Final Fantasy

The game to start the long and well respected series, this was created as the last ditch effort of the company in the hopes of making money. If it had flopped they would have been forced out of the gaming market, and as everyone can see they did quite the opposite.

This game proved to be so well loved that it was often heralded as the greatest Role-Playing Game ever created by numerous fans. The makers of the game finally bundled it with Final Fantasy II when they made Final Fantasy Origins for the Playstation console system. They then released them again in Final Fantasy I & II: Dawn of Souls for the Game Boy Advance.

The game allows you to create a party of four characters (chosen from Fighters, Black Belts, Thiefs, Black Mages, White Mages, and Red mages) and go on a quest to activate the four crystals and restore peace to the land. At a certain point in the game, you are able to upgrade you characters to become stronger and learn new ways of attacking. (Fighters become Knights, Black Belts become Masters, Theifs become Ninjas, Black Mages become Black Wizards, White Mages become White Wizards, and Red Mages become Red Wizards)

FAQ
Q1: How do I upgrade my character's class?

A1: You'll need the Rat's Tale which you can find in the Citadel of Trials. Once you acquire it from the chest, you have to take it to Bahamut's Cave in the Cardia Islands. If you don't know where these islands are, they're the group of islands between the North Eastern and North Western continents.

Q2: Why can't I find some of the monsters listed in the bestiary?

A2: Some of the monsters are rarer than others. I'll eventually get around to listing those particular enemies, but for now, you should check one of the other guides for information on them.

Q3: Where's the best place to level up?

A3: The easiest way to level up is to battle the Evil Eye in the Ice Cave. It doesn't have much HP, it gives lots of experience, it appears on a spiked square, and you can kill it easily. Kill it over and over again and you'll get lots of experience for the time you put into it.

Q4: Why don't you list the locations of the enemies in the Bestiary?

A4: Because I'm lazy right now but I'll eventually get around to it. Some of the other FFO guides have that information.

Introduction
This is the first game in Square's now long line of Final Fantasy sequels. It's not the greatest RPG ever made but it's a fun, and highly nostalgic for me, romp through the past. The new version on the PS1 has a long list of improvements over the original, besides the more obvious graphics update, they fixed a lot of the bugs and various other knick-knacks that were overlooked the first time around. I'm not that great at this game and I probably wrote something that's incorrect or not the best way to handle the situation.


 * [Final Fantasy 1]*******************************
 * [Final Fantasy 1]*******************************

--- [Game Basics/Controls]- ---

TOWN/DUNGEON

X Button       : Talk and examine objects Circle Button  : Run Triangle Button : Opens the Main menu

MENU

X Button       : Confirms selected option Circle Button  : Cancels selected option

FIELD MAP -

X Button       : Get in or out of vehicles Circle Button  : Press together with the Start Button to display the map Triangle Button : Opens the Main menu Square Button  : Shortcut to the Items menu L1 Button      : Shortcut to the Equipment menu L2 Button      : Shortcut to the Config menu R1 Button      : Shortcut to the Magic menu R2 Button      : Shortcut to the Memo Save menu Start Button   : Press together with the Circle Button to display the map

--- [Game Basics/Classes]-- ---

WARRIOR --> KNIGHT --

Pros: - High HP, Defense, and Strength stats. - They can equip almost every weapon and armor in the game. - [Knight] They can use level 1-3 White Magic.

Cons: - Low Speed stat. They will often be the last to attack when in battle. - [Warrior] They can't use any magic. It's not a big deal though. - Don't really have any noticeable changes after the class change. - VERY expensive to keep fully equipped.

Overall: - They are a good start for someone who's new at the game because of their many positive qualities and relatively few negative qualities. They work well with any class and unlike most of the other classes, they are still effective when you have more than one in your party.

THIEF --> NINJA ---

Pros: - High Speed stat. This will allow them to from battles easily. - They improve a lot when they get the class change.

Cons: - They can't equip much weapons or armor. - Stats are average with the exception of their Speed stat. - They are not very useful in the early game.

Overall: - These guys are a tough sell because they are fairly weak through most of  the game and will have to rely on the other party members to survive. They improve quite a bit with the class change however, so it's up to you whether you want to put up with the Thief until you get the Ninja.

MONK --> MASTER ---

Pros: - High Strength stat, high numbers of attacks per turn, and high HP. - Very cheap to keep fully equipped since they won't need weapons and very much equipment later on.

Cons: - Low Defense. This will be a problem later in the game so watch out. - Sometimes they do pathetic damage, especially to monsters and/or bosses that have a high Absorb and/or Defence stat. - No magic at all, but it isn't a big deal.

Overall: - They are a lot like the Warrior, except they have much lower Defense. Their low Defence will come back to bite them in the ass later in the game when you encounter tough monsters and bosses. They can beat most monsters into paste but even that will sputter out when they come across others with a high Absorb and/or Defence stat. A good choice as long as you use caution later in the game.

RED MAGE --> RED WIZARD ---

Pros: - They can use level 1-5 White and Black magic, and later on level 6 magic. - They can equip quite a bit of weapons and armor. - They have decent stats all around. None that are really high but none that are low. - A good all purpose class.

Cons: - They are not as good as the other classes that specialize in attacking and magic respectively. - Not all of the level 1-5 magic is available for use. However, once you get the class change, all of the level 1-5 magic will be available. - VERY expensive to keep them fully equipped because they have a lot of  equipment available to them than any of the other classes.

Overall: - They are a pretty good choice for a beginner because of their versatility. The only other class that's still effective when you have two in your party but after that, it drops off a lot. You don't need more than two, really.

WHITE MAGE --> WHITE WIZARD ---

Pros: - They can use level 1-8 White magic - They have decent stats for the most part. They excel in Intelligence, but their Strength and Defense are marginal. - They are a great support because to their defensive and curative spells.

Cons: - They have low Defense and Strength stats. Their low Strength isn't much of a  problem, but their low Defense sure will be later on in the game. - They don't have any offensive spells other than Holy and Dia and those spells only work on specific types of monsters. - They have a limited amount of weapons and armor that they can use. Not being able to equip decent armor coupled by their low Defense will probably get them beaten up and/or killed easily later on in the game.

Overall: - They are excellent for support for your other party members because of their magic. However, their low Defence and usually weak armor will make them easy targets later in the game.

BLACK MAGE --> BLACK WIZARD ---

Pros: - They can use level 1-8 Black magic. - They are very useful in dungeons because of their wide range of status and offensive spells. Their spells can also target multiple monsters at once, allowing you to kill them all easily instead of killing each one at a time. Also, most of the major bosses are weak against one or more of their spells.

Cons: - They have a limited amount of weapons and armor that they can use. - They have lowest HP and Defense of all the classes. Later in the game, monsters can put them in critical or even kill them if you're not careful. - Offensive spells are not always reliable as they'll sometimes do little damage to certain monsters and bosses in the game.

Overall: - They are great to have because of their spells, but any of the stats that relate to Defense and HP are marginal so keeping them alive is a real chore later in the game.

--- [GAME BASICS/GAMEPLAY]- ---

MAGIC BASICS

Using Magic - Use the directional pad to select a caster, a spell, and then a target if applicable. Press X to confirm each selection.

Dropping Magic - This will allow you to drop unwanted spells to make room for new ones. Once you drop a spell, you can't use it again until you buy it again from a magic shop.

Learning Magic - You buy magic from white or black magic shops in towns. There are four different spells for each magic level but you can only learn up to three at a time. If you already have three spells but you want to learn a new spell, you'll have to use the Drop command. You can use more spells more often at each magic level (MP) as you gain levels

FORMATION BASICS

Switching Order - First select a character and press the X Button to confirm. Next, choose a second character and press X again to switch the character's position to the front if he was in the back row or the back if he was in the front row. The back row will reduce the amount of damage the character would receive, but it will reduce their physical attack. Conversely, a character in the front row would do more damage but they would receive more damage. Characters that get KO'ed will get placed on the back row automatically.

SAVING BASICS -

Memo Saving - This is more of a precautionary method of temporarily saving your game inside a dungeon in case you die. While purists of the original game may dislike Memo Saving, I'd say it's definitely helpful for beginners and the like. To use the Memo Save feature, go into the main menu and select the Memo option. After that, select yes when it prompts you to save your game.

Saving - This is the standard way to save in the game but there are two methods of doing it. The first way is to just go into an inn and then save your game when it prompts you. The second way is to use a Bag, Tent, or Cottage on the world map and then save your game when it prompts you.

CONFIG MENU ---

System Default - The game settings used in Final Fantasy (NES). It reintroduces the term known as the Ineffective Rule. This will add the term and it's effect to the weapons and attack. It also reintroduces another feature which isn't named but it works like this. Lets say that Character1 and Character2 both targeted the same enemy and Character1 killed this enemy when he attacked. Now when Character2 tries to attack the enemy that Character1 killed, he'll attack the empty space that the enemy occupied, wasting an attack.

System Custom - The game settings used in Final Fantasy Origins.

Collections - Contains special features that you can check out.

BATTLE COMMANDS ---

Attack - This is pretty obvious. Characters attack enemies with the weapon they have equipped. Characters without weapons will attack with their bare hands.

Magic - Characters that have learned spells previous to the battle can cast them. Select a spell and a target for the spell.

Items - Uses items in battle. Some items can't be used unless you have the Battle Support option enabled in the Config Menu.

Equip - Allows characters to change their equipment in battle. Something cool you can do with this command is use a weapon or armor ability to cast Magic without using a Magic charge. Select Equip, press left, and then choose the equipment that can do this and it will cast the Magic. Simple.

Flee - The character that chooses this command will attempt to run away. If he succeeds, the whole party will escape. If he doesn't, well, you'll just have to try again.

STATUS AILMENTS ---

Name    : Sleep Effect  : Affected character falls asleep and can no longer act. Recovery : Chance of recovery during each turn in battle.

Name    : Darkness Effect  : Affected character's Accuracy is reduced. Recovery : The spell Lamp.

Name    : Mute Effect  : Affected character can no longer use Magic. Recovery : The spell Vox.

Name    : Paralysis Effect  : Affected character can no longer act. Recovery : Chance of recovery during each turn in battle.

Name    : Poison Effect  : Gradually reduces the affected character's HP until cured. Recovery : The spell Esuna; an Antidote.

Name    : Stone Effect  : Character is petrified and cannot act until cured. Recovery : The spell Stona; a Gold Needle.

Name    : KO Effect   : Character is KO'd and cannot act until cured. Recovery : The spell(s) Life1 and Life2; Revival at a Sanctuary.

TRANSPORTATION --

Vehicle : Ship Location : Pravoca Limits  : The ship can sail on any water but rivers or lakes. You can only get on or get off of the ship at ports which are usually close to cities or towns so it's not that bad.

Vehicle : Canoe Location : Crescent Lake Limits  : The canoe can only travel on rivers or lakes. You can switch directly from the ship to the canoe to a river by entering a river with your ship.

Vehicle : Airship Location : L. Desert Limits  : The airship can fly anywhere but it can only land on open plains. If          you try to land somewhere else, the airship will take off again.

--- [Walkthrough]---[_ff1_wa]-- ---

PROLOGUE

A great darkness shrouded the world.

The wind died.

The seas raged.

The earth began to decay.

Only a prophecy kept hope alive in people's hearts:

"When darkness veils the world, four warriors shall come."

And after journeying far, four young warriors did at last appear.

In the hands of each rested a mysterious crystal...

CHAPTER 1: CORNERIA ---

Treasure: Mythril Knife, Saber, Crosier, Steel Plate, Iron Shield, Werebane, Rune Sword, Potion, Tent, Leather Cap, Gold Needle, NITRO POWDER, LUTE

When you start the game, you'll appear in front of a nameless, but otherwise huge town. You can figure out the name of the town by the title of this chapter. Forget the actual town for now and enter the castle in the center if you want some of the back story, or you can just enter the town to go on a shopping spree (skip ahead a little to get to the shopping). If you went into the castle, ignore the rooms to the left and right and just head up until you reach the stairs. On the next floor, head up again and enter the throne room to speak to the king.

He'll explain that the rogue knight, Garland, stole his daughter, Princess Sarah, and whisked her away to the ruined temple to the northwest. Ok, so he doesn't actually tell you where to find her, but I think you'll find the place easily; it's the only place you can really go outside of Corneria. After he's finished talking, head back outside and enter the town for... the shopping spree. You'll need to get equipped for the trip to the temple because there are some MEAN monsters outside. If you've played this game before, you can probably ignore that, but beginners should suit up and do a little levelling to prepare themselves.

A funny story about me and this game is when I first started playing it, I bought a bunch of equipment and went off to search for the Princess. When I found the temple I was already pretty beat up, but I pressed on. When I found Garland, I healed myself and went into battle. After he's finished talking, head back outside and enter the town so you can get yourself some equipment for the (easy) battle with Garland. There isn't much you can do in this town except amuse yourself with the various quips from the townspeople, so time to shop. Head to the upper left side of Corneria to find the equipment and magic shops. The important magic is in CAPS, the other magic can wait.

WARRIOR   : Rapier, Chain Mail MONK      : Nunchuku, Leather Armour RED MAGE  : Rapier, Chain Mail, CURE1, FIRE1, Blink WHITE MAGE : Hammer, Shirt, CURE1, Dia1, Blink BLACK MAGE : Knife, Shirt, FIRE1, BOLT1, Sleep1

Unfortunately, if you have any mage in your party, you be able to get all that stuff for them, so don't worry about it. You should definitely get Cure1 for your White Mage, and either Fire1 or Bolt1 for your Black Mage. As for Red Mages... it depends on what you want and what classes you already have in your party. Either way, you're probably going to have to battle around Corneria for a while to gain both Gil and at least one level up. Now you should be ready to take on Garland. Walk to the Northwest until you see a ruined temple at the edge of the peninsula. It's not hard to find, it's the only thing of interest in the area.

FLOOR 1: Enter it and walk around the outer edge to get some treasure in two of the rooms. The other two rooms are locked, but don't worry about that right now. Once you've collected both treasures, head back to the entrance of the temple and go straight up past the pillars into the central room. Oops. Looks like you caught Garland at a bad time, so go and talk to him. Unfortunately, he doesn't want to knock you down anymore, but would rather kill you instead. =P Hey, don't look at me like that.

-- BOSS: Garland

This is an incredibly easy battle and you shouldn't have any problems. Warriors, Monks, Thieves, and Red Mages should attack. Red Mages should also heal the party when necessary if you bought Cure1 for him, otherwise he should just attack or use Fire1 or Bolt1 (if you bought him those spells). White Mages should heal when necessary, and attack if you want, but they won't do much damage. Black Mages should stick to using either Fire1 or Bolt1, and refrain from attacking at all. He should be dead quickly. --

After you dispatch of Garland and you get your pile of experience and Gil, talk to Princess Sarah and you'll both be warped back to the throne room in Corneria Castle. The king will thank you and Princess Sarah will give you a VERY important item, the LUTE. Once you leave the castle, a bunch of Cornerian soldiers will rebuild the busted bridge North of the castle so you can cross it and continue your journey. As soon as you touch the bridge, some more text will pop up. "And so their journey began. As warrior of light, the four youths faced a staggering mission and a stormy destiny. The four crystals they carried remained a mystery to them... In ages past, those crystals had a radiant dazzling light, the time for Heroes is at hand. Darkness must be banished again so the life and peace can illuminate the world once more".

CHAPTER 2: THE JOURNEY BEGINS -

Treasure: Potion x2, Antidote, JOLT TONIC, SHIP

Once you cross the bridge into the wilderness, you'll encounter some new, more dangerous enemies, particularly the Ogre. A little further up, you'll reach a mountainous area that splits into two paths - North and East. If you go to the north, you'll find a cave at the edge of the peninsula. Enter it and talk to the broom inside, it'll give you an important tip, "Press Start and Circle". That will bring up a map of the over world along with the position of all the towns, caves or dungeons you've already visited. Go into the next room and speak to the rude old woman. It seems she's lost her CRYSTAL EYE, which gives her the ability to see because she's blind if you didn't figure it out already.

