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- Final Fantasy IV
- Platform: Snes / SFC
- Released:
- 19.07.1991 (J)
- 23.11.1991 (NA)
- Based on: NTSC-U/C-version (SNS-F4-USA)
- - I would recommend against playing the North American version because
- of all the changes that were made. It's your call, though.
- - You can pause the game during battle. This will stop the play time counter
- from running.
- - You have 46 slots for items in your inventory. The items you buy and
- de-equip are not automatically stacked. Dropped items and items found in
- containers are. Move items on top of each other to stack them.
- - Throughout the game, you'll see a lot of changes in your party lineup,
- as seen below. Whenever a character leaves, all the items they had equipped
- will be lost, even if it's a character who eventually rejoins the party.
- You should really try to avoid losing any (important) items like this.
- Misty Cave |DK | |
- Watery Pass |D L |Te |
- Antlion Cave |D L | Gl |
- Mt. Hobs |D LR | Gl |
- Mt. Ordeals |D |Te PaPo |
- Old Waterway |C |Te YaPaPo |
- Cave Magnes |C |Te Ya Ci |
- Tower of Zot |C |Te Ya Ci |
- Tower of Bab-il 1 |CKLR | Ya |
- Cave of Eblana |CKLR | |
- Tower of Bab-il 2 |CKLRE| |
- Sealed Cave |CKLRE| |
- Giant of Bab-il |C LRE| Fu|
- Lunar Underground |CKLRE| |
- - During battle and in the menu, your characters are positioned like so:
- 2 2
- 4 4
- 1 or 1
- 5 5
- 3 3
- - In the left formation, the characters in slots 1, 2, and 3 are in the
- front row, whereas 4 and 5 are in the back row. In the right formation,
- these positions are swapped. You can move characters to different slots
- using the Change command, and toggle the formation using Form.
- - An enemy is considered to be in the front row if it's either closest
- to your characters or their sprite overlaps horizontally with the enemy
- who is closest to your party. As you clear out enemies from the front,
- the row states are updated accordingly. Inflicting a polymorph ailment
- may change an enemy's row from front to back due to their new, smaller
- size.
- - Stats:
- Lv | ATP (Lv/4), Accuracy bonus (Lv/4), Eva multip.(Lv/16)(req. shld)
- Strength | ATP (Str/4), ATP multiplier (Str/8)
- Agility | ATP multip. (Agi/16), Eva&MEva multip.(Agi/8)\(Agi/32), ATB
- Vitality | DFP (Vit/2)
- Wisdom | Magic multip.(Black), Magic evade (Wis/8), MEvade multip.(Wis/32)
- Will | Magic multip.(White), Magic evade (Wil/8), MEvade multip.(Wil/32)
- - The physical damage you deal with a normal attack equals...
- ATPm * (Offense + CritP - enemy DFP)
- ATPm: ATP multiplier (ie. number of hit rolls)(1 by default)
- Accuracy: Success rate per hit roll
- -> Accuracy = total Accuracy / 98
- Offense = (ATP + rnd(0,ATP/2)) * et
- -> ATP = base ATP + weapon ATP
- -> e: elemental variable (2; 4; 0,5; 0)
- -> t: type bonus (4)
- CritP = base CritP + weapon ATP/2
- -> Crit% = base Crit% * wpnCrit / 98
- -> wpnCrit = 2 \ 3 (bow) \ 1 (dual wield)
- - Physical damage received equals...
- (ATPm - character Evade) * (Offense - character DFP)
- Evade: Successful Evade rolls
- Offense = (ATP + rnd(0,ATP/2)) * t
- -> t: type resistance (0,5)
- - Magical damage equals...
- (Mag-m - target MEvade) * (MgOffense - target MDF)
- Mag-m: Magic multiplier (ie. number of hit rolls)
- MgOffense = (base + rnd(0,base/2)) * e
- -> e: elemental variable (2, 4, -1)
- - Default Accuracy for your characters is 50. Default Evade is 30.
- - The character in slot 1 gains a 1,25x Accuracy bonus (not visible in
- the menu).
- - Press left or right during battle to access the Defend and Change
- commands. While defending, the character's DFP is doubled.
- - You can switch weapons (and shields) mid-battle by pressing up in the
- item menu.
- - The vast majority of enemies in the game have only single digit DFP,
- whereas MDF values do generally go up as you progress.
- - DFP is doubled when the target is in the back row. Accuracy is halved,
- possibly twice, if the attacker and/or target is in the back row and the
- attacker isn't using a ranged weapon or doesn't have the unintentionally
- permanent long range flag that comes from equipping a long range weapon.
- - The status screen shows the character's Evade multipliers in front of
- DFP/MDF rather than Evade rate, which is *very* misleading. Either way,
- the two numbers indicate the number of evade rolls and the success rate
- of each roll. Eg. an Evade of 3x20% would give you three evade rolls
- with a 20/98 chance of success each.
- - Armor can provide varying bonuses to Evade and Magic Evade, but I
- haven't included these values in the equipment list mainly due to the
- lack of space.
- - Enemy Evade and Magic Evade are supposed to affect hit rolls the same
- way, but they're not loaded into RAM properly and, thus, don't do anything.
- - Magic multiplier is Wisdom\Will/4 + 1. Magic accuracy is Base +
- Wisdom\Will/2. Black Magic, Summon Magic, and Ninjutsu use Wisdom.
- White Magic uses Will. Magic is unaffected by row.
- - Some spells can be cast either on a single target or all targets.
- Multi-casting divides the power by the number of targets. For healing
- spells, even dead characters count in the menu, but not during battle.
- The power is calculated individually, thus resulting in variation even
- when the targets share the same defensive attributes.
- - Spells that don't deal damage or heal HP only get one hit roll, even
- when multi-targeting.
- - There are a number of weapons that can be used during battle to cast
- certain spells with 0 casting time and no MP cost. The weapon has to
- equipped for this to be possible. Just press Confirm twice when the
- cursor is on the weapon. The spells have fixed hit and power values
- that are in no way affected by the user's stats. The enemy's MDF and
- elemental resistance are still factors, however.
- - You can find base power and accuracy values for magic in the Misc.
- file.
- - If an attack has a power value that exceeds 511, it will cause the
- random variable to reach its cap of 255. This is mainly limited to
- Meteo and the (now mostly absent) Fang items.
- - There are seven elements - Fire, Ice, Thunder, Anti-Air, Holy, Dark,
- and Drain - and four levels of elemental resistance - Weak, Weak x4,
- Absorb/Resist, and Immune.
- × Elemental absorption only causes magical damage to be absorbed,
- whereas physical attacks will get a 0,5x power multiplier instead.
- × All flying enemies are weak to Anti-Air attacks and immune to ground-
- based attacks (ie. Quake, Titan).
- × Elemental immunity doesn't occur among enemies outside of Zombies
- nor is it provided by any equipment (with one exception).
- × The Dark element becomes irrelevant not far into the game, as it's
- only used by Cecil's Dark Knight weapons.
- × The Drain element never occurs on its own in an enemy's elemental
- resistance values. Instead, it's pretty much always included when an
- enemy absorbs some other element(s). Drain resistance only affects
- physical attacks, not magical.
- × Using a draining attack on an Undead enemy will reverse the effect.
- × There's also an eighth element, Element 80, that serves seemingly no
- purpose, as no weapon or spell uses it. If you force it on a weapon, it
- functions like a typical element. The element is still commonly found
- in resistance values, as, similar to Drain, it's pretty much always
- included when an enemy has 4x weakness to some other element(s). Despite
- its presence, it's not acknowledged by Libra, nor is Drain if that was
- ever set as a weakness.
- - There are eight enemy types: Dragon, Machine, Reptile, Spirit, Giant,
- Flan, Mage, and Undead. Not all enemies fall under any of these types,
- however. Most don't.
- - Minimum damage is 1. If the number of successful hits is 0, then it's
- a miss.
- - At 255 DFP or MDF, a subject becomes immune to physical or magical
- attacks. No enemy natively has defense this high.
- - Magic is generally much more powerful than physical attacks, but you
- need to use it with moderation to avoid running out of MP. Ether is
- neither easy to come by nor very potent. Tents and Cabins are a great
- way to recover both HP and MP, but you can only use those at save points
- and on the Overworld. Aside from items and recovery points, you can also
- use the Psych spell to drain MP from enemies, provided their MDF isn't
- too high. The spell only has a base power of 16, which the random variable
- can boost up to 24. It's a bit more viable in the NA version due to some
- enemies having lower MDF. As a last resort, you could drain MP from another PC.
- - An enemy's max MP equals max HP/16. Enemies don't consume MP for anything.
- - A good number of enemies have counterattacks that are triggered by
- certain actions, such as normal attacks or magic. The counter hits a
- random character. Reflected magic won't trigger any counters.
- - When dual-wielding, Edge receives no critical hit power bonus based
- on his weapons.
- - Critical hit rates and power vary between characters, as seen below.
- % Pow Hex RAM address
- Cecil D | 2 20 (14) | 1 | 7E2041~2
- Cecil P | 3 30 (1E) | 2 | 7E20C1~2
- Kain | 2 20 (14) | 3 | 7E2141~2
- Rydia | 1 40 (28) | 4 | 7E21C1~2
- Rosa | 2 60 (3C) | 5 | 7E2241~2
- Edge | 8 25 (19) |
- Tellah | 1 30 (1E) |
- Gilbert | 2 30 (1E) |
- Yang | 1 50 (32) |
- Palom | 1 30 (1E) |
- Porom | 1 30 (1E) |
- Cid | 5 35 (23) |
- FuSoYa | 0 0 |
- - Due to a programming error, it's not only possible but often inevitable
- that a character will permanently lose the ability to deal critical hits.
- The inevitable cause is when a character is temporarily absent during an
- event battle. There are a number of these throughout the game, and they
- will cause nearly all characters to lose their criticals (all except Kain
- and Edge).
- - The other, avoidable, way for a character to lose criticals is by being
- dead or petrified at the start of battle.
- - The bug is not present in any version on any other system (PS1, etc.).
- - Below, you can see where a character loses their criticals. If the
- name is in brackets, it means the character would lose them if they
- weren't already lost.
- Damcyan Castle | Cecil D Rydia
- Kaipo |(Cecil D)(Rydia) Rosa
- Mt. Hobs |(Cecil D)(Rydia)(Rosa) Gilbert
- Fabul Castle | (Rydia) (Gilbert) Yang
- Mt. Ordeals | Palom Porom Tellah
- Tower of Zot | Cecil P Cid (Yang)
- Tower of Babil 1| Any if killed by Explode in first Lugae fight
- Final Battle | Characters in slots 1, 2, and 3
- - You can easily restore criticals or prevent losing them in the first
- place through RAM manipulation. If you're playing the game on emulator,
- this is a simple process.
- - To restore criticals, follow these steps:
- 1. Insert the appropriate values into the character's critical hit
- RAM addresses. 41/C1 for critical hit rate and 42/C2 for power.
- 2. Enter the character's equipment menu.
- 3. Turn off the "cheat." No need to save and reset as is typical.
- - Rather than restore them, you can also just prevent the loss by locking
- the values when coming up to one of the event battles.
- - FF4 is the first Final Fantasy to utilize the famed Active Time Battle,
- or ATB, system. Instead of battles that consist of rounds where every
- subject gets one action, the ATB system revolves around a real-time
- element that allows a subject to act as soon as their (hidden) ATB
- counter reaches 0, although only one subject can act at a time. A
- subject's Agility stat determines how many ATB "ticks" is required,
- and the length of a single tick varies depending on what Battle Speed
- the game is set to, as seen below.
- - The length of a tick can vary somewhat due to technical limitations.
- - ATB = 5 * Cecil's Agi / Agi.
- - Most spells and some command abilities have an additional charge time.
- - Enemies have a 1 ATB charge for every action except for counters,
- which are executed immediately and have no impact on ATB.
- ATB Message
- 1 | 12f 1 | 45f
- 2 | 18f 2 | 77f 60f = 1 second
- 3 | 27f 3 | 109f
- 4 | 39f 4 | 141f
- 5 | 49f 5 | 173f
- 6 | 65f 6 | 205f
- - Time pauses when actions are executed and when in the magic or item
- menu.
- - The iconic ATB gauge is, indeed, not yet present in FF4, and there's
- no way to switch between characters that are ready to act (this wasn't
- possible until FF6).
- - A subject's ATB values can be modified by the ATB multiplier, which
- is 16/16 by default, 12/16 at minimum, and 32/16 at maximum. The ATB
- multiplier can be altered by the Haste/Fast (+8) and Slow (-3) spells.
- Haste and Slow are, indeed, not any kind of status effects the way they
- are in subsequent installments. Instead, they have a cumulative effect
- on the ATB multiplier, just like damage/healing has on HP. The multiplier
- affects *all* ATB values, including those associated with status effects.
- - Normal enemies have slight variation in their Agi stats. The short
- enemy list shows the minimum values. With few exceptions, these values
- can be up to 3 points higher.
- - If you'd like to know how high Cecil's Agi has to be for the enemy
- to have x ATB, multiply the enemy's Agi by x/5.
- - In a regular battle, all subjects start with ATB - x, where x is the
- lowest ATB value among all subjects minus 1, meaning the fastest subject
- starts at 1 ATB.
- - In a pre-emptive battle, your party starts at 1 ATB, whereas the enemy
- party starts at double the normal amount.
- - The enemy can get the jump on you as well, with two different surprise
- attacks. The regular one is merely a pre-emptive in reverse. The other,
- less common, one is the back attack, where the enemy not only gets the
- pre-emptive ATB advantage, but your party formation is also flipped.
- - The odds of getting a non-regular battle are determined by how the
- party's average level compares to the enemy's average level.
- - Exp is divided among active party members. Characters that temporarily
- leave the party will gain Exp while MIA (the same amount as active
- characters).
- - HP and MP gains on leveling up are randomized to an extent. Gains for
- the other five stats are fixed up to Lv70, after which the character
- will get one of eight possible stat gain sets per level.
- - The encounter rate in the game can be rather fickle. Sometimes you
- can take 50 steps before another random encounter, sometimes only one.
- - A given area has eight slots for encounters, with the following odds:
- 1 | 43/256 5 | 32/256
- 2 | 43/256 6 | 32/256
- 3 | 43/256 7 | 16/256
- 4 | 43/256 8 | 4/256
- - Hold L and R during battle to flee. Doing so may cause you to drop
- some gil (25% of what you would have won had you finished the battle).
- Don't hesitate to run away from enemies that give you too much trouble.
- - Running away is pretty much instant outside of ambushes, where you
- can flee at earliest when the first PC gets their turn. In a normal
- situation, fleeing occurs when the ATB ticks and you're holding down
- L and R.
