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Bradygames - Final Fantasy 01 & 02

The guide to the games

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David Fidalgo
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0% found this document useful (0 votes)
422 views258 pages

Bradygames - Final Fantasy 01 & 02

The guide to the games

Uploaded by

David Fidalgo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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TAXES YOUR GAME FURTHER | (IHN GE REMASTERED LD LTLONS AML Aun: LS eS eo nfl HN) «AE HANNE By CaSeyLoe By Laura M, Parkinson o< TTS PINAL FANTASY. ORIGINS OFFICIAL STRATEGY GUIDE Pid FANTASY PNA PANTISLI By Casey Loe By Laura M. Parkinson GAs Kia 68s ce CAST OF CHARACTERS Items & EQuirment . SP kine ee eee Warrior / Knight WaLkruRouGH oo. Thief / Ninja 3 CHAPTER 1 The Adventure Begins.. Monk / Master .. ee - CHAPTER 2 The Mystic Ore... ete Red Wisaed Bet CHAPTER 3 To Destroy the Dreadnought White Mage / White Wizard CHAPTER 4 The Bell is the Key. Black Mage / Black Wizard 7 CHAPTER 5 The Deserted Castle. CHAPTER 6 Back to the Battleship... Comeria City - The Temple of Chaos CHAPTER 7 The Last Drake... RIL Matoya’s Cave - Pravoca oe CHAPTER 8 Live in the Arena. RU Eltheim ~ Mt. Duergar CHAPTER 9 The Return of the Rose. \PTER IV. Melmond ~ Terra Cavern CHAPTER 10 Mysidia and the Masks... RV. Crescent Lake - Mt. Gulg Besa CHAPTER 11 The Key to the Tower CHAPTER 12 _ In the Belly of the Beast CHAPTER 13 The Seal and the Scroll CHAPTER 14 The Eye of the Storm .. CHAPTER 15. A Return t0 Battle CHAPTER 16 A Passage to Pandemonium. CHAPTER 17. The Final Battle Bestiary Game Secrets GAME BASICS Ei Cie sna Rr ome | Welcome to the beginning, not only of this guide, but to the Final Fantasy series. The graphics have been enhanced from their previous 8-bit incarnation, and impressive CG has been added. If you played Final Fantasy when it originally appeared on the NES, then you're already familiar with the mechanics of this game. If you're a fan of the series and never had a chance to play the original, then you should take the time to browse the game manual for the basics of getting a game up and running. EASY MODE versus NORMAL MODE ‘When you begin a new game, you are asked to choose between Easy Mode and Normal Mode. Normal Mode is a straight conversion of the original while Easy Mode has been tweaked to make the game much easier and balance the character classes better. Among the changes: Characters Level Up Faster. It requires about 4096 less EXP to advance to each level in Easy Mode. To check on how much EXP a character has, or needs to reach the next level, pull up that character's status screen. Higher Level Cap. The highest level you can reach in Normal Mode is 50. In Easy Mode, you can keep progressing up to 99. Cast More Spells. The amount of MP you gain in each spell slot has been increased dramatically. And the MP maximum for ‘most levels raises from 9 to 99. Everything is Cheaper. Spells, Equipment and Items in Easy Mode cost roughly 2/3 the price they do in Normal Mode. ‘These changes basically eliminate the need to spend hours battling foes for Gil and EXP, and make Mages, which were behind the curve in power level, more playable. As a result, Easy Mode quickens the pace of the game considerably. PICKING THE RIGHT PARTY At the beginning of the game you have to choose classes for each of your four characters. With. six classes and only four characters, this is a difficult choice. A good rule of thumb for a bal- anced party is 1o use two offensive characters (Warriors, Thieves, and Monks) and two spell- casters. While all classes have their good and bad qualities, a Thief isn’t as powerful as a Warrior or Monk, and a Black Mage is limited in combat, especially in Normal Mode. In Easy Mode Black Mages are a stronger choice, since they can cast spells much more often. To learn more about each character class, flip ahead to the Character Classes section. THE CONTROLS directional buttons Move the character around the screen uw) Open the Equipment menu J move the cursor in various menu screens. ry Open the Config menu. S Select an option / inspect an item / Ri) ‘Open the Magic menu. 4 one a ee ere R ‘Open the Memo File menu. oO Cancel an option, hold down while Fe ete oe the ope © inoving # acceleaiel it aprileshe) START eee rue hamcizn the open a Mapiscmas. © +starr _ Display the world map. @ Open the Items menu. GAME BASICS teresa i START + SELECT+ L1 + L2 + R1 + R2 takes you back to the opening game screen for Final Fantasy. The soft reset does Ot wipe out your current Memo File. Pressing @ while not engaged in battle brings up the Main menu screen, which provides a ff Guick overview of all characters’ current status, location and progress through the game. In addition, there are seven selections that allow you to use Items or Magic, change a charac- ters Equipment, get an in-depth view of a characters Status, change the party's Formation, save the game to a Memo file, or Configure the game settings. Use this menu to manage the items in your inventory. With a four column display, the name of each item appears in the first and third columns, while the second and fourth column display how many of that item are in your inventory. Your invento- Jy-may hold up to 99 of a single item. Use Sort to rearrange the items held, ITEMS ‘The Key Items selection shows the items collected through the adventure. The items displayed here have specific uses triggered. by events in the game. E MAGIC After selecting a character from your party, you are taken to that character's Magic status screen. This screen allows you to Use any spels with white text, or Drop a spell that you wish to replace with another purchase from a Magic shop. E EQUIPMENT After selecting a character from your party, you are taken to that character's Equip status screen, This screen allows you to Equip Weapons (WPN), Shield (SHD), Helmet (HLM), Armor (ARM) and Gloves (GLV). The four values on the bottom right of the screen change based on the item being equipped. Yellow numbers indicated an improvement, while gray numbers indicate a decline in those four stats. Select Optimize to default to the equipment with the best stats. Select Remove, then a piece of Equipment to return that piece of equipment back to the party's inventory. Dont leave this sereen too quickly! Keep in mind that the Optimize option does not factor in enemies you may encounter. A Mythril Sword has a lower ATK than a Flame Sword, but you don't want to equip a Flame Sword if you're about to face a Red Dragon, E STAaTusS Aer selecting a character from your party, you are taken to that character’ Status screen. This screen doesn't allow for any ‘equipment or magic management, but is the only screen that shows all of that characters ability scores (see the Character ‘Glasses section for more information on ability scores). The other important information found only on this screen is the ‘haracter’s Current EXP, and the amount necessary for the Next level. Before taking the plunge into a new area, check each sharacter’s Status screen to see if anyone is about to level up. This option on the Main menu allows you to change the order of your party. The two characters selected change places in the ‘marching order of the party. Select this option to save your game's progress to the Memo file. Memo saves can be done at any time while not engaged in battle. Reload a Memo save after a soft reset, or after being defeated in a battle ‘The Config menu allows you to configure the gameplay settings. Highlight a selection to display information on that option at the bottom of the screen After starting a game, you can still fine-tune the game's system. Pull up the Main menu and select Config. In the Config menu put the indicator on System. The other settings (save Collections, which is discussed in the Game Secrets) impact the presentation of the game, and. not gameplay. Choose Default and the game settings are set to those used in the original Final Fantasy. This is the same as setting all Custom options to ‘No! Choose Custom to go to the Customize System menu, On Ha targeted foe has been defeated, the next attack will be redirected. On Hold down the © button while moving to accelerate. Off —_Movernentis restricted to default speed, Off Party members attack targeted areas even if enemies there are already defeated. This i only effective in towns and dungeons. It has no real impact ‘on gameplay other than speeding through these areas, With this set to ‘Off, you must be careful when selecting enemies to attack, of you risk wasting turns attacking the air On Allows use of Life, Life2, Stona, and Gold Needles in battle. On Displays information on button usage during bate. Off No information on button usage is displayed during Off Disables use of Lier, Life2, Stona, and Gold Needles in battle. battle. This is only helpful if you forget that “cancels your selection and With this off, a character KO’ed or turned to stone in battle remains backs up one characer/menu. that way for the remainder ofthat battle. GAME BASICS Shallow Water ingeons and castles, or travelling from town to town, your party randomly encounters groups of ed battles against Bosses that are triggered by speaking with a figure in an area, or by While searching through d Bets Es ais aa estas Tas ae ia i _ BETWEEN BATTLES | Ey cope ee eat ane ais Sees ee Gee ee Bae rae cia oe ee eee conan nerorel einen Be eared ems cen ee Asse ate en ae party may not have. They're used to restore HP, or remove status ailments and are consumed after a single use. Key Items can't be consumed, and are necessary to trigger certain events and advance the game. Black and White Magic must be purchased from the appropriate magic shops, which are always located inside a city Generally, Black Magic is used to inflict damage and status ailments. White Magic is used to restore HP and remove status ail: ‘ments. Not all characters have the ability to use magic, but keep spell lists full for the ones that can. Use the Formation command in the Main menu to change the order of your characters (the character in the top position appears on the screen while you're navigating). Enemies seem to target certain slots, so if a character is running low on HP faster than the rest of the party, try switching your party's Formation from time to tin Unlike the later games in the Final Fantasy series, Final Fantasy has a fairly simple battle system. Your characters are each given five choices from which to select one action per round of battle. ‘Attack a single enemy with that character's equipped weapon. Use Magic to heal allies HP or remove status effects or inflict damage to enemies by diminishing their HP. Use an Item from your party's inventory or one that the character has equipped. Equip an item from your party's inventory to use in the next round of battle. Or attempt to Flee the battle. SU aay POIS SON ‘The character takes damage each turn of battle, and for each step taken between battles. This ailment must be removed with the spell Esuna, or the item Antidote, and carries over after batle. ‘Many magical effects raise and lower stats, like Haste and Slow. But Cnn eaten ce eae PARALYSIS The character is unable to move or act. This ailment may go away on any turn, and always goes away after battle ends. SLEEP ‘The character is unable to move or act. This ailment may go away on any turn, and always goes away after a battle ends, i ee MUTE The characteris unable to cast spells. This alent must be removed with the spel Vox, and aways goes | away after a battle ends KO ‘When a character's HP reaches 0, that characteris unable to move or act. | To revive a KO'ed character, use Life, Life2 or visita Sanctuary and [ make the requested donation. GAME BASICS DARKNESS The characters Accuracy and Evade scores drop. This ailment must be removed with the spell Lamp, and always goes away after a batle ends. STONE You can take no action This ailment must be removed with the spell Stona, or the item | Golden Needle, and caries over after battle. | ‘There is one more status condition, the Confusion caused by the Muddle spell. This affects only enemies, and is noted by them turning the other direction. A confused enemy will attack its comrades at random, After a successful battle, the surviving (meaning those that aren't KO'ed or afflicted with Stone) members divvy up the EXP and collect all the Gil left behind. EXP is used to raise each character's level. ‘The higher a character's level, the more powerful he or she is in combat and the more MP he or she has to use magic. See the Character Classes section for more information on each class, ‘There are several methods to restore the entire group's HP and i, Sleeping Bags and Tents restore some HP to each party member, and can be used anywhere n the World Map. Cottages are the same, but restore more HP and all MP to each character. ying at the Inn of any town restores each character's full HIP and MP. Don‘t let your party get po close to being KO’ed before resting! THE MAGTE SYSTEM This is the first, last, and only Final Fantasy game to use a magic system where there are limits both on the number of spells ou can cast per level, and the number of spells you can learn per level. Magic is ranked in level from 1 to 8, and the status screen shows the number of times you can cast a spell from each level IP (Magic Points) are given by lev, and for example, there is no way to use 3 level MP to cast a1 evel spell While there are four Black Magic spells and four White ‘Magic spells in each level, each character can only learn three spells per level. That means that when Black and White Mages go shopping for spells, they won't be able to get one of the four available to them unless an old spell gets erased. The choice for Red Mages and the rest of the character classes that learn magic later in the game is tougher. Red Mages can fill their three slots with any com- bination of White and Black Magic spells, provided they can learn those spells. Knights have a limited selection of ‘White Magic, and Ninjas face the same situation with Black Magic. THE MacIic Sy stmaim NAME cost WHERE [corel 2 Gane ee ss eur CLASS KA/RMIRWAWMIWW. NAME [Dia ee COST SnOUmommmessumneERR DS WHERE Scofnelia CLASS Swaww. Restores 16-32 HP. to one character, Inflicts 20-80 dam age to undead foes. NAME Sshid NAME SBlifik COST mi00750" Cost 100/50 WHERE SiComnelig WHERE Sicomnelig CLASS BKARM RWW CLASS SkAiRWAWMLWW Raises Defense 8 points. eee conn eae! eet Pores LEVEL 1 Raises own Evasion by 80 points, Presson ey ee lightning damage NAME SSNGIBoIt NAME Sins COST 400/250 Cost wa00/250 WHERE lipravoca! WHERE [ibravoea CLASS SkARMIRWWNM WW. CLASS Reduces lightning damage by 50%, Raises Evasion by 40 points, NAME Stamp NAME Wsilerices Cost maoo/aso: COST ao07250 WHERE [bravoca WHERE SPravoca! CLASS SKARMRW:WMEWW. Cures Darkness, eed os Coeur ome} pone CLASS likAIRMIRW:WMIWW. Prevents foes from. casting spells, eee eas Slows down foe, etter te LEVEL 2 NAME SSNGIFife! COST mS00/1000 WHERE Sethe CLASS Ske Reduces fire dam- age by 50%. NAME (Heal cost 1500/1000 WHERE Seitheiny CLASS jWwMiww. Restores 12-24 HP to all characters. eee coor rr Tras WHERE Bilin oe Ni Inflicts 30-120 entre cess LEVEL 3 NAME ure COST m500/1000 WHERE Sethein CLASS Wiki Restores 33-66 HP to one character, NAME [iag COST miI500/1000 WHERE SEltheiy eens erena sy Cone Pontes NAME SsNulice! NAME [Woy COST 400072500" COST jma000/2500 WHERE Setheim WHERE Sethein CLASS SRM/RWWMLWW CLASS SRWAWMEWW. Reduces ice damage by Cures Mute. NAME feat NAME SEsungs COST wa000/2500 COST 4000/2500 WHERE Settheim WHERE Setheing CLASS SwMeww: CLASS SRVIRW:WMIWW. Cures Poison, DTS ete Pree? ter. eee Casts Confuse Re ee irre LEVEL 4 NAME scares: NAME Hea COST 8000/5000: COST 8000/5000: WHERE lMelmond WHERE SMelmond Restores 66-132 HP to one character, NAME Diag COST 800075000 WHERE [iNielmond! CLASS Swi. Inflicts 60-240 damage to undead foes. Warps the party to the previous floor, LEVEL 5 CLASS Swim. Restores 24-48 HP to all characters. NAME tite COST — 9800075000: from KO status. Instantly errs Soret one nes peerage) attacks. NAME Sstona COST — {20000/13,000. WHERE [Crescent Lake CLASS SwMww: Cures Stone NAME invisa: cost WHERE CLASS SRWWNEWW. Raises party's Bvasion by 40 points eee) Tenens ne Pree foes. NAME lSshidz COST 0000/13/00 WHERE [crescentiake: CLASS SRWAWVEWW. ense by 12 points. NAME [Waip2 COST [2010007131000 WHERE [icrescentlake: CLASS jRWWW Warps party out of dungeons. Instantly kills a rs Pee LEVEL 6 NAME cost WHERE SiGai CLASS Fully restores HP. NAME COST [§451000/50,000 WHERE CLASS Protects against all instant-death attacks, eee Ld aly NAME SD is@:ane yrcamporemaraepiamaia! COST §451000/30,000 SPW TTR WHERE [Galva cvmmrosemnmepanesex ani CLASS Sww See Inflicts 80-320 damage to undead foes. NAME SHepis27coseapesenpanny scent 5) cost -45,000/30,000 WHERE Sonik CLASS DWM Wwoxnsmmmmmmommcmmtit Restores 48-96 HP to all ch, Petrifies a foe. Tr ray ES — tt NAME Holy: NAME SING OST meDOUMOnOOe = COST © emnonan Dn mEnmnN TT WHERE | Gaia WHERE (Gaia CLASS ww Damages foes with divine light. b= NAME [Dispel COST —§60,000740,000 WHERE Gaia CLASS Sww Removes all spells fast on target crea ture Sona eC ren Instantly kills a as CLASS Sw Reduces all spell damage by 50%, NAME [Siife COST — 160,000/40,000 WHERE Sufenia CLASS ww Revives ally and fully restores HP, Creates black hole that may kill all creatures. Cee enna BETTE TES ARMOR ITEM, cost DEF _EVA_CLASS DESCRIPTION DEF _EVA_CLASS DESCRIPTION. EVA CLA Sees ITEM. cost DEF _EVA CLASS DESCRIPTION DESCRIPTION ITEMS & EQUIPMENT m ATK _ACC DES 0 COST ATK ACC CLASS _ DESCRIPTION _ ITEMS & EQUIPMENT ch character has seven ability sores and four combat parameter. The ability scores ate part ofeach character an increase a they level Mivecombat parameters add the elects Of ability scores wih the elles of equipment. MiLity SCORES HP (Hit Poins) The amount of damage the character can sustain before being KO'ed MP (Magic Points) The number of times a magic user can cast spells for each level, Each spell, regardless of level, costs one magic point of that level torcast Sr (STRENGTH) Strength, added to an equipped weapon's stength, determines the amount of damage the character docs with an attack. AGL AGILITY) ‘ity raise the Pasion parameter Higher Alt cores means it more likely tha the character eso at earn bat, and takes teaser to Hee from combat INT (INTELLIGENCE) Intelligence determines the odds of success on hit-or-miss spells like Sleep and Bind, and the amount of damage or recovery of tack or healing spells END (ENDURANCE) Endurance i used to determine a characters HP growth between levels. A higher Endurance leads toa higher Max HP. Lek (LUCK) This sat determines the odds of scoring a Critical Hit (when an attack