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Final Fantasy - Official Strategy Guide (2007) (PSP)

This document is an official strategy guide for the PlayStation Portable version of FINAL FANTASY, detailing gameplay mechanics, character classes, and battle strategies. It includes walkthroughs for various dungeons, a bestiary, and tips for managing items and magic. The guide aims to assist players in navigating the game and enhancing their gaming experience.

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parvisjaya
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© © All Rights Reserved
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0% found this document useful (0 votes)
58 views180 pages

Final Fantasy - Official Strategy Guide (2007) (PSP)

This document is an official strategy guide for the PlayStation Portable version of FINAL FANTASY, detailing gameplay mechanics, character classes, and battle strategies. It includes walkthroughs for various dungeons, a bestiary, and tips for managing items and magic. The guide aims to assist players in navigating the game and enhancing their gaming experience.

Uploaded by

parvisjaya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BRADYGAMES* ,

OFFICIAL STRATEGY GUIDE TAKE YOUR GAME FURTHER :

COVERS PLAYSTATION® PORTABLE

BASED ON A GAME jee


RATED BY THE
ESRB i: SQUARC CNIX. Written by Ken Schmidt
WALKTHROUGH BONUS DUNGEONS
The Adventure Begins Farthgifl Shrine
The Earth Crystal Hellfire Chasm
The Fire Crystal Lifespring Grotto
The Water Crystal Whisperwind Cove
The Wind Crystal The Labyrinth ofTime
The Final Batile BESTIARY
GAME SECRETS
GETTING STARTED
Welcome to the beginning, not only of this guide, but to the FINAL
FANTASY series. The graphics have been enhanced from their previous
8-bit incarnation and an impressive CG intro has been added. If you
The Controls
played FINAL FANTASY when it originally appeared on the NES,
then youre already familiar with the game's mechanics. If you're a fan of Main Menu
the series and never played the original, then take a moment to browse Pressing the
the s game manual for the basics of getting
getting a aggameup
p and running.§ Triangle button ‘Status
Formation
while not engaged
The latest incarnation FINAL FANTASY includes a modified version in battle brings
of the original adventure (one big change is the ability to save almost up the main: , mae | ive 60 Ae NiniShae
Be
anywhere and at almost any time), the bonus dungeons from Dawn of ? = MP
menu. This screen jp Kuku
Souls, and a completely new dungeon called the Labyrinth of Time. provides a quick
overview of every

character's current

status, your current location, and progress through the game.

In addition, there are seven options that allow you to use Items or
Magic, change a character's equipment, get an in-depth view ofa
character's status, change the party’s formation, alter the configuration
of the game settings, or save the game.

1 . LTD

At the beginning of the game, you must choose a class for each of your
four characters. With six classes and four characters, this is a difficult
decision, A good rule of thumb for a balanced party is to use two
offensive characters (Warriors, Thieves, or Monks) and two spellcasters
(Black Mages, White Mages, or Red Mages). To learn more about each
character class, flip ahead to the “Character Classes” section.
{lems
Use this menu to manage the items in your inventory. The name of each
item is listed, followed by the quantity of that particular item in your
inventory. Your inventory can hold up to 99 of a single item.

‘The Key Items


selection lists
special items
collected
Red Mage
throughout your Remedy

2t?? adventure, The ¢


# Cottage
ne Bax

Black Mage items displayed


: Auto-Name
here have specific
uses that are
triggered by events
in the game.
Select a character ‘This option allows you to select two characters and switch their places
to view a list of in the party's marching order,
Red Wizard
that character's
current spells. This
~ MP Cast
Configuration
screen enables you oe
The Configuration
to use certain spells white:
menu allows you
(those highlighted
to change the
in white text), or
gameplay settings.
discard a spell that
Highlight a
you want to replace with another.
selection to display
information about
that option on
[quinn the bottom of
A charactet’s Equipment menu enables you to equip weapons, shields, the screen.
helmets, armor and gloves. The four values on the bottom-right side of
the screen change based on the item being equipped (some of the items
obtained from the bonus dungeons impact other numbers not seen On Always dash while moving.
on this screen). Yellow numbers indicate an improvement, while gray
numbers indicate a decline in those four stats, Off Dash only when dash button is pressed.

This is only effective in towns and dungeons. It has no real impact on gameplay
other than speeding through these areas.

Cursor
Default Keep default cursor position in menus.

Memory Remember cursor position in menus.

lf you repeat the same commands and use the same items continuously, the
Memory option reduces the tedium of selecting the same options on every turn.

The closer to ‘Fast’ this option is set, the quicker messages will scroll during
Select Optimal to automatically equip the items with the best stats. the game.
Select Remove, then choose a piece of equipment to return that piece of
equipment to the party's inventory. Don't leave this screen too quickly! Controls
Keep in mind that the Optimize option does not take into account any This menu enables you to change the Confirm/Back button, Menu button,
enemies that you may encounter. A Mythril Sword has a lower Attack Bestiary bution and how you control your party’s movement.
rating than a Flame Sword, but you don't want to equip a Flame Sword
if you're about to face a Red Dragon. Window Color
Use this option to change the Red, Green and Blue settings of the menu
¢ windows.
N

The Status screen


Bestiar
shows each Each enemy you

ability rating fight and the


for a particular number defeated is
character, as well listed here. There
as that character's is a completion

current EXP and percentage: (which

the amount of comes into play as

EXP needed to one of the game's


level up. Before secrets) included
venturing into a new area, check each character's Status screen to see if on the main screen.
anyone is about to level up. Select an enemy to view additional information about it.
Terrain and!rave

Plains raisiaaits Forest Desert

Modes ofTransportation
WALKING: The party can walk over Plains, Forest,
Desert, and Stone areas.

SHIP: The Ship is used to travel over deep waiter, but is


Tn MemrnTtrmme MoT en eRe limited to docking at a harbor until the party gains the
Mountains Shallow Water use of the Canoe. With the Canoe, the Ship can dock at
rivers.

CANOE: The Canoe is used to cross the shallow water of


rivers and lakes.

AIRSHIP: The Airship flies over every type of terrain, but


can only land on open plains.
Battle
of
Basics
Deep Water

While exploring dungeons and castles or traveling from town to town, your
party will randomly encounter groups of enemies. In addition, there are pre-
arranged battles against bosses that are triggered by speaking with certain
NPCs, or by stepping on a certain point.

Between Battles,
When you'te not actively engaged in a battle, you can prepare each character—or your entire party—to improve their chances for survival and success. Each
town or monster-infested area may contain better equipment than what your party currently uses. When you acquire something new (by purchasing it, looting
it from a chest, or if it's dropped by an enemy), compare it against your characters current equipment, Items that can't be equipped (Antidotes, Potions, etc.)
generally serve as back-ups for White Magic spells that your party may not have. These items, which are used to restore HP or remove status ailments, are
consumed after a single use. You cannot consume Key Items; these items are necessary to trigger certain events and advance the game's storyline.

You must purchase Black and White Magic from the appropriate magic shops, which are always located inside a town. Generally, Black Magic is used to
inflict damage and status ailments, while White Magic is used to restore HP and remove status ailments. Not all characters can use magic, but it's extremely
important to keep spell lists full for the ones who can.

Use the Formation command in the main menu to change the order of your characters (the character in the top position appears on the screen while you're
navigating). Characters closer to the top position are more likely to get hit, so place the characters with the highest hit points accordingly.
During Battle
Unlike the later games in the FINAL FANTASY series, FINAL FANTASY
has a fairly simple battle system. Your characters have six choices from which
to select one action per round of battle. Those options are:

1. Attack a single enemy with that character's equipped weapon. auep


soiseg
2. Use Magic to heal allies’ HP remove status effects, or inflict damage
on enemies. The character takes damage each turn of battle and for each step taken be
3. Defend in an attempt to reduce damage taken from enemy attacks. battles.
4. Use Items from your party’s inventory, or one that the character has
equipped. Use the spell Poisona or the item Antidote to remove this ailment. Note that this
condition persists after a battle ends if it isn’t removed.
5. Equip an item from your party’s inventory to use in battle (the character
can perform another action this turn).
PARALYSIS
6. Attempt to Flee the battle.
The character cannot move or act.

After Battle
The character cannot move or act.
After a successful battle, the surviving members of your party (those who
arent KO4 or afflicted with Stone) divvy up the EXP and collect all the gil This ailment may go away on any turn, but always disappears when a battle ends.
and items (if there are any) left behind.
DARKNESS
EXP is used to raise each character's level, The higher a character's level, the The character's accuracy and evade scores drop.
more powerful he or she is in combat and—if they can cast spells—the more
MP he or she will have to use on magic. Use Blindna to remove this ailment. If nothing is done during battle, the condition
always goes away when the battle ends.
‘There are several methods to use to restore the entire groups HP and MP.
Sleeping Bags and Tents restore some HP to each party member and can be SILENCE
used anywhere on the World Map. Cottages are the same, but they restore The character cannot cast spells.
more HP and all MP to each character. Staying at an Inn restores each
character's full HP and MP. Use the spell Vox to cure this ailment. If nothingisdone during battle, the condition
always goes away when the battle ends.

‘The character cannot act.

_ Use the spell Stona or the item Gold Needle to remove this ailment. Note that this
condition Ses aftera battleens ifitisn ‘removed.

When a character's HP reach 0, the character cannot move


act. ‘ terme e ve eae & gee! ie
Magic is divided into two categories (Black and White) and ranked from level 1 to 8. Although there are four Black Magic spells and four White
Magic spells in each level, each character can only learn three spells per level. If you would like to learn a spell but have already filled the three
slots allowed, you may use the Discard option in the Magic menu to
drop a spell and free up a spot. You can fill Red Mages slots with any
combination of White and Black Magic spells, provided they can learn
those spells. Knights have a limited selection of White Magic, while
Ninjas face the same situation with Black Magic.

It takes MP to cast spells and all spell levels use the same pool of MP.
Each class that can cast spells gains MP with each level increase, but
the amount gained is random, For this reason, if you have a Warrior or
Thief in your group, it’s a good idea to complete the class change as early
as possible to maximize the amount of MP the Knights and Ninja can
accrue,

Fail |rv
i
|

|Comments: |
Raises one ally’s

ain

:
v
250 | PRAVOKA |Lsapio0
A6) a

White Magic
Level3

aifeyy
wash
ayy

(Comments:
Reduces fire damage by
‘half.

Poisona_

undead foes.
:
10 |
| a annn| CRESCENT|
0 Ave a 00 LAKE _|
Comments: ty out of Comments: Raises party’s defense.
dungeons.

nvisira

APs fs on LAKE | BAVA. |


in|
a oe
Comments: Raises party's evasion.

WhiteMagic “6 Level 7

ee
Curajia | Healaga

2
HP
a ass__ Cost
‘Comments: Fully restores one ally’s Comments: Restores a lot of HP to

- i

MP Class Cost. Li
RANE
Comments: Enhances party's |
defense against death.

(Be
(Comments: Negates one foe's | ee
magical defenses.

a | PARARE 40,000 s cAlA |


Comments: Revives one ally and fully Comments: Reduces damage from
restores HP spells by half.
obey
wayshs
ayy

Comments: Lowers one foe's


evasion.

Black Magic

darkness.

Black Magic

Comments: Deals fire damage to all


foes.

| Pa ae |
1000) oe,
hen

lees
i
0
BlackMagi % Level4
|Blizzara_ ak

(Commenis: Deals ice damage


to all we? - ee ‘Comments: dar aeveally § number.
: lof attacks.

‘Sleepra_ :

(Comments: aise foes foturnon


palate
other.
ae
iL

Blacki -
[Firaga. ee m= Slowa
Black
Magic

Someta: Reduces one foe's


‘number of attacks.

Teleport
‘Comments: Transports partyto.
‘previous floor.

BlackMagic
|Death 3 7 ‘oost
|CRESCENT |
beens wi : | LAKE |
\Comment en kill one foe.

iComments: Calls an sae do) eenreae Deals lightning damage —


steely foes. to all foes.
a at een loon

10
11
A great deal of the following Items, Armor, and Weapons may also appear in randomized treasure chests in the bonus dungeons.

RECOVERY FTES
&
Puuy
iW
| Hl

Ether
What It Does: Restores 50 HP What It Does: Restores 50 MP

Chaos Shrine, Matoya’s Cave x2, Mount Duergar, Mount Duergar, Cavern of Ice B1
Cavern of Earth B1, Flying Fortress 1F Flying
15 Puzzle, no placing
Fortress 3F
Pravoka, Crescent Lake, Gaia, Onrac
15 Puzzle, no placing
150 gil/75 gil
Cornelia, Pravoka, Elfheim, Crescent Lake
Air Elemental, Unicorn
40 gil/20 gil
u Goblin Guard, Crazy Horse, Sahagin, Clay Golem,
nn 51210) Co}I7
Turbo Ether
What lt Does: Restores 150 MP
i
i vil

What It Does: Restores 150 HP Whisperwind Cove B11-B19


500 gil/250 gil
Mount Gulg B2
Earth Plant
Crescent Lake, Gaia, Onrac, Whisperwind Cove B1-
B9
150 gil/75 gil
Dry Ether
¥ Yh r

Green Slime, White Croc, Knocker


What It Does: Fully restores MP

Dragon Caves B1, Chaos Shrine 3F


A ul
What It Does: Fully restores HP

Dragon Caves B1
15 Puzzle, 1% Place
Lesser Tiger, Echidna
300 gil
What It Does: Fully restores HP and MP

Dragon Caves B1, Chaos Shrine 3F


15 Puzzle, 2™ place
Death Eye
1000 gil

12
Megalixtr Remedy
What !t Does: Fully restores party's HP and MP What It Does: Cures ailments except st

Chaos Shrine B2 15 Puzzle, 2™ place


Dragon Zombie, Phantom Train, Abyss Worm Onrac, Whisperwind Cove B21-B29
2000 gil 1500 gil/750 gil
Earth Elemental, Bloody Eye, Catoblepas

Antidote
What It Does: Cures poison. Phoenix Down
What It Does: Revives one KO
a | |
ol
U ally.
Matoya’s Cave, Marsh Cave B3, Cavern of Earth B1,
Mount Gulg B2, Mount Gulg B4, Sunken Shrine SF Marsh Cave B38, Mount Gulg B2
15 Puzzle, no placing 15 Puzzle, no placing
Cornelia, Pravoka, Elfheim Cornelia, Pravoka, Crescent Lake, Gaia, Whisperwind
50 gil/25 gil ; aes Cove B11-B19
Warg Wolf, Desertpede, Gloom Widow, Python 500 gil/250 gil juauidi
suiay
Mindflayer, Soldier

Eye Drops
What It Does: Cures darkness. Sleeping Bag
What It Does: Partially rest res pé
15 Puzzle, no placing
Pravoka
50 gil/25 gil Cavern of Earth B3, Cavern of Ice B1
Ogre Mage, Kraken Cornelia
50 gil/25 gil
Weretiger
Gold Needle
What lt Does: Cures stone.

Chaos Shrine, Cavern of Earth B3, Mount Gulg B4 or Tent


lath ota rac narnia UD anathiD
Mount Gulg B5, Dragon Caves B1, Flying Fortress What It Does: Partial lly restores
P| L
party's
“fd
HP and MP
Ay annhyh cad tAnnre
3F x2 Can only 0@ uSed OULCOOTrS.

15 Puzzle, no placing
Castle Cornelia 1F, Chaos Shrine, Mount Duergar,
Elfheim, Onrac Cavern of Earth B2, Cavern of Earth B4, Mount Gulg

id
500 gil/250 gil B2, Dragon Caves B1, Mirage Tower 1F
Cockatrice, Pyrolisk, Basilisk Elfheim, Crescent Lake, Gaia
160 gil/80 gil
Hill Gigas, Manticore
Echo Grass
What It Does: Cures silence.

15 Puzzle, no placing
Elfheim
50 gil/25 gil
Skeleton

13
Cottage Spider's Silk
WHAT IT DOES: Fully restores party’s HP and MP. What ItDoes: Sine down all ee
Can only be used outdoors.

Castle Cornelia 1F, Mar


Mount Gulg B4, Citade
_ Mirage Tower 2F, Flyin
Gaia, Onrac
2000 gil/1 000 ailoo ae
Crocodile

Emergency Exit
What It Does: Transports party out of dungeons
and towns.

Lig!ht Curtain
What lt Does: Casts NulAll.

COMBAOTNITEMS —
Hermes’ Shoes
What It Does: Casts Haste.
Lunar Curtain
What It Does: Casts NulDeath.

AERTS terre anaes Asti rnmenay Sti wanee Msn lore moh demain pews

Cockatrice (law
What It Does: Petrifies one foe. Blue Curtain
What It Does: Casts NulShock.

14
White Curtain Faerie Tonic
What It Does: Casts NulFrost. What It Does: Temporarily raises max MP.

Nirenglth Tonic
BlueFang What It Does: Tempo raises attack.
Te
What It Does: Casts Riyndara, =

‘place ‘ gil
Allosaurus,‘Mad Ogre eee i
| 3
=
White Fang Protect Drink 5
What It Does: Casts Blizzara. What !t Does: Temporarily raises defense. $

Speed Drink
Red Farng What It Does: Temporarily raises aN
cide!ItBers: Casts Fira. be ce
: mA aa Cara

5 ee ey 1000 gil/500 gil

STAT BOOSPING ITEMS


Vampire Fang
What It Does: Paralyzes one foe. Soma'Drop
What It Does: Raises max MP by 5.

Giant's Tonic ;
What It Does: Temporarily raises max HP Silver Apple
5 : What It Does: Raises max HP by 5.

15
Golden Apple Mind Plus
What It Does: R ese may
max HP
HP hv
by iN
10. What It Does: Raises intelligence.

Marilith ‘Chest Bonus Dungeons Only


100 gil 100 gil
be

Power Plus Stamina Plus


What It Does: Raises strength. What It Does: Raises stamina.

Hyenadon Bonus Dungeons Only


100 gi 100 gil

Speed Plus Luck Plus


What It Does: Raises agility. What It Does: Raises luck.

‘Chest Bonus Dungeons Only ‘Chest Bonus Dungeons Only


Sei
w,
100 gil

= EY ITEMS
NPC: Castle Cornelia, OF FOUND Maiaiics Flying Fortress, 2F
DESCRIPTION — A sonorous instrument of US eilail\") Legendary metal of
great beauty. : renowned strength.

Chest: Marsh Cave, B3 |FOUND Chest: Sunken Shrine, 5F

DESCRIPTION |A crown that shimmers TTT A tablet inscribed with


mysteriously. ancient writing.

|FOUND Battle: Western Keep |FOUND Chest: Cavern of Earth, B3

DESCRIPTION A transparent orb of anata :DESCRIPTION An ue red jewel.

|FOUND | NPC: Matoya’s Cave FOUND | NPC: Sage’s Cave

| DESCRIPTION Serum to break even the |DESCRIPTION _ Arod imbued with earth and
deepest sleep. nature.

een NPC: Elven Castle |FOUND | Visible: Cavern of Ice, B2


|DESCRIPTION Key that opens magically DESCRIPTION Mysterious rock that floats
sealed doors. in the air.

|FOUND | Chest: Castle Cornelia, 1F |FOUND | NPC: Lufenia

Ef _ DESCRIPTION | A powder of great explosive : DESCRIPTION A dulcet chime of Lufenian


power. origin.

16
|FOUND Chest: Citadel of Trials, 3F |FOUND | Bonus Dung

DESCRIPTION | A token of valor and DESCRIPTION : Some poor dwart’s lost key,
strength.

|FOUND | NPC: Waterfall Cavern |FOUND | Bonus Dungeons s

DESCRIPTION A cube made of a multi-hued Js \\i0\0))\ 1 Token given in recognition of 2]


substance. friendship.

|FOUND Shop: Caravan |FOUND | Bonus Dungeons

DESCRIPTION A bottle containing a faerie. DESCRIPTION Camnorenie ofareboe


arm.

|FOUND NPC: Gaia |FOUND | Bonus Dungeons

DESCRIPTION A strange liquid that gushes T=; |Componentsofarobotic


forth air. shoulder.

io) NPC: Crescent Lake |FOUND | Bonus Dungeons = Z i

DESCRIPTION . Small boat for crossing lakes DESCRIPTION | Components of a robotic


and rivers. torso.

|FOUND | Bonus Dungeons |FOUND | Bonus Dungeons ee AES

DESCRIPTION A sweet candy liked by the L DESCRIPTION |Component enabling sound


synthesis.
Le
ae as Co =|
FOUND |a
FOUND | Bonus Dungeons
DESCRIPTION Components of a robotic leg. is |
DESCRIPTION | Asonorous instrument of
great beauty.

|FOUND Bonus Dungeons FOUND | Bonus Dungeons

DESCRIPTION _ An airship component.


ST] Prating shielding external —
components.

|FOUND Bonus Dungeons FOUND [scree


: DESCRIPTION |A tool ideal for tunneling. DESCRIPTION |A chip containing an Al.
program. |

|FOUND | Bonus Dungeons FOUND Bonus Dungeons.

DESCRIPTION Nerrick’s signature.


head.

|FOUND | Bonus Dungeons [EST] Bonus Dungeons


Brew: DESCRIPTION Matoya’s own remedy. Cures
DESCRIPTION |Bridge for connecting battery et
any illness. and chip.

|FOUND |Bonus Dungeons FOUND | Bonus Dungeons

ssesayic | A well-worn set of DESCRIPTION |A robot's power source.


blacksmith’s tools.

17
Ss lottes Site Robe
Def |EVA |Wat |Class

tune
wnrnnninesa
wrt

18
‘sro Armor ‘<®Diaitond Armor
DEF |EvA |wat|Class : |Description M Def |EVA |Wat |Class |Description

|Description
Armo crafted
from steel
te. :

(eat

<S (enjeAmmor

19
ti Arm
A vest that musters
strength. (+15 Agility,
| +15 Stamina)

Mail ofcrystal, crafted


long ago.
(+8 Intelligence)

“=| ATObe that enhances VAN armiet that enhances


¢ intelligence. Pai agility. (+5 Agility)
(+5 Intelligence)

Light, durable suit from a


Suit ofarmor made of distant land.
pure steel. (+5 Strength, (+1 Strength, +10 Agility)
+10 Stamina)

An outfit favored by
| Arobe immersed in holy martial artists.
power. (+20 Intelligence,
regenerates 10% of the

20
SD porer Sas SHIELDS
~ |EVA |wat |Class ee |Description
‘e(allier Shield

Description

Description

Description

21
SD1ce Shield ‘sProtect Cloak
Def |EVA |Wat |Class |Description Def |EVA |Wat |Class

Descripti

Description

|Description
harespat

Description

22
‘sD Healing Helm
Def| EVA |Wat |Class |Description

|Description

Description

|Description

Description

Description

23
A headband favored Mask that is a testament
by martial artists. ~ to darkness. (+30 Agility)
(410 Strength,
+1 Agility, +2 Stamina)

A helm of crystal,
crafted long ago.
; (+3 Intelligence
' A traditional hat (+ ieligents) ives
brimming with magic.
(+5 Intelligence)

A heavy helm crafted in


a distant land.
(+8 Intelligence,

A cap that awakens


latent abilities.
(+4 Strength, +3
| Agility, +2 Stamina)

_ Alight mask made in a


tiger’s likeness.

~ (+3 Strength, +2 Agility,


+1 Stamina)

24
GLOVES - ‘<Protect Ring

‘e[allier Gloves

Description

Def EVA | Wat Class

NG
Tae
caren

Det |EVA|Wat|cass | Deseriation

29
‘eS (r7stal Gloves
Det |EVA |Wat |Class Description
Gl

|Description
as

Description

|Description

26
An axe that casts Curaga
(+8 Intelligence)

3a a FAFA A - axe
attack power. (+4 Strength,
iG » \ «ii es age a -4 Intelligence)

aes .
An axe that casts Diara when PR e | AN axe once wielded by
vikings. (-10 Evasion)

An axe effective against


_ giants.

