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FAQ/Walkthrough by The Mattinator
Version: 0.6 | Updated: 12/09/04
************************************************** Final Fantasy I&II - Dawn of Souls Walkthrough/FAQ Written by The Mattinator E-Mail: firstname.lastname@example.org Started on: December 2, 2004 Last version completion date: December 10, 2004 Version: 0.6 ************************************************** 0) Introduction Hello, and welcome to my Final Fantasy I&II - Dawn of Souls Walkthrough/FAQ If you are reading this now, then that means I have had my first Walkthrough/FAQ published! Yes! Fear not though, as I have played this game many times over to ensure this is as accurate as possible. I hope you get what you're coming for. Table of Contents (This Table of Contents is search-friendly, meaning you can copy an item from it, and search for it in the guide, and find it.) ******** *Part 1* ******** 0) Introduction 1) Revision History 2) Rules/Disclaimer 3) FAQ that are not game specific. ******** *Part 2* ******** 4) Basic information for FF1 4.1) Controls for FF1 4.2) Classes for FF1 5) Frequently Asked Questions for FF1 6) Walkthrough for FF1 6.1) Beginnings 6.2) A ship, a curse an eye and a key 6.3) The grass is not greener... the hunt for the Earth Crystal 6.4) Is it a bird? Is it a plane? No, it's... 6.5) I... have... THE POWER! 6.6) Full steam ahead to the Fire Crystal! 6.7) The quest flows on... searching for the Water Crystal! 6.8) This place is no breeze... going after the Wind Crystal! 6.9) Time to change history... 7) The ending, and Clear Game mode 8) Soul of Chaos 9) Additional Quests, Challenges and Games 9.1) The ship game 9.2) Single character type challenge 9.3) Low level challenge 9.4) Solo character challenge 9.5) No upgrade challenge 9.6) Diabolical challenge 10) Tips and Tricks 10.1) Unlimited magic 10.2) Maximizing stats - the low level class change 11) Lists 11.1) Item List 11.2) White Magic List 11.3) Black Magic List 11.4) Weapons List 11.5) Armor List 11.6) Shields, Helmets and Gloves List 12) Thank you, and credits ******** *Part 1* ******** 1) Revision History Version 0.6: Completed FF1 walkthrough, put in spell information, weapon listing, controls, class information, item information, a few tips and tricks, and two of the SoC dungeons. Next up will be the armor listings, and the other two SoC dungeons, before I head into writing for FF2. 2) Rules/Disclaimer This is the boring part of the guide, but sadly it's necessary. This guide is copyrighted 2004 by Matthew Peterson. It may not be used for anything other than private use. This means you cannot distribute it to friends, or sell it for any reason (However, feel free to tell friends about it and give them the address of a site holding it). This Walkthrough/FAQ may not be put on any web site or otherwise distributed publicly without my permission. Use of this guide on any site without my permission is a breach of copyright, and I will be forced to take action. However, I do not have any copyright over the game, and FFI&II: DoS, along with all names and such, are held by their respective copyright holders. Sites are currently allowed to use this guide... www.gamefaqs.com Requests for use can be sent to the email I listed above. 3) FAQ that are not game specific. This section is dedicated to FAQ that are not FFI or FFII specific. For game-specific questions look at the FAQ for those games. Q. Can I use this guide on my site? A. Possibly. I won't give a definite answer to this. Send me an email to the address listed above and we will see. It'll depend on how you ask, and my impressions of your site. Q. Can you give me the address to find a ROM for this/anything else ROM related. A. No, no, no no no. I will not condone ROM usage at all. Find your own ROM's. My email is at the top of the guide. Feel free to send me any question. For you discerning readers who realize this is the first release, and thus I cannot have had any emails yet, yes I did make these up. However, these are fairly generic FAQ for any game. ******** *Part 2* ******** 4) Basic information for FF1 This is where you'll find basic information about the game, such as Controls, and class information. If you think I am missing anything, feel free to email me. 4.1) Controls for FF1 A - Accept/Talk B - Cancel/Exit Menu/Dash (Dash only in towns, dungeons) Start - Enter Menu B+Select - Enter Map L - Cycle through characters when in menu R - Cycle through characters when in menu Directional Pad - Move characters, or cursor when in menu. A+B+Start+Select - Reset 4.2) Classes for FF1 Warrior - A physical character, with high HP, DEF and ATK. New players should always have one on their team. Upgrades to Knight, who can use all the best armor/weapons in the game, and some low level White Magic (levels 1-3). Monk - A heavy hitter, doing more damage than the Warrior. However, he has less HP and def than the Warrior, and cannot equip much (Never equip a weapon on him, he does more damage bare-handed). The upgrade doesn't change him much. Thief - A quick attacker. Has slightly lower attack than the Warrior, but because he has great accuracy, will do just as much damage as the Warrior early in the game, as he will get in extra hits. Has the highest AGL of any character, which means he is good at evading attacks and fleeing battle. On upgrade, he becomes a Ninja, which allows him to equip more weapons and armor he couldn't before, and allows him to cast low level (levels 1-4) Black Magic. This includes the Haste and Temper, which he can cast on himself to become a killing machine. White Mage - The healer of the classes. Has one of the highest HP's out of all the classes (Only Warrior and Thief are higher). Casts great support magic that helps out the whole team. Upgrades to White Wizard, and gains access to more White Magic. Black Mage - The offensive spellcaster of the classes. learns some great spells, and can devastate foes with attacks. Upgrades to Black Wizard, and gains access to more Black Magic. Red Mage - Like a combination of the Warrior, the White Mage and the Black Mage, but cannot do any of them as good as the characters themselves. Can equip most the weapons and armor the Warrior can (thus gets a high def), and can use a fair amount (but not all) of White and Black Magic. Upgrades to Red Wizard, which gives him more White and Black Magic, and a lot more weapons and armor. 5) Frequently Asked Questions for FF1 Again, I made these up, but these are generic questions that people seem to ask a lot. Q. What are the changes between this and the original FF, and FF Origins? A. There have been many. These are the ones I can think of. Spell charge system dropped for the MP system used later on in the FF series. A lot of things were renamed. A heap of new items were added. Leveling was made easier. A lot of bosses had their HP increased significantly New dungeons put in - Soul of Chaos. You can now save anywhere you want. New graphics B-Button Dash added. If you can think of more, tell me, and I will put them in. Q. This game seems easier than the original. Did you find this to be true? A. Yes, I did, as did many others. There are some challenges listed in my guide to help alleviate that a little. However, don't whine to me about it. Q. How do I get help with "insert location or boss here"? A. Look in the FAQ. If it's in Whisperwind Cove or Lifespring Grotto, too bad for the moment, as I have not fully completed writing out about them. Also, I won't help for bosses in the Earthgift Shrine or Hellfire Chasm - They're just too easy. 6) Walkthrough Note: Any EXP gained shown for bosses is not how much each individual character will receive. The total experience each monster gives is divided up by the amount of characters alive at the end of the battle For example, if a monster gives 240 exp, and you have all four characters alive at the end of battle, each character will receive 60 exp points (240/4). However, if one died during battle and wasn't revived before the end, each characters would receive 80 (240/3) exp points, and the characters that is dead would receive none. This section DOES CONTAIN SPOILERS as to the story of the game. Advance at your own discretion. I claim no responsibility for any loss of excitement in this game due to spoilers in this guide. Any complaints of that nature will be ignored, and may get your email address blocked. Anyway, on with the Walkthrough!! 6.1) Beginnings <Well, it is the beginning of the quest, so why not name it as such?> The game starts with a FMV. You can not watch it by pressing the Start button. Here it is if you have some weird desire to re-read it. The world lies shrouded in darkness The winds die... The seas rage... The earth decays... But the people believe in a prophecy, patiently awaiting it's fulfillment. "When darkness veils the world, four Warriors of Light shall come" After a long journey, four young travelers did indeed appear... ...and in the hand of each was clutched a crystal. Cornelia Castle --------------- The game now starts. You will appear just outside the walls of a town with a castle. While there are many things you can do, the only important thing to do at the moment is to head to the castle. Once in the castle, go up to the second floor (the stairs are straight from the door) and talk to the soldier guarding the door. He will tell you the king is searching for the Warriors of Light from the prophecy. He will then notice the crystals you are holding and get very excited, taking you to the king. The king sees the crystals and immediately believes, but the chancellor is wary, not convinced you are the Warriors of Light. The king is still convinced you are the Warriors however, and asks you to complete a task for him: to save his daughter Sarah. You will find out she has been kidnapped by the finest swordsman in the land, and ex-soldier of the king, Garland. If you can do this for him; he will rebuild the bridge to the north, which will allow you to continue on with your quest. Now you have set events into motion, feel free to explore the rest of the castle. You will find that years ago the ancestors of Cornelia built weapons and locked them in rooms in the castle, giving the key to the elf king to hold onto. Sounds like something we will have to see to later. Also, you will find out Garland is holding Sarah in Chaos Shrine to the north of this continent, That's about all the useful information in the castle, so exit. Enter Cornelia Castle. Cornelia -------- Entering the town, there is a Weapon, Armor, Items, Black Magic and White Magic shops. First stop is the weapons shop. These are the weapons characters should be given: Fighters - Rapier Thieves - Rapier Monks - Nothing. The Monk/Master does more damage without weapons. Red Mages - Rapier White Mages - Hammer Black Mages - Staff (don't bother buying a staff for your Black Mage, your Monk or White Mage will already have one equipped, so just give him that one) Next stop should be the magic shops. You can only have 3 spells per spell level (which means you need to decide not to use one spell from each spell level). Choose wisely. Put spells on your Black and White Mages first. Once you have them fitted out with magic, fit out your Red Mage as you need. I recommend this setup. >If you don't have any mages but a Red Mage, or have both a Black and White Mage, put Cure and an attacking spell on your Red Mage, and choose one other spell to go on them. >If you have a Black Mage and a Red Mage, but no White Mage, put Cure, another white magic spell and an attacking black magic spell. >If you have a White Mage and a Red Mage, but no Black Mage, put Cure, and attacking black magic spell and another black magic spell of your choice on. Now buy the best armour you can afford (you can always get gil from killing monsters and come back if you need more for the best armour), any items you see fit, and head out of town. You should have the Cure spell, but if you don't, be sure to buy as many potions as you can afford, as you will need them. Also, make sure to familiarize yourself with the menu system. When you're done, exit the town, to the area I will call the overland from now on. Overland -------- Build up the levels of your heroes to 3 or 4. This will net you a reasonable amount of gil too. Once you are done, stock up on items as you need, rest up in the inn, and head north to Chaos Shrine. Along the way you will see a cave in the landscape: Don't worry about this yet, there's nothing you can do there for now. Instead, keep heading up to the Shrine: It's very distinctive, so you don't need to worry about missing it. Chaos Shrine ------------ You can go straight up and beat Garland, but there are some items you should get first. The monsters are harder in here, but nothing that you can't handle. From the entrance, head left at the first opportunity, and then go down a bit. You will see a door. In the door is a treasure chest with a Leather Cap inside. Equip it on whoever has the lowest defense. Then, head up, and you will reach another room with a Potion and Tent in it. That's all you can get for now (the other doors are locked), so go to the centre room. There you will find Garland. Talk to him, and he will reveal he has kidnapped Sarah to force the king to hand him the kingdom. He will then attack you. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Boss: Garland HP: 212 He's not too hard if you're on L3 onwards. Just beat on him, trying to make sure no-one dies. When you're done, you will receive 130 EXP points, and you will get 250 gil. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The princess will thank you for saving her, and ask you to escort her back home. Cornelia Castle --------------- You will be taken back to the castle automatically. The king will tell you Lukahn's prophecy in its entirety. He will then tell you that a Crystal can be found to the north of here, over the bridge, which he will now have repaired. Talk to Sarah for the Lute, a key item. Head out of the castle, and you will see a scene of the bridge being built. Restock items if you need to (it's a long trip to the next town), and head out of the castle. Overland -------- Head to the bridge. When you walk on it, a FMV will occur. There's no new information here, but you can't avoid it. It doesn't take too long. 6.2) A ship, a curse, an eye and a key <Quite an abstract section title, isn't it. However, it's much better than the ones coming up...