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    FAQ/Walkthrough by Chzn8r

    Version: 1.3 | Updated: 12/09/06 | Search Guide | Bookmark Guide

    Complete Walkthrough / FAQ for Final Fantasy 1
    Copyright © 2003 Aaron Ringgenberg
    This may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or
    otherwise distributed publicly without advance written permission.
    Use of this guide on any other web site or as a part of any public
    display is strictly prohibited, and a violation of copyright.
    To ask for permission, email me at chzn8r@gmail.com
    I'd like to thank the following for helping me create this walkthrough:
    -Brian Carper (aka Dr. Unne) of Final Fantasy Classic, who was the
    largest help, since I used his site for reference most every
    time I couldn't remember something. Thanks a bunch!
    -All the friendly people in the Eyes on Final Fantasy FF1 forum that
    have ever helped me when I had a question.
    -My older brother Jonathan for letting me watch him play through Final
    Fantasy many times while I was young, and letting me start playing
    it by age 5!
    -A person I know as Graham, aka FF1CXWF, for also lending me a lot
    of help and for proofing my entire walkthrough!
    -The official Nintendo Power Final Fantasy strategy guide, printed
    about 1990, which was key in me and my brother conquering this game.
    -And finally, all my friends on and off line who encouraged me to
    make this guide!
    (Use ctrl+f to search to any of these sections)
    Walkthrough Chapters:
    Getting Started
    Chapter 1 – Saving the Princess
    Chapter 2 – Bikke and the Pirate Ship
    Chapter 3 – The Elven Prince
    Chapter 4 – The Orb of Earth
    Chapter 5 – The Ice Cave
    Chapter 6 – Class Change
    Chapter 7 – The Orb of Fire
    Chapter 8 – The Orb of Water
    Chapter 9 – The Orb of Air
    Chapter 10 – The Temple of Fiends: Revisited
       I. Characters
      II. Weapons
     III. Armor
      IV. Items
       V. Black Magic
      VI. White Magic
     VII. Enemies
    VIII. Bosses
      IX. Special Attacks
       X. Optimal Equipment & Spells
      XI. Game Genie Codes
     XII. Version History
    Getting Started
    Choosing a Party
    First off, when you start your brand new quest in Final Fantasy 1,
    you have to choose a party. Not every character is the same, as you
    can read in the characters appendice, and thus not every party is as good
    as another. If you are totally new to this game, like I suspect you
    are if you are reading this, then I can suggest a good starter's party,
    which will be the one I use the rest of this walkthrough. Choose a
    Fighter, a Black Belt, a White Mage, and a Black Mage. This has a
    good balance of magic, fighting power, strength, and speed, and has
    solutions for most any situation. You will have a fun and easy time
    using these 4 characters together.
    Intro to basic game aspects:
    Alright, so you've chosen your party! You start off right underneath
    a town with a big castle. Don't go to the castle, there's nothing
    there. Walk into the town. Take time to browse around, and you should
    find an Inn, a Weapon Shop. Armor Shop, Black Magic Shop, White Magic
    Shop, Item Shop, and a Clinic. These are the standard buildings that
    you will find in a town, though they are rearranged for each new place
    you visit. Here is a general description of all these buildings and
    why you will:
    -At the Inn, you pay a certain amount of G (the unit of money in this
    game that you earn/find) to have all the members of your party restored
    to full health and full magic power.
    -At the Weapon Shop, you purchase things like swords, staves, daggers,
    etc... which your characters will use to increase their attacking power
    against enemies. For information on who can equip what weapons and what
    are your best choices, see the weapons section of this FAQ.
    -At the Armor Shop, you purchase things like body armor, helmets, and
    arm gear that make your characters take less damage from enemy attacks
    in battle. For information about who can equip what armor and what are
    your best choices, see the armor section of this FAQ.
    -In this game, you purchase the spells you want your mages to have. And
    you do that at the White/Black magic shops.
    -At the Item Shop, you purchase necessities like Potions and portable
    lodging. For all the stats on what all the items cost, do, and where
    they can be found, look through the item section of this FAQ.
    -The last, and sometimes unneeded building that you find in towns is
    the Clinic. Here, you can resurrect a party member who has fallen in
    battle. The cost seems heavy early, but you should make sure not to
    lose anyone in the early parts of the game. When the dead ally is
    brought back to life, he/she will have 1 health, so you must make
    sure to use magic, potions, or an Inn to bring that person back to
    stable health.
    Now, once you have bought all the correct weapons and armor, and a few
    spells (following my guidelines, of course) for your magic casters, I
    will introduce you to the menu system:
    -To get to your main menu screen, press Start while in a town, cave, castle,
    dungeon, or on the world map. You will see a blue screen with white borders
    and words. There will be a box with 4 gray orbs in the upper left. We'll
    worry about those later. Underneath that is a box that shows the amount
    of G you have. And more importantly, beneath that is a menu with 5
    options. The first, "item", lets you view what important items you are
    holding, and you can use potions and portable lodging items through
    this menu.
    -The second option on the list of 5 is "magic". You can view what spells
    your characters know, how many magic points you have, and you can
    also use any spells that can be used for an effect outside of battle.
    For more information, see the black and/or white magic sections.
    -The third choice on the list is "weapon". When you enter this menu, you
    see all the weapons of battle that your characters are currently holding.
    At the top, you have the choices "equip", "trade", and "drop".
    Important: many people who are new to this game do not realize that you need
    to equip a weapon and not just carry it in order for it to be effective.
    So, to equip your weapons, select "equip" and for each character, select
    the best weapon for them to be using. If they can equip it, an E= will
    appear next to the weapon. If not, then you will hear an odd noise. When
    you want to switch items between party members, select "trade", and then
    select the two slots you want to switch. To get rid of something when
    selling is not an option, go to "drop" and select the item to completely
    get rid of it. For item in the menu, "armor", the layout and the way you
    use it is exactly the same as it is in the weapon menu. Last, but not
    least, is the "status" menu. You can find anything you need to know about
    your character,including all of their physical statistics, how much
    experience they've earned, and how much experience they are going to
    need to go up a level.
    -Now, the largest part of the menu screen is the 4-way character display.
    Here you will see all the members of your party, listed in the order they
    line up in for battle. You can see their name, picture, HP (this is
    changed to their health status if they are poisoned/stoned/dead), level,
    and for those who cast magic, the number of magic points for each tier
    of magic they currently have. 
    So, you know how to fully use the menu. However, if you needed those
    instructions, then there is probably still a lot more fundamental knowledge
    you'll need. As you walk around places, of course you will see many
    people. In order to hear what they have to say to you, face them and
    press "A". You can also examine things and open treasure chests in this way.
    Now, let's exit Corneria, and head out into the world. For starters, just
    start walking around in the forest area around the city. Whenever you are
    out on the world map, you will fight many battles with random enemies in the
    area. When you are entering a battle, the screen will flash and the music
    will change. You suddenly appear on the battle screen. On the left, you see
    the monsters you are fighting. On the right side, you see all the members
    of your party and how many hit points they have. When you are choosing what
    to do on your turn to attack, you have 5 options:
    -The first is simply to make a character fight, you select an enemy to attack,
    and then sometime between this turn and the next, that character will
    damage or attempt to damage that enemy. For information on enemy health
    statistics, see my enemies section in the FAQ.
    -The second choice is to use magic. You can have your spell casters use a
    spell either to harm your foes or to aid your party.
    -The third option is drink. When you select this, you will be shown how many
    heal potions you have and how many pure potions you have. Use them in the
    appropriate situations (see the items section).
    -The fourth option, on the bottom, is item. You will be shown all the equipment
    that the person is holding. Some equipment can be used in battle for a
    special effect. Most, however, do nothing at all, so you won't be using this
    option much until later in the game.
    -The last option, on the right of the others, is to run. If you feel you
    cannot win the fight, that your characters are struggling to harm the enemy,
    or you just need to avoid fighting and get to your next destination quickly,
    then you run. It does not always work, but when it does, you will exit the
    battle and gain no experience points or G.
    -Now, if you complete a battle, by destroying all the attackers before they
    do so to you (and you shouldn't expect to be routed very much, ever, so you
    will normally be winning battles), then all your living party members will
    earn a certain number of experience points and G depending on how difficult
    the monsters were. When your party members gain enough experience, they will
    go up a level, say from 1 to 2 or 2 to 3. Your character will be stronger,
    faster, and have more hit points (HP) when their level increases. Magic
    users will also obtain a larger maximum amount for the number of spells
    they can cast before needing to go to the inn. 
    Well, this should cover all the basics of how to play. Anything you
    need to know, but I didn't cover, please email me, and I can add the
    answer or direct you to it.
    So, onto what you really want - the walkthrough!
    Chapter 1 - Saving the Princess
    The first part of this game is simple, short, and straightforward.
    This actually should not take very long at all to explain to you.
    Alright, so you've bought all the good weapons, armor, and spells, (see
    appendice X if you are unsure) and you know how to fight any battles you
    come across. Fight battles until all your members reach at least level 3.
    Make sure to drop in at the inn occasionally, because getting to level 3
    is going to take a good few battles. Once you are at that level, your
    mission is simple: go north and west of Corneria. When you can go no
    further north you will find a temple. This is the Temple of Fiends, which
    becomes much more important later. Anyways, walk into the building
    and turn left as soon as possible. Walk left and down into a small room
    where you will find a chest containing a plain Cap. It is not worth much
    defensively, but it's better than no head armor at all- put it on your
    weakest character, likely your White Mage. Return to the entrance and go
    up, where you will proceed into a larger middle room and see a mean-looking
    person. This is Garland, your first boss. The battle is very plain; with
    1-2 competent fighters in your party, you will only have to attack for a few
    rounds and maybe use one offensive magic spell to kill him quickly.
    When you defeat Garland, you will be returned to the castle at Corneria.
    Talk to the princess, and she will give you the Lute (not to be used
    until near the end of the game). Talk to the king and he will have his
    men build a bridge for you directly to the north of the castle over a
    straight which was obstructing you from getting anywhere else in the world.
    That obstacel removed, you are free to carry on.
    Go outside, and build your characters' levels up to 4. Once you
    have done that, cross the bridge north of Corneria. Travel due east
    for a ways until you can turn south (check a map if necessary). You will
    reach the port town of Pravoka and have begun chapter 2! Note that
    none of the other chapters of this game are as short as this first
    one. Are you doing well so far? Let's hope you are.
    Chapter 2 - Bikke and the Pirate Ship
    Here you now find yourself already in the second part of Final Fantasy,
    and into your next new adventure we go!
    You have just arrived at Pravoka and you are wondering what on earth
    to do. If you try talking to the people walking around in the village,
    you will find that they have been taken over by pirates! How horrible.
    Well, that seems like a problem fantastical heroes like you should solve.
    Before we take action, let's get familiar with this town. Through
    searching around, you will discover that this town has all the same
    buildings that were in Corneria. They are just arranged differently.
    Now, though, you will have to start making wise decisions about what
    magic spells and what weapons/armor you choose to purchase and use.
    Carefully look at what the options you have and don't buy anything
    because it's expensive or sounds cool. Note that hit percentage is
    much more valuable at this point in the game than actual damage. You
    need to make sure you're actually reaching your opponents.
    So, about those pirates, they'll seem like Imps. Walk over to the upper
    left part of the town, and talk to the guy with the patch over his eye
    and the big hat. This will initiate a battle between you and 9 pirates.
    As you attack them, you will see them drop like leaves in autumn. If you
    want their specs, read the bosses section.
    When the battle concludes, you will be left with a fair sized amount
    of G. Now, Bikke will give you his ship! This allows you to travel
    through the vast seas of Final Fantasy. But, don't use it yet. Stay
    around Pravoka, fighting battles until your party reaches level 6.
    You should expect to have the following equipment and spells before
    leaving (and this includes what you got from Corneria at the beginning):
    -Everyone- Gloves 
    -Fighter- Short Sword, Iron Armor, Wooden Shield 
    -Black Belt- Nothing but the Wooden Armor and Wooden Nunchucks you
    began with. Note that once the Black Belt reaches level 5, he will
    in most cases not need any armor anymore, ever again. 
    -Thief- Scimitar, Wooden Armor 
    -Red Mage- Short Sword, Chain Armor; For level 1 magic- Fire,
    Cure, Lit; For level 2 magic- Ice 
    -White Mage- Iron Hammer, Cloth; For level 1 magic- Cure, Harm;
    For level 2 magic- Mute, Invs, Alit (not all needed now, they can
    wait until later) 
    -Black Mage- Small Dagger, Cloth; For level 1 magic- Fire, Lit;
    For level 2 magic- Ice 
    So, assuming you have all members at level 6 with these things
    equipped, you are set to head to your next destination- Elfland!
    Start by going outside to your ship. You will notice it travels
    quickly. However, you still will meet up with random battles.
    Water monsters such as Sharks, Odd Eyes, Sahags, and Kyzokus
    (strong pirates who yield great G) will bombard you. These
    monsters are all difficult to kill, generally because they are
    so hard to hit. Only Sharks deal dangerous damage, however.
    To reach Elfland, head south and west of Pravoka until you
    reach a port next to a big forest that has a clearing with
    houses and a castle in the center. If you do not know what
    I mean, look at the world map (push B and select at the same time)
    and make sure you're in the right place. If the greeter in the town
    says "This is Elfland" or something like that, you've reached
    the correct place and can move on to (unofficial) chapter 3!
    Chapter 3 - The Elven Prince
    You've reached Elfland. I trust you've had a pleasant trip. You're
    at the point in the game where things are going to take time,
    and lots of it.
    For starters, take a tour around Elfland. You will notice something
    different than what you've seen before. There are 2 white magic
    shops and 2 black magic shops. That's because this town offers
    both level 3 and level 4 magic. Also, as you browse through the
    shops, you will see prices that probably popped your eyeballs
    out of their sockets.
    So, now it's time to go out and start earning all that money.
    Leave the town and wander around outside. You will often run
    into Ogres, who give you 195G (the most anyone gives you at this
    point). This is the part of the game you will spend the most
    time building your characters' levels up. You should strive to
    have everyone get up to level 10, and have the following equipment
    and magic:
    -Everyone except the Fighter and Red Mage- Cap, Gloves, Copper
    -Fighter- Silver Sword, Iron Armor, Iron Shield, Wooden Helmet 
    -Thief- Sabre 
    -Black Belt- Iron Nunchuck 
    -Red Mage- Silver Sword; For level 3 magic- Fire2, Lit2, Cure2;
    For level 4 magic- Fast,  Ice2 
    -White Mage- Iron Hammer; For level 3 magic- Cure2, Harm2;
    For level 4 magic- Pure 
    -Black Mage- Large Dagger; For level 3 magic- Fire2, Lit2;
    For level 4 magic- Fast, Ice2 
    Important Notes
    -Instead of always going to the inn at Elfland and paying 100G
    to heal, try going back to Corneria in your ship. You only have
    to pay 30G there. 
