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Final Fantasy IV WT (UC)

Nov 25th, 2021 (edited)
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  1.  
  2. Final Fantasy IV
  3.  
  4. Platform: Snes / SFC
  5. Released:
  6. 19.07.1991 (J)
  7. 23.11.1991 (NA)
  8.  
  9. Based on: NTSC-U/C-version (SNS-F4-USA)
  10.  
  11.  
  12.  
  13. - I would recommend against playing the North American version because
  14. of all the changes that were made. It's your call, though.
  15. - You can pause the game during battle. This will stop the play time counter
  16. from running.
  17. - You have 46 slots for items in your inventory. The items you buy and
  18. de-equip are not automatically stacked. Dropped items and items found in
  19. containers are. Move items on top of each other to stack them.
  20.  
  21. - Throughout the game, you'll see a lot of changes in your party lineup,
  22. as seen below. Whenever a character leaves, all the items they had equipped
  23. will be lost, even if it's a character who eventually rejoins the party.
  24. You should really try to avoid losing any (important) items like this.
  25.  
  26. Misty Cave |DK | |
  27. Watery Pass |D L |Te |
  28. Antlion Cave |D L | Gl |
  29. Mt. Hobs |D LR | Gl |
  30. Mt. Ordeals |D |Te PaPo |
  31. Old Waterway |C |Te YaPaPo |
  32. Cave Magnes |C |Te Ya Ci |
  33. Tower of Zot |C |Te Ya Ci |
  34. Tower of Bab-il 1 |CKLR | Ya |
  35. Cave of Eblana |CKLR | |
  36. Tower of Bab-il 2 |CKLRE| |
  37. Sealed Cave |CKLRE| |
  38. Giant of Bab-il |C LRE| Fu|
  39. Lunar Underground |CKLRE| |
  40.  
  41. - During battle and in the menu, your characters are positioned like so:
  42. 2 2
  43. 4 4
  44. 1 or 1
  45. 5 5
  46. 3 3
  47.  
  48. - In the left formation, the characters in slots 1, 2, and 3 are in the
  49. front row, whereas 4 and 5 are in the back row. In the right formation,
  50. these positions are swapped. You can move characters to different slots
  51. using the Change command, and toggle the formation using Form.
  52. - An enemy is considered to be in the front row if it's either closest
  53. to your characters or their sprite overlaps horizontally with the enemy
  54. who is closest to your party. As you clear out enemies from the front,
  55. the row states are updated accordingly. Inflicting a polymorph ailment
  56. may change an enemy's row from front to back due to their new, smaller
  57. size.
  58.  
  59. - Stats:
  60. Lv | ATP (Lv/4), Accuracy bonus (Lv/4), Eva multip.(Lv/16)(req. shld)
  61. Strength | ATP (Str/4), ATP multiplier (Str/8)
  62. Agility | ATP multip. (Agi/16), Eva&MEva multip.(Agi/8)\(Agi/32), ATB
  63. Vitality | DFP (Vit/2)
  64. Wisdom | Magic multip.(Black), Magic evade (Wis/8), MEvade multip.(Wis/32)
  65. Will | Magic multip.(White), Magic evade (Wil/8), MEvade multip.(Wil/32)
  66.  
  67. - The physical damage you deal with a normal attack equals...
  68.  
  69. ATPm * (Offense + CritP - enemy DFP)
  70.  
  71. ATPm: ATP multiplier (ie. number of hit rolls)(1 by default)
  72. Accuracy: Success rate per hit roll
  73.  
  74. -> Accuracy = total Accuracy / 98
  75.  
  76. Offense = (ATP + rnd(0,ATP/2)) * et
  77.  
  78. -> ATP = base ATP + weapon ATP
  79. -> e: elemental variable (2; 4; 0,5; 0)
  80. -> t: type bonus (4)
  81.  
  82. CritP = base CritP + weapon ATP/2
  83.  
  84. -> Crit% = base Crit% * wpnCrit / 98
  85.  
  86. -> wpnCrit = 2 \ 3 (bow) \ 1 (dual wield)
  87.  
  88.  
  89. - Physical damage received equals...
  90.  
  91. (ATPm - character Evade) * (Offense - character DFP)
  92.  
  93. Evade: Successful Evade rolls
  94.  
  95. Offense = (ATP + rnd(0,ATP/2)) * t
  96.  
  97. -> t: type resistance (0,5)
  98.  
  99.  
  100. - Magical damage equals...
  101.  
  102. (Mag-m - target MEvade) * (MgOffense - target MDF)
  103.  
  104. Mag-m: Magic multiplier (ie. number of hit rolls)
  105.  
  106. MgOffense = (base + rnd(0,base/2)) * e
  107.  
  108. -> e: elemental variable (2, 4, -1)
  109.  
  110.  
  111. - Default Accuracy for your characters is 50. Default Evade is 30.
  112. - The character in slot 1 gains a 1,25x Accuracy bonus (not visible in
  113. the menu).
  114. - Press left or right during battle to access the Defend and Change
  115. commands. While defending, the character's DFP is doubled.
  116. - You can switch weapons (and shields) mid-battle by pressing up in the
  117. item menu.
  118. - The vast majority of enemies in the game have only single digit DFP,
  119. whereas MDF values do generally go up as you progress.
  120. - DFP is doubled when the target is in the back row. Accuracy is halved,
  121. possibly twice, if the attacker and/or target is in the back row and the
  122. attacker isn't using a ranged weapon or doesn't have the unintentionally
  123. permanent long range flag that comes from equipping a long range weapon.
  124. - The status screen shows the character's Evade multipliers in front of
  125. DFP/MDF rather than Evade rate, which is *very* misleading. Either way,
  126. the two numbers indicate the number of evade rolls and the success rate
  127. of each roll. Eg. an Evade of 3x20% would give you three evade rolls
  128. with a 20/98 chance of success each.
  129. - Armor can provide varying bonuses to Evade and Magic Evade, but I
  130. haven't included these values in the equipment list mainly due to the
  131. lack of space.
  132. - Enemy Evade and Magic Evade are supposed to affect hit rolls the same
  133. way, but they're not loaded into RAM properly and, thus, don't do anything.
  134. - Magic multiplier is Wisdom\Will/4 + 1. Magic accuracy is Base +
  135. Wisdom\Will/2. Black Magic, Summon Magic, and Ninjutsu use Wisdom.
  136. White Magic uses Will. Magic is unaffected by row.
  137. - Some spells can be cast either on a single target or all targets.
  138. Multi-casting divides the power by the number of targets. For healing
  139. spells, even dead characters count in the menu, but not during battle.
  140. The power is calculated individually, thus resulting in variation even
  141. when the targets share the same defensive attributes.
  142. - Spells that don't deal damage or heal HP only get one hit roll, even
  143. when multi-targeting.
  144. - There are a number of weapons that can be used during battle to cast
  145. certain spells with 0 casting time and no MP cost. The weapon has to
  146. equipped for this to be possible. Just press Confirm twice when the
  147. cursor is on the weapon. The spells have fixed hit and power values
  148. that are in no way affected by the user's stats. The enemy's MDF and
  149. elemental resistance are still factors, however.
  150. - You can find base power and accuracy values for magic in the Misc.
  151. file.
  152. - If an attack has a power value that exceeds 511, it will cause the
  153. random variable to reach its cap of 255. This is mainly limited to
  154. Meteo and the (now mostly absent) Fang items.
  155. - There are seven elements - Fire, Ice, Thunder, Anti-Air, Holy, Dark,
  156. and Drain - and four levels of elemental resistance - Weak, Weak x4,
  157. Absorb/Resist, and Immune.
  158. × Elemental absorption only causes magical damage to be absorbed,
  159. whereas physical attacks will get a 0,5x power multiplier instead.
  160. × All flying enemies are weak to Anti-Air attacks and immune to ground-
  161. based attacks (ie. Quake, Titan).
  162. × Elemental immunity doesn't occur among enemies outside of Zombies
  163. nor is it provided by any equipment (with one exception).
  164. × The Dark element becomes irrelevant not far into the game, as it's
  165. only used by Cecil's Dark Knight weapons.
  166. × The Drain element never occurs on its own in an enemy's elemental
  167. resistance values. Instead, it's pretty much always included when an
  168. enemy absorbs some other element(s). Drain resistance only affects
  169. physical attacks, not magical.
  170. × Using a draining attack on an Undead enemy will reverse the effect.
  171. × There's also an eighth element, Element 80, that serves seemingly no
  172. purpose, as no weapon or spell uses it. If you force it on a weapon, it
  173. functions like a typical element. The element is still commonly found
  174. in resistance values, as, similar to Drain, it's pretty much always
  175. included when an enemy has 4x weakness to some other element(s). Despite
  176. its presence, it's not acknowledged by Libra, nor is Drain if that was
  177. ever set as a weakness.
  178. - There are eight enemy types: Dragon, Machine, Reptile, Spirit, Giant,
  179. Flan, Mage, and Undead. Not all enemies fall under any of these types,
  180. however. Most don't.
  181. - Minimum damage is 1. If the number of successful hits is 0, then it's
  182. a miss.
  183. - At 255 DFP or MDF, a subject becomes immune to physical or magical
  184. attacks. No enemy natively has defense this high.
  185. - Magic is generally much more powerful than physical attacks, but you
  186. need to use it with moderation to avoid running out of MP. Ether is
  187. neither easy to come by nor very potent. Tents and Cabins are a great
  188. way to recover both HP and MP, but you can only use those at save points
  189. and on the Overworld. Aside from items and recovery points, you can also
  190. use the Psych spell to drain MP from enemies, provided their MDF isn't
  191. too high. The spell only has a base power of 16, which the random variable
  192. can boost up to 24. It's a bit more viable in the NA version due to some
  193. enemies having lower MDF. As a last resort, you could drain MP from another PC.
  194. - An enemy's max MP equals max HP/16. Enemies don't consume MP for anything.
  195. - A good number of enemies have counterattacks that are triggered by
  196. certain actions, such as normal attacks or magic. The counter hits a
  197. random character. Reflected magic won't trigger any counters.
  198. - When dual-wielding, Edge receives no critical hit power bonus based
  199. on his weapons.
  200.  
  201. - Critical hit rates and power vary between characters, as seen below.
  202.  
  203. % Pow Hex RAM address
  204. Cecil D | 2 20 (14) | 1 | 7E2041~2
  205. Cecil P | 3 30 (1E) | 2 | 7E20C1~2
  206. Kain | 2 20 (14) | 3 | 7E2141~2
  207. Rydia | 1 40 (28) | 4 | 7E21C1~2
  208. Rosa | 2 60 (3C) | 5 | 7E2241~2
  209. Edge | 8 25 (19) |
  210.  
  211. Tellah | 1 30 (1E) |
  212. Gilbert | 2 30 (1E) |
  213. Yang | 1 50 (32) |
  214. Palom | 1 30 (1E) |
  215. Porom | 1 30 (1E) |
  216. Cid | 5 35 (23) |
  217. FuSoYa | 0 0 |
  218.  
  219. - Due to a programming error, it's not only possible but often inevitable
  220. that a character will permanently lose the ability to deal critical hits.
  221. The inevitable cause is when a character is temporarily absent during an
  222. event battle. There are a number of these throughout the game, and they
  223. will cause nearly all characters to lose their criticals (all except Kain
  224. and Edge).
  225. - The other, avoidable, way for a character to lose criticals is by being
  226. dead or petrified at the start of battle.
  227. - The bug is not present in any version on any other system (PS1, etc.).
  228. - Below, you can see where a character loses their criticals. If the
  229. name is in brackets, it means the character would lose them if they
  230. weren't already lost.
  231.  
  232. Damcyan Castle | Cecil D Rydia
  233. Kaipo |(Cecil D)(Rydia) Rosa
  234. Mt. Hobs |(Cecil D)(Rydia)(Rosa) Gilbert
  235. Fabul Castle | (Rydia) (Gilbert) Yang
  236. Mt. Ordeals | Palom Porom Tellah
  237. Tower of Zot | Cecil P Cid (Yang)
  238. Tower of Babil 1| Any if killed by Explode in first Lugae fight
  239. Final Battle | Characters in slots 1, 2, and 3
  240.  
  241. - You can easily restore criticals or prevent losing them in the first
  242. place through RAM manipulation. If you're playing the game on emulator,
  243. this is a simple process.
  244. - To restore criticals, follow these steps:
  245. 1. Insert the appropriate values into the character's critical hit
  246. RAM addresses. 41/C1 for critical hit rate and 42/C2 for power.
  247. 2. Enter the character's equipment menu.
  248. 3. Turn off the "cheat." No need to save and reset as is typical.
  249. - Rather than restore them, you can also just prevent the loss by locking
  250. the values when coming up to one of the event battles.
  251.  
  252.  
  253. - FF4 is the first Final Fantasy to utilize the famed Active Time Battle,
  254. or ATB, system. Instead of battles that consist of rounds where every
  255. subject gets one action, the ATB system revolves around a real-time
  256. element that allows a subject to act as soon as their (hidden) ATB
  257. counter reaches 0, although only one subject can act at a time. A
  258. subject's Agility stat determines how many ATB "ticks" is required,
  259. and the length of a single tick varies depending on what Battle Speed
  260. the game is set to, as seen below.
  261. - The length of a tick can vary somewhat due to technical limitations.
  262. - ATB = 5 * Cecil's Agi / Agi.
  263. - Most spells and some command abilities have an additional charge time.
  264. - Enemies have a 1 ATB charge for every action except for counters,
  265. which are executed immediately and have no impact on ATB.
  266.  
  267. ATB Message
  268.  
  269. 1 | 12f 1 | 45f
  270. 2 | 18f 2 | 77f 60f = 1 second
  271. 3 | 27f 3 | 109f
  272. 4 | 39f 4 | 141f
  273. 5 | 49f 5 | 173f
  274. 6 | 65f 6 | 205f
  275.  
  276. - Time pauses when actions are executed and when in the magic or item
  277. menu.
  278. - The iconic ATB gauge is, indeed, not yet present in FF4, and there's
  279. no way to switch between characters that are ready to act (this wasn't
  280. possible until FF6).
  281. - A subject's ATB values can be modified by the ATB multiplier, which
  282. is 16/16 by default, 12/16 at minimum, and 32/16 at maximum. The ATB
  283. multiplier can be altered by the Haste/Fast (+8) and Slow (-3) spells.
  284. Haste and Slow are, indeed, not any kind of status effects the way they
  285. are in subsequent installments. Instead, they have a cumulative effect
  286. on the ATB multiplier, just like damage/healing has on HP. The multiplier
  287. affects *all* ATB values, including those associated with status effects.
  288.  
  289. - Normal enemies have slight variation in their Agi stats. The short
  290. enemy list shows the minimum values. With few exceptions, these values
  291. can be up to 3 points higher.
  292. - If you'd like to know how high Cecil's Agi has to be for the enemy
  293. to have x ATB, multiply the enemy's Agi by x/5.
  294.  
  295. - In a regular battle, all subjects start with ATB - x, where x is the
  296. lowest ATB value among all subjects minus 1, meaning the fastest subject
  297. starts at 1 ATB.
  298. - In a pre-emptive battle, your party starts at 1 ATB, whereas the enemy
  299. party starts at double the normal amount.
  300. - The enemy can get the jump on you as well, with two different surprise
  301. attacks. The regular one is merely a pre-emptive in reverse. The other,
  302. less common, one is the back attack, where the enemy not only gets the
  303. pre-emptive ATB advantage, but your party formation is also flipped.
  304. - The odds of getting a non-regular battle are determined by how the
  305. party's average level compares to the enemy's average level.
  306.  
  307. - Exp is divided among active party members. Characters that temporarily
  308. leave the party will gain Exp while MIA (the same amount as active
  309. characters).
  310. - HP and MP gains on leveling up are randomized to an extent. Gains for
  311. the other five stats are fixed up to Lv70, after which the character
  312. will get one of eight possible stat gain sets per level.
  313.  
  314. - The encounter rate in the game can be rather fickle. Sometimes you
  315. can take 50 steps before another random encounter, sometimes only one.
  316. - A given area has eight slots for encounters, with the following odds:
  317. 1 | 43/256 5 | 32/256
  318. 2 | 43/256 6 | 32/256
  319. 3 | 43/256 7 | 16/256
  320. 4 | 43/256 8 | 4/256
  321.  
  322. - Hold L and R during battle to flee. Doing so may cause you to drop
  323. some gil (25% of what you would have won had you finished the battle).
