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FAQ/Walkthrough by Action

Version: 1.0 | Updated: 01/31/07

========================================================== (80 characters) =====
                                                                    _
                                                                   / |
 _________                                                        /  |
 \   ____ |  _____    __    _    ______    _                  ___/  |
  | |    \| |_   _|  |  \  | |  |  __  |  | |             __--       -__
  | |__/|     | |    | | \ | |  | |__| |  | |            <-------_____  \
  |  __ |     | |    | |\ \| |  |  __  |  | |               : 0 0   : ---
  | |  \|    _| |_   | | \ | |  | |  | |  | |___            :    ___/\
  | |       |_____|  |_|  \__|  |_|  |_|  |_____|          | `---__ _/
 /___\                                                    O     O    |
                                                           |\    :   |
                                                           | \__  : ,`
                                                          <________V__\
       _________
       \   ____ |  ______   __    _   _______   ______   ______  __     __
        | |    \| |  __  | |  \  | | |__   __| |  __  | |  ____| \ \___/ /
        | |__/|   | |__| | | | \ | |    | |    | |__| | | |____   \_   _/
        |  __ |   |  __  | | |\ \| |    | |    |  __  | |____  |    | |
        | |  \|   | |  | | | | \ | |    | |    | |  | |  ____| |    | |
        | |       |_|  |_| |_|  \__|    |_|    |_|  |_| |______|    |_|
______ /___\ ___________________________________________________________________
--------------------------------------------------------------------------------

  F I N A L  F A N T A S Y   I  &  I I  -  D A W N  O F  S O U L S

                  F A Q / W A L K T H R O U G H                       = v1.0 =

Copyright 2004-2006, Action (R Jackson)
Email: actionjmanx (at) gmail (dot) com
Version: 1.0
All rights reserved.

                                  The world lies
                               shrouded in darkness

                                 The winds die...
                                 The seas rage...
                                The earth decays...

                               But the people believe
                              in a prophecy, patiently
                              awaiting its fulfillment.

                              "When darkess veils the
                           world, four Warriors of Light
                                   shall come."

                              After a long journey,
                              four young travelers
                              did at last appear...
                           ...and in the hand of each
                             was clutched a crystal.

The following sites may use this FAQ:
[http://www.gamefaqs.com] ............................................ GameFAQs*
[http://www.1up.com] ....................................................... 1UP
[http://www.ign.com] ....................................................... IGN
[http://www.neoseeker.com] ........................................... Neoseeker
[http://www.supercheats.com] ...................................... Super Cheats

If you see this FAQ anywhere else, please let me know at my email, which can be
found above.

*GameFAQs has affiliates that are allowed to use this FAQ freely. GameSpot is
one of those affiliates, same with all of CNet. If you see this FAQ on a CNet
site, don't bother telling me, since (technically) they are allowed to use it.


**************************************************
* WARNING! READ BEFORE CONTINUING!               *
**************************************************

First off, this document will contain a lot of <SPOILERS>. And major ones at
that. You have been warned.

Do NOT email me about "You missed this chest [insert location here]". I already
KNOW of all the chests, but due to the fact that FF1 has duplicate chests
(explained in section [MKEY9]), my FAQ will lead you in the most efficient path
that I see. If you follow my FAQ to the letter and STILL somehow find a chest,
then you can email me about it (keep in mind that I'm 99.98% sure I have all
the chests).

Second, this FAQ covers FF1 ONLY.  FF2 will not be covered in the least. There
is a Final Fantasy II FAQ of mien that is seperate, and it's on GameFAQs as
well (just scroll down).

Last, if you have an email to send me, please be sure to put "FF1 Walkthrough"
or something like that in the Subject line. I'll probably end up deleting it
otherwise. And please include your screen name so I know who to give credit to,
should I place new information inside. :) [ZRZJZAZCZKZSZOZNZ]


============================================================
: Latest Version Info
------------

Version 1.0 - Finally completed the main walkthrough. I intend to work on the
    other parts at a later date, hopefully very soon.

1.0 - Completed: January 31, 2007. Time: 10:12 PM. Size: 235k
    - Walkthrough section is laid out and finished
    - "Characters" section complete
    - "Travel Notes" section complete
    - blacksniper's guide included
    - Soul of Chaos not included yet
    - Bestiary not included yet
    - Appendices not included yet


============================================================
: Font Spacing Check
------------

Check please if the numbers and dots align. If not, then switch to a monospaced
font to properly view this document.

1234567890
..........

The default Wordpad font (Courier New) is most suited for viewing this
FAQ.  However, I used Notepad, with the same font, while writing this FAQ.
There's really no significant difference between the two when viewing this FAQ.


============================================================
: Keyword System
------------

A good friend of mine, Arctic (best known for his sweet FF7 FAQ), used the
Keyword System in Version 1.1 of his FAQ and has used it ever since.  Its sole
purpose is to allow you (the user) to search for anything in this FAQ with the
greatest of ease. [GRGJGAGCGKGSGOGNG]

Utilizing the Find function (Ctrl+F) that can be used in both Notepad and
Wordpad, the keyword system is used at the start of each chapter and
subsection.  When reading the Table of Contents, you'll see the following by
a certain section:

[Keyword]

Press Ctrl+F and type in the following:

^[Keyword]

And you'll immediately be brought to the corresponding section after you press
Enter.  Make sure you don't drop the ^ or you'll end up back in the Table of
Contents.


============================================================
: Anti-Plagiarism Format
------------

It seems that nowdays you can take a quote from any magazine, stick it into any
search engine and find the same article written by 4-5 different people. As far
as I know, hardly any FAQ writers have implemented a working anti-plagiarism
format in their FAQs.  So yeah, I have added one.

If you see something that looks completely out of place, it's probably an anti-
plagiarism tag. Given, although the system I'm putting in this FAQ/Walk isn't
foolproof, it's my own attempt at anti-plagiarism. I'm pretty sure someone will
crack the code, but I'm planning on making it harder than hell for them to do
so.


============================================================
: Table of Contents
------------

  -> Final Fantasy Mechanics .................................... [MECH]
    -> Controls ................................................. [MCTL]
    -> Main Menu ................................................ [MMNU]
    -> Status Effects ........................................... [MSTA]

  -> Characters ................................................ [CHAR1]
    -> Warrior -> Knight ....................................... [CHARA]
    -> Thief -> Ninja .......................................... [CHARB]
    -> Monk -> Master .......................................... [CHARC]
    -> Red Mage -> Red Wizard .................................. [CHARD]
    -> White Mage -> White Wizard .............................. [CHARE]
    -> Black Mage -> Black Wizard .............................. [CHARF]

  -> Travel Notes .............................................. [NOTE1]
                                                 (for any FF player) ^
 
 -> Reading This Guide ......................................... [NOTE2]

  -> Walkthrough
    -> Rescue Mission .......................................... [RESC1]
      -> Cornelia .............................................. [RESC2]
      -> Castle Cornelia ....................................... [RESC3]
      -> Cornelia Area ......................................... [RESC4]
      -> Chaos Shrine .......................................... [RESC5]
      -> Castle Cornelia ....................................... [RESC6]

    -> Path to the Mystic Key .................................. [MKEY1]
      -> Matoya's Cave ......................................... [MKEY2]
      -> Pravoka Area .......................................... [MKEY3]
      -> Pravoka ............................................... [MKEY4]
      -> The Sea ............................................... [MKEY5]
      -> Elfheim ............................................... [MKEY6]
      -> Elfheim Area .......................................... [MKEY7]
      -> Western Keep .......................................... [MKEY8]
      -> Marsh Cave ............................................ [MKEY9]
      -> Western Keep .......................................... [MKEY0]
      -> Matoya's Cave ......................................... [MKEYA]
      -> Elven Castle .......................................... [MKEYB]

    -> Looting the Mystic Treasures ............................ [LOOT1]
      -> Castle Cornelia ....................................... [LOOT2]
      -> Chaos Shrine .......................................... [LOOT3]
      -> Western Keep .......................................... [LOOT4]
      -> Marsh Cave ............................................ [LOOT5]

    -> Relighting the Earth Crystal ............................ [ERTH1]
      -> Mt. Duergar ........................................... [ERTH2]
      -> Mt. Duergar Area ...................................... [ERTH3]
      -> Melmond ............................................... [ERTH4]
      -> Melmond Area .......................................... [ERTH5]
      -> Cavern of Earth ....................................... [ERTH6]
      -> Giant's Cave .......................................... [ERTH7]
      -> Sage's Cave ........................................... [ERTH8]
      -> Cavern of Earth ....................................... [ERTH9]

    -> Class Change Quest ...................................... [CHNG1]
      -> Crescent Lake ......................................... [CHNG2]
      -> Cave of Ice ........................................... [CHNG3]
      -> Ryukahn Desert ........................................ [CHNG4]
      -> Gaia .................................................. [CHNG5]
      -> The Cidatel of Trials ................................. [CHNG6]
      -> Dragon Caves .......................................... [CHNG7]
      -> Class Change Tactics .................................. [CHNG8]

    -> Relighting the Fire Crystal ............................. [FIRE1]
      -> Crescent Lake ......................................... [FIRE2]
      -> Crescent Lake Area .................................... [FIRE3]
      -> Mt. Gulg .............................................. [FIRE4]

    -> Relighting the Water Crystal ............................ [WATR1]
      -> Gaia .................................................. [WATR2]
      -> Caravan ............................................... [WATR3]
      -> Waterfall Cavern ...................................... [WATR4]
      -> Onrac ................................................. [WATR5]
      -> Gaia .................................................. [WATR6]
      -> Onrac ................................................. [WATR7]
      -> The Sunken Shrine ..................................... [WATR8]

    -> Relighting the Wind Crystal ............................. [WIND1]
      -> Melmond Graveyard ..................................... [WIND2]
      -> Lufenia Area .......................................... [WIND3]
      -> Lufenia ............................................... [WIND4]
      -> Mirage Tower .......................................... [WIND5]
      -> Flying Fortress ....................................... [WIND6]

    -> The Final Battle ........................................ [LAST1]
      -> Battle Preparations ................................... [LAST2]
      -> Chaos Shrine .......................................... [LAST3]
      -> Temple of Chaos ....................................... [LAST4]
      -> Epilogue .............................................. [LAST5]

    -> Soul of Chaos Dungeons ..................... (under construction)
      -> Earthgift Shrine ......................... (under construction)
      -> Hellfire Chasm ........................... (under construction)
      -> Lifespring Grotto ........................ (under construction)
      -> Whisperwind Cove ......................... (under construction)

  -> Frequently Asked Questions .................................. [FAQ]

  -> Secrets Quick Help  .......................... (under construction)

  -> blacksniper's Guide-to-not-having-a-sucky-Monk/Master ..... [MONK1]

  -> Bestiary ..................................... (under construction)

  -> Appendix A: Equipment ........................ (under construction)

  -> Full Update History ........................................ [UPDT]

  -> Copyrights, Disclaimers, etc. .............................. [COPY]


============================================================
: Final Fantasy Mechanics                          ^[MECH] :
------------                                    ------------

This section will cover the basics of Final Fantasy. Use this guide if you
don't want to scroll back to the Contents section:

  -> Final Fantasy Mechanics        [MECH]  <- (you are here)
    -> Controls                     [MCTL]
    -> Main Menu                    [MMNU]
    -> Status Effects               [MSTA]

Don't forget the carat ^ when you're using the Find Function!


------------
: Controls    ^[MCTL]
------------

If you have the manual, you should RTFM. If you need to ask what it means, you
shouldn't be asking in the first place.

If you're using an emulator, shame on you. Pirating is bad, etc. At any rate,
here's the controls. I'd like to use some ASCII, but if you can't figure out
where these buttons are, you're probably too damn stupid to own a GBA anyways.

 -> D-Pad ........... Move character / Move cursor
 -> A Button ........ Confirm / Talk / Examine / Ride or Disembark Airship
 -> B Button ........ Cancel / Dash (Dash with control pad)
 -> L Button ........ Toggle between pages (where L and R buttons are shown) /
                      Switch the displayed character
 -> R Button ........ Toggle between pages (where L and R buttons are shown) /
                      Switch the displayed character
 -> Start ........... Open Main Menu / Pause or Resume battle
 -> Select .......... Press B and then Select to open up the World Map.


------------
: Main Menu    ^[MMNU]
------------

This section will cover what you find in the Main Menu. Here's the basic layout
of the Main Menu:

       _______________________________________________________________
      |                                          |                    |
 1 -> |   Cecil                                  | ->  Items          |  <- 2
      |          Lv. 1 Warrior                   |     Magic          |
      |          HP     35/  35                  |     Equipment      |
      |          MP      0/   0                  |     Status         |
      |                                          |     Formation      |
      |   Edge                                   |     Config         |
      |          Lv. 1 Thief                     |     Save           |
      |          HP     30/  30                  |____________________|
      |          MP      0/   0                  |                    |
      |                                          | Gil           500  |  <- 3
      |   Rosa                                   | Time        00:01  |
      |          Lv. 1 White Mage                |____________________|
      |          HP     33/  33                  |                    |
      |          MP     10/  10                  |  ^    ^    ^    ^  |
      |                                          | | |  | |  | |  | | |  <- 4
      |   Vivi                                   |  v    v    v    v  |
      |          Lv. 1 Thief               ______|____________________|
      |          HP     25/  25           |                           |
      |          MP     10/  10           |         Cornelia          |  <- 5
      |___________________________________|___________________________|


1) Here's your team and their statistical data.

2) This is the list of Sub-Menus inside the Main Menu. I'll go over them very
   soon.

3) Here you'll see your Gil and your play time.

4) The crystals your characters possess can be seen here. It seems the light
   in them has diminished.

5) You can see your location here.

Now I'll cover the Sub-Menus inside the Main Menu. They are:

 - Items
 - Magic
 - Equipment
 - Status
 - Formation
 - Config
 - Save

------------
: Items
------------

In this menu, you'll see all the items you possess.

      --------------------------------------------------------------
 1 -> |  -> Use       Sort       Key Items       |      Items      |
      |------------------------------------------------------------|
 2 -> | -> Potion                14    Hi-Potion             20    |
      |    Sleeping Bag           1    Knife                  2    |
      |                                                            |
      |                                                            |
      |                                                            |
      |                                                            |
      |                                                            |
      |                                                            |
      |                                                            |
      |                                                            |
      |                                                            |
      |------------------------------------------------------------|
 3 -> | Restores 50 HP                                             |
      |                                                            |
      --------------------------------------------------------------

1) This is the Item Submenu. If you USE an item, you can select an item to use
    and a character to use it on (or all characters for certain items). If you
    SORT your items, the game will automatically sort everything for you so
    that you don't have to. Selecting KEY ITEMS will show all the Key Items
    that you currently possess.

2) These are where your items are displayed. If you've selected the USE option,
    you'll see a cursor in here, where you can select the item you want to USE.

3) This will describe the item that you've selected (as described in #2).

------------
: Magic
------------

Here you'll see all the magic any character possesses. You can also toss out
magic spells you don't want anymore. This is especially useful for a Red Mage.

      --------------------------------------------------------------
 1 -> |       -> Use            Discard          |      Magic      |
      |------------------------------------------------------------|
 2 -> |             Rosa        Lv. 1 White Mage                   |
      | [L]           HP     33/ 33                            [R] |
      |               MP     10/ 10            MP Cost    3        |
      |____________________________________________________________|
      | Lv.1  -> OCure             ODia               OBlink       |
 3 -> | Lv.2                                                       |
      | Lv.3                                                       |
      | Lv.4                                                       |
      | Lv.5                                                       |
      | Lv.6                                                       |
      | Lv.7                                                       |
      | Lv.8                                                       |
      |------------------------------------------------------------|
 4 -> | Restores a little HP to one ally.                          |
      --------------------------------------------------------------

1) Here you can either USE magic or DISCARD a magic spell. If you DISCARD a
    spell, you'll have to either re-buy the spell to use it again, or fill
    the slot with a different spell.

2) This shows your character's portrait, their name, their level, and their
    HP/MP stats. It also shows how much MP the spell you have selected will
    use. Pressing the L or R button will switch characters.

3) This shows the spells you have in the type of magic you select. Spells that
    are grayed out cannot be used outside of battle.

4) When you have a spell selected, this area shows what effect the spell will
    have.

------------
: Equipment
------------

You can view all the equipment you have on any given character.

      --------------------------------------------------------------
 1 -> |   Equip      Optimal      Remove     |      Equipment      |
      |------------------------------------------------------------|
 2 -> [L]                                                        [R]
      |   Cecil           Lv. 1          WPN  \ Knife              |
      |    ___     Warrior               SHD                       |
      |   |   |      HP   35/ 35         HLM                       |
      |   |___|      MP    0/  0         ARM  V Clothes            |
      |                                  GLV                       |
      |------------------------------------------------------------|
 3 -> | -> \ Staff                         |  ATK     10   >   11  | <- 4
      |    \ Knife                         |  ACC     28   >   18  |
      |                                    |  DEF      1   >    1  |
      |                                    |  EVA     59   >   59  |
      |                                    |                       |
      |------------------------------------------------------------|
 5 -> | A wooden staff.                                            |
      --------------------------------------------------------------

1) This is the Equipment Submenu. If you select EQUIP, you can choose what
    equipment to put on a character. If you choose OPTIMAL, the game will
    auto-matically choose the best equipment for your character, based upon
    the highest defense. REMOVE will take off any piece of equipment you like.

2) Here you'll see your character's portrait, their level, class, current
    equipment, and their attack power, defense and magic defense. Pressing the
    L or R button will switch characters.

3) If you select a piece of equipment in #2, you'll see a cursor here which you
    can use to select a new piece of equipment.

4) If you select a piece of equipment in #3, you'll see how it affects your
    stats here. Stat increases are shown in yellow and stat decreases are shown
    in gray.

5) If you select a piece of equipment in #3, you'll see a description of the
    equipment here.

------------
: Status
------------

In here you will see a full statistical analysis of your character.

      --------------------------------------------------------------
      |   ____   Cecil          Warrior             |              |
 1 -> |  |____|                                     |    Status    |
      [L]        Lv. 1                              |____________[R]
      |                                                            |
      |  HP      35/  35                          STR    ...  10   | <- 3
      |  MP       0/   0                                           |
      |                                           AGL    ...   8   |
      |  Magic Level          0                                    |
      |                                           INT    ...   1   |
      |  Current EXP          0                                    |
      |                                           STA    ...  15   |
      |  Next Level          14                                    |
      |                                           LCK    ...   8   |
 2 -> |  WPN  \ Knife                                              |
      |  SHD                                      ATK    ...  10   |
      |  HLM                                      ACC    ...  28   |
      |  ARM  V Clothes                           DEF    ...   1   |
      |  GLV                                      EVA    ...  59   |
      |                                                            |
      --------------------------------------------------------------

1) This section shows your character's name, class, level, HP and MP stats, as
    well as their picture. Pressing the L or R button will switch characters.

2) This area shows what equipment your character has equipped.

3) This area shows all your character's stats, which influence that character's
    performance in all aspects. Here's the lowdown on all of them:

-STR: Influences the effectiveness of physical attacks.
-AGL: Determines Accuracty and Evasion.
-INT: Effectiveness of all magic and items that mimic magic.
-STA: Manner by which HP increases. Also plays heavily on the Monk/Master's
      performance.
-LCK: Luck plays a role in critical hits. With a LCK of 99, you'll almost
      always get critical hits.

-ATK: This is your attack power, influenced by STR and the weapon equipped.
      Combined they create the number you see when you attack in battle.
-ACC: Probability of hitting when attacking.
-DEF: This is your defensive power, influenced by all the armor you wear.
      Combined they create the total defensive power on the character.
-EVA: Probability of evading an attack.

------------
: Formation
------------

Here you can change the order of your team. You'll want to place physical
fighters closer to the top since they'll be targeted more often. On any given
attack:

The first slot has a 50% (1/2) chance of being targeted.

The second slot has a 25% (1/4) chance of being targeted.

The third slot has a 12.5 (1/8) chance of being targeted.

The fourth slot has a 12.5 (1/8) chance of being targeted.

------------
: Config
------------

Here you can adjust the settings for the game.


      --------------------------------------------------------------
      |                                      |                     |
      |  Configure Settings                  |       Config        |
      |                                      |                     |
      |------------------------------------------------------------|
      |                                                            |
      | -> B Button Dash              On               Off         |
      |                                                            |
      |    Cursor                     Default          Memory      |
      |                                                            |
      |    Message Speed              1      2      3      4       |
      |                                                            |
      |    Window Color               R 0       G 0       B 5      |
      |                                                            |
      |    Bestiary                                                |
      |------------------------------------------------------------|
      |                                      |                     |
      | Adjust B Button dash                 |  (A) Confirm        |
      | settings.                            |  (B) Back           |
      |                                      |                     |
      --------------------------------------------------------------

B Button Dsh.: This will toggle the B Button Dash. If this option is set to ON,
    your character will always dash. If this option is set to OFF (the
    default), your character will only dash when you hold down the B Button.

Cursor: This determines where your cursor will appear on the menu. If this is
    set to DEFAULT, the cursor will always appear on the top. If this is set to
    to MEMORY, the cursor will appear where you last had it.

Window Color: If you hate blue for some odd reason, you can change the color of
    the window. Using the Red, Green and Blue colors, you can change each
    color's settings from a level between 0 and 7. The color you choose will
    follow to every window's colors.

Bestiary: Here you can check all the enemies you've defeated so far. Monsters
    highlighted in yellow with [new] to the left of them are monsters that you
    have not yet viewed in the Bestiary.

------------
: Save
------------

If you are at a Save Point or on the Overworld, you can save your game. Doing
so will save your progress (duh) so you can:

1) Go to sleep.
2) See #1 for details.

When you see the Game Over screen, you can reload your last save and not be
screwed.


------------
: Status Effects    ^[MMNU]
------------

This section goes over the various status effects, what they do, and how to
fix them.

In case you don't know, Esuna is a White Magic spell.

 Effect        Effect                                        Remedy
--------------------------------------------------------------------------------
 Darkness      Vision worsens, physical attacks more likely  Blindna spell /
                to miss                                       Eye Drops

 Paralysis     Target cannot move, unable to act, drops      None, let it wear
                EVA to 0                                      off

 Poison        Poison gradually reduces HP                   Poisona spell /
                                                              Antidote

 Silence       Unable to use Magic                           Vox spell /
                                                              Echo Grass

 Petrify       Target is turned to stone, unable to act      Stona spell /
                                                              Gold Needle

 KO            Target is knocked out and is unable to act    Life spell /
                until restored                                Phoenix Down


============================================================
: Characters                                      ^[CHAR1] :
------------                                    ------------

At the Dawn of Souls Message Board, we get a lot of questions about "What's the
best team to start with?"

Depending on your own personal tastes, you can choose any four Warriors of
Light that you wish. There's no requirements whatsoever. As for names, you're
free to choose whatever names you wish. Name them after your best friends, your
favorite movie stars, even other Final Fantasy characters if you so wish.

