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There are still a few more areas to cover before going on to the N-Zone. Final Fantasy games often have additional battles just before the final dungeon which aren't a part of the main plot. The order these are presented is more or less arbitrary, though an attempt has been made to save the more difficult battles for last.

Sunken Walz Tower[edit]

Submerge the airship and locate the point of interest marked in the middle of the eastern continent, on the north side of a large sea. Approach the Tower to dock automatically. When you enter you notice that the tower is completely flooded. so you can't breathe. That leaves you seven minutes to reach the bottom, defeat the boss, and make your escape before you run out of air. Have a Thief or a character with Dash with you so you can move around quickly, and have a character with Flee or Dustb as well so you can escape the random battles here. This is really Walz Tower, so you should already know how to get around. Make your way as quickly as you can to the 1st Floor. (This shouldn't take much more than a minute.) If you're running out of air, quickly make your way to a closed chest on level 3, and the timer will reset. Note that you can only do this once per visit. When you reach it you'll find a crystal shard lying on the floor; this is one you couldn't reach when you got the Water Crystal. Check it and select No to start a battle.

Gogo
Boss level: 77, Recommended party level: 37
HP: n/a, Weaknesses: Water, Nullifies: None, Absorbs: None
Gold: 0, ABP: 50, Drops: None
Description/Strategy

Preparation: The only preparation you should do for this battle is to set your message and battles speeds to the lowest (fastest) setting. You get a lot of essentially free ABP at the end so change jobs to whichever you want to develop. A Thief or character with Dash will be useful for getting around quickly in the dungeon, even if not in the battle.

Tactics: Gogo's behavior is simple once you see the pattern; if you attack Gogo then Gogo attacks you. If you cast a spell on Gogo, Gogo casts a spell on you. Gogo ignores everything else you do. When Gogo counterattacks, it's strong enough to K.O. your character in a single blow, so whatever you do, don't attack physically. Gogo's counter-spells are nearly as strong, but if you have Reflect on all your characters before he casts it the spell will rebound on him. So you can make a good fight of at the beginning if you can heal the damage caused be the unblockable Meteos Gogo casts occasionally. The problem is that once you've done enough damage this way (about 15000 HP), Gogo starts retaliating with multiple Meteos and other nasty spells in succession, an onslaught you are unlikely to survive. So if physical attacks and spells are ruled out, there is nothing left, which turns out to be exactly what you need to do. In other words just Defend, cast Regen on your party, or whatever. Steal from Gogo if you want, as long as you don't attack or cast spells. Eventually he realizes that you've gotten the message and, after unnecessarily telling you that your "strategy" was correct, he very politely casts himself into the X-Zone and the battle is over.

After the battle you get a decent amount of ABP and the Mime job to compensate you for the pain caused by your palm slapping your forehead. Cast Telepo to get out of the dungeon before your air runs out.

If your Blue spell inventory has gaps then this is a good place to come back to fill some of them in. There are more than a dozen different enemies here and all of them have a spell you can learn.

Jachol Cave and Val Castle basement[edit]

Go to Jachol Cave as before and get through the first two areas the same way. This time when you climb the wall at the deepest point, you don't go outside but end up in the basement of Val Castle. First go south, unlock the door and save your game on the next floor up, then go back to the basement. Go to the north end of the room; you have to go around the holes in the floor so the route isn't straight. Check the pulsating light at the end to start a battle.

Odin
Boss level: 2, Recommended party level:
HP: 17000, Weaknesses: None, Nullifies: None, Absorbs: Holy
Gold: 0, ABP: 0, Drops: Flame Shield (rare)
Description/Strategy

Preparation: There are two ways to go with this battle; either come prepared to do as much damage dealing as possible, or come prepared to exploit the monster's status vulnerability. Avoid Holy-elemental weapons and spells-he just absorbs them. Have one character with Cure3 for healing and devote the rest of your resources to either damage dealing or casting Break (either the Black or Sword spell Break, or the Summon spell Shoat). A Time mage will be handy for speeding up your party. As with the Gogo battle, change your message and battle speed to the fastest setting possible.