  324. Don't hesitate to run away from enemies that give you too much trouble.
  325. - Running away is pretty much instant outside of ambushes, where you
  326. can flee at earliest when the first PC gets their turn. In a normal
  327. situation, fleeing occurs when the ATB ticks and you're holding down
  328. L and R.
  329. - The actual escape timer is only used when the enemy in slot 1 is Lv97
  330. or above. There are a handful of enemies like this at the end of the
  331. game. The timers are: 3 (97), 7 (98), and 10\15 (99). The Lv99 counter
  332. starts at 10, but is set to 15 whenever the ATB ticks and you're not
  333. holding L and R. In the other two cases, the counter will not reset.
  334.  
  335.  
  336. - Status ailments/conditions:
  337.  
  338. Poison | Lose 1/8 mHP every 20+Vit ATB / 1 HP per step on the field
  339. Bleed | -2 HP per tick for 30 ATB
  340. Blind | Accuracy/2, Evade/2
  341. Silence | Unable to cast magic
  342. Sleep | Unable to act for 50 ATB - 2/3*Will
  343. Stun/Paralysis| Unable to act for 50 ATB - 2/3*Will
  344. Stop | Unable to act for 30/150/300/600 ATB
  345. Confusion | Attack allies. Negated if physically attacked.
  346. Toad/Frog | ATP=1, DFP=0, ATP in *2, no crit, can only cast Toad/Heal
  347. Mini | ATP=1, DFP=0, ATP in *2, no crit
  348. Porky | Unable to cast magic (ex. Porky/Heal) or use specials
  349. Curse | ATP/2, DFP/2
  350. Float | Unaffected by Quake / trap floors on the field
  351. Berserk | No control, Auto-Attack, ATP*1,5
  352. Image | Evade two physical attacks
  353. Reflect | Reflect spells back at the caster for 30 ATB
  354. Petrification | Gradually turn to stone (essentially dead)
  355. Stage 1 | 1/3 petrified
  356. Stage 2 | 2/3 petrified
  357. Stage 3 | Fully petrified (yet able to act)
  358. Stage 4 | Fully petrified and kneeling (unable to act)
  359. Instant Death | Instant death (ID)
  360.  
  361. - Bleed, Sleep, Stun, Stop, Confuse, Curse, Berserk and Petrification <s4
  362. are removed at the end of battle. All ailments are removed upon death.
  363. - Gear can make you immune to all status ailments except Bleed and Stop.
  364. - Enemies have a single stat to determine their resistance to ailments
  365. that involve an ATB countdown. This value is Lv + 10.
  366. - Normal enemies with Poison immunity are still very much susceptible to
  367. Poison due to a programming error.
  368. - Enemies with the boss flag (mainly, indeed, bosses) are immune to all
  369. ailments (except Bleed) as well as Stop and Weak.
  370. - A regular attack with the added effect of a status ailment will inflict
  371. that ailment at a 100% rate so long as the target isn't immune and the
  372. attack hits them during their regular ATB charge, ie. it doesn't work
  373. during an action's charge time or if the subject is in the action queue.
  374. - Stun and Sleep have the above ATB restriction even when inflicted with
  375. a spell or a special attack. They also don't work if the target already
  376. has either of them. Attacking a sleeping target will *not* wake it up.
  377. Stun and Sleep also prevent any other ailment from being inflicted.
  378. - Due to a programming error, when calculating the duration of Sleep or
  379. Stun, the resistance value overflows if it exceeds 63 (ie. 74 = 10, 99 =
  380. 25, etc.).
  381. - The penalties from Toad and Mini are applied when attacks occur. They
  382. don't actually have a direct, visible impact on the character's stats.
  383. So, no, they don't trigger the critical hit bug.
  384. - A subject in Berserk requires (at least) one extra ATB tick to get a
  385. turn (more at the beginning of a battle), as their ATB resets after one
  386. tick for some reason.
  387. - A subject in Berserk can't be inflicted with another status ailment
  388. (besides Stop)(and not because of the priority system). Heal doesn't
  389. remove Berserk.
  390. - Petrification generally happens in three or four stages, with few enemies
  391. being able to petrify you instantly. Once a character is inflicted with
  392. the first stage, a timer (20 + Vitality) starts counting down until it
  393. advances to stage 3 and then stage 4 (incapacitation). Being hit by a
  394. petrification attack again will advance the condition to the next stage
  395. (resetting the timer in the process), including stage 2, which is skipped
  396. otherwise.
  397. - Due to a programming error, the first character's Petrification timer
  398. will freeze if another character's stage 3 timer expires.
  399. - When inflicting Petrification s1/2 with a physical attack (which only
  400. the Medusa Sword can do legitimately), the game erroneously uses the ATB
  401. formula for Stun/Sleep, thus making higher level enemies *more* vulnerable
  402. to Gradual Petrification, not less (at least until the overflow).
  403. - Reflect doesn't affect Quake, Meteo, Summons, or spells that have
  404. already been bounced off of an opposing party's Reflect.
  405. - Casting Stop on enemies with Stun or Sleep will prevent the enemy from
  406. properly executing actions once the Stop wears off, possibly resulting
  407. in a soft-lock depending on the action. If it's just Attack, you can
  408. (probably) still finish the battle. Otherwise, you have to reset. (This
  409. was apparently fixed in the North American 1.1 version, although if you're
  410. unsure about your version, you shouldn't risk it.)
  411. - Casting Stop on characters with Stun or Sleep will prevent those ailments
  412. from expiring, although you can still heal them with Heal. (Again, this
  413. should be fixed in the NA 1.1 version.)
  414. - The game also employs a status ailment priority system, where an
  415. existing, higher priority ailment will prevent the subject from being
  416. inflicted with a lower priority ailment. In practice, the whole system
  417. is largely inconsequential, but even so, here's how it works.
  418. - The ailments involved are divided into two classes, with ailments
  419. lower on the list being lower priority. Additionally, physical attacks
  420. place class 2 ailments above class 1, whereas magical and special attacks
  421. place class 1 above class 2.
  422. - Poison is not affected by priority when the attack is magical.
  423. - Petrification s1-3 is not affected by priority when inflicted by Petrify
  424. or Ray.
  425. - Float does *not* prevent other ailments despite being handled in the
  426. same byte as class 2 ailments.
  427.  
  428. Class 1 Class 2
  429. Instant Death Curse
  430. Petrification s4 Stun
  431. Toad Sleep
  432. Mini Confusion
  433. Porky Berserk
  434. Silence Petrification s2
  435. Blind Petrification s1
  436. Poison
  437.  
  438.  
  439. - Healing items:
  440. Cure1 | 96 HP Heal | Heal status
  441. Cure2 | 480 HP Life | Revive w/ 5*Vit HP
  442. Cure3 | 1920 HP Elixir | 100% HP & MP
  443. Ether1 | 48 MP Tent | 1000 HP, 100 MP + status \all
  444. Ether2 | 144 MP Cabin | 100% HP & MP + status \all
  445.  
  446. - Magic casting items:
  447. All gone
  448.  
  449. - Using a healing item outside of battle gives you max power. In battle,
  450. the random variable is applied as normal.
  451. - Just like in the Nes installments, the game returns to the item/magic
  452. menu after healing, so healing multiple times in a row is still kind of
  453. slow.
  454. - The level 1 Cure spell is the most cost-efficient healing spell outside
  455. of battle.
  456. - You can use Tents and Cabins on the overworld and at Save Points,
  457. - Resting at an inn fully heals your party. Some locations also have
  458. recovery points.
  459.  
  460. - There are plenty of tempting rare drops in the game, but unlike in my
  461. other guides, I'd have to recommend that you ignore most of them due to
  462. the terrible odds: about 0,08% for the 4th slot item and 0,9% for the 3rd.
  463. The overall drop rate is 5%. Getting a 3rd slot drop isn't that hard, but
  464. most of the high profile items are slot 4.
  465. - Using fast-forward may or may not help with rare drops. If you're not
  466. getting that slot 4 drop even after several hours, you may need to delay
  467. finishing off the last enemy in order to find the RNG sweet spot.
  468.  
  469. - The game has received extensive reverse engineering attention from
  470. dedicated fans over the years. I've consulted some of these people
  471. while working on the guide and I am most grateful that they took the
  472. time to answer my oblivious questions and, thus, help me sort out some
  473. of the technical details.
  474.  
  475.  
  476.  
  477.  
  478.  
  479. Baron
  480. Misty Cave / Kaipo
  481. Watery Pass / Damcyan
  482. Antlion Cave
  483. Mt. Hobs / Fabul
  484. Mt. Ordeals / Mysidia
  485. Old Waterway / Baron
  486. Troia / Cave Magnes
  487. Tower of Zot
  488. Dwarf Castle / Tower of Bab-il 1
  489. Cave of Eblana / Tower of Bab-il 2
  490. Land of Summon Monsters
  491. Sylvan Cave
  492. Sealed Cave
  493. The Moon
  494. Giant of Bab-il
  495. Cave Bahamut
  496. Lunar Subterrane
  497.  
  498.  
  499.  
  500.  
  501. \\\ Baron Castle ||
  502. Items: 300 gil, Cure1, Tent
  503. Default (Cecil): Shadow Sword; Shadow Shield; Shadow Helmet;
  504. Shadow Armor; Shadow Gloves (all Unique)
  505. Default (Kain): Spear, Iron Shield, Iron Helm, Iron Armor, Iron Gloves
  506. PC: Kain Lv10
  507.  
  508. - Once you're in control, you are to head to the top floor of the west
  509. tower. Grab the items first, though, as you won't be able to get back
  510. into the castle for quite a while.
  511. - You'll start off with just one item in your inventory: Package
  512. (Unique, Temp).
  513. - Have a look at the settings, although there's not much you can do
  514. in this version (can't choose between Active and Wait (the game uses
  515. Wait), no button config and no cursor memory).
  516.  
  517. \\\ Town of Baron ||
  518. Items: Cure1, Heal, Tent
  519. Items (nc): Cure1, Cure1, Cure1, Ether1, Tent, Tent, Tent, Heal,
  520. Life, Heal
  521. Shop:
  522. Cure1 30 gil
  523. Life 150 gil
  524. Heal 100 gil
  525. Tent 100 gil
  526. Carrot 50 gil
  527. Ether1 10 000 gil
  528.  
  529. - You may find some hidden items here and there.
  530. - You'll find a person named Namingway in the training room, who can
  531. change your characters' names. You'll run into him again in several
  532. other places.
  533.  
  534. Lost & Found: Imp Summon (Imp \ 4) \\\ Baron Region ||
  535.  
  536. - Maybe level up first before heading to the first dungeon.
  537. - Cecil's special attack Ankoku is... not available in this version.
  538. - Kain's special attack, Jump, is a long range attack with double the
  539. power of a normal attack. It takes 4 ATB for him to jump and another 4
  540. ATB for him to land the hit. While in the air, he can't be targeted by
  541. actions.
  542. - You can change the character you appear as on the field by hitting R.
  543. This has seemingly no effect on how the game plays, though.
  544. - The Sword Rats will use a powerful counterattack (Needle) whenever
  545. they're hit, so it would be in your best interest to try and kill them
  546. with a single blow.
  547.  
  548. Item (nc): Carrot \\\ Chocobo Forest ||
  549. - Catch a chocobo and you can ride it (no encounters).
  550. - You can't actually ride the White Chocobo, but instead, when you
  551. catch one, you'll recover your MP.
  552. - Then we have the Big Chocobo, who will come out if you have a
  553. Carrot to spare. You can use him to store your items, so keep that
  554. in mind if you're too obsessed to let go of your uniques and stuff.
  555. He's got 126 slots.
  556.  
  557. Items: Cure1, Heal, Tent, Cure1 \\\ Misty Cave ||
  558. Boss: Dragon Mist
  559. - The first dungeon is quite short and simple.
  560.  
  561. [Boss]
  562. - 465 HP, 700 Exp, 200 gil
  563. - Try not to attack her in her mist form, otherwise she'll retaliate
  564. with a powerful counterattack (20-30 pod).
  565.  
  566. \\\ Village of Mist ||
  567. - Kain leaves the party here, so better de-equip him so you can sell
  568. his stuff for some gil. He'll have a completely new set of gear when
  569. he eventually rejoins.
  570. - Characters who temporarily leave the party will gain experience even
  571. in their absence.
  572.  
  573. Item (nc): Ether1 \\\ Kaipo ||
  574. Default (Rydia): Rod, Cap, Leather Clothes, IronRing
  575. PC: Rydia Lv1
  576. Boss: Officer (+ 3× Soldiers)
  577. Shop:
  578. Rod 100 gil Cloth 50 gil
  579. Staff 160 gil Leather Clothes 200 gil
  580. ShortBow 220 gil Cap 100 gil
  581. Iron Arrow 10 gil IronRing 100 gil
  582.  
  583. [Boss]
  584. - 221 HP / 27 HP. 880 Exp, 245 gil in total.
  585. - You'll have to go through a fixed encounter (close enough to a boss)
  586. with an Officer and 3 Soldiers during the initial event. It's just you
  587. alone, but at least you start off with max HP. I suggest you take out
  588. the Officer after killing two of the Soldiers, as he'll run away if you
  589. kill all three Soldiers.
  590.  
  591. - The item shop is carrying the same wares that you found in Baron.
  592. - Rydia starts off with the Chocobo summon (7 MP).
  593. - Mages like Rydia won't be impressing you with their physical attacks.
  594. Magic is their game and it can be very powerful, so long as you have
  595. the MP. How stingy you want to be with magic is up to you. You probably
  596. don't want to end up facing a boss with 0 MP, although there's usually
  597. a save point before a boss. Using the special rod spells allows mages
  598. to deal at least some damage without consuming any MP, although they're
  599. only viable in the earlier parts of the game.
  600. - Mages have low HP and DFP, so keep them in the back row.
  601. - You can use the Rod during battle for a simple special attack (1x28).
  602. - Find Rosa in one of the houses.
  603.  
  604. \\\ Watery Pass ||
  605.  
  606. Items: Cure1, Heal, Tent, 120 gil, IronRing, Elixir, Cure2, 1000 gil,
  607. Cure1, Ether1, IceRod, 200 gil, Cure1, Cure1, Leather Cap, Ether1,
  608. Ether1, Heal, Darkness Blade (Unique), Darkness Gloves (Unique),
  609. Darkness Helm (Unique), Darkness Armor (Unique), Ether1
  610. Default (Tellah): Staff, Leather Clothes
  611. TPC: Tellah Lv20
  612. Boss: Octomammoth
  613.  
  614. - Tellah is hanging around near the entrance and will join your party
  615. when you talk to him. His initial spells are:
  616. × White: Cure2, Heal, Life1, Exit, Charm, Blink
  617. × Black: Fire1, Ice-1, Lit-1, Stop, Psych
  618. - You may want to level up Rydia a bit further, though it's not strictly
  619. necessary. I suggest you have Tellah use Black Magic, while Rydia covers
  620. the healing. If you run out of MP, you can either head back to Kaipo to
  621. rest or use a Tent (50 vs 100 gil). A Tent won't revive a dead character,
  622. though. While Tellah has Psych, enemies early in the game have little MP,
  623. so you'll have to use it frequently. Rydia learns it too, but not until
  624. Lv32. Tellah may not level up here, but even if he does, he's stuck at
  625. 90 MP and doesn't get any new spells from leveling.
  626. × Enemy MP is HP/16, in case you forgot.
  627. - Use Lit-1 to take out Fly Killers quickly. Keep pressing left to target
  628. all enemies. Once you have the Darkness Blade, Cecil can (consistently)
  629. take them out in one hit.
  630. - Fang Shells are also weak to Thunder, but Cecil can take them out in
  631. one hit, so I'd save the MP.
  632. - Unless killed by the damage, the WaterBug will counter magic by fully
  633. healing itself. They run away after attacking once. If you can't get
  634. them before that, that's fine. It's no big deal. Either way, have Tellah
  635. drain their 6 MP.
  636. - CaveToads use Toad when alone. They mostly come in groups of three, so
  637. take out one, then wait for one of the remaining ones to attack and take
  638. out that one last. You can one-shot them with Cecil and the Ice Rod. A
  639. multi-target Ice-1 isn't quite strong enough to one-shot them consistently.
  640. - Mad Toads use Toad as a counter. The Ice Rod isn't guaranteed to one-
  641. shot them (unless you manage to hit them physically).
  642. - This is probably the place where you'll have your first encounter
  643. with undead enemies - Zombies, to be exact. The enemies in the Zombie
  644. family are the only enemies who are straight up immune to an element,
  645. that element being Dark, which is inherent in all of the Dark Knight's
  646. weapons. As a result, a normal attack from these weapons will only deal
  647. 1 pod, barring a(n unlikely) critical hit. A single Fire spell might
  648. take them out, but it depends on the RNG. If any survive, you can mop
  649. them up with the Rod and Ice Rod.
  650. - Healing damages Undead enemies, but revival items and spells will not
  651. instantly kill them. (That wasn't added until FF5.)
