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FAQ/Walkthrough Copyright Square 1987 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 5.0 Dates Written: August 25th to September 17th, 2003 ----------Version 4.0 -----------Submitted guide on December 29th, 2005 -This update is a doozy! I will not be able to list all of the corrections made, but I will summarize general things being fixed: Stat Corrections, Item Corrections, Spell Corrections, Strategy Addums, Spelling Corrections, and General Corrections. -A large thanks to Kyle Chapman and the GameFAQs Final Fantasy board for the contributions to this effort. -I have also added a list of Bugs/Glitches/Oddities to the section formerly called "Secrets" (now known as Bugs/Oddities) ----------Version 4.1 -----------Submitted guide on June 4th, 2006 -Added in a new team combination (thanks to Sixth Flying Man for the contribution) -I am still looking for contributions and corrections, so send away people. Just note being polite in your e-mail makes it more likely that I will bother with your info (like Mr. Chapman) ----------Version 4.5 -----------Submitted guide on October 27th, 2006 -Made a correction to the magic list (thanks to Stark Sarrazin for the heads up) -Made a correction to the Silver Hammer price listings (thanks to Michael Powers for the correction) -Created a section for the older version histories to go into, cleaning up the front end of the FAQ somewhat. Not a huge deal, but it should make it a little bit nicer up here. -Keep the e-mails coming, as I will take note and make updates periodically, so never fear! ----------Version 5.0 -----------Submitted guide on July 21st, 2007 -Corrected an error in the lsiting of the Falchon (thanks to Jonathan Wright

for the correction) -Corrected the mislisting of BANE as SLO2 (thanks correction) -Made a correction in directions on the Air Floor Revisited dungeon (thanks to Kenneth R Shanks for -Reformatted some fo the FAQ to make it easier on

to Jason Hall for the of the Temple Of Fiends... the correction) the eyes

--------------------------------------------------------------------------------------------------------Table Of Contents--------------------------------------------------------------------------------------------------------1) Introduction 2) Controls 3) Stats 4) Characters 5) Teams 6) Walkthrough 7) Bosses 8) Weapons 9) Armors 10)Items 11)Magic 12)Enemies 13)Bugs/Oddities 14)Older Version History Section 15)Final Word ------------------------------------------------------------------------------------------------------------Introduction---------------------------------------------------------------------------------------------------------1) The world is vieled in darkness. The wind stops,

the sea is wild, and the earth begins to rot. The people wait, their only hope, a prophecy....

" When the world is in darkness Four Warriors will come...."

After a long journey, four young warriors arrive, each holding an ORB.

With these prophetic words, the four Light Warriors will arrive at Corneria, and you will be the one who controls their actions, movements, and their destinies...

Welcome to the origin game for one of the most beloved game series ever... Final Fantasy. Although this game has been covered well, I feel a need to write as it brought me so much joy as I was growing up as a way to share that joy (a tad corny, eh?). Anyway, I hope you will enjoy my take on the game as well as the input of many of the internet gaming community (provided you guys and gals send stuff, which I really appreciate!). --------------------------------------------------------------------------------------------------------------Controls-----------------------------------------------------------------------------------------------------------2) This section will look at the controls for the overworld and battle. o-----------o | Overworld | o-----------o D-Pad SELECT START : Moves your party in the direction pressed. : Opens the party order menu. : Opens the regular menu.

B Button: No apparent use. A Button: Talks to people, examines objects, and open Treasure Chests. o--------o | Battle | o--------o D-Pad SELECT START : Moves your hand cursor in the direction pressed. : No apparent use. : No apparent use.

B Button: Cancels a command and returns to the previous one. A Button: Confirms a command. ---------------------------------------------------------------------------------------------------------------Stats-------------------------------------------------------------------------------------------------------------3) This section will look at the various stats that each character has and what they mean. o----------o | Strength | o----------o Marked as: STR. This stat will help determine your Damage total when attacking, with characters gain 1 Damage for every two points of Strength. However, total damage is not completely determined through this stat as Hit% plays a role in the multiple hit attacks, so a separate calculation is made for all of

the hits. o---------o | Agility | o---------o Marked as: AGL. This stat has the honour of helping to determine your Evade%, along with the heaviness of your Armor. A higher Agility will help your characters to dodge incoming attacks easier. o--------------o | Intelligence | o--------------o Marked as: INT. For this stat, I can discern no real purpose. it does not seem to have an effect on the strength of spell power (which appears to be randomized), and characters can not make changes mid-battle form your commands (so no rating an AI with this stat either). It also does not appear to have any bearing upon Magical Defense as suggested previously, thanks to some extra info from the Final Fantasy board at GameFAQs. o----------o | Vitality | o----------o Marked as: VIT. This stat helps determine your overall Hit Point totals, with every four points of Vitality brings the gain of an additional Hit Point at each level.

o------o | Luck | o------o Marked as: LUCK This stat seems to have one sole purpose, and that is to guage the ability of a character to escape battle. When running, a character's Luck is compared to the status byte of the character two positions lower, where as the two bottom-rank characters are compared to a random value to determine their running ability. o--------o | Damage | o--------o Marked as: DAMAGE This stat is derived from your Strength stat that is cut in half and added to the damage rating of your equipped weapon. It is the stat used to determine the damage dealt to an enemy (combined with the opposition's Absorb and random factors).

o------o | Hit% | o------o Marked as: Hit% This stat will determine the accuracy of a character's attack as well as the quantity of hits they can land in one attack. o--------o | Absorb | o--------o Marked As: ABSORB This stat determines how much damage a character takes if an opponent lands a blow. The stat is determined by combining the Absorb stat all of the equipped Armor on a character, BUT the Black Belt/Master has a bug where their Absorb will be equal to their level (although their equipment will retain any special defensive bonuses they contained). If your Absorb is higher than that of the Damage attack of your attacker, the resulting Hit Point loss will always be 1 Hit Point, so no 0 damage will ever be taken. o--------o | Evade% | o--------o Marked As: Evade% This stat will determine if an enemy hits an attack on your character or not. It may also play a role in how many hits an enemy can land on your character. -------------------------------------------------------------------------------------------------------------Characters----------------------------------------------------------------------------------------------------------4) This section will examine each type of character, listing the advantages, disadvantages, and general use of each character. Please note that each sub-section will be for both parts of the character tree (before and after changing class), one paragraph summing up each Class that a specific character can be. o----------------o | Fighter/Knight | o----------------o The Fighter will be your big bad front man for any team you have. He has high Strength, Hit Points, and he can also equip nearly every type of Armor and Weapon you find along the journey. However, this character does have the downside of no magic to call upon, but do you really need to cast spells when you have a very dangerous weapons user anyway? The Knight is an improved version of the Fighter in a few ways, mainly in his use of even MORE weapons and armors than before! Add onto that the ability to use low level White Magic charges (Levels 1-3), and you have a nearly unkillable force, protected by great armor, and the ability to do

some self healing. o-------------------o | Black Belt/Master | o-------------------o The Black Belt starts out as a decent attacker who misses attacks, but blossoms into a machine of flying fists once enough. He has no use of magic at all, he can equip very he does gain some fairly good Hit Points (although not as Fighter unless really high levels are reached). a fair bit when he he levels high little armor, but much as the

When upgraded to a Master, a Black Belt gains... ABSOLUTELY NOTHING! That being said, this character will continue to radically improve his abilities to land multiple hits as well as having many of them being critical hits. The downside is that certain enemies are tougher to hurt (higher Absorb), thus the damage dealt is low due to no weapon being used (NEVER use weapons on these guys though if you want to deal big damage). It has also been brought to my attention that the Master actually develops WORSE Magical Defense than the Black Belt (see the Magical Defenses in the Bug/Oddities section for more details). o-------------o | Thief/Ninja | o-------------o The Thief is an interesting character to choose because he is an odd character. He has decent strength, decent Hit Points, and a moderate Hit%, but he has such horrendous weapon choices that he deals little damage. His main (ie only) skill as a Thief is his ability to run away from battles at a slightly more successful rate than your character in front of the party (usually the position of a character determines their running ability). Not a very useful class to have. The Ninja however, is a very NICE reward for putting up with the Thief's incompetence. The Ninja gains the abilities of equipping nearly every weapon and armor you come across as well as learning some low level Black Magic spell charges (Level 1-4, including the highly useful Fast spell). With all of this you have a harder hitting, spell casting, speed machine on your side. o---------------------o | Red Mage/Red Wizard | o---------------------o Red Mage is the jack of all trades, with the abilities to equip fairly good weapons, armors, and both types of Magic. That being said, his stats are not outstanding and they slowly start to lag behind other more specialized characters (but he does not have an inherit weakness either). He does suffer from a lack of high end Magic spells, beginning at Level 5. The Red Wizard is kind of an expansion of the earlier class to include better weapons and armors, and even some higher magic (like Life and Exit). However, he can not reach the Level 8 spells no matter how strong he is, but this is a small price to pay for a well-rounded warrior. o-------------------------o | White Mage/White Wizard |

o-------------------------o The White Mage is a limited weapons and armor user who can not be counted on in battle to deal damage. That said, this character shines through in those tough battles where some extra defense is needed or some dire Curing emergency. When the White Wizard rolls around to join the group, you will not gain many new armor or weapon abilities, but Level 6 and higher spells will become available to this specialist, including: Cur4, Lif2, Wall, Exit, and Fade. That being said, White Wizards are still a fair liability in battle offensively and defensively, but they can be very useful in certain situations. o--------------------------o | Black Mage/ Black Wizard | o--------------------------o The Black Mage is a limited weapons and armor user who can not be counted on in battle to deal damage physically. However, this little pointy hat toting fellow can buy himself attacks spells to dole out the damage as well as spells to disable the enemy or enhance his allies abilities. He gets the lowest Hit Points of all of the characters. The Black Wizard changes a lot... in physical looks. Otherwise, more Black Magic can be learned (right up to Level 8), including the godly Nuke spell. The Catclaw is also available for a very dependable weapon, so the attacking abilities will be increased. That said, the sole reason to have one of these guys is to deal out magical damage and strengthen your team's attacks through stat altering spells. ---------------------------------------------------------------------------------------------------------------Teams-------------------------------------------------------------------------------------------------------------5) In a section contributed from the reader as well as myself, a listing of various combinations of teams that are strong, unique, or a challenge to use. Many thanks to Red Scarlet/Agrias Oaks for input on EVERY TEAM listed here, as well as the Final Fantasy Origins Board at www.gamefaqs.com for their input and support. o------------------------------------------o | Fighter/Black Belt/White Mage/Black Mage | o------------------------------------------o Perhaps the most popular party beginners go for... it is a group that is weak to start with because the Fighter is the only strong attacker. ================= At The Start Pros ================= Diversity in the party. ================== Start Of Game Cons ================== The Fighter is the only real good attacker, until the Black Mage gets Level 3 spells. The Black Belt is a pretty weak (defensively) Second character,

but eventually will become a better physical attacker after Level 10 and slowly get decent defense (through the Absorb Oddity). Expect the Black Belt to die a couple times against strong enemies for a while. ========= Moneywise ========= You don't really need to spend much on the Fighter nor the Black Belt (Steel Armor is a debatable expenditure for your Fighter). However, spells, spells, spells will build up your bills as you arrive at each new locale. ================ End Of Game Pros ================ You have two strong attackers with high HP as well as two spellcasters who can learn the best spells of each magic type. ================ End Of Game Cons ================ Lots of really good weapons will go to waste, as the Knight will be the only character who can equip them. The Black Mage will seem less useful as the game goes on especially when you start acquiring items/equipment that cast spells. Fast will remain useful to use on the Knight and/or Master. The White Wizard will not be much more than a backup Item user (an occasional life saver in a hard hitting battle). o--------------------------------------------o | Fighter/Fighter/Fighter & Fighter/Red Mage | o--------------------------------------------o Perhaps the most loved grouping, either party offers some incredibly easy playing. ================== Start Of Game Pros ================== High attack power, excellent defense. Physical damage to the party will be low. If you buy Silver Swords for all four Fighters early on, then you can just hack through just about anything for most, if not all of the game. ================== Start Of Game Cons ================== Very little diversity, no magic until class change, and even then you will have very limited White magic. Battle items can break the monotony of constantly using Fight, Fight, Fight, Fight every battle though. Due to the heavy armor of the Fighter, their Evade is low. Prepare to get frustrated at places with undead monsters that paralyze and look out for Sorcerers too. ========= Moneywise =========

At the start you will be hurting for cash if you want to buy every upgrade you come across. Buying four suits of Steel Armor can take quite a long time to do (again it is debatable if that is even wise). About halfway into the game, you will keep gaining money with nothing to buy whatsoever. ================ End Of Game Pros ================ Four walking tanks, although the last character will have sub-par compared to the other three Knights (not by a whole lot though). however make it up with proper armor distribution (Aegis Shield + Armor is comparable to a Ribbon that the other three Knights might have Very powerful attacks from all four characters. ================ End Of Game Cons ================ Little to no magic that is helpful at the end of the game. Cur2 is too weak to attempt to heal a near-dead character in battle. The fourth Knight will be weaker compared to the other three in both weapons and armor. Very strong party, kind of boring in what the characters can do (mainly fight), but fun if you want to just Fight your way through the game from start to finish. *If you go with one Red Mage instead, this is the story* ================== Start Of Game Pros ================== Would be really strong plus backup of black magic spells along with the occasional heal spell money will be more scarce through the first half with the Red Mage sucking up Gold for spells. ================== Start Of Game Cons ================== Group can be expensive if the player upgrades every chance they have, and it taking longer for the Red Mage to get spell charges. but the three Fighters can make up for the lack of spells with fighting anyway. ================ End Of Game Pros ================ fully equipped Knights and Red Wizard. Equipment distribution will work out better than it would with a four Fighter party would. ================ End Of Game Cons ================ No Level 8 spells, and a lot of red sprites on the right side of the screen. No true weaknesses, you may find the boredom of smashing everything that crosses your path into oblivion. equipment You can Dragon equipped).

o-----------------------------------o | Fighter/Thief/Red Mage/Black Mage | o-----------------------------------o Although a party shown in the FF1 manual as an example, this group is more or less now referred to as the "8-Bit Theater party" by devotees of the said web comic. If you choose this party, do not be surprised that you will never see mentionings of "Sword chucks, yo!" nor "Hadouken!" nor "I Like Swords". ================== Start Of Game Pros ================== Two Black Magic users, two characters who can fight respectably, three characters that can escape from battle occasionally, and four different types of party members. High attack power from the Fighter, decent attack power from the Red Mage, and an extra shot of Black magic from the Black Mage. Once Level 3 spells are bought, you can start blasting through many groups of monsters. ================== Start Of Game Cons ================== The Thief can't fight decently until after you get the Dragon/Coral Swords. Even then, the Fighter and Red Mage will do much more damage. Lots of money will go towards the Red Mage and Black Mage for the spells. The Red Mage will likely be in position 2, which has lower Absorb than a Fighter. Be cautious. Also the Red Mage cannot learn the Life spell until promotion, so good care should be taken to prevent deaths. ========= Moneywise ========= Money will be an issue for the first half of the game coming from buying upgrades and spells for the Red Mage and Black Mage. After promotion, most money found will go to spells and limited armor. ================ End Of Game Pros ================ The Thief becoming a Ninja, which will make the character infinitely useful. With better Absorb than the Red Wizard, the Ninja takes up position 2. You will also have three characters with the Fast spell, so after one round you can start hitting with three characters for higher damage. Red Wizard can cast Exit and Life now, making his wide ranged skills even more so. ================ End Of Game Cons ================ One powerhouse, two ok physical attackers, and then the Black Wizard. The Black Wizard will become an extra shot of Lit2 or Ice2 for regular battles or the battle Item user. The Ninja will be a stronger attacker than the Thief was, but still not nearly as powerful as a second Fighter or Black Belt would

have been. With the Ninja's heavy reliance on equipped armor, the Black Wizard will most likely be the only character with a good amount of armor that can cast spells in battle. No usage of the highest level White Wizard spells either. o-----------------------------------------o | Red Mage/Red Mage/White Mage/Black Mage | o-----------------------------------------o A spellcaster's delight for sure. ================== Start Of Game Pros ================== Lots of magic. Lots and lots of magic. The two Red Mages at the front will offer good protection for the White Mage and Black Mage at first. Groups of monsters can be smashed quickly, especially the undead (Fire and Harm are your friends). ================== Start Of Game Cons ================== Red Mages strength peak ends abruptly, and then continually lowers in progression the farther you go into the game. Money will always be tight for a long while. The Red Mages Absorb will start showing it's weakness once you reach the Earth Cave area of the game. ========= Moneywise ========= Constant. So much money will go for spells throughout the game that even when you are able to go into the last place, you still probably have several empty spell slots. Finding good money making areas is highly recommended. ================ End Of Game Pros ================ Lots of magic. A challenging group compared to similar ones that have a Fighter (or two) or a Monk. ================ End Of Game Cons ================ Red Wizards are weak in attack compared to a Knight and Monk as well as the Knight's defense. One character will be unfortunate to not have a Ribbon available for being equipped. Expect lower than maximum Absorb if you decide to keep a lot of armor that casts spells in battle. Be prepared for longer rounds in battles if you are going to fight your way through to preserve spell charges. Still be on the lookout for money throughout the game. o-----------------------------------o | Fighter/Black Belt/Red Mage/Thief |

o-----------------------------------o A relatively strong team, they struggle with some key areas through out the game. Thanks to "ICE WATER" for this team contribution. ================== Start Of Game Pros ================== The Fighter will be a attacking powerhouse, who will be backed up by a the remaining three dealing decent damage. The Hit Points for this team will also be fairly high ================== Start Of Game Cons ================== A lack of hit all magic early on can be a tough thing to deal with when large groups attacks. Add onto that how the Red mage will start to become less powerful, the Black Belt being poor until he reaches the Level 10 area (he can start bare hand fighting then), and the Thief seems useful for the sole purpose of running only, and you have a relative tough team to use. ========= Moneywise ========= A fairly expensive team, but only if you spend all of your time attempting to keep them fully equipped. However, Black Belts require minimal upkeep, the Thief will have inexpensive equipment (due to limited choices), and the Fighter can live off of found equipment from the Marsh Cave onwards. The Red Mage will suck up your money for good weapons/armors/magic as you quest onwards. ================ End Of Game Pros ================ Knights will not have changed from their Fighter origins (although they will gain some low level White Magic charges), and the same can be said for the Master and Red Wizard, but the big change is your Thief to a Ninja. He will have gained some low level Black Magic (including Fast), the ability to use top of the line weaponry and armor, and the damage dealt will be increased greatly. Red Wizard will be able to learn some higher end magic spells as well. Money will be far easier to come across though as the dungeons are much longer and more treasure filled. ================ End Of Game Cons ================ A lack of magic will still be an issue, especially since the Red Wizard can not learn the powerful Level 8 spells (he can learn Exit though). The Ninja will remain a distant third for dealing damage, despite his improvements. o-----------------------------------------o | Black Belt/Black Belt/Red Mage/Red Mage | o-----------------------------------------o A cheaper team once the first half of the game ends, these guys will garner

lots of physical damage. contribution.

Thanks to Casey Wheelwright for this team ================== Start Of Game Pros ==================

Black Belts as always are cheaper to equip near the start, requiring little upgrades now and then (most of which is findable as you progress). Red Mages have lots of choices, offering good Magic and physical attacks. ================== Start Of Game Cons ================== Black Belts are not able to deliver any signifcant damage with any consistency till Level 10, and even then that is over 25% of the way though the game. Red Mages have no real weakness to speak of when starting out, though their growth and defense will abruptly begin to waver around the Earth Cave. ========= Moneywise ========= Black Belts are cheap, where as Red Mages are the most expensive class. Black Belts will require the odd Bracelet as you travel, but that will be it. Red Mages have a multitude of weapons, armors, White Magic, and Black Magic to buy, which is really expensive. However, the money you save on the Black Belts will help to keep the Red Mages fully equipped as your team progresses. ================ End Of Game Pros ================ Black Belts (Masters) will continue to deal out crazy damage with their fists while Red Mages (Wizards) will continue to be very steady in their attacks. Red Mages will also gain some Level 6 and Level 7 spell charges as well. ================ End Of Game Cons ================ With the Class upgrade, neither one gains any extra stat bonuses. Red Mages (Wizards) will not be able to use Level 8 spells of either type of magic, and the party will be very dependent upon the two Red Wizards to keep all four party members healed and in the fight. o----------------------------------------o | Fighter/Red Mage/White Mage/Black Mage | o----------------------------------------o A party of redundancy, the extra support in the three main areas of physical attack, magical attack, and healing magic will extend the abilities of the three main people via the Red Mage. Thanks to Cheveyo for the team contribution. ==================

Start Of Game Pros ================== Two dependable attackers (Fighter and Red Mage), two healing mages (White Mage and Red Mage)Red, and two offensive mages (Black Mage and Red mage). You will not lack for the ability to attack physically or magically, nor will you have a tough time healing up the troops after a vicious hit. ================== Start Of Game Cons ================== White and Black Mages will both fail to contribute with physical attacks, as their magic use is limited often in the early portions of the game. Red Mages are versatile and Fighters are only around to attack, so they are not a problem. Money is perhaps the biggest issue for this squad (see below). ========= Moneywise ========= Money is VERY tight for a team of this nature, especially in the early portions of the game. Fighters will suck money for that godly (but expensive armor), All three Mages will need to have spells for their spell charges, and the Red Mage will also require some optimum equipment (especially since he needs the help more than the Fighter). ================ End Of Game Pros ================ Fighter continues to be a tank of attacking goodness (also able to keep equipping from found items), so he is set. The red mage will level off in all areas, but remain a decent second in every category, which provides some assistance for the primary role player. White Mage will learn Exit as well as some other higher end spells, while the Blackmage does the same with attack spells as well as becoming a distant third physical attacker with the Catclaw. ================ End Of Game Cons ================ Money is still a needed commodity for this troupe, as everyone but Fighter requires a lot of investment to maximize their potentials. Physical attacks will also drop in power overall, but this is made up for by a third physical attacker in the Black Mage. o-------------------------------------o | Fighter/Thief/White Mage/Black Mage | o-------------------------------------o A party that will gain stength and great ability as the game progresses, culminating with a widespread and high reaching team. Thanks to Sixth Flying Man for this contribution. ================== Start Of Game Pros ==================

With both types of magic represented and a strong physical force in the Fighter, most enemies will not be able to stand long. Even the Thief is helpful with alright fighting ability, able to take down medium to low Hit Point monsters. ================== Start Of Game Cons ================== White and Black Mages will both fail to contribute with physical attacks, as their magic use is limited often in the early portions of the game. The Thief will essentially service as a punching bag to keep the Mages healthy, which is not very helpful in thegrand scheme of things. The Fighter is a Fighter, so he will not be a concern. ========= Moneywise ========= This group will turn out to be fairly expensive, though after the Provoka/Elfland area the Thief will not be a concern at all. As the game approaches the midway point, the spells cost a lot but the Fighter will be up to living off of the findings of the dungeons the team enters. ================ End Of Game Pros ================ Now this is where this team begins to shine. Instead of having one hard hitting team member, the Thief turned Ninja adds in a second choice in this area. Speaking of the Knight and Ninja, they will add in some low level healing (Knight) and Black Magic Spells (like FAST), augmenting the designated spellcasters. Speaking of the spellcasters, they will be able to get better weapons and armor, which will help them out while they get those sweet and highly useful Level 8 spells, ================ End Of Game Cons ================ There are no glaring errors with this party by this point, though a few minor quibbles do exist. The Ninja will still lack some physical damage (especially in comparison to the Knight), and the two Wizards will cost a mint to fully outfit their spells, so the tedious fighting of monsters will be required to fund their knowledge. ------------------------------------------------------------------------------------------------------------Walkthrough----------------------------------------------------------------------------------------------------------6) This section will cover every step of the game, making sure you do not miss anything from the game. A quick note for you followers of this document; I am going to list everything contained within the game, just as I am going to suggest some courses of action. However, you do not need to follow my level suggestions for your characters, nor do you need to buy the equipment I mention. It is up to you to judge on what you truly need and do not need on your Quest to revive the ORBS! Also note that the Class Change within the game IS IN THE WALKTHROUGH! Please, no more e-mails on this subject as it is located between the first ORB and the second ORB in the walkthrough.