27
NUNCHA ‘<OWar Hammer
|ACC |Class Description

eSNithaki
Description

Description

Description

Zombie

28
Wizard's Sta : oe

ame
_. A Staff with good attack A staff that casts Life when
| power. used. (+15 Intelligence) —
seen

A staff that enhances


| intelligence. (+20 Intelligence)

A staff that casts Healara


when used. (+10 Intelligence)
SSO Mipilitil Knife SSoridialcum
ATK |ACC |Class Deseripton Description

ay wi su Kigiomnyt

Descri tion

Description
eapon with razor-sharp

Description

Description :

id Cove B1-B9

; A dagger thatcasts | ‘illae


| when used. (+13 Evasion,
+3 Agility, +2 Intelligence)

30
Broalsword (oral Sword
|ACC |Class Description ACC |Class Description

31
_ Asword that casts
¢ Holy
| when used. (+7 Strength,
+7 Agility, +7 Intelligence,
+7 Stamina, +57 Evasion)

A sword effective against


A sword that casts Death —
when used. (+5 Evasion,
+5 Strength, +5 Adgility,
+9 Intelligence, +5 Stamina)

Sword crafted from a


legendary metal.

32
ATK |ACC |

SS
]

A sword with a shimmering


| black blade.

A sword that casts Confuse


when used.

aSt
An unusual rapier infused with
| Magic. (+7 Intelligence)

‘ci
Each character has seven ability scores and four combat parameters. The
ability scores are part of each character and increase as a character levels
up. The combat parameters add the effects of ability scores with the
Ability Scared,
effects of equipment.
Garrik Red Wizard
. AA
277 / A474 @Streneth
447 / 467
@Azgility
pMagic Level 7
Current EXP @intelligence
289227 @Stamina
Next Level
8687 @lLuck

| Weapon Sun Blade Attack


| Shield S@Buckler Accuracy
Helmet Ribbon
Armor ORuby Armlet Defense
Gloves =Protect Ring Evasion

4 HP (Hit Points)
7 Red Mage The amount of damage the character can sustain before being KO’d. The
90
53 number on the left is current HP while the number on the right is the
character's maximum HP
2 MP (Magic Points)
The amount of magic a character can use. The number on the left is current
7 Red Mage
107 / 107 MP while the number on the right is the character's maximum MP
48 / 48
® Magic Level
Red Mage
5 f 85 The highest level of magic available to the character.
52
® Strength
Strength, added to an equipped weapon's strength, determines the amount
of damage the character causes with an attack.
® Agility
Agility raises the Evasion parameter. Higher Agility scores mean it is more
likely that the character will act earlier in battle, making it easier to flee from
combat.
6 Intelligence
Intelligence determines the odds of success on hit-or-miss spells like Sleep
and Bind, and the amount of damage from attack spells or recovery from
healing spells.
@ Stamina
Stamina is used to determine a character's HP growth between levels. A
higher Stamina number leads to a higher Max HP
*®® Luck
This stat determines the odds of scoring a Critical Hit (when an attack inflicts
double the damage). Also, like Agility, it makes it easier to escape from
battle and for the party to get a pre-emptive strike.

34
—S\
A6) a

Combat Parameters
The last five scores (HP and MP dont affect the parameters) combined with
the effects of equipment determine the character's four combat parameters:

Attack Evasion
This score is equal to the equipped weapon's power plus half the character's Evasion is based on Agility but it is lowered based on the equipped armor.
strength. Whereas a higher defense lowers damage caused from being hit, a higher Evasion
lowers the chance of the attack connecting.
Accuracy
This number determines the accuracy and number of attacks that are attempted.
For each multiple of 32 in this score, the character gets an additional attack. Keep
this in mind when deciding whether to equip an accurate weapon or a powerful
one. If the accurate one pushes this score over a multiple of 32, it’s the right Equipment Carryover
choice. When determining which equipment a
Class Gan use, remember that even after a
Defense
character changes classes, they can still
When an enemy attack connects, a character's defense determines how much of use the equipment from the previous class.
the enemy’s attack gets through and how much is blocked by equipped armor. For example, if you equip White Mages with
Equipped armor includes shields, helms, armor and gloves. Ruby Armiets, they can still use it as White
Wizards.

Defense vs. Evade


Heavy armor raises Defense but lowers
$asse/g
Jaj9esey)
Evasion. This means that heavily armored
Warrlors are hit more offen, but receive
less damage. Vonks tend to have high
Evasion scores, out taxe major damage
with each hit.
The following table indicates the number of EXP required to level up a This table explains the minimum level a character must achieve before he or
character. The center column shows the total EXP gained, while the last she can employ spells from.a given level of magic. For example, Black Mages
column illustrates the EXP necessary to increase to the next level. gain the ability to use level 4 magic at level 13, while Red Mages must wait
until level 15,
» For all levels beyond level 47, the number of EXP required to reach the next vn wn ; “
- level is 21,750 except for the rare instances in which it's 21,748 or 21,749. Minimum Level to Learn Magic

1 Sa ee e
2 14 14 1 i 1 1
3 42 28 2
4 98 56 3 5
5 196 98 ; ; 5
6 350 154 :
7 574 224 2
8 882 308 6
9 1288 | 406 7
10 1806 518 8 3 3
1 2675 869 i
12 3851 1176 ws
13 5258 1407
14 6917 1659 A
15 8849 1932 12
16 11,075 2296 13 4
17 13,616 2541 14 ‘A
18 16,493 2877 ‘6 j
19 Vee | 3234
20 23,339 3612 ip
21 : 27,350 4011 7
22 a 31,781 4431 18
23 36,653 4872 19 5
24 41,987 5334 a
25 47,804 5817 .
26 54,125 6321
27 60,971 6846 22
28 68,363 7392 23 5
29 76,322 7959 24
30 84,869 8547 me
31 : : 94,025 ; : a 9156 a 26 6
32 103,811 9786
33 114,248 40,437 a 6
34 425,357 11,109 28
35 137,159 41,802 29 6
36 149,675 12,516 30
37 162,926 13,251 a
38 176,933 14,007
39 191,717 14,784 ae
40 207,299 15,582 38 7
44 223,700 | 16,401 34 7
42 240,944 ied 35
43 Po aue 16.02 36
44 278,027 18,984 ee “
45 297,914 19,887
46 318,725 20,811 38
47 340,475 21,750 (se)(to) joe) (oo)
Starting Stats _

‘Stamina

smetenanatmeeeinasnioimneaaennnaamnn i

Weapons Usable by Warrior

"Staff, Power Staff, Crosier


nife, Dagger, Mythril Knife
CLASS CHANGE
apier, Scimitar, Saber, Falchion, Broadsword, Rune The Thief does get a bigger boost from the Class Change than
Blade, Werebane, Coral Sword, Wyrmkiller, Long Sword, haracter, but it’s still not up to a Knight's standards. Ninjas use B
Claymore, Mythril Sword, Flame Sword, Ice Brand, Sunblade, Magic spells up to level 4, including the all-important Haste. They also
Masamune have access to a wider variety of weapons and armors than the Thief. _

Equipment Usable by Ninja


EB ccs ~_ CLASSCHANGE GG _ Chain Mail, ron Armor, Mythril Mail, Flame Mail, Ice Armor
Leather Shield, iron Shield, Mythril Shield, Flame Shield, Ice
Knights have all of the strengths of the Warrior, plus the ability to cast hield, Protect Cloak
White Magic spells up to level 3. : Helm, Great Helm, Mythril Helm, Healing Helm
ronze Gloves, Steel Gloves, Mythril Gloves, Gauntlets,
Equipment Usable by Knight Giant's Gloves
Diamond Armor, Dragon Mail
Diamond Shield i Weapons Usable by Ninja
ealing Helm, Diamond Helm
AXE | Battle Axe, Great Axe, Light Axe, Mythril Axe
Hammer, Mythril Hammer, Thor's Hammer
Staff, Healing Staff, Power Staff, Mage’s Staff, Crosier
Nunchaku, Iron Nunchaku
___ Cat Claws
Broadsword, Werebane, Long Sword, Claymore, Venom
| White Magic Usable by Knight Blade, Mythril Sword, Vorpal Sword, Flame Sword, Ice
Brand, Defender, Sunblade, Sasuke
Sees | NulShock NulBlaze :
Protect Invis Black Magic Usable by Ninja
Blink Blindna
Silence ne
Poe [Blizzard
ae ESA
| “Slee

Focara Blizzara

37
Starting Stats
ES
=
~<
oS

3

ey
Sy
=
4
S

s
Equipment Usable by Black Mage
s |
aS
=
=
=
eet
o
S
=
==

/Wizard
Mage
Red i CEU
ae CLASS CHANGE -[Link]. |WH. MAG. |
_ Blizzard NulShock NulBlaze
What does the Monk get from a class change? A shiny new sprite. Same D i i
Monk, , but new acs)
packaging! a Project alk
Temper _Blin Hold
Thundara ou

| siow_
LEVEL4 LEVELS
/Master
Monk Sleepra ____NulFrost_
Haste Poisona
Confuse
Blizzara

BeeWIZARD,

' Invisira |
38
€ WHITE MAGE
The White Mage learns spells that deal with Starting Stats The Black Mage learns spells that cause Starting Stats

es
healing and causing damage to the Undead.
In combat, the White Mage is weak but has a
‘Agility
SUN
|25
intelligence ae 15
damage and inflict negative status effects on
enemies. Ihe Black Mage has weak combat
decent Stamina score that keeps her alive to Stamina ti‘ skills and the lowest HP of all classes.
tend to other party members. lik oo
alice ies Silly
MP 1.0

Equipment Usable by White Mage


ARMOR _ Clothes, Copper Armlet, Silver Armlet, Ruby Armlet,
Diamond Armlet
SHIELD Protect Cloak
HELMET |Leather Cap, Ribbon
GLOVES “Leather Gloves,
Glo Protect Ring

Weapons Usable by White Mage


STAEE Hammer, Mythril Hammer
KNIFE _|Staff, Healing Staff, Power Staff Dagger, Mythril Knife
nie 4Se
“SWORD |Masamune

@ Wiad adie D e age Bla ag able by Bla age

Cure |NulShock| NulBlaze |NulFrost


| Curaga | Stona_| NulDeath_ 1 Fire. Blizzard |Tita
: be Tsay1 Ena, Thundaga;__Blizzaga
Dia Invis_ | Cura Vox _| Healara |Protera |_Healaga_| Sleep tl
| Dark” Haste_| Poison | Death | Blind.
|Protect_|Blindna |Heal_ i Fear Diaga Anvisira_| alFocus “Temper. {rund confuse |S Slowra Quake
Blink |Sile
ilence |
Diara | Poisona| Life Exit
| eo |Thunder | Slow | Focara |Blizzara | Stun

oy WHITE WIZARD
iadcussutEY
Although the White Wizard can learn the entire White Magic spell list,
she is otherwise the same as the White Mage.

or Usable by White Wizard ©


White Robe

e€ap0 able D ; ard


Thor's Hammer

e Wiad apie OD ; ard

Curaja ss Holy _ ul
ae Diaja NulAll ol L Teleport me Break_ Warp
a Wisoeless (nie Seal ee Saber | Kil
ResSACS
nUl oo | ‘a Flare
| Sto

39
CORNELIA CITY
shop Dalia Sanctuar
{nn
40 gil
380 gil
Objectives
Weapon Shop 7
liem COST ATK ACC CLASS

Nunchaku 8 gil +12


+0 BABa @,FATARA
+10 Ba aha fala Fx
Battle the Piscodemons inside
Knife 4 gil +5
the Marsh Cave for the Crown.

Staff 4 gil +6
+0 Faia
Mala Fax
Rapier 8 gil +9
Sd i) he\ Fa SABA
Hammer 8 gil +9
+0 SoPaWarA
la BA
Battle Garland in the Return the Crown to the king
Armor Shop ie Chaos Shrine. of Western Keep.
tiem Cost DEF EVA Class

Clothes 8 gil +1
2 Pam
% Vala Ie
Leather Armor 40 gil +4
+ 3o%a% iA
Chain Mal =ss«@S gil, «=Ss+18 15 PARA teFAR Receive the Lute from
Princess Sarah.
Return the Crystal Eye to
Matoya.
Item Shop
ITEM COST
Potion 40 gil
Antidote 50 gil
Phoenix Down 500 gil Travel north to visit Matoya’s Revive the Prince and get the
Sleeping Bag 50 gil Cave Mystic Key.

White Magic, Level 1 Black Magic, Level 1 &


ee ee oe SPELL COST CLASS
Cure 50 gil A Fire 50 gil PA Vn Vis
Journey east to Pravoka and Retrieve the Nitro Powder and
ee sO cil BARA f, Sleep 50ail PA Fan Vis
battle pirates. other treasures,

Protect 50 gil
LAAN Focus 50 gil Pa Fan Ves

Wat
Nerrie

Blink 50 gil Thunder 50 gil


WAZA
Talk to the Elf Prince’s Healer Travel to Mt. Duergar and give
in Elfheim. the Nitro Powder to Nerrick.

40
Hquipment at]d ileins Spells
You start with enough gil to outfit everyone with equipment and pick up three or Spells are a bit trickier. The first one to purchase Is Cure , which should keep
four spells. There’s not much to say about weapons and armor: get everyone you safe while fighting nearby foes for EXP and gil. Black and Red Mages
the best stuff possible. If you want to save some gil, then skip the Monk’s should get Fire so they have a source of damage (early in the game, more
items since he fares much better with no weapons or armor at all. enemies are vulnerable to Fire than Thunder ) and the Sleep spell to deal with
large groups of foes. If you have extra gil before facing the Chaos Shrine, then
pick up Dia to help deal with the Undead creatures. When you have enough
gil for a third spell for Black and White Mages opt for Thunder and Protect
respectively.

Walkthrough
SESE
ESE

be
oe
foo
ee
ak
i
Pree
3 2 Si Neb att be ey

pic}#

4]
Cornelia Area Encounters
6 a enemies near Cornelia are somewhat weak. Even a White or Black
NAME HP ATK DEF MBEF WEAK GIL EXP
Mage can dispose ofaGoblin in one hit, but Goblin Guards may
Black Widow 28 10 0 28 - 8 30
require the attention of Warriors, It will require multiple hits to deplete a
Crazy Horse 64 10 2 40 - 15 63 Wolf’s 24 HP, but this foe isn’t much of a threat. The most dangerous foe in
Gigas Worm 56 17 8 40 Fire 15 63 this area is the rare Crazy Horse. With 64 HP and an attack score of 10,
Goblin 8 4 4 16 - 6 6 these foes can take out a level 1 character in one hit. Since you never know
Goblin Guard 16 8 6 23 - 18 18 where they will appear, keep your HP near max at all times. You can always
ran away, but stay and fight whenever possible, as a fallen Crazy Horse gives
Skeleton 10 10 0 17 Fire, Dia 3 9
up 63 EXP.
Wolf 20 8 0 28 - 6 24

Carter
Gardnr
Garrik

The patty materializes outside of As it stands, the Chaos Shrine is


Cornelia bare-handed, unarmored, probably a bit beyond the party's
and with no spells or items. capabilities at level 1. To make
Fortunately, Cornelia has everything things easier on your troops, battle
an adventurer needs, as well as a lead monsters around town to build
on the first quest. Walk into any of up EXP and save gil, then return
the red buildings to the south of the to Cornelia to buy the items and
castle to enter the city, equipment you couldnt afford earlier
and get the party back to full HP and MP at the Inn. Once everyone in the
Talk to one of the guards at the exits (envitecdaarrenie my nughtern”Saan?” | party is at level 3, they should be powerful enough to handle Garland.
to go to the castle. The king needs
help rescuing Princess Sarah, who
has been kidnapped by the knight
Garland and taken to the Chaos
Shrine in the northwest.
Farthgift Shrine
The path to the Chaos Shrine runs near the
entrance to the Earthaift Shrine, one of the
bonus dungeons added to Final Fantasy.
There is more information about the bonus
Locked Doors dungeons included later in this guide. For
now, just note its location for a future visit.
A few locations, such as Castle Cornelia,
have doors that require a special key to
unlock. The items behind these locked
doors appear on the maps, but you can't
collect these goodies until later in the
adventure.

mS within
ndred years

42
CHAOS SHRINE
Chaos Shrine Area encouniers
| j Thile in the area outside of the Chaos Shrine, you will encounter
NAME HP ATK DEF MDEF WEAK GIL EXP
enemies from around Cornelia in larger quantities and even run
Black Widow 28 10 0 28 - 8 30 into some Shrine foes. Black Widows can inflict as much damage as Crazy
Ghoul 48 8 6 36 Fire, Dia 50 93 Horses, but it’s possible to defeat them with a concentrated attack. Skeletons
Gigas Worm 56 WW 8 40 Fire 15 63 often go down in one hit, but Dia helps against large groups of them. Gigas
Goblin 8 4 4 16 = 6 6 Worms are dangerous; try to knock them out with Sleep, then cast Fire spells
to exploit their elemental weakness.
Goblin Guard 16 8 6 23 = 18 18
Skeleton (e080 ie) fieDa |. 3 9 Enemies like Gigas Worms and Black Widows are more common inside the
Warg Wolf 72 14 0 46 = 22 93 Chaos Shrine. In addition, some new Undead enemies join the Skeletons:
Werewolf 68 14 6 45 = 67 135 Ghouls and Zombies! Mages begin to pay off in this area, as Gigas Worms
Wolf 20 8 0 28 = 6 24 are vulnerable to Fire and all Undead creatures are vulnerable to both Fire

Zombie 20 10 0 25 Fire, Dia 12 24 and Dia.

Other new foes include Werewolves and Warg Wolves. Both foes are
dangerous, so ifyou catch one amongst a large group of Wolves or Goblins,
try to put it to sleep and have the party target it with their standard attacks.
Ifyou don’t have Sleep, it may be wise to run away.

Skeleton

It’s quite possible to get in and out of this dungeon with ease if you know If you don't care about loot and are
whete to go, There ate treasure rooms in all four corners, but the northeast ready to face Garland, then the end of
and southeast treasure rooms are both locked. That leaves only the northwest this dungeon is only a few steps away,
room (which contains a Potion and a Tent) and the southwest room (which Walk straight into the room to the
contains a Leather Cap). Give the Leather Cap to your weakest mage for a north of the entrance.
small defensive boost.

Items Found
Leather Cap
Potion
Tent

43
GARLAND Rewards Await at Cornelia Castle
Garland has 212 HP
and has high magic After Garland falls, talk to Princess Sarah to return to the castle. As a reward,
defense, so rely on the king orders the bridge to the north to be rebuilt, opening up the next
physical attacks to area of the quest. Talk to Princess Sarah again before leaving, as she too has a
cause damage. Have reward, Her Lute is the game's first Key Item, but it won't come into play for
your designated quite some time.
healer (a White or n DEY EEL CEA PT

Red Mage) use Cure 130


You obtain the lute.

to heal whomever
Garland attacks while everyone else attacks
on each turn. Have your Black Mages use Fire
and Thunder for a little extra damage.

Encounters North of the Bridge


NAME HP ATK DEF MDEF WEAK GIL EXP ap more difficult Chaos Shrine enemies (like Gigas Worms, Werewolves,
and Warg Wolves) guard the path to Matoya’s Cave and Pravoka.
CrazyHorse }«=s64i(aété‘ztS:CtSt*S*«AO f 15 63
They are joined by new foes like the Ogre, a giant beast with 100 HP and
Gigas Worm 56 al 8 40 Fire 15 63
no weakness to magic. Battling a single Ogre is almost like fighting Garland
Goblin Guard 16 8 6 23 - 18 18 again, but it’s worth the trouble: you will earn 195 EXP and 195 gilfor
Lizard cS eee es Fa ae defeating an Ogre. Lizards are nearly as tough but much less lucrative.
Ogre (00 ie 40 | 65 = 195 195
‘The empty area to the south of
Scorpion 84 22 10 55 - 70 225
Pravoka is home to a new foe called
Tarantula Ge es aie 3 50141 the Scorpion. These hard-hitting
Warg Wolf 72 14 0 46 - 22 93 foes can inflict poison on your party
Werewolf Goi B64 145 Ee 67 | 135 members. At this point in the game,
the only way to cure poison is to use an
expensive Antidote.

MATOYA'S CAVE
Items Found
Potion (x2)
Antidote

44
After crossing the bridge, there is a decision to make: head north to Matoya's
Cave, or head east to Pravoka. Matoya’s Cave is purely optional for now, but the
detour is a good source of EXP and you can raid her home for two Potions and
an Antidote. If you decide to pay Matoya a visit, revisit Cornelia afterwards for
healing (unless you picked up a Sleeping Bag), as the Ogres that guard her cave
are fierce!

The Road to Pravoka Nottub Hsad.


h-aroo!

The road to Pravoka is much longer


and the encounters will likely be quite
grueling, To get there, head due east
and then go south when you spot
the sea.

ltems Found ‘
Ship

White Magic, Level 2

Blindna Boa)

Eee | 450 gi Silence 250 gil

BattleAxe NulShock 250 gil ; LAAN

Scimitar “600i — +10 +10 Invis 250 gil

Armor
FSi we

Leatherpum Blizzard 250 gil.

Chain Mail Dark - 250 gil

tenamor ohh, | SAP AAPAEA wom ats Fifae


*aPAPATAA Slow 2504 Pa taka
SHOPPING RECOMMENDATIONS

If you're low on gil, pick up a Scimitar for your Thief since it’s the most cost- None of the White Magic spells are essential yet. Blindna and Silence aren't
effective weapon. Also, get Broadswords for your Warriors and Red Mages (if terribly important, and while you should pick up NulShock soon, it doesn’t
you can afford it). The Broadsword’s accuracy makes it a better choice than really become a factor in the game until much later. That said, Invis is quite
the Battle Axe. Although the Leather Shield is fairly cheap, most everything else possibly the best choice for now.
is overpriced. If possible, try to purchase Leather Gloves for anyone who needs
a defensive boost. In fact, it’s wise to spend your gil on Black Magic spells. Blizzard is a strong
elemental attack. In a game where few bosses are vulnerable to magic, attack-
boosting Temper is the best utility spell early in the game. If you want to fill the
third slot, Slow is a decent choice but not nearly as good as Sleep.

Take Down the Pirates


@

Netting Sail for Elfheim


Go to the Inn and do your shopping as soon as you arrive, You should be at Steer to the west and set sail for Elfheim. The ship battles are tough, so visit
full strength when you talk to Captain Bikke in the northwest corner of the the Inn before the next leg of the journey. If you don't have the Black Magic
town, as a battle soon follows. spell Thunder, buy it now because it's effective against enemies in the sea.
From the port south of Cornelia, head due south. When you hit land, locate
the port just to the west. It’s a short walk from there to Elfheim.
Those blasted pirates! They're running
around looting and pillaging like they
own the place!

aa Ae |
er elhs tal

PiRAT Es
OCU Cmccmmn HP |ATK DEE| MDEF
all look intimidating, 24 10°70 35
they each only
have 24 HP A 40
successful Sleep |
EXP. |
spell is essential in 40
this battle, or you |
WEAK|
can slash and stab Sire,
the foes. After the
battle, the defeated Captain Bikke hands over
the deed to his Ship, located at the dock
just south of town.
Adventure
The
Begins

46
Silo -cneoumers
NAME Hp | ATK. O«DEF «MDEF ©6WEAK GIL EXP bere are only a handful Oeics who are capable ofattacking the
‘ pps ship, but these battles may be difficult for low-level parties. Even though
payee iM i 2 ica MODI i 12 Buccaneers are much more robust than their Pirate cousins, they won't stand
Buccaneer 50 14 6 37 x 120 60 achance against a sturdy party. Sabagins, the most common foes, occasionally
Sahagin 28 10 4 28 Lightning 30 30 team up with the rarer Sabagin Chiefs. All Sabagins are vulnerable to
Sahagin Chief 64 15 8 46 Lightning 105 105 Lightning, so use Thunder to take out the red Chiefs.

Shark 120 22 0 70 Lightning 66 267


Perhaps the most dangerous enemies are Sharks, which combine a high
attack score with a meaty 120 HP. These foes are also vulnerable to Thunder
spells, so use a Black Mage to your
advantage. Ifyou encounter a Shark
and a Bigeyes, eliminate the Bigeyes
first. These enemies can paralyze
characters one by one, thus setting the
stage for a Shark to shred its victims.