inflicts double the damage they otherwise would have) ‘Aso ike Agility t makes it easier to Escape from batle and for the party to get a pre-emptive sike OMBAT PARAMETERS atv scores (HP and MP don ae he parametes) combined with the effets of equipment, determine the characters four at parameters ’ATK (ATTACK) This score fs equal tothe equipped weapon's power plus half the characte’ strength. ACC (ACCURACY) This sa vety important number. Not only does it determine the accuracy of attacks, but also how many are attempted. For each Multiple of 32 in this score, the character gets an additional ailack. Keep this in mind when deciding whether to equip an Accurate weapon, oF a poweful one Ifthe accurate one pushes this score over a multipe of 32, is the ght choice we k hi refense det he ch of the de thr ret he ch is ble When an enemy attack hits, D ermines how much of the enemy's damage gets through, and how much is blocked Nuippel armoe Equped armor includes SAD (shi). THM Chelny ARM Caros) and GLY (lowe) a Dae a Heavy armor raises Defense but lowers Evasion. Which means heavily armored War damage. Armor-less Monks tend to have very high Evasion scores, but take major Evasion a bavod lowered based on th \Whete higher Defense lowes damage steed Evasion based on Agility but lowered based on the eguipped armor, Whete a higher Defense lowes damage steed rom Belng ht higher ios lowes te chance fie ia hing TC ST emcee ue ee Sea Se eu sag nT Sirocco CHARACT WARRIOR The game's most basic character may be its best. Warriors can use any weapons and armor (wel, all ofthe best ones), giving them access to very high Attack and Defense parameters on top of their already impressive Strength and Endurance. They have the most HP of any char acter class DEOL CLASS CHANGE - KNIGHT Knights have all the strengths of the Warrior, plus the ability o cast White Magic spells up to level 3. DSC LEVEI LEVEL 7 fora) Tr fw END LCK LV HP STR AC TR LV HP STR_AGL INT END LcK e: CHARACTER CLASSES EPH IEF The Thief is more fragile than the Warrior and does far less damage. All you get in return is Agility and Luick, which makes it easy to escape battles and occasionally allows your party to attack firs. The Thiel can Only wear light armor and has a limited selection of weapons, DLAss CHANGE - NINJA he Thief does get a bigger boost from the Class Change than any other character, but it still not up to Knight standards. Ninjas use Black Magic spells up to level 4 including the all-important Haste. They also have access to a wider variety of weapons and armors than the Thief CEOS UY ‘roadsword,Wordane, Dog Svond Cayo Venom Bade [Myth Sword, Vora Sword, Fame Sword, e Brand, STS ANIIN VELL LEVEL2 LEVELS FREI Ice iii} Bt Bia FOG Eo} Pro aa Ga oa} pin Eau BO fats) Ice W HP STR_AGL INT END _LCK MONK Monks break all the nules. Ignore their stats They have better Defense and Evasion without armor, and get many more attacks when fight. ing bare-handed than their Accuracy score should allow. Since Monks shouldn't equip armor or weapons (afte level 10 ot so, when thelr bareshand attacks get good), they're very cheap to maintain. At around level 15 oF so, they pass up the Warrior in terms of total damage dealt. The downside is their weak Defense; they get lots of HP but can still get KO'ed by a single hit from a boss or strong foe EQUIPMENT USABLE BY MONK PEO CLASS CHANGE - MASTER ‘What does the Monk get from a Class Change? A shiny new sprite. Same Monk, new packaging, BRED MAGE he Red age can learn both White and Black M Boca em Tee Rea Mage iby ar ur bes Magetnaess good altematie vo the Black M spells, up to level 5, although some spells are prohibited, and he doesn't get as much, Jnter of the spell-casters, and can use a wide variety of weapons and armors. The Red ‘especially in Normal Mode OES Te LeveL? LEVEL LEVELS LEVELS. GAGIC WHITE MAGIC BLACK MAGIC WHITE MAGIC BLACK MAGIC WHITE MAGIC BLACK MAGIC WHITE MAGIC COT) CO aT TCS it ory INST om FT cs EO ETT DEON Ue Cee ex Roald Rone Bae Werane Cor Sword ym Lan Sor Clymore mand. Sunblade Masamune Leather Glows, Proc Ring PMLASS CHANGE - RED WIZARD The Red Wizard enjoys a slightly expanded spell lst (the Red Wizard can learn spells up to level 7), and can use a few weapons and armors Aha are prohibited for the LEVELS WHITE MAGIC BLACK MAGIC _WHITE MAGK rH WHITE MAGE ‘The White Mage learns spells that deal with healing and damaging the Undead. In combat, the White Mage is very weak, but she has a hearty constitution that Keeps her alive to tend to the others sf CUES eS AT RTC | ] 7 BLINK Bn oH [MN a WARP? | OUTTA WEAPONS USABLE BY WHITE MAGE 4 CLASS CHANGE - WHITE WIZARD The White Wizard can learn the entire White Magic spell list, but otherwise is the same as the White Mage. qt COOSA WEAPONS USABLE BY WHITE WIZARD : Body Whi Rb Hammer—| Thor's Hamme i: DOAN 1 LEVEL G i ory CoM / om cme pi IBLACK MAGE The Black Mage learns spells that cause damage and negative status ailments to enemies. Unfortunately, in Normal Mode you can only Tarely afford to use them. That forces the Black Mage to rely on his weak combat skills, The Black Mage also has the lowest HIP of all dass. CRYST NICO LEVEL 2 LEVELS LEVEL 4 LEVELS LEVEL ie Bia no WEAPONS USABLE BY BLACK MAGE PELASS CHANGE - BLACK WIZARD he Black Wizard can learn the entite Black Magic spel lis, but is otherwise the same as the Black Mage. UES eA CEOS AT BLACK MAGIC USABLE BY BLACK WIZARD LEVELS LEVEL LEVEL 8 WARPI ag Pu STR_AGLINT END LCK LV HP STR_AGLINT_END_LCK Lv HP STR_AGL INT END_LcK Liv HP STR_AGL INT_END_LCK Lv Cee nee eee eke Vist the king of Comet, Purchase spells and supplies Head north to the Temple of Batle Garland in the Temple of Receive the Lute from Princess The king orders the bridge Chaos Sarah, repaired. CHAPTER I Seecemerne es (Ser eee To otis Cut, which should keep you seas you batle | nearby foes or EXP and i. lack and Rd Mages shou st SIC F00 50075 EWM WWW ‘GShidl__100/so_ Kn RMRWWM Ww Frets they havea source of damage (more ery enemies are ‘Blink 100/50 Kn RW WM WW ect tha than Bot), and the very fete Sept spel 30") | they havea ay of dating wih lage groups of foes you hare aD Co BV EL | extra Gil before facing the Temple of Chaos, come back and pick 5 ‘up Dia to help dea wih the Undead cause When oa hve enough money to pick pa hid spl fo ack and White, ‘Mages, opt Holt and Sl, especie 8 Cae} era’ | | EBoltl 100/50 NRMRWBMBWOO ‘Equipment and Items owt 400i ichigo ‘tt enone with pment and pick pone oro pl (heroin os) Tee ito macho 5st I ce oa ares | | { Ins stu they can ws. you tying to sav mony skimp on he Mon’ ams, sine gowscut of hem nae ees. epctmimmemmrme ies soni ‘enemies near Cornelia are quite weak. Even a White or Black Mage should be able to take out a Goblin in one hit, but blin Guards may require the attention of your Warriors. Wolves have 24 HP and may require multiple hits, but aren’t much Bfa threat. The most dangerous foe in this area is the rare Crazy Horse. With 64 HP and an attack score of 10, these foes can Bke out a level 1 character in one hit, Since you never know when you might run into one, keep your HP near max at all fimes. You can always run away, but stay and fight whenever possible: A fallen Crazy Horse gives up 63 EXP. Se eee at eT) THE ADVENTURE BEGINS The party materializes outside of the town of Cornelia bare-handed, unarmored, and with no spells or items. Fortunately, Comelia has everything an adventurer needs, as well as a lead on the first quest. Walk into any of the six red buildings south of the castle to be transported into the city AN UA UD TEN CEU Watr Hn on Boone es) Talk to one of the guards at the exits to be transported to the castle (which you can also walk to by leaving through the north exit). The king asks you to rescue Princess Sarah, who has beni kidnapped by the knight Garland and taken to the Temple of Chaos in the northwest. This just goes to show you—when you build a “Temple of Chaos” cause a certain amount of trouble, year a town, you should expect it to LEVELING UP BEFORE THE TEMPLE The Temple is probably a bit beyond your capabilities at level 1, so buy equipment, build EXP: and Gil, then go back to Comelia. Buy the supplies you couldn't afford earlier, revive your dead) at the clinic, and get the party back to full HP and MP at the Inn, Once at around level 3, you should be able to handle Garland safely Pia) RATDIN Get Heo TEMPLE You can be in and out of this temple very quickly if you know where to g e treasure rooms in all four comers, but the northeast and southeast treasure rooms are both locked with a key you do not yet possess, That leaves only the northwest room, which contains a Potion and a Tent, and the southwest room, which contains a Leather Cap. Give the Leather Cap to your weakest mage for a small defense boost. If you don’t care about loot and are ready to face Garland, then the end of this Temple is. only a few steps away. Walk straight into the room to the north of the entrance. Garland as 106 HP, and is quite strong against magic, so rely on physical attacks. Your designat ed healer (a White or Red Mage) should use Curel to heal whoever Garland attacks, while Se en ery Peewee ean Peete tet eset Perea ets and Bolt! for a little extra crores Nees REWARDS AWAIT AT CORNELIA CASTLE When Garland falls, talk to Princess Sarah to be transported back to the castle, As a reward, the king orders the bridge to the north to be rebuilt, opening up the next area of the quest. Make sure to talk to Princess Sarah again before leaving, as she too has a reward for you. Her Lute is the game's first key item, but it won't ‘come into play for a very long time. Journey east to Pravoca Bile Pate Bikke for his Shp, Set sail south to Eth. rth of the Bri Potion (x2), ‘Antidote ed MAT OYA Ss When you cross the bridge, you face a decision: head north to Matoya’s Cave, or east to Pravoca, Matoya’s Cave is optional at this point, but the detour is a good source of experience and you can raid her home for two Potions and. an Antidote. If you do decide to pay Matoya a visit, head back to Comelia afierwards for healing as the Ogres that guard her cave are tough CAVE nT “Flip” the last sentence the talking brooms say by reading it backward to unlock the secret of opening the game's world ‘map. Hold Circle and press Start while in the overworld to try Crt THES RO AD: TOMPMEVGIGs The road to Pravoca is much longer, and the encounters are likely to be quite grueling. To get there, head due east then go south a bit when you run into the sé CHAPTER II [None ofthe White Magic spells ae 2 mus have this pin. amp and Since ate as worthwhile abd wil you should Pick up Null at some pin cwon' be unl much erin the tame that it really comes in handy Tat ens ni the best hole for | - ee ee | eemental attack. Ina ame where few bosses are weak to magic, | cnn See iy yn ge | ean how eth oda Set Make DOWN THE PIRATES Goto the Inn and do your shopping as soon as you arrive; you want to be at full strength when you talk to the Pirates in the Inorthwest comer of the city and get forced into a battle. PRAVOCA TE EE The nine Pirates look intimidating, but only have 6 HP each, ee makes this battle a snap, but it won't be hard to just slash and stab through this fight. een Rene ee cee) CeonrTn a cae a nte ee Penn ae Ae ed at the dock just south of SETTING SAIL FOR ELFHEIM Steer to the west, and set a course for Cornelia. You don't have any pressing business there, but ship battles can be rough, so you may need to visit the Inn before the next leg of the journey. Also, if you don’t have the Black Magic spell Bolt1 yet, buy it now because it’s effective again ‘enemies in the sea, From the port south of Comelia, head due south. When you hit land, there is a port just to the west. I's a shért walk from there to Elfheim. Ship Encounters NAME Tato the Et Prince's Regent. Accept a quest from the king of ‘Western Keep the Crown tothe king of Return the Crystal Eye to Matoya's Wester Keep. Cave Collect some valuable treasures in the Temple of Chaos. Da td Enter the Marsh Cave west of Revive the Prince and get the Mystic Key. Sail northwest to Mt. Duerga. like Cornelia, Elfheim consists of both a town and a castle. There's no way to get to the castle from town, so you must enter it from Batle the Piscodemons for the Crown, Loot Eltheim Castle, Western Keep, and the Marsh Cave. Give Nerick the Nitro Ponder, ELVEN CASTLE the world map. At the castle you find that the prince has been cursed by a dark elf named Astos. Matoya may have the cure, but she isn't going to help anyone until she gets her Crystal Eye back. Elfheim Ar NAME HP PD. M.D. WEAK HL EXP (oN Ed a ma z Ea DH (ors 36 10 Co) GaN 7, i EO 56, A Co) ig 5 a (eo) 16 a Fy 5 18 18 arg 100) 6 cH cH (ea a Ea) Po] COTTON Gy mo Ea Ta PTA a ro z oy Tica a nn a rs ng 20 28 a cy A few new beasties have been added to the usual assortment of overworld foes in the Elfheim/Marsh Cave area. Ogres a likely to be accompanied by Ogre Chieftains, although the green chieftains are only marginally more difficult. Status conditions are often more of a threat than physical damage, so beware of Undead-class Ghasts who can paralyze their victims. Cobras and Tarantulas ate also dangerous, as each of their hits can poison its target. These two have basically the same stats with weak attack defense, and 56 and 64 HP respectively. Nevertheless, they should be eliminated quickl you should carry several Antidotes at all times until you learn the White Magic CHAPTER III ate! ae ere eee Cen ae eee eee ELFHEIM a a ANOTHER ELF CAS Back in town, someone mentions a spooky castle he discov Western Keep isn’t required, but it will shed some light on to battle some enemies to build levels anyway, you might as well head that direction, Pe a WELCOMED OTHE The three-level Marsh Cave is much harder than the Temple of Chaos was, so low-level parties may want to make sever al short forays. Grab some treasure, escape, and return to Elfheim for healing. Easy B Mode players and higher B evel parties can probably do it in a single trip, and should B skip the north side of B2F to B save time, TEES ered in the northwest. A visit to the the situation. If you were planning In the Western Keep is another king who offers to help if you can find his Crown, The Crown is believed to be somewhere in the Marsh Cave, directly south of the Western Keep. MARSH CAVE Cottage Croan Dagger Steel Plate € (Broadsword) ‘A(620 cit) ot oar Col) or ec MARSH NAME COTICONN BLACK WIDOW, EON (CRE ene Cero eae ene SOO Gta Sw TOUTE Ta i WEAK Git : ET 2 A FIRE DIA 7 5 200 Dba bs eit i 5 apy EN Es 70 (ea 20 5 70 a A Gab 5 Beeb wide variety ark in the Marsh Cave, but you saw many of the nple of Chaos. The more mundane newcomers inclu w, a feeble Undead-class enemy that can cast our characters. Gargoyles have 80 HP} but litte strength besides numbers. Anacondas are snakes that le of poisoning you but do solid dams a poisonous blob with ridiculously hi fense. The only practical way to damage itis with Firel or Ice1 spells. Parties without an appropriately equipped Black or Red Mage should choose tof flee. The Gray Ooze (which, strangely enough, is blue) looks similar but behaves quite differently. While the Green Slime can only deal damage with Poison, the Gray Ooze has a very high attack score. But it also has a low defense, and a weakness t Bolt1 spells, Like the Greem Slime, Crawlers have an attack score of 1, a instead use their turn to paralyze party members. Crawlers are almost always accompanied by Skeletons or Bloodbones, so it is crucial to cast Dial or Fire? before the Crawler can paralyze your spellcaster. When his friends are dust, eliminate the now-harm: less Crawler at your leisure. MARSH CAVE BEBE HAIN: Dea BRNO Rare ‘As soon as you drop into the pit, you face a choice of going north or south. Going north takes you to a small chunk of B2F that contains three rooms and four treasure chests: 680 Gi Dagger, a Broadsword, and 620 Gil. The 680 Gil and Broadsword, however, are duplicat chests that can also be found elsewhere. Is 620 Gil and a Dagger worth a detour? Its up to yo IMSASRIS Hi CiAW, BE BIR SiOnien as To advance in the cave, go south from the entrance. The staircase there leads to a room in a dif ferent section of B2F, where three treasure rooms are to the south, containing the duplicate chests (680 Gil and the Broadsword). To proceed to the third floor, go south from the room ‘with the staircase, and then east along the bottom wall. Go in the first door you find, then out the next one, and the staircase to B3F is just to the southeast CHAPTER Ill MARSH Cave: B3F This spacious cavern consists of sixteen rooms, many of which are empty. The bottom four all require the Mystic Key to open, so stick to the top three rows. On the west side of the top row is the Steel Plate, and on the east side is 295 Gil. The next row down holds the Copper Armlet, plus a Cottage, and a duplicate Steel Plate chest in the same room. On the third row, the third and fourth contain 385 Gil and another Steel Plate chest duplicate. Best to save your strength for the second room, where the Crown awaits, along with an encounter point. Teeter ne eae et chest, and every time you cee ete! ec et eee) feo eer eta meer an ead aoe é hs | { | oer or a) Seem ny PSeoa ea) re ets eet PRerTuRNING THE CROWN fo buy equipment (don't forget that Haste spell). You want to be at your best when you deliv fr the Crown to the “King” of the Western Keep, because a boss fight is waiting for you when you do. ad When you've acquired the Crown, stagger out of the cave and back to Elfheim for healing and | Mee en et ents Reaper (an instant kill if it works), Slow2, Fire2, and Bolt2. Have your Black and/or Red Mages use Haste and Steel on your best Warrior, before they start using their best spells themselves. Everyone else needs to be Johnny-on-the-spot with Cure spells and aC a NOS en at the King, because no matter how good your strategy is, everything could fall apart if a key character gets nailed by Pee eee oon ts as well as 2250 EXP and 2000 Gil RETURN “Oe Mam Omar Ss CAVE From Elfheim, sail North towards f Comelia, and slide your ship under the bridge that the king built for you. There is port in that small inlet, and from there is just a short walk north to Matoya’s Cave. Matoya trades the Jolt Tonic that the Elf Prince needs for the Crystal Eye. REMIVEGT HEE DF cP RUN CH Return to Eltheim, and give the Prince his ‘medicine. He rewards you with the Mystic Key, the master key that unlocks all ofthe locked doors in Comelia Castle, ‘The ‘Temple of Chaos, Eltheim Castle, Westem Keep, and the Marsh Cave. The only item ‘you need to progress isin Comelia Castle, ibut the rest ofthe loot is prety good too. Time to do some backtracking! TREASURES IN ELFHEIM CASTLE ‘To get to this castle's stash, take a step through the small door in the southeast and loop arou! to the treasure room