I guess she ran out of medical "herb" for her eyes, so none for you either! Haha. Ahem. There's nothing you can do for her right now so empty the chests on the left side of the room and exit the cave. Now head back down the peninsula to the mountainous section that splits off in the two different directions, but this time, go East to find the port town of Pravoca. This town is quite a bit larger than Corneria, so it warrants a short explanation - the armour shop is in the lower left corner and the magic and weapons shops are on the right side of Pravoca, along with the church, which you can use to revive any dead characters. You most likely won't be able to buy anything substantial due to the steep prices of equipment and magic around here.

Here's a table of good equipment and magic to get. Much like the stuff in Corneria, you won't be able to buy everything her as well, so just get (eventually) the stuff in CAPS for now, and get the other stuff when you have more Gil.

WARRIOR   : Broad Sword, Steel Plate, Leather Shield, Leather Gloves MONK      : Nothing! RED MAGE  : Broad Sword, ICE1, Leather Shield, Leather Gloves WHITE MAGE : Leather Shield, Leather Gloves, INVS1, NULBOLT, Silence BLACK MAGE : Leather Shield, Leather Gloves, ICE1, Slow1

Anyway, once you get a hold of some equipment and (hopefully) magic, stay at the inn to recharge or check out the church to revive any dead characters, you'll be ready for the battle ahead. Again, I hope that you levelled up a little since you've been here. So, when you're ready, go all the way to the upper left side of Pravoca and talk to the guy waiting there. For some reason, he'll want to battle you, and he'll find nine burly buddies of his to help him.

SUB-BOSS: Pirates x9

These guys are pretty wimpy by themselves, but as a group they can easily kill your equally wimpy mages, so watch out. Just attack with your Warriors, Monks, Thieves, and Red Mages, they should be able to kill a pirate with each of their attacks. Black Mages should continually use Bolt1 or Fire1, and your White Mages should just attack and use Cure1 if necessary.

After you've cleaned house, talk to the lead pirate again and he'll hand over his SHIP to you. At this point in the game, you can do several things, the first of which should be to get some new equipment and some magic. Around this time, you'll probably come to the inevitable realization that you won't be able to buy the equipment necessary through the game with the Gil you get from fighting enemies, and it gets a lot worse from this point on. The only effective way to get Gil quickly is to use the Power Peninsula (outlined below)... or be nearly broke for a long time. Now, about the Power Peninsula. If you're up to it, the Power Peninsula can net you a lot of experience and a hell of a lot Gil.

To get there, head East until you see a port, then North until you reach a dead end. The top two squares here contain very powerful enemies: Winter Wolves, Hill Gigas, Trolls, and Necrotaurs. There's also the odd chance that you'll run into a group of Wyverns, but it's unlikely, plus they're relatively weak so you should be able to kill them. Still, you should be very careful because all of these enemies can hit hard, often too hard for your current level. Winter Wolves are susceptible to Fire and Fire2, but make sure you use NulIce beforehand or you'll quickly get owned by their Ice Storm attack. Fire and Fire2 also works well on Trolls, but you'd better get off some Invs1 and Blink spells before you start attacking.

Necrotaurs are weak against Fire and Fire2 as well as Dia spells. As usual, cast Invs1 and Blink for a few rounds, then let loose with your stock of spells. On the other hand, a group of Hill Gigas are a mixed bag. They give lots of experience and Gil, but they're very difficult to defeat at low levels. The only real way you're going to defeat Hill Gigas is to use Invs1 and Blink like crazy on a single character, then start hacking at their HP. If you manage to win any of these battles, you'll usually get between 500-900 experience and 2000-3000 Gil. Not bad, right? I though so, and you can keep coming back here until you reach level 15 or so, then most of the enemies will be easier to kill. Now it's time to head to Elfland.

CHAPTER 3: TROUBLE IN ELFLAND -

Treasure: 330 Gil, 400 Gil, 295 Gil, 385 Gil, 620 Gil, 680 Gil, 1020 Gil, 450 Gil, 575 Gil, 575 Gil, Mythril Hammer, Bronze Gloves, Power Staff, Falchion, Steel Gloves, Cottage x2, Mythril Knife x2, Broadsword, Steel Plate, Copper Armlet, Silver Armlet, Tent, Helmet, Grand Helm, Wyrmkiller, Mythril Mail, Excalibur, MYSTIC KEY, CRYSTAL EYE, CROWN

The easiest way to get to Elfheim from Pravoca is to go West until you're back at Corneria's port, and then slightly to the South West until you see another port. Drop anchor then go south until you see Elfheim and the Elven Castle. Go to the Elven Castle first. The elves there will tell you that their prince has been sleeping ever since the dark elf, Astos (heh), raided the castle and put him into his current condition. Exit the castle and head into the town. You might not have enough Gil at this point to buy much, so head back to the Power Peninsula whenever you run out.

WARRIOR   : Mythril Sword, Helmet, Iron Shield MONK      : Nothing! RED MAGE  : Mythril Sword, Helmet, Iron Shield, CURE2, FIRE2, BOLT2 WHITE MAGE : Copper Armlet, Leather Cap, CURE2, DIA2, NulFire BLACK MAGE : Copper Armlet, Leather Cap, FIRE2, BOLT2, Bind

It's going to take a hell of a lot of Gil before you'll be able to outfit your party entirely, so you'll be at it for awhile. Also, don't bother with level 4 magic right now, most of it sucks. Once you've fully equipped your party, head west then north-west through the mountains and past the forest until you're at a river. Follow the river west and you should see a small opening where the river ends. Now make your way north until you reach the Western Keep. Poke around, you should find the door into a throne room where the lone king sits.

He'll ask you to find his crown, and then direct you to the Marsh Cave, which is located at the South Western part of the continent. Leave the castle and make your way south. At the southern edge of the continent, there'll be a hole in the ground. Yup, that's the Marsh Cave. Before you enter, make sure you have a good amount of antidotes and potions because you'll probably need them here.

FLOOR 1: From your current vantage point (at the CARROT ^ sign) you can go in two directions, up or down. Head up first and make your way around the winding path until you reach the stairs (indicated by the CAPITAL V).

FLOOR 1: Once you've returned from FLOOR 2a, head all the way down (ignore the other path leading up, a little ways past the stairs leading the surface) and you'll see another room at the very bottom. Enter it and go down the stairs inside (indicated by the CAPITAL V).

FLOOR 2a - There's quite a bit of treasure here on this floor, so be sure to grab it all. Look in all of the rooms here for the treasure, then go back to the previous floor.

FLOOR 1: Walk all the way down to the stairs.

FLOOR 2b - Another fairly large floor with lots of pillars and other rooms. Again, there's plenty of treasure here, grab it, head down to the bottom of the floor, then follow the wall to the right until you reach the room that will lead to the next floor.

FLOOR 3 - Unlike the other floors, this one is very large with lots of rooms and treasure, but the room you're looking for (the one with the CROWN) is one room to the right, and two rooms down. The square in front of the chest that holds the CROWN is spiked, so you'll have to fight some rather annoying enemies.

-- SUB-BOSS: Piscodemon 2x-4x

They have low HP, but you should defeat them quickly because they can pack quite a punch. Warriors, Monks, and Thieves should all attack. Black Mages and Red Mages should use their Bolt2 charges. White Mages should just Cure when necessary. They should be fairly simple to kill. --

After you kill all of them, grab the CROWN and get the heck out of there. When you get out of the Marsh Cave, you can either go back to Elfheim and stay at the Inn to recharge, or head straight to the Western Keep if you think you're strong enough to do so. Once you're inside the keep, go and talk to the lone king again. Oops. It looks like the king was actually the dark elf, Astos... like that was unexpected. Well, you'll have to fight him now... (Pssh, he's a piece of cake, don't worry about it)

--- BOSS: Astos

He doesn't have much HP but you should kill him quickly because of his various spells, including Reaper, the instant-death spell (patent pending). Black Mages should cast Ice1, Ice2, or even Fire2 if you have it. White Mages should cast NulIce and NulFire and then cast a few Invs1 spells to protect your party. Red Mages should use Fire2 or Bolt2 or just attack. Whichever you prefer. Warriors, Monk, and Thieves should attack. ---

After he's gone, he'll leave behind the CRYSTAL EYE. I bet you know who needs that, so go take it to her. When you do, she'll be so happy that she'll give you a special item, the JOLT TONIC, which just happens to be what the Elf people need to revive their prince. I guess she used up all her HERB in a previous adventure... Heh. Anyway. Once she's finished though, she'll be back to her old bitchy self, so ignore her and take the JOLT TONIC back to the Elven Castle and talk to the prince. He'll awaken and give you the MYSTIC KEY, which will open all of those stupid "You need the MYSTIC KEY" doors. Head back to Corneria Castle and open the locked door here to find a chest. Open it for the TNT, which you'll need soon.

After you're done, get back on your ship and head to Corneria's port, then follow the coastline to the north-west until you reach another port. Walk to the South West on foot and you'll find a cave. Inside is the dwarves' haven, Mt. Duergar. You can find some treasure in here but you should go to the left then down until you get to a dead end. A dwarf is specifically looking for TNT, so give it to him and he'll blow a hole in the wall which will then cause the narrow section of land separating the two bodies of water to collapse into the sea. When you get to that point you'll see that it leads to an whole new area. Head to the West on your ship and you'll see Melmond and a port nearby.

CHAPTER 4: VAMPIRE HUNTING --

Treasure: 330 Gil, 575 Gil, 880 Gil, 1250 Gil, 1520 Gil, 795 Gil, 1020 Gil, 450 Gil, 1455 Gil, 1975 Gil, 3400 Gil, 620 Gil, 3400 Gil, 5000 Gil, 5450 Gil, Potion x2, Antidote, Sleeping Bag, Tent x2, Staff, Coral Sword, Leather Shield, Mythril Shield, Great Axe, Mythril Helm, EARTH ROD, STAR RUBY

When you first enter Melmond, you'll quickly see that something is wrong here. The ground is withered and several of the buildings are destroyed, including the church. The villagers aren't happy campers either. If you ask around they will say that a vampire is causing all the trouble, so they'll ask you to take care of him. However, before you do that, you should level up a little and upgrade your equipment. Most of the equipment and magic here is expensive, but it's generally worth it, except for the Knight's Armour. Don't bother with it unless money is no object and you don't mind that it sharply reduces your Speed stat.

Once again, the power Peninsula is a good place to raise the cash to get new equipment and it never hurts to level up. Once you're ready, walk South along the coastline until you reach a narrow strip of land, otherwise known as an isthmus, that connects to a large mountainous area. Continue South along the coast and you should see a narrow path leading to the East. Follow it and you'll find the Terra Cave. Make sure you have lots of Potions and some Antidotes while you're in here. This place can be tough and there are several major bosses here.

FLOOR 1: There isn't much of anything of interest on this floor. There's some treasure if you go to the north and the south-east of the entrance stairs. The stairs that lead to floor 2 are to the east. And don't go to the west of the stairs back to the surface, it leads into the hall of giants, where you'll run into battles with Ogre monsters every step or so until you're near the stairs again. But, then again, it's good for level gaining.

FLOOR 2: Floor 2 is a mess of corridors and small-interconnected chambers. There's some more treasure if you go to the very bottom, and the top-right corner of the floor. The stairs to floor 3 are in the bottom right side of the floor.

FLOOR 3: Head to the left and you'll eventually see a small room with some treasure. Exit the room and continue up, then to the left and down again for some more treasure. Now go back up and continue left, you'll see some more rooms along the way. After you plunder the treasures in the rooms, head down and follow the path until you come to another room. Enter it and you'll see the supposed culprit of the earth rot - the Vampire! (dun, dun, dun...). Unfortunately, he's a push over (too much time in the Terra Cave, I think).

--- SUB-BOSS: Vampire

The vampire is easy to kill. Warriors and Monks should attack, Black Mages and Red Mages should use Fire2 and Fire3, or Bolt2 if you have it. White Mages should use up their stock of Dia1 and Dia2, as well as provide Cure2 to those who need it. He'll go down well before he actually puts up a fight. ---

Check the treasure chest to the left for the STAR RUBY. Now head back the surface and go to the Titan's Cave. Make your way around then give the STAR RUBY to the titan. He'll eat it and then move out of the way. Now that you can past, don't go up the stairs right away, instead head down and grab the chests there. After that, head up the stairs and make your way around the mountains until you get to the Sage's Cave. Enter it. Ignore the first door and enter the second one to meet Sarda. Talk to him and he'll give you the Earth Rod, so you can go deeper into the Terra Cave and meet the true boss of the Terra Cave.

FLOOR 3: Once you've made it back to where you fought the Vampire, go through the door to the right and follow the path around until you reach a tablet. Use the Earth Rod on the tablet and another staircase will appear.

FLOOR 4: Now you're entering the depths of the Terra Cave, drawing closer to the true source of the earth rot. Much like floor 2, this floor is a smattering of corridors and connected chambers, not like this means much anyway. Head up and then left to get some treasure. Now do some backtracking to the first path that leads to the left. Once you're able to make your way around, you'll find another small room with treasure in the lower left corner of the floor. The stairs to floor 5 are in the upper left corner of the floor.

FLOOR 5: This is it! The final floor before the true boss, the first of four fiends. And it's also easy to navigate. Head left until you reach a path that leads up and follow it all the way. Now all you have to do is follow the path around until you reach another room. Enter and you'll find an orb sitting in front of you. Touch it and Lich will attack you!

--- BOSS: Lich

Lich can take a good beating and give out one just the same, so the first thing you should do is defend yourself or you'll quickly find that out that he'll pummel you into oblivion. After that, you can go on the offensive. Another annoying "feature" of these fiends is their very high strength, which can easily take out your weak characters in a snap. The obvious way to circumvent this problem is by having your White Mages continually cast Blink and Inv2, or Inv2 (if you have it, or more likely, if you can afford it) until Lich starts consistently missing your characters. However, Lich isn't all about strength, he has several semi-powerful spells that can wear away your HP.

Black Mages should weaken him with Slow, Slow2, Silence, and Bind (I think I got this to work), then strengthen the party with Steel and Haste, White Mages should heal the other characters and themselves when necessary, then start casting Dia2, which will do quite a bit of damage. Warriors and Monks should just attack, which is all they can do anyway... Red Mages should mimic the Black Mages and start their Fire spells at Lich, Healing the party when necessary, and attacking. This battle isn't hard, and it's pretty doubtful that any of your characters will die if you cast Blink and Invs1 enough times... and that's about it. It's more likely that you'll completely wipe the floor with him, and then you can move on. Heh. ---

After you kill Lich, enter the warp to get sent back to the surface. Woo hoo, the first fiend is gone, but this is only the beginning...

CHAPTER 5: MEETING AT CRESCENT LAKE ---

Treasure: 10 Gil, 155 Gil, 750 Gil, 795 Gil, 880 Gil, 1250 Gil, 1455 Gil, 1520 Gil, 1520 Gil, 1760 Gil, 1760 Gil, 1975 Gil, 2000 Gil, 2750 Gil, 4150 Gil, 7340 Gil, Potion x2, Antidote x2, Gold Needle, Tent, Cottage, Staff, Claymore, Mythril Axe, Ice Brand, Mythril Helm x2, Flame Mail, Mythril Shield, Flame Shield, Mythril Gloves, CANOE

Crescent Lake has a new selection of weapons and armour, as well as level 6 magic for your White, Black, and Red Mages. It's expensive, but you should check them out anyway. After you're done outfitting your characters, go past the Black Magic shop and follow the path through the forest until you reach a group of sages. Talk to them and they'll tell you some important stuff about the remaining three fiends. Most of the other sages will tell you the same stuff over and over again, but one of them will give you the CANOE, which you'll need to get to Mt. Gulg.