  652. - TinyMages counter Attack with Hold and spells with Psych. Magic is
  653. ineffective anyway. Have Cecil take them out in one hit. If you get hit
  654. by Hold, there's no need to panic, as the effect wears off after a while.
  655. - The enemies in the flan-family really don't care to take damage from
  656. physical attacks. Either use magic of the appropriate element or flee.
  657. - You can use the Ice Rod to cast Ice-1 with a power of 2x16 (needs to
  658. be equipped). That'll let Rydia take out some enemies without using
  659. any MP. Even the normal attack is worth using at times, since it's not
  660. only Ice-elemental but also has a quad power modifier against reptiles
  661. (WaterHag, Basilisk, Turtle). It has limited accuracy even in the front
  662. row (where mages generally shouldn't be), but it can still get some nice
  663. results.
  664. - At Lv12, Rydia learns Warp, which warps you back to the previous area.
  665. Not particularly useful. Exit is the one that warps you out of a dungeon.
  666. These spells don't work in some places.
  667. - You'll reach a small overworld area after B3. Make sure you save and
  668. use a Tent if you're low on MP. Once you jump down from the waterfall,
  669. you can't return. The boss isn't far.
  670.  
  671. [Boss: Octomammoth]
  672. - 2350 HP, 31 Agi, w:TD, 1200 Exp, 500 gil
  673. - The boss does nothing but attack.
  674. - Every two hits after the first one, the boss's ATB gets multiplied
  675. by 1,9; 1,8; 1,7; 1,6; 1,5; 1,4; and finally 1,3, as indicated by the
  676. boss's changing sprite. It's the new ATB value that gets multiplied,
  677. not the original one.
  678.  
  679. \\\ Damcyan ||
  680. Items: Tent, CrossBow, Leather Cap, RubyRing, Cure1, 300 gil, 200 gil,
  681. Life, Ether1, Cure1
  682. Items (nc): 10× Iron Arrows, 10× White Arrows, 10× White Arrows
  683. Default (Edward): Dreamer Harp (Unique), Leather Cap, Bard Tunic,
  684. RubyRing
  685. TPC: Edward Lv5
  686.  
  687. - Tellah will leave the party here (de-equip his items) and be replaced
  688. by Gilbert (aka Edward).
  689. - Cecil and Rydia will lose their critical hits in the Tellah vs Gilbert
  690. event battle (if they still had them). Unfortunate (unless you restore
  691. them).
  692. - Gilbert is a character who's more useful when he's supporting the party
  693. by inflicting status ailments rather than directly contributing to dps,
  694. although, for what it's worth, he *does* deal more physical damage than
  695. Rosa or Rydia when no weaknesses are involved.
  696. - He can inflict Sleep (or Confusion) with his normal attack and Sleep/
  697. Confusion/Silence with the Sing command (25% chance each and 25% chance
  698. of failure). His other two abilities are Heal and Hide. Heal consumes
  699. one Cure1 and heals 15-20 HP to the entire party. Hide hides Gilbert, so
  700. he can't attack, but he can't be attacked either. He'll hide automatically
  701. when low on HP.
  702. × Don't forget that Sleep and Stun can only be inflicted during a subject's
  703. regular ATB charge. A sleeping subject will *not* wake up from getting
  704. attacked.
  705. × In the event that Gilbert is morphed into a Toad, using Sing will
  706. inflict Toad. A lot of enemies are immune, though, and even when they're
  707. not, it could easily miss.
  708. - You'll also receive the Hovercraft, which is able to cross reefs or
  709. something.
  710. - If you need healing, you can use the recovery pots on the third floor.
  711. - If you try to go through the Watery Pass again (through the south
  712. entrance), your party will refuse to jump down from the waterfall.
  713. - You'll find the next dungeon east of the castle. You might want to
  714. return to the Water Pass to get Gilbert to Lv10 first. Without any Fire
  715. magic, you should just run away from the Zombies.
  716.  
  717. \\\ Antlion Cave ||
  718. Party: Lv15-20
  719. Items: 190 gil, Cure1, Tent, Cure1, Cure1, 210 gil, Life, Charm Harp,
  720. 250 gil, Heal, Life, Ether1, Tent
  721. Item (nc): SandRuby (Unique, Temp)
  722. Boss: Antlion
  723.  
  724. - A couple of reptiles here, too (Basilisk and Turtle). You could try
  725. putting Rydia in the front row, but definitely keep Gil in the back.
  726. - The Charm Harp inflicts Confusion, but Sleep is more useful, even if
  727. it deals more damage.
  728.  
  729. [Boss]
  730. - 1000 HP, 5 Agi, 1500 Exp, 800 gil
  731. - Stick to magic to avoid counters.
  732.  
  733. PC: Rosa Lv10 \\\ Kaipo ||
  734. Default (Rosa): ShortBow, 50× Iron Arrows, Cap, Leather Clothes, IronRing
  735. - Go give the Sand Ruby to Rosa, and she will join the party after the
  736. following event. She won't be hanging out with you for long, though.
  737. - Gilbert has to beat a fixed encounter on his own, so make sure he's
  738. fully equipped. You only have to land three hits. Damage doesn't matter
  739. (so long as you don't miss). Rosa immediately loses her criticals as a
  740. result of this battle. Cecil and Rydia will lose them again if you restored
  741. them. Hey, at least Gilbert's still got his criticals.
  742. - Rosa can equip staves, but she should probably stick to bows for now,
  743. as then she can at least deal decent damage to flying enemies.
  744. - Initial spells: Cure1, Hold, Peep, Slow, Sight
  745. - You can inflict Stun with Hold, but it's not something you can afford
  746. to use much. Rosa doesn't get Psych, so you need to be more mindful of
  747. her MP.
  748. - Rosa has two special Command Abilities: Pray and Aim. Pray may or may
  749. not heal the party for a double digit figure (50% chance), and Aim is
  750. a normal attack with max accuracy.
  751. × Using Aim when Rosa is in slot 1 will cause her accuracy to overflow
  752. (resulting in an accy of 62%), so don't put her there.
  753.  
  754. Lost & Found: Imp Summon (Imp \ 4) \\\ North Damcyan ||
  755.  
  756. \\\ Mt. Hobs ||
  757.  
  758. Items: Tent, Cure1, Heal, 350 gil, 10× White Arrows
  759. Special: Rydia's Fire1
  760. Default (Yang): FireClaw, Leather Clothes
  761. TPC: Yang Lv10
  762. Boss: MomBomb
  763.  
  764. - After the initial event, Rydia will learn to cast Fire1.
  765. - Switch formations, so you can have Rosa, Rydia, and Gilbert all in
  766. the back row.
  767. - The Cockatrice can use Beak, which causes instant petrification.
  768. However, it's only used when it's the last remaining enemy and it's
  769. been targeted by magic, and even then, you can cancel it and put them
  770. back in their regular attack pattern by using a non-magical attack. If
  771. you confuse them, they'll use Beak on their allies.
  772. - Gargoyles use Weak after attacking three times, which leaves the
  773. character with single digit HP.
  774. - Take out Skeletons with two multi-target Fire spells. You might also
  775. run into the Red Bone, a stronger skeleton warrior. Magic isn't as
  776. effective on them, but since they come with regular skeletons, it's
  777. still worth using, and you can just finish them off with physicals.
  778. - Spirits spam you with Fire1 (~30). Try to confuse or silence them with
  779. Sing. All the enemies in the Spirit family will become completely inert
  780. if you hit them with a Blizzard spell. If you multi-target it, only one
  781. will be affected, however. These ones aren't very dangerous, though, so
  782. it's not really worth the MP.
  783. - There are two types of bombs here: the regular Bomb (50 HP) and the
  784. Gray Bomb (100 HP). The bomb family's trademark move is Explode, in which
  785. the bomb self-destructs and deals whatever HP they had left as damage.
  786. Both of these two bombs attack twice before using Explode. Neither of
  787. these drop anything, by the way.
  788. - Yang (or Yan) will join your party as the fifth character when you
  789. encounter the boss. The event battle prior to the boss will rob even
  790. Gilbert of his criticals (and anyone else if you restored them).
  791.  
  792. [Boss]
  793. - (10 800 HP) / 50 HP / 100 HP, (1900 Exp, 1200 Gil) / 2460 Exp, 555 gil
  794. - You might be looking at a little trouble here. The boss starts off
  795. looking like a regular bomb, but after taking 800 pod, it'll reveal
  796. its true form. The boss will no longer attack, but will eventually
  797. explode on you (regardless of any damage you deal), dealing ~90 pod to
  798. your entire party. In the wake of the explosion, she'll leave behind
  799. 3 regular Bombs and 3 Gray Bombs, who will also give you the usual
  800. self-destruct treatment.
  801. - It's technically possible to beat the boss before she blows up, but
  802. it's *very* unlikely when playing legit.
  803.  
  804. - Yang's weapons have 0 ATP, but he uses a different base ATP formula
  805. that compensates for it: 2*(Lv+1) + Str/4.
  806. - Yang has three... No, *one* Command Ability: Kick. (Groan...)
  807. × Kick: Attack all enemies. Damage = ((ATPm/2)*ATP)/2) + rnd(0,ATP) -
  808. (ATPm/2) * enemy DFP. 1x ATB charge, 100% accuracy. Sadly, unaffected
  809. by weapon element. If the damage is below 1, it's a miss.
  810.  
  811. Item (nc): Carrot \\\ Chocobo Forest ||
  812. - (Northeast of Fabul)
  813.  
  814. \\\ Fabul ||
  815. Items: Tent, Heal, Cure1, Tent, Cure1, Black Shield (Unique), Ether1
  816. Items (nc): Cure1, 500 gil, Cure1, Black Sword (Unique)
  817. Shop:
  818. FireClaw 350 gil Black Helm 980 gil
  819. IceClaw 450 gil Black Armor 3000 gil
  820. Thunder Claw 550 gil Black Gloves 800 gil
  821.  
  822. - You'll want to pick up an Ice Claw, but you don't have to buy one yet.
  823. They're also available in Baron.
  824. - Once you're prepared, go trigger the scene in the throne room. Rosa
  825. and Rydia will ditch the party afterwards (again, you should probably
  826. unequip their gear), leaving you with just Gilbert and Yang. You'll be
  827. fully healed and then fight a number of fixed encounters during the
  828. events that follow. Rydia will lose her criticals again if they were
  829. restored. Rosa won't, as she's already considered MIA when the events
  830. begin. Yang will lose his after the last one (as does Gilbert if you
  831. restored them), which is an event battle against Kain. It ends once
  832. you fall below 25% HP.
  833. - It's technically possible to beat Kain, but he's got 65 000 HP, so
  834. it's not very feasible when playing legit. Even if you beat him, you
  835. gain nothing, and it doesn't change the events in any way.
  836. - After the event battles, you'll get Rydia back for a while, but soon
  837. you'll be left with no one other than Cecil.
  838. - Head to the inn to trigger the next event, during which you'll obtain
  839. the Black Sword, a weapon that inflicts Instant Death, the only such
  840. weapon in the game.
  841. × While the ID effect only works during the enemy's ATB charge, this is
  842. not likely to be an issue, since pretty much the only enemy you'll be
  843. killing instantly is the Zu, who uses a chain action that's executed
  844. faster than a normal action.
  845. - The ship is waiting for you east of the castle. Once you get on,
  846. you'll be separated from the rest of your party (de-equip everyone
  847. other than Cecil). Gilbert will never return, and Rosa and Rydia will
  848. both stay off the grid for a decent while.
  849.  
  850. Party: Cecil Lv20 \\\ Mysidia Region ||
  851. - Better not wander around too much.
  852.  
  853. \\\ Mysidia ||
  854. TPCs: Palom Lv10 & Porom Lv10
  855. Default (Palom): Rod, Leather Cap, Leather Clothes, IronRing
  856. Default (Porom): Staff, Leather Cap, Leather Clothes, IronRing
  857. Shop:
  858. Gaea Cap 700 gil IceRod 220 gil
  859. Gaea Robe 500 gil FlameRod 380 gil
  860. Silver Bracelet 650 gil Cure Staff 480 gil
  861. Paladin Shield 700 gil CrossBow 700 gil
  862. Paladin Helm 4000 gil White Arrow 20 gil
  863. Paladin Armor 8000 gil Cure2 150 gil
  864. Paladin Gloves 3000 gil Cabin 1000 gil
  865.  
  866. - Head to the temple to trigger the next event. You will then be joined
  867. by the twins, Palom and Porom.
  868. - Porom's initial spells: Cure, Hold, Peep, Slow, Sight
  869. - Palom's initial spells: Fire1, Ice-1, Lit-1, Sleep, Venom
  870. - Both have the Command Ability Twin. Whoever uses it, it involves both
  871. twins casting a powerful spell together, either Flare (75% chance, 10 MP)
  872. or Meteo (25%, 20 MP). It'll use the Wisdom stat of the one who chose the
  873. command. While Flare has a higher base power (120 vs 80), Meteo usually
  874. does more damage, since the power isn't divided. The casting time is rather
  875. lengthy, at 3x regular ATB, randomly based on either twin's ATB. While the
  876. regular Meteo is Holy-elemental, the twins' version is not. The command
  877. can technically fail, but the odds are only 1/256.
  878. - 3 Gaea Caps, 2 Gaea Robes, 4 Silver Bracelets, Paladin Shield, Paladin
  879. Helm, Paladin Armor, Paladin Gloves, 2 Flame Rods, Cure Staff = 22 640 gil
  880. - Better pick up some Hi-Potions/Cure2's (30 sounds good).
  881. - You can use the Cure Staff during battle to cast Cure1 \all (24-36 HP)
  882. and Flame Rod to cast Fire1 (3x16). They're not as powerful as the regular
  883. spells, but at least it's free.
  884. - Get at least a few levels for the twins. Below, you can see what spells
  885. they'll learn.
  886.  
  887. Palom Porom
  888.  
  889. Lv11 | Ice-2, Piggy Life1
  890. Lv12 | Fire2
  891. Lv13 | Lit-2 Cure2
  892. Lv14 | Stop
  893. Lv15 | Mute
  894. Lv16 |
  895. Lv17 |
  896. Lv18 | Bersk
  897. Lv19 | Virus Exit
  898. Lv20 | Heal
  899. Lv21 |
  900. Lv22 | Toad
  901. Lv23 | Quake Blink
  902. Lv24 |
  903. Lv25 | Charm
  904. Lv26 | Drain
  905. Lv27 |
  906. Lv28 |
  907. Lv29 | Warp
  908. Lv30 |
  909. Lv31 | Size
  910. Lv32 | Ice-3
  911. Lv33 | Fire3 Cure3
  912. Lv34 | Lit-3
  913.  
  914.  
  915. Item (nc): Carrot \\\ Chocobo Forest ||
  916. - (South of Mt. Ordeals)
  917.  
  918. \\\ Mt. Ordeals ||
  919. Items: Cure1, Cure1, Ether1, Ether1
  920. Lost & Found: Cursed Ring (Soul, Spirit \ 4), Lilith Rod (Lilith \ 4)
  921. Default (Tellah 2): Staff, Gaea Robe, IronRing
  922. Default (Cecil - Paladin): Legend Sword (Unique, Temp), Cloth
  923. TPC: Tellah
  924. Special: Cecil's Class Change (Paladin), Tellah's Forgotten Magic
  925. Bosses: Milon (+4× Ghasts), Milon Z, Dark Knight
  926.  
  927. - Visit the chocobo forest again if you need to recover your MP.
  928. - There's a new type of spirit here, Soul, but it has 0 Magic, so it's
  929. no more a concern than the regular ones.
  930. - You'll find three members of the zombie family here: Zombie (40 HP),
  931. Ghoul (120 HP) and Revenant (160 HP). All are virtually immune to
  932. Cecil's attacks (although that's going to change soon). Fire2 works
  933. nicely, although you should start with Cura if you get the encounter
  934. with 7 of them. You can also just run away if you'd rather save your MP.
  935. - Liliths counter Attack with Slap, which can inflict Stun, Silence, or
  936. Curse. Go with Fire.
  937. - You'll bump into Tellah again in the second area.
  938. - You'll fight the boss after the save point.
  939.  
  940. [Boss]
  941. - 3100 HP, 8 Agi / 170 HP, 2-5 Agi. 3800 Exp, 3300 gil.
  942. - The Ghasts have the typical zombie characteristics. A single Fire2
  943. will quickly dispatch them.
  944. - Scar counters with Lit-1 (~40) and also uses it once lone. He dies
  945. when below 1001 HP.
  946.  
  947. - Return to heal and save.
  948.  