in the northeast. If you go more than one space away from the wall you be sent back to the world map, so don’t overdo it. The treasures include the Mythril Hammet (great for White Mages), Bronze Gloves, and a total of 730 Gil Encounters in Western Keep _ TREASURES IN WESTERN KEEP The treasure room is southwest of the center room where you fought Astos. Inside are three chests, each of which is guarded by ‘an encounter spot. The center chest is guarded by between 2 and 6 Wraiths, while the other chests are guarded by up to 5 Mummies. The loot includes a Power Staff, a Falchion (a great sword for Thieves and Red Mages) and Steel Gloves. If you want to avoid fights, open the chests from either side without crossing, the space directly in front each chest. CHAPTER Ill —_— | EEREASURES IN THE MARSH CAVE Ure the chests behind the four locked doors in B3F worth the trouble? Well, the best treasure there isa Silver Armlet, which is available in the next town for 5,000 Gil, The two other chests ‘oniain a Mythril Knife and 1080 Gil. If you decide it’s worth the trouble, make your way back down to the third floor and hit the rooms along the south wall The room in the southwest comer contains the Silver Armlet, guarded by a pack of Piscodemons at the door and Anacondas by the chest. A similar contingent guards the Mythril Knife in the next room, and the Gil in the southeast room is protected only by the Piscodemons. GEREASURES IN CORNELIA CASTLE ere Back in Comelia, enjoy six completely unguarded chests. Loop around to the back of the cas- tle, and you'll find two treasure rooms with three chests each. One room contains a suit of Stes Plate, an Iron Shield, and the key item Nitro Powder. The other room contains a Crosier, a Saber, and a second Mythril Knife. MHE TEMPLE OF CHAOS TheTemple contains some nice Mystic Key treasures, and they're easy to get now that your pa Ismuch stronger than during the original vist. In the northeast comer is a pack of Gargoyles nar the door, guarding a Werebane and a Gold Needle. The southeast chest, containing the Rune Blade, is guarded by an identical encounter point. OLD PLACES, NEw DOORS Grand Helm Mytheil Knife ‘Mythril Mail ‘Tent ‘Wyrmkiller Cod | RAIDING DWARVEN TREASURE | Travel along Comelia’s coast to the northwest to find a small port just past the mountain range | south of the Temple of Chaos. Hike southwest along the coast from there until you find a ring of mountains with a cave inside. Inside is Mt. Duergar, the Dwarven homeland that the Elves told you about. a In the room north of the entrance is a pair of chests with 575 Gil and 450 Gil. In the huge room at the south end of the cave, locked with the Mystic Key, are eight chests with great loot: a Ter rand Helm, Wyrmkiller, Mythril Knife, Helmet, Mythril Mail, 575 Gil, and a Cottage. The Wyrmkiller is slightly better than the Were Sword and Rune Blade, and does its extra damage t0 dangerous Dragon-type enemies, so give it a good owner in a Thief or Red Mage BLASTING A DWARVEN CANAL The Dwarves have a great deal of information for you, and the blacksmith offers to forge you a weapon out of Adamantite should you find some in your journeys. Repay their hospitality by giving the Nitro Powder to the Dwarf at the entrance of the far south tunnel. He uses it to blow up the bridge of land south of the Dwarf Cave, opening up a canal big enough for your ship. Now you can visit the towns and caves on the outer edge of the continent. eP 5 information about the Get new spells and items before your nest quest the Star Ruby to the ofthe Titan's Tunnel, NAME COBRA’ EIT an eo EVO SEN iar Paes ST TARA MavoN WOLE land | Head west to te Tera Cavern. Batle the Vampire for the Star Ruby. Defeat Lich, the Earth Fend IS Faia i blair aEa EE MELMOND THE TOWN OF MELMOND Melmone's port is just west of the canal the Dwarves made for you, and the town is only a few steps east of the port. A ravaged community, filled with tales of Vampires and Golems in the nearby caves, greets you inside, The gruel: ing Terra Cavern is your ne stop, so buy a few key sup. plies like the Lifel spell before ny farther. ‘White Maps shoud Life as oon posible fr obvious rea sons. Cures and Di nicely oud othe er 5st, but hoe spel can wat for now. Black Maes shoud abo pick up Fire, Ipdonaouieics orp cor sacagelesineen and wipes ou el filo pone enemies ‘Thine the Red Mage’ lack of pecan beso bu: ‘Cte is the only White Mag he can eam (ui the Class ‘Changs andi ack Magi choices ae tiie aswel. which Is 2 sigifiant armor fo speller. Bot thee ae ry important pels o uy, and OWARDS THE TERRA CAVERN ‘Walk west and slightly south from Melmond until you see a thin strip of land that connects to a triangular island with two large mountain ranges. Between the mountain ranges is the mouth of the Terra Cavern, rl Cr er Pre de ssc Coe CHAPTER ferra Cavern Encounters NAM RRA C TERRA CAVERN B1F You can go six different directions from the start of B1F, but only the east route leads to the B2F staircase, The south route leads nowhere, and the west and southwest routes lead to a very dan: gerous loop; the west wall is made up entirely of encounter points. If you attempt to travel around the loop, you fight Hill Gigas and Lizards very frequently. This is a good way to get EXP, but it’s always a good way to get killed, so play it safe and stay far away. The north route leads to a room with a chest that contains 1975 Gil. I's guarded by an encounter point with a deadly Gnoma enemy, but it's to the right of the chest, and can be avoid- ed. The southeast route forks, and each path leads to a treasure room with two chests and an encounter point. The treasures are pretty mediocre: 880 Gil, a Potion, an Antidote, and 795 Gil, TERRA CAVERN B2F There are two treasure rooms in this floor. To get to the first, head southeast around the pile of boulders, and east from there. This treasure room contains a Coral Sword, a Tent, and 330 Gil The Coral Sword does extra damage to aquatic enemies, and may come in handy later. To get to the other treasure room, go south from the boulders, then east at the east-west fork, and south again. The three chests here contain a total of 5,575 Gil, and a Leather Shield. Near the door is a Gnoma encounter spot. To get to the staircase from the second treasure room, loop around the wall to the northeast. TERRA CAVERN B3F Your destination is just a few steps to the north of where you enter this floor. Unfortunately, there's a wall in the way, and you must travel east, north, west, south and east again, making a giant loop around the whole floor. You pass a few treasure rooms along the way. At the end of the east passage is a room with a chest that contains a Sleeping Bag, In the east end of the north passage, after fighting through a Goma encounter point, there is a Potion. A door to the north the middle of the west passage contains another Gnoma encounter point, and a more wor thy reward of 3400 Gil. Finally, towards the end of the south passage, as you turn back to the east, a final treasure room contains 1020 Gil and one last Gnoma encounter point. Ue oe ane nen ea staircase, contains a Star Ruby. But you must defeat a ‘Vampire to get to it. His Attack Power is a brutal 76, but SEE eS ee en et eT 1-can end the fight in a single ti PAH BOI D After snagging the Star Ruby, you discover that further progress is blocked. Walk back out and return to Melmond for healing Ana nee Ie Gir ir OEP TANS: S| The next destination is Titan's Cave, which is west of the isthmus that leads to the Terra Cavern. Titan’s Cave is a very small cave, gua nt Golem, Feed him the Star Ruby, and he allows you to pass. Before you head to the staircase on the other side, tun to the south and raid this cave's treasure room for a Mythril Helm, 1070. Gil, and a Great Axe. Ce ae. The staircase on the other side of the Titan's Cave takes you past the mountain range at the western tip of the Melmond area, just north of the Sage's Cave. Travel down to meet the Sage and he rewards you with the Earth Rod. This Key Item lets you enter the lower two floors of the Terra Cavern. You can guess what's next: Back to the Terra Cavern, level B3E ITERRA CAVERN B4EF In BSE, use the Earth Rod at the stone block just past the room whe Doing so reveals the staircase to BAF you fought the Vampire From the entrance, head northwest to a treasure room that contains 11,825 Gil and a Staff. There are several encounter points in this room, containing a mix of Ogres, Hyenadons, and a few high-EXP Spinx. A second treasure room is in the southwest corner of this floor. It contains 1250 Gil, a Tent, and a Mythril Shield, all guarded by more Ogre/Hyenadon encounter points. ept for the boss, so right over to him. Go north, then west : again, and you're right at his door. H a your e to the Memo file, and go mee arth Fiend, Lich. MERON ich has 800 119, and a fairly high physical defense score. Fortunately, he’s weak against 800 PO ere een er ee nner ee na ome Reta | POW) —_ the Warriors and Monks (which they should still do, of course). White Mages should mo cast Dia spells although their frst priority should be tending to the party's dead and 2D. Ex a rece sere (although his attacks can stun thei rl 0 =a Ren ee eareerhsentieen ot ae ene Bind, etc. Ice2 seems to be his favorite, so Nullce is worth using if you have it FIRE, DIA. Pee Rete oe een ns aa room, which is a welcome sight to those with sore feet. ‘Once your party's Earth Crystal has been reactivated, hop imto the portal for a free ride to the overworld. CHAPTER IV Bate the Fire Fiend, Marth for the Fre Crystal. ANACONDA ema ENCES EU Tee Ta aed oN Oe Entipedes are thi es encountered i ll Gigas, and Scorp year in much larger qua rd t0 obliterate ups with your best spells, e 222 F ni n the Centi anced fighters are the b th the ME STOWN (OFPT CRESCENT LAKE Sail southwest from Melmond, past the tip of the peninsula with the Terra Cavern and due west across the sea. You end up at the east shore of the continent, between two ports. Disembark at the southern one and start hiking southwest, The battles here can be grueling, but go ahead and. hit the foes with everything you have, since you don't have far to go. Cross a large patch of for- est, loop around below the lake, and discover the small town of Crescent Lake. CRESCENT LAKE er Spells The Lev 6 spells break the bank 3 2,000 Gia op bat do fer 2 fw ecg chokes, White Mags can choose between SK Invi, ad tna al which at god pl but wont lp 00 much inthe eau S23 god choice for now bute the tempaton to gt nv. Sona isa mus le on, ad ou ant to sae a slot for Wap? afer he das hang Tee ee eee 2 ne eee lk Mags want Bs for ue, bt the et ae ie sang. ape sounds mote powel than Sun, bt Stn is the eter hie sine is dof sce te so much higher. Quake has lower chance ofa instant han eae, tit rely wipes ou about halal goup of nie 0 ise more wf Red Mages have an easy choice: Wait They cant har any level 6) spells uni they das change then thee lintel 1 Wap, \ Sti and Bot. e eee » CHAPTER V PT wb Lv b eSAGE Ss {tbe confused by Crescent Lake's odd layout, there's more to this town than the handful of ps seen when you enter. Cross the small stone bridge to the northeast and follow the path the field where the twelve sages await. If you have defeated the Lich in the Terra Cavern, they iyou about the remaining Fiends and gi you a Canoe so you can find the next Fiend. [nen 164 ay 2 a) Pr) Pca Ey TENN 2 OETUIN 17 aa 288 ¢ offensive line Dchus are also weak against Bolt, but the stronger Neochus are not. Both are hardy and capable of poisoning you, making jem a significant threat. Destroy them after the Crocs and before the Piranhas, Red Piranhas, and Hydras, which are the jeakest of the river monsters. Pow my En 20 a 37 Ea i m0 Pa 32 a 20 20 i Td 1 a} 68 a a5 nce and finish them off in one turn, Ignore the Eo Cis Eos ca fhe enemies encountered whenever you use your canoe are among the toughest you've ever fought. izens of Mt. Gulg to shame, so be very carefull while you travel the world's network of rivers. om 150 07 500 Fa ma PT fost enemies on the river share a weakness to Bolt, including the very deadly Crocodile and White Croc. These foes don’t fe too many hit points, but have an attack power of 42 and 56, more than enough to do triple digit damage to the non. Bighters in your group. Crocodiles of both types usually appear in mixed groups of enemies, so have Black Mages cast Bolt2 hile fighter types target the Crocs to make up the diffe company them; they’re weak both offensively and defensively, and likely get destroyed by the Bolt without any help from The river is the best place to visit when you need to level up fast. While there is some tisk in this, river enemies give up buck: is of EXP, up to 3189 from the particularly meaty Neochuis. LAKE Oo oy uy eT) 240. Ba 2) They put even the iranhas that eT ered Dery oe re os Or) an See ets ZL ecm rm Mg Cy 250 Gt Cio) rT CANOEING TO MT. GULG ‘Aitidote (x2) Mythril Axe Tee west of Cr Mythril Helm (x2) that west, then turn north at the second fork. Pass the first hril Shield northwest fork (which lea ¢ nowhere) and go north Potion (x2) down the second. When that path forks, head due west t¢ Mt. Gulg where the Fire Fiend Mythril Glove Staff Tent 18 (Cold Needle) Mri Glee? Baim Don't waste much time trying to find a way around the lava in the Gulg Volcano, because there isn’t one. That's fine as the lava may deal 1 HP of damage to your party with each step, but no enemies attack while you're on it, so it's actually safer in the long run. As bizarre as it sounds, if you're low on health and running for the exit, the best strategy is to stay knee-deep in boiling ‘magma whenever po: CHAPTER V , a Mt. Gulg Encounter: NAME Pow WEAK GIL EXP 7 En 1 ma 22 33 20 5 Ee m % 5] 135) 1 io 0 any 7 20 1% 103 eg 200 125 aU) 296 EI 18 cH ia PO} 7] EU 5) 30 A rH IE oo 7 a Ea a a cou 70 ry Say om Ed 2 7a) 5 oo 879 TOMS 10 32 ra zi 387 7 EVO 7 nO a a mr] EVN El El 13 ie 400 1671 LARD. 18 i a 5 Ea oy NOT 2 4 95 zi oy] 7] 5 i i 300 5] 3 10 Ey 7 Za Ti 20 n 5 1 500 4225 oy Ea 20 130) IE 800 1620 Te 75 30 200 5 rd Py ou 7 10 35 zi 70 pry IN Pa 2 15 z 1160 0) ia 2 4 B FIRE DIA Fa 231 Be legion of new foes in Mt. Gulg are a dangerous bunch. Fortunately, nearly all of them are weak against Ice, so Black Magic Bipped parties are in pretty good shape. The trick is to figure out who is worthy of your few and precious Ice2 spells. Alas, B 4! level spel is your strongest option. Fire3 is virtually useless and Bolt3 is best saved for river enemies Topping the danger list are Pyros, Lava Worm, Fire Gigas, Fire Lizard, and Hellhound, Fire Gigas have particularly obscene attack scores, and can wreck your party with their standard attacks. Fire Lizards and Hellhounds have litte in the way of offensive strength, but cast Fire-type magic spells that can affect the whole party. If your White or Red Mages have NulFire, you may want to tse it versus large packs of these enemies. Pyros and Lava Worms are all-around strong foes, with solid and defense scores. Fortunately, Lava Worms always travel alone and Pyros never attack in groups of more than two, so they can be dealt with quickly by your offensive line Ber threats include the very rare Red Dragons, which have no weakness and sport the high- attack score in the volcano. Haste-enhanced fighters are your best bet. Pyrolisks have total: finimpressive stats, but can kill in one hit with a Squint attack. Don't waste your Ice2; with. 44 HP, even Bolt2 can usually clear the field of these fragile foes. most common enemy in the volcano is the Horned Devil. These annoying creatures have gh magic resistance and are not weak against Ice, so you must clear them out with physical tacks iiiciGin GARE fyou cross the lava west ofthe entrance, you can make it to the stairs and down to B3F in just a few seconds. If you're play- hg on Easy Mode and don't need cash or EXP, that’s not a bad idea although you should still make a quick foray to the Blaymore. Most of the treasures here aren't anything special, but Normal Mode players may want to raid the eighteen chests i this floor for the Gil they contain and the EXP you can earn from defeating their powerful guardians shortest route is heading west from the entrance and going through the second door to the north. Carefully navigate jugh the winding passages, hitting the chests in order. These chests are guarded by encounter points, which force you to tle one or two Pyros. They're powerful foes, but Ice1 and Ice? spells make short work of them. The only real item of inter- (on this floor is the Claymore, which is unavailable anywhere else. It's slightly weaker than the Mythril Sword (by 2 points), a good deal more accurate (5 points). It does additional damage against Giant-class enemies, like Gigas and Ogres you bay find wandering around here. Head to the top of the cave, then west, You pass the two chests with a total of 1445 Gil between them, but are guarded by anoth. cr Pyros encounter point. Continue south to find the large room with the other 12 chests. There's an encounter point near the: entrance, but only one encounter point inside the room itself. I's at the spot where you're surrounded by chests on six sides, and the enemy is a Lava Worm this time. It’s a little tougher than the Pyros, and it deals more damage, so use Icel to kill it within a turn or two. The chests contain Gil, Mythril armaments, and basic supplies. Check out the maps for what is found in each chest. B4F-A, B3F-B Head east through the lava filled corridor of B3F-A, then southeast in the small segment of B4F that follows. In that corner is a staircase that takes you up to a new chunk of the third floor, B3F-B. This area is equally barren (there are no chests anywhere in B3F), but it’s larger and easier to get lost as you make your way to the staircase in the southwest corner, There's still plen- ty of lava here, so keep an eye on your hit points. MT. GuicGc B4F-B That staircase takes you to the far more interesting area of BAF-B, where fifteen chests wait to be plundered. Among the loot is the powerful Ice Brand (which is great in general, and particu larly amazing here). You also pick up the Flame Shield, which is definitely worth picking up. Mr. Gul GU BSaiERAP Pick up both major items, as well as a nice chunk of Gil, in the room at the west end of the hall. The chests are guarded by a single Lava Worm encounter spot. If you continue southeast from there, you pass a room with a single chest (containing 1760 Gil), and another room with two chests (a paltry 155 Gil, and a Lava Worm to boot!) at a fork in the road. If you go east, you'll find a room with three more chests. One of them is a duplicate of the Ice Brand chest (so if you already got it, it will be empty), and the others contain 2000 Gil and a Cottage. The south fork leads to the staits going to the next level, after passing a