- - The actual escape timer is only used when the enemy in slot 1 is Lv97
- or above. There are a handful of enemies like this at the end of the
- game. The timers are: 3 (97), 7 (98), and 10\15 (99). The Lv99 counter
- starts at 10, but is set to 15 whenever the ATB ticks and you're not
- holding L and R. In the other two cases, the counter will not reset.
- - Status ailments/conditions:
- Poison | Lose 1/8 mHP every 20+Vit ATB / 1 HP per step on the field
- Bleed | -2 HP per tick for 30 ATB
- Blind | Accuracy/2, Evade/2
- Silence | Unable to cast magic
- Sleep | Unable to act for 50 ATB - 2/3*Will
- Stun/Paralysis| Unable to act for 50 ATB - 2/3*Will
- Stop | Unable to act for 30/150/300/600 ATB
- Confusion | Attack allies. Negated if physically attacked.
- Toad/Frog | ATP=1, DFP=0, ATP in *2, no crit, can only cast Toad/Heal
- Mini | ATP=1, DFP=0, ATP in *2, no crit
- Porky | Unable to cast magic (ex. Porky/Heal) or use specials
- Curse | ATP/2, DFP/2
- Float | Unaffected by Quake / trap floors on the field
- Berserk | No control, Auto-Attack, ATP*1,5
- Image | Evade two physical attacks
- Reflect | Reflect spells back at the caster for 30 ATB
- Petrification | Gradually turn to stone (essentially dead)
- Stage 1 | 1/3 petrified
- Stage 2 | 2/3 petrified
- Stage 3 | Fully petrified (yet able to act)
- Stage 4 | Fully petrified and kneeling (unable to act)
- Instant Death | Instant death (ID)
- - Bleed, Sleep, Stun, Stop, Confuse, Curse, Berserk and Petrification <s4
- are removed at the end of battle. All ailments are removed upon death.
- - Gear can make you immune to all status ailments except Bleed and Stop.
- - Enemies have a single stat to determine their resistance to ailments
- that involve an ATB countdown. This value is Lv + 10.
- - Normal enemies with Poison immunity are still very much susceptible to
- Poison due to a programming error.
- - Enemies with the boss flag (mainly, indeed, bosses) are immune to all
- ailments (except Bleed) as well as Stop and Weak.
- - A regular attack with the added effect of a status ailment will inflict
- that ailment at a 100% rate so long as the target isn't immune and the
- attack hits them during their regular ATB charge, ie. it doesn't work
- during an action's charge time or if the subject is in the action queue.
- - Stun and Sleep have the above ATB restriction even when inflicted with
- a spell or a special attack. They also don't work if the target already
- has either of them. Attacking a sleeping target will *not* wake it up.
- Stun and Sleep also prevent any other ailment from being inflicted.
- - Due to a programming error, when calculating the duration of Sleep or
- Stun, the resistance value overflows if it exceeds 63 (ie. 74 = 10, 99 =
- 25, etc.).
- - The penalties from Toad and Mini are applied when attacks occur. They
- don't actually have a direct, visible impact on the character's stats.
- So, no, they don't trigger the critical hit bug.
- - A subject in Berserk requires (at least) one extra ATB tick to get a
- turn (more at the beginning of a battle), as their ATB resets after one
- tick for some reason.
- - A subject in Berserk can't be inflicted with another status ailment
- (besides Stop)(and not because of the priority system). Heal doesn't
- remove Berserk.
- - Petrification generally happens in three or four stages, with few enemies
- being able to petrify you instantly. Once a character is inflicted with
- the first stage, a timer (20 + Vitality) starts counting down until it
- advances to stage 3 and then stage 4 (incapacitation). Being hit by a
- petrification attack again will advance the condition to the next stage
- (resetting the timer in the process), including stage 2, which is skipped
- otherwise.
- - Due to a programming error, the first character's Petrification timer
- will freeze if another character's stage 3 timer expires.
- - When inflicting Petrification s1/2 with a physical attack (which only
- the Medusa Sword can do legitimately), the game erroneously uses the ATB
- formula for Stun/Sleep, thus making higher level enemies *more* vulnerable
- to Gradual Petrification, not less (at least until the overflow).
- - Reflect doesn't affect Quake, Meteo, Summons, or spells that have
- already been bounced off of an opposing party's Reflect.
- - Casting Stop on enemies with Stun or Sleep will prevent the enemy from
- properly executing actions once the Stop wears off, possibly resulting
- in a soft-lock depending on the action. If it's just Attack, you can
- (probably) still finish the battle. Otherwise, you have to reset. (This
- was apparently fixed in the North American 1.1 version, although if you're
- unsure about your version, you shouldn't risk it.)
- - Casting Stop on characters with Stun or Sleep will prevent those ailments
- from expiring, although you can still heal them with Heal. (Again, this
- should be fixed in the NA 1.1 version.)
- - The game also employs a status ailment priority system, where an
- existing, higher priority ailment will prevent the subject from being
- inflicted with a lower priority ailment. In practice, the whole system
- is largely inconsequential, but even so, here's how it works.
- - The ailments involved are divided into two classes, with ailments
- lower on the list being lower priority. Additionally, physical attacks
- place class 2 ailments above class 1, whereas magical and special attacks
- place class 1 above class 2.
- - Poison is not affected by priority when the attack is magical.
- - Petrification s1-3 is not affected by priority when inflicted by Petrify
- or Ray.
- - Float does *not* prevent other ailments despite being handled in the
- same byte as class 2 ailments.
- Class 1 Class 2
- Instant Death Curse
- Petrification s4 Stun
- Toad Sleep
- Mini Confusion
- Porky Berserk
- Silence Petrification s2
- Blind Petrification s1
- Poison
- - Healing items:
- Cure1 | 96 HP Heal | Heal status
- Cure2 | 480 HP Life | Revive w/ 5*Vit HP
- Cure3 | 1920 HP Elixir | 100% HP & MP
- Ether1 | 48 MP Tent | 1000 HP, 100 MP + status \all
- Ether2 | 144 MP Cabin | 100% HP & MP + status \all
- - Magic casting items:
- All gone
- - Using a healing item outside of battle gives you max power. In battle,
- the random variable is applied as normal.
- - Just like in the Nes installments, the game returns to the item/magic
- menu after healing, so healing multiple times in a row is still kind of
- slow.
- - The level 1 Cure spell is the most cost-efficient healing spell outside
- of battle.
- - You can use Tents and Cabins on the overworld and at Save Points,
- - Resting at an inn fully heals your party. Some locations also have
- recovery points.
- - There are plenty of tempting rare drops in the game, but unlike in my
- other guides, I'd have to recommend that you ignore most of them due to
- the terrible odds: about 0,08% for the 4th slot item and 0,9% for the 3rd.
- The overall drop rate is 5%. Getting a 3rd slot drop isn't that hard, but
- most of the high profile items are slot 4.
- - Using fast-forward may or may not help with rare drops. If you're not
- getting that slot 4 drop even after several hours, you may need to delay
- finishing off the last enemy in order to find the RNG sweet spot.
- - The game has received extensive reverse engineering attention from
- dedicated fans over the years. I've consulted some of these people
- while working on the guide and I am most grateful that they took the
- time to answer my oblivious questions and, thus, help me sort out some
- of the technical details.
- Baron
- Misty Cave / Kaipo
- Watery Pass / Damcyan
- Antlion Cave
- Mt. Hobs / Fabul
- Mt. Ordeals / Mysidia
- Old Waterway / Baron
- Troia / Cave Magnes
- Tower of Zot
- Dwarf Castle / Tower of Bab-il 1
- Cave of Eblana / Tower of Bab-il 2
- Land of Summon Monsters
- Sylvan Cave
- Sealed Cave
- The Moon
- Giant of Bab-il
- Cave Bahamut
- Lunar Subterrane
- \\\ Baron Castle ||
- Items: 300 gil, Cure1, Tent
- Default (Cecil): Shadow Sword; Shadow Shield; Shadow Helmet;
- Shadow Armor; Shadow Gloves (all Unique)
- Default (Kain): Spear, Iron Shield, Iron Helm, Iron Armor, Iron Gloves
- PC: Kain Lv10
- - Once you're in control, you are to head to the top floor of the west
- tower. Grab the items first, though, as you won't be able to get back
- into the castle for quite a while.
- - You'll start off with just one item in your inventory: Package
- (Unique, Temp).
- - Have a look at the settings, although there's not much you can do
- in this version (can't choose between Active and Wait (the game uses
- Wait), no button config and no cursor memory).
- \\\ Town of Baron ||
- Items: Cure1, Heal, Tent
- Items (nc): Cure1, Cure1, Cure1, Ether1, Tent, Tent, Tent, Heal,
- Life, Heal
- Shop:
- Cure1 30 gil
- Life 150 gil
- Heal 100 gil
- Tent 100 gil
- Carrot 50 gil
- Ether1 10 000 gil
- - You may find some hidden items here and there.
- - You'll find a person named Namingway in the training room, who can
- change your characters' names. You'll run into him again in several
- other places.
- Lost & Found: Imp Summon (Imp \ 4) \\\ Baron Region ||
- - Maybe level up first before heading to the first dungeon.
- - Cecil's special attack Ankoku is... not available in this version.
- - Kain's special attack, Jump, is a long range attack with double the
- power of a normal attack. It takes 4 ATB for him to jump and another 4
- ATB for him to land the hit. While in the air, he can't be targeted by
- actions.
- - You can change the character you appear as on the field by hitting R.
- This has seemingly no effect on how the game plays, though.
- - The Sword Rats will use a powerful counterattack (Needle) whenever
- they're hit, so it would be in your best interest to try and kill them
- with a single blow.
- Item (nc): Carrot \\\ Chocobo Forest ||
- - Catch a chocobo and you can ride it (no encounters).
- - You can't actually ride the White Chocobo, but instead, when you
- catch one, you'll recover your MP.
- - Then we have the Big Chocobo, who will come out if you have a
- Carrot to spare. You can use him to store your items, so keep that
- in mind if you're too obsessed to let go of your uniques and stuff.
- He's got 126 slots.
- Items: Cure1, Heal, Tent, Cure1 \\\ Misty Cave ||
- Boss: Dragon Mist
- - The first dungeon is quite short and simple.
- [Boss]
- - 465 HP, 700 Exp, 200 gil
- - Try not to attack her in her mist form, otherwise she'll retaliate
- with a powerful counterattack (20-30 pod).
- \\\ Village of Mist ||
- - Kain leaves the party here, so better de-equip him so you can sell
- his stuff for some gil. He'll have a completely new set of gear when
- he eventually rejoins.
- - Characters who temporarily leave the party will gain experience even
- in their absence.
- Item (nc): Ether1 \\\ Kaipo ||
- Default (Rydia): Rod, Cap, Leather Clothes, IronRing
- PC: Rydia Lv1
- Boss: Officer (+ 3× Soldiers)
- Shop:
- Rod 100 gil Cloth 50 gil
- Staff 160 gil Leather Clothes 200 gil
- ShortBow 220 gil Cap 100 gil
- Iron Arrow 10 gil IronRing 100 gil
- [Boss]
- - 221 HP / 27 HP. 880 Exp, 245 gil in total.
- - You'll have to go through a fixed encounter (close enough to a boss)
- with an Officer and 3 Soldiers during the initial event. It's just you
- alone, but at least you start off with max HP. I suggest you take out
- the Officer after killing two of the Soldiers, as he'll run away if you
- kill all three Soldiers.
- - The item shop is carrying the same wares that you found in Baron.
- - Rydia starts off with the Chocobo summon (7 MP).
- - Mages like Rydia won't be impressing you with their physical attacks.
- Magic is their game and it can be very powerful, so long as you have
- the MP. How stingy you want to be with magic is up to you. You probably
- don't want to end up facing a boss with 0 MP, although there's usually
- a save point before a boss. Using the special rod spells allows mages
- to deal at least some damage without consuming any MP, although they're
- only viable in the earlier parts of the game.
- - Mages have low HP and DFP, so keep them in the back row.
- - You can use the Rod during battle for a simple special attack (1x28).
- - Find Rosa in one of the houses.
- \\\ Watery Pass ||
- Items: Cure1, Heal, Tent, 120 gil, IronRing, Elixir, Cure2, 1000 gil,
- Cure1, Ether1, IceRod, 200 gil, Cure1, Cure1, Leather Cap, Ether1,
- Ether1, Heal, Darkness Blade (Unique), Darkness Gloves (Unique),
- Darkness Helm (Unique), Darkness Armor (Unique), Ether1
- Default (Tellah): Staff, Leather Clothes
- TPC: Tellah Lv20
- Boss: Octomammoth
- - Tellah is hanging around near the entrance and will join your party
- when you talk to him. His initial spells are:
- × White: Cure2, Heal, Life1, Exit, Charm, Blink
- × Black: Fire1, Ice-1, Lit-1, Stop, Psych
- - You may want to level up Rydia a bit further, though it's not strictly
- necessary. I suggest you have Tellah use Black Magic, while Rydia covers
- the healing. If you run out of MP, you can either head back to Kaipo to
- rest or use a Tent (50 vs 100 gil). A Tent won't revive a dead character,
- though. While Tellah has Psych, enemies early in the game have little MP,
- so you'll have to use it frequently. Rydia learns it too, but not until
- Lv32. Tellah may not level up here, but even if he does, he's stuck at
- 90 MP and doesn't get any new spells from leveling.
- × Enemy MP is HP/16, in case you forgot.
- - Use Lit-1 to take out Fly Killers quickly. Keep pressing left to target
- all enemies. Once you have the Darkness Blade, Cecil can (consistently)
- take them out in one hit.
- - Fang Shells are also weak to Thunder, but Cecil can take them out in
- one hit, so I'd save the MP.
- - Unless killed by the damage, the WaterBug will counter magic by fully
- healing itself. They run away after attacking once. If you can't get
- them before that, that's fine. It's no big deal. Either way, have Tellah
- drain their 6 MP.
- - CaveToads use Toad when alone. They mostly come in groups of three, so
- take out one, then wait for one of the remaining ones to attack and take
- out that one last. You can one-shot them with Cecil and the Ice Rod. A
- multi-target Ice-1 isn't quite strong enough to one-shot them consistently.
- - Mad Toads use Toad as a counter. The Ice Rod isn't guaranteed to one-
- shot them (unless you manage to hit them physically).
- - This is probably the place where you'll have your first encounter
- with undead enemies - Zombies, to be exact. The enemies in the Zombie
- family are the only enemies who are straight up immune to an element,
- that element being Dark, which is inherent in all of the Dark Knight's
- weapons. As a result, a normal attack from these weapons will only deal
- 1 pod, barring a(n unlikely) critical hit. A single Fire spell might
- take them out, but it depends on the RNG. If any survive, you can mop
- them up with the Rod and Ice Rod.