  949. [Boss]
  950. - 3000 HP, 9 Agi, w:FHA, A:I, 4000 Exp, 3000 gil
  951. - His only non-counter action is his normal attack, which poisons you.
  952. If Cecil is poisoned, you won't be able to Berserk him. You can use the
  953. Tsue to cast Poisona during battle.
  954. - He's, indeed, considered a flying enemy, so Quake won't work here.
  955. Use Virus instead, if you have it.
  956.  
  957. - Return to save. You'll be fully healed after the next event.
  958. - De-equip Cecil before you approach the monument. He's about to go
  959. through the Class Change, and, as a result, he'll restart at Level 1
  960. and lose all his current equipment.
  961.  
  962. [Boss]
  963. - 1000 HP, no xp / gil
  964. - Do nothing and he'll just die. You can beat him into submission as well.
  965.  
  966. - Since the Paladin is considered a different character, Cecil will
  967. have the ability to deal critical hits again even if he lost them as
  968. a Dark Knight. His critical hit rate and power are indeed a bit higher
  969. now (3\30 vs 2\20).
  970. - Cecil is now able to learn and use some basic White Magic spells.
  971. - Cecil's new special ability is Cover, which allows him to take hits
  972. for others. He'll also do it automatically whenever one of your
  973. characters has low HP (unless he's badly injured himself).
  974. - Tellah will regain all his forgotten spells. He's still stuck with
  975. just 90 MP, though.
  976. × White: Hold, Mute, Slow, Fast, Bersk, Wall, Peep, Cure1, Cure3,
  977. Cure4, Life2, Size, Sight, Float
  978. × Black: Toad, Piggy, Warp, Venom, Fire2, Fire3, Ice-2, Ice-3,
  979. Lit-2, Lit-3, Virus, Weak, Sleep, Stone, Drain, Meteo
  980. - The few spells Tellah does *not* get are: Fatal, Quake, Nuke, and White.
  981.  
  982. - While Cecil can now damage all Undead enemies (often with increased
  983. power thanks to the Legend's Light element), there are simply too many
  984. of them here. Continue to rely mainly on Fire2 as you level up Cecil to
  985. Lv20 or so. At Lv20, he'll reach a solid hit count of 4.
  986. - While you'll soon find weapons with higher ATP, the Legend Sword may
  987. still outperform them thanks to its higher accuracy. It does depend on
  988. the situation, though. There's a Fire-elemental sword you may want to
  989. use in one dungeon, and an Ice-elemental one you'll want to use in
  990. another. There's also a sword that can inflict Sleep, which can be
  991. fairly useful. Even if you unequip it, you can't actually get rid of
  992. the Legend. You can't even store it.
  993. - Remember to always use the level 1 Cure spell when healing characters
  994. with magic outside of combat. It's the most cost-efficient.
  995.  
  996. - Return to Mysidia and talk to the elder. After that, you can use the
  997. teleporter in one of the houses to return to Baron (and Mist).
  998.  
  999. \\\ Village of Mist ||
  1000. Items: Tiara, Cloth, RubyRing, Change Rod (Unique)
  1001. Items (nc): Cure1, Heal, 100 gil
  1002. Shop:
  1003. Whip 3000 gil
  1004. Dancing Dagger 5000 gil
  1005. Bard Tunic 70 gil
  1006.  
  1007. - The Tiara increases Wisdom by 10, and the Change Rod increases it by
  1008. 5. Combined, they would boost the Black Magic multiplier by 3 or 4.
  1009. Neither Tellah nor Palom can equip the former, however. For now, give
  1010. it to Porom for the defense. Tellah can use the rod, but he's (mostly)
  1011. better off with the Thunder Rod in the next dungeon.
  1012. - You can use the Change Rod during battle to cast Piggy with 100%
  1013. accuracy (in stark contrast to the regular spell). Unlike the other two
  1014. polymorph ailments, Porky has no impact on ATP or DFP. On characters,
  1015. Porky is about the same as Silence, but on enemies, the difference is
  1016. far more noticeable. While both of them prevent the use of regular magic,
  1017. Porky also prevents the use of special abilities. The rod will remain
  1018. useful until the end of the game, provided you don't lose it.
  1019. - The Dancing Dagger can be used during battle to perform a magical
  1020. attack with a base power of 8x40. Get at least one for Palom and maybe
  1021. one for Cecil if you didn't level him up that much. Either way, the
  1022. enemies in the next dungeon have MDF ranging from 12 to 22, so the
  1023. special attack will do 144-384 pod. With a 4x50 ATP, Cecil will do
  1024. 188-300 pod on the same enemies with a normal attack.
  1025.  
  1026. Items: 2000 gil, Thunder Claw \\\ Baron ||
  1027. Item (nc): Baron Key (Unique, Temp)
  1028. Default (Yang 2): Leather Clothes
  1029. TPC: Yang
  1030. Shop:
  1031. Thunder Rod 700 gil FireClaw 350 gil
  1032. Headband 450 gil (Str +5) IceClaw 450 gil
  1033. Karate Gi 4000 gil (Str +3) Thunder Claw 550 gil
  1034.  
  1035. - Head to the inn to find Yang. Talk to him, and you'll have to fight
  1036. a couple of knights (200 HP) followed by Yang himself. He's got 62 000
  1037. HP, but the battle ends when you attack him with Cecil after he's used
  1038. two Kicks. You can end it by taking his HP to 0 as well, but that's
  1039. hardly ideal. Either way, he re-joins the party. You'll also get the
  1040. Baron Key, which you can use to open the doors to the weapon shop and
  1041. the Old Waterway.
  1042. × In the Yang fight, he's supposed to use a normal attack on Cecil
  1043. before each Kick, but this doesn't happen due to a programming error.
  1044. - Combined, the Headband and Karate Gi will increase the ATP multiplier
  1045. by 1, and ATP by 2. Yang obviously needs these, but Cecil should probably
  1046. stick to the heavy armor, as switching to the kung fu gear would drop
  1047. his DFP by 12.
  1048. - Use the Thunder Rod during battle to cast Lit-1 with a power of 4x16.
  1049. - In case you forgot, Yang's Kick does damage that equals:
  1050. ((ATPm/2)*ATP)/2) + rnd(0,ATP) - (ATPm/2) * enemy DFP
  1051. - So, if he has an ATP of 7x70, the damage comes out as 105 (210/2) + 0~70.
  1052. - Buy three extra Headbands and put them in storage.
  1053.  
  1054. \\\ Old Waterway ||
  1055.  
  1056. Items: 1000 gil, Cure2, Ether1, Life, 500 gil, Life, Life, Ether1,
  1057. Ancient Sword (Unique)
  1058.  
  1059. - Go with a Thunder-Ice combo for Yang. Equipping two claws of the same
  1060. element won't have any additional effect. When equipped with two claws,
  1061. the accuracy modifiers are combined and divided by two.
  1062. - The Ice Rod *could* be of some use here, if you don't mind hot-swapping
  1063. between that and the Thunder Rod. It won't make a big difference, though.
  1064. - You'll encounter Guards in the last two areas. As you may have already
  1065. noticed, they have nasty counterattacks for both normal attacks and magic,
  1066. Size and Piggy, respectively. Yang should be able to take them out with
  1067. a single hit. If needed, you can heal Porky with the Change Rod, although
  1068. the actual spell is only 1 MP, so not a big difference. Using the rod on
  1069. the knights isn't the best idea, since it doesn't stop them from casting
  1070. Piggy. It does miss frequently due to the low accuracy, but even so.
  1071. - Don't forget that polymorphing enemies may result in an enemy getting
  1072. switched from front row to back row due to their new, smaller size. This
  1073. happens in the 2x Baron Guard encounter, for instance.
  1074. - The Ancient Sword is weaker and less accurate than the Legend Sword.
  1075. The only thing it has going for it is that it inflicts Curse, which just
  1076. isn't useful enough to compensate for the lower damage.
  1077. - There's a save point at the end.
  1078.  
  1079. \\\ Baron Castle ||
  1080. Items: Ether1, Ether1, Cure2, Cure2, Life, Life, Tent, Cure1,
  1081. Heal, Cure1, Cure2, Life, Tent, Tent, Ether1
  1082. Items (nc): Elixir, Ether1
  1083. Default (Cid): Wooden Hammer, Prisoner Clothes (Artifact)
  1084. TPC: Cid Lv20
  1085. Bosses: Baigan (+ RightArm & Left Arm), Kainazzo
  1086.  
  1087. [Boss]
  1088. - 3500 HP, 8 Agi, 4800 Exp (+10 for each arm), 3000 gil
  1089. - Beigan will revive the arms if you take out both of them. Destroy
  1090. only one of them (the closer one), then focus on the main target.
  1091. - You should probably damage the other arm as well at some point, as
  1092. once the body is gone, the remaining arm(s) will use Explode, dealing
  1093. up to 350 pod.
  1094. - Might not want to use the Dancing Dagger's special here. He casts
  1095. Reflect on himself in response to magic, and while it won't affect the
  1096. special attack, you don't really want him to redirect his Reflects on
  1097. your characters, since that would make it harder to heal, at least with
  1098. magic. I'm sure you have a decent supply of Hi-Potions, but even so.
  1099.  
  1100. - Loot the east side of the castle before heading into the throne room.
  1101. Better go save the game as well.
  1102. - De-equip everything off Palom and Porom.
  1103.  
  1104. [Boss]
  1105. - 4000 HP, 48 MDF, 15 Agi, w:I/T, 5500 Exp, 4000 gil
  1106. - He's weak to Ice normally and weak to Thunder when surrounded by
  1107. water. The water goes away when he's hit with a Lightning spell, which
  1108. also prevents him from using Tsunami and Haste (unless it was queued).
  1109. Tellah's level 3 spells will do ~4000 pod, so you can easily make this
  1110. quick.
  1111. - Tsunami's base damage is 4% of his cHP. It ignores MDF.
  1112. - When below 701 HP after taking a hit, he'll retreat into his shell
  1113. and heal himself for 400 HP. Hitting him while he's hiding in his shell
  1114. won't prompt him to heal again, but once he's out, you can re-trigger it.
  1115.  
  1116. - Palom and Porom will be gone after the following event, and there's
  1117. nothing you can do to get them back (even though the item menu pops
  1118. up when you examine their bodies).
  1119. - On the plus side, Cid will join your party, and you'll also get the
  1120. airship, Enterprise.
  1121. - Cid's unique Command Ability, Peep, is just... Peep... and that's it.
  1122. - You can sell the elemental rods now.
  1123.  
  1124. Item (nc): Carrot \\\ Chocobo Forest ||
  1125. - On the island northwest of Kaipo.
  1126.  
  1127. Item (nc): Carrot \\\ Chocobo Forest ||
  1128. - South of Troia.
  1129.  
  1130. Item (nc): Cure2 \\\ Agart ||
  1131. Shop:
  1132. Spear 60 gil Iron Helm 150 gil
  1133. Boomrang 3000 gil Iron Shield 100 gil
  1134. Iron Armor 600 gil Iron Gloves 130 gil
  1135.  
  1136. - (South of Baron).
  1137. - The enemies in the neighborhood might be too much for you to handle.
  1138. The Eblana region has the same encounters. Feel free to try them at some
  1139. point. Maybe get a few levels in the Troia/Silvera region first.
  1140.  
  1141. \\\ Silvera ||
  1142. Items (nc): Silver Staff, Silver Knife, 5000 gil
  1143. Shop:
  1144. Silver Sword 6000 gil Silver Armor 17 000 gil
  1145. Silver Knife 3000 gil Silver Helm 3000 gil
  1146. Silver Staff 4000 gil Silver Shield 1000 gil
  1147. Silver Hammer 8000 gil Silver Gloves 2000 gil
  1148.  
  1149. - (South of Fabul / Northeast of Mysidia)
  1150. - Silver Hammer, 2 Silver Armors, 2 Silver Helms, 2 Silver Gloves,
  1151. Silver Shield = 53 000 gil
  1152. - Upgrading Cecil's armor will only give him an increase of 5 DFP and
  1153. 3 MDF. Maybe pass up on the Silver Armor. Definitely forget about the
  1154. sword, and sell the knife. Hang on to Cid's default weapon if you're
  1155. planning on fighting enemies in Cave Magnes before the boss (although
  1156. you can buy one in Troia as well).
  1157.  
  1158. \\\ Eblan Castle ||
  1159. Items: Slumber Sword (Unique)(trap), Ether1, 2000 gil, 10× Mute Arrows,
  1160. Cure2, Heal, Cure2, Cure2, Life, Cabin, 600 gil, Cure2, Ether1,
  1161. Drain Lance (Unique)(trap), Cabin, 800 gil, Ether1, Ether1, Elixir (trap)
  1162. Items (nc): Cure2, Cure2, Life
  1163.  
  1164. - This is the abandoned castle on the continent with the huge tower
  1165. sticking out from the giant hole.
  1166. - There are no random encounters here, but the trapped chests feature
  1167. enemies that you won't encounter normally for a good while.
  1168. - One of the chests in the left tower is a monster-in-a-box; you'll
  1169. have to fight a Staleman and 4 Skulls for the Slumber Sword.
  1170. × The skeletons can Curse you, and the Golem can put you to sleep.
  1171. Cecil and Yang can one-shot the skeletons with the appropriate
  1172. elemental weapons. A multi-target Fire3 will also dispatch them
  1173. easily, although it would be a better idea to take out the Golem
  1174. with Ice-3. An instant kill with Stone is also an option.
  1175. - The Slumber Sword will deal a little less damage than the Legend
  1176. Sword due to its lower accuracy, but it's still worth using at times
  1177. for its Sleepstrike ability.
  1178. - As already explained at the beginning, if a normal attack fails to
  1179. inflict an ailment even though the target isn't immune, it's because
  1180. the hit didn't land during the target's regular ATB charge. Unless the
  1181. enemy is rather slow, you'll need to hit them right after they attack.
  1182. With multiple enemies, it's not that simple, and you may need to take
  1183. queued actions into account.
  1184. - One of the chests in the right tower is also a monster-in-a-box;
  1185. you'll have to fight a Lamia and two Black Cats for the Drain Lance.
  1186. × Careful with those counters. Magic is safe with the Lamia, but
  1187. the Coeurls counter pretty much everything. A multi-target Lv3 spell
  1188. is likely, but not guaranteed, to take out the cats. If you've just
  1189. saved, you might as well risk it. You can safely hit them with the
  1190. Slumber Sword so long as you get the timing right. Lamia is immune to
  1191. both Sleep and Stun, but everything else works, so just take your pick.
  1192. - And, finally, one more trap in the basement; you'll have to fight
  1193. 3 Mad Ogres for an Elixir.
  1194. × These guys hit pretty hard and have 254 MDF, but most ailments are
  1195. still good (all except Porky and Toad).
  1196.  
  1197. \\\ Troia (& Silvera) Region ||
  1198.  
  1199. - Equip the Slumber Sword (if you have it) and Fire Claw while in this
  1200. region. It's mostly Sting Rats and Treants.
  1201. - StingRat is the last enemy in the Needlemouse family. Their Needle
  1202. has a base power of 88. Stun them or turn them into pigs to avoid the
  1203. counter. All the other enemies are immune to Porky except for Panther.
  1204. When there are Treants in the back, you can just use the rod on a single
  1205. target. That's still better than nothing. Or maybe try confusing one of
  1206. the trees.
  1207. - Yang can easily handle the Treants and Cannibals, although they're
  1208. generally in the back row. He might still be able to one-shot them,
  1209. nonetheless.
  1210. - Pythons are trivial due to their low HP.
  1211. - And then there's the Panther, the first enemy in the Coeurl family.
  1212. Their trademark special attack, Blaster, inflicts either Instant Death
  1213. or Stun, typically the former. I'm sure you'd rather have neither, so
  1214. make sure they're not the last enemy standing (at least not without
  1215. Sleep or Porky), and you can avoid it.
  1216. - Don't hesitate to use those Tents when on the overworld. That's what
  1217. they're there for.
  1218.  
  1219. \\\ Agart / Eblana Region ||
  1220. Lost & Found: 10× Medusa Arrow (1-3) / Medusa Sword (BlackLiz \ 4)
  1221.  
  1222. - Like I said, these guys might be a little too much. If you're not
  1223. feeling that ambitious, you don't need to bother.
  1224. - Equip the Ice Claw, and Yang can easily take out Black Lizards and Flame
  1225. Dogs. Flame Dogs have a nasty solo action, but since they're in the front
  1226. row, that's not likely to be an issue.
  1227. - Turn HugeCells into pigs to prevent them from both healing and fleeing.
  1228. - Try to put the Rocs to sleep with the Slumber Sword. If there are three
  1229. chicks, kick 'em.