Exit the town, bust out your newly acquired CANOE and up the river. There are several annoying enemies you can encounter here, I would suggest you run away from most of them unless you have a cabin on hand so you can refill your magic charges. Either way, if you choose to attack them, do it with your Ice or Bolt spells. Jump into your CANOE and head left until the river branches off to the north, follow it up. Take a right at the next branch and continue up, then take a left at the next branch. Continue up and take a final left at the branch. Now all you have to do is follow the river and you'll near Mt. Gulg. Cross the river with your CANOE and use a tent or a cabin if you used some magic beforehand.

FLOOR 1: The first floor is just a very large circular room with lava practically everywhere, save the few little dots of safe ground here and there. There's no treasure here, and more importantly, no enemies that will give you any real trouble. The obvious path to the next floor would take you down around the bottom, then back to the top around the left side of the floor. An easier choice might be to just cross the lava field to the left of the entrance to Mt. Gulg. You'll take some damage but generally no more than you would if you took the first path.

FLOOR 2: Floor 2 is, in a nutshell, a long corridor connected to a very large room which coincidently has a large cache of treasure, but almost all of it is guarded by some rather annoying enemies, one of them are Pyros, and the other are Pyrolisks. Pyros are tough, but weak against Ice spells, so use them and they'll die rather quickly. Pyrolisks are nothing without a group as they are "pack hunters" so to speak. They are pretty weak but they can use the instant- kill spell Glance, often, and when you're dealing with a group of Pyrolisks, this means trouble. Use a strong spell that can hit multiple targets to get rid of them easily. Once you've collected the treasure, the stairs to floor 3 are at the far end of the aforementioned corridor, which you can reach via the two doors near the far bottom left corner of the large room.

FLOOR 3a: Ho, hum... just another inane floor checkered with lava patches. There's no treasure here, just head to the right and you eventually see the stairs to floor 4. The path to the left of the stairs leading back to floor 2 is a dead end, so don't bother.

FLOOR 4a: There are actually two different and separate sections here. This is one of the first floors to have this feature so you'll hopefully won't be confused when I refer to the floors as "floor 4a" or "floor 4b". You'll appear in a wide lava field with occasional "islands" of safe ground to step on There are no chests here so just hotfoot it to each island and you should see some stairs at the bottom right side of the floor that head back up.

FLOOR 3b: This floor is a lot like the floor 3a, except that the entire floor is broken into a series of small rooms and some long corridors with wide lava pools. There's nothing here that you haven't dealt with before, so walk (or run) left past two of the rooms, then go all the way down, then go all the way to the left again. Stairs that go back down? Yes!

FLOOR 4b: Unlike most the other floors here, this one has lots of treasure, including the vaunted Ice Brand. If you don't like the stupid sound it makes (it almost sounds like it's going to break every time you use it), that's too bad! It's the strongest sword you'll have for quite awhile. Ahem. The stairs to floor 5 are at the very bottom. It shouldn't be very hard to find.

FLOOR 5: Well, you're finally near the fiend of fire. Scared? Pssh. Don't worry about it. There's a choice of direction here. Actually eight directions but the two of interest are the South West path and the West path. Head down the West path first for a nice piece of equipment. Once you've collected the contents of the chest, walk down the other path to find the orb. Touch it.

--- BOSS: Marilith

Marilith has strong physical attacks that can do more than 100 damage to a Warrior and well over 200 to a White Mage or Black Mage. In addition to that, she has several mid-range spells that can wear you down easily. The first thing you should do in this battle is cast Mute to stop her spells, or just NulFire and NulBolt to lessen the amount of damage caused by her spells. After that, your White Mages should cast Blink, Shld2, Invs1/Invs2 until Kary, I mean, Marilith can't hit you anymore. Haste your physical attackers and let them go to work.

As for your Black Mages, they are out of luck. Marilith has a good resistance to all of his spells, even ice, which you would think she would be weak against. Just use up your strong offensive spells like Ice2, Bolt3 (if you have it), and Bind, which will work well if she continues to pound on your mages. Curiously, Fire3 actually does some damage to Marilith. Heh. Your physical attackers will be doing much of the damage here so just use your Mages be backup. After all of that, she should bite the dust soon. ---

Touch the crystal again and then enter the warp to get sent to the surface.

CHAPTER 6: THE TRIALS -

Treasure: 10 Gil, 160 Gil, 180 Gil, 500 Gil, 575 Gil, 1455 Gil, 1455 Gil, 1520 Gil, 2000 Gil, 2750 Gil, 2750 Gil, 5000 Gil, 5454 Gil, 7340 Gil, 7900 Gil, 9500 Gil, 9500 Gil, 9900 Gil, 10000 Gil, 12350 Gil, Cottage x2, Tent, Gold Needle, Flame Sword, Shirt, Ice Armor, Ice Shield, Mythril Gloves, Healing Staff, Ice Brand, Steel Gloves, Gauntlets, Ruby Armlet, LEVISTONE, RAT'S TAIL

Well, you have a choice of things to do... you can go to the Ice Cavern to get the LEVISTONE, which you'll need to find the remaining two fiends, or you can head to the Citadel of Trials, which has some good equipment and allows you to get the class upgrade! Well, not really, but it's a good place to go. I would recommend you go to the Citadel of Trials first, simply because it's much easier, and you can get the aforementioned goodies while you're there. Take your ship to the northwest corner of the north-eastern continent. If you look around with your ship, you'll find a small river, go down it with your canoe, then walk south until you see a castle. Use a tent then enter.

FLOOR 1: Walk up and the old man blocking the path through the pillars will ask for the CROWN. Once you show him the CROWN, he'll disappear, so continue up and enter the small throne room to the left. It's a dead end, right? Of course not. Sit on the throne and you'll get transported to the next floor.

FLOOR 2: This floor is pretty confusing. First, exit the room and enter the teleporter in the lower corner of the adjoining room. Next, enter each of the next three teleporters until you end up in another room with another teleporter and a door. Don't enter that teleporter, instead, exit the room, and enter the teleporter near the door in the corridor. In the next room, enter the teleporter on the right side of the room. After that, walk to the left, then up, but ignore all the teleporters for now. Instead, continue up and get the chest in the room in the corner. Now, walk down and enter the first teleporter you came across when you first warped to this area.

FLOOR 3: Go up and enter the room, then head to the right and grab the chests at the dead-end. Now, head all the way to the left, and follow the path around until you reach another group of chests, you'll find the RAT'S TAIL in one of them. After that, head towards the throne, but like almost every other important spot in this game, you'll run into another spiked square, with a fortunately easy sub-boss. Yay!

SUB-BOSS: Dragon Zombie

I guess this guy can be considered a sub-boss, but he's REALLY easy compared to the others. Warriors and Monks should attack, Red Mages should and Black Mages should use Fire2, and White Mages should use Dia2 and Cure2 when necessary. He'll go down for the count in one or two rounds.

Sit on the throne in front of you to get warped outside. Time to head to the Ice Cavern, the second and most dangerous stop in this chapter, and trust me this place is dangerous... so you should take the time to get any weapons, armour, and magic you missed. When you're ready, jump in your ship and head near the north-eastern edge of the southern continent. There should be a sheltered bay a little to the south of where you are, go to it then enter the river system. Follow the river around and you should be at the Ice Cavern soon. It's up to you, but I would strongly recommend that you use a tent or even better, a cabin before you enter.

FLOOR 1: Notice the lively music? It's the same as Mt. Duergar, but it seems weird to me why they would use it in such a deadly area (cave, dungeon, whatever...). The first floor is extremely linear, so you shouldn't have any problem finding the stairs to floor 2, and you can't get through the rubble to the other side of the stairs, so don't bother.

FLOOR 2a: Yawn. Despite the two different paths, this floor is still very linear because both paths lead to the same place - the stairs at the lower left side of the floor.

FLOOR 3b: Here's a very tiny room. Just take the stairs up.

FLOOR 2b: Go down and enter the room at the bottom. The LEVISTONE is in this room, but it's unreachable from your current position. Grab both treasures here, but make sure you don't step on any of the cracks. After you've collected the contents, step on any crack on the floor...

FLOOR 3a: You'll run into the big, bad White Dragon here, but he's really a pushover. They should be able to kill it within one or two rounds. Now on with the show. The area beyond the initial room you drop into is very large, and filled with treasure. There's also enemies of course, but the only two you really have to worry about are Sorcerers, Dark Wizards, and White Dragons. Of the three, Sorcerers and Dark Wizards, are the worst of the worst, so either run from them or kill them quickly with your strongest spells.

Now, walk to the left across the spikes, follow the path, and enter the room at the end. Woo hoo, treasure, but there'll be another spiked square in front of the chest containing the Cloth (a sort of bad joke from the guys at Square). It's another White Dragon, deal with it the way you did the last time. After you've collected the treasure, backtrack to the door of the first room on this floor, then head all the way down. Go down the left path when you reach the point where the path splits, and grab the treasure in the room at the bottom. Now, go back up and to the right and you'll find the stairs to the next floor.

FLOOR 1: Wee, you're back on floor 1, but this time on the other side of the rubble. Time to grab the treasure in each of the rooms, but DON'T walk onto the crack in the second room until you get all the treasure. When you're ready, step on the crack and break your back... or end up back on floor 2b, where the LEVISTONE is.

FLOOR 2b: You'll be right beside the LEVISTONE now, but when you step on the square next to it, you'll run into another enemy.

SUB-BOSS: Evil Eye

The Evil Eye has some pretty nasty spells, mostly of the instant-kill variety. Warriors and Monks should attack. Black Mages and Red Mages should use Fire3 and Bolt3. White Mages should use Dia2 or Cure2 when necessary. It shouldn't last any long than one round to finish.

After you win, you'll be able to take the LEVISTONE. Note that the LEVISTONE was originally called the FLOATER. I could make a truly tasteless joke here but I'll restrain myself. Heh. Walk around, and you'll probably fall through the floor back to floor 3a. Make your way back to the stairs, and you'll be be back outside.

Now you'll have to put your LEVISTONE to work, but where you ask. First, get back to your SHIP, then take it to the south-eastern edge of the continent, you should see a river that goes westward. Take your CANOE down this river, then turn south, get out and walk west into the Lykion Desert. Use the LEVISTONE while standing in the desert and you'll get the (start short fanfare) AIRSHIP! Take your new airship to the Cardia Islands and look in each hole for some treasure. After that, land on the island with two holes and then enter the one on the right. Look around and you'll find your way to Bahamut, the king of the dragons. Talk to him and he'll reward you with the class upgrade. Now, it's time to find the third fiend.

CHAPTER 7: THE SUNKEN SHRINE

Treasure: 10 Gil, 20 Gil, 110 Gil, 385 Gil, 450 Gil, 1760 Gil, 2000 Gil, 2750 Gil, 2750 Gil, 4150 Gil, 5000 Gil, 5000 Gil, 5450 Gil, 6400 Gil, 7340 Gil, 7690 Gil, 8135 Gil, 9000 Gil, 9900 Gil, 9900 Gil, 10000 Gil, 12350 Gil, 13350 Gil, Antidote, Mage's Staff, Light Axe, Ribbon x2, Diamond Helm, Diamond Armour, Diamond Shield, Giant's Gloves, Diamond Gloves, Diamond Armlet, Spellbinder, Defender, WARP CUBE, ROSETTA STONE

Now it's time to make good use of all that loot you cleared out of the Ice Cavern and the Citidel of Trials. Take a trip to Gaia first. You can find it close to the North Eastern corner of the world, surrounded by mountains. There's some good, but expensive goodies here. You're going to need at least 50,000 Gil later on so don't go crazy here. If you can afford it, buy some Protect Rings for your party members. After you're done here, fly back to the North Western continent and land at the Southern edge, near the river. When you land, go towards the river and jump into your CANOE. Paddle up the river until reach the waterfall. It's been said before, but I'll say it again if only for the sake of redundancy: there's ALWAYS something behind the waterfall in RPGs.

__  |  \_   |    \_   |      \_       __   |        \_   _/  |   |          \_/    |   |                 |   |                 |____   |  123456              |   |   =                  |   |___|                  |                          |                          ^                          Exit

FLOOR 1: There's some difficult enemies in here, including a few with instant- death spells, but that's nothing if you have some Protect Rings. This place is also full of dead-ends, but the real path to the treasure is left. Yes, really, just keep going left, and then down when you can't go left anymore. Talk to the malfunctioning robot in the room at the end of the path to get the WARP CUBE, another very important item that you'll need later, then get the treasure in the chests. Exit the cave.

I seriously hope you have money because you're going to need it. Take your CANOE back down the river, and then get off and go North into the desert. If you walk a little to the West of the forested area you'll be at the desert caravan. Talk to the guy and buy the BOTTLED FAIRY for 50,000 Gil. Use it and the fairy will appear, and then fly off. Now go back to your airship and head to Gaia again. Once you're there, go to the corner of the town and follow the path around until you reach a small lake. If you end up back on the world map, you've gone too far =P. Talk to the fairy and it'll thank you for freeing it. It'll go to the bottom of the lake and get you some OXYALE, which you'll need to get to the third fiend.

Now, go all the way back to the North Western continent and then walk to the North East along the coastline to find Onlak. Some of the people here are weird, as they act as if they're surprised that you have legs. You'll eventually see why they're like that. It might be best if you use the inn to save your game since this is the closest spot to the Sunken Shrine. When you're ready, go to the South Eastern corner and talk to the woman there. She'll give a short, rather cryptic message, and then disappear. Jump into the barrel and you'll be on your way to the Sunken Shrine. Note that you actually start on the third floor of the Sunken Shrine.

F2a V__                F4a |             _^      |_____________|           |           |       2   |       =   |    ___|___|   |   |                  1   |                  =   |__________________|             |             |             |            Surface

FLOOR 3a: Go up past the pillars until you reach a crossroad, head to the right from here and grab the treasure in the first room. Now go all the way to the left, then up and get the treasure in the second room. After this, you have a choice: you can either head straight to the third fiend, Kraken, by going to the upper-left corner of the room and taking the stairs down, or getting all the goodies by going to the upper-right corner of the floor and taking the stairs up. I suggest you go straight for Kraken so you get him out of your way, then clear out the treasure on the upper levels.

F3b ^        ___|        |        |        |        |        |     ___|    |    |    |    |______           ^            F3a

FLOOR 2a: You're on the floor 2a now. There's no treasure here so just head straight up to the stairs at the top.

F4b ___^ V   F2a

FLOOR 3b: You're back on floor three, but in a different area. Just go up the stairs.

F3b ____   V    | |        |         V          F3c

FLOOR 4b: Nothing happening here, just grab the treasure in the room and go down the other set of stairs.

1   _____    =    |    |    |    ^    |  F4b    | |   2____|         |         |         |         |         |         |         =   V_____| F2b

FLOOR 3c: Yet another area of floor three, enter the room, grab the treasure and go down the stairs at the bottom of the floor.

F1          V______ |       6         |   789A =          |    =      |___________|____|          |          |             _______^ F3c |           |   345    |            |        12    =     |            |        =    |_____|____________|________|

FLOOR 2b: You're finally in the main section of floor 4, and there's lots of treasure here. Check all of the rooms and grab the treasure in each of them. After that, walk all the way up and go down the stairs.

O Kraken |         =   _______|  |  |     ____  |    |    |  |    =    |  |____|    |          __|         |      _____         |     |     |         |     |     |         =     |     |         |_____|     |                     |_______                             |                             |                             ^                              F2b

FLOOR 1: Whew! Confused yet. You're finally on the final floor where Kraken is located. Walk up a little ways, and go left, then up, then left again. Now all you have to do is follow the path through the rather large room and you'll be at the orb. Touch it and Kraken will attack you.