o---------------------o | Rescue The Princess | o---------------------o Yeah, yeah I know, WHAT AN ORIGINAL TITLE, HUH!? Anyway, your first job is to choose yourself a party of four Light Warriors from the 6 possible character types (see Character and Teams Section for details) as well as naming each one with a 4 letter name (or just give them random selections for all I care). Regardless, once you are done selecting your motley and inexperienced team, press the A Button to start your quest! ---------Corneria ---------You will be just a few steps south of Corneria, so head on into town to equip your bare (must be hard to just appear in the wilderness buck naked) selves with your bankroll of 400 Gold Pieces (where do they store this abundance of Gold anyway without pockets and the like?). You will need to make a trip through the following Shops: __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| =========== Weapon Shop =========== ____________________________________________ | Name | Cost | Damage | Hit% | User | |________|________|________|________|________| | | | | |FG,BB,RM| | Wooden | | | |WM,BM,KN| | Staff | 5 | 6 | 0 |MS,NJ,RW| | | | | |WW,BW | |________|________|________|________|________| | | | | |FG,TH,RM| | Small | | | |BM,KN,NJ| | Knife | 5 | 5 | 10 |RW,BW | |________|________|________|________|________| | Wooden | | | | | |Nunchuks| 10 | 12 | 0 |BB,MS,NJ| |________|________|________|________|________| | | | | |FG,TH,RM|

| Rapier | 10 | 9 | 5 |KN,NJ,RW| |________|________|________|________|________| | Iron | | | |FG,WM,KN| | Hammer | 10 | 9 | 0 |NJ,WW | |________|________|________|________|________| ========== Armor Shop ========== ____________________________________________ | Name | Cost | Absorb | Evade% | User | |________|________|________|________|________| | | | | |FG,BB,TH| | | | | |RM,WM,BM| | Cloth | 10 | 1 | 2 |KN,MS,NJ| | | | | |RW,WW,BW| |________|________|________|________|________| | | | | |FG,BB,TH| | Wooden | 50 | 4 | 8 |RM,KN,MS| | Armor | | | |NJ,RW | |________|________|________|________|________| | Chain | | | |FG,RM,KN| | Armor | 80 | 15 | 15 |RW,NJ | |________|________|________|________|________| =========== White Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Restores 16-32 HP|WM,RM,KN| | Cure | 100 | 1 |to an ally |WW,RW | |________|________|________|_________________|________| | | | |Inrceases an ally|WM,RM,KN| | Fog | 100 | 1 |absorb by 8 |WW,RW | |________|________|________|_________________|________| | | | |Hurts all undead | | | Harm | 100 | 1 |enemies for 20-80|WM,WW | | | | |HP | | |________|________|________|_________________|________| | | | |Increases Evade% |WM,KN,WW| | Ruse | 100 | 1 |of caster by 80 |RW | |________|________|________|_________________|________| =========== Black Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Hurts an enemy | | | Fire | 100 | 1 |for 10-40 HP, but|RM,BM,NJ| | | | |higher on enemy |RW,BW | | | | |weak to it | | |________|________|________|_________________|________|

| | | |Can put all |RM,BM,NJ| | Sleep | 100 | 1 |enemies to sleep |RW,BW | |________|________|________|_________________|________| | | | |Decreases Evade% |RM,BM,NJ| | Lock | 100 | 1 |one enemy by 10 |RW,BW | |________|________|________|_________________|________| | | | |Hurts an enemy | | | Lit | 100 | 1 |for 10-40 HP, but|RM,BM,NJ| | | | |higher on enemy |RW,BW | | | | |weak to it | | |________|________|________|_________________|________| ========= Item Shop ========= ___________________________________ | Name | Cost | Effect | |________|_________|________________| | Heal | |Recovers about | | Potion | 60 |30 HP on an ally| |________|_________|________________| | Pure | |Removes Poison | | Potion | 75 |from an ally | |________|_________|________________| | | |Recovers 30 HP | | Tent | 75 |and saves game | |________|_________|________________| Now, you will definitely need to acquire some Weaponry and Armor first, which will cost a fair sum (also, do not forget to equip your newfound clothing!). However, it will also allow you to defeat monsters around this town of Corneria for more money to buy other things. You may want to invest in some Magic spells (Fire, Lit, Cure, and Harm are excellent buys) and Items (Heal Potions will recover Hit points, Pure Potions are handy to leach away poison from the body, and Tents not only recover Hit Points but also give the option of SAVING in the field!). Now that you are outfitted, head into the castle to speak to everyone to learn many interesting facts about the world you will be exploring. It is now time to go fight some enemies for Experience! The battle menu is how you wage your battles, so it helps to understand what each command does. FIGHT allows your character to select a target to attack (if the target is destroyed, they will attack nothing). MAGIC will allow that character to choose a spell from their list of bought spells to use (each use will take a charge away from your reserves for that level). DRINK will let your character to use a Heal Potion OR Pure Potion on themselves or a teammate during battle. ITEM is of no use to you right now, but later on in the game, some Items will have special powers that allow them to be used in battle to cast Magic spells. RUN is what you will select if you wish to have a character attempt to escape a battle (note that all Bosses and some enemies are inescapable!). Your goal is to gain at least one level through this fighting, although going to level three is not a bad idea. If you start to run out of Hit Points/Spell Charges, head back to Corneria to use the Inn for 30 Gold Pieces (the enemies you fight will easily cover the price of staying for you) to refill your Hit Points and Spell Charges 100%. Also note that the

Gold being won from enemies can be used to purchase more Items/Magic/Weapons/Armors (whatever you may need and have yet to buy). When you are finally ready to move on in the game, head outside of Corneria. You will need to head out of town and start your trek to the north. You will continue along the small plains area to pass through a forest and then a swamp before entering one final forest to get to the building looming in the distance... THE TEMPLE OF FIENDS! WHAT UNTOLD HORRORS AWAIT YOUR BAND AS THEY SET FOOT INSIDE! -----------------Temple Of Fiends -----------------When you arrive, the man who is in charge of this evil temple lies but a few steps forward (if you want to fight him, go to the next paragraph). However, if you wish to do a bit of treasure hunting, strike out to the left first. As you go through this narrow passage, you will come to a small room, so head down and then left to enter through the door (walls do not make good entry spots after all!). Open up the Treasure Chest to find a Cap, which is a nice helmet Armor for a White/Black Mage (if none of those are in your party, give to a Black Belt or Thief), and be sure to equip it (it does not work otherwise). Now exit the room and start going up the path above, past the right fork to keep going up to find another room (enter through the door on the bottom once again). Two Treasure Chests here contain a Heal Potion and a Cabin (even better than a Tent!). Now you will be ready to backtrack to the central chamber of the dungeon as the other two Treasure Rooms are locked (just like the ones in Corneria were!). When you arrive, stride forward to go confront the evil man, who declares he shall knock you all down (ooooooooooooo! SO SCARY!)! ~~~~~~~~~~~~~ ~~~GARLAND~~~ ~~~~~~~~~~~~~ H.P.: 106 Gold: 250 Exp.: 130 Garland is the first boss of the game, and as such you would expect him to be a pushover. However, he is so pathetic that losing to him just should not happen. Regardless, here are a few quick thoughts: 1) attack with every character (except Black Mage/Red Mage who should use Fire/Lit to weaken him), 2) White Mages can Cure someone if Garland gets lucky enough to land a few hits on the same person, and 3) You should not lose to this guy as he is rather weak. Upon defeating him, step forward to pass the bats to talk to Princess Sara! She will somehow magically transport you back to the castle (then why did she not do so before!?) where the Light Warriors should step forward to speak to the King. He will be so overjoyed at your rescue effort that he will get his workmen to construct a bridge to the main continent! To follow this up, Sara will show her undying gratitude to the Light Warriors by bestowing a fabulous gift upon them! Gold? Jewels? Her hand in marriage? NO! You get an old, beat up, barely holding together LUTE! Well, that is better than nothing so you better take it and hold onto it, as it just may "come in handy". Regardless, now that you are done with this part of your quest, it is time to head back into Corneria to stock up and sleep at the Inn before heading outside again to go north to cross the bridge (enjoy the credits and great music before continuing on to the next section!)

o------------------------o | For The Want Of A Ship | o------------------------o Knowing that the world is not going to be able to be just walked across, the Light Warriors will need to be able to get themselves a sailing vessel to increase their range of travel as they attempt to revive the ORBS. However, our first stop will be to the north where a crazy witch named Matoya lives, so shall we set out? Head along the coast here (to your left) to pass a port and enter a forest. Turn west to go along the river, followed by heading northeast to go through the thick forest to find a cave! --------------Matoya's Cave --------------Upon entering, head left to find a walking and talking Broom who has this little tidbit for you: "....TCELES B HSUP A magic spell?" Well, that is WAY too tough to crack (well not really, but if you do struggle with it, read the capitalized bit backwards), followed by entering the door to the right. Inside are: more talking Brooms, three treasure Chests (one Pure Potion, two Heal Potions), and a witch named Matoya. Talk to her to learn that she is blind without her CRYSTAL (captialized names ALWAYS lead to something, so keep it in mind). Exit on out of the cave as you are done here... for now. Now you are ready to leave once again, and continue east, away from Corneria! Backtrack to the southwest, turn east after you pass the second stream in the river, and then continue east through the desert to enter a forest. Continue east across this wide expanse of forest to enter a plain briefly before trekking into another forest where your party should start off in a southern direction. You will come across a port town, which you should enter immediately. --------Pravoka --------Things are not looking so great as you enter this town (maybe the first guy you see says "Help!" tipped us off?), so head straight up to a grassy area to find out Pirates have taken the town! If you need to fill up your Hit Points/Spell Charges, enter the Inn and shell out 50 Gold Pieces. Otherwise, head left to see a suspicious fellow who looks like a Pirate and talk to him. His name is Bikke and he happens to be a Pirate Captain, but he is also rather cowardly so he will sic his entire Pirate Crew on you! ~~~~~~~~~~~~ ~~~PIRATE~~~ ~~~~~~~~~~~~ H.P.: 6 Gold: 40 Exp.: 40 WOW! NINE OF THE WEAKEST GUYS YOU CAN IMAGINE! Imps have more Hit Points for goodness sake! Anyway, have everyone attack, having Black Mage use Fire

or Lit if you want to assure a Pirate dies at the Black Mage's hands (as opposed to risking it on his weapon). Spread your attacks out so the attacks will not be wasted, and just cut them down one by one. Also note that White Mage or Red Mage should use Cure if they gang up on an ally (not too likely as they are weak attackers as well). After this "upset battle" has happened, be sure to talk to Bikke again to gain the use of his Pirate Ship (you should think it odd that he would just give it away, but then again you just trounced and slaughtered his entire "Crack Pirate Crew" after all). o----------------------------------------o | Elfish Trials And The Great Items Swap | o----------------------------------------o Now that you have gained transport, your next duty is to look into upgrading your equipment as well as looking into the Item Shop and the new Magic Shops that are in Pravoka! Note that Dark and Tmpr spells are both bugged and do not work as they should, so do not purchase them. __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| =========== Weapon Shop =========== ____________________________________________ | Name | Cost | Damage | Hit% | User | |________|________|________|________|________| | Iron | | | |FG,WM,KN| | Hammer | 10 | 9 | 0 |NJ,WW | |________|________|________|________|________| | Short | | | |FG,RM,KN| | Sword | 550 | 15 | 10 |NJ,RW | |________|________|________|________|________| | Hand | | | | | | Axe | 550 | 16 | 5 |FG,KN,NJ| |________|________|________|________|________| | | | | |FG,TH,RM| |Scimitar| 200 | 10 | 10 |KN,NJ,RW| |________|________|________|________|________| ==========

Armor Shop ========== ____________________________________________ | Name | Cost | Absorb | Evade% | User | |________|________|________|________|________| | | | | |FG,BB,TH| | Wooden | 50 | 4 | 8 |RM,KN,MS| | Armor | | | |NJ,RW | |________|________|________|________|________| | Chain | | | |FG,RM,KN| | Armor | 80 | 15 | 15 |RW,NJ | |________|________|________|________|________| | Iron | | | | | | Armor | 800 | 24 | 23 |FG,KN,NJ| |________|________|________|________|________| | Wooden | | | | | | Shield | 15 | 2 | 0 |FG,KN,NJ| |________|________|________|________|________| | | | | |FG,BB,TH| | | | | |RM,WM,BM| | Gloves | 60 | 1 | 1 |KN,MS,NJ| | | | | |RW,WW,BW| |________|________|________|________|________| =========== White Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Removes Dark from|WM,RM,KN| | Lamp | 400 | 2 |an ally |WW,RW | |________|________|________|_________________|________| | | | |Prevents enemies |WM,RM,KN| | Mute | 400 | 2 |from using magic |WW,RW | |________|________|________|_________________|________| | | | |Lessens damage |WM,RM,KN| | Alit | 400 | 2 |from Lit attacks |WW,RW | |________|________|________|_________________|________| | | | |Increases Evade% |WM,RM,KN| | Invs | 400 | 2 |of target by 40 |WW,RW | |________|________|________|_________________|________| =========== Black Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Inflicts Blind |RM,BM,NJ| | Dark | 400 | 2 |Status |RW,BW | |________|________|________|_________________|________| | | | |Hurts an enemy | | | Ice | 400 | 2 |for 10-80 HP, but|RM,BM,NJ| | | | |higher on enemy |RW,BW | | | | |weak to it | | |________|________|________|_________________|________|

| | | |Lowers enemies |RM,BM,NJ| | Slow | 400 | 2 |Hit totals to 1 |RW,BW | |________|________|________|_________________|________| | | | |Increases the |RM,BM,NJ| | Tmpr | 400 | 2 |damage on an ally|RW,BW | |________|________|________|_________________|________| ========= Item Shop ========= ___________________________________ | Name | Cost | Effect | |________|_________|________________| | Heal | |Recovers about | | Potion | 60 |30 HP on an ally| |________|_________|________________| | Pure | |Removes Poison | | Potion | 75 |from an ally | |________|_________|________________| | | |Recovers 30 HP | | Tent | 75 |and saves game | |________|_________|________________| | | |Recovers 60 HP | | Cabin | 250 |and saves game | |________|_________|________________| Once you are all ready to leave town, head out through the southern exit on the main path (the only exit actually) to see your new Ship sitting in the harbour! before climbing onto it, a few rules to know about the Ship; 1) It can not go down streams (differently coloured than oceans), and 2) You may only disembark at a port (or with a Canoe, but you are not that far yet in the game). Anyway, head out of the small bay and head west along the coast line, turning south when the ocean opens up. Continue south and west along the coast to find a port near a large forest. Land on shore and head south through the forest to find the central point of the kingdom of Elfland! --------Elfland --------You should visit the castle first to learn of many things (including a sleeping Prince who needs the HERB because Astos put him to sleep, but Matoya has HERB but needs the CRYSTAL, and no one knows where Astos is!). Following that info overload, you should visit town to see what the new upgrades in Weapons, Armors and Magics that are available! Note that Lok2 is a bugged spell, doing the reverse of what it is supposed to do, so do not purchase it. __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight |

MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| =========== Weapon Shop =========== ____________________________________________ | Name | Cost | Damage | Hit% | User | |________|________|________|________|________| | Iron | | | | | |Nunchuks| 200 | 16 | 0 |BB,MS | |________|________|________|________|________| | | | | |FG,TH,RM| | Large | | | |BM,KN,NI| | Dagger | 175 | 7 | 10 |RW,BW | |________|________|________|________|________| | Iron | | | |FG,BB,KN| | Staff | 200 | 14 | 0 |MS,NJ | |________|________|________|________|________| | | | | |FG,TH,RM| | Sabre | 450 | 13 | 5 |KN,NJ,RW| |________|________|________|________|________| | Silver | | | |FG,RM,KN| | Sword | 4000 | 23 | 15 |NJ,RW | |________|________|________|________|________| ========== Armor Shop ========== ____________________________________________ | Name | Cost | Absorb | Evade% | User | |________|________|________|________|________| | Iron | | | | | | Armor | 800 | 24 | 23 |FG,KN,NJ| |________|________|________|________|________| | | | | |FG,BB,TH| | Copper | | | |RM,WM,BM| |Bracelet| 1000 | 4 | 1 |KN,MS,NJ| | | | | |RW,WW,BW| |________|________|________|________|________| | Iron | | | | | | Shield | 100 | 4 | 0 |FG,KN,NJ| |________|________|________|________|________| | | | | |FG,BB,TH| | | | | |RM,WM,BM| | Gloves | 60 | 1 | 1 |KN,MS,NJ| | | | | |RW,WW,BW| |________|________|________|________|________| | | | | |FG,BB,TH| | | | | |RM,WM,BM| | Cap | 80 | 8 | 2 |KN,MS,NJ| | | | | |RW,WW,BW| |________|________|________|________|________| | Wooden | | | | |

| Helmet | 100 | 3 | 3 |FG,KN,NJ| |________|________|________|________|________| =========== White Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Restrores 33-66 |WM,RM,KN| | Cur2 | 1500 | 3 |HP to an ally |WW,RW | |________|________|________|_________________|________| | | | |Hurts all undead | | | Hrm2 | 1500 | 3 |enemies for |WM,WW | | | | |40-160 HP | | |________|________|________|_________________|________| | | | |Lessens damage |WM,RM,KN| | Afir | 1500 | 3 |from Fir attacks |WW,RW | |________|________|________|_________________|________| | | | |Restores 12-24 HP| | | Heal | 1500 | 3 |to all allies |WM,WW | |________|________|________|_________________|________| _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Removes Poison |WM,RM,WW| | Pure | 4000 | 4 |from an ally |RW | |________|________|________|_________________|________| | | | |Lessens damage |WM,RM,WW| | Aice | 4000 | 4 |from Ice attacks |RW | |________|________|________|_________________|________| | | | |Make enemies more| | | Fear | 4000 | 4 |likely to run |WM,WW | |________|________|________|_________________|________| | | | |Removes effect of|WM,RM,WW| | Amut | 4000 | 4 |Mute |RW | |________|________|________|_________________|________| =========== Black Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Hurts all enemies| | | Fir2 | 1500 | 3 |for 30-120 HP |RM,BM,NJ| | | | |but higher on |RW,BW | | | | |enemy weak to it | | |________|________|________|_________________|________| | | | |Paralyzes an |RM,BM,NJ| | Hold | 1500 | 3 |enemy |RW,BW | |________|________|________|_________________|________| | | | |Hurts all enemies| | | Lit2 | 1500 | 3 |for 30-120 HP, |RM,BM,NJ| | | | |but higher on |RW,BW | | | | |enemy weak to it | | |________|________|________|_________________|________| | | | |Decreases enemies|RM,BM,NJ|

| Lok2 | 1500 | 3 |Evade% by 20 |RW,BW | |________|________|________|_________________|________| _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |An enemy may fall|RM,BM,NJ| | Slp2 | 4000 | 4 |asleep |RW,BW | |________|________|________|_________________|________| | | | |Hurts all enemies| | | Ice2 | 4000 | 4 |for 40-160 HP, |RM,BM,NJ| | | | |but higher on |RW,BW | | | | |enemy weak to it | | |________|________|________|_________________|________| | | | |Enemies will go |RM,BM,NJ| | Conf | 4000 | 4 |after their own |RW,BW | |________|________|________|_________________|________| | | | |Doubles an allies|RM,BM,NJ| | Fast | 4000 | 4 |number of Hits |RW,BW | |________|________|________|_________________|________| ========= Item Shop ========= ___________________________________ | Name | Cost | Effect | |________|_________|________________| | Heal | |Recovers about | | Potion | 60 |30 HP on an ally| |________|_________|________________| | Pure | |Removes Poison | | Potion | 75 |from an ally | |________|_________|________________| | | |Recovers 60 HP | | Cabin | 250 |and saves game | |________|_________|________________| | | |Recovers 120 HP,| | House | 3000 |saves game, and | | | |recovers MP | |________|_________|________________| | Soft | |Removes Stone | | Potion | 800 |from an ally | |________|_________|________________| As you can see, lots of expensive stuff, but it is mostly useful. Use this time to save money to buy this equipment as you gain experience and levels (for they will be needed for your dangerous treks coming up). Now for the areas to gain Gold and Experience: i) The first place is on the open sea. Although the experience is not superb, you can gain some quick Gold from groups of Sahags (possibly a R. Sahag if you are lucky), Sharks, and Kyzoku (120 Gold each). ii) Ogres & Creeps, Geists, and GrOgres to the east of Elfland are great sources of funds and Experience. iii) For this one to work, Fir2 is a must for ease of victory (Hrm2 can also be very beneficial). Once you have Fir2 (or both), head to Pravoka, go east to pass through the various mountainous areas, and then turn north

to walk out onto the peninsula. On the last four squares, crazy powerful enemies patrol, bringing lots of Experience and Gold with the risk these enemies pose. Bring a few Cabins/Tents to save after every fight. Remember that ZomBulls are ideal to fight as they are weak to both Fire and Harm spells (otherwise Harm is no good), but Trolls and FrWolves are also good (just note that FrWolves can be deadly in large packs). Once you have gained enough Gold and Experience to satisfy your comfort level with your party (Level 7 to Level 9 is the usual area to be ready at), you should also concern yourself on getting a supply of around 10 Pure Potions and 30 Heal Potions (suggested area, go higher or lower as you see fit) for your trek, to through, and back through the Marsh Cave. A House may also be a very good investment for the steep 3000 Gold Pieces it commands. Head west along the mountain as you trek through the forest, turning northwest when a passage between two mountains appear. Continue past the field to your left to go north past two rivers to find the... -----------------Northwest Castle -----------------The fellow inside is so touched that he will help you with the Elfen Prince, but he requires the CROWN first from the Marsh Cave! Go south again to turn west through the narrow passage before turning south. You will continue south along the coast as you enter a marsh, and you will soon see a hole in the ground (your destination!). Use a Cabin to recover your lost Hit Points from the trek to the Cave, save the game, and then set foot into the Marsh Cave! -----------Marsh Cave -----------A tough cave, I highly suggest running from all but the easiest battles. Note that Scums are very resistant to weapons, so use magic attacks if you wish to kill them easier. The walkthrough will cover the paths and rooms that have Treasure for you to grab (ignoring the locked rooms for now). Head up and to the right, followed by going left. Now head up and to the right along the winding path to finally reach a direction going left to the stairs leading downwards. Head up and to the right to enter the room there to find a Large Dagger (give to a Black mage if you did not buy one for him originally), then exit the room to go to the left to enter the large room to find 680 Gold Pieces in a Treasure Chest. Now head down to the bottom of the floor to find a big room where two Treasure Chests sit (Short Sword in the left one and 620 Gold Pieces in the right one), which you will then follow up by exiting the room to go back up the stairs and return to the start of the cave. Head down through the narrow passage to find a fork, so take the fork leading downwards to find a room that contains a ladder leading downwards. Head downwards from the room you start in until you hit the bottom border, followed by turning right to go into the first door you happen upon. Inside this room you will quickly cut right to exit the room through the next door and head down the stairs to the next floor below. Head straight down, turn right and enter the room to find Iron Armor in the Treasure Chest, and then exit the room to go right past the next two rooms

(as they are empty) to enter the third room to find 295 Gold Pieces. Now you should head left till you see a room ahead, so cut down past the next room to find another room to enter to get 385 Gold Pieces from a Treasure Chest. Exit the room and start to the left to enter a room where a Treasure Chest will have all access points to it blocked off except for the bottom one. This is the sign for you to completely fill your Hit Points before stepping forward to fight the guardians of the CROWN that you seek! ~~~~~~~~~~~~~ ~~~WIZARDS~~~ ~~~~~~~~~~~~~ H.P.: 84 Gold: 300 Exp.: 276 You will have to face any amount of these tough guys from as two of them to as high as four of them. They are tough, they hit for lots of Damage, and they have one weakness that barely is a weakness. Have your Fighter concentrate his attacks on one individual Wizard (his Silver Sword should be good enough to cut one down), have your Black Belt/Thief/Red Mage/White Mage concentrate on attacking another for a chance of taking it down, and if you have a Black Mage, cast Lit2 as it can potentially wipe the entire Wizard party out in one shot. After one round of battle, refocus your attacks to take out the weakened Wizards, have your White Mage/Red Mage break out the Cure spells, and use a Lit spell from your Black Mage instead of his laughable attack abilities. Upon defeating these enemies, MAKE SURE TO GRAB THE CROWN! If you step off of the square, you will have to step back up and battle the Wizards AGAIN! Once you have successfully obtained the Crown, exit the room, turn left, and then start upwards to then cut left to the next room on the left to find a Copper Bracelet sitting in a Treasure Chest. Now exit the room to go up again to turn left and go up the stairs to exit the floor. Go through the room to move left along the bottom of the floor area until you see the room above (go up past it on the left). Enter the room you arrive at and take the ladder up a floor. Exit the room and follow the left wall as you go up to find the stairs that lead to the outside world! Now that you have escaped, quickly return to the Northwest Castle to exchange the CROWN for some help for the Elfen Prince. Head up along the coast until you see a plain path between the mountains leading east (take it). As soon as the northern mountain allows, cut north past the two streams to stop just outside of the Northwest Castle to use your House and save the game, followed by going inside. -----------------Northwest Castle -----------------You should head straight for the Throne Room to find the out kindly benefactor is in fact the ONE WHO CURSED THE ELFEN PRINCE! He is the King of the Dark Elves, the almighty Astos! He will then decide to slaughter you because you have served your purpose of getting the CROWN for him! ~~~~~~~~~~~ ~~~ASTOS~~~ ~~~~~~~~~~~ H.P.: 168

