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(re-organized treasure rooms into area loot style tables, not sure How I like it, will probably change later but works for now!)
(details)
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''After restoring the Fire Crystal's light, a plea for help arrives from the Tokkul. The bandits from the flying fortress raided the town again and deported all of the people!''
''After restoring the Fire Crystal's light, a plea for help arrives from the Tokkul. The bandits from the flying fortress raided the town again and captured all of the people!''


Suggested team for this chapter:
Suggested team for this chapter:
*Thief (''you need now his lockpick ability'').
*Thief (''you need the lockpick ability'').
*Knight (''full equipment in the treasure rooms'').
*Knight (''full equipment in the treasure rooms'').
*Scholar (''full equipment in the treasure rooms'').
*Scholar (''full equipment in the treasure rooms'').
*Ranger (''you have now weapons only he can use'').
*Ranger (''you now have weapons only he can use'').
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{{-}}


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|-
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{{col|2|begin}}
;Equips:
;Equips:
*Book of Fire
*Book of Fire
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*Scholar Robe
*Scholar Robe
*Scholar Hat
*Scholar Hat
{{col|2}}
;Items:
;Items:
*Elixir
*Elixir
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*Gysahl Greens
*Gysahl Greens
*2x Magic Key
*2x Magic Key
{{col|2|end}}
|}
|}
After defeating Salamander-Guzco, go back to the Dwarven Hollows and return them the Ice Horns. The dwarves will thank you by granting access to their treasure room. In there, you'll find full equipment for the Scholar and full armor for the Knight (you already have strong swords he can equip), plus many other items. Check the list below.
After defeating Salamander, go back to the Dwarven Hollows and return the Horns of ice. The dwarves will thank you by granting access to their treasure room. Talk to the Dwarf leader again to get a magic key then head to the south east. speak to the dwarf just before the stairs then head down. Follow the path to the treasure room. In here, you'll find full equipment for the Scholar and full armor for the Knight (you already have strong swords he can equip), plus many other items. On your way out you'll be approached by man asking you to go help Tokkul. Lets not do that(yet) and head back to Castle Argus for more loot!
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{{-}}
=== Castle Argus treasure room ===
=== Castle Argus treasure room ===
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*7,700 Gil
*7,700 Gil
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|}
Check the fourth candle from left for a secret passage to the east. You will then come in a room with three chests behind a wall which can walked through. Go upstairs and you find six more chests. Go upstairs again and go left until the door. Unlock it with the thief in your party (if you don't have one then change someone to a thief and place him at the head of the party).
Once you get to the castle, go inside, cross the moat, go up the stairs and interact with the farthest candle to the east, you'll see a secret passage open! go on through then pass through a hidden wall in the east. Grab these chests('''3000 Gil''') then head upstairs and grab all 6 of the chests there('''4700 Gil) and upstairs again.


Check the dresser to give way to three chests. Exit the room and go right to another door. Unlock it and you are in a room with six chests. The contents of all chests are listed below.
You'll find yourself on a rampart, head west to a locked door, open it(put a thief at the lead of your part or use a magic key) and head inside. Investigate the dresser to the east to open another secret door and grab the three chests('''Light Arrow''', '''Killer Bow''', and 20x '''Medusa arrow''') Exit the room then head east to another locked room, go in and grab the 6 Chests here('''Book of Light''', '''Book of Fire''','''Book of Ice''' 20x'''Ice Arrow''', 20x'''Fire Arrow''' and '''Scholar Robe''')


Go back to the room with four candles. Now you're done here so exit the castle and go southwest to the Living  Forest.
Once you've grabbed everything, leave the castle and head southwest to the living woods.
 
{{-}}
=== Fire crystal jobs ===
The Wind Crystal jobs correspond to five of the jobs in [[Final Fantasy 1]], while the Fire Crystal introduces four new ones:
#The new Knight is inherently different from the one in FF1 because he cannot use White Magic, but he can cover allies instead.
#The new Thief has the added abilities of Steal and Lockpick.
#The Ranger is a brand new job.
#The Scholar is a brand new job.
 
You now have full equipment for your party:
* '''Knight:''' full armor set, three swords with different elements.
* '''Scholar:''' full armor set, six books with three different elements.
* '''Ranger:''' bow and arrows with four different elements. He can wear armor previously found.
* '''Thief:''' he can wear weapons and armor previously found.
* Geomancer (DS): no equipment for him yet.
 
In this team you don't have a White Mage anymore. Still, the '''DS Scholar''' or the '''NES Ranger''' can use white magic up to level 3 (and their attacks are way stronger than the Mage's ones). Moreover, the '''Knight''' can cover allies in critical state when they are attacked physically. Since his armor is the best in the party, it can greatly reduce damage. Finally, the '''Thief''' should always steal instead of attack. Most of the items he can steal are potions, which can support the limited healing abilities of the other party members.
 
None of the Fire Crystal jobs can use Black Magic either, but the '''Knight''' can use two spellcasting swords: the Salamander sword, which casts Fire1, and the Ice sword, which casts Ice1. Additionally, the '''Ranger''' and the '''Scholar''' can use elemental weapons. Holy/fire/ice/bolt arrows are available for the Ranger. Likewise, fire/ice/bolt books are available for the Scholar. The '''Thief''' has no elemental abilities, but he's the one that requires less AP to revert back to a Black Mage. All of this analysis will be useful against the next boss.
 
The Scholar should study the weak element of each enemy, and then all characters should change their weapons to match the element. To change weapons during battle, select the item menu, click the weapon you want to equip, then drag the cursor to the far left of the menu and click on either left or right hand.
 