--- BOSS: Kraken

Well, damn, this guy will probably give you a hard time if you're not ready. He's easily the toughest boss so far in the HP, defence, and offence departments, but he lacks something vital that most of the other bosses had, a pile of magic spells. He actually only has two spells, and both of them suck. Kraken does have his phenomenal strength of his physical attacks, which can easily knock out White and Black Wizards if you're not careful, as well as drop a large amount of HP from Knights, Masters, and Red Wizards. How do you fix this? Easy, there are actually two ways. The first method is rather cheap, but will end this battle quickly.

If you have the spell Break, just keep casting it until it connects, and kills Kraken. The second, tougher method involves casting the usual group of spells: Blink, Shld2, Invs1, and Invs2 like crazy until he can't hit you consistently, then Haste, Steel, and Sabre on your Knights, Monks, Ninjas, and Red Wizards so they can beat the crap out of Kraken. Of course, you'll never be able to completely avoid Kraken's attacks, since he has such a high attack percentage, but, for the most part the remainder of this battle will be easy.

Black Wizards are actually somewhat effective in this battle, just have them use their Bolt3, and when you run out of those, your Ice3 spells. They won't do as much damage as you would expect, but hey, they work well enough. If you run out of Ice3, start randomly using your next strongest spells, they'll hardly do any damage, but it's better than nothing. As long as you have on enough casts of Blink, Invs1, and Invs2, you should be able to easily outlast him, just keep pummelling him with spells with your mages and your physical attacks with your other guys and he'll be dead in no time flat. ---

After you defeat Kraken, walk into the warp to get sent back to the surface. It's easier to do this than to backtrack all the way back to floor 3a, and then going up to get the treasure. Once you're back in Onrak, stay at the inn to refill your charges, then head back down into the Sunken Shrine.

F2a V__                F4a |             _^      |_____________|           |           |       2   |       =   |    ___|___|   |   |                  1   |                  =   |__________________|             |             |             |            Surface

FLOOR 3a: Time to go treasure hunting =). Go to the top right corner and take the stairs up.

1                     =                    __|                   /               F3a /              V                 |                | |_______        |                         |        |                      2  |________|                      =  |                      |__|                  ____|                 |                 |                _|        4   ____           3   |          =  |    |            =  |     _____|__| 5  |            |__|____|          =  |                               |__^ F5

FLOOR 4a: Lots of treasure here, just be quick because there are a number of annoying enemies here. Ghosts hit rather hard and appear in groups so watch out for them. Sahagin Princes are also a pain in the ass only because they appear in large groups that take awhile to defeat. Even still, I would take the time to get all of the treasure because there's some good stuff here. The stairs to floor 5 are in the bottom right side.

<_________        67    BCD   _________> | 4      =      =  |                   |  =      |__    |__|                ___|__|___      |               |          |  5  |   8               |          |  =  |   =               |          |__|__|___|               |      123       |               |       =        |               |_______|        |                       |        |                       |        |___                       V    9   | A | F4a  =   | = | |___| |_|

FLOOR 5: There's tons of treasure here, along with the mermaids the people in Onrak were talking about. Hmmm. So I guess the woman guarding the barrel in the beginning was a mermaid at one point. Grab everything and then top left corner and walk to the left. You'll wrap around to other side where there's one last room. Enter it and grab the treasure, which includes the ROSETTA STONE, and then backtrack all the way to the barrel to get to Onrak again.

Now that you're back on the surface, the question remains, what do you with the ROSETTA STONE. Well, I would sell it, but that would defeat the purpose of the Light Warriors since it's an important item to the plot of the game. Then, the fiends would continue to dominate the world. Ahhh!! Ahem. Anyway. Do the next best thing, take it to Dr. Unne in Melmond. That pompous ass surely knows what to do with it, and he does! He'll teach out the Lufenian language, which you can use right away by going to Lufenia. Fly to North Eastern continent.

CHAPTER 8: INTO THE SKY ---

Treasure: 180 Gil, 800 Gil, 880 Gil, 2750 Gil, 3400 Gil, 3400 Gil, 4150 Gil, 4150 Gil, 5000 Gil, 5450 Gil, 6400 Gil, 6720 Gil, 7600 Gil, 7900 Gil, 7900 Gil, 8135 Gil, 8135 Gil, 9000 Gil, 9500 Gil, 9900 Gil, 10000 Gil, 12350 Gil, 13000 Gil, 13000 Gil, 18010 Gil, 18010 Gil, Tent, Potion x2, Gold Needle x2, Cottage, Thor's Hammer, Vorpal Sword, Sunblade, Healing Helm x2, Dragon Mail, Aegis Shield, Venom Blade, Sasuke, Ribbon, Mythril Helm, Shirt, Protect Cloak, Black Robe, White Robe, Diamond Shield, Diamond Gloves, Protect Ring x2, BELL, ADAMANTITE

You won't be able to land anywhere near Lufenia because of the swamp and forest in the area. The only place to land is a small square North of Lufenia near Gaia. Land at that spot then make your way down to Lufenia. You can buy some more level 8 magic here, but the best stuff is "hidden" in somewhere in town but it isn't much of a secret if you look around. Walk to the top-right corner of Lufenia and then head off to the right to find it. Buy both Flare and Life2. They may cost an arm and leg (60,000 Gil each!) but they will be worth it for the road ahead. Now, after that's taken care off, walk back to the town proper and talk to the guy near the bottom-right corner for the BELL, which you'll need to enter the Mirage Tower.

Walk back to the airship and then land on the grass pretty much directly South, near the Yahnikurm Desert entrance. There's a well known spot you can land that will leave you much close to the Mirage Tower but it's a little hard to find. Basically go South-West with your airship and look for a tiny patch of land right beside the mountains. It's the spot where the mountains start to recede to the East, forming a sideways "V" shape. Now walk to the North-West and you'll find the Mirage Tower which you'll be able to enter now. If you haven't already, you should have a full stock of items, fully healed, and all of your magic charges ready to go. You're going to need it here.

__          6            __|  |          |           |     |    234   |5           |_   1|    ______|             |   |   |             |   |___|             |_________                       |                       |                       |                   ____|                   =   =                   |   |                   |   |                   ^   V                   F2  Exit

FLOOR 1 (M. Tower): The stairs to floor 2 are right to the left of you. Just go through the door in front of you and then through the door on the other side to reach them. The center area has a bunch of treasure. You should get it since there's some good stuff there.

____________________  _____|                    |  |                      _^  |_  |   __                | F3   |_ |__| |               |        |        |_______        |        |_____           _____|       |_             |          |               |__          |          |                  |         |          |                  |         |          |  1          5    |       __|          |  2 ________ 6    |      |          |  3|        |7    |      |          |  4|        |8    |      |          |   =        =     |   ___|          |___|        |_____|  |                            ____|                       ____|               _______|               V               F1

FLOOR 2 (M. Tower): Ugh. Just follow the path around until you see a space between the pillars at roughly 11 o'clock. Make your way downwards along the inside wall until you see a door, and get the treasure inside and exit at the opposite end. Continue up and you'll find the stairs to floor 3.

F3         V          |__________ |                    |                     |                     |          ^ F1 (Fort)| |         |          !          |          =          |          |__________|

FLOOR 3 (M. Tower): This room is simple. Just go around to the bottom where the door is and enter it. You'll enter a battle with a Blue Dragon one tile in front of the door but it's pretty easy to kill. Enter the teleporter in the center of the room after you kill it and you'll get warped to the Flying Fortress.

^ F2 (Fort) |                      |                       |                       |                       |                       |____                            |    3             F3 (Tower)|             7 89 2|4    _______     V    |_______     6 | | 5  |       |    |    |       |_      | A    =    _|       |    =    |         |_    = |___|        |____|____|           |___|                       |                       |                       |                       |____                            |                       1    |                       =    |                       |____|

FLOOR 1 (Fortress): You start in the center. Work your way around for some more treasure and then head to the warp in the north.

F2 (Fort) V            1___2      |         3___ =        |            =              |__       |       _____|                 |_     |     _|                   |____|____|                        |            4            |7          |            | 5           6|     ______|_______     |            |    |      |       |    |            =    |      |       |    =            |____|     _|_      |____|                     _| | |_                   _|   |   |_             _8   |     |     |  A9_ =   |     |     |    =             |____|     |     |____|                        |                        ^                        F3

FLOOR 2 (Fortress): Head down and into each of the different paths for some treasure. Be sure to get the ADAMANTITE here. Once you've collected all of the treasure, find the warp at the southern-most point (6 o'clock) to continue on. If you want, you can exit the Flying Fortress and then go back to Mt. Duergar and get the ADAMANTITE forged into the Excalibur sword.

7 8            9 A               = |____                   |                    |                    |                  5 6                    |                  3 4   BCDE             |                  1 2 =              | F2                 = |_______________V_                  |__ |      |                     |              |       |         _____       |       F4 ^___|       |________|     |      | |______|

FLOOR 3 (Fortress): The warp to floor 4 is just to your left and then down. There's also a bunch of treasure to the far right after you go through a needlessly tedious mini maze to get the items there. There's more treasure to be had if you go up and directly left from the floor 2 warp. If you look through the large window near the floor 2 warp, you'll find out where to go once you defeat this fiend.

F3            V__________________ ***     ***   |                 ***      ***   |                                |                          ***   |                          ***   |                                ^                                F5

FLOOR 4 (Fortress): The whole of floor 4 is a maze of sorts. If you start walking you'll notice you don't run into any dead ends, it just keeps going and going and going... that's because the top and the bottom, and the left and the right boundaries of the floor wrap around to each other respectively. To find the warp to floor 5 the easy way, go left past two of the windows, and then down twice until you see it.

O Tiamat |                  |                   =                   |                   |                   |                   |                   |                   |                   |                   V                    F4

FLOOR 5 (Fortress): Just head up until you get to Tiamat. Don't mess around here because there's a (slight) chance you'll run into a Warmech... and if you do, you'll probably get your ass handed to you. Anyway. You should give the Excalibur sword and the Giant's Glove to your strongest attacker. This will even the odds a lot. Prepare yourself and then touch to orb.

BOSS: Tiamat

She's TOUGH if you're not prepared. The first thing you should have your White Wizard do is to just have him cast Blink, Shld2, Invs1/Invs2, NulAll on all of your party. Keep stacking those spells on your guys until your White Wizards gets low/runs out of charges at those magic levels. By then, Tiamat should be having a hard time hitting you. Of course, you should Heal any Knight, Ninja, Red Wizard before their HP falls below half of max, and any of the rest before their HP falls anywhere between half and three-quarters of max. Seriously. Tiamat can and often will hit like a ton of bricks and can knock out or seriously damage most characters rather easily (depending on your levels).

Have your Black Wizards and Red Wizards start powering the rest of the party but the Knight with the Excalibur should get priority to Haste and the other stat-boosting spells. Once that's done, they should focus on attacking Tiamat. Start with Flare. That should do some decent damage while it lasts. After that you're out of luck, as rest of your damaging spells won't do too much damage, so just have your Black Wizards and Red Wizards cast their strongest non-Flare spells. Also, don't bother with status effect spells. They won't work as far as I know. An alternate strategy would be to have your Black Wizard cast Break, either one after another, or alternate with damaging spells. Either way, it will take some time for Break to actually connect and kill Tiamat.

The Venom Sword would be a better choice since you can use it any number of times and it will usually work faster.

Your Masters and Ninjas should just attack. Knights will have the ability to use low level White Magic so you should cast a few Blink spells on them just for the sake of redundancy and then have them attack. Red Wizards should start by protecting and powering up the rest of your party first, and then attack, or use spells. Whichever one works best.

It will take awhile but you'll eventually kill Tiamat. She has some strong spells herself as well as a bitchin' physical attack. The NulAll should take care of the elemental spells she casts like Thunderstorm and most of everything else, but watch out for Toxin. It might kill one your guys but as long as you have Ribbons you should be okay.

Walk up to the crystal and shine that sucker up. After it gets its glow back, head into the teleporter to get warped outside. Now what are you supposed to do, you ask? Simple. Go back to the Temple of Chaos, where you first fought Garland, the pathetically easy, not-really-fit-to-be-a-bad-guy knight, if you were paying attention... but first, you should do some stuff to prepare yourself for the gauntlet that is the Temple of Chaos. First off.

- Level up some more if you're not in the late twenties. A good level to shoot for is level 29 or thereabouts, a little more if you're uncomfortable. Level 40+ is an overkill, and no fun at all.

Secondly, you should check for the following items.

- ADAMANTITE from the Flying Fortress. Take it to the blacksmith at Mt. Duergar to have him forge it into the Excalibur, the second-most powerful sword in the game. However, only Knights can equip it.

- Four Protect Rings from Gaia. These will help greatly in not getting you killed from auto-kill spells.

- Three Ribbons from various places. You'll NEED these, so don't forget them when you enter the Temple of Chaos.

- The Healing Staff, and the Healing Helm. These help again, but aren't totally necessary, they just help ease the burden of using Potions.

- 99 Potions and Antidotes for obvious reasons.

- Any other weapon, armor, or spell you may have missed in the dungeons, especially Flare, Holy, NulAll, and Warp2. The first three spells are just useful spells but the Warp2 spell is critical. If anything happens to go seriously wrong, you can use this spell to exit the dungeon.

CHAPTER 9: THE FINAL RUN

Treasure: Masamune, Protect Ring, Sasuke, Protect Cloak, 45000 Gil, 65000 Gil, 26000 Gil

When you're ready, take the airship to the Temple of Chaos and save outside the entrance. Enter it.

O     | |     =      |      |      |      |     Exit

FLOOR 1: Head into the center room and touch the black orb inside, which will then disappear. As soon as you step there, you'll get transported 2000 years into the past.

|   |    |    |______           |_______                   |                   |                   |_____^                         F3

FLOOR 2: Exit the room and head to the stairs in the bottom right corner.

V_________^ F2        F4

FLOOR 3: Head to the right to find the next set of stairs.

F3 V__ |         |          |          |           ^ F2          |           | |          =          |           |          |___________|

FLOOR 4: Go all the way down and then follow the pillars to the right and then up into the center room. The square in front of the door is spiked (go figure) so... battle time!

SUB-BOSS: Death Eye

Death Eye is just a slightly stronger Evil Eye, but it's still no problem if you brought along some Protect Rings. Just pound on it until it dies.

Ignore the chests to the right and left of the statues if you want. They are just hoards of Gil, 45,000 and 65,000 to be exact, and you probably don't need any more at this point in the game. Walk up to the slab of stone between the statues and use the LUTE to open it.

F2 V__ |        |         |         |           ^ F4         |           | |          =         |           |         |___________|

FLOOR 3: Exit the room and walk to the top left corner to find the stairs to... floor 2?!? Arggh.

F3 V                    ^ EARTH |                    |     |_____________________|

FLOOR 2: Walk to the left to find the stairs. Simple as that.

_______________________       |                       |        |                       |        |                       |        |                       |        |                       |        |                       |        |                       |        |                       ! Lich F2 ^                      V FIRE

EARTH FLOOR: It's getting tougher but it should still no problem if you're using the Healing Helm and the Healing Staff often. The stairs you're looking for would be a direct walk to the right but since they are blocked that way, you'll have to take the long way around. Don't bother with anything else, just walk to the bottom right corner where the stairs are. As soon as you try to go down them, you'll get attacked by the new and slightly improved Lich.

-- BOSS: Lich 2

This time Lich is a pushover but watch your HP when he casts Flare as his first attack. I find it strange that a boss that's super weak against Fire can cast the strongest Fire spell in the game. Nintendo logic at work again! All you really need to do is attack him. A few casts of Dia3 and Fire3 will help speed things along but don't overdo it because you'll REALLY need your magic charges later. Lich should go down for the count soon enough. --

Now, head down the stairs.