- - Healing damages Undead enemies, but revival items and spells will not
- instantly kill them. (That wasn't added until FF5.)
- - TinyMages counter Attack with Hold and spells with Psych. Magic is
- ineffective anyway. Have Cecil take them out in one hit. If you get hit
- by Hold, there's no need to panic, as the effect wears off after a while.
- - The enemies in the flan-family really don't care to take damage from
- physical attacks. Either use magic of the appropriate element or flee.
- - You can use the Ice Rod to cast Ice-1 with a power of 2x16 (needs to
- be equipped). That'll let Rydia take out some enemies without using
- any MP. Even the normal attack is worth using at times, since it's not
- only Ice-elemental but also has a quad power modifier against reptiles
- (WaterHag, Basilisk, Turtle). It has limited accuracy even in the front
- row (where mages generally shouldn't be), but it can still get some nice
- results.
- - At Lv12, Rydia learns Warp, which warps you back to the previous area.
- Not particularly useful. Exit is the one that warps you out of a dungeon.
- These spells don't work in some places.
- - You'll reach a small overworld area after B3. Make sure you save and
- use a Tent if you're low on MP. Once you jump down from the waterfall,
- you can't return. The boss isn't far.
- [Boss: Octomammoth]
- - 2350 HP, 31 Agi, w:TD, 1200 Exp, 500 gil
- - The boss does nothing but attack.
- - Every two hits after the first one, the boss's ATB gets multiplied
- by 1,9; 1,8; 1,7; 1,6; 1,5; 1,4; and finally 1,3, as indicated by the
- boss's changing sprite. It's the new ATB value that gets multiplied,
- not the original one.
- \\\ Damcyan ||
- Items: Tent, CrossBow, Leather Cap, RubyRing, Cure1, 300 gil, 200 gil,
- Life, Ether1, Cure1
- Items (nc): 10× Iron Arrows, 10× White Arrows, 10× White Arrows
- Default (Edward): Dreamer Harp (Unique), Leather Cap, Bard Tunic,
- RubyRing
- TPC: Edward Lv5
- - Tellah will leave the party here (de-equip his items) and be replaced
- by Gilbert (aka Edward).
- - Cecil and Rydia will lose their critical hits in the Tellah vs Gilbert
- event battle (if they still had them). Unfortunate (unless you restore
- them).
- - Gilbert is a character who's more useful when he's supporting the party
- by inflicting status ailments rather than directly contributing to dps,
- although, for what it's worth, he *does* deal more physical damage than
- Rosa or Rydia when no weaknesses are involved.
- - He can inflict Sleep (or Confusion) with his normal attack and Sleep/
- Confusion/Silence with the Sing command (25% chance each and 25% chance
- of failure). His other two abilities are Heal and Hide. Heal consumes
- one Cure1 and heals 15-20 HP to the entire party. Hide hides Gilbert, so
- he can't attack, but he can't be attacked either. He'll hide automatically
- when low on HP.
- × Don't forget that Sleep and Stun can only be inflicted during a subject's
- regular ATB charge. A sleeping subject will *not* wake up from getting
- attacked.
- × In the event that Gilbert is morphed into a Toad, using Sing will
- inflict Toad. A lot of enemies are immune, though, and even when they're
- not, it could easily miss.
- - You'll also receive the Hovercraft, which is able to cross reefs or
- something.
- - If you need healing, you can use the recovery pots on the third floor.
- - If you try to go through the Watery Pass again (through the south
- entrance), your party will refuse to jump down from the waterfall.
- - You'll find the next dungeon east of the castle. You might want to
- return to the Water Pass to get Gilbert to Lv10 first. Without any Fire
- magic, you should just run away from the Zombies.
- \\\ Antlion Cave ||
- Party: Lv15-20
- Items: 190 gil, Cure1, Tent, Cure1, Cure1, 210 gil, Life, Charm Harp,
- 250 gil, Heal, Life, Ether1, Tent
- Item (nc): SandRuby (Unique, Temp)
- Boss: Antlion
- - A couple of reptiles here, too (Basilisk and Turtle). You could try
- putting Rydia in the front row, but definitely keep Gil in the back.
- - The Charm Harp inflicts Confusion, but Sleep is more useful, even if
- it deals more damage.
- [Boss]
- - 1000 HP, 5 Agi, 1500 Exp, 800 gil
- - Stick to magic to avoid counters.
- PC: Rosa Lv10 \\\ Kaipo ||
- Default (Rosa): ShortBow, 50× Iron Arrows, Cap, Leather Clothes, IronRing
- - Go give the Sand Ruby to Rosa, and she will join the party after the
- following event. She won't be hanging out with you for long, though.
- - Gilbert has to beat a fixed encounter on his own, so make sure he's
- fully equipped. You only have to land three hits. Damage doesn't matter
- (so long as you don't miss). Rosa immediately loses her criticals as a
- result of this battle. Cecil and Rydia will lose them again if you restored
- them. Hey, at least Gilbert's still got his criticals.
- - Rosa can equip staves, but she should probably stick to bows for now,
- as then she can at least deal decent damage to flying enemies.
- - Initial spells: Cure1, Hold, Peep, Slow, Sight
- - You can inflict Stun with Hold, but it's not something you can afford
- to use much. Rosa doesn't get Psych, so you need to be more mindful of
- her MP.
- - Rosa has two special Command Abilities: Pray and Aim. Pray may or may
- not heal the party for a double digit figure (50% chance), and Aim is
- a normal attack with max accuracy.
- × Using Aim when Rosa is in slot 1 will cause her accuracy to overflow
- (resulting in an accy of 62%), so don't put her there.
- Lost & Found: Imp Summon (Imp \ 4) \\\ North Damcyan ||
- \\\ Mt. Hobs ||
- Items: Tent, Cure1, Heal, 350 gil, 10× White Arrows
- Special: Rydia's Fire1
- Default (Yang): FireClaw, Leather Clothes
- TPC: Yang Lv10
- Boss: MomBomb
- - After the initial event, Rydia will learn to cast Fire1.
- - Switch formations, so you can have Rosa, Rydia, and Gilbert all in
- the back row.
- - The Cockatrice can use Beak, which causes instant petrification.
- However, it's only used when it's the last remaining enemy and it's
- been targeted by magic, and even then, you can cancel it and put them
- back in their regular attack pattern by using a non-magical attack. If
- you confuse them, they'll use Beak on their allies.
- - Gargoyles use Weak after attacking three times, which leaves the
- character with single digit HP.
- - Take out Skeletons with two multi-target Fire spells. You might also
- run into the Red Bone, a stronger skeleton warrior. Magic isn't as
- effective on them, but since they come with regular skeletons, it's
- still worth using, and you can just finish them off with physicals.
- - Spirits spam you with Fire1 (~30). Try to confuse or silence them with
- Sing. All the enemies in the Spirit family will become completely inert
- if you hit them with a Blizzard spell. If you multi-target it, only one
- will be affected, however. These ones aren't very dangerous, though, so
- it's not really worth the MP.
- - There are two types of bombs here: the regular Bomb (50 HP) and the
- Gray Bomb (100 HP). The bomb family's trademark move is Explode, in which
- the bomb self-destructs and deals whatever HP they had left as damage.
- Both of these two bombs attack twice before using Explode. Neither of
- these drop anything, by the way.
- - Yang (or Yan) will join your party as the fifth character when you
- encounter the boss. The event battle prior to the boss will rob even
- Gilbert of his criticals (and anyone else if you restored them).
- [Boss]
- - (10 800 HP) / 50 HP / 100 HP, (1900 Exp, 1200 Gil) / 2460 Exp, 555 gil
- - You might be looking at a little trouble here. The boss starts off
- looking like a regular bomb, but after taking 800 pod, it'll reveal
- its true form. The boss will no longer attack, but will eventually
- explode on you (regardless of any damage you deal), dealing ~90 pod to
- your entire party. In the wake of the explosion, she'll leave behind
- 3 regular Bombs and 3 Gray Bombs, who will also give you the usual
- self-destruct treatment.
- - It's technically possible to beat the boss before she blows up, but
- it's *very* unlikely when playing legit.
- - Yang's weapons have 0 ATP, but he uses a different base ATP formula
- that compensates for it: 2*(Lv+1) + Str/4.
- - Yang has three... No, *one* Command Ability: Kick. (Groan...)
- × Kick: Attack all enemies. Damage = ((ATPm/2)*ATP)/2) + rnd(0,ATP) -
- (ATPm/2) * enemy DFP. 1x ATB charge, 100% accuracy. Sadly, unaffected
- by weapon element. If the damage is below 1, it's a miss.
- Item (nc): Carrot \\\ Chocobo Forest ||
- - (Northeast of Fabul)
- \\\ Fabul ||
- Items: Tent, Heal, Cure1, Tent, Cure1, Black Shield (Unique), Ether1
- Items (nc): Cure1, 500 gil, Cure1, Black Sword (Unique)
- Shop:
- FireClaw 350 gil Black Helm 980 gil
- IceClaw 450 gil Black Armor 3000 gil
- Thunder Claw 550 gil Black Gloves 800 gil
- - You'll want to pick up an Ice Claw, but you don't have to buy one yet.
- They're also available in Baron.
- - Once you're prepared, go trigger the scene in the throne room. Rosa
- and Rydia will ditch the party afterwards (again, you should probably
- unequip their gear), leaving you with just Gilbert and Yang. You'll be
- fully healed and then fight a number of fixed encounters during the
- events that follow. Rydia will lose her criticals again if they were
- restored. Rosa won't, as she's already considered MIA when the events
- begin. Yang will lose his after the last one (as does Gilbert if you
- restored them), which is an event battle against Kain. It ends once
- you fall below 25% HP.
- - It's technically possible to beat Kain, but he's got 65 000 HP, so
- it's not very feasible when playing legit. Even if you beat him, you
- gain nothing, and it doesn't change the events in any way.
- - After the event battles, you'll get Rydia back for a while, but soon
- you'll be left with no one other than Cecil.
- - Head to the inn to trigger the next event, during which you'll obtain
- the Black Sword, a weapon that inflicts Instant Death, the only such
- weapon in the game.
- × While the ID effect only works during the enemy's ATB charge, this is
- not likely to be an issue, since pretty much the only enemy you'll be
- killing instantly is the Zu, who uses a chain action that's executed
- faster than a normal action.
- - The ship is waiting for you east of the castle. Once you get on,
- you'll be separated from the rest of your party (de-equip everyone
- other than Cecil). Gilbert will never return, and Rosa and Rydia will
- both stay off the grid for a decent while.
- Party: Cecil Lv20 \\\ Mysidia Region ||
- - Better not wander around too much.
- \\\ Mysidia ||
- TPCs: Palom Lv10 & Porom Lv10
- Default (Palom): Rod, Leather Cap, Leather Clothes, IronRing
- Default (Porom): Staff, Leather Cap, Leather Clothes, IronRing
- Shop:
- Gaea Cap 700 gil IceRod 220 gil
- Gaea Robe 500 gil FlameRod 380 gil
- Silver Bracelet 650 gil Cure Staff 480 gil
- Paladin Shield 700 gil CrossBow 700 gil
- Paladin Helm 4000 gil White Arrow 20 gil
- Paladin Armor 8000 gil Cure2 150 gil
- Paladin Gloves 3000 gil Cabin 1000 gil
- - Head to the temple to trigger the next event. You will then be joined
- by the twins, Palom and Porom.
- - Porom's initial spells: Cure, Hold, Peep, Slow, Sight
- - Palom's initial spells: Fire1, Ice-1, Lit-1, Sleep, Venom
- - Both have the Command Ability Twin. Whoever uses it, it involves both
- twins casting a powerful spell together, either Flare (75% chance, 10 MP)
- or Meteo (25%, 20 MP). It'll use the Wisdom stat of the one who chose the
- command. While Flare has a higher base power (120 vs 80), Meteo usually
- does more damage, since the power isn't divided. The casting time is rather
- lengthy, at 3x regular ATB, randomly based on either twin's ATB. While the
- regular Meteo is Holy-elemental, the twins' version is not. The command
- can technically fail, but the odds are only 1/256.
- - 3 Gaea Caps, 2 Gaea Robes, 4 Silver Bracelets, Paladin Shield, Paladin
- Helm, Paladin Armor, Paladin Gloves, 2 Flame Rods, Cure Staff = 22 640 gil
- - Better pick up some Hi-Potions/Cure2's (30 sounds good).
- - You can use the Cure Staff during battle to cast Cure1 \all (24-36 HP)
- and Flame Rod to cast Fire1 (3x16). They're not as powerful as the regular
- spells, but at least it's free.
- - Get at least a few levels for the twins. Below, you can see what spells
- they'll learn.
- Palom Porom
- Lv11 | Ice-2, Piggy Life1
- Lv12 | Fire2
- Lv13 | Lit-2 Cure2
- Lv14 | Stop
- Lv15 | Mute
- Lv16 |
- Lv17 |
- Lv18 | Bersk
- Lv19 | Virus Exit
- Lv20 | Heal
- Lv21 |
- Lv22 | Toad
- Lv23 | Quake Blink
- Lv24 |
- Lv25 | Charm
- Lv26 | Drain
- Lv27 |
- Lv28 |
- Lv29 | Warp
- Lv30 |
- Lv31 | Size
- Lv32 | Ice-3
- Lv33 | Fire3 Cure3
- Lv34 | Lit-3
- Item (nc): Carrot \\\ Chocobo Forest ||
- - (South of Mt. Ordeals)
- \\\ Mt. Ordeals ||
- Items: Cure1, Cure1, Ether1, Ether1
- Lost & Found: Cursed Ring (Soul, Spirit \ 4), Lilith Rod (Lilith \ 4)
- Default (Tellah 2): Staff, Gaea Robe, IronRing
- Default (Cecil - Paladin): Legend Sword (Unique, Temp), Cloth
- TPC: Tellah
- Special: Cecil's Class Change (Paladin), Tellah's Forgotten Magic
- Bosses: Milon (+4× Ghasts), Milon Z, Dark Knight
- - Visit the chocobo forest again if you need to recover your MP.
- - There's a new type of spirit here, Soul, but it has 0 Magic, so it's
- no more a concern than the regular ones.
- - You'll find three members of the zombie family here: Zombie (40 HP),
- Ghoul (120 HP) and Revenant (160 HP). All are virtually immune to
- Cecil's attacks (although that's going to change soon). Fire2 works
- nicely, although you should start with Cura if you get the encounter
- with 7 of them. You can also just run away if you'd rather save your MP.