New players should have a well balanced team with melee fighters and magicians.
New players will also want a White Mage on their team, as the White Mage is the
only class (other than the White Wizard) that can cast the Heal family of
spells, which heal your entire team, a must-have safeguard for those who
haven't played this game before.

Here's a few good starting teams:

Warrior, Thief, White Mage, Black Mage
Red Mage, Thief, White Mage, Black Mage
Thief, Monk, Red Mage, Red Mage
Thief, Red Mage, Red Mage, Black Mage

I highly recommend that you stray away from using four of the same class unless
you've played through the game a few times and KNOW what you're doing.
Especially four Warriors, it really limits your options when in battle. You
could get away with four Red Mages, but balance your team the first time
around.

Below you'll find dedicated sections for each character, their strengths and
weaknesses, and three ratings: Attack, Defense and Magic. When viewing these
ratings, a 1-star rating is low and a 5-star rating is high.


------------
: Warrior -> Knight    ^[CHARA]
------------

The Warrior is no longer the massive tank that he used to be in the days of
olde. The Warrior still takes less damage than other classes due to the fact
that he can wear pretty much any armor equip the best weapons. However, the
Warrior and later the Knight will be easily out-damaged later in the game by
the Master or the Ninja. Also, once you reach the Soul of Chaos dungeons,
you'll find weapons and armor that will allow other classes to match the
Knight's defense.

After you Class Change, the Knight will gain the ability to use White Magic
Levels 1, 2 and 3. These spells are completely useless in combat when compared
to the spells that a Red or White Wizard will have at that point in the game.

Bottom line? The Warrior is powerful, but matched by other classes. The
Knight's magical abilities are terrible compared to that of other party
members.

 Attack:  *****
 Defense: *****
 Magic:   **


------------
: Thief -> Ninja    ^[CHARB]
------------

You'll find that the Thief can make a decent replacement for the Warrior, as
the Thief is nearly capable of matching the Warrior in terms of damage. The
Thief is also fast and can usually attack first. However, once you Class
Change, I've found that your Ninja can be slightly slower than the White
Wizard.

Once you Class Change, the Ninja becomes even more versatile than the Thief.
The Ninja can use Black Magic Levels 1, 2, 3 and 4, which includes the most
useful spells, Temper and Haste.

The Ninja could possibly replace a Black Mage due to the fact that Haste and
Temper are really the only two Black Magic spells you really need. However,
having a Ninja in place of a Black Mage requires you to complete the Class
Change sidequest.

 Attack:  ****
 Defense: ****
 Magic:   ****


------------
: Monk -> Master    ^[CHARC]
------------

The Monk is probably the biggest damage dealer in the entire squad. And here's
the best part: the Monk requires no equipment to do so! The Monk can easily
out-damage your Warrior while using nothing but his bare hands (as long as you
take off the equipment).

The Monk really requires no equipment, which saves on Gil that you can use for
other characters (spells, armor, etc.) Also, all the stuff that your Monk will
find useful isn't even bought in stores.

However, this massive power surge comes at a price. The Monk gains no Magic
Defense, which means your Monk will succumb to monsters that cast spells. The
Master will gain MDEF, but it also requires you to complete the Class Change
sidequest. In addition, the Monk cannot learn spells, nor can the Master. This
forces your Monk/Master to be a physical fighter ONLY.

 Attack:  *****
 Defense: ****
 Magic:   N/A


------------
: White Mage -> White Wizard    ^[CHARC]
------------

The White Mage is easily the greatest healer on your team. The White Mage and
White Wizard are the only two classes that can case the Heal family of spells,
which heal your entire party at once.

The White Mage is an essential for any new player. The Heal spells alone are a
large safeguard for new players so that they aren't easily defeated in battle.

When the White Mage Class Changes, he'll turn into the White Wizard, who can
(eventually) cast ALL White Magic spells, given that his level supports it.

However, the White Mage/Wizard is not a physical fighter and cannot deal out
massive physical damage. In addition, Holy, the high-level attack spell, can't
really compare to a well placed physical attack from a Knight, Ninja or Master.

 Attack:  **
 Defense: ***
 Magic:   *****


------------
: Black Mage -> Black Wizard    ^[CHARC]
------------

The Black Mage is the primary spell attacker on your team. The Black Mage can
easily shorten a fight by casting Fira, which targets all enemies, early on in
the game. Also, the Black Mage can cast Temper and Haste before anyone else.

After Class Changing, the Black Mage turns into the Black Wizard, who can cast
ALL Black Magic, given that his level supports it.

The Black Mage (and Wizard) are horrible physical fighters who will do terrible
damage compared to your other teammates. Also, Flare (the highest level attack
spell) is hardly useful and it easily outshined by a well placed physical
attack from a Knight, Ninja or Master.

 Attack:  *
 Defense: **
 Magic:   *****


------------
: Red Mage -> Red Wizard    ^[CHARC]
------------

The Red Mage is what you'd get if you crossed a Warrior with a Black Mage. The
Red Mage can do fairly decent damage when attacking physically. In addition,
the Red Mage can also cast White AND Black Magic. Many gamers disagree about
whether the Red Mage excels at everything or plain and simply sucks more than
everyone else.

I personally say the Red Mage is good at everything, but not quite great at
everything. The Red Mage can literally replace almost any member of your team.
The Red Mage can wear more armor than any mage (resulting in better defense)
and cast more spells than any fighter class right off the bat (which means your
Red Mage can cure a teammate right away as well).

The Red Mage is probably most suited to replace a Thief or Black Mage. The Red
Mage can use swords, which makes it comparable to a Thief, and the Red Mage can
cast useful Black Magic spells such as Haste and Temper. In addition, the Red
Mage can also use Cure, Cura and Curaga, none of which the Black Mage can do.

The Red Mage is not without his downsides, however. The Heal family of spells
is forbidden to the Red Mage and the Red Wizard, which means that you'll be
hard pressed to put a Red Mage in place of a White Mage. In addition, the Red
Wizard is extremely limited in the Level 7 spells he can use and has absolutely
no access to any of the Level 8 spells. In addition, the Red Mage/Wizard will
continually lag behind the harder hitters of your team.

All in all, you can easily substitute a Red Mage for a Thief or Black Mage. New
players won't want to try putting a Red Mage in place of a White Mage. That's a
challenge better saved for the second or third time through the game.

 Attack:  ****
 Defense: ****
 Magic:   ***


============================================================
: Travel Notes                                    ^[NOTE1] :
------------                                    ------------

In case you're new to the Final Fantasy world, there are a few things you
should ALWAYS be aware of. As a matter of fact, I'm so confident in these notes,
I'm going to say they apply to just about every Final Fantasy game in existance.

1. SAVE!!!!! I cannot emphasize this enough. Save early, safe often, SAVE
    BEFORE ENTERING A BIG BATTLE. AND FOR THE LOVE OF GOD (Buddah, Allah, or
    whomever you choose to worship), SAVE ON DIFFERENT FILES!! Through the
    process of saving, you'll save yourself a LOT of headache and a LOT of lost
    time (like your entire game if you save on one file and somehow royally
    mess it up). Whether you save at a Save Sphere (FFX) or at an Inn (FF1),
    you should save whenever you can. In FF1 Dawn of Souls, you can save pretty
    much anywhere (not just Inns). You'll most likely want to save before
    entering that scary-looking dungeon or talking to that boss that's 30
    pixels taller than you. Trust me on this, even the BEST FF players can mess
    up every once in a while and lose their entire party. Also, you have three
    save slots ... USE THEM! I can't tell you how many emails I get (FF2 moreso
    than others) about users who have royally ****ed up their game because they
    neglected to save on multiple files. And if you really need a prime example
    of how you should save on different files, go play a Suikoden game.

2. TALK TO EVERYONE!! They'll (usually) give you clues as to where you should
    go, who to talk to, etc. Plus, some of them even blurt out funny quotes,
    like the infamous "This guy are sick", or perhaps they'll provide clues to
    hidden treasures. Who knows? All you gotta do is talk to them.

3. LEVEL UP!! Unless you're doing a low-level game, you (probably) want to make
    your characters more powerful than the guys they fight. It's not smart to
    take your 500 HP characters into a battle against an enemy with 900,000 HP
    and an attack of 30,000, and it doesn't matter how high your evasion is.
    To do this, just fight the majority of your battles instead of running away
    all the time. If you find yourself getting your ass handed to you each and
    every battle, then yeah, you might want to backtrack and beat up weaker
    enemies until you level up a few levels.

4. CURE IS YOUR BEST FRIEND! Seriously here, Cure/Cura/Curaga/Curaja will most
    likely be used more than all your other spells combined. Once you learn the
    higher-level Cure spell, you'll probably want to put it close to the top of
    your magic list. [YRTJEASECKXSXOVNNB]

5. MAKE SURE YOU'RE PREPARED!! Bring along plenty of Potions, Tents, Cottages,
    whatever it is that toots your horn, but going in empty-handed is just
    plain stupid.


============================================================
: Reading This Guide                              ^[NOTE2] :
------------                                    ------------

You'll notice that this guide looks significantly different than my other
guides (in terms of shopping and whatnot). That's because Final Fantasy works
in different ways. Take a look at the typical Weapon Shop:

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Nunchaku              8     12      0    Ni, Mo, Ma
 Knife                 4      5     10    Wa, Kn, Th, Ni, RM, RW, BM, BW
 Staff                 4      6      0    Wa, Kn, Ni, Mo, Ma, RM, RW, WM, WW,
                                          BM, BW
 Rapier                8      9      5    Wa, Kn, Th, Ni, RM, RW
 Hammer                8      9      0    Wa, Kn, Ni, WM, WW

Each weapon will come with these kinds of stats. The name will go under "Item",
the cost will be displayed, ATK represents how powerful the weapon is, ACC will
tell you how accurate the weapon will be and all the classes that can use it
will be displayed under "Class". For reference, here's what all the symbols
mean:

Wa - Warrior     Th - Thief     Mo - Monk       RM - Red Mage
Kn - Knight      Ni - Ninja     Ma - Master     RW - Red Wizard

WM - White Mage       BM - Black Mage
WW - White Wizard     BW - Black Wizard

The Staff can be used by all classes except the Thief. The reason it's on two
lines is because the text would've gone beyond the GameFAQs 80-character limit
(I know it would've been easier to simply put "All except Th, but I'm using
this as an example should it ever occur).

Armor shops work somewhat differently:

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Clothes               8      1      2    All
 Leather Armor        40      4      8    Wa, Kn, Th, Ni, Mo, Ma, RM, RW
 Chain Mail           65     15     15    Wa, Kn, Ni, RM, RW

The name, cost and class all fall under the same categories. The only real
difference is the DEF (representing Defense) and WGT (how much the item weighs,
which will affect your character's performance). At any rate, it's simple to
figure out.

Magic shops look fairly different:

White Magic - Level 1
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Cure          50    WM, RM, Kn, WW, RW   Restores a little HP to one ally
 Dia           50    WM, WW               Deals damage to all undead foes
 Protect       50    WM, RM, Kn, WW, RW   Raises one ally's defense
 Blink         50    WM, Kn, WW, RW       Raises caster's evasion

From this, you can see that it's a Level 1 White Magic shop. Everything here
should be familiar by now, except for the "Effect", which entails the effect a
given spell will have after you cast it. Black Magic shops work in the same
fashion.


============================================================
: Walkthrough - Rescue Mission                    ^[RESC1] :
------------                                    ------------

Lukahn's prophecy foretold of a time when four Warriors of Light would come to
save the world from darkness. You should know by now that characters you have
just selected ARE those four warriors. On top of all that, the Warriors of
Light must follow their destiny to bring the light back to all four Crystals.
Now then, hopefully you're on the same page on the game, so let's get to it.


------------
: Rescue Mission - Cornelia    ^[RESC2]
------------

Cornelia is that city that lies just north of where you appear. Since your
team is equipped with ... well ... crap, you should go inside and get them
some better working equipment.

One thing you should know about Cornelia. The dancer girl in the middle of
town can guide you along the way. If you're ever stuck (and without access
to my nifty guide), just talk to her and she'll hint at where you need to
go next.

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                    30                 Potion                 40
 Sanctuary              40                 Antidote               50
                                           Phoenix Down          500
                                           Sleeping Bag           50

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Nunchaku              8     12      0    Ni, Mo, Ma
 Knife                 4      5     10    Wa, Kn, Th, Ni, RM, RW, BM, BW
 Staff                 4      6      0    Wa, Kn, Ni, Mo, Ma, RM, RW, WM, WW,
                                          BM, BW
 Rapier                8      9      5    Wa, Kn, Th, Ni, RM, RW
 Hammer                8      9      0    Wa, Kn, Ni, WM, WW

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Clothes               8      1      2    All
 Leather Armor        40      4      8    Wa, Kn, Th, Ni, Mo, Ma, RM, RW
 Chain Mail           65     15     15    Wa, Kn, Ni, RM, RW

White Magic - Level 1
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Cure          50    WM, RM, Kn, WW, RW   Restores a little HP to one ally
 Dia           50    WM, WW               Deals damage to all undead foes
 Protect       50    WM, RM, Kn, WW, RW   Raises one ally's defense
 Blink         50    WM, Kn, WW, RW       Raises caster's evasion

Black Magic - Level 1
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Fire          50    BM, RM, Ni, BW, RW   Deals fire damage to one foe
 Sleep         50    BM, RM, Ni, BW, RW   Puts all foes to sleep
 Focus         50    BM, RM, Ni, BW, RW   Lowers one foe's evasion
 Thunder       50    BM, RM, Ni, BW, RW   Deals lightning damage to one foe

The very first thing you'll want to do is buy some better weaponry for your
team. Considering you start out with 500 Gil, you have a lot of cash to play
with. Warriors, Thieves and Red Mages will all want the Rapier. If you REALLY
want a Hammer for your White Mage, go for it. If you have a White Mage and a
Black Mage, just put the Staff that your White Mage has onto the Black Mage.

For armor, the Chain Mail is a very good choice, but it's rather spendy (not
to mention you'll still want spells), so if you have a Warrior and a Red Mage
in your party, get the Chain Mail for your strongest member only (the Warrior).

Once you're done purchasing weapons and armor (and equipping your team
properly), sell off your old stuff. It won't equal to much Gil, but you're
basically holding on to worthless items for nothing.

For White Magic, Cure is a must. Period. If you're going to get one White
spell, make it Cure. After that, get Protect and Blink. I don't think there are
enough undead enemies in the game to make the Dia family worthwhile at all.
Besides, Fire works just as well.

In the Black Magic department, I prefer Fire; it's a good spell that does some
nice damage this early on. After Fire, Thunder is another great elemential
spell. For your third spell, I suggest Sleep, since it targets everyone and
could buy you some valuable time if you're in a pinch.

Don't worry about items for now. Besides, you probably won't have enough Gil
leftover (after weapons, armor and spells) to get much of anything.

Once you're done, attempt to head outside and talk to one of the guards.
They'll recognize you (more like your Crystals) and bring you to the King.


------------
: Rescue Mission - Castle Cornelia    ^[RESC3]
------------

   Items obtained               Equipment obtained
  ----------------             --------------------
    N/A                          N/A

Watch a scene as the King charges you with rescuing his daughter, Sarah. And it
really doesn't matter if you want to or not ... you're doing it because that's
the only way to advance the story. Not to mention you're basically stuck on
Cornelia until the bridge is fixed. :)

Don't worry about any of the treasures in Castle Cornelia. They're all blocked
off until later.

To exit Castle Cornelia, simply head south until you hit the first floor. Keep
going south to exit the castle.


------------
: Rescue Mission - Cornelia Area    ^[RESC4]
------------

This section covers monsters found in the Cornelia area.

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Black Widow           28     10     0        8       30    ---
 Crazy Horse           64     10     2       15       63    ---
 Gigas Worm            56     17     8       15       63    Fire
 Goblin                 8      4     4        6        6    ---
 Goblin Guard          16      8     6       18       18    ---
 Skeleton              10     10     0        3        9    Fire, Dia
 Wolf                  20      8     0        6       24    ---


------------
: Rescue Mission - Chaos Shrine    ^[RESC5]
------------

The Chaos Shrine is north of Cornelia. You'll pass a cave on the way, but that
place is irrelevant for now (you can't get inside anyways). The Chaos Shrine is
a set of ruins north of the cave you'll pass.

   Items obtained               Equipment obtained
  ----------------             --------------------
    Potion                       Leather Cap
    Tent

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Black Widow           28     10     0        8       30    ---
 Crazy Horse           64     10     2       15       63    ---
 Ghoul                 48      8     6       50       93    Fire, Dia
 Gigas Worm            56     17     8       15       63    Fire
 Goblin                 8      4     4        6        6    ---
 Goblin Guard          16      8     6       18       18    ---
 Skeleton              10     10     0        3        9    Fire, Dia
 Warg Wolf             72     14     0       22       93    ---
 Werewolf              68     14     6       67      135    ---
 Wolf                  20      8     0        6       24    ---
 Zombie                20     10     0       12       24    Fire, Dia

Garland is actually due north of where you enter this area. You can simply
bypass the treasures if you want. If you want the treasures, read on.
Otherwise, head north and skip to the boss section.

For the first treasure, head north two steps from the entrance and start
heading west. The room in the far southwest corner holds a LEATHER CAP. From
here, head to the for northwest corner for a POTION and a TENT. Don't worry
about the chests in the northeast and southeast corners; they're blocked off
for now.

In the center of the Chaos Shrine, you'll find Garland. Talk to him to initiate
a battle (and to see "I, Garland, will knock you all down!!"):

=======================================================
: Boss - Garland                                # 012 :
:-----------------------------------------------------:
: HP                   212 : Weakness                 :
: Attack                15 :  None                    :
: Accuracy              27 :                          :
: Defense                8 : Resistance               :
: Agility                6 :  None                    :
: Intelligence          12 :                          :
: Evasion               12 : Treasure                 :
: Magic Defense         64 :  Longsword               :
:                          :                          :
: Gil                  250 :                          :
: EXP                  130 :                          :
:                          :                          :
=======================================================

Garland isn't hard; you can beat him at Level 1. Just attack with your fighters
and cast attack magic with your mages. If you have a Red Mage with Cure (if you
have a Red Mage at all, he should have Cure), don't have him cast attack magic;
just have him attack normally.

After a few rounds of attacks (and a little bit of luck), Garland won't attack
the same character two rounds in a row (he never did for me). If this is the
case, Garland will go down with few problems.

NOTE: If you want the Longsword that Garland drops, you'll probably have to
restart and fight him a few times. The Longsword is a fairly rare drop, but
it's definitely worth it (you save 1200 Gil later on).

After defeating Garland, you'll automatically head back to Castle Cornelia with
Princess Sarah.


------------
: Rescue Mission - Castle Cornelia    ^[RESC6]
------------

   Items obtained               Equipment obtained
  ----------------             --------------------
    *Lute                        N/A

Watch the King as he recites all of Lukahn's prophecy. He'll also repair the
bridge, as he promised. Before you go (or rather, before they let you leave),
talk to Sarah and she'll give you the LUTE key item. Exit the castle and watch
the scene of the bridge being rebuilt.

You can go into Cornelia and rest up if the battle with Garland left you weary.
Otherwise, head over the bridge and watch.


============================================================
: Path to the Mystic Key                          ^[MKEY1] :
------------                                    ------------

Good to see you survived that loooooooong and boring introduction. Even though
it's technically important to the story. Once you've crossed the bridge, the
time has come for you to gain an important item in your quest: the Mystic Key.
Remember those locked doors you continually find (that is, if you didn't read
my directions and tried to open them anyways)? Getting the Mystic Key will
allow you to open all those doors; so let's go get it, shall we?


------------
: Path to the Mystic Key - Matoya's Cave    ^[MKEY2]
------------

Matoya's Cave is located due north of Cornelia. It's located on the far
northern penninsula.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Potion (x2)                  N/A
   Antidote

Matoya's Cave is optional right now, but you may want to visit Matoya anyways
because you'll be coming back later, so knowing her location will be helpful.
In addition, you do get two POTIONs and an ANTIDOTE.

Before you leave, talk to the brooms and one of them will tell you "Tceles
Nottob B". In case you haven't figured it out, "B Button Select" will allow you
to see the map.


------------
: Path to the Mystic Key - Pravoka Area    ^[MKEY3]
------------

This section covers monsters found in the Pravoka area.

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Crazy Horse           64     10     2       15       63    ---
 Gigas Worm            56     17     8       15       63    Fire
 Goblin                 8      4     4        6        6    ---
 Goblin Guard          16      8     6       18       18    ---
 Lizard                92     18    12       50      153    ---
 Ogre                 100     18    10      195      195    ---
 Warg Wolf             72     14     0       22       93    ---
 Wolf                  20      8     0        6       24    ---


------------
: Path to the Mystic Key - Pravoka    ^[MKEY4]
------------

Pravoka is far to the east from Cornelia. It's pretty much a straight shot, so
just keep going east and you'll eventually reach Pravoka. Once you hit the far
eastern shore, head slightly south if you can't see Pravoka right away. It's a
long walk, so buy some extra Potions if you can afford them.

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                    50                 Potion                 40
 Sanctuary              80                 Ether                 150
                                           Antidote               50
                                           Eye Drops              50
                                           Phoenix Down          500

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Hammer                8      9      0    Wa, Kn, Ni, WM, WW
 Broadsword          450     15     10    Wa, Kn, Ni, RM, RW
 Battle Axe          450     16      5    Wa, Kn, Ni
 Scimitar            160     10     10    Wa, Kn, Th, Ni, RM, RW

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Leather Armor        40      4      8    Wa, Kn, Th, Ni, Mo, Ma, RM, RW
 Chain Mail           65     15     15    Wa, Kn, Ni, RM, RW
 Iron Armor          640     24     23    Wa, Kn, Ni
 Leather Shield       12      2      0    Wa, Kn, Ni
 Leather Gloves       50      1      1    All

White Magic - Level 2
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Blindna      250    WM, RM, Kn, WW, RW   Cures darkness
 Silence      250    WM, RM, Kn, WW, RW   Prevents all foes from casting spells
 NulShock     250    WM, RM, Kn, WW, RW   Reduces lightning damage by half
 Invis        250    WM, RM, Kn, WW, RW   Raises one ally's evasion

Black Magic - Level 2
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Blizzard     250    BM, RM, Ni, BW, RW   Deals ice damage to one foe
 Dark         250    BM, RM, Ni, BW, RW   Blinds all foes with darkness
 Temper       250    BM, RM, Ni, BW, RW   Raises one ally's attack
 Slow         250    BM, RM, Ni, BW, RW   Reduces all foes' number of attacks

Before you face off against the enemy here, you might want to buy some spells.
White Mages should definitely get Invis. Other than Invis, the choice of spells
is entirely up to you, since all of them have their advantages. I tend to get
Blindna due to the fact that it cures Darkness; I also get NulShock to fend off
the Lightning-based attacks that you'll find later (definitely get Nulshock if
you plan to do a Lv. 11 Class Change, which we'll get to later).