room with two chests (1250 Gil and a Staff), guard4 ed by a Fire Lizard encounter point. Unless you're looking to get a perfect score for unlocking the Collections, there's not much reason to stop by these chests Mini Gratien ane This large area is surprisingly sparse. The three chests in the east, northeast, and southeast comers all contain the same Gold Needle (which won't even be there if you got it on B4F-B), so only the chest to the west is new. It contains the Flame Mai which turns out to be a great piece of armor when you get out of here. Unfortunately, you must fight through a Fire Li nd a Red Dragon to get to it. Both foes use Fire-type magic spells to decimate the party, so use NulFire if you have it, or hif them hard to cut through them quickly if you don't When you attempt to touch the crystal in the southwest room, the Fire Fiend, Marilith strikes. All of her attacks are Fire based, so NulFire effectively reduces the amount of damage she does, She can also cast Fog and Bind, but there isn’t much you can do about that. You may think Marilith would be weak against Ice, but you'd be wrong, Red and Black Mages should instead use their spells to cast Haste on everyone capable of doin, physical damage since it is the key to winning this fight. Healers should keep the figh ers hale and hardy, and everyone else should concentrate on cutting through Marilith Per teen especially lucky, try casting CaS Erna the advantage. While the Cenc e Cane ae rare, it does work from time iC AG Pec. sBaR Vv iI Slip through a crackin B2FB CGimb back up and drop to the Sail south to the Lykion Desert Levstone and use the Levstone WEAK FIRE, DIA FIRE, DIA Gd TE a 7) UMM Tae 300, SCODEMON, 5 216 my 5 ETI iad ay cH] TET Ena TH Mer Gap rH EATON i 402 nin] FIRE DIA al sd Mages use lower level Fire spells (save th s). Ice Gigas and White Dragons both Mindi Pere) Airship Flame Sword ce Armory Ice Shiela Levistone TH ByiS BAR'S THE LEVIST The goal now is to go to the retrieve the a key item that leads to the Airship. Heal up and buy some gear at Crescent Lake, then head back to the ship you left docked northeast of town, Sail to the north until you find another port. You can leave your ship at the dock, or take it straight to the river mouth and hop directly onto the canoe CANOEING TO THE Ice CAVERN There are many dead ends in this segment of the river, so follow the wall of mountain to your right and head north to get through the first part. At this point you have a choice of 2 paths: An upper path and a lower path both ing to the west. Follow the lower path heading west and, you'll end up in a small grassy area with the entrance to the Ice Cavern, Ice CAVERN Bek iB 3.F You can't get to all the good stuff in B1F without taking the long way around. So for now, head straight to the only staircase that’s available. Go east or south in B2F-A, but both paths are the same length and lead to the same place: the staircase down to B3E CAVERN renee atte tren et: Ae eR ass ae sum ae eS Ice CAVERN B3F-B4F Take the other staircase in B3F, and you end up in the much more interesting area of B2F circle around until you find the door to the room, and then take a good look around befor you dash to the chests. That's the Levistone you came for in the middle, but do you see thos@ cracks? When you step on them, they drop you through the floor to BAF. It’s somewher you need to go, but if you want to pick up the treasure on the left first (which contains th Flame Sword), go wide around the cracks and get it from above. Get the chest on the right wit it contains only a Shirt. Alas, there is no way to get to the Levistone this point. You must step on a crack to progress, Ice CAVERN B4F There's an encounter point in the middle of the room you fall into, so prepate to fight Undead Specter-type enemies when you take a step forward. When you get out of that room, you. start seeing chunks of blue ice on the ground. These are exactly like the lava spots in Gulg Volcano: They do 1 damage to each party member with each step, but are free of enemy encounters If you cross the blue ice to the west, you find a room with two chests, containing Mythril Gloves and Ice Armor, guarded by a White Dragon encounter point. The dragon isn't as tough as it looks. It has just 200 HP, with a weakness to Fire and Bolt, and little physical defense. If yo haven't completed Mt. Gulg yet, the Ice Armor comes in mighty handy, Besides its resistance t Fire, its stats are identical to the Flame Armor. To proceed, cross the blue ice to the south, and then cut east while still on the ice so you dom get stuck at a dead end. Directly south of where you exit the ice patch, is a treasure room that contains six chests with 30,000 Gil. Surely that’s worth a fight with a pack of Winter Wolves. From the treasure room, follow the south wall to 1 ‘east, to end up at the stairs, Ice CAVERN BUF Those stairs bypass two whole floors and take you directly up to the section of B1F you couldn’t access earlier The chest rig outside the stairwell contains a Potion, but the unguarded chest in the small room on the way out contains a respecta 10,000 Gil Before you enter the room in the east, take a moment to assess the state of your party. The stairs in the northeast comer le back outside, so if you're near the brink of death, get out and use a Cottage. Unfortunately, when you re-enter you are bad at the original entrance, and must travel through the dungeon again If you're still in pretty good shape, then head into the room on the west and help yourself to 9500 Gil, a Sleeping Bag, a an Ice Shield. When you're done looting, step on the crack and take a dive back down to B2F-B, where you land right in frog of the Levistone le square between you and the treasure contain: an encounter point with an Evil Eye. The bad news: It knows every nasty spell in the game, including Doom hich is usually an instant kill. The good news: It has CR ee Ce rnc! Ponds Eee Caen Tt i a n too many of your guys. L__ CHAPTER VI Gab the Levistone, then jump down a crack to either side (if you go to the south, you fight the Bye again). Work your way through B4F and to the staircase out in Level B1F, and then ride river back to your ship. to the Crescent Lake area and get back on your Canoe. Instead of taking the river west d Gulg Volcano, go south as soon as you enter the mountains, and head for the Lykion en, a small patch of sand directly south of Crescent Lake Walk into the center of the desert, and use your Levistone. The Airship rises out of the sand, and the world will be at your fingertips. The first priority is the long-awaited Class Change, but you may want to make a pit stop at the town of Gaia first. There you can pick up a new spell (ICE3 for Black Mages is the only one that won't require a Class Change) and some pricey new armor. Find a landing spot near the Giada Ey Peery on) = err Pe Deliver the Rat's Tall to Bahamut ony eee Ruby Armlet: Steel Gloves CHAPTER VII ncoun AM MD. WEAK ASIUSK Bl a nN 0 ue SSERTIGER oy 85 0 206 ey 116, BRETOOTH, PT A 106) TO PT 4 iT 28 nH 115 a 16 3 260 5 ist 1 Airship, you'll encounter a number of battles on the long walk to the Citade lof these are against Weretigers ous but fairly easy foe, and Sabretooths, whic ily disp. Rarer but more dangerous new foes include the Sand Worm (kill it quick M.D. WEAK GIL EXP or a 33 a co rl [OF aT io FIRE, DIA 999 el ED DEVIL 4 157, a 387 Eo CO 188) 35 FIRE, DIA 1000. om ms i a 5 699 co TE 7 187, 5 Eo oH 0 80 my FIRE, DIA En em EU 7 ct GaN 10507 Et) HIMARE FI] 0) ICE a) pr SI 0 62 cn 603 fundead creatures in the Citadel incl es, Zombie Dragons, and Necrotaurs. All are weak against Fire and tes spells, so they shouldn't cause you t Clay Golems and Rakshasas are resistant to almost everything, s they must be handled primarily with regular attacks. Nightmares are weak against Ice, but may not even be worth your casters’ time, since the worst they can really do is cast Darkness on your party. Go ahead and immediately break out some offensive magic against the Medusas since they can quickly turn your party to stone. With only 68 HP, they can easily be wiped out by a NID TY N'Gl THe ACiTa DEL tadel of Trials is in the north-central part of the map, on ‘western edge of the bird-shaped northeast continent. There two ways to get there: fly your Airship up to the tip of the insula to the north of the Castle and walk from the small ch of grass OR sail the Ship to the mouth of the river north- fof the castle, and switch to the Canoe. The Ship/Canoe route plves less walking, but sailing back and forth when you have grand new Airship isn’t much fun, The choice is yours. THE CITADEL OF rn Ca Anos: Present your Crown to the elderly man on the first floor, and he will tell you the goal of your challenge. There's nothing else to see here, so head to the northwest, open the door, and touch the throne. You are warped to the confusing second floor. DRE SAD ESD! 2° F ‘There are fifteen warps here, and must take them in the right order to make it to the stairca Fortunately, the warps seem to reset the counter of steps between enemies, so as long as, keep warping, you won't have to worry too much about combat. The correct order is 1-2-3 8-9-10-14. After you hit warp 10, stop in at the room in the northeast to find this floors a treasure chest. Defeat the Clay Golems at the encounter point directly in front of it, and. ‘open the chest to find the Gauntlets, aE CAL AR REE ‘After you take the final warp, you end up on the third floor. The route to your destination is a simple loop, but many powerful enemies await along the way. This room has many chests, but ‘only one encounter point. You face a group of Nightmares as soon as you open the door to the north of where you warped in, You must fight them again if you want to get that first chest, but it's well worth it. The Healing Staff is a must-have item ‘Afier that, get the Ruby Armlet, another Ice Brand, and Steel Gloves from the next block of chests, and a Cottage and 8795 Gil from the row of chests in the southwest. PRU ee ee ee ern neo ie mh ee eee Ne ae toms cel} Pee eas Te A ee om Mn ued See ato eee en once ee a very few high-level spell slots, these Mages spend most of their turns in bate attacking for min- imal damage. Now that you have these items, you can have them cast Bolt2 and Heall every = tum! In major bats, White Mages can use the Gauntlets to join in the camage. A few notes: Ws best not to equip these items, so every character has access to them. If character can select it by pressing up after you open up the item list. To save time, manually sort your item lst and place both items near the top. Ce eros The spells’ effects are based on the user's intelligence score, so Warriors won't get CHAPTER VII ide the chest is the Rat's Tail, the proof of your courage. When you're done fighting Zombie Drage p back the entrance oes | Heal up before you approach the treasure chest near the throne, as there's an Rees ease an cone One Seem ee SO eee es RC eal Sea ee Seen Ea Se eR RL SO oa eae an ena health and spells left? Then back up and hit the encounter point again! Dragon Zombies are SPEED s, touch the throne to ra" lead to the World Map RAGON ct ec INTRODU NG BAHAMUT All that’s left to do is take the Rats Tail to Bahamut (yes, that Bahamut!) and recei your reward. Find him in the Dragon Caves, located on the chain of islands just southwest of the Citadel of Trials. The name sounds menacing, but all the drag. ons in the Dragon Caves are friendly, and There are six entrances to the Dragon Caves, each of which leads to a different a. If you want to get all the chests and talk to all the Dragons, you must visit each one. If you're pressed for time, just go into the furthest east cave to get the loot (nearly 20,000 Gil) and enter the southeast cave on the island with two caves to see Bahamut. CLass CHANGE TIME Once you've received your promotions, cel: around the world to pick nd items. ebrate by flyin up new spells, © Knights are able to use White Magic up to level 3. Ninjas are able to se Black Magic up to level 4. Return to the game's first few towns to buy the spells, Ninjas and Red Wizards can now equip better weapons and defensive items. Black Wizards should return to Melmond to buy Warp! White Wizards should return to Crescent Lake to buy Warp2 Red Wizards can now buy Vox in Elfheim; Lifel, Warp2, and Poison. in Melmond; and Invis2, Shld2, Warp2, and Bolt2 in Crescent Lake H A P Investigate the Waterfall Cave north of Onak the Mermaid’s submarine oth Sunken Shine. ravan/Onlak NAME an oa ESERT BARETIA MEY SAE BSCE Toy Tana eS TY ‘SABRETOOTH omy Tn DU WWERNT AR a R Vi Purchase the Btled Faerie at the Release the Faerie atthe pond in Caravan, Gaia Defeat the Water Fiend, Kraken in the Shrine's lowest for. THE TOWN 0 F UGATA Gaia, the eye of the bird-shaped northeast continent, is the (ia aEEEErr ara : ‘Oxyale ‘most accessible town in the north. For now, this is primarily a | RAAiiaiioam shopping trip, but listen closely to what the villagers have to say about the missing Faerie. lts safe recovery is the next objective Recovering the Faerie will cost 50,000 Gil, so shop accordingly Hunt For THE CARAVAN The missing Faerie can be found in the well-hidden Caravan in the desert at the center of the northwest continent. You can't see it on the map, but the people of Onlak point you to tha small patch of desert to the west of a small grove of trees. Park the Airship at the patch of gras just southeast of the desert and march over to the designated spot Sy ee ha Tee) BLACK MaAcic, Leven 8& ‘Equipment and tems pony one weapon forsale here the ny (hs, Fo any he clas this 's medoce angsty one et for ack Wir isthe im the game, Sil, t's hard to jus ee tha epi wen he se mh oe. cing he aon rp of pacing or instant death 40 ub at leat one for your | H I TOWN ‘Thee are nly to Level 7 pl of xh pe sold in Cala, hile the ober to resold at Onlk White Wizas want both ofthe ‘nes sol hee so dnt wory about ving sos ope. lack [ arrerepie pbckarytaot ta! you have extra cash to tow around snot ea, ba ifs beter ‘than the ret ofthe plinth ee 7 pl sot. ‘he mising lee 8 spells ar slat Lena and you defied ant ose a po foreach, So or Bow, White Wizards shold ‘esc theses io Holy and NalAl For Black Mages ia ‘Up. Stop parle al enemies. ash isa more poweil Quake (but 0 longer youn pd) and Doom hs a god shot of an ‘san il yess mst non bos enemies Whatever you chose Jere an open st for are. With eae heart, Red Wizards shoul! by Kaz; if the as ‘ck Magic pel they ae able token, ren GAIA a : | } 4 B Ey AG Re hE EA The only item for sale at the Caravan is the Bottled Faerie, for 50,000 Gil (40,000 in Easy Mode). If you're short on cash, don't waste time around here since the enemies are total cheap skates, Instead, infiltrate the Waterfall Cavern where the enemies pay more and there's 25,000 Gil in the treasure chests. Take the Bottled Faerie ba to Gaia, and use it directly i front of the Faerie pond i the northeast section of tows The Faerie rewards you by fill ing your bottle with Oxyalel which allows you to breat underwater _ Shop Data White MAaGiG, LeveL 7 ‘he hopping opportunist Ona ek bedi 20_ WM WW “hr no mame fre, ot Bunch of pth, Whe | ny te hal pr Pa (Re ou rn nade flee) ae elcome it ay, pciy it all he bos nl Pott ings sing | amma pei ee Me gh hy igh el git | ack Wizards an chose between the medio abe which i= | eticomb ao rf lei, te ln nyt cto in ih cn stolen N ern Encounters NAM HP. POW MD. WEAK GIL TO 176 oe 3 Eo cone EN i n 7 200 [ee D LI a Ti ie EO ENO 188 a rn oy GaN 0) UTA oo EN FI G0 FIRE, DIA 300 ELT 200 30 1007 iw 700 GLO m Fn a5 [a 500 ith one exception, all the enemies here have been seen in previous dungeons. That exception he Green Dragon, a rare monster that is not to be trfled with. It has very high magic resist ee, but Ice spells can still get through to some extent. It’s fairly weak on physical defense, but has 352 H1P and can dish out damage, so you may want to use a Haste spell to finish things. likly HE TOWN OF ONLAK Fly back to that same parking spot southeast of the desert that you used to get to the Caravan. From there, Canoe across the river and walk a short distance to Onlak. Here you can pick up a few spells, and listen for gossip about the Sunken Shrine and the nearby Waterfall Cavern TE OWE Rk PALE (CAVERN 9 Steer the Canoe upriver and directly into the waterfall northwest of town. This is a very simple cave; all the branch es lead absolutely nowhere, and everythis smbat item ither ability i weapons. The ay ects its wearel | Ce ery : Ne . ye Petal \, lant’ Glove ee | Pr) : | q ; CHAPTER VIII role \ a Ee Ty Cr eet) eee | tee Light Axe (x2) sinc Mage's Staff eo Cm Ribbon aan Rosetta Stone NAME HP MD. WEAK EU em a 20 (ag Em (OerIeg El i on 7 zi om om Teas em Ea 3 Eo (eros om 3 Et 85 DIY Ea] Ea] COVA 188) a 24 5 Ea ro Eo COUN oo En 20 60 Goa co 300 EWI my 20 r oy (ea 500 i SANS eh 15 8 a Eos 105; 105, SUEZ SD 2 5] Tor Eo oo) 7) Seo 148, 35 18 fo Eo em a ‘SEA SNAKE oT Ed in 116 Ei oo 957 SMO cd ra 20 To Eu [5] £5] SHARK 0} 5 o 70 Es ca ad WATER NAGA Ed 3 A 1 BOLT PE FE WHITE SHARK Ey ET 8 i Es om era None of the commonly encountered Sunken Shrine enemies are particularly deadly, but they attack relentlessly and in lal Sahagins, White Sharks, Water Nagas, and Aquos elementals. Virtually everything here is weak against Bolt, so with a single Re¢ k Wizard and someone else using the Gauntlets, j can wipe out just about anything, The only exceptions are the A fe weak against Ice, and the Ghosts all Mummies that have typical undead weaknesses, Dia and Fire. The most dangerous foes are the White Sharks, which have 344 t points and an attack score of 50, The Sahagin Princes come in a close second, so have the offensive line target them and leave the weake in Chiefs to the spellcasters’ electrical THE MERMAID’S SUBMARINE Bring the Oxyale to the mermaid in the southwest corner of Onlak, and she lets you use her submarine. It takes you dite to the Sea Shrine, a large underwater dungeon. You have two different objectives here: Recover the Rosetta Stone from the top level of shrine, and defeat the Water Fiend, Kraken at the bottom of the shrine. You can do the q in any order you like, but it makes sense to get the Rosetta Stone first so you can benefit fi the items and EXP acquired along the way when you battle the Water Fiend. ROSETTANVS TON POMS UN KEN SiR DN BD ‘The submarine takes you to the third floor, where you find stairs leading both up and down. gym ‘The Rosetta Stone is on the shrine’s top floor, so you'll want to take the staircase leading up in } the northeast ‘The third floor of the Sunken Shrine is full of empty rooms, so prepare to be disappointed if you intend to explore it all yourself. There are only two chests, and both contain money. The chest in the room south of the down staircase (in the northwest) is the