- - Liliths counter Attack with Slap, which can inflict Stun, Silence, or
- Curse. Go with Fire.
- - You'll bump into Tellah again in the second area.
- - You'll fight the boss after the save point.
- [Boss]
- - 3100 HP, 8 Agi / 170 HP, 2-5 Agi. 3800 Exp, 3300 gil.
- - The Ghasts have the typical zombie characteristics. A single Fire2
- will quickly dispatch them.
- - Scar counters with Lit-1 (~40) and also uses it once lone. He dies
- when below 1001 HP.
- - Return to heal and save.
- [Boss]
- - 3000 HP, 9 Agi, w:FHA, A:I, 4000 Exp, 3000 gil
- - His only non-counter action is his normal attack, which poisons you.
- If Cecil is poisoned, you won't be able to Berserk him. You can use the
- Tsue to cast Poisona during battle.
- - He's, indeed, considered a flying enemy, so Quake won't work here.
- Use Virus instead, if you have it.
- - Return to save. You'll be fully healed after the next event.
- - De-equip Cecil before you approach the monument. He's about to go
- through the Class Change, and, as a result, he'll restart at Level 1
- and lose all his current equipment.
- [Boss]
- - 1000 HP, no xp / gil
- - Do nothing and he'll just die. You can beat him into submission as well.
- - Since the Paladin is considered a different character, Cecil will
- have the ability to deal critical hits again even if he lost them as
- a Dark Knight. His critical hit rate and power are indeed a bit higher
- now (3\30 vs 2\20).
- - Cecil is now able to learn and use some basic White Magic spells.
- - Cecil's new special ability is Cover, which allows him to take hits
- for others. He'll also do it automatically whenever one of your
- characters has low HP (unless he's badly injured himself).
- - Tellah will regain all his forgotten spells. He's still stuck with
- just 90 MP, though.
- × White: Hold, Mute, Slow, Fast, Bersk, Wall, Peep, Cure1, Cure3,
- Cure4, Life2, Size, Sight, Float
- × Black: Toad, Piggy, Warp, Venom, Fire2, Fire3, Ice-2, Ice-3,
- Lit-2, Lit-3, Virus, Weak, Sleep, Stone, Drain, Meteo
- - The few spells Tellah does *not* get are: Fatal, Quake, Nuke, and White.
- - While Cecil can now damage all Undead enemies (often with increased
- power thanks to the Legend's Light element), there are simply too many
- of them here. Continue to rely mainly on Fire2 as you level up Cecil to
- Lv20 or so. At Lv20, he'll reach a solid hit count of 4.
- - While you'll soon find weapons with higher ATP, the Legend Sword may
- still outperform them thanks to its higher accuracy. It does depend on
- the situation, though. There's a Fire-elemental sword you may want to
- use in one dungeon, and an Ice-elemental one you'll want to use in
- another. There's also a sword that can inflict Sleep, which can be
- fairly useful. Even if you unequip it, you can't actually get rid of
- the Legend. You can't even store it.
- - Remember to always use the level 1 Cure spell when healing characters
- with magic outside of combat. It's the most cost-efficient.
- - Return to Mysidia and talk to the elder. After that, you can use the
- teleporter in one of the houses to return to Baron (and Mist).
- \\\ Village of Mist ||
- Items: Tiara, Cloth, RubyRing, Change Rod (Unique)
- Items (nc): Cure1, Heal, 100 gil
- Shop:
- Whip 3000 gil
- Dancing Dagger 5000 gil
- Bard Tunic 70 gil
- - The Tiara increases Wisdom by 10, and the Change Rod increases it by
- 5. Combined, they would boost the Black Magic multiplier by 3 or 4.
- Neither Tellah nor Palom can equip the former, however. For now, give
- it to Porom for the defense. Tellah can use the rod, but he's (mostly)
- better off with the Thunder Rod in the next dungeon.
- - You can use the Change Rod during battle to cast Piggy with 100%
- accuracy (in stark contrast to the regular spell). Unlike the other two
- polymorph ailments, Porky has no impact on ATP or DFP. On characters,
- Porky is about the same as Silence, but on enemies, the difference is
- far more noticeable. While both of them prevent the use of regular magic,
- Porky also prevents the use of special abilities. The rod will remain
- useful until the end of the game, provided you don't lose it.
- - The Dancing Dagger can be used during battle to perform a magical
- attack with a base power of 8x40. Get at least one for Palom and maybe
- one for Cecil if you didn't level him up that much. Either way, the
- enemies in the next dungeon have MDF ranging from 12 to 22, so the
- special attack will do 144-384 pod. With a 4x50 ATP, Cecil will do
- 188-300 pod on the same enemies with a normal attack.
- Items: 2000 gil, Thunder Claw \\\ Baron ||
- Item (nc): Baron Key (Unique, Temp)
- Default (Yang 2): Leather Clothes
- TPC: Yang
- Shop:
- Thunder Rod 700 gil FireClaw 350 gil
- Headband 450 gil (Str +5) IceClaw 450 gil
- Karate Gi 4000 gil (Str +3) Thunder Claw 550 gil
- - Head to the inn to find Yang. Talk to him, and you'll have to fight
- a couple of knights (200 HP) followed by Yang himself. He's got 62 000
- HP, but the battle ends when you attack him with Cecil after he's used
- two Kicks. You can end it by taking his HP to 0 as well, but that's
- hardly ideal. Either way, he re-joins the party. You'll also get the
- Baron Key, which you can use to open the doors to the weapon shop and
- the Old Waterway.
- × In the Yang fight, he's supposed to use a normal attack on Cecil
- before each Kick, but this doesn't happen due to a programming error.
- - Combined, the Headband and Karate Gi will increase the ATP multiplier
- by 1, and ATP by 2. Yang obviously needs these, but Cecil should probably
- stick to the heavy armor, as switching to the kung fu gear would drop
- his DFP by 12.
- - Use the Thunder Rod during battle to cast Lit-1 with a power of 4x16.
- - In case you forgot, Yang's Kick does damage that equals:
- ((ATPm/2)*ATP)/2) + rnd(0,ATP) - (ATPm/2) * enemy DFP
- - So, if he has an ATP of 7x70, the damage comes out as 105 (210/2) + 0~70.
- - Buy three extra Headbands and put them in storage.
- \\\ Old Waterway ||
- Items: 1000 gil, Cure2, Ether1, Life, 500 gil, Life, Life, Ether1,
- Ancient Sword (Unique)
- - Go with a Thunder-Ice combo for Yang. Equipping two claws of the same
- element won't have any additional effect. When equipped with two claws,
- the accuracy modifiers are combined and divided by two.
- - The Ice Rod *could* be of some use here, if you don't mind hot-swapping
- between that and the Thunder Rod. It won't make a big difference, though.
- - You'll encounter Guards in the last two areas. As you may have already
- noticed, they have nasty counterattacks for both normal attacks and magic,
- Size and Piggy, respectively. Yang should be able to take them out with
- a single hit. If needed, you can heal Porky with the Change Rod, although
- the actual spell is only 1 MP, so not a big difference. Using the rod on
- the knights isn't the best idea, since it doesn't stop them from casting
- Piggy. It does miss frequently due to the low accuracy, but even so.
- - Don't forget that polymorphing enemies may result in an enemy getting
- switched from front row to back row due to their new, smaller size. This
- happens in the 2x Baron Guard encounter, for instance.
- - The Ancient Sword is weaker and less accurate than the Legend Sword.
- The only thing it has going for it is that it inflicts Curse, which just
- isn't useful enough to compensate for the lower damage.
- - There's a save point at the end.
- \\\ Baron Castle ||
- Items: Ether1, Ether1, Cure2, Cure2, Life, Life, Tent, Cure1,
- Heal, Cure1, Cure2, Life, Tent, Tent, Ether1
- Items (nc): Elixir, Ether1
- Default (Cid): Wooden Hammer, Prisoner Clothes (Artifact)
- TPC: Cid Lv20
- Bosses: Baigan (+ RightArm & Left Arm), Kainazzo
- [Boss]
- - 3500 HP, 8 Agi, 4800 Exp (+10 for each arm), 3000 gil
- - Beigan will revive the arms if you take out both of them. Destroy
- only one of them (the closer one), then focus on the main target.
- - You should probably damage the other arm as well at some point, as
- once the body is gone, the remaining arm(s) will use Explode, dealing
- up to 350 pod.
- - Might not want to use the Dancing Dagger's special here. He casts
- Reflect on himself in response to magic, and while it won't affect the
- special attack, you don't really want him to redirect his Reflects on
- your characters, since that would make it harder to heal, at least with
- magic. I'm sure you have a decent supply of Hi-Potions, but even so.
- - Loot the east side of the castle before heading into the throne room.
- Better go save the game as well.
- - De-equip everything off Palom and Porom.
- [Boss]
- - 4000 HP, 48 MDF, 15 Agi, w:I/T, 5500 Exp, 4000 gil
- - He's weak to Ice normally and weak to Thunder when surrounded by
- water. The water goes away when he's hit with a Lightning spell, which
- also prevents him from using Tsunami and Haste (unless it was queued).
- Tellah's level 3 spells will do ~4000 pod, so you can easily make this
- quick.
- - Tsunami's base damage is 4% of his cHP. It ignores MDF.
- - When below 701 HP after taking a hit, he'll retreat into his shell
- and heal himself for 400 HP. Hitting him while he's hiding in his shell
- won't prompt him to heal again, but once he's out, you can re-trigger it.
- - Palom and Porom will be gone after the following event, and there's
- nothing you can do to get them back (even though the item menu pops
- up when you examine their bodies).
- - On the plus side, Cid will join your party, and you'll also get the
- airship, Enterprise.
- - Cid's unique Command Ability, Peep, is just... Peep... and that's it.
- - You can sell the elemental rods now.
- Item (nc): Carrot \\\ Chocobo Forest ||
- - On the island northwest of Kaipo.
- Item (nc): Carrot \\\ Chocobo Forest ||
- - South of Troia.
- Item (nc): Cure2 \\\ Agart ||
- Shop:
- Spear 60 gil Iron Helm 150 gil
- Boomrang 3000 gil Iron Shield 100 gil
- Iron Armor 600 gil Iron Gloves 130 gil
- - (South of Baron).
- - The enemies in the neighborhood might be too much for you to handle.
- The Eblana region has the same encounters. Feel free to try them at some
- point. Maybe get a few levels in the Troia/Silvera region first.
- \\\ Silvera ||
- Items (nc): Silver Staff, Silver Knife, 5000 gil
- Shop:
- Silver Sword 6000 gil Silver Armor 17 000 gil
- Silver Knife 3000 gil Silver Helm 3000 gil
- Silver Staff 4000 gil Silver Shield 1000 gil
- Silver Hammer 8000 gil Silver Gloves 2000 gil
- - (South of Fabul / Northeast of Mysidia)
- - Silver Hammer, 2 Silver Armors, 2 Silver Helms, 2 Silver Gloves,
- Silver Shield = 53 000 gil
- - Upgrading Cecil's armor will only give him an increase of 5 DFP and
- 3 MDF. Maybe pass up on the Silver Armor. Definitely forget about the
- sword, and sell the knife. Hang on to Cid's default weapon if you're
- planning on fighting enemies in Cave Magnes before the boss (although
- you can buy one in Troia as well).
- \\\ Eblan Castle ||
- Items: Slumber Sword (Unique)(trap), Ether1, 2000 gil, 10× Mute Arrows,
- Cure2, Heal, Cure2, Cure2, Life, Cabin, 600 gil, Cure2, Ether1,
- Drain Lance (Unique)(trap), Cabin, 800 gil, Ether1, Ether1, Elixir (trap)
- Items (nc): Cure2, Cure2, Life
- - This is the abandoned castle on the continent with the huge tower
- sticking out from the giant hole.
- - There are no random encounters here, but the trapped chests feature
- enemies that you won't encounter normally for a good while.
- - One of the chests in the left tower is a monster-in-a-box; you'll
- have to fight a Staleman and 4 Skulls for the Slumber Sword.
- × The skeletons can Curse you, and the Golem can put you to sleep.
- Cecil and Yang can one-shot the skeletons with the appropriate
- elemental weapons. A multi-target Fire3 will also dispatch them
- easily, although it would be a better idea to take out the Golem
- with Ice-3. An instant kill with Stone is also an option.
- - The Slumber Sword will deal a little less damage than the Legend
- Sword due to its lower accuracy, but it's still worth using at times
- for its Sleepstrike ability.
- - As already explained at the beginning, if a normal attack fails to
- inflict an ailment even though the target isn't immune, it's because
- the hit didn't land during the target's regular ATB charge. Unless the
- enemy is rather slow, you'll need to hit them right after they attack.
- With multiple enemies, it's not that simple, and you may need to take
- queued actions into account.
- - One of the chests in the right tower is also a monster-in-a-box;
- you'll have to fight a Lamia and two Black Cats for the Drain Lance.
- × Careful with those counters. Magic is safe with the Lamia, but
- the Coeurls counter pretty much everything. A multi-target Lv3 spell
- is likely, but not guaranteed, to take out the cats. If you've just
- saved, you might as well risk it. You can safely hit them with the
- Slumber Sword so long as you get the timing right. Lamia is immune to
- both Sleep and Stun, but everything else works, so just take your pick.
- - And, finally, one more trap in the basement; you'll have to fight
- 3 Mad Ogres for an Elixir.
- × These guys hit pretty hard and have 254 MDF, but most ailments are
- still good (all except Porky and Toad).
- \\\ Troia (& Silvera) Region ||
- - Equip the Slumber Sword (if you have it) and Fire Claw while in this
- region. It's mostly Sting Rats and Treants.
- - StingRat is the last enemy in the Needlemouse family. Their Needle
- has a base power of 88. Stun them or turn them into pigs to avoid the
- counter. All the other enemies are immune to Porky except for Panther.
- When there are Treants in the back, you can just use the rod on a single
- target. That's still better than nothing. Or maybe try confusing one of
- the trees.
- - Yang can easily handle the Treants and Cannibals, although they're
- generally in the back row. He might still be able to one-shot them,
- nonetheless.
- - Pythons are trivial due to their low HP.
- - And then there's the Panther, the first enemy in the Coeurl family.
- Their trademark special attack, Blaster, inflicts either Instant Death
- or Stun, typically the former. I'm sure you'd rather have neither, so
- make sure they're not the last enemy standing (at least not without
- Sleep or Porky), and you can avoid it.
- - Don't hesitate to use those Tents when on the overworld. That's what
- they're there for.
