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{{Infobox|title=Final Fantasy
{{Header Nav|game=Final Fantasy}}
|boxart=[[Image:Final Fantasy.jpg|250px]]
{{Game
|developer=[[:Category:Square Co., Ltd.|Square Co., Ltd.]]
|completion=4
|publisher=[[:Category:Square Co., Ltd.|Square Co., Ltd.]]
|image=Final Fantasy.jpg
|categories=[[:Category:RPG|RPG]]
|title=Final Fantasy
|systems=[[:Category:NES|NES]]
|developer=[[Square]]
|releasedates=[[:Category:July 12|July 12]] [[:Category:1990|1990]] (US)<br />[[:Category:December 18|December 18]] [[:Category:1987|1987]] (JP)
|publisher={{colist|Square|Micro Cabin}}
|players=1
|year=1987
|ratings=ESRB: None
|systems={{syslist|nes|msx2|wsc|wii|wiiu|3ds}}
|ratings={{CERO|A}}{{ESRB|E}}{{PEGI|3}}
|title1=Final Fantasy
|developer1=[[TOSE]]
|publisher1=[[Square]]
|year1=2002
|systems1={{syslist|ps1|ps3|psp}}
|ratings1={{CERO|A}}
|title2=Final Fantasy Pixel Remaster
|developer2=[[TOSE]]
|publisher2=[[Square Enix]]
|year2=2021
|systems2={{syslist|ios|android|win|switch|ps4}}
|genre=[[RPG]]
|modes=[[Single player]]
|followed by=[[Final Fantasy II]]
|series=Final Fantasy
|pcgamingwiki=Final Fantasy
}}
}}
{{nihongo|'''Final Fantasy'''|ファイナルファンタジー}} is a fantasy role-playing video game created by Hironobu Sakaguchi, developed and first published in Japan by [[Square]] (now Square Enix) in [[1987]] for the [[Famicom]]. It is the first game in Square's [[:Category:Final Fantasy|Final Fantasy series]]. Originally released for the [[NES|Nintendo Entertainment System]], Final Fantasy was remade for the [[MSX2]] and [[WonderSwan Color]]. It was later released on the [[Game Boy Advance]] as part of a compilation called [[Final Fantasy I & II: Dawn of Souls]]. In [[2009]], it was released for the [[Wii]] via the [[Wii Virtual Console]] service. It was later made available on [[iOS]].


'''''Final Fantasy''''' was not only the game to start the long and well respected ''[[:Category:Final Fantasy|Final Fantasy]]'' series, it 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, but as everyone can see they did quite the opposite.
The story follows four youths called the Light Warriors, who each carry one of their world's four elemental orbs which have been darkened by the four Elemental Fiends. Together, they quest to defeat these evil forces, restore light to the orbs, and save their world.


This game proved to be so well loved that it was often heralded as the greatest [[:Category:RPG|Role-Playing Game]] ever created by numerous fans. [[:Category:Square Co., Ltd.|Squaresoft]] bundled the game with ''[[Final Fantasy II]]'' when they re-released the game several times with ''[[Final Fantasy I-II]]'', ''[[Final Fantasy Origins]]'' for the [[:Category:PlayStation|Playstation]], and most recently, ''[[Final Fantasy I & II: Dawn of Souls]]'' for the [[:Category:Game Boy Advance|Game Boy Advance]].
The game received generally positive reviews, and it is regarded as one of the most influential and successful role-playing games on the Nintendo Entertainment System, playing a major role in popularizing the genre. Praise focused on the game's graphics, while criticism targeted the time spent wandering in search of random battle encounters to raise the player's experience level. All versions of Final Fantasy sold a combined total of two million copies worldwide by March 2003.


The game allows you to create a party of four characters (chosen from [[Final Fantasy I/Classes#Fighter|Fighters]], [[Final Fantasy I/Classes#Black Belts|Black Belt]], [[Final Fantasy I/Classes#Thiefs|Thieves]], [[Final Fantasy I/Classes#Black Mage|Black Mages]], [[Final Fantasy I/Classes#White Mage|White Mages]], and [[Final Fantasy I/Classes#Red Mage|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 [[Final Fantasy I/Classes#Knight|Knights]], Black Belts become [[Final Fantasy I/Classes#Master|Masters]], Theives become [[Final Fantasy I/Classes#Ninja|Ninjas]], Black Mages become [[Final Fantasy I/Classes#Black Wizard|Black Wizards]], White Mages become [[Final Fantasy I/Classes#White Wizard|White Wizards]], and Red Mages become [[Final Fantasy I/Classes#Red Wizard|Red Wizards]].
<gallery>
File:Final Fantasy famicom cover.jpg|Famicom cover art.
File:Final Fantasy PS1 box.jpg|PlayStation cover art.
File:Final Fantasy Pixel Remaster box.jpg|Pixel Remaster
</gallery>


{{GFDL Article}}
{{ToC}}
{{Final Fantasy}}


[[Category:Final Fantasy|1]]
[[Category:Square]]
[[Category:NES]]
[[Category:TOSE]]
[[Category:Square Enix]]
[[Category:RPG]]
[[Category:RPG]]
[[Category:Square Co., Ltd.]]
[[Category:Single player]]
[[Category:Single player]]
[[Category:July 12]]
[[Category:December 18]]
[[Category:1987]]
[[Category:1990]]
{{wikify}}
{{sidebar2|title=imported GFDL content|contents=This guide has been released under the GNU Free Documentation License (see talk page for more). However it is still in text-only format. If you know how please convert it into wiki format and use subpages accordingly.}}
<br clear=all />
<br clear=all />
<br clear=all />
<pre>
==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]*******************************
*******************************************************************************
-------------------------------------------------------------------------------
[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</pre>