FINAL FANTASY I&II: Dawn of Souls Final Fantasy FAQ/Walkthrough =v2.0= Copyright 2007, Shady_Knight (A Mercier) Email: macalexdude@hotmail.com version 2.0 ====================================================================== GameFAQs and his affiliates are the only ones to use this FAQ. If you see this FAQ anywhere else, let me know it by sending me an e-mail, it is right above. If you want to use it for your own site, email me and I'll see if you can. The following sites have my permission to use this guide: neoseeker.com supercheats WARNING! READ BEFORE GOING ANY FURTHER! Ok, first, this guide is infested with SPOILERS! And major ones too. Use this guide only if you already know about the game or if you're really desperate. You have been warned. Second, this FAQ is about FF1 ONLY, I'll make a FF2 FAQ eventually. Last, if you have to e-mail me about this FAQ, make a title like: =Final Fantasy 1 FAQ= I won't answer to any e-mails about this guide without a similar title than the one above or anonymous e-mails, give me your screen name so I can give you credits. ====================================================================== Version history. version 1.0: The FAQ is born, it covers up most about the quest. Additional appendixes are on their way. version 1.1: Made some corrections and neoseeker.com can now use this guide. version 2.0: Finished the Bestiary section and supercheats can now use the FAQ. ====================================================================== Table of Contents 1. Story 2. Introduction 3. Game Mechanics 3.1. Controls 3.2. Main Menu 3.3. Battle System 3.4. Status Ailments 4. The Warriors of Light 4.1. Fighter/Knight 4.2. Thief/Ninja 4.3. Monk/Master 4.4. White Mage/White Wizard 4.5. Black Mage/Black Wizard 4.6. Red Mage/Red Wizard 5. Tips for first time players and veterans alike 6. How to read this guide 7. Walkthrough 7.1. This is a rescue mission 7.1.1. Cornelia 7.1.2. Castle Cornelia 7.1.3. Cornelia area 7.1.4. Chaos Shrine 7.1.5. Castle Cornelia again 7.2. If I had a key that opened any door, my life would be complete 7.2.1. Matoya's Cave 7.2.2. Pravoka area 7.2.3. Pravoka 7.2.4. Aldean Sea 7.2.5. Elfheim 7.2.6. Elfeim area 7.2.7. Western Keep 7.2.8. Marsh Cave 7.2.9. Western Keep again 7.2.10. Matoya's Cave again 7.2.11. Elven Castle 7.3. Pillaging... err, treasure hunting 101 7.3.1. Castle Cornelia 7.3.2. Chaos Shrine 7.3.3. Western Keep 7.3.4. Marsh Cave 7.4. We don't need nukes anymore, the earth is rotting on his own now 7.4.1. Mt. Duergar 7.4.2. Mt. Duergar area 7.4.3. Melmond 7.4.4. Melmond area 7.4.5. Cavern of Earth 7.4.6. Giant's Cave 7.4.7. Sage's Cave 7.4.8. Cavern of Earth revisited 7.5. I had a change of heart, and class 7.5.1. Crescent Lake 7.5.2. Cavern of Ice 7.5.3. Ryukahn Desert 7.5.4. Gaia 7.5.5. Dragon Caves 7.5.6. The Citadel of Trials 7.5.7. Dragon Caves again 7.5.8. Buffing our Warriors, sorta 7.6. This is gonna be HOT 7.6.1. Crescent Lake 7.6.2. Crescent Lake area 7.6.3. Mt. Gulg 7.7. Let's have some beer... oxyale 7.7.1. Gaia 7.7.2. Caravan 7.7.3. Onrac 7.7.4. Waterfall Cavern 7.7.5. Gaia again 7.7.6. Onrac again 7.7.7. Sunken Shrine 7.8. I could fly, so very high, in a Flying Fortress 7.8.1. Gaia one last time 7.8.2. Melmond revisited 7.8.3. Lufenia area 7.8.4. Lufenia 7.8.5. Mirage Tower 7.8.6. Flying Fortress 7.9. Back to the Past 7.9.1. Crescent Lake revisited 7.9.2. Buffing our Warriors, a lot 7.9.3. Chaos Shrine revisited 7.9.4. Temple of Chaos 7.9.5. Epilogue 8. Soul of Chaos Dungeons 8.1. Earthgift Shrine 8.2. Hellfire Chasm 8.3. Lifespring Grotto 8.4. Whisperwind Cove 9. Frequently Asked Questions 10. Secret tips and tricks 11. Bestiary 12. Equipment 12.1. Weapons 12.2. Body Armors 12.3. Shields 12.4. Headgears 12.5. Arm Gears 13. Magic 13.1. White Magic 13.2. Black Magic 14. Special Thanks 15. Copyright, Disclaimer, etc. ====================================================================== 1. Story ====================================================================== The world lies shrouded in darkness. The winds die... The seas rage... The earth decays... But the people believe in a prophecy, patiently awaiting it's fulfillment. "When darkness veils the world, four Warriors of Light shall come." After a long journey four young travelers did at last appear... ...and in the hand of each was clutched a crystal. ====================================================================== 2. Introduction ====================================================================== So, greetings to all of you. I'm Shady_Knight, this is the first FAQ I made for GameFAQs so I hope you enjoy it. I decided to make a guide about Final Fantasy I&II: Dawn of Souls because I played and loved the FF games back from the days of NES to the days of GBA and DS. I think that this game is one of the greatest that exist as it is both innovative and classical. You'll find pretty much everything you need to know about Final Fantasy in this guide, but your free to point me out anything that I missed. ====================================================================== 3. Game Mechanics ====================================================================== This part is for any first time players who wants to know how the game works. It can't hurt to review the system of the game even for seasoned players. ====================================================================== 3.1. Controls ====================================================================== D-pad - Move character/Move cursor A button - Confirm/Talk to NPCs/Examine stuff/Take off or land airship B button - Cancel/ Dash(with D-pad, does not work on the overworld) R button - Toggle between pages (only in menus when R icon is shown) L button - Toggle between pages (only in menus when L icon is shown) Start - Open Main Menu/Pause or resume battle(in-battles only) Select - Nothing on its own, but hold B then press Select to view the World Map ====================================================================== 3.2. Main Menu ====================================================================== When pressing the Start button, you will open the Main Menu. On the left, there's your Warriors with some statistics about them, mainly HP, MP and Status. On the right, you'll find the sub-menus, I'll get to them very soon. Below the sub-menus, you'll find the amount of Gils you have and your playtime, if you've got like 200,000 Gils with a playtime of 360:35 and the bridge north of Cornelia is still not repaired, something is not right. Below that you'll find the four Crystals, your job is to light them again, you can see which ones you restored and whose next to revive. And below that is your current location. Now for the sub-menus. you got seven menus to choose from. You got: Items, Magic, Equipment, Status, Formation, Config and Save. In the Items menu, you got at the top: Use, Sort and Key Items. Use, as is name implies, let's you use one items. Sort let you sort your items in order, so it will be easier to find back your stuff. Key Items shows the items that will be needed to progress in the game as well as a slight description of them. In the middle, you got your items, their descriptions are at the bottom. In the Magic menu, you'll find all your spells. At the top is Use and Discard. Use let's you use a spell, not all spells are usable out of battles. Discard let your guy forget one spell so he/she can learn another one since you're restricted at three spells per level of magic. Below you'll find your spellcaster with some stats as well as the MP cost of the spell. In the big middle space are your spells, those in gray means you can't use them. At the bottom is the description of the spell. In the Equipment menu, you got Equip which allows you to, well, equip your guy. Optimal automatically equip your guy with the best equipment you have based on attack power and defense, equipment with special effects like Ribbon will not be equiped with Optimal. Remove will let you take off any piece of equipment you want. You'll also see your guy with the usual stats and his current equipment. Selecting a piece of equipment your guy has on will take you to the other pieces of equipment your guy can uses. Next to it are the stats it affects, stats in yellow means an increase in the stats and those in gray a decrease. As usual, you'll find the equipment's description at the bottom. The Status menu shows you about your guy's status. You'll see it's picture and equipment. You'll also find the total EXP he obtained as well as how much he must obtain to level up. You'll also find your guy's stats, the stats and their effects are as follow: STR:Influence the power of physical attacks. AGL:Determines the accuracy and evasion. INT:How effective spells and items that mimic magic are. STA:Manner how HP increases, plays heavily on Monk/Master's performance. LCK:Plays with critical hits, the higher, the more likely you'll do critical damage. ATK:Attack power, influenced by STR and your weapons, when combined, they do the damage you deal in your next attack ACC:Chances of hitting your target. DEF:Defense power, influenced by your armors, when combined, they determine how much damage you'll take. EVA:Chances of evading the next attack. Formation let's you change the order of your team, the top one has a 1/2 chance of being of being the target, the second to top has a 1/4 chance of being the target and the bottom ones has a 1/8 chance of being the target. Fighters should be placed on top while mages should stray from being hit by hiding at the bottom of the line. Config lets you configure the settings of the game. B button Dash ON will make your guys always dash(except on the overworld) OFF will make you dash only if you hold on the B button. Cursor settings will determine where your cursor appear. Default will make it always appear on top while Memory will make it appear where you had it for the last time. Message speed is how fast the text appear when someone's speaking. 1 being the slowest while 4 being the fastest. Window color will let you change the color of windows throughout the game so if you're tired of blue, change color. Bestiary let you see infos about the enemies you found, those with New next to it's name are the ones you did not read about yet. Save let you, well, save. You can save anytime and anywhere. If you were to face a Game Over, you will start from where you last saved. ====================================================================== 3.3. Battle System ====================================================================== Now this is important, you will now learn how to fight in FF1. First of all, as you walk around the overworld, your guy will suddenly stop and the screen will turn white, then you will fight some monsters. This is a Random Encounter. Your guys appears on the right while enemies appears on the left. Your goal is to kill all enemies while avoiding getting all your guys killed. Sound simple, let's see some elements of fighting. Your HP (Health Points or Hit Points) are what your guy need to fight. If his HP reaches zero, your guy will be wounded and you can't use him for the rest of the fight and he won't recieve any experience after the fight. It's better to keep all your guys alive all the time. MP (Mana Points or Magic Points) are what your mages need to cast their spells, if your MP reaches zero or are too low to cast any spell at all, your mage will now have serious difficulties helping in the fight. Higher leveled spells usually requires more MP to use. Now for your battle commands, you got: Attack, Magic, Items, Equip and Flee. Attack let's you execute a physical attack to harm the enemies. As you level up and depending on which weapon you use, you will be able to strike your enemies multiple times, increasing damages. Magic let you use your spells in battle, pretty much self explanatory. Items let you use items such as potions and antidotes, but some pieces of equipment will have some special effects while used as an item. Equip let you change the equipment your guy has on him. It's effective if you got weapons that are particularly powerful against some type of enemies. Flee let you run from the battle. When you think you're losing, don't think twice, flee. It does not always work, but the Thief/Ninja has a high chance of fleeing successfully. Fighting is the primary source of money and the only way to gain EXP. As you fight, you will level up and your guys will become stronger. At the start of the battle, you may see Preemptive Strike or Ambushed on top. If it's Preemptive Strike, you will be able to strike first without the enemies attacking you on that turn. If it's Ambushed, the enemies will strike you first for a whole turn. ====================================================================== 3.4. Status Ailments ====================================================================== During your journey, you will be affected by Status Ailments that will make fights more difficult. Here are the main status ailments, their effects and how you can get rid of them. Darkness, reduce accuracy drastically, cured with eye drops/Blindna Paralysis, can't move for some time, wear off after some time Poison, takes damage each turn, linger after battle, cured with antidote/Poisona Silence, can't use spells, cured with echo grass/Vox Sleep, can't do anything for some time, wear off after some time or being hit physically Stone, can't enter commands, if eveyone is Stoned it's Game Over, cured with Gold Needle/Stona Critical, very low hp, cured by using healing means KO'd, can't enter commands, if everyone is KO'd it's Game Over, cured with Phoenix Down/Life spells ====================================================================== 4. The Warriors of Light ====================================================================== This is probably the most important part of the game, choosing your team. New players should have a balanced team while veterans can use any team at all since they KNOW what they're doing. A good starting team is one both strong physically and magically. You should have at least one Fighter for defense and power, one White Mage for healing and on Black Mage for spells of mass destruction. Your fourth dude must be able to help in some other way. The Thief is now quite powerful and let you run away quickly, Monk hit hard and is pretty innexpensive, Red Mage is profecient in everything so he's a good supportive character. My personal favorite party is Fighter, Thief, White Mage, Black Mage. It's better to stay away from four of the same class, especially four Fighters or Monks since you'll be very limited in your battle options. You can get away with four Red Mages but it's not recommended. Let's analyse the characters more details shall we. ====================================================================== 4.1. Fighter/Knight ====================================================================== I know its real name is Warrior, but I find it to be too general. You are the four WARRIORS of Light and one of your guys class is Warrior. you will then put four Warriors who will get killed because parties of four of the same class sucks. Anyway, veterans must be eager to use their favorite meat shield... err, tank again. Well, I hate to break it to you, but he's no longer the one man army that he used to be in the days of 8-bit. He still take less damage that most classes since he can equip most armors and some of the best weapons found in the game, but some pieces of armor found in the Soul of Chaos Dungeons can allow other classes to match him in defense. If you want to revive the Massive Tank of Yore, give him all the best stuff, especially Hero's Shield since he won't need the Ribbon anymore with its crappy defenses and the Ultima Weapon. After the Class Change, the Fighter will turn into the Knight who can equip more stuff and his more powerful. The Knight can also uses up to level 3 of white magic, adding some more healing support. However, his magic his pretty terrible compared to the spells a White/Red Wizard will have at this point of the game, and they are not very effective either, but some supportive spells won't hurt. ====================================================================== 4.2. Thief/Ninja ====================================================================== The Thief got some major enhancements since his first appearance on the NES. Right at the start, he can attack twice, making a bit more powerful than the Fighter. However, by the moment you reach Pravoka, the Fighter will get better weapons, rendering the Thief a bit less effective. The Thief his fast, making him often attack first, he also let you sneak up on the enemy slightly more often and will almost always flee succesfully, making him useful in dangerous fights such as Cockatrice when in the Cavern of Earth or Mindflayer in the Cavern of Ice. Once you Class Change, your Thief will becomes a Ninja, becoming very versatile too. The Ninja seems to be a bit slower than the Thief. The Ninja is capable of using up to level 4 of black magic, including the always useful Haste and Temper. The Ninja could replace a Black Mage since the Temper/Haste combo can cut considerably the lenght of fights, but this forces you to complete the Class Change sidequest. Besides, Haste and Temper are not the only useful spells that exist. ====================================================================== 4.3. Monk/Master ====================================================================== The Monk his the brawn of the team (but not the brain, just look at his INT stat). He's perhaps the strongest damage dealer of the gang and what's more, he don't need any equipment to do so. He can mutilate your enemies with nothing more than his bare hands and can easily out-damage a Fighter as long has he got no equipment. Since the Monk don't require any equipment, it makes you save money which will be useful for your other guys. Not to mention that any stuff useful for your Monk aren't bought in stores. This is not without drawbacks, the Monk gains no magic defense at all, rendering him helpless versus enemies who mastered the arcane. Though when he Class Change to Master he'll gain MDEF, but this once again forces you to do the sidequest and the Master is the only class who'll never max his MDEF, even if you make him Class Change at level 1. Also, Neither the Monk, nor the Master can use magic, making them physical fighters only. Also, Monk and Master's STA are everything for them, so with high STA (above 80), just give him a ribbon and he'll kill almost everything. ====================================================================== 4.4. White Mage/White Wizard ====================================================================== The White Mage is easily the number one healer of the troupe. She's the only one to have access to the Heal spells, which heals the entire party. In addition to healing, the White Mage is proficient at fighting undeads with her Dia spells. The White Mage is vital for novices and even veterans keep using her to heal wounds, especially against the two last bosses in Lifespring Grotto. After the Class Change, White Mage becomes White Wizard who can uses all spells of white magic(though she's still restricted to three spells per level). Has you may know, the White Mage isn't a physical fighter and cannot dish out massive physical damages(though she wield a badass hammer for some reasons). Holy, a high-level attack spell isn't really that much compared to a well placed physical attack from a Knight, Ninja or Master, but aginst packs of monsters, Holy rocks. ====================================================================== 4.5. Black Mage/Black Wizard ====================================================================== The Black Mage is my personal favorite class and the reason is obvious. He's the primary spell attacker of the team and can shorten fights early on with Fira and Thundara which target all enemies. This guy can also use the dreaded Temper-Haste combo, making him a killing machine. After the Class Change, he becomes a Black Wizard who can use all, but still restricted to three per level, black magic spells. However, the Black Mage has the worst HP of the gang, hiding him in the bottom can save his life. He is also a poor physical fighter, dealing sucky damage compared to other teamates (though that knife of his looks very sharp and deadly). The elemental attacks of the Black Mage can deal great damages to monsters weak against a certain element. Also, the Black Wizard has a nice array of instant death spells. His most deadly spell, Flare, will considerably shorten fights. ====================================================================== 4.6. Red Mage/Red Wizard ====================================================================== The Red Mage is some kind of cross between Fighter, White Mage and Black Mage. The Red Mage can do decent damages when physically attacking. He can also cast white AND black magic. Gamers debates whether the Red Mage is teh HaXXoR of the Warriors of Light or if he's completely useless. I say the Red Mage is OK at everything, but isn't a master of anything. He can replace almost any member of the team. He can equip more armors than the other mages, giving him better defenses and can cast more spells than any other fighting classes, allowing him to heal right at the start. He seems most suited to replace a Thief of Black Mage, he can use swords, making him on par with Thief and can cast the Cure spells, which no Black Mages can. He can also use the wicked Temper-Haste combo. However, though he seems to be the shiniest star of the gang, he still got his drawbacks. The Heal spells are forbidden to him, meaning you'll have a hard time healing with a Red Mage instead of a White Mage. His Class Change, the Red Wizard, is very limited in choice of the level 7 of spells and he got no access to any of the level 8 spells. He can only wear light armors, so he can't benefit from the same protection the Fighter have. He also continually lag behind the harder hitters of the team. Also, the Red mage is probably the most expensive character of the troupe, being able to use strong swords, pretty expensive armors and using spells of both white and black magic cost a lot. At the very beggining of the game, he's easily the best character of the gang, but when you reach Pravoka, his usefulness start to witter. Conclusion, the Red Mage is better used as a support guy for beginners and can be used as an element of challenge for seasoned players. ====================================================================== 5. Tips for first time players and veterans alike ====================================================================== If you are new to the Final Fantasy universe, here are some tips that will make your journey less painful, provided by a veteran of the NES Final Fantasy. You should always remember them as they are vital to newcomers and veterans alike. Even if you played FF dozen of times, it can't hurt to review. 1. SAVE! Save before entering a town, save after getting an item, save after a fight, save before fighting a freak that's 30 pixels taller than you, just SAVE! It's easy to lose track of time and just one mistake can send you to Hell. Saving will save you a LOT of pain and a LOT of lost time. And to make things easier, SAVE ON DIFFERENT FILES! You got three files, use them. I use one for my main game, one before entering a dungeon and one before attempting a Soul of Chaos Dungeon. Believe me, even experts can **** up once in a while and sending their whole party to blood ville. 2. TALK TO EVERYONE! Except at some points in FF2 but that's another story, talk to any NPC you see. They may provide some clues to your next destination. Some may even blurt out funny quotes, or tell you about some hidden treasure. Also, talk to NPC multiple times in the game, NPCs that said useless things in the beginning may reveal some key information later in the game. Who knows what they'll say, just socialize with them. 3. LEVEL UP! Unless you wanna do a low level game (or in FF1 case, the Class Change at level 11) you want to make your guys stronger than the ones you fight. Sending your 500 HP guys against someone with 900000 Hp and hit for about 30000 is plain retarded, no matter how high your evasion is. To do this, finish the majority of your fights instead of fleeing all the time. If you get your ass handed in to you every battle, then yeah, backtrack and mutilate weaker enemies until you're strong enough. Power leveling help too. 4. CURE IS YOUR BEST BUDDY! Seriously, Cure/Cura/Curaga/Curaja will most likely be the most used spell in the game, surpassing every other spells combined in term of being used the most. Playing whithout Cure is suicide. 5. BE PREPARED! Before entering that scary dungeon that inhabit an evil god or something, make sure you are prepared. Bring plenty of potions, antidotes, tents, you never know what will happen. It may hurt your wallet, but better prevent than heal. ====================================================================== 6. How to read this guide ====================================================================== In terms of shopping, Final Fantasy works on it's own way. Each time you reach a town, you will see the following in the Walkthrough. Lets have a look at a typical Weapon shop. Weapon Shop Item Cost ATK ACC Class ---------------------------------------------------------------------- Nunchaku 8 12 0 Ni, Mo, Ma Knife 4 5 10 Ft, Kn, Th, Ni, RM, RW, BM, BW Staff 4 6 0 Ft, Kn, Ni, Mo, Ma, RM, RW, WM, WW, BM, BW Rapier 8 9 5 Ft, Kn, Th, Ni, RM, RW Hammer 8 9 0 Ft, Kn, Ni, WM, WW Each weapons will come in these sets of stats. The name goes under "Item", the cost will be displayed, ATK, how powerful the weapon is, ACC, how accurate the weapon and all the classes who can use the weapon will be displayed under "Class". Here are what the symbol means: Ft=Fighter Th=Thief Mo=Monk RM=Red Mage WM=White Mage BM=Black Mage Kn=Knight Ni=Ninja Ma=Master RW=Red Wizard WW=White Wizard BW= Black Wizard Armor Shops works somewhat differently: Armor Shop Item Cost DEF WGT Class ---------------------------------------------------------------------- Clothes 8 1 2 All Leather Armor 40 4 8 Ft, Kn, Th, Ni, Mo, Ma, RM, RW Chain Mail 65 15 15 Ft, Kn, Ni, RM, RW The name, cost and class is all the same. The real difference is DEF (Defense) and WGT(Weight, affecting your character's performance). It's self explanatory. Magic Shops look kinda different: Black Magic - Level 1 Spell Cost Class Effect ---------------------------------------------------------------------- Fire 50 BM, BW, Ni, RM, RW Deals fire damage to one foe Sleep 50 BM, BW, Ni, RM, RW Puts all foes to sleep Focus 50 BM, BW, Ni, RM, RW Lowers one foe's evasion Thunder 50 BM, BW, Ni, RM, RW Deals lightning damage to one foe As you can see, this is a typical level 1 Black Magic Shop. You should be familiar with everything except "Effect", which entails the effect or the given spell when you cast it. White Magic shop works the same way. ====================================================================== 7. Walkthrough ====================================================================== This is it, the Walkthrough to getting through this game without making it too messy. If you follow it closely, you should do fine. This walkthrough will cover this party: Fighter/Thief/White Mage/Black Mage. This is the party I always use and it's a VERY good party. Before going to another section of the walkthrough, I'll put a resume of what you must do. ====================================================================== 7.1. This is a rescue mission ====================================================================== Some geezer called Lukahn foretold a prophecy that Warriors of Light would come to save the world from evil and bla bla bla. If you got an intelligence, you should be aware that the four dudes you selected are those Warriors of Light, hopefully, you probably gave them twisted names just for sheer bliss. Their job is either to fend off the darkness and restore light to the four Crystals or dying and rotting miserably. If you're competent enough, the later will be avoided. You will meet the King of Cornelia who will send you to rescue his daughter Sarah from Garland, succeeding in this task will make that bridge north of Cornelia be repaired, allowing you to start your journey. ====================================================================== 7.1.1. Cornelia ====================================================================== Watch the intro, once it's over, you get to the job. Your guys will appear just south of a town. Typically, you'll want to go in. You may have noticed that your guys are equiped with crap, so let's give them better stuff. One thing you should know about Cornelia is the dancing girl in the middle of town. If you get stuck in the game and can't access my 1337 guide, talk to her and she'll hint you about where you should go. Shops: Inn/Sanctuary Item Shop Building Cost Item Cost ---------------- -------------------- Inn 30 Potion 40 Sanctuary 40 Antidote 50 Phoenix Down 500 Sleeping Bag 50 Weapon Shop Item Cost ATK ACC Class ---------------------------------------------------------------------- Nunchaku 8 12 0 Ni, Mo, Ma Knife 4 5 10 Ft, Kn, Th, Ni, RM, RW, BM, BW Staff 4 6 0 All but Th Rapier 8 9 5 Ft, Kn, Th, Ni, RM, RW Hammer 8 9 0 Ft, Kn, Ni, WM, WW Armor Shop Item Cost DEF WGT Class ---------------------------------------------------------------------- Clothes 8 1 2 All Leather Armor 40 4 8 Ft, Kn, Th, Ni, Mo, Ma, RM, RW Chain Mail 65 15 15 Ft, Kn, Ni, RM, RW White Magic - Level 1 Spell Cost Class Effect ---------------------------------------------------------------------- Cure 50 WM, WW, RM, RW, Kn Restores a little HP to one ally Dia 50 WM, WW Deals damage to all undead foes Protect 50 WM, WW, RM, RW, Kn Raises one ally's defense Blink 50 WM, WW, RW, Kn Raise's caster's evasion Black Magic - Level 1 Spell Cost Class Effect ---------------------------------------------------------------------- Fire 50 BM, BW, Ni, RM, RW Deals fire damage to one foe Sleep 50 BM, BW, Ni, RM, RW Puts all foes to sleep Focus 50 BM, BW, Ni, RM, RW Lowers one foe's evasion Thunder 50 BM, BW, Ni, RM, RW Deals lightning damage to one foe The first thing you'll want to do is equip your guys with better stuff. You start with 500 gil so you should have enough to equip your guys to the best of their abilities. Your Fighter and Thief will want a Rapier, your White Mage a Hammer and your Black Mage is fine with his Knife. For your armors, give your Fighter a Chain Mail and your Thief a Leather Armor. Now that you're done with weapons and armors, sell your old stuff, you're holding crap for nothing and you'll get back some Gils. For White Magic, Cure is a must, get Dia and Protect as well, we'll get something better with Blink MUCH later on. For Black Magic, Fire and Thunder are a must, Sleep is less crappy than Focus so get it. If it's your first time playing FF, you should go to the Inn and talk to the four geezers who will tell you about basic elements of the game. Now, try to leave the town and talk to one of the guard, they will reconize you, well, they more reconize your crystals, and will bring you to the King. ====================================================================== 7.1.2. Castle Cornelia ====================================================================== The King will aknowledges you as the four Warroirs of Light thanks to your Crystals. But the Chancellor think you are not the real thing. INFIDEL! BURN HIM! Yet the King still think you are the men. He then ask you to save his daughter Sarah. Apparantly, Garland, a knight in the king's service has kidnapped her and has taken refuge to the Chaos Shrine. They did tried to save her, but Garland is their best swordsman. If you succeed in rescuing her, the King will make the bridge to the north as good as new. Now, simply go south and you'll exit the castle. ====================================================================== 7.1.3. Cornelia area ====================================================================== Random Encounters Monster HP ATK DEF Gil EXP Weakness ---------------------------------------------------------------------- Black Widow 28 10 0 8 30 none Crazy Horse 64 10 2 15 63 none Gigas Worm 56 17 8 15 63 Fire Goblin 8 4 4 6 6 none Goblin Guard 16 8 6 18 18 none Skeleton 10 10 0 3 9 Fire, Dia Wolf 20 8 0 6 24 none Simply wander around fighting and leveling, once you reach level 3, head west and north and you'll reach the Chaos Shrine. You may want to get a Sleeping Bag at the Item Shop, you'll see why. Along the way, you'll come across a cave, this is the Earthgift Shrine, but you can't do anything there for now. ====================================================================== 