party drained, so it would be in your best interests to head back to Crescent Lake (or some other town) and rest up first, but don't go blowing all your cash right away. Eventually you'll need 40,000 Gil to purchase an item to advance the story, so start saving up your Gil immediately. Lurk around Gaia and fight some enemies if you need some cash. Meet up with the Caravan when you're ready to move on. ------------ : Relighting the Water Crystal - Gaia ^[WATR2] ------------ From Mt. Gulg, head east (back to Crescent Lake) and then head south. You'll pass by the area where you obtained your airship and then reach a mountain range with a small town inside of it. That's Gaia, so head on inside. Items obtained Equipment obtained ---------------- -------------------- N/A N/A Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 500 Hi-Potion 150 Sanctuary 750 Ether 150 Phoenix Down 500 Tent 160 Cottage 2000 Weapon Shop Item Cost ATK ACC Class -------------------------------------------------------------------------------- Cat Claws 52000 22 35 Kn, Ni, RW, BW Armor Shop Item Cost DEF WGT Class -------------------------------------------------------------------------------- Ruby Armlet 40000 24 1 All Protect Ring 16000 8 1 All White Magic - Level 7 Spell Cost Class Effect -------------------------------------------------------------------------------- Curaja 30000 WW Fully restores one ally's HP Diaja 30000 WW Deals damage to all undead foes Black Magic - Level 7 Spell Cost Class Effect -------------------------------------------------------------------------------- Blizzaga 30000 BW Deals ice damage to all foes Break 30000 BW Petrifies one foe White Magic - Level 8 Spell Cost Class Effect -------------------------------------------------------------------------------- Holy 40000 WW Damages all foes with holy light NulAll 40000 WW Reduces damage from spells by half Dispel 40000 WW Negates one foe's magical defenses Black Magic - Level 8 Spell Cost Class Effect -------------------------------------------------------------------------------- Stop 40000 BW Stops time and paralyzes all foes Warp 40000 BW Banishes foes to another dimension Kill 40000 BW Instantly kills one foe Gaia is on a continent known as "The Hawk". Gaia is considered to be the "Eye of the Hawk" since it's located in that position. In addition, you learn about an ancient city to the south known as the "Wing of the Hawk", but that's another section for another time. Buy your equipment, spells, etc. etc. Remember that you'll be coming back here though. ------------ : Relighting the Water Crystal - Caravan ^[WATR3] ------------ YOU NEED 40,000 GIL BEFORE YOU COME HERE. OBTAIN IT NOW. FINDING the Desert Caravan is a task in itself. Luckily for you, you have Action's handy-dandy FAQ/Walkthrough to help. :) *ahem* From Gaia, head east until you reach another landmass. Head south until you find a desert. The Caravan is here, even though you can't see it on the map. Land your airship in a tiny green patch southeast of the desert and walk up into it. The Caravan itself is located on a small patch of seperate desert to the west of the forest (the forest is northwest of where you should land the airship). Items obtained Equipment obtained ---------------- -------------------- *Bottled Faerie N/A Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn N/A Bottled Faerie 40,000 Sanctuary N/A That's right ... there's ONE thing to do here. If it isn't obvious ... well ... yeah. Just buy the Faerie and leave. However, if you talk to the guy again, he'll have a new inventory lined up for you. Item Shop Item Cost --------------------------- Giant's Tonic 1500 Faerie Tonic 1500 Strength Drink 1000 Protect Drink 1000 Speed Drink 1000 All of these items are in-battle temporary stat-raising items. Get some if you want, but either way, you need to go back to Gaia. However, before you do, there are some things you can get out of the way. You'll have to do them later if you don't do them now, so you might as well do them now. -- As quoted on the boards ... ----------------------------------------------- | | | The hardest boss? I think it was the caravan master. With his strict | | business sense and inflexible prices, the only way to get past him would | | be to pay him, and that means he wins. | | | | User - TurbidCurrent | ------------------------------------------------------------------------------ ------------ : Relighting the Water Crystal - Waterfall Cavern ^[WATR4] ------------ From where you landed your airship to reach the caravan, there's a river to the east. If you follow it, you can head upstream, straight into the waterfall. Items obtained Equipment obtained ---------------- -------------------- 24480 Gil (total) Wizard's Staff *Warp Cube Ribbon Defender Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Clay Golem 176 64 7 800 1257 --- Cockatrice 50 1 4 200 186 --- Green Dragon 354 72 16 5000 4068 Ice King Mummy 188 43 24 1000 984 Fire, Dia Mummy 80 30 20 300 300 Fire, Dia Nightmare 200 30 24 700 1272 Ice Pyrolisk 44 20 4 500 423 Ice There's only one floor. So listen up. From the entrance, head north until you are able to go west. Head west, skip the south path and continue on (you'll travel in a sideways S curve). You will eventually reach a point with five breaks in the path (four plus the one that you entered through). Start heading northwest and you'll reach another inter- section. Head south and you'll enter a room with the following treasures: WIZARD'S STAFF, RIBBON, 13,450 GIL, 6,400 GIL, 5,000 GIL and a DEFENDER sword. Talk to the robot in here to get the WARP CUBE. Leave by using the Exit spell or by walking out. ------------ : Relighting the Water Crystal - Onrac ^[WATR5] ------------ Onrac is located to the east of the river that you find the Waterfall Cavern on. Follow the river and you'll see a town. That's Onrac, so head on inside. Items obtained Equipment obtained ---------------- -------------------- N/A N/A Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn 300 Hi-Potion 150 Sanctuary 750 Ether 150 Remedy 1500 Gold Needle 500 Cottage 2000 White Magic - Level 7 Spell Cost Class Effect -------------------------------------------------------------------------------- NulDeath 30000 WW Enhances party's defense against death Healaga 30000 WW Restores a lot of HP to entire party Black Magic - Level 7 Spell Cost Class Effect -------------------------------------------------------------------------------- Saber 30000 BW Raises caster's attack and accuracy Blind 30000 BW Blinds one foe with darkness You can get some great spells here, but there's no armor or weapons shops. Have fun with Healaga and Saber. NulDeath is a good spell, but its uses are somewhat limited. Blind isn't the greatest spell, so feel free to drop it if you want. The real reason you're here right now is because you'll have to come back here eventaully. In the southeast corner, you'll find a barrel that's been rebuilt as a submarine (which really makes you wonder HOW a wooden submarine would survive the pressure at the bottom of the sea ... but whatever). Once you get the oxyale, you can come back and face off against Kraken. ------------ : Relighting the Water Crystal - Gaia ^[WATR6] ------------ Head back to Gaia (use the map if you need). Items obtained Equipment obtained ---------------- -------------------- *Oxyale N/A Once you enter Gaia, watch the Faerie fly off. Now, head to the Sanctuary and head east, following the path until you reach a spring. Talk to the Faerie and it'll give you the Oxyale. With the Oxyale in hand, head back to Onrac. ------------ : Relighting the Water Crystal - Onrac ^[WATR7] ------------ Head back to Onrac (use the map if you need). Items obtained Equipment obtained ---------------- -------------------- N/A N/A In the southeast corner of Onrac, talk to the character in front of the barrel and she'll ask you to save the mermaids. Talk to the barrel (although personally I'd feel unsafe trying to reach the bottom of the ocean in a puny wooden barrel, but whatever) and select "Yes". Make sure you're ready to go with plenty of Hi-Potions, Ethers and Phoenix Downs. The Sunken Shrine is a tricky area. ------------ : Relighting the Water Crystal - Sunken Shrine ^[WATR8] ------------ Who would've thought? A dungeon at the bottom of the ocean! And the Fiend of Water is down here, no less! Well, it's time to play garbage-player, because you're here to take out the trash. >=) Items obtained Equipment obtained ---------------- -------------------- Antidote Diamond Armor 99150 Gil (total) Light Axe (x2) *Rosetta Stone Mage's Staff Diamond Armlet Diamond Shield Diamond Helm Diamond Gloves Giant's Gloves Ribbon Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Deepeyes 304 30 16 3591 3591 Lightning Ghost 180 93 30 990 990 Fire, Dia Sahagin Chief 64 15 8 105 105 Lightning Sahagin Prince 204 47 20 882 882 Lightning Sea Scorpion 148 35 18 300 639 Lightning Sea Snake 224 35 12 600 957 Lightning Sea Troll 216 40 20 852 852 Lightning Shark 120 22 0 66 267 Lightning Water Elemential 300 69 20 800 1962 Ice Water Naga 356 9 8 2355 2355 Lightning