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N-zone (floating castle)[edit]

This section seems to be made of ledges floating in the air. Have a Thief or equip a character with the Secret ability to see the paths between the ledges, but even without this it shouldn't be too hard to find your way around. Follow the ledges west and exit in the northwest corner to the castle proper.

N-zone (castle)[edit]

Treasure in N-zone (X-death's castle)
Found Container Location
Thor'sHammer Chest West tower
Winged Shoes Chest East tower
Prism Dress Chest Dungeon, southeast corner cell
Red Shoes Chest Dungeon, cell next to northeast corner
Man-eater Chest Dungeon, northwest corner cell.

Enter the castle and explore the main floor. There is a stair up in the center of the room but it leads to a locked door. To the east and west are to passages, each with a door north and a door south. The south doors lead back outside where you can enter small towers with treasure. The north doors lead to empty rooms but they do show you stairways as a hint for further exploration. Behind the stair up there is a stair down, follow it to the castle dungeon.

There are cells here with what appear to be prisoners. Don't be fooled though, these are boss monsters. Start with the cell in the southwest corner. This boss is technically optional, but since you will definitely want the save point he is guarding it's pretty much a requirement.

Azulmagia
Boss level: 57, Recommended party level: 41
HP: 27900, Weaknesses: Poison, Nullifies: None, Absorbs: None
Gold: 0, ABP: 22, Drops: (none)
Description/Strategy

Preparation: Azulmagia casts level based spells so you'll be better off with level not a multiple of 2, 3, 4 or 5. So if you're already at level 42 then wait until 43 to fight this battle. Since it may be that not all characters are at the same level, it should be enough to make sure at least half of your characters are at "safe" levels (..., 37, 41, 43, 47, 49, 53, ...). Azulmagia's elemental weakness is Poison. This does not mean the spell or status Poison, in fact he's immune to these, but the Poison element which basically means the Bio spell. The Poison Rod (but not the Poison Axe) is Poison based, but there are much stronger weapons available so it probably isn't worthwhile to use it. So have at least one B. Mage or Sorcerer with Bio for damage dealing. If you want the Giant'sGlove, the only place to get it is by stealing from this enemy (making it one of the most difficult to obtain items in the game), so have a character with Steal and a character who can cast Return. As usual, have a W. Mage for healing and another character with healing ability as backup.

Tactics: As you may guess from the name (assuming you took high school Spanish), Azulmagia is a Blue Mage. If you cast a Blue spell on him then, depending on the spell, he will learn and attack you with it multiple times on his next attack. So you're probably better off not using any Blue spells against him unless you know it's one you know he won't turn against you. Azulmagia already knows some Blue spells so if you see him use one then it's safe to use yourself. On exception to this is L3 Flare if you don't have any characters with level a multiple of 3, in this case you can use it to cast Flare with half the MP and Azulmagia will waste moves trying to cast it on you with no effect. Besides L3 Flare, the spells that can be turned against you are Aero 3, Blow Fish, Red Feast, Aqua Rake, MagHammer, and Exploder. If you're going after the Giant'sGlove, keep stealing until you succeed, then use Return and try again if it's not the glove (i.e. Elixir). Meanwhile have your healers buff with Haste, Blink, Regen, etc. Cast Dispel if Azulmagia uses Barrier. Otherwise keep attacking with Bio, either directly or with Sword once you get the glove (or right away if you don't want to bother with it, and the battle should be over fairly quickly.

When the battle is over a save point appears, so take the opportunity to save.

Now it's time to tackle the six mage-like characters running around inside the cells. You can avoid fighting more than one in succession in the southern cell by starting a battle by checking a mage through the bars. In other words, stay out of the cell but face toward it and check a mage as he walks by. Otherwise one or both of the other mages in the cell may attack right after you're done with the first battle, leaving you no time to save, recuperate, etc. For the northern cell, it doesn't seem possible with out opening the door. These bosses are optional but you'll need to fight them to get the treasure chests they're guarding. These contain Dancer specific armor.