    -Don't be buying heal potions yet, because the inn is much more
    cost-efficient at this point. However, you should start carrying around
    3-5 pure potions at a time, because Arachnids, Asps, and Werewolves
    will be poisoning you a lot in this area. 
    -If you are using a blackbelt, don't be discouraged by how bad he
    is doing. When he reaches level 10 (and from that point on), you
    will be unequipping his weapon and he will be fighting with his
    bare hands the rest of that game. His attack damage should go up
    to roughly how much your fighter does, and he will never (or almost
    never) miss anymore. 
    The "Fingerpoint Glitch" 
    Once the people in your party are all up to level 8 (9 preferably),
    there is an alternate option for getting money and experience points.
    If you go southeast of Pravoka for a ways, and then go due north, you
    should be on a finger-like peninsula. Head on up to the topmost 4 squares
    of land- they are FAR, FAR beyond what you should be facing. Thus, they
    would be very useful for leveling and getting rich quickly. They are
    VERY dangerous to you at this time, so DON'T go there until you are
    at least level 8. You'll want a silver sword on any fighters, and
    you should have Fire 2 or Harm 2 learned by some magic user in the party.
    Bring along lots of tents so you can rest and save after every 2 battles
    or so. If you come out of a lot of battles successfully, then you will have
    drastically shortened the amount of time you'd spend building up in this
    Now for the quests of this chapter! 
    Mission 1 - The Marsh Cave 
    I trust you now feel insanely powerful, and are ready to take on anything.
    If you are level 11 or so, then by all means you should feel that way.
    First off, buy about 25 heal potions, and 15 pures. Get 2 tents/cabins
    (depends on your money situation). Now, go as far west of Elfland as
    possible, and then south until you see a hole in the ground. That's the
    entrance to the Marsh Cave. Inside is like a nightmare if you are not
    prepared. But you are. Use a tent/cabin right outside so you enter the
    cave with full health and you are saved just in case. Enter. There are 3
    floors to this cave, and none of them are difficult to navigate.
    -TIP: Run from every battle on your way into the cave. Coming out may be
    a different story. 
    -On the first floor, go as far down, down, down as you can. You will see a
    small room. Enter it and go down the ladder inside to the floor beneath. 
    -On the 2nd floor, you start out in a room. Get out of it, and go down to the
    lowest wall. Go around the row of pillars, and to the farthest room to your
    right. Pass through that room and you will see a stairwell. Go to it and
    down to the 3rd floor. 
    -This floor is arrange like a grid for the most part. Go 2 rooms to the
    right and 3 down. In this room you should see a treasure chest surrounded
    by decorations. DO NOT go near the chest yet, for that initiates a boss
    battle. Make sure you heal everyone with potions, and make sure no one
    is poisoned. After doing that, walk up to the chest. 2-5 wizards will
    confront you. Remember that they have strong physical attacks and your
    mages should be wary. Use Lit2 once or twice and the battle is over.
    -After defeating the wizards, remember to get the item in the chest before
    walking away, or you'll have to fight again. The treasure is a CROWN. 
    -Now, heal your party so that you are not a bunch of running cripples.
    If you feel you are in good condition, you can stop to fight a few battles
    on the way out.
    -When you reach the exit back to the outside world, IMMEDIATELY use a
    tent/cabin. You don't want to have to do what you just did all over again
    because you accidentally died on your way back to Elfland. 
    Mission 2 - The Crown for Astos
    Be sure to return to Elfland after your journey into the Marsh Cave and
    heal up. Make sure that you have: Another tent/cabin; the spell Mute (level
    2 white); and he spell Fast (level 4 black). Go as far west of Elfland as
    you can, then go north past some rivers until you reach "The Northwest
    Castle". Use a tent or a cabin here. Enter the castle, and look around
    for the person sitting in the throne room. This is Astos in disguise.
    Talking to him and giving him the CROWN will start a battle. His true
    form is revealed. He is an ugly "dark elf" as they say. This battle can
    be very quick and easy, or take many tries to win, depending on what spells
    he casts. First off, have someone cast MUTE and someone else cast FAST on
    your fighter/black belt. The only way to do good damage to Astos is to
    land critical hits, so FAST is a necessity. The reason you need him muted
    is because he uses Fire2, Lit2, Ice2, and other harmful spells, including
    RUB, which will more than likely kill the target (one of your guys)
    immediately. If he does manage to kill anyone in your party with rub, by
    all means restart the game and go to where you saved right outside the
    castle, and do the battle over. It's not worth it for someone to die this
    early on. When the battle ends, he gives you a Crystal [ball]. 
    Mission 3 - Saving the Prince
    Now, return to Elfland, and go to your boat. Sail north, past Corneria
    on the east side, go under the bridge there, and north a bit more until
    you reach a port. Get out of your ship there and head north until you
    reach a cave. This is where the good witch Matoya resides. In return
    for the Crystal, she will give you an Herb.
    Head once again back to Elfland, and this time go into the castle. Go
    to the room with the bed in it. On that bed is the prince who was put
    under a sleeping curse. Give the herb to him, and he will awaken! He
    will then give you the Mystic Key. 
    Mission 4 - Getting Out of Here
    With this new key, there are a LOT of things that you can do now.
    Mainly, there are loads of good treasure chests awaiting unlocking.
    There are 5 locations where you can find locked treasure, now accessible:
    -In the castle at Elfland, you should find a Silver Hammer, some gold,
    and a Copper Gauntlet. Give the hammer to your white mage, and the
    gauntlet to your fighter. 
    -In the Northwest Castle, there is a Power Staff, a Falchon, and an
    Iron Gauntlet. Sell the staff and the Falchon, and equip the gauntlet
    to your Fighter (it's better than the Copper one you got in Elfland). 
    -In the Temple of Fiends, there are a few locked chests. The only things
    worth grabbing are a Rune sword (strong against magic users) and a Were
    sword (good against Were monsters). Both of these could be used by your
    thief, but there is something much better for him, so sell these swords
    for big $$$ 
    -On the bottom level of the Marsh Cave, there were a few chests locked
    up that you couldn't get your first time through. They include a Silver
    Bracelet, a Silver Dagger, and about 1,000 G. If you go in to get those,
    give the bracelet to anyone with a copper one, and give the dagger to
    your black mage. 
    -In the castle at Corneria, there are 6 treasure chests. The one worth
    your while is the one that holds the TNT. 
    Now, let's make use of this explosive you just found.
    Travel west of Corneria, to a dock that seems in the middle of nowhere.
    Park your ship there, and travel south and west until you reach a cave.
    It is the Dwarven Cave. Inside are 2 areas. In a room in the upper area
    is about 1K in G. Go down to the lower area, and there will be a lone
    Dwarf by a large room. Give the dwarf (Nerrick is his name) your TNT,
    and he will make a big explosion. This is a canal being completed.
    Before going outside, go into the large room and you can obtain the
    following treasure: about 1.5K in G, a Dragon Sword (give to your Thief
    to equip if you have one, otherwise sell it); an Iron Helmet for your
    Fighter; a House; and Silver Armor, which you should give to your Fighter,
    unless you have a Red Mage (they need it more than the Fighter would).
    Go back outside and back to your ship. Travel a little south with it,
    and you will see a water passage that was not there before. Go west
    through it, and northwest after that. You will reach the port for the
    town Melmond! Congratulations, you have not only completed the 3rd
    part of Final Fantasy, but have also reached the point where the
    storyline really comes into play (and the game stops being tedious and
    moreso an adventure of discovery).
    Chapter 4 - The Orb of Earth 
    You are now past all the troubles in Final Fantasy that keep many
    players from continuing. You have reached the turning point in the
    game, and now there will be confusing maze like dungeons to navigate
    and horrendous monsters to fell. This is sounding more like a good
    epic story, no? The town Melmond should be where you just arrived.
    Walking inside, you notice that this town is all messed up. And yes,
    it is supposed to be this way. The fiend of Earth has been tormenting
    these people with earthquakes, and it is a day to day struggle for
    them to survive. But, they manage to have top of the line equipment
    and magic available. Here's what you'll want to buy in this town:
    -Fighter- Steel Armor
    -Thief- Long Sword, Silver Bracelet
    -Black Belt- Nothing
    -Red Mage- Nothing; For level 5 magic- Fire3*, Cure3*, Life
    -White Mage- Silver Bracelet; For level 5 magic- Cure3*, Harm3*, Life
    -Black Mage- Silver Bracelet; For level 5 magic- Fire3*, Bane, Warp**
    *These are the spells you should have before entering the Earth Cave.
    **You cannot teach your Black Mage Warp until he has been promoted to
    a Black Wizard (chapter 6). 
    You will need to increase your strength a fair amount before attempting
    our next challenge. If you are not at level 12 yet, wander around west
    of Melmond (preferably in the blue cave where the Titan lives) until
    you increase. Or, if you feel, you can reach your goal at Fingerpoint
    very quickly.
    Head west of Melmond, and have two tents/cabins, 30 heal potions and
    15 pures (at least, more is better). Once you can no longer go west,
    go south. Save outside and enter.
    The monsters in the Earth Cave are not necessarily difficult- you can
    fight each one casually. And though it is annoying, there are many enemies
    who will poison or paralyze you. Run from any fight with large numbers of
    scorpions or werewolves, because I'm sure you don't want to be using pure
    potions all the time.
    That taken care of, you want directions now. There are 6 possible ways to
    go from the center of the floor where you enter. Head directly right, and
    this will lead to the second level. However, had you gone directly left
    from the entrance, you would come to "giant hall" where, you guessed it,
    every encounter involves the Giant type of enemy. Iguanas often tag along.
    On floor two, you will be heading in a down-right direction. There aren't
    any major dead ends, but make sure not to go into any of the rooms, which
    don't contain any treasure of value. Actually, on second thought, the far
    upper-right room may be worth a visit if you have a Thief, since the Coral
    Sword is quite good against water-based monsters and he'd get the most use
    out of it. When you get to the stairs on the right side, you will reach the
    third floor.
    This floor is larger, but simpler to navigate. Immediately when you arrive,
    you see a wide room, which is your destination. Travel right, up, left,
    down, and right again, in a large circle, to get to this room. Do not go
    in any other rooms, which would waste your time and energy. Beware on this
    floor that there are Cocatrices, which can turn you to stone upon attack.
    Run from any of these.
    In the middle room is an ugly, undead vampire. I describe how to beat him on
    my bosses section, but in short, just use a Fire3 or Harm3, and anything left of
    him can be knocked off by your fighter. Open the treasure chest to your left.
    It has a Ruby. You’re going to hate this, but you have to leave the Earth Cave,
    and there is no quick way to do it. Just retrace your steps back to the
    entrance. If you are in trouble, start running from battles.
    After you have gotten back outside in the bright open world, save with a
    tent/cabin, and if you really need to, return to Melmond to restore health
    and magic, and save.
    Go directly west of Melmond to the Titan's cave. He is the blue guy inside.
    Hand him the Ruby, and he grants you passage through the cave. There are a
    few treasures in here, and it shouldn't hurt to grab them. Exit out the
    west side, and go into the cave behind the Titan's cave. This is where Sarda
    the sage lives. Talk to him, and he gives you the Rod.
    Spend some time increasing your party's level until you are all at 14. Go
    to Elfland or any other town and purchase 30-50 heal potions (Melmond does
    not have an items shop), depending on how many you have right now, and how
    often you judge you will need them. Also, buy about 5 soft potions in case
    you are ever turned to stone; and don't forget a few more pures.
    Return to the Earth cave, and make your way back to the room of the vampire.
    Now, go right out of that room and up to a block on the floor. You couldn't
    have moved this without the Rod, but since you have it, use the Rod to break
    it open and head down to the 4th level of the Earth Cave.
    This floor is darker, and there will be larger enemies to fight. There are 2
    treasure rooms. If you want, come back later when you have more time and
    energy, because you don't want to put your party any worse off than it should
    be for fighting the Fiend of Earth. Travel left as far as you can, as well
    as up a few times to reach the next stairwell.
    The last floor of the Earth cave is small and very easy to navigate. There
    is 1 large room, which is where you want to be. Upon reaching that room,
    heal your party with heal potions until you are all at maximum health. Step
    up to the round thing, which happens to be Lich (the Fiend of Earth). Talking
    to it will initiate the battle. The strategy from my bosses section reads:
    For this battle, you simply have to save 1 or 2 Fire 3s. Along with Fast
    on your Fighter, Lich won't last long. His attacks are pretty powerful, so
    just keep an eye on your health. Luckily for you, when you are fighting
    Lich here, he/she won't use Zap!, Rub, XXXX, or Nuke, which he/she has the
    capacity to (he/she will later on in the Temple of Fiends revisited near
    the end). Make sure at the beginning of the battle to cast Afir, Aice, and
    Alit in case she uses Fire2, Lit2, or Ice2.
    Upon victory, one of your orbs on the menu screen will glow. Doesn't seem
    like much now, but this is very important for you. Fortunately, there is an
    exit just above where you fought Lich that will teleport you outside and
    almost back to safety. Use a tent, cabin, or a house immediately, so no
    accidents can occur on your trip back to Melmond.
    That's it, you've done it! You beat the fourth part of Final Fantasy, and
    one of the four orbs is now shining! Congratulations, on to chapter 5!
    Chapter 5 - The Ice Cave 
    Time for you to head once again to a new area. This time we are going to
    the southeast corner of the world, to a place called Crescent Lake. If you
    take a look at the world map (push B and Select simultaneously), you should
    spot the place I speak of easily- it's a town with a crescent-shaped lake
    surrounding it. To reach it, travel to the lower of the 2 ports on its eastern
    side. A quick way to reach here from Melmond would be to travel WEST of
    Melmond for a short distance (after all, the world IS round). You have to
    walk a short way from the port to reach the town, and the enemies here are
    good for EXP (and aren't too difficult). Upon your arrival, the first thing
    you must do is make your way to the farthest up and right area of the town,
    and travel through the break in the bushes. In here you will find a circle
    of many red-gowned wisemen, or "The Circle of Sages". They provide a lot of
    useful information, and a few mysterious phrases as well. One of them will
    give you a canoe as a reward for defeating Lich.
    Go back into the main part of the town and visit the shops. Considering this
    town only sells Silver equipment, you shouldn't be needing much from here.