White Shark 344 50 8 600 2361 Lightning There's two things you HAVE to do here. The first is to defeat Kraken; the second is to take the Rosetta Stone (in case you couldn't tell, it's in here). I'll lead you to the Rosetta Stone first because it's shorter, then I'll lead you to Kraken. You're free to skip the Rosetta Stone now, but you're going to need it regardless of whether or not you want it, so I suggest getting it now. = 3F = *Rosetta Stone* Start by heading north. After you pass four pillars, head east and into the door to nab 2000 GIL. Head back outside and return to the pillars. Before you go anywhere, go all the way west and then head slightly north to find a door that houses 9900 GIL. Now return to the pillars and head all the way north. When you can't go any farther north, go east and you'll see a set of stairs. Take them. = 4F = Follow the path south and then all the way west. Follow the wall around to the north and eventually you'll hit a door with 20 GIL inside. Head outside and start heading northwest, then northeast. Follow the path and you'll eventually reach another room with a DIAMOND ARMOR in it. Head back to where you got the 20 Gil and head southwest as far as you can; you'll reach another door with a LIGHT AXE in a chest. From outside of this room, head west and you'll pass by a room with a MAGE'S STAFF inside and another door with 12350 GIL inside. In the southeast corner you'll see some more stairs, so take them. = 5F = For the record, I never ran into any monsters on this floor, so I'm going to say it's monster-free. On the other hand, this floor IS filled with mermaids who all have something to tell you when you talk to them. Think of this area as a set of 4x4 squares: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 The stairs you start at are at 14. There isn't a room there, just the stairs. Room 10 contains 9000 GIL, 1760 GIL, and a DIAMOND ARMLET. Go northwest of Room 10 to find a path that leads to the other rooms. Room 2 contains 2750 GIL. Room 3 contains 10,000 GIL and 10 GIL. Room 7 holds 4150 GIL. Room 8 has 5000 GIL. Room 15 has an ANTIDOTE. Room 16 contains a DIAMOND SHIELD. Head northwest of Room 1 to find a small path that leads around the map. It'll lead you to Room 4 and the DIAMOND HELM, DIAMOND GLOVES and ROSETTA STONE inside. Now then, either walk back or use the Exit spell. Either way, you still need to get back to 3F. = 3F = *Kraken Fight* Instead of heading northeast to go get the Rosetta Stone, head northwest and down the stairs. = 2F = Head slightly west and then all the way north. You'll find a set of stairs in the northeast corner of this area, so take them. = 3F = Take the next set of stairs. = 4F = Take the next set of stairs in the southeast corner. = 3F = Head north into the room and pick up the 110 GIL and 450 GIL. Head south and down the stairs. = 2F = Head west until you reach a north-south-west intersection. Head south and then southwest and enter a room with 7690 GIL and 8135 GIL. Exit and head all the way west to find another room with 5450 GIL, 385 GIL and the GIANT'S GLOVES. Exit this room and start making your way north and you'll find another room with a LIGHT AXE inside. Outside of this room, head east and you'll find yet another room that contains a RIBBON, 9900 GIL, 7340 GIL and 2750 GIL. Head back out and head slightly west, then north and northwest. Take the stairs. = 1F = Head west and then take the first path north that you find. Eventually you'll find a path west, so take it. You'll reach a room, so enter it and make your way to the northwest side of it. You'll find an exit more towards the middle- west, so exit it and follow the path until you reach the next door. Inside the door, HEAL UP BEFORE YOU TALK TO THE BLUE ORB. Prepare for the fight: ======================================================= : Boss - Kraken # 102 : :-----------------------------------------------------: : HP 1800 : Weakness : : Attack 50 : Lightning : : Accuracy 90 : : : Defense 60 : Resistance : : Agility 42 : Quake Fire : : Intelligence 32 : : : Evasion 84 : Treasure : : Magic Defense 160 : Kikuichimonji : : : : : Gil 5000 : : : EXP 4245 : : : : : ======================================================= Kraken is weak to Lightning, so use that to your advantage. Buff up your own evasion using Invisira or Invis (you can use the White Robe to case Invisira if you have it). Protera will help, but it's really not needed if you have a good set of Invis on your crew. I've fought Kraken a number of times and he never uses spells, just strong physical attacks, so you shouldn't have to worry about casting Nul-anything. In the first round, your frontline fighter should use the Giant's Gloves that you SHOULD have by now (if you don't, then you haven't been following my FAQ too well). At any rate, have your crew cast Temper and Haste on that fighter, and then have them attack. In the meanwhile, have someone cast Invis or Invisira on your crew. Keep your HP high and have your frontline fighter attack nonstop. Keep up this pattern and Kraken will go down in no time. Light the crystal, watch the Lifespring Grotto open and head out using the teleporter. ============================================================ : Relighting the Wind Crystal ^[WIND1] : ------------ ------------ Cutting down Kraken means that there's only one Fiend left. After running a few errands around the world, you'll be all set to face Tiamat, the final Fiend. The tasks you'll complete include a trip all around the world. Having the Rosetta Stone will start the task (and you should have it if you've been following my walkthrough). Also the obscene amounts of Gil you should have (99150 Gil to be precise) from the Sunken Shrine will be more than sufficient for the two Level 8 spells you should be getting as well. Remember ... you NEED THE ROSETTA STONE, so go get it if you haven't already. In any case, once you have the Rosetta Stone and you're ready to go, let's do it. ------------ : Relighting the Wind Crystal - Melmond Graveyard ^[WIND2] ------------ If you need help finding Melmond, use the world map by pressing B and SELECT. Items obtained Equipment obtained ---------------- -------------------- *Lufenian Langauge N/A In the northeast corner of Melmond, you'll find Dr. Unne. He'll take the Rosetta Stone and translate it. As thanks, he'll teach you Lufenian, the language he was trying to decipher. Now that you know Lufenian, you can speak to the Lufenians in (take a guess) Lufenia! ------------ : Relighting the Wind Crystal - Lufenia Area ^[WIND3] ------------ If you remember where Gaia is, you basically know how to get to Lufenia. However, the only place to land your airship is far north of Lufenia, closer to the body of the Hawk. Go to Gaia, then head south until you reach a small lake. Northwest of that lake you'll find a small patch of green land that you can land the airship on. Hope you brought some Cottages along. It's a long walk from where you land to Lufenia. Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Allosaurus 480 65 10 502 3387 --- Baretta 256 60 38 300 1428 --- Desert Baretta 352 98 48 1 2610 --- Hill Gigas 240 38 60 879 879 --- Minotaur Zombie 224 40 14 1050 1050 Fire, Dia Sand Worm 200 46 14 900 2683 --- Troll 184 24 12 621 621 Fire Tyrannosaur 600 115 10 600 7200 --- Winter Wolf 92 25 0 200 402 Fire Wyvern 212 30 12 50 1173 --- I included the enemies around Mirage Tower in with the enemies around Lufenia. I think it's easier that way. If it doesn't look like it belongs in a forest, try looking for it in the desert. ------------ : Relighting the Wind Crystal - Lufenia ^[WIND4] ------------ Lufenia is far to the south of where you land your airship. Use the map if you need help. Items obtained Equipment obtained ---------------- -------------------- *Chime N/A Shop List: Inn/Sanctuary Item Shop Item Cost Item Cost --------------------------- --------------------------- Inn N/A N/A Sanctuary N/A White Magic - Level 8 Spell Cost Class Effect -------------------------------------------------------------------------------- Full-Life 40000 WW Revives one ally and fully restores HP Black Magic - Level 8 Spell Cost Class Effect -------------------------------------------------------------------------------- Flare 40000 BW Blasts all foes with light and heat The best spells reside in Lufenia; if you have a Black or White Wizard, you NEED to get these spells since they're the best Level 8 spells available. And unless you've been totally blowing your Gil, there's really no reason NOT to get them (unless, of course, your magic level is too low). To get to the magic shop, head northeast from the entrance and when you see an opening in the wall, head straight east to hit two shops; one for White Wizards and the other for Black Wizards. Also, before you go make sure to pick up the Chime from a Lufenian just east of the entrance. Circle around from the entrance to speak to him (or her?) and obtain the Chime. ------------ : Relighting the Wind Crystal - Mirage Tower ^[WIND5] ------------ If you've been following my walkthrough, you have the Warp Cube, which