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Final Fantasy IV WT (J)

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  1. Final Fantasy IV
  2.  
  3. Platform: Snes / SFC
  4. Released:
  5. 19.07.1991 (J)
  6. 23.11.1991 (NA)
  7.  
  8. Based on: NTSC-J-version (SHVC-F4)
  9.  
  10.  
  11.  
  12. - You can pause the game during battle. This will stop the play time counter
  13. from running.
  14. - You have 46 slots for items in your inventory. The items you buy and
  15. de-equip are not automatically stacked. Dropped items and items found in
  16. containers are. Move items on top of each other to stack them.
  17. - If you'd like to translate any of the Japanese words, use jisho.org or
  18. similar resources.
  19.  
  20. - Throughout the game, you'll see a lot of changes in your party lineup,
  21. as seen below. Whenever a character leaves, all the items they had equipped
  22. will be lost, even if it's a character who eventually rejoins the party.
  23. You should really try to avoid losing any (important) items like this.
  24.  
  25. Mist no Doukutsu |DK | |
  26. Chika Suimyaku |D L |Te |
  27. Antlion Cave |D L | Gl |
  28. Hobbs no Yama |D LR | Gl |
  29. Shiren no Yama |D |Te PaPo |
  30. Mukashi no Suiro |C |Te YaPaPo |
  31. Jiryoku no Doukutsu|C |Te Ya Ci |
  32. Zot no Tou |C |Te Ya Ci |
  33. Babil no Tou 1 |CKLR | Ya |
  34. Eblana no Doukutsu |CKLR | |
  35. Babil no Tou 2 |CKLRE| |
  36. Fuuin no Doukutsu |CKLRE| |
  37. Babil no Kyojin |C LRE| Fu|
  38. Tsuki no Chika |CKLRE| |
  39.  
  40. - During battle and in the menu, your characters are positioned like so:
  41. 2 2
  42. 4 4
  43. 1 or 1
  44. 5 5
  45. 3 3
  46.  
  47. - In the left formation, the characters in slots 1, 2, and 3 are in the
  48. front row, whereas 4 and 5 are in the back row. In the right formation,
  49. these positions are swapped. You can move characters to different slots
  50. using the Narabikae command, and toggle the formation using Taikei.
  51. - An enemy is considered to be in the front row if it's either closest
  52. to your characters or their sprite overlaps horizontally with the enemy
  53. who is closest to your party. As you clear out enemies from the front,
  54. the row states are updated accordingly. Inflicting a polymorph ailment
  55. may change an enemy's row from front to back due to their new, smaller
  56. size.
  57.  
  58. - Stats:
  59. Lv | ATP (Lv/4), Accuracy bonus (Lv/4), Eva multip.(Lv/16)(req. shld)
  60. Chikara | ATP (Str/4), ATP multiplier (Str/8)
  61. Subayasa | ATP multip. (Spd/16), Eva&MEva multip.(Spd/8)\(Spd/32), ATB
  62. Tairyoku | DFP (Tai/2)
  63. Chisei | Magic multip.(Black), Magic evade (Chi/8), MEvade multip.(Chi/32)
  64. Seishin | Magic multip.(White), Magic evade (Sei/8), MEvade multip.(Sei/32)
  65.  
  66. - The physical damage you deal with a normal attack equals...
  67.  
  68. ATPm * (Offense + CritP - enemy DFP)
  69.  
  70. ATPm: ATP multiplier (ie. number of hit rolls)(1 by default)
  71. Accuracy: Success rate per hit roll
  72.  
  73. -> Accuracy = total Accuracy / 98
  74.  
  75. Offense = (ATP + rnd(0,ATP/2)) * et
  76.  
  77. -> ATP = base ATP + weapon ATP
  78. -> e: elemental variable (2; 4; 0,5; 0)
  79. -> t: type bonus (4)
  80.  
  81. CritP = base CritP + weapon ATP/2
  82.  
  83. -> Crit% = base Crit% * wpnCrit / 98
  84.  
  85. -> wpnCrit = 2 \ 3 (bow) \ 1 (dual wield)
  86.  
  87.  
  88. - Physical damage received equals...
  89.  
  90. (ATPm - character Evade) * (Offense - character DFP)
  91.  
  92. Evade: Successful Evade rolls
  93.  
  94. Offense = (ATP + rnd(0,ATP/2)) * t
  95.  
  96. -> t: type resistance (0,5)
  97.  
  98.  
  99. - Magical damage equals...
  100.  
  101. (Mag-m - target MEvade) * (MgOffense - target MDF)
  102.  
  103. Mag-m: Magic multiplier (ie. number of hit rolls)
  104.  
  105. MgOffense = (base + rnd(0,base/2)) * e
  106.  
  107. -> e: elemental variable (2, 4, -1)
  108.  
  109.  
  110. - Default Accuracy for your characters is 50. Default Evade is 30.
  111. - The character in slot 1 gains a 1,25x Accuracy bonus (not visible in
  112. the menu).
  113. - Press left or right during battle to access the Bougyo (Defend) and
  114. Change (Formation) commands. While defending, the character's DFP is
  115. doubled.
  116. - You can switch weapons (and shields) mid-battle by pressing up in the
  117. item menu.
  118. - The vast majority of enemies in the game have only single digit DFP,
  119. whereas MDF values do generally go up as you progress.
  120. - DFP is doubled when the target is in the back row. Accuracy is halved,
  121. possibly twice, if the attacker and/or target is in the back row and the
  122. attacker isn't using a ranged weapon or doesn't have the unintentionally
  123. permanent long range flag that comes from equipping a long range weapon.
  124. - The status screen shows the character's Evade multipliers in front of
  125. DFP/MDF rather than Evade rate, which is *very* misleading. Either way,
  126. the two numbers indicate the number of evade rolls and the success rate
  127. of each roll. Eg. an Evade of 3x20% would give you three evade rolls
  128. with a 20/98 chance of success each.
  129. - Armor can provide varying bonuses to Evade and Magic Evade, but I
  130. haven't included these values in the equipment list mainly due to the
  131. lack of space.
  132. - Enemy Evade and Magic Evade are supposed to affect hit rolls the same
  133. way, but they're not loaded into RAM properly and, thus, don't do anything.
  134. - Magic multiplier is Chisei\Seishin/4 + 1. Magic accuracy is Base +
  135. Chisei\Seishin/2. Black Magic, Summon Magic, and Ninjutsu use Chisei.
  136. White Magic uses Seishin. Magic is unaffected by row.
  137. - Some spells can be cast either on a single target or all targets.
  138. Multi-targeting divides the power by the number of targets. For healing
  139. spells, even dead characters count in the menu, but not during battle.
  140. The power is calculated individually, thus resulting in variation even
  141. when the targets share the same defensive attributes.
  142. - Spells that don't deal damage or heal HP only get one hit roll, even
  143. when multi-targeting.
  144. - There are a number of weapons that can be used during battle to cast
  145. certain spells with 0 casting time and no MP cost. The weapon has to
  146. be equipped for this to be possible. Just press Confirm twice when the
  147. cursor is on the weapon. The spells have fixed hit and power values
  148. that are in no way affected by the user's stats. The enemy's MDF and
  149. elemental resistance are still factors, however.
  150. - You can find base power and accuracy values for magic in the Misc. file.
  151. - If an attack has a power value that exceeds 511, it will cause the
  152. random variable to reach its cap of 255. This is mainly limited to
  153. Meteo and the Fang items.
  154. - There are seven elements - Fire, Ice, Thunder, Anti-Air, Holy, Dark,
  155. and Drain - and four levels of elemental resistance - Weak, Weak x4,
  156. Absorb/Resist, and Immune.
  157. × Elemental absorption only causes magical damage to be absorbed,
  158. whereas physical attacks will get a 0,5x power multiplier instead.
  159. × All flying enemies are weak to Anti-Air attacks and immune to ground-
  160. based attacks (ie. Quake, Titan).
  161. × Elemental immunity doesn't occur among enemies outside of Zombies
  162. nor is it provided by any equipment (with one exception).
  163. × The Dark element becomes irrelevant not far into the game, as it's
  164. only used by Cecil's Dark Knight weapons.
  165. × The Drain element never occurs on its own in an enemy's elemental
  166. resistance values. Instead, it's pretty much always included when an
  167. enemy absorbs some other element(s). Drain resistance only affects
  168. physical attacks, not magical.
  169. × Using a draining attack on an Undead enemy will reverse the effect.
  170. × There's also an eighth element, Element 80, that serves seemingly no
  171. purpose, as no weapon or spell uses it. If you force it on a weapon, it
  172. functions like a typical element. The element is still commonly found
  173. in resistance values, as, similar to Drain, it's pretty much always
  174. included when an enemy has 4x weakness to some other element(s). Despite
  175. its presence, it's not acknowledged by Libra, nor is Drain if that was
  176. ever set as a weakness.
  177. - There are eight enemy types: Dragon, Machine, Reptile, Spirit, Giant,
  178. Flan, Mage, and Undead. Not all enemies fall under any of these types,
  179. however. Most don't.
  180. - Minimum damage is 1. If the number of successful hits is 0, then it's
  181. a miss. Max damage is 9999.
  182. - At 255 DFP or MDF, a subject becomes immune to physical or magical
  183. attacks. No enemy natively has defense this high.
  184. - Magic is generally much more powerful than physical attacks, but you
  185. need to use it with moderation to avoid running out of MP. Ether is
  186. neither easy to come by nor very potent. Tents and Cottages are a great
  187. way to recover both HP and MP, but you can only use those at save points
  188. and on the Overworld. Aside from items and recovery points, you can also
  189. use the Aspil spell to drain MP from enemies, provided their MDF isn't
  190. too high. The spell only has a base power of 16, which the random variable
  191. can boost up to 24. As a last resort, you could drain MP from another PC.
  192. - An enemy's max MP equals max HP/16. Enemies don't consume MP for anything.
  193. - A good number of enemies have counterattacks that are triggered by
  194. certain actions, such as normal attacks or magic. The counter hits a
  195. random character. Reflected magic won't trigger any counters.
  196. - When dual-wielding, Edge receives no critical hit power bonus based
  197. on his weapons.
  198.  
  199. - Critical hit rates and power vary between characters, as seen below.
  200.  
  201. % Pow Hex RAM address
  202. Cecil D | 2 20 (14) | 1 | 7E2041~2
  203. Cecil P | 3 30 (1E) | 2 | 7E20C1~2
  204. Kain | 2 20 (14) | 3 | 7E2141~2
  205. Rydia | 1 40 (28) | 4 | 7E21C1~2
  206. Rosa | 2 60 (3C) | 5 | 7E2241~2
  207. Edge | 8 25 (19) |
  208.  
  209. Tellah | 1 30 (1E) |
  210. Gilbert | 2 30 (1E) |
  211. Yang | 1 50 (32) |
  212. Palom | 1 30 (1E) |
  213. Porom | 1 30 (1E) |
  214. Cid | 5 35 (23) |
  215. FuSoYa | 0 0 |
  216.  
  217. - Due to a programming error, it's not only possible but often inevitable
  218. that a character will permanently lose the ability to deal critical hits.
  219. The inevitable cause is when a character is temporarily absent during an
  220. event battle. There are a number of these throughout the game, and they
  221. will cause nearly all characters to lose their criticals (all except Kain
  222. and Edge).
  223. - The other, avoidable, way for a character to lose criticals is by being
  224. dead or petrified at the start of battle.
  225. - The bug is not present in any version on any other system (PS1, etc.).
  226. - Below, you can see where a character loses their criticals. If the
  227. name is in brackets, it means the character would lose them if they
  228. weren't already lost.
  229.  
  230. Damcyan Jou | Cecil D Rydia
  231. Kaipo |(Cecil D)(Rydia) Rosa
  232. Hobbs no Yama |(Cecil D)(Rydia)(Rosa) Gilbert
  233. Fabul Jou | (Rydia) (Gilbert) Yang
  234. Shiren no Yama | Palom Porom Tellah
  235. Zot no Tou | Cecil P Cid (Yang)
  236. Babil no Tou | Any if killed by Jibaku in first Lugeie fight
  237. Final Battle | Characters in slots 1, 2, and 3
  238.  
  239. - You can easily restore criticals or prevent losing them in the first
  240. place through RAM manipulation. If you're playing the game on emulator,
  241. this is a simple process.
  242. - To restore criticals, follow these steps:
  243. 1. Insert the appropriate values into the character's critical hit
  244. RAM addresses. 41/C1 for critical hit rate and 42/C2 for power.
  245. 2. Enter the character's equipment menu.
  246. 3. Turn off the "cheat." No need to save and reset as is typical.
  247. - Rather than restore them, you can also just prevent the loss by locking
  248. the values when coming up to one of the event battles.
  249.  
  250.  
  251. - FF4 is the first Final Fantasy to utilize the famed Active Time Battle,
  252. or ATB, system. Instead of battles that consist of rounds where every
  253. subject gets one action, the ATB system revolves around a real-time
  254. element that allows a subject to act as soon as their (hidden) ATB
  255. counter reaches 0, although only one subject can act at a time. A
  256. subject's Speed (Subayasa) stat determines how many ATB "ticks" is
  257. required, and the length of a single tick varies depending on what
  258. Battle Speed the game is set to, as seen below.
  259. - The length of a tick can vary somewhat due to technical limitations.
  260. - ATB = 5 * Cecil's Speed / Speed.
  261. - Most spells and some command abilities have an additional charge time.
  262. - Enemies have a 1 ATB charge for every action except for counters,
  263. which are executed immediately and have no impact on ATB.
  264.  
  265. ATB Message
  266.  
  267. 1 | 12f 1 | 45f
  268. 2 | 18f 2 | 77f 60f = 1 second
  269. 3 | 27f 3 | 109f
  270. 4 | 39f 4 | 141f
  271. 5 | 49f 5 | 173f
  272. 6 | 65f 6 | 205f
  273.  
  274. - You can also choose between two different ATB modes: Active and Wait.
  275. In Wait Mode, time pauses when actions are executed and when in the magic
  276. or item menu. In Active Mode, it does not.
  277. - The iconic ATB gauge is, indeed, not yet present in FF4, and there's
  278. no way to switch between characters that are ready to act (this wasn't
  279. possible until FF6).
  280. - A subject's ATB values can be modified by the ATB multiplier, which
  281. is 16/16 by default, 12/16 at minimum, and 32/16 at maximum. The ATB
  282. multiplier can be altered by Haste and Slow spells and items, as seen
  283. below. Haste and Slow are, indeed, not any kind of status effects the
  284. way they are in subsequent installments. Instead, they have a cumulative
  285. effect on the ATB multiplier, just like damage/healing has on HP. The
  286. multiplier affects *all* ATB values, including those associated with
  287. status effects.
  288.  
  289. Slow | +8 Haste | -3
  290. Slow+ | +16 Haste+ | -8
  291.  
  292. - Normal enemies have slight variation in their Speed stats. The short
  293. enemy list shows the minimum values. With few exceptions, these values
  294. can be up to 3 points higher.
  295. - If you'd like to know how high Cecil's Speed has to be for the enemy
  296. to have x ATB, multiply the enemy's Speed by x/5.
  297.  
  298. - In a regular battle, all subjects start with ATB - x, where x is the
  299. lowest ATB value among all subjects minus 1, meaning the fastest subject
  300. starts at 1 ATB.
  301. - In a pre-emptive battle, your party starts at 1 ATB, whereas the enemy
  302. party starts at double the normal amount.
  303. - The enemy can get the jump on you as well, with two different surprise
  304. attacks. The regular one (fuiuchi) is merely a pre-emptive in reverse.
  305. The other, less common, one is the back attack, where the enemy not only
  306. gets the pre-emptive ATB advantage, but your party formation is also
  307. flipped.
  308. - The odds of getting a non-regular battle are determined by how the
  309. party's average level compares to the enemy's average level.
  310.  
  311. - Exp is divided among active party members. Characters that temporarily
  312. leave the party will gain Exp while MIA (the same amount as active
  313. characters).
  314. - HP and MP gains on leveling up are randomized to an extent. Gains for
  315. the other five stats are fixed up to Lv70, after which the character
  316. will get one of eight possible stat gain sets per level.
  317.  
  318. - The encounter rate in the game can be rather fickle. Sometimes you
  319. can take 50 steps before another random encounter, sometimes only one.
  320. - A given area has eight slots for encounters, with the following odds:
  321. 1 | 43/256 5 | 32/256
  322. 2 | 43/256 6 | 32/256
  323. 3 | 43/256 7 | 16/256
  324. 4 | 43/256 8 | 4/256
  325.  
  326. - Hold L and R during battle to flee. Doing so may cause you to drop
  327. some gil (25% of what you would have won had you finished the battle).
  328. Don't hesitate to run away from enemies that give you too much trouble.
  329. - Running away is pretty much instant outside of ambushes, where you
  330. can flee at earliest when the first PC gets their turn. In a normal
  331. situation, fleeing occurs when the ATB ticks and you're holding down
  332. L and R.
  333. - The actual escape timer is only used when the enemy in slot 1 is Lv97
  334. or above. There are a handful of enemies like this at the end of the
  335. game. The timers are: 3 (97), 7 (98), and 10\15 (99). The Lv99 counter
  336. starts at 10, but is set to 15 whenever the ATB ticks and you're not
  337. holding L and R. In the other two cases, the counter will not reset.
  338.  
  339.  
  340. - Status ailments/conditions:
  341.  
  342. Doku (Poison) | Lose 1/8 mHP every 20+Tai ATB / 1 HP per step on the field
  343. Bleed | -2 HP per tick for 30 ATB
  344. Kurayami | Accuracy/2, Evade/2
  345. Chinmoku(Sil.)| Unable to cast magic
  346. Nemuri (Sleep)| Unable to act for 50 ATB - 2/3*Seishin
  347. Mahi (Stun) | Unable to act for 50 ATB - 2/3*Seishin
  348. Stop | Unable to act for 30/150/300/600 ATB
  349. Konran (Conf.)| Attack allies. Negated if physically attacked.
  350. Kaeru (Toad) | ATP=1, DFP=0, ATP in *2, no crit, can only cast Toad/Esuna
  351. Kobito (Mini) | ATP=1, DFP=0, ATP in *2, no crit
  352. Buta (Porky) | Unable to cast magic (ex. Porky/Esuna) or use specials
  353. Noroi (Curse) | ATP/2, DFP/2
  354. Float | Unaffected by Jishin / trap floors on the field
  355. Berserk | No control, Auto-Attack, ATP*1,5 (Kyousenshi)
  356. Bunshin | Evade two physical attacks
  357. Reflect | Reflect spells back at the caster for 30 ATB
  358. Sekika/Ishi | Gradually turn to stone (essentially dead)
  359. Stage 1 | 1/3 petrified
  360. Stage 2 | 2/3 petrified
  361. Stage 3 | Fully petrified (yet able to act)
  362. Stage 4 | Fully petrified and kneeling (unable to act)
  363. Instant Death | Instant death (ID)
  364.  
  365. - Bleed, Nemuri, Mahi, Stop, Konran, Noroi, Berserk and Petrification <s4
  366. are removed at the end of battle. All ailments are removed upon death.
  367. - Gear can make you immune to all status ailments except Bleed and Stop.
  368. - Enemies have a single stat to determine their resistance to ailments
  369. that involve an ATB countdown. This value is Lv + 10.