ELEM

Mythril Hammer 700 gil

items Found ps Se Bronze Gloves


Mythril Hammer aaa
Bronze Gloves

SORE
ST
RE
reiif
ii

Bi
Eas.

47
pee
a Weapon Shop White Magic, Level 3 Gj Black Magic, Level 3 &
item = COST_=— ATK ACE. CCLASS SPELL COST CLASS = —s SPELL GOST — CLASS
Iron Nunchaku ‘160 gil +16 fee Bara "4ue Ko Cura ‘1000 gil A agPA
Se Fira 1000 gi iA 4B
Dagger 140 gil Ay] +10 Pe UA An % Diara 1000 gi PAA od
&, | 1000 ai Pa Fa Vs
Crosier ie0gl 414 | 40 aA By PAN NulBiaze 1000 i Be i Feq Thundara 100001 Pm Bex Pe
Saber 360g1 +13 cs Pe re EEA Heal 1000 al PAR in Fooara 1000 ai Ba Tes
Armor ona
th White Magic, Level 4 Black Magic, Level 4 &
Item Cost DEF EVA Class SPELL COST CLASS SPELL COST = CLASS
lron Armor 640 gil +24 -23 PPS PARARA1 Poisona 2500c| BAA Hex fin Sleeora 250g Pa BagPex
Copper Armlet 800 gil +4 -1 Pe Pa By Wx,&ale Fear —-2500 gil PAPAS haste: D800 gil Pa fa Fes
iron Shield B0gl +4 +0 2 PARAEA We NulFrost 2500 a BAe Pe Gonfuse 2500 il Pa Wa Fes
Leather Cap 65 gil +1 bee Pa ¥y fe% % Yo 2500 al‘PAR 4) Blzzaa 2500,ail Pa fe
Helm 80 gil +3 -3 >: PaRAPARAA

Item Shop
ei EM < cosT —
Potion 40 gil
Antidote 50 gil
Gold Needle 500 gil
Echo Grass 50 gil
Tent 160 gil

SHOPPING RECOMMENDATIONS

~ | So much to buy, so little gil... If you don’t have an overabundance of gil, you may Spells provide the most benefit in the upcoming challenges, so devote most of your
want to wait until after the party explores the next dungeon. While in this dungeon, budget to beefing up your mages. Get Thundara or Fira for your Black or Red Mage
you can acquire lots of gil and acquire Iron Armor, a Copper Armlet, and a Dagger. It for a good group attack spell. For the third slot, consider Hold over Focara although
| may be wise to save your gil and attempt to acquire these items from the dungeon. this spell is hardly a must- have. Purchase Cura, Diara, and NulBlaze for White Mages,
‘| Consider purchasing a Saber for your Thief, but don't buy anything if you have a but not all at once (NulBlaze can certainly wait),
Monk. He’s capable of inflicting more damage with his bare hands and probably
already has better defensive stats without armor. When a character is capable of using level 4 spells, get Haste. Blizzara and Confuse
7) are effective Black Magic spells, too. The White Magic at this level is a bit weak.
o—
By For characters other than a Monk, buy headgear and consider purchasing a Copper Poisona will save gil in the long run, while Fear is a secondary option when things go
9
2 Armlet for your mage in most need. These pricey items count as body armor and horribly wrong. NulFrost is the least useful of the elemental defense spells, while Vox
= serve as the only alternative to the Clothes that your mages currently wear. isn’t called on often.
3>
Bi
=
=
y~

48
El neim-Area Encounters
NAME HP ATK DEF MDEF WEAK GIL EXP Se new foes appear alongside the usual assortment of overworld foes
. a a 4 78 a 58 in the Elfheim/ Marsh Cave area. You may see Ogres fighting alongside
Uae is Ogre Chiefs, although the green Chiefs are only marginally more difficult.
Ghast 56 8 10 40 Fire, Dia 117 117
Gigas Worm 56 iW 8 40 Fire 15 63 Status conditions are often more ofa threat than physical damage, so
Goblin Guard 16 8 6 93 Re 18 18 beware ofUndead-class Ghasts who can paralyze their victims. Cobras and
Ogre 100 18 10 65 a) 195 495 larantulas are also dangerous, as each oftheir hits can poison its target.
Ogre Chiet 432 93 14 nH = 300 980 These two have basically the same stats with weak attack and defense and
56 and 64 HP respectively.
Hevetnte oh : 2 SOR pe kas et Vo Nevertheless, it’s important to
Warg Wolf 72 14 0 46 = 22 93 eliminate them right away and always
Werewolf 68 14 6 45 = 67 185 carry several Antidotes until you learn
Wolf 20 8 0 28 Ey 6 94 the White Magic spell Poisona.

The Town ofElfheim


Like Cornelia, Elfheim consists of a town and a castle. There's no way to reach the castle
from town, so you must enter it from the world map. At the castle, it’s revealed that the
king of the Dark Elves, Astos, has cursed the prince. Matoya may have the cure, but she
won't provide any help until someone returns her Crystal Eye.

Back in town, someone mentions a spooky castle that was discovered in the northwest. A
visit to the Western Keep isn't necessary, but it will shed some light on the situation. If you _
had planned to fight some enemies to build levels, you may as well head in that direction.
Before doing so, pick up a few Tents at the item shop. The tents cost only 60 gil more than
a stay at the Inn, plus there's no need to take the long trip back to Elfheim to use them.

WESTERN KEEP
There is a king in the Western Keep who offers to help, if someone
can help find his crown. It is believed that the crown is somewhere
in the Marsh Cave, directly south of the Western Keep. |ee

ltems Found
Power Staff
‘Steel Gloves
Falchion

49
-[PIScOpEMONS |*

_.ltems Found
_ Broadsword
Copper Armlet
Cottage
~ Crown
Dagger
Iron Armor
_ Phoenix Down
LA wide variety of monsters lurk in the Marsh Cave, but many of them
also appeared in the Chaos Shrine. The more mundane newcomers
include the Shadow, a feeble Undead-class enemy that can cast Dark on
Black Widow 98 | 10 "| |. your characters. Gargoyles have 80 HB, but possess little strength outside of
Bloodbones 1276 Fire, Dia 3 fighting in large numbers. Anacondas are incapable ofinflicting poison, but
Crawler their bites cause solid damage.

More interesting foes include the Green Slime, a poisonous blob with incredibly
high physical defense. The only practical way to damage it is to use Fire or
Blizzard spells. Ifyour party lacks an appropriately equipped Black or Red
Mage, then it’s best to flee from these foes. The Gray Ooze resembles the Green
Slime, but it behaves quite differently. Although the Green Slime can only deal
‘skeleton : Fire, Dia a 9 damage with Poison, the Gray Ooze has a high attack rating. Note, however,
“Shadow oe 5 a 4 7 :‘Fire,Dia ae a 9 he that the Gray Ooze has low defense and is vulnerable to Thunder spells.

Tarantula
Crawlers have a low attack rating (1), so they use their turns to paralyze
party members. Skeletons and Bloodbones occasionally accompany Crawlers
into battle, so remember to cast Dia or Fira before the Crawler can paralyze
Se
your spellcaster.

0
yoo, 100 112 |i
107/107 139

Welcome to the Marsh Cave


The three-level Marsh Cave is much
more difficult than the Chaos Shrine,
so low-level parties may want to
make several short forays. Grab some
treasure, escape from the area, and
use Tents (or return to Elfheim) to
heal. It’s quite possible for a high-level
party to get through the Marsh Cave
in a single trip. A powerful party may want to consider skipping the north
side of B2 to save time.

Marsh Cave, B2 South


Marsh Cave Bi and B2 North To advanceanithis area) golcouth Gomtheentance Testaireseeleneron
room in a different section of B2, where there are three treasure rooms to the ~
After dropping into the pit, you can south (they contain the duplicate chests with 680 gil and the Broadsword).
go either north or south. The north To reach the third floor, go south from the room with the staircase, then east
path leads to a small chunk of B2 along the bottom wall. Walk through the first door, then exit the next one.
that contains three rooms and four The staircase to B3 is to the southeast.
treasure chests (680 gil, a Dagger,
a Broadsword, and 620 gil). The
chests that contain the 680 gil and
the Broadsword are concealed within
duplicate chests that can be found elsewhere.

o7
Data ta e cathe (enn;
Marsh Cave, B3 Returning the Crown
M : 1} ‘ap /

This spacious cavern consists of 16 rooms, many of which are empty. You After acquiring the Crown, leave the cave and return to Elfheim to heal
need the Mystic Key to open the bottom four rooms, so stick to the top three and buy equipment (don't forget to purchase the Haste spell if you havent
rows for now. There is a Phoenix Down on the west side of the top row and already). The party must be at its best when you deliver the Crown to the
295 gil on the east side. The next row down holds the Copper Armlet, plus “King” of the Western Keep, because a boss fight is close at hand.
a Cottage, and there's a duplicate Phoenix Down chest in the same room.
On the third row, the third and fourth chests contain 385 gil and another
duplicate Phoenix Down chest. It’s best to save the party's strength for the
second room—where the Crown awaits—along with an encounter point.

Copper . let obtained from the


chest!

Astos has a strong


resistance to magic
ATK] DEE MEE.
18°} 170
and physical attacks.
He knows spells like 2000
Death (an instant kill, |
if it works), Slow, 2250
Fira, and Thundara. (ies
Have your Black and/
or Red Mages use
Haste and Temper on your best Warrior before
they use their best spells. Make sure the rest
of the party is ready to cast Cure spells and
use Potions. Save before you speak to the
King just in case a key character gets nailed

GCOEt
by Death. Defeat Astos to pick up Matoya’s
Crystal Eye, 2250 EXP and 2000 gil.
The encounter point
is the square directly
in front of the chest.
Each time the party
steps on it, they will
encounter up to four
Piscodemons. Despite
their appearance,
Piscodemons can't
cast spells but they can inflict serious damage.
They have no weaknesses to exploit, so hit them
with everything to cut through their 84 HP

a2
LD PLACES NEW DOORS
Items Found
Jolt Tonic Falchion Silver Armlet Iron Armor
Treasures inElfheim Castle
Bronze Gloves Power Staff Antidote Gold Needle To access this castle's stash, take a step through the small door in the
Mystic Key Steel Gloves Mythril Knife Rune Blade southeast and loop around to the treasure room in the northeast. Don't go
Mythril Hammer Mythril Knife Nitro Powder Werebuster more than one space away from the
wall, or else the party will be returned ©
to the world map. The treasures |

Return to MatoyasCave include the Mythril Hammer (great


for White Mages), Bronze Gloves,
From Elfheim, sail north toward Cornelia and slide the ship underneath the and a total of 1500 gil.
bridge that the king ordered reconstructed. Find a port in the small inlet;
from there, it’s just a short walk north to Matoya's Cave, Matoya trades the Encountersin- Western Keep
Jolt Tonic that the Elf Prince needs for the Crystal Eye.
NAME HP ATK DEF MDEF WEAK GIL EXP
You obtain the crystal eye. Mummy 80 30 20 60 | Fire, Dia 300 300
Wraith 86 22 4 52 Fire, Dia 231 231

|j Traiths are specters that can


cause paralysis with each
hit, while Mummies can put their
prey to sleep with their attacks. As
is the case with all Undead foes, use
Diara and Fira spells against them.

Treasures inWestern Keep ‘ybnompy


Revive the ElfPrince
The treasure room is southwest of the throne room. There are three chests
inside, each of which is protected by an encounter spot. Several Wraiths
guard the center chest, while numerous Mummies protect the other chests.
Return to Elfheim and give the Prince his medicine. In return, he provides the The loot includes a Power Staff, a Falchion (a great sword for Thieves and
Mystic Key, the master key that unlocks all of the locked doors in Cornelia Red Mages), and Steel Gloves. If you want to avoid fights, open the chests
Castle, the Chaos Shrine, Elfheim Castle, Western Keep, and the Marsh from either side without crossing the space directly in front of each chest.
Cave! The only item you need to progress further is inside Cornelia Castle,
but the rest of the loot is pretty good. Time to do some backtracking!

The time for me to pass on the mystic


key to its rightful owners has come at
last.
—=

Mummy Y Attack Carter


7 Magic Gardnr
Defend Garrik
| Items Scott

53
Treasures in the Marsh Cave Treasures in the T
Are the chests behind the four locked doors on B3 worth the trouble? The Temple contains some nice treasures, and they're easy to get now that
Perhaps the best treasure is a Silver Armlet, which is available in the next your party is much stronger. There are some Gargoyles in the northeast
town for 4000 gil. The other chests contain an Antidote and 1020 gil. If you corner near the door guarding a Werebuster and a Gold Needle. The
want these items, return to the third floor and explore the rooms along the southeast chest, which contains the Rune Blade, is guarded by an identical
south wall. encounter point.

The room in the southwest corner contains the Silver Armlet, which is Werebuster obtained from the
guarded by a pack of Piscodemons. The chest with the Antidote is guarded chest!
by Anacondas. The gil in the southeast room is protected by Piscodemons,
as well,

Carter
| Gardnr
Garrik
Scott

Treasures inCornelia Castle


‘The six chests in Cornelia are completely unguarded! Loop around to the
back of the castle to find two treasure rooms with three chests each. One
room contains a suit of Iron Armor, a Tent, and the Key Item Nitro Powder.
The other room contains a Cottage, a Saber, and a Mythril Knife. Ma es in se either, s0. distribute.

You obtain nitro powder.

i
3
i
i
i?
Lz

04
MT. DUERGAR
Items Found
Cottage
Great Helm
ENTER/EXIT
Ether
Potion
Mythril Mail
Tent
Wyrmkiller

Mythril Mail

Great Helm

Wyrmkiller

Raiding Dwarven Treasure Blasting aDwarven Cana


: . rs
: a Wil rven vd al

Travel along Cornelia'’s coast to the northwest to find a small port just past The Dwarves have a great deal of information. Smyth the blacksmith offers
the mountain range south of the Chaos Shrine. Hike southwest along the to forge a weapon out of Adamantite, if you should find some. Repay the
coast to a ring of mountains with a cave entrance. Inside is Mt. Duergar, the Dwarves’ hospitality by giving the Nitro Powder to Nerrick, the Dwarf, at the
Dwarven homeland mentioned by the Elves. entrance of the far south tunnel. He uses it to blow up the land bridge south
of the Mt. Duergar, creating a canal big enough for the ship to pass through.
There are two chests inside the room to the far north of the entrance. These Now you can visit the towns and caves on the outer edge of the continent.
chests contain 575 gil and 450 gil. In the huge room at the south end of the
cave, locked with the Mystic Key, are eight chests with great loot: a Tent,
Great Helm, Wyrmkiller, Ether, Potion, Mythril Mail, 575 gil, and a
That pouder's set tae blaw! Unless ye
Cottage. The Wyrmkiller is slightly better than the Werebuster and Rune plan on goin wi it, ye'd better gie oot
Blade. This weapon causes extra damage to dangerous Dragon-type enemies, whilst ye can!
so give it toa Thief or Red Mage.

09
THe EARTH CRYSTAL
MELMOND
Shop Data Sanctuar
Inn
N/A
100
Objectives

Head to the Cavern of Earth.


Weapon Shop 7
ltem COST _ATK ACC GLASS
Crosier 160 gil +14
+0 3aPa% VALAIS
Saber 360 gil +13
+s Pa aR Aa Battle the Vampire for the
Star Ruby.
Long Sword 1200 gil +20 +10 PoPard tzEA
Falchion 360 gil +15
+0 9 PA AA
Give the Star Ruby to the
Armor Shop we
guardian of the Giant’s Cave.
ltem Cost DEF EVA Class
Knight’s Armor 36,000 gil +34
33 SRAVAPALARA
Silver Armlet 4000 gil +15
7 Faas BaVaal Pas Get the Earth Rod from the Sage.

Great Helm 360 gil +54


+ PaPaVAPArARA
Bronze Gloves 160 gil » |
3 ¥ePaWAVArA
Steel Gloves 600 gil +4
5 9h, RAPALA Return to the Cavern of Earth and
use the Earth Rod
White Magic, Level 5 Black Magic, Level 5 &
SPELL COST CLASS SPELL COST CLASS
Curaga 4000 gil
Leas Firaga 4000 gil
LViAA ‘
Defeat Lich, the Fiend of Earth.
Life i 4000 gil DAR fe Scourge 4000 gil
AS
Diaga 4000 gil
VATASs Teleport 4000 gil
PAA
Healara 4000 gil
BAVA s Slowra 4000 gil A AZ

Hquipment and lems Spells


If you opened all of the chests with the Mystic Key, then the party should have Purchase Life for White Mages as soon as possible. Curaga and Diaga nicely
better equipment than most of the items sold here. Aside from the expensive round out the level 5 slot, but those spells can wait for now. Pick up Firaga for
Knight's Armor, there is the Silver Armlet. This item represents a significant Black Mages. Scourge is a bit of a gamble, but it will occasionally wipe out a
armor upgrade for spellcasters. field full of powerful enemies.

This is where the Red Mage’s lack of specialization begins to hurt: Curaga
is the only White Magic available (until the Class Changes) and Black Magic
choices are similarly limited.

56
Melmond Area Encounters
he only new foes in the Melmond area are Hyenadons and Lesser
NAME HP ATK DEF -MDEF
= i Hag eames ' Tigers. Both foes attack in large packs and are quite a bit tougher than
cebia “o . the Wolf-type foes encountered up to this point in the game. Take them out
Gigas Worm x ; 8 et 40 _.. one by one using physical attacks, followed up by low-level spells like Sleep.
Ghast SOE Wee _ Try to save your good spells for the Cavern ofEarth.
Ghoul 6 36
Hyenadon | i 4 ; 76
LesserTiger 132 2228S
Ogre too 18 | 10, 65
Ogre Chit «182,=«238s 14TH
Shadow 150; 10 0 Carat
Tarantula a 64 5 12 46
WargWof 972 14 OF 4
Wolf | 205) 8 0 28 |
Carter
Gardnr
Garrik
Scott

57
Towards the Cavern ofKarth
Melmond’s port is west of the canal
_ © the Dwarves made and the town is
only a few steps east of the port. A = Ok town named [Link]
ravaged community, filled with tales anything (save proof ofhis large ego) at
of Vampires and giants in the nearby this point, but he plays a key role later in
caves, greets the party inside. The the HO
grueling Cavern of Earth is the next great genius
stop, so buy a few key supplies before
proceeding.

Walk west and slightly south from


Melmond to reach a thin strip of land
that connects to a triangular island
with two large mountain ranges. The
mouth of the Cavern of Earth rests
between the mountain ranges.

CAVERN OF EARTH
Cavern of Earth Encounters
NAME HP ATK DEF MDEF WEAK GIL EXP onsters in the Cavern of Earth are strong and hardy. Only a few
foes have special attacks or magical weaknesses, so this dungeon tests
Anaconda we 28 uy 28 = a Ne endurance more than wits, The Hill Gigas, for example, has 240 HP and
Black Widow 28 10 0 28 a 8 30 an attack power of38, while Minotaurs are only slightly weaker with
Cobra 56 6 6 46 = 50 123 164 HP and an attack power of 22. The Earth Elemental has 288 HP and
Cockatrice 50 { 4 47 fe 200 186 a stunning attack power of 66; fortunately, it does have a weakness to Fire,

Earth Elemental 288 66 20 130 fire 768 1536 8 40 Trolls.


Se a Me : = ; = : sv ae It’s often the weaker foes who are the most dangerous,. Cockatrices only have
CEs te e wy a te he 1 se 50 HP and an attack power of 1, but they can turn characters to stone with
Goblin Guard 16 8 6 23 = 18 18 their glance. Ifyou don’t have a Gold Needle to reverse this status effect,
Hill Gigas a) 38 12 120 = 879 879 you can run back to Elfheim to buy one, or hope they drop after fighting
Lizard 92 «48 42 55 = 50 153 Cockatrices (which is risky). A new undead foe, the Wight, can paralyze
Minotaur 164 29 4 95 % 489 489 your party. On occasion, the sleep-inducing Mummies will join the Wights.

sony 0 oe 2 2 Fre, ia a i Former encounter point favorites like the Piscodemon and Gargoyle are
Ochre Jelly 16 32 6 55 Ice, Fire 70 252 abundant here, as are old friends like the Lizard, Tarantula, and Ogre Chief.
Ogre 100 18 10 65 = 195 195
Ogre Chief 132 23 14 Tal = 300 282
Ogre Mage 144 23 10 80 = 7123 723
Piscodemon 84 30 16 = 300 276
Sphinx 2284 23 12 115 = 1160 1160
Tarantula 64 5 12 46 = 50 141
Troll 184 = 24 12 100 Fire 621 621
Warg Wolf “72 14 Of Age iS 22 93 There are a few new enemies in the lower levels of the Cavern ofEarth.
Werawol, al Meaguio maa 6 45 ais 67 135 Although the Sphinx have 228 HP, their low attack power ensures that the
Wight 50 20 10 45 Fire Dia 150 150 battles are upre BRE CONS HDR, than donseLoHs: Take the extra time to
defeat them, since you'll earn up to 1160 EXP a pop!
Wraith 86 22 4 52 Fire, Dia 231 231

98
Ogre Mages have access to a few spells, like Sleep
and Blizzara, but they normally use their turns
to cast weaker spells like Blink. The Ochre Jelly
foes have fairly bigh attack power scores, but they
are vulnerable to physical attacks and some spells EE
(Fire- and Ice-type magic). They rarely appear, so | ay Ate th
ifyour goal is to fill up the Bestiary, be prepared
to search for a while.
"Ochre Jelly Carter
Tarantula Gardnor
Garrik
Scott

viewty >

Items Found
Antidote
Coral Sword
Leather Shield
Potion
Gold Needle
Sleeping Bag
Tent (x2)
Mythril Shield
Staff
Star Ruby

ybno1ypye

Leather Shield

09
3400 gil

Star Ruby

5450 gil 1520 gil


3400 gil

cm. Cub
|

60
Cavern ofarth, Bl Cavern ofEarth, B3
There are six different directions to choose from the start of B1, but only the Your destination is just a few steps to the north of where the party enters this
east route leads to the B2 staircase. The south route leads nowhere, while the floor, Unfortunately, there's a wall in the way so travel east, north, west, south
west and southwest routes lead to a dangerous loop. It’s important to note and east again. This essentially makes the party travel in a giant loop around
that the west wall is comprised entirely of encounter points! If you decide to the entire floor.
travel around the loop, you will frequently encounter Hill Gigas and Lizard
foes. This is a great way to obtain EXP, but it’s even a better way to get killed. There are a few treasure rooms along the way. The room at the end of the east
passage contains a Sleeping Bag, In the east end of the north passage, after
fighting past an Earth Elemental encounter point, there is a Gold Needle. A
door to the north in the middle of the west passage contains another Earth
Elemental encounter point and a worthy reward of 3400 gil. The last treasure
room is toward the end of the south passage, as you turn back to the east. This
one contains 1020 gil and one last Earth Elemental encounter point.

Goblin Guard Attack


Werewolf i Magic
Hill Gigas ) Defend
| Items

The north route leads to a room with a chest that contains 1975 gil.
It’s guarded on the right side by an encounter point with a deadly Earth
Elemental. The southeast route forks and each path leads to a treasure room
with two chests and an encounter point. The treasures are 880 gil, a Potion,
an Antidote, and 795 gil.