7.1.4. Chaos Shrine ====================================================================== Random Encounters Monster HP ATK DEF Gil EXP Weakness ---------------------------------------------------------------------- Black Widow 28 10 0 8 30 none Crazy Horse 64 10 2 15 63 none Ghoul 48 8 6 50 93 Fire, Dia Gigas Worm 56 17 8 15 63 Fire Goblin 8 4 4 6 6 none Goblin Guard 16 8 6 18 18 none Skeleton 10 10 0 3 9 Fire, Dia Warg Wolf 72 14 0 22 93 none Werewolf 68 14 6 67 135 none Wolf 20 8 0 6 24 none Skeleton 10 10 0 3 9 Fire, Dia Garland is just directly north of you, but before you go kick him right in the shin, take your time to explore the shrine. The doors to right are locked, we'll get to them later. Head west near from where you start and go in the first room in the southwest corner for a LEATHER CAP, give it to your Fighter. Now, exit and head north, go in the room in the northwest corner for a POTION and a TENT. Take your time leveling there, you should reach level 6 quite easily. Once you reach level 6, leave the shrine and use you Sleeping Bag, the Tent will be more useful later. Once you're ready, just head straight north. Just talk to Garland to initiate the fight and his quote: "I, Garland, will knock you all down!!" =================================================== Boss: Garland --------------------------------------------------- HP 212|Weakness Attack 15|none Accuracy 27| Defense 8|Resistance Agility 6|none Intelligence 12| Evasion 12|Treasure Magic Defense 64|Longsword | Gil 250| EXP 130| =================================================== THIS guy is Cornelia's best swordsman? I wonder what does the worst one look like. This guy is easy, you can beat him even at level 1. Just have your Fighter and Thief attack, your Black Mage use Fire or Thunder and your White Mage Cure. Garland got a cheap habit of attacking the same guy over and over for a few rounds. He should go down in no time. If you want that Longsword, save before fighting him and beat him up until you get it, it will save some money later on and make your Fighter a lot more powerful. Once your done mutilating Garland, you will be sent back to the castle with Princess Sarah. ====================================================================== 7.1.5. Castle Cornelia again ====================================================================== Items obtained -------------- Lute Hear the King as he recite the prophecy fully, notice the "IF" in the prophecy. How dare that old geezer says "if" in it. If we ever meet that guy, I'll beat the day light out of him. As promised, the King will have the bridge rebuilt. Now, before they let you leave, talk to Sarah to get the Lute Key Item, it'll be needed eventually. Exit the castle and watch those guys repair the bridge, those dudes could rivalize the carpenters in The Legend of Zelda. Anyway, you can go back to Cornelia to rest up a bit, then you just go cross the bridge. ====================================================================== 7.2. If I had a key that opened any door, my life would be complete ====================================================================== The elven kigdom holds a mystical item known as the Mystic Key (very original name). To continue their journey, the four Warriors must visit the kingdom of Elfheim and obtain the key. However, they first need a ship to reach Elfheim. Once in the Elven Castle, the Warriors learn that the elf prince has been cursed to sleep forever by Astos, King of the dark elves, to awake the prince, they must find a cure that only the witch Matoya possess. Someone stole her crystal eye, reducing the great witch to a blind old hag. The Warriors must enter the Marsh Cave and find the Crown that the King of the Western Keep lost there. But Astos may be closer than you think... ====================================================================== 7.2.1. Matoya's Cave ====================================================================== So, you survived that long and boring intro, must be thanks to Nobuo Uematsu's awesome music, you are a God Uematsu, a God! Anyway, head due north of Cornelia and you'll reach Matoya's Cave. Items obtained -------------- Potion x2 Antidote Visiting Matoya right now is optional, but you can't miss an opportunity to get treasures. If you talk to the broom, it will say something backwards, what it means is to press the B button and Select to see the World Map. If you go in the next room, you'll see Matoya, who can't see you. She won't mind if we take her stuff. Exit the cave. ====================================================================== 7.2.2. Pravoka area ====================================================================== Random Encounters Monster HP ATK DEF Gil EXP Weakness ---------------------------------------------------------------------- Crazy Horse 64 10 2 15 63 none Gigas Worm 56 17 8 15 63 Fire Goblin 8 4 4 6 6 none Goblin Guard 16 8 6 18 18 none Lizard 92 18 12 50 153 none Ogre 100 18 10 195 195 none Warg Wolf 72 14 0 22 93 none Wolf 20 8 0 6 24 none Pravoka lies to the far east of Cornelia. It's pretty much a straight walk, so you won't have much trouble finding it. When you hit a shore, head south and you'll find Pravoka. ====================================================================== 7.2.3. Pravoka ====================================================================== Shops: Inn/Sanctuary Item Shop Building Cost Item Cost ---------------- -------------------- Inn 50 Potion 40 Sanctuary 80 Ether 150 Antidote 50 Eye Drops 50 Phoenix Down 500 Weapon Shop Item Cost ATK ACC Class ---------------------------------------------------------------------- Hammer 8 9 0 Ft, Kn, Ni, WM, WW Broadsword 450 15 10 Ft, Kn, Ni, RM, RW Battle Axe 450 16 5 Ft, Kn, Ni Scimitar 160 10 10 Ft, Kn, Th, Ni, RM, RW Armor Shop Item Cost DEF WGT Class ---------------------------------------------------------------------- Leather Armor 40 4 8 Ft, Kn, Th, Ni, Mo, Ma, RM, RW Chain Mail 65 15 15 Ft, Kn, Ni, RM, RW Iron Armor 640 24 23 Ft, Kn, Ni Leather Shield 12 2 0 Ft, Kn, Ni Leather Gloves 50 1 1 All White Magic - Level 2 Spell Cost Class Effect ---------------------------------------------------------------------- Blindna 250 WM, WW, RM, RW, Kn Cures darkness Silence 250 WM, WW, RM, RW, Kn Prevents all foes from casting spells NulShock 250 WM, WW, RM, RW, Kn Reduce lightning damage by half Invis 250 WM, WW, RM, RW, Kn Raise's one ally's evasion Black Magic - Level 2 Spell Cost Class Effect ---------------------------------------------------------------------- Blizzard 250 BM, BW, Ni, RM, RW Deal ice damage to one foe Dark 250 BM, BW, Ni, RM, RW Blinds all foes with darkness Temper 250 BM, BW, Ni, RM, RW Raises one ally's attack Slow 250 BM, BW, Ni, RM, RW Reduces all foe's number of attacks You'll notice that things are more expensive here, but more powerful. If you didn't got the Longsword from Garland, get your Fighter a Broadsword and your Thief a Scimitar. For armors, get everyone Leather Gloves and a Leather Shield for your Fighter. If you can afford it, buy him an Iron Armor too. For White Magic, get Invis and NulShock get Blindna for now (we'll make a tactical use of Discard quite soon). As for Black Magic, Blizzard and Slow are what you'll want. Get Temper too, if you want to go through tough fights later on, this spell is MANDATORY! (well, not really, you can still finish the game without it, but it is part of a combo of spells so wicked, that you can get addicted to it). If you're ever short on cash, fight monsters southeast of Pravoka, they are a bit tougher than those you fought to reach Pravoka, but you should handle them. Do NOT go to the northen peninsula, especially at the peak of it. You're gonna suffer if you go there, I warned you. When you are ready, talk to the pirate in the northwest corner of town to start another fight. =================================================== Mini Boss: Pirate --------------------------------------------------- HP 24|Weakness Attack 10|none Accuracy 2| Defense 0|Resistance Agility 6|none Intelligence 3| Evasion 12|Treasure Magic Defense 35|Leather Shield | Gil 40| EXP 40| =================================================== Those are the stats for only one of them, you face 9 pirates at once. The only thing that makes them dangerous are their number(they are dangerous only for low-level games). Whatever, Sleep work wonder here so use to put most pirates to sleep then just attack until they all dies. This fight is even easier than Garland's. After ye sent these scurvy dogs to Davy Jones' Locker, Bikke'll give ye his ship, arr. ====================================================================== 7.2.4. Aldean Sea ====================================================================== Random Encounters Monster HP ATK DEF Gil EXP Weakness ---------------------------------------------------------------------- Bigeyes 10 4 0 10 42 Lightning Buccaneer 50 14 6 120 60 none Sahagin 28 10 4 30 30 Lightning Sahagin Chief 64 15 8 105 105 Lightning Shark 120 22 0 66 267 Lightning Naturally, monsters that live in the sea(Bucanners aren't sea creatures in case you didn't notice) are weak versus Thunder, so don't hesitate to use it. Before you leave, remember this, you can land your ship only at ports(those white thingies near where your ship is). An easy way to reach Elfheim is to head west from Pravoka then south when you reach Cornelia. Land your at the port then head south. ====================================================================== 7.2.5. Elfheim ====================================================================== Shops: Inn/Sanctuary Item Shop Building Cost Item Cost ---------------- -------------------- Inn 100 Potion 40 Sanctuary 200 Antidote 50 Gold Needle 500 Echo Grass 50 Tent 160 Weapon Shop Item Cost ATK ACC Class ---------------------------------------------------------------------- Iron Nunchaku 160 16 0 Ni, Mo, Ma Dagger 140 7 10 Ft, Kn, Th, Ni, RM, RW, BM, BW Crosier 160 14 0 Ft, Kn, Ni, Mo, Ma Saber 360 13 5 Ft, Kn, Th, Ni, RM, RW Armor Shop Item Cost DEF WGT Class ---------------------------------------------------------------------- Iron Armor 640 24 23 Ft, Kn, Ni Copper Armlet 800 4 1 All Iron Shield 80 4 0 Ft, Kn, Ni Leather Cap 65 1 1 All Helm 80 3 3 Ft, Kn, Ni White Magic - Level 3 Spell Cost Class Effect ---------------------------------------------------------------------- Cura 1000 WM, WW, RM, RW, Kn Restores HP to one ally Diara 1000 WM, WW Deals damage to all undead foes NulBlaze 1000 WM, WW, RM, RW, Kn Reduce fire damage by half Heal 1000 WM, WW Restores a little Hp to entire party Black Magic - Level 3 Spell Cost Class Effect ---------------------------------------------------------------------- Fira 1000 BM, BW, Ni, RM, RW Deals fire damage to all foes Hold 1000 BM, BW, Ni, RM, RW Paralyzes one foe Thundara 1000 BM, BW, Ni, RM, RW Deal lightning damage to all foes Focara 1000 BM, BW, Ni, RM, RW Lowers evasion of all foes White Magic - Level 4 Spell Cost Class Effect ---------------------------------------------------------------------- Poisona 2500 WM, WW, RM, RW Cures poison Fear 2500 WM, WW Drives all foes away in terror NulFrost 2500 WM, WW, RM, RW Reduce ice damage by half Vox 2500 WM, WW, RW Cures Silence Black Magic - Level 4 Spell Cost Class Effect ---------------------------------------------------------------------- Sleepra 2500 BM, BW, Ni, RM, RW Put one foe to sleep Haste 2500 BM, BW, Ni, RM, RW Double one ally's number of attacks Confuse 2500 BM, BW, Ni, RM, RW Causes foes to turn on each other Blizzara 2500 BM, BW, Ni, RM, RW Deals ice damage to all foes Elfheim is EXPENSIVE with a capital everything. It's certain you won't have enough Gil so lets first by a Dagger for your Black Mage and a Saber to your Thief. Next, get an Iron Shield for your Fighter an Helm for him too and a two Leather Cap for your other guys (just give the one your Fighter had to one of your guys). IF you have enough money, by two Copper Armlet for your mages. Now your most likely broke. So return to the area east of Pravoka to build up your cash again. Once you have 3000 Gil, go buy spells for your Black Mage at the level 3 Magic Shop. Get Fira and Thundara since they target all enemies and packs a punch. For the third spell, get Hold since it can save you some bruises against packs of enemies even though it target just one. Now that you're broke again, go back to the usual spot, but this time, go to the peak of the peninsula. The monsters found at the peak of the peninsula are monsters you normally find later in the game and gives lots of Gil and EXP. Now that you have Fira and Thundara, you stand a chance against most monsters there. Again, once you have 3000 Gil again, go buy spells for your White Mage at the level 3 Magic Shop. Cura, NulBlaze and Diara are your spells here, Heal just doesn't heal enough even though it heals the whole party. Return to the peninsula and fight until you have 7500 Gil, it
may take some time but it will be worth it. With those 7500 Gil, go
to the other Black Magic Shop and buy Blizzara, Confuse and Haste.
With Haste, you can now execute the dreaded Temper/Haste combo. But
at this point of the game, it doesn't do much. Hunt back again 7500
Gil and go get the spells for your White Mage. The spells she'll want
are Poisona, NulFrost and Vox. Now, before we continue on, have at
least 20 potions, 10 antidotes and eye drops, 5 tents and
phoenix downs, can't go explore the unexplored without being prepared.
If you want, go to the Elven Castle to get the situation. Once you're
ready, go to the next step.
======================================================================
7.2.6. Elfeim area
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Cobra 56 6 6 50 123 none
Ghast 56 8 10 117 117 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Goblin 8 4 4 6 6 none
Goblin Guard 16 8 6 18 18 none
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Scorpion 84 22 10 70 255 none
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wolf 20 8 0 6 24 none
To reach the Western Keep, start by heading west of Elfheim, once you
reaches some mountains that stops you from going west, head north
until you see water, follow it to the west and north and you should
find the keep. Going there is not necesary, but it's better to know
where it is since you will come back. The king will say that Astos
tricked him and made the castle fall in ruins. He says that if you
can find his crown in the Marsh Cave, he may be able to restore the
castle. Hmm... something's not right, how could a simple crown let
you restore such a mess ? At least you got another sidequest.
======================================================================
7.2.8. Marsh Cave
======================================================================
The Marsh Cave lies south of the Western Keep. When you reach a swamp
area, continue southt until you see a hole, that's the entrance.
The Marsh Cave is the first REAL dungeon that you'll find, so for
better safety, save on another file before entering. The Marsh Cave
also as a new concept: duplicate chests(thanks to Action for pointing
it out). There are multiple chest containing the same item. Once you
open one, all chests containing the same item will be empty too. So
you can't have multiple Broadswords(as neat as it would be). Items that
have duplicate chests will have a * next to them.
Items obtianed Equipment obtained
-------------- ------------------
Phoenix Down Dagger
Cottage Broadsord
1980 Gil(total) Copper Armlet
Crown
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Bloodbones 144 26 12 378 378 Fire, Dia
Crawler 84 1 8 200 186 none
Gargoyle 80 12 8 80 132 none
Ghoul 48 8 6 50 93 Fire, Dia
Gray Ooze 76 30 7 70 255 Lightning
Green Slime 24 1 255 20 84 Fire, Ice
Shadow 50 10 0 45 90 Fire, Dia
Scorpion 84 22 10 70 255 none
Skeleton 10 10 0 3 9 Fire, Dia
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Skeleton 10 10 0 3 9 Fire, Dia
Be sure to use a Tent before going in the cave.
B1:
Follow the path to the north to the next floor.
B2:
Go in the far northeast corner starting from the stairs for a DAGGER.
In the northwest corner still starting from the stairs, you'll find
680 GIL*. Always from the stairs, go to the southwest corner for a
BROADSWORD* and 620 GIL. Go back upstairs.
B1:
Once you're back at the entrance of the cave, head south. When you
reach the intersection, head south to the next floor.
B2:
If you did the previous step in B2, all the chests will be empty.
Anyway, go all the way south of this place. The moment you hit a wall
go east and you'll see a door way eventually. Go in and out through
the other door to the last floor.
B3:
The area is like a 4x4 set looking like this:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Rooms 13-16 are cut off(with 15 being empty). Room 4 has 295 GIL.
Room 5 has a Copper Armlet. Room 6 has a COTTAGE and PHOENIX DOWN*.
Room 11 has 385 GIL.
Room 10 has what you seek. But before you reach the chest, you will
have a forced fight with:
===================================================
Mini Boss: Piscodemon
---------------------------------------------------
HP 84|Weakness
Attack 30|none
Accuracy 21|
Defense 16|Resistance
Agility 33|Fire Ice
Intelligence 18|Stone Paralysis
Evasion 66|Poison Darkness
Magic Defense 98|Sleep Silence
|Confusion Mind
Gil 360|
EXP 276|Treasure
|None
===================================================
Sometimes, a Guardian will be in front of the chest containing usually
an important item. The Piscodemon alone isn't too much, but he's
NEVER alone. You can face a minimum of two and a maximum of four.
Have your Fighter and Thief attack while your White Mage heals. Your
Black Mage should keep using Thundara since they are resistant to Fire
and Ice even though they aren't weak to Thunder.
After you win, DON'T step off where you are standing, doing so will
forces you return to the square and fight them again. Get the Crown
from the chest then leave the Marsh Cave.
======================================================================
7.2.9. Western Keep again
======================================================================
Before going back to the Western Keep, return to Elfheim to sell your
treasures. Then, return to Pravoka and buy Silence for your
White Mage(after Discarding Blindna). Return to the Western Keep(use
a tent first), talk to king and be ready to fight:
===================================================
Boss: Astos
---------------------------------------------------
HP 420|Weakness
Attack 30|none
Accuracy 42|
Defense 18|Resistance
Agility 39|none
Intelligence 24|
Evasion 78|
Magic Defense 170|
|
Gil 2000|
EXP 2250|Treasure
|Mythril Sword
===================================================
You probably expected this, only him could live alone in an ruined
castle with no guards or subjects. Whatever, Astos has a really
deadly spell called Death(which your Black Mage can learn later), as
its name implies, it instantly kill a character, so phoenix downs
comes in handy. Astos can also cast Hast and Slowra, to make matter
worse, he's also got Fira and Thundara wich will hit hard on your
guys. Have your White Mage cast Silence so that Astos don't uses his
spells. If you're lucky, it will work before Astos uses Death. Have
your Black Mage use Haste on your Fighter and Thief. If someone dies
from Death, use a phoenix down right away. Obtaining his Mythril
Sword his tempting, but fighting Astos over and over would simply be
too dangerous to be worth it.
After Astos' ass is toast, you get the Crystal Eye.
======================================================================
7.2.10. Matoya's Cave again
======================================================================
If you remember where Matoya's Cave is, you can reach by ship, just go
beneath the bridge of Cornelia and you should reach the port near the
cave to the north. Talk to Matoya to give her back the Crystal Eye
and will give you the Jolt Tonic which can awake pretty much anyone.
If you talk to her again, she won't be as nice as before.
======================================================================
7.2.11. Elven Castle
======================================================================
If you don't know where the Elven Castle is, you should not even be
playing the game.
Items obtained Equipment obtained
-------------- ------------------
1500 Gil Mythril Hammer
Mystic Key Bronze Gloves
Talk to the healer next to the prince(you should know who's the prince
if you read about the scenario). He'll awaken(yet he stays in bed for
the rest of the game)and gives you the mystical Mystic Key. But it's
not over yet, go outside the castle without leaving the area. Circle
around to the northest and you'll find a place with another locked
door. Now that you have the Mystic Key, you can go in. Inside you'll
find a MYTHRIL HAMMER(about time your White Mage get a new weapon),
BRONZE GLOVES for your Fighter and 1500 GIL. Friggin' Sweet.
======================================================================
7.3. Pillaging... err, treasure hunting 101
======================================================================
Now that the Warriors has the Mystic Key in hand. The time has come
to discover what secret those locked door hold. As the Warriors need
to head farther to the west, one of those sealed doors might hold an
item that will allow them to reach their destination.
======================================================================
7.3.1. Castle Cornelia
======================================================================
If you have trouble finding Cornelia Castle, you must have no memory
at all since we passed in front of it, many times.
Items obtained Equipment obtained
-------------- ------------------
Tent Iron Armor
Cottage Saber
Nitro Powder Mythril Knife
To reach the treasure room, circle around the inner castle wall(you
can't circle outside). Once you circle around, you'll see an opening
in the northen side that you should enter. Follow the path to not one
but TWO treasure rooms. The treasure you'll find are IRON ARMOR,
TENT, Nitro Powder. In the other room you'll get COTTAGE, SABER and
a MYTHRIL KNIFE for your Black Mage. The only item you really need
is the Nitro Powder, but it would be stupid not to take the other
items too, they are asking to be picked. In any case, the rest is
optional but you can get some juicy items there.
======================================================================
7.3.2. Chaos Shrine
======================================================================
You should know where the Chaos Shrine is so why should I tell you ?
Items obtained Equipment obtained
-------------- ------------------
Gold Needle Werebuster
Rune Blade
In the southeast corner, there is a RUNE BLADE guarded by some
Gargoyles, nothing you can't handle. In the northeast corner, you'll
find a WEREBUSTER(guarded by Gargoyles too) and a GOLD NEEDLE(you'll
have to go face the Gargoyles again to leave the room). That's all
there is to get here. Don't forget to give the Rune Blade to your
Thief.
======================================================================
7.3.3. Western Keep
======================================================================
This will be a pretty long trek to get from the Chaos Shrine to the
Western Keep.
Items obtained Equipment obtained
-------------- ------------------
Nope Power Staff
Falchion
Steel Gloves
To reach the treasure room, circle the area counter-clockwise from the
entrance around the area where you killed Astos. There are three
chests, each guarded by monsters. The middle one is guarded by
Wraiths and the other two by Mummies. You can avoid the fights by
opening the chest from the side. What you get in the middle is a
FALCHION. To the right, STEEL GLOVES. And to the left, POWER STAFF.
======================================================================
7.3.4. Marsh Cave
======================================================================
The last place to loot, with some good stuff.
Items obtained Equipment obtained
-------------- ------------------
Antidote Silver Armlet
1020 Gil
Go in the area where you got the Crown, you'll find the locked doors
at the bottom. Since I feel a bit generous today, here's the layout
in case you forgot:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
Room 13 has two encounter squares(encounter squares are when you are
forced to fight monsters that are not in front of a chest); one is
east of where you enter (Picodemons) and the other north of the
chest(Anacondas). Unless you are doing a low level game, you may
want to fight them all. The chest contain a SILVER ARMLET for your
Thief.
Room 14 has two encounter squares too; one west of the chest
(Piscodemons) and one to the south(Anacondas). Fight them if you
want, the chest holds an ANTIDOTE.
Room 15 is empty.
Room 16 as a lone chest that you can only open from one way which is
being guarded by Piscodemons. You get 1020 Gil from the chest.
======================================================================
7.4. We don't need nukes anymore, the earth is rotting on his own now
======================================================================
With the Nitro Powder and the help of the Dwarf Nerrick, The Warriors
of Light are now able to create a canal to allow them to reach
Melmond. Upon arrival, they notice that the earth is decaying and
that the town is devastated. They learned that a Vampire appeared in
the Cavern of Earth ever since the earth started to witter. They go
to the Cavern of Earth and defeats the Vampire, but the Earth Crystal
still doesn't light. They decide to visit Sage Sadda for advice.
They Manage to bribe the Giant in the Giant's Cave with a Star Ruby
found in the Cavern of Earth. The Sage tells the Warriors that the
source of the earth decaying is very deep in the Cavern of Earth. He
then entrust the Warriors with the Earth Rod which they will need to
reach the source. Using the rod's powers, the Warriors uncovers a
secret passage where they fought the Vampire. At the deepest reach of
the cavern, they find the cause of the earth decaying, Lich, Fiend of
the Earth. After defeating the fiend, the Earth Crystal shines again
and the earth start returning to normal.
======================================================================
7.4.1. Mt. Duergar
======================================================================
Mt. Duergar is west of Cornelia, but the port is northwest. But first
you should rest at Cornelia, those fighting for treasure must have
worn you out. Take your time to sell any treasure that won't serve
you for good money. Once you land the ship near Mt. Duergar, head
southwest and enter the cave.
Items obtained Equipment obtained
-------------- ------------------
Potion Great Helm
Ether Wyrmkiller
Tent Mythril Mail
1600 Gil (total)
A Dwarf named Nerrick needs Nitro Powder to finish his canal. To
advance in the story, you'll have to give it to him.
In the room above you, you'll get 575 GIL and 450 GIL. In the room
the the west, you'll find Smyth, he'll be very useful later. Far to
the south, there is a room with the following items: TENT, GREAT HELM,
WYRMKILLER, ETHER, POTION, MYTHRIL MAIL, 575 GIL and a COTTAGE. The
Mythril Mail is useful if you have a Red Mage. Wyrmkiller goes well
with Thief. Nerrick is just east of the room talk to him and watch
the scene(very nice graphics I must say). Exit the place, but you
will come back later.
======================================================================
7.4.2. Mt. Duergar area
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Cobra 56 6 6 50 123 none
Gigas Worm 56 17 8 15 63 Fire
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
Wolf 20 8 0 6 24 none
Just return to your ship and go through the newly created canal. The
whirlpool nearby lead to the Lifespring Grotto, but like the
Earthgift Shrine, you can't do anything there for now. Melmond is due
west of the canal, with a port right next to it.
======================================================================
7.4.3. Melmond
======================================================================
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn 100 N/A
Sanctuary N/A
Weapon Shop
Item Cost ATK ACC Class
----------------------------------------------------------------------
Crosier 160 14 0 Ft, Kn, Ni, Mo, Ma
Saber 360 13 5 Ft, Kn, Th, Ni, RM, RW
Longsword 1200 20 10 Ft, Kn, Ni, RM, RW
Falchion 360 15 10 Ft, Kn, Th, Ni, RM, RW
Armor Shop
Item Cost DEF WGT Class
----------------------------------------------------------------------
Knight's Armor 36000 34 33 Ft, Kn
Silver Armlet 4000 15 1 All
Great Helm 360 5 5 Ft, Kn, Ni
Bronze Gloves 160 2 3 Ft, Kn, Ni
Steel Gloves 600 4 5 Ft, Kn, Ni
White Magic - Level 5
Spell Cost Class Effect
----------------------------------------------------------------------
Curaga 4000 WM, WW, RM, RW Restores a lot of HP to one ally
Life 4000 WM, WW, RW Revives one KO'd ally
Diaga 4000 WM, WW Deals damage to all undead foes
Healara 4000 WM, WW Restores HP to entire party
Black Magic - Level 5
Spell Cost Class Effect
----------------------------------------------------------------------
Firaga 4000 BM, BW, RM, RW Deals fire damage to all foes
Scourge 4000 BM, BW, RW Instantly kills all foes
Teleport 4000 BW, RW Transports party to previous floor
Slowra 4000 BM, BW, RM, RW Reduces one foe's number of
attacks
Maybe it's because of its state, but Melmond is really expensive. But
you should have gotten a lot of items thanks to the Mystic Key. The
Item Shop and the Sanctuary as been destroyed by the Vampire so try to
conserve your health here. Get a Longsword for your Fighter if you
didn't got Garland's. For armors, Knight's Armor for Fighter and
Silver Armlets for the two mages. Chances that you are now broke, go
to the peninsula north of Pravoka and hunt for 50000 Gil(it's gonna be
helpful soon enough). Once you're rich again, it's time get some
magic. For White Mages, get Curaga, Healara and Diaga. Life is no
longer as useful as during NES day with the arrival of phoenix downs.
Black Mages will want Firaga, Scourge and Slowra, Teleport can't
compare to Exit. If you talk to the peoples, you'll learn that a
vampire has destroyed the church, and left Melmond like that. You'll
also learn about Sadda, you'll go meet him soon. The vampire is
hiding in the Cavern of Earth so this is your next stop.
======================================================================
7.4.4. Melmond area
======================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Black Widow 28 10 0 8 30 none
Cobra 56 6 6 50 123 none
Ghast 56 8 10 117 117 Fire, Dia
Ghoul 48 8 6 50 93 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Hyenadon 120 22 4 72 288 none
Lesser Tiger 132 22 8 108 438 none
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Shadow 50 10 0 45 90 Fire, Dia
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
Wolf 20 8 0 6 24 none
To reach the Cavern of Earth head south following the line of swamp.
Then continue south and southeast within the mountain range and you'll
find the cave. Save on two files again and enter.
======================================================================
7.4.5. Cavern of Earth
======================================================================
Items obtained Equipment obtained
-------------- ------------------
Potion Leather Shield
Antidote Coral Sword
Gold Needle
Sleeping Bag
Tent
10495 Gil(total)
Star Ruby
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Anaconda 80 22 10 50 165 none
Black Widow 28 10 0 8 30 none
Cobra 56 6 6 50 123 none
Cockatrice 50 1 4 200 186 none
Earth Elemental 288 66 20 768 1539 Fire
Gargoyle 80 12 8 80 132 none
Ghast 56 8 10 117 117 Fire, Dia
Hill Gigas 240 38 12 879 879 none
Lizard 92 18 12 50 153 none
Minotaur 164 22 4 489 489 none
Mummy 80 30 20 300 300 Fire, Dia
Ochre Jelly 76 32 6 70 252 Fire, Ice
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Piscodemon 84 30 16 300 276 none
Tarantula 64 5 12 50 141 none
Troll 184 24 12 621 621 Fire
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wight 52 20 12 150 150 Fire, Dia
Wraith 86 22 4 231 231 Fire, Dia
You now have a nice plethora of monsters here. To the west of the
entrance is the Hall of Giants, a place where you fight Hill Gigas
each step you take, good for making money and power leveling.
B1:
From where you start, head north and follow the path for 1975 GIL.(it
has an encounter sqaure to it's right with an Earth Elemental) Back to
the entrance, go east. When you reach an intersection, go south until
the path split again, go east and follow the path until you reach a
room with 795 GIL and an ANTIDOTE(there are an encounter square north
and east of the chests). Return to the last intersection and go west.
Skip the first path going south and take the second. you'll reach a
room with a POTION and 880 GIL(there's an encounter square south of
the potion). Return to the entrance and head all the way east the
reach the next floor.