    Make sure that you buy a buckler for your thief and red mage, and a silver
    gauntlet for your fighter. You can go into the Magic shops, but I doubt you
    will buy much. All the spells cost 20,000 G apiece, and most of them are not
    learnable yet. Use the money you have to buy 99 heal potions, and make sure
    you have at least 10 soft potions. You are about to embark on a dangerous
    The Ice Cave 
    The route to the Ice Cave is only accessible by river travel. And, the rivers
    that lead to the it are not connected to the area by Crescent Lake. You must
    travel north along the eastern shore until you reach a small bay, where you
    will dock your ship and begin using your canoe. Along the rivers you will
    fight rough enemies such as Hydras and Ochos, but don't worry too much.
    At the first intersection, go up. At the second, go right. At the next,
    go left. At the last one, go left again.
    When you reach your destination, use a cabin or house. Cross your fingers,
    suck in your gut, and enter.
    The ice cave is full of some of the most deadly and certainly the scariest
    encounters you will have in Final Fantasy. Cocatrices (also in the Earth
    Cave) can turn you to stone with a simple attack. Even worse are Sorcerers,
    who can actually kill you just with an attack. Just as deadly are Mages
    and Fighters, who know the spell RUB, which instantly kills its target.
    If this weren't bad enough, there are also Frost Dragons, which are large
    monsters that have ice attacks which will inflict scores of damage upon
    each of your characters (and you can't run from them). Sound fun? Alright,
    let's begin!
    On the first floor, walk all the way to the right, and turn in a U and start
    heading left (making sure to run from every battle with Cocatrices). When
    you find the stairway, step on it and go to the next floor.
    This floor is a large square, and it doesn't matter if you go right or left-
    they are the same length and lead to the same place. You will more than
    likely encounter Mages and Fighters on this level- don't hesitate to run
    away and live to fight another day. The stairwell here will lead to a very
    tiny floor, which you just have to walk a few paces to get to the next.
    Here you see a large room. Circle around to the bottom of it, running from
    any sorcerer or mage battles. Inside the room are many little circles- DO NOT
    STEP ON THEM yet. Go around to the top left and grab the treasure, which is
    the Flame Sword (equip to your Fighter). Now, drop through any of the holes.
    You will land in a tiny room. Beware, for immediately when you move forward,
    you will be ambushed by up to 9 undead monsters. Dispose of them with Harm3
    or Fire3, and be on your way. Note that there are many squares of ground on
    this floor that look weird. Those do a bit of damage to all of your characters
    each time you step on them, so don't do that too often and always check all
    your characters' HP so you don't get caught with your guard down at your next
    Outside the room where you came in, you will see another to your left. If you
    wish to obtain the Ice Armor (very strong armor for the Fighter), then go to
    this room. A Frost Dragon guards it, however, so make sure to weigh your
    choices carefully.
    To get off this floor, go downward from the room you started in. Go right at
    the fork, continue downward, and go right at the next fork also. This will
    lead you off the floor.
    There are some chests with G on this floor. Get them all. You will see a
    stairwell on your right side. DON'T GO TO IT, It leads out of the Ice Cave.
    Instead, go into the long vertical room with 3 chests and a hole inside.
    Get the chests (equip the Ice Shield to your Fighter), and then drop in
    the hole.
    You are now in a very precarious position- you are surrounded by holes, so
    don't fall through any yet. Move over to the chest at right by you. The Eye
    will meet you. It has multiple lethal spells and is not afraid to use them.
    However, a FAST on your fighter or black belt will have it dead very quickly.
    See the boss section for more info if you need it. Your reward is the FLOATER.
    Kind of an odd name. What could it be used for? We'll find out later.
    Drop through a hole. You are back in the small room with the undead monster
    battle. Make you way off this floor, and in the next, take the stairway I
    told you not to use before. Outside at last! Freedom and fresh air! If this
    was your first try and you made it through all in one piece, consider
    yourself lucky. You have just beaten the most difficult task in this game
    (next to the final dungeon, that is).
    By now you should know that the first thing to do when you exit a dungeon is
    to save. Do so with a tent or cabin. Use the picture above (or you memory)
    to exit the river system. Instead of going immediately back to Crescent Lake,
    go to the farthest south tip of this region. There should be a small desert.
    Dock your ship by the river near there. Walk over into the desert and use
    the Floater. All of the sudden, a ship appears out of the sand! It's the
    Airship, and it will be replacing your boat for good. Say hi to everyone's
    favorite way to get around in Final Fantasy, and kiss chapter 5 goodbye-
    you have just completed it!
    Chapter 6 - Class Change 
    What you want to do first with your brand new airship, I'm sure, is
    explore the world map. After you feel you know your way around (it's
    a very small and simple map), set your destination for a place called
    the Castle of Ordeals. It is in a marsh, on the far west of the
    north-east continent (with the huge desert), and it's west of a large
    group of long islands. When you find this castle, you will notice that
    you can't land your airship anywhere around it, or even near it! You'll
    have to land far east of it and walk there. If you are brave enough to
    take on the extremely hard foes (we're talking Sand Worms, Anklyos,
    Suarias, Wyrms, Wyverns, Tryos, etc...), then use this method to reach
    the castle. However, if you don't mind spending a bit of extra time
    getting there, but wish to be safe, you can go and get your ship and
    sail it into the river right near the Castle of Ordeals. Either way
    you choose, make sure to use a tent/cabin/house before entering.
    The Castle of Ordeals 
    when you walk inside, an elderly guy greets you. After you talk to him the
    first time, he disappears and you can pass by him. Walk up and into the left
    room, and touch the throne. You will be whisked away to a labyrinth-like
    floor. On this floor, you are in small rooms that contain pillars, and
    when you touch the right pillars, you advance to the next room. Touch
    the wrong ones, and you'll have to start all over! The pattern for
    which to touch teleports is really
    very simple. Just choose the bottom-most one every time. That means
    for the last, when you have
    to choose between 4, take the 3rd you see.
    Also, beware. On this floor lie monsters such as Red Gargoyles, Medusas,
    and Sorcerers (your pals from the Ice Cave). They all come in groups,
    and each is as deadly as the next. Red Gargoyles cast Fire2, Medusas can
    turn you to stone with an attack, and like you learned before, Sorcerers
    can kill you with one attack. If you run into any of these monsters, RUN!
    Dying is not a small thing in FF1.
    And finally, before you touch the last pillar, make sure to go into the
    upper-right room and grab the Zeus Gauntlet from the treasure chest. With
    it, any character can cast Lit2 in battle! A must for any party.
    The last floor of this castle is not difficult to navigate, and there
    are not as many deadly encounters here, either. There is a lot of
    valuable treasure, though. In the upper-right room is the Heal Staff,
    which allows its holder to cast Heal in battle (Cure 1 on every
    character). In the upper-left room is an Ice Sword. A very strong
    weapon for your Fighter or Red Mage, much better than the Silver
    Sword or Flame Sword. And finally, in the lower-right is the TAIL.
    But, to obtain this, you must take on a Zombie Dragon or two. They
    are undead monsters, so a dose of Harm3 or Fire3 and maybe an attack
    or two will eliminate them. For more details, see the boss section.
    After defeating the dragons, touch the throne in this room to return
    to the first floor. Make your way out the building, save outside,
    and get back to your ship.
    Once you are back on your airship, fly to the group of long islands in
    the northern center of the world. These are the Cardian Islands, where
    Bahamut and his dragons live. There are many ways to enter their caves,
    and there is much treasure (mostly G) to be had in those caves. You could've
    come here before you went into the castle, but it wouldn't have made a
    Anyways, the place where you want to go is the southern-most cave on the
    large forested island. This is where Bahamut's lair is. Inside, when you
    reach him and talk to him, he will promote all your party members to their
    higher classes! Fighters become Knights, Thieves become Ninjas, Black Belts
    become Masters, and Mages become Wizards. What advantages does this have?
    Well, everyone can equip a wider variety of weapons and armor, and your
    mages can now learn higher level magic. As a bonus, now you Knight can
    learn up to level 3 white magic and your Ninja can learn up to level 4
    black magic!
    With your newly grown-up party, there are a few places you should visit.
    First, go to Melmond. There, purchase Warp for your Black Wizard, and Life
    for your Red Wizard. Leave there and go to Crescent Lake. Purchase Exit
    for your White and Red Wizards, and Lit3 for your Black and Red wizards.
    There are other spells you can get, but none of those are very necessary.
    Finally, travel to Gaia, a small town tucked in the mountains in the
    north-east. In the weapons shop, buy a Catclaw for your Black Wizard
    if you have one, because that's his best weapon. Also buy ProRings for
    everybody. They take the place of gauntlets and gloves, and they guard
    your warriors from the instant death effects of Rub and XXXX. They are
    definitely worth the money.
    If you are at a high enough level to where your wizards have points for
    level 7 magic, buy Cure4 and Harm4 for your White Wizard, Brak for your
    Black Wizard, and Ice3 for your Red and Black wizards.
    Alright, now you're pumped up, fully grown warriors! Off to your next
    mission- obtaining the Orb of Fire!
    Chapter 7 - The Orb of Fire
    This is going to be one of your easier journeys, mostly because you've gone
    out of the natural order of this game already. You're normally supposed to get
    the orb of fire before venturing into the ice cave, and definitely before you
    go through the Castle of Ordeals. So, pumped up as you are, take your airship
    and land next to the volcano in the heart of the mountains around Crescent
    Lake. This is the Gurgu Volcano, your next playground (hehe). This is obviously
    a fire oriented place, and so Ice2 is a must have spell, and if you can, bring
    in some Ice3. Also, Afir will be a big help since many enemies in here can use
    mass fire effects which hit for big damage if you're not protected. One more
    thing: there are birds in here called Perilisks. They can kill you using their
    Squint attack. But, if you have ProRings on everyone, they're no trouble. Also,
    if you skipped grabbing the Ice Armor in the Ice Cave, it's worth it to go
    back in and get it. It provides a lot of fire protection.
    Gurgu Volcano
    As always, save before entering. Your first floor is a circular room, filled
    with lots of red spots on the floor. This is lava. It hurts. Throughout the
    volcano, there is much lava. Avoid walking on it as much as possible. Go
    straight left to find the stairs.
    This floor has one large room with corridors like a maze. But it's filled with
    treasures. Now, none of those treasures are necessary, but if you want a lot
    of cash to stuff your pockets, go ahead and wander around through the hordes
    of chests. Fires and Agamas, both of which are very strong enemies, guard
    a lot of spots in here. Agamas use a heat attack, so Afir is a must while
    fighting them. Use the heal staff every turn against them, because likely
    you can heal back all the damage they do. Fires are just have really strong
    attacks. To get off this floor, just follow the bottom pass all the way to
    the left.
    This floor also has much lava. Keep an eye out on your HP as you walk over
    it. Go to the right and you will find the stairs quickly. The next floor is
    nothing but lava with a few square things here and there. Go down and to
    the right, and heal your HP often. Once again you will come to a floor
    packed with lava. Go down, left, down, left. Finally, you're at the
    stairway that will bring you to a floor with lots of treasure!
    And the treasure on this floor is definitely worth getting. Grab the bounty
    from the first room. At the next intersection, go into the room there and
    get the treasure, then go up and left. This leads you to a room at a dead
    end. There's a flame shield here, and while not as good as the Ice Shield
    (you want the Ice Shield for extra fire protection), you can give it to
    an extra Knight or a Ninja if you have one. Also, you will find another
    Ice Sword. Equip it on anyone who can use it. Now, backtrack to the
    intersection and go downwards to the stairs.
    This last floor has 8 ways to go. Head straight left to get the Flame Armor.
    You will have to fight for it, though. An Agama, and then even worse, a Red
    Dragon more specifically. Cast Afir and then use Ice2 or Ice3 for a quick
    victory. Now, reap the rewards. If you don't have the Ice Armor for your
    Knight, equip him with it. If you do, put it on another Knight or a Ninja.
    If you have none of those, then save the armor and sell it for huge cash later.
    Now, head diagonally down and left from the stairs. This takes you to the
    room where Kary, fiend of fire resides. Use heal potions to bring your
    characters up to full health, and then talk to the orb to initiate the
    fight. Kary has only 600 HP, but as with any large enemy, it is more
    difficult to do damage to her. She is surprisingly not weak to Ice, so
    don't use any of that. Try to put her to sleep, which makes fighting her
    a lot easier. If you need some extra help, refer to the boss section. Upon
    victory, you will walk a few paces forward and light the second orb! Step
    on the portal to exit.
    That's it for this quest. Time to move on to the fiend of water!
    Chapter 8 - The Orb of Water
    Travel to the northwest corner of the map in your airship. You will find a
    semi-large continent with a desert, one main river, and a small sea-side
    town. The only place to land is on a pad of grass on the south most part
    of the region. The enemies are nothing to fret over, just some frost enemies
    and some aquatic (river) enemies. If you have at least 50,000 G right now,
    head into the large desert. There is a patch of sand on the northern part
    separated from the rest of the sand. Step on the middle of it and you will
    enter the Caravan. This is just a simple shop. It has one item for sale-
    the bottle. It costs a whopping 50,000 G, but you need to buy it. Purchase
    it, and head back outside. Go back down to your ship, and take it back to
    Gaia. Once in Gaia, you're going to have to go through its maze-like wooded
    back area. You should eventually find a pond. Stand by the pond and use
    the bottle. A fairy will appear and give you Oxyale to put in your bottle.
    Exit Gaia, and take your ship back to that western continent (from Gaia,
    you can just travel east- the world is round). Land on the same part of
    the land, and walk north-east. Go up to the tiny town of Onrac. Here, stock
    up with many heal potions, and rest at the inn. None of the magic here is
    very good, unless you want Heal3 for your white wizard. Leave the town and
    go back outside and go to the river. Travel upwards in it until you reach
    the Waterfall.
    The Waterfall is sort of an interesting place. It has some fairly
    challenging enemies, such as Nitemares and Mudgols, but you have faced
    those already in the Castle of Ordeals, so they're old hat now. Do make
    sure, though, that if you run into any Gas Dragons, you cannot run
    away. They have a very large poison attack that hits everyone, and
    their physical attack is no less painful. Just attack with all your
    might and try to use Ice Magic on it.
    Now, for getting through the waterfall, which is a viable maze. Travel
    up, and at the first 3-way intersection, go down-left. At the next
    3-way intersection, again take the down-left path. At the next
    intersection, which has 5 paths, go to the upper-left. At the last
    intersection, again 3 ways, go downward. This will take you to a
    small room. Enter, and you will be immediately faced with a battle
    that will have a random combination of Cocatrices, Perilisks, Mummies,
    and Wizard Mummies. If everyone is wearing ProRings, then the Perilisks
    can't kill you with their special attack. Cocatrices can still turn
    you to stone, so beware. If you have the Zeus gauntlet, you should
    fight this battle multiple times, because it is worth a lot of exp/G.