Cavern ofKarth, B2 VAMPIRE ybnospye

There are two treasure rooms on this floor. To reach the first one, head The room at the
southeast around the pile of boulders and then head east. This treasure room end of the passage 280_| 76} 26 | 75
contains a Coral Sword, a Tent, and 330 gil. The Coral Sword causes extra (just north of the B2
damage to aquatic enemies and may come in handy later, To access the other staircase) contains a
treasure room, go south from the boulders, move east at the east-west fork, Star Ruby. However,
and south again. The three chests here contain a total of 5575 gil and you must defeat a
a Leather Shield. There is an Earth Elemental encounter spot near the door. Vampire to reach it.
To reach the staircase from the second treasure room, loop around the wall The Vampire's attack Fire, Dia
to the northeast. power is a brutal 76,
but this boss only has 156 HP Broa the
Vampire is weak to Fire and Dia spells, use them
to quickly turn the fightin your favor

Collect the Star Ruby from the chest. Further progress is blocked by a stone
Attack | Carter
=, Magic Gardnr slab. Walk back out and return to Melmond to heal your party.
Defend Garrik
Items Scott

67
Items Found
Mythril Helm
Great Axe

The next destination is Giant's Cave, which is west of the cape that leads to the Cavern of Earth. Giant’s Cave is guarded by...well...a giant! Talk to the giant
to give him the Star Ruby and he will allow the party to pass. Before continuing to the staircase on the other side, turn to the south and raid this cave'’s treasure
room for a Mythril Helm, 1070 gil, and a Great Axe.

obtained from the

62
This floor is sparsely populated, so it should be a quick trip to the boss. Go
Items Found north, west, south, then west again to reach the boss's door. Heal your party,

Earth Rod save your game, and go meet the Fiend of Earth, Lich.

Rod

Lich has 1200 HP


and a fairly high
physical defense
rating. He is
vulnerable to Fire,
§0 use your Black 2200
and Red Mages
The staircase on the other side this staff with you and use contribute to the Fire, Dia
of the Giant's Cave leads past the Lich’s demise. Have
mountain range at the western tip of your White Mages cast Dia spells, although
the Melmond area, just north of the their first priority is tending to the party's
Sage’s Cave. Travel down to meet the dead and wounded. Lich isn’t the strongest
Sage and he will reward the party physical attacker (although his attacks can
with the Earth Rod. This Key Item stun your party members), but he does
will allow the party to move the stone have plenty of nasty spells like Blizzara, Fira,
slab and gain entrance to the lower two floors of the Cavern of Earth. Thundara, Sleepra, Haste, and so on. Blizzara
seems to be Lich’s favorite, so remember to
use NulFrost if the boss casts Blizzara.

Use the Earth Rod at the stone slab


just past the encounter with the Defeating Lich causes a portal to appear in the back of this room, After
Vampire on B3, Doing so reveals the reactivating your party's Earth Crystal, enter the portal for a free ride back to
staircase to B4, From the entrance, the overworld.
head northwest to a treasure room
that contains 11,825 gil anda
Staff. There are several encounter
points in this room, complete with
Ogres, Hyenadons, and a few Sphinx foes. A second treasure room is in the
southwest corner of this floor. It contains 1250 gil, a Tent, and a Mythril
Shield, all guarded by more Ogre/Hyenadon encounter points,

63
Sanctuar'
nn
Sail southwest to Crescent Lake.

els Knife 640 al

nyt Sword200 fos ss Ja Get the Canoe from the Twelve


aan: ss oe _. Sages.

Hammer
2oodgi +12
Myth Axe |600g +25 +10
Travel upriver to Mt. Gulg.
HOE Shopes

nytMail 6000 al

Mt hls
al ee |
200i +8 +0 aa RAFAT
Battle the Fire Fiend, Marilith,
| for the Fire Crystal.
Buckler ie 2000al +0 Pea Novo
yt Helm | 2000 gil
oe Biv
- 2000 gil
SHOPPING RECOMMENDATIONS
Item shop Fquipmentand[tems
2 Rab ederd ASN pat ase If your Warriors aren't clad from head to toe in Mythril, then
40 gil purchase some here. New items include the Mythril Gloves and
Ns ‘Antidote 2 50 ai |_ the Buckler, which is the first shield usable by Thieves and Red
ane 3 : Mages. lts defensive power is only 2, but that’s more than either of
~ Phoeri Down 500 gil : i ee
those classes had available before. The Mythril Axe is the only new
[eee “SleepingBag ‘ al 50 gil | |weapon, and it’s worth picking up if you have multiple Warriors.
(Note, however, that there is a free one in the next dungeon.)
= =: a) 2 i]eei>) KS Black Magic, Level6 &
is © =& re

The level 6 spells break the bank at 13,000 gil per spell, but they
-Stona 13,000 ai offer a few exciting choices. White Mages can choose between
Renseleedeonuaserernnntss siBs Medea
|
Ey | | Protera, Invisira, and Stona. All of these are good options, but don’t
| Ext |
183,000 gil “13,000 gil |
peau xe ot:Boa BARAT i provide the help needed in the near future. Protera is a good choice
7 ' gil E AA for now, but resist the temptation to get Invisira. Stona is a must later
“Protea “pa gil i stake 13,000 i
i | : i Ls ' on and you want to save a slot for Exit after the class change.
|
| anvtsira "43,000 gil A sure-fire option for Black Mages is Thundaga. Death sounds more
powerful than Stun, but Stun is perhaps the better choice since it
has a higher success rate. Quake has a lower chance of an instant
kill than Death, but it reliably wipes out about half of a large group of
enemies, so it’s a little more useful.

At this point, it’s best to avoid any purchases for Red Mages since
they can’t learn any level 6 spells until the class change. When this
occurs, they’re limited to Exit, Protera, Invisira, and Thundaga.

64
Canoe

ybnospye

akbegs are the new foes in this area, but old favorites like Ogres, Trolls,
Hill Gigas, and Scorpions appear in greater numbers. Since Crescent
Anaconda 00
Lake is close by, you can obliterate large groups offoes with your best spells.
Ankheg 300 — 1194 Note that magic won't be enough to take down the hardy Ankbegs. These foes
Hill Gigas 879 879 have 222 HP and no magical weaknesses, so try to employ Haste-enbanced
Minotaur 489 489 fighters against them.
Ogre Chief 300 282
Ogre Mage 723 723
Scorpion 70 205
Troll 621 621
sacmanvased
E

Sail southwest from Melmond, past the tip of the peninsula with the Cavern
of Earth and due west across the sea. This leads to the east shore of the
continent between two ports. Disembark at the southern port and start
hiking southwest. There are some grueling battles here, so hit the foes with
everything you have since there isn't far to go. Cross a large patch of forest,
loop around below the lake, and locate the small town of Crescent Lake.

Don't be confused by Crescent Lake's odd layout. There's actually more to this
town than a handful of shops. Cross the small stone bridge to the northeast
and follow the path to the field where the sages await. If you have defeated
the Lich in the Cavern of Earth, the sages discuss the remaining fiends and
provide a Canoe,

ou will encounter some extremely tough foes while using the Canoe.
These foes put the denizens of Mt. Gulg to shame, so be careful while
traveling the world’s network ofrivers.

S|
= Most enemies on the river share a weakness to Lightning, including the deadly
® 116 = Lightning ~=—-:102 1224 Crocodile and White Croc. These foes don’t lack HP, but they have sufficient
= Piranha . aged Lightning = 50 >) 240 attack power to cause triple-digit damage to the non-Warriors in your party.
S Red Piranha 83 % 46 546 Crocodiles of both types usually appear with groups of enemies, so have Black
Mages cast Thundara while melee types target the Crocs. Ignore the Piranbas
White Croc 143 Lightning 2000-1890 that accompany Crocodiles; they're weak across the board, so Thundara is a
great option.

The Ochu foe is also vulnerable to Thunder, but the stronger Neochus are not.
Both are hardy and capable of inflicting poison, making them a significant
threat. Focus on them after the Crocs but before the Piranhas, Red Piranhas,
and Hydras (the weakest of the river monsters).

The river is the best place to visit when you need to quickly level up. While it
is risky to do so, river enemies are worth lots ofEXP—up to 3189 from the
Neochus!

Piranha ttack Garrik


Crocodile agic | Carter 383 0
Ochu ) Gardnr 223 0
Scott f 144 263

The Canoe allows for travel on rivers and lakes, such as the ones around Crescent Lake. Take the river route west, then
turn north at the second fork. Pass the first northwest fork (it leads nowhere) and go north down the second route.
When that path forks, head due west to Mt. Gulg where the Fire Fiend has made her home.
® 4450 gil

“Antidote (x2)
Cottage
Flame Mail
“Flame Shield
Gold Needle
Great Sword
‘Ice Brand
Mythril Axe
Mythril Gloves
Mythril Helm (x2)
Mythril Shield yinosypy
Phoenix Down
Hi-Potion
Hi-Potion Antidote
Phoenix Down
Tent 1975 gil
Staff
Tent
“Antidote “eee
Re

po?

ee
Geman
Ea ACESS ELS ECD Shsare legion of new foes in Mt, Gulg is a dangerous bunch. Most ofthem
vulnerable to Ice, so consider a party focused around Black Magic.
ae 1194
The trick is to determine which encounters are worthy of Blizzara spells.
Fire Elemental 50. 20. {80 800 1620 (MP won't last long ifused in every encounter!) Alas, this level 4 spellis the
FleGigas 300 73 20 gp 1506 1506 strongest option. Firaga isn’t the most effective option, and you're better off
Fire Hydra 20 103 200 1215 saving Thundaga ig for river enemies.

‘Frelizad (206 Bi 18448 te 2472


Topping the danger list are Fire Elementals, Lava Worms, Fire Gigas, Fire
Hellhound 30 600 1182
_ Lizards, and Hellbounds. Fire Gigas have incredibly high attack ratings,
wrecking havoc against your party with their standard attacks. Fire Lizards
HillGigas lack offensive firepower, but they have the ability to cast Fire-type magic
Horned Devil spells that affect the entire party. If any White or Red Mages have NulBlaze,
Hyenadon 499 then use it against large packs of
these enemies. Fire Elementals and
-LavaWorm 280
Lava Worms are strong foes with
Lizard 92
solid attack and defense ratings.
‘Minotaur 164 Fortunately, Lava Worms always
Ogre Chief 132 travel alone and Fire Elementals never
“OgreMage = 144 attack in groups ofmore than two,
Pyrolisk
Another potential threat, the rare Red Dragon, has no weakness and it sports
Red Dragon 248 the highest attack rating in Mt. Gulg, When fighting these beasts, use Haste-
Scorpion
enhanced fighters. Pyrolisks lack the statistical power of the Red Dragons, but
their Gaze attack can drop a foe in one hit. Don’t waste Blizzara; with only
_ Fire, Dia 20 44 HP, even Thundara can clear the field of these fragile foes.

The most common enemy in the volcano is the Horned Devil. These
bothersome creatures are resistant to Ice, so use physical attacks to dispose
ofthem.
yinompye
g Hellhound

Mt Gulg, Bl ML Gilg, B2
Don't waste much time trying to find a way around the lava in Mt. Gulg, The stairs down to B3 are across the lava to the west of the entrance. If you
because there isn't one. Your party will lose 1 HP with each step it takes on don't need gil or EXP, you can proceed in that direction but you should still
the lava, however, no enemies will attack while this is going on, As bizarre as make a quick foray to the Great Sword. There aren't any “special” treasures
it sounds, if you're low on health and running for the exit, the best strategy is to find in this area, but it’s worth the time to raid the 18 chests on this floor,
to stay knee-deep in boiling magma whenever possible. Not only will your party gain plenty of gil and other goodies, but they will
also earn plenty of EXP from defeating the powerful guardians protecting
the chests,

The shortest route is to head west from the stairs and go through the second
door to the west. Carefully navigate the winding passages, hitting the chests
in order of their appearance. The chests are protected by encounter points.
When triggered, it forces a battle against one or two Fire Elementals. To
defeat them, try using Blizzard or Blizzara.

A keen item of interest on this floor is the Great Sword, which is unavailable
anywhere else in the game, Its attack power is slightly weaker than the
Mythril Sword (by 2 points), but it is more accurate (5 points), It inflicts
additional damage against Giant-class enemies, like Gigas and Ogres,
Head to the top of the cave, then proceed to the west. There are two chests
with a total of 1445 gil between them, although they are protected by
another Fire Elemental encounter point. Continue south to find the large
room with the other chests. There's an encounter point near the entrance, The staircase leads to a rather interesting area of B4-B—a place with 15
but only one encounter point inside the actual room. That encounter point is chests. One of the better items you'll find is the powerful Ice Brand, which
located at the spot where the party is surrounded by chests on six sides, This is extremely useful in these lava filled areas, Don't forget to find the Flame
time, though, the enemy is the feisty Lava Worm. This powerful foe deals Shield, too.
more damage than the Fire Elementals, so use Blizzard to defeat it within a
turn or two. The chests contain gil, Mythril armaments, and basic supplies.
Equipment Optimal Remove
Check out the maps for the contents of the other chests.
Weap Ice Brand
Iv. 24 Shicl™ @Buckler
Red Mage Helmet Leather Cap
HP 197 / 220 Armor ‘“Mythril Mail
MP 94 / 234 Gloves

Attack 36>
3 oO}
) Accuracy 123 >
240g |
169 _176 J} Defense 22D
Evasion 67>

Pick up both major items, as well as a nice chunk of gil, in the room at the
west end of the hall. A lone Lava Worm encounter spot guards these chests.
Continue southeast from there to pass a room with a single chest (containing
1760 gil) and another room with two chests (a paltry 155 gil, and a Lava
Worm to boot!) at a fork in the road. The east path leads to a room with
| Garrik 192/ 192 125 three more chests. One of them is a duplicate of the Ice Brand chest (it may
Carter 330/ 389 0
Gardnr 228/ 228 0 be empty if you have one already), while the others contain 2000 gil and
146/ 146 227 a Cottage.

Follow the south fork to reach the stairs that lead to the next level. Look
for a room with two chests (1250 gil and a Staff), suarded by a Fire Lizard
encounter point,
Head east through the lava filled corridor of B3-A, then travel southeast in
the small segment of B4 that follows. Locate the staircase in that corner and
follow it up to a new portion of the third floor (B3-B). This area is equally
} barren (there are no chests on B3), but it’s larger and much easier to get lost
' while traveling to the staircase in the southwest corner. There's still plenty of
lava here, so keep an eye on your party's HP.
This large area is surprisingly devoid of goodies. The three chests in the east, Marilith’s damage
northeast, and southeast corners all contain the same Gold Needle (it won't spells are all fire-
be there if you grabbed it on B4-B). In effect, this means that only the chest based and her
to the west is considered “new.’ The chest contains the Flame Mail; save physical attacks
this armor for a dungeon that you'll visit in the near future. Unfortunately, can connect ceed
encounter points with a Fire Lizard and a Red Dragon block the way. Both multiple times. Use Paralysis, Darkness, Sleep,
foes use Fire-type magic spells to decimate the party, so use NulBlaze if it's a combination of Silence, Confusion, Mind
available. If not, hit them hard to quickly cut through their health. NulBlaze and Slow to
reduce the amount
The room in the southwest corner holds the Fire Crystal. Any attempt to of damage she can
touch this crystal awakens Marilith. After defeating the fiend, use the portal cause. Marilith can
that appears behind the crystal to return to the world map. also cast Dark and
Bind. Have your Red
"Flame Mail obtained from the and Black Mages
use their spells to cast Slow on Marilith and
Haste on everyone capable of dealing physical
damage since it is the key to winning this fight.
Have your healers keep the fighters healthy,
and let the others concentrate on depleting
Marilith’s health. If you're feeling especially
lucky, try casting Hold or Stun on Marilith for
an advantage. While it may not connect, it
does work on occasion. If you picked up the
Confuse spell back in Elfheim, use it; Marilith is
weak against it and it can quickly turn the tide
of battle in your favor if it connects.

yBnospy

Hellfire Chasm Available


Defeating Marilith opens the portal to
Hellfire Chasm. The party can't visit the
island where the chasm exists yet, but that
may change soon enough...
Retrieve the Levistone from the Sail south to the Ryukahn Travel to the Citadel and hand Battle the Dragon Zombies for
Cavern of Ice, north of Mt. Gulg. the Rat’s Tail.

Deliver the Rat's Tail to Purchase the Faerie’s Bottle Release the Faerie at the
pond in Gaia.

Travel across the river to Plunder the Warp Cube from Retrieve the Rosetta Stone Defeat the Water Fiend, Kraken,
the Waterfall Cave. from the Sunken Shrine. in the Shrine’s lowest floor.

ENTER/EXIT

Airship
_ Flame Sword
Ice Armor
Ice Shield
_ Levistone
Mythril Gloves
Ether
_ Clothes
Sleeping Bag
, [Yhere are three enemy types in the Cavern ofIce: Undead, Ice beasts,
and Magicians. Standard tactics for slaying Undead foes work fine
Bloodbones 4 os Fire, Dia
against the Mummies, Wraiths, Specters and others, so use Diaga ifyou
Sociales FRR ae tltet ts smectic, bave a White Mage, and Fira and Firaga ifyou don’t. You may want to use
Dark Wizard
ae : ee a nee both against
f Mummies and Specters,
f a)just in case one of the casters ends u ip
Ghast Fire, Dia paralyzed or asleep.

Ice Gigas Fire


: : _ Ice enemies include White Dragons, Ice Gigas, and Winter Wolves. All
Mindflayer
lay sis Nae Dect three, predictably, are vulnerable to Fire. Have a Warrior equip the Flame
Mummy D Fire, Dia 3
_ Sword as soon as it is available and have Black and Red Mages use lower-
Piscodemon = level Fire spells (save the best stuff
forthe Magicians). Iceee and White
Remorazz = Dragons both have fairly strong
Specter Fire, Dia magic resistance stats, so it takes a
White Dragon 5a ee Lightning, 90 combination of strong physical attacks
: fal and Fire-type spells to take them out
Wight : Fire, Dia ’ before they can start wreaking havoc
with an Icestorm.
Winter Wolf Oe Fire
Wraith Fire, Dia

The Mindflayers are perhaps the most dangerous foes. Piscodemons aren't so bad, but Dark Wizards and Mindflayers have interesting spells like Trance (which
can paralyze the entire party), Reaper, Firaga and Thundaga. As a bonus, any physical attack a Mindflayer lands may result in an instant kill. Magicians only
have 112 HP (Dark Wizards have 105), so killing them quickly is the way to go. Have all ofyour offensive spell casters use their best spells (neither foehas any
particular weaknesses or resistances, but both are generally resistant to Magic) while the offensive line targets them individually to cause more damage.

Water
The
Crystal

th ¥2 282 a
_ 200/ 200 280 |

The goal is to go to the


Cavern of Ice and retrieve —
the Levistone, which is
a Key Item that leads to
the Airship, Heal up and
restock on any necessary
items at Crescent Lake,
then return to the ship.
Sail to the north until
© you find another port.
You can leave the ship at
the dock, or take it straight t
to the cern ofnityriver - neinto the Cone

‘There are many dead ends in this segment of the river, so follow the mountains to the right and head north to get through the first part. At this point, there are
two paths: an upper and a lower path, both of which lead to the west. Follow the lower path heading west to find a small, grassy area with the entrance to the
Cavern of Ice.
74
RI aaa cD 9 pce RRy SSA RN aS SS Sa ae ST
You can't access all of the good stuffinB1 without taking the long way There's an encounter point in the middle of the room, so prepare for a fight
around, so head straight to the staircase. Go east or south in B2, but note that against a legion of Undead Specters. Beyond the door, there are chunks of
both paths are the same length and lead to the same place—the staircase that blue ice on the ground. These chunks function like the lava in Mt. Gulg: they
leads down to B3. cause 1 HP of damage to each party member with each step. Once on the ice
chunks, however, the party is free of enemy encounters.

Cross the blue ice to the west to reach a room with two chests (Mythril
Gloves and Ice Armor) guarded by a White Dragon encounter point. The
Take the other staircase in B3 to find a much more interesting area of B2. dragon has 200 HP and it is vulnerable to Fire and Thunder, If you haven't
Circle around to the large room, then take a good look around before looting completed Mt, Gulg yet, the Ice Armor will come in handy. Besides its
the chests, The Levistone is between the two chests, but watch out for resistance to Fire, its stats are identical to the Flame Armor.
the tiny cracks. If you step on one, the party will drop through the floor to
B4. This is a place you must eventually visit, but if you want to pick up the
treasure on the left first (the Flame Sword), go around the cracks and get it
from above. Plunder the chest on the right using a similar method to acquire
Clothes. Alas, there is no way to get to the Levistone at this point, so step on
o"
a crack to proceed, crys
87/457
0
a
00/200 280

To proceed, cross the blue ice to the south, then cut east while still on the
ice to prevent the party from getting stuck at a dead end. There is a treasure
room with six chests directly south of the ice patch’s exit. Plunder these
chests to acquire 30,000 gil! Surely that’s worth a fight with a pack of Winter
Wolves. From the treasure room, follow the south wall to the east to end up
at the stairs.

yBnospys

118/ 202 220

The stairs bypass two entire floors and lead directly to the section of B1 that
was previously unreachable. The chest right outside the stairwell contains an
Ether, but the unguarded chest in the small room on the way out contains a
respectable 10,000 gil.
Getting the Airship
Before entering the room to the east, take a moment to assess the state of
your party, The stairs in the northeast corner lead back outside, so make sure
your party is in top fighting condition. If you go outside to use a Cottage, the
party re-enters the area back at the original entrance. This means you must Grab the Levistone, then jump down a crack to either side (going south leads
travel through the dungeon again. to another Evil Eye encounter). Work through B4 to reach the staircase in
Level B1, then ride the river back to the ship.
If your party is in good shape (and you dont need to use a Cottage), then
head into the room to the west to find 9500 gil, a Sleeping Bag, and an Ice
You obtain a levistone.
Shield. Next, step on the crack to go back down to B2. This action causes the
party to land near the Levistone. As the party approaches it, a battle against
Evil Eye ensues.

Go south of Crescent Lake to a point where the sea meets up with a river
near a patch of desert, Hop into the Canoe briefly, then quickly step to the
west to reach dry land. Walk around the mountains to reach the desert.

_—ViL Ye
The bad news: Evil (at aaPNT@iysa ess
Eye knows every 162 | 30 130 92
nasty spell in the
game (including
Doom). The good
news: This boss 3225
onlyhas 162 HP Hit HySs
it with the party’s
strongest standard Walk into the desert to make the Airship rise out of the sand. The world
attacks and most powerful spells. An efficient is now at your fingertips! You can make your first priority the long awaited
use of attacks and spells will eliminate the Class Change, or you can make a pit stop at the town of Gaia first. There is a
Evil Eye within a round or two before it can new spell to purchase (Blizzaga for Black Mages is the only one that doesn't
take down too many party members. require a Class Change) and some pricey new armor.

76
THE CUTADEL OF TRIALS
rstOutsidetthelGitadel
‘fyou take the Airship, expect a number of battles on the long walk to the
Citadel. Most of these encounters are against Weretigers (a poisonous foe)
p Basilisk
and Sabertooths. Rarer but more dangerous new foes include the Sand Worm
_ Hydra (kill it quickly before it can use Quake), the Basilisk (bring plenty of Gold
Lesser Tiger : 438 Needles), and the Wyrm.
Ochu Lightning
Sabertooth 2 2
Sand Worm
see cigs .

Weretiger
Wyn i

| Weretiger | Carter
| Sabertooth | Garrik
Lesser Tiger }) Gardnr
| Scott 206 370

ew Undead creatures in the Citadel include King Muminies, Zombie


Dragons, and Minotaur Zombies. All of these foes are vulnerable to
Fire and Dia-type spells, so they shouldn't cause too much trouble.
Dragon Zombie Fire, Dia
"Horned Devi : Clay Golems and Rakshasas are resistant to almost everything so rely on
' King Mummy Fire, Dia | physical attacks to dispose of them. Nightmares are weak against Ice, but
| may not even be worth your casters’ time, since the worst they can do is
Medusa ae
cast Darkness on your party. Go abead and break out some offensive magic
" Mingftayer
Mummy Tice against the Medusas, as they can turn your party to stone. With only 68 HP,
use a high-level spell ofany type to wipe them out.
' Minotaur - Fire, Dia
Zombie

“Nightmare Cc
Rakshasa

Minotaur Zombie Carter


Garrik
| Gardnr
| Scott
THE CITADEL OF TRIALS
Cottage
Gauntlets
Healing Staff
Ice Brand
Rat’s Tail
Ruby Armlet
Steel Gloves

{ (Gauntlets)
:

Water
The
Crystal

Ruby Armlet Healing Staff

| STS

Ice Brand

Steel Gloves
f
{
d
q
|

DRAGON ZOMBIES
(Gauntlets) Rat’s Tail y
Cottage

1455 gil
The Citadel of Trials is in the north-central part of the map, on the western
edge of the bird-shaped northeast continent, There are two ways to get
there: fly the Airship to the tip of the peninsula to the north of the Castle
and walk from the small patch of grass, or sail the ship to the mouth of the After using the final warp, the party ends up on the third floor. The route to
river northeast of the castle and switch to the Canoe. The ship/Canoe route the ultimate prize is a simple loop, but many powerful enemies wait along
involves less walking, but sailing back and forth when you have a new Airship the way. This room has lots of chests, but only one encounter point. There
isn't much fun! are several Nightmares positioned inside the door to the north of the warp
point. Expect to fight them again if you want to get that first chest, but it's
well worth it. The Healing Staff is a must-have item, After that, get the
Ruby Armlet, another Ice Brand, and Steel Gloves from the next set of
chests. Finally, don't forget the Cottage and 8795 gil from the chests in the
southwest.