For Black Mages, Temper is a MUST. Actually, scratch that. Temper is tied for
THE most useful Black Magic spell in the game (along with Haste). GET TEMPER.
After that, I like to get Blizzard (to complete the whole elemential family).
Once you have Temper and Blizzard, the final choice is up to you (just for
reference, I go with Dark, but it's really your choice).

For Red Mages, the choice is easy: Invis, Temper and whatever else your heart
desires. Or get nothing if you don't have the cash.

If you've got Gil burning a hole in your pocket and want to get a new weapon,
go for the Broadsword over the Battle Axe. The Battle Axe gives up too much
Accuracy for the 1 point of Attack you gain. The Scimitar is also a good buy if
your Thief isn't hitting that hard.

There's tons of new armor available to you. For a whopping 640 Gil, you can buy
the Iron Armor for your Warrior, which has a rather large defense boost, but
it's rather costly. You SHOULD probably buy some Leather Gloves for all your
characters, but keep in mind that the spells should take precedence over armor
(yes, the spells are THAT useful, especially Temper).

In the far northwest corner of Pravoka, you'll find a hurly-burly gang of
pirates looking for a fight. Pay special attention to what Bikke says you must
have in order to face him. :)

=======================================================
: Mini Boss - Pirate                            # 017 :
:-----------------------------------------------------:
: HP                    24 : Weakness                 :
: Attack                10 :  None                    :
: Accuracy               2 :                          :
: Defense                0 : Resistance               :
: Agility                6 :  None                    :
: Intelligence           3 :                          :
: Evasion               12 : Treasure                 :
: Magic Defense         35 :  Leather Shield          :
:                          :                          :
: Gil                   40 :                          :
: EXP                   40 :                          :
:                          :                          :
=======================================================

The stats given here are for one single pirate. The number you face is the only
real danger (I faced nine every time, but I think you can face less).

At any rate, THIS battle is where the Sleep spell really shines. Cast it and
it COULD put all nine pirates to sleep. It probably won't, so pick off all the
pirates who are still awake. Hit them hard and cast the fiercest spells you
have (or keep putting them to Sleep, that works too). Cure as needed. You can
easily beat these guys at Level 2, and you can also beat them using nothing but
Level 1 magic as well. All you need is a battle plan and a pinch of luck. :)

Well, those nasty pirates thought they'd make you taste cold steel, but it was
them who walked the plank in the end. Bikke will surrender and give you his
ship.


------------
: Path to the Mystic Key - The Sea    ^[MKEY5]
------------

This section covers monsters found while at sea.

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Bigeyes               10      4     0       10       42    Lightning
 Buccaneer             50     14     6      120       60    ---
 Sahagin               28     10     4       30       30    Lightning
 Sahagin Chief         64     15     8      105      105    Lightning
 Shark                120     22     0       66      267    Lightning


------------
: Path to the Mystic Key - Elfheim    ^[MKEY6]
------------

The easiest way to get to Elfheim is to head straight west from Pravoka until
you hit Cornelia. From Cornelia, go straight south and you'll pretty much hit
Elfheim. Land the ship at the dock and head into town.

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   100                 Potion                 40
 Sanctuary             200                 Antidote               50
                                           Gold Needle           500
                                           Echo Grass             50
                                           Tent                  160

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Iron Nunchaku       160     16      0    Ni, Mo, Ma
 Dagger              140      7     10    Wa, Kn, Th, Ni, RM, RW, BM, BW
 Crosier             160     14      0    Wa, Kn, Ni, Mo, Ma
 Saber               360     13      5    Wa, Kn, Th, Ni, RM, RW

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Iron Armor          640     24     23    Wa, Kn, Ni
 Copper Armlet       800      4      1    All
 Iron Shield          80      4      0    Wa, Kn, Ni
 Leather Cap          65      1      1    All
 Helm                 80      3      3    Wa, Kn, Ni

White Magic - Level 3
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Cura        1000    WM, RM, Kn, WW, RW   Restores HP to one ally
 Diara       1000    WM, WW               Deals damage to all undead foes
 NulBlaze    1000    WM, RM, Kn, WW, RW   Reduces fire damage by half
 Heal        1000    WM, WW               Restores a little HP to entire party

Black Magic - Level 3
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Fira        1000    BM, RM, Ni, BW, RW   Deals fire damage to all foes
 Hold        1000    BM, RM, Ni, BW, RW   Paralyzes one foe
 Thundara    1000    BM, RM, Ni, BW, RW   Deals lightning damage to all foes
 Focara      1000    BM, RM, Ni, BW, RW   Lowers evasion of all foes

White Magic - Level 4
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Poisona     2500    WM, RM, Kn, WW, RW   Cures poison
 Fear        2500    WM, WW               Drives all foes away in terror
 NulFrost    2500    WM, RM, Kn, WW, RW   Reduces ice damage by half
 Vox         2500    WM, WW, RW           Cures silence

Black Magic - Level 4
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Sleepra     2500    BM, RM, Ni, BW, RW   Puts one foe to sleep
 Haste       2500    BM, RM, Ni, BW, RW   Doubles one ally's number of attacks
 Confuse     2500    BM, RM, Ni, BW, RW   Causes foes to turn on each other
 Blizzara    2500    BM, RM, Ni, BW, RW   Deals ice damage to all foes

There's a TON of stuff in Elfheim. Too bad it's all so damn expensive. Also, if
you get a "Your magic level is too low" error, just go level up some more and
you'll eventually gain the ability to learn a spell.

First off ... magic. It's costly, but worth every Gil at these levels. Cura and
Heal are both excellent spells and I'll usually take NulBlaze over Diara.
Poisonia is probably the first Lv. 4 spell you'll want to get, since the area
around Elfheim has a lot of monsters that can inflict Poison. After that, get
Vox and NulFrost (Fear isn't that great at all).

In the Black Magic department, Fira is a really nice spell to have, as is
Thundara; the third slot is up to you. HASTE IS A MUST-HAVE, so get it as soon
as you can (it'll make your world-saving business much easier). Blizzara is
also a great spell to have. I like Confuse over Sleepra, but neither one can
hold a light to Haste. :)

Once you have the magic you want, you can burn the rest of your Gil on Copper
Armlets and Leather Caps for everyone who isn't a Warrior (they need to survive
too, ya know?). If you have the extra Gil, boost up your main fighter's
defense.

Everything in Elfheim's Weapon Shop ... well ... sucks. The only thing worth
noting is the Dagger, which is a better weapon for your Black Mage. All the
other weapons are crap compared to the Broadsword back in Pravoka. The only
advantage Elfheim's weapons have is that they're cheaper. I really suggest
going back to Pravoka if you want better weaponry.


------------
: Path to the Mystic Key - Elfheim Area    ^[MKEY7]
------------

This section covers monsters found in the Elfheim area. This section also
covers monsters found in the Western Keep area.

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Cobra                 56      6     6       50      123    ---
 Ghast                 56      8    10      117      117    Fire, Dia
 Gigas Worm            56     17     8       15       63    Fire
 Goblin                 8      4     4        6        6    ---
 Goblin Guard          16      8     6       18       18    ---
 Ogre                 100     18    10      195      195    ---
 Ogre Chief           132     23    14      300      282    ---
 Scorpion              84     22    10       70      255    ---
 Warg Wolf             72     14     0       22       93    ---
 Werewolf              68     14     6       67      135    ---
 Wolf                  20      8     0        6       24    ---


------------
: Path to the Mystic Key - Western Keep    ^[MKEY8]
------------

The path to the Western Keep is somewhat difficult to explain. Start by heading
west from Elfheim. Once you hit mountains and can't go any farther west, head
northwest until you hit a small body of water. Circle around the water and keep
going north until you find the Western Keep. It looks like a ruined castle
(mostly because it is).

If you need help, consult the minimap by pressing (and holding) B and then
pressing SELECT. This area is technically optional, but keep in mind that
you'll be coming back here regardless. You might as well know where it is.

The king of this castle says that Astos tricked him and he lost his crown. He
asks you to get it for him, so let's get to it.


------------
: Path to the Mystic Key - Marsh Cave    ^[MKEY9]
------------

The Marsh Cave is directly south of the Western Keep. Just keep heading south
and west and you'll eventually find yourself in a swamp-type area. At the far
southern end of this area is a hole which is the entrance to the Marsh Cave.

The Marsh Cave brings about a new concept as well: duplicate chests. There are
multiple chests that all contain the same item. Once you open one chest with
the item, all of that item's duplicate chests will empty as well, so you can't
get multiple broadswords (as cool as that would be).

Items that have duplicate chests will have a (DC) symbol by them.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Phoenix Down                 Dagger
   Cottage                      Broadsword
   1980 Gil (total)             Copper Armlet
   *Crown

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Bloodbones           144     26    12      378      378    Fire, Dia
 Crawler               84      1     8      200      186    ---
 Gargoyle              80     12     8       80      132    ---
 Ghoul                 48      8     6       50       93    Fire, Dia
 Gray Ooze             76     30     7       70      255    Lightning
 Green Slime           24      1   255       20       84    Fire, Ice
 Shadow                50     10     0       45       90    Fire, Dia
 Skeleton              10     10     0        3        9    Fire, Dia
 Tarantula             64      5    12       50      141    ---
 Warg Wolf             72     14     0       22       93    ---
 Werewolf              68     14     6       67      135    ---
 Zombie                20     10     0       12       24    Fire, Dia

If you want to skip to the bosses, skip ahead to the first *CONTINUE* marker.

= B1 =
From the entrance, follow the path north to the next floor.

= B2 =
In the far northeast corner from the stairs, you'll find a DAGGER. In the far
northwest corner from the stairs, you'll find 680 GIL (DC). In the far
southwest corner from the stairs, you'll find a BROADSWORD (DC) and 620 GIL.
Return to the stairs and head back upstairs.

= B1 = *CONTINUE*
Back at the entrance to the Marsh Cave, head south. When you reach an
intersection, go south to the next floor.

= B2 =
If you want to get the chests in this area, go for it, but keep in mind that
if you didn't skip anything, you'll already have all the treasures that you
can find here.

Head all the way south of this area. When you hit the wall, start heading east
and you'll see a doorway slightly northeast. Go into it and out the other door
(there's only one). Head down to the next floor.

= B3 =
This area is set up like a 4x4 set, like so:

     1     2     3     4
     5     6     7     8
     9    10    11    12
    13    14    15    16

Rooms 13-16 are cut off for now (there's nothing in room 15 anyways). Room 4
has 295 GIL. Room 5 has a COPPER ARMLET. Room 6 has a COTTAGE and a PHOENIX
DOWN (DC). Room 11 has 385 GIL.

Room 10 is where you want to be. Beware though! Before you reach the chest,
you'll be forced into a battle with:

=======================================================
: Boss - Piscodemon                             # 032 :
:-----------------------------------------------------:
: HP                    84 : Weakness                 :
: Attack                30 :  None                    :
: Accuracy              21 :                          :
: Defense               16 : Resistance               :
: Agility               33 :  Fire         Ice        :
: Intelligence          18 :  Stone        Paralysis  :
: Evasion               66 :  Poison       Darkness   :
: Magic Defense         98 :  Sleep        Silence    :
:                          :  Confusion    Mind       :
: Gil                  300 :                          :
: EXP                  276 : Treasure                 :
:                          :  None                    :
:                          :                          :
=======================================================

The Piscodemon alone isn't much trouble. The bad thing is that the Piscodemon
ALWAYS comes with buddies to back him up. You can face two, or you can face up
to four.

The easiest way to beat the Piscodemons is to attack them with a character who
has had Temper cast on them. If you have two characters who can cast Black
Magic, have that character use their highest-level Thunder spell on the enemy.
Since the Piscodemons are resistant to Fire and Ice, Thunder will do more
damage, even though the Piscodemons aren't weak to Thunder.

Once you kick the crap out of them, MAKE SURE YOU DON'T STEP OFF THE SQUARE
YOU'RE ON. Doing so will force you into another battle once you re-step on that
square. Take the CROWN and be on your way. I'll meet you back at the Western
Keep.


------------
: Path to the Mystic Key - Western Keep    ^[MKEY0]
------------

You may or may not want to go back to Elfheim and rest/recover/buy new stuff
BECAUSE THERE'S A BOSS BATTLE COMING ... just thought I'd give you all a little
heads up. Oh, and Phoenix Downs are especially good to have.

   Items obtained               Equipment obtained
  ----------------             --------------------
   *Crystal Eye                 N/A

Talk to the king ... and prepare to face:

=======================================================
: Boss - Astos                                  # 033 :
:-----------------------------------------------------:
: HP                   420 : Weakness                 :
: Attack                30 :  None                    :
: Accuracy              42 :                          :
: Defense               18 : Resistance               :
: Agility               39 :  None                    :
: Intelligence          24 :                          :
: Evasion               78 : Treasure                 :
: Magic Defense        170 :  Mythril Sword           :
:                          :                          :
: Gil                 2000 :                          :
: EXP                 2250 :                          :
:                          :                          :
=======================================================

Astos? Mo' like yo' ass is toast! - Black Mage 8-Bit Theater

You saw that coming, I know it.

Astos has this particularly nasty spell called Death (you can learn it later).
It's an instant KO spell to one of your teammates, which is why I mentioned
buying a few Phoenix Downs earlier.

Astos can also cast Haste on himself and Slowra on your team. Once in a great
while, he'll also cast Fira, a devastating spell if your HP is below 100 (and
especially if you're playing a low-level game). I also had Astos cast Thundara
on me on the next turn ... not a good deal.

To bring down this so-called king, try using Temper and Haste on your frontline
fighter to allow them to dish out some nice damage. White Mages should have the
ever-useful Heal spell by now (unless you're doing a low-level game), so they
should make use of it, as well as Protect, Invis and Cura, if need be.

I had a Thief along, and most of what he did was use Potions on characters that
needed them, as well as using Phoenix Downs on those who need it. The Thief
isn't able to do a whole lot at this point, but don't worry, his time of kick-
assery will come.

Once you bring down Astos, you'll gain the CRYSTAL EYE. Head back to Cornelia
and get ready for a hike.


------------
: Path to the Mystic Key - Matoya's Cave    ^[MKEYA]
------------

In case you're just joining us (or forgot where this place is) ... Matoya's
Cave is to the far north of Cornelia, across the bridge.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Potion (x2)                  N/A
   Antidote
   *Jolt Tonic

Talk to Matoya and she'll take back her CRYSTAL EYE and give you the JOLT TONIC
in return. It can awaken pretty much anyone, so let's take it to Elven Castle.

Also, if you haven't looted this place ... do so now.

------------
: Path to the Mystic Key - Elven Castle    ^[MKEYB]
------------

There's no reason for me to tell you where the Elven Castle is ... if you can't
figure out that it's to the north of Elfheim, then you shouldn't be playing
this game ... let alone reading this FAQ.

   Items obtained               Equipment obtained
  ----------------             --------------------
   1500 Gil (total)             Mythril Hammer
   *Mystic Key                  Bronze Gloves

Talk to the Healer beside the Prince's bed. He'll awaken and give you the
legendary MYSTIC KEY. But that's not all there is here. Head outside the castle
but don't leave this area yet. Circle around to the northeastern side and
you'll find an area you couldn't access before. With the Mystic Key in hand,
open up the door to find a MYTHRIL HAMMER, BRONZE GLOVES and 1500 GIL. Sweet.


============================================================
: Looting the Mystic Treasures                    ^[LOOT1] :
------------                                    ------------

Kicking some evil elven ass will net you a great prize: the Mystic Key. It will
open all those locked doors that say they are "bound by the mystic key". Since
you need to obtain a quest item via the Mystic Key, getting it was pretty much
a requirement. Also, there's tons of other treasures for you to nab while
you're at it. Remember, you only need to return to Castle Cornelia and obtain
the Nitro Powder; everything else is optional. At any rate, if you're ready to
go, so am I, so let's get moving.


------------
: Looting the Mystic Treasures - Castle Cornelia    ^[LOOT2]
------------

If you need help finding Castle Cornelia, use the world map by pressing B and
SELECT.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Tent                         Iron Armor
   Cottage                      Saber
   *Nitro Powder                Mythril Knife

To get to the treasure area, you need to circle around the inner castle wall
(not the outer one, since you can't circle around it anyways). Once you circle
around, you'll see an opening in the northern side, which you should enter.
Follow the path to the two treasure rooms. The six treasures you find in the
two rooms are as follows: IRON ARMOR, TENT, NITRO POWDER (the required item),
and in the second room you'll find a COTTAGE, SABER, and a MYTHRIL KNIFE.
Technically, you only need to get the Nitro Powder ... but it's kinda stupid to
not get all the items. I mean ... they're right there.

At any rate, you can skip ahead to the next section, or you can read on and get
the other treasures available.


------------
: Looting the Mystic Treasures - Chaos Shrine    ^[LOOT3]
------------

If you need help finding the Chaos Shrine, use the world map by pressing B and
SELECT.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Gold Needle                  Werebuster
                                Rune Blade

If you haven't gotten the chests in the northwest and southwest corners, do
so now. In the northeast corner, you'll find a WEREBUSTER and a GOLD NEEDLE.
Keep in mind that there's an encounter square in front of the Werebuster that
houses Gargoyles. There's also a RUNE BLADE in the southeast corner with an
encounter square in front of it (it houses Gargoyles as well).


------------
: Looting the Mystic Treasures - Western Keep    ^[LOOT4]
------------

If you need help finding the Western Keep, use the world map by pressing B and
SELECT.

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          Power Staff
                                Falchion
                                Steel Gloves

There are three chests in here. To get to them, perform a counter-clockwise
circle from the entrance around the area where you fought Astos. Eventually you
will reach a door that houses a POWER STAFF, FALCHION and STEEL GLOVES. Each
chest has an encounter square right to the south of it. You can fight the
monsters for EXP and Gil, or you can avoid them by opening the chests from a
side other than the south.


------------
: Looting the Mystic Treasures - Marsh Cave    ^[LOOT5]
------------

If you need help finding the Marsh Cave, use the world map by pressing B and
SELECT.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Antidote                     Silver Armlet
   1020 Gil (total)

In the area where you found the Crown, you'll find four doors that you couldn't
open previously. Here's the floor layout, in case you forgot:

     1     2     3     4
     5     6     7     8
     9    10    11    12
    13    14    15    16

Room 13 has two encounter squares; one is to the east of where you enter, the
other is north of the chest. In short, after the door closes behind you, take
two steps north, two steps east, two steps south and then two steps east. This
path avoids all the encounter squares and puts you right in front of the SILVER
ARMLET.

Room 14 is easier, but there are two encounter squares here as well; one to the
west of the chest and one to the south. You'll want to open the chest from the
east side to get the ANTIDOTE without any trouble.

Room 15 is empty. Skip it.

Room 16 has one chest and you can ONLY open it from the south. Too bad you're
forced into a fight with more Piscodemons to obtain the 1020 GIL.


============================================================
: Relighting the Earth Crystal                    ^[ERTH1] :
------------                                    ------------

Lighting up the Earth Crystal is the next step you should take. Under any other
circumstances, I'd tell you to do the Class Change sidequest ... unfortunately,
it's unavailable. Side quests aside, Lich should be your next target.
Everything else (well, most of everything else) will be unlocked after you
defeat him (including the Class Change sidequest). Right now, you should have
the Nitro Powder from Castle Cornelia. If you don't, go get it now (see section
[LOOT2] if you need) and I'll see you back here ...

Now that you have the Nitro Powder, you're set to go. At any rate, let's get
moving, shall we?


------------
: Relighting the Earth Crystal - Mt. Duergar    ^[ERTH2]
------------

Mt. Duergar is west of Cornelia. However, in your ship, you have to land at a
port and the nearest port is northwest of Cornelia. After landing, head
southwest and you'll find a cave in the mountains. That's Mt. Duergar, so head
on in.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Potion                       Great Helm
   Ether                        Wyrmkiller
   Tent                         Mythril Mail
   1600 Gil (total)

It seems that a dwarf named Nerrick is looking for the legendary Nitro Powder.
He wants it to finish the canal he's working on. Since you have it and he wants
it, you should give it to him out of the goodness of your heart. And if there
is no goodness in your heart, you should give it to him anyways because it's
the only way to advance the story and reach Lich. :)

There are two rooms in here to open. Just north of where you enter you can find
575 GIL and 450 GIL. Far to the south you'll find a room with the following
items: TENT, GREAT HELM, WYRMKILLER, ETHER, POTION, MYTHRIL MAIL, 575 GIL, and
a COTTAGE. Just east of this room is Nerrick. Talk to him and you'll
automatically give him the Nitro Powder. Watch the scene and then exit Mt.
Duergar, head back to your ship and head through the newly-created canal. Oh,
and when you exit the canal, skip the whirlpool outside (you can't access it
right now anyways.


------------
: Relighting the Earth Crystal - Mt. Duergar Area    ^[ERTH3]
------------

This section covers monsters found in the Mt. Duergar area.

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Cobra                 56      6     6       50      123    ---
 Gigas Worm            56     17     8       15       63    Fire
 Ogre                 100     18    10      195      195    ---
 Ogre Chief           132     23    14      300      282    ---
 Tarantula             64      5    12       50      141    ---
 Warg Wolf             72     14     0       22       93    ---
 Wolf                  20      8     0        6       24    ---


------------
: Relighting the Earth Crystal - Melmond    ^[ERTH4]
------------

Melmond is due west of the canal. There's also a port sitting right next to it,
so dock the ship and head out.

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   100                 N/A
 Sanctuary             N/A

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Crosier             160     14      0    Wa, Kn, Ni, Mo, Ma
 Saber               360     13      5    Wa, Kn, Th, Ni, RM, RW
 Longsword          1200     20     10    Wa, Kn, Ni, RM, RW
 Falchion            360     15     10    Wa, Kn, Th, Ni, RM, RW

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Knight's Armor    36000     34     33    Wa, Kn
 Silver Armlet      4000     15      1    All
 Great Helm          360      5      5    Wa, Kn, Ni
 Bronze Gloves       160      2      3    Wa, Kn, Ni
 Steel Gloves        600      4      5    Wa, Kn, Ni

White Magic - Level 5
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Curaga      4000    WM, RM, WW, RW       Restores a lot of HP to one ally
 Life        4000    WM, WW, RW           Revives one KO'd ally
 Diaga       4000    WM, WW               Deals damage to all undead foes
 Healara     4000    WM, WW               Restores HP to entire party

Black Magic - Level 5
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Firaga      4000    BM, RM, BW, RW       Deals fire damage to all foes
 Scourge     4000    BM, BW, RW           Instantly kills all foes
 Teleport    4000    BW, RW               Transports party to previous floor
 Slowra      4000    BM, RM, BW, RW       Reduces one foe's number of attacks

If you've obtained all the treasures using the Mystic Key, a lot of these items
for purchase won't really raise your defense that much. Examples are the Steel
Gloves and the Great Helm. The Knight's Armor IS a significant step from its
nearest counterpart (that you can get right now), the Mythril Mail.