______________        |              |         |              |         |              |         =              =         | EARTH  WATER | |    ^  V     | |    |  |     |         |_____|  |_____|      2________   | _______1      |       =   | =      |      |       |___|_|      |_________________      |                                      |       4      |                                      =       =      |__________________                    ________|                         |                         |  3                         |   |                         |___|

FIRE FLOOR: There are some chests here that you can get. They are a pain in the ass to get as you can see from my rough map of the floor but they can help if you still need protect items.At the stairs, head left and then up through the door. Make your way across the room, and then down again. Follow the pillars to find the stairs to the next floor, or if you want continue downward through another set of doors to find the aforementioned Protect items. There's more treasure here but you probably don't need it so head back up and find the stairs. Marilith will attack you before you can head down them.

- BOSS: Marilith 2

She's a little tougher than the last time you fought her but this battle is still simple. First off, have your White Wizard cast NulFire, and then beat the crap out of her. You don't really need to cast too many spells but it's up to you. --

Two fiends down and now there are two left. Unfortunately, the last two are much tougher since you fought them fairly recently. Down the stairs we go...

FIRE ^   _____   |    =   =   |____|   |__               |     ________  |    |       =  |    |       |__|    |     ____________    |     =          =    |     |____      |    |          |     |    |________  |     |            =  |     |            |__|     |                     |                     |__________V AIR

WATER FLOOR: This floor is very annoying. It's basically just a bunch of rooms connected to one another. Head into the room beside the stairs, and then down past the pillars into the next room. From here you can just follow the path around until you reach these weird tablets, at which point you should go down again and through the door. Head to the bottom right corner to find the stairs and Kraken waiting for you.

-- BOSS: Kraken 2

Well, he's still one of the most resilient bastards in this game but you can probably finish him off easier than the previous time. Keep your various Wizard's HP up and cast some Shld2, Blink, and Invs1/Invs2 spells to fend off his physical attacks. Power up your characters and then pound on him until he dies. The spell Break still works but I would still recommend the Venom Sword if you want to go that route. --

Head to the right and down the stairs to the almost final floor, yup, the air floor, where Tiamat inevitably awaits...

WATER ^  |__                       CHAOS |        ____        V      |        |    |       | |________|   |_______|          |          |          |____               |               |               |_______          1                       \         =                        \        |                         \_______|

AIR FLOOR: At last, a simple floor! The battle with Tiamat is a short walk to the right, but don't go there yet. Instead, head down and to the right where you should see a narrow path leading to a small room with a chest. Inside is the Masamune, the strongest sword in the game. You can give it to pretty much anyone to increase their attacking power significantly. I find it's best to give it to someone other than the Knight, since he already has the Excalibur. It's entirely your choice though. After you've collected the Masamune, take a walk back to the stairs to the Water Floor and then go right. You'll find Tiamat easily enough.

-- BOSS: Tiamat 2

Hmm. She could be tough, since you just recently battled her in the Flying Fortress. Keep up your character's HP and dose them in Blink, Shld2, Invs1/Invs2. Now, power up your character and attack. You should be on guard against her stronger spells and Toxin specifically, which might kill one of your guys. Heal and Revive when necessary but watch out for your magic charges. Again, the spell Break or the Venom Sword will kill her fairly quickly.

After you've won, head down the stairs to the final floor.

__________    |          |     |          ^ AIR |   _|   |   |   |   |_     |     |     |_         X FINAL BOSS |_      |         |      =         |______|

CHAOS FLOOR: You won't run into any battles here so don't worry about it. Head down past the pillars into the center room. Before you enter, you should heal as much as you can and then enter. You can Memo save here if you want too in case you die. Anyway, inside you'll find... Garland! He'll tell you a little of what happened after you killed him in the future. There's no point putting that here, since, if you made it here, you'll be able to read what he said. At least, he's not angry about the beating you gave him back in the future. Heh. Lets get this over with...

BOSS: Chaos

This space was intentionally left empty.

Just Kidding.

Well, here's some good news for those people who endured the original game back in the day. He can't use that cheap spell CRACK anymore, thus reducing his lameness factor by approximately 400%. He also may or may not still use Cure4 but I suspect that he doesn't and it really doesn't change much of anything about this battle. I don't know myself since I've killed him before he could use it, which was round 7 or 8 in the original game.

Well, the game is finished so congrats to that. Enjoy the ending but don't expect much. Notice how Square didn't even bother to make a better ending, they just tacked the same old text based crap the original game had at the end.

EPILOGUE

The time loop was served at last.

The battle spanning 2000 years came to an end, and peace prevailed.

The light of the four crystals revived the wind, water, earth, and fire.

It all began with a trivial misunderstanding, but it was enough to open Garland's heart of darkness.

His hatred swelled with the four forces of nature, and from it were born the four fiends of chaos.

Evil swallowed the world, plunging it into darkness.

But that is now part of the stuff of legends. Thanks to the courage and strength of the four warriors.

The warriors will travel in time once more. The world to which they will be restored to it's nature state.

Princess Sarah, Queen Jane, and even Garland will be there, oblivious to what happened in that time twisted dimension.

But when did it all happen?

The source of chaos lay in a strand of time looped around to connect 2000 years.

Four warriors were chosen by the very same forces that had plunged the world into darkness.

These four forces were the key to banishing the darkness as well.

And when everything was over... the memories of the four warriors' journey to the past was destined to be lost forever.

But their deeds will survive in people's hearts as legend. The tales will be passed down for generations to come.

Dwarves and Elves, Dragons, and people who reach for the stars - all will cherish the tales.

The warriors are returning. Travelling back from the world 2000 years past.

With the memory of their journey buried deep within their hearts, they will carry on their lives and watch over the world.

Never forget... the light of this world must always be guided in the right direction. If it goes astray, darkness will come again.

A crystal shines within every heart.

A crystal gleams within your heart, too... for you are the one who fought the battle spanning 2000 years.

May the world be blessed with light for eternity.

--- [Appendices][_ff1_ap]-- ---

BESTIARY

LETTER A

Name    |   Aeros HP      |   358 Gil     |   807 Exp     |   1614 Atk     |   53 Def     |   4 MDef    |   130 Resists |   Quake, Death, Confusion, Paralysis Weakness |  None --- Name    |   Anaconda HP      |   80 Gil     |   50 Exp     |   165 Atk     |   22 Def     |   10 MDef    |   56 Resists |   None Weakness |  None --- Name    |   ASTOS HP      |   168 Gil     |   2000 Exp     |   2250 Atk     |   26 Def     |   40 MDef    |   170 Resists |   None Weakness |  Silence --- Name    |   Aquos HP      |   300 Gil     |   800 Exp     |   1962 Atk     |   69 Def     |   20 MDef    |   130 Resists |   Quake, Fire, Death, Confusion, Paralysis Weakness |  Ice

LETTER B

Name    |   Basilisk HP      |   196 Gil     |   658 Exp     |   1977 Atk     |   30 Def     |   20 MDef    |   91 Resists |   None Weakness |  None --- Name    |   Black Widow HP      |   28 Gil     |   8 Exp     |   30 Atk     |   10 Def     |   0 MDef    |   28 Resists |   None Weakness |  None --- Name    |   Bloodbones HP      |   144 Gil     |   378 Exp     |   378 Atk     |   26 Def     |   12 MDef    |   76 Resists |   Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia

Name    |   Blue Dragon HP      |   454 Gil     |   2000 Exp     |   3274 Atk     |   92 Def     |   20 MDef    |   200 Resists |   Quake, Bolt Weakness |  None

LETTER C

Name    |   Centipede HP      |   222 Gil     |   300 Exp     |   1194 Atk     |   39 Def     |   20 MDef    |   116 Resists |   None Weakness |  None --- Name    |   CHAOS HP      |   4000 Gil     |   0 Exp     |   0 Atk     |   100 Def     |   100 MDef    |   200 Resists |   Every damn spell in the game Weakness |  None --- Name    |   Chimera HP      |   300 Gil     |   2500 Exp     |   2064 Atk     |   30 Def     |   20 MDef    |   130 Resists |   Quake, Fire Weakness |  Ice --- Name    |   Crawler HP      |   84 Gil     |   200 Exp     |   186 Atk     |   1 Def     |   8 MDef    |   51 Resists |   None Weakness |  None --- Name    |   Crazy Horse HP      |   64 Gil     |   15 Exp     |   63 Atk     |   10 Def     |   2 MDef    |   40 Resists |   None Weakness |  None --- Name    |   Crocodile HP      |   184 Gil     |   900 Exp     |   816 Atk     |   42 Def     |   16 MDef    |   103 Resists |   Quake, Fire Weakness |  Bolt, Ice --- Name    |   Cobra HP      |   56 Gil     |   50 Exp     |   123 Atk     |   6 Def     |   6 MDef    |   46 Resists |   None Weakness |  None --- Name    |   Cockatrice HP      |   50 Gil     |   200 Exp     |   186 Atk     |   1 Def     |   4 MDef    |   47 Resists |   Quake Weakness |  None

LETTER D

Name    |   Dark Wizard HP      |   105 Gil     |   1095 Exp     |   1095 Atk     |   26 Def     |   40 MDef    |   170 Resists |   None Weakness |  None --- Name    |   Death Eye HP      |   360 Gil     |   1 Exp     |   1 Atk     |   120 Def     |   60 MDef    |   160 Resists |   Quake, Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia --- Name    |   Desert Baretta HP      |   352 Gil     |   1 Exp     |   2610 Atk     |   98 Def     |   48 MDef    |   156 Resists |   None Weakness |  None --- Name    |   Dragon Zombie HP      |   268 Gil     |   999 Exp     |   2331 Atk     |   56 Def     |   30 MDef    |   135 Resists |   Quake, Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia

LETTER E

Name    |   Earth Medusa HP      |   96 Gil     |   1218 Exp     |   1218 Atk     |   11 Def     |   12 MDef    |   70 Resists |   Quake, Ice Weakness |  Fire

Name    |   EVIL EYE HP      |   162 Gil     |   3225 Exp     |   3225 Atk     |   30 Def     |   30 MDef    |   92 Resists |   Quake Weakness |  None

LETTER F

Name    |   Fire Gigas HP      |   300 Gil     |   1506 Exp     |   1506 Atk     |   73 Def     |   20 MDef    |   135 Resists |   Fire Weakness |  Ice --- Name    |   Fire Hydra HP      |   182 Gil     |   400 Exp     |   1215 Atk     |   20 Def     |   14 MDef    |   103 Resists |   Fire Weakness |  Ice

Name    |   Fire Lizard HP      |   296 Gil     |   1200 Exp     |   2472 Atk     |   31 Def     |   18 MDef    |   143 Resists |   Fire Weakness |  Ice

LETTER G

Name    |   GARLAND HP      |   106 Gil     |   250 Exp     |   130 Atk     |   15 Def     |   10 MDef    |   64 Resists |   None Weakness |  None --- Name    |   Gigas Worm HP      |   56 Gil     |   15 Exp     |   63 Atk     |   17 Def     |   8 MDef    |   40 Resists |   None Weakness |  Fire --- Name    |   Ghast HP      |   56 Gil     |   117 Exp     |   117 Atk     |   8 Def     |   10 MDef    |   40 Resists |   Quake, Ice, Death, Paralysis, Confusion Weakness |  Fire, Dia --- Name    |   Ghost HP      |   180 Gil     |   990 Exp     |   990 Atk     |   93 Def     |   30 MDef    |   85 Resists |   Quake, Ice, Death, Paralysis, Confusion Weakness |  Fire, Dia --- Name    |   Ghoul HP      |   48 Gil     |   50 Exp     |   93 Atk     |   8 Def     |   6 MDef    |   36 Resists |   Quake, Ice, Death, Paralysis, Confusion Weakness |  Fire, Dia --- Name    |   Gnoma HP      |   288 Gil     |   768 Exp     |   1536 Atk     |   66 Def     |   20 MDef    |   130 Resists |   Quake, Ice, Bolt, Death, Confusion, Paralysis Weakness |  Fire --- Name    |   Goblin HP      |   8 Gil     |   6 Exp     |   6 Atk     |   4 Def     |   4 MDef    |   16 Resists |   None Weakness |  None --- Name    |   Goblin Guard HP      |   16 Gil     |   18 Exp     |   18 Atk     |   8 Def     |   6 MDef    |   23 Resists |   None Weakness |  None --- Name    |   Goggler HP      |   10 Gil     |   10 Exp     |   42 Atk     |   4 Def     |   0 MDef    |   14 Resists |   Bolt, Ice Weakness |  Quake, Fire --- Name    |   Green Dragon HP      |   342 Gil     |   5000 Exp     |   4068 Atk     |   72 Def     |   16 MDef    |   200 Resists |   Quake Weakness |  Ice --- Name    |   Green Slime HP      |   24 Gil     |   20 Exp     |   84 Atk     |   1 Def     |   255 MDef    |   36 Resists |   Quake, Bolt, Confusion, Death, Paralysis Weakness |  Ice, Fire --- Name    |   Grey Ooze HP      |   76 Gil     |   70 Exp     |   255 Atk     |   30 Def     |   7 MDef    |   55 Resists |   Quake, Ice, Fire, Confusion, Death Weakness |  Bolt --- Name    |   Guardian HP      |   200 Gil     |   400 Exp     |   1224 Atk     |   25 Def     |   40 MDef    |   110 Resists |   Death, Confusion, Paralysis Weakness |  Bolt

LETTER H

Name    |   Hellhound HP      |   192 Gil     |   600 Exp     |   1182 Atk     |   30 Def     |   8 MDef    |   103 Resists |   None Weakness |  Ice --- Name    |   Hill Gigas HP      |   240 Gil     |   879 Exp     |   879 Atk     |   38 Def     |   12 MDef    |   120 Resists |   None Weakness |  None --- Name    |   Horned Devil HP      |   94 Gil     |   387 Exp     |   387 Atk     |   10 Def     |   32 MDef    |   127 Resists |   Quake, Fire, Ice Weakness |  None --- Name    |   Hydra HP      |   212 Gil     |   150 Exp     |   915 Atk     |   30 Def     |   14 MDef    |   116 Resists |   None Weakness |  None

LETTER I

Name    |   Ice Gigas HP      |   336 Gil     |   1752 Exp     |   1752 Atk     |   60 Def     |   16 MDef    |   150 Resists |   Ice Weakness |  Fire

LETTER K

Name    |   KRAKEN 1 HP      |   1600 Gil     |   5000 Exp     |   4245 Atk     |   50 Def     |   60 MDef    |   160 Resists |   Quake, Fire Weakness |  Bolt, Ice --- Name    |   KRAKEN 2 HP      |   1800 Gil     |   1 Exp     |   2000 Atk     |   70 Def     |   70 MDef    |   200 Resists |   Quake, Fire Weakness |  None

LETTER L

Name    |   Lesser Tiger HP      |   132 Gil     |   108 Exp     |   438 Atk     |   22 Def     |   8 MDef    |   85 Resists |   None Weakness |  None

Name    |   LICH 1 HP      |   800 Gil     |   3000 Exp     |   2200 Atk     |   40 Def     |   40 MDef    |   120 Resists |   Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia --- Name    |   LICH 2 HP      |   1000 Gil     |   1 Exp     |   2000 Atk     |   50 Def     |   50 MDef    |   140 Resists |   Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia --- Name    |   Lizard HP      |   92 Gil     |   50 Exp     |   153 Atk     |   18 Def     |   12 MDef    |   55 Resists |   None Weakness |  None

LETTER M

Name    |   Manticore HP      |   164 Gil     |   650 Exp     |   1317 Atk     |   22 Def     |   8 MDef    |   95 Resists |   Quake Weakness |  None --- Name    |   MARILITH 1 HP      |   1200 Gil     |   3000 Exp     |   2475 Atk     |   40 Def     |   50 MDef    |   183 Resists |   Bolt, Ice, Fire Weakness |  Paralysis --- Name    |   MARILITH 2 HP      |   1400 Gil     |   1 Exp     |   2000 Atk     |   60 Def     |   60 MDef    |   183 Resists |   Bolt, Ice, Fire Weakness |  None --- Name    |   Medusa HP      |   68 Gil     |   699 Exp     |   699 Atk     |   20 Def     |   10 MDef    |   55 Resists |   None Weakness |  None --- Name    |   Mummy HP      |   80 Gil     |   300 Exp     |   300 Atk     |   30 Def     |   20 MDef    |   60 Resists |   Ice, Death, Paralysis, Confusion Weakness |  Fire, Dia