> Overland -------- The monsters here are the same as the ones you would have faced in the Chaos Shrine, so if you were alright there you will be here. You will be given two paths to take here. Go left, and then up. Eventually you will reach a cave. Go in. Matoya's cave ------------- As you go in, you will see a broom sweeping on its own, with no-one touching it. You can "talk" to it, but it says nothing of consequence, so you don't need to bother. Head in, and you will see a person on a broom hit a wall, then go on about how they are missing a crystal eye of hers. This will mean absolutely nothing to you at the moment, but remember it for later. You will need to visit Matoya again. For now, grab the two potions and the antidote, and head right to Pravoka. Pravoka ------- First thing you should do is to head to the Inn, and heal up, as you will most likely need it after that trip. now, do some shopping, stocking up on magic, new equipment and items. Now, start talking to people around town. Seems the pirates have been causing trouble round here. Let's go and talk to them. The pirate leader, Bikake, is in the north-west of town. When you talk to him, he'll send 9! pirates against you. They've each only got 24 HP each, and Fighters/Monks/Thieves/Red Mages should have no problem taking them out with physical attacks. Heck, even White Mages may be able to take them out. Black Mages should use attack magic. When you've defeated them, your heroes should all get 90 EXP, and you will get 360 gil. There is also a possibility of dropped items: I managed to get a Leather Shield one time I beat them. I've only managed to get it once out of many times defeating them though, so don't count on it. Once you've defeated them, Bikake, the pirate chief will be suitably scared, and offer to reform himself, even giving you his ship! Woohoo! Buy anything you still need with the gil from that fight. You should now have the best equipment. If you don't, never fear though. Just get the best you can. Now, head out to the Overland. Overland -------- See that ship there? It's yours. Feel free to take it out for a spin. As you do, you will realize that there are enemies on the sea. Some are quite good for gil, so feel free to spend some time cashing in and gaining levels. When you want to go back onto land however, you can't dock just anywhere. You will need to go to the white docks that are situated around the map, just like the one outside of Pravoka, and the one outside of Cornelia. Once you are done leveling up, getting gil and buying equipment, go to the Cornelia dock, and then go straight down. When you start seeing land again, head to your left just a little and you will see a white dock. Land there. The enemies here may be a bit tougher, but you should be able to handle them. Go south, and you will reach another castle with a town surrounding it. This is Elfheim, and the castle is the Elven Castle. Enter Elfheim. Elfheim ------- Cool town. However, it is very expensive. This place has the Level 3 and Level 4 spells for both White and Black Magic. However, it is 1000 gil per Level 3 spell and 2500 gil per Level 4 spell. Meaning, if you want to buy up all the Level 3 AND Level 4 spells you can carry, you will have to dish out 21,000 gil. That's a lot for this stage of the game. You should also get as many Copper armlets as you need, because your Mages need the defense. Also, while not necessary, you can pick up the Dagger for your Black Mage if you want. All in all a very costly affair. You probably don't need everything though. From the Black Magic, get the Level 2 elemental spells (Fira, Thundara, Blizzara), and Haste. From the White Magic, go for Cura, Heal, and NulBlaze/NulFrost if you really have the money. If you need more money, head out to the ship and go around getting more. Thundara does wonderful things to these enemies - I was getting 100+ damage to all enemies using Thundara when on the ship. Once you are done buying, go to the castle. (As a side note, if you go behind the Inn, you will find a set of gravestones. If you go look at the left-most one, it will say "Here lies Link", Link of course being the main character of the "Legend of Zelda" series. Perhaps this place is really Hyrule, but has lost that name over the generations? Who knows). Elven Castle ------------ As you go in, talk to the elves standing around. They'll tell you that a dark Elf king named Astos came in, cursed the prince (who was to become the king), and ran off with the kingdoms treasures. You'll also be told by one elf on the west side of the rumor of a witch who can brew potions for any situation. He thinks their name is Matoya... Wait, didn't we see them earlier, just before Pravoka? It is no matter anyway, as from what we saw of Matoya, they aren't in a state to be brewing anything at the moment. Head up to the Princes room and you will be told he has been sleeping under the curse for five years now. He must be a very heavy sleeper! Since there doesn't appear to be any way of curing the prince at the moment, while Matoya is still missing the crystal eye, lets go after Astos. But first, we'll make a few detours. Go out of the castle. Overland -------- Head back to the ship, and go to the west and then up from Cornelia. There will be a dock there. Head to the left from the dock, and then go down on the right hand side of the water. Keep going down and you will find an opening in the mountain range. Head left into the opening, then into the caves. This is Mount Duergar, and there are dwarves here. Mount Duergar ------------- The main thing to get here is the two chests right near the entrance. They contain 575 and 450 gil respectively. That's a serious cash haul. If you talk to some of the dwarves, you'll also find out that even the blind can see with a crystal eye, and that Astos "Pilked" (meaning stole) Matoya's crystal eye. Also, there is a dwarf that tells you he needs Nitro Powder to complete a canal, and that it is in a room locked with the Mystic Key. Remember this for later. Now that is done, head back to Elfheim. Now, on to the Western Keep. Overland -------- The Western Keep is to the North-West of Elfheim. To get there from Elfheim, go left, and you will find a place to go up. Do so, going straight up. You will run into mountains eventually. When you do, go straight left. You should get to a point where you have an opening to the left and a body of water above you. Instead of going to the left, head up on the left-hand side of the body of water, and then go up. You will reach the Western Keep. Western Keep ------------ There's nothing to get here, however, if you walk around, you will find the king. He will request you go to the Marsh Cave to get back his crown off Astos, so he can restore his kingdom. Recapping, we have a sleeping prince in the Elven castle who was cursed by Astos, who then proceeded to steal all the castles treasures. We would be able to get a cure for the prince, who needs to wake up so he can take the thrown, except Astos also stole the crystal eye of the witch who could brew the potion. We also need the crown of the king of Western Keep back, who was tricked by Astos and lost it to him, and needs it back to rebuild the kingdom. It is in Marsh Cave, along with Astos, apparently. It doesn't take a genius to realize we're going to have to head to Marsh Cave now to fight Astos. From the Western Keep you can just head straight down. However, this is a tough dungeon, so if you need healing, or to stock up on items, do so. You can go back to Elfheim, and then follow the directions back to the place where there was the way to the left and the body of water above, with a narrow path leading to the Western Keep. This time, go left and down. The Marsh Cave is shown as a dark hole on the map. Enter it. Marsh Cave ---------- You're on Basement Level 1 of the Marsh Cave. Head to the right, and you will find two paths. I find it easiest to go up first, so as to collect all the items. Let's go there now. Taking the path up, follow it until you reach some stairs. Go down them. You're now on Basement Level 2. Go right to find a door, go in and get the dagger in the chest. Go back to the stairs now, but don't go down them. Now, from the stairs again go left, and go in the door. Collect the 680 gil in the chest, and head back towards the stairs, but again, don't go down them. Now, from the stairs again, head down as far as you can go. You should see another door. Go in and collect the Broadsword and 620 gil in there. Now, head back to the stairs, and this time go back down them. You're now back on Basement Level 1. Follow the path back to intersection, and this time go down. Follow the path down, and you will come across a door. Head in, and you will find a rope ladder going down. You are now Basement Level 2 once more. From here, go right until you reach the right-most door. Go out it, and down as far as you can go. Then go right, and enter the door you see. Go in, and then out the door to your right. You will see a set of stairs. Go down them. You are now on Basement Level 3. From here, go down. You will see a door. Go in, and grab the Phoenix down in the chest. Now go right, ignoring the first two doors as you go past them. Go in the third door, which will be in the top right corner. Grab the 295 gil from it. Now, go down, and you will come across another door. Ignore it, and go two doors to the left. One chest will be open - It would hold a Phoenix Down had you not taken it from the first chest. However, there is a Cottage in it. Grab that. Now, go out, and go one door to the left to pick up the Copper Armlet. From there, go down to reach another door. Ignore it, and go two doors to your left. Pick up the 385 gil. Now, go one door to your left. Heal up before you go in, and save, as you will have a boss fight in here. Head in, and you will be attacked by a group of Piscodemons (Usually 3, though sometimes 2 or 4) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Boss: Piscodemons HP: 84 each While this may be a bit of a struggle, you should be fine. They are quite weak to Thunder attacks, and you might even be able to take them out with one shot of Thundara from your Black or Red Mage. Just have Fighters/Monks/Thieves attack, Red and Black Mages use their most powerful Thunder magic and White Mages heal as necessary, and you'll be fine. Be wary though, and at full health when you start the battle, as they hit hard. You will get 1200 gil when you win, plus 69 EXP for each Piscodemon killed going towards your characters (assuming they all live throughout the battle, which they should). ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Open the box and you will get the crown. No sign of Astos though. Hmmmm. Perhaps we'll just take the crown back to the Western Keep and see what happens. But first, leave the Marsh Cave and go back to Elfheim and heal up, because you have a boss battle coming up. Note: You can keep fighting Piscodemons if you want, even after you have got the crown. They appear when you go into the spot in front of the chest, so keep walking on and off that spot if you want to keep fighting them for the experience and gil. This can be quite profitable, both in terms of leveling and gil. Now, you've been to Elfheim and healed right? And you've also gone back to the Western Keep? Excellent. On with the show then. Western Keep ------------ Go and talk to the king. He will reveal himself to be Astos, and tell you of his plot. Have to stop him now, don't you. He'll attack. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Astos HP: 420 His HP isn't huge, but enough to be the highest you have faced so far. Cast Haste on your physical attackers if you have it, or Temper if you don't, and this will be over fairly quickly. His attacks don't do too much, but he does have one nasty trick: the Death spell. This will auto-kill your characters if it hits. Very nasty indeed. Have Phoenix Downs ready to revive anyone who dies due to that. He's got 2250 EXP to split as many ways as characters you have alive, and 2000 gil, as a prize. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Now that's over, you now have the crystal eye to take to Matoya. Head back to Elfheim and heal, and get on your boat. Overland -------- You could go to Cornelia and go up the continent to get there, but there's a quicker way. On the boat, go up towards Cornelia, but instead of going in the dock, go up the east coast instead. You will see the bridge after not long. Go under it, and up. You will find a dock. Matoya's Cave is just North of here. Matoya's cave ------------- Talk to her, and you'll give her the crystal eye. In exchange, you will receive the Jolt Tonic, her most powerful potion. If you talk to her again, she'll just tell you to get lost as she has no more need for you, and grumbles about how you're not as attractive as she thought you'd be. Now you have that tonic, why not try it on the prince? Head back to the Elven Castle. Elven Castle ------------ Go up to the prince's room and talk to the healer. He will take the Jolt Tonic and use it on the prince, instantly healing him. He will wake up, and give you the Mystic Key. Wait... is this THE mystic key? The one that opens the sealed doors? WoooooBloodyHooooo!!!!!! We finally get to open all those doors that are locked with this key and get the items inside. The first door to open is in this castle. Exit by the south-east door, and sticking to the wall, head up to the north-east corner. There is a locked door there, but you can open it now. Go in and grab the Mythril Hammer, 800 gil, 700 gil and some Bronze Gloves. Not bad. There are 4 places to head now in search of locked doors: Western Keep, Marsh Cave, Cornelia and the Temple of Chaos. We'll go to Western Keep first, and the Temple of Chaos last. Western Keep ------------ Three chests here. In them contain a Falchion, A Power Staff and a Steel Gloves. If you stand right in front of the chest you will trigger fights with Mummies and Wraiths. Wraiths are weak to Thunder spells, Mummies are weak to fire spells. Wraiths can paralyze you, which is annoying. However, you could always just grab the contents of the chests from the side and not worry about the monster encounters. Anyway, on to Marsh Cave. Marsh Cave ---------- There are three items here, all on level 3. Drat. You can use the directions from earlier in the guide to get back down there if you need. Look around at the bottom of the screen at level 3, all the chests are quite close to the bottom. They're not hard to find. There's Piscodemons to fight to get the Antidote and 1020 gil, and Anacondas to fight to get the Silver Armlet. Next place to go to is Cornelia, but if you need healing desperately you can go to Elfheim first. Otherwise, heal in Cornelia, it's cheaper :D. Head to Cornelia Castle. Cornelia Castle --------------- From where you enter, go left. Head round the outside of the castle, until you get to the opening in the back. Go in, and go right. There will be a person there, ignore him. Go in the treasure rooms. You will receive an Iron Armor, a Tent, some Nitro Powder, a Cottage, a Saber and a Mythril Knife. Not bad. Equip everything that is worth it, and head up to the Chaos Shrine by foot. Chaos Shrine ------------ There are a couple of items here. Head to the left to get the Rune Blade, then to the top right to get the Werebuster and a Gold Needle. That's it for the items unlocked by the key for the moment. Now what? Remember the items you got from Cornelia Castle? In particular, think of the Nitro Powder. Didn't someone say they needed that? The dwarf! Let's go deliver it to them. Directions on how to get there were handled earlier, so scroll up to the previous section on Mount Duergar if you can't remember. Mount Duergar ------------- There's a large amount of treasure that is unlockable in the bottom part of this area. Here you will find 8 chests! containing a Tent, a Great Helm, a Wyrmkiller, an Ether, a Potion, a Mythril Mail, 575gil and a Cottage. The Wyrmkiller will be the best weapon for a thief for quite a while, so if you have a thief, equip it on them. Once that's done, talk to the dwarf standing to the right of there. He will do a classical exclamation mark bubble, and take the Nitro Powder off your hands. With it, he will blow a hole in the landscape, so now your ship can get through! Head back to the ship, and remember to get the two chests near the entrance if you didn't get them last time. 6.3) The grass is not greener... the hunt for the Earth Crystal <Come on, it wasn't that bad... You could at least pretend to laugh> Overland -------- You now have a much larger area to explore. However, it is not worth going to most of it. Just head a little west from the dwarves cave to find Melmond. Melmond ------- Some great spells to be picked up here. Grab Curaga, Healara and Life for your White Mage. You won't regret them. Also Black Mages should get Firaga. Red Mages do whatever. If you have a Red Mage and a White Mage however, let the Red Mage grab the spell the White Mage doesn't. All four of those spells are good. Also grab some Silver Armlets. Talk to the people round town, and you will get news of a vampire, a wise sage and a giant who eats jewels. You have no jewels, and the sage can wait. Let's go hunting vampires! Overland -------- The Cavern of the Earth is to the south, so just keep heading that way until you see the cave. If you enter a place called "Giant's Cave", leave, and head east a bit before going south again. There's nothing to do in there yet. You'll find it eventually. Cavern of the Earth ------------------- This place is a long journey, teeming with treasure and danger. The enemies here are tougher than what you are used to, so you might have to be more heal-conscious than you have been before. Also, save often, and be prepared for a fight every time you go after a chest. There are monsters guarding a lot of the treasure chests here. First off, go up, and along the path. You'll come across a room with a chest. If you try and take the chest from the front, you won't have problems, but try and take it from the side and you will have to fight an Earth Elemental. The chest contains 1975 gil. Head back to the intersection. If you want, there's two rooms to the south with 765 gil, and Antidote, a Potion and 880 gil. Whether or not you get them, head to the right once you're done with this level. They're, you'll take some stairs down to Basement Level 2. When you get here, take the path heading downwards to 5000 gil, a Leather Shield and 575 gil. Then, go back and take the path leading upwards to a Tent, 330 gil and a Coral Sword. Then head to the right and down the stairs to Basement Level 3. When you get here, go straight right for a Sleeping Bag. No monsters either! Go up. When the path splits in two, you will see a door to the left. There's 3400 gil for the taking there, but there's also a monster encounter. However, that can be avoided by taking the contents of the chest from the right hand side. If you go to the right, there's a Gold Needle, but you'll be hurting by now, and it's a long trip, so it's hardly worth it. Keep going left. There's 1020 gil in the second room you come across, as well as another avoidable monster fight. Stay on the right hand side of the room and you will be fine. Keep going. You will find another room, but the bat here will be a different colour, and won't move. This is the vampire. Heal up and save before fighting him (Oh, damn! I forgot my stake!). ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Vampire HP: 280 Just hit him. He's got low HP. You'll almost kill him with one Firaga. Diara and Diaga also work very well. He hits hard, but he should only last a round or two. He's got 1200 EXP to be split up, and he will give you 2000 gil. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once you've defeated him, grab the item in the chest - It's a Star Ruby. Keep going through and you will come across a stone slab. You can't go past there yet so let's leave for now. Exit, and go back to Melmond for healing. Melmond ------- The people say the land is still rotting, even though the vampire is dead. Perhaps something else is the cause? Talking to people will give you talk of a wise man named Sadda, and a Jewel eating giant. We just got a jewel, didn't we? Let's see if we can trade him something for it. Head to Giant's Cave Giant's Cave ------------ Talk to the Giant. He will let you pass if you give him the Star Ruby. You give it to him, and true to his word, he leaves. Ignore the stairs on the upper path and head onto the lower path. Go in the door you see to get the Great Axe, 620 gil, 450 gil and a Mythril Helm. With that, you can go back up to the stairs on the upper path. Exit out the stairs. Overland -------- You'll appear in the sunny overland again. Follow the path, you can't get lost. Go in Sage's Cave. Sage's Cave ---------- Just speak to the old man and accept the rod. Nothing else to do here. Head back to the Cavern of the Earth. Cavern of the Earth ------------------- Yes, back here again. Tough luck, isn't it? Head back to where you defeated the vampire. Now, go to that stone tablet blocking the way. It will slide away, letting you take the stairs. You are now on Basement Level 4 You can go up for some chests, containing a Staff, 3400 gil, 1520 gil, 1455 gil and 5450 gil. That's 11825 gil total! There are monster traps on the chests, but you can avoid all but one if you're careful. For the two right-most chests, tackle them from the side. The traps are on the front. For the other three chests, just go between them. There is no trap on the top right chest of that group of three, and the trap for the bottom chest is to the right of it. Grab the gil in the top right chest. Now, there are two chests left for this room. Just go between the remaining chests, you will fight one or two Sphinx's. You should be able to handle them. Grab the gil, then head back to where you had the choice between going left and up. This time, go left. Head along the path, going left at the next intersection. Keep going towards the bottom left corner. Here, you will find a Tent, a Mythril Shield and 1250 gil. They're all monster trapped - Take the bottom chest from right in front of it, but take the other two chests from the side. Now, head up to the top left of the map. The stairs down are there, they're not hard to find. Head down to Basement Level 5. Head onto the path leading up, and then follow it, going left and down when you have the chance. Go in the door, and you will see a Brown Orb, and a contraption behind it. That's the earth crystal, on the contraption. Heal up, and save as you have a boss fight. Touch the brown orb, and it will be revealed to be a Lich, who was the one causing the earth to decay. You're gonna have to fight it! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Lich HP: 1200 This guy is tough. He can cast Level 2 attack magic (Blizzara, Thundara), he casts Haste on himself and hits you. However, he's not unbeatable. Diara will do decent damage to him, and use the highest level Fire spells you can. I was consistently doing 272 damage to him with Firaga, which meant when used in conjunction with Diara, he was gone in 4 turns. He's got 2200 Exp for you, and the health amount of 3000 gil. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Now you have defeated Lich, you automatically head up to the earth crystal. Holding up your crystal shard to the earth crystal, there is a huge flash, and the crystal starts shining again! You characters are suitably impressed, as they do a little dance. You will then see a FMV of a statue disappearing from in front of a door. Now, you are done with this place, so you can leave now. No, not out the way you came in, there's a much quicker way. There's a spot behind the earth crystal. Step on it, and you will be flashily transported right out of the dungeon. Now, head back to Melmond to heal up and restock items. Head out of Melmond and onto the ship now, there's three more crystals to be saved. 6.4) Is it a bird? Is it a plane? No, it's... <You'll laugh when you work out why I named it this. That is, if you don't groan.> Overland -------- The next crystal to get is the fire one. To get to the next destination, go down, hugging the coast on your left. When the coast starts to disappear to your left, go left until you reach land. There is a dock there, just below you. Land, and head left. When you have the option of going up or down, go down, and follow the path to Crescent Lake. Crescent Lake ------------- This place has all the Mythril items, which is great for your Fighters, Red Mages, and later on Ninjas. Also, there are some good spells here. Pick up Thundaga and Quake for you Black Mage, and Protera and Stona for your White Mage. Exit is a brilliant spell, but you need a White or Red Wizard for it, so you can't get it yet. Stun is useless for your Black Mage, so if you have spare money you feel like wasting, get it. You won't be using it much though. Anyway, head up past the magic shops and follow the path to the left. You will come across twelve men. Apparently their prophets, and their leader in the blue is Lukahn. Yes, that Lukahn, the one that made the prophecy. Talk to all of them, and you will receive the canoe, which will allow you to travel along rivers and shallow waters. You'll find out information about the fiends here, and how the fire fiend is very close. However, I feel it is worth taking a detour to do a few things. Head out of Crescent Lake and back to the ship. Overland -------- Head up, hugging the coast. When you see an opening above you, go in and go to the left You will see a river. While you can't cross this in the ship, what did you just receive from the prophet? That's right, a canoe! With that you can cross the river, so head right up to the river with the ship and push left, and you will get in the canoe and start going along. This place is rather complicated, so I'll try to give good directions. Head left until you reach your first intersection. Go up the path closest to you, and then go up at the next intersection. Follow the path to the left, and keep going left at the next two intersections, following the path. You'll reach land eventually. Go along the path and into the Cavern of Ice. Cavern of Ice ------------- This place is a piece of cake if you are well equipped and have a Fira or Firaga. However, watch out for the White Dragons - They can do 100+ damage to each character with one of their attacks. Follow the path to the staircase. There's nothing else you can do here for the moment, so go down. You're now on Basement Level 2 This is really small too. The stairs are in the bottom left corner, it doesn't really matter which way you go to get there Head down to Basement Level 3. You don't need my help with this level. Go to the next staircase, and Basement Level 2. Go along the path and into the room. There are cracks on the floor: You'll fall through them if you stand on them, so don't for the moment. The right chest has a Flame Sword. This sword is stronger than the Mythril Sword and Mythril Axe, so equip it right away. The right chest has a set of Clothes, but is guarded by Dark Wizards, who are powerful and can cast Level 3 magic spells. A Level 3 spell will destroy them however, as will continued physical abuse. You can leave this, as Clothes are just the armour you started off in. However, they're manageable, and give good gil/EXP, so it won't hurt to fight them once. It seems this is a dead end. You can't reach the blue stone, as the cracks are in the way, and you can't go any further. Perhaps it's time to see what is below us. Step on a Crack and head to Basement Level 3. As soon as you take a step, you will be forced into a fight with Specters, Ghasts and Wraiths. Beat them up. Go down a bit, and you will see three paths, all covered in a type of flooring you have never seen before. There are ice shards sticking up out of the ground, and each character will receive one damage per step on it. However, there are no random encounters on here (Poor monsters don't want their feet hurt!), so don't worry too much. You can head to the left to get Ice Armor and Mythril Gloves, but you will have to fight White Dragons in battle twice. The Ice Armor has the same defense rating as the Knight's Armor, but a much higher Evasion. Equip it. Then head back over the spiky floor. There's nothing on the right, so head down. You'll come to a fork right away. Go on the right side. You'll come to a three way intersection next. There's nothing to the left or the right, so head down. There's another fork here. Go down the left side and into the room. All the chests have gil in here, for a total of 40,784 gil! Now, head back and take the right path here to the stairs going up to Basement Level 1. Go around and get the Ether from the chest. Head down for 10000 gil from the chest in the room, then head to the left. If you want you can go to the top-right and exit by the stairs, heal up and come back in, but if you think you can survive one last boss fight (it's not hard!), keep going to the right. Head in the door, and grab the contents of those three chests, avoiding the crack in the floor. The chests have a sleeping bag, 9500 gil and another Ice Shield. Now, heal up, and prepare for another boss fight. Step on the crack, and you'll fall down to Basement Level 2, with the blue object you couldn't grab earlier right in front of you. Go towards it carefully, making sure to avoid the cracks. A boss will come up. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Evil Eye HP: 162 He's got 162 HP. That's low. Just throw everything at him, he should die in one or two hits. The only thing that makes him remotely dangerous is the Doom spell he can cast, but you should be able to kill him before he can use it. He will give you ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Grab the blue object. It's a Levistone, a mysterious floating stone (or so says the key items description). You now need to jump down a crack to get out. You'll land in Basement level 3, like last time. Follow the directions from earlier to get to Basement level 1 (Ignoring all the items, unless you didn't get them last time), and head up to the top-right corner. You'll be back on the overland. Note: The Evil Eye can be battled again as many times as you wish. He will appear each time you step on the spot where you first fought him. Since he has low HP, and gives good EXP and gil, feel free to fight him as much as you want. At the time of writing this note, I had beaten him 71 times. Overland -------- Heal up. Now head back to the ship. Head back to where you docked to go to Crescent Lake, but this time go down further, hugging the coast. You'll come across a river. Head into in the canoe, and go south down the river. At the end of the river, head to the left and into the desert. As soon as you enter, you will be given a cutscene of your party entering the desert, and forming a ring around the Levistone. An airship will appear out of nowhere from below the sand. That is now yours. It is not only faster than the ship, it can go to more places, and there are no random encounters while in it. Woohoo! The next thing to do is to Class Change. Go into your airship. 6.5) I... have... THE POWER! <Yes, that's my cheesy He-Men reference. It's very appropriate, as you will find out> Overland -------- Just for a moment, open your map. You will see there are four continents, each on a different corner of the map. The place we are after is on the continent in the top-right corner of the map, so head there. The Citadel of Trials is marked as by a yellow dot on the map on the west side of that continent. However, you cannot land right below it, as the airship cannot land on swampy areas, which are shown on the map by blue/green patches. And there is one right below the citadel that stretches up for a long way. There are two choices one where to land - You can go to the right, and park just to the left of the desert, or you can go up until you find a spot you can land. Either way is about the same length, so it's your call. Either way, find your way to the citadel, and save before going in. Citadel of Trials ----------------- This place shouldn't pose a problem if your levels are in the 20's or high 10's. Head in and talk to the man standing there. He will babble on about how you got the crown, your courage cannot be questioned, you can do the trials, blah blah blah. Once he leaves, find the room and enter it. There are no enemies on the first level, and it's easy to find, so I won't post directions. When you find it, go in and sit on the throne. You will be warped to the second floor. This is a warp point maze. To exit, you must follow the correct warp path. Along the way, you will be given a choice of two warp points three times. If you choose the wrong one, you will be taken back a few warp points. However, it's not too hard to navigate. You start in a room. Head out, and go to the only warp point there. You will be warped. Now, this path to the next warp point is also linear. Head to it, and be warped. You have two warp points to pick from for the third warp point. Pick the bottom one. The path to the fourth warp point is linear. For the fifth warp point, head to the bottom one. The path to the sixth is linear. For the seventh, head to the point on the right. Head to the right, and into the room. Grab the Gauntlets from the chest, fighting the Clay Golems. They're not too hard. Head out of the room, but don't go straight down. Head two spaces to the left (from where you came out of the room), and head down there. This will take you to the eighth warp point, and you will be warped to a set of stairs. Go up them to Floor 3. When here, head straight up, and grab the Healing Staff, the best item for the White Mage. Yes, I know it has lower attack power than the Mythril Hammer, but bear with me. Head to the left and get the Steel Gloves, Ice Brand and Ruby Armlet. Head down and receive a Cottage, 1455 gil and 7340 gil. Now, head to the right. Heal up before you grab the contents of the chest. Now, grab the contents. You will get a rats tail. Head to the throne to leave, but before you do, there'll be a boss fight. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Dragon Zombie HP: 268 each You will fight anywhere from 1-3 Dragon Zombie's in my experience. Not too hard. This is really more like a normal enemy encounter, except these are almost easier than the enemies round here, because they don't stone, insta-kill or paralyze you. Just use your most powerful fire attacks and Diara, and this will be over quickly. They give 2331 EXP per Dragon Zombie, and 999 gil per Dragon Zombie. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ That's it for here. Heal if you need, and head back to the airship. Overland -------- Now, it's time to get a few items. Head down and to the left, and you will reach a cave, surrounded by trees. This is a Dragon Cave Dragon Cave ----------- Six chests, and no monsters in here. There's 19,975 gil total here, and an X-Potion. Head out. Overland -------- Head up and left. There's a single cave on an island here. There's nothing in there though, so head left. There will be an island with marsh covering a lot of it. Land in the bottom-right corner, the rest you can't land on. You can't do anything in the right-most cave on this island. Go to the left one. Dragon Cave ----------- Three chests, no monsters. It doesn't matter which way you go, this place is set up in a circle. You'll get a Cottage, 500 gil and an Elixir. Head out again. Overland -------- I know you can see an Island above us with two caves, surrounded by trees, but ignore that for now. Head left, there's an island with one cave. Head in. Dragon Cave ----------- Three chests, no monsters. This place isn't hard to navigate. You'll get a Dry Ether, a Gold Needle and a Tent. Head out and to the airship. Overland -------- Now you can head to the island with two caves and trees all around. The left cave has nothing for us at the moment. It's the right cave we're going to. Dragon Cave ----------- Go down the path and head down the stairs to Basement Level 2. You'll be in a room. Head through the door and straight up. You'll see a giant dragon there, talk to him. If you got the Rat's tail, as I showed you how just before, he'll give you a class change! Woohoo! A Fighter becomes a Knight, Monk becomes Master, Thief becomes Ninja, Red Mage becomes Red Wizard, White Mage becomes White Wizard, Black Mage becomes Black Wizard. The Knight has the ability to use low-level White Magic, the Ninja can use low level Black Magic. While they don't have any MP at the moment, they will get it as they level up. This upgrade also allows you Red, White and Black Wizards more spells. Head back to the Overland. Overland -------- Right now, head back to Cornelia, Pravoka and Elfheim and grab some spells for your Knight and Ninja. You'll also want to grab Teleport for your Black Wizard if you're up to L5 magic with him, and Exit for your White Wizard if you're up to L6 White Magic. I know they're expensive, but they're both worth it. If you cannot get them yet, don't worry. You can earn some levels and gil, and get them later, if you so need. 6.6) Full steam ahead to the Fire Crystal! <Yes, I am aware how lame my section titles are. No need to send me emails about them.