The spells here are great. Unfortunately, it's possible that your characters
might not be at a sufficient level to use them. At any rate, feel free to drop
Diaga from your White Mage's books and learn the other three.

Your Black Mages should probably save a slot for Teleport if you plan on doing
the Class Change Quest. You should get Firaga and Scourge otherwise (you could
swap out Scourge for Slowra if you like, since they're both fairly decent
spells).

You'll meet a man named Dr. Unne in the northeast corner of town. Remember him
since you'll have to come visit him later in the game.

In addition, if you *gasp* TALK to the people in town, you'll find out about a
nasty vampire that destroyed Melmond's church and left Melmond itself in
shambles. You'll also learn about Sadda, a wise man who knows much and also
possesses an item called the Earth Rod. Unfortunately, Sadda's path is blocked
by a giant who eats rocks and the only rock that will get the giant to move is
in the Cavern of Earth. You should head that way now.


------------
: Relighting the Earth Crystal - Melmond Area    ^[ERTH5]
------------

This section covers monsters found in the Melmond area.

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Black Widow           28     10     0        8       30    ---
 Cobra                 56      6     6       50      123    ---
 Ghast                 56      8    10      117      117    Fire, Dia
 Ghoul                 48      8     6       50       93    Fire, Dia
 Gigas Worm            56     17     8       15       63    Fire
 Hyenadon             120     22     4       72      288    ---
 Lesser Tiger         132     22     8      108      438    ---
 Ogre                 100     18    10      195      195    ---
 Ogre Chief           132     23    14      300      282    ---
 Shadow                50     10     0       45       90    Fire, Dia
 Tarantula             64      5    12       50      141    ---
 Warg Wolf             72     14     0       22       93    ---
 Wolf                  20      8     0        6       24    ---


------------
: Relighting the Earth Crystal - Cavern of Earth    ^[ERTH6]
------------

The Cavern of Earth is a tricky place to find. You first have to head southwest
from Melmond and look for a small path leading to the southeast. Follow that
path and you'll reach a cave. This is the Cavern of Earth.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Potion                       Leather Shield
   Antidote                     Coral Sword
   Gold Needle
   Sleeping Bag
   Tent
   10495 Gil (total)
   *Star Ruby

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Anaconda              80     22    10       50      165    ---
 Black Widow           28     10     0        8       30    ---
 Cobra                 56      6     6       50      123    ---
 Cockatrice            50      1     4      200      186    ---
 Earth Elemential     288     66    20      768     1536    Fire
 Gargoyle              80     12     8       80      132    ---
 Ghast                 56      8    10      117      117    Fire, Dia
 Hill Gigas           240     38    12      879      879    ---
 Lizard                92     18    12       50      153    ---
 Minotaur             164     22     4      489      489    ---
 Mummy                 80     30    20      300      300    Fire, Dia
 Ochre Jelly           76     32     6       70      252    Fire, Ice
 Ogre                 100     18    10      195      195    ---
 Ogre Chief           132     23    14      300      282    ---
 Piscodemon            84     30    16      300      276    ---
 Tarantula             64      5    12       50      141    ---
 Troll                184     24    12      621      621    Fire
 Warg Wolf             72     14     0       22       93    ---
 Werewolf              68     14     6       67      135    ---
 Wight                 52     20    12      150      150    Fire, Dia
 Wraith                86     22     4      231      231    Fire, Dia

HALL OF TITANS:
The area west of the entrance is called the "Hall of Titans". There are tons of
strong monsters in there; you should avoid it unless you have saved your game
beforehand and are looking for easy level ups.

= B1 =
From the entrance, head north and follow the path for 1975 GIL. Return to the
entrance and start heading east. You'll reach an intersection where you can go
either east or south. Go south and the path will split again. Head east and
follow the path until you reach a room with 795 GIL and an ANTIDOTE (beware of
the encounter square north and east of the chests; open them from the south
and west instead). Return to the east-west intersection and go west, skip the
first path south and take the second; you'll take a path leading to a room with
a POTION and 800 GIL (there is another encounter square south of the Potion,
which is the right chest). Grab the chests, return to the east-south
intersection and head east to find the stairs to the next floor.

= B2 =
This floor is rather confusing, so listen up carefully. The entire floor is
seperated into "rooms" per se. The rooms themselves are (I think) easy to see
and I'll try my best to help you out along the way. If you get stuck, you can
cast Teleport (Black Magic Level 5 spell) and try again.

From the entrance, head south into the next room, then northeast and then
immediately southeast. Go south into the next room (it's a long room) and head
south into a tiny room. From here, head east, slightly past the rocks and then
start heading south. It's a straight shot, so follow the path and WATCH OUT for
the encounter square just inside the room (it's an Earth Elemential). Inside
the room, you'll find 5000 GIL, a LEATHER SHIELD and 575 GIL. Return to the
area just past the rocks and head east. Once you hit the wall, go north one
room, east one room and then north into the sealed room to find a CORAL SWORD,
a TENT and 330 GIL. Head to the last intersection and head south, following the
path until you reach the next floor.

= B3 =
Think of this floor as a large spiral clock. You start at the bottom of 6
o'clock and your goal is slightly above where you start. Thing is, you have to
go counter-clockwise around this floor to reach your destination.

From the entrance, go east; once you have the option to go north, head a little
farther east and go inside the room to find a SLEEPING BAG. Exit this room and
start heading north. You'll eventually run into a west-north intersection. Go
north and south at the next intersection to find a path with a GOLD NEEDLE
inside a room at the end (be careful since there's an encounter square to the
south of the chest). Return to the west-north path and go west. Once you're at
about 9 o'clock on the floor, you'll find a room with 1020 GIL in it (there's
an encounter square just to the south of it). Head outside of the room and go
south and you'll eventually run into another room. Heal up and get ready for:

=======================================================
: Boss - Vampire                                # 046 :
:-----------------------------------------------------:
: HP                   280 : Weakness                 :
: Attack                76 :  Fire         Dia        :
: Accuracy              39 :                          :
: Defense               26 : Resistance               :
: Agility               36 :  Quake        Ice        :
: Intelligence          26 :  Stone        Paralysis  :
: Evasion               72 :  Poison       Darkness   :
: Magic Defense         75 :  Sleep        Silence    :
:                          :  Confusion    Mind       :
: Gil                 2000 :  Death                   :
: EXP                 1200 :                          :
:                          : Treasure                 :
:                          :  None                    :
:                          :                          :
=======================================================

The Vampire will die off easily if you have Fira or Diaga. Personally, I don't
use the Dia spells that much, so Fira was the best way to go. I found that the
easiest thing to do was to have my Black/Red Mage cast Fira while the other
three teammates healed with Cura and Potions.

The Vampire mainly uses a physical attack, which really hurts, even if you have
the Knight's Armor equipped. The Vampire will also heal itself after each
round. The amount it heals itself for isn't comparable to Fira or Diaga, but it
will add up if you leave the Vampire alone for too long. Also, the Vampire can
hit your characters with Paralysis.

Overall, the Vampire isn't too hard at all. Take it down and grab the Star Ruby
that's sitting northwest of it. Cast Teleport or walk out, it's time to visit
an old man. Besides, you need the Earth Rod to get lower in the dungeon.


------------
: Relighting the Earth Crystal - Giant's Cave    ^[ERTH7]
------------

The Giant's Cave is west of Melmond and the Cavern of Earth. From the Cavern
of Earth, just head back across the land path and keep going southwest. You'll
run into a cave; that's where you need to be.

   Items obtained               Equipment obtained
  ----------------             --------------------
   1070 Gil (total)             Mythril Helm
                                Great Axe

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Lesser Tiger         132     22     8      108      438    ---
 Ogre                 100     18    10      195      195    ---
 Ogre Chief           132     23    14      300      282    ---
 Tarantula             64      5    12       50      141    ---
 Warg Wolf             72     14     0       22       93    ---

There's really only one path to follow, so follow it. You'll find the rock
monster; talk to him and you'll feed him the Star Ruby. After you do, you'll
see the stairs to the north, but head south for now and you'll find a room with
a MYTHRIL HELM, 450 GIL, 620 GIL and a GREAT AXE. Now exit to the north.


------------
: Relighting the Earth Crystal - Sage's Cave    ^[ERTH8]
------------

There's one path to the Sage's Cave, so follow it and you'll see the Sage's
Cave on the far southern end of the landmass.

   Items obtained               Equipment obtained
  ----------------             --------------------
   *Earth Rod                   N/A

Follow the path and enter the second door you'll see. You'll find Sadda in here
and he'll explain the situation further. He'll also give you the EARTH ROD and
tell you where to use it.


------------
: Relighting the Earth Crystal - Cavern of Earth    ^[ERTH9]
------------

If you need help finding the Cavern of Earth, use the world map by pressing B
and SELECT.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Tent                         Staff
   13075 Gil                    Mythril Shield

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Anaconda              80     22    10       50      165    ---
 Black Widow           28     10     0        8       30    ---
 Cobra                 56      6     6       50      123    ---
 Cockatrice            50      1     4      200      186    ---
 Earth Elemential     288     66    20      768     1536    Fire
 Gargoyle              80     12     8       80      132    ---
 Ghast                 56      8    10      117      117    Fire, Dia
*Goblin Guard          16      8     6       18       18    ---
 Hill Gigas           240     38    12      879      879    ---
*Hyenadon             120     22     4       72      288    ---
 Lizard                92     18    12       50      153    ---
 Minotaur             164     22     4      489      489    ---
 Mummy                 80     30    20      300      300    Fire, Dia
 Ochre Jelly           76     32     6       70      252    Fire, Ice
 Ogre                 100     18    10      195      195    ---
 Ogre Chief           132     23    14      300      282    ---
*Ogre Mage            144     23    10      723      723    ---
 Piscodemon            84     30    16      300      276    ---
 Sphinx               228     23    12     1160     1160    ---
 Tarantula             64      5    12       50      141    ---
 Troll                184     24    12      621      621    Fire
 Warg Wolf             72     14     0       22       93    ---
 Werewolf              68     14     6       67      135    ---
 Wight                 52     20    12      150      150    Fire, Dia
 Wraith                86     22     4      231      231    Fire, Dia

Monsters I didn't see on the first three floors are denoted with the * marker.

Hopefully you remember the way to the Vampire. If not ... well, I was planning
on telling you the shorter route anyways.

= B1 =
Head east and follow the path and you'll eventually reach the next floor.

= B2 =
Head south into the next room, then north one room, then south three rooms (you
will end up in the small room with a south-east intersection). Start heading
east past the rocks and head south when you can't go east any longer. You'll
end up on the next floor.

= B3 =
Take the east path continue counter-clockwise in the same path you took before.
When you re-enter the Vampire's lair, take the east door out and follow the
path until you see the gray rock. Talk to it and you'll use the Earth Rod and
descend to the next floor.

= B4 =
This area is split off into "rooms" as well. From where you enter, head west
and then north into a large open area. Remember this area because if you go get
the treasures I'm about to lead you to, you'll come back here.

Head north and follow the path around (there is only one path) until you
reach a room with tons of encounter squares and 5450 GIL, 1445 GIL, 1520 GIL,
a STAFF and 3400 GIL. Head back to the large open area.

From the large open area, head west and then south. From this room, go all the
way west and then north. Keep heading northwest (you'll go through multiple
rooms in the process) and once you can't go any farther northwest, head south
two rooms and then you'll be able to head farther northeast. Don't do so quite
yet. Instead, head south and follow the path into a room with a TENT, 1250 GIL
and a MYTHRIL SHIELD. Return to the previous intersection and head northwest
and head to the next floor.

= B5 =
Well, I hope you got here okay. If not ... well ... you probably wouldn't be
reading this right now, would you? :)

*ahem* Anyways, there's only one thing to do on this floor. Circle around and
make your way to the northeast. You're pretty much on a straight path, so keep
following the path and you'll eventually run into a room. HEAL AND SAVE, then
talk to the orb in the middle of the room and get ready for a fight:

=======================================================
: Boss - Lich                                   # 049 :
:-----------------------------------------------------:
: HP                  1200 : Weakness                 :
: Attack                40 :  Fire         Dia        :
: Accuracy              49 :                          :
: Defense               40 : Resistance               :
: Agility               12 :  Quake        Ice        :
: Intelligence          30 :  Stone        Paralysis  :
: Evasion               24 :  Poison       Darkness   :
: Magic Defense        120 :  Sleep        Silence    :
:                          :  Confusion    Mind       :
: Gil                 3000 :  Death                   :
: EXP                 2200 :                          :
:                          : Treasure                 :
:                          :  Dry Ether               :
:                          :                          :
=======================================================

For the record, Lich is male. "I am he who feeds on the power of earth." Just
to prevent any unneccessary emails.

One more thing ... if you've been using blacksniper's Lv. 11 Class Change
Guide (or have been playing the 15 puzzle game), you might have some Red, White
or Blue Curtains. USE THEM (I really can't stress this enough) as well as any
Red Fangs you might have. They'll help ... a lot.

Lich may not seem like a powerful foe, but believe me, he is. He can paralyze
any of your characters with his physical attack, or cast Blizzara and/or
Thundara, which can instantly KO lower level characters. I've also had Lich
cast Sleepra on my team, which can be rather debilitating in itself. Lich can
cast Haste as well, which makes his physical attack that much more deadly.

Lich is weak against Fire and Dia spells; you should use this weakness to your
advantage. There's two methods to taking down Lich. First, equip the Rune Blade
on your primary fighter (since it deals extra damage to spellcasters) and then
cast Haste on them, then continually cast Temper on them. You should Cure (or
Heal) as necessary and try to keep your team at optimal health.

The second is to have a character with Black Magic casting Fire/Fira on Lich
while the other three keep the primary spellcaster alive (and themselves as
well). I used this at the lowest level (which is 8) and it worked fairly well,
although I had a major problem with Lich casting -ra level spells on me
(Blizzara and Sleepra are particular nusiances since I didn't have NulFrost at
the time).

The choice of how to fight this battle is entirely up to you. I recommend the
Haste/Temper/Rune Blade method if your levels are higher, but if you have your
own method, feel free to use it.

Once you beat Lich, you'll see the Earthgift Shrine open up (and I very highly
suggest you wait to attempt it since it'll probably pwn you at your levels). In
addition, you'll see a teleporter behind the Crystal, so step on it and take a
free ride to Go ... I mean, the outside of the dungeon.


============================================================
: Class Change Quest                              ^[CHNG1] :
------------                                    ------------

Sweet, so you've finally taken down Lich. Advancing the story would send you
straight to the next Fiend, which would be Marilith. Great, right? If you
couldn't do anything else, I'd definitely tell you to head in Marilith's
direction. Remember though, you're the Light Warriors and you're going to need
some more power if you want to really whoop some ass. In any case, the Class
Change Quest is completely optional, but I highly suggest you do it since your
characters will definitely benefit from it in the long run.


------------
: Class Change Quest - Crescent Lake    ^[CHNG2]
------------

To get to Crescent Lake, head south of Melmond and hang a west once you reach
the southern tip of the continent (y'know, the one that the Cavern of Earth is
on). Keep going west until you hit another landmass and then jag south a bit to
find a dock. Dock the ship and head southwest, around the southern end of the
crescent-shaped lake and you'll hit Crescent Lake (I think you can figure out
just WHY they named their town "Crescent Lake"). Head on inside.

   Items obtained               Equipment obtained
  ----------------             --------------------
   *Canoe                       N/A

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   200                 Potion                 40
 Sanctuary             400                 Hi-Potion             150
                                           Ether                 150
                                           Phoenix Down          500
                                           Tent                  160

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Mythril Knife       640     10     15    Wa, Kn, Th, Ni, RM, RW, BM, BW
 Mythril Sword      3200     23     15    Wa, Kn, Ni, RM, RW
 Mythril Hammer     2000     12      5    Wa, Kn, Ni, WM, WW
 Mythril Axe        3600     25     10    Wa, Kn, Ni

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Mythril Mail       6000     18      8    Wa, Kn, Ni, RM, RW
 Mythril Shield     2000      8      0    Wa, Kn, Ni
 Buckler            2000      2      0    Wa, Kn, Th, Ni, RM, RW
 Mythril Helm       2000      6      3    Wa, Kn, Ni
 Mythril Gloves     2000      6      3    Wa, Kn, Ni, RW

White Magic - Level 6
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Stona      13000    WM, WW               Cures stone
 Exit       13000    WW, RW               Transports party out of dungeons
 Protera    13000    WM, WW, RW           Raises party's defense
 Invisira   13000    WM, WW, RW           Raises party's evasion

Black Magic - Level 6
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Thundaga   13000    BM, BW, RW           Deals lightning damage to all foes
 Death      13000    BM, BW               Instantly kills one foe
 Quake      13000    BM, BW               Calls an earthquake to swallow foes
 Stun       13000    BM, BW               Paralyzes one foe

Crescent Lake is filled with goodies galore ... given you have the cash to buy
it all in the first place. I'd get a Mythril Sword over the Mythril Axe for
your Warrior. Even though the Mythril Axe has a higher ATK, the ACC loss will
outweigh its higher ATK, not to mention it's 400 more Gil. However, you'll be
getting a much better weapon along the way while Class Changing. It's entirely
up to you if you want to get it or not.

If you have the cash, you can easily get some better armor for your Warrior
and Red Mage.

White Mages have some nice spells, but you should leave Stona out for now. For
the price of 13000 Gil, you can get 26 Gold Needles. Exit is a no-no for now,
but don't worry, you can come back and get it later.

Black Mages should probably drop Stun first. Why paralyze a foe when you can
use Death to kill them outright (for the record, Death isn't that great of a
spell either, nor is Quake). Thundaga is the only spell you should get if
you're pressed for cash at all.

Red Mages have it easy. You can't get any new spells. Too bad.

On the far east side of town, you'll find the 12 sages. Talk to the one north-
east of Lukahn (Lukahn is dressed in blue) and he'll give you a Canoe. That's
all you really need here, so head out.


------------
: Class Change Quest - Cavern of Ice    ^[CHNG3]
------------

MAKE SURE YOU HAVE ENOUGH POTIONS, HI-POTIONS AND ETHERS TO SURVIVE.

The Cavern of Ice is a tricky place to find. Directly north of where you docked
your ship you'll find a lake with another dock. Actually, you don't have to
dock the ship, just try and "land" on the river and you'll automatically board
your nifty new Canoe.

Once you're on the Canoe, head west until you see north-south break in the
path. Head north and then east at the next intersection. Follow the path and
go west at the north-west intersection. Head west yet again at the next inter-
section (going south leads you to the Whisperwind Cove, which is locked right
now) and you'll eventually hit land. There's a cave on this land; this is the
Cavern of Ice. Head on inside.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Ether                        Clothes
   Sleeping Bag                 Flame Sword
   60284 Gil (total)            Ice Armor
   *Levistone                   Mythril Glvoes
                                Ice Shield

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Bloodbones           114     26    12      378      378    Fire, Dia
 Cockatrice            50      1     4      200      186    ---
 Dark Wizard          105     26    40     1095     1095    ---
 Ghast                 56      8    10      117      117    Fire, Dia
 Ice Gigas            336     60    16     1752     1752    Fire
 Mindflayer           112      1    12      999      822    ---
 Mummy                 80     30    20      300      300    Fire, Dia
 Piscodemon            84     32    16      300      276    ---
 Remorazz             320     73    24     1000     2244    ---
 Specter              114     40    12      432      432    Fire, Dia
 White Dragon         200     53     8     2000     1701    Fire, Lightning
 Wight                 52     20    12      150      150    Fire, Dia
 Winter Wolf           92     25     0      200      402    Fire
 Wraith                86     22     4      231      231    Fire, Dia

I'm planning on leading you to every treasure, but you don't have to get them
if you don't want to.

= B1 =
Follow the path east and circle around, then take the first set of stairs that
you encounter (it's really the only thing you can do anyways).

= B2 =
Go to the southwestern corner and take the stairs.

= B3 =
Take the next set of stairs (I think it should be obvious how to get there).

= B2 =
Follow the path and enter the door. DO NOT step on the cracked floor yet.
Carefully navigate your way to the right chest (there's an encounter square to
the right of the chest) and pick up the CLOTHES. Navigate your way to the left
chest and pick up the FLAME SWORD. You should equip it right away to get the
best effect. Besides, it's much better than the Mythril Sword or Axe. NOW you
can step on a cracked floor and head on down.

= B3 =
NOTE: YOU TAKE DAMAGE FROM STEPPING ON THE CRACKED ICE.

Head south (there's an encounter square to the south of you) and outside of the
room. From here, you can go south, east or west. Head west (over the cracked
ice) and into the door (there's an encounter square with White Dragons on it)
for a set of ICE ARMOR and MYTHRIL GLOVES. Head outside and back to the inter-
section you were just at.

NOTE: White Dragons are particularly dangerous. They can cast Icestorm, which
can easily cause well over 100-150 damage. You have been warned.

Head south at the intersection and then jag to the east. Keep heading south
(past the cracked ice to the west) and keep heading south until you reach an
east-west intersection. Head west and follow the path until you reach a
treasure room with 7900 GIL, 9900 GIL, 5454 GIL, 5000 GIL, 180 GIL and 12350
GIL. There's an encounter square between the right-most chests, just so you
know. Head back to the east-west intersection and head east, following the path
until you reach a set of stairs.

NOTE: The Winter Wolf can cast Icestorm as well, but their attack isn't as
powerful. However, there ARE six of them, so keep your guard up.

= B1 =
Head north and around and pick up the ETHER. Go outside and circle around to
the room south of the door to pick up 10000 GIL. Head southeast (around the
wall) and into the southeastern room. Before you step on the cracked floor, nab
the 9500 GIL, SLEEPING BAG and ICE SHIELD from the chests. Step on the floor
when you're ready.

= B2 =
You can see the Levistone right before your eyes, but before you can get it,
you have to face:

=======================================================
: Boss - Evil Eye                               # 075 :
:-----------------------------------------------------:
: HP                   162 : Weakness                 :
: Attack                30 :  None                    :
: Accuracy              42 :                          :
: Defense               30 : Resistance               :
: Agility                6 :  Quake                   :
: Intelligence          20 :                          :
: Evasion               12 : Treasure                 :
: Magic Defense         92 :  None                    :
:                          :                          :
: Gil                 3225 :                          :
: EXP                 3225 :                          :
:                          :                          :
=======================================================

Evil Eye is pathetically easy. Seriously, with the Flame Sword equipped and my
characters at Level 10, you can kill the Evil Eye in one shot (if you manage to
get a critical hit on it; I also had Temper on my Warrior at the time as well).
Which is good, considering the Evil Eye can cast some nasty spells. Thundara,
Gaze (which can petrify a character), Hold, Silence (on your entire team),
Slow, even Kill and Death. Take out the Evil Eye quickly to avoid all this.