Tactics: This isn't actually that hard except for the fact that you have a time limit. Odin uses his main attack, VengSwrd, regularly and this causes a large amount of damage to the entire party. Should you survive, cast Cure3; this wastes MP but the battle won't last long enough to run out. Have your Time Mage throw up a Haste2, then have your entire party trying to inflict Break or use their best damage spells or attacks. Odin can evade Break so it may take a number of tries to defeat him that way. If you go for the damage dealing method then each of your attacks should be worth at least 1000HP, otherwise switch to a different Job/weapon on the next try; a Samurai with $Toss and lots of spare cash can easily tilt the odds in your favor.

For the truly brave, you might be able to plunder a Protect Ring from Odin. Best of luck!

Phoenix Tower[edit]

Get the black chocobo and fly to the large desert; this is to the north of the sunken tower. Land in the patch of forest to the east. Go to the southwest corner of the desert and enter the tower.

Navigating the tower is actually pretty simple. The solid looking block in the center is actually the stairwell; search the front on each floor to find the a stair to the next. The problem here is you can't escape from the random encounters, so it's really a test of whether you can survive thirty floors without a save point to restore your MP. It's a good idea to stock up on items before you start and avoid jobs that use a lot of MP like Summoner or Time Mage. Some floors have two doors, in which case opening one of them will release a tough monster to fight while the other is normal. Defeating one of the tough monsters may not be that difficult (you may remember some as earlier bosses), but defeating several in a row will start to start to eat into your item supply. So refer to the following list to see which side to try on each floor:

1 - left
3 - left
4 - right
7 - left
8 - left
9 - right
12 - left
13 - left
14 - right
17 - left
18 - left
19 - right
22 - right
23 - left
24 - right
26 - left
27 - left
28 - right
29 - (only one door, you must fight)

Every 5th floor has two urns, one of which has treasure equal to 1000 times the number of the floor, and the other is a monster. The treasure urns are:

5 - left
10 - left
15 - right
20 - left
25 - right

The monsters in the urns are Magic Pots. You can't cast spells in these battle and they are pretty much impossible to defeat with physical damage. But each time you give them an elixir there is a chance they will run away and you get 100 ABP. If you have access to the Mime class, you can save a lot of money if you have one party member use an elixir and then have everyone mimic that action (which won't use up any more elixirs after the first one). You can also just escape if you can't or dont want to part with your precious Elixirs.

When you reach the top, there is a cutscene. You see Lenna's dragon, who takes off and dives toward the ground, bursting into flames. Reina has a flashback recalling when her mother was on her deathbed. Lenna prepares to sacrifice her dragon to save her since the only medicine that will help is a dragon's tongue. But Jenica tries to stop her since the dragon is the last of its kind. Say "No" when Jenica asks if you want to go through with the sacrifice and you get the Phoenix summon spell. If you say "Yes", the king appears to stop you and you end up getting the spell anyway.

Cast Telepo to exit the tower.

North Mountain[edit]

Staying in the desert, this time go northeast and enter North Mountain. This is the same as it was in the first part of the game and even has the same monsters. If you have a Geomancer in your party the purple flowers won't bother you this time.

Save your game when you reach the save point, then continue on to the top. Bahamut flies down and a battle starts.

Bahamut
Boss level: 99, Recommended party level: 38
HP: 40000, Weaknesses: None, Nullifies: None, Absorbs: None
Gold: 0, ABP: 25, Drops: None
Description/Strategy

Preparation: Have a Summoner, a Time Mage, and a White Mage in your party. The remaining character's Job is not critical but a good fighter type might be a good idea. Better still, create a Summoner with Black or Time magic and a second mage that can cast white magic, so that you have another fighter. Precast Float.

Tactics: Start by casting Hast2 on your party, then cast Carbuncle and keep Reflect up as much as possible. Reflect will enable you to survive Bahamut's MegaFlare attack which is his most powerful. Cast Slow on Bahamut when you get the chance. The key here is to get the battle over quickly before Bahamut has much of a chance to use his powerful spells, not all of which are reflected. So once your party is adequately buffed, start in with the strongest attack spells you have, Meteo for your Time mage, Holy for your W. Mage, Flare for your B. Mage if you have one. Odin seems to work pretty well for Summoners. Bahamut's spells vary depending on his health, but they're all pretty nasty so the faster you can defeat him the better, otherwise he will have more chances to throw them at you.

When you win you get the Summon spell Bahamut.