Gold: 2000 Exp.: 2250 Astos will be a different type of battle as compared to what you have fought before, mainly because he has good Magic and he does not mind using it! He has Rub (one hit kills), Slow (halves your Hits total), Fast (doubles his Hits total), and Fir2 (hurts your entire party)! His attack is not that strong, so physical attacks from him are not a worry, but he does have a fairly good Absorb rating. Have Fighter/Black Belt/Thief/ attack all of the time, have Red Mage/Black Mage cast Fast on the physical attackers (gets them to land more hits for more damage), and White Mage can attack unless some Cures are needed. Astos should not last longer than three rounds. Now that you have been victorious, you will obtain the CRYSTAL that he had stolen from Matoya! You should now head back to Elfland to get back onto your Ship. Head south past the two streams to go in southeasterly direction along the mountain, turning to a straight east course after passing through the narrow opening in the two mountains. You will find Elfland, so stop at the Inn if you wish, sell your excess Weapons/Armor from the Marsh Cave, buy anything you wish to purchase, and then head outside to the Ship to set sail for Matoya's Cave! Move your ship east till you hit the coast, turn north and continue along that settings until you reach Corneria's shores. Here you will follow the coast northeast, followed by turning west to pass under the bridge that was built for you (remember that?) to then go north to dock at the small port. Head north past the mountains, turn west to follow the river, and then walk northeast to find Matoya's Cave. --------------Matoya's Cave --------------Go talk to her to exchange her CRYSTAL for the HERB for the Elfen Prince, and then leave. Backtrack through the directions above to return to Elfland, this time you will enter the castle. --------Elfland --------Go to the Throne Room and talk to the attendant to give him the HERB, which will wake the sleeping prince! He will be so grateful, he will bestow upon your party the mystic KEY! Now you can go open all of the locked doors that have blocked you on your journey thus far! Please note that the optional places to visit will now be listed below, with the booty that you missed, allowing you to make any decisions you wish regarding the grabbing of it at this time. i)The first place to go is within this very castle. Backtrack to the entrance of the castle, go left and then up around the border of the castle to find a small room that contains: Silver Hammer, 400 Gold Pieces, 330 Gold Pieces, and a Copper Gauntlet. Distribute the equipment among your people and sell the excess. ii)Northwest Castle will be your next stop (refer to earlier instructions

in the FAQ on how to locate it). When you enter the castle, go up the right side of the castle, turning left to go across the area past the throne room, and then go down to walk to the door to the room. If you want to avoid the set guards for each chest, open them from the side of Treasure Chests. Regardless, you will gain the following booty: Falchon, Iron Gauntlet, and Power Staff. iii)The Marsh cave is next up (again refer to the FAQ for directions), so go inside, go down two floors (more FAQ referal) if you are confused to arrive on the bottom floor. Here you will need to go right past the first room, followed by cutting straight downwards until you run into a room. Go to the left and enter the door, and then follow the exact steps to avoid a Wizard and Cobra Fight (from the door for reference: Up two spaces, Right two spaces, Down two spaces, and then right two spaces to get a Silver Bracelet from the Treasure Chest. Now re-trace your steps, and head back out of the room. Go above that room, head right till you see another room coming up, and then go down to find the door and enter to find a Treasure Chest. This time you must decide between Wizards (to the left of the Treasure Chest) or Cobras (to the bottom of the Treasure Chest), and after the fight you will get a Silver Knife. Exit the chamber, go up and then right to pass the next room you see, entering the second one you come across. Here you will need to fight Wizards (same rules from the CROWN fight apply) for the 1020 Gold Pieces contained within the Treasure Chest. iv)Now you will be ready to go tackle the Temple of Fiends locked rooms, so head for Corneria from Elfland (go straight north and you will find it). Now walk northwest from Corneria to find the Temple of Fiends. Take the passage to the right, enter the small room, and fight the Gargoyles for the Rune Sword. Now exit the room, head up to the top right corner of the chamber, and enter the small room there to fight more Gargoyles (twice) for a Were Sword and a Soft Potion. Now that you are ready to advance on in the story, you will want to go to Corneria to clean out their locked Treasure vaults. Head to the back area of the castle, go through the small passage that leads right and then down, and then enter the two rooms to find the following Treasures: Sabre, Iron Staff, Silver Knife, Iron Shield, Iron Armor, and the TNT. Now you can break the land blocking your passage to the open sea, and you will need to go see the Dwarves! Head up the coast to the left of Corneria and keep following the coast till you find a port to land at. Head west past the small lake, cut south along the mountain, and then enter the Dwarf Cave! -----------Dwarf Cave -----------Take a tour and pick up a couple Treasure Chests while you learn a few neat things, including how something called ADAMNAT would make a super strong sword! Regardless, head down to the bottom areas of the cave to find Nerrick the Dwarf, who happens to need the TNT to finish his digging! He will go blast the ground away, letting the inland sea connect to the open sea, and be sure to raid his Treasure Room for the following Treasures: Cabin, Iron Helmet, Dragon Sword, Silver Knife, Wooden Helmet, Silver Armor, 575 Gold Pieces, and a House. Head on outside, go back to your ship, sail along the coast (the side closer to the Dwarf Cave), and strike out west through the opening!

o--------------------o | The Troubled Earth | o--------------------o Follow the islands that greet you in the open sea to find a port near a town. Enter the town to scope out the new wares as well as find out what has been happening in this area of the world. --------Melmond --------You will notice a few things in this town, including: The earth is in horrid shape, people are sick, the Vampire destroyed the Clinic (no reviving fallen comrades) AND Item Shop (no stocking up for long ventures into the field of battle), and the famous Dr. Unne lives in this town. After you have had your quick walk through town, it is time to sample the local wares (note that Hel2 is a bugged spell, but in a good manner explained in the Secrets/Oddities section): __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| =========== Weapon Shop =========== ____________________________________________ | Name | Cost | Damage | Hit% | User | |________|________|________|________|________| | Iron | | | |FG,BB,KN| | Staff | 100 | 14 | 0 |MS,NJ | |________|________|________|________|________| | | | | |FG,TH,RM| | Sabre | 450 | 13 | 5 |KN,NJ,RW| |________|________|________|________|________| | Long | | | |FG,RM,KN| | Sword | 3000 | 20 | 10 |NJ,RW | |________|________|________|________|________| | | | | |FG,TH,RM| | Falchon| 450 | 15 | 10 |KN,NJ,RW| |________|________|________|________|________|

========== Armor Shop ========== ____________________________________________ | Name | Cost | Absorb | Evade% | User | |________|________|________|________|________| | Steel | | | | | | Armor | 45000 | 34 | 33 |FG,KN | |________|________|________|________|________| | | | | |FG,BB,TH| | Silver | | | |RM,WM,BM| |Bracelet| 5000 | 15 | 1 |KN,MS,NJ| | | | | |RW,WW,BW| |________|________|________|________|________| | Iron | | | | | | Helmet | 450 | 5 | 5 |FG,KN,NJ| |________|________|________|________|________| | Copper | | | | | |Gauntlet| 200 | 2 | 3 |FG,KN,NJ| |________|________|________|________|________| | Iron | | | | | |Gauntlet| 750 | 4 | 5 |FG,KN,NJ| |________|________|________|________|________| =========== White Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Restores 66-132 |WM,RM,WW| | Cur3 | 8000 | 5 |HP to an ally |RW | |________|________|________|_________________|________| | | | |Revives a slain | | | Life | 8000 | 5 |ally to 1 HP |WM,RW,WW| |________|________|________|_________________|________| | | | |Hurts all undead | | | Hrm3 | 8000 | 5 |enemies for |WM,WW | | | | |60-240 HP. | | |________|________|________|_________________|________| | | | |Restores 24-58 HP| | | Hel2 | 8000 | 5 |to all allies |WM,WW | |________|________|________|_________________|________| =========== Black Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Hurts all enemies|RM,BM,RW| | Fir3 | 8000 | 5 |50-200 HP |BW | |________|________|________|_________________|________| | | | |Can destroy an | | | Bane | 8000 | 5 |enemy instantly |BM,RW,BW|

|________|________|________|_________________|________| | | | |Lowers an enemy's|RM,BM,RW| | Slo2 | 8000 | 5 |Hits to 1 |BW | |________|________|________|_________________|________| | | | |Moves the party | | | Warp | 8000 | 5 |back one floor |RW,BW | |________|________|________|_________________|________| ========= Item Shop ========= N O I T E M S H O P

You will have amassed a nice bankroll form your repeated trips here and there in the previous section, collecting a very nice pile of treasure. Some good buys include: Fir3, Warp (will have to come back later with Wizards for this one), Bane (if you feel lucky), ANY of the White Magic spells (look into not getting Hel2 if you want all four), Silver Bracelets for White Mage/Black Mage (great armor for them), and Steel Armor (if you want to spend the massive amount of money, your Fighter will be hard pressed to avoid an attack, but he will be near impervious to physical attacks). Whenever you have finished up your shopping spree, you will be ready enough to make a few ventures into the Earth Cave that resides nearby. The Vampire is rumoured to live there, so set out to find his evil lair and end his days of terrorizing Melmond! Head off to the west to start, heading southwest along the coast line. once you reach a small land bridge leading south, take it to get onto a large peninsula where your party should go south and then turn east to walk towards the cave mouth. Step foot through that portal to enter the dank... -----------Earth Cave -----------A quick note about this cave, if you go straight to the left from the start, you will find the legendary "Hall Of Giants", where every step will bring at least one Giant to fight you each time! They will often be accompanied by an Iguana or two. This is a great place to build your Experience quickly, so make use of it as you see fit. To start your journey through this Cave, your first job is to clean out the Treasure Chests on this floor. Start off by walking to the upwards branch of the cave to follow it to the dead-end to find a room where 1975 Gold Pieces are yours form a Treasure Chest. This is the first place you can fight an Earth, so I will now cover the strategy for fighting these massively strong Room guardians (you can avoid this one by going below the Treasure Chest though). Also note that any time you need the info for fighting an Earth, come back to this spot or check the Bosses section. ~~~~~~~~~~~ ~~~EARTH~~~ ~~~~~~~~~~~ H.P.: 288 Gold: 768 Exp.: 1536

These guys can hit your characters for a TON of damage, so avoiding fights with them is recommended. That being said, running from them is not an option, so take them on with everything you got to end the fight quickly. They do have one weakness, and that is to Fire, so Fir2 and Fir3 will really damage them badly. Otherwise, go to work with your weaponry to take them out as soon as possible, thusly not allowing them to pound on your team too badly. If your allies start to look weak, use a Cur2 or Cur3 to get them back up to snuff thanks to your White Mage/Red Mage. Once you have finished with this task, return to the starting area for the floor, this time choosing the path leading down that is on the right side of the area. You will arrive at a fork, so head right and then down to find a room with two Treasure Chests. Walk left as soon as you enter the room and approach the two Treasure Chests from below to avoid the Earth guardian (go up top if you want to tangle with the Earth Guardian) to get the Pure Potion and 795 Gold Pieces before returning to the fork. Now head left, ignoring the first path leading down to take the next path leading down to find a room that holds two Treasure Chests. The right one holds a Heal Potion (grab it form the side or face an Earth), and the left one holds 880 Gold Pieces. Now make your way back to the center area, take the right passage, and then go down the stairs. Move through the hole below, go right to the next hole and through it (up), and then go right to go through the hole below. Head through the next hole below, followed by going right through the one choice passages, and then head right to enter the room. Here you will walk up the left wall to get a Coral Sword, then go right one step to get a Cabin, and then go right one step and down one step to get 330 Gold Pieces before leaving the room. Go through the hole below, take the left passage downwards to find a room where you will have to fight an Earth Guardian to get in! After fighting, walk up to open the two Treasure Chests to get a Wooden Shield and 575 Gold Pieces before opening the last Treasure Chest to get 5000 Gold Pieces. Now go battle the Earth as you leave the room, backtrack up the long passage to where the fork was, and this time head down the right fork to follow it's winding path to find the stairs leading downwards. Head along the wall below, going right to find a room with a Tent (go straight up, grab it, and leave to avoid the Earth Guardian). Now head left to get back on the main path, go up the path until a choice presents itself, at which point you should send your party up, right, and then down to find a room with a Heal Potion inside a Treasure Chest before returning to the main path. Go left to enter the next room, go straight up and open the treasure Chest for 3400 Gold Pieces, and then go back outside to continue to the left until you see a room. Ignore that room as you start downwards, take the right path to enter a room, battle the Earth, and then grab the 1020 Gold Pieces from the Treasure Chest. Head down and then right to enter a large room where a mysterious figure blocks your path... ~~~~~~~~~~~~~ ~~~VAMPIRE~~~ ~~~~~~~~~~~~~ H.P.: 156 Gold: 2000 Exp.: 1200 Here is the terror of Melmond and he is all ready to go to battle with you! He brings a decent attack power and his special ability called Dazzle (Stun) to knock your party down for good! He is undead, so of course Harm and Fire

spells will clean his clock (one shot of Fir2, Hrm2, Fir3, or Hrm3 are often enough to knock him down immediately!)! The rest of the party should concentrate on attacking this monstrosity and erasing him from existence. use a Cure spell if he badly damages one of your party members. Go up and grab the RUBY from the Treasure Chest, which is what you will need soon enough! However, your passage through the cave for now is blocked by a heavy Metal Plate and a sense of evil lies underneath (maybe the Vampire is not the true evil here?). Regardless, you should now backtrack and exit the cave, followed by a trip to Melmond to use the Inn. Once you have done this, the next step in this area shall be embarked upon! Head west across the marshy expanse, this time continuing west instead of turning south to the peninsula. When you hit the patch of forest, head southwest between two mountains to pass through a small forest on your way to enter the Titan's Tunnel! ---------------Titan's Tunnel ---------------Head up and then left to find the Titan blocking the path. He demands a RUBY, and you just so happen to have found after creaming the Vampire! Now you may pass through, so head left and then down the windy path to find a room. Go in to find a Great Axe, 620 Gold Pieces, 450 Gold Pieces, and a Silver Helmet before you head back up the path to take the stairs out of the tunnel. Head south along the path to then turn east before finally moving southwest to enter Sarda's Cave! -------------Sarda's Cave -------------You have a simple task here, and that is to go see Sarda and receive the ROD! This Item will allow your party to journey further into the depths of the Earth Cave to find the true power behind the massive rot of the earth that is taking place around Melmond. Now you should return to Melmond, buy anything you may need, keeping in mind that a trip to Corneria may be necessary to raid the Item Shop for Heal Potions, Pure Potions, or Tents (go to Elfland if you need a Cabin/House). Once you are all prepared, head back to the scary confines of the Earth Cave! -----------Earth Cave -----------Take the path to the right to quickly go down a floor. Go down, go right, and then go up before walking right to go down through the next portal. After passing through the hole below, go right through the various holes until you see a room to the right, at which point you will head downwards to find a fork. Take the right fork and follow the path the entire way to find the stairs leading down to the next floor. Move on to the right, taking the first path up until a fork presents itself. head left, then down, then right, and then down to enter the former room of the Vampire. Head up the path to arrive at the heavy stone plate, so go into your Items and use the ROD to shatter the plate, revealing the stairway below!

You will notice the rot is even MORE pronounced here, as are the roving groups of enemies that tend to team up on the Light Warriors, so keep your Hit Points high. Anyway, head up the path to the right, continue through the next segment by going up again, then down, and then left to pass through the hole above. You will have arrived at the room, so go inside to face some Sphinxes while you empty the Treasure Chests of the following prizes: Wooden Staff, 3400 Gold Pieces, 1520 Gold Pieces, 5450 Gold Pieces, and 1455 Gold Pieces. Now exit the room, backtrack through the next three chambers, and then head right through a hole. Head down through the hole below, turn left to go down through the next room, and then head left through the next three holes before moving up and left through the next two holes. Now go down the windy path to find a room with three treasure Chests inside. Go step in front of the left-most one to grab the Cabin (the side has a set enemy trap), then go grab the right-most Treasure Chest by standing to it's side (the front has a set enemy trap), and then grab the top one by standing to the side of it (the front has a set enemy trap) to get the 1250 Gold Pieces it hold before leaving the room. Head back up the path, continuing along the upwards path (always choosing the left-most door possible) to find a set of stairs leading downward. Now you have arrived on the final floor of the dungeon, so be ready for anything. There are no Treasure Rooms down here, so we can go straight for the goal on this floor (YAY!). Move down and then go right to go up through the next four holes in the wall (you will reach a wall directly above you). Now turn left and take the next passage leading downwards, walk left, and then walk up to enter the chamber ahead. Before moving forward to examine the dark orb ahead, stop to completely refill your Hit Points. Why, you ask? Well the answer is simple my friends, YOU HAVE FOUND THE FIEND OF EARTH! ~~~~~~~~~~ ~~~LICH~~~ ~~~~~~~~~~ H.P.: 400 Gold: 3000 Exp.: 2200 Lich is the first fiend so he is of course the weakest of the four. However, he does have a fairly good attack power (he can stun the person he attacks), spells like Ice2 (hits your entire party) and Slep (can knock members out of the fight for a while), and he can land multiple hits as well. That being said, Lich is classified as undead, so Fire and harm spells will slaughter his Hit points (therefore he can die from one blast each of Fir3 and Hrm3). You have two options, both of which depend on how you wish to fight the battle. Have your Mages go all out and cast Fire and Harm, leaving your weapon users to remove meager amounts of Hit Points (Lich DOES have a high Absorb rating), OR have your Red Mage and Black Mage cast Fast on the weapon users to take him down physically (the first method is likely preferred, but it requires you to save your spell charges as you trek through the cave). Not a very hard fight, but Lich can kill a party member of yours off quickly. After defeating the fiend, step forward to touch the altar that he was protecting, which will cause an ORB to shine! Now continue forward to use the warp there to return to the outside world! Now you just need to return

to Melmond in the northeast, sell any excess stuff you found, and then get ready to head off to your next challenge! o---------------------------------------------o | Fiery Fights, Icy Challenges, Or An Ordeal? | o---------------------------------------------o For this section, you will need to find your way to Crescent Lake, which is followed up by the choice indicated in the section title. The walkthrough will cover my personal preferred method, but you can do the other method with the walkthrough (the order of the dungeons will need to be looked at properly by you the reader). You will should do all three to complete the game (note that the Castle Of ordeals is optional, but highly recommended), so it is not a huge deal, although certain advantages lie in all methods. As stated, we are going off to Crescent Lake, so set sail from Melmond when you are ready to head out. Head south from Melmond and follow the peninsula to it's tip, followed by turning west to follow that direction until you reach land. Now steer your Ship down the coast slightly to find a port to land at. You will now have to hike into Crescent Lake, so head southwest to find Crescent Lake. Now you should head east underneath the lake, followed by cutting east to enter into the town itself. --------------Crescent Lake --------------Now you have an entire new town from which to purchase some new things and gain information, BUT you should visit the Circle of Sages that are mentioned first. Head up through town to pass between the two Magic Shops, and then head right through the twisting path to find the Circle of Sages. Talk to each of them to learn various facts (some useful, some utterly useless) about the Four Fiends, and be sure to visit the Sage two to the right of the spot you enter the Circle to receive the CANOE! Now your party will have the ability to travel down rivers to reach previously inaccessible areas! Now that you are done with the Sages, it is time to make like a rich High School girl and SPEND SPEND SPEND! __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| =========== Weapon Shop

=========== ____________________________________________ | Name | Cost | Damage | Hit% | User | |________|________|________|________|________| | | | | |FG,TH,RM| | Silver | | | |BM,KN,NJ| | Knife | 800 | 10 | 5 |RW,BW | |________|________|________|________|________| | Silver | | | |FG,RM,KN| | Sword | 4000 | 23 | 15 |NJ,RW | |________|________|________|________|________| | Silver | | | |FG,WM,KN| | Hammer | 2500 | 12 | 5 |NJ,WW | |________|________|________|________|________| | Silver | | | | | | Axe | 4500 | 25 | 10 |FG,KN,NJ| |________|________|________|________|________| ========== Armor Shop ========== ____________________________________________ | Name | Cost | Absorb | Evade% | User | |________|________|________|________|________| | Silver | | | |FG,RM,KN| | Armor | 7500 | 18 | 8 |NJ,RW | |________|________|________|________|________| | Silver | | | | | | Shield | 2500 | 8 | 0 |FG,KN,NJ| |________|________|________|________|________| | | | | |FG,TH,RM| | Buckler| 2500 | 2 | 0 |KN,NJ,RW| |________|________|________|________|________| | Silver | | | | | | Helmet | 250 | 8 | 3 |FG,KN,NJ| |________|________|________|________|________| | Silver | | | |FG,KN,NJ| |Gauntlet| 2500 | 6 | 3 |RW | |________|________|________|________|________| =========== White Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Removes Stone | | | Soft | 20000 | 6 |from an ally |WM,WW | |________|________|________|_________________|________| | | | |Takes the party | | | Exit | 20000 | 6 |out of a dungeon |RW,WW | |________|________|________|_________________|________| | | | |Increases all | | | Fog2 | 20000 | 6 |ally Absorb by 12|WM,RW,WW| |________|________|________|_________________|________| | | | |Increases all | | | Inv2 | 20000 | 6 |allies Evade% by |WM,RW,WW|

| | | |40 | | |________|________|________|_________________|________| =========== Black Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |One Hit Kill on | | | Qake | 20000 | 6 |all enemies |BM,BW | |________|________|________|_________________|________| | | | |Kills an enemy | | | Rub | 20000 | 6 |in one hit |BM,BW | |________|________|________|_________________|________| | | | |Hurts all enemies| | | Lit3 | 20000 | 6 |for 60-240 HP, |BM,RW,BW| | | | |but higher on | | | | | |enemy weak to it | | |________|________|________|_________________|________| | | | |Paralyzes most | | | Stun | 20000 | 6 |enemies with less|BM,BW | | | | |than 300 HP | | |________|________|________|_________________|________| ========= Item Shop ========= ___________________________________ | Name | Cost | Effect | |________|_________|________________| | Heal | |Recovers about | | Potion | 60 |30 HP on an ally| |________|_________|________________| | Pure | |Removes Poison | | Potion | 75 |from an ally | |________|_________|________________| | | |Recovers 60 HP | | Cabin | 250 |and saves game | |________|_________|________________| | | |Recovers 120 HP,| | House | 3000 |saves game, and | | | |recovers MP | |________|_________|________________| Once you have finally finished accessorizing and learning spells, it is time to decide which of the following scenarios you wish to follow for the game. i) The first place to journey to will be the Castle of Ordeals in the north, then the Ice Cave, and finally onto Gurgu Volcano (this is the path I recommend and follow for this FAQ, but it is not a mandatory decision). ii) Same as the above option, except that the Ice Cave comes first, followed by going north to the Castle of Ordeals, and THEN onto Gurgu Volcano.