B2:
From the entrance, go south, then northeast then southeast. Continue
south until you can go east and as soon as you can head south, go
south. follow the path to a room with 5000 GIL, a LEATHER SHIELD and
575 GIL(there's an encounter with an Earth Elemental the moment you
enter and leave the room). Return to the last intersection and head
east. Once you hit the wall, go north, then east and north for a
CORAL SWORD for your Thief, a TENT and 330 GIL. Now head all the way
south and follow the path to the next floor.
B3:
Be careful of the encounters on this floor, you will find the
Piscodemons again and the dreaded Cockatrice, those things can petrify
your guys with their physical attack so you should run away from them
unless you got a Preemptive Strike.
Start heading east and take the second path going north for a SLEEPING
BAG. Exit and start heading north. You'll run into a west-north
intersection. Head north and south at the next intersection following
the path for a GOLD NEEDLE inside a room(with an encounter square to
the south of the chest). Go back to the west-north intersection and
go in the nearby room with a chest with 3400 GIL(and an encounter to
the south of the chest). Continue west and follow the path. At the
south-east intersection, go east and into the room for a chest(guarded
to its south) containing 1020 GIL. Leave the room and head south and
you'll reach another room, heal if you and talk to the vampire to
fight him.
===================================================
Boss: Vampire
---------------------------------------------------
HP 280|Weakness
Attack 76|Fire, Dia
Accuracy 39|
Defense 26|Resistance
Agility 36|Quake Ice
Intelligence 26|Stone Paralysis
Evasion 72|Poison Darkness
Magic Defense 74|Sleep Silence
|Confusion Mind
|Death
Gil 2000|
EXP 1200|Treasure
|none
===================================================
This fight is so easy, just Attack with your Fighter and Thief,
White Mage cast Diaga and Black Mage Firaga.
After he dies, get the Star Ruby from the chest and leave the
Cavern of Earth.
======================================================================
7.4.6. Giant's Cave
======================================================================
Return to Melmond since you must be exhausted after all those fights.
To reach the Giant's Cave head the southwest from Melmond. You
should reach the cave.
Items obtained Equipment obtained
-------------- ------------------
1070 Gil(total) Mythril Helm
Great Axe
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Lesser Tiger 132 22 8 108 438 none
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Tarantula 64 5 12 50 141 none
Warg Wolf 72 14 0 22 93 none
There's only one path, follow it to find the rock dude. Talk to him,
he'll eat the Satr Ruby and let you pass. You'll see the stairs to
the north but go south to reach a room with a MYTHRIL HELM for your
Fighter, 450 GIL, 620 GIL and a GREAT AXE. Now exit to the north.
======================================================================
7.4.7. Sage's Cave
======================================================================
There's only one path to the Sage's Cave so just follow it.
Items obtained
--------------
Earth Rod
Follow the path to the second door, the first one leads to nothing.
In the room, continue following the path and you'll meet Sadda.
He'll explain the situation further and gives you the Earth Rod. He
tells you to use it behind the Vampire's chamber. Before you go back
to the Cavern of Earth, return to Melmond and sell all your junk.
=====================================================================
7.4.8. Cavern of Earth revisited
=====================================================================
You should know how to reach the Cavern of Earth and why should I say
it again when you can scroll up to find the answer.
Items obtained Equipment obtained
-------------- ------------------
Tent Staff
13075 Gil(total) Mythril Shield
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Anaconda 80 22 10 50 165 none
Black Widow 28 10 0 8 30 none
Cobra 56 6 6 50 123 none
Cockatrice 50 1 4 200 186 none
Earth Elemental 288 66 20 768 1539 Fire
Gargoyle 80 12 8 80 132 none
Ghast 56 8 10 117 117 Fire, Dia
*Goblin Guard 16 8 6 18 18 none
Hill Gigas 240 38 12 879 879 none
*Hyenadon 120 22 4 72 288 none
Lizard 92 18 12 50 153 none
Minotaur 164 22 4 489 489 none
Mummy 80 30 20 300 300 Fire, Dia
Ochre Jelly 76 32 6 70 252 Fire, Ice
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
*Ogre Mage 144 23 10 723 723 none
Piscodemon 84 30 16 300 276 none
*Sphinx 228 23 12 1160 1600 none
Tarantula 64 5 12 50 141 none
Troll 184 24 12 621 621 Fire
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wight 52 20 12 150 150 Fire, Dia
Wraith 86 22 4 231 231 Fire, Dia
*Cannot be found on the first three floors.
You should know the path to the Vampire's chamber by know and you can
scroll back up to read it again.
When you reach it, go through the other door and follow the path
until you see a gray slab. Talk to hit and the Earth Rod will make
it disappear, revealing stairs, go down.
B4:
From the start, head west and north into a large open area that we'll
call the Hall. Head north and follow the path until you reach a room
with tons of encounter squares(oh joy) and 5450 GIL, 1445 GIL,
1520 GIL, a STAFF and 3400 GIL. Return to the Hall.
From there, go west and then south. Go all the way west and keep
going northwest. When you can't go northwsert anymore, go south
all the way and follow the path to a room with a TENT, 1250 GIL and
a MYTHRIL SHIELD for your Fighter(the first chest is guarded from the
right, the other two from below). Backtrack until you can go west
and follow the path going north to the last floor.
B5:
All you have to do is to follow the path to the northeast, it's
pretty much a straight path so just keep going and you'll reach a
room. Heal and Save, then talk to the orb to fight:
===================================================
Boss: Lich
---------------------------------------------------
HP 1200|Weakness
Attack 40|Fire, Dia
Accuracy 49|
Defense 40|Resistance
Agility 12|Quake Ice
Intelligence 30|Stone Paralysis
Evasion 24|Poison Darkness
Magic Defense 120|Sleep Silence
|Confusion Mind
|Death
Gil 3000|
EXP 2200|Treasure
|Dry Ether
===================================================
In case you didn't know, Lich is male, so don't send me unwanted
e-mails.
Lich is one nasty opponent, he can cast Blizzara and Thundaga which
can KO lower level characters. His physical attack paralyzes and can
cast Sleepra on the team. He can also cast Haste on himself making
his attacks more deadly. Lich is undead, so Firaga, Diaga works
wonder here. Have your Fighter and Thief attack, your White Mage use
Diaga or Cura/Curaga and your Black Mage Firaga.
Once Lich is dead, you'll restore light to the Earth Crystal and the
Earthgift Shrine will know be opened. But you should wait until you
kill all the Fiends before going there. There is a teleporter behind
the crystal, step on it and you'll be sent outside the dungeon.
=====================================================================
7.5. I had a change of heart, and class
=====================================================================
The Warriors triumphed over the Fiend Lich and relighted the Earth
Crystal. They now venture to Crescent Lake where they meet Sage
Lukhann who offers the Warriors a Canoe. Using the Canoe, the
Warriors travels to the Cavern of Ice in search of the Levistone.
After finding the Levistone through hazardous challenges inside the
cave, they use it to reawaken the legendary Airship. Using the
Airship, the Warriors goes to Dragon Caves and meet the King of
Dragons, Bahamut. Bahamut promises the Warriors great powers if they
can find him the Rat Tail inside the Citadel of Trials. After
overcoming the trials, the Warriors retrieve the Rat Tail and return
it to Bahamut. The Dragon King keep his promise and grants the
Warriors with the Class Change.
=====================================================================
7.5.1. Crescent Lake
=====================================================================
Besides going to Crescent Lake, this part is optional, but doing it
now will make your guys stronger already and you will benefit from it
in the long run. And also one of the hardest dungeon in the game
will be done already. To reach Crescent Lake, in your ship, head
south, staying close to the land and once you reach the tip of the
continent, head west. Eventually, you should see another landmass,
jag south and you should see the dock. Dock and head southwest
around the southern end of the crescent-shaped laked and you'll reach
Crescent Lake.
Items obtained
--------------
Canoe
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn 200 Potion 40
Sanctuary 400 Hi-Potion 150
Ether 150
Phoenix Down 500
Tent 160
Weapon Shop
Item Cost ATK ACC Class
---------------------------------------------------------------------
Mythril Knife 640 14 0 Ft, Kn, Th, Ni, RM, RW, BM, BW
Mythril Sword 3200 13 5 Ft, Kn, Ni, RM, RW
Mythril Hammer 2000 20 10 Ft, Kn, Ni, RM, RW
Mythril Axe 3600 15 10 Ft, Kn, Ni,
Armor Shop
Item Cost DEF WGT Class
---------------------------------------------------------------------
Mythril Mail 6000 34 33 Ft, Kn, Ni, RM, RW
Mythril Shield 2000 15 1 Ft, Kn, Ni
Buckler 2000 5 5 Ft, Kn, Th, Ni, RM, RW
Mythril Helm 2000 2 3 Ft, Kn, Ni
Mythril Gloves 2000 4 5 Ft, Kn, Ni, RW
White Magic - Level 6
Spell Cost Class Effect
---------------------------------------------------------------------
Stona 13000 WM, WW Cures Stone
Exit 13000 WW, RW Transports party out of dungeons
Protera 13000 WM, WW, RW Raises party's defense
Invisira 13000 WM, WW, RW Raises party's evasion
Black Magic - Level 6
Spell Cost Class Effect
---------------------------------------------------------------------
Thundaga 13000 BM, BW, RW Deals lightning damage to all foes
Death 13000 BM, BW, RW Instantly kills one foe
Quake 13000 BW, RW Calls an earthquake to swallow foes
Stun 13000 BM, BW, RW Paralyzes one foe
Crescent Lake has a lot of goodies and the monsters outside are good
for making money. Get your Fighter a Mythril Sword, that's all for
weapons. For armors, Fighter will want Mythril Gloves and Thief a
Buckler. In the magic department, White Mages will want Invisira
and Protera. Keep one slot open for Exit after you Class Change
(notice the new sprite of the vendor). Black Mages will want
Thundaga, Death and Quake(instant death is funny). Before talking to
the sages, be sure to have 20 Hi-Potions, 20 Ether, 20 Phoenix Downs
and 10 Tents. On the far east side of town, you'll find 12 sages.
Lukhan is the one in blue, talk to the guy to his right and he'll
give you a Canoe.
=====================================================================
7.5.2. Cavern of Ice
=====================================================================
To find the Cavern of Ice, head north from where you docked your
ship, you should find a river there, "dock" your ship there and you
board your new Canoe. Follow the river until you see a south/north
break in the path. Go north and east at the next intersection.
Follow the path and go through the bottom path and head west at the
next intersection (Going south leads to the Whisperwind Cove which
may have guessed, you can't do a thing there). Follow the path and
you'll reach the Cavern of Ice, use a Cottage before entering and
save on two files as well.
Items obtained Equipment obtained
-------------- ------------------
Ether Clothes
Sleeping Bag Flame Sword
60284 Gil (total) Ice Armor
Levistone Mythril Gloves
Ice Shield
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Bloodbones 144 26 12 378 378 Fire, Dia
Cockatrice 50 1 4 200 186 none
Dark Wizard 105 26 40 1095 1095 none
Ghast 56 8 10 117 117 Fire, Dia
Ice Gigas 336 60 16 1752 1752 Fire
Mindflayer 112 1 12 999 822 none
Mummy 80 30 20 300 300 Fire, Dia
Piscodemon 84 30 16 300 276 none
Remorazz 320 73 24 1000 2244 none
Specter 114 40 12 432 432 Fire, Dia
White Dragon 200 53 8 2000 1701 Fire, Lightning
Wight 52 20 12 150 150 Fire, Dia
Winter Wolf 92 25 0 200 402 Fire
Wraith 86 22 4 231 231 Fire, Dia
Those are the monsters you should flee from: Dark Wizard, they got
Scourge, Mindflayer, their physical attack has Death effect and
Cockatrice, they come in big number.
B1:
Follow the path(it's quite long) and take the first set of stairs.
B2:
Circle around to the southern stairs.
B3:
Take the next stairs(why do I even say that?).
B2:
Follow the path into the room, DON'T step on the cracked ice just
now, navigate to the right chest(with an encounter) to net you
CLOTHES(lame). Make your way to the left chest and pick up a FLAME
SWORD, equip it right away to your Fighter. Now you can step on the
cracked ice.
B3:
Note: you take damage when you step on ice spikes.
Head south(you have to go through a mandatory encounter with lots of
undeads). Head west on the ice spikes into a room(there's an
encounter square with White Dragons) for an ICE ARMOR and MYTHRIL
GLOVES. Go back at the intersection and head south and take the
eastmost path until you reach another treasure room with 7900 GIL,
9900 GIL, 5454 GIL, 5000 GIL, 180 GIL and 12350 GIL(cha-ching).
There's an encounter square betwwen the right-most chests. Go back
at the last intersection and go east, follow the path to the stairs.
B1:
Go into the room and circle around to the chest containing an ETHER.
Go out of the room and south through the door for 10000 GIL. Go
around the wall heading southeast and into another room. Before you
go step on the crack, nab 9500 GIL, a SLEEPING BAG and an ICE SHIELD
from the chests. You can go step on the crack now.
B2:
The Levistone is dead ahead, but save before getting it because it is
guarded by:
===================================================
Boss: Evil Eye
---------------------------------------------------
HP 162|Weakness
Attack 30|none
Accuracy 42|
Defense 30|Resistance
Agility 6|Quake
Intelligence 20|
Evasion 12|
Magic Defense 92|
|
|
Gil 3225|
EXP 3225|Treasure
|none
===================================================
At first glance, this guy looks like a pushover. However, he's far
from being harmless. He can cast Thundara, Gaze(a petrifying version
of it), Hold, Silence(on the whole gang), slow and the two most
dangerous, Kill and Death. You sould take this guy out as fast as
you can to keep all your guys alive. He should die easily from the
Flame Sword if you have a high enough level.
Once you kill the big eye, step on the cracked ice.
B3:
Head out of the room, south at the first intersection, take the
eastmost path, south at the intersection and then east at the other
intersection.
B1: Instead of going southeast, go northeast this time to the stairs
of freedom(you made it out alive). Now head back to your ship.
=====================================================================
7.5.3. Ryukahn Desert
=====================================================================
Ryukahn Desert is to the south of Crescent Lake, so go there. You
should see the desert and a river passage to the east. Go in the
river then walk in the grass. Enter the desrt, watch the kewl scene
and get your sexy new Airship.
=====================================================================
7.5.4. Gaia
=====================================================================
Gaia lies directly south of where you board the airship. It's inside
a mountain range.
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn 500 Hi-Potion 150
Sanctuary 750 Ether 150
Phoenix Down 500
Tent 160
Cottage 2000
Weapon Shop
Item Cost ATK ACC Class
---------------------------------------------------------------------
Cat Claws 52000 22 35 Kn, Ni, RW, BW
Armor Shop
Item Cost DEF WGT Class
---------------------------------------------------------------------
Ruby Armlet 40000 24 1 All
Protect Ring 16000 8 1 All
White Magic - Level 7
Spell Cost Class Effect
---------------------------------------------------------------------
Curaja 30000 WW Fully restores one ally's HP
Diaja 30000 WW Deals damage to all undead foes
Black Magic - Level 7
Spell Cost Class Effect
---------------------------------------------------------------------
Blizzaga 30000 BM, BW, RW Deals ice damage to all foes
Break 30000 BW Petrifies one foe
White Magic - Level 8
Spell Cost Class Effect
---------------------------------------------------------------------
Holy 40000 WW Damages all foes with holy light
NulAll 40000 WW Reduces damage from spells by half
Dispel 40000 WW Negates one foe's magical defenses
Black Magic - Level 8
Spell Cost Class Effect
---------------------------------------------------------------------
Stop 40000 BW Stops time and paralyzes all foes
Warp 40000 BW Banishes foes to another dimension
Kill 40000 BW Instantly kill one foe
Gaia as really neat stuff at really high price. The spells here are
not the only spells of each level. The only spell you can buy for
now is Blizzaga for your Black Mage but chances your level is too low
to buy it. What you really want is in the Armor Shop. Get everyone
a Protect Ring, it gives good defense and protects from Death, but
not from Quake or petrification. If you have the cash, give your
Thief, White Mage and Black Mage a Ruby Armlet. You may possibly
be broke now, but we'll get treasures quite soon.
=====================================================================
7.5.5. Dragon Caves
=====================================================================
Items obtained
--------------
X-Potion
Dry Ether
Elixir
Gold Needle
Tent
Cottage
19975 Gil(total)
The Dragon Caves are east of Gaia. You should go through another
continent and then you should see islands with holes, it's the Dragon
Caves. The bottom hole of the "swamp island" lead to the
Hellfire Chasm, which you can do nothing there. In the bottom hole
of the island with trees in the center of the island, follow the path
and go in the room. Meet thy King of Dragons, Bahamut. He tells you
to return to him with a token of your courage. We're going to do
that soon enough. Exit the place and go in the top hole this time.
Talk to the dragons and they'll mention the Citadel of Trials, that's
your next stop, but let's go get some treasures first.
Go in the hole surrounded by trees. Enter the nearby room for 2000
GIL, 2750 GIL and 1455 GIL. Go in the room at the west corner and
get 1520 GIL, 2750 GIL, 9500 GIL and an X-Potion. Leave the place
and go down the top hole of the island with swamps. Circle around
and go in the room for an ELIXIR, a COTTAGE and 500 GIL.
Now in the hole on the far west island, go down, circle around the
wall and go in the room with chests containing a DRY ETHER and a
GOLD NEEDLE. Exit the room and head north in the other room for a
TENT. Now, the time has come to get our token of courage, head back
to the airship.
=====================================================================
7.5.6. The Citadel of Trials
=====================================================================
The Citadel of Trials is east of the Cardian Islands(the islands with
holes). However, there is no place to land the airship nearby,
follow the path of land and you should find a place to land. Your
first trial is to reach the citadel. The monsters around are quite
strong. The desert is particularly dangerous, if you find a Sand
Worm there, kill it ASAP, it can cast Quake which kill the whole
party instantly and the Protect Rings don't protect from Quake.
Once you reach the citadel, use a tent or cottage and save, enter.
Items obtained Equipment obtained
-------------- ------------------
Cottage Gauntlets
8795 Gil(total) Healing Staff
Rat's Tail Ruby Armlet
Ice Brand
Steel Gloves
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Clay Golem 176 64 7 800 1257 none
Horned Devil 94 10 32 387 387 none
King Mummy 188 43 24 1000 984 Fire, Dia
Medusa 68 20 10 699 699 none
Mindflayer 112 1 12 999 822 none
Minotaur Zombie 224 40 14 1050 1050 Fire, Dia
Mummy 80 30 20 300 300 Fire, Dia
Nightmare 200 30 24 700 1272 Ice
Rakshasa 110 20 30 800 603 none
This place isn't called the Citadel of Trials for nothing. The
monsters here are tough, you should be particularly careful with
Medusa, they can petrify you so kill them quick or run.
1F:
Talk to the old man and he grants you permission, go to the northwest
corner and walk into the chair, let the trials begin.
2F:
Head south out of the room and you'll see many teleporters. The
first trial is to get in the teleporters and find your way to the
next floor without losing to any encounters. The first two
teleporters are easy, you got only one choice. Now you have two
teleporters, take the bottom one. Take the only one fourth
teleporter and take the bottom one next. Take the next one, then the
rightmost one. Now head east and enter the room to step on an
encounter square with Clay Golem. Open the chest for Gauntlets*, it
can cast Thundara when used as an item, but I find it rather useless.
Get out and take the leftmost path going down to the final
teleporter. Take the bottom one and go up the stairs.
3F:
Go north and prepare to fight Nightmares. The monsters here are
tough, so much for the second trial. After the fight, open the chest
for a HEALING STAFF, this handy item cast Heal when used as an item.
Now head west(fighting the Nightmares again) and get a RUBY ARMLET,
ICE BRAND(keep the Flame Sword for now, you'll need it) and STEEL
GLOVES. Now head south and pick up the COTTAGE, 1455 GIL and 7340
GIL. Head east and get the Rat's Tail from the chest, get in front
of the throne and face:
===================================================
Boss: Dragon Zombie
---------------------------------------------------
HP 268|Weakness
Attack 56|Fire, Dia
Accuracy 67|
Defense 30|Resistance
Agility 12|Quake Ice
Intelligence 26|Stone Paralysis
Evasion 24|Poison Darkness
Magic Defense 135|Sleep Silence
|Confusion Mind
|Death
Gil 999|
EXP 2331|Treasure
|Megalixer
===================================================
It is possible to avoid fighting the Dragon Zombie, you have to use
an Emergency Exit that can be won through the 15 Puzzle minigame on
the ship. Exit would work to, but you need a Wizard to use it.
Anyway, the only thing I think they can do is attack. Just attack
with your Fighter and Thief, Diaga with White Mage and Firaga with
Black Mage, lame for the final trial.
After you win, step on the throne and exit this place, now you got
to walk all the way back to your airship, this should be the real
final challenge. Don't forget to equip the Ice Brand to your
Fighter.
=====================================================================
7.5.7. Dragon Caves again
=====================================================================
Return through the bottom hole of the island with trees in the middle
and go talk to Bahamut, he'll acknowledge your strength and courage
and gives you titles befiting you valor, in other words, you Class
Change, Your Fighter is now a Knight, Thief becomes a Ninja,
White Mage a White Wizard and Black Mage a Black Wizard.
=====================================================================
7.5.8. Buffing our Warriors, sorta
=====================================================================
First you should go to Crescent Lake and buy some stuff for your
Ninja. Give him first the Flame Sword, buy him a Mythril Shield and
Mythril Helm, while you're here, buy Exit for your White Wizard.
Next, go to Gaia and buy the Black Wizard a Cat Claws
Now you should go gain some levels so your Knight and Ninja gets some
MP, level 39 should be enough. The best place to train and gain
money is still the peninsula of Pravoka. Once you reach level 39, go
to Cornelia and rest in the inn. It's time to buy spells for your
Knight and Ninja. Knight can get Cure, Protect and Blink. Ninja
will want Fire, Thunder and Sleep. Now go to Pravoka and give Invis,
Blindna and NulShock to your Knight. Ninja will benefit from
Blizzard, Temper and Dark. Now go to Elfheim and give your Knight
Cura and NulBlaze. Ninja will get Fira, Thundara and Focara. Ninja
can also get Blizzara, Haste and Confuse. Now head back to Gaia and
buy Blizzaga and Break for your Black Wizard. White Wizard will need
Curaja and Diaja. At level 39, you can use the level 8 spells, but
we don't need them yet, so pass on. Your team should now be stronger
than ever. Let's now get back to the main quest.
=====================================================================
7.6. This is gonna be HOT
=====================================================================
With their new powers, the Warriors of Light learned that the defeat
of Lich caught the attention of Marilith, The Fiend of Fire.
Malirith now awakened while she was supposed to sleep for another 200
years, awakening the volcano Mt. Gulg with her. The Warriors must go
to Mt. Gulg and take down Marilith or else the world will become a
giant BBQ where peoples are the meat.
=====================================================================
7.6.1. Crescent Lake
=====================================================================
You've been there before, just stock up on plenty of Hi-Potions,
Ethers, Phoenix Downs and Tents. Now you can go get Marilith.
=====================================================================
7.6.2. Crescent Lake area
=====================================================================
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Anaconda 80 22 10 50 165 none
Ankheg 222 39 20 300 1194 none
Ghast 56 8 10 117 117 Fire, Dia
Gigas Worm 56 17 8 15 63 Fire
Goblin Guard 16 8 6 18 18 none
Hill Gigas 240 38 12 879 879 none
Minotaur 164 22 4 489 489 none
Ogre 100 18 10 195 195 none
Ogre Chief 132 23 14 300 282 none
Scorpion 84 22 10 70 255 none
Tarantula 64 5 12 50 141 none
Troll 184 24 12 621 621 Fire
Warg Wolf 72 14 0 22 93 none
Werewolf 68 14 6 67 135 none
Wolf 20 8 0 6 24 none
With the airship, reaching Mt, Gulg is a snap, but let's do it with
the canoe to fight and gain experience along the way. Follow the
lake and along the river. Take the first going west then head north.
At the intersection, go east, then north, west, north and finally,
all the way east. Rest in a tent or cottage and save on two files.
Let's go in the volcano(hey it rimes).
=====================================================================
7.6.3. Mt. Gulg
=====================================================================
Items obtained Equipment obtained
-------------- ------------------
Hi-Potion Mythril Helm x2
Antidote x2 Great Sword
Gold Needle Mythril Gloves
Phoenix Down Mythril Shield
Tent Mythril Axe
Cottage Flame Shield
30070 Gil(total) Ice Brand
Staff
Flame Mail
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Ankheg 222 39 20 300 1194 none
Fire Elemental 276 50 20 800 1620 Ice
Fire Gigas 300 73 20 1506 1506 Ice
Fire Hydra 182 20 14 400 1215 Ice
Fire Lizard 296 31 18 1200 2472 Ice
Gray Ooze 76 30 7 70 255 Lightning
Hellhound 192 30 8 600 1182 Ice
Hill Gigas 240 38 12 879 879 none
Horned Devil 94 10 32 387 387 none
Hyenadon 120 22 4 72 288 none
Lava Worm 280 50 31 400 1671 Ice
Lizard 92 18 12 50 153 none
Minotaur 164 22 4 489 489 none
Ogre Chief 132 23 14 300 282 none
Ogre Mage 144 23 10 723 723 none
Pyrolisk 44 20 4 500 423 Ice
Red Dragon 248 75 30 4000 2904 Ice, Stone, Poison
Scorpion 84 22 10 70 255 none
Sphinx 228 23 12 1160 1600 none
Lava takes one HP each time you take a step on it. But you can't
encounter monsters on it.
B1:
Head straight west and north to the next floor. you have to cross
the lava.
B2:
Go in the door, follow the path and take the first path west. Follow
the path for a MYTHRIL HELM.(an encounter square is south of it). Go
south and you'll get 1520 GIL. Backtrack to the Mythril Helm and go
north. At the split, take the left path for a GREAT SWORD.
Backtrack to the split and take the right path for 4150 GIL. Keep
following the path until you can't go west anymore, head south then
circle around to get 795 GIL and 750 GIL. Head southwest all the way
then follow the east path. You should come to a place with lots of
chest, they contain: MYTHRIL GLOVES, 1760 GIL, MYTHRIL HELM, 1520
GIL, MYTHRIL SHIELD, 1455 GIL, MYTHRIL AXE, HI-POTION, TENT, 1975
GIL, ANTIDOTE and a PHOENIX DOWN. Backtrack until you see a path
going east, take it and go south all the way. You come to a door and
back to the lava room, head west and down the stairs.
B3:
It may look complicated, but you just have to head east.
B4:
Head southeast, that's all.
B3:
Go south until you hit a rock, head west until you reach another big
rock, go arond it and go south until you hit the line of rock, head
west to the next floor.
B4:
It is a bit complicated so lissen up.
Take the nearby door for 2750 GIL and a GOLD NEEDLE*. Go out of the
room and start heading west, on ce you reach an intersection, take
the first door for 1760 GIL. Once out of the room, follow the
western path and go in another room for 7340 GIL, a FLAME SHIELD,
ICE BRAND* for your Ninja, ANTIDOTE and 880 GIL. Head back to the
previous intersection and head south. Take the first door you reach
for 10 GIL and 155 GIL(better than nothing). Now take the eastern
path for another room with a COTTAGE and 2000 GIL(the Ice Brand could
have been here if you didn't picked it up). Backtrack to the last
intersection and head south, enter the room for a STAFF and 1250 GIL.
Follow the path south for the stairs.
B5:
The area is divided in a 3x3 grid looking like that:
1 2 3
4 5 6
7 8 9
You start in 5. 3, 6 and 9 would have the Gold Needle if you didn't
take it. 4 contains the FLAME MAIL for your Ninja. 7 has the orb,
heal and save, and talk to it to face:
===================================================
Boss: Marilith
---------------------------------------------------
HP 1440|Weakness
Attack 40|Paralysis Darkness
Accuracy 63|Sleep Silence
Defense 50|Confusion Mind
Agility 24|
Intelligence 43|Resistance
Evasion 48|Fire Lightning
Magic Defense 183|Stone Poison
|
|
Gil 3000|
EXP 2475|Treasure
|Golden Apple
===================================================
The strangest part is that even though she's the Fiend of Fire, she
isn't weak against Ice. She hits hard, so have your White Wizard use
Invisira. Your Knight should begin by casting NulBlaze. Your Ninja
should Haste himself and your Black Wizard Haste your Knight. The
second, White Wizard use Invisira again, your Knight Cura one someone
she may have hit, your Ninja Temper himself if he have enough MP and
your Black Wizard Temper your Knight. Now have your Knight and Ninja
attack, White Wizard heal and Black Wizard use Blizzaga.
After that, you relight the Fire Crystal and open up the
Hellfire Chasm, step on the teleporter to get out. Now canoe your
way back to the airship and rest up in Crescent Lake, take also that
time to sell all your junk.