> Now that is done, what next? Remember those sages back in Crescent Lake, who us about the fiends, and how the fire fiend was aware of our presence. Perhaps it's time to pay him a visit. He resides in Mount Gulg, up and to the left of Crescent Lake. Go there in the airship next. Mount Gulg ---------- Head in, and one of the first things you will notice is the floor. Lava seems to be covering it. You can walk on there, and you will need to walk on it to get through this dungeon, though all characters will receive one damage point for every step on there. However, you cannot die from standing on the lava, and there are no random encounters on the lava, which is a plus. The first set of stairs are at the top-left of this level, go down to Basement Level 2. There's a whole heap of treasure on this level. Head in the door, and collect everything you can find. The treasure on this level is: 13925 gil (total), two Mythril Helmets, a Great Sword, a set of Mythril Gloves, a Mythril Axe, a Mythril Shield, a Hi Potion, an Antidote, a Tent and a Phoenix Down. The stairs down are to the left of the stairs you entered this level from. Head down to Basement Level 3. There is nothing to the left or below where you start in this level. Just head to the right and down the stairs. You're now on Basement Level 4. Head to the bottom-right corner for the stairs up to Basement Level 3. From the stairs, head down to the room below you, then head left to that room. There's a path at the bottom of that room, head down it, and follow that path across the lava to the stairs leading down to Basement Level 4. Head into the room above you to grab 2750 gil and a Gold Needle. Head along the path until you come across another door. This one has a chest with 1760 gil in it. Go out the room, and head left. At the end of that path there is 5 chests, with an Antidote, 7340 gil, a Flame Shield, an Ice Brand and 880 more gil. Go back to the right, and this time go down. Head in the first door you see. Grab 155 gil and 10 gil from the chests (You don't need them, but it means that those who want to collect every single chest can). Head to the path on the right that leads up. Follow it, and you will reach a room that has 2000 gil, a Cottage and A Gold Needle (It will only have the Gold Needle if you didn't get it earlier on this level). Head back along that path, and go down this time. Go in the room to get 1250 gil and a Staff, then head out and down. The stairs down to Basement Level 5 are round here, so go down them. There are eight ways to go here. However, most of them have nothing. There will be a Gold Needle in the top-left, top-right or bottom-right corners !IF! you haven't picked one up on L4 or L5 yet (yes that's right, somehow those five chests only have one Gold Needle between them). However, you probably grabbed that earlier, so head to the left. Get the Flame Mail from the chest, and head to the bottom-left corner. You'll see a scene that is very similar to the one that you saw when you had to fight Lich for the Earth Crystal. You know what that means? You found the Fire Crystal, and you need to heal up before taking on the next Fiend. So do so, and press "A" next to the red orb. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Marilith HP: 1440 She shouldn't be too hard now you have class changed. Just as you'd think, Ice magic does extra damage to her. However, there are better things your Black or Red Mage can do. First thing to do is to cast NulBlaze on your party, to halve the damage of the Fira spell she wields. Have your Black or Red Mage cast Haste and Temper on your physical attackers in this order - Master, then Knight, then Ninja. She's not hard. For beating her, you will get 2475 EXP to share between your party members, and 3000 gil. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ You'll head forward and lift a crystal shard to the Fire Crystal now. There will be a flash of light, and the Fire Crystal will start to glow. You'll then be given a scene of a statue being destroyed. Congratulations, you are now half finished relighting the crystals. That's two down, two to go. 6.7) The quest flows on... searching for the Water Crystal! <Pun intended, but hilarity lacking.> It's time to go to Gaia. Gaia is the town in the top-right corner of the map. To get there, you will need to use the airship. Go in here. Gaia ---- While it may seem tempting to head off and buy all the spells and equipment you can, wait a moment. You're going to need 40,000 gil to buy a quest item very, very soon, so hold of spending it up big. However, feel free to splurge with any gil above 40,000. Talk to people around town, and you will find that there is a strange liquid called "Oxyale" at the bottom of the lake here, but only faeries can retrieve it, and one of the people here sold a bottled faerie for money to a caravan. Time to find that caravan. Overland -------- The place we need to head to now is on the top-left continent of the map, which you can get to from Gaia by flying to the right. Fly around the continent and find the desert here. You'll see that near the top of the desert, there is a patch of desert that is not connected to the rest of the desert that has a patch of trees next to it. We want to head to the bit of desert to the left of the trees, so park the airship, and head there. If you go into the centre of the separate patch of desert, you will find the caravan that was talked about by that man who caught the faerie. Buy it, as you will need its help. However, it doesn't come cheaply, costing you 40,000 gil. If you didn't pay attention to me earlier, you can get money by selling any old equipment you have, and by beating up on monsters around here. Anyway, once you have bought the faerie, head back to Gaia. Note: Once you have bought the faerie, the man in the caravan doesn't close up shop. He now sells Giant Tonics (which boost max HP for one battle), Faerie Tonics (which boost max MP for one battle), Strength Tonics (which boost strength for one battle), Protect Drinks (which boost defense for one battle), and Speed Drinks (which boost agility for one battle). While they're not bad, there are better things to do with your money and/or a turn in battle. Gaia ---- As soon as you walk in, the faerie will fly off! No, come back! Don't worry, you'll see it again very soon. Find the weapon shop here, but don't go in. Instead, go up the path that is to the left of it, past the item shop and to the right of the church. You'll come across the lake, and the faerie. She will recognise you as the people who saved her, and say sorry for flying off, claiming she was scared. As thanks for saving her, she then goes off and gets you some Oxyale. This stuff allows people to breathe underwater. This you'll need to get to the next Fiend. Now, feel free to buy anything you want from this town. You can spend time outside gaining gil if you need to. You should start with the Protect Rings, which guard against instant death. They're very useful. Ruby Armlets are also good for characters that can do no better. As for magic, Gaia has a lot, but there is quite a bit that is not useful. For your White Wizard, get Curaia and Diaia for your L7 spell list, and Holy for your L8 spell list. That's all that is really needed, as the other two L8 White magic spells offered in Gaia are useless. If you really want to fill out the list, get Dispel. But you won't use it. For your Black Wizard, get Blizzaga and Break for the L7 magic, and leave the L8 magic. It all looks useful, but really it's not, as all the enemies that are tough enough to warrant using them are immune anyway. You'll get a brilliant L8 Black Magic spell later on anyway that which more than make up for that, so if you decide to buy some L8 Black Magic from Gaia against my advice, at least only buy two, to get the third one later. It's worth it. As for weapons, the Cat Claws will probably be weaker than anything you have equipped or in your inventory at this point anyway, unless you want to buy it for a Black Wizard. Really, it's a waste of money, as though the Black Wizard can actually kill things with the Cat Claws, there are far more important things for him to do. Also, remember to stock up on items. When you're done, head out of town. Overland -------- Remember where we had to head to get the fairie? Yeah, that place on the continent in the top left corner of the map? Well, we have to head to that continent again. This time however, we need to go to the town there, and a hidden dungeon there with great items. Park your Airship where you did last time, and head up the river. You will come to a Waterfall. Go in. This is Waterfall Cavern. Waterfall Cavern ---------------- This place isn't terribly dangerous. It has a lot of dead ends, but only one room. Talk to the robot in there, and he will give erratic messages, saying he has been waiting, and then mention a cube, Tiamat and a flying fortress. He will then give you the Warp Cube. After that, he will short out, and while he can walk, he can't speak. Grab the chests for a Wizard's Staff, a Ribbon!, 13450 gil, 6400 gil, 5000 gil and a Defender. Head back out. Overland -------- Head back down the river, until the mountains on the right shore stop and you can land there. Do land there, and head up, to the town of Onrac. Onrac ----- Head to the White Magic store, and get Healaga. That's about it. Nuldeath is useless now you have Protect Rings. Saber would be useful, except it's only the caster which gets the bonus. Who wants a beefed up Black Wizard? Blind is useless too. There's no weapon/armour shop, but you can head to the items shop and buy some remedies. They're very useful. If you need more money, a lot of the enemies outside this town drop 1000-2500 gil. Anyway, head back to the White Magic shop, without going in. You'll see a bridge leading down. Go over that bridge and head right. Eventually, you will come to a lady in front of a barrel. She will say how you have Oxyale, so you can go on the barrel, then vanish into thin air. Creepy! However, head into the barrel, and it will head into the water. You'll see a FMV of the sea, which starts at the surface and pans down to a sunken structure on the bottom. You will get out of the barrel. Sunken Shrine ------------- If you talked to people around town, you'll know that this place used to be on the surface, but sunk down here. Head up, until you come to a place with three choices of direction - up, left and right. Head right and in the door. There's 2000 gil there. Now head to the left. Go along the path and into the door. There's 9900 gil in the chest. That's all the items that you can access at the moment. There are two sets of stairs on this level - one in the top left going down, one in the top-right going up. We need to go down to get to the water fiend, but we'll head up first, as it has a whole heap of rare and wonderful items, including a key item, so head to the top-right and go up the stairs to the fourth floor (Yes, you started on the third floor). Go down, and then go to the left until you can no more. Then head up, and once again go left until you can no more. Then, head up and into the room. You will get a Diamond Armour. Equip it on your Knight right away. There's 20 gil in a chest that is in a room in the middle of this floor. In the bottom-left corner, there is a room. In that room is a chest with a Light Axe. Head right, and go on the upper path for a Mage's Staff, then go back and head on the lower one to grab 12350 gil from the chest, before going up the stairs to the 5th floor. This place is brilliant. There are 13 chests here, no monster traps on the chests, and no random encounters. There are a few mermaids around, but they just like to talk. From one you'll find out that a mermaid saw people entering Mirage Tower before, and at that time she heard the "most lovely chiming sound" at that time, and from another you'll find out that the Water Fiend is on the bottom level of the shrine. That's all that's all the useful information from them. From the chests, you'll pick up an Antidote, a Diamond Shield, a Diamond Gloves, a Diamond Helm, a Diamond Armlet, a Rosetta Stone and a total of 32670 gil. You should equip all the diamond items to your Knight, except the Diamond Gloves and Diamond Armlet. The Diamond Armlet should be given to whoever has the lowest armor, and if two people have equal lowest armor, give it to the one who has the least HP between the two. The Diamond Gloves is inferior to the Protect Ring you should have bought in Gaia. You're done here, so head back to the floor you started on (Floor 3), and go down the stairs in the top-left to Floor 2. There's nothing to do here now, so head up to find stairs up to Floor 3. Please, you don't need help here. Go to Floor 4. The room has nothing. Go to Floor 3. This is a different section of Floor 3. The chests have 110 gil and 450 gil. Head out the door at the bottom and go down the stairs to Floor 2. This is a different part of Floor 2. And this part has treasure! Go down and get 8135 gil and 7690 gil. Head left, and grab the contents of the three chests. They have 5450 gil, 385 gil and a Giant's Gloves. The Giant's Gloves are brilliant, but don't equip them, as their power is in using them in battle. When used as an item in battle, they cast the spell "Saber". If you remember earlier, I ranted about the way that only the Black Mage/Wizard could receive the bonus of Saber, as it could only be used on the caster. These gloves mean your Knight/Master/Ninja can cast Saber, and become a killing machine. You'll need them. Head out of this room and up to find a room with another Light Axe in it, then head to your right to get four chests, containing a Ribbon, 9900 gil, 7340 gil and 2750 gil. Now, head up and to the left to get to the first floor. There's no treasure on this floor, but it's fairly easy to find your way to the boss. From the stairs, head up and into the door. There is another exit on the left side of that room - go out it. Then, head left into the path there, and follow the path to the door you find. Go in, and head to the top-left corner (you'll need to go up first, not left). The door you need to go out of is just below the top-left corner. Head along that path, and you'll see a door. The path to the right of the door leads nowhere, so head in. You'll see the same scene that you have before every crystal fight. This should prompt you to heal and save without me advising it. Now head to the blue orb and press Accept. It will morph, revealing the next boss, who looks like a giant manic octopus in a cape. He will attack ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Kraken HP: 1800 I know, that HP looks like a lot. And it is, to a degree. However, this boss is not super hard. It has been said he has Thundara, but I never seem to see it. Cast NulBolt if you wish. His main weapon is his physical strength, and he can deal out serious physical damage. Feel free to cast Protera with your White Wizard, and then just have them heal. Your Black Wizard should be casting Haste and then Temper on your physical attackers. With Saber+Haste, the Kraken will head down fast. Also, if you cast Confuse on the Kraken, or use the Wizard's Staff as an item (you picked this up in Waterfall Cavern), you are able to Confuse him (though it isn't 100% accurate), meaning he will hit himself for a large amount of damage, and you can heal up and stat up. When you win you will receive 4245 EXP to share among the party, and 5000 gil. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Congratulations, you have beaten the third fiend! Horray! Your characters will lift up their crystal shard, there will be a flash of light, your party will dance, and there will be a FMV of a statue being destroyed that was blocking a door. Nothing you haven't seen before. Head onto the teleporter at the back of this room. 6.8) This place is no breeze... going after the Wind Crystal! <Be patient. The cheesy section titles are almost over.