Once you've won, grab the LEVISTONE and drop down any cracked floor. If you
have an Emergency Exit, you can skip the rest of this section (it casts Exit,
and you can't get the spell Exit until you have a White Wizard).

= B3 =
This should look familiar to you since you have been here before.

Head south through the door, south at the south-east-west intersection, jag to
the east, south at the next south-east-west intersection and then east at the
east-west intersection. Head to the next floor.

= B1 =
Instead of going to the southeast corner to enter the door, go northeast and
you'll find a set of stairs. Take them to exit, then head back to your ship.


------------
: Class Change Quest - Ryukahn Desert    ^[CHNG4]
------------

Ryukahn Desert is south of Crescent Lake, so head in that direction. You should
see the desert (use the map if you're lost) and you'll see an ocean-river
passage just to the east of the desert. Go onto the river, then walk west onto
the grass. Then enter Ryukahn Desert.

   Items obtained               Equipment obtained
  ----------------             --------------------
   *Airship                     N/A

Need I say more? Watch the scene and you'll have a VERY sexy new airship. The
world is now at your fingertips! How cool is that?


------------
: Class Change Quest - Gaia    ^[CHNG5]
------------

Gaia is directly south of where you boarded your airship. It's enclosed by
mountains.

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          N/A

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   500                 Hi-Potion             150
 Sanctuary             750                 Ether                 150
                                           Phoenix Down          500
                                           Tent                  160
                                           Cottage              2000

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Cat Claws         52000     22     35    Kn, Ni, RW, BW

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Ruby Armlet       40000     24      1    All
 Protect Ring      16000      8      1    All

White Magic - Level 7
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Curaja     30000    WW                   Fully restores one ally's HP
 Diaja      30000    WW                   Deals damage to all undead foes

Black Magic - Level 7
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Blizzaga   30000    BW                   Deals ice damage to all foes
 Break      30000    BW                   Petrifies one foe

White Magic - Level 8
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Holy       40000    WW                   Damages all foes with holy light
 NulAll     40000    WW                   Reduces damage from spells by half
 Dispel     40000    WW                   Negates one foe's magical defenses

Black Magic - Level 8
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Stop       40000    BW                   Stops time and paralyzes all foes
 Warp       40000    BW                   Banishes foes to another dimension
 Kill       40000    BW                   Instantly kills one foe

Gaia is on a continent known as "The Hawk". Gaia is considered to be the "Eye
of the Hawk" since it's located in that position. In addition, you learn about
an ancient city to the south known as the "Wing of the Hawk", but that's
another section for another time. You'll also come back to Gaia later, so now
you know where it is AND you can access it on your Map.

The biggest reason I have you come here was because of the Level 7 and 8 Magic
Shops you'll find here (not to mention the great equipment you can purchase).
However, keep in mind that the Level 8 spells offered in Gaia are NOT all the
Level 8 spells available, so when you can actually buy these spells, don't use
all your spell slots on them.

IF YOU HAVE THE CASH ... both of the items sold in the Armor Shop totally rock!
Seriously! Not only can everyone equip them, but the Protect Ring guards
against instant-Death attacks and the Ruby Armlet is one of the better pieces
of armor in the game. If you only have the Gil for one set, I suggest you get
it for your weakest character.

At any rate, there's not much to do here, so do whatever you can and head out.


------------
: Class Change Quest - The Cidatel of Trials    ^[CHNG6]
------------

There's two ways two reach the Cidatel of Trials. The first way involves the
airship, the second requires your ship and canoe.

By way of airship, head directly west of Gaia and you'll run into a river-ocean
section. Head slightly south of there and you'll see the Cidatel of Trials. If
you wanted to use the ship/canoe method, this is how you'd do it.

If you're planning on using the airship, there's no flat land nearby to land
on. If you head back east, you'll see a small desert with a small patch of land
southeast of there that you can land. You COULD land northwest of the Cidatel,
but I think that path is slightly longer than what I just described to you.

At any rate, you know where the Cidatel is, so head on over.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Cottage                      Gauntlets
   8795 Gil (total)             Healing Staff
   *Rat's Tail                  Ruby Armlet
                                Ice Brand
                                Steel Gloves

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Clay Golem           176     64     7      800     1257    ---
 Horned Devil          94     10    32      387      387    ---
 King Mummy           188     43    24     1000      984    Fire, Dia
 Medusa                68     20    10      699      699    ---
 Mindflayer           112      1    12      999      822    ---
 Minotaur Zombie      224     40    14     1050     1050    Fire, Dia
 Mummy                 80     30    20      300      300    Fire, Dia
 Nightmare            200     30    24      700     1272    Ice
 Rakshasa             110     20    30      800      603    ---

The Cidatel of Trials is short but dangerous. Be warned.

= 1F =
Walk north and talk to the dwarf. After he grants you permission, head to the
northwest corner and walk into the chair to begin the trial.

= 2F =
Head south and you'll find a series of teleporters. The first two are easy
since you only have one choice. In the third room, take the bottom teleporter.
Take the fourth teleporter. Take the bottom teleporter. Take the sixth
teleporter. Take the right teleporter. Head east and enter the door to step on
an encounter square and then nab the GAUNTLETS (DC). Step outside and take two
steps west, then head directly south and take that teleporter. Take the stairs.

= 3F =
Head north and prepare for a fight with Nightmares. After the battle, pick up
the HEALING STAFF from the chest and then head west, where you'll find a RUBY
ARMLET, ICE BRAND and STEEL GLOVES. Go south and pick up the COTTAGE, 1455 GIL,
and 7340 GIL (and the Gauntlets if you didn't pick them up earlier). Go east
and pick up the RAT'S TAIL from the chest. Now step in front of the throne and
get ready:

=======================================================
: Boss - Dragon Zombie                          # 075 :
:-----------------------------------------------------:
: HP                   268 : Weakness                 :
: Attack                56 :  Fire         Dia        :
: Accuracy              67 :                          :
: Defense               30 : Resistance               :
: Agility               12 :  Quake        Ice        :
: Intelligence          26 :  Stone        Paralysis  :
: Evasion               24 :  Poison       Darkness   :
: Magic Defense        135 :  Sleep        Silence    :
:                          :  Confusion    Mind       :
: Gil                  999 :  Death                   :
: EXP                 2331 :                          :
:                          : Treasure                 :
:                          :  Megalixer               :
:                          :                          :
=======================================================

Believe it or not ... the Dragon Zombie is actually optional. If you have an
Emergency Exit item (obtained via the 15 puzzle minigame while on your ship),
you can use it and escape the battle with the greatest of ease. The Exit
spell WOULD work just as well, but you can't obtain it until you have a White
Wizard anyways. :)

If you're still reading this, I can assume that you don't have an Emergency
Exit. Well, to be honest, the only thing the Dragon Zombie ever did to me was
simply attack. And it didn't do much at all for damage. Buff up your frontline
fighter and have them attack. The Dragon Zombie will die off in no time. Step
on the throne.

= 1F =
Exit and head back to your ship.


------------
: Class Change Quest - Dragon Caves    ^[CHNG7]
------------

The Dragon Caves are west of the Cidatel of Trials. You should probably explore
them all anyways since there's free treasures hidden in most of them. Also,
you'll see the Hellfire Chasm (which is closed off for now, but at least you
know where it is).

Once you find a long path going south, that's where you need to be. Follow the
path and you'll eventually run into Bahamut, the Dragon King.

   Items obtained               Equipment obtained
  ----------------             --------------------
   X-Potion                     N/A
   Dry Ether
   Elixer
   Gold Needle
   Tent
   Cottage
   19975 Gil (total)

Talk to Bahamut and he'll acknowledge your courage and bestow fitting titles to
such brave warriors. Go outside and gain a few levels so that your characters
can gain some MP. Then you can move on to the next section and update all your
spells.


------------
: Class Change Quest - Class Change Tactics    ^[CHNG8]
------------

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          N/A

Knights should head back to Cornelia to pick up Cure, Protect and Blink (Dia
is off limits). In Pravoka, I suggest getting Invis, NulShock and Silence (or
Blindna if you put Silence on a White/Red Mage). In Elfheim, Knights can only
obtain Cura and and NulBlaze.

Ninjas should get Fire and Thunder (if you want to fill the third spell slot,
get Sleep) from Cornelia. Blizzard and Temper (for sure Temper) in Pravoka and
Dark if you want to stick in a third spell. In Elfheim, get Fira, Thundara and
whatever spell you feel like (I had Focara on my Black Mage) for Level 3
spells. However, you MUST GET HASTE for a Ninja, and then I usually get Confuse
and Blizzara . If you have a Black Mage, you now have two characters who can
cast Temper and Haste, which is a definite advantage to your team.

There's really not much for a Master to do. All they get is a shiny new sprite
and some different level up stats.

White Wizards should head over to Crescent Lake to pick up Exit.

Black Wizards should head over to Melmond to get Teleport, which is a great
compliment to Exit (or replacement if you have no White Wizard).

Red Wizards get a major spell addition. They can learn Life, Scourge and
Teleport in Melmond. In Crescent Lake, they can learn Exit, Invisira, Protera
and Thundaga. If your levels are sufficient, you can head to Gaia to pick up
the Level 7 spells available, but I'll be getting to that later.

For the record, almost everyone can equip better armor.


============================================================
: Relighting the Fire Crystal                     ^[FIRE1] :
------------                                    ------------

NOTE: FROM HERE ON OUT, I WILL WRITE THIS FAQ AS IF YOU HAVE UNDERTAKEN THE
CLASS CHANGE QUEST (like I said you should).

Meeting with Bahamut and obtaining some new skills will definitely come in
handy with the last Crystals you have to relight. In all reality, you could go
light the Crystals in any order; however, the easiest way to do it is Fire,
Water, Wind (besides, you have to go to the Sunken Shrine before you can even
attempt the Wind Crystal). At any rate, you should head back to Crescent Lake
to rest and reload before attempting to take on Marilith. Killing Marilith is
no easy task (Mt. Gulg is a pretty long dungeon), but with enough restorative
items along, it'll be a snap. If you don't have enough Gil for tons (well, at
least 15-20) of Potions, Hi-Potions and Ethers, go fight some battles and get
some Gil to do so. So without further ado, let's go fight Marilith, shall we?


------------
: Relighting the Fire Crystal - Crescent Lake    ^[FIRE2]
------------

To get to Crescent Lake, head south of Melmond and hang a west once you reach
the southern tip of the continent (y'know, the one that the Cavern of Earth is
on). Keep going west until you hit another landmass and then jag south a bit to
find a dock. Dock the ship and head southwest, around the southern end of the
crescent-shaped lake and you'll hit Crescent Lake (I think you can figure out
just WHY they named their town "Crescent Lake"). Head on inside.

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          N/A

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   200                 Potion                 40
 Sanctuary             400                 Hi-Potion             150
                                           Ether                 150
                                           Phoenix Down          500
                                           Tent                  160

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Mythril Knife       640     10     15    Wa, Kn, Th, Ni, RM, RW, BM, BW
 Mythril Sword      3200     23     15    Wa, Kn, Ni, RM, RW
 Mythril Hammer     2000     12      5    Wa, Kn, Ni, WM, WW
 Mythril Axe        3600     25     10    Wa, Kn, Ni

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Mythril Mail       6000     18      8    Wa, Kn, Ni, RM, RW
 Mythril Shield     2000      8      0    Wa, Kn, Ni
 Buckler            2000      2      0    Wa, Kn, Th, Ni, RM, RW
 Mythril Helm       2000      6      3    Wa, Kn, Ni
 Mythril Gloves     2000      6      3    Wa, Kn, Ni, RW

White Magic - Level 6
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Stona      13000    WM, WW               Cures stone
 Exit       13000    WW, RW               Transports party out of dungeons
 Protera    13000    WM, WW, RW           Raises party's defense
 Invisira   13000    WM, WW, RW           Raises party's evasion

Black Magic - Level 6
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Thundaga   13000    BM, BW, RW           Deals lightning damage to all foes
 Death      13000    BM, BW               Instantly kills one foe
 Quake      13000    BM, BW               Calls an earthquake to swallow foes
 Stun       13000    BM, BW               Paralyzes one foe

You've been here before, so nothing here should be new. You can pick up Exit
for your White Wizard if you haven't done so already, as well as any new spells
for your Red Wizard.

None of the equipment here should be new. However, check out the Item Shop.
Everything you need to fight Marilith is right here, with the lone exception of
the Cottage, but Tents do the job just fine. Stock up and head out.


------------
: Relighting the Fire Crystal - Crescent Lake Area    ^[FIRE3]
------------

This section covers monsters found in the Crescent Lake area. It also includes
the Mt. Gulg area.

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Anaconda              80     22    10       50      165    ---
 Ankheg               222     39    20      300     1194    ---
 Ghast                 56      8    10      117      117    Fire, Dia
 Gigas Worm            56     17     8       15       63    Fire
 Goblin Guard          16      8     6       18       18    ---
 Hill Gigas           240     38    12      879      879    ---
 Minotaur             164     22     4      489      489    ---
 Ogre                 100     18    10      195      195    ---
 Ogre Chief           132     23    14      300      282    ---
 Scorpion              84     22    10       70      255    ---
 Tarantula             64      5    12       50      141    ---
 Troll                184     24    12      621      621    Fire
 Warg Wolf             72     14     0       22       93    ---
 Werewolf              68     14     6       67      135    ---
 Wolf                  20      8     0        6       24    ---


------------
: Relighting the Fire Crystal - Mt. Gulg    ^[FIRE4]
------------

With the airsip, reaching Mt. Gulg is a complete snap. From Crescent Lake, head
north until you hit mountains, then go west. You'll pass by the entrance to Mt.
Gulg. If you do it just right, you can land right on Mt. Gulg's doorstep. At
any rate, just head on inside.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Hi-Potion                    Mythril Helm (x2)
   Antidote (x2)                Great Sword
   Gold Needle                  Mythril Gloves
   Phoenix Down                 Mythril Shield
   Tent                         Mythril Axe
   Cottage                      Flame Shield
   30070 Gil (total)            Ice Brand
                                Staff
                                Flame Mail

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Ankheg               222     39    20      300     1194    ---
 Fire Elemential      276     50    20      800     1620    Ice
 Fire Gigas           300     73    20     1506     1506    Ice
 Fire Hydra           182     20    14      400     1215    Ice
 Fire Lizard          296     31    18     1200     2472    Ice
 Gray Ooze             76     30     7       70      255    Lightning
 Hellhound            192     30     8      600     1182    Ice
 Hill Gigas           240     38    12      879      879    ---
 Horned Devil          94     10    32      387      387    ---
 Hyenadon             120     22     4       72      288    ---
 Lava Worm            280     50    31      400     1671    Ice
 Lizard                92     18    12       50      153    ---
 Minotaur             164     22     4      489      489    ---
 Ogre Chief           132     23    14      300      282    ---
 Ogre Mage            144     23    10      723      723    ---
 Pyrolisk              44     20     4      500      423    Ice
 Red Dragon           248     75    30     4000     2904    Ice, Stone, Poison
 Scorpion              84     22    10       70      255    ---
 Sphinx               228     23    12     1160     1160    ---


There's hot lava in Mt. Gulg (duh) that slaps your team's HP by 1 for each step
you take. However, there's a slight advantage; standing in the lava guarantees
that you won't enter any random encounters. Take it or leave it, the choice is
up to you.

I'll lead you to all the treasures in Mt. Gulg. If you don't want any of the
treasures, you're on your own to find the proper exits unless I'm feeling nice
and the floor is convinient.

= B1 =
From the entrance, head straight west and then north to reach the next floor.
You have to walk across lava to get there.

= B2 =
The exit is directly west, but head north and into the door. Follow the path
and take the first path west Follow the path and pick up the MYTHRIL HELM
(there's an encounter square south of the chest). From there, go south and
you'll hit a chest with 1520 GIL. Head back to the Mythril Helm and you'll see
a path going north, so go there. When it splits, take the left path for a GREAT
SWORD (with an encounter square). Head back to the split and take the right
path to find 4150 GIL. Keep following the path until you can't head west
anymore. Head south, then circle around to pick up the two chests, containing
795 GIL and 750 GIL. Head southwest and when you can't go any farther, follow
the east path and you'll hit a large room with chests. In it you'll find:
MYTHRIL GLOVES, 1760 GIL, MYTHRIL HELM, 1520 GIL, MYTHRIL SHIELD, 1455 GIL,
MYTHRIL AXE, HI-POTION, TENT, 1975 GIL, ANTIDOTE and a PHOENIX DOWN.

From this room, backtrack until you reach an area where there's three paths
going east. The top one leads to the two Gil chests, the bottom one leads to
the treasure room you were just in. Take the middle one and once you start
going south, go straight south and outside a door. Once you're back in the lava
area, go straight west and down to the next floor.

= B3 =
This floor looks complicated, but it's not. There's one large path to follow,
so head east and follow it until you reach the next floor.

= B4 =
You start in the northwest corner and need to be in the southeast. Do so.

= B3 =
Think of this floor as divided into sections. Head straight south until you're
stopped, then head west one section. After you hit another large rock, go
around it and head south one section, then all the way west to the next floor.

= B4 =
Listen up ... this floor seems complicated ... and it sorta is. So read
carefully.

From the entrance, take the first door for 2750 GIL and a GOLD NEEDLE (DS).
Head outside and start heading west. Once you hit a south-west intersection, go
west and take the first door for 1760 GIL. Farther down the west path you'll
find another room with 7340 GIL, FLAME SHIELD, ICE BRAND (DS), ANTIDOTE, and
880 GIL. Equip the Ice Brand immediately for its icy benefits against the fiery
monsters in Mt. Gulg.

Head back to the south-west intersection and start going south. Eventually
you'll hit a south-east intersection. Take the door for 10 GIL and 155 Gil, then
go east and you'll find another room with a COTTAGE and 2000 GIL (and the Ice
Brand if you didn't get it earlier).

Backtrack to the south-east intersection and go south, entering the next door
to find a STAFF and 1250 GIL. Once you've picked up those treasures, follow the
path south and proceed to the next floor.

= B5 =
Think of this area as a set of 3x3 squares:

    1    2    3

    4    5    6

    7    8    9

You start in square 5. Squares 3, 6 and 9 would contain a Gold Needle if you
didn't get it before (it's the same Gold Needle). Square 4 contains FLAME MAIL.
Square 7 houses a red orb and the Fire Crystal behind it. HEAL UP BEFORE YOU
TALK TO THE RED ORB and prepare to face:

=======================================================
: Boss - Marilith                               # 067 :
:-----------------------------------------------------:
: HP                  1440 : Weakness                 :
: Attack                40 :  Paralysis    Darkness   :
: Accuracy              63 :  Sleep        Silence    :
: Defense               50 :  Confusion    Mind       :
: Agility               24 :                          :
: Intelligence          43 : Resistance               :
: Evasion               48 :  Fire         Lightning  :
: Magic Defense        183 :  Stone        Poison     :
:                          :                          :
: Gil                 3000 : Treasure                 :
: EXP                 2475 :  Golden Apple            :
:                          :                          :
=======================================================

Perhaps it's just me ... but I always found it weird how Marilith is NOT weak
to Ice. It really doesn't matter since you can still inflict tons of status
effects on her. Try casting Silence on her to nullify her Fira attacks. Or you
could try casting Sleep on her to stop her attacks, or cast Darkness on her to
make her physical attacks miss more often. Cast NulBlaze to halve the damage
that Marilith's Fira spell causes (and NulBlaze is the only one you really have
to worry about). I also had Marilith cast Dark on me, which only worked on one
character (my Knight).

Temper and Haste your frontline fighter. I found that it's the easiest way to
go. Then keep casting Temper on your frontline fighter. You'll easily whittle
away Marilith's 1440 HP and take her down. My Knight (equipped with the Ice
Brand) was doing 350-400 damage with a few Temper spells on him.

After Marilith dies, relight the Fire Crystal (well, you do so automatically)
and watch the Hellfire Chasm open up. Step on the teleporter behind the Crystal
to exit.


============================================================
: Relighting the Water Crystal                    ^[WATR1] :
------------                                    ------------

Well, with two Fiends down, there's only two left. Interestingly enough, you
can't really go after Tiamat (the Fiend of Wind) until you gain an item found
in The Sunken Shrine (guarded by Kraken, the Fiend of Water). Luckily, you need
to kill them both off anyways, so the logical course of action is to simply go
after Kraken first. However, Marilith probably left your party drained, so it
would be in your best interests to head back to Crescent Lake (or some other
town) and rest up first, but don't go blowing all your cash right away.
Eventually you'll need 40,000 Gil to purchase an item to advance the story, so
start saving up your Gil immediately. Lurk around Gaia and fight some enemies
if you need some cash. Meet up with the Caravan when you're ready to move on.


------------
: Relighting the Water Crystal - Gaia    ^[WATR2]
------------

From Mt. Gulg, head east (back to Crescent Lake) and then head south. You'll
pass by the area where you obtained your airship and then reach a mountain
range with a small town inside of it. That's Gaia, so head on inside.

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          N/A

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   500                 Hi-Potion             150
 Sanctuary             750                 Ether                 150
                                           Phoenix Down          500
                                           Tent                  160
                                           Cottage              2000

Weapon Shop
 Item               Cost    ATK    ACC    Class
--------------------------------------------------------------------------------
 Cat Claws         52000     22     35    Kn, Ni, RW, BW

Armor Shop
 Item               Cost    DEF    WGT    Class
--------------------------------------------------------------------------------
 Ruby Armlet       40000     24      1    All
 Protect Ring      16000      8      1    All

White Magic - Level 7
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Curaja     30000    WW                   Fully restores one ally's HP
 Diaja      30000    WW                   Deals damage to all undead foes

Black Magic - Level 7
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Blizzaga   30000    BW                   Deals ice damage to all foes
 Break      30000    BW                   Petrifies one foe

White Magic - Level 8
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Holy       40000    WW                   Damages all foes with holy light
 NulAll     40000    WW                   Reduces damage from spells by half
 Dispel     40000    WW                   Negates one foe's magical defenses

Black Magic - Level 8
 Spell       Cost    Class                Effect
--------------------------------------------------------------------------------
 Stop       40000    BW                   Stops time and paralyzes all foes
 Warp       40000    BW                   Banishes foes to another dimension
 Kill       40000    BW                   Instantly kills one foe

Gaia is on a continent known as "The Hawk". Gaia is considered to be the "Eye
of the Hawk" since it's located in that position. In addition, you learn about
an ancient city to the south known as the "Wing of the Hawk", but that's
another section for another time.

Buy your equipment, spells, etc. etc. Remember that you'll be coming back here
though.


------------
: Relighting the Water Crystal - Caravan    ^[WATR3]
------------

YOU NEED 40,000 GIL BEFORE YOU COME HERE. OBTAIN IT NOW.

FINDING the Desert Caravan is a task in itself. Luckily for you, you have
Action's handy-dandy FAQ/Walkthrough to help. :)

*ahem* From Gaia, head east until you reach another landmass. Head south until
you find a desert. The Caravan is here, even though you can't see it on the
map. Land your airship in a tiny green patch southeast of the desert and walk
up into it. The Caravan itself is located on a small patch of seperate desert
to the west of the forest (the forest is northwest of where you should land the
airship).