  370. - Normal enemies with Poison immunity are still very much susceptible to
  371. Poison due to a programming error.
  372. - Enemies with the boss flag (mainly, indeed, bosses) are immune to all
  373. ailments (except Bleed) as well as Stop and Tornado.
  374. - A regular attack with the added effect of a status ailment will inflict
  375. that ailment at a 100% rate so long as the target isn't immune and the
  376. attack hits them during their regular ATB charge, ie. it doesn't work
  377. during an action's charge time or if the subject is in the action queue.
  378. - Mahi and Sleep have the above ATB restriction even when inflicted with
  379. a spell or a special attack. They also don't work if the target already
  380. has either of them. Attacking a sleeping target will *not* wake it up.
  381. Mahi and Sleep also prevent any other ailment from being inflicted.
  382. - Due to a programming error, when calculating the duration of Nemuri or
  383. Mahi, the resistance value overflows if it exceeds 63 (ie. 74 = 10, 99 =
  384. 25, etc.).
  385. - The penalties from Toad and Mini are applied when attacks occur. They
  386. don't actually have a direct, visible impact on the character's stats.
  387. So, no, they don't trigger the critical hit bug.
  388. - A subject in Berserk requires (at least) one extra ATB tick to get a
  389. turn (more at the beginning of a battle), as their ATB resets after one
  390. tick for some reason.
  391. - A subject in Berserk can't be inflicted with another status ailment
  392. (besides Stop)(and not because of the priority system). Esuna doesn't
  393. remove Berserk, but Dispel does.
  394. - Petrification generally happens in three or four stages, with few enemies
  395. being able to petrify you instantly. Once a character is inflicted with
  396. the first stage, a timer (20 + Tairyoku) starts counting down until it
  397. advances to stage 3 and then stage 4 (incapacitation). Being hit by a
  398. petrification attack again will advance the condition to the next stage
  399. (resetting the timer in the process), including stage 2, which is skipped
  400. otherwise.
  401. - Due to a programming error, the first character's Sekika timer will
  402. freeze if another character's stage 3 timer expires.
  403. - When inflicting Petrification s1/2 with a physical attack (which only
  404. the Break Blade can do legitimately), the game erroneously uses the ATB
  405. formula for Stun/Sleep, thus making higher level enemies *more* vulnerable
  406. to Gradual Petrification, not less (at least until the overflow).
  407. - Reflect doesn't affect Quake, Meteo, Summons, or spells that have
  408. already been bounced off of an opposing party's Reflect.
  409. - While Dispel can remove Reflect, you have to bounce it off another
  410. Reflect to get it through. Dispel doesn't affect bosses, though.
  411. - Dispel is supposed to remove Stop, but it only works on the enemy. If
  412. you use it on a PC, the character's ATB is unfrozen, but the character
  413. is never cleared for command input unless the character is killed and
  414. revived or Stop is inflicted again, and you actually let the timer expire.
  415. - Casting Stop on enemies with Stun or Sleep will prevent the enemy from
  416. properly executing actions once the Stop wears off, possibly resulting
  417. in a soft-lock depending on the action. If it's just Attack, you can
  418. (probably) still finish the battle. Otherwise, you have to reset.
  419. - Casting Stop on characters with Stun or Sleep will prevent those ailments
  420. from expiring, although you can still heal them with Esuna.
  421. - The game also employs a status ailment priority system, where an
  422. existing, higher priority ailment will prevent the subject from being
  423. inflicted with a lower priority ailment. In practice, the whole system
  424. is largely inconsequential, but even so, here's how it works.
  425. - The ailments involved are divided into two classes, with ailments
  426. lower on the list being lower priority. Additionally, physical attacks
  427. place class 2 ailments above class 1, whereas magical and special attacks
  428. place class 1 above class 2.
  429. - Poison is not affected by priority when the attack is magical.
  430. - Petrification s1-3 is not affected by priority when inflicted by
  431. Sekikanirami or Yubisaki.
  432. - Float does *not* prevent other ailments despite being handled in the
  433. same byte as class 2 ailments.
  434.  
  435. Class 1 Class 2
  436. Instant Death Curse
  437. Petrification s4 Stun
  438. Toad Sleep
  439. Mini Confusion
  440. Porky Berserk
  441. Silence Petrification s2
  442. Kurayami Petrification s1
  443. Poison
  444.  
  445.  
  446. - Healing items:
  447. Potion | 96 HP (8x8) Dokukeshi | 40 | Doku
  448. Hi-Potion | 480 HP (8x40) Megusuri | 30 | Kurayami
  449. X-Potion | 1920 HP (8x160) Yamabikosou | 50 | Chinmoku
  450. Ether | 48 MP (8x4) Otome no Kiss | 60 | Kaeru
  451. Ether Dry | 144 MP (8x12) Uchide no Kozuchi| 80 | Kobito
  452. Phoenix no O | Revive w/ 5*Tai HP Diet Food | 100 | Buta
  453. Elixir | 100% HP & MP Juujika | 100 | Noroi
  454. Tent | 1000 HP, 100 MP (all) Kin no Hari | 400 | Sekika
  455. Cottage | 100% HP & MP (all) Bannouyaku | 5000 | all
  456.  
  457. - Magic casting items:
  458. Bomb no Kakera | F, 8x12 \a Unicorn no Tsuno | Heal Slp,Conf,Mahi \a
  459. Bomb no Migiude | F, 8x64 \a Mezamashidokei | Wakeup (all)
  460. Akai Kiba | F,50% cHP\a Bacchus no Sake | Berserk (self)
  461. Nankyoku no Kaze | I, 8x12 \a Hermes no Kutsu | Haste+ (self)
  462. Hokkyoku no Kaze | I, 8x64 \a Kumo no Ito | Slow+ (all)
  463. Shiroi Kiba | I,50% cHP\a Dou no Sunadokei | Stop2 (all)(150 ATB)
  464. Zeus no Ikari | T, 8x12 \a Gin no Sunadokei | Stop3 (all)(300 ATB)
  465. Kamigami no Ikari | T, 8x26 \a Kin no Sunadokei | Stop4 (all)(600 ATB)
  466. Aoi Kiba | T,50% cHP\a Vampire no Kiba | Drain (8x64)
  467. Daichi no Drum | Quake (8x80) Lilith no Kuchizuke Aspil (8x32)
  468. Hoshi no Suna | Comet (8x80) Hikari no Curtain | Reflect (50 ATB)(slf)
  469. Bomb no Tamashii | Jibaku Tsuki no Curtain | Refl (70) + Ph.Immun.
  470. Coeurl no Hige | Death Seijaku no Kane | Silence (all)
  471. Ougi no Sho | Random Summon Scape Doll | Bunshin (self)
  472.  
  473. - Using a healing item outside of battle gives you max power. In battle,
  474. the random variable is applied as normal.
  475. - Just like in the Nes installments, the game returns to the item/magic
  476. menu after healing, so healing multiple times in a row is still kind of
  477. slow.
  478. - The level 1 Cure spell is the most cost-efficient healing spell outside
  479. of battle.
  480. - You can use Tents and Cottages on the overworld and at Save Points,
  481. - Resting at an inn fully heals your party. Some locations also have
  482. recovery points.
  483.  
  484. - There are plenty of tempting rare drops in the game, but unlike in my
  485. other guides, I'd have to recommend that you ignore most of them due to
  486. the terrible odds: about 0,08% for the 4th slot item and 0,9% for the 3rd.
  487. The overall drop rate is 5%. Getting a 3rd slot drop isn't that hard, but
  488. most of the high profile items are slot 4.
  489. - Using fast-forward may or may not help with rare drops. If you're not
  490. getting that slot 4 drop even after several hours, you may need to delay
  491. finishing off the last enemy in order to find the RNG sweet spot.
  492.  
  493. - The game has received extensive reverse engineering attention from
  494. dedicated fans over the years. I consulted some of these people while
  495. working on the guide and I am most grateful that they took the time to
  496. answer my oblivious questions and, thus, help me sort out some of the
  497. technical details.
  498.  
  499.  
  500.  
  501.  
  502. Baron / Mist no Doukutsu
  503. Kaipo / Chika Suimyaku
  504. Damcyan / Antlion Den
  505. Hobbs no Yama / Fabul
  506. Shiren no Yama / Mysidia
  507. Mukashi no Suiro / Baron
  508. Troia / Jiryoku no Doukutsu
  509. Zot no Tou
  510. Dwarf no Shiro / Babil no Tou 1
  511. Eblana no Doukutsu / Babil no Tou 2
  512. Genjuu no Doukutsu
  513. Sylph no Doukutsu
  514. Fuuin no Doukutsu
  515. The Moon
  516. Babil no Kyojin
  517. Genjuushin no Doukutsu
  518. Tsuki no Chika Keikoku
  519.  
  520.  
  521.  
  522.  
  523. ¤~~~~~~¤ Baron Jou ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  524.  
  525. Items: Default (Cecil): Default (Kain):
  526. 480 gil Ankoku no Tsurugi ¤ Spear
  527. Ether Ankoku no Tate ¤ Iron Shield
  528. Tent Ankoku no Kabuto ¤ Iron Helm
  529. PC: Ankoku no Yoroi ¤ Iron Armor
  530. Kain Lv10 Ankoku no Kote ¤ Tetsu no Kote
  531.  
  532. - Once you're in control, you are to head to the top floor of the west
  533. tower. Grab the items first, though, as you won't be able to get back
  534. into the castle for quite a while.
  535. - You'll start off with just one item in your inventory: Bomb no Yubiwa
  536. (Unique, Temp). (¤: Unique)
  537. - Have a look at the settings.
  538.  
  539.  
  540. ¤~~~~~~¤ Baron no Machi ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  541.  
  542. Shop: Items (nc):
  543. Potion 30 gil Megusuri (c) Ether
  544. Phoenix no O 100 gil Tent (c) Otome no Kiss
  545. Kin no Hari 400 gil Kobito no Pan (c) Tent
  546. Otome no Kiss 60 gil Potion Dou no Sunadokei
  547. Megusuri 30 gil Potion Kin no Hari
  548. Dokukeshi 40 gil Potion Phoenix no O
  549. Tent 100 gil Kin no Hari
  550. Gysahl no Yasai 50 gil
  551.  
  552. - You may find some hidden items here and there.
  553. - Nc-items are items obtained on the field through means other than
  554. examining treasure chests.
  555. - I've tagged certain items as 'Unique' or 'Artifact.' Unique items
  556. are, indeed, unique, whereas Artifact items are available in a limited
  557. quantity greater than one. Temp-items will inevitably be lost.
  558. - You'll find a person named Namingway in the training room, who can
  559. change your characters' names (he's even got Latin alphabets). You'll
  560. run into him again in several other places.
  561.  
  562.  
  563. ¤~~~~~~¤ Baron Region ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  564.  
  565. Lost & Found:
  566. Goblin Summon (Goblin \ 4)
  567. Cockatrice Summon (Dive Eagle \ 4)
  568.  
  569. - Maybe level up first before heading to the first dungeon.
  570. - Cecil's special attack Ankoku hits all enemies at 50% ATP but drains
  571. his HP by 1/8 of mHP. It's non-elemental, but it's resisted by Undead
  572. enemies, which cuts the damage down to 25% (1/8 normal damage). There
  573. aren't any Undead enemies around here, though.
  574. - Kain's special attack, Jump, is a long range attack with double the
  575. power of a normal attack. It takes 4 ATB for him to jump and another 4
  576. ATB for him to land the hit. While in the air, he can't be targeted by
  577. actions.
  578. - You can change the character you appear as on the field by hitting R.
  579. This has seemingly no effect on how the game plays, though.
  580. - The Sword Rats will use a powerful counterattack (Hari) whenever
  581. they're hit, so it would be in your best interest to try to kill them
  582. with a single blow (30 HP).
  583. - If you want all the hidden summons, this is a good place to start.
  584. Not to say you have to get them right away. You might get lucky and
  585. get one of the above as you're going through the game. It'll probably
  586. require some farming, though. If you get Cockatrice before Goblin, you
  587. should get Goblin in North Damcyan instead. If you get Goblin first,
  588. you might as well keep going. This is pretty much the best place for
  589. getting Cockatrice (without Alarms, that is). While Goblin is pretty
  590. much worthless, Cockatrice can be somewhat useful.
  591.  
  592. -- Chocobo no Mori --
  593.  
  594. Item (nc): Gysahl no Yasai
  595.  
  596. - Catch a chocobo and you can ride it (no encounters).
  597. - You can't actually ride the White Chocobo, but instead, when you
  598. catch one, you'll recover your MP.
  599. - Then we have the Fat Chocobo, who will come out if you have some
  600. Gysahl Greens to spare. You can use him to store your items, so keep
  601. that in mind if you're too obsessed to let go of your uniques and stuff.
  602. He's got 126 slots.
  603.  
  604.  
  605. ¤~~~~~~¤ Mist no Doukutsu ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  606.  
  607. Items: Boss:
  608. Potion Tent Mist Dragon
  609. Megusuri Potion
  610.  
  611. - The first dungeon is quite short and simple.
  612.  
  613. [Boss]
  614. - 465 HP, 700 Exp, 200 gil
  615. - Try not to attack her in her mist form, otherwise she'll retaliate
  616. with a powerful counterattack (20-30 pod).
  617.  
  618. -- Mist no Mura --
  619.  
  620. - Kain leaves the party here, so better de-equip him, so you can sell
  621. his stuff for some gil. He'll have a completely new set of gear when
  622. he eventually rejoins.
  623. - Characters who temporarily leave the party will gain experience even
  624. in their absence.
  625.  
  626.  
  627. ¤~~~~~~¤ Kaipo ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  628.  
  629. Shop: Item (nc):
  630. Rod 100 gil Ether
  631. Tsue 160 gil PC:
  632. Yumi 220 gil Rydia Lv1
  633. Tetsu no Ya 10 gil Default (Rydia):
  634. Fuku 50 gil Rod
  635. Kawa no Fuku 200 gil Kawa no Boushi
  636. Kawa no Boushi 100 gil Kawa no Fuku
  637. Tetsu no Udewa 100 gil Tetsu no Udewa
  638.  
  639. [Boss: General]
  640. - 221 HP / 27 HP. 869 Exp, 242 gil in total.
  641. - You'll have to go through a fixed encounter (close enough to a boss)
  642. with a General and 3 Baron Heis during the initial event. It's just you
  643. alone, but at least you start off with max HP. I suggest you take out
  644. the General after killing two of the soldiers, as he'll run away if you
  645. kill all three soldiers.
  646.  
  647. - The item shop is carrying the same wares that you found in Baron.
  648. - Rydia starts off with the Chocobo summon (7 MP).
  649. - Mages like Rydia won't be impressing you with their physical attacks.
  650. Magic is their game and it can be very powerful, so long as you have
  651. the MP. How stingy you want to be with magic is up to you. You probably
  652. don't want to end up facing a boss with 0 MP, although there's usually
  653. a save point before a boss. Using the special rod spells allows mages
  654. to deal at least some damage without consuming any MP, although they're
  655. only viable in the earlier parts of the game.
  656. - Mages have low HP and DFP, so keep them in the back row.
  657. - You can use the Rod during battle for a simple special attack (1x28).
  658. - Find Rosa in one of the houses.
  659.  
  660.  
  661. ¤~~~~~~¤ Chika Suimyaku ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  662.  
  663. Items:
  664. Potion Ether Shadow Blade ¤
  665. Otome no Kiss Ice Rod Hades no Kote ¤
  666. Tent 580 gil Hades no Kabuto ¤
  667. Bomb no Kakera Bomb no Kakera Hades no Yoroi ¤
  668. Tetsu no Udewa Potion Hermes no Kutsu #
  669. Ether Dry Hanetsukiboushi
  670. X-Potion Ether Default (Tellah):
  671. Phoenix no O Nankyoku no Kaze Tsue
  672. Potion Dou no Sunadokei Kawa no Fuku
  673.  
  674. TPC: Boss: ¤: Unique
  675. Tellah Lv20 Octomammoth #: Artifact
  676.  
  677. - Tellah is hanging around near the entrance and will join your party
  678. when you talk to him. His initial spells are:
  679. × White: Cura, Esuna, Raise, Telepo, Confuse, Blink
  680. × Black: Fire, Blizzard, Thunder, Stop, Aspil
  681. - Using Tellah's Omoidasu command will make him cast a random spell on
  682. all enemies from a pool of 8 spells: Fire, Blizzard, Thunder, Toad, Death,
  683. Tornado, Bio, and Break. There's a 15% chance of getting one of the first
  684. four, 5% chance of getting one of the latter four, and 20% chance to fail.
  685. The spell will cost the usual amount of MP. Multi-targeting is not possible
  686. with Tornado and Death under normal circumstances.
  687. - You may want to level up Rydia a bit further, though it's not strictly
  688. necessary. I suggest you have Tellah use Black Magic, while Rydia covers
  689. the healing. If you run out of MP, you can either head back to Kaipo to
  690. rest or use a Tent (50 vs 100 gil). A Tent won't revive a dead character,
  691. though. While Tellah has Aspil, enemies early in the game have little MP,
  692. so you'll have to use it frequently. Rydia learns it too, but not until
  693. Lv32. Tellah may not level up here, but even if he does, he's stuck at
  694. 90 MP and doesn't get any new spells from leveling.
  695. × Enemy MP is HP/16, in case you forgot.
  696. - Use Thunder to take out Fly Killers quickly. Keep pressing left to
  697. target all enemies. Once you have the Shadow Blade, Cecil can take them
  698. out in one hit.
  699. - Fang Shells are also weak to Thunder, but Cecil can take them out in
  700. one hit, so I'd save the MP.
  701. - Unless killed by the damage, the Shiipottsu will counter magic by fully
  702. healing itself. They run away after attacking once. If you can't get them
  703. before that, that's fine. It's no big deal. Either way, have Tellah drain
  704. their 7 MP.
  705. - Gigantoads use Toad when alone. They mostly come in groups of three, so
  706. take out one, then wait for one of the remaining ones to attack and take
  707. out that one last. You can one-shot them with Cecil and the Ice Rod. A multi-
  708. target Blizzard isn't quite strong enough to one-shot them consistently.
  709. - Organitoads use Toad as a counter. The Ice Rod isn't guaranteed to one-
  710. shot them (unless you manage to hit them physically).
  711. - This is probably the place where you'll have your first encounter
  712. with undead enemies - Zombies, to be exact. The enemies in the Zombie
  713. family are the only enemies who are straight up immune to an element,
  714. that element being Dark, which is inherent in all of the Dark Knight's
  715. weapons. As a result, a normal attack from these weapons will only deal
  716. 1 pod, barring a(n unlikely) critical hit. You can easily take them out
  717. with two Fire spells, but you could just run away to save MP.
  718. - Healing damages Undead enemies, but revival items and spells will not
  719. instantly kill them. (That wasn't added until FF5.)
  720. - Mini-Magicians counter Attack with Hold and spells with Aspil. Magic
  721. is ineffective anyway, so have Cecil take them out with Ankoku. If you
  722. get hit by Hold, there's no need to panic, as the effect wears off after
  723. a while.
  724. - The enemies in the flan-family really don't care to take damage from
  725. physical attacks. Either use magic of the appropriate element or flee.