=====================================================================
7.7. Let's have some beer... oxyale
=====================================================================
The Warriors of Light triumphed over Marilith and have lit another
crystal. But now, they must travel to the northland where the two
remaining Fiend laid waste hundreds of years ago. They first travel
to Gaia where they learn about a faerie being bottled and sold to a
Caravan. They travel to the nearby desert and buy the faerie. They
then travel to Onrac where they learn about a robot who crashed in
the Waterfall Cavern. Venturing in the cavern, they find the robot
who gives the Warriors a Warp Cube. The Warriors return to Gaia
where they free the faerie. The faerie rewards the Warriors with
Oxyale, allowing them to breathe underwater. Back to Onrac, they
take a submarine leading to the Sunken Shrine. There they rescue the
mermaids and finds a Rosetta Stone. At the bottom level of the
shrine, they confront Kraken, Fiend of Water and defeats him.
=====================================================================
7.7.1. Gaia
=====================================================================
You can always refer to the last section about Gaia for the shopping
list. Take anything that you couldn't get last time. Don't buy the
level 8 spells now, we'll need money for later. Now leave the town.
=====================================================================
7.7.2. Caravan
=====================================================================
You need 40000 Gil before you do this. If you don't have them, fight
to get them.
To reach the Caravan, follow what I say closely.
From Gaia, head east until you reach another continent. Head south
until you see a desert, the Caravan is there even though you can't
see it. Land the airship in a tiny green patch southeast of the
desert. The Caravan is in the separate patch of the desert with a
forest next to it.
Items obtained
--------------
Bottled Faerie
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn N/A Bottled Faerie 40000
Sanctuary N/A
You got only ONE thing to do, buy that faerie, that guy's hard in
business. If you talk to him again, he'll have a new selection of
products for sale
Item Shop
Item Cost
--------------------
Giant's Tonic 1500
Faerie Tonic 1500
Strength Drink 1000
Protect Drink 1000
Speed Drink 1000
All those new items are temporary stat boosters that works only in
battles. Buy some if you want, I find them useless IMO. Normally
you're supposed to get back to Gaia, but let's get rid of some things
first shall we.
=====================================================================
7.7.3. Onrac
=====================================================================
To get to Onrac, land your airship south of the lake then head east
to find a town.
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn 300 Hi-Potion 150
Sanctuary 750 Ether 150
Remedy 1500
Gold Needle 500
Cottage 2000
White Magic - Level 7
Spell Cost Class Effect
---------------------------------------------------------------------
NulDeath 30000 WM, WW, RW Enhances party's defense against
death
Healaga 30000 WM, WW Restores a lot of HP to entire
party
Black Magic - Level 7
Spell Cost Class Effect
---------------------------------------------------------------------
Saber 30000 BM, BW Raises caster's attack and
accuracy
Blind 30000 BM, BW Blinds one foe with darkness
If I was to describe Onrac in one word, it would be "hole". This
place is expensive, have no weapon or armor shop and sell crappy
spells. White Wizard will get Healaga, the only worthy spell here.
Black Wizard has the choice between having a stronger Temper, but
works only on himself, or blinding one opponent. Get Saber.
Remedies at the item shop can cure any ailments, so you may sell your
old junk and buy some. NulDeath will be useful in the Soul of Chaos.
The reason why you're here is cause you'll be back, in the southeast
part of town, you'll see a barrel that has been made into a submarine
(how can the barrel sink in the first place, and resist to the
pressure?). You need the Oxyale to proceed so leave the town.
=====================================================================
7.7.4. Waterfall Cavern
=====================================================================
To reach the Waterfall Cavern, follow the river in your Canoe and go
straight in the waterfall.
Items obtained Equipment obtained
-------------- ------------------
24480 Gil(total) Wizard's Staff
Warp Cube Ribbon
Defender
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Clay Golem 176 64 7 800 1257 none
Cockatrice 50 1 4 200 186 none
Green Dragon 354 72 16 5000 4068 Ice
King Mummy 188 43 24 1000 984 Fire, Dia
Mummy 80 30 20 300 300 Fire, Dia
Nightmare 200 30 24 700 1272 Ice
Pyrolisk 44 20 4 500 423 Ice
You got to deal with only one floor. The Green Dragon is rare, but
powerful.
Head north until you can go west, go west, ignore the south path and
continue. Once you reach five breaks in your path(counting the one
you took to get there makes five), go northwest and you'll come to
another intersection, head south. Enter the room(you got an
encounter the moment you enter) and loot the place, you got:
WIZARD'S STAFF, RIBBON(it protects from everything so give it to your
White Wizard), 13450 GIL, 6400 GIL, 5000 GIL and a DEFENDER for your
Knight. Talk to the robot and he'll give you the Warp Cube, cast
Exit.
=====================================================================
7.7.5. Gaia again
=====================================================================
Items obtained
--------------
Oxyale
The moment you enter Gaia, the faerie will fly off. Head to the
Sanctuary and go east, you'll come up to a spring. Talk to the
faerie and she'll give you Oxyale. Now time to return to Onrac.
=====================================================================
7.7.6. Onrac again
=====================================================================
Before going to the barrel... err, submarine, rest in the Inn. Talk
to the lady in front of the submarine, she'll ask you to rescue
the mermaids and she'll float and vanish, weird. Save on two files
and talk to the barrel(why don't they have a real submarine like in
the original on NES instead of that puny barrel) and choose yes.
Watch the scene(ahh, the graphics, so good).
=====================================================================
7.7.7. Sunken Shrine
=====================================================================
Items obtained Equipment obtained
-------------- ------------------
Antidote Diamond Armor
99150 Gil(total) Light Axe x2
Rosetta Stone Mage's Staff
Diamond Armlet
Diamond Shield
Diamond Helm
Diamond Gloves
Giant's Gloves
Ribbon
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Deepeyes 304 30 16 3591 3591 Lightning
Ghost 180 93 30 990 990 Fire, Dia
Sahagin Chief 64 15 8 105 105 Lightning
Sahagin Prince 204 47 20 882 882 Lightning
Sea Scorpion 148 35 18 300 639 Lightning
Sea Snake 224 35 12 600 957 Lightning
Sea Troll 216 40 20 852 852 Lightning
Shark 120 22 0 66 267 Lightning
Water Elemental 300 69 20 800 1962 Ice
Water Naga 356 9 8 2355 2355 Lightning
White Shark 344 50 8 600 2361 Lightning
You have two tasks here. One, kill Kraken. Two, find the Rosetta
Stone. I'll guide you to the Rosetta Stone first, then to Kraken.
F3:
Start going north, when you reach the first intersection, go east
and through the door for 2000 GIL. Now go all the way west, then
north and in the room to nab 9900 GIL. Now return to the pillars and
go all the way north. When you can't go north anymore, head east for
some stairs.
F4:
Head south all the way and west all the way. Follow the wall to the
north and you'll see a door, nab 20 GIL inside. Out of the room,
then head northwest, the northeast in the room that houses a DIAMOND
AROMR for your Knight. Back track to where you got 20 Gil and head
far southwest for a LIGHT AXE. Get out and head east for another
room with a MAGE'S STAFF. Continue east for 12350 GIL. The stairs
are nearby so take them.
F5:
This room is free of monsters, but there's mermaids there, all of
them have something to say. This place is like a 4x4 grid:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
You start at 14, there's just the stairs.
Room 10 has 9000 GIL, 1760 GIL and a DIAMOND ARMLET for your White
Wizard. Head nothwest of room 10 and you'll find a path to the other
rooms. Room 2 has 2750 GIL, room 3 10000 GIL and 10 GIL, room 7 has
4150 GIL, room 8 holds 5000 GIL, room 15 has an ANTIDOTE and room 16
has a DIAMOND SHIELD for your Knight. Go northwest of room 1 and
you'll find a path that will take you around the map and to room 4
containing a DIAMOND HELM for your Knight, DIAMONG GLOVES(your Knight
is vulnerable to death without Protect Ring, but keep the gloves,
we'll be able to wear them during the Soul of Chaos) and the Rosetta
Stone. Now cast Exit and heal at the Inn. Return to the shrine.
F3:
Go northeast instead of northeast and down the stairs.
F2:
Go a bit west then far north. Take the stairs at the northeast
corner.
F3:
Take the next stairs.
F4:
Go southeast and take the stairs.
F3:
Go in the room and take 110 GIL and 450 GIL. Head south to the next
floor.
F2:
Go west until you come across a four way intersection. Head south
then east in a room for 7690 GIL and 8135 GIL. Exit the room then go
far west to a room with 5450 GIL, 385 GIL and GIANT'S GLOVES(keep the
gloves whatever you do). Leave the room and make your way north for
another room containing another LIGHT AXE. Go all the way east to
again a room with a RIBBON(Black Wizard want it), 9900 GIL, 7340 GIL,
2750 GIL. Exit the room and go a bit west, then north and west to
the stairs.
1F:
Go north all the way through the door and go west through another
door. Head south and take the first path heading west. Follow the
path to a room, head north, west and south through another door.
Follow the path to the last room with the Water Crystal, heal and
save and talk to the orb to fight:
===================================================
Boss: Kraken
---------------------------------------------------
HP 1800|Weakness
Attack 50|Lightning
Accuracy 93|
Defense 60|
Agility 42|
Intelligence 32|Resistance
Evasion 84|Quake, Fire
Magic Defense 160|
|
|
Gil 5000|
EXP 4245|Treasure
|Kikuichimonji
===================================================
Krakens weak point is Lightning so Thundaga is your friend. Have
your Knight Blink himself, your Ninja use Haste and your Black Wizard
Haste your Knight, your White Wizard shall use Invisira. On the
second turn, your Knight shall use the Giant's Gloves to cast Saber,
your White Wizard use Healaga and your Black Wizard Thundaga, your
Ninja will have to use Temper on himself. Keep attacking with your
Knight and Ninja, White Wizard heal and Black Wizard use Thundaga.
After you turn Kraken into sushi, you will light the Water Crystal
and open the Lifespring Grotto. Step on the warp.
=====================================================================
7.8. I could fly, so very high, in a Flying Fortress
=====================================================================
Having defeated all but one Fiend and lit three of the Crystals, the
Warriors must now take down Tiamat, Fiend of Wind. Returning to
Melmond with the Rosetta Stone, the Warriors meet Dr. Unne who, with
the Rosetta Stone, teaches the Warriors the Lufenian language.
Venturing to Lufenia, they learn that Tiamat is in the Flying
Fortress, a mechanical castle up above the clouds. They obtain the
Chime needed to enter the Mirage Tower, at the top of the tower, they
use The Warp Cube to, well, warp to the Flying Fortress. At the top,
they confront and defeat Tiamat and light the Wind Crystal. But is
there anything more dangerous than the Fiend inside the castle ?
=====================================================================
7.8.1. Gaia one last time
=====================================================================
The only reason we're back here is to buy your level 8 spells.
White Wizard will get Holy and NulAll. Black Wizard will take Kill
and Warp. Now leave the place, the best level 8 spells are going to
be ours soon.
=====================================================================
7.8.2. Melmond revisited
=====================================================================
In the northeast corner of Melmond, talk to Dr. Unne. He'll take the
Rosetta Stone and teach you the Lufenian. Now that you know how to
speak Lufenian, let's go to Lufenia(simply logical).
=====================================================================
7.8.3. Lufenia area
=====================================================================
To reach Lufenia, go to Gaia. Now head south and you should see a
lake, land the airship on the northwest patch of land, this is the
closest you may be.
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Allosaurus 480 65 10 502 3387 none
Baretta 256 60 38 300 1428 none
Desert Baretta 352 98 48 1 2610 none
Hill Gigas 240 38 12 879 879 none
Minotaur Zombie 224 40 14 1050 1050 Fire, Dia
Sand Worm 200 46 14 900 2683 none
Troll 184 24 12 621 621 Fire
Tyrannosaur 600 115 10 600 7200 none
Winter Wolf 92 25 0 200 402 Fire
Wyvern 212 30 12 50 1173 none
None of the encounters are especially tough, the Sand Worms are still
dangerous as only your Wizards are now immune to Quake thanks to the
ribbon. The one that may be trouble is the Tyrannosaur, you only
need to look at its attack to understand, but he's quite rare. The
monsters also include the ones in the desert with the Mirage Tower so
don't expect to run into Desert Baretta in a forest.
Lufenia is far south of where you landed your airship, there's no Inn
in Lufenia so use a Cottage if you're worn out along the way.
=====================================================================
7.8.4. Lufenia
=====================================================================
Items obtained
--------------
Chime
Shops:
Inn/Sanctuary Item Shop
Building Cost Item Cost
---------------- --------------------
Inn N/A N/A
Sanctuary N/A
White Magic - Level 8
Spell Cost Class Effect
---------------------------------------------------------------------
Full-Life 40000 WW Revives one ally and fully
restores HP
Black Magic - Level 8
Spell Cost Class Effect
---------------------------------------------------------------------
Flare 40000 BW Blast all foes with light and
heat
The BEST spells are here, so I hope you have the cash(they are almost
mandatory for Soul of Chaos bosses). To reach the shop, go northeast
and you should see an opening, go straight east and you'll find the
shop. If you talk to the first Lufenian from the entrance, he'll
mention Cid(yes, he's mentioned in this remake). You need to pick
the Chime the Lufenian east of the entrance has.
=====================================================================
7.8.5. Mirage Tower
=====================================================================
Return to your airship and head west in the desert, then go south and
land in the patch of land south of the desert. Walk in and try to
smack the middle of the desert, you can always use your map if you
get lost. Once you find the tower, rest in a Cottage and save.
Items obtained Equipment obtained
-------------- ------------------
Tent Aegis Shield
Cottage Healing Helm
83945 Gil(total) Vorpal Sword
Thor's Hammer
Sun Blade
Dragon Mail
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Black Knight 260 44 38 1800 1263 none
Chimera 300 30 20 2500 2064 Ice
Cockatrice 50 1 4 200 186 none
Guardian 200 25 40 400 1224 Lightning
Hellhound 192 30 8 600 1182 Ice
King Mummy 188 43 24 1000 984 Fire, Dia
Medusa 68 20 10 699 699 none
Mummy 80 30 20 300 300 Fire, Dia
Nightmare 200 30 24 700 1272 Ice
Pyrolisk 44 20 4 500 423 Ice
Sabertooth 200 24 8 500 843 none
Vampire 280 76 26 2000 1200 Fire, Dia
Weretiger 160 30 16 780 780 none
Wyrm 260 40 22 502 1218 none
Wyvern 212 30 12 50 1173 none
There's no break between the Mirage Tower and the Flying Fortress so
make sure you are prepared. Be sure you have a few Cottages in case
you must warp out. The tower is like a clock so for F2, I'll refer
to positions on the clock.
F1:
To reach the stairs, all you need to do is go through the door and go
through the other west door. But let's get treasure first. Head
north through the door and you'll come to treasures, they include:
800 GIL, TENT, AEGIS SHIELD(give it to you Knight so he don't fear
petrification), 2750 GIL, 3400 GIL, HEALING HELM(keep it, it cast
Heal when used as an item), 18010 GIL and a VORPAL SWORD. Now head
to the second floor.
F2:
You start at 6 o'clock, your goal is at 12 o'clock. Go counter
clockwise, passing the stairs until you reach 10 o'clock. You have
the choice between going straight to the stairs, or get the
treasures. Treasures of course, so follow the path going south and
take the first opening to the east. Keep going and you'll see a
door, take it and get the following: 1300 GIL, 12350 GIL, THOR'S
HAMMER(about darn time you upgrade your White Wizard's hammer), 7900
GIL, 8135 GIL, COTTAGE, 7600 GIL, SUN BLADE for your Knight(give the
Defender to your Ninja), 10000 GIL and a DRAGON MAIL for your Knight.
After you're done looting, take the stairs.
F3:
Circle around and enter the room for:
===================================================
Mini Boss: Blue Dragon
---------------------------------------------------
HP 454|Weakness
Attack 92|none
Accuracy 86|
Defense 20|Resistance
Agility 48|Quake Lightning
Intelligence 28|
Evasion 96|
Magic Defense 200|
|
Gil 2000|
EXP 3274|Treasure
|None
===================================================
No real strategy unless you're low leveled. Simply attack with your
main fighters and he'll go down.
Before you step on the pad, heal and save on two files as usual, step
on it to reach the Flying Fortress.
=====================================================================
7.8.6. Flying Fortress
=====================================================================
You don't need to find the Flying Fortress, you warp directly to it
from the Mirage Tower.
Items obtained Equipment obtained
-------------- ------------------
Potion x2 Protect Ring x2
Gold Needle x2 Healing Helm
Cottage Razer
93685 Gil(total) Diamond Gloves
Adamantite Ribbon
Diamond Shield
White Robe
Black Robe
Protect Cloak
Clothes
Sasuke's Blade
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
---------------------------------------------------------------------
Air Elemental 358 43 4 807 1614 none
Black Flan 156 49 255 900 1101 Fire
Black Knight 260 44 38 1800 1263 none
Chimera 300 30 20 2500 2064 Ice
Clay Golem 176 64 7 800 1257 none
Dark Fighter 200 40 38 3420 3420 none
Death Knight 190 55 32 3000 2700 none
Earth Medusa 96 11 12 1218 1218 Fire
Evil Eye 162 30 30 3225 3225 none
Fire Hydra 182 20 14 400 1215 Ice
Guardian 200 25 40 400 1224 Lightning
Manticore 164 22 8 650 1317 none
Medusa 68 20 10 699 699 none
Mindflayer 112 1 12 999 822 none
Neochu 344 35 32 500 3189 none
Nightmare 200 30 24 700 1272 Ice
Rakshasa 110 20 30 800 603 none
Soldier 400 102 48 2000 4000 Lightning
Spirit Naga 420 7 16 4000 3489 none
Stone Golem 200 70 16 1000 2385 none
Vampire Lord 300 90 28 3000 2385 Fire Dia
You have quite a few encounters to find to complete your Bestiary.
I will guide you to all the treasures.
F1:
You start in the middle of the area, go east to find a room with 5000
GIL, a PROTECT RING, 6720 GIL, a HEALING HELM and 180 GIL. Return to
where you started and go south for another room with a RAZER(it casts
Scourge when used as an item, IMO, I find it useless). Return to the
middle area again and head west for a room with 9900 GIL, a POTION,
4150 GIL and 7900 GIL. Go back to the middle again and go north to
reach the next floor.
F2:
Head south until you reach a big crossroad. We'll call it the Hub.
From the Hub, head northeast for DIAMOND GLOVES, return to the Hub.
Go east for a DIAMOND SHIELD and a RIBBON(Ninja get the Ribbon).
Back to the Hub, go southeast for a WHITE ROBE and a BLACK ROBE(White
Robe cast Invisira when used as an item so keep it). From the Hub,
go southwest and nab the Adamantite(it will serve you well soon
enough). Head back to the Hub and go west and get 880 GIL and 13000
GIL. Northwest of the Hub, there is a MYTHRIL HELM and a COTTAGE.
The exit is south of the HUB.
F3:
Not far from where you start, there's a robot and a globe. If you
talk to the globe, it will say that the forces of the four Altars
converges at the Chaos Shrine, to proove it, draw a line from Onrac
to Mt. Gulg and a line from the Mirage Tower to the Cavern of Earth
and they'll cross at the Chaos Shrine. Surprised that your adventure
will finish where it started?
Whatever, go far east and you'll come to a room with a PROTECT CLOAK
(For Black Wizard), CLOTHES, 6400 GIL, GOLD NEEDLE, 9500 GIL and 8135
GIL. From where you started, go north to get a POTION, 9000 GIL, a
PROTECT RING and 5450 GIL. Backtrack to where you started and head
west, into a room for a GOLD NEEDLE, 4150 GIL, 3400 GIL and SASUKE'S
BLADE(Ninja want it). Take the nearby exit.
F4:
Follow my instructions really carefully. Go west and stop when it's
the SECOND time you see a path north and south, go north until you
reach the next area.
F5:
It's a straight line to Tiamat, however, you have an extremely rare
chance to meet:
===================================================
Boss: Death Machine
---------------------------------------------------
HP 2000|Weakness
Attack 128|none
Accuracy 200|
Defense 80|
Agility 48|
Intelligence 50|Resistance
Evasion 96|Quake, Fire
Magic Defense 200|Lightning, Ice
|Poison, Darkness
|Sleep, Silence
Gil 32000|Confusion, Mind
EXP 32000|Death
|
|Treasure
|Genji Armor
===================================================
Veterans may recall Death Machine better if I call him WarMech. Yes,
he's still there and he's tougher. There's a few things you should
know about Death Machine.
1. He's deadly powerful - A single attack from him is strong enough
to kill a weaker Wizard IN ONE HIT.
2. Most of the time, you do not find Death Machine, Death Machine
finds YOU - He very often get to attack first or even ambush you.
3. Nuke is the enemy - He's got that attack that hit everyone for
about 300-400 HP and he likes to cast it over and over.
4. He's extremely rare - You have about a 1/64 chance of finding him,
making him perhaps the rarest encounter of the game. If you want to
complete the Bestiary, prepare to spend hours looking for him.
If you get to meet him, you better be high leveled(level 50 at least)
if you want to hope surviving him. Begin with your Knight casting
Blink, your Ninja use Defender for another Blink, your White Wizard
cast Invisira and your Black Wizard use White Robe for another
Invisira. Repeat until you have very high evasion(he's deadly
accurate). Have your Knigh use Giant's Gloves, your Ninja Haste
himself, your White Wizard use Protera and your Black Wizard
Haste your Knight. On the next round, have the Knight use Giant's
Gloves again, your Ninja cast Temper on himself, White Wizard always
cast Healaga and Black Wizard Temper your Ninja. Now have your
Knight and Ninja attack, your White Wizard is still on healing duty
and your Black Wizard cast Flare.
With a little luck, you should win. Fights with Death Machine can
turn into pure desperation as your guys fall one by one. I always
wait until I have the Ultima Weapon before adding him to my Bestiary.
If you manage to reach the other end of the bridge, heal and save,
talk to the orb and face:
===================================================
Boss: Tiamat
---------------------------------------------------
HP 2400|Weakness
Attack 53|Stone, Poison
Accuracy 80|
Defense 80|
Agility 36|
Intelligence 45|Resistance
Evasion 72|Quake, Fire
Magic Defense 200|Lightning Ice
|
|
Gil 6000|
EXP 5496|Treasure
|none
===================================================
If you managed to kill Death Machine(if you found him in the first
place) then Tiamat should be a simple formality for you, or maybe
not. Have your Knight and White Wizard use their Nul spells since
she havs a nice array of elemental spells. Tiamat seems to follow a
pattern when casting her spells, it's like Thunderbolt, Poison Gas,
Icestorm, Blaze then Thunderbolt again. On the second turn, your
Knight should use Giant's Gloves, your Ninja Temper on himself, your
White Wizard cast NulFrost and your Black Wizard cast Flare. Now
have your fighters attack, White Wizard cast Holy and Black Wizard
cast Flare. Repeat and Tiamat will die.
After you kill Tiamat, you will light the Wind Crystal and open the
Whisperwind Cove. You have lit all the Crystals and killed all four
Fiends. But where did the Fiends come from ? Step on th teleporter.
=====================================================================
7.9. Back to the Past
=====================================================================
The Warriors of Light triumphed over the Four Fiend and brought light
back to the Four Crystals. But their journey is not over, they go
visit the sages again at Crescent Lake and they tells them that the
real cause of the darkness lies in the Chaos Shrine 2000 years in the
past. The Warriors travel back to the Chaos Shrine and travel 2000
years in the past. They confront the cause of the darkness and bring
peace back to the world.
=====================================================================
7.9.1. Crescent Lake revisited
=====================================================================
Return to Crescent Lake and go visit the sages again. They will tell
you about everything you should know so I won't spoil it there. Sell
all your junk but keep the following: Healing Staff, Giant's Gloves,
White Robe, both Healing Helm, Defender since it cast Blink
as an item and Black Robe since you sell for one Gil and having anyone
cast Blizzara can help in some way. Rest at the Inn and be ready for
next part.
=====================================================================
7.9.2. Buffing our Warriors, a lot
=====================================================================
Equipment obtained
------------------
Excalibur
First, travel to Mt. Duergar and talk to Smyth, he'll take the
Adamantite to forges you the Excalibur(give it to your Knight right
away). Now go buy anything that you need, you'll need 99 Hi-Potions,
Ethers, Phoenix Downs and Remedies. You can buy all that at Onrac.
Cottages are not necessary, but buy some for the Soul of Chaos
Dungeons.
Also, train your guys to a high level, maybe level 40 at least. When
you are ready, rest in Cornelia and take your Airship to the Chaos
Shrine.
=====================================================================
7.9.3. Chaos Shrine revisited
=====================================================================
Go into the room where you fought Garland back in the beginning. If
you talk to any of the bats, they'll TALK O_o. They are the Sky
People who were turned to bats by the Fiends. Anyway talk to the
black orb and a passageway will open. Save on two files and step in
to reach the final dungeon.
=====================================================================
7.9.4. Temple of Chaos
=====================================================================
I know it's still called Chaos Shrine, but I'll refer to the past
version as the Temple of Chaos.
Items obtained Equipment obtained
-------------- ------------------
Dry Ether Protect Ring
Elixir Sasuke's Blade
Megalixir Protect Cloak
Masamune
Random Encounters
Monster HP ATK DEF Gil EXP Weakness
----------------------------------------------------------------------
Air Elemental 358 43 4 807 1614 none
Basilisk 196 30 20 658 1977 none
Black Knight 260 44 38 1800 1263 none
Chimera 300 30 20 2500 2064 Ice
Clay Golem 176 64 7 800 1257 none
Dark Fighter 200 40 38 3420 3420 none
Dark Wizard 105 26 40 1095 1095 none
Death Eye 360 120 60 1 1 Fire, Dia
Death Knight 190 55 32 3000 2700 none
Dragon Zombie 268 56 30 999 2331 Fire, Dia
Earth Elemental 288 66 20 768 1539 Fire
Earth Medusa 96 11 12 1218 1218 Fire
Fire Elemental 276 50 20 800 1620 Ice
Fire Gigas 300 73 20 1506 1506 Ice
Fire Lizard 296 31 18 1200 2472 Ice
Green Dragon 354 72 16 5000 4068 Ice
Ice Gigas 336 60 16 1752 1752 Fire
Iron Golem 304 93 100 3000 6717 none
Lava Worm 280 50 31 400 1671 Ice
Mindflayer 112 1 12 999 822 none
Nightmare 200 30 24 700 1272 Ice
Purple Worm 448 65 10 1000 4344 none
Red Dragon 248 75 30 4000 2904 Ice, Stone, Poison
Rhyos 350 40 18 5000 4584 Ice
Sahagin Prince 204 47 20 882 882 Lightning
Sea Scorpion 148 35 18 300 639 Lightning
Sea Snake 224 35 12 600 957 Lightning
Sea Troll 216 40 20 852 852 Lightning
Stone Golem 200 70 16 1000 2385 none
Vampire 280 76 26 2000 1200 Fire, Dia
Vampire Lord 300 90 28 3000 2385 Fire Dia
Water Elemental 300 69 20 800 1962 Ice
Water Naga 356 9 8 2355 2355 Lightning
White Dragon 200 53 8 2000 1701 Fire, Lightning
White Shark 344 50 8 600 2361 Lightning
Winter Wolf 92 25 0 200 402 Fire
You got a nice bunch of monsters to keep you company. There's a few
things you should know, conserve your MP, even with 99 Ethers you can
burn them up easily since they only heal 50 MP. Try to use your
Healing Staff and Healing Helms to heal. They also conserve
Hi-Potions. Most enemies here are weak to an element, but unless you
are fighting a bunch of them, you won't need to use your spells.
Now for the Walkthrough.
F1:
Head south all the way then east, the stairs are at the southeast
corner.
F2:
Take the stairs to the east.
F3:
The Green Dragons on this floor are very good for leveling up.
Anyway, head all the way south then head east to the center of the
floor(where pillars are lined in a vertical line). Enter the door
and you'll face:
===================================================
Mini Boss: Death Eye
---------------------------------------------------
HP 360|Weakness
Attack 120|Fire, Dia
Accuracy 150|
Defense 60|Resistance
Agility 12|Quake, Ice
Intelligence 35|Stone Paralysis
Evasion 24|Poison Darkness
Magic Defense 160|Sleep Silence
|Confusion Mind
|Death
Gil 1|
EXP 1|Treasure
|Elixer
===================================================
Kill it as fast as you can cuz it casts really nasty spells.
Once it's dead, open the chests for a DRY ETHER and an ELIXIR in the
northeast and northwest corner. Get in front of the tablet and talk
to it. You'll use the Lute and a ladder will appear, move on.
F2:
Go all the way south then west. When you can't go west anymore, head
north to find the stairs.
F1:
Go all the way west then north a bit for the stairs.