is what you need to obtain before heading into the Mirage Tower. If you don't have it, go back to section [WATR4] and pick it up (don't forget the carat). Meet me back here once you do. You also need the Rosetta Stone (found in section [WATR8]) and have shown it to Unne (found in section [WIND2]). From where you left the airship on your Lufenia trip, go straight south and you will find another patch of green land. Land on it and head into the desert. Smack in the middle of the desert you'll find a tower. That's the Mirage Tower, so head on in. Items obtained Equipment obtained ---------------- -------------------- Tent Aegis Shield Cottage Healing Helm 83945 Gil (total) Vorpal Sword Thor's Hammer Sun Blade Dragon Mail Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Black Knight 260 44 38 1800 1263 --- Chimera 300 30 20 2500 2064 Ice Cockatrice 50 1 4 200 186 --- Guardian 200 25 40 400 1224 Lightning Hellhound 192 30 8 600 1182 Ice King Mummy 188 43 24 1000 984 Fire, Dia Medusa 68 20 10 699 699 --- Mummy 80 30 20 300 300 Fire, Dia Nightmare 200 30 24 700 1272 Ice Pyrolisk 44 20 4 500 423 Ice Sabertooth 200 24 8 500 843 --- Vampire 280 76 26 2000 1200 Fire, Dia Weretiger 160 30 16 780 780 --- Wyrm 260 40 22 502 1218 --- Wyvern 212 30 12 50 1173 --- The Mirage Tower and the Flying Fortress allow for no breaks. Make sure you arrive prepared to face both areas with plenty of Hi-Potions, Ethers, Remedies and Phoenix Downs. Between Onrac and Gaia, you'll be able to stock up on all the supplies you need before facing off against the two dungeons. You might also want to get a few Cottages in case you need to warp out and don't want to be left stranded with little to no HP/MP. The Mirage Tower is also built like a clock. So you'll see me referring to positions on the clock on 2F. = 1F = The stairway is due west of where you enter. All you need to do is head north into the door and south through the west door and up the stairs. However, if you enter the door and head north, you'll find a plethora of treasure, which includes the following: 800 GIL, TENT, AEGIS SHIELD, 2750 GIL, 3400 GIL, HEALING HELM, 18010 GIL and a VORPAL SWORD. Head up to the next floor when you are ready. = 2F = You start at 6 o'clock and the exit is at 12 o'clock. Start by heading counter clockwise until you pass the stairs (blocked by a wall) and keep going until you reach 10 o'clock. You can either go up the stairs or follow the outline of the black room until you find a door. Inside you'll find the following: 13000 GIL, 12350 GIL, THOR'S HAMMER, 7900 GIL, 8135 GIL, COTTAGE, 7600 GIL, SUN BLADE, 10000 GIL and DRAGON MAIL. Once you have the treasure, head on up the stairs. = 3F = Circle around and enter the room and get ready for: ======================================================= : Mini Boss - Blue Dragon # 107 : :-----------------------------------------------------: : HP 454 : Weakness : : Attack 92 : None : : Accuracy 86 : : : Defense 20 : Resistance : : Agility 48 : Quake Lightning : : Intelligence 28 : : : Evasion 96 : Treasure : : Magic Defense 200 : None : : : : : Gil 2000 : : : EXP 3274 : : : : : ======================================================= Really ... I'm not sure I should be counting the Blue Dragon as any sort of boss by any stretch of imagination. Just use the Giant's Gloves on your main fighter, kill it within 2-3 turns (more if you're really terrible at this game) and move on. The Blue Dragon can attack your entire team at once. Not a problem if you have a Healing Helm (which you should have 2) and a Healing Staff (you should have it by now as well). Step on the pad after killing the Blue Dragon and move on to ... ------------ : Relighting the Wind Crystal - Flying Fortress ^[WIND6] ------------ There's really nothing you need to do to find the Flying Fortress. You warp straight to it from the Mirage Tower. Items obtained Equipment obtained ---------------- -------------------- Potion (x2) Protect Ring (x2) Gold Needle (x2) Healing Helm Cottage Razer 93685 Gil (total) Diamond Gloves *Adamantite Ribbon Diamond Shield White Robe Black Robe Protect Cloak Clothes Sasuke's Blade Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Air Elemential 358 53 4 807 1614 --- Black Flan 156 49 255 900 1101 Fire Black Knight 260 44 38 1800 1263 --- Chimera 300 30 20 2500 2064 Ice Clay Golem 176 64 7 800 1257 --- Dark Fighter 200 40 38 3420 3420 --- Death Knight 190 55 32 3000 2700 --- Earth Medusa 96 11 12 1218 1218 Fire Evil Eye 162 30 30 3225 3225 --- Fire Hydra 182 20 14 400 1215 Ice Guardian 200 25 40 400 1224 Lightning Manticore 164 22 8 650 1317 --- Medusa 68 20 10 699 699 --- Mindflayer 112 1 12 999 822 --- Neochu 344 35 32 500 3189 --- Nightmare 200 30 24 700 1272 Ice Rakshasa 110 20 30 800 603 --- Soldier 400 102 48 2000 4000 Lightning Spirit Naga 420 7 16 4000 3489 --- Stone Golem 200 70 16 1000 2385 --- Vampire Lord 300 90 28 3000 2385 Fire, Dia The Flying Fortress is set up like a clock on most of its floors. So you'll see me refer to clock hands. = 1F = You start in the center of the area. Go to 3 o'clock to find 5000 GIL, a PROTECT RING, 6720 Gil, HEALING HELM and 180 GIL. Return to the center and go to 6 o'clock to find a RAZER (a sword that your Knight, Ninja or Red Wizard can equip, but can also be used to cast Scourge when used as an item). Return to the center and go to 9 o'clock to find 9900 GIL, POTION, 4150 GIL, and 7900 GIL. Return to the center and head to 12 o'clock to head to the next floor. = 2F = You start at 12 o'clock, so head south until you reach a giant crossroads. Go to 1 o'clock to find some DIAMOND GLOVES. Go to 3 o'clock to find a RIBBON and DIAMOND SHIELD. Go to 5 o'clock to find a WHITE ROBE and BLACK ROBE. Go to 7 o'clock to find the ADAMANTITE (a valuable metal that will serve you well later on). Go to 9 o'clock to find 800 GIL and 13,000 GIL. Go to 11 o'clock to find a MYTHRIL HELM and a COTTAGE. The exit is at 6 o'clock. = 3F = You start out in the center area. Slightly southeast from where you start, you can talk to the robot and look out over the entire world. Looking at the globe will also point you towards your next objective, but it really doesn't matter since you have this FAQ. :) Go to 3 o'clock to find a PROTECT CLOAK, CLOTHES, 6400 GIL, GOLD NEEDLE, 9500 GIL and 8135 GIL. Go to 12 o'clock to find a POTION, 9000 GIL, PROTECT RING and 5450 GIL. Go to 9 o'clock and take the north path to find a GOLD NEEDLE, 4150 GIL, 3400 GIL, and SASUKE'S BLADE. From there, you can circle around south and take the exit. = 4F = This floor is rather easy. It's laid out like the 4x4 grid you've seen quite a few times before. The only difference here is that you can't go inside the rooms because there's nothing to go into. Go left two "rooms" and then north until you reach the next area. = 5F = It's a straight shot to Tiamat. However, there's also another boss lying in wait on this floor. It comes in an EXTREMELY rare random encounter, but in all cases, you should be prepared to face: ======================================================= : Boss - Death Machine # 118 : :-----------------------------------------------------: : HP 2000 : Weakness : : Attack 128 : None : : Accuracy 200 : : : Defense 80 : Resistance : : Agility 48 : Quake Fire : : Intelligence 50 : Lightning Ice : : Evasion 96 : Stone Paralysis : : Magic Defense 200 : Poison Darkness : : : Sleep Silence : : Gil 32000 : Confusion Mind : : EXP 32000 : Death : : : : : : Treasure : : : Genji Armor : : : : ======================================================= Take a look at Death Machine's stats, then go to Tiamat's. In terms of overall stats, Death Machine is actually the stronger boss in this dungeon. Treat Death Machine exactly like every other boss you face. Protect and Invis should be your first priorities. Then use the Giant's Gloves, Haste and Temper on your main fighter. Have them attack as soon as you can. Use Heal-type spells or items as much as you can to maximize your team's healing coverage; you'll see just why in a second. Death Machine hits hard. My team was at Level 22 when facing him and they had an average of 530-550 HP. Death Machine was able to hit one character for anywhere between 150-300 HP with his main attack. Death Machine also has a Nuke spell that can instantly shave 300-400 HP off all your characters. Which is why you'll want to use items that cast Heal instead of using a spell that casts Cura/Curaga/Curaja; Heal items will allow you to heal your team all at once without worry about focusing on individual characters. This leaves your team more areas where they can attack. Death Machine can hit hard, but he's not overly difficult. Just finish the battle as soon as you can and move on. Head to the northern section of 5F to face the boss that you're supposed to face: ======================================================= : Boss - Tiamat # 119 : :-----------------------------------------------------: : HP 2400 : Weakness : : Attack 53 : Stone Poison : : Accuracy 80 : : : Defense 80 : Resistance : : Agility 36 : Quake Fire : : Intelligence 45 : Lightning Ice : : Evasion 72 : : : Magic