  726. - You can use the Ice Rod to cast Blizzard with a power of 2x16 (needs
  727. to be equipped). That'll let Rydia take out some enemies without using
  728. any MP. Even the normal attack is worth using at times, since it's not
  729. only Ice-elemental but also has a quad power modifier against reptiles
  730. (Sahagin, Basilisk, Adamantaimai). It has limited accuracy even in the
  731. front row (where mages generally shouldn't be), but it can still get
  732. some nice results.
  733. - At Lv12, Rydia learns Dejon, which warps you back to the previous area.
  734. Not particularly useful. Telepo is the one that warps you out of a dungeon.
  735. These spells don't work in some places.
  736. - You'll reach a small overworld area after B3. Make sure you save and
  737. use a Tent if you're low on MP. Once you jump down from the waterfall,
  738. you can't return. The boss isn't far.
  739.  
  740. [Boss: Octomammoth]
  741. - 2350 HP, 31 Spd, w:TD, A:H, 1200 Exp, 500 gil
  742. - The boss does nothing but attack.
  743. - Every two hits after the first one, the boss's ATB gets multiplied
  744. by 1,9; 1,8; 1,7; 1,6; 1,5; 1,4; and finally 1,3, as indicated by the
  745. boss's changing sprite. It's the new ATB value that gets multiplied,
  746. not the original one.
  747.  
  748.  
  749. ¤~~~~~~¤ Damcyan Jou ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  750.  
  751. Items: TPC:
  752. Tent Kin no Hari Gilbert Lv5
  753. Crossbow Phoenix no O
  754. Hanetsukiboushi Ether Default (Gilbert):
  755. Ruby no Yubiwa 10× Tetsu no Ya (nc) Yume no Tategoto (Unique)
  756. Potion 10× Seinaru Ya (nc) Hanetsukiboushi
  757. Dokukeshi 10× Seinaru Ya (nc) Shijin no Fuku
  758. Megusuri Ruby no Yubiwa
  759.  
  760. - Tellah will leave the party here (de-equip his items) and be replaced
  761. by Gilbert (aka Edward).
  762. - Cecil and Rydia will lose their critical hits in the Tellah vs Gilbert
  763. event battle (if they still had them). Unfortunate (unless you restore them).
  764. - Gilbert is a character who's more useful when he's supporting the party
  765. by inflicting status ailments rather than directly contributing to dps,
  766. although, for what it's worth, he *does* deal more physical damage than
  767. Rosa or Rydia when no weaknesses are involved.
  768. - He can inflict Sleep (or Confusion) with his normal attack and Sleep/
  769. Confusion/Silence with the Utau command (25% chance each and 25% chance
  770. of failure). His other two abilities are Kusuri and Kakureru. Kusuri
  771. consumes one Potion and heals 15-20 HP to the entire party. Kakureru
  772. hides Gilbert, so he can't attack, but he can't be attacked either. He'll
  773. hide automatically when low on HP.
  774. × Don't forget that Sleep and Stun can only be inflicted during a subject's
  775. regular ATB charge. A sleeping subject will *not* wake up from getting
  776. attacked.
  777. × In the event that Gilbert is morphed into a Toad, using Utau will
  778. inflict Toad. A lot of enemies are immune, though, and even when they're
  779. not, it could easily miss.
  780. - You'll also receive the Hovercraft (Hover Sen), which is able to cross
  781. reefs or something.
  782. - If you need healing, you can use the recovery pots on the third floor.
  783. - If you try to go through the Chika Suimyaku again (through the south
  784. entrance), your party will refuse to jump down from the waterfall.
  785. - You'll find the next dungeon east of the castle. You might want to
  786. return to the Chika Suimyaku to get Gilbert to Lv10 first. Without any
  787. Fire magic, you should just run away from the Zombies.
  788.  
  789.  
  790. ¤~~~~~~¤ Antlion Cave ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  791.  
  792. Items: Party:
  793. Potion Kin no Hari Phoenix Down Lv15-20
  794. Kumo no Ito Nankyoku no Kaze Ether
  795. Tent Lamia no Tategoto Hijouguchi (Artifact) Boss:
  796. Potion Kumo no Ito Sabaku no Hikari Antlion
  797. Potion Dou no Sunadokei (Unique, Temp)(nc)
  798.  
  799. - A couple of reptiles here, too (Basilisk and Adamantaimai). You could
  800. try putting Rydia in the front row, but definitely keep Gil in the back.
  801. - The Lamia no Tategoto inflicts confusion, but Sleep is more useful,
  802. even if it deals more damage.
  803. - The Hijouguchi has the same effect as Telepo.
  804.  
  805. [Boss]
  806. - 1100 HP, 5 Spd, 1500 Exp, 800 gil
  807. - To avoid counters, stick to magic and Ankoku.
  808.  
  809.  
  810. ¤~~~~~~¤ Kaipo ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  811.  
  812. PC: Default (Rosa):
  813. Rosa Lv10 Yumi Kawa no Boushi
  814. 50× Tetsu no Ya Kawa no Fuku
  815. Tetsu no Udewa
  816.  
  817. - Go give the Sabaku no Hikari to Rosa, and she will join the party after
  818. the following event. She won't be hanging out with you for long, though.
  819. - Edward has to beat a fixed encounter on his own, so make sure he's
  820. fully equipped. You only have to land three hits. Damage doesn't matter
  821. (so long as you don't miss). Rosa immediately loses her criticals as a
  822. result of this battle, while Cecil and Rydia will lose them again if you
  823. restored them. Hey, at least Gilbert's still got his criticals.
  824. - Rosa can equip staves, but she should probably stick to bows for now,
  825. as then she can at least deal decent damage to flying enemies.
  826. - Initial spells: Cure, Hold, Libra, Slow, Sight [Saitoro]
  827. - You can inflict Stun with Hold, but it's not something you can afford
  828. to use much. Rosa doesn't get Aspil, so you need to be more mindful of
  829. her MP.
  830. - Rosa has two special Command Abilities: Inori and Nerau. Inori (Pray)
  831. may or may not heal the party for a double digit figure (50% chance), and
  832. Nerau (Aim) is a normal attack with max accuracy.
  833. × Using Aim when Rosa is in slot 1 will cause her accuracy to overflow
  834. (resulting in an accy of 62%), so don't put her there.
  835.  
  836. Lost & Found: Goblin Summon (Goblin \ 4) \\\ North Damcyan ||
  837.  
  838.  
  839. ¤~~~~~~¤ Hobbs no Yama ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  840.  
  841. Items: TPC: Special:
  842. Tent Yang Lv10 Rydia's Fire
  843. Potion
  844. Kin no Hari Default (Yang): Boss:
  845. 960 gil Honoo no Tsume Mother Bomb
  846. 10× Seinaru Ya Kawa no Fuku
  847.  
  848. - After the initial event, Rydia will learn to cast Fire.
  849. - Switch formations, so you can have Rosa, Rydia, and Gilbert all in the
  850. back row.
  851. - The Cockatrice can use Kuchibashi, which causes instant petrification.
  852. However, it's only used when it's the last remaining enemy and it's been
  853. targeted by magic, and even then, you can cancel it and put them back
  854. in their regular attack pattern by using a non-magical attack. If you
  855. confuse them, they'll use Kuchibashi on their allies.
  856. - Gargoyles use Tornado after attacking three times, which leaves the
  857. character with single digit HP.
  858. - Take out Skeletons with two multi-target Fire spells. You might also
  859. run into the Bloody Bone, a stronger skeleton warrior. Magic isn't as
  860. effective on them, but since they come with regular skeletons, it's
  861. still worth using, and you can just finish them off with physicals.
  862. - Spirits spam you with Fire (~30). Try to confuse or silence them with
  863. Sing. All the enemies in the Spirit family will become completely inert
  864. if you hit them with a Blizzard spell. If you multi-target it, only one
  865. will be affected, however. These ones aren't very dangerous, though, so
  866. it's not really worth the MP.
  867. - There are two types of bombs here: the regular Bomb (55 HP) and the
  868. Pain Bomb (111 HP). The bomb family's trademark move is Jibaku, in which
  869. the bomb self-destructs and deals whatever HP they had left as damage.
  870. Both of these two bombs attack twice before using Jibaku, but the Pain
  871. Bombs have higher stats, including enough MDF to make all magic except
  872. Chocobo ineffective. Neither of these drop anything, by the way.
  873. - Yang (or Yan) will join your party as the fifth character when you
  874. encounter the boss. The event battle prior to the boss will rob even
  875. Gilbert of his criticals (and anyone else if you restored them).
  876.  
  877. [Boss]
  878. - (11 000 HP) / 55 HP / 111 HP. (1900 Exp, 1200 gil) / 2418 Exp, 543 gil
  879. - You might be looking at a little trouble here. The boss starts off
  880. looking like a regular bomb, but after taking 1000 pod, it'll reveal
  881. its true form. The boss will no longer attack, but will eventually
  882. explode on you (regardless of any damage you deal), dealing ~90 pod to
  883. your entire party. In the wake of the explosion, she'll leave behind
  884. 3 regular Bombs and 3 Pain Bombs, who will also give you the usual
  885. self-destruct treatment.
  886. - It's technically possible to beat the boss before she blows up, but
  887. it's *very* unlikely when playing legit.
  888.  
  889. - Yang's weapons have 0 ATP, but he uses a different base ATP formula
  890. that compensates for it: 2*(Lv+1) + Str/4.
  891. - Yang has three unique Command Abilities: Tameru, Keri, and Gaman.
  892. × Tameru: Attack with double power and 2x ATB charge time.
  893. × Keri: Attack all enemies. Damage = ((ATPm/2)*ATP)/2) + rnd(0,ATP) -
  894. (ATPm/2) * enemy DFP. 1x ATB charge, 100% accuracy. Sadly, unaffected
  895. by weapon element. If the damage is below 1, it's a miss.
  896. × Gaman: Increases Yang's DFP by 5.
  897.  
  898.  
  899. -- Fabul Region --
  900.  
  901. Lost & Found:
  902. Cockatrice Summon (Cockatrice \ 4)
  903.  
  904. - Plenty of use for Ankoku here.
  905. - One more time: Unless you're madly obsessed (or using fast-forward),
  906. you should just ignore the hidden summons and pretty much all other
  907. rare drops as well. Even then, it's probably best to get Cockatrice in
  908. the Baron region once you have an airship.
  909.  
  910. -- Chocobo no Mori -- (Northeast of Fabul)
  911.  
  912. Item (nc): Gysahl no Yasai
  913.  
  914.  
  915. ¤~~~~~~¤ Fabul ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  916.  
  917. Items:
  918. Zeus no Ikari (nc) Hermes no Kutsu # (nc)
  919. Bomb no Kakera Kumo no Ito
  920. Nankyoku no Kaze Demon Shield ¤ #: Artifact
  921. Potion Ether ¤: Unique
  922. Bacchus no Sake (nc) Deathbringer ¤ (nc)
  923. Tent
  924.  
  925. Shop:
  926. Honoo no Tsume 350 gil Demon Helm 980 gil
  927. Koori no Tsume 450 gil Demon Armor 3000 gil
  928. Ikazuchi no Tsume 550 gil Akuma no Kote 800 gil
  929.  
  930. - You'll want to pick up a Koori no Tsume and Ikazuchi no Tsume, but
  931. you don't have to buy them yet. They're also available in Baron.
  932. - Once you're prepared, go trigger the scene in the throne room. Rosa
  933. and Rydia will ditch the party afterwards (again, you should probably
  934. unequip their gear), leaving you with just Gilbert and Yang. You'll be
  935. fully healed and then fight a number of fixed encounters during the
  936. events that follow. Rydia will lose her criticals again if they were
  937. restored. Rosa won't, as she's already considered MIA when the events
  938. begin. Yang will lose his after the last one (as does Gilbert if you
  939. restored them), which is an event battle against Kain. It ends once
  940. you fall below 25% HP.
  941. - It's technically possible to beat Kain, but he's got 65 000 HP, so
  942. it's not very feasible when playing legit. Even if you beat him, you
  943. gain nothing, and it doesn't change the events in any way.
  944. - After the event battles, you'll get Rydia back for a while, but soon
  945. you'll be left with no one other than Cecil.
  946. - Head to the inn to trigger the next event, during which you'll obtain
  947. the Deathbringer, a weapon that inflicts Instant Death, the only such
  948. weapon in the game.
  949. × While the ID effect only works during the enemy's ATB charge, this is
  950. not likely to be an issue, since pretty much the only enemy you'll be
  951. killing instantly is the Zu, who uses a chain action that's executed
  952. faster than a normal action.
  953. - The ship is waiting for you east of the castle. Once you get on,
  954. you'll be separated from the rest of your party (de-equip everyone
  955. other than Cecil). Gilbert will never return, and Rosa and Rydia will
  956. both stay off the grid for a decent while.
  957.  
  958.  
  959. -- Mysidia Region --
  960.  
  961. Party: Cecil Lv20
  962.  
  963. - Better not wander around too much.
  964.  
  965.  
  966. ¤~~~~~~¤ Mysidia ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  967.  
  968. TPCs: Default (Palom): Default (Porom):
  969. Palom Lv10 Rod Tsue
  970. Porom Lv10 Hanetsukiboushi Hanetsukiboushi
  971. Kawa no Fuku Kawa no Fuku
  972. Tetsu no Udewa Tetsu no Udewa
  973.  
  974. Shop:
  975. Sankakuboushi 700 gil Ice Rod 220 gil
  976. Daichi no Koromo 500 gil Flame Rod 380 gil
  977. Gin no Udewa 650 gil Iyashi no Tsue 480 gil
  978. Hikari no Tate 700 gil Crossbow 700 gil
  979. Hikari no Kabuto 4000 gil Seinaru Ya 20 gil
  980. Knight no Yoroi 8000 gil Hi-Potion 150 gil
  981. Gauntlet 3000 gil Yamabikosou 50 gil
  982. Cottage 500 gil
  983.  
  984. - Head to the temple to trigger the next event. You will then be joined
  985. by the twins, Palom and Porom.
  986. - Porom's initial spells: Cure, Hold, Libra, Slow, Sight
  987. - Palom's initial spells: Fire, Blizzard, Thunder, Sleep, Poison
  988. - Both have two special commands. Porom has Futarigake and Usonaki. Polom
  989. has Futarigake and Tsuyogaru.
  990. - Whoever uses it, Futarigake involves both twins casting a powerful spell
  991. together, either Puchi Flare (75% chance, 10 MP) or Puchi Meteo (25%, 20
  992. MP). It'll use the Chisei stat of the one who chose the command. While
  993. Puchi Flare has a higher base power (120 vs 80), Puchi Meteo usually does
  994. more damage, since the power isn't divided. The casting time is rather
  995. lengthy, at 3x regular ATB, randomly based on either twin's ATB. While the
  996. regular Meteo is Holy-elemental, the twins' version is not. The command
  997. can technically fail, but the odds are only 1/256.
  998. - Usonaki lowers the Status Resistance ($AF) of all enemies by 5.
  999. - Tsuyogaru increases Palom's Chisei by 16.
  1000. - 3 Sankakuboushis, 2 Daichi no Koromos, 4 Gin no Udewas, Hikari no Tate,
  1001. Hikari no Kabuto, Knight no Yoroi, Gauntlet, 2 Flame Rods, Iyashi no Tsue =
  1002. 22 640 gil
  1003. - Better pick up some Hi-Potions (30 sounds good) and at least a few
  1004. Yamabikosous.
  1005. - You can use the Iyashi no Tsue during battle to cast Cure \all (24-36 HP)
  1006. and Flame Rod to cast Fire (3x16). They're not as powerful as the regular
  1007. spells, but at least it's free.
  1008. - Get at least a few levels for the twins. Below, you can see what spells
  1009. they'll learn.
  1010.  
  1011. Palom Porom
  1012.  
  1013. Lv11 | Blizzara, Porky Raise
  1014. Lv12 | Fira Protect
  1015. Lv13 | Thundara Cura
  1016. Lv14 | Stop
  1017. Lv15 | Silence
  1018. Lv16 |
  1019. Lv17 |
  1020. Lv18 | Berserk
  1021. Lv19 | Bio Telepo
  1022. Lv20 | Esuna
  1023. Lv21 |
  1024. Lv22 | Toad
  1025. Lv23 | Quake Blink
  1026. Lv24 |
  1027. Lv25 | Confuse
  1028. Lv26 | Drain
  1029. Lv27 |
  1030. Lv28 |
  1031. Lv29 | Dejon Shell
  1032. Lv30 |
  1033. Lv31 | Mini, Dispel
  1034. Lv32 | Blizzaga
  1035. Lv33 | Firaga Curada
  1036. Lv34 | Thundaga
  1037.  
  1038.  
  1039. -- Chocobo no Mori -- (South of Mt. Ordeals)
  1040.  
  1041. Item (nc): Gysahl no Yasai
  1042.  
  1043.  
  1044. ¤~~~~~~¤ Shiren no Yama ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1045.  
  1046. Items: TPC: Tellah Default
  1047. Potion Default (Tellah 2): (Cecil - Paladin Lv1):
  1048. Potion Tsue Densetsu no Tsurugi
  1049. Ether Daichi no Koromo (Unique, Temp)
  1050. Ether Tetsu no Udewa Fuku
  1051.  
  1052. Special:
  1053. Cecil's Class Change (Paladin) Bosses:
  1054. Tellah's Forgotten Magic Scarmiglione
  1055. (+4× Scarnants)
  1056. Lost & Found: Scarmiglione 2
  1057. Noroi no Yubiwa (Soul, Spirit \ 4) Ankokukishi
  1058. Lilith no Rod (Lilith \ 4)
  1059.  
  1060. - Visit the chocobo forest again if you need to recover your MP.
  1061. - There's a new type of spirit here, Soul, but it has 0 Magic, so it's
  1062. no more a concern than the regular ones.
  1063. - You'll find three members of the zombie family here: Zombie (52 HP),
  1064. Ghoul (222 HP) and Revenant (250 HP). All are virtually immune to
  1065. Cecil's attacks (although that's going to change soon). Fira works
  1066. nicely, although you should start with Cure2 if you get the encounter
  1067. with 7 of them. You can also just run away if you'd rather save your MP.
  1068. - Liliths counter Attack with Hirateuchi, which can inflict Stun, Silence,
  1069. or Curse. Go with Fire.
  1070. - You'll bump into Tellah again in the second area.
  1071. - You'll fight the boss after the save point.
  1072.  
  1073. [Boss]
  1074. - 3500 HP, 8 Spd / 200 HP, 2-5 Spd. 3400 Exp, 2400 gil.
  1075. - The Scarnants have the typical zombie characteristics. A single Fira
  1076. will quickly dispatch them.
  1077. - Scar counters with Thunder (~40) and also uses it once lone. He dies
  1078. when below 1001 HP.
  1079.  
  1080. - Return to heal and save.
  1081.  
  1082. [Boss]
  1083. - 3523 HP, 9 Spd, w:FHA, A:I, 3600 Exp, 2500 gil. Back attack.
  1084. - His only non-counter action is his normal attack, which poisons you.
  1085. If Cecil is poisoned, you won't be able to Berserk him. You can use the
  1086. Tsue to cast Poisona during battle.
  1087. - He's, indeed, considered a flying enemy, so Quake won't work here.
  1088. - Better refrain from using Fire magic as well, as he counters it with a
  1089. gas attack that slows your whole party. Bio works great, if you have it.
  1090.  
  1091. - Return to save. You'll be fully healed after the next event.