> You will appear outside of Onrac. head in and heal, restocking on items if you need to. Your next destination is Melmond, so check the map, find where it is and head there in your airship. Melmond ------- In the top-right corner, there is a man walking near gravestones. Talk to him, and he will examine the Rosetta Stone you got in the Sunken Shrine (you DID get it, didn't you? I told you to :/), realising it allows you to translate Lufenian. In gratitude for giving him this, he'll teach you how to speak Lufenian. You must be pretty smart, as you learn in about two seconds :D. You might wonder, why do I need to speak Lufenian? You need it because the place where you will be heading next only speaks Lufenian. Head out of Melmond, and into the airship. Overland -------- Our next destination is on the same continent as Gaia, lying at the bottom-left corner of the continent. Fly over to it, and you will see trees all around it, which you can't land on. You'll also notice if you fly up, there is a mountain range separating it from the mainland. So you can't land here, right? Wrong. There is one small space to land, a 1x1 square up and to the left of the lake, fairly close to the mountain range. Once you find it, head down to the town. Lufenia ------- This town is why you needed to learn Lufenian. You are here for two purposes - to grab the great magic here, and to get an item that allows you to advance with the game. Lets get the item first. Head to the bottom-right corner of this town, and then head onto the platform that is over the water. Talk to all four people there, and you will get a Chime from someone, which is a key item. Remember that mermaid who said when she saw someone enter the Mirage Tower, they heard a "lovely chiming sound". Perhaps this chime will allow you to enter Mirage Tower. Now, let's see about our other reason to be here - the new magic. Head to the top-right corner, and head up on the right of the house that is furthest to the right. There will be a little gap in the wall. From here, go right - don't worry, you won't go out of town - and you will find the magic shops for this town. Full-Life is brilliant for your White Wizard, as it restores your dead characters back to life with FULL HP! And Flare is the strongest attack magic spell that this game has, so pick it up for your Black Wizard. Now you are done, head back to the airship. Overland -------- Mirage Tower is up and to the left of Lufenia, and to the lleft of where you parked your airship. However, since you cannot land on the desert, head down the desert and park on the green patch just below the desert. Head in. Mirage Tower ------------ From where you start, you can see the stairs to the next level. You could just head in the door above you, out of the door to the left and up the stairs, but then you would miss all the items. Head into the center to grab the Tent, Aegis Shield, 2750 gil, 18010 gil, Vorpal Sword, 3400 gil, Healing Helm and 800 gil. Once that's done, head up to Floor 2. This floor isn't hard to navigate. In the room in the center there are ten chests, containing Thor's Hammer (the best weapon for your White Wizard), a Cottage, a Sun Blade, Dragon Mail and a total of 58985 gil. The Dragon Mail is the same as the Diamond Armor, so it will be useless unless you have two or more Knights. Equip the Sun Blade, as it is more damaging than the Defender you should be using. Now, head up the stairs to Floor 3. Easy floor. There's a door at the bottom of this level. You can get there by going to the left or right, as this room is circular. When you go in the door, you will face a Blue Dragon. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Blue Dragon HP: 454 If you're at a halfway decent level, you will have no problems with this boss. Have your physical attackers hit him. There is a chance you will OHKO him. For your effort (or lack thereof), you will get 3274 EXP and 2000 gil. He may use Thunderbolt on you, which can be damaging, but he shouldn't be able to kill anyone. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once that's done, just head straight up and on to the flashing tile. If you picked up the Warp Cube before (Which you should of, I told you to. If not, just find that section now and go get it and come back here), you will be teleported to the first floor of the Flying Fortress. Flying Fortress --------------- You start out in a room. You can use the teleporter square there to take you out at any time, or your Exit spell. Head out of this room. From where you are, there are four paths - up, down, left and right. While the stairs up are at the end of the path leading up, It's worth going the other three directions first to grab the chests. Heading right, grab another Healing Helm, a Protect Ring and 11900 gil. Head back, and down the bottom path for a Razer (not that thing you shave with, a Sword). Head back and onto the left path, and grab the Potion and a total of 21950 gil. Now, head back and this time head up to the 2nd floor. Head down form where you start, and you will come to the center of an eight point star. In the top-left corner there is a Mythril Helm and a Cottage, Diamond Gloves in the top-right corner, your third Ribbon and a Diamond Shield on the right hand side, a total of 13880 gil on the left hand side, a piece of Adamantite in the bottom-left corner, and a White and Black Robe in the bottom-right corner. Phew, that was a lot of work for 10 items. Once you have done that, head back to the center, and go down the bottom path to Floor 3. You will start out in the center of the floor, next to a weird orb. Talk to the robot stading there, and he will tell you that you can look out on the entire world from this point. Do so, and as you look, you will realise that the forces of earth, fire, wind and water are converging to one point on the map, and that point is at the Chaos Shrine. Looks like we will have to head there next, to make sure nothing underhanded is going on there. Anyway, there are four paths here, much like on the first floor of this dungeon. Heading to the right, you'll get a Gold Needle, Clothes, a Protect Cloak and 24035 gil. Heading up will net you a Potion, a Protect Cloak and 14400 gil. Heading to the left, grab the Gold Needle, Sasuke's Blade and 7550 gil from the room, before stepping on the warp tile to head up to Floor 4. This floor wraps around, so if you keep going in one direction long enough, you will end up back where you started. Go south twice, then head either right or left twice. You will find the warp tile that heads up to Floor 5. There's nothing here - except for the boss and air crystal! Head straight up, and heal before you press Accept on the green orb. Tiamat, the air fiend, will make a speach, then attack! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Tiamat HP: 2000 This one has some tough attacks, but you should be able to take him out. He casts Thunderbolt, but it doesn't seem to be affected by NulShock. Perhaps it is like Flare, which has a Fire name but really is a non-elemental spell. He also uses an ability called Poison Gas, which despite the name doesn't seem to poison you, just do 90+ damage to all characters, and Ice Storm, which does 90+ damage to all characters, but doesn't seem to be Ice elemental. He'll also physically attack you for reasonable damage. For this battle, just have physical attackers use the Giant's Gloves then attack, Black Wizard's use Haste on the party, and White mages use Healra/Healaga. You'll take him out in the end. He has 5496 EXP to give out, and 6000 gil. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ You'll walk up to the Wind Crystal, and hold up the piece of Crystal. There will be the obligatory flashing light, the crystal will light up, and you will dance, before seeing a statue disappear from in front of a door. Nothing new here. Head out on the teleporter tile behind the Wind Crystal, and back to the airship. 6.9) Time to change history... <That's it for my corny/lame titles. Happy?> Right now, you can head to Chaos Shrine for the final dungeon of this game, but there are some things you should do first. 1 - Get Excalibur. Remember the Adamantite we picked up in the Flying Fortress? There was a dwarf in Mount Duergar who offered to make a sword for you if you got some. Head back there, and to the smithy dwarf in the room at the top of this place. You will put the Adamantite on the table, and he will be very surprised, and say from it he will make a great weapon. He works on it, and turns it into a sword. This is Excalibur, one of the most powerful weapons in the game. This should make your Knight even more damaging than a Master. 2 - Have a go at the Soul of Chaos dungeons. Granted, I'm not done with explaining them, but just go through them a few times, pick up some items and stuff like that. It doesn't matter if you die in there, as you will just come back outside, with all characters having 1 HP. However, any items, gil or EXP you got in there before dying you get to keep, so it's worth going there just to get some items. You just might get one of the new, and powerful, crystal items, the Ultima Weapon, or one of the many other new and powerful items in there. 3 - Get to a reasonable level Spending a bit of time in the SoC dungeons can help this a lot. There are more places where you can get good experience however. YOu'll want to be at least level 35 before taking this place, but if this is your first playthrough it's better to play safe and be a bit higher. The Evil Eye that respawns in the Ice Cavern is a good source of EXP, as are the Dragon Zombie's in the Citadel of Trials. Other than that, there's nothing else to do. Head to the Chaos Shrine. Chaos Shrine ------------ Head in and into where you found Garland and the princess earlier. Press Accept on the black orb, and your characters will each hold up their crystal. A scene will happen, and the black orb will disappear. Head to where it was, and you will be transported to another part of Floor 1 in the Chaos Shrine. There are two staircases you can take here - one in the bottom-left corner, and one in the bottom-right corner. The bottom-left one leads nowhere, so head to the bottom-right one and go up the stairs to Floor 2. Head to the stairs on the right up to Floor 3. Here, head down as far as you can go, and then head to the right. The door is at the bottom-center of this level. Head in, and you will fight a Death Eye. Take it out, and grab the Dry Ether and Elixir. Now, head to the the stone tablet, and press Accept. You will play the Lute you got at the start of the game, and the Stone Tablet will disappear, replaced by a rope ladder down. Head down to Floor 2. There's nothing here, just head to the top-left corner for stairs down to Floor 1. While you are on the same floor you were in after using the teleporter, you are in a previously inaccessable part. You're in the top-right corner. The stairs to Basment Level 1 are in the top-left corner. Head down them. Head up until the path ends, then go right. Don't go down at the first opportunity - it's a dead end. Instead, keep going to the right, and then head down when applicable. You'll see stairs down. Head towards them, but when you get one square away from then, Lich will attack ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Lich (Or as I like to call him, Lich Version 2.0) HP: 2800 While this is a serious upgrade, he's nothing you cannot handle. Be careful, as he can now cast Flare. Hiwever, you know how to take out the likes of him by now, or at least you should. WInning will net you 2000 EXP and one gil. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Note: You can fight him an unlimited number of times, by moving to and from the square you fought him on. Why you would want to, I don't know, as he doesn't give any items, only gives one gil (But you shouldn't need gil by now) and only gives 2000 EXP, which is less than an Evil Eye or a Dragon Zombie, both of which are significantly easier. Anyway, head down the stairs to Basement Level 2. Go left, and then up. You'll come across a wall. There's a door in the wall, which you can miss if you don't look hard, as it blends in (I spent 3 mins finding it the first time I went through here, as it was 2AM and my eyes weren't working too well!). Head right, and out the door to the right. Head down and left, and you will be given the option of going up to the stairs, or going down to get a Protect Ring, a Sasuke's Blade, a Protect Cloak and a Megalixir. Even if you don't want the rest of the items, it's worth it to get the Megalixir, so do so, and then head back and down the stairs. However, you will be stopped on your way... ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Marilith (Marilith Version 2.0) HP: 3200 She packs a punch now, doing 300+ damage to a character with her physical attack. She can also cast Firaga. Have your White Wizard cast Protera and NulBlaze (in that order), and then proceed to heal. Other than that, generic boss strategies work here. Wipe the floor with her to receive 2000 EXP and the measly one gil. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once again, you can take her on multiple times, but why bother? Head down the stairs to Basement Level 3. While there are no items on this level, there is a small maze comprised of rooms in this level. Just keep heading to the bottom-left, and you'll be fine. When you get to the bottom-left, just head right, and you will reach the stairs, after first dispensing of... ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Kraken (Kraken Version 2.0) HP: 3600 He's seriously beefed up now, and can give your characters serious pain. Have your White Wizard cast Protera, but don't bother with NulShock for Thundara, as it shouldn't do too much. You'll get 3600 EXP, one gil and the small odds of getting the item "Eye Drops" left behind by him. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once again, you can waste your time beating Kraken multiple times, but don't. Head right and down the stairs to Basement Level 4. This floor has a weapon BETTER than Excalibur on it, and what's more, EVERYONE can use it! From where you start, head down, and then down the narrow opening a few steps to your right. From here, go right. Head down and right, and go along the path that is heading into the bottom-right corner. Go in the room, and get the Masamune from the chest. This weapon can be equipped to anyone, and is 11 ATK points stronger than Excalibur. Now you have that, you need to backtrack to where you started this level. The quickest way is to cast the L5 Black Magic spell "Teleport", and head down the stairs again, or you can backtrack by foot if you want. Either way, this time go right. You will fight the last Fiend, Tiamat, once more. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Tiamat (Tiamat Version 2.0) HP: 5500 This one's seriously beefed up too. Protera is in order. Just smack him around a while, as you should know how, and he'll go down, giving you 2000 EXP and one gil. He may also drop Rune Staff's. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This one may actually be worth beating repeatedly, as the Rune Staff is a great in-battle use item - it casts Healara. Once you are done, hhead right and go down the stairs to Basement Level 5. There's nothing here.... Nothing, except for the final boss! Heal up, using the potions and ethers you have go in, and talk to the man standing there... It's Garland? He'll tell you about the plan he set up with the Four Fiends, and how he plans to abuse the powers of the world to become immortal. Obviously, we have to stop this. It's time to fight! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Chaos HP: 20,000 Yes, he really does have that much HP. To make it worse, he has Curaja, which heals 9999 of his HP each time he uses it, and a slew of multi-target abilities, such as Cyclone, Tsunami, Blaze, Thundaga, Blizzaga, Firaga Don't be afraid to completely blow your MP using Healaga, Curaja, Full-Life for this battle. Use a Dry Ether if you run out of MP. It doesn't matter now You'll have to fight hard to win this. Have your physical attackers use Saber, and have Haste cast on them. Then, just keep casting Temper on them, to keep boosting the damage. Have your White Wizard constantly cast Healaga, to help keep your whole parties HP up high, and cast Curaga or Curaja if one person's HP gets low. Good Luck! Note: The way Chaos is destroyed is quite impressive, so pay close attention! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 7) The ending, and Clear Game mode After you beat the game, there is a text ending. I've included it here if you wish to read it again after beating the game, but don't just read it for the sake of it and ruin the surprise. The time loop was severed at last... The endless struggle that raged for over two thousand years had ended, and peace prevailed once more The light of the four Crystals restored the forces of wind, water earth and fire. It was a mere trick of fate that had given rise to the chain of Garland's wrath. But magnified by the four forces meant to guide our world, that trick of fate also gave birth to the Fiends. Monsters ran rampant and the world sank into darkness... But all that is now past. With the four forces now returning as they were meant, the Warriors prepare to cross time and return to the world they knew - a world where Princess Sarah, Queen Jayne and even Garland himself await. When was this fateful day that sent time spinning into a loop? None can say. It seemed the cycle into which time had fallen would last forever. But the bravery of four young travelers changed that. They took the forces that filled the world with darkness, and used them to bathe the world in light. None will ever recall the struggle the four endured, for the breaking of the chain means that it never existed. But within the tales of fantasy that people tell, the memory of their deeds will live on... Tales of dwarves and elves, of dragons and shining civilisations that reached for the heavens even as they fall. And now their return is on us. With the memory of their struggle buried deep within their hearts, they will quietly watch over our world. Remember always that the forces of the world must always be used as they were intended - that the power of light must never be used for dark, and that the true Crystals reside in your heart. For you are the warrior who crossed time. You are the bringer of light... FINAL FANTASY The credits will then roll. Sit back and let them, or maybe get a drink. When they are done, it will show "THE END" on the screen. Press the A or Start button. You will be given the option to save with Game Clear. What this means is it the save shows the Level, HP and MP you beat the game with, saves the Bestiary, and there is a star next to the file save up the top. When you go to load this file, you will be asked to start a new game. A new game with new characters, no items and basic weapons/armor, just as you did when you started your last game. Now, you may be wondering what's so special about saving a Game Clear file then. Well, this file isn't completely new. It has the Bestiary from your last playthrough, so you will already have data on every monster and boss you beat in your last playthrough. This also allows you to get a 100% complete Bestiary, as there is no other way to get Chaos in your Bestiary. 8) Soul of Chaos While I have not 100% completed this area, I will give information as I can. Please note that the items that are placed on a level are random, and a level may have no items, one item two items, four items. It will not neccessarily have all the items that are listed for that level. However, all the levels that have bosses are an exception to this, as they are predetermined. Also, boss drops happen 100% of the time - For example, Echidna from the Earthgift Shrine dungeon will drop X-Potions every time you defeat him, and Ahriman will drop Dry Ethers every time you beat him. This means that it is worth going through each dungeon multiple times, as each time you will get different items, and you can stock up on those really useful items like X-Potions, Dry Ethers, Elixirs, Megalixirs, etc. Earthgift Shrine ---------------- You can face this dungeon anytime after you beat Lich, the Earth Fiend. This dungeon is located in a cave in the mountain range below Chaos Shrine. There are five levels to this dungeon. Each level will have either a cave, forest or desert theme. From messages on the FF I&II-DoS message boards, it seems as if people are having difficulty navigating the desert levels. So, I will write up how to navigate them. When you get to a desert level, wander around until you find three trees close together, in a triangle formation, such as this. X X X Keep in mind that it will not neccessarily be exactly like this - it could be rotated 90, 180 or 270 degrees. In any case, these trees are the basis of navigating the desert. If you were to draw lines between them, like so... X / \ / \ X-----X You will have a triangle that points up, down, left or right, much like an arrow head. Go in the direction it points. You will come across either another arrow head, or the exit. The way to get is to keep following the arrow heads. You will reach the exit. These are the items that are possible to get on each floor. Level 1 - Spider's Silk, Hi-Potion, Remedy, White Curtain Level 2 - White Fang, Blue Curtain, Vampire Fang Level 3 - Black Cowl, Potion, Protect Drink, Speed Drink Level 4 - Silver Apple, Ether, Elven Cloak, Red Fang Level 5 - This level is a boss level, and as such is predetermined. There are four bosses on this level, and one chest with a Megalixir. However, the Megalixir is a one time item. The bosses on this level are... 2-Headed Dragon - 4500 HP, drops Bard's Tunic - top-left room Cerberus - 4000 HP, drops Kotetsu - bottom-left room Ahriman - 5000 HP, drops Dry Ether - top-right room Echidna - 4800 HP, drops X-Potion - bottom-right room By now you should be able to work out strategies for beating bosses. These ones aren't that hard. Hellfire Chasm -------------- This is the second SoC dungeon. It is a cave among the Dragon Caves. Remember where you got your class change from Bahumat? Try the caves around there. As a SoC dungeon it's quite short and accessable, especially compared to the next two. A number of people I have spoken to or talked about this game with have trouble with the Overland style maps. They are not hard, just a little time consuming. This is what you need to do to beat them. When you get on one of these levels, the first priority is the ship. The ship will be on the land mass you are on, but for some of the Overland maps you will need to walk around a bit to find it. When you find it, you need to go find the pirate. The pirate will be walking around on an island with a port, or a place that is only accessable once you have the ship. He will tell you there is an airship at an oasis in a desert on the map, and you need a Levistone to get it. While you can find this oasis without talking to him, the game will NOT let you proceed and obtain the airship until you talk to the pirate. Once you have talked to him, sail around the Overland, and find the desert with the oasis (You'll know which one it is. It will have a single solitary plam tree on it). Find the closest port, dock there, and walk to the desert. Go right up to the palm tree, and press Accept facing towards it. The airship will pop up, allowing you to get the rest of the treasures that were previously inaccessable, and leave via the dark cave symbolised by a black hole in the ground. (While for some levels you don't need the airship to exit, it is generally worth getting all the items, as you can get Plus items, like Power Plus and Speed Plus). These are the items that are possible to get on each floor. Level 1 - Remedy, Cockatrice Claw, Stamina Plus, Hermes' Shoes, Speed Plus Level 2 - X-Potion, Echo Grass, Blue Fang, Hi-Potion Level 3 - Stamina Plus, Red Fang, Phoenix Down, Mind Plus Level 4 - Eye Drops, Giant's Tonic, 700 gil, Turbo Ether Level 5 - This level is a boss level, and as such is predetermined. There are two bosses on this level, and no chests. Scarmiglione - 4000+7046 HP (see note), drops Lunar Curtain - Top Room Cagnazzo - 7968 HP, drops Light Curtain - Bottom Room Note: You need to fight Scarmiglione twice to beat them. The first time it has 4000 HP and drops nothing, the second time it becomes undead (meaning Fire and Dia spells are now very effective), has 7046 HP, and drops a Lunar Curtain. Level 6 - Blue Fang, Strength Tonic, Luck Plus, Red Curtain Level 7 - Faerie Tonic, Hi-Potion, 150 gil, Twist Headband, Hermes' Shoes Level 8 - 250 gil, White Curtain, Blue Curtain, Power Plus, Sage's Mitre Level 9 - Ether, Emergency Exit, War Hammer, Giant's Tonic, Soma Drop Level 10 - This level is a boss level, and as such is predetermined. There are two bosses on this level, and one chest with a Ribbon in it, which you get after defeating Rubicante. Rubicante - 15000 HP, drops Kikuichimonji - Top Room Barbariccia - 12954 HP, drops Braveheart - Bottom Room Lifespring Grotto ----------------- *Under construction* Whisperwind Cove ---------------- *Under construction* 9) Additional Quests, Challenges and Games This section has an easter egg game you can do, and some challenges to make this game harder, if you so desire. 9.1) The ship game You can access this from when you get the ship in Pravoka. To play, go on the ship, hold down "A", and press "B" 22 times. A 15-tile slider game will open up. While this may seem useless, you get good prizes for beating it. 9.2) Single character class challenge Simple. When you start a game, you can only choose one class type. This means, only picking Thieves, or White Mages, or Black Mages, in your party. 9.3) Low level challenge You are not allowed to uneccessarily level in this challenge, trying to avoid all non-boss fights possible. You will have to level towards the end, as Chaos would be simply too hard without it, as he multi-hits for big damage. However, the basic premise is still there - beat Chaos on the lowest level possible. I know it's possible at L30, but how low can you go? BTW, there's information on how to get your class change at L11 in the tips and tricks section, which will help. 9.4) Solo character challenge You pick a party of four at the start, but in the first couple of battles, they must die. Your other three members are not allowed to gain any exp, and you are not allowed to gain exp in any battle they were alive for part of (otherwise, you could just revive them, and keep them at one HP so they die, but they also divert attacks away from your solo character, which would be against the whole point). 9.5) No upgrade challenge Not allowed to get an upgrade from Bahumat. Not at all. Makes the game a fair bit harder, as you can no longer gain the really powerful spells, or the best armor and weapons. 9.6) Diabolical challenge This is a challenge for the veterans. This is a combination of the solo character and no upgrade, but with low level thrown in for good measure, and what's more - The ship game (which is a good source of income for low level games) is banned. If you pass this, send me an email, as well as confirmation. 10) Tips and Tricks Any tips and tricks you have for this game can go here. 10.1) Unlimited magic There are a number of items, weapons and armor pieces that cast spells when used as an item in battle. This section will the spells, and the items that cast them, for quick reference, as they are very useful for magic conservation. Blink - Defender Blizzara - Black Robe, White Fang Confuse - Wizard's Staff, Braveheart Curaga - Rune Axe Death - Deathbringer Diara - Light Axe Fira - Mage's Staff, Red Fang Flare - Judgement Staff, Ragnarok Haste - Hermes' Shoes Heal - Healing Staff, Healing Helm Healara - Rune Staff Holy - Lightbringer Invisara - White Robe, Kill - Assassin Dagger Life - Sage's Staff NulAll - Light Curtain NulBlaze - Red Curtain NulDeath - Lunar Curtain NulFrost - White Curtain NulShock - Blue Curtain Protect - Murasame Saber - Giant's Gloves Scourge - Razer Silence - Mage Masher Slow - Spider's Silk Thundara - Thor's Hammer, Gauntlets, Blue Fang 10.2) Maximising stats - the low level class change This section was written up by blackspiner from the Gamefaqs FFI&II: Dawn of Chaos board. I have not changed the content in any way, just formatted it a little to be more read-friendly, and added a blurb at the start. This work is his, and he owns copyright on it. I am simply using it with permission. As you will find out on playing through the game, once you class change, your stat gains are higher. This means that the same character can be stronger if class changed at an earlier level, as they will get better level ups from a lower level. This is a guide on how to do just that, giving boss strategies and listing the rules of this. Here are the rules... Rule 1 --- DO NOT LET ANYONE BE DEAD FOR ANY FIGHT THAT'S REQUIRED --- The reason for this is exp. is divided among the people left alive. If you kill Lich with just one person alive you will have one person in a much higher level than 11. Rule 2 Get used to flee as thats the only command you'll do in every normal fight Rule 3 Avoid getting into chest trap fights unless you know for a fact that you'll be able to run from it. Even then I suggest you avoid getting any treasure until you class change unless you basically can't avoid it. Rule 4 Buy the best gear for all your people as it is offered Rule 5 Hmm... what about money right? Yeah your probably wondering "If I can't fight any normal fights how the heck can I manage to buy good gear. Well it's really simple really. When you get your ship do its mini-game because it gives lots and lots of money for record times. Boss Strategies --------------- Garland - If you can't kill him in level 1 please stop trying this. This is the easiest thing of the low level class change challenge. 9 Pirates - Cast sleep and you'll breeze through them like a hot knife through butter. 2 Pisco Demons - This fight is a little more challenging. They are weak to thunder so exploit that for all its worth. If you fight more than 2 while getting the Crown then try again. You need 2 in the fight and only 2. Astos - He's weak to silence. If he kills anyone try again. Vampire - He's weak to fire and probably dia. Though I would imagine that your white mage will be busy curing for the couple turns this fight will take. He's not hard. Lich - The hardest part of this by far. She's weak to dia and fire. What I usually do is cast lots and lots of temper on whoever is strongest in my team. If he casts blizzara you will die. You might want to hold off on this fight until you get nulfrost but that will mean a level higher than 11 at end. This fight seemed, to me, way harder in this version than any other. It took me several tries because after he wasted all but my warrior and white mage I could never get healed up again before he would cast it again. If you have an emulator and can save state be thankful. Don't, however, save state in the fight though. Save before you start it or he could open with blizzara and thats what he will open with every single time and you'll have wasted a lot of time and effort and very possibly you could ruin your file because I know that people (me included) when able to save state only save state so you'll have nothing to fall back on. This will be the hardest single fight in the game for you. Enjoy. (If you've done this fight and have a really good way to do it please let all of us know as this fight is dramatically harder than anything else in this challenge) After you kill Lich you'll be able to go get a canoe. When you get this it's up to you where to go. I suggest the Ice Cavern just to get it done with but if you want you can do the Citadel of Trials first. It doesn't matter which order as your doing both anyway. Evil Eye - He isn't hard at all. Don't accept him killing anyone though as it's more than possible to beat him without a loss. The real trial is getting trough that ****ing place alive. The fights with Pisco Demons can NOT be ran from so if you fight one call it a game over and try again. The Mindflayer fights can be ran from though. Yet again you people using the roms will have this easier. Dragon Zombie - Yet another undead so he's weak to dia and fire. If you got this far you'll have no trouble kicking his ass. When he's dead you have everything you need to get a class change. If anyone has any tips feel free to point them out. Keep in mind this is a LOW LEVEL thing so don't give tips for fights when you have high level magics or even already class changed. Oh and if I missed a boss and post which required fight I missed but I can't recall any i missed. You people who like the PoP should enjoy this I think. You might start off weaker but when you get the change you can level until your hearts content and you'll end up being far far stronger than anything else in the game. Big thanks once again to blackspiner from the Gamefaqs FFI&II: Dawn of Chaos board for allowing me to use this. 11) Lists 11.1) Item List This, as far as I know, is a complete item list for Final Fantasy 1. This is the format. Item: Name of item Where used: Is it used out of battle, in battle, or both? What it does: The affect it has when you use it. Comments: Will be offered where I feel they are needed. Now, on with the list! Item: Antidote Where used: Both What it does: Heals poison from one character. Comments: You should always have a few, especially after getting the Mystic Key, as money is easier then. Item: Blue Curtain Where used: In battle What it does: Casts NulShock Item: Blue Fang Where used: In battle What it does: Casts Thundara Item: Cockatrice Claw Where used: In battle What it does: Petrifies one foe Item: Cottage Where used: Out of battle (Can only be used outdoors) What it does: Fully heals HP and MP Comments: Try and keep a few on you at every time so that if you need emergency healing on leaving a dungeon, you can get it with this. Item: Dry Ether Where used: Both What it does: Fully heals MP Comments: Quite useful. An unlimited supply can be gotten from the SoC dungeons, and they allow you to go through any dungeon using MP freely. Item: Echo Grass Where used: In battle What it does: Heals Silence Comments: Not too useful. Don't buy any - you'll find some in dungeons. It's not like Silence is a common condition. Item: Elixir Where used: Both What it does: Fully heals HP and MP for one character Comments: Very useful. There are three you can pick up as part of the main story, but you can get more from the ship minigame, in random chests in the SoC dungeons, and Doom Gaze (who is on the 30th floor of Whisperwind Cove) always drops them. Item: Emergency Exit Where used: Out of battle What it does: Casts Exit. Comments: Just as with the spell counterpart, is unusable in the SoC dungeon. Item: Ether Where used: Both What it does: Heals 50 MP for one character Comments: Buy a couple when you can. They're a heap more useful than Potions, as you can cast Healaga to get to full HP, and then use an Ether to completely restore MP lost, and more. Item: Eye Drops Where used: In battle What it does: Cures Darkness for one character Comments: Don't bother buying them. Item: Faerie Tonic Where used: In battle What it does: Raises max MP by 200 for one battle, on one character. Comments: Fairly useless. I can't find a strong reason to use this. Item: Giant's Tonic Where used: In battle What it does: Raises max HP by 200 for one battle, on one character. Comments: I can't find a strong reason to use this. Item: Gold Needle Where used: Both What it does: Cures Stone on one character Comments: Keep a few with you. Item: Golden Apple Where used: Out of battle What it does: Increases one characters max HP by 10 permanently Comments: As soon as you find one, use it as you see fit. Item: Hermes' Shoes Where used: In battle What it does: Casts Haste Comments: Worth using, as it means you can caste Haste multiple times in battle, lowering the turns needed to set up characters. Item: Hi-Potion Where used: Both What it does: Heals 150 HP on one character Comments: Keep some one you at all times. Item: Light Curtain Where used: In battle What it does: Casts NulAll Comments: Means you can set up your characters quicker, as NulAll is a single character spell. The biggest problem is finding them. Item: Luck Plus Where used: Out of battle What it does: Increases one characters Luck by 1 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Lunar Curtain Where used: In battle What it does: Casts NulDeath Comments: You should have Protect Rings anyway, so this is quite useless... Item: Megalixir Where used: Both What it does: Heals the HP and MP of the whole party to the max Comments: Brilliant item. Do the ship minigame or the SoC dungeons to find them. Item: Mind Plus Where used: Out of battle What it does: Increases one characters Int by 1 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Phoenix Down Where used: Both What it does: Revives one character from Death to 1 HP Comments: Always keep some on you. It's better to use these than the spells Life or Full-Life out of battle, as these cost no MP. Item: Potion Where used: Both What it does: Heals 150 HP on one character Comments: You'll want to keep a few of these on you at the start of the game, PARTICUARLY if you are doing a low-level game. Item: Power Plus Where used: Out of battle What it does: Increases one characters Str (and thus ATK too) by 1 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Protect Drink Where used: In battle What it does: Raises defense for one battle, on one character. Comments: I don't know how much it raises defense - If you can find out, I'll credit you. Item: Red Curtain Where used: In battle What it does: Casts NulBlaze Item: Red Fang Where used: In battle What it does: Casts Fira Item: Remedy Where used: Both What it does: Heals all status afflictions EXCEPT death. Comments: You should always have at least 10 on you from the time when you can buy them. Item: Silver Apple Where used: Out of battle What it does: Increases one characters max HP by 5 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Sleeping Bag Where used: Out of battle (Can only be used outdoors) What it does: Partially restores party's HP. Comments: Can be useful, but not nearly as useful as Tents or Cottages Item: Soma Drop Where used: Out of battle What it does: Increases one characters max MP by 5 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Speed Drink Where used: In battle What it does: Raises agility (and thus evade) for one battle, on one character Comments: I don't know how much it raises AGL - If you can find out, I'll credit you. Item: Speed Plus Where used: Out of battle What it does: Increases one characters AGL (and thus evade) by 1 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Spider's Silk Where used: In battle What it does: Casts Slow on all enemies Comments: Fairly useless Item: Stamina Plus Where used: Out of battle What it does: Raises STA for one battle, on one character Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Strength Tonic Where used: In battle What it does: Raises ATK for one battle, on one character Comments: I don't know how much it raises ATK - If you can find out, I'll credit you. Item: Tent Where used: Out of battle (Can only be used outdoors) What it does: Partially restores party's HP and MP Comments: Try and keep a few on you at every time so that if you need emergency healing on leaving a dungeon, you can get it with this. Item: Turbo Ether Where used: Both What it does: Heals 150 MP for one character Comments: Only found in the SoC dungeons and through the ship minigame Item: Vampire Fang Where used: In battle What it does: Paralyzes one foe Item: White Curtain Where used: In battle What it does: Casts NulFrost Item: White Fang Where used: In battle What it does: Casts Blizzara Item: X-Potion Where used: Both What it does: Quite useful. An unlimited supply can be gotten from the SoC dungeons, and it means you have little to worry about when it comes to HP. 11.2) White Magic List Level 1 spells -------------- Cure What it does: Heals an ally for a small amount of HP MP: 3 Cost: 50 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Heals a small amount of HP to one person on your team. A mainstay. Significantly more useful with the MP system, as you are able to use it more often. You should have at least one character with this at the start of the game. Dia What it does: Hits all undead foes with small damage. MP: 5 Cost: 50 gil Who can use: White Mage, White Wizard Comments: Does damage to all undead foes, does nothing to all foes that are not undead. Is used on the entire enemy party. Has some use at the start of the game, but you won't use it much, and shouldn't use the rest of the Dia series. Protect What it does: Raises the defense of one ally MP: 3 Cost: 50 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Does what it says. This, Cure and Dia should be the Level 1 White Magic spells you get. Blink What it does: Raises the evasion of the caster. MP: 3 Cost: 50 gil Who can use: White Mage, White Wizard, Red Wizard, Knight Comments: Useless, as it can only be used on the caster. Just wait for Invis in the level 2 White magic spells. Level 2 spells -------------- Blindna What it does: Cures the status condition darkness on one ally MP: 3 Cost: 250 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Uselss. Darkness isn't used that often by enemies, and it doesn't do much anyway. Silence What it does: Gives all enemeis the condition "Silence", which stops spell casting. MP: 5 Cost: 250 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Comes in useful occasionally, such as against Astos. You won't use it much though. NulShock What it does: Halves damage from lightning attacks MP: 8 Cost: 250 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Is useful occasionally. Might as well get it. Invis What it does: Raises the evasion of one member of your party. MP: 5 Cost: 250 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Quite useful when there is one or two characters on your team you just can't let die. Level 3 spells -------------- Cura What it does: Heals an ally for a medium amount of HP MP: 10 Cost: 1000 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: A good, solid spell. At least one character should have this. Diara What it does: Hits all undead foes with medium damage. MP: 12 Cost: 1000 gil Who can use: White Mage, White Wizard Comments: To me, the least useful of the L3 White Magic spells. Cura and Heal are a must for a White Mage/Wizard, NulBlaze comes in useful, but there are more important things for a White Mage/Wizard to do than attack. NulBlaze What it does: Halves damage from fire attacks MP: 8 Cost: 1000 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Comes in handy when facing enemies in Mount Glug, as well as in general. Heal What it does: All allies are healed for an amount of HP comparable to Cure MP: 10 Cost: 1000 gil Who can use: White Mage, White Wizard Comments: It's like a multi-target Cure, but for less MP than casting Cure four times. Useful. Level 4 spells -------------- Poisona What it does: Cures the status condition poison on one ally MP: 3 Cost: 2500 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard Comments: I'll say it right out - I don't find the L4 White Magic spells that useful. It's juast as easy to use an Antidote, and doesn't take MP which could be better used on other spells. Fear What it does: A spell that attempts to make enemies flee. MP: 10 Cost: 2500 gil Who can use: White Mage, White Wizard Comments: Fairly useless. I never used it. It's more benificial to fight them, and if you don't want to fight, it's easier to use Flee, which doesn't cost MP. NulFrost What it does: Halves damage from ice attacks MP: 8 Cost: 2500 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard Comments: I don't know why the Knight can't get this one - he can get the other two Nul spells. Is occasionally useful, and is the best of the L4 White Magic spells, but you won't be using it all that much. Vox What it does: Cures the status condition silence on one ally MP: 3 Cost: 2500 gil Who can use: White Mage, White Wizard, Red Wizard Comments: You very rarely get silenced in this game. Don't bother with it. Level 5 spells -------------- Curaga What it does: Heals an ally for a large amount of HP MP: 20 Cost: 4000 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard Comments: Great spell. Get it, now! Life What it does: Brings back one ally from the dead with 1 HP. MP: 20 Cost: 4000 gil Who can use: White Mage, White Wizard, Red Wizard Comments: Strangely enough, I'm not that big a fan. It's just as easy, if not easier, to use a Phoenix Down. Besides, you shouldn't be letting your characters get killed anyway, you should be healing them so they don't - that's the main point of having a White Mage/Wizard on your party! However, useful if you run out of Phoenix Downs. Diaga What it does: Hits all undead foes with medium-large damage. MP: 25 Cost: 4000 gil Who can use: White Mage, White Wizard Comments: There are more useful things for your White Mage/Wizard to do than attack undead. Moderately useful against Lich, but don't bother, as it is the least useful of all the L5 White Magic spells. Healara What it does: All allies are healed for an amount of HP comparable to Cura MP: 25 Cost: 4000 gil Who can use: White Mage, White Wizard Comments: Like a multi-target Cura. Great spell. You're crazy if you don't get this spell. Level 6 spells -------------- Stona What it does: Cures the status condition stone on one ally MP: 10 Cost: 13000 gil Who can use: White Mage, White Wizard Comments: Near useless. If it was a multi-target spell, it might be different, but it's single target, which means you could use Gold Needle's anyway, which don't cost MP to use. You start gettings Ribbon's not long after this becomes available as well, which lowers the usefulness of this. Exit What it does: Teleports you out of the dungeon you are in. MP: 10 Cost: 13000 gil Who can use: White Wizard, Red Wizard Comments: Can be quite useful when you're suffering in a dungeon, to get out quickly so you can go heal. Protera What it does: Raises the defense of the whole party MP: 20 Cost: 13000 gil Who can use: White Mage, White Wizard, Red Wizard Comments: Useful. Lowers damage Invisira What it does: Raises the evasion of the whole party MP: 25 Cost: 13000 gil Who can use: White Mage, White Wizard, Red Wizard Comments: Quite useful. Use it a few times, enemies will struggle to hit you. Pick it up. Level 7 spells -------------- Curaja What it does: Completely heals an ally MP: 35 Cost: 30000 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard Comments: Diaja What it does: Hits all undead foes with large damage. MP: 35 Cost: 30000 gil Who can use: White Wizard Comments: As I have said with the last two installments of the Dia range, there are more useful things for your White Wizard to do. While it isn't the most useless spell NulDeath What it does: Increases the whole party's resistance to death spells. MP: 28 Cost: 30000 gil Who can use: White Mage, White Wizard, Red Wizard Comments: One of the most useless spells on the White Magic list. By the time you get them, you could have Protect Rings for all of your characters, which don't need ot be cast and do the same job. Healaga What it does: All allies are healed for an amount of HP comparable to Curaga MP: 38 Cost: 30000 gil Who can use: White Mage, White Wizard Comments: Each character is healed by an amount similar to what Curaga would heal, and it costs less than 2x Curaga. Get it, it's very useful. Level 8 spells -------------- Holy What it does: Does high damage to all foes, whether or not they are undead MP: 50 Cost: 40000 gil Who can use: White Wizard Comments: I don't see why people like this spell so much. The only times it is worth using, the White Wizard could be doing more useful things. Sure, it turns the WW into a killing machine, but there are just more useful things they can do. NulAll What it does: Halves the damage recieved from spells on one character. MP: 40 Cost: 40000 gil Who can use: White Wizard Comments: Quite a good spell. Just a pity it's not multi-target. Dispel What it does: Removes the magic defense of one enemy MP: 35 Cost: 40000 gil Who can use: White Wizard Comments: You're mainly going to be attacking with physical attackers by the time you get this spell, as they simply do more damage, so don't bother. Full-Life What it does: Brings back one ally from the dead with full HP. MP: 40 Cost: 40000 gil Who can use: White Wizard Comments: A lot more useful than the Life spell, as it fully heals on revive. Get it, as it is a good safeguard. 