Defense 200 : Treasure : : : None : : Gil 6000 : : : EXP 5496 : : : : : ======================================================= If you just got done facing Death Machine, Tiamat should prove to be no problem (unless you forgot to heal up and Death Machine left you hurting). Or so you might think. Buff up your team with as many Nul-anything spells as you can. Tiamat has an array of elemential spells that will definitely leave your team hurting if you don't. Any Curtain-type items (Light Curtain, Red, White or Blue Curtains) will cast the spells for you in case you have any characters incapable of casting White Magic. Don't even bother buffing up your attack power until you get your magic defenses up. Tiamat usually uses attacks that hit your entire team, such as Thunderbolt, Poison Gas, Icestorm and Blaze. I've also run the game for quite a few turns and it seems that Tiamat follows that distinct pattern: Thunderbolt, Poison Gas, Icestorm, Blaze, then back to Thunderbolt. You can use this to your advantage because more than likely, one character will recieve a turn before Tiamat, so you should have that character use a Blue Curtain to reduce Thunderbolt's damage. Once you have a defensive curtain up, use the Giant's Gloves, Temper and Haste on your primary fighter, then have them attack. One character should be on permanent heal duty, using either your highest level Heal spell or items that can cast Heal-type spells. If you need more characters on Heal duty, feel free to dedicate more characters to it. Keeping your team alive should take precedence over causing massive damage. Besides, since Tiamat doesn't really deviate from his attack pattern, so you can slowly chip away his life as long as you keep your team alive. Keep up the attacks and sufficent healing and Tiamat will eventually go down. With the deed done, your team will relight the Wind Crystal, the Whisperwind Cove will open up and you'll be able to exit via the teleporter behind the Wind Crystal. ============================================================ : The Final Battle ^[LAST1] : ------------ ------------ The time to end the battle has come. After defeating all the Fiends, the final destination has been revealed; it's the Chaos Shrine! You need to head there and face off against the real antagonist. Leaving the battle now would only result in failure, which is unacceptable. Only after beating this final boss can peace truly be restored. Reconstruct your full inventory if you need, then head out to face off. ------------ : The Final Battle - Battle Preparations ^[LAST2] ------------ Items obtained Equipment obtained ---------------- -------------------- N/A Excalibur This section will go over what you will most likely want to bring alone for the final area. If you think you are sufficiently equipped, feel free to skip this section and jump ahead. However, keep in mind that you'll also skip over a good sword for a Knight, which is listed in the beginning of this section. The following are items you should bring along: Potions (99), Hi-Potions (99), Ethers (99), Phoenix Downs (at least 20 if you can), Remedies (at least 40 if you can) I recommend Potions because they're useful for outside of battle when you're being left alone; Hi-Potions are also useful for the same reason; Ethers are essential for your mages MP; Phoenix Downs aren't as essential, but still important at the same time; Remedies will replace all the other status- healing items in your inventory so you can sell the others if you choose. Hi-Potions, Ethers, Phoenix Downs and Remedies can be purchased in Onrac. Potions can be bought in Cornelia, which is right next to your destination. You may choose to purchase a few Cottages if you wish, but it's not essential since there's no spot for you to use them inside the Chaos Shrine. Before you go, you'll want to visit Mt. Duergar and see the swordsmith in there; he is directly west of Mt. Duergar's entrance. Use the map if you need help. Talk to the smith with the Adamantite (which you have if you've been following this FAQ) and he'll make you the Excalibur. Also, if you so choose, you can complete the Soul of Chaos dungeons right now, if you like. The equipment you obtain inside will be invaluable to the coming battle, but if your levels are anything beyond 30, you won't need them to beat Chaos. With everything in order, you're now ready to move on. ------------ : The Final Battle - Chaos Shrine ^[LAST3] ------------ If you seriously need help finding the Chaos Shrine ... well ... let's just say you might want to question your Final Fantasy memory since it's the second area you visit in the game. Use the map if you REALLY need to. Items obtained Equipment obtained ---------------- -------------------- N/A N/A You should already have all the stuff you need from here. All you need to do is approach the black crystal ball in the center of the area, behind where you fought Garland. Talk to it and you'll be able to travel 2000 years into the past, where the true enemy lies. ------------ : The Final Battle - Chaos Shrine ^[LAST4] ------------ This is it. The final battle lies ahead. The Chaos Shrine is in pristine condition since it's 2000 years younger. However, you're not here to appreciate the upholstery, you're here to fight. Items obtained Equipment obtained ---------------- -------------------- Monsters encountered Monster HP ATK DEF Gil EXP Weakness -------------------------------------------------------------------------------- Basilisk 196 30 20 658 1977 --- Black Knight 260 44 38 1800 1263 --- Chimera 300 30 20 2500 2064 Ice Clay Golem 176 64 7 800 1257 --- Dark Fighter 200 40 38 3420 3420 --- Dark Wizard 105 26 40 1095 1095 --- Death Eye 360 120 60 1 1 Fire, Dia Dragon Zombie 268 56 30 999 2331 Fire, Dia Earth Elemential 288 66 20 768 1536 Fire Earth Medusa 96 11 12 1218 1218 Fire Fire Gigas 300 73 20 1506 1506 Ice Fire Lizard 296 31 18 1200 2472 Ice Green Dragon 354 72 16 5000 4068 Ice Ice Gigas 336 60 16 1752 1752 Fire Iron Golem 304 93 100 3000 6717 --- Lava Worm 280 50 31 400 1671 Ice Purple Worm 448 65 10 1000 4344 --- Red Dragon 248 75 30 4000 2904 Ice, Stone, Poison Rhyos 350 40 18 5000 4584 Ice Sahagin Prince 204 47 20 882 882 Lightning Sea Scorpion 148 35 18 300 639 Lightning Sea Snake 224 35 12 600 957 Lightning Sea Troll 216 40 20 852 852 Lightning Stone Golem 200 70 16 1000 2385 --- Vampire 280 76 26 2000 1200 Fire, Dia Vampire Lord 300 90 28 3000 2385 Fire, Dia Water Elemential 300 69 20 800 1962 Ice White Dragon 200 53 8 2000 1701 Fire, Lightning White Shark 344 50 8 600 2361 Lightning Winter Wolf 92 25 0 200 402 Fire There are a few tips I should give you before undertaking this dungeon. First off, try to conserve your MP. Even if you have 99 Ethers, they can burn up rather quickly. If you can, use items to heal instead of using MP. You have plenty of them: the Healing Helm and Healing Staff. Even though they're slow, they get the job done without spending any MP. They're also an excellent way to conserve Potions and Hi-Potions. Simply find a weak group of enemies, kill all but one and then have at it with the Heal items. Also, items can be extremely useful, such as items that cast Nul-anything. Feel free to use them if necessary, but keep in mind that they will also come in handy later on when you fight the bosses. Lastly, a lot of the enemies here are weak to some sort of element. Exploiting those weaknesses will definitely help you in the long run. Also, unless you've sold all your extra equipment, you should have plenty of items that cast elemential spells. Use those to your advantage. Now then, that's all the advice I have to give. Let's move on ... = 1F = From the entrance, head south as far as you can, then go east. You'll find a stairway in the southeast corner, so take it. = 2F = Head straight east and take the stairway. = 3F = From the entrance, head south until you reach the southwest corner. From there, go east until you reach the center of this floor (you'll know you're there because you'll see a line of pillars leading to a doorway). Enter the doorway and face off against: ======================================================= : Mini Boss - Death Eye # 121 : :-----------------------------------------------------: : HP 360 : Weakness : : Attack 120 : Fire Dia : : Accuracy 150 : : : Defense 60 : Resistance : : Agility 12 : Quake Ice : : Intelligence 35 : Stone Paralysis : : Evasion 24 : Poison Darkness : : Magic Defense 160 : Sleep Silence : : : Confusion Mind : : Gil 1 : Death : : EXP 1 : : : : Treasure : : : Elixer : : : : ======================================================= Okay, the Death Eye isn't a huge threat since you can kill it within 1-2 turns. The only real reason it's here as a mini-boss is because it's a forced fight. However, if you leave it alone, it can use some rather nasty spells on you like Stop, Warp, Break, Death, Hold, Silence, Slow and even Dispel, just to name a few, some of which can instantly KO teammates. Kill it quickly (don't even bother trying to build up offense or defense) to defeat the threat before it even becomes a threat. After you