  1230. - The Medusa Arrows will instantly kill enemies that aren't immune to
  1231. Petrification. It can still fail if you don't hit the enemy during their
  1232. ATB charge.
  1233. - In the unlikely event that you manage to score a Medusa Sword, you can
  1234. go ahead and just stash it in your storage as a trophy. While it boasts
  1235. a nice ATP figure, the accuracy is just a bit too limited, and the added
  1236. Petrification effect is too slow to be of any significance (requires two
  1237. cycles).
  1238.  
  1239. \\\ Toroia ||
  1240. Items (nc): 1000 gil, Cure2, Ether1, Ether2
  1241. Shop:
  1242. GreatBow 2000 gil Wooden Hammer 80 gil
  1243. Fire Arrow 30 gil Leather Cap 330 gil
  1244. Ice Arrow 30 gil RubyRing 1000 gil
  1245. Lit Arrow 30 gil Pass 10 000 gil
  1246.  
  1247. - (The village surrounded by forests northwest of Baron)
  1248.  
  1249. \\\ Troia Castle ||
  1250. Items: Tent, Tent, Cure2, Cure2, Ether1, Ether1, RubyRing, RubyRing
  1251. Items (nc): TwinHarp (Unique, Temp), Ether1
  1252. - Find Gilbert and you'll obtain the TwinHarp.
  1253. - Once you feel prepared, head north to find the Chocobo forest / village.
  1254.  
  1255. \\\ Chocobo Village ||
  1256. Items (nc): Carrot, Carrot, Carrot
  1257. - Since you can't land your airship on forests, you'll need to use one
  1258. of the Black Chocobos found here to reach the cave east.
  1259.  
  1260. \\\ Cave Magnes ||
  1261. Party: Lv~30
  1262. Items: Cure2, Heal, Ether1, 500 gil, Ether1, Cure2, Cure3, Life,
  1263. Charm Claw (Unique), Ether2
  1264. Item (nc): Earth Crystal (Unique, Temp)
  1265. Lost & Found: Mage Summon (Mage \ 4), Zeus Gloves (Ogre \ 4)
  1266. Boss: Dark Elf 1 & 2 (separate phases)
  1267.  
  1268. - You can't use any metallic equipment in this dungeon. The solution,
  1269. of course, is to run away from all battles (or use non-metallic gear).
  1270. - The boss is waiting for you in the crystal room. Make sure you use
  1271. the second save point nearby first.
  1272.  
  1273. [Boss]
  1274. - 65 000 HP (Elf 1) / 2000 HP, 9 Agi (Elf 2) / 3000 HP, 11 Agi (Dragon), W:H
  1275. - 6000 Exp, 5000 gil
  1276. - Your first battle with him is scripted, and will end in your defeat.
  1277. However, after the scene that follows, you'll not only fully regain
  1278. your health, but will also be able to put your heavy gear back on as
  1279. the magnetic field disappears.
  1280. - He still uses Weak in the second battle, but it can only hit one character.
  1281. He technically has 22 000 HP in this battle, but he transforms after going
  1282. below 20k.
  1283. - In dragon form, he alternates between a regular physical attack and
  1284. Dark Breath, an attack that deals 25% mHP damage to your whole party.
  1285. Fire-resistant gear could bring it down to 10%, but there's no legitimate
  1286. way to *obtain* any such gear at this point in the game. You'll just
  1287. have to make do.
  1288. - Inflict Slow if needed.
  1289. - In case you want to give him a taste of his own medicine, Weak works
  1290. on his dragon form.
  1291.  
  1292. - Grab the crystal afterwards.
  1293. - The Legend Sword works well on the enemies here, just as it did for
  1294. the boss.
  1295. - The Charm Claw inflicts Confusion, which isn't bad, but it hardly
  1296. matters when Yang is killing most enemies in one hit. More importantly,
  1297. however, it has a quad power modifier against giants, such as the Ogres.
  1298. It does bring down his base damage a bit, since it has no accuracy bonus,
  1299. but he's probably still able to one-shot the other enemies. It also gives
  1300. him Speed +3. You can store it after this dungeon.
  1301.  
  1302. - Before you trigger the next event in Troia, go stock up on Cure2's.
  1303.  
  1304. \\\ Toroia Castle ||
  1305. Items: Cure2, Heal, Ether1, Ether2, Elixir, 1000 gil, GreatBow,
  1306. 10× Fire Arrows, 10× Fire Arrows, 10× Lit Arrows, 10× Ice Arrows,
  1307. 10× Ice Arrows, 1000 gil, Elixir, Ether2, Ether1, Heal, Cure2
  1308.  
  1309. - Go see the women in front of the crystal room. After that, you can
  1310. go loot the stuff in the hidden treasure room. Keep the Great Bow for
  1311. Rosa.
  1312. - Return to your airship, and you'll soon find yourself in the Tower
  1313. of Zot.
  1314.  
  1315. \\\ Tower of Zot ||
  1316.  
  1317. Items: Fire Mail, Fire Sword (trap), Poison Claw (Artifact),
  1318. Fire Shield, Earth Hammer, Wizard Robe
  1319. Item (nc): Magma Stone (Unique, Temp)
  1320. Lost & Found: Silence Staff (Marion \ 3-4)
  1321. Default (Kain 2): Wind Spear (Unique), Silver Shield, Silver Helm,
  1322. Silver Armor, Silver Gloves
  1323. Default (Rosa 2): Prisoner Clothes (Artifact)
  1324. Special: Exit (Rosa)
  1325. PCs: Kain, Rosa
  1326. Bosses: Magus Sisters (Sandy, Cindy, Mindy), Valvalis
  1327.  
  1328. - You will no longer have access to this dungeon once you clear the
  1329. events here.
  1330. - You can return to Troia, but you'll automatically return to Zot once
  1331. you board your airship again.
  1332. - The Fire Mail and Fire Shield make the wearer weak to Fire and resistant
  1333. to Ice.
  1334. - Yang should go with a Fire-Ice combo, but you can ditch the Ice later.
  1335. The Carapace is the only enemy resistant to Fire, but they're only found
  1336. on 1F and 2F. Even when an enemy resists the element of one the claws,
  1337. the element they're weak to will take priority.
  1338. - You don't have to fight the flans if you'd rather save the MP. Psych
  1339. still works well on most of the enemies here. This is, sadly, the last
  1340. dungeon where that's the case. Some enemies have MDF figures that are
  1341. equal to or just a little above Psych's base power value, so it can
  1342. still work with favorable RNG. Eventually, though, even that won't help.
  1343. - Kick doesn't hit flans, and it's not because they have max DFP. It's
  1344. a very redundant attribute, though, since the damage would still be 0
  1345. even if it did hit them.
  1346. - The second chest you find is a monster-in-a-box; you'll have to fight
  1347. a Flame Dog for the Fire Sword. Switch to that unless you're already
  1348. one-shotting everything with the Slumber Sword. That one's also good
  1349. for inflicting Sleep on flans and back row enemies. At least switch to
  1350. the Fire Sword for the bosses.
  1351. - The Poison Claw inflicts Poison, which is completely insignificant,
  1352. but you should still equip it, since it boosts accuracy and Strength.
  1353. - You can use the Earth Hammer during battle to cast Quake, which does
  1354. a fair amount of damage (1x200) to all (non-flying) enemies. Good for
  1355. taking out flans, not that you'll be running into many of those, since
  1356. you're pretty much at the end of the dungeon. The weapon is also Fire-
  1357. elemental.
  1358. - The Wizard Robe gives you Will +5.
  1359. - You'll fight the Magus Sisters immediately after the Save Point on 5F.
  1360.  
  1361. [Boss]
  1362. - 2200 (right), 4300 (middle), 2500 HP (left), 3000 Exp and 3000 gil each
  1363. - Their 'Delta Attack' is just regular spells reflected off Cindy (~200-
  1364. 400 pod). It's not some special attack that wipes you out like in FFX.
  1365. - Cindy (the middle one) is able to bring her sisters back to life, so
  1366. take her out first.
  1367. - Psych works well in case Tellah needs a refill.
  1368.  
  1369. - Return to save and heal. De-equip Tella, as he's going to be leaving
  1370. your party during the next event, whereas Rosa and Kain rejoin.
  1371. - Tellah's duel with Golbez results in Cecil, Yang, and Cid losing their
  1372. criticals.
  1373. - Set Rosa's gear as soon as you gain control. Give her the Gaea Robe to
  1374. make her immune to Petrification. Switch to the Wizard Robe after the
  1375. boss. You can keep Kain in the back row, as he'll only be using Jump in
  1376. the next battle.
  1377.  
  1378. [Boss]
  1379. - 6000 HP, 9500 Exp, 5500 gil
  1380. - Easily the toughest boss so far. While in her Whirlwind Mode, she uses
  1381. a nasty Weak + Ray combo. She also gets a functioning Evade (4x45%) and
  1382. is immune to magic during this time, not that you have any, since you
  1383. just lost your sage. You can cancel the mode by using Jump, but you may
  1384. not be able to prevent every Weak. Quickly use a Hi-Potion to heal the
  1385. character hit by it. With a little luck, Ray won't hit the same character
  1386. multiple times, in which case you can just ignore it. You also don't want
  1387. her to attack any character that was hit by Weak. She can deal up to 270-
  1388. 360 pod with max RNG. Using Slow helps, as always.
  1389.  
  1390. \\\ Agart ||
  1391. - Go use the Magma Stone on the well. Afterwards, you can fly down the
  1392. hole to reach the Underworld. You won't be able to come back up until
  1393. after the next dungeon. Get some Ice Arrows for Rosa. Hang on to the
  1394. Flame Sword for a little longer.
  1395. - If you got the Drain Lance, don't bother using it. The high ATP is
  1396. offset by the second worst accuracy in the game and a -10 penalty to all
  1397. stats. It also lacks the Anti-Air element, whereas the Drain element is
  1398. resisted by any enemy that absorbs anything.
  1399.  
  1400. \\\ Dwarf Castle ||
  1401. Party: Lv~40
  1402. Items: Dwarf Axe, Strength Wrist, Ether2, Elixir, Ether1, Cure2,
  1403. Elixir, Ether1, Bl.Belt, Cabin, Cabin, Cabin
  1404. Items (nc): 500 gil, 500 gil, 1000 gil, Carrot, Carrot, Carrot
  1405. Default (Rydia 2): Whip, Gaea Robe, Silver Bracelet
  1406. PC: Rydia
  1407. Bosses: 3× Cal & 3× Brena (+ Calbrena), Golbez
  1408. Shop:
  1409. Fire Sword 14 000 gil Fire Mail 30 000 gil
  1410. Flame Lance 11 000 gil Fire Shield 1250 gil
  1411. Dwarf Axe 15 000 gil Wizard Robe 1200 gil
  1412. Darkness Arrow 40 gil Wizard Hat 2000 gil
  1413. Rune Bracelet 2000 gil
  1414.  
  1415. - You can't explore much of the castle initially (can't buy any gear
  1416. yet), but it opens up after the boss.
  1417. - De-equip all the items Cid has. He will no longer be joining you in
  1418. battle once you trigger the scene in the throne room.
  1419. - You're looking at two bosses in a row.
  1420.  
  1421. [Boss]
  1422. - Cal (blue, back): 1000 HP, Brena (red, front): 300 HP, 16-19 Agi,
  1423. 1000 Exp, 500 gil each
  1424. - Calbrena: 4624 HP, 11 Agi, 15 000 Exp, 5000 gil
  1425. - If dolls of only one type are present, they'll transform into Calbrena.
  1426. If Calbrena has less than 101 HP left, it'll split into the six dolls again.
  1427. - While the blue ones have more HP, they don't have boss benefits, so you
  1428. could inflict Mini or Stop.
  1429. - Calcabrina hits *very* hard, almost reaching quad digits in the worst
  1430. case. It can also inflict Confusion and Stun. It also technically has
  1431. nasty counters for elemental spells, but you can't trigger them.
  1432. |
  1433. [Boss]
  1434. - 3001 HP, 27 Agi, w:FH, 20 000 Exp, 10 000 (+1000) gil
  1435. - Rydia rejoins the party here.
  1436. - He just spams you with Fire2, Lit-3, and Virus (~100-300 pod).
  1437. - Reviving the three dead characters might be too much trouble than it's
  1438. worth. You can probably manage with just Cecil and Rydia.
  1439. - Kain should use the Fire Sword (if he's in) while Cecil uses the Legend.
  1440. - Technically, he has 22 001 HP, but the battle ends after he falls below
  1441. 19 001.
  1442.  
  1443. - Rydia is no longer able to cast White Magic.
  1444. - New spells: Fire2, Ice-2, Lit-2.
  1445. - New Summon spells: Mist, Titan, Shiva, Indra, Jinn.
  1446. - Give Rydia that Tiara you got earlier if you still have it.
  1447. - 2 Wizard Hats (Cecil, Rosa), 3 Rune Bracelets (Rosa, Rydia, Yang).
  1448. - The Flame Lance would've been useful in Zot, but it's a bit too late
  1449. for that now. You certainly don't want to use it in the next dungeon.
  1450. - The Dwarf Axe gives you Str&Vit +5 and Mag&Agi -5. Maybe worth giving
  1451. to Kain until he gets that Blizzard Lance, and it's not far. Note that
  1452. it's actually long range, not that you really want Kain or Cecil in the
  1453. back row, since your more fragile characters would have to take their
  1454. place in the front.
  1455. - Don't forget that equipping a ranged weapon gives that character the
  1456. permanent long range flag. I suppose you could consider it compensation
  1457. for the lost criticals.
  1458. - The Black Belt (Str +5) should go to Yang for now. You can give it to
  1459. Cecil or Kain later if you don't mind the low defense.
  1460. - The Power Wrist gives you Str +5. Worth using despite the low defense.
  1461. The stronger ones aren't *that* much stronger.
  1462.  
  1463. - Use the hidden path in the basement to reach the next dungeon.
  1464.  
  1465. \\\ Tower of Bab-il 1 ||
  1466.  
  1467. Items: 10× Ice Arrows, 10× Ice Arrows, Ether1, Bandanna,
  1468. Blizzard Lance (trap), IceBrand (trap), CatClaw, Archer Bow, Life, Life,
  1469. Cure2, Ice Shield (trap), Ice Armor (trap), 2000 gil, Cure2, Ether2
  1470. Lost & Found: Silence Staff (Marion \ 3-4)
  1471. Boss(es): Dr. Lugae & Balnab (+ Balnab-Z), Dr. Lugae 2
  1472.  
  1473. - You will no longer have access to this dungeon after a future story event.
  1474. - You can't use Exit or Warp here.
  1475. - When alone, Flame Dogs spam you with Fire, which deals 20% mHP damage
  1476. (10% with Fire resistance, 40% with weakness) and can hit all characters.
  1477. Once again, you can use Piggy (but not Silence) to prevent it, although
  1478. if all three of your fighters are one-shotting them, it's not likely to
  1479. be necessary. As such, it's better to have Rydia use the whip than the
  1480. Change Rod, so she can stun enemies (except when they're too fast, like
  1481. the FlameMen).
  1482. × Characters with decent Magic Evade can easily avoid attacks like Fire
  1483. when the enemy has 0 Magic.
  1484. - The Silence Staff is the one rare drop I have to recommend getting.
  1485. It's only slot 3, so it's *significantly* easier than a slot 4 drop. 1F
  1486. is the best place. Just run away from the other battles. If you have a
  1487. fast-forward option, use it. You can get one in a few hours (IGT).
  1488. - The Silence Staff is pretty much the best staff in the game. It's got
  1489. Will +10, Silencestrike and Magekiller. There's another staff with Will
  1490. +15, but by the time you get that, Rosa's Will could be so high she won't
  1491. even need those extra 5 points.
  1492. - There are two trapped chests on the second floor (Alert + Stoneman &
  1493. Alert + Chimera) and two more on the fourth (Alert + FlameDog & Alert +
  1494. Naga). The Alerts have 254 MDF.
  1495. - The Cat Claw is pretty much Yang's best weapon, with high accuracy,
  1496. Str & Agi +5, and Sleepstrike.
  1497. - You'll start running into Chimeras above 3F. When alone, they spam you
  1498. with Blaze, which deals 25% mHP damage (10% with Ice resistance, 50% with
  1499. weakness) and can hit all characters. They're immune to Porky, Sleep, and
  1500. Stun, and they resist all three main elements, so maybe have one of your
  1501. fighters switch to a non-elemental weapon. You might want to use Jump on
  1502. them when they're in the back row.
  1503. - With two save points and flans only common on two floors (4F and 5F),
  1504. it's unlikely Rydia will need to do any draining.
  1505. - The first Save Point is on the fourth floor.
  1506. - The Ice Armor and Ice Shield make the wearer weak to Ice and resistant
  1507. to Fire.