{{spoiler
|title=Scholar studies
|content=The studies of the Scholar help choosing which books, swords and arrows are best suited for each area:
* '''Hein castle:''' mummies and will-o-wisps are are undead, i.e. weak against '''Holy & Fire''';
* '''Cave of tides:''' some enemies are weak against '''Lightning''', others against '''Fire''';
* '''Amur sewers:''' most enemies are weak against '''Lightning''';
* '''Amur rivers:''' all enemies are weak against '''Lightning''';
* '''Amur area:''' one enemy is weak against '''Ice''';
* '''Goldor Manor:''' no elemental weakness;
* '''Dragon Spire:''' no elemental weakness.
 
The Holy Arrows will only be useful in two later instances: a trapped chest in the Sunken Cave and throughout the Ancient Ruins.}}


===Living Woods===
===Living Woods===

Revision as of 23:34, 22 April 2017

After restoring the Fire Crystal's light, a plea for help arrives from the Tokkul. The bandits from the flying fortress raided the town again and captured all of the people!

Suggested team for this chapter:

  • Thief (you need the lockpick ability).
  • Knight (full equipment in the treasure rooms).
  • Scholar (full equipment in the treasure rooms).
  • Ranger (you now have weapons only he can use).

Before the dungeon

Dwarven Hollows treasure room

Dwarven Hollows Treasure Room Checklist:
Equips
  • Book of Fire
  • Book of Ice
  • Book of Light
  • Killer Bow
  • Knight Armor
  • Gauntlets
  • Heroic Shield
  • Scholar Robe
  • Scholar Hat
Items
  • Elixir
  • 2x Phoenix Down
  • Gold Needle
  • Echo Herb
  • Ottershroom
  • Gysahl Greens
  • 2x Magic Key

After defeating Salamander, go back to the Dwarven Hollows and return the Horns of ice. The dwarves will thank you by granting access to their treasure room. Talk to the Dwarf leader again to get a magic key then head to the south east. speak to the dwarf just before the stairs then head down. Follow the path to the treasure room. In here, you'll find full equipment for the Scholar and full armor for the Knight (you already have strong swords he can equip), plus many other items. On your way out you'll be approached by man asking you to go help Tokkul. Lets not do that(yet) and head back to Castle Argus for more loot!

Castle Argus treasure room

Castle Argus Treasure Room Checklist:
Equips
  • Killer Bow
  • 20x Light Arrows
  • 20x Fire Arrows
  • 20x Ice Arrows
  • 20x Medusa Arrows
  • Book of Fire
  • Book of Ice
  • Book of Light
  • Scholar Robe
Items
  • 7,700 Gil

Once you get to the castle, go inside, cross the moat, go up the stairs and interact with the farthest candle to the east, you'll see a secret passage open! go on through then pass through a hidden wall in the east. Grab these chests(3000 Gil) then head upstairs and grab all 6 of the chests there(4700 Gil) and upstairs again.

You'll find yourself on a rampart, head west to a locked door, open it(put a thief at the lead of your part or use a magic key) and head inside. Investigate the dresser to the east to open another secret door and grab the three chests(Light Arrow, Killer Bow, and 20x Medusa arrow) Exit the room then head east to another locked room, go in and grab the 6 Chests here(Book of Light, Book of Fire,Book of Ice 20xIce Arrow, 20xFire Arrow and Scholar Robe)

Once you've grabbed everything, leave the castle and head southwest to the living woods.

Living Woods

You will meet some fairies there and a crater where the elder tree was. The fairies tell you that Wizard Hein from Castle Argus came and placed a curse on the elder tree and took him. The elder tree is transformed in a castle and wander the desert near Tokkul aimlessly. They also tell you something about Hein's weakness. Now go back to the town of Tokkul.

Hein's Castle

Most enemies are undead, i.e. weak against Holy and Fire, as the Scholar can confirm. Let the Ranger use his Holy Arrows freely, as this dungeon is the last one in the game with a large number of undead enemies. The Knight and the Scholar should equip fire weapons: the Salamand sword and two Books of Fire, respectively. Switch to any other arrows and sword when fighting against enemies that are not undead (access Item menu during battle). The Thief should always try to Steal instead of attack: in particular, steal arrows from the Demons and attack items from the Lamia's.

  • Castle dungeon: you start in the prison, together with the King of Argus and many other people. Talk to everyone, and one guy will give you a Luck Mallet. Then, walk through the wall on the left to access the next cell; in there, you can fight a Daemon, just to earn some Gil and experience. Back in the main cell, cast Mini on all the party and get through the mousehole.
  • First floor: get back to your normal size. There is a chest with 20 Holy arrows in the southmost portion of this area. Walk into the wall on the left to the hidden stairway. The chest near there contains a Phoenix Down.
  • Second floor: The three doors conceal two chests each, for a total of 6430 Gil, a Phoenix Down and a Zeus' Rage. Walk around the block and enter the fourth door. The chest conceals the King's sword: it has no elemental properties, but it is stronger than any sword you already have. Once again, walk into the wall on the left and find a secret passage with the stairs.
  • Third floor: A chest on the right conceals a Phoenix Down. The stairs are on the left, but there's no need to find any secret passage now.
  • Fourth floor: Before you enter the door, look for the chest with the Rune bow first. Then, enter the door and face Hein, the boss.

Boss: Hyne/Hein

NES version

The Scholar should repeatedly Study the weakness of Hein. Then, open the Item menu and change the weapons of Scholar, Knight and Ranger to match Hein's weakness. The Thief, instead, neither has elemental weapons nor he can steal much from a boss: let him use the offensive items he stole during the various battles.