- \\\ Agart / Eblana Region ||
- Lost & Found: 10× Medusa Arrow (1-3) / Medusa Sword (BlackLiz \ 4)
- - Like I said, these guys might be a little too much. If you're not
- feeling that ambitious, you don't need to bother.
- - Equip the Ice Claw, and Yang can easily take out Black Lizards and Flame
- Dogs. Flame Dogs have a nasty solo action, but since they're in the front
- row, that's not likely to be an issue.
- - Turn HugeCells into pigs to prevent them from both healing and fleeing.
- - Try to put the Rocs to sleep with the Slumber Sword. If there are three
- chicks, kick 'em.
- - The Medusa Arrows will instantly kill enemies that aren't immune to
- Petrification. It can still fail if you don't hit the enemy during their
- ATB charge.
- - In the unlikely event that you manage to score a Medusa Sword, you can
- go ahead and just stash it in your storage as a trophy. While it boasts
- a nice ATP figure, the accuracy is just a bit too limited, and the added
- Petrification effect is too slow to be of any significance (requires two
- cycles).
- \\\ Toroia ||
- Items (nc): 1000 gil, Cure2, Ether1, Ether2
- Shop:
- GreatBow 2000 gil Wooden Hammer 80 gil
- Fire Arrow 30 gil Leather Cap 330 gil
- Ice Arrow 30 gil RubyRing 1000 gil
- Lit Arrow 30 gil Pass 10 000 gil
- - (The village surrounded by forests northwest of Baron)
- \\\ Troia Castle ||
- Items: Tent, Tent, Cure2, Cure2, Ether1, Ether1, RubyRing, RubyRing
- Items (nc): TwinHarp (Unique, Temp), Ether1
- - Find Gilbert and you'll obtain the TwinHarp.
- - Once you feel prepared, head north to find the Chocobo forest / village.
- \\\ Chocobo Village ||
- Items (nc): Carrot, Carrot, Carrot
- - Since you can't land your airship on forests, you'll need to use one
- of the Black Chocobos found here to reach the cave east.
- \\\ Cave Magnes ||
- Party: Lv~30
- Items: Cure2, Heal, Ether1, 500 gil, Ether1, Cure2, Cure3, Life,
- Charm Claw (Unique), Ether2
- Item (nc): Earth Crystal (Unique, Temp)
- Lost & Found: Mage Summon (Mage \ 4), Zeus Gloves (Ogre \ 4)
- Boss: Dark Elf 1 & 2 (separate phases)
- - You can't use any metallic equipment in this dungeon. The solution,
- of course, is to run away from all battles (or use non-metallic gear).
- - The boss is waiting for you in the crystal room. Make sure you use
- the second save point nearby first.
- [Boss]
- - 65 000 HP (Elf 1) / 2000 HP, 9 Agi (Elf 2) / 3000 HP, 11 Agi (Dragon), W:H
- - 6000 Exp, 5000 gil
- - Your first battle with him is scripted, and will end in your defeat.
- However, after the scene that follows, you'll not only fully regain
- your health, but will also be able to put your heavy gear back on as
- the magnetic field disappears.
- - He still uses Weak in the second battle, but it can only hit one character.
- He technically has 22 000 HP in this battle, but he transforms after going
- below 20k.
- - In dragon form, he alternates between a regular physical attack and
- Dark Breath, an attack that deals 25% mHP damage to your whole party.
- Fire-resistant gear could bring it down to 10%, but there's no legitimate
- way to *obtain* any such gear at this point in the game. You'll just
- have to make do.
- - Inflict Slow if needed.
- - In case you want to give him a taste of his own medicine, Weak works
- on his dragon form.
- - Grab the crystal afterwards.
- - The Legend Sword works well on the enemies here, just as it did for
- the boss.
- - The Charm Claw inflicts Confusion, which isn't bad, but it hardly
- matters when Yang is killing most enemies in one hit. More importantly,
- however, it has a quad power modifier against giants, such as the Ogres.
- It does bring down his base damage a bit, since it has no accuracy bonus,
- but he's probably still able to one-shot the other enemies. It also gives
- him Speed +3. You can store it after this dungeon.
- - Before you trigger the next event in Troia, go stock up on Cure2's.
- \\\ Toroia Castle ||
- Items: Cure2, Heal, Ether1, Ether2, Elixir, 1000 gil, GreatBow,
- 10× Fire Arrows, 10× Fire Arrows, 10× Lit Arrows, 10× Ice Arrows,
- 10× Ice Arrows, 1000 gil, Elixir, Ether2, Ether1, Heal, Cure2
- - Go see the women in front of the crystal room. After that, you can
- go loot the stuff in the hidden treasure room. Keep the Great Bow for
- Rosa.
- - Return to your airship, and you'll soon find yourself in the Tower
- of Zot.
- \\\ Tower of Zot ||
- Items: Fire Mail, Fire Sword (trap), Poison Claw (Artifact),
- Fire Shield, Earth Hammer, Wizard Robe
- Item (nc): Magma Stone (Unique, Temp)
- Lost & Found: Silence Staff (Marion \ 3-4)
- Default (Kain 2): Wind Spear (Unique), Silver Shield, Silver Helm,
- Silver Armor, Silver Gloves
- Default (Rosa 2): Prisoner Clothes (Artifact)
- Special: Exit (Rosa)
- PCs: Kain, Rosa
- Bosses: Magus Sisters (Sandy, Cindy, Mindy), Valvalis
- - You will no longer have access to this dungeon once you clear the
- events here.
- - You can return to Troia, but you'll automatically return to Zot once
- you board your airship again.
- - The Fire Mail and Fire Shield make the wearer weak to Fire and resistant
- to Ice.
- - Yang should go with a Fire-Ice combo, but you can ditch the Ice later.
- The Carapace is the only enemy resistant to Fire, but they're only found
- on 1F and 2F. Even when an enemy resists the element of one the claws,
- the element they're weak to will take priority.
- - You don't have to fight the flans if you'd rather save the MP. Psych
- still works well on most of the enemies here. This is, sadly, the last
- dungeon where that's the case. Some enemies have MDF figures that are
- equal to or just a little above Psych's base power value, so it can
- still work with favorable RNG. Eventually, though, even that won't help.
- - Kick doesn't hit flans, and it's not because they have max DFP. It's
- a very redundant attribute, though, since the damage would still be 0
- even if it did hit them.
- - The second chest you find is a monster-in-a-box; you'll have to fight
- a Flame Dog for the Fire Sword. Switch to that unless you're already
- one-shotting everything with the Slumber Sword. That one's also good
- for inflicting Sleep on flans and back row enemies. At least switch to
- the Fire Sword for the bosses.
- - The Poison Claw inflicts Poison, which is completely insignificant,
- but you should still equip it, since it boosts accuracy and Strength.
- - You can use the Earth Hammer during battle to cast Quake, which does
- a fair amount of damage (1x200) to all (non-flying) enemies. Good for
- taking out flans, not that you'll be running into many of those, since
- you're pretty much at the end of the dungeon. The weapon is also Fire-
- elemental.
- - The Wizard Robe gives you Will +5.
- - You'll fight the Magus Sisters immediately after the Save Point on 5F.
- [Boss]
- - 2200 (right), 4300 (middle), 2500 HP (left), 3000 Exp and 3000 gil each
- - Their 'Delta Attack' is just regular spells reflected off Cindy (~200-
- 400 pod). It's not some special attack that wipes you out like in FFX.
- - Cindy (the middle one) is able to bring her sisters back to life, so
- take her out first.
- - Psych works well in case Tellah needs a refill.
- - Return to save and heal. De-equip Tella, as he's going to be leaving
- your party during the next event, whereas Rosa and Kain rejoin.
- - Tellah's duel with Golbez results in Cecil, Yang, and Cid losing their
- criticals.
- - Set Rosa's gear as soon as you gain control. Give her the Gaea Robe to
- make her immune to Petrification. Switch to the Wizard Robe after the
- boss. You can keep Kain in the back row, as he'll only be using Jump in
- the next battle.
- [Boss]
- - 6000 HP, 9500 Exp, 5500 gil
- - Easily the toughest boss so far. While in her Whirlwind Mode, she uses
- a nasty Weak + Ray combo. She also gets a functioning Evade (4x45%) and
- is immune to magic during this time, not that you have any, since you
- just lost your sage. You can cancel the mode by using Jump, but you may
- not be able to prevent every Weak. Quickly use a Hi-Potion to heal the
- character hit by it. With a little luck, Ray won't hit the same character
- multiple times, in which case you can just ignore it. You also don't want
- her to attack any character that was hit by Weak. She can deal up to 270-
- 360 pod with max RNG. Using Slow helps, as always.
- \\\ Agart ||
- - Go use the Magma Stone on the well. Afterwards, you can fly down the
- hole to reach the Underworld. You won't be able to come back up until
- after the next dungeon. Get some Ice Arrows for Rosa. Hang on to the
- Flame Sword for a little longer.
- - If you got the Drain Lance, don't bother using it. The high ATP is
- offset by the second worst accuracy in the game and a -10 penalty to all
- stats. It also lacks the Anti-Air element, whereas the Drain element is
- resisted by any enemy that absorbs anything.
- \\\ Dwarf Castle ||
- Party: Lv~40
- Items: Dwarf Axe, Strength Wrist, Ether2, Elixir, Ether1, Cure2,
- Elixir, Ether1, Bl.Belt, Cabin, Cabin, Cabin
- Items (nc): 500 gil, 500 gil, 1000 gil, Carrot, Carrot, Carrot
- Default (Rydia 2): Whip, Gaea Robe, Silver Bracelet
- PC: Rydia
- Bosses: 3× Cal & 3× Brena (+ Calbrena), Golbez
- Shop:
- Fire Sword 14 000 gil Fire Mail 30 000 gil
- Flame Lance 11 000 gil Fire Shield 1250 gil
- Dwarf Axe 15 000 gil Wizard Robe 1200 gil
- Darkness Arrow 40 gil Wizard Hat 2000 gil
- Rune Bracelet 2000 gil
- - You can't explore much of the castle initially (can't buy any gear
- yet), but it opens up after the boss.
- - De-equip all the items Cid has. He will no longer be joining you in
- battle once you trigger the scene in the throne room.
- - You're looking at two bosses in a row.
- [Boss]
- - Cal (blue, back): 1000 HP, Brena (red, front): 300 HP, 16-19 Agi,
- 1000 Exp, 500 gil each
- - Calbrena: 4624 HP, 11 Agi, 15 000 Exp, 5000 gil
- - If dolls of only one type are present, they'll transform into Calbrena.
- If Calbrena has less than 101 HP left, it'll split into the six dolls again.
- - While the blue ones have more HP, they don't have boss benefits, so you
- could inflict Mini or Stop.
- - Calcabrina hits *very* hard, almost reaching quad digits in the worst
- case. It can also inflict Confusion and Stun. It also technically has
- nasty counters for elemental spells, but you can't trigger them.
- |
- [Boss]
- - 3001 HP, 27 Agi, w:FH, 20 000 Exp, 10 000 (+1000) gil
- - Rydia rejoins the party here.
- - He just spams you with Fire2, Lit-3, and Virus (~100-300 pod).
- - Reviving the three dead characters might be too much trouble than it's
- worth. You can probably manage with just Cecil and Rydia.
- - Kain should use the Fire Sword (if he's in) while Cecil uses the Legend.
- - Technically, he has 22 001 HP, but the battle ends after he falls below
- 19 001.
- - Rydia is no longer able to cast White Magic.
- - New spells: Fire2, Ice-2, Lit-2.
- - New Summon spells: Mist, Titan, Shiva, Indra, Jinn.
- - Give Rydia that Tiara you got earlier if you still have it.
- - 2 Wizard Hats (Cecil, Rosa), 3 Rune Bracelets (Rosa, Rydia, Yang).
- - The Flame Lance would've been useful in Zot, but it's a bit too late
- for that now. You certainly don't want to use it in the next dungeon.
- - The Dwarf Axe gives you Str&Vit +5 and Mag&Agi -5. Maybe worth giving
- to Kain until he gets that Blizzard Lance, and it's not far. Note that
- it's actually long range, not that you really want Kain or Cecil in the
- back row, since your more fragile characters would have to take their
- place in the front.
- - Don't forget that equipping a ranged weapon gives that character the
- permanent long range flag. I suppose you could consider it compensation
- for the lost criticals.
- - The Black Belt (Str +5) should go to Yang for now. You can give it to
- Cecil or Kain later if you don't mind the low defense.
- - The Power Wrist gives you Str +5. Worth using despite the low defense.
- The stronger ones aren't *that* much stronger.
- - Use the hidden path in the basement to reach the next dungeon.
- \\\ Tower of Bab-il 1 ||
- Items: 10× Ice Arrows, 10× Ice Arrows, Ether1, Bandanna,
- Blizzard Lance (trap), IceBrand (trap), CatClaw, Archer Bow, Life, Life,
- Cure2, Ice Shield (trap), Ice Armor (trap), 2000 gil, Cure2, Ether2
- Lost & Found: Silence Staff (Marion \ 3-4)
- Boss(es): Dr. Lugae & Balnab (+ Balnab-Z), Dr. Lugae 2
- - You will no longer have access to this dungeon after a future story event.
- - You can't use Exit or Warp here.
- - When alone, Flame Dogs spam you with Fire, which deals 20% mHP damage
- (10% with Fire resistance, 40% with weakness) and can hit all characters.
- Once again, you can use Piggy (but not Silence) to prevent it, although
- if all three of your fighters are one-shotting them, it's not likely to
- be necessary. As such, it's better to have Rydia use the whip than the
- Change Rod, so she can stun enemies (except when they're too fast, like
- the FlameMen).
- × Characters with decent Magic Evade can easily avoid attacks like Fire
- when the enemy has 0 Magic.
- - The Silence Staff is the one rare drop I have to recommend getting.
- It's only slot 3, so it's *significantly* easier than a slot 4 drop. 1F
- is the best place. Just run away from the other battles. If you have a
- fast-forward option, use it. You can get one in a few hours (IGT).
- - The Silence Staff is pretty much the best staff in the game. It's got
- Will +10, Silencestrike and Magekiller. There's another staff with Will
- +15, but by the time you get that, Rosa's Will could be so high she won't
- even need those extra 5 points.
- - There are two trapped chests on the second floor (Alert + Stoneman &
- Alert + Chimera) and two more on the fourth (Alert + FlameDog & Alert +
- Naga). The Alerts have 254 MDF.
- - The Cat Claw is pretty much Yang's best weapon, with high accuracy,
- Str & Agi +5, and Sleepstrike.