  1508. - Medusas spam you with Ray until there's only one enemy left. Mainly
  1509. a concern when you get ambushed.
  1510. - On the 6th floor, you can see a chest that you can't reach. Just ignore
  1511. it. (It's the last Cure2 you find in the new areas, although if you come
  1512. back here later, it'll still appear to be closed even if you've opened it.)
  1513. - The second Save Point is on the seventh floor. You'll find the boss on
  1514. the floor above.
  1515.  
  1516. [Boss]
  1517. - Dr.Lugae: 4416 HP, 11 Agi, Balnab: 3927 HP, 6x86 ATP, 31 Agi
  1518. - Balnab Z: 4000 HP, 9x114 ATP, 31 Agi
  1519. - After their initial blunders, they'll settle into a simple routine,
  1520. where Balnab merely attacks and the Doctor provides support by using
  1521. Heal on Balnab.
  1522. - Try to take them out at the same time. If you take out Lugae first,
  1523. Balnab will self-destruct using Explode. If you take out Balnab first,
  1524. you'll have to face Balnab-Z, who attacks twice then self-destructs.
  1525. Getting killed by Explode results in the character losing criticals.
  1526. |
  1527. [Boss]
  1528. - 6600 HP, 27 Agi, 15 000 Exp, 4000 gil, Tower Key (Unique, Temp)
  1529. - He starts off by poisoning your whole party, but it won't have time to
  1530. take effect, as he regularly uses Heal on your whole party. His Sleep
  1531. counter won't be much of an issue for the same reason. The only thing
  1532. you have to worry about is his Laser, which has a 20% cHP base power,
  1533. but if you deal some damage, it'll quickly lose its edge.
  1534. - Give Yang Thunder Claws for maximum ownage.
  1535.  
  1536. - Use the key on the locked door on the 5th floor. De-equip all of Yang's
  1537. gear (or at least the rare stuff) before going in. Give his Bandanna
  1538. and Black Belt Dougi to Cecil or Kain.
  1539. - Once Yang is gone, it's time to leave the tower. Another scene will
  1540. take place, and you'll find yourself on the overworld with no way to
  1541. return underground.
  1542.  
  1543. Special: Enterprise upgrade \\\ Baron Castle ||
  1544. - Go talk to Cid's assistants on the east side of the castle. They'll
  1545. proceed to modify your airship, so you can use it to pick up the
  1546. Hovercraft. This allows you to access the cave on the Eblana continent.
  1547. You know, the continent where the Tower of Babil sticks out and where
  1548. you also find the abandoned Eblana Castle (which you should check out
  1549. once Edge joins if you ignored it earlier).
  1550.  
  1551. \\\ Cave of Eblana ||
  1552. Party: Lv40-45
  1553. Items: Shuriken, Heal, 1200 gil, Ether1, Tent, Cure2, Cure 3,
  1554. Shuriken, Elixir, Elixir, Cure2, Cabin, Cure2, 800 gil, 850 gil,
  1555. Life, Life, Life, Drain Sword (Unique)(trap), Ether2
  1556. Items (nc): Cure1, Cure1
  1557. Lost & Found: Zeus Gloves (Staleman 2-4)
  1558. Default (Edge): Short Sword, Short Sword, Bandanna, Bl.Belt (Artifact),
  1559. Silver Gloves
  1560. PC: Edge Lv25
  1561. Shop:
  1562. Power Staff 2000 gil Ice Armor 35 000 gil
  1563. IceBrand 26 000 gil Black Robe 10 000 gil
  1564. Blizzard Lance 21 000 gil Ice Shield 10 000 gil
  1565. Short Sword 4000 gil
  1566. Archer Bow 3000 gil
  1567. Poison Arrow 70 gil
  1568.  
  1569. - You should get Edge to join your party as soon as possible and get
  1570. the items afterwards.
  1571. - The Power Staff does ok damage but also inflicts Berserk, so don't
  1572. use it if it doesn't result in a kill. If you got the Silence Staff,
  1573. you don't need it.
  1574. - The Zeus Gloves are a common drop (*if* you get a drop), but the
  1575. Staleman itself is a rare encounter, so you can forget about it. You
  1576. can't get it from the trapped chest encounter.
  1577. - You'll find an underground settlement on the B2 floor.
  1578. - The Black Robe is supposed to give you Wisdom +5, but this was changed
  1579. to Will for some reason. Still worth using for the defense increase.
  1580. - The chest in the save room is a monster-in-a-box; you'll have to fight
  1581. two Stalemen for the Drain Sword.
  1582. - At the end of the cave (right after the save point), Edge will join
  1583. your party as the fifth and final party member. The event battle here
  1584. will *not* affect your criticals.
  1585. - Edge has three Command Abilities:
  1586. 1. Ninjutsu: Ninjutsu skills are basically spells. You'll start off
  1587. with just one (Flame). Not much use for them.
  1588. 2. Throw: Throw allows you to throw ninja stars and some regular weapons.
  1589. The damage is usually pretty good, but keep in mind, everything you
  1590. throw will be lost in the process. The damage equals Edge's Lv * ATP
  1591. (+ 0~98 random). The weapon's element/type modifiers are ignored.
  1592. 3. Steal: Steal allows you to steal items from enemies. It's the same
  1593. item that's first on their drop list (as in, nothing too impressive).
  1594. You can steal multiple times from the same enemy. The chance of success
  1595. equals 50 + Edge's Lv - enemy SR.
  1596. - Triple digit HP is not going to cut it, so you'll want to spend some
  1597. time leveling up Edge. At Lv40, he'll have about as much HP as Rydia,
  1598. which isn't great, but I guess it'll have to do. Eventually, he'll have
  1599. about as much HP as Rosa. Start off building up here, but maybe move to
  1600. the first level of the tower later, where you can possibly score the Bomb
  1601. summon.
  1602. - Edge can equip Yang's claws, but can't match his ATP. Even so, if you
  1603. find Edge's damage output a bit too underwhelming even after getting a
  1604. bunch of levels, you could try giving him the Cat Claw and see if it that
  1605. makes him more useful. He'll get better eventually, though.
  1606. - The three elemental claws can boost Edge's damage output substantially
  1607. when applicable. Fire and Ice have very limited use, but at the very
  1608. least hang on to the Thunder Claw.
  1609. - If you want to give Edge the long range flag (with a Boomerang or the
  1610. Full Moon), note that the long range weapon has to be equipped either
  1611. in his right hand or as his sole weapon. Again, once the flag is on, it
  1612. stays on, regardless of what the character equips.
  1613.  
  1614. \\\ Tower of Bab-il 2 ||
  1615.  
  1616. Items: Cure3, Cure3, Ogre Axe (trap), 2000 gil, Middle Sword, 82 000 gil,
  1617. Cure2, Cure2
  1618. Item (nc): Poison Claw
  1619. Lost & Found: Bomb Summon (Balloon \ 4), Silence Staff (Sorcerer \ 3-4)
  1620. Special: Flood & Blitz (Ninjutsu)
  1621. Boss: Rubicant
  1622.  
  1623. - You'll be exploring different areas of the tower than last time,
  1624. and you will no longer have access to these areas once you complete
  1625. the events here.
  1626. - Watch out for those counters (Blaster, Charm), Cecil and Kain should
  1627. be able to take out BackCats with a single normal attack. Lamias often
  1628. appear in eggs, so you can get one free hit in, with the next one likely
  1629. resulting in a kill. If Rydia needs a fill up, Lamia eggs are her best bet.
  1630. - Lamias are immune to Stun and Sleep. BlackCats are immune to Mini and
  1631. Toad. Mad Ogres have 254 MDF and are immune to Porky and Toad.
  1632. - If Rydia has reached Lv46, she could wipe out whole groups with Stone,
  1633. but it does have limited accuracy.
  1634. - If you got the Silence Staff, Rosa can do some nice damage to Mad Ogres.
  1635. - If you think you're up for it, B1 is the best place for scoring the Bomb
  1636. summon, with two common Bomb encounters. Again, just run away from the
  1637. other battles.
  1638. - The chest on B2 is a monster-in-a-box; you'll have to fight 4 Mad Ogres
  1639. for the Ogre Killer.
  1640. - The Save Point is on the north side of B3.
  1641. - The boss awaits you on the 5th floor. Before you get to fight him,
  1642. you'll have to go through an event battle with K.Eblan and Q.Eblan.
  1643. You don't have to do anything in that one, though, as the battle ends
  1644. on its own. Edge learns Flood and Blitz during the scene that follows.
  1645.  
  1646. [Boss]
  1647. - 25 200 HP, W/A:I, 25 000 Exp, 7000 gil
  1648. - Ruby's kind enough to fully heal you right before the battle begins.
  1649. - He'll counter regular attacks with Fire2 (~70 pod to all), so just hold
  1650. back if you need time to heal. His most dangerous attack is Glare (~2000
  1651. pod, F), which he uses at a slow pace, but even if it kills someone, you
  1652. have plenty of time to revive them. You don't even necessarily have to
  1653. revive them yourself. For some reason, Ruby will revive any dead characters
  1654. if you cast Fire magic (other than Ifrit) on him.
  1655. - He'll absorb Ice-elemental magic when he's blocking with his cape. If
  1656. you're not sure Rydia can get the spell in before he puts it up, use
  1657. Ice-2 instead of Ice-3/Shiva. Even if it gets absorbed, it'll only heal
  1658. him for at most ~1k. Same goes for Flood.
  1659. - For some reason, the cape, indeed, only affects Ice magic. Ice-elemental
  1660. weapons will still deal considerable damage regardless.
  1661.  
  1662. - The door behind Ruby leads you to the Crystal Room, but you won't be
  1663. able to take more than a few steps here before a trap floor sends you
  1664. falling down a bunch of floors. This isn't one of the areas you've
  1665. previously explored, though. Just keep going, and you'll soon obtain
  1666. the second airship, the Falcon.
  1667. - Q.Lamias don't counter normal attacks with Charm.
  1668. - Check the other door on 7F for a buggy hidden item. There are four
  1669. more of these in the upcoming dungeons.
  1670.  
  1671. Item (nc): Luca Necklace (Unique, Temp) \\\ Dwarf Castle ||
  1672. Special: Falcon upgrade
  1673. - Initially, the Falcon is unable to fly across lava, but you can
  1674. quickly take care of that by visiting Cid in the Dwarven Castle.
  1675. - You'll also need the Luca Necklace in order to enter the Sealed Cave.
  1676.  
  1677. Item: 1000 gil \\\ Kokkol, the Smith's ||
  1678. Items (nc): Heal, Cure2, Elixir
  1679. - In the southeast corner of the Underworld.
  1680. - The chest is quite well hidden. Check the walls *very* thoroughly.
  1681.  
  1682. Items: Cure2, 490 gil, Cabin, 480 gil \\\ Tomra ||
  1683. Items (nc): 470 gil, Cure2
  1684. Shop:
  1685. Middle Sword 7000 gil Diamond Armor 40 000 gil
  1686. Chain Whip 6000 gil Diamond Helm 10 000 gil
  1687. Ogre Axe 45 000 gil Diamond Gloves 5000 gil
  1688. Mute Arrow 100 gil Diamond Bracelet 4000 gil
  1689. Diamond Shield 15 000 gil
  1690. Tiara 20 000 gil
  1691.  
  1692. - A town in the southern region of the Underworld.
  1693. - Chain Whip, Diamond Armor, Diamond Gloves = 51k.
  1694. - I'd stick to the old Str-boosting gear (Strength Wrist, Bandanna,
  1695. Black Belt), but the choice is yours. Grab a Tiara for Rydia if you
  1696. missed it back in Mist. No need to buy another Middle Sword. Just get
  1697. the gear from the Sealed Cave. It's on the first two levels (check the
  1698. second and last doors from right to left along the north wall on B2).
  1699. Don't finish the dungeon yet, though, unless you're passing up on the
  1700. optional dungeons.
  1701.  
  1702. \\\ Underworld 3 ||
  1703. Theft: Ether1 (GlomWing)
  1704. - On the southern part of the Sylvan region, you'll find some enemies
  1705. you can't encounter anywhere else.
  1706. - For whatever reason, the victory music doesn't fade out as quickly
  1707. here as it normally does. It can easily fool you into thinking you got
  1708. an item drop even though you didn't.
  1709.  
  1710. - You now have access to three new dungeons: Sealed Cave, Sylvan Cave,
  1711. and the Land of Summon Monsters. Only the first one is mandatory, but
  1712. the others are (also) filled with nice magic items, so check them out
  1713. too once you feel like you're up for the task.
  1714.  
  1715.  
  1716. \\\ Land of Summon Monsters ||
  1717.  
  1718. Items: Life, Ether1, Cure2, Cure2, Cabin, Cure2, Poison Axe,
  1719. Ninja Sword (Unique), Life, Cure3, Defense Sword (Unique)(trap),
  1720. Ether1, 3000 gil, 2000 gil, 2000 gil, RatTail (Unique, Temp),
  1721. 10× Samurai Arrows, Samurai Bow (Unique), Ether2, Elixir, Heal, Life
  1722. Lost & Found: Silence Staff (Conjurer \ 3-4)
  1723. Special: Asura Summon, Leviathan Summon
  1724. Bosses: Asura, Leviatan
  1725. Shop:
  1726. Long Sword 11 000 gil Sorcerer Robe 30 000 gil
  1727. Blitz Whip 10 000 gil Aegis Shield 20 000 gil
  1728. Charm Rod 5000 gil Charm Arrow 110 gil
  1729. Lunar Staff 7000 gil
  1730.  
  1731. - On an "island" west of the Dwarf Castle.
  1732. - Cast Float on your party to avoid getting damaged by the floor (50
  1733. points a step). You'll need to cast it again whenever you move to
  1734. another area.
  1735. - Most of the enemies have 32-35 Speed, so inflicting ailments with
  1736. normal attacks can be difficult.
  1737. - The Warriors and Fiends are fairly tough, but they have no ailment
  1738. immunities. The Fiends counter any damage with Charm, but, once again,
  1739. inflicting Porky will easily prevent that. If you don't have the Change
  1740. Rod, use Toad instead. Their SR is a bit too high to make Stun/Sleep
  1741. all that useful. If Rydia has Quake (Lv44) and you don't mind burning
  1742. the MP, you can use that to wipe them out easily.
  1743. - Red Eyes try to confuse you as their third action. You can confuse
  1744. them or petrify them.
  1745. - Psych works ok on Warriors, Arachnes, and Conjurers.
  1746. - Psych works best on Hooligans (12 MDF), but using magic on them puts
  1747. them in Weak Mode, and you can't easily cancel it, so you better finish
  1748. them off quickly afterwards or inflict Silence or Toad.
  1749. - The Clappers only spam you with Blitz, which does 50% max HP damage
  1750. with no Thunder resistance. Use Weak if you have it (Lv48). Getting
  1751. back attacked by two of them could get ugly, but at least it's unlikely,
  1752. seeing as they're the least common enemies here. If things aren't looking
  1753. too good, don't hesitate to flee.
  1754. - The last chest on the B3 floor is a monster-in-a-box; you'll have to
  1755. fight 5 Warriors for the Defender. Give this one to Kain if you already
  1756. got the Light Sword.
  1757. - After passing through the cave, you'll find the Town of Summon Monsters.
  1758. - There's a hidden teleporter on the B4 floor that takes you to the
  1759. Samurai Bow. There's another hidden teleporter in this room that takes
  1760. you back to the world map. Try not to use it on accident.
  1761. - Blitz Whip, 2 Sorcerer Robes, 2 Aegis Shields = 110k.
  1762. × Get a Lunar Staff (Will +10) if you didn't get the Silence Staff.
  1763. - There's a free Charm Rod (Wis +10) in the Sylph Cave, but if you
  1764. really can't wait, it's only 5 grand.
  1765. - There's a Save Point in one of the houses on the B5 floor. Use it
  1766. before challenging the bosses.
  1767. - On the bottom floor of the library, you'll find two human NPCs who
  1768. are actually Asura and Leviathan. Defeat them to obtain their summons.
  1769.  
  1770. [Boss]
  1771. - 23 000 HP, 66 Agi, 20 000 Exp
  1772. - She casts Cure4 (100% HP), Life1 (no effect) and Cure3 (2000-3000 HP)
  1773. while relying entirely on counterattacks to deal damage. Bring her speed
  1774. down by casting Slow twice, then hit her with Reflect. Rydia can still
  1775. use Quake and summons, though. You can also Berserk your fighters.
  1776. - Keep in mind, Reflect wears off after a while, but Slow makes it last
  1777. longer.
  1778. - You can get her to cast a spell on loop if you just attack her once
  1779. during the casting time of the spell or after the spell (but before she
  1780. starts casting the next spell).
  1781.  