LETTER N

Name    |   Necrotaur HP      |   224 Gil     |   1050 Exp     |   1050 Atk     |   40 Def     |   14 MDef    |   116 Resists |   Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia --- Name    |   Neochu HP      |   344 Gil     |   500 Exp     |   3189 Atk     |   35 Def     |   32 MDef    |   170 Resists |   None Weakness |  None --- Name    |   Nightmare HP      |   200 Gil     |   700 Exp     |   1272 Atk     |   30 Def     |   24 MDef    |   100 Resists |   Quake, Fire, Death, Confusion, Paralysis Weakness |  Ice

LETTER O

Name    |   Orge HP      |   100 Gil     |   195 Exp     |   195 Atk     |   18 Def     |   10 MDef    |   65 Resists |   None Weakness |  None Name    |   Orge Chieftain HP      |   132 Gil     |   300 Exp     |   282 Atk     |   23 Def     |   14 MDef    |   71 Resists |   None Weakness |  None Name    |   Orge Mage HP      |   144 Gil     |   723 Exp     |   723 Atk     |   23 Def     |   10 MDef    |   80 Resists |   Quake Weakness |  None

LETTER P

Name    |   Piranha HP      |   92 Gil     |   20 Exp     |   240 Atk     |   22 Def     |   0 MDef    |   68 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Pirate HP      |   6 Gil     |   40 Exp     |   40 Atk     |   8 Def     |   0 MDef    |   15 Resists |   None Weakness |  None Name    |   Piscodemon HP      |   84 Gil     |   300 Exp     |   276 Atk     |   30 Def     |   16 MDef    |   98 Resists |   Ice, Fire, Confusion, Paralysis Weakness |  None Name    |   Privateer HP      |   50 Gil     |   120 Exp     |   60 Atk     |   14 Def     |   6 MDef    |   37 Resists |   Quake Weakness |  None Name    |   Purple Worm HP      |   448 Gil     |   1000 Exp     |   4344 Atk     |   65 Def     |   10 MDef    |   200 Resists |   Quake Weakness |  None Name    |   Pyros HP      |   276 Gil     |   800 Exp     |   1620 Atk     |   50 Def     |   20 MDef    |   130 Resists |   Quake, Fire, Death, Confusion, Paralysis Weakness |  Ice Name    |   Pyrolisk HP      |   44 Gil     |   500 Exp     |   423 Atk     |   20 Def     |   4 MDef    |   45 Resists |   Quake, Fire Weakness |  Ice

LETTER R

Name    |   Rakshasa HP      |   110 Gil     |   800 Exp     |   603 Atk     |   20 Def     |   30 MDef    |   62 Resists |   Quake, Bolt, Fire, Ice, Death, Confusion, Paralysis Weakness |  None Name    |   Red Dragon HP      |   248 Gil     |   4000 Exp     |   2904 Atk     |   75 Def     |   30 MDef    |   200 Resists |   Quake, Fire Weakness |  None Name    |   Red Piranha HP      |   172 Gil     |   46 Exp     |   546 Atk     |   37 Def     |   20 MDef    |   83 Resists |   None Weakness |  None Name    |   Remora HP      |   320 Gil     |   1000 Exp     |   2244 Atk     |   73 Def     |   24 MDef    |   185 Resists |   Fire, Ice Weakness |  None

LETTER S

Name    |   Sabretooth HP      |   200 Gil     |   500 Exp     |   843 Atk     |   24 Def     |   8 MDef    |   106 Resists |   None Weakness |  None Name    |   Sand Worm HP      |   200 Gil     |   900 Exp     |   2683 Atk     |   46 Def     |   14 MDef    |   103 Resists |   Quake Weakness |  None Name    |   Sahagin HP      |   28 Gil     |   30 Exp     |   30 Atk     |   10 Def     |   4 MDef    |   28 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Sahagin Chief HP      |   64 Gil     |   105 Exp     |   105 Atk     |   15 Def     |   8 MDef    |   46 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Sahagin Prince HP      |   204 Gil     |   882 Exp     |   882 Atk     |   47 Def     |   20 MDef    |   101 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Scorpion HP      |   84 Gil     |   70 Exp     |   225 Atk     |   22 Def     |   10 MDef    |   55 Resists |   None Weakness |  None Name    |   Sea Scorpion HP      |   148 Gil     |   300 Exp     |   639 Atk     |   35 Def     |   18 MDef    |   85 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Sea Snake HP      |   224 Gil     |   600 Exp     |   957 Atk     |   35 Def     |   12 MDef    |   116 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Sea Troll HP      |   216 Gil     |   852 Exp     |   852 Atk     |   40 Def     |   20 MDef    |   110 Resists |   Quake Weakness |  Bolt, Ice Name    |   Shadow HP      |   50 Gil     |   45 Exp     |   90 Atk     |   10 Def     |   0 MDef    |   37 Resists |   Quake, Ice, Death, Paralysis, Confusion Weakness |  Fire, Dia Name    |   Shark HP      |   120 Gil     |   66 Exp     |   267 Atk     |   22 Def     |   0 MDef    |   70 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Skeleton HP      |   10 Gil     |   3 Exp     |   9 Atk     |   10 Def     |   0 MDef    |   17 Resists |   Quake, Ice, Death, Paralysis, Confusion Weakness |  Fire, Dia Name    |   Soldier HP      |   400 Gil     |   2000 Exp     |   4000 Atk     |   102 Def     |   48 MDef    |   160 Resists |   Quake, Fire, Ice, Death, Confusion, Paralysis Weakness |  Bolt Name    |   Specter HP      |   114 Gil     |   432 Exp     |   432 Atk     |   40 Def     |   12 MDef    |   67 Resists |   Quake, Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia Name    |   Sphinx HP      |   228 Gil     |   1160 Exp     |   1160 Atk     |   23 Def     |   12 MDef    |   115 Resists |   Quake Weakness |  None Name    |   Stone Golem HP      |   200 Gil     |   1000 Exp     |   2385 Atk     |   70 Def     |   16 MDef    |   110 Resists |   Quake, Bolt, Fire, Ice, Death, Confusion, Paralysis Weakness |  None

LETTER T

Name    |   TIAMAT 1 HP      |   2000 Gil     |   6000 Exp     |   5496 Atk     |   49 Def     |   80 MDef    |   200 Resists |   Quake, Bolt, Fire, Ice Weakness |  Break Name    |   TIAMAT 2 HP      |   2200 Gil     |   1 Exp     |   2000 Atk     |   75 Def     |   90 MDef    |   200 Resists |   Quake, Bolt, Fire, Ice Weakness |  None Name    |   Troll HP      |   184 Gil     |   621 Exp     |   621 Atk     |   24 Def     |   12 MDef    |   100 Resists |   None Weakness |  Fire

LETTER V

Name    |   VAMPIRE HP      |   156 Gil     |   2000 Exp     |   1200 Atk     |   76 Def     |   24 MDef    |   75 Resists |   Quake, Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia Name    |   Vampire Lord HP      |   300 Gil     |   3000 Exp     |   2385 Atk     |   90 Def     |   28 MDef    |   84 Resists |   Quake, Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia

LETTER W

Name    |   Warg Wolf HP      |   72 Gil     |   22 Exp     |   93 Atk     |   14 Def     |   0 MDef    |   46 Resists |   None Weakness |  None Name    |   Warmech HP      |   2000 Gil     |   32,000 Exp     |   32,000 Atk     |   128 Def     |   80 MDef    |   200 Resists |   Quake, Bolt, Death, Ice, Fire, Paralysis, Confusion Weakness |  None Name    |   Water Naga HP      |   356 Gil     |   2355 Exp     |   2355 Atk     |   9 Def     |   8 MDef    |   116 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Weretiger HP      |   160 Gil     |   780 Exp     |   780 Atk     |   30 Def     |   16 MDef    |   93 Resists |   None Weakness |  None Name    |   Werewolf HP      |   68 Gil     |   67 Exp     |   135 Atk     |   14 Def     |   6 MDef    |   45 Resists |   None Weakness |  None Name    |   White Croc HP      |   288 Gil     |   2000 Exp     |   1890 Atk     |   56 Def     |   20 MDef    |   143 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   White Dragon HP      |   200 Gil     |   2000 Exp     |   1701 Atk     |   53 Def     |   8 MDef    |   196 Resists |   Quake, Ice Weakness |  Bolt, Fire Name    |   White Shark HP      |   344 Gil     |   600 Exp     |   2361 Atk     |   50 Def     |   8 MDef    |   170 Resists |   Quake, Fire Weakness |  Bolt, Ice Name    |   Wight HP      |   52 Gil     |   150 Exp     |   150 Atk     |   20 Def     |   12 MDef    |   45 Resists |   Ice, Death, Confusion, Paralysis Weakness |  Fire, Dia Name    |   Winter Wolf HP      |   92 Gil     |   200 Exp     |   402 Atk     |   25 Def     |   0 MDef    |   55 Resists |   Ice Weakness |  Fire - Name     |   Wolf HP      |   20 Gil     |   6 Exp     |   24 Atk     |   8 Def     |   0 MDef    |   28 Resists |   None Weakness |  None Name    |   Wyvern HP      |   212 Gil     |   50 Exp     |   1173 Atk     |   30 Def     |   12 MDef    |   115 Resists |   Quake Weakness |  None

LETTER Z

Name    |   Zombie HP      |   20 Gil     |   12 Exp     |   24 Atk     |   10 Def     |   0 MDef    |   25 Resists |   Quake, Ice, Death, Paralysis, Confusion Weakness |  Fire, Dia

--- Weapons ---

SWORDS

Name    |   Broadsword Cost    |   550 Sell    |   n/a Atk     |   15 Hit Rate |  10 Special |   None Location |  Provoca Name    |   Coral Sword Cost    |   -- Sell    |   n/a Atk     |   19 Hit Rate |  15 Special |   Added damage done to "sea"-type enemies Location |  Terra Cave Name    |   Defender Cost    |   -- Sell    |   n/a Atk     |   30 Hit Rate |  35 Special |   Added effect of the spell Blink on user Location |  Waterfall Cave Name    |   Excalibur Cost    |   -- Sell    |   n/a Atk     |   45 Hit Rate |  35 Special |   None Location |  Mt. Duergar Name    |   Falchion Cost    |   n/a Sell    |   n/a Atk     |   15 Hit Rate |  10 Special |   None Location |  Western Keep Name    |   Flame Sword Cost    |   -- Sell    |   n/a Atk     |   26 Hit Rate |  20 Special |   Added damage done to "undead"-type enemies Location |  Ice Cave Name    |   Ice Brand Cost    |   -- Sell    |   n/a Atk     |   29 Hit Rate |  25 Special |   Added damage done to "sea"-type enemies Location |  Mt. Gulg/Citadel of Trials Name    |   Long Sword Cost    |   1500 Sell    |   n/a Atk     |   20 Hit Rate |  20 Special |   None Location |  Melmond Name    |   Masamune Cost    |   -- Sell    |   n/a Atk     |   56 Hit Rate |  50 Special |   None Location |  Temple of Chaos Name    |   Mythril Sword Cost    |   4000 Sell    |   n/a Atk     |   23 Hit Rate |  15 Special |   None Location |  Elfheim/Crescent Lake Name    |   Rapier Cost    |   10 Sell    |   n/a Atk     |   9 Hit Rate |  5 Special |   None Location |  Corneria Name    |   Rune Blade Cost    |   -- Sell    |   n/a Atk     |   18 Hit Rate |  15 Special |   Added damage done to "giant"-type enemies Location |  Temple of Chaos Name    |   Saber Cost    |   450 Sell    |   n/a Atk     |   13 Hit Rate |  5 Special |   None Location |  Elfheim Name    |   Sasuke Cost    |   -- Sell    |   n/a Atk     |   33 Hit Rate |  35 Special |   None Location |  Flying Fortress, Temple of Chaos Name    |   Scimitar Cost    |   200 Sell    |   n/a Atk     |   10 Hit Rate |  10 Special |   None Location |  Pravoca Name    |   Sunblade Cost    |   -- Sell    |   n/a Atk     |   32 Hit Rate |  25 Special |   Added damage done to "undead"-type enemies Location |  Tower of Mirage Name    |   Venom Blade Cost    |   -- Sell    |   n/a Atk     |   22 Hit Rate |  30 Special |   Added effect of Doom on enemies Location |  Flying Fortress Name    |   Vorpal Sword Cost    |   -- Sell    |   n/a Atk     |   24 Hit Rate |  25 Special |   None Location |  Tower of Mirage Name    |   Werebane Cost    |   -- Sell    |   n/a Atk     |   18 Hit Rate |  15 Special |   Added damage done to "were"-type enemies Location |  Temple of Chaos Name    |   Wyrmkiller Cost    |   -- Sell    |   n/a Atk     |   19 Hit Rate |  15 Special |   Added damage done to "dragon"-type enemies Location |  Mt. Duergar

AXES

Name    |   Battle Axe Cost    |   550 Sell    |   n/a Atk     |   17 Hit Rate |  5 Special |   None Location |  Provoca Name    |   Great Axe Cost    |   -- Sell    |   n/a Atk     |   22 Hit Rate |  5 Special |   None Location |  Titan's Cave Name    |   Light Axe Cost    |   -- Sell    |   n/a Atk     |   28 Hit Rate |  15 Special |   n/a Location |  Sunken Shrine Name    |   Mythril Axe Cost    |   4500 Sell    |   n/a Atk     |   25 Hit Rate |  10 Special |   None Location |  Crescent Lake/Mt. Gulg

KNIVES

Name    |   Cat Claws Cost    |   65,000 Sell    |   n/a Atk     |   22 Hit Rate |  35 Special |   None Location |  Gaia Name    |   Dagger Cost    |   175 Sell    |   n/a Atk     |   7 Hit Rate |  10 Special |   None Location |  Elfheim Name    |   Knife Cost    |   5 Sell    |   n/a Atk     |   5 Hit Rate |  10 Special |   None Location |  Corneria Name    |   Mythril Knife Cost    |   800 Sell    |   n/a Atk     |   10 Hit Rate |  15 Special |   None Location |  Mt. Duergar/Crescent Lake

STAVES

Name    |   Cosier Cost    |   200 Sell    |   n/a Atk     |   14 Hit Rate |  -- Special |   n/a Location |  Elfheim Name    |   Healing Staff Cost    |   -- Sell    |   n/a Atk     |   6 Hit Rate |  -- Special |   Added effect of Heal1 on party Location |  Citadel of Trials Name    |   Mage Staff Cost    |   -- Sell    |   n/a Atk     |   12 Hit Rate |  10 Special |   n/a Location |  Sunken Shrine Name    |   Power Staff Cost    |   -- Sell    |   n/a Atk     |   12 Hit Rate |  -- Special |   n/a Location |  Western Keep Name    |   Spellbinder Cost    |   -- Sell    |   n/a Atk     |   15 Hit Rate |  15 Special |   n/a Location |  Waterfall Cave Name    |   Staff Cost    |   5 Sell    |   n/a Atk     |   7 Hit Rate |  -- Special |   None Location |  Corneria/Terra Cave/Mt. Gulg