B1:
You are in the southwest corner, you must get to the southeast
corner. This is not a straight line, circle around to the northwest
corner, then the northeast and finally the southeast corner. Before
you approache the stairs, heal and save, approache them and you'll
face:
===================================================
Boss: Lich
---------------------------------------------------
HP 2800|Weakness
Attack 50|Dia
Accuracy 64|
Defense 80|Resistance
Agility 24|Ice
Intelligence 34|Stone Paralysis
Evasion 48|Poison Darkness
Magic Defense 140|Sleep Silence
|Confusion Mind
|Death
Gil 1|
EXP 2200|Treasure
|none
===================================================
Lich has a new array of deadly spells, they include Flare, Warp, Stop
and Kill. Since you have Protect Rings, Kill is ineffective, Warp
and Stop may be a problem for your Knight since he has no Ribbon.
This makes Flare the only real threat here.
Have your Knight start with Giant's Gloves, your Ninja shall Haste
himself, your White Wizard open with Diaja and your Black Wizard
Haste your Knight. On the second turn, have your Knight cast Blink,
Your Ninja Temper himself, your White Wizard use Healaga if Lich used
Flare, if not, Holy and your Black Wizard Temper your Ninja. Now
have your fighters attack, your White Wizard use Healaga or Holy and
your Black Wizard use Flare, Lich should die shortly.
After you win, go down the stairs, if you step out, you'll have to
kill Lich again.
B2:
Follow the path west and continue between the pillars then north to a
door. Follow the path and go east at the intersection. At the other
intersection, go south and go west between the pillars. Don't go to
the stairs yet, go south for two doors, the left door houses a
PROTECT RING and SASUKE'S BLADE(waaaaaay down the path). Take the
right door for a PROTECT CLOAK for your White Wizard and a MEGALIXIR
down the path(not as long as for Sasuke's Blade). Go back to the
stairs, heal and save, approache them for:
===================================================
Boss: Marilith
---------------------------------------------------
HP 3200|Weakness
Attack 60|none
Accuracy 63|
Defense 80|
Agility 30|
Intelligence 41|Resistance
Evasion 60|Fire Lightning
Magic Defense 183|Stone Poison
|Ice
|
Gil 1|
EXP 2000|Treasure
|None
===================================================
Marilith too has some new spells, they include Firaga, Death and
Stun. Death is useless with the Protect Rings and Stun is unlikely
to work, only Firaga is dangerous here, but Healaga nullify this well
enough.
Begin by having your Knight Cast Blink, your Ninja should Haste
himself, your White Wizard cast NulBlaze and your Black Wizard Haste
the Knight. Next turn, your Knight will use Giant's Gloves, your
Ninja Temper himself, your White Wizard Healaga and you Black Wizard
Temper the Ninja. Third turn, your fighters attack, your White
Wizard heal and your Black Wizard cast Flare. Repeat until Marilith
dies.
After she bites the dust, go down the stairs.
B3:
It's a bit confusing so lissen up.
Head south into the door, then east through the other door. Go south
in the big room to the west and follow the path the other door. Go
east a bit and north in another room, take the first door you see and
go all the way south. Heal and save and take the path east to fight:
===================================================
Boss: Kraken
---------------------------------------------------
HP 3600|Weakness
Attack 60|none
Accuracy 114|
Defense 80|
Agility 49|
Intelligence 41|Resistance
Evasion 98|Quake, Fire
Magic Defense 200|
|
|
Gil 1|
EXP 2000|Treasure
|Eye Drops
===================================================
Kraken did not change much, he's now got Thundara which can be
nullified with NulShock. You know the routine, Knight begin by
casting NulShock, Ninja Haste on himself, White Wizard go with
Invisira and Black Wizard Haste the Knight. Next, the Knight uses
Giant's Gloves, Ninja Temper on himself, White Wizard heal and Black
Wizard Temper the Ninja. You know what to do, attack with your
fighters, White Wizard heal and Black Wizard cast Flare. This fight
should be over soon.
When you win, take the stairs.
B4:
You can take the north path and go east to face Tiamat, but we'll
first go get a new, powerful weapon. Go south all the way and head
southeast all the way to reach a room in the far southeast corner.
Go in and get the MASAMUNE from the chest(give it to your Ninja).
Head back to the northeast corner and go east, heal and save and
prepare to face:
===================================================
Boss: Tiamat
---------------------------------------------------
HP 5500|Weakness
Attack 75|none
Accuracy 85|
Defense 90|
Agility 45|
Intelligence 38|Resistance
Evasion 90|Quake, Fire
Magic Defense 200|Lightning Ice
|
|
Gil 1|
EXP 2000|Treasure
|Rune Staff
===================================================
Tiamat has some new spells: Scourge(useless with your Protect Ring),
Fira, Thundara and Blizzara. Start with your Knight using Giant's
Gloves, Ninja Haste himself, White Wizard cast Healaga and your Black
Wizard Haste you Knight. Next, your Knight should Attack, your Ninja
will use Giant's Gloves, your White Wizard is stuck to healing duty
and your Black Wizard pelt Tiamat with Flare. Now have your fighters
attack, your White Wizard heal and Black Wizard Flare. Tiamat should
die after a few turns.
After you killed all four Fiends, go far east to the stairs.
B5:
There's no enemy there, take this time to heal and restore all your
MP. Circle around the floor and enter the room. Heal and save on
two files. Talk to the dude and you'll face:
===================================================
Boss: Chaos
---------------------------------------------------
HP 20000|Weakness
Attack 170|none
Accuracy 200|
Defense 100|
Agility 50|
Intelligence 40|Resistance
Evasion 100|Quake, Fire
Magic Defense 200|Lightning, Ice
|Time, Stone
|Paralysis, Poison
|Darkness, Sleep
|Silence, Confusion
|Mind, Death
Gil 0|
EXP 0|Treasure
|none
===================================================
Chaos got some many nasty spells like Firaga, Blizzaga, Thundaga,
Slowra, Flare, Quake, Haste and Curaja. I think he can also uses
Blaze(extreme fire damage), Tsunami(extreme water damage) and Cyclone
(extreme wind damage). Quake is devastating to your Knight so if he
falls to it, have your White Wizard use Full-Life on him. Begin by
having your Knight cast Blink, then your Ninja uses Defender, your
White Wizard will have to cast NulAll on everyone so she'll do that
for four turns and your Black Wizard use White Robe. Next turn, your
Knight will cast Blink, your Ninja use Defender again and your
Black Wizard use White Robe. Third turn, your Knight use
Invis on White Wizard, Ninja uses White Robe and Black Wizard use
Defender. Fourth turn, Knight cast Blink again, Ninja use White Robe
and Black Wizard use Defender again. Begin the Fifth round by having
the Knight use Megalixir, Ninja should Haste himself, White Wizard
will use Healaga for the whole battle and Black wizard Haste the
Knight. On the next turn, Knight use Giant's Gloves, Ninja Temper
himself and Black Wizard Temper Ninja as well. NOW, have your Knight
and Ninja attack, White Wizard always use Healaga and Black Wizard
pelt him with Flare.
Eventually, you should win. Enjoy watching Chaos disintegrate.
=====================================================================
7.9.5. Epilogue
=====================================================================
The time loop was severed at last...
The endless struggle that raged over
two thousand years has ended, and
peace prevailed once more.
The light of the four Crystals
restored the forces of wind, water,
earth, and fire.
It was a mere trick of fate
that had given rise to the
chain of Garland's wrath.
But magnified by the four forces
meant to guide our world,
the trick of fate also gave birth
to the Fiends.
Monsters ran rampant and the world
sank into darkness...
But that is now past.
With the four forces flowing
as they were meant,
the Warriors prepared to cross
time and return to the world they
knew-a world where Princess Sarah,
Queen Jayne and even Garland
himself await.
When was this fateful day
that sent time spiraling
into a loop?
None can say.
It seemed the cycle into which
time had fallen would last forever.
But the bravery of four young
travelers changed that. They took
the forces that filled the world with
darkness, and used them to
Bathe the world in light.
None will ever recall
the struggle the four endured,
for the breaking of the chain
means that it never existed.
But within the tales of fantasy
that people tell, the memory
of their deeds lives on...
Tales of dwarves and elves,
of dragons and shining civilizations
that reached for the heavens even
as they fell.
And now their return is upon us.
With the memory of their struggle
buried deep in their hearts, they
will quietly watch over our world.
Remember always that the forces
of the world must be used as
they were intended-that the
power of light must never be
used for dark, an that the true
Crystals reside in your heart.
For you are the warrior who
crossed time.
You are the bringer of light...
Then watch the credits. Press A when THE END appear and they'll give
you the option to start a new game with your Bestiary intact. This,
is the only way to have Chaos in the Bestiary.
=====================================================================
8. Soul of Chaos Dungeons
=====================================================================
The Soul of Chaos Dungeons are four extra dungeons found only in
this version of FF1. They are treated separately because they have
nothing to do in the main game. However, the equipment and items
found in a Soul of Chaos are are among the best you can find in the
game. The Soul of Chaos Dungeons are the Earthgift Shrine, the
Hellfire Chasm, the Lifespring Grotto and the Whisperwind Cove. What
Makes FF1 Dawn of Souls innovative are the Soul of Chaos Dungeons.
And here's why: The dungeons each as a different floor, however,
they also have different "areas" for each floors. Each area is
randomly chosen for each floor. For exemple, the Earthgift Shrine
has 5 floors, on your first trip there, the area Ur Cave 1 may be on
the first floor, but on a second trip, Ur Cave 1 may be on floor 3
instead.
This is where it gets complicated, each floor have a different number
of chests ranging from 0 to 10, but depending of the depth of the
floor, some chests will randomly be removed. The chests are also in
order. I invite you to read Tfergusson Guide about the Soul of Chaos
for having things clearer.
Another unique aspect of the Soul of Chaos Dungeons is that at some
floors of the dungeon, you will face a boss from a previous Final
Fantasy game. Each are very powerful and can gives great rewards.
Each dungeon has four bosses and in order to meet them all, you will
have to make multiple trips in the dungeon(the only exception is the
Whisperwind Cove where only one trip is required). You have to make
four trips in the Earthgift Shrine to meet them all, and two trips in
both the Hellfire Chasm and Lifespring Grotto.
Also, the random encounters are monsters that are never found in the
main quest, and only on special occasions will a "main game monster"
appear in a Soul of Chaos, those monsters are among the dealiest of
the game(not counting Death Machine). But heres another
particularity that I learned thanks to Action.
Inside a Soul of Chaos, YOU WILL NEVER DIE. Not because you'll have
me, but also because of this: If you ever take a huge beating from
one encounter, meet monsters again, forgot to heal and kills you, you
will start outside the dungeon with all your guys with 1 HP and it
won't count as a Game Over. It's probably because of the randomness
factor of the dungeons that it works like that. Dying anywhere else
count will count as a Game Over. If you want to complete your
Bestiary, you'll have no choice but to complete the Soul of Chaos
dungeons.
Also, Teleport and Exit don't work in the Soul of Chaos Dungeons so
bring plenty of Potions AND Hi-Potions.
=====================================================================
8.1. Earthgift Shrine
=====================================================================
(Coming Soon)
=====================================================================
8.2. Hellfire Chasm
=====================================================================
(Coming Soon)
=====================================================================
8.3. Lifespring Grotto
=====================================================================
(Coming Soon)
=====================================================================
8.4. Whisperwind Cove
=====================================================================
(Coming Soon)
=====================================================================
9. Frequently Asked Questions
=====================================================================
Those are questions commonly asked about this game. Those comes from
the Message Board but I'll give you my personnal answer about them.
Q. How do I access the Map?
A. Very easy, hold on the B button and press Selcet. It's very
useful for finding towns that you already visited. You can do this
anytime during the game as long as you're on the overworld.
---------------------------------------------------------------------
Q. What is the Class Change?
A. The Class Change is a side-quest you can take the moment you got
access to the airship. It is completely optional, but is highly
recommended since your guys will be much more powerful. You can
start the quest the moment you get the Canoe. The lowest possible
level to Class Change all your guys is 11. You can't get lower than
that with your four guys alive all the time. When the quest is done,
your guys get new sprites, can equip more stuff and learn more spells
(except Master who never learn spells).
---------------------------------------------------------------------
Q. How do I Class Change?
A. There are two requirments to Class Change, one, Lich must be dead.
Two, you need the Canoe. You need to have killed Lich to get the
Canoe, you also need your ship.
1. Get the Canoe at Crescent Lake by talking to the sages(I beat all
of them at being a sage, and this guide prooves it).
2. Go to the Ice Cavern(dock your ship to the river north of the dock
and follow the river) and pick the Levistone inside.
3. Go to the desert south of Crescent Lake(you'll need the Canoe AND
Ship to enter) and enter the desert. Watch the scene and board your
new airship.
4. Look at your map, see those many little yellow dots close to each
other, that's the Dragon Caves, land your Airship on the continent
east of them and walk all the way to the Citadel of Trials.
5. Complete the Citadel of Trials and pick up the Rat Tail.
6. Land the airship on the island with 2 holes and trees. Inside one
of the holes you'll find Bahamut, King of Dragons. Talk to him when
you have the Rat Tail and he'll Class Change your guys.
---------------------------------------------------------------------
Q. What are the benefits of the Class Change?
A. Each class has is own benefits, here's with each Class.
Fighter(My way of saying Warrior)->Knight: Knights can cast level 1
to 3 White Magic, they also gain MP when they level up.
Thief->Ninja: Ninjas can cast level 1 to 4 Black Magic(including the
always useful Haste and Temper), they also gain MP when they level
up.
Monk->Master: Master gains some MDEF, but he'll never max it out even
if you KO your monk right at the game start and keep him like that
until you Class Change. But every bit of MDEF he gains is helpful.
White Mage->White Wizard: White Wizard can cast all spells of White
Magic(but is still limited to three spells per level of magic) as
long as his level supports it. Curaja, Healaga and Holy will be very
useful.
Black Mage->Black Wizard: Black Wizard can cast all spells of Black
Magic(but is still limited to three spells per level of magic) as long
as his level supports it. Flare will be your favorite attack spell
and Saber can turn your Black Wizard into a decent fighter.
Red Mage->Red Wizard: Red Wizard can learn more spells. The extra
spells in White Magic are Blink, Vox, Life, Exit Protera, Invisira
and NulDeath. Extra spells in Black Magic are Scourge, Teleport,
Thundaga and Blizzaga.
---------------------------------------------------------------------
Q. How come my Monk isn't doing any damage?
A. In reality, the Monk/Master sucks with weapons. Always make fight
bare handed for maximum damage.
---------------------------------------------------------------------
Q. How come my Monk's DEF drop when I put an armor on him?
A. It's because the Monk works on his own mechanics. His STA is
everything to him. Take off the armor, the only piece of armor he
really need is the Ribbon for prtection against everything.
---------------------------------------------------------------------
Q. What's the Ship game?
A. When you are on your ship(not the AIRship), Hold down the A button
and keep tapping the B button and you'll play the 15 Puzzle. You got
to align the blocks with a number to the correct spot. If the block
is red, it's in the correct spot. Move the block to an empty slot by
pressing A when the crosschair his on it. Move the crosschair with
the D-pad, pause with start, exit with B. If you solve the pzzle
fast enough, you get two items. Depending on how fast you did, you
can get better items. You can't obtain those items in the main game.
the puzzle is really hard.
---------------------------------------------------------------------
Q. Is the White Mage really female?
A. It is widely debated since it's graphic update in FF Origins and
later Dawn of Souls.
In the day of the NES, it was more like a male, when you Class
Changed it, you could see it was clearly a male. But it's overworld
sprite when Class Changed was more feminine to me. In Dawn of Souls,
it looks quite a bit more feminine than on the NES. I tend to refer
her as a she, having a girl in your party can't hurt. But seriously,
it's entirely up to you.
---------------------------------------------------------------------
Q. I'm stuck in a Soul of Chaos dungeon. Help!
A. In a Soul of Chaos Dungeon, you can't use Exit or Teleport because
the floors are completely random. Also, you can't die in a Soul of
Chaos Dungeon. Even if your party get obliterated, you will start
outside of the dungeon with all your guys at 1 HP and it won't count
as a Game Over.
This only works in the Earthgift Shrine, Hellfire Chasm,
Lifespring Grotto and Whisperwind Cove. Having your party defeated
anywhere else result in a Game Over.
---------------------------------------------------------------------
=====================================================================
10. Secret tips and tricks
=====================================================================
Peninsula of power - Northeast of Pravoka, you will find a peninsula.
The monsters fought at the tip of the peninsula are monsters you
fight when you are advanced in the game. This place is useful to
make money and build up your guys early in the game.
15 Puzzle - While on the Ship, hold A and tap B multiple times and a
Puzzle will appear, complete it fast enough to get items and money.
=====================================================================
11. Bestiary
=====================================================================
This section covers about all monsters encountered in the game as
well as info about them. If you want to check for their spells and
location, refer to KurasuSoratobu's Bestiary FAQ.
---------------------------------------------------------------------
#001 Goblin
HP 8 Weakness:
ATK 4 None
ACC 2
DEF 4 Resistance:
AGL 3 none
INT 1
EVA 6
MDF 16
Gil 9
EXP 6
Treasure: none
---------------------------------------------------------------------
#002 Goblin Guard
HP 16 Weakness:
ATK 8 None
ACC 4
DEF 6 Resistance:
AGL 5 none
INT 3
EVA 9
MDF 23
Gil 18
EXP 18
Treasure: Potion
---------------------------------------------------------------------
#003 Wolf
HP 20 Weakness:
ATK 8 None
ACC 5
DEF 0 Resistance:
AGL 18 none
INT 1
EVA 36
MDF 28
Gil 6
EXP 24
Treasure: none
---------------------------------------------------------------------
#004 Crazy Horse
HP 64 Weakness:
ATK 10 None
ACC 16
DEF 2 Resistance:
AGL 11 none
INT 4
EVA 22
MDF 40
Gil 15
EXP 63
Treasure: Potion
---------------------------------------------------------------------
#005 Skeleton
HP 10 Weakness:
ATK 10 Fire Dia
ACC 2
DEF 0 Resistance:
AGL 6 Ice Stone
INT 0 Paralysis Poison
EVA 12 Silence Confusion
MDF 17 Mind Death
Gil 3
EXP 9
Treasure: Echo Grass
---------------------------------------------------------------------
#006 Black Widow
HP 28 Weakness:
ATK 10 none
ACC 7
DEF 0 Resistance:
AGL 15 none
INT 10
EVA 30
MDF 28
Gil 8
EXP 30
Treasure: none
---------------------------------------------------------------------
#007 Gigas Worm
HP 56 Weakness:
ATK 17 Fire
ACC 14
DEF 8 Resistance:
AGL 12 none
INT 9
EVA 24
MDF 40
Gil 15
EXP 63
Treasure: none
---------------------------------------------------------------------
#008 Warg Wolf
HP 72 Weakness:
ATK 14 none
ACC 18
DEF 0 Resistance:
AGL 27 none
INT 3
EVA 54
MDF 46
Gil 22
EXP 93
Treasure: Antidote
---------------------------------------------------------------------
#009 Werewolf
HP 68 Weakness:
ATK 14 none
ACC 17
DEF 6 Resistance:
AGL 21 none
INT 8
EVA 42
MDF 45
Gil 67
EXP 135
Treasure: none
---------------------------------------------------------------------
#010 Zombie
HP 20 Weakness:
ATK 10 Fire Dia
ACC 5
DEF 0 Resistance:
AGL 3 Quake Ice
INT 0 Stone Paralysis
EVA 6 Poison Darkness
MDF 25 Sleep Silence
Gil 12 Confusion Mind
EXP 24 Death
Treasure: Staff
---------------------------------------------------------------------
#011 Ghoul
HP 48 Weakness:
ATK 8 Fire Dia
ACC 12
DEF 6 Resistance:
AGL 6 Ice Stone
INT 1 Paralysis Poison
EVA 12 Darkness Sleep
MDF 36 Silence Confusion
Gil 50 Mind Death
EXP 93
Treasure: none
---------------------------------------------------------------------
#012 Garland
HP 212 Weakness:
ATK 15 none
ACC 27
DEF 8 Resistance:
AGL 6 none
INT 12
EVA 12
MDF 64
Gil 250
EXP 130
Treasure: Longsword
---------------------------------------------------------------------
#013 Cobra
HP 56 Weakness:
ATK 6 none
ACC 14
DEF 6 Resistance:
AGL 15 none
INT 6
EVA 30
MDF 46
Gil 50
EXP 123
Treasure: none
---------------------------------------------------------------------
#014 Ogre
HP 100 Weakness:
ATK 18 none
ACC 25
DEF 10 Resistance:
AGL 9 none
INT 4
EVA 18
MDF 65
Gil 195
EXP 195
Treasure: none
---------------------------------------------------------------------
#015 Ogre Chief
HP 132 Weakness:
ATK 23 none
ACC 33
DEF 14 Resistance:
AGL 15 none
INT 6
EVA 30
MDF 71
Gil 300
EXP 282
Treasure: none
---------------------------------------------------------------------
#016 Lizard
HP 92 Weakness:
ATK 18 none
ACC 23
DEF 12 Resistance:
AGL 12 none
INT 3
EVA 24
MDF 55
Gil 50
EXP 153
Treasure: none
---------------------------------------------------------------------
#017 Pirate
HP 24 Weakness:
ATK 10 none
ACC 2
DEF 0 Resistance:
AGL 6 none
INT 3
EVA 12
MDF 35
Gil 40
EXP 40
Treasure: Leather Shield
---------------------------------------------------------------------
#018 Sahagin
HP 28 Weakness:
ATK 10 Lightning
ACC 7
DEF 4 Resistance:
AGL 36 Quake Fire
INT 4
EVA 72
MDF 28
Gil 30
EXP 30
Treasure: Potion
---------------------------------------------------------------------
#019 Sahagin Chief
HP 64 Weakness:
ATK 15 Lightning
ACC 16
DEF 8 Resistance:
AGL 39 Quake Fire
INT 7
EVA 78
MDF 46
Gil 105
EXP 105
Treasure: none
---------------------------------------------------------------------
#020 Buccaneer
HP 50 Weakness:
ATK 14 none
ACC 13
DEF 6 Resistance:
AGL 12 Quake
INT 6
EVA 24
MDF 37
Gil 120
EXP 60
Treasure: Saber
---------------------------------------------------------------------
#021 Shark
HP 120 Weakness:
ATK 22 Lightning
ACC 30
DEF 0 Resistance:
AGL 36 Quake Fire
INT 8
EVA 72
MDF 70
Gil 66
EXP 267
Treasure: none
---------------------------------------------------------------------
#022 Bigeyes
HP 10 Weakness:
ATK 4 Lightning
ACC 2
DEF 0 Resistance:
AGL 42 Quake Fire
INT 6
EVA 84
MDF 14
Gil 10
EXP 42
Treasure: none
---------------------------------------------------------------------
#023 Tarantula
HP 64 Weakness:
ATK 5 none
ACC 16
DEF 12 Resistance:
AGL 12 none