  1782. - Better go heal up before taking on the other one.
  1783.  
  1784. [Boss]
  1785. - 35 000 HP, 53 Agi, w:T, 28 000 Exp
  1786. - Big Wave does 25% mHP damage to all. He'll use Ice-2 once or twice
  1787. between each of those.
  1788. - Might want to use Slow (and Berserk) again.
  1789.  
  1790.  
  1791. \\\ Sylvan Cave ||
  1792.  
  1793. Items: 10× Charm Arrows, Cure2, Cure2, Heal, Charm Rod, Cure2, 3000 gil,
  1794. Heal, 2000 gil, Cure2, Cure3, Heal, Heal, Ether1, Elixir (trap),
  1795. Elixir (trap), Elixir (trap), Full Moon Chakram (Unique)(trap),
  1796. Avenger (trap), 10× Medusa Arrows (trap), ElvenBow (Unique), 1000 gil,
  1797. Cabin, 10× Fire Arrows, 10× Ice Arrows, 10× Lit Arrows, Ether1, Cure2,
  1798. Mute Dagger (Unique)(trap), Elixir, CatClaw, Poison Claw (Artifact)
  1799. Lost & Found: Ribbon (ToadLady \ 4), Cursed Ring (Ghost \ 4)
  1800.  
  1801. - A cave in the northwest part of the Underworld.
  1802. - This one's not as linear as the LoSM. The path splits when you take
  1803. the first stairs down. The northern path leads to the six trapped chests,
  1804. whereas the southern path leads to the Sylphs' home. At the end of both
  1805. paths is a warp that takes you back out.
  1806. - There's quite a bit of stuff here, so watch your inventory space.
  1807. - Malboros always start off with Bad Breath (Toad, Mini, Porky, Silence,
  1808. Darkness, Confuse), and they'll use it again after a few other attacks.
  1809. Fortunately, it only affects a single character and it misses if the
  1810. character is immune to even one of those ailments. You can use gear like
  1811. the Rune Bracelet (Rosa, Rydia, Edge), Headband (any), or RubyRing (any).
  1812. - As for dispatching them, Toad works when there are no other enemies
  1813. present. Typically the case on B1 and B3. On B2 and B4, they're usually
  1814. tagging with DarkTrees or DarkTrees and Ghosts. If it's just DarkTrees,
  1815. you could try your luck with Stone. When there are both, then there's
  1816. only one Malboro, so you can just use a single target Toad. Stun only
  1817. puts them on hold for 13 ATB, but it's still something. Rydia won't be
  1818. stunning anyone when she's using the Change Rod, but, like I said, you
  1819. could equip Edge with the Cat Claw.
  1820. - DarkTrees are only immune to Porky, Mini, and Toad. Edge can one-shot
  1821. them with a Fire Claw.
  1822. - Ghosts are immune to Stun, Sleep, and Petrification. You can probably
  1823. one-shot them. Also ok for Psych.
  1824. - The Toad squad is in no way dangerous, just annoying. Once you take
  1825. out the Lady, the toads will do nothing. You can prevent her from
  1826. commanding the toads by inflicting Toad. Psych works well on the Lady.
  1827. - Quake is highly effective here.
  1828. - The six chests the teleporter leads you to are all trapped.
  1829. 123
  1830. 456
  1831.  
  1832. 1-3: 6× Ghosts -> Elixir
  1833. 4. 2× DarkTrees, 2× Molbols -> Full Moon Chakram
  1834. 5. 2× Molbols -> Avenger
  1835. 6. 2× Centipedes -> 10× Medusa Arrows
  1836.  
  1837. - The Avenger is a Holy-elemental, two-handed sword with Auto-Berserk.
  1838. Might want to use it on the boss in the Sealed Cave.
  1839. - There's one more monster-in-a-box closer to the Sylphs' place, in a
  1840. little room only accessible through a hidden passage; you'll have to
  1841. fight a ToadLady and 6 TinyToads for the Mute Dagger.
  1842.  
  1843.  
  1844. \\\ Sealed Cave ||
  1845. Party: Lv45-55
  1846. Items: Long Sword, Ether1, Life, Cure2, Ether1, Life, Life,
  1847. Light Sword (Unique), Ninja Star, Elixir, 5000 gil, Long Sword,
  1848. Ninja Hood (Unique), Ether1, Cure2, Life, Life, Ether2, Cure3
  1849. Items (nc): Shadow Sword, Darkness Crystal (Unique, Temp)
  1850. Boss: EvilWall
  1851.  
  1852. - This is the cave near Tomera. Use Luca's Necklace to gain access.
  1853. - You'll have to fight a number of fixed encounters with some TrapDoors
  1854. here. They have a nasty attack called Disrupt that instantly kills the
  1855. target, and they can also transform into another monster (a Manticore
  1856. or a Yellow Dragon) when their HP gets low. Many of them only lead to
  1857. empty rooms, but the Experience is quite good. There are 15 of them in
  1858. total, but only 3 of them are completely mandatory.
  1859. - VampLadies use Glance (Confuse) as their 4th action unless they're
  1860. the only type of enemy left.
  1861. - Manticores use Blaze as their first of three actions. Petrification
  1862. is the only ailment worth hitting them with.
  1863. - The first Save Point is on B2, behind the fifth door.
  1864. - The Ninja Hood is the only (easily available) piece of gear that can
  1865. boost Cecil's Agi (+3). He doesn't really need it in this version, though.
  1866. - When you first reach B3, you'll be in a little room with two chests.
  1867. The exit is south, but it might be a little hard to notice.
  1868. - There are no encounters below B3.
  1869. - The second Save Point is on B4. You'll encounter the boss on B5 after
  1870. grabbing the Crystal.
  1871. - Check the stairway leading to B5 to find another unintentional hidden
  1872. item. You can also check one of the ropes nearby to fight 6 Ghosts.
  1873.  
  1874. [Boss]
  1875. - 19 000 HP, 66 Agi, 23 000 Exp, 8000 gil
  1876. - You have very little time until he gets close and starts instantly
  1877. killing your characters with Crush. If all else fails, you can level
  1878. up to Lv50, at which point you can utterly destroy him with Holy and
  1879. Flare. I myself build up at the Sylvan Cave. Better have something
  1880. playing in the background while grinding. May I suggest 2D streamers
  1881. from Japan?
  1882. - In the unlikely event that you've managed to score a Ribbon, you can
  1883. equip that to make a character immune to Instant Death.
  1884.  
  1885. - De-equip Kain right before you reach the entrance, as he'll leave the
  1886. party again.
  1887.  
  1888. Special: Falcon upgrade 2 \\\ Dwarf Castle ||
  1889. - Go see the king. After the scenes that follow, you'll be able to use
  1890. the Falcon to return to the Overworld. Once the path is open again, you
  1891. can use it with either airship.
  1892. - Note that, while you can already give Kokkol the Adamantite, he won't
  1893. be done until you get the Whale.
  1894. - If you don't have a Thunder Claw, pick one up either in Baron or Fabul.
  1895. Edge should use that in the next dungeon.
  1896.  
  1897. \\\ Mysidia ||
  1898. - After the scene here, you'll have the, er... Big Whale. Inside the
  1899. Whale, you can rest and access the Fat Chocobo without using any greens.
  1900. Examine the crystal to fly to the Moon and back. To simply fly around,
  1901. examine the thing north of the crystal. The Whale is slower than the
  1902. airships, though, and you can't take it to the Underworld.
  1903.  
  1904. Item (nc): Adamant (Artifact, Temp) \\\ Grotto Adamant ||
  1905. - Trade the Rat Tail for a chunk of Adamantite.
  1906. - This place is on a little island near Silvera. You'll have to use
  1907. the Hovercraft in order to reach it.
  1908.  
  1909. Item (nc): Excalbur (Unique) \\\ Kokkol, the Smith's ||
  1910. - Kukuro will use the Adamantite to upgrade the Legend Sword to the
  1911. Excalibur.
  1912.  
  1913. - The Odin summon is also now available (in Baron). Feel free to pick
  1914. that up if you think you're up for it.
  1915.  
  1916. \\\ Fabul ||
  1917. Items (nc): Pan (Unique, Temp), Spoon (Unique)
  1918. Special: Sylph Summon
  1919. - This little side quest has a very limited time window, so it's now
  1920. or never. The quest involves running back and forth between Yang in
  1921. the Sylvan Cave and his wife in Fabul. Like so:
  1922. 1. Find Yang in the Sylph Cave and talk to the fairies. Perhaps you
  1923. already did. If not, take the southern stairs on B2. Cast Float to
  1924. avoid floor damage.
  1925. 2. Talk to Yang's wife in Fabul to receive the Frying Pan.
  1926. 3. Use the pan on Yang and receive the Sylph summon.
  1927. 4. Give the pan back to Yang's wife to receive the Spoon.
  1928. - The Spoon is a weapon to be thrown by Edge and it deals fairly
  1929. substantial damage. Better save it for a special occasion.
  1930. - Even if you miss this quest, you can still get the Sylph summon later.
  1931.  
  1932. \\\ Moon Surface ||
  1933. Lost & Found: Bomb Summon (Balloon, Grenade \ 4)
  1934. Theft: Ether (Pudding, MoonCell)
  1935. - There are only 3 locations here: The Lunar's Lair, Bahamut's Cave
  1936. (in the donut-shaped valley), and another place that doesn't have a
  1937. real name.
  1938. - Try hitting Grenades with Lit-1.
  1939.  
  1940. Shop: \\\ Lunar Settlement ||
  1941. Ether2 50 000 gil
  1942. Elixir 100 000 gil
  1943. Whistle 20 000 gil
  1944.  
  1945. - South of the Crystal Palace is a cave inhabited by a bunch of Hummingways.
  1946. - The Whistle is a consumable that lets you access the Fat Chocobo on
  1947. the field.
  1948.  
  1949. \\\ Lunar Path ||
  1950. Items: Elixir (trap), Heal, Cure2
  1951. - In order to reach the Lunar's Lair, you'll have to go through two
  1952. small caves. The first one is just a little west of the palace. You'll
  1953. have to go through these caves every time you want to leave or enter
  1954. the final dungeon.
  1955. - The first chest you find is a monster-in-a-box; you'll have to fight
  1956. 2 Prokaryotes and 2 Eukaryotes for an Elixir.
  1957.  
  1958. Item (nc): 280 gil \\\ Lunar's Lair ||
  1959. TPC: FuSoYa Lv50
  1960. Default (FuSoYa): Lunar Staff, Wizard Hat, Sorcerer Robe, Diamond Bracelet
  1961. - You'll be joined by FuSoYa, who will accompany you for the next dungeon.
  1962. × FuSoYa has no critical hits natively.
  1963. - Check the door leading to the crystal room for some gil. You can also
  1964. check the healing panel for a "monster-in-a-box."
  1965. - Once you return to the Blue Planet, you'll automatically end up inside
  1966. the Giant of Bab-il, and you're stuck there until you're finished. Grab
  1967. the Defender from storage as well as some Lightning Arrows, if you have
  1968. any. Lightning weapons deal quad damage to machines (and not because of
  1969. the element), and all the normal enemies in the next dungeon are machines.
  1970.  
  1971. \\\ Giant of Bab-il ||
  1972.  
  1973. Items: Shuriken, Cure2, Ether1, 10× Samurai Arrows, Cabin, Life,
  1974. Life, Elixir (trap)
  1975. Default (Kain 3): Gungnir (Unique), Samurai Shield (Artifact),
  1976. Samurai Helm (A), Samurai Armor (A), Samurai Gloves (A)
  1977. PC: Kain
  1978. Bosses: Four Fiends (Scarmiglione, Rubicante, Cagnazzo, Barbariccia),
  1979. CPU (+ Attacker & Defender)
  1980.  
  1981. - You will no longer have access to this dungeon once you complete the
  1982. events here.
  1983. - You can't drain MP from any of the enemies here, but there's a save
  1984. point at the end, right before the bosses.
  1985. - You can use a single target Thunder spell to cause Beamers and Machines
  1986. to malfunction and start attacking their allies.
  1987. - Stun works very well on Horsemen thanks to the overflow (if it hits).
  1988. Status ailments won't help you with any of the other enemies here.
  1989. - Use Weak on MacGiants and D.Machines, or at least the latter. The
  1990. MacGiants take good damage from Lightning weapons, so it might not be
  1991. needed for those. The dragon is the only enemy here who isn't a machine-
  1992. type, despite both their name and appearance.
  1993. - The last chest you find is a monster-in-a-box; you'll have to fight the
  1994. Last Arm (9500 HP) for an Elixir. You may want to save before this one,
  1995. as it might permanently lock you into battle by constantly inflicting a
  1996. massive 150 ATB Stop with Magnet. If below 1001 HP, it'll self-destruct.
  1997.  
  1998. [Boss: Elements] FITHA Attacks of note
  1999. - Scar: 17 000 HP WAAAA -
  2000. - Ruby: 29 000 HP AWAAA Fire3, Glare
  2001. - Cag: 17 000 HP AAWAA Big Wave (25% mHP \all)
  2002. - Barb: 30 000 HP Ww Storm (single digit HP \all)
  2003. - 89 Spd, 62 500 Exp, 10 000 gil
  2004. - You'll be fully healed before the battle.
  2005. - You'll be fighting each of the Four Elements again in a single battle,
  2006. one at a time. They're technically split into two pairs, where each pair
  2007. is combined into one enemy, with their HP pool being shared and the boss's
  2008. appearance and elemental attributes being altered on the fly. Once below a
  2009. certain HP threshold, Scar is changed into Ruby and Cag is changed into Barb.
  2010. - The first of each pair has to spend an actual turn to set their resistances.
  2011. This action will remain part of the boss's action loop, even though it
  2012. becomes redundant after the first time.
  2013. - For whatever reason, the White spell deals normal damage to an Undead
  2014. enemy even if it's supposed to absorb Holy, Scar 2 being the only enemy
  2015. with such a combination. Holy-elemental weapons will still be resisted,
  2016. though. Eg. the Defender will deal about 1 grand more damage than the
  2017. Excalibur. The Flame Sword and Icebrand would substantially outperform
  2018. even that against the first two bosses respectively, but it really doesn't
  2019. have to be that precise. Elemental spells and jutsu will get the job done
  2020. easily.
  2021. - All of these fights are simpler than when you first fought them. Ie. Ruby
  2022. doesn't use his cape, etc.
  2023. - Scar only deals damage with normal attacks, but the damage can be pretty
  2024. high (1000 pod), and the bosses are very fast. Cecil needs 36 Agi to push
  2025. them to 2 ATB. Slow will carry over from the first of a pair to the other.
  2026. - If you finish off the first of a pair when their action was queued, the
  2027. boss that follows will perform that action instead.
  2028. - Barbariccia uses Maelstrom as her sixth and last action in her AI loop.
  2029. Try to be ready for it.
  2030.  
  2031. - Return to save.
  2032. - FuSoYa will leave the party after the next boss. If he's still using his
  2033. default gear, you can just keep it on, since it's stuff you can just buy.
  2034.  
  2035. [Boss: CPU] Action
  2036. - CPU: 20 000 HP, 38 Spd Wall (self)
  2037. - Attacker: 2000 HP 31 Spd Maser: 10% mHP dmg \all
  2038. - Defender: 2000 HP, 111 Spd Remedy: Heal 10% mHP (CPU)
  2039. - 50 000 Exp each, 10 333 gil
  2040. - If you take out both of the small orbs, the big orb will kill a couple
  2041. of your characters with Globe 199, and then simply revive them (the orbs,
  2042. not your characters).
  2043.  
  2044. - Your party will consist of the five main characters for the rest of
  2045. the game.
  2046.  
  2047. Shop: \\\ Kokkol, the Smith's ||
  2048. Shuriken 20 000 gil
  2049. Ninja Star 50 000 gil
  2050. Samurai Arrow 140 gil
  2051.  
  2052. - A new shop is available.
  2053.  
  2054. Special: Odin Summon \\\ Baron Castle ||
  2055. Boss: Odin
  2056. - Now that you've been to the land of the summon monsters, you can
  2057. fight Odin in the Baron Castle. Just head to the basement from the
  2058. east tower.
  2059.  
  2060. [Boss]
  2061. - 20 500 HP, W:T, 18 000 Exp
  2062. - He'll attack 3-1 times, then use Zantetsuken, which will pretty
  2063. much annihilate you (3000-6000 pod to all). Do try to take him out
  2064. before that happens. Holy and Flare should bring it home, once again.
  2065.  
  2066. - You can store the Thunder Claw (and other claws) at this point.
  2067. They've served you well. A couple of them could still be of use when
  2068. farming certain rare drops.
  2069.  
  2070.  
  2071. \\\ Cave Bahamut ||
  2072.  