only one that contains a substantial amount of money, 9900 Gil. CHAPTER VIII BIETTA STONE 2: SUNKEN SHRINES“ Moen staircase leads to 4F-B, where the treasure starts getting good. The fist room passed is empty, but every other room a chest, and all of the out-of-the-way chests are well worth the trouble. In the north room is the Diamond Armor, Re upgrade for your Knight, dtge room directly south of that, in the center of this floor, contains only 20 Gil. A much er reasure awaits ifyou head to the room in the southwest comer: A Light Axe. Asa weapon, gnimpressive, but it can be used in combat by any character to cast Dia2. Continue east, and fin the next room to collect a Mage's Staff, a combat ability weapon that can cast Fire2. west is the final room, with a chest containing 12, and the staircase leading, directly below it BA ISiOUNE SiS) Min RMA DE Caley Those stairs lead to SE, a floor that is free of enemies and full of treasure. Every room contains a mermaid that will give you information, and many have treasure chests. The treasure tally includes the Diamond Armlet, Diamond Shield, and over 30,000 Gil. But where's the Rosetta Stone? Head to the northwest comer of the map and take the path that looks like it leads offscreen. Instead, it leads to the path in the northeast comer, where you can get at the last room (which contains the Diamond Helm, Diamond Gauntlet, and Rosetta Stone), the stairs back up to the submarine, or use the Warp2 spell to teleport out. Heal and buy supplies in Onlak before revis- the Sunken Shrine to battle the Water Fiend. TER SF en Dp INE INU San UR USN Rea de AC oS Ria Bisse: Take the submarine back to 3F-A, then head to the down staircase in the northwest. It takes you to the east side of 2F, a large floor that has eroded into two separate areas. There's no treasure ‘on this side, so head directly north to another up staircase. That one leads to the tiny area of 3F- C, where you can take the stairs up to 4F-A, a small area that has no features except fora star. case down to 3F-B, There are two chests in 3F-B, but they contain a paltry 550 Gil. Go through the door in the south and down the stairs to the west side of 2F ALT ean 2) SUNKEN SHRINE 2F Us side of 2F is rich in treasure, and you won't want to miss any of it. In the room directly south of the area you entered are p chests that contain over 15,000 Gil. They're guarded by the Sea Shrine’s first encounter spot, a fight against a number of 10s, These foes can give you a serious beating, so take them down quickly with Ice- 1 to the room in the west, where the chests contain more Gil and the invaluable G The loot is guarded by two encounter spots: more Aquos, and a pack of Se. im that room, head north to a room with a single chest. Battle more Aquos in the spot in nt of the chest, then open it to reveal another Light Axe. directly west from that room, until you find the final treasure room. You must defeat an counter of mixed Sahagins here, a small price to pay to get your hands on another Ribbon xi 20,000 Gil. The staircase is just northwest of that room. THE SUNKEN SHRINE MERnA ENED as 2 Sa Na Ne Se Ne The Sea Shrine's final floor is completely devoid of treasure, so there's no point straying from the direct path. Head west from the stairs, and then turn to the north when you see the giant rock ahead. Take the land bridge west again, past the rock, ang end up outside of a giant room you need to enter. Find the door to the southwest, and head north through the room. Afte passing three puddles, turn to the west and exit the room via the south door in a small alcove, When you're back outsid head north, then east, and the first door you find takes you to the Water Fiend’s lair. Heal all the way up before you face Wate Fiend Kraken. Any character using a Fire Sword should swap it out, as Kraken is resistant to Fire Kraken’ defenses so high that your best fighters will barely reach double digits. Powe Crema eres HNMR aninaS they soon will be doing respectable damage, Kraken’s attacks are all Roe ar mee LT PMS cme reese ie SOOM CUm Te eens OST ea cat Rees eRe et them a few times in the first few turns to erase the threat of an instant kill by damag Kraken is quite weak against Bolt, so Black Wizards should hit him with Bolt3, and idle party members can chip away at him by using the Gauntlets. So HA P TE R fe the Roseta Stone to Dr. Fy to the north tp of Lufeia Acquire the Bll from a Lufenian Fly tothe landing southeast ofthe peninsula, der. Tower of Mirage. Use the Warp Cube to reach the _Batle the Wind Fiend, Tiamat on Flying Fortress. the top floor ofthe fortes. LUFENIA ey Spells afi sno armanent sop, no In, and no Sancta, but theresa small widen mag shop. To tthe: the wn ooh te break in he outer val in the northeast and go eas. | the sp sa what areal he ame’ two best magi pel the atack spell Fae and Ue, LACK MAGIC, LEVEL which resves a ipem Cost Cas | charac te Flare {60,000/40,000 BW. sax HP, What are you wing for? ay the! 2 ! NAME HP 7 7 TOSS 480 5 iB BARETTA oo a PSE TT) 98 | me Fm rn _ 4 NECROTAUR FT 40 : 4 mony m2 2 i ATT TH | CMA 2 ra TE 7] En MEET {DIR® IN MELMOND After conquering the Sunken Shrine, make a quick detour to Melmond. Go to the northeast cor- ner of town, and show the Rosetta Stone to Dr. Unne (who hangs out near the gravestones). Within a matter of seconds, he cracks the code of the Lufenian language and teaches your party how to speak it fluently. UNNE THE LONG WALK TO LUFENIA Sadly, this linguistic breakthrough probably won't be a large boon to Lafenia’s tourism industry since the city itself is still mired in the middle of nowhere. To get there, fly northwest from Melmond (looping around the globe) and land at the top of the long penin- sula in the west side of the northeast continent, where the bird's right wing joins its body. From there, it's a long walk south to the city of Lufenia THE Bib Outside of buying the last two level 8 spells, your only objective here is to get the Bell that opens up the Tower of Mirage. To get it, talk to the man in the southwest comer of the dock-like area east of the entrance. CHAPTER IX a i.) MTHe ToweErR OF MIRAGE Ea ceed m7 freer) 2 Se NAM I IL ERC 5 ic UD T a TT} [CT (a CIT} En enamine 200 ic AUT Ei 400 ou EO) TCE Gi 1182, KING MUNIN 5 FIRE, DIA 0} oo DESY a zi 699 639 CSUN 6 FIRE, DIA EO) ca RATS iT a i) vi EROS 5 aa Em 423 SCAG 105, 5 500 cy VAMPIRE 5 Gab EXIF i) Tae 3 5 780 780 WYRM ist 5 E01 128 WEN i 5 EW 173 The Tower of Mirage introduces a handful of new enemia Guardians appear in large quantities, and are particularly anni ng, since they take a while to kill. They're weak against Bi spells (but not very), and not too tough on offense, but a h defense score and their paralysis attacks can drag the battles o he other new grunt-type enemy is the Black Knight, an al around solid foe with no particular strengths or weaknesses, Hard Chimeras are weak against Ice, but not too much of a threat. A much more pressing concern are tf fare Blue Dragons, which have the highest attack scores in the tower, and a nasty Lightning attack that hits the whole pa They're weak against nothing and highly resistant, so stick to physical attacks to cut through their HP. Vampires make their triumphant return (last seen as a boss in the Terra Cavern), and must be dealt with immediately. Expld their typical Undead weaknesses (Dia and Fire) to kill them as quickly as possible TOWER OF MIRAGE Have a few Cottages in your back pocket and learn Warp? since the Tower of Mirage ina double-header of fairly tough dungeons. When you're ready to go, park your Airship on th strip of grass southeast of the desert, and head to the tower. It’ a short walk, so don’t expect more than a few encounters. The enemies here are the sam ‘ones you encountered outside of Lufenia, with the addition of the desert-dwelling Sand Worm It rare, but kill it quickly if you run into it since it can cast an instant-death Earthquake spel MowE RO Re Mer ALG eae The staircase to the next floor is only a few steps away from the entrance. Go through the door, take a few steps to the east, and through the other door. That comes in handy later, but your first foray into the Tower of Mirage should be all about looting. The clump of treasures in the middle include the Healing Helm (cast Heal1 in combat), the Vorpal Sword (a sword with no apparent ability), and the Aegis Shield (which protects Knights from being turned to Stone), CHAPTER IX MiowrrR OF MIRAGE 2F Reaching the exit ofthe second floor is a much longer process and the loot is even deeper inside. Take the long route around the sides, and turn left atthe break in the wall. Turn at the break in the next wall to get further in, and continue west to get into the center of the tower. From there, take the stairs or go south to find the door to the central room. The excellent loot includes a Cottage, the Sun Sword (a solid blade that does extra damage to Undead), Thor's Hammer (which can cast Bolt2), and the Knight-exclusive Dragon Armor (which raises your magic resist- ance against all elemental attacks), as well as a bunch of Gil. may want to Warp out after the looting is done, and use a Cottage. Then re-enter and quickly make your way to the treas fefiee thi floor with a fresh party Wii (Or MPRA GE 3 F Go south to find to the entrance of the central room, and prepare for a Bi Dragon encounter spot as soon as you cross the doorway. Have your Black an¢ Red Wizards support the offensive line by casting Haste on your fighters, since their elemental spells will not be effective. jou have the Warp Cube, walk on the central warp spot to be transported to the Flying Fortress, where five more grueling renown CoP OR PRE S'S iE FLYING FORTRESS fies no opportunity to save or heal between dungeons, so conservative players should use the smash-and-grab technique: b the treasure in the first three floors, Warp out, drop a Cottage, and go through it all again (including the Tower of ge). But if you think you can grab all the goods and defeat the Wind Fiend, Tiamat in one trip, more power to you. ING FORTRESS “1F only a Potion and of Gil, The room to the east contains a Protect Ring, another Healing Helm, and more e room to the south, which contains a single treasure: the Venom Blade, gh can casts Poison. As a weapon, its stats are weak, but you can get a couple of surprise kills pu have an idle party member use its ability frequently in combat. After looting the treasure head north to the teleportation mirror and advance to the next floor. ot Se ae Cottage Pe To oe etc) oe] poral oe os = en Pc ~ CHAPTER IX 4 i ee ere Gold Needte bea a eal al Potion (x2) Protect Cloak Protect Ring (x2) Ribbon Sasuke Shirt Venom Blade White Robe flying Fortress Encounters AM Pow Git EXP. Td 33 cn SU Pee ATN my To} rt MEY 30 PE 2064 AICO a 7 9 Em rl GT co 85, om 7 TOI 0 186 EDT} EDT} IDO u ii) 7218 7218 ig 30 o 3225) Ent HYDRA Pa 400 725, mod Pr 35 oa 37 USA 5 co 699 mma u 2 7 os a2 cg 3 170 500 Ar) Em a 100 700- 1272 Fm En 2 Em on ma 102, co Ta 0 ETI} oy AIAN 7 is us co A) 70 16 110 1000. Pay NPIRE LORD 30 oy 34 GDI Em a S A legion of deadly new foes awaits in the Flying Fortress. These battles test your endurance more e, than your wit, as few Flying Fortress foes have any weakness you can exploit. In the grunt department, you have Rakshasa and Dark Warrior foes, who don’t have many hit points but are very strong against magic. Rakshasas are poisonous and Dark Warriors can cast such nasty spells as Doom and Flare, so both must be dealt with quickly. There are plenty of other nasty spellcasters lurking about, including the Mindflayer and the Evil Bpho are both big fans of instant-kill attacks. The classic Medusa has been reborn in the Flying Fortress as the slightly powerful Earth Medusa, Fortunately, all three are weak on defense and go down quickly. Other new Magician-type foes de the Spirit Naga, who is weak on offense and defense but can cause virtually any status condition in the game. Soldier is a super-powered Guardian, with 400 hit points and a much higher attack score funately, he still has his predecessor's weakness against Bolt, making him one of only two foes in the Flying Fortress who are weak against anything, The other is the deadly Vampire Hi who should be killed immediately before he can do any serious damage. The new ele Bital, Aeros, is weak against nothing except physical attacks. licores are fairly weak, but poisonous, as are the old river-dwelling Neochus. Stone Golems just powered-up Clay Golems, with only 200 HP but almost complete immunity to magic foverview of the Flying Fortress is complete without a mention of the Warmech, a very rare random encounter that rivals game's final boss in difficulty and is discussed in more detail la PENG RO Raines is QRS | exit is a straight shot south from where you enter this floor, but the six treasure rooms on the sides should not be ignored. northwest one contains a Mythril Helm and a Cottage. The west one contains only Gil. The southwest one contains a treasure: the Adamantite sought by the Dwarves. If your party has a Wartior or Knight in it, don’t miss that chest! On the east side, you have an Diamond Gloves in the northeast, another Ribbon and a Diamond Shield in the east room. Black Robe and White Robe are in the southeast room. As armor, those two items are no better than the Ruby Armlet our Wizards are probably already wearing, But in combat, they can cast Ice2 and Invis2, respectively. Ice? is the highest level Bet of combat ability spells, and Invis2 is quite useful during boss battles. Don't miss them! FORTRES FLYING FORTRESS 3F The warp leads you near a strange, circular window set into the floor. Go up to it and take for a clue as to your next destination. The warp to the next floor is to the east and a bi of the one you took in, just below the east treasure room. There are treasure rooms to the east, north, and west. A long passage to the south contains a few rooms with a confusing clue that you'd be wise to skip. The treasure room to the north containg Potion, Protect Ring, and some Gi There are nice finds in the east and west rooms. The highlight of the east treasure room is the Sasuke ‘reat stats but no special abilities. The only item of note in the west treasure room is the Protect shield item in the whole game that can be equipped by a Black or White Wizard. Ninja-exclusive ¥ Sloak, which is the 0 That's it for treasures in the Flying Fortress, so if you're going to bail out and use a tage, do it now. If you do so, hop b into your Airship and take the Ada intite to the Dwarves so you can use your new toy against Tiamat. FLYING FORTRESS 4F tc an infiite loop and you could walk in any direction forever. To get to the next floor from the warp mirror, head P past aaa io the north, then turning west and finding it after passing another two pits. You can also get there by going sox ast two pits, then turning east past 2 pits. Spooky, FLYIN GUrO Ria THE WARMECH Pee SURI, ete tn a cee ene een ERR Re a eee Sash a eT PA aN SSL LU en nS Mee OL et ene ee a ee attack power of 128 (enough to kill a Wizard in the high 20's in one hi attack called “Nuclear” that does a few hundred points of SO OS a Tee Tee CSS cea ce ete Te RTT eee ee aes eens ea ee SOE Tae tum, so if your enhanced fighters aren't doing far more © than that, you have litle hope of victory. Good luck! ae en Ce Pushover. His standard attacks do less damage than Kraken’s did, but he has a numb, Re eee oS Ta en na ee RU eee oT Sen White Wizards in the first turn. On subsequent tums, their job is keep everyone abou. 200 HP. Black Wizards should cast Haste on the Knights, while Knights us Gloves, then start slashing Tea ance Sea et td (s0 a cheap Break vicion Pea ata ‘ni ene Cys coe at Se HAPTER Use your Crystals at the Temple of Play the Lute on the Temple's top Find and defeat Chaos and his Chaos. floor, four fiends Is Fare aT FIRE, DIA 1, FRE TEN 09 PTO ns a aN Oma ima Ed 2 60. Bs oo 30 3 Mos ‘Sasuke mple of Chaos B1F-B4F Encounters _ HES BIF HP Pow PD. LD. WEAK GIL EXP. ms 196, ED Pa 658 ia COLE i a i om Po EOS Eg TW Dy 70 FIRE Pr 1218 my Pry 66 20 ry FIRE in a Pry 70 16 m7 0} rd IES B2F HP . MD. Git EXP En in om 2472 i i (30) an A 2D. .D. WEAK EXP iss os | cou ET ened Eo a2 SCORPION Ea Eo a aI Eau BI 0 co 5 a TAIN Eo Fy SSN Eau rr NES BaF E HP i MD WEAK EXP S 358 iE o Eu 1614 MAI 190) a 3000 PIT AGON ZOMBIE 268 15 FIRE DIA oo FE Em 71 3000 [i i Hn 7 oo ax Ten PI] 7 a 700 pi OL aaa 200 i 1000 CE Ae PT m7 0) Pay Ma 156) 5 FIRE DIA, EI} 0} AMPIRE LORD 300 Eg Gap EO Pa fh of the underground floors features enemies from one of the four Fiends’ dungeons, with an enhanced version of that Bnd as the boss. BIF features such favorites as the Clay Golem, Stone Golem, and Gnoma. Gnoma is weak against Fire, but GGolems are only weak against physical attacks. The rock theme is continued by the Earth Medusa and Basilisk, both of fiom can petrify you with their gaze. If you've been diligently collecting Ribbons, they should no longer be a significant threat, is home to the Fire Gigas, Fire Lizard, Lava Worm, Pytos, and Red Dragon, All but the rare Red Dragons are weak against {go Black Robe, go!), making this one of the easiest floors to get through. You may want to have your second-tier fighter the Ice Brand on this floor, but switch back before the boss, iy enemy in B3F comes straight from the Sunken Shrine, and they're not so tough now that you have a few levels under belt. Everything except the Aquos elementals are weak against Bolt (weak against Ice instead), so your wizards should Gauntlets and Thor’s Hammer virtually every turn. Remember to take out White Sharks and Sahagin Princes quickly, as fre-still the strongest fish in the sea fe Flying Fortress foes that have made the journey to BAF are as strong as ever, and appear in much larger groups. Outside ithe Vampires and Dragon Zombies, nothing here has a significant magical weakness, so new foes like Doom Knights and. Bn Golems must be dealt with physically. The packs of Aeros elementals are probably the most dangerous foes, so have yout ards use heal items every turn to keep HP up. THE TEMPLE OF CHAOS THE FINAL BATTLE GROWS UNEAR The game's last dungeon was also its first: the Temple of Chaos northwest of Cornelia. Now that you've activated the four c tals, the large crystal in the center of Garland’s room warps you to a different area, and a different time Bout SPaRisni Sa Aa ene First, go visit the Dwarves and have them forge the Adamantite you found in the Flying Fortres into the powerful Excalibur for your Knight. Then, buy any items and spells you couldn't affo earlier, and pick up 99 Potions for the trials ahead. If your spellcasters are about to level-up, g visit the Lufenia area for a bit, so they can get those new spells before you e THe. (Poo NEON OM Rina aN, Preparation is important, because once you enter