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Searching for the crystal[edit]

Fly over Gorn Town to trigger a cutscene. There is rumbling noise and a huge spaceship rises out the sand and flies away. Gorn Town is now gone and replaced by desert.

This should be reported to Cid and Mid, so go back to crescent island and land on the grey square that marks the entrance to the airship hangar. When you arrive Cid and Mid are already aware of what happened. They've found a book that says the Earth Crystal is inside the spaceship and is being used to power it. Reina is worried that perhaps her father was piloting the ship, but can't believe he would do something like that. The airship can't fly high enough to reach the spaceship as it is, but if you can find Adamantite then Cid and Mid can attach it to make the airship go higher. Galuf says he remembers seeing some Adamantite on the meteor where he arrived. (Note, it's easy to miss this clue if you're in the habit of quickly paging through dialogs, and if you do it can mean hours of pointless searching for what to do next.)

It a good idea to go further into the hangar to rest and save, then go back to the airship and check the ship's wheel to take off. Land at Tycoon Meteor where the game began. When you approach the meteor Galuf presses a hidden switch that opens the door. Go in and check the blue rock on the far wall to get the Adamantite. As you try to leave you realize that the stone was guarded and a battle begins.

Adamantaim (Adamantoise (GBA))
Boss level: 20, Recommended party level: 21
HP: 2000, Weaknesses: Ice, Nullifies: None, Absorbs: None
Gold: 0, ABP: 5, Drops: Turtle Shell
Description/Strategy

Preparation: Adamantaim uses physical attacks only and can attack twice in one move, so keep your characters in the back row. You will need a healer with Cure2 and a backup healer with Cure to keep up with the damage. A Hunter with an Ice Bow, or any magic-casting Job with Ice2 or Shiva are recommended. The Ninja ability !Twin is useful here as well as the bard song Str. Song. This monster is vulnerable to L. 5 Doom so have a BlueMage if you've managed to collect this spell.

Tactics: If you have L5 Doom then cast it to make this a quick fight. But this spell can be tricky to collect so we won't assume you have it. Use Str. Song and cast Protes on everyone near the beginning to reduce the load on your healers. If any of your characters has !Twin then have them use it every other turn to keep avoiding its attacks. Unlike some of the previous monsters, has good defense against both physical and magical attacks, so your damage will be a few hundred HP per attack rather than in the thousands. Using an Ice Bow with Aim or with strong Ice based magic such as Ice2 or Shiva is recommended.

Go back to the airship hangar to find Cid and Mid waiting for you. Cid and Mid go to work installing it while go have a rest. Later, just as you're waking up, Cid and Mid announce that the airship is ready and warn the party that the floating ruins are guarded by cannons.

Pressing A Button will prompt the player to ascend higher or land. Press A Button again to confirm. Pressing B Button cancels the prompt.

Floating Ruins[edit]

When you are ready, ascend to find the floating ruins. There are four set battles here you must complete. At the top of each wing there are two cannons. Approach them from the front to start a battle. For each battle you have to defeat two cannon-like monsters: either 2 FlameThrows or 2 Rocket Gun. While they are not actual boss battles and not very difficult, you must be careful. One of your characters may get confused during battle from Rocket Punch; as they can be as dangerous as the enemy you are facing at this point, make sure you have a character with a weak weapon to remove confusion without causing too much damage. Use Lightning-based attacks when possible. It is a good idea to have the Learning ability equipped on one of your characters since both types of enemies have Blue spells. Do not forget to heal between battles; in fact you can land temporarily to rest without affecting your progress.

When you have cleared all four cannon there is a short scene where the final gun appears. Fortunately you can land to rest and or save before taking this on. When you're ready, take off again and start the battle by checking the gun in the middle.

Soul Gun (Soul Cannon (GBA)), Launcher x2
Boss level: 36 (Soul Gun), 50 (Launcher), Recommended party level: 22
HP: about 12000 (Soul Gun), about 800 (Launcher), Weaknesses: Bolt (Soul Gun), None (Launcher), Nullifies: None, Absorbs: None
Gold: 100, ABP: 7, Drops: Dark Matter, Potion x2
Description/Strategy

Preparation: With the right tactics you should not need major healing in this battle as long as all your characters have some healing capability with Cure, Red Feast, Sylph, etc. You should have a character with the Time spell Slow. Lightning-based magic and strong physical weapons will be useful as well. Make sure your party is high on MP before starting.