HAMMERS

Name    |   Hammer Cost    |   10 Sell    |   n/a Atk     |   9 Hit Rate |  -- Special |   None Location |  Corneria/Provoca Name    |   Mythril Hammer Cost    |   2500 Sell    |   n/a Atk     |   12 Hit Rate |  5 Special |   None Location |  Crescent Lake Name    |   Thor's Hammer Cost    |   -- Sell    |   n/a Atk     |   18 Hit Rate |  15 Special |   Added effect of Bolt2 on enemies Location |  Tower of Mirage

NUNCHAKU

Name    |   Iron Nunchaku Cost    |   200 Sell    |   n/a Atk     |   16 Hit Rate |  -- Special |   None Location |  Elfheim Name    |   Nunchaku Cost    |   10 Sell    |   n/a Atk     |   12 Hit Rate |  -- Special |   None Location |  Corneria

--- Armors ---

BODY

Name    |   Black Robe Cost    |   -- Sell    |   n/a Def     |   24 Evade   |   2 Special |   n/a Location |  Flying Fortress Name    |   Chain Mail Cost    |   80 Sell    |   n/a Def     |   15 Evade   |   15 Special |   None Location |  Corneria Name    |   Copper Armlet Cost    |   1000 Sell    |   n/a Def     |   4 Evade   |   1 Special |   None Location |  Elfheim/Marsh Cave Name    |   Diamond Armlet Cost    |   -- Sell    |   n/a Def     |   34 Evade   |   1 Special |   None Location |  Sunken Shrine Name    |   Diamond Armor Cost    |   -- Sell    |   n/a Def     |   42 Evade   |   10 Special |   None Location |  Sunken Shrine Name    |   Dragon Armor Cost    |   -- Sell    |   n/a Def     |   42 Evade   |   10 Special |   n/a Location |  Tower of Mirage Name    |   Flame Armor Cost    |   -- Sell    |   n/a Def     |   34 Evade   |   10 Special |   Added defence against Ice attacks Location |  Mt. Gulg Name    |   Ice Armor Cost    |   -- Sell    |   n/a Def     |   34 Evade   |   10 Special |   Added defence against Fire attacks Location |  Ice Cave Name    |   Knight's Armor Cost    |   45,000 Sell    |   n/a Def     |   34 Evade   |   33 Special |   None Location |  Melmond Name    |   Leather Armor Cost    |   50 Sell    |   n/a Def     |   4 Evade   |   8 Special |   None Location |  Corneria Name    |   Mythril Mail Cost    |   7500 Sell    |   n/a Def     |   18 Evade   |   8 Special |   None Location |  Crescent Lake/Mt. Gulg Name    |   Ruby Armlet Cost    |   50,000 Sell    |   n/a Def     |   24 Evade   |   1 Special |   None Location |  Citadel of Trials/Gaia Name    |   Shirt Cost    |   10 Sell    |   n/a Def     |   1 Evade   |   2 Special |   None Location |  Corneria/Ice Cave/Flying Fortress Name    |   Silver Armlet Cost    |   5000 Sell    |   n/a Def     |   15 Evade   |   1 Special |   None Location |  Marsh Cave/Melmond Name    |   Steel Plate Cost    |   800 Sell    |   n/a Def     |   24 Evade   |   23 Special |   None Location |  Provova/Elfheim Name    |   White Robe Cost    |   -- Sell    |   n/a Def     |   24 Evade   |   2 Special |   Added effect of Invs2 on party Location |  Flying Fortress

HEAD

Name    |   Diamond Helm Cost    |   -- Sell    |   n/a Def     |   8 Evade   |   3 Special |   None Location |  Sunken Shrine Name    |   Grand Helm Cost    |   450 Sell    |   n/a Def     |   5 Evade   |   5 Special |   None Location |  Mt. Duergar/Melmond Name    |   Healing Helm Cost    |   -- Sell    |   n/a Def     |   6 Evade   |   3 Special |   Added effect of Heal1 on party. Location |  Tower of Mirage/Flying Fortress Name    |   Helmet Cost    |   100 Sell    |   n/a Def     |   3 Evade   |   3 Special |   None Location |  Mt. Duergar/Elfheim Name    |   Leather Cap Cost    |   80 Sell    |   n/a Def     |   1 Evade   |   1 Special |   None Location |  Temple of Chaos/Provoca/Elfheim Name    |   Mythril Helm Cost    |   2500 Sell    |   n/a Def     |   6 Evade   |   3 Special |   None Location |  Titan's Cave/Crescent Lake/Flying Fortress Name    |   Ribbon Cost    |   -- Sell    |   n/a Def     |   1 Evade   |   1 Special |   Protects against status effects and auto-kill attacks Location |  Sunken Shrine, Waterfall Cave, Flying Fortress

ARMS

Name    |   Bronze Gloves Cost    |   200 Sell    |   n/a Def     |   2 Evade   |   3 Special |   None Location |  Elven Castle/Melmond Name    |   Diamond Gloves Cost    |   -- Sell    |   n/a Def     |   8 Evade   |   3 Special |   None Location |  Sunken Shrine/Flying Fortress Name    |   Gauntlets Cost    |   -- Sell    |   n/a Def     |   6 Evade   |   3 Special |   n/a Location |  Citadel of Trials Name    |   Giant's Gloves Cost    |   -- Sell    |   n/a Def     |   6 Evade   |   3 Special |   n/a Location |  Sunken Shrine Name    |   Leather Gloves Cost    |   60 Sell    |   n/a Def     |   1 Evade   |   1 Special |   None Location |  Provoca Name    |   Mythril Gloves Cost    |   2500 Sell    |   n/a Def     |   6 Evade   |   3 Special |   None Location |  Crescent Lake/Mt. Gulg/Ice Cave Name    |   Protect Ring Cost    |   20,000 Sell    |   n/a Def     |   8 Evade   |   1 Special |   Protects against status effects and auto-kill attacks Location |  Gaia/Flying Fortress/Temple of Chaos Name    |   Steel Gloves Cost    |   750 Sell    |   n/a Def     |   4 Evade   |   5 Special |   None Location |  Western Keep/Melmond/Citadel of Trials

SHIELDS

Name    |   Aegis Shield Cost    |   -- Sell    |   n/a Def     |   16 Evade   |   -- Special |   n/a Location |  Tower of Mirage Name    |   Buckler Cost    |   2500 Sell    |   n/a Def     |   2 Evade   |   -- Special |   n/a Location |  Crescent Lake Name    |   Diamond Shield Cost    |   -- Sell    |   n/a Def     |   16 Evade   |   -- Special |   None Location |  Sunken Shrine/Flying Fortress Name    |   Flame Shield Cost    |   -- Sell    |   n/a Def     |   12 Evade   |   -- Special |   n/a Location |  Mt. Gulg Name    |   Ice Shield Cost    |   -- Sell    |   n/a Def     |   12 Evade   |   -- Special |   n/a Location |  Ice Cave Name    |   Iron Shield Cost    |   100 Sell    |   n/a Def     |   12 Evade   |   -- Special |   None Location |  Elfheim Name    |   Leather Shield Cost    |   15 Sell    |   n/a Def     |   2 Evade   |   -- Special |   None Location |  Pravoca Name    |   Mythril Shield Cost    |   2500 Sell    |   n/a Def     |   8 Evade   |   -- Special |   None Location |  Terra Cave, Crescent Lake, Mt. Gulg Name    |   Protection Mantle Cost    |   -- Sell    |   n/a Def     |   8 Evade   |   2 Special |   n/a Location |  Flying Fortress, Temple of Chaos

--- Black Magic ---

LEVEL 1

Name    |   Fire1 Cost    |   100 Effect  |   Inflicts 10-40 fire damage on an enemy Range   |   One enemy Users   |   Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Location |  Corneria Name    |   Sleep1 Cost    |   100 Effect  |   Puts all enemies to sleep Range   |   All enemies Users   |   Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Location |  Corneria Name    |   Focus1 Cost    |   100 Effect  |   Lowers an enemies' Evade by 10 points Range   |   One enemy Users   |   Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Location |  Corneria Name    |   Bolt1 Cost    |   100 Effect  |   Inflicts 10-40 lightning damage on an enemy Range   |   One enemy Users   |   Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Location |  Corneria

WHITE MAGIC ---

LEVEL 1

Name    |   Cure1 Cost    |   100 Effect  |   Restores 16-32 HP Range    |   One warrior Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Corneria --- Name    |   Dia1 Cost    |   100 Effect  |   Inflicts 20-80 damage to "undead"-type enemies Range   |   All enemies Users   |   White Mage, White Wizard Location |  Corneria --- Name    |   Shld1 Cost    |   100 Effect  |   Raises Defence by 8 points Range   |   One warrior Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Corneria --- Name    |   Blink Cost    |   100 Effect  |   Raises Evade by 80 points Range   |   Self Users   |   White Mage, White Wizard, Red Wizard, Knight Location |  Corneria

LEVEL 2

Name    |   Lamp Cost    |   400 Effect  |   Cures Darkness Range   |   One warrior Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Pravoca --- Name    |   Silence Cost    |   400 Effect  |   Prevents enemies from casting spells Range   |   All enemies Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Pravoca --- Name    |   NulBolt Cost    |   400 Effect  |   Reduces lightning-based damage by 50% Range   |   All warriors Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Pravoca --- Name    |   Invs1 Cost    |   400 Effect  |   Raises all warriors evade by 40 points Range   |   All warriors Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Pravoca

LEVEL 3

Name    |   Cure2 Cost    |   1500 Effect  |   Restores 33-66 HP Range    |   One warrior Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Elfheim --- Name    |   Dia2 Cost    |   1500 Effect  |   Inflicts 40-160 damage to "undead"-type enemies Range   |   One warrior Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Elfheim --- Name    |   NulFire Cost    |   1500 Effect  |   Reduces fire-based attacks by 50% Range   |   All warriors Users   |   White Mage, White Wizard, Red Mage, Red Wizard, Knight Location |  Elfheim --- Name    |   Heal1 Cost    |   1500 Effect  |   Restores 12-24 HP to all warriors Range   |   All warriors Users   |   White Mage, White Wizard Location |  Elfheim

LEVEL 4

Name    |   Esuna Cost    |   4000 Effect  |   Cures Poison Range   |   One warrior Users   |   White Mage, White Wizard, Red Mage, Red Wizard Location |  Elfheim --- Name    |   Fear Cost    |   4000 Effect  |   Causes all enemies to run away from battle Range   |   All enemies Users   |   White Mage, White Wizard Location |  Elfheim --- Name    |   NulIce Cost    |   4000 Effect  |   Reduces ice-based attacks by 50% Range   |   All warriors Users   |   White Mage, White Wizard, Red Mage, Red Wizard Location |  Elfheim --- Name    |   Vox Cost    |   4000 Effect  |   Cures Mute Range   |   One warrior Users   |   White Mage, White Wizard, Red Wizard Location |  Elfheim

LEVEL 5

Name    |   Cure3 Cost    |   8000 Effect  |   Restores 66-132 HP to one warrior Range   |   One warrior Users   |   White Mage, White Wizard, Red Mage, Red Wizard Location |  Melmond --- Name    |   Life1 Cost    |   8000 Effect  |   Revives one warrior. Can only be used outside of battle Range   |   One warrior Users   |   White Mage, White Wizard Location |  Melmond --- Name    |   Dia3 Cost    |   8000 Effect  |   Inflicts 60-240 damage to "undead"-type enemies Range   |   All enemies Users   |   White Mage, White Wizard Location |  Melmond --- Name    |   Heal2 Cost    |   8000 Effect  |   Restores 24-48 HP to all warriors Range   |   All warriors Users   |   White Mage, White Wizard Location |  Melmond

LEVEL 6

Name    |   Stona Cost    |   20,000 Effect  |   Cures Stone Range   |   One warrior Users   |   White Mage, White Wizard Location |  Crescent Lake --- Name    |   Warp2 Cost    |   20,000 Effect  |   Warps entire party outside of caverns/dungeon Range   |   All warriors Users   |   White Wizard, Red Wizard Location |  Crescent Lake --- Name    |   Shld2 Cost    |   20,000 Effect  |   Raises Defence by 12 points Range   |   All warriors Users   |   White Mage, White Wizard, Red Wizard Location |  Crescent Lake --- Name    |   Invs2 Cost    |   20,000 Effect  |   Raises all warriors Evade by 40 points Range   |   All warriors Users   |   White Mage, White Wizard, Red Wizard Location |  Crescent Lake

LEVEL 7

Name    |   NulMgc Cost    |   45,000 Effect  |   Protects all warriors from auto-kill attacks/spells Range   |   All warriors Users   |   White Mage, White Wizard, Red Wizard Location |  Onrak --- Name    |   Heal3 Cost    |   45,000 Effect  |   Restores 48-96 HP to all warriors Range   |   All warriors Users   |   White Mage, White Wizard Location |  Gaia --- Name    |   Cure4 Cost    |   45,000 Effect  |   Fully restores all HP of one warrior Range   |   One warrior Users   |   White Wizard Location |  Gaia --- Name    |   Dia4 Cost    |   45,000 Effect  |   Inflicts 80-320 damage to "undead"-type enemies Range   |   All enemies Users   |   White Wizard Location |  Gaia

LEVEL 8

Name    |   Holy Cost    |   60,000 Effect  |   Does lots of damage... Range   |   All enemies Users   |   White Wizard Location |  Gaia --- Name    |   NulAll Cost    |   60,000 Effect  |   Reduces all spell damage by 50% Range   |   All warriors Users   |   White Wizard Location |  Gaia --- Name    |   Dispel Cost    |   60,000 Effect  |   Removes an enemy's positive/protective defences Range   |   One enemy Users   |   White Wizard Location |  Gaia --- Name    |   Life2 Cost    |   60,000 Effect  |   Revives and fully restores one warrior Range   |   One warrior Users   |   White Wizard Location |  Lufenia

ITEMS & KEY ITEMS -

Name    |   Potion Cost    |   60 Effect  |   Restores a small amount of HP to one warrior Range   |   One warrior Location |  n/a --- Name    |   Antidote Cost    |   75 Effect  |   Removes Poison status from one warrior Range   |   One warrior Location |  n/a --- Name    |   Gold Needle Cost    |   800 Effect  |   Removes Stone status from one warrior Range   |   One warrior Location |  n/a --- Name    |   Sleeping Bag Cost    |   75 Effect  |   Restores a small amount of HP to all warriors. Saves game Range   |   All warriors Location |  n/a --- Name    |   Tent Cost    |   250 Effect  |   Restores a decent amount of HP to all warriors. Saves game Range   |   All warriors Location |  n/a --- Name    |   Cottage Cost    |   3000 Effect  |   Restores all HP and MP for all warriors. Saves game Range   |   All warriors Location |  n/a

Name    |   Adamantine Descript.|  Creates the sword Excalibur Used    |   Mt. Duergar Location |  Flying Fortress, floor 2

Name    |   Bell Descript.|  Lets you to enter the Mirage Tower Used    |   Y. Desert Location |  Lufenia --- Name    |   Bottled Faerie Descript.|  Helps you get to the Sunken Shrine Used    |   Anywhere Location |  Desert Caravan --- Name    |   Canoe Descript.|  Lets you to travel on rivers Used    |   Rivers Location |  Crescent Lake --- Name    |   Crown Descript.|  Leads to the fight with Astos Used    |   Western Keep Location |  Marsh Cave --- Name    |   Crystal Eye Descript.|  Trade with Matoya for the Jolt Tonic Used    |   Matoya's Cave Location |  Western Keep --- Name    |   Earth Rod Descript.|  Lets you to head down to floor 4 of the Terra Cave Used    |   Terra Cave Location |  Sarda's Cave --- Name    |   Jolt Tonic Descript.|  Wakes the Elf Prince Used    |   Elven Castle Location |  Matoya's Cave --- Name    |   Levistone Descript.|  Used to create the airship Used    |   L. Desert Location |  Ice Cave --- Name    |   Lute Descript.|  Sends you to the past (Temple of Chaos) Used    |   Temple of Chaos Location |  Corneria Castle