  1092. - De-equip Cecil before you approach the monument. He's about to go
  1093. through the Class Change, and, as a result, he'll restart at Level 1
  1094. and lose all his current equipment.
  1095.  
  1096. [Boss]
  1097. - 4520 HP, no xp / gil
  1098. - Do nothing and he'll just die. If you attack him, it'll take longer.
  1099. You'll have to heal yourself in that case. It's possible to beat him
  1100. into submission as well, but it takes a while and you should save your
  1101. Hi-Potions.
  1102.  
  1103. - Since the Paladin is considered a different character, Cecil will
  1104. have the ability to deal critical hits again even if he lost them as
  1105. a Dark Knight. His critical hit rate and power are indeed a bit higher
  1106. now (3\30 vs 2\20).
  1107. - Cecil is now able to learn and use some basic White Magic spells.
  1108. - Cecil's new special ability is Cover (Kabau), which allows him to
  1109. take hits for others. He'll also do it automatically whenever one of
  1110. your characters has low HP (unless he's badly injured himself).
  1111. - Tellah will regain all his forgotten spells. He's still stuck with
  1112. just 90 MP, though.
  1113. × White: Hold, Silence, Protect, Shell, Slow, Haste, Berserk, Reflect,
  1114. Dispel, Libra, Cure, Curada, Curaga, Raise, Minimum, Sight, Levitate
  1115. × Black: Toad, Porky, Dejon, Poison, Fira, Firaga, Blizzara, Blizzaga,
  1116. Thundara, Thundaga, Bio, Tornado, Sleep, Break, Drain, [Meteo]
  1117. - The few spells Tellah does *not* get are: Death, Quake, Flare, and Holy.
  1118.  
  1119. - While Cecil can now damage all Undead enemies (often with increased
  1120. power thanks to the Densetsu's Light element), there are simply too many
  1121. of them here. Continue to rely mainly on Fira as you level up Cecil to
  1122. Lv20 or so. At Lv20, he'll reach a solid hit count of 4.
  1123. - While you'll soon find weapons with higher ATP, the Densetsu no Tsurugi
  1124. may still outperform them thanks to its higher accuracy. It does depend
  1125. on the situation, though. There's a Fire-elemental sword you may want
  1126. to use in one dungeon, and an Ice-elemental one you'll want to use in
  1127. another. There's also a sword that can inflict Sleep, which can be
  1128. fairly useful. Even if you unequip it, you can't actually get rid of
  1129. the Densetsu. You can't even store it.
  1130. - Remember to always use the level 1 Cure spell when healing characters
  1131. with magic outside of combat. It's the most cost-efficient.
  1132.  
  1133. - Return to Mysidia and talk to the elder. After that, you can use the
  1134. teleporter in one of the houses to return to Baron (and Mist).
  1135.  
  1136.  
  1137. ¤~~~~~~¤ Mist no Mura ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1138.  
  1139. Items: Shop:
  1140. Bomb no Kakera (nc) Kin no Kamikazari Muchi 3000 gil
  1141. Bomb no Kakera (nc) Fuku Dancing Dagger 5000 gil
  1142. Bomb no Kakera (nc) Ruby no Yubiwa Shijin no Fuku 70 gil
  1143. Henge no Rod (Unique)
  1144.  
  1145. - The Kin no Kamikazari increases Chisei by 10, and the Henge no Rod
  1146. increases it by 5. Combined, they would boost the Black Magic multiplier
  1147. by 3 or 4. Neither Tellah nor Palom can equip the former, however. For
  1148. now, give it to Porom for the defense. Tellah can use the rod, but he's
  1149. (mostly) better off with the Thunder Rod in the next dungeon.
  1150. - You can use the Henge no Rod during battle to cast Porky with 100%
  1151. accuracy (in stark contrast to the regular spell). Unlike the other two
  1152. polymorph ailments, Porky has no impact on ATP or DFP. On characters,
  1153. Porky is about the same as Silence, but on enemies, the difference is
  1154. far more noticeable. While both of them prevent the use of regular magic,
  1155. Porky also prevents the use of special abilities. The rod will remain
  1156. useful until the end of the game, provided you don't lose it.
  1157. - The Dancing Dagger can be used during battle to perform a magical
  1158. attack with a base power of 8x40. Get at least one for Palom and maybe
  1159. one for Cecil if you didn't level him up that much. Either way, the
  1160. enemies in the next dungeon have MDF ranging from 13 to 22, so the
  1161. special attack will do 144-376 pod. With a 4x50 ATP, Cecil will do
  1162. 188-300 pod on the same enemies with a normal attack.
  1163.  
  1164.  
  1165. ¤~~~~~~¤ Baron ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1166.  
  1167. Items: TPC:
  1168. 2000 gil Yang
  1169. Zeus no Ikari Default (Yang 2):
  1170. Baron no Kagi (Unique, Temp)(nc) Kawa no Fuku
  1171.  
  1172. Shop:
  1173. Thunder Rod 700 gil Honoo no Tsume 350 gil
  1174. Nejirihachimaki 450 gil (Str +5) Koori no Tsume 450 gil
  1175. Kenpougi 4000 gil (Str +3) Ikazuchi no Tsume 550 gil
  1176.  
  1177. - Head to the inn to find Yang. Talk to him, and you'll have to fight
  1178. a couple of knights (280 HP) followed by Yang himself. He's got 62 000
  1179. HP, but the battle ends when you attack him with Cecil after he's used
  1180. two kicks. You can end it by taking his HP to 0 as well, but that's
  1181. hardly ideal. Either way, he re-joins the party. You'll also get the
  1182. Baron Key, which you can use to open the doors to the weapon shop and
  1183. the Mukashi no Suiro.
  1184. × In the Yang fight, he's supposed to use a normal attack on Cecil
  1185. before each kick, but this doesn't happen due to a programming error.
  1186. - Combined, the Hachimaki and Kenpougi will increase the ATP multiplier
  1187. by 1, and ATP by 2. Yang obviously needs these, but Cecil should probably
  1188. stick to the heavy armor, as switching to the kung fu gear would drop his
  1189. DFP by 12.
  1190. - Use the Thunder Rod during battle to cast Thunder with a power of 4x16.
  1191. - In case you forgot, Yang's Keri does damage that equals:
  1192. ((ATPm/2)*ATP)/2) + rnd(0,ATP) - (ATPm/2) * enemy DFP
  1193. - So, if he has an ATP of 7x70, the damage comes out as 105 (210/2) + 0~70.
  1194. - Buy three extra Nejirihachimakis and put them in storage.
  1195.  
  1196.  
  1197. ¤~~~~~~¤ Mukashi no Suiro ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1198.  
  1199. Items:
  1200. 1000 gil Zeus no Ikari Hermes no Kutsu (Artifact)
  1201. Hi-Potion Dou no Sunadokei Ether
  1202. Ether Kumo no Ito Kodai no Tsurugi (Unique)
  1203.  
  1204. - Go with an Ikazuchi-Koori combo for Yang. Equipping two claws of the
  1205. same element won't have any additional effect. When equipped with two
  1206. claws, the accuracy modifiers are combined and divided by two.
  1207. - The Ice Rod *could* be of some use here, if you don't mind hot-swapping
  1208. between that and the Thunder Rod. It won't make a big difference, though.
  1209. - You'll encounter Baron Konoeheis in the last two areas. As you likely
  1210. already noticed, they have nasty counterattacks for both normal attacks
  1211. and magic, Mini and Porky, respectively. Yang should be able to take them
  1212. out with a single hit, if not with a normal attack, then certainly with
  1213. Tameru. If needed, you can heal Porky with the Henge no Rod, although the
  1214. actual spell is only 1 MP, so not a big difference. Using the rod on the
  1215. knights isn't the best idea, since it doesn't stop them from casting Porky.
  1216. It does miss frequently due to the low accuracy, but even so.
  1217. - Don't forget that polymorphing enemies may result in an enemy getting
  1218. switched from front row to back row due to their new, smaller size. This
  1219. happens in the 2x Baron Konoehei encounter, for instance.
  1220. - The Kodai no Tsurugi is weaker and less accurate than the Densetsu no
  1221. Tsurugi. The only thing it has going for it is that it inflicts Curse,
  1222. which just isn't useful enough to compensate for the lower damage.
  1223. - There's a save point at the end.
  1224.  
  1225.  
  1226. ¤~~~~~~¤ Baron Jou ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1227.  
  1228. Items: TPC:
  1229. Ether Hermes no Kutsu Cid Lv20
  1230. Ether Hermes no Kutsu
  1231. Unicorn no Tsuno Hi-Potion Default (Cid):
  1232. Unicorn no Tsuno Hi-Potion Kizuchi
  1233. Phoenix no O Tent Shuujin no Fuku (Artifact)
  1234. Phoenix no O Tent
  1235. Bacchus no Sake Ether Bosses:
  1236. Bacchus no Sake Elixir (nc) Beigan (+ Migiude & Hidariude)
  1237. Ether (nc) Cagnazzo
  1238.  
  1239. [Boss]
  1240. - 4444 HP, 8 Spd, 4800 Exp (+10 for each arm), 3000 gil
  1241. - Beigan will revive the arms if you take out both of them. Destroy only
  1242. one of them (the closer one), then focus on the main target. You should
  1243. probably damage the other arm as well at some point, as once the body
  1244. is gone, the remaining arm(s) will use Jibaku, dealing up to 444 pod.
  1245. - Might not want to use the Dancing Dagger's special here. He casts
  1246. Reflect on himself in response to magic, and while it won't affect the
  1247. special attack, you don't really want him to redirect his Reflects on
  1248. your characters, since that would make it harder to heal, at least with
  1249. magic. I'm sure you have a decent supply of Hi-Potions, but even so.
  1250.  
  1251. - Loot the east side of the castle before heading into the throne room.
  1252. Better go save the game as well.
  1253. - De-equip everything off Palom and Porom.
  1254.  
  1255. [Boss]
  1256. - 5312 HP, 48 MDF, 15 Spd, w:I/T, 5500 Exp, 4000 gil
  1257. - He's weak to Ice normally and weak to Thunder when surrounded by
  1258. water. The water goes away when he's hit with a Thunder spell, which
  1259. also prevents him from using Tsunami and Haste (unless it was queued).
  1260. Tellah's -ga level spells will do ~4000 pod, so you can easily make
  1261. this quick.
  1262. - Tsunami's base damage is 4% of his cHP. It ignores MDF.
  1263. - When below 701 HP after taking a hit, he'll retreat into his shell
  1264. and heal himself for 531 HP. Hitting him while he's hiding in his shell
  1265. won't prompt him to heal again, but once he's out, you can re-trigger it.
  1266.  
  1267. - Palom and Porom will be gone after the following event, and there's
  1268. nothing you can do to get them back (even though the item menu pops
  1269. up when you examine their bodies).
  1270. - On the plus side, Cid will join your party, and you'll also get the
  1271. airship, Enterprise.
  1272. - Cid's unique Command Ability, Shiraberu, is just... Libra... and
  1273. that's it.
  1274. - You can sell the elemental rods now.
  1275.  
  1276.  
  1277. -- Chocobo no Mori -- (on the island northwest of Kaipo)
  1278.  
  1279. Item (nc): Gysahl no Yasai
  1280.  
  1281. -- Chocobo no Mori -- (south of Troia)
  1282.  
  1283. Item (nc): Gysahl no Yasai
  1284.  
  1285.  
  1286. ¤~~~~~~¤ Agart no Mura ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1287.  
  1288. Item (nc): Hokkyoku no Kaze
  1289.  
  1290. Shop:
  1291. Spear 60 gil Iron Helm 150 gil
  1292. Boomerang 3000 gil Iron Shield 100 gil
  1293. Iron Armor 600 gil Tetsu no Kote 130 gil
  1294.  
  1295. - South of Baron.
  1296. - The enemies in the neighborhood might be too much for you to handle.
  1297. The Eblana region has the same encounters. Feel free to try them at some
  1298. point. Maybe get a few levels in the Troia/Mythril region first.
  1299.  
  1300.  
  1301. ¤~~~~~~¤ Mythril no Machi ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1302.  
  1303. Items (nc):
  1304. Mythril no Tsue Mythril Knife 5000 gil
  1305.  
  1306. Shop:
  1307. Mythril Sword 6000 gil Mythril Armor 17 000 gil
  1308. Mythril Knife 3000 gil Mythril Helm 3000 gil
  1309. Mythril no Tsue 4000 gil Mythril Shield 1000 gil
  1310. Mythril Hammer 8000 gil Mythril no Kote 2000 gil
  1311. Uchide no Kozuchi 80 gil
  1312. Diet Food 100 gil
  1313.  
  1314. - South of Fabul / Northeast of Mysidia.
  1315. - Mythril Hammer, 2 Mythril Armors, 2 Mythril Helms, 2 Mythril no Kotes,
  1316. Mythril Shield + a bunch of Kozuchis and Diet Food = ~63 000 gil
  1317. - Upgrading Cecil's armor will only give him an increase of 5 DFP and
  1318. 3 MDF. Maybe pass up on the Mythril Armor. Definitely forget about the
  1319. sword, and sell the knife. Hang on to Cid's default weapon if you're
  1320. planning on fighting enemies in Cave Magnes before the boss (although
  1321. you can buy one in Troia as well).
  1322.  
  1323.  
  1324. ¤~~~~~~¤ Eblana Jou ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1325.  
  1326. Items:
  1327. Hi-Potion Nemuri no Ken *¤ Coeurl no Hige
  1328. Unicorn no Tsuno Bacchus no Sake (nc) Hijouguchi #
  1329. Mezamashidokei Bacchus no Sake (nc) Ether
  1330. Kin no Hari Bomb no Tamashii Hermes no Kutsu # (nc)
  1331. Otome no Kiss 10 000 gil Cottage
  1332. Cottage 10× Kuchifuuji no Ya Blood Lance *¤
  1333. Gin no Sunadokei #
  1334. *: Trap Ether
  1335. #: Artifact Ether
  1336. ¤: Unique Gin no Ringo *
  1337.  
  1338. - This is the abandoned castle on the continent with the huge tower
  1339. sticking out from the giant hole.
  1340. - There are no random encounters here, but the trapped chests feature
  1341. enemies that you won't encounter normally for a good while.
  1342. - One of the chests in the left tower is a monster-in-a-box; you'll
  1343. have to fight a Stale Golem and 4 Skulldiers for the Nemuri no Ken.
  1344. × The skeletons can Curse you, and the Golem can put you to sleep.
  1345. Cecil and Yang can one-shot the skeletons with the appropriate
  1346. elemental weapons. A multi-target Firaga will also dispatch them
  1347. easily, although it would be a better idea to take out the Golem
  1348. with Blizzaga. An instant kill with Break is also an option.
  1349. - The Nemuri no Ken will deal a little less damage than the Densetsu
  1350. no Tsurugi due to its lower accuracy, but it's still worth using at
  1351. times for its Sleepstrike ability.
  1352. - As already explained at the beginning, if a normal attack fails to
  1353. inflict an ailment even though the target isn't immune, it's because
  1354. the hit didn't land during the target's regular ATB charge. Unless the
  1355. enemy is rather slow, you'll need to hit them right after they attack.
  1356. With multiple enemies, it's not that simple, and you may need to take
  1357. queued actions into account.
  1358. - One of the chests in the right tower is also a monster-in-a-box;
  1359. you'll have to fight a Lamia and two Coeurls for the Blood Lance.
  1360. × Careful with those counters. Magic is safe with the Lamia, but
  1361. the Coeurls counter pretty much everything. A multi-target -ga spell
  1362. is likely, but not guaranteed, to take out the cats. If you've just
  1363. saved, you might as well risk it. You can safely hit them with the
  1364. Nemuri no Ken so long as you get the timing right. Lamia is immune to
  1365. both Sleep and Stun, but everything else works, so just take your pick.
  1366. - And, finally, one more trap in the basement; you'll have to fight
  1367. 3 Baasa Ogres for a Gin no Ringo / Silver Apple.
  1368. × These guys hit pretty hard and have 254 MDF, but most ailments are
  1369. still good (all except Porky and Toad). If all else fails, you can
  1370. just use a Dou no Sunadokei.
  1371. - The apples increase max HP (by 50 or 100). You'll find three silver
  1372. ones in the game (barring any rare drops). I'd save them for Rydia.
  1373.  
  1374.  
  1375. ¤~~~~~~¤ Troia (& Mythril) Region ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1376.  
  1377. - Equip the Nemuri no Ken (if you have it) and Flame Claw while in this
  1378. region. It's mostly Hell Needles and Wood Eyes.
  1379. - Hell Needle is the last enemy in the Needlemouse family. Their Hari
  1380. has a base power of 80. Stun them or turn them into pigs to avoid the
  1381. counter. All the other enemies are immune to Porky except for Cait Sith.
  1382. When there are Wood Eyes in the back, you can just use the rod on a
  1383. single target. That's still better than nothing. Or maybe try confusing
  1384. one of the trees.
  1385. - Yang can easily handle the Wood Eyes and Death Beauties, although
  1386. they're generally in the back row. He might still be able to one-shot
  1387. them, nonetheless.
  1388. - Twin Snakes are trivial due to their low HP.
  1389. - And then there's Cait Sith, the first enemy in the Coeurl family.
  1390. Their trademark special attack, Blaster, inflicts either Instant Death
  1391. or Stun, typically the former. I'm sure you'd rather have neither, so
  1392. make sure they're not the last enemy standing (at least not without
  1393. Sleep or Porky), and you can avoid it.
  1394. - Don't hesitate to use those Tents when on the overworld. That's what
  1395. they're there for.
  1396.  
  1397.  
  1398. ¤~~~~~~¤ Agart / Eblana Region ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1399.  
  1400. Lost & Found:
  1401. 10× Medusa no Ya (1-3) / Break Blade (Kurotokage \ 4)
  1402. Bomb no Migiude (Flame Dog \ 3)
  1403.  
  1404. - Like I said, these guys might be a little too much. If you're not feeling
  1405. that ambitious, you don't need to bother.
  1406. - Equip the Ice Claw, and Yang can easily take out Kurotokages and Flame
  1407. Dogs. Flame Dogs have a nasty solo action, but since they're in the front
  1408. row, that's not likely to be an issue.
  1409. - Turn the Moruzu into pigs to prevent them from both healing and fleeing.
  1410. - Try to put the Rudras to sleep with the Nemuri no Ken. If there are
  1411. three chicks, kick 'em.
  1412. - The Medusa Arrows will instantly kill enemies that aren't immune to
  1413. Petrification. It can still fail if you don't hit the enemy during their
  1414. ATB charge.
  1415. - In the unlikely event that you manage to score a Break Blade, you can
  1416. go ahead and just stash it in your storage as a trophy. While it boasts
  1417. a nice ATP figure, the accuracy is just a bit too limited, and the added
  1418. Petrification effect is too slow to be of any significance (requires two
  1419. cycles).
  1420.  
  1421.  
  1422. ¤~~~~~~¤ Troia no Machi ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1423.  
  1424. Items (nc):
  1425. 1000 gil Ether
  1426. Ether Scape Doll (Artifact)
  1427.  
  1428. Shop:
  1429. Great Bow 2000 gil Kizuchi 80 gil
  1430. Honoo no Ya 30 gil Hanetsukiboushi 330 gil
  1431. Koori no Ya 30 gil Ruby no Yubiwa 1000 gil
  1432. Ikazuchi no Ya 30 gil Kai'inshou 10 000 gil
  1433.  