- - You'll start running into Chimeras above 3F. When alone, they spam you
- with Blaze, which deals 25% mHP damage (10% with Ice resistance, 50% with
- weakness) and can hit all characters. They're immune to Porky, Sleep, and
- Stun, and they resist all three main elements, so maybe have one of your
- fighters switch to a non-elemental weapon. You might want to use Jump on
- them when they're in the back row.
- - With two save points and flans only common on two floors (4F and 5F),
- it's unlikely Rydia will need to do any draining.
- - The first Save Point is on the fourth floor.
- - The Ice Armor and Ice Shield make the wearer weak to Ice and resistant
- to Fire.
- - Medusas spam you with Ray until there's only one enemy left. Mainly
- a concern when you get ambushed.
- - On the 6th floor, you can see a chest that you can't reach. Just ignore
- it. (It's the last Cure2 you find in the new areas, although if you come
- back here later, it'll still appear to be closed even if you've opened it.)
- - The second Save Point is on the seventh floor. You'll find the boss on
- the floor above.
- [Boss]
- - Dr.Lugae: 4416 HP, 11 Agi, Balnab: 3927 HP, 6x86 ATP, 31 Agi
- - Balnab Z: 4000 HP, 9x114 ATP, 31 Agi
- - After their initial blunders, they'll settle into a simple routine,
- where Balnab merely attacks and the Doctor provides support by using
- Heal on Balnab.
- - Try to take them out at the same time. If you take out Lugae first,
- Balnab will self-destruct using Explode. If you take out Balnab first,
- you'll have to face Balnab-Z, who attacks twice then self-destructs.
- Getting killed by Explode results in the character losing criticals.
- |
- [Boss]
- - 6600 HP, 27 Agi, 15 000 Exp, 4000 gil, Tower Key (Unique, Temp)
- - He starts off by poisoning your whole party, but it won't have time to
- take effect, as he regularly uses Heal on your whole party. His Sleep
- counter won't be much of an issue for the same reason. The only thing
- you have to worry about is his Laser, which has a 20% cHP base power,
- but if you deal some damage, it'll quickly lose its edge.
- - Give Yang Thunder Claws for maximum ownage.
- - Use the key on the locked door on the 5th floor. De-equip all of Yang's
- gear (or at least the rare stuff) before going in. Give his Bandanna
- and Black Belt Dougi to Cecil or Kain.
- - Once Yang is gone, it's time to leave the tower. Another scene will
- take place, and you'll find yourself on the overworld with no way to
- return underground.
- Special: Enterprise upgrade \\\ Baron Castle ||
- - Go talk to Cid's assistants on the east side of the castle. They'll
- proceed to modify your airship, so you can use it to pick up the
- Hovercraft. This allows you to access the cave on the Eblana continent.
- You know, the continent where the Tower of Babil sticks out and where
- you also find the abandoned Eblana Castle (which you should check out
- once Edge joins if you ignored it earlier).
- \\\ Cave of Eblana ||
- Party: Lv40-45
- Items: Shuriken, Heal, 1200 gil, Ether1, Tent, Cure2, Cure 3,
- Shuriken, Elixir, Elixir, Cure2, Cabin, Cure2, 800 gil, 850 gil,
- Life, Life, Life, Drain Sword (Unique)(trap), Ether2
- Items (nc): Cure1, Cure1
- Lost & Found: Zeus Gloves (Staleman 2-4)
- Default (Edge): Short Sword, Short Sword, Bandanna, Bl.Belt (Artifact),
- Silver Gloves
- PC: Edge Lv25
- Shop:
- Power Staff 2000 gil Ice Armor 35 000 gil
- IceBrand 26 000 gil Black Robe 10 000 gil
- Blizzard Lance 21 000 gil Ice Shield 10 000 gil
- Short Sword 4000 gil
- Archer Bow 3000 gil
- Poison Arrow 70 gil
- - You should get Edge to join your party as soon as possible and get
- the items afterwards.
- - The Power Staff does ok damage but also inflicts Berserk, so don't
- use it if it doesn't result in a kill. If you got the Silence Staff,
- you don't need it.
- - The Zeus Gloves are a common drop (*if* you get a drop), but the
- Staleman itself is a rare encounter, so you can forget about it. You
- can't get it from the trapped chest encounter.
- - You'll find an underground settlement on the B2 floor.
- - The Black Robe is supposed to give you Wisdom +5, but this was changed
- to Will for some reason. Still worth using for the defense increase.
- - The chest in the save room is a monster-in-a-box; you'll have to fight
- two Stalemen for the Drain Sword.
- - At the end of the cave (right after the save point), Edge will join
- your party as the fifth and final party member. The event battle here
- will *not* affect your criticals.
- - Edge has three Command Abilities:
- 1. Ninjutsu: Ninjutsu skills are basically spells. You'll start off
- with just one (Flame). Not much use for them.
- 2. Throw: Throw allows you to throw ninja stars and some regular weapons.
- The damage is usually pretty good, but keep in mind, everything you
- throw will be lost in the process. The damage equals Edge's Lv * ATP
- (+ 0~98 random). The weapon's element/type modifiers are ignored.
- 3. Steal: Steal allows you to steal items from enemies. It's the same
- item that's first on their drop list (as in, nothing too impressive).
- You can steal multiple times from the same enemy. The chance of success
- equals 50 + Edge's Lv - enemy SR.
- - Triple digit HP is not going to cut it, so you'll want to spend some
- time leveling up Edge. At Lv40, he'll have about as much HP as Rydia,
- which isn't great, but I guess it'll have to do. Eventually, he'll have
- about as much HP as Rosa. Start off building up here, but maybe move to
- the first level of the tower later, where you can possibly score the Bomb
- summon.
- - Edge can equip Yang's claws, but can't match his ATP. Even so, if you
- find Edge's damage output a bit too underwhelming even after getting a
- bunch of levels, you could try giving him the Cat Claw and see if it that
- makes him more useful. He'll get better eventually, though.
- - The three elemental claws can boost Edge's damage output substantially
- when applicable. Fire and Ice have very limited use, but at the very
- least hang on to the Thunder Claw.
- - If you want to give Edge the long range flag (with a Boomerang or the
- Full Moon), note that the long range weapon has to be equipped either
- in his right hand or as his sole weapon. Again, once the flag is on, it
- stays on, regardless of what the character equips.
- \\\ Tower of Bab-il 2 ||
- Items: Cure3, Cure3, Ogre Axe (trap), 2000 gil, Middle Sword, 82 000 gil,
- Cure2, Cure2
- Item (nc): Poison Claw
- Lost & Found: Bomb Summon (Balloon \ 4), Silence Staff (Sorcerer \ 3-4)
- Special: Flood & Blitz (Ninjutsu)
- Boss: Rubicant
- - You'll be exploring different areas of the tower than last time,
- and you will no longer have access to these areas once you complete
- the events here.
- - Watch out for those counters (Blaster, Charm), Cecil and Kain should
- be able to take out BackCats with a single normal attack. Lamias often
- appear in eggs, so you can get one free hit in, with the next one likely
- resulting in a kill. If Rydia needs a fill up, Lamia eggs are her best bet.
- - Lamias are immune to Stun and Sleep. BlackCats are immune to Mini and
- Toad. Mad Ogres have 254 MDF and are immune to Porky and Toad.
- - If Rydia has reached Lv46, she could wipe out whole groups with Stone,
- but it does have limited accuracy.
- - If you got the Silence Staff, Rosa can do some nice damage to Mad Ogres.
- - If you think you're up for it, B1 is the best place for scoring the Bomb
- summon, with two common Bomb encounters. Again, just run away from the
- other battles.
- - The chest on B2 is a monster-in-a-box; you'll have to fight 4 Mad Ogres
- for the Ogre Killer.
- - The Save Point is on the north side of B3.
- - The boss awaits you on the 5th floor. Before you get to fight him,
- you'll have to go through an event battle with K.Eblan and Q.Eblan.
- You don't have to do anything in that one, though, as the battle ends
- on its own. Edge learns Flood and Blitz during the scene that follows.
- [Boss]
- - 25 200 HP, W/A:I, 25 000 Exp, 7000 gil
- - Ruby's kind enough to fully heal you right before the battle begins.
- - He'll counter regular attacks with Fire2 (~70 pod to all), so just hold
- back if you need time to heal. His most dangerous attack is Glare (~2000
- pod, F), which he uses at a slow pace, but even if it kills someone, you
- have plenty of time to revive them. You don't even necessarily have to
- revive them yourself. For some reason, Ruby will revive any dead characters
- if you cast Fire magic (other than Ifrit) on him.
- - He'll absorb Ice-elemental magic when he's blocking with his cape. If
- you're not sure Rydia can get the spell in before he puts it up, use
- Ice-2 instead of Ice-3/Shiva. Even if it gets absorbed, it'll only heal
- him for at most ~1k. Same goes for Flood.
- - For some reason, the cape, indeed, only affects Ice magic. Ice-elemental
- weapons will still deal considerable damage regardless.
- - The door behind Ruby leads you to the Crystal Room, but you won't be
- able to take more than a few steps here before a trap floor sends you
- falling down a bunch of floors. This isn't one of the areas you've
- previously explored, though. Just keep going, and you'll soon obtain
- the second airship, the Falcon.
- - Q.Lamias don't counter normal attacks with Charm.
- - Check the other door on 7F for a buggy hidden item. There are four
- more of these in the upcoming dungeons.
- Item (nc): Luca Necklace (Unique, Temp) \\\ Dwarf Castle ||
- Special: Falcon upgrade
- - Initially, the Falcon is unable to fly across lava, but you can
- quickly take care of that by visiting Cid in the Dwarven Castle.
- - You'll also need the Luca Necklace in order to enter the Sealed Cave.
- Item: 1000 gil \\\ Kokkol, the Smith's ||
- Items (nc): Heal, Cure2, Elixir
- - In the southeast corner of the Underworld.
- - The chest is quite well hidden. Check the walls *very* thoroughly.
- Items: Cure2, 490 gil, Cabin, 480 gil \\\ Tomra ||
- Items (nc): 470 gil, Cure2
- Shop:
- Middle Sword 7000 gil Diamond Armor 40 000 gil
- Chain Whip 6000 gil Diamond Helm 10 000 gil
- Ogre Axe 45 000 gil Diamond Gloves 5000 gil
- Mute Arrow 100 gil Diamond Bracelet 4000 gil
- Diamond Shield 15 000 gil
- Tiara 20 000 gil
- - A town in the southern region of the Underworld.
- - Chain Whip, Diamond Armor, Diamond Gloves = 51k.
- - I'd stick to the old Str-boosting gear (Strength Wrist, Bandanna,
- Black Belt), but the choice is yours. Grab a Tiara for Rydia if you
- missed it back in Mist. No need to buy another Middle Sword. Just get
- the gear from the Sealed Cave. It's on the first two levels (check the
- second and last doors from right to left along the north wall on B2).
- Don't finish the dungeon yet, though, unless you're passing up on the
- optional dungeons.
- \\\ Underworld 3 ||
- Theft: Ether1 (GlomWing)
- - On the southern part of the Sylvan region, you'll find some enemies
- you can't encounter anywhere else.
- - For whatever reason, the victory music doesn't fade out as quickly
- here as it normally does. It can easily fool you into thinking you got
- an item drop even though you didn't.
- - You now have access to three new dungeons: Sealed Cave, Sylvan Cave,
- and the Land of Summon Monsters. Only the first one is mandatory, but
- the others are (also) filled with nice magic items, so check them out
- too once you feel like you're up for the task.
- \\\ Land of Summon Monsters ||
- Items: Life, Ether1, Cure2, Cure2, Cabin, Cure2, Poison Axe,
- Ninja Sword (Unique), Life, Cure3, Defense Sword (Unique)(trap),
- Ether1, 3000 gil, 2000 gil, 2000 gil, RatTail (Unique, Temp),
- 10× Samurai Arrows, Samurai Bow (Unique), Ether2, Elixir, Heal, Life
- Lost & Found: Silence Staff (Conjurer \ 3-4)
- Special: Asura Summon, Leviathan Summon
- Bosses: Asura, Leviatan
- Shop:
- Long Sword 11 000 gil Sorcerer Robe 30 000 gil
- Blitz Whip 10 000 gil Aegis Shield 20 000 gil
- Charm Rod 5000 gil Charm Arrow 110 gil
- Lunar Staff 7000 gil
- - On an "island" west of the Dwarf Castle.
- - Cast Float on your party to avoid getting damaged by the floor (50
- points a step). You'll need to cast it again whenever you move to
- another area.
- - Most of the enemies have 32-35 Speed, so inflicting ailments with
- normal attacks can be difficult.
- - The Warriors and Fiends are fairly tough, but they have no ailment
- immunities. The Fiends counter any damage with Charm, but, once again,
- inflicting Porky will easily prevent that. If you don't have the Change
- Rod, use Toad instead. Their SR is a bit too high to make Stun/Sleep
- all that useful. If Rydia has Quake (Lv44) and you don't mind burning
- the MP, you can use that to wipe them out easily.
- - Red Eyes try to confuse you as their third action. You can confuse
- them or petrify them.
- - Psych works ok on Warriors, Arachnes, and Conjurers.
- - Psych works best on Hooligans (12 MDF), but using magic on them puts
- them in Weak Mode, and you can't easily cancel it, so you better finish
- them off quickly afterwards or inflict Silence or Toad.
- - The Clappers only spam you with Blitz, which does 50% max HP damage
- with no Thunder resistance. Use Weak if you have it (Lv48). Getting
- back attacked by two of them could get ugly, but at least it's unlikely,
- seeing as they're the least common enemies here. If things aren't looking
- too good, don't hesitate to flee.
- - The last chest on the B3 floor is a monster-in-a-box; you'll have to
- fight 5 Warriors for the Defender. Give this one to Kain if you already
- got the Light Sword.
- - After passing through the cave, you'll find the Town of Summon Monsters.
- - There's a hidden teleporter on the B4 floor that takes you to the
- Samurai Bow. There's another hidden teleporter in this room that takes
- you back to the world map. Try not to use it on accident.
- - Blitz Whip, 2 Sorcerer Robes, 2 Aegis Shields = 110k.
- × Get a Lunar Staff (Will +10) if you didn't get the Silence Staff.
- - There's a free Charm Rod (Wis +10) in the Sylph Cave, but if you
- really can't wait, it's only 5 grand.
- - There's a Save Point in one of the houses on the B5 floor. Use it
- before challenging the bosses.
- - On the bottom floor of the library, you'll find two human NPCs who
- are actually Asura and Leviathan. Defeat them to obtain their summons.