INT 3
EVA 24
MDF 46
Gil 50
EXP 141
Treasure: none
---------------------------------------------------------------------
#024 Ghast
HP 56 Weakness:
ATK 8 Fire Dia
ACC 14
DEF 10 Resistance:
AGL 23 Ice Stone
INT 2 Paralysis Poison
EVA 46 Darkness Sleep
MDF 40 Silence Confusion
Gil 117 Mind Death
EXP 117
Treasure: none
---------------------------------------------------------------------
#025 Scorpion
HP 84 Weakness:
ATK 22 none
ACC 21
DEF 10 Resistance:
AGL 27 none
INT 6
EVA 54
MDF 55
Gil 70
EXP 225
Treasure: Spider's Silk
---------------------------------------------------------------------
#026 Shadow
HP 50 Weakness:
ATK 10 Fire Dia
ACC 13
DEF 0 Resistance:
AGL 18 Quake Ice
INT 12 Stone Paralysis
EVA 36 Poison Darkness
MDF 37 Sleep Silence
Gil 45 Confusion Mind
EXP 90 Death
Treasure: none
---------------------------------------------------------------------
#027 Green Slime
HP 24 Weakness:
ATK 1 Fire Ice
ACC 1
DEF 255 Resistance:
AGL 0 Quake Lightning
INT 3 Stone Paralysis
EVA 0 Poison Darkness
MDF 36 Sleep Silence
Gil 20 Confusion Mind
EXP 84 Death
Treasure: Hi-Potion
---------------------------------------------------------------------
#028 Crawler
HP 84 Weakness:
ATK 1 none
ACC 21
DEF 8 Resistance:
AGL 21 none
INT 5
EVA 42
MDF 51
Gil 200
EXP 186
Treasure: none
---------------------------------------------------------------------
#029 Gray Ooze
HP 76 Weakness:
ATK 30 Lightning
ACC 19
DEF 7 Resistance:
AGL 2 Quake Fire
INT 0 Ice Stone
EVA 4 Paralysis Poison
MDF 55 Darkness Sleep
Gil 70 Silence Confusion
EXP 255 Mind Death
Treasure: none
---------------------------------------------------------------------
#030 Gargoyle
HP 80 Weakness:
ATK 12 none
ACC 20
DEF 8 Resistance:
AGL 23 Quake
INT 11
EVA 45
MDF 53
Gil 80
EXP 132
Treasure: none
---------------------------------------------------------------------
#031 Bloodbones
HP 144 Weakness:
ATK 26 Fire Dia
ACC 36
DEF 12 Resistance:
AGL 21 Ice Stone
INT 6 Paralysis Poison
EVA 42 Darkness Sleep
MDF 76 Silence Confusion
Gil 378 Mind Death
EXP 378
Treasure: none
---------------------------------------------------------------------
#032 Piscodemon
HP 84 Weakness:
ATK 30 none
ACC 21
DEF 16 Resistance:
AGL 33 Fire Ice
INT 18 Stone Paralysis
EVA 66 Poison Darkness
MDF 98 Sleep Silence
Gil 300 Confusion Mind
EXP 276
Treasure: none
---------------------------------------------------------------------
#033 Astos
HP 42 Weakness:
ATK 30 none
ACC 42
DEF 18 Resistance:
AGL 39 none
INT 24
EVA 78
MDF 170
Gil 2000
EXP 2250
Treasure: Mythril Sword
---------------------------------------------------------------------
#034 Mummy
HP 80 Weakness:
ATK 30 Fire Dia
ACC 20
DEF 20 Resistance:
AGL 12 Ice Stone
INT 16 Paralysis Poison
EVA 24 Darkness Sleep
MDF 60 Silence Confusion
Gil 300 Mind Death
EXP 300
Treasure: none
---------------------------------------------------------------------
#035 Wraith
HP 86 Weakness:
ATK 22 Fire Dia
ACC 22
DEF 4 Resistance:
AGL 45 Quake Ice
INT 18 Stone Paralysis
EVA 90 Poison Darkness
MDF 52 Sleep Silence
Gil 231 Confusion Mind
EXP 231 Death
Treasure: Crosier
---------------------------------------------------------------------
#036 Anaconda
HP 80 Weakness:
ATK 22 none
ACC 20
DEF 10 Resistance:
AGL 18 none
INT 11
EVA 36
MDF 56
Gil 50
EXP 165
Treasure: none
---------------------------------------------------------------------
#037 Hyenadon
HP 120 Weakness:
ATK 22 none
ACC 30
DEF 4 Resistance:
AGL 24 none
INT 8
EVA 48
MDF 76
Gil 72
EXP 288
Treasure: Power Plus
---------------------------------------------------------------------
#038 Lesser Tiger
HP 132 Weakness:
ATK 22 none
ACC 33
DEF 8 Resistance:
AGL 24 none
INT 13
EVA 48
MDF 85
Gil 108
EXP 438
Treasure: X-Potion
---------------------------------------------------------------------
#039 Minotaur
HP 164 Weakness:
ATK 22 none
ACC 41
DEF 4 Resistance:
AGL 24 none
INT 8
EVA 48
MDF 95
Gil 489
EXP 489
Treasure: Knife
---------------------------------------------------------------------
#040 Hill Gigas
HP 240 Weakness:
ATK 38 none
ACC 60
DEF 12 Resistance:
AGL 24 none
INT 5
EVA 48
MDF 120
Gil 879
EXP 879
Treasure: Tent
---------------------------------------------------------------------
#041 Earth Elemental
HP 288 Weakness:
ATK 66 Fire
ACC 72
DEF 20 Resistance:
AGL 9 Quake Lightning
INT 18 Ice Stone
EVA 18 Paralysis Poison
MDF 130 Darkness Sleep
Gil 768 Silence Confusion
EXP 1536 Mind Death
Treasure: Remedy
---------------------------------------------------------------------
#042 Troll
HP 184 Weakness:
ATK 24 Fire
ACC 46
DEF 12 Resistance:
AGL 24 none
INT 6
EVA 48
MDF 100
Gil 621
EXP 621
Treasure: none
---------------------------------------------------------------------
#043 Wight
HP 52 Weakness:
ATK 20 Fire Dia
ACC 13
DEF 12 Resistance:
AGL 21 Ice Stone
INT 3 Paralysis Poison
EVA 42 Darkness Sleep
MDF 45 Silence Confusion
Gil 150 Mind Death
EXP 150
Treasure: none
---------------------------------------------------------------------
#044 Ochre Jelly
HP 76 Weakness:
ATK 32 Fire Ice
ACC 19
DEF 6 Resistance:
AGL 3 Quake Lightning
INT 3 Stone Paralysis
EVA 6 Poison Darkness
MDF 55 Sleep Silence
Gil 70 Confusion Mind
EXP 252 Death
Treasure: none
---------------------------------------------------------------------
#045 Cockatrice
HP 50 Weakness:
ATK 1 none
ACC 10
DEF 4 Resistance:
AGL 36 Quake
INT 8
EVA 72
MDF 47
Gil 200
EXP 186
Treasure: Gold Needle
---------------------------------------------------------------------
#046 Vampire
HP 280 Weakness:
ATK 76 Fire Dia
ACC 39
DEF 26 Resistance:
AGL 36 Quake Ice
INT 26 Stone Paralysis
EVA 72 Poison Darkness
MDF 75 Sleep Silence
Gil 2000 Confusion Mind
EXP 1200 Death
Treasure: none
---------------------------------------------------------------------
#047 Ogre Mage
HP 144 Weakness:
ATK 23 none
ACC 36
DEF 10 Resistance:
AGL 27 Quake
INT 12
EVA 54
MDF 80
Gil 723
EXP 723
Treasure: Eye Drops
---------------------------------------------------------------------
#048 Sphinx
HP 228 Weakness:
ATK 23 none
ACC 57
DEF 12 Resistance:
AGL 60 Quake
INT 32
EVA 120
MDF 115
Gil 1160
EXP 1160
Treasure: none
---------------------------------------------------------------------
#049 Lich
HP 1200 Weakness:
ATK 40 Fire Dia
ACC 49
DEF 40 Resistance:
AGL 12 Ice Stone
INT 30 Paralysis Posion
EVA 24 Darkness Sleep
MDF 120 Silence Confusion
Gil 3000 Mind Death
EXP 2200
Treasure: Dry Ether
---------------------------------------------------------------------
#050 Ankheg
HP 222 Weakness:
ATK 39 none
ACC 56
DEF 20 Resistance:
AGL 24 none
INT 10
EVA 48
MDF 116
Gil 300
EXP 1194
Treasure: none
---------------------------------------------------------------------
#051 Piranha
HP 92 Weakness:
ATK 22 Lightning
ACC 23
DEF 0 Resistance:
AGL 36 Quake Fire
INT 10
EVA 72
MDF 68
Gil 20
EXP 240
Treasure: none
---------------------------------------------------------------------
#052 Red Piranha
HP 172 Weakness:
ATK 37 none
ACC 43
DEF 20 Resistance:
AGL 36 none
INT 13
EVA 72
MDF 83
Gil 46
EXP 546
Treasure: none
---------------------------------------------------------------------
#053 Crocodile
HP 184 Weakness:
ATK 42 Lightning
ACC 46
DEF 16 Resistance:
AGL 24 Quake Fire
INT 9
EVA 48
MDF 103
Gil 900
EXP 816
Treasure: Cottage
---------------------------------------------------------------------
#054 White Croc
HP 288 Weakness:
ATK 56 Lightning
ACC 72
DEF 20 Resistance:
AGL 24 Quake Fire
INT 16
EVA 48
MDF 143
Gil 2000
EXP 1890
Treasure: Hi-Potion
---------------------------------------------------------------------
#055 Ochu
HP 208 Weakness:
ATK 20 Lightning
ACC 52
DEF 24 Resistance:
AGL 12 Quake Fire
INT 18
EVA 24
MDF 116
Gil 102
EXP 1224
Treasure: none
---------------------------------------------------------------------
#056 Neochu
HP 344 Weakness:
ATK 35 none
ACC 86
DEF 32 Resistance:
AGL 12 none
INT 20
EVA 24
MDF 170
Gil 500
EXP 3189
Treasure: none
---------------------------------------------------------------------
#057 Hydra
HP 212 Weakness:
ATK 30 none
ACC 53
DEF 14 Resistance:
AGL 18 none
INT 14
EVA 36
MDF 116
Gil 150
EXP 915
Treasure: none
---------------------------------------------------------------------
#058 Horned Devil
HP 94 Weakness:
ATK 10 none
ACC 24
DEF 32 Resistance:
AGL 36 Quake Fire
INT 17 Ice
EVA 72
MDF 127
Gil 387
EXP 387
Treasure: none
---------------------------------------------------------------------
#059 Pyrolisk
HP 44 Weakness:
ATK 20 Ice
ACC 11
DEF 4 Resistance:
AGL 36 Quake Fire
INT 15
EVA 72
MDF 45
Gil 500
EXP 423
Treasure: Gold Needle
---------------------------------------------------------------------
#060 Fire Elemental
HP 276 Weakness:
ATK 50 Ice
ACC 69
DEF 20 Resistance:
AGL 21 Quake Fire
INT 20 Stone Paralysis
EVA 42 Poison Darkness
MDF 130 Sleep Silence
Gil 800 Confusion Mind
EXP 1620 Death
Treasure: none
---------------------------------------------------------------------
#061 Fire Hydra
HP 182 Weakness:
ATK 20 Ice
ACC 46
DEF 14 Resistance:
AGL 18 Fire
INT 16
EVA 36
MDF 103
Gil 400
EXP 1215
Treasure: Red Fang
---------------------------------------------------------------------
#062 Lava Worm
HP 280 Weakness:
ATK 50 Ice
ACC 70
DEF 31 Resistance:
AGL 2 Quake Fire
INT 12
EVA 4
MDF 143
Gil 400
EXP 1671
Treasure: none
---------------------------------------------------------------------
#063 Hellhound
HP 192 Weakness:
ATK 30 Ice
ACC 48
DEF 8 Resistance:
AGL 24 Fire
INT 13
EVA 48
MDF 103
Gil 600
EXP 1182
Treasure: none
---------------------------------------------------------------------
#064 Fire Lizard
HP 295 Weakness:
ATK 31 Ice
ACC 74
DEF 18 Resistance:
AGL 18 Fire
INT 8
EVA 36
MDF 143
Gil 1200
EXP 2472
Treasure: none
---------------------------------------------------------------------
#065 Fire Gigas
HP 300 Weakness:
ATK 73 Ice
ACC 83
DEF 20 Resistance:
AGL 24 Fire
INT 12
EVA 48
MDF 135
Gil 1506
EXP 1506
Treasure: none
---------------------------------------------------------------------
#066 Red Dragon
HP 248 Weakness:
ATK 75 Ice Stone
ACC 62 Poison
DEF 30
AGL 48 Resistance:
INT 20 Fire
EVA 96
MDF 200
Gil 4000
EXP 2904
Treasure: none
---------------------------------------------------------------------
#067 Marilith
HP 1440 Weakness:
ATK 40 Paralysis Darkness
ACC 63 Sleep Silence
DEF 50 Confusion Mind
AGL 24
INT 32 Resistance:
EVA 48 Fire Lightning
MDF 183 Stone Poison
Gil 3000
EXP 2475
Treasure: Golden Apple
---------------------------------------------------------------------
#068 White Dragon
HP 200 Weakness:
ATK 53 Fire Lightning
ACC 50
DEF 8 Resistance:
AGL 60 Quake Ice
INT 25 Stone Poison
EVA 120
MDF 196
Gil 2000
EXP 1701
Treasure: none
---------------------------------------------------------------------
#069 Winter Wolf
HP 92 Weakness:
ATK 25 Fire
ACC 23
DEF 0 Resistance:
AGL 27 Ice
INT 12
EVA 54
MDF 55
Gil 200
EXP 402
Treasure: Ice Shield
---------------------------------------------------------------------
#070 Mindflayer
HP 112 Weakness:
ATK 1 none
ACC 28
DEF 12 Resistance:
AGL 24 none
INT 26
EVA 48
MDF 187
Gil 999
EXP 822
Treasure: Phoenix Down
---------------------------------------------------------------------
#071 Ice Gigas
HP 336 Weakness:
ATK 60 Fire
ACC 78
DEF 16 Resistance:
AGL 24 Ice
INT 10
EVA 48
MDF 150
Gil 1752
EXP 1752
Treasure: none
---------------------------------------------------------------------
#072 Specter
HP 114 Weakness:
ATK 40 Fire Dia
ACC 29
DEF 12 Resistance:
AGL 54 Quake Ice
INT 25 Stone Paralysis
EVA 108 Poison Darkness
MDF 67 Sleep Silence
Gil 432 Confusion Mind
EXP 432 Death
Treasure: none
---------------------------------------------------------------------
#073 Remorazz
HP 320 Weakness:
ATK 73 none
ACC 80
DEF 24 Resistance:
AGL 24 Fire Ice
INT 15
EVA 48
MDF 185
Gil 1000
EXP 2244
Treasure: none
---------------------------------------------------------------------
#074 Dark Wizard
HP 105 Weakness:
ATK 26 none
ACC 27
DEF 40 Resistance:
AGL 39 none
INT 24
EVA 78
MDF 170
Gil 1095
EXP 1095
Treasure: Red Curtain
---------------------------------------------------------------------
#075 Evil Eye
HP 162 Weakness:
ATK 30 none
ACC 42
DEF 30 Resistance:
AGL 6 Quake
INT 20
EVA 12
MDF 92
Gil 3225
EXP 3225
Treasure: none
---------------------------------------------------------------------
#076 Desert Baretta
HP 352 Weakness:
ATK 98 none
ACC 88
DEF 48 Resistance:
AGL 24 none
INT 12
EVA 48
MDF 156
Gil 1
EXP 2610
Treasure: none
---------------------------------------------------------------------
#077 Sabertooth
HP 200 Weakness:
ATK 24 none
ACC 50
DEF 8 Resistance:
AGL 21 none
INT 18
EVA 42
MDF 106
Gil 500
EXP 843
Treasure: none
---------------------------------------------------------------------
#078 Wyvern
HP 212 Weakness:
ATK 30 none
ACC 53
DEF 12 Resistance:
AGL 48 Quake
INT 16
EVA 96
MDF 115
Gil 50
EXP 1173
Treasure: none
---------------------------------------------------------------------
#079 Wyrm
HP 260 Weakness:
ATK 40 none
ACC 65
DEF 22 Resistance:
AGL 30 QuakeINT 24 EVA 60 MDF 131 Gil 502 EXP 1218 Treasure: none --------------------------------------------------------------------- #080 Manticore HP 164 Weakness: ATK 22 none ACC 41 DEF 8 Resistance: AGL 36 Quake INT 8 EVA 72 MDF 95 Gil 650 EXP 1317 Treasure: Tent --------------------------------------------------------------------- #081 Baretta HP 256 Weakness: ATK 60 none ACC 64 DEF 38 Resistance: AGL 28 none INT 16 EVA 56 MDF 130 Gil 300 EXP 1428 Treasure: none --------------------------------------------------------------------- #082 Basilisk HP 196 Weakness: ATK 30 none ACC 54 DEF 20 Resistance: AGL 12 none INT 12 EVA 24 MDF 91 Gil 658 EXP 1977 Treasure: Gold Needle --------------------------------------------------------------------- #083 Allosaurus HP 480 Weakness: ATK 65 none ACC 133 DEF 10 Resistance: AGL 30 none INT 10 EVA 60 MDF 200 Gil 502 EXP 3387 Treasure: Strength Tonic --------------------------------------------------------------------- #084 Weretiger HP 160 Weakness: ATK 30 none ACC 40 DEF 16 Resistance: AGL 24 none INT 8 EVA 48 MDF 93 Gil 780 EXP 780 Treasure: Sleeping Bag --------------------------------------------------------------------- #085 Sand Worm HP 200 Weakness: ATK 46 none ACC 50 DEF 14 Resistance: AGL 31 Quake INT 18 EVA 62 MDF 103 Gil 900 EXP 2683 Treasure: none --------------------------------------------------------------------- #086 Minotaur Zombie HP 224 Weakness: ATK 40 Fire Dia ACC 56 DEF 14 Resistance: AGL 18 Ice Stone INT 1 Paralysis Poison EVA 36 Darkness Sleep MDF 116 Silence Confusion Gil 1050 Mind Death EXP 1050 Treasure: Great Axe --------------------------------------------------------------------- #087 King Mummy HP 188 Weakness: ATK 43 Fire Dia ACC 47 DEF 24 Resistance: AGL 12 Ice Stone INT 24 Paralysis Poison EVA 24 Darkness Sleep MDF 95 Silence Confusion Gil 1000 Mind Death EXP 984 Treasure: none --------------------------------------------------------------------- #088 Medusa HP 68 Weakness: ATK 20 Fire Dia ACC 17 DEF 10 Resistance: AGL 18 Ice Stone INT 16 Paralysis Poison EVA 36 Darkness Sleep MDF 55 Silence Confusion Gil 699 Mind Death EXP 699 Treasure: none --------------------------------------------------------------------- #089 Rakshasa HP 100 Weakness: ATK 20 none ACC 28 DEF 30 Resistance: AGL 30 Quake Fire INT 15 Lightning Ice EVA 60 Stone Paralysis MDF 62 Poison Darkness Gil 800 Sleep Silence EXP 603 Confusion Mind Treasure: none Death --------------------------------------------------------------------- #090 Clay Golem HP 176 Weakness: ATK 64 none ACC 44 DEF 7 Resistance: AGL 14 Fire Lightning INT 16 Ice Stone EVA 28 Paralysis Poison MDF 93 Darkness Sleep Gil 800 Silence Confusion EXP 1257 Mind Death Treasure: Potion --------------------------------------------------------------------- #091 Nightmare HP 200 Weakness: ATK 30 Ice ACC 50 DEF 24 Resistance: AGL 66 Quake Fire INT 20 Stone Paralysis EVA 132 Poison Darkness MDF 100 Sleep Silence Gil 700 Mind Confusion EXP 1272 Death Treasure: none --------------------------------------------------------------------- #092 Dragon Zombie HP 268 Weakness: ATK 56 Fire Dia ACC 67 DEF 30 Resistance: AGL 12 Quake Ice INT 26 Stone Paralysis EVA 24 Poison Darkness MDF 135 Sleep Silence Gil 999 Mind Confusion EXP 2331 Death Treasure: Megalixir --------------------------------------------------------------------- #093 Sahagin Prince HP 204 Weakness: ATK 47 Lightning ACC 51 DEF 20 Resistance: AGL 48 Quake Fire INT 15 EVA 96 MDF 101 Gil 882 EXP 882 Treasure: none --------------------------------------------------------------------- #094 White Shark HP 344 Weakness: ATK 50 Lightning ACC 86 DEF 8 Resistance: AGL 36 Quake Fire INT 16 EVA 72 MDF 170 Gil 600 EXP 2361 Treasure: Wyrmkiller --------------------------------------------------------------------- #095 Deepeyes HP 304 Weakness: ATK 30 Lightning ACC 76 DEF 16 Resistance: AGL 12 Quake Fire INT 0 EVA 24 MDF 156 Gil 3591 EXP 3591 Treasure: none --------------------------------------------------------------------- #096 Sea Snake HP 224 Weakness: ATK 35 Lightning ACC 56 DEF 12 Resistance: AGL 24 Quake Fire INT 21 EVA 48 MDF 116 Gil 600 EXP 957 Treasure: none --------------------------------------------------------------------- #097 Sea Scorpion HP 148 Weakness: ATK 35 Lightning ACC 37 DEF 18 Resistance: AGL 30 Quake Fire INT 11 EVA 60 MDF 85 Gil 300 EXP 639 Treasure: none --------------------------------------------------------------------- #098 Sea Troll HP 216 Weakness: ATK 40 Lightning ACC 54 DEF 20 Resistance: AGL 24 Quake INT 10 EVA 48 MDF 110 Gil 852 EXP 852 Treasure: none --------------------------------------------------------------------- #099 Ghost HP 180 Weakness: ATK 93 Fire Dia ACC 45 DEF 30 Resistance: AGL 18 Quake Ice INT 30 Stone Paralysis EVA 36 Poison Darkness MDF 85 Sleep Silence Gil 990 Confusion Mind EXP 990 Death Treasure: none --------------------------------------------------------------------- #100 Water Elemental HP 300 Weakness: ATK 69 Ice ACC 68 DEF 20 Resistance: AGL 36 Quake Fire INT 32 Stone Paralysis EVA 72 Poison Darkness MDF 130 Sleep Silence Gil 800 Confusion Mind EXP 1962 Death Treasure: none --------------------------------------------------------------------- #101 Water Naga HP 356 Weakness: ATK 9 Lightning ACC 71 DEF 8 Resistance: AGL 36 Quake Fire INT 25 EVA 72 MDF 116 Gil 2355 EXP 2355 Treasure: none --------------------------------------------------------------------- #102 Kraken HP 1800 Weakness: ATK 50 Lightning ACC 90 DEF 60 Resistance: AGL 42 Quake Fire INT 32 EVA 84 MDF 160 Gil 5000 EXP 4245 Treasure: Kikuichimonji --------------------------------------------------------------------- #103 Tyrannosaur HP 600 Weakness: ATK 115 none ACC 144 DEF 10 Resistance: AGL 30 none INT 24 EVA 60 MDF 200 Gil 600 EXP 7200 Treasure: Giant's Tonic --------------------------------------------------------------------- #104 Black Knight HP 260 Weakness: ATK 44 none ACC 65 DEF 38 Resistance: AGL 18 none INT 20 EVA 36 MDF 135 Gil 1800 EXP 1263 Treasure: Deathbringer --------------------------------------------------------------------- #105 Chimera HP 300 Weakness: ATK 30 Ice ACC 60 DEF 20 Resistance: AGL 36 Quake Fire INT 24 EVA 72 MDF 130 Gil 2500 EXP 2064 Treasure: none --------------------------------------------------------------------- #106 Guardian HP 200 Weakness: ATK 25 Lightning ACC 50 DEF 40 Resistance: AGL 36 Stone Paralysis INT 24 Poison Darkness EVA 72 Sleep Silence MDF 110 Confusion Mind Gil 400 Death EXP 1224 Treasure: none --------------------------------------------------------------------- #107 Blue Dragon HP 454 Weakness: ATK 92 none ACC 86 DEF 20 Resistance: AGL 48 Quake Lightning INT 28 EVA 96 MDF 200 Gil 2000 EXP 3274 Treasure: none --------------------------------------------------------------------- #108 Green Dragon HP 352 Weakness: ATK 72 Ice ACC 68 DEF 16 Resistance: AGL 48 Quake INT 24 EVA 96 MDF 200 Gil 5000 EXP 4068 Treasure: none --------------------------------------------------------------------- #109 Stone Golem HP 200 Weakness: ATK 70 none ACC 50 DEF 16 Resistance: AGL 12 Quake Fire INT 21 Lightning Ice EVA 24 Stone Paralysis MDF 110 Poison Darkness Gil 1000 Sleep Silence EXP 2385 Confusion Mind Treasure: none Death --------------------------------------------------------------------- #110 Air Elemental HP 358 Weakness: ATK 53 none ACC 62 DEF 4 Resistance: AGL 72 Quake Stone INT 40 Paralysis Poison EVA 144 Darkness Sleep MDF 130 Silence Confusion Gil 807 Mind Death EXP 1614 Treasure: Ether --------------------------------------------------------------------- #111 Spirit Naga HP 420 Weakness: ATK 7 none ACC 88 DEF 16 Resistance: AGL 24 none INT 32 EVA 48 MDF 143 Gil 4000 EXP 3489 Treasure: none --------------------------------------------------------------------- #112 Death Knight HP 190 Weakness: ATK 55 none ACC 48 DEF 32 Resistance: AGL 21 Stone Paralysis INT 28 Poison Darkness EVA 42 Sleep Silence MDF 173 Confusion Mind Gil 3000 Death EXP 2700 Treasure: none --------------------------------------------------------------------- #113 Earth Medusa HP 96 Weakness: ATK 11 Fire ACC 24 DEF 12 Resistance: AGL 36 Quake Ice INT 24 EVA 72 MDF 70 Gil 1218 EXP 1218 Treasure: none --------------------------------------------------------------------- #114 Black Flan HP 156 Weakness: ATK 49 Fire ACC 39 DEF 255 Resistance: AGL 12 Quake Lightning INT 6 Ice Stone EVA 24 Paralysis Poison MDF 85 Darkness Sleep Gil 900 Silence Confusion EXP 1101 Mind Death Treasure: none --------------------------------------------------------------------- #115 Soldier HP 400 Weakness: ATK 102 Lightning ACC 90 DEF 48 Resistance: AGL 48 Quake Fire INT 28 Ice Stone EVA 96 Paralysis Poison MDF 160 Darkness Sleep Gil 2000 Silence Confusion EXP 4000 Mind Death Treasure: Phoenix Down --------------------------------------------------------------------- #116 Vampire Lord HP 300 Weakness: ATK 90 Fire Dia ACC 42 DEF 28 Resistance: AGL 36 Quake Ice INT 34 Stone Paralysis EVA 72 Poison Darkness MDF 84 Sleep Silence Gil 3000 Confusion Mind EXP 2385 Death Treasure: Hermes' Shoes --------------------------------------------------------------------- #117 Dark Fighter HP 200 Weakness: ATK 40 none ACC 45 DEF 38 Resistance: AGL 45 none INT 34 EVA 90 MDF 186 Gil 3420 EXP 3420 Treasure: none --------------------------------------------------------------------- #118 Death Machine HP 2000 Weakness: ATK 128 none ACC 200 DEF 80 Resistance: AGL 48 Quake Fire INT 50 Lightning Ice EVA 96 Stone Paralysis MDF 200 Poison Darkness Gil 32000 Sleep Silence EXP 32000 Confusion Mind Treasure: Genji Armor Death --------------------------------------------------------------------- #119 Tiamat HP 2400 Weakness: ATK 53 Stone Poison ACC 80 DEF 80 Resistance: AGL 36 Quake Fire INT 45 Lightning Ice EVA 72 MDF 200 Gil 6000 EXP 5496 Treasure: none --------------------------------------------------------------------- #120 Rhyos HP 350 Weakness: ATK 40 Ice ACC 70 DEF 18 Resistance: AGL 30 Quake Fire INT 30 EVA 60 MDF 143 Gil 5000 EXP 4584 Treasure: Power Staff --------------------------------------------------------------------- #121 Death Eyes HP 360 Weakness: ATK 120 Fire Dia ACC 150 DEF 60 Resistance: AGL 12 Quake Ice INT 35 Stone Paralysis EVA 24 Poison Darkness MDF 160 Sleep Silence Gil 1 Confusion Mind EXP 1 Death Treasure: Elixir --------------------------------------------------------------------- #122 Purple Worm HP 448 Weakness: ATK 65 none ACC 112 DEF 10 Resistance: AGL 18 Quake INT 24 EVA 36 MDF 200 Gil 1000 EXP 4244 Treasure: Emergency Exit --------------------------------------------------------------------- #123 Iron Golem HP 304 Weakness: ATK 93 none ACC 72 DEF 100 Resistance: AGL 12 Quake Fire INT 26 Lightning Ice EVA 24 Paralysis Poison MDF 143 Darkness Sleep Gil 3000 Silence Confusion EXP 6717 Mind Death Treasure: none --------------------------------------------------------------------- #124 Lich HP 2800 Weakness: ATK 50 Dia ACC 64 DEF 80 Resistance: AGL 24 Ice Stone INT 34 Paralysis Poison EVA 48 Darkness Sleep MDF 140 Silence Confusion Gil 1 Mind Death EXP 2000 Treasure: none --------------------------------------------------------------------- #125 Marilith HP 3200 Weakness: ATK 60 none ACC 63 DEF 80 Resistance: AGL 30 Fire Lightning INT 41 Ice Stone EVA 60 Poison MDF 183 Gil 1 EXP 2000 Treasure: none --------------------------------------------------------------------- #126 Kraken HP 3600 Weakness: ATK 60 none ACC 114 DEF 80 Resistance: AGL 49 Quake Fire INT 41 EVA 98 MDF 200 Gil 1 EXP 2000 Treasure: Eye Drops --------------------------------------------------------------------- #127 Tiamat HP 5500 Weakness: ATK 75 none ACC 85 DEF 90 Resistance: AGL 45 Quake Fire INT 38 Lightning Ice EVA 90 MDF 200 Gil 1 EXP 2000 Treasure: Rune Staff --------------------------------------------------------------------- #128 Chaos HP 20000 Weakness: ATK 170 none ACC 200 DEF 100 Resistance: AGL 50 Quake Fire INT 40 Lightning Ice EVA 100 Time Stone MDF 200 Paralysis Poison Gil 0 Darkness Sleep EXP 0 Silence Confusion Treasure: none Mind Death --------------------------------------------------------------------- #129 Echidna HP 4800 Weakness: ATK 50 none ACC 50 DEF 50 Resistance: AGL 30 Quake Fire INT 30 Lightning Ice EVA 1 Time Stone MDF 70 Paralysis Poison Gil 0 Darkness Sleep EXP 0 Silence Confusion Treasure: X-Potion Mind Death --------------------------------------------------------------------- #130 Cerberus HP 4000 Weakness: ATK 40 none ACC 60 DEF 50 Resistance: AGL 50 Quake Fire INT 40 Lightning Ice EVA 50 Time Stone MDF 60 Paralysis Poison Gil 0 Darkness Sleep EXP 0 Silence Confusion Treasure: Kotetsu Mind Death --------------------------------------------------------------------- #131 Ahriman HP 5000 Weakness: ATK 60 none ACC 65 DEF 50 Resistance: AGL 30 Quake Fire INT 50 Lightning Ice EVA 25 Time Stone MDF 100 Paralysis Poison Gil 0 Darkness Sleep EXP 0 Silence Confusion Treasure: Dry Ether Mind Death --------------------------------------------------------------------- #132 2-Headed Dragon HP 4500 Weakness: ATK 60 none ACC 50 DEF 50 Resistance: AGL 30 Quake Fire INT 10 Lightning Ice EVA 30 Time Stone MDF 50 Paralysis Poison Gil 0 Darkness Sleep EXP 0 Silence Confusion Treasure: Bard's Tunic Mind Death --------------------------------------------------------------------- #133 Scarmiglione HP 4000 Weakness: ATK 19 none ACC 50 DEF 10 Resistance: AGL 10 Quake Time INT 160 Stone Poison EVA 10 Death MDF 140 Gil 0 EXP 0 Treasure: none --------------------------------------------------------------------- #134 Scarmiglione HP 7046 Weakness: ATK 46 Fire Dia ACC 40 DEF 20 Resistance: AGL 10 Quake Ice INT 100 Time Stone EVA 10 Poison Death MDF 140 Gil 0 EXP 0 Treasure: Lunar Curtain --------------------------------------------------------------------- #135 Cagnazzo HP 7968 Weakness: ATK 44 Lightning ACC 80 DEF 20 Resistance: AGL 20 Quake Ice INT 55 Time Stone EVA 5 Poison Death MDF 180 Gil 0 EXP 0 Treasure: Light Curtain --------------------------------------------------------------------- #136 Barbariccia HP 12954 Weakness: ATK 88 Lightning ACC 100 DEF 10 Resistance: AGL 60 Quake Lightning INT 60 Time Stone EVA 60 Poison Death MDF 190 Gil 0 EXP 0 Treasure: Braveheart --------------------------------------------------------------------- #137 Rubicante HP 15000 Weakness: ATK 88 none ACC 150 DEF 40 Resistance: AGL 50 Quake Fire INT 65 Ice Time EVA 30 Stone Poison MDF 220 Death Gil 0 EXP 0 Treasure: Kikuichimonji --------------------------------------------------------------------- #138 Gilgamesh HP 8888 Weakness: ATK 70 none ACC 110 DEF 50 Resistance: AGL 20 Quake Time INT 20 Stone Poison EVA 10 Death MDF 220 Gil 0 EXP 0 Treasure: Genji Gloves --------------------------------------------------------------------- #139 Omega HP 35000 Weakness: ATK 115 Lightning ACC 200 DEF 190 Resistance: AGL 76 Quake Fire INT 40 Ice Time EVA 95 Stone Paralysis MDF 220 Poison Darkness Gil 0 Sleep Silence EXP 0 Confusion Mind Treasure: Murasame Death --------------------------------------------------------------------- #140 Shinryu HP 35000 Weakness: ATK 220 none ACC 200 DEF 60 Resistance: AGL 87 Quake Time INT 70 Stone Poison EVA 20 Death MDF 220 Gil 0 EXP 0 Treasure: Ragnarok --------------------------------------------------------------------- #141 Atomos HP 13000 Weakness: ATK 50 none ACC 80 DEF 70 Resistance: AGL 10 Quake Time INT 130 Stone Poison EVA 10 Death MDF 200 Gil 0 EXP 0 Treasure: Judgement Staff --------------------------------------------------------------------- #142 Typhon HP 10000 Weakness: ATK 70 Ice ACC 70 DEF 100 Resistance: AGL 10 Quake Fire INT 40 Time Stone EVA 0 Poison Death MDF 190 Gil 0 EXP 0 Treasure: Genji Helm --------------------------------------------------------------------- #143 Orthros(Ultros) HP 17000 Weakness: ATK 60 Fire Lightning ACC 80 DEF 40 Resistance: AGL 30 Quake Ice INT 20 Time Stone EVA 0 Poison Death MDF 180 Gil 0 EXP 0 Treasure: Rune Staff --------------------------------------------------------------------- #144 Phantom Train HP 9999 Weakness: ATK 200 Fire Dia ACC 50 DEF 80 Resistance: AGL 30 Quake Time INT 40 Stone Poison EVA 0 Death MDF 180 Gil 0 EXP 0 Treasure: Megalixir --------------------------------------------------------------------- #145 Death Gaze HP 30000 Weakness: ATK 90 Fire Dia ACC 200 DEF 150 Resistance: AGL 95 Quake Ice INT 50 Time Stone EVA 30 Poison Death MDF 220 Gil 0 EXP 0 Treasure: Lightbringer --------------------------------------------------------------------- #146 Devil Wizard HP 700 Weakness: ATK 50 none ACC 50 DEF 50 Resistance: AGL 20 none INT 80 EVA 95 MDF 170 Gil 3800 EXP 3800 Treasure: none --------------------------------------------------------------------- #147 Abyss Worm HP 2500 Weakness: ATK 95 none ACC 120 DEF 30 Resistance: AGL 10 Quake INT 10 EVA 40 MDF 200 Gil 1500 EXP 4000 Treasure: Megalixir --------------------------------------------------------------------- #148 Elm Gigas HP 250 Weakness: ATK 40 none ACC 62 DEF 15 Resistance: AGL 35 none INT 10 EVA 50 MDF 120 Gil 850 EXP 850 Treasure: none --------------------------------------------------------------------- #149 Flare Gigas HP 1050 Weakness: ATK 80 none ACC 80 DEF 30 Resistance: AGL 40 none INT 12 EVA 50 MDF 150 Gil 2000 EXP 2000 Treasure: Red Curtain --------------------------------------------------------------------- #150 Unicorn HP 150 Weakness: ATK 20 Ice ACC 35 DEF 8 Resistance: AGL 50 Quake Fire INT 50 Paralysis Darkness EVA 33 Sleep Silence MDF 80 Confusion Mind Gil 300 Death EXP 500 Treasure: Ether --------------------------------------------------------------------- #151 Yellow Ogre HP 150 Weakness: ATK 25 none ACC 30 DEF 15 Resistance: AGL 10 none INT 5 EVA 23 MDF 60 Gil 250 EXP 300 Treasure: none --------------------------------------------------------------------- #152 Mad Ogre HP 1000 Weakness: ATK 75 none ACC 40 DEF 40 Resistance: AGL 20 none INT 3 EVA 60 MDF 50 Gil 1000 EXP 1000 Treasure: Strength Tonic --------------------------------------------------------------------- #153 Mage Chimera HP 600 Weakness: ATK 55 Ice ACC 75 DEF 30 Resistance: AGL 70 Quake Fire INT 40 EVA 70 MDF 150 Gil 4500 EXP 5000 Treasure: Hermes' Shoes --------------------------------------------------------------------- #154 Yellow Dragon HP 500 Weakness: ATK 50 none ACC 68 DEF 16 Resistance: AGL 32 Quake INT 30 EVA 96 MDF 200 Gil 3000 EXP 2400 Treasure: Lunar Curtain --------------------------------------------------------------------- #155 Holy Dragon HP 1374 Weakness: ATK 100 none ACC 88 DEF 50 Resistance: AGL 62 Quake INT 45 EVA 96 MDF 200 Gil 5055 EXP 5505 Treasure: Dry Ether --------------------------------------------------------------------- #156 Mythril Golem HP 848 Weakness: ATK 84 none ACC 85 DEF 160 Resistance: AGL 13 Quake Fire INT 15 Lightning Ice EVA 20 Paralysis Darkness MDF 170 Sleep Silence Gil 6000 Confusion Mind EXP 6000 Death Treasure: Dark Claymore --------------------------------------------------------------------- #157 Killer Shark HP 1200 Weakness: ATK 60 Lightning ACC 90 DEF 20 Resistance: AGL 60 Quake Ice INT 30 Paralysis Darkness EVA 72 Sleep Silence MDF 120 Confusion Mind Gil 700 Death EXP 2500 Treasure: none --------------------------------------------------------------------- #158 Death Manticore HP 242 Weakness: ATK 22 none ACC 40 DEF 12 Resistance: AGL 90 none INT 40 EVA 82 MDF 90 Gil 1200 EXP 800 Treasure: none --------------------------------------------------------------------- #159 Blood Tiger HP 213 Weakness: ATK 22 none ACC 40 DEF 16 Resistance: AGL 60 none INT 20 EVA 45 MDF 90 Gil 100 EXP 300 Treasure: none --------------------------------------------------------------------- #160 Dark Eye HP 450 Weakness: ATK 45 Lightning ACC 76 DEF 20 Resistance: AGL 30 Quake Fire INT 5 EVA 72 MDF 156 Gil 2000 EXP 555 Treasure: none --------------------------------------------------------------------- #161 Bloody Eye HP 720 Weakness: ATK 100 none ACC 130 DEF 80 Resistance: AGL 30 Quake INT 75 EVA 25 MDF 160 Gil 2 EXP 2000 Treasure: Remedy --------------------------------------------------------------------- #162 Flood Gigas HP 400 Weakness: ATK 45 none ACC 45 DEF 10 Resistance: AGL 5 none INT 5 EVA 50 MDF 50 Gil 1500 EXP 300 Treasure: none --------------------------------------------------------------------- #163 Poison Eagle HP 200 Weakness: ATK 30 none ACC 60 DEF 5 Resistance: AGL 77 none INT 36 EVA 100 MDF 52 Gil 555 EXP 500 Treasure: Cockatrice Claw --------------------------------------------------------------------- #164 Black Goblin HP 50 Weakness: ATK 10 none ACC 5 DEF 4 Resistance: AGL 10 none INT 1 EVA 10 MDF 16 Gil 300 EXP 200 Treasure: Potion --------------------------------------------------------------------- #165 Knocker HP 450 Weakness: ATK 40 none ACC 30 DEF 40 Resistance: AGL 40 none INT 5 EVA 40 MDF 23 Gil 500 EXP 500 Treasure: Hi-Potion --------------------------------------------------------------------- #166 Desertpede HP 120 Weakness: ATK 35 none ACC 35 DEF 15 Resistance: AGL 40 none INT 8 EVA 60 MDF 85 Gil 100 EXP 250 Treasure: Antidote --------------------------------------------------------------------- #167 Gloom Widow HP 71 Weakness: ATK 8 none ACC 18 DEF 20 Resistance: AGL 44 none INT 12 EVA 24 MDF 40 Gil 520 EXP 140 Treasure: Antidote --------------------------------------------------------------------- #168 Duel Knight HP 520 Weakness: ATK 60 none ACC 58 DEF 50 Resistance: AGL 49 Paralysis Darkness INT 41 Sleep Silence EVA 55 Confusion Mind MDF 140 Death Gil 4300 EXP 1200 Treasure: Enhancer --------------------------------------------------------------------- #169 Squidraken HP 480 Weakness: ATK 40 none ACC 44 DEF 32 Resistance: AGL 55 Fire Ice INT 78 Paralysis Darkness EVA 77 Sleep Silence MDF 160 Confusion Mind Gil 888 EXP 888 Treasure: Sage's Staff --------------------------------------------------------------------- #170 Pharaoh HP 1220 Weakness: ATK 75 Fire Dia ACC 67 DEF 44 Resistance: AGL 45 Ice Paralysis INT 18 Darkness Sleep EVA 24 Silence Confusion MDF 92 Mind Death Gil 1542 EXP 1542 Treasure: Asura --------------------------------------------------------------------- #171 Bonesnatch HP 500 Weakness: ATK 45 Fire Dia ACC 60 DEF 12 Resistance: AGL 50 Ice Paralysis INT 15 Darkness Sleep EVA 42 Silence Confusion MDF 81 Mind Death Gil 800 EXP 500 Treasure: none --------------------------------------------------------------------- #172 Silver Dragon HP 200 Weakness: ATK 53 none ACC 50 DEF 10 Resistance: AGL 40 Quake Fire INT 15 Lightning Ice EVA 86 Paralysis Darkness MDF 180 Sleep Silence Gil 2000 Confusion Mind EXP 1800 Death Treasure: none --------------------------------------------------------------------- #173 Black Dragon HP 1600 Weakness: ATK 95 Fire Dia ACC 62 DEF 30 Resistance: AGL 40 Quake Fire INT 30 Lightning Ice EVA 120 Paralysis Darkness MDF 200 Sleep Silence Gil 4000 Confusion Mind EXP 3000 Death Treasure: Lunar Curtain --------------------------------------------------------------------- #174 Blue Troll HP 132 Weakness: ATK 20 Fire ACC 46 DEF 10 Resistance: AGL 36 none INT 14 EVA 48 MDF 85 Gil 300 EXP 340 Treasure: none --------------------------------------------------------------------- #175 Earth Troll HP 566 Weakness: ATK 50 Fire ACC 56 DEF 45 Resistance: AGL 25 none INT 14 EVA 48 MDF 100 Gil 542 EXP 1200 Treasure: none --------------------------------------------------------------------- #176 Poison Naga HP 232 Weakness: ATK 6 none ACC 68 DEF 8 Resistance: AGL 65 none INT 65 EVA 45 MDF 120 Gil 960 EXP 960 Treasure: none --------------------------------------------------------------------- #177 Earth Plant HP 675 Weakness: ATK 35 none ACC 86 DEF 60 Resistance: AGL 19 none INT 20 EVA 24 MDF 170 Gil 300 EXP 4440 Treasure: Turbo Ether --------------------------------------------------------------------- #178 Yamatano Orochi HP 1068 Weakness: ATK 50 none ACC 60 DEF 42 Resistance: AGL 45 Quake Fire INT 47 Lightning Ice EVA 36 Paralysis Darkness MDF 180 Sleep Silence Gil 800 Confusion Mind EXP 4050 Death Treasure: Braveheart --------------------------------------------------------------------- #179 Dark Elemental HP 200 Weakness: ATK 66 none ACC 72 DEF 20 Resistance: AGL 33 Quake Fire INT 74 Paralysis Darkness EVA 25 Sleep Silence MDF 120 Confusion Mind Gil 780 Death EXP 1500 Treasure: none --------------------------------------------------------------------- #180 Devil Hound HP 150 Weakness: ATK 22 none ACC 40 DEF 8 Resistance: AGL 60 none INT 30 EVA 45 MDF 76 Gil 150 EXP 300 Treasure: none --------------------------------------------------------------------- #181 Sekhret HP 1400 Weakness: ATK 110 none ACC 70 DEF 25 Resistance: AGL 30 none INT 5 EVA 60 MDF 116 Gil 1300 EXP 1300 Treasure: War Hammer --------------------------------------------------------------------- #182 Catoblepas HP 200 Weakness: ATK 30 none ACC 60 DEF 20 Resistance: AGL 30 Quake Fire INT 20 Lightning Ice EVA 45 Paralysis Darkness MDF 100 Sleep Silence Gil 800 Confusion Mind EXP 1500 Death Treasure: Remedy --------------------------------------------------------------------- #183 Hundlegs HP 235 Weakness: ATK 40 none ACC 60 DEF 20 Resistance: AGL 40 Quake INT 10 EVA 45 MDF 120 Gil 200 EXP 1000 Treasure: none --------------------------------------------------------------------- #184 Undergrounder HP 690 Weakness: ATK 75 none ACC 85 DEF 50 Resistance: AGL 40 Quake Lightning INT 35 Paralysis Darkness EVA 45 Sleep Silence MDF 190 Confusion Mind Gil 1300 Death EXP 2500 Treasure: Gaia Gear --------------------------------------------------------------------- #185 Death Elemental HP 160 Weakness: ATK 35 none ACC 66 DEF 4 Resistance: AGL 84 Quake Fire INT 30 Paralysis Darkness EVA 120 Sleep Silence MDF 120 Confusion Mind Gil 800 Death EXP 753 Treasure: Zephyr Cape --------------------------------------------------------------------- #186 Wild Nakk HP 80 Weakness: ATK 15 none ACC 20 DEF 20 Resistance: AGL 80 none INT 40 EVA 40 MDF 30 Gil 60 EXP 240 Treasure: White Fang --------------------------------------------------------------------- #187 Dark Wolf HP 360 Weakness: ATK 30 none ACC 60 DEF 25 Resistance: AGL 100 none INT 45 EVA 70 MDF 50 Gil 75 EXP 300 Treasure: White Fang --------------------------------------------------------------------- #188 Rock Gargoyle HP 337 Weakness: ATK 30 none ACC 60 DEF 72 Resistance: AGL 67 Quake INT 12 EVA 72 MDF 130 Gil 50 EXP 120 Treasure: none --------------------------------------------------------------------- #189 Sahagin Queen HP 100 Weakness: ATK 30 Lightning ACC 30 DEF 15 Resistance: AGL 50 Quake Fire INT 50 EVA 80 MDF 80 Gil 500 EXP 500 Treasure: Blue Curtain --------------------------------------------------------------------- #190 Reaper HP 350 Weakness: ATK 90 Fire Dia ACC 50 DEF 20 Resistance: AGL 40 Quake Ice INT 55 Paralysis Darkness EVA 60 Sleep Silence MDF 200 Confusion Mind Gil 1000 Death EXP 1000 Treasure: Deathbringer --------------------------------------------------------------------- #191 Python HP 85 Weakness: ATK 22 ACC 24 DEF 15 Resistance: AGL 15 none INT 10 EVA 40 MDF 50 Gil 150 EXP 200 Treasure: Antidote --------------------------------------------------------------------- #192 Skuldier HP 120 Weakness: ATK 25 Fire Dia ACC 35 DEF 6 Resistance: AGL 10 Ice Paralysis INT 10 Darkness Sleep EVA 35 Silence Confusion MDF 42 Mind Death Gil 80 EXP 133 Treasure: none --------------------------------------------------------------------- #193 Red Flan HP 390 Weakness: ATK 50 Fire Ice ACC 39 DEF 255 Resistance:
AGL 60 Quake Lightning
INT 50 Paralysis Darkness
EVA 20 Sleep Silence
MDF 80 Confusion Mind
Gil 500 Death
EXP 1100
Treasure: none
---------------------------------------------------------------------
#194 Prototype
HP 1500 Weakness:
ATK 85 Lightning
ACC 70
DEF 45 Resistance:
AGL 60 Quake Fire
INT 60 Ice Paralysis
EVA 80 Darkness Sleep
MDF 150 Silence Confusion
Gil 1000 Mind Death
EXP 2000
Treasure: Rune Axe
---------------------------------------------------------------------
#195 Revenant
HP 68 Weakness:
ATK 20 Fire Dia
ACC 13
DEF 15 Resistance:
AGL 30 Quake Ice
INT 3 Paralysis Darkness
EVA 42 Sleep Silence
MDF 45 Confusion Mind
Gil 250 Death
EXP 250
Treasure: none
=====================================================================
12. Equipment
=====================================================================
This is the place to look for every pieces of equipment.
Elemental attack is if the weapon is a certain elemental attribute,
for exemple, Flame Sword has Fire as Elemental attack.
Effective vs is if the weapon is especially powerful against some
type of monsters, for exemple, Coral Sword is effective vs Water
monsters.
Spell is if the weapon or armor cast a spell when used as an item,
for exemple, Razer cast Scourge when used as an item.
Protect against is if the aromor protect from some type of attacks,
for exemple, Protect Ring protect from Death.
=====================================================================
12.1. Weapons
=====================================================================
Nunchaku: used by Mo, Ni, Ma
ATK:12
ACC:0
Buying price: 8 Selling price: 4
Elemental Attack:--- Spell:---
Efective VS:---
---------------------------------------------------------------------
Knife: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:5
ACC:10
Buying price: 4 Selling price: 2
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Staff: used by all except Th
ATK:6
ACC:0
Buying price: 4 Selling price: 2
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Rapier: used by Ft, Th, RM, Kn, Ni, RW
ATK:9
ACC:5
Buying price: 8 Selling price: 4
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Hammer: used by Ft, WM, Kn, Ni, WW
ATK:9
ACC:0
Buying price: 8 Selling price: 4
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Broadsword: used by Ft, RM, Kn, Ni, RW
ATK:15
ACC:10
Buying price: 450 Selling price: 225
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Battle Axe: used by Ft, Kn, Ni
ATK:16
ACC:5
Buying price: 450 Selling price: 225
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Scimitar: used by Ft, Th, RM, Kn, Ni, RW
ATK:10
ACC:10
Buying price: 160 Selling price: 80
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Dagger: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:7
ACC:10
Buying price: 140 Selling price: 70
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Crosier: used by Ft, Mo, Kn, Ni, Ma
ATK:14
ACC:0
Buying price: 160 Selling price: 80
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Saber: used by Ft, Th, RM, Kn, Ni, RW
ATK:13
ACC:5
Buying price: 360 Selling price: 180
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Longsword: used by Ft, RM, Kn, Ni, RW
ATK:20
ACC:10
Buying price: 1200 Selling price: 600
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Great Axe: used by Ft, Kn, Ni
ATK:22
ACC:5
Buying price: 1600 Selling price: 800
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Falchion: used by Ft, Th, RM, Kn, Ni, RW
ATK:15
ACC:10
Buying price: 360 Selling price: 180
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Mythril Knife: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:10
ACC:15
Buying price: 640 Selling price: 320
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Mythril Sword: used by Ft, RM, Kn, Ni, RW
ATK:23
ACC:15
Buying price: 3200 Selling price: 1600
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Mythril Hammer: used by Ft,WM, Kn, Ni, WW
ATK:12
ACC:5
Buying price: 2000 Selling price: 1000
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Mythril Axe: used by Ft, Kn, Ni
ATK:25
ACC:10
Buying price: 3600 Selling price: 1800
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Flame Sword: used by Ft, RM, Kn, Ni, RW
ATK:26
ACC:20
Buying price:--- Selling price: 5000
Elemental Attack: Fire Spell:---
Effective VS: Undead
---------------------------------------------------------------------
Ice Brand: used by Ft, RM, Kn, Ni, RW
ATK:29
ACC:25
Buying price:--- Selling price: 7500
Elemental Attack: Ice Spell:---
Effective VS:---
---------------------------------------------------------------------
Wyrmkiller: used by Ft, Th, RM, Kn, Ni, RW
ATK:19
ACC:15
Buying price:--- Selling price: 4000
Elemental Attack:--- Spell:---
Effective VS: Dragon
---------------------------------------------------------------------
Great Sword: used by Ft, RM, Kn, Ni, RW
ATK:21
ACC:20
Buying price:--- Selling price: 4000
Elemental Attack:--- Spell:---
Effective VS: Giant
---------------------------------------------------------------------
Sun Blade: used by Ft, RM, Kn, Ni, RW
ATK:32
ACC:30
Buying price:--- Selling price: 10000
Elemental Attack:--- Spell:---
Effective VS: Undead
---------------------------------------------------------------------
Coral Sword: used by Ft, Th, RM, Kn, Ni, RW
ATK:19
ACC:15
Buying price:--- Selling price: 4000
Elemental Attack:--- Spell:---
Effective VS: Aquatic
---------------------------------------------------------------------
Werebuster: used by Ft, RM, Kn, Ni, RW
ATK:18
ACC:15
Buying price:--- Selling price: 3000
Elemental Attack:--- Spell:---
Effective VS: Lycanthrope
---------------------------------------------------------------------
Rune Blade: used by Ft, Th, RM, Kn, Ni, RW
ATK:18
ACC:15
Buying price:--- Selling price: 2500
Elemental Attack:--- Spell:---
Effective VS: Spellcaster
---------------------------------------------------------------------
Power Staff: used by Ft, Mo, WM, BM, Kn, Ni, Ma, WW, BW
ATK:12
ACC:0
Buying price:--- Selling price: 6172
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Light Axe: used by Ft, Kn, Ni
ATK:28
ACC:15
Buying price:--- Selling price: 5000
Elemental Attack:--- Spell: Diara
Effective VS: Undead
---------------------------------------------------------------------
Healing Staff: used by WM, Ni, WW
ATK:6
ACC:0
Buying price:--- Selling price: 12500
Elemental Attack:--- Spell: Heal
Effective VS:---
---------------------------------------------------------------------
Mage's Staff: used by BM, Ni, BW
ATK:12
ACC:10
Buying price:--- Selling price: 12500
Elemental Attack:--- Spell: Fira
Effective VS:---
---------------------------------------------------------------------
Defender: used by Kn, Ni, RW
ATK:30
ACC:35
Buying price:--- Selling price: 20000
Elemental Attack:--- Spell: Blink
Effective VS:---
---------------------------------------------------------------------
Wizard's Staff: used by BW
ATK:15
ACC:15
Buying price:--- Selling price: 25000
Elemental Attack:--- Spell: Confuse
Effective VS:---
---------------------------------------------------------------------
Vorpal Sword: used by Kn, Ni, RW
ATK:24
ACC:25
Buying price:--- Selling price: 15000
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Cat Claws: used by Kn, Ni, RW, BW
ATK:22
ACC:35
Buying price: 52000 Selling price: 26000
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Thor's Hammer: used by Kn, Ni, WW
ATK:18
ACC:15
Buying price:--- Selling price: 20000
Elemental Attack:--- Spell: Thundara
Effective VS:---
---------------------------------------------------------------------
Razer: used by Kn, Ni, RW
ATK:22
ACC:20
Buying price:--- Selling price: 30000
Elemental Attack:--- Spell: Scourge
Effective VS:---
---------------------------------------------------------------------
Sasuke's Blade: used by Ni
ATK:33
ACC:35
Buying price:--- Selling price: 30000
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Excalibur: used by Kn
ATK:45
ACC:35
Buying price:--- Selling price: 30000
Elemental Attack: Paralysis, Stone, Time, Death, Fire, Lightning,
Ice, Quake Spell:---
Effective VS: Dragon, Giant, Undead, Lycanthrope, Aquatic,
Spellcaster
---------------------------------------------------------------------
Masamune: used by all
ATK:56
ACC:50
Buying price:--- Selling price: 30000
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Ultima Weapon: used by Kn, Ni, Ma, RW, WW, BW
ATK:100*
ACC:100
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
* In battle, the Ultima Weapon ATK is equal to your current HP
divided by 10, rounded down. With 999 HP, the ATK is 99, not 100.