Alte Roit, JuraAvis
Boss level: 58 (Alte Roit), 61 (JuraAvis), Recommended party level: 41
HP: 6000 (Alte Roit), 15000 (JuraAvis), Weaknesses: None, Nullifies: None, Absorbs: None (Alte Roit), Wind, Bolt, Ice, Fire (JuraAvis)
Gold: 0, ABP: 11, Drops: HealingStaff (Alte Roit, rare), Dragon Fang (JuraAvis)
Description/Strategy

Preparation: Have a B. Mage and a W. Mage with good Mag.Pwr equipment and both with Winged Shoes. This is so you can defeat Alte Roit quickly before he can do you any harm. JuraAvis is susceptible to Demi spells so having a Time Mage will be helpful. Have a character with Summon ability. If you want the Dragon Lance, have a character with Steal and a character who can cast Return as with Giant'sGlove in the previous battle. This isn't the only place to get this lance but it's still a hard to find item. Your W. Mage should be enough for healing in this battle so you fourth job is flexible.

Tactics: You start out fighting Alte Roit. His worst attack is Encircle which will basically throw one of your characters out of the battle. Since you're probably going to need that character, it's best to defeat Alte Roit as quickly as possible. The good news is Alte Roit's HP is laughably low for this stage of the game, so two casts of Holy and/or Flare should to the trick. When Alte Roit is defeated he changes to his true form, JuraAvis, but you can keep him from doing this by casting Berkerk on him before beating him. The trick for JuraAvis is to summon Remora, there is a good chance it will be paralyzed and if not try again. Avoid elemental spells and instead use Demi a couple times to knock down its HP, then follow up with Time spells or physical attacks to finish it off. JuraAvis' worst attack will reduce your entire party to critical HP, but cast Cure3 in response and it should be no problem. To get the Dragon Lance, use the same idea as before, namely use Steal and if it's not the lance (i.e Turtle Shell), cast Return and try again.

Now go to the cell in the northeast corner. Check the door or the bars and a new monster will break out and attack.

Catastroph
Boss level: 71, Recommended party level: 41
HP: 19997, Weaknesses: None, Nullifies: None, Absorbs: None
Gold: 0, ABP: 21, Drops: Soft
Description/Strategy

Preparation: Have at least two characters who can cast Float. Also have a character who can summon Remora. A good healer as usual but otherwise you're free to choose whatever damage dealers you want. Pre-cast Float just before battle.

Tactics: This battle is similar to JuraAvis in that you can paralyze Catastroph with Remora. With each successful cast you get two or three free turns for damage dealing. Cast Slow if you have it and the monster will be yet more helpless. If Catastroph sees any member of you party with Float it casts Gravity 100 to remove it, so keep restoring Float when necessary. If not then Catastroph may cast Earth Shaker which does major damage to the entire party. You you should have plenty of time to restore Float and avoid that, leaving you free to take down the monster.

After the battle, go back to the northeast corner. A girl who was imprisoned there gives you a big kiss in gratitude for releasing her, then disappears through a back stair. (Suspiciously, the stair she uses was there the whole time.)

Follow her; the stair leads outside where you follow a path into a side building and up to the roof. Go to the west side of the roof and follow a similar path down back to the dungeon. Here you can finally reach the last treasure there. Go back to the roof and enter the door in the center to the upper part of the castle.

There is a stair down in the center of this room, but it leads to a small room with a switch, and this just takes you back to the first floor of the castle without going through the dungeon again. At the north end is a throne and a passage left. If you try to take the passage, a wind blows you back and you land on the throne. If you try again the girl who was in the cell earlier appears and reveals her true form. She is one of X-Death's monsters. In fact, "she" is the lord of this castle, Harikalnasson. A battle begins, but with a slight name change.