    Now, inside this room are some chests and a robot. Talk to the robot,
    and he gives you the Cube. Forget about this for now and go get
    what's in the chests. You will find your first ribbon. Though the
    ribbons have very low absorb and evade, they are the best pieces of
    armor in the game. They greatly reduce the damage done to their wearer
    from enemy spells and special attacks, and guard from negative status
    effects. Put this one on your main healer, most likely your white
    wizard. In another chest you will find the Defense. It is a very
    mighty sword, which can be used to cast Ruse on its wearer in battle.
    Equip it on your strongest attacker. After you have gotten your fill
    of experience from the mummy/bird battle, if you bothered to stick
    around for more, use EXIT to get out of the waterfall, and travel
    back to Onrac. In the southeast corner of the town is a submarine
    with a woman in the way. Because you have the Oxyale, she lets you
    pass through.
    The Sea Shrine 
    Enter the submarine and you will be whisked away to the sea shrine. On
    this first floor, there are lots of rooms. A few of them have chests
    with a bit of G, but I never bother to look for the right ones. There
    are 2 staircases. Take the one in the upper-right.
    On this next floor there are many valuable treasures, such as the Opal
    Armor (very strong, equip on your Knight), the Mage Staff (casts Fire2
    in battle), the Light Axe (casts Harm2 in battle), and 10,000 G. Grab
    it all, and take the stairs at the bottom-right of the floor.
    You come to a floor with many rooms, all containing either mermaids or
    treasure chests, or both. Make sure to go into every room and get all
    the treasure, which includes much Opal equipment. You will see that one
    room in the upper right is inaccessible. To reach it, go to the far left,
    and walk along the pathway at the top. The floor somehow wraps around and
    you wind up coming out on the right side of the floor. Enter the room and
    get the treasure, which includes the SLAB. Forget about this for now, but
    it is a very important item. Use EXIT to get out of the Shrine. 
    **Side Path** 
    Note: If you feel like making your second trip into the Sea Shrine much
    smoother and quicker, or just feel like doing something else right now,
    then do the following. If not, scroll down to the second part of the Sea
    Shrine. Also bear in mind that you would be doing this same thing later
    anyways. Make sure you are on level 20-22 if doing this now.
    Leave Onrac and walk back to your airship. Fly south to Melmond. In Melmond,
    go to the upper right corner of the town and talk to the smart looking guy,
    Dr. Unne. He will read your slab, and translate the language of Leifenish
    for you. This allows you to talk to the people of Leifen. Leave Melmond,
    and travel to the gigantic desert in the north-east part of the world.
    East of the desert is Leifen, but you cannot land near it. Go north of
    it for a ways, and you should find a spot of grass to land on. On your
    trek southward to Leifen, you will meet up with Giants, Tyros, Zombulls,
    and Frost Wolves/Giants. Don't fret, these are not really difficult.
    Upon reaching Leifen, you will notice it is just a bunch of people walking
    around. There are two main courtyard areas, to the left and right of the
    entrance. Go into the right one, and talk around. One of the people will
    give you a Chime. This is needed to enter the Mirage Tower. There are also 2
    magic shops here, 1 black and 1 white, both with level 8 magic. Life2 and
    Nuke are the spells, and though they are very expensive and you probably don't
    have level 8 points, buy them anyways. The shops are sort of hard to find.
    Go through a break in the bushes in the upper-right and then walk a ways
    until you see two small conjoined shops. Get out of Leifen now, and head
    north to your airship. Fly around a little bit, and look for a spot of grass
    on the right side of the huge desert where you can land. Walk a bit west
    and north, and you will see a tower. Use a tent/cabin/house outside before
    entering. Go inside, and enter the large room. Get all the treasure chests,
    which include the Heal Helmet (works like the Heal staff) and the Aegis
    Shield (equip to your Knight). Don't worry about the Vorpal, it's not good.
    Leave the room and take the stairs to the next floor. On this one, you have
    to circle around to the top and back around to get into the room with the
    treasure. Inside, however, is Thor's Hammer, which is the best weapon for
    the White Mage, and it casts Lit2 in battle. There is also the Dragon Armor,
    the best armor in the game. Equip it on your Knight. Also, the Sun Sword is
    in here. It is about as good as the Defense, having a bit more attack but
    less hit %. Give it to whoever doesn't have the Defense. Finally, there is
    a bunch of G, though that is not very crucial anymore.
    EXIT out of here, save outside, and return to your ship. Fly back to
    Onrac, stock up on Heal potions, rest, save, and head back into the Sea
    **End Sidepath**
    Sea Shrine, part 2 
    Once again, you are on the entrance floor to the Sea Shrine. This time,
    take the stairway on the upper-left part of the floor. This takes you
    to a large, empty floor. Travel due upwards, and to the next floor.
    Now, there are 3 very small floors all in a row. Once you are through
    all 3, you come to a lovely floor filled with treasures. There is another
    Light Axe, another Ribbon, a Power Gauntlet (casts Sabr on the user in
    battle), and about 40,000 G to be had. When you are done treasure hunting,
    take the stairs in the top left corner of this level.
    This final floor has no treasure. It’s just a big mess of space leading
    to Kraken, the Fiend of Water. Walk up for a ways, then turn left. You
    should wind up in a huge room. More than halfway up on the left side is
    a door leading out. Go up and back around the top until you get to the
    small room at the top. Make sure everyone's health is maxed out with
    Heal Potions, and walk up to & talk to Kraken to initiate a battle.
    Kary is very easy, considering its favorite attack is Ink, which "darkens"
    your characters. Not very effective. Cast Inv2 and Alit, to protect your
    party from Kraken's only worthy attacks (Lit2 and his physical attack).
    Being the big ugly water oriented monster he is, he's weak to lightning.
    Just cast fast on your Knight/Ninja/Master, and Kraken will go down pretty
    quickly. Light your 3rd orb and get out of here!
    Chapter 9 - The Orb of Air
    If you opted not to take the "sidepath" in Chapter 8, you can read all
    the steps between the Sea Shrine and the Mirage Tower by scrolling back
    up and reading it in Chapter 8. 
    Also bear in mind we are in the middle of the Mirage Tower right now. 
    Exit the treasure room, and circle back around to the top and take the
    stairs to the 3rd floor. Walk around to the bottom and heal up your party
    before walking through the door. You will have to fight a Blue Dragon.
    Cast Alit to lessen its Thunder attack, and just attack it. It should go
    down in 2 turns. Walk upwards and onto the transport. Using the Cube,
    you are warping to the "ancient" Sky Castle, which actually is a very
    advanced place. The music is very techy and it all looks very shiny. The
    first floor has 4 ways to go. The left, right, and down paths all lead
    to treasure rooms with very good bounty, including the Bane Sword and
    a second Heal Helmet. Take the top path to the next floor. On this one,
    there are 8 paths. The very bottom one leads to the next floor, but don't
    go there yet. There are 6 rooms of treasure, which include the White
    Shirt and Black Shirt (keepers for White and Black mages, and great in
    battle), and the ADAMANT.
    Note: with the adamant, the Dwarven blacksmith can forge the Xcalibur,
    the second best sword in the game and a Knight-only weapon. If you wish
    to exit now and go to the Dwarf cave (the place where you delivered the
    Dynamite to open the canal) to get this sword, it is not a bad choice.
    If you do, by the time you get back to this point you'll be much stronger.
    If you don't, it’s fine to stay here until we're done with Tiamat and
    then go do it.
    Now once you have all the treasure off this floor, take the portal on
    the bottom up to the third floor. This floor has 2 treasure rooms- one
    to the right and the other to the upper left. Both contain worthwhile
    bounty, so grab it all. The teleport to the 4th floor is to the left
    and then downward.
    This fourth floor could seem very large if you didn't know it wrapped
    around. Well, it does, and it's very simple to get to the next stairwell.
    Go two rows in any direction, then turn and go two in another, like 2 up
    and 2 left. Once you reach the stairway, brace yourself for the most
    nerve-wracking walk in FF1.
    This floor is nothing but a long bridge with Tiamat (Fiend of Air) at the end.
    However, a monster of a machine, Warmech, looms on this bridge. As you walk,
    you have every right to freak each time a battle ensues. One of them could be
    this horror. What is it? Well, Warmech has 1,000 HP. But, his defense makes
    that a tough goal to reach. Most likely he'll surprise attack you. And that
    won't be fun, since he'll either use Nuclear, which is his fire-based attack
    that does 150-300 to everyone in your party. Warmech's physical attack is no
    nicer. It can do 400 damage to a Knight. And mages don't have 600 HP and
    shining armor- one hit and they're toast. If you meet up with Warmech, say
    a prayer, and cast Inv2 and Fog2 right away. Have your physical attackers
    just keep hitting, and hope for critical hits. FAST could help a lot, if a
    mage lives long enough to cast it. In the end, however, it all depends on
    your level. You really only stand a chance if you are level 27 or higher.
    Hoping that you did not encounter Warmech, continue up this bridge until
    you reach Tiamat. Use heal potions to return to full health, and talk to
    him. This battle is fairly tough, but can be cut surprisingly short. Start
    the battle casting Alit, Aice, and Inv2 in whatever order you feel. FAST
    your fighting people. If you're feeling lucky, you can hit Tiamat with his
    weak spot. Using BANE or BRAK can kill him instantly. But its all luck- it
    could work the first time or never. Just make sure you don't solely rely
    on that and don't let up attack him and healing. Once you've reduced Tiamat's
    1,000 HP to nothing, your 4th orb is lit, and you can go home happy. For
    a while at least. Your biggest challenge still lies ahead...
    Chapter 10 - The Temple of Fiends: Revisited
    Alright, you've made it this far. Can you come out victorious from
    your final quest? Let's find out.
    First of all, make sure all your magic users have 3 spells for each
    level. If you never got EXIT or WARP, those are necessary, because
    you can't get out of the last dungeon without them. Also, make sure
    you have level 8 magic: Nuke, Zap, and XXXX for your Black Wizard
    and Fade, Wall, and Lif2 for your White Wizard. Stock up on 99 heal
    potions- the time you spend buying them is more than worth it, since
    you will probably use up each one of them. If you haven't gotten the
    Adamant forged into the Xcalibur yet, do so. Everyone should also be
    equipped with a ProRing if for some reason you aren't. And make sure
    you have 3 ribbons- if you don't, there's one in the Waterfall, one
    on the second floor of the Sky Castle, and one in the 5th floor down
    in the Sea Shrine. Make sure you have all of those. Let's see... anything
    else... ahhh yes.
    Now is the time to start leveling up. If you are not at least level 29+,
    the Temple of Fiends in the past could prove to be more difficult than
    it should be. There are some nice places to get your levels up,
    though. A major one at this point is the first few floors of the
    Temple of Fiends in the past. But the enemies don't cough up their
    EXP very easy- most are big guys with painful special attacks, like
    Frost and Gas Dragons. But if you have EXIT and are tough enough to
    take on these enemies, then level here. If you want to stay out in
    the world or are forced to because you don't have a white or red
    wizard, try these places: the Ice Cave, fighting the Eye over and
    over; the desert area around the Mirage Tower; and finally, Warmech.
    If you actually want to go looking for him, because you feel brave,
    you're probably at a level where you would be victorious against him.
    Plus, you'll gain a lot of EXP along the way in the Tower and the Castle.
    The Final Test 
    Are you all poofed up and ready to go? Let's find out.
    Head to the original Temple of Fiends, and use a tent outside. Walk in,
    and go into the room with all the bats. Walk up to the Black Orb, and
    you'll create a portal with all your orbs. Step on it, and you're whisked
    away to 2000 years ago. Weird. Anyways, on this first floor are Frost
    Dragons, Wurms, Chimeras (and their big cousins Jimeras). Wurms are easy
    and give good EXP. Just go down and to your right into the stairway in the
    corner. You're taken to a closed off section of another floor- just walk
    to the stairs to the right.
    This floor is a bit perilous, because here is where the Gas Dragons lurk.
    They have a Poison Gas attack, which can rip apart your party if they don't
    have Ribbons and a lot of HP. If you meet any, just attack, because it's
    impossible to run from them. Sorry guys =/. Anyways, walk all the way down,
    and then turn right before the corner. Go into the room in the middle, where
    a Phantom greets you. It has lots of deadly spells and about 350 HP, but at
    this level it should go down in 2 hits or so. There are 2 chests here with
    like 100,000 G, which would've been much more useful earlier in the game,
    but whatayagonnado. Walk up to the blocked stairway. Use the Lute given to
    you by the Princess of Corneria early in the game. The block disappears and
    you are free to go to the next floor.
    You come out in the room you passed by on your second floor. Head out of it,
    down, to the left, and all the way up to the stairs. You find yourself on the
    first floor again, on the top half. This is once again where Frost Dragons
    and Chimeras crawl around. Fight them if you can withstand their special
    attacks. Go all the way to the left and take the stairs.
    You're now on the bottom left of the Earth Floor. Enemies here include Earths,
    RockGols, MudGols, and Green Medusas. The Medusas can turn you to stone unless
    you're wearing Ribbons. Nothing bad. Go up, to the right, and back down around
    to the other side of the giant floor. Before going to the stairwell, use some
    heal potions and get back to regular health. You must fight a Lich that is
    twice as strong and now uses Nuke, XXXX, and Zap!. Start the battle with Inv2,
    and hope he doesn't devastate you with Nuke. Use Fast on your best fighter
    and get Lich dead quick. Your reward is a crappy 500 EXP and 1 G.
    The next floor is the Fire Floor, where you'll fight Agamas, Grey Worms, Fires,
    and Red Giants. Nothing you can't handle. There is some sweet treasure on this
    floor though. A second Katana, a ProCape, and a ProRing, along with some G.
    If you need any of this, then you'll find it on the bottom half of the floor.
    If you ever need a health refill, sit in an Agama battle and use the heal staff.
    Before taking the stairwell off of this floor, heal up again and prepare for
    a fluffed up Kary. Not much different than before, just a bit stronger. Use
    the White Shirt for Inv2, and maybe cast a Haste, and do away with him. Onto
    the Water Floor.
    Now, you'll be fighting Waters, SeaTrolls, SeaSnakes, Lobsters, Grey Sharks,
    and Wizard Sahags. None of these are particularly dangerous. This floor
    is kind of a maze. Go into the first small room, then go down into the area
    with the pillars. Go left and into the room on the side. Go down and out of
    that, up and around some more pillars, back down, until you get to where there's
    a long path made of pillars on the bottom of the floor. Along this path is
    Kraken. Heal up before walking along the path. Against Kraken, use Inv2 right
    away, since now it has a much more damaging physical attack. Haste your best
    fighter, and be rid of the Kraken. Take the stairs to the next floor.