iii) Start with the Gurgu Volcano (take on the second Fiend), then the Ice Cave and Castle of Ordeals. The first option will be the one followed for this FAQ as it offers the best chances for leveling, Gold, and it also affords an easier trip through the very tough Gurgu Volcano (for a couple of reasons). Regardless, let us now set out to the Castle Of Ordeals (bring along a couple Houses for the trip)! You will need to hike back to your Ship, but this time you can row east across the lake with your new Canoe, followed by moving northeast along the coast to find your Ship at the port you left it at. Head north, following the coast on your left until you reach the peninsula of the continent (it happens to be the Power Peninsula as well). You can head south on the other side of the peninsula to find a port, which is the last spot available to the Light Warriors to stop and get supplies (by hiking west to Pravoka) before going into the north where no ports exist (your Ship can still land though on the mouth of a river by disembarking on your Canoe however). Once you are ready, it is time to move west until you are just to the north of the Temple of Fiends (use your B + SELECT to see the World Map). Once you are there, head north until you hit some land. You will then go north along the western coast of this land mass, and you will soon see a Castle to the east, surrounded by marsh (this is your goal). Continue north along the coast until you find a small river leading inland, which is where you will disembark from your ship as you Canoe south on the river. Leave the river when it bends and continue south on foot until you reach the Castle of ordeals, at which point you should make use of a House to fully refill your Hit points and Spell Charges before setting foot inside! ------------------Castle Of Ordeals ------------------Move forward to show the old man your CROWN as it is required for entering the upper levels of the Castle to prove your courage. Bring back something form the upper floors and save it for a time that proof of courage is required. Head to the up-right corner of the floor and set foot onto the throne to start your journey! For this floor, you will need to touch the proper pillar to advance to the next room. Just make sure to touch the right one when presented a choice or you will have to start over at the beginning spot on the floor! The first two rooms have one pillar only, so go touch them to warp forward. The third room has two, so choose the bottom one. The fourth room has one choice, which leads to the fifth room that has two (choose the bottom one). The sixth room is a long hall leading down to a single pillar, which is followed by room seven where the right pillar is the one to choose to advance. Here you will need to move right, enter the room you see, and step forward in front of the Treasure Chest to enter a fight! ~~~~~~~~~~~~ ~~~MUDGOL~~~ ~~~~~~~~~~~~ H.P.: 176 Gold: 800 Exp.: 1257 You will face one or two of these guys, and they are fairly dangerous. They

have a high damage stat, and that can be furthered by their special ability of using Fast! They have no real weak point so attack them with your weaponry and strongest Magic attacks to take them down before they can use their brutal attacking abilities. After you have finished up with the baddies, open up the Treasure Chest to find the Zeus Gauntlet, which is not only a good Gauntlet for a Fighter/Knight, Red Wizard, or Ninja, but it also has the honour of being the first Weapon/Armor that you have found that can be used as an Item in battle and have an effect. When used as an Item, it will cast Lit2 every time! Give it to a weaker physical attacker, which will allow them to deal more damage and to more people (thus making them a bigger help to your party)! Anyway, Now head out the door, take the path down ON THE LEFT (not the one directly below the door), and then touch the lower pillar of the two here to appear in the room with the stairway leading to the next floor! Head up the hallway to the left to pass through a door to enter a fight! ~~~~~~~~~~~~~~ ~~~NITEMARE~~~ ~~~~~~~~~~~~~~ H.P.: 200 Gold: 700 Exp.: 1272 You will face off against one or two unicorn wannabes in the Nitemares. They are not particularly strong attacker, and their only special ability is to Snort (Dark spell). They have a weakness to Ice, so let them have it with Ice2 while the rest of the party attacks, and you will quickly win this fight! Go open the Treasure Chest above to get a Heal Staff (when used as an Item in battle, it will cast Heal on your entire party so it is useful for keeping the Hit points up for no cost to your spell charges), followed by going through the narrow hall to the left. You will come across three Treasure Chests that hold an Iron Gauntlet, Ice Sword (give to your Fighter or Red Mage), and a Gold Bracelet (give to a Mage). Next step is to head down the hall below to find four treasure Chests holding 7340 Gold Pieces, 1455 Gold Pieces, a house, and NOTHING (ie it is empty)! Now head right to open the Treasure Chest near the throne to find the TAIL! This is your proof of courage, so you can now use the throne to leave! However, you will first have to fight for the "honour" of leaving! ~~~~~~~~~~~~~~~~~~~ ~~~ZOMBIE DRAGON~~~ ~~~~~~~~~~~~~~~~~~~ H.P.: 268 Gold: 999 Exp.: 2331 You will have to brawl with a couple undead Dragons that have a high attack power (they can also stun your fighters with their attack)! Since they are undead, Fire and harm spells will just decimate them, so do not be shy in handing out some of those spell charges! Otherwise, attack away with

physical weapons and cut them down, remembering to use Cure from your Mages if needed. Once you are victorious, you may wish to step away and then repeat the fight with the Zombie D's. However, only do so if you have a lot of Fire/Harm spell charges to make the battles easier (it gains you experience relatively quickly). Once you have had your fill of the Zombie D's, step forward onto the throne and warp back to the first floor. Head down and to the right to exit the Castle Of ordeals, at which point you should use a Tent or Cabin or House to save your deeds! Head north to find your Ship, followed by going west it pass underneath the land to the north. Now head north until you arrive at a land mass, at which point moving east along the coast will take you past a desert (remember it as it is highly important in a bit) to find the coast heads north. Now follow this change to stop at the mouth of the river, canoe to shore, and then head north to Crescent lake to restock your supplies and buy some things (if needed) as well as staying at the Inn. Once you are done, retrace your path back to your Ship on the mouth of the river, head north along the coast, past the first port and enter the natural harbour area to drop anchor on the mouth of a river to the southwest of a nearby port. Now you will be transporting by Canoe into the next challenge, so be sure to be ready to fight River monsters! Follow the stream till the branch appears, taking the northwest route. Follow that current route, turning east and following it east past the fork leading up. Head south to take the west fork, and then follow that waterway to dry land once again. Head east and then north to find the entrance of the Ice Cave! Be sure to use a Tent (at least a Tent anyway) before entering as the challenge inside is very harsh indeed. ---------Ice Cave ---------Far and away the toughest challenge yet, this cave will bring lots of heavy hitters, damaging floor sections, undead stunners, status killers, and one hit killers. Bring 99 Heal Potions, around 5 to 15 Soft Potions, and your ability to run as much as possible so you can to get through alive! Head right from the entrance along the top wall, cutting down when the passage opens up below, and then cut left to find a stairway leading downwards. This floor offers a choice as your party will need to go left and then down to find the stairs OR down and then left to find the stairs. This floor is pretty simple, but I will tell you to walk to the other visible staircase on the small walking area. Now you will have a big room to walk around the edge of until you find a door to pass through to find a room where holes and some Treasure Chests sit. Walk around the holes to get the Treasure Chest on the right to get into a fight! ~~~~~~~~~~ ~~~MAGE~~~ ~~~~~~~~~~ H.P.: 105 Gold: 1095

Exp.: 1095 These guys will show up in any number from 1 to 3, and they are incredibly dangerous with their attack spells (Fir2, Lit2, Ice2, Rub, Stun). However, they are rather weak, so attack with a vengeance and be sure to spread out the attacks and use a hard hitting attack spell if they number two or three. Open the Treasure Chest to gain the Cloth (skip this Chest if you do not want to risk a Mage battle for this obsolete and utterly cheap armor), followed by going around the holes to the Treasure Chest on the left to get a Flame Sword! Now step into a hole to fall to the floor far below. Your first step forward will run your character into a battle with a mix of undead enemies as numerous as a full nine! Use Fire and harm spells to rid yourself of these annoyances, and then pass through the door to go down to where a lighter grey floor leads left (that floor removes 1 Hit Point from each character per step). Enter the room you find to get into a fight! ~~~~~~~~~~~~~~~~~~ ~~~FROST DRAGON~~~ ~~~~~~~~~~~~~~~~~~ H.P.: 200 Gold: 1701 Exp.: 2000 A fearsome fight, you will face one or two of these behemoths, which have very strong physical attacks and a special attack called Blizzard (something like Ice2 or Ice3). They are susceptible to Fire as you might imagine, so lay at least a Fir2 into them to help defeat them before they throw a Blizzard are two. otherwise it is attack, attack, attack! After finishing the above fight, grab the Ice Armor from the Treasure Chest above, and then go left to get the Silver Gauntlet ONLY IF you want to fight the Blizzard Dragon fight again. Return to the main path, head down over the damaging floor to go down the right path to then pass the two branches to go through a narrow opening in the rock. Take the left fork to find a room with six treasure Chest, containing (left to right, starting with top row): 7900 Gold Pieces, 5450 Gold Pieces, 180 Gold Pieces (you will need to kill Frost Wolves for this one), 9900 Gold Pieces, 5000 Gold Pieces, and 12350 Gold Pieces! Now backtrack up the path to the right fork and go down that path to follow it to a stairway leading upwards. Go down to the Treasure Chest below to get a Heal Potion, exit the room, and then go enter the room below for 10000 Gold Pieces. Now head right and then down around the border of the room to enter the door to pass the hole to open the three Treasure Chests (left to right): 9500 Gold Pieces, Tent, and an Ice Shield. Now have your party leap down the hole that you are standing near to fall to a floor far below. Carefully walk towards the Treasure Chest above your party to get into a fight! ~~~~~~~~~ ~~~EYE~~~ ~~~~~~~~~ H.P.: 162 Gold: 3225 Exp.: 3225

A very serious opponent, the XXXX). However, with a weak quickly. As for Magic, hard great move (stop the spells,

Eye is very big on one-hit kills (Rub, Stone, defense, weapons can cut this evil entity down hitting magic spells are a gamble, Mute is a no danger from his enemy).

After defeating this enemy, open the Treasure Chest to find the FLOATER! You can now jump down a hole to start your trek out of the cave! Also note that the Eye is a great place to come to when you your entire party is equipped with ProRings, which protects against spells like Rub and XXXX, so your Experience and Gold totals can quickly be rolled up in a short amount of time. To leave this Cave, you will have to duel the Undead posses again, head down over the damaging floor and bearing right, followed by continuing down past the two branches to go through a narrow rock space. Take the right fork and follow it to a staircase. After entering and then exiting the room, go right and then up and right around the room to find a stairway leading to the surface! Now that you have finished off this harsh task in an unforgiving and cold setting, you will need to return to your ship along the river way (refer to the path in earlier in the FAQ for details), and then set sail for the desert you passed earlier. Head south along the coast, turning west when the coast does so, and you will arrive at a river just to the east of a desert. Land on the river mouth, hike into the desert, and use your FLOATER to make the Airship rise magically from it's hiding place in the sand! Now you will have access to the North, which opens up a realm of possibilities. However, for now your only goal in the north is to find the Dragon Islands, which are home to the Dragons, who are rumoured to reward great feats of courage! Fly to Matoya's Cave before heading north to find holes in the ground of a bunch of islands, which are the homes of the dragons. Start off by finding the Castle Of Ordeals (it is to the east of the islands), go southwest to find an island with forest surrounding it to enter to find 2750 Gold Pieces, 2000 Gold Pieces, 1455 Gold Pieces, 160 Gold Pieces, 9500 Gold Pieces, 1520 Gold Pieces, and 2750 Gold Pieces in the two rooms with the Treasure Chests. Take off again and fly west to land on the marshy island and walk into the cave there to find the following goodies from Treasure Chests: House, 500 Gold Pieces, and 10 Gold Pieces. Now head northwest to find a single cave with some Treasure Chests: Cabin, 575 Gold Pieces, and a Soft Potion. Now you should head east, landing the Airship on southern tip of the island and enter the nearby cave to go through the long passageways to find Bahamut, King of Dragons. He rewards courage, and since we already grabbed the TAIL, you have proof of courage, thus your courage will be rewarded by your characters receiving a CLASS CHANGE! Now you can explore the north a little bit more, the main place to head is to Gaia. Upon taking off, head east until you find a large desert, at which point you should head for the northeast corner of it and continue northeast to find Gaia in an enclosed valley (land and enter). -----Gaia -----After touring town to learn of a kidnapped fairy, a shining object flying to the east, and that the fairy was sold to a Caravan. However, you do not need to concern yourself with any of this as you are here to sample the wares. Note that Xfer does not work as designed against enemies (only works

on allies), so do not purchase it. __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| =========== Weapon Shop =========== ____________________________________________ | Name | Cost | Damage | Hit% | User | |________|________|________|________|________| | Cat | | | |KN,NJ,RW| | Claw | 65000 | 22 | 35 |BW | |________|________|________|________|________| ========== Armor Shop ========== ____________________________________________ | Name | Cost | Absorb | Evade% | User | |________|________|________|________|________| | | | | |FG,BB,TH| | Gold | | | |RM,WM,BM| |Bracelet| 50000 | 34 | 1 |KN,MS,NJ| | | | | |RW,WW,BW| |________|________|________|________|________| | | | | |FG,BB,TH| | Pro | | | |RM,WM,BM| | Ring | 20000 | 8 | 1 |KN,MS,NJ| | | | | |RW,WW,BW| |________|________|________|________|________| =========== White Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Restores all HP | | | Cur4 | 45000 | 7 |to an ally |WW | |________|________|________|_________________|________|

| | | |Hurts all undead | | | Hrm4 | 45000 | 7 |enemies for |WW | | | | |80-320 HP | | |________|________|________|_________________|________| _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Hurts all enemies| | | Fade | 60000 | 8 |for 80-320 HP |WW | |________|________|________|_________________|________| | | | |Protects against | | | Wall | 60000 | 8 |status effects |WW | | | | |and lowers damage| | |________|________|________|_________________|________| | | | |Removes elemental| | | Xfer | 60000 | 8 |resistances from |WW | | | | |an enemy | | |________|________|________|_________________|________| =========== Black Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Destroys an enemy| | | Brak | 45000 | 7 |in one hit |BW | |________|________|________|_________________|________| | | | |Hurts all enemies| | | Ice3 | 45000 | 7 |for 70-280 HP |BM,RW,BW| |________|________|________|_________________|________| _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Possiby Stuns all| | | Stop | 60000 | 8 |enemies |BW | |________|________|________|_________________|________| | | | |Possibly destroys| | | Zap! | 60000 | 8 |all enemies |BW | |________|________|________|_________________|________| | | | |Destroys most | | | XXXX | 60000 | 8 |enemies with less|BW | | | | |than 300 HP | | |________|________|________|_________________|________| ========= Item Shop ========= ___________________________________ | Name | Cost | Effect | |________|_________|________________| | | |Recovers 60 HP | | Cabin | 250 |and saves game | |________|_________|________________| | | |Recovers 120 HP,| | House | 3000 |saves game, and |

| | |recovers MP | |________|_________|________________| | Heal | |Recovers about | | Potion | 60 |30 HP on an ally| |________|_________|________________| | Pure | |Removes Poison | | Potion | 75 |from an ally | |________|_________|________________| You have the best weapon in the game for the Black Wizard (not counting an ultimate weapon later), Gold Bracelets (amazing armor for Wizards and a Master), and ProRings for those who can not use Gauntlets (it also protects against Rub), Once you have finished splurging your gains from the Castle Of Ordeals, Ice Cave, and Dragon Islands, you should also check out the Magic Shops to see what you should buy once you gain spell charges for those levels. Keep Gaia in mind as you advance through the game as you will need to return more than a couple times to buy and to perform some good deeds. Now you are FINALLY ready to go the Gurgu Volcano, but you may want to drop by Crescent Lake to buy the Exit spell for your White Wizard or Red Wizard. Regardless, find the Gurgu Volcano (northwest of Crescent Lake, east of Elfland), use a tent to save just outside of it, and then head into the fiery depths below! --------------Gurgu Volcano --------------Head up and then left to pass over the lava floor (damaging floor) to then go up the stairway located there. The second floor is far larger, your first step is to pass through the door and go up the hallway, past the first left to take the second left. Go up the passageway above, go down the left hallway and follow it towards the Treasure Chest to fight for the good contained within! ~~~~~~~~~~ ~~~FIRE~~~ ~~~~~~~~~~ H.P.: 276 Gold: 800 Exp.: 1620 You will face one or two of these beings here (and every other spot they inhabit), so try to take them down quickly. They have a fairly strong attack ability, but no special attacks with which to really assault your team. That being said, have your team attack with weapons, have your Red Wizard or Black Wizard attack with Ice2 or Ice3, and have your White Wizard or Red Wizard perform healing duties as needed. Open the Treasure Chest for the Giant Sword contained within, then retrace your steps back to the upwards passage and follow it to find a Treasure Chest with 4150 Gold Pieces inside of it. Now head up, then left to take the second passage leading down to get to two Treasure Chests (guarded by a Fire set) to get 750 Gold Pieces and 795 Gold Pieces. Now head down along the left wall (left from your point of view) to enter a room with a multitude of Treasure Chests! Walk into the room on the left square of the three square-wide entrance (avoids a Fire fight) to open the first two Treasure Chests to get a Silver Gauntlet and a Silver Helmet. Next, go down

to get the Heal Potion and the Cabin from the two Treasure Chests below, followed by moving right to get 1975 Gold Pieces and then into a fight with a Grey Worm (weak to Ice attacks) for 1455 Gold Pieces. Now grab the Pure Potion from below, the 1520 Gold Pieces from above, and then go to the right side of the Treasure Chest stack to grab 1760 Gold Pieces, Silver Shield, Silver Axe, and a Heal Potion. Now you are ready to leave, so head back up the passage to take the first right to go down through a door to the outside hallway. Now head across the damaging floor of lava and go down the stairway. This floor is simple enough in design, you just need to pick your way across the lava floor to avoid taking unneeded damage as you head right to the stairway leading downwards. This floor is filled with massive fields of lava, so head down and to the right as you jump from safe spot to safe spot to avoid damage to finally reach the stairway. Now you will head down, take the passage to the left, and then go down the passage in the next room. Head left through the large chunks of lava flooring and find yourself a stairway leading downwards. Go left and then up through the door, cutting right to open the Treasure Chest on the right (avoids a grey Worm fight) from below for a Soft Potion, followed by opening the Treasure Chest on the left (avoids an Agama fight) from the side. Exit the room and resume heading left and then down across the damaging lava floor to find another room to enter. Inside is 1760 Gold Pieces in a Treasure Chest, followed by exiting the room and following the corridor to the left to find another room. Open the Treasure Chest near the door for a Pure Potion, then the Treasure Chest directly above for 7340 Gold Pieces, and then go right and up to fight a Grey Worm (weak to Ice) to open the Treasure Chest to the right for a Flame Shield. Now open the remaining two Treasure Chests (Ice Sword and 880 Gold Pieces) before leaving the room and heading back past the room before to take the pathway down to eventually find another room. Open the two Treasure Chests (fighting Agamas) for 1250 Gold Pieces and a Wooden Staff (SUCH ADVANCED WEAPONRY!) before exiting the room to head down to find the stairway leading downwards. Now you have arrived at the final floor, so you must decide if you wish to go after the Flame Armor or not before going to tackle the Fiend of Fire. If you have decided to skip it, then walk down the passage leading down-left (skipping past the fight listed below to the fight labeled "KARY"). Otherwise, walk down the passage to the left to find a room to enter. Here you will have to fight through a couple enemies as you go to the Treasure Chest, fighting an Agama and then this delightful fellow. ~~~~~~~~~~~~~~~~ ~~~RED DRAGON~~~ ~~~~~~~~~~~~~~~~ H.P.: 248 Gold: 4000 Exp.: 2904 When you run into this mean character, hope you can finish him off fast! He can use his special attack of Blaze (Fir3 is the equivalent) to damage each party member for up to 300 Hit Points each, AND he can also attack with ferocity (often inflicting 100 Hit Points or more damage). This beast is vulnerable to Ice, but you may have run out of charges for it by now, so use Fir3 or Lit3 from a Black Wizard instead. Everyone else should attack like mad, with your Wizards working extra hard to Cure any damage taken from this hard hitter.

Now take the Flame Armor, fight the Agama again, and then exit the room to head downwards to find a branch going down left that leads to a room where your party should pause as they enter to refill their Hit Points. In case you have not learned, the this is a fiery place and that ball contains THE FIEND OF FIRE! ~~~~~~~~~~ ~~~KARY~~~ ~~~~~~~~~~ H.P.: 600 Gold: 5000 Exp.: 4245 Kary has a decent attack power and the ability to throw multiple hits at her targets. That being said, her true power lies in her use of Fir2 and her ability to stun your party members. This fight will require a few simple steps to assure your victory, which are: Knight and Master attack, Red Wizard, Ninja, and Black Wizard use Fast on the proficient weaponry users (even themselves if necessary), and White Wizard will use Inv2 and then Cure any ailing allies. Your Black Wizard can switch to attack spells if he so desires, but they have minimal effect most of the time. After defeating the fiend, step forward to touch the altar that he was protecting, which will cause an ORB to shine! Now continue forward to use the warp there to return to the outside world! Jump on your Airship and head to any town you wish to stay at the Inn, sell your excess Armor and Weapons, and then restock your supplies (I suggest Corneria for the cheap Inn). o----------------------------------------------o | From Water To Desert And Back To Water Again | o----------------------------------------------o With all of your newfound money, Gaia may be a good place to stop and shop at before you do anything (pick up anything you have yet to buy). Then you should head off to Onrac to see if you can track down where the Fairy ended up. Find the Dragon Islands and fly west to pass near Onrac (if you see a Waterfall in a river, head south to find Onrac). Look for a landing spot to the southwest for your Airship (grass and plains landings only!), followed by hiking northeast across a river as you approach Onrac. ------Onrac ------If you have any money left over form splurging around the world, here are the local wares to whet your appetite (avoid the Sabr spell as it does not work due to buggy programming): __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage |

| KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| =========== Weapon Shop =========== N O W E A P O N ========== Armor Shop ========== N O A R M O R =========== White Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Protects allies | | | Arub | 45000 | 7 |from Rub attacks |WM,RW,WW| |________|________|________|_________________|________| | | | |Restores 48-96 HP| | | Hel3 | 45000 | 7 |to all allies |WM,WW | |________|________|________|_________________|________| =========== Black Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Increases casters| | | Sabr | 45000 | 7 |Damage and Hit% |BW | |________|________|________|_________________|________| | | | |Blinds most | | | Blnd | 45000 | 7 |enemies with less|BM,BW | | | | |than 300 HP | | |________|________|________|_________________|________| ========= Item Shop ========= ___________________________________ | Name | Cost | Effect | |________|_________|________________| S H O P S H O P

| | |Recovers HP and | | Cabin | 250 |saves game | |________|_________|________________| | | |Recovers HP and | | House | 3000 |MP and saves | | | |game | |________|_________|________________| | Heal | |Recovers about | | Potion | 60 |30 HP on an ally| |________|_________|________________| | Pure | |Removes Poison | | Potion | 75 |from an ally | |________|_________|________________| | Soft | |Removes Stone | | Potion | 800 |from an ally | |________|_________|________________| Now that is done with, wander through town to learn many interesting things, including: a flying, shining object (sound familiar?) seen by Kope, Kope himself saying it is near the Waterfall to the north, the caravan owner has a mysterious object (mentioned in Gaia about the fairy being sold to a caravan), the oasis is shop for the caravan (located to the west in the desert), and that Dr. Unne (he is in Melmond) can speak Lefienish IF he ever had the SLAB that sunk in the Sea Shrine. WOW! Despite this information overload, you are now ready to start your work to get into the Sea Shrine. The first step we will go through with is not really required right now, but it yields a fabulous amount of booty, INCLUDING an amazingly powerful sword for your Knight, Ninja, or Red Wizard. Head west to find the river near Onrac, start paddling north, and when you arrive at the Waterfall, set up a Tent/Cabin/House to save your game if you like before entering the Waterfall (I have NO IDEA how you can do so in a Canoe, yet here we are). ----------Waterfall ----------This place can be highly dangerous, with a few of the rough players in here being Mud Gols and Gas Dragons (they are lethal). However, a good dose of running and luck will see you through. Start off by walking upwards to find a fork in the path, which is where you will go left and then up. After arriving at the next fork, head left to find another fork, where your party will continue along the up-left path. When the party finds a fork, head down to quickly find another fork that should be followed to the left to where the path turns right to find a room. Upon entering, you will be attacked by a random setting of the following monsters (Mummy, WzMummy, Cocktrice, Perilisk), so use Fir2/Fir3 or Hrm2/Hrm3 (for the undead Mummies/WzMummies) along with hit all Weapon/Armor (like the Zeus Gauntlet) and physical hits on the WzMummies to win. Now step forward to raid the Treasure Chest (left to right) for: Wizard Staff (casts Conf in battle as an Item), Ribbon (amazing protection against element attacks as well as deadly attacks like Rub), 13450 Gold Pieces, 6400 Gold Pieces, 5000 Gold Pieces, and the Defense Sword! Now you need to talk to the robot (the shining object falling from the sky!) to receive the CUBE, which is a key to reach the FLOATING CASTLE (mentioned numerous times by now through townsfolk). Now you are faced with a couple choices on where to go next, you can either: fight your way back to the entrance OR just use your Exit magic (provided you have it) to get out. Head south down the river, cutting east across