Tactics: Before doing anything else you need to eliminate the Launchers; they will constantly attack you with the missiles that do HP-percentage damage and ages the target. However, they have roughly around 800 HP so you should be able to take them out pretty quickly with the right attacks; throwing a FireSkill or LgtningSkill either destroys them immediately or weakens them enough for another attack to deliver the finishing blow. Start by casting Slow on the Soul Gun so you'll have plenty of time before it attacks, then attack the Launchers to take them out as soon as possible. Once this is done, concentrate on healing until you characters are at least around 400HP each. One trick here is to use the Blue Magic spell Red Feast since it heals your character, does corresponding damage to the enemy, works best when your HP is low, and costs very little MP. When Soul Gun attacks it inflicts a couple hundred HP damage plus HP leak on everyone, so it is important to have your party high on when it attacks. When your party is fairly well healed then try to use Lightning-based attacks such as Bolt2, LightningBow, or Ramuh. Soul Gun has a huge amount of HP, so running out of MP may be a concern, but you will have found a few Ethers by now.

Note: Selecting your target is important but a bit tricky here. When you attack, the cursor starts on Soul Gun, then the left arrow selects one of Launchers (even though the cursor moves to the right) and the up and down arrows switch the cursor from one Launcher to the other.

There is now an opening into the floating ruins, but since is a dungeon you should probably land, rest and save before going in.

Ruins of Ronka[edit]

Renamed: Ronka Ruins (GBA) When you approach the opening the airship automatically docks in a hangar inside. Take the gangplank left to enter the ruins.

Treasure in Ruins of Ronka
Found Container Location
Gold Armor Chest 2nd Level, south side.
Elixir Chest 3rd Level, follow paths with invisible tiles north from southwest corner.
Phoenix Down Chest 3rd Level, southeast of room with save point.
Gold Shield Chest 3rd Level, north end of east side.
Potion Chest 4th Level, northeast section.
5000GP Chest 4th Level, east section.
Shuriken Chest 4th Level, east section.
AncientSword Chest 4th Level, east section.
Moonring Chest 4th Level, east section.
Power Wrist Chest 4th Level, east section. Approach from the south to avoid a pitfall.
Cottage Chest 5th Level, south side.
Ether Chest 5th Level, south side.

Finding your way around the first part of this dungeon is actually pretty straightforward, at least when compared to some of the previous dungeons. Some of the floor tiles are invisible but you can walk on them just like a normal floor. A way to tell is that if there is some kind of edge then there's nothing beyond, but if the tile looks the same up to where it appears to stop, then it's likely that the next tile is invisible. If you are having trouble, the Thief's Secret ability makes the invisible floors visible. In the lower levels there is a lot of running up and down stairs and changing levels, which can get a bit confusing but not if you keep track of where you've been already.

In the first room, head south through the door, circle west and through a second door, then down stairs to the 2nd Level. Go east, over a few of invisible tiles, then south to a longer stretch of invisible floor in the corner. Grab the Golden Armor and exit south to the 3rd Level.

Here you start in the center; go to the southwest corner and cross an invisible bridge to the south side. Head west then north; there is a chest here which is a bit tricky to reach, but not impossible even without Secret. Follow the left path north to the northwest corner. There are a few ways you can go here, but start by continuing east and up some stairs leading north. This takes you to a small room with a save point. Go back and continue east, grabbing the treasure on the way, then go south down a stairway. This takes you to the 4th Level temporarily; go up another stair here to reach the east side of the 3rd level. Head north to get to the chest here, then backtrack to the entrance of the room with the save point. Follow the passage skipped earlier and take the stairs down to the 4th Level.