  1434. - The village surrounded by vast forests northwest of Baron.
  1435.  
  1436. -- Troia Jou --
  1437.  
  1438. Items:
  1439. Tent Ether Hisohisou (nc)
  1440. Tent Ether (Unique, Temp)
  1441. Hi-Potion Ruby no Yubiwa Bacchus no Sake (nc)
  1442. Hi-Potion Ruby no Yubiwa
  1443.  
  1444. - Find Gilbert, and you'll obtain the Hisohisou.
  1445. - Once you feel prepared, head north to find the Chocobo forest / village.
  1446.  
  1447. -- Chocobo no Mura --
  1448.  
  1449. Items (nc)
  1450. Gysahl no Yasai Gysahl no Yasai Gysahl no Yasai
  1451.  
  1452. - Since you can't land your airship on forests, you'll need to use one
  1453. of the Black Chocobos found here to reach the cave east.
  1454.  
  1455.  
  1456. ¤~~~~~~¤ Jiryoku no Doukutsu ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1457.  
  1458. Items: Party:
  1459. Hi-Potion Hi-Potion Lv~30
  1460. Unicorn no Tsuno Kumo no Ito
  1461. Ether Dou no Sunadokei #: Artifact
  1462. 2000 gil Yousei no Tsume ¤ ¤: Unique
  1463. Ether Hijouguchi # t: Temp
  1464. Tsuchi no Crystal ¤t (nc)
  1465.  
  1466. Lost & Found: Boss:
  1467. Mindflayer Summon (Mindflayer \ 4) Dark Elf &
  1468. Bacchus no Sake (Ogre \ 1) Dark Dragon
  1469. Kyojin no Kote (Ogre \ 4) (separate phases)
  1470.  
  1471. - You can't use any metallic equipment in this dungeon. The solution,
  1472. of course, is to run away from all battles (or use non-metallic gear).
  1473. - The boss is waiting for you in the crystal room. Make sure you use
  1474. the second Save Point nearby first.
  1475. - You're not getting that Mindflayer summon without Alarms.
  1476.  
  1477. [Boss]
  1478. - 65 000 HP (Elf 1) / 3890 HP, 9 Spd (Elf 2) / 3927 HP, 11 Spd (Dragon), W:H
  1479. - 6000 Exp, 5000 gil
  1480. - Your first battle with him is scripted, and will end in your defeat.
  1481. However, after the scene that follows, you'll not only fully regain
  1482. your health, but will also be able to put your heavy gear back on as
  1483. the magnetic field disappears.
  1484. - He still uses Tornado in the second battle, but it can only hit one
  1485. character. He technically has 23 890 HP in this battle, but he transforms
  1486. after going below 20k.
  1487. - In dragon form, he alternates between a regular physical attack and
  1488. Dark Breath, an attack that deals 25% mHP damage to your whole party.
  1489. Fire-resistant gear could bring it down to 10%, but there's no legitimate
  1490. way to *obtain* any such gear at this point in the game. You'll just have
  1491. to make do.
  1492. - Inflict Slow if needed.
  1493. - In case you want to give him a taste of his own medicine, Tornado works
  1494. on his dragon form.
  1495.  
  1496. - Grab the crystal afterwards.
  1497. - The Densetsu no Tsurugi works well on the enemies here, just as it did
  1498. for the boss.
  1499. - The Yousei no Tsume inflicts Confusion, which isn't bad, but it hardly
  1500. matters when Yang is killing most enemies in one hit. More importantly,
  1501. however, it has a quad power modifier against giants, such as the Ogres.
  1502. It does bring down his base damage a bit, since it has no accuracy bonus,
  1503. but he's probably still able to one-shot the other enemies. It also gives
  1504. him Speed +3. You can store it after this dungeon.
  1505.  
  1506. - Before you trigger the next event in Troia, go stock up on Hi-Potions.
  1507.  
  1508.  
  1509. -- Troia Jou --
  1510.  
  1511. Items:
  1512. Hi-Potion Great Bow Yamabikosou
  1513. Bannouyaku 10× Honoo no Ya Gin no Ringo
  1514. Ether 10× Honoo no Ya Ether Dry
  1515. Ether Dry 10× Ikazuchi no Ya Ether
  1516. Elixir 10× Koori no Ya Bannouyaku
  1517. Yamabikosou 10× Koori no Ya Hi-Potion
  1518.  
  1519. - Go see the women in front of the crystal room. After that, you can go
  1520. loot the stuff in the hidden treasure room. Keep the Great Bow for Rosa.
  1521. - Return to your airship, and you'll soon find yourself in the Tower of Zot.
  1522.  
  1523.  
  1524. ¤~~~~~~¤ Zot no Tou ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1525.  
  1526. Items: Default (Kain 2): PCs:
  1527. Flame Mail Wind Spear ¤ Kain, Rosa
  1528. Flame Sword (trap) Mythril Shield
  1529. Jigoku no Tsume # Mythril Helm Special:
  1530. Flame Shield Mythril Armor Telepo (Rosa)
  1531. Daichi no Hammer Mythril no Kote
  1532. Shisai no Robe Default (Rosa 2): #: Artifact
  1533. Magma no Ishi (nc) ¤t Shuujin no Fuku # ¤: Unique
  1534. t: Temp
  1535. Lost & Found:
  1536. Iyashi no Tsue / Rune no Udewa / Rune no Tsue / Ougi no Sho (Marionator)
  1537. Scape Doll # (Marion)
  1538.  
  1539. Bosses:
  1540. Magus Sisters (Dogu, Magu, Ragu)
  1541. Barbariccia
  1542.  
  1543. - You will no longer have access to this dungeon once you clear the
  1544. events here.
  1545. - You can return to Troia, but you'll automatically return to Zot once
  1546. you board your airship again.
  1547. - The chests look rather different here.
  1548. - The Flame Mail and Flame Shield make the wearer weak to Fire and
  1549. resistant to Ice.
  1550. - Yang should go with a Fire-Ice combo, but you can ditch the Ice later.
  1551. The Hell Turtle is the only enemy resistant to Fire, but they're only
  1552. found on 1F and 2F. Even when an enemy resists the element of one the
  1553. claws, the element they're weak to will take priority.
  1554. - You don't have to fight the flans if you'd rather save the MP. Aspil
  1555. still works well on most of the enemies here. This is, sadly, the last
  1556. dungeon where that's the case. Some enemies have MDF figures that are
  1557. equal to or just a little above Aspil's base power value, so it can
  1558. still work with favorable RNG. Eventually, though, even that won't help.
  1559. - Kick doesn't hit flans, and it's not because they have max DFP. It's
  1560. a very redundant attribute, though, since the damage would still be 0
  1561. even if it did hit them.
  1562. - The second chest you find is a monster-in-a-box; you'll have to fight
  1563. a Flame Dog for the Flame Sword. Switch to that unless you're already
  1564. one-shotting everything with the Nemuri no Ken. That one's also good
  1565. for inflicting Sleep on flans and back row enemies. At least switch to
  1566. the Flame Sword for the bosses.
  1567. - The Jigoku no Tsume inflicts Poison, which is completely insignificant,
  1568. but you should still equip it, since it boosts accuracy and Strength.
  1569. - You can use the Daichi no Hammer during battle to cast Quake, which
  1570. does a fair amount of damage (1x200) to all (non-flying) enemies. Good
  1571. for taking out flans, not that you'll be running into many of those,
  1572. since you're pretty much at the end of the dungeon. The weapon is also
  1573. Fire-elemental.
  1574. - The Shisai no Robe gives you Seishin +5.
  1575. - You'll fight the Magus Sisters immediately after the Save Point on 5F.
  1576.  
  1577. [Boss]
  1578. - 2590 HP (right), 4599 HP (middle), 2591 HP (left), 7 Spd
  1579. - 2500 Exp and 3000 gil each
  1580. - Their 'Delta Attack' is just regular spells reflected off Magu (~200-
  1581. 400 pod). It's not some special attack that wipes you out like in FFX.
  1582. - Magu (the middle one) is able to bring her sisters back to life, so
  1583. take her out first.
  1584. - Aspil works well in case Tellah needs a refill.
  1585.  
  1586. - Return to save and heal. De-equip Tella, as he's going to be leaving
  1587. your party during the next event, whereas Rosa and Kain rejoin.
  1588. - Tellah's duel with Golbez results in Cecil, Yang, and Cid losing their
  1589. criticals.
  1590. - Set Rosa's gear as soon as you gain control. Give her the Daichi no
  1591. Koromo to make her immune to Petrification. Switch to the Shisai no Robe
  1592. after the boss. You can keep Kain in the back row, as he'll only be using
  1593. Jump in the next battle.
  1594.  
  1595. [Boss]
  1596. - 8636 HP, 18 Spd, 9000 Exp, 5500 gil
  1597. - Easily the toughest boss so far. While in her Whirlwind Mode, she uses
  1598. a nasty Tornado + Yubisaki combo. She also gets a functioning Evade (4x45%)
  1599. and is immune to magic during this time, not that you have any, since you
  1600. just lost your sage. You can cancel the mode by using Jump, but you may
  1601. not be able to prevent every Tornado. Quickly use a Hi-Potion to heal the
  1602. character hit by it. With a little luck, Yubisaki won't hit the same
  1603. character multiple times, in which case you can just ignore it. You also
  1604. don't want her to attack any character that was hit by Tornado. She can
  1605. deal up to 440-550 pod with max RNG. A single Hi-Potion might not be
  1606. enough, You can use a second one if you want to be safe, or you can just
  1607. hope for the best and prioritize offense, with Rosa casting Haste instead
  1608. of healing. If you're having too much trouble, it's time to whip out that
  1609. Kumo no Ito.
  1610.  
  1611.  
  1612. -- Agart --
  1613.  
  1614. - Go use the Magma no Ishi on the well. Afterwards, you can fly down the
  1615. hole to reach the Underworld. You won't be able to come back up until
  1616. after the next dungeon. Get some Ice Arrows for Rosa. Hang on to the
  1617. Flame Sword for a little longer.
  1618. - If you got the Blood Lance, don't bother using it. The high ATP is
  1619. offset by the second worst accuracy in the game and a -10 penalty to all
  1620. stats. It also lacks the Anti-Air element, whereas the Drain element is
  1621. resisted by any enemy that absorbs anything.
  1622.  
  1623.  
  1624. ¤~~~~~~¤ Dwarf no Shiro ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1625.  
  1626. Items: Items (nc): Party:
  1627. Hi-Potion 5000 gil Lv~40
  1628. Elixir Gysahl no Yasai
  1629. Ether Gysahl no Yasai PC:
  1630. Kuro'obi Dougi # Gysahl no Yasai Rydia
  1631. Dwarf no Ono Bacchus no Sake
  1632. Power Wrist Bacchus no Sake #: Artifact
  1633. Gin no Sunadokei # Ecchi na Hon ¤ ¤: Unique
  1634. Elixir
  1635. Ether Default (Rydia 2): Bosses:
  1636. Cottage Muchi 3× Calca & 3× Brina
  1637. Cottage Daichi no Koromo (+ Calcabrina)
  1638. Cottage Gin no Udewa Golbez
  1639.  
  1640. Shop:
  1641. Flame Sword 14 000 gil Flame Mail 30 000 gil
  1642. Honoo no Yari 11 000 gil Flame Shield 1250 gil
  1643. Dwarf no Ono 15 000 gil Shisai no Robe 1200 gil
  1644. Kurayami no Ya 40 gil Shisai no Boushi 2000 gil
  1645. Juujika 100 gil Rune no Udewa 2000 gil
  1646. Kobito no Pan 100 gil
  1647. Bannouyaku 5000 gil
  1648.  
  1649. - You can't explore much of the castle initially (can't buy any gear yet),
  1650. but it opens up after the boss.
  1651. - De-equip all the items Cid has. He will no longer be joining you in
  1652. battle once you trigger the scene in the throne room.
  1653. - You're looking at two bosses in a row.
  1654.  
  1655. [Boss]
  1656. - Calca (blue, back): 1369 HP, Brina (red, front): 369 HP, 16-19 Spd,
  1657. 1000 Exp, 500 gil each
  1658. - Calcabrina: 5315 HP, 11 Spd, 12 000 Exp, 5000 gil
  1659. - If dolls of only one type are present, they'll transform into Calcabrina.
  1660. If Calcabrina has less than 101 HP left, it'll split into the six dolls again.
  1661. - While the blue ones have more HP, they don't have boss benefits, so you
  1662. could inflict Mini or Stop.
  1663. - Calcabrina hits *very* hard, almost reaching quad digits in the worst
  1664. case. It can also inflict Confusion and Stun. It also technically has
  1665. nasty counters for elemental spells, but the only way to trigger those
  1666. is by using items.
  1667. |
  1668. [Boss]
  1669. - 4001 HP, 27 Spd, w:FH, 15 000 Exp, 10 000 (+1000) gil
  1670. - Rydia rejoins the party here.
  1671. - He just spams you with Fira, Thundaga, and Bio (~100-300 pod).
  1672. - Reviving the three dead characters might be too much trouble than it's
  1673. worth. You can probably manage with just Cecil and Rydia.
  1674. - Kain should use the Flame Sword (if he's in) while Cecil uses the Densetsu.
  1675. - Technically, he has 23 001 HP, but the battle ends after he falls below
  1676. 19 001.
  1677.  
  1678. - Rydia is no longer able to cast White Magic.
  1679. - New spells: Fira, Blizzara, Thundara.
  1680. - New Summon spells: Dragon, Titan, Shiva, Ramuh, Ifrit.
  1681. - Give Rydia that Kin no Kamikazari you got earlier if you still have it.
  1682. - 2 Shisai no Boushis (Cecil, Rosa), 3 Rune no Udewas (Rosa, Rydia, Yang).
  1683. - The Honoo no Yari would've been useful in Zot, but it's a bit too late
  1684. for that now. You certainly don't want to use it in the next dungeon.
  1685. - The Dwarf no Ono gives you Str&Tai +5 and Mag&Spd -5. Maybe worth giving
  1686. to Kain until he gets that Ice Spear, and it's not far. Note that it's
  1687. actually long range, not that you really want Kain or Cecil in the back
  1688. row, since your more fragile characters would have to take their place
  1689. in the front.
  1690. - Don't forget that equipping a ranged weapon gives that character the
  1691. permanent long range flag. I suppose you could consider it compensation
  1692. for the lost criticals.
  1693. - The Kuro'obi Dougi (Str +5) should go to Yang for now. You can give it
  1694. to Cecil or Kain later if you don't mind the low defense.
  1695. - The Power Wrist gives you Str +5. Worth using despite the low defense.
  1696. The stronger ones aren't *that* much stronger.
  1697.  
  1698. - A hidden path in the pub leads to the Kaihatsushitsu, or the Developers'
  1699. Room. One of the bookshelves there holds the legendary Ecchi na Hon, which
  1700. can be used for excitement (no real effect). Perhaps it features artwork
  1701. of Barbariccia from Final Fantasy Dimensions 2?
  1702. - Use the hidden path in the basement to reach the next dungeon.
  1703.  
  1704.  
  1705. ¤~~~~~~¤ Babil no Tou 1 ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1706.  
  1707. Items:
  1708. 10× Koori no Ya Phoenix no O
  1709. 10× Koori no Ya Killer Bow
  1710. Ether Nankyoku no Kaze
  1711. Green Beret # Ice Shield * #: Artifact
  1712. Koori no Yari * Ice Armor * *: Monster-in-a-box
  1713. Icebrand * Hokkyoku no Kaze
  1714. Neko no Tsume Hi-Potion
  1715. Hi-Potion Ether Dry
  1716. Boss(es):
  1717. Lost & Found: Hakase & Barnaba
  1718. Scape Doll # (Furaudo Puppet) (+ Gattai Mecha)
  1719. Rune no Tsue (Marionator \ 3) Lugeie
  1720.  
  1721. - You will no longer have access to this dungeon after a future story event.
  1722. - You can't use Telepo or Dejon here.
  1723. - When alone, Flame Dogs spam you with Honoo, which deals 20% mHP damage
  1724. (10% with Fire resistance, 40% with weakness) and can hit all characters.
  1725. Once again, you can use Porky (but not Silence) to prevent it, although
  1726. if all three of your fighters are one-shotting them, it's not likely to
  1727. be necessary. As such, it's better to have Rydia use the whip than the
  1728. Henge no Rod, so she can stun enemies (except when they're too fast, like
  1729. the Flame Knight).
  1730. × Characters with decent Magic Evade can easily avoid attacks like Honoo
  1731. when the enemy has 0 Magic.
  1732. - The Rune no Tsue is the one rare drop I have to recommend getting. It's
  1733. only slot 3, so it's *significantly* easier than a slot 4 drop. 1F is the
  1734. best place. Just run away from the other battles. If you have a fast-forward
  1735. option, use it. You can get one in a few hours (IGT).
  1736. - The Rune no Tsue is pretty much the best staff in the game. It's got
  1737. Seishin +10, Silencestrike and Magekiller. There's another staff with
  1738. Sei +15, but by the time you get that, Rosa's Seishin could be so high
  1739. she won't even need those extra 5 points.
  1740. - There are two trapped chests on the second floor (Eyes + Stone Golem
  1741. & Eyes + Chimera) and two more on the fourth (Eyes + Flame Dog & Eyes +
  1742. Naga). The Eyes have 254 MDF.
  1743. - The Neko no Tsume is pretty much Yang's best weapon, with high accuracy,
  1744. Str & Spd +5, and Sleepstrike.
  1745. - You'll start running into Chimeras above 3F. When alone, they spam you
  1746. with Blaze, which deals 25% mHP damage (10% with Ice resistance, 50% with
  1747. weakness) and can hit all characters. They're immune to Porky, Sleep, and
  1748. Stun, and they resist all three main elements, so maybe have one of your
  1749. fighters switch to a non-elemental weapon. You might want to use Jump on
  1750. them when they're in the back row. If Rydia has Cockatrice, you can also
  1751. use that.
  1752. - With two save points and flans only common on two floors (4F and 5F),
  1753. it's unlikely Rydia will need to do any draining.
  1754. - The first Save Point is on the fourth floor.
  1755. - The Ice Armor and Ice Shield make the wearer weak to Ice and resistant
  1756. to Fire.
  1757. - Medusas spam you with Yubisaki until there's only one enemy left. Mainly
  1758. a concern when you get ambushed.
  1759. - On the 6th floor, you can see a chest that you can't reach. Just ignore
  1760. it. (It's the last Hi-Potion you find in the new areas, although if you come
  1761. back here later, it'll still appear to be closed even if you've opened it.)
  1762. - The second Save Point is on the seventh floor. You'll find the boss on
  1763. the floor above.
  1764.  
  1765. [Boss]
  1766. - Hakase: 4936 HP, 11 Spd. Barnaba: 4832 HP, 6x86 ATP, 31 Spd
  1767. - Gattai Mecha: 4518 HP, 9x114 ATP, 31 Spd
  1768. - After their initial blunders, they'll settle into a simple routine,
  1769. where Barnaba merely attacks and Hakase provides support by using
  1770. Chiryou (Esuna) on Barnaba.
  1771. - Try to take them out at the same time. If you take out Hakase first,
  1772. Barnaba will self-destruct using Jibaku. If you take out Barnaba first,
  1773. you'll have to face Gattai Mecha, who attacks twice then self-destructs.