the final dungeon, the only way to leave is with the Warp! or Warp2 spells. Warp only takes you back one level, so it’s only practical if you intend to stay on the fitst floor and fight for EXP which is not a bad idea. Those Purple Worms pay off handsomely! If you choose to begin progressing through the temple's eight floors, the Red and White Wizard spell Warp2 will be your only option PU aaa ‘You should save all your hi Lee eR Ue healing spells that you would never cast in com Pn ae bk Deore aura Pree te gcd mies, kill them all off except for one. Then Your four characters use the Healing Sta and Heali ane ge Pen ee a) ERM oes cee tL sa youl tthe gn COs Beare SS: TEMPLE (OF ‘There are staircases in the four comers of this room, but you can only get to the ones in the southwest and southeast. southwest one leads to a dead end, so that makes the choice pretty easy. That southeast staircase takes you to a very small area of 2F where all you can do is walk a few steps to the east and take ang er staircase up to 3E TEMPLEVOPUCHA Gis 13 On 3F you have some walking to do. Head south past the second room, then turn to the east and follow the pillars when they turn north to the central room's door. Shortly after you enter you stumble onto the Temple's first encounter point, a Death Eye. This zombie eye is weak against Dia and Fire spells, and only has 360 HP. His gaze attacks can be fatal, so make sure everyone is wearing a Ribbon or Protect Ring before you enter the room. CHAPTER X tn OMNIS ian He PA wo chests here contain 110,000 Gil, but all the Gil in the world won't help you now. What Eps is playing the Lute the Princess gave you earlier. Play it in front of the stone block is revealed then north to reach a new staircase. That staircase takes you back to 1F where you have short hike from the northeast comer to the northwest corner, where the stairs to the ment await You have to walk all the way around this map, from the southwest comer, to the north west corner, to the northeast corner, to the southeast corner. When you're beaten and battered from the dozen or so random encounters, a super-powered Earth Fiend pops Pa gon Scr een Na ce eee Ree rreton naar ree Se OUT your spell-enhanced offensive line should be able to take him down in only a few turns. Unfortunately, he tends to cast Flare on the first turn, so make sure that everyone in. See ee Cen kena s ene eee eed ee at ards use Light Axes to help get some damage in before the Peet esc nrcts OF CHAOS are only seven item chests in this dungeon, and this has four of them. They contain a Protect Ring, Biect Cloak, Sasuke, and 26,000 Gil. the entrance, head west to get out into the open, then to find a door. Head east along the bottom wall until find another door, and then make your way towards next staircase. This part of B2F is completely symmetri and the stairs are right where they were on the left side fou want the items, avoid (aemmrmmrenrn proaching the staircase |ialiaalll ere Marilith awaits) and south through the break the wall. The Protect Ring f Sasuke are just through door to the west, and the Cloak is through the to the east TH ; 2 €#ETAsO'’sS the Fire Fiend, Marilith is litte easier than Lich was, Her ue eae eo eee sa a and have a White or Red Wizard cast NulFire on her firs tum. Have your offensive line pull the typical Haste/Saber See ne ing TEMP Lib {Ome Chraors 2B SIF. To skip most of this featureless level, head into the floor’s west wing and go south as far as you can go. Exit into the sout er central courtyard, and pass through a nearby door to the north. From there go one room to the east, where the grav stones are, and south to the bottom edge of the map. Then head east to the staircase where the Water Fiend, Kraken awaits Kraken has managed to shake his rs Pe eco e momen eS can cast a few weak spells himself, but as before, the real threat is his physical attacks. Use the White Robe and fol low it up with a Shld2 if you can afford t0. As always, itis PMT MOR eee eeOTm tI cacy Conn TEMPLE OF CHAOS B4F This level poses an interesting dilemma: head directly to Tiamat and the stairway down to th final level, or take the long detour that leads to the Masamune, which is far and away the gami sreatest weapon, Sure, there's only a few minutes of gameplay left, but if you have the resources to heal your party before the next two bosses, the Masamune is worth the trp. The quickest way to get to the Masamune is the simplest. Follow the west wall south, then east, and eventually it takes you right to it. Any class can use the Masamune, so it’s ideal for second: tier fighters like the Ninja (after all, the Knight already has Excalibur). Or you could give it to your White Mage for some added physical damage and healing support! back the way you came, but heal up before you cross the thin bridge that links the northwest and northeast corners of thi ‘map; its there that Tiamat has laid his ambush, not by th CHAPTER X The Wind Fiend, Tiamat may well be tougher than the De eee Ree ae nC Ry use up a few high-level spells. His attacks are primarily magical, so a NulAlI spell cast on your healer will ensure SoA aT Sm kate y reece sy estes ts a TRS Cm Ua (Se Seem tna tas) longer weak against Break, so beefing up your party's fighters with Haste/Saber is now the road to victory e for the game's final ile. You may also want to tweak your characters’ equipment. Chaos doesn't really have any attacks that cause status con tions, so Ribbons and Protect Rings can be swapped out for better defensive items Chaos is actually a pretty routine boss battle, except that he has 4,000 HP and the abil ity to heal himself with Cures (this happens randomly, so yout just have to take him down as quickly as possible and hope you get lucky). He has no weakness, and any ‘magic cast on him is a wasted effort. Sure, you can get a few points through with Flare or Holy, but there are better things you ean do with those spell slots. Pomme) Tr ema teny PS MNT NulBolt, and Nullce (in that order). Black ee Te Terenas Ce eet Bach attacker should use the Giant’s Gloves, then begin their relentless assault. If you've saved up a few Cured spells, you should be ready for anything, CHAOS Sib. ©. RE. S When you're on your ship, hold ®, then press © 55 times to bring up a sliding tile puz ‘game called 15 Puzzle. The game keeps track of your best time, and rewards you accordingly. Under 6 Minutes: You get a Potion Under 4 Minutes: You get an Antidote, and a Potion Under 2 Minutes: You get a Golden Needle, an Antidote, and a Potion 15 Place Finish: 10,000 Gil 264 Place Finish: 5,000 Gil 34 Place Finish: 2,000 Gil Select Config from the Main menu, then Collections from the Config menu. The Collectio keep track of all the items you've found, and all the enemies you've encountered and their sta ‘There is also an Art Gallery and a Photo Gallery where you can see original enemy designs a publicity art for Final Fantasy I. The more items and monsters you find, the more pieces of and CG are made available to you. BES Tl A Rey ENEMY NAME HIT POINTS: RED BOXES INDI i D ENEMIES THAT API ‘ATTACK POWER) ONLY AS BOSSES PHYSICAL DEFENSE [ ELEMENTAL WEAKNESS | ELEMENTAL RESISTANCE ‘MAGICAL DEFENSE, [NAME Dine [ETT ALLOSAURUS aE TITTY [NAME Diteemonsd a pow ie ¥ iG CC EXP ECTS on TAN WICE “THT QUAKE FIRE, DEATH, CONFUSION, PARALYSIS Een Pi Pow RES BD, POR M..0.C7F en io (STITT BLACK KNIGHT We 6 a= POW Ezy (ow [weer sess bf EMIT BLACK WIDOW. Hp 6 pow i Taal ao M.D.F 5 A LESSER TIGER 1 Ti as 5 Sci AC EXP CET [WEAK Sa Senay Understanding the game basics for Final Fantasy If can be a bit trickier than it seems on the surface. Unlike nearly every oti RPG available, this game contains an “experience” system based not on levels and experience points, but instead on a dd © cate balancing act of exercising certain strengths and attributes to increase them, while other stats may atrophy from mist There is no set series of levels and advancement to predict how each character develops, not even a class or job system to de mine their strengths or weaknesses j There are other changes from the expected as wel, such as the Word Memory System, which add even more flavor to the gat and even more aspects to master, Learn the basics of the game well and you'll go far. Fail to figure out the differences and nuances and you'te going to have bumpy ride UNIQUE SYSTEMS Before geting into the details like the controls forthe game or the menu commands, its good to have a grasp of some oft more unique features of the game. This provides a basic idea of just what some of the commands will do for you in later tions. 1 ining Profi While many RPGs use some form of level system, using exper ence points or something similar, Final Fantasy Il uses no such ’ system, Instead, characters’ skills and attributes increase based solely on their u Each skill has a level, and a number of mastery points gained, Number of attacks, accuracy with the weapon, power of spells and the like are linked to the skill level, The higher the skill gets the better your characters are. The mastery points are listed after the skill level, and go from 0 to 100. When the points reach 100, Stil at casting a spell can be seen ...then cast it on a party me the skill level increases by one. Weapon and shield skills increase ‘ing when you select a non-com- raising the mastery points by tal ata rate based on your fighting style and which items you wield >#tsPellto cast. in your primary and secondary hands, with the equipment used he primary hand increasing at a higher rate, Magic spells also tuse this system to increase their level, and increase at a rate of 2 points each time the spell is cast. Your characters’ attributes also increase in much the same way, although in this case there are no visible mastery points li ed for each, and the link between the actions taken and stats raised isn’t quite as clear. The links are as follows: One final twist to this system is that as one attri increases, another may decrease. The stats linked in way are: means that if you have a strict fighter, using physical attacks only in battle, their intelligence decreases over time and. it much more difficult to decide to use that character to cast black magic. It is harder under this system to have a well iced character that can do a bit of everything, and if a character neglects one ability for too long it can decrease. It is bet: in most cases to have a character concentrate on one or two roles or “jobs” so to speak, rather than try to do a bit of every Word Memory System is not difficult to use or to master, but it should be kept in mind at all times as advancing through game from one task to the next is impossible without it ie Word Memory System, speaking to certain key characters or inspecting a few special opens a menu to allow further interaction. The menu choices available are Memorize, and Items. Select one of these options and an item from the submenu to continue the jon and perhaps gain a bit more insight or a new item, the character speaks, either after you first greet them or after the use of other keywords, jmes one or two key words or phrases is highlighted in red. This red text is a Keyword, You should select Memorize from the Word Memory System menu, then select the key- Which lets you add that word or phrase to your list of keywords for further use. ‘The Ask option of the menu brings up a list of previously memorized keywords. Select one by scrolling up and down and pressing This will ask the character for more information about the keyword. Sometimes you get a “?” meaning that this character has no further information about that keyword at this time, At other times, you might get a bit more story about that topi or directions to your next destination. Sometimes you even get a new keyword to memorize through this method. tems option brings up a list, this time of the items in your inventory. This is where you can use the various Event Items you have collected. This option works in the same way that Ask does. tty out your various keywords and Event Items on any character you meet that triggers the Word Memory System. This you figure out the next step in your journey, and how you gain valuable assistance in its many forms. INTO THE GAME you have some of the general features of the game under your belt, it’s easier to get into the game itself. Now you can the various controls and menus and really understand what they can do for you. The CO Wr Ro Ts directional buttons Move the character on the field Open the Items menu. screen / move the cursor in various car ee Open the Main menu directly to d Equipment option. Select an option / inspect an item / “open a chest talk to'a pena. Open the Status screen, Cancel an option / hold down while Open the Main menu directly to moving to accelerate (if applicable) Formation option Open the Main menu / view the sta- START button Open the Main menu / confi tus and any ailments of the current name selections at the opening character during combat action the game selection, © + SELECT button Display the world map (not av Open the Main menu directly tothe able at beginning of game), ¢ Magic option, THE MAIN MENU Pressing © or the START button while not currently engaged in battle brings up the Main ‘menu. The Main menu screen consists of nine different options. It also provides a quick overview of all characters’ current status, location, and progress through the game. Irems Use this menu to manage the items in your inventory. Your party can carry up to 63 items total, plus any items currently equipped by your characters. Beyond this total you must discard items from your inventory to obtain a new item from an enemy or to open a chest. There are two options available from the Items submenu: Use and Sort. Use is the default selection in the Items screen, and allows you to use an item on a character, or switch places within the inventory screen. Select an item and scroll down to the Discard option at the bottom of the listing (press R2 to go directly to Discard from any spot on the list) to dis card any item from your inventory. Activating a piece of equipment in this way opens a display to show which characters would have an increase in at defense if equipped with the item—shown by a green up-arrow—, a decrease in those abilities—shown by a red d arrow— or a duplicate of the item equipped—displayed with a white equal sign ‘The Sort option of the Items screen quickly and easily sorts your items based on type. You can change the order that the are sorted in via the Config option from the Main menu, Acic selecting Magic from the main menu, select a character to open the character's Magic dis- Use tis screen to manage and cast available spells. The information is displayed in a dou- columned listing of spells along with their levels and mastery points. Details on the select spell appear at the bottom of the screen. Any spells available for immediate casting are dis- d in white, while currently unavailable spells are shown in gray. Press RI or Ll from this n to switch between party members. character can learn up to 16 spells total. If you wish for a character to learn a spell and he she already has the 16 maximum spells, select one of the spells on the characters list, then down to the Discard option at the bottom right of the screen, Rearranging spells is done in the same way that items can be manually rearranged in the Items menu. This is helpful when you find yourself casting certain spells more than others in combat and wish to place the often-used spells at the top of the list. you choose to use a spell, select a target, or press up on the directional pad once if the cur- prisat the top of the screen (or down once if the cursor is at the bottom) to select entire party you cast the spell on the entire party at once, the effects are diminished for each character aiher than being cast at its maximum effect. ile the Magic screen allows you to manage and cast your existing spells, in order to learn a spell you must select and use a scroll in the Items menu, EQUIPMENT Equipment option allows you to manage the equipped items for each character in your Select Equipment from the main menu, then select a character in your party. This brings p the equipment screen for the character and spaces at the bottom of the screen to display mate equipment and information on a highlighted piece of equipment. Press R1 or LI on equipment screen to switch between character To manage the charac t by hand, select Equip from the Equipment screen options. Select a part of the body to bring up alist of items in your inventory that can be equipped into the slot. Highlighting each piece of equipment displays any change ‘would make to the Attack Value or Defense Value—a green arrow shows that a stat would crease, red means that it would decrease—, and also displays a quick description of the item at the bottom of the screen. The available slots are as follows: ight Hand Usually a character's primary hand (check the Status screen for details). Can equip a weapon or shield, fi Hand Usually a character's secondary hand (check the Status screen for details). Can equip a weapon or shield. Equip a hat or helm for defense and other effects. Equip armor for defense and other effects. Tis is the slot for items such as gloves or gauntlets, for defense and other effects. Equip up to two useable items such as healing items. Select the equipment option while in combat to use them. You can also put equipment into these slots in order to be able to switch it with a currently equipped. item during combat, There are two other options available at the top of the Equipment screen: Strongest and Best Defense. Selecting one oft ‘options equips the selected character automatically from your inventory. Strongest selects the best equipment based on. ower, while Best Defense selects the items that offer the most protection for the character. While this is a quick optio are better off equipping your characters manually, as this allows you to take into account things like elemental attacks or that protect you from certain attacks, or to equip weapons that you want use to increase your characters’ skills. Status ‘After selecting a character from your party, you are taken to that character's Status screen. This screen doesn’t allow fof equipment or magic management, but is the only screen that shows all of that characters ability scores. uP Presents the characters’ current physical Magic Defense Much like Defense, this statistic lets th status ‘character take less damage from a fo MP The energy that a character has available magical attack. It also helps the charag to power spells. As magic is used, the cur- resist negative status effects. rent MP value decreases. Strength Strength helps to determine the powe ‘Attack ‘This is the general strength of each attack, each physical attack. It also