   Items obtained               Equipment obtained
  ----------------             --------------------
   *Bottled Faerie              N/A

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   N/A                 Bottled Faerie     40,000
 Sanctuary             N/A

That's right ... there's ONE thing to do here. If it isn't obvious ... well ...
yeah. Just buy the Faerie and leave. However, if you talk to the guy again,
he'll have a new inventory lined up for you.

Item Shop
 Item                 Cost
---------------------------
 Giant's Tonic        1500
 Faerie Tonic         1500
 Strength Drink       1000
 Protect Drink        1000
 Speed Drink          1000

All of these items are in-battle temporary stat-raising items. Get some if you
want, but either way, you need to go back to Gaia. However, before you do,
there are some things you can get out of the way. You'll have to do them
later if you don't do them now, so you might as well do them now.

 -- As quoted on the boards ... -----------------------------------------------
 |                                                                            |
 | The hardest boss? I think it was the caravan master. With his strict       |
 | business sense and inflexible prices, the only way to get past him would   |
 | be to pay him, and that means he wins.                                     |
 |                                                                            |
 | User - TurbidCurrent                                                       |
 ------------------------------------------------------------------------------


------------
: Relighting the Water Crystal - Waterfall Cavern    ^[WATR4]
------------

From where you landed your airship to reach the caravan, there's a river to the
east. If you follow it, you can head upstream, straight into the waterfall.

   Items obtained               Equipment obtained
  ----------------             --------------------
   24480 Gil (total)            Wizard's Staff
   *Warp Cube                   Ribbon
                                Defender

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Clay Golem           176     64     7      800     1257    ---
 Cockatrice            50      1     4      200      186    ---
 Green Dragon         354     72    16     5000     4068    Ice
 King Mummy           188     43    24     1000      984    Fire, Dia
 Mummy                 80     30    20      300      300    Fire, Dia
 Nightmare            200     30    24      700     1272    Ice
 Pyrolisk              44     20     4      500      423    Ice

There's only one floor. So listen up.

From the entrance, head north until you are able to go west. Head west, skip
the south path and continue on (you'll travel in a sideways S curve). You will
eventually reach a point with five breaks in the path (four plus the one that
you entered through). Start heading northwest and you'll reach another inter-
section. Head south and you'll enter a room with the following treasures:
WIZARD'S STAFF, RIBBON, 13,450 GIL, 6,400 GIL, 5,000 GIL and a DEFENDER sword.
Talk to the robot in here to get the WARP CUBE.

Leave by using the Exit spell or by walking out.


------------
: Relighting the Water Crystal - Onrac    ^[WATR5]
------------

Onrac is located to the east of the river that you find the Waterfall Cavern
on. Follow the river and you'll see a town. That's Onrac, so head on inside.

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          N/A

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   300                 Hi-Potion             150
 Sanctuary             750                 Ether                 150
                                           Remedy               1500
                                           Gold Needle           500
                                           Cottage              2000

White Magic - Level 7
 Spell       Cost    Class               Effect
--------------------------------------------------------------------------------
 NulDeath   30000    WW                  Enhances party's defense against death
 Healaga    30000    WW                  Restores a lot of HP to entire party

Black Magic - Level 7
 Spell       Cost    Class               Effect
--------------------------------------------------------------------------------
 Saber      30000    BW                  Raises caster's attack and accuracy
 Blind      30000    BW                  Blinds one foe with darkness

You can get some great spells here, but there's no armor or weapons shops. Have
fun with Healaga and Saber. NulDeath is a good spell, but its uses are somewhat
limited. Blind isn't the greatest spell, so feel free to drop it if you want.

The real reason you're here right now is because you'll have to come back here
eventaully. In the southeast corner, you'll find a barrel that's been rebuilt
as a submarine (which really makes you wonder HOW a wooden submarine would
survive the pressure at the bottom of the sea ... but whatever). Once you get
the oxyale, you can come back and face off against Kraken.


------------
: Relighting the Water Crystal - Gaia    ^[WATR6]
------------

Head back to Gaia (use the map if you need).

   Items obtained               Equipment obtained
  ----------------             --------------------
   *Oxyale                      N/A

Once you enter Gaia, watch the Faerie fly off. Now, head to the Sanctuary and
head east, following the path until you reach a spring. Talk to the Faerie and
it'll give you the Oxyale. With the Oxyale in hand, head back to Onrac.


------------
: Relighting the Water Crystal - Onrac    ^[WATR7]
------------

Head back to Onrac (use the map if you need).

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          N/A

In the southeast corner of Onrac, talk to the character in front of the barrel
and she'll ask you to save the mermaids. Talk to the barrel (although
personally I'd feel unsafe trying to reach the bottom of the ocean in a puny
wooden barrel, but whatever) and select "Yes".

Make sure you're ready to go with plenty of Hi-Potions, Ethers and Phoenix
Downs. The Sunken Shrine is a tricky area.


------------
: Relighting the Water Crystal - Sunken Shrine    ^[WATR8]
------------

Who would've thought? A dungeon at the bottom of the ocean! And the Fiend of
Water is down here, no less! Well, it's time to play garbage-player, because
you're here to take out the trash. >=)

   Items obtained               Equipment obtained
  ----------------             --------------------
   Antidote                     Diamond Armor
   99150 Gil (total)            Light Axe (x2)
   *Rosetta Stone               Mage's Staff
                                Diamond Armlet
                                Diamond Shield
                                Diamond Helm
                                Diamond Gloves
                                Giant's Gloves
                                Ribbon

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Deepeyes             304     30    16     3591     3591    Lightning
 Ghost                180     93    30      990      990    Fire, Dia
 Sahagin Chief         64     15     8      105      105    Lightning
 Sahagin Prince       204     47    20      882      882    Lightning
 Sea Scorpion         148     35    18      300      639    Lightning
 Sea Snake            224     35    12      600      957    Lightning
 Sea Troll            216     40    20      852      852    Lightning
 Shark                120     22     0       66      267    Lightning
 Water Elemential     300     69    20      800     1962    Ice
 Water Naga           356      9     8     2355     2355    Lightning
 White Shark          344     50     8      600     2361    Lightning

There's two things you HAVE to do here. The first is to defeat Kraken; the
second is to take the Rosetta Stone (in case you couldn't tell, it's in here).
I'll lead you to the Rosetta Stone first because it's shorter, then I'll lead
you to Kraken. You're free to skip the Rosetta Stone now, but you're going to
need it regardless of whether or not you want it, so I suggest getting it
now.

= 3F =    *Rosetta Stone*
Start by heading north. After you pass four pillars, head east and into the
door to nab 2000 GIL. Head back outside and return to the pillars. Before you
go anywhere, go all the way west and then head slightly north to find a door
that houses 9900 GIL. Now return to the pillars and head all the way north.
When you can't go any farther north, go east and you'll see a set of stairs.
Take them.

= 4F =
Follow the path south and then all the way west. Follow the wall around to the
north and eventually you'll hit a door with 20 GIL inside. Head outside and
start heading northwest, then northeast. Follow the path and you'll eventually
reach another room with a DIAMOND ARMOR in it. Head back to where you got the
20 Gil and head southwest as far as you can; you'll reach another door with a
LIGHT AXE in a chest. From outside of this room, head west and you'll pass by
a room with a MAGE'S STAFF inside and another door with 12350 GIL inside. In
the southeast corner you'll see some more stairs, so take them.

= 5F =
For the record, I never ran into any monsters on this floor, so I'm going to
say it's monster-free. On the other hand, this floor IS filled with mermaids
who all have something to tell you when you talk to them.

Think of this area as a set of 4x4 squares:

     1     2     3     4
     5     6     7     8
     9    10    11    12
    13    14    15    16

The stairs you start at are at 14. There isn't a room there, just the stairs.

Room 10 contains 9000 GIL, 1760 GIL, and a DIAMOND ARMLET.

Go northwest of Room 10 to find a path that leads to the other rooms.

Room 2 contains 2750 GIL. Room 3 contains 10,000 GIL and 10 GIL. Room 7 holds
4150 GIL. Room 8 has 5000 GIL. Room 15 has an ANTIDOTE. Room 16 contains a
DIAMOND SHIELD.

Head northwest of Room 1 to find a small path that leads around the map. It'll
lead you to Room 4 and the DIAMOND HELM, DIAMOND GLOVES and ROSETTA STONE
inside.

Now then, either walk back or use the Exit spell. Either way, you still need to
get back to 3F.

= 3F =    *Kraken Fight*
Instead of heading northeast to go get the Rosetta Stone, head northwest and
down the stairs.

= 2F =
Head slightly west and then all the way north. You'll find a set of stairs in
the northeast corner of this area, so take them.

= 3F =
Take the next set of stairs.

= 4F =
Take the next set of stairs in the southeast corner.

= 3F =
Head north into the room and pick up the 110 GIL and 450 GIL. Head south and
down the stairs.

= 2F =
Head west until you reach a north-south-west intersection. Head south and then
southwest and enter a room with 7690 GIL and 8135 GIL. Exit and head all the
way west to find another room with 5450 GIL, 385 GIL and the GIANT'S GLOVES.
Exit this room and start making your way north and you'll find another room
with a LIGHT AXE inside. Outside of this room, head east and you'll find yet
another room that contains a RIBBON, 9900 GIL, 7340 GIL and 2750 GIL. Head back
out and head slightly west, then north and northwest. Take the stairs.

= 1F =
Head west and then take the first path north that you find. Eventually you'll
find a path west, so take it. You'll reach a room, so enter it and make your
way to the northwest side of it. You'll find an exit more towards the middle-
west, so exit it and follow the path until you reach the next door. Inside the
door, HEAL UP BEFORE YOU TALK TO THE BLUE ORB. Prepare for the fight:

=======================================================
: Boss - Kraken                                 # 102 :
:-----------------------------------------------------:
: HP                  1800 : Weakness                 :
: Attack                50 :  Lightning               :
: Accuracy              90 :                          :
: Defense               60 : Resistance               :
: Agility               42 :  Quake        Fire       :
: Intelligence          32 :                          :
: Evasion               84 : Treasure                 :
: Magic Defense        160 :  Kikuichimonji           :
:                          :                          :
: Gil                 5000 :                          :
: EXP                 4245 :                          :
:                          :                          :
=======================================================

Kraken is weak to Lightning, so use that to your advantage. Buff up your own
evasion using Invisira or Invis (you can use the White Robe to case Invisira
if you have it). Protera will help, but it's really not needed if you have a
good set of Invis on your crew. I've fought Kraken a number of times and he
never uses spells, just strong physical attacks, so you shouldn't have to
worry about casting Nul-anything.

In the first round, your frontline fighter should use the Giant's Gloves that
you SHOULD have by now (if you don't, then you haven't been following my FAQ
too well). At any rate, have your crew cast Temper and Haste on that fighter,
and then have them attack. In the meanwhile, have someone cast Invis or
Invisira on your crew. Keep your HP high and have your frontline fighter attack
nonstop.

Keep up this pattern and Kraken will go down in no time. Light the crystal,
watch the Lifespring Grotto open and head out using the teleporter.


============================================================
: Relighting the Wind Crystal                    ^[WIND1] :
------------                                    ------------

Cutting down Kraken means that there's only one Fiend left. After running a few
errands around the world, you'll be all set to face Tiamat, the final Fiend.
The tasks you'll complete include a trip all around the world. Having the
Rosetta Stone will start the task (and you should have it if you've been
following my walkthrough). Also the obscene amounts of Gil you should have
(99150 Gil to be precise) from the Sunken Shrine will be more than sufficient
for the two Level 8 spells you should be getting as well.

Remember ... you NEED THE ROSETTA STONE, so go get it if you haven't already.
In any case, once you have the Rosetta Stone and you're ready to go, let's do
it.


------------
: Relighting the Wind Crystal - Melmond Graveyard    ^[WIND2]
------------

If you need help finding Melmond, use the world map by pressing B and SELECT.

   Items obtained               Equipment obtained
  ----------------             --------------------
   *Lufenian Langauge           N/A

In the northeast corner of Melmond, you'll find Dr. Unne. He'll take the
Rosetta Stone and translate it. As thanks, he'll teach you Lufenian, the
language he was trying to decipher. Now that you know Lufenian, you can speak
to the Lufenians in (take a guess) Lufenia!


------------
: Relighting the Wind Crystal - Lufenia Area    ^[WIND3]
------------

If you remember where Gaia is, you basically know how to get to Lufenia.
However, the only place to land your airship is far north of Lufenia, closer to
the body of the Hawk. Go to Gaia, then head south until you reach a small lake.
Northwest of that lake you'll find a small patch of green land that you can
land the airship on.

Hope you brought some Cottages along. It's a long walk from where you land to
Lufenia.

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Allosaurus           480     65    10      502     3387    ---
 Baretta              256     60    38      300     1428    ---
 Desert Baretta       352     98    48        1     2610    ---
 Hill Gigas           240     38    60      879      879    ---
 Minotaur Zombie      224     40    14     1050     1050    Fire, Dia
 Sand Worm            200     46    14      900     2683    ---
 Troll                184     24    12      621      621    Fire
 Tyrannosaur          600    115    10      600     7200    ---
 Winter Wolf           92     25     0      200      402    Fire
 Wyvern               212     30    12       50     1173    ---

I included the enemies around Mirage Tower in with the enemies around Lufenia.
I think it's easier that way. If it doesn't look like it belongs in a forest,
try looking for it in the desert.


------------
: Relighting the Wind Crystal - Lufenia    ^[WIND4]
------------

Lufenia is far to the south of where you land your airship. Use the map if you
need help.

   Items obtained               Equipment obtained
  ----------------             --------------------
   *Chime                       N/A

Shop List:
Inn/Sanctuary                             Item Shop
 Item                 Cost                 Item                 Cost
---------------------------               ---------------------------
 Inn                   N/A                 N/A
 Sanctuary             N/A

White Magic - Level 8
 Spell       Cost    Class               Effect
--------------------------------------------------------------------------------
 Full-Life  40000    WW                  Revives one ally and fully restores HP

Black Magic - Level 8
 Spell       Cost    Class               Effect
--------------------------------------------------------------------------------
 Flare      40000    BW                  Blasts all foes with light and heat

The best spells reside in Lufenia; if you have a Black or White Wizard, you
NEED to get these spells since they're the best Level 8 spells available. And
unless you've been totally blowing your Gil, there's really no reason NOT to
get them (unless, of course, your magic level is too low).

To get to the magic shop, head northeast from the entrance and when you see an
opening in the wall, head straight east to hit two shops; one for White Wizards
and the other for Black Wizards.

Also, before you go make sure to pick up the Chime from a Lufenian just east of
the entrance. Circle around from the entrance to speak to him (or her?) and
obtain the Chime.


------------
: Relighting the Wind Crystal - Mirage Tower    ^[WIND5]
------------

If you've been following my walkthrough, you have the Warp Cube, which is what
you need to obtain before heading into the Mirage Tower. If you don't have it,
go back to section [WATR4] and pick it up (don't forget the carat). Meet me
back here once you do. You also need the Rosetta Stone (found in section
[WATR8]) and have shown it to Unne (found in section [WIND2]).

From where you left the airship on your Lufenia trip, go straight south and you
will find another patch of green land. Land on it and head into the desert.
Smack in the middle of the desert you'll find a tower. That's the Mirage Tower,
so head on in.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Tent                         Aegis Shield
   Cottage                      Healing Helm
   83945 Gil (total)            Vorpal Sword
                                Thor's Hammer
                                Sun Blade
                                Dragon Mail

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Black Knight         260     44    38     1800     1263    ---
 Chimera              300     30    20     2500     2064    Ice
 Cockatrice            50      1     4      200      186    ---
 Guardian             200     25    40      400     1224    Lightning
 Hellhound            192     30     8      600     1182    Ice
 King Mummy           188     43    24     1000      984    Fire, Dia
 Medusa                68     20    10      699      699    ---
 Mummy                 80     30    20      300      300    Fire, Dia
 Nightmare            200     30    24      700     1272    Ice
 Pyrolisk              44     20     4      500      423    Ice
 Sabertooth           200     24     8      500      843    ---
 Vampire              280     76    26     2000     1200    Fire, Dia
 Weretiger            160     30    16      780      780    ---
 Wyrm                 260     40    22      502     1218    ---
 Wyvern               212     30    12       50     1173    ---

The Mirage Tower and the Flying Fortress allow for no breaks. Make sure you
arrive prepared to face both areas with plenty of Hi-Potions, Ethers, Remedies
and Phoenix Downs. Between Onrac and Gaia, you'll be able to stock up on all
the supplies you need before facing off against the two dungeons. You might
also want to get a few Cottages in case you need to warp out and don't want to
be left stranded with little to no HP/MP.

The Mirage Tower is also built like a clock. So you'll see me referring to
positions on the clock on 2F.

= 1F =
The stairway is due west of where you enter. All you need to do is head north
into the door and south through the west door and up the stairs. However, if
you enter the door and head north, you'll find a plethora of treasure, which
includes the following: 800 GIL, TENT, AEGIS SHIELD, 2750 GIL, 3400 GIL,
HEALING HELM, 18010 GIL and a VORPAL SWORD. Head up to the next floor when you
are ready.

= 2F =
You start at 6 o'clock and the exit is at 12 o'clock. Start by heading counter
clockwise until you pass the stairs (blocked by a wall) and keep going until
you reach 10 o'clock. You can either go up the stairs or follow the outline of
the black room until you find a door. Inside you'll find the following: 13000
GIL, 12350 GIL, THOR'S HAMMER, 7900 GIL, 8135 GIL, COTTAGE, 7600 GIL, SUN
BLADE, 10000 GIL and DRAGON MAIL. Once you have the treasure, head on up the
stairs.

= 3F =
Circle around and enter the room and get ready for:

=======================================================
: Mini Boss - Blue Dragon                       # 107 :
:-----------------------------------------------------:
: HP                   454 : Weakness                 :
: Attack                92 :  None                    :
: Accuracy              86 :                          :
: Defense               20 : Resistance               :
: Agility               48 :  Quake        Lightning  :
: Intelligence          28 :                          :
: Evasion               96 : Treasure                 :
: Magic Defense        200 :  None                    :
:                          :                          :
: Gil                 2000 :                          :
: EXP                 3274 :                          :
:                          :                          :
=======================================================

Really ... I'm not sure I should be counting the Blue Dragon as any sort of
boss by any stretch of imagination. Just use the Giant's Gloves on your main
fighter, kill it within 2-3 turns (more if you're really terrible at this game)
and move on.

The Blue Dragon can attack your entire team at once. Not a problem if you have
a Healing Helm (which you should have 2) and a Healing Staff (you should have
it by now as well).

Step on the pad after killing the Blue Dragon and move on to ...


------------
: Relighting the Wind Crystal - Flying Fortress    ^[WIND6]
------------

There's really nothing you need to do to find the Flying Fortress. You warp
straight to it from the Mirage Tower.

   Items obtained               Equipment obtained
  ----------------             --------------------
   Potion (x2)                  Protect Ring (x2)
   Gold Needle (x2)             Healing Helm
   Cottage                      Razer
   93685 Gil (total)            Diamond Gloves
   *Adamantite                  Ribbon
                                Diamond Shield
                                White Robe
                                Black Robe
                                Protect Cloak
                                Clothes
                                Sasuke's Blade

Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Air Elemential       358     53     4      807     1614    ---
 Black Flan           156     49   255      900     1101    Fire
 Black Knight         260     44    38     1800     1263    ---
 Chimera              300     30    20     2500     2064    Ice
 Clay Golem           176     64     7      800     1257    ---
 Dark Fighter         200     40    38     3420     3420    ---
 Death Knight         190     55    32     3000     2700    ---
 Earth Medusa          96     11    12     1218     1218    Fire
 Evil Eye             162     30    30     3225     3225    ---
 Fire Hydra           182     20    14      400     1215    Ice
 Guardian             200     25    40      400     1224    Lightning
 Manticore            164     22     8      650     1317    ---
 Medusa                68     20    10      699      699    ---
 Mindflayer           112      1    12      999      822    ---
 Neochu               344     35    32      500     3189    ---
 Nightmare            200     30    24      700     1272    Ice
 Rakshasa             110     20    30      800      603    ---
 Soldier              400    102    48     2000     4000    Lightning
 Spirit Naga          420      7    16     4000     3489    ---
 Stone Golem          200     70    16     1000     2385    ---
 Vampire Lord         300     90    28     3000     2385    Fire, Dia

The Flying Fortress is set up like a clock on most of its floors. So you'll see
me refer to clock hands.

= 1F =
You start in the center of the area. Go to 3 o'clock to find 5000 GIL, a
PROTECT RING, 6720 Gil, HEALING HELM and 180 GIL. Return to the center and go
to 6 o'clock to find a RAZER (a sword that your Knight, Ninja or Red Wizard can
equip, but can also be used to cast Scourge when used as an item). Return to
the center and go to 9 o'clock to find 9900 GIL, POTION, 4150 GIL, and 7900
GIL. Return to the center and head to 12 o'clock to head to the next floor.

= 2F =
You start at 12 o'clock, so head south until you reach a giant crossroads. Go
to 1 o'clock to find some DIAMOND GLOVES. Go to 3 o'clock to find a RIBBON and
DIAMOND SHIELD. Go to 5 o'clock to find a WHITE ROBE and BLACK ROBE. Go to 7
o'clock to find the ADAMANTITE (a valuable metal that will serve you well later
on). Go to 9 o'clock to find 800 GIL and 13,000 GIL. Go to 11 o'clock to find a
MYTHRIL HELM and a COTTAGE. The exit is at 6 o'clock.

= 3F =
You start out in the center area. Slightly southeast from where you start, you
can talk to the robot and look out over the entire world. Looking at the globe
will also point you towards your next objective, but it really doesn't matter
since you have this FAQ. :)

Go to 3 o'clock to find a PROTECT CLOAK, CLOTHES, 6400 GIL, GOLD NEEDLE, 9500
GIL and 8135 GIL. Go to 12 o'clock to find a POTION, 9000 GIL, PROTECT RING and
5450 GIL. Go to 9 o'clock and take the north path to find a GOLD NEEDLE, 4150
GIL, 3400 GIL, and SASUKE'S BLADE. From there, you can circle around south and
take the exit.

= 4F =
This floor is rather easy. It's laid out like the 4x4 grid you've seen quite a
few times before. The only difference here is that you can't go inside the
rooms because there's nothing to go into.

Go left two "rooms" and then north until you reach the next area.