  1774. Getting killed by Jibaku results in the character losing criticals.
  1775. |
  1776. [Boss]
  1777. - 9321 HP, 27 Spd, 10 101 Exp, 4000 gil, Lugeie no Kagi (Unique, Temp)
  1778. - He starts off by poisoning your whole party, but it won't have time to
  1779. take effect, as he regularly uses Chiryou on your whole party. His Sleep
  1780. counter won't be much of an issue for the same reason. The only thing
  1781. you have to worry about is his Laser, which has a 20% cHP base power. If
  1782. you quickly dish out a good amount of damage, it's not going to one-shot
  1783. anyone other than possibly Rydia.
  1784. - Give Yang Lightning Claws for maximum ownage.
  1785.  
  1786. - Use the key on the locked door on the 5th floor. De-equip all of Yang's
  1787. gear (or at least the rare stuff) before going in. Give his Green Beret
  1788. and Kuro'obi Dougi to Cecil or Kain.
  1789. - Once Yang is gone, it's time to leave the tower. Another scene will
  1790. take place, and you'll find yourself on the overworld with no way to
  1791. return underground.
  1792.  
  1793.  
  1794. -- Baron Jou --
  1795.  
  1796. Special: Enterprise upgrade
  1797.  
  1798. - Go talk to Cid's assistants on the east side of the castle. They'll
  1799. proceed to modify your airship, so you can use it to pick up the
  1800. Hovercraft. This allows you to access the cave on the Eblana continent.
  1801. You know, the continent where the Tower of Babil sticks out and where
  1802. you also find the abandoned Eblana castle (which you should check out
  1803. once Edge joins if you ignored it earlier).
  1804.  
  1805.  
  1806. ¤~~~~~~¤ Eblana no Doukutsu ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1807.  
  1808. Items: Party:
  1809. Shuriken Elixir Lv40-45
  1810. Bannouyaku Hi-Potion
  1811. Vampire no Kiba Cottage PC:
  1812. Potion (nc) Hi-Potion Edge Lv25
  1813. Potion (nc) Kumo no Ito
  1814. Ether Gin no Sunadokei # Default (Edge):
  1815. Tent Phoenix no O Kunai
  1816. Hi-Potion Phoenix no O Kunai
  1817. Bomb no Tamashii Kin no Hari Green Beret #
  1818. Shuriken Blood Sword *¤ Kuro'obi Dougi #
  1819. Elixir Ether Dry Mythril no Kote
  1820.  
  1821. Lost & Found: *: Trap
  1822. Kyojin no Kote (Stale Golem) #: Artifact
  1823. ¤: Unique
  1824. Shop:
  1825. Chikara no Tsue 2000 gil Ice Armor 35 000 gil
  1826. Icebrand 26 000 gil Kuro no Robe 10 000 gil
  1827. Koori no Yari 21 000 gil Ice Shield 10 000 gil
  1828. Kunai 4000 gil
  1829. Killer Bow 3000 gil
  1830. Doku Ya 70 gil
  1831.  
  1832. - You should get Edge to join your party as soon as possible and get
  1833. the items afterwards.
  1834. - The Chikara no Tsue does ok damage but also inflicts Berserk, so don't
  1835. use it if it doesn't result in a kill. If you got the Rune Staff, you
  1836. don't need it.
  1837. - The Kyojin no Kote is a relatively common drop (*if* you get a drop),
  1838. but the Stale Golem itself is a rare encounter, so you'll need to use
  1839. Alarms. I suggest you use 10 (once you have them), then reset, so you
  1840. don't lose that many of them. You can't get it from the trapped chest
  1841. encounter.
  1842. - You'll find an underground settlement on the B2 floor.
  1843. - The chest in the save room is a monster-in-a-box; you'll have to fight
  1844. two Stale Golems for the Blood Sword.
  1845. - At the end of the cave (right after the save point), Edge will join
  1846. your party as the fifth and final party member. The event battle here
  1847. will *not* affect your criticals.
  1848. - Edge has three Command Abilities:
  1849. 1. Ninjutsu: Ninjutsu skills are basically spells. You'll start off
  1850. with just one (Katon). Not much use for them.
  1851. 2. Nageru: Nageru allows you to throw ninja stars and some regular
  1852. weapons. The damage is usually pretty good, but keep in mind, everything
  1853. you throw will be lost in the process. The damage equals Edge's Lv *
  1854. ATP (+ 0~98 random). The weapon's element/type modifiers are ignored.
  1855. 3. Nusumu: Nusumu allows you to steal items from enemies. It's the same
  1856. item that's first on their drop list (as in, nothing too impressive).
  1857. You can steal multiple times from the same enemy. The chance of success
  1858. equals 50 + Edge's Lv - enemy SR.
  1859. - Triple digit HP is not going to cut it, so you'll want to spend some
  1860. time leveling up Edge. At Lv40, he'll have about as much HP as Rydia,
  1861. which isn't great, but I guess it'll have to do. Eventually, he'll have
  1862. about as much HP as Rosa. Start off building up here, but maybe move to
  1863. the first level of the tower later, where you can possibly score the Bomb
  1864. summon.
  1865. - Edge can equip Yang's claws, but can't match his ATP. Even so, if you
  1866. find Edge's damage output a bit too underwhelming even after getting a
  1867. bunch of levels, you could try giving him the Neko no Tsume and see if
  1868. it that makes him more useful. He'll get better eventually, though.
  1869. - The three elemental claws can boost Edge's damage output substantially
  1870. when applicable. Fire and Ice have very limited use, but at the very
  1871. least hang on to the Lightning Claw.
  1872. - If you want to give Edge the long range flag (with a Boomerang or the
  1873. Engetsurin), note that the long range weapon has to be equipped either
  1874. in his right hand or as his sole weapon. Again, once the flag is on, it
  1875. stays on, regardless of what the character equips.
  1876.  
  1877.  
  1878. ¤~~~~~~¤ Babil no Tou 2 ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1879.  
  1880. Items: Special:
  1881. Unicorn no Tsuno Ashura Suiton & Raijin (Ninjutsu)
  1882. Gin no Sunadokei 82 000 gil
  1883. Ogre Killer (trap) Hi-Potion Boss:
  1884. Lilith no Kuchizuke Jigoku no Tsume (nc) Rubicante
  1885. Hi-Potion
  1886. Lost & Found:
  1887. Bomb Summon (Remedy Bomb \ 4)
  1888. Rune no Tsue (Sorcerer \ 3)
  1889. Bacchus no Sake/ Nejirihachimaki/ Power Wrist/ Kyojin no Kote (Baasa Ogre)
  1890.  
  1891. - You'll be exploring different areas of the tower than last time, and will
  1892. no longer have access to these areas once you complete the events here.
  1893. - Watch out for those counters (Blaster, Yuuwaku), Cecil and Kain should
  1894. be able to take out Coeurls with a single normal attack. Lamias often
  1895. appear in eggs, so you can get one free hit in, with the next one likely
  1896. resulting in a kill. If Rydia needs a fill up, Lamia eggs are her best bet.
  1897. - Lamias are immune to Mahi and Sleep. Coeurls are immune to Mini and
  1898. Toad. Baasa Ogres have 254 MDF and are immune to Porky and Toad.
  1899. - If Rydia has reached Lv49, she could wipe out whole groups with Break,
  1900. but it does have limited accuracy.
  1901. - If you got the Rune no Tsue, Rosa can do some nice damage to Baasa Ogres.
  1902. - If you think you're up for it, B1 is the best place for scoring the Bomb
  1903. summon, with two common Bomb encounters. Again, just run away from the
  1904. other battles.
  1905. - The chest on B2 is a monster-in-a-box; you'll have to fight 4 Baasa
  1906. Ogres for the Ogre Killer.
  1907. - The Save Point is on the north side of B3.
  1908. - The boss awaits you on B5. Before you get to fight him, you'll have
  1909. to go through an event battle with Eblana Ou and Eblana Ouhi. You don't
  1910. have to do anything in that one, though, as the battle ends on its own
  1911. Edge learns Suiton and Raijin during the scene that follows.
  1912.  
  1913. [Boss]
  1914. - 34 000 HP, 38 Spd, W/A:I, 18 000 Exp, 7000 gil
  1915. - Ruby's kind enough to fully heal you right before the battle begins.
  1916. - He'll counter regular attacks with Fira (~70 pod to all), so just hold
  1917. back if you need time to heal. His most dangerous attack is Kaenryuu
  1918. (~2000 pod, F), which he uses at a slow pace, but even if it kills someone,
  1919. you have plenty of time to revive them. You don't even necessarily have to
  1920. revive them yourself. For some reason, Ruby will revive any dead characters
  1921. if you cast Fire magic on him (using a Bomb Fragment works too, but Ifrit
  1922. doesn't).
  1923. - He'll absorb Ice-elemental magic when he's blocking with his cape. If
  1924. you're not sure Rydia can get the spell in before he puts it up, use
  1925. Blizzara instead of Blizzaga. Even if it gets absorbed, it'll only heal
  1926. him for at most ~1k. Same goes for Suiton.
  1927. - Using a summon will prompt him to cast Blizzara on himself (1000+ pod).
  1928. Blizzaga still does more damage than Shiva (9999 vs 6000). If Rydia hasn't
  1929. learned Blizzaga yet (Lv39), just go with either Shiva or Blizzara (4000).
  1930. - For some reason, the cape, indeed, only affects Ice magic. Ice-elemental
  1931. weapons will still deal considerable damage regardless.
  1932.  
  1933. - The door behind Ruby leads you to the Crystal Room, but you won't be
  1934. able to take more than a few steps here before a trap floor sends you
  1935. falling down a bunch of floors. This isn't one of the areas you've
  1936. previously explored, though. Just keep going, and you'll soon obtain
  1937. the second airship, the Falcon.
  1938. - Mother Lamias don't counter normal attacks with Yuuwaku.
  1939. - Check the north door on 7F for a buggy, hidden item. There are four
  1940. more of these in the upcoming dungeons.
  1941.  
  1942.  
  1943. -- Dwarf no Shiro --
  1944.  
  1945. Item (nc): Special:
  1946. Luca no Kubikazari (Unique, Temp) Falcon upgrade
  1947.  
  1948. - Initially, the Falcon is unable to fly across lava, but you can quickly
  1949. take care of that by visiting Cid in the Dwarven Castle.
  1950. - You'll also need the Luca no Kubikazari in order to enter the Sealed Cave.
  1951.  
  1952. -- Babil no Tou --
  1953.  
  1954. Theft: Alarm (Eyes)
  1955.  
  1956. - If you're crazy enough to go for those slot 4 drops, you'll want to
  1957. hoard up on Alarms by returning to the Tower of Babel (through the main
  1958. entrance) and stealing them from the Eyes. These can help you with many
  1959. different drops, so, hypothetically, if you were going for everything,
  1960. you'd need at least 300 of them or something. If all you really want to
  1961. do is score a Kyojin no Kote or two, you don't really need more than 20.
  1962. If you're really going for hundreds of them, kill off some of your party
  1963. members to speed things up.
  1964. - Keep in mind, once you complete the Fuuin no Doukutsu, you will
  1965. never be able to enter the tower again, and there are no (practical)
  1966. alternate sources.
  1967. - When used, the Alarm item will trigger an encounter with the last set
  1968. of enemies in the area.
  1969.  
  1970. -- Kajiya no Kukuro no Ie --
  1971.  
  1972. Items:
  1973. Bannouyaku (nc) Soma no Shizuku (nc)
  1974. Hi-Potion (nc) 1000 gil
  1975.  
  1976. - In the southeast corner of the Underworld.
  1977. - The Soma no Shizuku increases a character's mMP by 10. You'll find
  1978. two of these in the game (barring any rare drops).
  1979. - The chest is quite well hidden. Check the walls *very* thoroughly.
  1980.  
  1981.  
  1982. ¤~~~~~~¤ Tomera ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  1983.  
  1984. Items:
  1985. Zeus no Ikari Kaijuuzukan (nc)
  1986. Nankyoku no Kaze (nc) Ether Dry
  1987. Bomb no Kakera 2000 gil
  1988.  
  1989. Shop:
  1990. Ashura 7000 gil Diamond Armor [Daiya] 40 000 gil
  1991. Chain Whip 6000 gil Diamond no Kabuto 10 000 gil
  1992. Ogre Killer 45 000 gil Diamond no Kote 5000 gil
  1993. Kuchifuuji no Ya 100 gil Diamond no Udewa 4000 gil
  1994. Diamond Shield 15 000 gil
  1995. Kin no Kamikazari 20 000 gil
  1996.  
  1997. - A town in the southern region of the Underworld.
  1998. - Chain Whip, Daiya Armor, Daiya no Kote = 51k.
  1999. - I'd stick to the old Str-boosting gear (Power Wrist, Green Beret,
  2000. Kuro'obi Dougi), but the choice is yours. Grab a Kin no Kamikazari for
  2001. Rydia if you missed it back in Mist. No need to buy another Kotetsu if
  2002. you just get the gear in the Fuuin no Doukutsu. It's on the first two
  2003. levels (check the second and last doors from right to left along the
  2004. north wall on B2). Don't finish the dungeon yet, though, unless you're
  2005. passing up on the optional dungeons.
  2006. - The Kaijuuzukan casts Libra when used and also works on bosses unlike
  2007. the regular spell.
  2008.  
  2009. -- Underworld 2 --
  2010.  
  2011. Lost & Found:
  2012. Daichi no Drum (Undergrounder \ 3)
  2013.  
  2014. -- Underworld 3 --
  2015.  
  2016. Theft:
  2017. Ether (Gloom Wing)
  2018. Kumo no Ito (Araune)
  2019.  
  2020. - On the southern part of the Sylvan region, you'll find some enemies
  2021. you can't encounter anywhere else.
  2022. - For whatever reason, the victory music doesn't fade out as quickly
  2023. here as it normally does. It can easily fool you into thinking you got
  2024. an item drop even though you didn't.
  2025.  
  2026. - You now have access to three new dungeons: Fuuin no Doukutsu, Sylph
  2027. no Doukutsu, and Genjuu no Doukutsu. Only the first one is mandatory,
  2028. but the others are (also) filled with nice magic items, so check them
  2029. out too once you feel like you're up for the task.
  2030.  
  2031.  
  2032. ¤~~~~~~¤ Genjuu no Doukutsu ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  2033.  
  2034. Items:
  2035. Phoenix no O Kikuichimonji ¤ Kaijuuzukan
  2036. Ether Phoenix no O Nezumi no Shippo ¤t
  2037. Hi-Potion Kaijuuzukan Kaijuuzukan
  2038. Hi-Potion Defender (trap) ¤ Kaijuuzukan
  2039. Cottage Ether 10× Yoichi no Ya
  2040. Hi-Potion 6000 gil Yoichi no Yumi ¤
  2041. Poison Axe 5000 gil Ether Dry
  2042. Elixir
  2043.  
  2044. Lost & Found: ¤: Unique
  2045. Rune no Tsue (Shoukanshi \ 3)
  2046. Daichi no Drum (Arukenii \ 3)
  2047. Kamigami no Ikari / Kin no Sunadokei / Kin no Kamikazari / Kin no Ringo
  2048. (Rairyuu)
  2049.  
  2050. Special: Bosses: Theft:
  2051. Asura Summon Asura Kumo no Ito (Arukenii)
  2052. Leviathan Summon Leviathan
  2053.  
  2054. Shop:
  2055. Kotetsu 11 000 gil Hikari no Robe 30 000 gil
  2056. Dengekimuchi 10 000 gil Aegis no Tate 20 000 gil
  2057. Yousei no Rod 5000 gil Tenshi no Ya 110 gil
  2058. Hadou no Tsue 7000 gil
  2059.  
  2060. - On an "island" west of the Dwarf Castle.
  2061. - Cast Levitate on your party to avoid getting damaged by the floor
  2062. (50 points a step). You'll need to cast it again whenever you move to
  2063. another area.
  2064. - Most of the enemies have 33-36 Speed, so inflicting ailments with
  2065. normal attacks can be difficult.
  2066. - The Sataknights and Satan Juniors are fairly tough, but they have no
  2067. ailment immunities. The Juniors counter any damage with Confuse, but,
  2068. once again, inflicting Porky will easily prevent that. If you don't
  2069. have the Henge no Rod, use Toad instead. Their SR is a bit too high to
  2070. make Mahi/Nemuri all that useful.
  2071. - Bloody Reds try to confuse you as their third action. You can confuse
  2072. them or petrify them.
  2073. - Aspil works ok on Arukeniis (18 MDF). Steal some Spider Web while
  2074. you're at it. Inflict Porky to save time.
  2075. - Aspil works best on Belfegors (12 MDF), but using magic on them puts
  2076. them in Tornado Mode, and you can't easily cancel it, so you better
  2077. finish them off quickly afterwards or inflict Chinmoku or Toad.
  2078. - The Rairyuus only spam you with Inazuma, which does 50% max HP damage
  2079. with no Thunder resistance. Use Tornado if you have it (Lv51). Getting
  2080. back attacked by two of them could get ugly, but at least it's unlikely,
  2081. seeing as they're the least common enemies here. If things aren't looking
  2082. too good, don't hesitate to flee.
  2083. - The last chest on the B3 floor is a monster-in-a-box; you'll have
  2084. to fight 5 Sataknights for the Defender. Give this one to Kain if you
  2085. already got the Hikari no Tsurugi.
  2086. - After passing through the cave, you'll find the Genjuu no Machi.
  2087. - There's a hidden teleporter on the B4 floor that takes you to the
  2088. Yoichi no Yumi. There's another hidden teleporter in this room that
  2089. takes you back to the world map. Try not to use it on accident.
  2090. - Dengekimuchi, 2 Hikari no Robes, 2 Aegis Shields = 110k.
  2091. × Get a Hadou no Tsue (Will +10) if you didn't get the Rune no Tsue.
  2092. - There's a free Yousei no Rod (Chisei +10) in the Sylph Cave, but if
  2093. you really can't wait, it's only 5 grand.
  2094. - There's a Save Point in one of the houses on the B5 floor. Use it
  2095. before challenging the bosses.
  2096. - On the bottom floor of the library, you'll find two human NPCs who
  2097. are actually Asura and Leviathan. Defeat them to obtain their summons.
  2098.  
  2099. [Boss]
  2100. - 31 005 HP, 86 Spd, 20 000 Exp
  2101. - She casts Protect (DFP +5), Raise (no effect) and Curada (2000-3000
  2102. HP) while relying entirely on counterattacks to deal damage. Bring her
  2103. speed down by using a Kumo no Ito or by casting Slow twice, then hit
  2104. her with Reflect. Rydia can still use Quake and summons, though. You
  2105. can also Berserk your fighters. Even if she's able to keep boosting her
  2106. DFP with Protect, it shouldn't affect your physical damage output much.
  2107. - Keep in mind, Reflect wears off after a while, but Slow makes it last
  2108. longer.
  2109. - You can get her to cast a spell on loop if you just attack her once
  2110. during the casting time of the spell or after the spell (but before she
  2111. starts casting the next spell).
  2112.  
  2113. - Better go heal up before taking on the other one.
  2114.  
  2115. [Boss]
  2116. - 50 001 HP, 53 Spd, w:T, 28 000 Exp
  2117. - Ootsunami does 25% mHP damage to all. He'll use Blizzara once or twice
  2118. between each of those.