Halycanos
Boss level: 97, Recommended party level: 41
HP: 33333, Weaknesses: None, Nullifies: None, Absorbs: None
Gold: 0, ABP: 20, Drops: None
Description/Strategy

Preparation: Have a summoner in your party, the usual W. Mage for healing. The other jobs are flexible but make them fighter types. Have Critt selected on one or two characters so you can heal with Reflect. Halycanos has a special move which turns your party into toads (perhaps the effect of that kiss in the dungeon), so having plenty of Maiden'sKiss on hand. If you're low on them and don't want to go back to a shop, have a character or two with Black so you can use Toad to turn characters back into humans. Having Ribbon equipped won't hurt either.

Tactics: Summon Golem and Carbuncle and keep restoring them when they wear off. Do not cast any summon spell which attack since Halycanos reacts with a powerful physical attack which will certainly K.O. one of your party. The Mini and Mute spells will work here, given enough tries, but this will use up valuable turns for your W. Mage, so you're probably better off sticking with Golem and Carbuncle for defense. The physical attacks are probably easy enough to handle but Halycanos casts Holy every so often and if it hits one of your characters it will K.O. them. With the right defense you should need very little healing if any and can concentrate on damage dealing. Halycanos has a high magic evade and a high level, so many attack spells will just miss and waste a turn most of the time.

When you win, the wind blowing in the northwest corridor stops and you can exit to the next room. But first, it's a good idea to go back to the basement and save before going on to the next boss. The corridor takes you to a room above the throne, and a stairway here leads to the roof. There is a final boss for the castle hovering in the air to the north, and when you reach the edge it comes down to fight you.

Twin Tania
Boss level: 39 or 30, Recommended party level: 42
HP: 50000, Weaknesses: Water, Holy, Nullifies: None, Absorbs: None
Gold: 0, ABP: 24, Drops: None
Description/Strategy

Preparation: Have a TimeMage and a BlueMage if you've gotten the Guardian spell. A Summoner will be very useful, and a W. Mage and possible a backup healer will be needed. Twin Tania is weak to Holy so Excalibur and Holy Lance will do extra damage for your fighters. Have Coral Ring equipped on as many party members as you can. Having Winged Shoes on your Summoner and W. Mage will be a big help.

Tactics: Twin Tania worst attack is GigaFlare which does about 3000 HP damage against your entire party, in other words it will wipe you out if it hits. The good news it that you get some time to either defeat the monster first or prepare. The other good news is that you get a warning before it's cast and Twin Tania has a lower level and fewer status immunities while it's preparing. Cast Slow as soon as you can to give yourself more time, also cast Haste2 if you don't have Winged Shoes on any of your party. Cast Guardian if you have it and when you get a chance. Now the idea is to do as much damage as you can before Twin Tania uses GigaFlare. Twin Tania sometimes counters magic with MegaFlare and physical attacks with Tidal Wave. MegaFlare does more damage but it can be reflected. So cast Carbuncle then cast Holy and Leviathan until reflect wears off; if Twin Tania counterattacks then the spell will help you. If you have Guardian in place then you could try a Holy based physical attack since the Tidal Wave counter should be manageable with Shell. With your attacks, Twin Tania's backfired attacks, and Haste/Slow you should be able to win before you get the GigaFlare message. Keep in mind that Guardian is reflected so use it before casting Carbuncle or not at all. Also, even though MegaFlare is reflected, GigaFlare is not, so Carbuncle won't help you if the battle takes too ling. Another possible way to go is to use physical attacks, using Holy based weapons. The Tidal Wave counter can be healed easily if you have Shell in place. Once you get the warning about GigaFlare then attack with magic as well since Twin Tania will be too busy preparing to counterattack. Yet another way of beating this monster, easy but using a trick, is to wait until you get the GigaFlare warning then cast Shoat, Break, Doom or L5 Doom. Twin Tania is vulnerable to these spells, but only after the warning.

When you win, a path appears which takes you to a platform behind the castle. There you can warp to the next area but it's a good idea to go back and save first.