11.3) Black Magic List Level 1 spells -------------- Fire What it does: Does a small amount of fire damage to one foe MP: 5 Cost: 50 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Useful in the battle against Garland Sleep What it does: Puts all foes to sleep MP: 3 Cost: 50 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: You won't use it all that much, but it is useful at times. Can make the battle against the pirates a real piece of cake, among others. Focus What it does: Lowers the evasion of one foe MP: 3 Cost: 50 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I never used it. There was just no need. Thunder What it does: Does a small amount of lightning damage to one foe MP: 5 Cost: 50 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Just as useful as Fire against Garland. Also makes mincemeat of enemies that you face while sailing the ship. Level 2 spells -------------- Blizzard What it does: Does a small amount of ice damage to one foe MP: 8 Cost: 250 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: You won't use it much, as there aren't too many foes that are weak to ice, and it costs more MP than Fire/Thunder. Dark What it does: All foes are hit with darkness MP: 5 Cost: 250 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I never found a use for it. Temper What it does: Raises the attack of one ally MP: 10 Cost: 250 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Very useful. You'll be using this for most of the game. Apply it multiple times to your physical attackers in every battle. Slow What it does: Halves the number of hits all foes get MP: 5 Cost: 250 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Less enemy attacks means less damage to you. Quite useful. Level 3 spells -------------- Fira What it does: Does a medium amount of fire damage to all foe MP: 15 Cost: 1000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: A good spell. Tears holes in Undead enemies (Including the Vampire, and does moderate damage to Lich), and can clear a battlefield fairly fast. Hold What it does: One foe is paralyzed MP: 10 Cost: 1000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I bought it, but I never used it. Your Mages/Wizards/Ninja's have better things to do. Thundara What it does: Does a medium amount of lightning damage to all foes MP: 15 Cost: 1000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Lays waste to enemies on the ship. You can gain money very quickly by sailing around on the ship, and using this liberally. One shot is almost guaranteed to OHKO any enemy party you face while on the ship, so it's an easy win, which makes it easy money. Only useful for a while though, as later on enemies get more HP, and you can get items which cast Thundara. Focara What it does: Lowers the evasion of all foes MP: 10 Cost: 1000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I've never used it. Didn't see a need for it. If anyone has a good use for it, email me, but otherwise don't bother. Level 4 spells -------------- Sleepra What it does: Puts one foe to sleep, but with more accuracy than Sleep MP: 15 Cost: 2500 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Yes, I know that this spell targets LESS enemies than it's predecessor. However, the effectiveness has been bumped up a few notches. Haste What it does: Doubles the amount of hits one ally gets MP: 15 Cost: 2500 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I'll make a bold statement here, and say that this is the most useful spell in the entire game, with Saber a close second. You can get it very early on in the game, and it makes the power of your physical attackers skyrocket. This is a must-have item. Confuse What it does: Confuses all foes, causing them to hit themselves or each other MP: 15 Cost: 2500 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Can be useful against large enemy groups, if you need a turn to heal, but you won't use it all that much. Blizzara What it does: Does a medium amount of ice damage to all foes MP: 18 Cost: 2500 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: As it costs more MP than Fira/Thundara, and very few foes are weak to Ice, you won't use it much. Level 5 spells -------------- Firaga What it does: Does a high amount of fire damage to all foe MP: 30 Cost: 4000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: Decent spell. If your level is high enough to get it before fighting Lich, do so, as it takes chunks out of him. However, not necessary by any stretch of the imagination. Scourge What it does: Kills all foes in one shot MP: 28 Cost: 4000 gil Who can use: Black Mage, Black Wizard, Red Wizard Comments: Only useful against random encounters, as everything else has too much resistance, so it's not too useful at all. Teleport What it does: Teleports your party to the previous level of the dungeon you are in MP: 5 Cost: 4000 gil Who can use: Black Wizard, Red Wizard Comments: This spell has become infinately more useful with the MP system, as by the time you get it, 5 MP is very little to you. Get it Slowra What it does: Halves the number of hits one foe gets, but with more accuracy than Slow MP: 18 Cost: 4000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: Like Sleepara, it no longer multi-targets, but it is more accurate, meaning it's better for boss battles and the like. Lowering the damage you receive is always useful. Level 6 spells -------------- Thundaga What it does: Does a large amount of lightning damage to all foes MP: 35 Cost: 13000 gil Who can use: Black Mage, Black Wizard, Red Wizard Comments: Looks very useful, but you won't be using it much anymore. Does extra damage to Kraken, but you'll be busy layering Haste and Temper on your physical attackers against Kraken, so not that useful. If you want a hard-hitting multi-target spell, use Firaga, as it costs less MP. Death What it does: Kills one foe instantly MP: 30 Cost: 13000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: Anything worth using it on is immune to it. Don't bother. Quake What it does: Kills all foes in one shot, but with more accuracy than Scourge MP: 32 Cost: 13000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: A powered-up Scourge. Can be useful, but you'll barely use it. Stun What it does: One foe is paralyzed, with more accuracy than Hold MP: 20 Cost: 13000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: The enemies that it is useful to use it on are either immune or have high magic resistance. I wouldn't bother. Level 7 spells -------------- Blizzaga What it does: Does a large amount of ice damage to all foes MP: 40 Cost: 30000 gil Who can use: Black Mage, Black Wizard, Red Wizard Comments: As I have said with the previous two spells of this range, I don't find it all that useful. Break What it does: One foe is petrified MP: 30 Cost: 30000 gil Who can use: Black Wizard Comments: Apparently this can take out Tiamat in one shot if you get lucky. I haven't bothered trying, as I never had trouble with Tiamat. Saber What it does: Raises the attack and accuracy of the caster MP: 25 Cost: 30000 gil Who can use: Black Wizard Comments: You won't have the Black Wizard cast this. It can only be self-targeted, so unless you give the Black Wizard the Masamune, there's no reason to use this. Blind What it does: One foe is hit with darkness, but with more accuracy than Dark MP: 25 Cost: 30000 gil Who can use: Black Mage, Black Wizard Comments: If there's a good use for this, I haven't found it. I'm guessing this spell is just Dark with better effectiveness, but no multi-target. If you have a good use for it, let me know. Level 8 spells -------------- Stop What it does: Paralyzes all foes by stopping time MP: 30 Cost: 40000 gil Who can use: Black Wizard Comments: Never used it, never felt the need. If anyone can make a strong case for it being useful, I'll put it here and give you credit, but I don't expect one. Warp What it does: Kills all foes in one shot, but with more accuracy than Quake MP: 38 Cost: 40000 gil Who can use: Black Wizard Comments: An upgraded version of Quake, I believe. I never used it. You can if you want, but it's a waste of MP, in my opinion. Kill What it does: Kills one foe instantly, but with more accuracy than Death MP: 40 Cost: 40000 gil Who can use: Black Wizard Comments: Upgraded version of Death. Pretty much all the foes it is useful against are immune to it. Don't bother. Flare What it does: Does a very-high amount of non-elemental damage to all foes MP: 50 Cost: 40000 gil Who can use: Black Wizard Comments: First off, despite what the name and description say, this appears to be a non-elemental spell. Secondly, people seem to hold this in high regard, but I can't work out why. Sure, it does do high damage against a large group of enemies, but very few enemies have 500+ HP, meaning that you'd probably have the same affect with a L3 elemental spell, which uses up a lot less MP. And against bosses, your Black Wizard is going to be busy casting Haste and Temper anyway. Take it for a test run, as by the time you can get it you're not going to be needing gil for much longer, but don't make a habit of abusing it every battle, as it's simply not worth it. 11.4) Weapons List Weapon List Assassin Dagger "A dagger that casts Kill when used." Attack: 30 Accuracy: 43 Use affect: Casts Kill Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black Wizard Note: The Assassin Dagger also boots evasion by 13 Asura "A sword whose name embodies battle." Attack: 25 Accuracy: 25 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Battle Axe "An axe made for battle." Attack: 16 Accuracy: 5 Use affect: None Can be used by: Warrior, Knight, Ninja Braveheart "A sword that casts Confuse when used." Attack: 30 Accuracy: 42 Use affect: Casts Confuse Can be used by: Warrior, Knight, Ninja Broadsword "Sword with a wide, double-edged blade." Attack: 15 Accuracy: 10 Use affect: None Can be used by: Cat Claws "A weapon with razor-sharp blades." Attack: 22 Accuracy: 35 Use affect: None Can be used by: Knight, Ninja, Red Wizard, Black Wizard Coral Sword "A sword effective against aquatic foes." Attack: 19 Accuracy: 15 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Crossier "A staff topped with an iron ring." Attack: Accuracy: Use affect: Can be used by: Warrior, Knight, Ninja, Monk, Master Dagger "A large knife." Attack: 7 Accuracy: 10 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black Mage, Black Wizard Dark Claymore "A sword with a shimmering black blade." Attack: 40 Accuracy: 5 Use affect: None Can be used by: Warrior, Knight Deathbringer "A sword that casts Death when used." Attack: 36 Accuracy: 25 Use affect: Casts Death Can be used by: Red Wizard Note: The Deathbringer also boosts evasion by 5 Defender "A sword that casts Blink when used." Attack: 30 Accuracy: 35 Use affect: Casts Blink Can be used by: Knight, Red Wizard, Ninja Duel Rapier "A rapier refined for battle." Attack: 27 Accuracy: 30 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Note: The Duel Rapier also boosts evasion by 80 Enhancer "An unusual rapier infused with magic." Attack: Accuracy: Use affect: Can be used by: Warrior, Knight, Ninja, Red Mage, Red Wizard Excalibur "Sword crafted from a legendary metal." Attack: 45 Accuracy: 35 Use affect: None Can be used by: Knight Falchion "A sword that widens toward its tip." Attack: 15 Accuracy: 10 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Flame Sword "A sword that dances with flame." Attack: 26 Accuracy: 20 Use affect: None Can be used by: Warrior, Knight, Red Mage, Red Wizard, Ninja Gigantaxe "An axe boasting superb attack power." Attack: 44 Accuracy: 0 Use affect: None Can be used by: Warrior, Knight, Ninja Gladius "A dagger crafted to be feather-light." Attack: 23 Accuracy: 30 Use affect: None Can be used by: Warrior, Knight, Ninja, Monk, Master, White Mage, White Wizard, Black Mage, Black Wizard Note: The Gladius also boots evasion by 10 Great Axe "A large axe made for battle." Attack: 22 Accuracy: 5 Use affect: None Can be used by: Warrior, Knight, Ninja Great Sword "A sword effective against giants." Attack: 21 Accuracy: 20 Use affect: None Can be used by: Warrior, Knight, Red Mage, Red Wizard, Ninja Hammer "A hammer made for battle." Attack: 9 Accuracy: 0 Use affect: None Can be used by: Warrior, Knight, Ninja, White Mage, White Wizard Healing Staff "A staff that casts heal when used." Attack: 6 Accuracy: 0 Use affect: Casts Heal Can be used by: Ninja, White Mage, White Wizard Ice Brand "A sword gripped by winter's chill." Attack: 29 Accuracy: 25 Use affect: None Can be used by: Warrior, Knight, Red Mage, Red Wizard, Ninja Iron Nunchaku "Nunchaku made of iron." Attack: 16 Accuracy: 0 Use affect: None Can be used by: Ninja, Monk, Master Judgement Staff "A staff that casts Flare when used." Attack: 26 Accuracy: 25 Use affect: Casts Flare Can be used by: Black Wizard Kikuichimonji "A chrysanthemum adorns its scabbard." Attack: 38 Accuracy: 25 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Knife "A small knife." Attack: 5 Accuracy: 10 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black Mage, Black Wizard Kotetsu "A small katana designed for easy use." Attack: 22 Accuracy: 20 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Light Axe "An axe that casts Diara when used." Attack: 28 Accuracy: 15 Use affect: Casts Diara Can be used by: Warrior, Knight, Ninja Lightbringer "A sword that casts Holy when used." Attack: 52 Accuracy: 47 Use affect: Casts Holy Can be used by: Red Wizard Note: The Lightbringer also boosts evasion by 57 Longsword "A large, double-edged sword." Attack: 20 Accuracy: 10 Use affect: None Can be used by: Warrior, Knight, Ninja, Red Mage, Red Wizard Mage Masher "A knife that casts Silence when used." Attack: 20 Accuracy: 30 Use affect: Casts Silence Can be used by: Warrior, Knight, Ninja, Monk, Master, White Mage, White Wizard, Black Mage, Black Wizard Mage's Staff "A staff that casts Fira when used." Attack: 13 Accuracy: 10 Use affect: Casts Fira Can be used by: Ninja, Black Mage, Black Wizard Masamune "A legendary katana with no peer." Attack: 56 Accuracy: 50 Use affect: None Can be used by: All Murasame "A sword also known as the Demonblade." Attack: 53 Accuracy: 5 Use affect: Casts Protect Can be used by: Ninja Note: The Murasame also boosts evasion by 35 Mythril Axe "An axe wrought from mythril." Attack: 25 Accuracy: 10 Use affect: None Can be used by: Warrior, Knight, Ninja Mythril Hammer "A hammer wrought from mythril." Attack: 12 Accuracy: 5 Use affect: None Can be used by: Warrior, Knight, Ninja, White Mage, White Wizard Mythril Knife "A knife wrought from mythril." Attack: 10 Accuracy: 15 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black Mage, Black Wizard Mythril Sword "A sword wrought from mythril." Attack: 23 Accuracy: 15 Use affect: None Can be used by: Warrior, Knight, Ninja, Red Mage, Red Wizard Nunchaku "Wooden Nunchaku." Attack: 12 Accuracy: 0 Use affect: None Can be used by: Ninja, Monk, Master Ogrekiller "An axe effective against giants." Attack: 30 Accuracy: 0 Use affect: None Can be used by: Warrior, knight, Ninja Orichalcum "A knife with a gleaming golden blade." Attack: 28 Accuracy: 35 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard, Black Wizard Power Staff "A staff with good attack power." Attack: 12 Accuracy: 0 Use affect: None Can be used by: Warrior, Knight, Ninja, Monk, Master, White Mage, White Wizard, Black Mage, Black Wizard Ragnarok "A sword etched with words of the gods." Attack: 59 Accuracy: 43 Use affect: None Can be used by: Knight Note: The Ragnarok also boosts evasion by 33 Rapier "A sword with a slender blade." Attack: 9 Accuracy: 5 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Razer "A saber that casts Scourge when used." Attack: 22 Accuracy: 20 Use affect: Casts Scourge Can be used by: Knight, Ninja, Red Wizard Rune Axe "An axe that casts Curaga when used." Attack: 40 Accuracy: 20 Use affect: Casts Curaga Can be used by: Warrior, Knight, Ninja Rune Blade "A sword effective against spellcasters." Attack: 18 Accuracy: 15 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Rune Staff "A staff that casts Healara when used." Attack: 25 Accuracy: 25 Use affect: Casts Healara Can be used by: White Wizard Saber "A long sword made for piercing." Attack: 13 Accuracy: 5 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Sage's Staff "A staff tha casts Life when used." Attack: 20 Accuracy: 10 Use affect: Casts Life Can be used by: Red Mage, Red Wizard, White Mage, White Wizard, Black Mage, Black Wizard Sasuke's Blade "A small katana used by a ninja." Attack: 33 Accuracy: 35 Use affect: None Can be used by: Ninja Scimitar "A sword with a curved blade." Attack: 10 Accuracy: 10 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard Staff "A wooden staff." Attack: 7 for Black Mage and Black Wizard, 6 for everyone else. Accuracy: 0 Use affect: None Can be used by: All but the Thief Sun Blade "A sword effective against the undead." Attack: 32 Accuracy: 30 Use affect: None Can be used by: Warrior, Knight, Ninja, Red Mage, Red Wizard Thor's Hammer "Hammer that casts Thundara when used." Attack: 18 Accuracy: 15 Use affect: Casts Thundara Can be used by: Knight, Ninja, White Wizard Ultima Weapon "A sword bound to its wielders HP." Attack: Depends on HP Accuracy: 100 Use affect: None Can be used by: Knight, Ninja, Master, Red Wizard, White Wizard, Black Wizard Viking Axe "An axe once used by vikings." Attack: 25 Accuracy: 10 Use affect: None Can be used by: Warrior, Knight, Ninja Note: The Ragnarok also lowers evasion by 10 Vorpal Sword "A very sharp crescent blade." Attack: 24 Accuracy: 25 Use affect: None Can be used by: Knight, Ninja, Red Wizard War Hammer "A hammer that strikes hard." Attack: 30 Accuracy: 0 Use affect: None Can be used by: Knight, Ninja, White Wizard Werebuster "A sword effective against werebeasts." Attack: 18 Accuracy: 15 Use affect: None Can be used by: Warrior, Knight, Ninja, Red Mage, Red Wizard Wizard's Staff "A staff that casts Confuse when used." Attack: 16 Accuracy: 15 Use affect: Casts Confuse Can be used by: Black Wizard Wyrmkiller "A sword effective against dragons." Attack: 19 Accuracy: 15 Use affect: None Can be used by: Warrior, Knight, Thief, Ninja, Red Mage, Red Wizard 11.5) Armor List *Under construction* 11.6) Shields, Helmets and Gloves List *Under construction* 12) Thank you, and credits First of, thanks to SquareEnix for making this great game. Thanks to CJayC for having one of, if not the best gaming site on the web (GameFAQS), and hosting this guide (hopefully) Thanks to the people at the Gamefaqs FFI&II: Dawn of Chaos message board for helping me with questions I had. I learnt a lot from them. And, lastly, thanks to me, because without me this guide wouldn't be written. Thank you for rreading, and happy gaming! - Matt.