  2119. - Might want to use Slow (and Berserk) again.
  2120.  
  2121.  
  2122. ¤~~~~~~¤ Sylph no Doukutsu ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  2123.  
  2124. Items:
  2125. 10× Tenshi no Ya Hijouguchi # 1000 gil
  2126. Kaijuuzukan Otome no Kiss Cottage
  2127. Hi-Potion Otome no Kiss 10× Honoo no Ya
  2128. Otome no Kiss Ether 10× Koori no Ya
  2129. Yousei no Rod Akai Kiba * 10× Ikazuchi no Ya
  2130. Bomb no Tamashii Shiroi Kiba * Ether
  2131. 3000 gil Aoi Kiba * Hi-Potion
  2132. Bannouyaku Engetsurin ¤* Mage Masher ¤*
  2133. 2000 gil Avenger * Elixir
  2134. Kaijuuzukan 10× Medusa no Ya * Neko no Tsume
  2135. Elfin Bow ¤ Jigoku no Tsume #
  2136.  
  2137. Lost & Found:
  2138. Ribbon (Toady Witch \ 4) #: Artifact
  2139. Noroi no Yubiwa (Dream Evil \ 4) ¤: Unique
  2140. Theft: *: Monster-in-a-box
  2141. Bannouyaku (Malboro)
  2142.  
  2143. - A cave in the northwest part of the Underworld.
  2144. - This one's not as linear as the Genjuu no Doukutsu. The path splits
  2145. when you take the first stairs down. The northern path leads to the six
  2146. trapped chests, whereas the southern path leads to the Sylphs' home. At
  2147. the end of both paths is a warp that takes you back out.
  2148. - There's quite a bit of stuff here, so watch your inventory space.
  2149. - Malboros always start off with Kusai Iki (Toad, Mini, Porky, Silence,
  2150. Darkness, Confuse), and they'll use it again after a few other attacks.
  2151. Fortunately, it only affects a single character and it misses if the
  2152. character is immune to even one of those ailments. You can use gear like
  2153. the Rune no Udewa (Rosa, Rydia, Edge), Nejirihachimaki (any), or Ruby no
  2154. Yubiwa (any).
  2155. - As for dispatching them, Toad works when there are no other enemies
  2156. present. Typically the case on B1 and B3. On B2 and B4, they're usually
  2157. tagging with Mamons or Mamons and Dream Evils. If it's just Mamons, you
  2158. could try your luck with Break. When there are both Mamons and Dream
  2159. Evils, there's only one Malboro, so you can just use a single target
  2160. Toad. Stun only puts them on hold for 13 ATB, but it's still something.
  2161. Rydia won't be stunning anyone when she's using the Henge no Rod, but,
  2162. like I said, you could equip Edge with the Neko no Tsume.
  2163. - Mamons are only immune to Porky, Mini, and Toad.
  2164. - Dream Evils are immune to Stun, Sleep, and Break. Just go with Quake.
  2165. Or maybe try your luck with Toad if no Mamons are present (mainly on B1
  2166. and B3).
  2167. - The Toad squad is in no way dangerous, just annoying. Once you take
  2168. out the Witch, the toads will do nothing. You can prevent her from
  2169. commanding the toads by inflicting Toad. Aspil works well on the Witch.
  2170. - The six chests the teleporter leads you to are all trapped. You'll
  2171. want to be extra cautious with number 5.
  2172.  
  2173. 1: Akai Kiba | 6× Evil Dreams
  2174. 2. Shiroi Kiba | 6× Evil Dreams
  2175. 3. Aoi Kiba | 6× Evil Dreams 123
  2176. 4. Engetsurin | 2× Mamons, 2× Malboros 456
  2177. 5. Avenger | 4× Malboros
  2178. 6. 10× Medusa no Ya | 2× Andagurandas
  2179.  
  2180. - The Avenger is a Holy-elemental, two-handed sword with Auto-Berserk.
  2181. Might want to use it on the boss in the Sealed Cave.
  2182. - There's one more monster-in-a-box closer to the Sylphs' place, in a
  2183. little room only accessible through a hidden passage; you'll have to
  2184. fight a Toady Witch and 6 Toady Toads for the Mage Masher.
  2185.  
  2186.  
  2187. ¤~~~~~~¤ Fuuin no Doukutsu ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  2188.  
  2189. Party: Boss:
  2190. Lv45-55 Demon Wall ¤: Unique
  2191. t: Temp
  2192. Items:
  2193. Kotetsu Hikari no Tsurugi ¤ Hi-Potion
  2194. Ether Fuuma Shuriken Phoenix no O
  2195. Kaijuuzukan Elixir Seijaku no Kane
  2196. Hi-Potion Hikari no Curtain Ether Dry
  2197. Ether Kotetsu X-Potion
  2198. Hikari no Curtain Kurozukin ¤ Ankoku no Tsurugi (nc)
  2199. Phoenix no O Ether Yami no Crystal ¤t (nc)
  2200.  
  2201. - This is the cave near Tomera. Use Luca's Necklace to gain access.
  2202. - You'll have to fight a number of fixed encounters with some Assault
  2203. Doors here. They use a nasty attack called 9th Dimension that instantly
  2204. kills the target, and they can also transform into another monster (a
  2205. Chimera Brain or a Yellow Dragon) when their HP gets low. Many of them
  2206. only lead to empty rooms, but the Experience is quite good. There are
  2207. 15 of them in total, but only 3 of them are completely mandatory.
  2208. - Miss Vampires use Hitomi (Konran) as their 4th action unless they're
  2209. the only type of enemy left.
  2210. - Chimera Brains use Blaze as their first of three actions. Petrification
  2211. is the only ailment worth hitting them with.
  2212. - The first Save Point is on B2, behind the fifth door.
  2213. - When you first reach B3, you'll be in a little room with two chests.
  2214. The exit is south, but it might be a little hard to notice.
  2215. - There are no encounters below B3.
  2216. - The second Save Point is on B4. You'll encounter the boss on B5 after
  2217. grabbing the Crystal.
  2218. - Check the stairway leading to B5 to find another unintentional hidden
  2219. item. You can also check one of the ropes nearby to fight 6 Dream Evils.
  2220.  
  2221. [Boss]
  2222. - 28 000 HP, 86 Spd, 23 000 Exp, 8000 gil
  2223. - You have very little time until he gets close and starts instantly
  2224. killing your characters with Crushdown. If all else fails, you can
  2225. level up to Lv55, at which point you can utterly destroy him with Holy
  2226. and Flare. I myself build up at the Sylvan Cave. Better have something
  2227. playing in the background while grinding. May I suggest 2D streamers
  2228. from Japan?
  2229. - Cecil needs an Agility of 35 to push the boss from 1 ATB to 2. The
  2230. only piece of gear that can boost his Agi is the Kurozukin (+3).
  2231. - In the unlikely event that you've managed to score a Ribbon, you can
  2232. equip that to make a character immune to Instant Death.
  2233.  
  2234. - De-equip Kain right before you reach the entrance, as he'll leave the
  2235. party again.
  2236.  
  2237.  
  2238. -- Dwarf no Shiro --
  2239.  
  2240. Special: Falcon upgrade 2
  2241.  
  2242. - Go see the king. After the scenes that follow, you'll be able to use
  2243. the Falcon to return to the Overworld. Once the path is open again, you
  2244. can use it with either airship.
  2245. - Note that, while you can already give Kukuro the Adamantite, he won't
  2246. be done until you get the Whale.
  2247. - If you don't have an Ikazuchi no Tsume, pick one up either in Baron
  2248. or Fabul. Edge should use that in the next dungeon.
  2249.  
  2250. -- Mysidia --
  2251.  
  2252. - After the scene here, you'll have the, er... Whale (Madousen). Inside
  2253. the Whale, you can rest and access the Fat Chocobo without using any
  2254. greens. Examine the crystal to fly to the Moon and back. To simply fly
  2255. around, examine the thing north of the crystal. The Whale is slower than
  2256. the airships, though, and you can't take it to the Underworld.
  2257.  
  2258. -- Adaman Tou no Doukutsu --
  2259.  
  2260. Item (nc): Adamantite (Artifact, Temp)
  2261.  
  2262. - Trade the Nezumi no Shippo for a chunk of Adamantite.
  2263. - This place is on a little island near Mythril no Mura. You'll have
  2264. to use the Hovercraft in order to reach it.
  2265.  
  2266. -- Kajiya no Kukuro no Ie --
  2267.  
  2268. Item (nc): Excalibur (Unique)
  2269.  
  2270. - Kukuro will use the Adamantite to upgrade the Densetsu no Tsurugi
  2271. to the Excalibur.
  2272.  
  2273. - The Odin summon is also now available (in Baron). Feel free to pick
  2274. that up if you think you're up for it.
  2275.  
  2276.  
  2277. -- Fabul --
  2278.  
  2279. Items (nc): Special:
  2280. Ai no Frypan (Unique, Temp) Sylph Summon
  2281. Houchou (Unique)
  2282.  
  2283. - This little side quest has a very limited time window, so it's now
  2284. or never. The quest involves running back and forth between Yang in
  2285. the Sylph no Doukutsu and his wife in Fabul. Like so:
  2286. 1. Find Yang in the Sylph Cave and talk to the fairies. Perhaps you
  2287. already did. If not, take the southern stairs on B2. Cast Levitate
  2288. to avoid floor damage.
  2289. 2. Talk to Yang's wife in Fabul to receive the Ai no Frypan.
  2290. 3. Use the pan on Yang and receive the Sylph summon.
  2291. 4. Give the pan back to Yang's wife to receive the Houchou.
  2292. - The Houchou is a weapon to be thrown by Edge and it deals fairly
  2293. substantial damage. Better save it for a special occasion.
  2294. - Even if you miss this quest, you can still get the Sylph summon later.
  2295. - Trophy note: Getting the Houchou is *not* required for any Trophy.
  2296.  
  2297.  
  2298. -- Moon Surface --
  2299.  
  2300. Lost & Found:
  2301. Bomb Summon (Remedy Bomb, Dark Grenade \ 4)
  2302. Theft:
  2303. Ether (Black Pudding, Lunavirus)
  2304.  
  2305. - There are only 3 locations here: The Crystal Palace, Genjuushin no
  2306. Doukutsu (in the donut-shaped valley), and another place that doesn't
  2307. have a real name.
  2308. - Try hitting Dark Grenades with Thunder.
  2309.  
  2310. -- Lunar Settlement --
  2311.  
  2312. Shop:
  2313. Ether 10 000 gil
  2314. Ether Dry 50 000 gil
  2315. Elixir 100 000 gil
  2316. Kaijuuzukan 980 gil
  2317. Gysahl no Fue 20 000 gil
  2318.  
  2319. - South of the Crystal Palace is a cave inhabited by a bunch of Hummingways.
  2320. - The Gysahl no Fue is a consumable that lets you access the Fat Chocobo
  2321. on the field.
  2322.  
  2323. -- Tsuki no Chika no Tsuuro --
  2324.  
  2325. Items:
  2326. Kin no Ringo (trap) Hoshi no Suna Tsuki no Curtain
  2327.  
  2328. - In order to reach the Crystal Palace, you'll have to go through two
  2329. small caves. The first one is just a little west of the palace. You'll
  2330. have to go through these caves every time you want to leave or enter
  2331. the final dungeon.
  2332. - The first chest you find is a monster-in-a-box; you'll have to fight
  2333. 2 Prokaryotes and 2 Eukaryotes for a Kin no Ringo. This one increases
  2334. a character's max HP by 100. There's another one in the final dungeon
  2335.  
  2336.  
  2337. ¤~~~~~~¤ Tsuki no Tami no Yakata ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  2338.  
  2339. Item (nc): TPC: Default (FuSoYa):
  2340. 280 gil FuSoYa Lv50 Hadou no Tsue Hikari no Robe
  2341. Shisai no Boushi Diamond no Udewa
  2342.  
  2343. - You'll be joined by FuSoYa, who will accompany you for the next dungeon.
  2344. × FuSoYa has no critical hits natively.
  2345. × Using FuSoYa's unique Command Ability, Seishinha, puts him in a trance
  2346. for 10 turns, during which time your party regenerates 10 HP every 6 ATB.
  2347. Don't bother using it unless you specifically *want* him to become idle
  2348. for the rest of the battle.
  2349. - Check the door leading to the crystal room for some gil. You can also
  2350. check the healing panel for a "monster-in-a-box" (2x Majinhei, no item).
  2351. × These Majinheis use a completely different AI script than the normal
  2352. ones. They just spam Sekika Nirami.
  2353. - Once you return to the Blue Planet, you'll automatically end up inside
  2354. the Giant of Babil, and you're stuck there until you're finished. Grab
  2355. the Defender from storage as well as some Lightning Arrows (Ikazuchi),
  2356. if you have any. Lightning weapons deal quad damage to machines (and
  2357. not because of the element), and all the normal enemies in the next
  2358. dungeon are machines.
  2359.  
  2360.  
  2361. ¤~~~~~~¤ Babil no Kyojin ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  2362.  
  2363. Items: PC: Bosses:
  2364. Shuriken Kain Shitennou
  2365. Hi-Potion (Scarmiglione,
  2366. Ether Default (Kain 3): Rubicante,
  2367. 10× Yoichi no Ya Gungnir ¤ Cagnazzo,
  2368. Alarm Genji no Tate # Barbariccia)
  2369. Gin no Ringo Genji no Kabuto # Seigyo System
  2370. Soma no Shizuku Genji no Yoroi # (+ Geigeki System &
  2371. Elixir (trap) Genji no Kote # Bouei System)
  2372.  
  2373. Theft:
  2374. Alarm (Searcher) #: Artifact
  2375. 10× Ikazuchi no Ya (Kikaihei) ¤: Unique
  2376.  
  2377. - You will no longer have access to this dungeon once you complete the
  2378. events here.
  2379. - You can't drain MP from any of the enemies here, but there's a save
  2380. point at the end, right before the bosses.
  2381. - This is your last chance to hoard up on Alarms.
  2382. - You can use a single target Thunder spell to cause Kikaihous and Kikaiheis
  2383. to malfunction and start attacking their allies.
  2384. - Stun works very well on Tekkiheis thanks to the overflow (if it hits).
  2385. Status ailments won't help you with any of the other enemies here.
  2386. - Use Tornado on Kyojinheis and Kikairyuus, or at least the latter. The
  2387. Kyojinheis take good damage from Lightning weapons, so it might not be
  2388. needed for those. The dragon is the only enemy here who isn't a machine-
  2389. type, despite both their name and appearance.
  2390. - The last chest you find is a monster-in-a-box; you'll have to fight the
  2391. Last Arm (9500 HP) for an Elixir. You may want to save before this one,
  2392. as it might permanently lock you into battle by constantly inflicting a
  2393. massive 150 ATB Stop with Denjiba. If below 1001 HP, it'll self-destruct.
  2394.  
  2395. [Boss: Shitennou] FITHA Attacks of note
  2396. - Scar: 20 000 HP WAAAA -
  2397. - Ruby: 29 000 HP AWAAA Firaga, Kaenryuu
  2398. - Cag: 20 000 HP AAWAA Ootsunami (25% mHP \all)
  2399. - Barb: 30 000 HP Ww Maelstrom (single digit HP \all)
  2400. - 99 Spd, 62 500 Exp, 10 000 gil
  2401. - You'll be fully healed before the battle.
  2402. - You'll be fighting each of the Four Elements again in a single battle,
  2403. one at a time. They're technically split into two pairs, where each pair
  2404. is combined into one enemy, with their HP pool being shared and the boss's
  2405. appearance and elemental attributes being altered on the fly. Once below a
  2406. certain HP threshold, Scar is changed into Ruby and Cag is changed into Barb.
  2407. - The first of each pair has to spend an actual turn to set their resistances.
  2408. This action will remain part of the boss's action loop, even though it
  2409. becomes redundant after the first time.
  2410. - For whatever reason, the Holy spell deals normal damage to an Undead
  2411. enemy even if it's supposed to absorb Holy, Scar 2 being the only enemy
  2412. with such a combination. Holy-elemental weapons will still be resisted,
  2413. though. Eg. the Defender will deal about 1 grand more damage than the
  2414. Excalibur. The Flame Sword and Icebrand would substantially outperform
  2415. even that against the first two bosses respectively, but it really doesn't
  2416. have to be that precise. Elemental spells and jutsu will get the job done
  2417. easily.
  2418. - All of these fights are simpler than when you first fought them. Ie. Ruby
  2419. doesn't use his cape, etc.
  2420. - Scar only deals damage with normal attacks, but the damage can be pretty
  2421. high (1000 pod), and the bosses are very fast. Cecil likely doesn't have
  2422. the 40 Speed that's required to push them to 2 ATB (not unless he's Lv65+),
  2423. but that's fine. At least Slow will carry over from the first of a pair to
  2424. the other.
  2425. - If you finish off the first of a pair when their action was queued, the
  2426. boss that follows will perform that action instead.
  2427. - Barbariccia uses Maelstrom as her fifth and last action in her AI loop.
  2428. Try to be ready for it.
  2429.  
  2430. - Return to save.
  2431. - FuSoYa will leave the party after the next boss. If he's still using his
  2432. default gear, you can just keep it on, since it's stuff you can just buy.
  2433.  
  2434. [Boss: Seigyo System] Action
  2435. - Seigyo: 30 000 HP, 38 Spd Reflect (self)
  2436. - Geigeki: 3000 HP 31 Spd Touka Laser: 10% mHP dmg \all
  2437. - Bouei: 3000 HP, 111 Spd Kaifuku: Heal 10% mHP (main orb)
  2438. - 50 000 Exp, 10 333 gil
  2439. - If you take out both of the small orbs, the big orb will kill a couple
  2440. of your characters with Buttai 199, and then simply revive them (the orbs,
  2441. not your characters).
  2442.  
  2443. - Your party will consist of the five main characters for the rest of
  2444. the game.
  2445.  
  2446.  
  2447. -- Kajiya no Kukuro no Ie --
  2448.  
  2449. Shop:
  2450. Shuriken 20 000 gil
  2451. Fuuma Shuriken 50 000 gil
  2452. Yoichi no Ya 140 gil
  2453.  
  2454. - A new shop is available.
  2455.  
  2456.  
  2457. -- Baron Jou --
  2458.  
  2459. Special: Boss:
  2460. Odin Summon Odin
  2461.  
  2462. - Now that you've been to the land of the summon monsters, you can fight
  2463. Odin in the Baron Castle. Just head to the basement from the east tower.
  2464.  
  2465. [Boss]
  2466. - 20 001 HP, 53 Spd, W:T, 18 000 Exp
  2467. - He'll attack 3-1 times, then use Zantetsuken, which will pretty much
  2468. annihilate you (3000-6000 pod to all). Do try to take him out before that
  2469. happens. Start off with a Kumo no Ito, then dish out as much dps as you
  2470. can. Holy and Flare should bring it home, once again.
  2471. - A trickier alternative would involve avoiding the first two Zans with
  2472. Jump and then using a Thunder-casting item when he's preparing for the
  2473. third Zantetsuken, which will result in an instant kill.
  2474.  
  2475. - You can store the Ikazuchi no Tsume (and other claws) at this point.
  2476. They've served you well. A couple of them could still be of use when
  2477. farming certain rare drops.