= 5F =
It's a straight shot to Tiamat. However, there's also another boss lying in
wait on this floor. It comes in an EXTREMELY rare random encounter, but in
all cases, you should be prepared to face:

=======================================================
: Boss - Death Machine                          # 118 :
:-----------------------------------------------------:
: HP                  2000 : Weakness                 :
: Attack               128 :  None                    :
: Accuracy             200 :                          :
: Defense               80 : Resistance               :
: Agility               48 :  Quake        Fire       :
: Intelligence          50 :  Lightning    Ice        :
: Evasion               96 :  Stone        Paralysis  :
: Magic Defense        200 :  Poison       Darkness   :
:                          :  Sleep        Silence    :
: Gil                32000 :  Confusion    Mind       :
: EXP                32000 :  Death                   :
:                          :                          :
:                          : Treasure                 :
:                          :  Genji Armor             :
:                          :                          :
=======================================================

Take a look at Death Machine's stats, then go to Tiamat's. In terms of overall
stats, Death Machine is actually the stronger boss in this dungeon.

Treat Death Machine exactly like every other boss you face. Protect and Invis
should be your first priorities. Then use the Giant's Gloves, Haste and Temper
on your main fighter. Have them attack as soon as you can. Use Heal-type spells
or items as much as you can to maximize your team's healing coverage; you'll
see just why in a second.

Death Machine hits hard. My team was at Level 22 when facing him and they had
an average of 530-550 HP. Death Machine was able to hit one character for
anywhere between 150-300 HP with his main attack. Death Machine also has a Nuke
spell that can instantly shave 300-400 HP off all your characters. Which is
why you'll want to use items that cast Heal instead of using a spell that casts
Cura/Curaga/Curaja; Heal items will allow you to heal your team all at once
without worry about focusing on individual characters. This leaves your team
more areas where they can attack.

Death Machine can hit hard, but he's not overly difficult. Just finish the
battle as soon as you can and move on. Head to the northern section of 5F to
face the boss that you're supposed to face:

=======================================================
: Boss - Tiamat                                 # 119 :
:-----------------------------------------------------:
: HP                  2400 : Weakness                 :
: Attack                53 :  Stone        Poison     :
: Accuracy              80 :                          :
: Defense               80 : Resistance               :
: Agility               36 :  Quake        Fire       :
: Intelligence          45 :  Lightning    Ice        :
: Evasion               72 :                          :
: Magic Defense        200 : Treasure                 :
:                          :  None                    :
: Gil                 6000 :                          :
: EXP                 5496 :                          :
:                          :                          :
=======================================================

If you just got done facing Death Machine, Tiamat should prove to be no problem
(unless you forgot to heal up and Death Machine left you hurting). Or so you
might think.

Buff up your team with as many Nul-anything spells as you can. Tiamat has an
array of elemential spells that will definitely leave your team hurting if you
don't. Any Curtain-type items (Light Curtain, Red, White or Blue Curtains) will
cast the spells for you in case you have any characters incapable of casting
White Magic. Don't even bother buffing up your attack power until you get your
magic defenses up.

Tiamat usually uses attacks that hit your entire team, such as Thunderbolt,
Poison Gas, Icestorm and Blaze. I've also run the game for quite a few turns
and it seems that Tiamat follows that distinct pattern: Thunderbolt, Poison
Gas, Icestorm, Blaze, then back to Thunderbolt. You can use this to your
advantage because more than likely, one character will recieve a turn before
Tiamat, so you should have that character use a Blue Curtain to reduce
Thunderbolt's damage.

Once you have a defensive curtain up, use the Giant's Gloves, Temper and Haste
on your primary fighter, then have them attack. One character should be on
permanent heal duty, using either your highest level Heal spell or items that
can cast Heal-type spells. If you need more characters on Heal duty, feel free
to dedicate more characters to it. Keeping your team alive should take
precedence over causing massive damage. Besides, since Tiamat doesn't really
deviate from his attack pattern, so you can slowly chip away his life as long
as you keep your team alive.

Keep up the attacks and sufficent healing and Tiamat will eventually go down.
With the deed done, your team will relight the Wind Crystal, the Whisperwind
Cove will open up and you'll be able to exit via the teleporter behind the Wind
Crystal.


============================================================
: The Final Battle                                ^[LAST1] :
------------                                    ------------

The time to end the battle has come. After defeating all the Fiends, the final
destination has been revealed; it's the Chaos Shrine! You need to head there
and face off against the real antagonist. Leaving the battle now would only
result in failure, which is unacceptable. Only after beating this final boss
can peace truly be restored. Reconstruct your full inventory if you need, then
head out to face off.


------------
: The Final Battle - Battle Preparations    ^[LAST2]
------------

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          Excalibur

This section will go over what you will most likely want to bring alone for the
final area. If you think you are sufficiently equipped, feel free to skip this
section and jump ahead. However, keep in mind that you'll also skip over a good
sword for a Knight, which is listed in the beginning of this section.

The following are items you should bring along:

Potions (99), Hi-Potions (99), Ethers (99), Phoenix Downs (at least 20 if you
can), Remedies (at least 40 if you can)

I recommend Potions because they're useful for outside of battle when you're
being left alone; Hi-Potions are also useful for the same reason; Ethers are
essential for your mages MP; Phoenix Downs aren't as essential, but still
important at the same time; Remedies will replace all the other status-
healing items in your inventory so you can sell the others if you choose.

Hi-Potions, Ethers, Phoenix Downs and Remedies can be purchased in Onrac.
Potions can be bought in Cornelia, which is right next to your destination.
You may choose to purchase a few Cottages if you wish, but it's not essential
since there's no spot for you to use them inside the Chaos Shrine.

Before you go, you'll want to visit Mt. Duergar and see the swordsmith in
there; he is directly west of Mt. Duergar's entrance. Use the map if you need
help. Talk to the smith with the Adamantite (which you have if you've been
following this FAQ) and he'll make you the Excalibur.

Also, if you so choose, you can complete the Soul of Chaos dungeons right now,
if you like. The equipment you obtain inside will be invaluable to the coming
battle, but if your levels are anything beyond 30, you won't need them to beat
Chaos.

With everything in order, you're now ready to move on.


------------
: The Final Battle - Chaos Shrine    ^[LAST3]
------------

If you seriously need help finding the Chaos Shrine ... well ... let's just say
you might want to question your Final Fantasy memory since it's the second area
you visit in the game. Use the map if you REALLY need to.

   Items obtained               Equipment obtained
  ----------------             --------------------
   N/A                          N/A

You should already have all the stuff you need from here. All you need to do is
approach the black crystal ball in the center of the area, behind where you
fought Garland. Talk to it and you'll be able to travel 2000 years into the
past, where the true enemy lies.


------------
: The Final Battle - Chaos Shrine    ^[LAST4]
------------

This is it. The final battle lies ahead. The Chaos Shrine is in pristine
condition since it's 2000 years younger. However, you're not here to appreciate
the upholstery, you're here to fight.

   Items obtained               Equipment obtained
  ----------------             --------------------



Monsters encountered
 Monster               HP    ATK   DEF      Gil      EXP    Weakness
--------------------------------------------------------------------------------
 Basilisk             196     30    20      658     1977    ---
 Black Knight         260     44    38     1800     1263    ---
 Chimera              300     30    20     2500     2064    Ice
 Clay Golem           176     64     7      800     1257    ---
 Dark Fighter         200     40    38     3420     3420    ---
 Dark Wizard          105     26    40     1095     1095    ---
 Death Eye            360    120    60        1        1    Fire, Dia
 Dragon Zombie        268     56    30      999     2331    Fire, Dia
 Earth Elemential     288     66    20      768     1536    Fire
 Earth Medusa          96     11    12     1218     1218    Fire
 Fire Gigas           300     73    20     1506     1506    Ice
 Fire Lizard          296     31    18     1200     2472    Ice
 Green Dragon         354     72    16     5000     4068    Ice
 Ice Gigas            336     60    16     1752     1752    Fire
 Iron Golem           304     93   100     3000     6717    ---
 Lava Worm            280     50    31      400     1671    Ice
 Purple Worm          448     65    10     1000     4344    ---
 Red Dragon           248     75    30     4000     2904    Ice, Stone, Poison
 Rhyos                350     40    18     5000     4584    Ice
 Sahagin Prince       204     47    20      882      882    Lightning
 Sea Scorpion         148     35    18      300      639    Lightning
 Sea Snake            224     35    12      600      957    Lightning
 Sea Troll            216     40    20      852      852    Lightning
 Stone Golem          200     70    16     1000     2385    ---
 Vampire              280     76    26     2000     1200    Fire, Dia
 Vampire Lord         300     90    28     3000     2385    Fire, Dia
 Water Elemential     300     69    20      800     1962    Ice
 White Dragon         200     53     8     2000     1701    Fire, Lightning
 White Shark          344     50     8      600     2361    Lightning
 Winter Wolf           92     25     0      200      402    Fire

There are a few tips I should give you before undertaking this dungeon. First
off, try to conserve your MP. Even if you have 99 Ethers, they can burn up
rather quickly. If you can, use items to heal instead of using MP. You have
plenty of them: the Healing Helm and Healing Staff. Even though they're slow,
they get the job done without spending any MP. They're also an excellent way to
conserve Potions and Hi-Potions. Simply find a weak group of enemies, kill all
but one and then have at it with the Heal items.

Also, items can be extremely useful, such as items that cast Nul-anything. Feel
free to use them if necessary, but keep in mind that they will also come in
handy later on when you fight the bosses.

Lastly, a lot of the enemies here are weak to some sort of element. Exploiting
those weaknesses will definitely help you in the long run. Also, unless you've
sold all your extra equipment, you should have plenty of items that cast
elemential spells. Use those to your advantage.

Now then, that's all the advice I have to give. Let's move on ...

= 1F =
From the entrance, head south as far as you can, then go east. You'll find a
stairway in the southeast corner, so take it.

= 2F =
Head straight east and take the stairway.

= 3F =
From the entrance, head south until you reach the southwest corner. From there,
go east until you reach the center of this floor (you'll know you're there
because you'll see a line of pillars leading to a doorway). Enter the doorway
and face off against:

=======================================================
: Mini Boss - Death Eye                         # 121 :
:-----------------------------------------------------:
: HP                   360 : Weakness                 :
: Attack               120 :  Fire         Dia        :
: Accuracy             150 :                          :
: Defense               60 : Resistance               :
: Agility               12 :  Quake        Ice        :
: Intelligence          35 :  Stone        Paralysis  :
: Evasion               24 :  Poison       Darkness   :
: Magic Defense        160 :  Sleep        Silence    :
:                          :  Confusion    Mind       :
: Gil                    1 :  Death                   :
: EXP                    1 :                          :
:                          : Treasure                 :
:                          :  Elixer                  :
:                          :                          :
=======================================================

Okay, the Death Eye isn't a huge threat since you can kill it within 1-2 turns.
The only real reason it's here as a mini-boss is because it's a forced fight.
However, if you leave it alone, it can use some rather nasty spells on you like
Stop, Warp, Break, Death, Hold, Silence, Slow and even Dispel, just to name a
few, some of which can instantly KO teammates. Kill it quickly (don't even
bother trying to build up offense or defense) to defeat the threat before it
even becomes a threat.

After you defeat the Death Eye, open the chests in the northwest and northeast
corners for a Dry Ether and an Elixer. Then stand in front of the tablet and
talk to it to activate a short scene and move on.

= 2F =
Head south and outside the door and then to the southwest corner. After you
reach the southwest corner, head to the northwest corner to find a set of
stairs. Take them.

= 1F =
You start in the northeast corner and your destination is the northwest corner.
Head there and take the stairs.

= B1 =
You start in the southwest corner and your destination is the southeast corner.
However, it's not a straight shot; you have circle all the way around to the
northwest corner, then the northeast corner, then to the southeast corner.
Before you approach the stairs, HEAL UP! Also, it really helps if you have
Protect Rings as they'll guard against instant-death attacks. In addition, a
Ribbon on a character with low Magic Defense (like a Knight or Master) will
help against other spells. Once you're all healed up and equipped, approach the
stairs (it doesn't matter what direction you approach them from since there's
encounter squares on all sides) and get ready to face:

=======================================================
: Boss - Lich                                   # 124 :
:-----------------------------------------------------:
: HP                  2800 : Weakness                 :
: Attack                50 :  Dia                     :
: Accuracy              64 :                          :
: Defense               80 : Resistance               :
: Agility               24 :  Ice          Stone      :
: Intelligence          34 :  Paralysis    Poison     :
: Evasion               48 :  Darkness     Sleep      :
: Magic Defense        140 :  Silence      Confusion  :
:                          :  Mind         Death      :
: Gil                    1 :                          :
: EXP                 2000 : Treasure                 :
:                          :  None                    :
:                          :                          :
=======================================================

Lich has an entire new lineup of spells (much deadlier spells) to throw at you
which include Flare, Warp, Stop and Kill. It also seems like Lich loops those
spells. With Protect Rings equipped on your team, Kill becomes ineffective. A
Ribbon will protect a low Magic Defense character (my Knight had troubles in
this fight) from Warp and Stop. This essentially makes Flare the only real
threat in this fight.

Your equipment is more of what creates your defense in this fight, not your
spells. With a Ribbon and Protect Ring on a character, they only have to fear
Flare.

Have your strongest fighter use the Giant's Gloves and place everyone else on
Heal spell/item priority. When your fighter is beefed up, attack away. Lich
will go down soon enough. When the battle is complete, move on to the stairs.

= B2 =
Jag south, then go west between the pillars, then north and into the door.
Follow the path and take the first east path that you can. Head past the
raised floor area and keep going until you're surrounded by four smaller rooms
with no doors. Head south to find another door. Keep going south until you
reach some more pillars. Head west, but dont' go towards the stairs yet. Head
south and you'll find two doors. The left door houses a PROTECT RING and a
SASUKE'S BLADE waaaaaay down the path. The right door holds a PROTECT CLOAK and
a MEGALIXER. Before you go back to the stairs, be sure you have Protect Rings
and Ribbons equipped. Because once you approach the stairs, you'll face:

=======================================================
: Boss - Marilith                               # 125 :
:-----------------------------------------------------:
: HP                  3200 : Weakness                 :
: Attack                60 :  None                    :
: Accuracy              63 :                          :
: Defense               80 : Resistance               :
: Agility               30 :  Fire         Lightning  :
: Intelligence          41 :  Ice          Stone      :
: Evasion               60 :  Poison                  :
: Magic Defense        183 :                          :
:                          : Treasure                 :
: Gil                    1 :  None                    :
: EXP                 2000 :                          :
:                          :                          :
=======================================================

Marilith (like Lich here) has a new lineup of spells. I saw Firaga, Death and
Stun just to name a few. However, with a Protect Ring and a Ribbon on your
weakest Magic Defense character (or more than one if you like), Death and Stun
become useless, which makes Firaga your only real threat. Even then, a well-
placed Healaga spell (or multiple characters on Heal-item duty) is more than
enough to nullify any bad effects you might suffer.

All you really need to do is beef up your frontline fighter and have the other
three do whatever they like (except pick their butt since nobody likes that).
I never had Marilith attack me physically, so I wouldn't worry about it too
much.

Once Marilith is gone, head down the stairs.

= B3 =
This area is confusing so listen up!

From the entrance, head south and into the door. Then east and out the other
door. Head south and into a door to the west. Follow the path to the south end
and take that door out. Head slightly east and then north and into yet another
door. Head west and take the first door south you see. Once you're done, head
all the way south and HEAL UP. Once you've done so, head east to face:

=======================================================
: Boss - Kraken                                 # 126 :
:-----------------------------------------------------:
: HP                  3600 : Weakness                 :
: Attack                60 :  None                    :
: Accuracy             114 :                          :
: Defense               80 : Resistance               :
: Agility               49 :  Quake        Fire       :
: Intelligence          41 :                          :
: Evasion               98 : Treasure                 :
: Magic Defense        200 :  Eye Drops               :
:                          :                          :
: Gil                    1 :                          :
: EXP                 2000 :                          :
:                          :                          :
=======================================================

As irritating as this is ... I made this battle DRAG on (literally, for this
FAQ's purposes, I went at least 100 rounds since I used all 99 of my Potions
and then switched my Knight to Healing Helm duty). At any rate, the ONLY thing
Kraken did the enitre fight was cast Thundara. When it only does 152 damage
(to my Ninja ... everyone else took less damage), my White Wizard used a Rune
Staff for 134 HP and my Ninja used a Healing Helm for 56 HP. My team was
completely invincible against Kraken's Thundara.

I put a Sage's Staff (for a total of 24 ATK) on my Black Wizard and let him go
to town on Kraken. My Black Wizard was dealing roughly 25-30 damage. Yes ... I
beat Kraken with a puny 25-30 damage per round because everyone else was on
Heal duty.

Um ... there's really not much to do here if you experience the same scenario
that I did. Kraken's fight was rather depressing because his attacks became so
predictable. All you really need to do is attack and have enough healing going
on to nullify Kraken's attack.

Well ... when you win, feel free to move on.

= B4 =
If you take the north path, you can just head east and face off against this
floor's boss. However, if you skip straight to the boss, you'll miss out on the
Masamune hidden on this floor. Head south and continue to head southeast until
you reach a small room in the far southeast corner. Enter the room and pick up
the Masamune.

Back in the northwest corner, head east along the path and prepare to face:
 
=======================================================
: Boss - Tiamat                                 # 127 :
:-----------------------------------------------------:
: HP                  5500 : Weakness                 :
: Attack                75 :  None                    :
: Accuracy              85 :                          :
: Defense               90 : Resistance               :
: Agility               45 :  Quake        Fire       :
: Intelligence          38 :  Lightning    Ice        :
: Evasion               90 :                          :
: Magic Defense        200 : Treasure                 :
:                          :  Rune Staff              :
: Gil                    1 :                          :
: EXP                 2000 :                          :
:                          :                          :
=======================================================

Tiamat has some nasty spells, including Scourge, Fira, Blizzara, Thundara.
Since Scourge is an instant-death spell, a Protect Ring will protect you. Feel
free to cast NulBlaze, NulFrost or NulShock if you so wish, but a good Heal
team will fix up any spell Tiamat can throw at you.

Buff up your frontline fighter and have them attack. Keep others on either Heal
duty or NulBlaze/Frost/Shock duty if you so wish. Tiamat will go down after you
hammer away at him long enough.

Once Tiamat's through, head farther east and down the stairs.

= B5 =
Head south and circle around the giant room here. You'll see a door on the
south end of the room, so enter it and HEAL UP and SAVE!!

Talk to the figure in the middle of the room and you'll face off against:

=======================================================
: Boss - Chaos                                  # 128 :
:-----------------------------------------------------:
: HP                  5500 : Weakness                 :
: Attack                75 :  None                    :
: Accuracy              85 :                          :
: Defense               90 : Resistance               :
: Agility               45 :  Quake        Fire       :
: Intelligence          38 :  Lightning    Ice        :
: Evasion               90 :                          :
: Magic Defense        200 : Treasure                 :
:                          :  Rune Staff              :
: Gil                    1 :                          :
: EXP                 2000 :                          :
:                          :                          :
=======================================================

Chaos has a wide variety of spells, including Slowra, Firaga, Blizzaga,
Thundaga, Blizzara and Flare. He can also cast Haste and Curaja on himself.
However, I never had Chaos attack me, so using Invisira on the team seemed
rather useless (not to mention Chaos' Haste being useless as well since it
affects one's physical attacks).

Cast Haste and use the Giant's Gloves on your frontline fighter and have them
attack. Have the other teammates either buff up your magic defense by casting
NulBlaze/Frost/Shock (or using their respective items) or keeping them on Heal
duty.

After so many turns, Chaos will cast Curaja on himself, healing 9999 HP. It's
your duty to make sure that you deal more than 9999 damage between his Curaja
casts. Which shouldn't be a problem if you use Haste/Temper/Giant's Gloves
before attacking.

I think it fair to forewarn you that Flare will damage your team rather greatly
so keep your HP as high as you can.

After you damage Chaos enough, he'll go down and the game will end.


------------
: The Final Battle - Epilogue    ^[LAST5]
------------

In case you don't get the ending, I'll try to make it clearer for you here.
Keep in mind that these are just my interpretations, but I'll back them up with
as much evidence as I can. After all ... I've been playing Phoenix Wright
lately. :)

Here's the final text. They've been numbered because I refer to them in my
interpretation:

  1  The time loop was severed at last ...

  2  The endless struggle that raged over
  3  two thousand years had ended, and
  4  peace prevailed once more.

  5  The light of the four Crystals
  6  restored the forces of wind, water,
  7  earth, and fire.

  8  It was a mere trick of fate
  9  that had given rise to the
 10  chain of Garland's wrath.

 11  But magnified by the four forces
 12  meant to guide our world, 
 13  that trick of fate also gave birth
 14  to the Fiends.

 15  Monsters ran rampant and the world
 16  sank into darkness ...

 17  But all that is now past.

 18  With the four forces flowing
 19  as they were meant,
 20  the Warriors prepared to cross
 21  time and return to the world they
 22  knew - a world where Princess Sarah,
 23  Queen Jayne, and even Garland
 24  himself await.

 25  When was this fateful day
 26  that sent time spiraling
 27  into a loop?

 28  None can say.

 29  It seemed the cycle into which
 30  time had fallen would last forever.

 31  But the bravery of four young
 32  travelers changed that. They took
 33  the forces that filled the world with
 34  darkness, and used them to
 35  bathe the world in light.

 36  None will ever recall
 37  the struggle the four endured,
 38  for the breaking of the chain
 39  means that it never existed.

 40  But within the tales of fantasy
 41  that people tell, the memory
 42  of their deeds lives on ...

 43  Tales of dwarves and elves,
 44  of dragons and shining civilizations
 45  that reached for the heavens even
 46  as they fell.

 47  And now their return is upon us.

 48  With the memory of their struggle
 49  buried deep in their hearts, they
 50  will quietly watch over the world.

 51  Remember always that the forces
 52  of the world must be used as
 53  they were intended - that the
 54  power of light must never be
 55  used for dark, and that the true
 56  Crystals reside in your heart.

 57  For you are the warrior who
 58  crossed time.

 59  You are the bringer of light ...

My interpretation:

I'll begin on lines 8-14. It seems that the power of the Crystals was beginning
to weaken, which allowed the Fiends to rise up and wreak havoc on the world. It
also allowed them to surpress the remaining power of the Crystals. Keep in mind
that this process does NOT begin immediately before the game starts, since it's
stated in-game that the Fiends have been wreaking their havoc for the past 400+
years.

On lines 15-16, it states that monsters began to roam and that the world sank
into darkness, probably due to the rise of the Fiends. This is also supported
at the very beginning of the game, in case you decided to watch the intro
scene.

Before the game begins, Garland goes renegade and kidnaps Princess Sarah.
Lukahn makes his legendary prophecy, which is actually stated in the beginning
of this document. The Warriors of Light then appear, each with a Crystal in
their hand. To prove they really are the Warriors of Light, the King charges
them to defeat Garland and rescue Sarah (described in-game).

The Light Warriors defeat Garland and rescue Sarah. However, it's not over for
Garland quite yet. He should be dead, but the Fiends send him back in time
where he becomes Chaos. Chaos sends the Fiends to the future (approxamately
1400-1200 years to the future, since the Fiends wake up in approxamately 200
year intervals) (described in-game).