Name    |   Mystic Key Descript.|  Lets you open the locked doors Used    |   Corneria Castle, Marsh Cave, Temple of Chaos Location |  Elven Castle

Name    |   Nitro Powder Descript.|  Creates a canal with the explosion Used    |   Mt. Duergar Location |  Corneria Castle --- Name    |   Oxyale Descript.|  Lets you to use the submarine in Onrak Used    |   Onrak Location |  Gaia --- Name    |   Rat's Tale Descript.|  Give to Bahamut to get the class upgrade Used    |   Bahamut's Cave Location |  Citadel of Trials

--- [Shops] ---

CORNERIA

Shop  : Weapon Sale  : Nunchaku, Knife, Staff, Rapier, Hammer Cost  : 10/8, 5/4, 5/4, 10/8, 10/8 Comment: None

Shop  : Armor Sale  : Shirt, Leather Armor, Chain Mail Cost  : 10/8, 50/40, 80/65 Comment: None

Shop  : Item Sale  : Potion, Antidote, Sleeping Bag Cost  : 60/40, 75/50, 75/50 Comment: None

Shop  : White Magic Sale  : Cure1, Dia1, Shld1, Blink Cost  : 100/50 for all Comment: None

Shop  : Black Magic Sale  : Fire1, Bolt1, Sleep1, Focus1 Cost  : 100/50 for all Comment: None

Shop  : Sanctuary, Inn Sale  : Revive, Heal/Save Cost  : 40, 30 Comment: None

PRAVOCA ---

Shop  : Weapon Sale  : Hammer, Broadsword, Battle Axe, Scimitar Cost  : 10/8, 550/450, 550/450, 200/160 Comment: None

Shop  : Armor Sale  : Leather Armor, Chain Mail, Steel Plate, Leather Gloves, Leather Shield Cost  : 50/40, 80/65, 800/640, 60/50, 15/12 Comment: None

Shop  : Item Sale  : Potion, Antidote, Sleeping Bag, Tent Cost  : 60/40, 75/50, 75/50, 250/125 Comment: None

Shop  : White Magic Sale  : Lamp, Silence, NulBolt, Invs1 Cost  : 400/250 for all Comment: None

Shop  : Black Magic Sale  : Ice1, Fog, Steel, Slow1 Cost  : 400/250 for all Comment: None

Shop  : Sanctuary, Inn Sale  : Revive, Heal/Save Cost  : 80, 50 Comment: None

ELFHEIM ---

Shop  : Weapon Sale  : Iron Nunchaku, Dagger, Crosier, Saber, Mythril Sword Cost  : 200/160, 175/140, 200/160, 450/360, 4000/3200 Comment: None

Shop  : Armor Sale  : Steel Plate, Copper Armlet, Iron Shield, Leather Cap, Helmet Cost  : 800/640, 1000/800, 100/80, 80/65, 100/80 Comment: None

Shop  : Item Sale  : Potion, Antidote, Sleeping Bag, Cottage, Gold Needle Cost  : 60/40, 75/50, 75/50, 3000/2000, 800/500 Comment: None

Shop  : White Magic Sale  : Cure2, Dia2, NulFire, Heal1, Esuna, Fear, NulIce, Vox Cost  : 1500/1000 for first four; 4000/2500 for last four Comment: None

Shop  : Black Magic Sale  : Fire2, Bolt2, Focus2, Bind, Sleep2, Haste, Muddle, Ice2 Cost  : 1500/1000 for first four; 4000/2500 for last four Comment: None

Shop  : Sanctuary, Inn Sale  : Revive, Heal/Save Cost  : 200, 100 Comment: None

MELMOND ---

Shop  : Weapon Sale  : Crosier, Saber, Long Sword, Falchion Cost  : 200/160, 450/360, 1500/1200, 450/360 Comment: None

Shop  : Armor Sale  : Knight's Armor, Silver Armlet, Grand Helm, Bronze Gloves, Steel Gloves Cost  : 45000/36000, 5000/4000, 450/360, 200/160, 750/600 Comment: The Knight's Armor is a waste of money... unless you have A LOT of it.

Shop  : White Magic Sale  : Cure3, Dia3, Life1, Heal2 Cost  : 8000/5000 for all Comment: None

Shop  : Black Magic Sale  : Fire3, Poison, Warp1, Slow2 Cost  : 8000/5000 for all Comment: None

Shop  : Inn Sale  : Heal/Save Cost  : 100 Comment: None

CRESCENT LAKE -

Shop  : Weapon Sale  : Mythril Knife, Mythril Sword, Mythril Hammer, Mythril Axe Cost  : 800/640, 4000/3200, 2500/2000, 4500/3600 Comment: None

Shop  : Armor Sale  : Mythril Mail, Mythril Shield, Buckler, Mythril Helm, Mythril Gloves Cost  : 7500/6000, 2500/2000, 2500/2000, 2500/2000, 2500/2000 Comment: None

Shop  : Item Sale  : Potion, Antidote, Tent, Cottage Cost  : 60/40, 75/50, 250/125, 3000/2000 Comment: None

Shop  : White Magic Sale  : Stona, Warp2, Shld2, Invs2 Cost  : 20000/13000 for all Comment: None

Shop  : Black Magic Sale  : Bolt3, Reaper, Quake, Stun Cost  : 20000/13000 for all Comment: None

Shop  : Sanctuary, Inn Sale  : Revive, Heal/Save Cost  : 400, 200 Comment: None

GAIA

Shop  : Weapon Sale  : Cat Claws Cost  : 65000/52000 Comment: None

Shop  : Armor Sale  : Ruby Armlet, Protect Ring Cost  : 40000/20000, 16000/10000 Comment: None

Shop  : Item Sale  : Potion, Antidote, Tent, Cottage Cost  : 60/40, 75/50, 250/125, 3000/2000 Comment: None

Shop  : White Magic Sale  : Cure4, Dia4, Holy, NulAll, Dispel Cost  : 45000/30000 for first three; 60000/40000 for last two Comment: None

Shop  : Black Magic Sale  : Ice3, Break, Stop, Banish, Doom Cost  : 45000/30000 for first two; 60000/40000 for last three Comment: None

Shop  : Sanctuary, Inn Sale  : Revive, Heal/Save Cost  : 750, 300 Comment: None

ONLAK -

Shop  : Item Sale  : Potion, Antidote, Tent, Cottage, Gold Needle Cost  : 60/40, 75/50, 250/125, 3000/2000, 800/500 Comment: None

Shop  : White Magic Sale  : NulMgc, Heal3 Cost  : 45000/30000 Comment: None

Shop  : Black Magic Sale  : Sabre, Blind Cost  : 45000/30000 Comment: None

Shop  : Sanctuary, Inn Sale  : Revive, Heal/Save Cost  : 750, 300 Comment: None

LUFENIA ---

Shop  : White Magic (hidden) Sale  : Life2 Cost  : 60000/40000 Comment: Shop is hidden. Check walkthrough for details.

Shop  : Black Magic (hidden) Sale  : Flare Cost  : 60000/40000 Comment: Shop is hidden. Check walkthrough for details.

--- [Secrets]-- ---

SLIDING PUZZLE GAME ---

You can play this game by holding down X and then pressing Circle 55 times. Yes, you really have to press Circle 55 times but it's worth it. Have fun!

HERE LIES LINK? ---

If you check the grave marker closest to the Level 3 White Magic shop in Elfheim you'll find the words "Here lies Link". I'm guessing it's a joke since Link is an elf and Elfheim is full of them. In Final Fantasy (NES) the grave marker said "Here lies Erdrick", who is the hero from Dragon Warrior 1, made by then rival Enix.

--- [Collections/Bestiary]- ---

1. Goblin 2. Goblin Guard 3. Wolf 4. Crazy Horse 5. Skeleton 6. Black Widow 7. Gigas Worm 8. Warg Wolf 9. Werewolf 10. Zombie 11. Ghoul 12. GARLAND 13. Cobra 14. Ogre 15. Ogre Chieftain 16. Lizard 17. Pirate 18. Sahagin 19. Sahagin Chief 20. Privateer 21. Shark 22. Goggler 23. Tarantula 24. Ghast 25. Scorpion 26. Shadow 27. Green Slime 28. Crawler 29. Gray Ooze 30. Gargoyle 31. Bloodbones 32. Piscodemon 33. ASTOS 34. Mummy 35. Wraith 36. Anaconda 37. Hyenadon 38. Lesser Tiger 39. Minotaur 40. Hill Gigas 41. Gnoma 42. Troll 43. Wight 44. Ochre Jelly 45. Cockatrice 46. VAMPIRE 47. Ogre Mage 48. Sphinx 49. LICH 1 50. Centipede 51. Piranha 52. Red Piranha 53. Crocodile 54. White Croc 55. Ochu 56. Neochu 57. Hydra 58. Horned Devil 59. Pyrolisk 60. Pyros 61. Fire Hydra 62. Lava Worm 63. Hellhound 64. Fire Lizard 65. Fire Gigas 66. Red Dragon 67. MARILITH 1 68. White Dragon 69. Winter Wolf 70. Mindflayer 71. Ice Gigas 72. Specter 73. Remora 74. Dark Wizard 75. EVIL EYE 76. Desert Baretta 77. Sabretooth 78. Wyvern 79. Wyrm 80. Manticore 81. Baretta 82. Basilisk 83. Allosaurus 84. Weretiger 85. Sand Worm 86. Necrotaur 87. King Mummy 88. Medusa 89. Rakshasa 90. Clay Golem 91. Nightmare 92. Dragon Zombie 93. Sahagin Prince 94. White Shark 95. Deepeyes 96. Sea Snake 97. Sea Scorpion 98. Sea Troll 99. Ghost 100. Aquos 101. Water Naga 102. KRAKEN 1 103. Tyrannosaur 104. Black Knight 105. Chimera 106. Guardian 107. Blue Dragon 108. Green Dragon 109. Stone Golem 110. Aeros 111. Spirit Naga 112. Doom Knight 113. Earth Medusa 114. Dark Flan 115. Soldier 116. Vampire Lord 117. Dark Warrior 118. Warmech 119. TIAMAT 1 120. Rhyos 121. Death Eye 122. Purple Worm 123. Iron Golem 124. LICH 2 125. MARILITH 2 126. KRAKEN 2 127. TIAMAT 2 128. CHAOS

--- [Collections/Item Collection]-- ---

CASTLE CORNERIA ---

Mythril Knife Saber Crosier Steel Plate Iron Shield NITRO POWDER LUTE

TEMPLE OF CHAOS (present) -

Potion Gold Needle Tent Werebane Rune Blade Leather Hat

MATOYA'S CAVE -

Potion x2 Antidote JOLT TONIC

ELVEN CASTLE

330 Gil 400 Gil Mythril Hammer Bronze Gloves MYSTIC KEY

MT. DUERGAR ---

450 Gil 575 Gil 575 Gil Tent Cottage Mythril Knife Wyrmkiller Helmet Grand Helm Mythril Mail Excalibur

WESTERN KEEP

Power Staff Falchion Steel Gloves CRYSTAL EYE

MARSH CAVE --

295 Gil 385 Gil 629 Gil 680 Gil 1020 Gil Cottage Dagger Mythril Knife Broadsword Steel Plate Copper Armlet Silver Armlet CROWN

TITAN'S CAVE

450 Gil 620 Gil Great Axe Mythril Helm

TERRA CAVE --

300 Gil 575 Gil 795 Gil 880 Gil 1020 Gil 1250 Gil 1455 Gil 1520 Gil 1975 Gil 3400 Gil 3400 Gil 5000 Gil 5450 Gil Potion x2 Antidote Sleeping Bag Tent x2 Staff Coral Sword Leather Shield Mythril Shield STAR RUBY

SAGE'S CAVE ---

EARTH ROD

CRESCENT LAKE -

CANOE

MT. GULG

10 Gil 155 Gil 750 Gil 795 Gil 880 Gil 1250 Gil 1455 Gil 1520 Gil 1520 Gil 1760 Gil 1760 Gil 1975 Gil 2000 Gil 2750 Gil 4150 Gil 7340 Gil Potion x2 Antidote x2 Gold Needle Tent Cottage Staff Claymore Mythril Axe Ice Brand Mythril Helm x2 Flame Mail Mythril Shield Flame Shield Mythril Gloves

ICE CAVE

180 Gil 5000 Gil 5454 Gil 7900 Gil 9500 Gil 9900 Gil 10,000 Gil 12,350 Gil Potion Sleeping Bag Flame Sword Shirt Ice Armor Ice Shield Mythril Gloves LEVISTONE

DESERT CARAVAN --

BOTTLED FAERIE

GAIA

OXYALE

DRAGON'S CAVE -

10 Gil 160 Gil 500 Gil 575 Gil 1455 Gil 1520 Gil 2000 Gil 2750 Gil 2750 Gil 9500 Gil Gold Needle Tent Cottage

CITADEL OF TRIALS -

1455 Gil 7340 Gil Cottage Healing Staff Ice Brand Steel Gloves Gauntlets Ruby Armlet RAT'S TALE

SUNKEN SHRINE -

10 Gil 20 Gil 110 Gil 385 Gil 450 Gil 1760 Gil 2000 Gil 2750 Gil 2750 Gil 4150 Gil 5000 Gil 5450 Gil 7340 Gil 7690 Gil 8135 Gil 9000 Gil 9900 Gil 9900 Gil 10,000 Gil 12,350 Gil Antidote Mage's Staff Light Axe x2 Ribbon Diamond Helm Diamond Armor Diamond Shield Giant's Gloves Diamond Gloves Diamond Armlet ROSETTA STONE

LUFENIA ---

BELL

TOWER OF MIRAGE ---

800 Gil 2750 Gil 3400 Gil 7600 Gil 7900 Gil 8135 Gil 10,000 Gil 12,350 Gil 13,000 Gil 18,010 Gil Tent Cottage Thor's Hammer Vorpal Sword Sunblade Healing Helm Dragon Mail Aegis Shield

WATERFALL CAVE --

5000 Gil 6400 Gil 13,450 Gil Spellbinder Defender Ribbon WARP CUBE

FLYING FORTRESS ---

180 Gil 880 Gil 3400 Gil 4150 Gil 4150 Gil 5000 Gil 5450 Gil 6400 Gil 6720 Gil 7900 Gil 8135 Gil 9000 Gil 9500 Gil 9900 Gil 13,000 Gil Potion x2 Gold Needle x2 Cottage Venom Blade Sasuke Ribbon Healing Helm Mythril Helm Shirt Protect Cloak Black Robe White Robe Diamond Shield Diamond Gloves Protect Ring x2 ADAMANTITE

TEMPLE OF CHAOS (past) --

26,000 Gil 45,000 Gil 65,000 Gil Sasuke Masamune Protect Cloak Protect Ring

--- [Collections/Art Gallery]-- ---

1. Goblin 2. Princess and Her Light 3. Skeleton 4. Zombie 5. Princess Sarah 6. Sahagin 7. Shark 8. Tarantula 9. Scorpion 10. Strange Land 11. Green Slime 12. Crawler 13. Gargoyle 14. Mummy 15. Anaconda 16. Minotaur 17. Behemoth vs. Light 18. Gigas 19. Troll 20. Cockatrice 21. Lich 22. Crocodile 23. Ochu 24. Ochu vs. Light 25. Hydra 26. Hellhound 27. Dragon 28. Marilith 29. Mindflayer 30. Dark Elf 31. Dragon vs. Light 32. Death Eye 33. Sabretooth 34. Wyvern 35. Manticore 36. Baretta 37. Basilisk 38. Medusa 39. Demon in the Clouds 40. Rakshasa 41. Golem 42. Nightmare 43. Ghost 44. Naga 45. Kraken 46. Kraken vs. Light 47. Tyrannosaur 48. Black Knight 49. Chimera 50. Flying Fortress 51. Soldier 52. Tiamat 53. Chaos 54. Phoenix 55. Princess and Her Light II