Healing Staff obtained from the

Present the Crown to the elderly man on the first floor and he reveals the goal
of the challenge. There's not much to see here, so head to the northwest, open
the door, and touch the throne. Doing so warps the party to the confusing
second floor,

ybnosy

There are 15 warps here. To reach the staircase, you must follow a specific
order. Fortunately, the warps seem to reset the counter of steps between
enemies, so as long as you continue to warp, there's little need to worry about
combat. The correct order is 1-2-3-5-6-8-9-10-14. After you hit warp 10,
stop inside the room in the northeast to find this floor’s lone treasure chest.
Defeat the Clay Golems at the
encounter point directly in front of
it, then open the chest to find the
Gauntlets. If you miss the Gauntlets
here, they will appear again on the
next level.
| } | tI |

m
(5 z | |
gel te)

|
SESfe
Bm
oD
chest near the t hrone.
avo!
qe party before approaching the treasure
ia=
eh ay vw shweeS
—aS| eetVv |io} ]a, epare for an encounter point directly in front

Fs
Step
ao fe 6 8 Oe
ER <G=
er defeating the Dragon Zombies, touch the throne to warp
ay2
Sy o 6 a Ss 2 3
oe

.a
Ore
@
mou Dts
ee

ot
|
er
odd
Cath
ed
CFA
Get
Gd
|
iaafeb), Dia;

"ENTER/EXI

Tent
Dry Ether
Gold Needle
Cottage
Elixir
X-Potion
ybnosyp

All that’s left to do is take the Rat's Tail to Bahamut (yes, that Bahamut!) and After the class promotions, celebrate by flying around the world to pick up
receive your reward. Find him in the Dragon Caves, located on the chain of new spells and items.
islands just southwest of the Citadel of Trials. The name sounds menacing,
but all the dragons in the Dragon Caves are friendly and there are no random nights can use White Magic p to level 3. Ninjas can use
encounters,
Magic up to level 4. Ret rn to the game’s first few
buy the spells.
There are six entrances to the Dragon Caves (the seventh hole leads to
quip better weapons and
Hellfire Chasm) and each entrance leads to a different area. If you want to
plunder all of the chests and talk to all of the Dragons, you must use each
entrance. If you're not interested in that, go into the furthest east cave to get
‘nto Melmond to buy Teleport for your Black Wizards.
the loot (nearly 20,000 gil) and enter the southeast cave on the island with
two caves to see Bahamut. e Return to Crescent Lake to buy Exit for your White Wizards.
Faerie’s Bottle
Oxyale

BlackHai, Level7Ma

Cat Claws 52,000 gil +22 Curaja 30,000 gil


EA : Bizaga 30,000 gil Re

Armor Shop i Diaja 30,000ai el 4 _ Break 50,000 VAS

‘|White Magic, Level 8 G Blacknies caval8 MZ


Ruby Armlet 40,000 gil
ae % [Link]
Protect Ring 16,000 gil
a Ma Ye %“ihnVag ae ri gil 2. ee Thundaga

Item Shop Exit 40,000 gil UZ APA Death 40,000 gil

Stona “G00 gil & AP Stona 40,000gil es


Hi-Potion 450 gil
Ether 150 gil
Phoenix Down 500 gil
Tent 160 gil
Cottage 2000 gil
SHOPPING RECOMMENDATIONS
Equipment and ftems Spells
There’s only one weapon for sale here—the Cat Claws. For Black Wizards, this There are only two level 7 spells of each type sold in Gaia, while the other two
is the best weapon in the game. However, it’s overpriced for any other class are sold at Onrac. Both level 7 spells are good for White Wizards, so don’t
types. Still, it’s difficult to justify such a price, especially when the armor here worry about leaving slots open. Pick up Blizzaga for Black Wizards and Break if
is SO much more useful. you have the extra gil.

The Protect Ring has the additional property. of protecting its wearer from The missing level 8 spells are sold at Lufenia, so save a spot for each. For now,
instant-death attacks, so grab at least one for your party's designated healer. consider Holy and NulAll for your White Wizards. For Black Mages, it’s a toss-
Consider buying Ruby Armlets, a great piece of light armor, for your non- up. Stop paralyzes all enemies. Warp is a more powerful Quake (but no longer
fighters. ground-based), while Kill has the potential for an instant-kill versus most non-
bosses. Whatever you choose, leave an open slot for Flare. Lastly, purchase
Blizzaga for Red Wizards since it’s the last Black Magic spell they can learn.

bere are a handful of new enemies in this area, most of which won't be a
threat to a mid-level party. Barettas and Desert Barettas have plenty of
Baretta 256 60 38 130 - 300 1428
HB, high defense, and devastating attack scores.
Desert Baretta 12610
Hellhound 1182
Ice Gigas 336 60 16 150 Fire 1752
LesserTiger 102 22 8 865 é 108 438
Ochu 208 «=20=S 24S 116 Lightning ©102«S «1224
OgreMage 144 23 10 80 _ Te | ie
Remora | 920, 73 |24 | 185 | -— | 1000 |2244) ‘& |
Sabertooth 200 24 § 108 - 500 843 =
oe Oey eae fa és
Sie - 1160 «1160 fees B Attack
| S ate [items
Wyvern: : 212 30 tee a nS) goat 50 11/3 PES RT NTE

Hunt for the Caravan


Gaia, the eye of the bird-shaped northeast continent, is the most accessible ‘The missing Faerie is hidden in the Caravan in the desert at the center of the
town in the north. Although this venture serves mainly as a shopping trip, northwest continent. It’s not visible on the map, but the Onrac villagers point
listen closely to what the villagers have to say about the missing Faerie. Its to the small patch of desert to the west of a small grove of trees, Park the
safe recovery is the next objective, Recovering the Faerie costs 40,000 gil, so Airship at the patch of grass just southeast of the desert and march over to
shop accordingly, the designated location.
Loma

So I sold
Buy Back the Faerie
‘The only item initially for sale at the Caravan is the Faerie’s Bottle for 40,000 Take the Bottled Faerie back to Gaia and visit the Faerie pond in the
gil. If you're short on cash, don’t waste any time since the enemies don't drop northeast section of town, The Faerie retrieves a bottle filled with Oxyale,
much gil, Instead, infiltrate the Waterfall Cavern where the enemies drop which allows the party to breathe underwater.
more gil and there's 25,000 gil to plunder from the treasure chests.

: I'll get you some oxyale from the bottom


On return visits to the Caravan, the shops inventory changes to items of the spring to make up for it, okay?
that temporarily raise a character's stats. These items are usable only :
during comba

Tonic Shop |

Temporarily raises defense.

pie! lee ewe

preteen
OF
es
Ole
1eP.
pg
phew
eMww
phen

vmie

oro]
Sci STiQPPING RECOMMENDATIONS
Inn 300 gil

| White Magic, Level 7 G | Black het Level 7 ey


paEIR
- Healaga 30,000 gil Blind 30,000 gil

ith one exception, you've seen all ofthese enemies in previous


dungeons, That one exception is the Green Dragon, a rare monster
that is no pushover. It has high magic resistance, but Ice spells can still cause a
little damage. This foe lacks physical defense, but it has 352 HP and can dish
out damage. Think about using a Haste spell to finish things quickly.

ee 200

Onrat |
Fly back to the same parking spot southeast of the desert, the one used previously to reach the Caravan. From there, travel across the river and walk a short
distance to Onrac. Purchase a few spells and listen for gossip about the Sunken Shrine and the nearby Waterfall Cavern.
Defender
Ribbon
Wizard’s Staff
Warp Cube

Steer the Canoe upriver, directly into the waterfall northwest of town. This
is a simple cave; all of the branches lead absolutely nowhere and everything
_of any value is in the same spot, To get there, just hug the left wall from the
entrance to reach a room with six chests, a random encounter spot, anda
robot.

The treasures include the Wizard’s Staff, Ribbon, and Defender. The
Wizard's Staff and Defender are combat items that cast Confuse and Blink,
respectively, The Ribbon, a Final Fantasy classic, protects its wearer from all
status effects, Lastly, don't forget to talk to the Robot to acquire the Warp
Cube, a Key Item you will need later.

Be sorase,
Ct ee
we ige-8
re Antidote
Diamond Armlet
Diamond Armor
Diamond Gloves .
' Diamond Helm
~ Diamond Shield
Giant’s Gloves
Light Axe (x2)

Rosetta Stone

ds
N” ofthe commonly encountered Sunken Shrine enemies are
particularly deadly, but they attack relentlessly in large groups, making
f Cockatrice 50
this dungeon a painful ordeal. New foes include Sea Trolls, Sea Scorpions,
Deepeyes 304 Lightning Deepeyes, Sea Snakes, various Sahagin, White Sharks, Water Nagas, and
Ghost — 180 Fire, Dia Water Elementals.
King Mummy 188 Fire, Dia
Mummy 80 Fire, Dia Virtually everything here is vulnerable to Lightning, so utilize a lone Red or
Black Wizard and have another party member use the Gauntlets. On the
Pyrolisk 44 Ice
other hand, the Water Elementals are vulnerable to Ice—not Lightning—
Sahagin Chief 64 Lightning —
and the Ghosts and Mummies are vulnerable to typical Undead weaknesses.
Sahagin Prince Lightning
Sea Scorpion Lightning The most dangerous foes are the White Sharks, which have 344 HP and an
Sea Snake Lightning attack rating of 50. The Sahagin Princes come in a close second, so have your
Sea Troll Lightning = 852
offensive line target them and leave the weaker Sahagin Chiefs to the spell
casters’ electrical assault.
Shark Lightning 66
“Water : do 6a 0 ice
Elemental
Water Naga Lightning '
White Shark Lightning —

97 329
Peis 401/o2401
240/240

The Makeshift Submarine Rosetta Stone —NSunken Shrine, 3F


Bring the Oxyale to the girl in the southeast corner of Onrac. Upon doing so, ‘The submarine drops off the party on the third floor. There are stairs leading
she hands over her submarine. It leads directly to the Sunken Shrine, a large both up and down. The Rosetta Stone is on the shrine’s top floor, so take the ~~~
underwater dungeon. staircase in the northeast that leads up.

There are two different objectives here: recover the Rosetta Stone from the The third floor of the Sunken Shrine is full of empty rooms, There are only
top level of the shrine, or defeat the Water Fiend, Kraken, at the bottom of two treasure chests, both of which contain gil, The chest in the room south
the shrine. You can do the quests in any order, but it makes sense to get the of the down staircase (in the northwest) is the only one that contains a
Rosetta Stone first so the party can benefit from the items and EXP acquired substantial amount of money, 9900 gil.
along the way prior to the battle with the Water Fiend.
osettaStone 2—Sunken Shri Take the submarine back to 3F, then head to the down staircase in the
The down staircase leads to 4F, where the treasure starts getting good. The northwest. This leads to the east side of 2F, a large floor that has eroded into
first room is empty, but every other room contains a chest. Note that all of two separate areas, There's no treasure on one side, so head directly north to
the chests are well worth the trouble, The Diamond Armor, a nice upgrade another staircase (this one leads up). This staircase leads to the tiny area of
for a Knight, is inside the north room. 3F (and to the stairs that lead to 4F). Area 3F has no features except for a
staircase down to 3F, There are two chests in 3F and they each contain
‘The large room directly south of that, in the center of this floor, contains only 560 gil. Go through the door in the south and head down the stairs to
20 gil. A much better treasure waits in the room in the southwest corner: a the west side of 2F.
Light Axe. As a weapon it's somewhat unimpressive, but any character can
use it in combat to cast Diara, Continue east and stop in the next room to
collect a Mage’s Staff, a combat ability weapon that can cast Fira. The final
room (further west) has a chest with 12,350 gil. The staircase leading down
is located just outside this room.

{Rosetta Stone 3—Mermaid City


w ‘The stairs lead to 5B, a floor that is free of enemies but full of treasure. Each
| room contains a mermaid thar will reveal information, plus most of the This side of 2F is rich in treasure, The two chests in the room directly south
™ rooms have treasure chests.
of the entry area contain over 15,000 gil. They're guarded by the Sea Shrine's
first encounter spot, a fight against several Water Elementals.
The treasure tally includes; the Diamond Armlet, Diamond Shield, and
~ over 30,000 gil. The Rosetta Stone is in the northwest corner of the map. Travel to the room in the west, where you'll find more gil and the invaluable
Take the path that looks like it may lead off-screen; in fact, it leads to the path Giant's Gloves, The loot is guarded by two encounter spots: more Water
“in the northeast corner, where you can access the last room. Open the chests Elementals and some Sea Scorpions. From that room, head north to a room
to get the Diamond Helm, Diamond Gauntlet, and Rosetta Stone.
with a single chest, Battle more Sea Trolls/Snakes/Scorpions in the spot in
front of the chest, then open the chest to reveal another Light Axe.
Take the stairs back up to the
_ submarine, or use the Exit spell to
Head directly west from that room to reach the final treasure room. You
teleport out. Heal your party and buy must defeat an encounter of mixed Sahagin and White Sharks, a small
supplies in Onrac before revisiting price to pay to get another Ribbon and 20,000 gil. The staircase is just
the Sunken Shrine to battle the northwest of that room.
Water Fiend.
_—(6)a

i eS ae
Kraken’s defense AMR 1 OD
is so high that your 1800 50 n
best fighters will WEE | Gi xP
barely cause double- 160 5000 4245
digit damage, so oo | a
power them up as
soon as possible.
Have your Black
Wizards cast Haste,
and let the Warriors
use Giant’s
Gloves. Do this
for each member of
the offensive line, turn
by turn, and they will soon cause a decent
amount of damage.

Kraken’s attacks are all physical (his Ink


attack can blind the party, an effect that you
can ignore), so Protera and/or Invisira are
fantastic during this fight. Have White or Red
Wizards cast them a few times in the first few
turns to erase the threat of an instant kill by
damage. Kraken is vulnerable to Lightning, so
let your Black Wizards hit him with Thundaga.
The Sunken Shrine’s final floor is completely devoid of treasure, so don't stray Have any idle party members chip away at
from the direct path. First, proceed in a westerly direction from the stairs. hi
im by using: the Gauntlets. ==
Go north when the path dead-ends, go west across a short bridge, then south y g = :
through a narrow corridor, This path leads around a corner to a door. Go := :
through the door, pass three pools of water, turn to the west, and exit the =
room via the south door in a small alcove. Follow the corridor around and
up to another door; this one leads to the Water Fiend’s lair. Heal your party
before tackling the Fiend of Water. If any character is using a Flame Sword,
swap it out as Kraken is resistant to Fire. Lifas 1h Ay ilble

~ Defeating the Kraken opens the portal :


toees Grotto,a bonus io .

97
NDIGRYSTA
WhiteMagicone o ts ] [Black magic, Level 8&
SPELL COST GLASS
|Fulltite 400004 7A | Flare 40,000 gi CA
Take the Rosetta Stone to Dr. Fight the Blue Dragon on the
Unne in Melmond. third floor.
SHOPPING RECOMMENDATIONS

Lufenia has no armament shops, Inns, or Sanctuaries but there is a small, somewhat
hidden magic shop. To find it, exit the town through the break in the outer wall in the
northeast and go east. The shop sells what are arguably the game’s two best magic Acquire the Chime ‘laine
a Use the Warp Cube to reach
spells: the attack spell Flare and Full-Life, which revives a character at their max HP. Lufenian elder. the Flying Fortress.
What are you waiting for? Buy them!

Travel to the Mirage Tower. Battle itt on the


at floor
of the fortress.

|meee a half dozen or so encounters along the way, including


EXP Hill Gigas (in packs ofthree or four), Barettas, Wyverns, and
|Allosaurus 3387 |j
1 two dangerous new enemies—Allosaurus and Tyrannosaur. The
|
|Baretta 1428 || fairly common Allosaurus has an attack power of 65, 480 HP, and
|DesertBaretta | 2610
— | extremely durable magic resistance, Fortunately, they have weak
HillGigas ki physical defense.
‘intaur Fire, Dia 1050 |
| Tyrannosaurs appear on rare occasions, When one appears,
|Zombie
| prepare for a difficult fight. Their tremendous attack is capable of
| Troll Fire 621
|leveling a weak character in one hit. Ifyou encounter one, protect
“Trannosaur 7200|
| your healer at all costs.
| Winter Wolf Fire 402 |
|Wyvern 1173 |]
| Tarantula

Allosaurus
Wyvern rs Carter
} Garrik
\)} Gardnr
| Scott
—_
_—<( 6) on x)

Meet Dr. Unne inMelmond Acquire the Lufenia Chime


f
E

After conquering the Sunken Shrine, Aside from buying the last two level 8 spells, the only objective here is to get
make a quick detour to Melmond. Go the Chime that opens the Mirage Tower. To get it, talk to the man in the
to the northeast corner of town and southwest corner of the dock-like area to the east of the entrance.
show the Rosetta Stone to Dr. Unne re ae
(look for him near the gravestones). Before you leave, legendary warriors,
Moments later, he cracks the code of take this chime with you.
the Lufenian language and teaches
your party how to speak it fluently.

The LongWalktoLufenia
Sadly, this linguistic breakthrough probably won't be a boon to Lufenia's
tourism industry, since the city is still mired in the middle of nowhere. To get
there, fly northwest from Melmond
(loop around the globe) and land at
the top of the long peninsula on the
west side of the northeast continent.
From there, it’s a long walk south to
the city of Lufenia.

ltems Found
Chime

")
MIRAGE TOWER
Black Knight
Blue Dragon 3 ie Mirage Tower introduces a few new enemies. Guardians, which
Chimera appear in large quantities, are somewhat difficult to defeat. They're
Cockatrice vulnerable to Thunder spells and they lack an offensive punch, but their
Guardian Lightning high defense score and their paralysis attacks can drag out battles. Another
new enemy is the Black Knight, an all-around solid foe with no particular
Hellhound Ice
strengths or weaknesses.
King Mummy Fire, Dia
Medusa - Hardy, flame-spewing Chimeras are vulnerable to Ice, but they're not much
Mummy Fire, Dia of4 threat. The more dangerous foes are the Blue Dragons, which have the
Nightmare highest attack scores in the tower, They also possess a nasty Lightning attack
Pyrolisk . that hits the entire party. They have no weaknesses and are highly magic
resistant, so stick to physical attacks to cut through their HP.
Sabretooth
Vampire Fire, Dia
Vampires make their triumphant return here (last seen as a boss in the
Weretiger - Cavern ofEarth). Exploit their Undead weaknesses (Dia and Fire) to destroy
Wyrm them as quickly as possible.
Wyvern

Bring along a few extra Cottages and learn Exit since the Mirage Tower is the
first of several tough dungeons. When you're ready, park the Airship on the
strip of grass southeast of the desert and head to the tower.
The staircase to the next floor is only a few steps away from the entrance.
It’s a short walk, so don't expect more than a few encounters. The enemies are Go through the door, take a few steps to the east, and pass through the other
the same ones encountered outside of Lufenia, with the addition of the desert door. On this first foray into the Mirage Tower, make sure you focus on
dwelling Sand Worm. Defeat this rare foe quickly, since it can cast an instant- looting the chests. The treasures in the middle include the Healing Helm
death Earthquake spell. (cast Heal in combat), the Vorpal Sword (a sword with no apparent ability),
and the Aegis Shield (protects Knights from being turned to Stone).

at eee
ei
liems Found
Aegis Shield Dragon Mail Sun Blade Thor’s Hammer
Cottage _ Healing Helm Tent Vorpal Swordw

Cottag
a ed,
Vorpal Sword = | ew ena 3°") |
Pisa tes 12,350 gil 7 600 ail

yBnosye

Reaching the exit of the second floor is a much longer process and the loot
is even deeper inside. Take the long route around the sides and turn left at
the break in the wall. Turn at the break in the next wall and continue east to
reach the center of the tower. From there, take the stairs to the next floor, or
go south to find the central room's door. The loot includes a Cottage, the Sun
Blade (a sword that causes extra damage to Undead), Thor’s Hammer (casts Go south to find to
Thundara), and the Knight-exclusive Dragon Armor (raises the Knight's the entrance to the 454 92 90 200
magic resistance against all elemental attacks), as well as a bunch of gil.
central room and :
prepare for a Blue
Dragon encounter
Thor's Hammer obtained from the
spot on the other 3274
side of the doorway.
Have your Black and
Red Wizards support
the offensive line by casting Haste on the
fighters, since their elemental spells will not
be effective.

With the Warp Cube in your


inventory, step on the central warp
You may want to Exit out after the looting is done and use a Cottage. spot to go to the Flying Fortress,
Afterward, re-enter the area and quickly return to the third floor with a where five more grueling floors await.
fresh party.
be ox tor at ttt
Salat. dipettarket
PLYING FORTRESS

my ata vo
dp alenerereareateby P mite we vo ryihe , { X N i i

The
Crystal
Wind

ltems Found
i Adamantite Diamond Shield Potion (x2) Sasuke’s Blade
Black Robe Gold Needle (x2) Protect Cloak Clothes
| Cottage Healing Helm Protect Ring (x2) Razer a
———— ee Diamond Gloves Mythril Helm Ribbon White Robe -

5 =m | ar = : Ha

Tpastaabeohwin aikakeals
obebewha or

fa
ee
PREEEEED
SECEE rPeeerrererrer
* rion

FTES ds
wiles

kakl
bikled
dhl

a - aor
Joonwon eo sles

Bs wimntaeinbneb

fee wysry no ie

97
, [There are deadly new foes in the Flying Fortress. These battles test your
endurance more than your wit, as few of these foes have any glaring
weaknesses.
Black Flan 156
You'll encounter the Rakshasa and Dark Warrior foes, which don’t have a
lot of HP but are very resistant to magic. Rakshasas are poisonous and Dark
Warriors can cast nasty spells like Doom and Flare.

There are plenty of other nasty spellcasters lurking about, including the
Q
=i Mindflayer and the Evil Eye. Both of these foes are capable of instant-kill
Earth Medusa attacks. The classic Medusa is also in the Flying Fortress as the slightly more
powerful Earth Medusa. Fortunately, all three are weak on defense and go
down quickly. Other new Magician-type foes include the Spirit Naga (weak on
offense and defense), which can inflict virtually any status effect in the game.

The Soldier (400 HP) resembles a powerful Guardian, but he has a much
higher attack score. He’s weak against Thunder, though, making him one of
only two new foes in the Flying Fortress who are vulnerable to anything. The
|| other foeweak to Thunder is the deadly Vampire Lord. The Air Elemental is
vulnerable only to physical attacks.

‘| Manticores and the river dwelling Neochus are both capable of inflicting
poison. Stone Golems are just powered-up Clay Golems with only 200 HP,
but they're almost completely immune to magic.

No overview of the Flying Fortress is complete without a mention of the


Warmech, a very rare random encounter that rivals the game's final boss
in difficulty.