helps to d derived from Strength and your currently mine your success at guarding with a equipped weapon's values. The actial shield damage received by the enemy may vary Endurance This attribute helps the character ress ¢greatly based on how many hits strike the negative status effects. In addition, as foe during an attack Endurance increases, the characters ‘Accuracy, Accuracy is represented by two numbers. of HP growth increases. The first is equal to the characters skill Spirit Spirit helps to determine the effects o swith the weapon in their primary hand, ‘White Magic. These effects include suc The higher this value is, the more strikes rate and the amount of HP damage of you may get each time you attack. The recovery. second number isa percentage, and Agility ‘higher Agility helps the character to represents the likelihood of connecting faster in the course of combat. Agility; with each attack affects Evasion, and allows you a bette Defense ‘The higher this number is, the less dam- chance at receiving a Preemptive Attad age the character takes per enemy attack. Intelligence This helps to determine the effects of Evasion The first number in the Evasion field rep- Black Magic. The effects include s resents the number of attacks that you rate and the amount of damage gi may guard against per round. The per- Magic This attribute helps the character ay centage represents general evasion ability. which a character gains MP. Along the right side of the screen is a listing of the various weapon and shield skills displayed as icons, along with their rent level and mastery points. From top to bottom they are: Unarmed, Knives, Swords, Staves/Maces, Axes, Spears, Bows, Shields. These skill levels help to determine how many strikes a character can make with a weapon during each ro attack, The more strikes there are, the more damage the enemy receives in total FORMATION ‘The Formation option allows you to toggle each character in your party between Front and Rear formation. This also n the character portrait to the left or right as a quick way to view your formation. Being in the front row allows a character to attack with any weapon as normal. It also allows the front two rows of enen to attack the character as normal. Moving a character to the rear protects him or her from normal enemy attacks, but. character can only physically attack using a bow, with all other attacks missing automatically. Casting magic can be done f any position, and formation cannot protect you from an enemys spells or special attack. Keyworps Selecting Keywords from the main menu brings up a display of the Keywords learned thus far using the Word Memory 5} Scrolling through the list provides more information on each keyword. GAME BASICS eithe Config option to view and alter the various game settings for Final Fantasy If. Not all of these options may be avail- depending on how far you are into the game, or if you are playing under Easy or Normal mode after having beat the once. Target If On, a character who has targeted an Sound Output Change the sound between Stereo and enemy automaticaly targets a new foe if Monaural the current target disappears before theit Controller Customize the buttons on the controller, Cane ie Cnn ee asitua Text Speed Change the speed of the text display. The a i a ae awe Aa hia om . lower numbers are faster. fe coeaias tear an, cepa Item Sorting Customize the order of items when you between a globe and flat map format Ee sort themin (elie neni a If this option is turned on, hold Vibration _Toggle the vibration function of the con. while moving to accelerate. This is only troller on or off, effective in towns and dungeons. Window Color Customize the window display’s color. With the Default option, the cursor Collections Select to view the collections of Final retums to the default position each time Pantasy I you open a menu screen. With the Memory option activated, the cursor starts out where it was last placed the last time the menu was open. EMO FILE ‘Memo File is a quick-save option. Select this option and choose Yes to save your current mation to the Memo File, This saves your information, but the data is erased whenever you n off your console. This is the only save option available within a dungeon, so use it often ‘exploring these dangerous areas. pu have a Memo File currently saved, when you die or use a soft reset to return to the open- game screen there is a Memo File option displayed along with the normal New Game and. d Game options. Use this third option to load the memo file. is the option used to save your game to one of the slots in a PlayStation memory card. This option is not available with- town or dungeon, so use both your Save slots and your Memo File wisely! TERRAIN AND TRAVEL Grassland Mountains Shallow Water Deep Water THE BASICS OF BATTLE The general combat system in Final Fantasy 11 is similar to that found in many turn-based RPGs, and should be familiar to experienced players, There are a few differences that add a twist to the experience, such as gaining proficiency in skills, magic and stats In the vast stretches of the world map or down a dungeon you are vulnerable to random ft encounters, You wil soon learn to recognize ths swing eect asthe start of battle While most fights are these random battles, there are a few other types of battle. Some treasures ote foes guarding the chests, ‘These guardians appear as soon as inside dungeons have one or ‘out in the open, you open the chest, so be on your guard. Also, powerful Bosses tend to stan ready to attack when you approach and speak to them. Hie OnRDER Or BATTLE ss. Once in a while, the enemy manages to get the drop on your is open in one of three w and it means tes. This is a surprise attack, marked by the words “Enemy strikes first each foe has a chance to act first. At other times, you may manage to get the drop on your mies in turn in a called a preemptive strike. You get an entire round to act before any enemy. act normal fights, neither side gains an advantage and you are prompted to select your charac ¥ actions from the combat menu at the beginning of each round. After selecting all of the fons, your party members and the enemies on the field repeat these turns until one side or other is eliminated, or flees the battle. HE COMBAT MENU ing each round of a fight, you must make selections from the combat menu. There are four optio ic, Equip, or Flee. Track active character attacks the selected target with the weapon or weapons equipped in his or hhands. Be careful! You could move the cursor too far to the left or right and end up target your own party members instead of an enemy! Any character can choose to attack, but in the rear formation automatically miss their target unless they are wielding a bow. larly, your physical attacks, bow attacks included, can only target the enemies in the first ranks, ine last thing to keep in mind is that some of your characters may be wielding two weapons at once, one in each hand. In lis case, they get the normal attack with each weapon, although they have a stronger and better attack with the weapon in ir primary hand. The tradeoff here comes with a much lower defensive ability Macic Select Magic from the combat menu, then scroll through the list of spells and select the spell. Beneficial spells automatically target your party, while harmful spells automatically target your You have the option to affect an entire party at once by pressing right while one party member is highlighted, or by pressing left when an enemy in the rear row is highlighted. Likewise, select the entire enemy party by pressing up when your cursor is highlight- ing one of the enemies atthe top of the screen, or down when the cursor is on a bottom enemy. Casting a magical spell at an entire group is useful at times, but it dilutes the magic spell’s effectiveness. Spells that may ‘or miss have less chance of affecting each character, while spells that heal or cause damage only have an effect for a fract of their normal total. If you target an entire group at the start of a turn and only one enemy remains when the spell is cast reverts to doing the full amount of damage, even though the spell effect looks like a multi-targeted spell. Equip You may only use items that have been previously put into an equipment slot. Some rare weapons allow you to invoke an effect from them for use in combat. If there is a healing item or other combat-effect item within one of the two Item slots, select it here and choose a target allowing the character to use the item during their turn. If there is a piece of equipment or an empty slot in one of the Item slots, you can switch your character's current weapon or shield with the weapon or shield (or empty slot for unarmed combat) in the Item slot. This does not take up the character's turn, and still allows another action. FLEE If any character who tries to Flee during battle succeeds, the entire party gets away. Use this sparingly. Ifthe enem in rank compared to your party, or if itis a special fight, your party may fail every attempt to flee. STATUS EFFECTS During the course of the battle any character or enemy may end with a Status Effect. Some Status Effects are temporary, whet they may disappear after any combat round or with the successful use of Basuna, and they always disappear at the end of com bat. Other Status Effects are permanent, and remain until removed with the relevant item or through use of Esuna, Dae nna BASUNA LEVEL 1 OR HIGHER THE CHARACTER IS ASLEEP, AND CANNOT ACT UNTIL THEY ARE AWAKENED, 'BASUNA LEVEL 2 OR HIGHER een eee ke NO COn Ts Domne et nen aera Me eat al oMd ch eoLtony Reece) cere Le NOM Prom ecen ens rte est Teno UNCC eG ‘BASUNA LEVEL 6 OR HIGHER. PERMANENT STATUS EFFECTS eee SON THE CHARACTER IS POISONED AND LOSES HP EACH ROUND. AFTER BATTLE, oes THEY TAKE DAMAGE AS THE PARTY MOVES AROUND. THE CHARACTER IS BLINDED AND LOSES ACCURACY. Beene en! THE SUCCESS RATE OF ANY OF THE CHARACTER'S ACTIONS IN BATTLES DECREASED. CROSS, OR ESUNA LEVEL 2 OR HIGHER. THE CHARACTER CANNOT CAST MAGIC. PMC e cen Tens. rte Nes KeM ee OM Te NOsaa celal Tne mene on THE CHARACTER IS PETRIFIED AND CANNOT ACT. feo NaaraeL Tamia seer THE CHARACTER HAS LOST ALL HP AND CAN DO NOTHING UNTIL REVIVED. ea Uae Devenir Nerd eau caste in cases where your character is under the effects of a permanent status ailment, Esuna is a good choice for removing it as it exercises a character's White Magic abiltes and can be cast on an entire party at once. Unfortunately some of the worst status effects can only be removed by a higher level of Esuna magic or by a specific item. For ths reason i's a good idea to keep items such as Mallet or Gold Needle in your inventory until you can either easily afford them or until atleast one character has Esuna at a high level. Keep a close eye on the abilities of monsters in any given area, and carry extra recov- ery items for any specific ailments that you are likely to end up with while there. Even after a character gets upto the high- er levels of Esuna, keep at least one Mallet, one Maiden’s Kiss and one Gold Needle handy. If your spllcaster comes under the effect of Amnesia, Toad, or Stone, they won't be able to recover with a spell ater battle, dition to the previous negative status effects, there are also positive effects for characters ‘enemies alike. Berserk increases the power of an affected character's attacks, while Shell inishes the effects of an enemy's magic. These positive effects are not indicated by a symbol er the character's head. Instead, they show their influence in other ways. Most of these aug- ive effects enclose the character in a pulsating aura of colot, while Blink causes blurry after- ges 10 appear behind the character. As many of the colors for various effects are similar or same, keep track of what you have cast in battle, and what is affecting the various characters a given moment. Bt ty While many Status Effects are the results of spells, some are side effects of certain attacks. Some monsters have the ability to inflict a status along with their physical attack, and some of the weapons found during the adventure do the same. if a weapon has the chance to inflict a Status Effect this chance comes into play after any successful strike withthe weapon. Sen ere ee ne eet ua ee aude ea sorte eae a) ier each successful battle, any character’ abilities improved during combat appear on-screen, followed by the d. Afterward, if enemies drop any items, you are taken to the screen to collect them. Keep in mind that any character that is unconscious or tured to stone at the end of the battle cannot gain abilities in this way, so try to revive or restore anyone that _ possibly can before the final blow. FIRION Firion, omphaned at a young age, was adopted by the parents of Maria and Leon. He grew up with the siblings and now considers them his own family. STARTING STATS i | aa Ll /. 1-70% ry 1-22% S ETT a eee ae TTD Sf a 1010) Saar Equipment Ta ome eft Hand—Buckler—— Body—Leather Armor MARIA ae Maria is Leon's sister, and when he goes missing she is determined to track him down no matter| how long it may take STARTING STATS ue ES Fa Gene) sk ACURA PRES aa EVASION MACICDUNGS | 1.556 110% 1-208 saa A ce UNARMED La a Ca 10 mo 10 on} Sanay EUS TST Hand—Broadsword Left Hand—Buckler —_Body—Leather Armor Gus ae A childhood friend of Firion, Leon, and Maria, Gus tends to use his muscles over his mind. He is strong, and tough, but not very bright. He is sill good-hearted and has hidden skills beneath his slow exterior. STARTING STATS HP ee TT a m RIGHT-HANDED ‘ATTACK ‘cs a 7 Ce) ATTA Pama a alt el aaa Ca sa Equipment: cig Hand—Axe Body—Leather Armor LEON ‘Although Leon began the flight from Fynn alongside Firion, Gus, and his sister Maria, his journey quickly leads him down a completely separate path, Who knows where Leon has gone after thet STARTING STATS up aN mo ag) are Te ae Face 299% Er sa Ll UT el UNARMED Ce rae a SHIELDS. Eg Eg ae Suriagegsment Re tund— ans Son Latino Neste ie e Benth ince Dimond Cove Ty CHARACTERS inthe town of Salamand and knows the area and its dangers wel, eis willing to fight against the Empice} J sown sake and that of his daughter STARTING STATS ee RI, Cloner) fe of Kas‘ion, Gordon was helping the rebellion when the Empire attacked Fynn. He fled while his brother ind, and he cannot forgive himself of his own weakness. In the long fight to come however, even some- failed once may be able to find his courage STARTING STATS Gea Hand—Spear Left tand—Bronze Shield Body—Bronze Mail tiene Potion “roto ii uous and untamed sprit, Leila runs across the party when she is attempting to separate them from on the high seas! Even so, she quickly proves to be a worthy ally in the group's fight, willing to} ths may lead her. STARTING STATS rea SHIELD: mH mo Ea) Teh aD See ee ‘Head—Gold Hairpin Body—Silver Plate ng Spells: Bolt 2 \RETH his Dragoon vanished while searching for the powerful Ultima Scroll. At your par’ side, pethaps he can final istarkas the lst ofa dying breed. Weer 4 STARTING STATS Ce FE Pe ey Fa rea ELD 10 10567 Tee ee aT Blade Left areal sar Body—Titan’s Helm ——Body—Knight’s Armor. ‘Mindu assists and advises Princess Hilda, helping to keep the rebellion together. He is willing to do whatever it takes to stop the Empire's plans from coming to fruition. STARTING STATS fener) ay 50 pre Tuer aR a a gpm OTHER CHARACTE THE EMPEROR While you lear lite ofthe Emperor asa man, his mark upon the world all too cleat Because of him, monsters roam the Tands, and foul soldiers conquer new lands to ado the ever-hungry Emperors realm, Iris your questo aid the rebellion in over. toting this rant and patting an endo is demonic summonings while fee the land from his rule. . ee PRINCESS HILDA When her father was eauck by an aro during the flight from Fynn, Hilda tool mol te elon sett Ithough she is young, her leader ies are great, and she is deter mined to lead the rebels to victory PAvEL ‘Although hie is considered a thief, Pavel ‘works for the rebellion, only using. is eat abilities of stealth against he Empire Sriginaly from tynn, Bvel accompanies thereon 0 Aa and thea vanes his own plans aginst the Emperor Your paths wil surly cross many times en cip id owns and operates an airshi ‘out of Poft, taking travelers to far-off loca- tions—for a price. Although he ties to| ‘make a profit, Cid still has a good heart, fhe may come in helpful when the] chips are down, CHARACTERS Tue Dark KNicuTr Another mysterious figure this is the Emperors second:in-c ‘mand. As he takes a more active role inthe conguest, Your clashes with him fom time to time. While he may Rot be focus ofthe party’ attention most ofthe time his future and may be more inter they realize Tue KING OF FYNN While he is still ruler of Fynn and the rebellion in name, the Kf ‘was injured on the flight from Pynn to Altair and has been iden ever since. His daughter Hilda is currently acting as lea ofthe rebels bu is Highness stl has and knowledge despite his illness. Talk to and he may be able to give you a few hints for completing quest. TosuL ‘The Master Smith ofthe rebellion, Tobul needs a very special t of ore for his skills to truly benefit the rebellion. Help him: when you are asked, and you may find that it benefits your party as well as the army as a whole. ELENA ‘he last adult inhabitant of Castle Dest, Elena isa to to has cen much haship an wif, She cars oe 8nd her son while tying to live day to day ina build memories both good and terrible. Plena knows much about Dragoons and their dragons, and she may prove to bea val friend during your quest n using these tables, keep in mind that the attack value and accuracy rate only tell part of the story. These rates are affect- ‘other factors, such as Strength, Agility, primary vs, secondary hand, and the number of attacks that you get off each Ea EAE on CW aaa) Naa XCD 5 TOD EFFECTIVE AGAINST OGRES, INCLUDING GIGAS. inv = CCAN INFLICT POISON avid = NN s GMM ain a em Ula cuNG CREATURES. USE TO CAST FOG 6, Cn NGBOW. 