land into Onrac to refill your Hit points/Spell Charges at the Inn if you like. Once you are ready, get into your Airship (to the southwest of Onrac) to go to the oasis to see the Caravan wares. Head north to find a small desert (which is west of Onrac as stated earlier) to find a small patch of trees and grass (the Oasis). Now, landing in the desert is not allowed as we know, BUT you can land your Airship on the patch of desert in the middle of the grass outline which is the Oasis! Just land right on it, step off of the spot and then step back to enter the Caravan to find that a Bottle is for sale at 50000 Gold Pieces (totally worth the price of the Item I assure you). Now that you have purchased it, it is time to get back onto your Airship and take to the skies to fly west until you find a lake surrounded by forest, which is where you will turn north to fly to the enclosed town of Gaia. -----Gaia -----Once you enter the town, select the Bottle and a Fairy will pop out and fly away (you can do this before you arrive as well)! Now head up to the previously empty Fairy pond to find out that she is so appreciative that she will draw the OXYALE from the spring, which will allow your party to be able to use the submarine to reach the submerged Sea Shrine! Head back to Onrac (use your B Button + SELECT map if need be to find it), go into Onrac, buy any supplies that you may need, and then go enter the Submarine to appear underneath the waves. -----------Sea Shrine -----------Two trips are recommended for this dungeon, so the first one will be covered here. Go up through the columns, cutting right through the same columns to find a room with a Treasure Chest containing 2000 Gold Pieces. Now exit and go right and then up to pass the next two hallways on the left to take the third one to the left to take the stairway leading upwards. Walk down to the first fork (ignoring the room above) to go left and then up around the room to find a door inside to get a mind boggling 20 GOLD PIECES! Exit the room and head up and left to find a windy path leading to a room with Opal Armor, followed by backtracking down the path top take the left path down to find a room with a Light Axe inside (casts Hrm2 when used as an Item). Go right and then up to find a Mage Staff in a Treasure Chest room (casts Fir2 when used as an Item), then head right and down to pass the stairway as you enter the nearby room to get 12350 Gold Pieces. Now you may take the stairway leading upwards. You will arrive on the floor that the mermaids have been trapped on by the monsters! Talk to the mermaids as you collect the following treasure from the various rooms: 9000 Gold Pieces, 1760 Gold Pieces, Opal Bracelet, 2750 Gold Pieces, 4150 Golf Pieces, Pure Potion, Opal Shield, 5000 Gold Pieces, 10000 Gold Pieces, and 10 Gold Pieces. Now you may have noticed one room you can not reach conventionally, so you will need to bend the laws of common sense and physics (I love video games that do that!) by heading for the top left corner of the floor to take a narrow path to walk left for a bit until the game wraps around and you arrive at the blocked off room! Enter it to find three Treasure Chests containing: Opal Helmet, Opal Guantlet, and the SLAB! Now you have reached the end of your first trip into the Sea Shrine so backtrack to the submarine OR use an Exit spell if