=n

Spirit Naga m Attack Vampire Lord


Maric

The Flying Fortress Flying Fortress, 1


There is no opportunity to save or heal between dungeons, If you're a This is a simple floor consisting of four rooms. The party starts in the middle
conservative player, use the smash-and-grab technique: grab the treasure on with treasure rooms to the west, east, and south. You can skip the room to
the first three floors, warp out, drop a Cottage, and go through it all again the west, since it contains only a Potion and some gil. The room to the east
(including the Mirage Tower). Alternately, stock up on Ethers to restore MP contains a Protect Ring, another Healing Helm, and more gil. That leaves
as it runs low. the room to the south, which contains a single treasure—the Razer—that
can cast Scourge. It’s possible to _———— a
achieve a few surprise kills with this
weapon if you have an idle party
member use its ability frequently.
After looting the treasure chests, head :
north to the teleportation mirror and
advance to the next floor.
The exit is a straight
shot south from
where you enter
this floor, but
don't ignore the six
treasure rooms. [he
northwest room
contains a Mythril
Helm and a Cottage,
while the west room
contains only gil.
The southwest room
contains a real treasure: the Adamantite sought by the Dwarves. If your party has a Warrior or Knight, don't miss that chest!

On the east side, there are Diamond Gloves in the northeast and another Ribbon and a Diamond Shield in the east room. The Black Robe and White Robe
are in the southeast room. These pieces are really no better than the Ruby Armlet your Wizards are probably already wearing. When used in combat, though,
you can use them to cast Blizzara and Invisira, respectively.

‘The warp leads to an area near a circular window set into the floor. Approach
it and take a peek for a clue as to the next destination. The warp to the next
floor is to the west and a bit south of the one that lead in, just below the east
treasure room.

_ There are treasure rooms to the east, north, and west. A long passage to the
_ south contains a few rooms with a confusing clue that you'd be wise to skip.
The treasure room to the north contains a Potion, Protect Ring, and some gil.
ybnoipy
There are nice finds in the east and west rooms. The highlight of the west room
is Sasuke’s Blade, a Ninja-exclusive weapon with great stats but no special
abilities. An item of note in the east room is the Protect Cloak, which is the
only shield item in the game that you can equip on a Black or White Wizard.

Thats it for treasures in the Flying Fortress, so if you're going to bail out
and use a Cottage, do it now. If you do so, hop back into the Airship and take
the Adamantite to the Dwarves so a powerful weapon is available for use
_ against Tiamat.

This floor is an infinite loop, meaning you could walk in any direction forever.
To get to the next floor from the warp mirror, head past two pits to the north,
then turn west to find the warp after passing two more pits. You can also get
there by going south past two pits, then turning east past two pits.
Flying Fortress:5F
Save your game now! Sure, there's a bit of a walk to reach Tiamat, but there is
_ achance that you may encounter a rare enemy known as the Warmech along
the way.

VWVARAAE Cr TIARAAT
This boss has 2000 NTs The Fiend of Wind, — (tes
aeyee ee
HP is resistantto all 9000 128 80 200 Tiamat, may not 2400 53 80
magic (except Holy), | measure up to the | MDEF | GIL | EXP |
has an attack power 32,000 % Warmech but she’s 200 6000 5496
8
B of 128, and a has no pushover. Her
<)
sail little attack called 32,000 standard attacks Stone, Poison
= “Nuke” that does a cause less damage

few hundred points - than Kraken’s, but
repS
of damage to the she has a number
entire party. If you see this foe, you may want of nasty spells
to run before it unleashes its first attack. that damage the
entire party (Poison
lf you'd rather fight this foe, use Haste and Gas, Thunderbolt,
Saber on your fighters and set up a solid Icestorm, and Flame).
defense of NulAll and Protera. The Warmech Thunderbolt is the most common one, so
regenerates 100 HP per turn, So if your NulShock is a good choice for White Wizards
enhanced fighters aren't inflicting more than on your first turn. On subsequent turns,
that number, you have little hope of victory. their job is keep everyone above 200 HP
Have your Black Wizards cast Haste on the
Knights, let your Knights use Giant’s Gloves,
then start slashing! Tiamat is vulnerable to
Poison and Stone (so a cheap Break victory
iS a possibility), while Holy and Flare are
strong enough to punch through any magic
resistance.

100
THE CHAOS SHRINE
a 55
Ub eclives

reed

Have the Adamantite forged Use the Crystals at the Chaos Play the Lute on the Shrine’s
into Excalibur. Shrine. top floor. his four fiends.

ybnomypi

101
/eury ajyeg
ee- —
ay]
=

hee
ceeeect
ert
Sieficpy

= =<ce= liis
Walkthro

103
oOCCCESO
CUCU UU) =

Cnaos Shrine, 1F-3F Encounters


NAME HP ATK DEF MDEF WEAK
be Chaos Shrine’s first floor is home to four enemies: Purple Worms,
Chimeras, White Dragons, and Black Flans. Purple Worms provide
Black Knight 260 44 38 135 more EXP than any other enemy in the Shrine. It’s difficult to run from
Black Flan 156 49 255 | 85 Fire fights, but your fighters should be able to take them out while everyone else
Chimera 300 30 20 130 Ice uses healing items and spells.
Dark Fighter 200 40 38 186
Dark Wizard 105 26 40 170 Ifalarge group of White Dragons use Icestorm at the same time, fatalities
may occur. Ifthis happens, hit them hard and exploit their vulnerability to
Death Eye 360 120 60 160 Fire, Dia
Fire and Lightning.
Dragon 268 56 30 | 135 Fire, Dia
Zombie
Black Flans are vulnerable to magic (in particular, Fire) and strong against
Green Dragon 352 72 16 200 Ice physical attacks. Use combat items, especially the Mage’s Staff, to defeat them.
Ice Gigas 336 60 16 | 150 Fire Chimeras and Rhyoses are both vulnerable to Ice (use the Black Robe to avoid
Purple Worm 448 65 10 200 Ice wasting MP), The Rhyoses can petrify the entire party with a Poison Gas
Rhyos 350 40 18 143 Ice attack, so equip vital characters with Ribbons.

Vampire Lord 300 90 28 84 Fire, Dia


The second floor adds a number of old favorites, like the Ice Gigas, Dragon
White Dragon 200 53 8. 496 Lightning, Zombie, and Vampire Lord. Hit the Dragon Zombies and Vampire Lords
£ a a Fire
with the Mage’s Staff and double Light Axes to inflict maximum damage.
Winter Wolf 25 0 Fire | 200
The third floor adds Flying Fortress favorites like the Dark Wizard, Dark
Fighter, and Black Knight. It also features the return of the Green Dragon,
which was last seen in the Waterfall Cavern. The Green Dragon is vulnerable
to Ice and unleashes dangerous, damage-dealing Poison Gas attacks.

104
} a underground floor features enemies from one of the four Fiends’
dungeons, with an enhanced version of that Fiend as the boss.

Basilisk 196 B1 has the Clay Golem, Stone Golem, and the Earth Elemental. Earth
Clay Golem . ee
eT
Elementals are vulnerable to Fire, but the Golems are only vulnerable to
physical attacks. The rock theme is continued by the Earth Medusa and
Earth Medusa
Basilisk, both of whom can petrify party members with their Gaze. Ifyou
Earth 288 130
have lots ofRibbons, these foes should no longer pose a real threat.
Elemental
Stone Golem 200 110 B2 is home to the Fire Gigas, Fire Lizard, Lava Worm, Fire Elementals, and
Red Dragon. All but the rare Red Dragons are vulnerable to Ice (go Black
Robe!), making this one of the easier floors to get through. Consider equipping
a second-tier fighter with the Ice Brand, but switch back before fighting the boss.

Fire Gigas
Each enemy in B3 comes straight from the Sunken Shrine, but they're not so
Fire Lizard 396
ai 31 tough now that you have afew levels under your belt. Everything except the
Lava Worm : 50 Water Elementals are vulnerable to Lightning (it’s weak against Ice), so have
Fire Elemental 376 50 your Wizards use Gauntlets and Thor’s Hammer on every turn. Remember
Red Dragon 248 15 to take out White Sharks and Sahagin Princes quickly, as they're still the
strongest foes in the sea.

The Flying Fortress foes that have made the journey to B4 are as strong as
_ ever and appear in much larger groups. Outside of the Vampires and Dragon
Water 300 20 130 Zombies, nothing here has a significant magical weakness, so new foes like
Elemental — Doom Knights and Iron Golems must be dealt with using physical attacks.
Deepeyes 304 16 156 Thunder The Air Elementals are probably the most dangerous foes, so have Wizards
use heal items every turn to keep HP up.
Sahagin Prince 204 20 101 Thunder
Sea Scorpion 148 18 85 Thunder
Sea Snake 12 | 116 Thunder
Sea Troll 6 20 110 Thunder
Water Naga 356 8 | it6 . Thunder
White Shark 344 Bit i760 i Thunder

B4
NAME HP DEF MDEF
Air Elemental 358 | A 1430 Carter
Gardnor
Doom Knight 190 Oe Garrik
Seott
Dragon . 268 30 |135 |
Zombie
Iron Golem 304 100 143
Mindflayer 112 | 12 187
Nightmare 200 24 100 700
Purple Worm 448 10 200 1000
Stone Golem 200 16 0” 1000
Vampire e F156 | oh 75 Fire, Dia 2000
Vampire Lord 300 28 «84 ‘ Fire, Dia : 3000
| Sea Scorpion Att Carter
| Sea Troll 1 Magic | Gardnr
Defend | Garrik j
| Items i Scott 292/ 359

105
_ The game's last dungeon was also its first: the Chaos Shrine, northwest of ‘There are staircases in the four corners of this room, but you can only get to
Cornelia. Now that all four crystals have been activated, the large crystal in the ones in the southwest and southeast. The southwest staircase leads to a
the center of Garland’s room leads to a different area and a different time. dead end, so that makes the choice pretty easy. The southeast staircase leads
to a small area of 2F, Walk a few steps to the east and take another staircase
ta
ey
up to 3F,
The
Battle.
Final

tao
First, go visit the Dwarves and have them forge the Adamantite into the
powerful Excalibur for your Knight, if you didn't do so before facing Tiamat.
Next, purchase any items and spells you couldn't afford earlier and pick up
99 Ethers for the trials ahead. If your spell casters are about to level up, pay a
quick visit to the Lufenia area and get those new spells before you enter,

Preparation is important here NSN aUC ET Te four


shining ¢
because a long and grueling dungeon nd
lies ahead—2,000 years in the
past! Enter the final dungeon by Head south past the second room, then turn to the east and follow the pillars
approaching and talking to the Black when they turn north to the central room's door. Just beyond the door is the
Crystal in the Chaos Shrine. Use the Temple's first encounter point, a Death Eye. This foe is vulnerable to Dia
four crystals to open the portal to the and Fire spells and only has 360 HP, Its Gaze attacks can be fatal, so equip
past and step forward. You can return everyone with a Ribbon or Protect Ring before entering the room.
to the present by entering the black portal that marks the ground where you
arrive in the ancient Chaos Shrine, or with the spells Teleport (if youre still
on the first floor) or Exit (if you've ventured farther).

Carter 834 134


now ato theae ee Gardnor
heading into the Chaos Shrine. Garrik
Scott

106
Lut () a the Path
mM
ihe Lule Upens the rath i_i¢clrFi
The two chests here contain Dry Ether and an Elixir. Loot the chests and play Lich has 2800 HP so
the Lute provided earlier by the Princess. Playing the Lute reveals a ladder. your spell-enhanced 2800 50 80
offensive line can i 5s

That ladder leads to the small room in the middle of 2F, Follow the path to take him down after
the south, then west, then north to reach a new staircase. This staircase goes only a few turns.
back to 1F and another short hike from the northeast corner to the northwest Unfortunately, he
corner. This is where you'll find the stairs to the basement. tends to cast Flare
on the first turn,
Walk all the way around this map (from the southwest corner, to the so be ready to —
northwest corner, to the northeast corner, to the southeast corner) until a heal immediately. Don’t burn through your
powerful Lich pops up looking for revenge. Save your game and heal to max stockpile of MP or Ethers just yet, as there’s
HP before sending the party to the staircase guarded by Lich. still a long way to go!
Dy area

One find Wamningy


“tne bosses. are on encounter points, So If YOu use Exit
a just back up and head for the staifs a Second
® lime, expect io ionem oy :

Chaos Shrine, B2
There are only seven item chests in this dungeon and this floor has four of
them. They contain a Protect Ring, Protect Cloak, Sasuke’s Blade, and a yonolup
Megalixir.

From the entrance, head west to get out into the open, then proceed north to
find a door. Next, head east and then south to reach another door. This part
of B2 is completely symmetrical; the stairs are right where they were on the
left side.

If you want the items, stay away from the staircase where Marilith awaits.
Instead, go south through the break in the wall. The Protect Ring and
Sasuke’s Blade are just through the door to the west, the Protect Cloak
is through the door to the east, while the Megalixir is down a hallway to
the east.

Protea mane obtained f


chest!

107
NAF irri Chaos Shrine, B4
Marilith’s new LRG This level poses an interesting dilemma: head directly to Tiamat and the
@ tricks are Firaga 3200 183. stairway down to the final level, or take the long detour that leads to the
aS and Death, so equip : Masamune, a very powerful weapon.
3 Protect Rings and {
‘& have a White or Red The quickest way to reach the Masamune is the simplest. Follow the west
s Wizard cast NulBlaze 2000 wall south, then east, and it eventually leads right to it. Any class can use the
during the first turn. SE) Masamune, so it’s ideal for second-tier fighters like the Ninja (after all, the
Confuse doesn’t Knight should have Excalibur), or give it to a White Mage for some added
work on Marilith this physical damage and healing support!
time, so have the offensive line pull the typical
Haste/Saber combo and start swinging. jie eke EE ORES
Sere RE CE

Ne amune obtained from the


chest!

Chaos Shrine, B3
If you want to skip most of this featureless level, head into the floor’s west
wing and go south as far as possible. Exit into the south-central courtyard
and pass through a nearby door to the north, From there, go one room to the
» east (look for the gravestones) and then go south to the bottom edge of the
map. Finally, head east to the staircase where Kraken awaits.
Return to the starting area, but heal your party before crossing the thin
bridge that links the northwest and northeast corners of this map. It’s there
that Tiamat has laid her ambush, not by the staircase!

<RAkK. Ee ND
Kraken has managed (EMR GSA
to shake his 3600 60 mg 200.
weakness against
Lightning, so magic
TIANRMAT
|
Prepare well and | HP |ATK] DEF| MEF |
is no longer effective. Exe| don’t be afraid to 5500 75 90 200
He can cast a few 2000
weak spells (such |
WEAK| use
a few high-level we
as Thundara), but - Spells. Tiamat’s 1 na
the real threat is his attacks are primarily
physical attacks. Use the White Robe and magical, so a NulAll 2000
follow it up with Protera. As always, itis up to Spell cast on the
the offensive line to cut through Kraken’s HP healer should ensure
the party’s survival if
things go wrong. Tiamat doesn’t use any one
elemental type exclusively, but Thunder is still
the most common, so a NulShock won’t hurt.
Tiamat is no longer vulnerable to Stone, so
beef up your party’s fighters with Haste/Saber.

108
A6) @

Chaos Shrine, B5
There are no encounters on this floor, so check to see if any characters are
close to leveling up. If so, fight a few foes in B4 (don't bother with Tiamat
again because the EXP she gives isn't worth the risk) so everyone is at their
best for the boss. Save the game and prepare for the original game's final battle.

CHA Oe s
Chaos has 20,000 [aay
SaaryranysTaeiiaa
HP and has the 20,000 170 100 200
ability to heal using .
Curaja (this happens
randomly, so just
take him down as
quickly as possible
and hope you get
lucky). He has no
weakness, So any magic cast on him is a
wasted effort. Sure, you can get a few points
through with Flare or Holy, but there are better
things you can do with your MP

Cast Protera, NulBlaze, NulShock, and NulFrost


as quickly as possible. Gast NulAll first on the
designated healer and, if you have the luxury
of time, cast it on everyone else. Have your
Black Wizards cast Haste on the offensive line.
Have each attacker use the Giant’s Gloves, ybnoi
then begin their relentless assault. Don’t
worry about sparing the use of any items
(specifically Megalixirs) for this fight.

Save y your game after the credits roll. Having a iSgame cleared save g game gives
you the opportunity to start a New Game with the bestiary already started. It
also provides a new selection at the game's main menu.

| Select file to load. |

Gardnur Garrik Scott


age
Age Zz

i
cmb $ *
Lv e Lv. Ll
503 HP 473 HP 385
0 MP 433 MP 732

999999 :
28: 29 € ¢¢ €

| Delete

109
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World Map

Shrine
Earthgift
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TWO-HEADED
DRAGON

World Map

ae
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The Earthgift Shrine has five


randomly encountered levels and
four new bosses, Once the party
Abyss Worm 1500 4000 takes its first step into the shrine’s
Black Goblin 50 300 200 entrance, you must defeat a boss or
Catoblepas 800 1500 perish in battle to exit. The bosses
suoabu
snuog
Desertpede 120 100 200 are approximately equal in strength
compared to the second wave of
Gloom Widow = 71 520 140
fiends from the Temple of Chaos.
Skuldier 120 Fire, Dia 80 133
Wild Nakk 80 — 60 240 Each trip through the dungeon yields a single boss battle—the doors lock
behind the party after defeating a boss—so keep track of which ones you
have already defeated, The good news is almost all of the chests respawn
(with different items!) for each trip through the bonus dungeons, so each trip
should provide new rewards.

Most of the encounters in the Earthgift Shrine are random encounters,


except on the purple forest level, On that level, interacting with the enemies
on the map triggers a fight. Some of
these enemies move, but you must
defeat the stationary enemies to reach
the exit. The fifth—and final—floor
contains all four bosses.
TVV©O-HEADED {eae eiy>
oe eee Cerberus has the
The 2-Headed lowest Attack value
Dragon likes to strike of the four bosses
physically, so Invisira inside Earthgift
and Protera are good Shrine, but makes
opening round spells. up for it by using
Also, try to use spells that damage
Haste and the Giant’s the entire party. To
Gloves on a character counteract this, use
who Can inflict big the spells and items that heal the entire party
melee damage. The 2-Headed Dragon drops a at the same time each turn.
unique item, the Bard’s Tunic.

mh he ke oe —ClHiiDnNA
Ahriman doesn’t Echidna likes to | HP |ATK | DEF] MDEF
bring any new tricks unleash instant kill 4800 50 50 70
to the table (stick spells at the party, 6h ‘Be 4
with Saber— via the SO expect to see
Giant’s Gloves—and Earthquake and
Haste), but it does Death mixed with
have a slightly higher Flare during this
Magic Defense than battle. Don’t let the
the other bosses. boss’s spellcasting
Ahriman likes to use Cura to extend the battle. alter your battle plan; continue using Saber
After defeating Ahriman, loot the chest in the and Haste to achieve victory.
Chasm
Hellfire room before heading to the exit.

ct)
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112
suosbun
snuog

113
Chasm
Hellfire

114
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World Map

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RUBICANTE “>. | BARBARICCIA |
Black Goblin
Pp |ank[ee] mDer]WEAK|ci |Ex
130 10:34 16 -- 300 200
At some point during a trip into Hellfire Chasm, the party appears on one
of three different maps that resemble the game's World Map. The key to
Blue Troll 132 20 20 85 Fire 300 340 advancing past these maps is to discover the location of the Airship and use
Catoblepas 200 30 20 ~=100 - 800 1500 it to reach the exit. Dont hurry to the next level until you've scoured the area
Dark Elemental 200 66 20 120 -- 780 1500 for treasure chests.

Death 160 35 4 120 -- 800 753


Elemental
Devil Hound 150 150 300
Elm Gigas 250 40 15 120 - 850 850
Gloom Widow = 71 520 140
Hundlegs 235. 40 | 20 120 -- 200 1000
Poison Naga 232 6 8 120 -- 960 960
Python 85 22 15 50 -- 150 200
Sahagin Queen 100 30 15 80 Lightning 500 500
SilverDragon 200 53 10 180 - 2000 1800
Wild Nakk 80 15 20 30 -- 60 240
Yellow Ogre 1507357 26 15 60 ~ 250 300

Thule: Not all places can be reached by


Plan on taking two trips through the 10 random levels of Hellfire Chasm. : boat.
‘Two maps contain two boss encounters (always Level 5 and Level 10). j
Bach time you can choose to face one boss on each map. There are multiple
instances of molten floors that damage the party while they are submerged.

On the rocky maps with no lava, each step on the glinting parts of the floor
produces an enemy encounter. Unless you're hunting for levels or gil, avoid
these areas!

{| AGN AZZ oO
Cagnazzo is a glass Kk
cannon with low ;
defense but powerful :
spells that can take {804 Fe OSE EO
out party members 7 WEAK
in a hurry. Exploit Lightning
his low defense
and pound him
with Saber- and
Haste-enhanced
melee attacks. Don’t
give him too many
opportunities to
unleash Tsunami!

116
BARBARICCIA SCARDIG LION E
Barbariccia’s bread This is a two-stage
and butter abilities, battle. The intial
Ray and Cyclone, Scarmiglione uses
strike the entire Thunder, but has
party each turn, so few HP and should
dedicate the White drop with ease.
Wizard to using a The resurrected
Heal spell while Scarmiglione retains
everyone else chips the typical undead
away at Barbariccia’s health. She drops weaknesses to Fire
Braveheart, a sword that casts Confuse. and Dia. With pitiful
defensive scores in
both forms, hack Fe ET
away with melee 7046 46
attacks and watch “MDEE
out for Thunder
oS aera a Ne (first form) and
Poison Gas (second
Rubicante’s spell form) and this battle
selection is a should be brief.
dazzling array of Fire
spells: Fira, Firaga,
and Scorch. Cast
NulFire early in the
battle to help reduce
the damage the party
takes from these
spells. Oddly, Rubicante is not vulnerable
to Ice, so rely on powerful melee attacks to
slay this adversary and claim his treasure,
Kikuichimonji.

suoabun
snuog

117
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Bonus Dungeons
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Grotto
Lifespring
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SRS RSE TEREE


12 1
Bonus Dungeons
The entrance to Lifespring Grotto is a whirlpool near the canal created by the
dwarves. The only way to enter this area is to use the ship. One of the random
salar mn ee meer aie levels peas ee use of the Canoe; in fact, the Baty spends theiehtite level
Black acon “1600. 300. ce 4000 3000 paddling around in the Canoe! Another map’s floor is covered with ice shards,
which deal damage to the party with every step.
“Black Goblin 50-10 16 2 300 200
Blue Dragon 454 92 200 - 2000 §8=©3274 Two of this game's most powerful bosses—Omega and Shinryu—are at the
Blue Troll 132 10 85 Fire 300 340 end of Lifespring Grotto. You can only fight one of them per trip (they're
Dark Elemental 200 66 120 = 780 = 1500 on the same level), so plan on at least two visits to Lifespring Grotto, Before
embarking on a trip, pick up Tonics from the Desert Caravan to use during
Dark Eye 450 45 20 156 Lightning +2000 555
the battles and load up on Ethers so the party is at full HP and MP before
Death 160 35 4 120, 800 753
either encounter.
Elemental
Death 248 22 90 1200 800
Manticore
Desertpede 120 35 85 -- 100 250
Dragon 268 56 30 135 Fire,Dia 999 2331
Zombie
Elm Gigas 250 40 850 850
Gloom Widow 71 520 140
Green Dragon 352 5000 4068
= Holy Dragon 1374 100 50 200 -- D055: 5505
s Killer Shark 1200 60 20 120 Lightning 700 2500
& When
= Python 85 22 15 50 -- 150 200 yyou encounter Dark Bahamut, he issues a challenge:5 defeat a specific
P
g number of dragons to pass his trial. You will have fought most of the dragons
= Dragon - 1. 1S 30 : 200 Ice, 4000 2904
ctane at this point in the game. The Holy Dragon is the most powerful foe, so don't
:
take it lightly.
Poison —
Revenant Fire, Dia
Sahagin Queen Lightning
Silver Dragon 200 53 10 180 -- 2000 1800
Skuldier Fire, Dia
White Dragon 200 53 8 196 Fire, 2000 ~=1701
Lightning
WidNakk = 80 15 | 20°) 30 — 60 240
Yellow Dragon 500 50 16 200 -- 3000 2400

While there are five total maps filled with dancers in Lifespring Grotto, you
will only see three of them during a visit. The first map is static, but there are
two choices for the next two locations.

