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Final Fantasy IV WT (J)

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