- [Boss]
- - 23 000 HP, 66 Agi, 20 000 Exp
- - She casts Cure4 (100% HP), Life1 (no effect) and Cure3 (2000-3000 HP)
- while relying entirely on counterattacks to deal damage. Bring her speed
- down by casting Slow twice, then hit her with Reflect. Rydia can still
- use Quake and summons, though. You can also Berserk your fighters.
- - Keep in mind, Reflect wears off after a while, but Slow makes it last
- longer.
- - You can get her to cast a spell on loop if you just attack her once
- during the casting time of the spell or after the spell (but before she
- starts casting the next spell).
- - Better go heal up before taking on the other one.
- [Boss]
- - 35 000 HP, 53 Agi, w:T, 28 000 Exp
- - Big Wave does 25% mHP damage to all. He'll use Ice-2 once or twice
- between each of those.
- - Might want to use Slow (and Berserk) again.
- \\\ Sylvan Cave ||
- Items: 10× Charm Arrows, Cure2, Cure2, Heal, Charm Rod, Cure2, 3000 gil,
- Heal, 2000 gil, Cure2, Cure3, Heal, Heal, Ether1, Elixir (trap),
- Elixir (trap), Elixir (trap), Full Moon Chakram (Unique)(trap),
- Avenger (trap), 10× Medusa Arrows (trap), ElvenBow (Unique), 1000 gil,
- Cabin, 10× Fire Arrows, 10× Ice Arrows, 10× Lit Arrows, Ether1, Cure2,
- Mute Dagger (Unique)(trap), Elixir, CatClaw, Poison Claw (Artifact)
- Lost & Found: Ribbon (ToadLady \ 4), Cursed Ring (Ghost \ 4)
- - A cave in the northwest part of the Underworld.
- - This one's not as linear as the LoSM. The path splits when you take
- the first stairs down. The northern path leads to the six trapped chests,
- whereas the southern path leads to the Sylphs' home. At the end of both
- paths is a warp that takes you back out.
- - There's quite a bit of stuff here, so watch your inventory space.
- - Malboros always start off with Bad Breath (Toad, Mini, Porky, Silence,
- Darkness, Confuse), and they'll use it again after a few other attacks.
- Fortunately, it only affects a single character and it misses if the
- character is immune to even one of those ailments. You can use gear like
- the Rune Bracelet (Rosa, Rydia, Edge), Headband (any), or RubyRing (any).
- - As for dispatching them, Toad works when there are no other enemies
- present. Typically the case on B1 and B3. On B2 and B4, they're usually
- tagging with DarkTrees or DarkTrees and Ghosts. If it's just DarkTrees,
- you could try your luck with Stone. When there are both, then there's
- only one Malboro, so you can just use a single target Toad. Stun only
- puts them on hold for 13 ATB, but it's still something. Rydia won't be
- stunning anyone when she's using the Change Rod, but, like I said, you
- could equip Edge with the Cat Claw.
- - DarkTrees are only immune to Porky, Mini, and Toad. Edge can one-shot
- them with a Fire Claw.
- - Ghosts are immune to Stun, Sleep, and Petrification. You can probably
- one-shot them. Also ok for Psych.
- - The Toad squad is in no way dangerous, just annoying. Once you take
- out the Lady, the toads will do nothing. You can prevent her from
- commanding the toads by inflicting Toad. Psych works well on the Lady.
- - Quake is highly effective here.
- - The six chests the teleporter leads you to are all trapped.
- 123
- 456
- 1-3: 6× Ghosts -> Elixir
- 4. 2× DarkTrees, 2× Molbols -> Full Moon Chakram
- 5. 2× Molbols -> Avenger
- 6. 2× Centipedes -> 10× Medusa Arrows
- - The Avenger is a Holy-elemental, two-handed sword with Auto-Berserk.
- Might want to use it on the boss in the Sealed Cave.
- - There's one more monster-in-a-box closer to the Sylphs' place, in a
- little room only accessible through a hidden passage; you'll have to
- fight a ToadLady and 6 TinyToads for the Mute Dagger.
- \\\ Sealed Cave ||
- Party: Lv45-55
- Items: Long Sword, Ether1, Life, Cure2, Ether1, Life, Life,
- Light Sword (Unique), Ninja Star, Elixir, 5000 gil, Long Sword,
- Ninja Hood (Unique), Ether1, Cure2, Life, Life, Ether2, Cure3
- Items (nc): Shadow Sword, Darkness Crystal (Unique, Temp)
- Boss: EvilWall
- - This is the cave near Tomera. Use Luca's Necklace to gain access.
- - You'll have to fight a number of fixed encounters with some TrapDoors
- here. They have a nasty attack called Disrupt that instantly kills the
- target, and they can also transform into another monster (a Manticore
- or a Yellow Dragon) when their HP gets low. Many of them only lead to
- empty rooms, but the Experience is quite good. There are 15 of them in
- total, but only 3 of them are completely mandatory.
- - VampLadies use Glance (Confuse) as their 4th action unless they're
- the only type of enemy left.
- - Manticores use Blaze as their first of three actions. Petrification
- is the only ailment worth hitting them with.
- - The first Save Point is on B2, behind the fifth door.
- - The Ninja Hood is the only (easily available) piece of gear that can
- boost Cecil's Agi (+3). He doesn't really need it in this version, though.
- - When you first reach B3, you'll be in a little room with two chests.
- The exit is south, but it might be a little hard to notice.
- - There are no encounters below B3.
- - The second Save Point is on B4. You'll encounter the boss on B5 after
- grabbing the Crystal.
- - Check the stairway leading to B5 to find another unintentional hidden
- item. You can also check one of the ropes nearby to fight 6 Ghosts.
- [Boss]
- - 19 000 HP, 66 Agi, 23 000 Exp, 8000 gil
- - You have very little time until he gets close and starts instantly
- killing your characters with Crush. If all else fails, you can level
- up to Lv50, at which point you can utterly destroy him with Holy and
- Flare. I myself build up at the Sylvan Cave. Better have something
- playing in the background while grinding. May I suggest 2D streamers
- from Japan?
- - In the unlikely event that you've managed to score a Ribbon, you can
- equip that to make a character immune to Instant Death.
- - De-equip Kain right before you reach the entrance, as he'll leave the
- party again.
- Special: Falcon upgrade 2 \\\ Dwarf Castle ||
- - Go see the king. After the scenes that follow, you'll be able to use
- the Falcon to return to the Overworld. Once the path is open again, you
- can use it with either airship.
- - Note that, while you can already give Kokkol the Adamantite, he won't
- be done until you get the Whale.
- - If you don't have a Thunder Claw, pick one up either in Baron or Fabul.
- Edge should use that in the next dungeon.
- \\\ Mysidia ||
- - After the scene here, you'll have the, er... Big Whale. Inside the
- Whale, you can rest and access the Fat Chocobo without using any greens.
- Examine the crystal to fly to the Moon and back. To simply fly around,
- examine the thing north of the crystal. The Whale is slower than the
- airships, though, and you can't take it to the Underworld.
- Item (nc): Adamant (Artifact, Temp) \\\ Grotto Adamant ||
- - Trade the Rat Tail for a chunk of Adamantite.
- - This place is on a little island near Silvera. You'll have to use
- the Hovercraft in order to reach it.
- Item (nc): Excalbur (Unique) \\\ Kokkol, the Smith's ||
- - Kukuro will use the Adamantite to upgrade the Legend Sword to the
- Excalibur.
- - The Odin summon is also now available (in Baron). Feel free to pick
- that up if you think you're up for it.
- \\\ Fabul ||
- Items (nc): Pan (Unique, Temp), Spoon (Unique)
- Special: Sylph Summon
- - This little side quest has a very limited time window, so it's now
- or never. The quest involves running back and forth between Yang in
- the Sylvan Cave and his wife in Fabul. Like so:
- 1. Find Yang in the Sylph Cave and talk to the fairies. Perhaps you
- already did. If not, take the southern stairs on B2. Cast Float to
- avoid floor damage.
- 2. Talk to Yang's wife in Fabul to receive the Frying Pan.
- 3. Use the pan on Yang and receive the Sylph summon.
- 4. Give the pan back to Yang's wife to receive the Spoon.
- - The Spoon is a weapon to be thrown by Edge and it deals fairly
- substantial damage. Better save it for a special occasion.
- - Even if you miss this quest, you can still get the Sylph summon later.
- \\\ Moon Surface ||
- Lost & Found: Bomb Summon (Balloon, Grenade \ 4)
- Theft: Ether (Pudding, MoonCell)
- - There are only 3 locations here: The Lunar's Lair, Bahamut's Cave
- (in the donut-shaped valley), and another place that doesn't have a
- real name.
- - Try hitting Grenades with Lit-1.
- Shop: \\\ Lunar Settlement ||
- Ether2 50 000 gil
- Elixir 100 000 gil
- Whistle 20 000 gil
- - South of the Crystal Palace is a cave inhabited by a bunch of Hummingways.
- - The Whistle is a consumable that lets you access the Fat Chocobo on
- the field.
- \\\ Lunar Path ||
- Items: Elixir (trap), Heal, Cure2
- - In order to reach the Lunar's Lair, you'll have to go through two
- small caves. The first one is just a little west of the palace. You'll
- have to go through these caves every time you want to leave or enter
- the final dungeon.
- - The first chest you find is a monster-in-a-box; you'll have to fight
- 2 Prokaryotes and 2 Eukaryotes for an Elixir.
- Item (nc): 280 gil \\\ Lunar's Lair ||
- TPC: FuSoYa Lv50
- Default (FuSoYa): Lunar Staff, Wizard Hat, Sorcerer Robe, Diamond Bracelet
- - You'll be joined by FuSoYa, who will accompany you for the next dungeon.
- × FuSoYa has no critical hits natively.
- - Check the door leading to the crystal room for some gil. You can also
- check the healing panel for a "monster-in-a-box."
- - Once you return to the Blue Planet, you'll automatically end up inside
- the Giant of Bab-il, and you're stuck there until you're finished. Grab
- the Defender from storage as well as some Lightning Arrows, if you have
- any. Lightning weapons deal quad damage to machines (and not because of
- the element), and all the normal enemies in the next dungeon are machines.
- \\\ Giant of Bab-il ||
- Items: Shuriken, Cure2, Ether1, 10× Samurai Arrows, Cabin, Life,
- Life, Elixir (trap)
- Default (Kain 3): Gungnir (Unique), Samurai Shield (Artifact),
- Samurai Helm (A), Samurai Armor (A), Samurai Gloves (A)
- PC: Kain
- Bosses: Four Fiends (Scarmiglione, Rubicante, Cagnazzo, Barbariccia),
- CPU (+ Attacker & Defender)
- - You will no longer have access to this dungeon once you complete the
- events here.
- - You can't drain MP from any of the enemies here, but there's a save
- point at the end, right before the bosses.
- - You can use a single target Thunder spell to cause Beamers and Machines
- to malfunction and start attacking their allies.
- - Stun works very well on Horsemen thanks to the overflow (if it hits).
- Status ailments won't help you with any of the other enemies here.
- - Use Weak on MacGiants and D.Machines, or at least the latter. The
- MacGiants take good damage from Lightning weapons, so it might not be
- needed for those. The dragon is the only enemy here who isn't a machine-
- type, despite both their name and appearance.
- - The last chest you find is a monster-in-a-box; you'll have to fight the
- Last Arm (9500 HP) for an Elixir. You may want to save before this one,
- as it might permanently lock you into battle by constantly inflicting a
- massive 150 ATB Stop with Magnet. If below 1001 HP, it'll self-destruct.
- [Boss: Elements] FITHA Attacks of note
- - Scar: 17 000 HP WAAAA -
- - Ruby: 29 000 HP AWAAA Fire3, Glare
- - Cag: 17 000 HP AAWAA Big Wave (25% mHP \all)
- - Barb: 30 000 HP Ww Storm (single digit HP \all)
- - 89 Spd, 62 500 Exp, 10 000 gil
- - You'll be fully healed before the battle.
- - You'll be fighting each of the Four Elements again in a single battle,
- one at a time. They're technically split into two pairs, where each pair
- is combined into one enemy, with their HP pool being shared and the boss's
- appearance and elemental attributes being altered on the fly. Once below a
- certain HP threshold, Scar is changed into Ruby and Cag is changed into Barb.
- - The first of each pair has to spend an actual turn to set their resistances.
- This action will remain part of the boss's action loop, even though it
- becomes redundant after the first time.
- - For whatever reason, the White spell deals normal damage to an Undead
- enemy even if it's supposed to absorb Holy, Scar 2 being the only enemy
- with such a combination. Holy-elemental weapons will still be resisted,
- though. Eg. the Defender will deal about 1 grand more damage than the
- Excalibur. The Flame Sword and Icebrand would substantially outperform
- even that against the first two bosses respectively, but it really doesn't
- have to be that precise. Elemental spells and jutsu will get the job done
- easily.
- - All of these fights are simpler than when you first fought them. Ie. Ruby
- doesn't use his cape, etc.
- - Scar only deals damage with normal attacks, but the damage can be pretty
- high (1000 pod), and the bosses are very fast. Cecil needs 36 Agi to push
- them to 2 ATB. Slow will carry over from the first of a pair to the other.
- - If you finish off the first of a pair when their action was queued, the
- boss that follows will perform that action instead.
- - Barbariccia uses Maelstrom as her sixth and last action in her AI loop.
- Try to be ready for it.
- - Return to save.
- - FuSoYa will leave the party after the next boss. If he's still using his
- default gear, you can just keep it on, since it's stuff you can just buy.
- [Boss: CPU] Action
- - CPU: 20 000 HP, 38 Spd Wall (self)
- - Attacker: 2000 HP 31 Spd Maser: 10% mHP dmg \all
- - Defender: 2000 HP, 111 Spd Remedy: Heal 10% mHP (CPU)
- - 50 000 Exp each, 10 333 gil
- - If you take out both of the small orbs, the big orb will kill a couple
- of your characters with Globe 199, and then simply revive them (the orbs,
- not your characters).
- - Your party will consist of the five main characters for the rest of
- the game.
- Shop: \\\ Kokkol, the Smith's ||
- Shuriken 20 000 gil
- Ninja Star 50 000 gil
- Samurai Arrow 140 gil
- - A new shop is available.
- Special: Odin Summon \\\ Baron Castle ||
- Boss: Odin
- - Now that you've been to the land of the summon monsters, you can
- fight Odin in the Baron Castle. Just head to the basement from the
- east tower.
- [Boss]
- - 20 500 HP, W:T, 18 000 Exp
- - He'll attack 3-1 times, then use Zantetsuken, which will pretty
- much annihilate you (3000-6000 pod to all). Do try to take him out
- before that happens. Holy and Flare should bring it home, once again.
- - You can store the Thunder Claw (and other claws) at this point.