The challenge is moving through the throngs of dancers. Just move in the
same direction as the dancers and try to pick up any random chests that
appear before moving to the next map,
GILGAMESH
POSSIBLE gece
ils! E

escomet
4 SHINRYU
wa.

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The fifth basement of Lifespring Grotto is always the village of Seahold.


Speak with the mermaids to determine the location of Gilgamesh. He
appears in one of three locations (see map callouts),

"123
GSilLGaAhAi esr Lifespring Grotto Boss Encounters
Gilgamesh has a | HP |ATK| DEF] MDEF Before fighting the enemies on B20, Omega and Shinryu, make sure your
few tricks up his 8888 70 50 220 party is at least level 50 (assuming the party includes a White Wizard). Even
sleeve, including Bi 1 ™ de at level 50, you should save your progress before fighting either foe.
Protect, Wind Slash,
and Excalipur. If your party isn't level 50 (if you have a party without a White Wizard,

However, his fast then wait at least 10 more levels and pick up the Sage Staff from Orthos in
melee attacks can Whisperwind Cove), then return to the surface through the warp points on
bring down a single B5 or B10 after defeating Gilgamesh or Atomos,
character in a flash.
Use Invisira and Protera to mitigate the
damage, then take him down with powerful
OMEGA
melee attacks. Gilgamesh drops Genji Setile inforalong a aesmer yy a a See
Gloves after the fight. fight because 35,000 115 190
Omega’s defense is
incredible. Protera
and Invisira help
against Omega’s
single-target blasts,
but there’s no real
~ | This map consists ofagiant castle defense against
=} with rooms that are connected Wave Cannon.
by a fading walkway. Many paths Use Healaga every
lead nowhere, so study the map to turn if it's available
Grotto
Lifespring determine which side paths you (use the Rune Staff
- should avoid, if Healaga isn’t an
option), and feel free to burn a Megalixir if
things get tense. Lightning-based spells inflict
decent damage, and let your Knights use
ONS = some enhanced melee attacks. Until your
characters reach level 80 or so, this battle
B10 means an HP AT
will be a grind. Be patient and you will claim
encounter with 13, m0 50
Mursame at the end of the fight.
Atomos, who holds ee
one of the best items
in the game—the
Judgment Staff.
Atomos Is a
S HINR
YW wu
formidable opponent Use Protera | HP [ATK |DEF| MDEF|
who uses Firaga immediately and 35,000 220 60 220
and Comet to damage the entire party, or consider multiple GIL |. >
Wormhole to knock out one character instanily! applications
Use Saber and Haste early in the fight, then of Invisira to
dedicate one character to healing the entire counteract Shinryu’s
party each turn with either spells or ifems. unbelievable 220
attack power.
Fortunately,
Shinryu’s physical defense is relatively low,
SO pass around Haste and Giant’s Gloves to
the melee-based characters in the party. You
may want to use two characters to attack
while the other two heal every turn. Just as
with Omega, defeating Shinryu won't happen
quickly so don’t give up if the fight continues
to drag on. Keep in mind that the prize at the
end is the mighty sword Ragnarok!
i
Bonus Dungeon
(
FAM

Nish
ASRS
Black Dragon
Black Goblin
Blood Tiger
BloodyEye 720 100 80 160 e
Bonesnatch
Catoblepas
| Devil Wizard Attack Sasuun
Dark Elemental Magic Lola
Defend Tuss
Dark Wolf Items Kuku 696/ 701

Death
=3 Elemental ‘The good news about Whisperwind Cove is that, unlike the other bonus
oS
dungeons, you can face all four bosses during a single trip. The bad news is that
=
= Death 248 22 12 90
= Whisperwind Cove contains 40 levels! The levels are encountered randomly,
a Manticore
a save the final level that always contains the encounter with Death Gaze.
2 Desertpede
=
=
Devil Wizard
Duel Knight
Earth Plant
Earth Troll
Elm Gigas
FlareGigas 1050 +80 30 150 -
‘To continue past this level, you must obtain a star ruby and give it to the giant
FloodGigas 400 45 10 50 : blocking the path. To accomplish this task, speak with the dwarves around
GloomWidow 71 8 20 40 oS the level and make note of which item each one desires. One dwarf has the
Hundlegs 235 40 20 120 - item that starts the chain of events (it’s randomly determined), so when you
Knocker have that it's a matter of speaking with the next dwarf in the chain to advance.
Mad Ogre 1000.75 40 50 -- The final dwarf hands over the star ruby.

Mage Chimera 600 59 30 150 Ice


MythrilGolem 848 84 160 170 -- os Give me star ruby I let you P
Pharaoh 12203, 75 44 92 Fire, Dia
PoisonEagle 200 30 5 52 Se
Prototype =» 1500.85 45 150 Lightning
Python 8 | 22 | 16 | 50 _
Reaper 350 90 «20 «200s Fire, Dia
Red Flan 390 50 255 80 Fire, Ice
Revenant 68 20 15 45 Fire, Dia
Rock Gargoyle 337 30 72 130 --
Sekhret 1400. 110 = 25 116 -
Skuldier Fire, Dia
Squidraken = 480s 40's 82's 180 — Each o these dwarfs has is own set o
Undergrounder 690 15 50 190 -- problems.
Unicorn
Vampire
Wild Nakk
Yamatano
Orochi
Yellow Dragon
Yellow Ogre

126
ae AY 9,
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>

Cove
ind

Sperwi.
Wh

128
Speak with the lone man amongst
the throng of giant beavers, He asks
for a certain number of beavers to
be moved to each side of the room.
Upon doing this, he opens the portal
to the next map.

=)
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=
3
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=
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129
Cove
isperwind
=

a
These two maps are almost entirely covered with lava. To restore the party's There are two maps that offer both shops and Inns to restore the partys HP
HP, walk around the stony areas to start a battle and use the Healing Staff and MP. The Inns are pricey at 1000 gil, but gil is likely not a concern at this
and Healing Helm to conserve MP, Of course, with enough Ethers in your point, There are items for sale in these towns that are otherwise typically
inventory, MP conservation isn't as much of a priority. difficult to obtain or are available one time only in a chest or from defeating
a boss. The mages have a static inventory, offering all levels of both types of
magic as well as item, weapon, and armor shops.

snuog
suoabung
lllage Youn ShopD
7Weapon Shop Armor Shop .
a
j
eV
Ward's Staff 50,000gI +15 +15 DARA BATA White Robe
25,000gil +24 2 -2
VASAVAPA) 0A
ne :
ammer
40,000 gil +18 +15 ppm4 ea eeaie
4
: BlackRobe 25,000 gil 122 BARARABARABE, |
Healing Staff 25,000gil +6 0 SAP Pe Pa be Protect Cloak 20,000g +8 2 2 Bn Val Ha fe Fy
Mage’s Staff 25,000g +12, +10 Aba PA PARA Re Protecting 16,000gl +8 1 1 Din Wy Me fa fe Pe |
Light Axe 10,000g +28 +15 PoP a yA vAn are Gauntlets 15,000gl +6 3 -3 Pare FA |
Item Shop )
ee ee ees
Cove
Whisperwind — Light Curtain 1000 gil
Red Curtain 300 gil
_ White Curtain 300 gil
Blue Curtain 300 gil
Lunar Curtain 500 gil

pu bispenwind Cove Tom Shep


4 ltem Shop
; Fors BIO Phas BEBO
Re aa ee A
Hi- Hai = 150 Turbo Ether 500

Phoenix
Protect Drink 1000 500
Down

67300 420 8 3 By me Y Va
avin
§ Je ie
Sage’s
70,000 +25 -2 2 —RARAGA ye
Ca
once late
Bard’s Tunic

ce
Gladius 73,900 +23 +30 Fe re |FPA Px Viking Axe 43,900» +25. +10 ee. PARA
Duel Rapier 75,900 +27 +30 Poy Pala FeV AA Mage Masher — 69,700 +20 +30
AA AAR
Rloors}B2i1=B29) Rloors)B:
ee en
costae
en
Hermes’
Remedy 5 1600
Shoes S500

Kenpogi 61,200 +28 -1


| (BSS Elven Cloak 55,800 +9 #20
Rene
1 BAVAVAPA
Sa Fx
Aa
Zephyr Cape 51,000 +4 49 #1 BS ue x Pe La Sage’s Mitre 45,200 +5 -1

Wizard's Hat 46,600 +4 +1 1 |DAPARS Fn Py Re


jitem | cost [ark acc[class Ogrekiller 37,100 +380 0
PaAPAUATes
Kotetsu 55,900 +22 +20 BS Be
Ta VauAe WarHammer 38,000 +30 0
PoPanADA)aea
Faerle Lown
The town is full of faeries, Some of them are helpful (restoring the partys Speak with the lone functioning robot
HP and MP), while others drain the party's MP entirely and leave everyone's (the silver one), then search through
HP at 1! If the entire party is close the pieces scattered around the area
enough to full health (there are still until two parts (the parts and their
random encounters on this map), locations are random) are discovered.
then don't speak to any of the faeries Return to the original robot, who
except the one nearest the exit, who reveals the exit from this map.
opens the path to the stairs.

suoabun
snuog

133
Speak with the creatures wandering around to start a fight. These fights are
manageable at this point in the game, but you must clear out the inhabitants
to open the stairway,

S
| |
S|
a
&
=
~
Sasuun
5
oF

hc |
Lola
= Tuss
= Kuku Ob
OG
=~ on

rT WwPerON
When you encounter a child who is playing hide-and-seek, you must help
find the final kid who is proving elusive. This red-headed master of hiding is
in the center of town in one of three locations, Use the information on where
Typhon’s vulnerability patient: :
the various doors lead to find the rascal, then return to the first child who
reveals the way to the exit.
to Ice opens up 10,000 70 100 190
opportunities for Ter \: =
Black and Red
Wizards, but don’t
deviate from the
enhanced melee
attacking that works Ice
SO well against every
boss. The reward for defeating Typhon is the
Genji Helm.

134
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Don’t bother with


any magical attacks
against Orthros.
With a 40 Defense,
he’s not the easiest
target for melee
attacks. He uses Ink
during battle, but
most parties should
already be safe
from status effects.
The Rune Staff
dropped by Orthros
is a big step up from
the Healing Staff, especially if you’re playing
without a White Wizard in your party.

PSR
PHAN TT OM
jHRAL™
Phantom Train hits (ie lz
hard, so open up 9999 200 80
with Invisira and ui
Protera to minimize 180
the damage dealt
to the party. Keep oe
bie
ee
4td
' wet
3
everyone's health
up and watch out for
the boss’s Acid Rain §
ability.

DEAT Ei
GAZE
z Death Gaze uses | HP | ATK | DEF Bey
i a variety of painful 30,000 90 150 S
ze spells, including SDE cE s
Death and Kill. s
Protect Rings and we =
other similar pieces Fire, Dia
of equipment go
a long way in
this fight. If your
inventory includes
any Tonics, then
World Map
use them. Any
extra HP attack, or
agility is a welcome
ake asab os 2h. addition. Defeat Death Gaze to pick up the
Lightbringer (Death Gaze drops it) and
Ultima Weapon from the chest near the
warp point that leads back to the surface
world.

137
ANBYRINTHCOFSI
e Labyrinth of Time is compra of 30 floors filled with challenging puzzles,
P capped off [Link]épse boss(battle, In any given run through the Labyrinth
‘of Time, you must clear seyén to 10 floors (the party always starts in a Modern
Maze). In addition,.hé boss at the end changes depending on your performance
in solving the puzzles. The Save feature is disabled in the Labyrinth of Time, as
~ are any spells and items that transport the party out of the dungeon.

To gain access to the Labyrinth of Time, you must have completed the main _
_ story up to the point where you're ready to go back in time to fight Chaos. Talk
to the cloaked figure in Cornelia, and it will leave town through the south exit.
Next, follow the cloaked figure to the back of the Chaos Shrine and examine
the miasma emanating from the back wall to open a doorway. Walk into the
column of light after listening to what the cloaked figure has to say.

Each level within the


Overcome the device within
= labyrinth begins with the and journey onward.
_ Light of Time providing &)
a list of abilities to
sacrifice and the amount
of time gained through | The following is the complete list of abilities that may be
the sacrifice. If you are so sacrificed.
inclined, you may choose
to sacrifice fewer abilities No Fight command On the Battle screen, Fight is unavailable as a
than the number given course of action.
_and have less time to complete a floor. Each floor is then activated by examining No Magic Only one of the No Magic/White Magic/Black
_ the stone tablet located somewhere on that floor, It’s usually near the entrance, command Magic options can be sacrificed at a time.
_ but not always, so look carefully. Time will continue to count down even while No White Magic
agic becomes unavailable as a choice on
_ youre looking for the tablet, so find it as quickly as possible. the dungeon map and the Battle screen if
command
agic is sacrificed. Sacrificing White or Black
No Black Magic agic leaves Magic as an option, but the
command spells of the selected color are grayed out.
No Item command Only one of the No Item/recovery items/attack
Enemy Encounters No recovery items
items options can be sacrificed at a time.
Sacrificing the Items command means no
og The enemies that patrol the Labyrinth of No attack items items are available for use. Recovery items
Time are ine Same ones youve encountered are the items that restore health or remove
throughout the bonus dungeons. The only Status effects. Attack items are the items
new enemy is Chronodia, who awaits in the usable only in combat (such as Fangs).
Equippable items that are used to produce
a Space in Time.
an effect aren’t part of either list, so you lose
their use only if the Item command option is
sacrificed.
No Flee command The party cannot run from a battle once it
begins.

Complete the level’s challenge with time remaining to break the blue seal. It’s No Dash ability The party moves at a walking speed at all
still possible to complete the floor’s challenge after time expires, but the party times.

loses HP and MP for every second after and enemy encounters occur more Attack halved Each character's Attack score is reduced.
often. Completing a challenge after time has expired breaks the red seal. Defense halved Each character's Defense score is reduced.
Accuracy halved Each character's Accuracy is reduced.
Evasion halved Each character's Evasion is reduced.
Intelligence halved Each character’s Intelligence is reduced.
_—1
6) gi

If your goal is to complete the challenges within the time limit, then keep the
following in mind:

+ DON’T GIVE UP DASH: You're racing the clock; walking speed is not
an option,

+ DON’T GIVE UP FLEE AND DON’T STOP TO FIGHT: Battles


waste time, so skip them when possible. Time continues to count down
MP The blue column oflight =
during battles.
ext level, while the red column
+ IF YOU DON’T NEED TO FIGHT, GIVE UP OFFENSE: If you as an exit to the Start of the
need time, drop offensive (Attack, Accuracy, and Intelligence) stats. You he only way to exitthe
can run away from fights, but characters might get KO’d in one shot if | (Shortofdefeating the final boss) 2
their Defense and Evasion are too low.

+ SET THE CURSOR TO MEMORY: If you're forced to fight, save time


by having your selections carry over between rounds.

+ MAGIC IS EXPENDABLE WITH THE RIGHT ITEMS: With


the Healing Staff and Healing Helms, Judgment Staff, Lightbringer and
the like available, you don’t need a Magic command.

+ REVISIT THE LIGHT OF TIME AFTER TIME EXPIRES: Buy a


bit more time by giving up additional abilities.

O pitiable souls lost in time,


In exchange for your powers,
I shall prolong your life.

_ suoabung
snuog

139
ODERN MAZE
Cars
i
No Magic command

No ltem command

No Flee command

quintent retreating, changing


positions, and returning, You
lose nothing for an incorrect
selection except the time it takes
for the faeries to shuffle around
off-screen.

No Fightcomma

No Magic command
|
|
/
No Flee command

S
No Dash ability
Ss
o
=
3
Of the nine treasure chests herein,
only one has the power to break the
=] Seal on the exit when opened. a
~
Sy
=S
=

easiest way to discern the one


Listen Closely to discern the liar, for
should you open the wrong chest, “not telling the truth is to speak
you shall pay dearly for it.
with all the faeries. There should
be at least one who contradicts
what two others have said. Piece
Maze
Modern
together the remaining clues, open
the correct chest, and the party is
ready to continue. If you select the
wrong chest, the remaining time is
cut in half.
140
_—( 6) o 4
ee
SACRIFICE LIST—
PICK 7
The goal is to push the stones | No Magic command |
into the open spots in the north
wall, Any stone that is moved No White Magic command
and touches a robot is destroyed.
Speaking with a robot at any time No Black Magic command
resets the stones that have been
destroyed. Stones that have been
correctly placed will remain where
|i No Item command
| No recovery items

|
they are.

No attack items
||No Flee command
You can complete this maze fairly
quickly, so dont go overboard
and drop abilities for the sake of

|No Dash ability


time. Minimize the east and west
movement of the stones while
pushing them northward. Doing
so means another stone will make |Attack halved
a longer trip before being placed.
Longer trips increase the chance Defense halved
of touching the wandering robots
and a greater chance that you |
Accuracy halved
must reset the puzzle.
|Evasion halved

|Intelligence halvedie

MEDIEVA DUNGEON
SACRIFICE LIST—
4 The GuaridldIt
= PICK 4
‘The key that unlocks the exit
| No Fight command
is hidden in one of three chests suoahung
snuog
scattered in the area. The dragons
| No Magic command
act as security guards, moving
in different directions and
|No White Magic command
occasionally at different speeds.
‘The dragons move in somewhat
|No Black Magic command
predictable patterns, but there is
some variance in their timing.
|No Item command

You dont have to touch a dragon


|No recovery items
for them to detect the party. As
| No attack items
|:
long as the dragon is facing the
proper direction and is within
three paces, the dragon will
|
No Dash ability |
find the party. If your party gets
discovered, they are returned
to the starting point and the
dragons positions are reset. [ry to
memorize the dragons’ paths and
scurry past them when their backs
are turned,
|No Magic command

|No Item command

| No Flee command

| No Dash ability

and shows the correct path again,


‘The path changes if you reset the
puzzle, so pay attention each time
the light makes its circuit.

Tablet
| No Fight command
| No Magic command

|No Flee command

greaters ight. Th
never moves, so if you know
where to find it, there's no real
need to light the candles.

Dungeon
Medieval

Treasure Chest
SG eae

142
SACRIFICE LIST— |
i PICK 3 |
|No White Magic command

|No Item command


No recovery items

No Dash ability

|Attack halved

Defense halved

Accuracy halved

intelligence halved
es
ee
ee
After the tablet provides the distance to the buried key, use individual
taps on the controller to move since this allows you to count the number
of steps taken. Turning off Dash may make counting your steps in this
manner easier. If you dig in the wrong spot, there may be an enemy
encounter and the game provides an updated distance to the key, Keep in
mind that diagonal movement isnt allowed in Final Fantasy, so one square
away diagonally is actually two steps.

SACRIFICE LisT— J
-PICK3 |
|No White Magic command
Speak with the cloaked figure to start a parade
of 10 characters encountered previously in |No Item command |
|
Final Fantasy, The cloaked figure asks three
multiple-choice questions that you must i No recovery items |
answer correctly. If you miss any, the cycle
| suoabung
snuog
|
starts over with a new set of characters
marching between the balls of fire.
| No Flee command
| |
|No Dash ability |
Unless you have a terrific memory, take some
notes (a pen and paper works well here) and | Attack halved |
devise a shorthand system to note the order of
the characters, With the information in front | Defense halved |
of you, answering the questions should be a |
breeze. | Accuracy halved |

|
Intelligence halved ca|

143
- SACRIFICE LIST— |

|
-PICK7
| No Fight command
|
| No White Magic command |

| No Item command i]

|No recovery items |

|No attack items |


|
|
| No Dash ability
|
| Attack halved |
| |
| Defense halved |
|
This is a counting exercise. Take note of the total number of bats, the | Accuracy halved
number of stationary bats and the number of bats in motion. Answer the
single
gle g question at the end to break the seal. Evasion halved

|Intelligence halved

No Fight command

No Magic command

we No Flee command
Tablet
Catacomb
Ancient
No Dash ability
tLe
mene
iti
einen
etait
emt
en
nn

The bats must go into the center


area. Stand at the entrance to
the area and use the bats logic
(turning right with a collision)
to backtrack through the path
Medieval
Dungeon the bats must follow to enter the
center area.

If you don't want to break the


blue seal, start at the top-center
of the room and wait for the bats
to veer away from the party, Take
one step back and wait for their
return and repeat this process,
This trial-and-error method is
excruciatingly slow, but you will
find the solution eventually,

144
cS
: aGY- A
SACRIFICELIST—
PICKS
|No Fight command

|No Magic command

|| No ttem command

|No Dash ability

Interacting with a candle switches


the candles around it (above and
below, left and right) from off
to on, or on to off. The goal is to
have all the candles lit at the same
time.

There is a random number


of candles burning when the
challenge begins. The key to
solving this puzzle is lighting
the most candles with the fewest
touches. [he solution should not
include switching an already lit
candle off, then re-lighting it. If
you're stuck with a single candle
still unlit, leave the puzzle area
and restart the puzzle.

Read the tablets and light the "NoFight command


c
appropriate candles in the four-
by-four grid. The tablets provide |No Magic command
~ Tablet clues as to which candles to light
oon |
| 0 White Magic command
|

Start off by reading the tablets


| ee
aa
0 Black Magic command
suoabung
snuog

to determine how many candles


you must light, If any tablet No Flee command
says to light all of the candles,
do so immediately, If any tablet |No Dash ability
indicates to light three consecutive |
candles, light the center pair |Attack halved
immediately, Fire Drill becomes
tricky when every tablet asks for Defense halved
you to light either alternating
|| Accuracy halved

|Evasion halved
or a single
s' candle. If this occurs,
trial-and-error may be required to
solve this puzzle.

Set three candles alight. Intelligence


[ halved_ |

145
| No Fight command
:

|No Magic command


'
i
No Item command

|No Dash ability |


|Attack halved

|Defense halved
: the
“appearance. ‘The fourth group Accuracy halved
has five characters; however, the
challenge is the same as the one :
|Evasion halved
for the previous group. The final
challenge has 10 specters and the Intelligence halved
change could be either a slightly
changed character model, or a
specter has changed the way it
faces. A wrong guess leads to a
battle; after the battle, the specters
re-appear and the process begins
again.