defeat the Death Eye, open the chests in the northwest and northeast corners for a Dry Ether and an Elixer. Then stand in front of the tablet and talk to it to activate a short scene and move on. = 2F = Head south and outside the door and then to the southwest corner. After you reach the southwest corner, head to the northwest corner to find a set of stairs. Take them. = 1F = You start in the northeast corner and your destination is the northwest corner. Head there and take the stairs. = B1 = You start in the southwest corner and your destination is the southeast corner. However, it's not a straight shot; you have circle all the way around to the northwest corner, then the northeast corner, then to the southeast corner. Before you approach the stairs, HEAL UP! Also, it really helps if you have Protect Rings as they'll guard against instant-death attacks. In addition, a Ribbon on a character with low Magic Defense (like a Knight or Master) will help against other spells. Once you're all healed up and equipped, approach the stairs (it doesn't matter what direction you approach them from since there's encounter squares on all sides) and get ready to face: ======================================================= : Boss - Lich # 124 : :-----------------------------------------------------: : HP 2800 : Weakness : : Attack 50 : Dia : : Accuracy 64 : : : Defense 80 : Resistance : : Agility 24 : Ice Stone : : Intelligence 34 : Paralysis Poison : : Evasion 48 : Darkness Sleep : : Magic Defense 140 : Silence Confusion : : : Mind Death : : Gil 1 : : : EXP 2000 : Treasure : : : None : : : : ======================================================= Lich has an entire new lineup of spells (much deadlier spells) to throw at you which include Flare, Warp, Stop and Kill. It also seems like Lich loops those spells. With Protect Rings equipped on your team, Kill becomes ineffective. A Ribbon will protect a low Magic Defense character (my Knight had troubles in this fight) from Warp and Stop. This essentially makes Flare the only real threat in this fight. Your equipment is more of what creates your defense in this fight, not your spells. With a Ribbon and Protect Ring on a character, they only have to fear Flare. Have your strongest fighter use the Giant's Gloves and place everyone else on Heal spell/item priority. When your fighter is beefed up, attack away. Lich will go down soon enough. When the battle is complete, move on to the stairs. = B2 = Jag south, then go west between the pillars, then north and into the door. Follow the path and take the first east path that you can. Head past the raised floor area and keep going until you're surrounded by four smaller rooms with no doors. Head south to find another door. Keep going south until you reach some more pillars. Head west, but dont' go towards the stairs yet. Head south and you'll find two doors. The left door houses a PROTECT RING and a SASUKE'S BLADE waaaaaay down the path. The right door holds a PROTECT CLOAK and a MEGALIXER. Before you go back to the stairs, be sure you have Protect Rings and Ribbons equipped. Because once you approach the stairs, you'll face: ======================================================= : Boss - Marilith # 125 : :-----------------------------------------------------: : HP 3200 : Weakness : : Attack 60 : None : : Accuracy 63 : : : Defense 80 : Resistance : : Agility 30 : Fire Lightning : : Intelligence 41 : Ice Stone : : Evasion 60 : Poison : : Magic Defense 183 : : : : Treasure : : Gil 1 : None : : EXP 2000 : : : : : ======================================================= Marilith (like Lich here) has a new lineup of spells. I saw Firaga, Death and Stun just to name a few. However, with a Protect Ring and a Ribbon on your weakest Magic Defense character (or more than one if you like), Death and Stun become useless, which makes Firaga your only real threat. Even then, a well- placed Healaga spell (or multiple characters on Heal-item duty) is more than enough to nullify any bad effects you might suffer. All you really need to do is beef up your frontline fighter and have the other three do whatever they like (except pick their butt since nobody likes that). I never had Marilith attack me physically, so I wouldn't worry about it too much. Once Marilith is gone, head down the stairs. = B3 = This area is confusing so listen up! From the entrance, head south and into the door. Then east and out the other door. Head south and into a door to the west. Follow the path to the south end and take that door out. Head slightly east and then north and into yet another door. Head west and take the first door south you see. Once you're done, head all the way south and HEAL UP. Once you've done so, head east to face: ======================================================= : Boss - Kraken # 126 : :-----------------------------------------------------: : HP 3600 : Weakness : : Attack 60 : None : : Accuracy 114 : : : Defense 80 : Resistance : : Agility 49 : Quake Fire : : Intelligence 41 : : : Evasion 98 : Treasure : : Magic Defense 200 : Eye Drops : : : : : Gil 1 : : : EXP 2000 : : : : : ======================================================= As irritating as this is ... I made this battle DRAG on (literally, for this FAQ's purposes, I went at least 100 rounds since I used all 99 of my Potions and then switched my Knight to Healing Helm duty). At any rate, the ONLY thing Kraken did the enitre fight was cast Thundara. When it only does 152 damage (to my Ninja ... everyone else took less damage), my White Wizard used a Rune Staff for 134 HP and my Ninja used a Healing Helm for 56 HP. My team was completely invincible against Kraken's Thundara. I put a Sage's Staff (for a total of 24 ATK) on my Black Wizard and let him go to town on Kraken. My Black Wizard was dealing roughly 25-30 damage. Yes ... I beat Kraken with a puny 25-30 damage per round because everyone else was on Heal duty. Um ... there's really not much to do here if you experience the same scenario that I did. Kraken's fight was rather depressing because his attacks became so predictable. All you really need to do is attack and have enough healing going on to nullify Kraken's attack. Well ... when you win, feel free to move on. = B4 = If you take the north path, you can just head east and face off against this floor's boss. However, if you skip straight to the boss, you'll miss out on the Masamune hidden on this floor. Head south and continue to head southeast until you reach a small room in the far southeast corner. Enter the room and pick up the Masamune. Back in the northwest corner, head east along the path and prepare to face: ======================================================= : Boss - Tiamat # 127 : :-----------------------------------------------------: : HP 5500 : Weakness : : Attack 75 : None : : Accuracy 85 : : : Defense 90 : Resistance : : Agility 45 : Quake Fire : : Intelligence 38 : Lightning Ice : : Evasion 90 : : : Magic Defense 200 : Treasure : : : Rune Staff : : Gil 1 : : : EXP 2000 : : : : : ======================================================= Tiamat has some nasty spells, including Scourge, Fira, Blizzara, Thundara. Since Scourge is an instant-death spell, a Protect Ring will protect you. Feel free to cast NulBlaze, NulFrost or NulShock if you so wish, but a good Heal team will fix up any spell Tiamat can throw at you. Buff up your frontline fighter and have them attack. Keep others on either Heal duty or NulBlaze/Frost/Shock duty if you so wish. Tiamat will go down after you hammer away at him long enough. Once Tiamat's through, head farther east and down the stairs. = B5 = Head south and circle around the giant room here. You'll see a door on the south end of the room, so enter it and HEAL UP and SAVE!! Talk to the figure in the middle of the room and you'll face off against: ======================================================= : Boss - Chaos # 128 : :-----------------------------------------------------: : HP 5500 : Weakness : : Attack 75 : None : : Accuracy 85 : : : Defense 90 : Resistance : : Agility 45 : Quake Fire : : Intelligence 38 : Lightning Ice : : Evasion 90 : : : Magic Defense 200 : Treasure : : : Rune Staff : : Gil 1 : : : EXP 2000 : : : : : ======================================================= Chaos has a wide variety of spells, including Slowra, Firaga, Blizzaga, Thundaga, Blizzara and Flare. He can also cast Haste and Curaja on himself. However, I never had Chaos attack me, so using Invisira on the team seemed rather useless (not to mention Chaos' Haste being useless as well since it affects one's physical attacks). Cast Haste and use the Giant's Gloves on your frontline fighter and have them attack. Have the other teammates either buff up your magic defense by casting NulBlaze/Frost/Shock (or using their respective items) or keeping them on Heal duty. After so many turns, Chaos will cast Curaja on himself, healing 9999 HP. It's your duty to make sure that you deal more than 9999 damage between his Curaja casts. Which shouldn't be a problem if you use Haste/Temper/Giant's Gloves before attacking. I think it fair to forewarn you that Flare will damage your team rather greatly so keep your HP as high as you can. After you damage Chaos enough, he'll go down and the game will end. ------------ : The Final Battle - Epilogue ^[LAST5] ------------ In case you don't get the ending, I'll try to make it clearer for you here. Keep in mind that these are just my interpretations, but I'll back them up with as much evidence as I can. After all ... I've been playing Phoenix Wright lately. :) Here's the final text. They've been numbered because I refer to them in my interpretation: 1 The time loop was severed at last ... 