You enter a small room in the center; take the stair to the east to go back to the 3rd Level temporarily, then down another stair to the north section of the 4th Level. Take the stair south here to the 5th level. Go east, then south through a door and up a stair back to the 4th Level. Grab the treasure here, the go east to find two paths. Start by going down a stair to the 5th Level. Follow the corridor south, then back up some stairs to a room with five chests to open. There is a trapdoor between in the middle of the room; if you fall through then take the stair back up to the 4th Level. In fact you can use this as a shortcut.

Backtrack to the northeast corner of the 4th Level. Take the door south and continue to a stair down the 5th Level, then take the other stair back up. Take the door to the south, go around the hole, which just drops you back to a previous section, and continue west. Go through the door, northwest through a passage to another door, turn toward the east and down a stair.

Now you're in the southwest corner of the 5th Level. Go south and circle to the east to enter a small room with another save point. Go back and take the door to the northwest. Continue to a staircase that leads to the northwest section of the 4th Level. Take the door south to another room; this has two ways out at the south end. Take the stairs first to get treasure, the go back and take the door. Continue to a pair of statues and check the plaque there to open a stair down. Now you are in the final section and can see King Tycoon. Talk to him to start a cutscene there Reina and Faris both call to him, but he seems to concerned with a creature in the path ahead. King Tycoon steps out of the way and the creature attacks.

Archeoavis (Archeoaevis (GBA))
Boss level: Varies, around 20, Recommended party level: 23
HP: about 9000, Weaknesses: Wind (initial), None (otherwise), Nullifies: Varies, Absorbs: None
Gold: 0, ABP: 10, Drops: Hero Drink
Description/Strategy

Preparation: Archeoaviskeeps changing its elemental properties, but its only weakness is to Wind near the beginning, so you won't really be using a lot of attack spells. The Blue spell Aero2 and the Geomancer !Earth ability will be useful here. Have a healer with Cure2 and a backup healer, but try to concentrate on warrior types otherwise. At this point in the game the selection of jobs is a bit heavy on mage types, and it's perfectly possible to win this battle using hybrid jobs such as Hunter, Sorcerer, Blue Mage and Red Mage. Avoid elemental-based weapons since they may cure the monster at times.

Tactics: Start by casting Aero2 or using the !Earth ability since it results in a Wind-based attack. This will quickly take care of the Wind-weak form of the monster. Archeoavisremains at least vulnerable to Wind until near the end so there is no harm in continuing to use Earth since it does not use MP. Archeoavis can use Breath Wing as a multi-target attack to do percentage-based damage. After defeating it it comes back to life. This new form is immune to nearly all magic so you need to attack physically to defeat it. Archeoavis occasionally uses an attack that reduces the HP of some or all of your party to single digits; cast Cure2 on the group before the monster can follow with another attack which will wipe out your party.

Afterwards, the king, with an evil laugh, thanks you for disposing of the creature, then leaves via the path that the monster was blocking. Follow him to the Earth Crystal chamber. The king is standing at the crystal and Galuf realizes that he's possessed by an evil force. The king is just about to attack when another meteor lands. A girl, Galuf's granddaughter, appears and knocks out the king with a spell. Galuf remembers her name is Krile as his amnesia heals. The king recovers and is no longer possessed, and has a reunion with his daughters. But in the end they were still too late to save the crystal and it shatters. With the seal broken, X-Death escapes from the forest where he was sealed and appears where the crystal was. X-Death tries to use the crystal shards to destroy your party, but only knocks out Bartz. Then he disappears heading for Galuf's world. King Tycoon absorbs the hostile energy from the shards and is fatally wounded. He tells his daughters to join their powers to defeat X-Death as he dies. Finally, you receive new Jobs from the shards: Samurai, Lancer, Dancer and Chemist.

The floating ruins, no longer powered by the crystal, start to disintegrate and you make a hasty escape to the airship. As Reina and Faris mourn their father, Galuf tells Bartz that {X-Death was from his planet. Thirty years ago Galuf was one four dawn warriors who used the power of the crystals to seal X-Death away. Galuf and Krill go back to Galuf's world using Krill's meteor.

Landing the airship initiates a cutscene where the party decides to leave for Galuf's world to rejoin him and fight X-Death. There is no way to get there at the moment so return to the Catapault to talk to Cid and Mid again.