    On this floor, you'll be encountering some old friends from the Sky Castle.
    Large enemies such as RockGols, Airs, Wizard Vampires, and Worms. Also, our
    pals the Sorcerors, whom you met in the Ice Cave, lurk around here. Don't get
    your undies in a bundle, though. The best sword in the game also is on this
    floor, begging to be found. Go down from the start, then right, and go down
    and left all the way into a far off corner, where you should find a small
    room. In it lies the Masmune. Any of you modern gamers have heard of that
    in FF7, where it is Sephiroth's sword. It’s just as awesome in its original
    form here in FF1. It is leagues above every other weapon in this game, even
    the Xcalibur. Put it on anyone using a different weapon and watch his or her
    damage go up by at least +200 average. If you have a Red Mage, this is the
    best option for them. If you don't but have a White Mage, give it to her
    because she can actually help damage Chaos with it. Now is the time where
    some people will EXIT out of the ToF, save, and come back in stronger a
    second time. Or, if you are still very beefed up, you can continue to your
    last two obstacles.
    Go back to about the beginning of the floor, and this time go right. When you
    see a small hallway connecting 2 larger rooms, heal up before walking across.
    This is where the charged up Tiamat awaits you. Either fight him like you did
    in the Sky Castle, or use Bane/Brak on him. Note that he loves to use Bane
    a lot now, so Arub would be a great spell to have. Whatever you do, you should
    come out fine. Go right and walk down the stairs.
    This final floor is just a big circle. Go around to the bottom of the room in
    the center. Before walking in, make sure that everyone is healed to the max,
    and get ready for the final battle. You talk to Garland for a little bit, and
    he tells you all this confusing story crap. Whatever. When you enter the
    battle, prepare for a hard, tense fight. that could take a while, depending
    on your luck. Here is the strategy I typed up at the bottom of the guide:
    "So, you've made it this far eh? I hope you know what you're getting into, and
    you didn't just go all the way through the Temple of Fiends once through. If
    you read this and you thought you could face him on like level 27, think again.
    Make sure you've gotten the Masmune, and Exit back out. Build up your levels
    a bit, then your second trek through the Temple will boost you to about 30,
    which is a minimum level for fighting this loser.
    Well then, you ready? Ok, let's plunge into the hardest battle in the game
    (next to Warmech if you met him by accident). First off, Chaos has almost
    every massively destructive spell you could imagine, and he uses them a lot.
    Fire 3, Lit 3, Ice 3, and some other odd ones: Tornado, Swirl, Inferno, and
    Crack (instant death, watch out). On top of this and unlimited MP (of course),
    he can use Fast on himself, so you'd be dealing with a Chaos that used to do
    100-200, and you're in trouble. To put a little icing on the cake, Chaos has
    Cure 4. Yes, you heard right. He can Cure 4 himself back up to 2,000 at any
    time he feels, so just hope he doesn't.
    Now the, how to fight him. Start out by having your Knight cast an Anti- spell,
    which hopefully you got for him. Have your Master simply attack. If you have a
    Ninja, he should cast Fast on himself. Your Red or Black Wizard should cast Fast
    on the Knight. And your White Wizard should use Wall on herself. Next turn, have
    your Knight use another Anti-Spell, and have your Master/Ninja start attacking.
    If you are lacking in mages with Fast, cast in on your other strongest attacker.
    Use the White Wizard's White Shirt to cast Invisibility 2. Of course, if Chaos
    is being a b****, then make sure you don't have someone at 1 HP or dead. From
    here on, have your White Wizard finish casting Anti- spells, and also Fog 2. If
    she has spare turns, do walls on other characters, because this battle can be
    LONG if Chaos is healing himself. Don't waste all your black magic right away on
    Chaos. If he heals himself, it is all wasted. Try to keep track of his HP, and
    if it is around 500, then have one turn where everyone goes all out (if your
    White Wizard has the Masmune, she can help). Good luck, and hopefully you'll
    beat him!”
    Well, did you win? If you did, sit back and enjoy the end of Final Fantasy, and
    congratulations for beating the most confusing Final Fantasy game ever!!!
     I. Characters
      Fighter / Knight:
    This character is a must have for any party that you want to be successful. He
    seems to not only be a strong fighter, but compared to other characters'
    attacks, his are insane. In the beginning, he is your only character who can
    really pack a punch, and gains HP like crazy. By level 4 he has over 100. He
    also can equip most any weapon or armor (as a knight), and so any good sword or
    odd equipment you find can go right onto him. He is expensive to buy for,
    though. At top efficency (level 30, ending equip), compared to a top Master
    (or ninja for that matter), the Knight has about 50% more health, does at least
    double the damage, and takes about 10 times less. If you are up against some
    crazy hard battle, he'll pull you through and if it's REALLY bad be the last
    one standing.
    Anyways, now you know you'll need him, so let me say a few more things. When he
    is promoted, he gains the ability to have level 1-3 white magic. It actually
    does help having even a few more cures and cure 2s when you make your way
    through long, end-of-game dungeons. His strongest weapon is the Xcalibur, which
    you get when a dwarf forges it out of the adamant you find in the Sky Castle.
    Always have this character on the top in battle. He'll take half the blows for
    minimal damage.  
      Blackbelt / Master:
    The Blackbelt is another great choice for your party. He is VERY cheap to equip,
    because he uses his fists as his weapons later in the game. He also wears light
    armors, but still seems just as protected as a Red Mage or Thief with a heavier
    armor on. He starts out apparently only doing as much damage as a normal
    character, but later, with his fists, he starts to do multiple hits that go
    for hundreds of damage. When he is promoted, he doesn't gain any abilities,
    just looks cooler. All in all, he is a good choice and I would definately take
    him over the Thief.  
      Thief / Ninja:
    The thief is kind of a pointless character, however some people use him anyways.
    He has not too high of health or attack compared to the fighter or even the
    blackbelt. Some say he's a good runner, but the blackbelt or fighter or red
    wizard are just as good. He gets a few cruddy spells once he is promoted to
    ninja, which are simple level 1-4 black magic. The only good point is an extra
    Fast, but that would be a waste of his turn (any magic he could use would be).
    He can't get anything like warp or bane, so if your black or red mage dies he
    doesn't help much. He is, at most, an average character with moderate equipment
    ability, and I suggest not using him, but that's just a suggestion. Blackbelt
    or Red Mage are fair picks above him.  
      Red Mage / Wizard:
    This character seems to be the most well rounded, being able to equip about
    half the things out there, being able to use more than 50% of all the magics,
    and gaining more HP than other mages and easily doing more damage. If you are
    doing an odd combo for your party, then he will be a necessity, bringing in
    Cure 1-3, Fire 1-3, Lit 1-3, and Life. When he is a red wizard, he gains the
    ability to use a few more magics, but he cannot use any of the level 8 power
    spells (Nuke, Fade, Life2, Wall), but it is easy to get by without those if
    you have another person able to attack and hit every turn. Anyway you look at
    him, the red mage is a well rounded character with few to no low points.  
      White Mage / Wizard:
    All those with a little bit of sanity will opt to use a white mage. You may
    not need the force of black magic because you have strength with your other
    fighters, but this mage is a must. She can cure, purify, un-stone, and revive
    any character. Without her you would spend WAY to much on revival and inns in
    the early game, and wouldn't be able to be as adventureous in battling unless
    you carried lots of heal potions and tents/cabins/houses. Plus, without her
    protective spells such as Invisibilty 2, Fog 2, Wall, and Anti-Rub, you wouldn't
    last a second against Chaos. She is also helpful to be able to use her turn
    for the Heal Staff (casts Heal) to keep your party constantly refreshed. Also,
    when you are in element specific areas, Anti-Fire, -Ice, and -Lightning will
    save your skin a million times over. Trust my judgement and use her.  
      Black Mage / Wizard:
    Here we have a character that even if he could equip an Xcalibur, he wouldn't
    do more than 5 damage a hit with it (figuring he even hit). He takes about 11
    levels to get over 100 HP, and takes about twice normal damage as, say, a red
    mage or thief. However, nowhere else will you find the capacity to cast
    devasting and massively awesome spells such as the Fires, Lightnings, Ices,
    and instant death spells like Rub, Quake, Zap, Bane, Break. and XXXX. Plus,
    he has the utlity spells that can put your foes to sleep, turn them to stone,
    make them confused, make them flee, slow them, blind them, and weaken them.
    The choice comes down to brute strength or deadly magic. If you love ripping
    up your foes with tooth and claw, don't use this guy. But if you like to sit
    back and watch your enemies burn, then be my guest and take this character
    and use him wisely. 
     II. Weapons
       Bought Weapons:
    Name            Where at      Cost    AP Hit% Users
    Wooden Staff    Corneria      5G      6  0%   All but TH
    Wooden Nunchuck Corneria      10G     12 0%   N, BB, MA
    Rapier          Corneria      10G     9  5%   K, F, N, TH, rm, RW
    Small Dagger    Corneria      5G      5  10%  K, F, N, TH, rm, RW, bm, BW
    Iron Hammer     Corneria
                    Pravoka       10G     9  0%   K, F, N, wm, WW
    Short Sword     Pravoka       550G    15 10%  K, F, N, rm, RW
    Scimitar        Pravoka       200G    10 10%  K, F, N, TH, rm, RW
    Hand Axe        Pravoka       550G    15 5%   K, F, N
    Iron Nunchuck   Elfland       200G    16 0%   N, BB, MA
    Iron Staff      Elfland
                    Melmond       200G    14 0%   K, F, N, BB, MA
    Large Dagger    Elfland       175G    7  10%  K, F, N, TH, rm, RW, bm, BW
    Silver Sword    Elfland       4,000G  23 15%  K, F, N, rm, RW
    Sabre           Elfland
                    Melmond       450G    13 5%   K, F, N, TH, rm, RW
    Falchon         Melmond       450G    15 10%  K, F, N, TH, rm, RW
    Long Sword      Melmond       1,500G  20 10%  K, F, N, rm, RW
    Silver Hammer   Crescent Lake 2,500G  12 5%   K, F, N, wm, WW
    Silver Axe      Crescent Lake 4,500G  25 10%  K, F, N
    Silver Knife    Crescent Lake 800G    10 15%  K, F, N, TH, rm, RW, bm, BW
    Catclaw         Gaia          65,000G 22 35%  K, N, RW, BW
       Found Weapons (plain):
    Name         Where found               AP Hit% Users
    Were Sword   Temple of Fiends          18 15%  K, F, N, TH, rm, RW
    Rune Sword   Temple of Fiends          18 15%  K, F, N, rm, RW
    Power Staff  Northwest Castle          12 0%   All but TH
    Dragon Sword Dwarf Cave                19 15%  K, F, N, TH, rm, RW
    Great Axe    Titan's Tunnel            22 5%   K, F, N
    Coral Sword  Earth Cave                19 15%  K, F, N, TH, rm, RW
    Flame Sword  Ice Cave 2BF              26 20%  K, F, N, rm, RW
    Ice Sword    Castle of Ordeals 3F
                 Gurgu Volcano 4BF         29 25%  K, F, N, rm, RW
    Giant Sword  Gurgu Volcano 2F          21 20%  K, F, N, TH, rm, RW
    Vorpal       Mirage Tower 1F           24 25%  K, RW, N
    Sunsword     Mirage Tower 2F           32 30%  K, F, N, rm, RW
    Katana       Sky Castle 3F
                 ToF Revisited, Fire floor 33 35%  N
    Xcalibur     Forged with Adamant       45 35%  K
    Masmune      ToF Revisited, Air floor  56 50%  All but TH
       Found Weapons (magical):
    Name          Where found          AP Hit% Users     Battle Ability
    Heal Staff    Castle of Ordeals 3F 6  0%   N, wm, WW Casts Heal
    Light Axe     Sea Shrine 4F
                  Sea Shrine 2BF       28 15%  K, F, N   Casts Harm 2
    Mage Staff    Sea Shrine 4F        12 10%  N, bm, BW Casts Fire 2
    Defense       Waterfall            30 35%  K, N, RW  Casts Ruse
    Wizard Staff  Waterfall            15 15%  BW        Casts Confuse
    Thor's Hammer Mirage Tower 2F      18 15%  K, N, WW  Casts Lit 2
    Bane Sword    Sky Castle 1F        22 20%  K, N, RW  Casts Bane
     III. Armor
    Name            Where at            Cost    Abs / Evd% Users
    Cloth           Corneria            10G     1 / 2%     All
    Wooden Armor    Corneria            50G     4 / 8%     All but wm/WW/bm/BW
    Chain Armor     Corneria            80G     15 / 15%   K, F, N, rm, RW
    Cap             Elfland             80G     1 / 1%     All
    Wooden Shield   Pravoka             15G     2 / 0%     K, F, N
    Iron Armor      Pravoka
                    Elfland             800G    24 / 23%   K, F, N
    Gloves          Pravoka             60G     1 / 1%     All
    Copper Gauntlet Melmond             200G    2 / 3%     K, F, N
    Iron Shield     Elfland             100G    4 / 0%     K, F, N
    Copper Bracelet Elfland             1,000G  4 / 1%     All
    Wooden Helmet   Elfland             100G    3 / 3%     K, F, N
    Iron Gauntlet   Melmond             750G    4 / 5%     K, F, N
    Steel Armor     Melmond             45,000G 34 / 33%   K, F, N
    Silver Bracelet Melmond             5,000   18 / 8%    All
    Silver Helmet   Crescent Lake       250G    6 / 3%     K, F, N
    Silver Shield   Crescent Lake       2,500G  8 / 0%     K, F, N
    Silver Armor    Crescent Lake       7,500G  18 / 8%    K, F, N, rm, RW
    Buckler         Crescent Lake       2,500G  2 / 0%     K, F, N, TH, rm, RW
    Silver Gauntlet Crescent Lake       2,500G  6 / 3%     K, F, N, RW
    Flame Armor     Gurgu Volcano 5F    Found   34 / 10%   K, F, N
    Flame Shield    Gurgu Volcano 4BF   Found   12 / 0%    K, F, N
    Ice Armor       Ice Cave 3BF        Found   34 / 10%   K, F, N
    Ice Shield      Ice Cave 1F         Found   12 / 0%    K, F, N
    Gold Bracelet   Gaia                50,000G 24 / 1%    All
    Zeus Gauntlet   Castle of Ordeal 2F Found   6 / 3%     K, N, RW
    ProRing         Gaia                20,000G 8 / 1%     All
    Power Gauntlet  Sea Shrine 2BF      Found   6 / 3%     K, F, N, RW
    Opal Bracelet   Sea Shrine 5F       Found   34 / 1%    All
    Opal Armor      Sea Shrine 4F       Found   42 / 10%   K
    Opal Helmet     Sea Shrine          Found   8 / 3%     K
    Opal Shield     Sea Shrine 5F
                    Sky Castle 2F       Found   16 / 0%    K
    Opal Gauntlet   Sea Shrine 5F
                    Sky Castle 2F       Found   8 / 3%     K
    Ribbon          Waterfall
                    Sea Shrine 2BF
                    Sky Castle 2F       Found   1 / 1%     All
    Dragon Armor    Mirage Tower 2F     Found   42 / 10%   K
    Aegis Shield    Mirage Tower 1F     Found   16 / 0%    K
    Heal Helmet     Mirage Tower 1F
                    Sky Castle 1F       Found   6 / 3%     K, N
    ProCape         Sky Castle 3F
                    ToF Fire Floor      Found   8 / 2%     All
    White Shirt     Sky Castle          Found   24 / 2%    WW
    Black Shirt     Sky Castle          Found   24 / 2%    BW
    Special Armor:
    Name           Attribute/Ability
    Zeus Gauntlet  Casts Lightning 2 in battle
    White Shirt    Casts Invisibility 2 in battle
    Black Shirt    Casts Ice 2 in battle
    Heal Helmet    Casts Heal in battle
    Power Gauntlet Casts Saber in battle.