2 The endless struggle that raged over 3 two thousand years had ended, and 4 peace prevailed once more. 5 The light of the four Crystals 6 restored the forces of wind, water, 7 earth, and fire. 8 It was a mere trick of fate 9 that had given rise to the 10 chain of Garland's wrath. 11 But magnified by the four forces 12 meant to guide our world, 13 that trick of fate also gave birth 14 to the Fiends. 15 Monsters ran rampant and the world 16 sank into darkness ... 17 But all that is now past. 18 With the four forces flowing 19 as they were meant, 20 the Warriors prepared to cross 21 time and return to the world they 22 knew - a world where Princess Sarah, 23 Queen Jayne, and even Garland 24 himself await. 25 When was this fateful day 26 that sent time spiraling 27 into a loop? 28 None can say. 29 It seemed the cycle into which 30 time had fallen would last forever. 31 But the bravery of four young 32 travelers changed that. They took 33 the forces that filled the world with 34 darkness, and used them to 35 bathe the world in light. 36 None will ever recall 37 the struggle the four endured, 38 for the breaking of the chain 39 means that it never existed. 40 But within the tales of fantasy 41 that people tell, the memory 42 of their deeds lives on ... 43 Tales of dwarves and elves, 44 of dragons and shining civilizations 45 that reached for the heavens even 46 as they fell. 47 And now their return is upon us. 48 With the memory of their struggle 49 buried deep in their hearts, they 50 will quietly watch over the world. 51 Remember always that the forces 52 of the world must be used as 53 they were intended - that the 54 power of light must never be 55 used for dark, and that the true 56 Crystals reside in your heart. 57 For you are the warrior who 58 crossed time. 59 You are the bringer of light ... My interpretation: I'll begin on lines 8-14. It seems that the power of the Crystals was beginning to weaken, which allowed the Fiends to rise up and wreak havoc on the world. It also allowed them to surpress the remaining power of the Crystals. Keep in mind that this process does NOT begin immediately before the game starts, since it's stated in-game that the Fiends have been wreaking their havoc for the past 400+ years. On lines 15-16, it states that monsters began to roam and that the world sank into darkness, probably due to the rise of the Fiends. This is also supported at the very beginning of the game, in case you decided to watch the intro scene. Before the game begins, Garland goes renegade and kidnaps Princess Sarah. Lukahn makes his legendary prophecy, which is actually stated in the beginning of this document. The Warriors of Light then appear, each with a Crystal in their hand. To prove they really are the Warriors of Light, the King charges them to defeat Garland and rescue Sarah (described in-game). The Light Warriors defeat Garland and rescue Sarah. However, it's not over for Garland quite yet. He should be dead, but the Fiends send him back in time where he becomes Chaos. Chaos sends the Fiends to the future (approxamately 1400-1200 years to the future, since the Fiends wake up in approxamately 200 year intervals) (described in-game). This is where the time loop comes into play. Somewhere along the line, the Light Warriors are defeated, meaning that Chaos won't be defeated in the past. This means that Chaos can terrorize the past and send the Fiends to the future. In the future (our present), the Fiends are allowed to wreak their havoc and send Garland back in time to become Chaos (described in-game). This is where you, the player, enter the picture. You break the time loop by defeating Garland, returning the light to the Crystals (as described in lines 5-7) and go back in time to defeat Chaos, which breaks the time loop. I'm assuming that you defeat Chaos before he can send the Fiends to the future, which would essentially break the time loop. Since Chaos is defeated, he can't send the Fiends to the future, which means they can't wreak havoc and send Garland back in time. The Light Warriors remember what they've done (as described in lines 48-50), but nobody else does since breaking the loop essentially nullifies its existence (described in lines 36-39). However, it seems that the tales of their heroics will still remain (described in lines 40-42). That's my interpretation. If you have a problem with it, feel free to email me, but make sure you include evidence of what you're claiming (location, character you heard a quote from, point in the game, every detail you can give). Otherwise I'll most likely disregard it and toss it away. ============================================================ : Frequently Asked Questions ^[FAQ] : ------------ ------------ ========================================================== (80 characters) ===== ============================================================ : Frequently Asked Questions ^[FAQ] : ------------ ------------ If you have a question on how to play the game, check here first. The answer to your question can probably be found here. In addition, this FAQ has gotten fairly extensive. I've decided to implement the Keyword System here too. You'll see the question and its corresponding Key- word with it. Use it the same way you would any other section in this FAQ, and don't forget the carat (^). :) ( Yes, these ARE the same questions found on the Final Fantasy I&II Dawn of ) ( Souls Message Board, modified for this FAQ ) This FAQ will cover the following questions: [Q000] How do I access the Map? [Q001] What is the Class Change? [Q002] How do I Class Change? [Q003] What are the benefits of the Class Change? [Q004] How come my Monk isn't doing any damage? [Q005] How come my Monk's DEF drops when I put armor on him? [Q006] What's the Ship game? [Q007] Is the White Mage really female? [Q008] I'm stuck in a Soul of Chaos dungeon. Help! Now then, let's do it. +------------------------------------------------------------------------------+ [Q] How do I access the Map? ^[Q000] [A] The Map is one of the most useful items in the game. To see it, hold down the B button and press SELECT. You can access the map from the very start of the game. +------------------------------------------------------------------------------+ [Q] What is the Class Change? ^[Q001] [A] The Class Changing Quest is completely optional. However, it's rather beneficial to you. It gives all your characters some shiny new sprites and new class names. In addition, you'll be able to access better weapons and armor, and your mages will be able to learn better spells. If you want all four Light Warriors to CC at the same time with the lowest level possible, the lowest level you can do it at (and have all 4 the same level) is Level 11. Trust me when I say you can't get any lower than 11. +------------------------------------------------------------------------------+ [Q] How do I Class Change? ^[Q002] [A] To begin, you MUST have defeated the Lich in the Cavern of Earth. This will allow you to obtain the canoe (you can't get it until you defeat Lich), and the Ship, the only two items required to start the quest. 1. To get the Canoe, go Crescent Lake (located southwest from the Cavern of Earth) and talk to the Elders on the eastern side of the town. 2. With the Canoe in hand, go to the Ice Cavern (go back to your ship, head north to the next port) and follow the river. Complete the Ice Cavern and pick up the Levistone. 3. With the Levistone in your possesion, go to the desert south of Crescent Lake (you have to jump directly from your Ship to the Canoe) and enter the middle of the desert. You'll see a cutscene and obtain the Airship. 4. Now that you have the Airship, the world is yours for the taking! Take a look at the map and look at the middle-top of the map. To the left are the Dragon Caves, where you'll get the actual upgrade. To the right is the "Left Wing of the Eagle". Land on the left wing and walk a long-ass way to get to the Cidatel of Trials. 