Pit
Primeval

|
3
2
=
3
: No Magic command

|No White Magic command


Catacomb
Ancient
| No Item command

| No recovery items
crossing them. If the party falls
into the lava, they are sent back
|No Dash ability |
to the starting point and all of the
spheres reappear.
|Attack halved

Defense halved

| Accuracy halved

|Evasion halved
gene ws
Intelligence halved

Tablet

146
oeSACRIFICE List— =
u

[NoFightcommand
|
|
The goal isto open thechest in
the center of the maze to break
the seal. When the screen flashes,
‘NoMagic command
move closer to a lightning rod
to avoid being swept back to the | No White Magic command
i
{

start. Just keep within one space


(diagonal spaces are safe as well) |No Black Magic command
of the lightning rod until the }

lightning strike passes. Stray too


| No Item command
j
|
j
far from the lightning rod when a
lightning bolt hits and you must
|No recovery items
start over at the tablet.
|No attack items

|| No Dash ability
|Attack halved
|Defense halved

Treasure Chest
|Accuracy halved

| Evasion halved

| Intelligence halved

SACRIFICE ListT—
PICK 6
| No Fight command
|

|No Magic command

No White Magic command |

|No Black Magic command suoabung


snuog

| No recovery items

|No attack items

|No Dash ability

|Attack halved

|Defense halved
Move theae
|Accuracy halved |
is started. |Evasion halved
‘The key to completing this challenge is to look ahead before moving any |Intelligence halved
robots. Push robots out of the way of the party's path and make sure they
dont block movement of other robots, If a single push is all that’s required to create a path, dont push the robot
twice just because the path is clear to the wall! You can always return to move the robot again if it’s necessary, but
you can't undo any single movements. Thinking ahead is the quickest path to solving this puzzle.
147
SACRIFICE LIST—
PICK6
Trip the switches (the orange
No Fight command
| numbered callouts) in the order
shown on the map.
|i| No Magic command

No Black Magic command

| No item command |

No attack items

|Attack halved

|Defense halved

|Accuracy halved
| Evasion halved
i
|
| intelligence halved

) X-Potion &5) Mind Plus

©) Power Plus @
R ) Speed Plus

=
Q ) Dry Ether © Elixir
&>

iS= 4 Cottage ) Potion


o

SACRIFICE LIST—
PICK
:
7
The cloaked figure hands over |No Magic command
some gil and you must spend that
exact amount by buying flowers |No Black Magic command
from the merchants in the area.
Keep a pencil and piece of paper |No Item command
handy to keep a running total of
the amount of gil spent. Speak |No recovery items
with a few merchants before
buying anything to get an idea
|No Flee command
of what some are charging, After
making a purchase from a vendor, |No Dash ability
that vendor vanishes. If you have
spent too much or too little when
|Attack halved
you speak with the cloaked figure
again, the challenge resets and you
|Defense halved
f

start with a different amount of gil. |


|| Accuracy halved
4 Evasion
i

halved
|j
i

| Intelligence halved
i

es coe eee
Each floor switch controls one or _ No Fight command
more stones. Switching them off
or on will make stones disappear No Magic command
or reappear, respectively. Some
of the stones are not in the |
q No Black Magic command

immediate area of the switch that


controls them, so explore a bit if |No Item command
|i
you dont see a stone vanish after |
stepping on a switch. Additionally, No attack items
|
some stones are linked to more
i
than one switch, The goal is to | No Dash ability
reach the bottom-center square
and head through the exit. | Attack halved

Defense halved
j

:|
Accuracy halved
Evasion halved

| Intelligence halved

Before starting this challenge, No Magic command


set Dash to off as even walking
speed is faster chan the robot you No White Magic command
must mirror, Also, don't forget
to mirror (not match) the robot's | No Black Magic command
:

motion, There are four stages


to this challenge and each stage |No Item command
requires one pattern of movement
repeated four times. Don't move |No recovery items snuog
suoabung
too far ahead or fall too far behind
the robot! Fortunately, failing to |No attack items
move as indicated only resets the
challenge back to the start of the |No Flee command
current pattern.
No Dash ability
Al SYS: nS 0). 5
INItiatING next SEQuence.
;
Attack halved

| Defense halved
i
H
|Accuracy halved
H

|
Evasion halved

| Intelligence halved
a 2 i a att a aca cere

149
ORIGINAL CHAUS
Move into the empty spot in No Wacre carminand
the middle of the soldiers, then
keep in step with them. Listen No White Magic command
for the whistle to know when
the formation is about to start
|No Item command
moving. Note that the formation —
stops randomly and with no
| No recovery items
warning, The whistle sounds
again when the formation is about
No Dash ability
to move,
| Accuracy halved
Move too quickly, or straggle too
n
S far behind, and the formation
Intelligence halved
=S
So comes to a halt. The sergeant
=oS
=
=
in charge of the formation will
S then shout in frustration and the
challenge repeats from the start.
‘Turning off Dash will definitely
help here.

There are four sets of statues


No Fight command
that you must move and turn so
they are adjacent to and facing | No Magic command
each other. Pushing the statues_
makes them move in the same
|No Flee command
direction as the character faces.
Statues always turn in a clockwise _ No Dash ability
direction; reset brings back all the
statues, so don't get stuck!

The key here is to avoid pushing


a statue into a position where you
cant move it. It’s not a completely
lost cause if this happens as long
as you can push the other statue
to reach it, but it does make
things a bit more difficult.

190
|No Fight command

|No Magic command

|No Item command

|No Dash ability

|Attack halved

|Defense halved
Watch the floor plates (or
memorize the tones) and repeat =
the pattern. There are three :
memory tests and each successive
test adds more notes to remember,
Tablet Making a mistake means the
pattern is repeated and you must
try again, but otherwise no time
is lost.

You must clear a path fora | No item command


Tablet
robot to reach the light at the
end of the maze. There are two | No Flee command
objects that block the robot's
path: Holy Dragons and stones. Attack halved
suoabung
snuog
_
_ The stones must be moved and
the dragons eliminated (it isnt |Accuracy halved
necessary to fight the dragons;
you could engage them and Flee |Intelligence halved
from the battle). If the robot's
path becomes blocked, it will shut
down and return to its starting
point. While the robot's path
changes each time this challenge is
started, it always follows the same
path during the same challenge.
Therefore, expect to restart this
challenge at least once before
completing it, There's no way to
anticipate the robot's path, so you
must learn through trial and error,

151
ie fioure asks ae | No Magic command
killa certain number of a specific |
type of dragon without harming _ No White Magic command
any other typesofdragons. There
are three defining characteristics | No Black Magic command
for the dragons: h
horns 0, Jor
4 horns), wing size ([Link] No Item command
small), and tail size (large and
small), Carefully observe the No recovery items
dragons as they wander around,
Te’s easiest to tell how many horns No attack items
Crypt
Netherworld a dragon has when it faces south,
while the tail and wing length are No Dash ability
more apparent when it faces north.
Attack halved
There are three stages to this
i
:
challenge. In each stage, the |
[Link] halved
cloaked figure asks for an t.

additional type of dragon


(meaning one type in the first
Catacomb
Ancient
stage and three in the third). It's
best to keep a tally of the dragons
killed to avoid repeating the
challenge. Failing at any point
means starting over with the first
set of dragons to kill.

No Magic command
ee
green forcefield. lo. reach the
switch that controls the forcefield, No White Magic command
you must move the robots to.
create a path. Tee are some _ | No Black Magic command
|
||
switches and stones beyond the
robots. The switches remove the | o Item command
stones, but the stones return after
a brief time. Activate the switches | 0 recovery items

|
in the order indicated on the map
(1-7). Take the most direct route | No Flee command

|
to reach the next switch.
o Dash ability

| Attack halved

Defense halved

{Time limi 26s 4b |Accuracy halved

|Evasion halved

Inieligence an |

152
NETHERWORLD CRYPT
aya
SACRIFICE LIST—
PICK 7 :
To break this map’s seal, the party
|No Fight command
must reach the end of the maze.
&
sa Use the candles scattered around
|No White Magic command
the level to increase the visible
|No attack items
ea =
area on-screen, When the screen
flashes, move the party close to a
lightning rod and walk around it
|No Flee command
until the lightning strike passes.
If the party is caught away from
|No Dash ability

>Isnnnnnoo a lightning rod when lightning


strikes, they will return to the
|Attack halved
starting point.
|Defense halved
|Accuracy halved
| Evasion halved

|Intelligence halved

SACRIFICE LIST—
PICK 7
The exit is directly east of the | No Fight command
entrace, but the room is filled
with robots, For each step that |No White Magic command
the party takes, the robots take
a step in a random direction. If a | No recovery items
robot ends up in a square adjacent
to the party, then a fight against a | No Flee command suoabun
snuog
Warmech ensues. Reach the exit
to break the seal. | Attack halved

a Defense halved

Accuracy halved

Evasion halved

| Intelligence halved
| SACRIFICE ioe
@ pick; :
= ‘This is a combination of Twin — ‘No Fight command
s
S Statues and Step by Step. You
)Ss must match up the identical No White Magic command
statues while monsters moye i :
randomly in time with the party's | No recovery items
steps. When a pair of statues is i :
matched, both the statues and the | No attack items
enemies that resemble the statues
vanish from the map. Match up all No Dash ability
the statues to break the seal.
Attack halved
Crypt
Netherworld
Defense halved

Accuracy halved

Evasion halved

Intelligence halved

BacuIce |List—_
_ PICKS —
Tablet
Watch the characters who pass, No Magic com mand
then speak with the cloaked
figure. You receive an exact No White Magic command
amount to spend (the amount
changes) on purchasing flowers No Black Magic command
from the characters who just
appeared, There are extra o Item command
characters in the area as well
(color swaps of the characters | No recovery items
in the parade) who turn into | :
Revenants if you speak with them. | No attack items
Check with all the characters
before making any purchases. | No Flee command
‘There are eight flowers to buy,
however, the only way to reach the |No Dash ability |
correct total is to buy from the
correct seven, |Attack halved
| Defense halved

Accuracy halved

|Evasion halved
|Intelligence halved

134
SPACE IN TIME
Space in Time is the final level of each succesful trip through the Labyrinth of
Time. Chronodia, the architect of the Labyrinth, waits to challenge all those CHRON @DiIiA
clever enough to navigate his challenges.
(F203)
Your party will likely
gain many levels
while travelling
through the Labyrinth
of Time. These levels
come in handy when
battling an enemy
as powerful as
Chronodia. Start off
with defensive spells such as Protera, invisira
(consider multiple applications of Invisira)
and NulAll on the mage tasked with keeping
party members alive. You can use other Nul
spells here, as Chronodia has an extensive
There are several versions of Chronodia. Breaking red or blue seals in a spellbook. Chronodia’s most painful ability is
certain order will send you on different paths through the labyrinth, with a called Seal, which locks out one menu option
defferent version of Chronodia at the end of each. The more successful you for a few rounds. The potential losses are
are, the more powerful Chronodia will be, The following boss fight includes Fight, tem and Magic. Fortunately, the current
that version's information, but the strategy to defeat all versions is essentially round’s selections are not affected by Seal:
the same, Each version drops a different (and incredibly powerful!) item, so the lockout begins with the next round of
there is a reward for facing each version of Chronodia. combat options.

Don’t use any damage spells on Chronodia.


Black Mages are better off using healing
items than trying to crack Chronodia’s
impregnable magic defense. Use Giant
Gloves, Haste, Temper, Saber, tonics, and oo

anything else that improves a characier’s .


melee attack potential. If Chronodia knocks gS.
out anyone during the battle, remember to Ss
reapply all of the protective and offensive =
spells that he or she had active. __

These fights will be challenging until your


party reaches level 80. This isn’t a stretch if
you wish to unlock all the levels in the Time
Chamber and face each version of Chronodia.
Don’t be shy with Megalixirs and Ethers
during these bouts either.

155
() #: The enemy's reference number in the (@) Evasion: This score determines the enemy's
game’s bestiary. ability to dodge a physical attack. The higher
the score, the more likely a character will
(2) Name: The enemy’s name. miss with a physical attack against the
enemy.
(2) HP: The enemy’s total number of hit points.
G0) Magic Defense: The enemy’s resistance to
(72 (@) Attack: This score determines the base damage dealt by spells.
strength of an enemy’s physical attack.
@ Gil: The amount of gil dropped by the enemy
3 ©) Accuracy: This score determines the chance after it is defeated
Paralysis, Darkness, Silence, of an enemy’s physical attack landing.
Knight
Black Mind, Fire, Ice,Stone, Poison, @ Exp: The amount of experience awarded for
Sleep, Confusion, Death (©) Defense: The enemy’s resistance to damage defeating the enemy
dealt by physical attacks.
@ Treasure: When defeated, the enemy may
@ Agility: This score determines the order of drop the item listed here.
action in battle.
@®) Weakness: The types of magic to which the
(8) Intelligence: This score determines the enemy is vulnerable.
chance of an enemy’s magic attack landing
(e.g. Sleep or Bind) and the amount of (@) Resistance: The types of magic that have
damageor healing done by spells an little to no effect on the enemy.
enemy casts.
Worm
Abyss

1 Em
{
io Ea =—)

INTELL mart iret


4 at) BE rcoer om
ie ox Be
Ba acoe RD
0 EE
EXP 00 _ 0 a i aw
Te Dyer TREASURE (ata TT Stent
To

sec Quake sce) |Quake, Lightning, Time, RESIST Paralysis,Darkness, RESIST


Paralysis, Darkness, Silence, Silence, Mind, Stone, Poison,
Mind, Fire, Ice,Stone, Poison, Sleep, Confusion, Death
Sleep, Confusion, Death
156
~ 000
‘MythSword "J uignent
Sit

Quate,Stone,Death,Time,
Poison

ACC [100 JEF i 10

688
5 Bear None
iting
uae, Tine,Poison, Lightning, Quake, Fire
Stone, Death

ye io eed 20 i Bie via DEF | 135


| | 1900 RES] 1203.
die Potion eating
iQuake, Lightning, Ice,Death,
Cue, Lightning,Paralysis,
Sleep, Confusion, Death, Fire, Confusion, Paralysis, Silence,
| Ice,Darkness, Silence, Mind Mind, Stone, Poison, Sleep,
Darkness
157
Darkness, silence, Mind, Stone,
Sleep, Poison

Cockatrice 9
i: =
ma
4i 96 EEE]i 200
= Ee a
oe ‘None Nine Sie
= fe ‘FinDa ne
S Ice, Paralysis, Darkness, Sleep, (luake
3 Silence, Confusion, Mind, Death

|loteurin
(ake,Time,Piso, Ie, Stone, “Quake ihtring,Paralysis Quake,Lightning,Time, dual, LchitingTine,
Death Sleep, Confusion, Death, Fire, Paralysis, Darkness, silence, Paralysis, Darkness, Silence,
Ice,Darkness, Silence, Mind Mind, Fire,Ice,Stone, Poison, Mind, Fire, Ice,Stone, Poison,
Sleep, Confusion, Death Sleep, Confusion, Death
138
90
ACC DEF fiw
me wre ee io (ER 0 cm 1) en Te 120 10
2 ie a 130 — 100 200 UP HIV MAG DEF (eran we 110 200
Pa or oo i | | 8
‘None Mexia Lust Dagger Golden Stat
be E a a
(uake, Fire Quake, Lightning, Time, Quake, Lightning, Time, Quake, Lightning, Time,
Paralysis, Darkness, silence, Paralysis, Darkness, silence, Paralysis, Darkness, Silence,
Mind, Fite, Ice,Stone, Poison, Mind, Fire, Ice, Stone, Poison, Mind, Fire, Ice,Stone, Poison,
Sleep, Confusion, Death Sleep, Confusion, Death Sleep, Confusion, Death

ae EX «
acc RMN ocr a 0 EE tn
4 Eon 100 cn
10 0 10 i) 2 200
| Ee i on ae & al
Mast Shel Sta ask ory be Sailest
“(uate Lighting,Tin (uate Lighting,Tine "QuakeLighting,Time *uake Lighting,ime
Paralysis, Darkness, Silence, Paralysis, Darkness, Silence, Paralysis, Darkness, silence, Paralysis, Darkness, Silence,
Mind, Fire, Ice, Stone, Poison, ind, Fir, Ice,Stone, Poison, Mind, Fire, Ice,Stone, Poison, Mind, Fire,Ice,Stone, Poison,
Sleep, Confusion, Death Sleep, Confusion, Death Sleep, Confusion, Death Sleep, Confusion, Death

Areusag

4 A
au aah

: : i 2 _a |6
Bafa Su ation None Caliet
Quake,Lightning,Time, “Fie,le,ParalysisDarkness, = Quake :
| Paralysis, Darkness, Silence, Silence, Mind, Lightning, Stone,
| Mind, Fire,Ice,Stone, Poison, Poison, Sleep, Confusion, Death

199
tie ‘a 5 ti None
[= ting aS
- Quake, Fire Quake, Paralysis, Sleep,
Confusion, Death, Fir,
Darkness, Silence, Mind

Troll
Earth

Crawler

Zephyr Cape = Litvng : None S


sos Fie Da fiee Ee
Quake, Paralysis, Darkness, Quake, Stone, Poison, Sleep, | Quake, Time, Poison, loe,Stone, ‘Death, Contuson,Paras
Silence, Mind, Fire,Sleep, Confusion, Death, Ice,Paralysis, Death Stone, Poison, Sleep, Darkness,
Confusion, Death Darkness, Silence, Mind Silence, Mind

160
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Quake, Fie

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Darkness, silence, Mind

E None “Turbo Ether | Toe

Quake, Lightning, Ice,Death, Quake, Ice


Confusion, Paralysis. Darkness,
Silence, Mind, Stone, Sleep,
Poison
161
‘oto one
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Paralysis, Darkness, Silence, Paralysis, Stone, Poison, Sleep,
Mind, Fire,Ice,Stone, Poison, Darkness, Silence, Mind
Sleep, Confusion, Death

Hellhound

1806 a0 ep 000 ERY 20m


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hee
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162
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Paralysis, Stone, Poison, Sleep, Darkness, Sleep, silence, Quake
Darkness, Silence, Mind Confusion, Mind, Death

i oe
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Confusion, Paralysis, Darkness,
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Sleep

Asensag

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Confusion, Paralysis, Stone, Stone, Poison, Sleep, Darkness,
Poison, Sleep, Darkness, Silence, Mind
Silence, Mind
163
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Silence, Mind Poison, Sleep

164
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= 2800 60
af 64 80
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oe 2000 i ee 1000 1000 40 ES 00
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A (me NAG DEF ae ic ocr


600 jae, 1317 | 3000 oars
Tet Golden
Apl None
“Paralysis, Darkness, Sleep,
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‘Wuate
Lightning,Fire,Stone, Poison Ice

165
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Pyrolisk

ato oo Eo a
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166
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167
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| Quake, Paralysis, Slee, os Quake, Paralysis,Sleep,


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Darkness, Silence, Mind silence, Mind

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Time, Poison

168
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169
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Darkness, Silence, Mind Ice,Darkness, Silence, Mind

Wolf
Warg Cais

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Ice,Stone, Paralysis, Poison, Paralysis, Sleep, Confusion, Quake, Ice,Fie, Death, Quake, oe,Death, Confusion,
Darkness, Sleep, Silence, Death, Ice,Darkness, Silence, Confusion, Paralysis, Darkness, Paralysis, Darkness, Silence,
Confusion, Mind, Death Mind Silence, Mind, Stone, Poison, Mind, Stone, Poison, Sleep
Sleep

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Silence, Mind, Sleep, Confusion Death, Confusion, Paralysis,
Stone, Poison, Sleep, Darkness,
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170
600 ERE 3496 1 Ea wm :
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Quake, Lightning, Ice,Fire Quake, Ligtning, Ice,Fire

fm 9 fo Me + ee
ee Bea my 130 2500
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Sleep, Confusion, Death

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Darkness, Silence, Mind Darkness, Silence, Mind Darkness, Silence, Mind

171
ee vac ocr BG EVA BGI vac ver I
0m 0 ae 8 Ee Eo ee
Sarid ‘ve Sle
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Death, Confusion, Paralysis, Confusion, Death, Fire
Stone, Poison, Sleep, Darkness, Paralysis, Darkness, Silence,
Silence, Mind Mind

1000 FER 1290 Buy or Bi


‘Hi-Potion ‘ne
‘Ligtning
Quake, Fire
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Warmech

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172
esses) Braveheart

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Paralysis, Stone, Poison, Sleep, Sleep, Confusion, Death, Fire,
Darkness, Silence, Mind Ice,Darkness, Silence, Mind

resist aa RESIST ioe, Parss,Pon, ie]


Darkness, Sleep, Silence, [|
Confusion, Mind, Death, Quake

173
you
of the following.
i
1St Place Finish: X-Potion

2nd Place Finish: Dry Ether, Elixir, Emergency Exit,


Hermes’ Shoes, Remedy, Turbo Ether

3°d Place Finish: Blue Curtain, Blue Fang, Cockatrice


Claw, Red Curtain, Red Fang, Spider’s Silk, Vampire Fang,
White Curtain, White Fang

‘The following are the items you can win for completing the puzzle in a
time that is greater than the time for the top three places. These items
are given out one per win: Golden Needle, Antidote, Potion, 100 gil,
Eye Drops, Phoenix Down, Echo Grass

at least once and save your game to unlock this —


completion percentage, the more images you will unlock. To increase the option in the Extras menu. This menu option enables you to return
game's completion percentage, empty every treasure chest, find all the to any floors within the Labyrinth of Time that have had their blue
enemies in the bestiary, and complete the bonus dungeons. seal broken. Press the Triangle button to read the rules for using the
Time Chamber.

Defeat Chaos and save your game to create a“Clear Data’ file. This will
unlock the Music Player in the Extras menu. The Music Player allows
you to listen to the music you heard throughout the game. You only have
9 |
20 Mirror-image
to unlock the Music Player to access all of the available tracks.
1 Marching Orders
22 Twin Statues
23 Note for Note
24 The Path to Peace
ti

The ultimate resource for a classic adventure!


——)
MES’
) apye" GUIDE
;>)] oF FICI AL phase ae

GS
SYLN
TUN/S

e ITEM & EQUIPMENT LISTINGS —


Comprehensive statistical =
informationfor every armor,
weapon, and item.

? PORTABLE
COVERS PAAYSTATIONS Hindmarch
Weitten by Thomas
NIX.
BAD
ON A GAME pw
BY THE ¢ SQUARE E
ESRB

Check out [Link]/bookstore


fa rr
r] Or
WI
Vi

©1987, 2007 SQUARE ENIX CO., LTD. All Rights Reserved. FINAL FANTASY, the FINAL
FANTASY logo, and the SQUARE ENIX logo are trademarks of Square Enix Co., Ltd.

ISBN: 0-7440-0942-1
©2007 DK Publishing, a division of Penguin Group (USA), Inc.
BradyGAMES* is a registered trademark of Pearson Education, Inc,
All rights reserved, including the right of reproduction in whole or in part
in any form,
BradyGames Publishing
An Imprint of DK Publishing, Inc.
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©1987, 2007 SQUARE ENIX CO,, LTD. All Rights Reserved, FINAL FANTASY,
the FINAL FANTASY logo, and the SQUARE ENIX logo are trademarks of
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The ratings icon is a registered trademark of the Entertainment Software


Association. All other trademarks and trade names are properties of their
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Please be advised that the ESRB ratings icons, EC’,“E,"E10+',°T’,"M’,"AO’,
and“RP” are trademarks owned by the Entertainment Software Association,
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regarding whether a product has been rated by the ESRB, please visit
[Link], For permission to use the ratings icons, please contact the
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ISBN; 0-7440-0938-3
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For example, 07-1 shows that the first printing of the book occurred in 2007,
10 09 08 07 4321

Manufactured in the United States of America.


Limits of Liability and Disclaimer of Warranty: THE AUTHOR AND
PUBLISHER MAKE NO WARRANTY OF ANY KIND, EXPRESSED.
OR IMPLIED, WITH REGARD TO THESE PROGRAMS OR THE
DOCUMENTATION CONTAINED IN THIS BOOK. THE AUTHOR
AND PUBLISHER SPECIFICALLY DISCLAIM ANY WARRANTIES
OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
PURPOSE. THE AUTHOR AND PUBLISHER SHALL NOT BE
LIABLE IN ANY EVENT FOR INCIDENTAL OR CONSEQUENTIAL
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Editor-In-Chief Licensing Manager Screenshot Editor Production Designer


H. Leigh Davis Mike Degler Michael Owen Wil Cruz
HELP THE LIGHT WARRIORSRESTORE
ORDERSTO:ALAND PLUNGED INTOCHAOS
we STE WERY BONUS DUNGEON
Find all five brand-new dungeons, exclusive to this game! Dungeon maps
reveal tons of hard-to-find goodies.

Nee
SITIDDENSBOSSES REVEALED
Fight and defeat the game’s most notorious foes. Follow our game-tested tactics
to mow down every high-powered boss.

SAlL-INCLUSIVE BESTIARY
Enemy strengths and weaknesses, treasure drops, resistances, and much more.

yCTARAGTER CLASS ai —
Se —— mae
re aa In--depth coverage of ee ll 2 x |
(lear the LabyrinthofTime including equipment’
each character class,
/PMMMere
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liane
|
gasses none
and spell listings, class
changes, and starting
stats.

SCOMPREHENSIVE WALKTHROUGH
Navigate through each area with proven tactics
and strategies. Annihilate each boss and reap the
rewards of every treasure chest.

SQUARE ENIX.
onreones $16.99 USA/$20.99 CAN
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ISBN 0-7440-0938-3
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©1987, 2007 SQUARE ENIX CO., LTD. All Rights Reserved. FINAL FANTASY, the FINAL FANTASY logo, | HAH !| 7 MIN Mi 0
and the SQUARE ENIX logo tye trademarks of Square Enix Co., Ltd. 9 780744 009585
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