250___05 i a) 5 ro) CAN INFLICT BLIND DE BOW 5 a Er ae) Pesta nnes Eon 50002500 DOES ICE DAMAGE. ee F er) USE TO CAST BERSERK 3, NIFE AGGER as AIN GAUCHE Mantras) PPER - Ree ih oa EC a 1 co = Mena, ir 5506 S EO Ee) Ea 57% ENON Ki on Cn = LAME LANCE 15,000 7500 Ea 62% Pesta wed annie en ay a DOES ICE DAMAGE CUO i, an 67% Peso ea ae a HOLY LANCE ae a) cy DOES HOLY DAMAGE, USE TO CAST HOLY 8. MAY BE PSO aee eas) M CE VALUE K ACCURACY RATE NO Rind Fo an o cd Ss MACE Eo A cm = Tate a 16 on 5 RiaatNlg Ec OD 8 oi ESPECIALLY EFFECTIVE AGAINST WEREBEASTS esd Se oy Ci (CHARGED WITH THUNDERBOLT. USE TO CAST BOIT 5 Cos sa) 33 66 = cmc ar) 64 Cony uNeM OL Ma TeO aT ENO R Aaa CN TD a ca HEALS INSTEAD OF DOING DAMAGE DIAMOND MACE 7500 Dy 75% = CD aa /ABSORBS FOE'S HP TO HEAL CHARACTER; MORE POWERFL oN Ossd CLW.0si 0 aa FONE Ei 5 aS Ed 5 Cea) 10% INFLICTS CURSE. CRESCENT ir INFLICTS SLEEP. WING BLADE cad = TERRA SWORD oa = UNSC) co Peetaa ces > ee cerenoer ‘SWORD MADE FOR DEFENSE. ADDS TO EVASION. i ICE BRAND DOES ICE DAMAGE Ems Tse MON) Exes 5 (USNs 5 ‘Most pieces of armor add a straight value to the character's defense. Shields are different. They give the character a chanal block an enemy's attack completely. The Block Attack value relates to the number of attacks that can be blocked per roun | this fashion, The Defense Rate helps to determine how likely your character is to block an attack in such a way. | SHIELD } NAN RICE VA DEFENSE RATE NOT I BUCKLER 0 mo : Econ Ea Ss FTAA 6% 5 (ok a ED ct Cenc) ICE SHIELD Pr cy Deal DIAMOND SHIELD 4000 a Caml FLAME SHIELD Pr) or RESISTANT TO ICE Peo ao) 7500 996 Boe ee Wed ees} 20,000 im DEFLECTS SPECIAL ATTACKS ITEMS & EQUIPMENT PRICE VALUE DEFENSE WEIGHT Ta Cer) ca HELM 200100 es a a cd es sn a) ed STRENGTH +10 N = 5000 aT) o TNA Rae Le [7 ae Ec +11 a CSSA WiMCRn NTS 0) 5 Po 7 Ler aes fm = Ea a mH RESISTANT TO ICE OND HELM — 2500 7 18 CNMI rin a eee El 5 ED as reed ER PLATE EMAIL ah rms ars 5 DEN MAIL RESISTANT TO POISON Bnd A s Cod Er a Ta 3 a oo A ‘STRENGTH +10 Tans = 3000 +29 3 Feelgood aod = 2500 +30. A eS} ACK ROBE = A TUM deer) nay 5 co FORGED WITH THE ESSENCE OF ICE a S 0 AGILIGY +10 Bio. aes C CaM! Meno 5 = oN aa E CNAME AUS NUL ARMOR. 5 5 ‘WEIGHT Duta ae z oc aD O Tie TD o = ICS) 3 ots) TAN'S GLOVES 2000 i Ban Es) oe 1 3 CUO LY. ee) Ns 7G aa A STRENGTH +10 CE GLOVES 5 2 RESISTANT TO FIRE Pos Let = ae Fu Ces AMMehi Nhs EMKeUy9 5 Consumable items can be equipped in a character's “Items” equip slot and used in battle for the listed effect. Recovery Itt may be used at any time, while Combat Items are available only during battle. Scrolls (see “Spells") can be equipped as co bat items and read in battle to invoke the spell one time. The Cottage cannot be used in combat, or even inside a dun; Itcan only be used out in the Field. La POTION ED a Caine eae Nurs 5c ost 0 a) NULLIFIES CURSE Eng EOI 0d RNC A NM acetone res fang Fo Deeks a a) org tls (eo N12) aC ED ‘CURES STONE PaO Ea) Ceacnets EVADE «OD ‘CURES TOAD, MALLET Pr ‘CURES ANINESIA PHOENIX DOWN 5000 2500 REVIVES AN ALLY FROM KO STATUS CO Dread BOTTLE OF ACID WITH POISON EFFECT BACCHUS'S WINE WINE THAT BOOSTS ATTACK AND LOWERS EVASION BACKSTABBER aN ati as MOG Ero} EVM RUSTON Mas GARLIC aetna TONS) stan Deas fans Ries M Mn aca aed lacs CMON ce SAE edeaicad area Een ee said Prius 20 ‘A BELL WITH SILENCE EFFECT Ean TOA Man NoTUS Nese ENS ea ‘A GEM THAT MAXIMIZES INTELLIGENCE IN ONE BATTLE BOIES TILE Cem meena ae a ag Bina SILKEN STRANDS WITH THE SLOW EFFECT BU Eeontg REN ataices aco ‘A FIGURINE WITH THE FEAR EFFECT UNICORN HORN ENO SN Sa cad Panag ‘A FLUTE THAT CALLS FORTH A TWISTER. COTTAGE Gita ITEMS & EQUIPMENT EVENT ITEMS 2 j DESCRI ‘OBTAINED FROM SS WL eee gS 335A Ade 2 i DORAL Nace RECEIVED FROM MINDU WHEN HE Poa TM NPR EMSIRS RETRIEVED FROM MYSIDIAN CAVE B5 (ON EGG THE LAST WIND DRAKE EGG. c: ameaee re Oa Lay IDNs avin oC OCG KEI OMe ar TNA ROE OIA Detar ea SACI FOUND BEHIND THE ADAMANTOISE IN Riis CoeeL 0 i TAA NLA aU EON aN A RTA OL a 3 EMAAR Te ON OCIA BOFSK CAVE IF od OMA a Le ORS MO SOC ee q Sr uaa am cen Loe ce Td E AMO Tie MC Se eT Csr T STMT ee na i JOSEF JOINS THE PARTY. ig Gea PaO Rec CoE) CANA ceTeR Oem TT a Ou ost a Dae CORO aa Lect aa ula ea Kea DELCO Lea iiceaaeded SeBeE LE ESS pells throughout Final Fantasy II are divided into two categories: Black Magic and White Magic. Black Magic is mostly ‘or combative in nature. This category contains the various elemental attack spells, spells to enhance the attacking ngths of the party, spells to transform or paralyze the enemy, and so on. White Magic is comprised mostly of defensive such as spells of healing, spells to protect your party members, and eventually a few spells that call upon holy powers mite foes. Aside from the division into Black Magic and White Magic, the spells are also divided into different families. families are used in conjunction with monster weaknesses (see the “Bestiary” section for more details) later games in this series, there are not multiple spells that give the same general effect at different levels. Instead, spells, eases in proficiency as its caster uses it, increasing in both potency and MP cost. The level of the spell equals the MP used. fast it. When a spell is at a higher level of proficiency, it can only be cast at that level. For this reason, keep the same spell lable to different characters at different proficiency levels, a |Family isa then the spel does not have a family affiiation. {tSeroll Price isa -, then the spell must be found in a treasure chest otis dropped by an enemy. screenshot onthe let shows the spel effects against one target. 7 screenshot on the right shows the spell effects against multiple targets. + NAME amity SCROLL PRICE erFecT LEVEL-UP EFFECT NAME FaMity SCROLL PRICE EFFECT LEVEL-UP EFFECT NAME amity SCROLL PRICE erect LEVEL-UP EFFECT NAME amity ‘SCROLL PRICE ‘FECT {EVEL-UP enFECT raMy SCROLL PRICE enecT LEVEL-UP EFFECT ‘aaee PROTECTS ACANST SPECIAL TACKS [ACCURACY AND PROTECTION INCREASE. ‘CLONES A CHARACTERS IMAGE, BOOSTS EVASION GREATER CHANCE OF SUCCESS sre. REMOVES ENGFCAL SPELL EFFECTS FROM A TARGET. CREATE CANCE OF SUCCES. ae REDUCES A TARGETS MP (GREATER ONCE OF SUCCESS MORE Me REDUCED, ss INFLETS AMES ON ATARGETS MID, GREATER CHANCE OF SUCCESS. NAME Famuty SCROLL PRICE EFFECT LEVEL-UP EFFECT NAME Famity SCROLL PRICE evrect LEVEL-UP EFFECT NAME FaMILy SCROLL PRICE erect LEVEL-UP EFFECT NAME Family ‘SCROLL PRICE ‘FECT LEVEL-UP exrECT Famity ‘SCROLL PRICE cerFEcT LEVEL-UP exFECT sun REMOVES TEMPORARY STATUS EFFECTS [FFRENT TEMPORARY STATUS EFECS CAN BE REMOVED, ‘MORE UMEY TO SUCCEED WHEN CASTIN BATTLE STORES MORE HP RESTORED PER AS. REMOVES PERAANENT STS EFFECTS DvFERENT SATUS EFFECTS CN BE EME, MORE LN ‘uses Wace YFAEE ‘heat CUNCE OF SUCKS. 2000 ‘LASS 1c wa HUY UT GREATER AMOUNT OF DAAGE NFUCTED ue EMNES A HMRACTERFROM KO STATUS ‘CHARACTER ROME WITH WORE HF sou. « Boasts MACC DEFENSE GREATER CHANCE OF SUCCESS: NCREASEIN MACAC EFENSE ue aves Sunes mace. (GREATER NCE OF SUCCESS ‘SWITCHES Ho AND MP WT TRE GREATER ANCE OF SUCCES. BOOSTS DEFENSE AGAINST BUNK MAGIC. (GREATER CANCE OF SUCCESS: NCEASEIN HACC NAME ant amity METAMORA SCROLL PRICE 300 Erect Sas tate LEVEL-UP EFFECT GREATER UNCEOF SUCCESS FaMity x ScROUL ‘00 cerrect ‘0stS DEFENSE WTA NCIC SHLD. LEVEL-UP EFFECT GREATER CHANCE OF SUCCESS: CREASE N OKFENSE VALUE NAME Famity ave SCROLL PRICE | 300 EFFECT SLOWS TARGET, REDUCING ATACAS AND THUS DAMAGE ECENGD BYTE CHARACTERS BATE, ‘GREATER CHANCE OF SUCES: DECREASE IN CPPONENTS LEvEL-UP EFFECT NAME Famnty SCROLL PRICE FECT "ME WRATH OFTHE ANCENTS-THE MOST FOMERFUL PEL DAMAGES THE OPPONENT WH HOM ENERC. “GREATER AMOUNT OF DAMAGE NFUCTED PER CAS. LEVEL-UP ExFECT NAME wae Family MEMORY ScROLL 1s ‘FECT WARP APART OUT OFA DUNGEON: REDUCES CASTERS HF INCONGAT. AN WAP A WRGET OUT OFTHE a (GREATER CHANCE OF SUCCESS N COMBA. LEVEL-UP EFFECT "Wars GET TO ANOTHER DWVENSON 1 COMA CU WAS THE PARTY 10 THE PREVIOUS OUNCEDN TLDS GET, LOWERING ACCURACY GREATER ANCE OF SUCCESS: DECREASE TO TRCETS METAMORDH PEARS A TAGE ‘GREATER GUNCE OF SEES. (GREATER CHANCE OFSUCCESS WHEN CAST; DECREASE OF Hacer COMBAT AIT ma oI tors oa md ome ay orang co od mm od col to ro rd ta ‘GREATER AMOUNT OF ACE FCTED "QUICKEN TARGET NCREASING NUMBER OF ATACS DHS BANAGE DEA, GUC OF SUCCESS INCEASEIN NUMBER OF ATIC. CREATES A NOCLEARXROSION-AN ATTACK SPELL WITHOUT ME NORUAL ELEMENTAL FETS. ‘GREATER AMOUNT OF HP ORME PER CAST CREASE THE YE OF INELCTING IME SATUS FEC TURNS TARGET INTO A TOAD, AGING THE UNABLE TO CAST NAC ND GREAT DEES THOR ACTLRACY NO OME Fight a futle bate against the Join the rebellion and tak tothe Visit Gtrea to find your way to Black Knights. townspeople. Fynn, Make your way to Fynn in Find and speak to the inured search of Leon, ‘man before returning to Altair. t Equipment and Items |e ‘The pany stars out underpowered and needs as much defense as posible Shields ave the better her Cap pont Ay eB Rae Gi ibe a || Pick up Leather Glows fee each member of your sill py Ree eed ee (° sto tak om arta et om tis sell fl re | ae aeys : Magic 500 | Asa gets wing on pone bl ll and mag The te ack Mapp (ir Blan) a0 coy tte momen. Af bing the ble and owes there should be just enough forthe more imporant Cae Soll. Afr eaming enough Goa second col conser that he fit wo sol found in fare la ‘ions atthe Fie Sol and Ke Sol. Iyou wish tobe ptt and wat fo thet the go with 3 a SN a Oe ees Cure Scroll UR i isi tai a ty Although the item shop has twelve items that it sells, these are divided between three merchants within its walls, each sell- | ing four different items. This is also the case with the item shops within each town that you visit later. The items are listed in the order that the merchants sell them from left to right. Alta atrea Area Encoun AME ___H ATK DEF ___M.DEF___WEAKNESSE: NK Gi [oxy a a o D Rong i ca [a o o i Roa i oo Sana o o i RNa i =o enemies in the first leg of your journey are weak and should be no problem, especially with Cure handy. Watch out for he venomous sting of the Hornet. The poison does a small amount of HP damage each turn, and wears off after the battle idone, but if the fight lasts for too many rounds the damage adds up quickly. Cast Cure as necessary, saving the Potion you fcked up as a last resort Vay) PAINFUL The story opens with a group of four travelers fle hometown was destroyed. Firion, along with his adopted siblings Maria and Leon, and their childhood friend Gus are trying to find a place of safety Although you have control of your group for this brief fight, there is no way that you can win. mpts to flee the battle will fail. The fight ends quickly and painfully, with your entire party being knocked out and left for dead The enemies are far too powerful, and any at SS BEGINNINGS from soldiers of the Empire after their eT When Firion comes to hi finds that he has been rej cued by the rebellion, led i name by the rightful kiq and in reality by his daug ter, Princess Hilda, Maria a Gus were found injun alongside Firion, but Le was nowhere to be found, REBELLIO Afier recovering from dl nearly fatal encounter, group, minus Leon, reunit automatically enters 1 throne room and approa¢ Princess Hilda, Here, y quickly learn of the precarious young characters are not trusted as capable fighters the rebellion, but you are told that you may stay in d town so long as you know the secret code Speak to Hilda again when you get control of your pat This is your first chance to use the Word Memory Syste Hilda tells you that the password is Wild Rose, with the k word displayed in red, Select Memorize from the menu di played at the bottom left of the screen, then select Wild R from the text. Use the Ask option to repeat the keyword bi to Hilda, who suggests that Leon may be held in Fyn, pi viding the name of the next destination. If you choose, can also repeat the keyword to Mindu—the white mi standing beside the throne—and to the characters Gorda Pavel and Tobul within the town to see their reactions. Speak to all of the rebels and townspeople and pick up the Potion from the chest in the west side of the rebel head: quarters. A helpful old man hints that Fynn is past Gatrea, to the north, REPARING Roma: BATT ie e you go anywhere, take stock of your possessions. The various shops in town sell impor titems for your journey, although you are low on cash (called Gil) and cannot afford much the start. jon begins equipped with a sword and shield, Maria wields a bow, and Gus uses an axe, lle any character can develop skill with any weapon by using it, the default weapons for each acter are as good as any, and allow you to experiment with different weapon types as you new characters throughout the game. Buying equipment leaves you with no money at all, but this isn’t a concern at the moment. You. quickly gain enough money to at least stay at the Inns, and most of the items sold at the item shop are used to cure status ailments that you won't see for a while. The Cure spell and Potion from the headquarters provide healing, Just remember to equip the Potion into one of your characters’ equipment slots so that it’s available in battle if necessary Use the Cure Scroll on the character that you wish to wield White Magic throughout the game. These three characters begin with a Spirit of 10. Gus, with his higher starting strength, is better at concentrating on straight fighting for now. Maria's higher intelligence and low strength makes her the logical Black Magic candidate, leaving Firion as the obvious choice for White Magic it Maria (or your chosen character) on the road to black magehood as soon as possible. fore striking out for a new city, linger around Altair until you can raise your characters’ abil esa bit and gather enough Gil for a scroll. If you have the money to spare after a bit of extra ting and magic purchases, consider picking up headgear for your travelers as wel. If you're lucky enough to fight ene ries with their maximum Gi, getting a Black Magic spell won’ take lng, Gatrea List Weapons and tems ees Ina te tens fr ehe eeal heae ibt wihinpreme thle: ox yo ec ing os ch el pe oe ge om men teem owen nd mtn Boo teagan ih compl ce pel week t & Saree eee TRAVELLING TO GATREA Gatrea is the nearest village to the north. After letting your characters grow a bit stronger ar Altair, rest at the Inn and head north. You can go either way around the river, crossing over the bridge just north of Altair or walking alongside the river, crossing over just a bit later to the north instead. Gatrea sits within a clearing surrounded by tre¢ Asking around the town reveals that Fynn is across the small lake to the north. There are also rumors of the pub forced to stay ‘open on the outskirts of the town. A pub with a sympathel barkeeper seems like a reasonable place to start a search: time to head out once again, this time for Fynn. Make cert the party is well rested and prepared, as you cannot rest toh the Inn at your destination. You must return to Gatrea ify ed to recover, MUNDER THE EMPEROR’S THUMB Mountains block the eastern side of the lake, so head west from Gatrea across the bridge to reach Fyn. Follow the border of the lake west and north, then back east, and you will soon reach the walled city and castle. Go through the southern open. ing in the wall, then off to either side to enter the town ‘As you wander through Fynn, note that the Empire's soldiers guard the entire city, atleast from humans. Monsters wander freely, and you may be attacked randomly within the city walls. The soldiers do not bother you if you ignore them, but tuying to speak to one begins a fight with a Captain, which at stage is dangerous. Some of the buildings are blocked off, and the shops that are not guarded are deserted, so you don’t have a chance to upgrade equipment or rest at the Inn while you visit this town, To reach the pub, head north through the town, weaving your ‘way between buildings and around soldiers while speaking to no ‘one. Go north through an opening between a fence and some trees, then head east along the outer border of the city. Don't step any further than necessary outside of the city’s borders, or you will leave the town map altogether. As soon as you reach the east ern wall, head south until you reach the pub. Sead i, ley, y Gold Plate Gold Hairpin Blood Sword Enter the pub and continue avoiding the soldiers. Go behind the bar and speak to the bar tender. He complains about your rudeness, but use the keyword Wild Rose on him and he quickly takes you into his confidence. He tells you of an injured soldier that he's tending to and hiding. After he moves, go through the hidden entrance and along the passageway to a cozy room away from the Empire's prying eyes. Help yourself to the Potions within the three chests inside the room and remember to equip them for use in battle Although your hopes may have risen briefly upon hearing of an injured man, your hopes are quickly dashed away once you meet him. The man is not Maria's brother, but is instead Prince Scott of Kas‘ion. He is the brother Gordon, who you met back in Altair. Although Scott is dying, he gives you messages to conv to the rebels, along with his Ring, the first event item. So while you may not have found Lea your trip to Fynn was not in vain. Now it’s time to return to Altair and report. Head back up the passage to the pub and then bak outside, Retrace your route back around the lake to Gatrea and then back down to Altair Recruit Mindy into your party Head to Paloom across the lake Toke the ferry across the ocean and acquire the Canoe. using the Canoe to Pott fom Poft to Salamand to Rescue the enslaved townspeo- Defeat the Sergeant and cllet 0 Jost ple from the Semit Falls mine. the Myth 0 the rebellion and ire your next objecive. Return the Myth to Akar to create better weapons. AMSA pD RETURN Upon your return to Altair you have the sad duty of reporting Prince Scott’s death to various people. If you like, use the Ring as an Event Item in the Word Memory System to see the reac tion of Gordon to his brother's demise. Your main task is to report back to the Princess. Return to Hilda's throne room and speak to her. Use the Ring when the Keyword Menu comes up, and she immediately recognizes it. After the report of Scow’s death, the Princess realizes your worth, and tells you of the rebellion’s most pressing need—the need for the enchanted metal Mythril, used to make fine weapons and armor that the rebellion must have in order to successfully fight the Empire Memorize the keyword Mythril from the Princess, and immediately ask her about it. She tells you of the man in Salamand named Josef, and asks Mindu to accompany you. Speaking to Mindu immediately afterward brings him into your party, along with his Canoe, which allows you to travel along shallow waters such as rivers and lakes with ease. you speak to the Princess once more after recruiting Mindu, she tells you about the mighty Dreadnought being built by Empire in Bafsk. Memorize this keyword, then ask her about it. This allows you to memorize the keyword Airship. Asking ida about the Airship earns you your first mention of Cid, and a bit of his story. If you stop by the King’s chambers you i that he's willing to talk to you a bit more now, and he also triggers the Word Memory System menu, Asking him about ords provides a few tidbits of back-story. fe again the old man inside the rebel throne room has a hint about your destination. You must find a ship to take you from the eastern port of Paloom, but that town cannot be reached on foot. A man in the lower part of the headquar- gives you more information on this subject. Use the Canoe to cross the lake and reach Paloom,

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