    Flame Shield   Defends against ice attacks
    Flame Armor    Defends against ice attacks
    Ice Shield     Defends against fire attacks
    Ice Armor      Defends against fire attacks
    ProRing        Defends against instant death attacks
    Opal Shield    Defends against lightning attacks
    Opal Armor     Defends against lightning attacks
    Ribbon         Defends against all enemy magic and status effects
    Dragon Armor   Defends against all fire, ice, and lightning attacks
    Aegis Shield   Defends against gas attacks
     IV. Items
    Shop Items:
    Heal Potion
     Heals 30 HP out of battle, but varies in     
       Once you have the money, especially if you only have 1 healing
       character, stock up on these. It is wise to have 99 when you can
       afford them all. They're vital!
    Pure Potion
     Cures poison                                 
       Simple enough, just use these when you're poisoned. Make sure to
       carry about 20 (especially around Elfland and the Marsh Cave).
    Soft Potion
     Cures stone                                  
       Make sure to have a good number of these when you are in the Ice
       Cave, because the cockatrices in their are NASTY with stone!
     Saves game on world map                      
       For as cheap as they are, the tents save you from paying a lot for
       saving at inns, and the fact that they are portable is invaluable on
       long trips.
     Saves game and heals lots of HP on world map 
       Only good for a short amount of time, after you have enough money
       for them but not houses. However, for the HP boost, and the fair price,
       these are a very good deal.
     Saves game and heals most HP and MP          
       These things are an ultra expensive portable inn, but by the time
       you use them, price doesn't matter. You don't need to carry more than
       10 at a time, but because of the MP AFTER the save glitch, be sure to
       have tents to save your MP.
    Quest Items:
     Received from
     Princess Sara after defeating Garland and rescuing her
     Use it to gain access to 2,000 years in the past in the Temple of Fiends
     Defeating the Wizards in the Marsh Cave
      Give to Astos (in Northwest Castle)
     Astos, after beating him
      Take it to Matoya (north of bridge by corneria) to get the herb
     Matoya when you give the Crystal to her
      Give this to the sleeping prince in Elfland
     Elf Prince after you awaken him
      This allows you to open ANY chest or door ANYWHERE!
     Chest in Corneria Castle, key needed to get to
      Give to Nerrick the dwarf, he blows a whole that allows your ship
      access to the rest of the world's waters
     Vampire in Earth Cave
      Give to the Titan in a cave near Melmond, he moves out of the way
     Sarda the Sage, in his cave
      Smash the thing stopping you from getting into the rest of the Earth
     Chest by EYE in Ice Cave
      Get the airship in the Ryukahn desert to work
     Chest by zombie dragon in the Castle of Ordeal
      You give this to Bahamut to get prmoted!
     Caravan for 50,000G
      Take it to the pond in Gaia, and the Fairy gives you Oxyale
      Breathe underwater (in the Sea Shrine)
     Chest in Sea Shrine (around the mermaids)
      Translate what the heck Lefeinites are saying, with the help of Dr.
      Unne in Melmond
      This is how you get from the Mirage Tower to the Sky Castle
     A man in Lefein
      Gain access to the Mirage Tower
     Chest in Sky Castle
      The smith in the Dwarf Cave will forge the Xcalibur for you with it
      (the strongest sword for the Knight)
     V. Black Magic
    Spell (abrv)       Lvl  Effect
                              Best Use
    Fire (Fire)        1    Small amount of fire damage to an enemy
                             Early bosses, undead monsters
                              N rm RW bm BW 
    Lightning (Lit)    1    Small amount of lightning damage to an enemy
                             At sea
                              N rm RW bm BW 
    Lock (Lock)        1    Increases party's hit % a little bit
                             Don't get it
                              N rm RW bm BW 
    Sleep (Slep)       1    Put's enemy to sleep
                             Against hordes of annoying monsters
                              N rm RW bm BW 
    Dark (Dark)        2    Lowers enemy's hit %
                             Don't get it
                              N rm RW bm BW 
    Ice (Ice)          2    Small amount of ice damage to an enemy
                             Early bosses, small fire enemies
                              N rm RW bm BW 
    Slow (Slow)        2    Enemy attacks are less harmful
                              N rm RW bm BW 
    Temper (Tmpr)      2    Slightly increases char's damage
                             On your main fighter
                              N rm RW bm BW 
    Fire 2 (Fir2)      3    Fair amount of fire damage to all enemies
                             Groups, especially ice enemies
                              N rm RW bm BW 
    Hold (Hold)        3    Temporarily paralyze's an enemy
                             Regular enemies with high HP
                              N rm RW bm BW 
    Lightning 2 (Lit2) 3    Fair amount of lightning damage to all enemies
                             Large groups of sea creatures
                              N rm RW bm BW 
    Lock 2 (Lok2)      3    Better version of Lock
                             Don't get it
                              N rm RW bm BW 
    Confuse (Conf)     4    Makes enemy attack itself/allies
                             For fun
                              N rm RW bm BW 
    Fast (Fast)        4    Makes char do multiple hits
                             Bosses N rm RW bm BW 
    Ice 2 (Ice2)       4    Fair amount of ice damage to all enemies
                             Gurgu Volcano
                              N rm RW bm BW 
    Sleep 2 (Slp2)     4    Tries to make all enemies sleep
                             Don't get it
                              N rm RW bm BW 
    Bane (Bane)        5    Poison gas, 1 hit kill
                             Certain bosses
                              RW bm BW 
    Fire 3 (Fir3)      5    Very good fire damage to all enemies
                             Groups, Ice cave
                              rm RW bm BW 
    Slow 2 (Slo2)      5    Makes targets loose intelligence
                             Don't get it
                              rm RW bm BW 
    Warp (Warp)        5    Takes you up one level in caves/dungeons
                             Missed items or exiting without EXIT
                              RW BW 
    Lightning 3 (Lit3) 6    Very good lightning damage to all enemies
                             Water enemy groups (Water Temple)
                              RW bm BW 
    Quake (Qake)       6    Chance to kill all enemies
                             Groups (or if a boss is weak to it)
                              bm BW 
    Rub (Rub)          6    Tries to kill an enemy
                             Big regular enemies
                              bm BW 
    Stun (Stun)        6    An improved Hold
                             Don't get it
                              bm BW 
    Blind (Blnd)       7    Enemies can't hit
                             Groups with strong physical attacks
                              bm BW 
    Break (Brak)       7    Tries to kill one enemy
                             Against Tiamat
    Ice 3 (Ice3)       7    Very good ice damage
                             Fire area of Temple of Fiends
                              RW bm BW 
    Sabre (Sabr)       7    Better version of Temper
                             Your strongest fighter
    Stop (Stop)        8    Longer version of Hold that hits all enemies
                             Don't get it
    Zap (Zap!)         8    Tries to kill all enemies
                             You can get it, you won't use it.
    Rub 2 (XXXX)       8    Tries to kill all enemies
                             Large groups in late game
    Nuke (Nuke)        8    MASSIVE non-elemental damage to all enemies
                             Against Chaos
     VI. White Magic
    Spell (abrv)          Lvl Effect
                               Best Use
    Cure (Cure)           1   Heals small amount of HP
                               All throughout the game
                                K rm RW wm WW
    Fog (Fog)             1   Raises armor (absorb) of char
                               Early boss battles
                                K rm RW wm WW
    Harm (Harm)           1   Damages all undead
                               Any time you face undead groups, first Temple
                               of Fiends
                                wm WW
    Ruse (Ruse)           1   Caster's evade increases
                               Don't get it
                                K RW wm WW
    Anti-Lightning (Alit) 2   Increases party's lightning defense
                               Against bosses with Lit 1, 2, or 3
                                K rm RW wm WW
    Invisiblity (Invs)    2   Increases one char's evade (half the strength of
                              Ruse, but on any ally)
                               Boss battles
                                K rm RW wm WW
    Lamp (Lamp)           2   Cures darkness
                               Don't get it
                                K rm RW wm WW
    Mute (Mute)           2   Stops enemies from using spells
                               Against all mage class enemies
                                K rm RW wm WW
    Anti-Fire (Afir)      3   Raises party's fire defense
                               Gurgu Volcano, or bosses with fire spells
                                K rm RW wm WW
    Cure 2 (Cur2)         3   Heals more HP than
                               Cure on any char All through the game
                                K rm RW wm WW
    Heal (Heal)           3   Cure 1 on all chars
                               Don't get it (you get Heal Staff)
                                wm WW
    Harm 2 (Hrm2)         3   Better than harm, against all enemies
                               Big undead groups
                                wm WW
    Anti-Ice (Aice)       4   Raises party's ice defense
                               Ice cave
                                rm RW wm WW
    Anti-Mute (Amut)      4   Cure's char's mute
                               Uhhh, if you're muted
                                RW wm WW
    Fear (Fear)           4   Makes enemies flee
                               Don't get it
                                wm WW
    Pure (Pure)           4   Cure's char's poison
                               Uhhh, if you're poisoned
                                rm RW wm WW
    Cure 3 (Cur3)         5   Improved Cure2
                               All through the game
                                rm RW wm WW
    Heal 2 (Hel2)         5   Improved Heal, but not as much HP as Cure2
                               Don't get it
                                wm WW
    Harm 3 (Hrm3)         5   Better than Harm2
                               Big undead groups
                                wm WW
    Life (Life)           5   Raises char from dead w/ 1 HP
                               Uhhh, if you're dead
                                RW wm WW
    Exit (Exit)           6   Leave dungeon/cave
                               If you don't wanna retrace your steps, or if you
                               NEED to escape
                                RW WW
    Fog 2 (Fog2)          6   Raises party's armor (absorb)
                               Boss battles
                                RW wm WW
    Invisiblity 2 (Inv2)  6   Increases all chars evade
                               Boss Battles
                                Rw wm WW
    Soft (Soft)           6   Cures char's stone
                               Uhhh, if you're stoned (hehe)
                                wm WW
    Anti-Rub (Arub)       7   Stops Rub, XXXX, and Squint (stoning) from working
                               In some places it's vital (certain mage enemies)
                                RW wm WW
    Cure 4 (Cur4)         7   Heals ALL HP of a char
                               If you are near death, but ONLY then.
    Heal 3 (Hel3)         7   Better than Heal2
                               Don't get it
                                wm WW
    Harm 4 (Hrm4)         7   Greatest undead-damager
                               Against undeads in the end game
    Fade (Fade)           8   Does huge non elemental damage to target
                               If the WW needs to whoop badguys (it wastes MP)
    Life 2 (Lif2)         8   Raises and fully cures a party member
                               Uhhh..., if you're dead and can spare some MP
    Wall (Wall)           8   Protection from ALL magic
                               Bosses in late game
    XFER (Xfer)           8   Removes and enemies special defenses
                               Don't get it
     VII. Enemies
    Just to let you in on something I only recently discovered: Each
    monster in Final Fantasy has way more EXP than you would think.
    It's that the exp is usually split 4 ways, so you can't tell.
    However, if you only had 1 living character, you would be able
    to tell that they get loads of exp (making a 1 character game
    viable). Anyways, I am putting the TOTAL amount of EXP each monster
    has, and you can do the dividing by 4. 