- They've served you well. A couple of them could still be of use when
- farming certain rare drops.
- \\\ Cave Bahamut ||
- Items: Samurai Gloves (Artifact), Samurai Shield (Artifact),
- Samurai Armor (Artifact), Samurai Helm (Artifact)
- Lost & Found: Ribbon (Warlock \ 4), Artemis Bow (Kary \ 4),
- Rune Axe (RedGiant \ 4)
- Theft: 10× Artemis Arrows (Kary)
- Special: Bahamut Summon
- Boss: Bahamut
- - Warlocks use Weak when alone (with an Attack/Weak loop).
- - If all enemies are Karies, they'll throw some hits at you before using
- their special attack, Hug, which will fully heal the target while at the
- same time causing full Petrifaction. After that, they'll run away.
- - Warlocks are only immune to Toad, and Karies are only immune to Porky
- and Toad. Both are very vulnerable to Stun thanks to the overflow, although
- it can be difficult to hit them during their ATB charge. Safer to just
- have Rydia use the Change Rod on the mages.
- - You can steal Artemis Arrows from the Karies. They're the strongest
- arrows by far and have quad power against dragons. Rosa should stick to
- a staff, though, to boost her Cure magic.
- - Use Weak on RedGiants and D.Bones. If there are two RedGiants, you
- might want to beat up the other one to save MP.
- - Before you can reach Bahamut, you'll have to take care of three fixed
- Behemoth encounters, easily predicted when you're forced on a single
- tile wide path. They rely almost entirely on counterattacks to deal
- damage, and you're going to have to eat quite a few of those. Instant
- ownage stuff doesn't work, since they have the boss flag, and offensive
- magic potency is limited thanks to their 254 MDF. Use only the strongest
- attacks and cast Blink to avoid damage. If Rydia has Bomb, she should
- use that to save MP. Don't use Holy-elemental magic (White, Meteo) or
- they'll retaliate with Maelstrom, leaving your whole party with single
- digit HP. These guys won't respawn, so you can safely warp out to save
- and recover your health whenever needed.
- - Unfortunately, there's no save point here. It's not a long dungeon,
- though.
- - Assuming you've already got Asura and Leviathan, you can fight Bahamut
- for his summon.
- [Boss]
- - 37 000 HP, 27 Agi, 35 000 Exp
- - Bahamut will count down from 5 and then unleash Mega Flare, which
- deals fairly massive damage, anywhere between 1000-6000 pod. You can
- Reflect it, but you don't have enough time to cast it on everyone.
- Party: Lv60-70 \\\ Lunar Subterrane ||
- Items:
- B1 | Ninja Suit (U) * B5 | White Robe (U)
- B2b| Life Staff (U) * B5 | Crystal Helm (U)*
- B2a| Flame Whip (U) B5 | Cabin
- B2a| Dragoon Shield (U) B6 | Ninja Star
- B3 | Dragoon Helm (U) B6 | 10× Artemis Arrows
- B3 | Dragoon Mail (U) B6 | Cabin
- B3 | Dragoon Gloves B6 | Heroine Vest *
- B4 | 10× Artemis Arrows B6 | Life1
- B4 | Elixir B5b| Protect Ring *
- B4 | Cure3 B7 | Ribbon
- B4 | Cure3 B7 | Ribbon
- B4 | Stardust Rod (U) * B8 | Ninja Star
- B5 | Crystal Shield (U) * B9 | Elixir
- B5 | Protect Ring B9 | Whistle
- B5 | Crystal Mail (U) * B10| Ninja Star
- B5 | Crystal Gloves (U) * B10| Ninja Star
- Traps:
- Ninja Suit | 2x RedGiant
- Life Staff | 2x Warlock, 2x Kary
- Stardust Rod | Behemoth
- Crystal Shield | Blue Dragon, Red Dragon
- Crystal Mail | Behemoth
- Crystal Gloves | 2x Red Dragon
- Crystal Helm | Dragon Fossil, Warlock
- Heroine Vest | Warlock, 3x Kary
- Protect Ring | Behemoth
- Lost & Found: Items (nc):
- Warlock | Ribbon (4) Rod
- Kary | Artemis Bow (4) 150 gil
- RedGiant | Rune Axe (4) Murasame (U)
- FatalEye | Protect Ring (4) Masamune (U)
- Blue Dragon| Dragon Whip (3) White Lance (U)
- Red Dragon | Dragoon Spear (3) Crystal Sword (U)
- Red Dragon | Crystal Ring (4) Crystal (U, Temp)
- Behemoth | Power Sash (3)
- EvilMask | Glass Mask (4)
- PinkPuff | Pink Tail (4)
- Bosses: Pale Dim, Wyvern, Plague, 2× D.Lunar, Ogopogo, Zeromus
- - You'll likely run out of space here unless you use a Gysahl Whistle.
- You can use the one you find near the end.
- - There are two Save Points: one on B5 and another on B7. The one on B5
- isn't near the main path, though.
- - Throughout the caves, you'll find some pedestals holding some of the
- most powerful equipment in the game (mostly weapons). They're all guarded
- by powerful bosses, so before examining them, make sure you've recently
- saved somewhere, so you won't lose too much progress should you die. While
- they're all optional, if you can't handle them, you probably can't handle
- the final boss either.
- - On the first levels, you'll find the same enemies as in Bahamut's Lair.
- It's not until about halfway through that you start seeing some new faces.
- - You'll no doubt notice the change in scenery once you descend below B7.
- During these last levels, you'll encounter the nastiest, most powerful
- enemies in the game. You also won't be able to use Exit beyond this point.
- - Use Stop or Weak on Kinryuus. Their Blitz deals 50% mHP damage (10%
- with Thunder resistance), and they counter all attacks with Entangle
- (Stun).
- - D.Fossils inflict Stun with their normal attacks. If Cecil gets stunned,
- you might want to use Weak.
- - Blue Dragons are nothing to worry about, although they do resist all
- elements, so Cecil and Kain will only deal 50% damage.
- - Red Dragons have similar stats as Blue Dragons, but only resist Fire.
- When alone, they use Heat Ray (~1000 pod to all, F). Psych works great.
- - FatalEyes will spam you with Count to inflict Doom / Death Sentence
- on you. An all-out attack will hopefully take them out before anyone
- falls. Flare/Holy would help, but it's a pretty common encounter (on B5
- and B6), so you might want to save your MP.
- - Casting Thunder magic on a Tricker is not a very good idea. Psych
- works great on them, although the places where they're common are close
- to the save points.
- - The little room on the B5 level where you find the Cabin is the
- so called 'Pink Puff Room.' It's the room quite close to the path that
- takes you to B6. This is the only place in the game where you can
- encounter the Purin Princess aka Pink Puff. Their slot 4 drop is the
- Pink Tail, which you could trade for an Adamantite Armor with the tail
- collector. However, without any Alarms, scoring one of those tails is
- *insanely* hard, so don't even think about it. Even if you were to somehow
- obtain the armor, I would advise against using it due to the permanent
- elemental weakness that comes with it.
- - Either way, the Puffs come in groups of 5 and have 10 000 HP. They're
- kind of annoying to deal with because of how they Berserk your characters.
- - You should already be familiar with the Behemoths. They'll counterattack
- constantly, so choose your attacks wisely. Don't use magic besides Blink
- and maybe Bomb. If it's too much of a pain, just run.
- - Face will Reflect both parties (which makes healing rather difficult)
- and then start throwing some nice little spells like Holy and Flare at
- you (~2000). If you just spam Attack with all characters, you might take
- them out before they even pull off that first Holy.
- - Zemus Breath is surprisingly harmless, as he thinks it's a good idea
- to spam you with Libra. Mindblast can stun you, but tends to miss. Even
- when it misses, it still causes Bleed. They take a while to beat down,
- since they have high HP and 254 MDF.
- - In stark contrast, hanging out with Zemus Mind is nothing short of
- unpleasant. After attacking you a couple of times, he'll cast a Confuse
- spell that affects your entire party. Run like a bitch.
- - Breath and Mind are the only enemies in the final area.
- - The hidden path on B1 leads to a dead end with the first optional boss,
- Hakuryuu. At least grab the two items on the way even if you're not taking
- on the boss yet.
- - The B2 floor would probably be the best place to try and get your
- Artemis Bow (if you're patient enough). It's not really something Rosa
- should be using, though, since it has -10 Mag.
- - Check the stairs leading down on B3 for a hidden item (toss it).
- - There's one last hidden item (150 gil) in the first doorway on B5.
- - The Dragoon gear and Protect Rings grant resistance to all three
- primary elements (Fire, Ice, and Thunder). Spread those around and you
- can have four of your five characters resist the three main elements.
- - The path splits on B6. The hidden path takes you to a dead end with a
- save point and one of the optional bosses (Wyvern). If you need to heal
- up, it's faster to get to the other save point by taking the main path
- on B6.
- - The Heroine Vest increases Strength, Vitality and Speed, but lowers
- Magic (+/-15). Again, not recommended.
- [Boss: Pale Dim]
- - 27 300 HP, 40-43 Agi, A:FIT, 55 000 Exp + Murasame
- - Pale Dim counters normal attacks with Slow, summons with Quake, and
- elemental magic with Glare/Blizzard/Blitz.
- - The Murasame increases Str, Vit, and Will by 5 and decreases the other
- two by 5.
- [Boss: Wyvern]
- - 25 000 HP, 43-46 Agi, 64 000 Exp + Crystal Sword
- - He starts off with Mega Flare right off the bat, and it definitely
- hurts (~3000). However, so long as you refrain from using Summons,
- that'll be the only one you'll see.
- - After breaking the ice, he'll just spam reflected Flares (~1200) and
- occasionally heal 2500 HP. Hardly anything to worry about.
- - Two more bosses on B7, right next to the second and final Save Point.
- [Boss: Plague]
- - 28 000 HP, 29-32 Agi, w:A, 31 105 Exp, 550 gil + White Lance
- - Another easy one. He'll inflict Death Sentence on your whole party,
- and then it's just a race against time to finish the battle before the
- reaper claims you. Even if you run out of time, you can squeeze in a
- Phoenix Down as your characters are falling, so it's very much possible
- to survive it.
- [Boss: 2× D.Lunar]
- - 21 000 HP, 30 Agi, w:F, 50 000 Exp
- - Using the Attack command will prompt them to enter 'Bio mode,' where
- they Reflect themselves and start throwing reflected Virus at you (~1500).
- Once one of them is down, the remaining one can't do anything other than
- counter with Fire (or Remedy if you use a Summon).
- - If you already got the Ragnarok, Cecil can hit them for max damage.
- Berserk may not help, since then Cecil will target either one in random.
- The Crystal Mail also just makes him immune to Berserk.
- - You might want to do some preparations before you put them in Bio mode
- (if you do that at all). Their regular script is Attack, Fire, Attack x4,
- Bad Breath (all). Again, a character will evade Bad Breath completely if
- they're immune to even *one* of the ailments (Toad, Mini, Porky, Silence,
- Darkness, Confuse), You can use gear like the Crystal Mail, White Robe,
- Rune Bracelet, RubyRing, and Headband.
- - The last pedestal is on B8.
- [Boss: Ogopogo]
- - 37 000 HP, 38 Agi, 61 000 Exp + Masamune
- - His loop is: double Big Wave (50% mHP), Attack x3, Big Wave (25% mHP),
- Attack x2. Magic is countered with Blaze (25% mHP, Ice).
- - You'll no doubt notice the change of scenery once you descend below B7.
- During these last levels, you'll encounter the nastiest, most powerful
- enemies in the game. You also won't be able to use Exit beyond this point.
- - Once you've gotten all the items, return to save and prepare for the
- final boss. If you don't mind the hike, you could leave the dungeon to
- spend some of the money you've made. If you'd like to level up, try to
- score some rare drop(s) at the same time, so you can potentially take
- out two stones with one bird. The Exp requirement per level caps at Lv70,
- from which point on, each level is 160-200k Exp depending on the character.
- Lv99 requires a total of 8-10 million Exp.
- - After Lv70, a character will receive one of eight possible stat gain
- sets per level, some of which actually reduce stats. If you're feeling
- obsessive, these are the best ones:
- Lv70
- Str Agi Vit Wis Wil Str Agi Vit Wis Wil
- Cecil | 2 | 2 | 2 | - | 2 | | 85 | 41 | 70 | 36 | 41 |
- Kain | 3 | 3 | - | - | 3 | | 73 | 48 | 63 | 12 | 39 |
- | 2 | - | 2 | 2 | 2 |
- Edge | 2 | - | 2 | - | - | | 59 | 54 | 47 | 34 | 25 |
- | - | 3 | - | 3 | - |
- Rydia | 3 | 3 | - | 3 | 3 | | 36 | 33 | 34 | 63 | 54 |
- | 2 | - | 2 | 2 | 2 |
- Rosa | 1 | 1 | 1 | 1 | 1 | | 48 | 32 | 42 | 22 | 71 |
- - De-equip anything that might lower Rosa's and Rydia's Magic (Artemis
- Bow, Heroine Vest) and equip stuff to boost it instead (Life Staff,
- Stardust Rod, White Robe, Tiara (Rydia)). Cecil should equip the Ninja
- Hood if it gets him to 41 Agi.
- - You'll be fully healed for the final battle.
- - There are three event battles before the real battle begins. The first
- two have FuSoYa and Golbez fighting Zemus. The third one ends when you
- use the Crystal with Cecil.
- × The characters in slots 1, 2, and 3 will lose their criticals as a
- result of the first two event battles (unless you lock the values).
- [Boss: Zeromus]
- - 45 000 + 61 000 HP, 69 Agi
- - He starts off in an invincible state, but removes it right away as his
- first action (not noticeable when playing legit).
- - He mostly relies on Big Bang (~2000), which comes with visual effects
- I don't think you should look at. He'll always shake on the previous turn.
- - Black Hole will negate support magic, so you can forget about Haste.
- You can (and should) still Slow Zeromus, though. It doesn't affect that.
- - You'll want to avoid those Flare counters (~2000), so only have Rydia
- summon outside of Beta phase (ie. before the first Big Bang and after his
- full HP recovery).
- - He changes his Magic stat for every attack (as seen in the enemy list).
- If you trigger a counterattack while he's charging for an attack, you
- can end up powering up or powering down the attack being charged. Eg. a
- Flare counter will cut Big Bang's damage by half.
- - He'll fully recover his HP once when he falls below 16 001 HP (can be
- avoided with reflected magic). His subsequent attack pattern includes
- Flare as a normal attack. His final attack pattern, when below 12 001 HP,
- consists only of a low power Meteo (~1000) that can easily miss some of
- your characters.
- End of file.
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