This is where the time loop comes into play. Somewhere along the line, the
Light Warriors are defeated, meaning that Chaos won't be defeated in the past.
This means that Chaos can terrorize the past and send the Fiends to the future.
In the future (our present), the Fiends are allowed to wreak their havoc and
send Garland back in time to become Chaos (described in-game).

This is where you, the player, enter the picture. You break the time loop by
defeating Garland, returning the light to the Crystals (as described in lines
5-7) and go back in time to defeat Chaos, which breaks the time loop. I'm
assuming that you defeat Chaos before he can send the Fiends to the future,
which would essentially break the time loop. Since Chaos is defeated, he can't
send the Fiends to the future, which means they can't wreak havoc and send
Garland back in time.

The Light Warriors remember what they've done (as described in lines 48-50),
but nobody else does since breaking the loop essentially nullifies its
existence (described in lines 36-39). However, it seems that the tales of their
heroics will still remain (described in lines 40-42).

That's my interpretation. If you have a problem with it, feel free to email me,
but make sure you include evidence of what you're claiming (location, character
you heard a quote from, point in the game, every detail you can give).
Otherwise I'll most likely disregard it and toss it away.


============================================================
: Frequently Asked Questions                        ^[FAQ] :
------------                                    ------------
========================================================== (80 characters) =====

============================================================
: Frequently Asked Questions                        ^[FAQ] :
------------                                    ------------

If you have a question on how to play the game, check here first. The answer
to your question can probably be found here.

In addition, this FAQ has gotten fairly extensive. I've decided to implement
the Keyword System here too. You'll see the question and its corresponding Key-
word with it. Use it the same way you would any other section in this FAQ, and
don't forget the carat (^). :)

( Yes, these ARE the same questions found on the Final Fantasy I&II Dawn of )
( Souls Message Board, modified for this FAQ )

This FAQ will cover the following questions:

[Q000] How do I access the Map?
[Q001] What is the Class Change?
[Q002] How do I Class Change?
[Q003] What are the benefits of the Class Change?
[Q004] How come my Monk isn't doing any damage?
[Q005] How come my Monk's DEF drops when I put armor on him?
[Q006] What's the Ship game?
[Q007] Is the White Mage really female?
[Q008] I'm stuck in a Soul of Chaos dungeon. Help!

Now then, let's do it.

+------------------------------------------------------------------------------+

[Q] How do I access the Map?     ^[Q000]

[A] The Map is one of the most useful items in the game. To see it, hold down
    the B button and press SELECT. You can access the map from the very start
    of the game.

+------------------------------------------------------------------------------+

[Q] What is the Class Change?     ^[Q001]

[A] The Class Changing Quest is completely optional. However, it's rather
    beneficial to you. It gives all your characters some shiny new sprites and
    new class names. In addition, you'll be able to access better weapons and
    armor, and your mages will be able to learn better spells.

If you want all four Light Warriors to CC at the same time with the lowest
level possible, the lowest level you can do it at (and have all 4 the same
level) is Level 11. Trust me when I say you can't get any lower than 11.

+------------------------------------------------------------------------------+

[Q] How do I Class Change?     ^[Q002]

[A] To begin, you MUST have defeated the Lich in the Cavern of Earth. This
    will allow you to obtain the canoe (you can't get it until you defeat
    Lich), and the Ship, the only two items required to start the quest.

1. To get the Canoe, go Crescent Lake (located southwest from the Cavern of
  Earth) and talk to the Elders on the eastern side of the town.

2. With the Canoe in hand, go to the Ice Cavern (go back to your ship, head
  north to the next port) and follow the river. Complete the Ice Cavern and
  pick up the Levistone.

3. With the Levistone in your possesion, go to the desert south of Crescent
  Lake (you have to jump directly from your Ship to the Canoe) and enter the
  middle of the desert. You'll see a cutscene and obtain the Airship.

4. Now that you have the Airship, the world is yours for the taking! Take a
  look at the map and look at the middle-top of the map. To the left are the
  Dragon Caves, where you'll get the actual upgrade. To the right is the "Left
  Wing of the Eagle". Land on the left wing and walk a long-ass way to get to
  the Cidatel of Trials.

5. Complete the Cidatel of Trials to obtain the Rat's Tail.

6. Take the Rat's Tail and go to the Dragon Caves. Land on the island with 2
  holes. Inside one of them you'll find Bahamut, the King of Dragons. With the
  Rat's Tail, he'll Class Change your characters.

Congratulations! You're now class changed!

+------------------------------------------------------------------------------+

[Q] What are the benefits of the Class Change?     ^[Q003]

[A] Each class has a different effect when you CC them.

Warrior -> Knight: Knights can cast White Magic from Level 1 to Level 3. They
  will also gain MP when they level up.

Thief -> Ninja: Ninjas can cast Black Magic from Level 1 to Level 4, including
  the ever-useful Temper and Haste! They will also gain MP when they level up.

Monk -> Master: The Master gains Magic Defense when he levels up. However, the
  Master will NEVER be able to max out his MDEF, even with a Level 11 CC.
  However, every bit of MDEF he gets is still helpful.

White Mage -> White Wizard: White Wizards gain the ability to cast ALL White
  Magic, given that your level is high enough. Curaja, Healaga and Holy are
  extremely useful spells for White Wizards.

Black Mage -> Black Wizard: Black Wizards gain the ability to cast ALL Black
  Magic, given that your level is high enough. Flare and Break are useful
  spells for the Black Wizard. Saber will make your Black Wizard into a decent
  melee fighter as well.

Red Mage -> Red Wizard: Red Wizards gain the ability to cast more powerful
  spells. White Magic spells gained are Blink, Vox, Life, Exit, Protera,
  Invisira, NulDeath. Black Magic spells gained are Scourge, Teleport,
  Thundaga, Blizzaga.

+------------------------------------------------------------------------------+

[Q] How come my Monk isn't doing any damage?     ^[Q004]

[A] Let's face it, your Monk is doing crap for damage. Even your Black Mage is
    doing more melee damage than your Monk.

Take the weapon you have off your Monk. Let him fight bare-handed. You'll be
able to see some real power then. Or take a look at blacksniper's Monk Usage
Guide.

+------------------------------------------------------------------------------+

[Q] How come my Monk's DEF drops when I put armor on him?     ^[Q005]

[A] The Monk is built to confuse the hell out of you. To put it simply, the
    Monk is best suited when he has no armor and no weapon equipped.

That's right. Take off the armor. All of it. The ONE piece of beneficial
equipment you have for a Monk or Master is the Ribbon. That's it. Or take a
look at blacksniper's Monk Usage Guide.

+------------------------------------------------------------------------------+

[Q] What's the Ship game?     ^[Q006]

[A] When you're on the Ship (NOT the Airship) and sailing away on the deep
    blue sea, hold down the B button and press the A button 23 times. The
    screen will change and you'll be able to play the 15 game.

The entire point of the game is to move the tiles and get them to read in the
correct order. When the tile turns red, it's in the correct spot. If it's blue,
it's not in the correct spot.

Just move any tile into the empty slot. You can only move one at a time
anyways.

+------------------------------------------------------------------------------+

[Q] Is the White Mage really female?     ^[Q007]

[A] The question of "Is the White Mage female?" is widely debated with the
    updated FF1 graphics found in Origins and later Dawn of Souls.

The answer? It's completely up to you. When you Class Changed in the original
FF1 (for the NES), the characters were pretty much undisputably male. You can
call them all male or all female, it's totally up to you. Yes, even the Monk
could be considered female, but it would take some imagination. @_@

For the purpose of this document, they'll all be referred to as male.

+------------------------------------------------------------------------------+

[Q] I'm stuck in a Soul of Chaos dungeon. Help!     ^[Q008]

[A] In the Soul of Chaos dungeons, you don't die. Period. Even if your team
    gets annihilated, you'll just appear outside of the dungeon you're in and
    everyone will be at 1 HP.

Keep in mind, this doesn't work in any other dungeon. Only the Earthgift
Shrine, Hellfire Chasm, Lifespring Grotto and Whisperwind Cove. Being defeated
in any other area will result in a Game Over.

+------------------------------------------------------------------------------+


======================================================================
: blacksniper's Guide-to-not-having-a-sucky-Monk/Master     ^[MONK1] :
------------                                              ------------

Yes, you read this title right. My friend blacksniper has written his own guide
on how to (basically) not have your Monk/Master suck. Unfortunately, it wasn't
accepted by GameFAQs (despite the fact that the Monk/Master works on its own
mechanics). At any rate, I told him I'd put it in here. And without further
ado, it's blacksniper's Guide-to-not-having-a-sucky-Monk/Master:

NOTE: blacksniper uses his own version of the Find system. You may want to read
up and use it accordingly.

 ____  ____  _  _    __    __      ____  __    _  _  ____   __    ___  _  _
( ___)(_  _)( \( )  /__\  (  )    ( ___)/__\  ( \( )(_  _) /__\  / __)( \/ )
 )__)  _)(_  )  (  /(__)\  )(__    )__)/(__)\  )  (   )(  /(__)\ \__ \ \  /
(__)  (____)(_)\_)(__)(__)(____)  (__)(__)(__)(_)\_) (__)(__)(__)(___/ (__)
                                   __
                                  /  )
                                   )(
                                  (__)
                 ___  _____  __  __  __      _____  ____
                / __)(  _  )(  )(  )(  )    (  _  )( ___)
                \__ \ )(_)(  )(__)(  )(__    )(_)(  )__)
                (___/(_____)(______)(____)  (_____)(__)
                     ___  _   _    __    _____  ___
                    / __)( )_( )  /__\  (  _  )/ __)
                   ( (__  ) _ (  /(__)\  )(_)( \__ \
                    \___)(_) (_)(__)(__)(_____)(___/

O=====================================================================O
|Final Fantasy I&II - Dawn of Souls Using the Monk Guide              |
|Written by: blacksniper (Jordan Mepham)                              |
|E-Mail: the_soul_of_archangels AT yahoo DOT com                      |
|Started on: Thursday, February 08, 2006 11:32:00 PM                  |
|Last revision on: Monday, February 13, 2006 10:04 PM                 |
|Version: FINAL                                                       |
|Created in Microsoft Word using Courier New, 10 point font           |
|ASCII art created in Courier New, 9 point font                       |
O=====================================================================O

O=====================================================================O
|                               CONTENTS                              |
O====O===========================================================O====O
     |Introduction ---------------------------------------- (INT)|
     |How it works ---------------------------------------- (HIW)|
     |Equip Listing --------------------------------------- (STF)|
     |Armor Listing --------------------------------------- (A-Z)|
     |Weapon Listing -------------------------------------- (XXX)|
     |Copyright & Legal ----------------------------------- (DIE)|
     |Credits --------------------------------------------- (THX)|
O====O===========================================================O====O
|To jump to a section quickly press Ctrl+F and type a key code above. |
O=====================================================================O

O=====================================================================O
|                      (tiny) Introduction                       (INT)|
O=====================================================================O

Hello, all, and good day to you. This guide is here to help you 
understand the Monk and Master class in FF1. The class is somewhat 
confusing to people and with good cause.

This guide will help you understand why those weapons the shops sell 
are worthless and why (for whatever reason) being naked is a good 
thing. I'm going to teach you everything I know about the Monk and 
Master. So sit back, grab some snacks (healthy ones, okay?), and 
prepare yourselves for the wide-wide world of Monks.

O=====================================================================O
|                             How it works                       (HIW)|
O=====================================================================O

First off, I'll explain how the monk works in a purely technical sense.

Monk Hands ATK = [STR / 2] + [(STA + 1) * 3 / 4] 
Monk Unarmed HLM = [STA / 8] 
Monk Unarmed GLV = [STA / 8] 
Monk Unarmed ARM = [[STA / 4] * 3 / 2] 
 
Master Hands ATK = [STR / 2] + STA 
Master Unarmed HLM = [STA / 8] 
Master Unarmed GLV = [STA / 8] 
Master Unarmed ARM = [STA / 2] 

Numbers in brackets like -> [x] means to truncate them; or 
round towards 0. So [5.9] = 5, [8.3] = 8, [9.0] = 9. 

Simply put; his stamina is everything to him. It changes his attack 
power and it changes his defense. The more stamina you get the better 
he gets.

Stamina isn't the only important stat though; you should also pay 
attention to his agility, strength, and magic defense. Agility will 
allow the Monk/ Master to get more hits each time he attacks and it 
also raises his evade.

What's that, "Magic defense?" you say? Oh, yes. There is magic defense 
in this game. It's a hidden stat though. The only reason its existence 
is know is due to the skilled hacking and ROM community. Yippy for us!

Basically the Monk has pitiful magic defense. Seriously, he can never 
max it. He is also the only class that can't max it. Even if you were 
to class change him at level 1 he still falls short. The Master has 
better magic defense than the monk, so class change soon.

If you would like to class change your Monk at level 1 so you can 
benefit from the Masters better Magic Defense gains you should consider 
checking out my other guide. The only change you would need to make is 
this:

Let the Monk get killed in a random battle. Never revive him. When you 
class change he will still be level 1. Thus, you maximize his growth 
potential.


O=====================================================================O
|                             Equip Listing                      (STF)|
O=====================================================================O

Below is a list I have compiled of all the armor in the game. As well 
as the minimum amount of stamina needed to surpass the defense that 
they provide. I have taken into account that some items increase your 
stamina (and your defense because of that) and have scaled the base 
stamina accordingly.
                         O===================O
                         |      The Monk     |
O========================O=O=========O=======O========================O
|Item Name                 | Defense | Stamina needed to surpass item |
O==========================O=========O================================O
| Leather Cap              |01       |16                              |
| Ribbon                   |01       |16                              |
| Twist Headband           |03       |40                              |
O==========================O=========O================================O
| Clothes                  |01       |08                              |
| Leather Armor            |04       |16                              |
| Copper Armlet            |04       |16                              |
| Silver Armlet            |15       |44                              |
| Bard's Tunic             |20       |56                              |
| Ruby Armlet              |24       |68                              |
| Kenpogi                  |28       |80                              |
| Diamond Armlet           |34       |96                              |
| Power Vest               |38       |Impossible to equal             |
O==========================O=========O================================O
| Leather Gloves           |01       |16                              |
| Protect Ring             |08       |72                              |
O==========================O=========O================================O

                         O===================O
                         |    The Master     |
O========================O=O=========O=======O========================O
|Item Name                 | Defense | Stamina needed to surpass item |
O==========================O=========O================================O
| Leather Cap              |01       |16                              |
| Ribbon                   |01       |16                              |
| Twist Headband           |03       |40                              |
| Tiger Mask               |08       |80                              |
O==========================O=========O================================O
| Clothes                  |01       |04                              |
| Leather Armor            |04       |10                              |
| Copper Armlet            |04       |10                              |
| Silver Armlet            |15       |32                              |
| Bard's Tunic             |20       |42                              |
| Ruby Armlet              |24       |50                              |
| Kenpogi                  |28       |58                              |
| Diamond Armlet           |34       |70                              |
| Power Vest               |38       |80                              |
O==========================O=========O================================O
| Leather Gloves           |01       |16                              |
| Protect Ring             |08       |72                              |
| Crystal Ring             |09       |80                              |
O==========================O=========O================================O

There are a few select items that are debatably useful even after they 
reduce defense. You should consider using them even after the defense 
they provide is surpassed by having nothing on. Here's my vote for the 
best equipment:

Master with 80+ Stamina:
WPN: Hands
SHD: N/A
HLM: Ribbon
ARM: N/A
GLV: N/A

Master with less than 80 Stamina:
WPN: Hands
SHD: N/A
HLM: Ribbon
ARM: Power Vest
GLV: Crystal Ring


O=====================================================================O
|                            Armor Listing                       (A-Z)|
O=====================================================================O

Leather Cap
  DEF:   1
  WGT:   1
  EVA:   0
  Bonuses: N/A
  Resistance: N/A

Ribbon
  DEF:   1
  WGT:   1
  EVA:   0
  Bonuses: N/A
  Resistance: Fire, Ice, Lightning, Paralysis, Stone, Time, Death, 
              Quake, Poison, Darkness, Sleep, Silence, Confusion, Mind

Twist Headband
  DEF:   3
  WGT:   1
  EVA:   0
  Bonuses: +10 STR, + 1 AGL, + 2 STA
  Resistance: N/A

Tiger Mask
  DEF:   8
  WGT:   2
  EVA:   0
  Bonuses: + 3 STR, + 2 AGL, + 1 STA
  Resistance: N/A

O=====================================================================O

Clothes
  DEF:   1
  WGT:   2
  EVA:   0
  Bonuses: N/A
  Resistance: N/A

Leather Armor
  DEF:   4
  WGT:   8
  EVA:   0
  Bonuses: N/A
  Resistance: N/A

Copper Armlet
  DEF:   4
  WGT:   1
  EVA:   0
  Bonuses: N/A
  Resistance: N/A

Silver Armlet
  DEF:  15
  WGT:   1
  EVA:   0
  Bonuses: N/A
  Resistance: N/A

Bard's Tunic
  DEF:  20
  WGT:   3
  EVA:   0
  Bonuses: N/A
  Resistance: Silence

Ruby Armlet
  DEF:  24
  WGT:   1
  EVA:   0
  Bonuses: N/A
  Resistance: N/A

Kenpogi
  DEF:  28
  WGT:   1
  EVA:   0
  Bonuses: + 3 STR
  Resistance: N/A

Diamond Armlet
  DEF:  34
  WGT:   1
  EVA:   0
  Bonuses: N/A
  Resistance: N/A

Power Vest
  DEF:  38
  WGT:   1
  EVA:   0
  Bonuses: +15 STR, + 1 AGL, + 5 STA
  Resistance: N/A

O=====================================================================O

Leather Gloves
  DEF:   1
  WGT:   1
  EVA:   0
  Bonuses: N/A

Protect Ring
  DEF:   8
  WGT:   1
  EVA:   0
  Bonuses: N/A
  Resistance: Death

Crystal Ring
  DEF:   9
  WGT:   1
  EVA:   0
  Bonuses: + 5 AGL
  Resistance: Paralysis, Sleep

O=====================================================================O

O=====================================================================O
|                            Weapon Listing                      (XXX)|
O=====================================================================O

The Monk and Master should never use a weapon. Ever. Period. The 
instant you start the game take off that silly Staff and sell it or 
give it away. If you choose to equip a weapon on your Monk or Master 
your Hits will be *halved* and you will effectively be doing a lot less 
damage. So, again, DO NOT use weapons aside from Hands.

Here are the weapons a Master can equip, for the curious:
Staff: 7 ATK
Nunchaku: 13 ATK
Power Staff: 13 ATK
Crosier: 15 ATK
Iron Nunchaku: 17 ATK
Masamune: 57 ATK, +50 ACC
Ultima Weapon 101 ATK, +100 ACC

*IMPORTANT NOTE*
The Monk and Master gain a +1 attack bonus when equipping weapons. This 
is why the above values are actually 1 higher than what the weapon 
actually gives them.

Also STR is still calculated to ATK the same way as unarmed. For the 
forgetful that means [STR / 2]. That gives a max bonus of 49 if you 
have 99 STR.

O=====================================================================O
|                          Copyright & Legal                     (DIE)|
O=====================================================================O

This document is Copyright 2005 Jordan Mepham. You may not distribute 
it in any way, shape or form without the authors' permission. The 
author has nothing to do with Square-Enix or any of its affiliates.

The only sites that may use this FAQ are:
(see Action's FAQ listing at the top for sites)

If you see this FAQ anywhere else contact me at "the_soul_of_archangels 
AT yahoo DOT com" so I can take legal actions against them. Or, at the 
very least, give them a stern kicking. I do not grant permission to ANY 
other site, anywhere, on the net unless they are an affiliation of the 
GameFAQs.com parent or partner networks.

O=====================================================================O
|                               Credits                          (THX)|
O=====================================================================O

I would first and foremost like to thank Square-Enix for making this 
game and all their other games. You rock Square-Enix! Keep up the great 
work. Oh, but uh, you really need to work harder on your ports. 

Honestly, as of right now, there isn't really anyone I need to thank. I 
did all the research myself to ascertain that the information was 100% 
accurate.

However, if you would like to be included in my Credits section there 
are two ways about getting in here. The first is a donation. If you 
found my guide helpful and would like me to continue making FAQs and 
guides a very good way to be sure I keep working on them is to support 
me.

Making guides is a long process and requires a lot of effort. Contact 
me at "the_soul_of_archangels AT yahoo DOT com" for more information.

The second way is to double check my work. If you can confirm those 
stamina values needed to surpass the armors defense values I'll credit 
you here. Like I said above I've done all this work myself and late at 
night... so I may have made a mistake here and there.

(Note from Action): blacksniper also thanks Action for putting this
  section into his FAQ/Walkthrough. :)


============================================================
: Full Update History                              ^[UPDT] :
------------                                    ------------

1.0 - Completed: January 31, 2007. Time: 10:12 PM. Size: 235k
    - Walkthrough section is laid out and finished
    - "Characters" section complete
    - "Travel Notes" section complete
    - blacksniper's guide included
    - Soul of Chaos not included yet
    - Bestiary not included yet
    - Appendices not included yet

0.1 - Completed: July 13, 2006. Time: 2:37 AM. Size: 50k
    - Layout is complete.


============================================================
: Copyrights, Disclaimers, etc.                    ^[COPY] :
------------                                    ------------

I swear that all of this FAQ was written by ME. This document is based solely
on my knowledge of Final Fantasy 1. I did NOT claim any info as my own if I did
not obtain it on my own. I expect you to do the same. Don't copy this FAQ or
any information inside. You may NOT post this FAQ on a site without my consent.
I assure you, I'll do my best to protect my work with the full extent of the
law, if need be. I will not tolerate any illegal copies of this document without
my permission. You may not sell this FAQ for monetary value, it is for personal
use only. The sole purpose of this FAQ is to help users find their way through
Final Fantasy 1 and should not be used for any other purpose whatsoever. You do
not own any part of this FAQ, even if you download it.

A few special thanks before I close this FAQ (in semi-alphabetical order):

Anubis IV <-- For creation of the Keyword System

Arctic <-- For designs from his FF7 FAQ

Nintendo Power <-- I used some of their info

Squaresoft LTD <-- For making the original Final Fantasy. Without it, there
    wouldn't be a Dawn of Souls for me to write on. ^_^

SquareEnix <-- For making Dawn of Souls, and for giving me a game to write on.

GameFAQs/CJayC <-- For hosting many great FAQs/Walkthroughs/etc.

The following users for questions and comments. Whether or not I answered your
emails (due to Gmail being stupid), keep in mind I always read them!

In no particular order:

None yet!

Final Fantasy FAQ/Walkthrough
Copyright (c) 2004-2005
Action/R Jackson
All rights reserved

Warrior, Thief, Monk, Red Mage, White Mage, Black Mage, Garland and all related
characters are property of SquareEnix.

- F I N -

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