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Cleanup required: Fix that 2nd boss template
| Should Skip | Last Chance | Container | Name | Location |
|---|---|---|---|---|
| No | No | Clock | Elixer | South Narshe: Arvis' House |
| Yes | No | Chest | Phoenix Down | West Narshe Mines |
| Yes | No | Chest | Sleeping Bag | West Narshe Mines |
| No | No | Chest | Potion | Adventuring School: Advanced Battle Tactics |
| No | No | Chest | Sleeping Bag | Adventuring School: Battle Tactics |
| No | No | Monster-in-a-box (Lobo) | Potion | Adventuring School: Field Science |
| No | No | Pot | Ether | Adventuring School: Field Science |
| Name | HP | Gil | Experience | Rage | Lore |
|---|---|---|---|---|---|
| 001 Guard | 40 | 48 | 48 | Yes | No |
| 002 Silver Lobo | 27 | 30 | 37 | Yes | No |
| 003 Megalodoth | 115 | 90 | 50 | Yes | No |
| 004 Wererat | 24 | 22 | 21 | Yes | No |
| 005 Spritzer | 15 | 29 | 23 | Yes | No |
| 006 Bandit | 35 | 25 | 25 | Yes | No |
| 276 Ymir | 50,000 | N/A | N/A | Yes | No |
| 277 Ymir | 1,600 | N/A | N/A | No | No |
| 278 Guard Leader | 420 | 350 | N/A | Yes | No |
You may want to start out by opening up the field menu and modifying your configuration settings. Particularly, you may want to set whether the game will memorize the cursor location of your last attack on the battle screen, or reset it to default every turn, and modify the battle and message speeds to your taste. If you're new to this game, you should take some time to familiarize yourself with all the menus.
If you try to head south, Biggs and Wedge will just order you to turn around, so go north into the town. At this point in the game, you also can't explore much of Narshe. There are paths you can't travel down inside these bulky magitek armor suits, leaving essentially only a single northward path to go down. As you do, you'll encounter your first battles of the game. The unnamed character will have a great deal of firepower to select from. The Magitek Missile is the most powerful attack in her arsenal against a single foe, but the Bio Blaster is capable of damaging the entire enemy party at once. Biggs and Wedge are limited to a selection of a few different single-enemy attacks which produce the same damage, only with different elemental attributes.
If you find at any point that you're getting seriously hurt, use the "Healing Force" command, currently available to all your characters. However, that's not likely to happen until the boss battle, because the enemies at this point are quite weak. Enjoy the free ride, and take your time getting used to the game mechanics.
After all that fighting, you'll be at the mouth of a cave. Enter and follow the path, defeating random encounters as you go, and you'll come to a save point. If you step on it now, you'll have the option to be given a short tutorial on how to use them. You'll come to a small gate. Talk to it, and Vicks will smash it open. You will then face the boss Whelk.
| Whelk |
| HP: 1,600, MP: 1,000, Weaknesses: None, Nullifies: None, Absorbs: Thunder |
|
Being the first boss of the game, it's quite easy. Just attack the head with ?????'s TekMissile attack and Vick's and Wedge's Fire Beam, and it should go down quickly. Also, follow Vicks' and Wedge's advice about not attacking the shell. If you attack it will counter with Mega Volt, which will do around 60 damage to one character. Don't queue up too many attacks, or you will hit the shell when the Whelk's head retreats into its shell. You could try taking out the shell, as the shell can only use Mega Volt six times before it runs out of MP. It is easier said than done since the shell has a wild 50000 HP. Should you be able to do so before you die of boredom, your reward is a Tincture instead of Potion, and the feeling you have just completed one of the most pointless tasks you will ever encounter in your life… |
| Terra | |
| Magitek Elite | |
| "A mysterious young woman,
born with the gift of magic, and enslaved by the Gestahlian Empire..." |
|
After the conversation with it, ????? will wake up in strange bed. After a long conversation with Old Man about the state of ?????'s health, you get to name her. The default name is Terra.
Before exiting the house through the northern door, take the time to go out the southern door, and then west to examine the clock. Like almost all clocks in the game, you will be rewarded with an elixer for examining it, which will restore all your HP and MP in a pinch.
As Terra flees across the bridge, she's be spotted by the guards, but there's only one way to go at this point. West across the bridge, and into the mine entrance.
If you grab the chests, you'll be missing out. They turn into much better stuff later on in the game. Try to resist the temptation, and pass them by. If you do grab them, however, you'll receive a Phoenix Down, and a Sleeping Bag.
There is no way to proceed at this point, except heading northwest within this area of the dungeon until Terra is cornered by the Narshe guards, and falls through a hole in the unstable cave floor. A cinematic scene is triggered, and Terra falls unconscious.
| Locke | |
| Adventurer | |
| "A treasure hunter and trail-worn
traveler, searching the world over for relics of the past..." |
|
A short pain induced flashback later, you'll be able to name your second character of the game: Locke.
Locke will then come to Terra's aid, with the help of the Moogles! After breaking into three groups of four, you'll face off five groups of enemies. After being given the chance to read a tutorial on how to defend Terra, they'll slowly crawl up the pathways from the south, and if they get close enough to any of your three parties, you'll enter battle with them. If you want to avoid any battles (Which is okay, even if you're trying to build up your beastiary in the Final Fantasy VI: Advance version, because there will be nothing here you haven't seen before), move quickly down to the northern edge of the southmost rock, and wait there. After a moment, you will be presented with an opportunity to squeeze between two guard groups to the east, and then you should be able to wait there until a path opens up in the west, backtrack, and then head south to the enemy commander. Defeat him, and the battle ends.
After that's done, take the group that's in the best health and walk to the bottom of the screen. But before you do, you may want to remove Mog's equipment, because that shield and spear are the best ones you'll find for quite a while. After healing your group, talk to the stationary guard to begin a boss battle.
| Marshal |
| HP: 420, MP: 150, Weaknesses: Poison, Nullifies: None, Absorbs: None
Lobo x2: HP: 27, MP: 5, Weaknesses: Fire, Nullifies: None, Absorbs:None |
| This is a fairly straight forward battle. Just kill the Lobos first, then concentrate on the Marshal. Heal when necessary. If you've got Mog in the party, have him Dance Dusk Requiem. He'll fall quick enough. |
After the fighting's done, you'll be at the entrance of Narshe. You can go to the classroom for beginners, or you can just leave. Once on the world map, travel south to the desert. In the middle of the desert, you'll find a castle: Figaro Castle.