you have it to return to Onrac! ------Onrac ------You may wish to leave Onrac and sell your excess Weapons and Armor pieces before venturing into the watery depths again, so Gaia is a good choice due to it's nearby positioning. Once you are ready to tackle the Sea Shrine again, stay at the Inn to save and refill your Hit Points and spell charges, and then board the submarine once again! -----------Sea Shrine -----------Now you will begin your second trip into the Sea Shrine. Go up through the columns, cutting left through the same columns, and then go up at the turn in the hallway to find a room with a Treasure Chest containing 9900 Gold Pieces. Head right upon exiting the room, go along the hallway to the right and then up, going to the top left corner of the floor to descend to the next floor via the stairway. Head left and take the path leading upwards and continue following the upward path at the next two forks to go straight up past a room to take the stairs leading downwards. This is a no brainer, but just in case you have troubles, here are the steps: go right two, up two OR go up two, right two OR go up one, right one, up one, right one OR go up one, right two, up one OR go right one, up two, right one. You will then arrive at the floor above in a different section than before. Of course, this floor is massively short, so just walk past the room to the opposite corner of the floor to find the stairway leading downwards. Enter the room, grab the 110 Gold Pieces from the first Treasure Chest, and then go down, collecting the Treasure Chest (450 Gold Pieces) as you go through the door and down the stairway to the next floor below. Go left to the first fork, head down and then right to enter a room to find two Treasure Chests containing: 8135 Gold Pieces and 7690 Gold Pieces (make sure to open them from underneath or face Water OR Wz Sahag and R. Sahag in battle). Now head left along the bottom wall of the path to find a room with three Treasure Chests containing: 5450 Gold Pieces, 385 Gold Pieces, and a Power Gauntlet (you will need to fight a Mummy, WzMummy, Perilisk, and Coctrice combo OR two Waters to get this one). Exit the room to head right to take the path leading up at the next two forks to enter a room with a Treasure Chest containing a Light Axe (fight either Grey Sharks and a Wz Sahag OR Sea Trolls, Lobsters, and Sea Snakes for it), followed by leaving the room to move right to enter a room containing four Treasure Chests: 2750 Gold Pieces, 9900 Gold Pieces, Ribbon, and 7340 Gold Pieces. Head left and then up to arrive at a fork, turn left to go down the stairway to the next floor. Head up the hallway to find a room to enter, where you should walk right and exit the room through a door to go down and left to find a path beside a large room. Follow the hallway as it leads down and then cut left to find the door to enter the room to walk up between the empty "box" room walls to find a door to exit from. Follow the path to find a door to enter to see a crystal orb sitting there! Fill up your Hit Points completely, because inside of that ball resides, THE FIEND OF WATER! ~~~~~~~~~~~~

~~~KRAKEN~~~ ~~~~~~~~~~~~ H.P.: 800 Gold: 5000 Exp.: 4245 Although Kraken is seen as an easy Fiend to destroy, he does possess some very strong skills. He does have on attack that is essentially a waste of a turn (Ink, which is a Dark spell), but he can land up to 8 Hits at a time, allowing him to deal well over 100 Hit Points of Damage! Add into that his strong absorb rating and you have a tough fiend to take down! To take him down, have your Red Wizard/Black Wizard/Ninja cast Fast on hard hitters like Knights/Masters/Ninjas, have your White Wizard cast Inv2 (may allow your characters to dodge an attack from Kraken), and have your attackers throw their best shots at the fiend. After you have Fasted everyone, start throwing Lit2 and Lit3 spells at Kraken, and be sure to have your White Wizard and Red Wizard ready on the Cure spells to help out their injured comrades. After defeating the fiend, step forward to touch the altar that he was protecting, which will cause an ORB to shine! Now continue forward to use the warp there to return to the outside world! Now you will need to find an Inn as well as a shop to sell your excess Weapons and Armors, before restocking your Heal Potions to ready yourself for the next step in your journey! o------------------------------------------------------------------o | Light Warriors OR Anthropologists!? Quest For The Crystal Of Air | o------------------------------------------------------------------o Fly on over to Melmond with the SLAB in hand and talk to Dr. Unne to have him learn Lefienish. He will also teach your characters on how to speak it, thus allowing you to converse with the people of Lefien (who hold important Items and Magic!). Now take to the air, fly northwest towards the big desert, and then find the lake surrounded by forest. Here you will spy one spot of grassland that allows you to land your Airship, so do so to allow the trek to remote Lefien to begin! Start off by walking along the western border of the lake, turning east to walk till the lake is left behind. When the land narrows to the south, head down through the marsh and forest sections to find the enclosed village. -------Lefien -------Since you have translated the SLAB, courtesy of Dr. Unne, you can understand the inhabitants (if you can not, then you need to visit Dr. Unne in Melmond). Wander the town and talk to learn many fascinating things, including: the Sky Warriors were from here (you have their Airship now), the Floating Castle and the Robots were made by them (knowledge is now lost), the Mirage Tower is the entrance to the Floating Castle, and that Tiamat controls the Floating Castle. When you are in the bottom right area of the town, talk to the fellow standing still near the water to receive the CHIME, which grants entrance to the Mirage Tower! Now that you have done your usual investigating, it is time to sample what little these people offer to sell you:

__________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| =========== Weapon Shop =========== N O W E A P O N ========== Armor Shop ========== N O A R M O R =========== White Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Restores a fallen| | | Lif2 | 60000 | 8 |ally to full HP |WW | |________|________|________|_________________|________| =========== Black Magic =========== _____________________________________________________ | Name | Cost | Level | Effect | User | |________|________|________|_________________|________| | | | |Hits all enemies | | | Nuke | 60000 | 8 |for 100-400 HP |BW | |________|________|________|_________________|________| ========= Item Shop ========= S H O P S H O P

N O

I T E M

S H O P

Now you are ready to leave, so head north, turning northwest when you find the lake again. Take off in your Airship, fly north to Gaia if you wish to do some shopping/selling/Inn staying, and then fly south to enter the desert. Locate the Mirage Tower (close to northeast corner of the desert), fly east to the mountains, and then follow the mountains south to find a small patch of grass that is large enough for your Airship to land on. Get off and start hoofing to the northwest to find and enter the Mirage Tower! -------------Mirage Tower -------------Walk straight up through the door and continue until you meet a grey divider wall. GO right and then up as you follow the wall you bumped into to find a hole in the all that you should go down through. Head right to find 880 Gold Pieces in a Treasure Chest, then go down to liberate a Heal Helmet (casts Heal as an Item in battle), and then enter the small cubby hole on the left to find three Treasure Chests containing: 3400 Gold Pieces, 18010 Gold Pieces, and the Vorpal Sword. Now head down, left, and then up the first hallway to go right to find two Treasure Chests (Aegis Shield and 2750 Gold Pieces), followed by going back down and then left to enter the next hallway leading upwards to find another Treasure Chest (Cabin). Now have your party go up to turn left and then down to find the two doors, taking the one on the left to go up the stairway. When you appear, you will see a wall of columns right above your party. Using this wall as a reference point, follow it as it slowly circles the room until you arrive at a small hole. Here you will go right through the hole, go up and then right through the next hole, and then start walking down. Follow the perimeter of the room down and then right to find a door, which allows access to the treasure room. In the ten treasure Chests (going up the left side and then down the right side) you will find : 8135 Gold Pieces, 7900 Gold Pieces, Thor Hammer (casts Lit2 an an Item in battle), 12350 Gold Pieces, 13000 Gold Pieces, House, 7690 Gold Pieces, Sun Sword, 10000 Gold Pieces, and Dragon Armor. Now that you have raided all of the Treasure in the Mirage Tower, you should use an Exit spell or go out the way you came, head southeast to get onto the Airship, and then fly north to Gaia to sell your excess Armor and Weapons. This is done due to the trove of treasure waiting in the Floating Castle, and have I ever steered you wrong (well not badly anyway). Once you are all set (you may want to do an Inn visit), get onto the Airship, go back to your small landing area southeast of the Mirage Tower, and then re-enter the Mirage Tower. Go up through the door, go left, and then go down through the door to go up the stairs to the next floor. When you appear, you will see a wall of columns directly above your party. Using this wall as a reference point, follow it as it slowly circles the room until you arrive at a small hole. Here you will go right through the hole, go up and then right through the next hole, and then go right to go up the stairway to the next floor. Now you will walk downwards around the perimeter of the room to find a doorway, and when you enter, a fight will ensue! ~~~~~~~~~~~~~~~~~ ~~~BLUE DRAGON~~~ ~~~~~~~~~~~~~~~~~ HP: 454

Gold: 2000 Exp: 3274 This is a big, bad, and mad dragon that can hit hard and has a hit all attack called Thunder! However, his defense is not top notch, so you can land some very damaging physical attacks with Knights, Masters, and Ninjas. The Blue Dragon also has an elemental weakness to Fire, so a Red Wizard/Black Wizard Fir3 would be ideal as well for dealing large amounts of damage. If you have a White Wizard, they will have to be on healing duty, possibly using the Mage Staff in battle for a shot of Fir2 to help out. Once you have finished this battle, step forward to go into the portal ahead, using your CUBE to activate it, and you will be whisked away to the Floating Castle! ----------------Floating Castle ----------------Remember that Exit will get you out of here at any time, whether you need to sell some equipment (making room for more stuff) or you want to run a certain Item to the Dwarves to obtain the second most powerful sword in the game (Knight only sword though). Walk straight down to go down around the perimeter of the room to find a door which you will enter and open the Treasure Chest to get the Bane Sword (casts Bane when used as an Item in battle). Return to the central platform, this time going to the right to find a room (door at the bottom of the room) to find five Treasure Chests containing: 180 Gold Pieces, Heal Helmet (casts Heal when used as an item in battle), 6720 Gold Pieces, ProRing, and 5000 Gold Pieces. Return to the central chamber, going on to the left branch to find a room with four Treasure Chests containing: 7900 Gold Pieces, 4150 Gold Pieces, Heal Potion, and 9900 Gold Pieces. Now you have to return to the central area, taking the path upwards (the only one you have not traversed yet) to find a transporter leading to the next floor. Head down through the narrow hallway to the central area, turning left to go up-left to a room that has a House and a Silver Helmet, followed by going back to the central area to go to the up-right path to a room containing an Opal Gauntlet. Once you have returned to the central area, go down to the next hall to go right to a room containing an Opal Shield and a Ribbon, followed by returning to the central area to go down to take the down-right hallway to find a room containing a Black Shirt (casts Ice2 when used as an Item in battle) and a White Shirt (casts Inv2 when used as an Item in battle). Now you will need to return to the central area, go left past the first hallway to take the next one down-left to find a room containing ADAMANT (take this to the Dwarf Cave's blacksmith and he shall craft the XCalibur!), followed by going back to the central area, walking upwards to take the left passage to find a room containing 880 Gold Pieces and 13000 Gold Pieces. Now you will return to the central chamber, head down and take the path leading straight down to find a transporter leading to the next floor. Note that you can look out the window for a neat clue of where you may have to go next. Go straight up to find a room with four Treasure Chests containing: Heal Potion, 5450 Gold Pieces, ProRing, and 9000 Gold Pieces before returning to the transporter area. This time you should head down and to the right to find a narrow and winding path leading up to a room where six Treasure Chests hold (up the left side, down the right side):

ProCape, Cloth, 6400 Gold Pieces, Soft Potion, 9500 Gold Pieces, and 8135 Gold Pieces before returning to the transporter area. Take off to the left, going past the path below to pass the hall leading left to see four Treasure Chests containing (left to right): Soft Potion, 4150 Gold Pieces, 3400 Gold Pieces, and Katana. Now you will backtrack to that path leading down that you ignored and take it to find a transport leading to the next floor. This floor is an endless maze UNLESS you move through it using the proper directions. It can be solved through the use of the following ASCII map (graciously donated by Kyle Chapman): A B C D | | | | | | | | -+ +--+ +--+ +--+ +1 -+ +--+ +--+ +--+ +| | | | | | | | -+ +--+ +--+ +--+ +2 E -+ +--+ +--+ +--+ +| | | | | | | | -+ +--+ +--+ +--+ +3 -+ +--+ +--+ +--+ +| | | | | | | | -+ +--+ +--+ +--+ +4 S -+ +--+ +--+ +--+ +| | | | | | | | A B C D

This means that any set of LEFT/RIGHT/UP/DOWN combinations can be used, but they will all pass through the rules and layouts of the map above. If done correctly, that transporter will take you to the next floor. Welcome to the final floor! However, you are never safe on this causeway as a being more powerful than even the Four Fiends prowls here! It's name is Warmech, a deadly creation of an age long past, who sports 1000 Hit Points as well as some serious attacking ability and even worse firepower! Take quick strides across the narrow bridge as you progress, and hope that your number is not called in the 1-64 chance of meeting this monstrosity! If you would like to learn more specifics to fighting WarMech, please refer to the Bosses section located directly below the walkthrough. Anyway, walk straight upwards (mainly cause it is the only way to go anyway), enter the room, and heal yourself completely before stepping forward to fight the Fiend of Air, TIAMAT! ~~~~~~~~~~~~ ~~~TIAMAT~~~ ~~~~~~~~~~~~ H.P.: 1000 Gold: 6000 Exp.: 5496 Tiamat is by definition the hardest of the Four Fiends, as he is the last one you will face. He does boast a moderately powerful Damage stat (able to land numerous hits as well), and he does make use of Thunder, Blizzard, and Poison as a hit-all attack. That being said, he does hold a very

glaring weakness to Bane, so if your Red Wizard/Black Wizard can cast it, they might try it (someone using the Bane Sword can make an extra attempt with the spell if they can not cast it regularly). If you do not want to trust the fickleness of a one-hit kill spell, the conventional tactics of: Knight and Master attack, Ninja/Red Wizard/Black Wizard cast Fast on first round, attack on the second (you may want to use Nuke if possible), and your White Wizard is on Cure detail as well as some Alit, Aice and/or Inv2. After defeating the fiend, step protecting, which will cause an the warp there to return to the selling unneeded equipment, and time to finally end the threats forward to touch the altar that he was ORB to shine! Now continue forward to use outside world! After visiting an Inn, buying all the supplies you can carry, it is that assail the world!

o---------------------------------o | Step Forward To Go Backwards... | o---------------------------------o If you wish to enhance your story end of things, go to Crescent Lake and speak to the circle of sages to learn all about who is behind the Fiends, how they are able to continue to hurt the world, and how to break this vicious cycle. Once you are prepared, take fight and head for the Temple of Fiends! -----------------Temple Of Fiends -----------------When you arrive, head straight towards the room ahead (the same one that pathetic Garland holed up in) to find the same five bats roaming the room as before around the Dark Crystal. If you want to have some more story time fun, speak to the bats here for a pleasant surprise. Step forward and examine the Dark Crystal to place your four ORBS over it, causing the Time gate to activate. Now you take one step forward to transport your party millions of steps backwards, 2000 years into the past! ------------------------------Temple Of Fiends... Revisited ------------------------------Just a quick note for the intrepid exploring party that is in the ancient past... YOU HAVE NO CONVENTIONAL WAY TO RETURN TO THE PRESENT! You will be stuck in this place, so fight to the end. However, if you have Exit, you can leave anytime (which is why a Red Wizard or White Wizard is very useful to have). Warp from a Red Wizard or Black Wizard will also work, but you will need to be on the top floor of the Temple to do so (the one you entered on). Please note that at this point, running from most battle is advisable to save your Hit Points and spell charges for the battles you will need to fight. Head down through the door below to keep going until you reach the blocked path (it would go outside if open), which is where you will turn right to go along the lower wall to find a stairway that leads up to the next floor. Run straight across the floor here to reach a stairway leading upwards. On this floor, head down to get on the left side of the pillars, where you will walk downwards past the outline of two rooms to turn right (just below

that second room frame). When the pillar path leads upwards to a room, follow it to see two treasure Chests in the corners, but you must first fight a guardian! ~~~~~~~~~~~~~ ~~~PHANTOM~~~ ~~~~~~~~~~~~~ H.P.: 360 Gold: 1 Exp.: 1 This undead menace hits hard, uses nasty spells like Rub, XXXX, and Stone, and has a fairly decent set of Hit Points (360 of them). That being said, you will be able to really lay into this guy because of his double weaknesses (Fire and Harm), so use Fir3, Hrm2, Hrm3, Hrm4, and even Light Axes (Hrm2) and Mage Staff (Fir2) as Items. Have your Knight or Master throw a physical attack in, possibly ending the fight in one blow as well. Enjoy your 1 Experience Point and 1 Gold Piece! If you need the money (not likely at this point, open the two Treasure Chests in this room for some serious money (45000 Gold Pieces and 65000 Gold Pieces) before going to see a Stone Plate in your way! The ROD will not work this time, but what item have you been carrying for the longest time and as of yet have not used? Why yes, the LUTE is indeed the key to bypassing this obstacle and continuing onwards to find the root of the evil! Please note that if you never got the LUTE, you need to go get it before you can pass this point. Head down through the door below, walk down through the pillars, turn left, and then turn upwards when the solid wall to your left appears. You will find a stairway in the northwest corner of the floor leading downwards. Head through the hallway to the left, following it to the northwest corner of the floor to find the stairway leading downwards. You have arrived on the Earth Floor, where you will face large groups of enemies from the Earth Cave as well as some others thrown in for good measure. Start off by hoofing it upwards, turning right when the room to your right stops extending upwards. Ignore the pillar path leading downwards as you take the next path downwards until a path leading down and to the right is there for you to pass through, at which point you will be attacked by the stairway! ~~~~~~~~~~ ~~~LICH~~~ ~~~~~~~~~~ H.P.: 400 Gold: 1 Exp.: 2000 Lich returns, this time sporting a few new and Slep spells, which are the deadly Nuke all party members), XXXX, Stop, and Zap!! Knight/Master/Ninja, and use Harm and Fire quickly put this Fiend back to sleep. tricks instead of his Ice2 (100-400 Hit Points removed from However, attack with your spells with your Wizards to

Now you will be on the Fire Floor, so expect lots of scorching reminders of

the Gurgu Volcano as well as some other unpleasant fellows. Head left to find pillars, which is where you should go up to enter a door. Head right, going straight till you can go downwards to pass out the door below, followed by walking down to get between the pillars. if you want to go straight to fighting Kary, go to the next paragraph. If you want to go on a small detour for the Katana, follow this paragraph (only useful if you have two or more Ninjas). Walk left but go through the small opening below instead of going up to the stairway (Kary waits there), and then go through the door on the right to get a ProCape, go down and right to find a remote room with 26000 Gold Pieces, and then return to the original door to take the left door to get a ProRing and down through the next door to follow a path a really remote room where the Katana lies waiting. Now return to the stairway leading downwards to fight Kary. ~~~~~~~~~~ ~~~KARY~~~ ~~~~~~~~~~ H.P.: 600 Gold: 1 Exp.: 2000 Kary has a decent attack power and the ability to throw multiple hits at her targets. That being said, her true power lies in her use of Fir2, Rub, and her ability to stun your party members. This fight will require a few simple steps to assure your victory, which are: Knight and Master attack, Red Wizard, Ninja, and Black Wizard use Fast on the proficient weaponry users (if you feel it necessary), and White Wizard will use Inv2 and then Cure any ailing allies. Your Black Wizard can switch to attack spells if he so desires, but they have minimal effect most of the time. The following floor is the Water Floor, so expect to meet many Sea Shrine buddies as well as a few other water buddies from the ocean/river areas. Go through the room to the right, walk right past the first room to cut down through the pillars to enter the door on the right to follow the winding hallway to a door. Head up through the next door, turning left to go down through the first door you encounter. Continue downwards, turn right and walk to find Kraken! ~~~~~~~~~~~~ ~~~KRAKEN~~~ ~~~~~~~~~~~~ H.P.: 800 Gold: 1 Exp.: 2000 Although Kraken is seen as an easy Fiend to destroy, he does possess some very strong skills. He does have on attack that is essentially a waste of a turn (Ink, which is a Dark spell), but he can land up to 8 Hits at a time, allowing him to deal well over 100 Hit Points of Damage! Add into that his strong absorb rating and you have a tough fiend to take down! Also note that he has added Lit2 to his arsenal of attacks (somehow, since this is supposed to be a PAST form of the evil). To take him down, have your Red Wizard/Black

Wizard/Ninja cast Fast on hard hitters like Knights/Masters/Ninjas (maybe use one charge from each), have your White Wizard cast Inv2 (may allow your characters to dodge an attack from Kraken), and have your attackers throw their best shots at the fiend. Start throwing attack spells at Kraken, and be sure to have your White Wizard and Red Wizard ready on the Cure spells to help out their injured comrades. Continue to the stairs to go to the next floor. This is the Air Floor, where you will face residents of the Mirage Tower, Floating Castle, and a few really nasty fellows. Head down, then right, then down, and then go down-right to find a narrow hallway going diagonally. Follow it to the very end to enter a room where a Treasure Chest holds the strongest weapon in the game, the Masamune (equippable by anyone!). Now backtrack up the diagonal path, go left to backtrack to the second down path you took, and then go right to fight Tiamat! ~~~~~~~~~~~~ ~~~TIAMAT~~~ ~~~~~~~~~~~~ H.P.: 1000 Gold: 1 Exp.: 2000 Tiamat does boast a moderately powerful Damage stat (able to land numerous hits as well), he uses Bane, and he does make use of Thunder, Blizzard, and Poison as a hit-all attack. He also no longer holds that very glaring weakness to Bane, so do not waste your Red Wizard/Black Wizard spellcasts on it. Instead, make us of the conventional tactics of: Knight and Master attack, Ninja/Red Wizard/Black Wizard cast Fast on first round, attack on the second (you may want to use Nuke if possible), and your White Wizard is on Cure detail as well as some Alit, Aice and/or Inv2. Now you need to head up and to the right to find the stairway to the final area of the game! Here no enemies await except the final one, so go to the door to the room, COMPLETELY fill your Hit Points, and if you think you have enough spell charges (and guts), go through the door to find... GARLAND!? Talk to him to learn his tale, but he will know better this time than to fight, so he will call upon Chaos, the almighty evil to do battle with the Light Warriors! ~~~~~~~~~~~ ~~~CHAOS~~~ ~~~~~~~~~~~ H.P.: 2000 Gold: N/A Exp.: N/A Chaos has a fairly powerful attack coupled with multiple hits, but his true power lies in his mastery of magic. He can use Fir3, Ice3, Lit3, Tornado, Inferno, and Swirl for hit-all attacks as well as Crack (a one hit kill hit-all spell). He also has the absolutely dirty maneuver of casting Cur4

from the start of round 4 of the battle (with the recharge time on this being at least 8 more rounds), refilling himself to 2000 Hit Points! You will have to be coming damn hard to beat him, so use the following ideas for each class. Knight Master Ninja Red Wizard : He attacks and keeps attacking till his arm falls off. : Keeps his fists of fury flying till he too can fight no more. : Uses Fast to help get the good attackers throwing extra shots, then attacks as well. : Have him use Fast, then attack once he is Fasted. part-time Cure/Heal user. Also a

Black Wizard: Casts Fast, then reverts to using Nuke and other attack spells. White Wizard: You may want to use Wall with her to protect some teammates, then she becomes a full-time Cure/Heal user. She may also wish to make use of the Fade Spell as it deals great damage. If Chaos beats you bad, train to raise your guys for a few levels before returning to battle him once again. Once you finally beat him, go enjoy the ending as you deserve it! CONGRATULATIONS! --------------------------------------------------------------------------------------------------------------Bosses-------------------------------------------------------------------------------------------------------------7) This section will look at each Boss you face through out the game (including any SET battles that occur of relative difficulty), including enemy stats and strategies to help you fight them more effectively. o---------o | Garland | o---------o H.P.: 106 Gold: 250 Exp.: 130 Garland is the first boss of the game, and as such you would expect him to be a pushover. However, he is so pathetic that losing to him just should not happen. Regardless, here are a few quick thoughts: 1) attack with every character (except Black Mage/Red Mage who should use Fire/Lit to weaken him), 2) White Mages can Cure someone if Garland gets lucky enough to land a few hits on the same person, and 3) You should not lose to this guy as he is rather weak. o---------o | Pirates | o---------o H.P.: 6

Gold: 40 Exp.: 40 WOW! NINE OF THE WEAKEST GUYS YOU CAN IMAGINE! Imps have more Hit Points for goodness sake! Anyway, have everyone attack, having Black Mage use Fire or Lit if you want to assure a Pirate dies at the Black Mage's hands (as opposed to risking it on his weapon). Spread your attacks out so the attacks will not be wasted, and just cut them down one by one. Also note that White Mage or Red Mage should use Cure if they gang up on an ally (not too likely as they are weak attackers as well). o---------o | Wizards | o---------o H.P.: 84 Gold: 300 Exp.: 276 You will have to face any amount of these tough guys from as two of them to as high as four of them. They are tough, they hit for lots of Damage, and they have one weakness that barely is a weakness. Have your Fighter concentrate his attacks on one individual Wizard (his Silver Sword should be good enough to cut one down), have your Black Belt/Thief/Red mage/White Mage concentrate on attacking another for a chance of taking it down, and if you have a Black Mage, cast Lit2 as it can potentially wipe the entire Wizard party out in one shot. After one round of battle, refocus your attacks to take out the weakened Wizards, have your White Mage/Red Mage break out the Cure spells, and use a Lit spell from your Black Mage instead of his laughable attack abilities. o-------o | Astos | o-------o H.P.: 168 Gold: 2000 Exp.: 2250 Astos will be a different type of battle as compared to what you have fought before, mainly because he has good Magic and he does not mind using it! He has Rub (one hit kills), Slow (halves your Hits total), Fast (doubles his Hits total), and Fir2 (hurts your entire party)! His attack is not that strong, so physical attacks from him are not a worry, but he does have a fairly good Absorb rating. Have Fighter/Black Belt/Thief/ attack all of the time, have Red Mage/Black Mage cast Fast on the physical attackers (gets them to land more hits for more damage), and White Mage can attack unless some Cures are needed. Astos should not last longer than three rounds. o-------o | Earth |

o-------o H.P.: 288 Gold: 768 Exp.: 1536 These guys can hit your characters for a TON of damage, so avoiding fights with them is recommended. That being said, running from them is not an option, so take them on with everything you got to end the fight quickly. They do have one weakness, and that is to Fire, so Fir2 and Fir3 will really damage them badly. Otherwise, go to work with your weaponry to take them out as soon as possible, thusly not allowing them to pound on your team too badly. If your allies start to look weak, use a Cur2 or Cur3 to get them back up to snuff thanks to your White Mage/Red Mage. o---------o | Vampire | o---------o H.P.: 156 Gold: 2000 Exp.: 1200 Here is the terror of Melmond and he is all ready to go to battle with you! He brings a decent attack power and his special ability called Dazzle (Stun) to knock your party down for good! He is undead, so of course Harm and Fire spells will clean his clock (one shot of Fir2, Hrm2, Fir3, or Hrm3 are often enough to knock him down immediately!)! The rest of the party should concentrate on attacking this monstrosity and erasing him from existence. use a Cure spell if he badly damages one of your party members. o----------------------o | Lich, Fiend Of Earth | o----------------------o H.P.: 400 Gold: 3000 Exp.: 2200 Lich is the first fiend so he is of course the weakest of the four. However, he does have a fairly good attack power (he can stun the person he attacks), spells like Ice2 (hits your entire party) and Slep (can knock members out of the fight for a while), and he can land multiple hits as well. That being said, Lich is classified as undead, so Fire and harm spells will slaughter his Hit points (therefore he can die from one blast each of Fir3 and Hrm3). You have two options, both of which depend on how you wish to fight the battle. Have your Mages go all out and cast Fire and Harm, leaving your weapon users to remove meager amounts of Hit Points (Lich DOES have a high Absorb rating), OR have your Red Mage and Black Mage cast Fast on the weapon users to take him down physically (the first method is likely preferred, but it requires you to save your spell charges as you trek through the cave). Not a very hard fight, but Lich can kill a party member of yours off quickly.

o---------o | Mud Gol | o---------o H.P.: 176 Gold: 800 Exp.: 1257 You will face one or two of these guys, and they are fairly dangerous. They have a high damage stat, and that can be furthered by their special ability of using Fast! They have no real weak point so attack them with your weaponry and strongest Magic attacks to take them down before they can use their brutal attacking abilities. o----------o | Nitemare | o----------o H.P.: 200 Gold: 700 Exp.: 1272 You will face off against one or two unicorn wannabes in the Nitemares. They are not particularly strong attacker, and their only special ability is to Snort (Dark spell). They have a weakness to Ice, so let them have it with Ice2 while the rest of the party attacks, and you will quickly win this fight! o---------------o | Zombie Dragon | o---------------o H.P.: 268 Gold: 999 Exp.: 2331 You will have to brawl with a couple undead Dragons that have a high attack power (they can also stun your characters with their attack)! Since they are undead, Fire and harm spells will just decimate them, so do not be shy in handing out some of those spell charges! Otherwise, attack away with physical weapons and cut them down, remembering to use Cure from your Mages if needed. o------o | Mage | o------o H.P.: 105 Gold: 1095 Exp.: 1095