---------------------------------------------------------------------
Ragnarok: used by Kn
ATK:55
ACC:40
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Flare
Effective VS:---
---------------------------------------------------------------------
Murasame: used by Ni
ATK:50
ACC:10
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Protect
Effective VS:---
---------------------------------------------------------------------
Lightbringer: used by RW
ATK:48
ACC:40
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Holy
Effective VS:---
---------------------------------------------------------------------
Rune Staff: used by WW
ATK:25
ACC:25
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Healara
Effective VS:---
---------------------------------------------------------------------
Judgement Staff: used by BW
ATK:25
ACC:25
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Flare
Effective VS:---
---------------------------------------------------------------------
Dark Claymore: used by Ft, Kn
ATK:40
ACC:5
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Duel Rapier: used by Ft, Th, RM, Kn, Ni, RW
ATK:27
ACC:30
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Braveheart: used by Ft, Kn, Ni
ATK:30
ACC:52
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Confuse
Effective VS:---
---------------------------------------------------------------------
Deathbringer: used by RW
ATK:33
ACC:20
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Death
Effective VS:---
---------------------------------------------------------------------
Enhancer: used by Ft, RM, Kn, Ni, RW
ATK:28
ACC:25
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Gigantaxe: used by Ft, Kn, Ni
ATK:42
ACC:0
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Viking Axe: used by Ft, Kn, Ni
ATK:25
ACC:10
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Rune Axe: used by Ft, Kn, Ni
ATK:40
ACC:20
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Curaga
Effective VS:---
---------------------------------------------------------------------
Ogrekiller: used by Ft, Kn, Ni
ATK:30
ACC:0
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS: Giant
---------------------------------------------------------------------
Kikuichimonji: used by Ft, Th, RM, Kn, Ni, RW
ATK:35
ACC:25
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Asura: used by Ft, Th, RM, Kn, Ni, RW
ATK:25
ACC:25
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Kotetsu: used by Ft, Th, RM, Kn, Ni, RW
ATK:22
ACC:20
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
War Hammer: used by Kn, Ni, WW
ATK:30
ACC:0
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Assassin Dagger: used by Ft, Th, RM, Kn, Ni, RW, BW
ATK:30
ACC:40
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Kill
Effective VS:---
---------------------------------------------------------------------
Orichalcum: used by Ft, Th, RM, Kn, Ni, RW, BW
ATK:28
ACC:35
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Mage Masher: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:20
ACC:30
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Silence
Effective VS:---
---------------------------------------------------------------------
Gladius: used by Ft, Th, RM, BM, Kn, Ni, RW, BW
ATK:23
ACC:30
Buying price:--- Selling price: 100
Elemental Attack:--- Spell:---
Effective VS:---
---------------------------------------------------------------------
Sage's Staff: used by RM, WM, BM, RW, WW, BW
ATK:20
ACC:10
Buying price:--- Selling price: 100
Elemental Attack:--- Spell: Life
Effective VS:---
=====================================================================
12.2. Body Armors
=====================================================================
Clothes: used by all
DEF:1
WGT:2
Buying price: 8 Selling price: 4
Protect against:--- Spell:---
---------------------------------------------------------------------
Leather Armor: used by Ft, Th, Mo, RM, Kn, Ni, Ma, RW
DEF:4
WGT:8
Buying price: 40 Selling price: 20
Protect against:--- Spell:---
---------------------------------------------------------------------
Chain Mail: used by Ft, RM, Kn, Ni, RW
DEF:15
WGT:15
Buying price: 65 Selling price: 32
Protect against:--- Spell:---
---------------------------------------------------------------------
Iron Armor: used by Ft, Kn, Ni
DEF:24
WGT:23
Buying price: 640 Selling price: 320
Protect against:--- Spell:---
---------------------------------------------------------------------
Knight's Armor: used by Ft, Kn
DEF:34
WGT:33
Buying price: 36000 Selling price: 18000
Protect against:--- Spell:---
---------------------------------------------------------------------
Mythril Mail: used by Ft, RM, Kn, Ni, RW
DEF:18
WGT:8
Buying price: 6000 Selling price: 3000
Protect against:--- Spell:---
---------------------------------------------------------------------
Flame Mail: used by Ft, Kn, Ni
DEF:34
WGT:10
Buying price:--- Selling price: 15000
Protect against: Ice Spell:---
---------------------------------------------------------------------
Ice Armor: used by Ft, Kn, Ni
DEF:34
WGT:10
Buying price:--- Selling price: 15000
Protect against: Fire Spell:---
---------------------------------------------------------------------
Diamond Armor: used by Kn
DEF:42
WGT:10
Buying price:--- Selling price: 30000
Protect against: Lightning Spell:---
---------------------------------------------------------------------
Dragon Mail: used by Kn
DEF:42
WGT:10
Buying price:--- Selling price: 30000
Protect against: Fire, Ice, Lightning Spell:---
---------------------------------------------------------------------
Copper Armlet: used by All
DEF:4
WGT:1
Buying price: 800 Selling price: 400
Protect against:--- Spell:---
---------------------------------------------------------------------
Silver Armlet: used by All
DEF:15
WGT:1
Buying price: 4000 Selling price: 2000
Protect against:--- Spell:---
---------------------------------------------------------------------
Ruby Armlet: used by All
DEF:24
WGT:1
Buying price: 40000 Selling price: 20000
Protect against:--- Spell:---
---------------------------------------------------------------------
Diamond Armlet: used by All
DEF:34
WGT:1
Buying price:--- Selling price: 32500
Protect against:--- Spell:---
---------------------------------------------------------------------
White Robe: used by WW
DEF:24
WGT:2
Buying price:--- Selling price: 1
Protect against: Death, Fire Spell: Invisira
---------------------------------------------------------------------
Black Robe: used by BW
DEF:24
WGT:2
Buying price:--- Selling price: 1
Protect against: Time, Ice Spell: Blizzara
---------------------------------------------------------------------
Crystal Mail: used by Kn, Ni
DEF:44
WGT:10
Buying price:--- Selling price: 100
Protect against: Stone, Darkness, Silence Spell:---
---------------------------------------------------------------------
Thief's Armlet: used by Th, Ni
DEF:30
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Black Garb: used by Th, Ni
DEF:40
WGT:2
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Kenpogi: used by Mo, Ma
DEF:28
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Power Vest: used by Mo, Ma
DEF:38
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Red Jacket: used by Th, RM, Ni, RW
DEF:24
WGT:2
Buying price:--- Selling price: 100
Protect against: Fire Spell:---
---------------------------------------------------------------------
Sage's Surplice: used by RM, WM, BM, RW, WW, BW
DEF:25
WGT:2
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Light Robe: used by WM, WW
DEF:35
WGT:2
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Gaia Gear: used by BM, BW
DEF:35
WGT:2
Buying price:--- Selling price: 100
Protect against: Stone, Quake Spell:---
---------------------------------------------------------------------
Bard's Tunic: used by all
DEF:20
WGT:3
Buying price:--- Selling price: 100
Protect against: Silence Spell:---
---------------------------------------------------------------------
Genji Armor: used by Ft, Kn, Ni
DEF:35
WGT:10
Buying price:--- Selling price: 100
Protect against: Stone, Death, Poison Spell:---
=====================================================================
12.3. Shields
=====================================================================
Leather Shield: used by Ft, Kn, Ni
DEF:2
WGT:0
Buying price: 12 Selling price: 6
Protect against:--- Spell:---
---------------------------------------------------------------------
Iron Shield: used by Ft, Kn, Ni
DEF:4
WGT:0
Buying price: 80 Selling price: 40
Protect against:--- Spell:---
---------------------------------------------------------------------
Mythril Shield: used by Ft, Kn, Ni
DEF:8
WGT:0
Buying price: 2000 Selling price: 1000
Protect against:--- Spell:---
---------------------------------------------------------------------
Flame Shield: used by Ft, Kn, Ni
DEF:12
WGT:0
Buying price:--- Selling price: 5000
Protect against: Ice Spell:---
---------------------------------------------------------------------
Ice Shield: used by Ft, Kn, Ni
DEF:12
WGT:0
Buying price:--- Selling price: 5000
Protect against: Fire Spell:---
---------------------------------------------------------------------
Diamond Shield: used by Kn
DEF:16
WGT:0
Buying price:--- Selling price: 7500
Protect against: Lightning Spell:---
---------------------------------------------------------------------
Aegis Shield: used by Kn
DEF:16
WGT:0
Buying price:--- Selling price: 20000
Protect against: Stone, Poison Spell:---
---------------------------------------------------------------------
Buckler: used by Ft, Th, RM, Kn, Ni, RW
DEF:2
WGT:0
Buying price: 2000 Selling price: 1000
Protect against:--- Spell:---
---------------------------------------------------------------------
Protect Cloak: used by Ft, Th, RM, WM, BM, Kn, Ni, RW, WW, BW
DEF:8
WGT:2
Buying price:--- Selling price: 10000
Protect against:--- Spell:---
---------------------------------------------------------------------
Genji Shield: used by Ft, Kn, Ni
DEF:14
WGT:8
Buying price:--- Selling price: 100
Protect against: Stone, Poison Spell:---
---------------------------------------------------------------------
Crystal Shield: used by Kn, Ni
DEF:15
WGT:0
Buying price:--- Selling price: 100
Protect against: Stone Spell:---
---------------------------------------------------------------------
Hero's Shield: used by Kn, Ni
DEF:16
WGT:0
Buying price:--- Selling price: 100
Protect against: Paralysis, Stone, Time, Death, Fire, Ice, Lightning,
Quake, Poison, Darkness, Sleep, Silence, Confusion,
Mind Spell:---
---------------------------------------------------------------------
Zephyr Cape: used by Ft, Th, RM, WM, BM, Kn, Ni, RW, WW, BW
DEF:4
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Elven Cloak: used by Ft, Th, RM, WM, BM, Kn, Ni, RW, WW, BW
DEF:9
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
=====================================================================
12.4. Headgears
=====================================================================
Leather Cap: used by all
DEF:1
WGT:1
Buying price: 65 Selling price: 32
Protect against:--- Spell:---
---------------------------------------------------------------------
Helm: used by Ft, Kn, Ni
DEF:3
WGT:3
Buying price: 80 Selling price: 40
Protect against:--- Spell:---
---------------------------------------------------------------------
Great Helm: used by Ft, Kn, Ni
DEF:5
WGT:5
Buying price: 360 Selling price: 180
Protect against:--- Spell:---
---------------------------------------------------------------------
Mythril Helm: used by Ft, Kn, Ni
DEF:6
WGT:3
Buying price: 2000 Selling price: 1000
Protect against:--- Spell:---
---------------------------------------------------------------------
Diamond Helm: used by Kn
DEF:8
WGT:3
Buying price:--- Selling price: 5000
Protect against:--- Spell:---
---------------------------------------------------------------------
Healing Helm: used by Kn, Ni
DEF:6
WGT:3
Buying price:--- Selling price: 10000
Protect against:--- Spell: Heal
---------------------------------------------------------------------
Healing Helm: used by all
DEF:1
WGT:1
Buying price:--- Selling price: 1
Protect against: Paralysis, Stone, Time, Death, Fire, Ice, Lightning,
Quake, Poison, Darkness, Sleep, Silence, Confusion,
Mind Spell:---
---------------------------------------------------------------------
Genji Helm: used by Ft, Th, Kn, Ni
DEF:9
WGT:3
Buying price:--- Selling price: 100
Protect against: Stone, Poison Spell:---
---------------------------------------------------------------------
Crystal Helm: used by Kn, Ni
DEF:10
WGT:3
Buying price:--- Selling price: 100
Protect against: Stone Spell:---
---------------------------------------------------------------------
Black Cowl: used by Th, Ni
DEF:8
WGT:1
Buying price:--- Selling price: 100
Protect against: Sleep Spell:---
---------------------------------------------------------------------
Twist Headband: used by Th, Mo, Ni, Ma
DEF:3
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Tiger Mask: used by Kn, Ni, Ma
DEF:8
WGT:2
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Feathered Cap: used by Ft, Th, RM, Kn, Ni, RW
DEF:4
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Red Cap: used by RM, RW
DEF:8
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Wizard's Hat: used by RM, WM, BM, RW, WW, BW
DEF:4
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Sage's Mitre: used by WM, BM, WW, BW
DEF:5
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
=====================================================================
12.5. Arm Gears
=====================================================================
Leather Gloves: used by all
DEF:1
WGT:1
Buying price: 50 Selling price: 25
Protect against:--- Spell:---
---------------------------------------------------------------------
Bronze Gloves: used by Ft, Kn, Ni
DEF:2
WGT:3
Buying price: 160 Selling price: 80
Protect against:--- Spell:---
---------------------------------------------------------------------
Steel Gloves: used by Ft, Kn, Ni
DEF:4
WGT:5
Buying price: 600 Selling price: 300
Protect against:--- Spell:---
---------------------------------------------------------------------
Mythril Gloves: used by Ft, Kn, Ni, RW
DEF:6
WGT:3
Buying price: 2000 Selling price: 1000
Protect against:--- Spell:---
---------------------------------------------------------------------
Guantlets: used by Kn, Ni, RW
DEF:6
WGT:3
Buying price:--- Selling price: 7500
Protect against:--- Spell: Thundara
---------------------------------------------------------------------
Giant's Gloves: used by Ft, Kn, Ni, RW
DEF:6
WGT:3
Buying price:--- Selling price: 5000
Protect against:--- Spell: Saber
---------------------------------------------------------------------
Diamond Gloves: used by Kn
DEF:8
WGT:3
Buying price:--- Selling price: 10000
Protect against:--- Spell:---
---------------------------------------------------------------------
Protect Ring: used by all
DEF:8
WGT:1
Buying price: 16000 Selling price: 8000
Protect against: Death Spell:---
---------------------------------------------------------------------
Crystal Gloves: used by Kn, Ni
DEF:10
WGT:3
Buying price:--- Selling price: 100
Protect against: Stone Spell:---
---------------------------------------------------------------------
Thief's Gloves: used by Th, Ni
DEF:6
WGT:1
Buying price:--- Selling price: 100
Protect against:--- Spell:---
---------------------------------------------------------------------
Crystal Ring: used by Kn, Ni, Ma, RW
DEF:9
WGT:1
Buying price:--- Selling price: 100
Protect against: Paralysis, Sleep Spell:---
---------------------------------------------------------------------
Angel's Ring: used by RM, WM, BM, RW, WW, BW
DEF:8
WGT:1
Buying price:--- Selling price: 100
Protect against: Paralysis, Sleep Spell:---
---------------------------------------------------------------------
Genji Gloves: used by Ft, Kn, Ni
DEF:9
WGT:2
Buying price:--- Selling price: 100
Protect against:--- Spell:---
=====================================================================
13. Magic
=====================================================================
Unlike the NES where you had a limited use of spells per level, FF1
Dawn of Souls is governed by the MP system that dominated ever since
FF2. Thanks to the new MP system, spells are learned differently.
BUT, you can't cast level 8 spells the moment you have enough MP. To
prevent that, FF1 DOS has a system that let you learn spells only
when you hit a certain level. I invite you to check transciece's
Magic FAQ to know the levels needed to learn a spell.
=====================================================================
13.1. White Magic
=====================================================================
White Magic specialize in healing and defense. White Magic also has
spells that specialize in harming undeads, those spells can only be
learned by White Mages and White Wizards. Holy is the only purely
offensive White Magic spell.
Level 1:
Cure
MP: 3
Bought at: Cornelia
Price: 50
Used by: WM, WW, Kn, RM, RW
Effect and comments: Buy it, Cure is your best buddy, always have it.
Dia
MP: 5
Bought at: Cornelia
Price: 50
Used by: WM, WW
Effect and comments: It harms all undead monsters a little, useful
right at the start since Fire harms only one enemy, but get obsolete
quite quickly. Not a bad spell, get it.
Protect
MP: 3
Bought at: Cornelia
Price: 50
Used by: WM, WW, Kn, RM, RW
Effect and comments: Raise defenses of one ally, not to be confused
by modern definition of protect-it doesn't double defense, just raise
it a little for one character. Hardly useful, but can help newbies
that screws often.
Blink
MP: 3
Bought at: Cornelia
Price: 50
Used by: WM, WW, Kn, RW
Effect and comments: Increases the caster's evasion, a must for solo
games due to the fact you can stack it four times and become like
untouchable. Otherwise, worthy only for Knights.
---------------------------------------------------------------------
Level 2:
Blindna
MP: 3
Bought at: Pravoka
Price: 250
Used by: WM, WW, Kn, RM, RW
Effect and comments: Cures darkness, you'll rarely be blind and even
if it happens, my accuracy was still the same. Might be good in the
Marsh Cave due to Shadow monster, but get rid of it as soon as you
get the Crown.
Silence
MP: 5
Bought at: Pravoka
Price: 250
Used by: WM, WW, Kn, RM, RW
Effect and comments: Silences an enemy, preventing him to cast
spells, good only for Astos, after that, it's completely useless.
NulShock
MP: 8
Bought at: Pravoka
Price: 250
Used by: WM, WW, Kn, RM, RW
Effect and comments: Cuts lightning damage by half, not many bosses
uses strong lightning spells except Chaos. May be good against some
Soul of Chaos bosses, get it, especially for low level games.
Invis
MP: 3
Bought at: Pravoka
Price: 250
Used by: WM, WW, Kn, RM, RW
Effect and comments: Increases one ally's evasion. Don't raise it as
much as Blink, but you can cast it on others. Isn't really good, but
may save your dignity in some scenarios, buy it.
---------------------------------------------------------------------
Level 3:
Cura
MP: 10
Bought at: Elfheim
Price: 1000
Used by: WM, WW, Kn, RM, RW
Effect and comments: A stronger version of Cure, you get it quite
early so get it.
Diara
MP: 8
Bought at: Elfheim
Price: 1000
Used by: WM, WW
Effect and comments: Stronger than Dia, the undeads are starting to
form big parties so get this useful spell.
NulBlaze
MP: 8
Bought at: Elfheim
Price: 1000
Used by: WM, WW, Kn, RM, RW
Effect and comments: Cuts Fire damage by half, same thing with
NulShock.
Heal
MP: 10
Bought at: Elfheim
Price: 1000
Used by: WM, WW
Effect and comments: Acts like Cure, but cures the whole party. This
one is not really useful, but the later ones are.
---------------------------------------------------------------------
Level 4:
Poisona
MP: 3
Bought at: Elfheim
Price: 2500
Used by: WM, WW, RM, RW
Effect and comments: Cures poison, there are a lot of monsters that
poisons you while heading to the Marsh Cave and it saves you from
buying tons of Antidotes. Plus it got a cheap MP cost, buy it.
Fear
MP: 10
Bought at: Elfheim
Price: 2500
Used by: WM, WW
Effect and comments: Makes enemies run away. Ok, tell me why you
would want to make enemies run away for that cost of both Gil and MP
and the fact that enemies that flee gives no Gil and EXP. Rated UU
for Utterly Useless.
NulFrost
MP: 8
Bought at: Elfheim
Price: 2500
Used by: WM, WW, RM, RW
Effect and comments: Cuts Ice damage by half.
Vox
MP: 8
Bought at: Elfheim
Price: 2500
Used by: WM, WW, RW
Effect and comments: Cures Mute, you rarely if ever get muted and it
will probably be your White Mage who gets silenced. Useless, but not
as useless than Fear.
---------------------------------------------------------------------
Level 5:
Curaga
MP: 20
Bought at: Melmond
Price: 4000
Used by: WM, WW, RM, RW
Effect and comments: Heals a lot of HP, useful against hard hitting
enemies and bosses, a must.
Life
MP: 20
Bought at: Melmond
Price: 4000
Used by: WM, WW, RW
Effect and comments: Brings back a KO'd ally with 1 HP, since the
arrival of Phoenix Downs, this spell has lost in usefulness, but it's
good if you are short on money to buy items.
Diaga
MP: 25
Bought at: Melmond
Price: 4000
Used by: WM, WW
Effect and comments: Very powerful VS undeads, since you are going to
face Lich soon and you'll encounter big parties of undead, this spell
may save you life, buy it.
Healara
MP: 25
Bought at: Melmond
Price: 4000
Used by: WM, WW
Effect and comments: It's like casting Cura on the whole party, get
it, Life has been supplanted.
---------------------------------------------------------------------
Level 6:
Stona
MP: 10
Bought at: Crescent Lake
Price: 13000
Used by: WM, WW
Effect and comments: Cures Stone, when you run out of Gold Needles,
you are pretty much screwed, especially against big packs of
Cockatrices, so this spell can be some sort of insurance. But for
that much, I can buy planty of Gold Needles, and what if it's your
White Mage who get petrified, you'll look like an idiot.
Exit
MP: 25
Bought at: Crescent Lake
Price: 13000
Used by: WW, RW
Effect and comments: Get you out of a dungeon immediatly. Saves you
a lot of walking and if you run out of Potions and almost of MP, you
can cast Exit to get out and rest in a Cottage. Only drawback is
that it doesn't work in the Soul of Chaos Dungeons, but still get it.
Protera
MP: 20
Bought at: Crescent Lake
Price: 13000
Used by: WM, WW, RW
Effect and comments: Cast Protect on the whole party, you probably
won't need it in the main game, but it against some Soul of Chaos
bosses, it may come in handy. I don't know if it protects more than
Protect.
Invisira
MP: 25
Bought at: Crescent Lake
Price: 13000
Used by: WM, WW, RW
Effect and comments: Cast Invis on the entire party, very useful.
You get an item that cast it too so you can can double cast it for
maximum effectivness. Great against the Soul of Chaos bosses.
---------------------------------------------------------------------
Level 7:
Curaja
MP: 35
Bought at: Gaia
Price: 30000
Used by: WW
Effect and comments: Heals for 9999 HP, one of the many reasons the
White Wizard is mandatory for newbies and myself(I'm no newbie).
Get it, a lifesaver.
Diaja
MP: 35
Bought at: Gaia
Price: 30000
Used by: WW
Effect and comments: By the time you get this spell, undeads are on
the brink of extinction since Lich's death. Worth every bit of those
35 MP and is better than some spells, but don't go nuts about it.
NulDeath
MP: 28
Bought at: Onrac
Price: 30000
Used by: WM, WW, RW
Effect and comments: Supposedly, it protect from instant death.
Protect Rings apparantly don't offer 100% protection from death, but
it is a complete waste in the main game, but you may want to cast it
against some Soul of Chaos bosses, notably Atomos, but
otherwise, it's utterly useless.
Healaga
MP: 38
Bought at: Onrac
Price: 30000
Used by: WM, WW
Effect and comments: Like having Curaga cast on everyone, against
hard hitting spells like Chaos' Blaze, this spell can nullify it by
healing the whole group for near 300 HP each, a must have.
---------------------------------------------------------------------
Level 8:
Holy
MP: 50
Bought at: Gaia
Price: 40000
Used by: WW
Effect and comments: Costy, but useful since your White Wizard can
now cream the whole enemy group, undead or not, a must have.
NulAll
MP: 40
Bought at: Gaia
Price: 40000
Used by: WW
Effect and comments: Halves damage from any spells by half on only
one character. In theory, it's cool, but in reality, it's another
story. Before Phoenix Down cames, it was more useful, but even there
it wasn't very useful. Some Soul of Chaos bosses *coughShinryucough*
and against Chaos himself that got more than one extreme elemental
spell, it's helpful. But it seems Light Curtain cast the same spell
and you can buy them at a certain point, where, I dunno, maybe in a
Soul of Chaos, so don't go nuts with this spell.
Dispel
MP: 35
Bought at: Gaia
Price: 40000
Used by: WW
Effect and comments: It removes a foe's elemental defense, making
them susceptible to spells. This spell is complete trash since a
spell called Flare is non-elemental and removes the use of Dispel.
Full-Life
MP: 40
Bought at: Lufenia
Price: 40000
Used by: WW
Effect and comments: Revives a character and heals all HP, buy it,
bosses would KO him again if you used a normal Phoenix Down.
=====================================================================
13.2. Black Magic
=====================================================================
Black Magic concentrate on offense. Some spells are support spells,
but are made to boost your damages or for other things. Elemental
spells are all Black Magic so Black Mages helps a lot in the game.
Flare, the strongest attack spell is Black Magic.
Level 1:
Fire
MP: 5
Bought at: Cornelia
Price: 50
Used by: BM, BW, Ni, RM, RW
Effect and comments: Attack one enemy with fire. Some monsters are
weak to fire so buy it. Past about level 10, it becomes obsolete.
Sleep
MP: 3
Bought at: Cornelia
Price: 50
Used by: BM, BW, Ni, RM, RW
Effect and comments: Try to put all enemies at sleep, the only time I
use it is against the Pirates, it helps you against big packs of
enemies but becomes useless rather quickly.
Focus
MP: 3
Bought at: Cornelia
Price: 50
Used by: BM, BW, Ni, RM, RW
Effect and comments: Lower one foe's evasion, name me one monster
that evade like mad and I'll buy it. It's probably the most stupid
spell that ever existed, makes Fear almost useful.
Thunder
MP: 5
Bought at: Cornelia
Price: 50
Used by: BM, BW, Ni, RM, RW
Effect and comments: Like Fire, this one hit on foe with lightning.
Useful against those pesky aquatic monsters.
---------------------------------------------------------------------
Level 2:
Blizzard
MP: 8
Bought at: Pravoka
Price: 250
Used by: BM, BW, Ni, RM, RW
Effect and comments: Ice damage to one foe, a cool spell(no pun
intended), a must have.
Dark
MP: 5
Bought at: Pravoka
Price: 250
Used by: BM, BW, Ni, RM, RW
Effect and comments: Blind one foe with darkness, what else can I say
besides "Yuck, don't buy it".
Temper
MP: 8
Bought at: Pravoka
Price: 250
Used by: BM, BW, Ni, RM, RW
Effect and comments: GET IT! This spell along with another one
creates the single most powerful combo of the game. It raises attack
for like 14 points and can be stacked over, you can get a Red Mage to
deal over 10000 damage using this spell like mad. MANDATORY IMO
against Soul of Chaos bosses.
Slow
MP: 5
Bought at: Pravoka
Price: 250
Used by: BM, BW, Ni, RM, RW
Effect and comments: Slow all enemies, reducing their number of
attacks. I know no pack of monsters that hit hard enough and enough
times to make use of this spell, but there is worse.
---------------------------------------------------------------------
Level 3:
Fira
MP: 15
Bought at: Elfheim
Price: 1000
Used by: BM, BW, Ni, RM, RW
Effect and comments: Hit all monsters with Fire, necessary.
Hold
MP: 10
Bought at: Elfheim
Price: 1000
Used by: BM, BW, Ni, RM, RW
Effect and comments: Paralyzes one enemy, you won't find many uses
for it.
Thundara
MP: 15
Bought at: Elfheim
Price: 1000
Used by: BM, BW, Ni, RM, RW
Effect and comments: All enemies are struck for lightning damage, as
essential as Fira, especially against those piscodemons and aquatic
monsters.
Focara
MP: 10
Bought at: Elfheim
Price: 1000
Used by: BM, BW, Ni, RM, RW
Effect and comments: Same as Focus, but aims all monsters. Still a
stupid spell.
---------------------------------------------------------------------
Level 4:
Sleepra
MP: 15
Bought at: Elfheim
Price: 2500
Used by: BM, BW, Ni, RM, RW
Effect and comments: Stronger than Sleep, but targets only one foe.
Why put a foe to sleep when you can kill him? Meh, if you find a
boss weak to sleep, go for it.
Haste
MP: 15
Bought at: Elfheim
Price: 2500
Used by: BM, BW, Ni, RM, RW
Effect and comments: Doubles one ally's number of attack. Team this
with Temper and you'll annihilate monsters, GET IT!
Confuse
MP: 15
Bought at: Elfheim
Price: 2500
Used by: BM, BW, Ni, RM, RW
Effect and comments: Confuses all enemies, making them attack each
other. Cool, but useless.
Blizzara
MP: 18
Bought at: Elfheim
Price: 2500
Used by: BM, BW, Ni, RM, RW
Effect and comments: Hmm, hits all monsters for ice damage. Stronger
than Fira and Thundara on average. Essential.
---------------------------------------------------------------------
Level 5:
Firaga
MP: 30
Bought at: Melmond
Price: 4000
Used by: BM, BW, RM, RW
Effect and comments: Stongest fire spell, and you face a dungeon
filled with monsters weak to it, a necessity.
Scourge
MP: 28
Bought at: Melmond
Price: 4000
Used by: BM, BW, RW
Effect and comments: Attempts to instantly kill all monsters with
poison gas. Useful against big packs of average enemies, but not
cool later on. Some monsters are weak to poison, making them
susceptible to Scourge. Tiamat can be killed by Scourge, though the
chances of working are very unlikely. Later you get a sword that
cast it too, but by that time, you will have stopped with Scourge.
You can get it if you want, but don't abuse it.
Teleport
MP: 5
Bought at: Melmond
Price: 4000
Used by: BW, RW
Effect and comments: Takes you to the previous floor of a dungeon.
Good for backtracking, but I don't find it necessary since Exit is
better. Don't work in a Soul of Chaos Dungeon for obvious reasons.
Slowra
MP: 18
Bought at: Melmond
Price: 4000
Used by: BM, BW, RM, RW
Effect and comments: Similar to Sleepra, it slows down just one foe,
but hits it much better. Works well on some Soul of Chaos bosses.
Pick it up if you plan on facing them.
---------------------------------------------------------------------
Level 6:
Thundaga
MP: 35
Bought at: Crescent Lake
Price: 13000
Used by: BM, BW, RW
Effect and comments: Strongest thunder spell, works wonder against
Kraken and many others.
Death
MP: 30
Bought at: Crescent Lake
Price: 13000
Used by: BM, BW
Effect and comments: Attempt to instantly kill one monster. There's
one problem, there isn't many things that you'd want to kill in one
hit and those that you want to kill in one hit can't be killed in one
hit or won't work when needed. Not the best spell, but theres worse.
Quake
MP: 32
Bought at: Crescent Lake
Price: 13000
Used by: BM, BW
Effect and comments: Same thing as Scourge, but uses a different
resistance. Some monsters are weak to Quake, making it more useful,
but it's pretty much the same scenario as Death.
Stun
MP: 20
Bought at: Crescent Lake
Price: 13000
Used by: BM, BW
Effect and comments: Paralyzes one enemy, if you are depressed and
like to stun things for no reason, this is useful. Now that I think
about it, being able to stun peoples would be neat in real life.
Since it's not the case, this spell is utterly useless.
---------------------------------------------------------------------
Level 7:
Blizzaga
MP: 40
Bought at: Gaia
Price: 30000
Used by: BM, BW, RW
Effect and comments: Strongest ice spell, stronger than Firaga and
Thundaga on average, a must.
Break
MP: 30
Bought at: Gaia
Price: 30000
Used by: BW
Effect and comments: Try to petrify one enemy, killing it instantly.
Pretty much like Death, but some things are weak to Stone so it's
slightly more useful. Tiamat can also be killed with Break, but it's
unlikely to work. Not the best spell, but not the worst.
Saber
MP: 25
Bought at: Onrac
Price: 30000
Used by: BM, BW
Effect and comments: Same as Temper, but better; only problem is that
only a Black Mage can learn it and it affect only the caster. It can
be fixed by giving the Masamune to your Black Mage, but you're
unlikely to do that. The Giant's Gloves cast it when used as an
item, so be sure to pick it, it's located in the Sunken Shrine.
Blind
MP: 25
Bought at: Onrac
Price: 30000
Used by: BM, BW
Effect and comments: What!? 25 MP for blinding one enemy? That's
one crappy spell, never buy it.
---------------------------------------------------------------------
Level 8:
Stop
MP: 30
Bought at: Gaia
Price: 40000
Used by: BW
Effect and comments: Stops all enemies, why would you want to do that
on normal monsters, and it won't work on bosses, skip it.
Warp
MP: 30
Bought at: Gaia
Price: 40000
Used by: BW
Effect and comments: Like Quake and Scourge, attempt to kill all
monsters. This one is more likely to work, but not too impressive.
Kill
MP: 40
Bought at: Gaia
Price: 40000
Used by: BW
Effect and comments: Same as Death, but more likely to work. If you
want one enemy dead, use Kill. But for only one, not the best spell.
Flare
MP: 40
Bought at: Lufenia
Price: 40000
Used by: BW
Effect and comments: The ultimate attack spell. Like Holy, destroys
all monsters with non-elemental damage. The only worthy Level 8
Black Spell.
=====================================================================
14. Special Thanks
=====================================================================
I would like to thank the following peoples, in no particular order:
Action: This is my first guide, so I used his guide like a model for
giving my guide a basic layout, how to gives directions, ect.
TFergusson: For the infos about the Soul of Chaos Dungeons and
Equipment.
transcience: For infos about spells and that you need a level
requirement for each Spell Level.
blacksniper: For pointing out how the Monk works.
SqureEnix: For creating the game.
Nintendo: For presenting this game.
GameFAQS: For hosting this guide.
If you want to be included in this section, email me about missing
details, mistakes, ect.
=====================================================================
15. Copyright, Disclaimer, etc.
=====================================================================
This document is Copyright 2007 Alexandre Mercier. You may not
distribute this document to anyone in any form without my say so. I
have nothing to do with SquareEnix or its affiliates.
The only sites who may use this guide are GameFAQs and his
affiliates.
If you see this document anywhere else, e-mail me at
macalexdude@hotmail.com so I can do something about it. Or at the
very least, give them a kick right in the shin. I grant access to
this guide NOWHERE besides GameFAQs and his affiliates. You need my
permission to use this guide for your personal use.
This guide was written only be ME and is based solely on my knowledge
of Final Fantasy 1 Dawn of Souls. I did NOT claim any information as
my own if I didn't obtain it as my own. Same goes with you. Do not
copy this FAQ or any info found inside. You may NOT post this FAQ on
any site without my say so. I will prtect my work with everything I
can do with law. No illegal copies will be tolerated. You may not
sell this guide for money, it's for personal use ONLY. The only
purpose of this FAQ is to help users find their way through Final
Fantasy 1 Dawn of Souls and no other purpose whatsover. You don't
own any part of this work, even through downloading.
Final Fantasy FAQ/Walkthrough
Copyright (c) 2007
Shady_Knight/A Mercier
All rights reserved
All Final Fantasy related characters are property of SquareEnix
=THE END=