5. Complete the Cidatel of Trials to obtain the Rat's Tail. 6. Take the Rat's Tail and go to the Dragon Caves. Land on the island with 2 holes. Inside one of them you'll find Bahamut, the King of Dragons. With the Rat's Tail, he'll Class Change your characters. Congratulations! You're now class changed! +------------------------------------------------------------------------------+ [Q] What are the benefits of the Class Change? ^[Q003] [A] Each class has a different effect when you CC them. Warrior -> Knight: Knights can cast White Magic from Level 1 to Level 3. They will also gain MP when they level up. Thief -> Ninja: Ninjas can cast Black Magic from Level 1 to Level 4, including the ever-useful Temper and Haste! They will also gain MP when they level up. Monk -> Master: The Master gains Magic Defense when he levels up. However, the Master will NEVER be able to max out his MDEF, even with a Level 11 CC. However, every bit of MDEF he gets is still helpful. White Mage -> White Wizard: White Wizards gain the ability to cast ALL White Magic, given that your level is high enough. Curaja, Healaga and Holy are extremely useful spells for White Wizards. Black Mage -> Black Wizard: Black Wizards gain the ability to cast ALL Black Magic, given that your level is high enough. Flare and Break are useful spells for the Black Wizard. Saber will make your Black Wizard into a decent melee fighter as well. Red Mage -> Red Wizard: Red Wizards gain the ability to cast more powerful spells. White Magic spells gained are Blink, Vox, Life, Exit, Protera, Invisira, NulDeath. Black Magic spells gained are Scourge, Teleport, Thundaga, Blizzaga. +------------------------------------------------------------------------------+ [Q] How come my Monk isn't doing any damage? ^[Q004] [A] Let's face it, your Monk is doing crap for damage. Even your Black Mage is doing more melee damage than your Monk. Take the weapon you have off your Monk. Let him fight bare-handed. You'll be able to see some real power then. Or take a look at blacksniper's Monk Usage Guide. +------------------------------------------------------------------------------+ [Q] How come my Monk's DEF drops when I put armor on him? ^[Q005] [A] The Monk is built to confuse the hell out of you. To put it simply, the Monk is best suited when he has no armor and no weapon equipped. That's right. Take off the armor. All of it. The ONE piece of beneficial equipment you have for a Monk or Master is the Ribbon. That's it. Or take a look at blacksniper's Monk Usage Guide. +------------------------------------------------------------------------------+ [Q] What's the Ship game? ^[Q006] [A] When you're on the Ship (NOT the Airship) and sailing away on the deep blue sea, hold down the B button and press the A button 23 times. The screen will change and you'll be able to play the 15 game. The entire point of the game is to move the tiles and get them to read in the correct order. When the tile turns red, it's in the correct spot. If it's blue, it's not in the correct spot. Just move any tile into the empty slot. You can only move one at a time anyways. +------------------------------------------------------------------------------+ [Q] Is the White Mage really female? ^[Q007] [A] The question of "Is the White Mage female?" is widely debated with the updated FF1 graphics found in Origins and later Dawn of Souls. The answer? It's completely up to you. When you Class Changed in the original FF1 (for the NES), the characters were pretty much undisputably male. You can call them all male or all female, it's totally up to you. Yes, even the Monk could be considered female, but it would take some imagination. @_@ For the purpose of this document, they'll all be referred to as male. +------------------------------------------------------------------------------+ [Q] I'm stuck in a Soul of Chaos dungeon. Help! ^[Q008] [A] In the Soul of Chaos dungeons, you don't die. Period. Even if your team gets annihilated, you'll just appear outside of the dungeon you're in and everyone will be at 1 HP. Keep in mind, this doesn't work in any other dungeon. Only the Earthgift Shrine, Hellfire Chasm, Lifespring Grotto and Whisperwind Cove. Being defeated in any other area will result in a Game Over. +------------------------------------------------------------------------------+ ====================================================================== : blacksniper's Guide-to-not-having-a-sucky-Monk/Master ^[MONK1] : ------------ ------------ Yes, you read this title right. My friend blacksniper has written his own guide on how to (basically) not have your Monk/Master suck. Unfortunately, it wasn't accepted by GameFAQs (despite the fact that the Monk/Master works on its own mechanics). At any rate, I told him I'd put it in here. And without further ado, it's blacksniper's Guide-to-not-having-a-sucky-Monk/Master: NOTE: blacksniper uses his own version of the Find system. You may want to read up and use it accordingly. ____ ____ _ _ __ __ ____ __ _ _ ____ __ ___ _ _ ( ___)(_ _)( \( ) /__\ ( ) ( ___)/__\ ( \( )(_ _) /__\ / __)( \/ ) )__) _)(_ ) ( /(__)\ )(__ )__)/(__)\ ) ( )( /(__)\ \__ \ \ / (__) (____)(_)\_)(__)(__)(____) (__)(__)(__)(_)\_) (__)(__)(__)(___/ (__) __ / ) )( (__) ___ _____ __ __ __ _____ ____ / __)( _ )( )( )( ) ( _ )( ___) \__ \ )(_)( )(__)( )(__ )(_)( )__) (___/(_____)(______)(____) (_____)(__) ___ _ _ __ _____ ___ / __)( )_( ) /__\ ( _ )/ __) ( (__ ) _ ( /(__)\ )(_)( \__ \ \___)(_) (_)(__)(__)(_____)(___/ O=====================================================================O |Final Fantasy I&II - Dawn of Souls Using the Monk Guide | |Written by: blacksniper (Jordan Mepham) | |E-Mail: the_soul_of_archangels AT yahoo DOT com | |Started on: Thursday, February 08, 2006 11:32:00 PM | |Last revision on: Monday, February 13, 2006 10:04 PM | |Version: FINAL | |Created in Microsoft Word using Courier New, 10 point font | |ASCII art created in Courier New, 9 point font | O=====================================================================O O=====================================================================O | CONTENTS | O====O===========================================================O====O |Introduction ---------------------------------------- (INT)| |How it works ---------------------------------------- (HIW)| |Equip Listing --------------------------------------- (STF)| |Armor Listing --------------------------------------- (A-Z)| |Weapon Listing -------------------------------------- (XXX)| |Copyright & Legal ----------------------------------- (DIE)| |Credits --------------------------------------------- (THX)| O====O===========================================================O====O |To jump to a section quickly press Ctrl+F and type a key code above. | O=====================================================================O O=====================================================================O | (tiny) Introduction (INT)| O=====================================================================O Hello, all, and good day to you. This guide is here to help you understand the Monk and Master class in FF1. The class is somewhat confusing to people and with good cause. This guide will help you understand why those weapons the shops sell are worthless and why (for whatever reason) being naked is a good thing. I'm going to teach you everything I know about the Monk and Master. So sit back, grab some snacks (healthy ones, okay?), and prepare yourselves for the wide-wide world of Monks. O=====================================================================O | How it works (HIW)| O=====================================================================O First off, I'll explain how the monk works in a purely technical sense. Monk Hands ATK = [STR / 2] + [(STA + 1) * 3 / 4] Monk Unarmed HLM = [STA / 8] Monk Unarmed GLV = [STA / 8] Monk Unarmed ARM = [[STA / 4] * 3 / 2] Master Hands ATK = [STR / 2] + STA Master Unarmed HLM = [STA / 8] Master Unarmed GLV = [STA / 8] Master Unarmed ARM = [STA / 2] Numbers in brackets like -> [x] means to truncate them; or round towards 0. So [5.9] = 5, [8.3] = 8, [9.0] = 9. Simply put; his stamina is everything to him. It changes his attack power and it changes his defense. The more stamina you get the better he gets. Stamina isn't the only important stat though; you should also pay attention to his agility, strength, and magic defense. Agility will allow the Monk/ Master to get more hits each time he attacks and it also raises his evade. What's that, "Magic defense?" you say? Oh, yes. There is magic defense in this game. It's a hidden stat though. The only reason its existence is know is due to the skilled hacking and ROM community. Yippy for us! Basically the Monk has pitiful magic defense. Seriously, he can never max it. He is also the only class that can't max it. Even if you were to class change him at level 1 he still falls short. The Master has better magic defense than the monk, so class change soon. If you would like to class change your Monk at level 1 so you can benefit from the Masters better Magic Defense gains you should consider checking out my other guide. The only change you would need to make is this: Let the Monk get killed in a random battle. Never revive him. When you class change he will still be level 1. Thus, you maximize his growth potential. O=====================================================================O | Equip Listing (STF)| O=====================================================================O Below is a list I have compiled of all the armor in the game. As well as the minimum amount of stamina needed to surpass the defense that they provide. I have taken