These guys will show up in any number from 1 to 3, and they are incredibly dangerous with their attack spells (Fir2, Lit2, Ice2, Rub, Stun). However, they are rather weak, so attack with a vengeance and be sure to spread out the attacks and use a hard hitting attack spell if they number two or three. o-----------------o | Blizzard Dragon | o-----------------o H.P.: 200 Gold: 1701 Exp.: 2000 A fearsome fight, you will face one or two of these behemoths, which have very strong physical attacks and a special attack called Blizzard (something like Ice2 or Ice3). They are susceptible to Fire as you might imagine, so lay at least a Fir2 into them to help defeat them before they throw a Blizzard are two. otherwise it is attack, attack, attack! o-----o | Eye | o-----o H.P.: 162 Gold: 3225 Exp.: 3225 A very serious opponent, the XXXX). However, with a weak quickly. As for Magic, hard great move (stop the spells, Eye is very big on one-hit kills (Rub, Stone, defense, weapons can cut this evil entity down hitting magic spells are a gamble, Mute is a no danger from his enemy). o------o | Fire | o------o H.P.: 276 Gold: 800 Exp.: 1620 You will face one or two of these beings here (and every other spot they inhabit), so try to take them down quickly. They have a fairly strong attack ability, but no special attacks with which to really assault your team. That being said, have your team attack with weapons, have your Red Wizard or Black Wizard attack with Ice2 or Ice3, and have your White Wizard or Red Wizard perform healing duties as needed. o------------o | Red Dragon | o------------o H.P.: 248

Gold: 4000 Exp.: 2904 When you run into this mean character, hope you can finish him off fast! He can use his special attack of Blaze (Fir3 is the equivalent) to damage each party member for up to 300 Hit Points each, AND he can also attack with ferocity (often inflicting 100 Hit Points or more damage). This beast is vulnerable to Ice, but you may have run out of charges for it by now, so use Fir3 or Lit3 from a Black Wizard instead. Everyone else should attack like mad, with your Wizards working extra hard to Cure any damage taken from this hard hitter. o---------------------o | Kary, Fiend Of Fire | o---------------------o H.P.: 600 Gold: 5000 Exp.: 4245 Kary has a decent attack power and the ability to throw multiple hits at her targets. That being said, her true power lies in her use of Fir2 and her ability to stun your party members. This fight will require a few simple steps to assure your victory, which are: Knight and Master attack, Red Wizard, Ninja, and Black Wizard use Fast on the proficient weaponry users (even themselves if necessary), and White Wizard will use Inv2 and then Cure any ailing allies. Your Black Wizard can switch to attack spells if he so desires, but they have minimal effect most of the time. o------------------------o | Kraken, Fiend Of Water | o------------------------o H.P.: 800 Gold: 5000 Exp.: 4245 Although Kraken is seen as an easy Fiend to destroy, he does possess some very strong skills. He does have on attack that is essentially a waste of a turn (Ink, which is a Dark spell), but he can land up to 8 Hits at a time, allowing him to deal well over 100 Hit Points of Damage! Add into that his strong absorb rating and you have a tough fiend to take down! To take him down, have your Red Wizard/Black Wizard/Ninja cast Fast on hard hitters like Knights/Masters/Ninjas, have your White Wizard cast Inv2 (may allow your characters to dodge an attack from Kraken), and have your attackers throw their best shots at the fiend. After you have Fasted everyone, start throwing Lit2 and Lit3 spells at Kraken, and be sure to have your White Wizard and Red Wizard ready on the Cure spells to help out their injured comrades. o-------------o | Blue Dragon | o-------------o

HP: 454 Gold: 2000 Exp: 3274 This is a big, bad, and mad dragon that can hit hard and has a hit all attack called Thunder! However, his defense is not top notch, so you can land some very damaging physical attacks with Knights, Masters, and Ninjas. The Blue Dragon also has an elemental weakness to Fire, so a Red Wizard/Black Wizard Fir3 would be ideal as well for dealing large amounts of damage. If you have a White Wizard, they will have to be on healing duty, possibly using the Mage Staff in battle for a shot of Fir2 to help out. o-----------------------------------o | WarMech, The Walking Death Dealer | o-----------------------------------o H.P.: 1000 Gold: 32000 Exp.: 32000 This fellow truly is a vicious guy, sporting an insanely strong Damage stat (128-256) as well as a hit-all attack in Nuclear (deals up to 400 Hit Points of damage!). However, you can take a few pre-cautions when you come to fight this tough guy, mainly using Afir immediately to help lessen the damage dealt by Nuke (try INv2 as well to possibly avoid a physical attack altogether). For taking him down, Knights and Masters tackle him physically (Ninjas too), Ninjas/Black Wizard/Red Wizard cast Fast on the hard hitting attackers, and White Wizard should use high end heal/Cure spells to keep everyone in the fight. Do not be shocked if WarMech takes down some of your party members (even if he takes them all down) because he hits hard, he gets a couple rounds (at least) per fight, and he will often get first strike (often landing a devastating Nuclear attack). o----------------------o | Tiamat, Fiend Of Air | o----------------------o H.P.: 1000 Gold: 6000 Exp.: 5496 Tiamat is by definition the hardest of the Four Fiends, as he is the last one you will face. He does boast a moderately powerful Damage stat (able to land numerous hits as well), and he does make use of Thunder, Blizzard, and Poison as a hit-all attack. That being said, he does hold a very glaring weakness to Bane, so if your Red Wizard/Black Wizard can cast it, they might try it (someone using the Bane Sword can make an extra attempt with the spell if they can not cast it regularly). If you do not want to trust the fickleness of a one-hit kill spell, the conventional tactics of: Knight and Master attack, Ninja/Red Wizard/Black Wizard cast Fast on first

round, attack on the second (you may want to use Nuke if possible), and your White Wizard is on Cure detail as well as some Alit, Aice and/or Inv2. o---------o | Phantom | o---------o H.P.: 360 Gold: 1 Exp.: 1 This undead menace hits hard, uses nasty spells like Rub, XXXX, and Stone, and has a fairly decent set of Hit Points (360 of them). That being said, you will be able to really lay into this guy because of his double weaknesses (Fire and Harm), so use Fir3, Hrm2, Hrm3, Hrm4, and even Light Axes (Hrm2) and Mage Staff (Fir2) as Items. Have your Knight or Master throw a physical attack in, possibly ending the fight in one blow as well. Enjoy your 1 Experience Point and 1 Gold Piece! o----------------------------------o | Lich, Fiend Of Earth... Take Two | o----------------------------------o H.P.: 400 Gold: 1 Exp.: 2000 Lich returns, this time sporting a few new and Slep spells, which are the deadly Nuke all party members), XXXX, Stop, and Zap!! Knight/Master/Ninja, and use Harm and Fire quickly put this Fiend back to sleep. tricks instead of his Ice2 (100-400 Hit Points removed from However, attack with your spells with your Wizards to

o---------------------------------o | Kary, Fiend Of Fire... Take Two | o---------------------------------o H.P.: 600 Gold: 1 Exp.: 2000 Kary has a decent attack power and the ability to throw multiple hits at her targets. That being said, her true power lies in her use of Fir2, Rub, and her ability to stun your party members. This fight will require a few simple steps to assure your victory, which are: Knight and Master attack, Red Wizard, Ninja, and Black Wizard use Fast on the proficient weaponry users (if you feel it necessary), and White Wizard will use Inv2 and then Cure any ailing allies. Your Black Wizard can switch to attack spells if he so desires, but they have minimal effect most of the time. o------------------------------------o | Kraken, Fiend of Water... Take Two |

o------------------------------------o H.P.: 800 Gold: 1 Exp.: 2000 Although Kraken is seen as an easy Fiend to destroy, he does possess some very strong skills. He does have on attack that is essentially a waste of a turn (Ink, which is a Dark spell), but he can land up to 8 Hits at a time, allowing him to deal well over 100 Hit Points of Damage! Add into that his strong absorb rating and you have a tough fiend to take down! Also note that he has added Lit2 to his arsenal of attacks (somehow, since this is supposed to be a PAST form of the evil). To take him down, have your Red Wizard/Black Wizard/Ninja cast Fast on hard hitters like Knights/Masters/Ninjas (maybe use one charge from each), have your White Wizard cast Inv2 (may allow your characters to dodge an attack from Kraken), and have your attackers throw their best shots at the fiend. Start throwing attack spells at Kraken, and be sure to have your White Wizard and Red Wizard ready on the Cure spells to help out their injured comrades. o----------------------------------o | Tiamat, Fiend Of Air... Take Two | o----------------------------------o H.P.: 1000 Gold: 1 Exp.: 2000 Tiamat does boast a moderately powerful Damage stat (able to land numerous hits as well), he uses Bane, and he does make use of Thunder, Blizzard, and Poison as a hit-all attack. He also no longer holds that very glaring weakness to Bane, so do not waste your Red Wizard/Black Wizard spellcasts on it. Instead, make us of the conventional tactics of: Knight and Master attack, Ninja/Red Wizard/Black Wizard cast Fast on first round, attack on the second (you may want to use Nuke if possible), and your White Wizard is on Cure detail as well as some Alit, Aice and/or Inv2. o---------------------------o | Chaos, Embodiment Of Evil | o---------------------------o H.P.: 2000 Gold: N/A Exp.: N/A Chaos has a fairly powerful attack coupled with multiple hits, but his true power lies in his mastery of magic. He can use Fir3, Ice3, Lit3, Tornado, Inferno, and Swirl for hit-all attacks as well as Crack (a one hit kill hit-all spell). He also has the absolutely dirty maneuver of casting Cur4 from the start of round 4 of the battle (with the recharge time on this

being at least 8 more rounds), refilling himself to 2000 Hit Points! You will have to be coming damn hard to beat him, so use the following ideas for each class. Knight Master Ninja Red Wizard : He attacks and keeps attacking till his arm falls off. : Keeps his fists of fury flying till he too can fight no more. : Uses Fast to help get the good attackers throwing extra shots, then attacks as well. : Have him use Fast, then attack once he is Fasted. part-time Cure/Heal user. Also a

Black Wizard: Casts Fast, then reverts to using Nuke and other attack spells. White Wizard: You may want to use Wall with her to protect some teammates, Possibly Fade to hurt Chaos, and then she becomes a full-time Cure/Heal user. --------------------------------------------------------------------------------------------------------------Weapons------------------------------------------------------------------------------------------------------------8) This section will list every Weapon found within the game and list stats and special powers (if any). Weapons will be listed alphabetically. Damage is the stat that will add to your strength (although that stat has a formula for base Damage) to make your attack power. Hit% will determines the number of hits that can be delivered by a character (higher Hit% weaponry allow for more hits, hence more damage will be delivered). One final note is that any of the weapons that have Special abilities that make them more effective versus certain types of enemies (ie Coral Sword, Dragon Sword, Flame Sword, Giant Sword, Ice Sword, Rune Sword, Sun Sword, and Were Sword) do not do so due to buggy programming. They are listed with their intent in case you are playing a patched ROM that fixes these errors. __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| o--------o

| Swords | o--------o ______________________________________________________________________ | Name | Cost | Damage | Hit% | User |Location| Special | |________|________|________|________|________|________|________________| | Bane | | | | |Floating|Casts Bane if | | Sword | 60000 | 22 | 20 |KN,NJ,RW| Castle |used as an Item | |________|________|________|________|________|________|________________| | Coral | | | |FG,TH,RM| Earth |More effective | | Sword | 8000 | 19 | 15 |KN,NJ,RW| Cave |on Water enemies| |________|________|________|________|________|________|________________| | Defense| | | | | Water- |Casts Ruse if | | Sword | 40000 | 30 | 35 |KN,NJ,RW| Fall |used as an Item | |________|________|________|________|________|________|________________| | Dragon | | | |FG,TH,RM| Dwarf |More effective | | Sword | 8000 | 19 | 15 |KN,NJ,RW| Cave |on Dragons | |________|________|________|________|________|________|________________| | | | | |FG,TH,RM|Northwst| | | Falchon| 450 | 15 | 10 |KN,NJ,RW| Castle |None | |________|________|________|________|________|________|________________| | Flame | | | |FG,RM,KN| Ice |More effective | | Sword | 10000 | 26 | 20 |NJ,RW | Cave |on Ice enemies | |________|________|________|________|________|________|________________| | Giant | | | |FG,RM,KN| Gurgu |More effective | | Sword | 8000 | 21 | 20 |NJ,RW | Volcano|on Giants | |________|________|________|________|________|________|________________| | Ice | | | |FG,RM,KN| Gurgu |More effective | | Sword | 15000 | 29 | 25 |NJ,RW | Volcano|on Fire enemies | |________|________|________|________|________|________|________________| | Long | | | |FG,RM,KN| | | | Sword | 3000 | 20 | 10 |NJ,RW | Melmond|None | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| Temple | | | | | | |RM,WM,BM| Of | | |Masamune| 60000 | 56 | 50 |KN,MS,NJ| Fiends |None | | | | | |RW,WW,BW| (Past) | | |________|________|________|________|________|________|________________| | | | | |FG,TH,RM| | | | Rapier | 10 | 9 | 5 |KN,NJ,RW|Corneria|None | |________|________|________|________|________|________|________________| | | | | | | Temple | | | Rune | | | |FG,TH,RM| Of |More effective | | Sword | 5000 | 18 | 15 |KN,NJ,RW| Fiends |on Magic enemies| |________|________|________|________|________|________|________________| | | | | |FG,TH,RM| | | | Sabre | 450 | 13 | 5 |KN,NJ,RW| Melmond|None | |________|________|________|________|________|________|________________| | | | | |FG,TH,RM| | | |Scimitar| 450 | 13 | 5 |KN,NJ,RW| Pravoka|None | |________|________|________|________|________|________|________________| | Short | | | |FG,RM,KN| | | | Sword | 550 | 15 | 10 |NJ,RW | Pravoka|None | |________|________|________|________|________|________|________________| | Silver | | | |FG,RM,KN| | | | Sword | 4000 | 23 | 15 |NJ,RW | Elfland|None | |________|________|________|________|________|________|________________| | Sun | | | |FG,RM,KN| Mirage |More effective | | Sword | 20000 | 32 | 30 |NJ,RW | Tower |on Undead | |________|________|________|________|________|________|________________| | | | | | | Mirage | | | Vorpal | 30000 | 24 | 25 |KN,NJ,RW| Tower |None |

|________|________|________|________|________|________|________________| | | | | | | Temple | | | Were | | | |FG,RM,KN| Of |More effective | | Sword | 6000 | 18 | 15 |NJ,RW | Fiends |on Were enemies | |________|________|________|________|________|________|________________| | | | | | | Dwarf | | |XCalibur| 60000 | 45 | 35 |KN | Cave |None | |________|________|________|________|________|________|________________| o--------o | Knives | o--------o ______________________________________________________________________ | Name | Cost | Damage | Hit% | User |Location| Special | |________|________|________|________|________|________|________________| | Cat | | | |KN,NJ,RW| | | | Claw | 65000 | 22 | 35 |BW | Gaia |None | |________|________|________|________|________|________|________________| | | | | | |Floating| | | | | | | | Castle,| | | Katana | 60000 | 33 | 35 |NJ | Temple |None | | | | | | | Of | | | | | | | | Fiends | | |________|________|________|________|________|________|________________| | | | | |FG,TH,RM| | | | Large | | | |BM,KN,NJ| | | | Dagger | 175 | 7 | 10 |RW,BW | Elfland|None | |________|________|________|________|________|________|________________| | | | | |FG,TH,RM| | | | Silver | | | |BM,KN,NJ| Marsh | | | Knife | 800 | 10 | 5 |RW,BW | Cave |None | |________|________|________|________|________|________|________________| | | | | |FG,TH,RM| | | | | | | |WM,BM,KN| | | | Small | | | |NJ,RW,WW| | | | Dagger | 5 | 2 | 5 |BW |Corneria|None | |________|________|________|________|________|________|________________| o------o | Axes | o------o ______________________________________________________________________ | Name | Cost | Damage | Hit% | User |Location| Special | |________|________|________|________|________|________|________________| | Great | | | | | Titan's| | | Axe | 2000 | 22 | 5 |FG,KN,NJ| Tunnel |None | |________|________|________|________|________|________|________________| | Hand | | | | | | | | Axe | 550 | 16 | 5 |FG,KN,NJ| Pravoka|None | |________|________|________|________|________|________|________________| | Light | | | | | Sea |Casts Harm2 if | | Axe | 10000 | 28 | 15 |FG,KN,NJ| Shrine |used as an Item | |________|________|________|________|________|________|________________| | Silver | | | | |Crescent| | | Axe | 4500 | 25 | 10 |FG,KN,NJ| Lake |None | |________|________|________|________|________|________|________________|

o--------o | Staves | o--------o ______________________________________________________________________ | Name | Cost | Damage | Hit% | User |Location| Special | |________|________|________|________|________|________|________________| | | | | | | Castle | | | Heal | | | | | Of |Casts Heal if | | Staff | 12500 | 6 | 0 |NJ,WM,WW| Ordeals|used as an Item | |________|________|________|________|________|________|________________| | Iron | | | |FG,BB,KN| | | | Staff | 100 | 14 | 0 |MS,NJ | Elfland|None | |________|________|________|________|________|________|________________| | Mage | | | | | Sea |Casts Fire2 if | | Staff | 25000 | 12 | 10 |BM,NJ,BW| Shrine |used as an Item | |________|________|________|________|________|________|________________| | | | | |FG,BB,WM| | | | Power | | | |BM,KN,MS|Northwst| | | Staff | 12345 | 12 | 0 |NJ,WW,BW| Castle |None | |________|________|________|________|________|________|________________| | Wizard | | | | | Water- |Casts Confuse if| | Staff | 50000 | 15 | 15 |BW | Fall |used as an Item | |________|________|________|________|________|________|________________| | | | | |FG,BB,RM| | | | Wooden | | | |WM,BM,KN| | | | Staff | 10 | 6 | 0 |MA,NJ,RW|Corneria|None | | | | | |WW,BW | | | |________|________|________|________|________|________|________________| o---------o | Hammers | o---------o ______________________________________________________________________ | Name | Cost | Damage | Hit% | User |Location| Special | |________|________|________|________|________|________|________________| | Iron | | | |FG,WM,KN| | | | Hammer | 10 | 5 | 9 |NJ,WW |Corneria|None | |________|________|________|________|________|________|________________| | Silver | | | |FG,WM,KN|Elfland | | | Hammer | 2500 | 12 | 5 |NJ,WW | Castle |None | |________|________|________|________|________|________|________________| | Thor's | | | | | Mirage |Casts Lit2 if | | Hammer | 40000 | 18 | 15 |KN,NJ,WW| Tower |used as an Item | |________|________|________|________|________|________|________________| o----------o | Nunchuks | o----------o ______________________________________________________________________ | Name | Cost | Damage | Hit% | User |Location| Special | |________|________|________|________|________|________|________________| | Iron | | | | | | | | Nunchuk| 100 | 16 | 0 |BB,MS,NJ| Elfland|None | |________|________|________|________|________|________|________________| | Wooden | | | | | | | | Nunchuk| 10 | 12 | 0 |BB,MS,NJ|Corneria|None | |________|________|________|________|________|________|________________|

---------------------------------------------------------------------------------------------------------------Armors------------------------------------------------------------------------------------------------------------9) This section will list every Armor found within the game and list stats and special powers (if any). Armors will be listed alphabetically. Absorb is the number that is matched against the Damage dealt from a foe, thereby giving the total amount of Hit Points lost. Note that more Absorb than Damage dealt will result in a 1 Hit Point loss. Evade% on a piece of Armor indicates the DROP in the character's Evade% and not a bonus. __________________ Key | | FG - Fighter | BB - Black Belt | TH - Thief | RM - Red Mage | WM - White Mage | BM - Black Mage | | KN - Knight | MS - Master | NJ - Ninja | RW - Red Wizard | WW - White Wizard | BW - Black Wizard | __________________| o------------------------------o | Armors (Including Bracelets) | o------------------------------o ______________________________________________________________________ | Name | Cost | Absorb | Evade% | User |Location| Special | |________|________|________|________|________|________|________________| | | | | | | |Casts Ice2 if | | Black | | | | |Floating|used as an Item,| | Shirt | 2 | 24 | 2 |BW | Castle |also protects | | | | | | | |versus Poison | |________|________|________|________|________|________|________________| | Chain | | | |FG,RM,KN| | | | Mail | 80 | 15 | 15 |NJ,RW |Corneria|None | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| | | | | | | |RM,WM,BM| | | | Cloth | 10 | 1 | 2 |KN,NS,NJ|Corneria|None | | | | | |RW,WW,BW| | | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| | | | Copper | | | |RM,WM,BM| | | |Bracelet| 1000 | 4 | 1 |KN,MS,NJ| Elfland|None | | | | | |RW,WW,BW| | | |________|________|________|________|________|________|________________| | Dragon | | | | | |Protects against| | Armor | 60000 | 42 | 10 |KN | Mirage |Fire, Ice, and | | | | | | | Tower |Lit attacks | |________|________|________|________|________|________|________________| | Flame | | | | | Gurgu |Protects against|

| Armor | 3000 | 34 | 10 |FG,KN,NJ| Volcano|Ice attacks | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| Castle | | | Gold | | | |RM,WM,BM| Of | | |Bracelet| 50000 | 34 | 1 |KN,MS,NJ|Ordeals,|None | | | | | |RW,WW,BW| Gaia | | |________|________|________|________|________|________|________________| | Ice | | | | | Ice |Protects against| | Armor | 30000 | 34 | 10 |FG,KN,NJ| Cave |Fire attacks | |________|________|________|________|________|________|________________| | Iron | | | | |Pravoka,| | | Armor | 800 | 24 | 23 |FG,KN,NJ| Elfland|None | |________|________|________|________|________|________|________________| | Opal | | | | | Sea | | | Armor | 60000 | 42 | 10 |KN | Shrine |None | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| | | | Opal | | | |RM,WM,BM| Sea |Protects versus | |Bracelet| 50000 | 34 | 1 |KN,MS,NJ| Shrine |Lightning | | | | | |RW,WW,BW| | | |________|________|________|________|________|________|________________| | Silver | | | |FG,RM,KN| Dwarf | | | Armor | 7500 | 18 | 8 |NJ,RW | Cave |None | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| Marsh | | | Silver | | | |RM,WM,BM| Cave, | | |Bracelet| 5000 | 15 | 1 |KN,MS,NJ| Melmond|None | | | | | |RW,WW,BW| | | |________|________|________|________|________|________|________________| | Steel | | | | | | | | Armor | 45000 | 34 | 33 |FG,KN | Melmond|None | |________|________|________|________|________|________|________________| | | | | | | |Casts INV2 when | | White | | | | |Floating|used as an Item,| | Shirt | 2 | 24 | 2 |KN | Castle |also protects | | | | | | | |versus Fire | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| | | | Wooden | | | |RM,KN,MS| | | | Armor | 50 | 4 | 8 |NJ,RW |Corneria|None | |________|________|________|________|________|________|________________| o-----------o | Gauntlets | o-----------o ______________________________________________________________________ | Name | Cost | Absorb | Evade% | User |Location| Special | |________|________|________|________|________|________|________________| | Copper | | | | | Elfland| | |Gauntlet| 200 | 2 | 3 |FG,KN,NJ| Castle |None | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| | | | | | | |RM,WM,BM| | | | Gloves | 60 | 1 | 1 |KN,MS,NJ| Pravoka|None | | | | | |RW,WW,BW| | | |________|________|________|________|________|________|________________| | Iron | | | | |Northwst| | |Gauntlet| 750 | 4 | 5 |FG,KN,NJ| Castle |None | |________|________|________|________|________|________|________________| | Opal | | | | | Sea | |

|Gauntlet| 20000 | 8 | 3 |KN | Shrine |None | |________|________|________|________|________|________|________________| | Power | | | |FG,KN,NJ| Sea | | |Gauntlet| 10000 | 6 | 3 |RW | Shrine |None | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| | | | Pro | | | |RM,WM,BM| |Protects against| | Ring | 20000 | 8 | 1 |KN,MS,NJ| Gaia |Rub attacks | | | | | |RW,WW,BW| | | |________|________|________|________|________|________|________________| | Silver | | | |FG,KN,NJ|Crescent| | |Gauntlet| 2500 | 6 | 3 |RW | Lake |None | |________|________|________|________|________|________|________________| | Zeus | | | |FG,KN,NJ| Castle |Casts Lit2 when | |Gauntlet| 15000 | 6 | 3 |RW | Of |used as an Item | | | | | | | Ordeals| | |________|________|________|________|________|________|________________| o---------o | Shields | o---------o ______________________________________________________________________ | Name | Cost | Absorb | Evade% | User |Location| Special | |________|________|________|________|________|________|________________| | Aegis | | | | | Mirage |Protects against| | Shield | 40000 | 16 | 0 |KN | Tower |status effects | |________|________|________|________|________|________|________________| | | | | |FG,TH,RM|Crescent| | | Buckler| 2500 | 2 | 0 |KN,NJ,RW| Lake |None | |________|________|________|________|________|________|________________| | Flame | | | | | Gurgu |Protects Against| | Shield | 10000 | 12 | 0 |FG,KN,NJ| Volcano|Ice attacks | |________|________|________|________|________|________|________________| | Ice | | | | | Ice |Protects against| | Shield | 10000 | 12 | 0 |FG,KN,NJ| Cave |Fire attacks | |________|________|________|________|________|________|________________| | Iron | | | | | | | | Shield | 100 | 4 | 0 |FG,KN,NJ| Elfland|None | |________|________|________|________|________|________|________________| | Opal | | | | | Sea |Protects versus | | Shield | 15000 | 16 | 0 |KN | Shrine |Lightning | |________|________|________|________|________|________|________________| | | | | |FG,TH,RM| | | | Pro | | | |WM,BM,KN| Mirage | | | Cape | 20000 | 8 | 2 |NJ,RW,WW| Tower |None | | | | | |BW | | | |________|________|________|________|________|________|________________| | Silver | | | | | Earth | | | Shield | 2500 | 8 | 0 |FG,KN,NJ| Cave |None | |________|________|________|________|________|________|________________| | Wooden | | | | | | | | Shield | 15 | 2 | 0 |FG,KN,NJ| Pravoka|None | |________|________|________|________|________|________|________________| o---------o | Helmets | o---------o ______________________________________________________________________

| Name | Cost | Absorb | Evade% | User |Location| Special | |________|________|________|________|________|________|________________| | | | | |FG,BB,TH| Temple | | | | | | |RM,WM,BM| Of | | | Cap | 80 | 8 | 2 |KN,MS,NJ| Fiends,|None | | | | | |RW,WW,BW| Pravoka| | |________|________|________|________|________|________|________________| | Heal | | | | | Mirage |Casts Heal if | | Helmet | 20000 | 6 | 3 |KN,NJ | Tower |used as an Item | |________|________|________|________|________|________|________________| | Iron | | | | | Dwarf | | | Helmet | 450 | 5 | 5 |FG,KN,NJ| Cave |None | |________|________|________|________|________|________|________________| | Opal | | | | | Sea | | | Helmet | 50000 | 8 | 3 |KN | Shrine |None | |________|________|________|________|________|________|________________| | | | | | |Watrfall|Protects against| | | | | |FG,BB,TH| Sea |status attacks | | | | | |RM,WM,BM| Shrine,|and elemental | | Ribbon | 2 | 1 | 1 |KN,MS,NJ|Floating|magic attacks, | | | | | |RW,WW,BW| Castle |except for Nuke,| | | | | | | |Fade, Nuclear | |________|________|________|________|________|________|________________| | Silver | | | | | Titan's| | | Helmet | 250 | 8 | 3 |FG,KN,NJ| Tunnel |None | |________|________|________|________|________|________|________________| | Wooden | | | | | | | | Helmet | 100 | 3 | 3 |FG,KN,NJ| Elfland|None | |________|________|________|________|________|________|________________| ---------------------------------------------------------------------------------------------------------------Items-------------------------------------------------------------------------------------------------------------10)This section will all the Itens in the game, their cost, use, and location. o---------------o | Regular Items | o---------------o __________________________________ | Name | Cost | Effect | |________|________|________________| | | |Recovers 60 HP | | Cabin | 250 |and saves game | |________|________|________________| | Heal | |Recovers about | | Potion | 60 |30 HP on an ally| |________|________|________________| | | |Recovers HP and | | House | 3000 |MP and saves | | | |game | |________|________|________________| | Pure | |Removes Poison | | Potion | 75 |from an ally | |________|________|________________| | Soft | |Removes Stone | | Potion | 800 |from an ally | |________|________|________________| | | |Recovers 30 HP |

| Tent | 75 |and saves game | |________|________|________________| o---------------o | Special Items | o---------------o __________________________________ | Name |Location| Effect | |________|________|________________| | |Floating|Give this to the| | Adamant| Castle |Dwarf Blacksmith| |________|________|________________| | | Desert |Contains the | | Bottle | Caravan|Fairy from Gaia | |________|________|________________| | | |Opens the Mirage| | Chime | Lefein |Tower | |________|________|________________| | | Marsh |Astos demands it| | Crown | Cave |for the CRYSTAL | |________|________|________________| | |Northwst|Give to Matoya | | Crystal| Castle |for the HERB | |________|________|________________| | | Water- |Gains access to | | Cube | Fall |Floating Castle | |________|________|________________| | | Ice |Used to raise an| | Floater| Cave |Airship upwards | |________|________|________________| | |Matoya's|This will wake | | Herb | Cave |the Elfen Prince| |________|________|________________| | | |Use in Temple of| | Lute |Corneria|Fiends Revisited| |________|________|________________| | Mystic | |Opens locked | | Key | Elfland|doors | |________|________|________________| | | |Allows breathing| | Oxyale | Gaia |underwater | |________|________|________________| | | Sarda's|Shatters plate | | Rod | Cave |in Earth Cave | |________|________|________________| | | Earth |The Titan will | | Ruby | Cave |let you pass | |________|________|________________| | | Sea |Show Dr. Unne | | Slab | Shrine |to learn Lefein | |________|________|________________| | | Castle |Seek out Bahamut| | Tail | Of |with this proof | | | Ordeals|of courage | |________|________|________________| | | |Nerrick can | | TNT |Corneria|finish the canal| |________|________|________________| ----------------------------------------------------------------------------

------------------------------------Magic-------------------------------------------------------------------------------------------------------------11)This section will all the Magic in the game, their cost, use, location, and who can use them. The order of the Magic will be listed by Level. o-------------o | White Magic | o-------------o ______________________________________________________________ | Name | Cost | Level | Effect | User |Location| |________|________|________|_________________|________|________| | | | |Restores 16-32 HP|WM,RM,KN| | | Cure | 100 | 1 |to an ally |WW,RW |Corneria| |________|________|________|_________________|________|________| | | | |Inceases an ally |WM,RM,KN| | | Fog | 100 | 1 |absorb by 8 |WW,RW |Corneria| |________|________|________|_________________|________|________| | | | |Hurts all undead | | | | Harm | 100 | 1 |enemies for 20-80|WM,WW |Corneria| | | | |HP | | | |________|________|________|_________________|________|________| | | | |Increases Evade% |WM,KN,WW| | | Ruse | 100 | 1 |of caster by 80 |RW |Corneria| |________|________|________|_________________|________|________| | | | |Removes Dark from|WM,RM,KN| | | Lamp | 400 | 2 |an ally |WW,RW | Pravoka| |________|________|________|_________________|________|________| | | | |Prevents enemies |WM,RM,KN| | | Mute | 400 | 2 |from using magic |WW,RW | Pravoka| |________|________|________|_________________|________|________| | | | |Lessens damage |WM,RM,KN| | | Alit | 400 | 2 |from Lit attacks |WW,RW | Pravoka| |________|________|________|_________________|________|________| | | | |Increases Evade% |WM,RM,KN| | | Invs | 400 | 2 |of target by 40 |WW,RW | Pravoka| |________|________|________|_________________|________|________| | | | |Restrores 33-66 |WM,RM,KN| | | Cur2 | 1500 | 3 |HP to an ally |WW,RW | Elfland| |________|________|________|_________________|________|________| | | | |Hurts all undead | | | | Hrm2 | 1500 | 3 |enemies for |WM,WW | Elfland| | | | |40-160 HP | | | |________|________|________|_________________|________|________| | | | |Lessens damage |WM,RM,KN| | | Afir | 1500 | 3 |from Fir attacks |WW,RW | Elfland| |________|________|________|_________________|________|________| | | | |Restores 12-24 HP| | | | Heal | 1500 | 3 |to all allies |WM,WW | Elfland| |________|________|________|_________________|________|________| | | | |Removes Poison |WM,RM,WW| | | Pure | 4000 | 4 |from an ally |RW | Elfland| |________|________|________|_________________|________|________| | | | |Lessens damage |WM,RM,WW| | | Aice | 4000 | 4 |from Ice attacks |RW | Elfland| |________|________|________|_________________|________|________| | | | |Make enemies more| | | | Fear | 4000 | 4 |likely to flee |WM,WW | Elfland| |________|________|________|_________________|________|________| | | | |Removes effect of|WM,RM,WW| |