  2073. Items: Samurai Gloves (Artifact), Samurai Shield (Artifact),
  2074. Samurai Armor (Artifact), Samurai Helm (Artifact)
  2075. Lost & Found: Ribbon (Warlock \ 4), Artemis Bow (Kary \ 4),
  2076. Rune Axe (RedGiant \ 4)
  2077. Theft: 10× Artemis Arrows (Kary)
  2078. Special: Bahamut Summon
  2079. Boss: Bahamut
  2080.  
  2081. - Warlocks use Weak when alone (with an Attack/Weak loop).
  2082. - If all enemies are Karies, they'll throw some hits at you before using
  2083. their special attack, Hug, which will fully heal the target while at the
  2084. same time causing full Petrifaction. After that, they'll run away.
  2085. - Warlocks are only immune to Toad, and Karies are only immune to Porky
  2086. and Toad. Both are very vulnerable to Stun thanks to the overflow, although
  2087. it can be difficult to hit them during their ATB charge. Safer to just
  2088. have Rydia use the Change Rod on the mages.
  2089. - You can steal Artemis Arrows from the Karies. They're the strongest
  2090. arrows by far and have quad power against dragons. Rosa should stick to
  2091. a staff, though, to boost her Cure magic.
  2092. - Use Weak on RedGiants and D.Bones. If there are two RedGiants, you
  2093. might want to beat up the other one to save MP.
  2094. - Before you can reach Bahamut, you'll have to take care of three fixed
  2095. Behemoth encounters, easily predicted when you're forced on a single
  2096. tile wide path. They rely almost entirely on counterattacks to deal
  2097. damage, and you're going to have to eat quite a few of those. Instant
  2098. ownage stuff doesn't work, since they have the boss flag, and offensive
  2099. magic potency is limited thanks to their 254 MDF. Use only the strongest
  2100. attacks and cast Blink to avoid damage. If Rydia has Bomb, she should
  2101. use that to save MP. Don't use Holy-elemental magic (White, Meteo) or
  2102. they'll retaliate with Maelstrom, leaving your whole party with single
  2103. digit HP. These guys won't respawn, so you can safely warp out to save
  2104. and recover your health whenever needed.
  2105. - Unfortunately, there's no save point here. It's not a long dungeon,
  2106. though.
  2107. - Assuming you've already got Asura and Leviathan, you can fight Bahamut
  2108. for his summon.
  2109.  
  2110. [Boss]
  2111. - 37 000 HP, 27 Agi, 35 000 Exp
  2112. - Bahamut will count down from 5 and then unleash Mega Flare, which
  2113. deals fairly massive damage, anywhere between 1000-6000 pod. You can
  2114. Reflect it, but you don't have enough time to cast it on everyone.
  2115.  
  2116. Party: Lv60-70 \\\ Lunar Subterrane ||
  2117.  
  2118. Items:
  2119. B1 | Ninja Suit (U) * B5 | White Robe (U)
  2120. B2b| Life Staff (U) * B5 | Crystal Helm (U)*
  2121. B2a| Flame Whip (U) B5 | Cabin
  2122. B2a| Dragoon Shield (U) B6 | Ninja Star
  2123. B3 | Dragoon Helm (U) B6 | 10× Artemis Arrows
  2124. B3 | Dragoon Mail (U) B6 | Cabin
  2125. B3 | Dragoon Gloves B6 | Heroine Vest *
  2126. B4 | 10× Artemis Arrows B6 | Life1
  2127. B4 | Elixir B5b| Protect Ring *
  2128. B4 | Cure3 B7 | Ribbon
  2129. B4 | Cure3 B7 | Ribbon
  2130. B4 | Stardust Rod (U) * B8 | Ninja Star
  2131. B5 | Crystal Shield (U) * B9 | Elixir
  2132. B5 | Protect Ring B9 | Whistle
  2133. B5 | Crystal Mail (U) * B10| Ninja Star
  2134. B5 | Crystal Gloves (U) * B10| Ninja Star
  2135.  
  2136. Traps:
  2137. Ninja Suit | 2x RedGiant
  2138. Life Staff | 2x Warlock, 2x Kary
  2139. Stardust Rod | Behemoth
  2140. Crystal Shield | Blue Dragon, Red Dragon
  2141. Crystal Mail | Behemoth
  2142. Crystal Gloves | 2x Red Dragon
  2143. Crystal Helm | Dragon Fossil, Warlock
  2144. Heroine Vest | Warlock, 3x Kary
  2145. Protect Ring | Behemoth
  2146.  
  2147. Lost & Found: Items (nc):
  2148. Warlock | Ribbon (4) Rod
  2149. Kary | Artemis Bow (4) 150 gil
  2150. RedGiant | Rune Axe (4) Murasame (U)
  2151. FatalEye | Protect Ring (4) Masamune (U)
  2152. Blue Dragon| Dragon Whip (3) White Lance (U)
  2153. Red Dragon | Dragoon Spear (3) Crystal Sword (U)
  2154. Red Dragon | Crystal Ring (4) Crystal (U, Temp)
  2155. Behemoth | Power Sash (3)
  2156. EvilMask | Glass Mask (4)
  2157. PinkPuff | Pink Tail (4)
  2158.  
  2159. Bosses: Pale Dim, Wyvern, Plague, 2× D.Lunar, Ogopogo, Zeromus
  2160.  
  2161. - You'll likely run out of space here unless you use a Gysahl Whistle.
  2162. You can use the one you find near the end.
  2163. - There are two Save Points: one on B5 and another on B7. The one on B5
  2164. isn't near the main path, though.
  2165. - Throughout the caves, you'll find some pedestals holding some of the
  2166. most powerful equipment in the game (mostly weapons). They're all guarded
  2167. by powerful bosses, so before examining them, make sure you've recently
  2168. saved somewhere, so you won't lose too much progress should you die. While
  2169. they're all optional, if you can't handle them, you probably can't handle
  2170. the final boss either.
  2171. - On the first levels, you'll find the same enemies as in Bahamut's Lair.
  2172. It's not until about halfway through that you start seeing some new faces.
  2173. - You'll no doubt notice the change in scenery once you descend below B7.
  2174. During these last levels, you'll encounter the nastiest, most powerful
  2175. enemies in the game. You also won't be able to use Exit beyond this point.
  2176.  
  2177. - Use Stop or Weak on Kinryuus. Their Blitz deals 50% mHP damage (10%
  2178. with Thunder resistance), and they counter all attacks with Entangle
  2179. (Stun).
  2180. - D.Fossils inflict Stun with their normal attacks. If Cecil gets stunned,
  2181. you might want to use Weak.
  2182. - Blue Dragons are nothing to worry about, although they do resist all
  2183. elements, so Cecil and Kain will only deal 50% damage.
  2184. - Red Dragons have similar stats as Blue Dragons, but only resist Fire.
  2185. When alone, they use Heat Ray (~1000 pod to all, F). Psych works great.
  2186. - FatalEyes will spam you with Count to inflict Doom / Death Sentence
  2187. on you. An all-out attack will hopefully take them out before anyone
  2188. falls. Flare/Holy would help, but it's a pretty common encounter (on B5
  2189. and B6), so you might want to save your MP.
  2190. - Casting Thunder magic on a Tricker is not a very good idea. Psych
  2191. works great on them, although the places where they're common are close
  2192. to the save points.
  2193. - The little room on the B5 level where you find the Cabin is the
  2194. so called 'Pink Puff Room.' It's the room quite close to the path that
  2195. takes you to B6. This is the only place in the game where you can
  2196. encounter the Purin Princess aka Pink Puff. Their slot 4 drop is the
  2197. Pink Tail, which you could trade for an Adamantite Armor with the tail
  2198. collector. However, without any Alarms, scoring one of those tails is
  2199. *insanely* hard, so don't even think about it. Even if you were to somehow
  2200. obtain the armor, I would advise against using it due to the permanent
  2201. elemental weakness that comes with it.
  2202. - Either way, the Puffs come in groups of 5 and have 10 000 HP. They're
  2203. kind of annoying to deal with because of how they Berserk your characters.
  2204. - You should already be familiar with the Behemoths. They'll counterattack
  2205. constantly, so choose your attacks wisely. Don't use magic besides Blink
  2206. and maybe Bomb. If it's too much of a pain, just run.
  2207. - Face will Reflect both parties (which makes healing rather difficult)
  2208. and then start throwing some nice little spells like Holy and Flare at
  2209. you (~2000). If you just spam Attack with all characters, you might take
  2210. them out before they even pull off that first Holy.
  2211. - Zemus Breath is surprisingly harmless, as he thinks it's a good idea
  2212. to spam you with Libra. Mindblast can stun you, but tends to miss. Even
  2213. when it misses, it still causes Bleed. They take a while to beat down,
  2214. since they have high HP and 254 MDF.
  2215. - In stark contrast, hanging out with Zemus Mind is nothing short of
  2216. unpleasant. After attacking you a couple of times, he'll cast a Confuse
  2217. spell that affects your entire party. Run like a bitch.
  2218. - Breath and Mind are the only enemies in the final area.
  2219.  
  2220. - The hidden path on B1 leads to a dead end with the first optional boss,
  2221. Hakuryuu. At least grab the two items on the way even if you're not taking
  2222. on the boss yet.
  2223. - The B2 floor would probably be the best place to try and get your
  2224. Artemis Bow (if you're patient enough). It's not really something Rosa
  2225. should be using, though, since it has -10 Mag.
  2226. - Check the stairs leading down on B3 for a hidden item (toss it).
  2227. - There's one last hidden item (150 gil) in the first doorway on B5.
  2228. - The Dragoon gear and Protect Rings grant resistance to all three
  2229. primary elements (Fire, Ice, and Thunder). Spread those around and you
  2230. can have four of your five characters resist the three main elements.
  2231. - The path splits on B6. The hidden path takes you to a dead end with a
  2232. save point and one of the optional bosses (Wyvern). If you need to heal
  2233. up, it's faster to get to the other save point by taking the main path
  2234. on B6.
  2235. - The Heroine Vest increases Strength, Vitality and Speed, but lowers
  2236. Magic (+/-15). Again, not recommended.
  2237.  
  2238. [Boss: Pale Dim]
  2239. - 27 300 HP, 40-43 Agi, A:FIT, 55 000 Exp + Murasame
  2240. - Pale Dim counters normal attacks with Slow, summons with Quake, and
  2241. elemental magic with Glare/Blizzard/Blitz.
  2242. - The Murasame increases Str, Vit, and Will by 5 and decreases the other
  2243. two by 5.
  2244.  
  2245. [Boss: Wyvern]
  2246. - 25 000 HP, 43-46 Agi, 64 000 Exp + Crystal Sword
  2247. - He starts off with Mega Flare right off the bat, and it definitely
  2248. hurts (~3000). However, so long as you refrain from using Summons,
  2249. that'll be the only one you'll see.
  2250. - After breaking the ice, he'll just spam reflected Flares (~1200) and
  2251. occasionally heal 2500 HP. Hardly anything to worry about.
  2252.  
  2253. - Two more bosses on B7, right next to the second and final Save Point.
  2254.  
  2255. [Boss: Plague]
  2256. - 28 000 HP, 29-32 Agi, w:A, 31 105 Exp, 550 gil + White Lance
  2257. - Another easy one. He'll inflict Death Sentence on your whole party,
  2258. and then it's just a race against time to finish the battle before the
  2259. reaper claims you. Even if you run out of time, you can squeeze in a
  2260. Phoenix Down as your characters are falling, so it's very much possible
  2261. to survive it.
  2262.  
  2263. [Boss: 2× D.Lunar]
  2264. - 21 000 HP, 30 Agi, w:F, 50 000 Exp
  2265. - Using the Attack command will prompt them to enter 'Bio mode,' where
  2266. they Reflect themselves and start throwing reflected Virus at you (~1500).
  2267. Once one of them is down, the remaining one can't do anything other than
  2268. counter with Fire (or Remedy if you use a Summon).
  2269. - If you already got the Ragnarok, Cecil can hit them for max damage.
  2270. Berserk may not help, since then Cecil will target either one in random.
  2271. The Crystal Mail also just makes him immune to Berserk.
  2272. - You might want to do some preparations before you put them in Bio mode
  2273. (if you do that at all). Their regular script is Attack, Fire, Attack x4,
  2274. Bad Breath (all). Again, a character will evade Bad Breath completely if
  2275. they're immune to even *one* of the ailments (Toad, Mini, Porky, Silence,
  2276. Darkness, Confuse), You can use gear like the Crystal Mail, White Robe,
  2277. Rune Bracelet, RubyRing, and Headband.
  2278.  
  2279. - The last pedestal is on B8.
  2280.  
  2281. [Boss: Ogopogo]
  2282. - 37 000 HP, 38 Agi, 61 000 Exp + Masamune
  2283. - His loop is: double Big Wave (50% mHP), Attack x3, Big Wave (25% mHP),
  2284. Attack x2. Magic is countered with Blaze (25% mHP, Ice).
  2285.  
  2286. - You'll no doubt notice the change of scenery once you descend below B7.
  2287. During these last levels, you'll encounter the nastiest, most powerful
  2288. enemies in the game. You also won't be able to use Exit beyond this point.
  2289.  
  2290. - Once you've gotten all the items, return to save and prepare for the
  2291. final boss. If you don't mind the hike, you could leave the dungeon to
  2292. spend some of the money you've made. If you'd like to level up, try to
  2293. score some rare drop(s) at the same time, so you can potentially take
  2294. out two stones with one bird. The Exp requirement per level caps at Lv70,
  2295. from which point on, each level is 160-200k Exp depending on the character.
  2296. Lv99 requires a total of 8-10 million Exp.
  2297. - After Lv70, a character will receive one of eight possible stat gain
  2298. sets per level, some of which actually reduce stats. If you're feeling
  2299. obsessive, these are the best ones:
  2300. Lv70
  2301. Str Agi Vit Wis Wil Str Agi Vit Wis Wil
  2302. Cecil | 2 | 2 | 2 | - | 2 | | 85 | 41 | 70 | 36 | 41 |
  2303. Kain | 3 | 3 | - | - | 3 | | 73 | 48 | 63 | 12 | 39 |
  2304. | 2 | - | 2 | 2 | 2 |
  2305. Edge | 2 | - | 2 | - | - | | 59 | 54 | 47 | 34 | 25 |
  2306. | - | 3 | - | 3 | - |
  2307. Rydia | 3 | 3 | - | 3 | 3 | | 36 | 33 | 34 | 63 | 54 |
  2308. | 2 | - | 2 | 2 | 2 |
  2309. Rosa | 1 | 1 | 1 | 1 | 1 | | 48 | 32 | 42 | 22 | 71 |
  2310.  
  2311. - De-equip anything that might lower Rosa's and Rydia's Magic (Artemis
  2312. Bow, Heroine Vest) and equip stuff to boost it instead (Life Staff,
  2313. Stardust Rod, White Robe, Tiara (Rydia)). Cecil should equip the Ninja
  2314. Hood if it gets him to 41 Agi.
  2315. - You'll be fully healed for the final battle.
  2316. - There are three event battles before the real battle begins. The first
  2317. two have FuSoYa and Golbez fighting Zemus. The third one ends when you
  2318. use the Crystal with Cecil.
  2319. × The characters in slots 1, 2, and 3 will lose their criticals as a
  2320. result of the first two event battles (unless you lock the values).
  2321.  
  2322. [Boss: Zeromus]
  2323. - 45 000 + 61 000 HP, 69 Agi
  2324. - He starts off in an invincible state, but removes it right away as his
  2325. first action (not noticeable when playing legit).
  2326. - He mostly relies on Big Bang (~2000), which comes with visual effects
  2327. I don't think you should look at. He'll always shake on the previous turn.
  2328. - Black Hole will negate support magic, so you can forget about Haste.
  2329. You can (and should) still Slow Zeromus, though. It doesn't affect that.
  2330. - You'll want to avoid those Flare counters (~2000), so only have Rydia
  2331. summon outside of Beta phase (ie. before the first Big Bang and after his
  2332. full HP recovery).
  2333. - He changes his Magic stat for every attack (as seen in the enemy list).
  2334. If you trigger a counterattack while he's charging for an attack, you
  2335. can end up powering up or powering down the attack being charged. Eg. a
  2336. Flare counter will cut Big Bang's damage by half.
  2337. - He'll fully recover his HP once when he falls below 16 001 HP (can be
  2338. avoided with reflected magic). His subsequent attack pattern includes
  2339. Flare as a normal attack. His final attack pattern, when below 12 001 HP,
  2340. consists only of a low power Meteo (~1000) that can easily miss some of
  2341. your characters.
  2342.  
  2343.  
  2344.  
  2345.  
  2346.  
  2347. End of file.
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