into account that some items increase your stamina (and your defense because of that) and have scaled the base stamina accordingly. O===================O | The Monk | O========================O=O=========O=======O========================O |Item Name | Defense | Stamina needed to surpass item | O==========================O=========O================================O | Leather Cap |01 |16 | | Ribbon |01 |16 | | Twist Headband |03 |40 | O==========================O=========O================================O | Clothes |01 |08 | | Leather Armor |04 |16 | | Copper Armlet |04 |16 | | Silver Armlet |15 |44 | | Bard's Tunic |20 |56 | | Ruby Armlet |24 |68 | | Kenpogi |28 |80 | | Diamond Armlet |34 |96 | | Power Vest |38 |Impossible to equal | O==========================O=========O================================O | Leather Gloves |01 |16 | | Protect Ring |08 |72 | O==========================O=========O================================O O===================O | The Master | O========================O=O=========O=======O========================O |Item Name | Defense | Stamina needed to surpass item | O==========================O=========O================================O | Leather Cap |01 |16 | | Ribbon |01 |16 | | Twist Headband |03 |40 | | Tiger Mask |08 |80 | O==========================O=========O================================O | Clothes |01 |04 | | Leather Armor |04 |10 | | Copper Armlet |04 |10 | | Silver Armlet |15 |32 | | Bard's Tunic |20 |42 | | Ruby Armlet |24 |50 | | Kenpogi |28 |58 | | Diamond Armlet |34 |70 | | Power Vest |38 |80 | O==========================O=========O================================O | Leather Gloves |01 |16 | | Protect Ring |08 |72 | | Crystal Ring |09 |80 | O==========================O=========O================================O There are a few select items that are debatably useful even after they reduce defense. You should consider using them even after the defense they provide is surpassed by having nothing on. Here's my vote for the best equipment: Master with 80+ Stamina: WPN: Hands SHD: N/A HLM: Ribbon ARM: N/A GLV: N/A Master with less than 80 Stamina: WPN: Hands SHD: N/A HLM: Ribbon ARM: Power Vest GLV: Crystal Ring O=====================================================================O | Armor Listing (A-Z)| O=====================================================================O Leather Cap DEF: 1 WGT: 1 EVA: 0 Bonuses: N/A Resistance: N/A Ribbon DEF: 1 WGT: 1 EVA: 0 Bonuses: N/A Resistance: Fire, Ice, Lightning, Paralysis, Stone, Time, Death, Quake, Poison, Darkness, Sleep, Silence, Confusion, Mind Twist Headband DEF: 3 WGT: 1 EVA: 0 Bonuses: +10 STR, + 1 AGL, + 2 STA Resistance: N/A Tiger Mask DEF: 8 WGT: 2 EVA: 0 Bonuses: + 3 STR, + 2 AGL, + 1 STA Resistance: N/A O=====================================================================O Clothes DEF: 1 WGT: 2 EVA: 0 Bonuses: N/A Resistance: N/A Leather Armor DEF: 4 WGT: 8 EVA: 0 Bonuses: N/A Resistance: N/A Copper Armlet DEF: 4 WGT: 1 EVA: 0 Bonuses: N/A Resistance: N/A Silver Armlet DEF: 15 WGT: 1 EVA: 0 Bonuses: N/A Resistance: N/A Bard's Tunic DEF: 20 WGT: 3 EVA: 0 Bonuses: N/A Resistance: Silence Ruby Armlet DEF: 24 WGT: 1 EVA: 0 Bonuses: N/A Resistance: N/A Kenpogi DEF: 28 WGT: 1 EVA: 0 Bonuses: + 3 STR Resistance: N/A Diamond Armlet DEF: 34 WGT: 1 EVA: 0 Bonuses: N/A Resistance: N/A Power Vest DEF: 38 WGT: 1 EVA: 0 Bonuses: +15 STR, + 1 AGL, + 5 STA Resistance: N/A O=====================================================================O Leather Gloves DEF: 1 WGT: 1 EVA: 0 Bonuses: N/A Protect Ring DEF: 8 WGT: 1 EVA: 0 Bonuses: N/A Resistance: Death Crystal Ring DEF: 9 WGT: 1 EVA: 0 Bonuses: + 5 AGL Resistance: Paralysis, Sleep O=====================================================================O O=====================================================================O | Weapon Listing (XXX)| O=====================================================================O The Monk and Master should never use a weapon. Ever. Period. The instant you start the game take off that silly Staff and sell it or give it away. If you choose to equip a weapon on your Monk or Master your Hits will be *halved* and you will effectively be doing a lot less damage. So, again, DO NOT use weapons aside from Hands. Here are the weapons a Master can equip, for the curious: Staff: 7 ATK Nunchaku: 13 ATK Power Staff: 13 ATK Crosier: 15 ATK Iron Nunchaku: 17 ATK Masamune: 57 ATK, +50 ACC Ultima Weapon 101 ATK, +100 ACC *IMPORTANT NOTE* The Monk and Master gain a +1 attack bonus when equipping weapons. This is why the above values are actually 1 higher than what the weapon actually gives them. Also STR is still calculated to ATK the same way as unarmed. For the forgetful that means [STR / 2]. That gives a max bonus of 49 if you have 99 STR. O=====================================================================O | Copyright & Legal (DIE)| O=====================================================================O This document is Copyright 2005 Jordan Mepham. You may not distribute it in any way, shape or form without the authors' permission. The author has nothing to do with Square-Enix or any of its affiliates. The only sites that may use this FAQ are: (see Action's FAQ listing at the top for sites) If you see this FAQ anywhere else contact me at "the_soul_of_archangels AT yahoo DOT com" so I can take legal actions against them. Or, at the very least, give them a stern kicking. I do not grant permission to ANY other site, anywhere, on the net unless they are an affiliation of the GameFAQs.com parent or partner networks. O=====================================================================O | Credits (THX)| O=====================================================================O I would first and foremost like to thank Square-Enix for making this game and all their other games. You rock Square-Enix! Keep up the great work. Oh, but uh, you really need to work harder on your ports. Honestly, as of right now, there isn't really anyone I need to thank. I did all the research myself to ascertain that the information was 100% accurate. However, if you would like to be included in my Credits section there are two ways about getting in here. The first is a donation. If you found my guide helpful and would like me to continue making FAQs and guides a very good way to be sure I keep working on them is to support me. Making guides is a long process and requires a lot of effort. Contact me at "the_soul_of_archangels AT yahoo DOT com" for more information. The second way is to double check my work. If you can confirm those stamina values needed to surpass the armors defense values I'll credit you here. Like I said above I've done all this work myself and late at night... so I may have made a mistake here and there. (Note from Action): blacksniper also thanks Action for putting this section into his FAQ/Walkthrough. :) ============================================================ : Full Update History ^[UPDT] : ------------ ------------ 1.0 - Completed: January 31, 2007. Time: 10:12 PM. Size: 235k - Walkthrough section is laid out and finished - "Characters" section complete - "Travel Notes" section complete - blacksniper's guide included - Soul of Chaos not included yet - Bestiary not included yet - Appendices not included yet 0.1 - Completed: July 13, 2006. Time: 2:37 AM. Size: 50k - Layout is complete. ============================================================ : Copyrights, Disclaimers, etc. ^[COPY] : ------------ ------------ I swear that all of this FAQ was written by ME. This document is based solely on my knowledge of Final Fantasy 1. I did NOT claim any info as my own if I did not obtain it on my own. I expect you to do the same. Don't copy this FAQ or any information inside. You may NOT post this FAQ on a site without my consent. I assure you, I'll do my best to protect my work with the full extent of the law, if need be. I will not tolerate any illegal copies of this document without my permission. You may not sell this FAQ for monetary value, it is for personal use only. The sole purpose of this FAQ is to help users find their way through Final Fantasy 1 and should not be used for any other purpose whatsoever. You do not own any part of this FAQ, even if you download it. A few special thanks before I close this FAQ (in semi-alphabetical order): Anubis IV <-- For creation of the Keyword System Arctic <-- For designs from his FF7 FAQ Nintendo Power <-- I used some of their info Squaresoft LTD <-- For making the original Final Fantasy. Without it, there wouldn't be a Dawn of Souls for me to write on. ^_^ SquareEnix <-- For making Dawn of Souls, and for giving me a game to write on. GameFAQs/CJayC <-- For hosting many great FAQs/Walkthroughs/etc. The following users for questions and comments. Whether or not I answered your emails (due to Gmail being stupid), keep in mind I always read them! In no particular order: None yet! Final Fantasy FAQ/Walkthrough Copyright (c) 2004-2005 Action/R Jackson All rights reserved Warrior, Thief, Monk, Red Mage, White Mage, Black Mage, Garland and all related characters are property of SquareEnix. - F I N -