  2478.  
  2479.  
  2480. ¤~~~~~~¤ Genjuushin no Doukutsu ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  2481.  
  2482. Lost & Found: Items:
  2483. Soma no Shizuku / Ribbon (Ankokumadoushi \ 3/4) Genji no Kote #
  2484. Artemis no Yumi (Tsuki no Megami \ 4) Genji no Tate #
  2485. Rune Axe (Majinhei \ 4) Genji no Yoroi #
  2486. Genji no Kabuto #
  2487.  
  2488. Theft: Special: Boss:
  2489. 10× Artemis no Ya (Tsuki no Megami) Bahamut Summon Bahamut
  2490.  
  2491. - Ankokumadoushis use Tornado when alone (with an Attack/Tornado loop).
  2492. - If all enemies are Tsuki no Megamis, they'll throw some hits at you
  2493. before using their special attack, Houyou, which will fully heal the
  2494. target while at the same time causing full Petrifaction. After that,
  2495. they'll run away.
  2496. - Ankokumadoushis are only immune to Toad, and Tsuki no Megamis are only
  2497. immune to Porky and Toad. Both are very vulnerable to Mahi thanks to the
  2498. overflow, although it can be difficult to hit them during their ATB charge.
  2499. Safer to just have Rydia use the Henge no Rod on the mages.
  2500. - You can steal Artemis Arrows from the Megamis. They're the strongest
  2501. arrows by far and have quad power against dragons. Rosa should stick to
  2502. a staff, though, to boost her Cure magic.
  2503. - Use Tornado on Majinheis and Skull Dragons. If there are two Majinheis,
  2504. you might want to beat up the other one to save MP. In the unlikely event
  2505. that you have Cockatrice, use that on Skull Dragons instead.
  2506. - Before you can reach Bahamut, you'll have to take care of three fixed
  2507. Behemoth encounters, easily predicted when you're forced on a single
  2508. tile wide path. They rely almost entirely on counterattacks to deal
  2509. damage, and you're going to have to eat quite a few of those. Instant
  2510. ownage stuff doesn't work, since they have the boss flag, and offensive
  2511. magic potency is limited thanks to their 254 MDF. Use only the strongest
  2512. attacks and cast Blink to avoid damage. If Rydia has Bomb, she should
  2513. use that to save MP. Don't use Holy-elemental magic (Holy, Meteo) or
  2514. they'll retaliate with Maelstrom, leaving your whole party with single
  2515. digit HP. These guys won't respawn, so you can safely warp out to save
  2516. and recover your health whenever needed.
  2517. - Unfortunately, there's no save point here. It's not a long dungeon,
  2518. though.
  2519. - Assuming you've already got Asura and Leviathan, you can fight Bahamut
  2520. for his summon.
  2521.  
  2522. [Boss]
  2523. - 45 001 HP, 86 Spd, 35 000 Exp
  2524. - Bahamut will count down from 5 and then unleash Mega Flare, which
  2525. deals fairly massive damage, anywhere between 1000-6000 pod. You can
  2526. Reflect it, but you don't have enough time to cast it on everyone.
  2527.  
  2528.  
  2529. Items (nc): Ougi no Sho, Ougi no Sho \\\ Genjuu no Doukutsu ||
  2530.  
  2531. - If you got Bahamut, you can now find three new hidden items by checking
  2532. the bookshelves in the shops in the Summon Monster town and the bookshelf
  2533. at the Sylphs' place.
  2534.  
  2535. Item (nc): Ougi no Sho \\\ Sylph no Doukutsu ||
  2536.  
  2537. - Trophy note: If you didn't get the 100% hidden items Trophy, you're
  2538. probably missing one or both of the two elusive chocobo forests: one on
  2539. the island northwest of Kaipo, the other south of Troia.
  2540.  
  2541.  
  2542.  
  2543. ¤~~~~~~¤ Tsuki no Chika Keikoku ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
  2544.  
  2545. Items: Party:
  2546. B1 | Kuroshouzoku ¤* B5 | Shiro no Robe ¤ Lv60-70
  2547. B2b| Kenja no Tsue ¤* B5 | Crystal Helm ¤*
  2548. B2a| Firebute ¤ B5 | Akai Kiba
  2549. B2a| Dragon Shield ¤ B6 | 10× Artemis no Ya
  2550. B3 | Dragon Helm ¤ B6 | Cottage
  2551. B3 | Dragon Mail ¤ B6 | Fuuma Shuriken
  2552. B3 | Dragon no Kote B6 | Minerva Bisuche *
  2553. B4 | 10× Artemis no Ya B6 | Kin no Ringo ¤: Unique
  2554. B4 | Elixir B5b| Mamori no Yubiwa * *: Trap
  2555. B4 | Shiroi Kiba B7 | Ribbon
  2556. B4 | X-Potion B7 | Ribbon
  2557. B4 | Hoshikuzu no Rod ¤* B8 | Fuuma Shuriken
  2558. B5 | Crystal no Tate ¤* B9 | Elixir
  2559. B5 | Mamori no Yubiwa B9 | Gysahl no Fue
  2560. B5 | Crystal Mail ¤* B10| Fuuma Shuriken
  2561. B5 | Crystal no Kote ¤* B10| Fuuma Shuriken
  2562.  
  2563. Monster-in-a-box: Items (nc):
  2564. Kuroshouzoku | 2x Majinhei Rod
  2565. Kenja no Tsue | 2x Ankokuma., 2x TsukiMegami 150 gil
  2566. Hoshikuzu no Rod | Behemoth Murasame ¤
  2567. Crystal no Tate | Blue Dragon, Red Dragon Masamune ¤
  2568. Crystal Mail | Behemoth Holy Lance ¤
  2569. Crystal no Kote | 2x Red Dragon Ragnarök ¤
  2570. Crystal Helm | Saurus Zombie, Ankokuma. Crystal ¤t
  2571. Minerva Bisuche | Ankokuma., 3x TsukiMegami
  2572. Mamori no Yubiwa | Behemoth
  2573.  
  2574. Lost & Found: Bosses:
  2575. Ankokumadoushi | Ribbon (4) Hakuryuu
  2576. Tsuki no Megami | Artemis no Yumi (4) Dark Bahamut
  2577. Majinhei | Rune Axe (4) Plague
  2578. Ahriman | Mamori no Yubiwa (4) 2× Lunasaurus
  2579. Blue Dragon | Ryuu no Hige (3) Tidaliathan
  2580. Red Dragon | Hiryuu no Yari (3) Zeromus
  2581. Red Dragon | Crystal Ring (4)
  2582. Behemoth | Chikaradasuki (3)
  2583. Face | Glass no Mask (4)
  2584. Purin Princess | Pink no Shippo (4)
  2585.  
  2586.  
  2587. - You'll likely run out of space here unless you use a Gysahl Flute. You
  2588. can use the one you find near the end.
  2589. - There are two Save Points: one on B5 and another on B7. The one on B5
  2590. isn't near the main path, though.
  2591. - Throughout the caves, you'll find some pedestals holding some of the
  2592. most powerful equipment in the game (mostly weapons). They're all guarded
  2593. by powerful bosses, so before examining them, make sure you've recently
  2594. saved somewhere, so you won't lose too much progress should you die. While
  2595. they're all optional, if you can't handle them, you probably can't handle
  2596. the final boss either.
  2597. - On the first levels, you'll find the same enemies as in Bahamut's Lair.
  2598. It's not until about halfway through that you start seeing some new faces.
  2599. - You'll no doubt notice the change in scenery once you descend below B7.
  2600. During these last levels, you'll encounter the nastiest, most powerful
  2601. enemies in the game. You also won't be able to use Telepo beyond this point.
  2602.  
  2603. - Use Stop or Tornado on Kinryuus. Their Inazuma deals 50% mHP damage (10%
  2604. with Thunder resistance), and they counter all attacks with Makitsuki (Mahi).
  2605. - Saurus Zombies inflict Mahi with their normal attacks. If Cecil gets
  2606. stunned, you might want to use Tornado or Cockatrice.
  2607. - Blue Dragons are nothing to worry about, although they do resist all
  2608. elements, so Cecil and Kain will only deal 50% damage.
  2609. - Red Dragons have similar stats as Blue Dragons, but only resist Fire.
  2610. When alone, they use Nessen (~1000 pod to all, F).
  2611. - Ahrimans will spam you with Shi no Senkoku to inflict Doom / Death
  2612. Sentence on you. An all-out attack will hopefully take them out before
  2613. anyone falls. Flare/Holy would help, but it's a pretty common encounter
  2614. (on B5 and B6), so you might want to save your MP.
  2615. - Casting Thunder magic on a Li'l Murder is not a very good idea. This
  2616. is the only enemy around here that you can drain MP from. Then again,
  2617. the places where they're common are close to the save points.
  2618. - The little room on the B5 level where you find the Akai Kiba is the
  2619. so called 'Pink Puff Room.' It's the room quite close to the path that
  2620. takes you to B6. This is the only place in the game where you can
  2621. encounter the Purin Princess aka Pink Puff. If you have a huge load of
  2622. Alarms, you could try to get a Pink Tail, which you could trade for an
  2623. Adaman Armor with the tail collector. If you don't have enough Alarms,
  2624. you can forget the whole thing. It's too late to get more of them, and
  2625. without them, you can only rarely encounter these guys. Even if you do
  2626. manage to obtain the armor, I would advise against using it due to the
  2627. permanent elemental weakness that comes with it.
  2628. - Either way, the Puffs come in groups of 5 and have 20 000 HP. They're
  2629. kind of annoying to deal with because of how they Berserk your characters.
  2630. × Trophy note: Since the Ribbon now blocks Berserk, you can easily use
  2631. Bahamut while farming.
  2632. - You should already be familiar with the Behemoths. They'll counterattack
  2633. constantly, so choose your attacks wisely. Don't use magic besides Blink
  2634. and maybe Bomb. If it's too much of a pain, just run.
  2635. - Face will Reflect both parties (which makes healing rather difficult)
  2636. and then start throwing some nice little spells like Holy and Flare at
  2637. you (~2000). If you just spam Attack with all characters, you might take
  2638. them out before they even pull off that first Holy.
  2639. - Zemus Breath is surprisingly harmless, as he thinks it's a good idea
  2640. to spam you with Libra. Mindblast can stun you, but tends to miss. Even
  2641. when it misses, it still causes Bleed. They take a while to beat down,
  2642. since they have high HP and 254 MDF.
  2643. - In stark contrast, hanging out with Zemus Mind is nothing short of
  2644. unpleasant. After attacking you a couple of times, he'll cast a Confuse
  2645. spell that affects your entire party. Run like a bitch.
  2646. - Breath and Mind are the only enemies in the final area.
  2647.  
  2648. - The hidden path on B1 leads to a dead end with the first optional boss,
  2649. Hakuryuu. At least grab the two items on the way even if you're not taking
  2650. on the boss yet.
  2651. - The B2 floor would probably be the best place to try to get your
  2652. Artemis Bow (if you're patient enough). It's not really something Rosa
  2653. should be using, though, since it has -10 Mag.
  2654. - Check the stairs leading down on B3 for a hidden item (toss it).
  2655. - There's one last hidden item (150 gil) in the first doorway on B5.
  2656. - The Dragoon gear and Mamori no Yubiwas grant resistance to all three
  2657. primary elements (Fire, Ice, and Thunder). Spread those around and you
  2658. can have four of your five characters resist the three main elements.
  2659. - The path splits on B6. The hidden path takes you to a dead end with a
  2660. save point and one of the optional bosses (Dark Bahamut). If you need to
  2661. heal up, it's faster to get to the other save point by taking the main
  2662. path on B6.
  2663. - The Minerva Bisuche increases Strength, Vitality and Speed, but lowers
  2664. Magic (+/-15). Again, not recommended.
  2665.  
  2666. [Boss: Hakuryuu]
  2667. - 32 700 HP, 43-46 Spd, A:FIT, 55 000 Exp + Murasame
  2668. - You can't really use the Attack command, since it'll get countered
  2669. with Slow. That means Cecil and Edge will just have to idle about and
  2670. maybe throw some Hi-Potions (Edge could throw stuff at the boss, but
  2671. it's hardly necessary). Flare and Jump is the way to go. The boss's
  2672. attack cycle has him attack 5 times then use Maelstrom. You can use
  2673. Holy once at the beginning, but then you need to get ready to heal.
  2674. - The Murasame increases Str, Tai, and Sei by 5 and decreases the other
  2675. two by 5.
  2676.  
  2677. [Boss: Dark Bahamut]
  2678. - 60 000 HP, 80 Spd, 64 000 Exp + Ragnarök
  2679. - He starts off with Mega Flare right off the bat, and it definitely
  2680. hurts (~3000). However, so long as you refrain from using Summons,
  2681. that'll be the only one you'll see.
  2682. - After breaking the ice, he'll just spam reflected Flares (~1200) and
  2683. occasionally heal 6000 HP. Hardly anything to worry about.
  2684.  
  2685. - Two more bosses on B7, right next to the second and final Save Point.
  2686.  
  2687. [Boss: Plague]
  2688. - 33 333 HP, 29-32 Spd, w:A, 31 108 Exp, 550 gil + Holy Lance
  2689. - Another easy one. He'll inflict Death Sentence on your whole party,
  2690. and then it's just a race against time to finish the battle before the
  2691. reaper claims you. Even if you run out of time, you can squeeze in a
  2692. Phoenix Down as your characters are falling, so it's very much possible
  2693. to survive it.
  2694.  
  2695. [Boss: 2× Lunasaurus]
  2696. - 23 000 HP, 254 MDF, 86 Spd, w:F, 59 000 Exp
  2697. - Using the Attack command will prompt them to enter 'Bio mode,' where
  2698. they Reflect themselves and start throwing reflected Bios at you (~2000).
  2699. Once one of them is down, the remaining one can't do anything other than
  2700. counter with Honoo (or Kaifuku if you use a Summon).
  2701. - If you already got the Ragnarök, Cecil can hit them for max damage.
  2702. Berserk may not help, since then Cecil will target either one in random.
  2703. The Crystal Mail also just makes him immune to Berserk.
  2704. - You might want to do some preparations before you put them in Bio mode
  2705. (if you do that at all). Their regular script is Attack, Honoo, Attack x4,
  2706. Kusai Iki (all). Again, a character will evade Kusai Iki completely if
  2707. they're immune to even *one* of the ailments (Toad, Mini, Porky, Silence,
  2708. Darkness, Confuse), You can use gear like the Crystal Mail, Shiro no Robe,
  2709. Rune no Udewa, Ruby no Yubiwa, and Nejirihachimaki.
  2710. - If you Shell them, the Reflect will fail, and they'll try to cast Bio
  2711. at each other in vain.
  2712.  
  2713. - The last pedestal is on B8.
  2714.  
  2715. [Boss: Tidaliathan (Taidariasan)]
  2716. - 50 000 HP, 38 Spd, 61 000 Exp + Masamune
  2717. - His loop is: double Ootsunami (50% mHP), Attack x3, Ootsunami (25% mHP),
  2718. Attack x2. Magic is countered with Blaze (25% mHP, Ice).
  2719.  
  2720. - Once you've gotten all the items, return to save and prepare for the
  2721. final boss. If you don't mind the hike, you could leave the dungeon to
  2722. spend some of the money you've made. If you'd like to level up, try to
  2723. score some rare drop(s) at the same time, so you can potentially take
  2724. out two stones with one bird. The Exp requirement per level caps at Lv70,
  2725. from which point on, each level is 160-200k Exp depending on the character.
  2726. Lv99 requires a total of 8-10 million Exp.
  2727. - After Lv70, a character will receive one of eight possible stat gain
  2728. sets per level, some of which actually reduce stats. If you're feeling
  2729. obsessive, these are the best ones:
  2730. Lv70
  2731. Str Spd Tai Chi Sei Str Spd Tai Chi Sei
  2732. Cecil | 2 | 2 | 2 | - | 2 | | 85 | 41 | 70 | 36 | 41 |
  2733. Kain | 3 | 3 | - | - | 3 | | 73 | 48 | 63 | 12 | 39 |
  2734. | 2 | - | 2 | 2 | 2 |
  2735. Edge | 2 | - | 2 | - | - | | 59 | 54 | 47 | 34 | 25 |
  2736. | - | 3 | - | 3 | - |
  2737. Rydia | 3 | 3 | - | 3 | 3 | | 36 | 33 | 34 | 63 | 54 |
  2738. | 2 | - | 2 | 2 | 2 |
  2739. Rosa | 1 | 1 | 1 | 1 | 1 | | 48 | 32 | 42 | 22 | 71 |
  2740.  
  2741. - De-equip anything that might lower Rosa's and Rydia's Magic (Artemis
  2742. Bow, Minerva Bisuche) and equip stuff to boost it instead (Kenja no Tsue,
  2743. Hoshikuzu no Rod, Shiro no Robe, Kin no Kamikazari (Rydia)). If Cecil has
  2744. 41 Speed (Lv70+), he can replace the Kurozukin with the Crystal Helm. You
  2745. can also replace it if the Kurozukin isn't enough to boost him to 41 Speed.
  2746. - You'll be fully healed for the final battle.
  2747. - There are three event battles before the real battle begins. The first
  2748. two have FuSoYa and Golbez fighting Zemus. The third one ends when you
  2749. use the Crystal with Cecil.
  2750. × The characters in slots 1, 2, and 3 will lose their criticals as a
  2751. result of the first two event battles (unless you lock the values).
  2752.  
  2753. [Boss: Zeromus]
  2754. - 49 500 + 65 498 HP, 101 Spd
  2755. - He starts off in an invincible state, but removes it right away as his
  2756. first action (not noticeable when playing legit). As such, if you use a
  2757. Kumo no Ito too quickly, it'll miss. It'll only take a few seconds at
  2758. lowest battle speed. Just wait until the music ramps up.
  2759. - He mostly relies on Big Bang (~2000), which comes with visual effects
  2760. I don't think you should look at. He'll always shake on the previous turn.
  2761. - Black Hole will negate support magic, so you can forget about Haste.
  2762. You can (and should) still slow Zeromus, though. It doesn't affect that.
  2763. - You'll want to avoid those Flare counters (~2000), so only have Rydia
  2764. summon outside of Beta phase (ie. before the first Big Bang and after his
  2765. full HP recovery).
  2766. - He changes his Magic stat for every attack (as seen in the enemy list).
  2767. If you trigger a counterattack while he's charging for an attack, you
  2768. can end up powering up or powering down the attack being charged. Eg. a
  2769. Flare counter will cut Big Bang's damage by half.
  2770. - He'll fully recover his HP once when he falls below 16 001 HP (can be
  2771. avoided with reflected magic). His subsequent attack pattern includes
  2772. Flare as a normal attack. His final attack pattern, when below 12 001 HP,
  2773. consists only of a low power Meteo (~1000) that can easily miss some of
  2774. your characters.
  2775. - His Bio is a lot more powerful in the 2023 version (~1200 pod), so Rydia
  2776. should just use Flare instead of Bahamut.
  2777. - Trophy note: If the final boss is the last enemy added to your bestiary,
  2778. you won't trigger the Trophy until you've gone through the ending and
  2779. saved a clear data file. (Loading that file just puts you outside the
  2780. final dungeon. It's not a New Game+ thing.)
  2781.  
  2782.  
  2783.  
  2784.  
  2785.  
  2786. End of file.
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