| Amut | 4000 | 4 |Mute |RW | Elfland| |________|________|________|_________________|________|________| | | | |Restores 66-132 |WM,RM,WW| | | Cur3 | 8000 | 5 |HP to an ally |RW | Melmond| |________|________|________|_________________|________|________| | | | |Revives a slain | | | | Life | 8000 | 5 |ally to 1 HP |WM,RW,WW| Melmond| |________|________|________|_________________|________|________| | | | |Hurts all undead | | | | Hrm3 | 8000 | 5 |enemies for |WM,WW | Melmond| | | | |60-240 HP. | | | |________|________|________|_________________|________|________| | | | |Restores 24-58 HP| | | | Hel2 | 8000 | 5 |to all allies |WM,WW | Melmond| |________|________|________|_________________|________|________| | | | |Removes Stone | |Crescent| | Soft | 20000 | 6 |from an ally |WM,WW | Lake | |________|________|________|_________________|________|________| | | | |Takes the party | |Crescent| | Exit | 20000 | 6 |out of a dungeon |RW,WW | Lake | |________|________|________|_________________|________|________| | | | |Increases all | |Crescent| | Fog2 | 20000 | 6 |ally Absorb by 12|WM,RW,WW| Lake | |________|________|________|_________________|________|________| | | | |Increases all | |Crescent| | Inv2 | 20000 | 6 |allies Evade% by |WM,RW,WW| Lake | | | | |40 | | | |________|________|________|_________________|________|________| | | | |Restores all HP | | | | Cur4 | 45000 | 7 |to an ally |WW | Gaia | |________|________|________|_________________|________|________| | | | |Hurts all undead | | | | Hrm4 | 45000 | 7 |enemies for |WW | Gaia | | | | |80-320 HP | | | |________|________|________|_________________|________|________| | | | |Protects allies | | | | Arub | 45000 | 7 |from Rub attacks |WM,RW,WW| Onrac | |________|________|________|_________________|________|________| | | | |Restores 48-96 HP| | | | Hel3 | 45000 | 7 |to all allies |WM,WW | Onrac | |________|________|________|_________________|________|________| | | | |Hurts all enemies| | | | Fade | 60000 | 8 |for 80-320 HP |WW | Gaia | |________|________|________|_________________|________|________| | | | |Protects against | | | | Wall | 60000 | 8 |status effects |WW | Gaia | | | | |and lowers damage| | | |________|________|________|_________________|________|________| | | | |Removes elemental| | | | Xfer | 60000 | 8 |resistances from |WW | Gaia | | | | |an enemy | | | |________|________|________|_________________|________|________| | | | |Restores a fallen| | | | Lif2 | 60000 | 8 |ally to full HP |WW | Lefien | |________|________|________|_________________|________|________|

o-------------o | Black Magic | o-------------o

______________________________________________________________ | Name | Cost | Level | Effect | User |Location| |________|________|________|_________________|________|________| | | | |Hurts an enemy | | | | Fire | 100 | 1 |for 10-40 HP, but|RM,BM,NJ| | | | | |higher on enemy |RW,BW |Corneria| | | | |weak to it | | | |________|________|________|_________________|________|________| | | | |Can put all |RM,BM,NJ| | | Sleep | 100 | 1 |enemies to sleep |RW,BW |Corneria| |________|________|________|_________________|________|________| | | | |Decreases Evade% |RM,BM,NJ| | | Lock | 100 | 1 |one enemy by 10 |RW,BW |Corneria| |________|________|________|_________________|________|________| | | | |Hurts an enemy | | | | Lit | 100 | 1 |for 10-40 HP, but|RM,BM,NJ| | | | | |higher on enemy |RW,BW |Corneria| | | | |weak to it | | | |________|________|________|_________________|________|________| | | | |Lowers enemies |RM,BM,NJ| | | Dark | 400 | 2 |Hit% |RW,BW | Pravoka| |________|________|________|_________________|________|________| | | | |Hurts an enemy | | | | Ice | 400 | 2 |for 10-80 HP, but|RM,BM,NJ| | | | | |higher on enemy |RW,BW | Pravoka| | | | |weak to it | | | |________|________|________|_________________|________|________| | | | |Lowers enemies |RM,BM,NJ| | | Slow | 400 | 2 |Hit totals to 1 |RW,BW | Pravoka| |________|________|________|_________________|________|________| | | | |Increases the |RM,BM,NJ| | | Tmpr | 400 | 2 |damage on an ally|RW,BW | Pravoka| |________|________|________|_________________|________|________| | | | |Hurts all enemies| | | | Fir2 | 1500 | 3 |for 30-120 HP |RM,BM,NJ| | | | | |but higher on |RW,BW | Elfland| | | | |enemy weak to it | | | |________|________|________|_________________|________|________| | | | |Paralyzes an |RM,BM,NJ| | | Hold | 1500 | 3 |enemy |RW,BW | Elfland| |________|________|________|_________________|________|________| | | | |Hurts all enemies| | | | Lit2 | 1500 | 3 |for 30-120 HP, |RM,BM,NJ| | | | | |but higher on |RW,BW | Elfland| | | | |enemy weak to it | | | |________|________|________|_________________|________|________| | | | |Decreases enemies|RM,BM,NJ| | | Lok2 | 1500 | 3 |Evade% by 20 |RW,BW | Elfland| |________|________|________|_________________|________|________| | | | |An enemy may fall|RM,BM,NJ| | | Slp2 | 4000 | 4 |asleep |RW,BW | Elfland| |________|________|________|_________________|________|________| | | | |Hurts all enemies| | | | Ice2 | 4000 | 4 |for 40-160 HP, |RM,BM,NJ| | | | | |but higher on |RW,BW | Elfland| | | | |enemy weak to it | | | |________|________|________|_________________|________|________| | | | |Enemies will go |RM,BM,NJ| | | Conf | 4000 | 4 |after their own |RW,BW | Elfland| |________|________|________|_________________|________|________| | | | |Doubles an allies|RM,BM,NJ| | | Fast | 4000 | 4 |number of Hits |RW,BW | Elfland|

|________|________|________|_________________|________|________| | | | |hurts all enemies|RM,BM,RW| | | Fir3 | 8000 | 5 |50-200 HP |BW | Melmond| |________|________|________|_________________|________|________| | | | |Can destroy an | | | | Bane | 8000 | 5 |enemy instantly |BM,RW,BW| Melmond| |________|________|________|_________________|________|________| | | | |Lowers an enemy's|RM,BM,RW| | | Slo2 | 8000 | 5 |Hits to 1 |BW | Melmond| |________|________|________|_________________|________|________| | | | |Moves the party | | | | Warp | 8000 | 5 |back one floor |RW,BW | Melmond| |________|________|________|_________________|________|________| | | | |One Hit Kill on | |Crescent| | Qake | 20000 | 6 |all enemies |BM,BW | Lake | |________|________|________|_________________|________|________| | | | |Kills an enemy | |Crescent| | Rub | 20000 | 6 |in one hit |BM,BW | Lake | |________|________|________|_________________|________|________| | | | |Hurts all enemies| | | | Lit3 | 20000 | 6 |for 60-240 HP |BM,RW,BW|Crescent| | | | |but higher on | | Lake | | | | |enemy weak to it | | | |________|________|________|_________________|________|________| | | | |Paralyzes most | |Crescent| | Stun | 20000 | 6 |enemies with less|BM,BW | Lake | | | | |than 300 HP | | | |________|________|________|_________________|________|________| | | | |Destroys an enemy| | | | Brak | 45000 | 7 |in one hit |BW | Gaia | |________|________|________|_________________|________|________| | | | |Hurts all enemies| | | | Ice3 | 45000 | 7 |for 70-280 HP |BM,RW,BW| Gaia | |________|________|________|_________________|________|________| | | | |Increases casters| | | | Sabr | 45000 | 7 |Damage and Hit% |BW | Onrac | |________|________|________|_________________|________|________| | | | |Blinds most | | | | Blnd | 45000 | 7 |enemies with less|BM,BW | Onrac | | | | |than 300 HP | | | |________|________|________|_________________|________|________| | | | |Possiby Stuns all| | | | Stop | 60000 | 8 |enemies |BW | Gaia | |________|________|________|_________________|________|________| | | | |Possibly destroys| | | | Zap! | 60000 | 8 |all enemies |BW | Gaia | |________|________|________|_________________|________|________| | | | |Destroys most | | | | XXXX | 60000 | 8 |enemies with less|BW | Gaia | | | | |than 300 HP | | | |________|________|________|_________________|________|________| | | | |Hits all enemies | | | | Nuke | 60000 | 8 |for 100-400 HP |BW | Lefien | |________|________|________|_________________|________|________| --------------------------------------------------------------------------------------------------------------Enemies------------------------------------------------------------------------------------------------------------12)This section will list every Enemy in the game as well as their vital stats and weaknesses.

________ ________ _______ ________ ________ ________ __________ __________ | Name | H.P. | EXP. | Gold | Damage | Class | Weakness | Strength | |________|________|_______|________|________|________|__________|__________| | Agama | 296 | 2472 | 1200 | 31-62 | Dragon | Ice | Fire | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Brak| | Air | 358 | 1614 | 807 | 53-106 | None | None |Qake, Slep| | | | | | | | |Stun | |________|________|_______|________|________|________|__________|__________| | Ankylo | 352 | 2610 | 1 | 98-196 | None | None | None | |________|________|_______|________|________|________|__________|__________| |Arachnid| 64 | 141 | 50 | 5-10 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Asp | 56 | 123 | 50 | 6-12 | Dragon | None | None | |________|________|_______|________|________|________|__________|__________| | BadMan | 260 | 1263 | 1800 | 44-88 | None | None | None | |________|________|_______|________|________|________|__________|__________| | BigEye | 304 | 3591 | 3591 | 30-60 | Water | Lit |Fire, Qake| |________|________|_______|________|________|________|__________|__________| | Blue D | 454 | 3274 | 2000 | 92-184 | Dragon | Fire | Qake | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Brak| | Bone | 10 | 9 | 3 | 10-20 | Undead |Fire, Harm|Rub , Slep| | | | | | | | |Stun | |________|________|_______|________|________|________|__________|__________| | Bull | 164 | 489 | 489 | 22-44 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Caribe | 92 | 240 | 20 | 22-44 | Water | Lit |Fire, Qake| |________|________|_______|________|________|________|__________|__________| | CatMan | 160 | 780 | 780 | 30-60 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Cerebus| 192 | 1182 | 600 | 30-60 | Fire | Ice | Fire | |________|________|_______|________|________|________|__________|__________| | Chimera| 300 | 2064 | 2500 | 30-60 | Dragon | Ice |Fire, Qake| |________|________|_______|________|________|________|__________|__________| | Cobra | 80 | 165 | 50 | 22-44 | None | None | None | |________|________|_______|________|________|________|__________|__________| |Coctrice| 50 | 186 | 200 | 1-2 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | Crawl | 84 | 186 | 200 | 1-2 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Creep | 56 | 63 | 15 | 17-34 | None | Fire | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Ice, Bane | | Earth | 288 | 1536 | 768 | 66-132 | None | Fire |Lit, Brak | | | | | | | | |Qake, Stun| |________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Brak| | EvilMan| 190 | 2700 | 3000 | 55-110 | Magic | None |Stun, Rub | |________|________|_______|________|________|________|__________|__________| | Eye | 162 | 3225 | 3225 | 30-60 | Magic | None | Qake | |________|________|_______|________|________|________|__________|__________| | Fighter| 200 | 3420 | 3420 | 40-80 | Magic | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Fire| | Fire | 276 | 1620 | 800 | 50-100 | Fire | Ice |Slep, Stun| | | | | | | | |Qake, Rub | |________|________|_______|________|________|________|__________|__________| | FrGator| 142 | 1890 | 2000 | 56-112 | Dragon | Lit |Fire, Qake| |________|________|_______|________|________|________|__________|__________| | FrGiant| 336 | 1752 | 1752 | 60-120 | Giant | Fire | Ice |

|________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Brak| | Frost D| 200 | 1701 | 2000 | 53-106 | Dragon | Fire |Qake, Ice | |________|________|_______|________|________|________|__________|__________| | FrWolf | 93 | 402 | 200 | 25-50 | None | Fire | Ice | |________|________|_______|________|________|________|__________|__________| |Gargoyle| 80 | 132 | 80 | 12-24 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | Gas D | 352 | 4068 | 5000 | 72-144 | Dragon | Ice | Qake | |________|________|_______|________|________|________|__________|__________| | Gator | 184 | 816 | 900 | 42-84 | | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Rub | | Geist | 56 | 117 | 117 | 8-16 | Undead |Fire, Harm|Bane, Ice | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Rub | | Ghost | 180 | 990 | 990 | 93-186 | Undead |Fire, Harm|Bane, Ice | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Rub | | Ghoul | 48 | 93 | 50 | 8-16 | Undead |Fire, Harm|Bane, Ice | |________|________|_______|________|________|________|__________|__________| | Giant | 240 | 879 | 879 | 38-76 | Giant | None | None | |________|________|_______|________|________|________|__________|__________| | Grey W | 280 | 1671 | 400 | 50-100 | None | Ice |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | GrImp | 16 | 18 | 18 | 8-16 | Giant | None | None | |________|________|_______|________|________|________|__________|__________| |GrMedusa| 68 | 1218 | 1218 | 20-40 | None | Fire |Qake, Ice | |________|________|_______|________|________|________|__________|__________| | GrNaga | 420 | 3489 | 4000 | 7-14 | Magic | None | None | |________|________|_______|________|________|________|__________|__________| | GrOgre | 132 | 282 | 300 | 23-46 | Giant | None | None | |________|________|_______|________|________|________|__________|__________| | GrPede | 320 | 2444 | 1000 | 73-146 | None |Fire, Ice | None | |________|________|_______|________|________|________|__________|__________| | GrShark| 344 | 2361 | 600 | 50-100 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | GrWolf | 72 | 93 | 22 | 14-28 | None | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Rub | | Guard | 200 | 1244 | 400 | 25-50 | None | Lit |Stun | |________|________|_______|________|________|________|__________|__________| | Hydra | 212 | 915 | 150 | 30-60 | Dragon | None | None | |________|________|_______|________|________|________|__________|__________| | Hyena | 120 | 288 | 72 | 22-44 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Iguana | 92 | 153 | 90 | 18-36 | Dragon | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Rub | | Image | 86 | 231 | 231 | 22-44 | Undead |Fire, Harm|Bane, Ice | |________|________|_______|________|________|________|__________|__________| | Imp | 8 | 6 | 6 | 4-8 | None | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Stun, Fire| | IronGol| 304 | 6717 | 3000 | 93-186 | None | None |Lit, Ice | |________|________|_______|________|________|________|__________|__________| | Jimera | 350 | 4584 | 5000 | 40-80 | Dragon | Ice |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | Kyzoku | 50 | 60 | 120 | 14-28 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | Lobster| 148 | 639 | 300 | 35-70 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________|

| MadPony| 64 | 63 | 15 | 10-20 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Mage | 105 | 1095 | 1095 | 26-52 | Magic | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Fire| | ManCat | 110 | 603 | 800 | 20-40 | Magic | None |Ice, Lit | |________|________|_______|________|________|________|__________|__________| |Manticor| 164 | 1317 | 650 | 22-44 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | Medusa | 68 | 699 | 699 | 20-40 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | Muck | 76 | 255 | 70 | 30-60 | None | None | Magic | |________|________|_______|________|________|________|__________|__________| | MudGol | 176 | 1257 | 800 | 64-128 | Magic | None | Stun | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Ice | | Mummy | 80 | 300 | 300 | 30-60 | Undead |Fire, Harm|Brak, Rub | |________|________|_______|________|________|________|__________|__________| | Naga | 356 | 2355 | 2355 | 9-18 | Magic | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | NaOcho | 344 | 3189 | 500 | 35-70 | None | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Qake| |Nitemare| 200 | 1272 | 700 | 30-60 | None | Ice |Fire, Rub | |________|________|_______|________|________|________|__________|__________| | Ocho | 208 | 1224 | 102 | 20-40 | None | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | OddEye | 10 | 42 | 10 | 4-8 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | Ogre | 100 | 195 | 195 | 18-36 | Giant | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Stun| | Ooze | 76 | 252 | 70 | 32-64 | None |Fire, Ice |Bane, Brak| | | | | | | | |Rub, Lit | |________|________|_______|________|________|________|__________|__________| | Pede | 222 | 1914 | 300 | 39-78 | None | None | None | |________|________|_______|________|________|________|__________|__________| |Perilisk| 44 | 423 | 500 | 20-40 | None | Ice |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Stun| | Phantom| 360 | 4 | 1 |120-240 | Undead |Fire, Harm|Bane, Ice | | | | | | | | |Qake, Rub | |________|________|_______|________|________|________|__________|__________| | Pirate | 6 | 40 | 40 | 8-16 | None | None | None | |________|________|_______|________|________|________|__________|__________| |R.Ankylo| 256 | 1428 | 300 | 60-120 | None | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Stun| | R.Bone | 144 | 378 | 378 | 26-52 | Undead |Fire, Harm|Bane, Brak| | | | | | | | |Ice, Rub | |________|________|_______|________|________|________|__________|__________| |R.Caribe| 172 | 546 | 46 | 37-74 | Water | Lit | None | |________|________|_______|________|________|________|__________|__________| | R.Goyle| 94 | 387 | 387 | 10-20 | Fire | None |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | R.Giant| 300 | 1506 | 1506 | 73-146 | Giant | Ice | Fire | |________|________|_______|________|________|________|__________|__________| | R.Hydra| 182 | 1215 | 400 | 20-40 | Dragon | Ice | Fire | |________|________|_______|________|________|________|__________|__________| | R.Sahag| 64 | 105 | 105 | 15-30 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | | | | | | |Bane, Ice | |

| Red D | 248 | 2904 | 4000 | 75-150 | Fire | Brak |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | | | | | | | |Stun, Lit | | RockGol| 200 | 2385 | 1000 | 70-140 | Magic | None |Fire, Ice | |________|________|_______|________|________|________|__________|__________| |Saber T | 200 | 843 | 500 | 24-48 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Sahag | 28 | 30 | 30 | 10-20 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | Sand W | 200 | 2683 | 900 | 46-92 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | Sauria | 196 | 1977 | 658 | 30-60 | Dragon | None | None | |________|________|_______|________|________|________|__________|__________| |Scorpion| 84 | 225 | 70 | 22-44 | None | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Brak| | Scum | 24 | 84 | 20 | 1-2 | None | Fire, Ice|Qake, Stun| | | | | | | | |Rub, Lit | |________|________|_______|________|________|________|__________|__________| |SeaSnake| 224 | 957 | 600 | 35-70 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| |SeaTroll| 216 | 852 | 852 | 40-80 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Rub | | Sentry | 400 | 4000 | 2000 |102-204 | None | Lit |Fire, Ice | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Stun| | Shadow | 50 | 90 | 45 | 10-20 | Undead |Fire, Harm|Bane, Qake| | | | | | | | |Rub, Ice | |________|________|_______|________|________|________|__________|__________| | Shark | 120 | 267 | 66 | 22-44 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | Slime | 156 | 1101 | 900 | 49-98 | None | None | None | |________|________|_______|________|________|________|__________|__________| |Sorcerer| 112 | 822 | 999 | 1-2 | None | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Stun| | Specter| 52 | 150 | 150 | 20-40 | Undead |Fire, Harm|Bane, Qake| | | | | | | | |Rub, Ice | |________|________|_______|________|________|________|__________|__________| | Sphinx | 228 | 1160 | 1160 | 23-46 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | Spider | 28 | 30 | 8 | 10-20 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Tiger | 132 | 438 | 108 | 73-146 | None | None | None | |________|________|_______|________|________|________|__________|__________| | T Rex | 600 | 7200 | 600 |115-230 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Troll | 184 | 621 | 621 | 24-48 | None | Fire | None | |________|________|_______|________|________|________|__________|__________| | Tyro | 480 | 3387 | 502 | 65-130 | None | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Qake| | Vampire| 156 | 1200 | 2000 | 76-152 | Undead |Fire, Harm|Bane, Brak| | | | | | | | |Rub, Ice | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Bane, Brak| | WarMech| 1000 | 32000 | 32000 |128-256 | None | None |Qake, Fire| | | | | | | | |Ice, Lit | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Bane| | Water | 300 | 1962 | 800 | 69-138 | Water | Lit, Ice | Stun |

|________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Stun| | Wizard | 84 | 276 | 300 | 30-60 | Magic | Lit |Bane, Brak| | | | | | | | |Fire, Ice | |________|________|_______|________|________|________|__________|__________| | Wolf | 20 | 24 | 6 | 8-16 | None | None | None | |________|________|_______|________|________|________|__________|__________| | Worm | 448 | 4344 | 1000 | 65-130 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Stun| | Wraith | 114 | 432 | 432 | 40-80 | Undead |Fire, Harm|Bane, Qake| | | | | | | | |Rub, Ice | |________|________|_______|________|________|________|__________|__________| | WrWolf | 68 | 135 | 67 | 14-28 | Were | None | None | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Brak| | WzMummy| 188 | 984 | 1000 | 43-86 | Undead |Fire, Harm|Rub, Ice | |________|________|_______|________|________|________|__________|__________| | WzOgre | 144 | 723 | 723 | 23-46 | Magic | None | Qake | |________|________|_______|________|________|________|__________|__________| | WzSahag| 204 | 882 | 882 | 47-94 | Water | Lit |Qake, Fire| |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Bane| | WzVamp | 300 | 2385 | 3000 | 90-180 | Undead |Fire, Harm|Rub, Ice | |________|________|_______|________|________|________|__________|__________| | Wyrm | 260 | 1218 | 502 | 40-80 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | Wyvern | 212 | 1173 | 50 | 30-60 | None | None | Qake | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Qake, Bane| | Zombie | 20 | 24 | 12 | 10-20 | Undead |Fire, Harm|Rub, Ice | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Stun| | ZomBull| 224 | 1050 | 1050 | 40-80 | Undead |Fire, Harm|Bane, Brak| | | | | | | | |Rub, Ice | |________|________|_______|________|________|________|__________|__________| | | | | | | | |Slep, Stun| |Zombie D| 268 | 2331 | 999 | 56-112 | Undead |Fire, Harm|Bane, Brak| | | | | | | | |Rub, Ice | |________|________|_______|________|________|________|__________|__________| -------------------------------------------------------------------------------------------------------------Bugs/Oddities----------------------------------------------------------------------------------------------------------13)If it is an oddity, a neat trick, or some buggy programming, this is the section to find it in. o------------------o | Ship Puzzle Game | o------------------o While riding on the Ship, stop moving, hold the A Button, and then press the B Button 55 times. This will unlock a sliding puzzle that is solved by listing the numbers in order from 1 to 15 (row one = 1-4, row two = 5-8, row three = 9-12, row four = 13-15). Upon winning, you will gain 100 Gold Pieces! This is repeatedly collectable, but is far faster to just bash the enemies around for Gold AND Experience instead of this (fun to play though as an occasional diversion). It also has it's uses for a Low Level Game... if you do not find that to be unethical for such a challenge!

o-----------------o | Power Peninsula | o-----------------o After you have been to pravoka and then Elfland, purchase a hit every enemy spell like Fir2 or Hrm2 and head east from Pravoka (Fir2 is much preferrable however). Walk north onto the tip of the peninsula and patrol there until an enemy attacks. The enemies are super strong, but with the hit all spells they are quite beatable, giving large amounts of Gold and Experience! Just be aware that they can kill you easily, so make use of Tents/Cabins to save any Gold/Experience won in the hard fought battles. o-----------------------o | Zombie D Slaughtering | o-----------------------o Since they are undead and rather easy to kill, after you gain the TAIL and still have spell charges, step off and step back to fight them again and again for a fast and relatively safe way to gain Experience and Gold! You could also return here to continue, but the trick below is on the way (via the walkthrough) and a little more satisfying. ;) o-----------------------------o | Eye To Eye With The... EYE! | o-----------------------------o Once you have ProRings, trek into the Ice Cave to go to the locale where you found the FLOATER. You can then proceed to wail on the Eye over and over for massive amounts of Experience and Gold in a short amount of time while not worrying about it's one hit kill attacks! o----------------------------------o | Black Belt/Master Defense Oddity | o----------------------------------o A Black Belt/Master can wear armor and it will effect his Absorb total, but it will be reset to a number equal to his level if a level-up occurs. If you wish to have Armor on that will have a higher Absorb than your level, then you will need to re-equip it every time one of the two stipulations above occurs. Also note that Armor worn with special in batte effects will still function despite the bug being in place (ProRings will still protect against Rub for example). o-------------------o | How Running Works | o-------------------o Running is supposed to be based on instead based on your Luck and the lower. This means that characters perfectly when they have more than positions down. your Luck and your level, but it is status of the character two positions in the top two positions can run 15 Luck and a healthy party member two

For the third and fourth character, their run rate is based on their Luck and a randomly fluctuating value that nobody has determined the use of. Thanks to Kyle Chapman for this explanation.

o-----------------------------o | Empty Chests... Or Are They | o-----------------------------o Empty Chests are annoying when happened upon, but did you know that they could contain valuable equipment and Items? Well, to determine where they appear (and how to make them hold an Item), make note of the "*" beside a treasure listing below, indicating which treasure to skip in the walkthrough for that specific dungeon, allowing for this trick to work. Full thanks to Kyle Chapman for compiling the list and to silktail for saving that list. Castle of Ordeal 2F: 1 chest -CoO 1: Zeus Gauntlet* Castle of Ordeal 3F: 9 chests -CoO 1: Zeus Gauntlet* (lower left), labelled "Castle of Ordeal 1" -CoO 2: HOUSE (beside that) -CoO 3: 1455 G (beside that) -CoO 4: 7340 G (beside that) -CoO 5: Gold Bracelet (top left) -CoO 6: Ice Sword (below that) -CoO 7: Iron something (below that) -CoO 8: Heal Staff (top right) -CoO 9: TAIL Marsh Cave B2: 7 chests (note that this floor is broken into two parts, for each staircase down from the entrance to the Marsh Cave) -MC 5: 620 G -MC 6: Short Sword* \ -MC 6: Short Sword* -One in the "up" path, two in the "down" path -MC 6: Short Sword* / -MC 7: 680 G* -MC 7: 680 G* -MC 8: Large Dagger Marsh Cave B3: -MC 1: 295 G -MC 2: Copper Bracelet -MC 3: HOUSE -MC 4: 385 G -MC 9: CROWN -MC 10: Iron Armor* \ -MC 10: Iron Armor* -Scattered -MC 10: Iron Armor* / -MC 11: Silver {DE} -MC 12: Silver {D6} -MC 13: 1020 G Gurgu Volcano 4: -GV 19: Soft* -GV 20: 2750 G -GV 21: 1760 G -GV 22: Wooden{D8} -GV 23: 1250 G -GV 24: 10 G -GV 25: 155 G -GV 26: HOUSE -GV 27: 2000 -GV 28: Ice Sword* (far upper left) -GV 28: Ice Sword* (far upper right)

-GV -GV -GV -GV

29: 30: 31: 32:

880 G PURE Flame Shield 7340 G 5: (top right) (middle right) (bottom right) Armor o------------------o | Magical Defenses | o------------------o

Gurgu Volcano -GV 19: Soft* -GV 19: Soft* -GV 19: Soft* -GV 33: Flame

Magical Defenses are not really visible while playing, but they are calculated, and thanks to the work of dedicated code depilers, the following information can now be shared: Fighter/Knight: 15 + 3/level Thief/Ninja: 15 + 2/level Black Belt: 10 + 4/level Master: 1/level All Mages/Wizards: 20 + 2/level It is possible but rather unlikely that INT also affects this value. No proof has surfaced stating on this point one way or another, so assume for now it does nothing. o------------------------o | Gurgu Volcano Lava Fun | o------------------------o If a party already has low HP, the damage squares can be helpful, as you will never have encounters if you walk on lava. Due to this, your HP will never lower below 1, it can actually be used to avoid damage. In a party of mages, for example, you'll take a lot less damage by walking on lava at 1 HP than by fighting groups of Agamas. o--------------o | Double Doors | o--------------o If you go into the menu screen while standing on a door, when you come back the door will reappear on you. Sometimes if you walk down, the door will double on screen. o-----------------o | Invisible Woman | o-----------------o In Corneria Castle, this lovely lady is hidden from view due to her being programmed as a NPC being "in a room" when she is really "outside a room". This means that she is only visible while in a room, but she can still be spoke to (look in the empty room to the left of the treasure rooms). o--------------------------------------o

| Special Swords... Are Not So Special | o--------------------------------------o Any of the weapons that have Special abilities that make them more effective versus certain types of enemies (ie Coral Sword, Dragon Sword, Flame Sword, Giant Sword, Ice Sword, Rune Sword, Sun Sword, and Were Sword) do not do so due to buggy programming. o---------------------o | Caravan Landing Pad | o---------------------o For some odd reason, the Caravan can indeed be used to land the Airship, making it an easy spot to put down to visit the Caravan while also being the only patch of desert that can be landed upon within the entire game! o----------------o | House Rip-Off? | o----------------o Due not and the to how the House actually functions, it will refill the spell charges of the characters. shuts off the game, the next time they start spell charge refills due to the order of the appear as if the House did If a player uses a House it up they will not recieve functions that the House:

i) HP refill ii) Game save option iii) Spell charge refill So, due to the order, the spell charge refill is not accounted for after the game is powered down. o---------------o | Bugged Spells | o---------------o The following are a list of spells that do not work as they were designed, also listing what effect (if any) they have. Tmpr Sabr Xfer Lock Lok2 Hel2 Does not work at all. Does not work at all. Does not work at all. Always misses. Instead of decreasing Enemy Evade% by 20, increases Evade by 20. Works outside of battle as designed, works like Hel3 in battle. o--------------o | Enemy Spells | o--------------o When an enemy casts a spell that targets all allies it doesn't hit the caster. When an enemy grants protection from an element to something that's weak to that element it doesn't work. o-------------o | Odd Bat Out | o-------------o

Inside the Waterfall mini-dungeon is a bat that wanders through the walled areas, but it does not have any other differences from normal bats in speech. --------------------------------------------------------------------------------------------------Older Version History Section--------------------------------------------------------------------------------------------------14)This section has been created for the sole purpose of shortening the front end of this FAQ, as the valuable info was getting buried in all of the jumble. ----------Version 1.0 -----------Submitted FAQ on September 17th, 2003 ----------Version 1.5 -----------Submitted FAQ on September 24th, 2003 -Changed contributor name from WM White Mage to ICE WATER -Altered format -Fixed a few small errors in the FAQ ----------Version 2.0 -----------Submitted FAQ on March 8th, 2004 -Added in a new team (thanks to Casey Wheelwright) -reformatted a few sections slightly -Fixed a few small errors within the walkthrough -Added a brief ASCII title, as it looked too plain at the top ----------Version 2.5 -----------Submitted FAQ on August 30th, 2004 -Corrected a few errors and overlooks thanks to numerous e-mailers -Fixed a formatting error within the document ----------Version 2.6 -----------Submitted FAQ on December 18th, 2004 -Added in a new team combination (thanks to Cheveyo for the e-mail) ----------Version 2.7 -----------Submitted guide on April 1st, 2005 -I added in Honestgamers as a site allowed to use my FAQs -refomratted a few pieces of this FAQ to make it a little easier on the eyes -----------

Version 2.8 -----------Submitted guide on July 10th, 2005 -I added in Retronintendo as a site allowed to use my FAQs -Altered the format to make it easier on the eyes of the reader ------------------------------------------------------------------------------------------------------------Final Word-----------------------------------------------------------------------------------------------------------15)As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2003. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and www.honestgamers.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address. I would just like to thank Psycho Penguin (his Enemy Lists were the basis for mine, so thanks duder!), Vegita (I used your Armor and Weapons charts to double check my info), Kain Stryder (I double checked the enemy list off of his), and my brother for being such a good dude to play this with while we were growing up. A SUPER DUPER thanks to AgriasOaks/Red Scarlet for the massive detailed party listings in the Party section! Another SUPER DUPER thanks to Kyle Chapman and the rest of the FF Board at GameFAQs for helping to correct tons of little errors that exist and add to the Secrets/Oddities section. I would also like to thank the countless others who have submitted a slight correction here or there (they are mentioned in the version histories of the updates specifically) as all help is appreciated and incorporated to create a better FAQ for all! Also, huge thanks to the following site for more of the Secrets/Oddities section: http://collector.5gigs.com/ff1/bugs/index.html

Submitted by BSulpher - Created 9/25/03 (Last Modified 7/23/07) See All Final Fantasy Walkthroughs and FAQs Share |

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