    Name         HP  EXP   GP    Special Attacks
    Agama        296 2,472 1,200 Heat
    Air          358 1,614 807   N/A
    Anklyo       352 2,610 1     N/A
    Arachnid     64  141   50    N/A
    Asp          56  123   50    N/A
    Badman       260 1,263 400   N/A
    Bigeye       304 3,591 3,591 Gaze, Flash
    Blue D.      454 3,274 2,000 Thunder
    Bone         10  9     3     N/A
    Bull         164 489   489   N/A
    Caribe       92  240   20    N/A
    Catman       160 780   780   N/A
    Cerebus      192 1,182 600   Scorch
    Chimera      300 2,064 2,500 Cremate
    Cobra        80  165   50    N/A
    Coctrice     50  186   200   N/A
    Crawl        84  186   200   N/A
    Creep        56  63    15    N/A
    Earth        288 1,536 768   N/A
    Evilman      190 2,700 3,000 Nuke, Xfer, XXXX, Blind
    Eye          162 3,225 3,225 XXXX, Break, Rub, Lit 2, Hold, Mute, Slow,
                                 Sleep, Glance, Squint, Gaze, Stare
    Fighter      200 3,420 3,420 Wall, Xfer, Heal 3, Fog 2, Invisibility 2,
                                 Cure 4, Heal 2, Cure 3
    Fire         276 1,620 800   N/A
    Frost D.     200 1,701 2,000 Blizzard
    Frost Gator  288 1,890 2,000 N/A
    Frost Giant  336 1,752 1,752 N/A
    Frost Wolf   92  402   200   Frost
    Gargoyle     80  132   80    N/A
    Gas D.       352 4,068 5,000 Posion Gas
    Gator        184 816   900   N/A
    Giest        56  117   117   N/A
    Ghost        180 990   990   N/A
    Ghoul        48  93    50    N/A
    Giant        240 879   879   N/A
    Great Pede   320 2,244 1,000 N/A
    Green Medusa 96  1,218 1,218 Glance
    Green Ogre   132 282   300   N/A
    Grey Imp     16  18    18    N/A
    Grey Naga    420 3,489 4,000 Ruse, Mute, Slow, Dark, Sleep, Fire,
                                 Lit, Heal
    Grey Shark   344 2,361 600   N/A
    Grey Wolf    72  93    22    N/A
    Grey Worm    280 1,671 400   N/A
    Guard        200 1,224 400   N/A
    Hydra        212 915   150   N/A
    Hyena        120 288   172   N/A
    Iguana       92  153   50    N/A
    Image        86  231   231   N/A
    Imp          8   6     6     N/A
    Iron Golem   304 6,717 3,000 Toxic
    Jimera       350 4,584 5,000 Cremate, Poison
    Kyzoku       50  60    120   N/A
    Lobster      148 639   300   N/A
    Madpony      64  63    15    N/A
    Mage         105 1,095 1,095 Rub, Lit 3, Fire 2, Bane, Slow 2, Stun
    Mancat       110 603   500   Fire 2, Slow, Dark, Sleep, Fire, Cure,
    Manticor     164 1,317 650   Stinger
    Medusa       68  699   699   Glance
    Muck         76  255   70    N/A
    Mud Golem    164 1,257 800   Fast
    Mummy        80  300   300   N/A
    Naga         356 2,355 2,355 Lit 2, Hold, Slow, Dark, Lock, Lit, Sleep
    Naocho       344 3,189 500   N/A
    Nightmare    200 1,272 700   Snorting
    Ocho         208 1,224 102   N/A
    Oddeye       10  42    10    Gaze
    Ogre         100 195   195   N/A
    Ooze         76  352   70    N/A
    Pede         222 1,194 300   N/A
    Perelisk     44  423   500   Squint
    Phantom      360 1     1     Stop, Zap!, Xfer, Break, Rub, Hold, Mute,
                                 Slow, Glare
    Pirate       6   40    40    N/A
    Red Anklyo   256 1,428 300   N/A
    Red Bone     144 378   378   N/A
    Red Caribe   172 546   46    N/A
    Red D.       248 2,904 4,000 Blaze
    Red Gargoyle 94  387   387   Fire 2, Fire, Hold
    Red Giant    300 1,506 1,506 N/A
    Red Hydra    182 1,215 400   Cremate
    Red Sahag    64  105   105   N/A
    Rock Golem   200 2,385 1,000 Slow
    Saber Tooth  200 843   500   N/A
    Sahag        28  30 30       N/A
    Sand Worm    200 2,683 900   Crack
    Sauria       196 1,977 658   Glance
    Scorpion     84  225   70    N/A
    Scum         24  84    20    N/A
    Sea Snake    224 957   600   N/A
    Sea Troll    216 852   852   N/A
    Sentry       400 4,000 2,000 N/A
    Shadow       50  90    45    N/A
    Shark        120 267   66    N/A
    Slime        156 1,101 900   N/A
    Sorceror     112 822   999   Trance
    Specter      52  150   150   N/A
    Sphynx       228 1,160 1,160 N/A
    Spider       28  30    8     N/A
    Tiger        132 438   108   N/A
    T Rex        600 7,200 600   N/A
    Troll        184 621   621   N/A
    Tyro         480 3,387 502   N/A
    Vampire      156 1,200 2,000 Dazzle
    Water        300 1,962 800   N/A
    Werewolf     68  135   67    N/A
    Wizard       84  276   300   N/A
    Wz. Mummy    188 984   1,000 N/A
    Wz. Ogre     144 723   723   Ruse, Hold, Dark, Sleep, Ice 2
    Wz. Sahag    204 882   882   N/A
    Wz. Vampire  300 2,835 3,000 Mute, Anti-Fire, Lit 2, Fire 2, Ice 2
    Wolf         20  24    6     N/A
    Worm         438 4,344 1,000 N/A
    Wraith       114 432   432   N/A
    Wyrm         260 1,218 502   N/A
    Wyvern       212 1,173 50    N/A
    Zombie       20  24    12    N/A
    Zombie D.    268 2,331 999   N/A
    Zombull      224 1,050 1,050 N/A
     VIII. Bosses
    HP: 6 each
    EXP: 40 each
    GP: 40 each
    Reward: Boat
      You'll fight the Pirates in Pravoka. This is the most simple, easy battle
    you'll ever fight, and it is very rewarding. Just beat 'em up one at a
    time. Shouldn't take much effort.
    Recommended level: 3 or 4
    HP: 84 each
    EXP: 276 each
    GP: 300 each
    Reward: Crown
      Wizards are only hard if you make them hard. If you decide to get macho
    and run through the marsh cave fighting every battle, you'll be in pieces
    for this one. Flee every battle you can until you make it to these guys.
    The battle can contain 2-5 of these, it's all random. The simple strategy
    is to just save a few lit2s, and if you have multiple mages who have black
    magic, then it is even easier. To beat them, just have your strong guys attack,
    and your Lit 2 users will do all the work. You can beat these wizards in 1
    Recommended level: 9 or 10
    HP: 156
    EXP: 1,200
    GP: 2,000
    Reward: Ruby
      This is another easy mini-boss. You face him in the middle of the Earth
    Cave. To beat him, simply cast Fire3 or Harm3, and he's toast. If he lives,
    just swing at him once or twice. This battle isn't hard at all.
    Recommended level: 12
    HP: 162
    EXP: 3,225
    GP: 3,225
    Reward: Floater
      To kill this weak little punk in the Ice Cave who wishes to be chicken
    and use Rub, XXXX, and Break on you, just put Fast on your fighter who
    should have the Flame Sword, and kill him in one hit. That was easy.
    If you really wanna load up on G (and the experience earned here is not
    shabby either), then you can just fight this battle repeatedley. Oh yeah.
    Recommended level: 15
    Zombie Dragons
    HP: 268 each
    EXP: 2,331 each
    GP: 999 each
    Reward: Tail
      The ZombieDs are undead. So, as long as you've saved a few Harm 3s or
    Fire 3s on your way through the Castle of Ordeal, you'll take these
    suckers out in no time. Of course, if there's 4 of them, it may be a
    bit harder. Just don't walk up to the chest with the Tail in it without
    being healed up.
    Recommended level: 16
    Blue Dragon
    HP: 454
    EXP: 3,274
    GP: 2,000
      The BlueD guards the entrance to the room in the Mirage Tower where
    you put the Cube in and go up to the Sky Castle. He actually can be
    quite hard the first time around. He likes to use Thunder, which is a
    VERY damaging spell that hits all your guys. To beat him, just try and
    stay healed and beat him up with physical attacks.
    Recommended level: 22
    HP: 1,000
    EXP: 32,000
    GP: 32,000
    Reward: PRIDE!
      If you are looking to take on Warmech on purpose, you are most likely
    high enough not to need a strategy. However, if you meet up with him by
    accident on your way to Tiamat, you're probably screwed, but I'll try to
    help you anyways.
    First off, he can usually swing first, and one of his attacks can do well
    over 200 to a Knight, and kill a mage. Also, his special attack, Nuclear,
    does 200+ to all your characters. If you are only level 23 or so and haven't
    died yet, don't be ashamed. Nobody at your level will beat him. I kind of
    like sitting back and letting him roast me. Putting up a fight will just
    make it take longer. My advice is to hope he doesn't find you, and if he
    does, that he makes it snappy so you can get back to making up your hours
    of lost progress in the Mirage Tower / Sky Castle!
    Recommended level: 27+ if you wanna win.
    HP: 106
    EXP: 130
    GP: 250
    Reward: The Princess
      This is your first "boss" in this game, and all you have to do is wait
    until you have Fire, Cure, and fully equipped characters to take him on
    at the Temple of Fiends. Simply be aggressive. It should take about 3
    turns if you are just attacking, but a mage using Fire can chop it to 2.
    That seems short, but he can deliver hard blows, especially on a mage. Of
    course, experts on this game don't take caution at all, but if this is
    your first time, we don't want you losing.
    Recommended level: 3, but it's completely possible to do it at 1.
    HP: 168
    EXP: 2,250
    GP: 2,000
    Reward: Crystal
      Astos surprises a lot of players. You wouldn't think an early boss like
    this could have Rub, but Astos does. To combat this, try as hard as you
    can to mute him. If 2 of your mages are trying, it'll be all the faster.
    Once you don't have the threat of instant death, Astos is just a rented
    mule waiting to be beaten. If you have been swinging at him every turn,
    especially if you used Fast, then he won't last long. But since a character
    dying right now means you can't resurrect him/her, and dying means falling
    behind on good exp, save before the fight (outside with a tent or cabin),
    and restart if you do get Rubbed.
    Recommended level: 10
    HP: 400
    EXP: 2,200
    GP: 3,000
    Reward: First Orb
      For this battle, you simply have to save 1 or 2 Fire 3s. Along with fast
    on your Fighter, Lich won't last long. His/her attacks are pretty powerful,
    so just keep an eye on your health. Luckily for you, when you are fighting
    Lich here, he/she won't use Zap!, Rub, XXXX, or Nuke, which he/she has the
    capacity to (he/she will later on in the Temple of Fiends revisited near the
    end). Make sure at the beginning of the battle to cast Afir, Aice, and Alit
    in case she uses Fire2, Lit2, or Ice2.
    Recommended level: 14
    HP: 600
    EXP: 2,475
    GP: 3,000
    Reward: Second orb
      To kill Kary, you won't be using Ice (which you would think would work but
    doesn't). Instead, she is suceptable to Sleep. If she wakes up, put her back
    to sleep. And just beat away with a Fasted Fighter/Blackbelt. But make SURE
    she's sleeping. Otherwise she'll be all up in your face. That means large
    attacks with the potential to kill wizards in single hits. Also, Kary's arsenal
    includes dangerous spells such as Fire2, so casting Afir could help.
    Recommended level: 18
    HP: 800
    GP: 5,000
    Reward: Third orb
      The Kraken is so easy that it's funny. You'd think they'd make a challenge
    for your 3rd orb, but apparently not. He may be able to hit you hard, but he
    usually uses Dark, which won't hurt you but makes it harder to hit him. Just
    Lit 2 (or 3 if you have it) and beat him to a pulp. Make sure to cast Alit,
    because he can use Lit and Lit 2.
    Recommended level: 21 (you only need to be about 18, but you'll be 21 by
                       this time).
    HP: 1,000
    EXP: 5,496
    GP: 6,000
    Reward: Your last orb!
      I don't know why they did it, but they made the Fiend of Air weak to Bane
    and Break, two instant kill spells. They have a very good chance of working
    on him, so I would use those instead of hand fighting him. If you have the
    Bane Sword, have it on someone without Bane, so you can use it twice per
    turn. If you are going to fight Tiamat the real way, then be prepared for
    a HARD fight. This guy has a load of HP, and of course higher defense than
    normal enemies, so the big attacks you thought all your guys could do are
    diddley squat. To beat him, you have to load up with spells like Fog 2,
    Invisibility 2 (use the white shirt for that), Wall, and Aice/Alit. Why?
    Not only does he have huge normal atacks, but his three abilities Thunder,
    Blizzard, and Poison Gas are all capable of wiping out your party in a
    few turns. Make sure to cast Fast on your 2 or 3 fighting characters, and
    never skip the chance to have your healer heal. It is vital.
    Recommended level: 22 for the easy way, 24 for the hard way
      Well, well, well. You've made it as far as this gargantuan beast eh? I
    hope you didn't just go all the way through the Temple of Fiends once
    through. If you read this and you thought you could face him on like level
    27, think again. Make sure you've gotten the Masmune, and Exit back out.
    Build up your levels a bit, then your second treck through the Temple will
    boost you to about 30, which is a minimum level for fighting this loser.
    Well then, you ready? Ok, let's plunge into the hardest battle in the game
    (next to warmech if you met him by accident). First off, Chaos has almost
    every massively destructive spell you could imagine, and he uses them a lot.
    Fire 3, Lit 3, Ice 3, and some odd ones, Tornado, Swirl, Inferno, and Crack
    (instant death, watch out). On top of this and unlimited MP (of course),
    he can use Fast on himself, so you'd be dealing with a Chaos that used to
    do 100-200, and you're in trouble. To put a little icing on the cake, Chaos
    has Cure 4. Yes, you heard right. He can Cure 4 himself back up to 2,000 at
    any time he feels, so just hope he doesn't.
    Now the, how to fight him. Start out by having your Knight cast an Anti- spell,
    which hopefully you got for him. Have your Master simply attack. If you have
    a Ninja, he should cast Fast on himself. Your Red or Black Wizard should cast
    Fast on the Knight. And your White Wizard should use Wall on herself. Next
    turn, have your Knight use another Anti-Spell, and have your Master/Ninja
    start attacking. If you are lacking in mages with Fast, cast in on your other
    strongest atacker. Use the White Wizard's White Shirt to cast Invisibility 2.
    Of course, if Chaos is being a b****, then make sure you don't have someone
    at 1 HP or dead. From here on, have your White Wizard finish casting Anti-
    spells, and also Fog 2. If she has spare turns, do walls on other characters,
    because this battle can be LONG if Chaos is healing himself. Don't waste all
    your black magic right away on Chaos. If he heals himself, it is all wasted.
    Try to keep track of his HP, and if it is around 500, then have one turn where
    everyone goes all out (if your White Wizard has the Masmune, she can help).
    Good luck, and hopefully you'll beat him!
    Recommended level: 30+ 
     IX. Special (non-magical) Enemy Attacks & Abilities
    Name     Effect
    Blaze    Fire attack, all characters
    Blizzard Extreme Ice attack, hits all characters
    Crack    Instant Death attempt on all characters
    Cremate  Roughly Fire2 equivalent damage to all characters
    Dazzle   Paralyzes targeted character
    Flash    Darkens all characters
    Frost    Medium Ice attack on all characters
    Gaze     Paralyzes one character
    Glance   Turn target character to stone
    Glare    Kill one character
    Heat     Low Fire damage to all characters
    Inferno  Large Fire damage to all characters
    Ink      Attempts to darken all characters
    Nuclear  Over the top non-elemental damage to all characters. Can do up to
             400 damage.
    Poison   Huge non-elemental damage to all characters
    Scorch   Weak Fire attack on all characters
    Snorting Darkness to one character
    Squint   Rub effect, kills targeted character
    Stare    Damage to one character
    Stinger  Attempts to poison all characters
    Swirl    Damage to all characters
    Thunder  Intense Lightning attack, hits all characters
    Tornado  Damage to all characters
    Toxic    Attempts to kill all characters
    Trance   Attempts to paralyze all characters
     X. Optimal Levels, Equipment, & Spells
    Point                 Level
    Garland               3
    Leaving Corneria      4
    Pirates               4
    Arrival at Elfland    6
    Surviving Fingerpoint 9
    Marsh Cave            10
    Astos                 10
    Melmond               11
    Vampire               12
    Lich                  14
    Ice Cave              15
    Castle of Ordeals     16
    Kary                  17
    Sea Shrine            18
    Kraken                20
    Mirage Tower          21
    Sky Castle            22
    Tiamat                24
    TofR                  27
    Chaos                 30
    Note: I am not covering every part of the body for each point. If something
    is not shown, it has not changed since the previous point. And also, not
    all of these are bought items, but things you have obtained since the
    previous point (for instance you find the Dragon Sword between Elfland
    and Melmond).
    Point         Fighter
                  Red Mage
                  White Mage
                  Black Mage
    Start         Rapier / Chain Armor
                  Rapier / Wooden Armor
                  Wooden Nunchuck & Armor
                  Rapier / Chain Armor
                  Iron Hammer / Cloth
                  Small Knife / Cloth
    Provokia      Short Sword / Iron Armor / Wooden Shield / Gloves
                  Scimitar / Gloves
                  Short Sword / Gloves
    Elfland       Silver Sword / Iron Shield / Wooden Helmet
                  Sabre / Copper Bracelet / Cap
                  Iron Nunchucks / Copper Bracelet / Cap
                  Silver Sword / Cap
                  Copper Bracelet / Cap
                  Large Knife / Copper Bracelet / Cap 
    Melmond       Steel Armor / Iron Gauntlet / Iron Helmet
                  Dragon Sword / Silver Bracelet
                  Fists / Silver Bracelet
                  Silver Armor
                  Silver Hammer / Silver Bracelet
                  Silver Knife / Silver Bracelet 
    Crescent Lake Silver Shiled / Silver Helmet / Silver Gauntlet
                  Nothing New
                  Nothing New
                  Nothing New 
    Best Ending Gear
      Xcalibur (or Masmune)
      Dragon Armor
      Aegis Shield
      Opal Helmet (or Ribbon)
      Katana (or Masmune)
      Ice Armor
      Ice Shield
      Heal Helmet (or Ribbon)
      Opal Bracelet
      Red Wizard
      Sun Sword (or Masmune)
      Opal Bracelet
      White Wizard
      Thor's Hammer (or Masmune)
      White Shirt
      Black Wizard
      CatClaw (or Masmune)
      Black Shirt
    Level Red Mage           White Mage         Black Mage 
    1     Fire, Lit, Cure    Cure, Harm, Ruse   Fire, Lit, Sleep 
    2     Ice, Alit,         Invs Alit, Mute,   Invs Ice 
    3     Fire2, Lit2, Cure2 Cure2, Harm2, Afir Fire2, Lit2 
    4     Ice, Fast, Aice    Aice, Pure         Ice, Fast, Conf 
    Level Red Wizard         White Wizard       Black Wizard 
    5     Fire3, Cure3, Life Cure3, Harm3, Life Fire3, Warp, Bane 
    6     Lit3, Inv2, Exit   Exit, Fog2, Inv2   Lit3, Quake, Rub 
    7     Ice3 Cure4,        Harm4, Heal3       Ice3, Break 
    8     N/A Life2,         Wall, Fade         Nuke, XXXX, Zap! 
     XI. Game Genie Codes
    Code and Effect 
    SZULIEVS "LIFE" Spell never uses up Magic Points  
    SZVULEVS "LIF2" Spell never uses up Magic Points  
    TESGTYZA Magic Users start with 6 Magic Points  
    PESGTYZE Magic Users start with 9 Magic Points  
    ELEXVLEY + AESGANGA + AESGGNAA Non-magic users can use Level 1 Magic  
    AZOUGAEP + LAOUIAPA Start with 800 Gold 
    TGKLPALZ Double Fighter Hit Points  
    GPKUAEZA Double Fighter's Hit  
    ZTKUPAIU Double Fighter's Evade  
    ZAKLTAIE Double Fighter's Luck  
    GLSLPETO Double Thief's Hit Points  
    TASLYAZA Triple Thief's Damage  
    ZASUAAIE Double Thief's Hit  
    GYSUPEZL Double Thief's Evade  
    TPSLTEYE Double Thief's Luck  
    ZGVLPAPZ Double Black Belt's Hit Points 
    TAVLYAZA Triple Black Belt's Damage  
    ZAVUAAIE Double Black Belt's Hit  
    ZTVUPAIU Double Black Belt's Evade  
    ZAVLTAIE Double Black Belt's Luck  
    GLNLPETO Double Red Mage(tm)'s Hit Points  
    ZANLYAIE Double Red Mage's Damage  
    TANUAAYE Double Red Mage's Hit  
    GYNUPEZL Double Red Mage's Evade  
    ZANLTAIE Double Red Mage's Luck  
    AUELPEGO Double White Mage(tm)'s Hit Points 
    TEELYAZA Triple White Mage's Damage  
    ZEEUAAIE Double White Mage's Hit  
    ZVEUPAIU Double White Mage's Evade  
    ZEELTAIE Double White Mage's Luck  
    ZUOLPEPP Double Black Mage's Hit Points  
    LEOLYAPA Triple Black Mage's Damage  
    ZEOUAAIE Double Black Mage's Hit  
    GNOUPEZL Double Black Mage's Evade  
    GOOLTEZA Double Black Mage's Luck  
    GXSZPKSV + GXSXZKSV Almost infinite Gold  
    Fighter NYGLZA O7 Strength NYGLGA O7 Intelligence* NYGLIE P5 Vitality* 
            NYGLLE P5 Agility
    Red Mage NYYLZE P5 Strength* NYYLGE P5 Intelligence* NYYLIA O7 Vitality 
             NYYLLA O7 Agility
    THIEF NYILZA O7 Strength NYILGE P5 Intelligence NYILIA O7 Vitality 
          NYILLE O7 Agility
    Black Belt NYTLZE P5 Strength* NYTLGE P5 Intelligence NYTLIA O7 Vitality
          NYTLLA O7 Agility
    White Mage ZEEUAAIE Double White Mage's Hit. NNELZIAE P5 Strength
          NNELLAIE P5 Agility NNALGE P5 Intelligence NNALIE P5 Vitality  
    Black Mage GOOLTEZA Double Black Mage's Luck NNOLLEZE P5 Agility
          NNPLZE P5 Strength NNPLGE PE Intelligence NNPLIE PE Vitality  
    TGLYZA Start a new game, go to the Weapon screen and Armor screen, now your
           first player should have 176 Absorb, and the second player will have
           around 250 Damage and Hit %  
    NYLULE Start with P5 Soft (At the very start of the game.)  
    NYLUZE Start with P5 Pure  
    NYLUAA Start with O7 House  
    NYKLYEZE Fighter starts with 255 damage  
    OOTPKU Everyone levels up one level after battle!!!! 
    NYGGAE Everyone knows Cure, Lamp, Cure 2, Pure, Cure 3, Soft, Cure 4, and
           Life 2. The non magic users have 1 mp for each level. The 3rd and
           4th players won't be able to buy any magic, The first player can
           only buy two level 5 spells, and 2 level 7 spells, the second player
           can only buy one spell for level 1. So have your first and second
           players be the magic users.  
    NYZYLA Start with 16 Giant Swords and 16 Aegis Shields. 
    NYZYGA Start with two Iron Armors, two Thor Hammers, two Houses, two Short
           Swords, four Ice Shields, two ???, four Xcalbers, and four Light
    AEAGGN Every character has the fighter's statistics  
    ANSGTYZE Infinite MP  
    NYOUTAAE Get more than 999999 gold when starting a new game  
    OOTPOV Get 32,767 after each battle  
    OOTPVP Use this code to repel enemies. The game will still try to enter
           battles, but instead of your characters having to fight; they return
           to the world map and are able to continue walking. 
    USAUSA Begin adventure with an orb lit. 
    AEGGGN "WEIRD START" Start a new game and you will begin in a shop. When you
           leave the shop, you will be in the middle of the sea - with the ship!
           Most of your characters have 0 hit points and stats, but I thought it
           was kind of neat. Tip: Buy Oxyale for 0 gold and sell it for 1,975 for
           a profit. 
    UNAGLY "START WITH HIGH STATS, EXCEPT THIEF" Start a new game and your
           characters will have increased hit points and stats, but don't pick a
           thief; or he'll have 0 of everything. 
    OOTPOV "TONS OF EXPERIENCE AFTER BATTLE" Get 32,767 exp. after each battle,
           but you will only gain one level per battle. Note: Be sure not to use
           this code too much at the start, or you'll not be as strong when your
           charcters get their class changes. 
    OOTPVP "MONSTER REPELLENT" Use this code to repel enemies. The game will still
           try to enter battle mode, but instead of your characters having to fight;
           they return to the world map and are able to continue walking.  
    AEAGGN "START WITH FIGHTER'S STATS" Start a new game and all characters will
           have the fighter's stats.  
    ANSGTYZE "INFINITE M.P." Infinite magic points when starting a new game.  
    NYOUTAAE "START WITH LOTS OF GOLD" Get more than 999,999 gold when starting
             a new game.  
     NYKLPALX Start with 255 hit points NYKUAEZE Start with 255 hit%
     NYKUPAIU Start with 255 evade% NYKLTAIE Start with P5 luck (more than 99, I
     think this stands for 255)  
     NYSLYAZE Start with 255 damage NYSLPETO Start with 255 hit points
     NYSUAAIE Start with 255 hit% NYSLTEYE Start with P5 luck NYSUPEZU Start with
     255 evade%  
     NYVLPAPX Start with 255 hit points NYVLYAZE Start with 255 damage
     NYVUAAIE Start with 255 hit% NYVLTAIE Start with P5 luck NYVUPAIU Start with
     255 evade%  
     NYNLPETO Start with 255 hit points NYNLYAIE Start with 255 damage
     NYNUAAYE Start with 255 hit% NYNLTAIE Start with P5 luck NYNUPEZU Start with
     255 evade%  
     NNELPEGO Start with 255 hit points NNELYAZE Start with 255 damage
     NNEUAAIE Start with 255 hit% NNELTAIE Start with P5 luck NNEUPAIU Start with
     255 evade%  
     NNOLPEP0 Start with 255 hit points NNOLYAPE Start with 255 damage
     NNOUAAIE Start with 255 hit% NNOLTEZE Start with P5 luck NNOUPEZU Start with
     255 evade%  
    TGZIPA "TURN YOUR MAP CHARACTER INTO AN AIRSHIP" Your character appears as the
           airship on the world map. You will be able to fly over water, mountains,
           Note: you can still get into battles.  
    AATPOT "WEIRD 1" This code will make it so that your character in the fourth
           position will not celebrate.  
    AATPOA "SLOWED DOWN SPEED" This code seems to affect the speed at which the
           game calls its graphics. Because of this, if you are in battle and
           you choose to fight, the cursor will stay on the screen through the
           whole fight. One other note is that it seems to slow down the sub screen
           music (Just one part of it) so it sounds like there is new music playing
           at the sub screen.  
    SLZIAA- "WALK THROUGH WALLS CODE!" Okay, I know its not in any ways perfect,
            but I haven't had time to perfect it yet. To use it, go to the status
            screen and exit. Your character will move up one square. Repeat as
            neccessary. You can get some really cool items early in the game using
            this technique. Remember, this works when you are in the water or any-
    	where else you can activate the status screen. Using this code, you can
    	go to places that you aren't supposed to yet early in the game! NOTES:
    	When you try to walk through walls into a room, you will land on the
    	room with the white on it and will have to find the treasure by looking
    	around; You will walk through walls down in towns, castles, or dungeons;
    	The part of the screen that was at the bottom of the screen will be moved
    	up to the top when used; Whenever you enter a dungeon, battle, castle, or
    	town you will automatically activate this code and you will move one
    	square. Whenever you WTW, I don't think that you can encounter an enemy.  
    TGIXIA- "OWOWOWOW!" You can now have 8 letters in your name-sort of. In place
            of the 8 on the name screen will be ow. You can now have characters
            with names of owowowow. This screws up nearly everything spacial wise
            (but who really cares? You can have someone with the name OW!). The ow's
            in battle will appear as D's with dots over them.  
    TTTTTA- "Ummmm.... Menus?" All the status windows are in VERY weird places! I
            haven't completly tried this code out yet, there may be some secret
            windows to be found since this switches windows sometimes.  
    AAAPAA- "Squares?" Enter a town and there will be little black squares all
            over it.  
    AAAZAA- "Freaky Shops!" Enter a shop, the screen will start changing colors
            to really weird ones. Leave and the screen will be gray tinted. Go back
            in a shop to change this.  
    AAAIAA- "Where is Everyone?" Enter a town or castle and there will be nothing
            but fields. 
    This code changes Coneria around to have stuff from other towns. This 
    includes people, shops, and arrangements. Here are some of my two letter 
    combinations and what they have: 
    PP- A perfect town. Almost every other town will not have much stuff for you 
    to do there except leave and get in a glitched weapon shop. Here is what is 
    in it: 
    Inn: 500Gold 
    Armor Shop: 
    Gold Bracelet 
    Weapon Shop 
    White Magic Shop 1: 
    Black Magic Shop 2: 
    White Magic Shop 2: 
    Black Magic Shop 2: 
    DOORS!!!!! DOORS!!!!!! There is nothing but doors!!!!!! (The doors go into a 
    glitched weapon shop. A glitched weapon shop is one where you can't buy 
    anything and when you sell something, you can buy it back)
     XII. Version History
     November 12th, 2002: Guide Started
     December 23rd, 2002: Version 0.9 Completed
       January 5th, 2003: Version 1.0 Completed and put in text format,
                            sent to GFAQs, not posted.
      January 18th, 2003: Version 1.1 Completed with full appendices,
                            sent to GFAQs.
        April 21st, 2003: Optimal Stuff, Special Attacks, and Game Genie Codes
                            added. Version 1.2 sent to GFAQs.
      December 9th, 2006: After a long hiatus, many typos and factual errors
                            corrected for re-submission to GameFAQs. Some style
                            issues also updated. This is version 1.3.
                        _________   ___  ___   ________
                       /___  ___/  /  / /  /  /  _____/
                          / /     /  /_/  /  /  /___
                         / /     /  __   /  /  ____/
                        / /     /  / /  /  /  /___
                       /_/     /__/ /__/  /______/
                           ________   ___    ___   _______
                          /  _____/  /   |  /  /  / __   /
                         /  /___    /    | /  /  / / /  /
                        /  ____/   /  /| |/  /  / / /  /
                       /  /___    /  / |    /  / /_/  /
                      /______/   /__/  |___/  /______/

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